## History.dat - An arcade video games database.
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$info=88games,
$Edit this entry at Arcade-History.com
$bio
'88 Games (c) 1988 Konami.
Go for the gold in Konami's newest kit, '88 Games. Feel the thrill of competition as you test your Olympic skills against other world-class athletes. Bronze or silver medals are not good enough - you are going for the gold! However, you must at least qualify in each event in order to compete in the next event. Get pumped up to compete in the following events :
* 100m Dash : Race against the other athletes as well as the clock. This is just a warm-up compared to the events to come.
* Long Jump : Player dashes to the line, leaps, and propels his body as far as he is able. The player controls the speed and angle of the jump.
* 400m Relay (Qualifying Heat) : Speed and timing are crucial in this event. Player must coordinate the baton hand-off perfectly for the best qualifying time.
* Skeet Shooting : Player can aim left and right at the clay pigeons and must prove that he is a sure shot. A chance for bonus points is given for excellent marksmanship.
* 110m Hurdles : Player sprints down the track, timing his jumps perfectly to clear all of the hurdles and reach the finish line in time.
* Archery : This is a trial of the player's proficiency in using a bow and arrow. The player can decide the direction and force of the wind, which will help in demonstrating his skill as a sharpshooter.
* Javelin Throw : The player darts to the line and throws the javelin with all his might. The player controls the height of the javelin.
* High Jump : Another test of speed and strength as the player runs to the line and hurls his body over the bar. The player can control his angle above the bar.
* 400m Relay - The Final Race : The final test of physical training as the player faces the challenging relay again.
GO FOR THE GOLD!
- TECHNICAL -
Game ID : GX861
Main Board Number : PWB351171A
Rom Board Number : PWB350782
Prom Stickers : A0xx
Main CPU : KONAMI
Sound CPU : Z80
Sound Chips : YM2151, (2x) UPD7759
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Buttons : 3, depending of the event...
=> 100m Dash : [1] Power, [2] Unused, [3] Power
=> Long Jump : [1] Power, [2] Jump, [3] Power
=> 400m Relay : [1] Power, [2] Relay, [3] Power
=> Skeet Shooting : [1] Shoot, [2] Left, [3]Right
=> 110m Hurdles : [1] Power, [2] Jump, [3] Power
=> Archery : [1] Unused, [2] Shoot, [3] Unused
=> Javelin Throw : [1] Power, [2] Shoot, [3] Power
=> High Jump : [1] Power, [2] Jump, [3] Power
- TRIVIA -
Released in July 1988, just in time for the 1988 Olympic games, '88 Games is also known as "Konami '88" and in Japan as "Hyper Sports Special".
On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber".
Default high-score :
1 H.O 50000
2 M.O 49500
3 J.N 49000
4 A.S 48500
5 T.O 48000
6 K.K 47500
7 H.A 47000
8 A.N 46500
9 H.I 46000
10 Y.S 45500
11 F.S 45000
12 K.O 44500
- SERIES -
1. Track and Field (1983)
2. Hyper Sports (1984)
3. '88 Games (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
8. New International Track & Field (2008, Nintendo DS)
$end
$info=99lstwar,99lstwra,99lstwrk,
$Edit this entry at Arcade-History.com
$bio
'99 The Last War (c) 1985 Proma.
An old generation shoot'em up.
- TECHNICAL -
Main CPU : (2x) Z80
Sound Chips : (2x) AY8910
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield
- TRIVIA -
Default high-score :
1 50000 (Ichiban)
2 50000 (Niban)
3 50000 (Sanban)
4 50000 (yonban)
5 50000 (goban)
This game is also known as "Repulse".
A bootleg of this game is known as "Son of Phoenix".
- TIPS AND TRICKS -
* Power-up : after the middle of each stage there´s a helicopter (a plane on 1st stage) that drops a power-up item. So, don´t destroy it till it releases the power-up. Be careful with the helicopter scrap after destroying it, it can kill you.
* 1up player : at the 2nd and 4th stage there is a chance to pick up a 1up item : a group of blocks appears floating on the upper part of the screen, you have to shoot the blue one. You have to hit it with one shot, if you don´t the blue block will turn to red.
* Moai statues : be careful with the Moai Statues at the 6th stage (last stage). Always check if its eyes turn red, if it starts blinking it will shoot.
- STAFF -
Director : Shunkoh Miki
Programmer : Tatsuya Uemura
Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi
Music and sound effects : ???
$end
$info=005,
$Edit this entry at Arcade-History.com
$bio
005 (c) 1981 Sega.
You play secret agent 005, your mission is to take a briefcase filled with secret documents to a waiting helicopter. But, enemy agents are everywhere, trying to thwart your every move, luckily you are armed with cannisters of gas.
- TECHNICAL -
This game came in a generic Sega wood grain panel cabinet (sticker sideart was optional). These were technically all dedicated cabinets, although the lack of any painted art makes the machines easy to switch and still retain originality (a lot of early Sega titles came in this same cabinet). The game boards themselves were Sega G80 System compatible (as were several other Sega titles before "Zaxxon"), and will work in any G80 cabinet. The monitor is mounted vertically, as were most early Sega titles. The monitor bezel sported the standard game instructions and the marquee showed a '005' logo and a shining flashlight (the logo is in a font that reminds me of high school football numbers).
Cabinet dimensions :
Upright : 71,25in. high x 26in. deep x 25in. wide. Weight : 330 lb
Cocktail : 25,25in. high x 35,5in. deep x 27,5in. wide. Weight : 170 lb
Sega G80 raster hardware
Main CPU : Z80 (@ 3.867 Mhz)
Sound Chips : Samples, Custom (@ 3.867 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in December 1981.
005 (pronounced 'double O five'), is based around a pseudo 'James Bond' theme. Instead of secret 'agent 007' you get to play secret 'agent 005' (which allowed Sega to save money by not licensing the 'James Bond' character for this game).
005 is very rare today, as most of them were converted to other titles long ago.
Dwayne Richard holds the record for this game with 1,500,000 points on May 18, 2002.
- PORTS -
* Consoles :
A ColecoVision port was planned but never released.
$end
$info=tenpindx,
$Edit this entry at Arcade-History.com
$bio
10 Pin Deluxe (c) 1983 Bally Midway.
Old-fashioned mechanisms replaced with 3-D projected pins, a video monitor for scores and attractions and electronic puck sensors.
- TECHNICAL -
Bally Midway Astrocade hardware.
Main CPU : (2x) Z80
Sound Chips : AY-3-8912A
Players : 1
Buttons : 2
- TRIVIA -
Just as in league bowling, 10 Pin Deluxe has the 'beerframe'. The cartoon appears briefly before the 5th frame. Then it's time to find out who buys the next round :)
- STAFF -
Designed by : Pat Lawlor
$end
$info=10yard,10yardj,vs10yard,vs10yarj,
$Edit this entry at Arcade-History.com
$bio
10-Yard Fight (c) 1983 Irem.
An American football game. Each level starts on the kick-off with the player carrying the ball as far up the field as possible before being tackled. Then, as the quarterback, you can either run or pass the ball to a receiver. An intercepted pass earns a penalty of 20 yards. Running out of bounds stops the clock. Extra points after touchdowns can either be kicked or run into the end zone.
- TECHNICAL -
Irem M-52 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 528
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
10-Yard Fight is the first slightly realistic American football game released.
Default high-score ('Best Players'):
1 36500----BMB
2 34900----RAD
3 33100----P.P
4 31700----FAL
5 29900----ZIB
6 28300----TOZ
7 27100----LWP
8 25700----JUF
9 24500----TCZ
10 22900----TCR
- SCORING -
Each second you have the ball : 50 points
A completed forward pass : 1000 points
Points for first downs :
On 1st : 1000 points
On 2nd : 500 points
On 3rd : 300 points
On 4th : 100 points
A successful extra point kick : 1000 points
A successful extra point run : 3000 points
Return a kickoff for a touchdown : 20000 points!
Points for scoring a touchdown :
Against HS : 5000 points
Against College : 6000 points
Against Pro : 7000 points
Against Super : 8000 points
- TIPS AND TRICKS -
* Don't pass if the line of the pass will take the ball anywhere near a free-running defender.
* At the kickoff, you should aim to get to at least the opponents' 40 yard line, if not further. Use your rear defenders on the run up the field!
* When making a play, look carefully at the your opponent's deployment. Are they all over the right hand side? Then wait till your runner is over the left, get the ball back to the quarterback and pass straight to the running back. Then leg it straight up the left hand side. When doing this, on either side, keep as close to the edge of the pitch as possible. If you're going to get tackled, quickly dodge off the field to end the play.
* You can also send the running back up the field, and run around with the quarterback until there's a pass available. In the arcade, I used to send the running back way up the right to the very top of the screen, and then run back and left with the quarterback as quickly as possible, doing a huge cross-field throw at the last second. The opponents would get sort of 'caught in the scroll' as the ball went diagonally across and most times the running back would be away with no one anywhere near him.
* You can also run the quarterback straight through the pack - this is only sensible when you're at the 5 yard line or so.
* Down the ball as soon as you make 10 yards if you have any time left. This is because you can make 10 yards in 15 seconds and get 10 seconds back for a net loss of 5 seconds. It takes 30 seconds to make 20 yards and doing it in 1 play will get a net loss of 20 seconds (30 - 10), but doing it in 2 will only lose 10 seconds because you get 2 10 second bonuses (30 - 10 - 10). Once the clock runs out in mid-play just go as far as you can and hope it's enough to get more time.
* Learn the defense formations. Once you find the correct pass route for a particular formation it will work consistently.
* If you see a hard formation and you are short on time, your best move may be throwing an interception and hoping for an easier formation. This works best when you have 7 to 10 seconds left and don't think you can make ten yards or get downed before time runs out. Don't try it with less than 7 seconds though. 6 :xx probably won't be enough time.
* Run to the right during 'first contact' after the kickoff. There is an extra computer guy waiting on the left side. The best way to use the top blockers is to let the middle blocker connect, move straight right until the top right blocker connects, then head up again.
* You can do a forward pass after a lateral. This will cut through a few formations that are hard passing from the quarterback position. If you time it well a diagonal pass left (right running back to a left receiver) can miss an active middle defender.
* If you run the ball, use the receiver to block for you. The game doesn't have 'pass interference' calls so you have to be careful not to do this by accident.
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sega Saturn (1996, "Irem Arcade Classics")
Sony PlayStation (1996, "Irem Arcade Classics")
* Computers :
MSX (1986)
$end
$info=1941,1941j,
$Edit this entry at Arcade-History.com
$bio
1941 - Counter Attack (c) 1990 Capcom.
A vertically scrolling shoot'em up. Player-1 uses a P-38 Lightning and Player-2 uses a Mosquito Mk IV.
- TECHNICAL -
Capcom Play System (CPS) hardware
Game ID : CP-S No. 07
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Bomb
- TRIVIA -
Released in February 1990.
1941 - Counter Attack was the first Shoot'em Up to add +1 to the score when a continue is used.
Here is all the official bosses names :
* Stage 1 - Leviathan
* Stage 2 - Bismarck
* Stage 3 - V3Rocket
* Stage 4 - Krote
* Stage 5 - Leviathan
* Stage 6 - Gotha
Historical inaccuracies - V3Rocket : The real V3 was a Super Gun, not a rocket. Furthermore, 'V-weapons' would not appear until 1944.
Default high-score table :
1ST 30000 CAP
2ND 29000 COM
3RD 28000 CAP
4TH 27000 COM
5TH 26000 oO2
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.
- UPDATES -
At the 5th position on the high score table, the Japanese version says 'j01' instead of 'o02'.
- TIPS AND TRICKS -
* Hint : Your airplane doesn't lose energy when it collides with cliff-walls, buildings etc. Instead it will rotate a bit after such collisions. That means you can tumble up and down these obstacles (keep on colliding), and if you keep shooting, your shots will go in all directions. This way you can clear up a lot of enemies when you are under pressure (while rolling you are invincible).
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Planners : Noritaka Funamizu (Poo), Rekite
Object designers : Shinji Sakashita (Sakashita Thing), Yokota Yokozo, Terukun, Kuribow
Scroll designers : Sadakichi, Marilyn Higuchi, Yuki, Kintarou, Harusan
Character support : Akiman
Character coordinator : Rekite
Character effects : Yokota Yokozo
Sound composer : Hifumi
Programmers : Makkow, Babel-2, Dome
Game analysers : Akira Nishitani (Nin), Doda Nda Uda
Director : Kihaji Okamoto
- PORTS -
* Consoles :
NEC SuperGrafx (1991)
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=1942,1942a,1942b,
$Edit this entry at Arcade-History.com
$bio
1942 (c) 1984 Capcom.
1942 is a vertically scrolling shoot 'em up set in the Asian theater of World War II. The goal is to reach Tokyo and destroy the entire Japanese air fleet. The player (the American 'Super Ace') pilots a plane, and has to shoot down enemy planes. Besides shooting, the player can also perform a 'loop-the-loop' to avoid enemy fire.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1984, 1942 was the first game that Okamoto designed at Capcom. 1942 was also the first Capcom title to spawn a successful series of sequels, with 6 titles in the 19XX line released from 1984 to 2000.
Stage names :
Stages 32 – 29 : Midway
Stages 28 – 25 : Marshall
Stages 24 – 21 : Attu
Stages 20 – 17 : Rabaul
Stages 16 – 13 : Leyte
Stages 12 – 09 : Saipan
Stages 08 – 05 : Iwojima
Stages 04 – 01 : Okinawa
After the last boss plane on stage 02 is destroyed the screen displays:
CONGRATULATION
YOU ARE THE BEST OF PLAYER !
FIGHT LAST ONE STAGE
Stage 01 is displayed as LAST STAGE.
After the last stage is complete the screen displays :
WE GIVE UP!
SPECIAL BONUS
10,000,000 PTS
GAME OVER
PRESENTED BY CAPCOM
PS. HOPE OUR NEXT GAME.
(c) CAPCOM
Default High-score table ('Top 5 ranking score!!') :
TOP 40000 (c) CAPCOM 0
2ND 35000 ALL 0
3RD 30000 RIGHT 0
4TH 25000 RESERVED 0
5TH 20000 EXEDEXES 0
In the default high-score table, some previous Capcom Games appear. Since the Demo Mode has only a TOP 5, you need to play the game and to make a score of approximately 10,000 points (To enter in the TOP 10).
The number 5 (20,000 points) appears as 'EXEDEXES'.
Number 6 is 'VULGUS' (9,999 points).
Number 7 is 'SONSON' (8,888 points).
Number 8 is 'HIGEMARU' (7,777 points).
Number 9 is again 'EXEDEXES' (6,666 points).
N. Watson holds the record for this game with 12,172,270 points.
A hack by Two-Bit Score is known as "Supercharger 1942".
Soundtrack album releases :
Capcom Game Music (28XA-94)(08/25/86) [Alfa Record]
Capcom Game Music [Reprint] (SCDC-00193) (06/19/2002) [Scitron Discs]
Legend of Game Music~Premium Box (SCDC-00410~7) (03/24/2005) [Scitron Discs]
- SCORING -
Small planes are 30, 50, 70, 100, 150, or 200 points each.
The small red planes that fly formations of 5 or 10 are 100 points each. Shooting all the planes in the 5 plane formation awards 500 bonus points. Shooting all the planes in the 10 plane formation awards 1,000 bonus points. In both cases, when the last plane of a formation is destroyed, a powerup marker appears and is worth 1,000 points when picked up.
Occasionally a small airplane comes slowly out of the lower left or lower right hand side of the screen and flies towards the top. When hit, it turns into a special figure which awards 5,000 points when picked up.
Medium size planes are 1,000 or 1,500 points each.
Large bomber planes start at 2,000 points each. The score for each consecutive bomber destroyed without the player dying is 500 points more than the previous one, up to a maximum of 9,000 points. When the player’s ship is destroyed, the score for the bombers is reset back to 2,000 points.
There are four boss planes. They appear at the end of stages 26, 18, 10, and 02 :
The stage 26 boss plane is worth 20,000 points.
The stage 18 boss plane is worth 30,000 points.
The stage 10 boss plane is worth 40,000 points.
The stage 02 boss plane is worth 50,000 points.
For all enemy planes that require more than one hit to kill, each hit on them gives 100 points.
At the end of each stage a bonus is awarded for shooting down percentage and for unused loops :
100% = Special bonus 50,000 points (the game displays 10,000 points bonus but 50,000 points are actually awarded)
95-99% = 20,000 points
90-94% = 10,000 points
85-89% = 5,000 points
80-84% = 4,000 points
70-79% = 3,000 points
60-69% = 2,000 points
50-59% = 1,000 points
Under 50% = 0 points
Unused loops are 1,000 points each.
Finishing the final stage awards 10,000,000 points.
- TIPS AND TRICKS -
* On stages 27, 20, 15, 08, and 04, a V-formation of red planes will come straight down from the top. If all 5 of the planes are destroyed, a Black/Red POW appears, giving the player an extra airplane when picked up.
* On stages with the wingmang powerups, use them to kill off the large bombers easily by crashing a wingman into them. You will get a second chance to get them back later on.
* On the stages with the boss planes, save all your loops; shoot at it quickly, loop down to avoid the shots, shoot at it again and THEN loop. You should be able to kill it this way.
* Most of the time it is easier to keep only one wingman rather than both; that way it's easier to maneuver around enemies. If you miss the red airplanes that give you the wingman powerup, kill off your plane (assuming you have some remaining) and the game will place you back before them.
* An interesting bug : If you win an extra plane from points when killing a boss plane, no extra planes will be awarded on the basis of points. Extra planes can still be obtained by getting the Black/Red POW, but no point-based bonuses will be awarded for the rest of the game.
* The end of stage bonus for 100% shooting down is actually 50,000 points, even though the game displays a 'special' bonus of only 10,000 points.
When the player loses all of his ships, the game offers to continue for another credit. If this option is chosen, the game continues where it left off but the score is reset to zero.
* There are 6 kinds of powerups : Quad fire, destroy all enemies on screen, 2 wingmen, make enemies stop shooting temporarily, extra loop, and extra life. Note that the destroy all enemies powerup does not destroy the small slow plane that has the 5,000 bonus item pickup.
Quad fire powerups are found on stages 32, 28, 24, 20, 16, 12, 08, and 04.
Destroy all enemies powerups are found on stages 31, 21, 19, 18, 11, 07, 03, and 01.
Wingman powerups are found on stages 30, 26, 22, 18, 14, 10, 06, and 02.
Extra life powerups are found on stages 27, 20, 15, 08, and 04.
Stop shooting powerups are found on stages 27 and 15.
Extra loop powerups are found on stages 23, 18, 17, 13, 09, and 05.
* % and point up stages are 29, 25, 21, 17, 13, 09, 05, 01. During these stages none of the enemies fire on the player except the large bomber planes.
* If the player earns enough bonus planes so that 10 ships or more are in the reserve, the 10 remaining ships indicators are replaced by the Greek letter sigma (Σ).
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Designed and programmed by : Yoshiki Okamoto
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sony PlayStation (1998, "Capcom Generation 1")
Sega Saturn (1998, "Capcom Generation 1")
Nintendo Game Boy Color (2000)
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Sinclair ZX Spectrum (1986)
Commodore C64 (1986)
MSX2 (1986)
Amstrad CPC (1986)
MSX (1987)
PC [CD-ROM] (1999, "Capcom Arcade Hits 2") : also includes PDA version for HP/Compaq iPaq Pocket PC's
$end
$info=pc_1942,
$Edit this entry at Arcade-History.com
$bio
1942 (c) 1987 Capcom.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : NF
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1987.
$end
$info=1943j,
$Edit this entry at Arcade-History.com
$bio
1943 - Midway Kaisen (c) 1987 Capcom.
It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato' ? Relive the excitement of "1942" by controlling your P-38 equipped with six secret weapons in this vertically scrolling shoot'em up. In addition to the now famous loop, you have at your command, lightning, cyclone, and tsunami to ward off your enemies.
- TECHNICAL -
Main CPU : Z80
Sound CPU : Z80
Sound Chips : (2x) YM2203
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] SPECIAL
- TRIVIA -
The subtitle of this game translates from Japanese as Midway Naval Battle.
Default High-score table ('Ranking best 5') :
1ST 200000 TAE
2ND 150000 YAM
3RD 100000 POO
4TH 70000 MR.
5TH 50000 BLB
This game is known outside Japan as "1943 - The Battle of Midway".
Soundtrack album releases :
Capcom Game Music Vol. 3 (28XA-204)(4/20/88) [Alfa Record]
Capcom Game Music Vol. 3 [Reprint] (SCDC-00198) (08/21/2002) [Scitron Discs]
- TIPS AND TRICKS -
* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon...
Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A.
Stage 2 for a Big Shot Gun, press 1P side A and 2P side B.
Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B.
Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup.
Stage 5 for a 3-way, press 1P side A and 2P side Up.
Stage 6 for an Auto, press 1P side Left and 2P side Right+B.
Stage 7 for a Shell, press 1P side Upleft and 2P side Down.
Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B.
Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B.
Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright.
Stage 11 for an Auto, press 1P side Upleft and 2P Right+A.
Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B.
Stage 13 for a Auto, press 1P side Up and 2P side Down.
Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B.
Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A.
Stage 16 for an Auto, press 1P side Right+A and 2P side Upright+A.
* Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon.
* The ''100% accuracy'' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are.
* It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10,000 point bonus.
* At some points in the background there are ''shootable'' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it.
1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus.
2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier!
3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser.
* The 'star' bonus gives you 5,000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20).
* (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100,000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed.
* If you get the ''propeller'' power-up (it looks like a propeller over a circle), your energy level will be fully replenished.
* Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2,000 points.
* When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10,000 points each if shot.
* If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fueltank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DON'T give you a full tank at the end of the cloud stage before you go to the water!
- SERIES -
1. 1942 (1984)
2. 1943 - Midway Kaisen (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Designers : Noritaka Funamizu (Poo), Dechikun
Producer : Yoshiki Okamoto (Kikaji O.)
Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata
Music & SFX : Yoshihiro Sakaguchi
Additional music : Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1)
Hardware : Panchi Kubozoo (Punch Kubozoo), Jumbo Saito
Programming : BLBON
$end
$info=1943,
$Edit this entry at Arcade-History.com
$bio
1943 - The Battle of Midway (c) 1987 Capcom.
It was 40 years ago, at the height of World War II. The Japanese main squadron tasted defeat off the coast of Midway Islands. Some say that this battle greatly changed the outcome of the war. Can you destroy the battleship, 'Yamato' ? Relive the excitement of "1942" by controlling your P-38 equipped with 6 secret weapons in this vertically scrolling shoot'em up. In addition to the now famous loop, you have at your command, lightning, cyclone, and tsunami to ward off your enemies.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Special
- TRIVIA -
Released in June 1987.
This game is known in Japan as "1943 - Midway Kaisen".
Bosses (from start to finish) :
Tone (Japanese Heavy Cruiser)
Kaga (Japanese Aircraft Carrier)
Ayako 1 (Japanese Mother Bomber)
Fusō (Japanese Battleship)
Akagi (Japanese Aircraft Carrier)
Daihiryu 1 (Japanese Aircraft Squadron)
Ise (Japanese Battleship)
Hiryū (Japanese Aircraft Carrier)
Ayako 2 (Japanese Mother Bomber)
Mutsu (Japanese Battleship)
Daihiryu 2 (Japanese Aircraft Squadron)
Yamashiro (Japanese Battleship)
Sōryū (Japanese Aircraft Carrier)
Ayako 3 (Japanese Mother Bomber)
Nagato (Japanese Battleship)
Yamato (Japanese Battleship and Final Boss)
Default High-score table ('Ranking best 5') :
1ST 200000 TAE
2ND 150000 YAM
3RD 100000 POO
4TH 70000 MR.
5TH 50000 BLB
Brian Chapel holds the record for this game with 2,947,360 points on June 23, 1988.
Soundtrack album releases :
Capcom Game Music Vol. 3 (28XA-204)(4/20/88) [Alfa Record]
Capcom Game Music Vol. 3 [Reprint] (SCDC-00198) (08/21/2002) [Scitron Discs]
- TIPS AND TRICKS -
* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon...
Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A.
Stage 2 for a Big Shot Gun, press 1P side A and 2P side B.
Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B.
Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup.
Stage 5 for a 3-way, press 1P side A and 2P side Up.
Stage 6 for an Auto, press 1P side Left and 2P side Right+B.
Stage 7 for a Shell, press 1P side Upleft and 2P side Down.
Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B.
Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B.
Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright.
Stage 11 for an Auto, press 1P side Upleft and 2P Right+A.
Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B.
Stage 13 for an Auto, press 1P side Up and 2P side Down.
Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B.
Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A.
Stage 16 for an Auto, press 1P side Right+A and 2P side Upright+A.
* Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon.
* The '100% accuracy' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are.
* It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10,000 point bonus.
* At some points in the background there are 'shootable' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it.
1) The cow bonus is worth 20,000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10,000 point bonus.
2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier!
3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser.
* The 'star' bonus gives you 5,000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20).
* (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100,000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed.
* If you get the 'propeller' power-up (it looks like a propeller over a circle), your energy level will be fully replenished.
* Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2,000 points.
* When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10,000 points each if shot.
* If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fuel-tank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DON'T give you a full tank at the end of the cloud stage before you go to the water!
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Designers : Noritaka Funamizu (Poo), Dechikun
Producer : Yoshiki Okamoto (Kikaji O.)
Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata
Music & SFX : Yoshihiro Sakaguchi
Additional music : Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1)
Hardware : Panchi Kubozoo (Punch Kubozoo), Jumbo Saito
Programming : BLBON
- PORTS -
* Consoles :
Nintendo Famicom (1988)
NEC PC-Engine (1991)
Sony PlayStation (1998, "Capcom Generation 1")
Sega Saturn (1998, "Capcom Generation 1")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Atari ST (1987)
Amstrad CPC (1988)
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Commodore Amiga (1989)
PC [CD-ROM] (1999, "Capcom Arcade Hits 2")
* Others :
LCD Handheld game (1989) : released by Acclaim.
$end
$info=1943kai,
$Edit this entry at Arcade-History.com
$bio
1943 Kai - Midway Kaisen (c) 1988 Capcom.
Control a WWII airplane fighting against small airplanes and big airplanes.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in June 1988.
The title of this game translates from Japanese as "1943 Modified - Midway Naval Battle".
This update of "1943 - The Battle of Midway" was only released to arcades in Japan; it was only released in the US to home systems (see Ports below).
Default High-score table ('Ranking best 5') :
1ST 200000 TAE
2ND 150000 YAM
3RD 100000 POO
4TH 70000 MR.
5TH 50000 BLB
Soundtrack album releases :
Daimakaimura -G.S.M. Capcom 1- (D28B0011) (01/11/89) [Pony Canyon/Scitron]
Suleputer Trial (CFCP-0001) (05/31/98) [Suleputer]
- UPDATES -
"1943 Kai - Midway Kaisen" has different graphics and gameplay and is slightly harder than "1943 - The Battle of Midway".
- TIPS AND TRICKS -
* Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon...
Stage 1 for a Shot Gun, press 1P side Right and 2P side Upright.
Stage 2 for a Laser, press 1P side Upleft and 2P side Down+B.
Stage 3 for a 3-way, press 1P side A and 2P side Upleft.
Stage 4 for a 3-way, press 1P side Downleft+A and 2P side Up+A.
Stage 5 for a Shell, press 1P side Left and 2P side Downright+A.
Stage 6 for a Laser, press 1P side Downleft+B and 2P side Upleft+A.
Stage 7 for a 3-way, press 1P side Down+A+B and 2P side B.
Stage 8 for a Laser, press 1P side Downleft+B and 2P side Down+A.
Stage 9 for a Shell, press 1P side Upleft+B and 2P side Downright+A+B.
Stage 10 for a 3-way, press 1P side Up+A and 2P side Upleft.
* Hint : If you see an icon shaped like a mountain, get it - it will give you the laser! (This bonus will not appear in every game, or at any particular level).
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Designers : Noritaka Funamizu (Poo), Dechikun
Producer : Yoshiki Okamoto (Kikaji O.)
Character designers : Naoko Sato, Miki Chan, Kawamoyan, Aho no Sakata
Music & SFX : Yoshihiro Sakaguchi
Additional music : Junko Tamiya (stage 1-1), Manami Matsumae (stage 1-2), Harumi Fujita (stages 2-2 and 3-1)
Hardware : Panchi Kubozoo (Punch Kubozoo), Jumbo Saito
Programming : BLBON
- PORTS -
* Consoles :
NEC PC-Engine (1991)
Sony PlayStation (1998, "Capcom Generation 1")
Sega Saturn (1998, "Capcom Generation 1")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
$end
$info=1944,1944j,
$Edit this entry at Arcade-History.com
$bio
1944 - The Loop Master (c) 06/2000 Capcom.
Warbirds Fly Again! A full-screen vertically shoot-em up game featuring 15 stages / bosses :
Stage 01 : The Deep Blue - Boss : High Speed Destroyer 'Nagi'
Stage 02 : Iron Beast Warcry - Boss : New type heavy tank 'Shouto'
Stage 03 : Jungle Fight - Boss : Prototype Attacker 'Akane'
Stage 04 : The Rock Fortress - Boss : Cruising Tank 'Noroshi'
Stage 05 : Eagle Territory - Boss : Intercontinental Bomber 'Kyuoh'
Stage 06 : Devil Mountain - Boss : Special Attacker 'Haruka'
Stage 07 : Nightmare Valley - Boss : Anti-Submarine Battle Cruiser 'Kai'
Stage 08 : Fields Of War - Boss : Multi-Cannon Tank 'Ishizue'
Stage 09 : Muddy Interceptor - Boss : Middle Class Bomber 'Akatsuki'
Stage 10 : Storm Fortress - Boss : Super Gigantic Battleship 'Kaijin'
Stage 11 : Oil Legion - Boss : Anti-Aircraft Battleship 'Yu'
Stage 12 : Leviathan's Mouth - Boss : Twin-Bodied Transporter 'Take'
Stage 13 : Battle Of Green Field - Boss : Gigantic Fighter 'Arashi'
Stage 14 : The Last Duel - Boss : Railed Tank 'Goku'
Stage 15 : Bell Of Triumph - Boss : Moving Fortress 'Appare Toride'
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 33
Main CPU : 68000, Z80
Sound Chips : Q-Sound
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
= > [A] Shot/Charging, [B] Bomb
- TRIVIA -
Like many other large companies as-of-late, Capcom has started farming out the programing of their games to third party companies. In this case, 1944 - The Loop Master was made by 'Eighting / Raizing' and released by Capcom.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'CAP'.
Default High-score table 'Score ranking' :
(Rank - Name - Score - Stage - Destroy rate)
1st CAP 1000000pts. 3st1 90%
2nd COM 900000pts. 3st1 85%
3rd CAP 800000pts. 3st1 80%
4th COM 700000pts. 2st1 75%
5th CAP 600000pts. 2st1 70%
6th COM 500000pts. 2st1 65%
7th CAP 400000pts. 1st1 60%
8th COM 300000pts. 1st1 55%
9th CAP 200000pts. 1st1 50%
10th COM 100000pts. 1st1 45%
- TIPS AND TRICKS -
* Hold FIRE to charge guns. When it is fully charged release FIRE. The plane will be INVINCIBLE for a short period of time and fire powerful low range projectiles. Then the guns will overheat preventing you from charging them for a short time.
* The mini fighters that appear beside your plane are destroyed after taking two hits. Destroyed side fighters are replaced if you have more in stock. During charge attacking or when there is no bomb, pushing BOMB makes side fighters charge forward for a powerful suicide attack.
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
$end
$info=1945kiii,
$Edit this entry at Arcade-History.com
$bio
1945k III (c) 2000 Oriental.
A Korean vertically shoot'em up that is a straight rip-off of Psikyo's "Strikers 1945 III".
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) OKI6295
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
At the End Credits '(c) 1999 Promat' is shown.
Default High-score table ('Pilot File') :
1 XUZ st4 500000
2 EAR st3 400000
3 TOY st3 300000
4 MAN st2 200000
5 ANI st2 100000
6 SIN st2 50000
7 NOO st2 10000
8 PRO st2 10000
9 MHH st2 5000
10 MHH st2 5000
- STAFF -
Executive Producer : Lee Hyung Kee
Produced & Director : Sung Jung Woo
Game Design : Sung Jung Woo, Kim Tae Wook, Lee Dong Ik
Hardware Design : Kim Young Ho, Lee Seung Woo, Park Sang Yeul
Graphics Design : Kim Tae Wook, Lee Dong Ik, Woo Sang Gyun
Programmer : Sung Jung Woo
Music Artist : Lee Seung Woo
Sound Effect : Sung Jung Woo
Advice Supervisor : Lee Seung Woo
Tester : Eum Jae In, Park Sang Chul, Jang Se Yong, Sin Won Tae
$end
$info=19xx,19xxa,19xxh,19xxj,19xxjr1,19xxb,
$Edit this entry at Arcade-History.com
$bio
19XX - The War Against Destiny (c) 1995 Capcom.
A vertically shoot'em up game.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 13
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Bomb
- TRIVIA -
Released in December 1995.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'SYS'.
Victor Entertainment released a limited-edition soundtrack album for this game (Capcom Game Soundtrack : 19XX The War Against Destiny - VICL-2168) on 03/04/1996. Here is the official name of the songs :
Mission 1 - A Bit of Blue Sky Between the Clouds
Mission 2 - The Red Naval Port
Mission 3 - Dance of the Green Gnome
Mission 4 - Silver Ice Sheet
Mission 5 - City Lights in the Black Strait
Final Mission P1 - Grayish Tornado
Final Mission P2 - The Last-Ditch Fight
A 19xx machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Soundtrack album releases :
Capcom Game Sound Track -19XX The War Against Destiny- (VICL-2168) [Victor Entertainment]
- UPDATES -
Revision 1 :
* Japanese, Asia and US releases (951207).
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
Revision 2 :
* Hispanic release only (951218).
Revision 3 :
* Japanese release only (951225).
- TIPS AND TRICKS -
* Change First Stage Music To "1942" BGM : at the title screen after the coin is inserted move Up, Right(x9), Down(x4), left(x2). A sound will be heard once the code is entered.
* Change First Stage Music To An Arranged Version of "1942" BGM : at the title screen after the coin is inserted move Up, Down(x9), Upleft, Downright, Upright, Downleft, Upleft, Downright, Upright, Downleft. A voice will be heard once the code is entered.
* Stronger Bombs : holding the BOMB button will charge your bomb to a stronger level.
- SERIES -
1. 1942 (1984)
2. 1943 - The Battle of Midway (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack (1990)
5. 19XX - The War Against Destiny (1995)
6. 1944 - The Loop Master (2000)
- STAFF -
Game designers : I. Satsuma, Tomonori Nonaka, S. Obata (Manhattan)
Program designers : T. Ueno, Batayoni, Hdo, Dress, Ittetsu, You!, Hits
Scroll designers : Taka, Fukumoyan, Ziggy, Imahori, Hiroshi Sugiyama, Kazu, Goro Suzuki, Sawatch
Object designers : Y. Maruno, Misupo Rumu, Yoshino Hiroaki, Mimura Kenji 8, Naoki Fukuda, Yuki, Henoheno, Bow, T. Osumi, GZ, K. Tokunaga, You Ten Nakano, Takep, Eizi Murabayashi, Kogaman
Music composers : Syun Nishigaki (Kobekko), Tatsuro Zuzuki
Sound designers : Hiroaki Kondo (Mach-2)
All sound produce by Arcade Sound Team.
$end
$info=2mindril,
$Edit this entry at Arcade-History.com
$bio
2 Minute Drill (c) 1993 Taito.
A mechanical basketball throwing game that has a video screen.
- TECHNICAL -
Main CPU : 68000
$end
$info=openice,
$Edit this entry at Arcade-History.com
$bio
2 on 2 Open Ice Challenge (c) 1995 Midway.
A 4-player hockey game with "NBA Jam"'s game-play.
- TECHNICAL -
Cabinet dimensions : 72in. (182cm) high x 42in. (106cm) deep x 37in. (94cm) wide.
Cabinet weight : 400 lbs.
Midway Wolf Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in November 1995.
This game is an official licensed product of the NHLPA (National Hockey League Players Association). It features the voice of the legendary NHL announcer Pat Foley. Over 100 real players, each player's skill level reflects his real NHL ability. This is the only NHL game that has had the rights to have both of hockey's greatest, Wayne Gretzky & Gordie Howe (hidden player) in the same game.
During the match, you can see in the background an advert for Kellogg's Corn Pops.
The flyer of this game has a photograph of the Chicago Blackhawks goaltender Eddie 'The Eagle' Belfour on it. The text refers to a '140mph' slapshot -- The individual who wrote this seems to have forgotten to do the metric conversion from kilometers per hour. He/she should have written 140 km/h (or 90 mph) as that's more realistic.
- TIPS AND TRICKS -
* Hidden Characters (Initials, Birth-date) :
Al Lasko - AL(space), Aug 31
Andy Lycke - AL(space), Nov 23
Art Tianis - AJT, Oct 23
Bill Dabelstein - DOZ, Dec 31
Brian Eddie - BRE, Apr 20
Bridgitte Fedesna - BMF, May 09
Carlos Pesina - CCP, Nov 15
Cary Mednick - CMM, Jul 02
Chris Bobrowski - ME(space), May 12
Christa Woss - CLW, Jul 09
Craig Janney - C(space)J, Sept 26
Dan Thompson - DJT, Jun 04
Dave Michicich - DLM, Aug 06
Dave Zab - ZAB, May 28
Ed Boon - EJB, Feb 22
Ed Keenan - EJK, Apr 10
Eddie Ferrier - EF(space), Jun 10
Eugeene Geer - OEG, Nov 05
Eugene Jarvis - EPJ, Jan 27
Evil Haeger - JH(space), Jul 13
Glenn Shipp - GWS, Jun 11
Gordie Howe - G(space)H, Mar 31
Heather Beach - HAB, Mar 24
Jack H. Haeger - JAH, Jan 06
Jack E. Haeger - JEH, Jul 13
Jake Simpson - JMS, Feb 22
Jason Skiles - JMS, July 29
Jay Cohen - JNC, Jun 04
Jeff Johnson - JBJ, Nov 04
Jeff Peters - JTP, Dec 15
Jennifer Fedesna - JKF, Feb 25
Jennifer Hedrick - JJH, May 03
Jim Gentile - JPG, Jan 23
Jim Greene - JDG, May 31
Jim Rohn - JR(space), May 22
Jim Tianis - DJT, Oct 20
Joan Faux - JBF, July 17
John Carlton - JMC, Aug 05
John Lowes - JML, Nov 04
John Newcomer - JRN, Jun 18
John Tobias - TOB, Aug 24
Jon Hey - JWH, Sept 20
Josh Tsui - CET, Nov 28
Ken Williams - WKW, May 30
Kevin Daley - J(space)R, Sep 15
Kevin Stevens - KMS, Apr 15
Luis Mangubot - LM(space), Apr 18
Mark Loffredo - ML(space), May 25
Mark Penacho - MDP, Jan 13
Mark Turmell - MJT, Mar 22
Martin Martinez - MAM, Aug 07
Maryann Rohn - MAC, Jul 07
Matt Booty - MVB, Apr 18
Matt Cooney - MJC, Jun 06
Matt Davis - MJD, Aug 19
Mike Lynch - MJL, Feb 28
Mike Ossian - OTT, Jan 11
Mike Vinikour - MXV, Oct 14
Mike Waldron - MJW, Jan 09
Nik Ehrlich - NIK, Nov 17
Pat Cox - PGC, Apr 11
Pat Foley - PJF, Dec 23
Paul Dussault - PGD, Dec 17
Ray Gay - RMG, Aug 11
Ray Macika - REM, Mar 26
Rebecca Scott - RS(space), Sept 27
Ross Shaffer - FRS, Apr 13
Sal Divita - SAL, Feb 02
Sheridan Oursler - SNO, Jan 03
Sidney Strong - SID, Feb 12
Steve Beran - SAB, Aug 29
Steve Correll - RSC, Sep 16
Ted Barber - BAR, Dec 05
Tony Goskie - TWG, Dec 07
Tony Metke - ARM, July 19
Warren Davis - WBD, Aug 17
Xion Cooper - XC(space), Aug 09
Zarley Zalapski - ZBZ, Apr 22
- PORTS -
* Consoles :
Sony PlayStation (1996)
* Computers :
PC [MS Windows 9x] (1997)
$end
$info=2020bb,2020bba,2020bbh,
$Edit this entry at Arcade-History.com
$bio
2020 Super Baseball (c) 1991 SNK / Pallas.
A futuristic baseball game with humans and robots where you may buy power-ups with the money gained during the matches.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0030
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> Hitting : [A] Swing/Return to base, [B] Stolen Base/Lead off, [C] Bunt, [D] Time Out
=> Fielding : [A] Pitch/Throw ball/Jump, [B] Base touch/Feint ball, [C] x, [D] Time out
- TRIVIA -
Released in September 1991.
Notable downfalls :
* There is no infield fly rule in this game, which can be used to the advantage of a defender if there are base runners. Double plays and even triple plays are common because of this.
* A base runner cannot begin to steal bases until the pitcher has released the ball. In most baseball video games and in real life, a runner can begin to steal the next base at any time. However, stealing a base beforehand can only be done if you continuously press the steal button right after the screen cuts-back after the batter hit a foul ball, and the pitcher will not even notice you running.
* The 3rd baseman, 2nd baseman, and 1st baseman will not leave the base to retrieve a ball. They will instead stand on the base and wait for another fielder to get the ball, which can sometimes mean they will stand there while the ball rolls inches away from them. The only exception would be if the shortstop covers third or second base for the fielder; then they remain in the stationary position.
* Since the game has semi-automatic fielding, you cannot change which defensive player you want to run after the ball, which means sometimes the pitcher will end up chasing a ball well into the outfield.
* If a ball is hit far enough into the stands, it can sometimes become stuck, allowing the batter to garnish an in the park home run. Because of the reduced home run zone, faster players can often round the bases by hitting the ball up into the fair-zone stands.
* The computer players will always attempt to hit the ball straight, as if trying to hit a home run, no matter what the strength of the batter. This can sometimes give an unfair advantage to you, since they do not try to pull the ball just barely fair in order to get a hit. This has its downfall, in that some powerful players will hit home runs easily.
* You cannot play against a team from the other league.
* If you manage to score more than 100 runs, your score will turn back to zero, as there are only two spaces for your runs. Consequently, if you score 101 runs, and your opponent scores two runs, you will lose the game 01-02.
* You cannot change players positions in the field or line up without replacing them.
* If another player is in your line of path to throw the ball, they will catch the ball after you throw it. This means that if the shortstop retrieves a ground ball just behind 3rd base, then the throw will get cut-off by the 3rd baseman and then the pitcher before the ball gets to 1st base. The pitcher will almost always get in the way, and this can present a problem when trying to pull a double play between third and first or second and home.
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1993)
SNK Neo-Geo CD (1995)
$end
$info=3countb,
$Edit this entry at Arcade-History.com
$bio
3 Count Bout (c) 1993 SNK.
Gather up wrestling fans! Take your pick of 10 promising wrestlers and go for the world title of wrestling but be aware that these guys are not shy about fighting dirty! Features solid graphics & music, diverse types of arenas (some of these with additional dangers such as electric ropes!), fast & furious game-play & a few surprises such as secret special moves as well as some 'fun' toys such as clubs & tasers! Do you feel brave enough to venture into this ring ?
- TECHNICAL -
SNK MVS Neo-Geo hardware
Game ID : 0043
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch, [B] Kick, [C] Jump/Body Drop, [D] Pin
- TRIVIA -
Released in March 1993. 3 Count Bout was developed by UPL for SNK and this is the last game made by this manufacturer.
This game is known in Japan as "Fire Suplex".
3 Count Bout is the only 'true' wrestling game for the SNK MVS Neo-Geo hardware but not the first. This honor goes to "King of The Monsters" (with giant monsters anyway!) :)
Blues Hablam and Blubber Man are actually the same guy with the same ring attire, only Hablam sports a mask. The same occurs for Gochack Bigbomb and Big Bomberdir with Bigbomb wearing the mask.
The character Master Barnes enters the ring wearing Shoulder Spikes similar to the ones worn by legendary wrestling tag-team The Road Warriors.
Soundtrack album releases :
Fire Suplex (PCCB-00134) (17/09/93) [Pony Canyon/Scitron]
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=bowl3d,
$Edit this entry at Arcade-History.com
$bio
3-D Bowling (c) 1978 Meadows Games.
An early 1- or 2-player bowling game.
- TECHNICAL -
Dimensions :
Inches : 66H x 26.5W x 32D
Centimeters : 167,64H x 67,31W x 81,28D
- TRIVIA -
Also released as a Cocktail Table model : "3-D Bowling [Cocktail Table model]".
$end
$info=39in1,
$Edit this entry at Arcade-History.com
$bio
39 in 1 (c) 2004 Unknown.
Includes the following games :
1. "Ms. Pac-Man"
2. "Galaga"
3. "Frogger"
4. "Donkey Kong"
5. "Donkey Kong Jr."
6. "Donkey Kong 3"
7. "Galaxian"
8. "Dig Dug"
9. "Crush Roller"
10. "Mr. Do!"
11. "Space Invaders"
12. "Pac-Man"
13. "Galaga 3"
14. "Gyruss"
15. "Tank Battalion"
16. "1942"
17. "Lady Bug"
18. "Burger Time"
19. "Mappy"
20. "Centipede"
21. "Millipede"
22. "Jr. Pac-Man"
23. "Pengo"
24. "Phoenix"
25. "Time Pilot"
26. "Super Cobra"
27. "Hustler"
28. "Space Panic"
29. "Super Breakout"
30. "New Rally-X"
31. "Arkanoid"
32. "Qix"
33. "Juno First"
34. "Xevious"
35. "Mr. Do's Castle"
36. "Moon Cresta"
37. "Pinball Action"
38. "Scramble"
39. "Super Pac-Man"
$end
$info=4enraya,
$Edit this entry at Arcade-History.com
$bio
4 En Raya (c) 1990 IDSA (Ideas y Disenos, Sociedad Anonima).
A puzzle game from Spain. Line up your pieces 4 in a row either vertically, horizontally or diagonally. You can also shoot your opponent's piece to cancel their turn.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Spanish as '4 In A Row'.
- STAFF -
Staff : Luis Gosalbez Carrasco
$end
$info=4in1,
$Edit this entry at Arcade-History.com
$bio
4 Fun in 1 (c) 1981 Armenia / Food and Fun.
This multi-game system lets you select from four different games; "Galactic Convoy", "Scramble Pt2", "Galaxian Pt5" and "The Ghost Muncher Pt3".
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This is a bootleg/hack of four games :
Galactic Convoy is a version of "War of the Bugs or Monsterous Manouvers in a Mushroom Maze".
Scramble Pt 2 is a bootleg of "Scramble".
Galaxian Pt 5 is a bootleg of "Galaxian".
The Ghost Muncher Pt 3 is a bootleg of "Pac-Man".
- SCORING -
* Galactic Convoy :
Field items : 40, 30, 20 points (in order)
Bomb : 900 point
Convoy : 100 points per segment
Saucer : 600 points
Field Crosser : 5,000 points
Item Layer : Mystery
* Scramble Pt 2 :
10 points per second of flying.
Missile on ground : 50 points
Missile in air : 80 points
UFO : 100 points
Fuel Tank : 150 points
Mystery Base : 100, 200, or 300 points
Main Base : 800 points
* Galaxian Pt 5 :
Red Ship in formation : 30
Red Ship attacking: 60
Purple Ship in formation : 40
Purple Ship attacking : 80
Blue Ship in formation : 50
Blue Ship attacking : 100
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
* The Ghost Muncher Pt 3 :
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.
$end
$info=bowler,
$Edit this entry at Arcade-History.com
$bio
4 Player Bowling Alley (c) 1978 Midway.
An old black and white bowling game up to 4 players.
- TECHNICAL -
Cabinet dimensions : 72.5inch high x 28.5inch deep x 38.5inch wide
Game ID : 730
Main CPU : 8080 (@ 1.9968 Mhz)
Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : trackball
Buttons : 2
- TRIVIA -
Released in April 1979.
Also released as a Cocktail Table model : "4 Player Bowling Alley [Cocktail Table model]".
One of Midway's myriad bowling games, this was the first that featured the popular 'Flash' variation with its timing-based scoring scheme. To support this, an external display was used to highlight the appropriate section of the score scheme.
$end
$info=4dwarrio,
$Edit this entry at Arcade-History.com
$bio
4-D Warriors (c) 1985 Coreland / Sega.
A strange deep space shooter from Coreland, which apparently has a 4th dimension. The game is a side scrolling shooter in which you take control of a jetpack propelled space warrior who travels between parallel universes and worm holes throughout the game. By flying over the top of the play field, you end up in an alternate universe. You travel back and forth defeating enemies until you reach a boss creature. On some occasions a worm hole will appear in the middle of the play field and you are taken to even stranger worlds...
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5918
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 4-way joystick
Buttons : 2
- STAFF -
Staff : Rabinia H, Miyao, Sanpei, T. Iga
$end
$info=40love,
$Edit this entry at Arcade-History.com
$bio
40-0 - Forty-Love (c) 1984 Taito.
A tennis game from Taito.
- TECHNICAL -
This is a four board system - Main, Video, ROM, and Sound boards.
Main Board Number : J1100004A / K1100010A
Sound Board Number : J1100005A / K1100011A
Video Board Number : J1100008A / K1100025A
ROM Board Number : J9100005A / K9100008A
Prom Stickers : A30
Main Board :
NEC D780C-1 (Z80) (@ 4 Mhz)
Motorola M68705P5S (@ 3.072 Mhz)
Mitsubishi M5517P SRAM chip
Fujitsu MB14241 ??? chip
Fujitsu MB81416-10 DRAM chips
TD62003P (lamps/LEDs driver)
xtal (@ 8MHz)
(3x) 8-way DSW
Sound Board :
NEC D780C-1 (Z80) (@ 4 Mhz)
Mitsubishi M5517P SRAM chip
Yamaha YM2149
OKI M5232
Fujitsu MB3731 Audio amp
xtal (@ 8MHz)
Video Board :
(4x) AMD AM93422 RAM chips
(2x) Mitsubishi M5517P SRAM chips
(6 x) Mitsubishi M53357P (=LS157)
xtal (@ 18.432MHz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 4-way joystick
Buttons : 4
$end
$info=gp500,
$Edit this entry at Arcade-History.com
$bio
500 GP (c) 1999 Namco.
The FIA licensed successor to the Suzuka 24 games where the player chooses from three licensed courses : Jerez, Paul Ricard or Suzuka. The game features authentic motorcycles from Honda, Suzuki and Yamaha. It also has likenesses of the real 500cc GP riders in the game.
- TECHNICAL -
Standard cabinet dimensions : 78'' High x 32'' Wide x 85'' Deep
Deluxe cabinet dimensions : 92'' High x 46'' Wide x 107'' Deep
Namco Super System 23 hardware
Game ID : 5GP
Main CPU : IDT (@ 166 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 768 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
$end
$info=600,
$Edit this entry at Arcade-History.com
$bio
600 (c) 1981 Konami.
600 is your standard maze game (one of dozens released in the wake of "Pac-Man", with a few twists. The game begins by showing your turtle entering a building (a very early 'cut scene'), you are then presented with the first maze. Each maze has several boxes (with question marks on them), scattered around. You most open these boxes one at a time by walking on to them. Each box contains either an enemy race car (who will pursue you), or a 'KidTurtle'. The 'KidTurtles' are what you are looking for here. When you find one it will climb onto your back, and you have to take it back to the turtle house which will be located in one of the corners. After you rescue a few turtles the game becomes more difficult because of the amount of baddies that you will have released. However, you have some energy you can use to lay land mines. You can drop these in the path of a baddie, and cause him to freeze temporarily (you can safely walk over frozen baddies). A new game screen starts after you rescue all the 'KidTurtles'. After 8 levels you get to watch a small ending sequence, and then the game starts over with increased difficulty.
- TECHNICAL -
Game ID : GX353
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 106
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This title is similar in concept to "Frogger", but closely resembles the much later "Super Pac-Man" in gameplay. Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (released in 12/1981 as "Turtles"), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin".
- UPDATES -
Differences between "Turtles" and "600" :
1) In Turtles you're playing against other bugs/turtles. In 600 you're up against race cars.
2) In Turtles you grab each KidTurtle and bring him home. In 600 you must grab up all KidTurtles before the exit appears.
3) Whereas in Turtles you must grab up bombs from the center when they appear, in 600 you're given a certain amount of energy, which each bomb uses.
4) The wall graphics are a bit more blocky in "600" Also, the cut scenes in between racks in '600' only show one ladder, with the turtle climbing alone.
- SCORING -
Race Car runs into mine : 50 points.
Uncover a Race Car : 80 points.
Uncover a KidTurtle : 100 points.
Bring KidTurtles Home : 150 points.
$end
$info=64street,64streej,
$Edit this entry at Arcade-History.com
$bio
64th. Street - A Detective Story (c) 1991 Jaleco.
2 selectable detectives, each with different fighting styles, attempt to solve cases by beating up each criminal they encounter in this side-scrolling beat'em all. Lots of special items can be found by throwing enemies into the background and breaking things.
- TECHNICAL -
Jaleco Mega System 1-C hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump
- TRIVIA -
64th. Street is a precursor to Jaleco's "Rushing Beat" series on the Nintendo Super Famicom.
The game's two protagonists make a cameo appearance in another Jaleco game, "Chimera Beast".
- STAFF -
Executive producer : Tokuhiro Takemori
Director : Shigeru Hashimoto
Planning : Y. Hiroyama
Program : Manbou, Sin Fuzihiro
BG Design : Helluder, Reiko Takano, Yamagata Tsubasa, Garadou
Character design : Mamoru Horikoshi, Shigeru Hashimoto
Hyper adviser : Myaa
Sound : Kiyoshi Yokoyama, Studio O.K
$end
$info=7mezzo,
$Edit this entry at Arcade-History.com
$bio
7 e Mezzo (c) ???? Unknown.
- TECHNICAL -
Main CPU : M6502 (@ 625 Khz)
Screen orientation : Horizontal
Colors palette : 16
$end
$info=7ordi,
$Edit this entry at Arcade-History.com
$bio
7 Ordi (c) 2002 Yun Sung.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 1 Mhz)
Players : 1
Buttons : 6
$end
$info=720,720r3,720r2,720r1,720g,720gr1,
$Edit this entry at Arcade-History.com
$bio
720° (c) 1986 Atari Games.
720° is a 1- or 2-player (alternating) skateboard themed game with both competitive and street-style skating action. The player portrays the skater who performs skate maneuvers for points and competes in skate parks for medals. The action takes place in a Skate City where all surfaces are skateable. Players can choose where they want to skate in the city, and which skate parks they want to enter, making each new game a different experience.
At the start of each game, players can select one of two play modes. A training game is available for beginning players. In this game, there are numerous playing hints and messages, and the add-a-coin feature is disabled. Experienced players can start off by skating to a higher platform. Fewer game hints are given in this mode, and the add-a-coin feature is offered.
Game play starts with the player in the middle of Skate City. Using a new rotary control and a jump and a Kick button, players maneuver around the city trying to score points by performing skillful skate moves. At various score thresholds, skate park tickets are rewarded. These tickets allow entry into one of the skate parks, where players compete against the clock for gold, silver or bronze medals.
The player's main objective is to compete in as many skate parks as possible. In the city streets, players have a limited amount of time to win entry tickets and make their way to a skate park. In addition, there are numerous city hazards which must be avoided such as BMX riders, cars, Frisbee throwers, and other gangs. To guide the player in the city, players find map areas in streets which momentarily display the layout of the city and the location of the skate parks.
In 720° there are ten class levels which determine the degree of difficulty in the skate parks and the timer in the streets. Players select the class level in which they want to compete. For instance, at the start of each game, there are four unique skate parks which are located in the outskirts of the city. Each park is a different class ranging from class 1 difficulty, which is the easiest, to class 4 difficulty, the hardest.
In 720° players can compete in over 20 different skate parks. Each one requires unique skill moves to qualify for a medal. There are variations of a half-pipe ramp, a downhill; a slalom and a jump park. Each skate park has a distinct music score of its own, creating a different mood for players.
In the skate parks, cash prizes arc awarded to players that qualify for a medal. After each skate park competition, the game continues hack in the city for more street-style skating. Players can use their cash winnings to buy equipment from various skate shops which are located throughout the city. Skating equipment helps players perform better moves. Boards give faster speed. Helmets allow more risk-taking for successful maneuvers. Pads give faster recovery from falls. Shoes provide more height on jumps and quicker starts. As a reference for locating skate shops and park entrances, players find map areas throughout the city by skating over a map. A layout of the city is momentarily displayed when players skate over a map.
In 720° a game ends only when players run out of time in the city. When the timer is running low, a SKATE OR DIE message appears along with a warning in speech. When the timer runs out, killer-bees appear as a final warning. If the player is killed by the bees before entering a skate park, the game is over. Using the add-a-coin feature, players can continue where they left off. 720° has an operator option to select maximum number of add-a-coins allowed. By using the add-a-coin, players can keep any special skate equipment they have acquired in the previous game, as well as all accumulated cash, tickets, points, and medals.
- TECHNICAL -
The cabinet for this game was unique at this time. The speakers for the game are mounted atop the cabinet in a structure resembling a boom box, in line with the game's skate-kid theme. The display is larger than that for a typical arcade game and of a very high resolution (similar to that used for "Paperboy"). The main control is also unique. This joystick moves in a circular fashion, instead of in compass directions like standard joysticks.
Cabinet dimension : 74'' (188cm) high x 27.5'' (70 cm) deep x 38'' (97 cm) wide
Atari System 2 hardware
Game ID : 136047
Main CPU : T11 (@ 10 Mhz), M6502 (@ 2.2 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) POKEY (@ 1.789772 Mhz), TMS5220 (@ 625 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Circular rotating joystick
Buttons : 2
=> [1] Kick, [2] Jump
- TRIVIA -
Released in December 1986.
720° is notable in that it is one of the first extreme sports video games. The game's name comes from the 'ultimate' skateboarding trick; turning a full 720° (2 complete circles) in the air after jumping off a ramp.
Ron Perelman holds the record for this game with 527,100 points on June 17, 1987.
A 720° machine was shown at the 2003 and 2004 classic arcade games show 'California Extreme' in San Jose, California.
Soundtrack album releases :
That's Atari Music Vol. 2 ~ G.S.M. Atari Games 2 (PCCB-00070) (09/21/91) [Pony Canyon/Scitron]
That's Atari Music Vol. 2 ~ G.S.M. Atari Games 2 [Reprint] (SCDC-00314) (12/03/2003) [Scitron Discs]
- TIPS AND TRICKS -
* Develop skill in using the rotary control in conjunction with the Jump button to do aerial moves, because they are worth more points. Press the Jump button after gaining speed, and then rotate the control in a 360-degree motion. In this game, it is possible to do much more than just a 360-degree turn!
* When attempting certain aerial or rotational moves, it is important to be properly aligned on landing, otherwise the skater bails, or falls down.
* To qualify for medals in the higher classes of skate parks, it is best to try to buy some skate equipment first to allow players to perform harder moves.
* Daring players should try to wait out the timer in the streets, performing skate moves and acquiring points until the timer is about to expire.
* In the ramp park, a good trick is to constantly push the kick button and do skid-outs at the top of each side of the half-pipe. To do this, get to the lip of the ramp, hold the stick parallel with the lip, and stop pressing kick. This will cause you to grind and skid down the ramp. You will be awarded big points at the lip and at the base of the ramp. This procedure may be repeated over and over for some incredible (effortless) high scores.
* Don't forget to visit the skate shops. Do not underestimate what a new board and shoes do for you. Buying new equipment allows you to move faster, jump farther, recover faster, and pull off more tricks.
* In the ramp section, levels 8, 9, and 10 : holding down the kick and jump buttons simultaneously on the lip of the ramp will boost your air. This trick only works when you're going the correct speed (usually your third or fourth jump), and only once (as far as I can tell) per ramp session per level.
* The entire game should focus around the Sessions skate park (the blue park in the right quadrant of the play-field). Making multiple passes through this park will greatly increase your scores. Remember to keep jumping and spinning. A good game should leave you feeling completely exhausted!
- STAFF -
Software / Game design : John Salwitz
Playfield / Game design : Dave Ralston
Software : Paul Kwinn
Technical assistance : Rob Rowe
Animation : Sam Comstock, Will Noble, Mark West
Audio : Brad Fuller
Music : Hal Canon, Earl Vickers
Control design : Jack Aknin
Game design : Milt Loper
Hardware support : Gary Stempler
With invaluable support from : Dave Cook, Dennis harper, Russel Dawe (Rusty), Jess Melchor
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Nintendo Game Boy Colors (1999)
Sony PlayStation (2000, "Arcade Party Pak")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Commodore C64 (1987) : Featuring a recording of the arcade soundtrack on the flip-side of the cassette. the same was done for US Gold's home conversions of "Out Run".
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
PC [MS Windows, CD-ROM] (1998, "Arcade's Greatest Hits - The Atari Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=7jigen,
$Edit this entry at Arcade-History.com
$bio
7jigen no Youseitachi - Mahjong 7 Dimensions (c) 1990 Dynax.
A mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Fairies of the 7 Dimensions'.
$end
$info=800fath,
$Edit this entry at Arcade-History.com
$bio
800 Fathoms (c) 1981 Amenip.
An old horizontally scrolling shoot'em up with a vertically scrolling background :). The player has to guide a submarine armed with torpedoes and missiles through five levels while fighting different underwater terrors. At the end of each area the boss-submarine appears.
- TECHNICAL -
Cabinet dimensions : 67.5'' high x 25.5'' deep x 28'' wide
Weight : 235 lbs
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 114
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to US Billiards for US distribution. 800 Fathoms is known outside US as "Mariner".
$end
$info=9ballsht,9ballsh2,9ballsh3,
$Edit this entry at Arcade-History.com
$bio
9 Shootout! (c) 1993 E-Scape EnterMedia.
A 3-D pool game.
- TECHNICAL -
Main CPU : TMS34010 (@ 5 Mhz), TMS32026 (@ 40 Mhz)
Sound Chips : DAC (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Bundra for distribution.
$end
$info=qos,qosa,
$Edit this entry at Arcade-History.com
$bio
A Question of Sport (c) 1992 BFM / ELAM.
Test your sporting knowledge in this challenging quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), M6809 (@ 1 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), UPD7759 (@ 640 Khz)
Palette colors : 256
Players : 1
Buttons : 10
- TRIVIA -
The game is based on the long-running British quiz show 'A Question of Sport' which started on January 5, 1970 and continues to this day.
$end
$info=ad2083,
$Edit this entry at Arcade-History.com
$bio
A. D. 2083 (c) 1983 Midcoin.
An old shoot'em up similar to Konami's "Time Pilot".
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 106
Players : 1
Control : 8-way Joystick
Buttons : 1
- TRIVIA -
'A. D.' stands for 'Anno Domini'.
$end
$info=abcop,
$Edit this entry at Arcade-History.com
$bio
A.B. Cop (c) 1990 Sega.
A futuristically-themed racing game from Sega, in which the player takes on the role of the A.B. Cop; a law enforcement officer who rides a heavily armoured hover-bike and must chase down and destroy the perpetrators of an armed robbery before the time limit expires.
At the start of each level, the player's bike is equipped with a limited number of 'Jumps', which, when utilized, allows the bike to temporarily take to the air; useful in avoiding the many vehicles - both enemy and benign - that litter the tracks. Also, if a jump is timed correctly it's possible to drop onto and attack enemy targets from above. Blue Jump icons occasionally appear on the track and can be run over and collected.
In addition to the jumps, pushing UP on the joystick gives the bike a short speed boost; necessary if the levels are to be completed within the tight time limits the game imposes. Unlike the jumps, the bike has an unlimited number of speed boosts. At the end of each stage awaits a huge, end-of-level guardian - a first for the racing genre - each of which is heavily armed and takes multiple hits to destroy.
A.B. Cop is hugely reminiscent of Taito's superb racing legend, "Chase HQ".
- TECHNICAL -
Cabinet dimensions : 76'' (193cm) High x 24,8'' (63cm) Wide x 58,7'' (149cm) Deep.
Cabinet weight : 271 lbs (123 kg)
Sega X Board hardware
Game ID : 317-0169b
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
A.B. stands for 'Air Bike'.
- TIPS AND TRICKS -
Beat the game with over 60 million points to play an extra stage between the ending that has you facing off with every boss of the game with a super deformed / chibi look.
$end
$info=abscam,
$Edit this entry at Arcade-History.com
$bio
Abscam (c) 1982 GL.
A human-shaped player moves arround a maze collecting money and avoiding the FBI cars. Collecting all the money moves the player to the next level.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way Joystick
Buttons : 1
$end
$info=abunai,
$Edit this entry at Arcade-History.com
$bio
Abunai Houkago - Mou Matenai (c) 1989 Green Soft.
A hanafuda game.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
- TRIVIA -
Released in March 1989.
The title of this game translates from Japanese as 'Look Out! After School - I Can't Wait Any More'.
$end
$info=ace,
$Edit this entry at Arcade-History.com
$bio
Ace (c) 1976 Allied Leisure.
An old air battle game that features dogfights between 2 biplanes.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=aceattac,aceattaa,
$Edit this entry at Arcade-History.com
$bio
Ace Attacker (c) 1989 Sega.
An overhead volleyball game.
- TECHNICAL -
Sega System 16B hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=acedrvrw,
$Edit this entry at Arcade-History.com
$bio
Ace Driver (c) 1994 Namco.
A chase view racing game.
- TECHNICAL -
Twin Sitdown dimension : 78,5'' High x 62,75'' Wide x 55,25'' Deep.
Twin Sitdown wieght : 865 lbs.
Namco System 22 hardware
Game ID : AD
Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : steering wheel
Buttons : 1
- TRIVIA -
Ace Driver received the highest honors at the 76th Annual IAAPA Show (The deluxe cabinet). Ace Driver received the award for the Best Coin-Operated Game of the show!
Soundtrack album releases :
Ace Driver Series - Arcade Soundtrack 005 (WSCA-00003) (19/09/97) [Wonder Spirits]
- SERIES -
1. Ace Driver (1994)
2. Ace Driver - Victory Lap (1996)
$end
$info=victlapw,
$Edit this entry at Arcade-History.com
$bio
Ace Driver - Victory Lap (c) 1996 Namco.
A chase-view racing game featuring more tracks and cars than the original.
- TECHNICAL -
Namco System 22 hardware
Game ID : ADV
Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : steering wheel
Buttons : 1
- TRIVIA -
Soundtrack album releases :
Ace Driver Series - Arcade Soundtrack 005 (WSCA-00003) (19/09/97) [Wonder Spirits]
- SERIES -
1. Ace Driver (1994)
2. Ace Driver - Victory Lap (1996)
$end
$info=acrobatm,
$Edit this entry at Arcade-History.com
$bio
Acrobat Mission (c) 1991 UPL.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Game ID : UPL-91073
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Taito for manufacture and distribution.
- TIPS AND TRICKS -
* Secret Code for seeing the ending : In demonstration play, input the following code quickly : Up, Down, Left, Right, Shot, Bomb, Shot, Bomb, Button3(x3).
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
$end
$info=dogfgt,
$Edit this entry at Arcade-History.com
$bio
Acrobatic Dog-Fight (c) 1984 Technos.
A very funny shoot'em up game.
- TECHNICAL -
Game ID : TA-0011
Main CPU : (2x) M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 80
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Dog-Fight - Batten O'Hara no Sucharaka Kuuchuu-sen".
- TIPS AND TRICKS -
* Hop to New Plane : If your plane becomes damaged, you don't need to waste a parachute to reach the ground for a replacement. You can jump to a new plane by simply flying very close, usually right under or on top of your plane and pressing the jump button. If the other plane is in just the right spot, you'll make it, but otherwise you'll fall.
* Destroy UFOs the Easy Way : When you reach the UFO wave of the battle you're in, take your plane down as close to the ground as you can without crashing. Chances are, thanks to the circular pattern of their flight, the UFOs will arc over you and smash themselves into the ground.
* Score Big Points : While on the ground, instead of climbing right onto your replacement plane, jump over it. For each time you do this, you'll score 1,000 points. As long as you're careful, you can get a lot of points this way.
* Enemy Ran Away!! : After destroying 20 aircraft in a wave, the enemy retreats and you are awarded with 20,000 points and a free parachute!
- STAFF -
Staff : R. Hagiwara, Miyuki. Ohashi, Kaori. Ohta, Naritaka Nishimura, Kyoichi. Hara
$end
$info=actfancr,actfancj,actfanc1,
$Edit this entry at Arcade-History.com
$bio
Act-Fancer - Cybernetick Hyper Weapon (c) 1989 Data East.
A platform game with shoot'em up elements.
- TECHNICAL -
Main CPU : HuC6280 (@ 7.159066 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.759 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1989.
Soundtrack album releases :
Game Sound DECO ~G.S.M. Data East 1~ (D25B1002) (21/06/1989) [Pony Canyon/Scitron]
- STAFF -
Planner : J. Yamaguchi
Character design : Torba
Graphic design : Jun Sato, Kinya Aoyama, Masahiko Uzita, Dsyche Minagawa, Modeler.K, Yukie Siraiwa
Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Shuji Segawa, Tatsuya Kiuchi, Koma, Moriken
Soft : Hisatada Ohta, Kazunori Ishiguri, Toshiyuki Sakai
Hard : Hiroyuki Iwabe
$end
$info=afighter,
$Edit this entry at Arcade-History.com
$bio
Action Fighter (c) 1986 Sega.
An overhead driving / shoot'em up game from Sega which borrows heavily from Bally Midway's 1983 classic, "Spy Hunter". The player begins the game riding a motorbike. In subsequent levels a sportscar, a beach buggy, a boat, a chopper and even a Formula-1 racing car can all be driven. All of the vehicles are, of course, fully armed to deal with the many enemy vehicles and gun emplacements intent on stopping the player's progress. The helicopter levels play as a straightforward vertically-scrolling shoot'em up and bear more than a passing resemblance to Namco's "Xevious".
- TECHNICAL -
Sega System 16A hardware
Game ID : 317-0018
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Soundtrack album releases :
Game Sound Legend Series ~Legend of Game Music ~ Consumer Box~ [MarkIII Version] (SCDC-00497~506) (03/24/2006) [Scitron Discs]
- PORTS -
* Consoles :
Sega Master System
* Computers :
Commodore Amiga (1988)
Commodore C64 (1989)
Amstrad CPC (1989)
Sinclair ZX Spectrum (1989)
Atari ST (1989)
$end
$info=actionhw,
$Edit this entry at Arcade-History.com
$bio
Action Hollywood (c) 1995 TCH.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), PIC16C57 (@ 750 Khz)
Sound Chips : OKI6295 (@ 9.09 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- STAFF -
Overkill Group, Proyesel 1995
Code : Marcos Hernandez
GFX-Art : Jose L. Sanchez
Game Design : Marcos Hernandez, Jose L. Sanchez, Xavi Artigas
Music SFX : Marcos Hernandez, Jose L. Sanchez, Xavi Artigas
Testers : Marcos Hernandez, Jose L. Sanchez
$end
$info=nss_actr,
$Edit this entry at Arcade-History.com
$bio
ActRaiser (c) 1992 Enix / Quintet.
You play 'The Master', and must save the world from evil.
First you purge the land by sending your spirit into a warrior with a big sword and magic powers. This side scrolling portion puts players in many different locales, from swamps and forests, to pyramids and snowy mountaintops.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Licensed to Nintendo.
In the arcade version of the game (through the Nintendo Super System board) you can only play the action portions of the game. For this arcade version the simulation elements and town building has been removed.
Soundtrack album releases :
Actraiser (ALCA-105) (1/25/1991) [Alfa Record]
Actraiser Synphonic Suite (originally mispelled) [Arrange] (ALCA-182) [Alfa Record]
- SERIES -
1. ActRaiser (1992)
2. ActRaiser 2 (1993, Nintendo Super Famicom)
- STAFF -
Scenario : Tomoyoshi Miyazaki
Programmer : Masaya Hashimoto
Graphic designers : Ayano Koshiro, Masahiko Takai, Koji Yokota, Takashi Shichijyo
Music composer : Yuzo Koshiro
Director : Masaya Hashimoto
Producer : Yasuyuki Sone
Publisher : Yasuhiro Fukushima
* Enix Staff : Takao Kawaguchi, Keizo Mochizuki, Takashi Yoneda, Yuchi Kikumoto, Kouji Mitsumori, Kenjiro Kano, Tetsuro Shimoda, Yoshie Fujimori, Jyunji Yagi, Keiko Ito, Hideki Yamamoto, Miwako Matsumoto, Keiko Taga, Yasuko Sekiguchi, Shigeki Maruyama, Eiichi Hirasawa, Mitsuhiko Endo, Shinji Futami
* Enix America Staff : Keiji Honda, Paul Bowler, Cherie Hasson
- PORTS -
* Consoles :
Nintendo Super Famicom (1990)
Nintendo Wii (2007, "Virtual Console")
* Others :
Mobile Phones (2003) : Only in Japan, contains the first three levels of the original game.
$end
$info=aerofgt,aerofgtb,aerofgtc,aerfboot,
$Edit this entry at Arcade-History.com
$bio
Aero Fighters (c) 1992 Video System.
A superb vertically scrolling shoot-em-up in which the player chooses an ace fighter pilot from a selection of 4 countries (USA, Japan, Sweden and Britain) and takes to the skies to destroy enemy jets, boats, helicopters, gun emplacements and huge end-of-level bosses. Features colorful, detailed 2-D graphics and a good level of challenge.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, SPECIAL WEAPON)
- TRIVIA -
This game is known in Japan as "Sonic Wings".
Red Rabbit from "Rabio Lepus" (also known as "Rabbit Punch") makes a cameo appearance in this game. Just check out Mao Mao's ending and you'll see it.
In Kowful's and T.B.'s joint ending, you can see plenty of "Turbo Force" arcade machines.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to Japanese characters.
Soundtrack album releases :
Sonic Wings (PCCB-00118) (21/04/93) [Pony Canyon/Scitron]
- TIPS AND TRICKS -
There's 6 different endings, depending on how you play.
- SERIES -
1. Aero Fighters (1992)
2. Aero Fighters 2 (1994)
3. Aero Fighters 3 (1995)
4. Sonic Wings Limited (1996)
5. Aero Fighters Assault (1997, Nintendo 64)
- STAFF -
Staff : Shin Nakamura, Ogawa Hyone, Armored Cruiser, Wataru Yamazaki, Alice Itoh, Tako Bekku, Neko ikeda, Hikihara, Manbow, H. Motono, K. Yamamotoya, H. Hino, You-Chan, M. Tsukada, Kazzo, Y. Fukuda, Y. Nakanishi, Naoki Itamura, Masato Arikawa, Soushi Hosoi, M. Sakakibara, Hironobu Urata
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
$end
$info=sonicwi2,
$Edit this entry at Arcade-History.com
$bio
Aero Fighters 2 (c) 1994 Video System.
The first sequel to the superb vertically scrolling shoot-em-up "Aero Fighters", players once again take control of a Jet fighter aircraft and take to the skies to destroy enemy jets, boats, helicopters, gun emplacements and huge end-of-level bosses. The graphics are every bit as accomplished as those of the prequel and the game delivers a good level of challenge.
The end-of-level bosses change from game-to-game; a nice touch that adds variety to an already solid game.
Players can choose to play as any one of eight different fighter pilots, each of which pilots a different jet :
* American F-117A Nighthawk piloted by Robo-Keaton.
* American A-10 Thunderbolt II piloted by Mao Mao.
* Japanese Fighter-Support X piloted by Hien.
* Japanese F-15 Eagle piloted by Captain Silver.
* International F-14 Tomcat piloted by Cindy and Ellen.
* International YF-23 Black Widow II piloted by Spanky.
* French Rafale piloted by Steve.
* British Sea Harrier FRS2 piloted by Bobby.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0075
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Main shot, [B] Special weapon
- TRIVIA -
Released in July 1994.
This game is known in Japan as "Sonic Wings 2".
This represent the second game in the "Aero Fighters" series and the first one on the Neo-Geo MVS.
The game's storyline changes according to the pilots currently selected, this applies to the endings as well. So try out different pair combinations in order to see some truly wacky endings!
In one part of the city in the Japan stage, you can see Red Rabbit (from "Rabio Lepus") on a sign, a poster of Mao Mao, a small sign with Mambu on it, and of course that infamous 'Heroin Magic' sign. Also, Check out the theme park in the U.S.A. stage. Among the rides, you can see the Red Rabbit, Tenukie, and Mambu.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'OH!'.
Soundtrack album releases :
Sonic Wings 2 (PCCB-00158) (16/12/94) [Pony Canyon/Scitron]
- UPDATES -
In the Japanese version of the game, Spanky is called Whity and Steve is called Angela.
- SERIES -
1. Aero Fighters (1992)
2. Aero Fighters 2 (1994)
3. Aero Fighters 3 (1995)
4. Sonic Wings Limited (1996)
5. Aero Fighters Assault (1997, Nintendo 64)
- STAFF -
Plan : Count IKuei
Program : Aiz!, You-Chan
Design : K. Yamamotoya, Takasu, Akira, Armored Cruiser, Oh! Kawara, Manbow Yokoyama, Eriko
Sound : Soushi Hosoi (Hoso-Q), Pirowo, Norie, Tarako, Hira
Assist : Mac, 840AV, Matsunami, Sisyou, K. Nakajima, T. Sakon, Masako, Hiki, T. Tateishi
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=sonicwi3,
$Edit this entry at Arcade-History.com
$bio
Aero Fighters 3 (c) 1995 Video System.
The third game in this excellent series adheres to the solid shoot-em-up template set down by its predecessors. The player takes on the role of a Jet Fighter aircraft pilot whose mission is to combat world terrorism. The object of the game is to fly from country to country and destroy all opposition around the world, before flying into outer space to combat the menace responsible for the terrorism. Each pilot has his own storyline that ties in with the game.
One enemy shot destroys the player's plane and releases a special power-up that the plane may have been carrying. If the player's final ship is destroyed, all power-ups and extra bombs are released and can be collected if the player chooses the 'continue' option, or if a second player is still active. However, on the final mission in Outer Space, the player is forced to start again at the beginning of the space mission, unless 2 players are active.
Aero Fighters now features an array of ten selectable pilots :
* American Vought F4U Corsair piloted by Robo-Keaton.
* American Northrop P-61 Black Widow piloted by the Blazers.
* Japanese Mitsubishi A6M Zero-Sen piloted by Hien.
* Japanese Aichi M6A1 Seiran piloted by Mao Mao.
* Soviet Il-2 Stormovik piloted by Chaika and Pooshka.
* Soviet Polikarpov I-16 piloted by Spanky.
* German Dornier Do-335 Pfeil piloted by Malcolm ('Pfeil' is german for 'Arrow')
* German Junkers Ju-87 Stuka piloted by Kowful and River.
* British Westland Whirlwind piloted by Alex and Pictus.
* British Fairy Swordfish piloted by Cindy and Ellen.
There are also two secret planes (see the TIPS AND TRICKS section for details) :
* The Aka Usagi (Red Rabbit) piloted by Kotomi.
* The Diabloon piloted by The Man.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0097
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Special weapon
- TRIVIA -
Released in October 1995.
This game is known in Japan as "Sonic Wings 3".
This represent the latest game in the "Aero Fighters" series for the Neo-Geo MVS.
Malcolm from 1993's "Ta-o Taido" makes an appearance as a pilot. His plane has a special charged shot ability that is unique to him (by holding Fire button).
The strange ship that appears at the end of each level and warps away after the boss is defeated first appeared in "Turbo Force" as a regular enemy during Stage 2.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HEY'.
Soundtrack album releases :
Sonic Wings 3 (PCCB-00193) (20/10/1995) [Pony Canyon/Scitron]
- UPDATES -
In the Japanese version of the game, Spanky is called Whity.
- TIPS AND TRICKS -
* Planes Spec. :
Vought F4U Corsair can have 3 power-ups and 5 bombs.
Northrop P-61 Black Widow can have 3 power-ups and 7 bombs.
Mitsubishi A6M Zero-Sen have 3 power-ups and 5 bombs.
Aichi M6A1 Seiran can have 2 power-ups and 5 bombs.
Il-2 Stormovik can have 2 power-ups and 7 bombs.
Polikarpov I-16 can have 4 power-ups and 6 bombs.
Dornier Do-335 Pfeil can have 3 power-ups and 4 bombs.
Junkers Ju-87 Stuka can have 4 power-ups and 7 bombs.
Westland Whirlwind can have 3 power-ups and 6 bombs.
Fairy Swordfish can have 1 power-up and 7 bombs.
Aka Usagi (Red Rabbit, see below) can have 2 power-ups and 4 bombs.
Diabloon (see below) can have 7 power-ups and 2 bombs.
* Play As Red Rabbit Kotomi (from "Rabio Lepus") :
1) Insert your coin(s)
2) Press and hold B+Start during all the folowing sequence. Now, at the character selection screen :
3) Press Down when the timer reaches 7 and when the nose of the plane points towards you.
4) Press Down when the timer reaches 5 and when the nose of the plane points towards you.
5) Press Down when the timer reaches 2 and when the nose of the plane points towards you.
6) Press Down when the timer reaches 0 and when the nose of the plane points towards you. Red Rabbit will appear.
* Play As Diabloon (from "Turbo Force") :
1) Insert your coin(s)
2) Press and hold B+Start during all the following sequence. Now, at the character selection screen :
3) Press Right.
4) Press Down when the timer reaches 7 and when the nose of the plane points towards you.
5) Press Down when the timer reaches 5 and when the nose of the plane points towards you.
6) Press Down when the timer reaches 2 and when the nose of the plane points towards you.
7) Press Down when the timer reaches 0 and when the nose of the plane points towards you. Diabloon will appear.
- SERIES -
1. Aero Fighters (1992)
2. Aero Fighters 2 (1994)
3. Aero Fighters 3 (1995)
4. Sonic Wings Limited (1996)
5. Aero Fighters Assault (1997, Nintendo 64)
- STAFF -
Planner : Count IKuei
Programmers : Aiz!, You-Chan, Sysyou
Designers : Armored Cruiser, Takasu, Akira, Manbow Yokoyama, T. Tateishi, K. Yamamotoya, A. Sakamura, A., Kaz, Hiki, T. Matsui, Oh! Kawara, M. Cats.I, Hil, T. Sakon
Sound : Q, P, Noise
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=aeroboto,
$Edit this entry at Arcade-History.com
$bio
Aeroboto (c) 1984 Jaleco.
The player as Aeroboto can transform into a 'Mobile robot' or an 'Aero-fighter' to complete this marathon shoot-'em-up.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : M6809 (@ 640 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 248 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Jump
- TRIVIA -
Released in September 1984.
Licensed to Williams for manufacture and distribution outside Japan.
This game is known in Japan as "Formation Z".
Charles Dahling holds the record for this game with 3,272,900 points on January 20, 1985.
- TIPS AND TRICKS -
* In the aero-fighter form only, energy fuel is used. You should be converted to a robot before the fuel runs out (remaining fuel is indicated on the lower-right side of the screen).
$end
$info=mt_aftrb,
$Edit this entry at Arcade-History.com
$bio
After Burner [Mega-Tech version] (c) 1989 Sega.
The player controls a F-14 Tomcat jet which must destroy a series of enemy jets. The jet itself employs a machine gun and a limited set of missiles that are replenished by another aircraft after beating a few stages.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 10
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Soundtrack album releases :
Galaxy Force -G.S.M. Sega 1- [Arrange] (D28B0002) (7/21/88) [Pony Canyon/Scitron]
Super Sonic Team -G.S.M. Sega 3- [Arrange] (PCCB-00009) (10/21/89) [Pony Canyon/Scitron]
Mega Selection -G.S.M. Sega- [Arrange] (PCCB-00014) (12/15/89) [Pony Canyon/Scitron]
After Burner (PCCB-00032) (6/21/90) [Pony Canyon/Scitron]
S.S.T. Band Live [Arrange] (PCCB-00042) (10/31/90) [Pony Canyon/Scitron]
After Burner ~Sega Game Music Vol. 3~ (28XA-109) (12/21/87) (Alfa Record)
After Burner ~Sega Game Music Vol. 3~ [Reprint] (SCDC-00056) (12/20/2000) [Scitron Disc]
Sega Taikan Game Special (28XA-198) (21/12/87) (Alfa Record)
SING! ~ Sega Game Music ~ Presented BY B.B.Queens [Arrange+Mega CD Soft] (BVRR-1) [BMG Victor]
CLUB SEGA [Arrange] (MJCA-00003) (10/17/97) (Marvelous Entertainment)
Scitron 10th Anniversary Special Sampler (10/15/98) [Pony Canyon/Scitron]
SEGACON ~The Best of Sega Game Music~ Vol. 1 (10/24/2001) (SVWC-7092~4) [Sony Music Visual Works]
BACK IN THE S.S.T.BAND ~THE VERY BEST~ [Arrange] (11/19/2003) (SCDC-00312) [Scitron Disc]
Storm! ~SHOOTING GAME SOUND OMNIBUS Vol.2~ (1/7/2004) (KDSK-00023)
GAME SOUND LEGEND ARRANGE SERIES "SPEED & WIND" [Arrange] (SCDC-00375) [Scitron Disc]
After Burner 20th Anniversary Box (29/11/2007)
- SERIES -
1. After Burner [Upright model] (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- PORTS -
* Computers :
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
$end
$info=aburner,
$Edit this entry at Arcade-History.com
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After Burner [Upright model] (c) 1987 Sega.
Another 3-D Sega game rendered with their superb sprite-scaling technology; this time putting the player into the seat of a powerful jet fighter.
A number of colorful, fast-moving environments await the player, as he or she takes on the hordes of enemy planes intent on the player's destruction.
At the end of every 2nd stage, the player's jet fighter is re-fueled and re-armed, either by the appearance of a large support plane, or by landing on a military airstrip.
After Burner's straightforward shoot'em up game-play is unremarkable and repetitive, but fun - largely down to the game's incredible visuals.
- TECHNICAL -
Upright cabinet dimensions :
Inches : 24,8inch Deep x 33,9inch Wide x 72,8inch High.
Centimeters : 63cm Deep x 86cm Wide x 185cm High.
Weight : 273 lbs / 124 kg
Sega X Board hardware
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
Released in July 1987.
Also released as :
"After Burner [Commander model]"
"After Burner [W Cradle model]"
The After Burner series was originally inspired by the 1986 Academy Award winning feature film 'Top Gun'.
Soundtrack album releases :
Galaxy Force -G.S.M. Sega 1- [Arrange] (D28B0002) (7/21/88) [Pony Canyon/Scitron]
Super Sonic Team -G.S.M. Sega 3- [Arrange] (PCCB-00009) (10/21/89) [Pony Canyon/Scitron]
Mega Selection -G.S.M. Sega- [Arrange] (PCCB-00014) (12/15/89) [Pony Canyon/Scitron]
After Burner (PCCB-00032) (6/21/90) [Pony Canyon/Scitron]
S.S.T. Band Live [Arrange] (PCCB-00042) (10/31/90) [Pony Canyon/Scitron]
After Burner ~Sega Game Music Vol. 3~ (28XA-109) (12/21/87) (Alfa Record)
After Burner ~Sega Game Music Vol. 3~ [Reprint] (SCDC-00056) (12/20/2000) [Scitron Disc]
Sega Taikan Game Special (28XA-198) (21/12/87) (Alfa Record)
SING! ~ Sega Game Music ~ Presented BY B.B.Queens [Arrange+Mega CD Soft] (BVRR-1) [BMG Victor]
CLUB SEGA [Arrange] (MJCA-00003) (10/17/97) (Marvelous Entertainment)
Scitron 10th Anniversary Special Sampler (10/15/98) [Pony Canyon/Scitron]
SEGACON ~The Best of Sega Game Music~ Vol. 1 (10/24/2001) (SVWC-7092~4) [Sony Music Visual Works]
BACK IN THE S.S.T.BAND ~THE VERY BEST~ [Arrange] (11/19/2003) (SCDC-00312) [Scitron Disc]
Storm! ~SHOOTING GAME SOUND OMNIBUS Vol.2~ (1/7/2004) (KDSK-00023)
GAME SOUND LEGEND ARRANGE SERIES "SPEED & WIND" [Arrange] (SCDC-00375) [Scitron Disc]
After Burner 20th Anniversary Box (29/11/2007)
- TIPS AND TRICKS -
* Secret Commands : On the following stages, press the following keys to get the following effects.
During Demo - press Start + Vulcan Cannon + Missile + Foto sensor and stick Right to get a DUKE message.
Stage 1 - press Start + Vulcan Cannon + Missile, to get a messages.
Stage 3 - press Start and speed fast to get 100 Missiles.
Stage 5 - press Start + Vulcan Cannon + Missile, to get a message.
Stage 9 - press Vulcan Cannon + Missile and stick Right to get 100 Missiles.
Stage 11 - press Vulcan Cannon + Missile and stick Left to get 50,000,000 pts.
Stage 13 - press Start + Vulcan Cannon + Missile and stick Left to get a message.
Stage 16 - press Start and stick down to get a message.
Stage 19 - press Start to get a message.
Stage 21 - press Start + Vulcan Cannon + Missile + Foto sensor and stick Up to get 250,000,000 pts.
Stage 23 - press Start + Vulcan Cannon + Missile + Foto sensor to get a message.
- SERIES -
1. After Burner [Upright model] (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- STAFF -
Designed by : Yu Suzuki (YU.)
Music by : Hiroshi Miyauchi (HIR)
(KIM), (BIN), (SAD), (KEY), (Y.N)
- PORTS -
* Consoles :
Sega Master System (1987)
Nintendo Famicom (1989)
Sega 32X (1994)
Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")
Sega Mega-CD
* Computers :
FM Towns PC (1987, "After Burner I")
Commodore C64 (1988)
Atari ST (1988)
Commodore Amiga (1988)
Amstrad CPC (1988)
Sinclair ZX Spectrum (1989)
Sharp X68000 (1989)
PC [MS-DOS, 3.5'' Disks] (1989)
Commodore Amiga (1990, "Amiga Champions")
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
* Others :
LCD handheld game (1989) by Tiger Electronics.
LCD tabletop game (1989) by Tiger Electronics : 18 different levels of play.
$end
$info=aburner2,
$Edit this entry at Arcade-History.com
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After Burner II (c) 1987 Sega.
Another 3-D Sega game rendered with their superb sprite-scaling technology; this time putting the player into the seat of a powerful jet fighter.
23 colourful, fast-moving stages await the player, as he or she takes on the hordes of enemy planes intent on the player's destruction.
At the end of every 2nd stage, the player's jet fighter is re-fueled and re-armed, either by the appearance of a large support plane, or by landing on a military airstrip.
After Burner's straightforward shoot'em up gameplay is unremarkable and repetitive, but fun - largely down to the game's incredible visuals.
- TECHNICAL -
Deluxe cabinet dimensions : 80'' (203cm) Deep x 53'' (135cm) Wide x 69'' (175cm) High. Weight : 800 lbs (362 kg)
Upright cabinet dimensions : 24,8'' (63cm) Deep x 33,9'' (86cm) Wide x 72,8'' (185cm) High. Weight : 273 lbs (124 kg)
Sega X Board hardware
Game ID : 834-6335-02
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
Released in October 1987.
In the cut-scenes that show your jet fighter landing on a landing strip in order to reload the missile supply, there are some special vehicles that will make a cameo appearance. In the first landing, you'll see a man riding the motorcycle from "Hang-On". and in the second landing, you'll see the famous Ferrari Testarossa-like car from "Out Run".
Jimmy Cardenas holds the record for this game with 505,050 points on April 20, 1997.
Soundtrack album releases :
BEEP! Mega Drive Best Selection [Mega Drive Version] (4/25/91) (PSCX-1018) [Polystar]
After Burner II (MJCAX-00007) (Marvelous Entertainment)
SEGA AGES SOUND TRACK THE BEST PLUS [PS2 SEGA AGES 2500 Series] (KDSD-00051~2)
After Burner 20th Anniversary Box (29/11/2007)
An ABII unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- UPDATES -
ABII is essentially the same game as "After Burner", but there are a few differences, mainly the fact that it is possible to control your plane speed.
- SERIES -
1. After Burner [Upright model] (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- STAFF -
Designed by : Yu Suzuki (YU.)
Music by : Hiroshi Miyauchi (HIR)
Staff : (KIM), (BIN), (SAD), (KEY), (Y.N)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
NEC PC-Engine (1990)
Sega Mega Drive (1990)
Sega Saturn (1996, "Sega Ages : After Burner II")
Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")
Sega Dreamcast (2001, "Shenmue II")
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 10 : After Burner II")
* Computers :
FM Towns PC (1989)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
Commodore C64 (1988, Activision)
Commodore C64 (1989, Mindscape)
Sharp X68000 (1989)
Commodore Amiga (1989)
* Others :
Mobile phones (2003)
$end
$info=agentx1,agentx2,agentx3,agentx4,
$Edit this entry at Arcade-History.com
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Agent X (c) 1983 Atari.
Agent X must progress through a series of floors to retrieve a set of stolen plans and destroy Dr. Boom's underground bomb factory. Avoid the explosives, bomb converters, forklifts, robot guards, acid pits, and death-ray shooting eyeballs.
- TRIVIA -
This game is a prototype of "Cloak & Dagger". When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came to Atari to see if Atari had a game they could film as backdrop to the movie scenes which needed a 'Cloak & Dagger like spy game'. Atari agreed to change the name of its game to "Cloak & Dagger" and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but "Cloak & Dagger". There were about 5000 games produced which made it into the market place.
An 'Agent X' machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Russel Dawe (RBD)
$end
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Aggressors of Dark Kombat (c) 1994 SNK / ADK.
1-on-1 fighter featuring 8 selectable characters.
The game's major innovation is the ability to walk into the background, in a similar manner to side-scrolling beat 'em ups such as "Streets of Rage" or "Final Fight" because of this, unlike many other 2-D fighting games, the game uses one action button to jump, it also does not use the 'D' button, (Which many of SNK's other fighters did), only 2 action buttons are used for attacking (punch and kick), instead grappling and grabbing opponents (Pressing the A & B buttons simultaneously) is the focus of the gameplay, opponents can counter being grabbed, as well as break free. Also featured is weapon play, again similar to beat 'em ups, weapons can be picked up and thrown, or used in special & standard attacks. Weapons are thrown in by background crowd memembers who will step forward to toss them into the ring. Another (strange) innovation of the game is that characters start to sweat -graphicly- after a while.
Characters have unusually high health for the genre, with multiple, different coloured, health bars in one bar similar to a method of health bars used for boss characters in games of the time, in addition to this, each character has a 'Crazy Meter' at the bottom of the screen, which is built up as characters attack, this gives the character a special, often very bizarre, attack that will kill the opponent outright, known as the Gan Gan Attack in Japan, and the Crazy Attack in the US.
Battles are joined by irreverrent, sometimes humorous pre-fight banter from characters, the dialogue differs depending on whom each opponent is, and a clashing of 2 small images of the characters eyes, which clash in the centre of the screen.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0074
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch [B] Kick [C] Jump
- TRIVIA -
Released in July 1994.
This game is known in Japan as "Tsuukai GANGAN Koushinkyoku" (translates from Japanese as 'Thrilling Intense March'). 'GANGAN' is also Japanese onomatopoiea for the sound of a large bell or a scolding voice.
Criticism : Aggressors of Dark Kombat is a somewhat unknown title compared to SNK's other fighting franchises such as "Fatal Fury", "Art of Fighting" and their signature fighting title "The King of Fighters" and was not found in great numbers in arcades, nor did it's home console version sell well, and it is generally considered by reviewers and fans of the genre of the time, to be a mediocre title. Now, Aggressors of Dark Kombat is considered a cult game, recommended for all those gamers who wants a different game of those mentionated before.
(A)ggressors of (D)ark (K)ombat = ADK, the creators of this game. The title is also a kind of pun on "Mortal Kombat".
The game features 8 selectable characters, these characters are not named anywhere in-game, unusual for the genre, which usually gives the character's name in the menu, and almost always places it at some point around the character's health bar. 7 of the characters are new and also appears Kotaro Fuuma from "World Heroes".
* Joe Kusanagi - His nickname is 'Red Panther of Honmoku' and is the protagonist of this story. Joe is the most powerful and famous brawler of the Eastern zone of Japan (know as Kanto). Bored of doesn't find good opponents in his zone, he heard rumors about strong guys in the Western zone, so he travels there to confirm the rumor. Joe is the balanced character in the game, with many combo moves and various techniques. Apart of this game, he appears as a cameo in one of Kisarah's attacks in Neo Geo Battle Coliseum.
* Kisarah Westfield - Her nickname is 'Naive Tomboy'. An English school girl who is known as a femme fatale in Japanese schools. But Kisarah falls in love with Joe Kusanagi and now chases him to obligate Joe to be her boyfriend. She is the only female in this game, the most famous character, and one of the most versatile characters from this game. Kisarah appears as a selectable character in "Neo Geo Battle Coliseum" and as a SNK character card in "SNK vs. Capcom - Card Fighters DS".
* Goh Kidokoro - His nickname is 'Strong Spirit from Naniwa'. Goh is the most famous brawler in Western zone of Japan (known as Kansai) and he has his own gang. Goh got the news about the arrival of 'Red Panther from Honmoku' and now is waiting to fight against this new menace for his goal of nationwide conquest. Goh is the grappler from this game, with many powerful grabs and various powers.
* Kotaro Fuuma - His nickname is 'Angry Hurricane'. His story in the game is simply that he got lost during one of his travels through time and landed in 1994 Japan, where the game takes place, becoming involved in the ensuing fights. Like the rest of characters in AODK, Fuuma doesn't have powers (only his EnRyuuHa signature move from WH series makes the transition with him), but in return, he gains many combo moves and a teleport.
* Leonhalt Domador - His nickname is 'Black Bull'. A German brawler who escapes from his native country as a refugee. He comes to Japan to convert in the most strong fighter of all, no matter what for. Leonhalt is the tallest, slowest and the most powerful fighter from this game. Also he's the rival for Sheen Genus.
* Sheen Genus - His nickname is 'Rising Tiger'. A Canadian amateur wrestler who wants with his group to make his own professional Wrestling Federation, and now is searching strong prople to join to him. Sheen is the wrestler of the game and is the rival of Leonhalt Domador. Recently appears in "SNK vs. Capcom - Card Fighters DS" as an Action card.
* Lee Hae Gwan - His nickname is 'White Fang'. A Chinese martial artist who lives in Japan and works for a school. Now he searches for revenge against the brawler who makes disasters in his school: Leonhalt Domador. Lee is one of the fastest characters in the game, who has a good arsenal of kicks and various martial tricks.
* Bobby Nelson - His nickname is 'Brown Bullet'. An African-American boy who is a basketball player and wanted to be known and famous. To achieve his objetive, Bobby is travelling for the world, waiting to be discovered. Bobby is the fastest and smallest character in this game, and the only one who always have a weapon within (in this case, his basket ball). Recently appears in "SNK vs. Capcom - Card Fighters DS" as an Action card, along with Sean Matsuda from "Street Fighter III".
The game features written lyrics at the credits roll for each character, either it was not feasible to get vocal works for these songs, or it could be an attempt to invite gamers to have fun with these by attempting some sort of karaoke. The latter option seems highly probable due to the popularity of karaoke in Japan.
- UPDATES -
There are almost no differences between the Japanese release of this game & the International versions aside from the rather drastic name change, but it is worth taking notice that there is blood to be found when you use a critical hit on an opponent on the Japanese release only.
- TIPS AND TRICKS -
* Some throws that either break bones or hit the opponent's crotch will stun opponents for quite a long time, allowing you to get an easy chance for a big combo.
* Beat the game two times in a row to see all the characters in a super deformed style at the end of the credits.
* Beat the game a second time to get a longer version of the karaoke song in the ending.
- STAFF -
Executive producer : Kazuo Arai
Producer, action plan, Game Director : Tsutomu Maruyama
Director, game plan : Takashi Hatono
Second director, algolism plan : Kenji Sawatari
Marketing research : Yukio Gotoh
System plan : Tsutomu Maruyama
System programmers : Eiji Fukatsu, Makio Chiba
Programmers : H. Kamoda, Teruaki Shirasawa, M. Ando, S. Kubota
Editor : M. Ishida
Sound direction : Tsutomu Maruyama
Sound & Music : H. Yamamoto, Hiroaki Shimizu, H. Kujirai, K. Kasuga, T. Muramatu, Y. Kurosawa
Art director : Tsutomu Maruyama
Graphic designers : K. Hakamata, H. Toda, K. Yokoo, Muneki Shiraishi, H. Yamada, H. Suzuki, H. Ozono, T. Okamura, A. Kobayashi, M. Yoshikoshi, M. Mitsuya, Y. Nishidate, R. Nakajima, Y. Sohara, K. Sakanishi, H. Kusano, M. Ohno, T. Egashira, Shinji Moriyama, S. Ito, M. Sato, K. Ohashi, K. Ohnishi, T. Arahata, S. Endo, T. Yamazaki, M. Honda, M. Himeno, T. Aoyagi, J. Seki, F. Kurihara
Demo character design : K. Fujita
Public information : K. Fujita, H. Taguchi
Character voices : Naoki Ogata, Y. Fujio, K. Katsura, Y. Ishii, H. Ando, Michael Naishtut, Dario Louis Pohissi, Julie Oppenheimer, Yang Ju Il
Schedule manager : K. Sakanishi
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=agress,agressb,
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Agress - Missile Daisenryaku (c) 1991 Palco.
An interesting war game with puzzle elements.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 513
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The subtitle of this game translates from Japanese as 'Great Missile Strategy'.
$end
$info=koshien,
$Edit this entry at Arcade-History.com
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Ah Eikou no Koshien (c) 1991 Taito.
A hilarous Japanese baseball game that follows the normal rules of baseball. However, a player may 'charge' up to try to hit (or pitch) better.
- TECHNICAL -
Taito F2 System hardware
Game ID : F2-System No. 14
Prom Stickers : C81
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1991.
The title of this game translates from Japanese as 'Oh Glorious Koshien'. 'Koshien' is a famous Japanese high school baseball tournament.
The games' billboards advertises various Taito games.
$end
$info=airattck,airattca,
$Edit this entry at Arcade-History.com
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Air Attack (c) 1996 Comad.
A great Korean vertically scrolling shooter.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 12.121 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The kanji on the title screen is 'kushuu' which means 'air raid'.
$end
$info=airbustr,airbustj,airbusb,
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Air Buster - Trouble Specialty (c) 1990 Kaneko.
A horizontally scrolling shoot'em up game.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), OKI6295 (@ 18.181 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in January 1990.
Licensed to Namco.
The second level of Air Buster was clearly the inspiration for the 3rd level of 'Turrican 2'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Air Buster - PCCB-00025) on 21/04/1990.
- STAFF -
Software : S. Igarashi (To-y), H. Takeuchi (Tiny-Tomo)
Graphics : K. Matsuoka, N. Obana, T. Konakawa
Hardware : H. Mikami, H. Nagayoshi
Music composed by : Tatsuya Watanabe
Sound operate : S. Aizu
Test game : F. Komori, K. Niihara, T. Okamoto
Total coordinate : S. Igarashi (To-y)
General producer : Hiroshi Kaneko
- PORTS -
* Consoles :
Nec PC Engine (1990, "Aero Blasters")
Sega Mega Drive (1991, "Aero Blasters")
$end
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Air Combat (c) 1992 Namco.
A cockpit flying game from Namco that tries to simulate an F-16 like aircraft. The game mainly involves dog fighting and has three levels of play; Cadet, Captain and Ace.
- TECHNICAL -
Cabinet dimensions : 77,12'' (195,5cm) High x 110,62'' (279,4cm) Deep x 42,81'' (106,6cm)
Cabient weight : 1041 lbs (471.5 kg)
Namco System 21 hardware
Game ID : AC
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : Throttle lever, 8-way joystick
Buttons : 2
- TRIVIA -
Note : You never die in this game! Instead you eject from the aircraft giving you a non-violent ending.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993.
- SERIES -
1. Air Combat (1992)
2. Air Combat 22 (1995)
3. Ace Combat (1996, Sony PlayStation)
4. Ace Combat 2 (1997, Sony PlayStation)
5. Ace Combat 3 - Electrosphere (2000, Sony PlayStation)
6. Ace Combat 04 - Shattered Skies (2001, Sony PlayStation 2)
7. Ace Combat 5 (Sony PlayStation 2)
- STAFF -
Music composition by : Hiroyuki Kawada
- PORTS -
* Consoles :
Sony PlayStation (1995)
$end
$info=airco22b,
$Edit this entry at Arcade-History.com
$bio
Air Combat 22 (c) 1995 Namco.
The sequel to "Air Combat" featuring better graphics.
- TECHNICAL -
Was available as a dedicated deluxe cabinet or as an update kit for the original "Air Combat".
Deluxe cabinet dimensions : 78'' High x 43'' Wide x 111'' Deep.
Deluxe cabinet weight : 1090 lbs.
Namco Super System 22 hardware
Game ID : ACS
Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : Throttle lever, analogue joystick with trigger (2)
Buttons : 1
- TRIVIA -
This game was named Air Combat '22' because it ran on Namco's Super System '22' hardware.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.18 - VICL-15040) on 25/05/1995.
- SERIES -
1. Air Combat (1992)
2. Air Combat 22 (1995)
3. Ace Combat (1996, Sony PlayStation)
4. Ace Combat 2 (1997, Sony PlayStation)
5. Ace Combat 3 - Electrosphere (2000, Sony PlayStation)
6. Ace Combat 04 - Shattered Skies (2001, Sony PlayStation 2)
7. Ace Combat 5 (Sony PlayStation 2)
- STAFF -
Music & Sound by : Kazuhiro Nakamura, Hiroyuki Kawada, Keiichi Okabe
$end
$info=airduel,
$Edit this entry at Arcade-History.com
$bio
Air Duel (c) 1990 Irem.
A vertically scrolling shoot-em up game.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 384 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Gun, [B] Guided bomb
- TRIVIA -
Released in June 1990.
Severals musics from this game was recycled for others games from the same musicians :
The mission 1 music was recycled and remixed in "Gun Force II" (Stage 2 part 1).
The mission 2 music contains a synth solo (after 32 seconds) which was performed with a sax in "Metal Slug 2 - Super Vehicle-001/II" (mission 3).
The mission 3 music was recycled and remixed with electric guitar in "Metal Slug 3" (mission 1, underwater way).
The mission 3 music was also recycled and remixed in "Gun Force II" (Stage 2 part 2).
The mission 4 music was recycled and remixed in "Gun Force II" (stage 1).
- SERIES -
1. Air Duel (1990)
2. Air Assault (1993)
$end
$info=ainferno,
$Edit this entry at Arcade-History.com
$bio
Air Inferno (c) 1990 Taito.
A helicopter rescue simulation game with quite good polygon-based graphics for its time.
- TECHNICAL -
Cockpit cabinet dimension : 68'' (171cm) Wide x 38'' (95cm) Deep x 56'' (140cm) High. Weight : 130 kg
Simulator cabinet dimension : 84'' (211cm) Wide x 54'' (135,5cm) Deep x 71'' (178,5cm) High. Weight : 330 kg
Taito Air System hardware
Board Number : M4300186A
Prom Stickers : C45
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz), TMS32025 (@ 24 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : stick
Buttons : 7
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.
- UPDATES -
The US version is slightly different :
* 'Winners Don't Use Drugs' screen added.
* New Color GFX.
* New weapons and missiles.
- STAFF -
Chief : Toshiaki Tsukano
Game design : Tsukasa Fujita
- PORTS -
* Consoles :
Turbo Grafx 16 (1991)
* Computers :
PC
$end
$info=airraid,
$Edit this entry at Arcade-History.com
$bio
Air Raid (c) 1987 Seibu Kaihatsu.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Air Raid is the predecessor to "Raiden".
This game is also known as "Cross Shooter".
$end
$info=arescue,
$Edit this entry at Arcade-History.com
$bio
Air Rescue (c) 1992 Sega.
A helicopter rescue simulation game.
- TECHNICAL -
Cabinet dimensions : 58,3'' (148cm) Wide x 73,2'' (186cm) Deep x 63'' (160cm) High.
Cabient weight : 727,5 lbs (330 kg).
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 1
Control : Stick
Buttons : 2
- PORTS -
* Consoles :
Sega Master System (1992)
$end
$info=agallet,
$Edit this entry at Arcade-History.com
$bio
Airgallet (c) 1996 Banpresto / Gazelle.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Cave 1st Generation Hardware
Game ID : BP962A
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
RAM : 62256 (x8), NEC 424260 (x2), 6264 (x5)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game was developed by Gazelle, one of the offshoots of shooter greats Toaplan (along with Cave and Eighting/Raizing).
The game is known as "Akuu Gallet" in Japan.
- STAFF -
Executive producer : Johan Satoh
Total coordinator : Toshifumi Kawashima
Producer : Hiroyuki Fujimoto
Director : Tatsuya Uemura
Programmer : Mizuiro Honey
Graphic designers : Mikio Yamaguchi, Junya Inoue, Kaneyo Oohira
Music composer : Yoshitatsu Sakai (Yoshitaz)
$end
$info=airwolf,airwolfa,
$Edit this entry at Arcade-History.com
$bio
Airwolf (c) 1987 Kyugo.
A horizontally scrolling shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A bootleg of this game is known as "Sky Wolf".
The game is based on the popular US TV series 'Air Wolf' (Universal City Studios, 1984).
- STAFF -
staff : Yoshikikun, Kankurou, Chapy Hara, Yahichi, Sukesan
- PORTS -
* Others :
LCD Handheld Game (1989) by Acclaim.
$end
$info=ajax,ajaxj,
$Edit this entry at Arcade-History.com
$bio
Ajax (c) 1987 Konami.
The player has been issued an emergency order. He must save the earth from being conquered by enemy forces. He climbs into his helicopter and prepares for intense aerial combat. Shooting oncoming enemy aircrafts and bombing the enemies below, he tries to make his way through the different stages to reach the enemy base. When he finishes the first stage, he is transported to his next mission by ab aircraft carrier. He hops into his jet fighters, tanks, ships, helicopters, and aircraft carriers. The player must also be aware of unseen enemies and surprise attacks.
Different kinds of power ups can be obtained throughout the game. These include :
'3' 3-Way : Bullets fire forward, right, and left.
'L' Laser : Player can shoot double lasers.
'T' Triple : Missiles are fired that spread out three ways in front.
'V' Vulcan : Rapid bullets are fired in the directions controlled.
'B' Bomb : Air-to-ground missiles are extra powerful.
There is an additional super weapon that destroys all the enemies on the screen at once. However, use of this weapon is limited.
Ajax contains 2 different types of stages : 2-D and 3-D. In the 2-D stage, the player controls a helicopter. In the 3-D stage, the player commands a jet fighter.
Ajax features some impressive graphics filled with rotation and scaling effects (some may get a little dizzy, though!), a solid soundtrack and excellent game control. Highly recommended for any shoot'em up enthusiast!
- TECHNICAL -
Game ID : GX770
Main CPU : KONAMI (@ 3 Mhz), M6809 (@ 3 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3 (FIRE, BOMB, POW)
- TRIVIA -
Released in December 1987.
This game is also known as "Typhoon".
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.
- UPDATES -
The stage order is different between Ajax and "Typhoon".
- STAFF -
Producer : K. Hiroshita
Director : S. Okamoto
Programmer : S. Fujiwara, Gen. S
2D design : N. Sugita
3D design : N. Ishii
Tittle : Dr. Hide
Character : K. Nakamura
Sound : Y. Uno, Motoaki Furukawa
Hardware : H. Ueno, K. Ban
- PORTS -
* Computers :
Sharp X68000 (1989)
$end
$info=akkanvdr,
$Edit this entry at Arcade-History.com
$bio
Akkanvader (c) 1995 Taito.
A remake of the classic invading aliens shoot'em up game that features interesting enemies and a wide variety of characters to choose from.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E06
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in June 1995.
The title of this game translates from Japanese as 'Rogue-vader'.
This game is known outside Japan as "Space Invaders '95 - The Attack of Lunar Loonies".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1997.
- UPDATES -
The US version ("Space Invaders '95 - The Attack of Lunar Loonies") is slightly different :
* "Winners Don't Use Drugs" screen added.
- SERIES -
1. Space Invaders (1978)
2. Space Invaders Deluxe (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Akkanvader (1995)
- STAFF -
Planner : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai
Character Designer : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai, Hiroyo Kujirai, Sy??Nakajima, Kasayama Pamio, Hiroto Nizato, Shin Tanaka, Terumi Ogihara, V.A.P, Peacock
Software Engineer : Kazutomo Ishida, Hirotaka Fukakawa, K??Kato, Masashi Tsuzura, Takashi Ishii, Yasutaka Hayashi, Shinji Soyano, Tabby Software Magic, Hiroshi Aoki, Kouji Tsunekiyo
Sound Director : Kazuko Umino (Karu)
Decoration Designer : Kumi Mizobe
Hardware Engineer : Takeshi Kinugasa
$end
$info=hcastlej,hcastljo,
$Edit this entry at Arcade-History.com
$bio
Akumajou Dracula (c) 1988 Konami.
Dracula stole our hero's wife the day of the ceremony and so you must rescue her. Armed with your whip, fight classic horror monsters in in this horizontal action game.
- TECHNICAL -
Game ID : GX768
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), K051649 (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1988.
The title of this game translates from Japanese as 'Demon Castle Dracula'.
This game is known in US as "Haunted Castle".
Akumajou Dracula IS part of the "CastleVania" games series. However, as many games of this series, it is not part of the main storyline. The main character doesn't have any name, but it is believed to be Simon Belmont of the original "CastleVania".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993.
- UPDATES -
Version P : the damage is less effective.
- PORTS -
* Consoles :
Sony Playstation 2 (2005, "Oretachi Geasen Zoku Sono 15 - Akumajou Dracula")
$end
$info=alcon,
$Edit this entry at Arcade-History.com
$bio
Alcon (c) 1986 Toaplan.
Vertical scrolling shoot-em-up. Shoot ground targets and collect stars which can be exchanged for various power-ups. Fly over hi-tech landscape. Features end of level bosses, good sound and graphics.
- TECHNICAL -
Board Number : M6100186A
Prom Stickers : A77
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1986.
Licensed to Taito for manufacture and distribution.
This game is known outside US as "Slap Fight".
'ALCON' stands for 'Allied League of Cosmic Nations'.
Gary Hatt holds the record for this game with 838,050 points on April 25, 1987.
- TIPS AND TRICKS -
* Weapon descriptions :
Speed - This will increase your flying speed.
Shot - Normal forward fire.
Side - Right and left fire.
Wing - Double, triple and quadruple fire power.
Bomb - Wide range fire
Laser - Long range fire.
H. Mis - Homing missiles.
Shield - Indestructible against three hits.
* Super Power-Up : Insert your coin(s) and select one player mode. When you begin the level, remain idle and do not kill anything. Allow your player be destroyed and when you resume, you will have all power-ups and weapons.
- STAFF -
Sound composer : Masahiro Yuge
$end
$info=alexkidd,alexkid1,
$Edit this entry at Arcade-History.com
$bio
Alex Kidd With Stella - The Lost Stars (c) 1986 Sega.
A platform game.
- TECHNICAL -
Sega System 16A hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is the debut of Sega's first mascot, Alex Kidd who mostly appeared in various games for the Sega Master System. Alex's only game that was made for the Sega Mega Drive was "Alex Kidd in the Enchanted Castle" in 1989. Alex Kidd's last game was titled "Alex Kidd in Shinobi World" which was somewhat of a crossover between the Alex Kidd series and Shinobi. In 1991, Alex Kidd was replaced with a 'faster than a speeding bullet'-type character called Sonic The Hedgehog.
Opa-Opa, the main character from "Fantasy Zone", appears as the container for the 'Miracle Ball' in round 2 of this game.
Sony Music Entertainment / Scitron released a limited-edition soundtrack album for this game (Sega Arcade 80's Vol.1 - SCDC-00245) on 19/02/2003.
- SERIES -
1. Alex Kidd With Stella - The Lost Stars (1986)
2. Alex Kidd In Miracle World (1986, Sega Master System)
3. Alex Kidd In High-Tech World (1989, Sega Master System)
4. Alex Kidd In Enchanted Castle (1989, Sega Mega Drive)
5. Alex Kidd In Shinobi World (1990, Sega Master System)
- STAFF -
Sound composer : Hiroshi Kawaguchi (Hiro)
- PORTS -
* Consoles :
Sega Master System (1988)
$end
$info=welltris,welltrij,
$Edit this entry at Arcade-History.com
$bio
Alexey Pajitnov's Welltris (c) 1991 Video System.
A fun and addicting puzzle game from the creator of the hugely popular "Tetris".
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2 (TURN, DROP)
- TRIVIA -
This arcade game is a port from an original computer game released in 1989 on the Atari ST.
- PORTS -
* Computers :
Commodore Amiga (1992, "Action Masters")
$end
$info=alibaba,
$Edit this entry at Arcade-History.com
$bio
Ali Baba and 40 Thieves (c) 1982 Sega.
A maze game where you play as the famous Arabian thief who must fend off and kill the 40 thieves who are trying to steal your money.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Ali Baba and 40 Thieves is based on the classic Arabian folk tale of the same name.
- SCORING -
Thieves : 200 points.
Captain Thief : 800 points.
$$ Man : 400 points.
Mystery : 100 points.
- PORTS -
* Computers :
MSX (1984)
$end
$info=alien3,alien3u,
$Edit this entry at Arcade-History.com
$bio
Alien 3 - The Gun (c) 1993 Sega.
A shooter game.
- TECHNICAL -
Cabinet dimensions : 31,5'' (80cm) Wide x 53,54'' (136cm) Deep x 75,96'' (193cm) High.
Cabinet weight : 474 lbs (215 kg).
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
This game is based on the 1992 movie 'Alien 3'.
- UPDATES -
The US version is slightly different :
* 'Winners Don't Use Drugs', or sometimes 'Recycle It, Don't Trash It!' screens added.
$end
$info=alienar,alienaru,
$Edit this entry at Arcade-History.com
$bio
Alien Arena (c) 1985 Duncan Brown.
Player 1 (Thor) and Player 2 (Zespar) are battling it out in the Alien Arena. The game is timed, with 2 minutes for every 25 cents inserted, regardless of your choice of 1-player or 2-player. More time can be purchased at any time before the timer reads ':00'.
In a 1-player game you are Thor, with controls on the right, and the computer plays Zespar, on the left. In a 2-player game each of you chooses a set of controls. When time runs out in either game, it reverts to a "play as long as you can keep alive and possibly winning extra lives" 1-player game. If it started as a 2-player game, whoever is winning when time runs out is the one who gets to battle the computer.
The basic theme of the game is "capture the flag (while protecting your own)". You can assemble offensive and defensive aids by picking up 'pieces' strewn about your half of the playfield. The pieces are color-coded, randomly created and distributed, and different objects require different numbers of pieces to assemble. Once you start assembling an object, you must finish assembling it (pick up enough pieces for it) and place it... or 'flush' the pieces you've picked up so far. Flush is mostly used for when you accidentally picked up the wrong color piece... or when you don't have the required pieces to assemble the rest of the object. A status bar shows what object is under construction, and how many more pieces are needed. Only one object can be assembled at a time. Once it is assembled, you must carry it to where you want to place or launch it and press the 'place' button.
There is a delay at the beginning of each round before the flags appear, and then a further delay before the midfield barrier comes down. Use this time to start assembling an offense or defense or both (this keeps the opponent from just starting each round by making a suicide dash for your flag). When the flags do appear, their placement is random, but within a small distance from the back wall of your half of the arena.
A round ends when an opposing flag is captured by a player, or when a player is destroyed by one of his opponent's offensive or defensive objects. There are all sorts of nuances to how the objects behave, how they score, etc.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz), M6808 (@ 894.75 Khz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Short history by Duncan Brown : By 1984, I had reverse-engineered the hardware used in Williams' games to the point where I had essentially created a 'programmer's guide' for it. Destiny called, I had to write a new game from scratch for this great hardware! My original intent was to end up with a conversion kit that was more user-friendly than most (remember this was back when conversions were just starting to come into existence, long before JAMMA, and most of them were a complete mess to install). A new marquee, new side stickers, new control panel, and 12 EPROMs, and away you go! No messy wiring, board modifications, etc. My production costs would be low, my sale price could be high.
Well, that was the plan anyway... Over the course of a year, I wrote "Alien Arena". It was written in 6809 assembly language using a cross-compiler on an Apple II+. Using custom-designed and handbuilt emulator hardware ('24' 2Kx8 static RAMs on a board connected to the Apple with a custom bus interface!) I could test out my code without the slowdown of programming and erasing a bunch of EPROMs all the time.
When I was done, I assembled it into an ex-"Stargate" cabinet, and put it out in the arcade I owned at the time. I made a few modifications (mostly to the computer-player AI) based on feedback from customers. I cannot say it was an immense hit. Most people thought it sucked, frankly. You decide for yourself. I know my wife and I had a blast playing it while I was designing it (probably added 6 months to the time to finish it, heh heh heh...).
This is quite literally the rarest game ever produced for the Williams hardware (production run of one!), and it has been out of circulation for 10 years.
$end
$info=acommand,
$Edit this entry at Arcade-History.com
$bio
Alien Command (c) 1993 Jaleco.
1 or 2 players shoot a laser gun at 5 UFO's that are moving up and down in an attempt to score points.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 14.545 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 1
$end
$info=alieninv,
$Edit this entry at Arcade-History.com
$bio
Alien Invasion Part II (c) 1978.
Shoot and destroy the invading aliens for points.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Space Invaders".
- UPDATES -
AI PII has some differences :
* Added a storyline during the demo mode.
* Green blocks design is different.
* The saucers that run across the top of the screen shoot back at you when they have a clear shot.
* Some invaders split into two invaders on either side of the original, giving you more invaders to shoot.
- SCORING -
Large Invader: 100 points
Medium Invader: 200 points
Small Invader: 300 points
UFO: 500 to 3000 points
$end
$info=aliensec,
$Edit this entry at Arcade-History.com
$bio
Alien Sector (c) 1985 Namco.
A horizontally scrolling shoot'em up where you try to shoot all the evil aliens while collecting cute, friendly one-eyed aliens. At the end of each level there is a chance to gain more energy.
- TECHNICAL -
Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
RAM : (8x) 6116, (4x) 2148
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Baraduke".
- STAFF -
Sound composer : Yuriko Keino, Norio Nakagata
- PORTS -
* Consoles :
Sony PlayStation (1997, "Namco Museum Vol.5")
* Computers :
Sharp X68000 (1995)
$end
$info=astorm,astorm3,astormu,astormj,astormbl,astormb2,
$Edit this entry at Arcade-History.com
$bio
Alien Storm (c) 1990 Sega.
A side-scrolling beat-em-up in which up to 3 players take on the role of one of 3 futuristic warriors. The game heroes are charged with destroying the hoards of repulsive aliens who are invading the Earth. Many of the aliens are disguised as a variety of everyday street objects; such as telephone booths, oil cans, trash cans and mailboxes. The aliens reveal their true forms as the warriors approach.
Each of the 3 heroes carries their own individual weapon; Gordon has his plasma gun, Karla has a flamethrower and Scooter has an electric whip. At the end of each level, the warriors will enter a building and the shoot-em-up action will switch to a first-person perspective.
- TECHNICAL -
Cabinet dimensions : 74in. (188cm) High x 33,1in. (84cm) Wide x 42,5in. (108cm) Wide.
Cabinet weight : 331 lbs (150 kg).
Sega System 18 hardware
Game ID : 317-0146 / 317-0147 / 317-0148
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Alien Storm was the second game in Sega's System 18 motherboard series.
Gilius, the dwarf from "Golden Axe", appears as a judge in the final voting. The player characters from "Golden Axe" appear in the TVs of the first-person shooting levels.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Hyper Drive : G.S.M. Sega 4 - PCCB-00035) on 21/07/1990.
- UPDATES -
FD1094 317-0146 :
* Japanese version (up to 2 players).
FD1094 317-0147 :
* US version (up to 3 players).
* "Winners Don't Use Drugs" screen added.
* Different levels' graphics and design!
* Energy recharge system added (see 'Tips and Tricks').
FD1094 317-0148 :
* World version (up to 3 players).
- TIPS AND TRICKS -
* US version only : to recharge energy, just insert coins and press START button anytime during the game. Each coin recharges 1/3 of the bar.
- STAFF -
Designed by : Team Shinobi Ver.4
- PORTS -
* Consoles :
Sega Master System (1991)
Sega Mega Drive (1991)
Sega Mega Drive (199?, "MegaGames 3in1 Vol 3")
* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
$end
$info=mt_astrm,
$Edit this entry at Arcade-History.com
$bio
Alien Storm [Mega-Tech] (c) 1991 Sega.
A side-scrolling beat-em-up game. 3 futuristic warriors are charged with destroying the hoards of repulsive aliens who are invading the Earth. Many of the aliens are disguised as a variety of everyday street objects; such as telephone booths, oil cans, trash cans and mailboxes. The aliens reveal their true forms as the warriors approach.
Each of the 3 heroes carries their own individual weapon; Gordon has his plasma gun, Karla has a flamethrower and Scooter has an electric whip. At the end of each level, the warriors will enter a building and the shoot-em-up action will switch to a first-person perspective.
- TECHNICAL -
Sega Mega-Tech hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=aliensyn,aliensy1,aliensy2,aliensy3,aliensy5,
$Edit this entry at Arcade-History.com
$bio
Alien Syndrome (c) 1987 Sega.
The earth command faces a grave crisis. Hideous alien life forms have taken control of Earth's space station and hold its inhabitants hostage. Only 2 brave space troopers step forward to face the challenge. Ricky & Mary must save the hostages and destroy the alien menace once and for all. This overhead shoot'em up game features good graphics & sound as well as simple yet fast gameplay with plenty of weapons to find!
- TECHNICAL -
Alien Syndrome was sold in a dedicated cabinet by Sega, but was also sold as a conversion kit by Sun Corporation (licensed from Sega) for the America market only.
Cabinet dimensions : 32,5'' (83cm) Deep x 24'' (63cm) Wide x 73'' (185cm) High.
Cabinet weight : 211 lbs (96 kg).
Sega System 16A hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal (19'')
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 1
Note : this game also runs on Sega System 16B hardware.
- TRIVIA -
Released in January 1987.
Donn Nauert holds the record for this game with 2,269,200 points on February 2, 1988.
Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.
- TIPS AND TRICKS -
* Hint : Shoot and grab everything as quickly as possible. If you manage to finish a level before the timer reaches 100, you get a 60K bonus.
- SERIES -
1. Alien Syndrome (1987)
2. Alien Syndrome (2007, Nintendo Wii, Sony PSP)
- STAFF -
Music by : Tohru Nakabayashi
- PORTS -
* Consoles :
Sega Master System (1987)
Nintendo Famicom (1988)
Sega Game Gear (1992)
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 14 : Alien Syndrome")
* Computers :
Amstrad CPC (1987)
Commodore Amiga (1987)
Atari ST (1987)
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
Sharp X68000 (1992)
PC [MS-DOS, 5.25'']
$end
$info=mt_asyn,
$Edit this entry at Arcade-History.com
$bio
Alien Syndrome (c) 19?? Sega.
The earth command faces a grave crisis. Hideous alien life forms have taken control of Earth's space station and hold its inhabitants hostage. Only 2 brave space troopers step forward to face the challenge. Ricky & Mary must save the hostages and destroy the alien menace once and for all. This overhead shoot'em up game features good graphics & sound as well as simple yet fast gameplay with plenty of weapons to find!
- TECHNICAL -
Sega Mega-Tech hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=avsp,avspa,avspj,avspu,avsph,
$Edit this entry at Arcade-History.com
$bio
Alien vs. Predator (c) 1994 Capcom.
Two Space Marines and two Predators go after hordes of H.R. Giger's most fearsome creations! Each character has special projectile weapons in addition to the standard super moves.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 04
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 3
=> [1] Attack, [2] Jump, [3] Weapon attack
- TRIVIA -
Released in May 1994.
The game combines enemies from the two Twentieth Century Fox films entitled Alien and Predator. This is the first title to ever combine elements from two separate, non-related films into a single game.
Lieutenant Linn Kurosawa made a cameo appearance in the background of Ken's stage in "Street Fighter Alpha 2".
Chad Johnson holds the record for this game with 3,074,408 points.
This game is based on the Dark Horse comics : Aliens vs. Predator (1989-1990) (5 comics).
Comics published after the release of the game :
Aliens vs. Predator - Booty (1996) (1 comic)
Aliens vs. Predator - Eternal (1999) (4 comics)
Aliens vs. Predator - Xenogenesis (1999) (4 comics)
Aliens vs. Predator - Thrill of the Hunt (2004) (1 comic)
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Here are the 4 available characters and their statistics...
Predator Warrior : Speed 6 - Power 4 - Skill 5
Major D. Schaefer : Speed 2 - Power 8 - Skill 4
Lieutenant Linn Kurosawa : Speed 5 - Power 1 - Skill 8
Predator Hunter : Speed 6 - Power 5 - Skill 4
- STAFF -
Planner : Kame, Garuda Tetsu, Wda T
Programmer : Cham Cho Choy, Arikichi Kiyoko, Pon, Hard.Yas, Shinchan
Character designer : Hayashi, Yus, Shisui, Vlad T, Ban, Kawatori, Shige, Jun 26
Artist : Iwai, Hiroki Ohnishi (Ohnishi.H), Konishi.H, Norisaki Chie, Fukunoyan, Kisa, Angus
Music composer : Hideki Okugawa (Hideki Ok)
Sound designer : Toshio Kajino
Capcom USA support : David Winstead, Alex Jimerez
$end
$info=aliens,aliens2,aliens3,aliensj,aliensj2,aliensu,
$Edit this entry at Arcade-History.com
$bio
Aliens (c) 1990 Konami.
Picks up in the film with Lt. Ripley and Cpl. Hicks attempting to leave the alien-infested colony by shooting their way out.
- TECHNICAL -
Game ID : GX875
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] Shoot1, [2] Shoot2
- TRIVIA -
Released in March 1990.
This game is based upon the movie of the same name (released in 1986).
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
The Japanese version is very unlike any other version to appear in other countries :
* Most obviously, both APC driving levels have been entirely deleted.
* As such, the subplot of rescuing Newt is gone. Therefore, Newt never appears in Stage 1.
* When you take on the 'Shrinky-Dink Alien Quartet', the first one to fully enlarge hops off-screen, leaving you to only battle the other three.
* Many of the aliens, zombies, and mid-bosses can be killed with fewer shots.
*Two new kinds of minor enemy appear in the game :
a) An adult alien bursts out of the background wall during the vent portion of what we consider Stage 5. It functions much like the Ground-Poppers and is destroyed just as easily, but with new animations and from a different angle. It is the only one of its type in the game.
b) The small form of the Shrinky-Dink Alien, as seen in the form of the second mid-boss in Stage 5, reappears in Stage 7. It stands alone on the catwalks with a ring of orange energy circling it and the catwalk in a kind of 'shield'. A few shots destroy it.
* Titles have been given to each level. They are as follows, transcribed as they appear in the game.
Level 1 - Living Quarters
Level 2 - Factory
Level 3 - Factory2
Level 4 - Queen Alien's DEN
Level 5 - Escape Route
Level 6 - Battle Ship SULACO
* Special weapons and bombs appear much more frequently in the game, dropping from the sky for the players to use at regular intervals.
* It is now possible to attain 1-ups in the game. If a player is still carrying a weapon from the last special weapon power-up, the next one to fall on-screen will contain a 1-up. It comes in the form of a red ribbon with a bow wrapped around the word '1up'.
* In addition to the other enemies in this section, ground-popping aliens now appear earlier, during the nest portion of what we know as Stage 3.
* In addition to the other enemies, flying aliens now appear during the first power loader segment, in Stage 3.
* Flying aliens are much more frequent throughout the outdoor portion of Stage 5 and Stage 7.
* Extra exploding barrels appear throughout the game.
* Numerous aliens have changed color. Adult aliens are now purple instead of maroon, face-huggers are now flesh-toned instead of green, etc.
* Many of the adult aliens in the elevator sequence of Stage 3 have been removed. They have been replaced with flying aliens that do NOT damage the cables. This makes this sequence much easier.
* The beams from the 3-Way gun have changed color from purple to orange.
* During the final battle, the queen does NOT breathe fire/acid at you. Instead, after flashing white, she sends out multiple images of herself as a projectile! These are wider and therefore are easier to be hit by.
* The queen charges at you constantly even if you are in the power loader. This makes the final battle much more difficult.
- STAFF -
Game programmers : S. Okamoto, K. Ozaki, Hirotaka.I.1
Character designers : Kengo N., Nishiyan
Graphic designers : M. Yoshida, Kaoru. N
Music composer : Adachi
Sound effect : Oouchi
Hardware designer : H. Matsuura
Special guest : Akira. S, Iuchi 2, Chokki, Takano, Samejima
Director : S. Okamoto
Management : Hiroshita
$end
$info=aafb,aafbb,aafbc,aafbd2p,
$Edit this entry at Arcade-History.com
$bio
All American Football (c) 1989 Leland.
An American football game up to four players with all the features of "John Elway's Team Quarterback" and much more : improved graphics, sideline shop, etc...
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Control : Stick
Buttons : 1
- SERIES -
1. Quarterback (1987)
2. John Elway's Team Quarterback (1988)
3. All American Football (1989)
- STAFF -
Direction : John Rowe, Medo Moreno, Dan Viescas, Dave Dodd
Software : Bob Skinner, Phil Sorger
Graphics : Kevin Lydy
Sounds : Michelle Simon
Music : Sam Powell
Hardware : Eric Henderson
$end
$info=alleymas,
$Edit this entry at Arcade-History.com
$bio
Alley Master (c) 1986 Cinematronics.
A bowling game.
- TECHNICAL -
Cabinet dimensions : 72inch High x 25inch Wide x 32inch Deep.
Cabinet weight : 280 lbs.
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in May 1986.
$end
$info=aligator,aligatun,
$Edit this entry at Arcade-History.com
$bio
Alligator Hunt (c) 1994 Gaelco.
Strange reptilian-looking aliens are invading earth and is up to the most brave and skilled soldiers (apparently a duo of skateboarding youths!) to stop the invasion and destroy the enemy base. Features nice graphics and great shoot'em up gameplay which is quite similar to "Cabal" & "Blood Bros.".
- TECHNICAL -
Gaelco GAE1 hardware
Game ID : 940411
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : GAELCO (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 59.10 Hz
Palette colors : 65520
Players : 2
Control : 8-way joystick
Buttons : 3
=> [1] Shot, [2] Looping, [3] Missile
- STAFF -
Management : Luis Jonama
Programming : Alexander Ekjanov, Diego Campos
Animations : Xavi Fradera, Toni Rodriguez, Javi Arrebola
Scenario : Esteve Polls, Tony Yeste
Special effects : Xavi Fradera, Tony Yeste
Video effects : Javi Arrebola, Xavi Fradera
Music : Joan Samarti
Sound effects : Josep Quingles, Diego Campos
Hardware designers : Javier Valero, Jordi Vilella
Hardware technicians : Xavier Nicolau, Joan Quingles, Joan Arcos, Belen Moral, Rosa Maria Ibanez
Production : Angel Porras
Maintenance : Ana, Mari Angeles, Oscar
Collaborations : Enric Vives, Joan Parra
$end
$info=alphaho,
$Edit this entry at Arcade-History.com
$bio
Alpha Fighter / Head On (c) 19?? Data East.
- TECHNICAL -
Main CPU : Z80 (@ 1.93356 Mhz)
Sound Chips : Samples (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 4-way joystick
Buttons : 2
$end
$info=alphamis,
$Edit this entry at Arcade-History.com
$bio
Alpha Mission (c) 1985 SNK.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is known as "ASO - Armored Scrum Object" in Japan. And is also known as "Arian Mission".
- SERIES -
1. Alpha Mission (1985)
2. Alpha Mission II (1991)
- PORTS -
* Consoles :
Nintendo Famicom (1987)
$end
$info=alpham2,
$Edit this entry at Arcade-History.com
$bio
Alpha Mission II (c) 1991 SNK.
A full-screen vertically scrolling shoot'em up game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0007
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Type A : [A] Missile/Laser/Attach armor, [B] Armor attack, [C] Open menu
=> Type B : [A] Laser/Attach armor, [B] Missile, [C] Open menu
- TRIVIA -
Released in March 1991.
This game is known in Japan as "ASO II - Last Guardian".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (ASO II - PCCB-00062) on 21/05/1991.
- SERIES -
1. Alpha Mission (1985)
2. Alpha Mission II (1991)
- STAFF -
Producer : Eikichi Kawasaki
Planner : Kohyan
Sub planner : Shiba
Programmers : Data-Tada, Muge-San, Magi2, Shochan, Nishidon (as Nishido~N)
Designers : Toyochan, Maeda, Miki, Y. Kawase, Higa, Keisen. Y, Masami Tanaka, Mano
Sound : Jojoha Kitapi, Konny, Tarkun
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=alphaone,alphaona,
$Edit this entry at Arcade-History.com
$bio
Alpha One (c) 1983 Atari.
- TECHNICAL -
Main CPU : M6502 (@ 2.5 Mhz)
Sound Chips : (2x) POKEY (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 50.00 Hz
Palette colors : 32768
Players : 1
Control : dial
Buttons : 1
- TRIVIA -
This was the second prototype of "Major Havoc", the first was called "Tollian's Web".
- UPDATES -
Differences with the final game :
* There is no music in Alpha One.
* The story of the Vaxxian is much different. Notice the Catastro-fighter has a different name, as does the vaxxian home planet.
* There isn't any enemy scoring on the 'story' screen.
* Many of the sounds are different. These include the player firing sound and the enemy explosions. The sound of Rex 'frying' is missing.
* Some graphics are different, such as the Space station explosions.
* Many other small differences and the overall unfinished feel of the game.
- TIPS AND TRICKS -
* Warp Codes : It's possible to warp to higher levels in Alpha One from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the 'mini-Breakout' game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are :
Red code - 23, 250,000 pts, Level 4.
Yellow code - 46, 600,000 pts, Level 8.
Green code - 51, 700,000 pts, Level 9.
Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the green warp code.
- STAFF -
Designed and programmed by : Owen Rubin
$end
$info=alpha1v,
$Edit this entry at Arcade-History.com
$bio
Alpha One (c) 1988 Vision Electronics.
- TECHNICAL -
Main CPU : Z80, M6803
Sound Chips : (2x) AY8910, (2x) MSM5205
Players : 2
Buttons : 2
- STAFF -
Programmed by : Kyle Hodgetts, Tony Windsor
$end
$info=alpinerd,alpinerc,
$Edit this entry at Arcade-History.com
$bio
Alpine Racer (c) 1995 Namco.
Ski racing game (downhill and gate) with 3 courses and 2 play modes : Race and Time Attack. The player stands on a sophisticated set of ski-like foot stands while holding onto two bars for stability to play.
- TECHNICAL -
Cabinet dimensions : 230 cm High x 126 cm Wide x 300 cm Deep.
Cabinet weight : 792 lbs (360 kg).
Namco Super System 22 hardware
Game ID : AR
Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal (46'')
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.25 - VICL-15049) on 22/11/1995.
- TIPS AND TRICKS -
* Secret Character : When the 'press any button' screen comes up, hold down the 2 outside buttons and press the middle button repeatedly. You will hear a sound if done correctly and unlock the secret character 'Penguin'.
- SERIES -
1. Alpine Racer (1995)
2. Alpine Racer 2 (1996)
3. Alpine Racer 3 (2002)
- STAFF -
Music & Sound composer : Takayuki Ishikawa
$end
$info=alpinr2b,
$Edit this entry at Arcade-History.com
$bio
Alpine Racer 2 (c) 1996 Namco.
A checkpoint-style racing game, featuring realistic physics, unique controls and an unusual genre for a racing game. It features three separate courses and your choice of speed or gate racing. There is a cool replay feature for finishing in first place.
- TECHNICAL -
Namco Super System 22 hardware
Game ID : ARS
Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 3
- SERIES -
1. Alpine Racer (1995)
2. Alpine Racer 2 (1996)
3. Alpine Racer 3 (2002)
$end
$info=alpine,alpinea,
$Edit this entry at Arcade-History.com
$bio
Alpine Ski (c) 1982 Taito.
Maneuver a skier through a downhill ski course, a slalom course, and a ski jumping competition.
- TECHNICAL -
Cabinet dimension : 67inch (170cm) High x 24inch (61cm) Wide x 30inch (76cm) Deep.
Cabinet weight : 280 lbs (126 kg).
Taito SJ System hardware
Board Number : AA017808C
Prom Stickers : AP / RH16-27
Main CPU : Z80 (ID : AA017809C) (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in April 1982.
Eric Olofson holds the official record for this game with 500,774 points on November 23, 1982.
- TIPS AND TRICKS -
* Here's A Way To Get Ridiculously High Scores In Alpine Ski : Go thru the downhill section with the points flags very slowly and avoid collecting positive points :
1) There's some point in the course (should be easy to find) where there's a negative points flag near trees that can be crashed into. This trick is best done here.
2) Collect negative points to roll your score back under zero. You will be granted massive time on the massive points you have. Unfortunately, time will be taken off at an incredible rate.
3) Run over the negative points flag as necessary to get rid of the points you win just by moving forward and crashing into the nearby trees.
4) Repeat Step 4 until you've run out of time. You now have a completely unbeatable high-score which (if it were 1981) people would beg you to tell them how you did it.
WARNING : ABSOLUTELY, POSITIVELY DON'T GO BACK ACROSS ZERO OR YOUR GAME WILL END IMMEDIATELY!!!
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Sony PlayStation 2 (2006, "Taito Legends 2")
Microsoft XBOX (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=alpinesa,
$Edit this entry at Arcade-History.com
$bio
Alpine Surfer (c) 1996 Namco.
Players can freeboard or gate race while performing numerous air tricks and listening to rock and alternative music. 2 downhill courses and 2 levels of difficulty provide the player with 4 challenging options.
- TECHNICAL -
Cabinet dimension (High x Wide x Deep) :
* Monitor unit : 91in. x 55,25in. x 39,5in. Weight : 682 lbs.
* Board unit : 45in. x 58in. x 71in. Weight : 795 lbs.
* Footprint : 93in. x 50in. x 94in.
Namco Super System 22 hardware.
Game ID: AF
Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
Released in July 1996.
A Alpine Surfer machine was shown at the 2004 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
REVISION 1 :
* Software version : AF2/VER.A (World)
* Build date : 15:19:23, JUL 1 1996
$end
$info=altair,
$Edit this entry at Arcade-History.com
$bio
Altair (c) 1981 Cidelsa.
A "Space Invaders" style shoot'em up.
- TECHNICAL -
Main CPU : CDP1802 (@ 3.579 Mhz)
Sound Chips : CDP1869 (@ 3.579 Mhz)
Players : 1
Buttons : 2
- TRIVIA -
All Cidelsa games were released in Spain.
- SERIES -
1. Altair (1981)
2. Altair II (198?)
$end
$info=altbeast,altbeas2,altbeas4,altbeas5,altbeasj,altbeaj1,
$Edit this entry at Arcade-History.com
$bio
Altered Beast (c) 1988 Sega.
The goddess Athena has been abducted by the Lord of the Underworld. Her father, the great god Zeus, searched for a brave warrior strong enough to save her. He chose a brave warrior who died with honour & courage on the battlefield. Zeus raised the warrior from the grave and granted him the power to morph into a powerful, holy beast in order to do battle against the unspeakable horrors of the Underworld.
Altered Beast is a 1-player sideways scrolling beat-em-up. The game begins with the player controlling the human form of the resurrected warrior. During the levels the warrior will be attacked by a number of flashing animals. Destroying these creatures will result in an orb being dropped. If the player picks up an orb, he will begin his transformation from human into 'Beast'. Once 3 orbs have been collected, the transformation is complete. In beast form the player's character is much faster and stronger than in the human form, and also has the ability to throw fireballs at the enemy. At the end of each stage, after the boss fight, the player's special powers are taken from him and he once again reverts to human form.
The action in Altered Beast veers from being untypically slow-paced and sedate for a game of this nature, but the game's premise and graphical flair helped to seperate it from other rivals of the genre.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0066
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
=> PUNCH, KICK, JUMP
- TRIVIA -
Released in August 1988.
This game is known in Japan as "Juuohki".
Altered Beast was moderately successful, the player's ability to transform into different creatures being a big draw.
Alex and Stella from "Alex Kidd" are declared dead in the first stage of this game (Alex and Stella stones).
The small tail swinging gryphon that appears often in this game makes a comeback in "Golden Axe".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) on 07/07/1988
An Altered Beast unit appears in 1998 movie 'The Replacement Killers'.
The American release of the Sega Genesis (Mega Drive) in 1989 all came bundled with a port of this game, making it the first American Genesis game.
- UPDATES -
317-0066 : Standard 16B hardware as 'Technical' section describes it.
317-0076 : Uses an additionnal I8751 @ 8 Mhz
317-0078 : Uses an additionnal I8751 @ 8 Mhz
- SCORING -
BIRD : 300 points
BULL WARRIOR : 500 points
DEMON WARRIOR : 300 points
FLYING DEMON : 500 points
FLYING DEMON WITH MAUL : 500 points
FROG : 0 points
GOAT WARRIOR : 300 points
HEADLESS SKELETON : 100 points
INSECT WARRIOR : 100 points
SNAKE : 500 points
SPIKED BALL : 100 points
TURTLE : 500 points
UNICORN WARRIOR : 300 points
WOLFS (BROWN OR WHITE) : 1000 points
ZOMBIE : 100 points
You also get points for clearing an area. These bonuses range from 20000 points to 100000 points depending on how fast you cleared the level and enemies killed.
- TIPS AND TRICKS -
* General strategies level by level...
LEVEL 1 : you start off in a graveyard on this level. You will immediately be assaulted by zombies and headless skeletons. Watch out for the tall, granite blocks since they usually release one of these enemies.
BOSS 1 : a pretty easy boss. It takes about 15 hits to put him down. This boss will throw five to seven heads at your location. The best way to counter this threat is to stay in one place and go into the gaps between the heads. When the heads quit falling, hit the boss a couple of times and repeat the above process.
LEVEL 2 : you will be going through the swamps on this level.
1) A big hazard are the frogs. They will latch onto your characters head and drain their energy. Rapidly move the joystick left and right to shake them off.
2) To kill the snakes, you have to hit either their rattle or head. You will be warned of their location by a rattle either sticking out of the ground or the air above.
BOSS 2 : the boss transforms into a giant plant with eyes. He will launch ten eyes, which will slowly drift toward your character. You must destroy all of these eyes to get to the boss himself. In order to score hits, you must hit the central eye. You have to be quick since this boss will put up another wall of eyes to block your attacks. It takes about 20 hits to eradicate this plant.
LEVEL 3 : you are now entering the caves. The biggest danger is all the crevices. Make sure you keep to the ledges and avoid falling or getting knocked off of them.
1) The Insect Warriors are pretty easy to take care of, although they can cause considerable problems if you are on a ledge.
2) To defeat the turtles, you must first get them out of their shell.
3) The demons and birds present the greatest hazard since they will knock you off the ledges.
4) A good tactic for all the enemies is to let them follow you. Then jump over a crevice and they will fall in.
BOSS 3 : this battle is a little harder. You will have to move around quite a bit to avoid taking damage. In order to affect this boss, you must push the cauldron all the way back to the wall until the dragon's head is sticking straight out. This boss launches rings of fire and ice so you must quickly push the cauldron back, get in your hits, and retreat quickly to avoid this attack. After 25 hits, this boss is toast.
LEVEL 4 : you have entered what appears to be a city.
1) You have already dealt with most of these enemies. Just use the tactics you used from the first level to take care of them.
2) The flying demons present a moderate threat. They will dive down on your character when you are stopped. The best way to deal with them is to entice them to attack then hit them when they are rising up again.
BOOS 4 : another rough boss battle. This time he takes the form of a blue dragon's head. You must hit this boss from underneath to affect him. He moves in a slow circle so time your jumps accordingly. He spits out a solid stream of fireballs. You can duck under most of them. For the ones you can't, just jump toward the boss. In addition to fireballs, he also launches one or two small red dragons to further harass your character. These can be taken out with normal attacks. After 30 hits, you can send this boss packing.
LEVEL 5 : the final level, you will be located in some ruins. You will encounter some pretty vicious enemies on this level. They each have strengths to their credit.
1) The Goat Warriors are quick. They come in for a quick strike and retreat.
2) The Unicorn Warriors jump around and make difficult targets to get a bead on.
3) The Bull Warriors can level your character in a single blow if you aren't careful.
4) The Spiked Balls will continuously roll into your character until defeated.
All these enemies work in tandem to wear your character down quickly and they tend to appear in mixed groups so you will have to do a lot of hitting and running to survive them.
BOSS 5 : the final boss and appropriately the toughest boss. The boss appears as a large warrior in the shape of a rhino. He has two attacks : The first one is basically going toe-to-toe with your character and beating the stuffing out of him. The second is a charge. The charge will be proceeded by steam coming out of the rhino's nostrils.
1) You will have to constantly move around to avoid this bosses attacks. You can defuse the charge and send this boss backwards by hitting him as he is charging.
2) The boss starts out as a gray color. He will turn red after about 30 hits. He will then turn purple after another 30 hits. 30 more hits and you have accomplished your goal.
Congratulations, you are now a god.
- SERIES -
1. Altered Beast (1988)
2. Altered Beast - Guardian of the Realms (2002, Nintendo GameBoy Advance)
3. Juuouki - Project Altered Beast (2005, Sony PlayStation 2)
- STAFF -
Developed by Team Shinobi 1988 summer : Fu., Tak., Tos., Mor., Nak., Kaw., Sat., Makoto Uchida (Uch.), Hkr., Has., Hag.
- PORTS -
* Consoles :
Sega Master System (1988)
Sega Mega Drive (1988)
NEC PC-Engine (1988)
NEC PC-Engine CD (1989)
Nintendo Famicom (1990)
Sega Game Gear
Sega Dreamcast (2001, "Sega Smash Pack")
Sony PlayStation 2 (2006, "Sega Genesis Collection")
Nintendo Wii (2006, "Virtual Console" - Mega Drive version)
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
PC [MS-DOS, 5.25''] (1990)
PC [CD-ROM, Windows] (1998, "Sega Smash Pack")
* Others :
LCD handheld game (19??) released by Tiger Electronics.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=mt_beast,
$Edit this entry at Arcade-History.com
$bio
Altered Beast (c) 1989 Sega.
Goddess Athena has been abducted by the Lord of the Underworld. Her father Zeus has looked for a brave warrior strong enough to save her and chose you, a brave centurion who died with honor & courage on the battlefield. So after bringing you back to life, Zeus has granted you with the power to morph into powerful holy beasts in order to stand a chance against the unspeakable horrors in the Underworld. Can you save goddess Athena and secure your place as a warrior of the gods? Features detailed graphics, nice soundtrack along with some digitized voices, as well as simple yet fun gameplay. Highly recommended for action game fans as well as "Splatterhouse" fans!
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 01
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This represents the Sega Mega Drive port of the arcade version. Altered Beast was the first game that was offered by Sega as a bundle with its 16-bit console.
- TIPS AND TRICKS -
* Beast Select : At the title screen, hold A+B+C+Downleft and then press Start. A menu that allows selection of the beast for each round should appear.
* Level / Beast Select : On the main title screen, press B+Start to access the Hidden options screen. From here, you can select the difficulty, which level you wish to start at and what kind of beast to play as.
* Sound Test : At the title screen, hold A+C+Upright and then press Start.
* Continue : When you run out of lives and the game ends, wait for the title screen to appear. Hold A and press Select to continue from the stage at where you died.
- PORTS -
* Consoles :
Nintendo Wii (2006, "Virtual Console")
$end
$info=maze,
$Edit this entry at Arcade-History.com
$bio
Amazing Maze (c) 1976 Midway.
Each player (up to 2 people may play at a time, 2-player mode is more fun), controls a little geometric shape. Each player starts at opposite sides of the maze. The object is to get to the point where the other player started, before they get to where you started. You use a joystick to guide your 'character' through the maze. The game is time based, and you score a point for each maze you beat faster than your opponent (or the computer player if you are going solo). The factory setting is for a 90 second game, but this is operator adjustable. The graphics are done in monochrome white on black. With no detail on anything. The maze walls are only a pixel thick, while the characters themselves (simple shapes), are not much bigger. The mazes are not stylized in anyway. They look exactly like the kind of maze you would do with a paper and pen.
- TECHNICAL -
This game was released in an upright dedicated cabinet. The cabinet is white and tan with sideart covering the entire machine. Like many other early titles, there was no marquee at all. The name was merely on the monitor bezel (on the top in this case). The name confusion about this game comes from the fact that the monitor bezel says 'Amazing Maze', while the sideart says 'Maze' and the game itself says 'The Amazing Maze Game' on the title screen. The marquee, or monitor bezel title is generally considered to be the definitive one in the case where a game has conflicting titles like that. The control panel was simple, and featured a joystick for each player. But, player 1 had to use his left hand for the stick (like most games), but player 2 had to use their right hand, due to the control panel layout.
Cabinet dimensions : 26,5inch. (67cm) Wide x 64,5inch. (164cm) High x 24inch. (61cm) Deep.
Cabinet weight : 220 lbs.
Game ID : 611
Main CPU : 8080
Sound Chips : Discrete circuitry
Screen orientation : Horizontal (23inch. monochrome open frame monitor)
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 4-way joystick
- TRIVIA -
Released in October 1976. This is one of the first maze video game ever produced, and far more complex than you may be used to. This is no "Ms. Pac-Man". The mazes in this game are as complex as ones you might find in those little maze books you may have had as a child, none of that multiple path, wishy washy stuff like "Pac-Man" or "Lady Bug". These mazes have only one correct pathway through them.
The maze changes with every point made and never repeats itself. You can play the game for 24 hours or for 24 years and not see the same pattern.
- PORTS -
* Consoles :
Bally Astrocade (1977)
$end
$info=ambush,ambusht,ambushv,
$Edit this entry at Arcade-History.com
$bio
Ambush (c) 1983 Nippon Amuse.
An early shoot 'em up. You must first attempt to take off you spaceship by repeatedly pressing left and right. Then you must attempt to fight off enemy spaceships.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 222 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Tecfri and to Volt Elec for manufacture and distribution.
Alberto Zin holds the official record for this game with 591,150 points on July 9, 1984.
- PORTS -
* Computers :
Commodore C64 (1984)
$end
$info=anteatg,
$Edit this entry at Arcade-History.com
$bio
Ameisenbaer (c) 1983 TV-Tuning 2000.
A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 99
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to F.E.G.
Ameisenbaer is known outside Germany as "Anteater".
- STAFF -
Designed and programmed by : Chris Oberth
- PORTS -
* Consoles :
Atari 2600 (1983, "Anteater")
$end
$info=horshoes,
$Edit this entry at Arcade-History.com
$bio
American Horseshoes (c) 1990 Taito.
A 1- to 4-players horseshoe game. Each players can choose from one of four characters. There are 2 pitches in each inning. Players may select grip and throwing angle prior to each pitch. The rolling of the trackball determines the distance of each pitch. After each inning the scoring with shown with an overhead shot of the stake area. Each player's score is shown througout the game at the top of the screen. At the end of each 3 innings the players may continue by inserting additional credits. Up to 9 innings can be played per game.
- TECHNICAL -
Taito L System hardware
Prom Stickers : C47
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : Trackball
Buttons : 2
- TRIVIA -
Released in July 1990.
- SCORING -
Ringer (A horseshoe which wraps around the stake) : 3 points.
Leaner (A horsehoe which rests against the stake) : 2 points.
Landing within the stake area : 1 points.
$end
$info=ampoker2,ampkr2b1,ampokr2b2,ampkr2b3,pkrdewin,
$Edit this entry at Arcade-History.com
$bio
American Poker II (c) 198? AGI (Austrian Gaming Industries).
AGI's flagship product American Poker II uses a standard deck of 52 cards plus 1 Joker card. The Joker card substitutes for any card. The player places a bet for the 1st hand deal and can then choose to buy a 2nd draw. The win combination Jacks or Better is only paid if a 2nd draw is bought.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 32
Players : 1
$end
$info=amspdwy,amspdwya,
$Edit this entry at Arcade-History.com
$bio
American Speedway (c) 1987 Enerdyne Technologies.
An overhead racing game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3 Mhz)
Sound Chips : YM2151 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
Released in July 1987.
$end
$info=amerdart,amerdar2,
$Edit this entry at Arcade-History.com
$bio
AmeriDarts (c) 1989 Ameri.
A darts game with 5 different game variations including : Flash (A Bull's Eye Game), Sector Shoot-Out (a numbered target game), 301 (the traditional darts game), High Score, and Cricket (a game of innings/points).
- TECHNICAL -
Main CPU : TMS34010 (@ 5 Mhz)
Sound CPU : TMS32010 (@ 1.875 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : Trackball
Buttons : 1
$end
$info=amidar,amidaru,amidars,amidaro,amidarb,
$Edit this entry at Arcade-History.com
$bio
Amidar (c) 1981 Konami.
An abstract arcade game in which players must 'colour in' all of the rectangles on the screen. Each level has a number of patrolling enemies - or 'Amidars' - that must be avoided. Players are aided in their task with the inclusion of a JUMP button which, when used, causes all the on-screen enemies to jump; allowing the player time to escape from a close situation. There are only 3 'jumps' given per level, however.
On even-numbered levels, the player's character is a gorilla; on odd-numbered levels, it is a paint roller. The Amidar enemies are savages and pigs, respectively.
Filling the 4 corner boxes of the screen gives the player a short time in which to chase the Amidars and score extra points. In between levels, there is a chance to earn 5,000 bonus points. Here, a pig moves across the top of the screen. By pushing the jump button, the pig traces a path across the boxes towards the bottom of the screen. If the savage or pig reaches a bunch of bananas, a bonus is awarded.
- TECHNICAL -
Game ID : GX337
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 106
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in October 1981.
Licensed to Stern for distribution in the US (April 1982) and to Olympia.
'Todd' holds the official record for this game with 19,225,030 points.
A bootleg of this game is known as "Amigo".
Re-released by Konami on the "Scramble" hardware in 1982.
- UPDATES -
Japanese version : Worse attract mode and does not display the number of jumps left Also higher scoring (20 points per coconut/segment).
The "Scramble" hardware version has different character's names.
- SCORING -
Collecting a coconut or painting a segment : 10 points.
Filling in a box with the paintbrush : the score in the centre of the box - 100 to 700 points.
Killing the Amidars and Tracer after filling in the corner boxes : 100 points, 200 points, 400 points, 800 points, 1,600 points, etc. 3,200 is the maximum on later levels (only in the Japanese version).
Collecting the bonus banana on the interim level : 5,000 points.
- TIPS AND TRICKS -
* The Tracer always follows the outside edge and is easy to avoid. Try to ensure it is within range when you complete the fourth corner box of the maze, making it easy to kill.
* The Amidars all have a set movement pattern, which is detailed by the 'Amidar movement' on the title screen. They only move in 4 ways :
a) up/right,
b) up/left,
c) down/right
d) down/left.
They will follow their current pattern of movement (a, b, c or d) until they reach the edge of the maze when they move round the edge of the last box they contact and continue with their new pattern. e.g. Up/right to the top right of the maze, round the last box and then down/left to the bottom left corner. Mastering their pattern of movement is the key to success!
* If all Amidars are close to the bottom of the screen on the coconuts level, they will take a while to make it to the top. Use this time to clear as much of the top area as you can.
* Remember you have 3 jumps available on each level so make use of them to get yourself out of a tight corner. 2 quick jumps if used in succession will easily give you enough time to get well clear of any danger.
- PORTS -
* Consoles :
Atari 2600
* Computers :
Atari ST (1983)
BBC B (1983, "Crazy Tracer" - Acornsoft)
BBC B ("Crazy Painter" - Superior Software)
BBC Electron (1983, "Crazy Tracer" - Acornsoft)
Sinclair ZX Spectrum (1983, "Colour Clash" - Romik Software)
Sinclair ZX81 (1983 "Damper" - Quicksilva)
Commodore C64 (1984, "Rollin")
* Others :
VFD portable game (1981) by Gakken.
VFD portable game (19??) by CGL (Gakken clone).
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=amigo,
$Edit this entry at Arcade-History.com
$bio
Amigo (c) 1982.
An abstract arcade game in which players must 'colour in' all of the shapes on the screen.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 106
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is an Italian bootleg of "Amidar".
- UPDATES -
In this bootleg, the copyright messages were removed (only '1982' appears). During the demo, the original teaching messages were removed.
$end
$info=androdun,
$Edit this entry at Arcade-History.com
$bio
Andro Dunos (c) 1992 Visco.
A horizontally scrolling shoot'em up with different weapon settings that you can switch between.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0049
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
= > [A] Shot/Bomb/Charge switch, [B] Change type
- TRIVIA -
Released in June 1992, Andro Dunos is Visco's first game developed and released for the SNK Neo-Geo MVS hardware.
- TIPS AND TRICKS -
* Hold FIRE to charge primary (blue) weapon. When it is fully charged and FIRE is released the plane makes a powerful attack and decrases blue weapon level by 1. You must have at least level 2 blue weapon to make a charged attack.
- STAFF -
Producer : Tetsuo Akiyama
Director : Don Gabacho
Assistant director : Keisuke Usami
Programmers : R. Mutoh, Danna, City
Character designers : Yuji Masuda, Tel.Y, Yasushi
$end
$info=andromed,
$Edit this entry at Arcade-History.com
$bio
Andromeda (c) 1979 Irem.
Exciting Space Game! Mysterious Enemies Attack The Earth! Players's Beam-Cannon can be moved from side to side by the lever. Beams to destroy 'ANDROMEDA-SHIPS' are fired by pressing the button. When all 'ANDRO-SHIPS' are destroyed, a new screen image of all ships will appear again. Bonus points shown at the bottom of the screen will be added to player's total points, as player resumes the game.
- TECHNICAL -
Cocktail cabinet dimensions : 25~29'' High x 33'' Wide x 22'' Deep.
Cocktail cabinet weight : 99 lbs.
Main CPU : M6502 (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- SCORING -
Stationary Andro-ship : 10 points.
Attacking Andro-ship : 40 points.
Commander Ship : 500~900 points.
Eac time the pattern changes : Bonus points.
An additional Beam-Cannon is won by player when player have gained 5000 points.
$end
$info=angelkds,
$Edit this entry at Arcade-History.com
$bio
Angel Kids (c) 1988 Sega.
A climbing game where players take turns controlling two kids holding a rope. Pull the two joysticks outwards and the rope gets taunt. When timed right this throws a third kid into balloons. Balloons are scrolled on screen, seven screens high. While the girl is in the air the screen goes split screen to cover the distance. You must push up to advance kids with the rope.
- TECHNICAL -
Game ID : 833-6599
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Produced by Exa Planning.
- STAFF -
Produced by : Akio Inoue (INOUE)
Game Designed by : Hiroshi Ohta (OHTA), Hitoshi Iizuka (II3UKA)
Visual Designed by : Buta-Kun, Tomoko Sugoh (SUGOH), Yoshimi Takasugi (TAKASUGI), Mika Hirano (HIRANO)
Sound Designed by : Nikojiroh Itaya
Programmed by : Den-ei Hin
$end
$info=animaljr,
$Edit this entry at Arcade-History.com
$bio
Animalandia Jr. (c) 1993 East Technology.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
$end
$info=anteater,
$Edit this entry at Arcade-History.com
$bio
Anteater (c) 1982 Stern Electronics.
A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Tago Electronics.
Freddie Morrish holds the record for this game with 219,320 points on October 9, 1983.
Anteater is known in UK as "The Anteater" and in Germany as "Ameisenbaer".
- SCORING -
Larvae : 10 points.
Ant : 100 points bonus.
Worm : 200 points.
Queen Ant : 1,000 points.
- TIPS AND TRICKS -
* Ants can be killed by moving directly into them, but watch out for your tongue above when you are in the lower part of the anthill. Ants can only be killed by the tip of your tongue, and if they hit the extended part you lose a life.
* Worms cannot be killed head-on, but cause no damage when they hit your extended tongue. You should move down below a worm or wait for it to pass, and then move in to eat it from behind.
* Spiders can only be killed by eating a Queen Ant. This will destroy all insects on the level, removing any imminent danger. Spiders move across the top tunnel of the screen until they reach the middle, and then walk down your tongue, until they reach the tip which causes you to lose a life.
* Try to save eating the Queen Ants for as long as possible, until absolutely necessary to save you from a life-threatening situation.
* Worms often appear at the same time as ants, and this will make killing them difficult. Also, you have to be careful the ants do not hit the tongue. You must move the the row below them and cut round behind them, as eat them both before the ant makes contact with the extended part of the tongue.
- STAFF -
Designed and programmed by : Chris Oberth
- PORTS -
* Consoles :
Atari 2600 (1983)
* Computers :
Commodore C64 (1986, "Aardvark")
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=apache3,
$Edit this entry at Arcade-History.com
$bio
Apache 3 [Cockpit model] (c) 1988 Tatsumi.
A chase-view shoot'em up where you control a yellow helicopter. 3 leaders of the allied power were kidnapped by the terrorist group Blackslash. An issue at top secret code No. 744251191. Steal into the Blackslash base. Rescue the 3 leaders. With the failure the leaders won't be concerned. Best of luck to you.
- TECHNICAL -
Cockpit dimension : D170cm x W570~785cm x H157cm
Cockpit weight : 140 kg.
Main CPU : V30 (@ 10 Mhz), 68000 (@ 10 Mhz), V20 (@ 8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 18.939 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
This game was licensed to Data East for US distribution.
Also released as "Apache 3 [Upright model]".
$end
$info=apb,apb6,apb5,apb4,apb3,apb2,apb1,apbg,apbf,
$Edit this entry at Arcade-History.com
$bio
APB - All Points Bulletin (c) 1987 Atari Games.
Players take on the role of policeman 'Officer Bob' as he takes to his patrol car and drives the streets in pursuit of lawbreakers. The object of the game is to meet (or preferably exceed) the daily quota of 'busts', as he tries to catch a variety of law-breakers.
Along the way, players must refuel their patrol car (by driving through filling stations) as well as meeting targets within a set time limit. Any accidental collisions or running over of pedestrians will result in the player earning 'de-merits', while a 'perfect day' will earn bonuses, with further bonuses awarded for each arrest made that exceeds the daily quota. Picking up donuts extends the time limit for a day.
- TECHNICAL -
The cabinet looks like a police patrol car and the top marquee is a red/blue light bar that flashes when you push the siren button. A simple platform seat can be attached to the cabinet to make a sit-down type game.
Cabinet dimensions : 73,75'' (187cm) High x 25,5'' (65cm) Wide x 34'' (86cm) Deep.
Cabinet with seat dimensions : 73,75'' (187cm) High x 25,5'' (65cm) Wide x 56'' (142cm) Deep.
Atari System 2 hardware
Game ID : 136051
Main CPU : T11 (@ 10 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) POKEY (@ 1.789772 Mhz), TMS5220 (@ 625 Khz)
Screen orientation : Vertical
Video resolution : 384 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : steering wheel, accelerator pedal
Buttons : 2
- TRIVIA -
APB was Dave Theurer's last game at Atari Games. He went on to work on the 'DeBabelizer' for Macromedia with other Atari alumni. Other games by Dave include "Missile Command", "Tempest" and "I, Robot".
The game enjoyed moderate success in the marketplace, as most Atari games did. It's high-resolution graphics and novel cabinet design, with the flashing lights atop, added to it's initial appeal.
Greg Gibson holds the record for this game with 1,002,324 points on January 23, 1988.
An APB machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* Warp : When you start a new game, you may press the Siren button and start to get a level 1-8 warp, or press Gun+Siren and start to get a level 1-16 warp.
* High scores scrolling : Right on the joystick to scroll down and Left to scroll up.
* During the preliminary level where you have to 'arrest' cones, to beat the timer and get the bonus after you arrest enough cones you can do a 180 and return to the start the way you came.
* /! SPOILER /! All criminals :
Day 03, FREDDY FREAK, Small town USA bar (1000 dollars)
Day 05, CANDY GOODBODY, Dead man Corner bar (2000 dollars)
Day 07, BERNIE GASMAN, Highway 20 Forest Bar (3000 dollars)
Day 09, PHILLIP FUSE, Highway 30 overpass (4000 dollars)
Day 11, COOL HAND DUKE, Highway 00 in drinkerstown (5000 dollars)
Day 13, BUZZ GEIGER, Highway 40 past GasnGrub (6000 dollars)
Day 15, JOE KORNCOB, Highway 44 near GasnGrub (7000 dollars)
Day 17, LUIGI DE MUCCIO, Highway 50 at Milk Toast (8000 dollars)
Day 19, DICK SLOB, Highway 70 near aquaduct (9000 dollars)
Day 21, IGGY DINGDONG, Highway 70 (10000 dollars)
Day 23, JUAN FINGERS, Highway 70 Alpine Flats (11000 dollars)
Day 25, HANS OOP, Highway 99 Cactus Falls (12000 dollars)
Day 27, FAKE FRANK, Highway 10 Police Station (13000 dollars)
Day 29, SID SNIPER, Highway 70 overpass (14000 dollars)
Day 31, BILLY BOB JACK, Highway 50 near bar (15000 dollars)
- STAFF -
Staff : Dave Theurer (DFT), Mike Hally (MLH), Alan Murphy (AJM), Mark West (MLW), Brad Fuller (BAF), Hal Canon (HLC), Earl Vickers (EAR), (RBD)
- PORTS -
* Consoles :
Atari Lynx (1990)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
* Computers :
Commodore C64 (1989)
Sinclair ZX Spectrum (1989)
Atari ST (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=aponow,
$Edit this entry at Arcade-History.com
$bio
Apocaljpse Now (c) 1982.
The player pilots a rescue helicopter and must try to rescue numerous airmen who have parachuted into the sea below. The rescue chopper is under constant attack from enemy helicopters, while sharks swim in the ocean below and will kill any floating airmen they come across. Later levels also have enemy subs and ships all intent on foiling the rescue mission. Players must be careful to avoid the falling reckage of any enemy helicopters they have just destroyed, and also need to be wary of hitting any parachuting airmen with their 'copter blades, as this will kill the airmen instantly.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 226
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- TRIVIA -
This bootleg of "Rescue" was named 'Apocaljpse Now' in homage to the 1979 movie 'Apocalypse Now'. The J is not a typo :-)
$end
$info=apparel,
$Edit this entry at Arcade-History.com
$bio
Apparel Night (c) 1986 Central Denshi.
A mahjong game with girls!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
Released in September 1986.
$end
$info=appoooh,
$Edit this entry at Arcade-History.com
$bio
Appoooh - The Pro-Wrestling Game (c) 1984 Sega.
A hilarious wrestling game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (3x) SN76496 (@ 3.072 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game was released only in Japan.
Each in-game wrestler is a parody from a real-life wrestler :
* G.Babu - 'Giant Baba' (Shohei Baba) (1938-1999)
* H.Hogen - 'Hulk Hogan' (Terry Bollea)
* A.Inoke - 'Antonio Inoki' (Kanji Inoki)
* S.Hanson - 'Stan Hansen' (John Stanley Hansen)
* Tigerman - 'Tiger Mask' (Satoru Sayama)
* A.Giants - 'Andre the Giant' (André Roussimoff) (1946-1993)
* U.Uma - 'Ueda Umanosuke' (Ueda Yuji)
* A.Buchie - 'Abdullah the Butcher' (Larry Shreeve)
$end
$info=aquajack,aquajckj,
$Edit this entry at Arcade-History.com
$bio
Aqua Jack (c) 1990 Taito.
A chase-view shoot'em up were you pilot a hoovercraft over water and land while dodging bullets and avoiding objects by either going around them or jumping over them.
- TECHNICAL -
Taito Z System hardware
Prom Sticker : B77
Main CPU : (2x) 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : dial
Buttons : 4
- TRIVIA -
Banglar, the Yoda lookalike villain from "The Ninja Warriors" makes an appearance in this game.
- STAFF -
Directer : Yoshinori Kobayasi
Orginal planner : Toshio Kohno
Game designers : Toshio Kohno, Masami Kikuchi
Game programmers : Yoshinori Kobayasi, Youichi Oki, Yasutaka Minami, Horihan Tak Bar
Character designers : Masami Kikuchi, Taira Sanuki, Yukiwo Ishikawa, Kohzoh Igarashi, Seiji Kawakami, Hisakazu Katou, Santa Claus Co., Visual Arts Production
Mechanical engineers : Tomio Suzuki, Hisayuki Yamaguchi, Masaharu Hori, Takaaki Deguchi
Hardware designers : Masahiro Yaaguchi, Tsukasa Nakamura, Satoru Shimomura, Yuuichi Yamato, Kauaki Sasaki
Cabinet and art designer : Atsushi Iwaoka
Sound composer : Shizuo Aizawa (Splatter A)
$end
$info=aquarush,
$Edit this entry at Arcade-History.com
$bio
Aqua Rush (c) 1999 Namco.
An upside down tetris type game, where you can elongate any of the 3 xxx points separately on a block to connect that certain block without any gaps. The game is quite addictive but gets very tough after the first few levels.
- TECHNICAL -
Namco System 12 hardware
Game ID : AQ
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in October 1999.
- UPDATES -
AQ1/VER.A1
* Software version : AQ1/VER.A1 (Japan)
* Build date : 13:32:33, OCT 12 1999
- STAFF -
Director : Eiji Yoshida
Programmer : Yasumichi Donishi
Visual director : Taro Okamoto
Sea creatures designer : Kanako Iwasaki
Stage designer : Hiroko Noguchi
Effect designer : Fuminori Isuchiya
Title logo & graphic designer : Syunichi Yoshida
BGM composer : Akitaka Tohyama
BGM compose help : Yoshihito Yano
BGM & SE composer : Satoru Kosaki
Game tuning : Yasuki Nakabayashi
Debug & Assist : Masanao Kukoda, Makoto Kiyokawa, Takashi Kohara, Takeharu Konodu
Supervisors : Katsuo Nakamura, Hajime Nakatani
Producer : Toshio Natsui
$end
$info=aquarium,
$Edit this entry at Arcade-History.com
$bio
Aquarium (c) 1996 Excellent System.
A puzzle game with a fish theme.
- TECHNICAL -
Game ID : ES-9206
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=arabian,arabiana,
$Edit this entry at Arcade-History.com
$bio
Arabian (c) 1983 Sun Electronics.
You'll have 1001 hours of fun with the ARABIAN upright game! You are the adventurous Arabian prince, and your goal is to rescue the princess from her palace. Use the joystick control and the KICK button to move through perilous passages. Sail the seas, crawl in caves, and fly magic carpets - you'll be challenged by 4 increasingly hard waves of play! Score points on the way for picking up the letters in A-R-A-B-I-A-N, and get a bonus if you pick them up in order!
Arabian is a 'video book' with a happy ending! The attract mode introduces the story, and animated storybook 'pages' let you experience the Arabian Prince's adventures. Use the 8-position joystick to jump, super-jump, walk, crawl, or climb in all directions. Tap either KICK button (are you right- or left-handed?) to kick your enemies out of the way.
The player controls a young Arabian Prince who must rescue his Princess from the castle tower where she is being held prisoner. Evil Genies in brass jugs, swooping Rocs, and purple ghostly creatures called Oscars will try to stop him along the way. The Prince scores points for kicking Oscars or Rocs, picking up lettered jugs, or spelling A-R-A-B-I-A-N. The Prince loses a life when he's hit by a smokeball, falls off a ledge, flying carpet or vine, or gets caught (touched) by a Genie, Oscar, or Roc.
The Prince must successfully complete 4 levels to rescue the Princess (4 levels or 'pages' equals 1 section). Each level is introduced with the turning of a page, which shows a distant view of the upcoming playfield. Each playfield has 7 lettered jugs that must be picked up before the player can advance to the next level, but he must avoid or KICK evil Genies, Oscars, and Rocs that will try to stop him.
Page 1. Page l turns, revealing a ship. The Prince must work his way to the crow's nest at the top of the mast before the vessel reaches the shore. As he climbs up the rigging, Rocs and Oscars dive at him in an attempt to knock him down. The Prince must KICK them out of the way to survive. While contending with these rascals, he must also try to collect all the jugs with letters on them. Beware! The jugs hold devilish Genies which can appear at any time and throw smokeballs at the Prince. Once a Genie has materialized, the Prince's kicking power cannot be used against him and he is unable to collect the jug so he should avoid the Genie. However, the Prince may collect the jug while the Genie is in smoke. When the Arabian has collected all the jugs and reaches the top of the ship, Page 2 introduces the second level of the story.
Page 2. Now the Arabian has arrived on shore. To reach the Princess he must complete a cave maze under the cliff. Low-hanging rocks and climbing vines force him to crawl and climb. The Prince must still dodge Rocs, Oscars, and the Genie's smokeballs. And he must still collect the brass jugs. When he reaches the top of the cave, he must try to collect the letter N jug.
Page 3. Now the Arabian Prince must scale the walls of the castle. As flying carpets whiz by, the Arabian must jump from one to the next, taking care he isn't knocked off his present perch by another carpet flying too closely He can duck to avoid them, but his timing has to be precise or he will take a tumble down to the ground. He must still dodge Rocs, Oscars, and the Genie's smokeballs. The player must beware - sometimes a pair will merge into one super Roc bird or super Oscar!
Page 4. The Prince has at last entered the castle. The Princess beckons him from high in the tower. To reach her, he must ride atop some flying carpets and pull himself up ropes - all the while collecting the brass jugs and kicking meddlesome Rocs and Oscars. When he reaches his loving and grateful Princess, the 2 fly happily into the sunset on a magic carpet.
Once the player has taken the Arabian through a section (all 4 levels), the next section begins. But the action gets faster, the Genies are angrier and fling more smokeballs, and there are more intelligent and challenging Rocs and Oscars. Even the brass jugs are rearranged so that it becomes more difficult for the player to spell A-R-A-B-I-A-N in order.
- TECHNICAL -
Cabinet dimensions : 71'' (180,34cm) High x 26,75'' (67,95cm) Wide x 25,25 (64,14cm) Deep.
Cabinet weight : 307 lbs (139,3 kg)
Game ID : TVG13
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 234 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Also licensed to Atari (Game ID : 136019). Approximately 1,950 units were produced by Atari.
Chuck Futtrell holds the record for this game with 219,750 points on November 24, 1984.
Bug : Pixels are missing from the top of the '5'. This is a fault common to the code of the original ROMs on all of the boards (both Sun and Atari).
An Arabian machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Kicking a monster off screen : 100 points.
Killing 2 monsters with one kick : 600 points.
Killing 3 monsters with one kick : 1,600 points.
Killing 4 monsters with one kick : 3,600 points.
Kick Super-Roc or Super-Oscar : 1,000 points.
Kicking a mutant blob : 2,000 points.
Collecting a pot : 500 points.
Spelling ARABIAN : 2,000 points + 2,000 points x section number.
- TIPS AND TRICKS -
Hints for Game Play :
* The player can still complete a level even if he collects the jugs out of sequence. But if he collects jugs in sequence to spell A-R-A-B-I-A-N, he'll score many more bonus points.
* Kicking a Roc or Oscar into other Rocs or Oscars awards higher points.
* When a Genie begins to appear, the player should move to an area which allows him to avoid the smokeballs the Genie will throw!
* Try to kick off the monsters in pairs for more points. They don't have to be close together : one hitting another knocks the other off screen.
* Don't move through a crawlway when there is a blob regenerating on the other side. You move much slower when crawling, can't kick and chances are you won't make it through in time.
* You can kick monsters slightly above and in front of you if you kick when jumping.
* If you jump onto a ladder you land on it half way up and can then continue climbing, thereby getting you up quicker.
* You can't jump when there are vines above you as you cling to them.
- PORTS -
* Consoles :
Nintendo Famicom (1985, "Super Arabian")
Sony PlayStation (2001, "Memorial Series Sunsoft Vol.1: Ikki & Super Arabian")
* Computers :
Commodore C64 (1984, "Tales of the Arabian Nights")
Amstrad CPC (1985)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=arabfgt,arabfgtj,arabfgtu,
$Edit this entry at Arcade-History.com
$bio
Arabian Fight (c) 1992 Sega.
An up-to-4 players beat'em up game with 4 selectable warriors who battle hordes of soldiers and mythical beings. Plenty of sprite-scaling action from foreground to background.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1992, this game was the 5th in the series of Sega's System 32 games.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
$end
$info=arabianm,arabiamj,arabiamu,
$Edit this entry at Arcade-History.com
$bio
Arabian Magic (c) 1992 Taito.
A scrolling beat-em-up for 1 to 4 players, set in the mythical world of The Arabian Nights. A long time ago, an evil wizard has taken over the peaceful kingdom of Shahariyard and used sorcery to transform its king into a Monkey. The player must defeat each of the game's seven Guardians to reclaim the 'Jewel of Seven Colours' and release the king from the evil hex.
Each player can select from four distinctive characters: Prince Lassid, Princess Lisa, Sinbad or Afshael. Each character carries a primary weapon - Prince Lassid and Sinbad carry swords, Princess Lisa a magical veil and Afshael a mace. In addition to the weapons, players can also summon a magical attack in the form of a huge genie. The genie will only appear for a few seconds but during that time, players have control over the genie and can steer him towards enemies.
Arabian Magic has 7 different stages with one of the powerful guardians awaiting the player at the end of each level. Each guardian, once defeated, will drop a jewel which forms a part of the Jewel of Seven Colours. Guardians, once defeated, will join the player and become a Genie. Each level is littered with vases and wooden chests which, when broken, reveal treasure items and power-ups.
The game ends when the player has recovered the Jewel of Seven Colours, saved the King (making him human in the process) and restored peace to Shahariyard.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D29
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : Dial
Buttons : 3
- TRIVIA -
Released in July 1992.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to Japanese characters.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Round Select Mode :
1) Hold Service Switch and reset the game.
2) Press the buttons in the following sequence 'Start(x3), Service, Start' on the 'SERVICE SWITCH ERROR' message screen.
3) If it's done successfully, you will be able to enter the Round Select Mode.
- STAFF -
Producers : Yukio Abe, Kazutomo Ishida
Director : Yukio Abe
Software : Kazutomo Ishida, Kusago Nagahara, K. Usahi, Zippy Aoki, Masashi Tsuzura
Music & Sound (Zuntata): Norihiro Furukawa, Naoto Yagishita
Hardware : Katsumi Kaneoka, Syuji Kubota
Art director : Nobuhiro Hiramatsu
Character designers : Nobuhiro Hiramatsu, Hiroyo Kujirai, Sakabon, Yukio Abe, Marutake, M. Maekawa, Waka, Peacock, V.A.P
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=arbalest,
$Edit this entry at Arcade-History.com
$bio
Arbalester (c) 1989 Seta.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Board Number : M6100439A
Prom Stickers : UK
Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Romstar and Taito for US distribution.
- STAFF -
Producer : Jun Fujimoto
Maneger : T. Sato, M. Honda
Freeman : M. Asakawa
Chief programmer : K. Watanabe
Programmer : Y. Yamaguchi
Graphic designers : K. Nakabayashi, K. Yamada
Sound designer : A. Sato
$end
$info=arcadecl,
$Edit this entry at Arcade-History.com
$bio
Arcade Classics (c) 1992 Atari Games.
2 games in one means double the fun.
- TECHNICAL -
Board Number : A051077
Main CPU : 68000 (@ 14.31818 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : trackball
Buttons : 3
- TRIVIA -
This prototype was never released. If this game had been released on schedule it would have commemorated Atari's 20th anniversary. It has 2 games on offer, "Super Centipede" and "Missile Command II". They are both re-makes of the original classics but with enhanced graphics and sound.
An Arcade Classics machine was shown at the 2003 and 2004 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Project leader : Kelly Turner
Programmers : Norm Avellar, Kelly Turner, Matt Setzer
Engineer : Brian McKee
Animators : Rhiz Bugawan, Patrice Moriarity, Ron Seawright
Technician : Gleen McNamara
Audio : Don DieKneite
Product manager : Linda Benzler
Team leader : John Ray
$end
$info=archrivl,archriv2,
$Edit this entry at Arcade-History.com
$bio
Arch Rivals (c) 1989 Bally Midway.
A hilarious basketball game featuring customizing team names and colours. A full game consists of 4 quarters, with 4 minutes each. Each team has 2 players, and the objective of the game is to outscore the opponent until the final buzzer sounds.
If the game results in a tie after 4 quarters, a sudden death overtime period is added, in which case the next basket to go in will win the game for the team who scored it. The overtime period is 1 minute long. A player can call for his teammate to pass him the ball or to shoot it.
There are 8 characters that the player can play as, each with a unique characteristic. They are :
* Blade : A crowd pleaser.
* Hammer : Rebound king.
* Lewis : Top shooter.
* Mohawk : Tough & mean.
* Moose : A real champ.
* Reggie : All-American.
* Tyrone : Defensive giant.
* Vinnie : A great player.
- TECHNICAL -
Bally Midway MCR 68k hardware
Main CPU : 68000 (@ 7.7238 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in May 1989.
It was one of the first sports games to gain popularity among its players. The game billed itself as a 'Basket Brawl'.
Tyrone was one of the heroes of the cartoon titled the 'Power Team'.
An Arch Rivals unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- STAFF -
Concept and design : Jeff Nauman, Brian Colin
Sounds : Dan Forden
Graphics : Brian Colin
Software : Jeff Nauman
Hardware and support : Glen Ship, Mark Loffredo, Al Lasko, Greg Tastad, Greg Freres, John, Brian, Elaine Ditton, Ben, Jim, Soumya, Laura, The Doctor!
The joystick was designed by : Ken Lantz
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Sega Game Gear (1992)
Sega Mega Drive (1992)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
* Others :
LCD handheld game (1989) : released by Acclaim.
$end
$info=area51,area51a,area51t,
$Edit this entry at Arcade-History.com
$bio
Area 51 (c) 1995 Atari Games.
- TECHNICAL -
Upright cabinet dimensions : 72'' (182cm) high x 29,25'' (75cm) wide x 34'' (86cm) deep.
Upright cabinet weight : 350 lbs (159 kg).
Atari Cojag hardware
Game ID : 136105
Main CPU : 68EC020 (@ 25 Mhz), Jaguar (@ 26 Mhz)
Sound CPU : Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC (@ 26 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65534
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
Released in October 1995.
Developed by Mesa Logic for Atari (although also licensed as a Time Warner product in certain territories), Area 51 was the first game for the Cojag hardware. The 'Cojag' represents Coin-Operated Jaguar, as in the Atari console. The Jaguar hardware was adapted for use in an arcade setting, with a slightly modified board to bring it in line with the standard Atari arcade system. Since the hardware could process very large amounts of data, it was considered far cheaper to store this on an IDE hard drive, connected to the main board. The hard drive was the key to the game play's movie capability. There's about 23 minutes of video on the 1 GB hard drive. The Cojag system can support 16Bit video streams. The original Area 51 uses 1 15 Bit stream for the main video, and an additional 1 Bit stream for the Kronn Hunter palette corruption. Apparently Atari wanted the sprites in Kronn Hunter mode to change colour as the chance of them killing you increased, but this idea was abandoned. It did, however, resurface in some of the home versions.
Another interesting fact is that the software designer had the option of using either a 68010 or a MIPS R3000 as the primary CPU - making the Cojag the first 2 in 1 hardware option, although it was more of a hotswappable system than two processors in one. Indeed, later production runs of Area 51 used the R3000, for greater compatibility with "Maximum Force", the followup game.
Note : Often associated with UFO lore, Area 51 is originally the former designation by Department of Energy of a plot of land in Nevada. Sometimes referred to as Groom Lake or Dreamland, the United States government is believed to operate some sort of research and development center there (Some claim that the facility is now closed).
Rick Haynes holds the official record for this game with 2,188,400 points on April 10, 1999.
- UPDATES -
REVISION 1 :
* Software version : 2.03CJ
* Build date : OS : Oct 25 1995 10 :19 :38 / MAIN : Oct 25 1995 11 :08 :10
REVISION 2 :
* Software version : 2.03CJ
* Build date : OS : Nov 15 1995 13 :32 :32 / MAIN : Nov 27 1995 15 :51 :56
REVISION 3 :
* Software version : 2.06CJ
* Build date : OS : Nov 11 1996 11 :46 :43 / MAIN : Oct 24 1996 12 :02 :23
- TIPS AND TRICKS -
* Kronn Hunter Mode : At the beginning of the game, shoot the first three STAAR team members you see with the first three bullets (don't reload or miss). If you did this right you'll enter Kronn Hunter mode. In this mode, you are a mercenary from the Kronn hierarchy sent to sterilize Area 51 of the Kronn rebels. You will notice that the grenades, bullets, shotgun shells and machine gun bullets have all taken on a Kronn form.
* Egg Cellent : On the forklift ride shoot all the barrels before and after the ride. There will be a partially hidden barrel you will have to shoot to the left of the forklift. This will lead you to 'egg cellent' where you shoot eggs and baby aliens.
* Chow Palace : After your first progress report in Area 51, where it tells you your percentage and things like that, you will see a wall lined with windows. Shoot all the windows across the entire wall and you will be in the power up room, where you can see aliens attacking women and power-ups all over the screen.
* Secret Area Before Final Boss : Right before you fight the Final Boss when you are outside, you will go to an area with zombies throwing barrels. Shoot all the barrels that are not thrown and you will go to a secret area filled with power ups.
* Head Quarters : To see the alien restroom, you must shoot three blue lights that appear in the corners of the screen. At the beginning of the game, when you enter the building, shoot the first blue light in the upper left-hand corner of the screen. At the conclusion of level 1, while the screen is spinning, shoot the remaining two blue lights in the upper right-hand corner of the screen.
* Secret Level : In the office building, you will go into a series of 2 or 3 doors with nameplates on all of them, shoot them all and then you will go into a secret room with power ups and an alien girl at the bottom.
* X Marks The Spot : On the helicopter ride, shoot all of the boxes with flames on them. If done correctly, you will be sent into 'X Marks The Spot', which is a room where you keep breaking the glass on a wall with your guns to reveal a picture of a female police-person lying there in a very inviting position.
* Spider Splat : In the level Computer Room Lockdown (where you can shoot the 13 computer terminal screens at the beginning of the level to get to the secret room). When the camera pans to the third scene, with the fire extinguishers and the staircase is in front of you, I'm not sure exactly what must be done, but if you shoot enough stuff you'll get access to a secret room called 'Spider Splat' where you have to shoot spiders that drop from the ceiling and save a woman.
- SERIES -
1. Area 51 (1995)
2. Area 51 - Site 4 (1998)
- STAFF -
Producer : Rob Rowe
Programmer : Charlie Grisafi
* Mesa logic Team :
Concept & Game design : Robert Weatherby
3D Animator : James Mestemaker, Guy Fumagalli, Hector Silva, James Webb
* Atari Team :
Game design : Mike Hally
Art & Design : Steve Caterson
Video production specialist : Brent Englund
Lead technician : Darrell Robinson
Stop-Motion animator : Jody Burgess
Product manager : Derryl DePriest
Audio & Music : Jeanne Parson
Hardware engineer : Brian McKee
Sr. Engineering Tech. : Patrick Hubbell
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)
* Computers :
PC [CD-ROM] (1996)
* Others :
LCD handheld game (1996) released by Tiger Electronics : Has a little gun that you shoot with.
$end
$info=a51site4,
$Edit this entry at Arcade-History.com
$bio
Area 51 - Site 4 (c) 1998 Atari Games.
- TECHNICAL -
Atari Media GX hardware
Main CPU : MEDIAGX (@ 166 Mhz)
Sound Chips : (2x) DMA-driven
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
- SERIES -
1. Area 51 (1995)
2. Area 51 - Site 4 (1998)
$end
$info=area51mx,a51mxr3k,
$Edit this entry at Arcade-History.com
$bio
Area 51 / Maximum Force DUO Kit (c) 1998 Atari Games.
This is the same game as the original "Area 51" and "Maximum Force" games, with the addition of a single credit 'Tournament' mode for "Maximum Force" and new/additional secret areas in both games.
- TECHNICAL -
Atari Cojag hardware
Main CPU : 68EC020 (@ 25 Mhz), Jaguar (@ 26 Mhz)
Sound CPU : Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65534
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
Released in February 1998.
Area 51 video was recoded using the Maximum Force system, so Kronn Hunter mode no longer works properly (this is an example of an undocumented 'feature').
An Area 51 / Maximum Force DUO machine was shown at the 2004 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
REVISION 1 :
* Software version : 2.07CJ
* Build date : GUIS Feb 5 1998 18 :52 :26 / MAIN Feb 10 1998 11 :52 :51
* R3000 based
REVISION 2 :
* Software version : 2.04CJ
* Build date : GUIS Apr 22 1998 17 :45 :35 / MAIN Apr 22 1998 17 :53 :57
* 68020 based
- STAFF -
Senior Producer : Rob Rowe
$end
$info=area88,
$Edit this entry at Arcade-History.com
$bio
Area 88 (c) 1989 Capcom.
A superb sideways scrolling shoot-em-up in which the players choses from 3 jet fighters : an A-10 Thunderbolt, a F-14 tomcat and an F-20 tiger Shark - and must battle their way through 10 enemy-packed levels (plus an extra bonus stage).
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 06
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Special
- TRIVIA -
Released in August 1989.
This game is known outside Japan as "U.N. Squadron".
Area 88 is based on the Japanese manga of the same name.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Area 88 - PCCB-00018) on 21/01/1989.
- TIPS AND TRICKS -
* More Money : if you start a 2-player game at the same time, each one will be credited 3,000 dollars. On the other hand, if the second player arrives afterwards, he will have 12,000 dollars (you have just gained 9,000 dollars).
* Hidden Mission : there are several methods to play this mission, here is one : Beat the Mission 3 (The Forest Fortress) by destroying the heart of the fortress on the first blow (1st passage).
* Various Little Ending Animations : at the ending screen (presented by Capcom), various little animations are shown dependent on how much Mechs were recovered, or if the Unicorn was recovered...
Mission 3, Forest Fortress :
Unicorn (+ a shield) - Destroy all trees without forgetting from the very start of the level to destroy the 1st tree on the left. The unicorn will appear spontaneously in front of the fortress.
Yashichi - Destroy the latest turret of the fortress, Yashichi is just on the right in bottom of the fire turret.
Mission 4, The Carrier :
Mech (1,000 pts) - Just behind the 5th rock, on the ground level, a Mech which agitates a flag will appear.
Mission 5, Bomber called Bayson :
Mech (+ a T.Laser) - You must destroy the 39 rocks to see a Mech appear with a knife.
Mission 6, Missile Launcher :
Mech (10,000 pts) - When the way separates in 2 ways, take the top while shooting at the base from the 1st pillar made of rock, a Mech will appear.
Mission 8, Battleship called Minks :
Mech (1,000 pts) - After the 2 boats come from the left, place yourself at the top of the screen and shoot until a Mech with a rifle falls into water.
Yashichi - At the middle of the Battleship, we have a red turret, destroy it to release Yashichi.
Mission 9, The Arsenal :
Mech (1,000 pts) - Behind the second building, a Mech with an umbrella hides.
Special Mission :
Mech (10,000 pts) - An airliner will go down in the middle from the screen, then go up. Go to the left of the screen. When the plane starts to go down again, shoot until you see appearing the Mech overlapping a rocket at the bottom right of the screen.
- SERIES -
1. Area 88 (1989)
2. U.S. Navy (1990)
- STAFF -
Planners : Mako P, Parazoll Shono, Noritaka Funamizu (Poo)
Direction : Kihaji Okamoto
Character designers : Manbou Shintan, Gokkun Kuratani, Rekite, Unicorn Mayumi, Traveller Kuramoyan, Holiday Kakkun, Haru San, Konomi (Powerful Konomi), Fukumoyan, Femme Hana
Music composer : Chan Chakorin
Hard design : Kucchan
Programmers : Blbon, Takako
- PORTS -
* Consoles :
Nintendo Super Famicom (1991)
* Computers :
Amstrad CPC (1990)
Atari ST (1990)
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
$end
$info=lwingsjp,
$Edit this entry at Arcade-History.com
$bio
Ares no Tsubasa - The Legendary Soldiers (c) 1986 Capcom.
The game is a vertically scrolling shoot'em up where you fly a winged soldier over a Greek mythos style landscape. Shoot and bomb the attacking enemies. The game play switches between horizontal platform and flying levels.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1986.
Ares no Tsubasa translates from Japanese as 'Wings of Ares'. Ares is the Greek god of war.
This game is known in US as "Legendary Wings".
The main character appears as a striker character (Michelle Heart) in "Marvel vs. Capcom - Clash of Super Heroes".
- UPDATES -
In "Legendary Wings" (US Set 1), the main characters are men whereas in Ares No Tsubasa they are women.
- TIPS AND TRICKS -
* On each level, a trio of statues arranged in a triangular pattern will appear about three-quarters of the way through. Bomb them until one of them reveals a passageway (you'll have to bomb them all; it's not the same one every time), and fly into it. You'll now be in a cave, free to fly along and collect treasure chests worth 200 points apiece. When you're in the cave, though, don't shoot - if you fire and hit a treasure chest it's destroyed, and some of the cavern walls release enemies when shot.
- STAFF -
Music composed by : Tamayo Kawamoto
$end
$info=argus,
$Edit this entry at Arcade-History.com
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Argus (c) 1986 NMK.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette Colors : 896
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in January 1986.
Licensed to Jaleco.
- PORTS -
* Consoles :
Nintendo Famicom (1986)
$end
$info=argusg,
$Edit this entry at Arcade-History.com
$bio
Argus (c) 1982 Gottlieb.
Protect the citizens of earth! As Gotlieb's Argus, shoot villains and hazards with energy bolts. Hold down catch button to rescue falling citizens and catch falling cars. Shoot or catch rubble before it crushes someone. Game ends when no citizens remain.
- TECHNICAL -
Game ID : GV101
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
This caped superhero game is a very rare unreleased prototype. The game was originaly called 'Protector' (the official test name was 'VideoMan'). Tom wanted Gottlieb to get the Superman license but they didn't. 'VideoMan' was too close to 'SuperMan' so they went with 'Protector', but the name was also changed at one point to 'Guardian', and then 'Argus' (designers' joke name became 'ProVidGuardArgus').
During a couple of focus group tests of the game, players suggested using a joystick instead of a trackball to control the superhero (Test players perceived the results as the trackball performing badly). Tom did that. It was worse. Unfortunately, there are some kinds of action that should not be controlled by a proportional controller (unless it has tactile feedback) - Argus had this kind of game action. Argus did have some fun stuff, like the ability to knock chunks out of buildings (Warren did the rubble stuff) and pick up a city bus.
The game may have been buggy, Tom was not the best designer or programmer, but the game design was primarily responsible for it's failure to test well. You have to remember that this was early days in computer game design and there were lots of elaborate ways to fail for the first time. Tom was a pioneer in his own way. Argus's failure was hard to accept, as "Reactor" had not done well either.
- SCORING -
Rubble : 150 points
Robots : 150 points
Kidnapper : 200 points
Wrecker : 200 points
Pest : 200 points
Electrodes : 300 points
Blobs : 300 points
- STAFF -
Designed and programmed by : Tom Malinowski
Programming help : Warren Davis
Sound : David Thiel
Video Graphics : Jeff Lee
$end
$info=rygarj,
$Edit this entry at Arcade-History.com
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Argus no Senshi - Legendary Warrior (c) 1986 Tecmo.
In this platform game, you are a barbarian warrior trying to reclaim the land from an evil Dominator and his legions of minions. You fight your way through 27 rounds with a unique weapon which was like a lethal razor sharp disk that he would hurl at enemies!
- TECHNICAL -
Game ID : 6002
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Warrior of Argus'.
This game is known in US as "Rygar - Legend Warrior".
- UPDATES -
The differences between the US and Japanese are :
* The demo sequences are different.
* The Japanese version seems to have more hidden powers, stars and an extra free life.
* The US version is more biased towards stars and explosions.
- TIPS AND TRICKS -
* 10,000 Points Bonus : At the end of each level, at THE VERY INSTANT the game takes control and guides you into the temple, pull diagonally Leftdown on the joystick. Do it right and you'll get 10,000 points. Note : The hundred number of your points must be the same as the units of your time, for example, 33,330 points and 13.30 seconds, or 100.000 points and 00.00 seconds.
* If the 'invincibility' bonus is gotten when having the 4 other bonuses, you get normal invincibility (30 seconds) PLUS 170,000 points.
* In Round 13, the item called 'Argus no Hidensyo' is hidden (1,000,000 pts !!).
- SERIES -
1. Argus no Senshi - Legendary Warrior (1986)
2. Rygar 2 (2002, Sony PlayStation 2)
- PORTS -
* Consoles :
Nintendo Famicom (1987, "Argos no Senshi")
$end
$info=arian,
$Edit this entry at Arcade-History.com
$bio
Arian Mission (c) 1985 SNK.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz)
Players : 2
Buttons : 3
- TRIVIA -
This game is known in Japan as "ASO - Armored Scrum Object", and in US as "Alpha Mission".
$end
$info=arkarea,
$Edit this entry at Arcade-History.com
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Ark Area (c) 1987 UPL.
An overhead shoot'em up where you fight through 23 stages, battling 1 or 2 bosses at the end of each level
- TECHNICAL -
Game ID : UPL-87007
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1987.
This game was a Japan-only release.
- SERIES -
1. Nova 2001 (1983)
2. Ark Area (1987)
- STAFF -
Staff : Tsutomu Fuzisawa, Hiropi, Mingma, Nihei, Nozawa
$end
$info=arkanoid,arkatayt,arkangc,arkangc2,arknoidj,arknoidu,arkatour,arknoiuo,arkmcubl,ark1ball,
$Edit this entry at Arcade-History.com
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Arkanoid (c) 1986 Taito.
After a sudden alien assault, the Arkanoid spaceship has been destroyed and the only survivor, the small 'Vaus' space vessel, has been mysteriously trapped in another dimension by an unknown enemy. The player is charged with helping the 'Vaus' overcome the security systems, as well as the many enemies that guard them, before finally finding and destroying 'DOH', the alien responsible for the attack.
Arkanoid is an update of the early ball and paddle video games - and specifically of Atari's 1978 classic, "Super Breakout" - in which the player takes control of a paddle at the bottom of the screen and must use it to deflect a ball into rows of bricks at the top of the screen, thus destroying them and, eventually, clearing the screen to progress to the next level.
As well as impressive and colourful graphics, Arkanoid introduced a number of new elements to the classic bat 'n' ball gameplay. Certain bricks, when destroyed, would release a power-up - in the form of a falling capsule. the player had to catch the capsule to retrieve the power-up. Among the many enhancements the power-ups provided were an increased 'bat' size, multiple balls, 'sticky' ball (which would stick to the bat and could be released when the player chose) and even a laser, which allowed the player to shoot the bricks.
- TECHNICAL -
Prom Stickers : A75
Main CPU : Z80 (@ 6 Mhz), M68705 (@ 500 Khz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Licensed to Romstar for US distribution (12/1986).
Arkanoid has remained a popular game and is commonly cloned by aspiring game developers in freeware and shareware titles. Many companies have also regularly cloned the game in arcades.
Arkanoid's popularity led to it being featured in "Rainbow Islands - The Story of Bubble Bobble 2", which has a whole level (4 stages in all) dedicated to the game, including DOH as the level boss.
Jason Wilson holds the official record for this game on extremely hard settings with 554,300 points on September 1, 1997.
Zack Hample holds the official record for this game on normal settings with 1,658,110 points on March 13, 2000.
An Arkanoid machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Two bootlegs of this game are known as "Block" and "Paddle 2". There is a hack made by Two-Bits score known as "Arkanoid Plus".
- UPDATES -
Bootlegs version don't use the M68705 @ 500 Khz :-)
The Japanese version supports cocktail mode whereas the others don't.
- SCORING -
Points are scored for destroying bricks and killings aliens.
- TIPS AND TRICKS -
* Pill descriptions :
S - Slow : slows down the energy ball.
L - Laser : enables the vaus to fire laser beams.
C - Catch : catches the energy ball and shoots it when you want it.
B - Break : allow player to move to next playfield.
E - Expand : expands the vaus.
P - Player : gains an additional vaus.
D - Disrupt : splits the energy ball into three particles.
* The power pills are not quite random. There are essentially two types of games. One has lots of light blue multi-ball pills and the pink warp pills - this is a low scoring game. The high scoring game gives you more of the other pills.
* On each level, the ball will not speed up completely until it hits the back wall, so :
1) Try to remove bricks from the bottom up, or punch a hole through thicker areas of bricks rather than go straight through (e.g. take out the left side of level 2 rather than the single block at the right as you will catch far more pills).
2) If you have collected a lot of S pills and the ball has been in play for a bit of time, be prepared for a sudden speedup.
* Also, the D token speeds up the balls and is pretty useless on most levels (the one with the enclosed diamond is the only good example I can think of).
* As only one pill can fall at a time, multiple balls can reduce your potential score quite drastically. Every pill is worth 1000 points. For the first few levels, get every pill you can, but do not use the special powers. You will get a lot of extra ships and should get a gray P or two - thereby starting early with 6 or 7 ships.
* In the final level, where you face DOH himself, you should get 15 hits (1000 points per hit) on DOH/per man until you defeat DOH with the 16th hit on your last man to end the game.
- SERIES -
1. Arkanoid (1986)
2. Arkanoid - Revenge of Doh (1987)
3. Arkanoid - Doh It Again (1997, Nintendo Super NES)
4. Arkanoid Returns (1997)
- STAFF -
Game designed by : Akira Fujita (AKR)
Programmed by : Yasumasa Sasabe (SSB)
Director of hardware & co-programmer : Toshiyuki Sanada (SND)
Assistant programmer : Toru T. (TOR)
Graphic designer : Onijust H. (ONJ)
Sound composer : Hisayoshi Ogura
Sound effects : Tadashi Kimijima
Pattern designer : Akira Iwai
- PORTS -
* Consoles :
Nintendo Famicom (1986) : This version of Arkanoid included its own controller in the package (a smaller version of the spinner used in the arcade version).
Nintendo Super Famicom (1997)
Nintendo DS (2007, "Arkanoid DS" included a paddle like GBA cartridge it will plug into DS Slot 2)
* Computers :
PC [MS-DOS] (1986)
MSX (1986)
BBC B (1987, "Arkanoid" - Imagine)
Thomson TO7 (1987)
Tandy (1987)
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Apple II (1987)
Atari 800 (1987)
Atari ST (1987)
Commodore Amiga (1987)
Amstrad CPC (1987)
Thomson M05
Thomson TO8
$end
$info=arknoid2,arknid2u,arknid2j,
$Edit this entry at Arcade-History.com
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Arkanoid - Revenge of DOH (c) 1987 Taito.
The mysterious enemy known as 'DOH' has returned to seek vengeance on the 'Vaus' space vessel. The player must once again take control of the Vaus and overcome many challenges in order to destroy DOH once and for all.
An update of the popular 1986 original, Revenge of Doh sees the player battle through 30 rounds, taken from a total of 34. Revenge of Doh differs from its prequel with the introduction of 'Warp Gates'. Upon completion of a level, 2 gates appear at the bottom left and bottom right of the play area respectively, the player is then taken through one of the gates - the choice dependent upon which side of the screen the player is on when the last brick is destroyed - and is taken to the next level. The fire-button is only used when the Laser (L) pod is caught.
- TECHNICAL -
Board Number : K1100250A
Prom Stickers : B08
Main CPU : Z80 (@ 8 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : spinner
Buttons : 1
- TRIVIA -
Licensed to Romstar for US distribution.
Zachary Hample holds the official record for this game with 3,120,570 points on December 31, 2002.
- SERIES -
1. Arkanoid (1986)
2. Arkanoid - Revenge of Doh (1987)
3. Arkanoid - Doh It Again (1997, Nintendo Super NES)
4. Arkanoid Returns (1997)
- STAFF -
Directed & Programmed by : Yasumasa Sasabe
Assistant programmers : Toshiaki Tsukano, Hideki Hashimoto
Graphic designers : Tetsuro Kitagawa, Kohzoh Igarashi, Genya Kuriki
Sound designer : Hisayoshi Ogura
Publicity supervisor : Hisayasu Nakane
Mechanical engineer : Yasunori Hatsuda
Game designed by : Kei. S
- PORTS -
* Computers :
Sharp X68000 (1987)
Commodore C64 (1988)
Atari ST (1988)
Amstrad CPC (1988)
Commodore Amiga (1988)
Sinclair ZX Spectrum (1988)
PC [MS-DOS] (1989)
MSX2
$end
$info=arkretrn,
$Edit this entry at Arcade-History.com
$bio
Arkanoid Returns (c) 1997 Taito.
The 3rd chapter in Taito's legendary 1 or 2-player bat and ball game, in which players once again control a paddle and must try to rebound a ball into patterns of bricks to remove them from the play area.
Each level is patrolled by enemies and certain bricks, when hit, release power-ups which then roll down the screen and can be collected by the player.
While the 3rd chapter contains 50 brand new levels for players to fight through, the actual gameplay itself remains unaltered from the first 2 games. The only real differences are a revamp of both the graphics and sound, as well as a number of minor enhancements to the in-game power-ups.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E36
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in February 1997.
Zachary Hample holds the official record for this game with 1,589,770 points on June 5, 2000.
- SERIES -
1. Arkanoid (1986)
2. Arkanoid - Revenge of Doh (1987)
3. Arkanoid - Doh It Again (1997, Nintendo Super NES)
4. Arkanoid Returns (1997)
- STAFF -
Planners : Atsushi Taniguchi, Yuji Koga
Programmed by : I.T.L.
Program support : Shunsuke Ono
Character designers : Chiho Maeda, Mari Fukusaki, Tomohiro Kagawa
Sound : Yasuhisa Watanabe (YACK), Ishikawa Babio (BABI)
Designer : Kumi Mizobe
- PORTS -
* Consoles :
Sony PlayStation (1997)
$end
$info=arlingtn,
$Edit this entry at Arcade-History.com
$bio
Arlington Horse Racing (c) 1991 Strata / Incredible Technologies.
In this horse racing game, you plunk a bunch of quarters into the coin mechs, and then bet on the horses. When you are finished betting, press the start race button to see the horse run the track. The game then pays off any winning bids in credits, and then starts over.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 2-way joystick (vertical)
Buttons : 4
- TRIVIA -
The game features the voice of Arlington's famous announcer Phil Georgeff.
- STAFF -
Concept / Management / Programming : Larry Hodgson
Programming : Robert Fuentes Jr., Jane Zeto
Artwork : Susan Svoboda, Stan Fukuoka
Music & sound : Kyle Johnson
Hardware : Steve Jaskowiak, Scott Allie, Ann Vonckx
Publicity : Carol Tomme
Testing : Jim Zielinski
Sales : John Cassiday
$end
$info=armchmp2,armchm2o,
$Edit this entry at Arcade-History.com
$bio
Arm Champs II (c) 1992 Jaleco.
Nine opponents to beat :
Specks
Shibayama
Goliath
The Rock
Duke
Turk
Atlas
Chang
Trixie
- TECHNICAL -
Cabinet dimensions : 77'' (196cm) high x 31'' (79cm) wide x 47'' (115cm) deep.
Cabinet weight : 440 lbs (200 kg).
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 16 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 30.00 Hz
Palette colors : 2560
Players : 1
Control : dial
Buttons : 3
- SERIES -
1. Arm Champs (1988)
2. Arm Champs II (1992)
$end
$info=armwrest,
$Edit this entry at Arcade-History.com
$bio
Arm Wrestling (c) 1985 Nintendo.
An arm wrestling game in which the player takes on a number of different, distinctly cartoon-like opponents. The game's graphical styling is very similar to Nintendo's classic "Punch-out" series. Game-play requires that the player initially pushes the joystick to the left, but whenever the computer opponent starts to act, the player must push the joystick to the right to counter-attack, and press the button to increase power. If the counterattack is unsuccessful, moving the joystick back and forth several times will prevent the player from being pinned. The player's opponent must be pinned before the counter reaches one minute, or the match will be lost.
- TECHNICAL -
Cabinet dimensions : 24'' wide x 35'' deep x 74'' high.
Cabinet weight : 287 lbs.
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 1
Control : 2-way joystick (LEFT and RIGHT; pull up on stick to catch money bags and pull off Mask X's mask)
Buttons : 1 (POWER)
- TRIVIA -
'Bald Bull' from "Punch-Out!!" makes an appearance in this game as 'Mask X' (the third opponent).
Some of the musics in this game are taken from the "Punch-Out!!".
- SCORING -
* 50 points for each second of correctly pushing the joystick left to push your opponent.
* 100/300/400/600/700 points for each object you light up above your opponent's head on a counterattack.
* 50 points for each time you push left after getting a power up and freezing your opponent's action. This may become 100 on higher levels, but it never goes above 1000/2200 depending on the opponent.
* 400 points per second for winning each fight, in increments of 40 points.
* 50000 points for catching the money bag (after fights 2 and 5).
- TIPS AND TRICKS -
* As soon as the match begins, if your timing is right, pushing 'left' will catch the computer player off guard and score an automatic full 'power', this generally helps you to beat the computer player faster. Be careful not to foul twice, however, or your game is over.
$end
$info=armedf,
$Edit this entry at Arcade-History.com
$bio
Armed Formation (c) 1988 Fillmore / Nichibutsu.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Armed F, Crazy Climber 2 - PCCB-00020) on 21/02/1990.
- STAFF -
Director : Takanori Tanaka
Planner : Tomoaki Kabayashi
Main programmer : Shinya Okuda
Programmers : Osamu Tomiyama, Satoshi Fujiwara
Main designers : Hisaya Tsutsui, Shinji Kubota
Designer : Takanori Tanaka
Musician : Takeshi Yoshida
Hard enginner : Isao Shiki
- PORTS -
* Consoles :
NEC PC-Engine (1990)
$end
$info=batrider,batridra,batridrk,
$Edit this entry at Arcade-History.com
$bio
Armed Police Batrider. (c) 1997 Eighting / Raizing.
An excellent vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : RA9704
Main CPU : 68000, Z80
Sound Chips : YM2151, (2x) OKI6295
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Fire, [B] Bomb, [C] Option
- TRIVIA -
Released in December 1997.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'.
If you beat the game in Single Character mode with Car-Pet, she says she's off to work on a great RPG and it shows a parody of the original Nintendo Famicom Dragon Quest boxart called 'Car-Pet Storys'.
- UPDATES -
Revision 1 :
* Software version : A.
* Japan release only.
Revision 2 :
* Software version : B.
* Japan release only.
Revision 2 (Alternate) :
* Software version : B.
* Korea release only.
* Enabled 'Special Course', 'Guest Players' and 'Player Select' codes by default.
- SCORING -
Medals score : As long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 point...
1 : 100 points.
2 : 200 points.
3 : 300 points.
4 : 400 points.
5 : 500 points.
6 : 600 points.
7 : 700 points.
8 : 800 points.
9 : 900 points.
10 : 1000 points.
11 : 2000 points.
12 : 3000 points.
13 : 4000 points.
14 : 5000 points.
15 : 6000 points.
16 : 7000 points.
17 : 8000 points.
18 : 9000 points.
19 : 10,000 points.
- TIPS AND TRICKS -
* Ship Selection : at the player select screen, your fighter's capability is determined by which button(s) you press to pick your craft...
1) To select a 'Normal power type' fighter, select your ship with A button (Strong shot, weak option).
2) To select a 'Bomber power type', select your ship with B button (Strong option, weak shot).
3) To select a 'Option power type', select your ship with C button (Strong option & shot, slower speed).
4) To select a 'Speed up type', select your ship with Start button (Weak option & shot, faster speed).
* Stage Edit : start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneously. This can also be enabled by setting a DIP switch.
* Guest Players : insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, FIRE, BOMB, START. Nine additional fighters from "Battle Garegga" and "Mahou Daisakusen" will be unlocked. This can also be enabled by setting a DIP switch.
* Player Select : with this mode enabled you can select one ship instead of a team. Insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, BOMB, FIRE, START. This can also be enabled with a DIP switch.
* Score Mode : to show up score calculations, start from anywhere in the game, hold the START button and press BOMB (To leave the score mode, re-enter the code).
* Special Course : at the title screen, press Up, Down, Up, Down, Left, Right, Left, Right, A, B, START. This will enable a fourth 'Boss Attack' game mode. This can also be enabled with a DIP switch.
* Garegga Option Formation Codes : the Garegga ships are unique in that their options can be set to a variety of different formations. Typically, this is done by pushing button C, just as in "Battle Garegga". However, since Batrider is 'officially' a 2-button PCB, some cabinets may not have a third button. If you're stuck playing on one of these cabs, use these "Street Fighter" moves instead :
Front : up, down, A
Back : down, up, down, A
Wide : right, down, down-right, A
Control : left, down, down-left, A
Rolling : left, down-left, down, down-right, right, A
* Garegga Option Special Formations : just like in "Battle Garegga", you can get unique (and in most cases powerful) option formation upgrades by collecting items in special sequence :
Wide : miss 5 small shot items, then pick up an option item. Options shoot out to the sides in a very wide pattern.
Search : miss 5 option items, pick up an option item. Options automatically aim themselves at enemies.
Homing : miss 5 bomb icons, pick up an option item. Options fly right up to enemies and shoot them.
Shadow : miss 5 bonus medals, pick up an option item. Options follow your ship a la Gradius.
Rolling : miss 5 large shot items, pick up an option item. Options roll around your ship while still shooting forwards.
* Ingame Commands : press these button combinations during play to customize the game's bullet patterns. Note that the START+A and START+C combinations affect only your ship, and not the enemies :
Increase your ship's firing rate : START+A
Decrease your firing rate : START+C, or Start+Up (B ver. only)
Score Display : START+B (displays points given for destroying enemies)
Change color of round bullets : START+Left
Change color of straight bullet : START+Down
Change color of destructible bullets : START+Right
* Secret Extend Items : an extend item will drop after each 1.5 million points. In addition, there are two secret methods for triggering extends :
1) Kill the Highway Stage's blue hovercraft only after it's stopped.
2) Miss 3 max bomb items.
Missing three extend items and collecting the fourth will yield a 'special extend', refilling all your empty life slots.
* Galaxy Valhallyzer : this is Gain's 'dream machine' from the "Mahou Daisakusen" games. In Batrider, you can actually play as this ship for the first time, although it's not particularly useful. To get it, you must be playing as Gain. Miss an extend item with no options on your ship, and collect the next option you see. Your ship will now transform into the the 'Galaxy Valhallyzer'. It can be difficult to reach 1.5 million points without using options, so it's easiest to just suicide to drop your options right before you hit the extend.
- STAFF -
Program 68000 side : Shinobu Yagawa
Program Z80 side : Yuichi Ochiai
Character designer : Kazuyuki Nakashima
Graphic designers : Kazuyuki Nakashima, H. Yokoyama, M. Taguchi, Masaharu Tokutake, Yuki Yonei
Music composers : Manabu Namiki (Santaruru), Ken-ichi Koyano, Hitoshi Sakimoto
Sound effects : Mato
$end
$info=armora,armorap,armorar,
$Edit this entry at Arcade-History.com
$bio
Armor Attack (c) 1980 Cinematronics.
A wireframe, top-down shoot-em-up in which the player controls a small jeep and must destroy the many tanks and helicopters that populate the war-torn cityscape that represents the game's single play area. As with many games of the time ("Space Invaders", "Battlezone", etc.), Armor Attack's graphics were simple monochrome, with a colour overlay added to the cabinet to give the impression of multicolour graphics.
- TECHNICAL -
Armor Attack came in an upright white cabinet, with stick-on sideart featuring a tank scene and a yellow 'Armor Attack' logo. This was the same cabinet used for "Star Castle" and a number of other Cinematronics titles. The top of the cabinet is adorned with a rather plain marquee that has the Armor Attack logo in yellow on a black background; together with a few game instructions. The control panel had a picture of a green and yellow tank, and had the player controls which consisted of 10 pushbuttons, without a joystick to be seen anywhere (the game controls are almost exactly the same as "Asteroids" or "Star Castle", except that your jeep stops moving when the player stops pressing the move button). Most of the graphical time was spent on the monitor bezel and overlay, which showed a single scene of a ruined town.
Upright cabinet dimensions : 70'' (176cm) high x 30'' (76cm) deep x 26,5'' (65cm) wide. Weight : 280 lbs.
Cocktail cabinet dimensions : 74cm high x 56cm wide x 81 deep. Weight : 76 kg.
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples (@ 5 Mhz)
Screen orientation : Horizontal (19'' monochrome X-Y monitor)
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Buttons : 10
- TRIVIA -
Licensed to Sega for Japan market. Also licensed to Rock-ola.
As mentioned in the 'Description' section, all of the background graphics were created with the addition of a monitor bezel/plastic overlay; with the game itself only generating the jeeps, tanks, helicopters and the shots they fire. Armor Attack was one of two games Skelly created for Cinematronics that required overlay backgrounds, with 'Warrior' being the other. Skelly designed six vector games and programmed five of them during his tenure at Cinematronics.
According to some, the morse code sound effects in the background actually spell out a message : "Don't Register". This was reportedly a form of protest by Skelly against the fact that draft registration had recently been re-instated.
Paul Hall and Derek Davis hold the official record for this game on 'Doubles' settings with 2,257,850 points on April 2, 1982.
Tom Larkin holds the official record for this game on 'Single' settings with 2,009,000 points on September 25, 1982.
- SCORING -
Tank body : 20 points.
Tank turret : 30 points.
Helicopter : 100 points.
Bonus is advanced by 10 points per tank.
By advancing bonus to 50, player scores an extra jeep which then resets bonus to zero.
- STAFF -
Designed and programmed by : Tim Skelly
- PORTS -
* Consoles :
GCE Vectrex (1982)
* Others :
LCD handheld game (1982) released by Mattel.
- SOURCES -
All In Color For a Quarter - Keith Smith
$end
$info=armorcar,armorca2,
$Edit this entry at Arcade-History.com
$bio
Armored Car (c) 1981 Stern Electronics.
An overhead view maze game where you drive a money van (the armoured car) through as it scrolls from right to left. Some intersections are marked with directions. You pick up money to deliver to banks while avoiding criminals by dropping saw horses in roadway. Fuel levels must be replenished at gas stations along the way.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
First game for Stern created by Chris Oberth. Before working for Stern he was at Marvin Glass designing/prototyping handheld electronic games such as 'Finger Bowl'.
Armored Car was partly inspired by "Targ".
Roger Isetts holds the official record for this game with 101,010 points on March 1, 1983.
- UPDATES -
REVISION 1 (Set 2) :
* First release.
REVISION 2 (Set 1) :
* Bug fixes release.
- SCORING -
Moving one block : 10 points.
Picking up Money : 100 points.
Blowing up Robber : 200 points.
Unlocking locks : 1000 points.
Crash TNT truck into wall : 1000 points.
Bonus points : 100 per dollar picked up and deposited in bank.
- STAFF -
Designed and programmed by : Chris Oberth, Gunar Licitis
$end
$info=armwar,armwara,armwaru,armwarr1,
$Edit this entry at Arcade-History.com
$bio
Armored Warriors (c) 1994 Capcom.
An up-to-3 players side-scrolling beat'em up game where 4 selectable mechs and their respective pilots try to save Earth from battle with a sister planet's renegade army. Parts of destroyed mechs can be outfitted onto your mech to create interesting and deadly combinations.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 07
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 3
=> [1] Arm attack, [2] Jump, [3] Weapon attack
- TRIVIA -
Released in September 1994.
This game is known in Japan as "Powered Gear - Strategic Variant Armor Equipment".
Sony Music Works released a limited-edition soundtrack album for this game (Powered Gear Arcade Game Track - SRCL-3089) on 01/12/1994.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Selecting Joint Parts : while the demo appears for joint machine, the player who gets the radio machine must enter the following codes.
Beta-Cannon - Hold Up.
Gamma-Battler - Hold Left or Right.
Alpha-Fortress - Hold Down.
* Selecting Parts : at the stage title screen, hold B+C (over 1 sec.) and then enter the following key.
Bomber - Leftup
Death Drill - Up
Missile - Rightup
Laser blade - Left
Force claw - Right
Flame - Leftdown
Chain spark - Down
Laser - Rightdown
Note : you can select both the arm and the sub weapon at the same time, but, if you enter codes for arm or sub weapon twice only the later code will work.
- SERIES -
1. Armored Warriors (1994)
2. Cyberbots - Fullmetal Madness (1995)
- STAFF -
Planners : Kiyo, T.H.T.Fuji, Tuchihashi Bakabon
Programmers : Y. Tunazaki Forever, Hero Hero, H. HASssssY, Hamachan, Dress
Mechanical design and object : Yochabare, E. Kuratani, H. Uemura, Naoki Fujisawa, Y. Maruno, H. Yoshino, You.Ten Kozow, Igami, Nekokan, U.F.O, Naoki Fukuda, Bakky
Art designers : Matsumoto, Y. Maruyama, M. Oshino, Takuji Mishima, Saru, Kohei Akiyama
Sound composer : Takayuki Iwai (Anarchy Takapon)
Sound designer : Tomuyuki Kawakami (T.K NY)
Special advisers : Noritaka Funamizu (Poo), Shochan, Kenkn, Meshi, Furoboh
Character designer : T.O.M
AD designers : Sensei, Sakomizu
Director : Kihaji Okamoto
$end
$info=mt_tgolf,
$Edit this entry at Arcade-History.com
$bio
Arnold Palmer Tournament Golf (c) 1989 Sega.
A golf game from Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 31
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Arnold Palmer (born September 10, 1929 in Latrobe, Pennsylvania, USA) is generally regarded as one of the greatest players in the history of golf. He has won numerous events on both the PGA Tour and Champions Tour, dating back to 1955. Nicknamed 'The King', he is arguably golf's most popular star and its most important trailblazer because he was the first star of the sport's television age, which began in the 1950s. Palmer won the PGA Tour Lifetime Achievement Award in 1998, and in 1974 was inducted into the World Golf Hall of Fame.
Alex Kidd makes cameo appearances in some of the cutscenes.
- TIPS AND TRICKS -
Secret "Fantasy Zone" mini-game : Play a regular game and get 100 strokes without making the ball go into the hole. after 100 strokes, the game over screen will show up. that's when you press the famous 'Konami code': Up (twice), Down (twice), left, right, left, right, B, A. if you do it correctly, you will end up playing a 'miniature' version of "Fantasy Zone".
$end
$info=mt_arrow,
$Edit this entry at Arcade-History.com
$bio
Arrow Flash (c) 1990 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=aof,
$Edit this entry at Arcade-History.com
$bio
Art of Fighting (c) 1992 SNK.
An early Neo-Geo martial arts fighting game with 2 selectable characters in 1-player mode and 8 selectable characters in 2-player mode which also features a long-nosed end boss. Progressive damage is shown on each fighter's face for a dramatic effect.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0044
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
= > [A] Punching attack, [B] Kicking attack, [C] Throw enemy, [D] Taunt
- TRIVIA -
Released in September 1992.
This game is known in Japan as "Ryuuko no Ken" (translates from Japanese as 'Dragon and Tiger Fist').
A bootleg of this game is known as "Fit of Fighting".
This is the first fighting game to feature the 'camera zoom' - where the camera zooms in when the fighters are close together and zooms out when the fighters move away from each other. This is also the first fighting game to utilize a 'spirit meter'. Every time a special move is executed the spirit meter is depleted accordingly. The more powerful the special move, the more it depletes. When it's empty special moves can't be done anymore, however, you can recharge the spirit meter by standing still and holding the A or B button leaving you totally defenseless.
The Haou Shokou Ken was referred to as the Haou Ken (or as the game put it, the 'Haow-Ken'). Its similarity to Ryu's (of "Street Fighter" fame) Hadou Ken forced the name change.
The character's fighting stance and their victory pose depends on how beaten up they are.
- TIPS AND TRICKS -
Move Command Delay : Its posible to input the commands for any special or super move but it is not necessary to press the corresponding attack button right away, this allows you to delay any move for as long as you want in order to surprise an opponent! This trick also enables you to perform slower versions of some special moves such as proyectile attacks. Try it! :)
- SERIES -
1. Art of Fighting (1992)
2. Art of Fighting 2 (1994)
3. Art of Fighting 3 - The Path of the Warrior (1996)
- STAFF -
Producer : Eikichi Kawasaki
Directors : Finish Hiroshi, Dog Akira, Matakichi.Chan, Mastang.2
Programmers : John Guso, Cross.Moon D.S.K
Obj. designers : Hatarakuogsan, Muta Teizon, Kama Kama, Tree.Village.Ken, Kylly Maclako, Pinkey.2, Lionheart, Tony.R.Oki, Outim Amadok Eel, Toyochan, 7.7812.8270.Kubo, Ayustat Shin 25, I000.Taroh Age22, Gynos.Crash!, Dir Tetsuzan, 555 Zi5han, Ahokamen.Boke, Bo.Bo, Kiritao.Y, Gmhenson Jr
Back designers : Muramama.2, Take.P, Shimachan, Moriyan, H Skallter, Ug
Sound : Paciorek, Papaya, Yamapy-1, Jojoha Kitapy, Toshio Shimizm (as Shimizum)
* Voice Actors :
Ryo : Masaki Usui
Robert : Eiji Yano
King : Harumi Ikoma
Lee : Eiji Yano
Jack : ???
John : ???
Micky : ???
Todo : ???
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1994)
NEC PC-Engine CD (1994)
SNK Neo-Geo CD (1994)
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.4 : Art of Fighting")
$end
$info=aof2,aof2a,
$Edit this entry at Arcade-History.com
$bio
Art of Fighting 2 (c) 1994 SNK.
12 selectable characters are available in this martial arts fighting game, each showing progressive damage on their bodies during the fight.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0056
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick, [C] Throw, [D] Psyche
- TRIVIA -
Released in March 1994.
This game is known in Japan as "Ryuuko no Ken 2".
Geese Howard's guest appearance (see 'Tips And Tricks' section) tries to tie this game's story with the Fatal Fury games. Apparently, this game takes place a few years before the events ocurred in "Fatal Fury - King of Fighters" since Geese looks quite young and uses a very different fighting style (instead of his trademark Aikido which he learned in Japan). Another fact is the special ending when you defeat Geese (you get to see when he gives the order to eliminate Jeff Bogard who happens to be Terry & Andy Bogard's father, before he heads to Japan to learn that country's martial art techniques). This fact also explains why Ryo Sakazaki is so damn powerful in his "Fatal Fury Special" appearance (after all, he was already a powerful & skilled fighter and has had more time than most of the Fatal Fury characters to brush up on his techniques!). Obviously, all these storyline details were ignored in the King of Fighters series for the sake of convenience (All the "Art of Fighting" characters should be way older than the Fatal Fury characters in that game!).
In Temjin's ending, Terry Bogard makes a guest appearance as a little boy!
- UPDATES -
The Japanese version features different voice actors for some characters (John Crawley, Robert Garcia & King).
- TIPS AND TRICKS -
Adjust the game difficulty setting up to level 8 in order to boost game's overall speed!
It may be downright cheap & silly, but if you successfully manage to throw an opponent and then hit him with a special move as he gets up, you will dizzy your opponent! This can be done over and over again with most characters... :/
Beat opponents with a special move at the end of the decisive round to see a special 'defeat' animation (some auto-combos & special moves that lift the opponent of the ground won't work though).
Defeat all opponents in two rounds only to fight a special battle against Fatal Fury's main villain & owner of Southtown : Geese Howard (Notice that it is possible to use continues & use different characters as long as you defeat your opponents in 'two rounds only'!). :)
- SERIES -
1. Art of Fighting (1992)
2. Art of Fighting 2 (1994)
3. Art of Fighting 3 - The Path of the Warrior (1996)
- STAFF -
Objects designers : Forever Soe-soe, Pinkey!(Boomer), Terarin, Hori Pu-
Back up : Moriyan, Somatoreeno
Programmers : John guso, Ma2
Directed by : Dog.Gotoh, Shigeti
* Voice Actors :
Ryo : Masaki Usui
Robert : Key Inage
Yuri : Kaori Horie
Takuma : Eiji Tsuda
King : Harumi Ikoma
Jack : ???
John : Masaki Usui
Micky : Key Inage
Lee : Key Inage
Temjin : Yoshinori Shima
Big : ???
Kisaragi : Yoshinori Shima
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
Nintendo Super Famicom (1994)
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.4 : Art of Fighting")
$end
$info=aof3,
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Art of Fighting 3 - The Path of the Warrior (c) 1996 SNK.
10 selectable characters battle each other in various locations in Mexico. Extremely beautiful and fluid animation courtesy of motion capture technology brings a whole new style of game-play to this popular fighting game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0096
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick [C] Hard brow [D] Raz
- TRIVIA -
Released in March 1996.
This game is known in Japan as "Ryuuko no Ken Gaiden" (translates from Japanese as 'Dragon and Tiger Fist Side Story').
In each character endings, you receive a nice hand-draw of the character on the 'Thank you for Playing' screen.
The drawing Hoeh-Hoeh selects for Wang Koh San in the ending is random, there are 7 different ones.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ryuuko no Ken Gaiden - PCCB-00212) on 03/04/1996.
- TIPS AND TRICKS -
* All characters have 2 colors, one is selected with the A button an the other one is chosen with the D button.
* Play as Sinclair : Highlight Robert and press Left (or highlight Jin and press Right(x2)).
* Play as Wyler : Highlight Robert and press Left(x2) (or highlight Jin and press Right).
* Special Day (Birthday Gift) : Definitely one of the strangest tricks in fighting games, each character will be powered up on his birthday (able to perform Super Desperation Moves at any moment during the fight!).
Kasumi Todo - March, 29
Wang Koh-San - April, 17
Lenny Criston - May, 20
Karman Cole - June, 13
Rody Births - July, 24
Ryo Sakazaki - August, 2
Jin-Fuha - September, 4
Wyler - October, 22
Sinclair - November, 14
Robert Garcia - December, 25
* Ultimate K.O. : Defeat an opponent in the first round by using your character's Super Desperation Move when the enemy's lifebar is 5% of less. If done correctly, you'll win the whole match in just a single round!
* Finish the game without losing a round to get a comical hand drawn picture of the character after the credits.
- SERIES -
1. Art of Fighting (1992)
2. Art of Fighting 2 (1994)
3. Art of Fighting 3 - The Path of the Warrior (1996)
- STAFF -
Object designers : Heitarou, Black Tree, Futatsu!!, Higetoboin, UG, Ponda, Tohru, Pinkey-EX, Hori-pu~?, Terarin, Kattsun, Sumiccho, Nana, Ashizawan, Satopyon, Tani Tani, Koara, Rave Man, Sasa, K.Miya, Rolly(r), Tony Oki, ??....!
Back designers : Muramama Eiko, Daisuke, Wa-Da-Mo, J K, Sho-Chan, Take-Pyon
Programmers : MA2++, Yuritaro, Hiropon
CG creaters : K-Asa, Aki.Yama, Demao.Sat, Seri
Music composers : Yamapy-1, Papaya, Shibakichi
Capture assisted by : Masa, Shin.T, Jeffrey Zoern, Raymond Ho.
Producers : Takashi Nishiyama, Finish Hiroshi
Directors : Go, Shigeri #3, Kim-Ken, Moai-Nao
* Voice Actors :
Ryo : Masaki Usui
Robert : Mantaro Koichi
Rody : Eiji Yano
Lenny : Kumi Ishida
Wang : Monster Maetsuka
Karman : Mantaro Koichi
Jin : Jai
Sinclair : Harumi Ikoma
Wyler : Monster Maetsuka
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996) : contains endings for the two secret characters (Sinclair & Wyler).
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.4 : Art of Fighting")
$end
$info=ashnojoe,
$Edit this entry at Arcade-History.com
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Ashita no Joe (c) 1990 Wave / Taito.
A boxing game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 208 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Extremely rare, this game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine. There were also 2 TV series that ran from 1970 to 1971 and 1980 to 1981 and a movie was released in 1980.
When one of Joe's old rivals, Rikishi, died in the ring in 1970, Kodansha publishing actually held a funeral service for him. Over 700 people attended from all over Japan. An actual Buddhist priest presided over the funeral, held in a full-sized boxing ring.
- SERIES -
1. Ashita no Joe (1990)
2. Legend of Success Joe (1991)
$end
$info=ashura,ashurau,
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Ashura Blaster (c) 1990 Taito.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Taito B System hardware
Prom Stickers : C43
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)
- TRIVIA -
The kanji characters on the titlescreen read 'Ashura'. Ashura is a demon related to fighting.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'REX'.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
$end
$info=aso,
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ASO - Armored Scrum Object (c) 1985 SNK.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known as "Alpha Mission" in the US. And is also known as "Arian Mission".
- SERIES -
1. ASO - Armored Scrum Object (1985)
2. Alpha Mission II (1991)
- PORTS -
* Consoles :
Nintendo Famicom (1987)
$end
$info=assault,assaultj,
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Assault (c) 1988 Namco.
Your mission is to reclaim your homeland by destroying the enemy forces that have taken over. You have an Assault tank, the supreme mobile weapon. Your tank has artillery guns and grenades, can perform Rapid Rolls to dodge enemy shots, and uses Power Wheelies to launch grenades.
Your controls are two 4-position joysticks with triggers. These controls make Assault like no other tank game. You have a quick, highly responsive vehicle with fast movement in all directions. To avoid enemy shots, Rapid Roll your tank left or right by moving both joysticks to the same side. To launch grenades, put the tank in the Power Wheelie position by moving both joysticks to the outside, then pressing either trigger. Your grenades are triple the fire power of your tank's standard shots.
Your tank is always in the center of the screen no matter what direction you are going. With Assault's 360-degree scrolling playfield, the world rotates around you as you move. An arrow always points you towards the exit to the next level.
The lift zone gives you an advantage over the invaders and a spectacular view of the playfield. Each lift zone is a five-sided platform on the playfield that flashes red when you can use it. When you drive onto the lift zone, your tank jets straight up to get a bird’s eye view of the surrounding terrain and enemy lines. From this overhead position, you can reconnoiter enemy forces and bomb enemy outposts.
Fight your way through 11 different levels to seek out and destroy the invader’s headquarters. To succeed, you must :
* Dodge enemy gunfire with the Rapid Roll maneuver.
* Assault enemy lines with long-range powerful grenades launched from Power Wheelies.
* Destroy all enemy tanks you encounter to prevent rear attacks.
* Bomb enemy outposts and reconnoiter enemy emplacements using the lift zones.
* Protect yourself against enemy artillery using buildings and trees.
* Blow up the large cannons on each level while you avoid enemy attacks.
* Follow the arrow to find the exit to the next level. Before you can exit, you must destroy the large cannons defending the enemy strongholds.
- TECHNICAL -
The Assault dedicated cabinet is a real favorite among arcade game collectors. This is probably due to its unique shape, and non-standard controls. The Assault cabinet was very narrow, the vertical open frame monitor barely fit between the sides of the thing, which were less than 18'' apart. A standard arcade cabinet is about 23'' wide if it is an older style one, or 30'' wide for one of the newer deluxe cabinet styles. So Assault was very narrow, probably the narrowest game ever made. The top half of the cabinet is decorated with sideart that is supposed to resemble the outside of a yellow tank, and these same graphics carry on over the monitor bezel and control panel as well.
Cabinet dimensions : 74,25'' (188,60cm) high x 25,50'' (64,77cm) wide x 34,50'' (87,63cm) deep.
Cabinet weight : 285 lbs (129,28 kg).
Namco System 2 hardware
Game ID : AT
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- TRIVIA -
Released in April 1988.
Licensed to Atari for US distribution.
This game uses a unique control method and uses 'Mode 7' background scaling and rotation effects like those found in Super Famicom's games. The most interesting feature is firing 'catapult' bomb shots far away with the left joystick pushed to the left side and the right joystick to the right at the same time, while pressing the fire trigger.
An upgrade of this game is called "Assault Plus".
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.3 - VDR-5278) on 16/12/1988.
- STAFF -
Game designer : Kunio Ogawara
Music composed by : Shinji Hosoe, Kazuo Noguchi
- PORTS -
* Consoles :
Sony PlayStation (1996, "Namco Museum Vol.4")
$end
$info=assaultp,
$Edit this entry at Arcade-History.com
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Assault Plus (c) 1988 Namco.
Your mission is to reclaim your homeland by destroying the enemy forces that have taken over. You have an Assault tank, the supreme mobile weapon. Your tank has artillery guns and grenades, can perform Rapid Rolls to dodge enemy shots, and uses Power Wheelies to launch grenades.
- TECHNICAL -
Namco System 2 hardware
Game ID : AT
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- TRIVIA -
This game is an upgrade of "Assault". This upgrade was only released in Japan.
- UPDATES -
Assault Plus contains :
* Cocktail mode.
* Different colors.
* Intermission screen.
* Intro has new music.
* Minor enemy changes (strength, colors).
* Two player mode.
* Two skill levels of play.
* Zero points bonus is gone.
- STAFF -
Game designer : Kunio Ogawara
Music composed by : Shinji Hosoe, Kazuo Noguchi
$end
$info=asterix,astrxeaa,astrxeac,
$Edit this entry at Arcade-History.com
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Asterix (c) 1992 Konami.
A 1- or 2-player horizontal-scrolling beat'em up based on the French comic series, 'Asterix & Obelix'. The player fights as either Asterix the Gaul or his best friend, Obelix, as they take on the 'might' of the oppressive Roman Empire. Asterix includes a variety of humorous fighting moves, which are demonstrated in the game's attract mode. The artwork and feel of Asterix remains true to its French source material, and the game's many humorous touches (such as the way defeated Legionnaires crawl away) will be instantly familiar to fans of the comic-book and cartoon series. Bonus levels - such as the chariot race that awaits at the end of the first level - introduce different game-play elements to provide a break from the fighting.
- TECHNICAL -
Game ID : GX068
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), K053260 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The rock that Obelix carries on his back is called a menhir. It was used in many ancient religious rituals in places like Carnac in the French province of Brittany, particularly during the time of 2,000 to 1,500 B.C.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.5 - KICA-7605) on 26/09/1992.
- TIPS AND TRICKS -
* Tip : When playing as Obelix, the character starts each stage carrying his big rock. Try to hit as many Romans as possible before Obelix throws it away. Any Romans driven away with the rock will drop their helmets on the ground, these can be picked up by the player to earn bonus points.
* Drinking the magic poition (Asterix) or eating a roast (Obelix) will make the respective character invincible for several seconds, allowing them to plow through the Romans, causing the embarrassed Legionnaires to drop their helmets before running away.
- STAFF -
Main programmer : Narunopapa
Sub programmer : Yuko Itoh
Graphic director : M. Kukino
Background designer : S. Wada
Enemy designer : T. Akiyama
Sound effect : J-Kane
Sound programmer : Panda
Music composer : Mutsuhiko Izumi, M. Egama, Chiru Chiru, J. Nakano, A. Hashimoto
Hard designer : Hideto Murata
Art Works : Naoko Sato
- PORTS -
* Computers :
PC [MS-DOS] (1996, "Asterix & Obelix")
- SOURCES -
The New Columbia Encyclopedia, Fourth edition, Columbia University Press, 1975.
$end
$info=asterock,
$Edit this entry at Arcade-History.com
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Asterock (c) 1979 Sidam.
A single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
As well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player's ship and must be quickly destroyed.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is an Italian bootleg of "Asteroids".
The official Italian distributor of Atari Arcades, f.lli Bertolino s.r.l., moved a legal attack against Sidam, and won. Many code fragments stored in ROM of Asterock, Missile Storm and other Sidam clones was identical to those contained in Atari originals' memory. Sidam changed the coin accept and sound routines, to get rid of copyrighted Atari POKEY chip. Sidam called this a 'coincidence'; moreover, the Italian legislation did not mention directly the computer programs as copyrighted materials like songs and books. However, the court sentenced about the 'intellectual property' of programs - this was an important sentence in Italian legal history - and Sidam was convicted of copyright violation.
- SCORING -
Large Asteroids : 20 points.
Medium Asteroids : 50 points.
Small Asteroids : 100 points.
Large Saucer : 200 points.
Small Saucer : 1000 points.
- TIPS AND TRICKS -
* When you start the game, your spaceship will be in the middle of the screen. Heading toward your ship will be anywhere from 4 to 6 large asteroids. Your job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. In addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind a couple of things when shooting :
1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have only one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
- SOURCES -
"Atari Inc. & Bertolino v. Sidam Srl: First Italian Decision on Video Games", European Intellectual Property Review , V, 12 (december 1983), pp.347-349.
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=asteroid,asteroi1,asteroib,
$Edit this entry at Arcade-History.com
$bio
Asteroids (c) 1979 Atari.
Yet another legendary, genre defining game - in an era replete with genre defining classics - in which a single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
Asteroids introduced real-world physics to video-games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.
As well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally around the screen firing at the player's ship and must be quickly destroyed.
- TECHNICAL -
The Asteroids cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with side-art that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).
2 different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander. The cocktail version was a little uncommon, it was rather unremarkable in appearance. It seems that Atari put all the effort into the upright, and merely shipped a generic cocktail version as an afterthought.
Upright cabinet dimensions : 25,25in. (64,14cm) wide x 32in. (81,28cm) deep x 71,87in. (182,54cm) high.
Upright cabinet monitor : 19in. B/W
Cabaret cabinet dimensions : 55in. (140cm) high x 20,5in. (51cm) wide x 24in. (60cm) deep. Weight : 190 lbs (86 kg).
Cabaret cabinet monitor : 15in. QuadraScan
Game ID : 035127-035145
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Buttons : 5
=> RIGHT, LEFT, FIRE, THRUST, HYPERSPACE
- TRIVIA -
Released in November 1979.
Licensed to Sega for Japan market.
Originally called 'Cosmos', Asteroids' original design brief was a simple copy of "Space Wars (Cinematronics)"; with asteroids littering the play-field purely for visual effect. 'Cosmos' was also once known as 'Planet Grab', in which the player had to claim a planet by touching it with their spaceship. 'Cosmos' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived 2 years later, did Atari engineer, Lyle Rains, introduce the concept of free-floating rocks.
On 17 June 1980, Atari's Asteroids and "Lunar Lander" were the first 2 video games to ever be registered in the Copyright Office.
The first 200 Asteroids machines were actually "Lunar Lander" cabinets; Asteroids was so successful that Atari cut Lunar Lander's production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.
Asteroids remains Atari's bestselling arcade game of all time, with approximately 56,565 units produced (47,840 upright and 8,725 cocktail) in total.
* Remembrances from the Video Game Masters : working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work. Lyle Rains : 'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen.'.
Ed Logg : 'I was shooting the asteroids all night long; I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.'.
* Popular from the Start : a good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch. Lyle Rains : 'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.'.
On the overall popularity of Asteroids, Steve Calfee said : 'A lot of people really liked it. Somehow, there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life.'.
Rich Adam recalled his own first encounter with Asteroids : 'I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that's a good fantasy, you've got all these things flying around and yet you're able to survive.'.
Howard Delman described what it was like creating the sounds for Asteroids : 'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player's heart would speed up, too. You know, stress!'.
* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : 'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.'.
Asteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : 'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users'.
Rich Adam said : 'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.'.
And the game's epic quality was noted by Ed Rotberg : 'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.'.
There was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called 'Turtle Races'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away.
In a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...
Asteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.
Scott Safran holds the official record for this game with 41,336,440 points (!) on November 13, 1982.
An Italian bootleg released by Sidam is known as "Asterock". Another version is known as "Meteorites".
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.
Asteroids inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album.
An Asteroids unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins' and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'.
An upright Asteroids unit appears in the 38 Speical music video 'Caught Up In You'.
An Asteroids machine was shown at the 2003 and 2004 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
The Rev.1 version had an invulnerability glitch, which allowed players to hide in the upper corners of the screen (in the score) and be invulnerable to collisions. Also, players could make their ship fly backwards by thrusting in one direction until reaching full speed, and then quickly turn around 180 degrees and continue thrusting.
The Rev.2 version says '1979 Atari' at the bottom of the title screen, instead of the 'Asteroids by Atari' that was displayed in Rev.1. Also, the invulnerability glitch of Rev.1 is corrected.
- SCORING -
Large Asteroids : 20 points.
Medium Asteroids : 50 points.
Small Asteroids : 100 points.
Large Saucer : 200 points.
Small Saucer : 1000 points.
- TIPS AND TRICKS -
When you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :
Round 1 : 4
Round 2 : 6
Round 3 : 8
Round 4 : 10
Round 5 and up : 11
Your job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.
In addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind a couple of things when shooting :
1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rocks left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1987)
5. Asteroids Hyper 64 (1999, Nintendo 64)
- STAFF -
Designed by : Lyle Rains
Programmed by : Ed Logg
Sound and Vector generator display system by : Howard Delman
- PORTS -
* Consoles :
Atari 2600 (1979)
Atari 5200 (prototype only)
Atari 7800 (1984)
Atari XEGS
Nintendo Game Boy (1991)
Nintendo Game Boy (1995, "Asteroids / Missile Command")
Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sony PlayStation (1998, "Asteroids") : original game is initially locked.
Nintendo Game Boy Color (1999)
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Nintendo DS (2005, "Retro Atari Classics")
Nintendo Game Boy Advance (2005, "Pong / Asteroids / Yar's Revenge")
* Computers :
Apple II (1980)
Atari 800 (1981)
Tandy Color Computer (1981, "Star Blaster")
Tandy Color Computer (1981, "(Color) Meteoroids")
BBC B (1982, "Meteors" - Acornsoft)
Acorn Electron (1983, "Meteors - Acornsoft)
Tandy Color Computer (1983, "Microbes")
Sinclair ZX Spectrum (1985, "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov '85, page 82)
Commodore C64 (1987, "Arcade Classics")
PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
PC [MS Windows 95] (1995, "HemiRoids", part of "Windows Arcade Pack")
PC [MS Windows, CD-ROM] (1998, "Asteroids") : original game is initially locked.
PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")
Apple Macintosh (2000, "Asteroids") : original game is initially locked.
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Atari 10 in 1 TV Game (2002 - Jakk's Pacific)
Mobiles phone [Motorola T720] (2002)
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
Atari Flashback 2 (2005)
Mobile phones (2007)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
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Asteroids Deluxe (c) 1981 Atari.
Atari's Asteroids Deluxe is a 1 or 2-player game with an X-Y or vector-generator monitor. The game depicts a 3rd-person view of a player's spaceship battling to destroy asteroids, flying saucers and enemy ships or 'death stars' (shaped like clusters of triangles). When hit, the asteroids and death stars will break into progressively smaller pieces.
Players can put up an octagon-shaped 'shield' to temporarily protect their spaceship. However, this shield wears out with use.
Large asteroids appear and drift in from the outer edges of the display. By pressing the ROTATE LEFT and ROTATE RIGHT pushbuttons on the control panel, the player may aim a spaceship toward any of the asteroids. The player uses the FIRE pushbutton to shoot at the asteroids and other objects.
When shot, each large asteroid divides into two medium-sized asteroids, and the game adds 20 points to the player's score. Medium-sized asteroids, when shot, divide into two small-sized asteroids, and the game awards 50 points to the player. When shot the smallest asteroid disappears and the game adds 100 points to the player's score.
In addition to asteroids, the players can score points for shooting the various enemy ships. When hit, the large ships ('death stars' shaped like hexagons) score 50 points and break into three diamond shapes. The medium-sized enemy or diamond, when hit, grants the player 100 points and breaks into two small triangular pieces. These small pieces disappear when the player hits them, and the score increases by 200 points.
At any time during game play, a flying saucer may appear from either side of the display. The game awards players 200 points for shooting a large saucer and 1000 points for a small saucer (the latter is a smaller target for players, though not any faster moving than the large one. It also shoots more accurately).
The player's objective in the game is to shoot and destroy as many asteroids, saucers, and enemy ships as possible before all his or her spaceships are destroyed. A ship is destroyed if an asteroid, saucer or enemy ship smashes into it, or if a flying saucer shoots it. To prevent losing a ship, the player may press the THRUST pushbutton to move out of the path of an oncoming object.
As an emergency maneuver, a player can press the SHIELDS pushbutton. An octagon will then appear around the player's ship as protection from all enemies. For challenge the shield power lasts only about 10 seconds, but the power is renewed with each ship. The amount of shielding power available is shown by the brightness of the octagon (dim means almost exhausted power).
- TECHNICAL -
This particular machine was released in 3 different formats; an upright, a cabaret, and a cocktail. With the upright being the most common, and the cabaret being the least common. All three versions were nearly pin compatible with an original "Asteroids" board-set, only a few wires had to be swapped.
* The upright was a rather interesting looking design that actually bulged out toward the player from the control panel on up. Atari went all out with the side-art on this one, it completely covers the sides from the floor to the top of the machine (it is a scene of a ship in an asteroid field, similar to the one on "Asteroids", but more detailed). The control panel layout is a little more subdued than the red, white, and blue monstrosity on the original "Asteroids". Just a dark surface, a few instructions, and some buttons (this title did not use a joystick, although it plays well with one).
* The cocktail version was almost identical in appearance to the original "Asteroids" cocktail (and just about every other Atari cocktail). It was black and woodgrain, with only a minimum of ornamentation behind the glass.
* The cabaret version (a cabaret is a mini upright that is less than 5 feet tall), is an ugly little creature, with woodgrain sides and a black front. The nameplate is down low on the machine near the coin mechs (which makes the game hard to identify at first).
* Upright dimensions : 71in. (180,34cm) high x 26,75in. (67,95cm) wide x 25,25in. (64,14cm) deep. Weight : 313 lbs (140,85 kg). Monitor : 19in. QuadraScan.
* Cabaret dimensions : 54,25in. (137,79cm) high x 20,44in. (51,91cm) wide x 23,75in. (60,32cm) deep. Weight : 193 lbs (86,85 kg). Monitor : 15in. QuadraScan.
* Cocktail dimensions : adujstable from 21,5in. to 27in. high x 32in. (80,5cm) wide x 24in. (60cm) deep. Weight : 164 lbs (73,8 kg). Monitor : 15in. Quadrascan.
Game ID : 0351xx
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : Discrete, POKEY
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Buttons : 5
=> LEFT, RIGHT, FIRE, THRUST, SHIELD
- TRIVIA -
Released in March 1981.
The original "Asteroids" proved to be wildly popular, but there was one problem. The game was simply too easy for expert players (many people could play for hours on a single quarter). So Atari decided to make a more difficult sequel, Asteroids Deluxe. They succeeded a little too well, and had to scale the difficulty back after their initial version proved to be too difficult for the average player. This game was created out of modified "Asteroids" code. At the same time this game was being produced, "Space Duel" was in the works, but was shelved as Asteroids Deluxe was green-lighted for production. Despite its similarities to the hugely popular original, Asteroids Deluxe was a commercial flop and Atari later released "Space Duel" to moderate success.
Asteroids Deluxe features modified game-play intentionally designed to challenge players who had mastered the original Asteroids :
1) The addition of new ships. When hit, the large ships ('death stars' shaped like hexagons) break into three diamond shapes. The medium-sized enemy or diamond, when hit, breaks into two small triangular pieces. These small pieces disappear when the player hits them. The diamond and triangular ships pursue the player's ship until killed.
2) The small and large UFO's have been improved :
a) Their shots now 'wrap-around' the screen. This means that a shot fired off the right or left side will re-enter the screen on the left or right side.
b) The accuracy of the large UFO's shots have been improved. Now every one out of four shots are aimed at the player's spaceship. If there are no other targets, all shots go toward the player's spaceship.
3) The players' ship was redesigned to include two side fins and a narrower body, keeping the overall ship dimensions identical to the original game. The ship has the same maximum velocity as in Asteroids, but can accelerate twice as fast.
4) The high score now 'rolls over' at 999,999 points instead of 99,999 points.
5) A graphic overlay has been added to give the game more of a feeling of depth. It also makes it slightly harder to see the vector graphics.
6) The hyperspace button has been replaced by a shield. The shield lasts 10-12 seconds per spaceship and cannot be recharged.
7) Firing is now automatic, holding down the fire button will release a maximum of four shots (on screen) at a time.
Although the attract screen claims a 1980 copyright, the game was officially introduced in March of 1981. The front glass on the upright was originally square with the cabinet - this produced an unpleasant 'glare' on the screen. Atari later released a 'glare reduction kit' which provided an angled glass frontage to be fitted onto the cabinet thereby reducing the glare. Once applied, the kit enclosed the speaker which resulted in deeper base tones.
Approximately 22,300 units were produced.
Leo Daniels holds the official record for this game with 2,240,120 points.
An Asteroids Deluxe unit appears in the 1982 movie 'Tron', in the 1982 movie 'The Thing' and in the 1984 movie 'Night of the Comet'.
An Asteroids Deluxe upright cabinet appears in the Judas Priest music video 'Freewheel Burning'.
An Asteroids Deluxe machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- UPDATES -
There are two versions of the software; the original release proved to be so difficult that Atari released a revised version that had easier game-play. This new version was originally introduced in Europe and is often referred to as the 'European Version'. Determining the version can be discerned by noting the first appearance of a 'death star' - in the original version this is near the end of the second wave; in the revised version it appears near the end of the first wave and moves much more slowly.
- SCORING -
Large Asteroids : 20 points
Medium Asteroids : 50 points
Small Asteroids : 100 points
'Death Star' (Hexagon Shaped Ship) A.K.A. 'Snowflake' : 50 points
Diamond Shaped Ship : 100 points
Triangular Shaped Ship : 200 points
Large Saucer : 200 points
Small Saucer : 1000 points
- TIPS AND TRICKS -
* When you start the game, your spaceship will be in the middle of the screen with 4 large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :
Round 1 : 4
Round 2 : 5
Round 3 : 6
Round 4 : 7
Round 5 : 8
Round 6 and up : 9
Your job is to blast those rocks, however, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. Note : There is an exception to this rule. The game program only allows 24 asteroids on the screen at any one time. If the screen already contains 24 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only 3 shots instead of 7 when the screen is filled up like this.
In addition, you have to contend with large and small saucers and the 'death stars'. On the first couple of screens, you can sit in the middle and blast rocks. Be aware that a saucer will enter which will cause you to move lest you be hit by its shots. In addition :
1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Your shields have a maximum life expectancy of 17 seconds. Each collision with a rock takes away about 6 seconds of shield time. Once your shield runs down, it can not be recharged. In other words : use your shields as little as possible.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
5) Unlike in "Asteroids", the small saucers fire a greater number of shots so hunting is more of a challenge.
6) After 60,000 points, the accuracy of both UFO's goes up dramatically.
* The 'death stars' make their appearance in either the first or second wave :
1) It appears on the screen just lazily floating around. It can only be broken open by laser fire (yours or the saucer's).
2) Once open, the pieces pursue the player. Hitting one of the diamond-shaped pieces breaks it into two triangular pieces.
3) The best way to defeat this enemy is to accelerate forward, then turn quickly while shooting. This causes you to fly backwards while shooting at the pieces.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1987)
5. Asteroids Hyper 64 (1999, Nintendo 64)
- STAFF -
Programmed by : Dave Shepperd
- PORTS -
* Consoles :
Sony PlayStation (2001, "Atari Anniversary Edition")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
BBC MODEL B (1984, Atarisoft)
Atari ST (1987, "Asteroids Deluxe", Atari)
PC [MS Windows, CD-ROM] (2000, "Atari Arcade hits 2")
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
* Others :
Atari Flashback 2 (2005)
Nokia N-Gage (2006, "Atari Masterpieces Volume 2")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
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$Edit this entry at Arcade-History.com
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Astra SuperStars (c) 1998 Sunsoft.
An anime style fighting game reminiscent of "Waku Waku 7", also by Sunsoft.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in May 1998.
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
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Astro Battle (c) 1979 Sidam.
Astro Battle is a 2-Dimensional, space shooter style game. Your job is to protect the various sectors from the hoards of invading aliens. You will have to defeat four waves of alien spaceships in order to dock with the 'GS' ship and refuel. In addition to battling the alien spaceships, you will also have to dodge bombs that seem to come out of nowhere. Armed only with your fighter and a lot of spirit, you must ensure that you clear the screen of invaders before they pass you by. All in all, another walk in the park.
- TECHNICAL -
Main CPU : M6502 (@ 662.187 Khz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Astro Fighter".
- SCORING -
Blue Alien : 20 points
Purple Alien : 30 points
Green Alien : 40 points
Yellow Alien : 50 points
'GS' Alien : 300-1000 points
Bomb : 60 points per bombs destroyed
Fuel Bonus : 3,000, 6,000 or 9000 points
Spaceship Bonus : 5000 points/spaceship
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. The alien spaceships have two ways they shoot at your fighter. They either shoot straight down or they shoot diagonally. You must take out all the alien spaceships on a screen. If you fail to do so, you will have to deal with their full complement again and your fighter will be set at the next higher level. If you happen to get killed during a wave, you only have to deal with the remaining alien spaceships.
* Fuel is a precious commodity in this game. You may be able to let one or two waves of aliens escape but you will really be pressed to finish the entire round with enough fuel. If your fuel runs out, your game is over regardless of how many fighters you have left.
* You can only have one shot on the screen at a time. This means you will need to plan your shots and don't fire unless you need to.
* The first four waves of alien spaceships, with 15 alien spaceships per wave, come down in distinct formations. Understanding how these formations are set up is the key to taking them out quickly.
1) The Blue Aliens come down in a 'pyramid-type' formation. Starting from the bottom, the numbers are five at the bottom, four at the next level, three at the next level, two at the next level, and one at the top.
2) The Purple Aliens come down in two straight lines. With seven in the bottom line and eight in the top line.
3) The Green Aliens come down in a haphazard-type formation. They move back and forth across the screen and they are the hardest spaceships to deal with.
4) The Yellow Aliens come down in three rows with five spaceships per row.
* As you shoot the alien formations, you will notice that the remaining alien spaceships will speed up. The key is to shoot them high up on the screen so that you are not desperately trying to take out the last ones at the bottom. This also means taking out the bottom attackers first to give yourself some 'breathing' room.
* In addition to the alien spaceships, you must be wary of the bombs that drop down. When you are lining up your shots at the alien spaceships, always be aware of where the bombs may be heading and act accordingly.
* On the fifth wave, you will have to deal with the 'GS' ship. Its shots are pretty easy to avoid and it must be hit dead center to stop it, collect the points, and refuel your fighter for the next round.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
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Astro Blaster (c) 1981 Sega.
Astro Blaster is a 1- or 2-player game in which players must advance through squadrons of alien ships in an attempt to dock with the mother ship. Players move their ship left or right and shoot at attacking squadrons. A special time warp allows the player to slow down the alien space ships and their laser fire, while maintaining his own ship and laser fire at normal speed.
As players go through the game play, each step is directed by the voice of mission control. Mission control keeps players informed of fuel status, provides a countdown on warp, keeps track of the number of ships remaining, and monitors the player's laser temperature.
As players enter each new sector they encounter a different number of alien squadrons. Players must destroy all ships in each squadron to pass through the sector. One squadron of rockets is extremely difficult to destroy, but players can pass through this squadron by hitting a few enemy ships. Once a player has destroyed all the squadrons in that sector, he enters an asteroid belt. He must maneuver and shoot his way through the asteroids to reach the mother ship. If fuel is critically low when the player enters the asteroid belt, he can receive extra fuel by shooting the red fireballs interspersed among the asteroids. After passing through the asteroid belt, the player's ship docks with the mother ship and refuels.
There are 29 different alien squadrons players encounter as they move through the different sectors. Every new sector increases in difficulty with different numbers of squadrons in each sector. Each alien ship has its own individualized sounds, movements and firing capability.
During their game, players must keep track of fuel consumption. As the player's ship moves through the sector, it consumes fuel. The player must ensure he has enough fuel to advance through the sector and dock with the mother ship. Extra fuel can only be obtained by shooting red fireballs or docking with the mother ship. The screen also displays the laser temperature. As players fire, the laser temperature rises. When they cease firing it cools down. If the laser overheats, players lose their laser fire until it cools down.
By depressing the warp button, players slow down the enemy ships and their laser fire while maintaining his own at normal speed. Players receive one warp per ships and are awarded one warp upon docking, if he has used his warp in the previous sector.
Each alien ship destroyed carries a different point value. Players also receive double points for destroying an alien ship when their fuel is in the red. To add further excitement, there are 25 tasks that a player performs during the course of the game and receives a secret bonus. Players do not know what these tasks are, but a good player will keep track. The 25 tasks are consistent throughout the game. Players also receive a bonus for any fuel they have left when they dock with the mother ship.
With a two-player game, players alternate at the conclusion of each sector, not after each ship. Players receive 3 to 5 ships, which is operator adjustable. The game is over when a player runs out of fuel, loses all his ships, or crashes while attempting to dock with the mother ship. The top three scores are displayed and the game ranks players from 1 to 99.
PLAY INSTRUCTIONS :
1. Shoot enemy space ships for points.
2. Shoot fire balls for extra fuel.
3. Use warp to slow down enemy ships and bombs (only once per sector or ship).
4. Discover how to earn secret bonuses for extra points.
5. Dock with mother ship to refuel after each sector.
6. Game over when you run out of ships or fuel.
7. Laser will not fire while overheated.
- TECHNICAL -
Sega G80 Raster hardware
Main CPU : Z80 (@ 3.867 Mhz), I8035 (@ 208 Khz)
Sound Chips : Discrete circuitry, SP0250 (@ 3.12 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Buttons : 4 (LEFT, RIGHT, FIRE, WARP)
- TRIVIA -
Released in February 1981.
Astro Blaster was one of the big contributions from Sega/Gremlin. Utilizing speech synthesis, the game attracted players by stating 'Fighter pilots needed in sector wars, play Astro Blaster'. During game play, the game gave you different advice such as 'Alert, alert, invaders in sector 1, player 1 to battle stations', 'Fuel status marginal', or 'Warp activated, 10, 9, 8,...' to name a few.
Astro Blaster wasn't the first game to introduce speech synthesis in a game, that honor goes to Taito's "Stratovox". Astro Blaster, though, challenged the player to go through seven sectors with a varying amount of waves within each sector. Astro Blaster was an extremely challenging game, it developed a solid following. It wasn't as popular as "Frogger", which was released later on, but it still had a solid showing and redefined how space shooters could be made more challenging. Other notable games released in this year were "Donkey Kong", "Galaga", "Vanguard", and "Wizard of Wor".
The bonuses in this game were actually bugs that would appear if certain events took place. Rather than 'fix' the bugs, Gary Shannon changed them to bonus 'features'.
Gus Pappas holds the official record for this game with 299,100 points on November 20, 1982.
An Astro Blaster machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
In Sega's Dreamcast 1999 video game 'Shenmue', an Astro Blaster cabinet can be seen in the YOU Arcade in Dobuita, but it has an 'out of order' label on it and is not playable. Its possible it was originally playable and had to be removed for some reason, but it is perhaps there simply for the sake of realism; Shenmue is set in 1986/87, so even then it would be considered an old game.
- UPDATES -
3 versions of Astro Blaster were released. The first version was deemed too difficult to play. Version 2 was released to remedy this situation and to be a little more descriptive in the games instructions. Version 3 was basically the EASY version of Astro Blaster. All 3 versions had some things in common :
1) All the different alien spacecraft were in all of the versions, it was just their order of appearance that made a difference.
2) The secret bonuses were common to all three versions. Just because a sector had different waves didn't mean the bonuses for specific events were changed.
3) Each had a high score table that held the 99 top scores.
It was easy to spot a version one machine. The instructions were displayed on the screen. When you inserted your money, you just had to press the 1- or 2-player button to start the game.
On versions 2 and 3, after you inserted your money, a blue screen came up and basically told you to press the 1- or 2-player button.. It also explained some of the rules while in attract mode. The order of the alien attackers is what determined version two and three.
- SCORING -
NOTE : During fuel status critical, everything in the game is double points.
AMOEBAS : 70 Points
BLUE&RED DISCS : 70 Points
BLUE&RED SPIRALS : 110 Points
BLUE&RED TRIANGLE : 100 Points
BLUE DIAMOND : 110 Points
BLUE DISC : 60 Points
BLUE OVALS : 120 Points
BLUE HEXAGON : 110 Points
BLUE UFO'S : 160/80 Points
BLUE X's : 90 Points
GALAXIANS : 70/110 Points
GREEN DOUBLE ARROWS : 90 Points
METEOR : 60 Points
ORANGE&PURPLE SPINNERS : 80/110 Points
ORANGE ARROWS : 100 Points
ORANGE CRYSTALS : 110 Points
ORANGE DART : 40/70 Points
ORANGE SAUCER : 50/100 Points
RED-RINGED GLOBES : 100 Points
RUBBER BANDS : 70 Points
WHITE BLOCK : 70 Points
WHITE BOATS : 90 Points
WHITE SQUARES : 100 Points
WHITE WINGS : 60 Points
YELLOW BIRD : 70 Points
YELLOW DOUBLE DIAMONDS : 80 Points
You also get 100 points per asteroid you take out at the end of the sector.
You also get a bonus for fuel remaining when you dock with the mother ship.
You get a bonus for fuel remaining when you dock with the mother ship, awarded at 10 points per pixel of fuel.
Secret Bonuses :
Number 03, bonus 1000 points. Shoot all enemies without missing.
Number 04, bonus 700 points. Shoot all enemies before they wrap around to the other side of the screen, during waves that have the enemies that fly horizontally or diagonally.
Number 09, bonus 500, 700, 900, 1000 or 1500 points. Don't move at all when docking with the mother ship (1000 points for a PERFECTLY centered approach, 1500 points for 'the paint scraper', when you brush a docking clamp of the mother ship).
Number 12, bonus 700 points. Shoot all enemies before any escape the screen through the bottom (certain waves only).
Number 13, bonus 500 points. Shoot all enemies in proper order in sector 1.
Number 14, bonus 1000 points. Shoot all enemies in proper order in sector 2.
Number 15, bonus 1500 points. Shoot all enemies in proper order in sector 3.
Number 16, bonus 2000 points. Shoot all enemies in proper order in sector 4.
Number 17, bonus 2500 points. Shoot all enemies in proper order in sector 5.
Number 18, bonus 3000 points. Shoot all enemies in proper order in sector 6.
Number 19, bonus 3500 points. Shoot all enemies in proper order in sector 7.
Number 22, bonus 600 points. Never get laser temperature critical during the sector (awarded before docking).
Number 25, bonus 500 points. Not dying during the sector (awarded before docking).
- TIPS AND TRICKS -
* When you start the game, your star ship will be in the middle of the screen. The computer voice will state 'Alert, alert, invaders sector 1, player 1, battle stations'. With that, you are ready to rock and roll. Before you start your game, be sure of what version machine you are playing so you can get yourself prepared. Since each version alters the order of the aliens, it's not good to be prepared for one attack and a totally different attack comes along.
* Although the computer voice can be annoying at times, it also gives you very valuable information. This will actually help you to concentrate more on destroying aliens then constantly looking at your gauges. Some helpful things the voice will tell you are :
1) When your fuel status hits marginal and critical.
2) When your laser temperature is approaching critical.
3) The countdown after you activate warp.
* Fuel is a very precious commodity in this game. If you run out of fuel, your game is over regardless of how many star ships you have left. Learn how to maximize your fuel usage because in the later sectors that have a lot of waves, you will be running on empty. Some other fuel facts :
1) When you activate warp, only the enemies on the screen slow down. Your fuel supply continues to burn away in REAL time.
2) When fuel status marginal is announced, you have approximately 25 seconds of fuel remaining.
3) When fuel status critical is announced, you have approximately 8 seconds of fuel remaining.
4) Shooting the fireballs in the asteroid wave will get you 3 more seconds of fuel.
5) You score double points during fuel status critical.
6) At the end of each sector, you will be re-fueled when you dock with the mothership.
7) Losing a star ship doesn't replenish your fuel supply.
* The warp button can be a blessing or a curse depending on how you use it. You only get one warp per sector or one per star ship. This works fine on the lower sectors that only have a few waves. On the higher sectors, though, you must plan (if possible) the best place to utilize it. Some tips :
1) If it is used on an enemy that goes across the screen, wait until they are halfway across before activating the warp. This way, you can get them all before your warp time runs out.
2) If used on the diagonal flying aliens, again, wait until a lot of them are out before activating.
3) For other aliens, make sure they are mostly on the screen. Sometimes, these aliens disappear off screen and if you activated your warp too early, it will be wasted while they hang around outside of the playing area.
* There are no safe places in this game so you must always be on the look out for not only the aliens dropping on you, but also their laser fire.
* Speaking of laser fire, your ship is equipped with a powerful laser cannon. There is no limit to the amount of shots you can fire, but there is a catch. The cannon heats up with each shot fired. It will overheat if you fire too many shots too quickly, and you will have to wait about eight seconds for it to cool off before you can fire it again. Some ways to prevent overheating :
1) Make your shots count. Don't hold down the fire button to take out the aliens. Shoot to kill, not to warn.
2) If you must do multiple shots, do it in short bursts. Your laser heats up much faster then it cools down.
3) If you do overheat, just avoid the aliens and their fire until your laser is operational again.
* Docking is the easiest way to get a lot of points. You need to set yourself up after the last of the asteroids in order to get those points. Moving your ship during docking procedures will prevent you from getting any docking bonus. The most points are from the 'Paint Scraper' method : Line up your left engine over the C in SECTOR. It will look like you will collide with the left docking arm but you will barely squeeze by. Thus, you now have 1,500 points.
* Also, if you destroy your star ship during docking, your game will be over regardless of the number of men you have left.
* Always expect the unexpected in this game. Sometimes the aliens will do things or make moves you haven't seen before. The best way to counter this is to always be on guard.
* After sector seven, the sectors repeat again. Also, the score 'rolls over' at 99,990. Many players will intentionally get themselves killed when they get close to this score in order to claim the number one position on the board.
- STAFF -
Designed and programmed by : Gary Shannon, Barbara Michalec
- PORTS -
* Consoles :
Sony PSP (2006, "Sega Genesis Collection")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=mf_achas,
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Astro Chase (c) 1982 Exidy / First Star Software.
A space-themed shoot'em up.
- TECHNICAL -
Main CPU : M6502 (@ 1.78979 Mhz), M68705 (@ 3.579545 Mhz)
Sound Chips : POKEY (@ 1.78979 Mhz), Speaker
Screen orientation : Horizontal
Video resolution : 336 x 225 pixels
Screen refresh : 59.92 Hz
Palette colors : 256
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game makes a significant appearance in the 1984 movie 'The Brother from Another Planet'.
$end
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Astro Combat (c) 1979 Unknown.
Astro Combat is a 2-Dimensional, space shooter style game. Your job is to protect the various sectors from the hoards of invading aliens. You will have to defeat four waves of alien spaceships in order to dock with the 'GS' ship and refuel. In addition to battling the alien spaceships, you will also have to dodge bombs that seem to come out of nowhere. Armed only with your fighter and a lot of spirit, you must ensure that you clear the screen of invaders before they pass you by. All in all, another walk in the park.
- TECHNICAL -
Main CPU : M6502 (@ 662.187 Khz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way Joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Astro Fighter".
- SCORING -
Blue Alien : 20 points
Purple Alien : 30 points
Green Alien : 40 points
Yellow Alien : 50 points
''GS'' Alien : 300-1000 points
Bomb : 60 points per bomb destroyed.
Fuel Bonus : 3,000, 6,000 or 9000 points
Spaceship Bonus : 5000 points/spaceship
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. The alien spaceships have two ways they shoot at your fighter. They either shoot straight down or they shoot diagonally. You must take out all the alien spaceships on a screen. If you fail to do so, you will have to deal with their full complement again and your fighter will be set at the next higher level. If you happen to get killed during a wave, you only have to deal with the remaining alien spaceships.
* Fuel is a precious commodity in this game. You may be able to let one or two waves of aliens escape but you will really be pressed to finish the entire round with enough fuel. If your fuel runs out, your game is over regardless of how many fighters you have left.
* You can only have one shot on the screen at a time. This means you will need to plan your shots and don't fire unless you need to.
* The first four waves of alien spaceships, with 15 alien spaceships per wave, come down in distinct formations. Understanding how these formations are set up is the key to taking them out quickly.
1) The Blue Aliens come down in a 'pyramid-type' formation. Starting from the bottom, the numbers are five at the bottom, four at the next level, three at the next level, two at the next level, and one at the top.
2) The Purple Aliens come down in two straight lines. With seven in the bottom line and eight in the top line.
3) The Green Aliens come down in a haphazard-type formation. They move back and forth across the screen and they are the hardest spaceships to deal with.
4) The Yellow Aliens come down in three rows with five spaceships per row.
* As you shoot the alien formations, you will notice that the remaining alien spaceships will speed up. The key is to shoot them high up on the screen so that you are not desperately trying to take out the last ones at the bottom. This also means taking out the bottom attackers first to give yourself some 'breathing' room.
* In addition to the alien spaceships, you must be wary of the bombs that drop down. When you are lining up your shots at the alien spaceships, always be aware of where the bombs may be heading and act accordingly.
* On the fifth wave, you will have to deal with the 'GS' ship. Its shots are pretty easy to avoid and it must be hit dead center to stop it, collect the points, and refuel your fighter for the next round.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=castfant,
$Edit this entry at Arcade-History.com
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Astro Fantasia (c) 1981 Data East.
This is a "Galaga" style vertical shoot'em up with a few unique twists that make it interesting. You pilot a single fighter ship against an armada of enemies (sound familiar?). There are 2 different play screens that alternate :
The opening screen uses pseudo 3-D graphics and has a large red bit of what appears to be machinery (or perhaps part of a very large spaceship) as background on the bottom half of the screen. You can move your ship around anywhere on the red background, but the black area beyond is off limits. The game opens with a large mothership craft visible at the top of the screen, but your shots cannot reach it at this point. Red UFOs quickly begin attacking you, swooping in line formations from the top area of the screen. They actually scale in size as they get closer to you (a nice effect for a 1981 raster title). By moving around you will discover that the screen can scroll upwards quite a bit, and the enemy armada comes into view if you get near the top of your area. The armada consists of several rows of ships in classic "Space Invaders" style, except for the fact that they are tiny. You can quickly blast the armada away, as you have twin shots on this opening screen, and you can have several sets of them on screen at once (it really only takes a few seconds to take out the armada). After the armada is gone, the mothership begins spewing out groups of red UFOs (who make suicide runs at your ship), and a new green ship that actually fires at you. Be sure and shoot these green ships quickly, as they split into 3 separate enemies once they reach your movable territory. Eventually the mothership will stop spewing fighters at you, and the entire screen will scroll up (taking you completely away from your red 'home base'), and the game will begin the second wave.
The second wave pits you against the mothership directly. You will find that your multi shot is gone, and you can only have one shot on the screen at a time. The mothership has 3 areas that must be blasted away (a 'spark' on each side, and then the center which takes several more hits than the sparks do). The mothership does not flash, or otherwise provide any feedback on a successful hit, but just blast away, and eventually you will get it.
After killing the mothership the game will award you bonus points based upon how much fuel you have left and then the game will begin again with increased difficulty.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 07
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in March 1981.
This particular title was only released on cassette tapes, and was made for the DECO Cassette System arcade platform. The Astro Fantasia tape held 32K of data on a two minute audio cassette. The marquee for this title shows an 'Astro Fantasia' logo in a 'space warp' type scene.
$end
$info=astrof,astrof2,astrof3,
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Astro Fighter [Upright model] (c) 1979 Data East.
Astro Fighter is a 2-D, space shooter style game. Your job is to protect the various sectors from the hoards of invading aliens. You will have to defeat 4 waves of alien spaceships in order to dock with the 'GS' ship and refuel. In addition to battling the alien spaceships, you will also have to dodge bombs that seem to come out of nowhere. Armed only with your fighter and a lot of spirit, you must ensure that you clear the screen of invaders before they pass you by. All in all, another walk in the park.
- TECHNICAL -
Dimensions : 25,5'' (64,77cm) wide x 67'' (171,8cm) high x 28'' (71,12cm) deep. Weith : 290 lbs (132 kg).
Board Number : AG070001
Prom Stickers : AG01-AG06
Main CPU : M6502 (Number : AG070002) (@ 662.187 Khz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Also released as "Astro Fighter [Slimline model]".
This is the first game manufactured by Data East. Astro Fighter came as a result of a merging of ideas between Sega and Data East. Unfortunately, this game wasn't well received and didn't sell many units. Sega would improve on the overall design and release "Astro Blaster", which was a superior game in every way to this one. Astro Fighter, though, was still a challenging game and a definite departure from the standard 'shoot'em up' type of space games, it just never caught on.
Tim McIiroy holds the official record for this game with 15,470 points on June 27, 2002.
This game is also known as "Astro Fire". Three bootlegs of this game are known as "Astro Combat", "Astro Battle", and "Super Star Battle".
An Astro Fighter unit appears in the 1982 movie 'Rocky III'.
- UPDATES -
Set 1 :
* 16Kbit ROMs.
* Green/Hollow empty fuel bar.
* 60 points for every bomb destroyed.
Set 2 :
* 8Kbit ROMs.
* Blue/Solid empty fuel bar.
* 60 points for every bomb destroyed.
Set 3 :
* 8Kbit ROMs.
* Blue/Solid empty fuel bar.
* 300 points for every seven bombs destroyed.
- SCORING -
Blue Alien : 20 points
Purple Alien : 30 points
Green Alien : 40 points
Yellow Alien : 50 points
'GS' Alien : 300-1000 points
Bomb : 60 or 300 points per seven bombs destroyed (depends on what version machine you play, see ''Updates'' section).
Fuel Bonus : 3,000, 6,000 or 9000 points
Spaceship Bonus : 5000 points/spaceship
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. The alien spaceships have two ways they shoot at your fighter. They either shoot straight down or they shoot diagonally. You must take out all the alien spaceships on a screen. If you fail to do so, you will have to deal with their full complement again and your fighter will be set at the next higher level. If you happen to get killed during a wave, you only have to deal with the remaining alien spaceships.
* Fuel is a precious commodity in this game. You may be able to let one or two waves of aliens escape but you will really be pressed to finish the entire round with enough fuel. If your fuel runs out, your game is over regardless of how many fighters you have left.
* You can only have one shot on the screen at a time. This means you will need to plan your shots and don't fire unless you need to.
* The first four waves of alien spaceships, with 15 alien spaceships per wave. They come down in distinct formations. Understanding how these formations are set up is the key to taking them out quickly.
1) The Blue Aliens come down in a 'pyramid-type' formation. Starting from the bottom, the numbers are five at the bottom, four at the next level, three at the next level, two at the next level, and one at the top.
2) The Purple Aliens come down in two straight lines. With seven in the bottom line and eight in the top line.
3) The Green Aliens come down in a haphazard-type formation. They move back and forth across the screen and they are the hardest spaceships to deal with.
4) The Yellow Aliens come down in three rows with five spaceships per row.
* As you shoot the alien formations, you will notice that the remaining alien spaceships will speed up. The key is to shoot them high up on the screen so that you are not desperately trying to take out the last ones at the bottom. This also means taking out the bottom attackers first to give yourself some 'breathing' room.
* In addition to the alien spaceships, you must be wary of the bombs that drop down. When you are lining up your shots at the alien spaceships, always be aware of where the bombs may be heading and act accordingly.
* On the fifth wave, you will have to deal with the 'GS' ship. Its shots are pretty easy to avoid and it must be hit dead center to stop it, collect the points, and refuel your fighter for the next round.
- SERIES -
1. Astro Fighter [Upright model] (1980)
1. Astro Fighter [Slimline model] (1980)
2. Super Astro Fighter (1981)
- PORTS -
* Computers :
Microtan 65
Tandy Color Computer (1982, "Astro Blast")
ZX-Spectrum (1983, "Starclash") : Micromega (UK), programmed by Derek Brewster.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=afire,
$Edit this entry at Arcade-History.com
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Astro Fire (c) 1979 René Pierre.
Astro Fire is a 2-D, space shooter style game. Your job is to protect the various sectors from the hoards of invading aliens. You will have to defeat four waves of alien spaceships in order to dock with the 'GS' ship and refuel. In addition to battling the alien spaceships, you will also have to dodge bombs that seem to come out of nowhere. Armed only with your fighter and a lot of spirit, you must ensure that you clear the screen of invaders before they pass you by. All in all, another walk in the park.
- TECHNICAL -
Main CPU : M6502 (@ 662.187 Khz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Astro Fighter".
- SCORING -
Blue Alien : 20 points
Purple Alien : 30 points
Green Alien : 40 points
Yellow Alien : 50 points
'GS' Alien : 300-1000 points
Bomb : 60 points per bomb destroyed.
Fuel Bonus : 3,000, 6,000 or 9000 points
Spaceship Bonus : 5000 points/spaceship
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. The alien spaceships have two ways they shoot at your fighter. They either shoot straight down or they shoot diagonally. You must take out all the alien spaceships on a screen. If you fail to do so, you will have to deal with their full complement again and your fighter will be set at the next higher level. If you happen to get killed during a wave, you only have to deal with the remaining alien spaceships.
* Fuel is a precious commodity in this game. You may be able to let one or two waves of aliens escape but you will really be pressed to finish the entire round with enough fuel. If your fuel runs out, your game is over regardless of how many fighters you have left.
* You can only have one shot on the screen at a time. This means you will need to plan your shots and don't fire unless you need to.
* The first four waves of alien spaceships, with 15 alien spaceships per wave, come down in distinct formations. Understanding how these formations are set up is the key to taking them out quickly.
1) The Blue Aliens come down in a 'pyramid-type' formation. Starting from the bottom, the numbers are five at the bottom, four at the next level, three at the next level, two at the next level, and one at the top.
2) The Purple Aliens come down in two straight lines. With seven in the bottom line and eight in the top line.
3) The Green Aliens come down in a haphazard-type formation. They move back and forth across the screen and they are the hardest spaceships to deal with.
4) The Yellow Aliens come down in three rows with five spaceships per row.
* As you shoot the alien formations, you will notice that the remaining alien spaceships will speed up. The key is to shoot them high up on the screen so that you are not desperately trying to take out the last ones at the bottom. This also means taking out the bottom attackers first to give yourself some 'breathing' room.
* In addition to the alien spaceships, you must be wary of the bombs that drop down. When you are lining up your shots at the alien spaceships, always be aware of where the bombs may be heading and act accordingly.
* On the fifth wave, you will have to deal with the 'GS' ship. Its shots are pretty easy to avoid and it must be hit dead center to stop it, collect the points, and refuel your fighter for the next round.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=astrofl,
$Edit this entry at Arcade-History.com
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Astro Flash (c) 1986 Sega.
A horizontally scrolling shoot'em up.
- TECHNICAL -
Sega System E hardware
Game ID : 834-5803
Main CPU : Z80 (@ 5.3693 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Astro Flash is known outside Japan as "Transformer".
- SERIES -
1. Orguss (1984, Sega SG-1000)
2. Astro Flash (1985, Sega Mark III) (also known as "Transbot" in US)
3. Astro Flash (1986)
$end
$info=astinvad,
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Astro Invader (c) 1980 Stern Electronics.
Astro Invader is a simple 2-D shooter. You control your laser base against an endless stream of alien invaders. The invaders don't come in set waves, instead, they come in a constant stream. Once you have gotten through one barrage of aliens, more are just behind to continue the action. Your job is to keep them from overwhelming you with their superiority in numbers. Kill or be killed, that is the objective.
Astro Invader is one of the follow-up games that rode on the wave of the "Space Invaders" craze. The game itself is simple in concept but the action gets fast paced, real quickly. Especially since several things can be going on at the same time during the game.
- TECHNICAL -
Main CPU : Z80 (@ 2 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Button : 3
=> LEFT, RIGHT, FIRE
- TRIVIA -
Released in June 1980.
This game is also known as "Kamikaze" (Leijac).
Although all the screen colors are generated by the game's hardware as opposed to a screen overlay, there are varying bands of color dependent upon where the aliens are displayed vertically. At different heights, the aliens and their saucers are displayed in various colors. When a player's ship is destroyed, the entire display is drawn in red.
This game appears in Tom Petty and the Heartbreakers music video for the song 'You Got Lucky' (1982).
Brian Miller holds the official record for this game with 39,880 points on January 1, 1983.
An Astro Invader machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
An Italian bootleg of this game is known as "Kosmo Killer".
- SCORING -
Alien spacecraft, not moving, in their stalls : 10 points
Alien spacecraft moving into stalls or dropping toward you : 20 points
UFO : 100, 200, 300, or 400 points.
- TIPS AND TRICKS -
* When you start the game, your base will be in the middle, at the bottom of the screen in the area in between the stalls. When the game starts, a large UFO will enter the top of the screen. It will have the number 200 in it. That is how many alien spacecraft that 'mother' ship is going to attack you with. The 'mother' ship will land on the platform and the game will commence or continue. When the 'mother' ship expends all 200 of its ships, all gameplay freezes and a new 'mother' ship will enter with 200 more alien spacecraft. This cycle will keep going until you lose all of your bases.
* A stall will hold 4 invaders. If you haven't reduced that number down, the 5th invader on will drop to the ground. When an invader hits the ground, it just doesn't hit, it produces a blast radius a little wider then the stall it fell from. Your laser base can be destroyed by this 'indirect' fire.
* Just as deadly are the UFO's that show up. They can appear out of any of the open areas (as denoted in the playing field). They don't shoot or look threatening. The problem is, when they land on the ground, your base will be destroyed.
* The ''mother'' ship starts to distribute invaders starting with stall number 1 and works from left to right. Then it works from right to left and so on. The pattern is like this: 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 2... As you can see, the right side will fill up quicker if you don't act quickly. This only works on odd numbered boards. On the even numbered boards, the 'mother' ship will stack the invaders on the same side as your laser base.
* The best strategy for this game is to keep the middle as open as possible. Keep stalls 4, 5, 6, and 7 as cleared of invaders as possible. Prevent these stalls from building up there maximum of 4 invaders. This will give you some breathing room plus it will help when dealing with the UFO's that come down on the left or right sides.
* There is a pattern on how the invaders are distributed. Use this knowledge when you are moving along the bottom of the screen. If you have stalls topped off and invaders are dropping, watch which way the 'mother' ship is distributing the aliens. If it is from right to left, then the aliens will fall from the farthest stall away from you and come inward. If it is from left to right, then the invaders will fall away from you. This is good if you are trying to make it to one side or the other to know how the invaders are falling.
* You can shoot the aliens that are falling but keep in mind, there probably is another that is on the left or right side that will hit the ground. Given that the blast radius is wider then the stall, it's better to let it go. Just keep the stalls (especially 4, 5, 6, and 7) cleared as best as possible.
* When the 'mother' ship is down to its last few invaders, make sure you are not in a position to get blasted the moment the new 'mother' ship arrives to continue the action. Nothing like having an falling invader inches from your laser base and the action pauses only to unpause and you get your base destroyed.
* Although the UFO seems to come out at random times and places, there does appear to be a pattern. It seems to come down the center mostly but it also has a pattern as to when it comes down the right and left sides.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=laser,
$Edit this entry at Arcade-History.com
$bio
Astro Laser (c) 1980 Leisure Time Electronics.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : 2-way joystick
Buttons : 1
- UPDATES -
Unlike "Space Laser" :
* The ships moving horizontally across the screen are not always solid but flash on and off.
* This game is one or two player.
* Was designed for a cocktail cabinet.
$end
$info=mt_astro,
$Edit this entry at Arcade-History.com
$bio
Astro Warrior (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 13
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- PORTS -
* Consoles :
Sega Master System (1986)
$end
$info=astron,astronp,
$Edit this entry at Arcade-History.com
$bio
Astron Belt (c) 1983 Sega.
Fly through the universe battling alien ships to make your way to fight the main Alien Battle Cruiser. Along the way, you fly across alien planets, through tunnels, through trenches and get involved in a few astro-dogfights with enemy space fighters.
- TECHNICAL -
Cabinet dimensions : 72,5in. high x 24in. wide x 22in. deep.
- TRIVIA -
Astron Belt was the first laser disc arcade game ever created. It used video footage from the laser disc and overlaid computer graphics for your ship and lasers. Some of the video came from a 1979 Toei SciFi space film, while some came from 'Star Trek II - The Wrath of Khan' and the 1980 film 'Battle Beyond the Stars'. The rest was made specially for the game.
This game was created by Sega and manufactured by Bally / Midway.
- PORTS -
* Computers :
Pioneer Palcom PX-7
$end
$info=astropal,
$Edit this entry at Arcade-History.com
$bio
Astropal (c) 198? Sidam.
$end
$info=asuka,asukaj,
$Edit this entry at Arcade-History.com
$bio
Asuka & Asuka (c) 1988 Taito.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") : Japan only
$end
$info=asurabld,
$Edit this entry at Arcade-History.com
$bio
Asura Blade - Sword of Dynasty (c) 1998 Fuuki.
A 1-on-1 fighting game that is set in a fantasy world. Ready your weapons! Choose from 8 unusual selectable characters and fight your way through in this truly beautiful 2-D weapon based fighter. Features gorgeous graphics, cool music & sound effects, and easy to learn controls.
- TECHNICAL -
Fuuki FG-3 System
Main CPU : 68EC020 (@ 20 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YMF262 (@ 14.31818 Mhz), YMF278B (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3 (LIGHT ATTACK, HARD ATTACK, POWERFULL ATTACK)
- TIPS AND TRICKS -
Note : You will need to do these codes before every stage or your character will revert to that from the selection screen.
* Play As Curfue : After character selection/stage end hold 'Down+Start' until stage map appears.
* Play As S.Geist : After character selection/stage end hold 'Up+Start' until stage map appears.
- SERIES -
1. Asura Blade - Sword of Dynasty (1998)
2. Asura Buster - Eternal Warriors (2000)
- STAFF -
General Producer : Y. Takahashi
Planning : K. Matsusaka, S. Katsumiya
Programming : H. Nakagawa
Graphic Design : K. Matsusaka, Y. Kawanabe, N. Miyauchi, S. Katsumiya
Music Composition & FX Creation : A. Inu. Nishida
Voice Actor/Actress : Kiyotomi Narikinnya, Kentarou Takuwa, Seiichi Nishida, Tokiyo Ogawa, Miruki, -Oovas-
$end
$info=asurabus,
$Edit this entry at Arcade-History.com
$bio
Asura Buster - Eternal Warriors (c) 2000 Fuuki.
1-on-1 fighting game. Sequel to "Asura Blade - Sword of Dynasty".
- TECHNICAL -
Main CPU : 68EC020 (@ 20 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YMF262 (@ 14.31818 Mhz), YMF278B (@ 33.8688 Mhz)
Palette colors : 8192
Players : 2
Buttons : 3
- SERIES -
1. Asura Blade - Sword of Dynasty (1998)
2. Asura Buster - Eternal Warriors (2000)
- STAFF -
Game Designer : H. Kiribayashi, S. Katsumiya
Programmer : H. Moriyama, T. Katayama, H. Nakagawa, H. Hara, S. Fujino, A. Kashima
Sound : A. Nishida
Graphic : H. Asahi, T. Inoue, N. Inoue, T. Oonishi, H. Kiribayashi, H. Nishitake, K. Maekawa, S. Higashimoto, K. Michiwaki
Voice Actor : Oovas, Ryuuri Ikki, Kazuyo Itou, Kazuya Kishimoto, Daisuke Hagita, Michihiko Horie, Miruki
Executive Producer : Yasukazu Takahashi
$end
$info=asylum,
$Edit this entry at Arcade-History.com
$bio
Asylum (c) 1991 Leland.
An overhead view shoot'em up.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 3
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Contest? : Complete the game 5 times to win an Asylum T-shirt (limitted time offer).
$end
$info=abaseb,abaseb2,
$Edit this entry at Arcade-History.com
$bio
Atari Baseball (c) 06/1979 Atari.
A black and white two-player baseball game.
- TECHNICAL -
Cabinet dimensions : 38,62'' (98,02cm) high x 44,18'' (112,22cm) wide x 25,25'' (64,14cm) deep. Monitor : 23'' B/W.
Game ID : 034711-034738
Main CPU : M6502 (@ 750 Khz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 304 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 4
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
First Rotberg coin-op game. Approximately 1,050 units were produced.
This was originally slated to be Atari's first game to feature digitized speech. Dan Pliskin designed a speech board that included the umpire's calls, but management eventually nixed the idea.
An Atari Baseball machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Ed Rotberg
- SOURCES -
All In Color For a Quarter - Keith Smith
$end
$info=bsktball,
$Edit this entry at Arcade-History.com
$bio
Atari Basketball (c) 1979 Atari.
An old black and white basketball game.
- TECHNICAL -
Cabinet dimensions : 70,18'' (178,26cm) high x 29,5'' (74,93cm) wide x 78,8'' (200,15cm) deep. Monitor : 23'' B/W.
Game ID : 034756-034766
Main CPU : M6502 (@ 750 Khz)
Sound Chips : Discrete (@ 750 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
Released in May 1979.
An Atari Basketball unit appears in the 1982 movie 'Tron'.
- STAFF -
Designed and programmed by : Chris Downend
$end
$info=atarifb,atarifb1,
$Edit this entry at Arcade-History.com
$bio
Atari Football [2-Player model] (c) 1978 Atari.
An old black and white American football game where the player characters are represented as X's and O's. Players select either offensive or defensive plays and then control one of the characters on each team by rolling a trackball.
- TECHNICAL -
Dimensions :
31inch (78cm) high
53inch (134cm) wide
29,5inch (74,5cm) deep.
Monitor : 23inch B/W
Game ID : 033xxx
Main CPU : M6502 (@ 750 Khz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 304 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 4
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
Released in October 1978.
2 versions were released; this 2-Player model and another for 4 players as "Atari Football [4-Player model]".
Atari Football was first created in 1974 by Steve Bristow and originally called 'X's and O's'. It was shelved when Bristow started on "Tank", then resurrected three years later. This game was the first true video sports game and also the first Atari game to utilize a trackball controller.
Approximately 14,000 '2-player' versions were produced.
An Atari Football unit appears in the 1980 movie 'Midnight Madness', and 2 Atari Football units (2 and 4 players) appear in the 1982 movie 'Tron'.
An Atari Football machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Touchdown : 6 points.
Field goal : 3 points.
Safety : 2 points.
Conversion (run or pass) : 2 points.
Kicked conversion : 1 point.
- STAFF -
Designed and partially programmed by : Steve Bristow
Finished by : Ed Logg, Lyle Rains, Dave Stubbens
Some works by : Mike Albaugh
$end
$info=atarifb4,
$Edit this entry at Arcade-History.com
$bio
Atari Football [4-Player model] (c) 1979 Atari, Inc.
An old black and white American football game where the player characters are represented as X's and O's. Players select either offensive or defensive plays and then control one of the characters on each team by rolling a trackball.
- TECHNICAL -
Game ID : 034754
Dimensions :
31inch (78cm) high.
53inch (134cm) wide.
29,5inch (74,5cm) deep.
Monitor : 23inch B/W
- TRIVIA -
Released in April 1979.
Released one year earlier as "Atari Football [2-Player model]".
Atari Football was first created in 1974 by Steve Bristow and originally called 'X's and O's'. It was shelved when Bristow started on "Tank", then resurrected three years later. This game was the first true video sports game and also the first Atari game to utilize a trackball controller.
Approximately 900 '4-player' versions were produced.
2 Atari Football units (2- and 4-player model) appear in the 1982 movie 'Tron'.
An Atari Football machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Touchdown : 6 points.
Field goal : 3 points.
Safety : 2 points.
Conversion (run or pass) : 2 points.
Kicked conversion : 1 point.
- STAFF -
Designed and partially programmed by : Steve Bristow
Finished by : Ed Logg, Lyle Rains, Dave Stubbens
Some works by : Mike Albaugh
$end
$info=mgolf,
$Edit this entry at Arcade-History.com
$bio
Atari Mini Golf (c) 1978 Atari.
An old black and white mini golf game.
- TECHNICAL -
Game ID : A033252
Main CPU : M6502 (@ 756 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 4
Players : 1
Control : dial
Buttons : 2
$end
$info=soccer,
$Edit this entry at Arcade-History.com
$bio
Atari Soccer (c) 1980 Atari.
An old black and white overhead soccer game.
- TECHNICAL -
Cabinet dimensions : 35,18inch (89,54cm) high x 29,5inch (74,93cm) wide x 29,5inch (74,93cm) deep. Monitor : 23inch B/W.
Game ID : 035222-035260
Main CPU : M6502 (@ 750 Khz)
Sound Chips : Discrete (@ 750 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4
Players : 4
Control : trackball
Buttons : 2
- TRIVIA -
Released in April 1980.
In France, Atari and a jukebox brand named 'electrokicker' built a special cabinet for Atari Soccer and renamed it to "Coupe du Monde".
- SCORING -
1 point is awarded per goal.
- STAFF -
Designed and programmed by : Dave Theurer
$end
$info=ataxx,ataxxj,ataxxa,
$Edit this entry at Arcade-History.com
$bio
Ataxx (c) 1991 Leland.
The object of the game is to fill the 7x7 tiled board with your colored globs. This is done by moving your glob adjacent to your opponent's glob and turning it to your color. 2 types of moves can be made during the game : first, placing a glob adjacent to one of your own duplicates it; or second, a glob may jump two spaces, but it will not be duplicated. The number and arrangement of obstacles in the playfield changes between each round, so strategies must be changed in order to accomodate these barriers.
Eventually, all the empty spaces on the board are filled, and the player with the most colored globs wins. In single-player mode if the human player wins, they must face a more difficult computer opponent in the next round. The game is over when time runs out, regardless if you're winning or not. You can 'buy-in' at any time.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
Released in May 1991.
Distributed in Japan and Asia by Capcom.
$end
$info=athena,
$Edit this entry at Arcade-History.com
$bio
Athena (c) 1986 SNK.
This is a pretty hard platform game where you take the role of Athena fighting your way through different worlds inhabitated by all kinds of different enemies, ranging from moving pears to huge golems and flying devils.
You start out with nothing more than your feet to fight with and no more protection than Athena's underwear (she actually loses her dress in the intro to the first world) but can collect a huge number of different weapons and armour, as well as a great number of power-ups ranging from the usual more-power-for weapon or armour, through boots that allow her to jump higher and wings for flying, to one where Athena becomes a semi-god and actually growths to twice her usual size and gets a huge burning sword and full armour.
The worlds are filled with stone blocks that can be smashed when searching for secrets and items, as well as several levels connected by ladders or other means of transportation.
Athena is a great game, and will give even the most hardened platform-player a real challenge, for it is NOT an easy game, even with the dip switches in 'Easy' mode.
- TECHNICAL -
Game ID : 'UP'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
The main character, Athena, appears in The King of Fighters series.
The 'Athena' logo on the title screen appears in 1991's "Sengoku" by SNK. In level 2, there is a store called 'Boutique Athena' in the background with the original 'Athena' logo.
- TIPS AND TRICKS -
* Test mode : hold START during machine boot.
* Something not found in the manual to this game is that there exists a 'secret' mode of the game - if you set dip switch 7 of bank 2 to 'ON' you will get one life less than usual (2 instead of 3 or 5), but the life meter will start at 22 and not 12 or 14 which is the standard. This will make the game much more interesting.
* Every time you die you loose every equipment you collected up to that point, unless you also have a 'K' Item in your inventory. If you have it, when you die you will only loose the 'K' but keep the rest of the items.
* There is a secret level that can be reached collecting a magic key on the Ice, Hell or Sky world. Other may exists. This world is called 'World of Labirinth'.
When you complete the 'world of labirinth', you will meet an angel. Do NOT attack her, but wait until she drops an harp. If you collect it, it will work as a perpetual 'K' item, and you will never loose your items again when you die.
* When you complete the 'World of labirinth', you will be returned to the level following to the one you picked up the key on.
- SERIES -
1. Athena (1986)
2. Psycho Soldier (1987)
- PORTS -
* Consoles :
Nintendo Famicom (1987)
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
$end
$info=atehate,
$Edit this entry at Arcade-History.com
$bio
Athena no Hatena ? (c) 1993 Athena.
A Japanese quiz game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Goodness, Athena?'.
$end
$info=atlantol,
$Edit this entry at Arcade-History.com
$bio
Atlant Olimpic (c) 1996 Georgia.
A multi-event sport game - an update of Konami's 1983 classic, "Track and Field" - released to tie in with the 1996 Olympic Games, held in Atlanta, USA.
The events on offer are identical to those of the original game :
* 100M DASH - Run as fast as possible.
* LONG JUMP - Run to the take-off board then choose angle of jump (45 is optimal).
* JAVELIN - Run to the line then choose angle of throw (42 is optimal).
* 110M HURDLES - Run and time jumps over the hurdles.
* HAMMER THROW - As the athlete spins faster and faster, time release of hammer and angle of throw (45 is optimal).
* HIGH JUMP - The athlete will run to the bar, just as he reaches it, use Action button to start the jump and hold down the action button to reduce the angle of climb, i.e. you start going straight up at 90 degrees if you tap the button just once. Use run buttons while in the air to gain extra height.
- TECHNICAL -
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 4
Control : 2-way joystick (for running)
Buttons : 1 (Jump/Throw)
In a 4-player game on an upright cabinet, players 1 and 3 share player 1's control, and players 2 and 4 share player 2's control.
- TRIVIA -
This bootleg was only released in Italy. The only notable differences between this and the original "Track and Field" lie in a number of small changes to the background graphics (to tie the game in with Atlanta), and a greater visual variety of athletes; with both male and female competitiors represented; the male athletes now sporting beards instead of the moustaches of the original.
There is also a greater variety in the athletes' skin tones on the game's title screen, giving the game a more 'international' flavour.
$end
$info=acitya,
$Edit this entry at Arcade-History.com
$bio
Atlantic City Action (c) 1984 Epos.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 1
Buttons : 6
- TRIVIA -
This game is also known as "Boardwalk Casino".
$end
$info=atomboy,
$Edit this entry at Arcade-History.com
$bio
Atomic Boy (c) 1985 Irem.
A platform game where you must climb around lattice of pipes to deactivate power switches for main computer while avoiding robots. Jump on generators to send out disrupters and kill robots.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : I8039 (@ 533.333 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 260
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in July 1985.
Licensed to Memetron.
This game is also known as "Wily Tower".
- UPDATES -
In difference of "Wily Tower", Atomic Boy has a storyline.
$end
$info=atomicp,
$Edit this entry at Arcade-History.com
$bio
Atomic Point (c) 1990 Philko.
In this puzzle game, a collection of colored blocks appears on the screen along with 2 glowing diamonds. Single colored blocks fall from the top of the playfield and your task is to complete a horizontal row on the same level that each flashing diamond appears.
- TECHNICAL -
Sega System 16B hardware
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=atompunk,
$Edit this entry at Arcade-History.com
$bio
Atomic Punk (c) 1991 Hudson Soft.
In the future, fight competitions among robots are the most popular event. Bomber Man & King Bomber are the supreme champions, however King Bomber turns evil and attacks mankind with his loyal minions. Bomber Man & his brother Bomber Man 2 must defeat these henchmen and show King Bomber that crime just doesn't pay! Features cute graphics & music and insanely addictive gameplay. Have a blast, but don't get blasted yourself!!! :D
- TECHNICAL -
Irem M-90 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Irem.
This game is known in Japan as "Bomber Man" and in Europe as "Dynablaster".
- UPDATES -
The US version is slightly different than others, it has the 'Winners Don't Use Drugs' screen during the attract mode.
- SERIES -
1. Bomber Man (1987, Nintendo Famicom)
2. Atomic Punk (1991)
3. New Atomic Punk - Global Quest (1992)
4. Bomber Man II (1992, Nintendo Famicom)
5. Bomber Man '93 (1992, NEC PC-Engine)
6. Super Bomber Man (1993, Nintendo Super Famicom)
7. Bomber Man '94 (1994, NEC PC-Engine)
8. Super Bomber Man 2 (1994, Nintendo Super Famicom)
9. Super Bomber Man 3 (1995, Nintendo Super Famicom)
10. Super Bomber Man 4 (1996, Nintendo Super Famicom)
11. Neo Bomber Man (1997)
12. Super Bomber Man 5 (1997, Nintendo Super Famicom)
13. Bomber Man Online (2001, Sega Dreamcast)
$end
$info=robokid,robokidj,robokdj2,
$Edit this entry at Arcade-History.com
$bio
Atomic Robo-Kid (c) 1988 UPL.
A horizontally scrolling shoot'em up featuring great anime graphics and giant bosses.
- TECHNICAL -
Game ID : UPL-88013
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1988.
- UPDATES -
In the Japanese version, the highscore table contains the entire name compared to only 3 letters on the other version.
- TIPS AND TRICKS -
* Choose Start Level :
1) After inserting a coin, press p1 attack button while pressing 1p start.
2) Enter the code (codes appear after Act5 at the beginning of the level).
- STAFF -
Game designer : Tsutomu Fuzisawa
Chief programmer : Toshio Arai
Character designers : Tsutomu Fuzisawa, Tokuhisa Tazima
Background designers : Noriko Nihei, Akemi Tsunoda
Effects : Kohji Abe
Compose & Music : Mecano Associates
- PORTS -
* Consoles :
NEC PC-Engine (1989)
Sega Mega Drive (1990)
* Computers :
Commodore C64 (1990)
Atari ST (1990)
Commodore Amiga (1990)
Sharp X68000 (Year unknown)
$end
$info=chelnov,chelnovu,
$Edit this entry at Arcade-History.com
$bio
Atomic Runner Chelnov - Nuclear Man, The Fighter (c) 01/1988 Data East.
A horizontally scrolling platform shoot-em-up in which the player controls Chelnov, a former coal miner caught up in a Chernobyl-like nuclear accident. Now possessing superior physical strength and agility, Chelnov is determined to escape the Eastern Bloc country he called home and run and jump across the world to finish in the US.
What distinguishes this game from others of its genre is its use of forced scrolling. The screen moves continuously from left to right and players must negotiate the game's many obstacles and enemies without the benefit of dictating their speed of progress. Enemies attack from left, right, above and below and Chelnov can switch the direction he's facing to attack enemies that are behind him. Some enemies carry different types of weapons and power-ups and when they are shot the power-ups drop to the ground and can be picked up.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Buttons : 3
- TRIVIA -
This game is known in Japan as "Atomic Runner Chelnov - Tatakau Ningen Hatsudensho".
This game came out a couple of years after Russia's Chernobyl power plant accident. One of Japan's prestigious newspaper 'Asahi Shinbun' had article about the title of this game and its imprudent attitude, Data East responded that Chelnov was a sequel to Karnov and that it had no relation to the accident.
Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.
- UPDATES -
The US version & the Japanese version of Chelnov have different gameplay.
- STAFF -
Program : Inoue, Akiyama, Haga
Hard : Shinozaki
Sound : Hara, Yoshida Hiroaki, Kiuchi, Tenno
Graphic : Masanori Tokoro, J.S, Mix Man, Ritsu. T
- PORTS -
* Consoles :
Sega Mega Drive (1992)
* Computers :
Sharp X68000 (1988)
$end
$info=chelnovj,
$Edit this entry at Arcade-History.com
$bio
Atomic Runner Chelnov - Tatakau Ningen Hatsudensho (c) 1988 Data East.
A horizontally scrolling platform shoot-em-up in which the player controls Chelnov, a former coal miner caught up in a Chenobyl-like nuclear accident. Now possessing superior physical strength and agility, Chelnov is determined to escape the Eastern Bloc country he called home, and run and jump across the world to finish in the US.
What distinguishes this game from others of its genre is its use of forced scrolling. The screen moves continuously from left to right and players must negotiate the game's many obstacles and enemies without the benefit of dictating their speed of progress. Enemies attack from left, right, above and below and Chelnov can switch the direction he's facing to attack enemies that are behind him. Some enemies carry different types of weapons and power-ups and when they are shot the power-ups drop to the ground and can be picked up.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The subtitle of this game translates from Japanese as 'Fighting Human Power Plant'.
This game is known outside Japan as "Atomic Runner Chelnov - Nuclear Man, The Fighter".
This game came out a couple of years after Russia's Chernobyl power plant accident. One of Japan's prestigious newspaper 'Asahi Shinbun' had article about the title of this game and its imprudent attitude, Data East responded that Chelnov was a sequel to Karnov and that it had no relation to the accident.
Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.
- UPDATES -
The US version & the Japanese version of Chelnov have different gameplay.
- STAFF -
Program : Inoue, Akiyama, Haga
Hard : Shinozaki
Sound : Hara, Yoshida, Kiuchi, Tenno
Graphic : Masanori Tokoro, J.S, Mix Man, Ritsu. T
- PORTS -
* Consoles :
Sega Mega Drive (1992)
* Computers :
Sharp X68000 (1988)
$end
$info=attckufo,
$Edit this entry at Arcade-History.com
$bio
Attack UFO (c) 1980 Ryoto Electric.
- TECHNICAL -
Main CPU : M6502 (@ 1.022727 Mhz)
Sound Chips : Custom (@ 1.022727 Mhz)
Screen orientation : Vertical
Video resolution : 176 x 184 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way Joystick
Buttons : 1
- TRIVIA -
UFO stands for 'Unidentified Flying Object'.
$end
$info=aurail,aurail1,aurailj,
$Edit this entry at Arcade-History.com
$bio
Aurail (c) 1990 Sega / Westone.
An overhead-view shoot'em up where you pilot a super tank of the future, that looks like a battle mek, and blow everything up. Collect power-ups to increase shields and operate the remote attack drone. Features tunnel levels with a first-person view.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0168
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Chief programmer : Takanori Kurihara
Sprite designer : Masanori Yoshihara
BG designers : Hiromi Kurihara, Maki Ohzora
Music composers : Sinichi Sakamoto, Napalm Hiromitsu
Assistant director : Yoshihisa Shimizu
Programmer : Naoki Hoshizaki
CG designers : Mina Morioka, Susumu Konno, Tomoko Nakayama
Supervisor : Michishito Ishizuka
CG operater : Yutaka Hirata
Director : Ryuichi Nishizawa
$end
$info=av2mj1bb,
$Edit this entry at Arcade-History.com
$bio
AV2 Mahjong No.1 Bay Bridge no Seijo (c) 02/1991 Miki / AV Japan.
A mahjong game utilizing prerecorded tape to show you your prizes!
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Adult Video Mahjong No. 1 Blessed Lady of the Bay Bridge'.
- SERIES -
1. AV2 Mahjong No.1 Bay Bridge no Seijo (1991)
2. AV2 Mahjong No.2 Rouge no Kaori (1991)
$end
$info=av2mj2rg,
$Edit this entry at Arcade-History.com
$bio
AV2 Mahjong No.2 Rouge no Kaori (c) 1991 Miki / AV Japan.
A mahjong game utilizing prerecorded tape to show you your prizes!
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese a 'Adult Video Mahjong No. 2 Rouge Fragrance'.
- SERIES -
1. AV2 Mahjong No.1 Bay Bridge no Seijo (1991)
2. AV2 Mahjong No.2 Rouge no Kaori (1991)
$end
$info=avalnche,
$Edit this entry at Arcade-History.com
$bio
Avalanche (c) 04/1978 Atari.
Avalanche is a two-dimensional game of skill. You control a multi-storied platform with a spinner-knob. Your goal is to prevent the falling rocks from ever reaching the ground. There are six rows of rocks to deal with. You start with a six-storied platform and you lose one platform per row of rocks cleared. You score points for those rocks you prevent from reaching the ground. Of course, the farther the row of rocks, the smaller and faster they become. Your ultimate goal is to get enough points so that you can continue your game should you lose your first one. Get your hard hat out and prepare to catch some rogue rocks.
- TECHNICAL -
Cabinet dimensions : 66'' (168cm) high x 26'' (66cm) wide x 27'' (68cm) deep. Monitor : 23'' B/W.
Game ID : 030574
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 1
Control : Rotating knob (LEFT and RIGHT)
Buttons : 1 (SERVE)
Avalanche shipped in a cool looking black and white cabinet. It has three-color painted sideart which shows a group of falling boulders. This title does not have a marquee, instead the monitor bezel extends all the way to the top of the cabinet (this game was seldom converted because of that). The monitor bezel is decorated with a brownish scene of dirt and rocks, and has a clear semi-circular are that shows the black and white monitor within. The game uses a set of color overlays to simulate color on the otherwise monochrome screen. The control panel is decorated with a brown overlay showing large cracks in the earth, and it has a single optical spinner mounted in the center, with buttons far off to each side.
- TRIVIA -
1978 proved to be a pivotal year in the arcade industry. Atari was still the big name in arcade games, but that title would soon be threatened. A relatively unknown company out of Japan called Taito partnered up with the well known company Midway in the United States. The game that took the world by storm was called "Space Invaders". It proved to be such a huge success, quarter shortages were reported due to all the gameplay. This also meant that other arcades that came out during 1978 received significantly less patronage. Therefore, Avalanche didn't do very well at the arcades. Many of Atari's games from this period were based more on the skill of the player then anything else. Although Atari released many memorable arcade games after this period, times would never be the same. With the big videogame collapse during the early 80's coupled with poor management, Atari started a downward spiral it would never recover from.
This game was released by Sidam as "Cascade".
- SCORING -
The score for each rock corresponds to its row number. Rows are numbered 1-6 starting from the lowest row and moving up. Therefore, the rocks values are :
Row 1 : 1 point
Row 2 : 2 points
Row 3 : 3 points
Row 4 : 4 points
Row 5 : 5 points
Row 6 : 6 points
- TIPS AND TRICKS -
* When you start the game, you will see six rows of rocks. Each row contains 32 rocks in it. At the bottom of the screen you will have your six-story platform to catch the falling rocks. Gameplay starts as soon as you press the SERVE button or after five seconds, whichever comes first. First, you must know how the game works so you can better play it :
1) You start with a six-story platform. Each time a row of 32 rocks is cleared (either by you catching it or it hits the ground), you lose one story and the remaining platform(s) become shorter.
2) Every two rows of rocks (64 rocks) become smaller then the previous two rows. In addition, they travel faster down toward your platform(s).
3) If you happen to clear out all six rows of rocks, the game will reload the top with more rocks. You will now start with a three-story platform. If you clear those rows, it will be a two-story platform. The final re-loading of rocks will give you a single platform to catch rocks with. You can only have a maximum of three rock refills (not counting the initial rocks at the beginning of the game).
* The maximum score you can get on each level is 687 points.
* When you are playing the game, only concentrate on catching the rocks with your bottom platform. If you have a multi-storied platform, you will catch a lot of the rocks before they even reach the bottom platform. Of course, in the later rows, this won't be the case.
* If you happen to get a miss, all the rocks that were falling will be placed back at the top (including the one you missed).
* Learn not to spin the control knob. This prevents you from losing control of where your platform is. Instead, learn how to turn it gently to where you need to go. There is enough time to move from side to side.
* Speaking of placement, always try to keep near the middle. That way you can react faster to where the rocks are falling instead of going all the way left or right all the time.
* Whenever you either clear a screen or get enough points for extended play, there is a couple of second delay while the board sets up.
- STAFF -
Designed and programmed by : Dennis Koble
- PORTS -
* Consoles :
Atari 2600 ("Kaboom!")
* Computers :
Vic 20 ("The Sky is Falling")
Tandy Color Computer 2 (1981, "Popcorn")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=avengers,avenger2,
$Edit this entry at Arcade-History.com
$bio
Avengers (c) 1987 Capcom.
An overhead-view vertically scrolling beat'em up.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Punch, [B] Kick
- TRIVIA -
Released in February 1987.
This game is known in Japan as "Hissatsu Buraiken".
- STAFF -
Direction : Piston Takashi
Game planning : Moomin Hiroyuki
Character designers : Short Arm Seigo, Haniwa Kazunori, Puttun Midori, Takeuma Youji, Dekopachi Hiroko, Sakeguse Kohichi, Donald Chiyomi
Program : Popo Yumiko
Hard planning : Mokkori Masa
Sound and music : Tamayo Kawamoto (Golden Tamayo), Yoshihiro Sakaguchi (New Half Yoshihiro)
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=avengrgs,avengrgj,
$Edit this entry at Arcade-History.com
$bio
Avengers In Galactic Storm (c) 1995 Data East.
18 3-D rendered Marvel Comics characters battle in this 1-on-1 fighting game featuring 16 stages. Each character has 4 helper characters that can be brought into play.
- TECHNICAL -
Data East MLC System hardware
Game ID : MCG
Main CPU : SH-2 (@ 21 Mhz)
Sound Chips : YMZ280B (@ 14 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light punch, [B] Strong punch, [C] Light kick, [D] Strong kick
- STAFF -
Project Manager : Iwao Horita
Project Leader : Naomi Susa
Game Planner : Makoto Kikuchi
Programmer : Hal, Sin, T. Katahata, Zou6 Kagenobu
Graphic Designer : Mighty Ino, H. Shibahara, Shintaro T., M. Nozu, Gorimori, Oguri, Y. Kaihou, Shinobu Suzuki
Sound : Atomic Hanada, Ring Ring, Takuto, Shogo
Hardware : T. Hasumi
$end
$info=avspirit,
$Edit this entry at Arcade-History.com
$bio
Avenging Spirit (c) 1991 Jaleco.
While walking out with his girlfriend the game's hero is ambushed by unknown enemies who snatch his girlfriend and shoot the hero dead. Now, as a wandering spirit with the ability to possess almost anybody he comes across, the hero is summoned by his girlfriend's father and given a mission to save her from the mysterious crime syndicate that holds her hostage. Only then can the hero rest in peace.
The player's character 'inhabits' a body with which to combat the game's enemies. When that body is killed, providing there is a living enemy nearby (other than that of a boss) the player can posses them and continue playing. Each time this is done, it costs the player some of their 'spirit energy'. Should the hero die when there are no enemies close by for the player to possess; the game is over.
- TECHNICAL -
Jaleco Mega System 1-B hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Jump
- TRIVIA -
Released in May 1991.
This game is known in Japan as "Phantasm".
- TIPS AND TRICKS -
* Good ending : you must find the three keys to unlock the door in which your girlfriend is held hostage in order to see the good ending.
- STAFF -
Total planner : Toku
Game designer : Myaa
Programmer : T. Hata
Character designers : Sanbo, H. Mamoru
B.G. designers : Seven Star, C 57
Sound producer : Tykoon Mori
Sound composer : Studio O. K.
- PORTS -
* Consoles :
Nintendo Game Boy (1992)
$end
$info=aztarac,
$Edit this entry at Arcade-History.com
$bio
Aztarac (c) 1983 Centuri.
The actual game has you piloting a little space tank. The tank and its turret are controlled independently, which allows you to move in one direction while shooting in another. Your mission is to guard various space outposts from hordes of incoming enemy ships. Each level will have several outposts all clustered together in the center. If an enemy ship touches an outpost, then the outpost is destroyed. You can activate a long range scanner by using your second button. This allows you to locate enemies before they get close, that way you can fly off and get them before they even have a shot at the outposts.
- TECHNICAL -
Aztarac was only available in an upright dedicated cabinet. You might remember this title as the game that had a round plastic bubble over the monitor. Basically the monitor bezel stuck out towards the player. This provided a nice 'warp' effect on the center area of the game. The marquee simply had a yellow 'Aztarac' logo floating over a blue grid. The control panel had similar grid graphics and featured an analog joystick that had two buttons, along with an optical spinner. The sideart on this title was a painted Aztarac logo, along with a geometric spaceship, and a whole bunch of stripes. This sideart is easily repaintable due to the simple design. It has been said that only 500 units were built.
Cabinet dimensions : 73'' (185,42cm) high x 28'' (71,12cm) wide x 32'' (81,28cm) deep. Weight : 330 lbs (150 kg). Monitor : Wells Gardner 19K6401 color X-Y.
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (4x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 32768
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This is the second and last Vector based game ever produced by Centuri.
Here is a copy of an original game proposal document by Tim Stryker : Defend the starbase from alien invaders (sounds really novel so far, right?). Ship is maneuverable in two dimensions, has laser weaponry, and can use radar to locate menacing planetoids and enemy squadrons. Enemy squadrons come in two flavors : slow, Space-Invader-like phalanxes of twenty to forty ships bearing rockets, and fast, elite loners bearing lasers. Field of play (the simulated 'universe') is considerably larger than what can be seen on the screen at any one time : the player's ship is always displayed at the center of the screen and only 'sees' the portion of the universe within a given radius about its current position. Enemy ships attack from random points around the compass, bent on destroying the starbase, but will engage the player's ship if it presents itself. Ship has limited fuel and laser energy, but may return to starbase to refuel and recharge at any time. Points are awarded for each enemy craft destroyed, and are deducted for each defending ship lost. Game ends when starbase is destroyed by enemy; limitation of playing time is achieved through gradual escalation of enemy attacks.
Tim committed suicide in the Blue Mountains of Colorado in August of 1996 for unknown reasons. On the night of Aug. 6, Tim Stryker, 41, pulled off a remote road in the Blue Mountains in northwest Colorado, stepped out of his car, put a shotgun to his head and pulled the trigger.
Dennis Bartlett holds the official record for this game with 142,390 points on February 11, 1984.
- TIPS AND TRICKS -
* Programmer's name : spinning the spinner at a high rate during parts of the attract-mode will result in the programmer's name (Tim Stryker) appearing in approximately 3-inch-high letters across the center of the screen.
- STAFF -
Designed and programmed by : Tim Stryker
$end
$info=azurian,
$Edit this entry at Arcade-History.com
$bio
Azurian Attack (c) 1982 Rait Electronics.
A simple shoot'em up game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Azurian Attacks shares some similar sounds with "Galaxian" (probably ripped).
$end
$info=bwings,bwingso,bwingsa,
$Edit this entry at Arcade-History.com
$bio
B-Wings (c) 1984 Data East.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : (2x) M6809
Sound CPU : DECO
Sound Chips : (2x) AY8910, DAC
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Battle Wings".
Game programmer used a Millennium 95085 Microsystem Emulator to program this game.
- STAFF -
Game programmer : Akira Sakuma
- PORTS -
* Consoles :
Nintendo Famicom (1986)
$end
$info=bcstry,bcstrya,
$Edit this entry at Arcade-History.com
$bio
B.C. Story (c) 1997 SemiCom.
An Olympic type game set in the Stone Age.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz)
Sound CPU : Z80 (@ 3.42719 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Executive Producer : Jeon Jae Yeon
Game Designer : Jeon Seok Gee, Cho Seok Jin, Chung Il Bong
Programmer : Chung Il Bong
Illustration Designer : Han Seung Hoon, Jee Sung Il, Kim Kyung Hee
Graphic Designer : Cho Seok Jin, Cho Oh Hyun, Eum Yong Wum
Sound/Effect : Shin Bong Gu
Hardware Designer : Jee Deok Kyu, Park Hoon Yong, Kim In Seok, Kim Myung Seok
$end
$info=botss,
$Edit this entry at Arcade-History.com
$bio
B.O.T.S.S. - Battle Of The Solar System (c) 1992 Microprose.
You take control of a giant war robot in a futuristic war zone to battle with other similarly massive and horribly be-weaponed robots. The game is filled with 3D graphics and animations. The game has different war zones to test your robot skills, the later ones are pure mayhem, with mega powerful warbots blasting you with laser beams, plasma cannons and even nuclear missiles.
- TECHNICAL -
Cabinet dimensions : 72'' high x 34,5'' wide x 62'' deep.
Cabinet weight : 445 lbs.
Main CPU : 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 576 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768
Players : 1
Control : 8-way Joystick
- TRIVIA -
This was the second coin-op game from Microprose.
- STAFF -
Project Leader / Programming : Kerry E. Wilkinson
Design : Doug Kaufman
Art : Murray Taylor
Programming : Scott Elson, Alan Rock
Engineering : Jeff Dembiec
Quality Assurance : MPS Labs
Sound/Music : Jim McConkey, Allen Black, Jay Britton, Mike Sottong
Vocal Effects : Anita Amrhine
$end
$info=brapboys,
$Edit this entry at Arcade-History.com
$bio
B.Rap Boys (c) 1992 Kaneko.
A side scrolling beat'em up. Three characters, one on a skateboard, one on a bike and one on rollerskates fight various enemies. Features a large amount of sampled voices and several rap songs.
- TECHNICAL -
Main PCB # : ZO1DK-002
ROM PCB # : ZO1DK-EXROM
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. DJ Boy [Upright model] (1989)
1. DJ Boy [Cocktail model] (1989)
2. B.Rap Boys (1992)
$end
$info=bssoccer,
$Edit this entry at Arcade-History.com
$bio
Back Street Soccer (c) 1996 SunA.
A Korean street soccer game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz), (2x) Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (4x) DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Unico for distribution.
Characters' sprites are clearly ripped from a SNK Neo-Geo MVS game called "Street Hoop", a basketball game from Data East.
The game's continue screen features pictures of world famous soccer players such as Diego Maradona, Jurgen Klinsmann and Roberto Baggio as backgrounds. The pictures also appeared when you complete the game.
One of the music tracks in this game features voice samples from the console basketball game Jammit, such as 'Mama said knock you out!' and 'Time to bust yo grill, sucka!'.
$end
$info=backfire,backfira,
$Edit this entry at Arcade-History.com
$bio
Backfire! (c) 1995 Data East.
A rally-type racing game.
- TECHNICAL -
Main CPU : ARM (@ 7 Mhz)
Sound Chips : YMZ280B (@ 14 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : Paddle
Buttons : 6
- STAFF -
Software : W. Iida, Zou6 Kagenobu, 3.2.1
Graphic : Hitomin, Arakawa, S.Satoh, Takechang, Emimin, Tsukapon
Sound : Maro
Hard : Masao
Co.Driver : Steve Miller, Yasuko Ohara (Mrg Enterprise Inc)
Zatsuyou : Penta
$end
$info=backgamn,
$Edit this entry at Arcade-History.com
$bio
Backgammon (c) 1990 ADP.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.8432 Mhz)
Palette colors : 256
$end
$info=baddudes,
$Edit this entry at Arcade-History.com
$bio
Bad Dudes vs. Dragonninja (c) 1988 Data East.
A 1- or 2-player sideways scrolling platform beat'em up featuring the 'Bad Dudes', 2 government agents who must fight against the Dragon Ninja and his minions in order to save the President of the USA - at this time, Ronald Reagan. At the end of each level, players must defeat end-of-level bosses, one of which is Karnov himself.
- TECHNICAL -
Main CPU : 68000
Sound CPU : M6502
Sound Chips : YM2203, YM3812, OKI6295
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1988.
This game is known in Japan as "Dragonninja".
'Bad Dudes' acquired something of a cult status, due in no small part to its tongue-in-cheek humour; such as the game's introduction by a Secret Service agent informing the player that 'President Ronnie has been kidnapped by the Ninjas. Are you a bad enough dude to rescue Ronnie?' After saving the President, Reagan appears in the Oval Office and delivers the line : 'Hey Dudes Thanks, for rescuing me, let's go for a burger...'.
The game includes a cameo appearance by "Karnov" (a hero in his own Data East game), who oddly enough, appears as an enemy boss rather than the good guy this time around!
The trucks on the second stage say 'Kikuchi Co., Ltd'. Kikuchi Co is a real company established on November 1953 in Japan. It manufactures and sells automobile body frame components and it is affiliated to Honda.
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
A Bad Dudes vs. Dragonninja unit appears in the 1990 movie 'Robocop 2', and in the 1989 movie "Parenthood".
- UPDATES -
The Japanese version, "Dragonninja", has a different ending sequence to that of the US version.
- STAFF -
Planner : Makoto Kikuchi
Programmers : Tomotaka Osada, Masaaki Tamura, Nobusuke Sasaki, Naomi Susa, Kenji Takahashi
Graphic designers : Dot Man, Mix Man, Monsieur Micky, Torba-RR, OK Youichi, Kansaiman, Milky Kikuchi
Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)
- PORTS -
One of the many home computer conversions that appeared at the time - namely that of the Commodore Amiga - is notorious for omitting the 'jump' function, rendering the game completely unplayable past the first level. The game was re-released in budget form three years' later and the jump function was, unbelievably, STILL omitted.
* Consoles :
Nintendo Famicom (1989)
* Computers :
PC [MS-DOS] (1988)
Commodore Amiga (1989)
Atari ST (1989)
Commodore 64 (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Apple II
$end
$info=badlands,
$Edit this entry at Arcade-History.com
$bio
Bad Lands (c) 1989 Atari Games.
It has been 50 years since the nuclear disaster. The sport of sprint racing is now a ruthless battle between armed cars. These races take place on tracks built in the ruins of the dangerous nuclear zone known only as the BADLANDS. It's all-out war on the track as players blast away at the drones (and each other) to finish first. Players shoot play-field targets for extra points and bonus missiles.
Bonus wrenches appear at regular intervals which can be collected and used to upgrade the player's vehicle. The available upgrades are : missiles, tires, turbo, increased speed, and shields. This was to be Atari's last game in the 'Sprint' series.
- TECHNICAL -
Game ID : 136074
Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Unlike its two most famous prequels, "Championship Sprint" and "Super Sprint", Bad Lands used a standard resolution monitor instead of the medium resolution monitor used in the past. This means the cars are somewhat larger and, because of this scale issue, the tracks feel smaller and more cramped than in other games in the series. As a result of this, only three cars compete, instead of the four vehicles that appeared in earlier games.
Bad Lands re-uses some of the sounds from Championship Sprint and Super Sprint, particularly notable when bonus wrenches are collected.
- SERIES -
1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)
- STAFF -
Staff : Norm Avellar, Sam Comstock, Brad Fuller, Tim Hubberstey, Glenn McNamara, Kris Moser, John Paul, Kelly Turner, Wade Winblad
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")
Microsoft XBOX (2005, "Midway Arcade Treasures 3")
Nintendo GameCube (2005, "Midway Arcade Treasures 3")
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Atari ST (1990)
Commodore Amiga (1990)
Amstrad CPC
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=bagman,bagmans,bagmans2,bagmanmc,
$Edit this entry at Arcade-History.com
$bio
Bagman (c) 1982 Valadon Automation.
A platform game in which the player manoeuvres 'Bagman' through various mine shafts picking up money bags and placing them in the wheelbarrow at the surface of the mine.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Also licensed to Stern for US distribution (January 1982).
Jerry McCloskey holds the official record for this game with 6,840,850 points on August 2, 1983.
This game is known in France as "Le Bagnard".
A bootleg of this game runs on the "Moon Cresta" hardware.
- SERIES -
1. Bagman (1982)
2. Super Bagman (1984)
- PORTS -
* Computers :
Commodore C64 ("Bagitman")
Commodore C64 ("Gilligan?s Gold")
$end
$info=bakatono,
$Edit this entry at Arcade-History.com
$bio
Baka Tono-sama Mahjong Manyuki (c) 12/1991 Monolith.
Early Neo-Geo mahjong game with a somewhat comical medieval Japanese setting.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0036
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Stupid Feudal Lord's Mahjong Travelogue'.
Baka Tono-sama is a character created by famous Japanese comedian Ken Shimura. The character of Baka Tono-sama is a parody of a feudal Japanese lord. His name translated means 'Stupid Feudal Lord'. Both Baka Tono-sama and his creator Ken Shimura are extremely popular in Japan.
$end
$info=bakubaku,
$Edit this entry at Arcade-History.com
$bio
Baku Baku Animal - Sekai Shiikugakari Senshuken (c) 1995 Sega.
A "Columns" style puzzle game where you attempt to line up blocks featuring the animal's favorite food. When this happens, the animal eats the food causing the other player to receive more blocks.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in April 1995.
The title of this game translates from Japanese as 'Gobble Gobble Animal - World of Champion Zookeepers'.
- PORTS -
* Consoles :
Sega Saturn (1996)
Sega Game Gear (1996)
Sega Master System ("Baku Baku" - Tec Toy).
* Computers :
PC [MS Windows 95, CD-Rom] (1996)
* Ohers :
Mobile phones (2002)
$end
$info=bakubrkr,
$Edit this entry at Arcade-History.com
$bio
Bakuretsu Breaker (c) 1992 Kaneko.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), OKI6295 (@ 15.151 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Exploding Breaker'.
This game is known outside Japan as "Explosive Breaker".
- STAFF -
Program : Y. Shintani, S. Igarashi
Graphics : K. Matsuoka, A. Funatsu, T. Takei, Y. Kubo, T. Yoshikawa, Y. Nakamura, T. Inoue
Sounds : Tatsuya Watanabe, Y. Wada, Y. Sakakura
Hardware : H. Morinaga
Tools : F. Komori, Y. Higashino
Technical advice : M. Kanaoka
Debugging : A. Takahashi, Yukihiro Yamazaki, Y. Ozaki, N. Tada
Management : N. Tanaka
Producer : Hiroshi Kaneko
$end
$info=bkrtmaq,
$Edit this entry at Arcade-History.com
$bio
Bakuretsu Quiz Ma-Q Daibouken (c) 1992 Namco.
A Japanese quiz with a safari / anti-terrorist theme.
- TECHNICAL -
Namco System NA-1 hardware
Game ID : MQ
Main CPU : 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Magical Q Great Adventure Exploding Quiz'.
$end
$info=bakutotu,
$Edit this entry at Arcade-History.com
$bio
Bakutotsu Kijuutei - Baraduke II (c) 1988 Namco.
A horizontally scrolling shoot'em up.
- TECHNICAL -
Namco System 1 hardware
Game ID : BK
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Big Assault Machine Gun Base - Baraduke II'.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.3 - VDR-5278) on 16/12/1988.
- SERIES -
1. Baraduke (1985)
2. Bakutotsu Kijuutei - Baraduke II (1988)
- STAFF -
Music composed by : Norio Nakagata, Takane Okubo
$end
$info=balcube,
$Edit this entry at Arcade-History.com
$bio
Bal Cube (c) 1996 Metro.
This is an "Arkanoid"-type game with a few twists. Instead of controlling a paddle, you control the ball itself by altering its momentum using the joystick. Various blocks (squares, triangles, and special blocks containing powerups) advance down from the top of the sceen. The player dies when the ball goes down through a hole in the bottom of the screen, or if the blocks reach the bottom of the screen. When you die, you start over at the beginning of the level. Although the game has a ball and paddle look and feel, puzzle elements come into play later in the game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in July 1996.
$end
$info=bballoon,
$Edit this entry at Arcade-History.com
$bio
Balloon & Balloon (c) 2003 Eolith.
$end
$info=ballbomb,
$Edit this entry at Arcade-History.com
$bio
Balloon Bomber (c) 1980 Taito.
A simple shoot'em up.
- TECHNICAL -
CPU Board Number : AA017757
Audio/IO Board Number : CV070005
ROM Board Number : AA017756A
Prom Stickers : TN01-09
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz), Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Releasedin March 1980.
Also released as a Cocktail model : "T.T Balloon Bomber".
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=ballbros,
$Edit this entry at Arcade-History.com
$bio
Balloon Brothers (c) 1992 East Technology.
A puzzle game similar to "Tetris" but with different colored balloons in different shapes. Instead of falling blocks, the balloons float to the top. Completing a full row across will make that row disappear.
- TECHNICAL -
Taito X System hardware
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=pc_bfght,
$Edit this entry at Arcade-History.com
$bio
Balloon Fight (c) 1984 Nintendo.
In Balloon Fight, you control a person who flies around with two balloons on his back. You have to defeat men in bird costumes, who have one balloon on their backs. When the balloon is popped, the enemy will float down on a parachute, and go on the ground. Either harm it before it blows up another balloon while on the ground or on the parachute to knock it out. If you don't knock out the enemy, it will go to the next color and be stronger. If you lose one balloon, you're still in the game although you rise slower, but if you lose both, you'll lose a life. You can lose a life by falling in the water, getting hit by lightning, getting hit by an enemy, or getting eaten by a fish.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : BF
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Balloon Fight is based off of the game "Joust".
- SERIES -
1. Balloon Fight (1984)
2. Balloon Kid (1990, Nintendo Game Boy)
3. Balloon Fight GB (2000, Nintendo Game Boy Color)
- STAFF -
Music by : Hirokazu Tanaka
- PORTS -
* Consoles :
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2002, E-Reader series)
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Nintendo DS (2007, "Tingle's Balloon Fight DS") : Only in Japan available to the Platinum Club Nintendo members.
Nintendo Wii (2007, "Virtual Console")
* Computers :
NEC PC-8801 (1985)
* Others :
LCD Handheld game released by Nintendo (1986, Game&Watch - Crystal Screen) : the game is a port of the Balloon Trip Mode.
LCD Handheld game released by Nintendo (1988, Game&Watch - Wide Screen) : the game is a port of the Balloon Trip Mode.
$end
$info=jumpshot,jumpshtp,
$Edit this entry at Arcade-History.com
$bio
Bally Midway's Jump Shot (c) 1985 Bally Midway.
An early one-on-one basketball game. Score more points than your opponent to win.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Like "Shoot The Bull", Jump Shot was a 'kit game' designed to drop into a "Pac-Man" cabinet.
- STAFF -
Lead Programmer : Gary Oglesby
Artist / Animator : Brian Colin
$end
$info=baluba,
$Edit this entry at Arcade-History.com
$bio
Baluba-Louk no Densetsu (c) 1986 Able.
An explorer must get all the treasure chests while avoiding the monsters in this platform game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (3x) SN76496 (@ 2 Mhz), Custom (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 514
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Legend of Baluba-louk'.
For your information, Baluba-louk was discovered in 1985 :).
- PORTS -
* Consoles :
Nintendo Famicom ("Aigiina no Yogen - From the Legend of Baluba-louk")
$end
$info=banbam,
$Edit this entry at Arcade-History.com
$bio
BanBam (c) 1984 Sun Electronics.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)
Palette colors : 256
Players : 2
Buttons : 1
$end
$info=bandido,
$Edit this entry at Arcade-History.com
$bio
Bandido (c) 1979 Exidy.
You contol a sheriff who has been surrounded by bandits. You can move around in the middle of the screen, and pick off the bandits that have you circled in. The longer you play the quicker they move. Luckily you can move one direction, while firing another.
- TECHNICAL -
Cabinet dimensions : 67,75'' (172,085cm) high x 25,25'' (64,135cm) wide x 29'' (73,66cm) deep. Monitor : 19''.
Main CPU : 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, SN76477 (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 1
- TRIVIA -
After "Sheriff"'s release by Nintendo in 1979, it was licensed to Exidy for re-release as Bandido in January 1980 (even if title screen says 1979).
A Bandido machine was shown up at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
$end
$info=bang,
$Edit this entry at Arcade-History.com
$bio
Bang (c) 1998 Gaelco.
A cartoony first-person 2-D wild west shoot'em up game.
- TECHNICAL -
Gaelco GG-1v hardware
Main CPU : 68000 (@ 15 Mhz)
Sound Chips : GAELCO (@ 15 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 59.10 Hz
Palette Colors : 65520
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
This game is known in Japan as "Gun Gabacho".
$end
$info=bangball,
$Edit this entry at Arcade-History.com
$bio
Bang Bang Ball (c) 1996 Banpresto / Kunihiko Tashiro + Good House.
Two skateboarding mouse dudes must face many strange puzzle challenges in order to rescue their girl who has been abducted by a nasty gang of cats! Features colourful graphics and interesting game mechanics. Care to have a ball of a good time? :)
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- STAFF -
Producer : Suzuki
Game designer : Darma
Directior : Ochi
Character designer : Kunihiko Tashiro
Graphics desiners : Mao, Shibata, Yoshimura, Rie
Programmer : Machine Fire
Sound designer : Efa
Instruction card : Wyvern
$end
$info=bangbead,bangbedp,
$Edit this entry at Arcade-History.com
$bio
Bang Bead (c) 2001 Visco.
A modern "pong"-like game with selectable characters.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0259
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Return ball [B] Threat/Sliding occur [C] Miracle Swing (when maximum power)
- TRIVIA -
Released in May 2001.
This game runs on the Neo-Geo MVS (only in Europe) and was never released on the Neo-Geo AES home console.
- SERIES -
1. Battle Flip Shot (1998)
2. Bang Bead (2001)
- STAFF -
Director : Tenzi
Programmers : Bilgo Baggins (Code), Ana (Minarai)
Graphic designers : Naka, Ber, Kan, Oka, Stickman (Swordman)
$end
$info=bankp,
$Edit this entry at Arcade-History.com
$bio
Bank Panic (c) 1984 Sega.
A reaction-based shoot-em-up in which the player takes on the role of a gun-slinging Deputy, who has been charged with protecting the town bank from outlaws.
Each stage contains 12 numbered doors, with 3 doors visable on-screen at any one time. The player must scroll the screen left or right to bring other doors into view. At regular intervals, one or more doors will open to reveal either a bank customer or an outlaw. The customers must be allowed to deposit their money unharmed while the outlaws must be shot before they have a chance to shoot the deputy. Some of the outlaws must be shot twice before they are killed. If the players kills an innocent citizen, a player life is lost.
Doors will only open when they are on-screen and a level is only completed once cash has been deposited safely into the bank via each of the 12 doors. Each level has a tight time limit so it's important to ensure that the player reaches the doors that are about to be opened as quickly as possible. Imminent visitors are indicated by the presence of a bar graph that sits above each door, with a red marker indicating an approaching customer or robber.
In addition to the outlaws, players must also be wary of time bombs that occasionally appear on one of the doors; this is indicated by both a timer and an icon above the door with the bomb. The bomb must be reached and shot before the timer runs out. As well as the outlaws and customers, a small, bandy-legged cowboy occasionally appears holding gifts above his head, these can be shot for bonus points.
- TECHNICAL -
Cabinet dimensions : 69,5inch. high x 27inch. wide x 32,25inch. deep.
Main CPU : Z80 (@ 3.86712 Mhz)
Sound Chips : (3x) SN76496 (@ 3.86712 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 3
=> [A] Left fire, [B] Center fire, [C] Right fire
- TRIVIA -
Released in December 1984.
Sanritsu is the actual developer of this game, and Sega produced and distributed it. In fact, if you look through the graphical data, you can see Sanritsu's logo amongst the different tiles and sprites.
The character's names are John, Sam (with a robber behind him), Hope (tied up with rope), Mary and Ann (with a robber behind her). Your character is simply referred to as the Hero.
Alessandro Giuriato and Gary Hatt share the official record for this game with 9,999,999 points on March 5, 1985 and May 27, 1987, respectively.
- SCORING -
Killing a gunman :
Before he draws his gun : 100 or 200 points.
With the timer on 0.00 : 5,000 points for red shirt gunman (may also earn EXTRA letter).
With the timer on 0.00 : 3,000 points for green shirt gunman.
With the timer on 0.00 : 2,000 points for brown shirt gunman.
With the timer on 0.01-0.10 : 1,000 points.
With the timer on 0.11-0.15 : 800 points.
With the timer on 0.16-0.20 : 700 points.
With the timer on 0.21-0.25 : 600 points.
With the timer on 0.26-0.33 : 300 points.
Shooting the bomb : 100 points.
Deposits :
First bag of money : 200 points.
Second bag of money through the same door : 400 points.
Third bag of money through the same door : 600 points.
Fourth or more bag of money through the same door : 1,000 points.
A money bag deposited at a door with a cashier present: 1000 points bonus.
Regaining a stolen money bag : 1000 points.
Shooting the rope on a customer who is tied up: 3 bags of money worth 1,000 points each (3,000 points total).
Shooting the hats: 100 points for the first one, 200 points for the second, 300 points for the third, etc...
Shooting the bag of money after all the hats : 1,000 points bonus.
There are only three and four hats on rounds 1 and 2 respectively.
Sometimes after a woman is help up and the gunman is killed, a 500 points bonus is awarded (woman peeks in the door before it closes, winks and a red heart is shown).
Sometimes after a man is help up and the gunman is killed, a 200 points bonus is awarded (man peeks in the door before it closes, smiles and waves).
If EXTRA is spelled, the player earns an extra life plus 20,000 bonus points, and the game advances to the next level.
End of level bonuses :
Money bags 1-12 : 50 points each
Money bags 13-24 : 100 points each
Money bags 25-36 : 150 points each
Money bags 37-48 : 200 points each
Fair average bonus :
0:00 awards 10,000 points.
0:01 awards 9,000 points.
0:02 awards 8,000 points.
0:03 awards 7,000 points.
0:04 awards 6,000 points.
0:05 awards 5,000 points.
0:06 awards 4,000 points.
0:07 awards 3,000 points.
0:08 awards 2,000 points.
0:09 awards 1,000 points.
0:10 and above awards no points (game displays 'non points').
Timer bonus : 100 points per click of time remaining.
Starting on Level 3 : 20,000 points bonus for clearing level 3.
Starting on Level 6 : 60,000 points bonus for clearing level 6.
Robber Bosses must be shot twice to be killed - you get two scores based on the time of each hit.
- TIPS AND TRICKS -
* Try to always allow a gunman to draw, as you only score 100 points if he doesn't. If two or more gunmen appear take one out straight away, as it is a lot more difficult to kill more than one when they draw.
* You don't have to shoot the little guy with the hat an exact number of times, just once for each hat or more. So fire as many times as you can and you will get the bonus points.
* You should try to defuse bombs as soon as possible.
* Doors cannot be opened while you are moving, so move directly to the door you require without stopping.
* Watch the indicators above the door numbers to see which doors will be opening soon. If there are two next to each other, try to get only one of them on screen so you do not have to possibly contend with more than one gunman simultaneously.
- PORTS -
* Consoles :
Sega Master System (1987) : This port is more of a remake than a port. The scoring is very different, and it is nearly impossible to get past level 14 due to the insane speed of the shooters! The instruction booklet also has an incorrectly placed screenshot of the arcade version on page 9, and the instructions are based on the arcade version instead, making it mostly incorrect for this version.
* Computers :
Sinclair ZX Spectrum (1985, "West Bank")
Amstrad CPC (1986, "West Bank")
Commodore C64 (1986, "West Bank")
MSX
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=baraduke,
$Edit this entry at Arcade-History.com
$bio
Baraduke (c) 1985 Namco.
A horizontally scrolling shoot'em up where you try to shoot all the evil aliens while collecting cute, friendly one-eyed aliens. At the end of each level there is a chance to gain more energy.
- TECHNICAL -
Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
RAM : (8x) 6116, (4x) 2148
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in July 1985.
This game is also known as "Alien Sector".
- SERIES -
1. Baraduke (1985)
2. Bakutotsu Kijuutei - Baraduke II (1988)
- STAFF -
Sound composer : Yuriko Keino, Norio Nakagata
- PORTS -
* Consoles :
Sony PlayStation (1997, "Namco Museum Vol.5")
* Computers :
Sharp X68000 (1995)
$end
$info=barricad,
$Edit this entry at Arcade-History.com
$bio
Barricade (c) 1976 RamTeK.
A 4-player game where players move their cursors across the screen to create walls to try and surround their opponents and force them to crash.
- TECHNICAL -
Cabinet dimensions : 64'' (162,6cm) high x 33'' (83,8cm) wide x 31'' (78,7cm) deep.
Cabinet weight : 200 lbs (90,7 kg).
Monitor : 23''
Main CPU : 8080 (@ 559.062 Khz)
Sound Chips : Discrete (@ 559.062 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 4
Buttons : 4
=> Up, Left, Down, Right
- TRIVIA -
This game is also known as "Brickyard".
- SERIES -
1. Barricade (1976)
2. Barricade II
- STAFF -
Designed by : Howell Ivy
$end
$info=barrier,
$Edit this entry at Arcade-History.com
$bio
Barrier (c) 1979 Vectorbeam.
The basic idea behind Barrier is that you have to move your little marker to the end of a grid, while avoiding the other markers. Actually that is the only idea. The game is played on a 3x9 grid that is displayed at angle to make it appear to be in 3-D. You move your little triangle around on the grid, while attempting to avoid the little diamonds that are also moving around on the grid. Reaching the end of the grid teleports you back to the front of the grid.
- TECHNICAL -
Barrier ran on the Cinematronics hardware platform, which also ran such games as "Warrior", "Speed Freak", and "Star Hawk". It used a huge X-Y monitor that was almost entirely covered with a monitor bezel that only allowed the small triangular playfield to show through. Around 70 percent of the monitor's total area was hidden from the player. The monitor was too large for the cabinet, it actually poked out through a notch in the back door. The control panel featured a Start button and four directional buttons, even though this title would have been better with a 4-Way joystick. The sideart shows a picture of a blue wizard who has the playfield of the game as his body, and the same wizard is repeated on the monitor bezel that blocks out most of the screen. This game used the same cabinet as "Speed Freak", which means it had a metal marquee that did not light up. The marquee graphics were also repeated directly below the control panel, just in case you didn't see them on top of the machine.
Cabinet dimensions : 69'' (175cm) high x 25'' (64cm) wide x 26,5'' (67cm) deep.
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Buttons : 4
=> Up, Left, Down, Right
- TRIVIA -
Released in August 1979.
The 2nd programmer hired by Tim Skelly, Rob Patton, was only 17 when he joined Cinematronics. This game is very reminiscent of the old Mattel hand-held football games from the late 70's. The gameplay is not as deep, though :o). Vectorbeam didn't have a game to ship after "Speed Freak" and needed a product to sell so Cinematronics sold them "Barrier" and in the words of Tim Skelly, 'laughed our asses off about it'.
A Barrier machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Rob Patton
$end
$info=pc_bball,
$Edit this entry at Arcade-History.com
$bio
Baseball (c) 1984 Nintendo.
A baseball game. Players pick from a list of teams. Time-points are awarded per credit which are either increased with runs batted in or decreased by opponent's runs or just regular plays. The game-play can be very frustrating because infielders may not pick up a ball at their feet since they are waiting for another player to come over and pick it up.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : BA
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Consoles :
Nintendo Famicom (1983)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2002, e-Reader Series)
Nintendo Wii (2007, "Virtual Console")
$end
$info=pc_bstar,
$Edit this entry at Arcade-History.com
$bio
Baseball Stars - Be a champ! (c) 1989 SNK.
A baseball game.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : B9
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo for distribution.
Baseball Stars became a major hit in many countries world-wide. It was one of the first sports games to have data memory, therefore players could pick a team and make a season, while being able to save season statistics. Baseball Stars was also the first sports game to bring the 'Create a player' feature. Gamers could, for the first time, create players and name them after themselves, family and friends, in addition to naming their own teams. Although the game did not use any names of real life baseball players, one of the computerized teams, the 'American Dreams', included players with nicknames such as Pete (Pete Rose), Hank (Hank Aaron) and Ruth (Babe Ruth).
- TIPS AND TRICKS -
* Balanced Team : Select 'Make Team' from the menu and press Down, Right, Left, Down(x2), Right, Up.
Select 'Balanced Team' and press A.
A message will pop up saying 'WHEN ISN'T IT?'.
Edit that message to say 'WHEN IT IS'.
* Woman's Team : Choose 'Make Team' from the main menu and press Down, Right, Left, Down(x2), Right, Up(x2), Down, Up, Down, Up.
Select 'Veterans' using the A button and the message 'WHAT IS A WREN?' will pop up.
Edit that message to read 'A BIRD'.
Another message will pop up reading 'WHEN ISN'T IT?'.
Edit it to read 'WHEN IT IS'.
- SERIES -
1. Baseball Stars - Be a champ! (1989)
2. Baseball Stars Professional (1990)
3. Baseball Stars 2 (1992)
4. Baseball Stars (1998, SNK Neo Geo Pocket Color)
- PORTS -
* Consoles :
Nintendo Famicom (1989, "Baseball Star - Mezase Sankanou")
$end
$info=bstars2,
$Edit this entry at Arcade-History.com
$bio
Baseball Stars 2 (c) 1992 SNK.
A comical baseball game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0041
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
= > Hitting : [A] Swing bat/Return to base, [B] Stolen base/Lead off, [C] Bunt, [D] Time out
= > Fielding : [A] Pitch/Jump, [B] Base touch/Feint ball, [C] X, [D] Time out
- TRIVIA -
Released in April 1992.
- TIPS AND TRICKS -
* Weaken Enemy Pitcher : To perform this trick, you need to get as close to the plate as you can. If the pitcher then hits you, tap Up twice on your joystick. Your hitter will then throw his bat to the floor, walk up to the mound and punch the pitcher, thus lowering his abilities. Using this tip will help mess up the pitching schedule for your opponent, and can lead to easy scoring opportunities off the tired pitchers.
- SERIES -
1. Baseball Stars - Be a champ! (1989)
2. Baseball Stars Professional (1990)
3. Baseball Stars 2 (1992)
4. Baseball Stars (1998, SNK Neo Geo Pocket Color)
- STAFF -
Producer : Eikichi Kawasaki
Planner : Pu-Ken 2020
Programmers : To-Chan, Nakamura-Q
Design chief : Miki, Y. Kawase
Designers : Masami Tanaka, Kiku-Bee, Riding Monkey Gogo, Kazunori, G.O.N., Great King Yasu
Sounds : Papaya, Konny
- PORTS -
* Consoles :
Nintendo Famicom (1992)
SNK Neo-Geo CD (1994)
$end
$info=bstars,
$Edit this entry at Arcade-History.com
$bio
Baseball Stars Professional (c) 1990 SNK.
A comical baseball game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0002
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
= > [A] Batting/Return runner to the base/Pitching/Throwing ball, [B] Advance the runner, [C] Bunting, [D] Time out
- TRIVIA -
Released in April 1990.
Baseball Stars Professional was the first baseball game to be released for the SNK Neo-Geo MVS hardware.
- TIPS AND TRICKS -
* Extra Players And Teams : If you beat all of the other teams, a pennant extra players or an extra team will be unlocked.
- SERIES -
1. Baseball Stars - Be a champ! (1989)
2. Baseball Stars Professional (1990)
3. Baseball Stars 2 (1992)
4. Baseball Stars (1998, SNK Neo Geo Pocket Color)
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=basebal2,
$Edit this entry at Arcade-History.com
$bio
Baseball The Season II (c) 06/1987 Cinematronics.
A baseball game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : stick
Buttons : 6
- SERIES -
1. World Series - The Season (1985)
2. Baseball The Season II (1987)
3. Super Baseball Double Play Home Run Derby (1987)
4. Strike Zone Baseball (1988)
- STAFF -
Lead Artist : Dana Christianson
Lead Programmer : Medo Moreno
Art Director : Dan Viescas
Artist : Jerry Huber
$end
$info=bassangl,
$Edit this entry at Arcade-History.com
$bio
Bass Angler (c) 1998 Konami.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 7
- TRIVIA -
This game is also known as "Fisherman's Bait - A Bass Challenge".
$end
$info=batman,
$Edit this entry at Arcade-History.com
$bio
Batman (c) 1991 Atari Games.
Batman must save Gotham City from The Joker in this action game. Featuring stages with the Batmobile and the Batwing.
- TECHNICAL -
Game ID : 136085
Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1991.
Batman was produced by Numega team.
The storyline is based on the 1989 movie of the same name directed by Tim Burton. This game features realistic sounds and voices from the movie.
This game was only released as a conversion kit. Rumor has it that 1000 were made.
- TIPS AND TRICKS -
* When you push the test mode button, go to game options and set difficulty to Easy. Exit the test mode by pushing the test mode button. While in Gotham City (stage 1), enemies do not come out of the door, but they will again in later stages.
$end
$info=batmanfr,
$Edit this entry at Arcade-History.com
$bio
Batman Forever (c) 1996 Acclaim.
A side scrolling beat'em-up for 1 or 2 players based on the movie of the same name, featuring the Dark Knight and his side-kick, Robin. Players control either Batman or Robin as they fight their way through numerous stages, facing battles with two of Batman's notorious, 'Two-Face' and 'The Riddler'.
Numerous weapons can be used throughout the game to aid Batman in his quest; including the Bat-a-rang, Batrope, Gas Gun, and the Metal Cutter. Batman can reach high platforms with the use of the Batrope.
The game's movie license is used to full effect, with intermission scenes featuring digitized voices from the film's actors, as well as photo stills taken directly from the movie.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in May 1996.
The game was designed by Iguana Entertainment.
- STAFF -
Producer : Neill Glancy
* Design :
Game Design : Neill Glancy, Stephen Broumley, Carl Wade
Additional Design : Nigel Cook, Ian Dunlop, Jason Carpenter, David Dienstbier
* Programming :
Lead Programmer Titan Engine : Carl Wade
Lead Programmer Gameplay : Stephen Broumley
Tools Programmers : Carl Wade, Stephen Broumley, Craig Galley
Presentation Programming : David Crummack
Riddler Control Room : Richard Cowie
Additional Programming : Craig Galley
* Art :
Lead Artist : Michael McCallion
Artists : Scott Brocker, Patrick Thomas
Presentation Art : Gregg Hargrove
* Advanced Technology Group :
ATG Director : Cyrus Lum
Lead 3D Character Animator : Derek Robinette
3D Character Animators : Cyrus Lum, Michael Daubert, Peyton Duncan, Jason Moulton, Alan Johnson
3D Real Time Artist : Patrick Thomas
* Team Iguana :
President : Jeff Spangenberg
V.P. Product Development : Darrin Stubbington
Art Director : Matt Stubbington
Assistant Art Director : Jools Watsham
Technical Director : Craig Galley
Creative Director : Nigel Cook
Dev Support Manager : J Moon
Music : Rick Fox
Sound Effects : Marc Schaefgen
* Voice Talent Cast :
Batman : Marc Schaefgen
Robin : Michael Daubert
Sabouter : David Dienstbier
Guesser Robot : Marc Schaefgen
Feather Thug : Scott Brocker
Tassel Boss : Rick Stefan
Spice : Michelle Thomas
Sugar : Jane Notgrass
Two Face Thugs : Adam McCarthy, Victor Mercieca
Voice from the Sky : Marc Schaefgen
* Game Testing : Bey Bicker, Neill Glancy, Stephen Broumley, Carl Wade, Derek Robinette, Micahel Daubert, Peyton Duncan, Jason Moulton, Victor Mercieca, Nigel Cook, David Dienstbier, Jason Carpenter, Marc Schaefgen, Michael McCallion, Rob Cohen, Cameron, Matt, Nathan, Tyrone Miller
Producers for Acclaim : Tom Petit, John Pasierb
Hardware : Manoj Bhatngar, James Hunkins, Robin Seaver
Field Test Coordinator : Jaques Carter
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)
* Computers :
PC [MS-DOS / MS Windows, CD-ROM] (1996)
$end
$info=batman2,
$Edit this entry at Arcade-History.com
$bio
Batman Part 2 (c) 1981.
Batman Part 2 is a vertical shooter sharing many similarities with both Namco's "Galaxian" and Taito's "Space Invaders". The player pilots a lone ship that can only move left and right along the bottom of the screen, the majority of Batman's enemies are small bird-like crafts that fly and attack in formation - in a fashion very similar to the aliens of "Galaxian". Batman Part 2 adds to the basic formula by including large multi-part enemies (the 'Bats' themselves), a 'shield' button (that takes seven seconds to 'regenerate' after use) and a large mothership level. The additional gameplay elements seem to be at the expense of hardware performance. Despite having more basic graphics than "Galaxian", Batman Part 2's ships move in a very mechanical fashion compared to the smooth, nicely animated movements of Namco's classic.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This bootleg of "Phoenix" has different colors, music and sounds compared to the original.
- SCORING -
Scoring is a little complicated in this game due to the fact it depends on hits made and how close the Phoenix's are to your fighter.
Bat fighters : 20, 40, or 80 points; 200 points if flying as a bird.
Bat birds : 50 or 100 points/egg, 100 - 800 points/bird (depends on how many wings shot off and distance from fighter).
Spacefortress : 1000 - 9000 points (depends on how close the Spacefortress is to your fighter when you kill the alien).
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a formation of enemy fighters at the top of the screen. This is the beginning of wave 1. A quick note about the shield. It lasts a couple of seconds and takes about five seconds to regenerate again.
WAVES 1 AND 2 :
1) You will usually be attacked by multiple fighters at any one time. The movements of these fighters is pretty random.
2) In addition to dropping bombs on your fighter, Bat fighters also tend to try to ram your fighter.
3) After you clear out a few fighters, they will reassemble at the top of the screen. They will then move in sync with each other as they creep to the bottom of the screen.
4) Sometimes a Bat fighter will hover right above your ship. If you're quick, you can get off a quick shot and move away before a bomb can be dropped on you.
5) If multiple Bat fighters are at your level, use the shield to clear a path through them.
WAVE 3 AND 4 :
1) The Bats in wave 3 enter the screen in a zig-zag pattern while the Bats in wave 4 arrive in a cross-over pattern of four Bats per side.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to shoot off their wings. If you do this, it forces them to go straight down until the wing regenerates. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to hit the Bats when they are close to your ship. Doing this gets you more points.
4) In addition, try to shoot off both wings before destroying a Phoenix for more points.
WAVE 5 :
1) Your goal on this wave is to cut through the hull and shield and take out the alien inside.
2) Start firing as rapidly as you can to quickly cut through the hull. It will take quite a few shots to get to the shield.
3) The shield rotates so you will have to hit it a lot of times in order to get a wide enough hole in it to hit the alien.
4) As all of this is going on, the Spacefortress is continually descending upon your ship. In addition, the escorts are constantly harassing you.
5) A good strategy is that once you have cut a path through the hull and shield, wait for the Spacefortress to be almost on top of your ship. When you take out the alien, you will get a lot more points.
6) Destroying the escorts does not end this wave. Once you complete wave 5, the cycle begins anew.
* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and your score will be set to 204,000 regardless of what your current score is - The best way to get this bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. In addition, accomplishing the trick a second time again puts your score at 204,000, even if your score was higher.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=batsugun,batugnsp,batsugna,
$Edit this entry at Arcade-History.com
$bio
Batsugun (c) 1993 Toaplan.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Game ID : TP-030
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Bomb
- TRIVIA -
Released in February 1993.
The title of this game translates from Japanese as 'Distinguished'.
Licensed to Taito for world distribution and to Unite Trading for Korea.
This is the last shoot'em up and the first 'non-endless' game by Toaplan. A special version of Batsugun existed, originally it was only for the AOU show (Arcade Operators Union, an arcade game show held in Japan every year) and not for sale. After the Toaplan bankruptcy, the board started to appear on the second hand market.
Heralded by some as the first 'maniac shooter', Batsugun involved employees who would go on to form and work at Cave and continue to work in this subgenre. Batsugun saw an evolution in the use of complex bullet and enemy patterns and player fire power and hit-box.
The scoring trick on the fourth boss (destroy the two giant laser cannons, let the tanks appearing from the hangars fill the ramps and become red, bomb for 59,630 points a tank) was one source of inspiration for "Battle Garegga"'s gameplay.
Pony Canyon released a limited-edition soundtrack album for this game (Batsugun - PCCB-00151) on 18/03/1994.
- UPDATES -
In the special version :
* Differents colours for all stages.
* Some sprites have different colors.
* The title screen/demo & the ship selection screen have different colors.
* The 4-lap end is different.
* The power-ups are different.
* The collision detection area is tighter than the original.
* The smart-bombs are bigger and nicer looking. They also do more dammage.
* You get 8 credits instead of 4 to complete the game.
So basically the 'Special ver.' is an easier version.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- STAFF -
Excecutive producer : Yuko Tataka
Programmers : Suki! Suki! Kohchan No-Make, Sigue Hayasato, Tsuneki Ikeda (Ikeda In Naeba), Yoshitatsu Sakai (the 3rd)
Graphic design : Yuko Tataka, Takeshi Kamamoto, Junya Inoue (Joker Jun)
Characters designed by : Junya Inoue (Joker Jun)
Musics composed by : Yoshitatsu Sakai (the 3rd)
- PORTS -
* Consoles :
Sega Saturn (1996) : including normal and special version.
$end
$info=battlnts,battlntj,
$Edit this entry at Arcade-History.com
$bio
Battlantis (c) 1987 Konami.
A shoot'em up similar to "Space Invaders" in concept.
- TECHNICAL -
Game ID : GX777
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM3812 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in July 1987.
Battlantis stands for 'Battle of Atlantis'.
Default high-score table (Best 10 Ranking) :
1ST 12400 2 TOP
2ND 11700 2 GUN
3RD 9800 1 NSA
4TH 9400 1 K.T
5TH 9000 1 MSX
6TH 7700 1 YHP
7TH 7100 1 RPG
8TH 6600 1 WEC
9TH 6500 1 ROM
10TH 5000 1 H.R
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.
$end
$info=ts2,ts2j,
$Edit this entry at Arcade-History.com
$bio
Battle Arena Toshinden 2 (c) 1995 Takara / Tamsoft.
A 3-D, weapons-based fighting game featuring a total of 15 different fighters - 11 main fighters, 2 hidden fighters and 2 bosses. Battles take place in a number of 3-D rendered arenas. Unlike most other 3-D fighters of the time - in which only the graphics are 3-D, with the actual fighting taking place on a 2-D plane - Battle Arena Toshinden features wholly 3-D gameplay that allows players to dive out of the path of their opponent's attacks.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in November 1995.
Licensed to Capcom for distribution.
Sony Records released a limited-edition soundtrack album for this game (Battle Arena Toshinden 2 Game Soundtrack - SRCL-3471) on 21/04/1996.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Battle Arena Toshinden (1994, Sony PlayStation)
2. Battle Arena Toshinden 2 (1995)
3. Battle Arena Toshinden 2 Plus (1996, Sony PlayStation)
4. Battle Arena Nitoshinden (1996, Sony PlayStation)
5. Battle Arena Toshinden Remix (1996, Sega Saturn)
6. Battle Arena Toshinden URA - Ultimate Revenge Attack (1996, Sega Saturn)
7. Battle Arena Toshinden 3 (1997, Sony PlayStation)
8. Battle Arena Toshinden 4 (1999, Sony PlayStation)
- STAFF -
Director : Shintarou Nakaoka
Assistant Director : Hideki Kobayashi
Main Programmer : Hiroaki Furukawa
Character Design : Miho Furukawa
Sub Program : Etsuhiro Wada, Tooru Kawashima
Motion Compose : Shinya Kusunoki, Hideki Matsumoto
Motion Design : Toshihiro Ichino, Naotaka Suzuki, Hisashi Satou, Mizuki Muramatsu, Kou Ogura
Background Design : Kanako Satou, Aki Kobayashi
Effect Design : Kou Ogura
Sound Design : Yasuhiro Nakano, Fumio Tanabe
Sound Effect : Yasuhiro Nakano
Adviser : Mitsutoshi Nomura, Masaru Nakagama, Toshimi Matsumoto, Kaori Akasaka
Executive Producer : Toshiaki Ota
Official Illustrator : Tsukasa Kotobuki
Title Logo Design : Mitsuaki Hashimoto
Story Plot : Chozi Yoshikawa
Executive Producer : Nobuyuki Okude
Producer : Takayuki Nakano
Director : Takeshi Ikenoue
Marketeer : Toshihiro Morioka, Hiroshi Takekawa
- PORTS -
* Consoles :
Sony PlayStation (1996)
* Computers :
PC [MS Windows, CD-ROM] (1996)
$end
$info=bbakraid,bbakradu,
$Edit this entry at Arcade-History.com
$bio
Battle Bakraid (c) 1999 Eighting.
The sequel to "Battle Garegga", an equally excellent vertically scrolling shoot 'em up game.
- TECHNICAL -
Game ID : ET68-V99
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 8 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1999.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Battle Bakraid Original Soundtrack - SGCD-0008) on 19/06/1999.
- UPDATES -
The 'Unlimited Version' (06/1999) has unlocking codes to gain access to five secret fighters and the special course.
- SCORING -
Medals System : As long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 point...
1 : 100 points.
2 : 200 points.
3 : 300 points.
4 : 400 points.
5 : 500 points.
6 : 600 points.
7 : 700 points.
8 : 800 points.
9 : 900 points.
10 : 1000 points.
11 : 2000 points.
12 : 3000 points.
13 : 4000 points.
14 : 5000 points.
15 : 6000 points.
16 : 7000 points.
17 : 8000 points.
18 : 9000 points.
19 : 10,000 points.
20 : 100,000 points - You can only trigger the 100k points medals when you have a multiplier active, and you can only continue to release 100k points medals if you continue to keep a multiplier going. Once you lose a multiplier, your medals revert back to 10k points medals.
* Multiplier System : Bakraid features another scoring system that alters the amount of points gained from enemy destruction by modifying the base pointgain from enemy destruction with a specially acquired incremental multiplier. The multipler system is the more important of the two scoring systems as it is the system that can contribute to almost 80% of your total score, and is centric to the release of the special 100,000 points medals. However, the multiplier system is also the most difficult to get to grips with and exploit, as it requires a lot of pre-planning on the player's part with regards to stage and boss strategies in order to maximise potential point gains. The multiplier system in essence features an incremental multiplier that is gained by destroying LARGE enemies. You can continue to increment the multiplier up to a max of 64x, via this simple table (the number in brackets refers to the amount of large enemies destroyed to reach that multiplier stage) :
2x (destroy 2)
4x (3)
8x (4)
16x (5)
32x (6)
64x (7 and more)
- TIPS AND TRICKS -
* Ship Selection : at the ship select screen...
1) To select a 'main shot power type' fighter, select your ship with A button.
2) To select a 'Bomber power type', select your ship with B button.
3) To select a 'Side shot power type', select your ship with C button.
4) To select a 'Speed up type', select your ship with Start button.
* Phase 2 : to unlock 3 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start.
* Phase 3 : to unlock 2 more fighter planes, insert a coin and press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start (the entering of this code has to be finished before the counter passes 10).
* Special Course : hold C button, insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, B, A, Start and release C button.
* Team Edit : insert a coin and press Up, Down, Up, Down Left, Right, Left, Right, A, B, Start (the entering of this code has to be started after the counter passes 10).
* Stage Edit : start from the game mode selection screen, highlight the game mode of your choice and press A+B simultaneaously.
* Score Mode : to show up score calculations, start from anywhere in the game, hold C button and tap Joystick Up (to leave the score mode, re-enter the code).
- SERIES -
1. Battle Garegga (1996)
2. Battle Bakraid (1999)
- STAFF -
Program 68000 Side : Shinobu Yagawa
Program Z80 Side : Tatsuya Uemura
Music composed by : Atsuhiro Motoyama
Graphics: H. Tamai, N. Kaneko, F. Namie
$end
$info=batlball,batlbala,batlbalu,
$Edit this entry at Arcade-History.com
$bio
Battle Balls (c) 1995 Seibu Kaihatsu.
In this puzzle game, 3 rotatable balls consisting of 4 basic colors, yellow, pink, green, blue, fall from the top to the lowest part of the screen.
When groups of like-colored spheres collect together, they disappear and the space is filled in with surrounding spheres.
Bonuses are awarded for completing combos and the game ends when the entire screen has been filled up.
The game has many modes of play : Single, Puzzle, Vs. Computer and Vs. Player. In Puzzle mode there is continuous, changing backgrounds and additional colors. In the Vs. play modes, the spheres only appear in the 4 basic colors.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 54.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Tuning for German distribution and to Metrotainment for Asian distribution.
This game is known in Japan as "Senkyu".
$end
$info=batlbubl,
$Edit this entry at Arcade-History.com
$bio
Battle Bubble (c) 1999 Limenko.
Battle Bubble is about two lovely mice fighting against rascals who kidnapped their girlfriend. On their way to rescue her, they encounter 'bubbles' in their way. See how they wipe out the bubbles with bubbles.
It features 32 stages, and basic rule requires players to pop off all the bubbles in their way to clear stages. Throw your bubbles into the bothering bubbles of the matching color to pop and remove.
Protect yourself from the troublesome bubbles by blocking them with your bubbles. Collision with the bubbles diminshes player's health. Tricky traps like icy stage and boss stages make enemies even harder to deal with. In couple play mode, the game can be easier or harder depending on the harmony with the partner.
- TECHNICAL -
Game ID : LM2DY00
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way Joystick
Buttons : 1
$end
$info=bchopper,
$Edit this entry at Arcade-History.com
$bio
Battle Chopper (c) 1987 Irem.
In this horizontally scrolling shoot'em up, your mission is to rescue the planet. Clear 6 zones in all, including floating green islands, moving rock beds, underground clock towers, etc. The incidents which occur one after another are all caused by the psychic power of the muddy. The enemies you encounter on your way are pretty tough. Keep sharp watch for them though they look cute. This is an exciting airfight game with the charm of a cartoon.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in December 1987.
This game is known in Japan as "Mr. Heli no Daibouken".
Mr. Heli appears as an unlockable ship in the Sony PlayStation 2 game "R-Type Final".
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- STAFF -
Staff : Y. Tagami, Yoriko Shimizu, M. Hamada, Toyohisa Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S
- PORTS -
* Computers :
Atari ST (1989, "Mr. Heli")
Commodore C64 (1989, "Mr. Heli")
Sinclair ZX Spectrum (1989, "Mr. Heli")
Commodore Amiga (1989, "Mr. Heli")
Amstrad CPC (1989, "Mr. Heli")
$end
$info=batcir,batcira,batcirj,
$Edit this entry at Arcade-History.com
$bio
Battle Circuit (c) 1997 Capcom.
In this side-scrolling beat'em up, 5 wacky colour-coded characters fight to arrest 'Dr. Saturn' and stop the 'Shiva System' from taking over the world! Earn money to buy special moves and power-ups. This game has 7 stages...
* Stage 1 : Inside enemy ship.
* Stage 2 : Fever in disco, den of evil.
* Stage 3 : Dead heat in desert.
* Stage 4 : Sneak in and foil Dr. Saturn's plans.
* Stage 5 : Jungle Battle, escape from death line.
* Stage 6 : Chase Zipang as you go down river.
* Final Stage : Showdown, desperate battle with Shiva system.
* Secret : Last battle, stop Master Program.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 21
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
=> [1] Attack, [2] Jump
- TRIVIA -
Released in March 1997.
Some of the game's characters seem to borrow moves & stuff from other Capcom games :
* Cyber Blue : His battle armor seems VERY inspired by the one used by "Captain Commando", also his Cyber Cannon is reminiscent of Iron Man's Proton Cannon in "Marvel Super Heroes".
* Captain Silver : One of his special attacks is clearly based on Iceman's Artic Attack in "X-Men - Children of the Atom".
* Yellow Iris : Her Speed Up power attack is based on Psylocke's Gem Ability in "Marvel Super Heroes" in which she summons copies of herself that attack enemies.
* Pink Ostrich : She borrows LOTS of moves from Zelkin Fiskerkogen, the bird alien from "Star Gladiator - Episode : I Final Crusade". Also her anklet is quite reminiscent of the spiky bracelets that Chun-li wears in the Street Fighter games.
* Alien Green : His jump & slam throw is clearly based on Haggar's Pile Driver in "Final Fight".
Johnny (the second boss) is based on Elvis Presley. When you defeat him, he becomes fat.
- TIPS AND TRICKS -
Pink Ostrich and Alien Green are very hard to clear stage 2 & 3. So if you can put only one credit in the machine, play with another character.
- STAFF -
Planner : Burns Fuji, Dave Matumoto, Ryozo Tsujimoto, Satoshi.M
Program designers : T. Ueno, Batayon, HDO, Dress
Character graphics : Nakamu->, Pinopu, Ino, Hana Kimo Komo, Shinya Kitamura, M. Nakatani, Yorio, Dekao, Dai, T.Ohsumi, Takep, Michiru
Title design : Shoei
Arts : Hiroki Ohnishi, Yamamoto Kouji, Nakamura Takako, Hirokazu Yonezuka, Nissui Asae, Nukeo, Hiro, Tokio.N
Sound effects : Hachibee
BGM : Syun Nishigaki (Kobekko)
All sound produced by Arcade Sound Team.
Voices : Toshiyuki Morikawa, Takashi Nagasako, Kouji Tobe, Miyuki Yamamoto, Jin Yamanoi, Miki Yoshino
Producers : Tomoshi Sadamoto, Ken Kun
General producers : Noritaka Funamizu, Yoshiki Okamoto
$end
$info=battlex,
$Edit this entry at Arcade-History.com
$bio
Battle Cross (c) 1982 Omori Electric.
An early space-themed shoot'em up where fleets of ships fly in from either of the screen and loop around in formation. The player may move around the screen in any direction.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz)
RAM : (12x) 4116, (2x) 2114, (6x) 2114
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 192
Players : 2
Control : 8-way joystick
Buttons : 1
- SCORING -
Ione : 100 points.
Rearu : 120 points.
Deone : 150 points.
Commander : 200 points.
Meruda : 250 points.
Karisuto : 300 points.
Hornet : 500 points.
Laser Ship : 1000 points.
- PORTS -
* Computers :
MSX
$end
$info=bcruzm12,
$Edit this entry at Arcade-History.com
$bio
Battle Cruiser M-12 (c) 1983 Sigma Enterprises.
A shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=btlfield,btlfildb,
$Edit this entry at Arcade-History.com
$bio
Battle Field (c) 1987 Alpha Denshi.
Travel throughout various time periods to save your fellow comrades in this vertically scrolling shoot'em up. Collect power-ups to help you defeat a variety of enemies and end-bosses.
- TECHNICAL -
Game ID : Alpha-68K96II 'BT'
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick (rotary)
Buttons : 2
- TRIVIA -
Released in November 1987.
Licensed to SNK.
This game is known in US as "Time Soldiers".
The game contains a horrible original bug : When you put the 'English language' on using the dipswitch the title screen becomes totally broken.
Default high-score table (ranking) :
1 90000 H.RYU
2 80800 TOMO
3 70900 K.OZ
4 60600 ROW.U
5 50500 K.SAKA
6 40400 H.HON
7 30300 T.HATO
8 20200 KAMODA
9 10100 HAGITA
10 7700 S.MORI
- UPDATES -
In "Time Soldiers", the highscore table contains different name entries than Battle Field.
- STAFF -
Director : Kyuko Ozutumi (K.OZ)
A.D & design : Tomoharu Takahasi (TOMO)
Designers : Shinji Moriyama (S.MORI), Row Ushizawa (ROW.U), Kenichi Sakanishi (K.SAKA), Kathue Konbe, Takashi Hatono (T.HATO)
Music programmer : Satoshi Hagitani (HAGITA)
Music : Yuka Watanabe
Programmers : Hideo Kamera, Hiroyuki Ryu (H.RYU)
$end
$info=flipshot,
$Edit this entry at Arcade-History.com
$bio
Battle Flip Shot (c) 1998 Visco.
A modern "Pong"-like game with selectable characters.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0247
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Special attack [B] Slide [C] Provoke
- TRIVIA -
Released in December 1998.
This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.
The game was in location test two months (10/1998) before its release.
- SERIES -
1. Battle Flip Shot (1998)
2. Bang Bead (2001)
$end
$info=bgaregga,bgaregt2,bgaregcn,bgareghk,bgaregnv,bgareghk,
$Edit this entry at Arcade-History.com
$bio
Battle Garegga (c) 1996 Eighting / Raizing.
An excellent vertically shoot'em up.
- TECHNICAL -
Game ID : RA9503
Main CPU : 68000, Z80
Sound Chips : YM2151, (2x) OKI6295
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shot, [B] Special weapon, [C] Change formation
- TRIVIA -
Released in February 1996.
Licensed to Tuning for Europe distribution, to Fabtek for USA and to Metrotainment for Hong Kong.
The main source of inspiration for this game has been the game "Gun Frontier" (1990 ,Taito). The main gun and bomb power-up systems are almost identical in mechanics, many vehicles have the same attacking patterns, you can destroy scenery and there are flamingos flying away at stage 2 of both games :). Another interesting thing : "Batsugun" also was a source of inspiration for this game, as the last Toaplan game was one of the first SHMUPS in which bombing in key spots (fourth boss) could grant a lot of points.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H!?'.
Shinseisha released a limited-edition soundtrack album for this game (Battle Garegga - GV-027(4-88199-284-8)) on 30/09/1996.
- UPDATES -
* VER. Sat Feb 3 1996 :
First official version.
Distributed in Japan, USA, Europe and Asia.
* VER. Sat Mar 2 1996 :
The titlescreen says 'Battle Garegga - New version'.
Distributed in Austria and Hong Kong.
Most of the bullets are changed to yellow spheres.
'Stage select' and the 3 additional game-mode select secrets removed.
* VER. Tue Apr 2 1996 :
The titlescreen says 'Battle Garegga - Type 2'.
Distributed in Denmark and China.
Most of the bullets are changed to yellow spheres.
'Stage select' and the 3 additional game-mode select secrets removed.
- SCORING -
Medals score : as long as you catch all medals of a wave, the increasing continues up to 10,000 points per medal. If you miss one, the next wave restarts at 100 points...
1 : 100 points.
2 : 200 points.
3 : 300 points.
4 : 400 points.
5 : 500 points.
6 : 600 points.
7 : 700 points.
8 : 800 points.
9 : 900 points.
10 : 1000 points.
11 : 2000 points.
12 : 3000 points.
13 : 4000 points.
14 : 5000 points.
15 : 6000 points.
16 : 7000 points.
17 : 8000 points.
18 : 9000 points.
19 : 10000 points.
- TIPS AND TRICKS -
* Ship Selection : at the ship select screen...
1) To select a 'Normal power type' fighter, select your ship with A button,
2) To select a 'Speed Up power type', select your ship with B button,
3) To select a 'Shot power type', select your ship with C button,
4) To select a 'Speed up & Shot power type', select your ship with A+B+C button.
* "Mahou Daisakusen" Character : insert a credit, at the title screen press Up(x2), Down(x2), Left, Right, Left, Right, A, B, C, Start.
* Extended Mode : insert a credit, press and hold A and press Start (This code does not work with the type-2 version).
* Harder Mode : insert a credit, press and hold B and press Start (This code does not work with the type-2 version).
* Stage Edit : insert a credit, press and hold C and press Start (This code does not work with the type-2 version).
* Unlock Special mode (combines extended, stage edit and harder modes) : insert a credit, press and hold A+B+C and press Start (this code does not work with the type-2 version).
* Hint : destroy bridges and buildings!! Use your smartbombs to destroy bridges and buildings. They often contain large numbers of score medals.
- SERIES -
1. Battle Garegga (1996)
2. Battle Bakraid (1999)
- STAFF -
Director : Kazuyuki Nakashima
Programming 68000 Side : Shinobu Yagawa, Yasunari Watanabe
Programming Z80 Side : Yuichi Ochiai
Graphics : Shinsuke Yamakawa, Mitsuakira Tatsuta
Sound effects : Manabu Namiki (Santaruru)
Test players : Mr. Daigoro, Marika F.
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=btlkroad,
$Edit this entry at Arcade-History.com
$bio
Battle K-Road - Multi Style Fighting Tournament (c) 1994 Psikyo.
A fighting game.
- TECHNICAL -
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.30 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in January 1994.
Licenced to Jaleco for US manufacture and distribution.
This game is based on the real K-Road Tournament. The K-Road Tournament was banned in every country because of its no-rules, survival of the fittest attitude, which attracts ruthless international fighters.
- TIPS AND TRICKS -
* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...
- STAFF -
Staff : Rick Johnson, Ogawa Hyoue, Knuckle Wataru, Hideyuki Oda, Shin Nakamura, Jun-1 Tanba, Shiori Saito, Toshinori Sugita, Minsk, N. Shigemura, A. Tsujimoto, Atsushi Sakurai, Hiromin, Masaki Izutani, Iron Champ, Yusa-Taro
$end
$info=battlane,battlan2,battlan3,
$Edit this entry at Arcade-History.com
$bio
Battle Lane! Vol. 5 (c) 1986 Technos.
A vertically scrolling shoot'em up where you ride a motorcycle.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound Chips : YM3526 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The actual licensing of the game went from Taito to Tecmo who further licensed the title to Romstar. This was a common distribution technique for games which were perceived as being 'second tier' or less when compared to 'hit' games. The game is still great fun and is, unfortunately, underappreciated.
While popular history seems to think that Data East designed the game (because the pinout matches Data East pinouts) the internals of the two 6809 processors appear to be a little more complicated than that. The design internally is rather Machivellian. It seems almost like it was created by a hardware designer who did not like software programmers!
$end
$info=atlantis,atlants2,
$Edit this entry at Arcade-History.com
$bio
Battle of Atlantis (c) 1981 Comsoft / Game World.
Your mission : Finish the six tables at all costs by eliminating a maximum of opponents. To Do this you possess a multi-directional laser (ultra-rapid firing) and terrifying torpedo-bombs. Through all six tables, build up your bonus by blowing-up the fuel tanks.
Table 1 : Avoid and destroy the floating mines.
Table 2 : The deadly explosing sharks appear as well as the destroyers (avoid their bombs!). Obliterate them with your laser.
Table 3 : You penetrate into an abyssal cavern where redoutable octopu's lie in wait. The destroyers can only drop their bombs through the thin sides of the cavern.
Table 4 : A complex of towers replaces the lower part of the cavern. As well as the destroyers and octopus, the mines reappear in large numbers.
Table 5 : Accelerated version of Table 4.
Table 6 : You return to Table 1 in an accelerated version but you must face up to all your opponents.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Battle of Atlantis was an original game designed and developed by 'Game World Manufacturing', with the software being commissioned to 'Comsoft', a software company. Battle of Atlantis was designed to compete with "Scramble", a leading game at the time.
- SCORING -
One second of survival : 10 points.
Missile : 100 points.
Base : 100 points.
Fish : 200 points.
Spider : 200 points.
Surface Ship : 500 points.
- TIPS AND TRICKS -
* Don't stop shooting - a constant stream of bullets and bombs is the best defence!
* If you move up or down while firing, your forward cannon will fire upwards or downwards as well, enabling you to destroy enemies above or below you.
* Destroy surface ships whenever possible as they are worth the most points.
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=battlera,
$Edit this entry at Arcade-History.com
$bio
Battle Rangers (c) 1988 Data East.
In this shoot'em up, 2 lone commandos take on an entire army with guns, knives, fists and whatever else might be laying around.
- TECHNICAL -
Main CPU : HuC6280 (@ 7.159066 Mhz)
Sound CPU : HuC6280 (@ 7.159066 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz), HuC6280 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Even if the titlescreen of the game show a 1988 copyright, Battle Rangers was released to the public in February 1989.
This game is known in US as "Bloody Wolf" and in Japan as "Narazumo Sentou Butai - Bloody Wolf".
- STAFF -
Game designer : Yoshiaki Honda
Game programmers : Takaaki Ioue, Souichi Akiyama
Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man
Sound team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa
Hardware : Tomotaka Osada
$end
$info=bsharkj,
$Edit this entry at Arcade-History.com
$bio
Battle Shark [Japan model] (c) 1989 Taito.
A first-person shooter which has the player looking through a 'periscope' in order to destroy the enemies. This game features simulated damage whenever the player gets hit by either an enemy torpedo or a missile.
- TECHNICAL -
Dimensions :
185,5cm high
162cm deep
69,8cm wide.
Monitor : 25inch.
Taito Z System hardware
Board Number : K1100541A
Prom Stickers : C43
Main CPU : (2x) 68000 (@ 12 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Players : 1
Control : stick
Buttons : 6
- TRIVIA -
Also released as :
"Battle Shark [USA model]"
"Battle Shark [Europe model]"
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
* Battle Shark has a compliment of torpedoes at the start of a level. Once these are depleted there is a short delay before they are replenished.
* Increase the number of torpedoes Battle Shark can hold by defeating the end of level bosses.
- STAFF -
Direction : Captain Imamura, Ichiro Fujisue
Game design : Atsushi Yamamoto
Software : Ichiro Fujisue, Ghost Hashimoto, Takashi Kitabayashi, Naoya Kuroki, Takayuki Ishiwata
Art design : Hisakazu Kato, Takayuki Ogawa, Tsuyoshi Sato, Ken' Ichi Imaeda, Animation 20
Mechanic : Osamu Wakayama, Seiji Doumi, Yasunori Hatsuda
Cabinet : Atsushi Iwaoka
Hardware : Eikichi Takahashi, Katsumi Kaneoka
Sound and Music (Zuntata) : Yasuko Yamada (Devil Yamada), Hidehito Kitamaru
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=bshark,
$Edit this entry at Arcade-History.com
$bio
Battle Shark [USA model] (c) 1989 Taito Corp.
A first-person shooter which has the player looking through a 'periscope' in order to destroy the enemies. This game features simulated damage whenever the player gets hit by either an enemy torpedo or a missile.
- TECHNICAL -
USA model dimensions :
73inch (185,4cm) high
43inch (109,2cm) deep
27,5inch (69,8cm) wide.
Weight : 365 lbs.
Monitor : 20inch.
Taito Z System hardware
- TRIVIA -
Also released as :
"Battle Shark [Japan model]".
"Battle Shark [Europe model]".
- UPDATES -
This USA version is slightly different, it has the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
* Battle Shark has a compliment of torpedoes at the start of a level. Once these are depleted there is a short delay before they are replenished.
* Increase the number of torpedoes Battle Shark can hold by defeating the end of level bosses.
- STAFF -
Direction : Captain Imamura, Ichiro Fujisue
Game design : Atsushi Yamamoto
Software : Ichiro Fujisue, Ghost Hashimoto, Takashi Kitabayashi, Naoya Kuroki, Takayuki Ishiwata
Art design : Hisakazu Kato, Takayuki Ogawa, Tsuyoshi Sato, Ken' Ichi Imaeda, Animation 20
Mechanic : Osamu Wakayama, Seiji Doumi, Yasunori Hatsuda
Cabinet : Atsushi Iwaoka
Hardware : Eikichi Takahashi, Katsumi Kaneoka
Sound and Music (Zuntata) : Yasuko Yamada (Devil Yamada), Hidehito Kitamaru
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=btltryst,
$Edit this entry at Arcade-History.com
$bio
Battle Tryst (c) 1998 Konami.
- TECHNICAL -
Konami M2 Hardware
Main CPU : (2x) PPC602 (@ 33 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game features cameos from Konami's other games : Pastel (the pilot of WinBee) and Princess Melody (from the "Twin Bee" series) and Simon and Richter Belmont (from the "CastleVania" series, as Shemon and Rheter, respectively), are the hidden fighters.
$end
$info=bwings,batwings,
$Edit this entry at Arcade-History.com
$bio
Battle Wings (c) 1984 Data East.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : DECO (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "B-Wings".
Game programmer used a Millennium 95085 Microsystem Emulator to program this game.
- STAFF -
Game programmer : Akira Sakuma
$end
$info=battlcry,
$Edit this entry at Arcade-History.com
$bio
Battlecry (c) 1991 Home Data.
A fighting game.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 8 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 2
Control : 4-way joystick
Buttons : 3
- STAFF -
Producer : Marshal
Planners : Marshal, Sion, Show, Miyazee
Programmers : Sion, Wadachi, Magician, Son of Sun, Pon, Kaz
Graphic designers : Show, Miyazee, Son of Sun
Sound : Tappy, H. Endoh
Engineers : Taroh, K. Azuma, Tara
$end
$info=battles,
$Edit this entry at Arcade-History.com
$bio
Battles (c) 1983.
- TECHNICAL -
Main CPU : (4x) Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 129
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster
- TRIVIA -
This game is a bootleg of "Xevious".
- TIPS AND TRICKS -
* Secret Message : The bootlegger has included the trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Prease enjoy this game !' will appear on the screen.
$end
$info=btoads,
$Edit this entry at Arcade-History.com
$bio
Battletoads (c) 1994 Rare.
The final, and most gruesome game in the Battletoads series. Unlike the home console games, the arcade version featues more intense violence and a touch of adult humor (including a very unique way to hurt enemies twice your size...). Each toad features their own unique set of smash hits which can be executed to finish off the enemies - such as the Drilla Killa, the Battletoad 'Butt and the Big Bad Boot.
- TECHNICAL -
Main CPU : TMS34020 (@ 10 Mhz), Z80 (@ 4 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Electronic Arts by Rare Coins Games.
- SERIES -
1. Battletoads (1991, Nintendo NES)
2. Battletoads in Battlemaniacs (1993, Nintendo Super NES)
3. Battletoads (1993, Sega Megadrive)
4. Battletoads and Double Dragon (1993, Nintendo Super NES)
5. Battletoads in Ragnarok's World (1993, Nintendo Game Boy)
6. Battletoads (1994)
- STAFF -
Main program : Chris Sutherland
Additional programming : Mark Wilson
Game design : Gregg Mayles
Additional design : Kevin Bayliss, Chris Sutherland
Main character artist : Kevin Bayliss
Additional character artists : Keri Gunn, Gregg Mayles, Steve Mayles, Chris Peil
Main background artist : Kevin Bayliss
Additional background artists : Gregg Mayles, Steve Mayles, Chris Peil, Dean Smith
3-D Computer models : Kevin Bayliss
Hardware concept : Chris Stamper
Hardware design and construction : Pete Cox, Chris Stamper
Audio software : Chris Sutherland
Music and sound effects : Dave Wise
Additional sound effects : Gregg Mayles, Chris Sutherland
Sound effect sampling : Dave Wise
Vocal effects : Kevin Bayliss, Mark Betteridge, Simon Farmer, Chris Peil, John Stamper, Louise Stamper, Chris Sutherland
Quality assurance : Simon Farmer, Gary Richards, Huw Ward
Original battletoads concept : Tim Stamper
Original battletoads design : Kevin Bayliss, Mark Betteridge, Tim Stamper
Produced by : Chris Stamper, Tim Stamper
$end
$info=bzone,bzonec,bzone2,
$Edit this entry at Arcade-History.com
$bio
Battlezone (c) 1980 Atari.
Atari's Battlezone is a 1-player game with an X-Y or vector-generation monitor. The game depicts a first-person view from inside a tank. The battles are fought in a large valley that is completely surrounded by mountains and volcanoes. The valley floor contains pyramids and boxes that can provide temporary protection for players (these cannot be destroyed by shots).
The enemy consists of slow and fast 'super' tanks and intelligent missiles - all of which become more evasive as the game progresses. In addition, flying saucers appear periodically. These don't shoot at players, but players can get very high point scores for shooting them.
The game starts with the slow tank visible on the screen. The player can determine the position of either type of tank or the missile by reading the messages in the upper left corner of the screen. For example, ENEMY TO RIGHT may be displayed. In addition, the sweeping radar display shows a dot for the enemy's location, accompanied by a sonar 'blip' sound.
The upper pie-shaped area on the radar represents the player's range of view on the screen below. If the enemy falls within this area, it will be shown on the screen below and will be accompanied by the message ENEMY IN RANGE.
Occasionally the flying saucer appears on the screen. It is a harmless observer to the battle and will not destroy the enemy or player. Its position is never shown on the radar, but players can earn points for shooting it down. The saucer does act as a distraction, though, since it usually appears at the same time as the enemy tanks or missile. Saucers can be shot down by the player as well as enemy tanks.
- TECHNICAL -
Upright cabinet dimensions : 74,82'' (190cm) high x 25,25 (64,13cm) wide x 25,26'' (64,16cm) deep. Weight : 290 lbs (131,5 kg). Monitor : 19'' QuadraScan.
Cabaret cabinet dimensions : 54,25'' (137,79cm) high x 20,44'' (51,91cm) wide x 23,75'' (60,32cm) deep. Weight : 185 lbs (83,9 kg) Monitor : 15'' QuadraScan.
Game ID : 0364xx
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz), Custom (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 40.00 Hz
Palette colors : Black and White with green and red screen overlays.
Players : 1
Control : Double 2-way joysticks with FIRING on the right hand joystick.
- TRIVIA -
Battlezone went into the arcades in November 1980 and created such a sensation that the U.S. army ordered modified versions of the games to use in training.
Battlezone was the first environmental 3-D landscape game. The game used a system of bit-slice processors called a 'mathbox' to do 3-D calculations for the display. This kind of 'squeezing the most out of minimal hardware' mindset was what led Atari to create the innovative games it did in the 1980's. Approximately 15,020 units were produced.
As Battlezone was so innovative for its time, the US Army commissioned Atari to create a version of the game for infantry vehicle training (called "Bradley Trainer"). Ed Rotberg was assigned the project, but was very opposed to it. Major Dave Robinson and General Donn Starry of the U.S. Army were responsible for bringing Atari the idea of making a military version to be used in training.
* The Creation of Battlezone : The idea of a tank simulator was championed by Morgan Hoff, who became the project leader for Battlezone, while Ed Rotberg was the principal programmer. Ed Rotberg : "Morgan Hoff more or less championed it and decided to put together a team to implement the game. Given the technology that we had, the real challenge was how to make the game appear as if we had more technology than we did. And the question was always : How do we involve the player? Meeting those needs was where the artistry was involved in designing a game in those days.".
The developers used brilliant software code and innovative circuitry to create a high tech look. But some low-technology tricks were used as well. For example, a simple band of red cellophane was applied to the inside of the Battlezone screen. Placed across the top of the screen, the result was red colors for the radar and warning messages, even though Battlezone didn't have a two-color display. A game takes on a life of its own, Rotberg said : "Most games rarely turn out exactly the way that you plan them. Every time that you play the game, you try to amplify those things that are fun, and you try to pare away those things that are annoying and really not enjoyable. It is kind of like a story that grows in the telling.".
The volcano erupting in the background was created by Owen Rubin (Major Havoc). Rubin pestered Rotberg to add the volcano but he was too busy to write the code and told Rubin that if he wanted the erupting volcano he'd have to write the code. The next morning, Rotberg walked in to a volcano erupting onscreen and the code listing on his desk.
* Remembrances from the Video Game Masters : On the erupting volcano in the background of Battlezone, Ed Rotberg said : "One of the other programmers who was working on another project in the same lab kept saying, "Why don't you make the volcano active?" I had enough to do just to make the game play. And everyday he would say "You know, you really need to make that volcano active". He is really currently one of my very best friends, and he is a wonderful guy. But he kept pestering me about this. One day I said, "You're a programmer. If you want the volcano active, you write the code and I'll put it in". So I came in the next day and there was this chunk of code on my desk describing the motion of the rocks and such. I took an afternoon off and put the code into the program. That's how the volcano became active. It was never in the design.".
Atari engineers were always amazed by the abilities of the players out in the arcades. Morgan Hoff : "I remember a game that contained a succession of increasingly difficult mazes ranging from easy to difficult, to those requiring super human skill in timing. I was completely surprised to find players who could complete the most difficult levels. They were in a world of their own. They played the game with incredibly accurate hand and eye coordination and memory. One day I was in an arcade and... the best player was seven. He was extraordinary and he was standing on a chair to reach the controls.".
Although Atari engineers uniformly praised the best players out in the arcades, many of the engineers were awesome players themselves. Once two Atari engineers went on a skiing vacation in Utah and Dan Pliskin came back with the following story : "We were at Snowbird, and we had only been there a few days when we started to miss video games. So, we found a little arcade and my friend got onto a Missile Command (which was a pretty old game by then) and I got onto some pinball machine. We broke the high-score tables, and he had, like, 200 free cities and I had, like, 60 free games. When we got tired of playing, we just left them to these kids that were just wide-eyed, staring at us. The kids were standing there with their mouths open. They had never seen pinball wizards and video game masters.".
* Popular from the Start As Battlezone took shape, engineers in the lab wanted to play it, a lot. Ed Rotberg : "Usually when you have a winner you leave your lab for awhile and when you return there are people standing around playing your game, and that happens over and over again. You end up having to kick them off your machine to get any work done. That is your first indication that you have a winner. And I have never seen a really strong game that did not have that appeal. The guys in the labs are pretty good barometers". Another barometer, though after the fact, was to go into the arcades to watch others playing it. Rotberg continued : "The best feeling for a game designer is to go out into an arcade and see people having fun playing the game that they created. There is nothing better than that. To walk around and see all the other games, and know that people can choose from anything in there, but they are playing your game. That is pretty heavy stuff.".
Jack Haddad holds the official record for this game with 21,851,000 points on May 5, 1983.
A Battlezone unit appears in the 1982 movie 'Tron', in the 1983 movie 'Joysticks', in the 1984 movie 'The Philadelphia Experiment' and in the 1986 movie 'Running Scared' (the cab appears in Billy Crystal's apartment).
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battlezone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
An upright Battlezone unit appears in the 38 Special music video 'Caught Up In You'.
Two Battlezone machines (a mini and a cocktail version!) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Tank (Slow) : 1000 points.
Super Tank (Fast) : 3000 points.
Missile : 2000 points.
Saucer : 5000 points.
- TIPS AND TRICKS -
* When you start the game, you will be put into a surrealistic landscape. Almost immediately, an enemy will appear on the screen. You will know this by a warning sound the machine makes plus the enemy will show up on your radar. First of all, this game will be very different because you must look through a periscope apparatus. This is to give the feeling of being confined in a tank. Get used to limited movement of your head and use your eyes to quickly take in the entire battlefield in a glance.
* You must be able to identify different sounds in this game. Sounds you need to know are :
1) The warning that an enemy is on the battlefield.
2) The sound of an incoming missile.
3) The sound of a shot being fired (by you or at you).
4) The sound of the saucer.
5) The joyous sound of actually destroying something.
6) The sound when your tank bumps into an object (enemy unit or battlefield obstacle).
* Your field of vision is approximately 45 degrees. This means you will have to learn to use your radar effectively for anything out of your field of vision. The 45 degree wedge always faces forward (your line of site). Enemies (except the saucer) will show up on your radar as a white dot. Plus you will hear the beep as the radar sweep continues to cross over it.
* Be not only aware of where the enemies are, but also where the obstacles are also. There's nothing more frustrating then having the perfect shot lined up, or the perfect escape planned when you run into something. This is especially true when you are moving backwards.
* In order to line up with an enemy tank, you must turn your entire tank toward the enemy. The turret and tank are one piece versus being able to turn the turret independently of the tank.
* You can only have one shot out at a time. This can prove to be the difference between life and death since if you fire a stray shot, you must wait for that shot to disappear into the horizon before your tank is loaded again. This can take a couple of seconds. On the same note, the enemy tanks also work under this restriction. In other words, make sure you have your target lined up before taking a shot.
* The game starts out giving you the standard tanks. These tanks move slower then your tanks so they are pretty easy to kill. After the 30,000 point mark, however, the supertanks make their appearance. These tanks are much quicker then your tank so you have to take them out quickly.
* Tank killing isn't actually too hard once you get the rhythm of how to do it down. There are a few methods for killing tanks :
1) When the tank first appears on your radar, turn around so that you are facing it. The enemy tank will of course take a shot at your tank.
2) Now, move backwards and turn slightly in the same direction of where the enemy tank is. In other words, if the enemy tank is slightly to your left, then go backwards while turning your own tank to the left. You may even see the enemy's tank shot appear in your field of vision. That means you have the right angle on the turn.
3) At the same time you are moving backwards, the enemy tank will be moving up to engage your tank. Continue the above until the enemy tank is practically on top of your tank. Then rapidly turn left or right and hit him with a point-blank shot. Sometimes the enemy tank hits yours. Just like an obstacle, the enemy tank will back up and speed away. Turn rapidly to hit him before he can set up for a shot. Again, the Supertanks recover much quicker then the standard tanks.
4) This will work on both regular tanks and Supertanks. The difference is the fact that Supertanks close the distance much quicker then regular tanks.
5) Another way is to put an obstacle between yourself and the enemy tank. When an enemy tank hits an obstacle, they back up and move quickly away for a brief moment before they turn again to fire on your tank. If you are good, you can 'lead' the target when they are backing up or going forward and score a kill that way. Of course, this method is much more difficult.
* Don't attempt to outrun a Supertank. They can easily catch up to you. Plus, they like to get behind your tank to blast you from the rear. Nothing like not hearing the shot that destroys your tank.
* Another battlefield hazard is the missile. The first missile is dependent on the score setting. It is an easy one that comes straight for your tank. Just sit there and blow it apart. After that, though, things aren't as easy. As with the tanks, there is a method and certain rhythm to taking out missiles.
1) The missile will come down and take a hard turn to the right (as you are facing it). Then it will take a hard turn to the left. Then another hard turn to the right to hit your tank.
2) You can stay still and just turn your tank slightly. When the missile is turning to the left, fire ahead of it and you can destroy it.
3) Move backwards and turn toward your left. That way the missile will go across your field of vision before it makes its right turn again.
4) When the missile comes, move backward and take a ''blind'' shot. You may get lucky. Even if you don't, moving backwards will enable you to get another shot.
5) If you are really good, you can wait until it takes the last turn to the right toward your tank. Spin around and hit it like that. This is a very rough shot to execute.
6) If you mess up, sometimes you can move forward and to the right to cause the missile to miss. You also can usually cause a miss by putting tall (not the short ones you can shoot over) obstacles in your way.
7) Regardless of method, make sure there are not obstacles between you and the missile. The missile is capable of jumping all obstacles and it will also eliminate the missiles pattern. Nothing like a missile jumping
over an obstacle and landing on top of your tank.
8) For multiple missiles, you will have to adjust your direction so that when the next missile lands, it will be centered in your gunsight. You can also confirm this by using your radar.
* You will usually get a missile after about five tanks. Missiles usually come in twos or threes to make your life more exciting.
* Saucers are a great way to earn points. They are, unfortunately, on the battlefield when other enemies are present. If you have a safe, clear shot, then go for them. If not, you can still take a pot shot at them.
This is usually when you are spinning your tank around to deal with another enemy. If a saucer happens to be in the way, take a shot at it. You don't get points, however, if an enemy tank takes out a saucer.
* Another great thing about this game is that you will only have to deal with one enemy at a time. For example, if the missile appears, then the tank will disappear so you can concentrate on the missile.
- STAFF -
Project leader : Rick Moncrief
Programmed by : Ed Rotberg, Hans Hansen
Engineer : Jed Margolin
Mechanical engineer : Otto De Runtz
Technician : Erik Durfey
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (prototype only)
Atari XEGS
Atari Lynx (1995, "Battlezone 2000")
Nintendo Game Boy (1996, "Battlezone / Super Breakout")
Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX 360 (2007,"Xbox Live Arcade")
* Computers :
Commodore VIC-20 (1983)
Commodore C64 (1983)
PC [Booter] (1983)
Sinclair ZX Spectrum (1984)
Tandy Color Computer (1985, "Rommel 3D")
Atari ST (1986)
Tandy Color Computer (1988, "Turret") : Turret was written completely in Extended BASIC.
PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
PC [MS Windows, CD-ROM] (2000, "Atari Arcade hits 2")
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
Atari Flashback 2 (2005)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=bayroute,bayrout1,bayroutj,bayrtbl1,bayrtbl2,
$Edit this entry at Arcade-History.com
$bio
Bay-Route (c) 03/1989 Sunsoft / Sega.
A horizontal anti-terrorist shoot'em up / platform game.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0115
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
FD1094 317-0115
* Japanese release.
FD1094 317-0116
* World release.
- STAFF -
Program : Yoshitaka Kawabe
Design : Kazuyuki Sugiura, Rieko Sakai, Masayuki Aikawa
Sound : Vial music, Michie Takemori, Shinichi Seya
Director : Kiharu Yoshidaatsuura
$end
$info=wbbc97,
$Edit this entry at Arcade-History.com
$bio
Beach Festival World Championship 1997 (c) 1997 Comad.
A volleyball game that features international teams of both men and women cotesting in the World Beach Ball Championship.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 342 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game might be a code rip-off of the game "Power Spikes".
$end
$info=beaminv,beaminva,
$Edit this entry at Arcade-History.com
$bio
Beam Invader (c) 19?? Tekunon Kougyou.
- TECHNICAL -
Main CPU : Z80 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 208 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : paddle
Buttons : 1
$end
$info=bbusters,
$Edit this entry at Arcade-History.com
$bio
Beast Busters (c) 11/1989 SNK.
A city has been invaded by the undead, you as any of three soldiers must shoot & blast your way out or you'll become tonight's main course in this frantic first person shooter! Features excellent graphics and lots of challenge! No one knows how it happened but one thing is for sure, we'll risk our lives... and have lots of fun!
- TECHNICAL -
Cabinet dimensions : 74'' (187,5cm) high x 35'' (90cm) wide x 47'' (115,5cm) deep.
Top Board Number : A9003-1
Middle Board Number : A9003-2
Bottom Board Number : A9003-3
Prom stickers : BB
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 3
Control : lightgun
Buttons : 2
- TRIVIA -
A Beast Busters unit appears in the 1998 movie 'The Replacement Killers'.
- SERIES -
1. Beast Busters (1989)
2. Beast Busters - Second Nightmare (1999)
3. Dark Arms - Beast Busters (1999, SNK Neo-Geo Pocket Color)
- STAFF -
President : Eikichi Kawasaki
Producer & Director : Hamachi. Papa
Designers : Mitsuzo.I, Ken, Muromoto, Sakai, Mioshi, Maeda, Fujiwara
Main programmer : Mr. SNK 25
Assistant programmer : Murano
Sound creators : Tarkun, Papaya
Hard creator : Ebara
- PORTS -
* Computers :
Atari ST (1990)
Commodore Amiga (1990)
$end
$info=beastf,
$Edit this entry at Arcade-History.com
$bio
Beastie Feastie (c) 1984 Epos Corporation.
Guide the insatiable Toby through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "The Glob" and "Super Glob".
$end
$info=beastrzr,beastrzb,
$Edit this entry at Arcade-History.com
$bio
Beastorizer (c) 1997 Eighting / Raizing.
Unleash the beast within! Take your pick from 8 unique fighters with the ability to morph into powerful werebeasts (wolf, lion, rabbit, tiger, mole, fox, gorilla & boar) and battle your way to reach the sinister Tylon Corporation's secret bioweapon : the deadly weredemon Uriko! Features solid 3-D graphics with awesome character designs, great sound effects & cool music, and a simple control scheme geared towards fast, agressive gameplay.
- TECHNICAL -
Game ID : RA9701
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : 68000 (@ 12 Mhz)
Sound Chips : SPU (@ 12 Mhz), YMF271 (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Beastorizer is the game's arcade name, the home version is known as "Bloody Roar" (see Ports section for more info).
- SERIES -
1. Beastorizer (1997)
2. Bloody Roar 2 - Bringer of The New Age (1998)
3. Bloody Roar 3 (2001)
4. Bloody Roar Primal Fury (2002, Nintendo GameCube)
5. Bloody Roar Extreme (2003, Microsoft Xbox)
6. Bloody Roar 4 (2003, Sony Playstation 2)
- STAFF -
Chief producer : Masato Toyoshima
Producer : Kenji Kawase
Director : Susumu Hibi
Main programmer : Yuichi Ochiai
Programmers : Yasunari Watanabe, Takeshi Dodo, Kenji Shibayama
Planner : Seiya Yamanaka
Main graphic designer : Shinichi Ohnishi
Graphic designers : Mitsuakira Tatsuta, Shinsuke Yamakawa
Motion designers : Shinji Ohtomo, Koji Mandai, Kumi Sasaki, Tetsu Ozaki
Character designer : Mitsuakira Tatsuta
Sound composers : Atsuhiro Motoyama, Manabu Namiki (Santaruru), Ken-ichi Koyano, Hitoshi Sakimoto, Masaharu Iwata, Tomoko Miyagi
Sound effects : Gen
Sound programmer : Yuichi Ochiai
Voice actors : Nobutoshi Hayashi, Fumihiko Tachiki, Ryo Horikawa, Mika Kanai, Scott McCulloch, Barry Gjerde, Samantha Vega
General producer : Tomonori Fujisawa
Test players : Takeshi Yamane, Masahiro Kitano, Satoru Tanikawa, Kazuyuki Yamamoto, Yuji Ishige, Joe Kitsukawa, Ryoji Sano, Shigeyuki Saitoh, Shinsiku Gotoh
* Hudson staff :
Executive producer : Naoyuki Tsuji
Chief producer : Kunji Katsuki
Producer : Atsushi Ikeda
Director : Kenji Fukuya
- PORTS -
* Consoles :
Sony PlayStation (1997, "Bloody Roar")
$end
$info=beathead,
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Beat Head (c) 1993 Atari Games.
Jump on the tiles that match your color or that have your color and your opponent's color. Jump on enough to fill your spaces before your opponent fills his.
- TECHNICAL -
Main CPU : ASAP (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
Beat Head has nothing remotely resembling Sprites or M.O.s., the hardware is a fairly naive bitmap, although it is implemented in VRAM, which allows, e.g. fast copies to reduce the CPU needed for static content.
Beat Head is the only Atari Coin-Op game to derive its 'time base' from the audio, and to do so uses a rarely used feature of CPU/Audio communication. A bug there would not affect any other game, and would manifest in Beat Head as timeouts and 'jerks' as the video was re-sync'd to the audio.
- TRIVIA -
At the time, Atari were very keen to fund 'unusual' game concepts, such as "Toobin'" and Beat Head was one of those chosen. However, the game mechanic was incredibly repetitive and once you'd beaten 5 opponents, not much really changed. The reason for the very limited number of 'waves' is that the game did not get past a 'short field-test' stage. It was intended to be out only a few days. Atari had a pretty bad rep in those days, which showed in the cash box. And Beat Head had fairly powerful enemies within Atari, so it was killed at a very preliminary stage of the program. It certainly was never intended to be so limited.
The phrase 'Stella on Steroids' on the POST screen is a reference to the old Atari VCS, codenamed 'Stella'.
$end
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Beat the Champ (c) 1996 Konami.
- TECHNICAL -
Konami GV System hardware
Game ID : GV053
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : trackball
Buttons : 3
$end
$info=bm1stmix,
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beatmania (c) 1997 Konami.
Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.
- TECHNICAL -
Cabinet dimensions : 197cm high x 112cm wide x 101cm deep.
Cabinet weight : 250 kg.
Konami Bemani DJ-Main hardware
Game ID : GQ753
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
'Bemani' is actually a play on words : BE (at) MANI (a).
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Director : Yuichiro Sagawa
Planners : Mizking, Takashi Hamano
Sound producers : Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi
Programmers : Takayuki Fukunaga, Hideki Hashimoto
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
CG designer : Mizking
Industrial designer : Isao Uehara
Graphic designer : Noriyuki Yokoki
Vocalist & rapper : Butcher "One Love", DJ Volcano, Chappy
Guiterist : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita
Dancers : Wan~chan, Nami
Japanese~English translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki
Producer : Koji Okamoto
- PORTS -
* Consoles :
Sony PlayStation (1998)
Nintendo Game Boy Color (1999, "Beatmania GB")
Bandai WonderSwan (1999, "BeatMania for WonderSwan")
* Others :
LCD handheld game
$end
$info=bmfinal,
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beatmania - The Final (c) 2002 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania - THE FINAL Original Soundtrack - KOLA-001) on 23/10/2002.
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
$end
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beatmania 2nd MIX (c) 1998 Konami.
Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Game ID : GX853
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
Konami released a limited-edition soundtrack album for this game (beatmania 2nd Mix Complete - KICA-7872) on 26/06/1998.
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Director : Yuichiro Sagawa
Planners : Mizking, Takashi Hamano
Sound director : Reo Nagumo
Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi
Programmers : Takayuki Fukunaga, Hideki Hashimoto, Youhei Shimizu
Sound data analizer : Koji Kazaoka, Ryuichi Nitta, Hiroki Koga
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
Cg designer : Mizking
Industrial designer : Isao Uehara
Product designer : Noriyuki Yokoki
Vocalist & Rapper : Butcher "One Love", DJ Volcano, Chappy, Co~key, Bombman
Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita
Dancers : Wan~chan, Nami
Japanese~English translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Kerry Nagai
Producer : Koji Okamoto
$end
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beatmania 3rd MIX (c) 1998 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
Konami released a limited-edition soundtrack album for this game (Beatmania 3rd Mix Complete - KICA-7921) on 276/11/1998.
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
$end
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beatmania 4th MIX - The Beat Goes On (c) 1999 Konami.
Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Game ID : GX847
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
Konami released a limited-edition soundtrack album for this game (beatmania 4th Mix Original Soundtracks - KMCA-1) on 17/06/1999.
- TIPS AND TRICKS -
* Complete Song List Choice Mode (including Hidden Songs) : All songs can be selected from the beginning in BASIC and HARD modes.
1) Insert coin(s).
2) Press 1-5-4-3-4-3-4-1-2-1-1-5-4-3-4-3-4-1-2-1-1 on the 2P keyboard (This is the notes from 'Deep In You').
3) Press Start while holding down Effect and buttons 2-4 on the 1P keyboard.
* Hidden Stages :
1) Insert coin(s).
2) Press 1-4-3-5-2-4-1-5 on the 2P keyboard (This is the notes from 'Paranoia Max').
3) Press Start while holding down the Effect button.
* Changing The Frame Colour : During MODE SELECT, pressing the Start button will change the screens frame colour with each press. Each press will change the frame to the following colours : Grey >> Gold >> Red >> Blue >> Green >> White >> Brown >> Scarlet >> Black >> Magenta >> Purple.
* Mirror Play :
1) Insert coin(s).
2) Turn the 2P turntable anti-clockwise three times.
3) Press Start.
* Random Play :
1) Insert coin(s).
2) Turn the 2P turntable clockwise three times.
3) Press Start.
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Producer : Koji Okamoto
Director : Seiji Higurashi
Planner : Mizking F
Sound director : Takehiko Fujii
Sound superviser : Reo Nagumo
Programmer : Hideki Hashimoto
CG designers : Hotaru Komatsu, Hideko Shigeta, Mizking F, Satoshi Higashida (KCEJ), Hajime Yashiro (KCEJ)
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
Graphic designers : Noriyuki Yokoki, Mayu Sugiyama
Composers : Larry Dunn, GTS, Monday Michiru, Yasushi Kurobane, Takumi Iwasaki, Bebe, Hiroshi Watarai, Deep Emotion, Dj Oddball, Mitsukuni Murayama, Kouichi Yamazaki, Reo Nagumo, Takehiko Fujii, Takayuki Ishikawa, Hiroyuki Togo (KCEJ)
NM Sequence unlimited (AMD), D&G Music Factory (AMD)
Sound data analyzer : Ryuichi Nitta
Vocalists & Rappers : Larry Dunn, Monday Michiru, Melodie Sexton, Megumi Oka, Scotty D., Bebe, Andrea Robinson
Dancers : Nami, Wan-Chan
Mixing engineers : Masaki Takamura (Onkio Haus), Toshihiro Hayano (Kim Studio)
Japanese-English translator : Justin Lazaroff
- PORTS -
* Consoles :
Sony PlayStation (1999, "BeatMania Append 4th Mix")
$end
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beatmania 5th MIX - Time To Get Down (c) 1999 Konami.
Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.
- TECHNICAL -
Cabinet dimensions : 197cm high x 101cm deep x 112cm wide.
Cabinet weight : 250 kg.
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 4368
Players : 2
Control : dial
Buttons : 5
- TIPS AND TRICKS -
* Mirror Play : This code must be entered on the title screen, after inserting your money, but before pressing 1P START. Use the 2P bottom-LEFT key to input the following morse code sequence ('SHORT' = quick press-and-release, 'LONG' = hold the key for half a second) : LONG(x2), SHORT(x3), LONG, SHORST, press 1P START. You are now playing in Mirror Mode.
* Play Hidden Expert Courses : This code must be entered on the Mode Select screen. Move the cursor to Expert. Press and HOLD the 1P START button, and rotate the 1P turntable clockwise two full revolutions. Release 1P START, and rotate the 1P turntable clockwise one full revolution, making sure to stop the cursor on Expert. Press any 1P keyboard key to select Expert mode, and you can select new Expert Courses : Slake Mix, Nagureo Mix, and Another Mix (Note : Another Mix may not be played in Battle Mode).
* Play Hidden Song LINN 1999 : This code must be entered on the title screen, after inserting your money, but before pressing START. Use the 2P top-left key to enter the following morse code sequence. 'SHORT' is a quick press-and-release of the key, while 'LONG' means you have to hold the key for at least half a second : SHORT, LONG, SHORT(x4), LONG, SHORT, LONG, SHORT, press START. On Normal or Hard mode, choose 'Random Song' on your final stage. The song you play will be the hidden song, LINN 1999. Good luck!
* Random Play : This code must be entered on the title screen, after inserting your money, but before pressing 1P START. Use the 2P bottom-right key to input the following morse code sequence (SHORT = quick press-and-release, LONG = hold the key for half a second) : SHORT, LONG, SHORT(x2), LONG(x2), SHORT, press 1P START. You are now playing in Random Mode.
* All Music Mode : This code must be entered on the title screen, after inserting your money, but before pressing START. Slowly rotate the 1P turntable one full revolution clockwise. As you rotate it, input the following keyboard sequence :
1P bottom right
1P top right(x2)
1P bottom center(x2)
1P top left
1P bottom left
1P bottom center(x2)
2P top right
2P bottom center
1P bottom left
Press 1P or 2P START. Now when you select Normal or Hard mode, all of the music on the machine is immediately available for play, including all the hidden/expert songs.
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Producer : Koji Okamoto
Executive director : Seiji Higurashi
Director : Yuichiro Sagawa
Sound director : Takehiko Fujii
Sound superviser : Reo Nagumo
Programmers : Yohei Marufuji, Hideki Hashimoto
CG Designer : Tomoko Shiono
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
Graphic designer : Noriyuki Yokoki
Composers : GTS, BEBE, Hiroshi Watarai, DEEP EMOTION, DJ ODDBALL, Mitsukuni Murayama, Kouichi Yamazaki, Reo Nagumo, Takehiko Fujii, Takayuki Ishikawa, Hiroyuki Togo (KCEJ), Toshiyuki Kakuta (KCEJ), NM SEQUENCE UNLIMITED (AMD), D&G MUSIC FACTORY (AMD),Hirosi Takeyasu, REGINA, PAPAYA, ULTIMATE HEIGHTS, CAPTAIN JACK, X-TREME, DIMITRI FROM PARIS, UTUMI, MIKIO ENDO
Sound data Analysers : Mitsukuni Murayama, Ryuichi Nitta
Vocalists & Rappers : Melodie Sexton, Megumi Oka, Scotty D., Bebe, Andrea Robinson, Brenda Vaughn, ARGIE LANETTE PHINE, Linda Gish
Drummer : Kiyotaka Sugimoto
Dancers : NAMI, WAN-CHAN
Mixing enginners : Masaki Takamura (Onkio Haus), Toshihiro Hayano (Kim Studio)
Japanese-English translator : Justin Lazaroff
- PORTS -
* Consoles :
Sony PlayStation (2000, "BeatMania Append 5th Mix")
$end
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beatmania 6th MIX - The UK Underground Music (c) 2001 Konami.
Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.
- TECHNICAL -
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
Toshiba EMI released a 2 CD limited-edition soundtrack album for this game (beatmania 6th Mix Original Soundtrack - TOCP-64138~9) on 17/10/2001.
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Exective producer : Fumiaki Tanaka
Producer : Yoshihiko Ota
Director : Kenji Togami
Sound director : Takehiko Fujii, Osamu Migitera
Programmers : Kenji Togami, Kazuyasu Kawamura, Takao Tada
CG Designer : Tomochika Moroe, Chihiro Inoue
Graphic designer : Noriyuki Yokoki
Composers : B.CHOYEK, Isao Saito, KEN Takizawa, Kiyotaka Sugimoto, KLUTE, Kouichi Yamazaki, M.MELITO & P.FINN, Mark Shrimpton, murumuru-kurotou, Naoki Maeda, Osamu Migitera, PARADOX, Takehiko Fujii, Tomosuke Funaki, TOTAL SCIENCE, Yohei Shimizu, Yuuki Kuromitsu
Sound data Analysers : Kiyotaka Sugimoto, Osamu Migitera, Takehiko Fujii, Yohei Shimizu
Mixing enginners : Miho Toyoda
Products support : Hachitaro Sato, Shinya Ishida, Tsuyoshi Nakano
Manual writer : Mika Sudo
- PORTS -
* Consoles :
Sony PlayStation (2002, "beatMania 6th Mix + Core Remix")
$end
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beatmania 7th - Keepin' Evolution (c) 2002 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania 7th Mix Original Soundtracks - KMCA-160) on 26/06/2001.
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
$end
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beatmania Club MIX (c) 2000 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Players : 2
Buttons : 5
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
$end
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beatmania Complete MIX (c) 1999 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Game ID : GX858
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
This game is known in US as "hiphopmania Complete MIX".
A beatmania Complete MIX machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* Complete Song List Choice Mode :
1) Insert your credits.
2) Hold down 1P buttons 1+4 and fully turn turntable clockwise once.
3) Hold down 1P buttons 2+5 and fully turn turntable clockwise once.
4) Hold down 1P button 4 and press START.
5) Release button 4 and press button 2.
If you did it right, you should be able to select all songs.
* Another Version :
1) During 'STAGE SELECT', turn the records and press buttons 2-4-2 in quick succession while they are turning.
2) Next, turn the records again and press buttons 4-2-4 in quick succession while they are turning.
3) Later, when 'hard house', 'hard techno' (Acid Bomb) or 'euro beat' are selected, 'Another' version can be played.
* Random Play Mode : Can be activated by pressing the following 2P side buttons in the following order, followed by the 1P START button : 3-5-3-2-1-3-5-3-2-1-3-5-3-2
* Mirror Play Mode : Can be activated by pressing the following 2P side buttons in the following order, followed by the 1P START button : 3-5-3-2-1-3-5-3-2-1-5-3-2-1
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Producer & Director : Koji Okamoto
Planner : Mizking
Sound director : Reo Nagumo
Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Nouvo Nude, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi, Yohei Shimizu
Programmers : Hideki Hashimoto, Takayuki Fukunaga
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
CG designers : Mizking, Hotaru Komatsu, Gyo Eguchi, Hajime Yashiro (KCE Japan)
Graphic designer : Noriyuki Yokoki
Vocalist & Rapper : Yurika Nagasawa, Miryam, Muhammad, Butcher "ONE LOVE", Chappy, Bombman
Sound tool programmer : Yohei Shimizu
Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita
Dancer : Wan-Chan, Nami
Japanese-english translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Justin Lazaroff
* Staff of SPU original songs 'Big Beat Mix' :
CG designer : Hajime Yashiro (KCE Japan)
Composers : Hiroyuki Togo (KCE Japan), Tappy
Lyricists : Fabienne Haber, Hiroyuki Togo
Sound data analizers : Masashi Watanabe (KCE School), Hiroyuki Togo
Vocalist & Rapper : Fabienne Haber, Ikuzo Fujimura
Guitarist : Hiroyuki Togo
Japanese-English translators : Kerry Nagai, Ikuzo Fujimura
Japanese-French translator : Fabienne Haber
$end
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beatmania Complete MIX 2 (c) 2000 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Game ID : GX988
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
This game is known in US as "hiphopmania Complete MIX 2".
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Producer : Koji Okamoto
Director : Seiji Higurashi
Sound directors : Takehiko Fujii, Kiyotaka Sugimoto
Sound superviser : Reo Nagumo
Programmers : Yohei Marufuji, Masaru Nakamura
Cg designers : Yaku Hiranabe, Mikio Yasumatsu, Tomoko Shiono
Hardware engineer : Masayuki Senami
Mechanical enginners : Yuichiro Sagawa, Toshiharu Miura
Graphic designer : Noriyuki Yokoki
Composers : D&G Music Factory (AMD), Deep Emotion, Dj Oddball, Hiroshi Watarai, Hiroyuki Togo (KCEJ), Kouichi Yamazaki, Kiyotaka Sugimoto, Mikio Endo, Mitsukumi Murayama, NM Sequence Unlimited (AMD), Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Hiroshi Takeyasu, Toshiyuki Kakuta (KCEJ), Larry Dunn, Luisa Dunn, Hiroshi Watanabe, Aki, Tag, Delaware, Nouvo Nude
Sound data analyzers : Mitsukuni Murayama, Ryuchi Nitta, Migitera Osamu, Uchida Tomoyuki, Tatsuya Furukawa (good~cool), Tag, Aki
Vocalist & Rappers : Megumi Oka, Scotty D., Andrea Robinson, Brenda Vaughn, Argie Lanette Phine, Linda Gish, Ike Nelson, Jeff Coote
Drummer : Kiyotaka Sugimoto
Dancers : Nami, Wan~chan
Mixing engineers : Masaki akamura (Onkio Haus), Toshihiro Hayano (Kim Studio)
Japanese~English translator : Justin Lazaroff
$end
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beatmania CORE REMIX (c) 2000 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Game ID : GXA05
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
Konami Music Entertainment released a limited-edition soundtrack album for this game (beatmania CORE REMIX Original Soundtrack - KMCA-89) on 21/02/2001.
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Producer : Koji Okamoto
Director : Yuichiro Sagawa
Sound directors : Takehiko Fujii, Reo nagumo
Programmers : Kenji Togami, Kazuyasu Kawamura
Cg Designers : Yukizumi Terao, Hotaru Komatsu, Megumi Kohayakawa
Dance performance : Tadasuke Iwasa and Ryoko Kiuchi (Brand-New Dance Market)
Graphic designer : Noriyuki Yokoki
Composers : B.Bandj, Hiroshi Takeyasu, Hiroshi Watanabe, Isao Saito, Ken Matsumoto, Kiyotaka Sugimoto, Kouichi Yamazaki, Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Tatsuya Furukawa (Good-Cool), Tatsuya Nishiwaki, Tomosuke Funaki, Yohei Shimizu, Yukihiro Fukutomi
Sound data analysers : Osamu Migitera, Reo Nagumo, Takehiko Fujii, Tomoyuki Uchida, Hiroki Koga, Takayuki Ishikawa
Vocalists & Rappers & Scratch : Isao Saito, ICHe, B.Bandj, DJ Jun, Noriko Fukushima, R.C., Reika Morishita
Mixing engineers : akira Kusayanagi, Mitsuyasu Kaneko, Yoshiaki Onishi
Products supports : Shinya Ishida, Masayuki Senami, Tatsuya Kobayashi, Yoriyoshi Matsushita
- PORTS -
* Consoles :
Sony PlayStation (2002, "BeatMania 6th Mix + Core Remix")
$end
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beatmania Featuring Dreams Come True (c) 2000 Konami.
Follow along with the song by scratching the turntable and pressing the keys as the bars reach the bottom of the screen. If you manage to successfully hit each note on-key perfectly, a combo meter will go up, increasing your score. Do well enough by the end of the song, and you can progress to the next level.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Game ID : GX995
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4368
Players : 2
Control : dial
Buttons : 5
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. beatmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. beatmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania - The Final (2002)
- STAFF -
Artist management : MS Artists Products, Inc.
Coordinator : Musical Station
* Konami Bemani Staff :
Producer : Koji Okamoto
Director : Yoshihito Kato
Sound producer : Reo Nagumo
Sound director : Kaoko Aoki
CG director : meg-KOHA
CG designers : Light Kisaragi, Hir-Pon, Shio
Programmer : MTSU
Sound data analizers : Takehiko Fujii, dJTAKA, Suji, Jun Wakita, Tomoyuki Uchida, Osamu Migitera
Graphic designer : Mayu Sugiyama
* KCEJ Staff :
Producers : Hideo Kojima, Noriaki Okamura
Director : Hajime Yashiro
Sound director : Hiroyuki Togo
CG designers : Atuko Ito, Masami Kawano
Programmers : Tetsuya Funakubo, Tan Yudon, Motoi Mizobe, Motoaki Nishino
Sound data analizers : oshiyuki Kakuta, Masashi Watanabe
Arranger : Hiroyuki Togo
Music designer : Toshiyuki Kakuta
* Sound Management Staff :
Coordinator : Sumiko Shindo (KME)
Licensing manager : Kazunari Okido (KME)
Japanese - English translator : Scotty D.
* Konami - Remix Sound Staff :
Producer : Seiji Okamoto (Hello good-bye)
Assistant producer : Takaaki Kondo (Hello good-bye)
Director : Koichi Tanaka
Guitar : Shingo Nakamura
Flute : Koji Orita
Engineers : Takeshi Inaba (Otoya), Masaaki Takahashi (Sonata Club)
Studio : Hiipo st., Sonata Club
* Game Version Mixing' Sound Staff :
Mixing engineers : Mitsuyasu Kaneko, Gonta Kawamoto (Studio Sunshine)
Studio : Studio Sunshine, Be Born Studio
* Narration Staff :
Recording engineer : Kenzo Miura (Video Sunmall)
Assistant engineer : Hiroyuki Sukano (Video Sunmall)
Special DJ : Lin Urashima
- PORTS -
* Consoles :
Sony PlayStation (2000)
$end
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Bee Storm - DoDonPachi II (c) 05/2001 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 448 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Special weapon, [C] Rapid shooting
- TRIVIA -
Developed by IGS (International Games System) and distributed by AMI (Amusement Marketing International).
Scitron Digital Content released a limited-edition soundtrack album for this game (Dodonpachi II / Dodonpachi Sound Trax - SCDC-00126) on 19/09/2001.
- TIPS AND TRICKS -
Final stage : stage 7 is secret. You need to have over 400,000,000 pts (default needed points in Test Menu) at the end of the Stage 6 to be allowed to go to the final stage.
- SERIES -
1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonpachi Dai-Ou-Jou (2002)
- STAFF -
Director : Why
Producer : Vee
Programmer : Laisam, Hawk Chen
Game Designer : Yan [Bastard]
Art Designer : Pipy, Kai, C.S.Y, Debby, Job
Music & Sound : Eddie Yao, Julian Chin, Parsonslin
$end
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Beezer (c) 1982 Tong Electronic.
Players trap dangerous killer bees. The precise trackball control is used to maneuver through the honeycomb pushing gates to create six sided traps. The bees are lured into the trap and shut in. Eating bee eggs before they hatch gives Beezer super powers to eat bees. However, there are dangers of getting stung or trapped. A winning play strategy keeps players coming back to Beezer.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 1 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 256 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : trackball
- STAFF -
Designed by : Todd A. Blume
$end
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Behind... Enemy Lines (c) 1997 Sega.
A first-person view shoot'em up.
- TECHNICAL -
Sega Model 2C hardware
PCB # : 837-12469-01
Main CPU : Intel i960KB (@ 25 Mhz)
Sound CPU : MC68EC000FN12 (68000 @ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Dipsw : 8 position (x1)
RAM : M5M44170CJ (x2), HM514270CJ7 (x1), HM538254BJ-7 (x4), N341256SJ-15 (x10), UM62256EM-70LL (x4), TC18128CFWL-80V (x12), TC55V328AJ-15 (x3), CY7C185-25VC (x7), CY7C188-25VC (x2), dt71256 (x4), BR6265BF-10SL (x2), 65256BLFP-10T (x2), LH521002AK-20 (x16)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Developed by Real 3-D (a division of Lockheed Martin, see 'Staff' section for more info).
- STAFF -
Producers : Shelia Burgess, Gene Lynch
Game director : Gene Lynch
Design directors : Gene Lynch, Bob Hichborn
Game programmers : Steven Woodcock, Dennis Butler, Lisa Spencer, Harry Wise
Asst. programmer : Tim Tisler
Set designers / 3D modelers : Bryan Tate, Christopher Bartlett, Rick Boyd, Bruce Robbins, Mark Ross
Animators / 3D modelers : Todd Palamar, Mike Bendele
Asst. Animator / 3D modeler : Larry Santaw
Graphic / Textures artists : Rik Levins, Bill Marimon
Asst. textures artist : Ron Wooddall
Art and design : John Nadeau
Sound design / Mix : Dorrie Batten
Sound implentation : Dorrie Batten, Harry Wise
Music composer : Fumio Itoh
$end
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Bells & Whistles (c) 1991 Konami.
The planet Meru is on the attack by the Iva forces. A plea for help has reached Twinbee and you must guide him through a perilous journey through a colorful world fighting to restore peace. This vertically scrolling shoot'em up game features colorful anime-style graphics, lots of power-ups and a fun challenge.
- TECHNICAL -
Game ID : GX060
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1991.
This game is known in Japan as "Detana!! Twin Bee".
King Records released a limited-edition soundtrack album for this game (Detana!! TwinBee : Konami Kukeiha Club - KICA-7503) on 05/06/1991.
- SERIES -
1. Twin Bee (1985)
2. Bells & Whistles (1991)
3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)
- STAFF -
Director : M. Ohsawa
Programmer : T. Shimomura
Designers : R. Shogaki, H. Ashida, K. Ishimoto
Animation : Shuzilow.Ha
Sound designers : H. Maezawa, Michiru Yamane, Masae Nakashima
Engineer : H. Matsuura
$end
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Ben Bero Beh (c) 1984 Taito.
A platform game by Taito. You guide a small superhero through an apartment complex on fire! Armed with a fire extinguisher, you must make your way down the levels avoiding gas explosions, crumbling floors, damaged lighting fixtures, and various enemies that pop out of the doors. The goal is to extinguish the fire and rescue Ben's girlfriend.
- TECHNICAL -
Board Number : J1100149B
Prom Stickers : A26
Main CPU : M6809
Sound CPU : Z80
Sound Chips : (4x) AY8910
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Try to extinguish the fire as soon as possible. Although it does not stop the building from falling to pieces, it will save you trouble on the lower levels (it can fall through cracks in the levels and start up again).
* An easy way to beat the fire is to start spraying when you get within range to bring it down, then aim low while advancing to extinguish the tiny remnants (they can kill you!).
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1")
$end
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Bermuda Triangle (c) 1987 SNK.
A vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : A6003 'WW'
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is known in Japan as "World Wars" (but similar to the US older version).
- UPDATES -
The US older version is a different version :
* Different weapon powerup.
* Graphics are almost completely different.
* More different bosses.
* No shape-changing by powerups.
* No Speeches.
* Players beam to different places instead of times after finishing a level.
- STAFF -
Director : Eikichi Kawasaki
Software : SNK jr.
Designers : Rampty, Tetsuyaki
Assistants : Miss Yoko, Angel
Hardware : Akitadesi
Sound : Kenny
Producer : Mr. Oba
Printing : Tomotae
$end
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Berzerk (c) 1980 Stern Electronics.
The player controls the 'Humanoid' (colored green for player 1 and purple for player 2) and must negotiate a number of robot-filled rooms; each with up to as many as eleven, laser-firing enemy robots. The Humanoid can be killed either by a single shot from a robot, by running into a robot, by running into a wall of the maze, or by being touched by the player's nemesis, 'Evil Otto'.
To advance through the game, players must fight their way through each room to an opening at one of the far walls. Each robot destroyed is worth 50 points and while it's possible to progress without killing every robot in each room; destroying all of them will earn the player a per-maze bonus (worth ten points per robot). The game has an impressive 64,000 mazes, with each level designed to be more difficult than the last.
- TECHNICAL -
The Berzerk cabinet was the first in a series of cabinets from Stern that had a patented pull out drawer that allowed access to the games circuit boards from the front of the cabinet. This title features rather primitive painted side-art that only uses two colors, but it makes up for it with the awesome comic book style art on the control panel and monitor bezel. The marquee is only a 'Berzerk' logo, and it kind of looks like something that someone might have done in their high school airbrush class.
Berzerk is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall will cause that section of the wall to change to your color.
Berzerk, in common with other machines commonly thought to have used samples (such as Atari's "Star Wars", "Paperboy" and "Gauntlet") used LPC encoded speech and a dedicated speech synthesizer. So the speech is technically encoded data for this speech synth, rather than the now far simpler, digitized audio 'samples' for play back via a DAC.
Main CPU : Z80
Sound Chips : Custom tone generator, custom LPC speech synthesis chip
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in October 1980.
Alan McNeil, an employee of Universal Research Laboratories (a division of Stern Electronics), had a dream one night involving a black-and-white video game in which he had to fight robots. This dream, with heavy borrowing from the BASIC game 'Robots' ('Daleks' in the UK), was the basis for Berzerk. The idea for a black-and-white game was abandoned when the color game "Defender" was released earlier the same year to significant success. At that point Stern decided to use a color overlay board for Berzerk. A quick conversion was made, and all but the earliest versions of the game shipped with a color CRT display. The game was test-marketed successfully at a Chicago singles bar before general release.
The title of the game comes from the series of books called 'The Berzerker Stories' by Fred Saberhagen. It's a novel about robots which go Berzerk and kill everybody.
Berzerk is the first robot killing game but the big selling point of Berzerk was speech. It was the first game to feature talking enemies.
From Tony Miller : "The speech was done using LPC coding that I believe was invented by T.I., although I remember we used a National Speech chip in it. This was when speech and memory was expensive, so we didn't just digitize sounds and dump them out through a DAC. I remember it cost something like $1000 per word to have the compression done, so we tried to come up with a limited vocabulary which could be rearranged and reused as much as possible.There was some guy up in Silicon Gulch who did this stuff for a living - so it is possible to make money while talking in a monotone.".
Berzerk was also the first game to attempt a bit of on-screen comedy. Your robot opponents often fell foul of slapstick misfortune, shooting each other in the head or walking into walls and exploding in their attempts to kill you. And if you legged it out of a room without killing them all, the survivors would taunt you in their Speak & Spell voices : "Chicken! Fight like a robot!". Okay, it's not hilarious, but even Bob Monkhouse had to start somewhere. Sometimes when you escape as above, it will just utter "Chicken".
'Evil Otto' was named for 'Dave Otto', who worked for Dave Nutting's Arcade Engineering group as R & D director at the time Alan McNeil did. 'Evil Otto' can be considered one of the most intimidating video game villains of all time. He is, and even travels through walls, preventing a player from loafing in the room. He resembles a bouncing smiley face, and has been called a 'Malicious basketball' by some.
Berzerk was Stern's first major video game success. It was made in both upright (approx. 4000 units) and cocktail (approx. 100 units) models. Berzerk suffered a bit in sales due to frequent breakdowns of it's original giant sized optical 8-way joystick. Approximately 4200 orders were canceled by distributors and operators whose machines were frequently down from the opto-stick. Stern issued free WICO leaf switch sticks to operators after they had so much trouble with the optical stick, but this still hurt sales.
Berzerk shares a rather chilling distinction of being the first known game to be blamed for an actual player's death. In January 1981, Jeff Dailey was the first person to die playing a video game, a 19-year old Berzerk player, died of a massive heart attack right after playing his favorite game. His score was 16,660 (a very respectable score but disturbing for obvious reasons). On an equally distressing note, in October 1982 at the 'Friar Tuck Game Room' in Calumet City, Illinois : 18-year old Peter Burkowski, a physically healthy person who was alcohol-free and drug-free, inscribed his initials in Berzerk's top ten list twice in a matter of only 15 minutes. A few seconds after that, he collapsed and died of a heart attack.
Ron Corcoran holds the official record for this game on the "Fast Bullets" setting with 80,180 points on May 13, 2001.
Joel West holds the official record for this game on the "Slow Bullets" setting with 119,340 points on November 9, 1982.
A Berzerk unit appears in the 1982 movie 'Tron' and in the 1983 movie 'Joysticks'.
A Berzerk unit appears in the ZZ Top music video 'Legs'.
A Berzerk machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Milton Bradley (MB) released a board game based on this video game (same name) in 1983. 'Can You Survive the Frenzied Attack of the Robot Army?' In this board game version, 2 players face off. One player controls the Humanoid and the other player controls Evil Otto and the robots. Players alternate sides for a maximum of three rounds or until both have been zapped three times and destroyed as the Humanoid. Humanoid lives are represented by chips placed in front of the player. Each time a player's Humanoid is zapped, the player surrenders one chip. Once a player loses all three chips, that player's Humanoid is destroyed, and therefore he/she cannot control the Humanoid for the rest of the game. The object of the game is to zap more robots while controlling the Humanoid than your opponent.
Berzerk inspired a catchy hit song by Buckner and Garcia called 'Goin' Berzerk' released on the 'Pac-Man Fever' album, here are the full lyrics! :
Humanoid - This is you.
You can move in eight directions.
Once you start you're never done.
You can go from room to room,
You can crawl or you can run.
You can wander through the maze.
It's a wonderland at night,
You can stop and aim your gun when,
there's a robot in your sights.
Robots - The various colored robots.
I think I'm going berzerk.
I think I'm losing my mind.
I'm getting lost in the shuffle.
It happens every time.
I think I'm going berzerk.
Would you like to come to?
I can't stop now - I'm addicted!
I'm berzerk over you.
Evil Otto - The bouncing smiley face.
If we fight this thing together
there's a chance that we might win.
Now here comes Evil Otto,
push the fire buttons in.
I'm sure he's crazy too because
he's bouncing off the floor.
There's no way to destroy him ,
let him bounce right out the door.
The speech, 'Humanoid' and 'Intruder Alert!' featured heavily in 1988's seminal UK Acid track, 'Stakker Humanoid' by later Future Sound of London member Brian Dougans. His use of distortion and slightly lower pitch, leaves the game sounding quite tame by comparison...
- UPDATES -
2 different versions of the game were released. As a player's score increases, the colors of the enemy robots change, and the robots can have more bullets on the screen at the same time (once they reach the limit, they cannot fire again until one or more of their bullets detonates; the limit applies to the robots as a group, not as individuals). In the original version, the sequence goes :
* Yellow robots that don't fire
* Red robots that can fire one bullet
* Light blue robots that can fire two bullets
After 5,000 points Evil Otto doubles his speed, moving as fast as the player while robots remain in the maze, and twice as fast as the player after all the robots are destroyed.
The revised version, which had the much larger production run of the two, features a longer color sequence that also included green, purple, and white robots. In this version, the robot sequence went up to five normal speed bullets, then they began firing fast bullets, starting with one fast bullet, and eventually going as high as seven fast bullets at once. After 20,000 points the robots stay light blue and may have up to seven fast bullets on screen for the remainder of play. To balance the greatly increased threat from the robots in this version, Evil Otto's pursuit speed remains at its normal (half or equal the player's speed) level throughout.
- SCORING -
You get 50 points per robot destroyed. It doesn't matter whether you destroy them or they get destroyed some other way.
You get a bonus of 10 times the number of robots in a maze if you clear it For example, if you destroyed all 7 robots in a maze, then your bonus would be 10 X 7 or 70 points.
- TIPS AND TRICKS -
* Here is how the rounds progress in the revised version :
Points - Robot Color - Shots fired
0-260 -Yellow - 0
260-1,200 - Red - 1
1,200-3,000 - Light Blue - 2
3,000-4,500 - Yellow / Green - 3
4,500-6,000 - Purple - 4
6,000-8,000 - Yellow - 5
8,000-10,000 - White - One fast shot (2x speed)
10,000-12,000 - Light Blue - Two fast shots
This color system now repeats. At around 20,000 points, the robots stay light blue. Starting at about 10,000 points. Berzerk becomes largely a game of luck. If you get an open maze with a lot of robots, there is not much you can do.
* When you start the game, the Humanoid will be put at the left entrance. (In a 2-player game, player 2's Humanoid will be put at the right entrance). You will face anywhere from 1 to 12 robots. Quickly assess where the Humanoid is at and destroy the closest robots. The first 3 sets of robots are pretty easy. It's when they start firing those 3+ shots at you or the supershots things can get bad.
* Remember, the Humanoid is longer then he is wide; use this to your advantage. Always try to exit the maze from the left or right exit so that the Humanoid presents a small profile for the next maze. If you enter from the top or bottom, you presents a bigger target. Of course, there is no defense against being put right next to a robot.
* There is a 1-2 second delay after you enter a maze before the robots come after you; use that to your advantage.
* You cannot run and shoot at the same time in this game. You have to stop and shoot. Use the joystick to aim and press the FIRE button. The Humanoid may move a little in that direction so don't try to shoot robots point-blank or you will destroy the robot while the robot vaporizes you.
* When you get into the later rounds, luck will be as much a factor as skill. This is especially true when the robots are firing supershots at you (these shots travel twice the speed of normal shots).
* Evil Otto (the bouncing happy face) will appear from where the Humanoid entered the maze. Evil Otto's appearance is directly related to how many robots you start with. The lower the number, the sooner Evil Otto appears. Evil Otto cannot be destroyed.
* Because the robots are attracted to you 'as the crow flies', they will tend to clump together and smash into each other. The best way to kill robots is to stand safely behind a wall and let them shoot and smash each other. The ball (Evil Otto) will also kill them. You can ignore some robots in the maze and let Otto kill them for you. Otto follows your position like the robots, so as he comes across the screen, lead him up and down into any remaining robots before you exit.
* If the robot cannot hit you with laser fire, they will still try to kill the Humanoid by attempting to run him over.
* The walls in the maze are deadly. If the Humanoid or a robot runs into a wall, he is vaporized. (You score the points if a robot is destroyed by running into a wall). The wall will light up if the Humanoid is too close to it.
* If you and a robot are in line and firing at each other, your shots will negate themselves out. In the later levels, this could prove deadly since they can keep up with your firepower.
* An Interesting Quirk : There is a one pixel space between the Humanoid's head and shoulders. The game doesn't register it as existing so if a robot's shot goes through that space, the Humanoid doesn't die.
* The robots always walk toward you unless you're in their line of fire; then they will pause to shoot. There are eight directions you and they can shoot. The only way to survive the higher levels (10, 000 points +) is to learn the blind spots of the robots. If you are in a robot's blind spot he poses no threat, and you can concentrate on blasting the others. The angle shots are almost never necessary. It is very difficult to hit a robot with an angle shot. When you shoot, the Humanoid stops moving, when you can't move, you are vulnerable. Make your shots count and don't bother wasting your time with angles unless you are on an early level and need the practice.
* Because the robots are shorter than you, try to avoid robots at the bottom edge of the screen. By the time you move low enough to get a shot they will have already fired. In contrast, if you come 'up' on robots from the bottom, you can shoot their feet and duck back down before their shot reaches you.
* Because the Humanoid is a lot taller than he is wide, it is very easy to avoid shots from above and below. Take out the robots to the sides of you first.
* If you poke your head above a wall just far enough to shoot above it, the robots on the other side of it can't shoot you. They will only hit the wall. ALWAYS use this tactic to kill most of the robots in a maze. When you are in the right position, just hold down the fire button. This will make the Humanoid stand still. You can inch your way very close to the deadly walls without fear of running into them. When shooting up or down, that trick doesn't work. If there is a wall between you and a robot above you, run to the right and start shooting up just past the wall. If you are lucky, the robot will walk into your fire before he gets a shot off. By design, if a robot is above you, he will lock into position directly in-line with your shots, and you will shoot each other's bullets. In early rounds you can overpower a robot and outgun him, but later the robots can keep up with you and you will be in a deadlock. To defeat him, shoot up and immediately walk to the right and he will walk into your bullet.
* The robots are programmed to avoid colliding into the sides of the deadly walls, but they can't detect the start or end of a wall. If a robot is below the end of a wall, you can move up and direct him into the wall end.
* In later rounds, all of the real action takes place in the first two or three seconds of a round. If you survive the initial shots from the robots, you are as good as done with the maze. When a new maze comes on screen, you are very vulnerable. Often you are in the line of fire of five robots. As the new maze slides on-screen, you can see it before the robots appear. Use this time to decide which way to run. Assume that there will be a robot in each 'room' or 'nook'. Shoot the robot right in front of you first, and then run toward his position. By running ahead, you will exit the line of fire of any robots above/below you and also the dreaded angle shots. Once you are out of their line of fire, you can re-enter their line of fire selectively and shoot them. Get to a safe barrier as soon as possible and wait for the robots to move into easy positions.
- SERIES -
1. Berzerk (1980)
2. Frenzy (1982)
- STAFF -
Designed and programmed by : Alan McNeil
- PORTS -
* Consoles :
GCE Vectrex (1982)
Atari 2600 (1982)
Atari 5200 (1983)
Emerson Arcadia ("Escape")
* Computers :
Tandy Color Computer (1981, "Berserk")
Tandy Color Computer (1981, "Robot Battle")
Tandy Color Computer (1982, "Android Attack")
Tandy Color Computer (1982, "Haywire")
Tandy Color Computer (198?, "Monster Maze")
PC [Booter] (1983, "Robot War", a part of the "Friendlyware PC Arcade" suite)
Microtan 65 (1984)
* Others :
VFD handheld game (1982) by Coleco : unfortunately, this game was never released.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=bbbxing,
$Edit this entry at Arcade-History.com
$bio
Best Bout Boxing (c) 02/1994 Jaleco.
A horizontal boxing game from Jaleco. Choose one of 7 boxers, each with their own special punch, and win matches to claim the World Freeweight Title.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=bestleag,
$Edit this entry at Arcade-History.com
$bio
Best League (c) 1993 Playmark.
An Italian league soccer game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This is a bootleg made by Playmark. Pcb layout, fonts and components are the same as their original games but they left the pcb unmarked obviously. Eproms have stickers with their logo.
Playmark did many bootlegs in the 90s.
- UPDATES -
This bootleg contains Serie A teams instead of the national ones in "Big Striker".
$end
$info=bestbest,
$Edit this entry at Arcade-History.com
$bio
Best of Best (c) 1994 SunA.
$end
$info=bigappg,
$Edit this entry at Arcade-History.com
$bio
Big Apple Games (c) 1986 Merit.
$end
$info=bigbang,
$Edit this entry at Arcade-History.com
$bio
Big Bang - Power Shooting (c) 1993 NMK.
A vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : UPL-93091
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 57.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Thunder Dragon 2".
- SERIES -
1. Thunder Dragon (1991)
2. Big Bang - Power Shooting (1993)
- STAFF -
Planning : W.W. Miyakawa
Programmer : Ore-Dayo
Co-Programmer : Ryu Kikuchi
Graphics : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami
Sound creator : Manabu Namiki (Taro)
Sound adviser : Hide-Kaz
$end
$info=bigbucks,
$Edit this entry at Arcade-History.com
$bio
Big Bucks (c) 1986 Dynasoft.
Test your trivia IQ in this English quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
$end
$info=bigd2
$Edit this entry at Arcade-History.com
$bio
Big D2 (c) 2000 IGS.
- TECHNICAL -
Main CPU : ARM7 (@ 20 Mhz)
$end
$info=bigdeal,bigdealb,
$Edit this entry at Arcade-History.com
$bio
Big Deal (c) 1986 Fun World.
- TECHNICAL -
Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=bigevglf,bigevglj,
$Edit this entry at Arcade-History.com
$bio
Big Event Golf (c) 1986 Taito.
A challenging 18 hole championship golf course game.
- TECHNICAL -
Board Number : M4300056B
Prom Stickers : A67
Main CPU : (2x) Z80 (@ 5 Mhz), M68705 (@ 2 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : trackball
Buttons : 2
- TIPS AND TRICKS -
* Easter Egg : Some of the larger (?) rocks around the course boundaries have messages on them, such as NENKO, SASAEI, and OFHARA. These are programmer names? You have to get the ball right next to it to make out the text clearly, but often you can tell if a rock has it from about 50 yards out (you can see one from the 16th tee).
$end
$info=bigkarnk,
$Edit this entry at Arcade-History.com
$bio
Big Karnak (c) 1991 Gaelco S.A.
In this platform game you control a pharoh that attempts to fight through several deadly enemies like cobras and scorpions.
- TECHNICAL -
Game ID : 901112-1
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6809 (@ 2.21675 Mhz)
Sound Chips : YM3812 (@ 3.58 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Jump
- TRIVIA -
The boss at the start of the 2nd stage was a rip of Karnov in "Bad Dudes vs. Dragonninja".
- TIPS AND TRICKS -
* Items list :
Cup : Give extra energy.
Egg timer : Give extra time.
Sword : Extra arms phase I.
Scepter : Extra arms phase II.
Life : Extra life - 100,000 points.
- STAFF -
Direction : Julian Goicoa
Story : Tony Yeste
Program : Luis Jonama, Albert Sunyer
Graphics : Tony Yeste
Graphics C. : Xavier Arrebola
Sound : Josep Quingles
Hardware design : Chu-Lin
$end
$info=bigkong,
$Edit this entry at Arcade-History.com
$bio
BiG KONG (c) 1981 Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 4-way Joystick
Buttons : 1 (JUMP)
- TRIVIA -
This game is a bootleg of "Crazy Kong - Part II".
$end
$info=bigrun,
$Edit this entry at Arcade-History.com
$bio
Big Run - The Supreme 4WD Challenge [Sitdown model] (c) 1989 Jaleco.
A driving game.
- TECHNICAL -
Main CPU : (3x) 68000 (@ 10 Mhz)
Sound CPU : 68000 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 3840
Players : 1
Control : paddle
Buttons : 5
- TRIVIA -
Released in December 1989.
Also released as "Big Run - The Supreme 4WD Challenge [Upright model]".
- SERIES -
1. Big Run - The Supreme 4WD Challenge [Sitdown model] (1989)
2. Big Run - The Supreme 4WD Challenge [Upright model] (1989)
2. Big Run - The Supreme 4WD Challenge - 13e Rallye (1991, Nintendo Super Famicom)
- PORTS -
* Computers :
Atari ST
Sinclair ZX Spectrum (1991)
$end
$info=bigstrik,bigstrkb,
$Edit this entry at Arcade-History.com
$bio
Big Striker (c) 1992 Jaleco.
A soccer game.
- TECHNICAL -
Jaleco Mega System 1-C hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
offense => [A] Short pass, [B] Long pass / Shoot, [C] Fake play
defense => [A] Sliding tackle, [B] not used, [C] not used
- TRIVIA -
A bootleg/hack of this game is known as "Best League" (released in 1993, contains Serie A teams instead of the national ones).
- UPDATES -
Bootleg version don't uses the 68000 @ 7 Mhz and the YM2151 @ 3.5 Mhz :-)
- STAFF -
Total Planning : Toku
Game designer : H. Iiduka
Programmer : H. Akashi
Character designers : M. Horikoshi, Sanbo, T. Fukada, N. Tanabe
Sound : Kiyoshi Yokoyama
$end
$info=bigtwin,
$Edit this entry at Arcade-History.com
$bio
Big Twin (c) 1995 Playmark.
Align 3 identical balls in a row to make them disappear. Continue doing this until a nude women is revealed at the right hand side of the screen.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), PIC16C57 (@ 3 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Developed by Game Over.
$end
$info=bbonk,
$Edit this entry at Arcade-History.com
$bio
Bigfoot Bonkers (c) 1976 Meadows Games.
This game was 2-player only, you must have a live human opponent to play against, or else the other players mouse (the games promotional material said the character was a mouse), will go straight into a wall, making for a very quick and boring game. Each player moves their mouse around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. Scattered around the gameboard are several 'fee' that you must avoid, as hitting a foot is just like smashing into a wall or a line. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost.
- TECHNICAL -
Main CPU : S2650 (@ 672 Khz)
Sound Chips : DAC (@ 672 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 230 pixels
Screen refresh : 60.00 Hz
Palette colors : 3
Players : 2
Control : 4-way joystick
The machine came in an upright format, used a black and white open frame monitor, and a single speaker. The control panel only had a pair of 4-Way joysticks on it. There were not any other buttons on the whole machine. Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up two wins, but this was operator adjustable up to as high as five. One particularly annoying thing about this title is the demo sounds, the machine would emit a series of bleeps almost constantly. You could not turn this off at all.
- TRIVIA -
Released in October 1976.
$end
$info=bijokkoy,
$Edit this entry at Arcade-History.com
$bio
Bijokko Yume Monogatari (c) 1987 Nichibutsu.
An adult mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Player : 2
Control : LCD control panel
- TRIVIA -
Released in September 1987.
The title of this game translates from Japanese as 'Cutie Dream Story'.
$end
$info=bioatack,
$Edit this entry at Arcade-History.com
$bio
Bio-Attack (c) 1983 Taito.
A vertically scrolling shoot'em up.
- TECHNICAL -
Taito SJ System hardware
Prom Stickers : AA8-04..17
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed by Fox Video Games.
$end
$info=mp_bio,
$Edit this entry at Arcade-History.com
$bio
Bio-hazard Battle (c) 1993 Sega.
Bio-Hazard Battle is a horizontally scrolling space shooter. You can choose one of the 4 ships, each one having its own attacks. During the game, you can upgrade your ships' weapons by collecting colored balls floating around. You can store up to 3 different weapons at the same time, executing attacks in different directions.
- TECHNICAL -
Sega Mega Play hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as 'Crying - A Seimei Sensou' (translates from Japanese as 'Crying - A Life of War').
- PORTS -
* Consoles :
Nintendo Wii (2007, "Virtual Console")
$end
$info=bioship,
$Edit this entry at Arcade-History.com
$bio
Bio-Ship Paladin (c) 1990 UPL.
While the game is essentially a standard horizontally scrolling shoot'em up, it has an innovation that makes it unique in the genre. The player flies a spaceship (specifically, a bioship) which has the standard forward guns to be found in all horizontal scrollers, but it also possesses a weapon that can be manually targeted with a crosshair, in the same manner as in the game "Missile Command". This allows the player to fire in any direction with pinpoint accuracy, and adds an extra level of strategy to the game. The player's bioship can also collect power-ups to grow bigger (becoming more powerful), and can acquire spherical pods which attach to the ship and increase its firepower.
- TECHNICAL -
Game ID : UPL-90062
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to American Sammy.
This game is known in Japan as "Uchuu Senkan Gomorrha" (translates from Japanese as 'Space Battleship Gomorrha').
- STAFF -
Game designed by : Tsutomu Fuzisawa
Program designed by : Itsam Matarca
Character designers : Tsutomu Fuzisawa, Kinya Aoyama
Background designers : Mutsuo Kaneko, Miho Urushibara, Shiho Sasaki
Sound effects by : Yoshio Nagashima
- PORTS -
* Consoles :
Sega Mega Drive (1991)
$end
$info=biofreak,
$Edit this entry at Arcade-History.com
$bio
BioFreaks (c) 1997 Midway Games.
A futuristic fighting game.
- TECHNICAL -
Midway Seattle hardware
Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
BioFreaks stands for 'Biological Flying Robotic Enhanced Armored Killing Synthoids'.
A BioFreaks machine was shown up at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- PORTS -
* Consoles :
Sony PlayStation (1998)
Nintendo 64 (1998)
* Computers :
PC [MS Windows] (1998)
$end
$info=biomtoy,
$Edit this entry at Arcade-History.com
$bio
Biomechanical Toy (c) 1995 Zeus.
A colourful and playable eightway scrolling platform game set in a world of animated toys; both good and evil. The magic pendulum that animates the toys has been stolen by the evil 'Scrubby', who was once banished from the kingdom and has returned to take revenge. Evil toys must be destroyed or avoided, while good toys will offer help the the game's hero, Inguz, in his quest to regain the pendulum.
Inguz carries a basic, single-firing gun, although additional ammo clips can be found throughout the game that upgrade the gun with either extra shot power, automatic fire or exploding bullets. When the gun's current ammo clip is empty, Inguz will take a moment to reload. Bombs can also be found and used to attack all enemy toys on screen. Inguz begins each stage and life with a full health meter of eighty units, but food can be found that will boost the health meter. The player can lose a life either by running out of health, falling off the bottom of the screen, or running out of time. Clearing each stage awards bonus points based on both remaining time and health units.
Checkpoints, indicated by red flags, are located at certain points throughout the stages. In the event of losing a life, the player will restart at the last checkpoint reached. Objects with Inguz's face on them (such as wooden chests and balloons) release bonus items when shot. An abstract, oriental-looking face occasionally forms part of a level's platform which, when shot, will release balloons which can in turn be shot for bonus items. A giant flying hat also turns up and will drop bonus items when shot.
- TECHNICAL -
Game ID : 922804/2
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This is the first and only Coin Op produced by Zeus. In 1992 Zeus Software developed the Amiga game 'Risky Woods' (published by Dinamic, a spanish software house, very famous in the eighties on the computer market). Ricardo Purto and Raul Lopez (see Staff section for more info) made some games (not always together) on the Amstrad CPC for Dinamic software in the eighties.
- STAFF -
Main design : Raul Lopez, Ricardo Puerto
Program : Ricardo Puerto
Computer Graphics : Raul Lopez
Art & Animation : Raul Lopez, Maite R. Otxotorena, Juanma Ripalda, Andreito Lobero
Development system : Ricardo Puerto, Juan Mari Gorrotxategi, Asier Zubillaga
$end
$info=bionicc,bionicc2,bionicc1,
$Edit this entry at Arcade-History.com
$bio
Bionic Commando (c) 1987 Capcom.
The player takes on the role of 'Super Joe', an elite Commando who is equipped with a bionic arm; an ingenious device that acts as an advanced grappling hook and must be used to traverse the many platforms and ledges that make up the game's levels. The arm can also be used to destroy the enemies that populate the levels, as well as to retrieve bonuses and weapons that are occasionally dropped by parachute.
- TECHNICAL -
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2151
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1987.
This game is known in Japan as "Top Secret".
Many Capcom employees consider this to be one of the most difficult games Capcom ever released in arcades.
There are several songs available in the test mode that are not used in the actual game. The game's main character, 'Super Joe', made his first appearance in the 1986 game, "Speed Rumbler".
- SERIES -
1. Bionic Commando (1987)
2. Bionic Commando (1988, NES) (called "Top Secret - Hitler's Revival" in Japan)
3. Bionic Commando - Elite Forces (2000, Nintendo Game Boy Color)
- STAFF -
Music by : Harumi Fujita
- PORTS -
* Consoles :
Nintendo Game Boy (1992)
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Nintendo Game Boy Advance (2006, "Capcom Classics Mini Mix")
Sony PSP (2006, "Capcom Classics Collection Remixed")
* Computers :
Atari ST (1987)
Commodore Amiga (1987)
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
Commodore Amiga (1988, "Amiga Gold Hits 1")
$end
$info=bking,
$Edit this entry at Arcade-History.com
$bio
Birdie King (c) 1982 Taito.
An early golf game.
- TECHNICAL -
Board Number : M4300018A
Prom Stickers : A24
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : trackball
- SERIES -
1. Birdie King (1982)
2. Birdie King 2 (1983)
3. Birdie King 3 (1984)
$end
$info=bking2,
$Edit this entry at Arcade-History.com
$bio
Birdie King 2 (c) 1983 Taito.
An early golf game.
- TECHNICAL -
Upright cabinet dimensions : 68,5'' high, 25,75'' wide, 28'' deep.
Cocktail table dimensions : 31'' high, 35,5 wide, 26,75'' deep.
Board Number : M43000010
Prom Stickers : AD6 / DM
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : trackball
- SERIES -
1. Birdie King (1982)
2. Birdie King 2 (1983)
3. Birdie King 3 (1984)
$end
$info=bking3,
$Edit this entry at Arcade-History.com
$bio
Birdie King 3 (c) 1984 Taito.
An early golf game featuring 36 different holes.
- TECHNICAL -
Upright cabinet dimensions : 72'' high, 25,5'' wide, 28,75'' deep.
Cocktail table dimensions : 31'' high, 35,5 wide, 26,75'' deep.
Prom Stickers : A24
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : trackball
- SERIES -
1. Birdie King (1982)
2. Birdie King 2 (1983)
3. Birdie King 3 (1984)
$end
$info=birdtry,
$Edit this entry at Arcade-History.com
$bio
Birdie Try (c) 1988 Data East.
An overhead golf game.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 57.41 Hz
Palette Colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
$end
$info=bishi,
$Edit this entry at Arcade-History.com
$bio
Bishi Bashi Championship Mini Game Senshuken (c) 1996 Konami.
A puzzle game with various mini games.
- TECHNICAL -
Game ID : GX575
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Bish Bash Championship Mini Game Champion'.
- SERIES -
1. Bishi Bashi Championship Mini Game Senshuken (1996)
2. Super Bishi Bashi Champ (1998)
3. Handle Champ (1998)
4. Bishi Bashi Special (1998, Sony PlayStation)
5. Hyper Bishi Bashi (1999)
6. Bishi Bashi Special 2 (1999, Sony PlayStation)
7. Gachaga Champ (1999)
8. Step Champ (1999)
9. Bishi Bashi Special 3 (2000, Sony Playstation)
10. Hyper Bishi Bashi Champ (2000)
11. Bishi Bashi Special 3 (2000, Sony PlayStation
12. Anime Champ (2000)
13. Salaryman Champ (2001)
14. Great Bishi Bashi Champ (2002)
$end
$info=bishjan,
$Edit this entry at Arcade-History.com
$bio
Bishou Jan (c) 1999 Subsino.
$end
$info=psailor1,
$Edit this entry at Arcade-History.com
$bio
Bishoujo Janshi Pretty Sailor 18-Kin (c) 1994 Sphinx.
The Sailor Senshi battle each other in mahjong matches. Loser strips!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
Released in August 1994.
The title of this game translates from Japanese as 'Pretty Mahjong Warrior Pretty Sailor'. The expression '18-kin' means that the game was not meant for players under the age of 18.
The title (and the whole game) is a knock off of 'Bishoujo Senshi Sailor Moon' ('Pretty Girl Warrior Sailor Moon'), a popular Japanese animation known in the rest of the world as just 'Sailor Moon'. 'Janshi' is the combinaton of the root of two words : 'Jan' (Japanese rendition of the Chinese 'Jong', from 'Mahjong') + 'Senshi' ('Warrior').
- SERIES -
1. Bishoujo Janshi Pretty Sailor 18-Kin (1994)
2. Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (1994)
$end
$info=psailor2,
$Edit this entry at Arcade-History.com
$bio
Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (c) 1994 Sphinx.
A winged, lustful demon battles the Sailor Senshi in mahjong matches (note : He gropes them and does sexual things with them if the player wins, hence I called him 'lustful').
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
Released in October 1994.
The title of this game translates from Japanese as 'Pretty Mahjong Warrior Pretty Sailor 2 - Perverted Whisper'.
- SERIES -
1. Bishoujo Janshi Pretty Sailor 18-Kin (1994)
2. Bishoujo Janshi Pretty Sailor 2 - H na Sasayaki (1994)
$end
$info=blkdrgon,blkdrgnb,
$Edit this entry at Arcade-History.com
$bio
Black Dragon (c) 1987 Capcom.
A barbarian hero jumps and fights his way through a variety of colourful, enemy-packed levels in this spiritual successor to the Capcom classic "Ghost 'n' Goblins". The sprawling, eight-way scrolling levels are packed with hidden bonuses to encourage and reward exploration. Most of these bonuses are in the form of 'Zeny coins'; currency that allows the player to buy such items as an upgrade to their weapons and armour, keys for treasure chests, and anti-poisoning potions. Special items that reveal coins, upgraded armour, or simply bonus points may be found by attacking certain walls.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in August 1987.
This game is known outside Japan as "Black Tiger".
The game features several hidden bonuses. Some of them are cameos from other Capcom games : The barrel from "Higemaru - Pirate Ship", the robot hero from "Side Arms - Hyper Dyne", the dragonfly and the bamboo shoot from "Son Son".
- UPDATES -
Black Dragon has :
* More pitfalls (rocks).
* Stronger enemies.
* The armoury is most expensive.
* The bonuses are changed (different value and position).
* The last dragon scores 1.000,000 points.
- STAFF -
Programmed by : Imo (Akapa)
Character designers : Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan
Sound & Music by : Tamayo Kawamoto
Hardware by : Panchi Kubozoo (Crazy Kubozoo)
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=blkheart,blkhearj,
$Edit this entry at Arcade-History.com
$bio
Black Heart (c) 1991 UPL.
A horizontally scrolling shoot'em up.
- TECHNICAL -
Game ID : UPL-91069
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=blkhole,
$Edit this entry at Arcade-History.com
$bio
Black Hole (c) 1981 TDS (Tokyo Denshi Sekkei).
A space-themed shoot'em up.
- TECHNICAL -
Upright cabinet dimensions : 25,5'' wide x 67'' high x 28'' deep.
Cocktail table dimensions : 22'' wide x 24,5'' high x 34'' deep.
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in April 1981.
- SCORING -
Flying saucers : 6000 points.
Neutron mines : 2001 points.
Neutron mine layers : 9999 points.
$end
$info=mblkjack,
$Edit this entry at Arcade-History.com
$bio
Black Jack (c) 19?? Mirco.
A blackjack game. The goal is to get closest to 21 without going over. If your score is higher than the dealer or he busts, then you win. To hit a blackjack, you must score 21 in 2 cards.
- TECHNICAL -
Main CPU : 8080 (@ 559.062 Khz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 320 x 190 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 4
Buttons : 3
$end
$info=blkpnthr,
$Edit this entry at Arcade-History.com
$bio
Black Panther (c) 1987 Konami.
A beat'em up / platform game.
- TECHNICAL -
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in June 1987.
$end
$info=blktiger,bktigerb,
$Edit this entry at Arcade-History.com
$bio
Black Tiger (c) 1987 Capcom.
A barbarian hero jumps and fights his way through a variety of colourful, enemy-packed levels in this spiritual successor to the Capcom classic "Ghost 'n' Goblins". The sprawling, eight-way scrolling levels are packed with hidden bonuses to encourage and reward exploration. Most of these bonuses are in the form of 'Zeny coins'; currency that allows the player to buy such items as an upgrade to their weapons and armour, keys for treasure chests, and anti-poisoning potions. Special items that reveal coins, upgraded armour, or simply bonus points may be found by attacking certain walls.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump
- TRIVIA -
Released in August 1987.
This game is known in Japan as "Black Dragon".
A bootleg of this game was released by Dragon as the same name.
The game features several hidden bonuses. Some of them are cameos from other Capcom games : The barrel from "Higemaru - Pirate Ship", the robot hero from "Side Arms - Hyper Dyne", the dragonfly and the bamboo shoot from "Son Son".
- UPDATES -
Although they are similar in nature, there are also significant differences be-
tween Black Tiger and "Black Dragon". Below are some of the more apparent
differences between the games :
* Difficulty is much higher on Black Dragon. This is reflected in how enemies react and how much punishment they can take.
* There are more rockslide traps to cause your character's health to go down even faster.
* Most of the bosses take a much longer time to defeat in Black Dragon plus they are more aggressive.
* Points for the Red Dragon, Red Demon Warrior, and Black Dragon are much higher for Black Dragon.
* There are additional enemies added to the enemies you will already encounter in Black Tiger.
*The secret item locations are the same but the symbols for them are different.
* The Red Demon Warrior doesn't fall for the jump and hack trap.
* Items are much more expensive).
- SCORING -
* Monsters :
BLOB (BLUE) : 150 Points
BLOB (RED) : 300 Points
FIGHTER (BLUE) : 200 Points and 10 Zenny
FIGHTER (RED) : 500 Points and 10 Zenny
FLYTRAP (GREEN) : 500 Points and 100 Zenny
FLYTRAP (PURPLE) : 1000 Points and 500 Zenny
MINOTAUR : 1000 Points and 100 Zenny
MUMMY : 200 Points and 5 Zenny
NINJA : 1000 Points and 1000 Zenny
REAPER : 100 Points and 1000 Zenny
SKELETON : 150 Points and 1 Zenny
SNAKE : 50 Points and 10 Zenny
* Bosses :
STONE BLOCK : 1250 Points
DRAGON (BLUE) : 1000 Points
DEVIL : 8000 Points
DEMON WARRIOR (BLUE) : 50000 Points
DRAGON (RED) : 10000 Points
DEMON WARRIOR (RED) : 150000 Points
DRAGON (BLACK) : 0
You also will receive a Zenny bonus after completing a round, the bonuses are :
Round 1 : 300 Zenny
Round 2 : 500 Zenny
Round 3 : 800 Zenny
Round 4 : 1200 Zenny
Round 5 : 1600 Zenny
Round 6 : 2400 Zenny
Round 7 : 4800 Zenny
Round 8 : NONE
- TIPS AND TRICKS -
* Bosses strategy :
STONE BLOCK - Vitality : 2 or 4. After completion of Round 1, you will see two blocks stacked up. After the completion of Round 2, you will see four blocks stacked up.
1) The blocks will attack in a staggered formation. In a sense, it will look like they are walking toward your character.
2) When they are in the air, they will attempt to land on your character. It's best to either move back or jump forward. Don't let yourself get caught in the corner.
3) As you hit them, cracks will appear in them. This means that your hits are connecting. Again, don't stay in one place too long or they will jump onto your character.
4) Use the same type of tactics for both the two and four block bosses. Just move under them when they jump and take shots when you can. This will be especially important on the four block round.
5) Just keep moving around and hitting them and you shouldn't have any problems of turning these blocks back to dust.
DRAGONS (ALL COLORS) - Vitality : 3, 6, or 8. You get the Blue Dragon on Round 3, Red Dragon on Round 6, and the Black Dragon on Round 8.
1) These are by far the roughest bosses you will have to deal with. They fly and breathe fire which makes maneuvering a bit tricky. In addition, you must hit them in the top part of their body.
2) When the battle sets up, the dragon will be on the right side of the screen, wings folded up. When you approach, the dragon will take off and fly up and to the left. If you can, jump and shoot at the moment of takeoff to get in a hit.
3) The dragon will flash when you successfully connect a shot. The number of hits to make the vitality meter go down will depend on the weapon you have.
4) When the dragon flies toward your character, it will use its breath weapon to torch the floor in front of it. Jump to the opposite side the dragon is flying toward.
5) You can't hit the dragon high in the air. The dragon will come back down and go under your character. This is a great time to get in as many shots as possible. Again, watch out for the breath weapon.
6) If you get too close, the dragon will claw and bite at your character. Again, keep your distance since this would be suicide going toe-to-toe with the dragon.
7) Continue to move/jump around the room and you will eventually send the dragon back to where it belongs.
DEMOM WARRIOR (ALL COLORS) - Vitality : 5 or 6. You get the Blue Demon Warrior on Round 5 and the Red one on Round 7.
1) When you approach the Demon Warrior, it will unfurl its wings and display two nasty looking swords in each hand. In addition, the Demon Warrior has limited flight/jump capabilities.
2) Since the Demon Warrior stays on the ground, you can jump and attack as long as you keep your distance. The Demon Warrior has two major attacks :
a) It will hit its swords onto the ground creating a wave of fire or ice which can knock some chunks out of your armor.
b) It will jump close to your character and use its swords to deadly effect.
3) For both of these attacks, you can leap higher then the Demon Warrior so when it gets too close, jump over it and attack from the other direction. Also, use the raised platforms to further home your attacks in.
4) Continue to jump back and forth. Watch out for residual fire or ice before you jump to a spot. When all is clear, go to it to pound on the Demon Warrior some more.
5) Keep up this pattern to send him packing.
DEVIL - Vitality : 3. You only encounter this boss on Round 4.
1) This little flying menace packs a major wallop. Its main attack is flight and throwing purple fire at your character.
2) You will either need a weapon that can shoot in the air or find platforms/ledges to stand on to fire on this boss since it rarely comes down to ground level.
3) Use the jump button liberally on this round. You will not only need to jump out of the way of the flames the devil throws, but you will also need to keep sharp for any attacks you can get in.
4) The Devil tends to swoop in and make an attack before you can react and counterattack.
5) This boss will require patience and a lot of maneuvering room so you don't get yourself cornered. Fortunately, it doesn't take that many hits (even with a weak weapon) to bring this boss down.
* Walkthrough : You will start the game at Round 1 (unless you are continuing). You will be given 200 Zenny, two-hit armor, and a basic weapon. In addition, each round is timed so you will not only have to beat your enemies, you will also have to beat the clock. You will have 1:59 to complete each round. If you fail, then you lose a man and the clock resets again. All dungeons exit at the same exact point you entered them from. There are also secrets buried in the walls. Some give money, others give weapon or armor bonuses.
ROUND 1 : This is your introduction to this world. The monsters are relatively easy to defeat and the round is pretty straightforward.
1) The wall immediately to your left on level 1 can be shot several times to reveal a bonus giving an extra 30 seconds time.
2) Follow the bottom path all the way to the right. Note where the spines are since you will be backtracking to them.
3) At the end of the path and up the stairs is a dungeon entrance.
4) Go up to the first sage and he will give you a minute more in time.
5) Continue along the path and the second sage will give you 200 Zenny.
6) Watch out for all the Skeletons that roam around this area.
7) Backtrack to the spine you passed and hop on it to climb to the next level. Go up to the next level and follow the path to a sage who will give you 100 Zenny. SECRET : Break the wall for 500 Zenny.
8) Get on the next spine and head up. Jump off to the left to get to the sage running a shop. Go to the right and follow the path.
9) Jump down off the wall to fight the first boss.
ROUND 2 :
1) You will cross over several pits with spikes in them. Follow the path to the end. Talk to sage then climb up the spine. SECRET : Break wall on your climb to claim 800 Zenny.
2) On the next platform to the left, go to the end talk to the sage operating a shop. Head back to the spine and go to the next level.
3) Go left and the sage will give you a minute on your time. Head back to the spine again.
4) At the top, jump left and the sage will give you 100 Zenny. Enter the dungeon.
5) Climb up the spine and go left. Talk to the sage and get 100 Zenny.
6) Go up and right to exit the dungeon.
7) Head back right and follow the path. A sage will be there to give you a
8) Potion of Vitality. SECRET : At end, break wall for Weapon +1.
9) Keep following the path up and climb the spine. Jump left. SECRET : Break wall for Armor +1.
10) Go back to the right and follow the path.
11) Jump off the cliff and you will fight the second boss.
ROUND 3 :
1) The sage on the left operates a shop. Go if you need stuff then head right.
2) Follow the path until you reach an area of multiple platforms on the right. Go up to the first platform and a sage will give you 100 Zenny. SECRET : Break wall for Armor +1.
3) Go up to the next platform and you will be at the dungeon entrance.
4) Head up the platforms. On the third platform to the left is a sage. He will give you the advice that the Spinning Sculls are indestructible.
5) On the next platform is the exit.
6) Go up to the next platform and talk to the sage for 100 Zenny. Then go up and follow the steps to the right.
7) Continue to follow the path around until you get to another sage who gives you 100 Zenny. Continue on the path and you will come to a sage operating a shop.
8) As you continue to follow the path, you will encounter two more sages. One gives you a minute of time. SECRET : Break the wall for Armor +1.
9) The other sage, farther down the path, will give you 200 Zenny.
10) At the end of the path is the third boss.
ROUND 4 :
1) There is a sage operating a shop to your left. Again, after shopping, head across the bridge to the right. Go up to the next platform on the right for another sage and a shop.
2) Then follow the path left and then up to the right. Go down and then to the left to get to another sage operating a shop.
3) Head up and to the left to the dungeon entrance.
4) You will first encounter a sage on the path who will give you 100 Zenny.
5) Go up to the next level and go to the left to get the Potion of Vitality from the sage.
6) Go right and exit the dungeon.
7) Go up and then head to the left to the sage operating his shop. Follow the path around to the right and a sage will tell you to look for hidden symbols.
8) Continue on the path for the fourth boss.
ROUND 5 :
1) Again, another sage to the left, another shop. Then head right.
2) This Round is a little tricky because you will have to jump on small platforms. The gaps in between are pits with spikes in them so time your jumps carefully.
3) At the top of this area is a sage with a shop. Go up to the next platform to right. SECRET : Break wall for 3,000 Zenny.
4) Go up. Continue going to the right along the columns and you will reach a dungeon entrance, to the right, on the next platform.
5) Go to the right to collect the 100 Zenny from the sage. Keep heading right and you will get a Potion of Vitality from another sage.
6) Head out the exit.
7) Head out and go left. Go up the columns and then go right on the platform. SECRET : Break wall for Armor +1.
8) Then head up and to the right to the end of the path. The fifth boss awaits.
ROUND 6 :
1) Go to the sage with the shop on the left if you have to, then head right. The action takes place outdoors.
2) Go all the way to the right and you will be given 100 Zenny by the sage at the bottom of the cliff.
3) Go up to the next cliff and head right. A sage has set up shop in front of the dungeon entrance.
4) Follow the path and go up to the next platform. Head right and get 100 Zenny from the sage.
5) Continue to follow the path around to exit the dungeon.
6) Go up to the next platform on the right. SECRET : Break wall for Weapon +1.
7) Go up to the top and go left. Follow the columns around. Then go up and to the right.
8) Go back left up the platforms and go up. The first platform has a sage with a shop.
9) Continue to go up to the next platform. There, a sage will destroy all the enemies on the screen for you. SECRET : Break wall for Weapon +1.
10) The next platform has a sage waiting to give you a Potion of Vitality.
11) Follow the path to the right and before the sixth boss battle, a sage with a shop waits to serve your needs.
ROUND 7 :
1) One of the harder rounds since you will have to go back and forth a few times. Plus the jumps can be a real pain.
2) Go shopping on your left then head right. You will be jumping to several platforms across big pits with spikes. When you get all the way to the right, climb the column. SECRET : Break wall for Weapon +1.
3) Head left on the next platform. Go shopping with the first sage and get a minute from the second sage along the path. Follow the path around to the end.
4) Go up the column and shoot the wall on your left. SECRET : Break wall for Armor +1.
5) Go up and onto the next platform on the right. The first sage will destroy all the enemies on screen while the second sage has a shop. After this, continue to follow the path around.
6) At the end, go to the next platform on the left. Follow the columns to the end then climb up.
7) At the top, head to the right on the next platform. Go to the sage for your shopping needs.
8) Jump onto the next higher platform to your right and follow it to the end. You will notice a big gap. A regular jump won't clear the gap. What you have to do is push the joystick right, diagonal up while pressing the jump button to clear this gap and get onto the next higher platform.
9) Jump the gap and you will have a close encounter with the seventh boss.
ROUND 8 :
1) As always, go to the shop on your left if you need to. Then head to the right. As you climb the column, shoot right. SECRET : Break wall for Weapon +1 and Armor +4.
2) Go straight up and go to the platform on your left. SECRET : Break wall for Weapon +1.
3) Head down and go left along the columns.
4) Go up the column to the next level and go left. The sage will give you a minute.
5) Go up all the way to the top, then head right. You will encounter a sage, with a shop, before the eighth boss battle.
- STAFF -
Programmed by : Imo (Akapa)
Character designers : Kuramoyan, Satochin, Kawamoyan, Miyaji, Fukumoyan, Nono, Rattchan
Sound & Music by : Tamayo Kawamoto
Hardware by : Panchi Kubozoo (Crazy Kubozoo)
- PORTS -
* Consoles :
Sony Playstation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
Sony PSP (2006, "Capcom Classics Collection Remixed")
* Computers :
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
Sinclair ZX Spectrum (1989)
Commodore C64 (1990)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=bwidow,
$Edit this entry at Arcade-History.com
$bio
Black Widow (c) 12/1982 Atari.
In Black Widow you have to move around a web using two joysticks to control the action. The left joystick moves, while the right joystick fires. "Robotron - 2084" players will feel right at home playing this game, as the controls are identical. You have to defend your little vector spider around her vector web in order to keep out all the deadly bugs. Shoot down bugs and they turn into bonuses. Watch out for eggs, if you see any eggs, then you should quickly push them off the web before they hatch. Other enemies include mosquitos, beetles, and hornets.
- TECHNICAL -
Game ID : 136017
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
James Vollandt holds the official record for this game with 930,100 points on May 1, 1984.
Approximately 1,550 units were produced. All Black Widow games were conversions of other Atari vector titles. Even the brand new ones were actually "Gravitar" games that Atari converted at the factory. In general this title shared a lot of common components with "Gravitar" and "Space Duel", and Black Widow machines are often used to repair those titles.
A Black Widow machine was shown up at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Bruce Merritt
- PORTS -
* Consoles :
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
* Others :
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
$end
$info=bmaster,
$Edit this entry at Arcade-History.com
$bio
Blade Master (c) 1991 Irem.
A beat'em up where 2 selectable heroes, Roy and Arnold, try to save their land from hordes of monsters.
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump
- TRIVIA -
This game is known in Japan as "Cross Blades!".
$end
$info=bladestl,bladstle,
$Edit this entry at Arcade-History.com
$bio
Blades of Steel - The Supreme Hockey Challenge (c) 10/1987 Konami.
An ice hockey game with hand-to-hand fighting and physical violence. Features close-up action scenes where two players (one from each team) throw off their gloves and punch each other.
- TECHNICAL -
Game ID : GX797
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2203 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 48
Players : 2
Control : Trackball
Buttons : 3
=> [A] Face Off/Pass, [B] Shoot, [C] Fight
- STAFF -
Sound editor : Kazuki Muraoka
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Famicom Disk (1988, "Konamic Ice Hockey")
Nintendo Game Boy (1991)
* Computers :
Commodore C64 (1990)
Commodore Amiga (1990)
PC [MS-DOS] (1990)
* Others :
LCD handheld game
$end
$info=blandia,blandiap,
$Edit this entry at Arcade-History.com
$bio
Blandia (c) 1992 Allumer.
Weapon-based fighting game featuring visible damage to each of the 6 fighter's armor.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Gurianos and Irriana appears in Taito's "Gladiator" / "Ohgon no Siro" as Guaranos and Irene.
- UPDATES -
There is no armor bonus on the prototype version.
- STAFF -
Planning : Ken Kaneda
Graphic chief : Tadahiro Negome
Graphic designers : Makoto Kobayashi, Kenji Inoue
Character designers : Ken Kaneda, Tadahiro Negome
Main programmer : Kazuyoshi Ishihara
Sub. programmers : Sou Kajiwara, Masafumi Kaneko, Makoto Hijiya
System designers : Kazuyoshi Ishihara, Sou Kajiwara
Sound & Music : Hisao Shiomi
Music : Akira Inoue, Manabu Namiki (as Manabu 'Gon' Namiki)
Hard : Noboru Kohno
Voices : Noriaki Yamaguchi, Mariko Suzuki, Katsuko, Reiko Nagashima, Yohko Ogawa
$end
$info=blastoff,
$Edit this entry at Arcade-History.com
$bio
Blast Off (c) 03/1989 Namco.
A vertically scrolling shoot'em up.
- TECHNICAL -
Namco System 1 hardware
Game ID : BO
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Videogame Graffiti Vol.10 - VICL-40097) on 16/12/1993.
- SERIES -
1. Bosconian - Star Destroyer (1981)
2. Blast Off (1989)
- STAFF -
Game design : Nak, Tak
Program : Nak
Graphics : Tak
Character : Arg, M.G
Music : Kob, Tog
Sound : Nob
$end
$info=blasted,
$Edit this entry at Arcade-History.com
$bio
Blasted (c) 1988 Bally Midway.
Using your high-powered scope rifle, blast aliens and other bad guys who have invaded an apartment complex, but be careful not to shoot the tenants or get hit by return fire. In 2-player mode, you shoot at your opponent's building and he shoots at yours.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : 68000 (@ 7.7238 Mhz)
Sound CPU : 68000 (@ 8 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- STAFF -
Game design : Brian Colin, Jeff Nauman
Software : Jeff Nauman
Graphics : Brian Colin
Sound : Neil Falconer
Cabinet : John Kubik, Hank Siska, Walt Gosluski
Hardware : Dan Stern, Cary Mednick, Trun9 Van Trunong
Support : Meredith Soper, Mike Bartlow, Greg Freres, Sue Lohse, Tom Leon, Jim Belt
$end
$info=blaster,blastkit,blast30,
$Edit this entry at Arcade-History.com
$bio
Blaster [DuraMold model] (c) 1983 Williams.
The player takes control of a spaceship and must fight against wave after wave of enemy fighters, while trying to rescue the stranded astronauts that represent the last surviving remnants of the human race. Enemies attack the player both with weapons, and by making 'suicide runs' at the player's ship. The game consists of 11 different levels, 9 of which are repeated, bringing the total number of levels to 20.
The levels are : Planetoid Waves, Robot Grid Waves, Saucerland Waves, Vampire Waves, Time Tunnel Waves, Outer Space Waves, Enduro Waves, Cat World Waves, and Mastermind Waves (there are 2 of each of these).
There are also 2 unique waves that occur only once, they are Armageddon and Paradise.
Players can select their starting wave at the start of the game; choosing from Planetoids, Robot Grid, Saucerland, and Vampires. During the game, players must be careful to NOT shoot the human astronauts that drift through the levels. These must be rescued by 'running' into them.
Despite the presence of an energy meter, the player can take exactly three hits before he or she dies. Upon death, the window of the player's virtual cockpit breaks and one of the player's lives is lost. Blaster has a 'Continue' option but this can only be used once.
- TECHNICAL -
The DuraMold modelwas a large circular arcade cabinet made entirely out of thick plastic. These cabs were very attractive and almost impossible to damage. They were, however, expensive to produce and had a fatal design flaw : they shrank slightly in the first few months after they were made. In some cases the shrinking machine would eject its monitor, and send it flying across the room. Williams quickly developed a fix for this, but no one wanted DuraMolds after hearing about them shooting monitors across arcades. The DuraMold Blaster was all black and had yellow graphics on the control panel and marquee.
DuraMold cabinet dimensions :
72'' (182,9cm) High
29'' (73,7cm) Wide
31'' (78,7cm) Deep.
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Monitor : 19'' Color non-interlaced
Screen orientation : Horizontal
Video resolution : 340 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 49-Way optical joystick (6 separate speeds in 8 directions plus center off position)
Buttons : 2
- TRIVIA -
Released in November 1983.
Also released as "Blaster [Upright model]" and as a Cockpit model.
Blaster was the official sequel to "Robotron - 2084", its attract mode went : The Robotrons have destroyed the last human family.
Dwayne Richard holds the record for this game with 92,346,500(!) points.
Originally known as 'Master Blaster', but they changed the name to avoid confusion with a pinball simulator called 'Bill Budges Raster Blaster' for the Apple computer. The 3-D effects of this game were all hand rendered which required thousands of hours of design work. Due to the expense of the pseudo-3D generating hardware, Blaster was released in very limited numbers.
When Blaster was first put out at a test location in late 1983, it had 30 waves and allowed you to continue a game by spending another credit. By the time the game went into production in early 1984, the program had been modified to have 20 waves, and no buy-ins allowed.
- UPDATES -
The very rare 30-wave version has more enemies and more diabolical levels.
- SERIES -
1. Robotron - 2084 (1982)
2. Blaster [upright model] (1983)
2. Blaster [DuraMold model] (1983)
- STAFF -
Staff : Eugene Jarvis (DRJ), Larry DeMar (LED), (JRS), (KLR), (DJW), Paul Dussault (PGD), (JER), (ALI), (MLG), (NHD)
- PORTS -
* Consoles :
Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
* Computers :
PC [MS Windows, CD-ROM] (1997, "Arcade's Greatest Hits - The Midway Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=blstroid,blstroi3,blstroi2,blsthead,blstroig,
$Edit this entry at Arcade-History.com
$bio
Blasteroids (c) 1987 Atari Games.
A one or two-player update of Atari's seminal "Asteroids", where the object of the game is to clear all sectors of the asteroids and enemy ships. Once this task is completed, the player goes on to battle Mukor - the "boss" asteroid who rules all galaxies - and destroy him.
The player's ship appears first in the center of four vortices, he or she must chose which vortex they wish to enter, which then transports them to a sector of their chosen star system.
Unlike Asteroids, the player ship has a finite amount of fuel which must be replenished as often as possible. This is achieved by destroying specifically-colored asteroids which turn into collectible crystals. Not all sectors contain the crystal-bearing asteroids, however, and if the player runs out of fuel, a ship is lost. The game contains three different ship configurations and the player can switch between them at any time during a level. The three configurations are : Speeder (small and fast, but weak), Fighter (medium speed and strength) and Warrior (large and strong but very slow).
Additional power-ups can be collected to improve the player's chances, some of the items available are : additional guns, larger fuel tanks, crystal magnets and impervious shields. Some of these add-ons are time-limited while others last until the player's current ship is destroyed. In the asteroid field, there are also 'popcorn' asteroids; small blue rock formations that grow larger and travel faster with each hit they take until they become large, non-moving objects on the screen. These obstacles must be avoided since hitting them will drain all of the ship's fuel, costing the player a life. A popcorn asteroid can not be destroyed. Hitting anything other than bonus power-ups and energy crystals costs precious fuel. Clearing a sector of all of its asteroids takes the player back to a screen and shows a preview of all of the cleared and uncleared sectors in this star system. Some sectors are marked as "unknown" and no preview is offered for these levels. From here, the player can choose which system they wish to tackle next. All systems need to be cleared before the player is given the chance to battle against Mukor himself. To kill Mukor, the player must eliminate each of the volcanoes with multiple blaster hits. Destroying a volcano causes Mukor to release bonus power-up items, and destroying all of the volcanoes causes Mukor to flee, returning the player to the selection vortices.
Later, after all other sectors have been cleared, the player will eventually have to face Mukor again and this time, the enemy boss will have to be destroyed. After Mukor has been destroyed, the game ends.
In the simultaneous two-player game, the first person to fly their ship into a vortex chooses the star system to which the players go. A unique feature of two-person play is the docking of ships : to dock, one player must transform their ship to the largest size while the other transforms to the smallest. By touching the two ships together, they dock and form one large ship. The player originally with the larger ship now controls the speed and direction of the docked ship and can fire straight forward. The player with the smaller ship controls a turret that can rotate and fire independently of the main ship. The dock is broken when the player with the small ship hits their 'thrust' button.
- TECHNICAL -
Cabinet dimensions : 70'' (178cm) High x 26,75'' (70cm) Wide x 34,38'' (87cm) Deep.
Cabinet weight : 302 lbs (137 kg).
Game ID : 136057
Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 4
- TRIVIA -
The game was originally to have areas in which a certain ship form was required to get through them, but the game's production was pushed forward, and it didn't receive the fine-tuning that was originally planned.
Background space-scapes, pictures of space ships, asteroids and other obstacles are actually digitized pictures of real-life objects. The asteroids were digitized by non other than ILM (Industrial Light and Magic), Lucasart's industry-leading special effects company.
Mark Twitty holds the official record for this game with 2,773,840 points on April 20, 1988.
- UPDATES -
The prototype version of Blasteroids has the programmer's head (Ed Rotberg) hidden in it.
- TIPS AND TRICKS -
* Ed Rotberg (Prototype version only) : To find his head, start a game on medium difficulty... complete the first wave, then pick the upper right hand wave next. Shoot the blue crystal rocks until they turn into spinning heads.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1987)
5. Asteroids Hyper 64 (1999, Nintendo 64)
- STAFF -
Staff : Ed Rotberg, Peter Lipson, Gary Stempler, Sam Comstock, Rob Rowe, Mike Hally, Brad Fuller, Mike Albaugh, Chris Downend
- PORTS -
* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1988)
Amstrad CPC (1989)
Atari ST (1989)
Commodore Amiga (1992) : European release.
$end
$info=blasto,
$Edit this entry at Arcade-History.com
$bio
Blasto (c) 06/1978 Gremlin.
Your are in control of your spaceship as you maneuver it through a mine field. Beat the clock to explode all the mines. With two players, Blasto gets even more challenging, more exciting, as each one battles for the most mines and ultimately-for each other!
- TECHNICAL -
Upright cabinet dimensions : 26'' Wide x 67'' High x 28'' Deep. Weight : 290 Lbs.
Cocktail dimensions : 36,75'' Wide x 36'' High. Weight : 185 Lbs.
Prom stickers : 95-100
Main CPU : 8080 (@ 2.079 Mhz)
Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=blazeon,
$Edit this entry at Arcade-History.com
$bio
BlaZeon (c) 1992 Atlus.
A bog-standard but playable horizontally scrolling shoot-em-up in which the player fights waves of enemies. Some enemy units can be captured and used in play; certain enemy robots, when shot by the player, will morph into an outline of themselves; the player can then fly into the outline, and take on the form of the robot enemy.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Star programmer : Dandy Arai
Sound : Macco
Japanese planners : Ethiopian Taro, Toshiya Matsuyama, BIRD
Object engineers : Shinji Tago, Hikaru Takeyasu, Masahiro Kuroda
Screen designers : Shinji Tago, Hakase100%, Magnam.K
Opening animators : Kenji Teraoka, Yasuhito Kikuchi, Motoaki Satoh, Naoki Kobayashi, Yusuke Satoh, Kazuyo Nakamura
Opening CG : Youtai Isseki, Hikaru Takeyasu, Sin
Opening makers : T. Mansell, Hakase100%, Annenyama-Z, Sin
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
$end
$info=blazer,
$Edit this entry at Arcade-History.com
$bio
Blazer (c) 07/1987 Namco.
An isometric scrolling shoot 'em up featuring a tank and occasionally a helicopter battling multiple land and air based enemies.
- TECHNICAL -
Namco System 1 hardware
Game ID : BZ
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game was dedicated to Shoko Tamako Sumie.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987.
- STAFF -
Executive producer : Masaya Nakamura (M. Nakamura)
Supervisor : K. Sawano
Director : Fukutaro
Programmer : Sexy Akina
Graphic designers : Skeleton Ono, Nectar Satoru, Mizuki Kotaro, Osugi, Yarinage, Sato
Sound : Rainbow Cherry, Takoshi, Shinji
$end
$info=blazstar,
$Edit this entry at Arcade-History.com
$bio
Blazing Star (c) 1998 Yumekobo.
A beautiful horizontally scrolling shoot'em up.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0239
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> Ship name (pilot) > [A] Normal/Rapid/Charge attack, [B] Break attack
=> Hell Hound (Caster) > [A] 4 way shot/6 way shot/Deathflame, [B] Hell burst
=> Windina (Leefa) > [A] Wave/Tidal wave/3 way spread, [B] Homing
=> Aryustailm (JB) > [A] Laser/Lightning bolt/Sword, [B] Sword field
=> Peplos (Asayuki) > [A] 3 way shot/3 way fire/Holy flare, [B] Devil breath
=> Dino 135 (Naomi Y.) > [A] Shot/Rapidshot/Spreadshot, [B] Special scatter
=> Dino 246 (Kaoru Y.) > [A] Shot/Rapidshot/Chargeshot, [B] Bomber
- TRIVIA -
Released in January 1998.
Blazing Star is Yumekobo's first game developed and released for the Neo-Geo MVS.
KAORU.Y (The last ship at the character selection screen) is the lead character from "Pulstar".
Part of the "Pulstar" / "R-Type" team also worked on Blazing Star (see Staff section for more information).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Blazing Star - PCCB-00306) on 18/03/1998.
- TIPS AND TRICKS -
* Stage Select : At the ship select screen, hold RIGHT and D on both 1 and 2-player sides, then select your ship. The next screen will be a stage select menu.
* While choosing a ship in the select screen, press C+D for an extra color ship.
* Asayuki and its Peplos ship can't power-up with any items.
- STAFF -
Executive producers : Akio Inove, Nobuyuki Okude
Producer : Takaya ida
Sub. producer : Isamu yutani
Director : Michio Sato
Main programmer : Minoru Yoshida
Sub. programmer : Taka / M. Sakae
Chief designer : Tomonori Nagakubo
Designers : Kyou Yamanaka, Izumi Senou, Saki, Shotabira, Yumetard, Tatsuo Shioda
Character designer : Daikichi
Design helpers : Mayumi Takeuchi, Itsuo Iton, Mitsuo Takano, Masakazu Ishizaki
Sound designer : Yasuaki Fujita
Music composer : Harumi Fujita
$end
$info=blzntrnd,
$Edit this entry at Arcade-History.com
$bio
Blazing Tornado (c) 1994 Human.
8 wrestlers from different countries take part in a wrestling tournament in single or tag team match.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in September 1994.
The wrestlers featured appeared in the 1995 Super Famicom game "Super Fire Pro Wrestling X Premium" as hidden characters.
- STAFF -
Directed by : Masato Masuda
Planned by : Tako Fiorei, Kazuhito Kimura
Program : Seiji Manda, Hideki Katagiri, Yasuhiko Kanda, Toshimaro Adachi, Hiroyuki Okuna, Shinichi Kasahara, Keizo Suzuki
Graphic design : Kenji Kimura, Kazuo Komuro
Ending graphic design : Kazuo Komuro
Graphics : Takeshi Kadoma (Girls), Takashi Tadokoro (Referee), Shigeki Sugimoto (Ring doctor), Osamu Yasui (Background), Kazuyuki Ogawa (Information), Atushi Ohtani, Ryuji Kakegawa, Hiroya Tamura, Masanori Yamazaki (Opening & Ending)
Sound design : Hironori Tanaka, Hiroyuki Naka, Chiyomaru Shikura
Sound system program : Tomoyuki Takano
SE design : Masamichi Yamazaki, Masahiko Hagio
Translation adviser : Michael Hosey, Shinya Nishina, Ryoko Maruyama, Yumiko Ichikawa
* Characters design :
Eric graphic : Kazuo Komuro
Zama graphic : Toshiyuki Ohhashi, Kazuhisa Watarigawa
Firebird graphic : Kenji Kimura
Wolf graphic : Koichi Tawara
Saigo graphic : Satoru Ito
Hayate graphic : Kenji Kimura
Ho graphic : Shigeru Yaguchi
Bullnoi graphic : Hisashi Sato
Ludwig graphic : Akihiko Ishizaka
- PORTS -
* Consoles :
Sega Saturn (1995)
$end
$info=arkblock,arkbloc2,
$Edit this entry at Arcade-History.com
$bio
Block (c) 1986 Game Corporation.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
This game is a bootleg of "Arkanoid".
- UPDATES -
In this bootleg, it is possible to choose the start level.
$end
$info=block,blockbl,blockj,blockjoy,
$Edit this entry at Arcade-History.com
$bio
Block Block (c) 1991 Capcom.
A blue paddle rebounds a ball into the colorful bricks.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : Paddle
Buttons : 1
- TRIVIA -
Released in September 1991.
A bootleg of this game was released by Koa the same year.
- UPDATES -
The Japanese version has a little storyline before the titlescreen.
- STAFF -
Planner: Futoshi Kuwahara, Udatoshi
Designers : Shinji Sakashita, H.K, M. Miyao
Programmers : T. Ohta, Kohei Akiyama, N. Sakoda
Sound designers : P-Chan, T. Yomage
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PSP (2006, "Capcom Puzzle World")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=blockcar,
$Edit this entry at Arcade-History.com
$bio
Block Carnival (c) 1992 Visco.
A funny ball and paddle game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Thunder & Lightning 2".
- SERIES -
1. Thunder & lightning (1990)
2. Block Carnival (1992)
$end
$info=blockgal,blckgalb,
$Edit this entry at Arcade-History.com
$bio
Block Gal (c) 1987 Sega / Vic Tokai.
A ball and paddle game.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-6303
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : dial
Buttons : 1
- STAFF -
Producer : Yakuza Sebiro
Designers : Sary Chan Papa, Abunai Kun!!
Programmers : Dynamic Ran, Gofukusen
Music : Shoochi Gun
$end
$info=blockhl,
$Edit this entry at Arcade-History.com
$bio
Block Hole (c) 1989 Konami.
A puzzle game.
- TECHNICAL -
Game ID : GX063
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Quarth".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.
- STAFF -
Executive producer and programmer : Nada 89 100G
Pop visual futurist : Iuchi 1
Demo programmer : Ishida Z80
Special visual effect : Happy Samejima
Title graphic : Ogenki Takano
Sound effects editor : Shikama
Music composed by : Kazuo Hanzawa
Processing to hard : Ueno Furukawa
Package design : Maya 2095
- PORTS -
* Computers :
MSX
$end
$info=blockout,blckout2,blckoutj,
$Edit this entry at Arcade-History.com
$bio
Block Out (c) 10/1989 Technos / California Dreams.
Block Out is a one player or a simultaneous two players competitive game of unique dimensional action and strategy.
As the blocks drop one-by-one into the three-dimensional pit, rotate them by using the three buttons and joystick. Once the player has decided on the the rotation of the block, use the button to drop the block into place. The objective is to place the blocks into the pit without leaving any empty spaces. Once this is achieved, the layers without empty spaces, will disappear.
The player begins the game by selecting a starting stage. Game start level select can be chosen from stages 1, 5, 10, 15, or 20. There is a total of 100 stages in the game and as the players progress through the game, the stages get more and more difficult.
Each stage has a certain number of layers (faces) that must be erased. Once these faces are erased, the player will move on to the next stage. The less blocks the players has left in the pit at the end of the stage, the more points are awarded.
In addition to the one player mode, Block Out offers a competitive simultaneous two player mode. The split screen effect gives each player their own pit with which to play in. They compete against each other in the race to erase the faces. As one player erases a face, that face will be added to the opponent's pit, making their pit rise. This allows less room to work. There are two ways to win in the two player mode :
1) Force the opponent to the top of their pit and out of the game
or
2) Erase 21 faces first.
- TECHNICAL -
Game ID : TA-0029
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 513
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The name 'Block Out' is actually a trademark of Kadon Enterprises.
- TIPS AND TRICKS -
If the player can erase all of the blocks in the pit, this will make a 'block out'. The player will get additional points for the 'block out' and the difficulty within that stage will decrease.
- PORTS -
* Consoles :
Atari Lynx (1990)
Sega Mega Drive (1991)
Sony Playstation (1995, "Geom Cube")
* Computers :
Commodore C64 (1989)
Atari ST (1989)
Commodore Amiga (1989)
Commodore C64 (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
PC [MS-DOS] (1989)
$end
$info=blockade,
$Edit this entry at Arcade-History.com
$bio
Blockade (c) 10/1976 Gremlin.
This game was two player only, you must have a live human opponent to play against, or else the other players character will go straight into a wall, making for a very quick and boring game. Each player moves their character around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponent before hitting something (first person to hit something loses). The game ended after one player chalked up six wins, but this was operator adjustable down to as low as three.
- TECHNICAL -
This game came in an upright dedicated cabinet. The machine was decorated with only a marquee, which showed the game title. It did not have any other graphics or sideart. The sides were of a dark woodgrain, which probably went nicely in the average pool hall or bowling alley (where most early games were located). The game featured a control panel that was devoid of joysticks, instead you controlled the game using a button for each direction.
Upright cabinet dimensions : 67'' (170cm) High x 28'' (71cm) Deep x 26'' (66cm) Wide. Weight : 290 lbs.
Prom stickers : 1-4
Main CPU : 8080 (@ 2.079 Mhz)
Sound Chips : Samples, Discrete
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Buttons : 4
- TRIVIA -
This was Gremlin's first video game and was very widely copied. It provided Gremlin with a big hit, winning the 'Best of Show' award at the 1976 MOA convention.
- SCORING -
One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash.
- SERIES -
1. Blockade (1976)
2. Comotion (1976)
3. Hustle (1977)
- STAFF -
Designed by : Lane Hauck, Ago Kiss, Bob Pecarero
- SOURCES -
All in Color For a Quarter - Keith Smith
$end
$info=blkbustr,
$Edit this entry at Arcade-History.com
$bio
BlockBuster (c) 1983 Kiwako.
A puzzle game.
- TECHNICAL -
Main CPU : Z80 (@ 2.578 Mhz)
Sound Chips : (2x) SN76496 (@ 2.578 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to ECI.
This game is also known as "Crazy Blocks" and is known in Japan as "Mr. Jong".
$end
$info=blocken,
$Edit this entry at Arcade-History.com
$bio
Blocken (c) 1994 KID / Visco.
A ball and paddle game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=blmbycar,blmbycau,
$Edit this entry at Arcade-History.com
$bio
Blomby Car (c) 1994 ABM & Gecas.
A 2-D rally driving game.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
According to a Gaelco employeer, Blomby Car is a bootleg/hack based on "World Rally" with only graphics changed. Blomby Car was only released as a conversion kit and it seems to have had a limited production run. It was ABM & Gecas' only arcade release.
This game, which is Italian, shows a scan of an Italian newspaper about Chiappucci at the Paris-Roubaix cycle race in the hiscore table.
Francesco Zaia, son of a development team member, supplied the Peugeot 406 model, used to create the frames of the player's car.
About ABM & GECAS : Two manufacturers in Milan with technical labs in Chioggia (province of Venice) and Massa Matelica (Ravenna). The lab located in Massa Matelica closed down after the unfortunate loss of the head technician due to a car crash. ABM now is located in Chioggia and is still in business.
$end
$info=bloodbro,bloodbra,
$Edit this entry at Arcade-History.com
$bio
Blood Bros. (c) 1990 TAD.
In the far west, ruthless bandits terrorized the good people and is up to you to stop them and their vast weapon arsenal in order to bring peace to this troubled land. Features destructible background objects and lots of weapons! Despite the western concept, this game features almost identical mechanics to TAD's previous shooter "Cabal".
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Fabtek for US manufacture and distribution.
A bootleg of this game is known as "West Story".
- TIPS AND TRICKS -
* Here's A Way To Play Blood Bros. For As Long As You Want :
1) Get to the second screen (preferably without dying on the first screen).
2) Shoot the building on the right side of the screen and start shooting the trees in the background on the right. 20,000 points fly out from each bunch of trees. Continue.
3) That is basically it. A few problems occur and here is how to counter them :
3a) 5 men run across the back from the left and throw grenades : Just shoot the grenades before they get to you. Eventually they come out less often, and will stop altogether.
3b) The men on the right come out from the edge to shoot you : Same as above. They stop eventually.
3c) A plane flies over and drops bombs : Same as above. It stops after some time.
3d) After a certain amount of time a bird comes out to kill you : Let it. Only 2 birds ever come out (sometimes only 1) and then they also stop coming. This is why it pays not to die on the first screen.
4) Hold your finger on the button to keep shooting the trees (sticky-tape works well here) and prepare to get 'really' bored. Play the neighboring game so that you can keep an eye on it.
* Extra Live : On the 1-1 and 4-1 stages, the tin can be shot eight times to give you a free man. If you miss it, don't bother trying again - you only get one chance.
- SERIES -
1. Cabal (1988)
2. Blood Bros. (1990)
- STAFF -
Program : Dai. Kohama
Direction : Hiro. Kakiuchi
Graphic : Jun. Matsubara, Tetsu. Shiraishi, Jun. Fujisaku, Nao. Shishino
Sound : Yus. Aoki, Yuj. Tezuka
$end
$info=bloodstm,bloods11,bloods21,bloods22,
$Edit this entry at Arcade-History.com
$bio
Blood Storm (c) 1994 Strata / Incredible Technologies.
Fantastic 1-on-1 weapon-based fighting game with lots of gore and the ability to learn a special move from each defeated opponent. You can save your progress via internal password as well. LOTS of hidden tricks as well!
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 5
- TRIVIA -
Daniel Pesina of "Mortal Kombat" fame was fired from Midway in 1994 after appearing in an ad for Blood Storm dressed as Johnny Cage. The ad first appeared in the debut issue of the now-defunct EGM2 magazine.
Senator Joe Lieberman, a long-time opponent of violent video games, appears in one of several of the game's 'big head' codes as a way to poke fun at him for his stance on video game censorship. One of the taunt codes clearly addresses him as well ('Hello, Senator').
The game, along with "Mortal Kombat", was parodied on The Simpsons episode 'Marge Be Not Proud', which aired on December 17, 1995.
- UPDATES -
Revision 1 :
* First release.
* Software version : 1.10.
Revision 2 :
* Software version : 2.10.
* Added ability to perform 'Trash Talk codes' (see 'Tips And Tricks' section).
Revision 3 :
* Software version : 2.20.
* Added ability to perform codes to select 'Blood', 'Gargoyle' and 'Nekron'.
Revision 4 :
* Software version : 2.22.
- TIPS AND TRICKS -
* Play as Secret Characters : At the character select screen, choose any character and enter these codes...
Dementia - Hold Up and press Back Leg(x3), [Back Arm+Back Leg].
Golem - Hold Up and press Back Arm(x3), [Back Arm+Back Leg].
Wraith - Hold Up and press Back Leg(x3), [Back Leg+Front Arm].
Sin - Hold Up and press Front Arm(x3), [Front Arm+Front Leg].
Craniac - Hold Up and press Front Leg(x3), [Front Leg+Front Arm].
Ratchet - Hold Up and press Back Arm(x3), Front Leg.
Blood (rev 2.20) - Hold Left and press Front Arm, Back Arm, Back Leg, Front Leg.
Gargoyle (rev 2.20) - Hold Right and press Back Arm, Back Leg, Front Leg, Front Arm.
Nekron (rev 2.20) - [Back Arm+Front Arm], [Back Arm+Back Leg], [Front Arm+Front Leg], [Back Leg+Front Leg], [Back Arm+Front Arm], [Back Arm+Back Leg], [Front Arm+Front Leg], [Back Leg+Front Leg].
* BIG HEAD Codes :
Benjamin Ditton - Select Talon and press quickly Down(x5), block(Hold), Front Arm(Hold).
Don't release 'Block and Front Arm' until the big head of Benjamin appear.
Christopher Ditton - Select Talon and press quickly Up, Down, Block(Hold), Back Leg, Back Arm, release Block.
Elaine Ditton - Select Tempest and press quickly Up(x3), Back Arm, Up(x3), Front Arm.
Richard A. Ditton - Select Talon and press quickly Right(x4), Back Leg, Front Leg.
Scott Morisson - Select Heelhound and press quickly Block(Hold), Back Leg(x2), Up(Hold).
Don't release 'Block and Up' until the big head of Scoot appear.
Scott Morrison Jr - Select Talon and press quickly Up, Down, Up, Down, Block, Up, Down.
Jeff Morrison - Select Fallout and press quickly Up, Down, Right, Left, Right, Left, Block.
Dale Kerkman - Select Razor and press quickly Block, Right, Left, Block, Up, Down, Block.
Ralph Melgosa - Select Freon and press quickly Up, Down, Block, Front Arm, Front Leg, Back Leg, Back Arm.
Kyle Johnson - Select Fallout and press quickly Block(x6), Front Arm(x2).
Kelley Marwede - Select Mirage and press quickly Down(x4), Block, [Back Arm+Front Arm](Hold).
Don't release 'Back Arm and Front Arm' until the big head of Kelley appear.
Leif Pran Marwede - Select Tremor and press quickly Back Arm, Front Arm, Back Leg, Back Arm(Hold), Front Arm(Hold), release all and press and hold [Back Leg+Front Leg].
Don't release 'Back Leg and Front Leg' until the big head of Leif Pran appear.
Alan Noon - Select Talon and press quickly Block(Hold), Up(x4).
Bob Nagel - Select Fallout and press quickly [Front Arm+Front Leg], [Back Arm+Back Leg], Up, Down, Up, Down, Block.
Orion Derose - Select Razor and press quiclky Back Arm, Back Leg(Hold), Back Arm(Hold), release all, Front Arm, Front Leg(Hold), Front Arm(Hold), release all, Block(x2).
Senator Lieberman - Select Hellhound and press quickly Left(x7), Block.
* All Power Granted : At the end of any battle press quickly Up, Right, Down, Left, Down, Right, Up, Block. If done correctly, 'ALL POWER GRANTED' appears.
* The Famous TRASH TALK Codes : At the 'Final Round / end' of any battle, when the fighter dies, make quickly these codes to release these sentences...
-- 2 Buttons + Block :
Up(x2), Block - BLOODSTORM HANDBOOK SEND $2.00 AND SASE TO STRATA HANDBOOK 4010 WINNETKA AVENUE, ROLLING MEADOWS IL 60008
Down(x2), Block - PUT TRASH IN ITS PLACE
Left(x2), Block - WHO CONTROLS NEKRON
Right(x2), Block - PUCKER UP YOUR CHEEKS AND BLOW
Front Leg(x2), Block - RADEAD WILL GET YOU
Front Arm(x2), Block - PRESS YOUR LIPS HERE
Back Leg(x2), Block - I AM THE GREATEST BLOODSTORM CHAMPION THAT EVER LIVED
Back Arm(x2), Block - EAT IT RAW
-- 3 Buttons + Block :
Back Leg(x2), Front Arm, Block - IS THAT ALL YOU HAVE FOR ME?
Back Leg(x2), Back Arm, Block - NEXT TIME TRY OPENING YOUR EYES
Back Leg(x3), Block - YOU AINT NOTHING BUT A PUNK!
Back Leg(x2), Front Leg, Block - SORRY BUDDY THIS IS A REAL FIGHTING GAME
Front Leg(x2), Front Arm, Block - OH BY THE WAY YOU JUST LOST...BAD
Front Leg(x2), Back Arm, Block - YOU REALLY GEORGED THAT ROUND
Front Leg(x2), Back Leg, Block - WAS YOUR JOYSTICK WORKING... I COULDNT TELL
-- 4 Buttons + Block :
Front Arm, Back Leg, Back Arm, Front Leg, Block - SUSHI-X RULES THIS GAME!
Front Leg(x2), Front Arm, Back Arm, Block - I AM GOING TO CRUMPLE YOU LIKE A PIECE OF PAPER
Front Leg(x2), Front Arm, Back Leg, Block - GET WITH IT, STRATA IS THE NEW KING OF FIGHTING GAMES
Front Leg(x2), Front Arm, Front Leg, Block - YOU ROT LIKE TEN YEARS OF TRASH
Front Leg(x2), Front Arm(x2), Block - I WILL GIVE YOU A HINT... THE BLOCK BUTTON IS THE ONE IN THE CENTER
Front Leg(x2), Back Arm(x2), Block - GO CRY SOMEWHERE ELSE... THIS IS A GAME FOR A MAN
Front Leg(x2), Back Arm, Back Leg, Block - I WOULD TRASH TALK YOU BUT YOU CANT HEAR ME SINCE YOU ARE DEAD
Front Leg(x2), Back Arm, Front Leg, Block - MOST PATHETIC
Front Leg(x2), Back Arm, Front Arm, Block - IT TAKES A BIG MAN TO RUN LIKE A LITTLE GIRL
Front Leg, Front Arm, Back Arm, Back Leg, Block - I WILL BURY YOU EVERY TIME
Right, Down, Left, Up, Block - YOU BARF BAG
Front Arm(x2), Front Leg(x2), Block - CHOKE CITY
Back Arm, Right(x2), Back Arm, Block - I AM A LION YOU ARE A MONKEY
Back Left, Back Arm, Front Arm, Front Leg, Block - YOUR TECHNIQUE IS WEAK
Front Arm, Back Leg, Front Leg, Front Arm, Block - EAT FIST
Front Leg, Back Arm, Front Arm, Back Leg, Block - YOU ARE TOAST
Left, Right, Back Arm, Front Arm, Block - ANDREW S. IS THE TKBSC PREZ
Back Leg(x2), Front Arm, Back Arm, Block - GET OFF ME!
Back Leg(x2), Front Arm, Back Leg, Block - ALL TOO EASY
Back Leg(x2), Front Arm, Front Leg, Block - STEP OFF PUNK
Back Leg(x2), Front Arm(x2), Block - MOST IMPRESSIVE ... NOT
Back Leg(x2), Back Arm(x2), Block - IT IS USELESS TO RESIST ME
Back Leg(x2), Back Arm(x2), Back Leg, Block - GET BENT!
Back Leg(x2), Back Arm(x2), Front Leg, Block - WHILE YOURE DOWN THERE LICK MY SHOES DOG-BOY
Back Leg(x2), Back Arm, Front Arm, Block - FIRST TIME ON A FIGHTING GAME?
Back Leg(x2), Front Leg(x2), Block - NEXT TIME TRY LOOKING AT THE SCREEN AND NOT YOUR HANDS
Back Leg(x2), Front Leg, Front Arm, Block - YEAH RIGHT...NEXT
Back Leg(x2), Front Leg, Back Arm, Block - MAN, I BET THAT HURT!
Back Leg(x2), Front Leg, Back Leg, Block - WE HAVE A WORD FOR DEFEAT AROUND HERE....HA!
Front Leg(x4), Block - OH...WAIT...LET ME REATTACH YOUR BRAIN
Front Leg(x3), Front Arm, Block - LEIF DID THIS
Front Leg(x3), Back Arm, Block - JUST DIE!
Front Leg(x3), Back Leg, Block - YOU ROT!
Left(x2), Up, Back Leg, Block - BLOODSTORM RULES
Left(x2), Down, Front Arm, Block - NEKRON AWAITS
Left, Right, Left, Back Leg, Block - BLOOD CAN BE ANYWHERE
Right(x3), Front Arm, Block - ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR ERROR
Down(x3), Back Arm, Block - WHO CARES WHERE GORO IS?
Down(x3), Front Leg, Block - BEATING YOU BLOODY IS COOL
Left(x3), Front Arm, Block - I AM WAY COOL AND YOU SUCK
Down(x2), Up, Front Arm, Block - DONT TELL ANYONE THAT YOU SAW THIS MESSAGE
Down(x3), Front Arm, Block - FIND THE CHAINSAW FAMILY
Left, Down, Left, Front Leg, Block - DRUGS SUCK
Left, Down, Left, Front Arm, Block - EAT MY SHORTS
-- 5 Buttons + Block :
Left, Down, Left(x2), Back Arm, Block - FIND THE BIGHEADS
Left(x3), Down, Up, Block - EVIL HIDES IN THE CATWALKS
Down, Left, Right(x2), Front Arm, Block - DONT FEED THE GONION
Back Arm(x4) Back Leg, Block - HI TRACEY
Right, Left, Down, Left, Back Leg, Block - KISS MY BUTT CHEEKS
Left(x4), Back Arm, Block - YOU ARE SUCH A TOTAL WUSS
Down, Right, Left, Down, Front Arm, Block - DONT WIZZ ON THE ELECTRIC FENCE
Right(x3), Left, Front Arm, Block - I LIKE IT WHEN YOU PLAY WITH MY BUTTONS
Right(x2), Up(x2), Front Leg, Block - ASSMUNCH
Back Arm, Back Leg(x3), Back Arm, Block - STOP CRYING AND FIGHT ME AGAIN
Front Leg(x3), Back Arm, Block - YOU DONT KNOW SHIT ABOUT THIS GAME...GO BUY EGM
-- 6 Buttons + Block :
Up, Down, Up, Down, Front Arm, Front Leg, Block - ALAN BOB DALE RALPH SCOTT KYLE LEIF RICHARD
Front Leg(x3), Back Arm(x3), Block - FLICK YOU
-- 8 Buttons + Block :
Up, Left, Down, Right, Up, Left, Down, Right, Block - I TRASHED YOU DILWEED
Up, Right, Down, Left, Up, Right, Down, Left, Block - WHAT A BUTTWIPE
Up, Back Leg, Up, Back Leg, Up, Back Leg, Up, Back Leg, Block - HELLO SENATOR
Up, Back Leg, Up, Back Leg, Down, Back Leg, Down, Back Leg, Block - I AM ONE BAD ASS MUTHUH
Up, Back Leg, Up, Back Leg, Right, Back Leg, Right, Back Leg, Block - I LOVE IT WHEN YOU DIE
Up, Back Leg, Up, Back Leg, Left, Back Leg, Left, Back Leg, Block - THIS IS A SECRET MESSAGE
Down, Back Leg, Down, Back Leg, Down, Back Leg, Down, Back Leg, Block - THE JET PACK IS MISSING
Down, Back Leg, Down, Back Leg, Up, Back Leg, Up, Back Leg, Block - FIND THE MACHINE GUN
Left, Back Leg, Left, Back Leg, Left, Back Leg, Left, Back Leg, Block - I SPIT DOWN YOUR WINDPIPE
Left, Back Leg, Left, Back Leg, Right, Back Leg, Right, Back Leg, Block - USE THE GAUNTLET OF NEKRON
Left, Back Leg, Left, Back Leg, Up, Back Leg, Up, Back Leg, Block - FIND THE VULGARITIES
Left, Back Leg, Left, Back Leg, Down, Back Leg, Down, Back Leg, Block - PLAY ALL NIGHT
Right, Back Leg, Right, Back Leg, Right, Back Leg, Right, Back Leg, Block - I KICKED YOUR ASS
Right, Back Leg, Right, Back Leg, Left, Back Leg, Left, Back Leg, Block - IF YOU CAN READ THIS YOU ARE TOO CLOSE
Right, Back Leg, Right, Back Leg, Up, Back Leg, Up, Back Leg, Block - IS THAT A ROLL OF COINS IN YOUR POCKET OR ARE YOU JUST HAPPY TO SEE ME
Right, Back Leg, Right, Back Leg, Down, Back Leg, Down, Back Leg, Block - YOU BEAT THE CRAP OUT OF HIM
Up(x4), Back Leg(x4), Block - HE DESERVED IT
Back Leg(x4), Up(x4), Block - JOHN CASSIDAY IS A SPAZZ
Back Leg(x4), Back Arm(x4), Block - JERKWEED
Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Block - BOOT LICKER
Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Block - I FART IN YOUR GENERAL DIRECTION
Back Leg, Back Arm, Back Leg, Back Arm, Back Leg, Back Arm, Back Leg, Back Arm, Block - GO PLAY POCKET POOL
Back Arm(x4), Back Leg(x4), Block - TRY IT AGAIN LOSER
Back Leg(x4), Front Arm(x4), Block - I SMELL A WUSS
Back Leg(x4), Front Leg(x4), Block - FLONQ YOU
Front Leg(x4), Back Leg(x4), Block - ROTFLMAO
Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Block - HEY ZIT FOR BRAINS
Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Block - WHAT A PUSS WAD
Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Front Arm, Back Arm, Block - LICK MY WHIP
Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Front Arm, Back Leg, Block - DO THE NASTY
Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Block - STUPID PUNK
Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Front Leg, Back Leg, Block - I AINT GOT TIME TO BLEED
Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Front Leg, Back Arm, Block - UP YOURS
Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Front Leg, Front Arm, Block - GRONK YOU
Front Leg(x8), Block - I AM THE UNDISPUTED RULER OF THE UNIVERSE
Front Arm(x8), Block - JUST CHOP IT
Back Arm(x8), Block - LEIF STINKS AND THEN YOU DIE
Back Leg(x8), Block - PRACTICE MAKES PERFECT
Back Arm(x2), Back Leg(x2), Front Arm(x2), Front Leg(x2), Block - DIAL 911
Front Leg, Front Arm(x7), Block - YOU WILL NEVER CHALLENGE ME AGAIN
Back Leg, Back Arm(x7), Block - NO STYLE NO CLASS
Front Arm, Front Leg(x7), Block - YOU SHOW LITTLE PROMISE
Back Arm, Back Leg(x7), Block - I AM STILL BETTER THAN YOU
Back Arm, Front Arm(x7), Block - I WILL KNOCK YOU BACK INTO YOUR MOTHER
Back Arm, Front Leg(x7), Block - MESS WITH THE BEST DIE LIKE THE REST
Back Arm, Front Arm(x7), Block - YOU WILL ALWAYS LOSE AND I WILL ALWAYS WIN
Back Leg, Front Leg(x7), Block - MY GRANDMA COULD BEAT YOU
Front Arm, Back Arm(x7), Block - IF YOU LIVE IN FEAR YOU WILL DIE IN PAIN
Front Arm, Down(x7), Block - ONLY FOOLS MAKE WRONG DECISIONS
Front Arm, Back Leg(x7), Block - BEWARE THE STORM MY POWER REIGNS
Front Leg, Back Arm(x7), Block - USE YOUR HEAD OR YOU WILL BE DEAD
Up, Down, Up, Down, Up, Down, Up, Down, Block - BLOODSTORM VERSION X.XX
* Fight Against Hidden Agents :
1) GOLEM : In Subterra (the background with the cliffs on either side), there is a spike hanging down from the ceiling, suspended over the cliff. If you can knock down the spike, it falls into the pit. Then you just jump into the pit and you will not get spiked, you will stand on top of the fallen spike and enter through the door! To knock down the spike, you need to hit it twice with either your gauntlet or a projectile. Simply jump into the air and do the normal gauntlet throw move or whatever your projectile move is.
2) DIMENTHIA : In the Obsel desert, on the ground, amidst all those symbols, there is a circular figure with five lines in it, like dividing a pie into five even wedges. Once the round begins, throw your gauntlet. You can jump and ditch it away, even. You won't need it. Move to the circular figure and do the move to pick up the gauntlet. The character will bend down and touch the ground. When the character touches the circular figure, a portal is activated and the character is transported to Triax, to fight Dimentia.
3) CRANIAC : You get to him from the Black Armada background (This background is the one with a catwalk in the distance). Getting to the back platform is the key. Hold Block and move Up 2 or 3 times to jump back to the far away platform. Moving left or right makes you switch sides, down keeps you still and up or center makes you come right back to the front. To get to Craniac, jump back to the platform 3 times and hold down each time you get back there, in order to get as much time back there as possible. 5 seconds after returning from the third trip, a small Craniac will fly onto the platform. While he is there, jump back there again to be with him, holding down to wait there. The game will freeze and a message will come up stating that you will fight Craniac!
4) WRAITH : he is found from the Scorch HQ background. You get to Wraith by entering a 'trash talk' password after you win a match on this background. The password is UP(x3), Block. If it done correctly, 'WRAITH SUMMONED' appears on the screen.
5) RATCHET : On Nimbus, note the far left side of the platform... there is a line that separates the small edge part from the rest of the platform. This is the key. On the winning round, you must defeat the opponent so that either you or your opponent stays fully to the left of the line, in the edge part. Then, you enter a 'trash-talk' code : Hold Left, then Front Leg(x4), Block.
6) SHADOW : Beat your opponent 2-0 from any background (no round 3 allowed, folks....without using the Block button in any match and do the fatality on BOTH rounds).
7) BLOOD : Blood, like Shadow, can be found from any background. To fight Blood, you need to have a perfect round and then win the match. Note that if you get a Perfect in the first round, Blood will not appear until the match (win 2 out of 3) is over. If you do this, the dead opponent explodes and Blood comes alive!
8) SIN : Beat all of the 8 regular fighters.
* SPECIAL Ending : When you have beaten all of the regular fighters and all of the hidden agents, you will get to see the credits and at the end of the credits, a code and a telephone number is given to you :).
- SERIES -
1. Time Killers (1992)
2. Blood Storm (1994)
- STAFF -
Staff : Chris Oberth
- SOURCES -
The Bloodstorm FAQ compiled by James Elkinton.
$end
$info=bloodwar,
$Edit this entry at Arcade-History.com
$bio
Blood Warrior (c) 1994 Kaneko.
A fighting game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Ooedo Fight".
- SERIES -
1. Shogun Warriors (1992)
2. Blood Warrior (1994)
$end
$info=bldyror2,
$Edit this entry at Arcade-History.com
$bio
Bloody Roar 2 - Bringer of The New Age (c) 1998 Eighting / Raizing.
A 1-on-1 fighting game where the players can transform into powerful beasts.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : 68000 (@ 12 Mhz)
Sound Chips : SPU (@ 12 Mhz), YMF271 (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Beastorizer (1997)
2. Bloody Roar 2 - Bringer of The New Age (1998)
3. Bloody Roar 3 (2001)
4. Bloody Roar Primal Fury (2002, Nintendo GameCube)
5. Bloody Roar Extreme (2003, Microsoft Xbox)
6. Bloody Roar 4 (2003, Sony Playstation 2)
- PORTS -
* Consoles :
Sony PlayStation (1999)
$end
$info=bldwolf,
$Edit this entry at Arcade-History.com
$bio
Bloody Wolf (c) 1988 Data East.
In this shoot'em up, 2 lone commandos take on an entire army with guns, knives, fists and whatever else might be lying around.
- TECHNICAL -
Main CPU : HuC6280 (@ 7.159066 Mhz)
Sound CPU : HuC6280 (@ 7.159066 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz), HuC6280 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Bloody Wolf was licensed to Romstar for US release and in fact, went through all the name changes during the testing cycle before release.
This game is known outside US as "Battle Rangers" and in Japan as "Narazumo Sentou Butai - Bloody Wolf" (translates from Japanese as 'Ruffian Combat Force - Bloody Wolf').
- STAFF -
Game designer : Yoshiaki Honda
Game programmers : Takaaki Ioue, Souichi Akiyama
Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man
Sound Team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa
Hardware : Tomotaka Osada
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Wii (2007; as a "Virtual Console" game)
$end
$info=bloxeed,bloxeedc,bloxeedu,
$Edit this entry at Arcade-History.com
$bio
Bloxeed (c) 1989 Sega.
A puzzle game. Gameplay is quite similar to "Tetris" but with some added twists.
- TECHNICAL -
Sega System C hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
Another version runs on the Sega System 18 hardware.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
The Sega System 18 version (released in 1990) has :
* Special effects on the title screen.
* An extra button to rotate counter-clockwise.
* Bug fixes (Level 2's background).
- PORTS -
* Consoles :
Sony PlayStation 2 (2006, "Sega Ages 2500 Series Vol.28 : Tetris Collection")
$end
$info=bluehawk,bluehawn,
$Edit this entry at Arcade-History.com
$bio
Blue Hawk (c) 1993 Dooyong.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to NTC.
$end
$info=blueprnt,blueprnj,
$Edit this entry at Arcade-History.com
$bio
Blue Print (c) 1982 Zilec.
The player controls a character that must search houses to find pieces of a machine. There are a variety of antagonists that impede progress, including monsters and bombs. Once the machine has been assembled in accordance with the blueprint, the player must use it to shoot the monster that is chasing the player character's girlfriend.
- TECHNICAL -
Upright cabinet dimensions : 35'' Deep x 25'' Wide x 68'' High.
Cocktail cabinet dimensions : 32'' Deep x 22'' Wide x 29'' High.
Mini cabinet dimensions : 24'' Deep x 20'' Wide x 29'' High.
Main CPU : Z80 (@ 3.5 Mhz), Z80 (@ 1.25 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), AY8910 (@ 625 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Ashby Computers and Graphics Ltd, the game's programming team, would go on to become 'Ultimate Play the Game', who created a large number of classic and seminal games for both eight-bit home computers, such as the ZX Spectrum and Commodore C64; and, eventually, 'Rare'.
Under the ownership of Nintendo, the Rare team would be responsible for some of the finest games to grace both the SNES and N64 game consoles; as well as creating a small number of arcade titles, such as "Killer Instinct" and "Battletoads"; both of which were released in 1994. Rare is now owned by Microsoft.
Licensed for manufacture and distribution to Jaleco and to Bally Midway (09/1982).
Yashiro Oda holds the official record for this game with 126, 900 points on February 2, 1984.
A Blue Print mini cabinet was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Dropping a bomb in the monster pit : 50 points.
Returning a monster to the monster pit : 100 points.
Finding a piece of the blueprint in the maze : 1,000 points.
Killing the monster with the constructed weapon : 500, 1,000, 1,500 or 2,000 points, depending on how close the monster is to the girl.
- TIPS AND TRICKS -
* Use your speedup ability to negotiate the maze faster, but save some of your energy in case you collect a bomb. You do not have enough time to dispose of a bomb running at normal speed.
* If a monster is sitting on the weapon start button, only return it to the monster pit when it is convenient to you, as the monster does no harm except drop the pieces of the weapon to the floor. Once the monster is removed the pieces are easy to replace on the blueprint.
* There is never more than one piece of the blueprint in a house, so do not return if you have already collected a weapon piece. There will only be a bomb located there.
* The firing pattern of the weapon is random, and only a few shots will actually reach the top of the screen. It will therefore be mainly luck when you kill the monster.
- STAFF -
Staff : Christopher Stamper, John Lathbury, Timothy Stamper
- PORTS -
* Consoles :
Atari 5200 (1983)
* Computers :
Commodore C64 (1983)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=blueshrk,
$Edit this entry at Arcade-History.com
$bio
Blue Shark (c) 1978 Midway.
Insert coin(s), and underwater creatures appear randomly on the screen. By pulling the trigger on the speargun, the player fires spears at the sea creatures. Features a three dimensional color background scenery depicting an underwater scene.
- TECHNICAL -
Cabinet dimensions : 68,5'' (174,5 cm) High x 25,5'' (65 cm) Wide x 35,5'' (90 cm) Deep. Weight : 223 Lbs (101 Kg).
Game ID : 742
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
Released in September 1978.
- SCORING -
Shark (long range) : 500 points.
Octopus : 400 points.
Shark (short range) : 300 points.
Swordfish : 200 points.
Skindiver : - 500 points.
- TIPS AND TRICKS -
* Don't Shoot The Skindiver! : If player hits the skindiver, he is penalized 500 points.
* When the player's score reaches 7000 points, movement of the targets speeds up.
* By default, one free play is awarded for a score of 18,000 points (operator ajustable).
$end
$info=bjourney,
$Edit this entry at Arcade-History.com
$bio
Blue's Journey (c) 1991 Alpha Denshi.
A cute platform game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0022
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Throw enemy, [B] Jump, [C] Change size
- TRIVIA -
Released in March 1991.
This game is known in Japan as "Raguy".
- TIPS AND TRICKS -
There are multiple endings to the game :
- Get a high score to live happily ever after.
- Get a very low score to get the cold shoulder from the princess.
- Beat the game while being cursed.
- If you challenged your rival early in the game he will challenge you again. Beat him to get the princess. Lose to lose the princess. A tie and the princess can't decide.
- STAFF -
Author / Planner : Takashi Hatono
Chief designer : Yohko Igarashi
Scroll designers : Kenichi Sakanishi, Takashi Egashira, Tomoharu Takahashi
Sprite designers : Kazushige Hakamata, Hideyuki Yamada
Programmers : Osamu Iijima, Yuji Noguchi
Music composer : Yuka Watanabe
Sound effect : Hideki Yamamoto
Hard Wearer : Eiji Fukatsu
Sound programmer : Makio Chiba
Character voices : Hideyuki Yamada, Yuka Kurosawa, Yohko Igarashi, Takashi Hatono
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=bmcbowl,
$Edit this entry at Arcade-History.com
$bio
BMC Bowling (c) 1994 BMC.
As the title says : A bowling game from BMC :-)
- TECHNICAL -
Main CPU : 68000 (@ 10.738635 Mhz)
Sound Chips : Winbond WF19054 [same as AY8910] (@ 1.789772 Mhz), MK28 [same as OKI6295] (@ 8.5 Khz)
RAM :(3x) Goldstar GM76C28A, (6x) HM62256LP-12
Screen orientation : Horizontal
Video resolution : 280 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Buttons : 1
$end
$info=bwcasino,
$Edit this entry at Arcade-History.com
$bio
Boardwalk Casino (c) 1984 Epos.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Buttons : 6
- TRIVIA -
This game is also known as "Atlantic City Action".
$end
$info=boblbobl,
$Edit this entry at Arcade-History.com
$bio
Bobble Bobble (c) 1986.
Take control of 2 cute dinosaurs and battle your way through 100 platform-packed levels to rescue their girlfriends. They are armed only with the ability to make bubbles, in which the game's many enemies can be trapped and killed. The bubbles can also be used as temporary platforms, to help the dinosaurs reach previously inaccessible areas of a level.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump
- TRIVIA -
This game is a bootleg of "Bubble bobble".
- UPDATES -
Unlike the original game :
* The left player ('Bub') can have only a total of two extends.
* This bootleg has a new feature in Dip switch where you may control the speed of monsters.
* The monsters 'Mighta', 'Hidegonsu', and 'Drunk' do not throw their projectile weapons (i.e. 'Mighta' does not throw his slow-moving stone balls, 'Hidegonsu' does not throw his fast-moving fireballs, and 'Drunk' does not throw his boomerang bottles). However, the 'Invader' monster, who appears in 'normal' mode only, does throw his laser projectile.
$end
$info=bodyslam,
$Edit this entry at Arcade-History.com
$bio
Body Slam (c) 1986 Sega.
A female wrestling game starring some VERY ugly women!
- TECHNICAL -
Sega System 16A hardware
Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Dump Matsumoto".
$end
$info=bogeyman,
$Edit this entry at Arcade-History.com
$bio
Bogey Manor (c) 1985 Technos.
A platform game.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 272
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=boggy84,
$Edit this entry at Arcade-History.com
$bio
Boggy '84 (c) 1983 Eddie's Games.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Boggy '83".
$end
$info=bombbee,
$Edit this entry at Arcade-History.com
$bio
Bomb Bee (c) 1979 Namco.
In this old ball and paddle game, you control a paddle that must rebound a ball into the colorized bricks and pop-bumpers.
- TECHNICAL -
Main CPU : 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Released in June 1979.
Upon joining Namco, Mr. Iwatani wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his early video game/pinball hybrids. Toru Iwatani would achieve later, greater fame by designing "Pac-Man".
- SCORING -
Pop Bumpers : 10 or 100 points
Spinner : 10 or 100 points
Green Drops : 10 points
Blue drops : 20, 40, 60 or 80 points
1st row of drops : 10 points
NAMCO lights : 50 points
Big Pop : 1,000 points
Adjustments to scoring :
Finishing red-yellow side drop targets bank puts in barrier to the side drain and increases the pop bumper points on the side cleared.
Finishing blue top drop targets gives you a big 1,000 pop bumper which you have a limited number of hits you can give it before it explodes and gets replaced by another bank of blue drop targets.
Lighting all NAMCO lights increases bonus multiplier to 2X.
- TIPS AND TRICKS -
* Occasionally the ball will get stuck in a very long loop (this usually happens with the pop bumpers). Just sit back and relax while the points rack up, but eventually the game will figure out the ball is stuck and shoot it out in some other direction.
- SERIES -
1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)
- STAFF -
Designed by: Toru Iwatani
$end
$info=bombjack,bombjac2,
$Edit this entry at Arcade-History.com
$bio
Bomb Jack (c) 10/1984 Tehkan.
A Superbly playable and addicitive platform game, with gameplay that gives more than a passing nod to Namco's seminal "Pac-Man".
The object of the game is to collect all of the bombs on each level, before progressing to the next. Extra point bonuses are awarded for collecting bombs with their fuses lit. Only one bomb at a time has a lit fuse, and collecting twenty or more of these lit bombs on any given level will earn the player a points bonus (see TIPS AND TRICKS for details). Bomb Jack is pursued around each level by a variety of constantly spawning, mechanical enemies. When Bomb Jack gets killed, he drops to the nearest platform, always landing on his head.
The five different background pictures that feature in the game are : the Sphinx in Egypt, the Akropolis in Greece, Castle Neuschwanstein in Bavaria, skyscrapers and a cityscape by night. While the five backgrounds themselves are repeated as the player progresses, the platform layouts for each level are completely different. At least until level eighteen, after which the levels repeat themselves.
A powerball appears at semi-regular intervals and moves diagonally around the screen. If the player manages to grab this, all of the level's monsters are frozen for several seconds and can then be killed by having Bomb Jack fly into them (similar to the 'Powerpill' feature in "Pac-Man"). Collecting the Bonus 'B' symbols will increase the amount of points awarded for collecting bombs with their fuses lit. Picking up an 'Extra' symbol awards the player with an additional life, while catching the 'Special' symbol will give the player an extra credit.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (3x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
The original idea for Bomb Jack was conceived by Michitaka Tsuruta, lead designer for Guzzler and Solomon's Key, under the supervision of Kazutoshi Ueda, the genius behind Mr. Do, Lady Bug and other Universal coin-ops.
Curiously enough, the infamous Sphinx in the opening round was not rendered by the graphic designer of the game, but by Ekiko, the sound designer. Tsuruta-san recalls how roles in Japanese development teams were quite interchangeable, in those early years.
Round 1 music is the ending song from the Japanese animated cartoon series 'Spoon Oba-san', sung by the ultra-popular Mari Ijima (Lynn Minmay's voice in Macross). The anime was aired in 1983... at that time, Bomb Jack development was just starting : something more than a coincidence, then.
Round 2 features the music of 'Lady Madonna', by The Beatles. Tsuruta-san, recalls that rights were paid for the licensed music at the time; still, later ports (PS2 and Xbox) come with a replaced soundtrack (mostly the Vs. Mighty Bomb Jack score).
"Bomb Jack II" has nothing really to do with Tekhan or Tecmo : it was developed by british Elite Systems for European home computers only, in an attempt to follow the huge success of the Bomb Jack coin-op conversion. They basically bought the license for the name, and then proceeded to create a mediocre maze game.
Giauco Bondavalli holds the official record for this game with 20,010,960 points on November 3, 1984.
Alfa Records released a limited-edition soundtrack album for this game (Tecmo Game Music - 28XA-95) on 25/09/1986.
- UPDATES -
The older version (set 2) says 'YOU ARE LUCY' instead of 'YOU ARE LUCKY'.
- SCORING -
Jumping, hitting a wall or falling from a platform : 10 points x bonus multiplier value.
Normal bomb : 100 points x bonus multiplier value.
Firebomb : 200 points x bonus multiplier value.
(P) Power : 100 when blue, 200 when red, 300 when purple, 500 when green, 800 when cyan, 1,200 when yellow and 2,000 points when grey x bonus multiplier value.
(B) Bonus Multiplier: 1,000 points x bonus multiplier value.
(E) Extra Life : 1,000 points x bonus multiplier value plus an extra life.
(S) Special : 1,000 points x bonus multiplier value plus a free credit.
Killing monsters while (P) is active : 100, 200, 300, 500, 800, 1,200 and 2,000 points. These are all multiplied by the current bonus multiplier value.
End of level bonus :
23 firebombs defused : 50,000 points.
22 firebombs : 30,000 points.
21 firebombs : 20,000 points.
20 firebombs : 10,000 points.
- TIPS AND TRICKS -
* A little information about the appearence of the powerball: the rule is very simple and you just have to look at the colour at the left and right of the multiplicator number, its size grows as you collect bombs.
1) Take a 'lit bomb' and you get 1 point ahead for the next Powerball. Take a non-lit bomb and you'll get 0.5 point for the next Powerball. When you achieve 10 points, the powerball appears. Your powerball points don't grow if either the powerball is there or if the 'power music' is playing, so avoid collecting bombs when it's not necessary.
2) The powerball can have different score values when taking it. When it appears, jump or hit a wall and its colour will change. The colours and score values are blue (100 points), red (200 points), purple (300 points), green (500 points), turquoize (800 points), yellow (1000 points) and grey (2000 points).
3) The 'B' bonus coin adds 1 to the multiplicator value and appears each 5000 points, but only if you 'pass' these 5000 points when not taking a 'B' coin. For example, your multiplicator is 2x, your score is 9000 and you take a 'B' coin; giving you 1000x2 = 2000 points which makes a total of 11000 points. A 'B' coin should then appear because you have passed the 10000 points, but doesn't because you took a 'B' coin to achieve this score so you'll have to wait for 15000 points to get a new 'B' coin. The multiplicator limit is X5.
* An important piece of information to remember is that you can pick up the bombs in a certain order to earn maximum points. If you pick up most of the bombs while their fuses are lit, you get the following bonuses :
20 - 10,000 pts.
21 - 20,000 pts.
22 - 30,000 pts.
23 - 50,000 pts.
So of course, you'll want to try to get 23 each time (This is of course, VERY difficult!). The P (Power) coin appears after every ninth bomb is collected. The points value of the P coin ranges from 100 (Blue) to 2000 (Silver). Since the color changes each time BJ jumps, you can control the bonus level by making small jumps until the coin turns silver.
* The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier by 1. There is a maximum of 5 B coins per level.
* Picking up the S (Special) coin awards one free credit. It will also take you to the next level automatically.
* You can control where the mechanical bird appears by holding the joystick in the opposite direction. Example : Hold the joystick to the Right as soon as the round starts and the mechanical bird appears on the left of the screen. If the stick is held diagonally, the bird appears in the opposite corner.
* When you start a level, and directly go to left or right, bird(s) will appear on the other side : it's usefull to put them where you want in order to make this level easyer, levels 7, 8 & 9 are good examples for that.
- SERIES -
1. Bomb Jack (1984)
2. Bomb Jack II (1986, Commodore C64)
3. Vs. Mighty Bomb Jack (1986)
4. Bomb Jack Twin (1993)
- STAFF -
Director : Michitaka Tsuruta
Programmer : Michishito Ishizuka
Graphic & Character Design : Rie Ishizuka (aka Rie Yatomi)
Music & Sound Design : Ekiko
Producer : Kazutoshi Ueda
- PORTS -
* Consoles :
Sega SG-1000 (1985)
Nintendo Game Boy (1992)
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
* Computers :
NEC PC8801 (1985)
Commodore 16 (1986)
Commodore C64 (1986)
Sinclair ZX Spectrum (1986)
Amstrad CPC (1986)
Atari ST (1988)
Commodore Amiga (1988)
* Others :
Mobiles phone [Nokia 3410] (2002)
- SOURCES -
Tsuruta Michitaka's Web Site; http://www.turu3.net
$end
$info=bjtwin,
$Edit this entry at Arcade-History.com
$bio
Bomb Jack Twin (c) 1993 NMK.
2 players at the same time adds a new twist to this platform game.
- TECHNICAL -
Game ID : UPL-93087
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Secret Message : Reset Game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press the following Player 1 buttons : 2(x3) 1(x3) 2(x3), 1(x3). If you did this correctly, you should see another message '9th Mar. 1992'. And you are in the test mode.
- SERIES -
1. Bomb Jack (1984)
2. Bomb Jack II (1986, Commodore C64)
3. Vs. Mighty Bomb Jack (1986)
4. Bomb Jack Twin (1993)
- STAFF -
Sound : Manabu Namiki
$end
$info=bombkick,
$Edit this entry at Arcade-History.com
$bio
Bomb Kick (c) 1998 Yun Sung.
A platform game where you use bombs to get rid of enemies.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 380 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=bomblord,
$Edit this entry at Arcade-History.com
$bio
Bomber Lord (c) 1991
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
$end
$info=bombrman,
$Edit this entry at Arcade-History.com
$bio
Bomber Man (c) 1991 Hudson Soft.
In the future, fight competitions among robots are the most popular event. Bomber Man & King Bomber are the supreme champions, however King Bomber turns evil and attacks mankind with his loyal minions. Bomber Man & his brother Bomber Man 2 must defeat these henchmen and show King Bomber that crime just doesn't pay! Features cute graphics & music and insanely addictive gameplay. Have a blast, but don't get blasted yourself!!! :D
- TECHNICAL -
Irem M-90 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Irem.
This game is known outside Japan as "Dynablaster".
- SERIES -
1. Bomber Man (1987, Nintendo Famicom)
2. Bomber Man (1991)
3. Bomber Man World (1992)
4. Bomber Man II (1992, Nintendo Famicom)
5. Bomber Man '93 (1992, NEC PC-Engine)
6. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System)
7. Super Bomber Man (1993, Nintendo Super Famicom)
8. Bomber Man '94 (1994, NEC PC-Engine)
9. Super Bomber Man 2 (1994, Nintendo Super Famicom)
10. Super Bomber Man 3 (1995, Nintendo Super Famicom)
11. Super Bomber Man 4 (1996, Nintendo Super Famicom)
12. Neo Bomber Man (1997)
13. Super Bomber Man 5 (1997, Nintendo Super Famicom)
14. Bomber Man Online (2001, Sega Dreamcast)
15. Bomber Man DS (2005, Nintendo DS)
16. Bomberman Live (2007, Microsoft XBOX 360 "Xbox Live Arcade")
$end
$info=bbmanw,bbmanwj,
$Edit this entry at Arcade-History.com
$bio
Bomber Man World (c) 1992 Irem.
After King Bomber was defeated in the last game, he tried to reform himself but being a bad guy seems to be more fun, so he now has taken over the United Nations' building as the first step to take over the world. Only Bomber Man and company can save us from this world threat! Features cute graphics & sound, as well as the same addicting control that made the first a classic. A party game if there ever was one, grab 4 friends and have a blast!!! :)
- TECHNICAL -
Irem M-97 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "New Atomic Punk - Global Quest".
A bootleg of this game is known as "Bomber Lord".
- SERIES -
1. Bomber Man (1987, Nintendo Famicom)
2. Bomber Man (1991)
3. Bomber Man World (1992)
4. Bomber Man II (1992, Nintendo Famicom)
5. Bomber Man '93 (1992, NEC PC-Engine)
6. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System)
7. Super Bomber Man (1993, Nintendo Super Famicom)
8. Bomber Man '94 (1994, NEC PC-Engine)
9. Super Bomber Man 2 (1994, Nintendo Super Famicom)
10. Super Bomber Man 3 (1995, Nintendo Super Famicom)
11. Super Bomber Man 4 (1996, Nintendo Super Famicom)
12. Neo Bomber Man (1997)
13. Super Bomber Man 5 (1997, Nintendo Super Famicom)
14. Bomber Man Online (2001, Sega Dreamcast)
15. Bomber Man DS (2005, Nintendo DS)
16. Bomberman Live (2007, Microsoft XBOX 360 "Xbox Live Arcade")
- STAFF -
Sound composer : Miyako Omori
$end
$info=bombsa,
$Edit this entry at Arcade-History.com
$bio
Bombs Away (c) 1988 Jaleco.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz), Z80 (@ 6 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=bnzabros,bnzabrsj,
$Edit this entry at Arcade-History.com
$bio
Bonanza Bros. (c) 1990 Sega.
Taking the roll of one of the 2 brothers, Robo and Mobo (or both, in 2-player mode), players must make their way through a variety of scrolling platform levels and steal any loot they find, before making their way to the roof and escape in a waiting airship. Bonanza Bros. introduced a true sense of 3-D depth to the 2-D platform gameplay in that the enemy guards had a 'field-of-vision'; this made it possible for players to hide from the guards by ducking into alcoves, stairwells etc. Failure would see the brothers end up in jail.
The places the brothers burgle include a bank, a millionaire's mansion, a casino, a mint, an art gallery and a treasury.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- PORTS -
* Consoles :
Sega Master System (1991)
Sega Mega Drive (1991)
NEC PC-Engine (1992)
NEC PC-Engine Super CD-ROM2 (1992)
Sony PlayStation 2 (2003, "Sega Ages 2500 Vol. 6 : Bonanza Brothers")
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Wii (2006, "Virtual Console" - Mega Drive version)
* Computers :
Amstrad CPC (1991)
Atari ST (1991)
Commodore Amiga (1991)
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Sharp X68000 (1991)
$end
$info=mt_bbros,
$Edit this entry at Arcade-History.com
$bio
Bonanza Bros. [Mega-Tech] (c) 1991 Sega.
Taking the roll of one of the 2 brothers, Robo and Mobo (or both, in 2-player mode), players must make their way through a variety of scrolling platform levels and steal any loot they find, before making their way to the roof and escape in a waiting airship.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 49
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in May 1991.
- PORTS -
* Consoles :
Nintendo Wii (2006, "Virtual Console")
$end
$info=bcrusher,
$Edit this entry at Arcade-History.com
$bio
Bone Crusher (c) 1985 Japan.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Knuckle Joe".
$end
$info=bongo,
$Edit this entry at Arcade-History.com
$bio
Bongo (c) 1983 Jetsoft.
An early platform game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
$end
$info=bonkadv,
$Edit this entry at Arcade-History.com
$bio
Bonk's Adventure - Arcade Version (c) 1994 Kaneko.
A platform game, based on the NEC PC Engine game of the same name, consisting of 21 stages fighting dinosaurs and other creatures.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Head butt, [B] Jump
- TRIVIA -
This game is known in Japan as "Kyokyoku !! PC Genjin - Special Arcade Version" and in Europe as "B.C. Kid".
This game had a ticket payout mechanism meaning you could also win cheesy prizes.
- UPDATES -
* In the Korean version titlescreen, the 'KANEKO' standard logo is replaced by 'KA' with a cat (wich is pronounced 'NEKO' in Japanese).
- SERIES -
1. PC Genjin - Pithecanthropus Computerurus (1989, PC Engine)
2. PC Genjin 2 - Pithecanthropus Computerurus (1991, PC Engine)
3. PC Denjin - Punkic Cyborgs (1992, PC Engine)
4. Bonk's Adventure (1992, Nintendo Game Boy)
5. PC Genjin 3 - Pithecanthropus Computerurus (1993, PC Engine)
6. Bonk's Revenge (1994, Nintendo Game Boy)
7. Bonk's Adventure - Arcade Version (1994)
8. Super Bonk (Nintendo Super Famicom)
9. Super Bonk 2 (Nintendo Super Famicom)
10. PC Genjin (2002, Nintendo GameCube)
$end
$info=bonzeadv,bonzeadu,bonzeado,
$Edit this entry at Arcade-History.com
$bio
Bonze Adventure (c) 1988 Taito.
A platform game where the player controls a monk. His weapons are bubbles of various colours which can be powered up until they become almost as large as the player. The monk battles snakes, giant eyeballs, ghosts and other enemy creatures.
- TECHNICAL -
Prom Stickers : B41
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Jigoku Meguri".
The main character, Bonze Kackremboh, is a Buddhist monk whose main weapons are Buddhist prayer beads, called 'mala' beads. 'Bonze' is an English word denoting a Buddhist monk or priest. Kackremboh is his given name :). Emma, the lord of the underworld mentioned in the introduction screen, is Emma-O, the Japanese Buddhist god of the Underworld. Traditionally, Emma-O keeps track of a mortal's life and decides the punishment of those sent to the Underworld in accordance with Buddhist law.
- STAFF -
Game director : Yasumasa Sasabe
Creaters : Crazy-Yoshikawa, Creamy Tetsu
Creature designed by : Junji Yarita
Game design director : Hidehiro Fujiwara
Game designer : Kenshi Kaito
Character designers : Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima
Hardware director : Takashi Ohara
Art director : Hiroyasu Nagai
Sound directed by : Hisayoshi Ogura
Assistants : Yasuhisa Watanabe, Y. Ohashi, C. Ichikawa
- PORTS -
* Consoles :
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=boobhack,
$Edit this entry at Arcade-History.com
$bio
Booby Kids (c) 1987 Nichibutsu.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Palette colors : 256
Players : 2
Buttons : 3
- TRIVIA -
Booby Kids was a prototype / early release version of "Kid no Hore Hore Daisakusen".
$end
$info=boogwing,boogwina,
$Edit this entry at Arcade-History.com
$bio
Boogie Wings (c) 1992 Data East.
A superbly playable, humourous and utterly unique shoot-em-up from the Date East stable. The player begins each life in control of a bi-plane with a huge metal hook attached to its rear. This hook can be used to pick up enemies, objects, bombs and vehicles which can then be thrown both at other enemies, and at any walls and doorways that may be barring the player's route.
If the bi-plane takes two hits from enemy forces, it will explode and the player is forced to continue on foot. The on-foot sections play in a vaguely similar fashion to SNK's legendary "Metal Slug" series, but while on foot, the player has no protection from enemy hits and is very vulnerable to attack. As such, a replacement vehicle (which appear in the form of tanks, motorbikes, giant robots, elephants etc.) must be found quickly.
Boogie Wings features highly detailed and completely destructible scenery, with a multitude of background animations making the game feel 'alive' and giving it much of its distinctive character. The game's settings are as original as its gameplay; with museums, fairgrounds, the inside of skyscrapers etc. all making an appearance. Boogie Wings soundtrack is also unique to the genre, with a mixture of well-known jazz and blues tunes accompanying the frenetic on-screen action.
- TECHNICAL -
PCB # : DE-0379-1
Main CPU : 68000 (@ 14 Mhz)
Sound : HuC6280A, YM2151, YM3012, (2x) OKI6295
RAM: (2x) 62256, (5x) 6264
Dipswitch : (2x) 8 position
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 1
- TRIVIA -
This game is also known as "The Great Ragtime Show".
The 'Blues Brothers' appear in the 'Merry Merry Christmas' stage.
- TIPS AND TRICKS -
* Secret Character 'Santa Claus' : on the 'Merry Merry Christmas' stage, pick up the stage boss's head parts with the skyhook and throw it after you have destroyed the boss. Santa Claus will appear on the screen.
- STAFF -
Special Programmer : Cholesterol Haga, Power Baller Hirao, Ace Iida
Ultra Hardware : Kazuhiro Takayama, Talking Mitsui 900RR, Guts Tohua
Super Special Graphic Designer : God Hand Kaihou, Magic Finger Koizumi, Beauty Arakawa, Dancing Inagaki, Hillkincho Minagawa, Monster Nozu, Spanish Onishi, Smoking Tada, Slow Hand Kurata, Uzzy, Shintoku
Dynamite Sound : Tatsuya Kiuchi ('MR*K'), Tomoyoshi Satoh (TOM), Seilah
Administrator : Naomi Susa
Strong Game Designer : Kazuyuki Kurata
$end
$info=boomrang,boomrana,
$Edit this entry at Arcade-History.com
$bio
Boomer Rang'r (c) 1983 Data East.
The player controls Whirley, a caveman armed with a boomerang whose quest it is to find a lost treasure in that prehistoric land. As he searches for the lost treasure, he must fight off enemy cavemen armed with clubs, dinosaurs and other prehistoric monsters. He must also look out for vultures who drop rocks. Whirley can also mount a dinosaur and ride it after he kills the caveman who is riding it, and whenever he is riding a dinosaur, he can have the dinosaur breathe fire for a weapon.
- TECHNICAL -
Main CPU : DECO (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside US as "Genesis".
- STAFF -
Staff : Y. Suzuki, D. Kohama, Y. Sakakura, M. Sano
$end
$info=bootcamp,
$Edit this entry at Arcade-History.com
$bio
Boot Camp (c) 08/1987 Konami.
A one or two player multi-event combat game, similar in gameplay style to Konami's "Track and Field" series.
* In the obstacle course, you must repeatedly press the fire button to run as fast as possible. Press the jump button in order to clear or mount hurdles of various hights. Complete the course within a specific ammount of time to continue the game.
* In the Iron Man race, the controls are the same but you will jump puddles and boulders and swim across a stream.
* In the firing ranges, aim with the joystick or trackball and shoot using the fire button. There will be various firing range sessions beginning with stationary targets, preceeding to moving targets, and finishing with to having to avoid hitting the targets that represent comrades. The comrade targets resemble your drill instructer but you must still avoid hitting them (the wrong targets and the drill instructers) as it will cost you the game. The activities get progressively more difficult as you proceed.
- TECHNICAL -
Game ID : GX611
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128
Players : 2
Control : Trackball
Buttons : 2
=> [A] Attack, [B] Jump/Shoot
- TRIVIA -
This game is known outside US as "Combat School".
$end
$info=boothill,
$Edit this entry at Arcade-History.com
$bio
Boot Hill (c) 03/1977 Midway.
A classic one or two-player western gunfight game, featuring a monochrome display overlaid via mirror onto back-lit plastic background. Each player uses a small joystick to move their cowboy up and down the play area, while a second, much larger joystick is used to aim the pistol and shoot - this larger stick also has a trigger button. The game's single goal is simply to shoot the other player, who is situated on the opposite side of the game area. Wagons and cacti litter the middle of the play area, providing temporary cover from the opponent's gunfire (while, of course, providing the opponent with cover from the PLAYER'S shots). These obstacles slowly disintegrate as they are shot; much like the shields in Taito's "Space Invaders".
Boot Hill is time-based NOT life based, with the factory default set at ninety seconds. This is, of course, operator adjustable via the dip settings. The computer opponent is quite easy to beat with a little practice, but a human opponent provides a much stronger challenge.
- TECHNICAL -
This game was released in an upright dedicated cabinet, mostly yellow, but it was covered with stencil style painted cowboy sideart that showed two different cowboys on each side. The front of the machine had a few more cowboys painted on it (one with a black hat and one with a white hat). There was no marquee at all, the game had its title printed on the monitor bezel, which also showed a detailed cartoon scene of a few cowboys shooting it out in a graveyard on top of a hill. The game used a 23'' monochrome open frame monitor that was buried deep within the machine.
Cabinet dimensions : 26'' (66cm) Wide x 24'' (61cm) Deep x 67'' (170cm) High.
Game ID : 612
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick, 8-way joystick
- TRIVIA -
On the surface, Boot Hill seemed to represent quite a leap forward in technological terms. The highly detailed and colourful backdrop was very striking for the time. It was, of course, achieved with something far simpler than a technological leap forward; the wholly unscientific method of having a drawn, printed backdrop over which the in-game monochrome graphics were projected, via a large mirror.
This game was one of several early video and non-video arcade games to feature, albeit briefly, in George Romero's horror movie classic 'Dawn of the Dead' (1977) - the sequel to 1968's 'Night of the Living Dead'. The scene, occurring roughly halfway through the film, features four survivors of a zombie holocaust who are seeking refuge from hordes of the walking dead in a giant shopping mall; which, of course, just happens to have an arcade. The version of Boot Hill played in the movie seems to be without the backdrop.
A Boot Hill machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Gun Fight (1975)
2. Boot Hill (1977)
- STAFF -
Designed and programmed by : Dave Nutting
$end
$info=brdrline,brdrlinb,brdrlins,
$Edit this entry at Arcade-History.com
$bio
Borderline (c) 1981 Sega.
Borderline is a 1 or 2-player game in which players attempt to destroy enemy refineries and energy lants. The player moves through four different sectors, constantly under attack by enemy tanks, missiles, interceptors and drones.
Sector 1 : The player is deep behind enemy lines, rolling his jeep down a corridor. He must dodge fire from interceptors, tanks and missiles. Drones will attack unexpectedly. The object is to reach and destroy the energy plants at the end of the corridor.
Sector 2 : Once through the corridor, the player enters a field that contains two sections of dense underbrush patrolled by drones. The drones will only enter the underbrush in one place, then follow in the path the player's jeep makes. The player must make a maze through the underbrush and proceed to the top and destroy the energy plants.
Sector 3 : In this sector, enemy tanks come down from the top, near the refineries, and drones enter from the side. The player must outmaneuver the enemy and destroy the refineries at the top.
Sector 4 : Again, there are two sections of underbrush, this time separated by walls. Drones enter from the sides. They will break the wall once, but not twice and will follow in the path made by the player's jeep. In the upper section of underbrush is the energy plant. This time protected by revolving armament, in addition to tanks. The object is to destroy the energy base. Players alternate at the destruction of each jeep. The game ends when all jeeps are destroyed.
- TECHNICAL -
Main CPU : Z80
Sound CPU : I8039
Sound Chips : AY8910
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
A bootleg of this game was made by Sidam.
- PORTS -
* Consoles :
Sega SG-1000
Sony PlayStation 2 (2005, "Sega Ages Vol. 23 - Sega Memorial Selection")
$end
$info=borench,
$Edit this entry at Arcade-History.com
$bio
Borench (c) 1990 Sega.
A puzzle game similar to "Marble Madness". The player must guide a ball to the goal of a certain level. You must do this by adding blocks to the squares to influence the ball's movement. You must avoid the edges to prevent the ball falling off.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=borntofi,
$Edit this entry at Arcade-History.com
$bio
Born To Fight (c) 199? Internacional Games.
A first-person shooter game.
- TECHNICAL -
Main CPU : V20 (@ 8 Mhz), I8088 (@ 6.144 Mhz)
Sound Chips : (4x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 256
Players : 2
Control : Trackball
Buttons : 2
- TRIVIA -
Many of the game's sounds are taken from Taito's "Operation Wolf".
- STAFF -
Plan : Paolo Di Nunno
Hardware : Ben Boux, Vincenzo Fabio
Paint : Luigi Corteggi
Software : Paolo Buccella, Fabio Minotti, Giorgio Pettinari
Music : Matteo Manzoni
$end
$info=bosco,boscoo,boscoo2,boscomd,boscomdo,
$Edit this entry at Arcade-History.com
$bio
Bosconian - Star Destroyer (c) 11/1981 Namco.
A space shooter where the player must destroy several enemy bases on each round while evading enemy ships, asteroids and mines. Enemy bases are destroyed either with a shot to the center or by shooting out all six base cannons. The player's ship is always positioned in the center of the screen with everything else scrolling around it as the player flies. A radar map to the right shows the position of the player, enemy bases, and occasional formation attack groups.
- TECHNICAL -
Upright cabinet dimensions : 68'' (173cm) High x 25'' (64cm) Wide x 28'' (71cm) Deep.
Mini-Myte cabinet dimensions : 60'' (152cm) High x 20'' (50cm) Wide x 24'' (60cm) Deep.
Cocktail table dimensions : 29'' (73cm) High x 32'' (80cm) Wide x 22'' (55cm) Deep.
Main CPU : Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, custom DAC (for speech), discrete circuitry (for the shot and explosions sounds)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
=> [1] Fire
- TRIVIA -
Bosconian was famous for being the first game to have a continue feature. When the game was released, Midway gave out strategy booklets to the game from a display attached to the machine.
There are five versions of this arcade game that were made. Namco made three and Midway made two of them (US manufacture and distribution (02/1982)). They are all the same except the new Namco version (see 'Updates' section for more information).
Ken McLeod holds the official record for this game with 2,913,150 points on February 24, 1983.
- UPDATES -
In the NEW Namco version, the Enemy Base setup is different. Both versions have the same Enemy Base setups, but they are in different order as the rounds go up. This is also true regarding where your fighter starts at. For example, the setup for Round 4 on the other versions is the same as the setup for Round 6 on the new Namco.
- SCORING -
Asteroid : 10 points
Cosmo Mine : 20 points
I-Type Missile (Looks like fighter) : 50 points
P-Type Missile (Looks like boomerang) : 60 points
E-Type Missile (Looks like Enemy Base Missile) : 70 points
Spy Ship (announced by synthesized voice stating 'Spy Ship Sighted') : 200 or 400 points
Enemy Station Cannon : 200 points
Enemy Station : 1500 points
Enemy Formation : 500, 1000 or 1500 points depending on missile type
Control Fighter in Formation (The off-colored fighter) : 100, 120 or 140 points (twice the normal missile value)
Bonus for no-miss clear (completing a round without dying) - this bonus is given only when the game is set to auto difficulty : multiplier x number of bases, the multiplier starts at 100 points and increases by 100 points each time you get the bonus up to 1000 points.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : Up(x5), Right(x6), Down, Left(x4). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.
* The action starts immediately as soon as you start your game. Your fighter will be put on the screen. Your radar display will show how many space stations need to be taken out. The radar doesn't show, though, all the space debris all over the place and the enemy fighters (unless they are in formation). Your fighter stays in the middle of the screen.
* Be aware that the enemy missiles are faster then your ship. This means you will have to learn to use the joystick proficiently so that you can maneuver away from these enemy missiles attempting to commit suicide on your ship.
* At the beginning of the round, quickly look at your radar to determine where the Enemy Stations are. Then quickly figure out a systematic way of destroying them since time is one's enemy in this game. Just because they are lined up in a row doesn't mean that the missile bays are facing the same direction.
* By that same token, your ship fires lasers from both the front and back. This means if anything is trying to 'sneak' up on you, they won't stand a chance.
* Use the space debris to your advantage. You score points regardless of whether you hit the enemy, or if you use other means to assist, such as the mines or rocks. Just keep in mind that the space debris doesn't return until the next round.
* The Enemy Stations can be destroyed two ways :
1) The first way is to fire a shot directly into their missile bay. This is easy to do on the first two rounds. By round three, the missile bay has a door which opens and closes to make it more of a challenge. After round three, the station will fire a missile if your fighter is in the missiles path. You can easily destroy this missile with your ship.
2) The other way is to destroy all six cannons around the space station. This method also enables you to get more points in the long run. To do this, though, means you will have to deal with more enemy missiles since you have to constantly loop around to hit the cannons. In addition, the pods fire back on your ship.
* Enemy Stations can be oriented with the missile bay facing left/right or up/down. Keep this in mind if you are taking on multiple stations in one area. While you are pounding on one Enemy Station, three more may be firing at your ship to prevent you from destroying your target.
* The warning conditions tell you how safe it is for the moment :
1) GREEN means no enemies within view.
2) YELLOW means enemies present.
3) RED means that you have taken too long and the enemy is now moving twice as fast to ram you.
4) You will also hear synthesized voice prompts stating either 'Alert, Alert' or 'Condition Red' regarding these conditions.
* At regular intervals, a formation of enemy missiles will head toward your ship. You can see what the formation of these enemy missiles are in by looking at the area above the top, left corner of the radar. This will show you if they are in a line, checkerboard pattern, etc. You will also see this formation (represented by a red dot) on your radar screen. Some quick tips for tangling with formations :
1) Enemy formations always appear as a control missile with four missiles.
2) If you destroy the control missile, the other missiles will spread out. You can still destroy them but it is much harder to get the points for taking out the entire formation.
3) Try to maneuver in such a way as to be able to rapidly hit all the missiles. This is of course barring the fact there is no other things (rocks and mines) in the way that can destroy these missiles. This works well when they are in a line. If they are in a checkerboard pattern, you will have to move back and forth so you can hit everything but the control missile.
4) A synthesized voice stating 'Battle Stations' will announce when a formation is present.
* As mentioned before, if you take too long to take out the Enemy Stations, the condition will go to RED and enemy missiles will pour into the area with the only intent of ramming your ship. You will know this also by the sound the machine makes.
* Continue to fly erratic patterns (unless you are going after Enemy Stations or formations) because the enemy missiles do move quicker then you do plus you will probably be able to take them out more effectively.
* Just as in "Time Pilot", there is a way you can stay on a level for as long as you want (This works best on level 2) : Stay away from all the bases, and fly horizontally from left to right. Just fire continuously at all the formations that come at you. The other ships will never be able to come after you. There is no time limit in the game, and it never gets any harder. You can stay on this level for as long as you want. It takes a VERY LONG TIME, though, to get a LARGE score.
- SERIES -
1. Bosconian - Star Destroyer (1981)
2. Blast Off (1989)
- STAFF -
Designed and programmed by : Akira Takundai, Hurashi Nagumo
Music by : Nobuyuki Ohnagi
- PORTS -
* Consoles :
Sony PlayStation (1995, "Namco Museum Vol.1")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
Sharp X68000 (1981)
MSX (1984)
Commodore C64 (1987, "Bosconian 87")
Sinclair ZX Spectrum (1987, "Bosconian 87")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
Sord-M5
* Others :
Namco Classics TV Game (2003 - Jakk's Pacific)
Ms. Pac-Man TV Game Wireless Version (2005 - Jakk's Pacific)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=botanic,
$Edit this entry at Arcade-History.com
$bio
Botanic (c) 1983 Itisa Palamos.
A maze game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
RAM : 6116, (4x) 2114, (6x) 27ls00
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Valadon Automation for French manufacture and distribution.
- STAFF -
Staff : Henk Spits, Josep M. Petit, Josep Morillas
$end
$info=bottom9,bottom9n,
$Edit this entry at Arcade-History.com
$bio
Bottom of the Ninth (c) 1989 Konami.
1 or 2 players choose a ballclub from cities like New York, Chicago, Los Angeles, Atlanta, or Boston and compete either against the computer or each other in this baseball game. A wide variety of pitches can be thrown and batters can change their stance and angle of swing.
- TECHNICAL -
Game ID : GX891
Main CPU : M6809 (@ 2 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1989.
This game is known in Japan as "Main Stadium - Meinsutajiamu".
$end
$info=bouldash,bouldshj,
$Edit this entry at Arcade-History.com
$bio
Boulder Dash (c) 1990 First Star Software.
An updated version of the classic rocks-and-gems game. Same gameplay applies, collects gems while pushing rocks and avoiding enemies.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1990.
Licensed to Data East.
This game is a port from an original game designed at First Star Software by Peter Liepa and Chris Gray for the Apple II computer.
- TIPS AND TRICKS -
* Escape Trick : There is an escape mode that allows you to go through the stones and any moving walls. To activate it, press the A and B buttons at the same time while moving. There is a cost involved, though - it deducts 20 seconds for each stone or wall passed through.
* Boulder Dash Part 2 : There is a way to access Boulder Dash Part 2 from the attract mode (Part 2 has the same levels, but increased difficulty). To access it, press the following key sequence while the player list is onscreen : A+Up, A+Down, Left, Right.
- STAFF -
Planner (First Star Software) : Peter Liepa, Chris Gray
Arrange : Mr. Inaba
Graphic designers : Miss Yamaguchi, Miss Shiraiwa, Mr. Yokoi
Sound : Miss Hara, Mr. Fuse
Hard : Mr. Mitsui
Programmers : Mr. Ishiguri, Mr. Sakai, Mr. Ohta
$end
$info=cbdash,
$Edit this entry at Arcade-History.com
$bio
Boulder Dash (c) 1985 Data East.
Rockford digs feverishly, as boulders crash down all around him, throughout 16 mystical caves and five levels of difficulty.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 44
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in August 1985.
- STAFF -
Designed and programmed by : Peter Liepa, Chris Gray
$end
$info=mf_bdash,
$Edit this entry at Arcade-History.com
$bio
Boulder Dash (c) 1984 Exidy / First Star Software.
Rockford digs feverishly, as boulders crash down all around him, through 16 mystical caves and five levels of difficulty.
- TECHNICAL -
Max-A-Flex hardware
Main CPU : M6502 (@ 1.78979 Mhz), M68705 (@ 3.579545 Mhz)
Sound Chips : POKEY (@ 1.78979 Mhz), Speaker
Screen orientation : Horizontal
Video resolution : 336 x 225 pixels
Screen refresh : 59.92 Hz
Palette colors : 256
Players : 4
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Boulder Dash (1984)
2. Boulder Dash 2 – Rockford's Revenge (1986)
3. Super Boulder Dash (1986)
4. Boulder Dash III (1986)
5. Boulder Dash Construction Kit (1987)
6. Rockford (1988)
7. Boulder Dash EX (2002, Nintendo Gameboy Advance)
8. Boulder Dash - M.E.
9. Boulder Dash - M.E. 2
- STAFF -
By : Peter Liepa
With : Chris Gray
- PORTS -
* Consoles :
Atari XEGS
Nintendo Famicom (1990)
* Computers :
PC [MS-DOS] (1984)
$end
$info=bballs,
$Edit this entry at Arcade-History.com
$bio
Bouncing Balls (c) 1991 Comad.
A puzzle game where you drop balls in a certain order to create a sum of numbers.
- TECHNICAL -
PCB # : COMAD-01
Main CPU : MC68000P10 (68000 @ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 2 Mhz)
RAM : 6264 (x2), 6116 (x15)
Dipsw : 8 position (x2)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game features Daffy Duck and Marvin the Martian.
$end
$info=bowlrama,
$Edit this entry at Arcade-History.com
$bio
Bowl-O-Rama (c) 1991 P&P Marketing.
This game has 3 different bowling variations to choose from 'Regulation Bowling', 'Flash-O-Matic', and 'BlackJack' :
* In 'Regulation Bowling' the rules and scoring are just like real bownling, following the regulations of the American Bowling Congress (ABC). In all three games players can join in at any time during the first frame.
* 'Flash-O-Matic' is a variation on the bowling theme. In this game a flashing score value moves back and forth across the alley. The player bowls, and the score value stops when the ball first hits a pin. If the player throws a strike he receives that score value. If he gets a spare he gets half the original value. If he fails to convert the spare then he gets 1 point for each pin that he did knock down. Scores can go up to nearly 10,000 points!
* In 'BlackJack' each player gets up to 3 throws to attempt to knock down 21 pins. Each time the full rack of ten pins is set. All pins knocked down by all players in one frame are added to the pot. The player who gets closest to 21 without going over gets all the points in the pot, and the pot is cleared to zero for the next frame. If a player gets 21 exactly then he gets twice the value in the pot. If 2 or more players tie in a frame they each get the points from the pot (or twice the points if they each have 21). Players who do not get closest to 21 or who bust (go over 21) get no points for the frame. Knocking down one pin scores as an ace, and is worth one or eleven, depending on what the player needs. his game is best played by several players together. The more players, the more points each frame is worth!
- TECHNICAL -
Main CPU : M6809E (@ 2 Mhz)
Sound CPU : M6809E (@ 2 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 360 pixels
Screen refresh : 57.00 Hz
Palette colors : 4096
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
This is a ROM and daughterboard upgrade for "Capcom Bowling" boards.
$end
$info=boxer,
$Edit this entry at Arcade-History.com
$bio
Boxer (c) 1978 Atari.
An old black and white overhead 1-on-1 boxing game.
- TECHNICAL -
Game ID : A007203
Main CPU : M6502 (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 2
Control : paddle
- TRIVIA -
The controls were a big pain. The players gripped handles that could be swiveled left and right to simulate punching. The problem was, they kept being broken by players. More and more was done to strengthen these controls until they were capable of finally being able to withstand public abuse. Unfortunately after all this the game didn't test well enough to be released.
$end
$info=boxingb,
$Edit this entry at Arcade-History.com
$bio
Boxing Bugs (c) 03/1981 Cinematronics.
This is kind of like a reverse of "Star Castle". In the center of the screen is a player-controlled rotating cannon, enclosed within an octagon. The cannon shoots fireballs from one end and has a boxing glove on an extension arm on the other end. The octagon is a protective wall for the cannon. Fireballs and the boxing glove pass over the wall to targets outside.
Bombs are randomly located outside the wall. Each bomb has a lite fuse. Three bugs are also randomly scattered outside the wall. The player's score, the number of cannons remaining, and the number of bugs that must be knocked out to complete the round are shown at the top of the screen.
- TECHNICAL -
Boxing Bugs ran on expanded version of the basic Cinematronics hardware platform. It added a ROM board and a color conversion board which allowed a color game to run on the otherwise monochrome Cinematronics vector platform. It used a Wells Gardner color X-Y monitor, and shipped in a rather unremarkable yellow cabinet that had plain 'Cinematronics' sideart painted on. The cabinet was similar to the one used for "Speed Freak", but not exactly the same.
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Control : Optical spinner
Buttons : 3
- TRIVIA -
One of the last vector games Cinematronics made; very few numbers were produced and Cinematronics' days were numbered. They would make a brief comeback with "Dragon's Lair", but shortly afterwards be swallowed up by Leland Corporation and disappear into oblivion.
A prototype version of this game is known as "Outpost".
Richard Lewis holds the official record for this game with 2,026,022 points on April 15, 1983.
A Boxing Bugs machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Bugs or bombs struck by fireballs score 20 points.
Each bug knocked out with the glove scores 200 points.
Each flying bug scores 400 points per punch.
In addition to the above, during a bonus round, sleeping bugs that are blown up score 3000 points each.
- TIPS AND TRICKS -
A rapid fire for the fireballs is activated by holding down the Fire button.
- STAFF -
Designed and programmed by : Jack Ritter
Additional program by : Scott Boden
$end
$info=boxingm,
$Edit this entry at Arcade-History.com
$bio
Boxing Mania (c) 2001 Konami.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
$end
$info=boxyboy,
$Edit this entry at Arcade-History.com
$bio
Boxy Boy. (c) 1990 Thinking Rabbit / Namco.
A puzzle game where you control a boy who tries to push the boxes onto the blue circles.
- TECHNICAL -
Namco System 1 hardware
Game ID : SB
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in November 1990.
This game is known in Japan as "Souko Ban Deluxe".
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993.
- STAFF -
Music composed by : Ayako Saso
- PORTS -
* Consoles :
NEC PC-Engine (1990)
$end
$info=bradley,
$Edit this entry at Arcade-History.com
$bio
Bradley Trainer (c) 1981 Atari.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz), Custom (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 40.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 10
- TRIVIA -
Originally called 'IFV' (Infantry Fighting Vehicle), this game was commissioned by the U.S. Army for infantry vehicle training.
Bradley Trainer used existing "Battle Zone" hardware with many modifications. The simulator also used a replica of the controls from a real Bradley Fighting Vehicle. The control was later modified for use in Atari's coin-op "Star Wars".
Only two prototypes of this machine were ever produced. One of the prototypes is now in the hands of Scott Evans (http://www.safestuff.com). The other's whereabouts are unknown, and presumed destroyed.
- STAFF -
Project leader : Rick Moncrief
Programmed by : Ed Rotberg
Engineer : Jed Margolin
Mechanical engineer : Otto De Runtz
Technician : Erik Durfey
$end
$info=brain,
$Edit this entry at Arcade-History.com
$bio
Brain (c) 1986 Coreland / Sega.
A side scrolling shooter in deep space with tough gameplay and eerie music and sounds. The game has alternate play modes where you must first fly a space craft and land on the planet surface at the end. After landing, you take control of the space ranger and must negotiate your way through caves and tunnels while obtaining computer disks. Each disk you collect brings you closer to discovering a hidden enemy. There are certain UFO's and aliens you can obtain them from, just watch the game demo's to see them.
- TECHNICAL -
Sega System 2 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=brvblade,
$Edit this entry at Arcade-History.com
$bio
Brave Blade (c) 2000 Eighting / Raizing.
A 3-D vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : 68000 (@ 12 Mhz)
Sound Chips : SPU (@ 12 Mhz), YMF271 (@ 12 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 640 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.
- STAFF -
Planning & Design : Mitsuakira Tatsuta
Planning & Program : Kenji Shibayama
Staff : Masaharu Tokutake, Syouji Mizumoto, Yuki Yonei, Tomotaka Takeuchi, Hiroshi Sato, Kenichi Sato, Kenichi Yokoh, Manabu Namiki, Hiroshi Tahara
Advance : Susumu Hibi
Supervision : Yuichi Toyama, Yuichi Ochiai
Producer : Masato Toyoshima
$end
$info=berabohm,beraboho,
$Edit this entry at Arcade-History.com
$bio
Bravo Man - Chou Zetsurin Jin (c) 1988 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : BM
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 2 pressure sensitive buttons
- TRIVIA -
Released in May 1988.
The subtitle of this game translates from Japanese as 'Unequaled Man'.
This game is called 'Berabow Man' by Namco though this is likely a mistranslation as the later NEC PC-Engine port is called "Bravo Man". The name 'BERABOW' appears in the default high score list.
In Stage 8, the main character from "Pistol-Shogun - Pistol Daimyo no Bouken" (which was released 2 years later) must be fought.
- STAFF -
Music by : Norio Nakagata
Staff : Ryouihi Okubo, Yukio Takahashi, Takao Yoshiba, Takane Okubo, Masato Nagashima, Toshiaki Sugiura, Hideaki Iwami, Tosihisa Kubota, Mariko Nakagata, Kazunari Mimura
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Wii (2007, "Virtual Console" - TurboGrafx-16 version)
$end
$info=brkthru,
$Edit this entry at Arcade-History.com
$bio
Break Thru (c) 1986 Data East.
A horizontally scrolling shoot'em up where you pilot a military vehicle, equipped with super jump capability, through enemy territory. You must traverse dangerous mountain passes, bomb-torn bridges, harsh jungle and fortified cities to rescue your PK430 aircraft.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : M6809 (@ 1.25 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1986.
This game is known in Japan as "Kyohkoh-Toppa".
- PORTS -
* Consoles :
Nintendo Famicom (1987)
* Computers :
Commodore C64 (1986)
Amstrad CPC (1986)
Sinclair ZX Spectrum
$end
$info=breakers,
$Edit this entry at Arcade-History.com
$bio
Breaker's (c) 11/1996 Visco.
Fast-paced and combo-friendly fighting game with eight selectable characters and one end boss.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0230
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick [C] Hard punch [D] Hard kick
- TRIVIA -
A prototype of this game was presented at an AM Show two years before the official release (04/1994) under the name of "Tenrin No Syo Chicago".
- SERIES -
1. Breaker's (1996)
2. Breaker's Revenge (1998)
- STAFF -
Executive producer : Tetsuo Akiyama
Producer : Don Gabacho
Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki
'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware)
Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo
Object designer : Tomohiro Ohno
Art designers : Water Valley, E-Ayasu Beam!!
'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware)
Music composer : Kenichi Kamio
Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music)
Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa)
- PORTS -
* Consoles :
SNK Neo-Geo CD
$end
$info=breakrev,
$Edit this entry at Arcade-History.com
$bio
Breaker's Revenge (c) 07/1998 Visco.
A small update to "Breaker's" containing one new selectable character, Saizo and different colored backgrounds.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0245
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick [C] Hard punch [D] Hard kick
- TRIVIA -
This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.
A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.
- TIPS AND TRICKS -
* Unlock Bai-Hu : At the character selection screen, press Up at the same time on both 1P&2P joystick.
- SERIES -
1. Breaker's (1996)
2. Breaker's Revenge (1998)
- STAFF -
Executive producer : Tetsuo Akiyama
Producer : Don Gabacho
Programmers : T. Miyazawa, Hagi. Saito, Sin Suzuki
'Revenge' Program staffs : Katsunari Ishida, Satoshi Shiina, Kenichi Tanuma, Katsuya Ikuta (Digital Ware)
Character designers : Yasuhiro Sawamura, J. Nakazawa, S. Soeda, H.M, A, Miyazaki, E. Tamura, A. Shibata, Yumi Togo
Object designer : Tomohiro Ohno
Art designers : Water Valley, E-Ayasu Beam!!
'Revenge' Design staffs : Hiroshi Mizuno, Masaaki Ichikawa, Takaaki Kato, Tomohiro Saito, Tatsuya Miyawaki (Digital Ware)
Music composers : Kenichi Kamio
Sound effecters : Yoshikazu Egawa, Hiroshi Nishikawa (Light Link Music)
Voice actors : GUY YOUKI, Kimito Daimon, Naoki Kurihara, Yoshikazu Hirota, Yasuhiro Sawamura, Minako Arakawa (Office Ohsawa)
$end
$info=breywood,
$Edit this entry at Arcade-History.com
$bio
Breywood (c) 1986 Data East.
Move your player through a maze-like level in this shoot'em up. Shoot enemies and collect treasures and keys.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Shackled".
This game represents the Data East answer to Atari's "Gauntlet".
Polystar released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
- UPDATES -
The attract mode is different in US version.
$end
$info=brickzn,brickzn3,
$Edit this entry at Arcade-History.com
$bio
Brick Zone (c) 1992 SunA.
A ball and paddle game.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), (4x) DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : trackball
Buttons : 2
$end
$info=brickyrd,
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Brickyard (c) 1976 RamTek.
A four-player game where players move their cursors across the screen to create walls to try and surround their opponents and force them to crash.
- TECHNICAL -
Main CPU : 8080 (@ 559.062 Khz)
Sound Chips : Discrete (@ 559.062 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 4
Control : 8-way joystick
- TRIVIA -
Originally known as "Barricade", the game was a clone of Gremlin's popular "Blockade". After Gremlin took Ramtek to court, they agreed to rename the game Brickyard, which was a lot less similar to "Blockade".
- SERIES -
1. Brickyard (1976)
2. Barricade II
- SOURCES -
All in Color For a Quarter - Keith Smith
$end
$info=mf_brist,
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Bristles (c) 1983 Exidy / First Star Software.
A carpenter named Peter tries to paint a house in this platform game.
- TECHNICAL -
Main CPU : M6502 (@ 1.78979 Mhz), M68705 (@ 3.579545 Mhz)
Sound Chips : POKEY (@ 1.78979 Mhz), Speaker
Screen orientation : Horizontal
Video resolution : 336 x 225 pixels
Screen refresh : 59.92 Hz
Palette colors : 256
Players : 4
Control : 8-way joystick
Buttons : 2
- STAFF -
By : Fernando Herrera
$end
$info=brix,
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$bio
Brix (c) 1982 Advanced Microcomputer / Cinematronics.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick (vertical)
Buttons : 1
- TRIVIA -
This game is the prototype version of "ZZYZZYXX" (it was renamed to ZZYZZYXX before release).
$end
$info=bronx,
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$bio
Bronx (c) 1986 Unknown.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
This game is a bootleg of "Cycle Shooting".
$end
$info=brutforc,
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Brute Force (c) 1991 Leland.
A 3-player melee in the city streets against various gangs. Lots of weapons and items to pick up and lots of things in the background to break with them.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 3
Control : 8-way joystick
Buttons : 2
- STAFF -
Designed by : Bob Skinner, Kevin Lydy
Directed by : John Rowe
Executive producers : Medo Moreno, Dan Viescas
Graphics : Kevin Lydy
Software : Bob Skinner, Hwan Kim
Soundware : Sam Powell, Michelle Simon
Music : Sam Powell
Hardware : Alex Mckay, Eric Henderson
Additional software : Phil Sorger, Earl Stratton, Bruce Moore
Vocals : 'Slater Bros.
$end
$info=bubl2000,
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Bubble 2000 (c) 1998 Tuning.
A "Puzzle Bobble"-like game where you get nude pictures of women with every level you complete.
- TECHNICAL -
Main CPU : TMP68HC000P-10 (68000 @ 12 Mhz)
Sound CPU : Z840006 (Z80 @ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
RAM : (7x) 6116, (4x) 64256, (2x) 62256, (2x) 6264
DIPSW : (2x) 8 position
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Caveman characters are taken from the PC game "Prehistorik 2" (Titus, 1993). These appear to be unlicensed reproductions of registered characters.
$end
$info=bublbobl,bublbob1,bublbobr,bubbobr1,bub68705,
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Bubble Bobble (c) 1986 Taito.
1 or 2 players take on the role of Bub and Bob, 2 cute dinosaurs who must battle through 100 platform-packed levels and rescue their girlfriends. Bub and Bob are armed only with the ability to make bubbles, in which the game's many enemies can be trapped and killed. The bubbles can also be used as temporary platforms, to help the dinosaurs reach previously inaccessible areas of a level.
The game's simple-yet-involving game-play saw Bubble Bobble become an instant classic. Its 2-player co-operative mode, coupled with the incredible amount of hidden secrets and potential for strategic play - unheard of in the platform genre - would set the standard by which all other platform games were judged.
- TECHNICAL -
Prom Stickers : A78-05..20
Main CPU : (2x) Z80 (@ 6 Mhz), Z80 (@ 3 Mhz), M6801 (@ 1 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
=> [1] Bubble, [2] Jump
- TRIVIA -
Released in August 1986.
Licensed to Romstar for US manufacture and distribution (October 1986).
This was one of the first games to feature multiple endings.
The title of this game, Bubble Bobble, is a cross between the words 'bubble' and the name of the heroes : Bub and Bob.
The enemies are named (Round number of initial appearance applies to 'Normal' mode. For information on 'Super' mode, see Updates below) :
'Zen-Chan' [aka 'Bubble Buster', 'Benzo'] - First appears in Round 1
'Mighta' [aka 'Stoner', 'Boris'] - First appears in Round 6
'Monsta' [aka 'Beluga', 'Blubba'] - First appears in Round 10
'PulPul' [aka 'Hullaballoon', 'Boaboa'] - First appears in Round 20
'Banebou' [aka 'Coiley', 'Bonnie-bo'] - First appears in Round 30
'Hidegonsu' [aka 'Incendo'] - First appears in round 40
'Drunk' [aka 'Willy Whistle', 'Bonner'] - First appears in Round 50
'Invader' [aka 'Super Socket'] - First appears in Round 60
'Super Drunk' [aka 'Grumple Gromit'] - the boss character whom Bub and Bob fight in the final round
'Skel-Monsta' [aka 'Baron Von Blubba'] - Appears when you take too much time in a round
'Rascal' [aka 'Rubblen'] - Appears when you linger too long in a secret room
In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganization - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H.!', but go to the Tips and Tricks section for more information about 'SEX' :-)
Tom Gault holds the official record for this game with 5,823,600 points on March 4, 1988.
Some bootlegs of this game are known as "Bobble Bobble", "Miss Bubble II" and "Super Bobble Bobble".
Alfa Records released a limited-edition soundtrack album for this game (Taito Game Music - 28XA-110) on 25/01/1987
NES cover band The Advantage cover two songs from Bubble Bobble on their self-titled debut album released on April 6, 2004.
- UPDATES -
Revision 1 :
* Software version : 0.018
* First world release.
Revision 2 :
* Software version : 1.0
* US release.
Revision 3 :
* Software version 5.1
* US release (11/1986).
* Added mode selection at the beginning of the game (Normal or Super mode).
In Super mode :
The rooms are all in different colors.
All 'Zen-Chan' are replaced by 'Hidegonsu' and vice-versa.
All 'Mighta' are replaced by 'Drunk' and vice-versa.
All 'Monsta' are replaced by 'PulPul' and vice-versa.
The only monster that remains unchanged is 'Banebou'.
'Invader' does not appear at all in Super mode ('Hidegonsu' takes its place).
- SCORING -
Bursting a bubble : 10 points.
Killing one monster : 1,000 points.
Killing two monsters at once : 2,000 points.
Killing three monsters at once : 4,000 points.
Points double for each extra monster killed at any one time.
Normal Fruit : 700 points.
Bonus Score Items (popcorn, burger etc) : 500 - 4,000 points.
- TIPS AND TRICKS -
* Bubble Bobble is a game heavily relying on game-play and precise technique rather than graphics, and it features a series of special techniques and tricks a player can perform to maximize his or her score, make some rounds of the game easier or faster to finish or just to be able to survive or even finish a round. Some of these techniques have special nicknames, which may differ from player to player and from country to country.
'Kissing monsters' or just kissing means killing a monster by blowing a bubble at almost contact distance : the monster will be instantly bubbled and the bubble will be instantly popped, giving the visual effect of the player killing a monster with a 'kiss'. Some players flip their joysticks in the opposite direction after pressing the bubble buttons, giving more chances of an 'instant pop' and changing flight direction for the dead monster. This technique is useful in stages where monsters move too fast, bubbles last for too short of a time or it's otherwise hard to bubble them normally. Of course good timing is required for this technique to work.
'Riding bubbles' means keeping the jump button pressed when dropping on a bubble: if done correctly, instead of popping the bubble, your dragon will instead jump on it, possibly continuously, enabling him to 'ride' bubbles in order to reach otherwise unreachable areas. Some stages can't be finished without this technique.
'Climbing' is a step up from riding bubbles. It means standing at half a bubble distance from a wall, jumping and blowing a bubble almost simultaneously, jumping up from that bubble and blowing another bubble and so on. This is necessary if the air current pushes down bubbles but you need to climb up. Having the rapid-bubbling power-up (the yellow candy) makes climbing a lot easier, especially if you got the running shoes already.
'Bubbling oneself through' means 'riding a bubble' through the opening at the top of a stage or even just through the ceiling of a stage in order to appear at the lower part, like some flying monsters can do. This technique is required to finish some stages or to get unstuck from some places, or just to save time.
'Blowing against the wall' means blowing bubbles against wall at contact distance : the bubbles will pop immediately thus giving the player 10 points per bubble pop. This can be used to either increase a player's score, or to set a player's score to a specific amount, in order to do other tricks.
'Two equal digits' means using the 'blowing against the wall' technique or other score-adjusting techniques in order to make the two penultimate (100s and 10s places) digits of at least one player equal, e.g., 456770, before the last enemy bubble is burst. If done correctly and the score is not modified when this occurs, then all remaining non-special bubbles on screen will be turned to 700-point bonuses, whose appearance depends on the digit picked. E.g., 7 gives Chocolate Ice Creams, 3 gives Hamburgers, and so on.
Note : this trick is easier to do with two players (one player adjusts his score and the other bursts the bubbles), but it can also be done with only one player, although calculating exactly how much (and if) one's score will be modified when bursting the last enemy bubbles can be extremely complex, if not unpredictable, especially if there are very large and clustered bubble bunches.
Note : Rounds with numbers ending with 5 and 0 up to and including level 50 generate bonuses from bubbles automatically, though, and some rounds (including round 1) do it by default.
Internal Counters : an interesting (and exploitable) part of bubble bobble is that powerups are not entirely random. As with the two digit trick, many internal counters in this game decide which special powers are available for collection. For example, rapid bubble shooting (a sweet in yellow wrapping), fast moving bubbles (a blue sweet), or fast moving bubbles (a blue sweet) appear shortly after either Bub or Bob jumps 51 times, pops 51 bubbles, or blows 51 bubbles. Also, running around a lot causes the speed powerup (red shoe) to appear. Keeping this is mind, it is possible to gain all powerups with relative ease. Although there are many more counters that control various aspects of the game, one of particular interest is the letters forming the word EXTEND. Getting all 7 letters will end the current level and award the player with an extra life 'NICE 1P!' - these letters have a greater chance of appearing when more enemies are defeated simultaneously. Also, gathering three of the same letter causes candy canes to appear which in turn lead to a special big item at the end of the level!
* Unlimited Run And Rapid Fire : at the main title screen, press Left, Jump, Left, 1P, Left, Fire, Left, 1P. If this is done correctly there will be a message in the bottom left corner of the title screen a red POWER UP!.
* Original Bubble Bobble : at the title screen press Shoot, Jump, Shoot, Jump, Shoot, Jump, Right, 1P. It will say at the bottom of screen ORIGINAL GAME. The game will give the PORTALS in some screens, if you can get in them you will get LOADS of diamonds.
* The 'Super Bubble Bobble' Code : this will change the Bubble Bobble logo in 'Super Bubble bobble' and the game will change under several points of view : different platform colors, different order for monster appearances (See 'Updates' above)... The code that must be entered at the title screen to access Super Bubble Bobble is displayed at the end of the credits after you beat the game in 2 players, normal mode. The message is coded, but it hints you to enter the secret room in level 20 to get the key for decoding. If you do so, you enter the secret room, on the base of which there is an inscription. The first line is the coding of the alphabet, the other lines are coded advices to beat the final boss. The decoded 'secret message' is : SJBLRJSR (Start - Jump - Bubble - Left - Right - Jump - Start - Right)
The decoded advices in the secret rooms are :
Room in level 20 : IF YOU WANT TO BECOME THE OLD FIGURE, USE THE POWER OF YOUR FRIENDSHIP, AND FIGHT WITH ME! (hint to play in two player mode to defeat the final boss and see the real ending)
Room in level 30 : I ENCLOSE THESE MAGICAL MEDICINE HERE, BECAUSE THOSE ARE MY WORST FEARS... (hint to use the lighting bubble to beat the boss)
Room in level 40 : IF YOU WANT TO GET BACK YOUR LOVE OF TRUTH, YOU MUST HELP EACH OTHER UNTILL THE LAST... (hint to end the game in two player mode to see the real endings)
A little more trivia on Super Bubble Bobble : if you beat the game in Super mode, two players, you will discover that the final boss is your mother and father that were controlled by some unknown evil. By defeating the boss you free them and your girlfriends, and are reverted back to your original human form (the one you play "Rainbow Island" with...)
* Secret Tombs : make it to level 20 without dying and a door appears -- it leads to a 'secret tomb', a level full of diamonds. There are secret tombs at levels 20 and 30, also. Make it to level 50 without dying and a strange, bee-hive-shaped door appears; enter it and you warp to level 70. DON'T kill the drunks on level 50, or the door disappears; bubble them and wait! Btw, with two players, only one of the players must survive unharmed to get the secret door.
* Paffing A Skel : Skel, also known as 'Baron Von Blubba', is that nasty white monster that comes after you when you've taken too long; with two players, two Skels will appear. If one player is killed by HIS Skel, then he can collide with his partner's Skel 'WHILE HE IS STILL FLICKERING'. If the player's icon is still flickering, the other player's Skel will disappear (poof!), with no harm to the once-slain character.
* Full Ending Sequence : beat the game in 2 Player in Super mode and you'll get the full end sequence.
* High Score Codes : after getting a high score, enter your initials as :
'SEX' - Pitch fork-flying cakes/vegetables/etc across the screen, turn enemies into 6k diamonds.
'TAK' - Octopus-turns bubbles into X's at end of level.
'STR' - Flamingo-turns bubbles into smiling turds at end of level.
'KTT' - Beer-turns bubbles into pizzas at end of level, what a perfect match !!!
'...' - Knife-flying cakes/vegetables/etc across the screen, turn enemies into 6k diamonds.
'I.F', 'MTJ', 'NSO', 'KIM', 'YSH' - Coke can-flying sunflowers across the screen, turn enemies into 6k diamonds.
- SERIES -
1. Bubble Bobble (1986)
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)
3. Final Bubble Bobble (1988, Sega Master System)
4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)
5. Bubble Bobble Part 2 (1993, Nintendo Famicom)
6. Bubble Bobble II (1994)
7. Bubble Memories - The Story of Bubble Bobble III (1996)
8. Rainbow Islands - Putty's Party (2000, Bandai Wonderswan)
9. Bubble Bobble Revolution (2005, Nintendo DS)
10. New Rainbow Islands (2005, Nintendo DS)
11. Bubble Bobble Evolution (2006, Sony PSP)
12. Bubble Bobble Double Shot (2007, Nintendo DS)
- STAFF -
Game design & Character : Fukio Mitsuji (MTJ)
Software programmers : Ichiro Fujisue (ICH), Nishiyori (NSO)
Sound creator : Tadashi Kimijima (KIM)
Instruction : Yoshida (YSH)
Hardware : Fujimoto (KTU), Seigo Sakamoto (SAK)
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Sega Master System (1988)
Nintendo Game Boy (1990)
FM Towns Marty (1993)
Sega Game Gear (1994)
Sega Saturn (1996, "Bubble Bobble & Rainbow Island")
Sony PlayStation (1996, Bubble Bobble featuring Rainbow Island")
Nintendo Game Boy Advance (2002, "Bubble Bobble Old & New")
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Sony PlayStation 2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Apple II (1987)
Atari ST (1987)
Commodore Amiga (1987)
Amstrad CPC (1987)
Sharp X68000 (1989)
PC [MS-DOS, 5.25''] (1989)
PC [MS-DOS, CD-ROM] (1996, "Bubble Bobble & Rainbow Island")
PC [MS Windows] (2005, "Taito Legends")
MSX / MSX2
* Others :
Nokia N-Gage (2004, "Taito Memories")
$end
$info=bublbob2,
$Edit this entry at Arcade-History.com
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Bubble Bobble II (c) 1994 Taito.
Eight years since the introduction of the renowned puzzle maze game comes this upgraded reincarnation with more excitement.
The first direct sequel to Taito's 1986 classic, "Bubble Bobble" - the first ACTUAL sequel was 1987's 'Rainbow Islands', which played very differently to Bubble Bobble - in which one or two players take on the role of the infamous bubble-blowing dinosaurs (selected from the four available; Bubblun, Bobblun, Cururun, and Cororon), each of which possesses its own individual game-play attributes; such as faster bubbles or larger bubbles etc.). The players must once again fight their way through a large number of single-screen platform-based levels, trapping monsters with their bubbles before bursting them to destroy the trapped enemies. Bubble Bobble II's game play is identical to that of the original game, although new bonuses and weapons have been introduced to breath new life into this timeless game. One new addition to the game-play is the introduction of 'Multiple Bubbles'; if the player holds the button down for a few seconds before releasing; up to three bubbles are produced at once.
The game's graphics are, of course, a vast improvement over the original; with lush, colorfully rendered backgrounds and detailed, smoothly animated sprites doing full justice to the legendary video game characters. Bubble Bobble II features cameo appearances by a number of characters from many other Taito games. The game also features multiple endings, depending on the skill of the player and on secrets found.
- TECHNICAL -
Taito F3 System hardware
Game ID : D90
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump
- TRIVIA -
Released in October 1994.
This game is also known as "Bubble Symphony". Though the game was sold for home systems as "Bubble Bobble II", Bubble Symphony is unofficially Bubble Bobble 4, since three earlier arcade games featuring the same characters exist (more if the 'Puzzle Bobble' series is included). It could even be called 'Bubble Bobble V', since a cartridge for the NES/Famicom exists called 'Bubble Bobble 2'.
In the attract mode title sequence, Bubblun appears in front of a closed red curtain (which will turn blue if the 'Game Mode Select' code is entered) announcing, 'Ladies and Gentlemen, this is... Bubble Bobble II!' The curtain then opens on the cast of enemies as follows :
* Bottom row (left to right) : Flhoop, Uni Bo, Drunk, Banebou, Invader, Zen-Chan, Mighta, Rappappa, Catch Maru, Roboj, Hattonton
* 2nd row from bottom (left to right) : Monsta, Komso, Kabukky, Mya-Ta, Heita-Kun, Warurin, Hidegonsu, No-No, Upper, Ame Da-Ma, PulPul
* 2nd row from top (left to right) : Robol, Rocketl, Yuki-Bombo, Mummy, Chu-Chu Man, Jiji Poppo, Kiri Kabu Kun, Bolt Man, Strong Shell
* Top row (left to right) : Dorabo, Ouji Sama, Knightron, Dranko, Magician, Denkyu-Kun, Ankororin
* Not pictured : Puka Puka, Bake Couchin, Killer Hijia, Ti Ta Ma, Kasabe, Kon-Chan, Mimic, Skel-Monsta, Nyororin, Rascal, Yu Bo, Unicoron, Cerberorin, Kabu-Chan, YZK-Takami, Golem
In the closing credits, PulPul's name is listed as 'Puru Puru'.
The enemy known as 'Catch Maru' can be seen in two different color schemes : one with a blue robe and purple shoes (as seen in the attract mode title sequence), and one with a green robe and blue shoes.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'.
There are a grand total of 164 rooms in the game, including 18 boss rooms.
- UPDATES -
In 'Super' mode, accessible after entering the 'Game mode select' code (see 'Tips and Tricks' below), enemies are switched around, as follows (Legend : 'Normal' mode monster --> 'Super' mode monster) :
Zen-Chan --> Warurin (and vice-versa)
Mighta --> Dranko (and vice-versa)
Monsta --> Yu Bo
PulPul --> Strong Shell (and vice-versa)
Banebou --> Kasabe (and vice-versa)
Hidegonsu --> Hattonton
Drunk --> Chu-Chu Man
Invader --> Flhoop
Flhoop --> Bolt Man
Yuki-Bombo --> Drunk
Mya-Ta --> Yuki Bombo
Chu-Chu Man --> Hidegonsu
Magician --> Knightron (and vice-versa)
Komso --> Cerberorin (and vice-versa)
Catch Maru (in blue robe and purple shoes) --> No-No
Catch Maru (in green robe and blue shoes) --> Kabu-Chan
Mummy --> Unicoron
Puka Puka --> Bake Couchin
Ame Da-Ma --> Nyororin
Upper --> Kiri Kabu Kun (and vice-versa)
Bake Couchin --> Ame Da-Ma
Hattonton --> Roboj
Ti Ta Ma --> Robol (and vice-versa)
Heita-Kun --> Jiji Poppo
Kabukky --> Uni Bo (and vice-versa)
Nyororin --> Puka Puka
Ouji Sama --> Mummy
Yu Bo --> Golem
Rappappa --> Ouji Sama
Golem --> Monsta
Roboj --> Mya-Ta
Unicoron --> Rappappa
Kabu-Chan --> Heita-Kun
Bolt Man --> Invader
Jiji Poppo --> Catch Maru (in blue robe and purple shoes)
No-No --> Catch Maru (in green robe and blue shoes)
Monsters not listed remain the same.
- TIPS AND TRICKS -
* Always Access Secret Rooms : Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start. A tone will sound.
* Black Background And Classic Music : Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start. A tone will sound. The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music.
Alternative Codes :
1. Left, Jump, Left, Start, Left, Bubble, Left, Start.
2. Start, Jump, Bubble, Left, Right, Jump, Start, Right.
* Game mode select : before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start, Down. The curtain will turn blue. You can now choose between 'normal game' and 'super game'. In 'Super' mode, platforms appear in different colors, and most of the monsters are switched around (see 'Updates' above).
* Unlock Human Characters : Before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble, Right. A tone will sound. You can now choose from 4 human characters.
* Fastest and Max Bubble : Down, Bubble, Jump, Start, Left, Right, Left, Start.
- SERIES -
1. Bubble Bobble (1986)
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)
3. Final Bubble Bobble (1988, Sega Master System)
4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)
5. Bubble Bobble Part 2 (1993, Nintendo Famicom)
6. Bubble Bobble II (1994)
7. Bubble Memories - The Story of Bubble Bobble III (1996)
8. Rainbow Islands - Putty's Party (2000, Bandai Wonderswan)
9. Bubble Bobble Revolution (2005, Nintendo DS)
10. New Rainbow Islands (2005, Nintendo DS)
11. Bubble Bobble Evolution (2006, Sony PSP)
12. Bubble Bobble Double Shot (2007, Nintendo DS)
- STAFF -
Project leader : Keppel Maekawa
Game planners : Yoshitake Shirei, Keppel Maekawa
Software designers : Harumi. K, Meltycat!, Kunio Kuzukawa, Takahiro Natani (Helper Natani)
Map creators : Taka. Furukawa, Yoshitake Shirei
Character designers : Turtle Mizukami, T. Ozaki, Koji?!, Yourychan
Dot design works : Akiyoshi Takada, Mari Fukusaki, Mochi Mochi Natsuko, Shigeki Yamamoto, Ken, Yourychan, Lin Chinkai (Indy Chinkai)
All music & sound composed by : Yasuko Yamada (Zuntata)
Sound effects : Ishikawa Babio (BABI) (Zuntata)
Music adviser : Tamayo Kawamoto (Zuntata)
Instruction designers : Mihoko Sudoh, Rintaroh Doi
Hardware Works : Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki
- PORTS -
* Consoles :
Sega Saturn (1997)
There was also a Sony PlayStation port by Virgin, but was not marketed.
Microsoft XBOX (2006, "Taito Legends 2") : as "Bubble Symphony".
Sony PlayStation 2 (2006, "Taito Legends 2") : as "Bubble Symphony".
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2") : as "Bubble Symphony".
$end
$info=bubblem,bubblemj,
$Edit this entry at Arcade-History.com
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Bubble Memories - The Story of Bubble Bobble III (c) 02/1996 Taito.
The third and final arcade outing for Bub and Bob (not counting the 'Puzzle Bobble' series), Bubble Memories returns once more to the classic, single-screen gameplay of the series' legendary first outing. Graphically, the game is very similar to 'Bobble Bobble II', released a year earlier; the only real visual difference between the two is the latter game's use of some rather charmless digitized animal photographs that form the game's backdrops.
One new gameplay addition, however, is the introduction of 'Super Bubbles'; There are now two sizes of bubble. Hold down the bubble button for about 1 second until you glow to produce a giant bubble. This giant bubble can trap either a single large enemy, or several smaller enemies. This replaces the 'Multiple Bubble' facility of the previous game in the series; 'Bubble Bobble II'.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E21
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump
- TRIVIA -
In the Taito logo sequence, a 'Zen-Chan' monster chases Bub from the right side of the screen to the left. When Bub reaches the left of the screen, he stops, turns around and traps Zen-Chan in a bubble. The bubble then pops, Zen-Chan is killed, and the Taito logo appears on screen.
The entire cast of basic enemies from the original "Bubble Bobble" (including 'Skel', aka "Baron Von Blubba", so continue to watch out for him if you take too much time in a room; 'Rascal' also returns if you take too much time in a secret room) returns once again (however, the original game's end boss, 'Super Drunk' does not appear in this game), along with many of the characters first introduced in "Bubble Bobble II". There is also a new version of 'Monsta' with a teal body and yellow eyes, who moves horizontally and vertically, as opposed to the regular 'Monsta' who moves diagonally.
Chack'n from "Chack'n Pop" joins Zen-Chan and company in the pursuit of Bub and Bob. In this game, he appears wearing a blue helmet. There is also a large version of him requiring a giant bubble to trap and kill. There are also giant versions of Zen-Chan, PulPul, and Puka Puka.
- TIPS AND TRICKS -
* Power Up Mode : Press Up, Right, Down, Left, Up, Right, Down, Left at the title screen. Rotate the Joystick clockwise in two circles to give Bub and Bob permanent shoes, blue gum and yellow gum.
* Super Mode : Press Left, Start, Fire, Jump, Up, Down, Start, Right at the title screen to unlock another set of levels.
* Original Mode : Press Start, Left, Fire, Jump, Fire, Jump, Fire, Jump. Secret rooms will always appear in levels 7 and 37.
- SERIES -
1. Bubble Bobble (1986)
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)
3. Final Bubble Bobble (1988, Sega Master System)
4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)
5. Bubble Bobble Part 2 (1993, Nintendo Famicom)
6. Bubble Bobble II (1994)
7. Bubble Memories - The Story of Bubble Bobble III (1996)
8. Rainbow Islands - Putty's Party (2000, Bandai Wonderswan)
9. Bubble Bobble Revolution (2005, Nintendo DS)
10. New Rainbow Islands (2005, Nintendo DS)
11. Bubble Bobble Evolution (2006, Sony PSP)
12. Bubble Bobble Double Shot (2007, Nintendo DS)
- STAFF -
Software design : Harumi. K, Meltycat!
Character design : Voosy Marler, Aki, Mari Chan, Miwa Kamiya
Map design : Taka. Furukawa, FJT
Music by : Yasuko Yamada (Zuntata)
Sound Effects by : Ishikawa Babio (BABI) (Zuntata)
Design works : Kumi Mizore, Jun Iwata
Hardware design : Takeshi Kinugasa, Katsumi Kaneoka, Tomio Takeda, Kazuhiko Bando
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") : Japan only
$end
$info=bubsympe,bubsymph,bubsympu,
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Bubble Symphony (c) 1994 Taito.
Eight years since the introduction of the renowned puzzle maze game "Bubble Bobble" comes its upgraded reincarnation with more excitement. Players select their characters from Bubblun, Bobblun, Cururun, or Cororon. Each dragon has its own characteristics. Beat the enemies, collect hidden items and reveal the secrets!
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D90
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump
- TRIVIA -
Released in October 1994.
This game is also known as "Bubble Bobble II".
In the attract mode title sequence, Bubblun appears in front of a closed red curtain announcing, 'Ladies and Gentlemen, this is... Bubble Symphony!' The curtain then opens on the cast of enemies as follows (rows are numbered from bottom to top) :
* Row 1 (L-R) : Flhoop, Uni Bo, Drunk, Banebou, Invader, Zen-Chan, Mighta, Rappappa, Catch Maru, Roboj, Hattonton
* Row 2 (L-R) : Monsta, Komso, Kabukky, Mya-Ta, Heita-Kun, Warurin, Hidegonsu, No-No, Upper, Ame Da-Ma, PulPul
* Row 3 (L-R) : Robol, Rocketl, Yuki-Bombo, Mummy, Chu-Chu Man, Jiji Poppo, Kiri Kabu Kun, Bolt Man, Strong Shell
* Row 4 (L-R) : Dorabo, Ouji Sama, Knightron, Dranko, Magician, Denkyu-Kun, Ankororin
* Not pictured : Puka Puka, Bake Couchin, Killer Hijia, Ti Ta Ma, Kasabe, Kon-Chan, Mimic, Skel, Nyororin, Rascal, Yu Bo, Unicoron, Cerberorin, Kabu-Chan, YZK-Takami, Golem
The enemy known as 'Catch Maru' can be seen in 2 different color schemes - one with a blue robe and purple shoes (as seen in the attract mode title sequence), and one with a green robe and blue shoes.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'.
There are a grand total of 164 rooms in the game, including 18 boss rooms.
- UPDATES -
The US version is slightly different, it has the 'Recycle It, Don't Trash It!' screen.
In 'Super' mode, accessible after entering the 'Game mode select' code (see 'Tips and Tricks' below), enemies are switched around, as follows (Legend : 'Normal' mode monster --> 'Super' mode monster) :
Zen-Chan --> Warurin (and vice-versa)
Mighta --> Dranko (and vice-versa)
Monsta --> Yu Bo
PulPul --> Strong Shell (and vice-versa)
Banebou --> Kasabe (and vice-versa)
Hidegonsu --> Hattonton
Drunk --> Chu-Chu Man
Invader --> Flhoop
Flhoop --> Bolt Man
Yuki-Bombo --> Drunk
Mya-Ta --> Yuki Bombo
Chu-Chu Man --> Hidegonsu
Magician --> Knightron (and vice-versa)
Komso --> Cerberorin (and vice-versa)
Catch Maru (in blue robe and purple shoes) --> No-No
Catch Maru (in green robe and blue shoes) --> Kabu-Chan
Mummy --> Unicoron
Puka Puka --> Bake Couchin
Ame Da-Ma --> Nyororin
Upper --> Kiri Kabu Kun (and vice-versa)
Bake Couchin --> Ame Da-Ma
Hattonton --> Roboj
Ti Ta Ma --> Robol (and vice-versa)
Heita-Kun --> Jiji Poppo
Kabukky --> Uni Bo (and vice-versa)
Nyororin --> Puka Puka
Ouji Sama --> Mummy
Yu Bo --> Golem
Rappappa --> Ouji Sama
Golem --> Monsta
Roboj --> Mya-Ta
Unicoron --> Rappappa
Kabu-Chan --> Heita-Kun
Bolt Man --> Invader
Jiji Poppo --> Catch Maru (in blue robe and purple shoes)
No-No --> Catch Maru (in green robe and blue shoes)
Monsters not listed remain the same.
- TIPS AND TRICKS -
* Always access secret rooms : Before inserting your coin, at the intro screen with the curtain, press Jump, Bubble, Jump, Bubble, Jump, Bubble, Left, Start. A tone will sound.
* Black Background And Classic Music : Before inserting your coin, at the intro screen with the curtain, press Bubble, Jump, Bubble, Jump, Bubble, Jump, Right, Start. A tone will sound. The background of each room will be black and the original Bubble Bobble theme will play instead of the usual music.
Alternative Codes :
1. Left, Jump, Left, Start, Left, Bubble, Left, Start.
2. Start, Jump, Bubble, Left, Right, Jump, Start, Right.
* Game mode select : before inserting your coin, at the intro screen with the curtain, press Up, Start, Right, Jump, Bubble, Left, Start, Down. The curtain will turn blue. You can now choose between 'normal game' and 'super game'. In 'Super' mode, platforms appear in different colors, and most of the monsters are switched around (see 'Updates' above).
* Unlock Human characters : before inserting your coin, at the intro screen with the curtain, press Left, Down, Up, Jump, Right, Start, Bubble, Right. A tone will sound. You can now choose from four human characters.
* Power-up : Down, Bubble, Jump, Start, Left, Right, Left, Start. Gives running shoes, multiple bubbles, fast bubbles.
- SERIES -
1. Bubble Bobble (1986)
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)
3. Final Bubble Bobble (1988, Sega Master System)
4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)
5. Bubble Bobble Part 2 (1993, Nintendo Famicom)
6. Bubble Symphony (1994)
7. Bubble Memories - The Story of Bubble Bobble III (1996)
8. Rainbow Islands - Putty's Party (2000, Bandai Wonderswan)
- STAFF -
Project leader : Keppel Maekawa
Game planners : Yoshitake Shirei, Keppel Maekawa
Software designers : Harumi. K, Meltycat!, Kunio Kuzukawa, Takahiro Natani (Helper Natani)
Map creators : Taka. Furukawa, Yoshitake Shirei
Character designers : Turtle Mizukami, T. Ozaki, Koji?!, Yourychan
Dot design works : Akiyoshi Takada, Mari Fukusaki, Mochi Mochi Natsuko, Shigeki Yamamoto, Ken, Yourychan, Lin Chinkai (Indy Chinkai)
All music & sound composed by : Yasuko Yamada (Zuntata)
Sound effects : Ishikawa Babio (BABI) (Zuntata)
Music adviser : Tamayo Kawamoto (Zuntata)
Instruction designers : Mihoko Sudoh, Rintaroh Doi
Hardware Works : Katsumi Kaneoka, Hironobu Suzuki, Jun Sawaki
- PORTS -
* Consoles :
Sega Saturn (1997)
There was also a Sony PlayStation port by Virgin, but was not marketed.
Sony PlayStation 2 (2006, "Taito Legends 2") (Europe only)
Microsoft XBOX (2006, "Taito Legends 2) (Europe only)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2") (Japan only)
* Computers :
PC [MS Windows] (2006, "Taito Legends 2") (Europe only)
$end
$info=bubbletr,
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Bubble Trouble : Golly! Ghost! 2 (c) 1992 Namco.
Use your gun to shoot fish, crabs and other sea creatures at the bottom of the ocean. This is a sequel to "Golly! Ghost!" that is themed around sunken treasure. It cleverly projects several scenes of video animation onto a real 3-D diorama backdrop.
- TECHNICAL -
Namco System 2 hardware
Game ID : BT
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
A Bubble Trouble machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Golly! Ghost! (1990)
2. Bubble Trouble : Golly! Ghost! 2 (1992)
$end
$info=bubbles,bubblesr,bubblesp,
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Bubbles (c) 1982 Williams.
In Bubbles you control a cartoon soap bubble inside a large sink. The object of the game is clean out the sink. You can safely scrub away ants, grease, and crumbs all the time. But sponges, roaches, brushes, and razor blades are deadly to a small bubble. Don't worry too much though, because your bubble grows in size as it swallows up the dirt in the sink. When it gets big enough it will be able to hit brushes and sponges (but still not razors).
- TECHNICAL -
Bubbles was available in 2 different upright cabinets, a standard wooden one, and the more uncommon plastic DuraMold cabinet. A mini (or cabaret) cabinet, and a cocktail. All 5 different varieties are pretty rare. On top of there being 5 different cabinets, there were also 2 different ROM revisions (the 'Red' and 'Blue' revisions). Making a grand total of 10 different Bubbles machines.
* The standard upright is in a dark blue cabinet (which is identical to one of the alternate "Robotron - 2084" cabinets). It is decorated with painted sideart of a bunch of bubbles coming up from a drain. The marquee matches the design of the sideart perfectly (a 'Bubbles' logo on a dark blue background, some of them also showed the main character, but many of them did not). The control panel features an 8-Way optical joystick that has an incredible feel, but is prone to breakage.
* The DuraMold cabinet was a round cabinet made completely out of thick plastic. This was an experiment in making an indestructible arcade cabinet that would last forever. There were a few other DuraMold games made, but Bubbles was the most common one by far. The DuraMold Bubbles was a big blue plastic cylinder with no sideart. It had a curved marquee on top that had the same graphics as the standard upright. The control panel had the same joystick that the upright model used, but the graphics on it were more detailed (cartoon images of characters from the game, as opposed to a simple design).
* The cabaret and cocktail models were identical in design to their "Robotron - 2084" counterparts. Both of these had very limited production runs.
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
Control : 8-way joystick
- TRIVIA -
By 1983 it seemed every possible idea had been used in a video game except the kitchen sink. Then came Bubbles.
'What I was trying to do with Bubbles was come up with a non-violent, clean game (no pun intended)' says John Kotlarik. The game was intended to be a "Pac-Man" inspired take-off with a free form play field instead of walls. Kotlarik came up with the initial concept and Python Anghelo created all the artwork and wrote the game scenario.
Python had previously worked on many other Williams games, including much of the art for Joust. Kotlarik had helped out on the sounds for "Joust" and "Defender", as well as creating the voice for Williams' first voice synthesized pinball game, "Gorgar". Together they brought the kitchen sink to life.
The early '80s were an era populated with off the wall video game characters like Q-Bert, Dig Dug and Mr. Do. Even then, the cast of Bubbles stood out from the crowd. The game had crumbs, ants, greasies, sponges, brushes and the Cleaning Lady. It was certainly the only game ever to create a character out of something as sinister and bizarre as a razor blade. Piloting your scrubbing bubble, the goal was to scour sink after sink of scurrying scum.
The big challenge of programming the game was creating the drift movement of the free floating player bubble, which was a lot more complex than meets the eye. They wanted to program the bubble to move like it was on ice, or water, and not a hard surface track. To do this, Kotlarik had to do what he calls the damping of the velocity profile. The longer you held the joystick down, the faster you would go and experience a slight decrease in velocity once you started to coast. It was an attempt to make an analog control out of an eight way digital joystick. The game had different movement than any other immediate response game of its kind.
Bubbles also had innovative cabinet design. The wood cabinet graphics, created by Anghelo, were some of the best of all the Williams classic games. Anghelo also came up with the concept for a unique all plastic cabinet for Bubbles. Mechanical engineer Gary Berge developed it by using a special rotational molding process. The shape was cylindrical with a domed top. The Bubbles cabinets were in blue plastic. Black plastic ones were created for Blaster and a handful of "Sinistar" test machines. The plastic cabinets were almost indestructible. When crushed, they would spring back to shape like an accordion. When blemished, they could easily be fixed by heating and smoothing the plastic. 'If we'd made kits for those things we could have easily sold a couple hundred thousand', says Tom Cahill of the Williams service department.
Bubbles created a play environment like no other game of its time. The humorous animated action was a nice complement to Williams' cadre of famous sci-fi pulse racers.
Yashiro Oda holds the official record for this game with 1,566,960 points on August 1, 1984.
A Bubbles machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
A little known strategy of the game is available once your bubble becomes large enough to have a face. The sponges and brush can no longer destroy it. Working from the right angle, a player can rack up extra points by shoving the sponges and brushes down the drain. The only drawback is that every time you throw your weight around in this manner you lose a little in size, until eventually you become vulnerable again.
- SCORING -
Crumb : 100 Points.
Ants : 150 Points.
Greasie : 200 Points (can be conquered if you collect the Cleaning Lady and gain her sweeping skill to bump it into the drain).
Cleaning Lady : 500 Points (will increase as she collects items).
Roach : 1000 Points (can be conquered if you collect the Cleaning Lady and gain her sweeping skill to bump it into the drain).
Dive Ahead Bonus : x1000 Points per bubble enlargement.
Around the Drain : x2 Points (if you get the above items around the drain).
- TIPS AND TRICKS -
* Keep moving... You won't attract dirt if you just stand there. Also, Roaches are like heat-seeking missiles... they won't aimlessly wander because they WANT you.
* Go around the circumference/perimeter off the sink first, since they are the easiest to collect. Then work your way inwards.
* Dirt and crumbs will slowly head for thee drain so you could spin around the drain, collecting them as they come.
* If the drain is flashing RED, back off! A Giant Ant/Roach is coming your way! Seek and capture the Cleaning Lady's broom (if there is one) to counter this threat.
* Do not try to out-run Roaches, because they are actually faster than your poor, slow-poke Bubble. Instead, out-maneuver them. Go in circles around them and pick up materials in the process. Once you have a smile, bid the ugly duckling farewell and head for the drain before you get bitten!
* If there is a low supply of materials abroad and you're not even close to getting a smile on your face... don't get the materials because it would speed your death up. Instead, use the remaining time to wait for the green light and go in! It might take a while. Hell, maybe the light will never come...
* DON'T BE SELFISH! You might want to try to collect more materials when you have a big, big smile on your face... it's not worth it. Take the safe road and go into the drain before someone kicks your head in.
* Try to collect the items around the drain, you get 2x points that way.
* Once you have a smile on your face, you can make the brushes/sponges bounce off without getting blown up. Try to aim them to the drain to add injury to the insilt!
* Not really a tip... but the number of the level you are currently playing is on the top left corner. Once it goes past 99, it comes back to 01.
- STAFF -
Program, design and sounds by : John Kotlarik (JJK), Tim Murphy (TIM)
Art and design by : Python Anghelo (ANG)
Support software by : Dave Rzepka
Hardware by : Chuck Bleich, Greg Wepner
Mechanical by : Leo Ludzia, Gary Berge.
Video manager : Ken Lantz
- PORTS -
* Consoles :
Sega Saturn (1996, "Williams Arcade's Greatest Hits")
Sony PlayStation (1996, "Williams Arcade's Greatest Hits")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Vol. 1")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
* Computers :
PC [MS-DOS] (1995, "Williams Arcade Classics")
PC [MS Windows] (1996, "Williams Arcade Classics")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
Tiger Game.Com ("Arcade Classics")
- SOURCES -
Many trivia from Williams Bubbles' Tribute page; http://www.bubblestribute.com
$end
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Buccaneers (c) 1989 Duintronic.
A horizontal-scrolling fighting/adventure game where the player controls a swashbuckling sailor who fights pirates through the town, the castle and the castle dungeons to rescue his fellow sailors from a mad pirate captain.
- TECHNICAL -
Main CPU : Z80 (@ 3.579645 Mhz)
Sound CPU : Z80 (@ 3.579645 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 544
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=buckrog,buckrogn,
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Buck Rogers - Planet of Zoom [Cockpit model] (c) 1982 Sega.
A chase-view shoot'em up.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.992 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in December 1982.
Also released as "Buck Rogers - Planet of Zoom [Upright model]"
This game is also known as "Zoom 909".
This games continue feature was unlimited, (which made the high score meaningless). That 'feature' made the game unpopular with the best players, (what's the point if you can just buy the top score ?).
Kelly Keenan holds the official record for this game with 1,016,495 points on April 12, 1984.
- SERIES -
1. Buck Rogers - Planet of Zoom [Cockpit model] (1982)
1. Buck Rogers - Planet of Zoom [Upright model] (1982)
2. Buck Rogers - Countdown To Doomsday (1990 - MS-DOS)
3. Buck Rogers - Matrix Cubed (1992 - MS-DOS)
- STAFF -
Security by : Masatoshi Mizunaga
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (1983)
Colecovision (1983)
Atari XEGS
* Computers :
Mattel Aquarius (1982)
Atari 800 (1983)
Commodore VIC-20 (1983)
Commodore C64 (1983)
Texas Instruments TI-99/4A (1983)
PC [Booter] (1984)
PC [MS-DOS] (1984)
Amstrad CPC (1985, "3D Fight")
Sinclair ZX Spectrum (1985)
Apple II
$end
$info=bucky,buckyua,
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Bucky O'Hare (c) 1992 Konami.
This beat'em up game is the story of a green rabbit named Bucky O'Hare and his crew fighting to save the 'Aniverse' (Like our universe, just in another dimension with different planets) from the invading Toads ruled by a computer system known as KOMPLEX.
- TECHNICAL -
Game ID : GX173
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2151, K054539
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Bucky O'Hare first started out as a comic in the Mid 80's and became a cartoon in the early 90's.
Several of the staff members went on to form the developer Treasure the following year. 'Escape Iuchi5' is Hiroshi Iuchi, the director of "Ikaruga" and "Radiant Silvergun". 'Gammer Kikuchi' is Tetsuhiko Kikuchi, the character director of "Guardian Heroes", and 'Star Hanzawa' is Norio Hanzawa, the composer for most of Treasure's games.
- UPDATES -
In the U.S. version:
* "Winners Don't Use Drugs" screen added.
* Extra lives are impossible to obtain. In the world version, you could obtain an extra life by collecting a heart if you had enough health (the unused health is carried over to the new life).
* The Gimmick Weapon is mapped to button 3 (mapped to buttons 1 and 2 in the world version).
* You must press all three buttons to use a super bomb (mapped to button 3 in the world version).
- STAFF -
Main programmer : Wada 92618
Software designers : Momohei Koyama, MZ80K Ando
Main character designer : Hiroshi Iuchi (as 'Escape Iuchi5')
Character designer : Drunker Yokoki
Enemy character designer : Tetsuhiko Kikuchi (as 'Gammer Kikuchi')
Sound program and effects by : Hideaki Kashima, Kouji Kazaoka, Kazuhito
Music by : Norio Hanzawa (as 'Star Hanzawa')
Screen play by : K. Kinugasa
Hardware designer : Dendou Konishi
Package designer : Shogo Kumasaka
Supervisor : K. Wada
Management by S. Kido.
- PORTS -
* Consoles :
Nintendo NES (January 1992)
* Others :
LCD handheld game (1992)
$end
$info=buggyb1,
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Buggy Boy (c) 1985 Tatsumi.
A colorful buggy racing game with 5 different racetracks : Circuit Off-Road, North Monte Carlo, East Safari, West Paris Dakar and South Southern Cross. Drive through different terrains avoiding other vehicles and picking up bonus items. Gates provide bonus points.
- TECHNICAL -
Main CPU : (2x) I8086 (@ 5 Mhz)
Sound CPU : Z80 (@ 3.75 Mhz)
Sound Chips : (2x) AY8910 (@ 1.875 Mhz)
Screen orientation : Horizontal
Video resolution : 801 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
This game was licensed to Data East for US distribution (as "Speed Buggy").
- PORTS -
* Computers :
Amstrad CPC (1987)
Atari ST/E (1987)
Commodore C64 (1987)
Commodore Amiga (1987)
Sinclair ZX Spectrum (1988)
$end
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Buggy Challenge (c) 1984 Taito.
A chase-view driving game.
- TECHNICAL -
Board Number : M43000011
Prom Stickers : A22
Main CPU : Z80, M68705
Sound CPU : Z80
Sound Chips : (2x) AY8910, MSM5232
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : dial
Buttons : 2
- TRIVIA -
Also licensed to Tecfri for distribution.
This was the first driving game to introduce the concept of offroad.
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=bullfgtr,bullfgts,
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Bull Fighter (c) 1984 Alpha Denshi.
An early ice hockey game.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC
Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Sega.
$end
$info=bullet,
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Bullet (c) 1987 Sega.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0041
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=bullfgt,
$Edit this entry at Arcade-History.com
$bio
Bullfight (c) 12/1984 Coreland / Sega.
A bull fighting game.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5478
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "The Togyu".
$end
$info=bullsdrt,
$Edit this entry at Arcade-History.com
$bio
Bulls Eye Darts (c) 1985 Shinkai.
Three basic dart games in one : 'High Score', '301', and 'Round the Clock'. The player rolls the trackball to move the player's arm, rolls forward and then presses the fire button to release the dart. Players take turns as in a standard dart game. Winning a free game by getting a good score is possible.
- TECHNICAL -
Main CPU : S2650 (@ 1.512 Mhz)
Sound Chips : SN76496 (@ 1.512 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 1
Control : trackball
Buttons : 1
- TRIVIA -
Licensed to Magic Electronics.
This game runs on a modified "Centipede" PCB. The original ROMs and processor are removed from the PCB and a daughter card is installed in their place. The game uses the same wiring and monitor orientation, so the board can be swapped directly into a "Centipede" cabinet.
$end
$info=bnj,
$Edit this entry at Arcade-History.com
$bio
Bump 'n' Jump (c) 1982 Data East.
An overhead driving game where you jump or bump enemy cars for points.
- TECHNICAL -
Main CPU : M6502 (@ 750 Khz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Released in December 1982.
Licensed to Bally Midway for US manufacture and distribution.
This game is known in US as "Burnin' Rubber".
Marco Donadio holds the official record for this game with 2,429,540 points on October 5, 1984.
- SCORING -
Destroying a car : 200, 300 or 500 points, depending on car.
End of stage bonus : 200 + 100 points/level x number of cars destroyed.
Special Bonus : 50,000 points for destroying no cars.
- TIPS AND TRICKS -
* Bonus Points : if you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus.
* You can jump off the edge of the screen and land on the other side. Use this tactic to escape from a tight spot, but only when the track is widest.
* Try not to get caught between three cars, as when you bump one into a wall, chances are the impact will bounce you back into the wall.
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1983)
Nintendo Famicom (1988)
* Computers :
Commodore C64 (1984, "Bumping Buggies")
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com
$end
$info=cbnj,
$Edit this entry at Arcade-History.com
$bio
Bump 'n' Jump (c) 1983 Data East.
An overhead driving game where you jump or bump enemy cars for points.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 27
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in April 1983.
This game is also known as "Burnin' Rubber".
Marco Donadio holds the official record for this game with 2,429,540 points on October 5, 1984.
- SCORING -
Destroying a car : 200, 300 or 500 points, depending on car.
End of stage bonus : 200 + 100 points/level x number of cars destroyed.
Special Bonus : 50,000 points for destroying no cars.
- TIPS AND TRICKS -
* Bonus Points : if you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus.
* You can jump off the edge of the screen and land on the other side. Use this tactic to escape from a tight spot, but only when the track is widest.
* Try not to get caught between three cars, as when you bump one into a wall, chances are the impact will bounce you back into the wall.
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1983)
Nintendo Famicom (1988)
* Computers :
Commodore C64 (1983)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com
$end
$info=btime,btimem,btime2,
$Edit this entry at Arcade-History.com
$bio
Burger Time (c) 1982 Data East.
BURGER TIME is a 1- or a 2-player game. When playing this game, you are the CHEF's controlling force. It is up to you to direct him through the maze of ladders and platforms to build his Burgers. Your job is to give him guidance while building his Burgers and to keep him away from his pursuers.
These pursuers are very sneaky and, if given half a chance, will try to corner your CHEF at the end of one of the platforms or to trap him on one of the ladders he has to use to get from one level of platforms to another.
The CHEF's pursuers have no defense mechanisms of any kind. But they CANNOT be PERMANENTLY eliminated either. As soon as your CHEF puts one pursuer out of commission, another appears somewhere on the screen at the edge of one of the platforms.
However, in an emergency, your CHEF can slow these pursuers down for short periods of time. This is accomplished by having him throw PEPPER on them. When hit by the PEPPER, his pursuers will be disabled for several seconds. When they are disabled like this, the CHEF can walk right over them and not be caught.
As your skill level increases, the number and direction of pursuers coming at your CHEF at any one time and the speed with which they move, is gradually increased; plus, their pursuit patterns become more and more devious while their overall accuracy is highly improved.
Bonus CHEF's are awarded to you periodically throughout the game as you reach or pass certain preselected point values. Each task or event that your CHEF can perform or cause to happen has an assigned point value.
The object of the game is to HAVE FUN and survive as long as possible while constantly improving your skills and building as many Burgers as you can. As you do this, each following rack of the game will have more pursuers, more difficult mazes, and will in general be harder to complete.
- TECHNICAL -
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1 (PEPPER)
- TRIVIA -
Released in November 1982, the game was originally titled 'Hamburger' in Japan, but was renamed 'Burger Time' before being introduced to the United States.
Burger Time was originally made for the Deco Cassette System ("Burger Time (DC)"), an early arcade format that pulled the game data from audio cassettes. The cassette system enjoyed a brief bit of popularity, until it was discovered that the cassettes quickly wore out, rendering the game useless. Bally Midway licensed this title soon after its original release (october 1982), and redesigned the hardware to drop the cassette altogether. This version of the game sold vast quantities when compared to the original. There was also a bootleg version of this game that bore the title "Cook Race".
Bryan Wagner holds the official record for this game with 7,946,800 points on June 27, 2002.
A sequel called "Pizzatime" was planned around 1984 but was never released.
Ever wondered why one of the evil guys is an egg ? In Japan where the game was made, it is common to add a fried egg to your burger.
An unofficial parody of the game was released in adult bookstores called "Furrburger Time".
- UPDATES -
* The Bally Midway licensed version has a different attract mode.
* If you run out of pepper in the Bally Midway licensed version, a special sound effect will play, signaling this.
- SCORING -
Stacking a burger ingredient : 50 points per ingredient
Crushing Hot Dog : 100 points
Crushing Pickle : 200 points
Crushing Egg : 300 points
Collecting Ice Cream : 500 points
Collecting Coffee : 1,000 points
Collecting Fries : 1,500 points
Dropping Ingredient with 1 enemy on top : 500 points
Dropping Ingredient with 2 enemies on top : 1,000 points
Dropping Ingredient with 3 enemies on top : 2,000 points
Dropping Ingredient with 4 enemies on top : 4,000 points
Dropping Ingredient with 5 enemies on top : 8,000 points
Dropping Ingredient with 6 enemies on top : 16,000 points
and so on...
- TIPS AND TRICKS -
* 'Mad Dash' : J.D. Lowe, the current world record holder adds some suggestions... Something that very few players use is something I call 'Mad Dash'. If you watch as the chef is drawn on the screen, he walks up/down ladders at approx. 8 steps a second. So, in theory, if you can press the up and down arrows faster than 8 times a second, you can go faster. This is very helpful on later levels like Level 20. This does not work on going left and right, because the steps are smaller, and the computer has to draw the chef facing you again if you let go of the controller. It's a bit complicated, but like I said earlier, it can be very helpful.
* Peppers Appearances : The peppers do not appear randomly on the screen; in fact, they appear after so many ingredients have fallen to the bottom of the screen...
Level 1 - Peppers appear after 4, 8, and 12 ingredients have dropped.
Level 2 - After 5, 7, and 13 ingredients.
Level 3 - 4, 8, and 13.
Level 4 - 6, 16, 22, 29.
Level 5 - 3, 6, 9.
Level 6 - 3, 7, 12, 14.
* Enemies can't turn around immediately, so you can follow them around temporarily.
* The best tactic is generally to stand halfway across a piece of food, wait for enemies to appear on the food's edge, and then drop the food and enemies at once. Always lure the enemies onto the highest portion of the screen, and then drop them. This has several advantages : it clears more burger pieces, plus it means that units on lower levels may wander into the cascading pieces, killing them also.
* Leave LOTS of room around yourself when going up ladders - the sprites in Burger Time are somewhat bigger than the visible characters.
* When enemies first appear, you have 1/4 sec to go through them, if you need to.
* IMPORTANT : If you die while the last piece of food is falling into place, the game will NOT deduct a man from your game!
- SERIES -
1. Burger Time (1982)
2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO)
3. Super Burger Time (1990)
- PORTS -
* Consoles :
Colecovision (1982)
Atari 2600 (1982)
Mattel Intellivision (1982)
Nintendo Famicom (1985)
Nintendo Game Boy (1991, "Burger Time Deluxe")
Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")
Sony PlayStation 2 (2005, "Oretachi Game Center Zoku - Burger Time")
Atari 7800 (2005, "Beef Drop")
* Computers :
PC [Booter] (1982)
PC [MS-DOS] (1982)
Apple II (1983)
Texas Instruments TI-99/4A (1983)
Commodore C64 (1984)
BBC B (1984, "Mr. Wimpy" - Ocean)
Acorn Electron (1984, "Mr. Wimpy" - Ocean)
Oric (1984, "Mr. Wimpy" - Ocean)
Sinclair ZX Spectrum (1984, "Mr. Wimpy" - Ocean)
PC [CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")
MSX ("Mac Attack")
VTech Laser-VZ ("Hamburger Sam")
Amstrad CPC
* Others :
LCD handheld game (1982) released by Mattel.
LCD Handheld Game (1982) by Bandai.
VFD Portable Game (1983) by Bandai.
$end
$info=cbtime,
$Edit this entry at Arcade-History.com
$bio
Burger Time (c) 1982 Data East.
Help chef Peter Pepper race the maze to collect patties, cheese, lettuce and buns. Destroy the pursuing Mr. Hot Dog, Mr. Egg and Mr. Pickle for bonus points. Complete four burgers and you will feast on even more challenging mazes, build more burgers and score the bigesst Burgertime score ever!
- TECHNICAL -
DECO Cassette System hardware
Game ID : 26
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in November 1982.
Burger Time was originally made for the Deco Cassette System ("Burger Time [DC]"), an early arcade format that pulled the game data from audio cassettes. The cassette system enjoyed a brief bit of popularity, until it was discovered that the cassettes quickly wore out, rendering the game useless. Bally Midway licensed this title soon after its original release (october 1982), and redesigned the hardware to drop the cassette altogether. This version of the game sold vast quantities when compared to the original. There was also a bootleg version of this game that bore the title "Cook Race".
A sequel called "Pizzatime" was planned around 1984 but was never released.
Ever wondered why one of the evil guys is an egg ? In Japan where the game was made, it is common to add a fried egg to your burger.
- SCORING -
Stacking a burger ingredient : 50 points per ingredient
Crushing Hot Dog : 100 points
Crushing Pickle : 200 points
Crushing Egg : 300 points
Collecting Ice Cream : 500 points
Collecting Coffee : 1,000 points
Collecting Fries : 1,500 points
Dropping Ingredient with 1 enemy on top : 500 points
Dropping Ingredient with 2 enemies on top : 1,000 points
Dropping Ingredient with 3 enemies on top : 2,000 points
Dropping Ingredient with 4 enemies on top : 4,000 points
Dropping Ingredient with 5 enemies on top : 8,000 points
Dropping Ingredient with 6 enemies on top : 16,000 points
and so on...
- TIPS AND TRICKS -
* 'Mad Dash' : J.D. Lowe, the current world record holder adds some suggestions... Something that very few players use is something I call 'Mad Dash'. If you watch as the chef is drawn on the screen, he walks up/down ladders at approx. 8 steps a second. So, in theory, if you can press the up and down arrows faster than 8 times a second, you can go faster. This is very helpful on later levels like Level 20. This does not work on going left and right, because the steps are smaller, and the computer has to draw the chef facing you again if you let go of the controller. It's a bit complicated, but like I said earlier, it can be very helpful.
* Peppers Appearances : the peppers do not appear randomly on the screen; in fact, they appear after so many ingredients have fallen to the bottom of the screen...
Level 1 - Peppers appear after 4, 8, and 12 ingredients have dropped.
Level 2 - After 5, 7, and 13 ingredients.
Level 3 - 4, 8, and 13.
Level 4 - 6, 16, 22, 29.
Level 5 - 3, 6, 9.
Level 6 - 3, 7, 12, 14.
* Hint 1 : enemies can't turn around immediately, so you can follow them around temporarily.
* Hint 2 : the best tactic is generally to stand halfway across a piece of food, wait for enemies to appear on the food's edge, and then drop the food and enemies at once. Always lure the enemies onto the highest portion of the screen, and then drop them. This has several advantages : it clears more burger pieces, plus it means that units on lower levels may wander into the cascading pieces, killing them also.
* Hint 3 : leave LOTS of room around yourself when going up ladders - the sprites in Burger Time are somewhat bigger than the visible characters.
* Hint 4 : when enemies first appear, you have 1/4 sec to go through them, if you need to.
* IMPORTANT : if you die while the last piece of food is falling into place, the game will NOT deduct a man from your game!
- SERIES -
1. Burger Time (1982)
2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO)
3. Super Burger Time (1990)
$end
$info=burglarx,
$Edit this entry at Arcade-History.com
$bio
Burglar X (c) 1997 Unico Electronics.
A maze game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Game planners : Koo Eun Joong, Kim Yang Su
Graphic designers : Kim Yang Su, Na Jong Yong
BGM composers : G.D.Hwang, Park Hyo Jin
Sound effects : Kim Yang Su
Programmers : Koo Eun Joong, Lee Chang Gyu
H/W designer : Jun Jung Ok
Assistants : Choi Gyu Keun, Lee Gi Seon, Moon Sung Ok
Director : Koo Eun Joong
$end
$info=buriki,
$Edit this entry at Arcade-History.com
$bio
Buriki One in Tokyo - World Grapple Tournament '99 (c) 05/1999 SNK.
A 3-D fighting game. Choose one of 11 different fighters from around the world, each with their own unique fighting style, and compete in the world grappling tournament. Use throws, or various punches and kicks to knock your opponent out, or win by decision.
- TECHNICAL -
SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 07
Main CPU : R4600 (@ 50 Mhz), V30 (@ 8 Mhz), Z80 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 432 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This is the last game released on Hyper Neo-Geo 64 hardware.
$end
$info=brubber,
$Edit this entry at Arcade-History.com
$bio
Burnin' Rubber (c) 1982 Data East.
An overhead driving game where you jump or bump enemy cars for points.
- TECHNICAL -
Main CPU : M6502 (@ 750 Khz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
This game is known in the US as "Bump 'n' Jump" (licensed to Bally Midway for US manufacture and distribution).
A bootleg of this game is known as "Car Action".
Marco Donadio holds the official record for this game with 2,429,540 points on October 5, 1984.
- SCORING -
Destroying a car : 200, 300 or 500 points, depending on car.
End of stage bonus : 200 + 100 points/level x number of cars destroyed.
Special Bonus : 50,000 points for destroying no cars.
- TIPS AND TRICKS -
* Bonus Points : if you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus.
* You can jump off the edge of the screen and land on the other side. Use this tactic to escape from a tight spot, but only when the track is widest.
* Try not to get caught between three cars, as when you bump one into a wall, chances are the impact will bounce you back into the wall.
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1983)
Nintendo Famicom (1988)
* Computers :
Commodore C64 (1983)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=cburnrub,cburnrb2,
$Edit this entry at Arcade-History.com
$bio
Burnin' Rubber (c) 1982 Data East.
An overhead driving game where you jump or bump enemy cars for points.
- TECHNICAL -
DECO Cassette System hardware
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in November 1982.
This game is also known as "Bump 'n' Jump".
- SCORING -
Destroying a car : 200, 300 or 500 points, depending on car.
End of stage bonus : 200 + 100 points/level x number of cars destroyed.
Special Bonus : 50,000 points for destroying no cars.
- TIPS AND TRICKS -
Bonus Points : if you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus.
* You can jump off the edge of the screen and land on the other side. Use this tactic to escape from a tight spot, but only when the track is widest.
* Try not to get caught between three cars, as when you bump one into a wall, chances are the impact will bounce you back into the wall.
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1983)
Nintendo Famicom (1988)
* Computers :
Commodore C64 (1983)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com
$end
$info=burningf,burningh,
$Edit this entry at Arcade-History.com
$bio
Burning Fight (c) 04/1991 SNK.
In this beat'em up, three street warriors battle the city gangs and find power-up items after smashing items open.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0018
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Attack [B] Jump attack [C] Middle attack [D] Hard kick
- TRIVIA -
Duke, one of the player characters, appears as a striker in "The King of Fighters 2000".
- STAFF -
Front character designers : Franky Sezabon, Abepapa, Gagamaru, Dom, Yamapee
Back character designers : Manoru, Masabon, Meguchirin
Music composer / Sound effect : Yamapy-1
Programmers : ....& Eye Love, MA2
Planning : Woo Woo, Moo
Producer : Eikichi Kawasaki
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=burnforc,burnfrco,
$Edit this entry at Arcade-History.com
$bio
Burning Force (c) 11/1989 Namco.
A chase-view shoot'em up where you battle high-tech enemies on a futuristic motor scooter.
- TECHNICAL -
Namco System 2 hardware
Game ID: BU
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Burning Force : Namco Game Sound Express Vol.2 - VICL-15001) on 07/02/1990.
- STAFF -
Executive producer : Devil Nakamura
Game programmers : Devil Nakamura, Yoshichin
Test program : Komo, Yama
Sound programmer : Koba
Story by : Makotomas
Production designers : Indori2, Daihadan13, Kimuko, Panzer Abe
Sound designer : Yoshinori Kawamoto (Kawagen)
Naming production manager : Nat.
Title design : takinoue
Constructive manager : Setoland
Directed by : Makotomas
- PORTS -
* Consoles :
Sega Mega Drive (1990)
$end
$info=brival,brivalj,
$Edit this entry at Arcade-History.com
$bio
Burning Rival (c) 1993 Sega.
A cartoon-like fighting game with pleasing animation and a sense of humor. 8 selectable characters.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in July 1993.
- STAFF -
Chief programmer : Yasushi Nakajima
Planner : Issei Tokuda
Programmers : Hiroaki Shouji, Mika Aizawa, Satoshi Hosoda
Effect designer : Masataka Aochi
Sound effects and sound programmer : Tohru Nakabayashi
B.G.M. : Hideaki Miyamoto
Animation : Zero-One, Ltd.
Ending illustration : Katsuhiko Nishijima
Ending color coordinate : Noriyuki Yoshino
* Voice Cast (Recording at Power House Studio) :
Arnold : Francis Silva
Bill : Takenobu Mitsuyoshi
Craze : Susumu imura
Jackson : Toshihiro Nagoshi
Mr.Chin : Takehito Tsumagari
Santana : Greg Irwin
Shingen : Yasuhiro Takagi
Aska : Haruka Itoh
$end
$info=pbobbl2u,
$Edit this entry at Arcade-History.com
$bio
Bust-A-Move Again (c) 1995 Taito.
A puzzle game. Link 3 or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop.
- TECHNICAL -
Taito F3 System hardware
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in July 1995.
This game is known outside US as "Puzzle Bobble 2".
The game forbids the initials 'SEX' on the high-score table. If you try, they get changed to 'AAA'.
On the last level, you will see characters from "Bubble Bobble" & "Rainbow Islands".
- UPDATES -
This US version is different :
* 'Recycle It, Don't Trash It!' screen added.
* No froggies.
- SERIES -
1. Puzzle Bobble (1994)
2. Bust-A-Move Again (1995)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
8. Super Puzzle Bobble All-Stars (2003, Nintendo Game Cube)
9. Ultra Bust-a-Move (2004, Microsoft X-BOX)
- STAFF -
Game designer : Seiichi Nakakuki
Character designers : Kazuhiro Kinoshita, Bawbaw, Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Miwa Kamiya, Rieko Kobayashi, Miyabi Tashiro, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp.
Programmers : Hiroshi Maruyama, Junichiro Noguchi
Sound (Zuntata): Nakayama Joutohei, Kazuko Umino, Yasuko Yamada, Syu
Designers : Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori
$end
$info=bbros,
$Edit this entry at Arcade-History.com
$bio
Buster Bros. (c) 12/1989 Mitchell.
One or two players cooperatively destroy bouncing balls with a variety of weapons. The players may only fire up, but may move right and left, or up and down ladders. The large balls that have been shot split in two, creating smaller balls.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Capcom for manufacturing and distribution.
This game is known outside US as "Pang" and in Japan as "Pomping World".
Stephen Krogman holds the official record for this game with 2,928,160 points.
A Buster Bros. unit appears in the 1995 movie 'Welcome to the Dollhouse'.
- SERIES -
1. Buster Bros. (1989)
2. Super Buster Bros. (1990)
3. Buster Buddies (1995)
4. Mighty! Pang (2000)
- STAFF -
Planning : NDA
Programmers : Hospitel Masa, Mamichan Otona
Music compose : Tamayo Kawamoto
Character designers : Hiramattyo, Oyuu
Direction : Kihaji Okamoto
- PORTS -
* Consoles :
NEC PC-Engine CD (1993)
Nintendo Game Boy (1993)
Sony PSP (2006, "Capcom Puzzle World")
* Computers :
Sinclair ZX Spectrum (1991)
Amiga 500
$end
$info=butasan,
$Edit this entry at Arcade-History.com
$bio
Butasan (c) 08/1987 NMK.
Control a pig and blow up other pigs. The simple gameplay is as tasty as a bacon sandwich! Vegetarians beware! :)
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 54.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mister Pig'.
Licensed to Jaleco.
- STAFF -
Hardware : Yousuke Maki
Software : Tamio Makasato
Sound : Taeko Suzuki
Design & Planning : Maoko Magamime
- PORTS -
* Computers :
Commodore C64 (1988, "Psycho Pigs UXB")
Amstrad CPC (1988, "Psycho Pigs UXB")
Sinclair ZX Spectrum (1988, "Psycho Pigs UXB")
Sharp X68000 (1993, "Psycho Pigs UXB")
$end
$info=buzzard,
$Edit this entry at Arcade-History.com
$bio
Buzzard (c) 1984 Crux.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY-3-8910A (@ 1.5 Mhz)
Players : 2
Buttons : 2
- TRIVIA -
This game is a bootleg of "Gyrodine".
$end
$info=cabal,cabalus2,cabalbl,cabala,cabalus,
$Edit this entry at Arcade-History.com
$bio
Cabal (c) 1988 TAD.
In this shoot'em up, you must help a pair of soldiers make their way through dangerous battlefields filled with enemy soldiers & vehicles in order to take down an evil dictator. Don't forget to take cover if neccesary and grab any weapon you can find! Features plenty of secrets & destructible background objects!
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), (2x) Custom (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Licensed to Fabtek for US manufacture and distribution (09/1988).
A bootleg of this game was made by "RED Corporation".
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
In the bootleg version, you may roll up with the third button.
- SCORING -
* Enemies :
SOLDIER : 210 points
'GRAY MAN' : 410 points
SWIMMER : 410 points
MOTORCYCLE : 1,000 points
TRUCK : 3,000 points
TANK (2 types) : 5,000 points
CHOPPER : 7,000 points
AIRPLANE : 10,000 points
* Bosses :
CHOPPER : 60,000 points
SUB : 70,000 points
LONG-TRUCK : 5,000 points each part
BOXES-CANNON : 40,000 points each part
GROUNG-CANNON : 500,000 points if 1-credit-completition. 10 points each other part.
- TIPS AND TRICKS -
* The game have a 'anti-leeching' tool. If you delay a lot of minutes (between 4 and 5 minutes) on the same stage/screen, you will receive a hard 'rain of bombs', like that bombs the airplanes shoot on you. Try to do it on the stage 1-1, the easiest. And if you delay a lot of time in the same position of the 'enemy' bar, without progress, you will receive this rain of bombs easily. Yeah, if you are expert, you will can survive to these bombs, without die, using your skill on the 'rolling' move. You will receive a lot of items (bombs, weapons) if you destroy bombs or if you shoot at the bush.
* General Tips :
1) Killing people and motorcycles (and rocks) won't get you many points -- don't bother unless they get in your way.
2) A well-placed grenade will destroy two choppers.
3) If you are in a corner and a chopper is firing at you, run farther into the corner. Even if you're already IN the corner, if it sees you trying to move toward the corner, you won't die.
4) If you find yourself trapped by incoming bullets, spin the trackball down and to one side (but mostly down). This will cause your character to 'duck and roll'. If you are rolling, you can't be hit.
5) Kill the snipers (the guys in gray bullet-proof suits). Half the time you'll get a grenade for killing him. If you don't, two medics will come running out to reclaim the body. Shoot these medics as much as possible! Each shot they will drop 1 grenade. But the limit is 4 granades on the screen at the same time. Pick up these grenades as quickly as possible and shoot the medics again for more grenades. Sometimes they will drop new weapons too.
6) On the level one screen with the sliding doors : shoot out the doors immediately upon starting the level. This will stop the guys from lobbing grenades at you.
7) Airplanes are hard to kill. The best method is by using machine gun or bazooka gun on it. In the absence of a super-gun, you can lead a grenade ABOVE where it is on the screen. If you don't get it, and the three bombs are being dropped right on you, it IS possible to stand BETWEEN where two bombs are coming down. You WON'T die!
8) When there's nothing good to shoot on the screen, fire at a bush. This is the way to get extra gunnery! Sometimes you'll only get more grenades, but you'll eventually get a super-gun!
* Tips For Specific Enemies :
1) The giant chopper that shows up at the end of screen 4 on level one doesn't give you any points until you destroy it. Shooting the orange bullets won't knock off any points toward killing the chopper. Only shoot the orange bullets if they're in your way. Otherwise, spend all your time shooting the chopper. Don't waste any grenades on the chopper--it doesn't do as much damage as your gun (and you have unlimited bullets).
2) The semi-truck that shows up at the end of screen 4 on level three will self-destruct if you destroy the CAB (the blue section in the front of it). On this screen you actually get the point for it as well. It is easiest to kill it with the machine gun and/or bazooka gun, but in the absence of either of these, throw grenades at the cab (leading the throw by about four inches). It is MUCH easier to destroy the cab rather than destroying all the attack sections that it drops off.
3) The three CPUs that show up at the end of screen 4 on level four can actually be destroyed with only 2 grenades (I had to do this once when my grenade supply got low), but the best strategy is to lob five grenades at one of the outside CPUs (note that you can only have four grenades per player in the air at any given time, so space them out a bit), then go for the CENTER one (with another five grenades). The final CPU can simply be shot with the standard rifle, and if you're standing on the opposite side of the screen from it, it won't be able to hit you. Don't waste any more grenades.
4) Once you learn how to defeat the final menace (at the end of screen 4 on level five -- the final level) you can get by it (rather) painlessly. Go all the way to one side. Use your gun to shoot out the two surrounding machines that are shooting at you. As soon as they are both gone, lob three grenades at the center machine. By this time, the two outer machines that you shot out have regenerated and are firing at you. Shoot them out again, followed by another volley of three grenades to the center machine. Repeat until the center machine is gone. This requires 20 to 40 grenades, so stock up on the last level (5-4). That is what that final level was for.
- SERIES -
1. Cabal (1988)
2. Blood Bros. (1990)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
* Computers :
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Atari ST (1989)
PC [MS-DOS, 5.25''] (19??)
$end
$info=cabaret,
$Edit this entry at Arcade-History.com
$bio
Cabaret (c) 199? IGS.
- TECHNICAL -
Main CPU : Z180 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 4
$end
$info=cachat,
$Edit this entry at Arcade-History.com
$bio
Cachat (c) 1993 Taito.
A very challenging puzzle game where you must complete a line from one electrode along the sides to another, same side or other side. Blocks fall from the top of the screen, but if they reach the top of the playing area, the game is over. This mind-blowing fast game is very highly addictive. The gameplay is quiet easy but requires alot of attention.
- TECHNICAL -
Taito L System hardware
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2 (ROTATE LEFT, ROTATE RIGHT)
- TRIVIA -
This game is known outside Japan as "Tube-It".
- TIPS AND TRICKS -
If you want the blocks at the same slow speed make sure to create a few larger chains, instead of making smaller chains which increases the the speed of boxes falling down.
$end
$info=cadash,cadashu,cadashj,cadashi,cadashf,
$Edit this entry at Arcade-History.com
$bio
Cadash (c) 1989 Taito.
4 great heroes : a Fighter, a Wizard, a cleric and a Ninja go on a quest to rescue the captured princess. This Taito adventure game feature all the ingredient of traditional Role-Playing-Game (stats, exp, buy upgrade in store...).
- TECHNICAL -
Prom Stickers : C21
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
There are many spelling and syntax errors in the French version texts.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on 21/10/1990.
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
* Debug Mode (in Debug Mode, you will be able to select starting scene, gold, EXP and several items) :
1) Hold Service Switch and reset the game.
2) Wait until 'Service Switch Error Message' is displayed, then push 'Start(x3), Service, Start'.
3) The game boots up then insert a credit and select a character.
4) Enter Debug Mode instead of starting the game.
* Your character jumps backwards when hit by an enemy. When you're trying to quickly cross some areas where you're likely to take damage, this can be a bad thing; it can cause you to stay in the dangerous area much longer. So, to reduce the damage, turn back just before you get hit. This will cause the impact to push you -forward-, getting you out of danger more quickly.
* The maximum amount of money you can have is 60,000 Golds.
- STAFF -
Produced by : Keisuke Hasegawa
Directed by : Onijust
Director of Software : Toru Sugawara (SGW)
Main Programmer : Tarabar Hori (TAK)
Monster Programmer: Yuichi Kohyama
Trap Programer : Masaki Yagi (YMOT) (MYG)
Scenario Programmer : Seiichi Taikoishi
Production Designer : Onijust (ONJ)
Graphic Designers : Onijust (ONJ), Takatsuna Senba, Hisakazu Katoh, Kozo Igarashi, Yoshihiro Iwata, Tetsuya Shinoda, Takayuki Ogawa, Kenichi Imaeda
Assistant Graphic Design : Visual Arts Production
Supervising Editor : Masaki Yagi (YMOT)
Map Editor : Onijust
Hardware Engineer : Tadashi Kushiro
Electrician : Tomio Takeda
Sound Producer : Pochi (Zuntata)
Music Composer : Pinch Punch
Sound Effects : Pinch Punch
Mechanician : Yasunori Hatsuta
Publicity Supervisor : Kazuo Nakagawa
Software Analyzers : Hidehiro Fujiwara, Yuji Hiroshige
Data Entry : Mari Iwano
Game Designer : Onijust
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sega Mega Drive (1992)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
* Others :
Nokia N-Gage ("Taito Memories") : unreleased
$end
$info=dino,dinou,
$Edit this entry at Arcade-History.com
$bio
Cadillacs and Dinosaurs (c) 1993 Capcom.
In this 2-D side-scrolling beat'em up, 4 earth-minded heroes attempt to stop poachers from harming the dinosaur population. Each character has his or her special strengths and abilities.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1993.
This game is known in Japan as "Cadillacs Kyouryuu Shin Seiki".
This game is much famous by the name "Mustapha's game" (the main character of the game) in Asia.
Characters based upon the comic 'Xenozoic Tales' created in the late eighties by Mark Schultz.
There is a modified version of this game (hack?), in which certain gun(s) have unlimited ammo.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.
- UPDATES -
During the storyline, the Japanese version has a scrolling effect on the text. All other versions have no such effect.
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
On the 2nd and 5th stages, there appears a large dinosaur called a Shivat that's sleeping when first encountered. Try to keep the human enemies from whacking them to wake them up. While the Shivats do attack the enemies, they can also cause trouble (and injuries) for the players.
There are also some pterodactyl-like flying creatures that need to be struck by jumping to reach them. Whenever you drain the energy from any menacing dinosaurs, they slightly change color, then become harmless.
On the 3rd stage, where you're driving Jack's Cadillac, try to dodge the grenades thrown by the stage's motorcycle-riding boss, Hogg, while crashing into him with the car. If you're good at this, you should be able to at least reduce his energy to the yellow level, the lowest for the enemies.
On the 6th stage, there's 2 points at where you need to be careful not to be stomped on by the legs of a brontosaurus. But, try to lure some of the other enemies underneath them instead!
- STAFF -
Object gfx : Kurisan, Jun Matsumura (JUN), Matano, Ss, Shisui, Kinmon, The Who
Scroll gfx : Nissui, Konomi, Ohnicchan, Bentobucho
Programmers : Yuki Saiko, Cky Gi-u, T.Uragoro, Some-P
Music : Isao Abe (Piro2 Oyaji), Syun Nishigaki (SYUN), Kiyo
Sound : Toshi Bull, Nobu
$end
$info=dinoj,
$Edit this entry at Arcade-History.com
$bio
Cadillacs Kyouryuu Shin Seiki (c) 1993 Capcom.
In this 2-D side-scrolling beat'em up, 4 earth-minded heroes attempt to stop poachers from harming the dinosaur population. Each character has his or her special strengths and abilities.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1993.
The title of this game translates from Japanese as 'Cadillacs New Dinosaur Century'.
This game is known outside Japan as "Cadillacs and Dinosaurs".
Characters based upon the comic 'Xenozoic Tales' created in the late eighties by Mark Schultz.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.
- UPDATES -
During the storyline, this version has a scrolling effect on the text. All other versions have no such effect.
- STAFF -
Object gfx : Kurisan, Jun Matsumura (JUN), Matano, Ss, Shisui, Kinmon, The Who
Scroll gfx : Nissui, Konomi, Ohnicchan, Bentobucho
Programmers : Yuki Saiko, Cky Gi-u, T.Uragoro, Some-P
Music : Isao Abe (Piro2 Oyaji), Syun Nishigaki (SYUN), Kiyo
Sound : Toshi Bull, Nobu
$end
$info=calibr50,
$Edit this entry at Arcade-History.com
$bio
Cal. 50 - Caliber Fifty (c) 1989 Seta.
An overhead shoot'em up. Soldiers must destroy a variety of attacking enemies using their guns and hand grenades.
- TECHNICAL -
Game ID : UH
Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Released in September 1989.
Licensed to Taito for manufacture and distribution.
Licensed to Romstar for US distribution.
All speech in the game is the voice of Jun Aida.
- STAFF -
Produced by : Jun Fujimoto
Directed by : Noboru Miyamari
Screen play by : Noboru Miyamari
Based on the Novels by Viet Nam 1972.
Art direction : Mitsuhiro Takeda
Music direction : Tak Suzuki (Goblin Sound)
Original music composers (Goblin Sound) : Hiroshi Taguchi, Tak Suzuki, Zero Yotsumoto
Sound effects editor : Noboru Miyanari
Sound mixer / editor : Tak Suzuki (Goblin Sound)
Sound programmer : Noboru Miyanari
Titles : Mitsuhiro Takeda
Hardware designer : Nobuyuki Nonaka
Custom chip designed by Digital Magic Lab.
Programmer : Noboru Miyanari
Character designers : Mitsuhiro Takeda, Asako Kumura, Miyuki Kasajima
Background designer : Tomokazu Sunaga
Special effects : KII System
Controller designers : Yoshikazu Ikegai
Assemblers : Akihiro Aranaga, Toshio Sasho and many others
Marketing : Tohru Ishikawa, Yasuhiro Ota
Parts department : Mikio Harada, Masayuki Iwata
Graphic tools designed by : Hiroyuki Watanabe
Development system designed by : Keiji Ishikawa
- PORTS -
* Consoles :
Sega Mega Drive
$end
$info=calspeed,calspeda,
$Edit this entry at Arcade-History.com
$bio
California Speed (c) 1998 Atari Games.
A driving game that takes place in various courses throughout the state of California, USA and includes a stage where you race on a rollercoaster!
- TECHNICAL -
Atari Seattle hardware
Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 2
Control : steering wheel with force feedback, four position shift lever, two pedals
- TRIVIA -
There are 2 types of California Speed, one of which does not utilise the 4 position shift lever. This was the factory kit that converted "Hyperdrive" to California Speed.
On the Laguna Seca raceway, adverts for some other Atari games can be seen in the background : "Mace - The Dark Age", "Maximum Force", "Primal Rage" and "Area 51".
- UPDATES -
Release 1 :
* version 1.0r7a (3/4/98)
Release 2 :
* version 2.1a (4/17/98)
- TIPS AND TRICKS -
* Mirrored tracks : hold down all 3 view buttons during track select for mirrored tracks.
* Backrow vehicles : press Tailgate Cam button during car select to choose backrow vehicles.
* During attract mode, press View 1+View 3+Radio to see the version/revision of your machine.
* Here are the cars list with all information you need :
Cresta Convertible
Top Speed : 203 MPH/325 HPH
Traction : Medium
Acceleration : 4.65 Secs
Weight : 2940 Lbs.
Horsepower : 492@9200 RPM
C.H.P.
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.71 Secs
Weight : 3220 Lbs.
Horsepower : 545@6700 RPM
Dakar
Top Speed : 200 MPH/320 HPH
Traction : High
Acceleration : 5.01 Secs
Weight : 5140 Lbs.
Horsepower : 577@5200 RPM
Predator
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.73 Secs
Weight : 3140 Lbs.
Horsepower : 545@6700 RPM
Fairchild
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.71 Secs
Weight : 3220 Lbs.
Horsepower : 545@6700 RPM
Street Fighter
Top Speed : 202 MPH/323 HPH
Traction : Medium/High
Acceleration : 4.87 Secs
Weight : 3140 Lbs.
Horsepower : 504@6700 RPM
Wide Hog
Top Speed : 201 MPH/322 HPH
Traction : High
Acceleration : 5.01 Secs
Weight : 7213 Lbs.
Horsepower : 712@1700 RPM
M2
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.71 Secs
Weight : 3220 Lbs.
Horsepower : 545@6700 RPM
Road Burner
Top Speed : 205 MPH/328 HPH
Traction : Medium/High
Acceleration : 4.85 Secs
Weight : 4819 Lbs.
Horsepower : 560@8200 RPM
SUV
Top Speed : 205 MPH/328 HPH
Traction : High
Acceleration : 4.65 Secs
Weight : 4840 Lbs.
Horsepower : 540@6700 RPM
Sledster
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.71 Secs
Weight : 3220 Lbs.
Horsepower : 545@6700 RPM
F1
Top Speed : 207 MPH/331 HPH
Traction : Medium/Low
Acceleration : 4.63 Secs
Weight : 2240 Lbs.
Horsepower : 420@8400 RPM
Kart
Top Speed : 202 MPH/323 HPH
Traction : High
Acceleration : 4.97 Secs
Weight : 1140 Lbs.
Horsepower : 345@11000 RPM
Velocity 6000
Top Speed : 206 MPH/330 HPH
Traction : Medium
Acceleration : 4.76 Secs
Weight : 3140 Lbs.
Horsepower : 545@6700 RPM
Rodster
Top Speed : 205 MPH/328 HPH
Traction : Medium/High
Acceleration : 4.85 Secs
Weight : 4819 Lbs.
Horsepower : 560@8200 RPM
- STAFF -
Designer : Steve Ritchie
Music : Chris Granner
Sr. Engineering Tech. : Patrick Hubbell
- PORTS -
* Consoles :
Nintendo 64 (1999)
- SOURCES -
The California Speed FAQ by Poln.
$end
$info=calipso,
$Edit this entry at Arcade-History.com
$bio
Calipso (c) 1982 Stern Electronics.
You play a diver who is trying to get a treasure. Hold Fire and push in the direction you want to shoot, but you will be unable to move while doing this. Shoot the sea animals and the other player. Try to get the treasure at the bottom and return it to the boat at the top without getting attacked by sea creatures -- all before your air runs out.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 99
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Tago Electronics for manufacture and distribution.
$end
$info=calorie,calorieb,
$Edit this entry at Arcade-History.com
$bio
Calorie Kun vs Moguranian (c) 1986 Sega.
A traditional platforms and ladders game in which the player controls an abstract, mole-like creature that must make its way around a number of underground tunnels, avoiding enemies and collecting the items placed around the screen; before quickly making its way to the exit. The player is armed with a limited number of bombs that can be used to destroy or disable enemies.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 3 Mhz)
Sound Chips : (3x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way Joystick
Buttons : 2
$end
$info=cameltry,cameltrj,camltrua,camltrya,
$Edit this entry at Arcade-History.com
$bio
Cameltry (c) 1990 Taito.
The player must guide a ball through a number of mazes, rotating the maze through 180 degrees to get the ball to move in the desired direction - much like the bonus levels in the Sega Megadrive console title, 'Sonic the Hedgehog'. Each maze must be completed within a tight time limit and a number of traps and obstacles litter the mazes to slow players down.
There are, however, a number of postitive targets to be hit, and bonuses - such as additional time - can be found hidden away within the mazes. When the ball is stuck or the player would like to speed up, the JUMP button can be used. If the player runs out of time before reaching the goal, a random matching game is run to allow the player more time to complete the maze. This challenge, however is very difficult to win.
- TECHNICAL -
Taito F2 Expanded hardware
Prom Stickers : C38
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : Spinner
Buttons : 1
An alternate US version uses a YM2203 @ 3 Mhz instead of the YM2610 @ 8 Mhz.
- TRIVIA -
Released in April 1990.
This game uses inertia and gravity to simulate how an actual ball in a maze would roll, under real-life conditions. This is what makes this game fun to play.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on 21/10/1990.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
Obtain a very high time and you can gain 1,000 points, featuring Tiki (the Kiwi Bird of "The New Zealand Story" game) or another character of Taito.
Obtain a low time and you can play with a slot machine.
If you hold down the start button while selecting a course (except the training course) you can change the appearance of the ball.
- SERIES -
1) Cameltry (1990)
2) Mawashite Koron (2006, Nintendo DS JAP) / Labyrinth (2007, Nintendo DS EUR/USA)
- PORTS -
* Consoles :
Nintendo Super Famicom (1992, "Cameltry")
Nintendo Super NES (1992, "On the Ball")
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
* Others :
Nokia N-Gage ("Taito Memories") : unreleased
$end
$info=jantouki,
$Edit this entry at Arcade-History.com
$bio
Campus Hunting Jong Tou Ki (c) 1990 Dynax.
A Mahjong game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2203 (@ 2.75 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
- TRIVIA -
Released in January 1990.
The title of this game translates from Japanese as 'Campus Hunting Mahjong Fight Chronicle'
$end
$info=cndypuzl,
$Edit this entry at Arcade-History.com
$bio
Candy Puzzle (c) 1995 CD Express.
A Puzzle Bubble clone.
- TECHNICAL -
Cubo CD32 hardware (Amiga 68020, AGA based games system)
Main CPU: Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard
- TRIVIA -
All CD Express games were released only in Italy.
$end
$info=cannball,
$Edit this entry at Arcade-History.com
$bio
Cannon Ball (c) 1995 Yun Sung / Soft Vision.
This game is exactly a crossover between "Arkanoid" and "Puzzle Bobble". You have a paddle and must shoot the ball on the same color ball on the screen. You have to make three balls in the same color to drop them. You can drop lot of colors attachced, the same as "Puzzle Bobble". When you shoot the ball, you have three solutions : Draw the ball 45 degrees to the left, draw the ball normally, or draw the ball 45 degrees to the right. If you are in difficulty, you can shoot a bomb. When the game is over, if you continue, you restart at previous stage!
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
A curious bug : when you finish a stage, your score restarts with zero points! It is impossible to get a good score!
$end
$info=cannonb,cannonb2,cannonbp,
$Edit this entry at Arcade-History.com
$bio
Cannon Ball (c) 1985 Soft.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=candance,
$Edit this entry at Arcade-History.com
$bio
Cannon Dancer (c) 1996 Mitchell / Atlus.
You control Cannon Dancer Kirrin : a overall badass and crusher of evil organizations, highly acrobatic and knows a little Shinobi-syle magic to boot. He works with a small group of pirates also looking to topple villainous empires.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.627 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Licensed to Atlus.
This game is known outside Japan as "OSman".
This game is often compared to "Strider", and the main reason for that being because in the early 90's several Capcom employees went to Mitchell including Isuke, the original Game Planner for Capcom's "Strider". He is credited as the sole designer for Cannon Dancer which is why the two games are so similar.
- TIPS AND TRICKS -
* Cannon Dancer's movements :
Sliding - Down + B Button.
Dash - Hold Left or Right after Sliding.
Throwing - B Button in Jump or Sliding.
Kizami-Mai - Shake the joystick during Attack.
- STAFF -
Stage Design : Milk Tea, K.Nozawa, Stily-Stilie, Q.B.B.
Object Design : Utata Kiyoshi, Ava, N.N, K.Tatsu, Otasuke-P, Tsukahira
Ryu, Mazin, Ojiji, Kuro
Sound Music : Tago Saku
Voice : Fujii Masayo, Mr.Matsushita
Program : Namcho, Br.Coin
Game Design : Isuke
$end
$info=cspike,
$Edit this entry at Arcade-History.com
$bio
Cannon Spike (c) 2000 Capcom / Psikyo.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
This game is also known in Japan as "Gunspike".
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=cball,
$Edit this entry at Arcade-History.com
$bio
Cannonball (c) 1976 Atari.
- TECHNICAL -
Main CPU : M6800 (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6
Players : 1
Buttons : 2
- TRIVIA -
Cannonball was Owen's first game at Atari. It is not known for sure if this game was ever produced, as there is no documentation or flyers of the game that have surfaced. Owen Rubin seems to think that maybe it WAS produced; however, he is unsure.
Owen wrote Cannonball while sitting in his small office at a Model 33 teletype connected to a Motorola MicBug 6800 processor, both of which were connected to simple videogame hardware. He hand-assembled the entire program--it was only 2K, but still took several months--including self-test, saving the code on punched paper tape. When his boss reviewed the game and asked for code listings, Owen said, "What listings?" It turns out that Owen didn't know about the two computer operators, who took the listings that the designers/programmers wrote up, typed them into the PDP-1 computers, ran them to make sure they were error-free, then return a paper tape to the designer.
- STAFF -
Designed and Programmed by : Owen Rubin
- PORTS -
* Consoles :
Atari 2600 (Human Cannonball)
$end
$info=canvas,
$Edit this entry at Arcade-History.com
$bio
Canvas Croquis (c) 1985 SNK.
- TECHNICAL -
Main CPU : Z80 (@ 3.36 Mhz), Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), Namco (@ 24 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 216 pixels
Screen refresh : 60.61 Hz
Palette colors : 288
Players : 1
Control : 8-way Joystick
Buttons : 2
$end
$info=canyon,canyonp,
$Edit this entry at Arcade-History.com
$bio
Canyon Bomber (c) 1977 Atari.
Canyon Bomber is a 2-D shooter. You control either the blimp or the plane while dropping bombs on the rocks below. Your goal is to get the highest amount of points (either against the computer or another player). You are allowed so many misses before your game ends. Misses are counted as the times you do not hit any rocks. The scores for the rocks are directly proportional to the difficulty in hitting those rocks. This game boils down to precision bombing and thinking ahead as to where the next bomb will fall. Good luck in taking out all of the rocks in the canyon.
- TECHNICAL -
Game ID : 009493-009504
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 3
Players : 2
Buttons : 1
=> [1] Drop
- TRIVIA -
Released in November 1977.
Atari was at the top of the arcade battle in 1977. Releasing no fewer then nine arcade games, Atari was the dominating force and standard that videogames were based on. Many of Atari's games were simple games of skill and hand-eye coordination.
Canyon Bomber is Howie's second Atari project ("Super Bug" was his first). The author describes his game as 'upside-down Breakout' and says it was a far superior two-player competitive game than when played one person versus the computer. He modified the "Sprint 2"'s circuitry, then programmed it.
- SCORING -
Scoring in this game is pretty simple, you get the points that are displayed on the rocks as you destroy them :
1 : One point
2 : Two points
3 : Three points
4 : Four points
- TIPS AND TRICKS -
* When you start the game, you will be on the left side of your screen in a blimp. If two players are playing, then player 1 controls the black blimp while player 2 controls the white blimp. If you are playing one player, then you control the black blimp. The goal is to get as many points as you can while avoiding misses. There are two types of aircraft in this game : Blimps and airplanes. You need to know the differences between them since your bombing accuracy is directly related to their movements.
1) Blimps tend to stay at higher altitudes and move slowly. This gives you more time to plan your bomb run.
2) Planes tend to stay at the middle and lower altitudes and move fast. This gives you very little time to plan your bomb run.
* In order to effectively drop bombs, there are a couple of things you should take into account :
1) Your forward speed will have a direct impact as to where the bomb lands. For example, you need to drop your bomb earlier to hit a specific target instead of dropping it when you are directly over the target. The reason is because the bomb will drift in the direction you are flying when it is dropped.
2) Your altitude has a lot to do with where your bombs will fall. The higher you are, the harder it will be to hit ground targets since the bomb will only drift so much from point one. Higher altitudes also tend to make the perspective harder when trying for rocks in valleys and on ledges.
* You can only take out the rocks you are headed toward. This may seem like common sense but sometimes people attempt to 'lob' a bomb over a hill on the valley floor hoping to hit the rocks just on the other side of the hill. Unfortunately, it doesn't work.
* Bombs don't 'wrap' around the screen. Your aircraft will go back and forth at random altitudes. Right when your aircraft turns for another pass, start planning on where you want to drop your next bomb.
* When the game first starts, you can take out four to five numbered rocks. As the game progresses, though, these numbers go down sharply.
* If you are fortunate enough to eliminate all the rocks in the canyon, the canyon will fill back up again. This will happen a maximum of three times (counting the first wave). After that, the game is over.
* The game is based on misses. If your opponent uses up all their misses, you can still continue until you use up all of your misses. The same is true if you use up all of your misses.
* Whenever you hit rocks under other rocks, those top rocks will settle to the next rock. In other words, you can blast the middle out of the rockpiles but they will still settle to the bottom of the canyon.
* Try to clear lanes to the three and four pointers for a higher score (The three and four points rocks are usually located on ledges or in narrow valleys).
* When you clear out half the rocks in the canyon, you will change over from the blimp to the airplane.
- STAFF -
Designed and programmed by : Howard Delman (Howie)
Howard also designed the hardware for this game.
- PORTS -
* Consoles :
Atari 2600 (1978)
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
* Others :
Atari Flashback Classic Game Console (2005)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=cbasebal,
$Edit this entry at Arcade-History.com
$bio
Capcom Baseball - Suketto Gaijin Oo-Abare (c) 10/1989 Capcom.
A baseball game.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The subtitle translates from Japanese as 'The Big Attack of the Foreign Supporter'.
$end
$info=capbowl,capbowl2,capbowl3,capbowl4,
$Edit this entry at Arcade-History.com
$bio
Capcom Bowling (c) 1988 Incredible Technologies.
An overhead-view bowling game.
- TECHNICAL -
Main CPU : M6809E (@ 2 Mhz)
Sound CPU : M6809E (@ 2 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), DAC
Screen orientation : Vertical
Video resolution : 245 x 360 pixels
Screen refresh : 57.00 Hz
Palette colors : 4096
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Released in August 1988.
This game was originally supposed to be titled 'Beer Frame Bowling'.
- TIPS AND TRICKS -
* Hint 1 : To get a strike most of the time, position the ball between the 3rd and 4th dot behind the foul line. Also, move the ball closer to the foul line, but do NOT cross it. The closer you move the ball to the foul line, the more you may need to nudge your ball a little to the left. This is because when the ball travels slow enough on the lane, it will hook to the right.
* Hint 2 : If the ball is over the line when you position your ball, and you have not thrown it, you can move it back behind the line with no foul (which is necessary if over half of the ball is across the line...a foul will be called if you try throwing it from that position).
- SERIES -
1. Capcom Bowling (1988)
2. Coors Light Bowling (1989)
$end
$info=csclub,cscluba,csclubj,csclubh,
$Edit this entry at Arcade-History.com
$bio
Capcom Sports Club (c) 1997 Capcom.
A multi-event sports game with 3 different sports to play : Tennis (Smash Stars), Football (Kick Stars) and Basketball (Dunk Stars). Of the 3 games on offer, "Smash Stars" Tennis is by far the most accomplished, and would easily stand up as an arcade machine in its own right.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 24
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1997.
In the "Smash Stars" tennis game, the Chinese tennis player bares more than a passing resemblence to one of Capcom's most famous characters, 'Street Fighter's Chun Li, here known as 'Li-li'.
- TIPS AND TRICKS -
* Select New Teams/Player : After 1997 credits have been entered into the machine, the title page changes by adding a girl with a dog on the left side of the screen. This also unlocks 3 new teams (one for each game) as follows...
Dunk Stars - Golden USA
Smash Stars - Melody Love
Kick Stars - All Stars
- STAFF -
Planner : Yoshifumi Fukuda
Programmers : Yoshinobu Inada, Masahito Oh!Ya! (as 'Masahito Ohya'), Kazuhiko Komori
CG-Works : Eiji Kuratani, Naoki Fujisawa, Naoki Fukushima, Shinya Kitamura
Object designers : Shinji Sakashita, Kazuo Yorikane, Koichi Kikutani, Masao Ueda, Motohiro Shigeyama, Tsunenori, Shirahama, Tomohiko Ohsumi, Tadashi Noyama
Scroll designers : Kazumi Teramoto, Maeno Megumi, Hirokazu Yoneduka, Chie Nakayama, Yoichi Tanoue, Atsushi Kanno
Sound : Hideki Okugawa, Ryoji Yamamoto
Designers : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu
Voice actors : Tomoyuki Morikawa, Jin Yamanoi, Miyuki Yamamoto ((c)Artsvision)
Producer : Yoshimi Ohnishi
General producer : Noritaka Funamizu
Supervisor : Yoshiki Okamoto
$end
$info=capsnk,
$Edit this entry at Arcade-History.com
$bio
Capcom Vs. SNK - Millennium Fight 2000 (c) 2000 Capcom / SNK.
Fighting Game Fans Rejoice! 14 characters from Capcom's street fighter face off against 14 characters from SNK's king of Fighters.
- TECHNICAL -
Sega New Arcade Operation Machine Idea (NAOMI) hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
The story between Capcom and SNK, or to be more specific, Ansatsu-Shotokan (the style of Ryu, Ken, Gouki and to a lesser extent, Sean and Sakura), Kyokugen-ryuu (the style of Ryo, Robert, Yuri, Takuma and Marco) and Saikyou-ryuu (the style of Dan and to a lesser extent, Blanka and Sakura), has been well-documented. Essentially, Saikyou-ryuu claims to be a parody of Ansatsu-Shotokan, but was really a shot at Kyokugen-ryuu, which some people say was ripped-off of Ansatsu-Shotokan.
Capcom actually created the conflict that started the infamous real-life Capcom Vs. SNK battle, when they claimed "Art of Fighting" ripped off "Street Fighter"... then ripped off "Art of Fighting" with their "Street Fighter Alpha" games (Ryu - Ryo, Ken - Robert, Akuma - Takuma, Sakura - Yuri...). Note that SNK changed the cast for "Art of Fighting 3", and Capcom kept updating "Street Fighter Alpha 3".
You can choose two grooves. One represents Capcom and the other SNK. The grooves came from one of the company's games. Capcom's groove came from the "Street Fighter Alpha" series, which let's you power up your meter up to three levels. You can vary the strength of your super based on what buttons you press. The SNK groove came from "The King of Fighters 94" to 96, in "The King of Fighters 97" & 98 it was under the Extra system. The meter increases as you are attacked or you can charge it yourself by pressing HP/HK. When your health is low, your supers become more powerful.
One stage is called 'Stage of Final Fight', which is based on the Slums from "Final Fight".
M. Bison's taunt, in which he removes his hat and slicks back his hair, is based on an illustration by Capcom artist Bengus for "Super Street Fighter II".
Akuma uses the EXACT same button combination for the Shungokusatsu as Yuri uses in "The King of Fighters 2001" for her parody move, the Yuri Chou Enbu. Notably, the latter move is not available in "Capcom Vs. SNK.".
Suleputer released a limited-edition soundtrack album for this game (Capcom VS. SNK Millenium Fight 2000 Original Soundtrack - CPCA-1045) on 20/09/2000.
- SERIES -
1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color)
2. Capcom Vs. SNK - Millennium Fight 2000 (2000)
3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2000)
4. Capcom Vs. SNK 2 - Mark of the Millennium 2001 (2001)
5. SNK Vs. Capcom - SVC Chaos (2003)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=cworld,
$Edit this entry at Arcade-History.com
$bio
Capcom World - Adventure Quiz (c) 11/1989 Capcom.
A quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Buttons : 4
- TRIVIA -
This game features a few characters from other Capcom games : Red Arremer King from "Ghouls'n Ghost", Dr. Wily from the Megaman series, Unknown Soldier from "Forgotten Worlds" and Mobi Chan who appears in several Capcom games as a bonus item (he originally appeared in "Side Arms - Hyper Dyne").
- SERIES -
1. Capcom World - Adventure Quiz (1989)
2. Capcom World 2 - Adventure Quiz (1992)
- PORTS -
* Consoles :
PC Engine Super CD-ROM (06/1992, "Adventure Quiz Capcom World - Hatena no Daibouken")
$end
$info=cworld2j,
$Edit this entry at Arcade-History.com
$bio
Capcom World 2 - Adventure Quiz (c) 06/1992 Capcom.
A quiz game.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 20
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Buttons : 4
- TRIVIA -
This game features a multitude of characters from several Capcom games! Here they are listed by source game title :
* "Captain Commando" : Captain Commando, Baby Head, Mack the Knife, Ginzu the Ninja, Carol, Doppel, Dr.T.W. (with the Monster), Marbin, Scumocide and Wooky (with a Robot).
* "Final Fight" : Cody, Guy, Haggar, Abigail, Edi E., Poison, Rolento and Sodom.
* "Forgotten Worlds" : Unknown Soldier, Dust Dragon and the girl from the shop.
* "The King of Dragons" : Cleric, Dwarf, Elf, Fighter, Wizard and Gildiss (the final boss).
* "Knights of the Round" : Arthur, Lancelot, Perceval, Garibaldi (or Arlon?) and Scorn.
* "Magic Sword - Heroic Fantasy" : Lizardman, Theif, Drokmar, Quimyra and several unnamed characters (player one, the cloak and dagger baddie, the skull wizard baddie and the dragon).
* "Megaman III" : Megaman, Dr. Light, Dr. Wily, Protoman, Geminiman, Hardman, Shadowman, Snakeman, Hammer Joe and Mon King.
* "Street Fighter II - The World Warrior" : Blanka, Chun Li, Dhalsim, E. Honda, Guile, Ken, Ryu and Zangief.
* "Strider" : Strider Hiryu.
* "Three Wonders" : Gaia, Laru (the one with the sword) and an unnamed rabbit (player one from the 'Don't Pull' segment).
Two of the game's characters (Pure & Fur) appear as assist characters in "Marvel vs. Capcom - Clash of Super Heroes".
- SERIES -
1. Capcom World - Adventure Quiz (1989)
2. Capcom World 2 - Adventure Quiz (1992)
- STAFF -
Character designers : Yamachan, Okame, Kitasan, M. Okazaki, Nakatsuka, Ban, Hkn, E. Shida
Programmers : M. Kobayashi, Pon, Hero Hero, H.M.D
Music & sound : Syun Nishigaki (SYUN)
Planners : C. Kanemitsu, Hiratou K-Suke, K. Nishikawa, E. Shida
$end
$info=capitol,
$Edit this entry at Arcade-History.com
$bio
Capitol (c) 1981 Universal Video Spiel.
An old German shoot'em up.
- TECHNICAL -
Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.372 Khz), Discrete
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
$end
$info=captaven,captavne,captavnu,captavnj,captavna,captavuu,captavua,
$Edit this entry at Arcade-History.com
$bio
Captain America and the Avengers (c) 1991 Data East.
A side-scrolling beat'em up (punctuated with occasional shoot'em up sections) in which one or more players take on the role of either Captain America, Iron Man, Vision, or Hawkeye as they prepare to do battle with Red Skull and his henchmen. Each player character has a different weapon or power that can be used throughout the game to assist them in combat. Captain America uses his shield, Iron Man uses his repulsor rays, Vision uses his solar beam and Hawkeye uses his bow and arrows. There are also additional superheroes such as Quicksilver, Sub-Mariner, Wonder Man, and The Wasp who appear at certain points in the game to assist the player characters. Some of the super-villian foes that await the heroes are Klaw, The Living Laser, Whirlwind, The Grim Reaper, The Wizard, The Controllers, The Mandarin, The Juggernaut (from X-MEN), Ultron and Crossbones. The game consists of five stages.
- TECHNICAL -
Game ID : MAN
Main CPU : ARM (@ 7 Mhz), HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1991.
Josh Bycer holds the official record for this game with 496,801 points on April 20, 1997.
A Captain America and the Avengers unit appears in the 1994 movie 'Airheads'.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen, and has text and voice-over "America still needs your help!" on the continue screen.
- STAFF -
Exective producer : K. Jimbo
Project leader : Horitan
Marketing : Makoto Nagao, Hitoshi Kitazume
Hardware designers : Mad Scientist, Dr.Yaj Mahal
Hardware assistant : Toshio Kawamoto
Sound : Tomoyoshi Sato (Tom Sato), Tatsuya Kiuchi (Mr.K)
Graphic master : Masanori Tokoro
Graphics co.operaters : Sonomi Kiyota, Oguri, Atsushi Takahashi, Hiroshi Koga, Touma Arakawa
Translators : Yoshiya Nishi, Steve Miller, Etuko Kobata
Back up : Jeff Brown, Naomi Susa
Graphic producer : Tomoji Kodama
Graphic A.P. : Yaeko Kodama
Key Animator : Takashi Sokabe
In between : Akihiko Mamashita
Back ground : Fumie Nuibe
Color director : Noriyuki Yoshino
Graphic designers : Hanaita, Ayumi Hanimaru, Yasuyuki Sato, Surupi
Game designer : Hidenobu Ito
Software designers : Tac.H, hiroshi Ohnuki, Tesa Amusement Service, MI Computer, KM
Special Thanks : H. Fukuda, Deco all planners, Kappa-Kun, T. Adachi, Yoshiyuki Ishibiki, Shinichi Sato, Kenichi Fujimoto, Yuichi Shiono, Eiichi Nishiyama
- PORTS -
* Consoles :
Sega Mega Drive (1992)
Sega Game Gear (1993)
Nintendo Super Famicom (1993)
$end
$info=captcomm,captcomu,captcomj,
$Edit this entry at Arcade-History.com
$bio
Captain Commando (c) 1991 Capcom.
In this beat'em up, Captain Commando and his 3 faithful companions travel through various locales on their way to confront the evil Scumocide!
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 17
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1991.
CAPtain COMmando = CAPCOM
Captain Commando is Capcom's own homage to classic American sci-fi shows and magazines and the work of artists like Frank R. Paul. It was not the only game, though; "Battle Circuit" is even a better example of Capcom's enthusiasm for this stuff.
Each of the player's button on the dedicated 4-player cabinet uses a unique two-in-one play action button design : 2 large half circle buttons (red & blue) placed straight side by straight side to form one big circle, thus making two buttons look like one big button cut in half vertically.
Mack the Knife's name is based on a song made popular in the mid 1950's by Louis Armstrong.
Ginzu the ninja's name comes from the ginzu kitchen knives which were introduced in the 1970's which were made famous by its TV advertising campaign.
Sho (Ginzu the ninja's Japanese name) is probably based on Sho Kosugi who is a japanese actor who is known for his portrayals of ninjas in various movies in the 1980's.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992.
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
Sho is called Ginzu in US, Jennety is called Mack the Knife, and Hoover is called Baby Head in the US.
- STAFF -
Character designers : Kurisan, Ouji, Eripyon.N, Mattian, Q, Mayo, Ykaru M.
Scroll gfx : Koi, Konomi (Powerful Konomi), Sui, Buppo, Go
Programmers : Y. Egawa, Yokoyama, T. Ueno, Yoshizumi
Sound : T. Yomage
Sound-sub : Syun Nishigaki (SYUN)
- PORTS -
* Consoles :
Nintendo Super Famicom (1995)
Sony PlayStation (1998) : The Playstation port is 550+ MB, while the original CPS1 game is ~5.5MB. There's no visual difference in the Playstation and Arcade version.
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=csilver,csilverj,
$Edit this entry at Arcade-History.com
$bio
Captain Silver (c) 1987 Data East.
A side-scrolling game where you must slice enemies with your sword to rescue your beloved.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1987.
- PORTS -
* Consoles :
Sega Master System (1988)
Nintendo Famicom
$end
$info=pc_cshwk,
$Edit this entry at Arcade-History.com
$bio
Captain Sky Hawk (c) 1989 Milton Bradley.
The game player is the pilot of the plane and must both avoid the mountainous terrain while shooting aliens.
There are 9 missions in the game. Missions 1 through seven each have 3 objectives while missions 8 and 9 have 2 objectives and 1 objective, respectively.
The objectives vary across missions and include destroying an enemy base, dropping supplies, picking up a scientist, and docking with a space station.
The player can fire 4 types of weapons : Cannon, Phoenix Air Intercept Missiles, Maverick air-to-ground missiles, and Hawk bombs. The cannon is the only weapon with an unlimited supply. The rest of the weapons must be purchased between missions after docking with the space station.
The game is very reminiscent of the classic, "Zaxxon". The game features top-down scrolling overhead isometric graphics, including simulated 3-D terrain. The terrain mimics the look of flight simulators available for the PC at the time. The game player is the pilot of the plane, code-named the F-14VTS (a fictional version of the F-14), and must both avoid the mountainous terrain while annilating aliens.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : YW
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Rare.
- TIPS AND TRICKS -
* Extra Lives And All Weapons : To start with 9 lives and all the weapons, press Start and wait for the title screen to re-appear then press A+Down and press Start.
* Invincibility Code : When the letters on the screen (in the very beginning of the game) begin to fall off, press Up, Right, Down, Left, Up, Start.
* Level Skip : During the game, on the 2nd Controller, press Up, A, B to go to the next stage.
$end
$info=ctomaday,
$Edit this entry at Arcade-History.com
$bio
Captain Tomaday (c) 1999 Visco.
A comical vertically scrolling shoot'em up starring a mutated tomato who punches the enemy and can transform to other weird characters.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0249
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Left punch/Super blow attack [B] Right punch/Super blow attack [C] Formation change
- TRIVIA -
Released in May 1999.
This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.
- STAFF -
Producer : Don Gabacyo
Director : Ume. W
Graphic designers : Max Noda, Mi, Mo, Mocchi, Nike. Pu!, Sadaijin, Shimarisu, Takano
Programmers : Bilbo, Chi-chan, Marin, Momonga, Alice You
$end
$info=caractn,
$Edit this entry at Arcade-History.com
$bio
Car Action (c) 1983.
An overhead driving game where you jump or bump enemy cars for points.
- TECHNICAL -
Main CPU : M6502 (@ 750 Khz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Burnin' Rubber".
- SCORING -
Destroying a car : 200, 300 or 500 points, depending on car.
End of stage bonus : 200 + 100 points/level x number of cars destroyed.
Special Bonus : 50,000 points for destroying no cars.
- TIPS AND TRICKS -
Bonus Points : if you make it through an entire board without smashing any cars, you'll get a 50,000 point bonus.
* You can jump off the edge of the screen and land on the other side. Use this tactic to escape from a tight spot, but only when the track is widest.
* Try not to get caught between three cars, as when you bump one into a wall, chances are the impact will bounce you back into the wall.
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com
$end
$info=carjmbre,
$Edit this entry at Arcade-History.com
$bio
Car Jamboree (c) 1983 Omori Electric.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- PORTS -
* Computers :
MSX
$end
$info=carpolo,
$Edit this entry at Arcade-History.com
$bio
Car Polo (c) 03/1977 Exidy.
Car Polo is an 'up-to-four player' full color video game that combines the skills of driving with the intense player interaction of team sports. The object is to score by bumping or pushing the ball with a car into your team's goal. Teamwork revolves around passing and blocking strategy. Play becomes fast and furious, and excitement is enhanced by car motor noises, crash sounds, controlled grass skids and bouncing ball motions.
- TECHNICAL -
Main CPU : M6502 (@ 940.75 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 17
Players : 4
Control : dial
Buttons : 3
- TRIVIA -
H.R. Pete Kauffman founded Exidy in 1973 as a manufacurer of coin-operated video games. 'Exidy' is an abbreviation of 'Excellence In Dynamics'.
First video games utilizing micro-processor technology (controlled by a Single Logic Board) and a color display.
- TIPS AND TRICKS -
* Bugs : If you insert a coin too fast (before the GAME OVER sign appears), the cars will chase 'away' from the ball.
- STAFF -
Designed and programmed by : Howell Ivey
$end
$info=cardline,
$Edit this entry at Arcade-History.com
$bio
Card Line (c) ???? Veltmeijer Automaten.
A card game.
- TECHNICAL -
Main CPU : I8051 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Player : 1
Buttons : 10
$end
$info=carnevil,
$Edit this entry at Arcade-History.com
$bio
CarnEvil (c) 1998 Midway Games.
A first-person shoot'em up. CarnEvil is more than just the scariest shooter around, it's an awe-inspiring cinematic experience. The sinister cast of characters has been conjured up from the darkest depths of your imagination. The stunning 3-D environments are portrayed in such gruesome detail, you will think you're trapped in a horror film. CarnEvil boasts the goriest graphics of any game you've ever seen. No game is more frightening or more fun than CarnEvil!
- TECHNICAL -
Midway Seattle hardware
Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Released in December 1998. CarnEvil was inspired by the 1962 movie 'Carnival of Souls'.
CarnEvil is a pun for 'The Carnival of Evil'.
The following poem appears at the start of the game :
When the moon is full and the trees are bare-
Walk through the Cemetery if you dare.
Where skeletons rot and corpses fester-
Locate to the tomb with the skull of a Jester.
Feed him a token all shiny and new-
It is then that CarnEvil will return for YOU!
- TIPS AND TRICKS -
* Crazy Hats And Afro Haircuts : Choose the Haunted House stage and then shoot five times before the stage starts. You will see that the zombies and other characters will have crazy hats and even afros on their heads!
- STAFF -
Based on a concept by : Jack E. Haeger
Executive producers : Neil Nicastro, Kenneth J. Fedesna
Production manager : Paul Dussault
Programming : Samuel Christian Zehr, Jason Blochowiak
Art : Scott Pikulski, Samuel Lewis Crider, Martin Murphy, Rowan Atalla, Martin Martinez, Jack E. Haeger
Lead game code programmer : Samuel Christian Zehr
Background movies (Direction and animation) : Samuel Lewis Crider, Rownan Atalla
3-D character design : Scott Pikulski
3-D character animation & Motion capture : Martin Murphy
Original score and Sound effects : Kevin Quinn, Jason Blochowiak
Opening and closing cinematics by Blur : Stephanie Taylor (CG producer), Aaron Powell (CG supervisor / animator), Kirby Miller, Eric Prinkel (animators), Mr. Tim Miller (creative director)
Texture paintings : Martin Martinez
Cabinet graphics : Daniel Vincent Bigelow
Gun and cabinet design : Chris Bobrowski, Tom Kopera, Dave Link
Voice talent : Phoebe Fuller-Spichiger, Marc Falkenberg, Scott Pikulski, Stephanie Eckles, Martin Martinez, Rob Berry, Mary Lin Luscolino, Jack E. Haeger, Bethann Smukowski
Motion capture talent : Jack E. Haeger, Martin Murphy, Carlos Pesina
Hardware support : Sheridan Oursler, Rosalind Dugas, Leroy Brown, Pat Cox
Creative media : Christa Woss, Dave Paulus, Jennifer Chervenick, Patrick Fitzgerald, Beth Smukowski, Matt Derner, Tim Moran, Dave Grossman, Andy Lycke, Jim Tiannis, Chris Skrundz
Game testers : Brian Lebaron, Paulo Garcia, Mike Vinokour, Eddie Ferrier, Alex Gilliam
Midway sales : Mark Struhs, Rachel Davies, Jenifer Gloria, Ron Baum, Lenore Sayers, Mark Chan, Joe Bundra, Vince Moreno, MIchael Sengelmann, Marty Glazman
$end
$info=carnvckt,
$Edit this entry at Arcade-History.com
$bio
Carnival [Cocktail model] (c) 1980 Sega Enterprises, Ltd.
A shooting gallery game. Fire a gun at owls, bunnies, ducks, pipes, bonus letters, and other positive or negative bonus items.
- TECHNICAL -
There were 2 different cocktail cabinets available for this game. The 2 cocktails seem to represent 2 different generations of the Sega/Gremlin cocktail, the only differences between them are the control panel and coin mechs (Both cocktail cabinets were also used for other Sega games such as "Frogger").
The cocktail versions used small 13in. monitors and were relatively unadorned. The older ones had a larger control panel and different coin mechs. The only decoration was a set of instruction cards underneath the top glass (the cards were the same for both versions). These machines used small 2-Way joysticks for movement (instead of push buttons).
Game ID : 501-516
Main CPU : Z80 (@ 1.93356 Mhz)
Sound CPU : I8039 (@ 238.636 Khz)
Sound Chips : AY8910 (@ 1.193181 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in June 1980.
Also released as "Carnival [Upright model]".
Fred Pastore holds the official record for this game with 386,750 points on June 3, 2001.
A Carnival unit appears in the 1983 movie 'Joysticks'.
- UPDATES -
The upright and cocktail versions of this game used 2 different sets of PCBs. They both use the same wiring harness, but the cocktail version flips the display for the second player. This is a bit of an anomaly, usually games simply have a switch on the mainboard to switch between upright and cocktail mode.
- SCORING -
Shooting the bonus box at the top left : the score inside the box (+ or -).
Shooting an object in the top row scores the points at the right of the screen level with the top row (50, 60, etc).
A hit in the 2nd row scores the points at the right of the screen level with the 2nd row (30, 40, etc).
A hit in the bottom row scores the points at the right of the screen level with the bottom row (10, 20, etc).
A hit on a polar bear in the intermission screen scores 50 points.
- TIPS AND TRICKS -
* Make any ducks on the lowest level your priority at the start of a screen, as they will soon swoop down to steal some of your ammunition.
* Keep an eye out for the passing boxed '5' and '10' symbols, as these award 5 or 10 extra bullets respectively when shot. You won't have enough ammo to complete a screen without at least hitting a few of these.
* You can stay to the left of the screen, which will enable you to pick off any good bonuses in the bonus box at an early stage. Don't get too trigger happy though, or you might be dropping your score or losing a lot of ammo too quickly if you hit a negative 'bonus'.
* The key to getting a lot of hits on the polar bear(s) in the bonus stage is to concentrate on only one bear and hit it as close to dead centre as possible. If you do this keep firing rapidly and you'll rack up a few points as it won't be able to escape from a constant barrage of bullets.
* Extra bullet '5' and '10's only appear on the top two rows and don't reappear at the top after going offscreen from the middle row so make sure you pick them off whenever possible.
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1982)
* Computers :
Sinclair ZX-Spectrum (1984, "Carnival", Eclipse Software)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=carnival,
$Edit this entry at Arcade-History.com
$bio
Carnival [Upright model] (c) 1980 Sega.
A shooting gallery game. Fire a gun at owls, bunnies, ducks, pipes, bonus letters, and other positive or negative bonus items.
- TECHNICAL -
There were 2 different upright cabinets available for this game. The first upright was the standard Sega/Gremlin woodgrain cabinet. The second was a white cabinet.
The upright machines were decorated in mostly orange, with a circus theme. The woodgrain ones often did not have sideart, but the white ones usually did. Both versions used buttons on the control panel for movement.
Game ID : 651-666
Main CPU : Z80 (@ 1.93356 Mhz)
Sound CPU : I8039 (@ 238.636 Khz)
Sound Chips : AY8910 (@ 1.193181 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in June 1980.
Also released as "Carnival [Cocktail model]".
Fred Pastore holds the official record for this game with 386,750 points on June 3, 2001.
A Carnival unit appears in the 1983 movie 'Joysticks'.
- UPDATES -
The upright and cocktail versions of this game used 2 different sets of PCBs. They both use the same wiring harness, but the cocktail version flips the display for the second player. This is a bit of an anomaly, usually games simply have a switch on the mainboard to switch between upright and cocktail mode.
- SCORING -
Shooting the bonus box at the top left: the score inside the box (+ or -).
Shooting an object in the top row scores the points at the right of the screen level with the top row (50, 60, etc).
A hit in the 2nd row scores the points at the right of the screen level with the 2nd row (30, 40, etc).
A hit in the bottom row scores the points at the right of the screen level with the bottom row (10, 20, etc).
A hit on a polar bear in the intermission screen scores 50 points.
- TIPS AND TRICKS -
* Make any ducks on the lowest level your priority at the start of a screen, as they will soon swoop down to steal some of your ammunition.
* Keep an eye out for the passing boxed '5' and '10' symbols, as these award 5 or 10 extra bullets respectively when shot. You won't have enough ammo to complete a screen without at least hitting a few of these.
* You can stay to the left of the screen, which will enable you to pick off any good bonuses in the bonus box at an early stage. Don't get too trigger happy though, or you might be dropping your score or losing a lot of ammo too quickly if you hit a negative 'bonus'.
* The key to getting a lot of hits on the polar bear(s) in the bonus stage is to concentrate on only one bear and hit it as close to dead centre as possible. If you do this keep firing rapidly and you'll rack up a few points as it won't be able to escape from a constant barrage of bullets.
* Extra bullet '5' and '10's only appear on the top two rows and don't reappear at the top after going offscreen from the middle row so make sure you pick them off whenever possible.
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1982)
* Computers :
Sinclair ZX-Spectrum (1984, "Carnival", Eclipse Software)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=carrera,
$Edit this entry at Arcade-History.com
$bio
Carrera (c) 19?? BS Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 3.6864 Mhz)
Sound Chips : AY8910 (@ 1.8432 Mhz)
Palette colors : 32
Players : 1
Buttons : 1
$end
$info=cawing,cawingu,cawingr1,
$Edit this entry at Arcade-History.com
$bio
Carrier Air Wing (c) 1990 Capcom.
A solid and hugely playable sequel to 1989's superb sideways scrolling shoot-em-up, "U.N. Squadron". As with the original, players chose any one of 3 different jet fighters and battle their way through ten enemy-packed stages. Another idea carried over from "U.N. Squadron" is the end-of-level shop, which allows players to buy weapon and shield upgrades for their jet fighter.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 12
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1990.
This game is known in Japan as "U.S. Navy".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991.
- UPDATES -
The guy who looks like Sean Connery looks even more like Sean Connery in the Japanese version of the game ("U.S. Navy") than in the American version (Carrier Air Wing).
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Real Ending : beat the game in one credit.
* Secret items :
Mission 2 :
White Mech (10,000 pts) - After the large helicopter and when the suspended road finished, go up quickly and shoot.
Mission 3 :
Rabbit (20,000 pts) - Shoot on the 9th tree or release a bomb.
Cow (10,000 pts) - Destroy the ground monticule in top of the hill right after the 9th tree (you can make turns to the cow by shooting on).
Man (6,000 pts) - Shoot between the base of the mountain and the cuirassier.
Mission 6 :
Snowman (4,000 pts) - Shoot at the base of the 4th iceberg.
Mission 7 :
Small bear (8,000 pts) - Towards the end of the level, shoot at the middle of the 1st gray mountain, just before the 1st volcano.
Mission 8 :
Mech with a flag (20,000 pts) - Release a bomb behind the second house.
Mission 9 :
Red Mech (10,000 pts) - Shoot at the base of the fortress wall.
Yashichi - Destroy the red turret located on a footbridge.
Mission 10 :
Yashichi - Destroy the red turret located at the top of the engines.
- SERIES -
1. U.N. Squadron (1989)
2. Carrier Air Wing (1990)
$end
$info=cartfury,
$Edit this entry at Arcade-History.com
$bio
Cart Fury (c) 2000 Midway Games.
- TECHNICAL -
Midway Vegas hardware
Main CPU : RM7000 (@ 250 Mhz), ADSP2181 (@ 32 Mhz)
Sound Chips : (2x) DMA-driven (@ 32 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : paddle
Buttons : 3
- PORTS -
* Consoles :
Sony PlayStation 2 (2001)
$end
$info=cascade,
$Edit this entry at Arcade-History.com
$bio
Cascade (c) 1978 Sidam.
Cascade is a two-dimensional game of skill. You control a multi-storied platform with a spinner-knob. Your goal is to prevent the falling rocks from ever reaching the ground. There are six rows of rocks to deal with. You start with a six-storied platform and you lose one platform per row of rocks cleared. You score points for those rocks you prevent from reaching the ground. Of course, the farther the row of rocks, the smaller and faster they become. Your ultimate goal is to get enough points so that you can continue your game should you lose your first one. Get your hard hat out and prepare to catch some rogue rocks.
- TECHNICAL -
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
This game is also known as "Avalanche".
- SCORING -
The score for each rock corresponds to its row number. Rows are numbered 1-6 starting from the lowest row and moving up. Therefore, the rocks values are :
Row 1 : 1 point
Row 2 : 2 points
Row 3 : 3 points
Row 4 : 4 points
Row 5 : 5 points
Row 6 : 6 points
- TIPS AND TRICKS -
* When you start the game, you will see six rows of rocks. Each row contains 32 rocks in it. At the bottom of the screen you will have your six-story platform to catch the falling rocks. Gameplay starts as soon as you press the SERVE button or after five seconds, whichever comes first. First, you must know how the game works so you can better play it :
1) You start with a six-story platform. Each time a row of 32 rocks is cleared (either by you catching it or it hits the ground), you lose one story and the remaining platform(s) become shorter.
2) Every two rows of rocks (64 rocks) become smaller then the previous two rows. In addition, they travel faster down toward your platform(s).
3) If you happen to clear out all six rows of rocks, the game will reload the top with more rocks. You will now start with a three-story platform. If you clear those rows, it will be a two-story platform. The final re-loading of rocks will give you a single platform to catch rocks with. You can only have a maximum of three rock refills (not counting the initial rocks at the beginning of the game).
* The maximum score you can get on each level is 687 points.
* When you are playing the game, only concentrate on catching the rocks with your bottom platform. If you have a multi-storied platform, you will catch a lot of the rocks before they even reach the bottom platform. Of course, in the later rows, this won't be the case.
* If you happen to get a miss, all the rocks that were falling will be placed back at the top (including the one you missed).
* Learn not to spin the control knob. This prevents you from losing control of where your platform is. Instead, learn how to turn it gently to where you need to go. There is enough time to move from side to side.
* Speaking of placement, always try to keep near the middle. That way you can react faster to where the rocks are falling instead of going all the way left or right all the time.
* Whenever you either clear a screen or get enough points for extended play, there is a couple of seconds delay while the board sets up.
- PORTS -
* Consoles :
Atari 2600 ("Kaboom!")
* Computers :
Vic 20 ("The Sky is Falling")
Tandy Color Computer 2 ("Popcorn")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=cashquiz,
$Edit this entry at Arcade-History.com
$bio
Cash Quiz (c) 1986 Zilec-Zenitone.
A quiz game. Test your knowledge from a wide range of catergories.
- TECHNICAL -
Main CPU : Z80
Sound Chips : SN76496
Players : 2
Buttons : 5
$end
$info=casino5,
$Edit this entry at Arcade-History.com
$bio
Casino 5 (c) 1983 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 2.5 Mhz)
Palette colors : 256
Players : 1
Buttons : 9
$end
$info=pc_cvnia,
$Edit this entry at Arcade-History.com
$bio
Castlevania (c) 1987 Konami.
Castlevania is a side-scrolling platform action game. The player taking the role of Simon Belmont is able to jump and crack his whip directly in front of him.
Power-ups can be obtained by defeating enemies or by whipping candles that appear in the castle. One such power-up increases the power and length of Simon's whip. Different weapons can be gathered which consume hearts when used, these hearts can also be collected from monsters and candles.
Additionally, some walls will hide secrets such as the health-restorative turkey or the Double and Triple shot abilities for the weapons Simon has collected. At the end of each section of the castle is a boss, which must be defeated.
Progression through the castle eventually leads to a confrontation with Count Dracula himself.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : CV
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Hint, Location of money bags and treasure :
Level 1 : In the section with the water, break the far right block and kneel on the one below it. A money bag will appear.
When you first enter the game, walk left until you reach the door. Normally the door pulls you in. If you jump the door a money bag will appear on the other side. Remember to jump over the door again.
Level 2 : On the first screen, climb the stairs, break the wall on the right, and enter the space that is created. A crown will appear.
Level 2 (Second part, just after the Medusa heads disappear) : Stand on the pair of blocks that are slightly above the rest for a few seconds without kneeling.
A treasure chest will appear.
Level 3 (First part) :
After climbing the stairs, go to the right edge of the lowest level of blocks and kneel. A money bag will appear.
Level 3 (Second part) :
After climbing the stairs, kneel above the pair of blocks that are not reachable for a money bag.
* Hint, Passing the bats on level 6 : To get past the bats, walk past the first two, freeze the third with the clock in the nearby candle, jump over the fourth, and run quickly past the last candle. Note: This only works if you do not stop to whip any candles other than the one with the clock in it. Simple run as fast as possible.
- SERIES -
1. Castlevania (1987, Nintendo Famicom)
2. Castlevania II - Simon's Quest (1988, Nintendo Famicom)
3. Castlevania - The Adventure (1989, Nintendo Game Boy)
4. Castlevania III - Dracula's Curse (1990, Nintendo Famicom)
5. Castlevania II - Belmont's Revenge (1991, Nintendo Game Boy)
6. Super Castlevania IV (1991, Nintendo Super Famicom)
7. Castlevania - Bloodlines (1994, Sega Mega Drive)
8. Castlevania Dracula X (1995, Nintendo Super Famicom)
9. Castlevania - Symphony of the Night (1997, Sony PlayStation)
10. Castlevania Legends (1997, Nintendo Game Boy)
11. Castlevania (1998, Nintendo 64)
12. Castlevania - Legacy of Darkness (1999, Nintendo 64)
13. Castlevania Chronicles (2001, Sony PlayStation)
14. Castlevania - Circle of the Moon (2001, Nintendo Game Boy Advance)
15. Castlevania - Harmony of Dissonance (2002, Nintendo Game Boy Advance)
16. Castlevania - Lament of Innocence (2003, Sony PlayStation 2)
17. Castlevania - Aria of Sorrow (2003, Nintendo Game Boy Advance)
18. Castlevania - Curse of Darkness (2005, Microsoft XBOX, Sony PlayStation 2)
19. Castlevania - Dawn of Sorrow (2005, Nintendo DS)
20. Castlevania - Portrait of Ruin (2006, Nintendo DS)
- STAFF -
Music by : Kinuyo Yamashita
- PORTS -
* Consoles :
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Nintendo Wii (2007, "Virtual Console")
* Computers :
Commodore C64 (1990)
Commodore Amiga : unreleased
PC [MS Windows, CD-ROM] (2002, "Konami Collector's Series - Castlevania & Contra")
* Others :
Mobile Phones (2004, Whit Remade Graphics)
$end
$info=catnmous,catmousa,
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$bio
Cat N Mouse (c) 1982 Zaccaria.
- TECHNICAL -
Main CPU : S2650 (@ 3.5795 Mhz), M6802 (@ 895 Khz)
Sound Chips : (2x) AY8910 (@ 1.79 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : 2-way Joystick
Buttons : 1
$end
$info=catacomb,
$Edit this entry at Arcade-History.com
$bio
Catacomb (c) 1982 MTM Games.
An early vertical shooter.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Discrete circuitry
Palette colors : 98
Players : 2
Buttons : 1
$end
$info=catapult,
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$bio
Catapult (c) 1982 Epos.
The player controls a dog named Bruno who must catapult cats and mice out of his owner's house before the cats destroy all the furniture.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz)
Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
Control : 8-way joystick
Buttons : 2
$end
$info=catch22,
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$bio
Catch-22 (c) 1985 Exidy.
A shooting game with a military motif. The player uses a gun, mounted to the cabinet, to protect allies from a variety of dangers while attempting to break through and conquer enemy lines and get promoted to a higher rank (from Private to General Of The Army) and be awarded a campaign medal.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
This game is also known as "Combat".
Douglas DePirro holds the official record for this game with 4,532,950 points on June 28, 1986.
- STAFF -
Software : Larry Hutcherson, Vic Tolomei, Ken Micholson
Hardware : Howell Ivy, Mark Von Striver
Graphics : Lynn Pointer, Ken Nicholson
Audio : Ken Nicholson
Art : Rey Maninang
Support : Pam Banegas
$end
$info=caterplr,
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Caterpillar (c) 198? Olympia.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : AY8910 (@ 1.512 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
This game is a bootleg of "Centipede".
$end
$info=ctrpllrp,
$Edit this entry at Arcade-History.com
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Caterpillar (c) 1981 Phi.
You are a little caterpillar, trying to eat enough to grow into a butterfly. Four spiders are crawling around, trying to catch you to eat. Keep running, and even you may live to eat spiders (thanks to energizers).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palettesize : 32
Players : 2
Control : Joystick 4-way
Buttons : 1
- TRIVIA -
This game is a hack of "Hangly Man", itself a "Pac-Man" hack.
- SCORING -
Dots : 20 points
Energizers : 50 points
Monsters : 225, 450, 900, 1,800 points
Cherry : 300 points
Strawberry : 600 points
Orange : 800 points
Apple : 900 points
Pineapple : 2,000 points
Galaxian : 4,000 points
Bell : 6,000 points
Key : 9,000 points
$end
$info=catt,
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Catt (c) 1993 Wintechno.
In this game you play as a magical cat wandering around a forest. This game features some very nice/appealing graphics. The cat has many strange weapons.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 7 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Known outside Japan as "Magical Cat Adventure".
$end
$info=cavelon,
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Cavelon (c) 1983 Jetsoft.
In this horizontally-scrolling maze game, You the heroic knight must reach the top floor of Castle Cavelon, rescue a fair maiden and do battle with the Black Wizzard! Armed with bow and arrow and a magic sword, you must avoid or kill the castle security guards while collecting the 8 pieces of the exit door that are scattered around the corridors, in order to proceed to the next floor.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
If you find yourself in a tight spot, use the magic sword to make the guards disappear for a short while. If you have less than three uses left, a new magic sword will randomly appear in the maze for you to pick up.
The Guards can shoot each other! Use this to your advantage.
- PORTS -
* Computers :
Commodore C64 (1984)
Sinclair ZX Spectrum (1984) : by Ocean Software.
$end
$info=cninja,cninjau,cninja0,
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$bio
Caveman Ninja (c) 1991 Data East.
A bunch of Neanderthals nerds have raided your village and have kidnapped all the babes! As the Caveman Ninja duo, Joe & Mac must face all kinds of prehistoric perils in order to rescue all the girls. Features awesome graphics & fun filled gameplay.
- TECHNICAL -
Game ID : MAG
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1991.
This game is known in Japan as "Tatakae Genshijin - Joe & Mac".
A bootleg of this game is known as "Stone Age".
The Caveman Ninja title seems to be a parody of Data East's previous arcade hit "Bad Dudes" title in Japan : "Dragonninja" :)
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
The following only applies to US version of Caveman Ninja :
1. Caveman Ninja (1991, Arcade) / Joe & Mac (1991, Super Famicom)
2. Congo's Caper (1993, Nintendo Super Famicom)
3. Joe & Mac 2 - Lost in the Tropics (1993, Nintendo Super Famicom)
4. Joe & Mac Returns (1994)
The following only applies to World version of Caveman Ninja :
1. Caveman Ninja (1991, Arcade) / Joe & Mac - Caveman Ninja (1991, Super Famicom)
2. Congo's Caper (1993, Nintendo Super Famicom)
3. Joe & Mac 3 - Lost in the Tropics (1993, Nintendo Super Famicom)
4. Joe & Mac Returns (1994)
- STAFF -
Planner : Makoto Kikuchi
Soft : Chiinke Mitsutoshi.Sato, Mya, Osapan
Graphic designers : Kawamura Makoto, Enomoto, M. Satoh, Etsuko T., Atsushi Kaneko, Shamo
Sound composers : Hiroaki Yoshida (MARO), Seiichi Hamada (Atomic Hanada), Takashi Miura (T.Miura), Yuusuke Takahama (Y.Takahama)
Hard : Nervous K.K., Hiroshi.Ohnuki
- PORTS -
* Consoles :
Nintendo Famicom (1991, "Joe & Mac")
Nintendo Super Famicom (1991)
Sega Mega Drive (1991)
Nintendo Game Boy (1993, "Joe & Mac - Caveman Ninja")
* Computers :
Commodore Amiga (1992)
$end
$info=centiped,centipdb,centipd2,centtime,
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Centipede (c) 1980 Atari.
Centipede is a 1- or 2-player game with a color raster-scan monitor. The fast-moving game action takes place on a playfield filled with mushrooms and includes a variety of insects that drop down from the top of the screen or enter from the sides of the screen, most of them to attack The Shooter, controlled by the player. The Shooter is represented on the screen by a somewhat humanoid head. The object of the game is to shoot at and destroy as many of these insects and mushrooms as possible for a high point score, before the player's lives are all used up.
Player control consists of a Mini-Trak Ball control and a FIRE pushbutton. The Shooter is moved by rotating the Mini-Trak Ball control. The Shooter can be moved in all directions, but only within the bottom fifth of the screen. However, The Shooter must move around mushrooms, since these are fixed, not 'transparent', objects. Pressing the FIRE button causes The Shooter to fire individual shots upward, either singly or in rapid-fire mode, if held down constantly (Only one shot appears on the screen at a time).
Game play begins with a playfield of randomly placed mushrooms. A Centipede starts snaking its way across from the center top of the screen. The Centipede changes direction when it runs into a mushroom or either the left or right boundaries of the playfield.
When a segment of the Centipede is shot, it is destroyed and a mushroom appears where that segment was shot. When shot, the Centipede breaks into two smaller centipedes, each with its own head. When a Centipede reach the bottom of the screen, it starts back up, but remains within the area of The Shooter (the bottom fifth of the screen).
If a Centipede reaches the bottom of the screen without being shot, it releases its tail. This tail changes into a new head. Also to provide the player a challenge, if a Centipede is still alive when it reaches the bottom, new heads will enter the screen almost at the bottom of the sides. More of these heads will appear as time progresses.
A round of play ends when all Centipede segments are destroyed.
The randomly moving Spiders also appear in the first wave. The spiders can destroy any mushrooms they move over. This eliminates many mushroom targets for a player. The player earns 300, 600, or 900 points for destroying the Spider, depending on the distance The Shooter and the Spider are from each other. Depending on a special option switch setting, the Spider moves slowly until a player reaches a specific score, and then it speeds up. If The Shooter and a Spider collide, both are destroyed.
A bombardment of fleas starts after the first wave; as the Flea descends, it leaves a trail of new mushrooms behind it. The Fleas appear when a certain number of mushrooms remains at the bottom of the screen. This number increases as the game progresses, meaning Fleas appear more often later on in the game. The Shooter must hit a Flea twice to destroy it (the first shot just speeds it up). Fleas have a value of 200 points when destroyed.
When a Centipede with fewer than eleven segments appears, a Scorpion enters from either side, moving at a relatively slow speed. As the player earns more points, the Scorpion's speed increases. Scorpions are worth 1,000 points when destroyed - the highest-value target of all.
As it travels across the screen, the Scorpion 'poisons' the mushrooms that it moves over and changes their colors. These mushrooms cause any Centipedes that would collide with them to head straight towards the bottom of the screen, rather than continue snaking around. The Shooter can stop a poisoned Centipede by shooting its head.
In addition, these poisoned mushrooms as well as any partially shot mushrooms add 5 points to the player's score as the playfield resets after a player loses a Shooter.
If the players are very skilled and earn at least 60,000 points, two things happen to increase player challenge : the Fleas descend at a faster speed and the Spiders restrict their movement to a smaller area at the bottom of the screen.
An important new feature of this game is the operator option for easy/hard game difficulty. In the easy game, the Spider moves slowly up to a 5,000-point score, and then bounces at a higher speed. It also changes direction less often throughout the game than at the hard setting.
In the hard setting, the Spider moves slowly only for the first 1,000 points, and then speeds up. It also changes direction more often throughout the game. In either setting, the spider always moves at a 45-degree angle or straight up and down.
- TECHNICAL -
Centipede came in three different form factors, upright, cabaret, and a cocktail table.
* The uprights were by far the most common. All of them can be converted to "Millipede" with only minor effort. They all have control panels with a trackball, although the upright version uses a larger ball than the other ones do. All of the trackballs are prone to wear and tear, but replacement parts are readily available. The upright was in a white cabinet that was similar in construction to the Asteroids cabinet. The game featured ornate painted side-art of a truly evil looking green bug, while the monitor bezel and marquee basically copied the same picture, but from a different angle.
* The cabaret was an ugly looking little thing, with wood-grained sides, and a nameplate down by the coin box.
* The cocktail version is black and wood-grained, and has two control panels. The only graphics on this one are a pair of Centipede logos underneath the glass (the same design is also repeated on the control panels.
Game ID : 136001
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : trackball
Buttons : 1
=> Fire
- TRIVIA -
Centipede, completed in 1981, was an Atari coin-operated game that swiftly won a wide following in the arcades. Apart from its smooth game play, Centipede was praised for its refreshing approach to screen colors and for its whimsical mushroom world.
The first coin-op game designed by a woman, Dona Bailey. But Ed Logg did the majority of the work on Centipede, Dona only came up with the prototype idea, where the mushrooms were indestructible and it was more like "Space Invaders". Like "Pac-Man", this game has special appeal to women.
* The Creation of Centipede : Centipede was written by veteran Atari designer Ed Logg, who has become something of a legend in the world of video games, and a young game programmer who was credited with bringing a gentler touch to the world of video games with the enchanted mushroom patch. Steve Calfee : "Ed Logg is the world's greatest games designer. He's done the most, the best games. His line up starts with "Asteroids", which probably still is the biggest run we ever did. He's in [a long line of games]. He's kind of like Pete Rose; he has the most hits and he's also probably got the most strike outs. He just goes up to bat.".
* Remembrances from the Video Game Masters : The mushroom patch with its tenacious, never-say-die centipedes, bouncing spiders, mushroom-laying fleas and transforming scorpions provided an imaginative leap for players, just as did the hoards of aliens in "Tempest", the outer space adventures of "Asteroids", the eerie battlefields of "Battle Zone" and even the frightful scenarios of "Missile Command". Of these times, and the games that emerged from Atari, Rich Adam said : "We were a young group of fun people who were sort of treading on untrodden territory. We were out exploring what technology could do to entertain adolescent minds, and we were adolescent minds.".
In the early days of personal computers, before they became commonplace, and before sophisticated gaming programs were available for them, the arcades (and wherever else the coin-operated games were located) were the portals into these new fantasy worlds. And a river of quarters carried players into the electronic realms. Dan Pliskin described the coin-operated video game business as follows : "It was a wacky, extremely competitive business. I was there when coin-operated games were earning $8 billion in quarters a year. These games were out-grossing the record industry and the movie industry combined, in quarters! And when you looked at who was manufacturing these games, it was just a couple of Japanese companies and a few American companies.... There was incredible competition, all for kids' lunch and church money!".
The quarters are still rolling in. Dan Plishkin continued : "People say that video games have already seen their heyday and business has definitely gone downhill. Maybe it has gone downhill. Maybe it's only $4 billion worth of quarters now. It's still one heck of an industry.".
* Popular from the Start : The prototype games were hand-built, wire-wrapped, one-of-a kinds that were created by the development team prior to ordering the circuit boards for the mass-produced versions. With just a single machine, people would come in at all hours of the night to play a new game.Dan Plishkin : "One of the things that kind of allowed everybody at Atari to have kind of a loose and enjoyable relationship was that management was kind of loose, too. An example of that happened with one of Howard Delman's games. I can't remember which one it was, but we sent the one and only prototype wire-wrapped version of Howie's game off to the AMOA (Amusement and Music Operators Association) show with strict orders not to sell it. "Of course the game was sold anyway, and a new prototype had to be assembled back at the labs. Dan Plishkin continued : "Several months later Howie gets a call from the person who bought this game. It had stopped collecting money and he wanted to know how to change the settings to make it play longer, or something, to see if it would earn more money. Howie had to tell the guy that if it ever collected any money at all, it was a miracle because it didn't have any coin routines at all. It had none, because we had wired it for free-play when we sent it to the AMOA show!".
* The Great 25-Cent Escape : Especially in the early 1980s a great many newspaper and magazine articles were written about the meaning of and possible consequences of the wave of video games that seemed to allure so many kids, and adults, to the arcades. But at the heart of it might have been the promise of a quick escape into another world. Rich Adam : "I kind of figured out, maybe years after the fact, what I think the lure of video games is. It's because people have so little control over their lives. This is especially true with kids, but even adults often have little control over the day-to-day part of their lives. You have to go to work. You don't get to control that much of your life. But for a quarter you can control this very complex machine. You can command it. For a quarter that's quite a bargain, to be able to do that for five minutes... When you're good at a game it gives you an incredible sense of power over the whole environment.".
Atari's second bestselling coin-op game. Approximately 55,000 units were produced. Centipede was the 1st UL (Underwriter's Laboratories) approved game.
Jim Schneider holds the official record for this game on 'Marathon' settings with 16,389,547 points on August 1, 1984.
Donald Hayes holds the official record for this game on 'Tournament' settings with 7,111,111 points on November 5, 2000.
Note : The upright side artwork features a grasshopper, while it is not present during game-play. In test mode you can cycle through the different graphical objects used in the game (the player, a mushroom, a spider, a scorpion, a flea and a grasshopper). Grasshopper?! Yes, the game was to originally have had grasshoppers but they were taken out. You can still see them in the test however.
Note 2 : 'Centipede' is also the name of a terrifying, man-eating monster of the size of a mountain. This Japanese legend say that the dragon king of that particular lake asked the famous hero Hidesato to kill it for him. The hero slew it by shooting an arrow, dipped in his own saliva, into the brain of the monster. The dragon king rewarded Hidesato by giving him a rice-bag; a bag of rice which could not be emptied and it fed his family for centuries.
Centipede inspired a catchy hit song by Buckner and Garcia called 'Ode To A Centipede' released on the 'Pac-Man Fever' album.
A bootleg was released by Olympia under the same name. Another bootleg of this game is known as "Caterpillar".
A French hack of this game is known as "Mill Pac". An Italian hack is known as "Magic Worm".
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including CENTIPED.
A Centipede unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'James Bond 007 - Never Say Never Again', in the 1983 movie 'Joysticks', in the 1984 movie 'Body Double', in the 1985 movie 'Teen Wolf', in the 1986 movie 'Running Scared', in the 1987 movie 'Death Wish 4 - The Crackdown', in the 1995 movie 'Species' and in the 1996 movie 'House Arrest'.
A Centipede mini-cabinet was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
MB (Milton Bradley) released a boardgame based on Atari's Centipede.
- SCORING -
Mushrooms & Poisoned Mushrooms : 1 point (Takes 4 hits to destroy) : When the mushroom patch is reset after a player loses a life, each partially destroyed/poisoned mushroom that is restored awards the player 5 bonus points.
Centipede (Body) : 10 points
Centipede (Head) : 100 points
Flea : 200 points (Takes 2 hits. First hit speeds it up, second hit destroys it)
Spider : 300, 600, 900 points (Points increase the closer the Spider is to The Shooter when hit)
Scorpion : 1000 points
- TIPS AND TRICKS -
* When you start the game, you will be put in the middle at the bottom of the screen. You have an area five mushrooms high (about a fifth of the playing area) to maneuver your shooter in. The game will start when the enemies enters the screen. Know your enemies! This is the single most important aspect of this game. If you don't know how each of the enemies behave, you won't last long. The enemies are :
1) Centipede (Body and Head) : Goes back and forth across the screen. Will drop to the next level when it encounters a mushroom or the side of the game field. It will go all the way to the bottom when it hits a poisoned mushroom.
2) Spider : These appear from the top left or right of the player area. They will either bounce across the player's area at 45 degree angles or bounce in at a 45 degree angle, bounce up and down a couple of times, go to the middle at a 45 degree angle, bounce up and down a couple of times, then finally go to the right side (at a 45 degree angle), bounce up and down, then exit the area. They destroy mushrooms they cross over.
3) Flea : These appear in wave 2. They will appear when you have cleared out most of the mushrooms in the player area. These never appear when you have an eleven segmented Centipede.
4) Scorpion : These appear in wave 3. They go across the screen and poison all the mushrooms in their path.
* The Centipede will start out as a head and eleven body segments on wave one. Wave 2 will be a head with ten body segments and a head that enters from the opposite side. Wave 3 will be a head with nine body segments and two heads that enter from opposite sides. This progression keeps going until wave 12 when all that enter the screen are heads. The progression then works backwards for 12 waves, then starts back up again in a never ending cycle.
* Shooting the Centipede can have two effects :
1) If you shoot the head, then that part turns into a mushroom and the next segment becomes the new head and the Centipede will travel in the opposite direction (since it hit the new mushroom created).
2) If you shoot the middle of the body, then the segment hit will become a mushroom. The old Centipede will continue in the same direction. The new Centipede will develop a head at the next segment after the break and head off in the opposite direction.
* A good strategy to ensure you destroy the Centipede's in one stroke and to keep the Fleas at bay is to create ''mushroom corridors''. Mushroom corridors are basically corridors between two rows of mushrooms where you can funnel the Centipede down and destroy it when it is moving head-first at your shooter.
* A good defense against the Flea is to keep a certain amount of mushrooms on the screen. There is no hard set value but when the Fleas don't come down, you have enough. This number gets higher as your score increases.
* Speaking of score, Fleas start traveling faster after 60,000 points.
* Watch out for the Spiders. They enter at either the top or bottom corners. Your shooter may be in the way if this happens. In addition to collisions, the Spiders wipe out all mushrooms that are in its path. This can create problems when you are creating mushroom corridors. It can also cause the Fleas to appear since you won't have many mushrooms in the player area. In later waves, multiple Spiders may appear in the player area.
* Keep track of where the Scorpions move across the screen. As soon as the Centipede hits a poisoned mushroom, it will immediately head for the bottom of the screen. The only way to stop this headlong plunge is to shoot it in the head. In the later waves, it is not uncommon to have multiple Scorpions going across the screen. They also provide the most points in the game.
* If you get unlucky and let the Centipede into your area, you need to destroy it before it gets to the top of the player area. Once it reaches the top, it will descend again. If it does reach the top of the player area, another head will come out from the opposite side to start its back and forth march across the screen. This will continue until you destroy all the Centipede parts in the player area or until your Shooter is destroyed.
* If your Shooter gets destroyed, all partially shot up mushrooms are regenerated and you start at the beginning of the wave you got killed on.
* Depending on machine set up, all enemies (except the Centipede and Flea) speed up at the 1,000 or 5,000 point mark.
* Bottom Side Tunnels : To perform this trick, you must do the following...
1) When the Centipede is one row over the player's area (fifth mushroom up), go to the opposite side that the Centipede is on.
2) When the Centipede turns around, it will be in the player's area. It then will make it to the side you are on. Right when it hits the side of the screen and turns around, shoot it. This creates a mushroom and forces the Centipede to turn around and go down one level.
3) Again, after the Centipede hits the wall, shoot it, create a mushroom, and force it down another level.
4) Continue to do this until you have only the bottom part left. There are two ways to do this :
a) If you get killed by the Centipede, this will also create a mushroom and you will have a vertical line of mushrooms along one of the side.
b) If you are quick, you can pick off the Centipede and create this last mushroom.
5) Repeat this for the other side.
6) Regardless of how you create this ''Side Tunnel'', you will now have a trapped Centipede since the only thing it can do is go up and down within the player's area. New heads that come out will also be trapped.
7) Now you can pick off enemies at your leisure. The only enemy you need to make sure you take out is the Spider since it can wipe out part of your ''Side Tunnel''.
8) Good players consider this ''cheating'' since it basically lets the player have free reign over the game.
* Central Tunnel : This trick works along the same line as the ''Bottom Side Tunnel'' trick. The difference is that you create a tunnel down the center of the screen...
1) When the Centipede starts its descent, hit it. This will cause it to reverse direction after hitting the new mushroom.
2) After going one or two mushroom lengths, hit it. Again, this will cause it to reverse direction.
3) Continue to do this until you have built a ''tunnel'' that touches the player's area.
4) Also make sure you build up mushrooms to the left and right of the tunnel to prevent the Fleas from coming down and depositing their random mushrooms.
5) From this point on, when the Centipede approaches your tunnel, all it will take is one hit to force it to descend. In a sense, you are causing the same effect that a Scorpion causes, but on your terms.
6) Since you are keeping the top left and right areas clear, it should take a longer time for the individual heads to make it to the player's area.
7) It will take a few waves to build up your areas. Once built up, you should be the master of the game.
8) As for the other tunnel, make sure you take care of the Spiders when they first enter so they don't do any damage to your ''Central Tunne''.
9) Also make sure that you keep your tunnel cleared out by destroying any stray mushrooms within it.
* Fortress : If you are patient, you could build a mushroom fortress around your Shooter. Then all you would do is shoot Spiders for the rest of the game.
- SERIES -
1. Centipede (1981)
2. Millipede (1982)
- STAFF -
Designed and programmed by : Dona Bailey, Ed Logg
- PORTS -
* Consoles :
Atari 2600 (1982)
Atari 5200 (1982)
Atari XEGS
Atari 7800 (1984)
Colecovision (1983)
Mattel Intellivision (1983)
Atari Lynx (1987)
Sega Master System (1992, "Arcade Smash Hits")
Nintendo Game Boy (1995, "Centipede / Millipede")
Nintendo Game Boy Color (1995)
Sega Game Gear (1996, "Arcade Classics")
Sega Mega Drive (1996, "Arcade Classics")
Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sony PlayStation (1999) : features Arcade and Adventure games with 3-D graphics. This port is sometimes referred to as "Centipede 3-D".
Sega Dreamcast (1999) : features Arcade and Adventure style games with 3-D graphics. This port is sometimes referred to as "Centipede 3-D".
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
Nintendo Game Boy Advance (2002, "Centipede / Breakout / Warlords")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Nintendo DS (2005, "Retro Atari Classics")
Microsoft XBOX 360 (2007, "Centipede / Millipede" - Xbox Live Arcade)
* Computers :
Atari 800 (1982)
Tandy Color Computer (1982, "Katerpillar Attack")
Tandy Color Computer (1982, "Caterpillar")
Tandy Color Computer (1982, "Colorpede")
Tandy Color Computer (1983, "Megapede")
Tandy Color Computer (1983, "Color Caterpillar")
PC [Booter] (1983, "Bug Blaster", a part of the "Friendlyware PC Arcade" suite)
PC [MS-DOS] (1983, "Centipede", Atari Inc.)
PC [MS-DOS] (1983, "Centipede", R. J. Grafe)
Commodore VIC-20 (1983)
Commodore C64 (1983)
Memotech MTX 512 (1983, "Kilopede")
BBC B (1983, "Bug Blaster" - Alligata)
TI99/4A (1983, "Centipede", Atarisoft)
Sinclair ZX-Spectrum (1983, "Spectipede", R&R Software Ltd)
Sinclair ZX Spectrum (1983, "Centi-Bug", Dk'tronics)
Amstrad CPC (1986, "Killapede", Players)
Atari ST (1992)
PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
PC [MS-DOS] (1997, "ChampCentiped-em" - CHAMProgramming)
PC [MS Windows, CD-ROM] (1998) : features "Arcade" and "Adventure" games. This port is sometimes referred to as "Centipede 3-D".
PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
Apple Macintosh (2001) : features 'Arcade' and 'Adventure' game variations with new 3D graphics. This port is sometimes referred to as "Centipede 3-D".
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Tiger Game.Com (1999)
Atari 10 in 1 TV Game (2002 - Jakk's Pacific)
Mobile phone [Motorola T720] (2002)
Atari Flashback 2 (2005)
Nokia N-Gage (2006, "Atari Masterpieces Volume 2")
Mobile phones (2006)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=cerberus,
$Edit this entry at Arcade-History.com
$bio
Cerberus (c) 1985 Cinematronics.
An early shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Robert Haukup holds the official record for this game with 101,500 points on June 27, 1985.
$end
$info=chaknpop,
$Edit this entry at Arcade-History.com
$bio
Chack'n Pop (c) 1983 Taito.
A platform game, the predecessor of "Bubble Bobble", roundish yellow creature named Chack'n must fight against Monstas and Mightas.
- TECHNICAL -
Prom Stickers : A04
Main CPU : Z80 (@ 2.35 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The graphics roms contain unused sprites for a character that looks identical to the mechanical wind-up 'Zen-Chan' that later appeared in "Bubble Bobble".
Even though Chack'n battles Monstas and Mightas in this game, he would fight on their side 13 years later in "Bubble Memories - The Story of Bubble Bobble III".
- STAFF -
Music by : Yoshino Imamura
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sega SG-1000 (1985)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
MSX (1984)
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=chainrec,
$Edit this entry at Arcade-History.com
$bio
Chain Reaction (c) 1995 Data East.
Line up 3 or more of the same item to make them disappear.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Released in September 1995.
This game is also known as "Magical Drop".
- SERIES -
1. Chain Reaction (1995)
2. Magical Drop Plus ! (1995)
3. Magical Drop II (1996)
4. Magical Drop III (1997)
5. Magical Drop III Wonderful! (1999, Sony PlayStation)
6. Magical Drop F - Daibouken Mo Rakujyanai! (1999, Sony PlayStation)
7. Magical Drop Pocket (1999, NeoGeo Pocket Color)
8. Magical Drop for WonderSwan (1999, Bandai WonderSwan)
$end
$info=challeng,
$Edit this entry at Arcade-History.com
$bio
Challenger (c) 1981 GamePlan.
An old shoot'em up game.
- TECHNICAL -
Main CPU : M6502 (@ 894.75 Khz)
Sound CPU : M6502 (@ 894.75 Khz)
Sound Chips : AY8910 (@ 1.7895 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Buttons : 5
- TRIVIA -
Released in December 1981.
Licensed to Centuri.
Joe Startz holds the official record for this game with 349,700 points on February 28, 1983.
$end
$info=chameleo,
$Edit this entry at Arcade-History.com
$bio
Chameleon (c) 1983 Jaleco.
A colourful platform game in which the player controls a long-tongued chameleon that must make around a series of single-screen, platform-strewn levels; stealing chicken eggs from their nests and being careful to avoid contact with angry chickens.
As well as walking along the platforms and poles, the chameleon can use its tongue to pull itself up to higher platforms; and to escape from any nearby chickens. Each level also has a number of bombs placed at various points; the chameleon can hit these with its tongue to send them crashing towards nearby chickens. The player must keep an eye out for projectyles thrown by the chickens, such as flashing eggs.
If the nesting eggs are left for too long, they will hatch into a baby chick. The player can eat the chick for bonus points, but if the chick is left alone for too long, it will grow into an adult chicken and start attacking the player.
A level is over once all of the eggs have been collected and all of the chickens killed.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : M6502 (@ 600 Khz)
Sound Chips : (2x) SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=cham24,
$Edit this entry at Arcade-History.com
$bio
Chameleon 24 (c) 2002 Unknown.
- TECHNICAL -
Main CPU : N2A03
Sound Chips : N2A03, DAC
Players : 2
Buttons : 3
$end
$info=champbas,champbbj,champbja,
$Edit this entry at Arcade-History.com
$bio
Champion Baseball (c) 07/1983 Alpha Denshi.
An early baseball game for champion :-)
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), DAC (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Licensed to Sega.
Gus Pappas holds the official record for this game with 1,130,560 points on November 8, 1983.
- SERIES -
1. Champion Baseball (1983)
2. Champion Baseball Part-2 (1983)
3. Super Champion Baseball (1989)
$end
$info=champbb2,champb2a,
$Edit this entry at Arcade-History.com
$bio
Champion Baseball Part-2 (c) 1983 Alpha Denshi.
An early baseball game for champion :-)
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.072 Mhz), ALPHA-8201 (@ 384 Khz)
Sound Chips : AY8910 (@ 1.536 Mhz), DAC (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Licensed to Sega.
- SERIES -
1. Champion Baseball (1983)
2. Champion Baseball Part-2 (1983)
3. Super Champion Baseball (1989)
$end
$info=chboxing,
$Edit this entry at Arcade-History.com
$bio
Champion Boxing (c) 1984 Sega.
An early boxing game for champion :-)
- TECHNICAL -
Main CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 280 x 210 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Champion Boxing is the first game created by Yu Suzuki.
- STAFF -
Designed by : Yu Suzuki
- PORTS -
* Computers :
MSX (1984)
$end
$info=crgolfc,crgolfb,crgolfbt,
$Edit this entry at Arcade-History.com
$bio
Champion Golf (c) 1984 Nasco.
A golf game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 6
- TRIVIA -
This game is a also known as "Crowns Golf".
- SERIES -
1. Champion Golf (1984)
2. Super Crowns Golf (19??)
$end
$info=chwrestl,
$Edit this entry at Arcade-History.com
$bio
Champion Pro Wrestling (c) 1985 Sega.
Early colorfully cartoonish wrestling game with only two teams and strange gameplay.
- TECHNICAL -
Main CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 280 x 210 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : Joystick 2-way
Buttons : 2
- PORTS -
* Consoles :
Sega SG-1000 (1985)
* Computers :
MSX (1985)
$end
$info=csk234it,csk227it,
$Edit this entry at Arcade-History.com
$bio
Champion Skill (c) 198? IGS.
- TECHNICAL -
Main CPU : Z80 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2048
Players : 1
Buttons : 5
$end
$info=champwr,champwru,champwrj,
$Edit this entry at Arcade-History.com
$bio
Champion Wrestler (c) 1989 Taito.
8 original wrestlers fight for glory, money and win the title belt of TWF circuit in a single or tag-team match.
- TECHNICAL -
Taito L System hardware
Prom Stickers : C01
Main CPU : (2x) Z80
Sound CPU : Z80
Sound Chips : YM2203, MSM5205
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Rastan, the "Rastan Saga" hero appears in this game as Miracle Rastan.
Don't miss the funny pictures in win/lose screen :).
- STAFF -
Director : Takeshi Murata
Progammers : Takeshi Murata, Tsui Kato, Creamy Tetsu, Takahisa Horimoto
Game designers : Kenji Kaito, Hiroyuki Maekawa
Character designers : Kenji Kaito, Minori Ishino, Makoto Fujita, Oolong Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, Minako Morimoto
Sound (Zuntata) : Pochi, Hidehito Kitamura
Hardware design : Katsumi Kaneoka
Design : Atsushi Iwaoka
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
$end
$info=champbwl,
$Edit this entry at Arcade-History.com
$bio
Championship Bowling (c) 1989 Seta.
A ten-pin bowling game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 57.50 Hz
Palette colors : 512
Players : 1
Control : Trackball
Buttons : 3
- TRIVIA -
This game had a limited release, and apparently only about 200 units were made.
- PORTS -
* Consoles :
Nintendo Famicom / NES (1989)
$end
$info=csprint,csprint2,csprint1,csprintg,cspring1,csprintf,csprints,csprins1,
$Edit this entry at Arcade-History.com
$bio
Championship Sprint (c) 1986 Atari Games.
Championship Sprint is an updated version of the old Atari Sprint series, with the added ability for players to upgrade their vehicles as the game progresses. Upgrades are won by collecting the bonus wrenches that appear once during each race, and once players have collected four wrenches, they will be presented with an upgrade screen; allowing them to choose better traction, top speed, acceleration, or a faster helicopter.
Collisions with barriers should, of course, be avoided, as they invariably cost the player valuable time. Also; a direct, head-on collision can cause the players' vehicles to explode - particularly if the player is moving at speed when this happens. In the event of a car exploding, a helicopter will automatically airlift a replacement vehicle to the track; this replacement will retain any previous upgrades made by the player. Waiting for the replacement car takes precious time and allows rival drivers to gain a distinct advantage. Car replacement time can be shortened upgrading the helicopter.
The tracks themselves are all variations on the basic 'oval', with gates, jumps, ramps and crossroads ensuring a demanding, yet incredibly playable game.
- TECHNICAL -
Atari System 2 hardware
Game ID : 136045
Main CPU : T11 (@ 10 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) POKEY (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Steering wheel with gas pedal
- TRIVIA -
Released in September 1986. This game was released in the memory of George Opperman (1935-1985). Mr. Opperman was the first artist hired by Atari and the creator of the Atari logo.
Two Championship Sprint machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)
- STAFF -
Designers and programmers : Robert Weatherby, Kelly Turner
Animators : Will Noble, Kris Moser, Sam Comstock
Technicians : Dave Wiebenson, Minh Nguyen
Audio : Hal Canon
- PORTS -
* Consoles :
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Sony PlayStation 3 (2007, "PlayStation Network")
* Computers :
Commodore C64 (1986)
Sinclair ZX Spectrum (1986)
Amstrad CPC (1988)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=cairblad,
$Edit this entry at Arcade-History.com
$bio
Change Air Blade (c) 1999 Sammy.
A vertically scrolling shoot'em up.
- TECHNICAL -
PCB # : P1-112C
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
RAM : 6262
Screen orientation : Vertical
Video resolution : 240 x 336 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=changela,
$Edit this entry at Arcade-History.com
$bio
Change Lanes (c) 1983 Taito.
Change Lanes it is an exciting and challenging driving game in sprite scaling 2-D, where the player leads a amphibian car of red color for paths and lakes, and your mission is to avoid obstacles and vehicles and to earn maximum points by traveling and finish the race before of running out of fuel.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz), M68705 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Control : joystick, Steering wheel
Players : 2
Pedals : 1 (Accelerator)
Gear shift : 2 (Forward / reverse)
- TRIVIA -
Needle originally offered this game to Bally/Midway after completing his work on "Space Encounters" but they turned him down.
- STAFF -
Designed by : Dave Needle
- SOURCES -
All In Color For a Quarter - Keith Smith
$end
$info=changes,changesa,
$Edit this entry at Arcade-History.com
$bio
Changes (c) 1982 Orca.
This maze game is quite similar to "Pac-Man". The player controls a caterpillar that crawls along the branches of a maze-like tree eating nuts and strawberries while avoiding deadly bugs and a hungry bird. The caterpillar changes into a butterfly after everything has been eaten.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
- TRIVIA -
Also licensed to EME.
This game is also known as "Looper".
$end
$info=charlien,
$Edit this entry at Arcade-History.com
$bio
Charlie Ninja (c) 1994 Mitchell.
A colourful, 1 or 2-player platform shoot-em-up consisting of 5 stages, in which the player controls a Ninja who must jump and shoot his way through each of the game's stages, before taking on the archetypal end-of-level 'Boss'.
Bonuses can be picked up to increase the firepower, and barrels can either be smashed to reveal bonuses, or picked up and thrown at the enemies. In addition; the Ninja can perform high jump by pressing the JUMP button, then pressing it again while the Ninja is in the air. This is useful for avoiding enemies and essential for reaching high platforms.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.627 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
The 2 main Characters are called Roy and Lon.
- STAFF -
Game Design : Noarick.Y
Character Design : Charlie Arai
Composer : Baggio Aoki
Main Program : Namcha
Assistant Program : Br. C0in
Bonus Game Program : Viva! Romario
Name Entry Program : Enoshin Plus
Sound Effect : Robert Aoki
Character Graphic : Poco-Lins, Utata.K, Nozomu, Tatsu.Kei, Ken, Kyo
Background Graphic : Utata.K, M. Natsuki, Y.1Gou, 96-28?, Ryu, Toda.Go
$end
$info=chasehq,chasehqj,
$Edit this entry at Arcade-History.com
$bio
Chase H.Q. (c) 1988 Taito.
A single player takes on the role on an undercover cop and gets behind the wheel of a custom Porsche in this Miami Vice-inspired racer from Taito. The player has 60 seconds to catch up to the criminal and then a further 60 seconds to ram his car until it is too damaged to drive.
Like Sega's seminal "Out Run", Chase H.Q. features forked junctions offering players a choice of routes; in this game, however, the route selected is merely a temporary diversion and dictates how quickly the criminal is caught up with. The player's Porsche is equipped with a limited number of turbo boosts which, when used, push the car to incredible speeds - at the expense of control. The turbos must be used wisely if the player is to have a chance of capturing the criminal before the time limit expires.
Chase H.Q. was arguably the first sprite-scaled racer since Sega's legendary "Out Run" - released 2 years' earlier - to truly capture the gaming public's imagination. The game consists of 5 levels.
- TECHNICAL -
Taito Z System hardware
Prom Stickers : B52
Main CPU : (2x) 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : Steering wheel
Buttons : 4
- TRIVIA -
Released in November 1988.
The names main characters of chase H.Q. are as follows...
The Caucasian cop : Tony Gibson
The African-American cop (A.K.A. Mr. Driver) : Raymond Broady
Chase H.Q.'s Dispatcher : Nancy (she doesn't have a last name)
The main player's car (the black Porsche) makes an appearance in the spin-off to the Chase H.Q. series : "Crime City".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on 21/03/1989.
- SERIES -
1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1992)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)
- STAFF -
Game designer : Hiroguki Sakou
Game programmers : Takeshi Ishizashi, Takeshi murata, Kyoji Shimamoto
P.C.B designer : Masahiro Yamaguchi
Sound designers : Yoshio Imamura, Naoto Yagishita, Eikichi Takahashi, Fumiaki Imaoka
Music composer : Takami Asano
Cabinet designer : Nobuyuki Iwasaki
Proposer : Yoshiharu suzuki
- PORTS -
* Consoles :
Nintendo Famicom (1989)
NEC PC-Engine (1989)
Nintendo Game Boy (1990)
Sega Master System (1991)
Sega Game Gear (1991) : Japan version only.
Sega Saturn (1996, "Chase H.Q. Plus S.C.I.")
Nintendo Game Boy Color (2000, Chase H.Q.: Secret Police)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
* Computers :
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
FM Towns PC (1991)
Sharp X68000 (1992)
* Others :
Mobile Phones (2004)
$end
$info=karatour,
$Edit this entry at Arcade-History.com
$bio
Chatan Yarakuu Shanku - The Karate Tournament (c) 1992 Mitchell.
Karate Tournament is a one-on-one fighting game for one or two players, based on the ancient and most well known of martial arts, Karate.
Players enter a karate tournament - having first selected their preferred skill level, from either White, Brown or Black belt - and fight against a number of progressively tougher opponents. Each victory awards the player with a higher belt grade within their current belt colour - white grade six to white grade five, for example - and if the player wins the tournament, he or she is awarded a higher belt colour and the game ends. If players chooses to play the game on the 'Black Belt' skill level, defeating opponents is awarded with a higher grade, or 'dan' of Black Belt.
Karate Tournament uses a distinctive graphical technique in that it 'morphs' some of the combatants' movement graphics to simulate speed and motion blur. The game was also unique upon its release in that, in a world of "Street Fighters" and "Mortal Kombats" - replete with fantastical special moves - Karate Tournament was a genuine simulation of a recognized martial art; something not really seen since the first appearance of Data East's legendary genre-defining fighter, "Karate Champ", released eight years' earlier in 1984.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Object chief : Utata Kiyoshi
Object assistants : Super Guruken, Poco.P, Dr. Miyajima, Tetuhiro Kuroda, Ikuko, Fujishima.G
Back chief : Oyuusan
Back assistants : Akiko Kosaka, Rikachan
Sound composer : Yoshi Sasaki
Sound data : Yos.S, Kouichi Saito, Mitsuko Seto, Ad Make Up, Guruken
Soft sub : Namcho
Data input : Kinchan
Main programmer : David Bo0wy
Planner : The Fourth Sally
$end
$info=checkman,checkmaj,
$Edit this entry at Arcade-History.com
$bio
Check Man (c) 1982 Zilec-Zenitone.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), Z80 (@ 1.62 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz), Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Commercial remakes on home computer : Danger UXB by Micropower on the BBC Micro/Acorn Electron.
- SCORING -
Clearing a square by walking over it : 10 points.
Collecting flags : 500, 1,000, 1,500, 2,000 points etc.
Defusing a bomb with 50-60 seconds remaining : 3,000 points.
Defusing a bomb with 40-49 seconds remaining : 2,500 points.
Defusing a bomb with 30-39 seconds remaining : 2,000 points.
Defusing a bomb with 20-29 seconds remaining : 1,500 points.
Defusing a bomb with 10-19 seconds remaining : 1,000 points.
Defusing a bomb with 1-9 seconds remaining : 500 points.
- TIPS AND TRICKS -
* Collect all of the flags on the early levels as there is no great threat from the boots.
* Scroll bombs to the opposite edge of the screen so you can easily collect them and move back to your starting side.
* At the start of each level you get a few seconds where the boots can not move. Make use of this time to get to the first bomb.
* If two bombs are ticking down, get the closest one first unless the other is much closer to exploding.
* Move the floor away from boots to trap them.
* If you trap a boot on a single square, you can move the square away from underneath it, trapping it on empty space.
- STAFF -
Designed and programmed by : Peter Hughes, Duncan Shortland, Malcolm Mailer
Music by : Robin Cartwright
- PORTS -
* Computers :
Commodore C64 (1983, "Grid Trap")
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=checkmat,
$Edit this entry at Arcade-History.com
$bio
Checkmate (c) 01/1977 Midway.
Up to four players control a block which leaves a trail behind it. The object is to force the other player(s) to run into either the boundary or your trail.
- TECHNICAL -
Game ID : 615
Main CPU : 8080
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 4
Control : 8-way joystick
- STAFF -
Designed and programmed by : Jay Fenton, Dave Nutting
- PORTS -
* Consoles :
Bally Astrocade (1978)
$end
$info=cheekyms,
$Edit this entry at Arcade-History.com
$bio
Cheeky Mouse (c) 1980 Universal.
Try to hit the mouse with a hammer when it comes out from one of many holes in the wall. The mouse is trying to get from its hole to the cheese on the other side of the house.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound Chips : DAC (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 192
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in June 1980.
$end
$info=cheesech,
$Edit this entry at Arcade-History.com
$bio
Cheese Chase (c) 1994 Art & Magic.
You play a mouse who must avoid rats and bombs while collecting cheese in a maze. You are able to open and close doors to help you elude your enemies. This maze game uses an overhead perspective with very big sprites and a multi-directional scrolling playfield.
- TECHNICAL -
Main CPU : Texas Instrument TMS34010FNL-40 (@ 5 Mhz)
Sound CPU : 68000P (@ 12.5 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
Video : Texas Instrument TPC1020AFN-084C
Key : Xilinx XCZ236A-25
Ram : (4x) Toshiba TC544256BZ-80, UMC UM70C178
Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 50.27 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Each Round has a Code (the Codes form the names of other Art & Magic Games, e.g. "Ultimate Tennis" = Round 6 and Round 7), these are :
Round 1 : NO
Round 2 : IRON
Round 3 : LORD
Round 4 : UNREAL
Round 5 : AGONY
Round 6 : ULTIMATE
Round 7 : TENNIS
Round 8 : WESTERN
Round 9 : SHOOTING
Round 10 : FANTASY
Round 11 : STONE
Round 12 : BALL
Round 13 : SPELL
Round 14 : SINGER
Round 15 : EROES
Round 16 : METEOR
Round 17 : PROJECT
Round 18 : BRAVE
Round 19 : LITTLE
Round 20 : FISH
Round 21 : EVILSON
$end
$info=chqflag,chqflagj,
$Edit this entry at Arcade-History.com
$bio
Chequered Flag (c) 1988 Konami.
An overhead-view racing game featuring rotational sprite scaling. The player races over a series of twisting courses, trying to reach the finish line before the timer expires.
Chequered Flag includes a Pit-stop facility, a feature that had appeared a year earlier in Taito's 'Continental Circus'. Should the player's car sustain too much damage, a pit-stop must be made to implement repairs. A 'damage meter' at the bottom of the screen shows the severity of the damage; highlighting what car componants are in need of repair; Engine, Front Tyres, Rear Tyres and Brakes.
- TECHNICAL -
Game ID : GX717
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 1.789772 Mhz), (2x) K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 304 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : paddle
Buttons : 3
- TRIVIA -
Released in May 1988.
Another title is accessible via dipswitches : "Checkered Flag".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993.
$end
$info=cmv801,
$Edit this entry at Arcade-History.com
$bio
Cherry Master (c) 1989 Dyna.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 5
- SERIES -
1. Cherry Master (1989)
2. Cherry Master II (199?)
3. Cherry Master V (2004)
4. Cherry Master 2005 (2005)
$end
$info=cm2841a,cm2v841,
$Edit this entry at Arcade-History.com
$bio
Cherry Master II (c) 199? Dyna Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
- SERIES -
1. Cherry Master (1989)
2. Cherry Master II (199?)
3. Cherry Master V (2004)
4. Cherry Master 2005 (2005)
$end
$info=chewing,
$Edit this entry at Arcade-History.com
$bio
Chewing Gum (c) 19?? Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 1
Control : 2-way Joystick
Buttons : 1
$end
$info=cheyenne,
$Edit this entry at Arcade-History.com
$bio
Cheyenne (c) 1984 Exidy.
A first-person shoot'em up game, with a western motif. The player uses a gun (mounted to the cabinet) to escort the sheriff through a variety of dangers, gathering bounty for capturing criminals. There are 7 levels or scenes plus the bonus level :
1) SALOON SCENE - Protect yourself from outlaws, armed with guns and knives, flying chairs and bottles, rolling barrels and raging bulls. Buster this is no time for a drink!
2) GRAVEYARD SCENE - Beware of ghosts, ghouls, killer cats, demons and armed outlaws.
3) GHOST TOWN - Defend buster against skeletons, undertaker throwing pitch forks, the headless horseman, ghosts, skeletal bird, etc...
4) CANYON SCENE - Poor buster is trapped by cannon fire, bombs, flying arrow and hatchets, can you possibly saves him and defeat the outlaws?
5) STAGECOACH SCENE - Ride thru the desert looking out for outlaws, flaming arrows, egg dropping bird vultures, wild injuns, etc...
6) FOREST SCENE - Poor buster is really in a fix. Torrential waterfalls, wild annimals, tumbling boulders. Is the gold really worth it ?
7) MINESHAFT - Hunt down outlaws while looking out for runaway ore cars, fluttering vampire bats, falling rocks, hungry rats, don't let the lanterns dim busters chances for survival.
8) BONUS ROUND : you've protected buster thru a gruelling sequence of danger filled episodes, before you dare go on to even more perilous encounters (with even greatter bounties) pratice shooting is a must. Good luck to you buster!
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
Released in January 1984.
Donn Nauert holds the official record for this game with 319,209,350(!) points on January 27, 1985.
- TIPS AND TRICKS -
* Configuration screen : Holding down the Start button at power-up will bring up configuration screen.
- STAFF -
Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson
$end
$info=7toitsu,
$Edit this entry at Arcade-History.com
$bio
Chi-Toitsu - Ichiman Satte Mata Ichiman (c) 1988 Yuga.
Mahjong game played against various girls. This must be the extra-curricular activities of the Mahjong Academy students.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates roughly from Japanese as 'Seven Pairs - 10,000 Yen Goes, Another 10,000 Yen Comes'.
The subtitle is a play on a Japanese proverb 'Ichinan satte, mata ichinan', which means 'One misfortune goes, another one comes'. An 'Ichiman' is a 10,000 yen note, the highest note of Japanese currency.
In mahjong, a 'toitsu' is a pair of like tiles waiting for a third like tile to create a three-of-a-kind. However, 'chi-toitsu' also denotes a special winning mahjong hand made of seven pairs of tiles. Winning with a chi-toitsu guarantees a good score!
$end
$info=marukodq,
$Edit this entry at Arcade-History.com
$bio
Chibi Maruko-chan - Maruko Deluxe Quiz (c) 11/1995 Takara.
A Japanese quiz game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0206
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Little Maruko'.
$end
$info=cfarm,
$Edit this entry at Arcade-History.com
$bio
Chicken Farm (c) 1999 LAI Games.
A simple and easy to understand video redemption game. Incorporates cute characters, great music and sound effects.
- TECHNICAL -
Dimensions :
Height : 1580 mm (62.5inch)
Width : 560 mm (22inch)
Depth : 950 mm (37.5inch)
Weight : 90 kg (198lb)
Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)
Palette colors : 32768
Players : 2
$end
$info=cshift,
$Edit this entry at Arcade-History.com
$bio
Chicken Shift (c) 1984 Bally Sente.
An addictive puzzle game in which the object is to guide eggs through a maze of egg-runs and guide them safely to the basket at the bottom of the screen.
This is achieved by switching red and blue pipes to face the left or right-hand side at exactly the right moment. Players must manipulate different pipes on BOTH halves of the screen at the same time, making for demanding and rewarding gameplay.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Buttons : 2
- STAFF -
Original concept and programming : Jon Kinsting
Screen graphics : Mark Mcphee
Direction : Victor Penman
Music and sounds : Jeff Gusman, Richard Green, Gary Levenberg, Jesse Osborne
$end
$info=chikij,
$Edit this entry at Arcade-History.com
$bio
Chiki Chiki Boys (c) 06/1990 Capcom.
A platform game.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 10
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Mega Twins".
- STAFF -
Game designer : Bully Duck
Directors : Noritaka Funamizu (Poo), Kihaji Okamoto
Object designers : Manbou, Ikusan Z, Unicorn Mayumi
Scroll designers : Zummy & Ziggy
Hard designer : kuccan
Programmers : Blbon, Meijin, Yuki Saiko
- PORTS -
* Consoles :
Sega Mega Drive (1992)
PC Engine Super CD-ROM (1994)
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=chiller,
$Edit this entry at Arcade-History.com
$bio
Chiller (c) 1986 Exidy.
This is a gun game, and there are four different screens (plus two different bonus screens). The object is simply to shoot everything in sight (and to try and locate any hidden targets on the screen). The game is based on time, and the timer moves faster when you are shooting poorly.
* The first screen is a torture chamber. There are four (still living) human targets on this screen. From left to right they are; a man chained to the wall, a person in a guillotine (shoot the top of the guillotine to decapitate them), a woman strapped in a strange machine, and a man in a head vise (shoot the vise to crush his head). The rest of the room is strewn with blood and loose body parts. You don't simply shoot each target once, instead you shoot each part of the target, which reduces that part to a mess of blood and bones. This is thankfully the most disturbing level in the game.
* The second room is another torture chamber with a river of blood flowing through the middle. This one has five human targets; a man strapped to a board, a man chained to the floor, two people on stretching racks (shoot the wheels to pull them apart), and a woman hung from rope over the river (shoot a pulley to slowly lower her into the river to be eaten by crocodiles). Body parts will flow down the river randomly, and a man will pop out of a door from time to time to toss a blade into one of the helpless victims.
* The third level is a haunted house hallway. There is only one human victim on this level. It is a woman who runs from one doorway to another, shoot out the trapdoor to cause her to fall inside (and then shoot the beast that was chasing her). Your other targets are mostly assorted ghosts, and a few random body parts that will fall from the ceiling.
* The final level is a graveyard. Your only human victim on this level is a woman who is half buried in the ground, shooting her torso multiple times strips off her clothing until she is topless, and the last shot kills her. You other targets are bats, hands that pop up from the ground, and a man who pulls a cart full of body parts (you can't kill him, shooting him just makes him run away, only to return later).
The game repeats the levels over and over again until you manage to find every secret target on each screen (it gives you hints inbetween levels). Finding all the targets on a single screen earns you a bonus game (a slot machine), while finding all the hidden targets in the game gives you the second bonus game (a shooting gallery), and a free game.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
So you think blood and guts in video games is a phenomenon of the 90's? The main point of this game is to shoot helpless humans in the most gory manner possible. It is amazing that this game somehow slipped past the watchdogs back in 1986.
This game was available as either a dedicated cabinet or a a conversion kit for other Exidy gun games (which used the same cabinet anyway). The marquee had a green 'Chiller' logo on a purple nighttime background (it looks like the title screen to a cheap horror movie). The control panel overlay has similar graphics (and game instructions), along with pictures of various body parts. The game is controlled by a large optical gun that is fixed to the control panel where it can only fire into the machine. The monitor itself was hidden deep inside the machine, the gameplay was displayed on a mirror.
- STAFF -
Software / Graphics : Larry Hutcherson, Vic Tolomei, Ken Nicholson
Hardware : Howell Ivy
Audio : Ken Nicholson
- PORTS -
* Consoles :
Nintendo Famicom (1986)
$end
$info=chimerab,
$Edit this entry at Arcade-History.com
$bio
Chimera Beast (c) 1993 Jaleco.
A horizontally scrolling shoot'em up where 1 or 2 players control creatures known as 'eaters' which are capible of eating other creatures and taking their DNA, thus aquiring their abilities or characteristics.
- TECHNICAL -
Jaleco Mega System 1-C hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Jaleco never released this game.
In Stage 6, destroying the jeeps that are on the ground makes a pair of humans appear. They are Allen and Rick, from Jaleco's 1991 release, "64th Street - A Detective Story".
- STAFF -
Executive produced by : Tokuhiro Takemori
Directed by : Shigeru Hashimoto
Game designed by : Y. Hiroyama
Programmed by : Manbow
Bg designers : Helluder, Toukaidou Nozomi, Reiko Takano, Tutomu Rukada
Obj. designers : Sigeru, Toukaidou Nozomi, Nanae
Creatures designed by : Y. Hiroyama
Sounds & Music composed by : Kiyoshi Yokoyama
$end
$info=chinagat,
$Edit this entry at Arcade-History.com
$bio
China Gate (c) 1988 Technos.
A beat'em up / platform game.
- TECHNICAL -
Game ID : TA-0023
Main CPU : (2x) HD6309 (@ 1.5 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 11 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1988.
Licensed to Taito for US manufacture and to Romstar for distribution. This game is known in Japan as "Sai Yu Gou Ma Roku - Ryuu Bou You Gi No Shou".
$end
$info=chinatwn,
$Edit this entry at Arcade-History.com
$bio
China Town (c) 1991 Data East.
A very refreshing combination of Tetris and mahjong; the object is to complete a mahjong hand by getting correct tiles next to each other.
- TECHNICAL -
Game ID : MAK
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Sound composer : Tatsuya Kiuchi
$end
$info=ccasino,
$Edit this entry at Arcade-History.com
$bio
Chinese Casino (c) 1987 Video System.
A mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : mahjong keyboard
$end
$info=chinhero,chinher2,chinhert,
$Edit this entry at Arcade-History.com
$bio
Chinese Hero (c) 1984 Taiyo System.
Chinese Hero is a cute kung-fu action game with an overhead view. Lee and Loo must save the princess from 24 evil villains (only 12 in a one-player game).
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : DAC (@ 3 Mhz), AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 4
- TRIVIA -
This is the first game in the Super Chinese (Ninja Boy in the United States) series of console video games. The series evolved into an RPG/beat 'em up hybrid.
Alberto Zanetti holds the official record for this game with 2,828,000 points on July 5, 1985.
- SERIES -
1. Chinese Hero (1984)
2. Super Chinese (1986, Nintendo Famicom)
3. Super Chinese 2 (1989, Nintendo Famicom)
4. Super Chinese Land (1990, Nintendo Game Boy)
5. Super Chinese 3 (1991, Nintendo Famicom)
6. Super Chinese Land 2 (1991, Nintendo Game Boy)
7. Super Chinese World (1991, Nintendo Super Famicom)
8. Super Chinese World 2 (1993, Nintendo Super Famicom)
9. Super Chinese Fighter (1995, Nintendo Super Famicom)
10. Super Chinese Land 3 (1995, Nintendo Game Boy)
11. Super Chinese World 3 (1995, Nintendo Super Famicom)
12. Super Chinese Land 1-2-3 (1996, Nintendo Game Boy)
13. Super Chinese Fighter GB (1996, Nintendo Game Boy)
14. Super Chinese Fighter EX (1999, Nintendo Game Boy Color)
15. Super Chinese I+II Advance (2004, Nintendo Game Boy Advance)
16. Twin Series Vol. 3 - Konchuu Monster/Super Chinese Labyrinth (2004, Nintendo Game Boy Advance)
$end
$info=chokchok,
$Edit this entry at Arcade-History.com
$bio
Choky! Choky! (c) 1995 SemiCom.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz), Z80 (@ 3.42719 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- STAFF -
Producer : Jeon Jae Yun
Game Design : Han Seung Hun
Program : Kim Jin Woo
Music/Sound : Jeon Seok Gee
Graphic : Kim Eun Ae, Hong Young Joo, Whang O-Sik, Hong Dae Hyun
$end
$info=chplft,chplftb,chplftbl,
$Edit this entry at Arcade-History.com
$bio
Choplifter (c) 1985 Sega.
The player assumes the role of a combat helicopter pilot. The player attempts to save hostages being held in prisoner of war camps in an unnamed enemy country. The player must collect the P.O.W.s, transport them safely to the nearby friendly base, all the while fighting off hostile tanks and other enemy combatants. There are a total of 32 hostages per level. To rescue more than 20 will advance the player to the next level.
- TECHNICAL -
Sega System 2 hardware
Game ID : 834-5795
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a port from an original programmed by Dan Gorlin in 1982 for the Apple II. Choplifter was one of the few games to take the reverse route : first appearing on a home system and being ported to the arcade.
Charles Collins holds the official record for this game with 1,781,000 points on June 27, 1986.
- TIPS AND TRICKS -
* In the early stages, try to fly as low as possible - this way the fighters will not shoot you, and you are low enought to shoot the ground targets without being shot. Since this only works when you're in the air, and not when you're on the ground, it only works well on levels 1 and 3.
* To ensure that the tank won't arrive when you're picking up hostages, barely tap the joystick up between each hostage. This will cause the helicopter to lift off a little and reset the timer that causes the tanks to arrive.
* On level 2, you can land on the water under the boat when dropping off your men and they will climb up the side of the boat. This stops the planes from coming down and shooting you.
- SERIES -
1. Choplifter (1982, Apple II)
2. Choplifter II (1991, Nintendo Game Boy)
3. Choplifter III (1993, Nintendo Super Famicom)
- PORTS -
* Consoles :
Atari 5200 (1984)
Atari 7800 (1987)
ColecoVision (1984)
Sega SG-1000 (1985)
Nintendo Famicom (1986)
Atari XEGS
Sega Master System (1986)
* Computers :
Apple II (1982)
Commodore C64 (1982)
Commodore VIC-20 (1982)
MSX (1985)
$end
$info=chopper,choppera,chopperb,
$Edit this entry at Arcade-History.com
$bio
Chopper I (c) 1988 SNK.
A vertically scrolling helicopter shoot'em up.
- TECHNICAL -
Game ID : A7003 'KK'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Koukuu Kihei Monogatari - The Legend of Air Cavalry".
- STAFF -
Supervisor : Eikichi Kawasaki
Producer : Tamadachi
Programmer : SNK Jr.
Designers : Okitaka, Madaka, Warasan
Sound creater : Kanata
Adviser : Tosikita
$end
$info=kikaioh,
$Edit this entry at Arcade-History.com
$bio
Choukou Senki Kikaioh (c) 1998 Capcom.
A futuristic robotic fighting game from Capcom.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in September 1998.
The title of this game translates from Japanese as 'Super Steel Knights Kikaioh', and is known outside Japan as "Tech Romancer".
- STAFF -
Original concept by : Shoji Kawamori
Mechanical design : Shoji Kawamori, Kazutaka Miyatake
Design director : Shida Eiji
Initial character design : Naoki Fukuda
Motion & Modeling design : Katsuhiro Nakano, Shinji Sakashita, Sayuri Shintani, Toshikazu Matsumoto
Background design : Daisuke Nakagawa, Yoshio Nishimura, Kazumi Teramoto, Yoko Fukumoto
CG Movie : Koichi Takeda
Programmer : Kohei Akiyama, Ryoma Ikeda, Katsuo, Kenji Yamaguchi, Kazuo Yamawaki
Music : Yuki Iwai
Sound effect : Takeshi Kitamura, Hiroshi Ohno
Planner : Eiichiro Sasaki, Ryozo Tsujimoto
In cooperation with Studio Nue.
Producer : Takashi Shono
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=legion,legiono,
$Edit this entry at Arcade-History.com
$bio
Choutoki Meikyuu Legion (c) 1987 Nichibutsu.
Pick up allies to form a powerful Legion against 'The Dark Empire'.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Time Dimension Mystery Legion'.
- UPDATES -
* 1.05
* 2.03
$end
$info=drgw2j,
$Edit this entry at Arcade-History.com
$bio
Chuugokuryuu II (c) 1997 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 20 Mhz), Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way Joystick
Buttons : 4
- SERIES -
1. Chuugokuryuu (1994)
2. Chuugokuryuu II (1997)
$end
$info=chukatai,chukataj,chukatau,
$Edit this entry at Arcade-History.com
$bio
Chuuka Taisen (c) 1988 Taito.
A horizontally scrolling shoot'em up.
- TECHNICAL -
Board Number : K1100332A
Prom Stickers : B44
Main CPU : (2x) Z80, I8X41
Sound Chips : YM2203
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Great Chinese Wizard'.
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Sega Master System (1989, "Cloud Master")
NEC PC-Engine (1992, "Gokuraku Chuuka Taisen")
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
Sharp X68000 (1988)
MSX2
$end
$info=circus,circusse,
$Edit this entry at Arcade-History.com
$bio
Circus (c) 01/1977 Exidy.
POP! POP! POP! Pop the balloons and score points. A wall of yellow, green and blue balloons will appear at the top of the screen. You must pop balloons by catching a clown on the teeter-totter and bouncing him up to the balloons.
- TECHNICAL -
Circus came in an upright dedicated cabinet, and may have also been available in a cocktail configuration as well. Circus machines had white sides with red painted sideart of several balloons in flight. The front of the machine was decorated with a large ornate monitor bezel that also doubled as a marquee (or nameplate), this bezel showed several clowns in a circus scene and had the game title spelled out with multicolored balloons. The control panel was unadorned, save for an analog spinner and a start button. The whole machine was finished off in black t-molding. Once inside the machine, you can see that it uses a black and white monitor with a colored overlay (to make the balloons have color).
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2
Players : 2
Control : paddle
- TRIVIA -
Circus was one of the first games produced by Exidy that used a CPU (6502) to control the game logic instead of hand-crafted hard-coded logic circuits.
At least 13,000 units, possibly as many as 20,000, were produced.
A bootleg was made by Sub-Electro.
- SCORING -
Successful jump : 10 points
Popping Yellow Balloon : 20 points
Popping Green Balloon : 50 points
Popping Blue Balloon : 100 points
Bonus for Clearing Yellow Balloon Row : 200 points
Bonus for Clearing Green Balloon Row : 500 points
Bonus for Clearing Blue Balloon Row : 1,000 points plus free jump
- STAFF -
Designed and programmed by : Edward Valeau, Howell Ivey
- PORTS -
* Consoles :
Atari 2600 (1978)
* Computers :
VTech Laser-VZ
Tandy Color Computer (1982, "Clowns & Balloons")
Commodore C64
Vic-20
$end
$info=circusc,circuscc,circusce,circusc2,circusc3,
$Edit this entry at Arcade-History.com
$bio
Circus Charlie (c) 1984 Konami.
A single-player abstract platform game in which the player must guide the eponymous Charlie through 6 different circus events; including fire rings, Tight Rope walking, Trampoline, Ball Walk, Horse Back, and Flying Trapeze. Bonus points can be won by finishing a level as quickly as possible, with further points awarded for collecting any of the money bags that occasionally appear. Finally, additional bonus points are awarded for completing a level without losing a life. The game is over when all Circus Charlies are lost. The 6 different levels are :
1. Ride a lion through fire hoops and over fire pots.
2. Jump over monkeys while on a tightrope.
3. Bounce on trampolines, avoid flame breathers and sword jugglers.
4. Jump on giant, rolling beach balls.
5. Ride a horsewhile avoiding obstacles.
6. Trapeze.
- TECHNICAL -
Game ID : GX380
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) SN76496 (@ 1.789772 Mhz), DAC, (3x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in April 1984.
Also licensed to Centuri for US manufacture and distribution (February 1984).
Alessandro Laini, Giuseppe Strangio, Lorenzo Grande, Maurilio Pintus, and Neil Chapman all hold the record for this game with 999,990 points on December 4, 1984; April 12, 1985; March 25, 1985; November 6, 1984; and June 5, 2000, respectively.
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986.
- TIPS AND TRICKS -
* Master the jump : Learning how Charlie can jump is the first step to mastering this game.
* Move forward and backward to adjust your position : If you just keep moving forward, there could be an obstacle at where you land after your jump. In such cases, move back a bit to adjust your position.
* Tons of secrets : There are a bunch of secrets bonuses hidden in this game.
1) Fire rings : Jump through a ring from your back first or jump 3 times at the starting point. Then a Charlie doll will appear from the front hanging. Catch it and get an extra player!
2) Fire rings : Jump over a pot from your back first and a coin may appear from the pot. Catch it to obtain bonus points. However, it happens only once per level. From which pot the coin may appear is determined randomly.
3) Fire rings : If you get to the goal after getting all dollar bags, a hawk brings a dollar bag and you obtain bonus points. This happens only if you have made no misses in that level.
4) Tightrope : If you jump over the brown and purple monkeys at once, you get a 1,000-point bonus.
5) Tightrope : If you perform perpendicular jumps over all monkeys and complete the level, a hawk will bring a Charlie doll and you get an extra player.
6) Tightrope : Jump over the purple monkey from your back first and you get a 5,000-point bonus.
7) Tightrope : Touch the hook beyond the goal and a dollar back appears. Reach the goal and you get a 5,000-points bonus.
8) Trampoline : Get all dollar bags and reach the goal. A hawk will bring a dollar bag and you earn bonus points.
9) Acrobatic jump : Use the spring only once after jumping off the horse and get to the goal. A hawk will bring a Charlie doll and you get an extra player.
10) Trapeze : Grab onto a trapeze by skipping one and get bonus points.
11) Trapeze : Bounce off a trampoline and then grap onto a trapeze to get bonus points.
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo DS (2007, "Konami Classics Series - Arcade Hits")
* Computers :
Commodore C64 (1984)
MSX (1984)
$end
$info=cischeat,
$Edit this entry at Arcade-History.com
$bio
Cisco Heat [Simulator model] (c) 1990 Jaleco.
A colourful racing game in which the player takes on the role of a police officer who must race his squad car (from a choice of 2; offering either improved 'Speed' or 'Cornering' respectively) through the undulating, winding streets of San Francisco', in an attempt to win the first ever 'National Championship Police Car Steeplechase'.
Each stage is packed with rival squad cars, as well as civilian traffic such as taxis, trams and fire-engines. Ninety-degree turns must also be negotiated in this tricky driving game. Cisco Heat features five different stages.
- TECHNICAL -
Main CPU : (3x) 68000 (@ 10 Mhz)
Sound CPU : 68000 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 216 pixels
Players : 1
Control : paddle
Buttons : 5
- TRIVIA -
Released in November 1990.
Also released as :
"Cisco Heat [Upright model]"
"Cisco Heat [2-Seater model]"
Cisco Heat's distinctive graphical approach proved to be a little too ambitious for its host hardware, with flickering and occasionally unpredictable sprites making an appearance.
- PORTS -
* Computers :
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
PC [MS-DOS, 5.25''] (1991)
$end
$info=citybomb,citybmrj,
$Edit this entry at Arcade-History.com
$bio
City Bomber (c) 1987 Konami.
A high speed overhead-view vertically scrolling driving game where you attempt to catch criminals.
- TECHNICAL -
Game ID : GX787
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), K051649 (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in November 1987.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
$end
$info=citycon,citycona,
$Edit this entry at Arcade-History.com
$bio
City Connection (c) 1985 Jaleco.
The player controls a small red car and must jump between platforms to colour them in as it drives over them. Oil cans can be collected and shot at the police, taxis, ambulances etc. that roam the levels. Flag waving cats must also be avoided.
- TECHNICAL -
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : M6809 (@ 640 Khz)
Sound Chips : AY8910 (@ 1.25 Mhz), YM2203 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1664
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The main sprite resembles a Honda City hatchback, which may explain the game's title.
The main character is a 15 year old girl named Clarice (Kurarisu) drives around the world in his love car (Clarice's car - Kurarisuka) looking for the ideal man. This explains the hearts after losing a life and the girl that appears every time you beat a level. Clarice's name appears at the bottom of the High score rankings.
Approximately 1,000 units were produced (based on serial number). Kitcorp licensed this title and sold it as "Cruisin'".
- PORTS -
* Consoles :
Nintendo Famicom (1988)
* Computers :
MSX (1986)
While there were only 2 official ports of City Connection, UK-based software house 'Core Design' released their own interpretation of the game called 'Car-Vup' in 1991, for the Commodore Amiga and Atari ST home computers.
$end
$info=citylove,mcitylov,
$Edit this entry at Arcade-History.com
$bio
City Love (c) 09/1986 Nichibutsu.
Mahjong game with a rock-paper-scissors bonus game to get those girls to strip!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Player : 2
Control : mahjong keyboard
$end
$info=clshroad,clshrdst,
$Edit this entry at Arcade-History.com
$bio
Clash-Road (c) 1986 Woodplace.
A horizontally scrolling bike racing game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Custom (@ 3.072 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1986.
Also licensed to 'Status'.
- STAFF -
Staff : M. Yasusi, T. Hidemi, N. Akina
$end
$info=claypign,
$Edit this entry at Arcade-History.com
$bio
Clay Pigeon (c) 1986 Exidy.
The object of Clay Pigeon was to shoot as many clay targets as you can, using an arcade light gun that was shaped like a shotgun. At the start of the game you are given the choice of selecting either Trap Shooting or Skeet Shooting. Trap shooting is where the clay target is thrown directly away from the shooter, while in skeet shooting the target is launched across the shooter's field of vision. The graphics are done in Exidy's realistic style, each round is played against a decent looking outdoor background, and an extremely repetitive announcer yells 'pull' to warn you of each and every target being launched. After several rounds of targets, you finally get to go after some real live animals! The real live animals are of course, ducks! The ducks are small and fly onto the screen in small groups of up to around a half dozen or so, and unlike the earlier title "Vs. Duck Hunt", you cannot miss any of these. Missing any ducks in this round ends the game instantly, and will more than likely have you fumbling for another quarter in an attempt to do it right this time.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
This title was available as either a conversion kit for Exidy's earlier gun titles, or as a dedicated cabinet. The game came in a big heavy black cabinet with the gun mounted on a huge control panel, all of the Exidy gun games used this cabinet, the only differences were the artwork, and the kind of gun. There were at least two different marquees on this title, the first one had a large 'Clay Pigeon' logo on a blue background, while the other had a small logo and a picture of a fence in a grassy field.
- STAFF -
Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson
$end
$info=clayshoo,
$Edit this entry at Arcade-History.com
$bio
Clay Shoot (c) 1979 Allied Leisure.
A clay shooting game.
- TECHNICAL -
Main CPU : Z80 (@ 1.267 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 176 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : stick
Buttons : 4
- TRIVIA -
Released in November 1979.
Clay shoot was probably the last game produced under the Allied Leisure label.
- SCORING -
Amateur : 75 points per clay.
Expert : 100 points per clay.
Pro : 150 points per clay.
Remenber! If two clays are hit in a round, the points are doubled; if three clays are hit, point value is tripled. So, is an Amateur hits two clays in a round, he gets 300 points, and is a Pro hits 3, he gets a whopping 1350 points!
$end
$info=cleopatr,
$Edit this entry at Arcade-History.com
$bio
Cleopatra Fortune (c) 1996 Taito.
A falling bricks puzzle game with an ancient Egyptian atomosphere. Features great musics!
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E28
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in September 1996.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection Vol.3 - ZTTL-0022) on 21/05/1998.
- SERIES -
1. Cleopatra Fortune (1996)
2. Cleopatra Fortune Plus (2001)
- STAFF -
Sound : Shuichiro Nakazawa (Zuntata)
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation (2001)
Sega Dreamcast (2001)
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
* Others :
Mobile Phone
$end
$info=cliffhgr,cliffhga,
$Edit this entry at Arcade-History.com
$bio
Cliff Hanger (c) 1983 Stern Electronics.
You are Cliff and your girlfriend Clarissa has been taken away by the evil Count Draco and will be forced to marry him unless Cliff can save her.
- TECHNICAL -
Main CPU : Z80
Sound Chips : Custom, Discrete circuitry
Palette colors : 16
Players : 2
Buttons : 2
- TRIVIA -
This was Stern's first laser disk game.
Cliff Hanger uses animation from the Japanese manga series, Lupin III. Most of the animation came from 'Lupin III - Castle of Cagliostro' and a couple of scenes, including the helicopter chase and the hanging scene came from 'Lupin III - Mystery of Mamo'.
A Cliff Hanger machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
$end
$info=cloak,cloakfr,cloakgr,cloaksp,
$Edit this entry at Arcade-History.com
$bio
Cloak & Dagger (c) 1983 Atari.
Agent X, complete with trenchcoat, Bogie hat, and briefcase, hurries through a series of adventures and misadventures to retrieve stolen plans and destroy dastardly Dr. Boom's subterranean bomb factory. Our masked hero descends to the depths of Dr. Boom's laboratory in a special elevator. On each floor he encounters a series of conveyor belts that are moving explosives. A giant bomb ticks down the game seconds while devices of Dr. Boom's plotting, such as bomb converters, forklifts deflecting shots back at Agent X, robot guards, acid pits, and crawling eyes shooting death rays, challenge the player(s).
CLOAK & DAGGER is a 1- or 2-player game with a color raster video display. You control Agent X as he descends underground floor by floor in an elevator to Dr. Boom's lab, located on the 33rd floor. Your main goal is to retrieve Top Secret plans that are surrounded by an electrical arc. To stop the electrical current, Agent X must shoot all the fiery nodes as he fights off robot guards.
As Agent X leaves the elevator on each floor, he must make his way carefully and quickly across the screen to another exit. Each floor displays a configuration of conveyor belts moving green unarmed and red armed explosives. Agent X can pick up the green explosives. The red explosives will explode on contact. Some floors have marauding robot guards, death-ray shooting crawling eyes, and acid pits.
Once Agent X has the top secret plans in hand, he must make his way back to the surface. If he exits on a floor that was bombed on the way down, he will find a massive crater protected by node monsters and the previously mentioned attackers. If he exits on a floor that was not bombed, a superguard will join the other attackers to challenge Agent X. On the final level, rumors are that he will meet the notorious Dr. Boom himself.
At the center of the display, a double-coiled fuse to a giant bomb is ticking down the game seconds for each level. Agent X can light the fuse in a rush for bonus points, but must be able to escape that level before the bomb explodes. If the fuse has shortened on its own to one coil, it lights automatically and prompts Agent X to make a mad dash to the waiting elevator. The doors close just as a burst of light from the explosion is seen. The game's perspective now changes to a full view inside the elevator. Messages flash across the elevator to give helpful hints on the next level.
Dr. Boom has placed explosive mines on every 4th floor. On each of the preceding 3 floors Agent X can pick up a secret map box that will show him part of the safe path across the minefield on the next 4th floor.
Agent X's first goal is to travel successfully from one elevator to the other; his second goal is to pick up a secret box to get a map of the minefield on levels 4, 8, 12, 16, 20, 24, 28, and 32; the third goal is to light the bomb fuse and escape before the explosion.
As game play progresses, Agent X may find an extra-life box and a mystery box that give bonus points, double speed, half speed, and occasionally, an extra life. Extra bonus points are earned for picking up green unarmed explosives or for skipping floors.
If Agent X succeeds in capturing the top secret plans, he must fight his way back up to the top level. The appearance of box compressors, crawling eyes, and other enemies are more random on the way up than on the way down. If Agent X makes it back to the surface, a free game will be awarded (depending on the settings of the option switches).
The game ends when you use up your last life or successfully make it to the surface.
- TECHNICAL -
Game ID : 136023
Main CPU : M6502 (@ 1 Mhz), M6502 (@ 1.25 Mhz)
Sound Chips : (2x) POKEY (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : Double 8-way joystick
Buttons : 1
- TRIVIA -
Released in December 1983.
A Cloak & Dagger unit appears in the 1984 movie 'Cloak and Dagger'.
This game was in development independently from the movie of the same name under the title "Agent X". When the game was about 70% completed and the movie was about 40% done, the movie producers and editors came to Atari to see if Atari had a game they could film as backdrop to the movie scenes which needed a 'Cloak & Dagger like spy game'. Atari agreed to change the name of its game to 'Cloak & Dagger' and they put a couple of tid-bits into their script which referred to 'Agent X' (Dabny Colman's character). The game actually arrived on the scene about 2 months before the movie was released. It was tested under the name 'Agent X' in it's initial field test (about 5 months before the movie was released), but was never produced as anything but 'Cloak & Dagger'. There were about 5000 games produced which made it into the market place.
Charles Dahling holds the official record for this game with 1,294,881 points on August 31, 1984.
- SCORING -
Shooting cave walls : 1 point
Shooting unarmed explosives : 10 points
Shooting armed explosives : 50 points, 100 bonus points
Shooting sleeping guard : 50 points, 100 bonus points
Picking up unarmed explosive : 100 points, 100 bonus points
Shooting alert guard : 200 points, 100 bonus points
Shooting lab arc-node : 200 points
Picking up mystery box : 200-1800 points, 100 bonus points
Shooting node monster : 1000 points, 100 bonus points
Shooting crawling eye : 1000 points, 200 bonus points
Shooting super-guard : 2000 points, 200 bonus points
Shooting Dr. Boom : 50,000 points
Picking up secret plans : 100,000 points
Lighting fuse : 2000-9000 bonus points (the shorter the fuse the more points awarded)
Note : Once fuse is lit, all points awarded are doubled!
- TIPS AND TRICKS -
* Hints for Game Play :
Develop skill for controlling the 8-position joysticks.
Memorize the mine fields.
Destroy the crawling eyes by spreading out shots.
Judge timing through the box compressors that first appear on level 17.
Learn levels where it is best NOT to shoot everything.
* Level Skip : Pull both joysticks down when you are in the lift. You'll descend far more rapidly, skipping several levels at a time.
- STAFF -
Designed and programmed by : Russel Dawe (RBD)
$end
$info=cloud9,
$Edit this entry at Arcade-History.com
$bio
Cloud 9 (c) 1983 Atari.
Shoot clouds in the sky. Avoid rain drops and other enemies. Try to destroy all clouds before your chamber is flooded.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Cloud 9 was originally supposed to be written by Dona Bailey (the coder for "Centipede"), but she left and Paul inherited it. Originally called 'Weather War' the original game concept had a plug in the bottom of the screen that the character had to pull to let the water out. This game unfortunately only received one weekend of play testing at one location before being cancelled.
- STAFF -
Designed and programmed by : Paul M. Resch
$end
$info=clowns,clowns1,
$Edit this entry at Arcade-History.com
$bio
Clowns (c) 1978 Midway.
Players bounce clowns off 'see-saw' to break rows of balloons for high score and bonus jumps.
- TECHNICAL -
Game ID : 630
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : paddle
- TRIVIA -
Released in January 1978.
This game is known in UK as "Springboard" (licensed to Subelectro).
- SCORING -
Successful jump : 10 points
Popping Balloon in bottom row: 20 points
Popping Balloon in middle row : 50 points
Popping Balloon in top row : 100 points
Bonus for Clearing Bottom Balloon Row : 200 points
Bonus for Clearing Middle Balloon Row : 500 points
Bonus for Clearing Top Balloon Row : 1,000 points
- PORTS -
* Computers :
Commodore C64 (1983)
$end
$info=cluedo,cluedo2c,cluedo2,
$Edit this entry at Arcade-History.com
$bio
Cluedo (c) 1995 JPM.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : UPD7759 (@ 640 Khz)
Players : 1
Buttons : 1
$end
$info=cgraplop,cgraplp2,
$Edit this entry at Arcade-History.com
$bio
Cluster Buster (c) 11/1983 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 28
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
This game is also known as "Graplop".
$end
$info=cltchitr,cltchtrj,
$Edit this entry at Arcade-History.com
$bio
Clutch Hitter (c) 1991 Sega.
A baseball game.
- TECHNICAL -
Sega System 18 hardware
Game ID : 317-0175 / 317-0176
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Clutch Hitter features all the Major League Baseball players from the 1991 season (but only 3 different ballparks).
This game was only available as a conversion kit (no dedicated cabinets were made). The marquee, sideart, bezel, and control panel overlay are all green, while the joysticks are red ball top units. The one thing that really stands out about this games cabinet is the joysticks. The game board itself is a Sega System 18 board, and is JAMMA compatible. The mainboard of this game contains a Sega 68000 style suicide chip.
- UPDATES -
FD1094 317-0175 :
* Japanese version
FD1094 317-0176 :
* US version
- PORTS -
* Consoles :
Sega Game Gear (1991)
$end
$info=cobram3,cobraseg,
$Edit this entry at Arcade-History.com
$bio
Cobra Command (c) 1984 Data East.
You command a fully armed helicopter and must take on enemy helicopters, planes, tanks, and ships in order to destroy their stronghold on an area. Your missions take you though the forest, in the canyons, through the desert ruins, out to the pacific ocean, and right though New York City.
- TECHNICAL -
Main CPU : I8086 (@ 5 Mhz), (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)
Palette colors : 16
Players : 1
Buttons : 2
- TRIVIA -
In 1984 Data East released a Laserdisc version of this game in north America under the title "Cobra Command" but in japan it was known as "Thunder Storm FX". It was the second arcade game to incorporate the Laserdisc technology featuring cartoon animation.
A Cobra Command machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
- PORTS -
* Consoles :
Sega Mega CD
$end
$info=cobracom,cobracmj,
$Edit this entry at Arcade-History.com
$bio
Cobra-CommanD (c) 1988 Data East.
A horizontally scrolling helicopter battle game.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1988.
Based on the original 1984 animated laserdisc game of the same name.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.
- UPDATES -
The Japanese version is the only one that has inner levels (which are really hard to play).
- STAFF -
Produce & program : K. Sasamoto
Graphic & design : A. Ontani
Graphic : M. Narita, T. Konishi
Graphic advice : S. Furukawa
Hardware : T. Takayama
Sound : A. Hare
Original plan : T. Seki
Management : T. Kato
- PORTS -
* Computers :
Nintendo Famicom (1988)
$end
$info=code1d,code1db,
$Edit this entry at Arcade-History.com
$bio
Code One Dispatch (c) 2000 Konami.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
$end
$info=colony7,colony7a,
$Edit this entry at Arcade-History.com
$bio
Colony 7 (c) 1981 Taito.
Defend Colony 7 from alien attack by using two ion-cannons that fire an exploding shot which knocks out targets near its detonation zone, an eradicator rocket that acts as a 'Smartbomb' which clears the entire screen, and an ion shield which provides temporary safety (blasted away by alien fire).
- TECHNICAL -
Prom Stickers : CS01-CS11
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Screen orientation : Vertical
Video resolution : 239 x 294 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 3
=> [1] FIRE, [2] MEGABLASTER, [3] ERADICATOR
- TRIVIA -
Released in May 1981.
- SCORING -
Fighter : 25-250 points
Scout : 100 points
Bummer : 100-1000 points
Advisor : 500-5000 points
- TIPS AND TRICKS -
* The Megablaster destroys enemies in a wide area. It consumes powercells. Used powercells turn blue. Enemies can destroy powercells.
* The Eradicator destroys all enemies and bombs on screen.
* Scouts call in more fighters until they are destroyed.
* Bonus points are given for buildings left when the last enemy in each squadron is destroyed.
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
PC [MS Windows] (2005, "Taito Legends")
* Others :
Arcade Legends : Space Invaders TV Game (2004 - Radica Games)
$end
$info=colt,
$Edit this entry at Arcade-History.com
$bio
Colt (c) 1986 Unknown.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
This game is a bootleg of "N.Y. Captor".
$end
$info=columns,columnsj,columnsu,
$Edit this entry at Arcade-History.com
$bio
Columns (c) 1990 Sega.
Sega's answer to the legendary "Tetris", the rules of Columns are simple : a column of 3 square pieces - stacked one on top of the other - drops from the top of the screen into the play area. As with 'Tetris', the column puzzle pieces can be moved left and right as they fall, but unlike "Tetris", they cannot be rotated. Instead, pressing a button will cause the order of the colored blocks in a column to shift by one position.
The object of the game is to place columns at the bottom of the pit in such a way that lines of 3 or more like-colored blocks are created (either horizontally, vertically or diagonally). When this happens, these blocks disappear, and any blocks resting upon them immediately fall onto the recently vacated space. This will often cause additional lines to be arranged, producing a 'cascade' effect. The key to a long game (and, ultimately, a high score) is to set up these cascades wherever possible.
While not achieving the same legendary status as the mighty "Tetris" (something that no puzzle game can realistically hope to achieve), the 'Columns' series has managed to garner a dedicated following of its own and is a respected example of the genre.
- TECHNICAL -
Sega System C hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in June 1990.
- UPDATES -
The US version is slightly different :
* "Winners Don't Use Drugs" screen added.
* Sega logo screen during the attract mode added.
* Cocktail mode dip-switch.
* Different music.
- SERIES -
1. Columns (1990)
2. Columns II - The Voyage Through Time (1990)
3. Columns III - Revenge of Columns (1993)
4. Stack Columns (1994)
5. Super Columns (1995, Sega Game Gear)
6. Columns '97 (1997)
7. Hanagumi Taisen Columns - Sakura Wars (1998)
8. Hanagumi Taisen Columns 2 (2000, Sega Dreamcast)
9. Columns Crown (2002, Nintendo Game Boy Advance)
- PORTS -
* Consoles :
Sega Mega Drive (1990)
Sega Game Gear (1990)
Sega Master System (1990)
NEC PC-Engine (1991)
Sega Mega-CD (1992, "Sega Classics Arcade Collection 4-in-1")
Sega Mega Drive (1994, "MegaGames 3in1 Vol 1")
Sega Mega Drive (1995, "6-PAK")
Sega Saturn (1997, "Columns Arcade Collection")
Nintendo Super Famicom (1999)
Sony PlayStation 2 (2003, "Sega Ages 2500 Series Vol.7")
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Wii (2006, "Virtual Console" - Mega Drive version)
* Computers :
FM Towns PC (1990)
MSX2 (1990)
Sharp X68000 (1991)
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")
$end
$info=colmns97,
$Edit this entry at Arcade-History.com
$bio
Columns '97 (c) 1996 Sega.
Sets of colored jewels fall in random order. The object of the game is to arrange the jewels vertically, horizontally or diagonally in rows of three or more to make them disappear.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in December 1996.
- SERIES -
1. Columns (1990)
2. Columns II - The Voyage Through Time (1990)
3. Columns III - Revenge of Columns (1993)
4. Stack Columns (1994)
5. Super Columns (1995, Sega Game Gear)
6. Columns '97 (1997)
7. Hanagumi Taisen Columns - Sakura Wars (1998)
8. Hanagumi Taisen Columns 2 (2000, Sega Dreamcast)
9. Columns Crown (2002, Nintendo Game Boy Advance)
- PORTS -
* Consoles :
Sega Saturn (1997, "Columns Arcade Collection")
$end
$info=mt_cols,
$Edit this entry at Arcade-History.com
$bio
Columns [Mega-Tech] (c) 1990 Sega.
The rules are simple. A column of 3 square pieces stacked one on top of the other is dropped into the play area. The player can move this piece left and right as it falls (as in "Tetris"), but cannot rotate it. Instead, pressing a button will cause the order of the blocks to shift by one position.
The object of the game is to place columns at the bottom of the pit in such a way that lines of 3 or more same-coloured blocks are created (either horizontally, vertically or diagonally). When this happens, these blocks disappear, and any blocks resting upon them immediately fall in accordance to gravity. Often this will cause additional lines to be arranged, producing a cascade effect. The key to a long game (and therefore a high score) is to set up these cascades.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 36
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- PORTS -
* Consoles :
Nintendo Wii (2006, "Virtual Console")
$end
$info=columns2,column2j,
$Edit this entry at Arcade-History.com
$bio
Columns II - The Voyage Through Time (c) 1990 Sega.
Align 3 or more items of the same colour vertically, horizontally or diagonally.
- TECHNICAL -
Sega System C hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- SERIES -
1. Columns (1990)
2. Columns II - The Voyage Through Time (1990)
3. Columns III - Revenge of Columns (1993)
4. Stack Columns (1994)
5. Super Columns (1995, Sega Game Gear)
6. Columns '97 (1997)
7. Hanagumi Taisen Columns - Sakura Wars (1998)
8. Hanagumi Taisen Columns 2 (2000, Sega Dreamcast)
9. Columns Crown (2002, Nintendo Game Boy Advance)
- PORTS -
* Consoles :
Sega Saturn (1997, "Columns Arcade Collection")
$end
$info=mp_col3,
$Edit this entry at Arcade-History.com
$bio
Columns III - Revenge of Columns (c) 1993 Sega.
Align 3 or more items of the same colour vertically, horizontally or diagonally.
- TECHNICAL -
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
=> [A] Rotate, [B] Crush Bar Attack, [C] Rotate
- TRIVIA -
This game is known in Japan as 'Columns III - Taiketsu! Columns World' (translates from Japanese as 'Columns III - Showdown! Columns World').
- UPDATES -
The US version is completely different :
* "Winners Don't Use Drugs" screen added.
* "Recycle It, Don't Trash It!" screen added.
* Sega Logo screen is shown during attract mode.
* More dip-switches.
- SCORING -
Your score will increase every time you clear a set of jewels.
- SERIES -
1. Columns (1990)
2. Columns II - The Voyage Through Time (1990)
3. Columns III - Revenge of Columns (1993)
4. Stack Columns (1994)
5. Super Columns (1995, Sega Game Gear)
6. Columns '97 (1997)
7. Hanagumi Taisen Columns - Sakura Wars (1998)
8. Hanagumi Taisen Columns 2 (2000, Sega Dreamcast)
9. Columns Crown (2002, Nintendo Game Boy Advance)
- PORTS -
* Consoles :
Sega Mega Drive (1994)
$end
$info=wbbc97,
$Edit this entry at Arcade-History.com
$bio
Comad World Beach Ball Championship 1997 (c) 1997 Comad.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
$end
$info=combat,
$Edit this entry at Arcade-History.com
$bio
Combat (c) 1985 Exidy.
A shooting game with a military motif. The player uses a gun, mounted to the cabinet, to protect allies from a variety of dangers while attempting to break through and conquer enemy lines and get promoted to a higher rank (from Private to General Of The Army) and be awarded a campaign medal.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
This game is also known as "Catch-22".
- STAFF -
Software : Larry Hutcherson, Vic Tolomei, Ken Micholson
Hardware : Howell Ivy, Mark Von Striver
Graphics : Lynn Pointer, Ken Nicholson
Audio : Ken Nicholson
Art : Rey Maninang
Support : Pam Banegas
$end
$info=combh,
$Edit this entry at Arcade-History.com
$bio
Combat Hawk (c) 1987 Sega / Sanritsu.
A reaction-based shoot-em-up in which the player takes on the role of an army soldier.
- TECHNICAL -
Main CPU : Z80 (@ 2.578 Mhz)
Sound Chips : (3x) SN76496 (@ 2.578 Mhz)
Players : 1
Control : 8-way joystick
Buttons : 3
=> [A] Left fire, [B] Center fire, [C] Right fire
$end
$info=combasc,combasct,combascj,combascb,
$Edit this entry at Arcade-History.com
$bio
Combat School (c) 05/1987 Konami.
A one or two player multi-event combat game, similar in gameplay style to Konami's "Track and Field" series.
* In the obstacle course, you must repeatedly press the fire button to run as fast as possible. Press the jump button in order to clear or mount hurdles of various hights. Complete the course within a specific ammount of time to continue the game.
* In the Iron Man race, the controls are the same but you will jump puddles and boulders and swim across a stream.
* In the firing ranges, aim with the joystick or trackball and shoot using the fire button. There will be various firing range sessions beginning with stationary targets, preceeding to moving targets, and finishing with having to avoid hitting the targets that represent comrades. The comrade targets resemble your drill instructor but you must still avoid hitting them (the wrong targets and the drill instructors) as it will cost you the game. The activities get progressively more difficult as you proceed.
- TECHNICAL -
Game ID : GX611
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
This game is known in US as "Boot Camp".
A bootleg of this game was released in 1988 by Datsu.
- PORTS -
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)
$end
$info=comebaby,
$Edit this entry at Arcade-History.com
$bio
Come on Baby (c) 2000 Expotato.
Come on Baby is a sports game with a difference, all the competitors are babies. Players select their character and compete in many different events. Events include dancing, driving, sumo wrestling, running races, water races and more.
- PORTS -
* Consoles :
Sony PlayStation 2 (2005)
* Computers :
PC [MS Windows 9X]
$end
$info=commandw,
$Edit this entry at Arcade-History.com
$bio
Command War - Super Special Battle & War Game (c) 1992 Taito.
A futuristic wargame.
- TECHNICAL -
Taito F3 System hardware
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
$end
$info=commsega,
$Edit this entry at Arcade-History.com
$bio
Commando (c) 1983 Sega.
An early shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 4-way joystick
Buttons : 2
$end
$info=commando,commandu,commandb,
$Edit this entry at Arcade-History.com
$bio
Commando (c) 1985 Capcom.
Vertically scrolling shoot'em up in which the player takes on the role of a highly trained commando soldier. The mission is to rescue captives and destroy enemy bases and strongholds, killing as many enemy soldiers as possible in the process. The commando carries only 2 weapons : a limited-range machine gun with unlimited shots, and a limited supply of hand grenades. Extra grenades can be picked up as the player progresses through the levels.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1985.
Licensed to Data East for US manufacture and distribution (July 1985). Commando was the first (and the only) game that Capcom licensed to Data East.
This game is known in Japan as "Senjou no Ookami" (translates as 'Battlefield of the Wolf') and is known as "Space Invasion" for the West German marketplace.
The main character is Super Joe from "Bionic Commando" and "The Speed Rumbler".
Tim Balderramos holds the official record for this game with 10,051,200 points on July 5, 1986.
Bandai released a boardgame based on this video game (same name) : A simple roll-and-move type game, with symbols on the board indicating what happens when you land on that spot. There are multiple choices on which direction to go, but not too much in the way of required thinking. There are many different boards that you progress through, each 'board' representing one 'stage' of the game.
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.
- TIPS AND TRICKS -
* The arch bridge is a dangerous spot so watch for grenade attacks from above. Be careful of trucks and jeeps that may try to run over you. Do not fall into rivers or ponds. Trees, walls and other obstacles may be used for cover.
* Here's a good way to kill enemy soldiers without going anywhere near them : at the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down. Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate.
* This tip will let you rack up big points and all the extra men you can : on the first stage, there is a cliff on the right-hand side of the screen. The enemy troops will jump off the end of this cliff and attack you. If you walk until the enemy troops START jumping off, and then stop, you can just stand there and keep killing them until you either get sick of playing or reach the maximum amount of extra men the game allows. If you plan on playing through the rest of the game you should stop as soon as you reach the maximum amount of extra men, as the longer you just sit there, the harder and faster the enemies become, making the rest of the game substantially more difficult.
- SERIES -
1. Commando (1985)
2. Mercs (1990)
3. Commando 3 (2007, XBOX 360 - "XBLA", Playstation 3 - "PSN")
- STAFF -
Music by : Tamayo Kawamoto
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Mattel Intellivision (1987)
Atari 2600 (1988)
Atari 7800 (1989)
Sony PlayStation (1998, "Capcom Generation 4")
Sony PlayStation (1998, "Capcom Generations - Blazing Guns")
Sega Saturn (1998, "Capcom Generation 4")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Commodore C64 (1985)
Amstrad CPC (1985)
PC [Booter] (1986)
Sinclair ZX Spectrum (1986)
Commodore 16 (1986)
Commodore Plus/4 (1986)
Apple II (1987)
Atari ST (1989)
Commodore Amiga (1989)
PC [CD-ROM] (1999, "Capcom Arcade Hits 3") : also includes PDA version for HP/Compaq iPaq Pocket PC's.
$end
$info=comotion,
$Edit this entry at Arcade-History.com
$bio
Comotion (c) 10/1976 Gremlin.
This game was for two or four players only, you must have a live human opponent to play against, or else the other players character will go straight into a wall, making for a very quick and boring game. Each player moves their character around leaving a solid line behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponents before hitting something. Each player is eliminated when they crash, taking their lines with them. One good strategy is to turn around and head for the outer area of the screen (in four player mode), because everyone starts out headed for the center. Skirt around the edges until you only have one opponent left, then box them in. Pushing backwards on the stick will cause you to crash into your own line, so avoid that at all cost.
- TECHNICAL -
Prom stickers : 5-10
Main CPU : 8080 (@ 2.079 Mhz)
Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 4
Control : 4-way joystick
- TRIVIA -
This game came in only one form factor, that of the standup cocktail (a format that was really only used in the 70s). The machine was a round table about 4 feet tall. The table top was wood grained, and it had four sets of player controls spaced evenly around the table. The monitor was located inside the table facing upwards. This game had simple sideart that consisted of a few stripes and a 'Comotion' logo (the logo snaked around much like the games characters did). The game featured control panels that were devoid of joysticks, instead you controlled the game using a button for each direction. Two people could play for twenty five cents, or four people could play for fifty cents. The prices were hard coded into the games romset, so operators really couldn't mess with them (the games title screen clearly said "'25 cents for two players, 50 cents for four players').
- SERIES -
1. Blockade (1976)
2. Comotion (1976)
3. Hustle (1977)
$end
$info=compgolf,compglfo,
$Edit this entry at Arcade-History.com
$bio
Competition Golf - Final Round (c) 1985 Data East.
A competition golf game.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=complexx,
$Edit this entry at Arcade-History.com
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Complex X (c) 1984 Taito.
An early platform game.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete (@ 921.6 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- STAFF -
Designed and programmed by : Scott Boden
$end
$info=condor,
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Condor (c) 1981 Sidam.
Condor is a vertical shooter sharing many similarities with both Namco's "Galaxian" and Taito's "Space Invaders". The player pilots a lone ship that can only move left and right along the bottom of the screen, the majority of Condor's enemies are small bird-like crafts that fly and attack in formation - in a fashion very similar to the aliens of "Galaxian". Condor adds to the basic formula by including large multi-part enemies (the 'Condors' themselves), a 'shield' button (that takes seven seconds to 'regenerate' after use) and a large mothership level. The additional gameplay elements seem to be at the expense of hardware performance. Despite having more basic graphics than "Galaxian", Condor's ships move in a very mechanical fashion compared to the smooth, nicely animated movements of Namco's classic.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.372 Khz), Discrete
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Phoenix".
- UPDATES -
Condor adds a timer for each round in the form of a fuel gauge.
- SCORING -
Scoring is a little complicated in this game due to the fact it depends on hits made and how close the Condors are to your fighter.
Condor fighters : 20, 40, or 80 points; 200 points if flying as a bird.
Condor birds : 50 or 100 points/egg, 100 - 800 points/bird (depends on how many wings shot off and distance from fighter).
Spacefortress : 1000 - 9000 points (depends on how close the Spacefortress is to your fighter when you kill the alien).
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a formation of enemy fighters at the top of the screen. This is the beginning of wave 1. A quick note about the shield. It lasts a couple of seconds and takes about five seconds to regenerate again.
WAVES 1 AND 2 :
1) You will usually be attacked by multiple fighters at any one time. The movements of these fighters is pretty random.
2) In addition to dropping bombs on your fighter, Condor fighters also tend to try to ram your fighter.
3) After you clear out a few fighters, they will reassemble at the top of the screen. They will then move in sync with each other as they creep to the bottom of the screen.
4) Sometimes a Condor fighter will hover right above your ship. If you're quick, you can get off a quick shot and move away before a bomb can be dropped on you.
5) If multiple Condor fighters are at your level, use the shield to clear a path through them.
WAVE 3 AND 4 :
1) The Condors in wave 3 enter the screen in a zig-zag pattern while the Condors in wave 4 arrive in a cross-over pattern of four Condors per side.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to shoot off their wings. If you do this, it forces them to go straight down until the wing regenerates. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to hit the Condors when they are close to your ship. Doing this gets you more points.
4) In addition, try to shoot off both wings before destroying a Condor for more points.
WAVE 5 :
1) Your goal on this wave is to cut through the hull and shield and take out the alien inside.
2) Start firing as rapidly as you can to quickly cut through the hull. It will take quite a few shots to get to the shield.
3) The shield rotates so you will have to hit it a lot of times in order to get a wide enough hole in it to hit the alien.
4) As all of this is going on, the Spacefortress is continually descending upon your ship. In addition, the escorts are constantly harassing you.
5) A good strategy is that once you have cut a path through the hull and shield, wait for the Spacefortress to be almost on top of your ship. When you take out the alien, you will get a lot more points.
6) Destroying the escorts does not end this wave. Once you complete wave 5, the cycle begins anew.
* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and your score will be set to 204,000 regardless of what your current score is - The best way to get this bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. In addition, accomplishing the trick a second time again puts your score at 204,000, even if your score was higher.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=congo,
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Congo Bongo (c) 1983 Sega.
Jungle drums pound as CONGO BONGO, the cartoon adventure that pits man against monkey, takes you on the craziest, most action-packed safari ever! With fantastic 3-dimensional-like graphics and wonderful native sounds, SEGA's CONGO BONGO lures explorers of all ages to chase Bongo, the mischievous gorilla, through four vivid scenes of jungle fun. By use of an 8-way joystick and a jump button, the player maneuvers his hunter through the various scenes and avoids obstacles and dangers in his path.
In the 1st scene, Bongo roars defiantly from the top of Steep Peak as the hunter approaches. The hunter must climb the treacherous cliffside to reach the bridge above, while avoiding the bouncing coconuts Bongo throws down. Once across the bridge, the hunter must slide down a slope and knock the green monkey off the ledge. Green monkeys will block the hunter's path and if not pushed over a cliff or jumped over, the hunter cannot pass.
Next the hunter must jump over a perilous, collapsing chasm and climb the cliff to Primate Plateau. Here several friendly-looking monkeys scamper about playfully. Be careful though, as the cheerful chimps will cling to the hunter, slowing him down. By using the jump button, the player can shake the chimps off the hunter, but it must be done quickly, because if three chimps grab the hunter, they will pick the hunter up and throw him over the side and into the river. Once past the monkeys, the hunter must jump the river again and climb up to the top where a chagrined Bongo loses his smile and runs off into the jungle.
In the 2nd scene, Bongo taunts the hunter from across Snake Lake. Immediately scorpions descend upon the hunter and he must decide which route to take quickly. Snake Lake is a maze of bridges and islands with snakes guarding every route. The hunter must avoid the snakes by jumping over them. The hunter should attempt to reach the island nearest Bongo and jump onto the back of the hippo and then safely to shore. Beware of the hippo as he dives and surfaces. Once safely to shore, Bongo gets worried and scampers off again.
The 3rd scene opens with the hunter in a mole hole on Rhino Ridge. A herd of charging rhinos must be avoided in the hunter's attempt to capture Bongo. The hunter can avoid the rhinos by jumping over them or ducking into a mole hole. When ducking into a mole hole, the player must depress the jump button for the hunter to duck down and avoid the rhinos.
In the 4th scene, a weary Bongo naps in a chair on the far side of Lazy Lagoon. To reach Bongo, the hunter must cross Lazy Lagoon by jumping on lily pads, hippos and fish that might sink at any minute. Once across Lazy Lagoon, the hunter must dodge the last charging rhinos and climb the last bluff to capture Bongo. After Bongo is captured, the scenes repeat with increasing difficulty.
CONGO BONGO is a 1 or 2 player game with players alternating at the loss of each hunter. Each scene is timed by the bonus counter in the upper left corner of the screen. As time passes, the bonus decreases. If the bonus counter reaches zero, the player loses that hunter, the bonus counter is reset and play continues if he has other hunters available. Game ends with the loss of the last hunter.
- TECHNICAL -
Game ID : 605-5167
Main CPU : Z80 (@ 3.04125 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : Discrete circuitry, SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Released in February 1983.
Also known as "Tip Top" in Europe. All boards are screen printed SEGA and the sound board actually has the name Tip Top on it.
Tim Collum holds the official record for this game with 883,400 points on September 3, 1983.
- SCORING -
Each step taken : 10 points
Jumping onto hippo, fish or lily pad (increases by 50 each round) : 100 points
Jumping into a mole hole : 1000 points
Jumping across a chasm : 500 points
At the successful completion of each round, the player is awarded the number of points remaining in the bonus box.
- PORTS -
* Consoles :
Mattel Intellivision (1983)
Atari 2600 (1983)
Atari 5200 (1983)
Sega SG-1000 (1983)
Colecovision (1984)
Atari XEGS
Sony PSP (2006, "Sega Genesis Collection")
Sony PlayStation 2 (2005, "Sega Ages Vol. 23 - Sega Memorial Selection")
* Computers :
Atari 800 (1983)
Commodore VIC-20 (1983)
Commodore C64 (1983)
Apple II (1983)
Texas Instruments TI-99/4A (1983)
PC [Booter] (1984)
$end
$info=connect4,
$Edit this entry at Arcade-History.com
$bio
Connect 4 (c) ???? Dolbeck Systems.
Try to beat the machine to 4 in a row for a chance to win cash!
- TECHNICAL -
Designed around Barcrest's MPU4 hardware platform, the game itself is played out on a large light grid on the front of the machine.
Main CPU : M6809 (@ 1.72 Mhz)
Sound Chips : AY8910 (@ 1.72 Mhz)
Palette colors : 16
Players : 1
Buttons : 2
- TRIVIA -
One of the tunes played by the machine is 'We'll Meet Again', by Dame Vera Lynn.
- SCORING -
After winning, you must play the skill stop to actually win the prizes, this can be tricky, and often cheats.
$end
$info=conquer,
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Conquer (c) 1982 Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 1
Control : 8-way joystick
Buttons : 1
$end
$info=contcirc,contcrcu,contcrua,
$Edit this entry at Arcade-History.com
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Continental Circus (c) 1987 Taito.
A Formula One racing game in which the player races over a number of International Grand Prix circuits, trying to complete each lap before the time limit expires. Continental Circus features Pit-stops and dynamic weather; the latter in the form of rain.
If the player's car is hit by either a rival car or strikes a trackside barrier, the car will be damaged and begin to smoke. The player must 'pit' at the earliest opportunity to get the car repaired, otherwise the fire will spread and the car will eventually explode. Should the player's car have a second collision before the Pit-stop is reached, the car to explode, wasting precious time before a replacement car appears.
Contintal Circus' Grand Prix tracks are as follows :
BRAZIL / Brazil GP - Qualified Rank 80
AMERICA / U.S.A GP - Qualified Rank 60
FRANCE / French GP - Qualified Rank 50
MONACO / Monaco GP - Qualified Rank 40
GERMANY / Germany GP - Qualified Rank 30
SPAIN / Spain GP - Qualified Rank 20
MEXICO / Mexico GP - Qualified Rank 10
JAPAN / Japan GP - Qualified Rank 3
- TECHNICAL -
Taito Z System hardware
Board Number : K1100351A
Prom Stickers : B33
Main CPU : (2x) 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : Steering wheel
Buttons : 8
- TRIVIA -
Like Nintendo's 1981 classic, "Donkey Kong", Continental Circus was the victim of a mistake during the translation from Japanese to English. The game was orginally to be called 'Continental Circuits'. All the artwork on the US games was later corrected to say 'Continental Circuit' but the original Taito PCBs are clearly labeled with the epithet, 'Circus'. Note : F1 is often called the 'F1 circus' because it is like a big circus that travels to different cities across different continents.
Continental Circus was unique at the time in that certain cabinets came supplied with a '3D visor', through which the player viewed the action. The visor, similar in outward appearance to the one used in Atari's "Battlezone", produced a simple but effective 3D effect. This effect could be disabled by the arcade operator via the dip switch settings.
This game was released outside US 2 years later (in 1989).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.
- TIPS AND TRICKS -
Fast Start : Hold Speed Low+Accelerator, tires will smoke.
- STAFF -
Produce : Junji Yarita, Yoshimitsu Kasahra
Software : Tohru Sugawara, Hidenori Sasatani, Kenzo Nomura, Eiichi Sato
Character : Junji Yarita, Yoshimitsu Kasahara, Seiji Kawakami, Shinobu Iwabuchi, TOshiyuki Nishimura
Hardware : Seigo Sakamoto, Masahiro Yamaguchi, Takashi Ohhara
Mechanic : Akira Takahashi, Itsuji Yamada, Tohru Hirata, Yukihiro Akiyama, Masaharu Hori
Design : Maoko Yoshida, Shibonu Sekiguchi, Kazuo Nakagawa, Takeo Shiraishi, Atsushi Iwaoka
Sound - All Direction & Music Arranged : Mar. (Ztt)
Sound - Sub Direction : Yack (Ztt)
Sound - Software : Naoto Yagishita, Hisayoshi Ogura, Shiro Imaoka, Kazuyuki Ohnui
sound - Hardware : Eikichi Takahashi, Tsukasa Nakamura
Sound - Electric : Fumio Takeda, Satoru Shimomura, Masatoki Sasaki
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Atari ST (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=contra,contrab,contraj,contrajb,
$Edit this entry at Arcade-History.com
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Contra (c) 1987 Konami.
In 1957, a meteor strikes South America, carrying with it a dormant alien lifeform. Thirty years later in 1987, the alien known as 'Red Falcon' has emerged from hiding to conquer the world. Mad Dog/Bill and Scorpion/Lance travel to the South American island to stop the evil threat.
Contra is a hectic one or two player platform shoot-em-up featuring five stages. Three of the levels are standard side-scrolling platform levels, while the remaining two are enemy 'bases'; third person into-the-screen stages in which players must run down series of heavily defended corridors to reach and destroy an end-of-level boss, before moving onto the next stage.
Each player's character is equipped with a semi-automatic machine gun with an unlimited amount of ammunition and can jump, move and fire in all eight cardinal directions. Players can also move and jump simultaneously while firing. Co-ordination of the character's movement is essential as a single hit from any enemy, bullet, or other hazard will instantly kill the player's character and also eliminate the current weapon from the player's inventory.
As players fight their way through the enemy-packed levels, additional weapons can be collected. If the player loses a life, they will also lose any weapon power-up they were carrying. Available weapons are :
Machine gun [M] : Auto-fire.
Spread gun [S] : Allows the player to fire five shots in an arc.
Laser gun [L] : Will shoot a long laser that can take out many enemies in a row.
Fire Ball [F] : A gun which fires small fireballs in a corkscrew pattern.
Rapid-fire [R] : Increases the firing rate of the player's currently equipped weapon.
Barrier [B] : Will make the player invincible for a few seconds.
Destroy all : Appearing as a grey falcon, this powerup acts as a super-bomb and will destroy all enemies on screen.
The game's 5 levels and bosses are as follows :
Stage 1 : Jungle – Defensive Wall – (horizontal scrolling)
Stage 2 : Base 01 – Six turrets and Alien Gun – (third-person)
Stage 3 : Waterfall – Large Alien – (vertical scrolling)
Stage 4 : Base 02 – Six turrets and Alien Gun – (third-person)
Stage 5 : Alien's Lair – Red Falcon – (horizontal scrolling)
- TECHNICAL -
Game ID : GX633
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.582071 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1987.
This game is known in Europe as "Gryzor".
Note : The kanji on the Japanese version title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'ateji', in which Japanese artists use the phonetic value of a character to fit the game's name, allowing them to write the name in kanji as opposed to a kana.
Here are the official names of the characters : Bill Rizer (player 1) and Lance Bean (player 2).
Bill Rizer makes an appearance as a supporting character in the 1992 Nintendo NES/Famicom game "Wai Wai World 2 SOS!! - Paseri Jou" (A.K.A. "Konami World 2 - SOS from Parsley Castle").
The music from the final stage is also used for the final boss confrontation in "Wai Wai World" (A.K.A. "Konami World" ) for the Nintendo NES/Famicom.
Chad Johnson holds the official record for this game with 1, 546, 600 points on July 15, 2002.
Alpha Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.
- UPDATES -
The storyline's setting of contra depends on it's version. In the US version, the story takes place near the amazon basin in south america in the year 1987. in gryzor (European version) and 'kontora' (Japanese), the story takes place near New Zealand's gal mosquito archipielago in the year 2633.
- TIPS AND TRICKS -
* Use shots wisely : Jump shots and crouch shots allow you to attack while avoiding enemy attacks. Do not hesitate. Keep those shots going!
* Kill before being killed : if you see an enemy, shoot right away. Defeat them before they fire at you. Be the first one to attack!
* Tip for taking down the fortress : Fortresses situated at the end of eah levl have a weak point (sensor). Concentrate your attack on the weak point!
But Destroy the cannons first. Cannons will remain even if you take out the sensor first and the fortress morphs.
* Tip for 3-D levels : Destroy the weak points of each floor and stop the high voltage electric currents. Taking out the weak points quickly is key to conquerins the 3-D levels.
If you press UP on the control pad and touch th electricity, you will be stunned and won't be able to mov for a while. Don't move forward until you take out the weak point and stop the electricity.
After you take out the weak point, look at the map while proceeding. You'll know whether to go left or right.
You can dodge enemy bullets by lying down! Destroy rolling mines by using crouch shots.
As you proceed, there are weak points that are positioned so that you can't reach them. Utilize jump shots and crouch shots.
* Beware of Falling off at Stage 4 : In Stage 4 where you climb up a waterfall, missing a platform and falling down will count as a miss.
* Barrier : At specfic spots in Stages 4 & 9, you can pick up barriers that make you invincible for a while. However, there is a rule : 'A barrier will appear only when you are NOT equipped with a special weapong'.
- SERIES -
1. Contra (1987)
2. Super Contra (1988)
3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
4. Contra - Hard Corps (1994, Sega Mega Drive)
5. Contra - Legacy of War (1996, Sony PlayStation)
6. C - The Contra Adventure (1998, Sony PlayStation)
7. Contra - Shattered Soldier (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)
9. Contra 4 (2007, Nintendo DS)
- STAFF -
Game programmers : Satoru, Hideyuki Falco, Koichi Cobra
Video graphics : Kengo
Special designers : Ishiwari Jinbo, Passionate Norio
Sound editor : Kazuki Muraoka (Kazuki Jah)
Engineer : Rom Yamamoto
Directed by : Koji
- PORTS -
The video game console versions had three additional levels. In the arcade version, the fifth level is an exceptionally long last level. The disparate elements of it were expanded in the console versions to form three additional levels.
* Consoles :
Nintendo Famicom (1988)
Nintendo NES (1990, "Probotector") : The Contra duo and the human enemies are replaced by robots.
Sony Playstation 2 (2006 ,"Oretachi Game Center - Contra")
Microsoft XBOX 360 (2006, as a downloadable Live Arcade game) : boasts an upgrade in graphics, and a special achievements section, where players are rewarded for different achievements they make in the game.
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
* Computers :
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)
Commodore C64 (1987)
PC [MS-DOS] (1987)
MSX2
PC [MS Windows, CD-ROM] (2002, "Konami Collector's Series - Castlevania & Contra")
* Others :
LCD handheld game (1989, "C") by Konami.
$end
$info=pc_cntra,
$Edit this entry at Arcade-History.com
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Contra (c) 1988 Konami.
A shoot'em up / platform game.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : CT
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
This game is known in Europe as "Probotector". For the European version, both the game's human heroes and all human enemies were replaced with robot sprites. This is to make the game less overtly violent than its US counterpart.
- UPDATES -
The storyline's setting is dependent on which version is played : in the US version, the story takes place near the Amazon basin in South America and is set in the year 1987. In "Probotector", the story takes place near New Zealand's Gal Mosquito archipelago in the year 2633. This is partly to allow for the 'robots' of the non-US versions.
- TIPS AND TRICKS -
* Classic Konami Code (30 Lives) : Press Up(x2), Down(x2), Left, Right, Left, Right, B, A, before the demonstration begins at the title screen. Then, press Start to begin the game in single player mode or Select + Start to begin in two player mode.
* 3 extra lives :Press Up(x2), Down(x2), Left, Right, Left, Right, B, A at the title screen. Then, press Start to begin the game in single player mode or Select+Start to begin in two player mode.
* Unlimited lives : Press Up, Down, Up, Down, Left, Right, Left, Right, A, B, A, B, Select, Start when 'Jungle' appears on the demonstration screen.
* Transfer lives : Begin game play in two player mode. Press A+B when losing a life to use a life from the other player.
* All weapons : Press Down(x2), Up(x2), Right, Left, Right, Left, A+B before the demonstration begins at the title screen.
* Level select : Press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start(x2) at the main menu.
* Expert mode : Successfully complete the game and start another game. The new game will feature the same amount of lives at the end of the last game and more difficult opponents.
* Level Password :
2 - 1227
3 - 0501
4 - 0948
5 - 2168
6 - 0666
7 - 1192
* Secret Ending : During the ending, before the closing credits starts rolling, press and hold Select+Start and keep on holding until the credits are over. If done correctly, you will receive a message from Red Falcon, vowing his revenge.
- SERIES -
1. Contra (1987)
2. Super Contra (1988)
3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
4. Contra - Hard Corps (1994, Sega Mega Drive)
5. Contra - Legacy of War (1996, Sony PlayStation)
6. C - The Contra Adventure (1998, Sony PlayStation)
7. Contra - Shattered Soldier (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)
9. Contra 4 (2007, Nintendo DS)
- STAFF -
Programmers : S. Umezaki, S. Kishiwada, K. Yamashita, T. Danjyo, M. Ogawa
Graphic designers : T. Ueyama, S. Muraki, M. Fujiwara, T. Nishikawa, C. Ozawa
Sound creators : H. Maezawa, K. Sada
Directed by : Umechan, S. Kitamoto
$end
$info=nss_con3,
$Edit this entry at Arcade-History.com
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Contra III - The Alien Wars (c) 1992 Nintendo.
Ever since Red Falcon's plan to control the earth was thwarted by both Bill Rizer and Lance Bean, the world could breathe a sigh of relief once again. but now, Red Falcon has launched his wrath against earth once again. The only difference is that this time it's Bill and Lance's sons who are going to pick in their fathers' footsteps.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TIPS AND TRICKS -
* All Weapons Code : At the player selection screen, press Right, Down, Downright, Right and Start. A scream will confirm the code.
* Level Select : At the player selection screen, press Left, Down, Downleft, Left and Start. A Hum will be heard if you've entered the code correctly.
- SERIES -
1. Contra (1987)
2. Super Contra (1988)
3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
4. Contra - Hard Corps (1994, Sega Mega Drive)
5. Contra - Legacy of War (1996, Sony PlayStation)
6. C - The Contra Adventure (1998, Sony PlayStation)
7. Contra - Shattered Soldier (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)
9. Contra 4 (2007, Nintendo DS)
- STAFF -
* Visual Designers :
Main and directed : Nobuya Nakazato
Players character : Masayuki Saruta
Assist : Noritoshi Sasaki
* Programmers :
Main and top-view : Yaipon
Side-view : 1991/Nami
Help-man : K. Horio
* Sound Designers :
Program and effect : Atsushi Fujio
Sound effect : Masanori Oouchi, Hiroshi Kobayashi, Hirofumi Taniguchi
Music compose : Miki Yanagisawa, Masanori Adachi, Tappi Iwase
Technical adviced : Jun Furano
Package designers : Kenji Shimoide, Hiromi Sumida
Produced by : Kazumi Kitaue
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Nintendo Game Boy (1994)
Nintendo Game Boy Advance (2002, "Contra Advance - The Alien Wars EX")
Nintendo Wii (2007, "Virtual Console" - SNES version)
$end
$info=cookrace,
$Edit this entry at Arcade-History.com
$bio
Cook Race (c) 1982.
Help chef Peter Pepper race the maze to collect patties, cheese, lettuce and buns. Destroy the pursuing Mr. Hot Dog, Mr. Egg and Mr. Pickle for bonus points. Complete four burgers and you will feast on even more challenging mazes, build more burgers and score the biggest Cook Race score ever!
- TECHNICAL -
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Burger Time".
Ever wondered why one of the evil guys is an egg? In Japan where the game was made, it is common to add a fried egg to your burger.
- UPDATES -
The highscore table has different names than the original.
The levels appear in a different order from the original : 1, 5, 2, 3, 4, 6.
- SCORING -
Stacking a burger ingredient : 50 points per ingredient
Crushing Hot Dog : 100 points
Crushing Pickle : 200 points
Crushing Egg : 300 points
Collecting Ice Cream : 500 points
Collecting Coffee : 1,000 points
Collecting Fries : 1,500 points
Dropping Ingredient with 1 enemy on top : 500 points
Dropping Ingredient with 2 enemies on top : 1,000 points
Dropping Ingredient with 3 enemies on top : 2,000 points
Dropping Ingredient with 4 enemies on top : 4,000 points
Dropping Ingredient with 5 enemies on top : 8,000 points
Dropping Ingredient with 6 enemies on top : 16,000 points
and so on...
- TIPS AND TRICKS -
* 'Mad Dash' : J.D. Lowe, the current world record holder adds some suggestions... Something that very few players use is something I call 'Mad Dash'. If you watch as the chef is drawn on the screen, he walks up/down ladders at approx. 8 steps a second. So, in theory, if you can press the up and down arrows faster than 8 times a second, you can go faster. This is very helpful on later levels like Level 20. This does not work on going left and right, because the steps are smaller, and the computer has to draw the chef facing you again if you let go of the controller. It's a bit complicated, but like I said earlier, it can be very helpful.
* Peppers Appearances : the peppers do not appear randomly on the screen; in fact, they appear after so many ingredients have fallen to the bottom of the screen...
Level 1 - Peppers appear after 4, 8, and 12 ingredients have dropped.
Level 2 - After 3, 6, and 9 ingredients.
Level 3 - 5, 7, and 13.
Level 4 - 4, 8, and 13.
Level 5 - 6, 16, 22, 29.
Level 6 - 3, 7, 12, 14.
* Hint 1 : enemies can't turn around immediately, so you can follow them around temporarily.
* Hint 2 : the best tactic is generally to stand halfway across a piece of food, wait for enemies to appear on the food's edge, and then drop the food and enemies at once. Always lure the enemies onto the highest portion of the screen, and then drop them. This has several advantages : it clears more burger pieces, plus it means that units on lower levels may wander into the cascading pieces, killing them also.
* Hint 3 : leave LOTS of room around yourself when going up ladders - the sprites in Burger Time are somewhat bigger than the visible characters.
* Hint 4 : when enemies first appear, you have 1/4 sec to go through them, if you need to.
* IMPORTANT : if you die while the last piece of food is falling into place, the game will NOT deduct a man from your game!
$end
$info=cookbib,
$Edit this entry at Arcade-History.com
$bio
Cookie & Bibi (c) 1995 SemiCom.
A "Puzzle Bobble" ripoff.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz)
Sound CPU : Z80 (@ 3.42719 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Cookie & Bibi (1995)
2. Cookie & Bibi 2 (1996)
3. Cookie & Bibi 3 (1997)
$end
$info=cookbib2,
$Edit this entry at Arcade-History.com
$bio
Cookie & Bibi 2 (c) 1996 SemiCom.
A "Puzzle Bobble" rip-off.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Cookie & Bibi (1995)
2. Cookie & Bibi 2 (1996)
3. Cookie & Bibi 3 (1997)
- STAFF -
Excutive producer : Jeon Jae Yeon
Game designer : Han Seung Hoon
Game programmer : Mm Hyun Ho
System programmer : Kim Jin Woo
Graphic designers : Kim Sung Hawan, Kim Kyung Hee, Hong Young Joo
Sound composer / S.E : Jeon Seok Gee
$end
$info=cookbib3,
$Edit this entry at Arcade-History.com
$bio
Cookie & Bibi 3 (c) 1997 SemiCom.
A "Puzzle Bobble" Ripoff.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 3
- SERIES -
1. Cookie & Bibi (1995)
2. Cookie & Bibi 2 (1996)
3. Cookie & Bibi 3 (1997)
- STAFF -
Executive Producer : Jeon Jae Yeon
Programmed by : Kim Hyun Ho
Reprogrammed by : Strider X
Graphic Designer : Kim Sung Hawan
Graphic Assist : Cho Young Kook, Kim Kyung Hee, Cho Oh Hyun, Kim Seung Hwan, Lee Shea Ho
Music and Sound : Jeon Seok Gee
Poster Artist : Sim Seng Bo
$end
$info=cbaj,
$Edit this entry at Arcade-History.com
$bio
Cool Boarder - Arcade Jam (c) 1998 Tecmo.
A snowboarding game.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YMZ280B (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
$end
$info=coolmini,
$Edit this entry at Arcade-History.com
$bio
Cool Minigame Collection (c) 1999 SemiCom.
Exactly as the title states, a collection of cool minigames.
- TECHNICAL -
Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game contain 36 (6x6) MiniGames :
* Page 1 :
TNT
SWAT
Ambulance
Coffee
Pierrot
Fencer
* Page 2 :
Safety zone
Find it!
Thrump!
Funny Fac.
Quest
Minicar
* Page 3 :
Doll
How much?
Hamburger
Two cops
X-file
Childhood
* Page 4 :
Drinker
Confront!
Photo
Pizza
Ghost
Classroom
* Page 5 :
Snowball
Jump Jump
F-18
Penguin
Bugs
Stop Thief !
* Page 6 :
Open Page
Runaway
Pong Pong
Frog
Ball Box
Ben Hur
$end
$info=coolpool,
$Edit this entry at Arcade-History.com
$bio
Cool Pool (c) 1992 Catalina Games.
The game has 4 different selectable types of pool : 'Straight Pool', 'Eight Ball', 'Nine Ball' and 'Strip Pool'. The Strip Pool game contains adult-related material and is not intended to be suitable for younger players. There are also 3 different selectable girl characters and acts featured in this game.
- TECHNICAL -
Main CPU : TMS34010 (@ 5 Mhz), TMS32026 (@ 40 Mhz)
Sound Chips : DAC (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Trackball
Buttons : 1
$end
$info=coolridr,
$Edit this entry at Arcade-History.com
$bio
Cool Riders (c) 1995 Sega.
A motorcycle racing game.
- TECHNICAL -
Sega H1 System hardware
Main CPU : SH-2 (@ 28 Mhz), 68000 (@ 12 Mhz), SH-2 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
- TRIVIA -
Released in April 1995.
The one and only game produced on Sega H1 System. This is a unique system that was developed to drive multiple monitors from the same board (2ea at Medium res and 4ea at Standard Res).
$end
$info=ar_spot,
$Edit this entry at Arcade-History.com
$bio
Cool Spot (c) 1993 Arcadia Systems.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game's main character is known as Spot, who was the mascot for 7-Up from the late '80s to the early '90s.
- PORTS -
* Consoles :
Nintendo NES (1992, "Spot - The Game")
Nintendo Game Boy (1992)
* Computers :
PC [MS-DOS] (1990)
Atari ST (1991)
Amiga (1991)
$end
$info=clbowl,
$Edit this entry at Arcade-History.com
$bio
Coors Light Bowling (c) 1989 Incredible Technologies.
An up-to-4 players overhead-view bowling game.
- TECHNICAL -
Main CPU : M6809E (@ 2 Mhz)
Sound CPU : M6809E (@ 2 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 245 x 360 pixels
Screen refresh : 57.00 Hz
Palette colors : 4096
Players : 2
Control : trackball
Buttons : 2
- SERIES -
1. Capcom Bowling (1988)
2. Coors Light Bowling (1989)
$end
$info=cop01,cop01a,
$Edit this entry at Arcade-History.com
$bio
Cop 01 (c) 1985 Nichibutsu.
A shoot'em up / platform game where you are a futuristic cop trying to save your girlfriend.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (3x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=copsnrob,
$Edit this entry at Arcade-History.com
$bio
Cops'n Robbers (c) 1976 Atari.
From 1 to 4 people can play at once, with the computer adding in a player as needed to keep the number of players at either 2 or 4. Players number 1 and 2 play the part of the cops, while players 3 and 4 are the robbers.
The screen is an overhead view of a city street, with the cops on one side, and the robbers on the other. Each car is in it's own lane, and an extra wide lane marks the area between the cop and robber side. Each player can move up and down in their own lane, the object is to shoot down the cars of the opposite side. A beer truck moves randomly up and down the center lane, generally getting in the way.
- TECHNICAL -
This game was sold in an upright format only. The machine was rather unique looking as it was about twice the width of a standard arcade game, but all the other dimensions were normal (kind of like they just stuck two machines together). Later four player games would instead use a control panel that was wider than the screen. The bulk of the machine was white, with the front being painted black for durability. Classic 'Gangster' cars from the 30's filled out the sideart. There were 2 distinct monitor bezels, each with its own art. The outer one was decorated with several of the 'Gangster' cars, and a design that looks similar to a stylized Japanese sunset. The inner monitor bezel had a street scene that was meant to extend the scene that appeared on the monitor itself (and to help fill in that 4 foot wide playing area). The monitor also had a color overlay to give different colors to the different sides of the game (it used a black and white monitor). The joystick was a special design. It only has an up down axis, but has seven different positions on that axis, which makes for pseudo-analog action.
Game ID : 005625
Main CPU : M6502 (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 208 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 4
Control : 2-way joystick (vertical)
Buttons : 2
- TRIVIA -
Released in July 1976.
Cops'n Robbers was one of the first 4-Player upright arcade games ever made. All 4 players played side by side on a single cabinet (most previous four player titles were done on cocktail tables).
- STAFF -
Designed and programmed by : Tom Hogg, Dave Storie
$end
$info=cosmica,cosmica2,
$Edit this entry at Arcade-History.com
$bio
Cosmic Alien (c) 1980 Universal.
An early vertical space shoot'em up game.
- TECHNICAL -
Game ID : 7910
Main CPU : Z80 (@ 1.802666 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in January 1980.
Ben Smestad holds the official record for this game with 105,310 points on April 4, 1983.
- SERIES -
1. Cosmic Monsters (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Cosmic Avenger (1981)
$end
$info=cavenger,
$Edit this entry at Arcade-History.com
$bio
Cosmic Avenger (c) 1981 Universal.
An early space shoot'em up game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1981.
This game is the first continuous X-axis (Left-Right) scrolling video game.
Wes Hupp holds the official record for this game with 117,290 points on November 17, 1982.
- SCORING -
Missile: 30 points.
Vertical Missile Launcher (empty) : 50 points.
Vertical Missile Launcher (loaded) : 80 points.
Diagonal Missile Launcher (empty) : 50 points.
Diagonal Missile Launcher (loaded) : 80 points.
Alien UFO : 100 points.
Alien Tank (empty) : 100 points.
Alien Tank (armed) : 130 points.
Alien Base : 100 points.
Alien Submarine : 100 points.
Alien Smart Bomb (Large Box with Flashing 'X') awards points for all enemies destroyed.
- TIPS AND TRICKS -
* Alien UFO's can be destroyed by missiles or by contact with another UFO.
* Maximise your score on the tank stage by moving as slowly as possible. Tanks will appear as fast as you can fire. Remember to destroy any missiles fired by the tanks.
* Bomb diagonal missile launchers when they are below you, before they have a chance to launch.
* Vertical missiles are fired before you reach them. Slow down and allow them to fire, then destroy the launcher before it reloads.
* Destroy launchers situated on towers by firing missiles at them. This will clear the way for you well in advance.
* Watch the scanner for any UFO's coming from behind to see if they are coming in low or high. This will enable you to avoid them, but watch out for bullets.
* On the underwater stage destroy the mines so that alien subs are blown up in the subsequent explosion.
* You can move above enemy subs and bomb them safely as they only fire horizontally. Watch out for depth charges falling from above though.
o Don't miss the alien smart bombs as these clear a good few buildings in advance as well as awarding points.
- SERIES -
1. Cosmic Monsters (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Cosmic Avenger (1981)
- PORTS -
* Consoles :
Colecovision (1982)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=cchasm,cchasm1,
$Edit this entry at Arcade-History.com
$bio
Cosmic Chasm (c) 1983 Cinematronics / GCE.
Strap on your vector spacesuit, and hop into your vector spaceship. It is a good old ship, and it has seen a lot of action. From navigating the asteroid belt and blasting aliens around the sun, to attacking evil space cannons, your little vector ship has done it all, and this time it has been upgraded with twin blasters. You see the ship in Cosmic Chasm seems to be the same spaceship that is in every vector game. You control it using rotation buttons and a thruster button, with a laser and a shield button thrown in for good measure, just like almost every other vector game around.
Now here is what you have to do. You guide your ship through a space fortress room by room. Each room contains a center section that slowly grows and will eventually trap you if you are not fast enough. You can shoot the center section to slow its growth. Each room also contains several exits. One of the exits will always spew forth a bunch of bad guys, shoot them, then exit to go to a different room. Between rooms you get to see an excellent tunnel animation. The idea is to make your way to the center of the fortress, blast the power core, and then leave. There is a map at the top of the screen to keep you from getting lost. This is a pretty decent game. It has a lot more to offer than the one screen of bad guys that most vector games have.
- TECHNICAL -
Main CPU : 68000, Z80
Sound Chips : AY8910 (x2), DAC (x2)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 32768
Players : 2
Controls : dial
Buttons : 3
=> [1] FIRE, [2] THRUST, [3] SHIELD
- TRIVIA -
This game was the last color vector game released by Cinematronics. Approximately 400 units were produced (based on serial numbers). This title used a 68000 processor and a color X-Y monitor, which allowed for some very nice graphical effects that most early 80s hardware was simply not capable of.
This title was first available in 1982 on the CGE Vectrex home vector console, and was only available in the arcades later, in February 1983. That is quite a reverse from the norm, usually games hit the arcades a year or two before they make it to the consoles.
People often mistake Cosmic Chasm machines for converted "Dragon's Lair" machines. That is because they shipped in almost the exact same cabinet. They both have the same side panels, overall design, and three-section marquee. But Cosmic Chasm differs in the angle of the control panel, and in the placement of the monitor. The artwork on this machine is mostly purple. The sideart is done with two large stickers, and it shows a huge logo, and a scene of some giant girders out in space.
A Cosmic Chasm machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
$end
$info=cosmccop,
$Edit this entry at Arcade-History.com
$bio
Cosmic Cop (c) 1991 Irem.
A futuristic shoot-em-up from the creators of "R-Type" in which the player takes on the role of a futuristic policeman who must destroy criminal controlled ships.
As with most Irem shoot-em-ups, Cosmo Cop's weapons system is superb. As well as being equipped with the standard front-firing gun and ground targeting missiles (both of which can be upgraded with the retrieval of power-ups), the player's ship is armed with a homing laser that, when activated, emits a constant laser stream towards whatever enemies and bonus capsules are on screen. The laser has an 'Overheat' meter that depletes while the laser is in use. Once the meter is emptied the laser will stop working. The meter gradually refills allowing the player to continue using the laser.
- TECHNICAL -
Irem M-84 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Gallop - Armed Police Unit".
Victor Entertainment released a limited-edition soundtrack album for this game (R-Type Special - VICL-8077) on 22/09/1993.
- TIPS AND TRICKS -
* Secret Invincibility :
1) Turn Service Mode ON in DIP switch menu.
2) Reset the game with holding UP+Start button.
3) If the game mode starts up instead of the service mode, you were successful (but you need to hold UP+Start button until the title screen shows up).
4) You will be able to start a game with invincibility.
$end
$info=cosmicg,
$Edit this entry at Arcade-History.com
$bio
Cosmic Guerilla (c) 1979 Universal.
For some reason you have 2 of your ships placed in the middle of the playing field and aliens all around them. Luckily, they're protected by 5 rows of barriers and you're on the bottom, doing your job to protect them.
- TECHNICAL -
This game had great cabinet artwork, a white base, with purple, yellow and black overlaid artwork. It shows a horned demon and lots of swirls. Most interestingly, this has to be the only game to have a politically incorrect slogan plastered on the side -- SUPER VIOLENCE!. The artwork on the sides (and front) was varnished or laquered, which gives it a shiny and incredibly strong coat, protecting it from scratches and any kind of fading! The control panel had backlit 1- and 2-player info panels. Insert one coin, '1 player' lit up; insert two and '2 player' lit up. This looks real nice on the brushed chrome control panel.
Game ID : 7907
Main CPU : TMS9980A/TMS9981 (@ 1.2285 Mhz)
Sound Chips : Samples, DAC
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in November 1979.
According to Replay Magazine, Cosmic Guerilla brings that unique world of Japanese cartoonists onto a TV game via a deal with the famous cartoonist Shotaro Ishimori. Ishimori was a pioneering manga/anime artist. It is not know if his art was used in the game itself, on the cabinet, or both.
- SCORING -
Enemy on sides : 20 points
Bonus ships : 50-200 points
- SERIES -
1. Cosmic Monsters (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Cosmic Avenger (1981)
- PORTS -
* Computers :
Sinclair ZX Spectrum (1983, "Cosmic Guerilla", Crystal Computing)
BBC B (1983, "Cosmic Kidnap", Superior Software)
$end
$info=cosmicmo,
$Edit this entry at Arcade-History.com
$bio
Cosmic Monsters (c) 1979 Universal.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Cosmic Monsters is a clone of "Space Invaders".
This is the first game manufactured by Universal and the first game of the 'Cosmic' series (See 'Series' section for more info).
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
Saucers : Bonus number of points before touching other saucer, 100 points after touching other saucer
- TIPS AND TRICKS -
If you don't destroy the saucer that flies on top of the screen, it lowers itself and drops a new layer of invaders for you to shoot. This layer covers the whole space (instead of what's left over), so you're forced to shoot across the whole screen again.
- SERIES -
1. Cosmic Monsters (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Cosmic Avenger (1981)
$end
$info=cosmicm2,
$Edit this entry at Arcade-History.com
$bio
Cosmic Monsters 2 (c) 1979 Universal.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way Joystick
Buttons : 1
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFOs : 50-300 points
- SERIES -
1. Cosmic Monsters (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Cosmic Avenger (1981)
$end
$info=csmash,
$Edit this entry at Arcade-History.com
$bio
Cosmic Smash (c) 2001 Sega.
Become a funky gymnastic back fliping, somersaulting, wall climbing virtual reality squash player. Travel by a virtual express train to an interstellar cosmic recreation room ans smash the blocks. Features 50 stages to complete with many different routes to the final stage. find the quickest route by using the map!
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- PORTS -
* Consoles :
Sega Dreamcast (2001)
$end
$info=cosmo,
$Edit this entry at Arcade-History.com
$bio
Cosmo (c) 1979 TDS & Mints.
An old shoot'em up.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=cgangpzl,cgangpzj,
$Edit this entry at Arcade-History.com
$bio
Cosmo Gang - The Puzzle (c) 12/1992 Namco.
In this puzzle game, different combinations of blocks mixed with Cosmo Gang members fall from the top to the bottom of the screen. The object is to stack up the blocks to form a complete row causing that row to disappear. To accomplish this a ball must be used to eliminate the Cosmo Gang that stacked up to block your progress.
- TECHNICAL -
Namco System NA-1 hardware
Game ID : CP
Main CPU : 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Cosmo Gang - The Puzzle was the first puzzle game produced by Namco.
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
$end
$info=cosmogng,cosmognj,
$Edit this entry at Arcade-History.com
$bio
Cosmo Gang - The Video (c) 1991 Namco.
Defend against the Cosmo Gang baddies which enter in patterns and join an attack formation. Keep the baddies from stealing energy in the challenging stages.
- TECHNICAL -
Namco System 2 hardware
Game ID : CO
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This is the video version of a popular novelty redemption game of the same name.
A Cosmo Gang - The Video machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Victor Entertainment released a limited-edition soundtrack album for this game (Cosmo Gang - The Video : Namco Game Sound Express Vol.8 - VICL-15018) on 24/03/1993.
- UPDATES -
The US version is slightly different :
* 'Winners Don't Use Drugs' screen added.
- STAFF -
Game designer : Kohji Kenjoh
Programmer : Shiohigaler Itoh
Original character designer : Fanchan
Visual : Tatsuya
Sound : Yoshie Arakawa
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
$end
$info=cosmos,
$Edit this entry at Arcade-History.com
$bio
Cosmos (c) 1981 Century Electronics.
An early shoot'em up game.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=cottong,
$Edit this entry at Arcade-History.com
$bio
Cotocoto Cottong (c) 1982.
A puzzle game where players control a train on railroad tracks.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Guttang Gottong".
- UPDATES -
This bootleg uses different graphics for the passengers, track, and lettering than the original.
$end
$info=cotton,cottonu,cottonj,
$Edit this entry at Arcade-History.com
$bio
Cotton - Fantastic Night Dreams (c) 1991 Success.
A horizontally scrolling shoot'em up game.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0179a / 317-0180 / 317-0181a
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cotton - PCCB-00069) on 21/08/1991.
- UPDATES -
The Japanese subtitle has a typo : 'Fantasic Night Dreams'.
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Cotton - Fantastic Night Dreams (1991)
2. Marchen Adventure Cotton 100% (1994, Super Famicom)
3. Panorama Cotton (1994, Sega Mega Drive)
4. Cotton 2 - Magical Night Dreams (1997)
5. Cotton Boomerang - Magical Night Dreams (1998)
6. Rainbow Cotton (2000, Sega Dreamcast)
7. Magical Pachinko Cotton (2003, Sony PlayStation 2)
- PORTS -
* Consoles :
NEC PC-Engine Super CD-ROM2 (1993)
Sony PlayStation (1999, "Cotton Original")
SNK Neo Geo Pocket Color (2000)
* Computers :
Sharp X68000 (1993)
$end
$info=cotton2,
$Edit this entry at Arcade-History.com
$bio
Cotton 2 - Magical Night Dreams (c) 09/1997 Success.
Once again, the player controls a cute witch riding on a broomstick in this horizontally scrolling shoot'em up game.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cotton 2 - PCCB-00278) on 19/09/1997.
- SERIES -
1. Cotton - Fantastic Night Dreams (1991)
2. Marchen Adventure Cotton 100% (1994, Super Famicom)
3. Panorama Cotton (1994, Sega Mega Drive)
4. Cotton 2 - Magical Night Dreams (1997)
5. Cotton Boomerang - Magical Night Dreams (1998)
6. Rainbow Cotton (2000, Sega Dreamcast)
7. Magical Pachinko Cotton (2003, Sony PlayStation 2)
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=cottonbm,
$Edit this entry at Arcade-History.com
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Cotton Boomerang - Magical Night Dreams (c) 07/1998 Success.
A followup game to Cotton 2, Cotton Boomerang uses the same graphics, sound and enemies, but slightly different gameplay.
Gone are the lifebars, now you have one-hit kills (similar to the very first episode).
Gone are the extra lives, instead you have 3 chosen characters, tag-team style.
Gone is the experience-based level system, leveling up now depends on bonus items during the game.
Gone are the special, full-screen Magic attacks, instead you have an instant smart-bomb when you change into a different character in-game.
Gone are the powerup-dependant magic attacks, now each character has his/her own magic attack by default.
The characters are also equipped with secondary attacks to make their shooting style more distinctive from each other. And to top that, you have plenty of new moves, counterattacks, powerups, and key combinations to use.
Whereas Cotton 2 was more of a tactical shooter (whenever that is applicable to the game) with its chain combo and life/experience system, Cotton Boomerang is an all-out shooter due to the added moves, different level layout, and generally faster and crazier gameplay.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The game uses the same music as Cotton 2, for which Pony Canyon / Scitron released a limited-edition soundtrack album (Cotton 2 - PCCB-00278) on 19/09/1997.
- SERIES -
1. Cotton - Fantastic Night Dreams (1991)
2. Marchen Adventure Cotton 100% (1994, Super Famicom)
3. Panorama Cotton (1994, Sega Mega Drive)
4. Cotton 2 - Magical Night Dreams (1997)
5. Cotton Boomerang - Magical Night Dreams (1998)
6. Rainbow Cotton (2000, Sega Dreamcast)
7. Magical Pachinko Cotton (2003, Sony PlayStation 2)
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=countrun,countrnb,countrb2,
$Edit this entry at Arcade-History.com
$bio
Counter Run (c) 1988 Nihon System.
In this maze game, You are a car in a labyrinth that must eat all the dots while evading the other cars who pursue you.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (4x) SN76496 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Licensed to Sega.
$end
$info=cntsteer,
$Edit this entry at Arcade-History.com
$bio
Counter Steer (c) 1985 Data East.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 5
$end
$info=countryc,
$Edit this entry at Arcade-History.com
$bio
Country Club (c) 1988 SNK.
A golf game.
- TECHNICAL -
Stiker labels : 'CC'
TOP PCB (Sound board) :
PCB # : A7004
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)
RAM : 6116
DIPSW : (2x) 8 position
2NS PCB (CPU board) :
PCB # : A5001UP02-01
Main CPU : (2x) Z80 (@ 4 Mhz)
RAM : (4x) 6116, (4x) 2148
3RD PCB (Video board) :
PCB # : A5001UP01-01
RAM : 6116, (2x) 6264
Screen orientation : Horizontal
Video resolution : 288 x 216 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : Trackball
Buttons : 2
- TRIVIA -
This game is also known as "Lee Trevino's Fighting Golf".
$end
$info=cowrace,
$Edit this entry at Arcade-History.com
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Cow Race (c) 19?? Unknown.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), YM2203 (@ 3 Mhz)
Palette colors : 4096
$end
$info=crkdown,crkdownj,crkdownu,
$Edit this entry at Arcade-History.com
$bio
Crack Down (c) 1989 Sega.
A futuristic city has been over-taken by a powerful, bio-mechanical army; created by an evil scientist in a bid to take over the world. 2 elite agents must plant a series of time bombs to destroy their base and crush the rebellion.
The 1- or 2-player shoot-em-up action is displayed via an innovative split screen that allows 2 players to work either individually or as a team. A timer countdown timers ands to the tension. Time bombs must be set by running over areas marked with an 'X'; while machine guns and cannons can be reloaded by finding the ammo caches that appear on each level. If ammo runs out, players must result to punching and kicking to defeat opponents.
- TECHNICAL -
Sega System 24 hardware
Game ID : 317-0058-04d
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
There is a reference to the arcade game "Shinobi" : the 'Hiyaaa' sound that Ben and Andy exclaim after detonating a superbomb is the same sound as the Shinobi ninja magic sound. Also, 2 of the 4 superbombs also appear in Shinobi. Look closely, the eletricity bomb and the whirlwind with homing sickles bomb are here too.
At the end of scene 2 act. 2. There is a machine that produces electrical sparks. On top of the machine can be read : 's-4635 system24'. This is a reference to the arcade board this game runs on.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Luring an enemy in a line of fire causing it to die by its own sort will earn you double this enemy score.
* Shooting more enemies in a row will give you additional points (4x) per enemy.
* Secret Bonus ("Shinobi" Bonus) : finish the stage without using a weapon (punch or kick only). Shinobi bonus will earn you 10,001 extra points.
- PORTS -
* Consoles :
Sega Mega Drive (1990) : This version was never a great succes due to several reasons. It was actually a poor arcade translation and suffered from severe slowdown causing it a cruel joke to play. Here are the most remarkable differences summarised.
1) The whole introduction and subscreens are altered. There are no more graphical intro screens, just plain text in a sky. Subscreens are very different.
2) level 3-3 is missing and has been replaced by a stage that was not in the arcade.
3) The signs 'danger' on the roof stage are still in Japanese language, even in the Euro versions. The board that you have to shoot down in order to make a way to the exit shows a picture of Playdoc, while the arcade had Prayboy. They also take more hits to fall down than in the arcade.
Censorship perhaps?
4) Ben and Andy carry the bazooka once collected. In the Megadrive version this can't be seen.
5) The map was done horribly bad, just a very blocky maze with the marked spots and the player in it, making this map look worse than an average 8-bit game.
6) The enemy details are no longer shown after completing the game, but are now shown on the right side when player 2 is not joining.
7) There is only one type of superbomb.
Nintendo Wii (2007, "Virtual Console" - MegaDrive version)
* Computers :
Amstrad CPC (1990)
Commodore C64 (1990)
Sinclair ZX Spectrum (1990)
Commodore Amiga (1990)
Atari ST (1990)
PC [MS-DOS, 5.25''] (1990)
$end
$info=mt_crack,
$Edit this entry at Arcade-History.com
$bio
Crack Down (c) 1990 Sega.
A futuristic city has been over-taken by a powerful force of mechanical men. 2 elite agents must plant a series of time bombs to destroy their base and crush the rebellion.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 41
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- PORTS -
* Consoles :
Sega MegaDrive (1991)
Nintendo Wii (2007, "Virtual Console")
$end
$info=cracksht,
$Edit this entry at Arcade-History.com
$bio
Crackshot (c) 1985 Exidy.
A First-person shoot'em up gallery style game. A player must use his skill to shoot a number of 'good' targets, while not shooting the 'bad' ones, before time runs out. The game has several levels including a bar, Varmit Alley, Bank Robbers, Robots, Birds, outer space, Bank robbers again and a Bonus 'Slot machine' level.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
The music in the city stage (where you shoot at criminals) is the actual opening guitar riff from the song 'Secret Agent Man'.
Pat Harman holds the official record for this game with 4,885,140 points on June 28, 1986.
- TIPS AND TRICKS -
* If the Start button is held down at power-up, you will be allowed access to the configuration menu where you can put your name on the mirror in the bar scene.
- STAFF -
Software : Larry Hutcherson, Vic Tolomei, Ken Nicholson
Hardware : Howell Ivy
Graphics : Lynn Pointer
Audio : Ken Nicholson
$end
$info=crash,
$Edit this entry at Arcade-History.com
$bio
Crash (c) 1979 Exidy.
Crash is a 2-D maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2
Players : 1
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in July 1979.
- SCORING -
Dots : 10 pts X number of cars on field.
- TIPS AND TRICKS -
* Always be aware of where the Jam Car(s) is/are located. They can make up to two lane changes at a time, and that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.
* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
- STAFF -
Designed and programmed by : Edward Valeau
$end
$info=crater,
$Edit this entry at Arcade-History.com
$bio
Crater Raider (c) 1984 Bally Midway.
The player is a tank trying to rescue hostages on worlds with lots of craters (that the player can descend into). Rescuing all hostages, while avoiding (or destroying) other tanks and UFOs advances the player to the next level.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 480 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 68
Players : 2
Control : Dial
Buttons : 3
$end
$info=qcrayon2,
$Edit this entry at Arcade-History.com
$bio
Crayon Shin-chan - Ora To Asobo (c) 1993 Taito.
A Japanese quiz game.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : D63
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in December 1993.
The title of this game translates from Japanese as 'I Want To Play Crayon Shin-chan'.
- SERIES -
1. Quiz Crayon Shin-chan (1993)
2. Crayon Shin-chan - Ora To Asobo (1993)
- STAFF -
All sound produced by : Yasuko Yamada (Zuntata)
$end
$info=crbaloon,crbalon2,
$Edit this entry at Arcade-History.com
$bio
Crazy Balloon (c) 1980 Taito.
A game of strategy and skill! The object of Crazy Balloon is to guide a delicate swaying balloon through a maze of pin wheel obstacles.
You have 4 control buttons and you have the ability to move your balloon in any direction. Don't take too long, because if you are too slow, a bogey man erupts on the screen and forces you to move. Just when you think you have the maze all figured out, pin wheels attack your balloon forcing you to take evasive action.
- TECHNICAL -
Prom Stickers : CL
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : SN76477 (@ 3.072 Mhz), Discrete
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Buttons : 4
- TRIVIA -
Released in April 1980.
Also released as a Cocktail model : "T.T Crazy Balloon".
- PORTS -
* Consoles :
Commodore C64 (1983)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=crazyblk,
$Edit this entry at Arcade-History.com
$bio
Crazy Blocks (c) 1983 Kiwako.
A puzzle game.
- TECHNICAL -
Main CPU : Z80 (@ 2.578 Mhz)
Sound Chips : (2x) SN76496 (@ 2.578 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to ECI.
This game is also known as "BlockBuster" and is known in Japan as "Mr. Jong".
$end
$info=cclimber,ccboot,ccboot2,cclimbrj,
$Edit this entry at Arcade-History.com
$bio
Crazy Climber (c) 1980 Nichibutsu.
Crazy Climber is a 2-D, strategy style game. The game is strategic in the fact that you must plan your moves as you climb up the building and anticipate the hazards that await you. You start out the game at the bottom of a building to be scaled. As you climb up the building, you will be assailed by bald people throwing flowerpots, signs with loose electrical wires, very large apes, falling signs, trash and barbells, and a bird that likes to drop bad things on your character. Your goal is to make it to the top of the building and catch the helicopter, which will transport you to the next building to be scaled. Of course, you will be rewarded for quickly making it up the building by getting a bonus (that is as long as you can catch the helicopter). The things one does for publicity.
- TECHNICAL -
The game was released in several different cabinet styles. Taito licensed the game from Nichibutsu and released it in the US in a generic orange 'Taito' cabinet with Americanized artwork. A cabaret version of the game was also created.
Nichibutsu's standard cabinet was shaped similar to the Taito cabinet, but it had a plain white exterior with the Crazy Climber logo from the marquee on the kickplate and diagonally on the sides. The marquee and monitor bezel art are very vibrant, using many custom flourescent colors. The control panel is black painted metal with artwork painted on in orange, white and red. The marquee had no backlighting.
Nichibutsu's deluxe cabinet was taller and had a very unusual control panel. The panel attached to the front of the cabinet seperately and was metal covered with a curved piece of plexiglass. Full color artwork of the climber scaling the outside of a building is silkscreened onto the curved plexi. The instruction sheet was moved from its position on the standard cabinet's monitor bezel to a window on the control panel. The deluxe cabinet also used several Nintendo parts, including the same type monitor (Sanyo 20EZ) and the same style of coin mechs used by games like "Donkey Kong", "Donkey Kong Junior", et. al.
Prom Stickers : CC
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Samples (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Released in October 1980. Crazy Climber was Fujiwara's first game.
The names of each building to climb in the game are 'Nichibutsu', 'Nichibutsu Leisure', 'Nichibutsu U.K. Ltd.' and 'Nichibutsu U.S.A Corp.'.
Some of the musical themes used in the game are 'Baby Elephant Walk', 'The Pink Panther Theme' and 'The Entertainer'.
Mark Benzie holds the official record for this game with 856,250 points on May 1, 1982.
A Crazy Climber unit appears in the 1982 movie 'Rocky III'.
Bandai released a boardgame based on this videogame (same name) : This game has you playing cards to move to the top of a building. Like in the arcade, there is the peril that people seem to drop just about anything out their windows at random times. Each card allows you to move to a particular postion relative to where you currently are (for example, a chocie of straight up two squares or up two squares and left or right one). However, there must be an open window that is not occupied by another player for it to be a legal move. Whenever a player passes certain checkpoints, the spinner is spun to see if anything falls from the windows. If you're hit on the head, you drop down to the next open window. There is also a gorilla that knocks you all the way down if you're unfortunate enough to be hit by him. First one to get to the top of the building and escape on the helicopter wins.
- SCORING -
Each building has a STEP POINT heading. This indicates how many points you get for each window you successfully climb to. You also start out with a certain amount of bonus points per building. On buildings one and two, they decrease by 100 about every 2 seconds while on buildings three and four they decrease by 200 points about every 2 seconds. Below are listed the STEP POINT and BONUS
RATE points :
Building 1 - Step Point : 100 - Bonus Rate : 10000
Building 2 - Step Point : 150 - Bonus Rate : 20000
Building 3 - Step Point : 200 - Bonus Rate : 30000
Building 4 - Step Point : 250 - Bonus Rate : 40000
NOTE : You will only collect the remaining BONUS RATE if you successfully grab the helicopter at the top of the building. If you fail to grab the helicopter after it has made two passes, you get a consolation bonus of 3000 points regardless of what the BONUS RATE remaining is.
The balloon shows up during buildings two and three. You don't get points, perse, for grabbing the balloon. Instead, your character will get lifted up approximately ten stories and avoiding any hazards they may contain. You will get STEP POINTS for these bypassed stories as if you had actually climbed them. In addition, it will give you a bigger bonus since it is quicker going up the building like this.
- TIPS AND TRICKS -
* When you start the game, your climber will climb a couple of steps. Then it will be up to you to guide him to the top of the building. The hardest aspect of this game is developing a rhythm with the controls to enable your climber to climb smoothly. This is something that takes practice. Fortunately, once you've developed this rhythm, the game is much easier to play. The basic rhythm is :
1) From the bottom ledge, reach up to the next ledge (left or right joystick).
2) Once you've got a hold on the next ledge, pull back on the joystick to bring your climber to the next ledge.
3) Use the opposite joystick to reach for the next ledge. Then pull yourself up.
4) Continue this rhythm for fast, straight climbs.
5) This also works for climbing diagonally. Instead of reaching for the ledge above, reach for the upper right or left ledge diagonal from your climber.
* You can move your climber from side to side just by pushing both joysticks to the right or left. As long as windows are open along your path, you can execute this move. Good for avoiding objects dropping on you such as signs and garbage.
* All the buildings have the following hazards :
1) Windows opening and closing : You cannot climb on a ledge if the window is closed. On building 1, they open and close slowly while on building 4, they open and close quickly.
2) Bald people throwing flowerpots out the windows : You cannot climb on a ledge if a person is in the window. Also, if a flowerpot hits your climber, you will get one hand knocked off the ledge. If you were only holding on by one hand, your climber falls.
3) A pesky bird flies over dropping nifty things on your climber (only building 3 doesn't have this bird) : Again, not much trouble if you are holding onto a ledge with both hands.
* If you are holding onto a ledge with both hands and the window closes, your climber will fall. This is why you need to either quickly move up the building or learn how to move diagonally to avoid the window hazards. In addition, you will have to move diagonally when the building configuration is 4-2.
* BUILDING 1 : Besides the above hazards, there is only one other hazard to deal with...
1) The bird shows up when the building configuration goes from a 6-2-2 to a 6 for the second time.
2) People will drop flowerpots on you when the building goes from 6-2-2 for the first time to 6-2-2 the second time.
3) King Kong will be at the point where the building goes to 6-2 the second time. To get by Kong, just go up the windows on the opposite side Kong is on.
* BUILDING 2 : The usual hazards exist along with another new one.
1) The bird shows up when the building configuration goes from 6-4 the second time to the middle of the 4 configuration.
2) People drop flowerpots when the building goes to 2 until it goes to 2-4.
3) When the building goes 6-2-2, there is a Nichibutsu sign with wires coming out of either side sparking away. The best path is the right one under the sign.
4) Try to get the balloon which appears midway on the final 4 wide configuration.
* BUILDING 3 : There is yet another new hazard along with a couple of old ones.
1) People drop flowerpots from the first 6-2-2 configuration to the second 6-2-2 configuration.
2) Right after the 6-4 configuration, Crazy Climber signs will bounce toward your character. There are a couple of methods of dealing with them :
a) First, just slide left or right to avoid them.
b) If they can't be avoided, get both hands on one ledge and pull the joysticks back. This will bring your climber for a hanging position to one where he is resting on his palms. This sometimes works and sometimes doesn't. Also, right when the sign is about to hit him, pull back on the joysticks.
3) Another King Kong awaits where the building goes from 4 to 2. Use the Building 1 method to scoot by him.
4) Again, try to get the balloon which appears midway on the final 2 wide configuration.
* BUILDING 4 : There is another hazard in addition to the above. Plus, things happen quickly on this building.
1) In the middle of the first 6-2-2 configuration, is another sign with electrical wires. Use the method from Building 2.
2) The bird appears at the 6-2 configuration and leaves in the middle of the first 2 configuration.
3) From the 2-6 configuration to the middle of the 6 configuration, people are dropping flowerpots on your head.
4) When you come to the final 4-2 configuration, it is usually better to go to the left. This is because the Crazy Climber signs usually come down the right side. Of course, this isn't always true. Use the methods in Building 3 to deal with them.
5) Throughout your climb up this building, various manners of barbells, trash. There is no real defense against these except hold on tightly.
6) Once you complete this building, you are transported back to Building 1 to start again.
* Secret Password : Enter the name 'jordan.ltd' in the high score table and you get two free credits. This only works on the Japanese and bootleg versions of the game (although the password code is still present in the US version, the high score table entry has been crippled to only allow 3 letters, so you can't enter the code).
- SERIES -
1. Crazy Climber (1980)
2. Crazy Climber 2 (1988)
3. Hyper Crazy Climber (1996, Sony PlayStation)
4. Crazy Climber 2000 (2000, Sony PlayStation)
- STAFF -
Designed and programmed by : Shigeki Fujiwara
- PORTS -
* Consoles :
Atari 2600 (1982)
Arcadia 2001 (1982)
Nintendo Famicom (1986)
Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics")
Sony Playstation (1995, "Nichibutsu Arcade Classics") includes the original game and a updated version named "Crazy Climber '85".
Bandai WonderSwan (1999)
Sony PlayStation 2 (2005, "Oretachi Geasen Zoku Sono 2 - Crazy Climber")
* Computers :
Sharp X68000 (1993)
* Others :
VFD handheld game (1989, "Crazy Climbing") released by Bandai.
VFD handheld game (1982) released by Entex.
LCD Keychains handheld game (1997) released by Bandai.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=cclimbr2,cclmbr2a,
$Edit this entry at Arcade-History.com
$bio
Crazy Climber 2 (c) 1988 Nichibutsu.
Using 2 joysticks, the player climbs up the face of high-rise buildings, avoiding closing windows, falling objects, cranes, birds, laundry, gorillas, etc. Reach the top of the building and catch a ride on a helicopter over to next building.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Released in December 1988. This game was released in Japan only.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Armed F, Crazy Climber 2 - PCCB-00020) on 21/02/1990.
- SERIES -
1. Crazy Climber (1980)
2. Crazy Climber 2 (1988)
3. Hyper Crazy Climber (1996, Sony PlayStation)
4. Crazy Climber 2000 (2000, Sony PlayStation)
- STAFF -
Sound composer : Takeshi Yoshida
- PORTS -
* Computers :
Sharp X68000
$end
$info=crazycop,
$Edit this entry at Arcade-History.com
$bio
Crazy Cop (c) 08/1988 Konami.
An overhead shoot'em up where you play as a green-haired dude.
- TECHNICAL -
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Gang Busters".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
- STAFF -
Written and directed by : S. Okamoto
Assistant director : Y. Satoh, Macha*
Charactor designer : Dr. Hide
Graphic designer : N. Ishii
Production sound mixer : K. Matsubara
Music editors : S. Tasaka, Motoaki Furukawa, S. Fukami, Shigemasa Matsuo
Electoronics designers : T. Matsuura, M. Hiraoka
Publicity supervisor : F. Shibuya
Translator : Yuichi Kobayashi
General manager : K. Hiroshita
$end
$info=crazyfgt,
$Edit this entry at Arcade-History.com
$bio
Crazy Fight (c) 1998 Subsino.
Players shoot at on-screen enemies while trying not to hit the hostages throughout 6 different stages of action.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 1
$end
$info=ckong,ckonga,ckongb,ckongalc,ckongo,ckongs,ckongjeu,ckongg,kkgalax,
$Edit this entry at Arcade-History.com
$bio
Crazy Kong - Part II (c) 1981 Falcon.
A "Donkey Kong" clone.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Released in February 1981.
Crazy Kong - Part II is not a bootleg of "Donkey Kong"!! Falcon DID have a license from Nintendo, but it was NOT for the US. Crazy Kong - Part II was supposed to be for sale outside the US (South America, Europe, etc.), but the lag in production of arcade DK's by Nintendo for a 3 month period during 1981-82 made demand for any DK type game go through the roof. At this time, Nintendo of America was moving from NY-NJ to Redmond WA and there was a 4 month backlog on orders. This opened the door for the illegal Crazy Kongs to fill the demand. Approximately 20,000 Crazy Kong were distributed illegally in the U.S.
The main difference between Crazy Kong and "Donkey Kong" is the sound, and color capabilities. Crazy Kong ran on hardware that had the same processor as "Donkey Kong", but its video capabilities were lacking, and it had a totally different sound chip. Basically what all this means is that Crazy Kong had terrible sound, and some definite strangeness in the color area. The background music is missing entirely, and most of the sound effects have been changed. For example, in Crazy Kong, Mario makes a 'Hiya!' sound when he jumps, instead of the 'Boing!' that he makes in "Donkey Kong". The graphics use slightly different colors, which change from level to level. The Kong animations are also different, and often do not match up with the in game action. There are also mild changes in gameplay. Kong doesn't toss out nearly as many barrels, and there are other mild changes such as gaps in platforms that were not in the original, and the manner in which the elevators work has changed as well.
There were lots of different Crazy Kong cabinets. The most common one was similar in design to the "Donkey Kong" cabinet, but the artwork was more realistic, and the monitor bezel had a circular clear area, as opposed to the rectangle that most games had. Crazy Kong could also be found in cocktail format. These were usually conversions, and were only decorated with an instruction card.
Bootlegs of this game are known as "Monkey Donkey" and "BiG KONG". Some other bootlegs under the same name were made by Jeutel (France), Alca and Orca. A special bootleg was also made on the "Scramble" hardware.
- UPDATES -
The "Scramble" hardware bootleg has additional ingame music and the 'Warp to level 2' trick doesn't work.
- TIPS AND TRICKS -
* Warp To Level 2 (doesn't work on the "Scramble" hardware bootleg version) : Climb up to the second beam (the one with the hammer right by it). Walk to the right so that Mario is still facing away from you (you can see his back) and is suspended off the side of end of the beam, then jump to the right. He'll 'fall thru' the bottom of the screen and clear it, as if he had climbed all the way to the top.
* A Trick : On the conveyor belt level, Grab the bottom hammer (the one on the row with the full length conveyor belt) and go all the way to the right side of the screen. Push the joystick Right and he'll drop the hammer. Sometimes it'll be in the up position and sometimes it'll be sitting toward the left of Mario. If it's in the up position, jump up and grab it and keep repeating until he drops it on the left position. After this, you can walk away and anything that comes into contact with it will be splatted (Good way of getting extra points). After a few seconds, the hammer will disappear, but the stuff will still splat when it hits where the hammer should be. NOTE : This trick only works on the second level or higher!
- PORTS -
* Consoles :
Commodore C64 (1983)
$end
$info=crzrally,crzralla,crzrallg,
$Edit this entry at Arcade-History.com
$bio
Crazy Rally (c) 1985 Tecfri.
A vertically scrolling driving game.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.00 Hz
Palette colors : 256
Players : 2
Control : 2-way Joystick
Buttons : 2
- TRIVIA -
Stefano Muffolini holds the official record for this game with 280,250 points on April 20, 1985.
$end
$info=crazywar,
$Edit this entry at Arcade-History.com
$bio
Crazy War (c) 2002 Eolith.
'Crazy War' is a video game revolving around an epic battle between the Coalition of Planets, and the evil Devilion Empire.
In the year 544 the Devilion Empire has invaded the calm galaxy to expand its territory. The Coalition of Planets has selected seven special personnel to fight the Devilion Empire, and the player takes on the role of one of these seven, embarking on a mission to destroy the Devilion Empire's Evil Stone. The mission is completed over 13 levels.
Crazy War is a video game for 1 or 2 players. In 1-player mode, become one of the 7 special personnel and perform your role to destroy the Evil Stone. In 2-player mode, both players fight against each other.
- TECHNICAL -
Eolith V.E.G.A 1.3 hardware
Main CPU : Hyperstone E1-32N @ 55 MHz
Players : 2
Controls : 8-way joystick
Buttons : 2
- TRIVIA -
The levels names are :
1. Dark Forest
2. Odd Rock Passage
3. Conerl
4. Desercro
5. Lava Area
6. Eldoran
7. Inside Iceberg
8. Seculento Entrance
9. Seculento
10. Coqulless Area
11. Weightlessness City
12. Neoplasma Metal Area
13. Evil Stone
$end
$info=cclown,
$Edit this entry at Arcade-History.com
$bio
Crazzy Clownz (c) 1999 LAI Games.
The game features a 'crazy' clown character who shoots himself out of a canon and then bounces as high as hecan on a moving trampoline to pop balloons which fill the top of the circus tent.
As the player, you must move the trampoline from side to side, using the steering wheel control, so that your clown character can continue to bounce up and down popping more and more balloons. Balloons are marked with different points values which add to the player's score when each balloon is popped.
- TECHNICAL -
Dimensions
Height : 1900mm (76inch)
Width : 680mm (27inch)
Depth : 900mm (35.5inch)
Weight : 125kg (275lb)
Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)
Palette colors : 32768
Players : 2
$end
$info=crimec,crimecu,crimecj,
$Edit this entry at Arcade-History.com
$bio
Crime City (c) 1989 Taito.
A one or two player sideways scrolling platform shoot-em-up in which two cops, by the name of Tony Gibson and Raymond Brody, fight gangs of criminals over six platform-strewn stages. Each stage centres around a specific criminal activity, such as bank robbery or smuggling. The ultimate goal in Crime City is to find the King-pin 'boss' characters that await the players at the end of each level, and arrest them.
The game's heroes start each level armed with a pistol, and extra weapons become available as players progress through a level. Both the pistol and additional weapons have only a limited amount of ammunition, and if players runs out of ammo, they will only be able to punch or "somersault attack" into attacking enemies. Each stage features numerous background items that can be used to attack enemies, such as wooden barrels, boxes and hanging lights. When shot, some criminals drop packets of illegal drugs, which can be picked up for bonus points.
Crime City's gameplay takes its inspiration from both Namco's "Rolling Thunder" and Sega's "Shinobi".
- TECHNICAL -
Taito B System hardware
Board Number : K1100470A
Prom Stickers : B99
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Level Select : Boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
$end
$info=vendettj,
$Edit this entry at Arcade-History.com
$bio
Crime Fighters 2 (c) 1991 Konami.
Evil is lurking in Dead End City. In a turf war, the Dead End Gang has kidnapped Kute Kate from the rivals, the Cobras. The Cobras set out to save her and stop the expansion of the Dead End Gang in Vendetta.
The Dead End Gang is looking to expand their territory, so the Cobras must infiltrate every area around the city. First, they must gain entrance to Dead End City. Relying on their fighting skills, the Cobras face a multitude of enemies. However, each member is up for any challenge from the Dead End Gang. The Cobras are a powerful team consisting of: Blood, an ex-prize fighter; Hawk, a former professional wrestler; Boomer, trained in the martial arts; and Sledge, an ex-military convict. Together they must destroy members of the Dead End Gang to get to the leader, Faust, who knows where Kute Kate is being held.
With fists of fury, the Cobras make their way through various areas of Dead End City. They search the construction site for Kate, battling the humanic weapon The Missing Link to gain information. From there, they are sent on futile chases through other sections of the city, including downtown, the waterfront, and the slums, where the final confrontation with Faust takes place. Throughout the game, the Cobras can pick up special weapons and food for more energy. Each player also has his own 'special attack' method to help defeat the toughest enemies.
Once Kute Kate is rescued and Dead End City is liberated, the Cobras victoriously start back to their home turf. However, much to their surprise, the entrance to their town is blocked by Dead End Gang bosses. The Cobras must gear up once more for the ultimate showdown to restore peace to Dead End City.
- TECHNICAL -
Game ID : GX081
Main CPU : KONAMI (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Vendetta".
Each player character resembles a real-life personality. Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme' and Blood looks like 'Mike Tyson'.
On one of the boxes there is the word 'Kilroy' spray-painted on it, this is probably a reference to the quote, 'Kilroy was here'.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991.
- UPDATES -
The asian/jap version has homosexsual baddies that do weird attacks to you. If there is a lamp-post nearby, the homo will usually lick that pole with his tongue. The Euro Version was censored and had the homo's replaced with the usual chainwielding punks.
- SERIES -
1. Crime Fighters [2-Player model] (1989)
1. Crime Fighters [4-Player model] (1989)
2. Crime Fighters 2 (1991)
3. Violent Storm (1993)
- STAFF -
Game designers : S. Okamoto, K. Ozaki, Yuichi Kobayashi
Character designers : M. Yoshida, Kazuaki Nakanishi, T. Nakazama
Sound designers : Hideaki Kashima, Michiru Yamane
Hardware designer : K. Itoh
Director : S. Okamoto
Management : S. Kido
$end
$info=crimfgtj,crimfgt2,
$Edit this entry at Arcade-History.com
$bio
Crime Fighters [2-Player model] (c) 1989 Konami.
Plenty of young & beautiful women are missing and the city's local kingpin is the main suspect. As a group of street vigilantes you must venture into the most dangerous zones of your city and destroy all street punks & criminals that are dumb enough to get in your way in order to rescue the girls! Features colorful graphics, a catchy soundtrack, some cool moves (such as striking downed enemies) and a good challenge. Like the idea of fighting to rescue a beautiful damsel in distress?, why not a huge bunch of 'em so its worth your time!!! :D
- TECHNICAL -
Game ID : GX821
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 54.00 Hz
Palette colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1989.
Also released as "Crime Fighters [4-Player model]".
Some bosses' character design in this game seem to have been inspired by popular horror movies, this seems true for three bosses in particular :
Stage 2 Boss : A parody of Jason Voorhees from 'Friday the 13th movie' series.
Stage 4 Boss : A distant parody of Leatherface from 'Texas Chainsaw Massacre' movie series.
Stage 5 Boss : A parody of Freddy Krueger from 'A Nightmare on Elm Street' movie series.
The dying pose that the Stage 7 boss does seems to have been inspired by the movie poster from the 1986 film Platoon.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
There are quite a few differences between the 4-Player version and the 2-Player versions of the same game :
4-PLAYER VERSION :
* This is a 2-button game (punch & kick).
* Character's energy is represented by a numerical hit point value which is always on countdown to zero. Additional hit points may be added by inserting more coins into each player's corresponding coin slot.
* Characters can use a reversal kick which is automatically activated if an opponent is behind you as you press the kick button. This kick knocks down enemies (except bosses) with a single hit!
* The gun has limited ammo, however it is possible to pick it up again if an enemy knocks it off your hand. Also each gunshot is as strong as 3 punches or kicks and knocks down most enemies in one shot.
* You can play the extra stage (enemy boss revenge) more than once.
2-PLAYER VERSIONS :
* Commonly seen as a 2-button game (punch & kick) but actually is a 3-button game (can be confirmed in the game's test mode).
* Character's energy is represented by a life-bar which only decreases with enemy attacks.
* There is a timer as well as a credit counter.
* The 3rd button is a reversal attack, which works as another kick button since you can use a pretty effective 3-hit combo (back kick, back kick, roundhouse kick). However you can't use this button to kick downed opponents.
* The gun has unlimited ammo, however you will lose it permanently if an enemy knocks it off your hand. Also the gun is now just as weak as a normal punch or kick and it takes 3 consecutive shots to knock down a normal enemy.
* You can play the extra stage (enemy boss revenge) only once.
- TIPS AND TRICKS -
* Unlimited Credits : Successfully complete the entire game two consecutive times.
- SERIES -
1. Crime Fighters [2-Player model] (1989)
1. Crime Fighters [4-Player model] (1989)
2. Crime Fighters 2 (1991)
3. Violent Storm (1993)
- STAFF -
Software designers : M. Oshawa, Mashahiro Inoue, C. Lee
Graphics designers : M. Kukino, C. Hanano, Ooboke, Hamakawa
Sound designers : K. Matsubara, Mutsuhiko Izumi
Hardware designer : S. Yasuda
$end
$info=crimfght,
$Edit this entry at Arcade-History.com
$bio
Crime Fighters [4-Player model] (c) 1989 Konami.
Plenty of young & beautiful women are missing and the city's local kingpin is the main suspect. As a group of street vigilantes you must venture into the most dangerous zones of your city and destroy all street punks & criminals that are dumb enough to get in your way in order to rescue the girls! Features colorful graphics, a catchy soundtrack, some cool moves (such as striking downed enemies) and a good challenge. Like the idea of fighting to rescue a beautiful damsel in distress?, why not a huge bunch of 'em so its worth your time!!! :D
- TECHNICAL -
Game ID : GX821
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 54.00 Hz
Palette colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1989.
Also released as "Crime Fighters [2-Player model]".
Some bosses' character design in this game seem to have been inspired by popular horror movies, this seems true for three bosses in particular :
Stage 2 Boss : A parody of Jason Voorhees from 'Friday the 13th movie' series.
Stage 4 Boss : A distant parody of Leatherface from 'Texas Chainsaw Massacre' movie series.
Stage 5 Boss : A parody of Freddy Krueger from 'A Nightmare on Elm Street' movie series.
The dying pose that the Stage 7 boss does seems to have been inspired by the movie poster from the 1986 film Platoon.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.
- UPDATES -
There are quite a few differences between the 4-Player version and the 2-Player versions of the same game :
4-PLAYER VERSION :
* This is a 2-button game (punch & kick).
* Character's energy is represented by a numerical hit point value which is always on countdown to zero. Additional hit points may be added by inserting more coins into each player's corresponding coin slot.
* Characters can use a reversal kick which is automatically activated if an opponent is behind you as you press the kick button. This kick knocks down enemies (except bosses) with a single hit!
* The gun has limited ammo, however it is possible to pick it up again if an enemy knocks it off your hand. Also each gunshot is as strong as 3 punches or kicks and knocks down most enemies in one shot.
* You can play the extra stage (enemy boss revenge) more than once.
2-PLAYER VERSIONS :
* Commonly seen as a 2-button game (punch & kick) but actually is a 3-button game (can be confirmed in the game's test mode).
* Character's energy is represented by a life-bar which only decreases with enemy attacks.
* There is a timer as well as a credit counter.
* The 3rd button is a reversal attack, which works as another kick button since you can use a pretty effective 3-hit combo (back kick, back kick, roundhouse kick). However you can't use this button to kick downed opponents.
* The gun has unlimited ammo, however you will lose it permanently if an enemy knocks it off your hand. Also the gun is now just as weak as a normal punch or kick and it takes 3 consecutive shots to knock down a normal enemy.
* You can play the extra stage (enemy boss revenge) only once.
- TIPS AND TRICKS -
* Unlimited Credits : Successfully complete the entire game two consecutive times.
- SERIES -
1. Crime Fighters [2-Player model] (1989)
1. Crime Fighters [4-Player model] (1989)
2. Crime Fighters 2 (1991)
3. Violent Storm (1993)
- STAFF -
Software designers : M. Oshawa, Mashahiro Inoue, C. Lee
Graphics designers : M. Kukino, C. Hanano, Ooboke, Hamakawa
Sound designers : K. Matsubara, Mutsuhiko Izumi
Hardware designer : S. Yasuda
$end
$info=crimepat,
$Edit this entry at Arcade-History.com
$bio
Crime Patrol (c) 1993 American Laser Games.
In Crime Patrol, you team up with different departments in law enforcement. You start off as a 'Rookie' walking the beat. After successfully getting through that area, you then move on to 'Undercover'. After Undercover, you move up to 'SWAT'. Then once SWAT is completed, you move to 'Delta Force' and take on the toughest criminals in the country.
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
- PORTS -
* Consoles :
Panasonic 3DO (1993)
$end
$info=crimep2,crime211,
$Edit this entry at Arcade-History.com
$bio
Crime Patrol 2 - Drug Wars (c) 1993 American Laser Games.
Your mission is to apprehend Lopez the drug lord, take down his drug cartel, and destroy the lab where his drugs are processed. Your mission will take you through Sierra County, Chicago, down to the Border, and then into South America. Throughout your journey, you will come in contact with some of the most violent criminals in America.
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
- PORTS -
* Consoles :
Panasonic 3DO (1994)
* Others :
DVD-Video (Home DVD Player, 2002)
$end
$info=critcrsh,
$Edit this entry at Arcade-History.com
$bio
Critter Crusher (c) 1995 Sega.
- TECHNICAL -
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : lightgun
Buttons : 6
$end
$info=croquis,
$Edit this entry at Arcade-History.com
$bio
Croquis (c) 1996 Deniam.
A puzzle game.
- TECHNICAL -
Deniam-16b hardware
Main CPU : 68000 (@ 12.5 Mhz), Z80 (@ 6.25 Mhz)
Sound Chips : YM3812 (@ 3.125 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Germany as "Logic Pro".
- SERIES -
1. Croquis (1996)
2. Logic Pro 2 (1997)
- STAFF -
Programmers : Jun-Young Kim, Kwanny
Graphic designers : Sang-Won Lee, Bong-Gun Shin
H/W Manager : Min-Hong Park
Musician : Coo-Hee Kwon
Radio performers : Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim
Planner : Jun-Young Kim
Director : Sang-Chul Lee
$end
$info=crossbld,
$Edit this entry at Arcade-History.com
$bio
Cross Blades! (c) 1991 Irem.
A beat'em up where 2 selectable heroes try to save their land from hordes of monsters.
- TRIVIA -
This game is known outside Japan as "Blade Master".
$end
$info=crospang,
$Edit this entry at Arcade-History.com
$bio
Cross Pang (c) 1998 F2 System.
A puzzle game.
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in April 1998.
- SERIES -
1. Cross Pang (1998)
2. New Cross Pang (1999)
$end
$info=cshooter,cshootre,
$Edit this entry at Arcade-History.com
$bio
Cross Shooter (c) 1987 Seibu Kaihatsu.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Air Raid".
This game was licensed to J.K.H. and to Taito (Proms Stickers : R).
$end
$info=crossbow,
$Edit this entry at Arcade-History.com
$bio
Crossbow (c) 1983 Exidy.
Early first-person shoot'em up game with a dungeons and dragons feel about it. Features good speech and screams.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
Released in October 1983. Crossbow is the first of Exidy's classic shoot'em up. It was also the first video game in history to completely use digitized sound and music.
Donn Nauert holds the official record for this game with 19,885,500 points on July 18, 1984.
- STAFF -
Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson
- PORTS -
* Consoles :
Atari 2600
Atari 7800
Atari XEGS
$end
$info=crsword,
$Edit this entry at Arcade-History.com
$bio
Crossed Swords (c) 1991 Alpha Denshi.
A rather unique 3rd-person fantasy action game, as a traveling knight you must help those in need of a hero by slashing the evil monsters & demons that disrupt peace. It will be a tough battle but your skill with your sword, some spells and some special weapons that you can purchase along the way will see you through this nightmare. Godspeed brave knight!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0037
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
= > [A] Slash enemy, [B] Thrust enemy/Use sword magical power
- TRIVIA -
Released in July 1991.
Crossed Swords was the Neo-Geo's second attempt at the action-RPG ("Riding Hero" was the first).
- SERIES -
1. Crossed Swords (1991)
2. Crossed Swords 2 (1995 - SNK Neo-Geo CD)
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=cthd2003,
$Edit this entry at Arcade-History.com
$bio
Crouching Tiger Hidden Dragon 2003 (c) 2003 PhenixSoft.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick
- TRIVIA -
Released in March 2003. This game is a very rare Chinese hack of "The King of Fighters 2001".
Crouching Tiger, Hidden Dragon is the translation of the name of a Chinese book 'Wohu Canglong', which was made into an Oscar-winning movie in the past few years. Like many books at the time, this was a volume in a series of books.
- UPDATES -
What is the difference between CTHD2003 and KOF2001?
* The attract mode sequence contains art from previous KOFs (too many to count, but it looks like art from every previous KOF was included).
* The 'K' in KOF is altered to look like a 'P'. This shows in the 'POF' logo (taken from the KOF logo in '96) and the 'How to Play' screen (taken from KOF '99). 'POF' could stand for 'Plain Old Fighter' ;)
* The layout of the character selection screen is different - although on the character screen layout, the teams are arranged differently, the same 2001 teams battle you in single player mode (for example, Kyo on the character selection screen layout is with Iori, Terry and Takuma, while if you were fighting against Kyo in single-player, his teammates would be Benimaru, Daimon and Shingo).
* Home console mode was removed entirely, instead of being semifunctional.
* No stories or winquotes.
* Igniz is replaced by a ball of fire.
* Zero is engulfed in flame.
* Each character does not have their trademark colors (they're closer to the C/D 'color rejects' you'd find in KOF 98 or 2002, but they're not those, either). Strange costumes colors wich were never seen in the official KOF releases appear.
* Most moves are augmented with special effects (eg. Terry's Crack Shoot flames the opponent and it never does in any other game), but they're only for show. Otherwise, each character has its repetoire of moves from 2001.
* According to the 'How to Play' screen, six stocks are the maximum, no matter how many strikers you have (but that's a lie - the 2001 rules apply).
* The font of the text, as well as some of the 'interstitial' graphics (background art in the team order screen, etc.), is different. Some say it's a good thing.
* Except for the final boss stage, the stages are all ripped from other games :
China : "Street Fighter Alpha - Warriors' Dreams" (Chun-Li's stage)
Japan : "Street Fighter Alpha 2" (Ryu's stage)
Brazil : "The King of Fighters '94" (Ikari Team stage)
Italy : "The Last Blade 2" (Fire at the Wadamoya)
Mexico : "Art of Fighting 3 - The Path of the Warrior"
USA : "Street Fighter Alpha 2" (Ken's stage)
Korea : (unknown)
Zero : (unknown)
- TIPS AND TRICKS -
* Tiny Characters : to minimise your fighter, press and hold START at the characters selection screen.
- SERIES -
1. Crouching Tiger Hidden Dragon 2003 (2003)
2. Crouching Tiger Hidden Dragon 2003 Super Plus (2003)
$end
$info=ct2k3sp,ct2k3sa,
$Edit this entry at Arcade-History.com
$bio
Crouching Tiger Hidden Dragon 2003 Super Plus (c) 2003 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2001".
- SERIES -
1. Crouching Tiger Hidden Dragon 2003 (2003)
2. Crouching Tiger Hidden Dragon 2003 Super Plus (2003)
$end
$info=pmroulet,
$Edit this entry at Arcade-History.com
$bio
Croupier (c) 1997 Playmark.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : 8-way Joystick
Buttons : 2
$end
$info=crgolf,crgolfa,
$Edit this entry at Arcade-History.com
$bio
Crowns Golf (c) 1984 Nasco.
A golf game by Nasco.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 6
- TRIVIA -
Licensed to Sega.
Licensed to Kitkorp for US distribution, and to Atari Games for European distribution.
This game is also known as "Champion Golf".
The music used IMMEDIATELY after inserting a coin is known as the Old Comrades' March and is better known as one of the playout pieces on the BBC Radio programme 'The Goon Show'.
- SERIES -
1. Crowns Golf (1984)
2. Crowns Golf In Hawaii (1985)
3. Super Crowns Golf (19??)
$end
$info=crgolfhi,
$Edit this entry at Arcade-History.com
$bio
Crowns Golf In Hawaii (c) 1985 Nasco.
A golf game by Nasco.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 6
- TRIVIA -
Licensed to Sega.
Licensed to Kitkorp for US distribution, and to Esco Trading for Japanese distribution.
- SERIES -
1. Crowns Golf (1984)
2. Crowns Golf In Hawaii (1985)
3. Super Crowns Golf (19??)
$end
$info=cbuster,cbusterw,cbusterj,
$Edit this entry at Arcade-History.com
$bio
Crude Buster (c) 1990 Data East.
In the near future, ruthless gangs are the new rulers of the streets. Only a brave duo of seasoned street brawlers can end this terror and return peace to the streets. Don't forget to grab and use anything you can find as a weapon (pipes, stones, signs, cars, even enemies!) to survive this onslaught. Features solid graphics & sound and very fun gameplay mechanics!
- TECHNICAL -
Game ID : MAB
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1990.
This game is known in US as "Two Crude".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990.
- STAFF -
Game designer : Akira Ohtami
Programmers : Takaaki Inowe, Souichi Akiyama
Character designers : Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto
Background designers : Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi
Ex. designers : Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka
Sound : Azusa Hara (Asha), Hiroaki Yoshida (MARO), Tatsuya Kinouchi (Kiwch)
Hard : Masami Ohki
Voices : Fred Young
Advicer : Joe Kaminkow
Project leader : Iwao Horita
- PORTS -
Sega Megadrive (1991)
$end
$info=crusnexo,
$Edit this entry at Arcade-History.com
$bio
Cruis'n Exotica (c) 1999 Midway.
A cool driving game that features several tracks.
- TECHNICAL -
Midway Zeus 2 hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
In the Las Vegas race, when you pass under the Elvis impersonater, he looks a bit like Nintendo's 1981 cash cow Donkey Kong in an Elvis suit. And you can also hear an Elvis Guitar Style rendition of the Donkey Kong theme for a few seconds.
- TIPS AND TRICKS -
* Car Selection Cheat : by pressing the view buttons you can select between the available six cars and an aditional twelve cars (low view), the color of the car (chase view), and the person in the car (high view). If you cycle through this once you will see all the characters, on the second cycle their heads will be oversized (Clown, Baby, Blonde Lady, Guy with crew cut, etc.).
- SERIES -
1. Cruis'n USA (1994)
2. Cruis'n World (1996)
3. Cruis'n Exotica (1999)
4. Cruis'n Velocity (2001, Nintendo GameBoy Advance)
- STAFF -
Director : Eugene Jarvis
Programmer : Eric Pribyl
Artist : Shawn Cooper
Artist : Ted Barber
- PORTS -
* Consoles :
Nintendo 64 (2000)
Nintendo Game Boy Color (2000)
$end
$info=crusnusa,crusnu40,crusnu21,
$Edit this entry at Arcade-History.com
$bio
Cruis'n USA (c) 1994 Midway.
A cool driving game.
- TECHNICAL -
Midway V Unit hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32768
Players : 2
Control : paddle
Buttons : 6
- TRIVIA -
Released in November 1994. Cruis'n USA was the first game to be released on the Midway V Unit. Cruis'n USA is also the first driving game to feature digitized (taken from actual footage) textures.
Cruis'n USA and "Killer Instinct" were both released as public previews of the upcoming Nintendo Ultra 64 console (later renamed the Nintendo 64).
The Nintendo 64's hardware is totally different from both of the games' hardware (in fact, both games' hardware are also different from each other) and in many ways inferior, so neither game actually represented the Nintendo 64 console system that the games claim to.
The game was released in upright, sit-down, and full motion cabinets. The upright and sit-down machines support linked play, up to a two game maximum.
A Cruis'n USA unit appears in the 2002 movie 'Van Wilder'.
- UPDATES -
REVISION 1 :
* Software version : 2.1.
* Build date : WED NOV 09 16 :28 :10 1994
Revision 2 :
* Software version : 4.0.
* Build date : WED FEB 08 10 :45 :14 1995
Revision 3 :
* Software version : 4.1.
* Build date : MON FEB 13 16 :53 :40 1995
- TIPS AND TRICKS -
* Hidden Cars : Hold View 2 at the car selection screen to unlock the school bus, ATV and police car.
* Golden Gate Park Track : Hold View 1 + View 2 at the track selection screen to turn the U.S. 101 track into the Golden Gate Park track.
* Indiana Track : Hold View 1 + View 3 at the track selection screen to turn the Beverly Hills track into the Indiana track.
* San Francisco Track : Hold View 2 + View 3 at the track selection screen to turn the Grand Canyon track into the San Francisco track.
* Free Game : Win two races, then press Accelerate+Start after losing the third race.
* View Credits : Press View 1 + View 2 while the game is not in play.
* Alternate Ferrari : Highlight the first car at the car selection screen. Hold View 1 and rotate the steering wheel fully to the Right, fully to the Left, fully to the Right, fully to the Left, fully to the Right, fully to the Left, then press Accelerate. If done correctly, the Ferrari will turn from red to green-blue. The new Ferrari is faster and easier to control than the red Ferrari.
- SERIES -
1. Cruis'n USA (1994)
2. Cruis'n World (1996)
3. Cruis'n Exotica (1999)
4. Cruis'n Velocity (2001, Nintendo GameBoy Advance)
- STAFF -
Director : Eugene Jarvis (EPJ)
Software : Eric Pribyl (ELP)
Hardware designers : Mark Loffredo (ML ), Gleen Shipp (GWS)
3D Graphics : Xion Cooper (SXC), Ted Barber (TED)
Music : Vince Pontarelli
Sound FX : Matt Booty
Additional code : Carl Mey (MEY)
Cabinet art : John Youssi, Linda Deal, Nik Ehrlich, Greg Freres
Additional art : John Watson, Ana Vitek
Mechanical design and motion : Ted Valavanis, Matt Davis, Jim Krol, Tom Sedor, Ray Czajka
Sound system : Ed Keenan
DCS guru : Rich Karstens
Hardware : Ken Williams, Sheridan Oursler, Pat Cox, Al Lasko
PCB designers : Steve Norris, Ray Gay
Art tools : Eric Pribyl (ELP), Warren Davis
Software tools : Eric Pribyl (ELP), Todd Allen, Edwin Reich
Management : Paul Dussault, Cary Mednick, Wally Smolucha
Communications : Monique Jagielnik, Cecilia Rockett, Darlene Crawford, Kathy Kline
Promotional videos : Jim Greene, Art Tianis, Joan Faux, Tal Lekberg
Sales and marketing : Joe Dillon, Roger Sharpe, Barb Rosenthal, Michal Lynn Fuller, Christa Woss, Lenore Sayers, Rachel Davis, Bob Lentz
Ferrets : Kato, Sophi, George Bernstein, Tanzi, Gizmo
Executive producers : Minoru Arakawa, Howard Lincoln, Neil Nicastro, Ken Fedesna, Jel Hochberg, Ken Lobb, Don James
Assistant producer : Debbie Silkwood
Testers : Mike Gottlieb, Darren Walker
Legal : Nate Dardick, Barbara Norman, Katie Czerwinski
* CAST :
Starting girl : Kathryn Garrison
Trophy girl : Anutza Herling
Beefcake boy : Sal Divita
Race anouncer : Gingi Lahera
Cruisn vocals : Jeff Morrow
Prez voice : Paul Heitsch
Saturation agent walker : John Colt
Hot tub babe : Michael Lynn Fuller
- PORTS -
* Consoles :
Nintendo 64 (1997)
$end
$info=crusnwld,crusnw13,crusnw20,
$Edit this entry at Arcade-History.com
$bio
Cruis'n World (c) 1996 Midway.
A cool driving game.
- TECHNICAL -
Midway V Unit hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768
Players : 2
Control : paddle
Buttons : 6
- UPDATES -
Revision 1 :
* Software version : 1.3.
* Build date : ???
Revision 2 :
* Software version : 2.0.
* Build date : TUE MAR 18 12 :32 :57 1997
Revision 3 :
* Software version : 2.3.
* Build date : FRI JAN 09 10 :25 :49 1998
- TIPS AND TRICKS -
* Hidden Cars : Hold View 1 or View 2 at the car selection screen to access two sets of hidden cars. Hold View 1 + View 3 to access a third set of hidden cars.
* Alternate Car Color : Press View 3 at the car selection screen.
* Hidden Tracks : Hold View 1, View 2, or View 3 at the race selection screen to access the Hawaii, Africa and Australia tracks.
* View Credits : Press View 1 + View 3.
- SERIES -
1. Cruis'n USA (1994)
2. Cruis'n World (1996)
3. Cruis'n Exotica (1999)
4. Cruis'n Velocity (2001, Nintendo GameBoy Advance)
- STAFF -
Director : Eugene Jarvis (DRJ)
Lead software : Eric Pribyl (ELP)
Software : Scott Posh (SRP)
3D Graphics : Ted Barber (TED), Matt Davis (MAT), Xion Cooper (SXC)
Music : Vince Pontarelli
Cabinet art : John Youssi, Nik Ehrlich (NIK), Herman Sanchez
Mechanical designers : Ray Czajka (RAY), Matt Davis (MAT), Tom Sedor, Chris Bobrowski
Hardware : Mark Loffredo, Glenn Shipp, Ken Williams, Al Lasko, John Lowes, Sheridan Oursler, Pat Cox, Scott Parrish, Bob Kay, John Mleczko, Leroy Brown
Sound programmers : Matt Booty, Ed Keenan
PCB designers : Steve Norris, Ray Gay
Additional code : Eugene Jarvis (DRJ)
Art tools : Eric Pribyl (ELP), Scott Posh (SRP), Warren Davis
Software Tools : Eric Pribyl (ELP), Scott Posh (SRP)
Game testers : Eddie Ferrier, Mike Vinikour, Alex Gilliam, Mike Lesage, Kevin Day, Rosalind Dugas
PC support : Kevin Day
Management : Paul Dussault, Cary Mednick, Ted Valavanis
Promotional videos : Jim Greene, Joan Faux, Art and Mike Tianis
Sales and marketing : Joe Dillon, Rachel Davies, Mark Chan, Lenore Sayers, Roger Sharpe, Michal Lynn Jakala, Christa Woss, Pat Fitzgerald
Executive producers : Neil Nicastro, Ken Fedesna, Howard Lincoln
Test : Darren Norman
Legal : Barbara Norman, Debbie Fulton
Game consultant : Ken Lobb
* CAST :
Cruisn world theme vocals : Josie Falbo
Starting girl : Kathryn Garrison
Race announcer : Gingi Lahera
Saturation agent walker : John Colt
Hot tub honey : Michal Lynn Jakala
Trophy babe : Diana Lee
Boy toy : Scott Posh (SRP)
The president : Paul Heitsch
- PORTS -
* Consoles :
Nintendo 64 (1997)
$end
$info=cruisin,
$Edit this entry at Arcade-History.com
$bio
Cruisin (c) 12/1985 Jaleco.
A little red car does wheelies and jumps between platforms and colours them in as it drives on them. Collect and shoot oil cans at the cops, taxis, ambulances, etc... Watch out for the cat! Neat theme music and background pictures.
- TECHNICAL -
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : M6809 (@ 640 Khz)
Sound Chips : AY8910 (@ 1.25 Mhz), YM2203 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1664
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Kitkorp (Midway later released "Cruis'n USA", which was an unrelated driving game, but had to be spelled differently due to Kitcorps prior release).
Also known as "City Connection".
$end
$info=crush,crush2,crush3,crush4,crushbl,crushs,
$Edit this entry at Arcade-History.com
$bio
Crush Roller (c) 1981 Kural Electric.
Time to take up your paint brush and paint the town Red (or Green or Orange, or whatever color you happen to have on hand)! A pair of fish are out to stop you but you can roll over them at the overpass. There's other items that just try to mess up your paint job; you can run over these folks easily (if you catch them).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Released in October 1981.
This game is also known as "Make Trax" (Licensed by Williams) and as "Korosuke Roller".
2 bootlegs are known as "Paint Roller" and "Magic Brush".
- UPDATES -
"Make Trax" has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).
- SCORING -
Painting floor : 10 points per unpainted or footprint/tiretrack/dropping messed segment.
Killing Fish : 50, 100, 200, 400, 800, 1600, 3200, 6400 and the maximum 9,000.
Each level starts with the lowest point scoring fish being inreased by one. eg Level one starts at 50 points, level two with 100 points, and so on up to 9,000
Capturing the creature/object messing up your paintwork : 1,000 points.
- SERIES -
1. Crush Roller (1981)
2. Crush Roller (1999, Neo Geo Pocket Color)
- PORTS -
* Consoles :
Nintendo Famicon (1990, "Brush Roller")
$end
$info=cryptklr,
$Edit this entry at Arcade-History.com
$bio
Crypt Killer (c) 1995 Konami.
A death-themed first-person shoot'em up game.
- TECHNICAL -
Konami GQ System hardware
Game ID : GQ420
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : 68000 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 3
Control : lightgun
Buttons : 2
- STAFF -
Produced by : Hideki Oyama
Directed by : Kuniaki Kakuwa
Programmers : Tadasu Kitae, Hisataka Yoshikawa, Mitsuhiro Nozaki, Haruo Yano
Character / Computer graphic design : Kuniaki Kakuwa, Mitsuhiro Nomi, Motoki Toyama, Nobuo Tomita, Yukiko Mizo
Creature sculpt by : Takehiro Nojiri, Takanobu Takahashi, Kuniaki Kakuwa, Motoki Toyama
Sound effect by : Yuichi Sakakura
Music composed by : Yuji Takenouchi, Mutsuhiko Izumi
Mechanic design by : Hideo Kotani, Eita Kada, Hirofumi Fujimoto
Hardware design by : Hideto Murata, Hiroshi Kawaguchi
Production design by : Hiroshi Hanatani, Takashi Kakuta
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sega Saturn (1997)
$end
$info=ccastles,ccastle1,ccastle2,ccastle3,ccastleg,ccastlep,ccastlef,
$Edit this entry at Arcade-History.com
$bio
Crystal Castles (c) 1983 Atari.
Crystal Castles is a merry chase into a mythical land of incredible creatures that thrill at every turn of game play. Its hero, Bentley Bear, collects gemstones as he moves around 16 different playfields, including a castle, fortress, palace, and even a dungeon. Scary creatures, such as nasty trees, gem eaters, a swarm of bees, and Berthilda the witch, chase Bentley Bear as he explores tunnels, elevators that take him from one plateau to another, and sometimes a secret ramp.
Crystal Castles has 3 new features. Even if you are familiar with Atari games, you should note these important differences :
Lighted Midi Trak-Ball. The Midi Trak-Ball on the control panel of this game is translucent. A small lamp controlled by the game PCB shines through the ball. The result is a glowing Trak-Ball. During game play, the lamp flashes on and off creating a spectacular effect.
Crystal Castles is a fast-action, 1- or 2-player, third-person adventure game. By using the Lighted Midi Trak-Ball, the player moves Bentley Bear about the castle walkways and walls to collect gems. To avoid being overpowered by gem eaters, nasty trees, or bee swarms, use the left- or right-hand jump buttons.
The player's objective is to collect all the gems from the castle walkways and walls by moving Bentley Bear about the castle with the Trak-Ball controller. Bentley Bear must collect all the gems without being killed by any of the 8 possible computer-controlled opponents-crystal balls, trees, a swarm of bees, gem eaters, Berthilda the witch, a ghost, a skeleton, or a dust devel. In the lower levels of game play, this feat is easily learned by new players. In higher levels, experience, skill, and luck help the player to accomplish the objective.
When game play begins, Bentley Bear is at the lower right corner of the castle walkway. Immediately after the player's control is enabled for moving Bentley Bear, the opponents are displayed about the castle walkways and walls. The player may move Bentley Bear either up or down the stairs or the elevators to get the gems. When Bentley Bear passes over a gem, the gem disappears. Points are scored for each gem collected by Bentley Bear and shown in the score display area. If Bentley collects all the gems from the castle, the player receives bonus points. The initial bonus is 1,000 points for the first castle of the first level. The bonus is increased by 100 points for each subsequent castle (i.e., the bonus for castle 2 of level l is 1,200 points; castle 1 of level 2 is 1,400 points; etc.).
When a start button is pressed, the gems and Bentley Bear appear on the castle walkway and the game tune begins. Soon afterward, three crystal balls (the only opponents of this wave) drop from above and land at the far right corner of the castle walkway. These three balls begin a slow pursuit of Bentley Bear. As the Trak-Ball is rotated, Bentley Bear moves about the walkway. As he passes over a gem, the gem disappears and a score value is added to the score in the window at the top left of the display. If Bentley Bear gets all the gems, the three balls rise out of sight above the castle. Then Bentley Bear also disappears. If Bentley Bear gets the last gem, the message YOU GOT THE LAST GEM. BONUS 1000 appears across the castle. If the opponents get the last gem, the message THEY GOT THE LAST GEM. NO BONUS appears across the castle.
Crystal Castles consists of 37 castle mazes that are laid out with a walkway between each castle. The castles are arranged in ten levels with four castles on each level, except for level 10, which has only one castle. As Bentley Bear advances to the next castle on each level, the difficulty in collecting all the gems increases. Each level also increases in complexity. The result is a nice variety of mazes, from the easy first castle of level l to the extremely difficult castles in the higher levels. At the beginning of play at each castle, a message appears in the window at the top right of the display. This message identifies the level being played. Other messages, such as next bonus point level, also appear in this window.
Bentley Bear has 8 opponents : crystal balls, trees, a swarm of bees, gem eaters, Berthilda the witch, a ghost, a skeleton, and a caldron. If Bentley Bear touches a gem eater while it is in the process of eating a gem, the gem eater dies and 500 points are awarded the player. However, if the gem eater is not eating a gem when Bentley Bear touches it, Bentley Bear dies. When Bentley Bear is wearing his magic red hat, he is invincible. When he is wearing the hat he has the power to kill Berthilda the witch when he touches her. However, the magic of the hat only lasts about 5 seconds.
Each of the opponents has its own characteristic. The swarm of bees appears near the honey approximately every five seconds. However if Bentley Bear takes the honey, he collects 1,000 points for the honey, and the bees will appear less frequently. The gem eaters are relatively stupid creatures. The only thing they are interested in is eating gems. However, if gems are not in their area, the gem eaters will rush around randomly looking for gems. The crystal balls and trees act much the same. They will go directly for Bentley Bear. However, if Bentley keeps obstacles between him and either of these opponents, he is relatively safe from attack. The skeleton and the ghost usually stay within their immediate areas, move about randomly, but not very fast. They guard their area well. Berthilda the witch flies around on her broom in one small area in the lower levels of game play. However, in the higher levels she boldly flies about the castles.
- TECHNICAL -
5,380 units were produced. There were two different Crystal Castles cabinets, an upright and a cocktail. Both of these were highly detailed and covered with decorations. The upright had a production run of 4880 and the cocktail had a production run of 500.
* The Crystal Castles upright was one of the best looking cabinets ever made. It is sort of colored white, and has huge painted sideart of Bentley Bear gathering gems in the castle. The marquee has a futuristic looking logo flanked with two in game scenes on a black background. There is a second mini-marquee over the speaker are that has a large Atari logo. For some reason that logo ends up going missing on many machines, and don't believe sellers when they say it is a cheap or easy part to find, because it isn't. The control panel continues the same graphical scheme as the rest of the machine. It has a standard trackball mounted centrally with fire/start buttons on either side. These trackballs eventually become worn out or damaged, and are mildly expensive to replace.
* The cocktail version has no sideart, very few cocktail machines do. But the top glass is nicely decorated and the control panel art matches the upright version. The players sit across from each other on this version, and the on screen image flips over to face whichever player is currently controlling Bentley Bear.
Game ID : 136022
Main CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) POKEY (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : trackball
Buttons : 1 (JUMP)
- TRIVIA -
When it first appeared in arcades in July 1983, Crystal Castles amazed players with its sharp graphics and pseudo 3-D mazes.
The game was originally supposed to be a variation on the mega-hit "Asteroids" and the working title was 'Toporoids' (from TOPOgraphics and asteROIDS). It featured a one-legged robot and/or a spaceship placed in 3-D mazes lined with asteroids and the goal was (of course) to shoot them. The mazes were similar to those in Crystal Castles.
The character 'Bentley Bear' was originally named 'Braveheart Bear' in the released prototypes. But, Atari ran into trouble over that name from the American Indians and so had to change it. Whenever Bentley is killed, he shrinks, and says something in a cartoon-type balloon above his head. The four possible sayings are: OUCH; OH NO; BYE; and #?!.
Originally, FXL designed the game so that Bentley could jump while in a tunnel. But he decided to take that ability away when he saw Bentley's head popping through the roof!
All of the musical themes in the game are from works of classical music. The tune when you first start the game and the bonus life music, are both from The Mephisto Waltz by Liszt. The last gem bonus music is from one of the scenes in Tchaikovsky's Nutcracker Suite. And, the triumphant theme played when you complete level 10 is of course from The 1812 Overture, again from Tchaikovsky.
If you hadn't noticed, the color schemes of the castles change during the game, and from one game to the next. The colors in the first level are always the same. From level 2 thru 6, they appear in a set order, but every 100 paid games, this set order changes. Finally, in levels 7 and up, the color scheme is picked randomly. A most odd arrangement! There are 17 possible maze color schemes, and four different color possibilities on every board: gem, floor, front wall, and side wall colors. But, each one is not randomly picked and mixed with the other; they are pre-determined as a group, and then the whole group is chosen randomly. The possible gem colors are red, blue, white, and yellow. The floor can be white, black, or pea-green. And, there are 12 possibilities for wall colors, including pink, maroon, and peach!
On two of the mazes in the game, FXL has built into the structure initials of friends of his. On Hidden Spiral, the DES stands for Desiree McCrorey, who holds a contest record on "Mr. Do!". SSM is Sam Mehta, who came in 2nd in a "Centipede" contest held by Atari. And BBM stands for Brian McGhee, a former Atari game designer. On Berthilda's Palace, the initials are harder to make out, as they are cutouts in the floor. EDG is the initials of Eric Ginner, while MAR stands for Mark Robichek. Both of these were famous video game players at the time Crystal was made and are still known by many. Other initials appear in the game, on the above-mentioned scoreboard. While many are made up, some stand for real people. FXL appears in the top 3 spots on a new, or newly reset, game scoreboard and he also appears at other places in the top 250 initials. MEC appears more than once also. This stands for Mark Cerny, a fellow designer at Atari. He is responsible for "Marble Madness".
Note : The formula for calculating the points given for the last gem bonus on a particular level and board number is 1000 + ((((level x 4) - 1) - (4 - board)) x 100).
Frank Seay holds the official record for this game with 910,722 points.
A Crystal Castles units appears in the 1984 movie 'Gremlins'.
A Crystal Castles cocktail machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Points awarded for collecting gems.
Killing Gem Eaters : 500 or 1,000 points.
Collecting the honeypot : 1,000 points.
Collecting the witch's hat : 2,000 points.
Killing Berthilda : bonus points.
- TIPS AND TRICKS -
* Warps : There's a 'continue option' warp on the first board. It won't take you any higher than level 8, though.
1) The first warp is behind the palace on the upper-right hand corner of the first board. Go there then jump. It'll take you to level 3.
2) The second warp : get the hat, run to an elevator, and at the back corner of the hidden ramp, jump before the hat expires. The warp always gives you four lives (not including the one you're on) and takes you to level 5.
3) The third warp is on the third screen of Level 5, titled 'Crossroads'. It is extremely easy to trigger; just move to the very upper left corner and jump. You will be transported to the first screen of Level 7, again with four lives to spare. There are no other warps.
* A Trick : If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen. It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens.
* Another Trick : On Level 5, Berthilda's Palace grab the hat and enter the large door where Berthilda is. Run over her for 3000 points, then head to the corner of the room (where Berthilda was) and jump. The initials FXL will appear in the lower-right hand corner of the screen, which stands for Franz Lanziger, one of the designers of Crystal Castles!
* This Trick Is Free : When the machine is in its demo mode, wait until the first stage appears. When Bentley gets killed, hold down BOTH jump buttons and the accounting screen, which shows customer play information, will appear.
* Secret Message : When you complete level 10, a special screen appears that says, I GIVE UP : YOU WIN YOU MUST BE _______________.
What goes in the blank depends on the number of lives you have left.
For 1 life, fill in AMAZINGLY GOOD;
For 2, RIDICULOUSLY GOOD;
For 3, FANTASTICALLY GOOD;
For 4, VERY GOOD;
For 5, AN EXPERT;
and for 6, A VIDEO WIZ.
* Time Bonus : For every four seconds of game play, you lose 1000 points. The amount of time bonus starts at 200,000, so you can figure that a 5 minute game will have a time bonus of 125,000. Also, for every life you lose, you lose at least 1000 time bonus points, so even though you can make up for your life as far as the life bonus, you still lose in time bonus.
- STAFF -
Program : Franz Lanzinger (FXL)
Hardware : Sam Ly
Project leader : Scott Fuller
Team leader : John Ray (RAY)
Graphics : Barbara Singh (BAS), Dave Ralston
Techs : Paul Mancuso, Gardner Crosby
- PORTS -
* Consoles :
Atari 2600 (1984)
Atari XEGS
Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")
Sony PlayStation (2001, "Atari Anniversary Edition")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
* Computers :
Tandy Color Computer (1984)
Commodore C64 (1985)
Atari ST (1986)
Amstrad CPC (1986)
Sinclair ZX Spectrum (1986)
PC [CD-Rom] (2000, "Atari Arcade hits 2")
PC [CD-Rom] (2001, "Atari Anniversary Edition")
PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Atari Flashback Classic Game Console (2005)
Nokia N-Gage (2006, "Atari Masterpieces Volume 2")
- SOURCES -
Mark Alpiger (MDA), http://www.classicarcadegaming.com/games/cc/index.htm
$end
$info=crystal2,
$Edit this entry at Arcade-History.com
$bio
Crystal Gal II Mahjong (c) 06/1986 Nichibutsu.
A mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
- SERIES -
1. Crystal Gal Mahjong (1986)
2. Crystal Gal II Mahjong (1986)
$end
$info=crystalg,
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Crystal Gal Mahjong (c) 05/1986 Nichibutsu.
A mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
- SERIES -
1. Crystal Gal Mahjong (1986)
2. Crystal Gal II Mahjong (1986)
$end
$info=cubybop,
$Edit this entry at Arcade-History.com
$bio
Cuby Bop (c) 1990 Hot-B.
A ball and paddle game.
- TECHNICAL -
Taito L System hardware
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a prototype, was in Location Test, and was never released.
- TIPS AND TRICKS -
* Skip Stages : Press Start (1 player side) while in the game to skip stages.
$end
$info=cuebrick,cuebrckj,
$Edit this entry at Arcade-History.com
$bio
Cue Brick (c) 1989 Konami.
A puzzle game where you shift blocks so that a ball rolling along a path can roll across every block that has a path drawn on it.
- TECHNICAL -
Game ID : GX903
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in August 1989.
- UPDATES -
* In the Japanese version, Stop is a counter you can trigger anytime, starting at 200, so basically 20 seconds.
* In the World version, you start with 3 stop bonus, and each of them can stop the game 4 seconds. The World version has a practice mode too.
- STAFF -
Game planners : N. Toshiaki, K. Kunihiko
Game programmers : T. Tokusan, T. Koji
Sound programmer : K. Satoru
Graphic designers : M. Saruchan, Maruyakikun, Y. Oyajin, K. Caro
Sound designers : N. Kazuo, O. Masanori
$end
$info=cuoreuno,
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$bio
Cuore Uno (c) 1997 C.M.C.
- TECHNICAL -
Main CPU : M65C02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=curvebal,
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$bio
Curve Ball (c) 1984 Mylstar Electronics.
An early baseball game.
- TECHNICAL -
Game ID : GV-134
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 2
Buttons : 2
- STAFF -
Designed by : Bill Adams
Programmed by : Bill Adams, Jim Love
Video graphics by : Jeff Lee
Music by : Dave Zabriskie
Special sound effects by : Judi Clingman, Graig Beierwaltes
$end
$info=cutieq,
$Edit this entry at Arcade-History.com
$bio
Cutie Q (c) 11/1979 Namco.
An old ball and paddle / pinball game with a ghost theme.
- TECHNICAL -
Main CPU : 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Upon joining Namco, Mr. Iwatani wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his early video game/pinball hybrids. Toru Iwatani would achieve later, greater fame by designing "Pac-Man".
- SCORING -
EXTRA rollovers : 100 points.
Drop Targets : 10 points.
Faces : 50 points.
Spinner : 10 points.
Side Traps : X amount of points, in 100 point increments.
Ghosts in middle roll-through : number of points listed above targets.
Adjustments to scoring :
Finishing all drop targets in an area brings up a ghost. Hit it, and you get a certain number of points (shown near the ghost) multiplied by a number which changes quickly. If the ghost is hit (or if it makes it to the edge of the area), the drop targets return with an extra row of two drops to work on each time.
Make all faces into smiley faces increases bonus multiplier up to 3X
Light up 'EXTRA' on either side will give you a shot in one of the side drains for an extra ball. Once gotten, the 'Extra' rollovers will disappear.
- SERIES -
1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)
- STAFF -
Designed by: Toru Iwatani
$end
$info=cybattlr,
$Edit this entry at Arcade-History.com
$bio
Cybattler (c) 1993 Jaleco.
Aliens are invading and the only hope is a robot warrior fitted with laser cannons and an ultra cool laser sword. So get ready to blast & slash lots of enemies in this exciting action game! Features excellent graphics & sound and fast gameplay that will put blisters on those trigger fingers!
- TECHNICAL -
Jaleco Mega System 1-C hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1993.
- SCORING -
Special Bonus : 50,000 points (99,990 if life bar is full)
- TIPS AND TRICKS -
To get the Special Bonus in Mission 1, destroy the seven green mechs after defeating the boss.
To get the Special Bonus in Mission 3, you must defeat the boss without losing the cannon.
- STAFF -
Director : Team m.word
Character designers : Nao, Takasan, Jun
Programmers : Kuma, Kikki, King
Composers : Pro, Masaaki.U, Tsugumi.Y
Sound effects : Pao
Sound programmer : Kikki
$end
$info=cybrcomm,
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$bio
Cyber Commando (c) 1995 Namco.
The player pilots a futuristic tank that glides smoothly over the surface like a 'sled', searching for enemies to destroy.
- TECHNICAL -
Namco System 22 hardware
Game ID : CY
Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : stick
Buttons : 3
This game was released in 2 different cabinet styles. One used a 29-inch monitor and the seat and controls were connected to the monitor section of the cabinet. The second style used a 50-inch monitor and a seperate seating area similar to the large 'Showcase' cabinets made by Atari.
- SERIES -
1. Cyber Sled (1993)
2. Cyber Commando (1995)
- STAFF -
Music composed by : Shinji Hosoe
$end
$info=cybrcycc,
$Edit this entry at Arcade-History.com
$bio
Cyber Cycles (c) 1995 Namco.
A motorbike racing game featuring 2 courses; Greenhill : A high-speed track along the coastline and Neo Yokahoma : A futuristic technical course in an urban area at night.
- TECHNICAL -
Namco Super System 22 hardware
Game ID : CB
Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : paddle
Buttons : 1
- TIPS AND TRICKS -
* Drive The NVR 150 RR SP : Push the 'Change View' button while selecting a circuit (Continue holding the button until the race begins). Meanwhile, at the vehicle selection screen highlight these motorcycles in order, pressing the brake pedal after each : Wild Hog, NVR 150 RR, Anthais, Wild Hog. Now highlight NVR 150 RR, pressing the brake pedal twice. The NVR 150 RR will be upgraded to the NVR 150 RR SP!
* Penguin Scooter : Enter one of these codes... If the bike is Black or Green : Hold 'Change View' button. At bike select, go to NK brake once, go to GP brake once, go to SP break x5, go to GP brake Once. If the bike is Red or Yellow : Hold 'Change View' button. At bike select, go to NK brake x3, go to NK = WildHog, GP = NVR, SF = Anthias
$end
$info=cybsled,cybsledj,
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$bio
Cyber Sled (c) 1993 Namco.
Piloting a colorful tank that slides over the surface like a 'Sled' in an arena of the future, the pilots fight for prestige and glory. Ending the game (either by winning or being eliminated) gives the player a rank and a letter grade to show how good you really are.
- TECHNICAL -
Namco System 21 hardware
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : stick
Buttons : 4
- TRIVIA -
Cyber Sled was only released as a dedicated 2-player sit-down cabinet. The plastic mouldings around the screens and the twin joysticks give the illusion of piloting a futuristic tank. The player-one position is all blue, and the player-two position is all red. Unlike later sit-down style 'driving' cabinets, the seats are not adjustable.
Victor Entertainment released a limited-edition soundtrack album for this game (Cyber Sled : Namco Game Sound Express Vol.10 - VICL-15024) on 21/01/1994.
- SERIES -
1. Cyber Sled (1993)
2. Cyber Commando (1995)
- STAFF -
Music composed by : Shinji Hosoe
- PORTS -
* Consoles :
Sony PlayStation (1995)
$end
$info=cybertnk,
$Edit this entry at Arcade-History.com
$bio
Cyber Tank (c) 1990 Coreland.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.5795 Mhz)
Sound Chips : (2x) Y8950 (@ 3.5795 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 1
Control : paddle
$end
$info=cyberlip,
$Edit this entry at Arcade-History.com
$bio
Cyber-Lip (c) 11/1990 SNK.
A platform shoot-em-up from SNK that borrows heavily from Konami's "Contra" series. Players must battle through armies of androids and hulking end-of-level bosses in order to restore peace to the world.
Cyber-Lip has two shooting modes, one for standard weapon use and one for throwing grenades. Players can switch between the two modes at any time, but only can carry a limited amount of grenades. Weapon power-ups and additional grenades can be be picked up as players fight through the levels. At the end of certain levels, the game's hero will enter an elevator and players can then choose to go up or down, depending on which route they wish to take.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0010
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Jump, [C] Arms select
- STAFF -
Producer : Eikichi Kawasaki
Directors : Deru-Deru, Ousama
Programmer : Shochan
Sound : Tate Norio
F. Designers : Higashi Pon, Miss.Jra
B. Designers : Ok Goo!, Crazy Love
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995) : The game will display a cut scene telling the game's story.
$end
$info=cyberbal,cyberba2,cyberbap,
$Edit this entry at Arcade-History.com
$bio
Cyberball - Football in the 21st Century (c) 09/1988 Atari Games.
Head to Head... Metal on Metal... It's a Fight to the Finish!! Cyberball is an extremely violent futuristic football game full of colliding metal and exploding shrapnel. Players select from over 100 offensive and defensive plays.
- TECHNICAL -
Game ID : 136064
Main CPU : (3x) 68000 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 672 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 1
- SERIES -
1. Cyberball - Football in the 21st Century (1988)
2. Cyberball 2072 (1989)
3. Tournament Cyberball 2072 (1989)
- STAFF -
Programmer / Designer : John Salwitz
Artist / Designer : Davis A. Ralston
Physicist / Programmer : Paul kwinn
Hardware designer : Doug Snyder
Technician : Rob Rowe
Animators : Mark West, Will Noble, Deborah Short
Audio group : Brad Fuller, Hal Canon, Don Diekneite
Product manager : Jerry Momoda
Cabinet designer : Dave Coox
Cabinet graphics by Atari Visual Communications.
- PORTS -
* Consoles :
Sega Mega Drive (1989)
Nintendo Famicom (1991)
* Computers :
Amstrad CPC (1989)
Commodore C64 (1990)
Commodore Amiga (1990)
Atari ST (1990)
Sinclair ZX Spectrum (1992)
$end
$info=cyberb2p,cyberb23,cyberb22,cyberb21,
$Edit this entry at Arcade-History.com
$bio
Cyberball 2072 (c) 1989 Atari Games.
Cyberball has a new look this year, including : simplified play for beginners, new special challenge game, improved robot buy feature, new robot, new teams and 150 new plays (for a total of 250).
- TECHNICAL -
Owners of the original "Cyberball" cabinets could upgrade to Cyberball 2072 via an Atari Games-produced piggyback board which updated the old Cyberball units to 2072 version.
Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 672 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in November 1989.
Default highscore contains nicknames in homage for other Atari games including :
* PAPERBOY for "Paperboy"
* ASTEROID for "Asteroids"
* GAUNTLET for "Gauntlet"
* GRAVITAR for "Gravitar"
* TEMPEST for "Tempest"
* CENTIPED for "Centipede"
* STARWARS for "Star Wars"
* AKKAARRH for "Akka Arrh"
* TOOBIN for "Toobin'"
* ESCAPE for "Escape From The Planet of the Robot Monsters".
- UPDATES -
REVISION 1 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 23AUG1989 09 :55 :00
REVISION 2 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 01SEP1989 15 :00 :16
REVISION 3 :
* Build date : OP SYS 22AUG1989 17 :15 :27 / MAIN 12SEP1989 20 :31 :11
REVISION 4 :
* Build date : OP SYS 13OCT1989 14 :18 :50 / MAIN 13OCT1989 15 :34 :05
- SERIES -
1. Cyberball - Football in the 21st Century (1988)
2. Cyberball 2072 (1989)
3. Tournament Cyberball 2072 (1989)
- STAFF -
Programmer / Designer : John Salwitz
Artist / Designer : Davis A. Ralston
Physicist / Programmer : Paul kwinn
Hardware designer : Doug Snyder
Technician : Rob Rowe
Animators : Mark West, Will Noble, Deborah Short
Audio group : Brad Fuller, Hal Canon, Don Diekneite
Product manager : Jerry Momoda
Cabinet designer : Dave Coox
Cabinet graphics by Atari Visual Communications.
- PORTS -
* Consoles :
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=cybots,cybotsu,cybotsj,
$Edit this entry at Arcade-History.com
$bio
Cyberbots - Fullmetal Madness (c) 04/1995 Capcom.
A mecha-based fighting game featuring 6 selectable pilots and 12 selectable mechs with intertwining storylines.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 10
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
All of the mechs in this game appeared originally in "Armored Warriors".
Devilot (on the S-008 Super-8) appear as a secret character in "Super Puzzle Fighter 2 Turbo" and as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".
Jin also appears as a selectable fighter in "Marvel vs. Capcom - Clash of Super Heroes", accompanied by the Blodia mech.
Sony Music Entertainment released a limited-edition soundtrack album for this game (Cyberbots Arcade Game Track - SRCL-3274, 3275) on 02/08/1995.
- UPDATES -
The US version has the "Winners Don't Use Drugs" screen.
In the Japanese version's 'Vs.' screen, a chapter title is displayed as well as the model number of each players' VA. The titles and model numbers are missing from the US version.
After a 1P vs 2P match in the Japanese version, the winning character speaks his (or her) victory quote and it is written on screen as well. In the US version, the victory quote is just written on screen (without the voice sample).
There is a POWEREDGEAR HIGHSCORE CAMPAIGN sequence after the staff credits on the Japanese version.
Devilotte's servants, Dr. Shutain and Jigoku Daishi, are renamed Xavier and Gary in the US version.
Gawaine's sword is called 'Magnablade' in the Japanese version. It is not referred to by name in the US version.
- TIPS AND TRICKS -
* Play As S-008 Super-8 : After you choose your V.A. before the Vs screen do the following quickly Up, Right, Down, Left, Up, Right, Attack 1, Up, Left, Down, Right, Attack 2.
* Play As P-10033 gaits : After you choose your V.A. before the Vs screen do the following quickly Attack 1, Attack 2, Boost, Weapon, Attack 1, Boost.
* Play As UVA-02 Helion : After you choose your V.A. before the Vs screen do the following quickly Up, Up, Down, Down, Left, Right, Boost, Weapon.
* Play As X-0 Warlock : After you choose your V.A. before the Vs screen do the following quickly Left, Attack 1, Up, Attack 2, Right, Boost, Down, Weapon.
- SERIES -
1. Armored Warriors (1994)
2. Cyberbots - Fullmetal Madness (1995)
- STAFF -
Game designers : Shochan, Tobanjan, Tequila Saddy, Jun Keiba, Mucchi, T. Nakae[Daichan], 12Bw1B
Programmers : Kid, Stefano Komorini with T, Shaver, Hiroshi Nakagawa, Dress, Garamon, Mr. Kato
Object designers : Atta Kutta, Eiji, Naoki Fujisawa, Vanira, Y. Maruno, Yoshino, K-Tokunaga, You-Ten-Kozow, Urabe Yakkyoku 8, Naoki Fukuda, H. Shibaki, Hiroshi Shibata, Shisui, Yorio, Takep, Gappa, Eizi Murabayashi, Heno Heno, Yuki
Scroll designers : Fukumoyan, Nissui, Kisabon, Iwai, Go, May, Hirgko.N, Kichinosuke, Kazu, Akiko.O, Saru, Kuwatch, Sm, Tabu, Mago, Mr. Holland
Sound designers : Tomuyuki Kawakami (T.K NY), Moe.T
Sound composers : Takayuki Iwai (Anarchy Takapon), Akari.K -Lemon-, Kda Mto, Super 8 Iwami
Producer : Iyono Pon
* CAST :
Jin Saotome : Furuya Tooru
Mary Miyabi : Takano Urara
Santana Laurence : Yanada Kiyoyuki
Gawaine Murdock : Genda Tesshou
Bao : Kappei Yamaguchi
Mao : Araki Kae
Arieta : Kanai Mika
Hagane Tessan : Ginga Banjou
Kagura Chiyomaru : Horikawa Ryou
Shade : Iizuka Shouzou
Dr. Shutain : Ginga Banjou
Jigoku Daishi : Yanami Jouji
Princess Devilotte Do Dethsatan IX : Kozakura Etsuko
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sega Saturn (1997)
$end
$info=cyclshtg,
$Edit this entry at Arcade-History.com
$bio
Cycle Shooting (c) 1986 Taito.
- TECHNICAL -
Prom Stickers : A97
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
Buttons : 1
- TRIVIA -
A bootleg of this game is known as "Bronx".
$end
$info=cyclwarr,
$Edit this entry at Arcade-History.com
$bio
Cycle Warriors (c) 1991 Tatsumi.
You control a bike rider that must punch enemy bikers, destroy gyrocopters dropping bombs on you and road-blocking end-of-level nasties. While you're riding into the screen you can ride further forward and decelerate back to add an extra dimension of movement. When you pull back you practically get your sprite to fill the whole screen. You can jump over cars backwards and forwards as well as landing on their roofs, as they receive more damage large chunks of bodywork fly off until they finally explode.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 10 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 18.939 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 4
$end
$info=cyvern,
$Edit this entry at Arcade-History.com
$bio
Cyvern - The Dragon Weapons (c) 1998 Kaneko.
Take control of 3 artificially enhanced elemental dragons and battle against tons of enemy airships and hulking bosses in this excellent overhead shooter. Features awesome graphics & sound effects as well as responsive controls and a high level of challenge.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 2
=> [A] shoot / banish, [B] bomb
- TRIVIA -
There is a 'Plus' upgrade for this game :
* You can modify each dragon with special abilities.
* There is a gauge during boss fights showing how much energy the boss has left now.
* Multiple endings
* If you have certain items, some bosses will change into their 'true boss form'.
- STAFF -
Planners : A. Kaneko, Tony
Soft : K. Minegishi, Hiyorinn.S, Sho-Chan, Osapan
Designers : U-Zool, Hiroki Narisawa, Endo Chang, Kazuto=Lee, Ryo.Kimura, Ishi-Ryu, Gomez, Maruken!
Sound : Katsuya Yoneda
$end
$info=dcon,
$Edit this entry at Arcade-History.com
$bio
D-Con (c) 1992 Success.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=dday,ddayc,
$Edit this entry at Arcade-History.com
$bio
D-Day (c) 1982 Olympia.
You control a gun that shoots at tanks and other ememies.
- TECHNICAL -
Main CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : paddle
Buttons : 1 (JUMP)
- TRIVIA -
Released in April 1982.
Also licensed to Centuri (April 1984).
The technical director of Olympia, Livio Leante, had the biggest arcade in Milan, the 'Astragames'. It was situated in the centre of the city near the Dome. Astragames closed around mid 90s, while Olympia stopped cloning games mid 80s.
$end
$info=ddayjlc,ddayjlca,
$Edit this entry at Arcade-History.com
$bio
D-Day (c) 1984 Jaleco.
A vertical shooter from Jaleco where you control a battleship that moves on the ocean.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Player : 1
Control : 8-way Joystick
Buttons : 4
$end
$info=ddcrew,ddcrew1,ddcrew2,ddcrewu,ddcrewj,
$Edit this entry at Arcade-History.com
$bio
D.D. Crew (c) 1991 Sega.
A multi-player side-scrolling beat'em up.
- TECHNICAL -
Sega System 18 hardware
Game ID : 317-0182 / 317-0183 / 317-0184 / 317-0185 / 317-0186 / 317-0187 / 317-0188 / 317-0189 / 317-0190
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The stage 2 boss is an homage to Bruce Lee.
- UPDATES -
FD1094 317-0182
FD1094 317-0183
FD1094 317-0184
* World version (up to 2 players)
FD1094 317-0185
FD1094 317-0186
* US version (up to 4 players)
* has the "Winners Don't Use Drugs" screen
FD1094 317-0187
* World version (up to 3 players)
FD1094 317-0188
FD1094 317-0189
FD1094 317-0190
$end
$info=dbc,
$Edit this entry at Arcade-History.com
$bio
Da Ban Cheng (c) ???? IGS.
$end
$info=dacholer,
$Edit this entry at Arcade-History.com
$bio
Dacholer (c) 1983 Nichibutsu.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Also known as "Kick Boy".
$end
$info=daitorid,
$Edit this entry at Arcade-History.com
$bio
Dai Paitoride (c) 01/1996 Metro.
Solitaire mahjong game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 9.375 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Great Tile Fortress'.
- SERIES -
1. Last Fortress - Paitoride (1994)
2. Paitoride II - Adauchi Gaiden (1994)
3. Dai Paitoride (1996)
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=dairesya,
$Edit this entry at Arcade-History.com
$bio
Dai Ressya Goutou (c) 1987 Konami.
A side scrolling platform cowboy train-robber game.
- TECHNICAL -
Game ID : GX560
Main CPU : M6809 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM2203 (@ 3.072 Mhz), (3x) RC (@ 3.072 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
Released in April 1987.
The title of this game translates from Japanese as 'Great Train Robbery'.
Licensed to Kawakusu for Japanese distribution.
This game is known outside Japan as "Iron Horse".
$end
$info=daisenpu,
$Edit this entry at Arcade-History.com
$bio
Dai Senpuu (c) 1989 Taito.
A vertically scrolling shoot'em up.
- TECHNICAL -
Taito X System hardware
Game ID : B87
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translate from Japanese 'Great Whirlwind'.
This game is known outside Japan as "Twin Hawk".
- UPDATES -
There are several differences between "Twin Hawk" and Dai Senpuu :
* Twin Hawk supports 2 simultaneous players.
* Dai Senpuu supports 2 players, but only one at a time. Because of this, it also supports Cocktail cabinets.
* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively.
* In Dai Senpuu, the planes are green for both players.
* In Twin Hawk, when you die, you continue the game at current position.
* In Dai Senpuu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete.
- STAFF -
Sound composer : Osamu Oota
- PORTS -
* Consoles :
Sega Mega Drive
NEC PC-Engine
$end
$info=dai2kaku,
$Edit this entry at Arcade-History.com
$bio
Dai-Dai-Kakumei (c) 2004 SystemBit.
$end
$info=daikaiju,
$Edit this entry at Arcade-History.com
$bio
Daikaiju no Gyakushu (c) 1986 Taito.
You control a Godzilla like monster and has to destroy planes, tanks, buildings.
- TECHNICAL -
Main CPU : (2x) Z80
Sound Chips : AY8910, YM2203
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Great Monster Counterattack'.
This game was released only in Japan.
$end
$info=dkgensan,dkgenm72,
$Edit this entry at Arcade-History.com
$bio
Daiku no Gen-san - Beranmee Machi Soudouki (c) 1990 Irem.
A platform game where you control a worker with a big hammer who smashes his way through obstacles and a variety of enemies.
- TECHNICAL -
Irem M-84 system hardware (There is also an earlier version on the M-72).
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Mr. Gen The Carpenter - Bloody Fool Town Riot Chronicle'.
This game is known outside Japan as "Hammerin' Harry".
- SERIES -
1. Daiku no Gen-san - Beranmee Machi Soudouki (1990)
2. Daiku no Gen-san - Ghost Building Company (1992, Nintendo Game Boy)
3. Ganbare! Daiku no Gen-san (1993, Nintendo Super Famicom)
- STAFF -
Sound composer : Hiyamuta (Gangy Hiya)
- PORTS -
* Consoles :
Nintendo Famicom (1991)
$end
$info=daimakai,
$Edit this entry at Arcade-History.com
$bio
Daimakaimura (c) 1988 Capcom.
So much has happened since Arthur rescued Gunievere from the Goblin King and then left home to battle far away from home. Demons have now seized the kingdom and Arthur returns home only to watch the castle's lone survivor, his beloved Gunievere slain before his eyes by Lucifer himself! Now Arthur embarks once again in a one-man battle against the demonic dwellers of the night in order to save Gunievere's soul in this arcade classic. Features excellent gothic-style graphics & sound, improved control & a devilish challenge that will put pros to the test. Love never dies...
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 02
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Great Demon World village'.
This game is known outside Japan as "Ghouls'n Ghosts".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 1 - D28B0011) on 11/01/1989.
- SERIES -
1. Makaimura (1985)
2. Daimakaimura (1988)
3. Cho Makaimura (1991, Nintendo Super Famicom)
4. Arthur to Astaroth - Nazo-Makaimura - Incredible Toons (1996, Sony PlayStation)
5. Maximo (2001, Sony Playstation 2)
6. Makai Eiyuuki Maximo - Machine Monster no Yabou (2003, Sony PlayStation 2)
7. Goku Makaimura (2006, Sony PSP)
- STAFF -
Game designers : Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto
Programmers : Hiroshi Koike, Masatsugu Shinoara, Shinichi Ueyama
Music by : Tamayo Kawamoto
- PORTS -
* Consoles :
Sega Mega Drive (1989)
NEC SuperGrafx (1990)
* Computers :
Sharp X68000 (1994)
$end
$info=daioh,
$Edit this entry at Arcade-History.com
$bio
Daioh (c) 07/1993 Athena.
An excellent vertically scrolling space shoot'em up. Excellent graphics, multi-layer scrolling, big sprites (especially bosses), and an extreme difficulty that continued to increase from easy to insane the farther along you went without getting killed.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 6
=> Ion Shot, Laser Shot, Missile Shot, Fire Bomb, Mega Beam, Atomic Bomb
- TRIVIA -
The title of this game translates from Japanese as 'Great King'.
Licensed to American Sammy for US distribution.
- STAFF -
Programmer : Tsutomu Tabata
Graphic designers : Undead Tama, Kata Chumuri, Numa
Composer : Sho
Sound driver : K. Zikil-Hide Ishibashi
Producer : Noriyuki Takasaki
Exective producer : Sakae Nakamura
$end
$info=daiskiss,
$Edit this entry at Arcade-History.com
$bio
Daisu-Kiss (c) 1996 Konami.
A quiz game.
- TECHNICAL -
Konami GX hardware
Game ID : GX535
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game is a play of word between 'Daisuki' and 'Kisu' and means 'I'm crazy about Kisses' (the object of the game). The Japanese phonetics of Daisu : 'Da i su' means 'Dice' for the random concept of the game.
This game is one of the rare Japanese multi-mini games where you can find some questions based on the 'pokeberu quiz'. The 'pokeberu' is a way of speaking only with the pronunciation of the numbers and while playing with the various readings of the Japanese numbers. Example : 5963 reads as 'go kyu roku san' - Gokurousan is an expression employed by the Japanese police officers for feliciter of the accomplished labour.
$end
$info=dakkochn,
$Edit this entry at Arcade-History.com
$bio
DakkoChan Jansoh (c) 1987 Sega.
A mahjong game.
- TECHNICAL -
Sega System 2 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Dakko-Chan's Mahjong Club'.
$end
$info=dambustr,dambust,
$Edit this entry at Arcade-History.com
$bio
Dambusters (c) 1981 GAT.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Samples (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 106
Players : 1
Buttons : 3
$end
$info=dankuga,
$Edit this entry at Arcade-History.com
$bio
Dan-Ku-Ga (c) 1994 Taito.
A one on one fighting game.
- TECHNICAL -
Taito F3 System hardware
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 2
Control : dial
Buttons : 6
- TRIVIA -
Made in December 1994. Dan-Ku-Ga is an updated prototype version of "Kaiser Knuckle".
- UPDATES -
This prototype is very different than Kaiser Knuckle :
* Before your game, you choose the difficulty level Normal, Professional, or Training.
* At the character selection screen : Kazuya, Lihua and Liza has been redesigned, all others has different costumes colors.
* Gonzales and Azteca are playable.
* The 5th opponent is Gonzales, the 9th opponent is Azteca and the 10th opponent is your Doppelganger.
* The CPU AI has been altered somewhat.
* You can backdash with all character.
* You don't select the first opponent in 1P vs. CPU mode.
* A medic comes out to check on the defeated opponent after the final round.
- STAFF -
Image illustrator : Nobuteru Yuki
Project leader : Takeshi Kobori
Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki
Main character designers : Yuji Sakamoto, Takeshi Kobori
Character designers : Hiroto Nizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida
Assistants : Peacock, Production IG, VAP
Main programmmer : Hiroshi Aoki
Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama
Music composer : Yasuhisa Watanabe (Zuntata)
Sound effect designer : Katsuhisa Ishikawa (Zuntata)
Recording engineer : Munehiro Nakanishi (Zuntata)
System engineers : Katsumi Kaneoka, Hironobu Suzuki
Designers : Kumi Mizobe, Takeshi Kobori
Mechanic engineer : Koichi Otsu
* CAST :
Kazuya : Kazuki Yao
Barts : Ryutaro Okiayu
Lihua : Saeko Shimazu
Liza : Aya Hisakawa
Gekkou : Hideo Ishikawa
J-McCoy : Kazunari Tanaka
Wulong : Yasushi Horibata
Marco : Ichiro Otowa
Boggy : Andrew Holms
Gonzales : Hisao Egawa
Azteca : Ryu Kuzu
General : Steve Yamashita
Narrator : Randy Sexton
$end
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Dance Dance Revolution (c) 1998 Konami.
In Dance Dance Revolution, a player must move his or her feet to a set pattern, stepping in time to the general rhythm or beat of a song. During normal gameplay, arrows scroll upwards from the bottom of the screen and pass over stationary, transparent arrows near the top (referred to as the 'guide arrows' or 'arrow casting'). When the scrolling arrows overlap the stationary ones, the player must step on the corresponding arrows on the dance platform. Successfully hitting the arrows in time with the music fills the 'Dance Gauge', or life bar, while failure to do so drains it. If the Dance Gauge is fully depleted during gameplay, the player fails the song, usually resulting in a game over. Otherwise, the player is taken to the Results Screen, which rates the player's performance with a letter grade and a numerical score, among other statistics. The player may then be given a chance to play again, depending on the settings of the particular machine (the limit is usually 3-5 songs per game).
DDR is often criticized as being rigid and bearing little resemblance to actual dancing. Many players, in order to better focus on timing and pattern reading, will minimize any extraneous body movement during gameplay. These players are commonly referred to as 'technical', 'tech' or 'perfect attack' (PA) players. However, there are those who prefer style over accuracy, and may incorporate complex or flashy techniques into their play movements. Some dedicated 'freestyle' players will even develop intricate dance routines to perform during a song. Technical players will often practice the most difficult songs for extended periods of time, while freestyle players will choose songs on lower difficulty levels, as to accommodate their desires for easier movement.
- TECHNICAL -
Bemani System 573 Analog hardware
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
- TRIVIA -
Many players would tell you that playing at home is an excellent way to practice, and it saves money in the long run compared to playing in the arcade. However, many would also say that a large part of DDR is the experience of dancing in public, and becoming part of a local community. Two players can dance together side-by-side in friendship, the better player offering encouragement to the lesser, or in competition. Crowds may gather while the dance is in progress and become involved. Some players enjoy showing off by looking away from the screen, and dropping to the floor to press arrows with their hands, among other performance techniques.
DDR is a phenomenon around which subcultures of fans and enthusiasts have gathered. Tournaments are held worldwide, with participants usually competing for higher scores or number of Perfects (referred to as 'Perfect Attack' tournaments). Less common are 'freestyle' tournaments, where players develop actual dance routines to perform while following the steps in the game.
Many news outlets are beginning to report how playing DDR can be good aerobic exercise; some regular players have reported weight loss of 10-50 pounds (5-20 kg). One player reports that including DDR in her day-to-day life resulted in a loss of 95 pounds. It is argued however that the cases of significant weight loss have all been stories where a significantly overweight player loses a few pounds, and then becomes motivated to take action to lose weight, including dieting, and regular gym attendance. Although reports of weight loss have not been scientifically measured, a handful of schools use DDR as a physical education activity, and in Norway, DDR has even been registered as an official sport.
- UPDATES -
The USA version of DDR (released in 1999), had some "Dance Dance Revolution 2nd Mix" tracks.
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
- PORTS -
* Consoles :
Sony PlayStation (2001)
$end
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Dance Dance Revolution 2nd Mix (c) 1999 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
- SCORING -
Grades : SS - S - A - B - C - D - E
The formula for calculating the score for a combo is a bit complicated, the point value for any step in a combo depends on two factors :
* Perfects are worth 3 times as much as Greats.
* The point value for a step increases every time the combo increases by 4.
The exact formula for the score of a combo is...
let [x] denote the greatest integer function (i.e., where [x] is the greatest integer less than or equal to x). Then, the point value for the nth step in a combo is :
S(n) = G(n) if the nth step is a Great, or P(n) if the nth step is a Perfect;
G(n) = 100 ([n/4]^2 + 1);
P(n) = 3G(n);
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
- PORTS -
* Consoles :
Sony PlayStation (1999)
Sega Dreamcast (2000)
$end
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Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (c) 1999 Konami.
DDR 2nd Mix with beatmaniaIIDX CLUB VERSiON has a completely different song list from 2nd Mix, instead featuring all 13 songs from beatmania IIDX CLUB VERSiON. The two arcade machines are designed to be linked to each other, allowing simultaneous play by two to four players (up to two on each machine). One song is selected by the IIDX player(s), and is then played on both machines. For the DDR player(s), only one difficulty is available for each song, although there is a different step set for Doubles mode. If a player on either machine fails the song, play continues as long as at least one player is passing.
CLUB VERSiON also introduced Vivid mode, which changes the color-cycling for arrows based on their placement within each bar of music. This allows players to better time their steps based on visual information, and has been enabled by default in most subsequent DDR games.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
- TRIVIA -
Exact release date : April 21, 1999
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
$end
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Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (c) 1999 Konami.
Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 is able to link with beatmaniaIIDX substream. Both machines contain 42 songs, including the 13 from DDR CLUB VERSiON. CLUB VERSiON 2 allows the DDR player(s) to change the step pattern difficulty before each song, between Basic, Another, and Maniac (or just Basic and Another for Doubles mode). Song selection can be done on either machine, but the game now ends if any one of the players fails the song.
CLUB VERSiON 2 also introduces the Catastrophic level of difficulty for 9-foot songs.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
- TRIVIA -
Exact release date : July 27, 1999
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
$end
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Dance Dance Revolution 3rd Mix (c) 2000 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
- SCORING -
Grades : SSS - SS - S - A - B - C - D - E
Every song has a maximum of score of 10,000,000 which can only be attained by getting all Perfects. The point value for any step in a combo depends on three factors :
* The length of your combo does not matter.
* Perfects are worth twice as much as Greats.
* The last step in every song is a little bit more important in terms of score. Try to get a Perfect on the last step.
The exact formula for the score of a combo is...
Let N be the number of steps in the song you are playing. Let [x] be the greatest integer function (i.e., [x] = the greatest integer less than or equal to x). Then define b, the point value on which the point value for every step in the song is based, to be :
b = [1,000,000/(N(N+1)/2)]
Then, the point value for the ith step in a combo is :
S(i) = P(i), if the ith step is a Perfect; G(i) if the ith step is a Great;
P(i) = 10bi;
G(i) = 5bi;
The only step that deviates from this formula is the last step, or Nth step, of the song. If you get a Perfect on the Nth step, you get the appropriate points for that Perfect, plus a bonus B :
B(N) = 10,000,000 - (summation of P(i) as i goes from 1 to N)
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
$end
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Dance Dance Revolution 3rd Mix Plus (c) 2000 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
- SCORING -
Grades : SSS - SS - S - A - B - C - D - E
Every song has a maximum of score of 10,000,000 which can only be attained by getting all Perfects. The point value for any step in a combo depends on three factors :
* The length of your combo does not matter.
* Perfects are worth twice as much as Greats.
* The last step in every song is a little bit more important in terms of score. Try to get a Perfect on the last step.
The exact formula for the score of a combo is...
Let N be the number of steps in the song you are playing. Let [x] be the greatest integer function (i.e., [x] = the greatest integer less than or equal to x). Then define b, the point value on which the point value for every step in the song is based, to be :
b = [1,000,000/(N(N+1)/2)]
Then, the point value for the ith step in a combo is :
S(i) = P(i), if the ith step is a Perfect; G(i) if the ith step is a Great;
P(i) = 10bi;
G(i) = 5bi;
The only step that deviates from this formula is the last step, or Nth step, of the song. If you get a Perfect on the Nth step, you get the appropriate points for that Perfect, plus a bonus B :
B(N) = 10,000,000 - (summation of P(i) as i goes from 1 to N)
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
$end
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Dance Dance Revolution 4th Mix (c) 2000 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
- SCORING -
Grades : AA - A - B - C - D
Let n be the number of the step in the combo. Then, the point value for the nth step is :
S(n) = G(n) if the step is a Great step, and P(n) is the step is a Perfect step;
G(n) = 555 + 333n;
P(n) = 777 + 333n;
Therefore, the total point value for a combo of n steps is the summation of S(n) from 1 to n.
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
- PORTS -
* Consoles :
Sony PlayStation (2001)
$end
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Dance Dance Revolution 5th Mix (c) 2001 Konami.
- TRIVIA -
This mix of DDR featured long version songs, which lasted nearly 3 minutes each, double the amount of regular songs.
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
- PORTS -
* Consoles :
Sony PlayStation (2001)
$end
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Dance Dance Revolution Extreme (c) 2002 Konami.
- TRIVIA -
Several bootleg versions of DDR Extreme were produced, most of which had only cosmetic changes from the original game, but retained the original songlist. These bootlegs include "Dance Dance Revolution MegaMix", which has some minor graphics changes, and "Dance Dance Revolution EXTREME Plus!", which has a poorly implemented speed hack available, allowing players to optionally speed up the songs by 10% or 20%. Some enterprising players have also modified the normal DDR Extreme to add several disabled modifiers to the game, including Brake and Wave.
- SERIES -
1. Dance Dance Revolution (1998)
2. Dance Dance Revolution 2nd Mix (1999)
3. Dance Dance Revolution 2nd Mix with beatmaniaIIDX CLUB VERSiON (1999)
4. Dance Dance Revolution 2nd Mix with beatmaniaIIDX substream CLUB VERSiON 2 (1999)
5. DDR Best of Cool Dancers (1999)
6. Dance Dance Revolution 3rd Mix (2000)
7. Dance Dance Revolution 3rd Mix Plus (2000)
8. Dance Dance Revolution 4th Mix (2000)
9. Dance Dance Revolution 4th Mix Plus (2000)
10. Dance Dance Revolution 5th Mix (2001)
11. DDR MAX - Dance Dance Revolution 6th Mix (2001)
12. DDR MAX 2 - Dance Dance Revolution 7th Mix (2002)
13. Dance Dance Revolution Extreme (2002)
14. Dance Dance Revolution Extreme 2 (2005, Sony PlayStation 2)
15. Dance Dance Revolution with Mario (2005, Nintendo GameCube)
16. Dance Dance Revolution SuperNOVA (2006)
17. Dance Dance Revolution SuperNOVA 2 (2007)
- PORTS -
* Consoles :
Sony PlayStation 2 (2003)
$end
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Dance Dance Revolution Solo 2000 (c) 1999 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 1
Buttons : 4
- TRIVIA -
The original soundtrack for Dance Dance Revolution Solo 2000 was produced by Toshiba-EMI under the Dancemania music label. It contains 35 songs from the game, including 15 from Solo BASS MIX, and all nine Nonstop Megamixes.
- UPDATES -
The Asian version of DDR Solo 2000 is mostly identical, but is missing four songs and one Nonstop Megamix.
- SERIES -
1. Dance Dance Revolution Solo BASS MIX (1999)
2. Dance Dance Revolution Solo 2000 (1999)
3. Dance Dance Revolution Solo 4thMIX (2000)
4. Dance Dance Revolution Solo 4thMIX PLUS (2000)
$end
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Dance Dance Revolution Solo 4thMIX (c) 2000 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 1
Buttons : 4
- SERIES -
1. Dance Dance Revolution Solo BASS MIX (1999)
2. Dance Dance Revolution Solo 2000 (1999)
3. Dance Dance Revolution Solo 4thMIX (2000)
4. Dance Dance Revolution Solo 4thMIX PLUS (2000)
$end
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Dance Dance Revolution Solo BASS MIX (c) 1999 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 1
Buttons : 4
- SERIES -
1. Dance Dance Revolution Solo BASS MIX (1999)
2. Dance Dance Revolution Solo 2000 (1999)
3. Dance Dance Revolution Solo 4thMIX (2000)
4. Dance Dance Revolution Solo 4thMIX PLUS (2000)
$end
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Dance Freaks (c) 2000 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
$end
$info=dmx,
$Edit this entry at Arcade-History.com
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Dance Maniax (c) 2000 Konami.
How well can you dance? Show your stuff in this game by Konami. Move your arms and legs to break the infrared beams to register in tune to the notes on-screen.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Players : 2
Buttons : 6
- SERIES -
1. Dance Maniax (2000)
2. Dance Maniax 2nd Mix (2001)
3. Dance Maniax 2nd Mix Append J-paradise (2001)
$end
$info=dmx2majp,
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Dance Maniax 2nd Mix Append J-paradise (c) 2001 Konami.
Do you still have the rhythm? Just as in the original, move your arms and legs to break the infrared beams to register in tune to the notes on-screen.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Players : 2
Buttons : 6
- TRIVIA -
This version features new music.
- SERIES -
1. Dance Maniax (2000)
2. Dance Maniax 2nd Mix (2001)
3. Dance Maniax 2nd Mix Append J-paradise (2001)
$end
$info=danchih,
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Danchi de Hanafuda - Okusan Komeya Desuyo! (c) 1999 Altron.
A Japanese hanafuda card game.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in June 1999.
Licensed to Tecmo for distribution.
The title of this game translates from Japanese as 'Hanafuda Apartments - At The Wife's Rice Shop!'.
$end
$info=danceyes,
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Dancing Eyes (c) 1996 Namco.
A typically Japanese flavoured puzzle game in which the idea is to 'colour in' areas of women's clothing in order to strip them to their underwear. Gameplay is a variation on Konami's popular and much-copied 1981 classic, "Amidar". Once a level is completed, the player can watch their on-screen female counterpart 'dance', during which the player can use the joystick to move the in-game camera.
- TECHNICAL -
Namco System 11 hardware
Game ID : DC
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in August 1996.
One of the girls in the game wears a "Soul Edge" t-shirt from Namco's 1995 game.
- UPDATES -
DC1/VER.A : Japan release, 15:44:41, AUG 27 1996
- TIPS AND TRICKS -
* See Through Mode : at the stage select screen press Up(x2), Down(x2), Left(x2), Right(x2), Up(x2), Down(x2), Left(x2), Right(x2).
* Kansai-ben Mode : hold Left and Button1 then press START after inserting a credit. If this code is accepted correctly, a voice is changed.
Another View Change : in Show Time, press Player-2's UP or DOWN to enjoy another view.
- STAFF -
Concept and game designer : Masateru Umeda
Game coordinate : Kohji Kenjoh
Game programmer : Kyota Tanaka
Visual programmer : Kohji Yamaguchi
System programmer : Kiyoshi Minami
Art directors : Youichiro Komoriya, Satoshi Yamaguchi
Stage designers : Miki Maemori, Kanako Doi, Masanori Kimura, Satoshi Mori, Hisaharu Takahashi, Kohji Mitsunaga, Takashi Imaizumi, Mitsuru Fukuoka, Shigeo Sasaki, Junko Sasaki, Taro Okamoto, Akira Nakajima, Yukiko Yokoo, Kaname Takai, Nobuo Takahashi, Kohji Yamaguchi
Logo designer : Hideaki Ito
Graphic designer : Kiyotaka Tamiya
Music and Sound Effects : Masahiro Fukuzawa, Minamo Takahashi, Hiroyuki Kawada, Yoshie Arakawa, Nobuyoshi Sano, Takayuki Ishikawa, Takanori Ootsuka, Hiroto Sasaki, Kazuhiro Nakamura, Akihiko Ishikawa, Keiichi Okabe, Yuri Misumi
Voices : Kae Araki, Kumiko Watanabe, Michie Tomizawa, Shiho Niiyama, Rei Sakuma, Emiko Honma, Yayoi Gotoh, Hiroshi Kuwabara
Chief director : Hajime Nakatani
Producer : Shukuo Ishikawa
$end
$info=dstage,
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Dancing Stage (c) 1999 Konami.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 6
$end
$info=dsem2,
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Dancing Stage EuroMIX 2 (c) 2002 Konami.
- SERIES -
1. Dancing Stage EuroMIX (1999)
2. Dancing Stage EuroMIX 2 (2002)
$end
$info=dsfdct,dsfdcta,
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Dancing Stage Featuring Dreams Come True (c) 1999 Konami.
$end
$info=dsftkd,
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Dancing Stage featuring True Kiss Destination (c) 1999 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 2
Buttons : 6
$end
$info=dangar,dangar2,dangarb,
$Edit this entry at Arcade-History.com
$bio
Dangar - UFO Robo (c) 1986 Nichibutsu.
You fly a spaceship in a vertically scrolling game while fighting off enemy ships and collecting ship parts that combine to form an enormous, fist-launching robot. If the player can keep the robot in one piece (a difficult task considering the number of enemies the game throws at you), they'll eventually be able to arm it with a gun and even transform it into one of several devastatingly powerful smaller ships.
- TECHNICAL -
Main CPU : Z80 (@ 6 MHz)
Sound CPU : Z80 (@ 4MHz)
Soundchips : YM3526 (@ 4MHz), 2x DAC
Screen orientation : Vertical
Video resolution : 256 x 224
Screen refresh : 60 Hz
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Transform
- TRIVIA -
Released in September 1986.
Pronounced 'dang-gar'. The game is inspired by Japanese cartoons 'DANGARD' and 'UFO ROBO GRENDIZER' from which takes also the design of the main character.
UFO stands for 'Unidentified Flying Object'.
Dangar - Ufo Robo is a sequel to "Terra Cresta" and a prequel to "Terra Force". Notice the same bosses and mini-bosses returning from "Terra Cresta" with minor changes, the formation and ship parts system returns again, the same enemies from "Terra Cresta" return, but now in a more robotic form. Some elements that will dominate in "Terra Force" are also here. Notice the underground warp holes and the mounted lasers that extend their length in the underground area.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.
- UPDATES -
REVISION 1 :
* Build date : SEP. 26 1986
REVISION 2 :
* Build date : DEC. 1 1986
- SERIES -
1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II (1992, NEC PC Engine)
- STAFF -
Directed by : Shigeki Fujiwara
Software by : Vabi Vube
Hardware by : Isao Shiki
Designed by : K. Nakagawa
Music & Sound by : Kenji Yoshida
$end
$info=dangerz,
$Edit this entry at Arcade-History.com
$bio
Danger Zone (c) 1986 Cinematronics.
A war combat game that is set in a desert. Helicopters, fighters and bombers enter the area swooping down over the mountains. Watch your radar screen and protect your base.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Released in December 1986.
Donn Nauert holds the official record for this game with 4,525,800 points on March 5, 1987.
- SERIES -
1. Danger Zone (1986)
2. Viper (1988)
$end
$info=ddungeon,
$Edit this entry at Arcade-History.com
$bio
Dangerous Dungeons (c) 1992 East Coast Coin Company.
A digging / maze game.
- TECHNICAL -
Main CPU : HD6309 (@ 3.579545 Mhz), HD63701 (@ 1.193181 Mhz), M68705 (@ 4 Mhz)
Sound CPU : HD6309 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.44 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Dangerous Dungeons was originally sold as a conversion kit for "Double Dragon", approximately 1200 kits were made.
- STAFF -
Designed and programmed by : Kyle Hodgetts (K H)
$end
$info=dangseed,
$Edit this entry at Arcade-History.com
$bio
Dangerous Seed (c) 12/1989 Namco.
A vertically scrolling shoot'em up game with insect-type enemies and bosses.
- TECHNICAL -
Namco System 1 hardware
Game ID : DR
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.
- STAFF -
Game designers : S. Shimizu, Y. Shinozaki
Character designers : Y. Shinozaki, S. Sasaki, M. Fukuoka
Graphic designers : Y. Shinozaki, A. Usukura
Visual designers : Y. Shinozaki, S. Sasaki, M. Fukuoda, M. Ishida
Programmers : A. Sam, S. Shimizu
Music composer : Y. Nagumo
Director : H. Shima
Assistant director : S. Shimizu
- PORTS -
* Consoles :
Sega Mega Drive (1990)
$end
$info=dfeveron,
$Edit this entry at Arcade-History.com
$bio
Dangun Feveron (c) 1998 Cave.
A vertically scrolling shoot-em-up from the undisputed masters of the genre, 'Cave', Dangun Feveron features the usual Cave trademarks of intuitive, power-up driven gameplay backed-up with superb graphics and sound.
Dangun Feveron features a very high level of player customisation. At the start of a new game, players are prompted to select three different ship attributes; the speed of ship they wish to pilot (from a choice of four), which of the three rapid-fire weapons they prefer, and their preferred choice of sustained-fire weapons (activated by holding down the FIRE button). This allows players to tailor the ship to suit their individual needs and gameplay styles, be it a fast-flying speeder with widespread shots to handle enemy squadrons, or a ship with a lower speed that makes it easier to negotiate the swathes of enemy bullets that often fill the screen.
Another of the game's selling points is the capture-and-score system. Initially, every enemy destroyed is worth only one point. However, whenever an enemy is destroyed, coloured spheres appear in its wake, each containing a trapped, human prisoner. The spheres can then be collected by the player to earn additional points. For each prisoner saved, the total points gained from each enemy killed increases by one. For example, saving fifty-six prisoners means every subsequent defeated enemy is worth fifty-seven points. When the spheres appear, they drift slowly towards the bottom of the screen, before moving back up towards the top where, if they are not collected in time, they drift out of the screen and beyond the player's reach. This resets enemy-destroyed score back to a single point per enemy. If the player loses all of their lives and chooses to 'Continue' the game, the rescue count is reset to zero.
Dangun Feveron's final destinction was in its use of music and sound effects, with the game's creators drawing heavily on the disco sound of the 1970s.
- TECHNICAL -
Game ID : CV01
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1998.
The title of this game translates from Japanese as 'Bullet Gun Feveron'.
Licensed to Nihon System for distribution.
This game is known outside Japan as "Fever SOS".
Scitron / Gamest released a limited-edition soundtrack album for this game (Dangun Feveron - SGCD-0004) on 04/12/1998.
- TIPS AND TRICKS -
* Secret Guest Character (from "Uo Poko") : insert a coin and press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start. 1P cat's name is Uotaro and 2P cat's is Poko (81). Note : At the continue (when you loose), you need to enter this code a second time, just after inserting a new credit, to continue to play with this guest character.
* Time Attack Mode : insert a coin, hold A+B and press Start simultaneously.
* You can kill enemies offscreen to the left and right, but not the top and bottom. This can be very useful for getting to later patterns. DM will still appear.
* If you have your side-guns powered up, a quick change in direction can be used to 'whip' their spread to kill popcorn enemies. Useful for killing offscreen enemies as well.
* There are specific triggers, sometimes apart from killing things fast that cause new formations to appear. Many yet to be deciphered.
* At ~2200 DM a 1UP will appear at the center of the screen. Usually triggered late in stage 3 or early in stage 4.
* Seems it is best to use Ship B with bomb or roll. Bomb appears to be higher scoring (due to chaining explosions) and require more planning, while roll is more frantic but kills many large enemies quickly.
* There is a maximum saturation of DM that can be onscreen at one time ~80. After which no DM will spawn, this can be detrimental to score especially in Stage 3.
* If the sphere boss at the end of stage 5 is beaten having not died, you will get a level bonus, then face the true boss. You will be invincible unless you use bombs and will get another level bonus when you kill it.
* Bonus for clearing the game is 100,000 per bomb and 500,000 per life left. These are doubled if you finish by defeating the true last boss.
- STAFF -
Music composed by : Ryuichi Yabuki, Nanpei Misawa
$end
$info=indyheat,
$Edit this entry at Arcade-History.com
$bio
Danny Sullivan's Indy Heat (c) 1991 Leland.
A 3-player, Indy style racing game with 5 cars that each race around 15 of Danny Sullivan's favorite tracks. Players can turbo, crash, catch fire, and lose fuel, but they may pit stop for repair. Danny himself always races (yellow car) and players can earn money for more turbo, faster pit crew, acceleration, brakes, and tires.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 3
Control : dial
Buttons : 2
- TRIVIA -
Danny Sullivan was one of IndyCar Racing's most recognizable personalities.
- STAFF -
Consultant : Danny Sullivan
Concept : John Rowe
Team leader : John Morgan
Managers : Medo Moreno, Dan Viescas
Software & Graphics : John Morgan, Dave Sullivan, Steve High
Sounds : Sam Powell, Michelle Simon
Diagnostics : Joe Kosic
Hardware : Alex McKay, Eric Henderson, George Fiock
Additional helps : Earl Stratton, Bruce Moore, Dave Scoot, Ellis Goodson
- PORTS -
* Consoles :
Nintendo Famicom (1991)
* Computers :
Atari ST (1992, "Indy Heat")
Commodore Amiga (1992)
$end
$info=darius,dariusj,dariuso,dariuse,
$Edit this entry at Arcade-History.com
$bio
Darius (c) 1986 Taito.
A horizontally scrolling shoot-em-up that was unique at the time for featuring a game screen that was 3 times wider than the conventional size, with the arcade cabinet utilizing 3 CRT screens to accommodate it.
In the game, the player flies an ornate fighter craft called a Silver Hawk. The craft is equipped with 2 attack weapons : Missile (forward-firing standard gun) and Bomb (drops from the bottom of the ship). The Silver Hawk is also equipped with the 'Arm' (armor); a green energy shield that can absorb enemy attacks without harm to the ship.
During the course of the levels the player must navigate the terrain and battle a variety of fighter craft, ground vehicles, turrets, and other obstacles. At the end of every level, players are greeted with the obligatory end-of-level boss. The bosses in Darius are often in the form of mechanical aquatic animals, such as fish or squid. If the player defeats the boss, the tunnel splits into two and the player must decide whether to take the upper or lower tunnel, both of which lead to a different stage. This allows many different paths to be taken through the game.
Power-ups can be obtained by shooting enemies of a certain color, with the power-ups appearing in the form of colored bubbles. Each color corresponds to one of the ship's three weapons :
* Red - Missile
* Green - Bomb
* Blue - Arm
If the player powers up a weapon more than seven times, the weapon changes to a new, more powerful version. This then becomes the player's default weapon, and can be powered up further. There are also two other colors of power-up bubble, white and orange; which can be obtained by shooting at certain sections of the terrain; unfortunately, there are no visual clues as to where these may be on any given level. These hidden power-ups offer the following :
* White - Gives a score bonus.
* Orange - Smart bomb that kills all on-screen enemies.
- TECHNICAL -
Prom Stickers : A96
Main CPU : (2x) 68000 (@ 8 Mhz)
Sound CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz), MSM5205 (@ 384 Khz), (18x) Volume (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 864 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Darius was unique in the fledgling genre for having a game screen three times longer than the usual size, and thus requiring three screens to be arranged side-by-side in order to play.
The player flies a small spacecraft called a Silver Hawk, which is also distinctive in being highly detailed in design - indeed, Taito devised mock blueprints for it. The Silver Hawks are a trademark of the series.
Another trademark of the series is the unique branching level structure. The levels are arranged in a large binary tree, and at the end of each level, the player must choose one of 2 paths to follow. This means that there are many different paths that can be taken through the game.
The heroes' names in Darius series 'PROCO' and 'TIAT' backwards spell 'TAITO CORP'.
The first stage music is a remix of the "Metal Soldier Isaac II" intro music (1985).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius - PCCB-00093) on 21/08/1992.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- TIPS AND TRICKS -
* Progression of the bubbles :
Weapons (red) : Bullets --> Lasers --> Wave
Shields (blue) : Green --> Silver --> Gold
Bombs (green) : Single --> Dual --> Quad
* Miscellaneous bubbles :
Points (grey): Points
Extra-ship : Bomb certain key spots on the terrain.
* Power levels : There are 8 power levels (0-7) within each armament category. Your weapons, shields, and bombs improve as you go from 0-7 :
Weapons : The shots move faster and therefore recharge more quickly.
Bullets increase in number and waves increase in height, thus destroying more enemies at once. Waves, once fired, will go through anything until leaving the screen to the right.
Shields : They just recharge, but the better classes of shields absorb more hits. Gold shields will also protect your ship from collisions with objects as well as shots, but on certain screens that have lots of little squeezeways, gold shields can actually kill you by ricocheting your ship back and forth until you die.
Bombs : They get 'smarter' in seeking out targets.
* How to complete the game : Completing the game is easiest with triple bullets.
Explore the different paths this way, and when you're ready for a challenge, try to get wave.
Lasers are not weapons so much as a handicap you have to endure while building to wave.
* Recommended paths (easiest) : A-C-E-H-M-R-X
- SERIES -
1. Darius (1986)
2. Darius II (1989)
3. Darius Twin (1991, Nintendo Super Famicom)
4. Darius Force (1993, Nintendo Super Famicom)
3. Darius Gaiden - Silver Hawk (1994)
4. G-Darius (1997)
5. G-Darius ver.2 (1997)
- STAFF -
Directed and produced by : Toshio Kohno
Game designers : Toshio Konho, Akira Fujita, Kazuya Mikata
Programmers : Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto
Art designers : Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki, Taira Sanuki, Masami Kikuchi, Mitsuru Ogama
Mechanical engineers : Takeki Nakamura, Eiji Kubota
Cabinet designers : Takeo Shiraishi, Hisayoshi Nakane, Natuki Hirosawa
Hardware designers : Takashi Ohhada, Syuji Kubota, Seigo Sakamoto
Music composers : Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi Takahashi, Masahiko Takaki
- PORTS -
* Consoles :
NEC PC-Engine ("Darius Alpha")
NEC PC-Engine CD ("Super Darius")
Sega Master System
Sega Mega Drive ("Sagaia")
Nintendo Game Boy Advance ("Darius R")
* Computers :
Atari ST (1989)
Sinclair ZX Spectrum (1990, "Darius+")
Sharp X68000
$end
$info=dariusg,dariusgu,dariusgj,dariusgx,
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Darius Gaiden - Silver Hawk (c) 09/1994 Taito.
In the game, the third in the "Darius" series; the player flies an ornate fighter craft called a Silver Hawk. The craft is equipped with two attack weapons : Missile (forward-firing standard gun) and Bomb (drops from the bottom of the ship). The Silver Hawk is also equipped with the 'Arm' (armor); a green energy shield that can absorb enemy attacks without harm to the ship. Some enemies leave panels behind that can be collected to power-up your shots, missiles or shield.
The graphics and sound are superior to those of the previous Darius games, and the game employs a lot of impressive visual effects; for example, the Silver Hawk warps into a stage dramatically in the fourth-tier stages, and begins to burn on re-entry at the start of the sixth-tier stages.
The bosses are huge and far more complex than those of the previous games, each employing several attack patterns and explode with powerful warping and twisting effects upon their defeat.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D87
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Darius Side Story'.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius Gaiden - PCCB-00166) on 18/11/1994.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Darius (1986)
2. Darius II (1989)
3. Darius Twin (1991, Nintendo Super Famicom)
4. Darius Force (1993, Nintendo Super Famicom)
3. Darius Gaiden - Silver Hawk (1994)
4. G-Darius (1997)
5. G-Darius ver.2 (1997)
- STAFF -
Producer : Hidehiro Fujihara
Game designers : Hisakazu Kato, Akira Kurabayashi, Masami Kikuchi, Yutaka Nagayama, Naoto Omura, Hidetaka Harada, Rintaro Doi, Katsumi Kaneoka, Hisayoshi Ogura, Katsuhisa Ishikawa, Thanks : Kentaro Matsumura
Art directors : Kat, Masami Kikuchi, Baw-Baw
Programmers : Kurabar, Yutaka Nagayama, Naoto Dmura, Hidetaka Harada
Hardware engineer : Katsumi Kaneoka
Decorator : Rintard Doi
Sound (Zuntata) : Hisayoshi Ogura (OGR.), Katsuhisa Ishikawa
Bit pattern : Makoto Fujita, Ucky Maeda, Tohru Kawaishi, Yuko Kajihara, Miwa Kamiya, Vap, A-Wave
- PORTS -
* Consoles :
Sega Saturn (1995)
Sony PlayStation (1996)
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=darius2,darius2d,drius2do,
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Darius II (c) 1989 Taito.
The direct sequel to the 1986 original, Darius II retained the distinctive 3-screen format of the first game.
The power-up system of Darius II was changed from that of its parent game, with players having to destroy complete waves of a particular enemy to earn a power-up. 2 new power-ups were also added; the 1st was a new weapon power-up that gave the player green, vertical lasers, the 2nd power-up was a rainbow-colored item that powered up all of the players weapons.
Another new feature of Darius II is the appearance of mini-bosses - large enemies that appear at the mid point of a level, possessing similar strength and abilities to those of the game's normal bosses (such as extravagant weapons, or the inability to be damaged without first exposing a vulnerable area). The mini-bosses in Darius II are in fact smaller versions of the bosses from Darius.
The game is set in the inner regions of the Solar system, and has the same branching level structure as Darius, allowing players to select their own route through the game.
- TECHNICAL -
Prom Stickers : C07
Main CPU : (2x) 68000
Sound CPU : Z80
Sound Chips : YM2610, (4x) Volume
Screen orientation : Horizontal
Video resolution : 864 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 12288
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1989.
This game is known in US as "Sagaia" (licensed to Romstar for distribution).
2 versions of this game were made : The more common 3-screen version (like the original "Darius"), and a harder to find 2-screen version (aspect ratio : 8/3)
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on 21/11/1989.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- SERIES -
1. Darius (1986)
2. Darius II (1989)
3. Darius Twin (1991, Nintendo Super Famicom)
4. Darius Force (1993, Nintendo Super Famicom)
3. Darius Gaiden - Silver Hawk (1994)
4. G-Darius (1997)
5. G-Darius ver.2 (1997)
- STAFF -
Directed and produced by : Hidehiro Fujiwara
Game designed by : Hidehiro Fujiwara, Senba Takatsuna
Programmed by : Akira Ohtsuki, Tatsuo Nakamura, Masashi Tsuzura, Shinji Soyano
Art designed by : Masami Kikuchi, Senba Takatsuna, Hisakazu Kato
Cabinet designer : Yoshinori Aiura
Hardware designed by : Toshiyuki Sanada
All music composed and arranged by : Hisayoshi Ogura (Team Zuntata)
Sound editors : Yasuhisa Watanabe, Norihiro Furukawa
Sound software : Naoto Yagishita
- PORTS -
* Consoles :
Nec PC-Engine CD ("Super Darius II")
Sega Mega Drive (1990)
Sega Master System (1992 "Sagaia")
Sega Saturn (1996)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
$end
$info=darkadv,
$Edit this entry at Arcade-History.com
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Dark Adventure (c) 1987 Konami.
An adventure-type game.
- TECHNICAL -
Game ID : GX687
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 3
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in September 1987.
This game is also known as "Devil World" and in Japan as "Majuu no Ohkoku".
Due to the complexity and difficulty of Dark Adventure, it never faired well in the arcades.
- UPDATES -
Dark adventure is (a sort of) an update of "Devil World" / "Majuu no Ohkoku".
* Different intro sequences.
* More difficult : The energy live decrease faster and each scene has more than one exit (and more than one key).
* There are three player characters instead of two (Zorlock has been added).
* The rectangle that contains the options (weapons and speed) that you can activate doesn't exist.
* The scenes with the dragon don't exist.
* The weapons and the process to catch them are different.
- STAFF -
Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui
Data file operator : Ikuko Minowa
Graphic designers : Jun Sakurai, Miki Yoshikata
Sound editors : Hideaki Shikama, Kenichi Matsubara
Engineer : Keisuke Hashima
Assistant programmers : Akira Suzuki, Tatsuo Fujii
Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto
$end
$info=darkedge,darkedgj,
$Edit this entry at Arcade-History.com
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Dark Edge (c) 1992 Sega.
A futuristic 3-D fighting game. While the game does not use polygons, sprite and environment scaling is used to give the game a depth of 3-D movement, as the characters circle around each other on the playfield.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 5
- TRIVIA -
Sega's first 3-D one-on-one fighting game.
- STAFF -
Game Design : Tamichi Ohtsu
Program : Hiromasa Kaneko, Manabu Ishihara, Kenji Tohma
Graphics Design : Masayuki Hasegawa, Shinichi Nakagawa, Kenji Arai, Hiroyuki Izuno
Sound Design : Tomoyuki Kawamura
Sound Adviser : Koichi Namiki
English Text : Hisaki Nimiya
$end
$info=darkhors,
$Edit this entry at Arcade-History.com
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Dark Horse (c) 2001 Unknown.
- TECHNICAL -
Main CPU : 68EC020 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 4 Khz)
Screen orientation : Horizontal
Video resolution : 400 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
- TRIVIA -
This game is a bootleg of Seta's 1997 game "Jockey Club II".
$end
$info=darkhleg,
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Dark Horse Legend (c) 1998 Konami.
- TECHNICAL -
Konami System 573 Hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 6
$end
$info=darkplnt,
$Edit this entry at Arcade-History.com
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Dark Planet (c) 1982 Stern Electronics.
A 3-D space shoot'em up game that takes place on a mysterious planet. Prevent enemies from building bases.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : dial
Buttons : 3
=> FIRE, THRUST, LASER
The cabinet features richly detailed 50's sci-fi style artwork.
- TRIVIA -
Released in October 1982.
The game was programmed by Jurich (see 'Staff' section for more information) and was one of two video games he ever made. The other was a pool game for the IBM PC Jr.
Scott Young holds the official record for this game with 9,954,900 points on March 1, 1983.
- STAFF -
Designed by : Erickson, Langlois
Software by : Dale Jurich, Jahnke
$end
$info=darkseal,darkseaj,darksea1,
$Edit this entry at Arcade-History.com
$bio
Dark Seal (c) 1990 Data East.
Fantasy hack and slash game in which up to four people can play at the same time, chosing from three stock fantasy characters (Knight, Wizard and Bard) and, for some reason, a Ninja. Players must then fight their way through enemy-packed levels, plundering treasure and avoiding the game's many traps. Gameplay is highly reminiscent of Atari's legendary 1985 classic, "Gauntlet".
- TECHNICAL -
Game ID : MAC
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1990.
This game is known in US as "Gate of Doom".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal - PCCB-00048) on 15/12/1990.
- SERIES -
1. Dark Seal (1990)
2. Dark Seal II (1992)
- STAFF -
Game master : Yoshiyuki Urushibara
Main programmer : Naomi Susa
Main draphic designers : S. Noda, Jun Matsuda, Yohiyuki Ishibiki
Programmers : Mentaiko, Tac. H, K. Miyazawa
Graphic designers : Masanori Tokoro, Eiko Kurihara, M. Ooe, S. Nagao, Kazumi Minagawa, Kazunori Hashimoto, M. Inoshita, H. Fuziwara, T. Kitahara
Music composers : Hiroaki Yoshida (MARO), Tatsuya Kiuchi, Kenji Mori
Sound effects : Azusa Hara (AZUSA)
Hardware : Shingo Mitsui
Project leader : Mentaiko
$end
$info=darksel2,
$Edit this entry at Arcade-History.com
$bio
Dark Seal II (c) 1992 Data East.
Five legendary heroes must fight through the evil monsters in order to eradicate the evil presence from their kingdom. May the power be with you!
- TECHNICAL -
Game ID : MAS
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Wizard Fire".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal II : Data East Gamadelic - PCCB-00129) on 17/09/1993.
- SERIES -
1. Dark Seal (1990)
2. Dark Seal II (1992)
- STAFF -
Game master : Yoshiyuki Urushibara
Project leader : Naomi Susa
Soft leader : Souichi Akiyama
Object graphic leader : Yohiyuki Ishibiki
Back graphic leader : Masanori Tokoro
Music leader : Tatsuya Kiuchi
Soft : Haruyuki Kobayashi, Shinichi Suzuki
Character designer : Tomoki Matoba
Object designers : Kazumi Minagawa, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Asami Kaneko, Yasuko Kurohiji, Hiroshi Koga
Back designers : Ryohei Harakata, Kazuhi Imoto
Music composers : Tom Sato, Mihoko Ando, Gamadelic
Hard : Shingo Mitsui, Masao
* CAST :
Knight : Greg Sullivan
Wizard : Susan Barger
Bard : Bill O'Neill
Dwarf : William Rooney
Elf : Chiwe Gordon
$end
$info=sscope2,
$Edit this entry at Arcade-History.com
$bio
Dark Silhouette - Silent Scope 2 (c) 2000 Konami.
- TECHNICAL -
Konami Hornet Hardware
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), (2x) ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 1024 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is known as "Fatal Judgement Silent Scope 2" in some parts of Europe and as "Innocent Sweeper - Silent Scope 2" in some parts of Asia.
- SERIES -
1. Silent Scope (1999)
2. Dark Silhouette - Silent Scope 2 (2000)
3. Silent Scope EX (2001)
4. Silent Scope 3 (2002, Sony PlayStation 2)
5. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)
- PORTS -
* Consoles :
Sony PlayStation 2 (2001)
Microsoft XBOX (2004, "Silent Scope Complete")
$end
$info=darktowr,
$Edit this entry at Arcade-History.com
$bio
Dark Tower (c) 1992 The Game Room.
A simple yet playable platform game which is somewhat unique in that while the game itself is original (i.e. not a direct clone of another game) many of the game's componant parts are NOT. See 'Trivia' for further details.
- TECHNICAL -
Main CPU : HD6309 (@ 3.579545 Mhz), HD63701 (@ 1.193181 Mhz), M68705 (@ 4 Mhz)
Sound CPU : HD6309 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.44 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Some sprite characters are ripped directly from Capcom's 1985 classic, "Ghosts 'n' Goblins" while the mummies are taken from another Capcom game, "Black Tiger". Most of the music and sfx are taken from Tecmo's "Double Dragon".
- STAFF -
Designed and programmed by : Kyle Hodgetts (K H)
$end
$info=darkwar,
$Edit this entry at Arcade-History.com
$bio
Dark Warrior (c) 1981 Century Electronics.
An old shoot'em up that features voice simulation.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=dstlk,dstlka,dstlku,dstlkur1,
$Edit this entry at Arcade-History.com
$bio
Darkstalkers - The Night Warriors (c) 07/1994 Capcom.
A one-on-one fighting game featuring ten horror-themed characters, such as werewolves, mummies, vampires etc. After defeating the nine standard opponents, two 'boss' characters must then be beaten before the game is completed.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 05
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This game is known in Japan as "Vampire - The Night Warriors".
Huitzil is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and after his death became the Aztec god of the Sun and War.
Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on 07/09/1994.
A Darkstalkers unit appears in the 1995 movie 'The Net'.
- UPDATES -
The US version has the "Winners Don't Use Drugs" screen.
In the Japanese version :
* Jon Talbain is named 'Gallon'.
* Lord Raptor is named 'Zabel Zarock'.
* Rikuo is named 'Aulbath'.
* Huitzil is named 'Phobos'.
- TIPS AND TRICKS -
* Character Select In Attract Mode : In attract mode, when the computer is on the Character Select screen, it's possible to choose the characters with the 1p & 2p Start buttons.
* Alternate Costume Color : Highlight a fighter at the character selection screen and press Start.
* Hidden Tune : Beat the game with one credit, after inputting your name hold Down+LK+MK until the end credits appear. If done correctly, you'll be listening to the secret ending tune.
- SERIES -
1. Darkstalkers - The Night Warriors (1994)
2. Night Warriors - Darkstalkers' Revenge (1995)
3. Vampire Savior - The Lord of Vampire (1997)
4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)
5. Vampire Savior 2 - The Lord of Vampire (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)
- STAFF -
Planners : Junichi Ohno, Gyo, Jun Koike
Programmers : Atsushi Ohuchi, AKiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba
Object designers : Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon
Scroll designers : Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru
Sound designers : Toshio Kajino (1970.2.25), Tomuyuki Kawakami (T.K NY) (1971.8.31)
Music composers : Takayuki Iwai (Anarchy Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28)
* Voice Actors :
Demitri : Nobuyuki Hiyama
Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru
- PORTS -
* Consoles :
Sony PlayStation (1996)
Sony PlayStation 2 (2005, "Vampire Darkstalker's Collection")
$end
$info=darthvdr,
$Edit this entry at Arcade-History.com
$bio
Darth Vader (c) 19?? Unknown.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Palette colors : 2
Players : 2
Buttons : 1
$end
$info=dharma,dharmak,
$Edit this entry at Arcade-History.com
$bio
Daruma Dojo - Mezase, Tachimaro Ou (c) 04/1994 Metro.
A puzzle game.
- TECHNICAL -
Main CPU : 68000, uPD7810
Sound Chips : OKI6295, YM2413
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Daruma Dojo - I'll Be The King!'.
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
$end
$info=darwin,
$Edit this entry at Arcade-History.com
$bio
Darwin 4078 (c) 1986 Data East.
Standard vertically scrolling shoot'em up. You control a surrealistic space fighter, fighting just as surrealistic enemies. Power-up capsules alter the ship's shape, weapons, and make it larger. There are 16 levels with a giant enemy at the end of each.
- TECHNICAL -
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : M6809 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.44 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A]= Shot, [B]= Bomb
- TRIVIA -
Released in March 1986.
- TIPS AND TRICKS -
* General sequence :
1) When you are not invincible -> (get hit by a bullet) -> PISTER
2) All states -> (fixed time without collecting power-up) -> degenerate
3) PISTER -> (get hit by a bullet) -> die
4) All states -> (get hit by an enemy) -> die
* Evolution sequence (when you collect a power-up) :
PISTER -> BEAS (your starting level) -> BASUM -> SHARRU -> MISEAVE -> TWIPET -> DODOK -> ZUGAU -> KUES -> SHASUEM -> ZUGOGA -> GYASHARRU
* Degeneration sequence (at fixed time without collecting power-up) :
1) GYASHARRU -> ZUGOGA -> SHASUEM -> KUES -> ZUGAU -> DODOK -> TWIPET -> MISEAVE -> SHARRU -> BASUM -> BEAS
2) LAYSPER -> BASUM
3) SUPPURATE -> PISTER
4) BLACK DEAME -> PISTER
5) DEAME -> SEAS -> MALTO -> MEASA -> ZUGAU
* Mutation sequence :
1) All states -> (hit the orange smoke released by the 'bird' alien that flies from the screen bottom) -> SUPPURATE (bullet invincible)
2) SHARRU -> (degeneration) -> BASUM -> (collect power-up) -> LAYSPER (you front shot is invisible)
3) KUES -> (degeneration) -> ZUGAU -> (collect power-up) -> MEASA -> MALTO -> SEAS -> DEAME
* Opposite evolution :
DEAME -> (get hit by a bullet) -> BLACK DEAME (bullet invincible)
* Bomb upgrade :
1) Shoot horizontal stick aliens the right number of times and they will drift slowly down the screen. Dock with this to get extra firepower. This also works with the aliens that have extendible poles that spring out from their sides : just shoot them until they flash and dock with them.
2) You can also dock with the rectangular aliens (after you have shot them a few times). These appear close to the start of the game. It seems anything you shoot that then drifts slowly down, you can dock with (which increases the bomb power).
- SERIES -
1. Darwin 4078 (1986)
2. SRD - Super Real Darwin (1987)
- PORTS -
* Computers :
MSX2
$end
$info=ghostlop,
$Edit this entry at Arcade-History.com
$bio
Dataeast's Ghostlop (c) 1996 Data East.
Bruce and McCoy are 2 ghost hunters who have to eradicate all the Great King of Terror's minions to save the world from his threat.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0228
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Release red ball/Change ball color to red [B] Release blue ball/Change ball color to blue
- TRIVIA -
This game is known in Japan as "Ghostlop".
This is a very rare prototype, never officially released.
- TIPS AND TRICKS -
Here are the list of all the ennemies you will have to fight...
1 : Mc Coy, your associate
2 : Friday, a ghost dog
3A : Under the Bed, a monster. It unlocks the two following misions...
-4A : The Eater, a ferocious thrash
-4B : Roaming Horses, as the name says
3B : Poltergeist, a spirit. It unlocks the two following missions...
-4A : Tin Tank, a toy.
-4B : Dancing Doll, a possessed doll.
5 : Lulu, the Exorcist.
6A : Cursed Guitar, the rock'n roll demon.
6B : Depends on what you've done on the fourth level. If you haven't already fight nor the Tin Tank nor The Eater, you will encounter the Roaming Horses. Else, you will fight the one you haven't already fight between the Tin Tank and The Eater.
7 : Pumpkin Head, a Jack'o Lantern.
8 : Great King of Terror, the final boss.
Sometimes, a secret level appears when reaching a certain score. In this secret level, you fight Gray, a Roswell's Alien!
- STAFF -
Producer : Jinbo
Planner : Yuzuru Tsukahara
Soft : Sho-chang, Osapan, Sandy Hirokun, K. Minegishi
Graphic : Ukkari Tony, Kazuto Lee, Endo Chang, Ryo Kimura, Kenichi Maruyama, Gomes?, Ryuji Ishizaki
Sound : Koremasa, Maro (Gamadelic), Sin
Voice : Word E. Sexton, Lynn M. Harris
Special Thanks : Mistutoshi S., H. Narisawa
$end
$info=hoops96,hoops95,
$Edit this entry at Arcade-History.com
$bio
Dataeast's Hoops (c) 1996 Data East.
A basketball game featuring teams from around the world. Similar to regular basketball games, with one major exception - the players have super powers which allow them to perform incredible feats.
- TECHNICAL -
Main CPU : ARM (@ 7 Mhz)
Sound Chips : YMZ280B (@ 14 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is also known as "Dunk Dream '95".
- STAFF -
Producer : Jinbo
Director : Osapan
Game Design : A. Kaneko
Soft : K. Minegishi, Mitsutoshi Satoh, Mya
Graphic : Yuzuru Tsukahara, Hiroki Narisawa, Kazurin Sugar, Endo Chang, Tony T., Kim, Hashimoto, Eno
Hard : Shingo Mitsui, Masao, T. Hasumi
Music : Mr*K
DJ Voice : Steve Miller
Rap : Clay Lawrey (MRG Enterprise Inc.)
Sound Driver : Furukawa
$end
$info=stadhr96,stadh96a,
$Edit this entry at Arcade-History.com
$bio
Dataeast's Stadium Hero '96 (c) 1996 Data East.
A baseball game from Data East.
- TECHNICAL -
Data East MLC System hardware
Main CPU : ARM (@ 7 Mhz)
Sound Chips : YMZ280B (@ 14 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 4
- SERIES -
1. Stadium Hero (1988)
2. Dataeast's Stadium Hero '96 (1996)
$end
$info=dquizgo,
$Edit this entry at Arcade-History.com
$bio
Date Quiz Go Go (c) 1998 SemiCom.
- TECHNICAL -
Main CPU : 68000, Z80
Sound Chips : YM2151, OKI6295
Palette colors : 1024
Players : 2
Buttons : 2
- SERIES -
1. Date Quiz Go Go (1998)
2. Date Quiz Go Go Episode 2 (2000)
$end
$info=dquizgo2,
$Edit this entry at Arcade-History.com
$bio
Date Quiz Go Go Episode 2 (c) 2000 SemiCom.
- SERIES -
1. Date Quiz Go Go (1998)
2. Date Quiz Go Go Episode 2 (2000)
$end
$info=powj,
$Edit this entry at Arcade-History.com
$bio
Datsugoku - Prisoners of War (c) 1988 SNK.
After breaking free from your cell in the POW camp, you must fight your way through the entire enemy army using your fists and whatever weapons you can find on dead soldiers.
- TECHNICAL -
Game ID : A7008 'DG'
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in August 1988.
The title of this game translates from Japanese as 'Escaped Prisoners'.
This game is known outside Japan as "P.O.W. - Prisoners of War".
- STAFF -
Boss : Eikichi Kawasaki
Programmers : Konny, Regulus, Shoot Yamashita, Shochan
Designers : F. Kiyoshi, Suka Michi, Motti, Maeda, Tetsu, Wara2, Buri, Madaka
Sound : Tarkun, Yoko Osaka, Kenny
- PORTS -
* Consoles :
Nintendo Famicom (1989)
$end
$info=280zzzap,
$Edit this entry at Arcade-History.com
$bio
Datsun 280 Zzzap (c) 1976 Midway.
The game is a simple black and white monochrome driving game. You control a car through a night time scene, and the road is represented by simple posts at the edges. The top of the screen will display information about upcoming curves (like the maximum safe speed to take them at), while the bottom of the screen has a speedometer, timer, scoreboard, and may also display a few tips as well. Just drive, and don't crash. Pay attention to your speed on the corners to avoid crashing.
- TECHNICAL -
This game came in an upright format. The cabinet was painted blue with simple striped sideart. The marquee was integrated into the monitor bezel and may bear one of three different titles (with four distinct marquees/bezels). The most common one showed a picture of a yellow Datsun 280Z and said '280 Zzzap', the other three versions had stripes that matched the side of the machine, and were labeled either 'Midnight Racer', '280 Zzzap', or 'Datsun 280 Zzzap'. This game uses a 23'' black and white television as a monitor.
Cabinet dimensions : 64 7/8'' high x 26.5'' wide x 31.5'' deep
Game ID : 610
Main CPU : 8080 (@ 1.9968 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : Steering wheel, Gear shift (low & high), Gas pedal
- TRIVIA -
Released in November 1976.
Originally called 'Midnite Racer' when Midway acquired the right from Digital Games to create the game (01/1976). Midway released their final version 10 months after at the AMOA as 'Datsun 280 Zzzap'. Here is the reason for the game's name change : Midway came up with a marketing promotion where winners in various categories would win a Datsun 280Z. Realizing that their driving game would be a perfect tie-in, they renamed it Datsun 280 Zzzap.
- STAFF -
Designed and programmed by : Jay Fenton, Dave Nutting
- PORTS -
* Consoles :
Bally Astrocade (1977)
$end
$info=nss_aten,
$Edit this entry at Arcade-History.com
$bio
David Crane's Amazing Tennis (c) 1992 Absolute Entertainment.
A tennis game.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Licensed by Nintendo.
David Crane was the founder of Activision in 1979.
- STAFF -
Design and programming by : David Crane
Graphics and animation by : Franck Lam
Music and sound effects by : Mark Van Hecke
Audio engineering and technical support by : Alex Demeo
Audio drivers by : Bitmasters
Voice : Frank Hammond
$end
$info=daytona,daytonas,
$Edit this entry at Arcade-History.com
$bio
Daytona USA (c) 1993 Sega.
An excellent checkpoint-style racing game.
- TECHNICAL -
Sega Model 2 hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz), MB86233 (@ 16 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : paddle
Buttons : 7
- TRIVIA -
The first game to come out on Sega Model 2 hardware, worth mentioning above and beyond anything else due to the fact that it is the number one grossing game of all time.
Daytona also caused and still causes a problem in the arcade industry, Sega had come up with such a 'killer app' that no other game from them or any other company since has matched it in terms of profitability, leading to the phrase heard from most site operators, 'It's no Daytona'.
This game contains statues of Sonic the Hedgehog and Jeffrey from "Virtua Fighter".
Toshiba EMI released a limited-edition soundtrack album for this game (Daytona USA / B-Univ - TYCY-5392) on September 7, 1994.
- UPDATES -
The US version has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Time Attack Mode : At the Transmission Selection screen, hold the Start button and press the Accelerator. In Time Attack Mode, only the cars controlled by players are shown in action. If you score high enough to rank in this mode, the letters 'T.A.' (For Time Attack) are shown next to your record in the ranking table.
* Hidden Musics : If you play well enough to make the high score table. You can enter special initials at the Name Entry Screen to hear music of some of SEGA's classic games. Here is the list (Game name - Initials to enter) :
"Hang-On" - H.O
"After Burner" - A.B
"Virtua Fighter" - V.F
"Galaxy Force" - G.F
"F1 Exhaust Note" - EXN
"Turbo Out Run" - TOR
"Fantasy Zone" - F.Z
"Quartet" - QTT
"Space Harrier" - S.H
"Power Drift" - P.D
"Super Hang-On" - SHO
"Rad Mobile" - R.M
"Strike Fighter" - S.F
"Out Runners" - ORS
"Enduro Racer" - E.R
"Sword of Vermillion" - VMO
"Out Run" - O.R
"V.R. - Virtua Racing" - V.R
"Super Monaco GP" - SMG
"Stadium Cross" - S.C
"G-Loc - Air Battle" - GLC
"GP Rider" - GPR
"SDI - Strategic Defense Initiative" - SDI
"Thunder Blade" - T.B
* Special Ending : You must finish in third place or better in every course.
* Secret View : To get an overall view of the race condition during gameplay, hold the Start button and simultaneously press view change buttons 2+3+4.
* Extra Time : On the beginner track there is a slot machine on the top of the stone arch. To play the slot machine, press Start to stop the movement of the wheels. If you get a 777 you'll get 7 seconds of extra time. If you get three Bars you'll get 5 seconds of time.
- SERIES -
1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
- STAFF -
* Sega AM2 :
Director : Yu Suzuki
Circuit Designer : Toshihiro Nagoshi
Unknown : Makoto Osaki
- PORTS -
* Consoles :
Sega Saturn (1995)
Sega Saturn (1996, "Daytona USA Championship Circuit Edition")
Sega Saturn (1998, "Daytona USA Championship Circuit Netlink Edition")
Sega Dreamcast (2001, "Daytona USA 2001")
* Computers :
PC (Microsoft Windows 95) (1996)
PC (Microsoft Windows 95) (1997, "Daytona USA Deluxe")
$end
$info=daytonam,
$Edit this entry at Arcade-History.com
$bio
Daytona USA - To The Maxx : 2001 Edition (c) 2001 Unknown.
- TECHNICAL -
Sega Model 2 hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz), MB86233 (@ 16 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : paddle
Buttons : 7
- TRIVIA -
Daytona USA - To The Maxx : 2001 Edition is an unofficial hack of "Daytona USA" that adds a turbo button and several more playing modes, a ghost car for your fastest lap, a rear view and about 4 more viewing modes, and its surprisingly playable... Adds a bar across the middle at the bottom, this is your turbo fuel, and the red bars at the side are your extra views, also, the digital speedo has been changed.
- STAFF -
Hacked by : Kyle Hodgetts
$end
$info=daytona2,
$Edit this entry at Arcade-History.com
$bio
Daytona USA 2 - Battle On The Edge (c) 1998 Sega.
The wild and hot run is back. 16 people can run together. Not only the body of the machine and the road surface, but also smoke and the flames for the crash scenes are reproduced beautifully. The game also uses the real engines' sounds from the real cars.
- TECHNICAL -
Sega Model 3 Step 2.1 hardware
Main CPU : PPC603 (@ 166 Mhz)
Sound hardware : DSB2 (@ 68khz)
Sound Chip : NEC uD65654GF102
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : Paddle
Buttons : 8
- TRIVIA -
Marvelous Entertainment released a 2 CD limited-edition soundtrack album for this game (Daytona USA 2 - Battle On The Edge Sound Tracks - MJCA-00025) on 17/07/1998.
- SERIES -
1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
$end
$info=dayto2pe,
$Edit this entry at Arcade-History.com
$bio
Daytona USA 2 - Power Edition (c) 1998 Sega.
Daytona USA 2 grades up! Experience the force and the excitement of the stock cars. This time, the player can use the Hornet Classic, the car from "Daytona USA". There are new features such as the Mix Course, the combination of Medium, Expert, and Beginners, and the player can drive the reverse direction.
- TECHNICAL -
Sega Model 3 Step 2.1 hardware
Main CPU : PPC603 (@ 166 Mhz)
Sound hardware : DSB2 (@ 68khz)
Sound Chip : NEC uD65654GF102
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : Paddle
Buttons : 4
- TRIVIA -
Includes the courses from the original "Daytona USA".
- SERIES -
1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
$end
$info=daytonat,
$Edit this entry at Arcade-History.com
$bio
Daytona USA Turbo (c) 199? Unknown.
- TECHNICAL -
Sega Model 2 hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : paddle
- TRIVIA -
Daytona USA Turbo is an unofficial hack of "Daytona USA" that's slightly faster than the original and also features optional monster trucks!
- STAFF -
Hacked by : Kyle Hodgetts
$end
$info=dazzler,
$Edit this entry at Arcade-History.com
$bio
Dazzler (c) 1982 Century Electronics.
An early maze game that features voice simulation. The game is pretty much a cross between "Pac-Man" and "Donkey Kong Junior".
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Richard Crawford holds the official record for this game with 69,000 points on March 12, 1983.
$end
$info=deadang,
$Edit this entry at Arcade-History.com
$bio
Dead Angle (c) 1988 Seibu Kaihatsu.
Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shoot'em up.
- TECHNICAL -
Main CPU : (2x) V20 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), (2x) Custom (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Spain as "Gang Hunter".
- SERIES -
1. Empire City 1931 (1986)
2. Dead Angle (1988)
- STAFF -
Producer : Hitoshi Hamada
Director : T.Wada
Hard Wear : ???
Programmers : T. Takano, Kengo Kondo, S. Mori, H. Tomita
Music : ???
Art : M. Matsuzawa, S. Nagasaki, T. Komazawa
- PORTS -
* Consoles :
Sega Master System (1989)
$end
$info=deadconx,deadconj,
$Edit this entry at Arcade-History.com
$bio
Dead Connection (c) 1992 Taito.
Mobsters & criminals own the streets. Law enforcement has taken a backseat against the criminal empire that overwhelms the city and innocent people turn up dead with each passing moment. Take control of four brave vigilantes and exterminate the criminals using their rules! Features excellent sound effects as well as fast & furious action with plenty of weapons & stuff to find!
- TECHNICAL -
Taito F2 Expanded hardware
Board Number : K11E0714A
Prom Stickers : D28
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1992
- STAFF -
Planners : Papara Kaito, Jiro Tonegawa
Programmers : Okazu Taiyaki, Yuichi Kohyama, Junichiro Noguchi
Character designers : Zenchan Ishii, Ukkari Jiro, K A T, Masami Kikuchi, Masahiro Kato, Atsushi Ishikawa, Ryuichi Matsuse, Haruo Tomita, Yukio Ishikawa, A-Wave, V A P, Peacock
Project managers : Masaki Yagi (Ymot)
Hardware engineer : Jun Sawaki
Graphic designers : Rintaro Doi, Kyoko Umezu
Sound soft (Zuntata) : Yagisita, Sousukun
Directors : Masaki Ogata, Ichiro Fujisue, Fujiwaran X
$end
$info=deadeye,
$Edit this entry at Arcade-History.com
$bio
Dead Eye (c) 1978 Meadows Games.
An old shoot'em up.
- TECHNICAL -
Main CPU : S2650 (@ 625 Khz)
Sound CPU : S2650 (@ 625 Khz)
Sound Chips : DAC, Samples
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : stick
Buttons : 1
- TRIVIA -
Released in October 1978.
$end
$info=kdeadeye,
$Edit this entry at Arcade-History.com
$bio
Dead Eye (c) 1996 Konami.
- TECHNICAL -
Konami GV System hardware
Game ID : GV054
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : Lightgun
Buttons : 1
$end
$info=doa,doaa,
$Edit this entry at Arcade-History.com
$bio
Dead or Alive (c) 1996 Tecmo.
Arguably one of the best fighting games on the Sega Model 2 hardware, Dead or Alive features a solid 3-D fighting engine with smooth character models and impressive character physics (not to mention the attention to detail given to the female characters).
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
Another version runs on the Sega Model 2B hardware.
- TRIVIA -
The game includes Ryu Hayabusa, from "Ninja Ryukenden".
Pony Canyon released a limited-edition soundtrack album for this game (Dead Or Alive - PCCB-00228) on 21/11/1996.
An other soundtrack album was released by Pony Canyon for the Playstation version of the game (Dead Or Alive for PlayStation - PCCB-00314) on 20/05/1998.
- UPDATES -
The US version is slightly different
* 'Winners Don't Use Drugs' screen added.
- SERIES -
1. Dead or Alive (1996)
2. Dead or Alive ++ (1998)
3. Dead or Alive 2 (1999)
4. Dead or Alive 2 Millennium (2000)
5. Dead or Alive 3 (2001, Microsoft XBOX)
6. Dead or Alive 4 (2005, Microsoft XBOX 360)
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation (1998)
Microsoft XBOX (2004, "Dead or Alive Ultimate")
$end
$info=doapp,
$Edit this entry at Arcade-History.com
$bio
Dead or Alive ++ (c) 1998 Tecmo.
An update of the 1996 original, this game run on the ZN-1 architecture, hardware based the Sony Playstation.
Upon its initial release, the now-respected series drew attention and notoriety as much for the gravity-defying 'bouncing breasts' of its female protagonists as for its solid, inventive gameplay.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Presented by Team Ninja (see 'Staff' section for more information).
This game runs on Sony Playstation-based hardware while the original Dead or Alive runs on the more powerful Sega Model 2 hardware. Consequently, this game uses 3-D arenas surrounded by 2D backdrops while the original Dead or Alive uses a fully 3-D environment rendered in real time. However, this game compensates with smoother, rounder character models and better lighting effects.
- TIPS AND TRICKS -
* Play as Raidou : complete a game playing as Kasumi in Tournament Mode and defeating Raidou at stage 8, then in the name entry screen input the word 'SIAWASE?'. Raidou appears now in the character select screen.
- SERIES -
1. Dead or Alive (1996)
2. Dead or Alive ++ (1998)
3. Dead or Alive 2 (1999)
4. Dead or Alive 2 Millennium (2000)
5. Dead or Alive 3 (2001, Microsoft XBOX)
6. Dead or Alive 4 (2005, Microsoft XBOX 360)
- STAFF -
Main programmer : Hiroaki Ozawa (D)
Planning director : Katsunori Ehara
Programmers : Nuehina, T. Sawatari, Mitsuo, Yume Maboroshi, Shigeaki Ohta (VAL), Kazubou, Takashi Watanabe, Tetsuya Imamura
Planners : Motohiro Shiga, Asamin, Y. Sasaki, Mizuki Takeda
Motion manager : Makoto 50 Isomine
Motion director : Hiro Matsui
Motion designers : C. Sasaki, Tohru Mishima, Sane Kondo, Masanori Sato, Akira Izumi, Gelira Saitoh, Naruse Yuki, Hiraoka Tomoo, Leo, Shigefumi Ishizuka, Masaki Koshikawa, Ryuji Ikeda, Taro Matsushita
Animation data : Noriaki Kazama, S. Sameshima
CG director : Hideyuki Kato
Character modeler : Yasushi Nakakura
Character designers : Kubotan, Yoshiki Horiuchi, Jumbo Matumura, D. Ota, Hideaki Takahasi, Naofumi Sasaya, Buu Nakamura
Stage designers : H. Niimi, N. Sakauchi
Movie staff : Great Egawa, Yusuke Iida
Sound effect : K. Inaba
Music composer : S. Okuda, M. Hosoi
Artwork designer : N. Yamada
Characters voice (Aoni Pro) : Sakura Tange, Mami Koyama, Yumi Touma, Wakana Yamazaki, Miyako Endo, Bin Shimada, Hideyuki Hori, Toshio Furukawa, Hisao Egawa, Takeshi Aono, Daisuke Gouri, Kouji Yada
Technical director : Gussan Kawaguchi, Y. Koga
Chief director : Tomonobu Itagaki
Executive producer : Max Naka
- PORTS -
* Consoles :
Sony PlayStation (1998, "Dead or Alive")
$end
$info=doa2,
$Edit this entry at Arcade-History.com
$bio
Dead Or Alive 2 (c) 1999 Tecmo.
A brilliant 3-D fighting game from Tecmo. The gameplay is similiar to its predecessor, but now has new additions such as multi-tiered arenas and tag-team matches.
- TECHNICAL -
Sega Naomi hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
Wake Up released a limited-edition soundtrack album for this game (Dead or Alive 2 Original Sound Trax - KWCD-1001) on 12/01/2000.
An other soundtrack album was released by Wake Up for the Playstation 2 version of the game (Dead or Alive 2 Original Sound Trax PlayStation 2 Version - KWCD-1004) on 21/05/2000.
- SERIES -
1. Dead or Alive (1996)
2. Dead or Alive ++ (1998)
3. Dead or Alive 2 (1999)
4. Dead or Alive 2 Millennium (2000)
5. Dead or Alive 3 (2001, Microsoft XBOX)
6. Dead or Alive 4 (2005, Microsoft XBOX 360)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
Sega Dreamcast (2000, "Dead Or Alive 2 Limited Edition)
Sony PlayStation 2 (2000, "Dead Or Alive 2 Hardcore")
Microsoft XBOX (2004, "Dead or Alive Ultimate")
$end
$info=doa2m,
$Edit this entry at Arcade-History.com
$bio
Dead Or Alive 2 Millennium (c) 2000 Tecmo.
A brilliant 3-D fighting game from Tecmo. The gameplay is similiar to its predecessor, but now has new additions such as multi-tiered arenas and tag-team matches.
- TECHNICAL -
Sega Naomi hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
This game is also known as "Dead or Alive 2 '2000".
- SERIES -
1. Dead or Alive (1996)
2. Dead or Alive ++ (1998)
3. Dead or Alive 2 (1999)
4. Dead or Alive 2 Millennium (2000)
5. Dead or Alive 3 (2001, Microsoft XBOX)
6. Dead or Alive 4 (2005, Microsoft XBOX 360)
$end
$info=deathbrd,
$Edit this entry at Arcade-History.com
$bio
Death Brade (c) 1991 Data East.
8 mythical creatures battle each other in this wrestling-style fighting game.
- TECHNICAL -
Game ID : MAF
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Mutant Fighter".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Death Brade : Data East Gamadelic - PCCB-00078) on 15/12/1991.
- STAFF -
Game designer : Wizard Solomon
Graphic designers : N. Morita, Matoba Tomomi, Kitapin Chie, W. Oguri, H. Fuziwara, Dragon Ishibiki, S. Kiyota, Ooe Marchan, Kazunori Hashimoto
Game programmers : Min5 (P. Leader), W. Iida, Y. Matsumoto
Sound creators : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)
Hard designer : S. Mitsui
- PORTS -
* Consoles :
FM Towns Marty (1992)
Nintendo Super Famicom (1993)
* Computers :
Sharp X68000 (1991)
$end
$info=decathlt,
$Edit this entry at Arcade-History.com
$bio
Decathlete (c) 1996 Sega.
A 3-D sports simulator.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in April 1996.
- PORTS -
* Consoles :
Sega Saturn
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 15 : Decathlete Collection")
$end
$info=deerhunt,deerhuna,deerhunb,
$Edit this entry at Arcade-History.com
$bio
Deer Hunting USA (c) 2000 American Sammy.
An interactive shooting game where players stalk deer in the wilderness during hunting season.
You are able to select a wilderness where you want to go hunting. Then you will choose your hunting weapon: rifle, shotgun, power bow, or muzzleloader. Next, you will select one of four destinations within the wilderness you selected as your hunting ground. From here, your objective is to shoot and/or kill the male deer (bucks) while trying not to miss or shoot and/or kill female deer (does).
Throughout the game, you will attempt to kill up to four male deer in four different areas within the selected wilderness for a total of up to 16 bucks. Each time you successfully kill a male deer, you are rated based on your scoring, timing and accuracy as well as the weight of the kill. You must try to shoot the bucks in the most vulnerable areas in order to wound and/or kill them instantly.
After you have hunted through all four areas of the wilderness, the season is over and then you are rated on how well you did throughout the game based on scoring, the number of kills, the total weight and the timing and accuracy of your shooting. Afterwards, the game ends, regardless of the results.
- TRIVIA -
This game featured a unique lightgun controller, which was unique in that it was not a pistol/revolver like most other gun games. The controller is shaped like a shotgun, which you must pump after every shot (regardless of which weapon you select in the game).
- UPDATES -
* V4.3
* V4.2
* V4.0
$end
$info=defence,
$Edit this entry at Arcade-History.com
$bio
Defence Command (c) 1981 Outer Limits.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick (vertical)
Buttons : 5
- TRIVIA -
This game is a bootleg of "Defender".
$end
$info=redufo,
$Edit this entry at Arcade-History.com
$bio
Defend the Terra Attack on the Red UFO (c) 1981.
An early shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in March 1981.
UFO stands for 'Unidentified Flying Object'.
A bootleg of this game is known as "Exodus".
$end
$info=defender,defendg,defendw,defndjeu,
$Edit this entry at Arcade-History.com
$bio
Defender (c) 1980 Williams.
Defender is a legendary, side-scrolling shoot-em-up. The player is charged with the mission of protecting a group of humanoids, stranded on an alien planet, from alien abductors. The game's levels are occupied by a large number of 'lander' aliens that try to abduct the humanoids from the planet's surface and take them to the top of the play area. If it succeeds, the lander and captured humanoid will merge into an alien 'mutant'. If a lander is destroyed after it has captured a humanoid but before it mutates, the humanoid is released and falls towards the ground; it must be caught by the player and returned to the planet's surface before it falls to its death. If all of the humanoids are abducted or otherwise killed, the entire planet is destroyed and all of the landers change into mutants.
The challenge becomes more intense as the levels progress, with 'bomber' enemies dropping mines, and 'pods' which break into many 'swarmers', which also must be destroyed. If the player does not finish the level fast enough, the extremely dangerous 'baiter' enemy will emerge and attack. The player's ship is equipped with a laser and a limited number of 'smart bombs' (although their power is limited). There is also a 'hyperspace' function which transports the player's ship to a random location, but sometimes the ship is destroyed upon rematerialization. An on-screen scanner aids the player by showing the location of all humanoids and alien enemies in relation to the current position of the player's ship.
- TECHNICAL -
Board Number : D75 (top), D71F (A)
Prom Stickers : DF
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick (vertical)
Buttons : 5
=> THRUST, FIRE, REVERSE, SMART BOMB, HYPERSPACE
- TRIVIA -
Along with Namco's seminal "Pac-Man", Defender shares the title of 'Highest Grossing Video Game of All Time' and to date has earned more than one billion dollars. It's interesting to note that when the now-legendary shoot-em-up was first shown at a 1981 Chicago arcade machine trade show, it was deemed to be a flop due to its high level of difficulty. Arcade industry insiders confidently predicted that both Defender and "Pac-Man" would be commercial flops and that Namco's "Rally X" would be the next major arcade success.
Defender's attract mode for the game was programmed in just five hours.
Defender was noted for both its superb sound and visual effects and, moreover, for its extremely demanding gameplay. This didn't, however, stop players from accumulating millions of points when playing the game. Just minutes after the opening of the AMOA - an arcade industry trade show - Eugene Jarvis and his team - Defender's creators - were burning new ROMs for the game's display due to the fact they plugged the first burn into the board BACKWARDS and fried them. Due to the intimidating controls, hardly anyone at the show played the game and there were even rumours circulating suggesting that both "Pac-Man" and Defender would flop and that Namco's "Rally X" would be the next big hit. Not only did Defender have the highest number of controls (five buttons, in addition to a two-way joystick) but it was also the first video game to feature an artificial 'world', in that game events occured OUTSIDE the on-screen viewing area presented to the player.
Chris Hoffman holds the official record for this game on 'Marathon' settings with 79,976,975 points on January 1, 1984.
Gino Yoo holds the official record for this game on 'Tournament' settings with 230,125 points.
Some bootlegs of this game are known as "Star Trek 1981", "Defence Command", "Defense Command", "Zero" (Jeutel), and "Tornado" (Jeutel).
Defender inspired a catchy hit song by Buckner and Garcia called 'Defender' released on the 'Pac-Man Fever' album.
A Defender unit appears in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks' and in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.
Three Defender machines (including one cocktail) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
MB (Milton Bradley) released a boardgame based on this video game (same name) in 1983 : win the most points by using your Defender ships to protect Humanoids from waves of aliens. A set of chance cards will bring the different aliens (bombers, landers and Humanoids) into play. Movement is determined with a spinner. Players can move their defenders and aliens.
- UPDATES -
Defender ROM sets were distinguished by early and later editions. The early edition supported only upright cabinets. In 1981 Williams released a cocktail cabinet version which necessitated extra code to flip the video display and to support a second set of game controls. The editions had some minor differences in the game's attract mode : The early edition gave an erroneous point value of '100' for alien landers; this was corrected to '150' in the later edition. Also, the high score value for player PGD was '14185' in the early edition and '14285' in the later edition.
Early edition ROM sets :
* Defender (White Label)
* Defender (Green Label)
Later edition ROM sets :
* Defender (Red Label)
- SCORING -
Lander : 150 points.
Mutant : 150 points.
Baiter : 200 points.
Bomber : 250 points.
Pod : 1000 points.
Swarmer : 150 points.
Completely destroying a pod with a smart bomb : 1600, 1750, 1900, or 2050 points.
Getting hit by an enemy bullet : 25 points.
Saving a humanoid from a Lander : 500 points.
Depositing a humanoid into the ground : 500 points.
Humanoid landing into the ground safely on his own : 250 points.
Bonus at the end of each wave :
Wave 1 : Humanoids Left X 100.
Wave 2 : Humanoids Left X 200.
Wave 3 : Humanoids Left X 300.
Wave 4 : Humanoids Left X 400.
Wave 5 and above : Humanoids Left X 500.
- TIPS AND TRICKS -
* The enemies that initially appear in each wave are :
Wave 1 : 15 Landers
Wave 2 : 20 Landers, 3 Bombers, and 1 Pod
Wave 3 : 20 Landers, 4 Bombers, and 3 Pods
Waves 4 and up : 20 Landers, 5 Bombers, and 4 Pods
* Avoid using hyperspace unless you are about to die. Fighting off attacks, regardless of the number of enemies, will make you a better Defender player.
* Baiters can usually be overcome by hitting the reverse button twice quickly. They will fly past you and be in range for your fire power. Do NOT try to outrun them as baiters are faster than your ship.
* Swarmers are easy to defeat. You can hit reverse as soon as they fly past you and fly behind them. They cannot shoot backwards so you can blast away at will.
* At higher levels, you will need to play God and even sacrifice some humanoids (by killing them yourself) to preserve the rest of the planet's population. The planet is too large for you protect and you are sparing the humanoids from a fate worst than death (mutation). Do not worry, these humanoids reproduce quickly and overpopulation has always been a constant problem. The planet will be fully populated at the start of every fifth attack wave (configurable).
* See Credits: to see the designers’ credits, do the following while in game play: Down, Reverse, 1P Start, Thrust, Reverse, 2P Start, Fire, Down, 1P Start, Thrust and Fire.
* The International Date Line : there are reverse lines for swarmers and mutants (AKA the 'International Date Line'). If this line is between you and the type of enemy in question, they will travel the opposite direction around the planet to get you (i.e. they won't cross this line to get to you). If a mutant, say, is following you and you cross the mutant reverse line (to the left of the big mountain) it will suddenly reverse direction and go around the other way. The same is true for the swarmer reverse line (located approximately where your ship starts each wave). This doesn't affect swarmers that you are following behind. If you're on one side of the line and a pod is on the other and you shoot it open, the swarmers will fly away from you and you can get in behind them immediately. The best use of these lines is where there are lots of swarmers and/or mutants that you don't want to hassle with. You stay near the line and go back and forth over it to keep the enemy on the other side of the planet. This is especially useful in space and waves that get really hairy.
* Freeze : you can freeze a Defender machine by picking up all ten humanoids (on any wave, but Wave 1 is your greatest chance at success), stopping all forward motion of your ship, quieting the screen down (i.e. having no enemies moving around on it) and setting all the humanoids straight down quickly. This seems to work better were the terrain is very close to the bottom of the screen. Everything will freeze, but you can still move your ship up and down. Thrusting will break the spell, so to speak. If you do pick a spot with shallow terrain, some humanoids will go thru the bottom of the screen and appear suspended in mid-air near the top. This trick is good to use during marathon games when you've reached Wave 256 and need a breather.
* Some top players begin each round by shooting all the humanoids except for one, which they pick up. The planet is too large for you protect and you are sparing the humanoids from mutation, a fate worse than death. This keeps mutants from developing, but it also means that the planet explodes if you lose your last humanoid. The planet is fully repopulated at the start of every fifth attack wave (configurable). This can be considered an advanced trick.
* This trick is to win 100+ ships between 990,000 and 1,000,000, thus fooling the game based on where score rolls over rather than where ships roll over. The version where you win 100+ ships has been tested, the version where you win 256+ ships never was because :
a) For every scoring activity from 990,000 to 999,975 you will win one extra ship and one extra smart bomb.
b) If you suicide on something, including a shot but not including hyperspace (because dying from hyperspace awards no points), you will lose one ship, but also gain one (net effect on ships is zero) plus one smart bomb.
c) For winning n ships from 990,000 to 999,975, including suicides, you will have to achieve n x 10,000 points after passing 1,000,000 before the game's accounting balances and ships are awarded properly at 10,000 point intervals again. The score returns to zero every 1,000,000, meaning that if you had won 100 ships, the machine would have to wait 1,000,000 points to begin awarding ships again. However, since 1,000,000 is equivalent to zero it awards them immediately at 1,010,000. -- or --
d) Being an 8-bit game, 255 ships is the maximum recognized. 256 ships or smart bombs are treated as zero. If you win exactly 256 ships during this period, the machine will think you have won none and thus begin awarding ships immediately at 1,010,000.
e) In either case, you get to keep your surplus ships and bombs and can have super long turns where you bomb 2 to 3 times per wave to get out of dangerous situations.
* It's possible on a real Defender machine to make the screen color inverted so that all the black space is white while you are playing. It will reset itself when you die and maybe when you use hyperspace. Smart bomb flashes are cool when it's reversed. The trick was to drop a credit in right when you die and the screen flashes white. Somehow the program gets distracted (non masked interrupt on coin drop?) and the screen stays white.
* Defender attack waves 'roll over' at wave 100, which is displayed, after being completed, as wave 0. The game keeps track of the actual number of waves, even though they are not shown properly. For example, the next wave will be counted as wave 101, even though it shows being completed as wave 1. The game will 'roll over' again at wave 200, which is displayed, after being completed, as wave 0 as well.
The next 'roll over' occurs at wave 256. Upon completion of wave 255, the next wave is a 'blank' wave, in which no enemies appear, and the wave immediately ends after the player’s ship appears on screen. This level is counted and displayed as Wave 0, and the player is awarded a bonus of humanoids left X 0 points (the bonus for this wave is always 0 points). The next is wave 1, and the game now plays just as if the player had started a new game, except the player gets to keep his score and all of his bonus ships and smart bombs.
- SERIES -
1. Defender (1980)
2. Stargate (1981)
3. Strikeforce (1991)
4. Defender 2000 (1996, Atari Jaguar)
- STAFF -
Staff : Eugene Jarvis (DRJ), Sam Dicker (SAM), Larry DeMar (LED), Paul Dussault (PGD), (CRB), Mike Stroll (MRS), Steve Ritchie (SSR), (TMH)
- PORTS -
* Consoles :
Atari 2600 (1981)
Atari 5200 (1982)
Entex AdventureVision (1982)
Emerson Arcadia (1982, "Space Squadron")
Atari XEGS
Colecovision (1983)
Mattel Intellivision (1983)
Nintendo Famicon (1983 "Stargate" – Atari)
Atari 2600 (1984, "Defender II" – Atari)
Nintendo Famicon (1988 "Defender II" – Hal America)
Nintendo Game Boy (1995, "Defender / Joust")
Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")
Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")
Atari Jaguar (1996, "Defender 2000")
Sega Saturn (1996, "Williams Arcade's Greatest Hits")
Sony PlayStation (1996, "Williams Arcade's Greatest Hits")
Nintendo Game Boy Color (1998, "Arcade Hits - Defender / Joust")
Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Vol. 1")
Nintendo Game Boy Advance (2001, "Midway's Greatest Arcade Hits")
Nintendo Game Boy Advance (2002)
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Microsoft XBOX 360 (2006, "Xbox Live Arcade")
* Computers :
Tandy Color Computer (1982, "Starfire")
Tandy Color Computer (1982, "Planet Invasion")
Tandy Color Computer (1982, "Offender")
Atari 800 (1982)
BBC B (1982, "Defender" – Acornsoft)
TI99/4a (1983)
Commodore C64 (1983)
PC [Booter] (1983)
Apple II (1983)
Commodore VIC-20 (1983)
BBC B (1983, "Super Defender" - Acornsoft)
Acorn Electron (1984, "Guardian" – Alligata)
Acorn Electron ("Gauntlet" – Micropower)
BBC B (1984, "Guardian" – Alligata)
BBC B ("Gauntlet" – Micropower)
Oric ("Defence Force" – Tansoft)
Sinclair ZX-Spectrum (1984, "Starblitz" – Softek Software)
Sinclair ZX-Spectrum (1984, "Defenda" – Interstella Software)
Commodore C64 (1984, "Guardian" – Alligata)
Commodore C64 (1985, "Guardian II" – Hi-tech Software)
Amstrad CPC (1985, "Defend or Die" – Alligata)
Amstrad CPC (1985, "Gauntlet" – Micropower)
Sinclair ZX-Spectrum (1986, "Defenda" – Interstella Software) : 128k version improved sound/graphics.
ZX Spectrum (1990, "Guardian II" - Hi-Tech Software Ltd 'UK')
Atari ST (1990, "Defender II" - ARC developments, Atari UK, limited)
Commodore Amiga (1990, "Defender II" - ARC developments, Atari UK, limited)
Commodore Amiga (1991, "Zeron"- Acid software)
Commodore Amiga (1994, "Defender" - Shareware)
PC [MS-DOS] (1995, "Williams Arcade Classics")
PC [MS Windows] (1996, "Williams Arcade Classics")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
Microtan 65
* Others :
VFD handheld game (1982) released by Entex.
VFD handheld game (19??) released by Gakken : the screen is a little smaller than the Entex version.
Palm OS ("Midway Arcade Classic")
Tiger Game.Com ("Arcade Classics")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=defense,
$Edit this entry at Arcade-History.com
$bio
Defense (c) 1987 Sega.
A strategic challenge in the science of offensive & defensive warfare.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0028
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick with button, trackball
- TRIVIA -
This game is also known as "SDI - Strategic Defense Initiative".
- TIPS AND TRICKS -
* Flicky Mode :
1) Insert a credit (ONLY 1 credit)
2) Input code Up(x2), Down, Right, Down, Left, Down(x2) with Player 1
3) Input code Player 2 Shot button x3 then press Player 2 START button
4) Satellite (player character) will change to Flicky at the starting of Stage 2.
$end
$info=defcmnd,
$Edit this entry at Arcade-History.com
$bio
Defense Command (c) 1981 Artic International.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick (vertical)
Buttons : 5
- TRIVIA -
This bootleg of "Defender" resulted in a far-reaching legal decision in US copyright law. Williams sued the distributor of the game, Artic International, for copyright infringements of 1) the game's ROM code and 2) the 'look-and-feel' of the attract and play modes.
Artic never contested that the 'Defense Command' ROM code had been lifted from the Williams "Defender" game; over 85% of the code was identical in both games. However, Artic argued that ROM chips should be considered as 'utilitarian objects', much like common knobs and gears which are beyond the scope of copyright law. Artic had used this argument unsuccessfully in a similar case against Midway Manufacturing.
The court reaffirmed the previous legal decision against Artic. Under US copyright law, intellectual property can be protected if it is made permanent in some way (known in legal terms as 'fixation'). Computer code stored in ROM chips met this requirement. Artic lost its case against Williams.
The Midway/Williams decisions against Artic set an important legal precedent : compiled computer code was protected under copyright law regardless of the medium of storage.
$end
$info=deltrace,
$Edit this entry at Arcade-History.com
$bio
Delta Race (c) 1981 Allied Leisure.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 232 x 264 pixels
Screen refresh : 40.00 Hz
Palette colors : 32768
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is a bootleg of "Omega Race".
$end
$info=demoderb,
$Edit this entry at Arcade-History.com
$bio
Demolition Derby [2-Player model] (c) 1984 Bally Midway.
Drive your car in a demolition derby and avoid getting hit in the radiator. Hit other cars in the radiator several times to make them explode. Collect wrenches, screwdrivers and car keys for bonuses.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz), Z80 (@ 2 Mhz), M6809 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 4
Control : dial
Buttons : 2
- TRIVIA -
Also released as "Demolition Derby [4-Player model]".
- STAFF -
Concept and Design : Jeff Nauman
Design (Artist/ Animator) : Brian Colin
$end
$info=demoderm,
$Edit this entry at Arcade-History.com
$bio
Demolition Derby [4-Player model] (c) 1984 Bally Midway.
Drive your car in a demolition derby and avoid getting hit in the radiator. Hit other cars in the radiator several times to make them explode. Collect wrenches, screwdrivers and car keys for bonuses.
- TECHNICAL -
Bally Midway MCR 3 hardware
- TRIVIA -
Also released as an Upright version as "Demolition Derby [2-Player model]".
- STAFF -
Concept and Design : Jeff Nauman
Design (Artist/ Animator) : Brian Colin
$end
$info=demon,
$Edit this entry at Arcade-History.com
$bio
Demon (c) 1982 Rock-ola.
An old overhead-view shoot'em up game.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) AY8910 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
Demon was created on Cinematronics' vector hardware by Rock-Ola. The flickering is normal :)
A Demon machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Collecting a crystal : 100 points.
Dropping a crystal in the shuttle : 100, 200, 300 etc up to 1,000 points then back to 100 points.
Each second survived : 10 points.
Destroying large alien with tail : 1,500 points.
Off centre hit on large alien : up to 1,300 points.
Destroying a mutated crystal : 400 points.
- TIPS AND TRICKS -
* At the start of the game, concentrate on loading as many crystals as you can. Don't worry about the enemy ships yet as they are easy to avoid.
* The mutated aliens with the tails which appear later in the game are worth the most points. You get 1,500 for a direct hit destroying them, but also points for each near non-fatal hit. Get a few hits off-target if you can, as they can be worth 1,300 points each!
* Keep an eye on your shot power remaining and be ready to collect a crystal if necessary to recharge.
* If the shuttle appears on screen level with the bottom block, keep collecting crystals and don't drop any off until the shuttle is clear of the block. You can often lose a life if you are carrying a crystal and can't get to the shuttle before it explodes.
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=dmnfrnt,dmnfrnta,
$Edit this entry at Arcade-History.com
$bio
Demon Front (c) 2002 IGS.
A fantastic looking shooter like the well known "Metal Slug" games.
- TECHNICAL -
IGS PGM (PolyGameMaster) Hardware
CPU : 68000 @ 20 MHz
Sound CPU : Z80
Sound Chip : ICS2115 32 Channel PCM
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Jump, [C] Sidekicks
$end
$info=demonwld,demonwl1,demonwl2,
$Edit this entry at Arcade-History.com
$bio
Demon's World (c) 1990 Toaplan.
A side-scrolling shoot'em up / platform game.
- TECHNICAL -
Game ID : TP-016
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 55.16 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Taito for Japanese distribution.
Demon's World was originally known as "Hora Story" rather than horror story as listed. For US distribution, it was licensed to World Games who later became Catalina Games for the release of their only inhouse designed game "Cool Pool".
- UPDATES -
There are two versions of this game. One has a setting in the netherworld of the far east and features undead creatures of Asian lore while the other sets the game in the spooky Old West with appropriate ghosts and the like.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- STAFF -
Sound composer : Toshiaki Tomizawa, Osamu Oota
- PORTS -
* Consoles :
NEC PC-Engine Super CD-ROM (1993, "Horror Story")
$end
$info=demoneye,
$Edit this entry at Arcade-History.com
$bio
Demoneye-X (c) 1981 Irem.
Fearsome Unknown Creatures Close In. Now, A New Terror Spreads Out Across The Universe !! The player moves his spaceship to the right and left with the control lever and fires missiles by pressing the Fire button. When the space demons are attacked they change their shapes and fire missiles. The player must avoid their attacks and retaliate with his own missiles. When all the small demons have been shot down and the super-demon is hit in the heart, the screen is cleared.
- TECHNICAL -
Irem M-27 hardware (contains four boards, the main M-27M-C board, the sound board, a M-27sb sub board and a M-42-S board full of 2114's).
Main CPU : M6502 (@ 5.865 Mhz)
Sound CPU : M6802 (@ 3.579545 Mhz)
Sound Chips : (2x) AY8910 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 9
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a rare prototype.
- SCORING -
Demoneye-Jr : 40 Points
Octoplus : 70 Points
Neo Octoplus : 100 Points
Neo Demoneye-Jr : 100 Points
Octobomb : 100 Points
Octobomb Formation : 200, 400, 800 Points
Demoneye-X : 500 Points
Demoneye-King : 1500 Points
- TIPS AND TRICKS -
* Hint 1 - The Small Demons Change Their Shapes Three Times : The first demon shape (Demoneye-jr : 40 pts) turns into the second (Octoplus : 70 pts) and the second into the third (Octobomb : 100 pts) when they are shot. Care must be taken to prevent Octobomb ramming into the spaceship.
* Hint 2 - Bonus Chance for 3-Demon Formation : Sometimes Demoneye-jr and Octoplus change their color. If Octoplus are shot while their color is changing they will turn into a group of three Octobombs. If all these three demons are killed a bonus point is scored.
* Hint 3 - Aim At The Heart Of he Super-Demon : When all the small demons have been wiped out, a hole appears beneath the body of the Super-Demon (Demoneye-X : 500 pts). This is the Super-Demon's weak point. If the player can shoot the Super-Demon in the heart he can destroy the creature.
* Hint 4 - 3-Eyes Demon King Appears : If the player succeds in a series of two games, a three-eyed demon king appears (Demoneye-King : 1500 pts). To destroy it, the player must hit its heart 3 times with his missiles.
$end
$info=demndrgn,
$Edit this entry at Arcade-History.com
$bio
Demons and Dragons (c) 1982 Bally Midway.
- TECHNICAL -
Main CPU : Z80 (@ 1.789773 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : trackball
- TRIVIA -
This game is a prototype.
- SCORING -
Flyer : 100 points.
Vaporous Skull : 200 Points.
Kiloflame : 250 Points.
Imp : 250 Points.
Fire Troll : 500 Points.
First key : 1000 Points.
Second key : 2500 Points.
Third key : 5000 Points.
- STAFF -
Designed by : Pat Lawlor
$end
$info=denjinmk,
$Edit this entry at Arcade-History.com
$bio
Denjin Makai (c) 1993 Banpresto.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 61.00 Hz
Palette Colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Denjin Makai (1993)
2. Ghost Chaser Densei (1994, Nintendo Super Famicom)
3. Guardians / Denjin Makai II (1995)
$end
$info=pairsten,
$Edit this entry at Arcade-History.com
$bio
Dennou Shinkeisuijakui Pairs (c) 1989 System Ten.
Match a pair of pictures, clear the level and eventually see some animated cartoon-ish babes playing with various toys.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in August 1989.
The title of this game translates from Japanese as 'Pairs - Electronic Brain Nervous Breakdown'.
$end
$info=dendeg,
$Edit this entry at Arcade-History.com
$bio
Densha De Go! (c) 1997 Taito.
A 3-D train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit while avoiding oncoming trains, wrong turns and dead ends.
- TECHNICAL -
Taito JC System hardware
Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
- TRIVIA -
Released in May 1997.
The title translates from Japanese as 'Let's go by Train!'.
- SERIES -
1. Densha De Go! (1997)
2. Densha De Go! EX (1997)
3. Densha De Go! 2 (1998)
4. Densha De Go! 2 - Kousokuhen 3000 Bandai (1998)
5. Densha De Go! 3 (1999)
- PORTS -
Consoles:
Sony PlayStation (1997)
Nintendo Game Boy (1998)
Nintendo Game Boy Color (1999)
Bandai WonderSwan (1999)
$end
$info=dendeg2,
$Edit this entry at Arcade-History.com
$bio
Densha De Go! 2 (c) 1998 Taito.
A 3-D train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit while avoiding oncoming trains, wrong turns and dead ends.
- TECHNICAL -
Taito JC System hardware
Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
- TRIVIA -
Released in March 1998.
The title translates from Japanese as 'Let's go by Train! 2'.
- SERIES -
1. Densha De Go! (1997)
2. Densha De Go! EX (1997)
3. Densha De Go! 2 (1998)
4. Densha De Go! 2 - Kousokuhen 3000 Bandai (1998)
5. Densha De Go! 3 (1999)
- PORTS -
* Consoles:
Bandai WonderSwan (1999)
SNK Neo Geo Pocket Color (1999)
Sony PlayStation (1999)
Nintendo Game Boy Color (2000)
Sega Dreamcast (2000)
$end
$info=dendeg2x,
$Edit this entry at Arcade-History.com
$bio
Densha De Go! 2 - Kousokuhen 3000 Bandai (c) 1998 Taito.
A 3-D train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit while avoiding oncoming trains, wrong turns and dead ends.
- TECHNICAL -
Taito JC System hardware
Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
- TRIVIA -
The title translates from Japanese as 'Let's Go By Train! 2 High Gear 3000 Conductor Episode'.
- SERIES -
1. Densha De Go! (1997)
2. Densha De Go! EX (1997)
3. Densha De Go! 2 (1998)
4. Densha De Go! 2 - Kousokuhen 3000 Bandai (1998)
5. Densha De Go! 3 (1999)
$end
$info=dendegx,
$Edit this entry at Arcade-History.com
$bio
Densha De Go! EX (c) 1997 Taito.
A 3-D train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit while avoiding oncoming trains, wrong turns and dead ends.
- TECHNICAL -
Taito JC System hardware
Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
- TRIVIA -
The title translates from Japanese as 'Let's go by Train! EX'.
- SERIES -
1. Densha De Go! (1997)
2. Densha De Go! EX (1997)
3. Densha De Go! 2 (1998)
4. Densha De Go! 2 - Kousokuhen 3000 Bandai (1998)
5. Densha De Go! 3 (1999)
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=depthch,depthv1,
$Edit this entry at Arcade-History.com
$bio
Depthcharge (c) 1977 Gremlin.
Depthcharge is a 2-Dimensional shooter. You control your destroyer on the surface of the water while submarines patrol underneath. Your job is to drop depth charges to eliminate these submarines. The submarines aren't defenseless as they launch mines straight up toward your ship.
Depthcharge was one of the early video games. Action was simple. This game also had the ability to retain the highest score (without the initials of course). Although the game is simple in concept, just trying to get enough points was enough to keep you working at it. Good luck on your submarine hunting mission.
- TECHNICAL -
Prom stickers : 50-55
Main CPU : 8080 (@ 1.93356 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Buttons : 4 (LEFT, RIGHT, FIRE LEFT, FIRE RIGHT)
- TRIVIA -
Released in September 1977.
This game is also known as "Sub Hunter" (Taito).
David Nelson holds the original record for this game with 4,140 points on June 3, 2001.
- SCORING -
Scoring in this game is pretty simple :
* Submarines will have their score posted on their hull. The submarine scores are from 10 to 90 incrementing in 10's. For example, if you see 40 on the submarine, then that submarine is worth 40 points.
* Generally speaking, the lower in depth the submarine is, the higher the value for the submarine.
* You get 90 seconds on the timer to do as much damage as possible. If you score 500 points or greater, you will get an additional 45 seconds for overtime.
* After you are totally done, you get 30 points for each submarine killed. You do not lose points for losing your ship although it takes about 2 seconds to get a new one.
- TIPS AND TRICKS -
* When you start the game, your destroyer will be in the middle of the water. You will start seeing submarines entering the screen either from the left or right and at varying depths. You have a total of 6 depth charges that can be on the screen at any one time. This means if you fire all 6, then you have to
wait until one detonates on a submarine or the bottom of the sea before you get them back.
* Try to aim your shots to where the submarine will be at. This is, in a sense, ''leading'' the submarine. This is especially important if you are trying to get those submarines at the bottom of the sea.
* Always try to keep at least 2 depth charges in reserve. This is for those submarines that are close to the surface that like to throw mines you cannot avoid.
* Try to keep moving around in your destroyer. If you sit in one place, the submarines can put mines on either side of your ship and prevent you from escaping and adding a destroyer to their kills.
* Don't fire your depth charges too close together on one side. The reason is if a submarine is killed by one of them and the other one is too close, it will also detonate. If you were aiming at another submarine with the second one, then your shot is wasted.
* In addition to the mines themselves being dangerous, your ship can also be sunk by the effects of the mines. Don't sit too close when a mine detonates or you will be at the bottom of the sea.
* If you ''walk'' your shots you have a better chance of getting a good spread and taking out multiple submarines. Kind of like leaving a diagonal string of depth charges the submarines must pass through. Plus, you don't lose your other depth charges to the detonation of ones around them.
* Try to get the 500 required for extra time, it isn't too hard if you play smartly.
- PORTS -
* Computers :
Commodore C64 (1983)
Apple II
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=derbyoc,
$Edit this entry at Arcade-History.com
$bio
Derby Owners Club (c) 1999 Sega.
This is a thoroughbred horse racing video game that allows players to own, breed, train, and ride their very own race horse. A data-storing card is dispensed with the first play, allowing each player to continuously develop their horse, offspring, and stables through repeat play. The innovative cabinet design allows up to 4 players to race simultaneously.
- TECHNICAL -
Hardware : Naomi Based
CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.
- UPDATES -
"Derby Owners Club EX" : The 'EX' software update provides a variety of added features including a new race call from legendary Tampa Downs and Canterbury Park track announcer Richard Grunder, 30 new sires and 30 new dams, tournament software with 3 competition modes, on-screen display of your 6 prior race results, and a new classic Trumpeter Call to Post with several different versions to catch the players' attention as well as patrons in the area.
$end
$info=mdhorse,
$Edit this entry at Arcade-History.com
$bio
Derby Quiz My Dream Horse (c) 1998 Namco.
A quiz game featuring horses.
- TECHNICAL -
Namco System 12 hardware
Game ID : MDH
Main CPU : SPU (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
$end
$info=deroon,
$Edit this entry at Arcade-History.com
$bio
Deroon DeroDero (c) 1996 Tecmo.
A cute and hilarious puzzle game.
- TECHNICAL -
Main CPU : 68000 (@ 2 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YMF262 (@ 14.31818 Mhz), OKI6295 (@ 6.991 Khz), YMZ280B (@ 16.9 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2049
Players : 1
Control : 8-way joystick
Buttons : 2
$end
$info=dassault,dassaul4,
$Edit this entry at Arcade-History.com
$bio
Desert Assault (c) 1991 Data East.
In this shoot'em up game, four soldiers grab machine guns and other projectile weapons and shoot their way through the terrorist arsenal.
- TECHNICAL -
Game ID : MAJ
Main CPU : (2x) 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1991.
This game is known outside US as "Thunder Zone".
- STAFF -
Project leader : Naomi Susa
Planner : Yoshiaki Honda
Programmers : Souichi Akiyama, Haruyuki Kobayashi, Nod Suzuki
Adviser : Kazuyuki Kurata
Graphic designers : Masanori Tokoro, Sonomi Kiyota, Noriyuki Morita, Kappa-Kun, Ryohei Hirakata, Mario Watanabe, Atsushi Takahashi, Takahide Koizumi, Chie Kitahara, Makoto Nozu
Composer : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)
Hardware : Shingo Mitsui
$end
$info=desertbr,
$Edit this entry at Arcade-History.com
$bio
Desert Breaker (c) 1992 Sega.
Select one of 3 available characters in this vertically-scrolling, futuristic, military-themed shoot'em up. A variety of power-ups can be picked up along the way to aid the player in his or her battle against the many hundreds of troops and tanks that populate the levels.
- TECHNICAL -
Sega System 18 hardware
Game ID : 317-0196
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Desert Breakers is Sega's attempt to cash-in on the success of Capcom's "Mercs". The Sega game looks and indeed plays almost exactly like Capcom's 1990 classic - itself a sequel to the legendary "Commando", released in 1985.
$end
$info=desertgu,
$Edit this entry at Arcade-History.com
$bio
Desert Gun (c) 1977 Midway.
A first-person shoot'em up.
- TECHNICAL -
Game ID : 618
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
Released in July 1977.
Desert Gun was originally named 'Road Runner'. The name was changed when Midway merged with Bally who had a game by the same title. According to Jay Fenton, the real reason for the name change was to avoid legal problems with Warner Bros.
$end
$info=desert,
$Edit this entry at Arcade-History.com
$bio
Desert Tank (c) 1994 Sega.
A 3-D tank simulator.
- TECHNICAL -
Sega Model 2 hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz), MB86233 (@ 16 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : paddle
Buttons : 6
$end
$info=desertwr,
$Edit this entry at Arcade-History.com
$bio
Desert War (c) 1995 Jaleco.
A vertically scrolling shoot'em up game where the mission is to rescue the prisoners of war from enemy battlefields.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Wangan Sensou".
- STAFF -
Sound : Manabu Namiki
$end
$info=desterth,
$Edit this entry at Arcade-History.com
$bio
Destination Earth (c) 1979.
Destination Earth is a combination two-dimensional simple flight simulator and two-dimensional shooter. You start the game by floating within your mother ship. You then either must release your lander or after a pre-determined period of time, the mother ship will forcibly eject it. You first have to navigate through 6 rows of asteroids to make it to one of the landing platforms. You have 6 platforms initially but each landing will eliminate one since there is 1 platform per astronaut you have to rescue. On your return trip up, the screen changes and now you have saucers trying to destroy you with laser fire. Again, you will either have 3 or 6 rows of saucers depending if there are meteors in the area. You then must successfully land in the docking bay of the mother ship to get credit for a successful rescue of 1 astronaut.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, Speaker
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Lunar Rescue"
Before stage 4, you get a cute intermission from the aliens of "Space Invaders" telling you to 'Fight'.
- UPDATES -
In Destination Earth the humans run to the spaceship after it lands, in "Lunar Rescue" and "Galaxy Rescue" the pace is more like a walk.
- SCORING -
Large Saucer : 30 points
Small Saucer: 50 points
Platform : 50, 100, 150 points
Each man rescued has an increasing value until stage four where it is at its maximum. The values are:
Stage 1 : 50 points
Stage 2 : 100 points
Stage 3 : 150 points
Stage 4 : 300 points
Every stage after stage 4 is 300 points.
Fuel remaining is added to your score (i.e. if you have 560 Fuel left, then add 560 points to your score) at the end of a wave.
- TIPS AND TRICKS -
When you start the game, your lander will be sitting in the docking bay of the mother ship. You can release your lander by pressing the firing button or wait until the mother ship forcibly ejects you. It's better to do it yourself lest the mother ship ejects you on top of an asteroid.
* Fuel is a precious commodity in this game, use it sparingly. You only have 800 units of fuel to rescue 6 men. If you burn all your fuel off on the first rescue, you will have nothing to fall back on for the other 5.
* When you leave the mother ship, try to navigate through the asteroids without using any fuel. Since your lander doesn't accelerate during the fall, you will be going at a constant speed down. Try to maneuver between the rocks to land on a platform. You also don't need to decelerate when landing, you just land.
* Try to knock out the harder platforms first. This means, land on the harder to reach ones on the sides first. A good strategy is to get the right hand-one first, then the two left-hand ones, then finish by landing on the three in the middle.
* If you must use fuel, use quick bursts to get into position to land on a platform. Fuel burns up very quickly in this game so some quick shots to the thrusters should keep you out of trouble. Keep in mind, as the waves progress, the asteroids move faster and become more numerous.
* Once you've landed, the little guy will run over and get in your lander. The screen will then change and you will see 3 to 6 rows of saucers blocking your path. Again, as the waves progress, the saucers and meteors get faster and more numerous. There are a couple of different strategies for this section:
1) If you only see 3 lower rows of saucers, look to the upper right or left corner. More than likely, some meteors will be coming diagonally down to the opposite corner. The best solution is to quickly blast a path through the saucers and get above the meteors trajectory.
2) If you see 6 rows of saucers, then you need to blast a path through them to get to your mother ship. Keep in mind that the fire button acts as a dual fire/thrust button. When you fire, you accelerate yourself up just a bit. In other words, no point blank shooting or you may end up taking out the saucer with your lander. When you have cleared a path, use the fire button to get yourself quickly above the saucers.
* The saucers firing just drop their shots on you. Because of their numbers, you may find yourself surrounded by enemy fire. The best solution is again to blast a path through them. Once a saucer is destroyed, it doesn't come back. Also keep in mind that you can only have one shot on the screen at a time.
* Once you get 1 row from the bottom of the mother ship, it will stop and open its docking bay door. If you are too far away, you will fail to dock with the mother ship and get destroyed by the top of the screen. If you hit the side of the mother ship, the man you are rescuing will unfortunately fall from your lander to his death to the planet below. Plan out the best strategy to make sure that you stay in the middle so you can catch the mother ship with minimal effort.
$end
$info=destroyr,
$Edit this entry at Arcade-History.com
$bio
Destroyer (c) 10/1977 Atari.
A sea battle game where the player moves a destroyer back and forth along the surface of the water. The ship drops depth charges to destroy the submarines that are moving back and forth below.
- TECHNICAL -
Game ID : 030131-030136
Main CPU : M6800 (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 1
Buttons : 2
- TRIVIA -
Atari Destroyer was a unique 1 player experience. With a combination of realistic controls, sound effects and the use of 3D cardboard graphics overlaying the monitor the game gave the player a feel of playing a realistic sea battle game. With sonar and explosion sounds from the left and right speakers the game had a fully immersed experience for 1977.
- STAFF -
Designed and programmend by : Mike Albaugh
$end
$info=destryer,destryea,
$Edit this entry at Arcade-History.com
$bio
Destroyer (c) 1980 Cidelsa.
A "Space Invaders" style shoot'em up.
- TECHNICAL -
Main CPU : CDP1802
Sound Chips : CDP1869
Palette colors : 8
Players : 1
- TRIVIA -
All Cidelsa games were released in Spain.
$end
$info=detatwin,
$Edit this entry at Arcade-History.com
$bio
Detana!! Twin Bee (c) 1991 Konami.
The planet Meru is on the attack by the Iva forces. A plea for help has reached Twinbee and you must guide him through a perilous journey through a colorful world fighting to restore peace. This vertically scrolling shoot'em up game features colorful anime-style graphics, lots of power-ups and a fun challenge.
- TECHNICAL -
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2151, K053260
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'It's Here!! Twin Bee'.
This game is known outside Japan as "Bells & Whistles".
King Records released a limited-edition soundtrack album for this game (Detana!! TwinBee : Konami Kukeiha Club - KICA-7503) on 05/06/1991.
- SERIES -
1. Twin Bee (1985)
2. Detana!! Twin Bee (1991)
3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)
- STAFF -
Director : M. Ohsawa
Programmer : T. Shimomura
Designers : R. Shogaki, H. Ashida, K. Ishimoto
Animation : Shuzilow. Ha
Sound designers : H. Maezawa, Michiru Yamane, Masae Nakashima
Engineer : H. Matsuura
- PORTS -
* Consoles :
NEC PC-Engine (1992)
Sega Saturn
Sony PlayStation ("Detana Twin Bee Yahhoo! Deluxe Pack")
Sony PSP (2007, "Twin Bee Portable")
* Computers :
Sharp X68000 (1991)
$end
$info=devstors,devstor2,devstor3,
$Edit this entry at Arcade-History.com
$bio
Devastators (c) 1988 Konami.
A shoot'em up / action game.
- TECHNICAL -
Game ID : GX890
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 304 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1988.
This game is known in Japan as "Garuka".
The portrait of the hero in the titlescreen proves that he is clearly a parody of Sylvester Stallone in 'Rambo'.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
- UPDATES -
REVISION 1 :
* Software version V
REVISION 2 :
* Software version X
REVISION 3 :
* Software version Z
$end
$info=devilfsh,devilfsg,
$Edit this entry at Arcade-History.com
$bio
Devil Fish (c) 1982 Artic Electronics.
A maze game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in June 1982.
A bootleg of this game was released in 1984 by Vision on the "Galaxian" hardware.
- SCORING -
Killing a type 1 small octopus : 100 points.
Killing a type 1 large octopus : 150 points.
Killing a type 2 small octopus : 150 points.
Killing a type 2 large octopus : 200 points.
Killing a type 3 small octopus : 200 points.
Killing a type 3 large octopus : 250 points.
Killing a type 4 small octopus : 250 points.
Killing a type 4 large octopus : 300 points.
- TIPS AND TRICKS -
* Try to lure more than one octopus at once into a gate to increase your score.
* Don't delay too long on any screen as the next screen will start with faster enemies.
* Wait on the other side of a gate where you know a pursuing octopus will get trapped and pick it off as soon as it gets stuck. If another octopus was close behind the dead one, move back over the gate and kill it when it gets stuck.
* Since the octopuses always pursue you, you can use this to get them to follow the path you want.
* Don't collect extra fish at the start of a screen since no more than 15 can be stored, and any extras are lost.
* Use the side tunnels to move across the screen, and the enemies don't often pursue you through them.
* When being pursued by a fast and small octopus drop two fish in front of it, taking it to its largest size and slowing it down.
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=devilw,
$Edit this entry at Arcade-History.com
$bio
Devil World (c) 1987 Konami.
An adventure-type game.
- TECHNICAL -
Game ID : GX687
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in October 1987.
This game is also known as "Dark Adventure" and in Japan as "Majuu no Ohkoku".
- STAFF -
Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui
Data file operator : Ikuko Minowa
Graphic designers : Jun Sakurai, Miki Yoshikata
Sound editor : Hideaki Shikama, Kenichi Matsubara
Engineer : Keisuke Hashima
Assistant programmers : Akira Suzuki, Tatsuo Fujii
Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto
$end
$info=devzone,devzone2,
$Edit this entry at Arcade-History.com
$bio
Devil Zone (c) 1980 Universal.
An early shoot'em up.
- TECHNICAL -
Game ID : 8022
Main CPU : Z80 (@ 1.802666 Mhz)
Sound Chips : DAC
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1
- SERIES -
1. Cosmic Monsters (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Cosmic Avenger (1981)
$end
$info=diamond,
$Edit this entry at Arcade-History.com
$bio
Diamond Run (c) 1989 KH Video.
An arcade puzzle game in which a single player must tunnel their way through a number of underground caves, collecting the many gems spread throughout the levels. Each cave is litterered with rocks which, should they fall onto the player, will result in a loss of life. Carefully planned tunnels can be dug to manipulate the direction in which the rocks fall, however, which makes them an effective weapon against the many enemies that populate the levels. A number of red explosives can be found which can also be used to kill enemies and also to destroy any walls blocking the player's path. Again, like the rocks, these must be used carefully to prevent the explosion from killing the player.
In order to complete a level, a specified number of gems must be collected. Once a sufficient amount of gems have been collected, an exit will open which the player must enter to proceed to the next cave.
Diamond Run is heavily based on First Star's Commodore C64 classic, 'Boulder Dash'.
- TECHNICAL -
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
KH video stands for Kyle Hodgets video ?
$end
$info=diehard,
$Edit this entry at Arcade-History.com
$bio
Die Hard Arcade (c) 05/1996 Sega.
A 3-D, side-scrolling fighting game for one or two players in which the president's daughter has been kidnapped by a terrorist organisation. Die Hard Arcade is based on the Bruce Willis movie of the same name, although the game's storyline is very different from that of the film's.
Players take on the role of two SWAT team members who must fight their way through a terrorist-filled sky scraper to eventually reach and defeat the head of the terrorist organisation and rescue the President's daughter. Players must clear each area of all terrorists before they can progress to the next. The terrorists can be defeated by punching and kicking them until their health bars are depleted. In addition to hand-to-hand combat, players can also utilise various weapons and objects, including handguns, machine guns, missile launchers, anti-tank cannons, knives, sticks, fireaxes, spray cans, pepper shakers, steel pipes, brooms, bottles and, at one point, a grandfather clock.
Ammunition magazines can be picked up to replace depleted ammo in hand guns and machine guns, and health units can also be found to heal any damage players have suffered. At various points in the game, a pre-set sequence will start in which players must either press the PUNCH, KICK or JUMP button, or move the joystick in a specific direction in order to successfully negotiate certain enemies or obstacles. If either of the SWAT members fail on any sequences where they are supposed to punch or kick down enemies, they will have to fight them in hand-to-hand combat. Enemies can also be grabbed, allowing players to either punch or arrest them. The latter can only be achieved if the SWAT member is holding a gun, and is achieved by pressing either the PUNCH or KICK button twice.
When the SWAT members finally confront the crime boss, they will have to face him twice; first in the office and then on the rooftop. On the rooftop, he will be armed with swords and more difficult to hurt. After the boss is defeated for the second time, The President's daughter is rescued.
From here-on the game takes a nod from Technos' legendary 1987 beat-em-up, "Double Dragon". If only one player completes the game, the girl simply says "Thank You!" and the game ends. But if two players complete the game, the girl will announce that she wants one of the SWAT members to become her new bodyguard. The two players will then have to fight each other until one of them is defeated, with the winner becoming the girl's new bodyguard. If the timer expires before either player wins, the fight will be declared a draw and the girl will be undecided about which SWAT member she wants for her new bodyguard.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known in Japan as "Dynamite Deka".
- SERIES -
1. Die Hard Arcade (1996)
2. Dynamite Deka II (1998)
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=dietgo,dietgou,dietgoe,dietgoj,
$Edit this entry at Arcade-History.com
$bio
Diet Go Go (c) 1992 Data East.
A platform game where 2 teenagers run around fighting against various monsters. A few shots fatten the monsters so they can be kicked around. Also, various items fall, including food which fattens the kids with expected results, and Diet Sodas, which burns off the fat.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz), HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SCORING -
Power Up : 1000 points
Speed Up : 1000 points
Barrier : ???
Bomb : ???
Super Bomb : ???
Slot Coin : 0 points (make the slot roll)
Diet Drink : 1000 points
1UP : ???
Rainbow Crystal : 10000 points
Ruby : 500 points
Big Ruby : 1000 points
Diamond : 1000 points
Big Diamond : 2000 points
Crystal : 200 points
Ring : 100 points
Big Ring : 300 points
- STAFF -
Planner : Makoto Kikuchi
Programmer : Hidemi Hamada, Yas Nomura, Magical Kei
Designer : Masanori Tokoro, Chie Kitahara, Asami Kaneko, Hiroshi Koga, Ryohei Hirakata, Mario, Yasuko Kurohiji
Sound : Tomoyoshi Sato ('Tom Sato'), Seira, Tatsuya Kiuchi ('Mr.K')
Hardware : T. Kanayama
$end
$info=digdug,digdugat,digduga1,digdugb,digsid,
$Edit this entry at Arcade-History.com
$bio
Dig Dug (c) 1982 Namco.
Dig Dug is a 1 or 2-player game with a color raster-scan video display. The screen shows a cutaway view of the land, most of which is below ground. The player controls the Dig Dug character who travels through and digs tunnels in the dirt. The object is for Dig Dug to destroy monsters by pumping them up or dropping rocks on them and to capture vegetables.
Game play takes place on a cutaway section of the land. The characters are Dig Dug and 2 monsters - one is a round, orange monster with goggles called Pooka, the other is a green, fire-breathing dragon named Fygar. The underground area is divided into 4 different colored layers of dirt. Rocks are scattered in the dirt. The sky is at the top of the screen.
The player controls Dig Dug. He moves through horizontal and vertical tunnels. When Dig Dug digs new tunnels he moves slowly. When he is on the surface or in an existing tunnel, he moves faster. The object of the game is for Dig Dug to destroy all the monsters and go to the next round.
Monsters are trapped in caves. A monster may get out of a cave two ways. Dig Dug may dig him out. Then, the monster chases Dig Dug. The monster may also get out of the cave by turning into a ghost. As a ghost, he cannot be destroyed. The ghost does not travel in the tunnels. He travels through the dirt, and can travel diagonally. However, he reappears as the monster when he goes into a tunnel.
The monster moves faster than Dig Dug in vertical tunnels and slower on the surface. He destroys Dig Dug by catching him. In addition, Fygar can destroy Dig Dug by breathing fire on him. Fygar can only breathe fire horizontally. The fire can penetrate the dirt.
Dig Dug destroys the monsters by pumping them up until they burst, or by causing rocks to drop on them. To pump up and destroy a monster, the player presses and holds down the pump button. It is possible to stun a monster for a few seconds by pressing the pump button once or twice. While a monster is stunned, Dig Dug may pass over him without being destroyed. If 2 monsters are very close together, only one may be stunned. The other will catch and destroy Dig Dug.
Dig Dug must dig tunnels under the rocks to get them to drop. A rock may fall in a vertical or horizontal tunnel. A rock also goes through a thin layer of dirt from one tunnel to the next. In a vertical tunnel, Dig Dug may stay directly under a rock and it will not drop. However, in a horizontal tunnel, Dig Dug must move out from under a rock right away, or he will be crushed.
After two rocks are dropped, a vegetable (worth extra points) appears in a tunnel in the center of the screen. A player has 10 seconds to capture (touch) the vegetable or it will disappear. There is only one vegetable per round.
The game progresses by rounds. Round 1 starts with four monsters (one Fygar and three Pookas) and three rocks. The vegetable is a carrot. One flower on the surface (top right of the screen) represents Round 1. Two flowers represent Round 2, etc. As the rounds progress, the monsters move a little faster, and are better at avoiding falling rocks. In each round, the last monster tries to escape. If he is not caught by Dig Dug, he exits on the surface (top left).
The game ends when all of Dig Dug's lives are used up. A player may continue to play at the beginning of the same round (level) by following instructions on the screen. He has 16 seconds to insert a coin(s). Then he must push and hold the pump and start buttons at the same time.
- TECHNICAL -
The upright Dig Dug machine came in the same cabinet as several other Atari titles (such as "Kangaroo" and "Centipede"). The machine was decorated mostly with cartoon graphics showing scenes from the game, superimposed over a yellow background.
There was also a cocktail version. It had 2 control panels (one on each end). Each panel had a 'Pump' button on either side of the joystick, so left handed players can play equally well. This model used a 13inch monitor (as opposed to the standard 19inch in the upright), and the game image flipped for each players turn. The top glass is decorated with some cutesy pictures of Fygar, Pooka and Dig Dug.
Main CPU : Z80 (@ 3.072 Mhz)
Sub CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
=> [A] Pump
- TRIVIA -
Released in April 1982.
Licensed to Atari (May 1982). Approximately 12,200 units were produced by Atari.
Introduced in 1982, Dig Dug was a shining addition to the golden age of video games. Dig Dug's charming world and innovative game play made it an instant classic.
The main character of Dig Dug has a name in Japan, 'Taizo Hori', a pun based on the phrase 'Horitai zo', or 'I want to dig!'. He is believed to be the father of "Mr. Driller".
* A place in video game history : During the golden age of video games we saw a lot of novel approaches to gaming, said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "Tempest", for instance, required things of its players that we'd never seen in a video game before. You had to learn a whole new set of skills to further the game experience. Dig Dug is another game that provided a novel approach. The types of movement you had to learn, the skills you had to develop, were like none other up until that point. And this game play was combined with a really engaging subject matter, which was this guy, Dig Dug, who digs around underground after subterranean monsters, and who explodes them with a really bizarre weapon, an air pump! There was just this string of interesting, engaging things for the viewer to look at and experience while dealing with this new type of game. It really captured, and still captures, the imagination. The sounds in Dig Dug are also really distinctive. When people hear that music start to play here at the museum, they'll laugh with recognition. It's quite funny watching people play that game.
* The great 25-cent escape : Lindsey enjoys seeing visitors to his museum discover a video game that rekindles memories from earlier years.
"They'll say, 'Wow, I used to be great at this!' And then they'll adopt their old game-playing position -- which seems to vary almost randomly from person to person," Lindsey said. "They drop a token in, start rolling, and then they will lose all sense of time and space, becoming completely immersed in the game. Often they'll start laughing. I had a guy yesterday who was so funny. He came in and had obviously played these video games quite a bit in years past, like many of us did. He wandered around the museum, going from game to game, and he just laughed hysterically as he remembered all the little details of each game that he had spent so much time on, so long ago."
* Namco notes After the release of Dig Dug in 1982, Namco engineers went to arcades to watch their new game being played. They noticed that "there were two completely separate groups of people. One group enjoyed blowing the enemy up with the pump. The other group enjoyed beating the enemy by dropping rocks on them".
Dig Dug was NOT the first game that Atari licensed from Namco, as is common belief. That honor goes to F-1, the ''3-D'' racing game that projected a race track on a screen using a rolling film. Hardly anybody in Atari coin-op liked Dig Dug except for Brian McGhie (who later joined Starpath) and Owen Rubin. It was McGhie who added the finishing touches to Dig Dug. Rubin still owns an upright prototype cabinet of Dig Dug with hand-drawn artwork, and still considers it one of his favorite games of all time.
Dwayne Richard holds the official record for this game with 4,211,920 points on June 25, 1985.
A bootleg of this game is known as "Zig Zag". Another bootleg running on the "Galaxian" hardware was made by LAX as "Zigzag".
A Dig Dug unit appears in 1983 min movie 'WarGames'.
Alfa Records released a limited-edition soundtrack album for this game (Video Game Music - YLC-20003) on 25/04/1984.
Alfa Records released a limited-edition soundtrack album for this game (The Best Of Video Game Music - 32XA-66) on 25/04/1986.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- UPDATES -
The background graphics are slightly different in the Atari version, the earth is less regular.
- SCORING -
Scoring in this game is relatively complicated due the dirt layer a monster is at and also how you kill said monster. In addition, you even get points for ''eating'' dirt.
* Over-inflating (bursting) monsters :
Layer 1 : Pooka - 200 Points
Layer 1 : Fygar - 400 Points
Layer 2 : Pooka - 300 Points
Layer 2 : Fygar - 600 Points
Layer 3 : Pooka - 400 Points
Layer 3 : Fygar - 800 Points
Layer 4 : Pooka - 500 Points
Layer 4 : Fygar - 1000 Points
NOTE : If you over-inflate a Fygar vertically, you only will get 1/2 the listed points (same points as a Pooka on that layer). This is due to the fact you aren't risking your life dealing with Fygar's flame breath.
* Dropping rocks on monsters :
1 Crushed : 1000 Points
2 Crushed : 2500 Points
3 Crushed : 4000 Points
4 Crushed : 6000 Points
5 Crushed : 8000 Points
6 Crushed : 10000 Points
7 Crushed : 12000 Points
8 Crushed : 15000 Points
* You get points for collecting the prizes :
Round 1 - Carrot : 400 Points
Round 2 - Rutabaga : 600 Points
Round 3 - Mushroom : 800 Points
Round 4 & 5 - Cucumber : 1000 Points
Round 6 & 7 - Eggplant : 2000 Points
Round 8 & 9 - Bell Pepper : 3000 Points
Round 10 & 11 - Tomato : 4000 Points
Round 12 & 13 - Onion : 5000 Points
Round 14 & 15 - Watermelon : 6000 Points
Round 16 & 17 - Galaxian : 7000 Points
Round 18 and + - Pineapple : 8000 Points
When you are digging a new tunnel, you get 10 points per 5/8 inch dug.
- TIPS AND TRICKS -
* Hints for Game Play :
Get many monsters to follow you. Then dig a long vertical tunnel up to a rock. Drop the rock by digging right or left.
Dig Dug may take extra time to turn. It is better to start turning early than to wait until the last second.
Destroy monsters at bottom dirt level for more points.
Use PUMP to stun monsters. Then you may escape or walk through them.
Don't stop next to dragon when he is in a cave. His fire can go through a thin layer of dirt and destroy you.
A vegetable appears after 2 rocks have been dropped. So be sure to drop two rocks in each round.
* When you start the game, Dig Dug will dig a downward vertical shaft into a chamber. The floor of this chamber is the top of the third layer. It is your job to dig tunnels and keep the monsters busy. This won't be an easy task since the monsters will attempt to surround Dig Dug and permanently end his mining career. You will have a two second delay before the round starts. It shows Dig Dug digging his vertical tunnel down to his starting area. Take this time to see where all the monsters are and figure out the best course of action to take them out.
* Knowing the behavior of the monsters is a crucial element of this game. Pookas travel a bit faster then Dig Dug and tend to run him down. Fygars don't have the speed but they make up for it with their fiery belch.
* Dig Dug travels slower when he is busy carving tunnels.
* Know the rules of dropping rocks :
1) Rocks will wobble for about a second before they drop.
2) Rocks drop immediately when you cut a horizontal tunnel under them.
3) In vertical tunnels, the rock will stay in place as long as Dig Dug is facing it and moving.
4) When you drop two rocks, the prize will appear.
* Don't waste your rocks on only one monster. Try to get as many monsters crushed as possible. The best way to accomplish this is :
1) Try to dig long, vertical tunnels under the rocks. Don't dig all the way to the rock or you will waste it.
2) Try to get the monsters to follow you. Sort of a ''follow the leader'' type thing up that vertical tunnel. This will be especially important in the later rounds.
3) If the monsters are spread out a little, do a couple of pumps on the monster that is close. This will only stun it and allow the others to catch up.
4) Right before they get Dig Dug, dig the rest of the way then head off left or right. The long, vertical shaft will prevent their escape and get you big points.
* After level 12, the screens repeat in waves of four. There are patterns for these levels. Also, after level 36, all of the enemies will speed up. The game does not award extra man after 900,000 points; the score will simply flip over at 1,000,000. It is very easy to get a score of 999,990 by eating dirt for ten points per section. At level 256, the game begins with a Pooka on top of the player character. Since there is no way to escape, the game is basically over, no matter how many lives the player may have left.
* Avoid killing the monsters by bursting them. If you don't have a choice, try to do in the lower layers since you get more points that way.
* The pump is better utilized as a delay mechanism. Inflating a monster with two pumps will immobilize it for about two seconds. With two monsters, you can pump one up, move back a little and pump the other one up.
* Monsters can be released from their pens in one of two ways :
1) You open up their pen by digging it open.
2) They turn into 'ghosts'. While they are ghosts, all you will see are their eyes and possibly mouths. They will rematerialize as soon as they get into a tunnel.
* Watch out for the fiery breath of the Fygar. They not only can let loose down a horizontal tunnel, they also can send their fire through thin layers of dirt. The best defense when caught in a horizontal tunnel with a Fygar is to immediately go up or down to avoid their breath.
* The Pookas have a tendency to try to surround Dig Dug. Usually they will try to trap him from the front and behind. Watch the Pooka 'ghosts' to make sure that they are not heading toward an area that you are currently tunneling in.
* It is possible to find patterns for the different levels, but it also is difficult since there isn't a well-defined maze to work with (like in "Pac-Man").
* When there is one monster left, it will attempt to escape rather then continue to pursue Dig Dug. You can chase him to get the points or let him go. Regardless, the game will advance to the next round.
* In the later rounds, it is much more profitable to collect the fruit then try to drop rocks on the monsters since they move so quickly.
* 'Eat Dirt' secret : You should try this before round 36 since everything speeds up.
1) Get the game down to two Pookas. If you only leave one, it will escape thus ending the round.
2) This works best in horizontal tunnels under the rocks.
3) Get a Pooka to follow you, inflate as necessary to delay him a little.
4) Right when you are next to the rock, inflate the Pooka once to just delay him. When he moves at your character again, move under the rock.
5) Quickly turn around and start pumping the Pooka up. Using the delay of the rock dropping, you should be able to cause the Pooka to burst at the same time the rock drops on him.
6) If you are successful, then the other Pooka will disappear and you can amuse yourself digging out tunnels all day long in the dirt. To return the game back to normal, drop another rock and you will go into the next round.
* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : Up(x6), Right(x3), Down(x4), Left(x8).
3) '(c) 1982 NAMCO LTD.' will appear on the screen.
- SERIES -
1. Dig Dug (1982)
2. Dig Dug II (1985)
3. Dig Dug Deeper (2001, PC CD-ROM)
4. Dig Dug - Digging Strike (2005, Nintendo DS)
- STAFF -
Music by : Yuriko Keino
- PORTS -
* Consoles :
Colecovision (1983)
Atari 2600 (1983)
Atari 5200 (1983)
Atari 7800 (1984)
Atari XEGS
Nintendo Famicom (1985)
Mattel Intellivision (1987)
Nintendo Famicom Disk (1990)
Nintendo Game Boy (1992)
Nintendo Game Boy (1996, "Namco Gallery Vol.2")
Sony PlayStation (1996, "Namco Museum Vol.2")
Nintendo 64 (1999, "Namco Museum 64")
Sega Dreamcast (1999, "Namco Museum")
Sony PlayStation 2 (2001, "Namco Museum")
Nintendo GameCube (2002, "Namco Museum")
Microsoft XBOX (2002, "Namco Museum")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
Nintendo Game Boy Advance (2005, "Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection") : a brand new 'Arrangement' version unique to this port is also featured.
Microsoft XBOX 360 (2006, as a downloadable Live Arcade game)
* Computers :
Atari 800 (1982)
Commodore C64 (1982)
Commodore VIC-20 (1983)
PC [Booter] (1983)
Apple II (1984)
Texas Instruments TI-99/4A (1983)
Fujitsu FM-7 (1984)
MSX (1984)
Fujitsu FM-77AV (1986)
Sharp X68000 (1995)
PC [MS Windows 95, 3.5''] (1995, "Microsoft Return of Arcade")
PC [MS Windows, CD-ROM] (2000, "Microsoft Return of Arcade 20th Anniversary")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
Sord-M5
* Others :
VFD handheld game (19??) released by Gakken.
Arcade (1996, "Namco Classics Collection Vol.2")
Namco Classics TV Game (2003 - Jakk's Pacific)
Mobile Phones (2005)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
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Dig Dug II (c) 03/1985 Namco.
For this sequel to the 1982 classic, "Dig Dug", Namco changed the game's perspective from a sideways viewpoint, to an overhead one. Action now takes place on a series of small islands.
The gameplay itself retains much from its predecessor, with players still armed with a pump that allows them to inflate and burst the enemies. For this sequel, however, Namco also introduced ground-based charges. Players can activate the charges in order to join them up with other charges, represented on screen by the appearance of trenches. Once a line of charges is linked to two of the island's edges, the charges will detonate and destroy a piece of the island, killing any enemies that happen to be standing on the piece when it's destroyed. Players must be careful not to be standing on a piece that is destroyed, or they themselves will be killed.
- TECHNICAL -
Game ID : D2
Main CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 2
=> [A] PUMP, [B] DRILL
- TRIVIA -
The main character of Dig Dug has a name in Japan, 'Taizo Hori', a pun based on the phrase 'Horitai zo', or 'I want to dig!'.
- TIPS AND TRICKS -
* Easter Egg (works on the new version only, old version doesn't have it) :
1) Enter service mode.
2) Select sound 1B.
3) Press the service switch to display the grid and enter the following sequence : Down(x2), Right, Left(x2), Down(x2), Left(x3), Up(x2).
4)Press the service switch again. Some music will play and 'DIGDUGII (c) 1985 NAMCO LTD.' will be slowly drawn on the screen.
* Pause/Resume : When the 'freeze' dip switch is on, at the beginning of the game select starting level with joystick Up/Down, then press button2. During the game, press Start to pause/resume.
- SERIES -
1. Dig Dug (1982)
2. Dig Dug II (1985)
3. Dig Dug Deeper (2001, PC CD-ROM)
4. Dig Dug - Digging Strike (2005, Nintendo DS)
- STAFF -
Music by : Junko Ozawa
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Nintendo Famicom Disk (1990)
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
Sharp X68000
$end
$info=digger,
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Digger (c) 06/1980 Sega.
Digger is a game that requires you to dig strategically placed holes within a maze format so you can capture and fill in over the invading creatures before they can attack and destroy your man. The maze format changes with every round played.
The creatures are confined behind a wall. In the first of three rounds of game play, four creatures are let out of the holding area through a gate. You must conquer these four before advancing to the next round, where you face six creatures. Your third round has you battling eight creatures. This process is repeated and the point value increased with each three-round victory. Also, creatures' speed increases each round. Any contact at all with the creatures will be fatal to your man.
While you are busy digging holes and entrapping creatures, the rest are behind the retaining wall scurrying back and forth. After about three minutes, the gates at each end will open and all of the remaining creatures will stream into the play area at once. However, a skillful player will conquer all of the creatures of each round and the gate will not be a threat.
- TECHNICAL -
Game ID : 684-691
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 2
=> [A] DIG, [B] FILL
- SCORING -
The point value per creature increases with each three-round phase.
The first phase awards 300 points per creature, decreasing to 100 points if not filled over promptly.
The second phase awards 500 points per creature, decreasing to 300 points.
The third phase awards 700 points, decreasing to 500 points.
- TIPS AND TRICKS -
* A double score bonus is awarded if you capture and fill in over the RED creature before any of the GREEN ones. But, this must be the FIRST creature defeated, or the RED creature becomes GREEN and no bonus is awarded.
* A 1000 points bonus is given if you capture four creatures in a row at full point value during any one round.
* When a creature is captured, 8 squeaking sounds are heard before the creature escapes from the hole. 5 squeaks are required to cover a creature, so you must hurry to the hole and Fill before the 4th squeak, or the creature will emerge and devour your man.
- STAFF -
Written by : David L. Evans
$end
$info=diggerc,
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Digger (c) 1982 Century Electronics.
An early maze / digging game.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Mark Peterson holds the official record for this game with 17,400 points on February 13, 1983.
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Digger Man (c) 1999 KH Video.
- TRIVIA -
This game steals many sprites & sounds from Face's "Gururin".
$end
$info=dimahoo,dimahoou,
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Dimahoo (c) 01/2000 Eighting / Raizing.
In this impressive blend of an overhead shoot'em up with RPG characteristics, you must help a group of mystic bounty hunters save the earth against the evil Gobligan Underground Empire. Features excellent 2-D graphics and sound, awesome character & enemy artwork designs, a level-up and elemental-based weapon system and LOTS of hidden items!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 31
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Capcom for distribution.
This game is known in Japan as "Great Mahou Daisakusen".
Miyamoto the Dragon has appeared in previous Eighting games such as "Mahou Daisakusen", "Shippu Mahou Daisakusen - Kingdom-Grandprix" as a selectable character and as a secret character in "Armed Police Batrider.".
- TIPS AND TRICKS -
* Secret Characters : Insert a coin and press Up(x2), Left, Down(x2), Right, A, B, A, B, A, Start. Four new planes are now selectable.
- SERIES -
1. Sorcer Striker (1993)
2. Kingdom Grandprix (1994)
3. Dimahoo (2000)
- STAFF -
Main program : Yuichi Toyama
Planning & Design : Ken-Ichi Yokoh
Progress Control : Susumu Hibi
Producers : Masato Toyoshima, Tatsuya Minami
Sound : Manabu Namiki
Staff : Kazuyuki Nakashima, Yasunari Watanabe, Yoshitaka Ikeda, Hiroshi Satoh, Kenji Kawakita, Yukiko Sugiyama, Toshikazu Sahoda, Atsuhiro Motoyama, Ken-ichi Koyano, Nobuyuki Irie, Hiroshi Tahara, Tatsuya Uemura, Masahiro Yuge, Haruhisa Udagawa
Support from Capcom : Tomoshi Sadamoto
$end
$info=dingo,dingoe,
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Dingo (c) 1983 A.C.G. [Ashby Computers & Graphics]
A maze game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), Z80 (@ 1.62 Mhz)
Sound Chips : AY8910 (@ 1.62 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Jaleco.
Manufacturers Ashby Computers and Graphics Ltd were better known in the 1980s as 'Ultimate Play The Game', one of the best UK software houses of the time - these days known as 'Rare', a subsidary of Microsoft. At the time the majority of their work was for the Z80-based Sinclair Spectrum, so it's not suprising to see that Dingo is similarly Z80-based. The font used in Dingo is the same font used in their Spectrum game of the same year, Atic Atac, and the Copyright symbol displayed on screen is copied directly from the standard Spectrum font.
- UPDATES -
The encrypted version uses a AY8910 @ 1.78975 Mhz instead 1.62 Mhz.
- STAFF -
Staff : Christopher Stamper, John Lathbury, Timothy Stamper, Carole Ward
$end
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Dino Rex (c) 11/1992 Taito.
In this one-on-one fighting game, six selectable dinosaurs do battle for their caveman masters!
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : D39
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Game designer : Project D-Rex
Planners & Directors : Senba Takatsuna, Kimura Chiho
Programmers : Nakamura Yasuhito, Iromust TMR, Tarabar, KZN, NOB, Okamoto Masahiro, Takayuki Shinma
Special programmer : Ichiro Fujisue
Hard Ware : Kawamoto Toshihiko
Decorator : Takenami Toshiyuki
Sound director : Yasuko Yamada (Zuntata)
Sound composers : Hiroshige Tonomura (TONO) (Zuntata), V. Ohashi (Pinch Panchi)
Sound effects : V. Ohashi (Pinch Panchi), Yasuko Yamada (Zuntata)
Planning support : Tomita Takaaki, Abe Naomitsu, Yusuke Tsuda
Software support : Kuroki Naoya, Masaya Kinoshita, Tany, Yagi Chan
Bit pattern (Character) : Senba Takatsuna, Kimura Chiho, Abe Naomitsu, Yusuke Tsuda
Bit pattern : Masami Kikuchi, Oh!No! Tomohiro, Takayuki Miyazawa, Joney Moriyama, Angel Ushiroda, Vinus Terakoshi
Rastan 3 design by : Makoto Fujita
Title present by : Ishii Hide
Cast : Ho Lee Chan, CP-Suger, Feti Oyabin, Angelliena, Papawa 30
Producers : Masaki Ogata, Ichiro Fujisue, Senba Takatsuna
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
$end
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Dirt Devils (c) 1998 Sega.
A racing game from Sega with all terrain vehicles such as a Humvee, a Sand Buggy, and a Beatle Buggy. There are 3 standard stages plus 1 hidden stage inside the big arena dome.
- TECHNICAL -
Sega Model 3 Step 2.1 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 8-way joystick
Buttons : 4
$end
$info=dirtfoxj,
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Dirtfox (c) 1989 Namco.
An overhead-view racing game.
- TECHNICAL -
Namco System 2 hardware
Game ID : DF
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : steering wheel
- TRIVIA -
Released in June 1989.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dirtfox - PCCB-00013) on 21/11/1989.
- STAFF -
Music composed by : Shinji Hosoe
$end
$info=discoboy,
$Edit this entry at Arcade-History.com
$bio
Disco Boy (c) 1993 Soft Art.
- TECHNICAL -
Main CPU : (2x) Z80
Sound Chips : MSM5205
Palette colors : 4096
Players : 2
Buttons : 2
$end
$info=otatidai,
$Edit this entry at Arcade-History.com
$bio
Disco Mahjong - Otachidai no Okite (c) 01/1995 Sphinx.
A mahjong game with a nightclub theme.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Disco Mahjong - Law of the Stage'.
$end
$info=cdiscon1,
$Edit this entry at Arcade-History.com
$bio
Disco No 1 (c) 03/1982 Data East.
You play a 90 pound weakling kid in a roller rink who has to skate around the bad guys in order to win the love admiration of cute chicks. Earn points by completely encircling one or more tough guys and picking up various bonus items that float across the rink. Interesting gameplay mechanics, nice music and decent graphics for 1982.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 19
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
This game is also known as "Sweet Heart".
$end
$info=disco,discof,
$Edit this entry at Arcade-History.com
$bio
Disco No.1 (c) 1982 Data East.
You play a 90 pound weakling kid in a roller rink who has to skate around the bad guys in order to win the love admiration of cute chicks. Earn points by completely encircling one or more tough guys and picking up various bonus items that float across the rink. Interesting gameplay mechanics, nice music and decent graphics for 1982.
- TECHNICAL -
Main CPU : M6502 (@ 750 Khz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=dotrone,
$Edit this entry at Arcade-History.com
$bio
Discs of Tron [Environmental model] (c) 1983 Bally Midway.
As Tron, you fling discs at Sark in an attempt to knock him off his platform. Knocking off Sark will advance you to the next level. Other levels vary the level and number of platforms to jump between.
- TECHNICAL -
Discs of Tron [Environmental model] is huge, weighing in at over 700 pounds. The game was often sawed in 2 to make it easier to move. The cabinet, though it looks like it should come apart, does not (the roof and floor boards span both halves of the cabinet).
The environmental is called such because it attempts to replicate the environment that your character on the screen is experiencing. The player stands inside the cabinet on a disc, and lights around the disc flash when your character dies (just like on screen). The surround sound replicates the sounds of discs that whiz by your character.
- TRIVIA -
Released in March 1983.
Also released as "Discs of Tron [Upright model]".
Discs of Tron was originally designed to be a part of the original "Tron" coin-op, but was cut out at the end and set aside for refinement and release as a stand-alone coin-op in its own right.
Discs of Tron is inspired by the short sequence in the movie (Tron, 1982 Disney) where the character Flynn beats another trapped program and eventually 'derezzes' him, and when Tron is introduced, beating four 'computer players' very early in the movie.
David Bagenski holds the official record for this game with 418,200 points on June 28, 1986.
A Discs of Tron 'prototype' machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
This Environmental version has as additional PCB boards including sound, speech and light sequencer boards and relays, and different EPROM data for video & CPU.
- SCORING -
Smash Sark's disc : 100 points.
Smash Sark's energy disc : 200 points.
Smash Sark's chaser : 400 points.
Smash Sark's super chaser : 800 points.
Smash Sark's energy pellet : 600 points.
Graze Sark : 200 points.
Derez Sark : 1000 points.
Derez Sark's Platform : 2000 points.
- SERIES -
1. Tron (1982)
2. Discs of Tron [Upright model] (1983)
2. Discs of Tron [Environmental model] (1983)
- STAFF -
Designed and Programmed by : Robert Dinnerman (Bob)
Game Art and Animation : Brian Colin
Concept art : Earl Vickers
Cabinet Design : George Gomez
Hardware : Atish Ghosh
Group Manager : Bill Adams
- PORTS -
* Consoles :
Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App")
Microsoft XBOX 360 (2007, Xbox Live Arcade)
* Computers :
Commodore C64 (19??)
Amstrad CPC (1990, "Disc")
$end
$info=dotron,dotrona,
$Edit this entry at Arcade-History.com
$bio
Discs of Tron [Upright model] (c) 1983 Bally Midway.
As Tron, you fling discs at Sark in an attempt to knock him off his platform. Knocking off Sark will advance you to the next level. Other levels vary the level and number of platforms to jump between.
- TECHNICAL -
Discs of Tron [Upright model] looses a lot of the bells and whistles of the Environmental model, including speech (see 'Updates' section for more information).
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 2 Mhz), M6802 (@ 895 Khz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), TMS5220 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick with a trigger, spinner knob, button
- TRIVIA -
Released in March 1983.
Also released as "Discs of Tron [Environmental model]".
Discs of Tron was originally designed to be a part of the original "Tron" coin-op, but was cut out at the end and set aside for refinement and release as a stand-alone coin-op in its own right.
Discs of Tron is inspired by the short sequence in the movie (Tron, 1982 Disney) where the character Flynn beats another trapped program and eventually 'derezzes' him, and when Tron is introduced, beating four 'computer players' very early in the movie.
David Bagenski holds the official record for this game with 418,200 points on June 28, 1986.
A Discs of Tron 'prototype' machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Upright version 1 :
* First release.
Environmental version :
* Additional PCB boards including sound, speech and light sequencer boards and relays.
* Different EPROM data for video & CPU.
Upright version 2 :
* Added points displaying for 'derezing a disc 2000' on the attract mode.
* Some changes on sound and input menu in Test mode.
- SCORING -
Smash Sark's disc : 100 points.
Smash Sark's energy disc : 200 points.
Smash Sark's chaser : 400 points.
Smash Sark's super chaser : 800 points.
Smash Sark's energy pellet : 600 points.
Graze Sark : 200 points.
Derez Sark : 1000 points.
Derez Sark's Platform : 2000 points.
- SERIES -
1. Tron (1982)
2. Discs of Tron [Upright model] (1983)
2. Discs of Tron [Environmental model] (1983)
- STAFF -
Designed and Programmed by : Robert Dinnerman (Bob)
Game Art and Animation : Brian Colin
Concept art : Earl Vickers
Cabinet Design : George Gomez
Hardware : Atish Ghosh
Group Manager : Bill Adams
- PORTS -
* Consoles :
Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App")
Microsoft XBOX 360 (2007, Xbox Live Arcade)
* Computers :
Commodore C64 (19??)
Amstrad CPC (1990, "Disc")
$end
$info=aladbl,
$Edit this entry at Arcade-History.com
$bio
Disney's Aladdin (c) 1993 Unknown.
- TRIVIA -
Arcade bootleg of the Japanese Sega Mega Drive version.
$end
$info=diverboy,
$Edit this entry at Arcade-History.com
$bio
Diverboy (c) 1992 Electronic Devices.
A reversed "Bomb Jack"-type game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 10 Khz)
Screen orientation : Horizontal
Video resolution : 318 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=djboyj,
$Edit this entry at Arcade-History.com
$bio
DJ Boy [Cocktail model] (c) 1989 Kaneko.
A funny roller-skating beat'em up game. You must recover DJ's stolen boom box through 5 different neighborhoods. Collect the musical notes that appear from the defeated baddies to earn stars, which when accumulated, earn extra lives.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), (2x) OKI6295 (@ 12.121 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Jump
- TRIVIA -
Also released as "DJ Boy [Upright model]"
The Japanese version is licensed to Sega.
The non-Japanese version is licensed to American Sammy.
The dance that the player character does is from Michael Jackson's live performances of the song 'Billie Jean'.
- UPDATES -
The Japanese version features Japanese musician Demon Kogure as the voice of the disc jockey.
The non-Japanese version features American DJ 'Wolfman Jack' (real name : Robert Weston Smith), who died in 1995, as the voice of the disc jockey.
- SERIES -
1. DJ Boy [Upright model] (1989)
1. DJ Boy [Cocktail model] (1989)
2. B.Rap Boys (1992)
- STAFF -
Staff : A. Funatsu, A. Yasaki, K. Matsuoka, Y. Mabuchi, M. Yukumoto, T. Watanabe, S. Aizu, H. Nagayoshi, H. Mikami, T. Katou, Y. Itou, K. Niihara
- PORTS -
* Consoles :
Sega Megadrive (1990)
$end
$info=djboy,djboya,
$Edit this entry at Arcade-History.com
$bio
DJ Boy [Upright model] (c) 1989 Kaneko.
A funny roller-skating beat'em up game. You must recover DJ's stolen boom box through 5 different neighborhoods. Collect the musical notes that appear from the defeated baddies to earn stars, which when accumulated, earn extra lives.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), (2x) OKI6295 (@ 12.121 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3 => [A] Punch, [B] Kick, [C] Jump
- TRIVIA -
Also released as "DJ Boy [Cocktail model]"
The Japanese version is licensed to Sega.
The non-Japanese version is licensed to American Sammy.
The dance that the player character does is from Michael Jackson's live performances of the song 'Billie Jean'.
- UPDATES -
The Japanese version features Japanese musician Demon Kogure as the voice of the disc jockey.
The non-Japanese version features American DJ 'Wolfman Jack' (real name : Robert Weston Smith), who died in 1995, as the voice of the disc jockey.
- SERIES -
1. DJ Boy [Upright model] (1989)
1. DJ Boy [Cocktail model] (1989)
2. B.Rap Boys (1992)
- STAFF -
Staff : A. Funatsu, A. Yasaki, K. Matsuoka, Y. Mabuchi, M. Yukumoto, T. Watanabe, S. Aizu, H. Nagayoshi, H. Mikami, T. Katou, Y. Itou, K. Niihara
- PORTS -
* Consoles :
Sega Megadrive (1990)
$end
$info=dorunrun,dorunru2,dorunruc,dorunrca,
$Edit this entry at Arcade-History.com
$bio
Do! Run Run (c) 1984 Universal.
A superb final entry into the "Mr Do!" series (not counting the Neo Geo-based "Neo Mr. Do", which was merely a remake of the first game in the series), "Do! Run Run" takes its inspiration from Namco's "Pac-Man".
As in his previous games, Mr Do! must once again collect coloured dots and/or fruit while avoiding or killing a number of enemies. For the fourth Mr Do! outing, Universal ditched the sideays viewpoint of the series' previous games and switched to an overhead perspective. This allowed the game to give an impression of 'depth', with slopes and steps affecting Mr Do!'s mobility and speed.
Mr. Do. has two items at his disposal with which he can kill the his enemies. The first is the 'Powerball', which featured in the original 'Mr. Do!' but was dropped from the first two sequels. The Powerball can be shot directly at an enemy to kill it instantly.
The second offensive option is provided in the form of the large wooden logs that litter the levels. These work in the same way as the apples did in the original game, and can be pushed free of their supporting struts, causing them to roll down the screen and kill everything in their path, including Mr. Do. himself if he strays too near.
As Mr Do! moves around a screen, he trails a line behind him. Players can join the two ends of the line up to form a rectangle (in a similar fashion to Taito's 1981 classic, "Qix") which will change any dots within the rectangle into cherries. A second rectangle can be drawn around the cherries which in turn will change them into apples. This can be repeated twice more, changing apples into lemons, and lemons into pineapples. The better the fruit, the more bonus points Mr Do! will earn when he collects them.
- TECHNICAL -
Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz)
Sound Chips : (4x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 258
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is known in Japan as "Super Pierrot".
Because of the video game crash of 1983, Universal decided to release their final Mr. Do! game as a conversion kit only, because the market for dedicated cabinets had all but dried up at this point (but it was a full kit that would fit any cabinet, not just a kit for other Mr. Do! games). This kit is fairly rare, and is almost impossible to find today. The kit contained a new PCB and new graphics for the machine, the graphics were purple themed, and the marquee had a 'DO! Run Run' logo superimposed over a purple geometric landscape with a blue line running randomly about it.
Bootleggers ported this title to the very similar "Mr. Do's Castle" hardware, although that version is fairly rare.
- UPDATES -
The maze graphics are slightly different than the Japanese version.
- SCORING -
Eating a dot : 10 points.
Eating a cherry : 20 points.
Eating a cake : 40 points.
Eating a lemon : 80 points.
Eating a pineapple : 160 points.
Killing a monster/letter with the snowball : 500, 1,000, 1,500, 2,000, 2,500 or 3,000 points depending on the number of bounces before the snowballs makes contact.
Killing a monster with a log : 1,000 points.
Killing multiple monsters with a log : 1,500 points for the second monster and an incremental 500 points for each monster thereafter (2,000, 2,500 etc)
Killing 5 monsters at once scores : 10,000 points.
Free credit diamond : 8,000 points.
- TIPS AND TRICKS -
* You can kill a baddie with your ball or by log-rolling him. Save the ball for emergencies and use the logs as much as possible.
* It takes 16 dots to regain your ball after you throw it.
* Each bounce of your ball against a wall increases the points you can get if it hits a baddie, up to 3000 pts max. Somewhere on every board, is hidden a 'letter', that when surrounded by your path, will bring out the 'E-X-T-R-A' guy if you step on it. It changes as time passes so use this to get the letters you need to come out so you can spell extra as fast as possible.
* The extra guy will also come out if you kill or log-roll enough baddies. If you use the hidden letter and a log, you should be able to get 2 EXTRA letters per level. This will earn you more free Mr. Do!s as fast as possible because the higher levels will get tough.
* Stepping on an EXTRA letter will not only bring out the EXTRA guy and his entourage, but the baddies on the level will slow down to half speed. This makes it easy to avoid them while you lure the EXTRA and his ghosts under a log.
* Use the logs as much as possible. They kill the most guys with a single log to get the most points. If you can lure 3 or 4 baddies into the path of a log, they will not move out of the way once the log is pushed and you kill them easily. Walking under a log knocks out the post holding them up so get out of the way if you do that. You do not have to push the log from above to get it moving.
* A log will also roll if it is hit by a flaming/flying snake/dragon. Be aware of this so you don't get crushed!
* A level ends once you get all the baddies (or get all the dots). Use this to your advantage. If a log is going to run over the last baddie, let it run into you too. If all the baddies are in line with a log, you can start it rolling, let it roll you and then the baddies will freeze in place for the log to roll them too. Your life will be restored at the end of the level if you get all the baddies!
* Mr. Do! slows down going up a step and speeds up when going down them. Use this to your advantage if you are being chased. The baddies don't speed up going downhill so you have the advantage.
* Don't waste your time gathering dots or surrounding them to get pineapples. There are more points in log-rolling and multi-bounce hits of your ball. Collect dots only to restore your ball or expose the EXTRA letter. You should be able to get about 20,000 points per level using the above techniques.
* Try to make concentric circle patterns from the outermost edge in, 'eating' the outermost cherries, dots or whatever each time. This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult.
- SERIES -
1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)
- PORTS -
* Computers :
Commodore Amiga (1990)
Atari ST
$end
$info=dockman,
$Edit this entry at Arcade-History.com
$bio
Dock Man (c) 1982 Taito.
Catch the falling luggage and throw it up onto the ship. After that, catch the falling boxes of dynamite for points. The game then repeats the levels with the action becoming faster.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Port Man".
$end
$info=dodgem,
$Edit this entry at Arcade-History.com
$bio
Dodgem (c) 1979 Zaccaria.
Dodgem is a 2-D maze racing game. You control your boat through the maze to pick up the dots while at the same time avoiding the boat, or boats, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for sailing through Hong Kong Harbor.
- TECHNICAL -
Main CPU : S2650 (@ 950 Khz)
Screen orientation : Horizontal
Video resolution : 720 x 768 pixels
Screen refresh : 55.00 Hz
Palette colors : 2
Players : 2
Control : 4-way joystick
Buttons : 1
- SCORING -
Dots : 2 points
Flag : 50-200 points
- TIPS AND TRICKS -
* Always be aware of where the Jam Boat(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Boat levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Boat(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Boat or Boats will still be in the maze.
* Don't let the speed of the Jam Boat(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
* Since the game isn't timed, take your time planning on how you will take care of the dots. Don't take chances since you will have to restart the level if your boat gets destroyed.
- PORTS -
* Consoles :
Atari 2600 (1981, "Dodge 'Em")
Sony PlayStation 2 (2004, "Atari Anthology") : Features Atari 2600's 1981 offering.
Microsoft XBOX (2004, "Atari Anthology") : Features Atari 2600's 1981 offering.
* Computers :
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : Features Atari 2600's 1981 offering.
$end
$info=ddonpach,ddonpchj,
$Edit this entry at Arcade-History.com
$bio
DoDonPachi (c) 1997 Atlus / Cave.
An excellent vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : ATC03D2
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb
- TRIVIA -
Designed by Cave and distributed by Atlus.
Angry Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoiea for the firing of guns...
A 'Campaign Version' was released. Reportedly only 100 units ever made and given out as prizes to high score contest winners.
Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.
Scitron Digital Content released a limited-edition soundtrack album for this game (Dodonpachi II / Dodonpachi Sound Trax - SCDC-00126) on 19/09/2001.
- TIPS AND TRICKS -
* Bee Medals : There are bee medals hidden in the whole game. If you shoot where a bee medal is hidden, it starts to blink. Then you will need to use your laser to free it, before you can collect the medal.
* Hits : There is a combo score system for hits within a specific time range. If it takes too long for your next hit, the chain breaks and counting restarts.
* Hidden 1up player : In stage 3 is your one and only chance to pick up a 1up item. It is hidden in the giant red spaceship you will pass later in the stage. To get it, open all 6 side-boxes with your laser, before you destroy the main tower in the center of the ship. You are not allowed to use your smartbomb for these actions. Otherwise the 1up item would not appear in the ruins of the tower afterwards.
* Bomb Stock : If you don't use the smartbombs and keep the stock display at 'maximum' bonus multiplier will be 2x.
* Flower bloom : There are a few places in the game you will meet flowers growing in ruins. If you fly near them they will bloom. This is more than just a joke of the graphic artist. It can reward you with a nice bonus score :
(each) flower blooming : 10 points per 1/60 sec.
+ your shots hit it : 510 points per bullet
+ your laser crosses it : 1'100 points per 1/30 sec.
* Second loop : to access the second loop you have to get through the first six levels with just one life.
- SERIES -
1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonpachi Dai-Ou-Jou (2002)
- STAFF -
Designer : Naoki Ogiwara, Akira Wakabayashi, Hiroyuki Tanaka, Junya Inoue, Riichirou Nitta
Programmer : Tsuneki Ikeda, Satoshi Kohyama, Makoto Watanabe, Takashi Ichimura
Special Thanks : Toshiaki Tomizawa, Atunori Aburatani, Ryuichi Yabuki
Producer : Kenichi Takano
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation (1998)
$end
$info=dogfight,
$Edit this entry at Arcade-History.com
$bio
Dog Fight (c) 1983 Thunderbolt.
An air combat shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 49
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Antonio Colangelo holds the official record for this game with 1,445,050 points on July 17, 1985.
$end
$info=dogpatch,
$Edit this entry at Arcade-History.com
$bio
Dog Patch (c) 09/1978 Midway.
An old two players shoot'em up.
- TECHNICAL -
Game ID : 644
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : stick
Buttons : 1
- PORTS -
* Consoles :
Bally Astrocade
$end
$info=dogfgtj,
$Edit this entry at Arcade-History.com
$bio
Dog-Fight - Batten O'Hara no Sucharaka Kuuchuu-sen (c) 1984 Technos.
A very funny shoot'em up game.
- TECHNICAL -
Game ID : TA-0011
Main CPU : (2x) M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 80
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The subtitle of this game translates from Japanese as 'O'Hara's Cross in Irresponsible Distress'.
This game is known outside Japan as "Acrobatic Dog-Fight".
- STAFF -
R. Hagiwara, Miyuki. Ohashi, Kaori. Ohta, Naritaka Nishimura, Kyoichi. Hara
$end
$info=dogosoke,dogosokj,
$Edit this entry at Arcade-History.com
$bio
Dogosoken (c) 1986 SNK.
An overhead-view shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Angry Roar Sphere'.
This game is known outside Japan as "Victory Road".
- SERIES -
1. Ikari (1986)
2. Dogosoken (1986)
3. Ikari III - The Rescue (1989)
- PORTS -
* Consoles :
Nintendo Famicom (1988, "Ikari 2 - Dogosoken")
$end
$info=dogyuun,
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Dogyuun (c) 10/1992 Toaplan.
A vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : TP-022
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 59.41 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia, to Atari Games for USA and to Taito corp. for Japan.
The title of this game translates from Japanese as "Bang!" (an onomatopoeia for gunshot).
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- STAFF -
Producer : Toshiaki Oota
Programmers : Hiroaki Furukawa, Toshiaki Oota, Tatsuya Uemura, Washimoto
Music composer : Tatsuya Uemura
Sound effects : Washimoto
Designers : Takaestu Iwabuchi, Miho Hayashi, Yuuko Takada, Anpanmanda, Saori Hiratsuka, Junya Inoue, Ikuo Matsumura, Kaneyo Oohira
$end
$info=dokaben,
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Dokaben - Visual Card Game (c) 03/1989 Capcom.
A Japanese baseball game played using a deck of random cards. Interesting design.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Based on Mizushima Shinji's baseball manga 'Dokaben'.
- SERIES -
1. Dokaben - Visual Card Game (1989)
2. Dokaben 2
$end
$info=dokidoki,
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Doki Doki Penguin Land (c) 1985 Sega.
- TECHNICAL -
Main CPU : Z80
Sound Chips : SN76496
Palette colors : 16
Players : 2
Buttons : 2
- SERIES -
1. Doki Doki Penguin Land (1985)
2. Doki Doki Penguin Land Uchuu Daibouken (1987, Sega Master System)
3. Ikasuze! Koi no Doki Doki Doki Penguin Land MD (1990, Sega MegaDrive)
4. Doki Doki Penguin Land Arrange (as part of "Sega Ages Vol 23: Sega Memorial Collection")
- PORTS -
* Consoles :
Sega SG-1000 (1985)
Nintendo GameBoy (1990)
Sega Saturn (1997, as part of the "Sega Memorial Collection Vol. 2")
Sony PlayStation 2 (2005, as part of the "Sega Ages Vol 23: Sega Memorial Collection")
* Computers :
MSX (1985)
* Others :
Mobile Phones (2004 as "Penguin Love")
$end
$info=dominob,
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Domino Block (c) 1996 Wonwoo Systems.
$end
$info=domino,
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Domino Man (c) 12/1982 Bally Midway.
The player controls Domino Man, a bespectacled, moustachioed artist who must set up a chain of giant dominoes across the screen, to form a chain of dominoes which can then be toppled.
The dominoes must be placed on sites marked by black spots, achieved by simply running over each spot. Once all of the spots are covered with a domino, the chain is complete. The player will then have the choice of either knocking them all down to clear the level, or simply wait for a few seconds to continue to the next screen, in hope of completing the chain on THAT level, and so on. In this way, the player can set up several chains and knock them all down in one fell swoop, earning many bonus points in the process. Multiple chains are, of course, very difficult to achieve.
Domino Man's progress is hampered by a neighborhood bully who walks onto the screen and tries to knock over the first dominoes he comes across. The player must either try to complete and topple the chain of dominoes before the bully knocks them over, or hit the bully with a domino; causing the bully's trousers to fall down and disabling him for a few seconds. A killer bee also appears, and if it manages to sting the player, a life is lost. A bag lady and a boy pushing a shopping cart wander blindly around the levels, occasioanlly knocking over some of the dominoes. Domio Man can hit them, however, causing them to change direction.
Once a game is over, a poem is displayed on-screen to evaluate the player's performance on the game. For example :
Roses are red
Or so goes the verse,
You set up fifty-two
You could have done worse.
- TECHNICAL -
The game uses the standard Midway-style cabinet for that era. In addition to pictures of dominoes around the monitor, the lower front portion of the cabinet (around the coin door) sports several large vacu-molded plastic dominoes.
Bally Midway MCR 2 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The main character in the game (as well as the bartender in "Tapper" and one of the lumberjacks in "Timber") is based on a Marvin Glass employee named Mike Ferris who had the same mustache and bald head and wore a red T-shirt all the time.
Jeff Peters holds the official record for this game with 757,063 points on September 4, 1983.
A Domino Man machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed by : Marvin Glass
Programmed by : Richard, Elaine Ditton
Graphics by : Scott Morrison
$end
$info=dominos,
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Dominos (c) 01/1977 Atari.
An old strategy game where players place dominos in an attempt to cause their competitor to run into their trail. Play begins slowly, but speeds up as time progresses. Players change direction based upon their button presses.
- TECHNICAL -
Game ID : 007305
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4
Players : 2
Control : 4-way joystick
- TRIVIA -
A Dominos unit appears in the 1978 movie 'Jaws 2'.
- STAFF -
Designed and programmed by : Dennis Koble
Design and programming assistant : Chris Downend
$end
$info=dommy,
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Dommy (c) 1983 Technos.
A maze game.
- TECHNICAL -
Main CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 248 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=ddenlovr,ddenlovb,
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Don Den Lover Vol. 1 (c) 1996 Dynax.
A Japanese boardgame.
- TECHNICAL -
Game ID : '113'
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=ddenlvrj,
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Don Den Lover Vol. 1 - Shiro Kuro Tsukeyo! (c) 1995 Dynax.
$end
$info=dondenmj,
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Don Den Mahjong (c) 10/1986 Dyna Electronics.
A [BET] style mahjong game where the more you bet, the more the ladies strip.
- TECHNICAL -
Game ID : 03
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : mahjong keyboard
$end
$info=dondokod,dondokdu,dondokdj,
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Don Doko Don (c) 07/1989 Taito.
A platform game where you play a bearded dwarf with a mallet as your only weapon. Very abstract colors, talking trees, cute graphics and sounds. The object is to defeat all the enemies and advance to the next round which reveals more and different enemies.
- TECHNICAL -
Taito F2 Expanded hardware
Board Number : M4300131A
Prom Stickers : B95
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Don Doko Don - PCCB-00008) on 21/10/1989.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Teddy Bear cheat : in the demo mode during the attract mode (not the tutorial), press 3 times the attack button and a cute picture of a bear will appear in the left bottom of the screen.
- SERIES -
1. Don Doko Don (1989)
2. Don Doko Don 2 (1992, Nintendo NES)
- STAFF -
Producers : Seiji Kawakami, T. Matumoto, H. Sakoh
Software : Kazutomo Ishida, Masaya Kinoshita
Characters : Seiji Kawakami, Yukiwo Ishikawa, Yukio Abe (Y. Abechan), Minori Ishino, Kazuhiro Numata, Kohzoh Igarashi, Tetsuya Shinoda, V.A.P.
Sound (Zuntata) : Masahiko Takagi, Yasuko Yamada
Hardware : K. Fugimoto, Who Manchu
Designers : Hiroyasu Nagai, V.A.P.
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Famicom (1990)
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=dkong,dkongo,dkongjp,dkongjo,dkongjo1,
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Donkey Kong (c) 1981 Nintendo.
An absolutely legendary arcade game in which the player takes on the role of Jumpman - who would be renamed 'Mario' and go on to become a gaming legend - and must battle his way to the top of each level to rescue his beloved Pauline; who has been kidnapped by the evil giant ape, Kong.
Jumpman is controlled with a the joystick and the JUMP button and must be jump over and avoid rolling barrels thrown by Kong; jumping over fireballs and cement tubs and avoiding bouncing rivets as he traverses the levels; moving along girders and conveyor belts and utilizing ladders and elevators. For additional points, Jumpman can collect umbrellas, hats, purses and other bonus items that the girl has dropped on her way to the top of the building. The player can also grab a hammer (by jumping up to it) to smash barrels, fireballs, and cement tubs which earns the player additional bonus points. The hammer can only be used for a limited amount of time, however.
On the Girder, Elevator and Conveyor Belt levels, whenever Jumpman reaches Pauline, Donkey Kong will grab her and carry her off to the next higher level. But on the Rivet level, Jumpman must remove all the rivets on each and every floor by running or jumping over them. After all the rivets are removed, Donkey Kong will fall head first onto a stack of girders and be knocked out and then Jumpman and Pauline will be together again for good. The game then starts over again with an increased difficulty level.
- TECHNICAL -
Donkey Kong machines came in one of four different cabinets. Two flavors of upright machines, plus a cabaret, and a cocktail thrown in for good measure. The cocktails and cabarets were mostly black and woodgrain, and not excessively decorated. But the upright versions were. The red upright versions are actually "Radarscope" cabinets that have been factory converted to Donkey Kong. These are fairly rare (even though they were supposed to be the only Donkey Kong machines), and feature slightly different game-play. The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style side-art (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game).
Main CPU : Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.606061Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Released in July 1981.
Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly. After winning a couple of lawsuits, Nintendo licensed out Donkey Kong to other manufacturers who created the table top games.
Donkey Kong introduced a number of wholly original game-play ideas to the platform genre. It was the first ever game to feature multiple play-fields, for example. It was also the first game that allowed players to jump over objects. Its creation came about due to the commercial failure of another game called "Radarscope". A consequence of which was an excess of redundant arcade cabinets. In an attempt to limit their losses, Nintendo commissioned Donkey Kong and history was made.
The Jumpman character was renamed Mario after Mario Segali, the landlord of Nintendo of America's first warehouse location in Seattle (thought it was debated whether this occurred before or well after the game was released). Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic. Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'separate' to his torso was to have them as a different color - hence he wears 'dungarees'. The mustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds.
The game was originally going to be called 'Monkey Kong' but, as with "Continental Circus", a mistake during the translation process from Japanese to English resulted in the now legendary name. The game's creator, the equally-legendary Shigiru Miyamoto denies this story to this day - claiming that the naming is deliberate as he wanted an animal name that would capture the 'stubborn' nature of the Kong character (as in 'stubborn as a mule'). Few within the industry believe this explanation, however.
About 60,000 units were sold in the U.S. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever.
Steve Wiebe holds the official record for this game with 947,200 points on March 2, 2002.
Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album.
A Donkey Kong unit appears in the 1983 movie 'WarGames', in the 1984 movie 'Gremlins' and in the 1985 movie 'The Heavenly Kid'.
A Donkey Kong machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The game-board is laid out like the video game's ramp stage. 'Can You Battle Donkey Kong And Save the Fair Maiden?'.
Donkey Kong also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. Donkey Kong's voice was provided by actor/comedian Soupy Sales.
- UPDATES -
Originally both the US and Japanese versions asked us 'How high can you try?'. This was quickly grammatically corrected to ask the familiar 'How high can you get?'.
The game does end, as it has a 'kill screen'!. The timer in level 22 expires so quickly, that the first stage cannot be completed.
A 'speed-up' kit was released disallowing barrels coming down the ladder if you were at the top of it (SEE TIP BELOW).
The Japanese version has all 4 screens displayed in their original, logical order 1-2-3-4.
For the US version they changed it to match the 'How high can you try/get?' theme. With the screen order as follows :
L1 1-4
L2 1-3-4
L3 1-2-3-4.
L4 1-2-1-3-4
L5 1-2-1-3-1-4
L6 through L21 all remain the same as L5
L22 1 (Kill screen).
There is this text in one of the roms of the Japanese version :
CONGRATULATION !IF YOU ANALYSE DIFFICULT THIS PROGRAM,WE WOULD TEACH YOU.*****TEL.TOKYO-JAPAN 044(244)2151 EXTENTION 304 SYSTEM DESIGN IKEGAMI CO. LIM.
- SCORING -
Jumping over barrels, fires, or pies :
1 item jumped : 100 points
2 items jumped : 300 points
3 or more items jumped : 800 points
* Sometimes jumping over one or more objects scores no points.
* Sometimes scoring can occur when objects are next to or behind the player when jumping (especially the springs on the elevator level).
Destroying objects with the hammer :
Orange barrels : 300 points
Blue barrels, fires, and pies : 300 or 500 or 800 points
Picking up the purse, hat, or umbrella :
Level 1 : 300 points
Level 2 : 500 points
Level 3 and above : 800 points
Running over a rivet : 100 points
Jumping close to Kong on rivet level : 100 points
When each level is completed, the player receives the points shown in the bonus box.
Starting bonus points :
Level 1 : 5000 points
Level 2 : 6000 points
Level 3 : 7000 points
Levels 4 through 21 : 8000 points
Level 22 (kill screen) : 4000 points (shown)
* The timer on level 22 behaves strangely. When the stage first comes onscreen, the timer reads 100. Then it changes to 4000 when jumpman appears. It then counts down to 3700 and stays there for a few seconds, then jumpman dies for no apparent reason, presumably due to a bug in the game’s timer code.
- TIPS AND TRICKS -
* When you start the game, Mario will start at the fire barrel on the bottom level of the Girders. Your job is to navigate him to the top so that he can progress to the next levels. Here are some strategies for each level...
* GIRDER :
1) On Level 01, the Girders are pretty easy. Donkey Kong will start the show by dropping a barrel into the fire barrel igniting it. After a couple of seconds, a Fire Monster will jump out and dance about. On the later Girder screens, Donkey Kong will throw the barrel diagonal toward the lower right corner. If you are running toward that ladder, you and the barrel may have an unexpected encounter. On the later levels, it's better to hesitate briefly, then start running so you can jump that barrel.
2) Donkey Kong releases a barrel about every 2 seconds. This does not mean, however, that the barrels will all come at you at a uniform rate. Some barrels will fall down the ladders, whether they are broken or not, before reaching the end of a platform. This can cause the barrels to bunch up in 2's, 3's, and even 4's. Be wary when attempting to jump too many barrels since you don't have the horizontal range to jump too many.
3) Also remember to have enough overhead clearance when jumping barrels. If Mario's head goes above the platform above, he may hit a barrel rolling down that platform. This problem is especially true at the ends of the platforms.
4) In the later levels, the barrels seem to go for Mario. To offset this a bit, go just a little past a ladder. The barrel may drop giving you an opening at a ladder farther down the platform.
5) The hammer can be either your greatest friend or your worst hindrance. It lasts anywhere from 5-7 seconds. Here are some hammering tips :
a) Remember, you cannot jump or climb ladders when you have the hammer.
b) Be wary of trying to hammer barrels that are close together. You will take out the first barrel, but the second barrel will get you when Mario is swinging the hammer up. It's better to do a quick back and forth jog so that you can get the second barrel.
c) If Mario stands at the end of a platform so the one above is right above his head, he can destroy barrels before they drop to his level. Again, watch out for how much hammering time you have or a barrel may drop on you right when your hammer goes away.
6) If there is a barrel coming down the platform above and you are about ready to climb a ladder, wait for a moment. If you are on the ladder, the barrel may decide to take a short cut and land on your head. This becomes more prevalent in the higher levels.
7) As you proceed into the higher levels, Donkey Kong does not always play fair. He has a tendency to throw barrels diagonally or even to drop them to the next platform. Be ready to expect the unexpected at the later levels.
8) Although the Fire Monster on this screen is rather sedate, it still can pose a danger. If you take too long on the level, the Fire Monster will eventually climb the ladders to higher platforms so it is important to move up quickly and safely.
* RIVET : This is probably one of the easiest levels to go through...
1) There is no real pattern to taking out the rivets holding the girders. What you must really be wary of are the Fire Monsters. At the later levels, the Fire Monsters move quite a bit faster and they become more aggressive.
2) One tactic is to get on one side of the rivet. Right as a Fire Monster gets right next to Mario, jump backward over the rivet. You will gain 100 points and remove the rivet. Fire Monsters cannot cross the gap created by the missing rivet.
3) Make sure you don't accidentally jump into Donkey Kong when you are on the upper platform. This will lead to a premature end for Mario real quick.
4) You can jump into the side walls away from the girders and they will bounce you back onto the girder you were on. This move is usually for if you are surrounded by Fire Monsters and there is nowhere left to go.
* ELEVATOR : Probably the hardest level in Donkey Kong. It's the one that players have the most trouble with...
1) Mario will start out on the bottom of the leftmost girder. This level has a few hazards you must negotiate :
a) The gaps between the girders. A sure hand and jump at the right place will prevent tragedy.
b) The elevators themselves can be hazardous if you don't jump off in time. Mario will be caught in the gears either in the uppermost or lowermost girders.
c) The springs themselves are a hazard. If your timing is off, be prepared to have Mario squashed by a wayward spring.
2) There are two routes you can travel to get to the top : The upper and lower routes. All veteran Donkey Kong players know that the upper route is the best route but it takes a little skill. The reasons for the upper route are :
a) You don't have as many jumps to make.
b) If you take the lower route, you will have to cross the path of the springs twice. Once while traveling on the first set of girders and again when you cross over on the second set of girders.
c) These factors create a higher risk for Mario not to make it.
3) To navigate the top route, do the following :
a) Get on the first elevator (it is going up). When you almost get even with the top of the next girder to the right, jump onto it. If a Fire Monster is in the way, jump back to the top of the girder on the left.
b) From the top of that girder, get ready to jump on the next elevator (it is going down). When the elevator is slightly higher then the girder Mario is standing on, jump onto it. Without breaking stride (in other words, keep running), jump again to the third set of girders. Mario will have a pretty good arc since you ran him constantly. You should land on the top or second level of that girder.
4) Climb the ladder onto the girder that Donkey Kong is standing on and don't move. Mario will be right on the edge of that girder. The springs will get very close to Mario (basically shaving his nose) but they won't hit him.
5) When a spring basically scrapes Mario's nose, take off running toward the ladder to the platform with Pauline. This trick will require some timing. Run a little past that ladder then immediately turn around and go up the ladder. If this trick is done correctly, Mario will follow the spring that just bounced over him and beat the spring right behind it. This trick works on the later levels even when the springs are 'double-jumping'.
6) This level requires practice to perfect your techniques. Fortunately, there is only one elevator screen per level after the 03 level. Remember, Mario cannot survive long falls.
* PIE FACTORY : Another relatively easy screen. You just have to watch out for Fire Monsters and conveyer belts...
1) The conveyer belts have a tendency to change direction very quickly. So if you are just under a ladder, you may find yourself being moved in the wrong direction. You may want to jump toward the ladder to reduce this chance.
2) Watch out for the pies. They come up randomly and Mario will lose the battle if a pie hits him. The same goes for the Fire Monster that is born from the fire barrel.
3) If Mario goes off the edge of the screen on a conveyer belt he will lose that battle.
4) Any platforms that have circles on one or both of the ends are conveyer belts. That means the very bottom and third platforms are not conveyer belts. Plan your strategy accordingly.
5) Once you get up to the fourth platform, depending on what side you are on, you must make it to the telescoping ladders. You can hang on the ladder when it is retracted to avoid the pies. Just make sure the Fire Monster isn't around to harass you. Once the ladder extends to the next platform, climb it.
6) On this level, you don't have to climb the ladder to the platform Pauline is on. All you have to do is make it to the platform that Donkey Kong is on.
7) As in the elevators, Mario cannot survive long falls such as the distance between platform 3 and 2.
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- STAFF -
Designed by : Shigeru Miyamoto
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi
- PORTS -
* Consoles :
Colecovision (1982) : Does not have the Pie Factory screen, but a rare "Super" offering does. The Elevator screen does not have the springs; it has one or two Fire Monsters on Donkey Kong's level instead.
Mattel Intellivision (1982) : Has only the Girder and Rivet screens.
Atari 2600 (1983) : Has only the Girder and Rivet screens.
Atari XEGS
Atari 7800 (1988) : Does not have the Pie Factory screen.
Nintendo Famicom (1986) : Does not have the Pie Factory screen.
Nintendo Famicom (1988, "Donkey Kong Classics") : Nintendo Famicom's 1986 offerings of both "Donkey Kong" and "Donkey Kong Jr." in one cartridge.
Nintendo Game Boy (1994) : features multiple stage settings, starting with the original four.
Nintendo 64 (1999, "Donkey Kong 64") : unlockable extra.
Nintendo Game Boy Advance (2002, e-Reader Series)
Nintendo Game Boy Advance (2004, Famicom Mini Series) : Identical to Nintendo Famicom's 1986 offering; does not have the Pie Factory screen.
Nintendo Famicom Disk : Does not have the Pie Factory screen.
Nintendo Wii (2006, "Virtual Console")
* Computers :
Tandy Color Computer (1982, "Dunkey Munkey")
Tandy Color Computer (1982, "Donkey King")
Tandy Color Computer (1983, "The King")
Tandy Color Computer (1983, "Monkey Kong")
PC [Booter] (1983)
PC [Booter] (1983, "Gorilla Gorilla", a part of the "Friendlyware PC Arcade" suite) : Uses ASCII characters for graphics. Offers 3 different types of games: Game 1 is the traditional - You start on the Girder screen. Game 2 - You start on the Rivet screen. Game 3 - You start on the Elevator screen. The Pie Factory screen is omitted.
Commodore VIC-20 (1983)
Apple II (1983)
Atari 800 (1983)
Commodore C64 (1983)
TI99/4A (1983, "Donkey Kong", Atarisoft)
BBC B (1984, "Killer Gorilla" - Micropower)
Acorn Electorn (1984, "Killer Gorilla" - Micropower)
Amstrad CPC (1986)
Sinclair ZX Spectrum (1983, "Kong" - Ocean)
Sinclair ZX-Spectrum (1986, "Donkey Kong" -Ocean) : is slightly closer to the original Arcade game than Ocean's earlier offering from 1983, "Kong". Making their 1986 version probably the second worst conversion of Donkey Kong ever sold!
MSX
PC [MS-DOS] (1997, "ChampKong" - CHAMProgramming)
* Others :
VFD handheld game (1982) released by Coleco.
LCD handheld game (Game&Watch) released by Nintendo : double screen.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
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Donkey Kong 3 (c) 1983 Nintendo.
The 3rd and final arcade outing for Donkey Kong sees the giant ape once again cast as the enemy. Unlike the first 2 Kong games, the legendary character Mario doesn't feature, with the player taking on the role of 'Stanley', a gardener who is armed with a bug spray with which he must destroy the swarms of insects that attack Stanley and try to steal his plants.
Each level has five plants that must be protected. Stanley must also spray Kong to force the ape to the top of the screen and complete the level.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1 (SPRAY)
- TRIVIA -
Released in October 1983, Donkey Kong 3 was Nintendo's 3rd arcade featuring the hapless ape.
This game came out at the time of the big arcade game collapse. Companies such as Atari, Konami, and Taito saw a drastic reduction in sales for their arcade machines. Smaller arcade companies such as Centuri (producer of "Pleiades" and "Phoenix") simply went out of business. Although some notable games such as "Cloak and Dagger", "Track and Field", and "Elevator Action" were released, none of them had strong sales. Donkey Kong 3 was no exception to what was going on.
First of all, Donkey Kong 3 changed the look of their game. Second, Instead of Mario, they now used Stanley the Exterminator (This is the only Nintendo game to feature the character of Stanley). Unfortunately, Donkey Kong 3 was not well received at the arcades and did pretty poorly in sales. It did develop a cult of games who remained loyal to the Donkey Kong series, but it never offered any serious competition.
Lloyd Bromola holds the official record for this game with 2,132,100 points on June 27, 1985.
A bootleg was made by Kazutome in 1984 on the "Donkey Kong Junior" hardware!
- SCORING -
Beespy : 100 points
Buttifly (Blue Bee) : 200 points
Saving a Plant : 400 points + bug's value
Caterpillar : 400 points
Moth : 700 points
The Queen Bee's scoring depends on how many Beespies are escorting her :
Queen Bee with no escorts : 400 points
Queen Bee with one escort : 700 points
Queen Bee with two escorts : 1000 points
You get 500 points per plant saved. If you save all the plants in consecutive levels, you get the following bonus :
First two consecutive levels (at this point, plants are not all full size) : 2000 points.
Third consecutive level onward (saving all plants after all 5 have grown to full size) : 5000 points.
If you lose a plant, you will get no plant bonus. Afterward you'll have to grow a new plant, resetting the plant bonus to 2000.
You also get the remaining bonus points added to your score when you complete a level. The bonus points start off at 8000.
- TIPS AND TRICKS -
* When you start the game, Stanley will start at the bottom, middle of the screen. You job is to move him up to push Donkey Kong out of the area and to defend against the various insects that will plague Stanley. Using the joystick, you can easily navigate on the platforms as long as there is a platform above and below Stanley. Use this ability to maneuver to keep out of harms way.
* Your big goal is to prevent the insects from getting all of your plants. If you lose all of your plants, you lose the game. If you do happen to lose a plant, it takes two levels to grow another one.
* Some players use this to their advantage in order to increase their scores. They let the insect capture the plant, then they shoot the insect to get both the plant and insect bonus. In addition, they collect the bonus for having all five plants at the end of the level.
* When using the regular bug spray, you will have to go to the top of the platformed area and jump up to force Donkey Kong higher while defending yourself against the insects.
* Keep in mind, that the bug spray you start with is pretty weak; both in terms of range and power. Your immediate goal is to get Donkey Kong far enough up the ropes so that the super-bug spray can gets dropped. This will enable you to hit him from the bottom of the platforms and give you more running room to avoid the insects. Keep in mind, this super-bug spray only last for that level.
* The above will be especially crucial during the Caterpillar levels. The bug spray merely causes the Caterpillars to choke and cough and it doesn't kill them. Instead, you may end up creating a wall of choking Caterpillars that block your line of fire from Donkey Kong. Make sure you fire in-between the four rows of Caterpillars.
* You will note that on the Temple levels, there is no middle level, per se. Instead, you must work your way around to the right or left to get to the top platform. This delay could prove crucial since you will have to be very wary of the insects that will have had a head start on you.
* In the Caterpillar level, Donkey Kong likes to throw coconuts down on Stanley. There is a pattern to his throwing. He will first throw one to the left, then one to the center, then one to the right. The left and right coconuts that are thrown are aimed at the beehives, which will release a Beespy or Buttifly.
* In the later levels, after 18, for the non-Caterpillar levels, the pattern is a little different regarding the coconut throwing. Donkey Kong will throw a coconut to the right, then the left, then to the center.
* As you progress further into the levels, the insects become faster and more aggressive. As a matter of fact, after level 15, their shots are much more accurate when they shoot at Stanley. Also, the insects that don't shoot will home in on Stanley. This will require good joystick control if you are to survive.
* Be aware that the Queen Bees explode into shrapnel when killed. Four pieces will radiate downward. Most of the time, if you are centered under them, the shrapnel will go around Stanley. If you are moving, though, be aware that even though you killed the Queen Bee, you will still have to deal with the aftermath.
* Watch for patterns on the Jungle and Temple levels. The bees have a pattern when they swarm from their hives and come down to attack. Even on the later levels, when extra bees are involved in the attack, they still show patterns. Use this to your advantage.
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- STAFF -
Designed and programmed by : Shigeru Miyamoto
- PORTS -
* Consoles :
Nintendo Famicom (1984)
Nintendo Game Boy Advance (2003, "e-READER Series")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
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Donkey Kong Jr. (c) 08/1982 Nintendo.
Something of a role reversal for this superb sequel to the seminal 1981 platform-based original, with Mario now cast as the villain (the only Mario game in which this occurred) and Donkey Kong the captured victim.
Donkey Kong's son, DK Junior, must rescue his captured father from Mario's clutches by climbing and jumping his way over vines, chains and platform before he can reach his father. Junior has to race against time while avoiding the horrible Snap jaws and birds released by Mario.
Like the original, Donkey Kong Jr. features 4 different screens, but in the US versions, the first and second screens are repeated before the final 2 screens are reached. In the Japanese versions, all 4 screens are played in their logical order.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
This game is also known as "Donkey Kong Junior".
The song that is played before the play is Bach's 'Toccata and Fugue in D Minor'.
The song that is played during the 'Keep Going to Mario's Hideout - Be Careful' cut scene that preceeds the electric lightbolt field is the 'Can-Can'.
Steve Wiebe holds the official record for this game with 1,004,000 points on September 10, 2002.
Two Donkey Kong Jr. machines were showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
A bootleg of this game runs on the "Moon Cresta" hardware.
Donkey Kong Jr. also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby and Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.
- UPDATES -
The Donkey Kong Jr. boards (Japan) have all 4 screens displayed in their original, logical order 1-2-3-4.
On the Donkey Kong Junior boards (US), they changed it to match the original Donkey Kong's 'How high can you try/get?' theme. With the screen order as follows :
L1 1-4
L2 1-2-4
L3 1-3-4
L4 1-2-3-4
L5 onward remain the same as L4
The Japanese versions allow you to enter a name up to twelve letters.
The US versions only allow you up to three letters.
On the bootleg version, the name on highscore table are different.
- SCORING -
Jump over one opponent : 100 points
Jump over two+ opponents : 300 points
Push key in lock : 200 points
Pick a fruit : 400 points
Hit 1st opponent with fruit : 800 points
Hit 2nd opponent with fruit : 1200 points
Hit 3rd+ opponent with fruit : 1600 points
- TIPS AND TRICKS -
* Slow Down : This trick is not really useful, but it has a comical effect. On the first level, climb to the top of the two vines at the far right edge of the screen. Then, with one hand on each vine, push up against the top of the screen and hold the joystick forward. All of the action on the screen will slow to snail's pace until you release the joystick.
* Infinite Play : This trick allows player 1 to earn an infinite number of extra turns, at the expense of player 2's game. Player 1 just plays a normal game but each time player 2 has a turn he must perform a trick that costs him that turn and earns each player an extra turn. If player 2 can do the trick every time, player 1 will always have extra turns to play with and player 2 will always have at least one turn left to perform the trick the next time around. At the beginning of the first level, Junior appears on a platform in the lower left corner of the screen, as shown above. Walk to the right edge of this platform, and move as far right as possible without falling off. Only Junior's heel should still be on the platform. Wait at the edge of the platform and watch for a blue Snapjaw to come down the first vine to the right. As soon as the Snapjaw leaves the end of the vine to fall in the water, jump toward him. You should hit the Snap jaw at the same time it hits the water. If you timed your jump correctly, your turn will be over but both players will be awarded an extra turn. You can then play normally (as player 1) until player 2's turn comes up again and you must repeat the trick.
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Jr. (1982)
3. Donkey Kong 3 (1983)
- STAFF -
Designed and programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1983)
Atari XEGS
Nintendo Famicom (1986)
Nintendo Famicom (1988, "Donkey Kong Classics")
Atari 7800 (1988)
Nintendo Famicom Disk
Nintendo Game Boy Advance (2002, e-Reader Series - NES version)
Nintendo Wii (2006, "Virtual Console" - NES version)
* Computers :
Atari 800 (1983)
* Others :
LCD tabletop game (1983) released by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc). It can't be played in the dark like the VFD games.
LCD tabletop game released by Nintendo (Game&Watch).
$end
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Donkey Kong Junior (c) 1982 Nintendo.
Something of a role reversal for this superb sequel to the seminal 1981 platform-based original, with Mario now cast as the villain (the only Mario game in which this occurred) and Donkey Kong the captured victim.
Donkey Kong's son, DK Junior, must rescue his captured father from Mario's clutches by climbing and jumping his way over vines, chains and platform before he can reach his father. Junior has to race against time while avoiding the horrible Snap jaws and birds released by Mario.
Like the original, Donkey Kong Junior features 4 different screens, but in the US versions, the 1st and 2nd screens are repeated before the final 2 screens are reached.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Released in August 1982.
This game is also known as "Donkey Kong Jr.".
The song that is played before the play is Bach's 'Toccata and Fugue in D Minor'.
The song that is played during the 'Keep Going to Mario's Hideout - Be Careful' cut scene that preceeds the electric lightbolt field is the 'Can-Can'.
A Bootleg of this game is called "Junior King".
Donkey Kong Junior also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.
- UPDATES -
The Donkey Kong Jr. boards (Japan) has all 4 screens displayed in their original, logical order 1-2-3-4.
For the Donkey Kong Junior boards (US), they changed it to somewhat match the original Donkey Kong's 'How high can you try/get?' theme. With the screen order as follows :
L1 1-4
L2 1-2-4
L3 1-3-4
L4 1-2-3-4
L5 onward remain the same as L4
The Japanese version allow you to enter a name up to 12 letters.
The US version only allow you up to 3 letters.
- SCORING -
Jump over one opponent : 100 points
Jump over two+ opponents : 300 points
Push key in lock : 200 points
Pick a fruit : 400 points
Hit 1st opponent with fruit : 800 points
Hit 2nd opponent with fruit : 1200 points
Hit 3rd+ opponent with fruit : 1600 points
- TIPS AND TRICKS -
* Slow Down : This trick is not really useful but it has a comical effect. On the first level, climb to the top of the two vines at the far right edge of the screen. Then, with one hand on each vine, push up against the top of the screen and hold the joystick forward. All of the action on the screen will slow to snail's pace until you release the joystick.
* Infinite Play : This trick allows player 1 to earn an infinite number of extra turns, at the expense of player 2's game. Player 1 just plays a normal game but each time player 2 has a turn he must perform a trick that costs him that turn and earns each player an extra turn. If player 2 can do the trick every time, player 1 will always have extra turns to play with and player 2 will always have at least one turn left to perform the trick the next time around. At the beginning of the first level, Junior appears on a platform in the lower left corner of the screen, as shown above. Walk to the right edge of this platform, and move as far right as possible without falling off. Only Junior's heel should still be on the platform. Wait at the edge of the platform and watch for a blue Snapjaw to come down the first vine to the right. As soon as the Snapjaw leaves the end of the vine to fall in the water, jump toward him. You should hit the Snap jaw at the same time it hits the water. If you timed your jump correctly, your turn will be over but both players will be awarded an extra turn. You can then play normally (as player 1) until player 2's turn comes up again and you must repeat the trick.
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- STAFF -
Designed and programmed by : Shigeru Miyamoto, Masao Yamamoto, Kenji Nishizawa, Masayoshi.O, H. Hoshino
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi
- PORTS -
NOTE : In most of these ports, this title uses the abbreviation 'Jr.' instead of fully spelling out 'Junior'.
* Consoles :
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1983)
Atari XEGS
Nintendo Famicom (1986)
Atari 7800 (1988)
Nintendo Famicom (1988, "Donkey Kong Classics")
Nintendo Game Boy Advance (2002, "e-Reader Series")
Nintendo Wii (2006, "Virtual Console" - NES version)
* Computers :
Atari 800 (1983)
Tandy Color Computer (1983, "Junior's Revenge")
Tandy Color Computer 3 (1986, "Return of Junior's Revenge")
* Others :
LCD tabletop game (1983) released by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc.). It can't be played in the dark like the VFD games.
LCD tapletop game released by Nintendo (Game&Watch).
$end
$info=donpachi,donpachk,donpacjp,donpackr,
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DonPachi (c) 1995 Atlus / Cave.
An excellent vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : ATC01DP
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in November 1995.
Distributed by Atlus, this is the first Cave game.
Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoiea for the firing of guns...
The plot of this game is quite 'cheesy' : you fight your own comrades in order to become the ultimate fighter, the 'DonPachi elite team!'.
Kenichi Takano and Tsuneki Ikeda (see Staff section) were ex-Toaplan employers. It seems that Tsuneki Ikeda was one of the programmers behind "Truxton", hence the red/blue/green ships colour (for player1 of course :). He should also be the 'Ikeda in Maeba' guy appearing in Batsugun's credits.
Note : read vertically, the highscore table says 'TOAPLAN FOR EVER'.
At the second loop all targets destroyed releases bullets towards your ship.
The 'Engrish' text that appears against the 'WARNING' message upon approaching a boss reads : THIS IS NOT SIMILATION. GET READY TO DESTOROY THE ENEMY. TARGET FOR THE WEAK POINTS OF F**KIN' MACHINE. DO YOUR BEST YOU HAVE EVER DONE.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Bee Medals : there are 13 bee medals hidden in each stage. If you cross the location of a hidden bee medal with your bullets or your laser, it starts to blink. Only the head of the laser weapon frees it, so you can capture it after.
1st medal is worth 100 points, 2nd medal 200, 3rd 400, then 800, 1000, 2000...
If you miss a medal, the chain breaks and counting restarts. In case you manage to collect all bee medals of a stage, the 13th medal increases it's value stage by stage up to 1'000'000 points.
* Hits : if you destroy multiple targets within an very short time range (indicated by a green colored bar), a hit counter starts and after 10 hits it will be visible in large letters. Once your hits are too slow, the counter stops and disappears.
- SERIES -
1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonpachi Dai-Ou-Jou (2002)
- STAFF -
Producer : Kenichi Takano
Programmers : Tsuneki Ikeda, Toshiaki Tomizawa, H. Uchida, Ryuichi Yabuki
Graphic designers : A. Aburatani, K. Asaba, J. Fujisaku, R. Nitta, Naoki Ogihara
Sound : Ryuichi Yabuki
- PORTS -
* Consoles :
Sony PlayStation (1996)
Sega Saturn (1996)
$end
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Dorachan (c) 1980 Craul Denshi.
An early maze game.
- TECHNICAL -
Main CPU : Z80 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : 8-way joystick
Buttons : 1
$end
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Dorodon (c) 1982 Falcon.
A maze game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Many popular musics appear on this game.
- PORTS -
* Computers :
MSX (1984)
$end
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Dottori Kun (c) 1990 Sega.
A tiny maze game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This is a game that Sega used to test the hardware, it was developing during the late 1980s through the early 1990s. It's a very small board (about 10cm x 10cm). It was never fully developed or intended to be released to the public.
- UPDATES -
There is a new version and an old version. The old version has a white background and all sprites are in black, the new version reverses that.
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Dou Di Zhu (c) ???? Unknown.
- TECHNICAL -
Main CPU : SE3208 (@ 43 Mhz)
Sound Chips : VRender0 (@ 43 Mhz)
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Double Axle (c) 1991 Taito.
Monster Truck racing game.
- TECHNICAL -
Taito Z System hardware
Game ID : C78
Main CPU : (2x) 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : Steering wheel
Buttons : 6
- TRIVIA -
Released in September 1991.
This game is known in Japan as "Power Wheels".
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Double Cheese (c) 1993 HAR.
- TECHNICAL -
Main CPU : 68000 (@ 14.31818 Mhz), M6809 (@ 1.25 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65534
Players : 2
Control : trackball
Buttons : 4
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Double Dealer (c) 1991 NMK.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
$end
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Double Dragon (c) 1987 Technos.
Martial arts masters Billy and Jimmy Lee (two brothers) must defeat the savage street gang known as the 'Black Shadow Gang to rescue Billy's kidnapped girlfriend, Marion. Standing between the brothers and their girlfriend are four huge, colorful and varied levels; each populated with a wide variety of thugs. Many of the game's enemies carry weapons (knives, baseball bats etc.) and should Billy or Jimmy manage to knock the weapons from the enemies' hands, the heroes can pick the weapons up and use them against the enemies.
Double Dragon was a huge success due to the many game-play innovations it brought to the genre (see TRIVIA for details), but it demonstrates its final moment of inspired genius at the very end of the game. Should both players still be alive after the final boss has been defeated, they will have to fight each OTHER. The winner of this fight will be the one who wins Marion's affections.
The Black Shadow Gang is made up of six distinct warriors - plus Willy, the game's final boss - and each is different from the others in both physical appearance and fighting style. As such, the game-play never feels repetitive. The Black Shadow gang consist of the following fighters :
* Williams - A generic street punk. Not very strong but he wields a variety of weapons such as baseball bats, dynamite and daggers.
* Lopar - He is a bit stronger than Williams and likes to throw objects such as oil drums, rocks and boxes.
* Lindas - Female punk who usually carries a whip. She's not very strong and appears less often than the other enemies.
* Bolo - A tall, big-muscled bald guy. He's very strong and likes to pick up and throw the two brothers.
* Abobo - The first boss, who closely resembles to 'Mr. T', the famous character from the popular eighties TV show, 'The A-Team'. He's very much like Bolo. A green version of Abobo appears in the end of Mission 3.
* Jeff - The second boss. This guy looks just like one of the brothers and is every bit as good. A real challenge.
* Willy - The game's final boss, armed, somewhat unfairly, with a machine-gun.
- TECHNICAL -
Behind a clear front glass, the dedicated cabinet has a decorative cardboard frame surrounding the monitor that includes instructions for game play. The cardboard frame is usually two sided. There is the TAITO design on one side and the Double Dragon design on the other. The marquee and control panel art features a drawing of a dragon and pictures of Billy and Jimmy Lee. The control panel includes their names. Most cabinets used blue buttons for player one and red buttons for player two, but a middle release cabinet used yellow buttons for both players and used thicker bezel glass with white plastic protectors along its outer edges. The side art features the name TAITO at the top with a Y-shaped pattern of lines in red, white, gray, and black. The first cabinets of Double Dragon had a different color combination for the side art. The black part of the side art was orange and the gray part was yellow. The cabinet features a lockable pullout drawer at the bottom that contains the power supply and game-boards.
Game ID : TA-0021
Main CPU : HD6309, HD63701
Sound CPU : HD6309
Sound Chips : YM2151, (2x) MSM5205
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 57.44 Hz
Palette colors : 384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in August 1987.
Licensed to Taito for manufacture and distribution (Prom Stickers : 21J) in America and Europe (July 1987).
Double Dragon may not have been the world's first scrolling beat-em-up (that accolade belongs to Irem's "Kung-Fu Master", released in 1984) but it is the world's first CO-OPERATIVE fighting game and as such defined its era. The varied, multi-colored sprites and hugely detailed backdrops - married to instinctive, one or two-player game-play - was something that had never really been seen in the fighting game before and Double Dragon quickly became a legend in its own right. The game would be the inspiration for an entire genre and classics such as Capcom's "Final Fight" owe a huge debt of gratitude to the Technos legend. The game was such a huge hit, that when the home version finally came out, the game box advertised, 'You'll never have to stand in line to play Double Dragon again!'.
Double Dragon was designed and written by just three people, all of whom, prior to joining Technos, were with Data East and had worked on another arcade fighting legend, 1984's 'Karate Champ'.
Double Dragon's hugely innovative game-play and superb graphics proved to be too ambitious for the host Technos hardware and the game was plagued with the now notorious 'slowdown', that occurred whenever a large number of fighters appeared on-screen.
The game was originally designed as a 'Nekketsu Kouha Kunio-kun' sequel using the localized version ('Renegade') as a basis. On Stage 1, on the wall, above the second ladder of the stage, is a red billboard that says 'Kunio-kun' with a man in white. This is a reference to a character from Technos' 'Kunio-kun' franchise games such as 'Nekketsu Kouha Kunio-kun' (known as 'Renegade' in the West), 'Nekketsu Koukou Dodgeball-bu' (US 'Super Dodge Ball') and the NES classic, 'Downtown Nekketsu Monogatari' (US 'River City Ransom').
The kanji characters in the title screen are (in order) : 'Sou' (Twin) 'Setsu' (also pronounced 'Sai') and 'Ryuu' (Dragon).
The character names are loosely derived from the 1973 Bruce Lee film, 'Enter the Dragon'.
Double Dragon contained a number of bugs, most of which were never fixed despite several revisions of the ROM. The best known is a bug in the way enemies attack the player. Sportingly, enemies will not attack the player from behind, but will instead walk up to them and try to move past so they can attack from the front. Thus, by standing with your back to an enemy, it was possible to wait for them to get close and then elbow them in the face, without fear of being attacked. Another common bug was the 'infinite bouncing' bug. Due to the fixed way in which objects in the game would bounce off walls, trees etc, it was possible to drop an item between two tree stumps on the forest level, and it would bounce back and forth forever. In the first version of the game, this could happen to player characters who fell off either stump, the only way to continue the game being to allow the timer to run down. Another less serious bug was the ability to throw weapons from one level to the next. Usually, weapons were discarded at the end of a level. On some levels however, the transition to the next level was achieved simply by scrolling the screen one whole screen to the right, or down a cliff. By standing at the extreme right of the level and jumping just as it ended, the players character would drop their weapon in mid air, throwing it far enough to be picked up again once the screen had scrolled on.
Jason Wilson holds the official record for this game with 171,210 points on July 24, 1999.
Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Double Dragon - KHY1026) in cassette format on 02/1988.
A Double Dragon unit appears in the abysmal 1994 movie 'Double Dragon'.
A Double Dragon unit can be seen in Drake and Josh episode 'Movie Job', but the marquee reads 'Dragon'.
Tiger Electronics released a board-game based on this video game (same name) in 1989 : The winner is the first player to successfully fight his or her way around the game board to Jimmy's Hideout to rescue Marian. You will pass through the slum section, the industrial section, the forest section and the hideout section on the rocky road to victory.
Comic Book : During the latter half of 1991, Marvel Comics published a six-issue limited series (22 pages each) based on Double Dragon. This was the first of several Double Dragon tie-ins produced in the US under license by Tradewest. Written by Dwayne McDuffie for the first four issues and by Tom Brevoort and Mike Kanterovich during the last two issues. In the comic, Billy and Jimmy were the inheritors of a supernatural force known as the 'Dragon Force' and the first twins to share this power. Their main adversary in the comic was a demonic mob boss named Nightfall, who was previously a close friend of their parents and was responsible for their mother's death. The comic also featured Marian as a policewoman, a role she would later take in Super Double Dragon, as well as in the cartoon series. The most humorous or saddest aspect of the comic book, depending on how you look at it, was the introduction of Billy and Jimmy's long-lost father, a character by the name of Stan who bears the likeness of Stan Lee, although Stan's full name is never mentioned in the comic.
Cartoon : The Double Dragon cartoon was produced by DiC Entertainment and ran for 26 half-hour episodes between 1993 and 1995. The premise of the show had the Lee brothers separated at birth, with Billy being raised by a wise-man known as the Eldest Dragon. In contrast, his brother Jimmy was raised by the evil Shadow Master to become his right-hand man. As a result, the Lee brothers met each other as adversaries after being reunited as adults. However, by the end of the second episode, Jimmy is betrayed by the Shadow Master, which leads the brothers to set aside their difference and fight against the greater evil. The Lee brothers made use of magical swords which contained special powers and added ridiculous-looking dragon masks to the brothers' outfit. During the course of the series, the brothers recruited allies in their war against the Shadow Master. The voices of Billy and Jimmy were provided by Michael Donovan and Scott McNeil respectively.
Live-Action Movie : In 1994, a live-action Double Dragon movie was produced starring Mark Dacascos as Jimmy Lee and Scott Wolf as Billy Lee. It was directed by James Yukich and written by the team of Paul Dini (of Batman - The Animated Series and others) and Neal Shusterman.
- UPDATES -
* The original Japanese version by Technos has a different storyline than the one used by Taito in the international version. The Japanese storyline is more developed and does not use the Spike and Hammer aliases. Here it is :
In the year 19XX, half of the world was ravaged by a nuclear war and violence ruled the streets in America. One of the most violent gangs in America was called the Black Warriors, who ruled the streets with no mercy. Yet two siblings named Billy and Jimmy, trained in the arts of the Sousetsuken and owners of the Sousetsuken Dojo, were brave enough to face the Black Warriors. They taught their Martial Arts to their city and people gave them the nickname, the 'Double Dragon'. Among Billy and Jimmy's pupils, there was a female instructor named Marian, who was also Billy's lover. The Black Warriors wasted no time to capture her and lured Billy to their hideout. Now, Billy had to penetrate the Black Warriors to save his girlfriend and face against the boss of the Black Warriors, Willy, once and for all. Billy enlisted the help of his twin brother Jimmy in order to save Marian.
- TIPS AND TRICKS -
* Here's How To Get Infinite Points In Double Dragon : Level One, one player grabs the whip when it comes out. The other player relieves the enemy who walks out with a bat of that bat. But he does NOT kill that enemy. Continue moving on until you're at the end of stage one. At this point the player WITHOUT the whip grabs the now bat-less enemy. The other player finishes the stage. Note that when the boss man is dead, the clock stops running down. Then the player tortures the bat-less one with the whip. 200 points per pop, and the enemy will NEVER die. Switch to non-whip attack to kill him, and resume normal play.
* To easily get through the whole game, use the following strategy. When an opponent is coming towards you from one direction, face the opposite direction. When the enemy is at arm's length, do an elbow smash. The enemy will go flying forward. While the opponent is still on the ground, face away from him/her and repeat the process. Now, you can defeat enemies without them attacking. This strategy also works for bosses.
* Ghost Player : Notice that player one gets all the points for certain weapons. Notably the barrel, which is important because it is reusable. Should player one die, while player two is still alive, player one continues to get points for the barrel. If this gets him over the extra-man mark, he gets a ghost player, which is limited in the kinds of things he can do.
* Infinite Knives : When an enemy carrying a knife appears on the screen (NOT an enemy that picks up a knife, but one already carrying the knife when he appears), instead of taking the knife beating the enemy, hit the weapon, causing the enemy to drop it (or let it hit a wall). Doing this you will be able to pick up and use the knife against some other enemies, while the character bearing the knife will take out a new one so you can repeat the trick. You can use this same trick with dynamite.
* At the end of some levels you can throw your weapons onto the next stage. Normally you discard them, but you can cheat. This works well on level 1, for instance. When at the end of the level, just after you kill the boss, move to the extreme right of the level, as far as it will scroll. Jump up just as the level ends and scrolls to the next one, if you time it right you will let go of your weapon in mid air and it will fall onto the next stage where you can just about pick it up at the very left of the screen!
* Throw Objects Through the Levels : At the end of the second stage, where the elevator appears, move as far down as possible without falling. Now, when you drop weapons, or hit some enemies, these will fall off-screen instead of falling to the ground. If fallen objects like whips or knifes fall into a certain area (near the platform), you will find them when descending into level 3.
* Throw Enemies Into the Void : At the beginning of level 3 you will face two enemies; make them come as near to the left of the screen as possible, and throw them off-screen; they will die immediately as if falling into the 'void'.
* At the last level after the walls you will see two guys. Kill the first one and let the second guy on wait. Now you have only one guy in front of the door waiting for you. Just pass him by and when he comes turn fast and give him a punch to turn his head. Now you crash his head. To go back to normal you have to have a second player to catch his back.
* At the very end of the last stage you will notice the machine-gun man looking down on you nodding his head. Normally he will walk down when you have killed a few more hench men. Well if you can entice the BIG guy that throws you over his head towards the wall. Elbow him so he is on the ground facing the wall, at this point stand at his feet and he will throw you on the wall next to the machine gun man. You can then beat the crap out of the machine gun man with his gun on the wall still.
* How to kill the final boss (Willy) in just one hit (also useful to quickly kill the other enemies in the final part of the last level) : This trick requires a lot of dexterity and skill (and a bit of luck too, as it won't work if the enemies won't lean out enough) to be achieved. In the last level, after you kill the 2 Abobo that show up smashing the wall, exploit the edge near the wall on the left to lean out downwards as much as possible (you'd better do it here and now, as later on it will become almost impossible to lean out so much without falling), then move forward and keep fighting while remaining on this edge.
When Willy comes out of the steel door, wait for him to come down to the lower side of the screen; as soon as he leans out downwards enough, hit him and make him fall (be careful in using flying kicks, as you risk to fall on the spikes). If performed with the correct timing, Willy will NOT fall on the ground: he'll fall straight on the spikes, dying at once.
Note : if you use this trick on all the other enemies that show up before Willy, sometimes, after the final boss is thrown in the spikes, an enemy will jump out of the spikes, and fall on them straight afterwards.
- SERIES -
1. Double Dragon (1987)
2. Double Dragon II - The Revenge (1988)
3. Double Dragon 3 - The Rosetta Stone (1991)
4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)
5. Battletoads & Double Dragon - The Ultimate Team (1993, Nintendo Super NES)
6. Double Dragon V - The Shadow Falls (1994, Nintendo Super NES)
- STAFF -
Director & Producer : Yoshi Kishi
Programmers : Hiroshi Satoh, Tomoyasu Koga, Naritaka Nishimura, Hideshi Kaneda
Animation : Koji Ogata
Character designer : Koji Kai
BGM : Kazunaka Yamane
SFX : Kenichi Mori
Art staff : Kumiko Mukai, Mizuho Yama, Akemi Tasaki, Misae Nakayama, Masao Shiroto
Director & Game designer : Shinichi Saitou
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Sega Master System (1988)
Atari 2600 (1989)
Atari 7800
Nintendo Game Boy (1989)
Sega Mega Drive (1992)
Atari Lynx (1993)
Nintendo Game Boy Advance (2003)
Microsoft XBOX 360 (2007, "Xbox Live Arcade")
* Computers :
Commodore C64 (1988)
Commodore Amiga (1988)
PC [MS-DOS, 5.25''] (1988)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989) [Virgin Mastertronic - 128 Ko Disk version]
Amstrad CPC (1989) [Animagic - Spanish Version]
Atari ST (1989)
Commodore Amiga (1990, "Amiga Champions")
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
Amstrad CPC (1991) [Melbourne House]
* Others :
LCD handheld game (1989) released by Tiger Electronics : You have 3 lives to save Marian in 4 missions of increasing difficulty.
$end
$info=doubledr,
$Edit this entry at Arcade-History.com
$bio
Double Dragon (c) 1995 Technos.
10 Double Dragon alumni, including the inflatable Abobo, do battle with each other to earn the right to face Shuko, the end boss. Lots of things to destroy in the background!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0082
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Very quick light attack [B] Quick light attack [C] Slow hard attack [D] Very slow hard attack
- TRIVIA -
Released in February 1995. Double Dragon was Technos' first game for the Neo-Geo MVS. This game was based on the movie 'Double Dragon', which was, in turn, based on the 'Double Dragon series' of games.
The game features a combo counter like many fighting games, however this one is not always very accurate since it registers Cheng Fu's multi-hit rush combo super move (Forward Dragon Punch motion + 2 buttons) as a single hit! :P. The original Double Dragon title can be seen in the large white boat on Cheng Fu's stage!
The weirdest fact about this game is that some characters have changed WAY too much from their original concepts, this applies to 2 characters in particular : One of these is Marian (the famed damsel in distress in the series) is now one of the deadliest fighters in the game; the other one being Duke, the original game's final boss has apparently decided to play fair by ditching the machine gun & his beard and has become quite a powerful martial artist (not to mention that he looks a lot younger in this game).
- UPDATES -
MVS (arcade) vs. Home (neo-geo) differences :
- Arcade : If you beat the game without losing a round you'll see a drawing of each character posing while the credits roll. If you beat using a continue you just see the credits rolling on the screen in one of the monitors that fell on the last boss.
- Home : Regardless if you use continues or not you will only get the credits that roll on the big monitor screen.
- TIPS AND TRICKS -
* Play As Duke / As King Shuko : Go to the character selection screen and put the cursor on Billy, then Marian, then Chung Fu, then Jimmy for 3 seconds each. If done correctly you will hear the word hear 'Bingo!'.
* Alternate Costume Colors : Press B, C or D when selecting a fighter.
- STAFF -
Aoni production : Yasuaki Sumi
Programmers : Tadamichi Obinata, Naoki Kashiwabara, Shinji Hirao, Yasuhiro Matsumoto
Graphic designers : Takumi Ishikawa, Seiichiro Ishiguro, Fujimi Oonishi, Kazutaka Oohashi, Satoshi Kazato, Takahide Koizumi, Chihiro Kushibe, Takeyoshi Suzuki, Katsuhiro Nakamura, Akiko Maruyama, Kazumi Minagawa, Koji Ogata, Koji Yamada, Hideki Hoshiya
Planners : Muneki Ebinuma, Minoru Yamaguchi
Sound program & Tools : Robert C. Ashworth
Sound effects : Taku
Composers : Kiyomi Kataoka, Chiaki Iizuka, Reiko Uehara, Fumiko Suzuki
Guitar : Osamu Sakai
Genic : Akira Kitsuno, Keinosuke Akichi, Norihiko Yonesawa
Espo Corp. : Seiji Kawakatsu, Daisuke Hatakeyama, Kei Tamura
Madhouse : Yoji Takae
Illustration : Tusguyuki Kubo
J.C. Staff : Tomoko Kawasaki, Eiichi Endou, Nobuko Ogino
Leader : Kazuyuki Kurata
Boss : Kunio Taki
* CAST :
Billy : Hikaru Midorikawa
Jimmy : Kaneto Shiozawa
Marian : Yuka Koyama
Abobo : Daisuke Gouri
Amon : Kaneto Shiozawa
Eddie : Yukimasa Kishino
Rebecca : Keiko Han
Dalton : Yusaku Yura
Cheng-Fu : Hisao Egawa
Burnov : Daisuke Gouri
Duke : Hisao Egawa
Shuko : Osamu Saka
Narration : Miyako Endou
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
Sony PlayStation (1995)
$end
$info=pc_ddrgn,
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Double Dragon (c) 1988 Technos.
The Nintendo NES port of the original "Double Dragon"!
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : WD
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Hint, More experience : Begin game play and reach mission 2. Get the baseball bat from the opponent that is on top of the fence. Next, jump off the fence and let the two thugs come after your character. Get the top thug to come to the end of the red pipes at the top of the screen. Once he is at that location, run up the fence and move all the way to the end of it. Then, turn around, jump back off the fence, and go to the end of the pipes. Although no opponents will be in sight, start swinging your bat at the end of the pipes for more experience and faster move learning.
* Additional moves : Accumulate 1000 experience points, as noted in the counter the bottom left corner. One additional heart and a new move (in the following order) will be awarded...
1) Uppercut
2) Jump kick
3) Hair pull
4) Pin attack
5) Elbow punch
6) Spin kick
* Hint, Defeating Chin easily : The level two Boss, Chin, can be defeated by quickly climbing down the ladders after he appears. Keep climbing downward until the end of level music is played.
- STAFF -
Music by : Kazunaka Yamane
$end
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Double Dragon 3 - The Rosetta Stone (c) 1991 Technos.
A mysterious fortune teller warns Billy & Jimmy Lee about the rise of a powerful enemy in Egypt. Since the Lee brothers are looking for a true challenge to put their martial arts skills to the ultimate test, they agree to face this mysterious new enemy. They embark on a world quest - joining up with new allies in the process - and try to lay claim to the famous 'Rossetta Stone'.
The third and final arcade outing for the Lee brothers (not counting 'Neo Double Dragon'), Double Dragon 3 is easily the worst of the series. As well as featuring bland, jerky, badly animated sprites and hugely unimaginative level design, Double Dragon 3 features shops where the player can literally BUY extra moves, energy etc. by inserting more credits into the machine. A cynical marketing ploy that ensured the game was a deserved commercial failure.
- TECHNICAL -
Game ID : TA-0030
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in January 1991.
The first two Double Dragon games were created by an internal team at Technos, but this game was written by an outside team called East Technology (see Staff section for more information).
The game featured an extra that was quite rare in similar games of the beat-em up genre, Backup Fighters. In the shops that the players come across, it is possible to recruit new fighters with different fighting styles to aid the Lee brothers on their quest. As mentioned in the DESCRIPTION section, shops do not accept virtual money and players are forced to insert real coins to purchase extra items.
The second boss is an homage to Bruce Lee.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon 3, The Combatribes - PCCB-00065) on 21/06/1991.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Double Dragon (1987)
2. Double Dragon II - The Revenge (1988)
3. Double Dragon 3 - The Rosetta Stone (1991)
4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)
5. Battletoads & Double Dragon - The Ultimate Team (1993, Nintendo Super NES)
6. Double Dragon V - The Shadow Falls (1994, Nintendo Super NES)
- STAFF -
Programmers : N. Takioka, E. Ogura, Y. Katsumata
Designers : K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino
Audio : A. Inoue, T. Nozaki
- PORTS -
* Consoles :
Nintendo Famicom (1990)
Sega Mega Drive (1992)
Nintendo Game Boy
* Computers :
Commodore C64 (1991)
PC-Compatible [MS-DOS, 5.25'' / 3.5''] (1991)
Atari ST (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)
Sinclair ZX Spectrum (1992)
* Others :
LCD handheld game (1991) released by Tiger Electronics.
$end
$info=ddragon2,ddragn2u,
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Double Dragon II - The Revenge (c) 1988 Technos.
Double Dragon II is set a year after the original game and Marion has been murdered by Willy, the evil Boss of the Black Warrior gang. Billy and Jimmy Lee are now looking to avenge her death.
The sequel is little more than a remake of the original game, only with slightly improved graphics and a revised control system. For the latter, Technos opted to introduce a combat system similar to the one used in one of their previous beat-em-ups, 1986's "Renegade". This proved to be less intuitive than the controls of the original "Double Dragon", however, and proved unpopular with gamers (see TRIVIA for details).
- TECHNICAL -
Game ID : TA-0026
Main CPU : HD6309 (@ 3.579545 Mhz), Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 57.44 Hz
Palette colors : 384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Romstar for US distribution (January 1989).
The yelling sound heard when a coin is inserted (which is similar to the one in "Kung Fu Master") comes from an enemy in the game called 'Chin Taimei' (the mission 3 boss that fights using two sticks).
Unlike the original "Double Dragon", the controller configuration for part two were changed from standard punch and kick buttons to the more awkward left attack and right attack buttons. While Double Dragon II was relatively successful, it never quite drew the crowds of the legendary original.
- SERIES -
1. Double Dragon (1987)
2. Double Dragon II - The Revenge (1988)
3. Double Dragon 3 - The Rosetta Stone (1991)
4. Super Double Dragon (1992, US/EU Nintendo Super NES) / Return of Double Dragon (1992, JP Nintendo Super Famicom)
5. Battletoads & Double Dragon - The Ultimate Team (1993, Nintendo Super NES)
6. Double Dragon V - The Shadow Falls (1994, Nintendo Super NES)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Nintendo Game Boy (1990)
Sega Mega Drive (1991)
* Computers :
Atari ST (1989)
Amstrad CPC (1989)
Sinclair ZX Spectrum (1989)
Commodore Amiga (1989)
Commodore C64 (1989)
PC [MS-DOS, 5.25''] (1989)
Commodore Amiga (1992, "Action Masters")
* Others :
LCD handheld game (19??) released by Tiger Electronics.
$end
$info=pc_dbldr,
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Double Dribble (c) 1987 Konami.
A basketball game.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : DW
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Hint, Three point percentage : Player one can shoot three point shots at a higher percentage if the shot is taken from behind the line in the lower right part of the screen.
* Break the backboard : Select Chicago as your team and begin game play. Get possession of the ball, get to the foul line and press Start to pause game play. Press A, B, A, B, Start(x2). Then, execute a fast dunk or quick shot.
$end
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Double Dribble - The Ultimate Basketball Game (c) 1987 Konami.
A basketball game.
- TECHNICAL -
Game ID : GX690
Main CPU : (3x) M6809 (@ 1.536 Mhz)
Sound Chips : YM2203 (@ 3.58 Mhz), VLM5030 (@ 3.58 Mhz), (3x) RC (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in January 1987.
This game was Konami's second basketball game, the first is "Super Basketball".
Double Dribble was the first video game to have the USA national anthem be sung in its entirety.
- SERIES -
1. Double Dribble - The Ultimate Basketball Game (1987)
2. Double Dribble - The Playoff Edition (1994, Sega Mega Drive)
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Nintendo Famicom Disk (1987, "Exciting Basket")
Nintendo Game Boy (1991, "Double Dribble 5 on 5")
* Computers :
Commodore C64 (1990)
Commodore Amiga (1990)
PC [MS-DOS, 3.5'' / 5.25''] (1990)
* Others :
LCD handheld game (1989)
$end
$info=dplay,
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Double Play (c) 1977 Midway.
An old baseball game.
- TECHNICAL -
Game ID : 619
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1977.
This game is also known as "Extra Inning".
The song 'Take Me Out To The Ball Game' plays before starting a game.
- SERIES -
1. Tornado Baseball (1976)
2. Double Play (1977)
3. Extra Bases (1980)
$end
$info=dblpoint,
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Double Point (c) 1995 Dong Bang Electron.
An adult puzzle game.
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=dblewing,
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Double-Wings (c) 1993 Data East.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 1
$end
$info=downtown,downtowp,downtow2,
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DownTown (c) 1989 Seta.
Overhead beat'em up. Save the city from the evil criminals and their morbidly obese enforcers!
- TECHNICAL -
Game ID : UD-2
Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Released in August 1989.
Licensed to Romstar for US distribution.
Also licensed to Taito.
- STAFF -
Produced by : Jun Fujimoto
Game designers : Team Tam Chan, Jun Fujimoto, Kazuaki Nakanishi, Kumulin Asako, Kasazy Miyuki
Game programmer : Kazuaki Nakanishi
Character designers : Asako Kumura, Miyuki Kasajima
Help character designer : Tomokazu Sunaga
Scroll & Map designer : Asako Kumura
Attribute data : Blue
Music by Goblin Sound.
Featuring : Zero Yotsumoto
Sound effects : Natsu System
PCM16 music system : Katsuji Nagai, Takayuki Suzuki, Noboru Miyanari
Board design : Keiji Ishikawa
$end
$info=sparkz,
$Edit this entry at Arcade-History.com
$bio
Dr Sparkz Lab (c) 1992 Atari Games.
A cross between "Tetris" and "Pipe Dream".
- TECHNICAL -
Board Number : A051420
Main CPU : 68000 (@ 14.31818 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
It's a very rare prototype, there are only 2 or 3 in existence. The concept was just a little too hard for a mass market. It would make a great game, but Atari never decided to do anything with it. Its earnings in an arcade test just weren't high enough to justify production.
A Dr Sparkz Lab machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
- STAFF -
Project leader : Kelly Turner
Programmers : Matt Setzer, Kelly Turner, Norm Avellar
Graphics : Mark Stephen Pierce
Engineer : Brian T. McKee
Additional designers : Kelly Turner, Mark Stephen Pierce
Technician : Glen McNamara
Audio : Brad Fuller
Product manager : Linda Adam
Team leader : John Ray
$end
$info=pc_drmro,
$Edit this entry at Arcade-History.com
$bio
Dr. Mario (c) 1990 Nintendo.
The object of the game is to help Dr. Mario destroy the most sickening bunch of viruses around. These miserable germs can only be destroyed by lining up the appropriate combinations of vitamins as they fall. And Dr. Mario is relying on your players to help him get the job done! This game isn't just fun. It's contagious. That's why players of all ages keep coming back to Dr. Mario for another dose.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : VU
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1990.
Dr. Mario was the first non-action 'Mario game' in which the Mario character was neither controllable nor playable. Today the game is widely remembered by many people for the 'Fever' music. Initially some fans called the game 'Mario 4', as it was the first Mario game to be released after "Super Mario Bros. 3". The resulting debate over 'what counts as a Mario game' may have resulted in the decision to name the next Mario action game simply "Super Mario World".
U.S. Patent 5,265,888 covers Dr. Mario, here is the abstract of this Patent : A player initially sets the degree of difficulty of a display type game, and if desired, more than one player may participate with each player selecting an associated level of difficulty. First and second objects having different shapes, e.g. capsules and viruses, and different characteristics, e.g. different colors or shadings, are displayed in a predefined display area. First objects are generated based on random number data stored in a ROM and displayed as 'falling' in a vertical direction across the predefined display area. Coordinate positions of the first objects on the display are changed by a player operating a controller. Second objects are displayed at arbitrary positions in the display area based on random number data. If a prescribed number of at least a portion of first objects and/or second objects having the same type characteristics are detected as being continuously aligned in a vertical or lateral direction, those continuously aligned objects are erased. Remaining portions of first objects (or remaining first objects) previously supported by erased objects are displayed as falling in the vertical direction to the lower region of the prescribed displayed area. When all second objects are erased, the game is successfully completed.
Dr. Mario (as in Mario himself, not the game mind you) appears as an unlockable character in the Nintendo GameCube sequel to "Super Smash Bros." called "Super Smash Bros. Melee".
- SCORING -
(Point listings below are for low speed. Point totals are doubled under medium speed, tripled under high speed)
One bug knocked out with pill : 100 points
Second bug knocked out with pill : 200 points (300 total)
Third bug knocked out with pill : 300 points (600 total)
Fourth bug knocked out with pill : 400 points (1000 total)
Fifth bug knocked out with pill : 500 points (1500 total)
Scoring goes on from there, though it's very unlikely you'll get more than five bugs at one pill drop.
- TIPS AND TRICKS -
* Reset : During the game, press Select+Start+A+B to reset the game.
* Bonus objects : Play virus levels 5, 10, or 15 at medium or high speeds. Wait at the intermission screen that features three viruses in a tree. A bonus object will appear at the top of the screen. A different object will appear depending on which level and speed is currently being played.
- SERIES -
1. Dr. Mario / Vs. Dr. Mario (1990)
2. Tetris & Dr. Mario (1994, Nintendo SNES)
3. Dr. Mario 64 (2001, Nintendo 64)
4. Nintendo Puzzle Collection (2003, Nintendo Gamecube)
- STAFF -
Created by : Gunpei Yokoi
Music by : Hirokazu Tanaka
- PORTS -
* Consoles :
Nintendo Super Famicom (1997, "Satellaview (BS-X)"): downloaded via satellite broadcasting station in Japan called St.Giga to a BS-X cassette. Only in Japan.
Nintendo Super Famicom (1998) : remake only in Japan .
Nintendo Game Boy Advance (2003, "Wario Ware, Inc - Mega Microgame$") : the original Dr Mario game is an unlockable extra.
Nintendo GameCube (2003, "GameCube Preview Disc"): uploaded to a Nintendo Game Boy Advance via GBA/GCN Link Cable)
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Nintendo Game Boy Advance (2005, "Dr. Mario & Panel de Pon")
Nintendo Wii (2007, "Virtual Console")
$end
$info=drmicro,
$Edit this entry at Arcade-History.com
$bio
Dr. Micro (c) 1983 Sanritsu.
An early platform game in which the player must defeat a mad scientist, avoiding and destroying his evil creations in the process.
The game consists of 3 single-screen levels :
On the first the player must move from the left to the right of the screen, dropping dpown onto constantly moving metal pillars and shooting the enemies.
On the second level, the player must steer a floating ball around the screen, killing as many enemies as possible. Once enough enemies have been killed, an exit will open which the player must enter. The floating ball gradually dimishes and the player will have to drop to the bottom of the screen several times to get a replacment ball.
The final screen takes place on the scientist's production line; with machinary that must be carfully negotiated. Two large robots bar the route to the scientists and must be destroyed before the scientist can be reached.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (3x) SN76496 (@ 4.608 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
The gradually deprecating platforms in this game (in the form of beach-balls) may be the first occurrence of this mechanism in the platform game genre. Numerous other examples would follow, including such examples as the perishable missiles in Contra 3 (SNES) which the player would cling to mid-level for want of sterner grounding.
While much of the content herein resembles the original Donkey Kong series, little else can be detracted from Dr. Micro in terms of originality.
The 'Evil Doctor' nemesis may also have established its video gaming roots here- subsequent incarnations are most obvious in the RockMan / MegaMan series.
Even the title's font seems to resemble Capcom's fine platform / shooter.
It is also fair to say that Dr. Micro pioneers unusually detailed features for it’s time- the lifeboat beneath our hero's feet, for example, follows him meticulously throughout the first screen.
$end
$info=drtomy,
$Edit this entry at Arcade-History.com
$bio
Dr. Tomy (c) 1993 Playmark.
A "Dr. Mario" rip-off.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.848 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 4-way Joystick
Buttons : 2
$end
$info=drtoppel,drtopplu,
$Edit this entry at Arcade-History.com
$bio
Dr. Toppel's Adventure (c) 1987 Taito.
A cutesy vertically scrolling shoot'em up where you play as a cute green creature.
- TECHNICAL -
Prom Sticker : B19
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Kaneko.
This game is known in Japan as "Dr. Toppel's Tankentai".
- STAFF -
Directed by : K. Sanbe
Written by : Sakai
Production supervisor : M. Sakaguchi
Programmers : H. Satoh, K. Oikawa, F. Komori, T. Katoh, H. Saigusa, S. Igarashi
Graphic designers : Hakkai, Nono, Vap, N. Nenko, I. Minori, H. Onijust
Graphic editors : H. Saigusa, H. Haruna
Supervising sound editor : Hisayoshi Ogura, H. Matsubara, H. Maekawa, S. Aizawa
Game designer : H. Onijust
$end
$info=drtopplj,
$Edit this entry at Arcade-History.com
$bio
Dr. Toppel's Tankentai (c) 1987 Taito.
A cutesy vertically scrolling shoot'em up where you play as a cute green creature.
- TECHNICAL -
Game ID : B19
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Kaneko.
The title of this game translates from Japanese as "Dr. Toppel's Exploration Party".
This game is known outside Japan as "Dr. Toppel's Adventure".
- STAFF -
Directed by : K. Sanbe
Written by : Sakai
Production supervisor : M. Sakaguchi
Programmers : H. Satoh, K. Oikawa, F. Komori, T. Katoh, H. Saigusa, S. Igarashi
Graphic designers : Hakkai, Nono, Vap, N. Nenko, I. Minori, H. Onijust
Graphic editors : H. Saigusa, H. Haruna
Supervising sound editor : Hisayoshi Ogura, H. Matsubara, H. Maekawa, S. Aizawa
Game designer : H. Onijust
$end
$info=draco,
$Edit this entry at Arcade-History.com
$bio
Draco (c) 1981 Cidelsa.
A very cute game where you move a man (like "Berzerk") but doing different things.
- TECHNICAL -
Main CPU : CDP1802, COP420
Sound Chips : CDP1869, AY8910
Palette colors : 8
Players : 1
Control : two 8-way joysticks (one for movement and other to shoot).
- TRIVIA -
All Cidelsa games were released in Spain.
$end
$info=dragrace,
$Edit this entry at Arcade-History.com
$bio
Drag Race (c) 06/1977 Atari.
Race against a competitor or the computer. Wait until the start tree shows green, hit the accelerator, and get to fourth gear as soon as you can to get the checkered flag. Do not shift too fast, though, or you will blow the engine.
- TECHNICAL -
Game ID : 008505-008521
Main CPU : M6800 (@ 1.008 Mhz)
Sound Chips : Discrete (@ 1.008 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Buttons : 6
- TRIVIA -
Drag Race was a monochrome game. Colors were artifically introduced through colored overlays on the bezel.
After a nearly 50-year run, the mid-1970s video games like Drag Race spelled the end of the electro-mechanical arcade games (such as "Killer Shark" seen in the movie Jaws). Video games would spawn a nation-wide phenomenon which has gone on to this day.
Drag Race was one of many mid-1970's Atari games such as "Night Driver", "Starship 1" and "Sprint 2" which were often found at carnivals and bowling alleys. Kids would flock to these establishments just to get an opportunity to play the games rather than the primary source of entertainment they offered. When the 80's arrived, video games could be found everywhere including grocery stores and kids didn't have to go very far to play their favorite game.
Donovan Hellinger holds the official record for this game with 4.3 seconds on February 21, 1983.
- STAFF -
Designed and programmed by : Mike Albaugh
$end
$info=dbz,
$Edit this entry at Arcade-History.com
$bio
Dragon Ball Z (c) 1993 Banpresto.
Based on the famous manga works by Akira Toriyama, this game enables you to play as many of the famous characters seen in the show. Too bad that's the only highlight in the game folks since only true fans are likely to enjoy the game!
- TECHNICAL -
Game ID : BP924-1
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Team Entertainment released a limited-edition soundtrack album for this game (Dragon Ball Z & Z2 Original Soundtrack - KDSD-00042) on 18/01/2005.
- SERIES -
1. Dragon Ball Z (1993)
2. Dragon Ball Z 2 - Super Battle (1994)
3. Super Dragon Ball Z (2005)
- STAFF -
Character designer : Akira Toriyama
Game designer, Director : Takayoshi Nakazato
Character designer : Hidetoshi Ohmori, Masaya Suzuki, Makoto Furuta, H.
Character digitize : Satoshi Fudaba, Hiroshi Matsuyama, Akemi Nagay
Background designer : Tomoyo Tanaka
Background digitize : Takayoshi Nakazato
Programmer : Hyoji Shinohara
Sound programmer : Hitoshi Ohori
Music composed by : Yoshiko Yamaguchi
Assistants : Togo Narita, Mayumi Fudaba, Michie Narita, Ryo Shimamura, T
Debuggers : Yoshimasa Yamada, Jisaku Hamada, Setsuko Inagaki, Noriko Kita
Producer : Shinji Hashimoto
Assistant producers : Hideki Ikinaga, Toshifumi Kawashima
Executive producer : Kisaburo Higashi
$end
$info=dbz2,
$Edit this entry at Arcade-History.com
$bio
Dragon Ball Z 2 - Super Battle (c) 1994 Banpresto.
In this 1-on-1 fighting game, 10 characters from the popular anime/manga series do battle on land and in the sky.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Strong punch, [C] Weak kick, [D] Strong kick
- TRIVIA -
Team Entertainment released a limited-edition soundtrack album for this game (Dragon Ball Z & Z2 Original Soundtrack - KDSD-00042) on 18/01/2005.
- SERIES -
1. Dragon Ball Z (1993)
2. Dragon Ball Z 2 - Super Battle (1994)
3. Super Dragon Ball Z (2005)
$end
$info=dbzvrvs,
$Edit this entry at Arcade-History.com
$bio
Dragon Ball Z V.R.V.S. (c) 1994 Sega.
A fighting game.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Based on the popular anime series of the same name. The game was never relaesed outside of Japan.
The deluxe cabinet includes motion sensors which enables the player to fight using his arms and legs.
$end
$info=dragnblz,
$Edit this entry at Arcade-History.com
$bio
Dragon Blaze (c) 2000 Psikyo.
In a distant land, four brave dragonriders must make use of every trick in the book to survive wave after wave of powerful monsters and hulking bosses in this Psikyo shoot'em up masterpiece. Features some truly beautiful graphics & sound, excellent control that features some interesting gameplay mechanics and tons of challenge.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The game forbids the initials : 'SEX', 'DIE', 'FUC', 'FUK', 'PLO', 'PIS', 'PEE', 'KKK', 'IRA', 'HIV', 'AUM', and 'ASS' on the high score table. If you try, it gets changed to three smileys.
- TIPS AND TRICKS -
* Maintenance Code :
9-2-2-2-0 Maintenance Mode.
9-2-2-1-0 All Data Erased.
1-2-3-4-5 Reset Scores.
* Each stage 2nd boss has a weak point which is called 'the core' that is exposed for some few seconds. To get the 'Technical Bonus' when the core is revealed you must use the dragon shoot against it killing the boss in one hit. Try not to damage the 2nd boss for too much though, if it gets too damaged it won't reveal the core.
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Psikyo Shooting Collection Vol. 3")
$end
$info=drgnbowl,
$Edit this entry at Arcade-History.com
$bio
Dragon Bowl (c) 1993 Nics.
A beat'em up game.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is a straight rip-off of Tecmo's "Ninja Gaiden" with different sprites (This game unofficially uses the Dragon Ball license).
$end
$info=dbreed,dbreed72,
$Edit this entry at Arcade-History.com
$bio
Dragon Breed (c) 06/1989 Irem.
A superb and innovative side-scrolling shoot-em-up from the same gaming stable that gave the world "R-Type", Irem. Dragon Breed differs from other shoot-em-ups through its interpretation of the 'ship' that appears in other games of the genre; in Dragon Breed, the player controls a figure who rides a fully articulated and superbly rendered dragon. What makes this a particularly inspired move is that the Dragon's body - which is invulnerable to enemies and enemy fire - can be used as both a shield and a weapon; the player can move the dragon in such a way that its tail can be used to surround its rider and protect him from his enemies. Any contact the enemy has with the dragon will also deplete the enemy's power and eventually kill it. The dragon can also be 'powered-up' in a similar fashion to the space craft of other shoot-em-ups.
At various point throughout a level, small areas of land will appear at the bottom of the screen. These often contain power-ups and the player can fly the dragon down to the platform, dismount, and move around on foot.
- TECHNICAL -
Irem M-81 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 1
Control : 8-way joystick
Buttons: 2
=> [A] Shoot, [B] Jump
- TRIVIA -
The game borrows quite a few game design elements from Irem's "R-type" classic shooter series!
This game was only sold as a conversion kit, although many distributors would pre-install these kits in generic cabinets, and sell them to the public that way. This is a JAMMA compatible title, so any JAMMA cabinet could be a proper Dragon Breed cabinet. The control panel to this title has a single 8-Way joystick, with fire and jump buttons on either side of it (so you can play either left or right handed). The marquee for this title is a highly detailed scene of a knight riding a green dragon, while being attacked by what appears to be a group of carnivorous fish. Although you may encounter this title in a cocktail cabinet (as the circuit board supports the screen flip for the second player), there were no specific graphics made for a cocktail cabinet (So the game will appear either unmarked, or perhaps with a few of the graphics from the upright kit jury rigged into place).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dragon Breed - PCCB-00006) on 21/10/1989.
- TIPS AND TRICKS -
* Secret Invincibility :
1) Turn DIP 2-7 ON.
2) Reset the game with holding Player 1-Button 2.
3) You will be able to start a game with invincibility.
* Dragon Breed power-ups :
Red : the dragon breathes a flame. The flame gets longer if more power-ups are collected.
Yellow : the dragon's body starts to fire tiny yellow crescents in all directions.
White : the dragon shoots up to four miniature dragons, which home in on enemies.
Blue : the dragon fires downward bolts of electricity from its underside.
- PORTS -
* Computers :
Commodore Amiga (1989)
Atari ST (1989)
Amstrad CPC (1989)
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Amstrad CPC (1991)
$end
$info=drgnbstr,
$Edit this entry at Arcade-History.com
$bio
Dragon Buster (c) 1984 Namco.
A role-playing game in which you travel through various scenery to rescue the princess from an evil dragon.
- TECHNICAL -
Game ID : DB
Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Dragon buster is the first game from Namco to include a life-bar system.
Massimo Gaspari holds the official record for this game with 1,300,560 points on July 18, 1985.
Namco released a boardgame based on this game (same name) in 1985 (in Japan only) : You roll the dice to move around the board and complete quests. The game includes a variety of event cards, charts for randomizing events and encounters,counters for monsters and items and such. The goal of this game is to kill the dragon and rescue the princess.
- SERIES -
1. Dragon Buster (1985)
2. Dragon Buster II - Yami no Fuuin (1989, Nintendo Famicom)
- STAFF -
Music by : Yuriko Keino
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Sony PlayStation (1996, "Namco Museum Vol.2")
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
FM-77AV (1987)
NEC PC-9801 (1989)
Sharp X68000 (1993)
Sharp X1
MSX2
$end
$info=drgnmst,
$Edit this entry at Arcade-History.com
$bio
Dragon Master (c) 1994 Unico Electronics.
A fighting game with 8 characters to select.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), PIC16C55 (@ 1 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 7
- STAFF -
Program part : No Young Ho, Oh Se Bong
Scenario part : Na Jong Yong, Oh Se Woo
Graphic part : Oh Hyun Sook, Lee Ok Ryea, Kim Eun Sook
Hardware part : Hong Seog Gil, Lee Chang Bum
Music & Sound : Suk Youn Joo
Director : Nam Nam Ki
$end
$info=drgpunch,
$Edit this entry at Arcade-History.com
$bio
Dragon Punch (c) 1989 LOG.
A puzzle game.
- TECHNICAL -
Game ID : 24
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1989.
Licensed to and adapted by Dynax.
This game is known outside Japan as "Sports Match".
- UPDATES -
Sports Match is another layout of 'Szechuan'-style solitaire mahjong but the tiles have been changed to a sports theme. The background is made up of grey squares. The character that smashes matched tiles is dressed in a referee uniform.
Dragon Punch uses traditional mahjong tiles. The background is green squares and has pictures of people and bamboo on it. The character that smashes matched tiles is a fat, shirtless Asian man with glasses.
$end
$info=dsaber,
$Edit this entry at Arcade-History.com
$bio
Dragon Saber (c) 12/1990 Namco.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Namco System 2 hardware
Game ID : DO
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Dragon Saber - After Story of Dragon Spirit".
Victor Entertainment released a limited-edition soundtrack album for this game (Dragon Saber : Namco Game Sound Express Vol.4 - VICL-40014, 40015) on 21/03/1991.
- TIPS AND TRICKS -
* Arranged Dragon Spirits BGM : After coin inserted, press Start with pressing A+B button.
- SERIES -
1. Dragon Spirit (1987)
2. Dragon Saber (1990)
- STAFF -
Producers : Asinaga Bucho, Yoko Boss
Game designers : T. Negi, O!Sugi
Programmers : "All or not" Nishimaki, "Shiohigaler" Ito
Sound : Shinji Hosoe
Graphic designers : T. Isikawa, Kim 045, H. Miysima, Sigemaru, Ma.Ha.Ho. Tejima, Nakamura, Wagatuma, Yosinami, Yanagihara
- PORTS -
* Consoles :
NEC PC-Engine (1991)
Sony PlayStation (1998, "Namco Museum Encore") : Japanese release only.
$end
$info=dsaberj,
$Edit this entry at Arcade-History.com
$bio
Dragon Saber - After Story of Dragon Spirit (c) 1990 Namco.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Namco System 2 hardware
Game ID : DO
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Dragon Saber".
If you complete the game, the credits appear followed by a list of Namco games from Blazer (the first game released after Dragon Spirit) up to this point along with their release dates. Dragon Spirit displays the first part of the list of games.
Victor Entertainment released a limited-edition soundtrack album for this game (Dragon Saber : Namco Game Sound Express Vol.4 - VICL-40014, 40015) on 21/03/1991.
- TIPS AND TRICKS -
* Arranged Dragon Spirits BGM : After coin inserted, press Start with pressing A+B button.
- SERIES -
1. Dragon Spirit (1987)
2. Dragon Saber - After Story of Dragon Spirit (1990)
- STAFF -
Producers : Asinaga Bucho, Yoko Boss
Game designers : T. Negi, O!Sugi
Programmers : "All or not" Nishimaki, "Shiohigaler" Ito
Sound : Shinji Hosoe
Graphic designers : T. Isikawa, Kim 045, H. Miysima, Sigemaru, Ma.Ha.Ho. Tejima, Nakamura, Wagatuma, Yosinami, Yanagihara
- PORTS -
* Consoles :
NEC PC-Engine (1991)
$end
$info=dspirit,dspirito,
$Edit this entry at Arcade-History.com
$bio
Dragon Spirit (c) 06/1987 Namco.
Dragon Spirit scorches the screen with a mythical fantasy theme hot enough to thrill players throughout the land. Come with us, and journey to a time long ago when prehistoric beings populated the globe. Where after a millennium of captivity, an ugly serpent demon named 'Zawell' escapes imprisonment and kidnaps Alicia, princess to the kingdom of Mitgult. A young, crafty soldier Amul is selected to rescue the princess and destroy Zawell. In praying to the gods for strength and courage, he points his sword high toward the heavens. Suddenly he is transformed into an all-powerful blue dragon, bestowed with special powers. Though gifted with a lethal air and ground attack, this is not enough. He must locate and obtain extra powers along the way. The demon has instructed nine of the mightiest beasts to stop Amul before reaching his goal. Do not underestimate this soldier, he has the Dragon Spirit!
- TECHNICAL -
Namco System 1 hardware
Game ID : DS
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Atari for US distribution.
If you complete the game, the credits appear followed by a list of Namco games up to this point along with their release dates.
Dow Luk See holds the official record for this game with 400,630 points on April 30, 1988.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987.
- UPDATES -
NEW VERSION :
* Titlescreen 'Level Select Code' added (See 'Tips And Tricks' section for more info).
- TIPS AND TRICKS -
* Level Select Code (works on the New version only) : insert a coin, hold Down on the joystick and press Start. You can now choose your start level.
- SERIES -
1. Dragon Spirit (1987)
2. Dragon Saber (1990)
- STAFF -
Character designer : Macchan
Monster designer : Tatsuya
Graphic designer : Arakawa Da!
Music composer : Shinji Hosoe
Game programmer : Kyota
Technical support : Fresh Yama Take & Har Ware Engineer Staff, Devil Nakamura, Sexy Akina
Game designer : Ojisan Trio Plus 1
Director : Yoko Boss
Special guest : Takky Takahashi
Management : Uncle Ashinaga
- PORTS -
* Consoles :
NEC PC-Engine (1988)
Nintendo Famicom
Sony PlayStation (1997, "Namco Museum Vol.5")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
* Computers :
Sharp X68000 (1988)
Amstrad CPC (1989)
Atari ST (1989)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
* Others :
LCD handheld game (1987) released by Namco.
$end
$info=drgnunit,
$Edit this entry at Arcade-History.com
$bio
Dragon Unit (c) 1989 Seta.
A beat'em up / platform game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in June 1989.
Licensed to Athena for Japan Manufacture, to Taito for Japan and US distribution and to Romstar for USA distribution
This game is also known as "Castle of Dragon".
- STAFF -
Producer : Sakae Nakamura
Game Director : Crazy Tom
Game Designer : Minoru Esaki
Composer : Shotaro Sasaki
Manupilater : Kouichi Ishibashi
Map designer : Yoshie Ishiyama
Extra debuger : Undead Tamai, Zensack Yamamura
Programmer : Tom_boy
Animator : Super Esaki
Sound Mixer : Enjoy Sasaki
Hardware Service : Drunkard Nonaka
- PORTS -
* Consoles :
Nintendo Famicom (1989)
$end
$info=drgnwrld,drgwrld3,
$Edit this entry at Arcade-History.com
$bio
Dragon World (c) 1995 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 7.333333 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz), YM3812 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 3
- SERIES -
1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1999)
4. Dragon World 3 Special (2000)
5. Dragon World 2001 (2001)
$end
$info=drgw3,drgw3k,
$Edit this entry at Arcade-History.com
$bio
Dragon World 3 (c) 1998 IGS.
A solitaire mahjong game.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1999)
4. Dragon World 3 Special (2000)
5. Dragon World 2001 (2001)
$end
$info=drgw2,
$Edit this entry at Arcade-History.com
$bio
Dragon World II (c) 1997 IGS.
A solitaire mahjong game where the object is to match 3 of a kind, using a limited amount of tiles.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in China as "Zhong Guo Long 2" and in Japan as "Chuugoku Ryuu II" (translated from Japanese as 'China Dragon II').
- SERIES -
1. Dragon World (1995)
2. Dragon World II (1997)
3. Dragon World 3 (1999)
4. Dragon World 3 Special (2000)
5. Dragon World 2001 (2001)
- STAFF -
Executive producer : Ming-Der Tsai
Director : Zhohg-Zen Gao
Software : Fred Liao, Ejiro Rii
Hardware : Franklin Wu
Music & S.E : Eddie Yao
Art conductor : Shih-Chlang Wu
Art designers : Kun-Sheng Yang, Chang-Shin Chen, Chin-Yuan Lin
Animation : Pon-Pon Peng
Producers : Ko-Chu Lee, Paul Chiang, A.C Chen, Tsung-Hui Cheng, Jack Wang
$end
$info=dlair,dlairf,dlaire,dlaird,dlairc,dlairb,dlaira,dleuro,dlital,
$Edit this entry at Arcade-History.com
$bio
Dragon's Lair (c) 1983 Cinematronics.
Dragon's Lair is THE original laser disc video game, the video and sound sequences for the game are stored on a LASER DISC. This unprecedented game lets a player participate in an animated AND INTERACTIVE motion-picture experience.
Dragon's Lair is the first game born to the new generation of video games. This unprecedented game is the first motion-picture type fairy tale you interact with.
As Dirk the Daring, a player's goal is to rescue the princess. The adventures along the way are horrible and terrifying, but, a skilled and brave knight, like honor and truth, can prevail.
A player has a choice of 5 moves at any given time. A complete game of Dragon's Lair requires more than 200 correct moves. Timing is critical! Dirk can be too hesitant or too eager to make a move. Only experience and a good memory enable Dirk to complete his mission.
The game opens with the dark visage of a foreboding castle looming in the distance. The next thing you know, you are Dirk, running across the castle drawbridge. The gate clangs shut behind you, and your quest to kill the dragon and save Princess Daphne has begun!
More than 40 possible episodes will be presented to you. Some require many fast repeated moves; others will require fewer, more calculated moves.
Dragon's Lair can be a 1-or 2-player game. If 2 play, 2 twin knights engage in mortal combat with the same demons until they both die (use up their lives), or until one rescues the fair princess from the dragon's lair.
At the beginning of the game, if the player makes a wrong move and loses a life, a new scene will appear at random. Later in the game, a scene that is not completed properly is repeated until it is mastered. Also, when a player loses a life, the scene stops, the screen turns blue, and PLAYER 1 or PLAYER 2 is displayed on the screen, along with that player's number of remaining lives.
As you play the game you may find that sane scenes are repeated, but the image is reversed on the screen (the scene is reversed on the disc, not by the hardware).
Princess Daphne appears during the game, in distress and crying for help. She is unattainable until the end.
- TECHNICAL -
The images for the game are stored on a laser disc, a type of storage device. Dragon's Lair uses a laser-disc player made by Philips (model 22VP 932/00) and a Z80 microprocessor to generate the images and action required for game play.
Most of the sounds you hear during game play originate from the disc.
The control panel :
SWORD BUTTONS : Causes Dirk to draw and use his sword.
JOYSTICK : Controls Dirk's movements. Dirk moves in the direction that the joystick is pointed. In some instances, moving Dirk to an object causes him to do something with that object.
- TRIVIA -
Released in June 1983.
Licensed to Atari for European distribution and to Sidam for Italian distribution.
The attract mode of the game displays various short vignettes of gameplay with the accompanying narration : 'Dragon's Lair: The fantasy adventure where you become a valiant knight, on a quest to rescue the fair princess from the clutches of an evil dragon. You control the actions of a daring adventurer, finding his way through the castle of a dark wizard, who has enchanted it with treacherous monsters and obstacles. In the mysterious caverns below the castle, your odyssey continues against the awesome forces that oppose your efforts to reach the Dragon's Lair. Lead on, adventurer. Your quest awaits!'
Dragon's Lair was one of the first games to use the then-new Laserdisc format. It was the first game to have feature-quality animation (exactly 22 minutes of full animation at a cost of 1.3 million dollars). This set it apart from the other arcade games of the day which had very primitive graphics.
The animation was done by Don Bluth Studios, which also did feature-length animated movies such as 'The Secret of NIMH' and 'An American Tail'. Don Bluth was a former Disney employee who left to start his own company. To keep the cost as low as possible, they decided not to hire professional voice actors. Instead they all pitched in and did the voices themselves. Sound Engineer, Dan Molina was the voice of Dirk the Daring. Vera Lanpher, head of assistant animators, was the voice of Daphne. The narrator was Michael Rye and the musical score was created by Christopher Stone.
Dirk only speaks twice. Once, he mutters 'Uh, oh' when the platform begins to recede during the fire-swinging sequence, and exclaims 'Wow!' when first entering the dragon's lair.
Dragon's Lair had a huge impact on the arcade industry in 1983 (grossing more than 32 million dollars in the first eight months in the arcades). It was so big that quite a bit of merchandise was produced. Dragon's Lair books, buttons, trading cards, stickers and toys were just a few of the many different items that could be purchased.
Marvel Studio produced a Saturday-morning TV-show based on the game. The TV show, produced by Ruby Spears, debuted in the fall of 1984 on ABC and lasted only 1 season.
There was also a Dragon's Lair feature film that was planned, storyboarded, and written but never put into production. The film was to be called 'Dragon's Lair - The Legend'.
KOTO, an Italian synth group released two Discs in 1988, KOTO 'Dragons Legend' and KOTO 'Dragons Megamix'. The remix music themes include takes of the audio from the attract mode of Dragon's Lairas well as some dialogs of Daphne in game. The themes are Dragons Legend, Dragons Legend (Dub version) and Dragons Megamix.
A Dragon's Lair machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
* Rev. A : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. B : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. C : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. D : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. E : use the Pioneer LD-V1000 only, 4 Chip set.
* Rev. F : use either players, 4 Chip set.
* Rev. F2 : use either players, 4 Chip set.
- SCORING -
Because the monsters and traps to be overcome are so numerous and constantly changing, it is not possible to list the range of scores awarded for each one.
- TIPS AND TRICKS -
* Hints :
1. React! Often the player will be given a visual cue as to which direction to move. These cues are often presented as a flashing light, flashing tunnel, flashing rope, or flashing door. In general, the player should move toward a flashing object.
2. Remember, even though the player may know the direction to move, the timing of his move is critical.
3. The player must react to fire -- it is his enemy. He should not linger too long near fire, and in general, he should move away from blazing fires.
* Unlimited Lives : On some versions of Dragon's Lair the programmers left a secret Easter Egg that allows you to have unlimited lives. To access it, wait for the Attract Mode to begin, then hold the joystick UPLEFT and press the Sword button while inserting your quarters. Release the joystick and then select 1 player. You will now have unlimited lives until you complete the game.
- SERIES -
1. Dragon's Lair (1983)
2. Dragon's Lair II - Time Warp (1991)
3. Dragon's Lair 3D - Return To The Lair (2002, PC CD-ROM)
4. Dragon's Lair 3 (2004, PC CD-ROM)
- STAFF -
Animation by : Don Bluth
Gameplay designed by : Victor Penman, Marty Foulger, Darlene Waddington
Programmed by : Mike Knauer, Vince Lee
- PORTS -
* Consoles :
Colecovision (1984)
Nintendo Famicom (1990)
Nintendo Game Boy (1990)
Nintendo SNES (1992)
Panasonic 3DO (1994)
Sega Mega-CD (1993)
Phillips CD-I (1994)
Atari Jaguar [CD] (1995)
Nintendo Game Boy Color (2000)
Sony PlayStation 2 (2000)
Microsoft XBOX (2001)
* Computers :
Commodore C64 (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Sinclair ZX Spectrum (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Amstrad CPC (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Commodore Amiga [3.5''] (1988)
Atari ST [3.5''] (1988)
Apple Macintosh [3.5''] (1988)
PC [MS-DOS, 3.5'' / 5.25''] (1990, "Dragon's Lair")
PC [MS-DOS, 3.5'' / 5.25''] (1991, "Dragon's Lair - Escape from Singe's Castle")
PC [MS Windows 9x, DVD-ROM] (1997)
PC [MS Windows 9x, CD-ROM] (1997, "Dragon's Lair Deluxe Pack")
PC [MS Windows, CD-ROM] (2001, "Arcade Authentic Version")
* Others :
DVD-Video (1998)
DVD-Video [PS2 & XBOX Compatible] (2002, "Dragon's Lair 20th Anniversary Special Edition")
$end
$info=dragngun,
$Edit this entry at Arcade-History.com
$bio
Dragongun - Firebrand, Gun of the Ark-Magi (c) 1993 Data East.
A first-person view shoot'em up game.
- TECHNICAL -
Game ID : MAR
Main CPU : ARM (@ 7 Mhz), HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dragon Gun : Data East Gamadelic - PCCB-00117) on 19/03/1993.
$end
$info=drgninja,
$Edit this entry at Arcade-History.com
$bio
Dragonninja (c) 1988 Data East.
The 'Bad Dudes' are government agents who fight against the 'Dragonninja' in order to save the President of the USA in this intuitive beat'em up.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Bad Dudes vs. Dragonninja".
The game includes a cameo appearance by "Karnov" (a hero in his own Data East game), who oddly enough, appears as an enemy boss rather than the good guy this time around!
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
- STAFF -
Planner : Makoto Kikuchi
Programmers : Tomotaka Osada, Masaaki Tamura, Nobusuke Sasaki, Naomi Susa, Kenji Takahashi
Graphic designers : Dot Man, Mix Man, Monsieur Micky, Torba-RR, OK Youichi, Kansaiman, Milky Kikuchi
Sound : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
* Computers :
Amstrad CPC (1989) [128 ko Version]
Atari ST (1989)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
$end
$info=dragoona,dragoonj,
$Edit this entry at Arcade-History.com
$bio
Dragoon Might (c) 1995 Konami.
12 selectable characters fight each other in a single tournament or a three vs three team battle. This fighting game features weapons zoom and big stage.
- TECHNICAL -
Konami GX hardware
Game ID : GX417
Main CPU : 68EC020 (@ 26.4 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
King Records released a limited-edition soundtrack album for this game (Dragoon Might Original Game Soundtrack - KICA-7691) on 24/01/1996.
- UPDATES -
In version AAB (Asian version), the default Violent Mode is Bloody Level 1, which makes the game display a bit of green blood.
In version JAA (Japanese version), the default Violent Mode is Bloody Level 3, which makes the game display a lot of red blood.
- STAFF -
Software designers : Garam, Tomoaki Yoshinobu, N-Man, Aki.T, Takeaki Hasegawa, Oolong-T
Character designers : Asadon, Taro Maru, Kanban Musume, New Snack Z, Acky 4, MZD-Takepon, MZD-Moocho, 473, T. Matsumoto, Takahiro-Z, Kihatchy, Ikuya Nakamura, MZD-Nick Boss, MZD-Mommy, Wackachan, Michukun
Sound designers : Ary, Kage
Hardware designer : V Kobe Yzz
Product designer : Kazushi Iwashita
Directors : Asadon, Tomohiro Ishimoto
Producer : Mashahiro Inoue
$end
$info=drakton,
$Edit this entry at Arcade-History.com
$bio
Drakton (c) 1985 Epos.
A maze / shoot'em up game.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=keithlcy,
$Edit this entry at Arcade-History.com
$bio
Dramatic Adventure Quiz Keith & Lucy (c) 1993 Visco.
A Japanese quiz game.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 236 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Buttons : 4
$end
$info=mdrawpkr,
$Edit this entry at Arcade-History.com
$bio
Draw Poker Joker's Wild (c) 19?? Meyco Games.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : DAC
$end
$info=dremshpr,
$Edit this entry at Arcade-History.com
$bio
Dream Shopper (c) 1982 Sanritsu.
A maze / puzzle game.
- TECHNICAL -
Main CPU : Z80
Sound Chips : AY-3-8910A
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=dsoccr94,dsccr94j,
$Edit this entry at Arcade-History.com
$bio
Dream Soccer '94 (c) 1994 Irem.
A soccer game.
- TECHNICAL -
Irem M-107 system hardware (Japanese version run on the M-92G system hardware).
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Data East outside Japan.
The game's billboards advertises numerous Irem games. Among them are "R-Type", "Air Duel", "Gallop - Armed Police Unit", "Major Title", "Undercover Cops", "Gun Force" and "Thunder Blaster".
- STAFF -
Game designer : G.M.C. Nya
Graphic designers : M. Kawai, K. Iwasaki, S. Otani, K. Ogawa, Ken Kui, J. Adachi, Nakano!
Programmers : M. Niga, S. Hamada, T. Yokota, Y. Nakatsuka
Sound : R. Hirashima, K. Okamoto
Data East bug : Tori-S, Zou6, Debari Sushi
$end
$info=dreamwld,
$Edit this entry at Arcade-History.com
$bio
Dream World (c) 2000 SemiCom.
A platform game from SemiCom.
- TECHNICAL -
Main CPU : 68EC020
Sound Chips : (2x) OKI6295
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Buttons : 3
- STAFF -
Director : Jea Yeon Jeon
Programming : Cheol Soo Kim, Hyun Ho Kim, Il Bong Chung
Character Design : Kyung Hee Kim, Won Young Lee
Map Title Design : Sook Nam Lee
Boss Design : Sung Hwan Kim, Kyung Hee Kim, Sook Nam Lee, Won Young Lee
Sound Effect : Suk Ki Jeon
Music : Suk Ki Jeon
$end
$info=dribling,driblino,
$Edit this entry at Arcade-History.com
$bio
Dribbling (c) 1983 Model Racing.
An early overhead-view soccer game.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Double 8-way joysticks
Buttons : 2
- TRIVIA -
Also licensed to Olympia.
$end
$info=driftout,
$Edit this entry at Arcade-History.com
$bio
Drift Out (c) 10/1991 Visco.
An overhead-view racing game.
- TECHNICAL -
Taito F2 Expanded hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
A bootleg of this game is known as "Drive Out".
- SERIES -
1. Drift Out (1991)
2. Drift Out '94 - The Hard Order (1994)
3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)
3. Neo Drift Out - New Technology (1996)
- STAFF -
Producer : Tetsuo Akiyama
Director : Don Gabacho
Assistant director : Keisuke Usami
Programmers : Nadu.S, Tera.Bat, Koizumi Pharmacy
Character designers : Tel.Yamada, King Takahashi, Sawayaka Tamura, Yanitei Koneko, Banbara Hiroko, Domi Domi
Sound : Mr. Fukumori, Space Creative
$end
$info=drifto94,
$Edit this entry at Arcade-History.com
$bio
Drift Out '94 - The Hard Order (c) 1994 Visco.
A top birds eye view racing game.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 236 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 2-way joystick
Buttons : 2
- SERIES -
1. Drift Out (1991)
2. Drift Out '94 - The Hard Order (1994)
3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)
3. Neo Drift Out - New Technology (1996)
- STAFF -
Producer : Tetsuo Akiyama
Directior : Don Gabacyo
Assistance : Yasuhisa Itoi
Programmers : Basser Teramachi, N. Matsudaira., Ueshima, Katsumi Kikumasa
Cargraphics 3D-CG designer : Hideki Tajima
Cargraphics production designer : Yasu.MK2
Background designers : H. Maehara, Inurou, Sailor Nabe, Chido., Nobuo. W
Sound music : Opus Corp, J. Enoki
Cooperation : Mitsubishi Motors, Ralli Art, Rally XPress, Rover, Subaru, Toyota, Volswagen Audi Nippon KK
$end
$info=driveout,
$Edit this entry at Arcade-History.com
$bio
Drive Out (c) 1991.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is a bootleg of "Drift Out".
$end
$info=drivedge,
$Edit this entry at Arcade-History.com
$bio
Driver's Edge (c) 1994 Strata / Incredible Technologies.
An F-1 racing game.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz), (2x) TMS32031 (@ 40 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 3
Control : steering wheel
Buttons : 10
$end
$info=driveyes,
$Edit this entry at Arcade-History.com
$bio
Driver's Eyes (c) 1999 Namco.
A driving game from Namco.
- TECHNICAL -
Namco System 21 hardware
Game ID : DE
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 4
$end
$info=drivfrcp,drivfrcg,drivfrcb,
$Edit this entry at Arcade-History.com
$bio
Driving Force (c) 1984 Shinkai.
An early chase-view racing game.
- TECHNICAL -
* "Pac-Man" conversion :
Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : SN76496 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 1
Control : 2-way joystick
Buttons : 2
* "Galaxian" conversion :
Main CPU : S2650 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 64
Players : 1
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Magic Electronics.
A bootleg was released in 1985 by Elsys Software.
$end
$info=drmn,
$Edit this entry at Arcade-History.com
$bio
DrumMania (c) 2000 Konami.
DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.
- TECHNICAL -
Konami Bemani 573 Analog hardware.
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 65536
Players : 1
Buttons : 6
- TRIVIA -
The game is also knwon as "Percussion Freaks".
Konami Music Entertainment released a limited-edition soundtrack album for this game (DrumMania Original Soundtracks - KMCA-18) on 06/08/1999.
- TIPS AND TRICKS -
* Speed mode : hit |High Hat| |Snare| |High Hat| |High Hat| |Snare| |High Hat| |Bass| at the mode selection screen.
* Hidden mode : hit |High Tom| |Low Tom| |High Tom| |Low Tom| |High Tom| |Bass| at the mode selection screen.
* Mirror mode : hit |Snare| |Snare| |High Tom| |Low Tom| |High Tom| |Bass| at the mode selection screen.
* Expert Real difficulty : hit |High Hat| |High Hat| |Snare| |Snare| |High Tom| |Low Tom| |High Tom| |Low Tom| |Bass| |Bass| at the mode selection screen. Press Right at the Real difficulty setting.
- SERIES -
1. DrumMania (2000)
2. DrumMania 2nd Mix (2000)
3. DrumMania 3rd Mix (2000)
4. DrumMania 4th Mix (2001)
5. DrumMania 5th Mix (2001)
6. DrumMania 6th Mix (2002)
7. DrumMania 7th Mix (2002)
8. DrumMania 8th Mix (2003)
9. DrumMania 9th Mix (2003)
10. DrumMania 10th Mix (2004)
11. Drummania V (2005)
12. Drummania V2 (2005)
13. DrumMania V4 (2007)
$end
$info=drmn2m,
$Edit this entry at Arcade-History.com
$bio
DrumMania 2nd Mix (c) 2000 Konami.
DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.
- TECHNICAL -
Konami Bemani 573 Digital hardware
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 1
Buttons : 6
- TRIVIA -
The game is also known as "Percussion Freaks 2nd Mix".
Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 3rd Mix & DrumMania 2nd Mix Soundtracks - KMCA-23) on 22/11/2000.
- TIPS AND TRICKS -
* Options menu : insert your coins(s), then hold Left + Right and press Start.
* Hidden and sudden modes : insert your coins(s), then hit |High Tom| |Low Tom| |High Tom| |Low Tom| |High Tom| |Bass| and press Start. Hidden and sudden modes will now be unlocked at the options menu.
* Tight mode : insert your coins(s), then hold |Bass| and hit |High Hat| |Snare| |High Tom| |Low Tom|. Release |Bass| then hit |High Hat| |Snare| |High Tom| |Low Tom|, |Bass| + |Snare|. Tight mode will now be unlocked at the options menu.
* Small and silent modes : insert your coins(s), then hit |High Tom| + |Low Tom|, |Snare| |Snare|, |High Hat| + |High Tom|, |Snare| |Snare|, |High Hat| + |Low Tom|. Small and silent modes will now be unlocked at the options menu.
* Expert Real mode : highlight the Real difficulty setting, then hit |Low Tom| |Low Tom| |Low Tom| |Low Tom| |Low Tom| at the mode selection screen.
* Toggle session mode difficulty : select session mode. Then hit |High Hat| |High Hat| at the song selection screen to toggle between normal and extreme session mode.
* New song speed : hit |Bass] |Bass] within one second at the song selection screen to increase the song speed. This may be done up to seven times in a row before the speed changes back to normal. Alternately, press Start + Left or Right during game play. This may be done up to seven times in a row before the speed changes back to normal.
- SERIES -
1. DrumMania (2000)
2. DrumMania 2nd Mix (2000)
3. DrumMania 3rd Mix (2000)
4. DrumMania 4th Mix (2001)
5. DrumMania 5th Mix (2001)
6. DrumMania 6th Mix (2002)
7. DrumMania 7th Mix (2002)
8. DrumMania 8th Mix (2003)
9. DrumMania 9th Mix (2003)
10. DrumMania 10th Mix (2004)
11. Drummania V (2005)
12. Drummania V2 (2005)
13. DrumMania V4 (2007)
$end
$info=drmn3m,
$Edit this entry at Arcade-History.com
$bio
DrumMania 3rd Mix (c) 2000 Konami.
DrumMania is a game where colored notes travel down the screen which correspond with color coded parts of an electronic drum set. The player must hit the drum parts when the notes reach the bottom of the screen in order to fill in missing drum parts from a song.
- TECHNICAL -
Konami Bemani 573 Digital hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA
Palette colors : 65536
Players : 1
Buttons : 6
- TRIVIA -
DrumMania 3rd Mix can link with "GuitarFreaks 4th Mix".
The game is known in Asian countries as "Percussion Freaks 3rd Mix".
Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 4th Mix & DrumMania 3rd Mix Soundtracks - KMCA-111) on 06/06/2001.
- TIPS AND TRICKS -
* Options menu : insert your coins(s), then hold Left + Right and press Start.
* Hidden and sudden modes : insert your coins(s), then hit |High Tom| |Low Tom| |High Tom| |Low Tom| |High Tom| |Bass| and press Start. Hidden and sudden modes will now be unlocked at the options menu.
* Tight mode : insert your coins(s), then hold |Bass| and hit |High Hat| |Snare| |High Tom| |Low Tom|. Release |Bass| then hit |High Hat| |Snare| |High Tom| |Low Tom|, |Bass| + |Snare|. Tight mode will now be unlocked at the options menu.
* Small and silent modes : insert your coins(s), then hit |High Tom| + |Low Tom|, |Snare| |Snare|, |High Hat| + |High Tom|, |Snare| |Snare|, |High Hat| + |Low Tom|. Small and silent modes will now be unlocked at the options menu.
* Expert Real mode : highlight the Real difficulty setting, then hit |Low Tom| |Low Tom| |Low Tom| |Low Tom| |Low Tom| at the mode selection screen.
* Toggle session mode difficulty : select session mode. Then hit |High Hat| |High Hat| at the song selection screen to toggle between normal and extreme session mode.
* New song speed : hit |Bass] |Bass] within one second at the song selection screen to increase the song speed. This may be done up to seven times in a row before the speed changes back to normal. Alternately, press Start + Left or Right during game play. This may be done up to seven times in a row before the speed changes back to normal.
- SERIES -
1. DrumMania (2000)
2. DrumMania 2nd Mix (2000)
3. DrumMania 3rd Mix (2000)
4. DrumMania 4th Mix (2001)
5. DrumMania 5th Mix (2001)
6. DrumMania 6th Mix (2002)
7. DrumMania 7th Mix (2002)
8. DrumMania 8th Mix (2003)
9. DrumMania 9th Mix (2003)
10. DrumMania 10th Mix (2004)
11. Drummania V (2005)
12. Drummania V2 (2005)
13. DrumMania V4 (2007)
$end
$info=dualaslt,
$Edit this entry at Arcade-History.com
$bio
Dual Assault (c) 1984 Data East.
A verticaly scrolling shoot'em up.
- TECHNICAL -
Main CPU : DECO (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside US as "Liberation".
- STAFF -
Staff : I. Fushiki, D. Kohama, Y. Ohba, Kenji Nishikawa
$end
$info=pc_duckh,
$Edit this entry at Arcade-History.com
$bio
Duck Hunt (c) 1984 Nintendo.
A first-person shoot'em up game.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : DH
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Duck Hunt was a hugely popular Nintendo Entertainment System (NES) video game title. It was a launch title. In Duck Hunt, players had a special gun apparatus, the Nintendo Zapper Gun that they plugged into the NES console, and attempted to shoot down ducks or clay pigeons in mid-flight. Like many early video games, Duck Hunt is endless.
The player is also accompanied by a nameless dog which laughs whenever a duck is missed. The dog has passed into video gaming folklore, alongside 'All your base are belong to us' (from "Zero Wing") and the various vocal messages from "Gauntlet". Additionally, one of the more popular urban legends within the video game community claims that some players have found a way to shoot the dog. This is actually impossible for several game-play reasons and limitations, although it is possible to shoot the dog in the bonus round of the arcade version of the game, "Vs. Duck Hunt" (possibly the origin of the urban legend).
- TIPS AND TRICKS -
* Freeze targets : Press Start to pause game play, then resume. The targets will remain paused for a brief amount of time, allowing an easy shot.
* Duck control : Use a standard controller in port one to control the ducks. Note: This may be done when one or two ducks appear on screen.
* Hint, Always hit the duck : Place a magnifying glass between the light gun and your television screen. Hold the Zapper gun approximately two feet back from the television and fire whenever a duck appears. Aiming directly through the center of the magnifying glass and towards the center of the television works the best. Several attempts may be needed to get the gun and magnifying glass positioned correctly.
Note : A fairly powerful magnifying glass was used to discover this trick.
- STAFF -
Music by : Hirokazu Tanaka (HIP)
Produced by : Gunpei Yokoi
$end
$info=dumpmtmt,
$Edit this entry at Arcade-History.com
$bio
Dump Matsumoto (c) 1986 Sega.
A female wrestling game starring some VERY ugly women!
- TECHNICAL -
Sega System 16A hardware
Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Body Slam".
- PORTS -
* Consoles :
Sega Master System (1986,"Gokuaku Doumei Dump Matsumoto")
$end
$info=dungeonm,dungenmu,
$Edit this entry at Arcade-History.com
$bio
Dungeon Magic (c) 1994 Taito.
4 mythical heroes traverse dungeons and castles to find and defeat the source of evil corruptive power that is threatening their land. Gameplay is refereshingly less linear than most beat'em ups.
- TECHNICAL -
Taito F3 System hardware
Game ID : D69
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in February 1994.
This game is known in Japan as "Lightbringer".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Lightbringer - PCCB-00154) on 20/05/1994.
- STAFF -
Project leader : Keppel Maekawa
Game designers : Keppel Maekawa, Turtle Mizukami, Mucha
Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa
Character designer : Kawamoyan
Character bit works : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Mari Fukusaki (Fire Fukusaki), Mochi Mochi Natsuko, Shigeki Yamamoto
All music and Sound Effects : Nakayama Jyotohei (Zuntata)
Music Sound Effects director : Hisayoshi Ogura (Zuntata)
Instructions : Naoto Hashizume
Image illustration : Kouichirou Yonemura
Hardware works : Hironobu Suzuki, Katumi Kaneoka
- PORTS -
* Consoles :
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=ddsom,ddsoma,ddsomjr1,ddsomj,ddsomu,ddsomr1,ddsomur1,ddsomr2,ddsomb,
$Edit this entry at Arcade-History.com
$bio
Dungeons & Dragons - Shadow Over Mystara (c) 02/1996 Capcom.
Six characters straight out of the Dungeons and Dragons Player's Manual take up arms in order to rid the kingdom of the evil sorceress Syn and her droves of annoying little Kobolds.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 14
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The game is based on the famous RPG system ''Dungeons & Dragons''.
The game forbids the initials 'SEX' on the name selection screen. If you try, it gets changed to (depending of the character you choose) :
Fighter : 'CRASSUS'
Cleric : 'GRELDON'
Elf : 'LUCIA'
Magic user : 'SYOUS'
Victor Entertainment released a limited-edition soundtrack album for this game (Dungeons & Dragons - Shadow Over Mystara - VICL-2169) on 22/05/1996.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
REVISION 1 :
* Software version : '960209' ('960206' for the Japanese release).
REVISION 2 :
* Software version : '960619'.
* Name BUG corrected (see 'Tips And Tricks' section for more info).
- TIPS AND TRICKS -
* BUG : very beneficial trick in some cases but leads to lockups. Choose a character with a 6-character name (Blue Dwarf and possibly 2 others). Press the name button and then erase it and start pressing buttons to put your own letters in. The timer to enter your name will reset as long as you are pressing buttons to enter letters. What happens is that you can continue to enter more letters than the code expects and you begin to over-write the area of memory that contains character information and inventory. Depending on what letters you enter and how many you enter you can continue the game at the beginning of the next stage and already be hasted, invulnerable, invisible, possessing powerful weapons, etc... The character info on screen is all garbled. Once you make it to the first shop you can drag apparently empty inventory items into the trash for large sums of silver. The game will lock up quite frequently though - especially when you pick up items that hold specific places in memory. Try using about 110 ''M''s for a name. This glitch was removed with the later revision.
- SERIES -
1. Dungeons & Dragons - Tower of Doom (1994)
2. Dungeons & Dragons - Shadow Over Mystara (1996)
- STAFF -
Planners : Kenkun Kataoka, Malachie
Character designer : Kinu. Nishimura
Object designers : "S" is a Criminal, H. Minobe, Shinya.M, Dway Nishimura, Kanako Takami, Miwa Shigenaga, Toshihiro Suzuki, Kako, Masayo Tsuiimoto, T. Shirahama, Ino, R. Sato, Sagata, Masanori Kondo, Shinji Sakashita (Shinz.Sakashita), Satoru Yamashita, Yosinori Yamamoto, Dja, Jon, Iwasaki Inukichi, Jun Matsumura (28)
Scroll designers : Nissui, Saru, Shake, Hisoya, S. Kuwatch, J. Son, Ojiji, Takky, Iwai, Meiko.K
Music composer : Masato Koda
Sound designer : Moe.T
Sound effects : Moe.T, Hachi Bee, Satoshi Ise
Sound producer by Arcade Sound Team.
Programmers : O.G.T, Kazuo.Yamawaki, Motsu, Tora&Yume&Hide, Ryota Forever, K.A.T.S.U.O, Knishi-MadDogMc
Original script : Alex Jimenez
- PORTS -
* Consoles :
Sega Saturn (1999, "Dungeons & Dragons Collection")
* Computers :
PC [MS Windows, CD-ROM] (2003 by MCB Interactive)
$end
$info=ddtod,ddtoda,ddtodj,ddtodjr1,ddtodur1,ddtodu,ddtodh,ddtodr1,
$Edit this entry at Arcade-History.com
$bio
Dungeons & Dragons - Tower of Doom (c) 01/1994 Capcom.
Four warriors set a course for the evil Tower of Doom and battle lots of enemies straight out of the Monstrous Compendium!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 02
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The game is based on the famous RPG system "Dungeons & Dragons".
The little sword-swinging flourish the fighter does after defeating a major enemy is taken directly from Capcom's previous side-scrolling sword fighting game, "Knights Of The Round".
- UPDATES -
The US versions are slightly different, they have the "Recycle It, Don't Trash It!" screen.
Revision 1 :
* Europe, Japan, Asia and US releases.
* Software version : 940113
Revision 2 :
* Hispanic, Japan and US releases.
* Software version : 940125
Revision 3 :
* Europe release only.
* Software version : 940412
- SERIES -
1. Dungeons & Dragons - Tower of Doom (1994)
2. Dungeons & Dragons - Shadow Over Mystara (1996)
- STAFF -
Dungeon masters : Tomoshi Sadamoto, Magigi Fukunishi, George Kamitani, Alex Jimenez
Character designers : Hitoshi Nishio (T), Shinji Sakashita (Sinz.Sakashita), Jun Matsumura (25), Youjiro, Yukari Ogawa, Minobeyan, Popozu.Boo, Seigo Kawakami, Masako Sato, Tiyuki Sawada, Takemoto
Artists : Fukumoyan, Ziggy, Miyao Masako, Hisashi Kisanuki, Junsuke, Angus, Hiropon
Programmers : Kazuo Yamawaki, Belphegor Ogachy, Tsutumu Uragou, Teruaki Hirokado, Toshiyuki Furuko
Music composers : Isao Abe (Oyaji), Takayuki Iwai (Anarchy Takapon), Ok Production
Sound designers : Toshio Kajino, Tomuyuki Kawakami (T.K NY)
- PORTS -
* Consoles :
Sega Saturn (1999, "Dungeons & Dragons Collection")
$end
$info=ddream95,
$Edit this entry at Arcade-History.com
$bio
Dunk Dream '95 (c) 1996 Data East.
- TECHNICAL -
Main CPU : ARM (@ 7 Mhz)
Sound Chips : YMZ280B (@ 14 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is also known as "Dataeast's Hoops".
- SERIES -
1. Street Hoop (1994)
2. Dunk Dream '95 (1996)
- STAFF -
Producer : Jinbo
Director : Osapan
Game Design : A. Kaneko
Soft : K. Minegishi, Mitsutoshi Satoh, Mya
Graphic : Yuzuru Tsukahara, Hiroki Narisawa, Kazurin Sugar, Endo Chang, Tony T., Kim, Hashimoto, Eno
Hard : Shingo Mitsui, Masao, T. Hasumi
Music : Mr*K
DJ Voice : Steve Miller
Rap : Clay Lawrey (MRG Enterprise Inc.)
Sound Driver : Furukawa
$end
$info=dunkmnia,dunkmnic,
$Edit this entry at Arcade-History.com
$bio
Dunk Mania (c) 1995 Namco.
A 2-on-2 basketball game.
- TECHNICAL -
Namco System 11 hardware
Game ID : DM
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- UPDATES -
* DM1/VER.C : Japan release, MAY 15 1996
* DM2/VER.C : World release, MAY 15 1996
$end
$info=dunkshot,
$Edit this entry at Arcade-History.com
$bio
Dunk Shot (c) 1987 Sega.
A basketball game.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0022
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 4
Control : trackball
Buttons : 2
- TRIVIA -
Licensed to Atari for US distribution.
Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.
$end
$info=dwarfd,
$Edit this entry at Arcade-History.com
$bio
Dwarfs Den (c) 19?? Electro Sport.
- TECHNICAL -
Main CPU : 8085A (@ 3.531666 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way Joystick
$end
$info=dyger,dygera,
$Edit this entry at Arcade-History.com
$bio
Dyger (c) 04/1989 Philko.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Sharp Image for US distribution.
- STAFF -
Programmer : No Youngho
Graphic designers : Jang Kyesook, Kwak Wooyong, Nam Hanhee, Choi Kwanghun
Scenario : Kim Yangsu
Music composers : Lee Jeongkyu, Kim Hyungbum, Cho Kwangho
$end
$info=dynagear,
$Edit this entry at Arcade-History.com
$bio
Dyna Gear - An Action Adventure On The Era Of Dinosaur (c) 1993 Sammy.
An action / platform game.
- TECHNICAL -
Main CPU : V60
Sound Chips : ES5506
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The background used for the title screen is the Area 4 background.
There are background characters from "Survival Arts" scattered throughout the game :
* In the cliff near the end of Stage 3, strike the wall in the cavity until a monk pops up.
* Other monks rise up from the lava pits in the final stage.
* During the final boss, there is a female monk in the background.
- STAFF -
Game Design : Hideo Akimoto, Mitsuo Yoshioka
Program : Mitsuo Yoshioka
Character Design : Kaoru Kamigiku
Object Character : Kaoru Kamigiku, Hideo Akimoto, Motoki Oashi, Hiroyuki Suwahara, Nobuhiko Ikeuchi, Airi Tateishi
Background Character : Hisaya Yamazaki, Noriko Fuzisawa, Motoki Oashi
Sound & Effect : Shigeyuki Shinbo
Translation : David Kanda
$end
$info=dynablst,dynablsb,
$Edit this entry at Arcade-History.com
$bio
Dynablaster (c) 1991 Hudson Soft.
In the future, fight competitions among robots are the most popular event. Bomber Man & King Bomber are the supreme champions, however King Bomber turns evil and attacks mankind with his loyal minions. Bomber Man & his brother Bomber Man 2 must defeat these henchmen and show King Bomber that crime just doesn't pay! Features cute graphics & music and insanely addictive gameplay. Have a blast, but don't get blasted yourself!!! :D
- TECHNICAL -
Irem M-90 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Irem.
This game is known in Japan as "Bomber Man".
- SERIES -
1. Bomber Man (1987, Nintendo Famicom)
2. Dynablaster (1991)
3. New Atomic Punk - Global Quest (1992)
4. Bomber Man II (1992, Nintendo Famicom)
5. Bomber Man '93 (1992, NEC PC-Engine)
6. Super Bomber Man (1993, Nintendo Super Famicom)
7. Bomber Man '94 (1994, NEC PC-Engine)
8. Super Bomber Man 2 (1994, Nintendo Super Famicom)
9. Super Bomber Man 3 (1995, Nintendo Super Famicom)
10. Super Bomber Man 4 (1996, Nintendo Super Famicom)
11. Neo Bomber Man (1997)
12. Super Bomber Man 5 (1997, Nintendo Super Famicom)
13. 13. Bomber Man Online (2001, Sega Dreamcast)
- PORTS -
* Computers :
PC [MS-DOS] (1991)
Commodore Amiga (1991)
$end
$info=dcclub,dcclubfd,dcclubj,
$Edit this entry at Arcade-History.com
$bio
Dynamic C.C. - Dynamic Country Club (c) 1991 Sega.
A polygon-based golf simulation game.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 1
Buttons : 4
$end
$info=dynashot,
$Edit this entry at Arcade-History.com
$bio
Dynamic Shooting (c) 1988 Jaleco.
Take up the role as a goal-hungry striker. Run through defenders and shoot past the goalie to score goals.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Players : 1
Buttons : 1
$end
$info=dynamski,
$Edit this entry at Arcade-History.com
$bio
Dynamic Ski (c) 1984 Taiyo System.
A skiing game.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 2
$end
$info=dynadice,
$Edit this entry at Arcade-History.com
$bio
Dynamic-Dice (c) 19??.
- TECHNICAL -
Main CPU : 8080 (@ 2.304 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 200 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 1
Buttons : 2
$end
$info=dybbnao,
$Edit this entry at Arcade-History.com
$bio
Dynamite Baseball (c) 1998 Sega.
A baseball game from Sega.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- SERIES -
1. Dynamite Baseball '97 (1996)
2. Dynamite Baseball (1998)
3. Dynamite Baseball '99 (1999)
$end
$info=dynabb,
$Edit this entry at Arcade-History.com
$bio
Dynamite Baseball '97 (c) 1996 Sega.
A 3-D baseball game.
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Dynamite Baseball '97 (1996)
2. Dynamite Baseball (1998)
3. Dynamite Baseball '99 (1999)
$end
$info=dybb99,
$Edit this entry at Arcade-History.com
$bio
Dynamite Baseball '99 (c) 1999 Sega.
A baseball game from Sega.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- SERIES -
1. Dynamite Baseball '97 (1996)
2. Dynamite Baseball (1998)
3. Dynamite Baseball '99 (1999)
$end
$info=dynamcop,dynmcopb,
$Edit this entry at Arcade-History.com
$bio
Dynamite Cop (c) 1998 Sega.
A 3-D beat'em up game.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
Another version runs on the Sega Model 2B hardware.
- TRIVIA -
This game is known in Japan as "Dynamite Deka II - Karibu no Kaizoku Hen".
- SERIES -
1. Dynamite Deka (1996)
2. Dynamite Cop (1998)
- STAFF -
Director : Makoto Uchida
- PORTS -
* Consoles :
Sega Dreamcast (1998)
$end
$info=dnmtdeka,
$Edit this entry at Arcade-History.com
$bio
Dynamite Deka (c) 1996 Sega.
A 3-D beat'em up.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in May 1996.
The title of this game translates from Japanese as 'Dynamite Detective'.
This game is known outside Japan as "Die Hard Arcade".
- SERIES -
1. Dynamite Deka (1996)
2. Dynamite Deka II - Karibu no Kaizoku Hen (1998)
3. Dynamite Deka EX (2007)
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation 2 (2006, "Sega Ages Vol. 26 - Dynamite Deka")
$end
$info=dyndeka2,dyndek2b,
$Edit this entry at Arcade-History.com
$bio
Dynamite Deka II - Karibu no Kaizoku Hen (c) 1998 Sega.
A 3-D beat'em up game.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Dynamite Detective II - Pirates of the Caribbean Episode'.
This game is known outside Japan as "Dynamite Cop".
- SERIES -
1. Dynamite Deka (1996)
2. Dynamite Deka II - Karibu no Kaizoku Hen (1998)
3. Dynamite Deka EX (2007)
- PORTS -
* Consoles :
Sega Dreamcast (1998)
$end
$info=dynduke,dyndukj,dyndukf,
$Edit this entry at Arcade-History.com
$bio
Dynamite Duke (c) 1989 Seibu Kaihatsu.
A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements!
- TECHNICAL -
Main CPU : (2x) V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 3072
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Fabtek for US distribution.
A two player simultaneous version is known as "The Double Dynamites".
This game was released in memory of 'Hironori Watsuo'.
- STAFF -
Directed by : Hitoshi Hamada
Executive producer : Kengo Kondo
Assistant director & editor : Kohki Yamate
Chief programmer : Tetsuya Kawaguchi
Music composed by : Akira Satoh
Sound effects : Hitoshi Hamada
Art director : Masao Matsuzawa
Set decorator : Takahide Wada
Special 'Boss' effects created by : Showichi Yano
Special 'Zombies' Effects created by : Hirdaki Ohtake
Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa
Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showichi Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki
The original story written by : Takahide Wada
Best Boy : Sue-San
Special animation coordinator : Suichi Mori
Special visual effects superviser : Takumi Takano
Technical consultant & Hardware designer : Yukinojoe Segawa
- PORTS -
* Consoles :
Sega Master System (1989)
Sega Mega Drive (1990)
* Computers :
Sharp X68000 (1990)
$end
$info=ddux,dduxbl,ddux1,
$Edit this entry at Arcade-History.com
$bio
Dynamite Düx (c) 1989 Sega.
An abstract and hugely entertaining take on the classic sideways scrooling beat-em-up genre for one or two players; in which two blue and red pet ducks called 'Bin' and 'Pin' take on a variety of bizarre enemies - such as disembodied moose heads and mortar-using wolves - in their quest to rescue their kidnapped owner, Lucy.
The ducks have a powerful punch which can be 'charged-up' by holding down the button, in a similar fashion to the beam weapon in Irem's "R-Type". In addition, extra weapons such as rocket launchers and bombs can be picked up along the way.
There are also two bonus stages (which appear after levels 2 and 4). In these stages player one fights against player two. The winner is awarded 100000 points. If the time limit expires before the fight is settled, the player with the most energy is awarded 50000 points.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0096
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The main character 'Bean' (Bin) appears in the Sega arcade game "Sonic The Fighters" as a playable character.
A bootleg of this game was made by Datsu.
- STAFF -
Music by : Hiroshi Miyauchi
- PORTS -
* Consoles :
Sega Master System (1989)
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Atari ST (1989)
Commodore Amiga (1989)
Amstrad CPC (1989)
$end
$info=dleague,
$Edit this entry at Arcade-History.com
$bio
Dynamite League (c) 1990 Taito.
A baseball game.
- TECHNICAL -
Taito H System hardware
Prom Stickers : C02
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 528
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Lead designer : Tsukasa Fujita
Programmers : Takashi Ishii, E. Satoh, M. Shimazaki, K. Nomura, T. Koike
Graphics designers : Hisaya Yabusaki, Kohzoh Igarashi, Hisakazu Katoh, Yukio Abe, T. Matsumoto, Tetsuya Shinoda, Y. Iwata, Ken' Ichi Imaeda, T. Satoh, M. Fukui, H. Kumagai, Atsuchi Taniguchi, Taira Sanuki
Sound (Zuntata Team) : Naoto Yagishita, Shiro Imaoka, Norihiro Furukawa
Hardware : Toshiyuki Sanada
Additionial design : Hiroyasu Nagai
Mechanic : H. Arai
$end
$info=dynwar,
$Edit this entry at Arcade-History.com
$bio
Dynasty Wars (c) 1989 Capcom.
This is a 1 or 2-player game where you play one of 4 Chinese heroes on horseback and try to kill hordes of enemies. This game always scrolls to the right.
The 1st button will make you face left and swing your weapon, the 2nd button will make you face right and swing your weapon, while the 3rd button will let you use magic. You can also add coins any time to increase your vitality.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 04
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1989.
The background story and all characters are based on factual history : the Period of Three Kingdoms after the 'Hen' Dynasty in China. Character designs were based on a popular Japanese comic called 'Destruction of Heaven and Earth'.
This game is known in Japan as "Tenchi wo Kurau".
The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989.
- SERIES -
1. Dynasty Wars (1989)
2. Warriors of Fate (1992)
- STAFF -
Producer : Kihaji Okamoto
Game designers : Noritaka Funamizu (Poo), S. Sato, K. Kataoka
Programmers : Y. Mutsunobu, M. Kobayashi, Y. Tsunasaki
Obj Designers : Kurichan, Y. Tamago, M. Tanabe, M. Matsuura, Shinji Sakashita
Scr Designers : Fukumoyan, M. Konishi, M. Miyao, K. Koizumi
Sound music : Manami Goto
Illustration : S. Shintani
- PORTS -
* Computers :
Sinclair Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
$end
$info=dynobop,
$Edit this entry at Arcade-History.com
$bio
Dyno Bop (c) 1990 Grand Products / Incredible Technologies.
A fun little redemption game involving rolling balls at virtual targets.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : Trackball
Buttons : 3
- TRIVIA -
The system actually uses an IR tracking device to map the paths of the balls up to the collection trough, and then depicts that path on screen. The same hardware is used in "Slick Shot", and "Super Strike Bowling", with different playfield and balls.
$end
$info=ejanhs,
$Edit this entry at Arcade-History.com
$bio
E-Jan High School (c) 1996 Seibu Kaihatsu.
A mahjong game.
- TECHNICAL -
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 54.00 Hz
Palette Colors : 6144
Players : 1
$end
$info=mt_eswat,
$Edit this entry at Arcade-History.com
$bio
E-SWAT Cyber Police - Enhanced Special Weapons and Tactics (c) 07/1990 Sega.
A powerful crime syndicate is creating chaos in your city. As a rookie cop, you must prove your worth by capturing dangerous criminals in order to get promoted to an E-Swat agent, the meanest crime-fighting machine ever to walk the streets! Many perils await you, but it's all part of a cop's job! Features nice graphics & sound, as well as a nice variety of enemies & challenges to beat!
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 38
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
SWAT is an acronym for 'Special Weapons And Tactics'.
The police cruiser that appears in the ending of E-SWAT makes a cameo appearance in the 1991 Sega Genesis game "Streets of Rage". The car's main purpose on Streets of Rage was to assist Axel, Blaze and Adam (the heroes in Streets of Rage) by firing either rocket grenades, or napalm at the bad guys whenever it was needed (ironically, some of the people who worked on E-SWAT's such as Tinon, and Dolphin ended up working on Streets of Rage).
- UPDATES -
The US version has the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
* Level select : start a game, the Hero and Mission screen appears. Now hold A+B+C and press Left, Right, Up, Down. You are now able to select the level by pressing Left/Right.
* Sound test : to enable the sound test, first beat the game. Then during the ending sequence, press and hold buttons A+B+C+Downleft. Keep holding these and press Start until the sound test screen appears.
- STAFF -
Game designed by : Tinon
Programmed by : Momonga Momo, Little Sun
Designers : Nandemo, Macco Chan, Seishi Atsumiya, Mikarin
Music by : Dolphin, Middle Village
Sound coordinator : Bo
Original concept by : Saki
- PORTS -
Sega Megadrive (1995)
$end
$info=eswat,eswatu,eswatj,eswatbl,
$Edit this entry at Arcade-History.com
$bio
E-SWAT Cyber Police - The Ultimate Factor in the Battle Against Crime (c) 09/1989 Sega.
The player takes on the role of a rookie cop in this sideways scrolling platform shoot-em-up from Sega. A powerful crime syndicate is creating chaos in the cop's home city and he must prove his ability as a police officer by capturing a number of crime bosses, killing as many of their henchmen as possible in the process. The policeman carries a standard issue pistol which only has a limited amount of ammunition. In the event of the ammunition running out, players will only be able to kick their enemies. Extra Ammo can be picked up at various points in the levels.
As the player progresses through the game and makes more and more arrests, their on-screen character will be promoted through the ranks. First to Captain, then Assistant Chief, Chief and finally, once three crime bosses have been arrested, to a full E-SWAT agent. Adorning full, robot-style body armour that bears more than a passing resemblance to the "Robocop" character from the games and movies of the same name. In armoured mode, the cop has vastly increased firepower, including a limited number of bombs that are ejected by a mechanical device on the policeman's back.
As the armoured cop is shot, his armour will gradually disappear until he is finally killed.
E-Swat plays very much like a cross between Sega's own 1987 classic "Shinobi", as well as Namco's superb "Rolling Thunder".
- TECHNICAL -
Sega System 16B hardware
Game ID : from 317-0128 / 317-0129 / 317-0130
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
SWAT is an acronym for 'Special Weapons And Tactics'.
- UPDATES -
FD1094 317-0128
* Japanese version
FD1094 317-0129
* US version
* "Winners Don't Use Drugs" screen added
FD1094 317-0130
* World version
- TIPS AND TRICKS -
* Second Boss Easy Win : when facing the second boss (the tall, boomerang-throwing thug) simply shoot repeatedly until you run out of bullets, then get in really close and 'kick' him for a one-hit win.
- PORTS -
* Consoles :
Sega Mega Drive (1990)
Sega Master System (1990)
* Computers :
Commodore C64 (1990)
Sinclair ZX Spectrum (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
$end
$info=edf,edfu,
$Edit this entry at Arcade-History.com
$bio
E.D.F. - Earth Defence Force (c) 1991 Jaleco.
A horizontally scrolling shoot'em up.
- TECHNICAL -
Jaleco Mega System 1-B hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (E.D.F. - PCCB-00058) on 21/03/1991.
- STAFF -
Programmers : S A S, Azvear-s
Main graphic : Wan Da You, Ca-Sai, Nekomasa
Sub-graphics : Crayon Gear, Shimizu
Music : Tsukasa Tawada
Produced by : Yuki.Arai
- PORTS -
* Consoles :
Nintendo Super Famicom (1991, "Super E.D.F. - Earth Defence Force") : It's a 1-player game only, unlike the arcade which was a 2-player game. Graphics are slightly downgraded (smaller sprites), but now it has added transparency effects. Also, one level is different from the arcade.
$end
$info=eagle,eagle2,eagle3,
$Edit this entry at Arcade-History.com
$bio
Eagle (c) 10/1980 Centuri.
An early shoot'em up.
- TECHNICAL -
The sides of the cabinet are decorated with huge stickers of a ship breaking into three parts orbiting a dish-shaped planet. The word 'EAGLE' is written in large letters diagonally across most of the side with round alien ships placed around it. The control panel has an overlay sticker containing docking instructions and labels for the left, right, and one/two player start buttons. Pictures of asteroids and a planet also decorate control panel. The marquee has a different, older-looking tri-stage ship with little planets and alien ships scattered around. The word 'EAGLE' is positioned on the right hand side with what looks like wings on each side. The game was also released as a cabaret. This cabinet has a different overlay than the upright, the title appears on the front bottom of the overlay with the wing design, there is a small spaceship on the right side, and there is no ship on top of the control panel.
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is known outside U.S. as "Moon Cresta".
Sam Blackburn holds the official record for this game with 108,640 points.
- UPDATES -
The game has slightly altered graphics compared to the original.
- SERIES -
1. Eagle (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II (1992, NEC PC Engine)
- STAFF -
Designed and programmed by : Shigeki Fujiwara
$end
$info=eaglshot,
$Edit this entry at Arcade-History.com
$bio
Eagle Shot Golf (c) 1994 Sammy.
A golf game.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : Trackball
Buttons : 2
- UPDATES -
In some versions, you win a prize if you win first place.
$end
$info=ecofghtr,ecofghta,ecofghtu,ecofgtu1,
$Edit this entry at Arcade-History.com
$bio
Eco Fighters (c) 1993 Capcom.
This game is a side-scrolling shoot-em-up with an ecological theme, in which the player must battle a ruthless mega corporation that is slowly destroying the Earth's eco systems with its industrial machines.
As well as superbly rendered graphics, Eco Fighters features an interesting play mechanic with the addition of an extended metal arm mounted on the side of the player's ship. On the end of the arm is a weapon that can be rotated through 360 degrees. This weapon comes in 4 different forms; Energy Ball, Long-range Hammer, Laser Sword or Scatter-Bomb foil. The rotatable weapon can be powered up before being fired, in a similar fashion to the 'Force' weapon that featured in Irem's "R-Type". The rotatable weapon is also impervious to all enemy contact and can be used as a shield.
In addition to the rotating weapon, the player's ship is also equipped with forward-firing laser guns. Both the guns and rotatable weapon can be powered-up with greater shot power when the relevant icon is picked up.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 03
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in December 1993.
Eco Fighters was actually designed by a Japanese gamer, who won a Capcom-sponsered competition to design a game for the arcade giant.
This game is known in Japan as "Ultimate Ecology".
Shinseisha/Gamest released a limited-edition soundtrack album for this game (Ultimate Ecology - GCD-2) on 22/01/1994.
- STAFF -
Object designers : S.Y, Imomushi, Chama, The Pin K, Dway!, Ovava, Minobeyan, Kakunaka
Scroll designers : Go, Y.N, May, Ziggy, Oyami, Hiropon
Programmers : Yuuka, A. Komorini, Tilde.Kaw, Commander Guchi, Some-P
Sound designers : Toshio Kajino, Hiroaki Kondo
Music composer : Syun Nishigaki (SYUN)
Voices : Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa
Planners : Meshi, Konou, Etos
Producer : Yokamoto
Original planner : Mori Keisuke
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Reloaded")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=egghunt,
$Edit this entry at Arcade-History.com
$bio
Egg Hunt (c) 1995 Invi Image.
A puzzle game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=eggventr,eggvntdx,eggvent7,
$Edit this entry at Arcade-History.com
$bio
Egg Venture (c) 1997 The Game Room.
A 'kid-friendly' animated shoot'em up game. Players use an optical gun to shoot at the 'bad eggs' while avoiding shooting the 'good guy eggs'. Players advance stage by stage to 38 different levels by shooting a certain number of targets.
- TECHNICAL -
Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 236 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
Egg Venture was a joint project between arcade parts company 'The Game Room' and 'ICE' (Innovative Creations in Entertainment), each of whom released their own version. The game was programmed by Kyle Hodgetts and does have several minor glitches, mainly down to the nature of the hardware. Problems with the availability of components meant that Kyle was forced to duplicate the sound system three times on the board to achieve polyphony, rather than using a simpler, but more expensive YM/OKI combination.
Egg Venture does not have an ending and it's only scoring system is the printing of the Dynamic Play Adjustment skill ranking after every 'day'.
The game appears to use (in places) the bass line from 'The Great Egg Race' by Martin Cooke and Richard Denton of BBC Records, although this is apparently a legitimate use, as the music came from a royalty-free library disc.
Following the success of Egg Venture, or more likely to fix the bugs present, a 'Deluxe version' was made.
The Egg Venture characters were later used in a kids redemption game.
- UPDATES -
The deluxe version has an ending, when you complete the tour, but the Dynamic Play Adjustment has a serious bug. The game encodes the number of successful completions and uses this to alter the difficulty. However, the number seems to decrease rather than increase at first, giving a difficulty multiplier of -1 after a few rounds. This makes the following level (Factory Eggs) incredibly difficult until you lose a couple of lives.
- STAFF -
Programmed by : Kyle Hodgetts
$end
$info=eggor,
$Edit this entry at Arcade-History.com
$bio
Eggor (c) 1983 Telko.
An early maze game with shoot'em up element.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- SCORING -
Eggs : 500 points 1st rack, 750 points 2nd rack, 1,000 points 3rd rack, and so on...
Birds : 100 points 1st rack, 200 points 2nd rack, 300 points 3rd rack, and so on...
$end
$info=eggs,
$Edit this entry at Arcade-History.com
$bio
Eggs (c) 1983 Technos.
A maze game.
- TECHNICAL -
Game ID : TA-0002
Main CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in September 1983.
Licensed to Universal for US manufacture and distribution.
- SCORING -
Kicking a solid egg : 20 points.
Kicking a cracked egg : 50 points.
Kicking a half-open egg : 100 points.
Kicking a bird off the screen : Mystery score.
Releasing the red bird last : 10,000 points bonus.
- TIPS AND TRICKS -
* If you locate the red chick, always leave it until last. The 10,000 points outweigh any advantage you may gain by releasing it earlier.
* Run around an egg to avoid the Chomper, and then kick an egg at it when it is on the other side.
* Kick a row of eggs when the Chomper is above you and then move down into the middle and the Chomper will cut across the screen to intercept you, and hopefully run into the row of five eggs you kicked.
* Don't lose your eyes! If you fire your eyes be careful not to hit them with a kicked egg, or you will lose them for the remainder of the screen or until you lose a life.
* Don't collect the hen. Let it run around helping you for as long as possible.
* Force the chomper to cut across screen towards you when there is space and you are behind an egg for an easy kill.
- SERIES -
1. Scrambled Egg (1983)
2. Eggs (1983)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=8ballact,8ballat2,8bpm,
$Edit this entry at Arcade-History.com
$bio
Eight Ball Action (c) 1984 Seatongrove.
A pool game.
- TECHNICAL -
* "Donkey Kong Jr." conversion :
Main CPU : S2650 (@ 1.536 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
* "Donkey Kong" conversion :
Main CPU : S2650 (@ 1.536 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
* "Pac-Man" Conversion :
Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : SN76496 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
- TRIVIA -
Licened to Magic Electronics.
$end
$info=eightfrc,
$Edit this entry at Arcade-History.com
$bio
Eight Forces (c) 1994 Tecmo.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=eightman,
$Edit this entry at Arcade-History.com
$bio
Eightman (c) 1991 Pallas / SNK.
A side-scrolling beat'em up / platform game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0025
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch [B] Jump [C] Special attack
- TRIVIA -
Released in September 1991.
This game is based on a Japanese cartoon series from the 60s. The characters actually do not look exactly like the traditional Eightman. Nineman is Just a pallete swapped Eightman.
In 2000, Taiyo System released a pachislot based on this video game, called "Eightman (Taiyo System)".
- STAFF -
Producer : Eikichi Kawasaki
Directors : Deru-Deru, Stary Cat
Programmers : Nishidon, Shinchan (as 'Shinchan-SSS')
Music composers : Jojoha Kitapy, Yoko, Makiko
Designers : Toyota Pretty, Endress Oki, Crash Master, Shibayan, Muramama, Obata F91
$end
$info=ejihon,
$Edit this entry at Arcade-History.com
$bio
Ejihon Tantei Jimusyo (c) 1995 Sega.
A puzzle game.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in June 1995.
The title of this game translates from Japanese as 'Ejihon Detective Office'.
$end
$info=elgrande,
$Edit this entry at Arcade-History.com
$bio
El Grande - 5 Card Draw (c) 1982 Tuni Electro Service / E.T. Marketing.
$end
$info=elandore,
$Edit this entry at Arcade-History.com
$bio
Elan-Doree - Legend of Dragon (c) 09/1998 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Known in Japan as 'Touryuu Densetsu Elan-Doree' (Fighting Dragon Legend Elan-Doree).
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=elephfam,elephfmb,
$Edit this entry at Arcade-History.com
$bio
Elephant Family (c) 1996 C.M.C.
- TECHNICAL -
Main CPU : M65C02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=elevator,elevatob,
$Edit this entry at Arcade-History.com
$bio
Elevator Action (c) 1983 Taito.
Agent 17 (code name 'Otto') is to secure the top secret documents from the security building. The enemy spies are in pursuit and their orders are to stop him at any cost. Having made it to the top of a 30 story building, Agent 17 has to make his way down to the basement to get to the getaway car and save the documents. Enemy spies are everywhere and the documents are hidden behind the red doors (bonus points awarded). He has to open the door and keep moving. If either of them shoots the lights out there will be a temporary blackout. If Otto finds himself on top of the elevator the player will not be able to control the elevator. If he gets caught in the elevator he is a sitting duck and cannot duck the bullets. By using the escalator he can reach the basement quicker. Otto can defeat his enemy by jump kicking or firing at them. Help Otto to grab all the documents and escape the spies.
- TECHNICAL -
Elevator Action was available in 2 different arcade formats, a cocktail table and an upright dedicated cabinet. Both versions used the same internal hardware though.
* The upright version came in the standard 'Taito Classic' cabinet, which was the same one used for "Jungle Hunt", "Zoo Keeper", "Alpine Ski", and many others. These cabinets normally did not have sideart that advertised the name of the game, instead they had a painted design of lines and shapes, along with a Taito logo. Different titles had different designs and color schemes, although they have been known to ship games in the wrong cabinets. But lets get back on track here. Elevator Action should come in a brown cabinet with a Taito logo up near the top. The marquee shows a scene of Agent 17 waiting for an elevator while an enemy agent shoots at him. While the monitor bezel shows agents on either side, has game instructions at the bottom, and shows an elevator floor display at the top. This bezel artwork is silk screened on glass, and is prone to peeling, be very careful if you have to handle one of these. The control panel has a single 4-Way ball-top joystick mounted centrally, with jump and fire buttons located to either side.
* Internally the machine uses a 19'' open frame monitor mounted horizontally, and a set of game boards that conform to the 'Taito Classic' wiring standard. Many other early Taito games (such as "Jungle Hunt" and "Bubble Bobble") will plug directly into this cabinet without modification.
* The cocktail version came in a table similar in design to the one used for "Space Invaders" and "Carnival". It was not decorated except for a pair of instruction cards underneath the glass. Most Japanese game makers purchased their tables from the same few manufacturers, and were quite likely to change the exact model of cocktail that they shipped in mid production. So assume any Elevator Action cocktail is original unless it is obviously converted from another title.
Taito SJ System hardware
Prom Stickers : BA3 / EA
Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 2 (FIRE, JUMP)
- TRIVIA -
Released in July 1983.
G. Ben Carter, Jr. holds official the record for this game with 143,450 points.
- SCORING -
Shooting an enemy agent : 100 points
Jumping on an enemy agent : 150 points
Dropping a light on an enemy agent : 300 points
Getting a secret document : 500 points
The bonus is 1000 points x the level you are on. After 10th level, you will get 10000 points per level completed.
- TIPS AND TRICKS -
* When you start the game, a quick animation will show a hook with a line connecting to the top of the elevator. Then your character will slide down the line to the roof. Then he will enter the building, in the elevator, at the 30th floor. It is now up to you to get all the secrets and make it to your car. The first thing you must know, obviously, is how to eliminate the enemy agents that are after you. There are a few ways you can do this :
1) Just shoot them. Of course, especially in the later levels, enemy agents make themselves an impossible target by lying down. You can only take them out by riding an elevator down.
2) Jumping on them will take care of them. In addition, you may avoid some of their fire.
3) On the non-dark floors, shoot the light down on top of an enemy agent. You must do this from the elevator. This also has the added effect of causing temporary darkness in the building, making enemy agents harder to see.
4) Crush an enemy agent using the elevator. This is hard to do since they move around. You may get lucky, however, and get one under or on top of the elevator you are on.
5) This way is pretty hard. You might be able to get an enemy agent to follow you and fall down the hole created by the missing elevator.
* You must know how to use the escalators and open the red doors :
1) To use the escalators, just stand on the little rectangle. Then push the joystick UP or DOWN depending on which direction you need the escalator to take you.
2) To open the red doors, stand on the little rectangle. Face the doorknob and press RIGHT on the joystick.
* You have full control over any elevator you enter. This means you can move UP and DOWN on a dime to keep your character safe. This works until the alarm goes off.
* Speaking of elevators, your character cannot duck while in an elevator. Also, while riding the escalators, your character cannot duck, jump, or fire his weapon.
* Also on elevators, you do not have control when you are riding on top of them. This means you are at the mercy of the elevator or the enemy agent controlling it. Be very careful if you ride on top of the elevator. You also cannot go past the bar on the top of the elevator.
* Enemy agents usually come out of the doors on the current floor or the floor above and below. A lot of times it is good to lay a wall of fire down a hallway. This way, you can pick off any enemy agents that happen to come out of one of the doors.
* When you enter through one of the red doors, the enemy agents will lose track of your character but will have a general idea of where your character is. When you exit the room, crouch and lay down fire both left and right to clear off the floor.
* As the levels progress, the enemy agents get better at their tactics. They start to crouch more to mess up your fire. They also may lay down which makes it impossible to hit them unless you are on an elevator and can shoot along the floor.
* As you move up in levels, there will be red doors in odd areas. Areas such as on the lower five floors where only elevators can take you across. Of course, if you get good with the jump button, you can jump those gaps to get to either side quicker. The downside is that enemy agents will usually flood the area and lay down a lot of fire.
* If you happen to get to the B1 floor and you have forgotten to get a red door, the game will automatically put your agent at the door you missed. If it is multiple doors, then you will be placed at the highest floor first.
* There is an internal time limit on how long you can take to get everything out of the building. If you take too much time, an alarm sounds and the following things occur :
a) Although you still have control over the elevators, it is much harder to get them to respond to your commands. If you are in a tight situation that requires a little bit of time, don't wait till the last minute or you may be an ex-agent.
b) The enemy agents move much quicker and their shots move faster. Plus, additional enemy agents will start appearing to really make your life miserable.
c) If your character happens to die, the next man will still be facing the same alarm situation. The only way to resolve the situation is to get all of the secrets and make it out of the building.
* Watch out for the double elevator. If you are in the top car, it will stop two floors short of the bottom since there is a one floor gap, and the bottom car. Try to always get into the bottom car of a double elevator so that you can make a hasty exit and not be trapped with enemy agents firing on you.
- SERIES -
1. Elevator Action (1983)
2. Elevator Action Returns (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
- STAFF -
Music by : Yoshino Imamura
- PORTS -
* Consoles :
Atari 2600 (1983)
Nintendo Famicom (1985)
Sega SG-1000 (1985)
Nintendo Game Boy (1991)
Sega Saturn (1997, as bonus game in "Elevator Action Returns")
Nintendo Game Boy Advance (2002, "Elevator Action Old & New")
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Sony PlayStation2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
Nintendo Wii (2007, "Virtual Console" - NES version)
* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1987)
MSX
PC [MS Windows] (2005, "Taito Legends")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=elvact2u,
$Edit this entry at Arcade-History.com
$bio
Elevator Action II (c) 1995 Taito.
Terrorists are on the loose and it is up to a special counter-terrorism squad to infiltrate their strongholds to snag information and terminate them before it's too late. Features excellent graphics and sound, 3 selectable characters, an expanded arsenal of weapons and an excellent challenge. Definitely improved over the last game and highly recommended for "Rolling Thunder" fans!
- TECHNICAL -
Taito F3 System hardware
Game ID : E02
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in February 1995.
This game is known outside US as "Elevator Action Returns".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Elevator Action Returns - PCCB-00186) on 21/07/1995.
- UPDATES -
This US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Elevator Action (1983)
2. Elevator Action II (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
- STAFF -
Game designers : Yusuke Tsuda, K. Terada
Programmers : Tkhc.03, Iromust, Nob, Y. Mori
Programming support : Komochi Yagi, A. Kurabayashi
Character designers : Masami Kikuchi, Makoto Fujita, T. Yoshiba, Tohru Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Yukiwo Ishikawa, Y.A.P
BGM composer : Yasuhisa Watanabe (Zuntata)
Sound effect by Zuntata : Ishikawa Babio (BABI), Munehiro Nakanishi, Kamaty
Designer : Toshiyuki Takenami
Hardware : Katsumi Kaneoka
Location test : M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star
Exective producer : Koichi Nakamura
- PORTS -
* Consoles :
Sega Saturn ("Elevator Action Returns")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=elvactr,elvactrj,
$Edit this entry at Arcade-History.com
$bio
Elevator Action Returns (c) 1995 Taito.
Terrorists are on the loose and it is up to a special counter-terrorism squad to infiltrate their strongholds to snag information and terminate them before it's too late. Features excellent graphics and sound, three selectable characters, an expanded arsenal of weapons and an excellent challenge. Definitely improved over the last game and highly recommended for "Rolling Thunder" fans!
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E02
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in February 1995.
This game is known in US as "Elevator Action II".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Elevator Action Returns - PCCB-00186) on 21/07/1995.
- SERIES -
1. Elevator Action (1983)
2. Elevator Action Returns (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
- STAFF -
Game designers : Yusuke Tsuda, K. Terada
Programmers : Tkhc.03, Iromust, Nob, Y. Mori
Programming support : Komochi Yagi, A. Kurabayashi
Character designers : Masami Kikuchi, Makoto Fujita, T. Yoshiba, Tohru Kawaishi, Baw Baw, Y. Kajihara, M. Kamiya, Trd, Tsd, Yukiwo Ishikawa, Y.A.P
BGM composer : Yasuhisa Watanabe (Zuntata)
Sound effect (Zuntata) : Ishikawa Babio (BABI), Munehiro Nakanishi, Kamaty
Designer : Toshiyuki Takenami
Hardware : Katsumi Kaneoka
Location test : M. Fukumoto, N. Omura, R. Matsuse, Piratsuka, T. Koike, Pasona, Alpha Star
Exective producer : Koichi Nakamura
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation 2 ("Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=11beat,
$Edit this entry at Arcade-History.com
$bio
Eleven Beat (c) 1998 Hudson Soft.
- TECHNICAL -
Seta Aleck64 hardware
CPU : R4300i @ 93.75 MHz
Co-Processor : 64-bit RISC processor @ 62.5 MHz, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 16.8 million colors
Players : 1
Control : stick
Buttons : 9
$end
$info=elim4,elim4p,
$Edit this entry at Arcade-History.com
$bio
Eliminator [4-Player model] (c) 1981 Gremlin.
A large spheroid known as the Eliminator floats randomly about the screen destroying everything it touches. Pilot a space ship around and avoid being hit by it, other players, or drones while fighting.
- TECHNICAL -
Sega G80 Vector hardware
- TRIVIA -
Also released as :
"Eliminator [Upright 2-Player model]"
"Eliminator [Cocktail 2-Player model]"
During the attract mode for Eliminator 4-player, it mentions 'Two-players game'. This implies that the 2-player upright model came first, and they forgot to change the attract mode between games.
This was the only '4-players' vector game ever made.
An Eliminator 4-player machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Larry Clague, Mike Hendricks
- PORTS -
* Consoles :
Sony PSP (2006, "Sega Genesis Collection")
$end
$info=elim2c,
$Edit this entry at Arcade-History.com
$bio
Eliminator [Cocktail 2-Player model] (c) 1981 Gremlin.
A large spheroid known as the Eliminator floats randomly about the screen destroying everything it touches. Pilot a space ship around and avoid being hit by it, other players, or drones while fighting.
- TECHNICAL -
Sega G80 Vector hardware.
- TRIVIA -
Also released as :
"Eliminator [Upright 2-Player model]"
"Eliminator [4-Player model]".
- UPDATES -
There are two '2-player' revision of this game :
* Set 2 : The oldest version of eliminator had small, fast and accurate firing drones. There was a 'counter' for each player that counted down from 30. Texts on screen are purple.
* Set 1 : The latest versions is the most commonly found version. In this version, the drones are more colorful, larger and dumb. There are no counters, just a score for each player. Texts on screen are green.
- STAFF -
Designed and programmed by : Larry Clague, Mike Hendricks
- PORTS -
* Consoles :
Sony PSP (2006, "Sega Genesis Collection")
$end
$info=elim2,elim2a,
$Edit this entry at Arcade-History.com
$bio
Eliminator [Upright 2-Player model] (c) 1981 Gremlin.
A large spheroid known as the Eliminator floats randomly about the screen destroying everything it touches. Pilot a space ship around and avoid being hit by it, other players, or drones while fighting.
- TECHNICAL -
Sega G80 Vector hardware
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Released in December 1981.
Also released as :
"Eliminator [Cocktail 2-Player model]"
"Eliminator [4-Player model]".
- UPDATES -
There are two '2-player' revision of this game :
* Set 2 : The oldest version of eliminator had small, fast and accurate firing drones. There was a 'counter' for each player that counted down from 30. Texts on screen are purple.
* Set 1 : The latest versions is the most commonly found version. In this version, the drones are more colorful, larger and dumb. There are no counters, just a score for each player. Texts on screen are green.
- STAFF -
Designed and programmed by : Larry Clague, Mike Hendricks
- PORTS -
* Consoles :
Sony PSP (2006, "Sega Genesis Collection")
$end
$info=embargo,
$Edit this entry at Arcade-History.com
$bio
Embargo (c) 1977 Cinematronics.
An old sea-battle game.
- TECHNICAL -
Main CPU : S2650 (@ 625 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 4
Control : dial
Buttons : 1
$end
$info=emeralda,emeraldj,
$Edit this entry at Arcade-History.com
$bio
Emeraldia (c) 1993 Namco.
A puzzle game where the player must line up squares of the same color. When three tiles have been stacked in a vertical row, they crack. When a fourth square of same color lands on the cracked ones, all four squares disappear.
- TECHNICAL -
Namco System NA-1 hardware
Game ID : EM
Main CPU : 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
$end
$info=eca,
$Edit this entry at Arcade-History.com
$bio
Emergency Call Ambulance (c) 1999 Sega.
Become an emergency medical technician in Emergency Call Ambulance. Day or night, you're on the call! Race to the scene of a serious traffic accident, spectacular fire or senseless act of big city violence. You're mission : get the injured to the hospital emergency room as quickly and safely as possible! Players are kept aware of their patient's condition by monitoring their 'health point' indicator. Reckless driving or hitting other vehicles will dramatically reduce your patient's 'health point' indicator. Follow the on-screen directions or choose your own route. The game ends if the 'health point' indicator reaches zero before you deliver the patient to the hospital. Make it in time, and you're off to the next emergency call!
- TECHNICAL -
Sega Model 3 Step 2.1 hardware.
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : paddle
Buttons : 3
- TRIVIA -
This game is known in Japan as 'Kyuukyuusha' (translates from Japanese as 'Ambulance').
Emergency Call Ambulance is a part of Sega's 'Real Life Career Series', others are "Airline Pilots", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Crazy Taxi".
$end
$info=empcity,empcityj,empcityu,
$Edit this entry at Arcade-History.com
$bio
Empire City 1931 (c) 1986 Seibu Kaihatsu.
A first-person shoot'em up where you attempt to rid 1931 New York City of the dangerous criminal element.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 257
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1986.
Licensed to Taito for Japan manufacture and distribution.
Empire City 1931 is known in Germany as "Street Fight".
- SERIES -
1. Empire City 1931 (1986)
2. Dead Angle (1988)
- PORTS -
* Consoles :
Nintendo Famicom (1987, "Magnum Kiki Ippatsu - Empire City : 1931")
* Computers :
Thomson TO8 (1987, "Prohibition")
Commodore C64 (1987, "Prohibition")
Sinclair ZX Spectrum (1987, "Prohibition")
Amstrad CPC (1987, "Prohibition") [64 ko Cassette version]
Amstrad CPC (1987, "Prohibition") [128 ko Disk version] : has better graphics.
PC [MS-DOS, 5.25''] (19??, "Prohibition")
$end
$info=enduror,endurobl,endurob2,enduror1,
$Edit this entry at Arcade-History.com
$bio
Enduro Racer [Wheelie model] (c) 1986 Sega.
For their addition to the genre they had come to dominate, Sega delved into the world of off-road motorcycle racing. Enduro Racer features 5 extremely hilly and undulating courses, each littered with logs, rocks, trees and rival racers that must be either jumped over (where the track allows it) or avoided.
Enduro Racer is perhaps best remembered for its 'Wheelie' feature, which required the player to physically lift the cabinet's handlebars to raise the front wheel of the game's on-screen counterpart.
- TECHNICAL -
Dimensions (cm) :W66 x D176 x H170
Weight : 220 Kg.
Main CPU : (2x) 68000 (@ 10 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 1
- TRIVIA -
Released in September 1986.
Also released as :
"Enduro Racer [Sit-Down model]".
"Enduro Racer [Upright model]".
Jack Gale holds the official record for this game with 40,973,617 points.
Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987.
- STAFF -
Music composed by : Hiroshi Miyauchi (Hiro)
- PORTS -
* Consoles :
Sega Master System (1987) : Isometric view.
* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Atari ST (1987)
Amstrad CPC (1987)
Thomson TO7 (1988)
Thomson M05
$end
$info=enforce,
$Edit this entry at Arcade-History.com
$bio
Enforce (c) 1988 Taito.
A 3-Dimensional tank driving shoot'em up using much the same technology as that of "Continental Circus".
- TECHNICAL -
Taito Z System hardware
Game ID : B58
Main CPU : (2x) 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed from U.S. Navy under U.S. Patent 4,021,846.
- STAFF -
Producer : Junji Yarita
Software : Hidenori Sasatani, Eiichi Sato, Kenzo Nomura, Tohru Sugawara
Character designers : Junji Yarita, Akira Saito, Space Creative, Animation 20
Hardware designers : Yasuhiro Shibuya, Seigo Sakamoto
Electric : Fumio Takeda, Satoru Shimomura, Masatoki Sasaki
Mechanic : Akira Takahashi, Mituyoshi Ishida, Tohru Hirata, Masaharu Hori
Designers : Shinobu Sekiguchi, Shin Tamagoshi
Sound produced by Zuntata : Hisayoshi Ogura (OGR.), Yasuhisa Watanabe (Yack.)
Music composed by : Takami Asano
Data programmed by : Shizuo Aizawa (Splatter A)
$end
$info=enigma2,enigma2a,
$Edit this entry at Arcade-History.com
$bio
Enigma II (c) 1981 GamePlan.
An old shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Zilec Electronics.
$end
$info=equites,equitess,
$Edit this entry at Arcade-History.com
$bio
Equites (c) 1984 Alpha Denshi.
An early vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC
Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Also licensed to Sega.
Gennaro D'Angelo holds the official record for this game with 9,999,999 points.
$end
$info=ertictac,
$Edit this entry at Arcade-History.com
$bio
Erotictac (c) 1992 Sisteme.
A falling-blocks puzzle game where you can drop the rocks and change them. When three rocks of the same colour touch, they disappear. An erotic picture is displayed after each level.
- TECHNICAL -
Main CPU : ARM (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Tactic".
$end
$info=evosocc,
$Edit this entry at Arcade-History.com
$bio
ES Evolution Soccer (c) 2001 Evoga / BrezzaSoft.
A soccer game.
- TECHNICAL -
Zealer Board hardware
Main CPU : SE3208 (@ 43 Mhz)
Sound Chips : VRender0 (@ 43 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4 (LOW PASS/SHOOT/SLIDING, HIGH PASS/TACKLE, TURBO, SPECIAL TECHNIQUES)
- TRIVIA -
This game runs on Zealer Board (so-called 'Crystal System'). There are various games on this system, this one and "ES Evolution Soccer", "Office YeoInCheonHa", "Mahl Dalrijah", "EuhRahtChaCha Mooh Daeri", "Cutey Fatty", "Dong-geul Dong-geul Haerong-yi", "Bohmool-Seom", and so on.
- UPDATES -
This game has 2 regions, Mexico and the rest of the world. With Mexico region, you can play mexican teams with the others, no surprise, international teams.
- TIPS AND TRICKS -
* Play against ALL STAR TEAM : Win ALL matchs and the message ''New Challenger'' must appears.
- STAFF -
Executive producer : Yosh Jinno
Director : Radel
Planner : Edu
Programmer : YuritaRo, Hara
Graphics : Yama-o, Nori-Y, Moyetor, Quincho, Ziul, A. Kanji, Cormon, Isgago, Yama, Hashimoto, Sio
3D-Works : Yama-o, Chinchilla, TechonZ
Research : Zhila, CasDom V, Panda
Voice : Zhila, Furank
Sounds Creator : Yasuo YAMATE
Adviser : Lucertola
$end
$info=eprom,eprom2,
$Edit this entry at Arcade-History.com
$bio
Escape From The Planet of the Robot Monsters (c) 1989 Atari Games.
The evil Reptilons are holding humans hostage on Planet X; one or two players must warp onto the planet and rescue them, destroying the swathes of enemy robot monsters that bar their way. players are armed with laser guns and a fiite number of bombs. Hostages are rescues by simply touching them, but players must be careful not to accidently shoot the hostages. Food can be found in storage lockers and will increase the players' energy levels. Some robots leave gems behind when they are destroyed, and these can be picked-up to give the players a weapon boost.
Robot Monsters is a colourful, comic book-esque and humorous pastiche of the classic sci-fi B-movie genre. The game has a similar feel to Atari's own arcade legend, "Gauntlet", although the scrolling levels of Robot Monsteres are viewed from a 3-D isometric viewpoint.
- TECHNICAL -
Game ID : 136069
Main CPU : (2x) 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), TMS5220 (@ 650.727 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : stick
Buttons : 3
- TRIVIA -
Released in July 1989.
The game code shares a hidden message : HI LISA, ROBIN, MOM & DAD.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ESCAPE (in reference for Escape From The Planet of the Robot Monsters).
- PORTS -
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
PC (1991)
$end
$info=esckids,esckidsj,
$Edit this entry at Arcade-History.com
$bio
Escape Kids (c) 1991 Konami.
An unusual take on the overhead racing genre, Escape Kids has up to 4 players taking on the role of an athletic runner and competing to be the first to cross the finish line in a number of 3-lap races. As well as running, each player has a limited number of 'Super Jumps'; these allow the player to leap over both rival runners and obstacles.
Money is awarded for finishing first, and players can upgrade their runner depending on the amount of money they have available. Runners can be given extra super jumps, an upgrade to stop the runner from skidding when going through a bend in the track, quicker recovery time from falls, or be made stronger (and thus less likely to be knocked over by a rival runner). Special items occasionally appear and can be picked up and used. These range from an item that causes a small earthquake (causing all of the rival runners to tumble along the ground, thus slowing them down) and a bomb, which renders any runner that runs into it unable to move for several seconds.
Each race has a total of five competitors (either human or computer controlled) and players must finish in first place or are disqualified. Any player who wins all three races in a round will be taken to a bonus screen. Here, the player's on-screen counterpart rides a bike and the player must collect as much money as possible.
- TECHNICAL -
Main CPU : KONAMI (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Some of the sounds in Escape Kids were recycled for other Konami titles. Examples of this :
* The 'oh yeah' (when you insert a coin in Escape Kids) was used as part of the name entry music in "X-Men".
* When you do a super jump during game-play one of two familiar noises happen :
1) The sound that is used in "The Simpsons" whenever you hit someone.
or
2) The 'yippee' which was later used for "Sunset Riders"'s coin noise.
$end
$info=esh,esha,eshb,
$Edit this entry at Arcade-History.com
$bio
Esh's Aurunmilla (c) 1984 Funai.
You are the hero Don Davis. Emperor Esh, who is trying to take over the Universe Orion, has kidnapped princess Sindy. It is your job to rescue Princess Sindy from the evil Emperor Esh. Armed with only a sword, you must fight your way through the obstacles to rescue the princess and save the universe!
- TECHNICAL -
This game uses a laser disc.
- PORTS -
* Computers :
Pioneer Palcom PX-7
$end
$info=espradeo,espradej,
$Edit this entry at Arcade-History.com
$bio
ESP Ra.de. (c) 1998 Atlus / Cave.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Game ID : ATC04
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Secondary shoot, [C] Psychic bomb
- TRIVIA -
Released in April 1998.
Designed by Cave and distributed by Atlus.
Pronounced 'espraid', this game is known oustide Japan as "ESP Ra.de. - A.D. 2018 Tokyo".
ESP means 'ExtraSensory Perception'.
Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.
- TIPS AND TRICKS -
* Counter Display : Insert a coin, hold B button and press Start.
* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages :
YUSUKE :
Press A button : Houoh High School, Random, Random.
Press B button : Houoh High School, Shopping Mall At Night, Bay Area.
Press C button : Houoh High School, Bay Area, Shopping Mall At Night.
JB-5TH :
Press A button : Shopping Mall At Night, Random, Random.
Press B button : Shopping Mall At Night, Bay Area, Houoh High School.
Press C button : Shopping Mall At Night, Houoh High School, Bay Area.
IRORI :
Press A button : Bay Area, Random, Random.
Press B button : Bay Area, Houoh High School, Shopping Mall At Night.
Press C button : Bay Area, Shopping Mall At Night, Houoh High School.
* ESP Ra.de. weapons :
1) Shot : your main shot is fired with the A button, and is the basic fire. If you just tap, the character will move at maximum speed: if you hold down the button, the character will slow down, about 20% slower. When you use the normal shot and have a chain going, destroying enemies while the timer is still active will grant you the multiplied score, i.e. if you have a x15 multiplier active and you destroy enemies, they all will be worth their value x15.You need to take four big "P" power-ups to be fully powered, or 4/8/12/16 (in this order) small "P" power-ups.
2) Secondary Shoot : actually the most important of the two basic weapons: Beside making a lot of damage, it triggers multipliers for your basic points. It works in this way: if you shoot a blast of the secondary shot and hit an enemy, you can land on it from 1 to 15 energy bars (the bar is located at the bottom of the screen, on the player's side of course). If you destroy the hit enemy with the main shot, you will also trigger a timer for your multiplier: depending on enemy's size, you can get from 0.5 to 2 seconds to continue the chain and keep having the said multiplier on score. Now, the only way to replenish said timer is to collect the bonus cubes.these cubes are released by larger (i.e. that take more hits to explode) enemies and by engulfing bullets into explosions: if this happens, every bullet will be turned into a bonus cube. Now, when you land a secondary attack on an enemy and then destroy it with the main weapon, you will trigger the multiplier bonus: said multiplier is based on the level of energy that lands on the enemy. For instance, if you land a full level 15 secondary attack on an enemy and then destroy it, you will trigger a x16 multiplier : the basic formula is Energy Bar+1=Multiplier Value, or EB+1=MV
The amount of energy in stock depends on your power level : you start at 7/15, then increase by +2 per full power-up. Now, one final note on the bonus cubes: every cube gives you back 0.1 seconds on your multiplier timer. The maximum timer, however, can never be higher than 2 seconds. Bonus cubes are also (obviously) worth points, hence the name: every bonus cube is worth 100 points x the MV, so big showers of cubes are worth a lot of points and will maintain the multiplier going.
3) Psychic bomb : is your limited weapon to get rid of enemies once you don't know what to do.It basically works in this way: you have a big energy bar on the right of the EB, which tells you how much energy you have to use on the bomb. Once you push the C button, you will release a quick blast of energy which will damage hit enemies: unlike the typical smart bomb, it won't clear the screen of all dangers. However, if you hold down the C button, you will create an aura of invicibility, and accumulate more power: this is useful to release more powerful blasts. Once you hold down the button, all bullets going against your barrier turn into bonus cubes, so you can also get back some of them. You can use up to half of the bar for one huge blast (holding down the button will consume your energy).
Now, the bonus cubes we've spoken about are also meant to make you replenish your bomb. How? Once you reach 200 cubes (counter is below the score), the game will be a bit harder and the bonus counter will flash. This also means that you will get more bullets to be cancelled into cubes with explosions, and thus a better change to keep a multiplier going.
Since we've spoken of replenishing the bomb energy, let's see how it works. Once you reach the 200 cubes value, if you don't have a full bomb bar, the bonus cubes will turn into energy bonuses. These will replenish your bomb bar, but the counter will turn quickly back to 0: once it's resetted, you won't get any energy bonuses.Also, next time you will get energy bonuses will be at 300 cubes, then 400, then 500. Finally, if you die, your counter will be reduced at 75% of the stock, then 66%, then 50%, etc...
- SERIES -
1. ESP Ra.de. (1998)
2. Espgaluda (2003)
3. Espgaluda II (2005)
- STAFF -
Producer : Kenichi Takano
Super visor : Hiroyuki Tanaka (Atlus)
Chief programmer : Tsuneki Ikeda
Programmers : Satoshi Kohyama, Ryuichi Yabuki
Chief designer : Junya Inoue
Designers : Akira Wakabayashi, Yuko Nakamura
CG designers : Riichirou Nitta, Atushi Aburano
Sound producer : Junya Inoue
Sound director : Hiroshi Horiguchi (Two Five)
Music composer : Masahiro Kusunoki (Two Five)
Sound effects : Ryuichi Yabuki
Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura
Special assist : Toshiaki Tomizawa
$end
$info=esprade,
$Edit this entry at Arcade-History.com
$bio
ESP Ra.de. - A.D. 2018 Tokyo (c) 1998 Atlus / Cave.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1998.
Designed by Cave and distributed by Atlus.
Pronounced 'Espraid', this game is known in Japan as just "ESP Ra.de.".
ESP means 'ExtraSensory Perception'.
Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.
- TIPS AND TRICKS -
* Counter Display : Insert a coin, hold B button and press Start.
* Stage Edit : Select your character with a specific button to choose the order of the 3 first stages :
YUSUKE :
Press A button : Houoh High School, Random, Random.
Press B button : Houoh High School, Shopping Mall At Night, Bay Area.
Press C button : Houoh High School, Bay Area, Shopping Mall At Night.
JB-5TH :
Press A button : Shopping Mall At Night, Random, Random.
Press B button : Shopping Mall At Night, Bay Area, Houoh High School.
Press C button : Shopping Mall At Night, Houoh High School, Bay Area.
IRORI :
Press A button : Bay Area, Random, Random.
Press B button : Bay Area, Houoh High School, Shopping Mall At Night.
Press C button : Bay Area, Shopping Mall At Night, Houoh High School.
* ESP Ra.de. weapons :
1) Shot : your main shot is fired with the A button, and is the basic fire. If you just tap, the character will move at maximum speed: if you hold down the button, the character will slow down, about 20% slower. When you use the normal shot and have a chain going, destroying enemies while the timer is still active will grant you the multiplied score, i.e. if you have a x15 multiplier active and you destroy enemies, they all will be worth their value x15.You need to take four big "P" power-ups to be fully powered, or 4/8/12/16 (in this order) small "P" power-ups.
2) Secondary Shoot : actually the most important of the two basic weapons: Beside making a lot of damage, it triggers multipliers for your basic points. It works in this way: if you shoot a blast of the secondary shot and hit an enemy, you can land on it from 1 to 15 energy bars (the bar is located at the bottom of the screen, on the player's side of course). If you destroy the hit enemy with the main shot, you will also trigger a timer for your multiplier: depending on enemy's size, you can get from 0.5 to 2 seconds to continue the chain and keep having the said multiplier on score. Now, the only way to replenish said timer is to collect the bonus cubes.these cubes are released by larger (i.e. that take more hits to explode) enemies and by engulfing bullets into explosions: if this happens, every bullet will be turned into a bonus cube. Now, when you land a secondary attack on an enemy and then destroy it with the main weapon, you will trigger the multiplier bonus: said multiplier is based on the level of energy that lands on the enemy. For instance, if you land a full level 15 secondary attack on an enemy and then destroy it, you will trigger a x16 multiplier : the basic formula is Energy Bar+1=Multiplier Value, or EB+1=MV
The amount of energy in stock depends on your power level : you start at 7/15, then increase by +2 per full power-up. Now, one final note on the bonus cubes: every cube gives you back 0.1 seconds on your multiplier timer. The maximum timer, however, can never be higher than 2 seconds. Bonus cubes are also (obviously) worth points, hence the name: every bonus cube is worth 100 points x the MV, so big showers of cubes are worth a lot of points and will maintain the multiplier going.
3) Psychic bomb : is your limited weapon to get rid of enemies once you don't know what to do.It basically works in this way: you have a big energy bar on the right of the EB, which tells you how much energy you have to use on the bomb. Once you push the C button, you will release a quick blast of energy which will damage hit enemies: unlike the typical smart bomb, it won't clear the screen of all dangers. However, if you hold down the C button, you will create an aura of invicibility, and accumulate more power: this is useful to release more powerful blasts. Once you hold down the button, all bullets going against your barrier turn into bonus cubes, so you can also get back some of them. You can use up to half of the bar for one huge blast (holding down the button will consume your energy).
Now, the bonus cubes we've spoken about are also meant to make you replenish your bomb. How? Once you reach 200 cubes (counter is below the score), the game will be a bit harder and the bonus counter will flash. This also means that you will get more bullets to be cancelled into cubes with explosions, and thus a better change to keep a multiplier going.
Since we've spoken of replenishing the bomb energy, let's see how it works. Once you reach the 200 cubes value, if you don't have a full bomb bar, the bonus cubes will turn into energy bonuses. These will replenish your bomb bar, but the counter will turn quickly back to 0: once it's resetted, you won't get any energy bonuses.Also, next time you will get energy bonuses will be at 300 cubes, then 400, then 500. Finally, if you die, your counter will be reduced at 75% of the stock, then 66%, then 50%, etc...
- SERIES -
1. ESP Ra.de. - A.D. 2018 Tokyo (1998)
2. Espgaluda (2003)
3. Espgaluda II (2005)
- STAFF -
Producer : Kenichi Takano
Super visor : Hiroyuki Tanaka (Atlus)
Chief programmer : Tsuneki Ikeda
Programmers : Satoshi Kohyama, Ryuichi Yabuki
Chief designer : Junya Inoue
Designers : Akira Wakabayashi, Yuko Nakamura
CG designers : Riichirou Nitta, Atushi Aburano
Sound producer : Junya Inoue
Sound director : Hiroshi Horiguchi (Two Five)
Music composer : Masahiro Kusunoki (Two Five)
Sound effects : Ryuichi Yabuki
Character voices : Mikio Yamaguchi, Yasuyuki Hirota, Yuko Nakamura, Junya Inoue, Noriko Nishimura, Kazushi Takamura
Special assist : Toshiaki Tomizawa
$end
$info=espial,espialu,
$Edit this entry at Arcade-History.com
$bio
Espial (c) 1983 Orca.
A very good "Xevious" clone with some elements of "Star Force" thrown in as well. Catchy starting music.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1983.
Licensed to Thunderbolt.
The European version of Espial is licensed to NOVA Apparate GMBH Hamburg for distribution.
Riccardo Padolecchia holds the official record for this game with 3,760,000 points.
- PORTS -
* Consoles :
Atari 2600 (1984)
* Computers :
Atari 800 (1984)
Commodore C64 (1984)
$end
$info=euroch92,
$Edit this entry at Arcade-History.com
$bio
Euro Champ '92 (c) 1992 Taito.
A soccer game.
- TECHNICAL -
Taito F2 Expanded hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Hattrick Hero" and outside Europe as "Football Champ".
- SERIES -
1. Euro Champ '92 (1992)
2. Taito Cup Finals (1993)
3. International Cup '94 (1994)
4. Taito Power Goal (1994)
$end
$info=wc90b,
$Edit this entry at Arcade-History.com
$bio
Euro League (c) 1989.
Compete against the top soccer teams of Europe.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 2.51 Mhz)
Sound Chips : (2x) YM2203 (@ 1.255 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Tecmo World Cup '90".
This game uses the initials of 8 famous european soccer teams, they are :
FCB - FC Barcelona (Spain)
ATM - Atletico de Madrid (Spain)
RM - Real Madrid (Spain)
MIL - AC Milan (Italy)
PSV - PSV Eindhoven (Netherlands)
INT- Inter Milan (Italy)
NAP - Napoli {Italy)
BM - FC Bayern Munich (Germany)
$end
$info=escounts,
$Edit this entry at Arcade-History.com
$bio
Every Second Counts (c) 1990 B.F.M. [Bell-Fruit Mfg. Co., Ltd.].
$end
$info=evilngt,
$Edit this entry at Arcade-History.com
$bio
Evil Night (c) 1998 Konami.
A light-gun game in which 3 cops enter a haunted house to rescue a kidnapped girl. There are also secrets which add to the storyline.
- TECHNICAL -
Konami M2 Hardware
Main CPU : (2x) PPC602 (@ 33 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
- TRIVIA -
This game is also known as "Hell Night".
$end
$info=evilston,
$Edit this entry at Arcade-History.com
$bio
Evil Stone (c) 1990 Spacy Industrial.
A vertically scrolling beat'em up / platform game.
- TECHNICAL -
Taito L-System hardware
Game ID : C67
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
$end
$info=excelsr,
$Edit this entry at Arcade-History.com
$bio
Excelsior (c) 1995 Playmark.
An adult-themed shoot-em-up in which players must use a powertool to destroy large obstructions to reveal the naked woman hidden beneath. Progress is hampered by a variety of enemies that appear at regular intervals and must be avoided or destroyed with the guns that each player carries.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), PIC16C57 (@ 3 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game was sponsored by an italian porn magazine with the same name.
$end
$info=exctleag,
$Edit this entry at Arcade-History.com
$bio
Excite League (c) 1989 Sega.
A baseball game.
- TECHNICAL -
Sega System 16B hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Major League (1985)
2. Super League (1988)
3. Excite League (1989)
4. Super Major League (1995)
$end
$info=pc_ebike,
$Edit this entry at Arcade-History.com
$bio
Excitebike (c) 1984 Nintendo.
A dirt bike game.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : EB
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Nintendo ran out of Excitebike boards when marketing to the U.S. market in the mid-1980s. So they opened up their Famicom boards, stuck them into U.S. cartridges, attached a NES-Joint-1 and marketed them to the U.S.
- TIPS AND TRICKS -
* Faster remount : rapidly tap A+B to get back on the bike faster.
- SERIES -
1. Excitebike (1984, Nintendo NES)
2. Vs. Excitebike (1984)
3. Excitebike 64 (2000, Nintendo 64)
4. Excite Truck (2006, Nintendo Wii)
- STAFF -
Designer : Shigeru Miyamoto
- PORTS -
* Consoles :
Nintendo Famicom Disk (1988)
Nintendo Super Famicom (1997, Excitebike: Bun Bun Mario Battle Stadium 'Satellaview (BS-X)'): downloaded via satellite broadcasting station in Japan called St.Giga to a BS-X cartridge. Only in Japan.
Nintendo 64 (2000, "Excitebike 64" as an unlockable extra)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2002, "E- Readers" Series)
Nintendo Game Boy Advance (2004, "Famicom Mini" Series)
Nintendo Wii (2007, "Virtual Console")
* Computers :
NEC PC-8801 (1985)
$end
$info=excthour,
$Edit this entry at Arcade-History.com
$bio
Exciting Hour - The Prowrestling Network (c) 1985 Technos.
An early wrestling game.
- TECHNICAL -
Game ID : TA-0015
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 1.2 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 80
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito.
This game is known outside Japan as "Mat Mania - The Prowrestling Network".
The 2 players version of this game is known as "Mania Challenge".
In the game, if you look closely at the audience in the background, you will see a variety of recognizable characters including a boy in a Union Jack t-shirt, Darth Vader, Superman, the Stay Puft Marshmallow Man (look to the far left when outside the ring) and ZZ Top is very prominently present in the middle of the crowd.
The champion in this game is very obviously a copy of Hulk Hogan. First of all, he bears a striking resemblence to Hogan. Second, his name is "Golden Hulk"; Hulk Hogan debuted wrestling as 'Sterling Golden'. Finally, Golden Hulk's most powerful move is the leg drop, which is Hogan's finisher.
Other wrestlers are copied from superstars of the early 80s : The Insane Warrior is a copy of Road Warrior Animal, Coco Savage is probably Kamala The Cannibal and The Piranha is probably Mil Mascaras. The main wrestler ('You') bears a striking resemblence to Kerry Von Erich. These are guesses, but all the mentioned wrestlers were very popular about the time this game was released.
Rac Carpana holds the official record for this game with 5,000,150 points.
- UPDATES -
In the game, The Piranha's name is misspelled as 'The Pirania'.
Insane Warrior's name is misspelled as 'Insane Worrier'.
Golden Hulk is known as 'Blues Bloody'.
- SERIES -
1. The Big Pro Wrestling! (1983)
2. Exciting Hour - The Prowrestling Network (1985)
- PORTS -
* Computers :
Sharp X68000 (1994)
$end
$info=exctsccr,exctscca,exctsccb,
$Edit this entry at Arcade-History.com
$bio
Exciting Soccer (c) 1983 Alpha Denshi.
An early soccer game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 4.123456 Mhz), ALPHA-8301 (@ 500 Khz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), (2x) DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A Japanese bootleg of this game was released in 1984.
Exciting Soccer music is a copy of an instrumental rock and roll ('Tequila', as played by The Champs).
Terenzio Carraro holds the official record for this game with 503,610 points.
- UPDATES -
In the Japanese bootleg :
* The Italian team is replaced by the Japanese Team.
* The music are different.
* The title screen says : 'planned by Shinzi' and 'programmed by Kazutomi'.
- SERIES -
1. Exciting Soccer (1983)
2. Exciting Soccer II (1984)
$end
$info=exctscc2,
$Edit this entry at Arcade-History.com
$bio
Exciting Soccer II (c) 1984 Alpha Denshi.
A soccer game from Alpha Denshi.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 4.123456 Mhz), ALPHA-8301 (@ 500 Khz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), (2x) DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Apart from one new team (Japan replacing Austria) and some different music this game is identical to its predecessor "Exciting Soccer".
- SERIES -
1. Exciting Soccer (1983)
2. Exciting Soccer II (1984)
$end
$info=exedexes,
$Edit this entry at Arcade-History.com
$bio
Exed Exes (c) 02/1985 Capcom.
An early vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), (2x) SN76496 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Savage Bees".
Roberto Picelli holds the official record for this game with 1,320,800 points.
- TIPS AND TRICKS -
* If you manage to shoot all the first few screens worth of enemies (which is much easier with two players) you get rewarded with a group of dragonflies moving across the top. Each dragonfly is worth 10,000 points.
* Watch out for WOPs, which are POWs in reverse. They reduce your power level.
* There are special POWs that turn enemies into fruit. They're not the pretty POW on a circular background - those give power-ups - these are just the word POW. If you find one of these, hold off on using it until you get several of the bigger enemies onscreen. They're worth 5,000 points in their fruit form.
- STAFF -
Music by : Tamayo Kawamoto
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sony PlayStation (1998, "Capcom Generation 3")
Sega Saturn (1998, "Capcom Generation 3")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
$end
$info=exerion,exerionb,exeriont,
$Edit this entry at Arcade-History.com
$bio
Exerion (c) 1983 Jaleco.
An early shoot'em up featuring parallax effects in the background and a nice simulation of inertia in the control of the ship.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.333333 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1983.
Licensed to Taito for US distribution.
A part of this game was later used in the fifth stage of "The Game Paradise". The stage is called '23bit CPU captured by 8bit CPU'.
Giorgio Bonetti holds the official record for this game with 3,679,100 points.
- TIPS AND TRICKS -
* Hint : To get a high score, if you do not miss any shots your bonus score will keep on doubling to 10,000 then reset to 000. When at 10,000 miss a shot then bonus score will revert to 5,000.
* Bug : In the challenge stage, if you shoot all 40 aliens you normally get a bonus charge of 60. Sometimes a red hydra comes out during this stage. If you shoot it and all 40 aliens, you get a total of 41. The game seems to fail the test of 'hits=40' and only gives you a bonus charge of 41.
- PORTS -
* Consoles :
Sega SG-1000 (1983)
Nintendo Famicom (1985)
* Computers :
MSX
$end
$info=exerizrb,
$Edit this entry at Arcade-History.com
$bio
Exerizer (c) 1987 Jaleco.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 1.748 Mhz)
Sound Chips : (2x) YM2203 (@ 1.748 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1987.
This game is known outside Japans as "Sky Fox".
$end
$info=exodus,
$Edit this entry at Arcade-History.com
$bio
Exodus (c) 1979 Subelectro.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Defend the Terra Attack On The Red UFO", and has slightly improved graphics compared to the original.
$end
$info=cexplore,
$Edit this entry at Arcade-History.com
$bio
Explorer (c) 11/1982 Data East.
- TECHNICAL -
DECO Cassette System hardware
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=explorer,
$Edit this entry at Arcade-History.com
$bio
Explorer (c) 1981.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Scramble".
$end
$info=explbrkr,
$Edit this entry at Arcade-History.com
$bio
Explosive Breaker (c) 1992 Kaneko.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), OKI6295 (@ 15.151 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Bakuretsu Breaker".
- STAFF -
Program : Y. Shintani, S. Igarashi
Graphics : K. Matsuoka, A. Funatsu, T. Takei, Y. Kubo, T. Yoshikawa, Y. Nakamura, T. Inoue
Sounds : Tatsuya Watanabe, Y. Wada, Y. Sakakura
Hardware : H. Morinaga
Tools : F. Komori, Y. Higashino
Technical advice : M. Kanaoka
Debugging : A. Takahashi, Yukihiro Yamazaki, Y. Ozaki, N. Tada
Management : N. Tanaka
Producer : Hiroshi Kaneko
$end
$info=exprraid,exprrada,
$Edit this entry at Arcade-History.com
$bio
Express Raider (c) 1986 Data East.
The wild west-themed Express Raider is seperated into 2 different game types; a sideways scrolling fighting sequence and a shooting sequence. The player controls a train robber, or 'Express Raider', and must try to steal the bags of money from the moving locomotives.
During the fighting sequence, the Raider must fight the bank teller, hit the coyotes and then jump onto the train before it speeds away. Once on the train, he must fight his way past other enemies and avoid various projectiles, such as bottles, bullets and shovels full of coal. Players must be careful to duck under the low signs that come along as the train is travelling. Also, once a train carriage is clear of enemies, a bomb will appear between the current carriage and the next; players must quickly jump over to the next carriage before the bomb goes off, otherwise the Raider will fall from the train and a life is lost. If the Express Raider manages to reach the train engine, the loot will be captured and the game will then move on to the shooting sequence.
In the shooting sequence, the Express Raider rides a horse and must shoot at the enemies that appear from the windows of a train carriage. They will shoot back at the player and throw various objects. Players can hit the DUCK button to avoid the enemy attacks. A woman will appear at regular intervals offering the player a bag of money, if the player shoots the woman, a life is lost. After the shooting sequence has been completed, the game will start over again with an increased level of difficulty.
- TECHNICAL -
Main CPU : M6502 (@ 4 Mhz), M6809 (@ 2 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3.6 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in January 1986.
This game is known outside US as "Western Express".
Gary Hatt holds the official record for this game with 197,200 points.
- PORTS -
* Computers :
Amstrad CPC (1986)
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
$end
$info=extrmatn,extrmatj,
$Edit this entry at Arcade-History.com
$bio
Extermination (c) 1987 Taito.
A shoot'em up game.
- TECHNICAL -
Board Number : M6100305A
Prom Stickers : B06
Main CPU : Z80 (@ 8 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to World Games for US manufacture and distribution.
This game runs on "The New Zealand Story" hardware.
- STAFF -
Director : Masaki Ogata
Game designer : Hiroyuki Sakou
Game programmers : YLW, Busuwa Kiraida, Kazutomo Ishida
Software support : Masaki Ogata, Satoshi Kuranaga
Character designers : Yukio Ishikawa, Kohzoh Igarashi, Tetsurou Kitagawa, Yoshihiko Wakita
Character coding : Hiroyuki Sakou
Original story : YLW
Sound programmers : Hisayoshi Ogura, Naoto Yagishita
Hardware analysis : Noboru Yasukawa
Art designer : Hisayasu Nakane
Tools : HP 64000 System, Mentor, Taito Animator
$end
$info=exterm,
$Edit this entry at Arcade-History.com
$bio
Exterminator (c) 1989 Gottlieb / Premier Technology.
A wholly abstract approach to the shoot-em-up genre in which one or two players take control of a disembodied, digitized human hand and must kill the swarms of insects that have infested a street of houses.
Exterminator is set in a street of houses and players must move from room to room in each property, clearing each one of the infestation, before moving onto the next house. Each player can initially only grap or 'thump' enemies (the latter for ground-based, crawling insects), but a number of power-ups, such as bug spray and somewhat bizzarely, a laser firing finger can be collected to make progress a little easier.
- TECHNICAL -
Game ID : V-101
Main CPU : (2x) TMS34010 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 2 Mhz)
Sound Chips : DAC (@ 2 Mhz), YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 36864
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This was the first game to use digitized graphics for every element of the game. It was also the first and only videogame produced by Premier and the last to carry the 'Gottlieb' badge. Production numbers are estimated at only 250 units worldwide; the machines proved to be very unreliable in the field and the abstract gameplay was not a huge hit with players. The dedicated and slightly odd cabinet design made it less appealing to operators, since many other games that were being released during that time were conversion kits. Exterminator remains one of the boldest, if least successful moves to bring something genuinly original to an increasingly staid arcade industry.
- TIPS AND TRICKS -
* On the first level inside the kitchens of houses one and 3, the freezer door swings open only once, releasing some floor-based enemies. If you get the hand in laser mode and shoot while the door is open, you will warp to the other house.
- STAFF -
Designed and programmed by : Warren Davis
Graphics by : Jeff Lee
- PORTS -
* Computers :
Atari ST (1991)
Amstrad CPC (1991)
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
$end
$info=ebases,
$Edit this entry at Arcade-History.com
$bio
Extra Bases (c) 1980 Midway.
An old baseball game.
- TECHNICAL -
Main CPU : Z80 (@ 1.789773 Mhz)
Sound Chips : Astrocade (@ 1.789773 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
Released in April 1980.
This game runs on the Bally Midway Astrocade hardware.
- SERIES -
1. Tornado Baseball (1976)
2. Extra Inning (1977)
3. Extra Bases (1980)
$end
$info=einning,
$Edit this entry at Arcade-History.com
$bio
Extra Inning (c) 1978 Midway.
An old baseball game.
- TECHNICAL -
Game ID : 642
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1978.
This game is also known as "Double Play".
- SERIES -
1. Tornado Baseball (1976)
2. Extra Inning (1977)
3. Extra Bases (1980)
$end
$info=extdwnhl,
$Edit this entry at Arcade-History.com
$bio
Extreme Downhill (c) 1995 Sammy.
A downhill skiing game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
The game forbids the initials 'SEX' or 'AAA' on the high score table. If you try, they get changed to 'GYO'.
$end
$info=exvania,
$Edit this entry at Arcade-History.com
$bio
Exvania (c) 1992 Namco.
A medieval Bomber Man-style game.
- TECHNICAL -
Namco System NA-1 hardware
Game ID : EX
Main CPU : 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
$end
$info=exzisus,
$Edit this entry at Arcade-History.com
$bio
Exzisus (c) 1987 Taito.
A horizontally scrolling shoot'em up.
- TECHNICAL -
Game ID : B23
Main CPU : (4x) Z80
Sound Chips : YM2151
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=eyes,eyes2,eyeszac,
$Edit this entry at Arcade-History.com
$bio
Eyes (c) 1982 Digitrex Techstar.
You are an eye travelling through a maze shooting dots to advance to next level while computer eyes try to shoot you. Shoot computer eyes before they get you.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in July 1982.
Licensed to Rock-ola.
Roogie Elliott holds the official record for this game with 23,222,320 points.
A bootleg of this game was made by Zaccaria (Italian Market).
- STAFF -
Designed by : Luis Sanchez
$end
$info=ehrgeiz,ehrgeiza,
$Edit this entry at Arcade-History.com
$bio
EZ : Ehrgeiz - God Bless The Ring (c) 1998 Square / Namco.
A 3-D fighting game reminiscent of "Power Stone" by Capcom. The world's most brutal tournament has as its trophy the legendary weapon 'EHRGEIZ'. Fighters from around the world assemble to claim this prize and its mysterious power. Featuring interactive backgrounds.
- TECHNICAL -
Namco System 12 hardware
Game ID : EG
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Developed by Squaresoft.
The title of this game translates from German as 'Ambition'.
The character Dasher Inoba is based on legendary Japanese wrestler Antonio Inoki.
Ehrgeiz features characters (in the vs. CPU mode) from the hugely popular Sony PlayStation game "Final Fantasy VII" also developed by SquareSoft.
- UPDATES -
* Software version : EG2/VER.A (World)
* Software version : EG3/VER.A (US)
- STAFF -
Producer : Hirohide Sugiura
Main programmer : Toru Ikebuchi
Motion manager : Katsunori Itai
Effect programmer : Shigeru Yagisawa
System programmer : Hiroshi Tsuboi
Character designers : Tomohiro Ishii, Masashi Horiuchi
Stage designers : Masaya Ishizuka, Yoshiko Higohashi, Hiroko Ohnishi, Yuri Suzuki
Motion designers : Satoru Uchida, Yasuhide Hino, Tadashi Soeda, Kazuhiko Takahashi, Takashi Aoyagi, Takeshi Sadohara, Toshimitu Shimafuji
Music & Sound effect : Takayuki Nakamura, Motoko Hieda
System administrator : Kuma san
Production manager : Kiyoko Ishimaru
Director & Game designer : Seiichi Ishii
Exective producers : Masaya Nakamura (Namco), Tomoyuki Takechi (Square)
Supervisors : Hironobu Sakaguchi, Shinji Hashimoto
Character supervisor : Tetsuya Nomura
Sound supervisor : Nobuo Uematsu
FF VII staff : Toshinori Kitase, Tomohiro Kayano, Shintarou Takai, Kenji Takemoto, Solid all staff
Monitor : Yuji Saitoh, Hiromi Masuda
Promotion : Kouichirou Sakamoto
Promotion assistant : Masanobu Hasegawa
Production manager assistant : Rieko Kikuchi
Cast : Ayako Kawasumi, Joji Nakata, Motoko Kumai, Ryuzo Ishino, Kazuya Nakai, Hideyuki Umezu, Fumihiko Tatiki, Tomokazu Seki, Yoko Asada, Kenyu Horiuchi
- PORTS -
* Consoles :
Sony PlayStation (1998)
$end
$info=f1dream,f1dreamb,
$Edit this entry at Arcade-History.com
$bio
F-1 Dream (c) 04/1988 Capcom.
An overhead-view F-1 racing game.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 576
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Romstar for US manufacture and distribution.
- PORTS -
* Consoles :
NEC PC-Engine (1989)
$end
$info=f1gp,f1gpb,
$Edit this entry at Arcade-History.com
$bio
F-1 Grand Prix (c) 1991 Video System.
An overhead-view F-1 racing game.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A bootleg of this game was made by Playmark, under the same name.
- SERIES -
1. F-1 Grand Prix (1991)
2. F-1 Grand Prix Part. II (1992)
- PORTS -
* Consoles :
Nintendo Super Famicom (1991)
$end
$info=f1gp2,
$Edit this entry at Arcade-History.com
$bio
F-1 Grand Prix Part. II (c) 1992 Video System.
An overhead-view F-1 racing game.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in November 1992.
- SERIES -
1. F-1 Grand Prix (1991)
2. F-1 Grand Prix Part. II (1992)
- STAFF -
Sound composed : Soushi Hosoi
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
$end
$info=f15se,f15se21,
$Edit this entry at Arcade-History.com
$bio
F-15 Strike Eagle (c) 1990 Microprose.
A 3-D flight combat simulator game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 576 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768
Players : 1
Buttons : 4
- TRIVIA -
This was the first coin-op game from Microprose.
F-15 SE is the world's first real 3-D flight combat simulator game.
- PORTS -
* Computers :
Sharp X68000 (1991)
Nintendo Game Boy (1992)
Nintendo NES (1992)
Sega Game Gear (1993)
$end
$info=fx,
$Edit this entry at Arcade-History.com
$bio
F-X (c) 198?.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "S.R.D. Mission".
$end
$info=nss_fzer,
$Edit this entry at Arcade-History.com
$bio
F-Zero (c) 1991 Nintendo.
Nintendo's flagship racing game during the 16-bit era that popularized 'Mode 7' graphics on the Nintendo Super Famicom. F-Zero used the scaling and rotation of the texture mapped race track to give players an impression of 3-D movement.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816
Sound CPU : SPC700
Sound Chips : Custom
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Tokuma Japan Communications released a limited-edition soundtrack album for this game (F-Zero - TKCA-30516) on 25/03/1992.
- SERIES -
1. F-Zero (1991, Nintendo Super Famicom)
2. BS F-Zero 2 - Grand Prix (1997, Nintendo Super Famicom)
3. F-Zero X (1998, Nintendo 64)
4. F-Zero - Maximum Velocity (2001, Nintendo Game Boy Advance)
5. F-Zero AX (2003)
6. F-Zero - Falcon Densetsu (2003, Nintendo Game Boy Advance)
7. F-Zero AX Monster Ride (2004)
8. F-Zero Climax (2004, Nintendo Game Boy Advance)
9. F-Zero GP Legends (2004, Nintendo Game Boy Advance)
- STAFF -
Executive Producer : Hiroshi Yamauchi
Producer : Shigeru Miyamoto
Staff : Isshin Shimizu, Yukio Kaneoka, Yumiko Kanki, Yasunari Nishida, Naoto ishida, Masato Kimura, Shigeki Yamashiro, Takaya Imamura
- PORTS -
* Consoles :
Nintendo Wii (2006, "Vitual Console")
$end
$info=fa,
$Edit this entry at Arcade-History.com
$bio
F/A (c) 1992 Namco.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Namco System NA-1 hardware
Game ID : FA
Main CPU : 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Fighter & Attacker".
F/A is an abbreviation for 'Fighter/Attacker', which is a class of military aircraft.
$end
$info=f1en,
$Edit this entry at Arcade-History.com
$bio
F1 Exhaust Note (c) 11/1991 Sega.
An F-1 racing game.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 1
Control : paddle
Buttons : 2
- UPDATES -
The US version is slightly different.
* 'Winners Don't Use Drugs' screen added.
$end
$info=f1gpstar,
$Edit this entry at Arcade-History.com
$bio
F1 Grand Prix Star (c) 1991 Jaleco.
A Formula 1 racing game.
- TECHNICAL -
Main CPU : (3x) 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 4864
Players : 1
Control : paddle
Buttons : 4
- SERIES -
1. F1 Grand Prix Star (1991)
2. F1 Grand Prix Star II (1993)
3. F1 Grand Prix Star Jr.
$end
$info=f1gpstr2,
$Edit this entry at Arcade-History.com
$bio
F1 Grand Prix Star II (c) 1993 Jaleco.
A F1 motor-racing game.
- TECHNICAL -
Main CPU : (3x) 68000 (@ 12 Mhz), 68000 (@ 10 Mhz)
Sound CPU : 68000 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 30.00 Hz
Palette Colors : 4864
Players : 1
Control : paddle
Buttons : 4
- SERIES -
1. F1 Grand Prix Star (1991)
2. F1 Grand Prix Star II (1993)
3. F1 Grand Prix Star Jr.
$end
$info=f1superb,
$Edit this entry at Arcade-History.com
$bio
F1 Super Battle (c) 1994 Jaleco.
An F-1 racing game.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : stick
Buttons : 5
$end
$info=f1lap,
$Edit this entry at Arcade-History.com
$bio
F1 Super Lap (c) 1992 Sega.
Exciting F-1 simulation game with realistic state-of-the-art graphics that use the real names of Formula 1 teams, cars, drivers and sponsors.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 1
Control : paddle
Buttons : 3
$end
$info=faceoff,
$Edit this entry at Arcade-History.com
$bio
Face Off (c) 1988 Namco.
A 4-player overhead-view hockey game, featuring 8 countries :
1. U.S.S.R.
2. CANADA
3. SWEDEN
4. CZEKOSLOVAKIA
5. U.S.A.
6. FINLAND
7. FRANCE
8. JAPAN
- TECHNICAL -
Namco System 1 hardware
Game ID : FO
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 4
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in December 1988.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989.
- STAFF -
Music composed by : Yoshinori Kawamoto, Kazuo Noguchi
$end
$info=falcon,falcona,
$Edit this entry at Arcade-History.com
$bio
Falcon (c) 1980 BGV.
Falcon is a vertical shooter sharing many similarities with both Namco's "Galaxian" and Taito's "Space Invaders". The player pilots a lone ship that can only move left and right along the bottom of the screen, the majority of Falcon's enemies are small bird-like crafts that fly and attack in formation - in a fashion very similar to the aliens of "Galaxian". Falcon adds to the basic formula by including large multi-part enemies (the 'Falcons' themselves), a 'shield' button (that takes seven seconds to 'regenerate' after use) and a large mothership level. The additional gameplay elements seem to be at the expense of hardware performance. Despite having more basic graphics than "Galaxian", Falcon's ships move in a very mechanical fashion compared to the smooth, nicely animated movements of Namco's classic.
- TECHNICAL -
Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.372 Khz), Discrete (@ 120 Khz)
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Phoenix".
- SCORING -
Scoring is a little complicated in this game due to the fact it depends on hits made and how close the Falcons are to your fighter.
Falcon fighters : 20, 40, or 80 points; 200 points if flying as a bird.
Falcon birds : 50 or 100 points/egg, 100 - 800 points/bird (depends on how many wings shot off and distance from fighter).
Spacefortress : 1000 - 9000 points (depends on how close the Spacefortress is to your fighter when you kill the alien).
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a formation of enemy fighters at the top of the screen. This is the beginning of wave 1. A quick note about the shield. It lasts a couple of seconds and takes about five seconds to regenerate again.
WAVES 1 AND 2 :
1) You will usually be attacked by multiple fighters at any one time. The movements of these fighters is pretty random.
2) In addition to dropping bombs on your fighter, Falcon fighters also tend to try to ram your fighter.
3) After you clear out a few fighters, they will reassemble at the top of the screen. They will then move in sync with each other as they creep to the bottom of the screen.
4) Sometimes a Falcon fighter will hover right above your ship. If you're quick, you can get off a quick shot and move away before a bomb can be dropped on you.
5) If multiple Falcon fighters are at your level, use the shield to clear a path through them.
WAVE 3 AND 4 :
1) The Falcons in wave 3 enter the screen in a zig-zag pattern while the Falcons in wave 4 arrive in a cross-over pattern of four Falcons per side.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to shoot off their wings. If you do this, it forces them to go straight down until the wing regenerates. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to hit the Falcons when they are close to your ship. Doing this gets you more points.
4) In addition, try to shoot off both wings before destroying a Phoenix for more points.
WAVE 5 :
1) Your goal on this wave is to cut through the hull and shield and take out the alien inside.
2) Start firing as rapidly as you can to quickly cut through the hull. It will take quite a few shots to get to the shield.
3) The shield rotates so you will have to hit it a lot of times in order to get a wide enough hole in it to hit the alien.
4) As all of this is going on, the Spacefortress is continually descending upon your ship. In addition, the escorts are constantly harassing you.
5) A good strategy is that once you have cut a path through the hull and shield, wait for the Spacefortress to be almost on top of your ship. When you take out the alien, you will get a lot more points.
6) Destroying the escorts does not end this wave. Once you complete wave 5, the cycle begins anew.
* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and you score will be set to 204,000 regardless of what your current score is - The best way to get this bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. In addition, accomplishing the trick a second time again puts your score at 204,000, even if your score was higher.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=fncywld,
$Edit this entry at Arcade-History.com
$bio
Fancy World - Earth of Crisis (c) 1996 Unico Electronics.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is more like a bootleg or hack than an original game; some game code is taken directly from Data East's "Tumble Pop".
- STAFF -
Program part : Oh Se Bong
Scenario part : Na Jong Yong
Graphic part : Kim Uk Hyun, Nam Ki Sung
Hardware part : Hong Seog Gil
Music & Sound : Suk Youn Joo
Director : Nam Nam Ki
$end
$info=fantasia,
$Edit this entry at Arcade-History.com
$bio
Fantasia (c) 1994 Comad & New Japan System.
An adult variation - one of several released by the company - of the 1981 Taito classic, "Qix" (and, latterly, "Gal Panic" from Kaneko), in which players must 'colour in' sections of the background in order to reveal a digitized picture of a naked woman in an erotic pose. Like "Qix" and its sequels, Fantasia's levels are populated with a number of enemies who must be avoided or destroyed. As well as the enemies, players are also fighting against a tight time limit.
- TECHNICAL -
Main CPU : 68000
Sound Chips : OKI6295
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The celebrity portraits :
Arnold Schwarzenegger (The Terminator)
Bruce Willis (Hudson Hawk)
Michael Jackson
Peter Weller (RoboCop)
Sylvester Stallone
Harrison Ford (Indiana Jones)
- SERIES -
1. Fantasia (1994)
2. New Fantasia (1995)
3. Fantasia II (1997)
$end
$info=fantsia2,fntsia2a,
$Edit this entry at Arcade-History.com
$bio
Fantasia II (c) 1997 Comad.
An adult variation - one of several released by the company - of the 1981 Taito classic, "Qix" (and, latterly, "Gal Panic" from Kaneko), in which players must 'colour in' sections of the background in order to reveal a digitised picture of a naked woman in an erotic pose. Like "Qix" and its sequels, Fantasia's levels are populated with a number of enemies who must be avoided or destroyed. As well as the enemies, players are also fighting against a tight time limit.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 8-way joystick
Buttons : 1
- SERIES -
1. Fantasia (1994)
2. New Fantasia (1995)
3. Fantasia II (1997)
$end
$info=fantjour,
$Edit this entry at Arcade-History.com
$bio
Fantastic Journey (c) 1994 Konami.
A horizontally scrolling shoot'em up.
- TECHNICAL -
Konami GX hardware
Game ID : GX321
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Gokujyou Parodius! - Kako no Eikou wo Motomete".
Stage 1 music is a remix of 'In the Mood', by Joe Garland.
Stage 1 boss music is a remix of 'Carmen Toreador Song', by Georges Bizet.
Stage 2 music is a remix of 'Stars and Stripes Forever', by John Philip Sousa.
Stage 3 music is a remix of 'Tritsch-Tratsch Polka', by Johann Strauss.
Stage 3 boss music is a remix of 'Mambo No. 5', by Damaso Perez Prado.
Stage 4 music is a remix of 'William Tell Overture', by Gioacchino Rossini.
Stage 4 boss music is a remix of "Gradius"'s Aircraft Carrier music.
Stage 5 music is a megamix of 'Yankee Doodle', 'Ej Lucka, Lucka' / Czech Folk Song, 'Mary Had a Little Lamb', 'Circus Song' (Chopsticks), 'London Bridge', 'Picnic'.
Stage 5 boss music is a remix of 'Piano Sonata K.331, 3rd : Rondo Alla Turca', by Wolfgang Amadeus Mozart.
Stage 6 music is a remix of 'Juugoya Otsukisan', by Nagayo Motoori.
Stage 6 boss music is a remix of 'Zuizui Zukkorobashi', by Japanese Children's Song.
Moai Ship stage music is a remix of 'Die Walkure', by Richard Wagner.
Moai Ship stage boss music is a remix of 'Symphony No.25 in G minor, K.183; 1st movement', by Wolfgang Amadeus Mozart.
Stage 7 music is a remix of 'Symphony No.9 in E minor : From The New World', by Antonin Dvorak.
Special stage music is a megamix of music from others Konami Games : "TwinBee", "Salamander", "AJax", "Gradius II", "Gradius III", "Thunder Cross".
Special stage boss music is a remix of 'Flight of the Bumblebee', by Nikolai Rimsky-Korsakov.
Ranking table music is a remix of 'The Nutcracker Suite, Op. 71a', by Peter Ilyich Tchaikovsky.
King Records released a limited-edition soundtrack album for this game (Gokujyou Parodius - KICA-7641) on 05/07/1994.
- SERIES -
1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX)
2. Parodius Da! - Shinwa kara Owarai e (1990)
3. Fantastic Journey (1994)
4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom)
5. Sexy Parodius (1996)
- STAFF -
Programmers : Chichibinta Tsukasa, V. Mailer
Character Designers : Shuzilow.Ha, Magurou, Taro Maru, Ishimaroid, Bon.Natsumi
Music : Prophet Fukami, M.Puddin' Satoko, Sitar Senoo
Sound effects : Gokujyou-Tasaka, 118
Hard designers : Million Hide, Suke, Escape Yoshiaki, Nanba Shot Tom
Product designer : Poper Takashi
$end
$info=fantasy,fantasyj,fantasyu,
$Edit this entry at Arcade-History.com
$bio
Fantasy (c) 10/1981 SNK.
You must rescue your girlfriend from the bad pirate who has stolen her from your island love nest. Then, rescue her from other kidnappers until you are reunited with her for good.
- TECHNICAL -
Main CPU : M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), Samples (@ 930 Khz), SN76477 (@ 930 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
- TRIVIA -
Licensed to Rock-Ola for distribution in US (02/1982).
Rob Howes holds the official record for this game with 269,220 points.
$end
$info=fantsy95,
$Edit this entry at Arcade-History.com
$bio
Fantasy '95 (c) 1995 Hi-max Technology.
Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery. Looks like a hack of the "Fantasia" series made to include some beefcake, for the ladies.
- TECHNICAL -
Game ID : COMAD-0953
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The player can choice a famous Korean comedian, Hyung-rae Shim, who also directed some movies such as 'Yonggary' (aka 'Reptilian' in US) and 'D-war'.
$end
$info=fantland,fantlnda,
$Edit this entry at Arcade-History.com
$bio
Fantasy Land (c) 19?? Electronic Devices.
A side scrolling platform game.
- TECHNICAL -
Main CPU : I8086 (@ 8 Mhz)
Sound CPU : I8086 (@ 8 Mhz)
Sound Chips : YM2151 (@ 3 Mhz), DAC (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=fantzone,fantzon1,
$Edit this entry at Arcade-History.com
$bio
Fantasy Zone (c) 1986 Sega.
The Fantasy Zone is under attack by an army of ruthless, yet undeniably cute, alien enemies. A fearless space fighter by the name of 'Opa-opa' (a craft that is as cute as the game's enemies, featuring wings and feet - the latter appearing whenever the player flies down to ground level at the bottom of the screen) must stop the alien invasion to restore peace to the Fantasy Zone, as well as finding his missing father, 'Opapa', in the process.
Each level has a number of large, enemy generating ships, that produce a constant stream of enemies to attack the player. While the enemies the generators produce can either be shot or avoided, the generators themselves MUST be destroyed. Once the generators are gone, an end-of-level ship will appear that must be beaten to complete the level.
Fantasy Zone is rendered with the surreal, brightly coloured graphics that typify many Japanese videogames; with an equally abstract approach to in-game weapons: with that cartoon comedy staple, the 'anvil', making an appearance.
- TECHNICAL -
Sega System 16A hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1986.
The game's main character Opa-opa makes a cameo in 'Zillion' a science fiction anime T.V. series from the 80's, and in the Sega Dreamcast games Shenmue (1999) and Shenmue 2 (2001) as a collectable figurine.
The Stage 1 music was recycled in the Sega Mega Drive role-playing-game "Phantasy Star 4".
Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987.
- UPDATES -
The music is incomplete in early Japanese version and completed in the US version.
- SERIES -
1. Fantasy Zone (1986)
2. Fantasy Zone II (19??)
3. Fantasy Zone - The Maze (1987, Sega Master System)
4. Fantasy Zone Gear (1991, Sega Game Gear)
5. Space Fantasy Zone (1991, NEC PC-Engine CD)
6. Super Fantasy Zone (1993, Sega Mega Drive)
- STAFF -
Music by : Hiroshi Miyauchi
- PORTS -
* Consoles :
Sega Master System (1986)
NEC PC-Engine (1988)
Nintendo Famicom (1989)
Sega Saturn (1997,"Sega Ages - Fantasy Zone")
Sony PlayStation 2 (2003, "Sega Ages 2500 Vol. 3 - Fantasy Zone")
* Computers :
MSX (1986)
Sharp X68000 (1989)
* Others :
Mobiles phones (2002)
$end
$info=fantzn2,
$Edit this entry at Arcade-History.com
$bio
Fantasy Zone II (c) 1988 Sega.
Once again you control Opa-Opa, a pretty colored ship with wings on its side and must destroy the large creatures in each world before moving on to the next. Your task becomes difficult by other small creatures that happen to pass by. If you destroy a large creature, they will drop a dollar bill, which you can pick up and use at the shop to buy items and powerful weapons such as laser beams, x-way shots, and big wings. Another way to get money is to shoot certain kinds of enemies all in a row.
- TECHNICAL -
Sega System E hardware
Main CPU : Z80
Sound Chips : (2x) SN76496
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
- TRIVIA -
This is an enhanced adaptation of the Sega Master System game. It was released in 1988, a year after its console counterpart, and adapted for the arcade by Sunsoft, who also handled the Famicom ports of the Fantasy Zone games in Japan.
This version is very similar to the Sega Master System version on which it is based. The graphics and sound are seemingly identical, but a few changes have been made. There is a timer that forces the player to progress quickly through the stages, and counters that show which targets have been destroyed, like those in the first game. There are also new end-of-level scoring bonuses.
- SERIES -
1. Fantasy Zone (1986)
2. Fantasy Zone II (19??)
3. Fantasy Zone - The Maze (1987, Sega Master System)
4. Fantasy Zone Gear (1991, Sega Game Gear)
5. Space Fantasy Zone (1991, NEC PC-Engine CD)
6. Super Fantasy Zone (1993, Sega Mega Drive)
$end
$info=fantazia,
$Edit this entry at Arcade-History.com
$bio
Fantazia (c) 1980 Subelectro.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Moon Cresta".
$end
$info=kabukikl,
$Edit this entry at Arcade-History.com
$bio
Far East of Eden - Kabuki Klash (c) 1995 Hudson Soft.
Japanese swordplay fighting game with 8 selectable characters and 4 end-bosses and random bonus items appearing in the playfield. A notable effort that has been overlooked by the arcade fighter community.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0092
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak attack [B] Medium attack [C] Weak kick [D] Medium kick
- TRIVIA -
Released in July 1995.
This game is known in Japan as "Tengai Makyou - Shin Den" (translates from Japanese as 'Region Beyond Heaven - The New Legend').
Far East of Eden is Hudson's first game developed and released for the Neo-Geo MVS. This game is based in the world of the 'Far East of Eden' RPG series which has appeared on many console platforms.
- STAFF -
Executive producer : Tadahiro Nakano, Hiroshi Igaro
Producer : Takafumi Horio
Director : Osamu Kimura
System support : Mikio Ueyama
Graphic designer : Torajiro Tsujino
Sound director : Shigeaki Irie
Sound composer : Masaaki Nishizawa, Kennosuke Suemura, Eisaku Nanbu
Sound engineer : Sudou Hirokazu
Sound effect : Gen
Programmer : SP.R22, Ken23, Arrow
Object : A. Ono, M. Kusanagi, S. Ootomo, Popo, H. Ando, Tamasu, Urachu
Scroll : Kizarin, Mikiman7, Okachu, Yamame
Total planner : Oyabun
Project manager : Masa
Examiner : Hebisan, Daichan, Marika
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
* Computers :
PC (2000)
$end
$info=farwest,
$Edit this entry at Arcade-History.com
$bio
Far West (c) 19??.
A side scrolling platform cowboy train-robber game.
- TECHNICAL -
Main CPU : M6809 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM2203 (@ 3.072 Mhz), (3x) RC (@ 3.072 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
This game is a bootleg of "Iron Horse".
$end
$info=farmer,
$Edit this entry at Arcade-History.com
$bio
Farmers Rebellion (c) 1985 Sun Electronics.
A maze game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 257
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is known in Japan as "Ikki".
$end
$info=fashiong,
$Edit this entry at Arcade-History.com
$bio
Fashion Gambler (c) 1997 ADP.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.8432 Mhz)
Palette colors : 256
$end
$info=fastdraw,
$Edit this entry at Arcade-History.com
$bio
Fast Draw Showdown (c) 1995 American Laser Games.
You would come face to face with some of the quickest gun slinger in the area. You work your way through town till you meet up with Wes Flowers... One of the fastest 'quick-drawers' in the world.
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
This games uses a laser disc.
$end
$info=fastfred,
$Edit this entry at Arcade-History.com
$bio
Fast Freddie (c) 10/1982 Atari.
Take off on a fantastic video trip. A voyage that simulates the thrills and skills of actual Hang Gliding. Players use the joystick to control Freddie, but good timing and strategy is necessary to successfully negotiate invisible air currents, wind direction and up and down drafts. This game has incredible visual impact for this time, Freddie flies the skies over the Alps--over trains, trees, bridges, through winter and summer seasons; over the Pacific--over a yacht, tropical islands, an aircraft carrier; and over Egypt--camels, Pyramids, the Taj Mahal, the Sphinx, through day and night landscapes. It's a complete global challenge with non-stop action over a continuously changing panorama below.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.536 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Fly-Boy" (by Kaneko).
Bert Zelton holds the official record for this game with 22,296,540 points.
$end
$info=fastlane,
$Edit this entry at Arcade-History.com
$bio
Fast Lane (c) 1987 Konami.
A maze game.
- TECHNICAL -
Game ID : GX752
Main CPU : HD6309 (@ 3 Mhz)
Sound Chips : (2x) K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=sqbert,
$Edit this entry at Arcade-History.com
$bio
Faster, Harder, More Challenging Q*bert (c) 1983 Mylstar Electronics.
- TECHNICAL -
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick (diagonal)
- TRIVIA -
This game is an unreleased prototype, never went into production, and no dedicated cabinets are known to exist.
A Votrax SC-01 speech synthesis chip is used to generate the incoherent speech of Q*bert swearing, Slick and Sam (high pitch) and Wrong Way and Ugg (low pitch). The only true speech ever generated is 'Hello, I'm turned on' when the game is first powered up and 'Bye Bye' after entering your initials at the end of a game.
- UPDATES -
Differences between FHMC Q*bert and Q*bert :
* As the name implies, it is faster.
* Platforms shift position.
* There are bonus rounds after levels two and five.
* New enemy Q*bertha (acts the same as Coily).
- STAFF -
Programming by : Warren Davis
Video graphics by : Jeff Lee
Sound by : David Thiel
$end
$info=fatfury1,
$Edit this entry at Arcade-History.com
$bio
Fatal Fury - King of Fighters (c) 1991 SNK.
Terry Bogard & Andy Bogard enter in a tournament called the King of Fighters where they must face dangerous fighters in order to find their father's murderer, none other than the tournament's sponsor & supreme champion : Geese Howard. Joe Higashi also enters the tournament in search of the championship title. Who will come out victorious? The main features in this story-driven fighter are backgrounds that feature two battle planes for pseudo 3-D action, & excellent music!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0033
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch [B] Kick [C] Skill
- TRIVIA -
Released in November 1991.
This game is known in Japan as "Garou Densetsu - Shukumei no Tatakai" (translates from Japanese as 'Legend of Hungry Wolf - Battle of Destiny').
Originally called 'Real Bout', SNK opted to change the title to 'Fatal Fury'.
Acording to the USA flyer, the name of the game is 'Fatal Fury - The Battle of Fury'. On the ingame titlescreen, however, it's called 'Fatal Fury - King of Fighters'.
The official name of the tournament is 'The King of Fighters'. This can be verified if you look closely the promo poster seen in the name rankings. Later SNK would use this name for a popular game series of its own.
The music in a 2-player battle is taken from the first stage of "Street Smart".
This is the very first game that featured one of SNK's most famous fighters : Terry Bogard! Over the years, Terry Bogard has appeared in many games, usually in his familiar jacket with a star on his back and a cap on his head. However, what is on his cap is different (probably because he tosses so many of them, but that's a different story). Some games have him wear a blank cap, some have his cap say 'Running Wild', some have the Neo-Geo logo on them, but the commonly accepted cap is the one that says 'Fatal Fury' on it.
Terry Bogars appears in "Quiz King of Fighters" as selectable character.
This game was such a hit in Japan that an animated movie was released featuring character designs by Masami Ohbari. This movie's plot is fairly true to the game's main plot and all the characters in the game are featured. The movie was released on the USA by coutesy of Viz Video, a division of Viz Comics.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992.
- UPDATES -
The Japanese version features quite different move list sets for the three main characters (In the Fatal Fury sequels as well as the King of Fighters, Terry, Andy & Joe's move list sets are clearly based on the Japanese release of this particular game). All other versions feature very simplified joystick commands for each move.
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- STAFF -
Producer : Eikichi Kawasaki
Planners : Tsukamichi, Deru Deru
Character designers : Ponsuke, Tsuzakingyo, Deru Deru, Moriyan, Somatoreeno, Lucky Okkiy, Boko Pyon, Soe Soe!
Chr. back up! : Sakita Kakaree, Kama Kama, Kimuryaer, Madarian, Batayan, Tabui Chang, Ochiai Shunin, Takepy, Simachang
Programmers : Yamatan, Kura
Prg. back up! : Konchang, Nakamuura
Sound : Konny, Yokochang, Muraisan, Tarkun, Tate&Bunnyboys, Finish Hiroshi, Michael Beard, Goodam kararee
Game assistants : Miyagami T.Ioo, S.Akutagama, Tome, Popyu Natchu 3, Tarou, Mukai
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Michael Max : ???
Hwa Jai : ???
Tung Fu Rue : Shigehumi Nakai
Cheng Sinzan : Nakai Shigehumi
Duck King : Kong Kuwata
Richard Myer : Kong Kuwata
Raiden : ???
Billy Kane : Atsushi Yamanishi
Geese Howard : Kong Kuwata
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1993)
SNK Neo-Geo CD (1994)
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.6 : Garou Densetsu Battle Archives 1" JP / "Fatal Fury Collection" US & EU)
Nintendo Wii (2007, "Virtual Console")
* Computers :
Sharp X68000 (1993, "Garou Densetsu")
$end
$info=fatfury2,
$Edit this entry at Arcade-History.com
$bio
Fatal Fury 2 (c) 1992 SNK.
The lone wolves are back once again and they will battle the world's strongest fighters. However a mysterious & powerful new enemy is looking for them, the ones who defeated Geese Howard.
Can the lone wolves face this new threat and come out victorious?
Features backgrounds with 2 different background planes, improved control & some very nice music! :)
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0047
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Quick punch [B] Quick kick [C] Strong punch [D] Strong kick
- TRIVIA -
Released in December 1992.
This game is known in Japan as "Garou Densetsu 2 - Arata-Naru Tatakai" (translates from Japanese as 'Legend of Hungry Wolf 2 - The New Battle').
Acording to the USA flyer, the name of the game is 'Fatal Fury 2 - The Sultan of Slugs Battle Royale'. On the ingame titlescreen, however, it's just called 'Fatal Fury 2'.
Things that changed in this sequel :
* This game allows you to switch between the background & foreground planes at will (in the first game, you could only switch planes if the CPU was on a different battle plane!).
* The game ditches the previous game's 3 button setup (punch, kick & throw) in favor of a new 4 button setup (light & heavy punches & kicks). This is apparently one of the very first Neo-Geo fighters to use this now common button setup.
* This game introduces the use of Desperation Moves (highly damaging techniques that can only be used when the life-bar is flashing red). This game as well as "Art of Fighting" were the first fighting games to introduce these moves.
* Newcomers in the game are : Mai Shiranui, Cheng Sinzan, Kim Kaphwan, Jubei Yamada, Big Bear (aka Raiden), Axel Hawk, Lawrence Blood & Wolfgang Krauser. Richard Meyer, Michael Max, Tung Fu Rue, Duck King, Hwa Jai & Geese Howard were left out! (although some of them make some cameos during some of the game's cut-scenes!).
Just as the first game introduced the famed Terry Bogard, this game features SNK's most popular fighter lady : Mai Shiranui! :). Mai appears in "Quiz King of Fighters" as selectable character.
The Hungry Wolf is a reference to Terry Bogard, the main character in Fatal Fury. Terry, Andy and Joe (and to a lesser extent, Mai and Mary) are referred to as the Lone Wolves.
Keeping the tradition of the first game, an animated movie based on this game was released in Japan featuring character designs by Masami Ohbari. The movie was also released in the USA by Viz Video, a division of Viz Comics. After the second Fatal Fury movie was released, a third movie followed (which predated "Fatal Fury 3 - Road to the Final Victory"). It follows the adventures of the Lonely Wolves (Terry, Andy, Joe and Mai) as they attempt to prevent a power-hungry man from claiming all the parts of the legendary Armor of Mars.
When a player wins a match in a single player game, the post match screen shows people watching the tournament inside the Pao Pao Cafe from the first game, "Fatal Fury - King of Fighters".
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 2 - PCCB-00111) on 19/02/1993.
- TIPS AND TRICKS -
* You can only see any character's ending if you beat the game with a single credit used (no continues or two player matches are allowed!) :/.
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- STAFF -
Producer : Eikichi Kawasaki
Planners : Deru-Deru, Tsukamichi-2, Chinta
Object designers : Higashi Pon (as Higashipon Mark3), Tony Oki, Tsuzakingyo 2, Lionheart, U.G, Ryouji-Sei, Super Soe Soe, Heitarou, Terarin, Horigen.Pu-Ta
Back scroll designers : Moriyan, Somatreeno, Oba Obata, Shibatarian, Uri Midopon, A-Chang
Character back up : Manuke, Teizo Muta 92, Kama Kama, Takeshi Kimura, Man, Take.P, Albinome, Pinkey.Tbc440
Programmers : Yamatan-2' Turbo, Speaker.R
Sound : Toshio Shimizm (as 'Shimizm'), Yoko, Jojoha Kitapy, Ylf.Communicate, Paciorek, Papaya
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Mai Shiranui : Akoya Sogi
Big Bear : Dango Takeda
Cheng Sinzan : Jun Hashimoto
Laurence Blood : Katsuhisa Namase
Axel Hawk : Michael Beard
Billy Kane : Katsuhisa Namase
Wolfgang Krauser : Michael Beard
- PORTS -
* Consoles :
Sega Mega Drive (1992)
Nintendo Game Boy (1993)
Nintendo Super Famicom (1994)
NEC PC-Engine CD (1994)
SNK Neo-Geo CD (1994)
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.6 : Garou Densetsu Battle Archives 1" JP / 2007, "Fatal Fury Battle Archives: Volume 1" US & EU)
* Computers :
Sharp X68000 (1993, "Garou Densetsu 2")
FM Towns PC
$end
$info=fatfury3,
$Edit this entry at Arcade-History.com
$bio
Fatal Fury 3 - Road to the Final Victory (c) 1995 SNK.
During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, 2 different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it?
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0069
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Quick punch [B] Quick kick [C] Power punch [D] Power kick
- TRIVIA -
Released in March 1995.
This game is known in Japan as "Garou Densetsu 3 - Haruka-Naru Tatakai" (translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle').
Things that changed in this particular game :
* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes.
* Chain combos are introduced to add even more depth to each character's fighting style.
* Throws are harder to use since these are slow and throw-miss animations were added.
* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei.
Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hillarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :)
Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe!
The Japanese version of this game, Garou Densetsu 3, overtly refers to itself by its overseas name of "Fatal Fury 3" throughout the game.
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 3 - PCCB-00179) on 21/04/1995.
- TIPS AND TRICKS -
One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises!
Endings are based on your performance on the game, here are the final bosses you'll face according to how well you do :
1) Poor performance ending boss : Ryuji Yamazaki
2) Average performance ending boss : Jin Chonshu
3) Above average performance ending boss : Jin Chonshu (Jin Chonrei makes a brief cameo at the very end)
4) Good performance ending boss : Jin Chonrei
Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine! :)
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- STAFF -
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Geese Howard : Kong Kuwata
Sokaku Mochizuki : Koji Ishii
Bob Wilson : Toshiyuki Morikawa
Hon-Fu :Toshiyuki Morikawa
Blue Mary : Harumi Ikoma
Franco Bash : B. J. Love
Ryuji Yamazaki : Koji Ishii
Jin Chonshu : Kappei Yamaguchi
Jin Chonrei : Kappei Yamaguchi
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
Sega Saturn (1996, "Garou Densetsu 3 - Aratanaru Tatakai")
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.6 : Garou Densetsu Battle Archives 1" JP / "Fatal Fury Collection" US & EU)
* Computers :
PC [MS Windows 9x]
$end
$info=fatfursp,fatfursa,
$Edit this entry at Arcade-History.com
$bio
Fatal Fury Special (c) 1993 SNK.
Just as the name implies, this is a special edition of "Fatal Fury 2" filled with plenty of fun stuff. Features a few old familiar faces from the first game as newcomers; background with 2 battle planes; improved control and lots of secrets. Without a doubt, one of the better chapters in the series! :)
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0058
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Quick punch [B] Quick kick [C] Strong punch [D] Strong kick
- TRIVIA -
Released in September 1993.
This game is known in Japan as "Garou Densetsu Special" (translates from Japanese as 'Legend of Hungry Wolf Special').
Things that changed in this particular game :
* The combo system has been improved, hit damage has been lessened & the game speed has been increased.
* Newcomers in the game are Duck King, Tung Fu Rue, Geese Howard & Ryo Sakazaki.
Is Kim Kaphwan trying to replace Superman? You'll see for yourself when you spot him flying in Big Bear's & Terry Bogard's stages! :)
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu Special - PCCB-00138) on 21/10/1993.
- UPDATES -
MVS (arcade) vs. Home (neo-geo) differences :
- Home : After the credits you will see all the characters grouped together and it will say to try a harder difficulty. If you beat it in the hardest difficulty it will say 'Perfect! It's a knockout, Superman!'.
- Home : If playing on the hardest difficulty and you fought Ryo Sakazaki, you will see all the characters moving around him in a circle while he, for some reason, is crying.
- TIPS AND TRICKS -
* Fight against Ryo Sakazaki : Beat the game without losing a single round (you can lose continues, but not rounds). You'll face against "Art of Fighting"'s main character Ryo Sakazaki as a powerful extra end boss!
* Beat the game without using a single continue and after the credits you will see every character performing a special move, their portraits and giving a quote.
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- STAFF -
Producer : Eikichi Kawasaki
Planners : Tsukamichi-2 (Main), Chinta, Deru-Deru
Object designers : Higashi Pon (as Higashipon Mega), Tsuzakingyo (Main), Tony J Oki, Lionhert 31, Heitarou
Demo sketch : Tsuka
Scroll & Demo : Moriyan No. 16th, Somatoreeno (Main)
Programmers : Yamatan GT-X (Main), Narutaki, EP82Boy., Speaker.R
Sound creators : Toshio Shimizm (as 'Shimizm'), Yamapy-1, Jojoha Kitapy
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Mai Shiranui : Akoya Sogi
Big Bear : Dango Takeda
Cheng Sinzan : Jun Hashimoto
Laurence Blood : Katsuhisa Namase
Axel Hawk : Michael Beard
Billy Kane : Katsuhisa Namase
Wolfgang Krauser : Michael Beard
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sega Game Gear (1994)
SNK Neo-Geo CD (1994)
Sega Mega CD (1994)
NEC PC-Engine Super CD
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.6 : Garou Densetsu Battle Archives 1" JP / "Fatal Fury Collection" US & EU)
Microsoft XBOX 360 (2007, "Garou Densetsu Special" Xbox Live Arcade)
* Computers :
PC (1997)
Sharp X68000 (Year unknown)
$end
$info=fatfurwa,
$Edit this entry at Arcade-History.com
$bio
Fatal Fury Wild Ambition (c) 1998 SNK.
A 3-D fighting game.
- TECHNICAL -
SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 06
Main CPU : R4600 (@ 50 Mhz), V30 (@ 8 Mhz), Z80 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 432 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The game is known in Japan as "Garou Densetsu 64".
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- PORTS -
* Consoles :
Sony PlayStation (1999)
$end
$info=fax,fax2,
$Edit this entry at Arcade-History.com
$bio
Fax (c) 1983 Exidy.
Who? When? What? Where? Why? Fax is a trivia game that asks questions about : general knowledge, sports, history and entertainment.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz)
Players : 2
Buttons : 4 (A, B, C, and D)
- TRIVIA -
Released in June 1983.
Fax came in what was essentially a jukebox cabinet (with a black and woodgrain finish). This was probably because Exidy had hoped to sell this machine to a different market than its normal arcade games. It has a 9in. monitor mounted in the center (with a 'Fax' logo on the monitor bezel), and a row of buttons on each side of the screen. Sales of this title were limited a bit by its $2495 price tag (USD), which was a good $500 over the average arcade game price at the time.
This game used an advanced (proprietary), compression algorithm to hold nearly 3700 questions in a tiny amount of EPROM space (roughly 128K, which was still a huge amount of storage in 1983, which was why this game was so expensive). Exidy also sold several EPROM replacement kits that provided new questions, but they sold very poorly, and are nearly impossible to find today.
- SERIES -
1. Fax (1983)
2. Fax II
- STAFF -
Written by : Vic Tolomei, Larry Hutcherson
Art by : Mike Craven
- PORTS -
* Computers :
Apple II
$end
$info=fenix,
$Edit this entry at Arcade-History.com
$bio
Fenix (c) 1980 Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.372 Khz), Custom (@ 0.372 Khz), Discrete
Palette colors : 256
Players : 2
Buttons : 2
- TRIVIA -
This game is a bootleg / hack of "Phoenix".
$end
$info=feversos,
$Edit this entry at Arcade-History.com
$bio
Fever SOS (c) 1998 Cave.
Get your groove on! In this strange but addictive overhead shooter, you must do battle against hordes of enemy spaceships and giant motherships in order to rescue the hostages. Features colorful graphics & awesome special effects, an ultra-cool 70's style soundtrack, plenty of options to customize your very own space fighter and the tried & true gameplay from Atlus/Cave (which means LOTS of bullets to dodge!). Fans of excellent overhead shooters, as well as 70's music freaks should not miss on this party!
- TECHNICAL -
Game ID : CV01
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1998.
Licensed to Nihon System for distribution.
This game is known in Japan as "Dangun Feveron".
Scitron / Gamest released a limited-edition soundtrack album for this game (Dangun Feveron - SGCD-0004) on 04/12/1998.
- TIPS AND TRICKS -
* Secret Guest Character (from "Uo Poko") : Insert a coin and press quickly Down, Up, Right, Left, Up, Down, Left, Right, Start. 1P cat's name is Uotaro and 2P cat's is Poko (81). Note : At the continue (when you loose), you need to enter this code a second time, just after inserting a new credit, to continue to play with this guest character.
* Time Attack Mode : Insert a coin, hold A+B and press Start simultaneously.
* Break the spinning disco men record on each level to face off an extra last boss and get the complete ending.
- STAFF -
Music composed by : Ryuichi Yabuki, Nanpei Misawa
$end
$info=fcombat,
$Edit this entry at Arcade-History.com
$bio
Field Combat (c) 1985 Jaleco.
An early shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.333333 Mhz)
Sound Chips : (3x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The game plays Wagner's 'Flight of the Valkyries' throughout the various stages.
$end
$info=fieldday,
$Edit this entry at Arcade-History.com
$bio
Field Day (c) 1984 Taito.
- TECHNICAL -
Game ID : A23
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 4
Buttons : 3
- TRIVIA -
This game is known in Japan as "The Undoukai".
When playing against the computer, it's uses the abbreviation Z80 - which refers to the processor on the PCB board.
The game is clearly related to Konami's "Circus Charlie", "Track & Field" and "Hyper Sports" games, sharing many identical graphical items, yet was released by Taito. The tilemaps contain the same type of ''bonus'' graphics, but it is unknown how they are triggered.
$end
$info=fgoal,fgoala,
$Edit this entry at Arcade-History.com
$bio
Field Goal (c) 1979 Taito.
A ball and paddle game with a football theme.
- TECHNICAL -
Prom Stickers : TF01-TF04
Main CPU : M6800 (Number : AF017765)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 66
Players : 2
Control : paddle
- TRIVIA -
Also released as a Cocktail model : "T.T Field Goal".
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Taito Memories II Vol.2")
$end
$info=fightfev,fightfva,
$Edit this entry at Arcade-History.com
$bio
Fight Fever (c) 1994 Viccom.
8 initially selectable characters face off to become the Tae Kwon Do master! After defeating the absolutely WACKY Master Taekuk, he becomes selectable as well to face off against end boss Karate Kenji.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0060
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light punch [B] Light kick [C] Heavy punch [D] Heavy kick
- TRIVIA -
Released in July 1994.
This game is known in Korea as "Wang Joong Wang" (translated from Korean as 'King of the Kings').
Fight Fever is Viccom's only game developed and released for the SNK Neo-Geo MVS hardware but was not released on the Neo-Geo AES home console.
- UPDATES -
The Korean titlescreen has a Korean flag in the background instead of flames.
- SERIES -
1. Fight Fever (1994)
2. The Eye of the Typhoon (1996)
$end
$info=fghtatck,
$Edit this entry at Arcade-History.com
$bio
Fighter & Attacker (c) 1992 Namco.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Namco System NA-1 hardware
Game ID : FA
Main CPU : 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "F/A".
$end
$info=fghthist,fghthsta,fghthstu,fghthstj,
$Edit this entry at Arcade-History.com
$bio
Fighter's History (c) 1993 Data East.
Players choose one of 9 international fighters and battle to be the best in the world.
- TECHNICAL -
Game ID : MBF
Main CPU : ARM (@ 7 Mhz), HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
In 1993 Capcom sued Data East for the similarities between Fighter's History & "Street Fighter II - The World Warrior". Despite Data East successfully defending itself in the lawsuit, Fighter's History was not rid of its reputation as a 'shameless Street Fighter rip-off' and went ignored by many gamers. Its sequels, which added little to the series, helped cement this reputation.
In a bit of payback, Capcom added most of the moves of Lee into the characters Yang and Yun in Street Fighter 3.
This is one of the rare Japanese-made fighting games where the characters yell out the names of their moves in their native language. Most Japanese-made fighting games, including "Street Fighter II - The World Warrior", have the Asian characters (usually comprised of East Asians) speak Japanese while all the other characters speak English or Japanese, regardless of their nationality.
Both Ryoko and Jean's endings mention the 1996 Olympic Games in Atlanta.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History - PCCB-00123) on 18/06/1993.
A Fighter's History unit appears in the 1998 movie 'The Replacement Killers'.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Fighter's History (1993)
2. Karnov's Revenge (1994)
3. Fighter's History - Mizoguchi Kiki Ippatsu!! (1995, Nintendo Super Famicom)
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
$end
$info=fswords,
$Edit this entry at Arcade-History.com
$bio
Fighters Swords (c) 1995 SNK.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This is the Korean release of "Samurai Shodown III".
$end
$info=ftimpact,
$Edit this entry at Arcade-History.com
$bio
Fighters' Impact (c) 1996 Taito.
A 3-D fighting game from Taito.
- SERIES -
1. Fighters' Impact (1996)
2. Fighters' Impact A (1997)
- PORTS -
* Consoles :
Sony PlayStation (1997)
$end
$info=ftimpcta,
$Edit this entry at Arcade-History.com
$bio
Fighters' Impact A (c) 1997 Taito.
A 3-D one-on-one fighting game from Taito.
- TECHNICAL -
Taito FX-1B hardware
Prom Stickers : E25
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
'A' stands for 'Arcade'.
- SERIES -
1. Fighters' Impact (1996)
2. Fighters' Impact A (1997)
$end
$info=fghtbskt,
$Edit this entry at Arcade-History.com
$bio
Fighting Basketball (c) 1984 Paradise.
A basketball game.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : I8039 (@ 200 Khz)
Sound Chips : AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=ffantasy,ffantasa,
$Edit this entry at Arcade-History.com
$bio
Fighting Fantasy (c) 1989 Data East.
The brave knight takes on a slew of medieval opponents. Money won during fights can be used to purchase fighter upgrades.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Hippodrome".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.
- STAFF -
Game designers : Marcy Eiko, Dotman
Hardware : Darkness K.K
Programmers : Susan, Vince Y., TAC. H
Sounds : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Hitomi Komatsu, Hiroyuki
Voices : Torba RR, Yuzi. S, Joe Kaminkow, Steve Walton
$end
$info=fhawk,fhawkj,
$Edit this entry at Arcade-History.com
$bio
Fighting Hawk (c) 1988 Taito.
The player controls his fighting plane 'Falcon' and fights against enemies in each round of grassy plain, iceberg, glacier, snowfield and city. His final aim is to shoot down the enemy's snowfield newest bomber 'Dragon Hat'.
- TECHNICAL -
Taito L System hardware
Prom Sticker : B70
Main CPU : (2x) Z80
Sound CPU : Z80
Sound Chips : YM2203
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'.
- SERIES -
1. Flying Shark (1987)
2. Fighting Hawk (1988)
3. Fire Shark! (1990)
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
$end
$info=cfghtice,
$Edit this entry at Arcade-History.com
$bio
Fighting Ice Hockey (c) 1984 Data East.
An ice hockey game.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 40
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in April 1984.
$end
$info=fgtlayer,
$Edit this entry at Arcade-History.com
$bio
Fighting Layer (c) 1998 Arika.
A one-on-one 3-D fighting game.
- TECHNICAL -
Namco System 12 hardware
Game ID : FTL
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in December 1998.
Licensed to Namco for distribution. This game was released in Japan only.
The game features Allen Snider and Blair Dame who also appear in one of Arika's other fighting games, "Street Fighter EX Plus".
- STAFF -
Director : Nin as Akira Nishitani (Arika), Toshio Natsui (Namco)
Planner : Hiroshi Nagata, Shinzi Watanabe, Hiroshi -SKN- Okuda
Programmer : Kurabar, Tarabar, Hiroyasu Od.Hasssy, Mitsu, M. Karasawa, S. Masuda M.K, Yoshiyuki Nagata
Modeling Designer : Jun Matsumura, Dirty Takaoka
Character Illustrations : Tadashi Aoki
Title Design : Motokazu Sakai
Effect Designer : Kazuko Kawanaka
Motion Designer : Dirty Takaoka, Alien Pole, Masaaki Tanaka, Kazuko Kawanaka, Hitoshi Yamaguchi
Background Designer : Kaori Matsumoto, Yoko Funato, Hiroshi Chiba, Yohnosuke Naitoh
Sound Creator : Shinji -Mega- Hosoe, Takayuki Aihara, Ayako Saso
* Cast of Characters :
Tetsuo Kato : Kouji Sakurai
George Jensent : Nozomu Yokoyama
Hong Gillson : Souichiro Shibata
Lan-Yinghua : Takako Nakamura
Janis Luciani : Yuko Watanabe
Exodus : Akira Yamada
Shang-Fenghuang : Daisuke Hirakawa
Jigjid Bartol : Hideki Ogihara
Sessyu Tsukikage : Shocker Oh!No!
Capriccio : Shinji Ishii
Blair Dame : Hikari Tachibana
Allen Snider : Osamu Hosoi
Preston Ajax : Tomoyuki Ishida
Clemence Kleiber : Masayoshi Seto
Joe Fendi : Hiroaki Yoshida
Vold Ignitio : Kyousuke Tatsuno
Narration : Alex Easley
Producer : Mihara (Arika), Akihiko Tokue (Namco)
$end
$info=fightrol,
$Edit this entry at Arcade-History.com
$bio
Fighting Roller (c) 1983 Kaneko.
You compete in an obstacle race on roller skates.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.386333 Mhz)
Sound Chips : (3x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito for Japanese manufacture and distribution.
This game is known outside Japan as "Roller Aces".
$end
$info=ftsoccer,
$Edit this entry at Arcade-History.com
$bio
Fighting Soccer (c) 1988 SNK.
An overhead soccer game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : Y8950 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Control : dial
Buttons : 2
- STAFF -
Directer & Designer : Buri
Program designer : Tomohide
Sound director : Kenny!
Sound creators : Aran Lee, Tarkun, Oh-Chan!
Soccer mania : Konny (as 'Konny!')
Art designers : Tsunesan, Riikuni
Hardware : Nishide, Ebara
Advisers : Daimajin Bucho, Kitasan, Tama
Producer : Eikichi Kawasaki
- PORTS -
* Computers :
Commodore Amiga (1989)
Atari ST (1989)
Commodore C64 (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
$end
$info=fvipers,
$Edit this entry at Arcade-History.com
$bio
Fighting Vipers (c) 1995 Sega.
A 3-D fighting game.
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Bahn is an homage of Jotaro Kujo from the manga Jojo's Bizarre Adventure.
Polygram released a limited-edition soundtrack album for this game (Fighting Vipers Original Sound Track - POCX-1030) on 25/03/1996.
- TIPS AND TRICKS -
* Secret Surprise : Play the game as Candy (a.k.a. Honey) in two player mode until the 'win' counter above your energy bar reads 100 or more. Once candy has 100 wins or more, have your opponent knock off candy's lower body armor; instead of just losing her leg armor her skirt will dissapear too. Note : If both players are playing candy then they can both lose their skirts in this fashion.
* Play As B. Mahler : This trick will only work on fighting vipers that have 15,000 matches played on them; the only way to determine if your machine meets these requirements is to access the bookkeeping menu screen during test mode. At the character select screen, wait for the clock to count down to the 9-second mark, then quickly press and hold the Start button and Up on the joystick. While continuing to hold Start and Up, nudge the joystick to the upper Left or upper Right to move the cursor to the opposite side of the screen, one character at a time (on the player 1 side, start with grace and move to the right; if you are player 2 start with rickey and move left). Remember to always hold the Start button and keep the joystick Up between while moving the cursor. When you pass the last character on the opposite center, the cursor should go off the screeen and the character portrait should be that of the boss B. Mahler.
- SERIES -
1. Fighting Vipers (1995)
2. Fighting Vipers 2 (1998)
- STAFF -
Directed by : Hiroshi Kataoka
Music composed by : David Leytze
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation 2 (2005, "Sega Ages 2500 Series Vol. 19 Fighting Vipers")
$end
$info=fvipers2,
$Edit this entry at Arcade-History.com
$bio
Fighting Vipers 2 (c) 1998 Sega.
A 3-D fighting game.
- TECHNICAL -
Sega Model 3 Step 2.0 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Player : 1
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
Character design is the work of Imai Toons, whose talent has produced a series of popular Japanese advertising characters.
- SERIES -
1. Fighting Vipers (1995)
2. Fighting Vipers 2 (1998)
- PORTS -
* Consoles :
Sega Dreamcast (2001)
$end
$info=filetto,
$Edit this entry at Arcade-History.com
$bio
Filetto (c) 1990 Novarmatic.
- TECHNICAL -
Main CPU : I8088 (@ 8 Mhz)
$end
$info=finlarch,
$Edit this entry at Arcade-History.com
$bio
Final Arch (c) 07/1995 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known outside Japan as "Super Major League".
- SERIES -
1. Major League (1985)
2. Super League (1988)
3. Excite League (1989)
4. Final Arch (1995)
$end
$info=finalb,finalbj,finalbu,
$Edit this entry at Arcade-History.com
$bio
Final Blow (c) 1988 Taito.
A boxing game where you fight your way to the top and aim to become the Heavyweight Champion of the World.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : B82
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 5
- TRIVIA -
Released in April 1988.
The game has five boxers, each with a nickname :
Detroit Kid - The Invincible Black Panther
Dynamite Joe - The Miracle Fighter
Fernando Gomez - The South American Eagle
Kim Nang - The Korean Comet
King Jason - The Black King
Final Blow was released for the Sega Genesis (Mega Drive in Europe) as "James 'Buster' Douglas Knockout Boxing", featuring then-World Heavyweight Champion James 'Buster' Douglas. The game was released in America in 1990, immediately after his historic victory over 'Iron' Mike Tyson in Tokyo, Japan. The game was one of the key games used to market the console as part of the 'Genesis does what Nintendon't' Campaign, particularly since Nintendo used Mike Tyson for its "Mike Tyson's Punch-Out!!" video game.
- STAFF -
Software : Ichiro Fujisue, Masaya Kinoshita, Yuichi Ohnogi, Takayuki Ishiwata
Character designers : Yukiwo Ishikawa, Kazuhiro Numata
Hardware : Katujiro Fujimoto, Minoru Yoshimura
Cabinet : Hisayuki Yamaguchi, Yoshihiro Akiyama
Art designer : Akio Nomura
Sound : Zuntata Sound Team
Game designers : Yukiwo Ishikawa, Kazuhiro Numata
- PORTS -
* Consoles :
Sega Mega Drive (1990)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
* Computers :
FM Towns PC (1990)
Commodore C64 (1991)
Atari ST (1991)
Commodore Amiga (1991)
$end
$info=fcrash,
$Edit this entry at Arcade-History.com
$bio
Final Crash (c) 1990 Playmark.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Final Crash is a bootleg of Capcom's "Final Fight" made by Playmark (usual eproms stickers and pcb layout as their original games).
$end
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Final Fight (c) 1989 Capcom.
Jessica, the daughter of the city Mayor Mike Hagger has been kidnapped by the evil 'Mad Gear' gang. Set in the fictional Metro City, Hagger rounds up two of his closest friends, Guy and Cody, and sets out to battle Mad Gear's gang members and ultimately rescue his daughter.
1 or 2 players choose to play as either Guy, Cody or Hagger in this superb, sideways scrolling beat-em-up. As well as the standard punch and kick moves, each character also has a special attack. This move is powerful enough to fell several enemies at once, but with the trade-off that each time a special attack is executed, some of the player's energy is lost. Energy levels can be replenished by finding the food that lies hidden in certain crates and barrels. Some of the Mad Gear gang members will drop a weapon when they are felled. These weapons can then be picked up and used by the players.
After the benchmark-setting "Double Dragon", released by Technos in 1987, Final Fight would become the standard-bearer of the scrolling beat-em-up genre. Featuring a large variety of distinctive, well animated characters moving through colorful and detailed backgrounds, and with a control system that is as intuitive as it is complex, Final Fight is still considered to be the finest example of its kind.
- TECHNICAL -
Capcom Play System (CPS) hardware
Game ID : CP-S No. 08
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [1] Attack, [2] Jump, [3] Release (when grabbed by enemies).
- TRIVIA -
Released in December 1989.
This game was originally billed as the sequel to "Street Fighter" and was to be called "Street Fighter '89". While the game had become a major hit in its own right, Capcom decided to change the name to "Final Fight" and save the "Street Fighter" name for another game, two years later.
Guy's name is written with the kanji meaning 'victory song'. The character of Guy has been allegedly inspired by the lead singer of the post hardcore group Fugazi, Guy Picciotto.
The enemy character, Andore, and all of his clones (Andore Jr., U. Andore, F. Andore and G. Andore) are Capcom's homage to the now late WWF Champion, Andre Rene Roussimoff, aka 'Andre the Giant'.
Two other Mad Gear characters, Axl and Slash, are parodies of the lead singer and guitarist respectively from American rock band, 'Guns 'N' Roses'.
Poison is taken from the glam rock group of eighties, in which the singer used to wear a similar hat to the female character in the game. The character Poison is actually a male transvestite. Her palette-swap friend, Roxy, however, is not.
Abigail is a King Diamond album, whose singer (King Diamond) resembles the character in the game.
Sodom is a famous German thrash metal band founded in the eighties.
The enemy character 'Two P' appears in "Forgotten Worlds" as the second player ('Two P' for 2P, 'Player 2').
The game shares a similar plot with the 1984 movie 'Streets of Fire' directed by Walter Hill. Starring : Michael Parďż˝, Diane Lane, Rick Moranis and Willem Dafoe. Here's a list of the things the movie and the game have in common (Warning! Contains movie spoilers) :
1) The main character played by Michael Parďż˝ is named 'Tom Cody' and resembles the game character. Wears jeans and a white shirt at some points during the movie.
2) The city is plagued by gangs and a motorcycle gang kidnaps Cody�s Ex girlfriend.
3) The cop that arranges a meeting between Cody and the Gang�s boss is nothing other than a corrupted cop by the name of 'Ed Price', the only Cop in the game is called 'Eddie'.
4) The city has an old and trashed look similar to the game.
5) At the end of the movie Cody leaves the girl just like in the game. Only this time there is no 'Guy' to stop him from leaving (see Final Fight ending sequence)
A bootleg of this game is known as "Final Crash".
Before the release of "Final Fight", Capcom released a vertically scrolling driving/shoot-em-up called "Mad Gear".
Pony Canyon/Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.
- UPDATES -
The Japanese version has an additional scene that shows Jessica in underwear on the TV. This scene was removed in all non-Japanese versions of Final Fight.
The US version has the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
* At the front of the train of level 2, stand on the barrel and let the clock get to about 45. You will skip the section without defeating the Mad Gear guys.
* Special Endings : finish the game without having to continue to see an additional credit sequence (meet the staff).
* Hidden Stuff :
Gaining extra points : to gain jewels and other high points items from breakable stuff like barrels, dustbins. Execute the jump+down attack move. (Cody - headbutt, Guy - Elbow). When doing the move, rapidly jag controller left to right. Usually, jewels will appear instead of other cheap things.
Crewing Gum : when fighting Eddie B. (Cop), you will notice that he spit out a wad of gum. That thing will give you about half a life if you pick it up.
Last Boss : Cody is able to punch away the bolts that the last boss fires. No other character can do it.
Off the wall attack : besides doing the normal off the wall flying kick, you can change it into a flying elbow drop by doing down+attack.
Hidden Gems : on the way to the last boss, there is a stage when there are some pillars. Located at the bottom of each pillar are gems. Make sure you get them.
* Super Combo : this super combo can be easily executed with Cody or Guy, but it's a bit tougher with Haggar. To begin, initiate a punching combo (press attack, attack, attack for Cody or Guy) or (attack, attack for Haggar.) While you're pressing these buttons, hold the d-pad AWAY from your enemy. Before you do your final ending combo blow, you will throw the enemy, delivering massive damage!
* Cody is the only character who can attack with a knife without throwing it. Press Attack while standing next to an enemy to stab them.
- SERIES -
1. Final Fight (1989)
2. Final Fight 2 (1993, Nintendo Super Famicom)
3. Mighty Final Fight (1993, Nintendo Famicom)
4. Final Fight 3 (1995, Nintendo Super Famicom) ("Final Fight Tough" in Japan)
5. Final Fight Revenge (1999)
6. Final Fight Streetwise (2006, Sony PlayStation 2)
- STAFF -
Planner : Pon G, Akira Nishitani (NIN), Akiman
Programmers : Kanekon, Shin, Tomiyan, Yokoyan
Character designers : S.Y., Tissue, Prince
Backgrounds designers : Mikman, Okachan, Fukumary, Nissui
Music : Youki Chan's papa
- PORTS -
* Consoles :
Nintendo Super Famicom (1991, "Final Fight")
Nintendo Super Famicom (1992, "Final Fight Guy")
Sega Mega CD (1993, "Final Fight CD") : has a 'Time Attack' mode.
Nintendo Game Boy Advance (2001, "Final Fight One")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, as an unlockable in "Final Fight - Streetwise")
Microsoft XBOX (2006, as an unlockable in "Final Fight - Streetwise")
* Computers :
Commodore C64 (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
Sinclair ZX Spectrum (1991)
Sharp X68000 (1992)
$end
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Final Fight Revenge (c) 1999 Capcom.
A 1-on-1 fighting game based on the "Final Fight" series.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in July 1999.
This game was created by Capcom USA, not the main Japanese branch.
This game was a disappointment to many fans of the original "Final Fight", the original was a 2-D side-scrolling beat-em' up, 'Revenge' is a 3-D versus fighting game, like "Street Fighter EX", only not as good.
If you are using Cody and defeat your opponent with the 'Punch-out' super move, you get a special 'You're already dead' victory pose that is a direct rip-off of 'Hokuto no Ken' (aka 'Fist of the North Star').
- SERIES -
1. Final Fight (1989)
2. Final Fight 2 (1993, Nintendo Super Famicom)
3. Mighty Final Fight (1993, Nintendo Famicom)
4. Final Fight 3 (1995, Nintendo Super Famicom) ("Final Fight Tough" in Japan)
5. Final Fight Revenge (1999)
6. Final Fight Streetwise (2006, Sony PlayStation 2)
- PORTS -
* Consoles :
Sega Saturn (2000) : was the last game produced for that system.
$end
$info=finfurl2,finfrl2j,
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Final Furlong 2 (c) 1999 Namco.
A horse racing video game.
- TECHNICAL -
Game ID : FFS
Main CPU : IDT (@ 166 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 768 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
- SERIES -
1. Final Furlong (1997)
2. Final Furlong 2 (1999)
$end
$info=finalgdr,
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Final Godori (c) 2001 SemiCom.
$end
$info=finallap,finalapd,finalapc,finlapjc,finlapjb,
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Final Lap (c) 12/1987 Namco.
A Formula One racing game featuring several courses. The gameplay is similar in feel to Namco's 1982 legend, "Pole Position", although the steering is much looser than that of its legendary predecessor. Down shifting and brakes play major parts in keeping control of the car on the tight, winding courses. Bumping another car will not cause the player's car to explode - as in "Pole position" - but can send the player OR the rival driver spinning off the track, costing valuable seconds.
- TECHNICAL -
Derivative Namco System 2 hardware.
Game ID : FL
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Controls : Steering wheel, gear shifter (High/Low)
Pedals : Accelerator and brake
- TRIVIA -
Licensed to Atari for US distribution
In 1990, Philip Morris, the tobacco conglomerate, filed a lawsuit claiming copyright infringement against Namco because this game featured a Marlboro billboard, which was found on the real-life Suzuka and Monaco tracks. Philip Morris was under investigation at the time for his role in the increase in pre-teen smoking and the appearance of one of his brands in games aimed towards children and teens did not help the company's already tarnished image. Namco was forced to pay a settlement.
Final Lap is the first multi-player, multi-cabinet networked arcade racing game. Multiple cabinets can be connected to allow up to eight players to join in the same race.
The upright game only has one pedal; releasing it readily decelerates the vehicle.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989.
- TIPS AND TRICKS -
* A Trick To Get A Better Times : Play a multi-player game! In a multi-player game, the computer cars are less frequent and allow better lap times.
- SERIES -
1. Pole Position [Upright model] (1982)
1. Pole Position [Cockpit model] (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)
- STAFF -
Music composed by : Shinji Hosoe
- PORTS -
* Consoles :
Nintendo Famicom (1988)
* Others :
LCD handheld game (1987) released by Namco.
$end
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Final Lap 2 (c) 08/1990 Namco.
Ride with the winners!
- TECHNICAL -
Derivative Namco System 2 hardware
Game ID : FLS
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Controls : Steering wheel, gear shifter (High/Low)
Pedals : Accelerator and brake
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.
- SERIES -
1. Pole Position [Upright model] (1982)
1. Pole Position [Cockpit model] (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)
- STAFF -
Music composed by : Shinji Hosoe
$end
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Final Lap 3 (c) 1992 Namco.
The 3rd game in the series
- TECHNICAL -
Derivative Namco System 2 hardware
Game ID : FLT
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Controls : Steering wheel, gear shifter (High/Low)
Pedals : Accelerator and brake
- TRIVIA -
Released in September 1992.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.8 - VICL-8074) on 21/04/1993.
- SERIES -
1. Pole Position [Upright model] (1982)
1. Pole Position [Cockpit model] (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)
- STAFF -
Music composed by : Masahiro Fukuzawa
$end
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Final Lap R (c) 1993 Namco.
The last game in Namco's seminal F1 series, which began eleven years' earlier with 1982's "Pole Position". Final Lap R features the same loose handling and demanding game-play of its predecessors, but has the obligatory improved graphics, due to the more powerful host hardware. The game offers players a choice of four race tracks :
1. Germany
2. Brazil
3. Hungary
4. Belgium
- TECHNICAL -
Namco System FL hardware
Game ID : FLR
Main CPU : i960KB (@ 20 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Controls : Steering wheel, gear shifter (High/Low)
Pedals : Accelerator and brake
- SERIES -
1. Pole Position [Upright model] (1982)
1. Pole Position [Cockpit model] (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)
$end
$info=fround,froundl,
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Final Round (c) 1988 Konami.
An excellent boxing game from Konami.
- TECHNICAL -
Game ID : GX870
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in November 1988.
This game is known in Japan as "Hard Puncher - Ketsumamireru no Eikou".
There are plenty of references to "Contra" such as Jabbin Jim and Gentleman Joe looking similar to Bill Rizer and Lance Bean : Contra's 2 main characters. not only that, but one of the CPU contenders named Red Falco is a reference to what else? Red Falcon, the extraterrestial arch-enemy from Contra.
Another of the CPU contenders, Iron Drago is a spoof of Ivan Drago, the boxer from the 1985 film 'Rocky IV'.
Finally, Black Stallion, the final contender is a spoof of Mike Tyson.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
- STAFF -
Total director : H. Tsujimoto
Game programmer : G. Suzuki
Assistant programmer : Tadasu Kitae
Character designer : K. Nakamura
Graphic designers : K. Ishimoto, K. Hattori
Visual designer : A. Nonami
Sound designer : S. Tasaka
Music composer : Motoaki Furukawa
Electric architect : K. Hashima
Electronic architect : M. Hiraoka
Package designer : F. Shibuya
Manager : K. Hiroshita
$end
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Final Star Force (c) 09/1992 Tecmo.
A sequel to Tehkan's 1984 shoot-em-up classic, "Star Force", featuring improved graphics and sound and a new weapons power-up system. The player's ship is equiped with three smart bombs and the fire button can be held down for rapid fire. At regular intervals, a red ship will appear which will release a power-up capsule; the three power-ups available are as follows :
* A-Pulsator :
Fire : Thunder + Homing
Bomb : S-Bomb
* B-Pulsator :
Fire : Wide Shot + Missile
Bomb : M-Bomb
* C-Pulsatorq :
Fire : Spraygun + Synch-Fire
Bomb : T-Bomb
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- UPDATES -
The US versions have the 'Winners Don't Use Drugs' and the 'Recycle It, Don't Trash It!' screens.
- TIPS AND TRICKS -
Pulsator capsules and fire power will automatically be increased after a period of time, So do not hesitate use the smart bomb if you are in a dangerous situation. Always choose the Thunder Cannon as this is the most powerful of the three primary weapons available. Try to position your ship to the right of the screen as enemy craft tend to appear on this side.
- SERIES -
1. Star Force (1984)
2. Final Star Force (1992)
- STAFF -
Programmers : Mae-Yan, Laplace, Jun
Mechanical designers : Kazu Tomita, Bon, Hamali Tel, Sato Dou!, Kotoe Murasaki
Background designers : Nawa Lin, Satoru, A. Haruno, Bon, Hamali Tel, Sato Dou!, Kazu Tomita, B. F. R
BGM composers : Wakasugi Matsuri, Yamasan, Kaorin, Rikarin BZ, Rio
Sound effects : Wakasugi Matsuri
Artwork Designer : Maru-Kata
$end
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Final Tetris (c) 08/1993 Jeil Computer System.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 3.578545 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 3
- STAFF -
Producer : Jeon Jae Yun
$end
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Finalizer - Super Transformation (c) 1985 Konami.
You control a jet shooter and fly through several different states in America shooting different enemies.
- TECHNICAL -
Main CPU : M6809 (@ 3.072 Mhz)
Sound CPU : I8039 (@ 614.4 Khz)
Sound Chips : SN76496 (@ 1.536 Mhz), DAC (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1985.
$end
$info=findout,
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Find Out (c) 1987 Elettronolo.
Italian game with the same concept as "Wheel Of Fortune".
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Buttons : 5
$end
$info=finehour,
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Finest Hour (c) 1989 Namco.
Stomp through the enemy opposition in your very own assault mech! Equipped with a laser beam, Vernier jump-jets, auto-targeting, and automatic cooling system, this mech is a force to be reckoned with. Of course, the enemy doesn't know that yet, do they? Teach 'em a lesson in threat assessment!
- TECHNICAL -
Namco System 2 hardware
Game ID : FH
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1989.
Finest Hour is the first game from Namco where the hero is a robot.
Many of the stages' names seem to be named after songs by the rock band Rush - for example, 'Distant Early Warning' and 'Subdivisions'.
Victor Entertainment released a limited-edition soundtrack album for this game (Finest Hour : Namco Game Sound Express Vol.3 - VICL-15004) on 21/09/1990.
- STAFF -
Produced by : S. Yokoyama
Development directed by : S. Okamoto
General agent : K. Matsuoka
Management by : S. Sakurai
Marketing investigated by : Toshio Natsui
Superviser of test play : Y. Seto
Directed and programmed by : K. Nikaido
Character designers : Y. Teshima, T. Kinoshita, K. Yanagihara, S. Sasaki
Graphic designers : N. Yanagisawa, H. Fukuda, M. Fukuoka, Masato Nagashima
Development supported by : M. Kato
Music composed by : Katsurou Tajima
Logotype desgned by : N. Abe
Lyrics translated by : R. Okamoto
Publicity poster arranged by : H. Kuwahara
Presidental advisor : E. Sato
Graphic utility distribution : A. Nagamatsu
Coordinate supported by : E. Saita, Y. Honda
$end
$info=firebarr,
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Fire Barrel (c) 1993 Irem.
An airplane shooter where you fire at enemy planes and tanks. Use a smart bomb to cause major damage to the enemy.
- TECHNICAL -
Irem M-107 system hardware
Main CPU : V33 (@ 14 Mhz)
Sound CPU : V30 (@ 7.159 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Game designer : Shaka
Programmers : Denchan, R&R Aya
Designers : Maccoy, Yamachin, Core_1
Sound B.G.M : Rikei
Sound effects : Hiya
$end
$info=firebatl,
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Fire Battle (c) 1984 Taito.
A vertically scrolling shooter.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : Custom (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game represents Taito's answer to Namco's "Xevious".
$end
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Fire Hawk (c) 2001 ESD.
A vertical scrolling jet shoot them up, featuring both single & co-operative gameplay as well as a myriad of power ups. The players get to choose from 5 different jets each with it's own unique attributes & weapons. By collecting varies power ups during the missions the player's jet with be transformed into a stronger, more powerful version.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb
- TRIVIA -
The jet selection screen music was ripped from the first stage music of the early SNK Neo-Geo MVS shoot-em-up game "Andro Dunos".
- TIPS AND TRICKS -
To enter test mode, hold on Button1 at boot up.
- STAFF -
Director : James Park
R&D Manager : Cho Nam Jun
Main Program : Oh Kyung Hun
Sub Program : Lee Hyun Chul
Main Graphic : Seo Min Gun
Sub Graphic : Kim Sun Yung, Lee Won Hee, Lee Youl
DB Setting : Han Ji Ho
$end
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Fire One! (c) 1979 Exidy.
Fire One! was a player-versus-player or player-versus-computer submarine showdown.
The primary objective of the game is to find and destroy the enemy's submarine, while avoiding the enemy's torpedoes. Through your virtual periscope you are free to launch one of your 8 torpedoes to take out any of the enemy's various ships for extra points. It takes some time to reload each torpedo tube, so you must be judicious in how you plan your attacks.
In addition to being able to control the left/right rotation of your periscope, the game also features a submerge button which you can use to temporarily hide from the enemy. Holding this button down keeps you hidden but also keeps you out of the action, allowing the enemy free reign over the seas.
- TECHNICAL -
The cabinet was split into two halves, with each player controlling their first-person submarine perspective on their half of the screen.
Main CPU : Z80 (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.00 Hz
Palette colors : 64
Players : 2
Control : paddle
Buttons : 2
- TRIVIA -
Released in November 1979.
Licensed to Sega for Japan market.
- STAFF -
Designed and programmed by : David Rolfe, Ted Michon, Susan Ogg
- PORTS -
* Computers :
Commodore C64 (1983)
Atari 800 (1983)
$end
$info=mt_fshrk,
$Edit this entry at Arcade-History.com
$bio
Fire Shark (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 53
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=fireshrk,
$Edit this entry at Arcade-History.com
$bio
Fire Shark! (c) 1990 Toaplan.
A vertically scrolling shoot 'em up.
- TECHNICAL -
Game ID : TP-017
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Romstar for USA distribution.
This game is known in Japan as "Same! Same! Same!".
- UPDATES -
The Japanese version, Same! Same! Same! is different :
* You can only play one player at a time.
* When you get hit you start over a bit behind where you left off.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dipswitches' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- SERIES -
1. Flying Shark (1987)
2. Fighting Hawk (1988)
3. Fire Shark! (1990)
- STAFF -
Music created by : Masanory Yuge
- PORTS -
* Consoles :
Sega Mega Drive (1990)
$end
$info=firetrap,firetpbl,
$Edit this entry at Arcade-History.com
$bio
Fire Trap (c) 10/1986 Data East.
An abstract arcade game in which a single player tales on the role of a firefighter, who must climb a burning building rescuing the people and animals who are trapped inside. As well as the fires, the firefighter must also avoid or deflect (the latter with his extinguisher) a number of falling objects and debris, including cars, couches, hammers, chairs, lamps, stoves and refridgerators.
Fire Trap is very similar, gameplay-wise, to Nichibutsu's 1980 classic, ''Crazy Climber''. As the firefighter climbs the building, he must use his fire extinguisher to put out the fires which include burning papers, flame-gushing windows and moving fireballs. The fire extinguisher contains only a limited amount of water, so must be used it wisely. Certain extinguished fires, however, reveal cannistors of extinguisher fuel to be colleced. Other extinguished fires reveal bonuses and, very occasionally, springboards; which shoot the player higher up the skyscraper.
The firefighter's ultimate aim is to reach the roof of the skyscraper and rescue a young woman who is trapped there. As the firefighter reaches the roof, a giant fireball appears and circles the tower; this must be either avoided or extinguished. After the firefighter has rescued the woman, he must fly down the building with his jet pack and extinguish any fires remaining on the building; before finally landing safely on the ground. The firefighter will then move on to another burning building to make another rescue attempt.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : M6502 (@ 1.536 Mhz)
Sound Chips : YM3526 (@ 3 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : doublejoy 4-way
Buttons : 1
- TRIVIA -
The stylized looking flame to the left of the word 'Fire Trap' on the title screen is actually the kanji character 'honoo', which means 'flame'.
Gary Hatt holds the official record for this game with 417,740 points.
- PORTS -
* Computers :
Amstrad CPC (1986)
Commodore C64 (1987)
Sinclair ZX Spectrum (1988)
$end
$info=firetrk,
$Edit this entry at Arcade-History.com
$bio
Fire Truck (c) 06/1978 Atari.
Fire Truck is a simple two-dimensional driving game. Your perspective is from overhead as you navigate through the city streets. The object is to score points by getting as much distance as possible in the least amount of time. Those who are good enough can get bonus time for a specific amount of points. Beware, though, it will not be as easy as it seems.
- TECHNICAL -
Game ID : 030926
Main CPU : M6800 (@ 1.008 Mhz)
Sound Chips : Discrete (@ 1.008 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4
Players : 2
Control : Steering wheel (for both players front and rear), Gas pedal (at the bottom of the cabinet)
Buttons : 2 (HORN (front player), BELL (rear player))
- TRIVIA -
This game is also known as "Smokey Joe".
Fire Truck was one of the first games to feature a cooperative feature. One player could either drive the fire engine or the hook and ladder while the computer drove the opposite part. Two players could play where one drove the fire engine while sitting up front while the other player stood in back and controlled the hook and ladder. This game also featured the front player having a horn while the back player had a bell. Neither of these buttons, though, effected game play. This game never really gained a large popular following mostly due to the fact that "Space Invaders" was released the same year. Nonetheless, it still proved to be somewhat popular just due to the fact it was different.
- SCORING -
Scoring in this game is really simple. Your score is tied to distance traveled so obviously you want to cover the most amount of distance in the shortest period of time. Your score goes up in 10 point increments. Depending on what the fuel setting on the machine is set to determines what your score needs to
be for extended time. Below are these settings :
FUEL SETTING || REQUIRED SCORE |
Fuel Setting : 60 - Required Score : 120
Fuel Setting : 90 - Required Score : 160
Fuel Setting : 120 - Required Score : 220
Fuel Setting : 150 - Required Score : 270
An extended time of 39 fuel is awarded when you are equal to or greater then the required score.
After you get done playing the game, you will get a rating based on your final score. Below are the ratings :
Score Range : 0-50 - Rating : SORRY
Score Range : 60-100 - Rating : SO-SO
Score Range : 110-140 - Rating : GOOG
Score Range : 150-Over - Rating : ACE
- TIPS AND TRICKS -
* When you start the game, your fire truck will be in the middle of the road. It will be your job to navigate the truck through the city streets and avoid all the hazards. Try to stay in the middle of the road as much as possible. Especially around curves since it is very easy to run into hazards on the road.
* Learn how to use the steering effectively. The steering is relatively sensitive so don't spin the wheel or you will quickly find out that your fire truck either isn't going anywhere, or it is hitting hazards which drastically effects distance traveled. Small movements on the steering wheel (front or back) should be enough to keep the fire truck from going out of control.
* In addition to steering, learn how to use the gas pedal effectively to slow down around corners. This is easier then speeding through them and running into hazards which consumes a lot more fuel then just going slowly. If you are driving the hook and ladder, just make sure you keep the hook and ladder in line with the fire truck.
* Don't panic if you do hit a hazard. Just patiently turn the fire truck or hook and ladder so you clear the hazard and can continue on your way.
* Make sure you follow the directional arrows on the road or you may end up going backwards down the road and head for unpleasant surprises.
* Your goal is to get the points necessary to get bonus time. After playing this game for a while, you will notice that the roads tend to repeat themselves making it easier to anticipate when the next curve or hazard is coming up.
- STAFF -
Designed and programmed by : Howard Delman (Howie)
Howard also designed the hardware for this game.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=firebeas,
$Edit this entry at Arcade-History.com
$bio
Firebeast (c) 1983 Atari.
- TECHNICAL -
Main CPU : M6502 (@ 1.25 Mhz)
Sound Chips : (2x) POKEY (@ 1.25 Mhz)
Colors palette : 64
Players : 1
Buttons : 2
- TRIVIA -
This game is a prototype.
$end
$info=fbaitbc,
$Edit this entry at Arcade-History.com
$bio
Fisherman's Bait - A Bass Challenge (c) 1998 Konami.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 7
- TRIVIA -
This game is also known as "Bass Angler".
- SERIES -
1. Fisherman's Bait - A Bass Challenge (1998)
2. Fisherman's Bait 2 - A Bass Challenge (1998)
3. Fisherman's Bait - Marlin Challenge (1999)
$end
$info=fbaitmc,fbaitmcu,fbaitmcj,fbaitmca,
$Edit this entry at Arcade-History.com
$bio
Fisherman's Bait - Marlin Challenge (c) 1999 Konami.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 7
- SERIES -
1. Fisherman's Bait - A Bass Challenge (1998)
2. Fisherman's Bait 2 - A Bass Challenge (1998)
3. Fisherman's Bait - Marlin Challenge (1999)
$end
$info=fbait2bc,
$Edit this entry at Arcade-History.com
$bio
Fisherman's Bait 2 - A Bass Challenge (c) 1998 Konami.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 7
- TRIVIA -
This game is also known as "Bass Angler 2".
- SERIES -
1. Fisherman's Bait - A Bass Challenge (1998)
2. Fisherman's Bait 2 - A Bass Challenge (1998)
3. Fisherman's Bait - Marlin Challenge (1999)
$end
$info=fishfren,
$Edit this entry at Arcade-History.com
$bio
Fishin' Frenzy (c) 1995 Time Warner Interactive.
You goal is basically to catch as many fish as you can without getting caught by one of the enemy creatures.
- TECHNICAL -
Main CPU : R3000 (@ 33 Mhz), (2x) Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC (@ 26 Mhz)
Players : 2
Buttons : 3
- TRIVIA -
This game is an unreleased prototype running on the Cojag hardware.
A Fishin' Frenzy machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
$end
$info=fmaniac3,
$Edit this entry at Arcade-History.com
$bio
Fishing Maniac 3 (c) 2002 Saero.
A fishing game.
- TECHNICAL -
Main CPU : E1-32XT (@ 20 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=fitfight,
$Edit this entry at Arcade-History.com
$bio
Fit of Fighting (c) 199?.
A reconstructed sprite-ripped bootleg of "Art of Fighting" with all eight characters selectable in any mode.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
Screen orientation : Horizontal
Video resolution : 296 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
Fit of Fighting is a very horrible Art of Fighting bootleg :
* FM music.
* No damage in the fighters faces.
* No zooms.
* Poor AI.
* Poor gameplay (you have to execute the special attacks very slowly to get them running!).
* Ripped graphics but reprogrammed from 0.
$end
$info=fitter,
$Edit this entry at Arcade-History.com
$bio
Fitter (c) 1981 Taito.
The object of the game is for the player to maneuver his white robot in 1 of 4 directions within a maze, capture a red character robot as they move about the maze, and race to the center to change the 9 white balls located there to red. The player may only change one white ball to red at a time after he has captured a red robot, and must evade 4 chaser monsters in the process. Bonus point may be earned when capturing the elusive 'red king' that appears on the screen. Capture him and momentarily immobilize the chasers, but do not come in contact with the yellow robots--or your much-needed red robots will be changed to white and force you to change strategy. Play is over when the chasers have captured all of the player's robots. But, should the player be successful in changing all of the balls in the center to red, the pattern clears and a different challenge is presented. A 3x3 or 4x4 tri-colored pattern will appear at the bottom of the screen and a slightly different tri-colored cube of corresponding size will appear at the center of the screen. The player may earn bonus points by moving the directional arrow and rearranging the colors of the cube at the center of the screen to match the sample pattern presented at the bottom of the screen. The player is given 90 seconds to rearrange the cube as many times as he can. Action returns to the maze whether you win or lose the cube challenge. All in all, an exciting and challenging game where patience and skill are required.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Round-Up".
$end
$info=fiveside,
$Edit this entry at Arcade-History.com
$bio
Five a Side Soccer (c) 1995 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 25 Mhz), 68000 (@ 8 Mhz)
Sound Chips : K054539 (@ 48 Khz)
Palette colors : 8192
Players : 2
Buttons : 1
$end
$info=fixeight,fixeighb,
$Edit this entry at Arcade-History.com
$bio
FixEight (c) 1992 Toaplan.
A vertically scrolling shoot 'em up from Toaplan.
- TECHNICAL -
Board Number : M6100701A
Prom Stickers : TP-026
Main CPU : 68000
Sound Chips : YM2151, OKI6295
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 59.41 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "FixEight - Jigoku no Eiyuu Densetsu" (translates from Japanese as 'FixEight - Legend of Hell's Hero').
- UPDATES -
The bootleg don't uses the OKI6295 :-)
- SERIES -
1. Out Zone (1990)
2. Fixeight (1992)
- STAFF -
Music composed by : Toshiaki Tomizawa
$end
$info=flkatck,
$Edit this entry at Arcade-History.com
$bio
Flak Attack (c) 1987 Konami.
A vertically scrolling shoot-em-up by Konami featuring good music, big explosions and lots of power-ups.
- TECHNICAL -
Game ID : GX669
Main CPU : HD6309 (@ 3 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in August 1987.
This game is known outside Japan as "MX5000".
$end
$info=flamegun,flameguj,
$Edit this entry at Arcade-History.com
$bio
Flame Gunner (c) 1999 GAPS.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
$end
$info=flashgal,flashgla,
$Edit this entry at Arcade-History.com
$bio
Flashgal (c) 1985 Sega.
Take a stand against crime! As the hyperactive female crime fighter (she just can't stand still!) known as the Flashgal, you'll face many dangers such as helicopters, dogs, thugs & ninjas in order to protect peace, lots of different game styles (beat-em up, shooting, hack & slash, etc.) give this fun game lots of variety!
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=fpoint,fpointbl,fpointbj,fpoint1,
$Edit this entry at Arcade-History.com
$bio
Flash Point (c) 1989 Sega.
A "tetris"-like game.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0127A
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
A bootleg of this game was released by Datsu the same year under the same name.
Flicky makes a cameo appearance as he introduces each round to you!
- PORTS -
* Consoles :
Sony PlayStation 2 (2006, "Sega Ages 2500 Series Vol.28 : Tetris Collection")
* Computers :
MSX
$end
$info=flicky,flickyo,flicks2,flicks1,
$Edit this entry at Arcade-History.com
$bio
Flicky (c) 1984 Sega.
A platform game in which Flicky must collect her lost chicks and lead them home, represented as a door marked 'Flicky'. Players must watch out for the cats which emerge from cat-flaps and proceed to roam the levels. If flicky has any direct contact with a cat, the player will lose a life; any chicks that are touched by a cat will be seperated from Flicky and must again be retrieved. The platforms of each level are littered with objects - such as plantpots, hammers and trumpets - that can be picked up and thrown at the cats to knock them out.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in September 1984.
The game changed name two times during its development: it was originally called 'Busty', then 'Flipp' and finally 'Flicky'.
The Flicky character also appears in the game, "Bloxeed". A Sega coin-op version of this game is also known to exist for the Sega System 16 hardware. The birds that are rescued by Sonic in his many Sega Magadrive platform outings are 'Flickies', and are identical in appearance to the original Flicky. Also; Flicky tags along with Sonic in the Sega megadrive/Saturn game, "Sonic 3D Flicky's Island"; more widely known as "Sonic 3D Blast".
Flicky made cameo appearances in many Sega games in the late 80's, including "TeddyBoy Blues", "SDI", "Flash Poin"t, and "Super Monaco GP".
Jonathan Long holds the official record for this game with 4,548,540 points.
- STAFF -
Programmed by : Hideki Ishikawa (H.I), Shuichi Katagi (KTG)
Designed by : Yoji Ishii (ICI)
Character Design : Yoshiki Kawasaki (Y.K)
Security by : Shuichi Katagi (KTG)
(M.T) ?
- PORTS -
* Consoles :
Sega SG-1000 (1984)
Sega Mega Drive (1991)
Sega Mega-CD (1994,"Game no Kanzume Vol. 1")
Sega Saturn (1997, "Sega Memorial Selection Vol.1")
Nintendo GameCube (2002, "Sonic Mega Collection") : unlockable Extra.
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
* Computers :
MSX (1986)
* Others :
Mobiles phones (2001)
$end
$info=mf_flip,
$Edit this entry at Arcade-History.com
$bio
Flip & Flop (c) 1983 Exidy / First Star Software.
- TECHNICAL -
Main CPU : M6502 (@ 1.78979 Mhz), M68705 (@ 3.579545 Mhz)
Sound Chips : POKEY (@ 1.78979 Mhz), Speaker
Screen orientation : Horizontal
Video resolution : 336 x 225 pixels
Screen refresh : 59.92 Hz
Palette colors : 256
Players : 4
Control : 8-way joystick
Buttons : 2
$end
$info=flower,flowerbl,
$Edit this entry at Arcade-History.com
$bio
Flower (c) 1986 Komax.
A vertical shoot'em up that is set in outer space. Eliminate attacking flowers and a variety of end-bosses. Shoot daisy-chains and comets for power-up itens.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Missile, [C] Cutter
- TIPS AND TRICKS -
* The power up item appears if you destroy a chain of daisies or hit the comet with a missile.
* Flower power up items :
1. Orange : speed-up. 30 seconds.
2. Purple : missile. 15 shots.
3. Green : laser. 30 shots.
4. Red : cutter. It must be caught after launching.
5. Blue : support. Maximum 3 supports.
$end
$info=flyboy,flyboyb,
$Edit this entry at Arcade-History.com
$bio
Fly-Boy (c) 10/1982 Kaneko.
Take off on a fantastic video trip. A voyage that simulates the thrills and skills of actual Hang Gliding. Players use the joystick to control Freddie, but good timing and strategy is necessary to successfully negotiate invisible air currents, wind direction and up and down drafts. This game has incredible visual impact for this time, Freddie flies the skies over the Alps--over trains, trees, bridges, through winter and summer seasons; over the Pacific--over a yacht, tropical islands, an aircraft carrier; and over Egypt--camels, Pyramids, the Taj Mahal, the Sphinx, through day and night landscapes. It's a complete global challenge with non-stop action over a continuously changing panorama below.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.536 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Atari under the name of "Fast Freddie".
$end
$info=flyball,
$Edit this entry at Arcade-History.com
$bio
Flyball (c) 1976 Atari.
This game is a very basic implementation of the game of baseball. The graphics are in black and white monochrome, and each side only has a single player (well the pitching team only has the pitcher, but several men can get on base at once). The game uses analog controls to simulate both pitching and hitting, so a smooth motion of the joystick will produce the best results. The pitcher is the only person on the field besides the base runners, so it is often best to make for one base further than the one you would have thrown the ball to (the pitcher has to run after the batter). The game only lasts for 1 or 2 innings (depending on how it is set), so each at bat really counts.
- TECHNICAL -
Fly Ball came in an upright cabinet that was neon green and white, with sideart of baseball players in action. The marquee matched the cabinets sideart almost exactly, and used the same color scheme. The game used an unadorned white monitor bezel, which was rather unusual as most games either have black ones, or decorated ones. The control panel featured two smallish analog joysticks, and a single action button for each player. This game uses a 23'' black and white television as a monitor.
Game ID : 005629
Main CPU : M6502 (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4
Players : 2
Control : stick
Buttons : 1
- TRIVIA -
Released in July 1976.
From Dave Shepperd : Neither Rich nor I knew anything about baseball when we were assigned to do this game. I remember Rich and I looking at each other quizzically each wondering if what was going on on the screen was right and hoping the other would speak up if not. Ahhh.. the old days. The blind leading the blind..
There is a serious bug in this game. I didn't realize this was not the rule in baseball at the time, but in this game all base runners will advance on a walk even if there are empty bases between them. I heard second hand from marketing a number of years after production of this game ended that some location (most likely a bar) was extensively damaged as a result of a fight breaking out over this game. I never got additional details, but it's fun to speculate that there was some wagering involved and, due to this bug, a runner at third was incorrectly walked home..
- STAFF -
Designed and programmed by : Dave Shepperd
Design and programming assistant : Rich Patak
$end
$info=cflyball
$Edit this entry at Arcade-History.com
$bio
Flying Ball (c) 1984 Data East.
- TECHNICAL -
DECO Cassette System hardware
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=fshark,fsharkbt,
$Edit this entry at Arcade-History.com
$bio
Flying Shark (c) 1987 Toaplan.
A vertically scrolling shooter.
- TECHNICAL -
Game ID : TP-007
Prom Stickers : B02 / FS
Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.88 Hz
Palette colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1987.
Licensed to Taito.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988.
This game is known in Japan as "Hishou Zame" and in US as "Sky Shark".
- SERIES -
1. Flying Shark (1987)
2. Fighting Hawk (1988)
3. Fire Shark! (1990)
- STAFF -
Music and sound created by : Tatsuya Uemura
- PORTS -
* Consoles :
Fujitsu FM Towns (1993 "Hishou Zame" - Ving)
Nintendo NES ("Sky Shark")
* Computers :
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
Atari ST (1988)
Commodore Amiga (1988)
Sharp X68000 (1991)
Commodore C64
$end
$info=flytiger,
$Edit this entry at Arcade-History.com
$bio
Flying Tiger (c) 1992 Dooyong.
A vertically scrolling shoot-em-up.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=foodf,foodf2,foodfc,
$Edit this entry at Arcade-History.com
$bio
Food Fight (c) 1982 Atari.
The player, as Charley Chuck, must dodge all kinds of flying fruit and vegetables and try to eat an ice cream cone before it melts. How many ice cream cones can he eat? Your players will soon find out in this incredible video feast. As an ice cream cone melts on the other side of the screen, Charley Chuck just naturally has to go for it, But he must get past Oscar, Angelo, Jacques and Zorba, four chefs who unexpectedly pop out of holes, chase Charley Chuck and throw food at him. They all have different personalities and they're all out to stop Charley Chuck if he isn't fast enough. There are piles of tomatoes, peas, bananas, pies and watermelon Charley Chuck can use to defend himself from the persistent chefs. The player controls Charley Chuck with an analog joystick which allows 360 degree movement on the playfield, and a Throw button, used when Charley Chuck needs to throw food at one of the chefs.
- TECHNICAL -
Game ID : 136020
Main CPU : 68000 (@ 6 Mhz)
Sound Chips : (3x) POKEY (@ 600 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : stick
Buttons : 1 (THROW)
- TRIVIA -
Food Fight was designed for Atari by General Computing as part of a lawsuit settlement for an illegal speedup kit for "Missile Command", in which they affixed their copyright. This was one of two games; "Quantum" was the other. Inspired by the food fight scene in National Lampoon's Animal House.
This game has 125 recognized levels. On level 125 on the selection screen, it gives you the requisite free man with a ? above his head. While there are levels after 125, the game counter will not go that high. It should be noted that the gameplay on this high a level is very reflex/twitch oriented. Only those with ice coursing through their veins can decipher the action on the screen.
The game code shares a hidden message : HI JON.
Approximately 2,050 units were produced (only ~100 cocktail).
Ken Okumura holds the official record for this game on 'regular' settings with 103,103,100 points.
Jon Dworkin holds the official record for this game on 'Tournament' settings with 1,234,100 points on June 3, 2001.
A Food Fight unit appears in the 1985 movie 'Real Genius'.
A Food Fight machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- SCORING -
Hit chefs with food : 100 to 1,000 points.
Chef falls into hole : 200 points.
Eat the ice cream cone (levels 1-49) : Level x 500 points .
Eat the ice cream cone (levels 50 and above) : 25,000 points.
Unused food at end of level : 100 points each.
- TIPS AND TRICKS -
Free men are awarded at 25,000 and at 100,000 thereafter.
The best way to get the ice cream in the later levels (level 85 or above) is to use the diagonal method. If you are placed close to a corner, run diagonally toward the lower wall and then diagonally upward toward the cone. Hopefully there will be some food placed between you and the chefs.
In later levels, it is NOT advised to try and target the chefs coming toward you. The only chef you need to concentrate on is the one running toward the ice cream in front of you.
- PORTS -
* Consoles :
Atari 7800 (1984)
Atari XEGS
* Computers :
Tandy Color Computer (1983, "Foodwar")
Atari 800 (1987)
* Others :
Atari Flashback Classic Game Console (2005)
$end
$info=footchmp,
$Edit this entry at Arcade-History.com
$bio
Football Champ (c) 03/1991 Taito.
A soccer game.
- TECHNICAL -
Taito F2 Expanded hardware
Prom Stickers : C80
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Hattrick Hero" and in Europe as "Euro Champ '92".
- SERIES -
1. Football Champ (1991)
2. Taito Cup Finals (1993)
3. Hattrick Hero '94 (1994)
4. Taito Power Goal (1994)
- STAFF -
'Team dogyan' leader : Takeshi Kobori
Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock
Software : Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara (G.A.), Kouji Tsunekiyo, Tabby Kurosawa
System : Yuuichi Yamato
Designers : Hiroyasu Nagai, Takeshi Kobori
Sound (Team Zuntata) : Hisayoshi Ogura, Yasuhisa Watanabe
- PORTS -
* Consoles :
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
Atari ST (1992, "European Football Champ" - Domark Software)
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=fbfrenzy,
$Edit this entry at Arcade-History.com
$bio
Football Frenzy (c) 1992 SNK.
A football game where 8 teams (10 in all) take part in a single-elimination tournament to decide who is the best.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0034
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in January 1992.
- STAFF -
Producer : Eikichi Kawasaki
Chief designer : Tomomi M
Designers : Mina Kawai, Toshiaki Joe, Tick, Nishi Futatsu, Tami Sugiura
Main programmer : Makoto
Programmers : Data Tada, Masami Tanaka
Sound : Tina Terko, Tate Norio, Jojoha Kitapy
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=forcebrk,
$Edit this entry at Arcade-History.com
$bio
Force Break (c) 1986 Data East.
A horizontally scrolling shoot'em up where you pilot a military vehicle, equipped with super jump capability, through enemy territory. You must traverse dangerous mountain passes, bomb-torn bridges, harsh jungle and fortified cities to rescue your PK430 aircraft.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : M6809 (@ 1.25 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Kyohkoh-Toppa" and is known outside Japan as "Break Thru".
$end
$info=forgottn,
$Edit this entry at Arcade-History.com
$bio
Forgotten Worlds (c) 1988 Capcom.
Two jet-pack wearing marines must battle a powerful enemy force that has seized and inhabited their home planet - now known as 'Dust World' - and restore the planet to its former name of 'Earth'. Forgotten Worlds is the third and final game in Capcom's 'Jet-Pack Hero' trilogy (with the first two games being 1985's "Section Z" and 1986's "Side Arms - Hyper Dyne") and, as with the first two games, is a one or two player sideways scrolling shoot-em-up.
Forgotten Worlds' gameplay features multi-directional shooting, with the Marines being able to rotate through 360 degrees, allowing players to fire in any direction. When killed, enemies drop 'Zenny Coins' which can be used to upgrade weapons and player health at the shops that appear at the halfway point of each level. Forgotten Worlds features superb graphics and ingenious enemy design, and was converted to many different home formats.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 01
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 6.061 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick, Spinner
Buttons : 1
- TRIVIA -
Released in July 1988.
This game is known in Japan as "Lost Worlds".
Forgotten Worlds is the third and final game of Capcom's 'Jet-Pack Hero' series; the other games being "Section Z" and "Side Arms - Hyper Dyne".
While Forgotten Worlds isn't a sequel to "Black Tiger", ot does share similarities with it: In both games the player fights dragons, and also collects 'ZENNY' coins, money to buy weapons and armour in shops. Also, both games feature intros depicting dragons attacking cities.
The first player character, Unknown Soldier, appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". The second player character appears in "Final Fight" as an enemy member of the Mad Gear gang; he was then called ''Two P'' (for 2P, ''player 2'').
- STAFF -
Game designers : Akiman, Akira Nishitani (Nin), Noritaka Funamizu (Poo), Kihaji Okamoto
Soft programmers : Youchi, Noriko, Takako, Nouchi
Object designers : Kurichan, Takata, Shinsyudon, Sintan, Emetaro
Scroll designers : Miki Chan (Mik), Hanachan, Kuramoyan, Nouochan, Black man
Sound : Tamayo Kawamoto, Yukichan, No papa
Hardware : Shinji Kuchino
Mechatronics : Katuhiko Kamimori
- PORTS -
* Consoles :
Sega Mega Drive (1989)
Sega Master System (1990)
NEC PC-Engine (1992)
NEC PC-Engine Super CD-ROM 2 System (1992)
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Remixed")
* Computers :
Commodore Amiga (1989)
Commodore C64 (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Atari ST (1989)
PC [MS-DOS, 3.5'" Disks] (1988)
$end
$info=mt_fwrld,
$Edit this entry at Arcade-History.com
$bio
Forgotten Worlds (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Palette colors : 96
Players : 2
Buttons : 3
$end
$info=formatz,
$Edit this entry at Arcade-History.com
$bio
Formation Z (c) 1984 Jaleco.
The player as Aeroboto can transform into a 'Mobile robot' or an 'Aero-fighter' to complete this marathon shoot-'em-up.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : M6809 (@ 640 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 248 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Aeroboto" (Licensed to Williams).
- PORTS -
* Consoles :
Nintendo Famicom (1985)
* Computers :
MSX (1985)
$end
$info=fortecar,
$Edit this entry at Arcade-History.com
$bio
Forte Card (c) 19?? Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
$end
$info=fort2b,fort2ba,
$Edit this entry at Arcade-History.com
$bio
Fortress 2 Blue Arcade (c) 2001 Eolith.
- TECHNICAL -
Eolith 32 bits hardware: Gradation 2D system
Main CPU : Hyperstone E1-32N @ 45 or 50 MHz
Sound:
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes.
- TDA1519A (Philips) Stereo Power AMP
Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz
Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Original game (fortress2 blue) was developed by CCR/GV. The arcade version was developed by eolith. 'Fortress 1'(August 1997) was sold by SK.
Based on the online game which name is 'Fortress 2 blue'
- SERIES -
1) Fortress (August 1997, PC-Online)
2) Fortress 2 (October 1999, PC-Online)
3) Fortress 2 + (January 2000, PC-Online)
4) Fortress 2 Blue (January 2001, PC-Online)
5) Fortress 2 Blue Arcade (September 2001, Arcade)
6) Fortress 2 Blue V.500 (December 2001, PC-Online)
7) Fortress 2 Blue V.600 (June 2002, PC-Online)
8) Fortress 3 Paewangjeon (February 2003, PC-Online)
9) Fortress 2 Blue Forever (January 2004, PC-Online)
10) New Fortress (July 2005, PC-Online)
$end
$info=fourtrax,
$Edit this entry at Arcade-History.com
$bio
Four Trax (c) 1989 Namco.
A racing game where players control all-terrian vehicles.
- TECHNICAL -
Namco System 2 hardware
Game ID : FX
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : steering wheel
Buttons : 1
- TRIVIA -
Released in November 1989.
Licensed to Atari for US distribution.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Final Lap 2 : G.S.M. Namco 3 - PCCB-00040) on 21/09/1990.
- STAFF -
Music composed by : Junko Ozawa, Yoshie Takayanagi
$end
$info=fredmem,
$Edit this entry at Arcade-History.com
$bio
Fred Flintstone's Memory Match (c) 1994 Coastal Amusements.
A fun memory game starring Fred Flintstone. Match together as many Flintstones characters as you can within the time limit.
- TECHNICAL -
Main CPU : 68000, M6809
Sound Chips : BSMT2000
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65534
Players : 1
Buttons : 9
- TRIVIA -
Frederick F. Flintstone also known as 'Fred Flintstone' is a fictional character who originated in the popular television animated series 'The Flintstones'.
- STAFF -
Programmer : Vito Caporusso
$end
$info=freekick,freekckb,
$Edit this entry at Arcade-History.com
$bio
Free Kick (c) 1987 Nihon System.
A ball and paddle game with a soccer theme.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (4x) SN76496 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Licensed to Sega.
Licensed to Merit Industries for distribution.
$end
$info=freeze,
$Edit this entry at Arcade-History.com
$bio
Freeze (c) 1984 Cinematronics.
A man trapped in the Arctic tries to make his escape armed with only a flamethrower and a jetpack. He must remember to recharge his flamethrower and jetpack by collecting gems.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Released in October 1984.
$end
$info=freezeat,freezea2,freezejp,freezea3,freezea4,freezea5,freezea6,
$Edit this entry at Arcade-History.com
$bio
Freeze (c) 1996 Atari Games.
Freeze is a highly addictive, head-to-head, 3-D action-puzzle game where players join a wild cast of characters on an underwater fish sorting adventure. Players sort combos out of cute little fishies that swim, smile and wink. Challenge and strategy build as players learn different characters each possessing a unique special weapon. An exciting quiz game offers players an opportunity to race against time solving a multitude of colorful fishie puzzles. Combining these playful characters with the simple addictive gameplay will have players sorting fish in their sleep. The true challenge of any puzzle game.
- TECHNICAL -
Main CPU : R3000 (@ 33 Mhz), (2x) Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC (@ 26 Mhz)
Palette colors : 65534
Players : 2
Buttons : 3
- TRIVIA -
This game is an unreleased prototype running on the Cojag hardware (but don't use a hard disk).
Two Freeze machines was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
- STAFF -
Sr. Engineering Tech. : Patrick Hubbell
$end
$info=frenzy,
$Edit this entry at Arcade-History.com
$bio
Frenzy (c) 05/1982 Stern.
A sequel to the 1980 game, "Berzerk", Frenzy once again has the player battling through a maze of rooms, populated by robotic skeletons, robotic octopi and walls. Everything in each room is deadly to the touch (including walls).
The object is to shoot all the robots, and then escape out of the room through one of the doorways. Like its prequel, Frenzy consist of 64,000 levels. Once all 64,000 have been cleared the game will crash.
- TECHNICAL -
The Frenzy cabinet had a patented pull out drawer that allowed access to the games circuit boards from the front of the cabinet. Frenzy machines are bright orange, and are not as cool looking as "Berzerk" machines were. The graphics are mostly done in blue, yellow, and orange, and are just simple designs for the most part.
This is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall, robot, laser blast, etc, will cause part of that object to change to your color.
Main CPU : Z80 (@ 2.5 Mhz)
Sound Chips : Custom tone generator, custom LPC speech synthesis chip
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Frenzy speaks to you as you play (many of the samples were copied over from "Berzerk"). It has a voice synthesizer that spouts lots of little phrases like 'Stop the Humanoid', 'Stop the Intruder', 'Intruder Alert', 'Chicken! Fight like a Robot', and 'The humanoid must not escape'. These were done in a monotone computer voice, which was difficult to understand when combined with other in-game sounds (The voices were actually done using LPC encoding, which cost $1000 per word back in 1980). These phrases were also translated into several European languages (Spanish, French, and German) for release in Europe.
The robots are nowhere near as chatty. They only speak in a few specific situations. They say 'Robot, attack!' when Crazy Otto appears, 'Charge...attack...shoot...kill...destroy!' when you kill Crazy Otto and he respawns, 'The Humanoid must not destroy the robot!' when entering the Big Otto room, 'Where is the Humanoid?' when shooting the Central Computer, and randomly alternates between 'A robot must get the humanoid' and 'A robot, not a chicken' when the Robot Factory dispenses a new robot. The constant background chatter of the original game is gone.
Mark Smith holds the official record for this game with 4,804,540 points.
DIFFERENCES FROM BERZERK...
* In Berzerk, the walls are all solid. In Frenzy, some of the walls of the maze are composed of 'dots' which can be shot. This opens up strategies such as blasting a hole in the side of a room to escape when in trouble. The solid walls, on the other hand, now reflect shots. You can trick robots into killing themselves by standing on the opposite side of a reflective wall and letting them shoot themselves. The only wall that simply absorbs shots harmlessly as in the original is the closed door that appears behind you when you enter a new room.
* Neither type of wall is electrified, and so you can touch them without dying. On the other hand, you also usually can't kill robots by tricking them into walking into the now-harmless walls. In addition, you can no longer die by touching the robots or their explosions. Only their shots can kill you (though the blast radius from an exploding robot can kill you). There are two types of robots: skeletons and tanks. The two types have identical AI, but the skeletons are more difficult to shoot from above or below (because they're so thin).
* In Berzerk, Evil Otto was unkillable and unstoppable. In Frenzy, where he's known as Crazy Otto, shooting him once changes him from a smiley face to a 'neutral' face, and another shot converts him to a 'frowny' face. Another shot kills him. However, killing Crazy Otto makes him a little bit faster the next time he appears, which is usually immediately.
* Every four mazes, there are seemingly decorative elements in Frenzy that don't exist in the earlier game. For example, in one room is a huge statue of Otto called Big Otto. Each one has a specific effect on game-play for that one room. The order is : Big Otto, Power Plant, Central Computer, and Robot Factory. The Power Plant and the Central Computer are surrounded by walls made entirely of 'dots', while Big Otto and the Robot Factory are surrounded by reflective walls with only one breakable 'dot' in the corner, making them more difficult to hit.
* In the Power Plant room, shooting the power plant once will disable it, and all robots in the room will stop moving. In the Central Computer room, shooting the computer will cause all the robots to start moving and firing erratically. While they're in such a state, the walls can kill them. The Robot Factory will continue to spit out additional robots while you're in the stage, taunting you as it does so. Shooting the factory has no effect.
* In the Big Otto room, if you kill Crazy Otto, not only does he immediately respawn as usual, but Big Otto sends four more Ottos at you, all moving at top speed. Like the Robot Factory, shooting Big Otto has no effect. Big Otto starts out with closed eyes and a neutral expression, but his expression changes to one of rage, with glowing red eyes and a frowning mouth, when you kill Crazy Otto. He also smiles when you die, though his eyes remain the same as before, either closed or open.
* Finally, the robots are nowhere near as chatty. They only speak in a few specific situations. They say 'Robot attack!' when Crazy Otto appears, 'Charge attack to kill destroy!' when you kill Crazy Otto and he respawns, 'The Humanoid must not destroy the robot!' when entering the Big Otto room, 'The Humanoid...' when shooting the Central Computer, and randomly alternates between 'A robot must get the humanoid' and 'A robot, not a chicken' when the Robot Factory dispenses a new robot. The constant background chatter of the original game is gone.
- SCORING -
Robots Killed (by you, another robot, the wall or Crazy Otto) : 50 points.
Wall Dots Shot (by you or a robot) : 1 point.
Crazy Otto : 20 points per hit.
Bonus For Killing All Robots : 10 points per robot killed.
- SERIES -
1. Berzerk (1980)
2. Frenzy (1982)
- STAFF -
Designed and programmed by : Alan McNeil
- PORTS -
* Consoles :
Colecovision (1982)
$end
$info=friskyt,friskyta,
$Edit this entry at Arcade-History.com
$bio
Frisky Tom (c) 1981 Nichibutsu.
You play the plumber "FRISKY TOM" who is trying to get water from the top tank to a shower tank below. Mice interfere with your plans by stealing pipes blowing-up pipes and by biting Tom. If Tom fills enough water the shower tank, he advances to the next level. Depending upon how much water is in the tank, a woman in a bath tub will appear as an interlude between levels.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 4-way joystick
- TRIVIA -
Nichibutsu never released the old version in the U.S. for unknown reasons, although one could guess one of them. Perhaps it was the naked woman in the bath tub in which as you advanced in the game, bubbles would be washed away revealing her breasts?? Probably didn't go over too well with the U.S. arcade owners in the early 80's.
When the game was released, in October 1981, the service manual that came with the original cabinet described the old version (set 2) of game play. That didn't help arcade owners much because it didn't match the system they received. The game wasn't very popular so there were few complaints.
The flyer reads 'Nichibutsu original custom C.P.U. was used for the first time in video games'.
Cast of Characters :
FRISKY TOM
BOMB - When the bomb explodes, the *game is over.
MOLAR Mouse (Orange) - **50 points awarded if bumped by Tom.
PYRO Mouse (Pink) - Lights the bomb fuse.
MEAN Mouse (***Blue) - If Tom runs into this mouse he will ***fall...so stay away!.
MEGATON Mouse (Violet) - Mouse who plants the bomb.
KLEPTO Mouse (Green) - *****Mouse who takes or carry aways pieces of pipe.
(* The game is not actually over. You just lose a life)
(** Molar Mouse is worth 200 points in the new version. The value keeps doubling up to a maximum of 128,000 points for each consecutive mouse bumped before the first mouse hits the ground)
(*** In the new version MEAN Mouse is red)
(**** In the new version MEAN Mouse will kill Tom if he touches or falls on it. MEAN mouse doesn't fall in the old version)
(***** KLEPTO Mouse is not in the new version)
- UPDATES -
Two Different Frisky Tom Games ?
The new version (set 1) differs from the old version (set 2) and has a tremendous impact on game play and strategy. In addition to the differences listed in the Cast of Characters, the following are also noted :
* Frisky Toms are tracked as 'lives' in the new version while in the old version they are water tanks.
* In the new version, the bottom tank starts with 4000 points and will gradually slip to 0 if no water gets to it. A life is lost at this point (Frisky Tom). In the old version, water must be filled to maximum to not lose a life (a tank). A song will be played when the bottom tank is filled completely.
* The bomb fuse can be put out by either dropping on it from the left or all the way to the end of the screen on the right (reappear on the left side) in the new version. In the old version you can only put out the fuse on the left side. You fall just short if you move off to the right side of the screen.
* MOLAR mouse can be knocked down in any position on the pipes in the new version. MOLAR mouse can only be knocked off in the old version when he is transiting up and down on a pipe.
* The new version has classes of difficulty 'A', 'B' & 'C'. In the old version there are no difficulty classes.
* In the new version the lady will appear between levels everytime the bottom tank has more than 1900 points. Also she wears a bikini. In the old version the lady will appear every 3 levels or so and she is naked!
* Game config is backed up by 4.5v battery in old version.
* Old version uses larger board.
- PORTS -
* Consoles :
Atari 5200 (1982, prototype was programmed but was never released)
Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics")
Nintendo Game Boy (1995)
Sony PlayStation (1995, "Nichibutsu Arcade Classics")
Sony PlayStation (2002, "Arcade Hits - Frisky Tom" (Major Wave))
* Others :
LCD Handheld Game (1982) by Bandai.
LCD Handheld Game (1982, "Pipe Line" French release) by Bandai.
VFD Handheld Game (1982) by Bandai.
$end
$info=frogg,froggers,
$Edit this entry at Arcade-History.com
$bio
Frog (c) 1981.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 4-way joystick
- TRIVIA -
This bootleg of "Frogger" also exists on the "Galaxian" hardware.
- SCORING -
Forward Hop : 10 points (max points per home is 100).
Frog Safely Put in Home : 50 points.
Completing a Level : 1000 points.
Bringing a Frog to Your Home : 200 points.
Eating a Fly : 200 points.
You also get a time bonus of 10 x the remaining seconds added to your score.
$end
$info=frogger,frogseg1,frogseg2,froggrmc,frogf,
$Edit this entry at Arcade-History.com
$bio
Frogger (c) 1981 Konami.
Frogger is a 1 or 2 player game in which players move their frog from the bottom to the top of the screen. This is achieved by overcoming a number of hazards without getting run over or drowned.
The first half of the screen is bi-directional flow of traffic including buses, cars and race cars. Players must avoid these vehicles. Frogs can move safely with the flow of traffic to make their way to the second half of the screen, which consists of a river with fast moving logs and sinkable turtles. Frogs must hop on the backs of the logs and the sinkable turtles to get to the home base at the top of the screen. At random times throughout the game play, a lady frog will appear on a log. Bonus points are scored if the frog successfully hops on the back of the lady frog and escorts her safely home. A fly will also appear randomly in a home base. Bonus points can be scored if the frog hops in the home base when the fly is present. Sinking turtles also swiftly move across the river with the logs. If a frog is unsuccessful in hopping on a turtle's back, the frog will sink and drown. Crocodiles, snakes, and otters also roam the moving river waiting to eat frogs on their way up to the home base. Players can hop on their back (except the snake, whose touch is deadly), but they must avoid their open mouths. The frog must be lined up perfectly to enter one of the 5 home bases. Players must maneuver the frogs to their home base within the allotted time (sixty beats on the timer).
The frog can move vertically or horizontally by maneuvering the joystick. Players must maneuver the frog swiftly and precisely without getting run over, drowned, or eaten by the creatures that roam the flowing river. Avoiding traffic, deadly snakes, otters, crocodiles, and the treacherous diving turtles make game action stimulating in Frogger.
- TECHNICAL -
Frogger came in a rather plain looking Sega cabinet known as the 'Convert-a-Cab'. The cabinets had wood grain sides, and the monitor was laid back at a 45 degree angle (just like the monitor in a "Ms. Pac-Man"). The control panel, monitor bezel, and marquee all have a single tire tread graphic that continues on all of them. Most machines have a large sticker for sideart. This game uses the Konami Classic wiring harness, but it doesn't have any buttons, which limits plug and play conversion quite a bit.
Game ID : GX392
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 4-way joystick
- TRIVIA -
1981 was a big year in video games. A lot of companies were putting some pretty popular games on the market and it created a very competitive atmosphere as to what company was putting out the most popular ones. In addition, 1981 continued on the trend of the 'cute' type games such as "Ms. Pac-Man", "Qix", and a host of Pac-Man clones. Konami was already becoming a force to be reckoned with in the video gaming world. With such hits as "Space War", "Scramble", and "Super Cobra", Konami was making its mark. Frogger was originally released in Japan (June 1981) and it became a runaway hit. Sega were awarded the license to manufacture the game in the United States (October 1981) and it was the first major hit for this company (in 1982, "Zaxxon" became their number one game).
The sound that can be heard when a coin is inserted into the machine was sampled by producer Richard X for the Sugababes' song, 'Freak Like Me' (and is the very first sound on the track).
Frogger has numurous bugs, although many of these are not immediately apparent to the average player :
1. Sections of the music will occasionally cut out, although the main melody will continue to play.
2. On occasion, Frogger displays a somewhat haphazard approach to collision detection. One side effect of this is that the player can sometimes make a perfectly legal and safe jump and still lose a life. Another side effect of this is that the player can jump up onto the first row of turtles, and then immediately jump back. This will place the player 'off the grid', and it is now possible to jump right off the side of the screen, leading to a loss of life.
3. There are several other odd jumps that can be made as well. Firstly, the player can 'hang off' the left side of a turtle, but attempting to do the same on the right side results in death. If the player jumps onto a home base with an alligator (and the 'gator vanishes after you jump, but before the player lands), Frogger will be killed, but he will ALSO make it home. Finally, left and right jumps on the top row of logs are sometimes much slower than usual - this is more likely to occur after previously eating a fly.
4. Another in-game bug is that the lady frog will sometimes be invisible, but will flash red when the player jumps onto the spot where she is.
Mark Robichek holds the official record for this game with 442,330 points.
A Frogger unit appears in the 1999 movie 'Magnolia'.
A bootleg of this game runs on the "Moon Cresta" hardware.
A bootleg of this game is known as "Frog".
Frogger inspired a catchy hit song by Buckner and Garcia called 'Froggy's Lament' released on the 'Pac-Man Fever' album.
The TV show, Seinfeld, has an episode named 'The Frogger'. George and Jerry are in Mario's Pizza which is closing down, and they find a Frogger game still there. They realize that the high score of 860,630 points has George's initials GLC [George Louis Costanza]. They reminisce about the night it happened : "I was unstoppable!... Just the right amount of grease on the joystick". George decides to buy the Frogger machine to immortalize his high score, but Jerry informs him that unplugging the game will erase all of the scores. Later, George tries in vain to call an electrician to help : "I need a guy that can rig a Frogger machine so that I can move it without losing power, 'cause I have the high score. H-hello?". Kramer suggests an electrician who can help. George says, "Kramer, listen to me. I'm never gonna have a child. If I lose this Frogger high score, that's it for me". George assembles a team and hatches a plan to salvage the game. But when he arrives, he finds the team playing the game, which has only three minutes of battery life left. They can't get it back in the closed pizzeria, but there is an open pharmacy across the street where it could be plugged in. George decides to push the machine across the highway, and an overhead shot of this feat looks much like the Frogger game itself, and the music from the game is played. At the end, George is unable to push the game onto the sidewalk and it gets destroyed by an oncoming truck.
MB (Milton Bradley) released a board game based on this video game (same name) the same year, 'One Wrong Leap Will Get You Squished And Splattered' : in this version of the game, 2 players face off, each with their own army of frogs, logs, and automobiles. Each turn, a player spends his movement points either moving his frogs toward their goal (the other side of the board), or moving logs and cars in an attempt to block or squash the other player's frogs. Complete with 'bonus points' for landing on flies, this is actually a pretty faithful interpretation of the video-game; but far too simple to have any long-lasting interest. More of a curiosity for video game enthusiasts than anything.
Frogger also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.
- SCORING -
Forward Hop : 10 points (max points per home is 100)
Frog Safely Put in Home : 50 points
Completing a Level : 1000 points
Bringing a Frog to Your Home : 200 points
Eating a Fly : 200 points
You also get a time bonus of 10 x the remaining seconds added to your score.
- TIPS AND TRICKS -
* When you start the game, your frog will start at the bottom of the screen. You will have 60 seconds to move your frog up 10 spaces and successfully put it in their home. If you are successful, then you will try to put a frog in the next home and so on until you fill up all five homes with frogs. When you do this, you progress to the next level.
* Note the traffic flow of the 2 parts. The cars travel on the roadway from left to right while the logs, turtles, crocodiles, etc. travel on the water lanes in the following direction :
a) Lanes #1, #3, and #5 go from right to left.
b) Lanes #2 and #4 go from left to right.
* First, you must cross the highway. You will become road kill if a vehicle hits you or you hit a vehicle. Try to find 'lanes' in between the vehicles. You must plan for gaps to form in the first three lanes so you don't become trapped. The vehicles in the first three lanes move slowly enough that you can jump side to side with reasonable safety.
* Lane #4 is the dangerous lane. Depending on how much time you are taking, the cars may pick up speed even though it shows slow on the chart. Keep this in mind when you are moving your frog.
* At level 3, a snake will either be in the median or on the log in water lane #3. The snake is deadly to your frog and you cannot hop over it.
* The turtles are pretty easy to navigate over in water lanes #1 and #4. Be wary of the diving turtles and only use them as a quick bypass to a more solid footing. If your frog is on a diving turtle when it dives, your frog will drown.
* Again, time your jumps to coincide with the logs and turtles to ensure you will always have a solid footing to jump to. As the levels progress, you will have less things you can jump to.
* You can jump on the backs of the crocodiles and otters. Just don't get near their mouths or they are apt to turn your frog into a meal.
* You may see a purple frog hopping around on the log in water lane #2. Just cross over this frog to give it a piggyback ride to your home and get an extra 200 points.
* Watch out for the snakes, they sometimes like to ride on the logs. If you see a snake on a log, jump back to solid footing.
* Your frog cannot 'wrap-around' the screen so make sure you bail off before that footing disappears off the edge of the screen or your frog will come out the other side in a squished condition.
* By that same token, if you have the time and necessary footing, you can hold out until the fly appears in your home before you settle your frog in. That's another 200 points.
* Try to fill in the two end homes before going for the middle. The hardest home to get into is the left-hand one (home #1) since everything in lane #5 goes from right to left up here. This may have to bounce back to lane #4 so you can get a good shot at your home.
* Speaking of getting your frogs into their homes. You must hit exact center or your frog will die. Also, keep in mind that crocodiles like to randomly appear in your home. Make sure that your home is clear before trying to settle your frog down into it.
* Again, if you waste too much time, the things on the river will move quicker so you will have to adjust your strategy accordingly.
* When the game is playing in demo mode, you can control the frog. When the frog reaches water lane #4, you can control the frog's movements until you move either up or down.
* If you jump into your home at the same time the crocodile is leaving your home, you will be credited with making to your home but you will still lose a frog in the process.
* You can dangle your frog from the left side of the turtles but not the right side.
* Your side to side movements in water lane #5 may be slow and sluggish.
* The purple frog will sometimes be invisible. The only time you know its there is when you jump on it. It will then ride on your back to your home.
- SERIES -
1. Frogger (1981)
2. Frogger II - Three Deep (1984, Colecovision)
3. Frogger 2 - Swampy's Revenge (2000, PC CD-ROM, Sony PlayStation, Sega Dreamcast)
4. Frogger's Adventures Temple of the Frog (2001, Nintendo Game Boy Advance)
5. Frogger's Adventures 2 - The Lost Wand (2002, Nintendo Game Boy Advance)
6. Frogger - The Great Quest (2002, PC CD-ROM, Sony PlayStation 2)
7. Frogger Beyond (2003, PC CD-ROM, Microsoft XBOX, Nintendo GameCube)
8. Frogger's Adventures: The Rescue (2003, PC CD-ROM, Nintendo GameCube, Sony PlayStation 2)
9. Frogger - Ancient Shadow (2005, Microsoft XBOX, Sony PlayStation 2, Nintendo GameCube)
10. Frogger Helmet Chaos (2005, Nintendo DS, Nintendo GameCube, Sony PlayStation 2)
11. My Frogger Toy Trials (2007, Nintendo DS)
- PORTS -
* Consoles :
Magnavox Odyssey 2 (1982)
Colecovision (1982)
Atari 2600 (1982)
Mattel Intellivision (1983)
Atari 5200 (1983)
Atari XEGS
Sony PlayStation (1997)
Nintendo Game Boy (1998)
Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")
Microsoft XBOX 360 (2006, as a downloadable Live Arcade game) : boasts an upgrade in graphics, and a special achievements section, where players are rewarded for different achievements they make in the game.
* Computers :
Sinclair ZX 81 (1981, "Frogger" - Sega)
Atari 800 (1982)
Sinclair ZX Spectrum (1983, "Froggy" - DJL Software)
PC [Booter] (1983)
PC [Booter] (1983, "Hopper", a part of "Friendlyware PC Arcade" suite)
Tandy Color Computer (1983)
Apple II (1983)
Commodore C64 (1983)
PC [MS-DOS] (1983)
MSX (1983)
Acorn Electron (1984, "Hopper")
Amstrad CPC (1985, "Froggy")
Oric I ("Hopper")
Commodore VC20 ("Menagerie")
PC [MS Windows, CD-ROM] (1997)
* Others :
VFD handheld game (19?? - GCL (Computer Games Limited))
VFD handheld game (1981 - Coleco)
VFD handheld game (19?? - Gakken)
Radio Shack LCD handheld (1996, "Frog Crossing") : available exclusively at Radio Shack.
Tiger Game.Com (1999)
Frogger Plug 'n Play TV Game (2004 - Majesco)
Konami Arcade Advanced Plug 'n Play TV Game (2004 - Majesco)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=frogs,
$Edit this entry at Arcade-History.com
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Frogs (c) 10/1978 Gremlin.
You're a frog on a lillypad and there's flies and insects flying around you. Jump and stick out your tongue to catch these critters. A dragonfly comes out towards the end of your game, if you catch the Dragonfly you get a free game.
- TECHNICAL -
Game ID : 112-119
Main CPU : Z80 (@ 1.93356 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : 4-way joystick
Buttons : 1
- SCORING -
Butterfly : 100 points
Housefly : 500 points
Dragonfly : Free Game
$end
$info=frontlin,
$Edit this entry at Arcade-History.com
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Front Line (c) 11/1982 Taito.
Front Line is Taito America Corporation's action war game. Traveling through enemy territory the player must accomplish the ultimate mission or meet a violent end : capture the enemy fort and win total victory.
The journey begins slowly with the player armed with a gun (special Gun Control) and hand grenades. Quickly he becomes a target for enemy soldiers who also have guns and grenades. Moving faster, he races past trees that hide the enemy who now unleash an ambush barrage of bullets and bombs. Even the ground he races over has been booby-trapped with land mines.
If the player successfully makes it through this deadly obstacle course, he meets an even greater challenge... the enemy is attacking with tanks! His gun now useless, the player can stand and fight with grenades or leap into his own tank (special Tank button) and counter attack.
The battle rages on all fronts as the player fights for his life, racing for cover behind brick walls while outrunning grenades thrown by soldiers in fox holes. It's all-out war when the player jumps from his tank into a larger one with greater firepower.
Now comes the final test of victory as the enemy's fort looms in sight. The player must leap from the tank and run through a hail of bullets to throw one final grenade. The white flag heralds total victory!
- TECHNICAL -
Taito SJ System hardware
Prom Stickers : AA1-01..12 / FL
Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : Double 8-way joysticks
Buttons : 2
- TRIVIA -
John Dunlea holds the official record for this game with 727,500 points.
A Front Line unit appears in the 1983 movie 'Joysticks'.
A Front Line machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Enemy soldiers : 100 points.
Enemy tanks (small and large) : 100 points if killed with tank fire, 200 points if killed with a grenade.
Final tank : 200 points.
End of level bonus : 1000 points.
For levels 2 through 9 : all scores are multiplied by the level number.
For levels 10 and higher : all scores are multiplied by 10.
- PORTS -
* Consoles :
Atari 2600
ColecoVision
Nintendo Famicom (1985)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
MSX (1984)
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=fjbuster,
$Edit this entry at Arcade-History.com
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Fujiyama Buster (c) 1992 Kaneko.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Shogun Warriors".
- SERIES -
1. Fujiyama Buster (1992)
2. Ooedo Fight (1994)
$end
$info=fullthrl,
$Edit this entry at Arcade-History.com
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Full Throttle (c) 1987 Taito.
A driving game very similar to "Out Run", except for the addition of the nitro boost button.
- TECHNICAL -
Prom Sticker : B14
Main CPU : (2x) 68000
Sound CPU : Z80
Sound Chips : YM2151, MSM5205
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : Steering wheel
Buttons : 8
- TRIVIA -
This game is known outside Japan as "Top Speed".
Full Throttle is Taito's response to Sega's "Out Run". This game was the forerunner of the Taito Z system on which Taito's driving games were based from 1988-91 (You can spot some similarities with "Continental Circus", the first of the Taito Z games).
The car featured is a red Mazda RX-7.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- STAFF -
Project leader / Game designer : Hiroyuki Sakou
Game programmers : Kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi
Music composer : Masahiko Takagi
Sound effects : Eikichi Takahashi
Sound adviser : Hisayoshi Ogura
Hardware designer : Masahiro Yamaguchi
Custom I.C. designers : Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada
Graphic designers : Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu
Mechanical designer : Tomio Suzuki
Mechanical engineers : Nobuyuki Iwasaki, Akira Takahashi
Cabinet designer : Takeo Shiraishi
Art designer : Hiroyasu Nagai
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=funkybee,funkbeeb,
$Edit this entry at Arcade-History.com
$bio
Funky Bee (c) 1982 Orca.
In this game, the player is a bee with a stinger. You fly over flowers for points and must avoid the trees and fires as well as the enemy bugs. You may use your stinger to kill bugs, but only one stinger is allowed on the screen at a time.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=fnkyfish,
$Edit this entry at Arcade-History.com
$bio
Funky Fish (c) 1981 Sun Electronics.
Our 'fishy' protagonist must attack groups of small fish that are defending a monster. Shoot bubbles at the fish until they change to fruit. If you don't eat the fruit it will fall to the seabed and awaken a sleeping seashell that releases a sea horse to attack you.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 24
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in November 1981.
- PORTS -
* Consoles :
Emerson Arcadia (1982)
Atari 2600 (1983)
$end
$info=fhboxers,
$Edit this entry at Arcade-History.com
$bio
Funky Head Boxers (c) 1995 Sega.
A comical and utterly bizarre 3-D boxing game from Sega featuring boxers with, what else, FUNKY HEADS!
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in December 1995.
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=funkyjet,funkyjej,
$Edit this entry at Arcade-History.com
$bio
Funky Jet (c) 1992 Mitchell.
In this game, you play with a character who has a jet-pack on his back (enabling him to fly in the air), while he is punching the badguys.
- TECHNICAL -
Game ID : MAT
Main CPU : 68000 (@ 14 Mhz), HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Licensed to Data East for manufacture.
$end
$info=funybubl,funybubc,
$Edit this entry at Arcade-History.com
$bio
Funny Bubble (c) 1999 Comad.
A "Puzz Loop" rip-off.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in January 1999. At the end credits '(c) 1999.1 INCHANG Electronics Co.' is shown.
- STAFF -
Director : J. K. Y.
Project by : Lee Sung Sool
Program by : Kim Byung Kyu, Lee Chang Yong, Park Young Hwan
Graphic by : Lim Su Jin, Sung Myung Sock, Kim Du Su, Kim Doc Soo, Chang Eun Jung, Lee Youn Kyung
Surport : Lee Sung Hee
$end
$info=funnymou,
$Edit this entry at Arcade-History.com
$bio
Funny Mouse (c) 1982 Chuo.
In this platform game, you are a mouse collecting a stash of food that happens to be scattered around the house. Opposing you are cats and cobras, which pop up out of nowhere. You're not exactly helpless, though. You have balloon bombs which you can lay and detonate, rocks on top of the house to drop, floors that move across when you step on them and pools of water under bridges which you open by walking over them. All these can kill of cats and cobras, if you use them right.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Super Mouse".
- UPDATES -
The Bonus round is a bit different on the machines. In Funny Mouse you hit the button to stop the wheels, in "Super Mouse" you hit the button to start the wheels spinning.
- SCORING -
Picking up food : 200 points
Dropping off food in hiding place : 500 points
Killing a Cat : 400 points
Killing a Cobra : 800 points (also see tips and tricks below)
Bonus for collecting all food : Killing all surviving Cats and Cobras
Bonus Round : 200-1500 points (if you hit it)
- TIPS AND TRICKS -
If you drown a Cobra in one of the pools, you also kill off the cats on the maze.
$end
$info=funystrp,
$Edit this entry at Arcade-History.com
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Funny Strip (c) 199? Microhard / MagicGames.
A "Pac-Man"-like game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=futflash,
$Edit this entry at Arcade-History.com
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Future Flash (c) 19?? HOEI.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
- TRIVIA -
This game is also known as "Laser Base".
$end
$info=futspy,
$Edit this entry at Arcade-History.com
$bio
Future Spy (c) 1984 Sega.
You fly an F-15 around various obstacles including missiles, airplanes, helicopters, cities, destroyers, carriers, submarines, tanks, etc. while shooting or firing missiles at them.
- TECHNICAL -
Main CPU : Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1984. This is a rare game. It existed only as a conversion kit for "Zaxxon".
Brian Hill holds the official record for this game with 856,170 points.
- PORTS -
* Consoles :
Sony PlayStation 2 (2006, "Sega Genesis Collection")
$end
$info=gdarius,gdariusb,
$Edit this entry at Arcade-History.com
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G-Darius (c) 1997 Taito.
G-Darius literally added a new dimension to the highly regarded 'Darius' series, with the introduction of fully 3D rendered backgrounds and enemies. Namco had already done the same with their Xevious series for "Xevious 3D/G", released two years' earlier, but G-Darius is generally regarded as the most accomplished of the two titles.
G-Darius' game-play was also enhanced, with the 'Capture Ball' system; this allowed the player to capture almost any enemy craft and use it against the game's other enemies. Captured enemies can either be detonated like a ''bomb'', damaging all enemies nearby; or used to fire a special 'Alpha Beam', which cuts through everything but gold-colored objects and enemy bosses. Each boss is capable of firing its own version of this beam at the player; when both beams meet, they will interrupt each other's path. Depending on how rapidly the player presses the Fire button, one beam will grow and eventually overpower the others. The Capture ball was actually introduced in "Darius Gaiden" but was only used to a minimal extent.
- TECHNICAL -
Taito FX-1B hardware
Prom Stickers : E39
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Makoto Fujita, Takeda , Ono and Katoh (see 'Staff' section) are members of G.Rev (the makers of "Border Down" in 2003). Hiroyuki Maruyama is the G.Rev president.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- TIPS AND TRICKS -
* Zone Select :
1. Hold Service Switch button during boot count.
2. Wait until machine displays 'Service Switch Error' on screen.
3. Push buttons in the following sequence 'Start(x3), Service Switch, Start'.
4. Insert credit then go to Zone Select screen.
- SERIES -
1. Darius (1986)
2. Darius II (1989)
3. Darius Twin (1991, Nintendo Super Famicom)
4. Darius Force (1993, Nintendo Super Famicom)
3. Darius Gaiden - Silver Hawk (1994)
4. G-Darius (1997)
5. G-Darius ver.2 (1997)
- STAFF -
Producer : Naomitsu Abe
Director : Naomitsu Abe, Makoto Ohsaka, Akira Ohtsuki, Makoto Fujita
Character graphics : Makoto Fujita, Tohru Kawaishi, Kenichi Morita, Hiroshi Hasegawa, Toshihiro Fukui, Ryosuke Hayase, Atsushi Horimizu, Yatta Ushiroda, Baw Baw
Program : Akira Ohtsuki, Nobuyuki Hayashi, Katsuyuki Fujita, Takafumi Fujimoto, Hirohisa Matsumura, Hiroyuki Maruyama, Hikaru Taniguchi, Yasutaka Hayashi, Shunsuke Ono, Masakazu Takeda, Harumi.K, Hirotaka Fukakawa, Koji Kato, Hitoshi Kozuka
Music : Hisayoshi Ogura (Zuntata)
Sound effects : Yukiharu Urita (Zuntata)
Hardware : Katsumi Kaneoka
Design works : Naoto Hashizume
Quality warranty : Nobuhiro Koyama, Eiji Kawabata, Makoto Obonai
- PORTS -
* Consoles :
Sony PlayStation (1998)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
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G-Darius ver.2 (c) 1997 Taito.
- TECHNICAL -
Taito FX-1B hardware
Prom Stickers : E39
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- TIPS AND TRICKS -
* Zone Select :
1. Hold Service Switch button during boot count.
2. Wait until machine displays 'Service Switch Error' on screen.
3. Push buttons in the following sequence 'Start(x3), Service Switch, Start'.
4. Insert credit then go to Zone select screen.
- SERIES -
1. Darius (1986)
2. Darius II (1989)
3. Darius Twin (1991, Nintendo Super Famicom)
4. Darius Force (1993, Nintendo Super Famicom)
3. Darius Gaiden - Silver Hawk (1994)
4. G-Darius (1997)
5. G-Darius ver.2 (1997)
$end
$info=gloc,glocr360,
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G-Loc - Air Battle (c) 1990 Sega.
A direct sequel to 1987's "After Burner", G-loc adopts its predecessor's action-packed, if somewhat limited, gameplay, although the game's pace has been noticably reduced, making survival more a matter of skill than theshoot-and-hope gameplay of "After Burner".
The bulk of G-Loc's action is viewed from a first-person, in-cockpit view, but, at certain points of the game, the viewpoint switches to the familiar third-person perspective of "After Burner", as the player's jet fighter is tailed by an enemy fighter. The player must roll and turn to shake off the pursuer, once this is achieved the game switches back to first-person perspective.
The object of the game is to shoot a set number of enemy planes as they approach from front and behind; rolling and swerving to avoid incoming enemy fire. Certain stages feature ground-based enemy installations which must also be destroyed. The player's jet fighter is armed with both a machine gun, and a limited supply of missiles which can be 'locked-on' to enemy targets. G-Loc's levels take the player through a variety of different landscapes, including wide, rolling plains and rock-strewn canyons. Later in the game, the player must attempt to land their fighter onto an aircraft carrier. Failure to do so results in the game ending.
- TECHNICAL -
Sega Y Board hardware
Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
'G-Loc' means 'G-induced Loss Of Consciousness'; the subtitle on the arcade flyer is 'Loss of Consciousness by G-force'.
An enhanced version of 'G-Loc - Air Battle', known as "R360 - G-Loc Air Battle" can be seen on Sega's R-360 flight simulator.
- SERIES -
1. After Burner [Upright model] (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- STAFF -
Designed by : Yu Suzuki (YU.)
Music and Sounds : Hiroshi Miyauchi (HIR)
Staff : (YAS), (IWA), (KEN), (PAP), (SAD), (GAK), (NAG), (MKA), (KYO), (MAC), (SUN), (SIM), (KOB)
- PORTS -
* Consoles :
Sega Master System (1990)
Sega Mega Drive (1991)
Sega Game Gear (1993)
* Computers :
Amstrad CPC (1991, "G-Loc R360")
Commodore Amiga (1992)
Commodore C64 (1992,"G-Loc R360")
Sinclair ZX Spectrum (1992, "G-Loc R360")
$end
$info=gstream,
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G-Stream G 2020 (c) 2002 Oriental Soft Japan.
A "Raiden Fighters" style game.
- TECHNICAL -
Main CPU : E1-32XT (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 1 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb
$end
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G.I. Joe - A Real American Hero (c) 05/1992 Konami.
- TECHNICAL -
Game ID : GX069
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Based on the cartoon and comic book series of the same name.
King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.
- STAFF -
Director : Formula Jun
Game programmers : Q16.Tsutsui, T. Yoshinobu, Masae Nakashima
Graphic designers : Sakura 28, M. Yamada, M. Yamashita
Sound designers : T. Ogura, K. Fukui
Hardware : Hashima, Y. Wajiki
Product designer : T. Nishimura
Special thanks : K. Kinugasa, Frank Pellegrini, Steve Kaufman
$end
$info=gaia,
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Gaia Crusaders (c) 1999 Noise Factory.
A 1 or 2-player scrolling beat-em-up, with players selecting a character from a choice of 5; in which 2 'Elemental Warriors' must battle Satan and his army of demons that have captured and taken over the world. Each player-character possesses either Wind strength, Fire strength, or a mix of the 2.
Gaia Crusaders is heavily influenced by another scrolling beat-em-up, Capcom's 1989 classic, "Final Fight", and also, to a lesser degree, by Sega's legendary "Golden Axe", also from 1989. The latter is particularly evident in the use of the Magical Attack, which acts as a smart bomb and is also identical to the magic attacks featured in 'Golden Axe'.
Gaia Crusader's superb combo-geared control layout allows players to produce some highly impressive moves and attacks.
- TECHNICAL -
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This is the first Noise Factory game. This game might be a code rip-off of the game "Pretty Soldier - Sailor Moon".
The fifth boss is a rip-off of 'The Incredible Hulk'. At the end of Stage 5, he buffs up and turns green.
- UPDATES -
When the DIP switch is set to English, the Japanese subtitle written in kanji underneath the title reads 'Seisensha'. This could be translated (rather clumsily) to 'Journeying Soldier' or (to the better sounding) 'Crusader' for this particular instance, since there is a religious overtone in the prologue of the game, even though the Japanese word 'Seisensha' is as secular as the word 'chair' and doesn't contain a underlying religious meaning such as with the case of the word 'Crusader'.
When the DIP switch is set to Japanese, the Japanese subtitle is just the title of the game written in katakana, which is read as 'Gaia Kuruseidaazu'.
- STAFF -
Producer : Ijyu Keiko
Planner : Yamamoto Jun
Main programmer : Kazuaki Ezato
Enemy programmer : Hidenari Mamoto
Character designers : Maeda Masahiro, Nana Isiguro, Yosikazu Nisikawa, Morita Haruhiko
Background designers : Ijyu Keiko, Nakai Yuka
Voices : Toshikazu Tanaka, Maeda Masahiro, Yosikazu Nisikawa, Kazuaki Ezato, Morita Haruhiko, Hidenari Mamoto
Sound producer : Toshikazu Tanaka
$end
$info=gaiapols,gaiapolj,gaiapolu,
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Gaiapolis - Koganedaka no Ken (c) 1993 Konami.
A far away land filled with monsters and under the hand of an evil king is on the edge of destruction. Only a small group of brave heroes (a dragon warrior, a fairy & a prince) dare to step forth to look for lhe legendary sword of the Golden Hawk hidden in the flying citadel known as Gaiapolis in order to topple the evil king and bring peace to this troubled land. Features some very nice 2-D graphics, awesome character & enemy artwork designs, a superb soundtrack and addicting hack & slash action with some RPG characteristics (characters & weapons level up, plenty of magic spells & summons). If you enjoyed Taito's Cadash, this game is for you!
- TECHNICAL -
Game ID : GX123
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Vertical
Video resolution : 224 x 376 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Gaiapolis - Sword of the Golden Hawk'.
This game is also known as "Entapous".
King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on 21/08/1993.
- STAFF -
Directed by : A.C.D.
Plot and story by : Tadasuke
Programmers : Tadasuke, TOM, Hides
Obj. designers : Shuzilow. Ha!, Idaten. Yasuhiro, Kanaboh. N, Akihito. N
Art directers : Idaten. Yasuhiro
Sound produced by : Technouchi
Music produced by : Prophet Fukami
Hardware : Pin, Tmi, Sanpei.I
Visual designers : Ricky.S, Poper.N
- PORTS -
* Consoles :
Nintendo Famicom (1994) : Unofficial port by Sachen.
$end
$info=gground,ggroundj,
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Gain Ground (c) 1988 Sega.
A one or two player shoot-em-up featuring single screen levels, in which players must rescue lost troops before making their way to the exit. Players can choose to play as any one of three different characters; each with their own unique weapons, strengths and weaknesses. Time is a factor in this game and all troops that do not enter the exit will be lost. All rescued troops will join the player's ranks as bonus players. The levels take players through fields, castles, forests, forts etc.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 384 x 496 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A Gain Ground machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- PORTS -
* Consoles :
Sega Master System (1990)
Sega Mega Drive (1991)
NEC PC-Engine Super CD (1992, "Gain Ground SX")
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 9 : Gain Ground")
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
$end
$info=gwarrior,
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Galactic Warriors (c) 11/1985 Konami.
An early fighter where three selectable robots do battle against various space enemies.
- TECHNICAL -
Main CPU : 68000 (@ 9.216 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986.
$end
$info=galaga,galagao,galagamw,galagamk,galagamf,
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Galaga (c) 1981 Namco.
GALAGA is a space fighter game where you are the pilot of a space fighter stationed in space to defend your planet against the on-coming hordes of invaders. Your mission is to destroy as many of the enemy ships as possible.
These invaders arrive in convoys. They will attack you while swerving back and forth across the screen, dropping bombs all the while. A certain breed of the enemy ships can put out a tractor beam and capture your space fighter. That fighter changes color from white to red and stays with that particular enemy ship for the rest of the game. You can get it back by destroying the enemy ship that captured it while they are both attacking your current fighter. If you do this, the rescued ship changes color again from red back to white, and links up with your current fighter. This doubles your fire power.
As your skill level increases, the number of attackers coming at you at any one time and the speed with which the enemy ships attack is gradually increased, plus their attack patterns become more and more complex.
Bonus ships are awarded to you periodically throughout the game as you reach or pass certain preselected point values ('Bonus Life' dip switch setting). Each enemy ship has an assigned point value (see Scoring below).
2 major new features of your GALAGA game are :
1) The player is given the chance to double his fire power at certain points throughout the game.
2) The game has a rapid fire (automatic firing) option whereby the player just holds the FIRE button down and his space fighter continues to fire at the GALAGAS in bursts of 2 missiles each.
To double his fire power, the player must let one of his space fighters be captured by one of the Boss Galaga ships and then rescue it (CAUTION : If the player's last fighter is captured, the game is over). The Boss Galaga ships MUST BE SHOT TWICE to destroy them. When shot once, they change color from green to blue. When shot again, they explode. The rescued fighter then links up with the one that rescued it and they now work as a team - both moving together and firing at the same time.
The object of the game is to survive as long as possible while destroying as many attacking ships as you can. As you do this, each following convoy of attackers will be harder to destroy.
The game is made up of convoys of invading alien space ships. You, as defender, try to destroy as many convoys as you can.
The convoys are displayed one at a time at the top of the screen. They are made up, in order from top to bottom on the convoy, of Boss Galaga, Goei (red/white bug ships), and Zako (blue/yellow bug ships). These ships fly onto the screen from different angles, going by your position (giving you an opportunity to shoot them down) and then take up their positions in the convoy formation at the top of the screen.
In the 1st STAGE, the enemy ships do not drop bombs on you as they fly onto the screen and go by your position. However, they will in later stages.
After the convoy (or what's left of it after you've finished shooting at them as they fly onto the screen and head for their respective spots in the convoy formation) finishes forming up at the top of the screen, enemy ships will begin peeling off and diving at your fighter. They weave back and forth across the screen dropping bombs all the while.
The Boss Galaga can put out a tractor beam and capture your fighter. When this happens, that fighter changes color from white to red and stays with that particular enemy Boss Galaga for the rest of the game. You can get your fighter back by destroying the Boss Galaga that captured it while they are both attacking your current fighter. The Boss Galaga MUST BE SHOT TWICE to destroy them. When shot once, they change color from green to blue. When shot again, they explode. If, however, you mistakenly shoot the captured fighter, it will be destroyed.
Goei and Zako will explode as soon as they are hit by one of your shots.
There are also special attack squadrons made up of 3 ships each which will appear from STAGE 4 on. If they are completely destroyed, bonus points will be awarded.
When you destroy the last ship of a convoy, the screen gives the following display centered on the monitor screen : STAGE (and the number of the next stage).
The only exception to this would be when the next STAGE is a CHALLENGING STAGE. The first CHALLENGING STAGE comes at the end of the 2nd STAGE. After this, they come at the end of every third STAGE. When you destroy the last ship of the 2nd, 6th, 10th, 14th, 18th, etc. convoys, you will see this display centered on the monitor screen : CHALLENGING STAGE.
A CHALLENGING STAGE is made up of 40 enemy ships that fly by your fighter in 5 groups of 8 ships each while describing varying patterns. They do not drop any bombs and the object is to shoot down as many of them as you can. When you shoot down one COMPLETE formation of 8 enemy ships, bonus points (between 1000 and 3000 depending on the STAGE) are added to your score. If you can destroy all 40 GALAGAS, you will be awarded a SPECIAL BONUS OF 10000 POINTS for that particular CHALLENGING STAGE.
As you destroy more convoys, the attacks on you become faster, are in a more rapid succession, and follow trickier flight patterns. For instance, they will try to trap you in a cross fire, or in one corner of the screen, etc. You've really got to watch them closely. If they can't bomb you, they'll ram you in the rear. That's one of their favorite tricks, to fly in a circle and come up behind you.
- TECHNICAL -
Galaga machines came in 4 formats (not counting bootlegs, which were all different) :
* Upright machines were the most common, and accounted for the vast majority of all Galaga machines. They were in cabinets that were identical to the "Pac-Man"/"Galaxian" design, and most of them were black (although a few white ones were made as well. White Galagas, if they are factory made, are usually converted "Bosconians". Bosconian never sold well, but Galaga did). The sideart consisted of a large oval shaped sticker with an image of one of the buglike enemy ships. Two different marquees exist. The common one is a green 'Galaga' logo on a black background, while the alternate one is a (totally different) gold 'Galaga' logo on a white background. The control panel features blue graphics and a single 2-Way joystick, a fire button, and start buttons. Most machines also have a large sticker on the kickplate (front panel), that is another picture of the same bug ship that adorns the side of the machine (this sticker is also available as a repro, but Namco doesn't have any more originals left).
* The mini cabinet is a much smaller copy of the basic upright design (about a foot shorter, a foot shallower, and 6 inches narrower). These are finished in woodgrain and black, and seldom have any sideart. The marquee and control panel graphics match those of the upright.
* The cocktail cabinet is a standard woodgrain Namco cocktail with a small control panel on each end, and some subtle 'Galaga' labels underneath the glass (most cocktail tables look very similar to one another, and this one is no exception). These are generally the most valuable of all the Galaga machines (mainly due to the fact that they don't require a truck to haul, and look smaller in the eyes of the significant other, even though they technically eat a lot more floor space, as they need chairs on both ends.
Namco also produced a 'portable' in very limited numbers. These used smaller screens and were similar in appearance to the little pay televisions that you might encounter in a bus station. They were designed for use on buses and airplanes, although very few of them ever saw service in that way.
Game ID : GG
Main CPU : Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the ship explosion sound)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32 (16 colors for tiles + 16 colors for sprites)
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in September 1981.
Licensed to Bally Midway for US manufacture and distribution (December 1981).
Although Galaga was a superior game, it didn't sell the large numbers that its predecessor did. One of the first games with a bonus stage.
The game 'rolls over' at 999,990 points. The player 1 score counter is 6 digits, but the player 2 counter is 7 digits. Therefore, most good players start a 2 players game and play exclusively on the player 2 side so their score won't 'roll over' at 999,990. After the 1,000,000 mark, new ships are no longer awarded.
After finishing the 255th stage, the next level is displayed as 'Stage 0' but no more enemies ever appear. The player can continue to move the ship and fire, but there is no way to advance to the next level or to die. To play again, the machine must be reset.
If you have more than 7 extra men, the marker for the screen will only show 7 1/2 (!) men remaining. Additional extra men will still be credited, even though they won't show on the screen.
The blue bugs are officially called 'Zako' and red bugs are called 'Goei'.
Stephen Krogman holds the official record for this game with 15,999,990 points.
A bootleg of this game is called "Gallag". A hack is known as "GATsBEe".
A Galaga unit appears in the 1983 movie 'WarGames', in the in 1983 movie 'Spring Break' (being played by one of the main characters), in the 1984 movie 'The Karate Kid', and in the 1987 movie 'Planes, Trains and Automobiles'.
- SCORING -
Zako (Blue/yellow bug ship) : 50 points in formation or 80 points in flight.
Goei (Red/white bug ship) : 80 points in formation or 160 points in flight.
Boss Galaga : 150 points in formation or 400 points in flight.
Boss Galaga : 800 points in flight with 1 wingman.
Boss Galaga : 1,600 points in flight with 2 wingmen.
Light blue attacking bug ship : 160 points each, 1000 points for destroying all 3.
Light green attacking bug ship : 160 points each, 2000 points for destroying all 3.
Galaxian attacking bug ship : 160 points each, 3000 points for destroying all 3.
Captured fighter : 500 points in formation or 1000 points in flight.
Challenging Stage : 100 points per ship destroyed if less than 40.
Challenging Stage : 10,000 points for destroying all 40 ships (perfect).
Challenging Stage : 1000, 1500, 2000 or 3000 points for destroying a complete formation of 8 ships depending on the stage.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : Right(x5), Left(x6), Right(x3), Left(x7). '(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.
* Enemy Stop Shooting : on the first stage, kill everything but the 2 Zako in the bottom left corner. Then just wait, dodging the enemies' shots, until the enemy no longer drops any shots towards you. After the enemies stop firing, let them pass for 2 more trips and then kill them. For the rest of the game, the enemies will not drop shots. It will take approximately 15 minutes for the enemies to quit shooting at you, so this trick requires a lot of patience. Note : in a 2-player game, only one person has to do the cheat for both players to benefit. But as soon as 1 of the players game is over the bees begin shooting again.
* (BUG) Take The Control Of The Ship For Free : during the Galaga demo, the Boss Galaga comes down and tries to tractor-beam up the player's ship. As soon as that tractor-beam starts, the player can take control of the ship in the demo. The player has 2 choices here and this will effect how the game handles this bug : If the player allows himself to be captured, the demo will continue as normal and he has the option of controlling the player ship or not. The player can choose whether to save the captured ship, try to complete the level, etc. The demo mode will complete after 30 seconds and the high-score screen will appear. If the player takes control of the ship and destroys the Boss Galaga with the tractor beam, some of the characters on the screen will freeze while others are still moving and doing what they are suppose to be doing. This will last 15-20 seconds, then the game will go to the high score screen.
* Challenging stages are easier if the high score numbers are used to refine your aim. These tips assume a 6-digit high score :
1) On the first 2 challenging stages, aim your ships so that your left set of bullets falls between the second and third numbers in the high score list.
2) On subsequent challenging stages, aim one set of your bullets between the first and second numbers in the high score list (if the units come from the left) or between the last and next-to-last numbers (if the units come from the right). This will allow you to hit descending enemies at the highest possible point.
* Here Is A neat (and useless) Galaga Trick : it is possible to end the game with a 200% ratio. The 200% hit-miss ratio trick can only be done with your first shot of the game. When the game starts, don't move, and fire only one shot. If you time it correctly, 2 enemies will be killed at once. Let your remaining ships be destroyed, and presto : a better-than-perfect result.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) also known as "Galaga 3".
4. Galaga '88 (1987)
5. Galaxian3 (1990)
6. Galaxian3 Theatre 6 : Project Dragoon (1990)
7. Galaxian3 Theatre 6 J2 : Attack Of The Zolgear (1994)
8. Galaga - Destination Earth (2000, Nintendo Game Boy Color, PC CD-ROM and Sony PlayStation)
- STAFF -
Music by : Nobuyuki Ohnogi
- PORTS -
* Consoles :
Sega SG-1000 (1983, "Sega Galaga" – Sega)
Atari 7800 (1984)
Nintendo Famicom (1988)
Nintendo Famicom Disk (1990)
Nintendo Game Boy (1995, "Galaga & Galaxian")
Sony PlayStation (1995, "Namco Museum Vol.1")
Sony PlayStation (1995, "Tekken") : you can play the game while the main game loads. Only the challenging stages are included.
Nintendo Game Boy (1996, "Namco Gallery Vol.1")
Nintendo 64 (1999, "Namco Museum 64")
Sega Dreamcast (1999, "Namco Museum")
Sony PlayStation 2 (2001, "Namco Museum")
Nintendo Game Boy Advance (2001, "Namco Museum")
Nintendo GameCube (2002, "Namco Museum")
Microsoft XBOX (2002, "Namco Museum")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
Nintendo Game Boy Advance (2005, "Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection") : a brand new "Arrangement" version unique to this port is also featured.
Microsoft XBOX 360 (2006, as a downloadable Live Arcade game)
Nintendo Wii (2007, "Virtual Console" - NES version)
* Computers :
Commodore C64 (1982)
BBC B (1983, "Zalaga" – Aardvark)
Acorn Electron (1984, "Zalaga" – Aardvark)
Tandy Color Computer (1984, "Galagon")
MSX (1984)
Fujitsu FM-7 (1985)
Fujitsu FM-77 (1985)
Sharp MZ2500
PC [MS-DOS] (1997, "Champ Galagon" - CHAMProgramming)
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
* Others :
Arcade (1995, "Namco Classics Collection Vol.1")
Mobile Phones (2004)
Ms. Pac-Man TV Game (2004 - Jakk's Pacific)
Ms. Pac-Man TV Game Wireless Version (2005 - Jakk's Pacific)
$end
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Galaga '88 (c) 1987 Namco.
Galaga '88 is an updated version of the old favorite, Galaga, with more invaders and more player firepower. Galaga '88 gives players a chance to once again repel the invaders from the Galagan Kingdom. One or two players can try their hand at fighting the invaders. This time the Galagans have four more allies, each with unique weapons and defenses that a player must overcome.
By destroying special enemies or obstacles the player can get 'items'. When a player has two items, he can warp to another sector to confront more Galagan ships with new strategies. In the Challenge Rounds, the player shoots down as many invaders as possible as the Galagans dance to a waltz, tango, march or jazz tune.
The player selects single or dual ship power. The objective is to destroy all the Galagan foes in each of the 29 sectors of the galaxy, with each sector more difficult than the last.
Unique Features :
* More opponents. In addition to Boss, Goei and Zago, the original Galagan crew, Don, Nin, Ban, and Gan have been added. Each of the Galagans has a unique way of challenging the players.
* Different types of ships. Players can choose single or dual ships (if the game option is set for dual and single). When the player retrieves a dual ship from the Boss's tractor beam, it turns into a triple ship with ten times the power of a single ship.
* Challenge Rounds. In the Galaga '88 Challenge Rounds the Galagan invaders dance to a waltz, tango, Sousa march or jazz tune, while the player shoots down Galagans to earn bonus points.
* Warping to a new sector. By destroying particular enemies or obstacles and capturing two of their items, the player can warp to the next sector.
* Player challenge. Each sector has different mix of Galagans with different strategies to be overcome.
* Win back captured ships. The player can win back ships captured in the Boss Galaga's tractor beam. When the player destroys the Boss, the ships are released. If the player retrieves them, the ships become dual ships if they were single and triple if they were double.
* High Score Mode. Upon completing a game, a player can enter his initials if he is among the top eight scorers on the game.
- TECHNICAL -
This title was usually sold as a conversion kit (most games were back in 1988). It used the standard JAMMA harness. The marquee showed a gold 'Galaga '88' logo on a field of red teardrops. The side-art had the same picture as the marquee, but without the background. The control panel featured a single 2-Way joystick and a fire button on either side (along with start buttons and game instructions). Many of these machines will have 8-Way joysticks instead of the original 2-Way ones, they are interchangeable as far as this game is concerned.
Namco System 1 hardware
Game ID : G8
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in December 1987.
Licensed to Atari for US distribution.
An homage to "Bosconian" is paid in stages 15-17 (dimension 4) with the green hexagonal space stations in the background, as well as the mines which are used as scenery objects.
Challenging Stage 2 from Dimension 1 is used as a loading game in "Ridge Racer Revolution".
Stephen Krogman holds the official record for this game with 1,575,490 points.
A Galaga '88 machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* Perfect Bonus : shoot all 40 enemies in the 'That's Galactic Dancin' bonus stages to receive a 'Perfect' bonus just like the challenging stages in the original "Galaga". Initially this bonus is 10,000 points but it increases on later 'That's Galactic Dancin' stages.
* Secret Bonus : during the 'That's Galactic Dancin' bonus stage, don't touch anything : don't shoot and don't move (simply don't touch the joystick); at the end of the dance and after getting ZERO hits and ZERO points, you'll receive a 10,000 points 'Secret Bonus'.
* Pick up two blue items to get a bonus and go to the next harder dimension after completing a 'That's Galactic Dancin' stage. This bonus is also initially 10,000 points but increases each time you achieve it.
* Pick up a purple item which appears on later stages to immediately get a triple firepower ship.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) also known as "Galaga 3".
4. Galaga '88 (1987)
5. Galaxian3 (1990)
6. Galaxian3 Theatre 6 : Project Dragoon (1990)
7. Galaxian3 Theatre 6 J2 : Attack Of The Zolgear (1994)
8. Galaga - Destination Earth (2000, Nintendo Game Boy Color, PC CD-ROM and Sony PlayStation)
- STAFF -
Sound composed by : Hiroyuki Kawada
- PORTS -
* Consoles :
NEC PC-Engine (1988)
Sony PlayStation (1995, "Ridge Racer Revolution") : you can play the game while the main game loads. Only the challenging stages are included.
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary") : initially locked.
Microsoft XBOX (2005, "Namco Museum 50th Anniversary") : initially locked.
Nintendo GameCube (2005, "Namco Museum 50th Anniversary") : initially locked.
* Computers :
Sharp X68000 (1990)
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary") : initially locked.
$end
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Galaga 3 (c) 10/1984 Namco.
The general gameplay formula is the same as it was for both "Galaxian" and "Galaga", with the player controlling a spaceship that moves along the bottom of the screen and fires up at the enemy formations at the top of the screen. Movement is not confined to left and right, however, as players can also move anywhere in the bottom half of the screen.
The insectoďd enemies fire down upon the player's ship, and both individual and groups of enemies will break away from the armada to make attack runs on the player. Most of the Galagans can be killed with a single shot, and shooting specific enemies will earn the player a tractor beam. This gives them the ability to capture one or more enemy ships; these prisoner ships will then sit alongside the player's ship and add to its firepower.
Every few levels, players will enter a 'Challenging Stage', where formations of enemy ships will fly in and out of the screen. Players must shoot them as many times as possible to try and spell out a word.
- TECHNICAL -
Game ID : GP
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG, discrete circuits (for the ship explosion sound)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
This game is also known as "Gaplus" (07/1984).
James Struckle holds the official record for this game with 137,000 points.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep Start and Button 1 pressed, move joystick Left until sound reaches 19. '(c) 1984 NAMCO' will appear on the screen.
* These tips are all variations on the same theme :
1) On level 1, allow all of the enemies to appear and fly into formation without shooting any of them. After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen. Once it's gone by, shoot only the second alien from the left in the bottom row of the formation. A 'Special' flag will appear just below where it was; pick it up and you'll get a bonus ship.
2) In Parsec 1, go up to the very front and wait for all the bugs to come out. Then kill the 2nd bug from the left in the bottom row to make the special flag appear. Now, when the boss is coming down, move your ship and kill yourself by touching it. Don't touch the blaster head, just the boss. Your ship is turned into the blue one, and go get the special flag.
* Another Approach To The Same Situation : At the start of the first round, push straight up until you stop. DON'T shoot! Just sit there and let all the bugs form. Right after the last row of bugs get into formation a star will shoot from the top left side of the screen to the bottom right. If you time this right you can get up to 5 shots on it. After about 10 hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot 3 shots on the screen (3 shots vertically in a row) instead of just 2.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Galaga 3 (1984)
4. Galaga '88 (1987)
5. Galaga - Destination Earth (2000, Nintendo Game Boy Color)
- PORTS -
NOTE : All ports use the "Gaplus" name.
* Consoles :
Sony PlayStation (1996, "Namco Museum Vol.2")
* Computers :
Commodore C64
$end
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Galaxia (c) 1979 Zaccaria.
- TECHNICAL -
Main CPU : S2650 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
$end
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Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-coloured aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25inches G02 monitor, but later machines shipped with the standard 19inches Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-Way joystick, instead of the 2-Way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire :)
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick (LEFT and RIGHT)
Buttons : 1 (FIRE)
- TRIVIA -
Released in October 1979.
Licensed to Midway for US manufacture and distribution (December 1979).
The Nichibutsu version is known as "Moon Alien".
Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian in 1979, players were transported to the most colorful and challenging space battle yet.
This was the first video game released with 100 percent of its graphics displayed in true R.G.B. color.
* A place in video game history : "Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
* The great 25-cent escape : "Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
* Namco notes : Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".
The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics :
"Pac-Man" and "Pac-Man Plus" as the prize in levels 9 and 10.
"Galaga" as one of the 3 enemies that a Zako (normal blue/yellow bug ship) can transform into when it splits into 3.
"Dig Dug" as the prize in levels 16 and 17.
"Super Pac-Man" as the food item of level 15.
"Pac & Pal" as the power-up item of levels 1 and 2.
A silver-gray version appears as an enemy in later areas of "Super Xevious".
A 3-D version appears as a prize in later levels of "Pac-Mania".
The board layout in level 5 of "Quester".
Gary Whelan holds the official record for this game with 1,114,550 points, achieved the 24th August 2006 at Dukinfield in the UK.
Some hacks of this game are known as "Galaxian Part 4", "Galaxian Turbo", "Super Galaxians", "Super Invaders Galactica", "Swarm" and "Galaxian Part X". A Spanish bootleg made by Petaco S.A. is known as "Zero Time".
A Galaxian unit appears in the 1983 movie 'Joysticks'. It is also heard (but not seen) in the 1987 James Bond movie 'The Living Daylights'.
- UPDATES -
The only code difference between the original Namco version and the licensed Midway version is that the BONUS GALAXIP text is printed on a different line.
In clone Namco Set 2:
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4000 (meaning a bonus Galaxip at 4000 points), 5000 points, 7000 points, or None (meaning no bunus Galaxip at any time). The default is 4000.
- SCORING -
Light Blue Ship in formation : 30 points
Light Blue Ship attacking : 60 points
Purple Ship in formation : 40 points
Purple Ship attacking : 80 points
Red Ship in formation : 50 points
Red Ship attacking : 100 points
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom) :
Flagships : 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether)
Red Galaxians (Escorts) : 6 (in 1 row, directly above the flagships)
Purple Galaxians : 8 (in 1 row, directly above the red Galaxians)
Blue Galaxians : 30 (in 3 rows of 10, directly above the purple Galaxians)
Gold and Red are special enemies : they create convoys. Gold flagships have other special properties (see below). Purple and Blue are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can’t fire after they pass an invisible horizontal line just above the player’s ship.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to flagships but it is not readily observable unless there are 3 or 4 flagships present.
* A 'swarm' is triggered by either of 2 criterion :
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple enemies in formation is zero. This can occur when there are many flagships and escorts still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A flagship will always create a convoy with the maximum number of escorts available to it, unless the 'swarm' has started.
* The flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 flagships at the start of any wave.
* When an attacking flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones (usually the blue Galaxians) to kill are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red fighters since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang' up on your Galaxip. Plan accordingly for this.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) also known as "Galaga 3".
4. Galaga '88 (1987)
5. Galaxian3 (1990)
6. Galaxian3 Theatre 6 : Project Dragoon (1990)
7. Galaxian3 Theatre 6 J2 : Attack Of The Zolgear (1994)
8. Galaga - Destination Earth (2000, Nintendo Game Boy Color, PC CD-ROM and Sony PlayStation)
- PORTS -
* Consoles :
Atari 5200 (1982)
Colecovision (1983)
Atari 2600 (1983)
Emerson Arcadia ("Galactica" clone, as "Space Attack")
Bally Astrocade ("Galactic Invasion")
Atari XEGS
Nintendo Famicom
Nintendo Famicom Disk (1990)
Nintendo Game Boy (1995, "Galaga & Galaxian")
Nintendo Game Boy (1996, "Namco Gallery Vol.2")
Sony PlayStation (1996, "Namco Museum Vol.3")
Sony PlayStation (1994, "Ridge Racer") : you can play the game while the main game loads.
Nintendo 64 (1999, "Namco Museum 64")
Sega Dreamcast (1999, "Namco Museum")
Sony PlayStation 2 (2001, "Namco Museum")
Nintendo GameCube (2002, "Namco Museum")
Microsoft XBOX (2002, "Namco Museum")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection")
Note : In the Korean version of Namco Museum Battle Collection for the Sony PSP, Galaxian goes by the name of 'Old Galaga', marking the only ever official connection between the Galaxian and Galaga series.
* Computers :
Apple II (1980, "Galaxian" - Star Craft Tokyo)
Commodore Vic 20 (1981, "Star Battle" - Hal Laboratory)
Apple II (1981, "Alien Typhoon" - Star Craft)
Tandy Color Computer (1982, "Galax Attax")
Tandy Color Computer (1982, "Space Ambush")
BBC B (1982, "Arcadians" - Acornsoft)
Acorn Electron (1982, "Arcadians" - Acornsoft)
Sinclair ZX81 (1982, "ZX Galaxians" - Artic)
Atari 800 (1982)
Sinclair ZX Spectrum (1982, "Galaxian" - Artic)
Commodore C64 (1983, "Galaxions" - Solar Software)
Exidy Sorcerer
Sinclair ZX Spectrum (1983, "Galaxian" - Atarisoft)
Sinclair ZX Spectrum (1983, "Galactians" - DK'Tronics (UK))
PC [Booter] (1983)
PC [MS-DOS] (1983, "Galaxian" - Atarisoft)
MSX (1984)
Fujitsu FM-7 (1985)
Atari ST (1993, "Galaxian" - PD / Shareware - Sinister Developments)
PC [MS-DOS] (1997, "ChampGalaxia" - CHAMProgramming)
PC [MS-DOS] (1996, "Galaxi" - PD / Shareware - Kurt W. Dekker)
Commodore Amiga (1998, "Galaxians v1.3" - PD / Shareware - Kev Gallagher)
PC [MS Windows 95, 3.5''] (1995, "Microsoft Return of Arcade")
PC [MS Windows, CD-ROM] (2000, "Microsoft Return of Arcade 20th Anniversary")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
* Others :
VFD tabletop game (1980, "Galaxian") released by Bandai.
VFD tabletop game (19??, "Moon Alien", alt. name) released by Bandai.
VFD tabletop game (19??, "Beam Galaxian", Japanese release) released by Bandai.
VFD handheld game (1981, "Galaxian 2", called Galaxian 2 because it can be a two-player game) by Entex (or Futuretronics).
VFD handheld game (1981, "Astro Galaxy", Japanese release) by Entex.
VFD handheld game (1981, "Astro Invader", Hales release) by Entex.
VFD tabletop game (1981) released by Coleco.
LCD Keychains handheld game (1997) released by Bandai.
Namco Classics TV Game (2003 - Jakk's Pacific)
Mobile Phones (2003, "Galaxian Mini")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
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Galaxian Part 4 (c) 1979 G.G.I.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Galaxian". The graphics have been altered and the game has been made more difficult.
- SCORING -
Light Blue Ship in formation : 30 points
Light Blue Ship attacking : 60 points
Purple Ship in formation : 40 points
Purple Ship attacking : 80 points
Red Ship in formation : 50 points
Red Ship attacking : 100 points
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
$end
$info=galapx,
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$bio
Galaxian Part X (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Considered as a a hack of "Galaxian", this game seems more like a hack of "Moon Alien" by Nichibutsu, but with the graphics changed to look more like "Galaxian". This explains why the shots move with the ship and why the fuel gauge is there. Galaxian also didn't use a 'title screen' formed with graphics, it went straight through to 'We are the Galaxians'. Also, the rate of fire is much faster and the alien's movements are more random.
- SCORING -
Light Blue Ship in formation : 30 points
Light Blue Ship attacking : 60 points
Purple Ship in formation : 40 points
Purple Ship attacking : 80 points
Red Ship in formation : 50 points
Red Ship attacking : 100 points
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
$end
$info=galturbo,
$Edit this entry at Arcade-History.com
$bio
Galaxian Turbo (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Galaxian". It's much faster and the aliens move in a different pattern.
- SCORING -
Light Blue Ship in formation : 30 points
Light Blue Ship attacking : 60 points
Purple Ship in formation : 40 points
Purple Ship attacking : 80 points
Red Ship in formation : 50 points
Red Ship attacking : 100 points
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
$end
$info=galaxyfg,
$Edit this entry at Arcade-History.com
$bio
Galaxy Fight - Universal Warriors (c) 01/1995 Sunsoft.
Fighting game with eight selectable characters. Each stage is infinite in length and therefore allows lots of running attacks.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0078
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Subdued attack [B] Medium attack [C] Strong attack [D] Taunt opponent
- TRIVIA -
Galaxy Fight is Sunsoft's first game for the Neo-Geo MVS.
The bonus round character 'Bonus-Kun' is a homage to "Street Fighter"'s Ryu character. He also appears as the bonus character in Sunsoft's other Neo Geo fighting game, "Waku Waku 7".
- STAFF -
Galaxy programmers : Yuichi Ueda, Shigetaka Inaba
Graphic designers : Toshihiko Narita, Murakiti, Atsuki Matsui, Kouki Kita, Masashi Kazikawa, Yasuhide Maeda, Nobuhide Suzuki, Kazuhiro Watabe, Eiji Koyama, Ryuichi Kunisue, Takeshi Goya, Daisuke Fukuda
Tool programmer : Hirokatsu Fujii
Sound programmers : Kazuo Nii, Noriaki Urata
Music composers : Masato Araikawa, Takayuki Sasaki
Musicians : Jun Kojime, Masato Araikawa
Music coordinators : Atsushi Mihiro, Shoji Yogo
Voice actors : Kazunori Hotta, Takakazu Tukamoto, Shinsuke Aoki, Naoto Sugisaka, Chiaki Kato, Tajuro, John Gibson
Director : Yuichi Ueda
- PORTS -
* Consoles :
Sega Saturn (1995)
SNK Neo-Geo CD (1995)
Sony PlayStation (1996)
$end
$info=gforce2,gforce2j,
$Edit this entry at Arcade-History.com
$bio
Galaxy Force II [Super Deluxe model] (c) 1988 Sega.
A superb sprite-scaling shoot-em-up from Sega, in which a single player must battle their way through a number of superbly rendered, space-themed levels. Action switches between open space battles and planet-based levels; with tight, enemy packed tunnel sections (enemy bases) seperating each level.
Galaxy Force II took the space-based shooting action of 1985's "Space Harrier" and, to a lesser degree, "After Burner" and improved upon both in every conceivable way. The game's pace is much slower paced than either "Space Harrier" or "After Burner", making game progression more a result of actual skill than the blind luck often associated with those earlier titles.
Elements of Galaxy Force II were also influenced by several NON-shooting Sega games; in particular the branching roads of 1986's "Out Run". At the end of each of Galaxy Force II's stages, after the player has fought through the end-of-level 'enemy fortress'; are tunnel sections offering a choice of left or right. Again, the choice made dictates which level the player tackles next.
Galaxy Force II also demonstrated just how far Sega could push its then legendary sprite scaling technonolgy, with the visual rendition of some levels - such as when the player is flying above the surface of a volcanic planet, complete with solar flares and volcanic eruptions - being nothing short of spectacular.
- TECHNICAL -
This Super deluxe model is a large simulator, with the player seated in front of the large monitor. Both cabinet and monitor tilt 45 degrees to the left or the right depending upon the player's chosen fight path.
Dimensions (cm) : W284 x D284 x H186
Sega Y Board hardware
Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
Also released as "Galaxy Force II [Deluxe model]".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) on 07/07/1988.
- SERIES -
1. Galaxy Force (1988)
2. Galaxy Force II [Deluxe model] (1988)
2. Galaxy Force II [Super Deluxe model] (1988)
- STAFF -
Sound composer : Jouji Iijima
- PORTS -
* Consoles :
Sega Master System (1989)
Sega Mega Drive (1990)
Sega Saturn (1998, "Sega Ages - Galaxy Force 2")
* Computers :
FM Towns PC (1990)
Commodore Amiga (1990)
$end
$info=galaxygn,
$Edit this entry at Arcade-History.com
$bio
Galaxy Gunners (c) 1989 Electronic Devices.
- TECHNICAL -
Main CPU : I8086 (@ 8 Mhz)
Sound CPU : I8086 (@ 8 Mhz)
Sound Chips : YM2151 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 352 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a rip-off of "Exerion" from Jaleco.
$end
$info=galaxyr,galaxyrp,
$Edit this entry at Arcade-History.com
$bio
Galaxy Ranger (c) 1984 Sega.
Fly through the universe battling alien ships to make your way to fight the main Alien Battle Cruiser. Along the way, you fly across alien deserts, through tunnels, over alien cities, and get involved in a few "astro-dogfights" with enemy space fighters.
- TRIVIA -
This game was created by Sega and manufactured by Bally / Midway.
The game is known in Japan as "Star Blazer".
Some of the video came from a 1979 Toei SciFi space film. The rest was made specially for the game.
$end
$info=grescue,
$Edit this entry at Arcade-History.com
$bio
Galaxy Rescue (c) 1979 Taito.
Galaxy Rescue is a combination two-dimensional simple flight simulator and two-dimensional shooter. You start the game by floating within your mother ship. You then either must release your lander or after a pre-determined period of time, the mother ship will forcibly eject it. You first have to navigate through 6 rows of asteroids to make it to one of the landing platforms. You have 6 platforms initially but each landing will eliminate one since there is 1 platform per astronaut you have to rescue. On your return trip up, the screen changes and now you have saucers trying to destroy you with laser fire. Again, you will either have 3 or 6 rows of saucers depending if there are meteors in the area. You then must successfully land in the docking bay of the mother ship to get credit for a successful rescue of 1 astronaut.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, Speaker
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is better known as "Lunar Rescue"
Galaxy Rescue was the follow-up game to "Space Invaders". Unfortunately, it was released at the same time as "Asteroids", which pretty much eclipsed most games until the 1980's. Galaxy Rescue is actually a little more complicated then its Space Invaders cousin. You actually have to keep track of a few more things to successfully make it through this game. This is one of those 'sleeper' games that didn't get a big following since Asteroids was also out.
Before stage 4, you get a cute intermission from the aliens of "Space Invaders" telling you to 'Fight'.
A bootleg of this game is known as Destination Earth".
- UPDATES -
In "Destination Earth" the humans run to the spaceship after it lands, in "Lunar Rescue" and Galaxy Rescue the pace is more like a walk.
- SCORING -
Large Saucer : 30 points
Small Saucer: 50 points
Platform : 50, 100, 150 points
Each man rescued has an increasing value until stage four where it is at its maximum. The values are:
Stage 1 : 50 points
Stage 2 : 100 points
Stage 3 : 150 points
Stage 4 : 300 points
Every stage after stage 4 is 300 points.
Fuel remaining is added to your score (i.e. if you have 560 Fuel left, then add 560 points to your score) at the end of a wave.
- TIPS AND TRICKS -
When you start the game, your lander will be sitting in the docking bay of the mother ship. You can release your lander by pressing the firing button or wait until the mother ship forcibly ejects you. It's better to do it yourself lest the mother ship ejects you on top of an asteroid.
* Fuel is a precious commodity in this game, use it sparingly. You only have 800 units of fuel to rescue 6 men. If you burn all your fuel off on the first rescue, you will have nothing to fall back on for the other 5.
* When you leave the mother ship, try to navigate through the asteroids without using any fuel. Since your lander doesn't accelerate during the fall, you will be going at a constant speed down. Try to maneuver between the rocks to land on a platform. You also don't need to decelerate when landing, you just land.
* Try to knock out the harder platforms first. This means, land on the harder to reach ones on the sides first. A good strategy is to get the right hand-one first, then the two left-hand ones, then finish by landing on the three in the middle.
* If you must use fuel, use quick bursts to get into position to land on a platform. Fuel burns up very quickly in this game so some quick shots to the thrusters should keep you out of trouble. Keep in mind, as the waves progress, the asteroids move faster and become more numerous.
* Once you've landed, the little guy will run over and get in your lander. The screen will then change and you will see 3 to 6 rows of saucers blocking your path. Again, as the waves progress, the saucers and meteors get faster and more numerous. There are a couple of different strategies for this section :
1) If you only see 3 lower rows of saucers, look to the upper right or left corner. More than likely, some meteors will be coming diagonally down to the opposite corner. The best solution is to quickly blast a path through the saucers and get above the meteors trajectory.
2) If you see 6 rows of saucers, then you need to blast a path through them to get to your mother ship. Keep in mind that the fire button acts as a dual fire/thrust button. When you fire, you accelerate yourself up just a bit. In other words, no point blank shooting or you may end up taking out the saucer with your lander. When you have cleared a path, use the fire button to get yourself quickly above the saucers.
* The saucers firing just drop their shots on you. Because of their numbers, you may find yourself surrounded by enemy fire. The best solution is again to blast a path through them. Once a saucer is destroyed, it doesn't come back. Also keep in mind that you can only have one shot on the screen at a time.
* Once you get 1 row from the bottom of the mother ship, it will stop and open its docking bay door. If you are too far away, you will fail to dock with the mother ship and get destroyed by the top of the screen. If you hit the side of the mother ship, the man you are rescuing will unfortunately fall from your lander to his death to the planet below. Plan out the best strategy to make sure that you stay in the middle so you can catch the mother ship with minimal effort.
$end
$info=galxwars,galxwar2,galxwart,
$Edit this entry at Arcade-History.com
$bio
Galaxy Wars (c) 08/1979 Universal.
Galaxy Wars is a two-dimensional shooter where you are given three missiles to shoot at two rows of alien ships at the top. Miniature rock-like satellites move around the screen, ready to obliterate your missile at any moment, and the ships themselves shoot at you.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
A bootleg of this game is known as "Star Wars".
- SCORING -
1st rack : 50 (side hit), 100 (bottom, towards the side) or 150 (near middle of bottom) points for each ship.
2nd rack : 100 (side hit), 200 (bottom, towards the side) or 250 (near middle of bottom) points for each ship.
3rd rack : 150 (side hit), 300 (bottom, towards the side) or 350 (near middle of bottom) points for each ship.
You can probably figure the scores for higher racks from the patterns here.
$end
$info=galivan,galivan2,
$Edit this entry at Arcade-History.com
$bio
Galivan - Cosmo Police (c) 12/1985 Nichibutsu.
A single player shooting/platform game in which the player runs and jumps around a colourful, multi-directional scrolling cave system. A variety of spacecraft and aliens attack in waves and must be killed or avoided. The player starts the game as an unarmed human with only the ability to kick and punch, but picking up a POW item will give encase the human in a robot suit and arm the player with a gun. Collecting the blue POW while in the suit awards the player with a beam weapon for a limited time, while the red POW gives the player a three shot cannon. POW items are dotted throughout the levels and can also be gained by shooting the blue robot aliens.
The player's character has an energy bar that decreases when the player is attacked, and should this fall below halfway, the robot suit will be lost and the player will once again be an unarmed human. Collecting a POW item will restore the player's energy, if a POW is collected while wearing the suit, however, the player's energy will NOT be increased but their weapon will receive a power-up.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The game is inspired by the Japanese telefilm 'SPACE SHERIFF GAVAN'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.
- UPDATES -
REVISION 1 :
* Build date : DEC 11 1986
REVISION 2 :
* Build date : DEC 16 1986
- SERIES -
1. Galivan - Cosmo Police (1985)
2. Cosmo Police Galivan II - Arrow of Justice (1993, Nintendo Super Famicom)
- STAFF -
Directed by : Shigeki Fujiwara
Software by : T. Tsuchie
Hardware by : Isao Shiki
Designer by : K. Nakagawa
Music & Sound by : Kenji Yoshida
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Super Famicom (1993)
* Computers :
Amstrad CPC (1986)
Commodore C64 (1986)
ZX Spectrum (1986)
$end
$info=gallag,
$Edit this entry at Arcade-History.com
$bio
Gallag (c) 1982.
- TECHNICAL -
Main CPU : (4x) Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the ship explosion sound)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 96
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Galaga".
- UPDATES -
This bootleg looks and plays exactly like the original Galaga except that it says GALLAG on the title screen and 1982 where the Namco copyright would normally be.
$end
$info=gallgall,
$Edit this entry at Arcade-History.com
$bio
Gallagher's Gallery (c) 1992 American Laser Games.
You must shoot at things that Gallagher tells you to shoot at.
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
This game uses a laser disc.
- TRIVIA -
A Gallagher's Gallery machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
$end
$info=gallop,
$Edit this entry at Arcade-History.com
$bio
Gallop - Armed Police Unit (c) 09/1991 Irem.
A futuristic shoot-em-up from the creators of "R-Type" in which the player takes on the role of a futuristic policeman who must destroy criminal controlled ships.
As with most Irem shoot-em-ups, Gallop's weapons system is superb. As well as being equipped with the standard front-firing gun and ground targeting missiles (both of which can be upgraded with the retrieval of power-ups), the player's ship is armed with a homing laser that, when activated, emits a constant laser stream towards whatever enemies and bonus capsules are on screen. The laser has an 'Overheat' meter that depletes while the laser is in use. Once the meter is emptied the laser will stop working. The meter gradually refills allowing the player to continue using the laser.
- TECHNICAL -
Irem M-73 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known outside Japan as "Cosmic Cop".
Victor Entertainment released a limited-edition soundtrack album for this game (R-Type Special - VICL-8077) on 22/09/1993.
- TIPS AND TRICKS -
* Secret Invincibility :
1) Turn Service Mode ON in DIP switch menu.
2) Reset the game with holding UP+Start button.
3) If the game mode starts up instead of the service mode, you were successful (but you need to hold UP+Start button until the title screen shows up).
4) You will be able to start a game with invincibility.
$end
$info=glpracr,
$Edit this entry at Arcade-History.com
$bio
Gallop Racer - One and only road to victory (c) 1996 Tecmo.
A 3-D horse racing game from Tecmo in which the player must move the game controller rythmically back and forth to reach and maintain a good gallop speed. The game also includes a 'whip' button, that allows the player to ''encourage'' the horse to go faster.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Gallop Racer - One and only road to victory (1996)
2. Gallop Racer 2 (1997)
3. Gallop Racer 3 (1999)
4. Gallop Racer 2001 (2001, Sony PlayStation 2)
5. Gallop Racer 2003 - A New Breed (2003, Sony PlayStation 2)
6. Gallop Racer 2004 (2004, Sony PlayStation 2)
- PORTS -
* Consoles :
Sony PlayStation (1999)
$end
$info=glpracr2,glprac2j,glprac2l,
$Edit this entry at Arcade-History.com
$bio
Gallop Racer 2 (c) 1997 Tecmo.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Gallop Racer - One and only road to victory (1996)
2. Gallop Racer 2 (1997)
3. Gallop Racer 3 (1999)
4. Gallop Racer 2001 (2001, Sony PlayStation 2)
5. Gallop Racer 2003 - A New Breed (2003, Sony PlayStation 2)
6. Gallop Racer 2004 (2004, Sony PlayStation 2)
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sony PlayStation 2 (2004)
$end
$info=glpracr3,
$Edit this entry at Arcade-History.com
$bio
Gallop Racer 3 (c) 1999 Tecmo.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Gallop Racer - One and only road to victory (1996)
2. Gallop Racer 2 (1997)
3. Gallop Racer 3 (1999)
4. Gallop Racer 2001 (2001, Sony PlayStation 2)
5. Gallop Racer 2003 - A New Breed (2003, Sony PlayStation 2)
6. Gallop Racer 2004 (2004, Sony PlayStation 2)
- PORTS -
* Consoles :
Sony PlayStation (1999)
$end
$info=galmedes,
$Edit this entry at Arcade-History.com
$bio
Galmedes (c) 01/1993 Visco.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=galhustl,
$Edit this entry at Arcade-History.com
$bio
Gals Hustler (c) 1997 Ace International.
A "Pocket Gal" rip-off.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The girl select screen music is ripped from Capcom's "Magic Sword - Heroic Fantasy".
The in-game music is ripped from the second level of "Bishoujo Senshi Sailor Moon" for Nintendo Super Famicom.
$end
$info=galpani3,
$Edit this entry at Arcade-History.com
$bio
Gals Panic 3 (c) 1995 Kaneko.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 14.3182 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game was refused classification in Australia on August 9th 1996, after being submitted by the Victorian Police.
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic S - Extra Edition (1997)
7. Gals Panic S2 (1999)
8. Gals Panic S3 (2002)
$end
$info=galpani4,
$Edit this entry at Arcade-History.com
$bio
Gals Panic 4 Yuu (c) 1996 Kaneko.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic S - Extra Edition (1997)
7. Gals Panic S2 (1999)
8. Gals Panic S3 (2002)
- STAFF -
Planners : Terukazu Kanematsu, Manabu Saito
Programmers : Masahiro Honma (Fists of Fire), Terumichi Gunji (Aroha Man)
Designers : Takamitsu Nemoto, Fusayuki Watariguchi, Hideo Osawa, Norihiro Terashi (Bear-Joe Terashi), Yuzuru Suzuki
Hardware : Noboru Kouno, Masahiko Moriya
Music & Sound by : Sayoko Ueda
* CAST :
Rei Takahida : Akira Ono
Saori Shiina : Hiroko Negishi
Ajann Nakura : Keiko Onuki
Rito Tajima : Etsuko Akiyama
Konomi Iruma : Makoto Okutani
Saki Kojo : Jun Kikuchi
Shou Hazuki : Tomoko Kojima
$end
$info=galpani2,galpan2t,galpan2g,galpan2j,
$Edit this entry at Arcade-History.com
$bio
Gals Panic II (c) 1993 Kaneko.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 49664
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Do You Know ? : Kaneko's scouts are traveling to every corner of the globe in search of the world's sexiest, most beautiful gals. They will surely live up to your wildest fantasies and satisfy your desires. ;-)
This game was refused classification in Australia on August 9th 1996, after being submitted by the Victorian Police.
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic S - Extra Edition (1997)
7. Gals Panic S2 (1999)
8. Gals Panic S3 (2002)
- STAFF -
Program : M. Kanaoka, Yukihiro Yamazaki
Program support : Y. Shintani, Masahiro Honma, Y. Sakakura, A. Takahashi, S. Igaeashi
Graphics design : Y. Ishii, K. Matsuoka, Y. Nakamura, T. Kuwahara, K. Fukai, M. Narukawa, Y. Ozaki, T. Yoshikawa, Y. Kubo
Sound design : Tatsuya Watanabe, Y. Wada
Hardware design : H. Morinaga
Develop management : K. Murakami
Develop support : F. Mitsuti, N. Tada, K. Nobori
Planning & direction : Hiroshi Kaneko
$end
$info=gp2quiz,
$Edit this entry at Arcade-History.com
$bio
Gals Panic II - Quiz Version (c) 1993 Kaneko.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 49664
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=gp2se,
$Edit this entry at Arcade-History.com
$bio
Gals Panic II' - Special Edition (c) 1994 Kaneko.
- TECHNICAL -
Main CPU : (2x) 68000
Sound Chips : (2x) OKI6295
Palette colors : 49664
Players : 2
Buttons : 3
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic S - Extra Edition (1997)
7. Gals Panic S2 (1999)
8. Gals Panic S3 (2002)
$end
$info=galpanis,
$Edit this entry at Arcade-History.com
$bio
Gals Panic S - Extra Edition (c) 1997 Kaneko.
Work to cover the highlighted area of the box. Get the coins to spell 'EXTRA' and work on a different, more risque picture. Highlight more than eighty percent of the area, and move on. Highlight more than ninety percent of the area, get a nude still of the girl. Highlight one hundred percent of the area, and get a moving picture of the nude girl.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic S - Extra Edition (1997)
7. Gals Panic S2 (1999)
8. Gals Panic S3 (2002)
$end
$info=galpans2,
$Edit this entry at Arcade-History.com
$bio
Gals Panic S2 (c) 1999 Kaneko.
Cover the colored area of the girl, avoid the monsters and their weapons. Gather the coins to spell 'EXTRA CHANGE' and work on a different, more risque picture of the girl. Cover over eighty percent, move onto the next round. Cover over ninety percent, get a nude still of the girl. Get one hundred percent, get a moving picture of the girl nude. And one hundred twenty percent...?
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 1
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic S - Extra Edition (1997)
7. Gals Panic S2 (1999)
8. Gals Panic S3 (2002)
- STAFF -
Game designers : Endo Chang, A. Kaneko
Programmers : Umitsu. T, S?o?c?a?
Graphic designers : Ryo Kimura, Tanron, Rds-M
Sound : S. Maruyama
Character designers : Akahirakirin, Captain Kiesel, Gabri-L, Kimuraya Izumi, Komirin, O. Ri, Pichiku, Sengoku Murasaki, Yanagawa Rio, Yusura
Voice actress : Aya Sugawara, Miwa Matsumoto, Rena Yukie, Ryoko Tanaka, Shizuka Aoki, Umi Tenjin, Yuki Kaida
$end
$info=galpanic,galpania,galpanib,galsnew,galsnewa,galsnewj,
$Edit this entry at Arcade-History.com
$bio
Gals Panic! (c) 1990 Kaneko.
Fill in as much of the darkened area as you can, "Qix"-style. If you get over 80%, you win the round. Win 3 rounds with the same girl, and the graphic becomes a picture of the girl naked.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in November 1990.
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic S - Extra Edition (1997)
7. Gals Panic S2 (1999)
8. Gals Panic S3 (2002)
- STAFF -
Cast : Marina Matsumoto, Ayami Kida, Nami Ozawa, Yuki Miho, Emi Nagahara, Shiori Asano
$end
$info=galspnbl,
$Edit this entry at Arcade-History.com
$bio
Gals Pinball (c) 1996 Comad.
A video-pinball game with girls... lots of girls.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 1
Buttons : 3
- SERIES -
1. Hot Pinball (1995)
2. Gals Pinball (1996)
$end
$info=gamecstl,
$Edit this entry at Arcade-History.com
$bio
GameCristal (c) 2002 Cristaltec.
$end
$info=usg252,usg185,usg182,
$Edit this entry at Arcade-History.com
$bio
Games (c) 1991 U.S. Games.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
Buttons : 5
$end
$info=gdrawpkr,
$Edit this entry at Arcade-History.com
$bio
Gaming Draw Poker (c) 1981 Casino Electronics.
- TECHNICAL -
Main CPU : M6502 (@ 833.333 Khz)
Sound Chips : AY-3-8910A (@ 833.333 Khz)
Players : 1
Buttons : 5
- TRIVIA -
Cal Omega was bought out by CEI (Casino Electronics), and CEI was bought by UCMC (United Coin Machine Co.).
The CEI 906III last edition was in 1999, by UCMC. The 906III went thru 2 revisions in the hardware starting in 1990, thus creating the 906III Turbo+ and 906III EX respectively. The software was upgraded from the CEI 51.08 to 111.xx and now as of this date it is now 700.xx and is sole proprietary of UCMC. UCMC holds all rights to the 906III in all of it's versions.
The 906III Turbo+ is 'Mulit Game' capable with 5 poker games Version 420.xx software.
The 906III EX is 'Multi Game' capable with 5 poker games and Black Jack included for 6 games. 500.xx software.
And now the latest 'Multi Game, Multi Denom, with Gamblers Bonus TM' version 700.xx
The 906III Turbo+ had it's clock upgraded and traces added and cut for the use of EPROM's of up to 512k from the 64k & 128k. The 906III EX had the RAM upgraded, again more traces added and cut. Still uses up to 512k EPROM's. Monitor is CGA. Same old 'Apple"' Processor.
$end
$info=gamshara,
$Edit this entry at Arcade-History.com
$bio
Gamshara (c) 2003 Mitchell.
An action shooting game with identical mechanics to TAD's "Cabal".
- TECHNICAL -
Namco System 10 hardware.
Game ID : 1002
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Daredevil'.
$end
$info=chinsan,
$Edit this entry at Arcade-History.com
$bio
Ganbare Chinsan Ooshoubu (c) 1987 Sanritsu.
A mahjong game.
- TECHNICAL -
Main CPU : Z80
Palette colors : 256
$end
$info=ginkun,
$Edit this entry at Arcade-History.com
$bio
Ganbare Ginkun - Action Minigame Shuu (c) 1995 Tecmo.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Good Luck, Ginkun - Action Minigame Meet'.
The bike minigame (where you must stop your bike) has the Boss music from "Final Star Force" (1992, Tecmo).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ganbare Ginkun - PCCB-00202) on 16/12/1995.
$end
$info=gangonta,
$Edit this entry at Arcade-History.com
$bio
Ganbare! Gonta!! 2 (c) 1995 Mitchell.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Party Time - Gonta The Diver II".
- SERIES -
1. Moeyo Gonta!!
2. Ganbare! Gonta!! 2 (1995)
$end
$info=gbusters,gbustera,
$Edit this entry at Arcade-History.com
$bio
Gang Busters (c) 1988 Konami.
An overhead shoot'em up where you play as a green-haired dude.
- TECHNICAL -
Game ID : GX878
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Crazy Cop".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
- STAFF -
Written and directed by : S. Okamoto
Assistant director : Y. Satoh, Macha*
Charactor designer : Dr. Hide
Graphic designer : N. Ishii
Production sound mixer : K. Matsubara
Music editors : S. Tasaka, Motoaki Furukawa, S. Fukami, Shigemasa Matsuo
Electoronics designers : T. Matsuura, M. Hiraoka
Publicity supervisor : F. Shibuya
Translator : Yuichi Kobayashi
General manager : K. Hiroshita
$end
$info=ghunter,
$Edit this entry at Arcade-History.com
$bio
Gang Hunter (c) 1988 Seibu Kaihatsu.
Armed only with your trusty Tommy gun, you must exterminate all the main gangster families in order to reach the main kingpin so you can save your girl. Beware, they are waiting for you and will not go down without putting up a fight in this challenging shoot'em up.
- TECHNICAL -
Main CPU : (2x) V20 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), (2x) Custom (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Licensed to Segasa/Sonic for manufacture and distribution in Spain.
This game is known outside Spain as "Dead Angle".
- SERIES -
1. Empire City : 1931 (1986)
2. Gang Hunter (1988)
- STAFF -
Producer : Hitoshi Hamada
Director : T.Wada
Hardware : ???
Programmers : T. Takano, Kengo Kondo, S. Mori, H. Tomita
Music : ???
Art : M. Matsuzawa, S. Nagasaki, T. Komazawa
$end
$info=gangwars,gangwarb,
$Edit this entry at Arcade-History.com
$bio
Gang Wars (c) 07/1989 Alpha Denshi.
Two street brawlers fight their way through a gang of hoodlums that like to laugh incessantly at you while they're beating you up! Features customizable statistics for your fighter.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
The bootleg version have some different sounds.
- STAFF -
Producer & Director & Game designer : Tsutomu Maruyama
Graphic designers : Tsutomu Maruyama, Hatsue Honbe, Mitsunari Ishida, Kazushige Hakamata
Music composers & Sound effects : Yuka Watanabe, Hiroaki Shimizu
Main programmers : Eiji Fukamatsu, Hideo Kamoda, Yuuji Noguchi,Osamu Iijima
Hardware : Eiji Fukatsu
$end
$info=gaplus,gaplusa,gapluso,
$Edit this entry at Arcade-History.com
$bio
Gaplus (c) 04/1984 Namco.
The third game in Namco's classic "Galaxian" series, Gaplus picks up where 1981's "Galaga" left off. While maintaining the same classic 'look' of its predecessor, Gaplus's graphics a definite improvement over those of Galaga; the game's increased colour palette and subtle use of shading making the attacking aliens look rather more solid.
Another enhancement over its prequel is in the addition of a player-acquired 'Tractor Beam'. In Galaga, only the enemies had access to the beam; enabling them to capture one of the player's ships (the player then had to shoot the captor to release the ship). For the sequel, however, the player can now acquire the Tractor Beam. This is achieved by shooting one of the alien formation's 'generals' - a visibly more colourful alien than its comrades. The Tractor Beam will then activate for a limited time and any aliens the players captures (up to a maximum of six) will dock alongside the player's ship for enhanced firepower.
One final yet important addition is in the movement of the player's ship. In previous installments, the ship could only move left and right along the bottom of the screen; in Gaplus, however, the ship can now move UP the screen - although only to the halfway point. This is important as the alien's aggressive attack patterns will often see enemy craft swirling around the bottom of the play area.
As with "Galaga", Gaplus features regular 'challenge' stages, with benign aliens swooping across the screen for the player to shoot, in order to earn extra bonus points.
- TECHNICAL -
Gaplus machines came in an upright dedicated cabinet that was similar in appearance to the cabinet used on the original "Galaga". These machines were black and were decorated with multi-color stripes, and sticker sideart with a realistically drawn scene from the game. There were several different marquees made. The American Gaplus marquee had a blue 'Gaplus' logo surrounded by a scary looking bee. The 'World' version had a green 'Gaplus' logo. Finally, many machines in the US will be labeled "Galaga 3" on the marquee, but will have 'Gaplus' sideart and ROM chips (lots of lazy operators who didn't bother to install the whole name change kit, made these common). All Machines are decorated with red t-molding. The control panel has a single 8-Way joystick mounted in the center, with fire buttons on either side. This panel was not decorated at all, it was simply black. The monitor bezel had a few game instructions on it, but was not overly decorated either. The game itself was displayed on a 19'' Electrohome open frame monitor that was mounted vertically. This title uses the same wiring harness as "Galaga", and the two titles can be interchanged very easily. Many other games (such as "Dig Dug") use this same harness as well).
Game ID : GP
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG, discrete circuits (for the ship explosion sound)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
This game is also known in US as "Galaga 3" (10/1984).
Dennis Gori holds the official record for this game with 1,393,200 points.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep Start and Button 1 pressed, move joystick Left until sound reaches 19. '(c) 1984 NAMCO' will appear on the screen.
* These tips are all variations on the same theme :
1) On level 1, allow all of the enemies to appear and fly into formation without shooting any of them. After the boss alien appears (the one that carries the tractor beam attachment), you'll see a pulsar similar to the ones the aliens appear from fly from just above the boss alien to the middle-right of the screen. Once it's gone by, shoot only the second alien from the left in the bottom row of the formation. A 'Special' flag will appear just below where it was; pick it up and you'll get a bonus ship.
2) In Parsec 1, go up to the very front and wait for all the bugs to come out. Then kill the 2nd bug from the left in the bottom row to make the special flag appear. Now, when the boss is coming down, move your ship and kill yourself by touching it. Don't touch the blaster head, just the boss. Your ship is turned into the blue one, and go get the special flag.
* Another Approach To The Same Situation : At the start of the first round, push straight up until you stop. DON'T shoot! Just sit there and let all the bugs form. Right after the last row of bugs get into formation a star will shoot from the top left side of the screen to the bottom right. If you time this right you can get up to 5 shots on it. After about 10 hits on the star (it will come out at random times during the game) it will transform your ship into a new ship that can shoot 3 shots on the screen (3 shots verticaly in a row) instead of just 2.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) also known as "Galaga 3".
4. Galaga '88 (1987)
5. Galaxian3 (1990)
6. Galaxian3 Theatre 6 : Project Dragoon (1990)
7. Galaxian3 Theatre 6 J2 : Attack Of The Zolgear (1994)
8. Galaga - Destination Earth (2000, Nintendo Game Boy Color, PC CD-ROM and Sony PlayStation)
- STAFF -
Music by : Junko Ozawa
- PORTS -
* Consoles :
Sony PlayStation (1996, "Namco Museum Vol.2")
* Computers :
NEC PC-9801 (1985)
Commodore C64 (1989)
$end
$info=gardia,gardiab,
$Edit this entry at Arcade-History.com
$bio
Gardia (c) 1986 Coreland / Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-6119
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Parts Bonus : Collecting 5 parts, you will get 100000 pts.
* Secret Characters : Shoot particular object by antisurface shot (Button 2). Secret character (DarthVader, R2D2 or Jason) will appear.
$end
$info=garogun,
$Edit this entry at Arcade-History.com
$bio
Garogun Seroyang (c) 01/2000 Yun Sung.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Background graphics are rip from the famous Japan 'Bishoujo' PC games ("White Album" (c) Leaf/Aquaplus, "Pia Carrot e Yokoso 2" (c) F&C).
$end
$info=garou,garoup,garouo,garoubl,
$Edit this entry at Arcade-History.com
$bio
Garou - Mark of the Wolves (c) 1999 SNK.
The 9th 'Fatal Fury' episode brings us 12 characters and foregos the plane-switching style of its predecessors in favor of a standard single-plane background. Absolutely beautiful graphics and animation and one of SNK's last (and greatest) games.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0253
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Swift punch [B] Swift kick [C] Pummeler punch [D] Colossal kick
- TRIVIA -
Released in November 1999.
'Garou' translates from Japanese as 'Hungry Wolf'. 'Mark of the Wolves' is a reference to the legacy left behind by Terry to a new generation of fighters - specifically, Rock Howard. This can also refer to the legacy left by other characters from the previous Fatal Fury & Art of Fighting games. Kim Dong Hwan & Kim Jae Hoon are sons of tae-kown doe fighter : Kim Kaphwan. Both have set out to avenge the defeat (and possibly death, but not confirmed death) of their father. Khushmood Butt is a master of Kyokugenryu Karate, the same martial used by Ryo Sakazaki. Hokutomaru uses Shiranui-style Ninjitsu as his fighting style, this is the same ninja arts that Mai Shiranui uses, however Hokutomaru was trained by Andy Bogard.
Garou pushes the capabilities of the Neo-Geo MVS hardware to its limit, giving some of the best-looking graphics to date. Some critics saying that there is life after all in the Neo-Geo hardware, which was past its prime when the game was released.
Hokutomaru's stage has quite a few references to the rest of the "Fatal Fury" series. To the extreme left of the stage is a billboard with a picture of the old style Terry Bogard. A portrait of Geese Howard and his lieutenants can be seen on another billboard (this is the same picture that is seen in the flyer for Real Bout Fatal Fury). There is also a picture of Andy Bogard and Mai Shiranui holding hands posing as a bank advertisement right above another picture of Alfred.
The sign that Khushnood Butt shows off in his victory pose is a Kyokugen Karate dojo sign.
The Rock Howard music stage contains a part of the original Robert Miles techno single.
Rock Howard is the son of the notorious crime-lord Geese Howard, the boss of previous Fatal Fury games. Rock was trained to fight by Terry Bogard and has incorporated moves from Terry and Geese's styles into his own fighting style. Rock is also related to Garou's main boss of the game: Kain R. Heinlein. Geese Howard married Marie Heinlein, whom is the sister of Kain. So, we can assume that Kain is Rock's uncle.
The word 'Tizoc' (The Griffon Mask's Japanese name) means 'sick leg', or 'lame leg'. It was the name of an ancient Mexican tlatoani, or leader, who ruled from 1481 until 1486, when he was poisoned by Aztec aristocrats.
If a double KO occurs, a round is won by each fighter, which can end a battle on this quite unsatisfying note. Moreover in this case, the player has no fighting level, neither displayed on the screen nor counted for the points.
Sony Music Entertainment / Scitron released a limited-edition soundtrack album for this game (Garou - Mark of the Wolves - SCDC-00006) on 21/01/2000.
- UPDATES -
The prototype version has a white background at the title screen instead a blue background on the final version. It has also a graphic bug on the Terry Bogard stage during the second round at the extreme right.
- TIPS AND TRICKS -
* Random Fighter : Hold Start and press a Punch or Kick button at the character selection screen.
* Play as Grant : At the character select screen, highlight Dong Hwan, hold Start and press Up(x2) Down(x2), Up, Down.
* Play as Kain R. Heinlein : At the character select screen, highlight Jae Hoon, hold Start and press Down(x2), Up(x2), Down, Up.
* Play against Kain R. Heinlein : To reach Kain, you must finish the first 7 matches with an average fighting level of AAA. Your best bet would be to avoid losing any rounds throughout the preliminary 7 stages, especially Grant. If you meet this condition after defeating Grant, you'll get a cutscene featuring Kain R. Heinlein. Beat Kain to reveal your characters' true ending.
* Alternate Costume Colors : Each character has 4 colors, corresponding to each button.
* Secret Taunts : After defeating your oponnent, hold Left or Right and tap Start to use an hidden taunt. Every character has two secret taunts (these can ONLY be used after defeating an oponnent and before your character goes into his/her winning pose). Some of them, such as Hotaru's and Hokutomaru's are really cool! :)
Taunts in the game can affect the background stages in many ways. For example, by using a taunt during a fight in Hotaru's stage (Philanthropy Belfry) you can make the bells in the background move. Most stages have hidden animations that can only be seen by this trick so try it! :)
* Survival Mode : Insert a coin, hold A+B+C+D and press Start. You will then play a Survival Mode (quite hard one too).
* Rock's Win-pose : Rock will have a special win-pose when he finishes the opponent with a Shine Knuckle and a different one when he finishes the opponent with either a Raging Storm or the Deadly Rave Neo.
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- STAFF -
Exective producer : H. Matsumoto
Producers : S. Itoh, T. Tsukamoto
Planners : Kim-Ken, Y. Oda, Goory, I. Higemura, Yucky
Foreground designers : SoeSoe.F, Heitarou, Rolly.R, N. Kuroki, Futatsu.N, G. Ishidamanf, Terarin, Itokatsu, S. Sasada, Eimotsu, Yuko, D-Mtl'Uchide, K. Naoe, Gi Pinoko, Yuko.K, T. Ishikawa
Background designers : M. Hirano, D. Takagi, E. Tsutsui, Tomo, Sakura-E, R. Nariai, Shimidi, Kumiko.M, C. Zanami
Special effects : Tashiboo, Masami Tanaka
Event art designers : Kaoruru, M. Hirano, C. Zanami, A. Yamada
New staff : Kohji, Z. Kadoma, Manbu, Zacky
Programmers : Bo-Fukunaga, Dan-Abe, Rotten Air
Sound : Ackey, Yassun, Hori-Hori, Okan, Q-Jirou
Title designer : Nao-Q
Illustrator : Tonko, Arita/Ymt
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Rock Howard : Eiji Takemoto
Kim Dong Hwan : Jun Hashimoto
Kim Jae Hoon : Hiroki Asakawa
Hotaru Futaba : Yuki Horie
Gato : Koji Ishii
B. Jenet : Rei Saito
Khushmood Butt (Marco Rodriguez in Japanese version) : Hikaru Hanada
Hokutomaru : Junko Takeuchi
Freeman : Eiji Yano
Tizoc (The Griffon in the Japanese version) : Hikaru Hanada
Kevin Rian : You Kitazawa
Grant : You Kitazawa
Kain R. Heinlein : Jun Hashimoto
Marky : Junko Takeuchi
Narration : Paul G.R.
- PORTS -
* Consoles :
Sega Dreamcast (2001)
Sony PlayStation 2 (2005, "NeoGeo Online Collection Vol. 1 : Garou - Mark of the Wolves")
$end
$info=garuka,
$Edit this entry at Arcade-History.com
$bio
Garuka (c) 1988 Konami.
A shoot'em up / action game.
- TECHNICAL -
Game ID : GX890
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 304 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1988.
The kanji reads 'Ga Ru Ka' which means 'Starve current calamity'.
This game is known outside Japan as "Devastators".
The portrait of the hero in the titlescreen proves that he is clearly a parody of Sylvester Stallone in 'Rambo'.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
$end
$info=garyoret,
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Garyo Retsuden (c) 04/1987 Data East.
- TECHNICAL -
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese a 'Garyo's Biography'.
"Karnov", Data East's great hero, appears as your enemy for the first time in this game.
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
$end
$info=gatedoom,gatedom1,
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$bio
Gate of Doom (c) 1990 Data East.
4 selectable heroes scour dungeons and castles to defeat the evil monsters who would dare threaten the good people of their kingdom. Avoid the traps!
- TECHNICAL -
Game ID : MAC
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1990.
This game is known outside Japan as "Dark Seal".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal - PCCB-00048) on 15/12/1990.
- SERIES -
1. Gate of Doom (1990)
2. Wizard Fire (1992)
- STAFF -
Game master : Yoshiyuki Urushibara
Main programmer : Naomi Susa
Main graphic designers : S. Noda, Jun Matsuda, Yohiyuki Ishibiki
Programmers : Mentaiko, Tac.H, K. Miyazawa
Graphic designers : Masanori Tokoro, Eiko Kurihara, M. Ooe, S. Nagao, Kazumi Minagawa, Kazunori Hashimoto, M. Inoshita, H. Fuziwara, T. Kitahara
Music composers : Hiroaki Yoshida (MARO), Tatsuya Kiuchi, Kenji Mori
Sound effects : Azusa Hara (AZUSA)
Hardware : Shingo Mitsui
Project leader : Mentaiko
$end
$info=wwjgtin,
$Edit this entry at Arcade-History.com
$bio
Gate-In! - Wai Wai Jockey (c) 1984 Jaleco / Casio.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : M6502 (@ 600 Khz)
Sound Chips : (2x) SN76496 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
'Wai-Wai' is Japanese onomatopoiea for a cheering crowd.
$end
$info=gatsbee,
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GATsBEe (c) 1984 Uchida.
- TECHNICAL -
Main CPU : (4x) Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG, discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a "Galaga" hack.
$end
$info=gauntlet,gauntr1,gauntr2,gauntr4,gauntr5,gauntr7,gauntr9,gaunts,gauntg,gauntgr3,gauntgr6,gauntgr8,gauntj12,gauntj,gaunt2p,gaun2pr3,gaunt2pj,gaun2pj2,gaunt2pg,gaun2pg1,
$Edit this entry at Arcade-History.com
$bio
Gauntlet (c) 1985 Atari Games.
Gauntlet is a 1-, 2-, 3- or 4-player game where the players cooperatively explore a multitude of mazes. As players cooperate to fight off common enemies and try to find their way out of the various mazes, they must also compete with each other for food, treasure, magic potions and other helpful items.
The player controls consist of an 8-position joystick that moves the player's character and directs fire. While the Fire button is pressed, the player's character stops; the player then selects the direction of fire with the joystick. Each player is allowed one shot at a time. If the Fire button is held down, it will repeat fire as fast as possible.
The player can collect and save magic potions for later use by touching them with his character. The player can press the Magic button when he wants to use the potions he has collected.
Up to 4 players can play at once. Each new player can enter a game at any time. Each player chooses one of 4 available characters : Thor the Warrior, Thyra the Valkyrie, Merlin the Wizard, or Questor the Elf. Each of these characters has unique capabilities. For instance, Thyra has great armor, Thor is best at hand-to-hand combat, while Questor has the fastest speed, and Merlin has the best ability to use magic. Complete character descriptions are included on the Gauntlet control panel.
The action begins as the player(s) choose a character and enter the game by depositing coins or tokens in the proper slot. One coin slot is designated for each of the four unique characters : Thor the Warrior (coin slot on the far left marked with red), Thyra the Valkyrie (blue coin slot to the left of center), Merlin the Wizard (yellow coin slot to the right of center), and Questor the Elf (green coin slot to the far right).
The object of the game is to survive as long as possible while exploring each maze to find food, treasure, and magic potions. Players must search the maze to find the exit to the next level. Playing as a team will give the players the best chance for survival.
At level 1, players will find exits going to other levels. If the players choose, they may exit level 1 and jump as far ahead as level 8 and skip six levels. The first seven mazes are always the same. On level 8 and beyond, players will find themselves on any one of over a hundred different mazes. If a player survives long enough, mazes will be repeated in a different order to provide uninterrupted entertainment.
How long a player lasts (game time) depends upon the player's 'health'. Health is lost by contact with various monsters and as a function of elapsed time. Health can be regained or increased by consuming the food found in the maze or by depositing more coins. Thus, a player can continue to play and explore more and more mazes.
In addition to consuming food for health, players can collect treasure for points. Treasure increases a player's score multiplier when 2 or more players are playing the game.
In addition, magic potions affect all the enemies on the screen. These magic potions can be held for later use when many enemies can be destroyed at once. The magic potion is the only weapon that can kill the awesome Death.
Players can find certain magic potions that strengthen their character with extra speed, extra armor, etc. These strengths will remain with the character (until the Thief steals them or the player's health reaches zero) and are an incentive for players to keep depositing coins to play the game. Once a strong character is built up, a player can play longer for each unit of health.
Gauntlet incorporates many of the attractive characteristics of popular fantasy role-playing games. The medieval theme provides a setting for players to act out fantasies of combat and conquest.
- TECHNICAL -
Game ID : 136037
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), POKEY (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1985.
Gauntlet was originally going to be called 'Dungeons' and was inspired not only by TSR's tabletop RPG, 'Dungeons & Dragons', but also by another Atari game called 'Dandy'. Dandy's creator, Jack Palevich, tried fruitlessly to get his name added to the list of credits in Gauntlet. In lieu of public recognition, Atari Games Corp gave Pelvich a Gauntlet cabinet, and he in turn agreed not to sue Atari.
Gauntlet's revolutionary, non-linear game-play gave players multiple choices, as they were no longer forced into taking a linear route through the game. Like 'Dungeons & Dragons', Gauntlet players could choose their own path, searching for keys, treasures, food and transporters to take them to other levels. Unlike most other games at the time, the player didn't always have to fight; a simpler route through the dungeon could sometimes be found, or players could simply try to make a run for it.
Another Gauntlet milestone was in the game's use of sound effects. Synthesized human voices had been used sporadically in games in the early eighties and while it had proved, on most occasions, to be moderately successful, was still considered something of a novelty. Gauntlet, however, revolutionized the concept of in-game speech and added immeasurably to the game's superb atmosphere. The deep timbre of Gauntlet's very own 'Dungeon Master' would guide players through the levels, informing them that 'Elf needs food, badly', or that 'Blue Wizard is about to die' and the always-good advice that is 'Don't shoot food.'
Note : The game contains exactly 212 sounds (including digitized voices, effects and musics).
Approximately 8,000 units were produced.
Note : There were 20 officially released versions (see Updates section for detailed info), including 6 '2-player' versions and various Spanish, German and Japanese versions. Counting 4-players English variants alone, there were 7 releases with various bug-fixes.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GAUNTLET.
Charles Nagle holds the official record for this game with 4,401,169 points on March 28, 2003.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991.
- UPDATES -
Revision 1 (4-players)
* First world release.
Revision 2 (4-players)
* Added an option called 'Disable Speech?' in the operator menu.
* Fixed some texts in attract mode.
Revision 3 (4-players)
* German release only.
Revision 4 (4-players)
* World release.
Revision 5 (4-players)
* World release.
Revision 6 (4-players)
* German release only.
* Added 'All walls turn into exits' trick (see 'Tips And Tricks' section).
* Added ability to stop the attract mode with the fire button.
Revision 7 (4-players)
* World release.
Revision 8 (4-players)
* German release only.
* Added an option called 'Reduce Text?' in the operator menu.
Revision 9 (4-players)
* World release.
* Levels are different : Level 9 and 10 are removed (Level 12 on revision 8 = Level 10 on revision 9).
Revision 10 (4-players)
* German release only.
Revision 12 (4-players)
* Japanese release only.
Revision 13 (4-players)
* Japanese release only.
Revision 14 (4-players)
* World release.
Revision 15 (4-players)
* Spanish release only.
Revision 1 (2-players)
* German release only.
* Based on the lastest 4-players revision.
Revision 2 (2-players)
* Japanese release only.
Revision 3 (2-players)
* World release.
Revision 4 (2-players)
* German release only.
Revision 5 (2-players)
* Japanese release only.
Revision 6 (2-players)
* World release.
- TIPS AND TRICKS -
* Hints for Game Play : The following hints will help you use your health more effectively and score more points per coin :
1) Play cooperatively.
2) Allow the player with the best ability to use magic (usually Merlin the Wizard, unless one of the other players has acquired the magic potion for extra magic) to pick up the magic potions.
3) Save keys and potions and use them conservatively.
4) Pay attention to your marching order. Allow the players with the best fighting ability and armor (usually Thyra the Valkyrie and Thor the Warrior) to lead the way and fend off attacks.
5) Avoid contact with the ghosts : they take away your health very quickly and you cannot fight them hand-to-hand.
* If you remain motionless (or basically aimless) and stall off about 30 health, all of the doors will open. Everybody knows this, and the game even tells you about it. The game doesn't tell you that if you stall off about 200 health, all the walls will turn into exits! (work on Revision 6 and +) The game designers had to include this because there are some levels which require you to pick up a key before you exit. If you are already filled up with keys, and the doors are all gone, then it would be IMPOSSIBLE for you to exit, and you would starve to death. What they didn't anticipate, is that certain levels of the game which are really difficult, which would require you to take massive health losses to finish, become very simple if all the walls are exits. Or they can be effectively skipped altogether. Because the game has Monty-Hall levels with lots of food on them, you can use this cheat to only play levels which are a wash or increase your health dramatically, and cut your losses to 200 on all the really hard levels.
* The best character to play, in the LONG run, is the elf. His magic is just as good as the wizard's and his fight ability as good as Thor's. His ability to shoot through cracks in addition to all this (when he has the power potions) makes him the best. The Valkyrie is the worst, although some people regard this as a challenge...
* To manipulate the point value of Death, shoot him. Death's point value takes the following progression : 1000-2000-1000-4000-1000-6000-1000-8000, and then back to start. His value keeps from the previous game.
* You can kill Death painlessly by teleporting on top of him.
* Level 8 is the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score.
- SERIES -
1. Gauntlet (1985)
2. Gauntlet [PlayChoice-10] (1985)
3. Gauntlet II (1986)
4. Gauntlet - The Third Encounter (1990, Atari Lynx)
5. Gauntlet III - The Final Quest (1991, Atari ST)
6. Gauntlet 4 (1993, Sega Mega Drive)
7. Gauntlet Legends (1998)
8. Gauntlet Dark Legacy (1999)
9. Gauntlet Seven Sorrows (2006, Sony PlayStation 2 & Microsoft XBOX)
- STAFF -
Designer / Programmer : Ed Logg (ED )
Game programmer : Bob Flanagan (BF )
Video graphics : Video graphics : Sam Comstock (SWC), Susan G. McBride (SGM), Alan Murphy, Will Noble, Dave Pettigrew (D F)
Engineer : Pat McCarthy (PMC)
Technician : Sae Oh (SMO), Cris Drobny (CAD)
Sound designers : Hal Canon (HAL), Earl Vickers (EAR)
Cabinet designer : Ken Hata (KEN)
- PORTS -
* Consoles :
Atari Lynx (1990)
Sega Master System (1990)
Sega Mega Drive
Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Nintendo Game Boy Advance (2005, "Gauntlet / Rampart")
Microsoft XBOX 360 (2005, as a downloadable Live Arcade game) : boasts an upgrade in graphics, and a special achievements section, where players are rewarded for different achievements they make in the game.
* Computers :
Atari XL/XE (1985) : released as both cassette and disk.
Amstrad CPC (1985)
Atari ST (1985)
Commodore C64 (1986)
Tandy Color Computer (1986, "Gantelet")
Sinclair ZX Spectrum (1987)
Apple II (1988)
PC [MS-DOS] (1988)
PC [MS Windows, CD-ROM] (1998, "Arcade's Greatest Hits - The Atari Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
LCD handheld game (1988) released by Tiger Electronics : contains 9 stages in your quest to find the long-lost Sacred Orb. There are 5 different worlds for your search through and battle evil demons : The Castle, The Dark Forest, The Lost Caverns, The Unseen, and Volcana.
$end
$info=pc_gntlt,
$Edit this entry at Arcade-History.com
$bio
Gauntlet [PlayChoice-10] (c) 1985 Tengen / Atari Games.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : GL
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo for distribution.
- TIPS AND TRICKS -
* Passwords list : to enter a password, hold the A button and press the Start button on the screen where you select the number of players.
Warrior :
PHO-PHM-MP9 : Level 5, 1060 HP, 1 Key, 1 Bomb, 76 Points.
PPH-OMH-MMM : Level 9, 1140 HP, 5 Keys, 3 Bombs, 144 Points.
POY-EHH-MM4 : Level 14, Shot powerup, 1220 HP, 10 Keys, 10 Bombs, 245 Points.
POZ-PSP-ZPM : Level 20, Armor-Magic-Shot powerups, 1220 HP, 8 Keys, 10 Bombs, 337 Points.
POY-H6Z-W4M : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 435 Points.
PEZ-ESZ-z94 : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 10 Bombs, 510 Points.
PO6-OY9-4C4 : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 580 Points.
PE9-Z9Y-494 : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 685 Points.
PEY-ZZY-4WM : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 762 Points.
PO9-6C6-WCM : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1380 HP, 10 Keys, 10 Bombs, 833 Points.
POY-YZ6-4WC : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1651 Points.
PE9-46S-4HC : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 9 Keys, 10 Bombs, 1672 Points.
PE6-Z6Y-4WW : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1710 Points.
PE9-6YY-4CC : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1460 HP, 10 Keys, 10 Bombs, 1737 Points.
Valkyrie :
FFR-FNA-A1F : Level 5, 1000 HP, 1 Key, 1 Bomb, 82 Points.
FFF-RAN-ADA : Level 9, 1100 HP, 5 Keys, 3 Bombs, 160 Points.
FR1-GFF-KUT : Level 14, Shot powerup, 1200 HP, 10 Keys, 10 Bombs, 270 Points.
FG7-K8A-21A : Level 20, Armor-Magic-Shot powerups, 1200 HP, 9 Keys, 10 Bombs, 370 Points.
FG1-N87-2DT : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 485 Points.
FGX-G5X-X8T : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 10 Bombs, 582 Points.
FG8-G17-T5T : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 663 Points.
FRX-XX1-25T : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 782 Points.
FG1-771-2LT : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 869 Points.
FG7-8X8-2LT : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 949 Points.
FR8-871-TLK : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1657 Points.
FGX-T15-T82 : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 9 Keys, 10 Bombs, 1671 Points.
FG1-718-TLK : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1697 Points.
FG7-818-T5K : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1500 HP, 10 Keys, 10 Bombs, 1714 Points.
Wizard :
81X-815-5R7 : Level 5, 900 HP, 1 Key, 1 Bomb, 90 Points.
818-X51-552 : Level 9, 1000 HP, 5 Keys, 3 Bombs, 169 Points.
8XF-788-UL2 : Level 14, Shot powerup, 1100 HP, 10 Keys, 10 Bombs, 283 Points.
87R-5NU-D82 : Level 20, Armor-Magic-Shot powerup, 1100 HP, 9 Keys, 10 Bombs, 384 Points.
9XN-1FG-DLX : Level 25, Armor-Fight-Magic-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 494 Points.
87R-7AR-R12 : Level 30, Armor-Fight-Magic-Shot powerups, 1200 HP, 8 Keys, 10 Bombs, 577 Points.
87F-7NG-LU2 : Level 37, Armor-Fight-Magic-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 657 Points.
8XR-RRN-DU2 : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1200 HP, 10 Keys, 10 Bombs, 776 Points.
87F-GGN-DUK : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 885 Points.
87R-KGA-DGK : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1300 HP, 9 Keys, 10 Bombs, 967 Points.
8XN-NRF-LUT : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1672 Points.
87R-DNA-LGA : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 9 Keys, 10 Bombs, 1702 Points.
8XN-RFF-LUT : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1736 Points.
8XR-NFF-LDA : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1400 HP, 10 Keys, 10 Bombs, 1742 Points.
Elf :
SSW-33Y-YCW : Level 5, 942 HP, 1 Key, 1 Bomb, 99 Points.
S33-4Y3-YHH : Level 9, 1060 HP, 5 Keys, 3 Bombs, 191 Points.
S4M-4SS-6ZH : Level 14, Shot powerup, 1180 HP, 10 Keys, 10 Bombs, 317 Points.
SWI-6C6-OCZ : Level 20, Armor-Magic-Shot powerups, 1300 HP, 9 Keys, 10 Bombs, 434 Points.
SWM-3CB-E9Z : Level 25, Armor-Fight-Magic-Shot powerups, 1300 HP, 10 Keys, 10 Bombs, 560 Points.
SWI-WCO-EMC : Level 30, Armor-Fight-Magic-Shot powerups, 1300 HP, 6 Keys, 10 Bombs, 662 Points.
S4M-ZMI-B4H : Level 37, Armor-Fight-Magic-Shot powerups, 1300 HP, 8 Keys, 8 Bombs, 732 Points.
SWB-IIC-O9H : Level 42, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 869 Points.
S4M-IBM-OPZ : Level 50, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 955 Points.
SWI-CBC-EZP : Level 56, Armor-Fight-Magic-Speed-Shot powerups, 1420 HP, 10 Keys, 10 Bombs, 1044 Points.
SWC-CBM-E9P : Level 63, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1669 Points.
SWB-OCP-E49 : Level 68, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 9 Keys, 10 Bombs, 1696 Points.
SWC-BMM-E9P : Level 72, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1732 Points.
S4B-CMM-EP9 : Level 79, Armor-Fight-Magic-Speed-Shot powerups, 1540 HP, 10 Keys, 10 Bombs, 1738 Points.
* In-game reset : Press Select+Start+A+B.
* Double supplies : Begin a game in two player mode and intentionally allow player two to die. Move player one over the icon that represents player two's supplies to collect them.
* Escape stun square : Press Start to pause the game. Resume game play and jump off the square to avoid damage.
* Continue game play : Begin game play in two-player mode. Quickly press Start when losing a life, while the other player still is playing to rejoin the game with another character.
* Hint, Clue rooms : Clues can be found in rooms 16, 26, 46, 54, 66, 70, 81, and 90. To pass Merlin, collect all of them.
- SERIES -
1. Gauntlet (1985)
2. Gauntlet [PlayChoice-10] (1985)
3. Gauntlet II (1986)
4. Gauntlet - The Third Encounter (1990, Atari Lynx)
5. Gauntlet III - The Final Quest (1991, Atari ST)
6. Gauntlet 4 (1993, Sega Mega Drive)
7. Gauntlet Legends (1998)
8. Gauntlet Dark Legacy (1999)
9. Gauntlet Seven Sorrows (2006, Sony PlayStation 2 & Microsoft XBOX)
- STAFF -
Music by : Hal Canon, Earl Vickers
$end
$info=gauntdl,gauntd24,
$Edit this entry at Arcade-History.com
$bio
Gauntlet Dark Legacy (c) 1999 Midway Games.
Step into the world of of Gauntlet Dark Legacy and prepare for an adventure. Built on the strengh of "Gauntlet Legends", Dark Legacy takes the action to a new dimension with new characters, new realms, new combos and improved graphics. Four new characters join forces with the original four Legends characters to explore and battle their way through eight realms of gameplay. The Mountain, Desert, Forest and Castle Realms have been updated to match the depth and complexity of the four new realms... Ice, Town, Sky and Dream. There is also a bonus Battlefield Realm. Mutli-player gameplay has been enhanced by Allowing two players to work together to activate special moves with new combos. In addition, Dark Legacy is full of secret codes and passwords that give special access to alternate characters and many other surprises (see 'Tips And Tricks' section for more information).
- TECHNICAL -
Midway Vegas hardware
Main CPU : R5000 (@ 200 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
2 Gauntlet Dark Legacy machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* Play as Pojo The Chicken (From "Mace - The Dark Age") : enter EGG as initials and 911 as password.
* Play as Stick Jester : enter EGG as initials and 911 as password (this code can only be put in if you are playing the Blue side. You get a stick figure of a Jester).
* Play as Armored Warrior : enter RAT as initials and 333 as password (this code can only be put in if you are playing the Red side. You get an armored warrior with a rat's head).
* Play as Ice Dwarf : enter ICE as initials and 600 as password (this code can only be put in if you are playing the Red side. You get a big dwarf).
* Play as Big Headed Jester : enter PNK as initials and 666 as password (this code can only be put in if you are playing the Yellow side. You get a Jester with a HUGE head).
* Play as Cool Looking Knight : enter TAK as initials and 118 as password (this code can only be put in if you are playing the Red side. You get a REALLY cool looking Knight).
* Play as Scythe Wielding Valkryie : enter TWN as initials and 300 as password (this code can only be put in if you are playing the Green side. You get a valkyrie with a scythe).
* Play as Interesting Looking Warrior : enter CAS as initials and 400 as password (this code can only be put in if you are playing the Blue side. You get an interesting looking warrior).
* Play as Evil Looking Wizard : enter GAM as initials and 666 as password (this code can only be put in if you are playing the Yellow side. You get a wizard who doesn't look happy).
* Play as Cool Looking Wizard : enter SKY as initials and 100 as password (this code can only be put in if you are playing the Green side. You get a wizard who looks pretty cool).
- SERIES -
1. Gauntlet (1985)
2. Gauntlet [PlayChoice-10] (1985)
3. Gauntlet II (1986)
4. Gauntlet - The Third Encounter (1990, Atari Lynx)
5. Gauntlet III - The Final Quest (1991, Atari ST)
6. Gauntlet 4 (1993, Sega Mega Drive)
7. Gauntlet Legends (1998)
8. Gauntlet Dark Legacy (1999)
9. Gauntlet Seven Sorrows (2006, Sony PlayStation 2 & Microsoft XBOX)
- PORTS -
* Consoles :
Sony PlayStation 2 (2001)
Microsoft XBOX (2002)
Nintendo Game Boy Advance (2002)
Nintendo GameCube (2002)
$end
$info=gaunt2,gaun22pg,gaun22p1,gaunt22p,gaunt2g,
$Edit this entry at Arcade-History.com
$bio
Gauntlet II (c) 1986 Atari Games.
A sequel to the legendary original, released a year later. Atari, perhaps wisely, chose not to tinker with the core game-play to any great degree, instead opting to merely 'upgrade' the already excellent multi-player action that had created such a stir during the previous year.
Changes to the sequel included the ability for players to play whatever character they wanted, even if that character was already in play. The characters were now color-coded and players would find themselves taking on the role of 'Blue Elf', 'Green Wizard', etc. The in-game speech was altered from the original to allow for the new player definitions. Other changes included the ability to 'bounce' shots off walls, providing the correct item was found.
New potions and monsters were also added; the most notorious being the Fire-breathing Dragon. Defeating the creature would see the players rewarded with a permanent potion and a bag of treasure. Another notable addition was the wonderful 'It' monster : any player who was tagged by the creature would suddenly find that all of that level's creatures would ONLY chase him or her, completely ignoring the presence of the other players. The only way to remove this curse was to tag another player, thus making him or her 'it'.
- TECHNICAL -
Game ID : 136043
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), POKEY (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The original "Gauntlet" was released in 1985, with the Gauntlet II conversion kits coming out a year later, in August 1986. A lot of the original "Gauntlet" machines of the time were switched over to Gauntlet II cabinets. They tended to stay as Gauntlet II for some time, due to the relative scarcity of kits that would convert a "Gauntlet" cabinet to that of its sequel. The proper kits were uncommon until the late eighties, by which time four-player games were taking off in a big way.
Competition : Atari held a promotional competition to coincide with "Gauntlet II's" initial launch. If players followed the instructions the game gives before entering a secret room (the machine provides clues on how to enter the secret rooms whenever a hidden wall is shot away on any level), the player is greeted with a screen explaining that they had been awarded extra points and inviting the player to enter his or her name.
A six-digit code would then be given which the player could put onto a competition entry form. The first 500 entries drawn won Gauntlet II T-shirts, plus a chance of winning a $5000 savings bond. Machines can also be set (via dip switches) to suppress this screen, in which case players would get a screen saying '5000 points x coins = xxx' after doing the secret room. The contest ended in 1986.
Approximately 3,000 kits were produced.
Note : the game contains exactly 205 sounds! (including digitized voices, effects and musics), less than the first Gauntlet.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991.
A Gauntlet II machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Key : 100 points.
Treasure : 100 - 500 points.
Each type of monster has a set score value.
Each generator is worth twice as many points as its associated monster.
Death : up to 6,000 points.
- TIPS AND TRICKS -
* Secret Rooms : to get to a secret room, perform a secret trick on a level. Some of the secret tricks are :
1) Teleporting into the exit.
2) Pushing a movable wall into the exit
3) Keeping all the super shots
4) Not using invulnerability (this is almost always a good idea anyway)
5) Not touching a fake exit
6) Teleporting on top of Death and/or acid blobs
7) Not taking ANYTHING (the tick trick comes in handy here)
* The hints it gives to the secret room don't necessarily apply to your current level, just as on "Gauntlet". The secret trick usually doesn't work, but it is always same for any given board. You're allowed one secret trick for every 15 levels or so.
* You can kill the acid blobs! Just drop 2 potions in quick succession. This works regardless of your magic ability. It also puts the dragon back to sleep momentarily (You can also kill them with a teleporter. If there's a teleporter handy, that is).
* The '?' foods are NOT random. Grab a '?' food on health mod 20 = 7 (i.e. 27, 47, 67, etc). You'll get 200 health.
* Couple of strategy notes :
1) Reflective shots make the dragon easier
2) Invulnerability makes him very easy
3) Remember that when generators aren't on the screen, they don't generate monsters.
4) If you are playing two+ player you can kill almost all dragons with one player diverting his attention, or using an indirect attack. For example : you can find shootable walls or just stand in the right spot askew from the dragon. He will try to flame instead of fire-ball. If done correctly, you will be standing a wall away from him. Then your partner can go around and shoot flame head while the dragon is flaming away.
- SERIES -
1. Gauntlet (1985)
2. Gauntlet [PlayChoice-10] (1985)
3. Gauntlet II (1986)
4. Gauntlet - The Third Encounter (1990, Atari Lynx)
5. Gauntlet III - The Final Quest (1991, Atari ST)
6. Gauntlet 4 (1993, Sega Mega Drive)
7. Gauntlet Legends (1998)
8. Gauntlet Dark Legacy (1999)
9. Gauntlet Seven Sorrows (2006, Sony PlayStation 2 & Microsoft XBOX)
- STAFF -
Designer / Programmer : Ed Logg
Game programmer : Bob Flanagan
Video graphics : Sam Comstock, Susan G. McBride, Alan Murphy, Will Noble
Engineer : Pat McCarthy
Technician : Cris Drobny
Sound designers : Hal Canon, Brad Fuller, Earl Vickers
Cabinet designers : Ken Hata
- PORTS -
* Consoles :
Nintendo Famicom (1990)
Nintendo Game Boy (1990)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PlayStation 3 (2007, "PlayStation Network")
* Computers :
Tandy Color Computer (1986, "Gantelet II")
Amstrad CPC (1986)
Atari ST (1986)
Commodore C64 (1987)
PC [MS-DOS, 5.25''] (1987)
Sinclair ZX Spectrum (1988)
Commodore Amiga (1989)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=gauntleg,gauntl12,
$Edit this entry at Arcade-History.com
$bio
Gauntlet Legends (c) 1998 Atari Games.
Gauntlet Legends is a fantasy themed action game, a sequel to 1985's popular "Gauntlet" and 1986's "Gauntlet II". Its unusual features for an arcade game included passwords and characters that could be saved, enabling players to play over the course of a long period of time. It was a role-playing game, though with very limited role-playing.
The simplicity of the original Gauntlet series is still here : You have to find your way out of a maze using keys, secret passages, and switches. In your way are hordes and hordes of enemies, endlessly reproducing themselves from generators painfully spread around the gigantic, menacing levels.
- TECHNICAL -
Atari Vegas hardware
Main CPU : R5000 (@ 200 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Released in October 1998.
Jeff Shears worked as a Senior Artist on this game for over 9 months. Like a number of people who worked on the game, Jeff was left off the final in-game credits.
- TIPS AND TRICKS -
* Alternate characters : Get a character to level 10. Then, hold Turbo while selecting your character to gain a more powerful version ('Jackal' instead of Wizard, 'Minotaur' instead of Warrior, 'Falconess' instead of Valkyrie, 'Tigress' instead of Archer).
* Passwords :
Play as a level 55 Wizard - Enter LBE as initials and 222 as password.
Play as a level 99 Valkyrie - Enter COP as initials and 012 as password.
Play as a Level 99 Warrior - Enter JOE as initials and 123 as password.
Play as a Level 99 Wizard - Enter MO_ as initials and 000 as password.
Play as Pojo the Chicken (from "Mace - The Dark Age") - Enter EGG as initials and 911 as password
Nude Valkyrie - Have player two enter NUD as initials and 069 as password (ONLY works on the Blue Valkyrie).
- SERIES -
1. Gauntlet (1985)
2. Gauntlet [PlayChoice-10] (1985)
3. Gauntlet II (1986)
4. Gauntlet - The Third Encounter (1990, Atari Lynx)
5. Gauntlet III - The Final Quest (1991, Atari ST)
6. Gauntlet 4 (1993, Sega Mega Drive)
7. Gauntlet Legends (1998)
8. Gauntlet Dark Legacy (1999)
9. Gauntlet Seven Sorrows (2006, Sony PlayStation 2 & Microsoft XBOX)
- STAFF -
Lead programmer : Steven Bennetts
Programmers : Jun Amanai, Nathan Pooley (Acorn)
Art director : Steve Caterson (Scat)
Lead 3D artist : Don Livingston
3D artists : Terry Lloyd, Chris Sutton, Rhizaldi Bugawan, Kenneth Tan
3D animation : Takeshi Hasegawa
2D graphics : Rhizaldi Bugawan, Chris Sutton
Producer : Mike Hally
Executive producer : Mark Stephen Pierce
Music and sound design : John Paul
Technician : Dennis Nale
Additional programming : Bruce Rogers, Dave Shepperd, Mike Albaugh, Jack Miller
Marketing : Derryl DePriest, Mary Fujihara, Ray Bersabe, Randall Ng, Jackie Sherman, Richard Peltier
Sales staff : Mike Taylor, Elaine Shirley, Tom Keil, Masao Ohata, Alex Donnelly, Hiroko Koike
Hardware design : Steve Correl, Andrew Dyer, Ross Shaffer, Mike Place
Hardware support : Pete Mokris, Steve Norris, Gregg Piotrowski, Ray Gay, Betty Purcell, Jeff Peters
Cabinet design : Dave Cook
Harness design : Stevie Landaverde
Regulator testing : Rick Meyette
Prototype assembly : Mark Hoendervoogt, Tram Vu, Patrick Hubbell
Documentation control : Evelyn Perez
Motion capture technician : Greg Allen
Additional cleanup : Chris Thornton
Motion capture models : Loren Bryant, Rhizaldi Bugawan, Steve Caterson, Pele Gaoteote, Randall Ng, Nathan Pooley (Acorn), Karin Roettgering, Felix Robinos, Stephanie Serna, Chris Sutton, Kenneth Tan
Coin face model : Mark Stephen Pierce
High res. models : Viewpoint Data Labs
Full Motion Video : Mondo Media
Additional music : Michael Henry
Voice talent : Douglas Lawrence, Laura Amat, Ron Seawright, Patrice Crawford, Tox Gunn, Joe Lyford
Troubadours : Joe Lyford, Mickael Henry, Don Diekneite
- PORTS -
* Consoles :
Nintendo 64 (1999)
Sega Dreamcast (2000)
Sony PlayStation (2000)
Nintendo Game Boy Color (2000)
$end
$info=geebee,geebeeg,
$Edit this entry at Arcade-History.com
$bio
Gee Bee (c) 10/1978 Namco.
A Pinball-flavored ball-and-paddle game.
- TECHNICAL -
Main CPU : 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 3
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Also licensed to Gremlin.
Gee Bee was the very first video game released by Namco.
About Namco : Founded in 1955 in Tokyo, Namco means 'Nakamura Manufacturing Co.'. Before video games, Namco was originally a 'rocking-horse rides' manufacturer.
Joining Namco, Toru wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his arcade game hybrids. Toru would achieve later, greater fame by designing "Pac-Man".
A Gee Bee machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Pop Bumpers : 10 or 100 points.
Spinner : 10 or 100 points.
1st row of drops : 20 points.
2nd row of drops : 50 points.
3rd row of drops : 100 points.
NAMCO lights : 50 points.
Adjustments to scoring :
Finishing the side drop target banks puts in a barrier to the side drain and increases the pop bumper points on the side cleared.
Finishing the top drop targets increases the spinner award.
Lighting all NAMCO lights increases bonus multiplier to 2X.
- SERIES -
1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)
- STAFF -
Designed by : Toru Iwatani
$end
$info=gekirido,
$Edit this entry at Arcade-History.com
$bio
Gekirindan (c) 09/1995 Taito.
A vertically scrolling shoot-em-up from Taito.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E11
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Vertical
Video resolution : 232 x 320 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Reverse Scale Bullet' and is an example of 'ateji' - fitting the kanji phonetics to the name of the game to give the name double (sometimes even triple) meaning.
The name of the twin characters, Orsa and Mayoru, is a play-on-words of the third largest constellation of our solar system, Orsa Major, which means Great Bear.
All stages in this game share the same music theme but remixed each time!
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1995.
- STAFF -
Producer : Lee Ota
Programmers : Mr. Lee, Toten, Takahito Naoi, Riki
System engineers : Masaki Yagi (Ymot), Nob
Character designers : Yasunobu Kousokabe, Saori Hiratsuka, Ryota Sasaki, Sakotan, Miyabi Tashiro, Debi., Kao
Designer : Hidetomo Ogino
CG designer : K. Kinoshita
Sound (Zuntata) : Kazuko Umino (Karu), Koji Sakurai
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=gekisou,
$Edit this entry at Arcade-History.com
$bio
Gekisou (c) 1985 Eastern Micro Electronics.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz), 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz)
Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=gjspace,
$Edit this entry at Arcade-History.com
$bio
Gekitoride-Jong Space (c) 2001 Namco / Metro.
- TECHNICAL -
Namco System 10 Hardware
Game ID : 1001
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
$end
$info=gekitsui,
$Edit this entry at Arcade-History.com
$bio
Gekitsui Oh (c) 1985 Data East.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 5
- TRIVIA -
This game is known outside Japan as "Zero Target".
$end
$info=gemini,
$Edit this entry at Arcade-History.com
$bio
Gemini Wing (c) 1987 Tecmo.
A vertically scrolling shooter. Destroy enemies and collect items, such as speed, that are stored in a tail behind your ship. Press the second button to activate them one by one in the order they were collected.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Screenplay : S. Sakurazaki
Background designer : K. Niwakamaru
Logo & Base designer : Noise Holic
Monster designers : Willy Ichiro, Strong Shima, Soccer Kozou
Music / Sound Effects : Mikio Saito (Metal Yuhki)
Test play : Sugar Beet, Faw
Programmed by : Clark Gent
Directed by : S. Sakurazaki
- PORTS -
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
Sharp X68000 (1990)
$end
$info=genix,
$Edit this entry at Arcade-History.com
$bio
Genix Family (c) 05/1994 NIX.
A rip-off of Mitchell's "Pang" ambiented in the Far-West.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Software : Argi Salvador, Carlos Barahona
Hardware : Fernando Yago, Manuel Baena, Arthy
Graphics : Jordi Zudaire, Yolanda Plaza, Lourdes Marcs, M. Jose Galvez
Art designer : Tomas Bases
Sound by : Xavier Tobella
$end
$info=genpeitd,
$Edit this entry at Arcade-History.com
$bio
Genpei ToumaDen (c) 10/1986 Namco.
- TECHNICAL -
Namco System 86 hardware
Game ID : GT
Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Genji and Heike Clans Defeat Demon Story'.
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987.
- SERIES -
1. Genpei Toumaden (1986)
2. Genpei Toumaden - Kan no Ni (1992, NEC PC Engine)
- STAFF -
Music composed by : Norio Nakagata
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sony PlayStation (1996, "Namco Museum Vol.4")
* Computers :
Sharp X68000 (1988)
$end
$info=gensitou,
$Edit this entry at Arcade-History.com
$bio
Genshi-Tou 1930's (c) 06/1989 SNK.
- TECHNICAL -
Game ID : A8003 'GT'
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Prehistoric Island 1930's'.
This game is known outside Japan as "Prehistoric Isle in 1930".
- SERIES -
1. Genshi-Tou 1930's (1989)
2. Prehistoric Isle 2 (1999)
$end
$info=geostorm,
$Edit this entry at Arcade-History.com
$bio
Geo Storm (c) 1994 Irem.
- TECHNICAL -
Irem M-92G system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Gun Force II".
Some musics in this game are directly recycled (and remixed) from "Air Duel", another Irem game from 1990.
The Stage 1 music is a remixed version of the Stage 4 music of "Air Duel".
The Stage 2 part one music is a remixed version of the Stage 1 music of "Air Duel".
The Stage 2 part two music is a remixed version of the Stage 3 music of "Air Duel".
- SERIES -
1. Gun Force - Battle Fire Engulfed Terror Island (1991)
2. Geo Storm (1994)
$end
$info=bass,getbass,
$Edit this entry at Arcade-History.com
$bio
Get Bass - Sega Bass Fishing (c) 1997 Sega.
- TECHNICAL -
Sega Model 3 Step 1.0 hardware
Main CPU : PPC603 (@ 66 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 1
Control : paddle
Buttons : 2
- SERIES -
1. Get Bass - Sega Bass Fishing (1997)
2. Sega Marine Fishing (1999)
3. Get Bass 2 (2001)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
$end
$info=getstarb,getstarj,gtstarba,
$Edit this entry at Arcade-History.com
$bio
Get Star (c) 1986 Taito.
- TECHNICAL -
Board Number : K1100151B
Prom Stickers : A68
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 280 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Toaplan.
This game is known outside Japan as "Guardian".
$end
$info=ghoshunt,
$Edit this entry at Arcade-History.com
$bio
Ghost Hunter (c) 1996 HanaHo Games.
Shooter similar to "Tickee Tickats".
- TECHNICAL -
Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (2x) AY8910 (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 69.00 Hz
Palette colors : 256
Players : 2
Control : lightgun
Buttons : 1
- STAFF -
By : Tony Hana
$end
$info=gpilots,
$Edit this entry at Arcade-History.com
$bio
Ghost Pilots (c) 01/1991 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0020
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot [B] Bomb
- SERIES -
1. Sky Adventure (1989)
2. Ghost Pilots (1991)
- STAFF -
Producer : Eikichi Kawasaki
Executive directors : Takashi Nishiyama, Tama
Planner : Y.O
Sub planner : Ishimotti
Programmers : Mr. SNK26, 001
Sound : Papaya
Designers : Mioshi, Mr. Poo, 1610, R. Miyazaki, SK, N. Mori, T. Yumoto, Meshitaki, Capsule Kodama, 20 Gall Maeda, Child Higashi, 2DK Yamaguchi
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=gmgalax,
$Edit this entry at Arcade-History.com
$bio
Ghostmuncher / Galaxian (c) 1981 Leisure and Allied.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 130
Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE) - used in Galaxian only
- TRIVIA -
This game is a dual bootleg of "Pac-Man" and "Galaxian". You can change the game in the Dip Switch menu.
In this bootleg, the colors, sounds and names of the ghosts have been changed. The "Galaxian" bootleg is also sped up significantly.
- SCORING -
* Ghostmuncher :
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.
* Galaxian (Part X):
Yellow Ship in formation : 30
Yellow Ship attacking: 60
Blue Ship in formation : 40
Blue Ship attacking : 80
Purple Ship in formation : 50
Purple Ship attacking : 100
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
$end
$info=gng,gngt,gnga,
$Edit this entry at Arcade-History.com
$bio
Ghosts'n Goblins (c) 1985 Capcom.
The player takes on the role of Sir Arthur the knight, who sees his sweetheart, Princess Guinevere, kidnapped by the Goblin King.
Arthur must run and jump through 6 horizontal and 8-way scrolling levels in his bid to rescue the kidnapped princess. Arthur is initially armed with throwable lances, but a variety of other throwing weapons, such as axes, flaming torches, swords etc. are dropped by defeated enemies and can be picked up and used to fend off the zombies, bats, demons and other assorted satanic minions that Sir Arthur has to face.
Each of the 6 end-of-level gates is guarded by one of Satan's generals; huge, end-of-level guardians who must be defeated before the player can finally reach the Goblin King and rescue the princess.
- TECHNICAL -
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] JUMP
- TRIVIA -
Released in September 1985.
Licenced to Taito for US manufacture and distribution.
Also licensed to Romstar for US distribution.
This game is known in Japan as "Makaimura" (translates as 'Demon World Village').
The princess was officially called 'Prin Prin' (this is a onomatopeia for the buttocks which make a pretty movement).
The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".
The red flying gargoyle enemy that you come across in the first level is known as Firebrand or Red Arrender Ace/Red Arremer depending on the game and it actually has his own game on the Nintendo Game Boy called "Gargoyle's Quest - Ghosts'n Goblins" and two sequels on the NES/Game Boy and Super NES respectively. The gargoyle is also the last boss in the MSX game Makaijima Higemaru and a secret last boss in the Neo-Geo's "SNK Vs. Capcom - SVC Chaos".
Steve Donaldson holds the official record for this game with 811,000 points.
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.
- UPDATES -
The Japanese versions, unlike all other versions, use a cross instead of a shield.
- SCORING -
Scores for enemies killed :
Zombie : 200 points
Grave Spirit : 200 points
Crow : 100 points
Plant : 100 points
Demon : 1,000 points
Dark Shield Knight : 100 points
Wraith : 100 points
Cyclops : 2,000 points
Blue Devil : 100 points
Ogre : 500 points
Two-Headed Golem : 300 points
Purple Goblin : 100 points
Dragon Tail : 200 points
Dragon Head : 1,000 points
Skull : 100 points
Skeleton : 100 points
The Red Guard : 3,000 points
Satan : 10,000 points
Scores for items picked up :
Key : 1,000 points
Skull Coin : 200 points
Wreath : 200 points
Young Arthur Doll : 200 points
Foot Soldier Doll : 400 points
Knight Arthur Doll : 400 points
Princess Doll : 400 points
Ghost Doll : 400 points
Devil Doll : 400 extra points
King Arthur Doll : 10,000 points
Money Bags : 500 points
The Princess' Ring : 100 points
The Princess' Shoe : 800 points
The Princess' Dress : 1,000 points
Arthur's Knickerbocker : 2,000 points
Arthur's Crown : 5,000 points
Capcom Symbol : 10,000 points (this item also appears in many other Capcom games of the time, e.g. "1942").
End of Level Bonus :
Level 1 : 5,000 points
Level 2 : 5,000 points
Level 3 : 10,000 points
Level 4 : 10,000 points
Level 5 : 15,000 points
Level 6 : 15,000 points
- TIPS AND TRICKS -
* There are 2 Capcom 10,000 points in the game.
The 1st one is in the forest (second part of level 1) : Jump at the 4th tree 'before' the last plant.
The 2nd one is at level 3 : Enter a ditch, in the leftmost spot, after you have landed on the bottom of level 3; that is the place where you go to the dragon boss by simply running right.
* Turn Into A Frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog.
* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this.
* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform.
* Boss Tricks :
1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is ok, the music should stop and the flames freeze. Go to the door to collect the key.
2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six,when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level.
* Other Tricks :
1) Weapon Trick - After having defeated a level boss(es),the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so, the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level 6 (soooo useful...).
2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping.
3) Weird Spots - In levels 5 and 6 there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level 6, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage.
4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you performed the trick correctly : surprise!
5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level 4. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5.
* Armor :
1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest,there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping.
2) There are 2 armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location.
3) There are 2 armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil.
4) The last armor is collected in level 6 by simply walking right on the first floor with hulk-like monsters on it (the programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor).
- SERIES -
1. Ghosts'n Goblins (1985)
2. Ghouls'n Ghosts (1988)
3. Super Ghouls'n Ghosts (1991, Nintendo Super Famicom)
4. Maximo - Ghosts to Glory (2002, Sony Playstation 2)
5. Maximo vs. Army of Zin (2004, Sony PlayStation 2)
6. Ultimate Ghosts'n Goblins (2006, Sony PSP)
- STAFF -
Designed by : Tokuro Fujiwara
Lead Programming : Toshio Arima
Music & Sound Effects : Ayako Mori
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation (1998, "Capcom Generation 2")
Sony PlayStation (1998, "Capcom Generations - Chronicles of Arthur")
Sega Saturn (1998, "Capcom Generation 2")
Nintendo Game Boy Color (1999)
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Commodore 16 (1986)
Commodore C64 (1986)
Sinclair ZX Spectrum (1986)
Amstrad CPC (1986)
PC [MS-DOS] (1987)
Commodore Amiga (1988)
Atari ST (1990)
* Other :
Mobile Phone (2005)
$end
$info=ghlpanic,
$Edit this entry at Arcade-History.com
$bio
Ghoul Panic (c) 1999 Eighting / Raizing.
- TECHNICAL -
Namco System 12 hardware
Game ID : OB
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- PORTS -
Sony Playstation (2000)
$end
$info=ghouls,ghoulsu,
$Edit this entry at Arcade-History.com
$bio
Ghouls'n Ghosts (c) 1988 Capcom.
3 years have passed since the events of "Ghosts'n Goblins" and Arthur the knight once again finds himself battling against the hideous creatures of Demon World. The demons have now seized the kingdom and Arthur returns home to witness the castle's lone survivor, his beloved Gunievere, murdered by the king of the demons, Lucifer. Arthur once again embarks on a one-man quest to destroy the demonic invaders and save Gunievere's mortal soul.
Game-play is of a very similar vein to that of "Ghosts'n Goblins" - the classic run, jump and shoot action remains intact. Ghouls'n Ghosts is, however, even more difficult than its already demanding predecessor. Arthur now has access to several new power-ups to aid him on his daunting quest, such as 'Golden Armour' which gives Arthur greater protection from the demons. Additionally, unlike "Ghosts'n Goblins", Arthur can now fire his weapons upwards instead of just left or right and, while jumping, can fire beneath him as well.
The graphics in Ghouls'n Ghosts are predictably far superior to those of its 1985 prequel, with highly imaginative level design and superbly-drawn, smoothly animated enemies all adding to the game's superb Gothic feel.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 02
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] JUMP
- TRIVIA -
Released in December 1988.
This game is known in Japan as "Daimakaimura" (translates as 'Great Demon World Village').
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 1 - D28B0011) on 11/01/1989.
- SCORING -
Skeleton Murderer : 100 points
The Magician : 100 points
Vulture : 200 points
Skull Flower : 100 points
Skull : 100 points
Tornado Weasel : 200 points
Giant Earthworm : 200 points
Pig Ogre : 500 points
Shielder (Level 1 boss) : 5,000 points
Rock Turtle : 200 points
Insect Goblin : 100 points
Red Arremer King : 500 points
Fire Bat : 100 points
Eyeball Plant : 500 points
Cerberus (Level 2 boss) : 5,000 points
Flying Goblin : 100 points
Mud Armor : 500 points
Blowfish Ghoul : 100 points
Gassuto (Level 3 boss) : 5,000 points
Tree Golem : 500 points
Armored Worm : 300 points
Goblin Hand : 300 points
Water Worm : 200 points
Hurricane Eye (small) : 500 points
Ghoul Snake : 500 points
Ohme (Level 4 boss) : 5,000 points
Heart of Ohme : 100 points
Ohme Larva : 100 points
Dragon Skeleton : 200 points
Satan : 1,000 points
Headless Golem : 1,000 points
Beelzebub (Level 5 boss) : 5,000 points
Lucifer (Final boss) : 10,000 points
Citizen Doll : this item gives you 200 extra points.
Knight Doll : this item gives you 500 extra points.
- SERIES -
1. Ghosts'n Goblins (1985)
2. Ghouls'n Ghosts (1988)
3. Super Ghouls'n Ghosts (1991, Nintendo Super Famicom)
4. Maximo - Ghosts to Glory (2002, Sony Playstation 2)
5. Maximo vs. Army of Zin (2004, Sony PlayStation 2)
6. Ultimate Ghosts'n Goblins (2006, Sony PSP)
- STAFF -
Game designers : Tokuro Fujiwara, S. Yoshimoto, H. Yamamoto
Programmers : Hiroshi Koike, Masatsugu Shinoara, Shinichi Ueyama
Music by : Tamayo Kawamoto
- PORTS -
* Consoles :
Sega Mega Drive (1989)
Sega Master System (1989)
Sony PlayStation (1998, "Capcom Generation 2")
Sony PlayStation (1998, "Capcom Generations - Chronicles of Arthur")
Sega Saturn (1998, "Capcom Generation 2")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Atari ST (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Sharp X68000
* Others :
Street Fighter II' Special Champion Edition Plug 'n Play TV Game (2004 - Radica Games) : included as a bonus.
$end
$info=mt_gng,
$Edit this entry at Arcade-History.com
$bio
Ghouls'n Ghosts (c) 08/1989 Capcom / Sega.
So much has happened since Arthur rescued Gunievere from the Goblin King and then left home to battle far away from home. Demons have now seized the kingdom and Arthur returns home only to watch the castle's lone survivor, his beloved Gunievere slain before his eyes by Lucifer himself! Now Arthur embarks once again in a one-man battle against the demonic dwellers of the night in order to save Gunievere's soul in this arcade classic. Features excellent gothic-style graphics & sound, improved control & a devilish challenge that will put pros to the test. Love never dies... Controlled with an 8-way joystick and two buttons.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 23
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* Invincibility : At the title screen, press A(x4), Up(x2), Down(x2), Left, Right, Left, Right, B and Start.
* Japanese Mode : Enter the Options menu. Choose '26' for the music and '56' for sound selections, then hold Downleft+A+B+C+Start.
* Slow-Mo Cheat : At the title screen press Up, A, Down, A, Left, A, Right, A. Begin the game, press Start to pause and hold B and unpause to resume gameplay in Slow-Motion.
* Stage Select : Press Up, Down, Left, Right repeatedly at the title screen. You'll hear a harp if you did it right and the words 'Push Start Button' are flashing. To choose your stage, you must hold specific buttons down when you press START at this menu as follows :
Stage 1-2 - Hold A and press Start.
Stage 2-1 - Hold Up+B and press Start.
Stage 2-2 - Hold Up+A and press Start.
Stage 3-1 - Hold Down+B and press Start.
Stage 3-2 - Hold Down+A and press Start.
Stage 4-1 - Hold Left+B and press Start.
Stage 4-2 - Hold Left+A and press Start.
Stage 5-1 - Hold Right+B and press Start.
Stage 5-2 - Hold Right+A and press Start.
Final boss - Hold Downright+A and press Start.
- SERIES -
1. Ghosts'n Goblins (1985)
2. Ghouls'n Ghosts (1988)
3. Super Ghouls'n Ghosts (1991, Nintendo Super Famicom)
4. Maximo - Ghosts to Glory (2002, Sony Playstation 2)
5. Maximo vs. Army of Zin (2004, Sony PlayStation 2)
6. Ultimate Ghosts'n Goblins (2006, Sony PSP)
$end
$info=ghox,
$Edit this entry at Arcade-History.com
$bio
Ghox (c) 1991 Toaplan.
Under the spell of the evil Magician Jagula, who plots to conquer the world, Lucia, the goddess of light, is confined by the gates of the Netherworld. A dark age is ushered in and evil spirits from mountains and rivers roam throughout the world.
Deeply affected by the horror of the world, King Gitane of the Akura Empire summons two burly and brave men from the Eastern Country and orders them to subdue Jagula.
These two heroes journey through the evil spirits' lair which is cut off from the exclusive pious area. Freely manipulating their magic balls, Axis and Bilious plung into action.
- TECHNICAL -
Game ID : TP-021
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Licensed to Romstar for USA, to Nova Apparate GMBH & Co. for Europe, to JP Leisure Limited for UK, to Star Electronica SRL for Italy, to APM Electronics S.A. for Spain & Portugal and to Honest Trading Co. for Hong Kong.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
* Power up items :
1. Purple : your own machine will grow
2. Red : a through ball
3. Blue : ball slows down
4. Green : all the balls are going to desintegrate
5. Bomb : additional bombs will be supplied
6. Heart : one up
7. Money
* Beat the last boss using the Ultimate Paddle to achieve the elusive and often sought-after good ending of the game.
$end
$info=ggram2,
$Edit this entry at Arcade-History.com
$bio
Giant Gram 2 - All Japan Pro Wrestling In Nippon Budokan (c) 1999 Sega.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA (@ 45 MHZ)
- SERIES -
1. All Japan Pro Wrestling - Featuring Virtua (1997)
2. Giant Gram 2 - All Japan Pro Wrestling In Nippon Budokan (1999)
3. Giant Gram 2000 - All Japan Pro Wrestling 3 Brave Men Of Glory (2000)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
$end
$info=gram2000,
$Edit this entry at Arcade-History.com
$bio
Giant Gram 2000 - All Japan Pro Wrestling 3 Brave Men of Glory (c) 2000 Sega.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA (@ 45 MHZ)
- SERIES -
1. All Japan Pro Wrestling - Featuring Virtua (1997)
2. Giant Gram 2 - All Japan Pro Wrestling In Nippon Budokan (1999)
3. Giant Gram 2000 - All Japan Pro Wrestling 3 Brave Men Of Glory (2000)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=gigawing,gwingj,gwinga,
$Edit this entry at Arcade-History.com
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Giga Wing (c) 02/1999 Capcom.
'Medallions' are mystic stones sent from heaven, brought evolution to human technology and lead tremendous progress to the armories. To gain their powers which the 'Stones' hold for the promised victory, many nations fought over the mystic stones and reheated the world of war. Within all the 'Stones' is the 'Medallion of Wisdom', known as the power source of all mystic stones, it had enough energy to terminate humanity. The whole world was in despair. And now, four brave worriers have risen to fly straight into the combat zone! All four had different reasons, but their ultimate goal was the same : to destroy the Medallion of Wisdom! Fight to save the humanity!
Giga Wing is a shoot-em-up set during a fictional war. The player controls one of four different futuristic aircraft and must destroy enemy aircraft, tanks, ships, and buildings using both guns and missiles mounted on the aircraft and a limited supply of bombs which damage or destroy all enemies on-screen when used.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 30
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Giga Wing is the first game to show scores in the trillions!
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'CAP'.
Note : There are 20 different endings! 10 of them are bad endings if you reach level 6 using more than one credit and the other 10 are good endings if you beat the game using only one credit.
'P.S.T.' holds the official record for this game with 48,567,632,153 points.
Sony Music Entertainment released a limited-edition soundtrack album for this game (GigaWing Original Soundtrack - CPCA-1026) on 21/04/1999.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Giga Wing (1999)
2. Giga Wing 2 (2000)
3. Giga Wing Generations (2005)
- STAFF -
Planner : I. Satou, R. Hazuki
Character designer : K. Toume
Mechanic designers : S. Satou, Tadahiro Mukaide, Toshihiro Suzuki, Ken Taketoshi, Y. Ono
Object designers : Tadahiro Mukaide, S. Satou, Toshihiro Suzuki, I. Matsumura, Hiroki Akiyama, Ken Taketoshi
Scroll designers : M. Oose, Kazumi Yogi, Akemi Ootaka, K. Kusaka
Music composers & arrangers : Yasushi Kaminishi, Masahiro Yuge
Programmers : Y. Kobayashi, T. Nishi, Kaju Ishii, N. Hasimoto
Producers : Y. Ozaki, T. Minami
Executive producers : T. Fujimoto, Yoshiki Okamoto, Noritaka Funamizu
Coordinators : Tomoshi Sadamoto, T. Saitou
Sound advisers : Hiroaki Kondo (X68K), Tomohiro Masuda
Program support : K. Kaneko, M. Shinohara, S. Yamazaki, Cham Cho Choy
- PORTS -
* Consoles :
Sega Dreamcast (1999)
$end
$info=gwing2,
$Edit this entry at Arcade-History.com
$bio
Giga Wing 2 (c) 2000 Capcom.
- TECHNICAL -
Sega New Arcade Operation Machine Idea (NAOMI) hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
Suleputer released a 2 CD limited-edition soundtrack album for this game (Mars Matrix, Giga Wing 2 Original Soundtrack - CPCA-1050, 1051) on 11/01/2001.
- SERIES -
1. Giga Wing (1999)
2. Giga Wing 2 (2000)
3. Giga Wing Generations (2005)
- PORTS -
* Consoles :
Sega Dreamcast (2001)
$end
$info=gigandes,gigandsj,
$Edit this entry at Arcade-History.com
$bio
Gigandes (c) 1989 East Technology.
A horizontal shooter with a twist. If you die, you get to keep your weapons and power-ups, but at the beginning of each stage you lose everything.
- TECHNICAL -
Taito X System hardware
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
The Japanese version has a different level order.
$end
$info=gigasb,
$Edit this entry at Arcade-History.com
$bio
Gigas (c) 1986 Sega.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (4x) SN76496 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
A bootleg of this game is known as "Oigas".
- SERIES -
1. Gigas (1986)
2. Gigas Mark II (1986)
3. Gigas Mark 3 (198?)
$end
$info=gigasm2b,
$Edit this entry at Arcade-History.com
$bio
Gigas Mark II (c) 1986 Sega.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (4x) SN76496 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 2
- SERIES -
1. Gigas (1986)
2. Gigas Mark II (1986)
3. Gigas Mark 3 (198?)
$end
$info=gimeabrk,
$Edit this entry at Arcade-History.com
$bio
Gimme A Break (c) 1985 Bally Sente.
An overhead pool game.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : trackball
Buttons : 1
- TRIVIA -
Released in July 1985.
Carlos Gonzales holds the official record for this game with 2,303 points.
- STAFF -
Software : Dave Ross (DJR)
Artwork : Gary Johnson (GJ ), Bil Maher (BNM), Bob Flemate
Audio : Gary Levenberg, Jesse Osborne
Hardware : Howard Delman, C. Verhargh, Paul Brandt
$end
$info=ginganin,gingania,
$Edit this entry at Arcade-History.com
$bio
Ginga Ninkyouden (c) 10/1987 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : M6809 (@ 1 Mhz)
Sound Chips : AY8910 (@ 1.789772 Mhz), Y8950 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Galactic Chivalry Story'.
This game is a parody of anime, manga, and other bits of Japanese popular culture. The default hi-score table's names are the names of various anime studios (4, 6-8) and manga publications (1, 5).
The list of enemies in attract mode is only partial. 'G. Robo' is Giant Robo, from the 7-part OVA series of the same name. 'Zaku' is from the original TV and movie series Mobile Suit Gundam, and was the Jion's main unit during the One-Year War era. 'Joe' is Joe Yabuki from Tomorrow's Joe, and is in fact the very same Joe from the Neo-Geo game "Legend of Success Joe".
On level 7, the guy with the hat and the bazooka is Jigen Daisuke from Lupin III (see the history entry for "Lupin III" for more info). The kung-fu guy who explodes when you kill him is Ken from Fist of the North Star, consisting of two TV series and one (bad) movie. Ken used a kung-fu technique that involved striking pressure points, causing his enemies to messily explode with a single tap of a finger.
The house that you pass through in level 1 is the apartment from Maison Ikkoku. The guy by the hole in the wall is Yotsuya, who broke the wall so he could more effectively pester his neighbor (the main character, Godai). The woman with the broom in the room next door is Kyoko, the landlady. The clock on the roof doesn't work.
Ginga Ninkyouden was released in Australia as "Galaxy Hero".
- STAFF -
Graphic designers : Alta Shimizu, Kinta 58000, VTZ250 Mariko, Otaku Harada
Sound designers : DX21 Kawagen Y8950
Voices : Hanuma An, Ayako Miura, Kanako Ohmori
Hardware by : Komeda
Programmed by : XLR250 Noel 4WD
$end
$info=gteikoku,gteikokb,gteikob2,
$Edit this entry at Arcade-History.com
$bio
Ginga Teikoku no Gyakushuu (c) 1980 Irem.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Counter-attack of the Galactic Empire'.
This game is known outside Japan as "UniWar S".
$end
$info=gionbana,mgion,
$Edit this entry at Arcade-History.com
$bio
Gionbana (c) 01/1989 Nichibutsu.
A hanafuda game with women who love to take their clothes off if they lose.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : hanafuda keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Echoing Flower'.
'Gion' is the entertainment district of Kyoto, Japan.
$end
$info=gladiatr,
$Edit this entry at Arcade-History.com
$bio
Gladiator (c) 1986 Taito.
Travel with the Great Gurianos as he battles his way through four stages against some of the toughest and most feared warriors ever to be found anywhere.
- TECHNICAL -
Board Number : M6100153C
Prom Stickers : QB or C#
Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3 Mhz)
Sound CPU : M6809 (@ 750 Khz)
Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 375 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
A prototype version of this game is known as "Golden Castle". This game is known in Japan as "Ougon no Shiro", and as "Great Gurianos".
Guaranos and Irene appear in Allumer's "Blandia" as the selectable characters Gurianos and Irriana respectively.
Stephan Gore holds the official record for this game with 41,012,800 points.
- UPDATES -
The Japanese version ("Ohgon no Siro") and the prototype ("Golden Castle") have a nudity feature not present in Gladiator. The female warrior Irene is shown with bare breasts when defeated by removing all layers of her chest armor (In Gladiator she still wears a bikini top when defeated this way).
- TIPS AND TRICKS -
* When Gurianos is fully armored, the player may create a momentary protective shield by rapidly moving the joystick up and down.
* Pick up all 4 flying swords at the beginning of each stage to turn Gurianos' sword RED. If the player is then able to hit an opponent's shield 14 times with his RED SWORD, is armor is momentarily changed to a glowing GOLD color and his opponents can't harm him.
* Break the Magic Crystal Balls to replenish Gurianos' armor.
* Each opposing warrior has his own personality and way of fighting. Irene is vulnerable when she strikes at the player's chest armor. Zenon is most vulnerable when you trick him and make him laugh. Each opponent has his strengths and weaknesses and it's fun and challenging to the player to learn each of them.
- PORTS -
* Consoles :
Sony PlayStation2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
ZX Spectrum (1987 "Great Gurianos")
Amstrad CPC (1987, "Great Gurianos")
Commodore C64 (1987, "Great Gurianos")
PC [MS Windows] (2005, "Taito Legends")
$end
$info=sgladiat,
$Edit this entry at Arcade-History.com
$bio
Gladiator 1984 (c) 1984 SNK.
- TECHNICAL -
Game ID : A3006
Main CPU : (2x) Z80 (@ 4 Mhz), Z80 (@ 5 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 216 pixels
Screen refresh : 60.61 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=glass,glass10,glass10a,
$Edit this entry at Arcade-History.com
$bio
Glass (c) 1993 Gaelco.
- TECHNICAL -
Game ID : 931021
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 368 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Splash! (1992)
2. Glass (1993)
$end
$info=gblchmp,
$Edit this entry at Arcade-History.com
$bio
Global Champion (c) 07/1994 Taito.
A one-on-one fighting game featuring nine selectable characters and three end bosses, controlled with a single joystick and six buttons. In addition to the usual kicks and punches, each character also has a number of special moves, that can be utilized via complex joystick and button combinations. In the one player game, players can chose their first opponent, with subsequent opponents chosen randomly by the game.
Unusually for a game of this type, Global Champion features blood; something that had hitherto only been associated with Midway's "Mortal Kombat" series. The blood option can be switched off in the game's dip settings.
Global Champion was Taito's answer to the Capcom and SNK fighting games that were dominating the arcade scene in the early 90's, and while playable enough in its own right, and featuring, as it does, colourful graphics and highly animated backdrops, Taito's offering couldn't compete with the "Street Fighters" of the world, either on commercial or gameplay terms.
- TECHNICAL -
Taito F3 System hardware
Game ID : D84
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 2
Control : dial
Buttons : 6
- TRIVIA -
This game is known outside US as "Kaiser Knuckle".
An updated prototype of this game is known as "Dan-Ku-Ga".
- UPDATES -
The title screen is different than "Kaiser Knuckle".
- STAFF -
Image illustrator : Nobuteru Yuki
Project leader : Takeshi Kobori
Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki
Main character designers : Yuji Sakamoto, Takeshi Kobori
Character designers : Hiroto Nizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida
Assistants : Peacock, Production IG, VAP
Main programmmer : Hiroshi Aoki
Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama
Music composer : Yasuhisa Watanabe (Zuntata)
Sound effect eesigners : Katsuhisa Ishikawa (Zuntata)
Recording engineers : Munehiro Nakanishi (Zuntata)
System engineers : Katsumi Kaneoka, Hironobu Suzuki
Designers : Kumi Mizobe, Takeshi Kobori
Mechanic engineer : Koichi Otsu
* CAST :
Kazuya : Kazuki Yao
Barts : Ryutaro Okiayu
Lihua : Saeko Shimazu
Liza : Aya Hisakawa
Gekkou : Hideo Ishikawa
J-McCoy : Kazunari Tanaka
Wulong : Yasushi Horibata
Marco : Ichiro Otowa
Boggy : Andrew Holms
Gonzales : Hisao Egawa
Azteca : Ryu Kuzu
General : Steve Yamashita
Narrator : Randy Sexton
$end
$info=go2000,
$Edit this entry at Arcade-History.com
$bio
GO 2000 (c) 2000 SA.
A Korean game.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Player : 1
Control : 2-way joystick (vertical)
Buttons : 6
$end
$info=yamagchi,
$Edit this entry at Arcade-History.com
$bio
Go Go Mr. Yamaguchi - Jungle Survival (c) 1985 Taito.
- TECHNICAL -
Prom Stickers : A38
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : (2x) Z80 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Kaneko.
This game is known in Japan as "Yuke Yuke Yamaguchi-kun - Kesshi no Tanken Survival" (translates from Japanese as 'Go Go Yamaguchi-kun - Do-or-Die Spirit of Exploration Survival').
$end
$info=gogomile,
$Edit this entry at Arcade-History.com
$bio
Go Go! Mile Smile (c) 1995 Fuuki.
The unique game-play of this game makes it an all time favorite. This game was probably a hit as it is highly addictive and if you see anybody playing it in the arcade for the first time you'd unwillingly play it once and then you cant stop playing it.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is known in Japan as "Susume! Mile Smile".
This is the first Fuuki arcade game.
There's only one '1 UP' bonus in the whole game !
- TIPS AND TRICKS -
Try to eat as much pills(?) in series as you can as the score for every continuous next pill multiplies up to a 1000 points for every pill.
Do not waste time on getting bonus items as you'll get just 500, 1000 points. The saved time gives you more time than that about 100 points per second.
- STAFF -
Programmers : Syaboon, T. Usami
Graphic Desiners : Dai, T. Komitan, Pan, Ryoma
Sound Composer : A. Inu. Nishida
Character voices : T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell
Producer : Y. Takahashi
$end
$info=goaltogo,
$Edit this entry at Arcade-History.com
$bio
Goal To Go (c) 1983 Stern Electronics.
You must control your quarterback, receivers, and running backs to get first downs and score touchdowns. After you chose one of the on-screen pre-designed plays, you would watch the play develop and have to interact using the joystick, hands, and feet buttons at the proper moments of the play. The game ends if you do not continue to make first downs.
- TECHNICAL -
This game uses a laser disc.
Main CPU : Z80
Sound Chips : Custom, Discrete circuitry
Palette colors : 16
Players : 2
Buttons : 2
- TRIVIA -
Approximately 100 units were produced.
$end
$info=goal92,
$Edit this entry at Arcade-History.com
$bio
Goal! '92 (c) 1992.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.25 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is a bootleg of "Seibu Cup Soccer".
$end
$info=goalx3,
$Edit this entry at Arcade-History.com
$bio
Goal! Goal! Goal! (c) 1995 Visco.
A soccer game with all the right ingredients, skill, flair, passion, and of course, GOALS! With 28 national teams to choose from, compete in a tournament to become the best soccer nation in the world. Get past the opening group stage and go on to a round-robin elimination stage where failure is not an option. To help you on your way, hold down the shoot button until the power bar fills up and you can do a POWERFUL SUPER SHOT!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0209
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Offense > [A] Shoot/Special shoot [B] Pass [C] Short kick
=> Defense > [A] Sliding [B] Tackle
- TRIVIA -
This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.
- STAFF -
Producer : Tetsuo Akiyama
Direction : Don Gabacyo
Assistance : Yasuhisa Itoi
Main programmer : N. Yamaguchi
Programmers : PHA, M. Taniguchi, Gogo
Graphic designers : T. Matsu, H. Mawatari, Y. Nishino, Y. Kudou, H. Maehara, Chidori, S. Soeda, Hamigaki. Maru, J. Nakazawa, E-Ayasu
Sound by Act Japan.
$end
$info=gghost,
$Edit this entry at Arcade-History.com
$bio
Goalie Ghost (c) 1984 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : trackball
Buttons : 2
- STAFF -
Designed and programmed by : Ed Rotberg, Owen Rubin, Jon Kinsting
Screen graphics by : Martin French, Roger Hector
Music and sounds by : Jesse Osborne
$end
$info=godzilla,
$Edit this entry at Arcade-History.com
$bio
Godzilla (c) 1993 Banpresto.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 61.00 Hz
Palette Colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
$end
$info=goindol,goindolu,goindolk,
$Edit this entry at Arcade-History.com
$bio
Goindol (c) 1987 SunA.
Let's Smash Blocks! Fighting between primitive 'Goindol' guardian blocks in eolithics age and adventurers of civilized world 100 rounds full of variety and excitement 16 pictures added for bonus.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Released in August 1987.
The title screen music is a cover of 'Cuore Matto' by Little Tony (famous Italian singer in the 60s and 70s).
When entering a 'High Score', you can hear Procol Harum's 'A whiter shade of pale'.
A bootleg of this game is known as "Homo".
$end
$info=gokuparo,
$Edit this entry at Arcade-History.com
$bio
Gokujyou Parodius! - Kako no Eikou wo Motomete (c) 1994 Konami.
The second arcade sequel to 1990's "Parodius Da!", this parody of Konami's "Gradius" series picks up where the first game left off. This time, it isn't only their own games that the Konami shoot-em-up mocks; other classics of the genre such as Irem's legendary "R-Type" - specifically the infamous mothership that forms R-Type's entire third level - are lovingly parodied.
- TECHNICAL -
Konami GX hardware
Game ID : GX321
Main CPU : 68EC020
Sound CPU : 68000
Sound Chips : (2x) K054539
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Fantastic Parodius! - Surpassing Its Former Glory'.
This game is known outside Japan as "Fantastic Journey".
The name of the fish character Mambo has a double meaning, he gets his name from the real life fish called Ocean Sunfish (or Mola Mola), but called Mambou in Japan. The other meaning is Mambo from the musical style, which is why the female partner character in this game is called Samba, yet another musical style.
Stage 1 music is a remix of 'In the Mood', by Joe Garland (1939).
Stage 1 boss music is a remix of 'Carmen : Le Toreador', by Georges Bizet (1875).
Stage 2 music is a remix of 'Stars and Stripes Forever', by John Philip Sousa (1896).
Stage 3 music is a remix of 'Tritsch-Tratsch Polka', by Johann Strauss (1858).
Stage 3 boss music is a remix of 'Mambo No. 5', by Damaso Perez Prado (1949).
Stage 4 music is a remix of 'Guillaume Tell', by Gioacchino Rossini (1829).
Stage 4 boss music is a remix of "Gradius"'s Aircraft Carrier music.
Stage 5 music is a megamix of 'Yankee Doodle', 'Ej Lucka, Lucka' / Czech Folk Song, 'Mary Had a Little Lamb', 'Circus Song' (Chopsticks), 'London Bridge', 'Picnic'.
Stage 5 boss music is a remix of 'Piano Sonata K.331, 3rd : Rondo Alla Turca', by Wolfgang Amadeus Mozart.
Stage 6 music is a remix of 'Juugoya Otsukisan', by Nagayo Motoori.
Stage 6 boss music is a remix of 'Zuizui Zukkorobashi', by Japanese Children's Song.
Moai Ship stage music is a remix of 'Die Walkure', by Richard Wagner.
Moai Ship stage boss music is a remix of 'Symphony No.25 in G minor, K.183; 1st movement', by Wolfgang Amadeus Mozart.
Stage 7 music is a remix of 'Symphony No.9 in E minor : From The New World', by Antonin Dvorak.
Special stage music is a megamix of music from others Konami Games : "TwinBee", "Salamander", "AJax", "Gradius II", "Gradius III", "Thunder Cross".
Special stage boss music is a remix of 'Flight of the Bumblebee', by Nikolai Rimsky-Korsakov.
Ranking table music is a remix of 'The Nutcracker Suite, Op. 71a', by Peter Ilyich Tchaikovsky.
King Records released a limited-edition soundtrack album for this game (Gokujyou Parodius - KICA-7641) on 05/07/1994.
- SERIES -
1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX)
2. Parodius Da! - Shinwa kara Owarai e (1990)
3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994)
4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom)
5. Sexy Parodius (1996)
- STAFF -
Programmers : Chichibinta Tsukasa, V. Mailer
Character designers : Shuzilow.Ha, Magurou, Taro Maru, Ishimaroid, Bon.Natsumi
Music : Prophet Fukami, M.Puddin' Satoko, Sitar Senoo
Sound effects : Gokujyou-Tasaka, 118
Hard designers : Million Hide, Suke, Escape Yoshiaki, Nanba Shot Tom
Product designer : Poper Takashi
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sony PlayStation (1994, "Parodius Deluxe Pack")
Sega Saturn (1995, "Parodius Deluxe")
Sony PSP (2007, "Parodius Portable")
$end
$info=goldbug,
$Edit this entry at Arcade-History.com
$bio
Gold Bug (c) 1982 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Steve Peterson holds the official record for this game with 173,740 points.
$end
$info=goldmedl,goldmeda,goldmedb,
$Edit this entry at Arcade-History.com
$bio
Gold Medalist (c) 09/1988 SNK.
Based on the Seoul Olympics, this is a multi-event track and field game for up to four players and featuring nine different events. Despite being heavily influenced by Konami's own "Track and Field" series, Gold Medalist lacks both the addictiveness and tight gameplay mechanics of the games upon which it is based. The nine disciplines, which can be attempted in any order, are :
* 100 Metre Sprint
* Long Jump
* Horizontal Bars
* Freestlye Swimming
* Boxing
* Discus
* 110m Hurdles
* High Jump
* 400m Relay
- TECHNICAL -
Game ID : Alpha-68K96II 'GM'
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Buttons : 3
$end
$info=goldnaxe,goldnabl,goldnaxj,goldnax2,goldnax3,goldnax1,goldnaxu,goldnab2,
$Edit this entry at Arcade-History.com
$bio
Golden Axe (c) 1989 Sega.
A classic sideways scrolling beat-em-up set in a traditional fantasy world, in which between 1 and 3 warriors take up arms to save the King from the evil Death Adder. The 3 different player characters are an Amazonian warrior, a barbarian hero and a viking dwarf. Each hero uses a different kind of magic : the barbarian uses earth magic, the amazon uses fire magic and the viking dwarf uses lightning magic. In addition : each player character also carried a different weapon : the amazonian warrior and the barbarian both use swords while the viking dwarf uses the Golden Axe itself.
Each character in the game has a special attack move that is activated by pressing both JUMP and ATTACK at the same time. Also, double-tapping the joystick right or left will cause the player to charge and smash into opponents. At certain points during the game, players will come across certain creatures (such as dragons) which, once their original riders have been knocked from the saddle, can be mounted and used against the enemy.
At certain points during a level, as well as at the end of each level, drawfs appears carrying a sack on their back. Players can hit the drawfs causing them to drop food and magic potions.
Once the game has been beaten, the ending will show a view of an arcade where the characters 'jump out' of the game, run out of the arcade and down the street.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0110 / 317-0112 / 317-0120 / 317-0121 / 317-0122 / 317-0123a
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] JUMP, [B] ATTACK, [C] MAGIC
- TRIVIA -
Released in June 1989.
Uchida originally wanted to make a theme similar to "Dragon Quest", but seeing as how the higher ups at Sega didn't quite see the charm in that, Uchida and his team ended up making Golden Axe, thinking that selectable characters and flashy magic spells would make for a success. The game did end up becoming one of Sega's big franchises early on and spawned multiple sequels.
Note : The kanji on the title screen actually reads 'Senpu', meaning 'Fighting Axe'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.
Many of the samples used for Golden Axe and its sequel were taken from the movies 'Rambo - First Blood' and 'Conan the Cimmerian'. More specific when you kill bad guys sometimes they scream something like 'Oooh God!' which was taken from Rambo at the scene which takes place in the forest when one of the policemen fell into a trap and gets impaled by sharp pieces of wood. The sample used for the man who gets trampled by a bad guy in Golden Axe and the scream of Death-Adder when falling from the dragon at the final scene of "Golden Axe - Revenge of Death-Adder" was taken from the policeman who also fell from the helicopter pursuiting Rambo. Finally the battle cry used for the big baddies when they die in Golden Axe and the scream for the big chained green monster on "Golden Axe - Revenge of Death-Adder" on stage 3 are the same and taken from Conan's scene where Arnold Schwarzenegger fights the two villains on a Stonehenge like background and again one of them gets impaled by a trap.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Super Sonic Team : G.S.M. SEGA 3 - PCCB-00009) on 21/10/1989.
Two limited Edition Comic Book Series' to accompany the game were published in the UK in the early 1990's. They can be found along with other Sega related adaptions in fleetways 'Sonic The Comic' which ran for approximately 200 issues.
- UPDATES -
FD1094 317-0110
* World version.
8751 317-0112
* US version.
* Uses an additional I8751 @ 8 Mhz
* Additional 'Winners Don't Use Drugs' screen.
FD1094 317-0120
* World version.
FD1094 317-0121
* Japanese version.
* Additional 'warning' screen.
* Added blood dripping on the character selection screen.
* Added in-game Japanese subtitles.
* Contains an extra violent scene.
FD1094 317-0122
* US version.
* Additional 'Winners Don't Use Drugs' screen.
8751 317-0123a
* US version.
* Uses an additional I8751 @ 8 Mhz
* Additional 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
* Two Player Health Restoral : If a player's health is at zero (no life bar visible) when the bonus level/intermission ends, s/he will begin the next level at full health (three life bars). So if you CAREFULLY hack one another, you can restore your health. You should allow the other character to recover after each swipe, otherwise you may throw or kick and actually kill the other player.
- SERIES -
1. Golden Axe (1989)
2. Golden Axe Warrior (1990, Sega Master System)
3. Ax Battler - A Legend of Golden Axe (1991, Sega Game Gear)
4. Golden Axe II (1991)
5. Golden Axe - The Revenge of Death Adder (1992)
6. Golden Axe III (1993, Sega Mega Drive)
7. Golden Axe - The Duel (1995)
- STAFF -
Designed by : Makoto Uchida
...and Team Shinobi.
- PORTS -
* Consoles :
Sega Mega Drive (1989)
Sega Master System (1989)
NEC PC-Engine Super CD-ROM2 (1990)
Sega Mega-CD (1992, "Sega Classics Arcade Collection 4-in-1")
Sega Mega Drive (1994, "MegaGames 3in1 Vol 2")
Sega Mega Drive (1995, "6-PAK")
Bandai WonderSwan Color (2002)
Nintendo Game Boy Advance (2002,"Sega Smash Pack")
Sony PlayStation 2 (2003, "Sega Ages 2500 Vol. 5 : Golden Axe")
Sega Dreamcast ("Sega Smash Pack Vol. 1")
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Wii (2006, "Virtual Console" - Mega Drive version)
Microsoft XBOX 360 (2007, as a downloadable Live Arcade game)
* Computers :
Atari ST (1990)
Amstrad CPC (1990)
PC [MS-DOS, 5.25''] (1990)
Commodore C64 (1991)
Commodore Amiga (1991)
Sinclair ZX Spectrum (1991)
Commodore C64 (1991, "2 Hot 2 Handle")
Commodore Amiga (1991, "2 Hot 2 Handle")
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")
* Others :
Tiger Handheld LCD Game (1987)
$end
$info=gaxeduel,
$Edit this entry at Arcade-History.com
$bio
Golden Axe - The Duel (c) 01/1995 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Golden Axe (1989)
2. Golden Axe Warrior (1990, Sega Master System)
3. Ax Battler - A Legend of Golden Axe (1991, Sega Game Gear)
4. Golden Axe II (1991)
5. Golden Axe - The Revenge of Death Adder (1992)
6. Golden Axe III (1993, Sega Mega Drive)
7. Golden Axe - The Duel (1995)
- STAFF -
Programmer : A. Toshikawa, H. Shimokawa, T. Takayanagi, K. Kataoka
Graphic Designer : S. Makino, Y. Endo, Y. Aoki, Y. Kawata, T. Kusunoki, N. Takahashi, S. Amano, T. Kudo, Y. Isoda, T. Akai
Composer : K. Nagai
Voice : H. Kawatsu, H. Kiuchi, Y. Nezu
Game Planner : K. Imaeda, M. Takabe
- PORTS -
* Consoles :
Sega Saturn (1995)
$end
$info=ga2,ga2j,ga2u,
$Edit this entry at Arcade-History.com
$bio
Golden Axe - The Revenge of Death Adder (c) 1992 Sega.
Like it's legendary prequel, 1989's "Golden Axe"; 'Revenge' is sideways scrolling beat-em-up set in a traditional fantasy world, in which the evil 'Death Adder' has arisen to take over the lands. The game supports simultaneous four-player gameplay, with each player taking on one of the game's characters. The four available characters are 'Sternblade' (a barbarian warrior), 'Dora' (a female centaurian), 'Goah' (a giant with a drawf sitting atop his shoulders) and 'Little Trix' (an agile, oriental-style warrior).
As with 'Golden Axe', as well as standard weapon attacks, each character has a special attack move that is activated by pressing both JUMP and ATTACK at the same time. Also, double-tapping the joystick right or left will cause the player to charge and smash into opponents. At certain points during the game, players will come across certain creatures and contraptions (such as dragons, giant scorpions and catapults) which, once the original occupier has been removed from the saddle, can be mounted and ridden/utilized to attack the enemy.
At certain points during a level, as well as at the end of each level, drawfs appears carrying a sack on their back. Players can hit the drawfs causing them to drop food and magic potions. During the course of the game, players will also come across numerous trapped prisoners. These can be released by either opening their cages (by pulling a rope or similar) or hacking at their foot manicles.
Unlike the linear level layout of its prequel, 'Revenge' offers the player a branching route through the game, adding to its variety and longevity.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz), V20 (@ 10 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Gilius, the dwarf of the first episode is not directly playable on this sequel, but appears on the back of a giant named Goah.
Each time when you win a stage a map screen shows up. That map screen actually contains ancient Greek words, which translate as follows :
* The word at the bottom means 'river'.
* The bottom-left word means 'cave'.
* The bottom-right word means 'forest'.
* The word in the center means 'town'.
* The upper-left word means 'graveyard'.
* The word in the upper-right corner means 'sea'.
* And finally the word on top is the name of an ancient Greek mythological monster.
- UPDATES -
The Japanese version has some differences :
* Has 5 scenes (levels) instead of 7.
* Is a 2 players game only instead of 4.
* You have 2 lives and 24 of energy instead of 1 live and 40 of energy.
The US version has the "Recycle It, Don't Trash It!" and the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
When 2 or more people are playing, it's possible to grab an enemy in a body slam technique by attacking the enemy simultaneously, which can cause a lot of damage.
- SERIES -
1. Golden Axe (1989)
2. Golden Axe Warrior (1990, Sega Master System)
3. Ax Battler - A Legend of Golden Axe (1991, Sega Game Gear)
4. Golden Axe II (1991)
5. Golden Axe - The Revenge of Death Adder (1992)
6. Golden Axe III (1993, Sega Mega Drive)
7. Golden Axe - The Duel (1995)
$end
$info=mt_gaxe,
$Edit this entry at Arcade-History.com
$bio
Golden Axe [Mega-Tech] (c) 1990 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 25
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* Level Select : Select arcade mode. Hold Downleft+B and press Start at the character selection screen. A number that corresponds to the starting level will appear in the upper left corner of the screen. Use the D-pad to change it to the level you want.
* 9 Continues : At the character select screen, hold Downleft+A+C. Release and press Start.
- SERIES -
1. Golden Axe (1989)
2. Golden Axe Warrior (1990, Sega Master System)
3. Ax Battler - A Legend of Golden Axe (1991, Sega Game Gear)
4. Golden Axe II (1991)
5. Golden Axe - The Revenge of Death Adder (1992)
6. Golden Axe III (1993, Sega Mega Drive)
7. Golden Axe - The Duel (1995)
- STAFF -
Software designers : Takosuke, Moto Cbx1000, Ham Tak, Waka
Visual effects : Kyonsy Kyonsy, Cane, Chisuke, Roco
Sound : Nankyoku, Decky, Imocky
Assistant programmers : S2, Yang Watt, Vinyl Boy
Producer : Kan
Director : Bros 400
Assistant director : Opa-Opa
English messages : Niya, Tsugu
- PORTS -
* Consoles :
Sega Mega Drive (1995, "6-PAK")
Nintendo Wii (2006, "Virtual Console")
* Computers :
Commodore C64 (1991, "2 Hot 2 Handle")
Commodore Amiga (1991, "2 Hot 2 Handle")
$end
$info=mp_gaxe2,
$Edit this entry at Arcade-History.com
$bio
Golden Axe II (c) 1993 Sega.
- TECHNICAL -
Sega Mega Play hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Attack, [B] Jump, [C] Magic
- TRIVIA -
This is a slightly harder version of the Sega Mega Drive version and is released around two years after the original :
* Two lives instead of three.
* Two units of health instead of three.
* In the Mega Drive version, you have to hold the A button to use more powerful magic. In this version, when you tap the A button, you automatically use the strongest magic available.
* Eight minute time limit added.
- UPDATES -
The US version has the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
Press button A and button B at the same time for a special attack.
- SERIES -
1. Golden Axe (1989)
2. Golden Axe Warrior (1990, Sega Master System)
3. Ax Battler - A Legend of Golden Axe (1991, Sega Game Gear)
4. Golden Axe II (1991)
5. Golden Axe - The Revenge of Death Adder (1992)
6. Golden Axe III (1993, Sega Mega Drive)
7. Golden Axe - The Duel (1995)
$end
$info=mt_gaxe2,
$Edit this entry at Arcade-History.com
$bio
Golden Axe II (c) 1991 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 57
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in December 1991.
- TIPS AND TRICKS -
* Level Select : while the opening screen scrolls, simultaneously hold A+B+C+Start.
Still holding A, release B+C and press them again.
This will bring you to the options screen.
Still holding A, release B+C, select 'exit' and press B+C once more.
You'll be back at the main menu.
Still holding A, release B+C and hit them again to choose the number of players.
Keep all the buttons down and press Start.
Release only Start, select your character, then still holding down A+B+C, press Up and hit Start.
You can now select the level you want to play.
* Full Magic : go to the options screen and select the 'Special Magic' option.
Begin game play and Hold A when the music for the Bosses on levels 1 to 4 begins to play.
Defeat the Boss while holding A.
Release the button when the screen turns black and your character is transported to the bonus level.
Do not press any buttons or move the D-pad.
When the next level begins, player one will cast a spell that will increase the magic points to 255 (Note : Do not use more magic points that what your character normally is allowed to use.Doing so will freeze the game).
- SERIES -
1. Golden Axe (1989)
2. Golden Axe Warrior (1990, Sega Master System)
3. Ax Battler - A Legend of Golden Axe (1991, Sega Game Gear)
4. Golden Axe II (1991)
5. Golden Axe - The Revenge of Death Adder (1992)
6. Golden Axe III (1993, Sega Mega Drive)
7. Golden Axe - The Duel (1995)
- PORTS -
* Consoles :
Sega Mega Drive (1991)
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Wii (2007, "Virtual Console")
$end
$info=gldncrwn,
$Edit this entry at Arcade-History.com
$bio
Golden Crown (c) 1997 BFM / ELAM.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
Buttons : 6
$end
$info=gfire2,
$Edit this entry at Arcade-History.com
$bio
Golden Fire II (c) 1992 Topis.
- TECHNICAL -
Main CPU : Z180 (@ 7 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=gpgolf,
$Edit this entry at Arcade-History.com
$bio
Golden Par Golf (c) 1992 Strata / Incredible Technologies.
- STAFF -
Creative direction : Scott Morrison
Game design : Larry Hodgon, Jim Zielinski
Software : Larry Hodgson, Richard Ditton, Jane Zeto
Artwork : Dale Kerkman, Tim Skelly, Susan Carlson
Golf course design : Jim Zielinski
Sound and music : Daviel Thiel
Hardware : Steve Jaskowiak, Scott A. Allie
Sales by Electrocoin Automatics LTD.
$end
$info=goldnpkr,goldnpkb,goldnpkc,
$Edit this entry at Arcade-History.com
$bio
Golden Poker Double Up (c) 1981 Bonanza.
- TECHNICAL -
Main CPU : M6502
Palette colors : 64
Players : 1
Buttons : 10
$end
$info=goldstar,goldstbl,
$Edit this entry at Arcade-History.com
$bio
Golden Star (c) 1995 IGS.
- TECHNICAL -
Main CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 6
$end
$info=gt97,gt97s121,gt97t240,gt97v120,gt97v121,gt97v122,gt97t243,
$Edit this entry at Arcade-History.com
$bio
Golden Tee '97 (c) 1997 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
A Golden Tee '97 machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=gt98,gt98s100,gt98t303,gt98v100,
$Edit this entry at Arcade-History.com
$bio
Golden Tee '98 (c) 1998 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : trackball
Buttons : 2
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=gt99,gt99s100,gt99t400,
$Edit this entry at Arcade-History.com
$bio
Golden Tee '99 (c) 1999 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : trackball
Buttons : 2
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=gt2k,gt2ks100,gt2kt500,
$Edit this entry at Arcade-History.com
$bio
Golden Tee 2K (c) 2000 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : trackball
Buttons : 2
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=gt3d,gt3dl191,gt3dl192,gt3ds192,gt3dt231,gt3dv14,gt3dv15,gt3dv16,gt3dv17,gt3dv18,gt3dt211,
$Edit this entry at Arcade-History.com
$bio
Golden Tee 3D Golf (c) 1995 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
This was the first of the Golden Tee games to really take off. With golfing pro Pete Jacobsen on board as adviser and 'model' for the digitised players, and a new, more sophisticated hardware platform, it was possible for Incredible Technologies to dominate the bar/adult gaming market.
Over the years (up until 2001 in fact), very little changed in terms of the main program, with most of the effort concentrated on balancing the gameplay. To that end, all the Golden Tee titles from 3D to Classic are considered as 'Golden Tee 3', hence the punning title of "Golden Tee Fore!".
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=gtclassc,gtclassp,gtcls100,
$Edit this entry at Arcade-History.com
$bio
Golden Tee Classic (c) 2001 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : trackball
Buttons : 2
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=gtg,gtgt,
$Edit this entry at Arcade-History.com
$bio
Golden Tee Golf (c) 1990 Strata / Incredible Technologies.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : trackball
Buttons : 2
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=gtg2,gtg2j,gtg2t,
$Edit this entry at Arcade-History.com
$bio
Golden Tee Golf II (c) 1991 Strata / Incredible Technologies.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- UPDATES -
Revision 1 :
* Software version : 1.0.
Revision 2 :
* Software version : 1.1.
* Added a trackball control.
* Added 'Trackball Adjustment' in the operator menu.
* Added 'Initial Coin Adjustment' in the operator menu.
* Removed 'Put Meter Adjustment' (Putt Meter ON/OFF) in the operator menu.
* Added three new pages on the 'Audit menu' of the operator menu.
Revision 3 :
* Software version : 2.2.
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
- STAFF -
Creative direction : Scott Morrison
Game designers : Larry Hodgson, Jim Zielinski
Software : Larry Hodgson, Jane Zeto
Hardware : Steve Jaskowiak, Scott A.Allie
Artwork : Dale Kerkman, Susan Carlson, Tim Skelly
Sound and music : David Thiel
Golf course designer : Jim Zielinski
Sales : John Cassiday
$end
$info=gtroyal,
$Edit this entry at Arcade-History.com
$bio
Golden Tee Royal Edition Tournament (c) 1999 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : Trackball
Buttons : 2
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=gtsuprem,
$Edit this entry at Arcade-History.com
$bio
Golden Tee Supreme Edition Tournament (c) 2002 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : trackball
Buttons : 2
- SERIES -
1. Golden Tee Golf (1990)
2. Golden Tee Golf II (1991)
3. Golden Tee 3D Golf (1995)
4. Golden Tee '97 (1997)
5. Golden Tee '98 (1998)
6. Golden Tee '99 (1999)
7. Golden Tee Royal Edition Tournament (1999)
8. Golden Tee 2K (2000)
9. Golden Tee Classic (2001)
10. Golden Tee Fore! (2002)
11. Golden Tee Supreme Edition Tournament (2002)
12. Golden Tee Fore! 2002 (2002)
13. Golden Tee Fore! 2003 (2003)
14. Golden Tee Fore! 2004 (2004)
15. Golden Tee Fore! 2004 Extra (2004)
16. Golden Tee Live (2004)
17. Golden Tee Fore! 2005 (2005)
18. Golden Tee Fore! Complete (2005)
19. Golden Tee Live 2007 (2007)
20. Golden Tee Live 2008 (2007)
21. Golden Tee 2008 Unplugged (2007)
$end
$info=pc_golf,
$Edit this entry at Arcade-History.com
$bio
Golf (c) 1984 Nintendo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : GF
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Music by : Koji Kondo
- PORTS -
* Consoles :
Nintendo Famicom (1984)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2003, "e-Readers" Series)
* Computers :
NEC PC-8801 (1985)
$end
$info=glfgreat,glfgretj,
$Edit this entry at Arcade-History.com
$bio
Golfing Greats (c) 03/1991 Konami.
A golf game from Konami.
- TECHNICAL -
Game ID : GX061
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Golfing Greats (1991)
2. Golfing Greats 2 (1994)
$end
$info=ggreats2,
$Edit this entry at Arcade-History.com
$bio
Golfing Greats 2 (c) 1994 Konami.
Sequel to 1991's "Golfing Greats".
- TECHNICAL -
Konami GX hardware
Game ID : GX218
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : paddle
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Konami's Open Golf Championship".
- SERIES -
1. Golfing Greats (1991)
2. Golfing Greats 2 (1994)
$end
$info=golgo13,
$Edit this entry at Arcade-History.com
$bio
Golgo 13 (c) 1999 Raizing / Namco.
A lightgun game in which the player, armed with a semi-automatic sniper rifle takes on the role of the world's most lethal and highly paid assassin, Duke Togo: Codename Golgo 13. Unlike other lightgun games Golgo 13 is very story driven and combines both 3-D and 2-D graphic elements.
The player starts their career with a 100 percent accuracy rating and takes on various assignments. Each assignment begins with a 2D comic book storyline and although in Japanese they should still give the player some idea of the background story. The objective of the chosen assignment is then displayed together with the time limit, target zone, and available ammunition.
At the end of each assignment the player is treated to on screen display of their performance. For each assignment successfully completed a large sum of cash is added to the player’s total, plus an extra sum is awarded for hitting the target zone. If however the player fails to complete the objective or the timer reaches zero, the player’s accuracy rating is reduced and the player is then moved on to choose the next assignment. The game is over when the player’s accuracy rating reaches zero.
At the start of the player’s career, 5 different assignments are available to choose from and can be completed in any order. Once all 5 assignments have been undertaken a new round of assignments becomes available. In total there are 4 rounds each consisting of 5 assignments, with each round becoming progressively harder. The last round includes a special stage which can only be selected after all the assignments have been completed. Upon completion of the special stage the credits roll and the game ends. The player is then once again returned to the start of the game.
- TECHNICAL -
Namco System 12 hardware
Game ID : GLG
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : lightgun
Buttons : 3
- TRIVIA -
The game and character is based on the Anime and graphic novels of the same name, created by Takao Saito.
- SERIES -
1. Golgo 13 (1999)
2. Golgo 13 2 - Kiseki no Dandou (2000)
3. Golgo 13 3 - Juusei no Chinkonka (2001)
- STAFF -
* Namco Production Staff :
Directorial staff : Koji Kawashima (KMD)
Senior Directorial staff : Jyun-ichiro Koyama
* Hardware :
Chief Engineer : Hiroki Nakahata
Mechanical Engineer : Mitsuru Yokoyama, Toru Obara, Takeshi Kaneko
Electrical Engineer : Koichi Asano, Makoto Itoh
Industrial & Graphic Designer : Toru Yano, Hiroyuki Takanabe
* Adviser :
Program : Kyota, Tetsuya Funatsu
Sound : Hiroyuki Kawada, TO(2000)
Hardware : Fumihiko Hasegawa
Management : Tohru Takahashi
* Software :
* Eighting/Raizing Staff :
Translator staff : Casey Utsunomiya, Jason Arney (Namco America Inc.)
Copyright Negotiator : Manabu Sugiyama
$end
$info=g13knd,
$Edit this entry at Arcade-History.com
$bio
Golgo 13 2 - Kiseki no Dandou (c) 2000 Namco / 8ing / Raizing.
- TECHNICAL -
Namco System 10 Hardware
Game ID : GLS
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : lightgun
Buttons : 3
- SERIES -
1. Golgo 13 (1999)
2. Golgo 13 2 - Kiseki no Dandou (2000)
3. Golgo 13 3 - Juusei no Chinkonka (2001)
$end
$info=gollygho,
$Edit this entry at Arcade-History.com
$bio
Golly! Ghost! (c) 1990 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : GL
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
The game featured a genuine doll's house hooked up to a pinball-style motor board. The motors allowed certain parts of the doll's house to move under CPU control (to allow the ghosts to come out of the toilet etc.). To project the ghosts, a monitor was placed in the base of the cabinet, projecting an inverted image onto a pane of glass. This system proved to be such a good way of removing interference when operating genuine lightguns (the ones in Golly! Ghost! were actually joysticks) that this reflection system has been used in upright lightgun games from Namco ever since (including "Point Blank"). One interesting point, since the ghosts are not in this dimension and can pass through walls why do they need to open doors to get in.
Shane Van Gorden holds the official record for this game with 327 points.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol. 9 - VICL-8089) on 22/09/1993.
- SERIES -
1. Golly! Ghost! (1990)
2. Bubble Trouble : Golly! Ghost! 2 (1992)
$end
$info=gomoku,
$Edit this entry at Arcade-History.com
$bio
Gomoku Narabe Renju (c) 1981 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 1.536 Mhz)
Sound Chips : Custom (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The ancient Asian game of 'Go' is called 'Gomoku Narabe' in Japan, meaning 'five in a row'. The object of the game is to simply get five of your chips in a row. Sounds simple, but there are endless strategies and philosophies to this game. The game presented in Gomoku Narabe Renju is a combination of 'Go-Moku Narabe' and 'Ninuki Renju' - a synthesis of two similar board games that use a Go board where the objective is to make five in a row.
- PORTS -
* Consoles :
Nintendo Famicom (1983)
* Computers :
MSX
$end
$info=imsorryj,
$Edit this entry at Arcade-History.com
$bio
Gonbee no I'm Sorry (c) 1985 Coreland / Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5707
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "I'm Sorry".
This game is mostly Japanese nonsense satire. The title is a play on the word 'sori', which means 'Prime Minister'. The main character is former Japanese Prime Minister Kakuei Tanaka, infamous for his plutocracy. Enemy characters include Carl Lewis, Michael Jackson, Japanese comedian Tamori and professional wrestler Giant Baba.
This game looks as if there might be a little S & M going on. When the human in sunglasses catches you, his clothes change to a black bikini and he now has a whip or riding crop. Your clothes change into a white diaper.
- STAFF -
From highscore table : Kenichi Kuma, Kayuri Tagami, Akira Matsuda, Noboru Nemoto, Maggy Minenko, Koichi Ueda, Atsuko Yama, Miyamisa S, Seiko Matsuda, You Mayami
$end
$info=gondo,
$Edit this entry at Arcade-History.com
$bio
Gondomania (c) 03/1987 Data East.
- TECHNICAL -
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is known in Japan as "Makyou Senshi".
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
- STAFF -
Game designed by : Y. Gondo
Programmers : T. Kitazawa, T. Nishizawa, S. Tamura
Sound by : H. Yoshida
Music composed by : Azusa Hara (AZUSA)
Character designers : Back Man, A. Kushima, H. Nomura
Hardware designer : K. Yoshida
Ending designed by : T. Nishizawa
Supervised by : T. Kitzawa
$end
$info=good,
$Edit this entry at Arcade-History.com
$bio
Good (c) 1998 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)
$end
$info=goodejan,goodejaa,
$Edit this entry at Arcade-History.com
$bio
Good E Jong - Kachinuki Mahjong Syoukin Oh!! (c) 1991 Seibu Kaihatsu, Inc.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3,58 Mhz)
Sound Chips : YM3812 (@ 3,58 Mhz), OKI6295 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
- TRIVIA -
Distributed by Tecmo.
$end
$info=gorf,gorfpgm1,
$Edit this entry at Arcade-History.com
$bio
Gorf (c) 1981 Midway.
The player's goal is to defeat the Gorfian Empire and safeguard the future of mankind. Gorf is a single screen shoot-em-up in the classic "Space Invaders" mould, the prime difference being that Gorf offers 5 distinct levels of shooting action. The levels are as follows :
* Mission 1, Astro Battles : The first mission is more or less a straight clone of "Space Invaders", set against a sky-blue background. The player is protected by a glittering parabolic forcefield, which is gradually worn away by enemy projectiles. The forcefield also works in BOTH directions and therefore it must momentarily deactivate in order for the player's ship to fire out. To advance to the next mission, the player must destroy all the invaders.
* Mission 2, Laser Attack : The other missions are all set in space. In this mission, the player is faced with 2 formations each made up of 5 enemies. The formations are cross-shaped, and at the bottom of each formation is a single laser gun. The laser guns fire a long, dangerous yellow beam at regular intervals. At the same time, the other enemies may break formation and attempt to divebomb the player. Destroying a laser gun causes the corresponding formation to break apart. To advance to the next mission, the player must destroy all the enemies.
* Mission 3, Galaxians : This mission is a clone of "Galaxian". The player is faced with a swarm of galaxians, which continually divebomb and shower the player with deadly projectiles. To advance to the next mission, the player must destroy all the galaxians.
* Mission 4, Space Warp : A wormhole is situated in the middle of the screen out of which enemies ships emerge - one-at-a-time - and spiral outward at increasing speed; whilst growing larger and flinging fireballs at the player. The Space Warp level would have an influence on Konami's superb "Gyruss", released 2 years' earlier. To advance to the next mission, the player must survive a number of these enemies.
* Mission 5, Flagship : The final mission is a 1-on-1 confrontation with the alien Flag-ship itself. The Flagship is one of the earliest examples of the 'boss' enemy in mainstream video games. It is equipped with its own forcefield, through which the player must blast in order to get a clean shot on the ship. It is also armed with a powerful fireball weapon. The player's weapon has a minor effect on the Flagship's hull, and can only blast off tiny pieces of it. This adds to the player's problems, as stray pieces of hull can destroy their ship. These pieces can be destroyed with a single shot. The only way to destroy the Flagship is to hit the glowing reactor at the heart of the ship, either by first blasting away the hull to expose it, or by managing to fire a shot directly into the tiny vent that leads to the reactor.
Each time the Flagship is destroyed, the player advances in rank. Initially, the player begins with the rank of Space Cadet, before moving on to Space Captain, Space Colonel, Space General, Space Warrior, and finally Space Avenger. The player's spaceship is equipped with a Quark Laser which allows the player to cancel a poorly aimed shot and fire another shot.
- TECHNICAL -
Gorf arcade units came in a blue and grey dedicated cabinet with sticker sideart of several spaceships locked in battle. Cabaret and cocktail versions were also common (the cabaret models had wood grain paneling with no sideart) Play was controlled with a center mounted 'flight yolk' type controller.
Bally Midway Astrocade hardware
Main CPU : Z80 (@ 1.789773 Mhz)
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz), Votrax SC-01
Screen orientation : Vertical
Video resolution : 204 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick with a trigger
- TRIVIA -
Released in February 1981, Gorf was the first game ever to show multiple scenes.
Gorf has achieved the status of 'true status' and became legendary for its groundbreaking, yet almost unintelligible speech.
Note : ever notice that GORF is FROG spelled backwards? Seriously, GORF is an acronym for 'Galactic Orbital Robot Force'.
The game's creator, Jay Fenton, designed a sequel to Gorf called 'Mrs. Gorf', but it was never released.
A Star Trek tie in was originally planned by Midway, but when the first movie fell flat, the Enterprise sprite was reused as the Gorf flagship.
During the attract modes and gameplay, Gorf says a number of humorous things. Some examples are: "Try again, I devour coins!", "Ha ha ha ha!", "Prepare for annihilation!", "All hail the supreme Gorfian Empire!" and the infamous "Long Live Gorf!".
Todd Rogers holds the official record for this game with 653,990 points.
A Gorf unit appears in the 1982 movie 'Fast Times at Ridgemont High' and in the 1983 movie 'Joysticks'.
An upright Gorf unit appears in the 38 Special music video 'Caught Up In You'.
A Gorf machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
- SCORING -
Space Invaders (all) : 50 points
Destroying Gorfian robot distributing Space Invaders : 300 points
Mystery Saucer : 100 points
Back and Forth Saucer : 300 points
NOTE : If you hit a Space Invader when it is being launched from the Gorfian robot, you get 100 points.
Laser Ships : 300 points
Escorts for Laser Ships : 100 points
All Galaxians not attacking : 50 points
Yellow Galaxian attacking : 60 points
Blue Galaxian attacking : 80 points
Red Galaxian attacking : 100 points
Galaxian Flagship : 300 points
Enemy fighters in Space Warp : 100 points
Flagship :
Each hit : 20 points
Escorts : 100 points
Destroying a piece of debris : 150 points
Destroying Flagship : 1000 points
Gorfian robots (appear randomly) : 300 points
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The first sight that will greet you are the Space Invaders. From that point on, the action will be non-stop with the only things changing are your rank and the difficulty of the enemies. Also, there is an interesting quirk in the game. If your ship hits a displayed score (after destroying some enemy), your ship will be destroyed. So avoid flying into scores. Also, you can only have one shot up at a time. This, though, can be countered by the fact that you can prematurely end a shot and fire another thus saving yourself a lot of time and perhaps your ship.
* Due to Gorf's limited hardware not being powerful enough to move the game's colourful sprites around easily, it's possible, on the Astro Battles screen, to slow the last two invaders down to a crawl; simply by repeatedly firing. On the Laser Attack screen, if you shoot all the enemy ships EXCEPT for the laser shooters, you can sit forever on the far left hand side of the screen. Useless, but interesting all the same.
* Astro Battles :
1) Fire immediately when the mission starts. You may get lucky and hit the Gorfian robot distributing the Space Invaders. Also fire at the invaders as they are being distributed for more points.
2) Instead of the normal 11x5 grid of invaders, you only have to deal with an 8x3 grid.
3) Instead of buildings to protect your ship, you now have a shield dome over you. It briefly disappears when you fire but the invaders have to cut through it with their lasers.
4) Remember, you have a lot of maneuverability in your ship (i.e. you can go up and down) so it should be easy to avoid the invaders bombs.
* Laser Attack :
1) Your first priority should be the laser ships. Wait until they have fired and send a shot right up their laser cannon.
2) The escorts tend to make random movements so be wary of them coming at you from all directions.
3) As the game progresses, everything speeds up accordingly.
* Galaxian :
1) Try to shoot the Galaxians when they are setting up to get the score for attacking Galaxian.
2) At first, only a couple will come down. After a while, though, the Galaxians attempt to swarm all over your ship. Since they each fire 3 shots apiece, this can present a particularly deadly situation.
3) Keep moving. There is no safe place (not even the corners).
4) At later ranks, it isn't uncommon for a whole bunch of Galaxians to attack your ship at once.
5) If you can, try to hit the Gorfian robot that sometimes bounds over the top of the Galaxians.
* Space Warp :
1) This is the mission that tends to kill off most players. You will see a black hole with dots in it. These dots represent the number of fighters you have to deal with coming out of the black hole. As a Space Cadet, you only deal with 12 fighters. After that, it will be 16 fighters.
2) Fighters leave fast or slow and rotate around the hole. In addition, they will also fire at you. It will take some fancy maneuvering to avoid both the fighter and the shot it fired.
3) Some fighters go around so fast, you just have to try to keep out of its way.
4) Sometimes fighters will launch a slow shot from the side of the screen. Watch out for these shots.
5) In the later ranks, it will take all of your skill to survive since everything moves very quickly on this mission.
* Flag Ship :
1) The Flag Ship will fly back and forth slowly. It will descend then ascend as it completes a back and forth movement.
2) There is a shield around the Flag Ship you must cut through to hit it. The Flag Ship can fire through the shield at you.
3) On the later ranks, the Flag Ship is escorted by two Gorfian robots.
4) Plan your shots so you can expose the reactor. This will mean cutting through a little bit of the ship to accomplish this. Watch out for the debris you create since it is as deadly as the Flag Ship's laser shots. If you feel really daring, hit the debris for extra points.
5) After you have stripped the ship away from the reactor, a well-placed shot should obliterate the Flag Ship.
6) Again, in the later ranks everything moves much faster.
- STAFF -
Executive producer : Dave Nutting
Game concept / Designers : Dave Nutting, Jay Fenton
Video programmer : Jay Fenton
Audio programmer : Scot Norris
Added program support : Rick Frankel, Bob Ogden
Electronics designers : Jeff Frederickson, Dave Otto
- PORTS -
note : The 'Galaxians' screen is omitted on all home ports.
* Consoles :
Colecovision (1981)
Atari 2600 (1982)
Atari 5200 (1983)
Atari XEGS
* Computers :
Commodore VIC-20 (1982)
Commodore C64 (1983)
BBC B (1983, Doctorsoft)
Acorn Electron (1983, 'Gorph' - Doctorsoft)
Commodore Amiga (1993, "Gorf", Towerbyte Software) : Includes Galaxians level.
Sinclair ZX-Spectrum (2004, "B.A.R.F." - Dinu Cristian Mircea)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=gorkans,
$Edit this entry at Arcade-History.com
$bio
Gorkans (c) 1983 Techstar.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Mr. TNT".
$end
$info=gotcha,
$Edit this entry at Arcade-History.com
$bio
Got-cha - Mini Game Festival (c) 1997 Dongsung Wonder Park.
- TECHNICAL -
Main CPU : 68000 (@ 14.31818 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 6.06 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 55.00 Hz
Palette colors : 768
Players : 3
Buttons : 3
- TRIVIA -
Presented by Para.
A Bish-bashi knockoff suitable for children. In the English language version, the voice over artist talks incredibly quickly. The reason is that, for the English language version, it was decided to add explanatory audio for each of the games.Since this was a fairly late addition, time was very tight (Even at that speed, she still didn't manage all the samples required).
This game is also known as "Pasha Pasha Champ - Mini Game Festival".
$end
$info=gotya,
$Edit this entry at Arcade-History.com
$bio
Got-Ya (c) 12/1981 Game-A-Tron.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Samples (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "The Hand".
$end
$info=powerins,
$Edit this entry at Arcade-History.com
$bio
Gouketsuji Ichizoku (c) 1993 Atlus.
8 characters fight each other for control of Oume World, featuring great music and possibly THE coolest character of all time, Otane Goketuji!
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 6 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Overpowering Blood Temple Family'.
Known outside Japan as "Power Instinct - Gouketsuji Ichizoku".
- SERIES -
1. Gouketsuji Ichizoku (1993)
2. Gouketsuji Ichizoku 2 (1994)
3. Gouketsuji Ichizoku Saikyou Densetsu (1995)
4. Power Instinct 3 - Groove on Fight (1997)
5. Shin Gouketsuji Ichizoku Tokon - Matrimelee (2002)
- STAFF -
Producer : Fuuuu
Sub producer : Chuuko
Programmers : Mako MK2, 680*0 Freak Yan
Sound : Dencyu
Front designers : Pa Pi Pu Pe, Masada-M, Super K!, Yie-Yah!, Ohryu-S
Back designers : [Chikuwa] Henacyoko, Moto.I, Range, Asaki
Songs : Tatanka Chorus (Tatanka No Uta), Japanese Cheering Party (Otoko No Karatemichi), Ainote Sisters (A Yoisyo De Ikou), Kurokos (Etc.)
$end
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Gouketsuji Ichizoku 2 (c) 1994 Atlus.
The Gougetsuji clan of Kurokos had finally found a new master after Otane Gougetsuji finally defeated the former leader, her older sister Oume. Unfortunately Otane has now dissapeared! So a new tournament is called out in order to quickly find a new clan leader. All the fighters from the first tournament have returned as well as some eager (...and strange!) newcommers. Featuring some of the funniest parodies of famous fighting games, a cool soundtrack and tons of new moves making it a way better game than its predecessor, there is no doubt that only the strongest will survive this battle!
- TECHNICAL -
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 10240
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
Licensed to Cave.
This game is mostly known by the name "Atlus 2" (the creator company's name) instead of its original name.
The character Kurara is obviously a parody of the typical magic girl trend in Anime and Manga started with Mahou No Princess Minky Momo, Kurara has Momo's transformation from a little girl to a teenager; she is also a parody to the second series of Minky Momo as she is also from an underwater kingdom. Her voice actress is Kotono Mitsuishi, who happens to be the same one that voiced Sailor Moon, yet another popular magic girl. 'Kurara''s good transcription is 'Clara'. She also has her own arcade game : "Purikura Daisakusen" (Note : Princess=PURInsesu, Clara=KURAra, PURInsesu+KURAra=Purikura) - Japanese love abbreviations.
- SERIES -
1. Gouketsuji Ichizoku (1993)
2. Gouketsuji Ichizoku 2 (1994)
3. Gouketsuji Ichizoku Saikyou Densetsu (1995)
4. Power Instinct 3 - Groove on Fight (1997)
5. Shin Gouketsuji Ichizoku Tokon - Matrimelee (2002)
- STAFF -
Producer : Tama
Sub producer : Chuuko
Main programmers : Mako MKIISR, Shuhta.Garyuh ?!, >Nari Chan
Sub programmers : Toshiya, Jake
Sound : Dencyu
Object designers : M. Masada, Yie-Yan-II, Pa Pi Pu Pe, N.I-1486-7, Man Man-Chan, Haruko Chan, Pochi, Suzuki
Scroll designers : Moto. I, Araki-Dorifu, Range, Asaki, naru, Monko, Yu-Ki, Chuuko, Mid
Planners : Super-K!, Markey, Helen
Voices : Mitsuishi Kotono, Ryusei Yaro Aihara, Chuuko, Pa Pi Pu Pe, Dencyu
* Song :
Namidano(...) : Ruu & Markey
Give me Money : Dirty Rouge
Otoko No Karatemichi : Oyama Reiji Ohendan
Hajimete No Ai : Katsura
Kechabian : Sahadoke No Minasan
Warugaki Yochien Enka : Warugaki Kids & Teacher
Amiyai No Yoru : Amiyai No Minasan
Mahou Mitaina Koi Shitai : Mikazuki Kurumi
Bozude Dadada : Bozu Flower Dancers
- PORTS -
* Consoles :
Sony PlayStation (1996)
$end
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Gouketsuji Ichizoku Saikyou Densetsu (c) 1995 Atlus / Cave.
- TECHNICAL -
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 10240
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is known outside Japan as "Power Instinct Legends".
- TIPS AND TRICKS -
Play as Chuck (final boss) : On the character selection screen, press Right(x2), Down, Up, Down, Left(x3), Up.
- SERIES -
1. Gouketsuji Ichizoku (1993)
2. Gouketsuji Ichizoku 2 (1994)
3. Gouketsuji Ichizoku Saikyou Densetsu (1995)
4. Power Instinct 3 - Groove on Fight (1997)
5. Shin Gouketsuji Ichizoku Tokon - Matrimelee (2002)
$end
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Gourmet Battle Quiz Ryorioh Cooking (c) 1998 Visco.
A Japanese quiz game.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Gourmet Battle Quiz Cooking King'.
This setting and concept of this game borrows heavily from Fuji Television's cooking competition show, 'Ryouri no Testujin', which means, 'Iron Men of Cooking'. As of 2004, the Food Network, a North American cable channel, continues to air the English dubbed version of the program under the name 'Iron Chef'.
$end
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GP Rider [Ride-On model] (c) 1990 Sega.
A lap-based and demanding motocycle racing game from Sega which allow for 2-player head-to-head racing.
- TECHNICAL -
Sega X Board hardware
Game ID : 317-0162 / 317-0163
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : paddle
Buttons : 2
- TRIVIA -
Also released as "GP Rider [Upright model]".
- UPDATES -
The US version has the 'Winners Don't Use Drugs' screen.
- PORTS -
* Consoles :
Sega Master System (1993)
Sega Game Gear (1994)
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GP World (c) 1984 Sega.
Choose one of 3 different tracks, and race against the computer generated cars.
- TECHNICAL -
This game uses a laser disc.
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Gradius (c) 1985 Konami.
A superb and demanding shoot'em up that shares - along with Irem's "R-Type" - the destinction of being a true innovator of its genre and, again like R-Type, completely revolutionized the humble shoot-em-up.
Gradius' eye-catching graphics guaranteed gamer interest but it was the game's genius 'weapon upgrade' system that really made the difference. Never before could players actually CHOSE how to upgrade their ship. Destroying waves of enemies would often see the player reward with an 'orb' that could be picked up. The player could collect up to 6 orbs and could effectively 'buy' an upgrade from the 6 displayed at the bottom of the play area (speed-up, bombs, double, laser, multiple - which are orbs that follow the player's movements and add greater firepower - and a mystery 6th upgrade that is marked with an '?'). Game difficulty increases depending on how many power-ups the player has, so it is sometimes advantageous to NOT power-up your ship too much.
- TECHNICAL -
Game ID : GX400
Main CPU : 68000 (@ 9.216 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in May 1985.
This game is known in Europe as "Nemesis".
First shoot-em-up with serious power-ups.
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 27/06/1986.
Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Gradius - KHY1016) on 05/05/1987.
Interesting note : Several Konami arcade games ("Gradius", "Parodius Da! - Shinwa kara Owarai e", "Salamander", etc...) have the default high score set at 57300. '573' refers to Go-Na-Mi kana letters, a play of word for 'Konami'.
Bandai released a boardgame (in Japan only) based on this videogame (same name) in 1986 : The board is split into 8 sections, each with its own rules. The things that remain the same are that each uses a square-grid for movement, and you can power up your ship by getting the capsules.
The first level of Gradius is available as a mini-game in the Nintendo Super NES game "Legend of the Mystical Ninja".
In the Nintendo NES hockey game Blades of Steel, one of the intermission screens is a playable sequence which recreates the fight against the first Gradius boss.
The popular trading card game 'Yu-Gi-Oh!' has drawn inspiration for some of its cards from the game, which are Gradius, Cyclon Laser, Gradius' Option, Victory Viper XX03, and Power Capsule. Other cards include enemies and boss characters such as Solar Flare Dragon,The Statue of Easter Island, Moai Interceptor Cannons, B.E.S. Covered Core, Big Core, B.E.S. Tetran, and B.E.S. Crystal Core, as well as the spell card Boss Rush.
Konami's music simulation game "Pop'n Music" features the song 'Gradius Full-Speed' which is a mix of the music in the first level of Gradius. This song is also featured in "beatmania IIDX".
- TIPS AND TRICKS -
* Plan your power ups well : When starting/restarting the game, the regular shot being your only method of attack could be very tough. But that doesn't mean increasing your firepower by equipping MULTIPLE very first is good because you cannot move around quickly. You will end up being hit. Therefore, first power up your speed once or twice so you can move faster.
* DOUBLE and its problems : With DOUBLE, you can shoot in front of you and diagonally. However, since you cannot fire rapidly, it is not a weapon easy to use. Equip at least 2 MULTIPLE before equipping DOUBLE.
* Make good use of the LASER : Hitting enemies above and below you with the LASER is rather easy. You don't have to go for a direct hit. Make it fly near the enemy for a slight touch.
* MISSILE movement : The MISSILE moves along the ground. If there is something sticking out of the ground, the MISSILE stops there. Keep an eye on the landscape.
* Take control of the MULTIPLE : The MULTIPLE follow the path of VIC VIPER. Take advantage of this feature and attack enemies that VIC VIPER cannot reach. Use formations to wipe out th enemy!
Also, the faster VIC VIPER is, the more widely spread the MULTIPLE are from each other. Take advantage of this feature as well.
* Renewing the BARRIER : The BARRIER wears out not only by making contact with the enemy and enemy shots. It does so by touching the landscape. Make use of this trait and make the BARRIER touch enemies or the landscape to wear it down and get rid of it. Then equip a new BARRIER.
* Come up with a conquering pattern : This game is a shooter that gives you a lot of freedom in terms of how you can conquer levels. Learn the tips, remember the appearance patterns of the enemy, and come up with your own way of conquering the game.
- SERIES -
1. Gradius (1985)
2. Salamander (1986)
3. Gradius 2 (1987, MSX)
4. Gradius II - Gofer no Yabou (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III - Densetsu Kara Shinwa-e (1989)
7. Nemesis '90 Kai (1993, Sharp X68000)
8. Salamander 2 (1996)
9. Solar Assault - Gradius (1997)
10. Solar Assault - Revised (1997)
11. Gradius Gaiden (1997, Sony PlayStation)
12. Gradius IV - Fukkatsu (1999)
13. Gradius Generation (2001, Nintendo Game Boy Advance)
14. Gradius V (2004, Sony PlayStation 2)
15. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
16. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
17. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
- STAFF -
Music by : Miki Higashino
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Nintendo Game Boy (1990)
NEC PC-Engine (1991)
Sega Saturn (1996, "Gradius Deluxe Pack")
Sony PlayStation (1996, "Gradius Deluxe Pack")
Sony PSP (2006, "Gradius Collection")
Nintendo Wii (2007, "Virtual Console" - NES version)
Nintendo DS (2007, "Konami Classics Series - Arcade Hits")
* Computers :
MSX (1986)
Sharp X1 (1986)
Sharp X68000 (1987)
Commodore C64 (1987)
NEC PC 8801
PC [MS Windows] ("Gradius Deluxe Pack")
* Others :
LCD handheld game (1989) by Konami.
$end
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Gradius (c) 1986 Konami.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : GR
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Kazuhisa Hashimoto, who programmed this Nintendo Famicom port, found the original arcade game too hard, so he inserted the so-called Konami code (see Tips & Tricks section).
- TIPS AND TRICKS -
* Continue : at the Game Over screen press Down, Up, B, A, B, A, B, A, Start. Note : This can only be used once per game.
* Classic Konami code : press Start during the game, then press Up(x2), Down(x2), Left, Right, Left, Right, B, A, Start. This code equips you with two Missiles, two options and a force field barrier.
* Secret message : during the title screen hold B+A, then reset the machine and return in the game (always with B+A) to get the following message : KONAMI ONE, GRADIUS ONE.
* Level skip : destroy the ship that appears at the end of each level within five seconds to skip the next level.
- STAFF -
Programmed by : Kazuhisa Hashimoto
Music by : Miki Higashino
- PORTS -
* Consoles :
Nintendo Wii (2007, "Virtual Console")
$end
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Gradius II - GOFER no Yabou (c) 1988 Konami.
The third game in Konami's renowned "Gradius" series; the prequel being "Gradius" (known as "Nemesis" in Europe) and a spinoff called "Salamander" (also known as "Life Force"). Gradius II strictly adheres to the shoot-em-up template set out by its hugely successful predecessor, the game eschews the sideways/vertical scrolling alternate levels of "Salamander" and opts instead for "Gradius" sideways scrolling-only mechanic. This game is rightly considered to be one of the most demanding and difficult shoot-em-ups ever released.
- TECHNICAL -
Game ID : GX785
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1988.
The title of this game translates from Japanese as 'Gradius II - GOFER's Ambition'.
This game is known outside Japan as "Vulcan Venture".
A three-part Ova anime based on the Gradius series was released in Japan within a year after the release of Gradius II. It follows the adventures of Dan, Stephanie, and Eddie - Three ace pilots who hope to save their planet from the forces of the Bacterion empire. Later on in the series, they are joined by Lord British, the Prince of Latis.
Apollon Music released a limited-edition soundtrack album for this game (Space Odyssey, Gradius II - Gofer no yabou - BY30-5202) on 21/07/1988.
- UPDATES -
The main differences between Vulcan Venture and Gradius II are :
* Continue available in Vulcan Venture.
* Different title screen.
* Option is called Multiple in Vulcan Venture.
* Ripple Laser is called Pulse Laser in Vulcan Venture.
- SERIES -
1. Gradius (1985)
2. Salamander (1986)
3. Gradius 2 (1987, MSX)
4. Gradius II - Gofer no Yabou (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III - Densetsu Kara Shinwa-e (1989)
7. Nemesis '90 Kai (1993, Sharp X68000)
8. Salamander 2 (1996)
9. Solar Assault - Gradius (1997)
10. Solar Assault - Revised (1997)
11. Gradius Gaiden (1997, Sony PlayStation)
12. Gradius IV - Fukkatsu (1999)
13. Gradius Generation (2001, Nintendo Game Boy Advance)
14. Gradius V (2004, Sony PlayStation 2)
15. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
16. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
17. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
- STAFF -
Game programmers : Toshiaki Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, Takehiko Fujii
Graphic designers : Miki Yoshikata, H. Ashida, Michiko Iwamoto, A. Nonami, Kuniaki Kakuwa
Sound editors : S. Tasaka, Motoaki Furukawa, K. Matsubara, S. Hukami
Engineer : K. Hashima
Title designers : F. Shinuya, J. Tanaka
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Game Boy (1991)
NEC PC-Engine Super CD-ROM2 (1992)
Sega Saturn (1996, "Gradius Deluxe Pack")
Sony PlayStation (1996, "Gradius Deluxe Pack")
Sony PSP (2006, "Gradius Collection")
* Computers :
Sharp X68000 (1992)
PC [MS Windows] ("Gradius Deluxe Pack")
$end
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Gradius III (c) 1989 Konami.
- TECHNICAL -
Game ID : GX945
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in December 1989.
This game is known in Asia and Japan as "Gradius III - Densetsu Kara Shinwa-e".
Konami released a limited-edition soundtrack album for this game (Gradius Arcade Soundtrack - KMCA-155) on 03/04/2002.
- TIPS AND TRICKS -
* Change BGM : In Stage 3 (In The Wind), around the T-shaped cliff, you will find an enemy bay against the wall and under a ceiling, which is nearly impossible to hit except with the use of some types of Missiles and the S.Option. Destroy it and the BGM in the stage will change.
* Play First Level Of "Salamander" Or Gradius : In Stage 10, when you are at the last boss of the game, get hit by the boss' attack that comes out of its mouth. You will then be taken either to Salamander stage 1 or Gradius stage 1.
* Stage Skip :
1. Turn Odd Number Dip Switches except Dip 1-5 AFTER boot up. As follows :
Coin A = 1 Coin/6 Credits
Coin B = 1 Coin/6 Credits
Lives = 3
Cabinet = Upright
Bonus Life = 50000
Difficulty = Hard
Demo Sounds = Off
Flip Screen = On
Upright Controls = Single
Service Mode = On
Unknown = Off
2. In game, hold Service Switch (Coin 3 = Key 7 in Mame) then press 1P Start Button.
- SERIES -
1. Nemesis (1985)
2. Lifeforce (1986)
3. Gradius 2 (1987, MSX)
4. Vulcan Venture (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III (1989)
7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)
8. Nemesis '90 Kai (1993, Sharp X68000)
9. Salamander 2 (1996)
10. Solar Assault - Gradius (1997)
11. Solar Assault - Revisited (1997)
12. Gradius Gaiden (1997, Sony PlayStation)
13. Gradius IV - Fukkatsu (1999)
14. Gradius Generation (2002, Nintendo Game Boy Advance)
15. Gradius V (2003, Sony PlayStation 2)
- STAFF -
Director : Hiroyasu Machiguchi
Game programmers : T. Shimomura, Yuko Itoh, M. Ozawa
Graphic designers : T. Miyoshi, M. Igarashi, R. Itoh, K. Hattori, Y. Asano
Sound editors : J. Kaneda, S. Fukami, M. Higashino, K. Nakamura, Mutsuhiko Izumi
Engineer : K. Ban, K. Itoh
Title designers : F. Shibuya, M. Yoshihashi
- PORTS -
* Consoles :
Nintendo Super Famicom (1991)
Sony PlayStation 2 (2000, "Gradius III & IV")
Sony PSP (2006, "Gradius Collection")
Nintendo Wii (2007, "Virtual Console" - SNES version)
* Computers :
Sharp X68000
$end
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Gradius III - Densetsu Kara Shinwa-e (c) 1989 Konami.
- TECHNICAL -
Game ID : GX945
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The subtitle of this game translates from Japanese as 'From Legend to Myth'.
This game is known outside Asia and Japan as "Gradius III".
Konami released a limited-edition soundtrack album for this game (Gradius Arcade Soundtrack - KMCA-155) on 03/04/2002.
- TIPS AND TRICKS -
* Play First Level Of "Salamander" Or "Gradius" : In Stage 10, when you are at the last boss of the game, get hit by the boss' attack that comes out of its mouth. You will then be taken either to Salamander stage 1 or Gradius stage 1.
* Stage Skip :
1. Turn Odd Number Dip Switches except Dip 1-5 AFTER boot up. As follows :
Coin A = 1 Coin/6 Credits
Coin B = 1 Coin/6 Credits
Lives = 3
Cabinet = Upright
Bonus Life = 50000
Difficulty = Hard
Demo Sounds = Off
Flip Screen = On
Upright Controls = Single
Service Mode = On
Unknown = Off
2. In game, hold Service Switch (Coin 3 = Key 7 in Mame) then press 1P Start Button.
- SERIES -
1. Gradius (1985)
2. Salamander (1986)
3. Gradius 2 (1987, MSX)
4. Gradius II - Gofer no Yabou (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III - Densetsu Kara Shinwa-e (1989)
7. Nemesis '90 Kai (1993, Sharp X68000)
8. Salamander 2 (1996)
9. Solar Assault - Gradius (1997)
10. Solar Assault - Revised (1997)
11. Gradius Gaiden (1997, Sony PlayStation)
12. Gradius IV - Fukkatsu (1999)
13. Gradius Generation (2001, Nintendo Game Boy Advance)
14. Gradius V (2004, Sony PlayStation 2)
15. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
16. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
17. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
- STAFF -
Director : Hiroyasu Machiguchi
Game programmers : T. Shimomura, Yuko Itoh, M. Ozawa
Graphic designers : T. Miyoshi, M. Igarashi, R. Itoh, K. Hattori, Y. Asano
Sound editors : J. Kaneda, S. Fukami, M. Higashino, K. Nakamura, Mutsuhiko Izumi
Engineers : K. Ban, K. Itoh
Title designers : F. Shibuya, M. Yoshihashi
- PORTS -
* Consoles :
Nintendo Super Famicom (1991)
Sony PlayStation 2 (2000, "Gradius III & IV")
Sony PSP (2006, "Gradius Collection")
$end
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Gradius IV - Fukkatsu (c) 1999 Konami.
- TECHNICAL -
Konami Hornet Hardware
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Gradius IV Revival'.
Konami released a limited-edition soundtrack album for this game (Gradius IV Fukkatsu Original Game Soundtrack - KICA-7947) on 05/03/1999.
- TIPS AND TRICKS -
2nd Loop Start : in Power Meter selection screen, input Up(x2), Down(x2), Left, Right, Left, Right, Button-2 (Shot), Button-3 (Missile). You will be able to start the game with 2nd loop and the password will be displayed in Game Over screen. This password was required on 'Gradius IV Internet Ranking' (now, this was finished though).
- SERIES -
1. Gradius (1985)
2. Salamander (1986)
3. Gradius 2 (1987, MSX)
4. Gradius II - Gofer no Yabou (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III - Densetsu Kara Shinwa-e (1989)
7. Nemesis '90 Kai (1993, Sharp X68000)
8. Salamander 2 (1996)
9. Solar Assault - Gradius (1997)
10. Solar Assault - Revised (1997)
11. Gradius Gaiden (1997, Sony PlayStation)
12. Gradius IV - Fukkatsu (1999)
13. Gradius Generation (2001, Nintendo Game Boy Advance)
14. Gradius V (2004, Sony PlayStation 2)
15. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
16. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
17. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
- PORTS -
* Consoles :
Sony PlayStation 2 (2000, "Gradius III & IV")
Sony PSP (2006, "Gradius Collection")
$end
$info=grchamp,
$Edit this entry at Arcade-History.com
$bio
Grand Champion (c) 1981 Taito.
- TECHNICAL -
Board Number : GM070007
Prom Stickers : GR / GM
Main CPU : (3x) Z80
Sound Chips : (3x) AY8910), Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 4544
Players : 1
Control : dial
- TRIVIA -
Released in July 1981.
Craig Sucharda holds the official record for this game with 137,410 points.
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1")
$end
$info=gcpinbal,
$Edit this entry at Arcade-History.com
$bio
Grand Cross (c) 1994 Excellent System.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 1
Buttons : 8
$end
$info=mp_gslam,
$Edit this entry at Arcade-History.com
$bio
Grand Slam - The Tennis Tournament (c) 1993 Sega.
- TECHNICAL -
Sega Mega Play hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
=> Serve : [A] Slice, [B] Flat, [C] Drive
=> Stroke : [A] Slice, [B] Flat-Drive, [C] Fast
=> Volley : [A] Drive, [B] Lob, [C] Lob
- UPDATES -
The Mega Play Attract Mode in the US has the 'Winners Don't Use Drugs' screen AND a 'Recycle It, Don't Trash It!' screen.
$end
$info=gstriker,
$Edit this entry at Arcade-History.com
$bio
Grand Striker - Human Cup (c) 1993 Human Amusement.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in August 1993.
- SERIES -
1. Grand Striker - Human Cup (1993)
2. Grand Striker 2 (1996)
- STAFF -
Program direction : Shin Umezawa, Masato Masuda
Main programmer : Hiroshi Sasaki
Programmers : Shigeaki Nezu, Kazuhiro Uebayashi
Main graphic designer : Kenji Kimura
Visual director : Hisashi Satoh
Graphics designers : Yoshinori Asakura, Satoru Itoh, Toshiyuki Ohhashi, Kouji Kaneda, Tsuyoshi Kinoshiro, Kazuo Komuro, Shigeki Sugimoto
Sound production : H.E.L.P.
Music composition : Hironori Tanaka, Masahiro Yonezawa, Kanako Yamakita, Konomi Itoh, Katsunari Kitajima
SE & Music programmer : Masamichi Yamazaki
Music driver programming : Kouji Niikura, Tomoyuki Takano
Game designer : AM "King of Striker" Team
Director : Midori Masato
$end
$info=gstrik2,
$Edit this entry at Arcade-History.com
$bio
Grand Striker 2 (c) 1996 Human.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Grand Striker 2 has adverts for "Blazing Tornado" on the boards.
- SERIES -
1. Grand Striker - Human Cup (1993)
2. Grand Striker 2 (1996)
- STAFF -
Producer : Masato Masuda
Planner : RCB Ohmura
Programmers : Venuss Itoh, Suzuki Keizo (Mad Dog), Kasa P!, Fuliski Okuno, Chiiko
System analysis : Chiiko, Toshimaro Adachi
Graphic designers : Hisashi Sato, Ryuji Kakegawa, Ryo Kato, Sapporo Visual Center
Human Oekaki Club : Hoehoe Q, Teltel 7
Sound composers : Chiyomaru Shikura, Pudding Takano
Sound programmers : Chiyomaru Shikura, Pudding Takano, Nobuo Fujii, "Atcky" Yuda!
Sound engineer : Nobuo Fujii
Sound effects : Pudding Takano
Guitar player : Chiyomaru Shikura
Special voices : Taco Fiorey, Ese Kunie, Kengo Itoh SS, Teltel 7
$end
$info=grndtour,
$Edit this entry at Arcade-History.com
$bio
Grand Tour (c) 1993 IGS.
A normal Tetris game.
- TECHNICAL -
Game ID : 0036-5
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 4
$end
$info=gratia,gratiaa,
$Edit this entry at Arcade-History.com
$bio
Gratia - Second Earth (c) 1996 Jaleco.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=gravitar,gravitr2,gravp,
$Edit this entry at Arcade-History.com
$bio
Gravitar (c) 1982 Atari.
The player controls a space ship in 3 different solar systems. Each solar system consists of a home base, a death star, a red alien planet and 4 regular planets. Each planet has its own unique terrain. The red alien planet is the home of shooting alien ships. Some of the regular planets may have flying alien rammers to be avoided or shot down. The 4 planets all have fuel cells to be retrieved with a tractor beam and alien bunkers that fire shells. Successfully destroying all of the bunkers results in a MISSION COMPLETE message at the top of the screen. Achieving MISSION COMPLETE allows the player to collect bonus if he can evade the rammers when leaving the planet. If successful, he will be placed back in the solar system. A player has 2 ways to advance to the next solar system. The first is to successfully complete a mission on all 4 regular planets. The 2nd way is to complete a mission on the red alien planet, which establishes a link into the next solar system.
- TECHNICAL -
Game ID : 136010
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : 2-way joystick
Buttons : 3
- TRIVIA -
Released in August 1982.
Developed in 14 months, Gravitar was the first game that Mike Hally produced and designed for Atari. The concept of Gravitar was based on a combination of "Lunar Lander" and "Asteroids".
Gravitar has a color X-Y video display. This display, with its 3 color guns and higher voltage, has the same technology that was used in previous Atari black-and-white X-Y displays. However, the screen now displays dazzling colors and unique visual effects.
Gravitar was the first game to have a real-time dynamic perspective - When you enter a planet, the screen zooms in to give you a closer look. Unfortunately, it was a colossal failure, primarily because of its difficulty. While beautiful to look at for its time, the learning curve was too steep too early - When you're plugging quarters into a machine, you stop playing a tough game. But interest in the title has resurged among hard-core arcade gamers. This is because once the controls are mastered, the game is phenomenally addictive.
Approximately 5,420 units were produced.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GRAVITAR.
Dan Coogan, of Phoenix, AZ set a new Gravitar world record, scoring 8,029,450 points on 12/23/2006, playing for 23 hours and 15 minutes. The previous world record was 4,722,200, which reigned for 24 years, set by Ray Mueller of Boulder, CO on 12/4/1982, playing for 12 hours and 21 minutes.
A Gravitar unit appears in the 1983 movie 'WarGames', in the 1983 movie 'James Bond 007 - Never Say Never Again' and in the 1987 movie 'Death Wish 4 - The Crackdown'.
A Gravitar machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
The prototype of this game is known as "Lunar Battle".
- TIPS AND TRICKS -
* Depending on the highest score, 1 of 8 list names appears above the table of initials...
Between 0 and 20,000 points : FLUNKY
Between 20,001 and 40,000 points : GUNNER
Between 40,001 and 80,000 points : CO-PILOT
Between 80,001 and 100,000 points : PILOT
Between 100,001 and 200,000 points : ACE PILOT
Between 201,001 and 400,000 points : KILLER PILOT
Between 400,001 and 800,000 points : PONTIUS PILATE
Above 800,000 points : GOTTA-BE-LUCKY
* A Well Known Cheat/Bug : At a joint between 2 vectors (>90 degrees), position yourself below and shoot straight up. If you can align yourself just right, the shots will travel through the walls at the joint. Without moving from side to side, just thrust up and voila, you are now inside the wall. You can now move around and shoot the gun pods from behind. This is especially useful if you can get under the world!
* Hint 1 : Develop skill for controlling the space ship in regular and negative gravity.
* Hint 2 : Beam up fuel cells with TRACTOR/SHIELD.
* Hint 3 : Attack the red alien planet first for maximum challenge and 20,000 bonus points! Completion of this planet immediately places a player in the next solar system where all planets are worth 9,000 bonus points.
* Hint 4 : Attack more difficult planets early in the game for higher bonus points.
* Hint 5 : Many planet terrains have safe areas or 'blind spots' from which the player can safely shoot at bunkers.
- STAFF -
Designed by : Mike Hally (MLH)
Programmed by : Rich Adam (RDA)
Tech and hardware designer : Joe Coddington (JOE)
Others : Owen Rubin (ORR), Mark Cerny (MEC), Brad Chaboya (BRD)
- PORTS -
* Consoles :
Atari 2600 (1983)
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Nintendo DS (2005, "Retro Atari Classics")
* Computers :
PC [MS Windows, CD-Rom] (2000, "Atari Arcade hits 2")
PC [MS Windows, CD-Rom] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-Rom] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Atari 10 in 1 TV Game (2002 - Jakk's Pacific)
Atari Flashback Classic Game Console (2005)
- SOURCES -
Dan Coogan's Gravitar site - http://www.cooganphoto.com/gravitar
$end
$info=gtmr,gtmre,gtmrusa,gtmra,
$Edit this entry at Arcade-History.com
$bio
Great 1000 Miles Rally (c) 1994 Kaneko.
A racing game featuring classic cars from Ferrari, Alfa Romeo, Mercedes Benz and more.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : paddle
Buttons : 2
- TRIVIA -
Released in July 1994.
Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'.
- UPDATES -
Evolution Model (09/1994) :
* Intro has been changed slightly (windowed animations play first, car throws off smoke, sound effects play).
* Levels have been slightly changed (ramps removed, added, etc.).
* Player's car throws off a lot more smoke when driving.
* Player's car bursts into flames when time runs out.
* Title screen now has animated letters and no Italian flag.
* Two additional cars (for a total of 12) : RacerX and FireBall.
* Two different colors for most cars (as opposed to only one).
* When AI cars are hit they burst into flame instead of throwing off sparks.
- SERIES -
1. Great 1000 Miles Rally (1994)
2. Mille Miglia 2 - Great 1000 Miles Rally (1995)
$end
$info=gtmr2u,
$Edit this entry at Arcade-History.com
$bio
Great 1000 Miles Rally 2 USA (c) 1995 Kaneko.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : dial
Buttons : 8
- TRIVIA -
Released in May 1995.
This game is known outside US as "Mille Miglia 2 - Great 1000 Miles Rally".
Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'.
The car/track select screen uses a sample from the US Olympic TV theme.
- SERIES -
1. Great 1000 Miles Rally (1994)
2. Great 1000 Miles Rally 2 USA (1995)
$end
$info=mt_ggolf,
$Edit this entry at Arcade-History.com
$bio
Great Golf (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 05
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=greatgun,
$Edit this entry at Arcade-History.com
$bio
Great Guns (c) 1983 Stern Electronics.
Great Guns is a one or two player game presenting an attractively scenic and sharply defined series of target racks which generates competitive challenge for the players. Features a variety of target scenes (a total of nine tantalizing scenes are possible depending on the players skill in shooting).
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz), Z80 (@ 3.5795 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : lightgun
Buttons : 4
- TRIVIA -
Great guns has a 'Skill Return' feature which will return player's coin or token in obtaining a pre-set score (adjustable).
- TIPS AND TRICKS -
Hint, Play With A friend! : When two players play, a bonus of additional bullets is awarded each player.
- STAFF -
Designed by Brian Pocklacki, Joseph Joos, Gordon Morison
$end
$info=greatgur,
$Edit this entry at Arcade-History.com
$bio
Great Gurianos (c) 1986 Taito.
Travel with the Great Gurianos as he battles his way through four stages against some of the toughest and most feared warriors ever to be found anywhere.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3 Mhz)
Sound CPU : M6809 (@ 750 Khz)
Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 375 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Gladiator".
- PORTS -
* Computer
Amstrad CPC (1987)
$end
$info=gmahou,
$Edit this entry at Arcade-History.com
$bio
Great Mahou Daisakusen (c) 2000 Eighting / Raizing.
In this impressive blend of an overhead shoot'em up with RPG characteristics, you must help a group of mystic bounty hunters save the earth against the evil Gobligan Underground Empire. Features excellent 2-D graphics and sound, awesome character & enemy artwork designs, a level-up and elemental-based weapon system and LOTS of hidden items!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 31
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 59.63 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in January 2000.
Licensed to Capcom for distribution.
The title of this game translates from Japanese as 'Magic Great Military Operation'. The 'Dai' prefix in 'Daisakusen' means 'great', so to get technical the translation of this came could be 'Great Magic Great Military Operation'.
This game is known outside Japan as "Dimahoo".
Miyamoto the Dragon has appeared in previous Eighting games such as "Mahou Daisakusen", "Shippu Mahou Daisakusen" as a selectable character and as a secret character in "Armed Police Batrider".
- TIPS AND TRICKS -
* Secret Characters : insert a coin and press Up(x2), Left, Down(x2), Right, A, B, A, B, A, Start. Four new planes are now selectable.
- SERIES -
1. Mahou Daisakusen (1993)
2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994)
3. Great Mahou Daisakusen (2000)
- STAFF -
Main programmer : Yuichi Toyama
Planner & Designer : Ken-Ichi Yokoh
Progress control : Susumu Hibi
Producers : Masato Toyoshima, Tatsuya Minami
Sound : Manabu Namiki
Staff : Kazuyuki Nakashima, Yasunari Watanabe, Yoshitaka Ikeda, Hiroshi Satoh, Kenji Kawakita, Yukiko Sugiyama, Toshikazu Sahoda, Atsuhiro Motoyama, Ken-ichi Koyano, Nobuyuki Irie, Hiroshi Tahara, Tatsuya Uemura, Masahiro Yuge, Haruhisa Udagawa
Support from Capcom : Tomoshi Sadamoto
$end
$info=gslgr94u,
$Edit this entry at Arcade-History.com
$bio
Great Sluggers - Featuring 1994 Team Rosters (c) 1994 Namco.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : GSE
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1994.
This game is an official licensed product of the MLBPA (Major League Baseball Players Association).
- SERIES -
1. Great Sluggers - New World Stadium (1993)
2. Great Sluggers - Featuring 1994 Team Rosters (1994)
$end
$info=gslugrsj,
$Edit this entry at Arcade-History.com
$bio
Great Sluggers - New World Stadium (c) 1993 Namco.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : GS
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1993.
This game is an official licensed product of the MLBPA (Major League Baseball Players Association).
- SERIES -
1. Great Sluggers - New World Stadium (1993)
2. Great Sluggers - Featuring 1994 Team Rosters (1994)
$end
$info=mt_gsocr,
$Edit this entry at Arcade-History.com
$bio
Great Soccer (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 06
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=gsword,gsword2,
$Edit this entry at Arcade-History.com
$bio
Great Swordsman (c) 1984 Taito.
Great Swordsman is a one-on-one, side view, sword fighting game that spans three types of sword fighting : Fencing, Kendo, and gladiator-style combat.
- TECHNICAL -
Board Number : M6100032A
Prom Stickers : AC#/AC#/AA
Main CPU : (2x) Z80
Sound CPU : Z80
Sound Chips : (2x) AY8910, MSM5205
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 272
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
There are a total of 3 stages in Great Swordsman, with a total of 15 opponents. Once you finish the last opponent, the game starts over from the beginning at a much harder skill level (you keep your points, however). Between each stage, there's a bonus stage that allows you to rack up points by blocking an archer's arrows. Following are the stage and opponent names :
* Stage 1 - Fencing
Opponent 1 : Appels
Opponent 2 : Redon
Opponent 3 : Fantin
* Bonus Stage 1 - Block the Archer's Arrows
* Stage 2 - Kendo
Opponent 1 : Senpou
Opponent 2 : Jihou
Opponent 3 : Chuken
Opponent 4 : Fukusho
Opponent 5 : Taisho
* Bonus Stage 2 - Block the Archer's Arrows
* Stage 3 - Roman
Opponent 1 : Mars
Opponent 2 : Hermes
Opponent 3 : Apollo
Opponent 4 : Helios
Opponent 5 : Orion
Opponent 6 : Uranus
Opponent 7 : Zeus
The names of the opponents in this game are interesting in that each stage's names are terms/names used either in that art form, country of origin, or era in which the art form was related to. Following are reasons (and perhaps guesses) as to why they used the names they did :
Appels - A quick stamp of the foot used in fencing as a feint to produce an opening.
Redon - Redon, Odilon (1840-1916). French painter and graphic artist, one of the outstanding figures of Symbolism.
Fantin - Fantin-Latour, Henri (1836-1904). French painter and lithographer.
Senpou - The first 'player' in a Kenpo match-style competition to line up (also spelled "Senpo").
Jihou - The second 'player' in a Kenpo match-style competition to line up (also spelled "Jiho").
Chuken - The third 'player' in a Kenpo match-style competition to line up.
Fukusho - The fourth 'player' in a Kenpo match-style competition to line up.
Taisho - The last 'player' in a Kenpo match-style competition to line up.
Mars - God of war
Hermes - God of boundaries and of the travelers who cross them (such as bringing newly-dead souls to the underworld, Hades)
Apollo - God of music, archery, healing, light, truth, etc...
Helios - God of the Sun
Orion - God, the hunter
Uranus - God of the Sky
Zeus - God of the Earth and Ruler of Mount Olympus
On stages 1 and 2, any two out-of-bounds results in a loss of a point. It is impossible to go out-of-bounds on stage 3. Stage 1 requires 5 points per match, with 3 matches. Stage 2 requires 2 points per match, with 5 matches. Stage 3 requires 1 point per match with 7 matches. Simultaneous hits do not count for either player. On Stage 1, a tie results in a win for you! (It is impossible to tie on stages 2 and 3, based on their point structures).
- TIPS AND TRICKS -
* Trick : By continually hitting your opponents sword, you can cause them to lose their sword. Their sword ends up impaling their head!
* Trick : Killing your opponent very quickly with a strike to the head can cause their helmet to fly off.
* Tip : High and mid strikes in succession can easily force your opponent out-of-bounds.
* Tip : On stage 1, holding away from your opponent while striking increases your weapon return speed.
* Tip : On stage 3, use the far right wall as a defense, since you can't step out-of-bounds.
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=gberet,gberetb,
$Edit this entry at Arcade-History.com
$bio
Green Beret (c) 1985 Konami.
Move soldier to the right of the screen and destroy the enemy soldiers by pressing 'Knife Button'. By destroying the enemy commanding officer you are able to capture his weapon (a flame thrower, a rocket gun or hand grenades). These special weapons will destroy the enemy soldiers en masse.
Use the shoot button to activate the special weapons you have captured.
Jump or lie down to avoid the enemy bullets. Avoid the mines by climbing the ladders, buildings, etc. During the last battle at the end of each stage, crack troops from the enemy will attack, destroy them to advance to the next level.
The game is completed when you have rescued the captives at the end of the fourth stage.
- TECHNICAL -
Game ID : GX577
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1985.
This game is known in US as "Rush'n Attack".
Also manufactured by Irem as the same name.
- TIPS AND TRICKS -
* Go wild using weapons! : The weapon-providing character appears frequently. You don't have to be thrifty.
* Watch out for ladders! : When a ladder is nearby, you will climb it up/down instead of jumping/crouching. Be careful.
* Watch the enemy carefully : Enemies attacking from a distance always move in a particular way. Watch carefully!
* How to destroy mines ? : Destroy mines with grenades.
* Use the knife rapidly : If enemies come from both the left and right, rapidly use the knife and face both directions.
* Learn enemy appearance patterns : There are certain difficult points in the game. Learn how enemies appear and come up with a way to overcome the situation.
- SERIES -
1. Green Beret (1985)
2. M.I.A. - Missing in Action (1989)
- PORTS -
* Consoles :
Nintendo NES (1987, "Rush'n Attack")
Nintendo Famicom Disk
Microsoft XBOX 360 (2007, "Rush 'n Attack" - Xbox Live Arcade)
* Computers :
Thomson TO7 (1986)
Thomson TO8 (1986, "Compilation - Coffret Cadeau")
Sinclair ZX Spectrum (1986)
Commodore 16 (1986)
MSX (1986)
Atari 800 (1986)
Amstrad CPC (1986)
Commodore C64 (1986)
PC [MS-DOS, 5.25''] ("Rush 'n Attack")
Thomson M05
$end
$info=greenber,
$Edit this entry at Arcade-History.com
$bio
Green Beret (c) 1980 Irem.
- TECHNICAL -
Main CPU : M6502 (@ 1.173 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=gseeker,gseekeru,gseekerj,
$Edit this entry at Arcade-History.com
$bio
Grid Seeker - Project Stormhammer (c) 1992 Taito.
It is August 1999. In the skies over the Middle East, the second Persian Gulf War has begun. The early half of the 90's, the Persian Gulf War breaks out in the Middle East and prolonged fighting rapidly increases the rate of destruction of the world's natural resources. In 1999 this develops into a state of crisis where the effects of the war have resulted in an absolute shortage of reserves. Mistaken policies have resulted in the nation of the Middle East, suffering from shortages since the time of the original Persian Gulf War, taking military action against neighboring nations in an attempt to assure a supply of resources for themselves. Those nations which have managed to escape the fighting once again form a Multinational Force. Using the technology gained from research which had been done for a new type of nuclear reactor, they succeed in developing and producing GRID - a Gyrodrive Reactive Intercept Device. This is the start of Project Storm Hammer.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D40
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : Dial
Buttons : 4
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Grid Seeker - PCCB-00131) on 21/07/1993.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Game designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Takafumi kaneko
Programmers : Takahiro Natani, Takafumi Kaneko, Mercury Hayashi, Jinji Tantou
Software : Shirou Yoshida, Youichi Sakai, Hiroyuki Minemura
Character designers : Tsukasa Ohshima, <3Nurse<3 Mizukami, Keppel Maekawa
Object art director : Lin Chinkai (Indy Chinkai)
Screen art directors : Takashi Yamada, Lin Hu-Man Gas
Graphic designers : Takashi Yamada, Kenji Hazama, Kouichi Kizato, Tamae Kisanuki, Natsuko Tsuji, Mari Fukusaki, Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Space Creative, A-Wave, Visual Arts Production
Hardware engineer : Katsumi Kaneoka
Decorator : Toshiyuki Takenami
Sound directors (Zuntata) : Norihiro Furukawa, Naoto Ishita (YAG)
Producer : Toshiaki Kato
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=gridiron,
$Edit this entry at Arcade-History.com
$bio
Gridiron Fight (c) 1985 Tehkan.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
Released in March 1985.
Donn Nauert holds the official record for this game with 710 points.
$end
$info=gridlee,
$Edit this entry at Arcade-History.com
$bio
Gridlee (c) 1983 Videa.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound Chips : Custom (@ 1.25 Mhz), Samples
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
Originally named 'Pogoz', this prototype was never released. The game was put out on field test and did poorly, so Gottlieb decided not to build it. Only one unit was built.
Videa was started in November of 1981 as a video game development company. Around that time were 'Gridle' was submitted and refused by Gottlieb, the assets of Videa (but not the corporate entity) were acquired by Pizza Time Theater. The new corporation, formed from the combination of the existing Pizza Time engineering department and the employees of and assets of Videa, was named 'Sente Technology'.
The former principles of Videa, Ed Rotberg, Roger Hector, and Howard Delmann, gave the developers of MAME permission to add the game and freely distribute it. The game code remains copyrighted and owned by the three men.
A Gridlee machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Red ball : 100 points.
Green ball : 500 points.
Shinning ball : 1,000 points.
Yumperz : 200 points.
Fergies : 400 points.
Igor : 500 points.
- STAFF -
Programmed by : Ed Rotberg
Video graphics by : Roger Hector
Sound by : Howard Delman
Technician : Paul Brandt
$end
$info=griffon,
$Edit this entry at Arcade-History.com
$bio
Griffon (c) 1980 Videotron.
Griffon is a vertical shooter sharing many similarities with both Namco's "Galaxian" and Taito's "Space Invaders". The player pilots a lone ship that can only move left and right along the bottom of the screen, the majority of Griffon's enemies are small bird-like crafts that fly and attack in formation - in a fashion very similar to the aliens of "Galaxian". Griffon adds to the basic formula by including large multi-part enemies (the 'Griffons' themselves), a "shield" button (that takes seven seconds to "regenerate" after use) and a large mothership level. The additional gameplay elements seem to be at the expense of hardware performance. Despite having more basic graphics than "Galaxian", Griffon's ships move in a very mechanical fashion compared to the smooth, nicely animated movements of Namco's classic.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.372 Khz), Discrete (@ 120 Khz)
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Phoenix".
- SCORING -
Scoring is a little complicated in this game due to the fact it depends on hits made and how close the Griffon's are to your fighter.
Griffon fighters : 20, 40, or 80 points; 200 points if flying as a bird.
Griffon birds : 50 or 100 points/egg, 100 - 800 points/bird (depends on how many wings shot off and distance from fighter).
Spacefortress : 1000 - 9000 points (depends on how close the Spacefortress is to your fighter when you kill the alien).
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a formation of enemy fighters at the top of the screen. This is the beginning of wave 1. A quick note about the shield. It lasts a couple of seconds and takes about five seconds to regenerate again.
WAVES 1 AND 2 :
1) You will usually be attacked by multiple fighters at any one time. The movements of these fighters is pretty random.
2) In addition to dropping bombs on your fighter, Griffon fighters also tend to try to ram your fighter.
3) After you clear out a few fighters, they will reassemble at the top of the screen. They will then move in sync with each other as they creep to the bottom of the screen.
4) Sometimes a Griffon fighter will hover right above your ship. If you're quick, you can get off a quick shot and move away before a bomb can be dropped on you.
5) If multiple Griffon fighters are at your level, use the shield to clear a path through them.
WAVE 3 AND 4 :
1) The Griffons in wave 3 enter the screen in a zig-zag pattern while the Griffons in wave 4 arrive in a cross-over pattern of four Griffons per side.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to shoot off their wings. If you do this, it forces them to go straight down until the wing regenerates. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to hit the Griffons when they are close to your ship. Doing this gets you more points.
4) In addition, try to shoot off both wings before destroying a Griffon for more points.
WAVE 5 :
1) Your goal on this wave is to cut through the hull and shield and take out the alien inside.
2) Start firing as rapidly as you can to quickly cut through the hull. It will take quite a few shots to get to the shield.
3) The shield rotates so you will have to hit it a lot of times in order to get a wide enough hole in it to hit the alien.
4) As all of this is going on, the Spacefortress is continually descending upon your ship. In addition, the escorts are constantly harassing you.
5) A good strategy is that once you have cut a path through the hull and shield, wait for the Spacefortress to be almost on top of your ship. When you take out the alien, you will get a lot more points.
6) Destroying the escorts does not end this wave. Once you complete wave 5, the cycle begins anew.
* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and you score will be set to 204,000 regardless of what your current score is - The best way to get this bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. In addition, accomplishing the trick a second time again puts your score at 204,000, even if your score was higher.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=grindstm,grindsta,
$Edit this entry at Arcade-History.com
$bio
Grind Stormer (c) 1992 Toaplan.
- TECHNICAL -
Game ID : TP-027
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 59.41 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to American Sammy for USA, to Unite Trading for Korea, to Charterfield for Hong Kong and South East Asia and to Anomoto International for Taiwan.
This game is known in Japan as "V-Five".
This would be Ikeda Tsunemoto's first game at Toaplan. He went on to become a founding member of Cave, where he still works as a lead programmer. It is due to him that the phenomenon of the 'Danmaku'; the huge walls of bullets seen in "Donpachi" etc, came about.
- UPDATES -
Grind Stormer seems to be different in the way that you pick up the items directly and don't go through the power-up bar.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- STAFF -
Director : Kenichi Takano
Programmers : Sigue Hayasato, Tsuneki Ikeda
Graphic designers : Y. Naora, Mikio Yamaguchi
Sound director : Masahiro Yuge
- PORTS -
* Consoles :
Sega Mega Drive (1994)
$end
$info=grobda,grobda2,grobda3,
$Edit this entry at Arcade-History.com
$bio
Grobda (c) 1984 Namco.
- TECHNICAL -
Game ID : GR
Main CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG, custom DAC (for speech)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1984.
Grobda's tank was one of the enemies in "Xevious".
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k.
3) Press the service switch to display the grid and press (all together) Right+Button1+Start2.
4) '(c) NAMCO LTD. 1984' will appear on the screen.
- STAFF -
Game designed and produced by : Masanobu Endoh (EVE200 End)
Programmed by : Hosei Wait
Music composed by : Yuri Keino
Engineer : Tall Ogawa
Graphic designed by : You. Shino
Debugged by : Tama Chang
- PORTS -
* Consoles :
Sony PlayStation (1996, "Namco Museum Vol.2")
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
PC [MS Windows, CD-Rom] (1997, Namco History Vol.2")
$end
$info=groundfx,
$Edit this entry at Arcade-History.com
$bio
Ground Effects / Super Ground Effects (c) 1992 Taito.
A Formula One racing game.
- TECHNICAL -
Game ID : D51
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.238 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : stick
Buttons : 3
- UPDATES -
The only difference between Ground Effects & Super Ground Effects is that Super Ground Effects has a deluxe cabinet type where the player can sit down.
$end
$info=growl,growlu,
$Edit this entry at Arcade-History.com
$bio
Growl (c) 1991 Taito.
A huge melee battle featuring 4 forest rangers out to save the animals from the sinister poachers. Lots of enemies onscreen make for a hectic fight!
- TECHNICAL -
Taito F2 System hardware
Board Number : K1100638B
Prom Stickers : C74
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in February 1991.
This game is known in Japan as "Runark".
This game was dedicated to the late Mr. Katsujiro Fujimoto.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'KOU'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- STAFF -
Promotion object : Hiromitsu Mihara
Music & Sound effects (Zuntata) : Yasuhisa Watanabe (Yack.)
Character designers : Yasuhiko Kikuchi, Kohzoh Igarashi (Aya Inochi Igarashi), Fujiwaran X, Senba Takatsuna, Hisakazu Kato
Hardware : Eikichi Takahashi, Bruiser Kushiro
Trifling work : Insector Fjw
Software : 3D Master Sugawara, Muscle Sato, Masaki Yagi (Yamabanga Yagi Ymot), On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, Yuichi Kohyama (as God Mountain Y. Kohyama)
Software support : Hideki Hashimoto, Takashi Kitabayashi
Base game plan : Exit Yab
Game direction : Hide Chan
Project management : Hidehiro Fujiwara
- PORTS -
* Consoles :
Sega Mega Drive (1991)
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=grudge,
$Edit this entry at Arcade-History.com
$bio
Grudge Match (c) 1987 Bally Midway.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 3
Control : dial
Buttons : 4
- TRIVIA -
Originally called 'Race For Pink', as in pink slips, the certificates of ownership in California. Atari then realized that pink slips are not universal, so the name was changed. This represent the very last coin-op game designed by Owen Rubin and the end of his career. But unfortunately, this prototype was never finished / never released. In this prototype version, buying parts for your car was made VERY simple to speed up the game. In the final version, you would see your car in a garage up on a lift, and a garage full of parts you could 'buy' to make your car better. Better tires, better suspension, better brakes, better engine, better transmission. Owen was going to make the races longer, maybe 10 laps. And was going to add cops and traffic lights in the city. Run a red light, the cop chases you. If he bumped you, you stopped for a while to get a ticket! This would have been one GREAT driving game.
- STAFF -
Designed by : Owen Rubin
$end
$info=gryzor,gryzora,
$Edit this entry at Arcade-History.com
$bio
Gryzor (c) 1987 Konami.
In 1957, a meteor strikes South America, carrying with it a dormant alien lifeform. Thirty years later in 1987, the alien known as 'Red Falcon' has emerged from hiding to conquer the world. Mad Dog/Bill and Scorpion/Lance travel to the South American island to stop the evil threat.
Gryzor is a hectic one or two player platform shoot-em-up featuring five stages. Three of the levels are standard side-scrolling platform levels, while the remaining two are enemy 'bases'; third person into-the-screen stages in which players must run down series of heavily defended corridors to reach and destroy an end-of-level boss, before moving onto the next stage.
Each player's character is equipped with a semi-automatic machine gun with an unlimited amount of ammunition and can jump, move and fire in all eight cardinal directions. Players can also move and jump simultaneously while firing. Co-ordination of the character's movement is essential as a single hit from any enemy, bullet, or other hazard will instantly kill the player's character and also eliminate the current weapon from the player's inventory.
As players fight their way through the enemy-packed levels, additional weapons can be collected. If the player loses a life, they will also lose any weapon power-up they were carrying. Available weapons are :
* Machine gun [M] : Auto-fire.
* Spread gun [S] : Allows the player to fire five shots in an arc.
* Laser gun [L] : Will shoot a long laser that can take out many enemies in a row.
* Fire Ball [F] : A gun which fires small fireballs in a corkscrew pattern.
* Rapid-fire [R] : Increases the firing rate of the player's currently equipped weapon.
* Barrier [B] : Will make the player invincible for a few seconds.
* Destroy all : Appearing as a grey falcon, this power-up acts as a super-bomb and will destroy all enemies on screen.
The game's 5 levels and bosses are as follows :
* Stage 1 : Jungle – Defensive Wall – (horizontal scrolling)
* Stage 2 : Base 01 – Six turrets and Alien Gun – (third-person)
* Stage 3 : Waterfall – Large Alien – (vertical scrolling)
* Stage 4 : Base 02 – Six turrets and Alien Gun – (third-person)
* Stage 5 : Alien's Lair – Red Falcon – (horizontal scrolling)
- TECHNICAL -
Game ID : GX633
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.582071 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Europe as "Contra".
Here are the official names of the characters: Bill Rizer (player 1) and Lance Bean (player 2).
Bill Rizer makes an appearance as a supporting character in the 1992 Nintendo NES/Famicom game "Wai Wai World 2 SOS.. - Paseri Jou" (A.K.A. "Konami World 2 - SOS from Parsley Castle").
The music from the final stage is also used for the final boss confrontation in "Wai Wai World" (A.K.A. "Konami World" ) for the Nintendo NES/Famicom .
Chad Johnson holds the official record for this game with 1, 546, 600 points on July 15, 2002.
Alpha Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.
- TIPS AND TRICKS -
* Use shots wisely : Jump shots and crouch shots allow you to attack while avoiding enemy attacks. Do not hesitate. Keep those shots going!
* Kill before being killed : if you see an enemy, shoot right away. Defeat them before they fire at you. Be the first one to attack!
* Tip for taking down the fortress : Fortresses situated at the end of eah levl have a weak point (sensor). Concentrate your attack on the weak point!
But Destroy the cannons first. Cannons will remain even if you take out the sensor first and the fortress morphs.
* Tip for 3-D levels : Destroy the weak points of each floor and stop the high voltage electric currents. Taking out the weak points quickly is key to conquerins the 3-D levels.
If you press UP on the control pad and touch th electricity, you will be stunned and won't be able to mov for a while. Don't move forward until you take out the weak point and stop the electricity.
After you take out the weak point, look at the map while proceeding. You'll know whether to go left or right.
You can dodge enemy bullets by lying down! Destroy rolling mines by using crouch shots.
As you proceed, there are weak points that are positioned so that you can't reach them. Utilize jump shots and crouch shots.
* Beware of Falling off at Stage 4 : In Stage 4 where you climb up a waterfall, missing a platform and falling down will count as a miss.
* Barrier : At specfic spots in Stages 4 & 9, you can pick up barriers that make you invincible for a while. However, there is a rule : 'A barrier will appear only when you are NOT equipped with a special weapong'.
- SERIES -
1. Gryzor (1987)
2. Super Contra (1988)
3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
4. Contra - Hard Cops (1994, Sega Mega Drive)
5. Contra - Legacy of War (1996, Sony PlayStation)
6. Contra - Shattered Soldiers (2002, Sony PlayStation 2)
7. Neo Contra (2004, Sony PlayStation 2)
- STAFF -
Game programmers : Satoru, Hideyuki Falco, Koichi Cobra
Video graphics : Kengo
Special designers : Ishiwari Jinbo, Passionate Norio
Sound editor : Kazuki Muraoka (as 'Kazuki Jah')
Engineer : Rom Yamamoto
Directed by : Koji
- PORTS -
The video game console versions had three additional levels. In the arcade version, the fifth level is an exceptionally long last level. The disparate elements of it were expanded in the console versions to form three additional levels.
* Consoles :
Nintendo Famicom (1988)
Nintendo NES (1990, "Probotector")
* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1987) [64 ko version] : FX only.
Amstrad CPC (1987) [128 ko version] : FX and Music.
PC [MS-DOS] (1987)
MSX2
$end
$info=gticlub2,
$Edit this entry at Arcade-History.com
$bio
GTI Club - Corso Italiano (c) 2001 Konami.
- TECHNICAL -
Main CPU : MPC8240 (@ 200 Mhz)
- TRIVIA -
This game is also known as "GTI Club 2" and "Driving Party".
- SERIES -
1. GTI Club - Rally Cote D'azur (1997)
2. GTI Club - Corso Italiano (2000)
$end
$info=gticlub,gticlubj,
$Edit this entry at Arcade-History.com
$bio
GTI Club - Rally Cote D'azur (c) 1997 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
- SERIES -
1. GTI Club - Rally Cote D'azur (1997)
2. GTI Club - Corso Italiano (2000)
$end
$info=gtipoker,
$Edit this entry at Arcade-History.com
$bio
GTI Poker (c) 1983 GTI [Game Technology, Inc].
$end
$info=getstar,
$Edit this entry at Arcade-History.com
$bio
Guardian (c) 1986 Taito.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 280 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Toaplan. Licensed to Kitkorp for US manufacture and distribution.
This game is known in Japan as "Get Star".
Will Czeswinski holds the official record for this game with 1,058,420 points.
$end
$info=grdforce,
$Edit this entry at Arcade-History.com
$bio
Guardian Force (c) 1998 Success.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in March 1998.
- STAFF -
Planner : Kazutoshi Yashiki
Director : Kazutoshi Yashiki, Taku Ishigouoka (ISHI)
Main graphic designer : Kazutoshi Yashiki, Taku Ishigouoka (ISHI), Yusuke Nemoto (NEMO), Takeshi Takahashi (TAKA)
System programmer : Masaru Haisuyama
Main programmer : Yuichi Horiguchi (HORI)
Graphic designer : Toru Kagawa, Michi Yoshikuni
Programmer : Masato Taniguchi (TANI), Yuichiro Sato (SATO), Yukio Ushigome, Tomohide Ooshiro
Sound : Kenichi Hirata, Misako Tago
3-D adviser : Mizuho Sasa
Title : Yusuke Nemoto (NEMO), Takeshi Takahashi
Special Thanks : Liu Hiangoong, Chie Akama, Yumiko Tachibana, Hiromi Hirata
Producer : Takato Yoshinari
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=grdians,
$Edit this entry at Arcade-History.com
$bio
Guardians / Denjin Makai II (c) 1995 Banpresto.
A beat-'em-up developed by Winky Soft with 8 selectable characters and lots of special moves.
- TECHNICAL -
Game ID : P-FG01-1
Main CPU : 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Denjin means 'The God of Electricity'. Makai is a character's name in its pre-sequel - directly translated as 'Devil's Puppet'.
This game was only released in Japan.
- SERIES -
1. Denjin Makai (1993)
2. Ghost Chaser Densei (1994, Nintendo Super Famicom)
3. Guardians / Denjin Makai II (1995)
$end
$info=guardian,
$Edit this entry at Arcade-History.com
$bio
Guardians of the 'Hood (c) 1992 Atari Games.
Dangerous gangs own the streets, and is up to four brave street vigilantes to do some much needed clean up. Train hard at the sparring rounds and prove your skill at some enemies bosses so they might join your posse! Gather a few buddies for this wild ride! :)
- TECHNICAL -
Atari G42 hardware
Game ID : 136092
Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 3
Control : 8-way joystick
Buttons : 5
- TRIVIA -
Released in March 1992.
This game is often regarded as the 'unauthorized sequel' to Atari's arcade classic "Pit-Fighters" since it uses the same graphical style as well as many fighting moves from that game.
- STAFF -
Project leaders / Designers : Gary Stark, Mark Stephen Pierce
Programmers : Gary Stark, Andrew J. Burgess, Ed Rotberg
Lead animator : Nick Stern
Animators : Sharon Plotkin, Sean Murphy, Chuck Eyler, Scott Sava
Engineers : Sam Lee, Pat McCarthy
Digital imaging : Rob Rowe, Dave Portera
Audio by : John Paul, Brad Fuller
Project supervisor : John Ray
Product manager : Jerry Momoda
Technician : Minh Nguyen
Design assistants : Haywood Beaird, Victor Mercieca
* CAST :
1. Guardians :
Conner : William Willis
Chief : Robert Salazar
Javier : Javier Mendez
Tanya : Marilyn Caldwell
2. Dreads :
Jay Jay : Jimmy Welch
Toots : James Thompson
Mauby : Marc Williams
Nigel : Rick Jackson
3. Shavers :
Boris : Chuck Campbell
Pebbles : Suzanne Nock
Tiny : Mark Noreng
4. Dragons :
Kwan : Harry Mok
Sue Lee : Janet Gee
Li : Riz Angel
5. Gym Match Extras :
Referee - Jose Sandoval
Bystanders - Haywood Beaird, Jose Erazo, Daisy Falk, Ge Loria Morrison, Gabriel Rotberg, Pjhillip Sheffield, Cassie Turner, Zenobia Yacoub
6. Dread Street Extras :
Drunk : Dave Portera
Hooker : Rhonda Williamson
Pusher : Russel Dawe (Rusty)
7. Subway Station Extra :
Flasher : Mike Taylor
Bag-lady : Lois Turner
Bag-child : Jonathan Rowe
8. Alley Extras :
Hawker : Mike Hally
9. Dragon Street Extras :
Asian Male : Sam Lee
Asian Female : Lily Chan
Shopkeeper : Yong Carnahan
10. Bar Extra :
Bartender : Minh Nguyen
Waitress : Noelle Selich
Bar Drunk : Rizaldi Bugawan
Stripper : Celina Vannoni
Table Drunk : Dave Fabian
$end
$info=gwar,gwara,gwarb,
$Edit this entry at Arcade-History.com
$bio
Guerilla War (c) 1988 SNK.
The country is struggling against the cruel domination of the King. The rebel guerrilla leader and his comrades attempt to secretly land on shore. The King's military is waiting for them, however, and the players must fight their way inland to reach and attack the enemy fortress.
In this, the pseudo-sequel to SNK's own superb "Ikari Warriors" (released 2 years earlier), players must once again shoot their way through a number of vertically scrolling levels, all packed with hoards of enemy soldiers, gun emplacements and vehicles. Each level also contains a number of captured prisoners tied to wooden stakes, and these can be rescued for extra points.
The players' munitions are depletable, and additional ammo/grenades must be picked up along the way; a number of gun upgrades can also be found. At various points in the game, players can also enter un-occupied enemy tanks, which provide increased firepower as well as resistence to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to leave the tank before the explosion takes place. Should the player be caught inside or near the tank when it explodes, a life is lost.
As with "Ikari Warriors", Guerilla War features full 360 degree gameplay with attacking troops appearing from all directions. The players' on-screen counterparts are able to rotate themselves accordingly.
- TECHNICAL -
Game ID : A7003 'GV'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Released in March 1988.
This game is based on the Cuban revolutionary war against the Bautistas that occured in the 1950's. The first player controls Chč Guevara and the second player controls Fidel Castro, current Cuban dictator. The storyline was changed completely for the US version, because Fidel Castro of Cuba and the United States are bitter enemies, and out of respect for the Cuban Missile Crisis.
The Japanese version of this game is called "Guevara".
- PORTS -
* Consoles :
Nintendo Famicom (1989)
* Computers :
Amstrad CPC (1988)
Sinclair ZX Spectrum (1989)
Commodore 64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
$end
$info=gwarj,
$Edit this entry at Arcade-History.com
$bio
Guevara (c) 1988 SNK.
- TECHNICAL -
Game ID : A7003 'GV'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Released in March 1988.
This game is based on the Cuban revolutionary war against the Bautistas that occured in the 1950's. The first player controls Che Guevara and the second player controls Fidel Castro, current Cuban dictator. The storyline was changed completely for the US version, because Fidel Castro of Cuba and the United States are bitter enemies and out of respect for the Cuban Missle Crisis.
This game is known outside Japan as "Guerilla War".
- PORTS -
* Consoles :
Nintendo Famicom (1988)
$end
$info=gmissile,
$Edit this entry at Arcade-History.com
$bio
Guided Missile (c) 04/1977 Midway.
- TECHNICAL -
Game ID : 623
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=gtrfrks,gtrfrksu,gtrfrksj,gtrfrksa,
$Edit this entry at Arcade-History.com
$bio
GuitarFreaks (c) 1999 Konami.
GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.
- TECHNICAL -
Konami Bemani 573 Analog hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 7
- TRIVIA -
Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks Original Game Soundtrack - KICA-7955) on 18/03/1999.
- SERIES -
1. GuitarFreaks (1999)
2. GuitarFreaks 2nd Mix (1999)
3. GuitarFreaks 3rd Mix (2000)
4. GuitarFreaks 4th Mix (2000)
5. GuitarFreaks 5th Mix (2001)
6. GuitarFreaks 6th Mix (2001)
7. GuitarFreaks 7th Mix (2002)
8. GuitarFreaks 8th Mix (2002)
9. GuitarFreaks 9th Mix (2003)
10. GuitarFreaks 10th Mix (2003)
11. GuitarFreaks 11th Mix (2004)
12. GuitarFreaks V (2005)
13. GuitarFreaks V2 (2005)
$end
$info=gtfrk11m,
$Edit this entry at Arcade-History.com
$bio
GuitarFreaks 11th Mix (c) 2004 Konami.
GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.
- TECHNICAL -
Konami Bemani 573 Digital hardware
- TRIVIA -
GuitarFreaks 11th Mix can link with "DrumMania 10th Mix".
Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 11th Mix & DrumMania 10th Mix Soundtracks - KOLA-069~70) on 23/06/2004.
- SERIES -
1. GuitarFreaks (1999)
2. GuitarFreaks 2nd Mix (1999)
3. GuitarFreaks 3rd Mix (2000)
4. GuitarFreaks 4th Mix (2000)
5. GuitarFreaks 5th Mix (2001)
6. GuitarFreaks 6th Mix (2001)
7. GuitarFreaks 7th Mix (2002)
8. GuitarFreaks 8th Mix (2002)
9. GuitarFreaks 9th Mix (2003)
10. GuitarFreaks 10th Mix (2003)
11. GuitarFreaks 11th Mix (2004)
12. GuitarFreaks V (2005)
13. GuitarFreaks V2 (2005)
$end
$info=gtrfrk2m,
$Edit this entry at Arcade-History.com
$bio
GuitarFreaks 2nd Mix (c) 1999 Konami.
GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.
- TECHNICAL -
Konami Bemani 573 Analog hardware
- TRIVIA -
Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 2nd Mix Original Game Soundtrack - KMCA-23) on 03/09/1999.
- SERIES -
1. GuitarFreaks (1999)
2. GuitarFreaks 2nd Mix (1999)
3. GuitarFreaks 3rd Mix (2000)
4. GuitarFreaks 4th Mix (2000)
5. GuitarFreaks 5th Mix (2001)
6. GuitarFreaks 6th Mix (2001)
7. GuitarFreaks 7th Mix (2002)
8. GuitarFreaks 8th Mix (2002)
9. GuitarFreaks 9th Mix (2003)
10. GuitarFreaks 10th Mix (2003)
11. GuitarFreaks 11th Mix (2004)
12. GuitarFreaks V (2005)
13. GuitarFreaks V2 (2005)
$end
$info=gtrfrk3m,gtfrk3ma,
$Edit this entry at Arcade-History.com
$bio
GuitarFreaks 3rd Mix (c) 2000 Konami.
GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.
- TECHNICAL -
Konami Bemani 573 Digital hardware
- TRIVIA -
GuitarFreaks 3rd Mix can link with "DrumMania 2nd Mix".
Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 3rd Mix & DrumMania 2nd Mix Soundtracks - KMCA-23) on 22/11/2000.
- SERIES -
1. GuitarFreaks (1999)
2. GuitarFreaks 2nd Mix (1999)
3. GuitarFreaks 3rd Mix (2000)
4. GuitarFreaks 4th Mix (2000)
5. GuitarFreaks 5th Mix (2001)
6. GuitarFreaks 6th Mix (2001)
7. GuitarFreaks 7th Mix (2002)
8. GuitarFreaks 8th Mix (2002)
9. GuitarFreaks 9th Mix (2003)
10. GuitarFreaks 10th Mix (2003)
11. GuitarFreaks 11th Mix (2004)
12. GuitarFreaks V (2005)
13. GuitarFreaks V2 (2005)
- PORTS -
* Consoles :
Sony PlayStation 2 (2001)
$end
$info=gtrfrk4m,
$Edit this entry at Arcade-History.com
$bio
GuitarFreaks 4th Mix (c) 2000 Konami.
GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.
- TECHNICAL -
Konami Bemani 573 Digital hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA
Palette colors : 65536
Players : 2
Buttons : 7
- TRIVIA -
GuitarFreaks 4th Mix can link with "DrumMania 3rd Mix".
Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 4th Mix & DrumMania 3rd Mix Soundtracks - KMCA-111) on 06/06/2001.
- SERIES -
1. GuitarFreaks (1999)
2. GuitarFreaks 2nd Mix (1999)
3. GuitarFreaks 3rd Mix (2000)
4. GuitarFreaks 4th Mix (2000)
5. GuitarFreaks 5th Mix (2001)
6. GuitarFreaks 6th Mix (2001)
7. GuitarFreaks 7th Mix (2002)
8. GuitarFreaks 8th Mix (2002)
9. GuitarFreaks 9th Mix (2003)
10. GuitarFreaks 10th Mix (2003)
11. GuitarFreaks 11th Mix (2004)
12. GuitarFreaks V (2005)
13. GuitarFreaks V2 (2005)
$end
$info=gtrfrk5m,
$Edit this entry at Arcade-History.com
$bio
GuitarFreaks 5th Mix (c) 2001 Konami.
GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.
- TECHNICAL -
Konami Bemani 573 Digital hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA
Palette colors : 65536
Players : 2
Buttons : 7
- TRIVIA -
GuitarFreaks 5th Mix can link with "DrumMania 4th Mix".
Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Guitar Freaks 5th Mix & DrumMania 4th Mix Soundtracks - KMCA-121~2) on 29/09/2001.
- SERIES -
1. GuitarFreaks (1999)
2. GuitarFreaks 2nd Mix (1999)
3. GuitarFreaks 3rd Mix (2000)
4. GuitarFreaks 4th Mix (2000)
5. GuitarFreaks 5th Mix (2001)
6. GuitarFreaks 6th Mix (2001)
7. GuitarFreaks 7th Mix (2002)
8. GuitarFreaks 8th Mix (2002)
9. GuitarFreaks 9th Mix (2003)
10. GuitarFreaks 10th Mix (2003)
11. GuitarFreaks 11th Mix (2004)
12. GuitarFreaks V (2005)
13. GuitarFreaks V2 (2005)
$end
$info=gtrfrk6m,
$Edit this entry at Arcade-History.com
$bio
GuitarFreaks 6th Mix (c) 2001 Konami.
GuitarFreaks is a game where colored notes travel up the screen which correspond with three colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.
- TECHNICAL -
Konami Bemani 573 Digital hardware
- TRIVIA -
GuitarFreaks 6th Mix can link with "DrumMania 5th Mix".
Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 6th Mix & DrumMania 5th Mix Soundtracks - KMCA-126) on 07/11/2001.
- SERIES -
1. GuitarFreaks (1999)
2. GuitarFreaks 2nd Mix (1999)
3. GuitarFreaks 3rd Mix (2000)
4. GuitarFreaks 4th Mix (2000)
5. GuitarFreaks 5th Mix (2001)
6. GuitarFreaks 6th Mix (2001)
7. GuitarFreaks 7th Mix (2002)
8. GuitarFreaks 8th Mix (2002)
9. GuitarFreaks 9th Mix (2003)
10. GuitarFreaks 10th Mix (2003)
11. GuitarFreaks 11th Mix (2004)
12. GuitarFreaks V (2005)
13. GuitarFreaks V2 (2005)
$end
$info=gtrfrk7m,
$Edit this entry at Arcade-History.com
$bio
GuitarFreaks 7th Mix (c) 2002 Konami.
GuitarFreaks is a game where colored notes travel up the screen which correspond with 3 colored buttons on a guitar controller. The player must press the relevant buttons on the controller and move the 'pluck' when the notes reach the top of the screen in order to fill in missing guitar parts from a song.
- TECHNICAL -
Konami Bemani 573 Digital hardware
- TRIVIA -
GuitarFreaks 7th Mix can link with "DrumMania 6th Mix".
Konami Music Entertainment released a limited-edition soundtrack album for this game (Guitar Freaks 7th Mix & DrumMania 6th Mix Soundtracks - KMCA-158) on 01/05/2002.
- SERIES -
1. GuitarFreaks (1999)
2. GuitarFreaks 2nd Mix (1999)
3. GuitarFreaks 3rd Mix (2000)
4. GuitarFreaks 4th Mix (2000)
5. GuitarFreaks 5th Mix (2001)
6. GuitarFreaks 6th Mix (2001)
7. GuitarFreaks 7th Mix (2002)
8. GuitarFreaks 8th Mix (2002)
9. GuitarFreaks 9th Mix (2003)
10. GuitarFreaks 10th Mix (2003)
11. GuitarFreaks 11th Mix (2004)
12. GuitarFreaks V (2005)
13. GuitarFreaks V2 (2005)
$end
$info=gulfwar2,
$Edit this entry at Arcade-History.com
$bio
Gulf War-II (c) 1991 Comad.
A vertically scrolling shoot-em-up from Comad.
- TECHNICAL -
Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.88 Hz
Palette colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Taito's "Twin Cobra". The gameplay is nearly identical but the theme and all the GFX have been changed.
$end
$info=gulfstrm,gulfstr2,
$Edit this entry at Arcade-History.com
$bio
Gulf. Storm (c) 1991 Dooyong.
A vertically scrolling shooter from Korean-based company Dooyong.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Media Shoji for distribution.
Initially, the game subject wasn't 'Gulf War' but after the Gulf War breaks out, game's subject was changed to the Gulf War.
This game was sold very well, and it was exported very well. Dooyong took the 'export prize' and set up sisterhood relationship with U.S.A. and Japan Company.
$end
$info=gumbo,
$Edit this entry at Arcade-History.com
$bio
Gumbo (c) 1994 Min.
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=gunfront,
$Edit this entry at Arcade-History.com
$bio
Gun & Frontier (c) 1991 Taito.
- TECHNICAL -
Taito F2 System hardware
Game ID : C71 (F2-System No. 9)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in January 1991.
This game is known in Japan as "Gun Frontier".
This game was inspired from the Anime series of the same name by Leiji Matsumoto. It is a hilarious, thrilling and outrageous story that takes place on a lawless planet in deep space. In a wild land where the dust of sand swirls, two totally different men, Harlock 'the Quick Draw' and Tochiro 'the Master Swordsman,' meet a mysterious woman called Sinunora and travel together. "This odd threesome gets involved in thrilling and outrageous brawls and seems to attract one fight after another!".
S. Yagawa paid homage to this game by programming "Battle Garegga", which has a lot of features taken from "Gun Frontier" (not only design, you can destroy scenery, weapon and bombs system, etc).
Leiji Matsumoto, in his series 'Cosmo Warrior Zero', recycles the "Gun Frontier" settings for the 'Silvana' character. Since the Sony PlayStation tie-in was produced by Taito, the planet looks like planet "Gloria", the one featured in this Taito shmup.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- SERIES -
1. Gun & Frontier (1991)
2. Metal Black (1991)
- STAFF -
Sound composer : Yasuhisa Watanabe (Yack.)
$end
$info=gunball,
$Edit this entry at Arcade-History.com
$bio
Gun Ball (c) 1992 Data East.
Futuristic, fast and furious vertical action game, it's a sort of "Smash T.V." in a pinball environment.
- TECHNICAL -
Game ID : DE-358-3
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 58.00 Hz
Palette Colors : 2048
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Nitro Ball".
With so many simularities between this game and "Smash T.V.", it makes you wonder how Data East managed to avoid a lawsuit from Williams for copyright infringement (they were sued by Capcom a year later for the simularities between "Fighter's History" and "Street Fighter II" but Capcom lost the case in the end).
- UPDATES -
The order of the stages is a bit different between Nitro Ball and Gun Ball :
* Gun Ball :
1 - Combat Field
2 - Strange Football
3 - Ghost Town
4 - Aliens World
5 - Space Station
* Nitro Ball :
1 - Strange Football
2 - Combat Field
3 - Ghost Town
4 - Aliens World
5 - Space Station
- STAFF -
Director : Jinbo
Game designer : Marukin
Graphic designers : K.E, T.E, M.K, Y.T, S.M, Masayuki Inoshita, Fujimi Onishi, H.N
Sound : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)
Hard : S.M, M.Y
Soft : Osapan, K. Minegishi, Mya, M.S
Voices recorded at Orio Sound Production Studio, San Jose, CA
$end
$info=gunbulet,
$Edit this entry at Arcade-History.com
$bio
Gun Bullet (c) 1994 Namco.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : GN
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
This game is known outside Japan as "Point Blank".
- SERIES -
1. Gun Bullet (1994)
2. GunBarl
3. GunBalina
- STAFF -
Planning director : S. Tohyama
Game Ccoordinator : Y. Kounoe
'Oyaji' Programmer : Yasushi .O
Main programmer : S. Yamada
Programmer : Kenichi. T
CG designers : H.K, D. Onizuka
3D designers : Shigemasa, Gonta
'Oyaji' Dotter : Norion5
Music & Sound FX : Takayuki Aihara, Ishikavan, Hiroto Sasaki (Saman)
Mechanical designers : Ohara, Inoue
System constructors : T. Inui, KJ-, Masayuki. K
Industrial designers : Tohru. Y, H. Shimane
- PORTS -
* Consoles :
Sony PlayStation (1997)
$end
$info=gundealr,gundeala,gundealt,
$Edit this entry at Arcade-History.com
$bio
Gun Dealer (c) 1990 Dooyong.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Licensed to Tecmo for Japan manufacture and distribution.
- UPDATES -
The (Set 2) uses another kind of card and shows some other girls!
- SERIES -
1. Gun Dealer (1990)
2. Gun Dealer '94 (1994)
$end
$info=gundl94,
$Edit this entry at Arcade-History.com
$bio
Gun Dealer '94 (c) 1994 Dooyong.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.576545 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Primella" (NTC license).
- SERIES -
1. Gun Dealer (1990)
2. Gun Dealer '94 (1994)
$end
$info=gunfight,
$Edit this entry at Arcade-History.com
$bio
Gun Fight (c) 1975 Midway.
Each player (up to 2 people may play at a time, and you will want to play in 2-player mode), controls a gunfighter. You use a joystick to move up and down, the stick also has a trigger button. While you used a spinner to aim your pistol. Your only goal is to shoot the other player, who is right across the screen from you (who will then fall down and say 'Got Me'). It isn't usually a straight shot, as there will always be a cactus somewhere between the 2 players (it is in a different spot each time you play). Just shoot the other player for points. The game is time based, and not life based. The factory setting is for a 90 seconds game, but this is operator adjustable. The computer opponent is quite easy to beat into the ground with a little practice, but a human opponent is much more challenging.
- TECHNICAL -
This game was released in 2 different dedicated cabinets in the US. The first is an ornate upright machine, while the second version was a pentagon shaped cocktail table.
* The upright version was mostly red, but it was covered with painted cowboy side-art. There was no marquee at all, the game had its title printed on the monitor bezel, down towards the control panel. The machine overall had an attractive look.
* The cocktail version was shaped like a hexagon, with the monitor aligned towards the bottom section of the hexagon. The players would line up with the next two sections of hexagon (facing slightly towards each other). This machine only had a wood grain finish, and was not nearly as ornate as the upright version.
Both versions used a 19inch monochrome open frame monitor. Strangely enough the game places the joystick in the player's right hand, and the spinner in the players left hand. This is not the optimum setup at all. Very few games since then have put the joystick in the players right hand. So you may have trouble playing this game at first, especially operating the spinner stick with your left hand, as spinner games are usually played with your right hand.
Game ID : 597
Main CPU : 8080 (@ 1.9968 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : joystick 2-way, spinner
- TRIVIA -
Released in January 1975.
Gun Fight, which was designed on TTL-based hardware by Taito, which was adapted to 8080 hardware by Nutting, was the first Japanese title to be licensed for release in America. It was also the first video game to incorporate a microprocessor and the expanded processing capabilities allowed for graphics and game-play much more advanced than "Pong".
Gun Fight was a pretty important video-games innovator. It was the first game ever to have 2 on-screen humans battling against each other at the same time, and as such it's the grandfather of the fighting games that take up most of the floorspace in modern arcades. It also introduced the idea of having separate controls for aiming and moving.
A Gun Fight unit appears in the 1978 movie 'Dawn of the Dead'.
- SERIES -
1. Gun Fight (1975)
2. Boot Hill (1977)
- STAFF -
Designed and programmed by : Dave Nutting, Tom McHugh
- PORTS -
* Consoles :
Bally Astrocade
$end
$info=gunforce,gunforcu,gunforcj,
$Edit this entry at Arcade-History.com
$bio
Gun Force - Battle Fire Engulfed Terror Island (c) 1991 Irem.
- TECHNICAL -
Irem M-92A system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in June 1991.
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
- SERIES -
1. Gun Force - Battle Fire Engulfed Terror Island (1991)
2. Gun Force II (1994)
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
$end
$info=gunforc2,
$Edit this entry at Arcade-History.com
$bio
Gun Force II (c) 1994 Irem.
- TECHNICAL -
Irem M-92G system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1994.
Some musics in this game are directly recycled (and remixed) from "Air Duel", another Irem game from 1990.
The Stage 1 music is a remixed version of the Stage 4 music of "Air Duel".
The Stage 2 part one music is a remixed version of the Stage 1 music of "Air Duel".
The Stage 2 part two music is a remixed version of the Stage 3 music of "Air Duel".
This game is known in Japan as "Geo Storm".
- SERIES -
1. Gun Force - Battle Fire Engulfed Terror Island (1991)
2. Gun Force II (1994)
$end
$info=gunfronj,
$Edit this entry at Arcade-History.com
$bio
Gun Frontier (c) 1990 Taito.
- TECHNICAL -
Taito F2 System hardware
Game ID : F2-System No. 09
Prom Stickers : C71
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Gun & Frontier".
This game was inspired from the Anime series of the same name by Leiji Matsumoto. It is a hilarious, thrilling and outrageous story that takes place on a lawless planet in deep space. In a wild land where the dust of sand swirls, two totally different men, Harlock 'the Quick Draw' and Tochiro 'the Master Swordsman,' meet a mysterious woman called Sinunora and travel together. "This odd threesome gets involved in thrilling and outrageous brawls and seems to attract one fight after another!".
S. Yagawa paid homage to this game by programming "Battle Garegga", which has a lot of features taken from "Gun Frontier" (not only design, you can destroy scenery, weapon and bombs system, etc).
Leiji Matsumoto, in his series 'Cosmo Warrior Zero', recycles the "Gun Frontier" settings for the 'Silvana' character. Since the Sony PlayStation tie-in was produced by Taito, the planet looks like planet "Gloria", the one featured in this Taito shmup.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- SERIES -
1. Gun Frontier (1991)
2. Metal Black (1991)
- STAFF -
Sound composer : Yasuhisa Watanabe (Yack.)
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=bangj,
$Edit this entry at Arcade-History.com
$bio
Gun Gabacho (c) 1998 Gaelco.
A cartoony first-person 2-D wild west shoot'em up game.
- TECHNICAL -
Gaelco GG-1v hardware
Main CPU : 68000 (@ 15 Mhz)
Sound Chips : GAELCO (@ 15 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 59.10 Hz
Palette Colors : 65520
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
Licensed to GM Shogi for distribution in Japan.
This game is known outside Japan as "Bang".
$end
$info=gunsmoke,gunsmrom,gunsmoku,gunsmoka,gunsmokj,
$Edit this entry at Arcade-History.com
$bio
Gun.Smoke (c) 1985 Capcom.
A vertically scrolling shoot-em-up set in the Wild West, in which the player takes the role of a Billy; a young Sheriff charged with hunting down and killing a number of infamous 'Wanted' outlaws.
Each level is packed with gun-toting bandits and the Sheriff must shoot his way through the stage, before finally taking on the wanted outlaw 'boss' character at the end. Each outlaw wields a special weapon unique to them, such as a Winchester rifle, knives, darts or boomerangs.
Shooting the barrels that litter the levels reveals power-ups such as boots (for extra speed), rifles (for increased range) and bullets (for rapid fire). The game's 3 directional fire buttons (for firing left, right or ahead) can be combined (pressed Simultaneously) to create a total of 8 different firing directions.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in November 1985.
Licensed to Romstar for US manufacture and distribution.
Gun.Smoke was available as conversion kits (from Romstar - called 'quick-kits') for "Pac-Man" and "Centipede".
Gun.Smoke is based on the old famous T.V. series of the same name, the first TV broadcast was on 10th September 1955, and it ran until 31st March 1975. A total of 633 episodes were aired over the 20 seasons - only the last nine seasons being made in colour.
Jaime Guzman holds the official record for this game with 1,465,250 points.
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.
- UPDATES -
WORLD version :
* You can enter 3 chars for your initials.
JAPAN version (but English text though) :
* You can enter 8 chars for your initials.
US version 1 (licenced to Romstar) :
* You can enter 3 chars for your initials.
US version 2 (licenced to Romstar) :
* You can enter 3 chars for your initials.
* Some code has been added for the 'Lives' Dip Switch that replaces the 'Demonstation' one (so demonstration is always OFF).
* Year is 1986 instead of 1985.
* High score is 110000 instead of 100000.
* Levels 3 and 6 are swapped.
- TIPS AND TRICKS -
* An Interesting Bug : When you're on level 2, make sure you have a horse when you kill Roy Knife. Once he is dead, walk over his corpse and your horse will be killed. Roy raises from the dead as a sort of indestructible zombie. You can shoot him as much as you like, but he won't die. In this way you can play until you get tired of it.
- SERIES -
1. Gun.Smoke (1985)
2. Desperado 2 (1989, Amstrad CPC)
- STAFF -
From highscore table : Shi2Kura, ?Sakura?, Ota=Big5, Kihaji Okamoto
Music by : Ayako Mori (Kura<3Aya)
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Famicom Disk (1988)
Sony PlayStation (1998, "Capcom Generation 4")
Sony PlayStation (1998, "Capcom Generations - Blazing Guns")
Sega Saturn (1998, "Capcom Generation 4")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Commodore C64 (1987)
Amstrad CPC (1987, "Desperado - Gun.Smoke")
Sinclair Spectrum (1988)
PC [CD-ROM] (1999, "Capcom Arcade Hits 3")
$end
$info=gnbarich,
$Edit this entry at Arcade-History.com
$bio
Gunbarich (c) 2001 Psikyo.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Psikyo's Gunbarich is a spin-off of "Gunbird" featuring Gunbird's protagonist Marion.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.
- TIPS AND TRICKS -
* Maintenance Codes :
1-2-3-4-5 Clear Hi-Scores
0-2-9-2-0 Maintenance Mode (Stage Select etc.)
0-2-9-1-0 Clear All Data
$end
$info=gunbird,gunbirdk,gunbirdj,
$Edit this entry at Arcade-History.com
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Gunbird (c) 1994 Psikyo.
In this vertical shoot-'em-up, you have 5 selectable characters who fight the big army of pirates but this time to restore a magic mirror.
- TECHNICAL -
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 59.30 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1994.
Marion also appears as a selectable character in another Psikyo's game : "Gunbarich".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998.
Note : There are 20 different endings!
- TIPS AND TRICKS -
* Extra Features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...
- SERIES -
1. Gunbird (1994)
2. Gunbird 2 (1998)
- STAFF -
Staff : Hirofumi Nakamura, Artmic, Jun-Ichi Niwa, Shin Nakamura, Rick Johnson, Hyoue Ogama, Wataru Yamazaki, Hideyuki Oda, Ikuda Yosida, Youko Tsukagoshi, Hiromi Tanegasima, Toshinori Sugita, Seiki Sato, Shiori Saito, Yusa Tarou
Music composed by : Masaki Izutani
- PORTS -
* Consoles :
Sega Saturn (1995)
Sony PlayStation (1995)
Sony PlayStation (1998, "Image Fight & X Multiply")
Sony PlayStation 2 (2004, "Gunbird 1&2")
$end
$info=gunbird2,
$Edit this entry at Arcade-History.com
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Gunbird 2 (c) 1998 Psikyo.
In this vertical shoot'em up, you have five selectable characters who fight the big army of pirates but this time to collect elemental potions.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
ALUCARD, a selectable character, backwards spells DRACULA.
Aine originally appeared in "Samurai Aces" and as a hidden character in "Tengai" as Ayin. Here in Gunbird 2, he has quite a 'different' type of bomb attack :).
Gunbird 2 shares some similarities with the 1975 anime series 'Time Bokan':
* The flag symbol in Time Bokan is a clear skull and in this game is a 2P like a skull.
* The thin guy has a very ugly nose also a moustache and teeth like a rabbit (he is the same in the game and the anime).
* The fat guy has a beard. In this game and in Time Bokan, he has a semi-shaved beard (so with the exception of the beard, the guy is almost the same).
* The chief is a luxuriant woman (in the anime, she always was topless in the end).
* In Time Bokan, the bad guys always show a stupid new-robot to defeat the good guys. In the game is the same.
Note : There are 27 different endings!
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Gunbird 2, Gunbird - SGCD-0003) on 04/12/1998.
- TIPS AND TRICKS -
* Maintenance Code : In test mode, enter this code...
5-2-0-4-8 for Maintenace Mode [Stage Select (Loads of cool stuff here), Obj Test, BG TestPlay Status, Stage Status]
5-3-5-7-3 All Data Initialised.
5-3-7-6-5 Sit an AINE Flag1 (Displays 'AINE ?' at test, extra 'explicit' character on random box).
5-1-0-2-4 Sit an AINE Flag2 (Displays 'AINE OK' at test, use AINE by pressing 'Down' on random box).
5-3-1-5-7 AINE Flag Cancelled (Clears AINE from being playable, as default).
- SERIES -
1. Gunbird (1994)
2. Gunbird 2 (1998)
- STAFF -
Shin.Nakamura, Shiori Saito, Hiroshi Yamada, Naozumi Yorichika, Yoko Tsukagoshi, Norikazu Takemori, Emi Taniguchi, Keizou Fujita, Yousuke Iwabuchi, Kenichi Fujita, Kunihiko Nogomi, Katsuya Shikanouchi, Katsuhiro Nishida, Shinji Nohara, Masato Natsumoto
Music composed by : Masaki Izutani
- PORTS -
* Consoles :
Sega Dreamcast (2000): Features Morrigan from "Darkstalkers" as a selectable character.
Sony PlayStation 2 (2004, "Gunbird 1&2")
$end
$info=gunblade,
$Edit this entry at Arcade-History.com
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Gunblade NY - Special Air Assault Force (c) 1995 Sega.
Gunblade NY is an eye-popping, chase-oriented, futuristic-style military gun shooting game that pits you as a sniper of sorts against a horde of crazy Android Terrorists who are causing nothing but trouble in a futuristic large city in the United States of America.
Gunblade NY was pretty popular at the arcades mainly because you can shoot down the enemy missiles and as you destroy the crazy androids, you are 'locked' through the android so that you can destroy them one at a time.
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The designers of this game actually went to New York to get the buildings and locations of the city exacly right, from Times Square to 5th Avenue to the United Nations building.
- TIPS AND TRICKS -
* Special Attacks : During the 3rd and 4th stages of the difficult course, shoot the androids feet to knock them in the water, they will blow up on contact. After you defeat the boss character in the third stage of the difficult course, he will run away. While he's retreating, shoot the oil drums and explosive boxes around him; if you do this the boss at he end of the fourth level will be partially destroyed when he appears.
* Multiple Endings : If you don't destroy the missile carrier truck at the end of the second stage in the difficult course, your superior officer will hit you. If you finish either course without continuing, a group of butterflies will fly by. If you pull on the machine gun levers during the ending scene on the easy course, a giant dragonfly will fly by. If you do this during the difficult course ending scene, a submarine or large shark will follow the ship.
- SERIES -
1. Gunblade NY - Special Air Assault Force (1995)
2. L.A.Machineguns - Rage of the Machines (1998)
- STAFF -
Planner & Director : Makoto Yamamoto
Planner & Assistant director : Shinichi Ogasawara
Chef programmer : Kenji Tohma
Programmers : Masaaki Ito, Tetsuya Hamada
Chef designer : Kiyoshi Miyagi
Designers : Noriko Omizo, Sachio Hatayama, Kunio Watanabe, Megumi Matsuda, Minori Hisamatsu, Hiromi Ito, Shinsuke Miyamura
Sound : Naoki Tokiwa, Kentaro Koyama
Mechanical engineers : Tomoya Takasugi, Yasuo Ishikawa, Nariyuki Iwase, Toshiya Yamaguchi, Motohiko Higashiguchi
Electrical engineers : Tomoyuki Goto, Hiroki Koyama, Hideki Inoue
Cabinet designers : Yutaka Okumura, Yasunobu Komori, Minoru Matsuba, Hiroyuki Naito
Technical support : Kenji Watanabe
Voice actors & English coordination : Hisaki Nimiya, Rika Terashima
Publicity : Norimasa Yatsuzuka
Producer : Mie Kumagai
General manager : Hisao Oguchi
$end
$info=gunbustr,
$Edit this entry at Arcade-History.com
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Gunbuster (c) 1992 Taito.
- TECHNICAL -
Prom Stickers : D27
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : lightgun
Buttons : 3
- STAFF -
Planners : T. Matsumoto, Ryuji Tominaga
Character designers : Ryuji Tominaga, Tsutomu Sekimoto, Hisakazu Katoh, Takayuki Isobe, M. Maekawa, Peacock, V.A.P
Software : Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Akira Ohtsuki, Masashi Tsuzura, T. Kurosawa, Takashi Ishii, T. Higuchi
Sound : Kazuyuki Ohnui, Yasuko Yamada
Cabinet designers : Y. Tsuriya, Kumi Mizobe
Hardware : Y. Shibuya, Jun Sawaki, H. Agawa, T. Yamaguchi
Mechanic : T. Tsurumi, Jun Nishiyama, K. Sugoh, Kazuhiro Kawabata
$end
$info=gundhara,
$Edit this entry at Arcade-History.com
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Gundhara - Juudan Arashi (c) 1995 Banpresto.
- TECHNICAL -
Game ID : BP954
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The subtitle of this game translates from Japanese as 'Bullet Storm'.
$end
$info=gunlock,
$Edit this entry at Arcade-History.com
$bio
Gunlock (c) 1994 Taito.
A vertically scrolling shooter featuring a lock-on secondary weapon.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D66
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in January 1994.
This game is known outside Europe as "Rayforce".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'BOO'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rayforce - PCCB-00153) on 21/04/1994.
- SERIES -
1. Gunlock (1994)
2. Ray Storm (1996)
3. Raycrisis (1998)
- STAFF -
Producer : Yukio Abe
Directors : Yukio Abe, Tatsuo Nakamura
Game designers : Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita
Software : Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama
Character graphic designers : Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi
Screen graphics designers : Hideyuki Kato, V.A.P, Peacock
Music & Sound effects : Tamayo Kawamoto (Zuntata)
Sound effects : Munehiro Nakanishi (Zuntata)
Sound direction : Hiroshige Tonomura (TONO) (Zuntata)
Design works : Kyoko Umezu
Hardware : Katsumi Kaneoka
- PORTS -
* Consoles :
Sega Saturn (1995, "Layer Section" Japan / "Galactic Attack" US and Europe)
$end
$info=gunmast,
$Edit this entry at Arcade-History.com
$bio
GunMaster (c) 1994 Metro.
- TECHNICAL -
Buttons : 2
=> [A] Shoot, [B] Jump
- STAFF -
Program : Takes off, Fire-M, Kita, Match, Mitu???, Yochan, Yos
Graphic : Yuta-papa, Sukekiyo, Mikawaya, Junta, Masa, Nobu
Sound : Famishin, Shadow, Maz
Character Design : RX360
Mechanical Design : Mototaka
Informant : Uepon
Plan : Dharma
$end
$info=gunnail,
$Edit this entry at Arcade-History.com
$bio
GunNail (c) 1993 NMK.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1993.
Licensed to Tecmo for distribution.
- TIPS AND TRICKS -
* Secret Message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 3 times on player2 side. The release date will appear.
- STAFF -
Staff : Morio, Ore!, Ikezu Kenzi, Mingmei, Ama, Hide-Kaz, Kate Seki, Naoko, A-Saku, San Chan, Mug, Sato, Midori, Mustard Papa
$end
$info=gunpey,
$Edit this entry at Arcade-History.com
$bio
Gunpey (c) 2000 Banpresto.
- TECHNICAL -
Main CPU : V30 (@ 14.3106 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
- SERIES -
1. Gunpey (2000)
2. Gunpey DS (2006, Nintendo DS)
- STAFF -
Original idea and designed by : Gunpei Yokoi
- PORTS -
Sony PlayStation (1999)
Bandai WonderSwan (1999)
$end
$info=gururin,
$Edit this entry at Arcade-History.com
$bio
Gururin (c) 1994 Face.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0067
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Turns stage to left [B] Turns stage to right
- TRIVIA -
Released in May 1994.
Gururin translates from Japanese as something like 'accomplice' or 'cohort'. Makes sense considering the noblemen fall in pairs.
Gururin is Face's first game developed and released for the SNK Neo-Geo MVS hardware and was not released on the Neo-Geo AES home console.
- STAFF -
Planning / Producer : K. Iwanaga
Programmers : K. Iwanaga, N. Tabata, K. Hiziya
Graphic designers : M. Molohosi, K. Kumakura, M. Araki
Sound : K. Sugai, A. Iwanaga
Sound programmer : J. Kosakai
$end
$info=gussun,
$Edit this entry at Arcade-History.com
$bio
Gussun Oyoyo (c) 1993 Irem.
- TECHNICAL -
Irem M-97 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Risky Challenge".
- SERIES -
1. Gussun Oyoyo (1993)
2. Gussun Oyoyo 2 (1993)
- PORTS -
* Consoles :
Nintendo Super Famicom (1995, "Super Gussun Oyoyo")
$end
$info=gutsn,
$Edit this entry at Arcade-History.com
$bio
Guts'n (c) 2000 Kaneko / Kouyousha.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 3
- STAFF -
Voices : Etsuko Kozakura, Susumu Chiba
Planners : Kouyousha Ltd., Puzzle Project, Koizumi & Raika
Game designers : Mopi, Yuuichi Hirose
Programmers : Tomoaki Kusano, Mihoko Yamamoto
Graphic designers : Yuuichi Hirose, Gorilla
Sound designer : Akira Takemoto
Producer : Lungfish
Developed by Kouyousha Ltd., Nova Project Team.
$end
$info=gutangtn,
$Edit this entry at Arcade-History.com
$bio
Guttang Gottong (c) 1982 Konami.
A puzzle game where players control a train on railroad tracks.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Sega.
This game is also known as "Loco-Motion".
A bootleg of this game is known as "Cotocoto Cottong".
- PORTS -
* Consoles :
Nintendo Game Boy ("Konami GB Collection 2")
* Computers :
Sord-M5
$end
$info=guwange,
$Edit this entry at Arcade-History.com
$bio
Guwange (c) 1999 Atlus / Cave.
Destroy the evil army with three Japanese characters and the spirits that possess them in this beautiful vertical shoot-'em-up.
- TECHNICAL -
Game ID : ATC05
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot / Spirit, [B] Bomb, [C] Auto fire (see tips bellow)
- TRIVIA -
Designed by Cave and distributed by Atlus.
The story of Guwange is set during the Muromachi period of Japan. Sorcerers in eastern Japan would predict the day's fishing catch by the appearance of a fox-like voice from the mountains. If the voice sounded 'koon koon' then there was to be a great catch. If the voice sounded 'gwange gwange' then it was to be a horrible catch. The people soon named the place of the voice 'Prison-Gate Mountain', as all who saw the origin of this voice were never seen again. The people soon began to worship this being as the god of Prison-Gate Mountain. It is said that the men later came to call it 'Lord Guwange'. The game title of 'Guwange' appears to reflect the name of this mysterious mountain voice and also the 'bad' sound that it made to predict a horrible catch.
- SCORING -
* Game Clear Bonus : upon clearance, the game rewards you for the following : full life segments remaining, maximum chain count, bombs remaining, and never receiving damage ('no miss').
1) Life bonus : if you have any full life segments remaining (denoted as L), this bonus is calculated by the following formula :
9,216 / (4 - L) / 32 * 10,000. If you have all three life segments remaining, but you were hit at least once, then this value is multiplied by 2. If you were never hit, then this value is multiplied by 4. Examples :
1 Full Life Segment : 9,216 / 3 / 32 x 10,000 = 96,000
2 Full Life Segments : 9,216 /2 / 32 x 10,000 = 144,000
3 Full Life Segments : 9,216 / 1 / 32 x 10,000 x 2 = 576,000
No miss : 9,216 / 1 / 32 x 10,000 x 4 = 1,152,000
It seems that no credit is given for partial life segments.
2) Chain bonus : multiply your maximum chain count by 100. Examples :
1,210 Chain : 1,210 x 100 = 121,000
15,889 Chain : 15,889 x 100 = 1,588,900
3) Bomb bonus : multiply the number of bombs remaining by 1,000,000. If you were never hit, this value is multiplied by 2. Examples :
2 bombs remaining : 2 x 1,000,000 = 2,000,000
3 bombs remaining, no miss : 3 x 1,000,000 x 2 = 6,000,000
- STAFF -
Producer : Kenichi Takano
Chief programmer : Tsuneki Ikeda
Programmers : Satoshi Kohyama, Takashi Ichimura
Chief designer : Junya Inoue
Designers : Akira Nakabayashi, Hiroyuki Tanaka, Atushi Aburano, Toru Shimazu
Character designers : Akira Nakabayashi, Junya Inoue
Calligraphy : Akira Nakabayashi
Character voices : Yuko Nakamura, Junya Inoue, Kazushi Takamura, Takako Taniguchi, Takn Nagasawa, Takno Yoshida
Sound producer : Junya Inoue
Music composer : Masahiro Kusunoki
Sound effects : Masahiro Kusunoki
Super visor : Hiroyuki Tanaka (Atlus)
Special assist : Toshiaki Tomizawa
$end
$info=guzzler,
$Edit this entry at Arcade-History.com
$bio
Guzzler (c) 1983 Tehkan.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 290
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Centuri for US distribution.
This game is very unique in that it depicts the hero of the story as a drunkard who's the shame of the family (look at some of the cut scenes) yet is able to put out fires (by puking? no less). It wasn't until the early 1990's when the fighting games would include a fighter who drinks as part of his repertoire.
Massimo Gaspari holds the official record for this game with 3,049,590 points.
- SCORING -
1 Fireball : 200 points
2 Fireballs : 400 points
3 Fireballs : 800 points
1 Fire : 1,000 points
1 Fire and 1 Fireball : 2,000 points
1 Fire and 2 Fireballs : 4,000 points
Bonus at end of round.
Above scores double when 'GUZZLER' letters on bottom are lit. See 'Tips and Tricks' for how to do this.
There's also 10 points given for every few seconds survived.
- TIPS AND TRICKS -
If you want to double your scores at the end of the round (and your bonus as well) be sure to light the 'GUZZLER' letters on the bottom of the screen. The way you do this is to hit one of the fireballs (or a fire that becomes like a fireball) in each row when the letter is highlighted (red border around the letter).
- PORTS -
* Consoles :
Sega SG-1000
* Computers :
MSX
$end
$info=pbancho,
$Edit this entry at Arcade-History.com
$bio
Gyakuten!! Puzzle Bancho (c) 1996 Fuuki.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Reversal!! Big Boss Puzzle'.
$end
$info=gypsyjug,
$Edit this entry at Arcade-History.com
$bio
Gypsy Juggler (c) 1978 Meadows Games.
- TECHNICAL -
Main CPU : S2650 (@ 625 Khz)
Sound CPU : S2650 (@ 625 Khz)
Sound Chips : DAC (@ 625 Khz), Samples (@ 625 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : stick
Buttons : 1
- TRIVIA -
Released in November 1978.
$end
$info=gyrodine,gyrodinc,
$Edit this entry at Arcade-History.com
$bio
Gyrodine (c) 1984 Crux.
- TECHNICAL -
Main CPU : (2x) Z80
Sound Chips : (2x) AY8910
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Gyrodine was made by Crux which was antecedent of ToaPlan and spin-off from Orca. It was later licensed to Taito for manufacture and distribution (Board Number : M6100023A, Prom Stickers : A21).
A bootleg of the game is known as "Buzzard".
- STAFF -
staff : Naomi.S, K.T, Miki Kun, Nice Y.N, Pop Kawa, M. Harada
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
* Computers :
MSX (1986)
$end
$info=gyruss,gyrussce,
$Edit this entry at Arcade-History.com
$bio
Gyruss (c) 1983 Konami.
A single player shoot-em-up in which the purpose is to fly through the solar system, destroying waves of alien attackers, before finally reaching Earth. Planets that must be passed before Earth is reached are Neptune, Uranus, Saturn, Jupiter, and Mars.
It only takes two warps to reach Neptune, but all of the others, including Earth, take three warps to get to. Each time the player reaches a planet, they will be faced with a Challenge Stage. A bonus stage in which players try to destroy as many aliens as possible to accrue points. After reaching Earth, there is a Challenge Stage, followed by a very fast 'three warps to Neptune' stage. After this, the levels and the background music start over.
Gyruss' superb gameplay, in which the player ship rotates around the edges of the screen and fires 'inwards', is heavily influenced by Atari's 1981 classic, "Tempest". While the design of the Alien ships themselves is similar to those of Namco's also legendary "Galaga" series.
- TECHNICAL -
Game ID : GX347
Main CPU : Z80 (@ 3.072 Mhz), M6809 (@ 2 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz), I8039 (@ 533.333 Khz)
Sound Chips : (5x) AY8910 (@ 1.789772 Mhz), DAC, (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in March 1983.
Also licensed to Centuri for US manufacture and distribution (April 1983).
After working on the successful "Time Pilot", Gyruss' designer, Yoshiki Okamoto, went on to create "Gyruss", which, although a success in its own right, was released at a time when the arcade craze was starting to die down. This may explain why the game didn't shift the units it really deserved. After its release, Okamoto asked for a raise, or he would quit. He was duly fired when he turned up for work the following day.
One of the most memorable features of this game is its soundtrack, which consists of an extremely catchy synthesized rendition of Bach's 'Tocatta and Fugue in D Minor'.
Anthony Fodrizio holds the official record for this game with 41,090,450 points.
A bootleg of this game is known as "Venus".
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 25/06/1986.
- SCORING -
Shooting a ship : 50, 100 or 150 points.
Destroying a whole formation of enemy ships before the next wave attacks : 1,000, 1,500, 2,000, 2,500 points.
Bonus for clearing a sector (having not destroyed a whole formation) : 1,000 points.
Shooting the three glowing spheres : 1,000, 1,500, 2,000 points.
Bonus for shooting each ship on the chance stage : 100 points.
Bonus for shooting all 40 ships on the chance stage : 10,000 points.
- TIPS AND TRICKS -
* You can get double fire if you shoot the sun-like enemy that appears in front of you surrounded by two blue pod-like enemies - try to make this a priority.
* To make getting double fire easier, try to stay at the bottom of the screen until the 'pod and sun' formation appears as it will appear right in front of wherever your ship is after all enemies have entered and they start attacking.
1) There must be at least three enemies left in the level for the 'pod and sun' formation to show. If you lose a life and three enemies are left, the 'pod and sun' will show up one more time, but if you lose a life after, they will not show anymore until the next level. After you get double fire, the sun enemy will be replaced on later levels with another pod. Destroy all three for some bonus points.
2) If you have only one enemy left and cannot seem to destroy it, just leave it alone and eventually it will just leave and the level will end.
* Each level begins with four formations entering. If you destroy enough of these, a fifth formation will enter. As you pass each planet, more formations will enter towards the top of the screen. Learn to control your ship at the top as it will come in real handy on those Mars and Earth warps.
* When formations enter from the edge of the screen, they will not hit you if you are right where they enter. You can use this to your advantage to take out the formation with little or no trouble - just watch out for asteroids.
* Asteroids will always appear in your path - they cannot be destroyed and must be avoided.
* The 'bee-like' creatures with the force field will always appear from the center and move outward. The force field will destroy your ship if you touch it. Destroy one of the creatures to disable their force field.
* Learn the formations of the enemy attack waves during the normal stages, to enable you to collect the bonuses for destroying whole waves of attacking ships.
* Learn the formations of the enemy attack waves during the chance stages, to enable you to collect the bonuses for destroying whole waves of attackers and the 10,000 for destroying all 40 ships.
* The three glowing spheres always appear aligned with where you are located on screen. Remember to avoid any bullets when they appear.
* You can fire bullets ahead of enemy ships and then move aside to destroy them and avoid their shots.
- STAFF -
Programmed by : Toshio Arima
Designed by : Yoshiki Okamoto
Character by : Hideki Ooyama
Sound by : Mashahiro Inoue
- PORTS -
* Consoles :
Colecovision (1984)
Atari 2600 (1984)
Atari 5200 (1984)
Atari XEGS
Nintendo Famicom (1988)
Nintendo Famicom Disk (1988)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")
Microsoft XBOX 360 (2007, "Xbox Live Arcade" with remade graphics and digitally enhanced sounds effects)
* Computers :
Atari 800 (1984)
Commodore C64 (1984)
* Others :
Konami Arcade Advanced Plug 'n Play TV Game (2004 - Majesco)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=hachamf,
$Edit this entry at Arcade-History.com
$bio
Hacha Mecha Fighter (c) 1991 NMK.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Test Mode :
1. Hold ''Player 2 Button 1'' & ''Button 2'', then reset the game.
2. ''Ready ?'' message is displayed in black screen.
3. Press ''Player 1 Button 2''x14.
- STAFF -
Software : Y. Koyama, T. Nakasato
Hardware : Y. Maki
Music : H. Mizushima, K. Hideya
Graphic Designers : N. Nagamine, A. Tsunoda, K. Yokoyama
Supervisor : Y. Kotoyori
$end
$info=hachoo,
$Edit this entry at Arcade-History.com
$bio
Hachoo! (c) 1989 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1989.
$end
$info=hal21,hal21j,
$Edit this entry at Arcade-History.com
$bio
HAL 21 (c) 1985 SNK.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=halleys,halleysc,halleycj,
$Edit this entry at Arcade-History.com
$bio
Halley's Comet (c) 1986 Taito.
- TECHNICAL -
Prom Stickers : A62
Main CPU : M6809
Sound CPU : Z80
Sound Chips : (4x) AY8910
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Coin-It for US distribution.
This game was inspired by the actual 'Comet Halley' (pronounced HAL-lee). It was named after 'Edmund Halley', who calculated its '76-year orbital period'. Comet Halley was visible in 1910 and 76 years after, in 1986 (The feb. 9 exactly), just the year when this game was released by Taito :). Its next perihelion passage will be in 2061.
- TIPS AND TRICKS -
* Space Humor? : When you start a new game and after the RESCUE THE EARTH FROM THE COMETS ! message appears, you can move your ship over it. The text will get erased, and the following message will appear over it : DO NOT ERASE '.
* Level Boss Trick : Shoot all but one of these squares and then press the hyperspace button (the smart-bomb) when the final square is lit. You should now receive 1,000,000 points! (this works for all level bosses).
* Another Tip : When the game is in Game Over mode, you can actually control the ship at one point. This is rather useless, but fun!
- STAFF -
From highscore table : Kouju Miki (K.M), (NIG), (LSI), Hisayoshi Ogura (OGR), (E.T)
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=halley87,
$Edit this entry at Arcade-History.com
$bio
Halley's Comet '87 (c) 1986 Taito.
- TECHNICAL -
Main CPU : M6809 (@ 4.992 Mhz), Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz)
Palette colors : 1536
Players : 2
Buttons : 2
$end
$info=hharry,hharryu,
$Edit this entry at Arcade-History.com
$bio
Hammerin' Harry (c) 1990 Irem.
A platform game where you control a worker with a big hammer who smashes his way through obstacles and a variety of enemies.
- TECHNICAL -
Irem M-84 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in December 1990.
This game is known in Japan as "Daiku no Gen-san - Beranme Machi Soudouki".
- SERIES -
1. Hammerin' Harry (1990)
2. Hammerin' Harry - Ghost Building Company (1993, Nintendo Game Boy)
3. Ganbare! Daiku no Gensan (1993, Nintendo Super Famicom)
- STAFF -
Sound composer : Hiyamuta (Gangy Hiya)
- PORTS -
* Consoles :
Nintendo Famicom (1992) : This game was not really a port; it was an entirely new game released on the Famicom. The first level started off the same, but once you reached the first boss it was an entirely different game. In addition to replacing most of the levels from the 1990 arcade game, the 1992 Famicom game also included mini games between rounds.
$end
$info=hanaawas,
$Edit this entry at Arcade-History.com
$bio
Hana Awase (c) 1982 Seta Kikaku.
A hanafuda card game!
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Buttons : 10
- TRIVIA -
The title of this game translates from Japanese as 'Flower Matching'.
$end
$info=hnfubuki,
$Edit this entry at Arcade-History.com
$bio
Hana Fubuki (c) 1987 Dynax.
A hanafuda game with a sexy Japanese opponent!
- TECHNICAL -
Game ID : 06
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 2.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : hanafuda keyboard
- TRIVIA -
Released in February 1987.
The title of this game translates from Japanese as 'Shower of Blossoms'.
This game is also known as "Hana Yayoi".
$end
$info=hkagerou,
$Edit this entry at Arcade-History.com
$bio
Hana Kagerou (c) 1997 Nakanihon / Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Hanafuda Heat Haze'.
- TIPS AND TRICKS -
Enter test mode : choose Menu 'Option' to enter another sub-menu, then press 1P's Yes, No,Yes, No, secret menu appears.
$end
$info=hanakanz,
$Edit this entry at Arcade-History.com
$bio
Hana Kanzashi (c) 1996 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Ornamental Flower Hairpin'.
- TIPS AND TRICKS -
Enter test mode : choose Menu 'Option' to enter another sub-menu, then press 1P's Yes, No,Yes, No, secret menu appears.
$end
$info=hnkochou,
$Edit this entry at Arcade-History.com
$bio
Hana Kochou (c) 1989 Dynax.
A hanafuda game with a time-travelling theme.
- TECHNICAL -
Game ID : 20
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2203 (@ 2.75 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
- TRIVIA -
Released in March 1989.
The title of this game translates from Japanese as 'Butterfly Flower'.
The version 1.00 is known as "Hana no Mai".
$end
$info=hanamai,
$Edit this entry at Arcade-History.com
$bio
Hana no Mai (c) 1988 Dynax.
A hanafuda game with a time-travelling theme.
- TECHNICAL -
Game ID : 16
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2203 (@ 2.75 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
Control : hanafuda keyboard
- TRIVIA -
Released in December 1988.
The title of this game translates from Japanese as 'Flower Dance'.
The version 1.01 is known as "Hana Kochou".
$end
$info=hnoridur,
$Edit this entry at Arcade-History.com
$bio
Hana Oriduru (c) 1989 Dynax.
- TECHNICAL -
Game ID : 23
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Flower Folded Paper Crane'.
$end
$info=hanaoji,
$Edit this entry at Arcade-History.com
$bio
Hana to Ojisan (c) 1991 Nichibutsu.
A hanafuda game with the obligatory nude woman as prize.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : hanafuda keyboard
- TRIVIA -
Released in December 1991.
The title of this game translates from Japanese as 'Flower and Uncle'.
$end
$info=hanayara,
$Edit this entry at Arcade-History.com
$bio
Hana wo Yaraneba! (c) 1991 Dynax.
$end
$info=hnayayoi,
$Edit this entry at Arcade-History.com
$bio
Hana Yayoi (c) 1987 Dyna Electronics.
A hanafuda game with a sexy Japanese opponent!
- TECHNICAL -
Game ID : 02
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 2.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : hanafuda keyboard
- TRIVIA -
Released in January 1987.
The title of this game translates from Japanese as 'March Flowers'.
This game is also known as "Hana Fubuki".
$end
$info=hginga,
$Edit this entry at Arcade-History.com
$bio
Hanafuda Hana Ginga (c) 1994 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 1.02272 Mhz), AY-3-8910A (@ 3.579545 Mhz)
Players : 2
$end
$info=hgokou,
$Edit this entry at Arcade-History.com
$bio
Hanafuda Hana Gokou (c) 1995 Dynax.
- TIPS AND TRICKS -
Secret menu : Choose 'Option' in test mode and input 'Yes', 'No', 'Yes', 'No' buttons.
$end
$info=htengoku,
$Edit this entry at Arcade-History.com
$bio
Hanafuda Hana Tengoku (c) 1992 Dynax.
$end
$info=hanagumi,
$Edit this entry at Arcade-History.com
$bio
Hanagumi Taisen Columns - Sakura Wars (c) 10/1997 Sega.
A competitive variation of Columns featuring characters from the Sakura Taisen series.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Flower Branch Competition Columns - Cherry Blossom Wars'.
One of Sega's last games for the STV/Saturn hardware.
- SERIES -
1. Columns (1990)
2. Columns II - The Voyage Through Time (1990)
3. Columns III - Revenge of Columns (1993)
4. Stack Columns (1994)
5. Super Columns (1995, Sega Game Gear)
6. Columns '97 (1997)
7. Hanagumi Taisen Columns - Sakura Wars (1998)
8. Hanagumi Taisen Columns 2 (2000, Sega Dreamcast)
9. Columns Crown (2002, Nintendo Game Boy Advance)
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=hjingi,
$Edit this entry at Arcade-History.com
$bio
Hanajingi (c) 1990 Dynax.
$end
$info=hanaroku,
$Edit this entry at Arcade-History.com
$bio
Hanaroku (c) 1988 Alba.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
Buttons : 10
- TRIVIA -
The title of this game translates from Japanese as 'Six Flowers'.
$end
$info=hangplt,
$Edit this entry at Arcade-History.com
$bio
Hang Pilot (c) 1997 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), (2x) ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=hangon,
$Edit this entry at Arcade-History.com
$bio
Hang-On [Sit-Down model] (c) 1985 Sega.
A superb point-to-point sprite scaling racing game in which the player takes control of a superbike and must race over 5 twisting circuits, avoiding rival bikers and trying to reach the end of each stage before the time limit expires.
Hang-On's handling and superb graphics were unlike anything seen before in the arcades and, like many Yu Suzuki games that followed, revolutionised the racing genre.
The 5 stages of 'Hang-On' are :
Alps
Grand Canyon
City Night
Seaside
Circuit
- TECHNICAL -
Main CPU : (2x) 68000 (@ 6 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), Sega (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 1
- TRIVIA -
Released in July 1985.
The first in a series of classic racing games designed by the legendary Yu Suzuki and his team (who would go on to create, among others, the "Out Run" series, as well as this game's sequel, "Super Hang-On"). First simulation game in the world. After this game was released, the standard for motorcycle games is the riding type kind. This game was the first Sega game to use digitized drums in the music.
There are 2 cabinet versions : This Site-Down model and a "Hang-On [Ride-On model]", which was a large, mock-up motorcycle that the player sat on. The Site-Down model featured a motorcycle handlebar, throttle and break lever. The cabinet also has a simulated tachometer and speedometer. The Ride-On version lets you steer your bike by moving your weight left and right, but didn't feature any of the hydraulics or force feedback that would become the staple of future Sega arcade games.
Don Novak holds the official record for this game on a 'Simulator' cabinet with 40,715,030 points.
Richard Powell holds the official record for this game on a 'Upright' cabinet with 33,923,450 points.
Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 21/12/1987.
- SERIES -
1. Hang-On [Sit-Down model] (1985)
1. Hang-On [Ride-On model] (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On [Mini Ride-On Model] (1987)
4. Super Hang-On [Sit-Down model] (1987)
5. Limited Edition Hang-On (1991)
- STAFF -
Designed by : Yu Suzuki (YU.)
From highscore table : (KAN), (OHE), (ISH), (NAG), (KAJ), (INO)
Music by : Hiroshi Miyauchi
- PORTS -
* Consoles :
Sega Master System (1985)
Sega Master System (1986, "Hang On & Astro Warrior")
Sega Master System (1986, "Hang On & Safari Hunt")
Sega Saturn
Sega Dreamcast (2000, "Shenmue")
Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")
* Computers :
MSX (1985)
* Others :
LCD handheld game (1989) released by Tiger Electronics.
$end
$info=hangonjr,
$Edit this entry at Arcade-History.com
$bio
Hang-On Jr. (c) 1985 Sega.
A cut-down version of its legendary parent, 'Hang-On Jr' features similar gameplay to "Hang-On", but is rendered in more primitive graphics due to the vastly inferior host hardware.
- TECHNICAL -
Sega System E hardware
Main CPU : Z80 (@ 5.3693 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : stick
- SERIES -
1. Hang-On [Sit-Down model] (1985)
1. Hang-On [Ride-On model] (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On [Mini Ride-On Model] (1987)
4. Super Hang-On [Sit-Down model] (1987)
5. Limited Edition Hang-On (1991)
$end
$info=hangly,hangly2,hangly3,
$Edit this entry at Arcade-History.com
$bio
Hangly Man (c) 06/1981 Nittoh.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This is a Hack of "Pac-Man".
- UPDATES -
It features a different maze that becomes invisible or disappears at certain times or levels.
- SCORING -
Dot : 10 points.
Power pill (energizer) : 50 points.
Ghosts : 200, 400, 800, 1600 points.
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.
$end
$info=hngmnjpm,
$Edit this entry at Arcade-History.com
$bio
Hangman (c) 1998 JPM.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : UPD7759 (@ 640 Khz)
Players : 1
Buttons : 4
$end
$info=hangman,
$Edit this entry at Arcade-History.com
$bio
Hangman - The Video Game (c) 1984 Status Games.
- TECHNICAL -
Main CPU : 8085A (@ 3.1 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 1
Buttons : 5
$end
$info=harddriv,harddrv3,harddrv2,harddrv1,harddrvc,harddrc1,harddrcg,harddrcb,harddrvj,harddrj6,harddrvg,harddrg4,harddrvb,harddrb6,harddrb5,
$Edit this entry at Arcade-History.com
$bio
Hard Drivin' (c) 1988 Atari Games.
Slide into the contoured seat and adjust it to fit the length of your arms and legs. Put your feet on gas and clutch pedals and try the stick shift. Select manual or automatic transmission, turn the ignition key and you're off!
It’s the ride of your life. You feel the tires grip the road when you take a wide turn at high speed. You're alerted to the smallest change in the road by the feedback steering. You catch air as you fly the draw bridge and land on the down ramp. You control the car as it holds the road on the dizzying vertical loop.
Hard Drivin' might look like an arcade game but it drives like a real car. For the best lap times, drive Hard Drivin' as if it were a real car. The main difference between Hard Drivin' and a real car is that Hard Drivin' is much safer to drive. A player can test the limits of our car and his skill with no risk of personal injury, and follow a course that does not exist anywhere m the real world.
After inserting the proper number of coins to start the simulator, the player can select either an automatic or manual transmission. Turning the ignition key starts the simulator.
Drivers can choose between the stunt track or the speed track by following the posted signs on the road. Each player has a certain (operator-selectable) amount of time to reach a checkpoint or the finish line. Crossing checkpoints and the finish line rewards the player with (operator-selectable) bonus driving time.
With Hard Drivin' a player can test drive a high-powered sports car on a real stunt course. He can jump a draw bridge, negotiate a high-speed banked turn and drive a 360-degree vertical loop. These thrilling stunts, among others, provide the ultimate realistic driving experience.
Or maybe high-speed driving is a particular player's type of excitement. He can 'put the pedal to the metal' and try to keep control around the corners, weaving in and out of traffic while avoiding oncoming cars. All this, and more, await the player behind the wheel of Hard Drivin'.
Players especially enjoy the unique instant replay feature on Hard Drivin'. Every time a player crashes, the simulator records and replays the crash sequence. Not only will the player find this entertaining, but it is also informative. The instant replay shows the player exactly what he did wrong and why he crashed (If a player wants to skip the instant replay, he can press the abort switch or turn the key when the replay starts).
A skilled player finds the ultimate competition in the 'challenge' lap (or 'grudge match' as Atari Games likes to call it). The simulator remembers the path of the car driven by the best driver on record. When a player beats the qualifying lap time, he challenges the car of the past winner in a head-to-head race.
- TECHNICAL -
Game ID : 136052 (cockpit), 136068 (compact)
Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2100 (@ 8 Mhz)
Sound CPU : 68000 (@ 8 Mhz), TMS32010 (@ 5 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 508 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Hard Drivin' is equipped with center-feel steering with continuous force feedback, adjustable swivel seat, gas, brake and clutch pedals, four-speed stick shift, and a medium-resolution monitor.
- TRIVIA -
This was the world first driving simulator to use 3-D polygon graphics.
Despite claiming to be a real driving simulator, there were a lot of discrepancies between the game's software physics and the car physics on screen. However, the cockpit physics were considered very accurate at the time.
You may have noticed that the Credit Screen lists Doug Milliken as a Test Driver (See Staff section). He is listed as a Test Driver because Atari didn't want anyone to know what he really did. Hard Drivin' had to be as accurate as possible. That meant doing an accurate car model to mathematically describe the physics of how the parts of the car (engine, transmission, springs, shock absorbers, tires, etc.) react to each other, to the road and to the driver's inputs. The pioneer in the field (in the 1950s) was William Milliken of Milliken Research. His son, Doug, has continued his father's work. Doug is probably the world's leading expert in car modeling. Doug and his father wrote the book on car modeling.
Patents that come out of Hard Drivin' are :
5,005,148 : 'Driving simulator with moving painted dashboard'.
5,354,202 : 'System and method for driver training'.
5,577,913 : 'System and method for driver training with multiple driver competition'.
Prior to the release of Hard Drivin', Namco had acquired a controlling interest in Atari games by 1986. The sharing of R&D information would spawn many games of the same polygon engine years later. It can be credited that the success of the Hard Drivin' engine set the trend for the high quality simulation games in the early 90's.
One of the buildings along the speed course, a small camouflage-painted building, if approached from behind (a non-trivial task, given the off-road time limit) has a sign above its normally-unseen door that says 'THE HUT'.
If the driver slowed down and stopped in front of one of the buildings, a 'keyhole' appeared on the building's door.
There is no apparent Ferrari license shown in any version of the game.
Jerry Landers holds the official record for this game with 529,800 points.
There were 15 officially released versions, counting 11 cockpit and 4 compact versions, including various British, German and Japanese versions.
A free, playable version of Hard Drivin' was displayed in the Franklin Institute Science Museum in Philadelphia, Pennsylvania in 1989.
- UPDATES -
Notes : In all British versions, you are in a right-hand drive car.
* Cockpit versions :
Revision 1 :
* World release.
* Software version : 7.8.
Revision 2 :
* World release.
* Software version : 7.9.
Revision 3 :
* World release.
* Software version : 8.1.
Revision 4 :
* German release only.
* Software version : 8.2.
Revision 5 :
* British release only.
* Software version : 8.3.
Revision 6
* British and Japanese releases only.
* Software version : 8.4 for Japanese and 8.5 for British.
Revision 7
* World, British and Japanese release.
* Software version : 8.6 for all.
* Compact versions :
Revision 1 :
* World release.
* Software version : 2.9.
Revision 2 :
* World, British and German releases.
* Software version : 3.1 for all.
- TIPS AND TRICKS -
If the driver made a hard left turn at the start of the game, a 'secret' track was available. The track was a long straight road leading to a very short circular track (a skid pad test track) around a tower.
- SERIES -
1. Hard Drivin' (1988)
2. Race Drivin' [Cockpit model] (1990)
2. Race Drivin' [Compact model] (1990)
3. Hard Drivin' II - Drive Harder (1991, Atari ST, Commodore Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
- STAFF -
* Main :
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott
* Others :
Cabinet designers : Mike Jang, Ken Hata
Graphics : Sam Comstock, Kris Moser, Deborah Short, Alan Murphy
Display math software : Jim Morris
ADDN'L programming : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper, Geoff Barker
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Dan Van Elderen, Lyle Rains, Hide Nakajima
- PORTS -
* Consoles :
Sega Mega Drive (1990)
Atari Lynx (1991)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
* Computers :
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
Amstrad CPC (1989)
Sinclair ZX Spectrum (1990)
PC [MS-DOS] (1990)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
Notes : Upon purchasing the Amiga version, a questionnaire contest was held where the first 5 people to answer correctly via a postcard sent to London would receive a free model Ferrari F-40 model car by January 8, 1990. The model car is 1/18th the size of the actual car.
$end
$info=hdrivair,hdrivaip,
$Edit this entry at Arcade-History.com
$bio
Hard Drivin's Airborne (c) 1993 Atari Games.
- TECHNICAL -
Game ID : 136098
Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2101 (@ 12 Mhz), DSP32C (@ 40 Mhz)
Sound Chips : (2x) DAC (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : paddle
Buttons : 6
- SERIES -
1. Hard Drivin' (1988)
2. Race Drivin' [Cockpit model] (1990)
2. Race Drivin' [Compact model] (1990)
3. Hard Drivin' II - Drive Harder (1991, Atari ST, Commodore Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
- STAFF -
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Technician : Dennis Nale
Software designer, game designer : Terry Farnham
Hardware designer : Ray Hansen, Pete Mokris
Software designer, game designer : Betsy Bennett
3D and 2D graphic art design and animation : Mike Prittie
Music and sound effects : John Paul
$end
$info=harddunk,harddunj,
$Edit this entry at Arcade-History.com
$bio
Hard Dunk (c) 1994 Sega.
A street basketball game from Sega.
- TECHNICAL -
Sega System Multi 32 hardware
Main CPU : V70 (@ 20 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)
Screen orientation : Horizontal
Video resolution : 832 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 6
Control : 8-way joystick
Buttons : 4
- UPDATES -
The US version is slightly different, It has the 'Winners Don't Use Drugs' and the 'Recycle It, Don't Trash It!' screens.
$end
$info=hardhead,hardhedb,
$Edit this entry at Arcade-History.com
$bio
Hard Head (c) 1988 SunA.
- TECHNICAL -
Game ID : KRB-14
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Classical music is extensively used as the soundtrack for this game.
Edited extracts from Tchaikovsky's Swan Lake Op. 20 (1st movement), Mozart's 40th symphony K. 550 (1st movement) and Chopin's Fantaisie Impromptu Op. 66 can repeatedly be heared through the game.
A bootleg of this game is known as "Popper (Unknown)".
- SERIES -
1. Hard Head (1988)
2. Hard Head 2 (1991)
$end
$info=hardhea2,
$Edit this entry at Arcade-History.com
$bio
Hard Head 2 (c) 1991 SunA.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), (4x) DAC (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to 'Space Age Electronics' for North America distribution.
- SERIES -
1. Hard Head (1988)
2. Hard Head 2 (1991)
$end
$info=hpuncher,
$Edit this entry at Arcade-History.com
$bio
Hard Puncher - Ketsumamireru no Eikou (c) 12/1988 Konami.
An excellent boxing game from Konami.
- TECHNICAL -
Game ID : GX870
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The subtitle of this game translates from Japanese as 'Blood-smeared Glory'.
This game is known outside Japan as "Final Round".
There are plenty of references to "Contra" such as Rocky Smith and Joe Vulcan looking similar to Bill Rizer and Lance Bean : Contra's 2 main characters. not only that, but one of the CPU contenders named Red Falco is a reference to what else? Red Falcon, the extraterrestial arch-enemy from Contra.
Another of the CPU contenders, Iron Drago is a spoof of Ivan Drago, the boxer from the 1985 film 'Rocky IV'.
Finally, Black Stallion, the final contender is a spoof of Mike Tyson.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
- UPDATES -
There are a number of changes in this game to the boxer's names from "The Final Round".
Jabbin' Jim is known as Rocky Smith
Gentleman Joe is known as Joe Vulcan
Knockout Nick is known as Mr. Mohican
Steel Fist Fritz is known as Mark Rentz
Bronx Bruiser is known as Avege Hidev
Harlem Hit Man is known as Marvin Cobra
- TIPS AND TRICKS -
All these tricks work in Japanese version only, Hard Puncher!
* Unlock A Secret World : Begin a normal game. Then, at the opening blue screen, press Left, Right, Up, Right, Down, Right, Left(x2). If done correctly, a bell will sound. Now your rivals will be much harder and even connect specialty punches they didn't originally have. Also, you'll be able to string 20-hit combos on some opponents. Beat this game mode and you'll be awarded $20,000,000 instead of 10 (Note : This code appears briefly on screen after beating the game in Regular mode).
* Unlock A Powerful World : Begin a normal game. Then, at the opening blue screen, press Right, Up, Left(x2), Down, Up, Right, Down. If done correctly, a bell will sound. Now knockdowns will occur whenever a punch is landed (like sans power in Mortal Kombat). Beat this game mode and you'll be awarded $20,000,000 instead of 10 (Note : This code appears briefly on screen after beating the game in Secret World mode).
* Alien Ball In Power Training Session : Go to the Power Training Session and hit all 50 volleyballs. Then, an alien-like ball with veins and teeth will be thrown at your head. If you miss, it will bite your face, but if you hit it, you'll receive an additional 10% increment, for a grand total of a 30% power increment.
* Moai Mask : Sometimes the referee will be wearing a mask of Moai, the stone head from Parodius and Cue Brick. I haven't confirmed what triggers this particular trick, but I think it could have something to do with the timer. -Maybe winning at 2 :22, 1 :11, or something like that-
* Alternate Credits Roll : Beat the game in New or Powerful World mode. When the credits roll, the names will remain the same but the titles will be different. 'Making of this game' is replaced by 'Staff of Conjax Pro'. Also, keep an eye out for a cameo by Pentarou the penguin from Parodius during either credits roll.
* The Mob Never Forgives : When you win the game and get the park scene, look carefully in the background to spot two hit men armed with UZIs and gunning down a poor guy. The girl next to him tries to run. Is this subliminal violence??
- STAFF -
Total director : H. Tsujimoto
Game programmer : G. Suzuki
Assistant programmer : Tadasu Kitae
Character designer : K. Nakamura
Graphic designers : K. Ishimoto, K. Hattori
Visual designer : A. Nonami
Sound designer : S. Tasaka
Music composer : Motoaki Furukawa
Electric architect : K. Hashima
Electronic architect : M. Hiraoka
Package designer : F. Shibuya
Manager : K. Hiroshita
$end
$info=hrdtimes,hrdtimea,
$Edit this entry at Arcade-History.com
$bio
Hard Times (c) 1994 Playmark.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is extremely difficult to find because nearly all Hard Times PCBs have been converted into "Hot Mind" boards
This games is ripped from "Blood Bros.".
- STAFF -
Director : D. Marchi
Program : A. Cappi
Graphics : M. Banfi, M. Corrieri
Hardware : A. Gusso
$end
$info=hardhat,
$Edit this entry at Arcade-History.com
$bio
Hardhat (c) 11/1982 Exidy.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8
Players : 1
Control : 4-way joystick
Buttons : 1
- STAFF -
Designed and programmed by : Larry Hutcherson
$end
$info=harem,
$Edit this entry at Arcade-History.com
$bio
Harem (c) 1983 I.G.R.
You are a sheik in a harem with some tent. You have to rescue the odalisques by taking them from tents to some chambers at the bottom of the screen and throwing stones at some guys dressed like Rambo without weapons. Beware the giant, fast, pink snake!
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.62 Mhz)
Sound Chips : (3x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 1
- TRIVIA -
I.G.R. presented an arcade game during the ENADA (an exposition in Rome) in 1983.
$end
$info=haremchl,
$Edit this entry at Arcade-History.com
$bio
Harem Challenge (c) 1995 CD Express.
A "qix"-like game.
- TECHNICAL -
Cubo CD32 hardware (Amiga 68020, AGA based games system)
Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard
- TRIVIA -
All CD Express games were released only in Italy.
$end
$info=harley,
$Edit this entry at Arcade-History.com
$bio
Harley-Davidson & L.A. Riders (c) 1998 Sega.
- TECHNICAL -
Sega Model 3 Step 2.0 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 1
Control : Paddle
Buttons : 4
- TRIVIA -
This is the first ever video game featuring the world's favorite motorcycle Harley-Davidson. And what better time to debut this beauty then now : 1998, the year Harley will be celebrating 95 years in the business.
$end
$info=hasamu,
$Edit this entry at Arcade-History.com
$bio
Hasamu (c) 1991 Irem.
An interesting twist on solitaire mahjong, with movable tiles in certain circumstances. You must clear two tiles of the same suit, but they have to be either right next to each other or on the same row.
- TECHNICAL -
Irem M-90 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Trap'.
Note : The kanji reads 'Ha Sa Mu' meaning 'Hegemony Sand Dream'.
$end
$info=hattrick,
$Edit this entry at Arcade-History.com
$bio
Hat Trick (c) 1984 Bally Sente.
An overhead two-on-two hockey game.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game was remembered for its good player graphics, the skate trails and the Zamboni that cleaned the ice after games. Hat Trick, despite its simple skate, shoot and save gameplay, was considered one of the better sports games of the early 1980's.
- STAFF -
Software and game designer : Lee Actor
Screen graphic designers : Martin French, Bil Maher
Sounds : Gary Levenberg, Richard Green
With support from : Ed Rotberg
- PORTS -
* Consoles :
Atari 7800 (1989)
* Computers :
Commodore C64 (1987)
$end
$info=htchctch,
$Edit this entry at Arcade-History.com
$bio
Hatch Catch (c) 1995 SemiCom.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz)
Sound CPU : Z80 (@ 3.42719 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Excutive producer : Jeon Jae Youn
Game design : Han Seung Hoon
Main program : Baek Seung Ki
Program assist : Kim Jin Woo
Music compose / S.E : Jeon Seok Gee
Graphic design : Kim Eun Ae, Hong Young Joo, Whang O-Sik
$end
$info=hatena,
$Edit this entry at Arcade-History.com
$bio
Hatena? no Daibouken - Adventure Quiz 2 (c) 1990 Capcom.
A Japanese quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Buttons : 4
- TRIVIA -
Released in February 1990.
The title of this game translates from Japanese as 'Goodness? Great Adventure'.
Soundtrack album releases :
Final Fight ~Capcom G.S.M. 3~ (PCCB-00030) (5/21/90) [Pony Canyon/Scitron]
- SERIES -
1. Capcom Quiz - Hatena? no Daibouken (1990, Nintendo Game Boy)
2. Hatena no Daibouken - Adventure Quiz 2 (1990)
- STAFF -
Character designers : M. Sakurai, H. Kisanuki, M. Kijima, S. Ukai, M. Kobayashi, Y. Katayama
Programmers : K. Yamanouchi, K. Yamawaki, N. Kojima
Music : Yoshihiro Sakaguchi, M. Gotoh, J. Tamiya, G. Morita, Yoko Shimomura, H. Takaoka
Planner : C. Kanemitsu
$end
$info=hatris,
$Edit this entry at Arcade-History.com
$bio
Hatris (c) 1990 Video System.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3.5795 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Design by : Alexey Pajitnov, Vladimir Pokhilko
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Famicom (1990)
Nintendo Game Boy (1991)
$end
$info=hthero,
$Edit this entry at Arcade-History.com
$bio
Hattrick Hero (c) 1991 Taito.
A soccer game.
- TECHNICAL -
Taito F2 Expanded hardware
Board Number : K11T0647A
Prom Stickers : C80
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1991.
This game is known outside Japan as "Football Champ" and in Europe as "Euro Champ '92".
- SERIES -
1. Hattrick Hero (1991)
2. Hattrick Hero '93 (1993)
3. Hattrick Hero '94 (1994)
4. Hattrick Hero '95 (1994)
- STAFF -
'Team dogyan' leader : Takeshi Kobori
Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Tsutomu Sekimoto, Nobuhiro Hiramatsu, Peacock
Software : Tatsuo Nakamura, Yuuji Iwasaki, Shinji Soyano, Kusago Nagahara (G.A.), Kouji Tsunekiyo, Tabby Kurosawa
System : Yuuichi Yamato
Designers : Hiroyasu Nagai, Takeshi Kobori
Sound (Team Zuntata) : Hisayoshi Ogura, Yasuhisa Watanabe
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
$end
$info=hthero93,
$Edit this entry at Arcade-History.com
$bio
Hattrick Hero '93 (c) 1993 Taito.
A soccer game.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D49
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in February 1993.
This game is known as "Hat Trick Hero '93 Campeon De Futbol" in the USA, Mexico and Canada, "Taito Cup Finals" (Version 1.0) in Europe. An update to the European version (2.10) changed the name to "Super Cup Finals" (11/1993).
The flag of Ireland is incorrect. Instead of the Irish Tricolour (Green, White and Orange), it shows Saint Patrick's flag, which was the unofficial flag of Ireland from 1783 until 1922, but was unpopular with Irish nationalists.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '!!!'.
- SERIES -
1. Hattrick Hero (1991)
2. Hattrick Hero '93 (1993)
3. Hattrick Hero '94 (1994)
4. Hattrick Hero '95 (1994)
- STAFF -
Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi
Designers : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka
* CAST :
Player & Gk : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita
Assistant : Shin Tanaka
Director : Takeshi Kobori, Marutake
$end
$info=hthero94,
$Edit this entry at Arcade-History.com
$bio
Hattrick Hero '94 (c) 1994 Taito.
- TECHNICAL -
Taito F3 System hardware
Game ID : D78
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known as "Hat Trick Hero '94 Campeon De Futbol" in USA, Mexico & Canada, and "International Cup '94" in Europe.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
This US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Hattrick Hero (1991)
2. Hattrick Hero '93 (1993)
3. Hattrick Hero '94 (1994)
4. Hattrick Hero '95 (1994)
- STAFF -
Planner : Takeshi Kobori
Character design : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, XXX Hayashi
Software Super Cup Version : Masashi Tsuzura, Yasutaka
Design : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka
Assistant : Shin Tanaka
Director : Takeshi Kobori (Marutake)
* Cast :
Player & GK : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita
$end
$info=hthero95,hthro95u,
$Edit this entry at Arcade-History.com
$bio
Hattrick Hero '95 (c) 1994 Taito.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D94
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in November 1994.
This game is known as "Taito Power Goal" in Europe.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
This US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Hattrick Hero (1991)
2. Hattrick Hero '93 (1993)
3. Hattrick Hero '94 (1994)
4. Hattrick Hero '95 (1994)
- STAFF -
Planners : Atsuchi Taniguchi, Yasuhiro Noguchi
Character designers : Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida
Software : Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi
Designer : Toshiyuki Takenami
Sound (Zuntata) : Yoshiro Horie, Shuichiro Nakazawa
Hardware : Katsumi Kaneoka, Hironobu Suzuki
Action director : Yasuhiro Noguchi
* CAST :
Player & GK : Norikatsu Fukuda
Manager : Masao Kashino
Referee : Shin Tanaka
Camera Man : Yasuhiro Noguchi
Lady : Seiji Kawakami
$end
$info=hcastle,hcastleo,
$Edit this entry at Arcade-History.com
$bio
Haunted Castle (c) 1988 Konami.
Dracula stole our hero's wife the day of the ceremony and so you must rescue her. Armed with your whip, fight classic horror monsters in in this horizontal action game.
- TECHNICAL -
Game ID : GX768
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), K051649 (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1988.
This game is known in Japan as "Akumajou Dracula".
Haunted Castle IS part of the "CastleVania" series. However, as many games of this series, it is not part of the main storyline. The main character doesn't have any name, but it is believed to be Simon Belmont of the original "CastleVania".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.1 - K30X7705) on 05/08/1988. This album was reprinted (KCIA-2309) on 21/05/1993.
$end
$info=hayaosi2,
$Edit this entry at Arcade-History.com
$bio
Hayaoshi Quiz Grand Champion Taikai (c) 1994 Jaleco.
$end
$info=hayaosi3,
$Edit this entry at Arcade-History.com
$bio
Hayaoshi Quiz Nettou Namahousou (c) 1994 Jaleco.
$end
$info=hayaosi1,
$Edit this entry at Arcade-History.com
$bio
Hayaoshi Quiz Ouza Ketteisen (c) 1994 Jaleco.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 3
Buttons : 5
- SERIES -
1. Hayaoshi Quiz Ouza Ketteisen (1994)
2. Hayaoshi Quiz Ouza Grand Champion Taikai
3. Hayaoshi Quiz Ouza Nettou Namahousou
$end
$info=hyhoo,
$Edit this entry at Arcade-History.com
$bio
Hayaoshi Taisen Quiz HYHOO (c) 1987 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Quick Response Competition Quiz HYHOO'.
- SERIES -
1. Hayaoshi Taisen Quiz HYHOO (1987)
2. Hayaoshi Taisen Quiz HYHOO 2 (1987)
- STAFF -
Staff : Toshio Ikenaga, Keiji Ogawa, Tsutomu Ueno, Kunitami Mori, Shinji Nakahira, Syouzi Murai, Seishi Kawakami, Munehisa Igawa, Shigeko Murata, Shigemasa Miyoshi
$end
$info=hyhoo2,
$Edit this entry at Arcade-History.com
$bio
Hayaoshi Taisen Quiz HYHOO 2 (c) 11/1987 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Quick Response Competition Quiz HYHOO 2'.
- SERIES -
1. Hayaoshi Taisen Quiz HYHOO (1987)
2. Hayaoshi Taisen Quiz HYHOO 2 (1987)
$end
$info=mayjinsn,
$Edit this entry at Arcade-History.com
$bio
Hayazashi Shougi Gogatsu Jinsen (c) 1994 Seta.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz), V810 (@ 10 Mhz)
Sound Chips : ST0016 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Quick Shougi Championship Series'.
- SERIES -
1. Hayazashi Shougi Gogatsu Jinsen (1994)
2. Hayazashi Shougi Gogatsu Jinsen 2 (1994)
$end
$info=mayjisn2,
$Edit this entry at Arcade-History.com
$bio
Hayazashi Shougi Gogatsu Jinsen 2 (c) 1994 Seta.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz), V810 (@ 10 Mhz)
Sound Chips : ST0016 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Quick Shougi Championship Series 2'.
- SERIES -
1. Hayazashi Shougi Gogatsu Jinsen (1994)
2. Hayazashi Shougi Gogatsu Jinsen 2 (1994)
$end
$info=headon,headonb,headons,
$Edit this entry at Arcade-History.com
$bio
Head On (c) 1979 Sega.
Head On is a 2-Dimensional maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.
- TECHNICAL -
Game ID : 163-167/192-193
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Buttons : 1
Buttons : 1 (ACCELERATION)
- TRIVIA -
Released in April 1979. Head On was another in a short line of arcade games made by the partnership of Sega and Gremlin. Although Gremlin eventually went out of business, Sega continued to produce arcade games. Other notable games produced by this partnership include "Deep Scan", "Astro Blaster", and "Frogger". The game Head On is reputed to be the first game in which the player must eat all of the dots in order to progress to the next level (One year before "Pac-Man", Head On was the first 'eat-the-dots'-style game). The game itself didn't do that great but it did help establish Sega as an arcade machine maker. Other games that came out didn't really allow this game to go far. "Asteroids" and "Space Invaders", to name a couple, were still the big money makers.
Chris Ayra holds the official record for this game with 300,000 points.
A bootleg was made by Sidam under the same name.
A bootleg of this game is known as "Super Crash".
- SCORING -
Dots : 5 points. There are 140 dots per maze to clear giving you 700 points per maze.
- TIPS AND TRICKS -
* When you start the game, your car will be located in the open space in the middle of the bottom of the screen in lane one. The jam car will be located in the middle left of the screen in lane one. On the higher levels, they will progress through lanes one, two, and/or three. As you progress through the levels, the number or speed of the jam cars increases. Here is the breakdown :
Level 1 : One Slow Jam Car
Level 2 : One Fast Jam Car
Level 3 : Two Slow Jam Cars
Level 4 : Two Fast Jam Cars
Level 5 : Three Slow Jam Cars
Level 6 and beyond : Three Fast Jam Cars
* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze. Also, the color of the Jam Car is red while yours is white.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.
* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
* Since the game isn't timed, take your time planning on how you will take care of the dots. Don't take chances since you will have to restart the level if your car gets destroyed.
- SERIES -
1. Head On (1979)
2. Head On 2 (1979)
- PORTS -
* Consoles :
Nintendo Game Boy (1990)
Sega Saturn (1997, "Sega Memorial Selection Vol.1")
Sony PlayStation 2 (2005, "Sega Ages Vol. 23 - Sega Memorial Selection")
* Computers :
Commodore C64 (1982)
Apple II
VTech Laser-VZ ("Crash")
* Others :
Mobile phones (2001)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=headoni,
$Edit this entry at Arcade-History.com
$bio
Head On (c) 19?? Irem.
Irem's Head On is a two-dimensional maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.
- TECHNICAL -
Irem M-15 hardware
Main CPU : M6502 (@ 733.125 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Irem made their game a bit different from the Sega/Gremlin version by putting the 'I-R-E-M' letters in the maze. While they didn't give any points for running over them, they did affect the bonus -- if you were able to get the IREM letters in each quadrant the same color when finished, you added to the bonus multiplier
- SCORING -
Dots : 5 pts X number of cars on field.
Diamonds : 10 pts X number of cars on field.
- TIPS AND TRICKS -
* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze. Also, the color of the Jam Car is red while yours is white.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.
* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
$end
$info=headon2,
$Edit this entry at Arcade-History.com
$bio
Head On 2 (c) 1979 Sega.
Head On 2 is a 2-D maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.
- TECHNICAL -
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in October 1979.
Head On 2 was another in a short line of arcade games made by the partnership of Sega and Gremlin. Although Gremlin eventually went out of business, Sega continued to produce arcade games. Other notable games produced by this partnership include "Deep Scan", "Astro Blaster", and "Frogger".
A bootleg was made by RZ Bologna under the name of "Car 2".
- SCORING -
Dots : 5 pts X number of cars on field.
Diamonds : 25 pts X number of cars on field.
- TIPS AND TRICKS -
* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze. Also, the color of the Jam Car is red while yours is white.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.
* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
- SERIES -
1. Head On (1979)
2. Head On 2 (1979)
$end
$info=hedpanic,
$Edit this entry at Arcade-History.com
$bio
Head Panic - Polly & Sally Adventure (c) 2000 ESD / Fuuki.
Follow Polly & Sally as they go round the world defeating monsters, complete with landscapes & landmarks from all around the world.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump
- TRIVIA -
The AAH that plays when you die is taken from Atari's "Klax" - same sound (the sound when a tile falls and you don't catch it).
Most of the sound effects in this game are ripped from Treasure's Sega Mega Drive game 'Dynamite Headdy' (1994).
- STAFF -
Producer : James Park
Graphic designers : Min Gun Seo, Moon Heo, Eun Ja Yoon
Sound : Jeong Hun Kim
Hardware Designer : Tae Wook Hwang
Programmed by : D.C. Jeong
Directed by : Tony Jeong
$end
$info=heartatk,
$Edit this entry at Arcade-History.com
$bio
Heart Attack - The A Maze Zing (c) 1983 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
'The A Maze Zing' is a pun, it means 'The Amazing' :).
$end
$info=heatof11,
$Edit this entry at Arcade-History.com
$bio
Heat of Eleven '98 (c) 1998 Konami.
- TECHNICAL -
Konami M2 Hardware
Main CPU : (2x) PPC602 (@ 33 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
$end
$info=heatbrl,heatbrlo,heatbrlu,
$Edit this entry at Arcade-History.com
$bio
Heated Barrel (c) 1992 TAD.
A cartoon style shoot-em'up featuring four wacky western characters: Howdy Pardner, a tough rootin 'tooting' sheriff with a big gun, Chi Chi Gringo, a boomerang toting bearded Mexican, Little Plum, a stereotype Indian brave and Billy Six Guns, a willy quick-on-the-draw roving Clint Eastwood type chap. These four hombres have pledged to rid Dodgem City of outlaws, ne'er-do-wells and, erm, ghosts. Each character has their chosen weapon which may be powered up by collecting the right item until the stage is set for a feast of doom and death.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- UPDATES -
The US version is slightly different, it has the 'Recycle It, Don't Trash It!' and 'Winners Don't Use Drugs' screens.
$end
$info=hvnsgate,
$Edit this entry at Arcade-History.com
$bio
Heavens Gate (c) 1996 Atlus.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TIPS AND TRICKS -
* Play as Geezer / Unknown : At the player select screen, highlight Verny and press Left(x2), Right, Left(x2), Right, Up, Start.
* Play as Dybyd : At the player select screen, highlight Sasa and press Up(x4) Down(3), Left(x2), Right, Start.
* Alternate Costume : Highlight a fighter at the player select screen and press Start.
- STAFF -
Planner : Yumiko Hattori
Program : Sp.r24, Xor., Mako96, Kid
Graphic : Mikiman, Pechio, Bunshichi, Okachiu, Kouiccha, Hell
Modeling : K. Makoto
Motion : Yan.29, Yumiko Hattori, Hell, Komusoh
Sound : Kenichi Tsuchiya, Toshiko Tasaki, Misaki Okibe
Director : Yayama, Murata
Producer : Hiroyuki Tanaka
Assistant : Shinichi Saitoh
Executive producer : Hideyuki Yokoyama
- PORTS -
* Consoles :
Sony PlayStation (1996)
$end
$info=hbarrel,hbarrelw,
$Edit this entry at Arcade-History.com
$bio
Heavy Barrel (c) 12/1987 Data East.
The impossibly unthinkable has happened, an army of terrorists have seized a nuclear missile facility. Fortunately for you, they're unaware about a top secret weapon called Heavy Barrel. Why you ask? Because before the facility's security was breached, the inventor of the Heavy Barrel dismantled the only prototype into 6 pieces and stored the pieces into various storage boxes. The only thing that will determine the fate of the world is not by brute force, but with strategy and resourcefulness to stop the terrorist army because this mission is not for just anyone, that's why it's up to you (and an optional friend).
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.
- TIPS AND TRICKS -
Here's a complete Heavy Barrel strategy guide : The objective is to wipe out a military complex filled with soldiers and lethal military equipment. The available weapons are the standard machine gun, the heavy machine gun, the fan gun, the flame thrower, and the Heavy Barrel. Grenade weapons include standard grenades, red grenades, and ball and chains.
The Heavy Barrel is a super weapon that you obtain after getting six special pieces that glow yellow when you unlock boxes with keys. It has unlimited ammunition, unlike other guns, but it has a time limit. It destroys everything you hit with it.
Throughout the game there are only enough pieces to get the gun three times, but if you do this you will have to face a very tough section without it. The final machine is nearly impossible to destroy without the Heavy Barrel, so you ought to save parts until you have five, then get the last box that contains a special part.
At the start, you will parachute in. Massacre a bunch of guys until you encounter a man with a tripod machine gun. Kill him, then get the heavy machine gun weapon. Use this to wipe out the small tank next to the bridge.
Four boxes to the left of the bridge will be there. A heavy barrel part is in the second box from the right. Pick up the flame-thrower, and start whaling on the guards and flying packs that come from across the bridge. After they're dead, a chopper will fly in and attempt to kill you. Throw grenades at it, don't waste the flame-thrower. Presuming you have sufficient dodge skill, you can kill the chopper before it overwhelms you with bullets.
Across the bridge, a huge number of guys will attack you. Here is where the flame-thrower is useful--it takes out a lot of guys at once. Next to the pyramid machine gun are three boxes--kill the gun, then open up the leftmost box. That reveals a red grenade icon. Pick that up, and start grenading your way to the gate.
At the gate, grenade everyone to death (you have 70 grenades to start with!) and keep pushing forward.
At three points in the game you will be on a moving platform. In anticipation of these difficult points you should have red grenades and fan guns or a flame-thrower. If guys jump on the platform you ought to grenade them, since the gun should always be saved for blowing away heavy machinery. The first platform is a series of cannons which can be destroyed with a single grenade, then a series of guards which can be destroyed if you throw a red grenade to the exact center of the screen. At the end is a machine with large grabbers that extend towards you. Stay on the left of the platform, and start flaming it and hurling grenades simultaneously. The machine rarely grabs on the left, so with luck you should be able to destroy it without a loss.
The second platform passes by a million cannons (exaggerated only slightly) and it is imperative that you destroy as many as possible as soon as possible, since they FOLLOW the platform and shoot large cannonballs at you. Here is where dodging is useful, since it's hard to keep the number of cannonballs on the screen below 20.
The third platform consists of a series of flying guards that seem ok, until TWO of the mechanical grabber things show up! Fortunately one attacks first, on the right, so you should stay on the left and disable it ASAP, then switch right and disable the other.
There is, at some point in the game, a narrow bridge which is the killing zone for two helicopters. You should have good weapons, and run up while facing backwards. Hopefully you can flame a copter to death, after which you can dodge the other until you kill it. If you die, pick up the fan gun sitting on the bridge, and use it.
At another point you will be confronted with two conveyor belts (which you cannot ride) going in opposite directions. Due to the obstructions in the middle you ought to use the Heavy Barrel here to blow everyone away, and run through like crazy.
At another point you will have to run a gauntlet of cannons and grenade- throwing guards. To deal with this, DON'T use the HB, since you will not be able to get enough parts to kill the last guy. You should get a flame-thrower, and fire left even before the enemies show up on the screen. They will die, and you can walk left to get more weapons as they show up.
Another large machine spits out glowing needles that split into three parts and angle downwards. You should dodge left and right methodically while tossing grenades and firing. Don't look at the machine! Just keep doing that while looking at the needles and dodging. Lives are much more important than keeping a hoard of weapons.
At one point you will meet three Predator-like creatures. You can destroy these three using machine gun or simple grenades, though they look tough! Only one or two fire slow shots at a time, so you can dodge them. Keep pumping bullets into them until one explodes.
The final gauntlet is hell. Enemy guards throw red grenades right and left, copters keep charging you, and more predators show up. You should keep moving forward, never getting stuck in position, since if you press on you ought to be able to get the grenade throwers before they let off one throw. Keep your ammo well stocked by picking up new guns, even if you still have 20 shots left. Red grenades are essential here--the ball and chain is too slow to deal with so many guys.
You are near the end when you drive off the laughing guy... pick up the next box on the left, get the Heavy Barrel, walk north, and finish the game.
A few obvious reminders--you can only carry four keys, so if you have four and more are lying around, open up boxes. They can contain extra lives, shields, red grenades, weapons, a cloud gun (which is virtually useless), and HB parts. Learning where the HB parts are is pretty important too. But most essential is learning when to conserve your ammo and when to cut loose with everything you have.
The high score is essentially meaningless, since at the end you have about 400k points and you get 1 million for killing the last guy.
- SERIES -
1. Heavy Barrel (1987)
2. Midnight Resistance (1989)
- STAFF -
Game designer : Koji Akibayashi
Programmers : Mentaiko, Nobusuke Sasaki, Naomi Susa, Satoshi Imamura, Toshinari Ueda
Graphic designers : J.S, Back Man, Masanori Tokoro, T. Adachi, Yoshiyuki Urushibara, Mix Man
Music and sound : Azusa Hara (AZUSA), Hiroaki Yoshida
Hardware designers : Junichi Watanabe, Kenichi Fujimoto, Hiroyuki Iwabe
- PORTS -
* Consoles :
Nintendo Famicom (1990)
* Computers :
PC (MS-DOS, 5.25'') (1989)
Apple II
* Others :
LCD handheld game (1988) released by Tiger Electronics : Contains 4 missions with a total of 18 levels of difficulty. You can choose between 3 different weapons : guns, missiles and cannons. Each weapon is intended for a specific enemy.
$end
$info=hvymetal,
$Edit this entry at Arcade-History.com
$bio
Heavy Metal (c) 1985 Sega.
- TECHNICAL -
Game ID : 834-5745
Sega System 2 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=hmgeo,
$Edit this entry at Arcade-History.com
$bio
Heavy Metal - Geomatrix (c) 2001 Capcom.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- PORTS -
* Consoles :
Sega Dreamcast (2001)
$end
$info=hvysmsh,hvysmsha,
$Edit this entry at Arcade-History.com
$bio
Heavy Smash (c) 1993 Data East.
- TECHNICAL -
Main CPU : ARM (@ 14 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz), OKI6295 (@ 15.151 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 6
$end
$info=hwchamp,
$Edit this entry at Arcade-History.com
$bio
Heavyweight Champ (c) 09/1987 Sega.
A first person boxing game where you guide a boxer named 'Kid Crusher' up the rankings and towards a World Heavyweight Title bout. Win and defend your belt successfully to become a true champion.
- TECHNICAL -
Sega System 16B hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 1
Control : paddle
- SERIES -
1. Heavyweight Champ (1987)
2. Title Fight (1992)
- STAFF -
Planners : Bravo Ogu, Doroya Jun
Programmers : Mr. Minalyn, Big Hill, Collision Ukepi, Ippo Ogapi
Mechanicians : Pachislo Yuki, Oji Ken, Nasake 2
Designers : Akanat, Otaka Shin, KAO
Musician : Funkey K.H.
- PORTS -
* Consoles :
Sega Master System (1991)
Sega Game Gear (1991) : Japan release only.
$end
$info=heberpop,
$Edit this entry at Arcade-History.com
$bio
Hebereke no Popoon (c) 06/1994 Sunsoft / Atlus.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
'Hebereke' means 'drunk' or 'untrustworthy'. It's colloquial and that's the name of the little penguin, I believe. 'Popoon' is the sound that the puzzle pieces make when they pop.
This game was originally created and released on the Nintendo Super Famicom in 1993.
- STAFF -
Original designer : Uchimich Ryoji
Game designers : Machida Takayuki, Ui Teruko
Programmers : Noguchi Akiyoshi, Namai Makoto
Sound programmers : Hara Izumi, Tsukamoto Hiroshi, Nakata Naomasa, Kenichi Hirata, Shioda Nobuyuki
Balance : Kawabe Yoshitaka, Shimada Tomoki, Naono Atushi
Debuggers : Akiyama Masayuki, Mouri Ryuji, Imaizumi Masahiro
Director : Shimizu Shigeki
Producers : Higashiya Hiroaki, Kawai Masato, Iwata Yoshiaki, Yoshinari Takato
Manager : Gotoh Kazuaki
Genreral manager : Yoshida Kiharu
Character voices : Hayashibara Megumi (Hebe, Penchan), Kanai Mika (Oochan), Norio Wakamoto (Sukezaemon, Utsuzin, Unyoon), Chiba Shigeru (Jenifer, Booboodori)
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
$end
$info=heiankyo,
$Edit this entry at Arcade-History.com
$bio
Heiankyo Alien (c) 1980 Denki Onkyo.
- TECHNICAL -
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in January 1980
The title of this game translates from Japanese as 'Ancient Kyoto Alien'.
Heiankyo is the old capital of Japan, located in present-day Kyoto. The main character is a Kebiishi, a member of the Heiankyo police.
- PORTS -
* Consoles :
Nintendo Game Boy (1990)
Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics 2 - Heiankyo Alien")
$end
$info=helifire,helifira,
$Edit this entry at Arcade-History.com
$bio
Helifire (c) 1980 Nintendo.
Take control of a submarine trapped and under heavy fire from helicopters above the water. Shoot as many helicopters as you can while also avoiding their bombs and other underwater hazards. The different colours of helicopter act differently, and get harder as you progress.
- TECHNICAL -
Main CPU : 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1032
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in June 1980.
$end
$info=hellfire,hellfir1,hellfir2,
$Edit this entry at Arcade-History.com
$bio
Hellfire (c) 1989 Toaplan.
Nice horizontal shoot'em up feature a selectable shooting direction.
- TECHNICAL -
Prom Stickers : B90
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito for manufacture and distribution.
Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.
- TIPS AND TRICKS -
* Hidden Functions : If the ''Invulnerability dip switch'' is enabled, you are invulnerable but you may also ''Pause'' the game with P2 Start and restart with P1 Start.
- STAFF -
Music and Sound created by : Tatsuya Uemura
- PORTS -
* Consoles :
Sega Mega Drive (1990)
Nec PC-Engine CD-Rom (1991)
$end
$info=herbiedk,
$Edit this entry at Arcade-History.com
$bio
Herbie at the Olympics (c) 1984 CVS.
- TECHNICAL -
Main CPU : S2650 (@ 1.536 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Hunchback Olympic".
- PORTS -
* Computers :
Commodore C64 (1985)
$end
$info=hero,
$Edit this entry at Arcade-History.com
$bio
Hero (c) 1983 Seatongrove.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known (under the Crown license) as "Hero in the Castle of Doom".
$end
$info=herodk,herodku,
$Edit this entry at Arcade-History.com
$bio
Hero in the Castle of Doom (c) 1983 Seatongrove.
- TECHNICAL -
Main CPU : S2650 (@ 1.536 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Crown for US manufacture and distribution.
This game is also known as "Hero".
$end
$info=heuksun,
$Edit this entry at Arcade-History.com
$bio
Heuk sun baek sa (c) 1997 F2 System.
- TRIVIA -
The title of this game translates from Korean as 'Black first, kill white'.
$end
$info=hexpool,hexpoola,
$Edit this entry at Arcade-History.com
$bio
Hex Pool (c) 1986 Senko Industries.
- TECHNICAL -
Main CPU : S2650 (@ 3.072 Mhz)
Sound Chips : (3x) SN76496 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 1
Control : 8-way Joystick
Buttons : 1
- TRIVIA -
Also released by Shinkai, one year later.
$end
$info=hexa,
$Edit this entry at Arcade-History.com
$bio
Hexa (c) 199? D. R. Korea.
A clone of Sega's "Columns", released in 1990.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : 4-way joystick
Buttons : 2
- TRIVIA -
The music is a straight rip from the Konami game "Treasure of USAS" released on MSX2 in 1987. Also, the playfield background graphics of the dinosaurs is ripped from a MSX2/2+ graphic editor called "Graph Saurus 2" which was released by Bit2 (Bit-square) in 1991.
- STAFF -
Programmed by : Kwang-Ho Cho
$end
$info=hexion,
$Edit this entry at Arcade-History.com
$bio
Hexion (c) 1992 Konami.
A good tetris game. This game has hexagonal atoms-based block instead of the normal tetragonal atoms-based blocks.
- TECHNICAL -
Game ID : GX122
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), K051649 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Originally designed by David Markley, who distributed the game as XHextris in the 1990 X11 R5 contributed release, from where it has migrated to current X distributions.
Konami licensed the concept and released Hexion in Japan.
This games has some cameo appearances from Konami characters like TwinBee and Penguin.
- TIPS AND TRICKS -
* Voice Change : hold Left Turn Button (Button1) then press START Button after you have inserted a credit. Japanese voice will be changed to English.
$end
$info=hidnctch,
$Edit this entry at Arcade-History.com
$bio
Hidden Catch (c) 1998 Eolith.
'Hidden Catch' is a directly experiencing puzzle game by comparing scenes on the left and right and finding non-matching parts with a pen. You can feel the fun with the powerful vibration generated from the pen, when you did not find 5 non-matching pictures or when you incorrectly found.
- TECHNICAL -
Eolith 32 bits hardware: Gradation 2D system
Main CPU : Hyperstone E1-32N @ 45 or 50 MHz
Sound:
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes.
- TDA1519A (Philips) Stereo Power AMP
Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz
Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
This game is known in Korea as "Tul Lin Gu Lim CHay Ki '98".
- SERIES -
1. Hidden Catch (1998)
2. New Hidden Catch (1999)
3. Hidden Catch 2 (1999)
4. Hidden Catch 3 (2000)
- STAFF -
Main Producer : Jeon Tae Young
Sub Producer : Jeon Ju Young
Director : Hong Guang Pyo
Graphic : Kim Dae Hoon, You Hee Jung, Park Ji Young
Sound and Music : Moon Sung Ill
Program : Choi Hyun Jung
Special Thanks : Park Tae Young, Sin Woo Kyun, Lee Sang Hyun, Choi Jong Ho
$end
$info=hidctch2,
$Edit this entry at Arcade-History.com
$bio
Hidden Catch 2 (c) 1999 Eolith.
'Hidden Catch' is a directly experiencing puzzle game by comparing scenes on the left and right and finding non-matching parts with a pen. You can feel the fun with the powerful vibration generated from the pen, when you did not find 5 non-matching pictures or when you incorrectly found.
- TECHNICAL -
Eolith 32 bits hardware: Gradation 2D system
Main CPU : Hyperstone E1-32N @ 45 or 50 MHz
Sound:
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes.
- TDA1519A (Philips) Stereo Power AMP
Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz
Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM
Players : 2
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Hidden Catch (1998)
2. New Hidden Catch (1999)
3. Hidden Catch 2 (1999)
4. Hidden Catch 3 (2000)
- STAFF -
Project Main Director : Kim Uk Hyun
Project Director : Choi Hyun Jung
Programmer : Jun Woo Chang
Main Graphic Artist : You Hee Jung
Graphic Artist : Park Ji Young, Kang Mi Hyun, Cho Oh Hyun, Kang Min Oh
Musician : Lee Jong Sub
Hardware Support : Kim Han Byeol, Choi Kab Geun, Lee Dong Hwan, Lee Mi Suk
Management Dept : Choi In Chul, Lyu Hee Dong, Lim Kyung Mi, Bea Hii Choul
Marketing Dept : Jong Ho Choi, Jeong Yn Park, May Lee
Chief Manager : Lee Sang Hyun
Manager : Jeon Ju Young
$end
$info=hidctch3,
$Edit this entry at Arcade-History.com
$bio
Hidden Catch 3 (c) 2000 Eolith.
'Hidden Catch' is a directly experiencing puzzle game by comparing scenes on the left and right and finding non-matching parts with a pen. You can feel the fun with the powerful vibration generated from the pen, when you did not find 5 non-matching pictures or when you incorrectly found.
- TECHNICAL -
Eolith 32 bits hardware: Gradation 2D system
Main CPU : Hyperstone E1-32N @ 45 or 50 MHz
Sound:
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes.
- TDA1519A (Philips) Stereo Power AMP
Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz
Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM
Players: 2
Control : pencil
Buttons : 1
- SERIES -
1. Hidden Catch (1998)
2. New Hidden Catch (1999)
3. Hidden Catch 2 (1999)
4. Hidden Catch 3 (2000)
$end
$info=higemaru,
$Edit this entry at Arcade-History.com
$bio
Higemaru - Pirate Ship (c) 1984 Capcom.
Take on the role of Momotaro who must launch barrels at enemies to stop the evil Higemaru pirates.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in September 1984.
This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM. She now works at Taito : she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards.
- SERIES -
1. Higemaru - Pirate Ship (1984)
2. Higemaru Makaijima - Nanatsu no Shima Daibouken (1987, Nintendo Famicom)
- STAFF -
Staff : Tokuro Fujiwara, Toshio Arima, T. Hara, Y. Maki, Ayano Mori, K. Kamimori, H. Fujinaka, Yoshiki Okamoto, R. Miyamoto
Music composed by : Tamayo Kawamoto
- PORTS -
* Consoles :
Sony PlayStation (1998, "Capcom Generation 3")
Sega Saturn (1998, "Capcom Generation 3")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
MSX2
$end
$info=hiimpact,hiimpac3,hiimpacp,
$Edit this entry at Arcade-History.com
$bio
High Impact Football (c) 12/1990 Williams.
- TECHNICAL -
Williams Y Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 396 x 256 pixels
Screen refresh : 53.20 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 1
- TRIVIA -
A High Impact Football unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- SERIES -
1. High Impact Football (1990)
2. Super High Impact (1991)
- STAFF -
Music and Sounds : Dan Forden (DWF)
From highscore table : John Newcomer (JRN), Ed Boon (EJB), Tim Coman (TIM), Eugene Jarvis (EPJ) (DRJ), (JIM), George N. Petro (GNP), Todd Allen (TRA), (TMM), Mark Penacho (MDP), Steve Ritchie (SSR), (BUN), Jim Gentile (JPG), Doug Watson (DTW), Sheridan Oursler (SNO), (LOF), Mark Turmell (MJT)
$end
$info=hshavoc,
$Edit this entry at Arcade-History.com
$bio
High Seas Havoc (c) 1993 Data East.
- TECHNICAL -
Main CPU : 68000 (@ 7.670442 Mhz), Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
$end
$info=hvoltage,
$Edit this entry at Arcade-History.com
$bio
High Voltage (c) 1985 Alpha Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=hwrace,
$Edit this entry at Arcade-History.com
$bio
High Way Race (c) 1983 Taito.
- TECHNICAL -
Taito SJ System hardware
Prom Stickers : AC4
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=chwy,
$Edit this entry at Arcade-History.com
$bio
Highway Chase (c) 1985 Data East.
A "Galaxian" type game. Shoot all the cars on the screen the clear the level.
- TECHNICAL -
DECO Cassette System hardware
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=hmcompmx,
$Edit this entry at Arcade-History.com
$bio
hiphopmania Complete MIX (c) 1999 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
This game is known in Japan as "beatmania Complete MIX".
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. hiphopmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. hiphopmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania The Final (2002)
- STAFF -
Producer & Director : Koji Okamoto
Planner : Mizking
Sound director : Reo Nagumo
Composers : Nite System, Quadra, DJ Mazinger, Crunky Boy, Nouvo Nude, Hiroshi Takeyasu, Reo Nagumo, Ohta Tomomi, Yohei Shimizu
Programmers : Hideki Hashimoto, Takayuki Fukunaga
Hardware engineer : Masayuki Senami
Mechanical engineers : Yuichiro Sagawa, Toshiharu Miura
CG designers : Mizking, Hotaru Komatsu, Gyo Eguchi, Hajime Yashiro (KCE Japan)
Graphic designer : Noriyuki Yokoki
Vocalist & Rapper : Yurika Nagasawa, Miryam, Muhammad, Butcher "ONE LOVE", Chappy, Bombman
Sound tool programmer : Yohei Shimizu
Guitarists : Hiroshi Miyauchi, Takumi Kikuya, Yoriyoshi Matsushita
Dancer : Wan-Chan, Nami
Japanese-english translators : Mutsuko Ichikawa, Hideki Hashimoto, Ami Masaki, Mary Hermanson, Justin Lazaroff
* Staff of SPU original songs "Big Beat Mix" :
CG designer : Hajime Yashiro (KCE Japan)
Composers : Hiroyuki Togo (KCE Japan), Tappy
Lyricists : Fabienne Haber, Hiroyuki Togo
Sound data analizers : Masashi Watanabe (KCE School), Hiroyuki Togo
Vocalist & Rapper : Fabienne Haber, Ikuzo Fujimura
Guitarist : Hiroyuki Togo
Japanese-English translators : Kerry Nagai, Ikuzo Fujimura
Japanese-French translator : Fabienne Haber
$end
$info=hmcompm2,
$Edit this entry at Arcade-History.com
$bio
hiphopmania Complete MIX 2 (c) 2000 Konami.
- TECHNICAL -
Konami Bemani DJ-Main hardware
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 488 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4368
Players : 2
Control : dial
Buttons : 5
- TRIVIA -
This game is known in Japan as "beatmania Complete MIX 2".
- SERIES -
1. beatmania (1997)
2. beatmania 2nd MIX (1998)
3. beatmania 3rd MIX (1998)
4. hiphopmania Complete MIX (1999)
5. beatmania 4th MIX - The Beat Goes On (1999)
6. beatmania 5th MIX - Time To Get Down (1999)
7. hiphopmania Complete MIX 2 (2000)
8. beatmania Club MIX (2000)
9. beatmania CORE REMIX (2000)
10. beatmania Featuring Dreams Come True (2000)
11. beatmania 6th MIX - The UK Underground Music (2001)
12. beatmania 7th - Keepin' Evolution (2002)
13. beatmania The Final (2002)
- STAFF -
Producer : Koji Okamoto
Director : Seiji Higurashi
Sound directors : Takehiko Fujii, Kiyotaka Sugimoto
Sound superviser : Reo Nagumo
Programmers : Yohei Marufuji, Masaru Nakamura
Cg designers : Yaku Hiranabe, Mikio Yasumatsu, Tomoko Shiono
Hardware engineer : Masayuki Senami
Mechanical enginners : Yuichiro Sagawa, Toshiharu Miura
Graphic designer : Noriyuki Yokoki
Composers : D&G Music Factory (AMD), Deep Emotion, Dj Oddball, Hiroshi Watarai, Hiroyuki Togo (KCEJ), Kouichi Yamazaki, Kiyotaka Sugimoto, Mikio Endo, Mitsukumi Murayama, NM Sequence Unlimited (AMD), Reo Nagumo, Takayuki Ishikawa, Takehiko Fujii, Hiroshi Takeyasu, Toshiyuki Kakuta (KCEJ), Larry Dunn, Luisa Dunn, Hiroshi Watanabe, Aki, Tag, Delaware, Nouvo Nude
Sound data analyzers : Mitsukuni Murayama, Ryuchi Nitta, Migitera Osamu, Uchida Tomoyuki, Tatsuya Furukawa (good~cool), Tag, Aki
Vocalist & Rappers : Megumi Oka, Scotty D., Andrea Robinson, Brenda Vaughn, Argie Lanette Phine, Linda Gish, Ike Nelson, Jeff Coote
Drummer : Kiyotaka Sugimoto
Dancers : Nami, Wan~chan
Mixing engineers : Masaki akamura (Onkio Haus), Toshihiro Hayano (Kim Studio)
Japanese~English translator : Justin Lazaroff
$end
$info=hippodrm,
$Edit this entry at Arcade-History.com
$bio
Hippodrome (c) 1988 Data East.
The brave knight takes on a slew of medieval opponents. Money won during fights can be used to purchase fighter upgrades.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1988.
This game is known in Japan as "Fighting Fantasy".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.
- UPDATES -
The US version had the 'Winners Don't Use Drugs' screen in 1989.
- STAFF -
Game designers : Marcy Eiko, Dotman
Hardware : Darkness K.K
Programmers : Susan, Vince Y., TAC. H
Sounds : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Hitomi Komatsu, Hiroyuki
Voices : Torba RR, Yuzi. S, Joe Kaminkow, Steve Walton
- PORTS -
* Consoles :
Nec Turbo Grafx 16 (1993)
$end
$info=hishouza,
$Edit this entry at Arcade-History.com
$bio
Hishou Zame (c) 1987 Toaplan.
A vertically scrolling shooter.
- TECHNICAL -
Game ID : TP-007
Prom Stickers : B02
Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.88 Hz
Palette colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1987.
The title of this game translates from Japanese as 'Flying Shark'.
Licensed to Taito.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988.
This game is known outside Japan as "Flying Shark" and in US as "Sky Shark".
- SERIES -
1. Hishou Zame (1987)
2. Fighting Hawk (1988)
3. Same! Same! Same! (1989)
- STAFF -
Music and sound created by : Tatsuya Uemura
- PORTS -
* Consoles :
Fm Towns Marty (1993 - by Ving)
$end
$info=buraiken,
$Edit this entry at Arcade-History.com
$bio
Hissatsu Buraiken (c) 02/1987 Capcom.
An overhead-view vertically scrolling beat'em up.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Punch, [B] Kick
- TRIVIA -
The title of this game translates from Japanese as 'Certain Kill - Villain Fist'.
This game is known in US as "Avengers".
- STAFF -
Direction : Piston Takashi
Game planner : Moomin Hiroyuki
Character designers : Short Arm Seigo, Haniwa Kazunori, Puttun Midori, Takeuma Youji, Dekopachi Hiroko, Sakeguse Kohichi, Donald Chiyomi
Programmer : Popo Yumiko
Hard planning : Mokkori Masa
Sound and music : Tamayo Kawamoto (Golden Tamayo), Yoshihiro Sakaguchi (New Half Yoshihiro)
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=hitnmiss,hitnmis2,
$Edit this entry at Arcade-History.com
$bio
Hit 'n Miss (c) 1987 Exidy.
A child-friendly shooting game where you simply avoid the good targets and shoot the bad ones.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : lightgun
Buttons : 1
- STAFF -
Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson
$end
$info=hitme,
$Edit this entry at Arcade-History.com
$bio
Hit Me (c) 1976 RamTek.
A blackjack game. The goal is to get closest to 21 without going bust. If your score is higher than the dealer or he busts, then you win. To hit a blackjack, you must score 21 in 2 cards.
- TECHNICAL -
Main CPU : 8080 (@ 559.062 Khz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 320 x 190 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 4
Buttons : 3
- TRIVIA -
Released in April 1976.
$end
$info=hitice,
$Edit this entry at Arcade-History.com
$bio
Hit the Ice - The Video Hockey League (c) 12/1990 Williams.
- TECHNICAL -
Taito B System hardware
Prom Stickers : C59
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), (2x) OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
A Hit the Ice unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- UPDATES -
The US version has the 'Winners Don't Use Drugs' screen.
- PORTS -
* Consoles :
Sega Mega Drive (1990)
NEC PC-Engine (1991)
NEC TurboGrafx 16 (1991)
Nintendo Super Famicom (1993)
$end
$info=hoccer,hoccer2,
$Edit this entry at Arcade-History.com
$bio
Hoccer (c) 11/1983 Eastern Micro Electronics.
You are Andrew, the one man team. Ord and Clee are robots whose goal is to destroy you any way they can (by driving you against the boards, into a spinner, or by hitting you with a supercharged ball). Knock out Ord and Clee with your ball or by hitting them against the sides. Points are also scored by hitting the goal and hitting the targets on the sides.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- SCORING -
Hitting robots into wall : 500 points per robot.
Hitting robots with ball : 500 points for 1st robot, 1,000 and 1,500 for 2nd and 3rd robot hit with same shot.
Hitting side targets : 100 points
Hitting side targets after spinning a spinner : 200, 400, 600, 800 or 1,000 points.
Hitting all side targets give you extra player.
Hitting Goal : 1,000 points plus robots are frozen.
$end
$info=pc_hgaly,
$Edit this entry at Arcade-History.com
$bio
Hogan's Alley (c) 1984 Nintendo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : HA
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : lightgun
Buttons : 2
$end
$info=hiryuken,
$Edit this entry at Arcade-History.com
$bio
Hokuha Syourin Hiryu no Ken (c) 1985 Nihon Jido Hanbaiki.
Early fighter with targets appearing upon each opponent to show you their weak points.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : DAC (@ 3 Mhz), AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'North Faction Shaolin Fist of Flying Dragon'.
Licensed to Taito for Japanese manufacture and distribtion.
This game is known outside Japan as "Shanghai Kid".
- TIPS AND TRICKS -
* Test Mode : Press Coin 1 or Coin 2 key during boot up. You can check a input and sound in Test Mode.
- SERIES -
1. Hokuha Syourin Hiryu no Ken (1985)
2. Hiryuu no Ken - Ougi no Sho (1988, Nintendo Famicom)
3. Hiryuu no Ken II - Dragon no Tsubasa (19??, Nintendo Famicom)
4. Hiryuu no Ken III - 5 Nin no Ryuu Senshi (19??, Nintendo Famicom)
5. Hiryu Gaiden (1990, Nintendo Game Boy)
6. Hiryuu no Ken Special - Fighting Wars (1991, Nintendo Famicom)
7. Hiryuu no Ken S - Golden Fighter (1992, Nintendo Super Famicom)
8. Hiryuu no Ken S - Hyper Version (1992, Nintendo Super Famicom)
9. SD Hiryuu no Ken (1994, Nintendo Super Famicom)
10. SD Hiryu no Ken Gaiden (1995, Nintendo Game Boy Color)
11. SD Hiryu no Ken Gaiden 2 (1996, Nintendo Game Boy Color)
12. Flying Dragon (1998, Nintendo 64)
13. SD Hiryu Ex (1999, Nintendo Game Boy Color)
14. Hiryu no Ken Retsuden (2000, Nintendo Game Boy Color)
$end
$info=holeland,
$Edit this entry at Arcade-History.com
$bio
Hole Land (c) 04/1984 Tecfri.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.818182 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 448 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
$end
$info=holo,
$Edit this entry at Arcade-History.com
$bio
Holosseum (c) 1992 Sega.
The first (and hopefully only) holographic fighter featuring four selectable characters representing different martial arts. I'll let you in on a little secret - my legs are stronger than my arms!
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game was released as a conversion kit for Time Traveler since the laser disc players in the original games turned out to be unreliable.
This is the only game other than Time Traveller to use the hi-tech hologram theater cabinet created by Sega. Indeed, Holosseum was written to convince arcade owners that it was worth investing in the expensive cabinet. The Winners Don't use Drugs message distorts in the real cabinet, as it was programmed incorrectly, beyond the range of the projection mirror. The theater works because of a concave mirror inside the cabinet, which reflects a specially framed image produced on a standard monitor. Because of the nature of a concave mirror, the focussed image appears as if it is floating in mid-air, provided that the interior of the cabinet is painted black to absorb any excess reflection (Note the pure black background on both of these games). Also, the image focus may appear to change across the screen, this is due to having to take into account the thickness of the mirror at different points, known as spherical abberation).
$end
$info=homo,
$Edit this entry at Arcade-History.com
$bio
Homo (c) 1987 Homo Sapiens.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
It was 1987 and SunA had just released a hot new "Arkanoid" clone named "Goindol". It was a ball and paddle game with a prehistoric theme. Soon after the first "Goindol" unit shipped, pirate game manufacturer ALSFTW decided that they were going to make a bootleg version of the game to sell to the rich American and European market. Now the first thing you do when creating a bootleg game is to change the name, and set up a front company. So they saw the little caveman that was on all the game screens, and decided to name their game 'Homo,' and their front company 'Homo Sapiens'. All these decisions were made by people with little experience with the english language, so they had little idea that Homo also meant 'A rude abbreviation for homosexual. Used more often by children than by adults'.
They went ahead and created thousands of 'Homo conversion kits', and then tried to sell them to the english speaking market. Bootleg conversion kits usually sell fast, because they are priced so much cheaper than the games they copy. But, they had a hard time selling their 'Homo conversion kits' to anyone, the thirteen year old mentality was just too prevalent among distributors, and arcade operators. So most of these 'Homo conversion kits' just languished unsold in warehouses, a few were actually sold and installed, but not many. The conversion kit consisted of a marquee (very plain, just said 'Homo' on it), a PCB, and an instruction manual. You were expected to supply your own spinner and buttons. The game itself ran on a boardset nearly identical to the original "Goindol" (of course the components were much lower in quality).
$end
$info=honeydol,
$Edit this entry at Arcade-History.com
$bio
Honey Dolls (c) 1995 Barko.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=hook,hooku,hookj,
$Edit this entry at Arcade-History.com
$bio
Hook (c) 12/1992 Irem.
Straight out of the Peter Pan saga and based on the feature film starring Robin Williams, the Never-Never Land children fight to stop the evil Captain Hook from ruining their fun!
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Although all of the four Lost Boys in this game (Rufio, Ace, Pockets and ThudButt) were major supporting characters, only Rufio is addressed by a name in the movie.
- STAFF -
Game designer : ???
Programmer : ???
Graphic designers : Rokujizo, Jubei, Ken, U. Nya, Kon, Nob
Sound effects : ???
$end
$info=hopprobo,
$Edit this entry at Arcade-History.com
$bio
Hopper Robo (c) 1983 Sega.
- TRIVIA -
This game runs on the "Marine Boy" hardware from Orca.
- STAFF -
Shiroh, N. Kita, Shoji, Tohru, Y. Soge
$end
$info=hopmappy,
$Edit this entry at Arcade-History.com
$bio
Hopping Mappy (c) 04/1986 Namco.
- TECHNICAL -
Namco System 86 hardware
Game ID : HM
Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 1
- SERIES -
1. Mappy (1983)
2. Hopping Mappy (1986)
3. Mappy Land (1986, Nintendo Famicom)
- STAFF -
Sound composer : Nobuyuki Ohnogi
$end
$info=horizon,
$Edit this entry at Arcade-History.com
$bio
Horizon (c) 1985 Irem.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=hotblock,
$Edit this entry at Arcade-History.com
$bio
Hot Blocks (c) 1993 Tetrix II.
- TECHNICAL -
Main CPU : I8088 (@ 10 Mhz)
Sound Chips : AY8910 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=hotbubl,
$Edit this entry at Arcade-History.com
$bio
Hot Bubble (c) 1998 Pandora.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=hotchase,
$Edit this entry at Arcade-History.com
$bio
Hot Chase (c) 11/1988 Konami.
An action-packed driving game in which the player must drive a stolen enemy 'Super-car' - which has a bomb strapped to the underside of its chassis - and get to the country's border before the timer runs down and the bomb explodes. Enemy troops, road-blocks, planes and helicopters must all be avoided.
- TECHNICAL -
Game ID : GX763
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : M6809 (@ 1.789772 Mhz)
Sound Chips : (3x) K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 1
Control : paddle
Buttons : 3
- TRIVIA -
Hot Chase was not particularly successful for Konami, and this is due in part to the host hardware falling short of the ambitious design brief. There's so much happeneing on screen - particularly in the later levels - that the action can become very jerky and certain sprites often seem to have a mind of their own. It's no surprise that in an age dominated by arcade conversions, Hot Chase wasn't converted to a single home gaming system.
King Records released a limited-edition soundtrack album for this game (Thunder Cross : Konami Kukeiha Club - 276A-7703) on 21/05/1989.
- STAFF -
Sound composer : Kingorou
$end
$info=hotmemry,
$Edit this entry at Arcade-History.com
$bio
Hot Memory (c) 1994 Tuning.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 1
$end
$info=hotmind,
$Edit this entry at Arcade-History.com
$bio
Hot Mind (c) 1995 Playmark.
A puzzle game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), PIC16C57 (@ 3 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 1
Control : 8-way Joystick
Buttons : 2
$end
$info=hotpinbl,
$Edit this entry at Arcade-History.com
$bio
Hot Pinball (c) 1995 Comad & New Japan System.
A video-pinball game with girls... lots of girls.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 1
Buttons : 3
- SERIES -
1. Hot Pinball (1995)
2. Gals Pinball (1996)
$end
$info=hotshock,
$Edit this entry at Arcade-History.com
$bio
Hot Shocker (c) 1982 E.G. Felago.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
E.G Felaco was founded by Gaetano Felaco (manager) and Bruno De Georgio (programmer). De Georgio later became technical director of Midcoin. Gaetano Felaco now is head of Intervideo Corporation, famous Arcade monitors manufacturer (among other things) and official distributor for SNK in Europe when SNK Neo-Geo was launched.
- STAFF -
Engineering and designed by : Bruno De Georgio
$end
$info=hstennis,hstenn10,
$Edit this entry at Arcade-History.com
$bio
Hot Shots Tennis (c) 12/1990 Strata / Incredible Technologies.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 400 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- UPDATES -
Revision 1 :
* Software version : 1.0.
Revision 2 :
* Software version : 1.1.
* Added 'Exciter Setting' option in the operator menu.
- STAFF -
Project manager : Larry Hodgson
Programmers : Glen Wolfram, Jane Zeto
Hardware : Scott Allie, Steve Jaskowiak
Artist : Dale Kerman Jr.
Sound : Leif Marwede
Concept : Dale Kerman Jr., Jim Zielinski
Tester : Jim Zielinski
Sales : John Cassiday
Cabinet/Logo : Stan Fukuoka, Scott Morrison, Denise Wallner
$end
$info=hotsmash,
$Edit this entry at Arcade-History.com
$bio
Hot Smash (c) 1987 Taito.
- TECHNICAL -
Game ID : B18
Main CPU : Z80 (@ 6 Mhz), M68705 (@ 2 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : dial
$end
$info=hotrod,hotroda,hotrodj,
$Edit this entry at Arcade-History.com
$bio
Hot-Rod (c) 1988 Sega.
Between one and four players race each other over a variety of different surfaces on a selection of narrow, twisting roads, in this superb top-down racing game from Sega. Points and extra gasoline are placed at regular intervals on each track and any car that runs out of gas is automatically out of the race. Any player that finishes in the top three is awarded bonus points - the amount dependant on whether they have finished first, second or third. These points can be used to buy a variety of car upgrades in the garage shop that appears at the end of every race. The upgrades available are; engine, tyre, wing and bumber.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 16384
Players : 4
Control : Steering wheel, Pedal
Hot-Rod was available in three different cabinets; a two and three-player upright, and a four-player table top version.
- TRIVIA -
Hot-Rod's catchy ''shop'' music appeared in the upgrade sections of two other well-known Sega games; 1986's "Fantasy Zone" and 1989's "Turbo Out Run".
A Turbo version exists and runs at twice the speed of the original.
- TIPS AND TRICKS -
At the end of each stage, as your car enters the garage shop; keep an eye of the section of track that lies in the direction your car will be heading once it has left the garage. This gives a clue as to what type of surface will be raced upon next, allowing the player to buy suitable tyres should the need arise.
- PORTS -
* Computers :
Sinclair ZX Spectrum (1990)
Amstrad CPC (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
Atari ST (1990)
$end
$info=hotdogst,
$Edit this entry at Arcade-History.com
$bio
Hotdog Storm - The First Supersonics (c) 1996 Marble.
A vertically scrolling shooter.
- TECHNICAL -
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 57.55 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Ace International for distribution.
- STAFF -
Programmers : Nobushige Takaki, Mr.Park, Kaolton Taki, Masaaki Sasaki
Mechanical designer : Manabu Takakashi
Character designer : Kazushi Tamada
Map designers : Manabu Takakashi, Kazushi Tamada
Visual designer : Manabu Takakashi
Visual design assistant : Kazushi Tamada
Title designer : Manabu Takakashi
Title graphic designer : Kazushi Tamada
Ending designer : Kazushi Tamada
Sound team : Fumito Tamayama, Shige Masco, Yoko
Director : A.Jin
$end
$info=housemn2,
$Edit this entry at Arcade-History.com
$bio
House Mannequin - Roppongi Live hen (c) 04/1987 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Player : 2
Control : LCD control panel
- TRIVIA -
The subtitle of this game translates from Japanese as 'Roppongi Live Stories'.
- SERIES -
1. House Mannequin - Yuuwaku Nikki hen (1987)
2. House Mannequin - Roppongi Live hen (1987)
$end
$info=housemnq,
$Edit this entry at Arcade-History.com
$bio
House Mannequin - Yuuwaku Nikki hen (c) 02/1987 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : LCD control panel
- TRIVIA -
The subtitle of this game translates from Japanese as 'Temptation Diary Stories'.
- SERIES -
1. House Mannequin - Yuuwaku Nikki hen (1987)
2. House Mannequin - Roppongi Live hen (1987)
$end
$info=hfh,
$Edit this entry at Arcade-History.com
$bio
Huang Fei Hong (c) ???? IGS.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), (2x) OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : lightgun
Buttons : 2
$end
$info=hunchbak,hunchbkd,hunchbkg,hunchbks,hunchbka,
$Edit this entry at Arcade-History.com
$bio
Hunchback (c) 1983 Century Electronics.
A classic and much-copied platform game in which the player takes on the role of the eponymous bell-ringer, Quasimodo, in his quest to rescue the beautiful Esmerelda from the tower of the castle fortress. Quasi must complete a number of static screens, each presenting the player with different obstacles, to reach Esmerelda. These range from spear-toting guards, to firey chasms to missiles (fireballs or arrows) that must be jumped. Some of the trickier screens can contain more than one of these obstacles, such as spear-toting guards AND missles.
One final problem that appears on every screen is the time limit. This takes the form of an enemy guard climbing the castle walls, if the soldier reaches the top, he will try to burn the Hunchback with his torch. If the Hunchback rings the bell before the guard has scaled the wall, a bonus score is rewarded.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC, TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
Others versions of this game runs on the "Galaxian" hardware, "Donkey Kong" hardware, and "Scramble" hardware.
- TRIVIA -
Released in September 1983.
This video game is based on the novel 'Le Bossu de Notre Dame', or 'The Hunchback of Notre Dame', by Victor Hugo.
The name Quasimodo translates as 'half-formed'.
The hunchback character was originally to be 'Robin Hood'. Hence the green costume and the game stages with arrows. The artist (who drew the Robin Hood character) left the company before the decision to change the theme to 'Hunchback'. By the time a new artist was taken on, the green costume had become accepted and no-one questioned it (someone commented that the Robin Hood character, as drawn, looked like a hunchback).
Roberto Picelli holds the official record for this game with 478,700 points.
- TIPS AND TRICKS -
Scoring points is based on how quickly you can finish a round, although there is no actual on-screen indication as to how much bonus time is left. No points are awarded for merely jumping over obstacles. The best way to achieve a high score is to complete five consecutive screens without losing a life; at the end of each stage a bell is awarded, and once five bells are collected in this way, a Super Bonus worth between 10000 and 30000 points is awarded.
- PORTS -
Hunchback was converted to home computers by Ocean Software of Manchester, England and was their first ever arcade conversion.
* Computers :
Commodore C64 (1983)
Sinclair ZX Spectrum (1984)
Amstrad CPC (1986)
Oric
Atari 8-Bit
$end
$info=huncholy,hncholms,
$Edit this entry at Arcade-History.com
$bio
Hunchback Olympic (c) 1984 Seatongrove.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game was licensed to Century Electronics who release it on the "Scramble" hardware.
This game is also known as "Herbie at the Olympics".
$end
$info=hustle,
$Edit this entry at Arcade-History.com
$bio
Hustle (c) 1977 Gremlin.
HUSTLE is a 1- or 2-player video game which challenges players' reaction time as they attempt to build up a high score. The object of the game is to maneuver a moving arrow into targets which appear randomly on the screen. Each arrow is accompanied by a tail, which can be used to block the opponent from scoring targets.
TARGETS : The targets appear randomly on the playfield. The position of a target, the value of a target, the time a target stays on the screen, and the time before a target appears are all unpredictable : There are never more than two targets on the screen at any time.
To add to the unpredictability, some targets appear with a value of ???. These are mystery targets, and can have a value from -900 points to +900 points. Players go after the mystery targets at their own risk since the only way to determine whether or not a mystery target is positive or negative is to hit the target. Whenever a target is scored, the game pauses while the appropriate player's score is tallied. Two distinctive sounds accompany the scoring, depending on whether the target score is positive or negative. All non-mystery targets (which are all positive), and all mystery targets (which have positive values) are scored with an attention-getting warble sound. All mystery targets which prove to be negative are scored with a distinctive penalty sound.
CRASHES : A crash (accompanied by a loud boom sound) occurs whenever a player hits anything other than a target. The three obstacles a player might hit are one of the screen boundaries, the other player's tail, or his own tail. Whenever a crash occurs, the opponent scores 400 points PLUS all target values on the screen. If any mystery targets are on the screen during a crash, their values are revealed, and they are awarded to the opponent. All mystery targets whose values are revealed as the result of a crash are scored positive for the opponent.
GAME SPEED : The game begins with the players moving at a moderate pace. Every time a target is scored, the pace picks up slightly. After ten targets have been scored without a crash, the pace stays at a maximum rate. Whenever a crash occurs, the pace reverts to its initial moderate value, and increases with each score, as before.
TAIL LENGTH : Whenever a crash occurs, both players' tails grow longer. The game plays quite differently as it progresses. At the beginning of a game, both players have short tails and are highly maneuverable. At this stage the game is a "foot race" to score the targets. As players crash and tails get longer, a blocking strategy is added to the race for the targets. This constantly changing nature of the game is designed to provide long-lasting appeal, and insure a long earning history.
SINGLE PLAYER : HUSTLE has been designed to be just as exciting for one player as it is for two. A single player plays against himself, and not against the computer.
The single player game is initiated by simply pressing the ONE PLAYER START button instead of the TWO PLAYER START button after inserting a coin. The controls for one player are located on the right side of the control panel. The game plays the same as for two players, with these exceptions :
1. There is a single arrow and tail, instead of two.
2. Crashes are scored as PENALTY points, with the same score as in the two player game. That is, a crash scores 400 plus all on-screen targets into the PENALTY score.
3. At the end of the game, the PENALTY points are subtracted from the player's score.
The object of the single player game is to rack up as many points as possible. The game action is the same as the two player game, with the lengthening tail and the accelerating pace.
- TECHNICAL -
Prom stickers : 16-21
Main CPU : 8080 (@ 2.079 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 4-way joystick
- TRIVIA -
Released in May 1977.
To promote the game, Gremlin sent two scantily-clad 'Gremlin Girls' on a 12-city tour where they took on all comers at the game. Players who won 2 out of 3 games won a hundred dollar bill. The company claimed that out of 1233 challengers, only seven won the cash.
- TIPS AND TRICKS -
FREE GAMES : For areas of the country where free games are legal, HUSTLE can be set to award free games for scores of 11,000, 13,000, 15,000 or 17,000 points. The game is shipped with the free game option disabled. If free games are legal in your area, it is highly recommended that you enable them --- they provide an extremely powerful incentive to play the game. Free games are awarded only in the single player game, since the two player game could give free games any time two players cooperated to give one of the players a very high score.
It is not possible to win two free games in a row (i.e. no free games on free games). Whenever free games are enabled, the message SCORE XX000 POINTS FOR FREE GAME appears on the screen just after the ONE PLAYER START button is pressed. The XX will be 11, 13, 15, or 17 depending on how you jumper the game. This message is displayed for about 5 seconds, and then the single player game begins. Whenever a free game is won, the message FREE GAME! is momentarily displayed on the screen, followed by the message PRESS START. If at this point ONE PLAYER START is pressed, the free game score message will not be displayed before the game starts, since a second consecutive free game will not be awarded. It is also possible to press the TWO PLAYER START after a free game is awarded and play a two player game.
GAME TIME : The top margin of the game contains the word TIME, with a two digit timer above it. The game starts with a time value of 90, and decrements to 0, at which time the game is over. The timer actually counts player moves rather than 'ticking' once per second. Also, the timer stops during all scoring. These effects produce a repeatable game time of about 2 minutes.
It is possible to shorten the game time to about 1-1/2 minutes by changing an internal jumper. In this case, the timer still begins at 90, but it ticks faster.
- SERIES -
1. Blockade (1976)
2. Comotion (1976)
3. Hustle (1977)
- SOURCES -
All in Color For a Quarter - Keith Smith
$end
$info=hydra,hydrap,hydrap2,
$Edit this entry at Arcade-History.com
$bio
Hydra (c) 06/1990 Atari Games.
An abstract racing game in which the player takes on the role of a special government courier, who must deliver a number of secret cargoes to their various destinations at the end of each stage. Gameplay consists of piloting a heavily-armed hovercraft over a series of waterways, avoiding or destroying the enemy craft and barriers that litter each level. Progress is hampered by mines, enemy hovercraft, logs and other obstacles. Money bags can be collected as well as extra fuel.
On-board fuel depletes at a steady pace and players must keep a look out for additional fuel cells. In addition to a forward-firing gun, the hovercraft is equipped with a 'Boost' function. Providing the player has enough boost fuel, the craft can be made to fly in the air for a limited time; useful for avoiding enemies and barriers, as well as for gaining access to certain bonus items.
- TECHNICAL -
Atari G1 hardware
Game ID : 136079
Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1280
Players : 1
Control : stick
Buttons : 6
- UPDATES -
REVISION 1 :
* Build date : OS : 03MAY1990 19 :41 :10 / PROG : 14MAY1990 09 :57 :52
REVISION 2 :
* Build date : OS : 25MAY1990 11 :50 :03 / PROG : 25MAY1990 12 :36 :10
REVISION 3 :
* Build date : OS : 04JUN1990 18 :58 :46 / PROG : 08JUN1990 14 :19 :52
- STAFF -
Project Leaders : Dennis Harper, Milt Loper
Programmers : Dennis Harper, Andrew Burgess
Animators : Deborgh Short, Nick Stern, Chuck Eyler, Will Noble, Sharon Plotkin
Audio : Don Diekneite, Brad Fuller
Hardware : Sam Lee
Technicians : Cris Drobny, Gleen McNamara
Product manager : Linda Benzier
Project supervisor : Chris Downend
Cabinet : Ken Hata, Mike Jang, Ralph Perez
Controls : Jack Aknin
Video imaging : Rob Rowe, Andrew Burgess
- PORTS -
* Computers :
Amstrad CPC (1990)
Atari ST (1991)
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Atari Lynx (1992)
Commodore Amiga
$end
$info=hyperath,
$Edit this entry at Arcade-History.com
$bio
Hyper Athlete (c) 06/1996 Konami.
A superb 3D update of Konami's Track and Field series, in which up to four players compete in eleven different Olympic events. All six events from the legendary first game, 1983's "Track and Field", are included; but tellingly, only three events (swimming, pole vault and triple jump) are taken from the less accomplished sequel, Hyper Sports. Hyper Athlete uses the three-button control system of its predecessors (two RUN buttons and one ACTION button per player) and the eleven disciplines can be attempted in any order. The available events are :
* 100M DASH - Use the RUN buttons to run as fast as possible.
* LONG JUMP - Run to the take-off board then press and hold the ACTION button until you achieve the desired angle of jump (45 is optimal).
* FREESTYLE SWIMMING - Another straightforward "sprint" event, the only difference being that as you approach the end of you first length of the pool, press the ACTION button to 'flip' your swimmer and begin the return length.
* 110M HURDLES - Run and time jumps over the hurdles. the optimum jumping point is around the halfway point between the hurdles.
* HAMMER THROW - Gradually build up the power meter, the athlete will do three build-up spins followed by three full-speed spins; on the third full spin, hold and release the ACTION button to achieve the desired angle of throw (45 is optimal).
* DISCUS - Similar to the Hammer Throw, only this time, instead of gradually charging up the power meter, try for full power from the start. You must release the discus on the second spin. Be aware that on this event, the angle meter increases much faster than in other events.
* SHOT PUT - Start charging up the power meter and your character will bow down and lift his leg. As he begins to turn, hold the ACTION and release once the desired angle is achieved (45 is optimal).
* HIGH JUMP - Run to the bar as quickly as possible. When you reach it, a "Jump" caption appears; immediately press ACTION button to start the jump. The longer the button is held down, the less steep the angle of your jump, i.e. just tapping the button would generate a jump of 90 degrees.
* JAVELIN - Run to the line as quickly as possible, then press and hold ACTION, releasing to chose the desired angle of throw (50 is optimal).
* TRIPLE JUMP - Press RUN (LEFT and RIGHT) buttons repeatedly to gain speed, then hold ACTION to initiate the first jump. It should be noted that for the first two jumps, the angle meter does not appear. The player should hold the button down for about .5 of a second before releasing. When you land you will take one step forward, press ACTION only when you have taken a step to instigate the second jump. The angle meter comes into play on the third and final jump, and the desired angle is 45 degrees.
* POLE VAULT - This is by far the trickiest event of the game. Press the RUN buttons to start the run-up. Then, as you near the silver pole trap, hold ACTION and the pole will lower towards the trap (the closer it is, the more power you will have for the next part). Keep holding ACTION until you reach the top of the bar, then release. You will then let go of the pole and vault over.
- TECHNICAL -
Konami GV System hardware
Game ID : GV021
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Hyper Athlete is actually an optimized version of the Sony PlayStation game, "International Track & Field", also by Konami. The arcade version was released in Japan only.
- SERIES -
1. Track and Field (1983)
2. Hyper Sports (1984)
3. '88 Games (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
8. New International Track & Field (2008, Nintendo DS)
- STAFF -
Director : Satoshi Kushibuchi
Main Program : Masaki 'Hogan' Hosoe
Sequence Program : akiHiro imAmura
User Interface Program : akiHiro imAmura
3D Background Program : Naoto Oshima
Camera Work Program : Naoto Oshima
Animation Program : Masaki 'Hogan' Hosoe
3D Collision Program : Masaki 'Hogan' Hosoe
Character Design : Plan 9 Keiichiro Toyama
Motion Edit : Plan 9 Keiichiro Toyama
Background Design : Satoshi Kushibuchi
Graphic Design : Shigeru Kobayashi
Sound Treatment : Masanori Adachi
Sound Program : Ryuichi
Background Music : Kosuke Soeda
Sound Effect : Hiroe Noguchi
Package Designer : Syougo Kumasaka, Madam Tanaka
Game Event Designer : Masaki 'Hogan' Hosoe
Supervisor : Halky
$end
$info=hcrash,hcrashc,
$Edit this entry at Arcade-History.com
$bio
Hyper Crash (c) 1987 Konami.
- TECHNICAL -
Game ID : GX401
Main CPU : 68000 (@ 6.1444 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : VLM5030 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz), YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 2048
Players : 1
Control : paddle
Buttons : 3
$end
$info=hyprduel,hyprdelj,
$Edit this entry at Arcade-History.com
$bio
Hyper Duel (c) 1993 TechnoSoft.
A horizontal-scrolling shoot-em-up for one or two players, Hyper Duel features seven challenging levels. The game also has an impressive array of power-ups, including one that is essentially a second "drone" ship that is almost identicle to the players' own. Hyper Duel also has a unique feature in that players can hold down a button and transform their ships in large robots; In robot form the players' firepower is drastically increased but the weapon no longer only fires forwards, and will track the players' joystick movements. The robots will return to ship form once the button is released.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 15.625 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Main programmer : Godzy
Sub programmer : Fake Dwarf Giva
Main designer : Unbalance
Enemy programmers : Fake Dwarf Giva, Alpha, Godzy
Demo programmer : Alpha
Enemy designers : KRP, Silver Hammer, Guges.D, Unbalance
Map designers : No Remorse, KRP, Guges.D
Visual designer : KRP
Music & Sound effects composer : Tsukumo Hyakutaro
Hyper duel mechanic designer : Booby Master
Game & Screen play designer : Alpha
Assembler : Indick-Mst
Graphic editor : Yotaro
Music driver : Yunker Matai
CN editor : Surino Ginji
Manual : Shion
Illustrastion : Tamtam, Silver Hammer
Voices : Youyouryouyours
Directer & Producer : Zako
Executive Producer : Shigotonin
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=hyprolym,hyprolyb,
$Edit this entry at Arcade-History.com
$bio
Hyper Olympic (c) 10/1983 Konami.
- TECHNICAL -
Game ID : GX361
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 4
Buttons : 3
= > [1] Run, [2] Jump/Throw, [3] Run
In a 4-player game on an upright machine, players 1 and 3 share player 1's control, and players 2 and 4 share player 2's control.
- TRIVIA -
This game is known in US as "Track and Field".
This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades.
The song that is heard at the high score screen and at the commendation screen is 'Chariots of fire' which was written by Vangelis.
- UPDATES -
Later versions of this game replace the two 'Run' buttons with a trackball.
The bootleg version features different speech, as the original sound hardware could not be totally hacked - the slightly different voices are allegedly those of the bootleggers themselves! Also, it contains a typo : the word HEIGHT replaces the original HIGHT.
- TIPS AND TRICKS -
* Hidden Bonus : When you get to the javelin throw, run fast and then hold the angle button down, making the javelin soar high into the air. If it gets high enough, it'll hit a bird, which will fall and give you 1000 points.
* Hidden Bonus 2 : On the high jump, if you fail your first two jumps then qualify on the third, a little mole pops up and you get a bonus.
* Hidden Bonus 3 : In the 100 metres, if you manage to get a dead heat with the computer (i.e. the same time) you get a 1000 point bonus.
- SERIES -
1. Hyper Olympic (1983)
2. Hyper Olympic '84 (1984)
3. Hyper Sports Special (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
- STAFF -
Music by : Shigeru Fukutake
- PORTS -
* Consoles :
Nintendo Famicom
* Computers :
Spectravideo (1984)
MSX (1984)
* Others :
VFD portable game (1984, "Hyper Olympic Challenge 5") by Bandai.
LCD handheld game (1984, "Hyper Olympic Jumping Type") by Bandai.
LCD handheld game (1984, "Hyper Olympic Running Type") by Bandai.
LCD handheld game (1984, "Hyper Olympic Throwing Type") by Bandai.
$end
$info=hpolym84,
$Edit this entry at Arcade-History.com
$bio
Hyper Olympic '84 (c) 07/1984 Konami.
- TECHNICAL -
Game ID : GX330
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 4
Buttons : 4
- TRIVIA -
This game is known in Japan as "Hyper Sports".
This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades.
- SERIES -
1. Hyper Olympic (1983)
2. Hyper Olympic '84 (1984)
3. Hyper Sports Special (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
$end
$info=hyperpac,hyperpcb,
$Edit this entry at Arcade-History.com
$bio
Hyper Pacman (c) 1995 SemiCom.
This is an updated version of Namco's seminal "Pac-Man", featuring forced-perspective 3-D graphics that allow the players to jump over the enemy ghosts; in a similar fashion to Namco's "Pac-Mania", released in 1987. There are secret items and food to be found on each level that increases the player's power and score. The power-ups themselves consist of a shield, helmet lasers, speed and jump shoes. Players will face a boss encounter every ten stages and the game ends after the 30th stage.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1995.
- TIPS AND TRICKS -
If you eat only the small dots and not the power dots, you will gain access to a secret stage on each round (with extend, shield, helmet lasers, speed, and jump shoes). If you play with the second player, the ghost will chase you less than the first player and you will be closer to the fixed items on each stage.
- SERIES -
1. Hyper Pacman (1995)
2. Twinkle (1997)
- STAFF -
Executive producer : Jeon Jae Yeon
Game designer : Han Seung Hoon
Main programmer : Kim Hyun Ho
System programmer : Kim Jin Woo
Sound programmer : Oh Gyeong Hun
Graphic designer : Hong Young Joo
Sound composer / S.E : Jeon Seok Gee
$end
$info=hyperspt,
$Edit this entry at Arcade-History.com
$bio
Hyper Sports (c) 07/1984 Konami.
Tap GO and player will accelerate, shoot or lift. Push UP and player will jump or shoot. Game over if you fail to qualify in an event.
Events :
I. Swimming-100M Freestyle : Use GO and UP buttons to regulate the speed and breath of swimmer. Tap GO button(s) to accelerate swimmer. Press UP button to allow swimmer to breath when 'breath' display appears on the screen. Swimmer will submerge if UP button is pressed any other time. Equal the computer's time for 3,000 point bonus.
II. Skeet Shooting : Push either GO button to shoot. Shooting direction, left or right, coincide with GO button. Shoot clay within the red window to score. Consecutive hits expand the window, in single increments, to maximum. A miss will reduce the window to the smallest shape. 500 point clay appears after nine (9) consecutive hits. 1,000 point clay appears after 19 consecutive hits. Hit all clays for a 'perfect' score.
III. Long Horse : Press and release either GO button to accelerate player, push UP button at a proper position on the ramp to jump to the horse and again to lift from the horse. While in the air, tap GO button(s) to control rolls and dismount pose. Points are decided on the number of rolls and dismount pose.
IV. Archery : Press either GO button to randomly stop wind reel. Reel will automatically stop at random if GO button is not pressed, wind reel displays wind direction and velocity (0 thru 7 mph). Push UP button to shoot and hold to control angle.
V. Triple Jump : Tap GO button(s) to accelerate player. Press UP button at a proper position to hop, step and jump.
VI. Weight Lifting : Push GO button, each time, to advance to the next heaviest class, once advanced, backing up to a lighter class can not be made. Press UP button to elect weight class. Tap GO button(s) to lift the weight, press UP button when bar bell flashes and continue tapping GO button(s) until the three judge indicators light up.
VII. Pole Vault : Push either GO button and release. Press UP button to vault and release at proper position to clear the bar.
- TECHNICAL -
Game ID : GX330
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 4
Buttons : 3
= > [1] GO (LEFT), [2] UP, [3] GO (RIGHT)
- TRIVIA -
While not quite achieving the commercial and critical succes of "Track and Field", Hyper Sports still proved to be very popular among gamers and, like its prequel, really came into its own as a highly addictive multi-player experience.
Licensed to Centuri for US manufacture and distribution.
This game is known outside Japan as "Hyper Olympic '84".
This game is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades.
Kelly Kobashigawa holds the official record for this game with 538,340 points.
* BUG : If you 'get a mole' on the pole vault, but the jump qualifies as a world record, you will not be awarded your bonus points.
* BUG 2 : The game lists 'Today's Top 10', but these are actually the 4th to 13th inclusive highest scores ever. The 14th to 20th highest scores ever are also stored, but never displayed - this is why the first game after switching on a well-used machine generally gets ranked 21st. The 1st to 3rd highest scores ever are displayed on a seperate screen labeled ''Hyper Medalist''.
* Oddity : If your time runs out on a weight lift and you have one red and two white lights displayed, the lift will be counted as successful. This is in accordance with actual competition weight lifting rules.
- TIPS AND TRICKS -
SWIMMING-100M FREESTYLE :
* After a few seconds of swimming, 'breath' will appear, press the UP button to take a breath and continue swimming. To swim better, try to predict when you will need to take a breath, this is approximately every 2-3 seconds.
* If the two middle swimmers achieve a dead-heat, a frog appears and a 3,000 points bonus is awarded.
SKEET SHOOTING :
* Use GO (LEFT and RIGHT) buttons to shoot either the left or right target respectively. Try to hit an many consecutive targets as possible : If the player hits everything perfect then a bird will fly past. Hit that and the player is awarded a 3,000 point bonus.
* Shoot the final object with the left hand side target and a parrot will fly from right to left. This can be hit repeatedly for 1,000 points.
LONG HORSE :
* Press UP when you are at the end of the spring board, you will then spring onto the horse. Wait until you are in a fully upright handstand then press UP again to leap off the horse. Once in the air, hit the GO buttons repeatedly to spin. Ensure that your feet are facing the ground as you land.
* After launching from the horse, tap a RUN button to rotate so you land on your head. An object falls from the sky and a 3,000 poins bonus is awarded.
ARCHERY :
* First, hit GO (LEFT and RIGHT) buttons to set the wind. Then hold the UP button until the angle gets to about 5.0', release the button and hope it hits the middle of the board. A 'nice' is achieved if a bullseye is made. If you get 8 nices, in the first or second round, you will move onto the next round where you can earn more points. There is a point bonus for getting all 'nices'; in the first round it is 3,000 points, in the second round it is 4,000 points and in the third round it is 6,000 points. If you get all 'nices', the moving target will be replaced by an apple, which can be hit for an increasing number of bonus points. When the apples appear, there is no angle factor, you just have to hit the button to fire the arrow.
TRIPLE JUMP :
* Press GO (LEFT and RIGHT) buttons repeatedly to gain speed. Then hold UP to get an angle of 45'; when you land you will take one step forward, press UP only when you have taken a step, then try to get a 45' angle again. Repeat for the final jump. If you hold UP just as your foot hits the board, you will get a distance boost.
* If your jump starts right on the line and also has the angles of 35, 41, and then 45 degress, a rocket flies past and a 3,000 point bonus is awarded. Note that this bonus is not seen if the jump sets a new world record.
WEIGHT LIFTING :
* Press GO (LEFT and RIGHT) buttons repeatedly to build up the weight-lifter's power. When he has enough power, he will lift up the weights and they will flash. Then whilst it is flashing, press UP. He will then stretch out his arms and you will have to keep pressing GO (LEFT and RIGHT) for him to keep it held above his head for 3 Beeps. When the 3 Beeps are over, you've qualified.
* Following a successful lift, pressing both run buttons the instant the dropped weights hit the floor causes 3 girls to be displayed, holding a '1000' sign. A 1,000 points bonus is awarded.
POLE VAULT :
* This is by far the trickiest event of the game. Press GO buttons to start the run. Then as you near the silver pole trap, hold UP and the pole will lower towards the trap (the closer it is, the more power you will get for the next part). Keep holding UP until you reach the top of the bar, then release. You will then let go of the pole and vault over. Hold UP just as you get half way over the bar and you will 'drift' to the right and hopefully over the bar itself. Once your character has let go of the pole, hitting the GO buttons can increase the height of the vault.
- SERIES -
1. Track and Field (1983)
2. Hyper Sports (1984)
3. '88 Games (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
8. New International Track & Field (2008, Nintendo DS)
- PORTS -
* Consoles :
Sega SG-1000 (1985)
Nintendo Famicom
* Computers :
MSX (1984)
Commodore C64 (1985)
Sinclair ZX Spectrum (1985)
Amstrad CPC (1986)
$end
$info=hypsptsp,
$Edit this entry at Arcade-History.com
$bio
Hyper Sports Special (c) 07/1988 Konami.
Go for the gold in Konami's newest kit, Hyper Sports Special. Feel the thrill of competition as you test your Olympic skills against other world-class athletes. Bronze or silver medals are not good enough- you are going for the gold! However, you must at least qualify in each event in order to compete in the next event. Get pumped up to compete in the following events :
* 100m Dash : Race against the other athletes as well as the clock. This is just a warm-up compared to the events to come.
* Long Jump : Player dashes to the line, leaps, and propels his body as far as he is able. The player controls the speed and angle of the jump.
* 400m Relay (Qualifying Heat) : Speed and timing are crucial in this event. Player must coordinate the baton hand-off perfectly for the best qualifying time.
* Skeet Shooting : Player can aim left and right at the clay pigeons and must prove that he is a sure shot. A chance for bonus points is given for excellent marksmanship.
* 110m Hurdles : Player sprints down the track, timing his jumps perfectly to clear all of the hurdles and reach the finish line in time.
* Archery : This is a trial of the player's proficiency in using a bow and arrow. The player can decide the direction and force of the wind, which will help in demonstrating his skill as a sharpshooter.
* Javelin : The player darts to the line and throws the javelin with all his might. The player controls the height of the javelin.
* High Jump : Another test of speed and strength as the player runs to the line and hurls his body over the bar. The player can control his angle above the bar.
* 400m Relay - The Final Race : The final test of physical training as the player faces the challenging relay again.
GO FOR THE GOLD!
- TECHNICAL -
Game ID : GX861
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 4
Buttons : 3, depending of the event...
=> 100m Dash : [1] Power, [2] Unused, [3] Power
=> Long Jump : [1] Power, [2] Jump, [3] Power
=> 400m Relay : [1] Power, [2] Relay, [3] Power
=> Skeet Shooting : [1] Shoot, [2] Left, [3]Right
=> 110m Hurdles : [1] Power, [2] Jump, [3] Power
=> Archery : [1] Unused, [2] Shoot, [3] Unused
=> Javelin Throw : [1] Power, [2] Shoot, [3] Power
=> High Jump : [1] Power, [2] Jump, [3] Power
- TRIVIA -
This game is known outside Japan as "Konami '88" and "'88 Games".
On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber".
- SERIES -
1. Hyper Olympic (1983)
2. Hyper Olympic '84 (1984)
3. Hyper Sports Special (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
$end
$info=hsf2,hsf2j,
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$bio
Hyper Street Fighter II - The Anniversary Edition (c) 2003 Capcom.
Here comes a new challenger... Every character, every move, every combo : one massive game to celebrate the 15 years of one of the greatest fighting game of all time.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Main CPU : 68000, Z80
Sound Chips : Q-Sound
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in December 2003.
The game was released only in Japan and Asia. Versions for North America and Europe were released only for home consoles (see Ports section below). The core of the game is based on "Super Street Fighter II X - Grand Master Challenge" ("Super Street Fighter II Turbo" outside of Japan), but now players have up to 5 different versions of each character to choose from.
The arcade intro has reverted back to the one found in "Super Street Fighter II - The New Challengers" with the new addition being the title screens from the previous Street Fighter II games alternating between lightning flashes.
The title screens for the CPS I games "Street Fighter II - The World Warrior", "Street Fighter II' - Champion Edition", and "Street Fighter II' Turbo - Hyper Fighting" are presented for the first time on the CPS II hardware via this game's intro.
Though the character select screen layout is the same as the one found in "Super Street Fighter II Turbo", its music has changed back to the character select music found in "Super Street Fighter II - The New Challengers," which itself is a remixed version of the character select music from "Street Fighter II - The World Warrior".
The version of the character corresponds to the Street Fighter II game that they were playable in : Normal ("Street Fighter II - The World Warrior"), Dash ("Street Fighter II' - Champion Edition"), Turbo ("Street Fighter II' Turbo - Hyper Fighting"), Super ("Super Street Fighter II - The New Challengers") and Super X ("Super Street Fighter II X - Grand Master Challenge").
The background music playback format has changed since it was introduced in Super Street Fighter II - The New Challengers. Previously, the background music will change to the 'KO version' of the music on the second round onward when one of the character loses enough health to cause the KO sign to flash. In this game, the 'KO version' of the music will play on the second round onward only when the character who loses enough health to cause the KO sign to flash is in danger of losing not only the round, but the match as well.
Color schemes for the stage backgrounds are still the same as for "Super Street Fighter II - The New Challengers" and "Super Street Fighter II X - Grand Master Challenge". However, a few background elements originally seen exclusively in "Street Fighter II - The World Warrior" have returned :
1) The dual barrels and stack of boxes in Ken's stage (from "Champion Edition" to 'Super X' there was just a single barrel).
2) The breakable 'Fuurinkazan' signs in Ryu's stage.
3) The lantern on the left side of E. Honda's stage.
Conversely, background elements that were present since Super Street Fighter II - The New Challengers are now missing :
1) The toucan that flies away at round's end in DeeJay's stage.
- TIPS AND TRICKS -
* Holding Start while selecting 'Super' for the version of your character will select the secret 'Super' version of the character as found in "Super Street Fighter II X - Grand Master Challenge".
Pressing the Start button to select your character when using the Normal, Super, or old Super version of the character will select them in an alternate classic outfit, used originally when two players simultaneously used the old version of the same character in "Super Street Fighter II X - Grand Master Challenge".
* Holding Start while selecting 'Super T' for the version of your character will allow certain characters to 'store' their super combos.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planner : Oni-Suzuki, Mo-Z
Programmer : Shin., Hard. Yas, Meijin, Hyper Shinchan, Yu Kawamura, Yoji Mikami, Senor, .Seta
Special Programmer : Nobuaki Minomiya
Title Designer : Ukabin
Instruction Card Designer : Masako Honma, Minoru Nagaoka
Scroll Designer : Yoko Fukumoto, Kuwajima.C-Ya.R-W, Alecky.Eh
Sound Designer : Hiroaki X68K Kondo
Music Arranger : Mitsuhiko Takano
Producer : Kenzy Itsuno
Executive Producer : Yoshihiro Sudo
Executive Director : Noritaka Funamizu
- PORTS -
* Consoles :
Sony PlayStation 2 (2003) : Stand-alone Japanese release only.
Sony PlayStation 2 (2004, "Street Fighter Anniversary Collection")
Microsoft XBOX (2004, "Street Fighter Anniversary Collection") : Includes the full length Japanese anime movie, "Street Fighter II : The Movie" (a.k.a. "Street Fighter II : The Animated Movie" outside Japan). The Japanese release has a slightly censored version of the original Japanese movie. Non-Japanese version of the game contains Manga Entertainment's PG-13 VHS release of the movie (English dub, pan&scan, heavily censored, original Japanese music soundtrack replaced with an American music soundtrack). Capcom released limited edition controllers for both systems with lenticular hologram of 6 Street Fighter's characters : Ryu, Ken, Chun-Li, Sagat, Guile and Akuma. Each one depicts the character doing their signature move : (Ryu readies a Hadouken, Ken executes a Shouryuken, Chun-Li her Senretskukyaku and Akuma releases his devilous energy). The Xbox version features online play through the Xbox Live service.
- SOURCES -
Hyper Street Fighter II - The Anniversary Edition, http://www.hyper-sfii.com/
$end
$info=hyprdriv,
$Edit this entry at Arcade-History.com
$bio
Hyperdrive (c) 1998 Midway Games.
- TECHNICAL -
Main CPU : R5000 (@ 200 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 2
Control : stick
Buttons : 4
- TIPS AND TRICKS -
* Mirror Mode : Press View1 during the track select screen. Mirror mode flips the track right to left, so that all the right-hand turns become left-hand turns and vice versa.
* Expert Mode : Press View2 during the track select screen. Expert mode turns off the 'catch-up' code, so there is no computer help for the players that are behind. This is for players who want a fair-and-square head-to-head race without any computer assistance. Also in expert mode, the green guide boxes for the boost zones are disabled, and the 'help boxes', that pop are disabled.
* Mirror Mode and Expert Mode can both be active at the same time. Just hold down View1 and View2 at the same time during the track select screen.
* No Drones Mode : Press View1 during the ship select screen. This mode is included for the really good players who want the race solely the result of head-to-head racing, without the chance of the race being influenced by one person getting bumped by a drone, or by the drones clustering around one person and not the other.
* Cruise Control : If the player doesn't step on the gas pedal at the start of the game, then the game will automatically keep the gas pedal at 80% of max speed.
* Barrel Rolls : Double-tapping the yellow buttons makes the ship roll to the right and left. The player gets a small but useful speed boost if he can pull off a barrel roll.
* Afterburner : Double-tapping the gas pedal makes the ship speed up and the exhaust flare up.
- STAFF -
SOFTWARE : Matt Booty, Ed Keenan, Brian Eddy, Peter Giokaris
ART : Mike Ossian, Dave Zabloudil, Jim Rohn, Brian Morris, Tony Lentini
MUSIC/SOUND : Dan Forden
- SOURCES -
Midway's HYPERDRIVE homepage, http://www.animbomb.com/hyperdrive/
$end
$info=imsorry,
$Edit this entry at Arcade-History.com
$bio
I'm Sorry (c) 1985 Coreland / Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5707
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Gonbee no I'm Sorry".
This game is mostly Japanese nonsense satire. The title is a play on the word 'sori,' which means Prime Minister. The main character is former Japanese Prime Minister Kakuei Tanaka, infamous for his plutocracy. Enemy characters include Carl Lewis, Michael Jackson, Japanese comedian Tamori and professional wrestler Giant Baba.
This game looks as if there might be a little S & M going on. When the human in sunglasses catches you, his clothes change to a black bikini and he now has a whip or riding crop. Your clothes change into a white diaper.
- STAFF -
From highscore table : Kenichi Kuma, Kayuri Tagami, Akira Matsuda, Noboru Nemoto, Maggy Minenko, Koichi Ueda, Atsuko Yama, Miyamisa S, Seiko Matsuda, You Mayami
$end
$info=irobot,
$Edit this entry at Arcade-History.com
$bio
I, Robot (c) 1983 Atari.
The player is an Interface Robot (#1984) in rebellion against Big Brother and his Evil Eyes in I, ROBOT. Players will enter another world where they must face off against Big Brother on different terrains, trying to shoot through a protective shield and advance to the pyramid where Big Brother's Evil Eye can actually be shot and destroyed. I, ROBOT provides players with exciting challenges as they attempt to lead a rebellion against the control of Big Brother.
I, ROBOT has several new features :
* Changing Perspective. By pressing the start pushbutton while in Game Play, players can change their viewpoint on the playfield. It takes them from an overhead view of the entire terrain to a ground-level view, where shooting the enemy is worth more points.
* 3-Dimensional Graphics. All objects in I, ROBOT are really three-dimensional.
* Doodle City. By entering the Transporter, players can go to Doodle City. The players can manipulate the I, ROBOT graphics in an infinite variety of shapes, colors, and patterns.
* Hall-Effect Joystick. This new analog joystick provides a faster and smoother response for the player.
I, ROBOT begins with the Interface Robot facing off against the Evil Eye. The player has to collect all of the red squares on the playfield in order to destroy the shield that protects the Evil Eye and enter the pyramid. The Robot can only jump to the red squares when the Evil Eye is not watching (i.e., yellow or green). If the Evil Eye is red, it will detect the Robot jumping and destroy him. At the acquisition of each red square, the protective shield is weakened. When the Robot has obtained all of the red squares, the shield is automatically destroyed and the Robot can get into the pyramid and destroy the Evil Eye.
After the destruction of the Evil Eye, the Robot travels through a Space wave where the player must either shoot and destroy or avoid the objects flying towards him.
At the completion of each space wave, the Robot lands on another geometric terrain, where once again he must face another Evil Eye.
Every third terrain contains a red pyramid which the Robot must enter after destroying the Evil Eye. Once inside the pyramid, the Robot has one chance to collect as many of the jewels as he can before he is destroyed. If the Robot is destroyed while inside the pyramid, he is immediately thrust back into space. The player must go through three more terrains, and destroy three more Evil Eyes before he has another chance to get the jewels inside of the pyramid.
People who didn't quite feel up to facing Big Brother could instead spend their quarter playing 'Doodle City', which was a little 3-D paint program that used the I, Robot engine and graphics to let the player draw things on screen. You could select Doodle City at the beginning of the game, and you could switch to the real game if you grew tired of doodling, but it would cost a life or two.
- TECHNICAL -
There was only one kind of I, Robot machine made, the upright dedicated cabinet. The only other game that used this exact cabinet was "Firefox", although the "Major Havoc" cabinet was similar. The best way to describe this cabinet is to say that it looked really top heavy. This cabinet wasn't just a straight up and down affair; the monitor area, control panel, and bottom section were all different sizes and the whole machine flared out at the bottom. The game featured partial sideart in the form of a field of red, blue, and yellow blocks floating in a field of stars. The marquee showed an 'I, Robot' logo composed of 3-D multicolored blocks. There were no important decorations on the control panel or monitor bezel, although the monitor did have a pair of grill-like plastic plates on either side of it. The action was controlled with a single 'Hall Effect' joystick mounted centrally and a camera button on the side of the control panel. This joystick was a fairly new kind of gaming control, but it never did catch on, a few other titles such as "Road Runner" used this stick, but they are almost impossible to find today. A joystick that worked off of magnetic fields probably wasn't the best idea anyway. Some people have managed to replace these joysticks with other kinds of analog sticks, but it requires custom work, and doesn't have the same feel as the Hall Effect stick.
Game ID : 136029
Main CPU : M6809 (@ 1.5 Mhz)
Sound Chips : (4x) POKEY (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 1
Control : 8-way joystick with FIRING button
Buttons : 2 (VIEW, VIEW)
- TRIVIA -
I, Robot was an utterly unique arcade experience, with several innovations that were frankly years ahead of their time : SOLID 3-D polygons, at a time when the first "Star Wars" game's wire frame antics were still blowing everyone away, appeared HERE first. Selectable camera angles; now a staple of 3d games, were another innovation that I, Robot introduced to the gaming world. The game's very uniqueness would also prove its downfall. Arcade goers of the time were seemingly unable to cope with the game's surrealism and groundbreaking graphics and I, Robot was a commercial flop. Approximately 1,000 units were produced and shipped worldwide.
I, Robot was originally called "Ice Castles" and consisted of three boards rather than the usual two. At the time of I, Robot's development, Atari exercised the somewhat unusual policy of awarding bonuses to engineers based entirely on revenue from sales of the machines, WITHOUT taking into account the amount of engineering resources (man years) spent developing it. In other words, just the sales revenue minus the manufacturing cost. Consequently, Atari's engineers were motivated to spend ridiculous amounts of time doing little more than reducing the manufacturing cost. They decided that the only way to reduce the cost of the game hardware was to replace a lot of TTL logic with an ASIC. Unfortunately, they assigned very inexperienced people to do the ASIC design. The resulting chip had very low yield; it's unlikely that ANY of them worked over the normal voltage and temperature ranges that commercial semiconductors are normally rated for. By this time, however, the game was so late that they weren't allowed to fix the ASIC problems. Apart from the time it would take to redo the chip, fixing it would also require putting it in a larger package with more power and ground pins, and so the board would have to be redone as well.
So for each production unit they just tried chips until they found one that seemed to work, and shipped the unit. They threw away a lot of chips.
An I, Robot machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Scoring in this game is a little complicated since many things score differently (even the same things can score differently) :
Birds, Balls, Spiked Balls, etc on the Platforms : 25-100 points
Polygon Asteroids, Pyramids, Cones, etc in Space : 1-300 points
Once you destroy the Eye on the Platforms round, you get whatever bonus is left. Bonuses are variable per Platform and range from 3000 to 7000 points and decrement as you play.
You get 100 points per jewel collected when you take out the Eye in the control area. There are a maximum of ten jewels in the control area. Your maximum score you can get, though, is 999 points.
In space, you get points for everything you can kill.
If your score is greater then the BEST time on the Platforms or the BEST score in Space, you get a bonus of 2,500 points. You do not receive this bonus if you get killed on the Platform or in Space and have to start again.
When you enter a transporter pod, you get 20,000 points/level skipped if you successfully complete the Platform you transported to. You can only go to level 79 this way.
- TIPS AND TRICKS -
* Hints for Game Play :
1) The player can advance to higher play levels while inside the Transporter.
2) Objects to be destroyed for points include a buzz saw, a soccer ball, a small ball dropped by a bird, the polygons, and a rolling log.
3) The player can achieve a bonus for shooting all of the tetrahedrons in a space wave. The player can also achieve bonus points by spelling I ROBOT by shooting the letters as they appear sequentially in space waves.
4) The player must shoot the polygons with SEVEN shots in order to destroy them and achieve points.
* Warp : Hold down both Start buttons when entering the transporter on level 1. You can now warp as high as level 10.
PLATFORMS :
* One block of claimed area will reduce the shield strength down by one. The shield strength is basically the total of all these unclaimed blocks per level. So if you see a shield strength of two, but don't see any unclaimed areas, this means you will definitely have to look around for them.
* Some Platform levels only have a few blocks separated by gaps while others have long walkways also separated by gaps. You must bridge the gaps between these blocks. To bridge any gap :
a) The game will show you when a gap can be bridged. The section under your robot will blink and a corresponding section across the gap will blink.
b) Bridges created are the same color that other claimed areas are.
c) If you jump when the Eye is open, your robot will be destroyed by the Eye.
* Sometimes unclaimed areas are hidden behind blocks. Use the point of view buttons to look for these areas.
* Your robot is equipped with lasers. They are useful when taking out the smaller objects such as birds and spiked balls. They won't work on the big beach balls or the walkway grinders.
* Using the above tip, remember to constantly shoot when you are jumping. Your lasers only fire toward the eye regardless of which way you jump. This usually prevents something from hitting your robot in mid-flight.
* Watch the shield below the Eye. The number will go down as long as you claim areas on the walkways. If the number is at one or two and you don't see any unclaimed areas, change your point of view and look around for unclaimed areas.
* There are indestructible creatures called ''Point of View'' killers. If you don't change your point of view by the time these things make it to your robot, your robot will be destroyed.
* In the middle, at the bottom of the screen is a phrase showing you how often the Eye opens and closes. This time is variable so you need to check out the bottom of the screen to see the frequency the eye opens. If there isn't a time, then it is once every five seconds.
* Keep in mind, you are on a timer. This basically means planning out in advance of where you want to move since there isn't really any time to sit around and take in the scenery.
* You must land on the unclaimed block in front of the eye in order to destroy it.
* Every third level, after you destroy the Eye from the outside, you will be able to enter a control area to take on the Eye in its environment. To make your job harder, a buzz saw starts at the back of this platform and eats it away toward the Eye. In addition, you may have to blast through walls in order to get the jewels and proceed toward the eye.
SPACE :
* The best way to get through this area is to rapidly shoot. Most objects require at least five to ten shots to take them out.
* Never let the tetras go. If you don't destroy them, they will come around from the backside and destroy your robot.
* There are other enemies such as tankers. If you hit them, they get mad and hit your robot from the backside if you don't destroy them.
* You can't destroy the saucers, but you can lead them into the rocks to kill them.
* You can also maneuver around the shapes but in the later levels, this is made harder by the life ring shaped objects that are on the outer edges.
* Every fourth level, you have to deal with a three-dimensional head. Although not particularly tough, it is a nuisance :
a) Fire at one side of the head to force it to rotate around. If the head isn't facing your robot, the danger is minimized considerably since he won't fire his cone-shaped projectiles at your robot.
b) You must hit every cone-shaped projectile fired from the head. If you don't, they come around and hit your robot from the backside.
c) You will have to survive this encounter for about 20 seconds. After that, you will be done with that part of the level.
* If you successfully destroy the letters IROBOT during the Space part of the level, you get a 5000 point bonus.
* After level two, you must successfully land your robot on the next level Platform.
- STAFF -
Designed and programmed by : Dave Theurer (DAV), Russel Dawe (RUS), Cris Drobny
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=ichir,ichirj,ichirjbl,ichirk,
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$bio
Ichidant-R - Puzzle & Action (c) 1994 Sega.
- TECHNICAL -
Sega System C2 hardware
Game ID : 834-10935
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- SERIES -
1. Tant-R - Puzzle & Action (1992)
2. Ichidant-R - Puzzle & Action (1994)
3. Treasure Hunt - Puzzle & Action (1997)
- PORTS -
* Consoles :
Sega GameGear (1994)
Sega Mega Drive (1995)
Sega Saturn (1996, "Sega Ages : Rouka ni Ichidant-R")
$end
$info=47pie2,47pie2o,
$Edit this entry at Arcade-History.com
$bio
Idol Janshi Suchi-Pai II (c) 1994 Jaleco.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Idol MahJong Soldier Suchi-Pai 2'.
- UPDATES -
Revision 1 :
* Software version : 1.0.
Revision 2 :
* Software version : 1.1.
- SERIES -
1. Bishoujo Janshi Suchi-Pai (1993, Nintendo Super Famicom)
2. Idol Janshi Suchi-Pai Special (1994)
3. Idol Janshi Suchi-Pai II (1994)
4. Idol Janshi Suchi-Pai Special (1995, 3DO)
5. Idol Janshi Suchi-Pai Special (1995, Sega Saturn)
6. Idol Janshi Suchi-Pai Limited (1995, Sony Playstation)
7. Idol Janshi Suchi-Pai Remix (1995, Sega Saturn)
8. Idol Janshi Suchi-Pai Special (1996, PC [MS Windows3.1])
9. Idol Janshi Suchi-Pai II (1996, Sega Saturn)
10. Idol Janshi Suchi-Pai II Limited (1996, Sony Playstation)
11. Idol Janshi Suchi-Pai Special (1997, PC [MS Windows95])
12. Suchi-Pai Adventure Doki Doki Nightmare (1998, Sega Saturn)
13. Suchi-Pai Adventure Doki Doki Nightmare (1998, Sony Playstation)
14. Suchi-Pai Adventure Doki Doki Nightmare Special Package (1998, Sega Saturn)
15. Idol Janshi Suchie-Pai Mecha Genteiban Hatsubai 5 Syuunen Maru Toku Package (1998, Sega Saturn)
16. Idol Janshi Suchie-Pai Secret Album (1999, Sega Saturn)
17. Idol Janshi Wo Tsukuttyaou (1999, Sega Dreamcast)
18. Idol Janshi Suchi-Pai III (1999)
19. Idol Janshi Suchi-Pai Collection Koushiki Digital Gengashuu (1999, PC [MS Windows 95/98], Macintosh)
20. Idol Janshi Suchi-Pai Desktop De Asonjyaou (2001, PC [MS Windows 95/98/98SE/ME])
21. Idol Janshi Suchi-Pai III Shokai Genteiban (2002, PC [MS Windows 95/98/2000/ME/XP])
22. Idol Janshi Suchi-Pai Fandisk Shokai Genteiban (2002, PC [MS Windows 98/2000/ME/XP])
23. Idol Janshi Suchi-Pai III (2002, PC [MS Windows 95/98/2000/ME/XP])
24. Idol Janshi Suchi-Pai Double Pack (2002, PC [MS Windows 98/2000/ME/XP])
25. JALECO The Best Idol Janshi Suchi-Pai Limited (2002, Sony PlayStation)
26. JALECO The Best Idol Janshi Suchi-Pai II Limited (2002, Sony PlayStation)
- PORTS -
* Consoles :
Sony PlayStation (1996, "Idol Janshi Suchie-Pai II Limited")
$end
$info=suchipi,
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Idol Janshi Suchi-Pai Special (c) 1994 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
- TIPS AND TRICKS -
* Secret Character : Kyouko is hidden character. You have to get maximum (Tumikomi) level before finish Stage 7 (VS Reika) to fight with her.
- SERIES -
1. Bishoujo Janshi Suchi-Pai (1993, Nintendo Super Famicom)
2. Idol Janshi Suchi-Pai Special (1994)
3. Idol Janshi Suchi-Pai II (1994)
4. Idol Janshi Suchi-Pai Special (1995, 3DO)
5. Idol Janshi Suchi-Pai Special (1995, Sega Saturn)
6. Idol Janshi Suchi-Pai Limited (1995, Sony Playstation)
7. Idol Janshi Suchi-Pai Remix (1995, Sega Saturn)
8. Idol Janshi Suchi-Pai Special (1996, PC [MS Windows3.1])
9. Idol Janshi Suchi-Pai II (1996, Sega Saturn)
10. Idol Janshi Suchi-Pai II Limited (1996, Sony Playstation)
11. Idol Janshi Suchi-Pai Special (1997, PC [MS Windows95])
12. Suchi-Pai Adventure Doki Doki Nightmare (1998, Sega Saturn)
13. Suchi-Pai Adventure Doki Doki Nightmare (1998, Sony Playstation)
14. Suchi-Pai Adventure Doki Doki Nightmare Special Package (1998, Sega Saturn)
15. Idol Janshi Suchie-Pai Mecha Genteiban Hatsubai 5 Syuunen Maru Toku Package (1998, Sega Saturn)
16. Idol Janshi Suchie-Pai Secret Album (1999, Sega Saturn)
17. Idol Janshi Wo Tsukuttyaou (1999, Sega Dreamcast)
18. Idol Janshi Suchi-Pai III (1999)
19. Idol Janshi Suchi-Pai Collection Koushiki Digital Gengashuu (1999, PC [MS Windows 95/98], Macintosh)
20. Idol Janshi Suchi-Pai Desktop De Asonjyaou (2001, PC [MS Windows 95/98/98SE/ME])
21. Idol Janshi Suchi-Pai III Shokai Genteiban (2002, PC [MS Windows 95/98/2000/ME/XP])
22. Idol Janshi Suchi-Pai Fandisk Shokai Genteiban (2002, PC [MS Windows 98/2000/ME/XP])
23. Idol Janshi Suchi-Pai III (2002, PC [MS Windows 95/98/2000/ME/XP])
24. Idol Janshi Suchi-Pai Double Pack (2002, PC [MS Windows 98/2000/ME/XP])
25. JALECO The Best Idol Janshi Suchi-Pai Limited (2002, Sony PlayStation)
26. JALECO The Best Idol Janshi Suchi-Pai II Limited (2002, Sony PlayStation)
- PORTS -
* Consoles :
Panasonic 3DO (1995)
Sega Saturn (1995)
$end
$info=suchie3,
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Idol Janshi Suchie-Pai 3 (c) 1999 Jaleco.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- SERIES -
1. Bishoujo Janshi Suchi-Pai (1993, Nintendo Super Famicom)
2. Idol Janshi Suchi-Pai Special (1994)
3. Idol Janshi Suchi-Pai II (1994)
4. Idol Janshi Suchi-Pai Special (1995, 3DO)
5. Idol Janshi Suchi-Pai Special (1995, Sega Saturn)
6. Idol Janshi Suchi-Pai Limited (1995, Sony Playstation)
7. Idol Janshi Suchi-Pai Remix (1995, Sega Saturn)
8. Idol Janshi Suchi-Pai Special (1996, PC [MS Windows3.1])
9. Idol Janshi Suchi-Pai II (1996, Sega Saturn)
10. Idol Janshi Suchi-Pai II Limited (1996, Sony Playstation)
11. Idol Janshi Suchi-Pai Special (1997, PC [MS Windows95])
12. Suchi-Pai Adventure Doki Doki Nightmare (1998, Sega Saturn)
13. Suchi-Pai Adventure Doki Doki Nightmare (1998, Sony Playstation)
14. Suchi-Pai Adventure Doki Doki Nightmare Special Package (1998, Sega Saturn)
15. Idol Janshi Suchie-Pai Mecha Genteiban Hatsubai 5 Syuunen Maru Toku Package (1998, Sega Saturn)
16. Idol Janshi Suchie-Pai Secret Album (1999, Sega Saturn)
17. Idol Janshi Wo Tsukuttyaou (1999, Sega Dreamcast)
18. Idol Janshi Suchi-Pai III (1999)
19. Idol Janshi Suchi-Pai Collection Koushiki Digital Gengashuu (1999, PC [MS Windows 95/98], Macintosh)
20. Idol Janshi Suchi-Pai Desktop De Asonjyaou (2001, PC [MS Windows 95/98/98SE/ME])
21. Idol Janshi Suchi-Pai III Shokai Genteiban (2002, PC [MS Windows 95/98/2000/ME/XP])
22. Idol Janshi Suchi-Pai Fandisk Shokai Genteiban (2002, PC [MS Windows 98/2000/ME/XP])
23. Idol Janshi Suchi-Pai III (2002, PC [MS Windows 95/98/2000/ME/XP])
24. Idol Janshi Suchi-Pai Double Pack (2002, PC [MS Windows 98/2000/ME/XP])
25. JALECO The Best Idol Janshi Suchi-Pai Limited (2002, Sony PlayStation)
26. JALECO The Best Idol Janshi Suchi-Pai II Limited (2002, Sony PlayStation)
- PORTS -
* Consoles :
Sega Dreamcast (1999, "Idol Janshi o Tsukucchaou")
$end
$info=idhimitu,
$Edit this entry at Arcade-History.com
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Idol no Himitsu (c) 03/1989 Digital Soft.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Idol's Secret'.
$end
$info=fromance,
$Edit this entry at Arcade-History.com
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Idol-Mahjong Final Romance (c) 1991 Video System.
A mahjong game with night life overtones and special items.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : mahjong keyboard
- SERIES -
1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)
$end
$info=idolmj,
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Idol-Mahjong Housoukyoku (c) 1988 System Service.
A mahjong game with stripping women! 'Is that a RON in your pants or are you just happy to see me?'
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Idol-Mahjong Broadcasting Studio'.
$end
$info=iemoto,iemotom,
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Iemoto (c) 10/1987 Nichibutsu.
A mahjong game where the player battles mercenaries to save girls.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Principal'.
$end
$info=iganinju,
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Iga Ninjutsuden - Goshin no Sho (c) 09/1988 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'The Legend of Iga Ninjutsu - Book of the Five Gods'.
Iga is one of the two famous schools of ninjutsu (the ninja martial art), the other being Kouga.
This game is known outside Japan as "Ninja Kazan".
$end
$info=igmo,
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IGMO (c) 1984 Epos.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz)
Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
Control : 8-way joystick
Buttons : 2
$end
$info=ikarijp,ikarijpb,
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Ikari (c) 1986 SNK.
- TECHNICAL -
Game ID : A5004 'IW'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Anger'.
This game is known outside Japan as "Ikari Warriors".
The two heroes of the Ikari Warriors series, Paul and Vince, appear in the King of Fighters series as Ralf Jones and Clark Steel.
- SERIES -
1. Ikari (1986)
2. Dogosoken (1986)
3. Ikari III - The Rescue (1989)
$end
$info=ikari3,ikari3nr,
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Ikari III - The Rescue (c) 01/1989 SNK.
- TECHNICAL -
Game ID : A7007 'IK3'
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : dial
Buttons : 3
- SERIES -
1. Ikari Warriors (1986)
2. Victory Road (1986)
3. Ikari III - The Rescue (1989)
- PORTS -
* Consoles :
Nintendo Famicom (1990)
* Computers :
Commodore C64 (1990)
$end
$info=ikari,
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Ikari Warriors (c) 03/1986 SNK.
SNK's answer to Capcom's 'Commando', released a year earlier, one or two players take on the role of a "Rambo-esque" soldier as they fight on land and water to reach the village of Ikari. most of the action takes place on foot, although players will occasionally stumble across un-occupied enemy tanks which can be entered and driven. Standing between the players and their destination are a multitude of enemy soldiers, tanks, helicopters and static gun emplacements.
Each different enemy soldier-type is equipped with a different weapon, such as a semi-automatic machine gun, automatic machine gun, grenades, and super grenades. To assist the players in their struggle, a number of power-ups can be picked up, such as extended shot range and hand-grenades. As the players' munitions are depletable, additional ammo/grenades must to be picked up along the way. players can also enter tanks, which offer increased firepower as well as resistence to enemy shots. Too many enemy hits, however, will eventually see the tank explode - this is proceeded by a warning flash to allow the player to leave the tank before the explosion takes place. Should the player be caught inside when the tank explodes, a life is lost.
Unlike Capcom's 'Commando', Ikari Warriors features 360 degree gameplay, as a result of this the home conversions could never hope to match the arcade machine's rotary joystick controls.
- TECHNICAL -
Game ID : A5004 'IW'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is known in Japan as "Ikari".
The two heroes of the Ikari Warriors series, Paul and Vince, appear in the King of Fighters series as Ralf Jones and Clark Steel.
Stan Szczepanski holds the official record for this game with 1,799,000 points.
An Ikari Warriors machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* When driving a tank, try to avoid upgrading from cannonballs to missiles. Cannonballs explode as supergrenades, making it easier to hit gates and squadrons of men. Missiles, unfortunately, only take out one obstacle and will explode upon reaching their maximum range, which is rarely where you'd like the explosions to be.
* There are times when incoming missile triggers are impossible to avoid in the tank. A bug in the machine maximizes the number of explosions that can be onscreen at one time. When you MUST run over a trigger, fire off three shots rapidly timed to explode when the missile lands. With luck, the computer will be unable to generate the explosion and you and your tank can continue.
- SERIES -
1. Ikari Warriors (1986)
2. Victory Road (1986)
3. Ikari III - The Rescue (1989)
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Atari 7800 (1989)
Atari 2600 (1990)
* Computers :
Commodore 16 (1987)
PC [Booter] (1987)
PC [MS-DOS, 5.25''] (198?)
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
Amstrad CPC (1988)
Commodore Amiga (1989)
Atari ST (1989)
MSX2
$end
$info=ikki,
$Edit this entry at Arcade-History.com
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Ikki (c) 1985 Sun Electronics.
A maze game.
- TECHNICAL -
Game ID : TVG17
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 257
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'insurrection' (like peasant against the shogun).
This game is known outside Japan as "Boomerang", and also as "Farmers Rebellion".
The main characters was officially called 'Gonbe' and 'Tago'.
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sony PlayStation (2001, "Memorial Series Sunsoft Vol.1: Ikki & Super Arabian")
Nintendo Wii (2007, "Virtual Console" - Famicom Version) Only in japan.
$end
$info=imgfight,
$Edit this entry at Arcade-History.com
$bio
Image Fight (c) 1988 Irem.
A vertically scrolling shoot-em-up with an original premise. The game's first 5 stages are supposed to be a 'simulation' and serve as training to test the player's abilities. Player's will receive a penalty if their hit-ratio is too low.
Once players have proved themselves on the opening stages, they will progress to the game's last 3 stages, blasting off into space on a mission to destroy the alien vegetation surrounding the Moon's main computer. If the player fails in the mission, they must endure the dreaded 'Penalty Zone'. Features a high level of challenge, a wide variety of weapons and the ability to change speed.
If the player's ship is equipped with one or more red/blue extra guns, pushing both ACTION buttons simultaneously will sling the guns forward in a boomerang-like fashion. This is a powerful and destructive method and can be done an unlimited number of times.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC
Screen orientation : Vertical
Video resolution : 256 x 384 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in November 1988.
The OF-1 (the player's ship) appears as an unlockable ship in the Sony PlayStation 2 game "R-Type Final".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M Irem 1 - D28B0012) on 21/01/1989.
- TIPS AND TRICKS -
* Secret Invincibility :
1) Turn DIP 2-7 ON.
2) Reset the game with holding Player 2-Button 2 (Speed Change button).
3) You will be able to start a game with invincibility.
- SERIES -
1. Image Fight (1988)
2. Image Fight II (1991)
- STAFF -
Sound composer : Sclap
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Famicom (1990)
Sega Saturn (1998, "Image Fight & X-Multiply")
Sony PlayStation (1998, "Image Fight & X Multiply")
* Computers :
FM Towns PC (1990)
Sharp X68000 (1990)
$end
$info=imago,
$Edit this entry at Arcade-History.com
$bio
Imago (c) 1983 Acom.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.536 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 322
Players : 1
Control : 8-way joystick
Buttons : 1
$end
$info=imekura,
$Edit this entry at Arcade-History.com
$bio
Imekura Mahjong (c) 10/1994 Sphinx / AV Japan.
A mahjong game with digitized females as prizes!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Image Club Mahjong'.
$end
$info=inthunt,inthuntu,
$Edit this entry at Arcade-History.com
$bio
In The Hunt (c) 1993 Irem.
A 6-level, 1- or 2-player shoot'em up in which the player takes control of a submarine. In The Hunt is a superb game, created by the team behind the legendary "R-Type" series. The superbly-rendered graphics are very similar in style to Irem's "R-Type Leo", released a year earlier. In The Hunt would prove to be Irem's last 'traditional' arcade shoot'em up, although 2 further R-Type sequels were released for home consoles (see R-Type Series section for more info).
- TECHNICAL -
Irem M-92E system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1993.
This game is known in Japan as "Kaitei Daisensou".
Derrick Hoor holds the official record for this game with 908,904 points.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Designers : Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi
Programmer : Nobu, Wanderer
Sound creator : Ai Ai
Publicity staff : Sakomizu
Planner : Tobi_Nag
Assistants : Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda
- PORTS -
* Consoles :
Sega Saturn (1995)
Sony PlayStation (1996)
* Computers :
PC [MS Windows 95, CD-ROM] (1997)
$end
$info=inca,
$Edit this entry at Arcade-History.com
$bio
Inca (c) 199? Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=indianbt,
$Edit this entry at Arcade-History.com
$bio
Indian Battle (c) 1980 Taito.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz), Discrete, Speaker
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way Joystick
Buttons : 1
- TRIVIA -
Also released as an Cocktail model : "Indian Battle [Cocktail model]".
$end
$info=indytemp,indytemd,indytem2,indytem3,indytem4,
$Edit this entry at Arcade-History.com
$bio
Indiana Jones and the Temple of Doom (c) 1985 Atari Games.
The player takes on the role of action movie hero, Indiana Jones, in a game that takes place over 3 different zones; the mines, a minecart chase and the temple. The first level features a number of platforms, ladders and slides and Indy must free kidnapped children by finding their cages and whipping them open.
The player must also keep an eye out for rattlesnakes and Thugee guards. The second zone is a recreation of the infamous minecart chase in the movie and the player must guide Indy's cart to the bottom of the mine; keeping ahead of enemy carts and voiding traps and track-side enemies. The final area takes place in the temple itself and Indy must make his way to the altar and retrieve the Sankhara stone. Indy must avoid guards and also fireballs thrown by the game's enemy boss, Mola Ram.
The player can choose to start the game on any one of 3 difficulty levels : easy, medium and hard. These are selected at the beginning of the game by entering the corresponding door. Once all 3 Sankara stones have been collected, Indy must work his way through a final mine and minecart section, before making his escape on the rope bridge and facing Mola Ram once and for all. Playing the easy level will not include this level the first time Indy acquires all three stones. Instead, a message will appear stating that Indy escaped on the rope bridge. The player is then returned to the game, starting again on a more difficult mines level.
- TECHNICAL -
Atari System 1 hardware
Game ID : 136036
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), POKEY (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in August 1985.
Theme music and sound effects are from the movie of the same name. This is the first Atari System I game to use speech capability to talk to players.
An Indiana Jones and the Temple of Doom machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
At the difficulty select screen, whip all the hanging skeletons and both snakes to receive a 5,000 point 'Completion Bonus'. Whipping all the gas cannisters in the mines stage gives a 'Pyro Bonus' and whipping every bone pile and snake in the altar stage also gives a bonus. On levels which feature pits of molten lava, whipping enemy guards until they fall in the lava will earn additional bonus points.
- STAFF -
Directed by : Peter Lipson
Produced by : Mike Hally
Location Supv. : Rob Rove
Voice Coach : Earl Vickers
Music / Audio effects : Hal Canon, Dennis Harper
Costumes & special effects : Susan G. McBride, Alan Murphy, Will Noble
Set designer : Dave Ralston
- PORTS -
* Consoles :
Nintendo Famicom (1988)
* Computers :
Atari ST (1985)
Amstrad CPC (1987)
Apple II
Commodore C64 (1987)
Commodore Amiga
Sinclair ZX Spectrum (1987)
$end
$info=indy500,
$Edit this entry at Arcade-History.com
$bio
Indianapolis 500 (c) 1995 Sega.
Ladies and Gentlemen, Start Your Engines!!
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TIPS AND TRICKS -
* Fifth View : To access a secret fifth view, switch to the fourth view during the race, then press any two view change buttons simultaneously.
* Mirror Mode : Hold the red zoom in button while pressing Start to begin the game. All of the track graphics and text will be flipped horizontally.
* Mirror Mode And Power Steering : Hold both Zoom buttons while pressing Start to begin your game. You'll be playing in mirror mode and the steering wheel will turn more freely. Note : These tricks will only work on the 'twin type' machines and not on the deluxe 'dx' type.
* Backwards Tracks : Hold the shift lever Down while starting a game. You'll be driving the track in the opposite direction. Note : That in a multiplayer game the course direction is determined with majority rule; that is it won't work unless the majority of the players hold their shifter Down at this time.
* Drive The Pace Car : After choosing a course-but before the race starts, step on the Brake and simultaneously press the Start button. You'll be driving the mustang pace car.
* Vs. Pace Cars : After choosing a course-but before the race starts, step on the Brake and simultaneously push the shift lever Up. This will change your opponents car to pace cars. Note : That in a multiplayer game, this will only change the appearence of the cars which are controlled by your game board (your screen only will be affected).
* Front View : To see your car from front to back, switch to the third or fourth view during the race, then press the Start button and both view change buttons simultaneously.
* Position Markers : Hold the Start button when changing views to make the car's position markers appear above the cars.
* Trailer Tricks : At the transmission select screen, step on the Brake to close the door on the trailer that holds your car or step on the Gas to view your car coming out of the trailer.
* Bird Trick : When driving on the 'Highland Raceway' track in 'Backwards Track Mode' a flock of birds will cling to your car. If you immediately make a u-turn and drive in the opposite direction, the birds will stick with you for the rest of the game.
$end
$info=idsoccer,
$Edit this entry at Arcade-History.com
$bio
Indoor Soccer (c) 03/1985 Universal.
A two-on-two soccer game.
- TECHNICAL -
Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz)
Sound Chips : (4x) SN76496 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 258
Players : 2
Control : Double 8-way joysticks
Buttons : 2
- PORTS -
* Computers :
Commodore C64 (1989)
$end
$info=inferno,
$Edit this entry at Arcade-History.com
$bio
Inferno (c) 1984 Williams.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 1 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 276 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- TRIVIA -
Approximately 50 units were produced.
- STAFF -
From highscore table : Python Anghelo (PVA), Bill Pfutzenreuter (PFZ), Bill Parod (PAR), Ed Suchocki (EJS), Mark Loffredo (ML ), Lou Isbitz (LOU)
$end
$info=minferno,
$Edit this entry at Arcade-History.com
$bio
Inferno (c) 12/1977 Meadows Games.
- TECHNICAL -
Main CPU : S2650 (@ 208.333 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 184 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=inquiztr,
$Edit this entry at Arcade-History.com
$bio
Inquizitor (c) 1989 B.F.M. [Bell-Fruit Mfg. Co., Ltd.].
$end
$info=insector,
$Edit this entry at Arcade-History.com
$bio
Insector (c) 1982 Gottlieb.
- TECHNICAL -
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This was Skelly's second game for Gottlieb, but it was never released. Number produced estimated at 1 or 2 units. This game represents Skelly's own answer to "Robotron - 2084".
The cool thing about Insector is the three-letter code in at the start. Tim Skelly used this value as a seed for each player's pseudo random number generator. That way, if you want exactly the same game every time, you enter the same three letters. If you wanted to handicap yourself, you would enter different letters and let the other player enter their usual letters, etc.
- TIPS AND TRICKS -
* Make The Game Easier : Tim put in this game a secret code that made the game easier. Enter 'DDT' on the three-letter start (David Thiel's initials).
- STAFF -
Designed and programmed by : Tim Skelly
Audio by : David Thiel
$end
$info=insectx,
$Edit this entry at Arcade-History.com
$bio
Insector X (c) 1989 Taito.
You are ins(p)ector X. Who's mission is to kill all the insects in the area. With your gun and jet-gadget, you shoot your way through numerous insects, flies till the end of the game.
- TECHNICAL -
Prom Stickers : B97
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Consoles :
Sega Mega Drive (1990)
Nintendo Famicom (1990)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=jollycdab,
$Edit this entry at Arcade-History.com
$bio
Inter Game Poker (c) 1990 Inter Games.
- TECHNICAL -
Main CPU : M65SC02 (@ 3 Mhz)
Sound Chips : AY8910 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
Buttons : 7
$end
$info=intcup94,
$Edit this entry at Arcade-History.com
$bio
International Cup '94 (c) 1994 Taito.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D78
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Hattrick Hero '94".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- SERIES -
1. Euro Champ '92 (1992)
2. Taito Cup Finals (1993)
3. International Cup '94 (1994)
4. Taito Power Goal (1994)
- STAFF -
Planner : Takeshi Kobori
Character design : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, XXX Hayashi
Software Super Cup Version : Masashi Tsuzura, Yasutaka
Design : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka
Assistant : Shin Tanaka
Director : Takeshi Kobori (Marutake)
* Cast :
Player & GK : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita
$end
$info=istellar,
$Edit this entry at Arcade-History.com
$bio
Interstellar Laser Fantasy (c) 1983 Funai.
Your mission is to fly to distant worlds battling alien spaceships and destroying alien bases. Armed with lasers and bombs, you travel across alien deserts, through space caverns, and into bizarre wire framed cities to find and destroy the Delta UFO.
- TECHNICAL -
This game uses a laser disc.
- TRIVIA -
The laser disc background images were created by Japan-based company, Gakken.
A Interstellar Laser Fantasy machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
- SERIES -
1. Interstellar Laser Fantasy (1983)
2. Interstellar Zangus (1985)
- PORTS -
* Computers :
Pioneer Palcom PX-7 ("Inter Stellar")
$end
$info=intrepid,intrepi2,
$Edit this entry at Arcade-History.com
$bio
Intrepid (c) 1983 Nova Games.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Mauro Peruzi holds the official record for this game with 109,130 points.
- SCORING -
Time bonus : 50 points per guard who spots you.
Collecting an object : 300 points.
Collecting secret plans : points remaining on counter.
Leaving the embassy : points remaining on counter.
- TIPS AND TRICKS -
* Always enter the rooms in the order 4,3,2,1,5. This way you get the jetshoes first as they are always on the 4th floor, and the guards are furthest away from you.
* Never exit a room until all the guards have entered. This way you won't bump into one outside, where they are harder to avoid.
* Always leave the embassy by jumping off the roof with the umbrella, as you get more points as it's a quicker route out.
* When the guards have all entered the room, wait until they get close to you, before running for the exit. They can only turn at 90 degrees and you can outrun them.
- SERIES -
1. Intrepid (1983)
2. Zarya Vostoka (1984)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=invrvnge,invrvnga,
$Edit this entry at Arcade-History.com
$bio
Invader's Revenge (c) 1979 Zenitone Microsec.
Invader's Revenge is a simple two-dimensional shooter. You control your fighter to defend your supply against an endless stream of alien invaders. Once you clear out one wave of six invaders, another wave comes in to take your fuel. After seven waves of alien invaders, you will then be given the chance to dock with your base to refuel. Of course, you have to navigate the hazards to get to your base. Your objective is simple, prevent the aliens from taking or destroying your fuel supply.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Invader's Revenge was one of a long string of "Space Invaders" clones to hit the market after the runaway success of Space Invaders in 1978. This game was developed by a company within the United Kingdom. Zenitone Microsec also went on to develop other Space Invader clones such as "Super Invaders" and "Space Attack II". All these games were distributed in Europe, Invader's Revenge was distributed in Germany by Dutchford.
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle, at the bottom of the screen above the fuel storage area with 26 units of fuel. Your goal is to blast the invaders into dust. Each wave of invaders consists of six alien ships. You will go through seven waves of invaders before you have a chance to dock. The order of the invaders is (by their point value) : 10, 20, 30, 50, 20, 30, and 50.
* The alien invaders will attempt to make you lose your fuel one of two ways :
a) By getting to the bottom of the screen and actually picking up the fuel to bring back to the UFO. You can shoot these aliens down to recover a fuel unit.
b) The aliens will drop bombs upon your fuel supply to cause you to lose a unit. These bombs can be shot down.
* Just like the original game, when the invaders get to the left or right side of the screen, they will drop down a level. In addition to dropping down, an invader may peel away from the formation and head down to attempt to take one of your fuel units.
* Learn the different formations the invaders show. Some of the formations are :
a) In a straight line across.
b) In two straight lines across.
c) In a staggered formation that resembles a '>' or '<'.
d) One invader on each row for six rows.
* When shot, some invaders don't explode. Instead, you literally will shoot them down. After they are shot, the invader will head straight toward your fighter. Make sure you quickly move from under an invader after you have shot it to prevent this from happening.
* As in "Space Invaders", shoot the right or leftmost invader to prevent them from dropping another level down. In addition, the fewer invaders there are, the faster they travel across the screen. Make sure you adjust for this.
* Your primary objective is to prevent the invaders from stealing or destroying your fuel supply. If you lose all of your fuel, your game will be over regardless of the number of fighters you have left.
* Docking can be quite a chore. You must navigate around some space debris in order to get to your base to refuel. Watch your fuel supply because you can burn it up very quickly if you're not careful.
* As the game progresses, the invaders get more aggressive and will send down two or even three of their numbers to attempt to steal your fuel. In addition, the UFO at the top of the screen moves back and forth to drop bombs on you.
* Learn to conserve your firepower and only shoot at sure targets. The reason is the fact you can only have one shot on the screen at any time.
* Since there is no cover, make sure you are moving around constantly. If you don't move your fighter around, you are just inviting trouble to happen.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=invasion,
$Edit this entry at Arcade-History.com
$bio
Invasion (c) 19?? Sidam.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
$end
$info=invasn,
$Edit this entry at Arcade-History.com
$bio
Invasion (c) 1999 Midway.
There was a time, thousands of years ago when 'visitors' arrived on earth and chose humans for a great experiment. They gave humans the ability to learn in order to watch them evolve and expand their minds beyond their primitive means.
Now the experiment is complete and the 'visitors' have returned to harvest their crop. At this moment, their great ships are arriving at major cities around the globe preparing to conquer and claim what is rightfully theirs... the human race.
To stop the invasion you must complete four separate missions by defeating the invading aliens that are abducting and mutating humans, snatching monuments and creating havoc in the world. The fate of the plant is in your hands!
- TECHNICAL -
Midway Zeus hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Developed by Play Mechanix.
The full title is "Invasion - The Abductors".
$end
$info=invinco,
$Edit this entry at Arcade-History.com
$bio
Invinco (c) 11/1979 Sega.
Another game inspired by "Space Invaders", this one includes some innovation on the aliens: One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a third row of aliens each take (at least) three hits to kill. A fourth row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.
- TECHNICAL -
Game ID : 310-318
Main CPU : Z80 (@ 1.93356 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick
Buttons : 1
- SCORING -
Bottom Blue aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 ponts
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points
- TIPS AND TRICKS -
Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.
$end
$info=invds,
$Edit this entry at Arcade-History.com
$bio
Invinco / Deep Scan (c) 05/1980 Sega.
Invinco is a game inspired by "Space Invaders", with some innovation on the aliens: One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a third row of aliens each take (at least) three hits to kill. A fourth row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.
Deep Scan is a sub hunting game.
- TECHNICAL -
Game ID : 367-382
Main CPU : Z80 (@ 1.93356 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick
Buttons : 3
- SCORING -
For Invinco :
Bottom Blue aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 ponts
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points
- TIPS AND TRICKS -
For Invinco :
* Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.
$end
$info=invho2,
$Edit this entry at Arcade-History.com
$bio
Invinco / Head On 2 (c) 1979 Sega.
Head On 2 is a two-dimensional maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.
Invinco is a game inspired by "Space Invaders" with some innovation on the aliens: One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a third row of aliens each take (at least) three hits to kill. A fourth row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.
- TECHNICAL -
Game ID : 271-286
Main CPU : Z80 (@ 1.93356 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 2
- SCORING -
For Head On 2 :
Dots : 5 pts X number of cars on field.
Diamonds : 25 pts X number of cars on field.
For Invinco :
Bottom Blue aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 ponts
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points
- TIPS AND TRICKS -
For Head On 2 :
* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze. Also, the color of the Jam Car is red while yours is white.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.
* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
For Invinco :
* Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.
$end
$info=ipminvad,
$Edit this entry at Arcade-History.com
$bio
IPM Invader (c) 1979 Irem.
- TECHNICAL -
Main CPU : M6502 (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Known as the poor mans version of "Space Invaders". IPM Invader was manufactured by a company called IPM, which later changed it's name to IREM.
- UPDATES -
It is like "Space Invaders", with identical graphics. It uses a color monitor instead of a black and white monitor with a color overlay.
It has the addition of the famous 'coffee break'. What's the 'coffee break'? The 'coffee break' is a unique feature in IPM Invaders whereas after every 3rd wave or pattern of invaders, the 'coffee break' appears.
Another unique feature in IPM Invader is the 'capsules'. When dip switch settings are changed to advanced settings, the game becomes more difficult with the introduction of the UFO (mystery score ship) dropping 'capsules' that hatch into new invaders. The 'capsules' cannot be destroyed until they hatch, and are dropped across the screen to defeat the players 'narrow column' strategy.
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
$end
$info=ippatsu,
$Edit this entry at Arcade-History.com
$bio
Ippatsu Gyakuten (c) 1986 Public Software / Paradais.
$end
$info=iqblock,iqblocka,iqblockf,
$Edit this entry at Arcade-History.com
$bio
IQ-Block (c) 1993 IGS.
- TECHNICAL -
Game ID : 0036-5
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
IGS even misspelled 'INSER COIN' during the demo mode instead of 'INSERT COIN'.
$end
$info=ironhors,
$Edit this entry at Arcade-History.com
$bio
Iron Horse (c) 1986 Konami.
A side-scrolling platform game in which the player takes on the role of a cowboy train-robber. The cowboy can use either his fists, pistols or a whip and must work his way along a moving train, killing enemy cowboys and collecting money and special weapons.
- TECHNICAL -
Game ID : GX560
Main CPU : M6809 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM2203 (@ 3.072 Mhz), (3x) RC (@ 3.072 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
Released in January 1986.
This game is known in Japan as "Dai Ressya Goutou".
A bootleg of this game is known as "Far West".
- PORTS -
* Computers :
Commodore C64 (1987)
Amstrad CPC (1988)
$end
$info=offroad,offroadt,
$Edit this entry at Arcade-History.com
$bio
Ironman Ivan Stewart's Super Off-Road (c) 1989 Leland.
In his never ending quest for adventure and excitement, man invented off-road racing. These races were then brought before the masses by converting huge sports stadiums into dirt and mud obstacle courses in which off-road 'Ironmen' battled for top honors.
Now THE LELAND CORPORATION brings this fast moving, hard driving sport to the video game arena.
Ivan IRONMAN Stewart's SUPER OFF-ROAD is stadium off-road racing at it's best. One to three players are asked to test their dirt track skills against the best dirt truck driver in the world.
Contestants compete on 8 different tracks with a total of 16 configurations and these courses are packed with enough jumps, bumps, hills, and holes to challenge even the most skillful driver.
Winning drivers earn 'cash' prizes, and use this 'cash' to 'buff out' their machines. At the end of each race, players take their trucks to the 'Speed Shop' to buy better shocks, tires, engines, and higher top speed. They can also buy nitro packs to help them blast over the jumps and through the mud.
The 'Convert-a-Credit' feature allows drivers to add to their winnings by using credits as 'cash'. Each additional quarter, when converted, becomes $200,000.00 in game 'cash' and this additional 'cash' may be used for purchases in the 'Speed Shop'.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 3
Control : dial
Buttons : 1
- TRIVIA -
Released in April 1989.
Ironman Ivan Stewart's Super Off-Road is the first arcade game to feature Dynamic Play Adjustment (DPA), the cpu would change the speed and skill of the grey car (supposedly Mr. Stewart himself) in relation to your performance in the game, in order to ensure high earnings and close contests.
Ivan Stewart is a legend in Off-Road racing. He gained his nickname 'Ironman' as a result of competing in many marathon treks through the desert. Each time he won a Baja 500 or Baja 1000 race, held in the heat of Mexico, Stewart received an 'Ironman' award. Mickey Thompson, the man behind the Off-Road Championship Grand Prix Series began referring to Ivan Stewart as 'The Ironman of Off-Road Racing' after he picked up the Drivers' Points Championship in two successive years. While the tag has been shortened a bit, the title 'Ironman' has stuck.
An upgrade kit for this game exists and is called 'The Track-Pack' (see Updates section for more info).
- UPDATES -
* The Track Pack : This upgrade contains eight brand-new tracks which are : Shortcut, Cutt-off Pass, Pig Bog, Rio Trio, Leapin' Lizards, Redoubt About, Boulder Hill and Volcano Valley.
- STAFF -
Direction : John Rowe, Medo Moreno, Dan Viescas
Technical advisor : Ivan Stewart
Concept / Team leader : John Morgan
Software : John Morgan, Earl Stratton, Hartono Tjitro
Graphics : Steve High, Kevin Lydy, Dok Whitson, Jerry Huber
Music : Sam Powell
Sound : Mike Enright, Michelle Simon
Hardware : Eric Henderson, Dennis Sable, Dave Scott
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Sega Game Gear (1992)
Nintendo Super Famicom (1992, "Super Off Road")
Nintendo Game Boy (1992, "Super Off Road")
Atari Lynx (1996)
Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")
Microsoft XBOX (2005, "Midway Arcade Treasures 3")
Nintendo GameCube (2005, "Midway Arcade Treasures 3")
Notes : For legal reasons, Midway's Arcade Treasures 3's version of Super Off-Road has been edited. All references to 'Ironman' Ivan Stewart have been removed.
* Computers :
Sinclair ZX Spectrum (1990)
Amstrad CPC (1990, "Iron Man")
Commodore Amiga (1990)
Atari ST (1990)
PC [MS-DOS] (1990)
Commodore C64 (1991, "2 Hot 2 Handle")
Commodore Amiga (1991, "2 Hot 2 Handle")
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=ixion,
$Edit this entry at Arcade-History.com
$bio
Ixion (c) 1983 Sega.
- TECHNICAL -
Main CPU : Z80 (@ 3.04125 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Dial
Buttons : 1
- TRIVIA -
Released in January 1983.
- PORTS -
* Consoles :
Atari 2600 (1984) : Unreleased prototype
$end
$info=vshoot,
$Edit this entry at Arcade-History.com
$bio
J-League Soccer V-Shoot (c) 1994 Namco.
A soccer game featuring the top league teams of Japan.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : VSJ
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is an official licensed product of the J-League.
$end
$info=jjsquawk,
$Edit this entry at Arcade-History.com
$bio
J. J. Squawkers (c) 1993 Athena / Able.
Nice colored platform game with fun characters who throw cool weapons!
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A Hack of this game are known as "Simpson Junior".
$end
$info=pottnpkr,pottnpkb,
$Edit this entry at Arcade-History.com
$bio
Jack Potten's Poker (c) ???? Unknown.
- TECHNICAL -
Main CPU : M6502 (@ 625 Khz)
Palette colors : 64
Players : 1
Buttons : 10
$end
$info=jackrabt,jackrab2,jackrabs,
$Edit this entry at Arcade-History.com
$bio
Jack Rabbit (c) 1984 Zaccaria.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : (2x) M6802 (@ 895 Khz)
Sound Chips : (2x) AY8910 (@ 1.79 Mhz), (2x) DAC, TMS5220 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in January 1984.
Massimil Pellegrini holds the official record for this game with 2,920,000 points.
$end
$info=jack,jack2,jack3,
$Edit this entry at Arcade-History.com
$bio
Jack the Giantkiller (c) 05/1982 Cinematronics.
This game plays a lot like "Donkey Kong" except that the controls are not quite as smooth. There are five screens to master if you want to help Jack in his mission. You do not get to play each screen at first, they are added on as you progress through the game. The first time through the game skips from screen one right to screen four.
* The first screen is fairly simple, you just have to climb to the top of the beanstalk. There are a few enemies, but they can be defeated by simply tossing beans at them. You can find the beans scattered all around the stalk, and picking one up adds one to your ammunition count (or two, depending on the dip switch settings).
* In the second screen, Jack manuevers through the clouds and attempts to cross the drawbridge into the castle, but lions and birds stand in his way.
* The third screen has Jack climbing the castle stairway in a scene that was obviously inspired by "Donkey Kong". Avoid the cat and the mouse and you can make it to the top.
* On the fourth screen you have to jump from platform to platform until you reach the giant's lair. There will be several treasures, grab the flashing one and try to make your escape.
* The fifth screen is the first one again, except that this time you are climbing down the beanstalk, and you have falling rocks to dodge, and the giant himself may even be after you (that one depends on the level).
After making it back to your house you get to watch a little intermission before going after the next treasure. There are four different treasures altogether. The last one is the princess, when you have her the giant himself will follow you down the beanstalk, and you must chop it down to defeat him. After rescuing the princess the game starts over with increased difficulty.
- TECHNICAL -
Jack The Giantkiller was available in two different dedicated cabinets, and upright and a cocktail. The cocktail one really lent itself to easy conversion due to the large control panels, so the upright is far more common. The upright machine came in a conservatively designed cabinet that had curves instead of sharp angles. This same cabinet was also used for "Zzyzzyxx", "Naughty Boy", and "Boxing Bugs". The marquee showed Jack about to get squished by a giant boot as he runs over clouds toward the beanstalk, while carrying the golden goose. The sideart was a large sticker and it showed Jack scaling an immense beanstalk while a bearded giant points at him with a menacing look on his face. The monitor bezel shows a few more images of Jack and the Giant, while the control panel contained game instructions. The one really nice thing about the artwork on this machine was that it all actually appears to have been done by the same artist, in the same style, with the same color scheme. So many games seem to have trouble with that. The cocktail version of the game came in a small table format that had woodgrained sides, and control panels on either end. Most cocktail tables tended to have tiny control panels that were in strange places, but the panels on this game were full sized, and were right up next to the monitor with only a slight downward slant to them. The game's top glass had beanstalk graphics bordering the screen, and the control panel overlays were exactly the same as the upright machine, except for a few stripes, and the lack of start buttons on panel for the second player. Some game cabinets just scream out 'easy conversion' to the arcade operator, and this was one of them. The large control panels and 19'' monitor meant that you could easily convert this one into almost anything, so that is what happened to almost all of them. Only the "Joust" cocktail seemed to be even better for conversions, as it had the players sitting side by side. Both machines used a standard 19'' arcade monitor and used a unique wiring harness that was not JAMMA compatible.
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2 (jump and shoot)
- TRIVIA -
This game is known in Japan as "Treasure Hunt".
Jack the Giantkiller is based on the classic fairytale known as 'Jack And The Beanstalk'.
Mike Klager holds the official record for this game with 9,401,050 points.
$end
$info=jackal,
$Edit this entry at Arcade-History.com
$bio
Jackal (c) 10/1986 Konami.
One or two players operate a jeep and must battle their way through a huge, vertically scrolling battlefield. Their mission is to save PoWs and deliver them to the nearest helicopter pad so they can be flown to safety. The hostages are trapped in enemy buildings and PoW camps, which must be destroyed in order to release the prisoners. The jeep can only carry up to a maximum of eight PoWs, the current amount being carried is displayed in the upper left-hand corner of the screen.
The jeep is armed with a machine gun and a grenade thrower, the latter of which can be powered-up into a missile launcher. As well as huge numbers of enemy troops and static gun emplacements, the players must also contend with enemy jeeps, tanks, boats, submarines and planes. The final part of the game takes place in the enemy stronghold and the game ends when the final enemy gun emplacements are destroyed.
- TECHNICAL -
Game ID : GX631
Main CPU : (2x) M6809
Sound Chips : YM2151
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Top Gunner" and in Japan as "Tokushu Butai Jackal".
Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987.
- UPDATES -
In Top Gunner, the jeep has an American flag flying next to the cannon and the sound effects are slightly different.
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai")
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1988)
$end
$info=jchan,
$Edit this entry at Arcade-History.com
$bio
Jackie Chan - The Kung-Fu Master (c) 1995 Kaneko.
Features digitized fighters, the bosses are three different versions of Jackie Chan. Pretty funny game, responsive controls, a bit of Jackie 'engrish', loads of little videos and funny stuff.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 14.3182 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Jackie Chan in Fists of Fire".
Funnily enough, such a rare and unknown game is VERY WELL protected, some say the protection in this game is worse than the one found in CPS2 boards. Recommended to collectors who want an unique game in their collection that plays well and has a nice display value, since almost nobody knows this little jewel.
$end
$info=jchan2,
$Edit this entry at Arcade-History.com
$bio
Jackie Chan in Fists of Fire (c) 1995 Kaneko.
Features digitized fighters, the bosses are 3 different versions of Jackie Chan. Pretty funny game, responsive controls, a bit of Jackie 'engrish', loads of little videos and funny stuff.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 14.3182 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Jackie Chan - The Kung-Fu Master".
Funnily enough, such a rare and unknown game is VERY WELL protected, some say the protection in this game is worse than the one found in CPS2 boards. Recommended to collectors who want an unique game in their collection that plays well and has a nice display value, since almost nobody knows this little jewel.
$end
$info=jackpool,
$Edit this entry at Arcade-History.com
$bio
Jackpot Pool (c) 1997 Electronic Projects.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
$end
$info=zaxxonb,
$Edit this entry at Arcade-History.com
$bio
Jackson (c) 1982.
- TECHNICAL -
Main CPU : Z80 (@ 3.04125 Mhz)
Sound Chips : Samples (@ 3.04125 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Zaxxon".
$end
$info=jailbrek,jailbrkb,
$Edit this entry at Arcade-History.com
$bio
Jail Break (c) 03/1986 Konami.
A mass prison breakout has occurred and the prison warden has been kidnapped in this sideways scrolling shoot-em-up from Konami. The player controls a lonely police officer whose job it is to kill the hordes of escaped convicts and, eventually, rescue the kidnapped warden. Each level also has a number of civilian hostages that also roam the levels and need to be rescued.
The player begins the game with only a pistol, but two extra weapons, in the form of a bazooka and a tear gas gun, can be collected. The 'Weapon Select' button cycles through the player's weapons via a display at the bottom of the screen. When the desired weapon is highlighted, pressing the Fire button will select and fire the desired weapon.
Hostages will randomly run across the screen and can be rescued by running into them. Should the player accidentally shoot a hostage, all extra weapons will be lost leaving only the pistol.
- TECHNICAL -
Game ID : GX507
Main CPU : M6809 (@ 3 Mhz)
Sound Chips : SN76496 (@ 1.5 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Manhattan 24 Bunsho - NY 151 Nishi Dai 100 Street".
Jail Break's premise of a city overrun with convicts and a kidnapped ViP is based upon John Carpenter's 1981 film, 'Escape From New York'.
Donn Nauert holds the official record for this game with 185,900 points.
- TIPS AND TRICKS -
* Easter Egg : From the beginning of the game, rescue four hostages in a row; you have to do this to get the tear gas gun. Shortly after getting the fourth hostage, there will be a convict shooting down at you from a building. He is the first window shooter in the game, shoot him with the Tear Gas gun and you will be 'rewarded' with a brief glimpse of a topless woman. This also occurs at other points in the game.
- STAFF -
Executive producers : K.K and K.K
Music by 'Sound Effect Study Room'.
Directed by : Oolong Sugimo
Produced by 'Soft Second Development Room'.
- PORTS -
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)
$end
$info=jjparads,
$Edit this entry at Arcade-History.com
$bio
Jan Jan Paradise (c) 1996 Electro Design.
A mahjong game with selectable player and enemy characters.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Mahjong Paradise'.
- SERIES -
1. Jan Jan Paradise (1996)
2. Jan Jan Paradise 2 (1997)
$end
$info=jjparad2,
$Edit this entry at Arcade-History.com
$bio
Jan Jan Paradise 2 (c) 1997 Electro Design.
A mahjong game with selectable player and enemy characters.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Mahjong Paradise 2'.
- SERIES -
1. Jan Jan Paradise (1996)
2. Jan Jan Paradise 2 (1997)
$end
$info=janoh,
$Edit this entry at Arcade-History.com
$bio
Jan Oh (c) 1984 Toaplan.
$end
$info=jgokushi,
$Edit this entry at Arcade-History.com
$bio
Jangokushi - Haoh no Saihai (c) 05/1999 Capcom.
- TRIVIA -
The title of this game translates from Japanese as 'Jong Countries' Intentions - Supreme Ruler's Dice and Tiles'.
The title 'Jangokushi' is a pun on 'Sangokushi', the saga of the Three Kingdoms, which this game is based on.
$end
$info=janptr96,
$Edit this entry at Arcade-History.com
$bio
Janputer '96 (c) 1996 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
$end
$info=janshin,
$Edit this entry at Arcade-History.com
$bio
Janshin Densetsu - Quest of Jongmaster (c) 06/1994 Aicom.
A mahjong game with Role-Playing-Game elements and selectable items.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0048
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Jong God Legend'.
Janshin Densetsu appears to be a complete ripoff of 1991's "Mahjong Quest" by Taito. The basic premise is the same : a girl in an RPG-style format walking along a world map and encountering enemies which are battled through mahjong matches. The enemy encounter screens have identical borders and the enemies are drawn in the same comic-anime style. Before each mahjong match, there are selectable spells that can be bought with stored MP, the screen and spells being identical in both cases. The player also has a Sword and Shield which can be activated during a match which give the player special abilities. The in-game text is virtually identical. The mahjong tiles themselves look almost exactly the same save for the backs; the mahjong game screen itself is almost exactly the same. Even upon defeating an enemy, they are turned into a scantily-clad woman as does your character when she is defeated. The only major difference between the two seems to be that "Mahjong Quest" is controlled with a mahjong control panel and Jyanshin Densetsu is controlled with the MVS Neo-Geo joystick. The next Aicom game on SNK Neo-Geo MVS is 1995's "Pulstar", shares lots of similarities with "R-Type" as well.
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
NEC PC-Engine Arcade CD (1995)
$end
$info=janyoup2,
$Edit this entry at Arcade-History.com
$bio
Janyou Part II (c) 1983 Cosmo Denshi.
- TRIVIA -
Released in July 1983.
$end
$info=jspecter,jspectr2,
$Edit this entry at Arcade-History.com
$bio
Jatre Specter (c) 1979 Jatre.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a clone of "Space Invaders".
- UPDATES -
Jatre Specter is faster than the original "Space Invaders".
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
$end
$info=grdnstrm,
$Edit this entry at Arcade-History.com
$bio
Jeon Sin - Guardian Storm (c) 05/1998 Afega.
- TECHNICAL -
Prom Stickers : GST-xx
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
RAM : (8x) LH52B256, (7x) 6116
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 56.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Korean as 'Battle God'.
- STAFF -
Hardware designer : Cho Nam Jung
Programmer : Oh Gyeong Hun
Background designers : Park Kyong Su, Kim Eun Jin
Animation : Kim Young Mi, Le Hoan Ki, Kim Jin Young
Sound : Park Chi Ho
Director : Ryou Hai Sung
$end
$info=jetwave,
$Edit this entry at Arcade-History.com
$bio
Jet Wave (c) 1996 Konami.
- TRIVIA -
This game is also known as "Wave Shark".
$end
$info=cultures,
$Edit this entry at Arcade-History.com
$bio
Jibun wo Migaku Culture School Mahjong Hen (c) 1994 Face.
- TRIVIA -
The title of this game translates from Japanese as 'Refine Yourself Culture School Mahjong Compilation'.
$end
$info=jigkmgri,
$Edit this entry at Arcade-History.com
$bio
Jigoku Meguri (c) 1988 Taito.
A platform game where the player controls a monk. His weapons are bubbles of various colours which can be powered up until they become almost as large as the player. The monk battles snakes, giant eyeballs, ghosts and other enemy creatures.
- TECHNICAL -
Game ID : B41
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Hell Patrol'.
This game is known in US as "Bonze Adventure".
The main character, Bonze Kackremboh, is a Buddhist monk whose main weapons are Buddhist prayer beads, called 'mala' beads. 'Bonze' is an English word denoting a Buddhist monk or priest. Kackremboh is his given name :). Emma, the lord of the underworld mentioned in the introduction screen, is Emma-O, the Japanese Buddhist god of the Underworld. Traditionally, Emma-O keeps track of a mortal's life and decides the punishment of those sent to the Underworld in accordance with Buddhist law.
- STAFF -
Game director : Yasumasa Sasabe
Creaters : Crazy-Yoshikawa, Creamy Tetsu
Creature designed by : Junji Yarita
Game design director : Hidehiro Fujiwara
Game designer : Kenshi Kaito
Character designers : Yoshihiko Wakita, Tetsuo Kitagawa, Minori Ishino, Takako Kojima
Hardware director : Takashi Ohara
Art director : Hiroyasu Nagai
Sound directed by : Hisayoshi Ogura
Assistants : Yasuhisa Watanabe, Y. Ohashi, C. Ichikawa
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
$end
$info=pbball96,
$Edit this entry at Arcade-History.com
$bio
Jikkyou Powerful Pro Yakyuu '96 (c) 05/1996 Konami.
- TECHNICAL -
Konami GV System hardware
Game ID : GV017
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Real Condition Powerful Pro Baseball '96'.
- PORTS -
* Consoles :
Nintendo Super Famicom (1996, "Jikkyou Powerful Pro Yakyuu '96 Kaimakuban")
$end
$info=pbballex,
$Edit this entry at Arcade-History.com
$bio
Jikkyou Powerful Pro Yakyuu EX (c) 1998 Konami.
- TECHNICAL -
Konami System 573 Hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Real Condition Powerful Pro Baseball EX'.
$end
$info=jin,
$Edit this entry at Arcade-History.com
$bio
JIN (c) 1982 Falcon.
A "Qix" rip-off, very slow paced, dull graphics, and sounds straight from "Defender".
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz), M6808 (@ 894.75 Khz)
Sound Chips : DAC
Screen orientation : Vertical
Video resolution : 239 x 316 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=jituroku,
$Edit this entry at Arcade-History.com
$bio
Jitsuroku Maru-chi Mahjong - Sugoku H na Kokuhaku Hen (c) 1993 Windom.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong True Shameful Story - Super Hentai Confession Book'.
$end
$info=jitsupro,
$Edit this entry at Arcade-History.com
$bio
Jitsuryoku!! Pro Yakyuu (c) 07/1989 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Power!! Pro Baseball'.
- SERIES -
1. Moero!! Pro Yakyuu Homerun (1988)
2. Jitsuryoku!! Pro Yakyuu (1989)
- STAFF -
Programmed by : Banba Ishizu
Designed by : K. Motono, Junko Aki, Tama
Produced by : S. Mori
$end
$info=jockeygp,
$Edit this entry at Arcade-History.com
$bio
Jockey Grand Prix (c) 2001 Sun Amusement / BrezzaSoft.
A horse racing game with a betting theme.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game was not released on the Neo-Geo AES home console.
$end
$info=joemacr,joemacra,
$Edit this entry at Arcade-History.com
$bio
Joe & Mac Returns (c) 1994 Data East.
For this sequel to the sideways scrolling 1991 beat-em-up, "Caveman Ninja", Data East chose to eschew the former's gameplay and create a single-screen platformer with gameplay hugely similar to Toaplan's, "Snow Bros.", released in 1990.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- SERIES -
1. Tatakae Genshijin - Joe & Mac (1991)
2. Tatakae Genshijin 2 - Rookie no Bouken (1992, Nintendo Super Famicom)
3. Tatakae Genshijin 3 - Shujaku-ha Yappari Joe & Mac (1993, Nintendo Super Famicom)
4. Joe & Mac Returns (1994)
- STAFF -
Project Manager : Sanosan
Planner : Makoto Kikuchi
Software : Wataru Iida, Kei Ichikawa, Kazuhiko Kobari
Graphic : Makoto Bizarre Nozu, Seiji Satoh, Gashima
Music & SE : MR*K
Hardware : Dr. Yaj Mahal, Taihey Satoh
$end
$info=mt_stf,
$Edit this entry at Arcade-History.com
$bio
Joe Montana II - Sports Talk Football (c) 1991 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 58
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=teamqb,teamqb2,
$Edit this entry at Arcade-History.com
$bio
John Elway's Team Quarterback (c) 1988 Leland.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 4
Control : Stick
Buttons : 1
- SERIES -
1. Quarterback (1987)
2. John Elway's Team Quarterback (1988)
3. All American Football (1989)
- STAFF -
Direction : John Rowe, Medo Moreno
Software : Bob Skinner, Phil Sorger, John Morgan, Steve Hostetler
Graphics : Kevin Lydy
Music : Sam Powell
Hardware : Eric Henderson, Dennis Sable, Dave Scott
Technical advisors : John Elway, Patrick Curran
$end
$info=joinem,
$Edit this entry at Arcade-History.com
$bio
Join 'em (c) 1986 Global.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
$end
$info=jojoba,
$Edit this entry at Arcade-History.com
$bio
JoJo's Bizarre Adventure (c) 1999 Capcom.
The sequel of "JoJo's Venture" with just extra characters.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
CD Number : CAP-JJM000
CD Label : CAP-JJM-110
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
A CPS2 kick harness is needed to use the extra attack buttons.
- TRIVIA -
One of the last games released for the CPS3 hardware. This game is known in Japan as "JoJo no Kimyouna Bouken - Miraie no Isan".
Based on the 3rd story of the manga from Araki Hirohiko.
A cartridge only version of this game was available in Japan. Unlike standard CD-Rom CPS3 kits, the cartridge only version boots up in a matter of seconds.
Suleputer released a limited-edition soundtrack album for this game (Jojo's Bizarre Adventure Original Soundtrack - CPCA-1022) on 20/02/1999.
- SERIES -
1. JoJo's Venture (1998)
2. JoJo's Bizarre Adventure (1999)
- STAFF -
Planner : Obata Shinichiro, Yo JB Fukuda, Ohashi Mamoru, Koji Shimizu
Programmer : Tomohiro Ueno, Batayon, Hideo Sako (HDO), T. Kimoto (Dress), Y. Inada (INE), Oh!Ya!, Yoji "BD1" Mikami
Scroll Design : Nakatsuka, Kisabon, Chie Morisaki, Inoyan, Kanno, Yamasan, Masanori Kajita, Takashi Fujiwara
Object Design : Ball Boy, Q, Kaname, Tsuyoshi, Fujii & Peliko, Ahogen hiroshi, Narancia, Tatsuya Oshima, Yoshihiro Goda, Shiniya M, Mizuho, M. Katagiri, Nishimura M, Ohsumi Tomohiko
Design Works : Ukabin, Da-Uchi, Sakomizu
Music Compose : Yuko Takehara, Setsuo Yamamoto
Sound Design : Moe-T, Masayuki Endo
Voice Actor : Egawa Hisao, Ohkawa Tohru, Ohtsuka Yoshitada, Kishi Yuji, Tareki Tsutomu, Chiba Isshin, Nagasako Takashi, Nagasawa Miki, Madono Mitsuaki, Yanada Kiyoyuki, Hayami Show, Yasuhara Yoshito, S. Obata
Producer : Kouji Nakajima
General Producer : Noritaka Funamizu
Executive Producer : Yoshiki Okamoto
- PORTS -
* Consoles :
Sega Dreamcast (1999)
Sony PlayStation (1999)
$end
$info=jojo,jojoalt,jojon,
$Edit this entry at Arcade-History.com
$bio
JoJo's Venture (c) 1998 Capcom.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
CD Number : CAP-JJK000
CD Label : CAP-JJK-140
- TRIVIA -
This game is known in Japan as "JoJo no Kimyouna Bouken".
Based on the 3rd story of the manga from Araki Hirohiko.
- SERIES -
1. JoJo's Venture (1998)
2. JoJo's Bizarre Adventure (1999)
- STAFF -
Planner : Obata Shinichiro, Yo CC Fukuda, Ohashi Mamoru
Programmer : Tomohiro Ueno, Batayon, Hideo Sako (HDO), T. Kimoto (Dress), Y. Inada (INE), Oh!Ya!, Yoji "GM009p" Mikami
Scroll Design : Nakatsuka, Kisabon, Morisaki Chiezou, Inoyan, Kanno, Yamasan, Kajita
Object Desig n: Ball Boy, Q, Kaname, Tsuyoshi, Fujii & Peliko, Ahogen hiroshi, Narancia, Tatsuya Oshima, Yoshihiro Goda, Shiniya M, Mizuho, M. Katagiri
Design Works : Ukabin, Da-Uchi, Sakomizu
Music Compose : Yuko Takehara, Setsuo Yamamoto
Sound Design : Moe-T (MIGYA), E. Masayuki (UP-TAIL)
Voice Actor : Egawa Hisao, Ohkawa Tohru, Ohtsuka Yoshitada, Kishi Yuji, Tareki Tsutomu, Chiba Isshin, Nagasako Takashi, Nagasawa Miki, Madono Mitsuaki, Yanada Kiyoyuki
Producer : Kouji Nakajima
General Producer : Noritaka Funamizu
Executive Producer : Yoshiki Okamoto
$end
$info=jokerpkr,
$Edit this entry at Arcade-History.com
$bio
Joker Poker (c) ???? Coinmaster.
- TECHNICAL -
Main CPU : M6502 (@ 625 Khz)
Palette colors : 64
Players : 1
Buttons : 8
$end
$info=jolycdcr,jolycdit,jolycdat,jolydatb,jolycdae,
$Edit this entry at Arcade-History.com
$bio
Jolly Card (c) 1985 TAB-Austria.
- TECHNICAL -
Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=jollyjgr,
$Edit this entry at Arcade-History.com
$bio
Jolly Jogger (c) 1982 Taito.
It's a nice day to go jogging, and you feel like covering the whole city. So what could go wrong? Oh yeah, three bullies out to beat you up. Thankfully some blocks have things that scare them and allow you to knock them out.
- TECHNICAL -
Main CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : AY8910 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40
Players : 2
Control : 4-way Joystick
- SCORING -
Running over each segment : 1 point
Surrounding a boxed-in area : 10 ponts
Surrounding a power box : 100 points
Bashing enemies : 300, 500, 700 points
Rack Finishing Bonus : time remaining on fuse
$end
$info=choko,
$Edit this entry at Arcade-History.com
$bio
Jong Pai Puzzle Choko (c) 2001 Mitchell.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 6
- TRIVIA -
Released in August 2001, only in Japan. The title translates from Japanese as 'Yangtze River Mahjong Tile Puzzle'. The kanji 'Choko' is the Japanese name of the Chinese Yangtze River.
- STAFF -
Concept Designer : Akihiro Akaishi
Planner : Futoshi Kuwahara, Satoru Tsujita
Programmer : Kaname Wada, Shigeru Komiya
Graphic Designer Object : Eiko Kato, Kazue Matsunaga, TTO
Graphic Designer Scroll : Satoshi Ida, Sachiko Shibuya, Hiroshi Katayama
Sound BGM Composer : Takafumi Wada, Takashi Kouga, Tomoyuki Takano
Sound SE Designer : Shin Yamazaki
Executive Producer : Roy Ozaki, Koichi Niida
$end
$info=jongkyo,
$Edit this entry at Arcade-History.com
$bio
Jongkyo (c) 1985 Kiwako.
$end
$info=josvolly,
$Edit this entry at Arcade-History.com
$bio
Joshi Volleyball (c) 1983 Taito.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Women's Volleyball'.
$end
$info=journey,
$Edit this entry at Arcade-History.com
$bio
Journey (c) 1983 Bally Midway.
The Play mode begins when either the 1-PLAYER or the 2-PLAYER START button is pressed. The Play mode ends when all of your performers have been eliminated. When this happens, GAME OVER is written across the center of the monitor screen.
ON THE SCREEN : The game is made up of groups of 5 sequences for each rack. When play begins, all the performers run onto the screen and jump aboard their transport ship, the Scarab. The Scarab then lifts off and heads for a point in space that is at the center of a grouping of five planets. (The song that is played during this sequence is 'Lights'.) Each group member's instrument is on a different planet.
At the beginning of each sequence, when a 2-PLAYER game has been selected, the game tells which player is up.
Also indicated in each sequence of each rack is the number of players (1 or 2), a running total of the players score(s), and the highest game score to date.
PLAY BEGINS : From this point, the player has approximately 10 seconds to decide which planet he wants to take the Scarab to (which performer’s instrument he wants to retrieve). The Scarab is guided to the planet of your choice by using the control stick to direct its movement.
OBSTACLES : On each planet there are various obstacles that must be overcome in order for that particular performer to retrieve his instrument and make his way back to the Scarab.
1st PLANET : Steve Perry must pass between the turnstiles without touching them, get his microphone, and shoot his way back to the Scarab. Game action on this planet is set to the song 'Don't Stop Believing'.
2nd PLANET : Here, Ross Valory must leap onto the elevating pedestals, timing his assent to grab his bass as it passes by him at the top of the screen, and shoot his way back to the Scarab. The song played here, although not easy to recongnize, is 'Still They Ride'.
3rd PLANET : Here, Jonathan Cain must leap the moving conveyor belt ridges without being touched to reach his keyboard and then must shoot his way back to the Scarab. The background song is 'Stone in Love'.
4th PLANET : With his jet pack, Neal Schon must traverse the dangerous passages in this cavern to finally retrieve his guitar and then fight his way back to the Scarab. 'Chain Reaction' plays in the background here.
5th PLANET : Steve Smith must jump from drum-head to drum-head, landing on all of them at least once in order to reach his drums. He then must shoot his way back to the Scarab. 'Wheel in the Sky' is the background music here.
ALL INSTRUMENTS RETRIEVED : All the performers now move to a stage and give a performance of 'Separate Ways (World's Apart)', their latest hit blockbuster at the time of this game's release. They will play as long as the bouncer (controlled by the player) can keep the excited fans from overrunning the stage. When this happens, play starts all over again in the next rack which will be more difficult to complete. The performers all have to retrieve their instruments again.
SEQUENCES : Play ends in any particular sequence when one of 3 things happens.
a. The performer has a mishap and, except for Steve Perry, falls to the bottom of the screen. (A sample of 'Who's Crying Now' will play in the background.)
b. The performer retrieves his instrument and shoots his way back to the transport ship.
c. The excited fans storm the stage (play advances to the next rack of 5 sequences).
PERFORMERS : When on each of the 5 planets, the performer's movements are controlled by the control stick on the games control panel. They can basically move in any direction.
MISHAP : Play will begin again (if you have reserve performers left) in space, all performers are in the Scarab, and the player has approximately 10 seconds to pick the next planet he wants to try.
NOTE : You cannot pick a planet where the performer has already retrieved his instrument. These planets are indicated to the player by a wavey white ring around them.
If there are no more reserve performers left, GAME OVER is written across the screen.
SCARAB VEHICLE : The Scarab can move in any direction on the screen. Its movements are controlled by the control stick on the games control panel.
FIRE CONTROL BUTTONS : These control the rate of fire of your performer in; either left, right, up, or down directions (certain performers can only fire in certain directions). There are 2-fire control buttons on the Upright models to allow both left and right handed persons to play the game easily.
CONTROL STICK : By using the control stick you can position the Scarab/performer at any location you desire on the screen.
BONUS PERFORMERS : These can be awarded to the player as he reaches or passes certain preselected point values. This feature is adjustable by the games Owner/Operator.
GAME ENDS : When your last performer is eliminated. GAME OVER is written across the monitor screen.
- TECHNICAL -
Bally Midway MCR 2 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), Samples
Screen orientation : Vertical
Video resolution : 480 x 512 pixels
Screen refresh : 30.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in March 1983.
Used digitized faces of the band members, photographed with a camera designed by Ralph Baer, father of the home video game console. The machine contained a tape loop of the song 'Separate Ways (World's Apart)' in the concert scene at the end of each level. Rushed through the 1982 Christmas holidays by the Marvin Glass team because Bally/Midway wanted the game to coincide with the release of the band's Frontiers album. They took all the images of the band backstage at a Salt Lake City concert. There was talk of using the game as part of the road show, but that fell through.
The story about the idea of players being able to take photos of their own face being dropped due to their taking pictures of certain body parts did not occur with this game, but with an earlier prototype called Clone. That game was dropped but when Baer heard about Journey, he saw a new opportunity to use his digitizing camera technology.
The background music includes the Journey songs : 'Chain Reaction', 'Don't Stop Believin', 'Lights', 'Still They Ride', 'Stone In Love' and 'Wheel In The Sky'. Each time you lose a life, the last line of the chorus to the song 'Who's Crying Now' will play.
Outside of this game, the Scarab vehicle appears in the front cover of the band's 'Escape' album, released in 1981.
The giant head that appears in the attract mode's title sequence (and the Scarab flies into at the beginning of the game) is from the front cover of the band's 'Frontiers' album, released in 1983 (the same year this game was released).
The logo on the marquee is the same logo as on the front of the 'Frontiers' album, above the giant head. This logo is itentical to that of the Magnavox Odyssey2 video game console released in 1978.
Joe Maurizi holds the official record for this game with 10,000,125 points.
Two Journey machines (including one cocktail) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* Secret screen : on Journey's attract screen (the one with the face), press all the buttons (Blast, 1P Start, 2P Start) and the joystick to the Left and you'll get a screen with the programmer's names and tiny digitized pictures.
- STAFF -
Designed and programmed by : Elaine Ditton, Richard Ditton (founders of Incredible Technologies).
Graphics by : Scott Morrison
Sounds : Elaine Ditton, Steve Meyer
Hardware : Cary Mednick, Robert Ploussard, Ashok Charles
$end
$info=joust,joustwr,joustr,
$Edit this entry at Arcade-History.com
$bio
Joust (c) 1982 Williams.
AT SOME FAR-DISTANT TIME 2 fantastic gladiators meet and square off for battle. Each is mounted on a fanciful bird of prey (ostrich or stork) whose wings can carry it from the cliftops to the mouth of the abyss and hopefully back... or the bubbling lava below will increase it's toll.
While your mount is a skilled flyer, your opponent is a shrewd gladiator. You must prove you are his better. Stealthily you must pilot your mount above him, and cleverly you must stalk him... to strike at the moment he least suspects you! And always remember this rule : In every Joust, the highest lance wins!
Of course your opponent will resist your attempts, all the while pursuing his own designs on you. Each gladiator has five (operator-adjustable) mounts. Every time you’re toppled you must mount a new bird for the next joust. The gladiator who scores the most dismountings is the winner.
YOUR PATH MAY SEEM CLEAR and your work cut out, but just them a flock of vicious Buzzard-Riders will ambush you! Ruthless even as they are dismounted, these wily Buzzard-Riders instantly lay their eggs. You must pick up the eggs or they will soon hatch into even more persistent and antagonistic foes!
Fortunately at 20,000 (operator-adjustable) points (should you make the grade) you will be awarded another bird to mount against the loyal opposition. Joust is designed for either one or two players.
The Joystick sends the gladiator and his ever stalwart mount (ostrich or stork) boldly to the left or to the right. The Flap Button causes the hero’s mount to spread its robust wings.
- TECHNICAL -
* The upright version of Joust was a dedicated cabinet. It is similar in shape to other Williams games from that era, but it is not identical to them. The cabinet is largely black with no painted art on the front of the machine. But it does have sideart, in this case a four color painted rendering of a knight riding a large bird, while carrying a lance. This design is fairly simple when compared to the sideart on other games, and can be repainted by hand, as long as you are careful. The control panel, monitor bezel, and marquee are all filled with the expected graphics. The marquee especially is a stunning rendition of the Joust logo, and two riders inside the Joust world. Your Joust machine will come with either 2-Way leaf switch joysticks, or 2-Way optical ones. The early cabinets had the optical ones, while the later ones used the leaf stick ones.
* The cocktail version (a cocktail game is a sit down table version), is notable because it was one of the most popular cocktail cabinets for conversion to newer titles. You see most cocktail tables originally held games that had monitors in a vertical orientation, and had a set of player controls on each end of the table. By 1985 no one was really making many vertical games, especially not ones that were one player at a time, and could flip the screen for the second player. But the Joust table was different. It had a horizontal monitor, and the players sat side by side, instead of at opposite ends of the table. This allowed the Joust cocktail cabinet to be used for all sorts of newer games. Electronically the cocktail version of Joust was identical to the upright version. The cocktail cabinet did not feature a lot of art, and was mostly black.
The Joust PCBs are functionally identical to those used in "Defender", "Robotron - 2084", "Bubbles", "Sinistar", and "Stargate", only the ROM chips are different.
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick (LEFT and RIGHT)
Buttons : 1 (FLAP)
- TRIVIA -
Released in September 1982.
The name of this game is a reference for 'Jousting'. Jousting is a competition between two knights on horse-back, wherein each knight tries to knock the other off his mount. Jousting was popular in medieval times.
Joust shares some sounds from "Defender".
James Vollandt holds the official record for this game on 'Marathon' settings with 107,216,700 points.
Don Morlan holds the official record for this game on 'Tournament' settings with 1,002,500 points.
A Joust unit appears in the 1983 movie 'Joysticks'.
A Joust unit appears (multiple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley.
Two Joust machines (including a cocktail) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Red version has default high score of 107,212 Pts, Green and Yellow versions are 109,102 Pts. Also, the Green version fixes a well known bug that allowed you to endlessly kill Pterodactyls on certain levels, thus achieving incredible scores.
- SCORING -
Killing enemies :
Bounder (Red) : 500 points
Hunter (Silver/Gray) : 750 points
Shadow Lord (Blue) : 1,000 points
Pterodactyl : 1,000 points
Getting killed : 50 points
Picking up eggs or hatchlings : 250, 500, 750, or 1,000 points (progressive). The progression starts again when the player is killed or starts the next wave.
Picking up an egg before it touches the ground : 500 points
Not dying during a Survival Wave : 3,000 points
If neither player kills the other during a Team Wave (Two players only) : 3,000 points for each player.
The first player who kills the other player during a Gladiator Wave (Two Players only) : 3,000 points
- TIPS AND TRICKS -
* When you start the game, your man will be at the entry point at the bottom of the playing field. From the other entry points, enemy riders will appear. It will then be up to you to successfully defeat them. Learning to flap your ostrich's wings is the most vital aspect of this game. How fast or slow you flap the wings determines speed and maneuverability. Once you get good, you will be able to glide around and only flap for either altitude or to hit an enemy rider.
* The name of the game is height. Whoever is the higher rider during a joust is the winner. If you and an enemy collide on the same level, the impact will knock you both backwards a little and turn you both around. This can prove to be dangerous if more then one enemy is coming for you since the first one turns you around and the second knocks you off your mount.
* You need to pay particular attention to the screen setup on each wave. Different platforms may collapse forcing you to readjust your strategy accordingly. Using the 20 wave example from Chapter 6.4, I will give you some basic strategies...
a) During the non-pterodactyl waves and platform one is intact, your best bet is to hang out under the right side of platform one. The enemy riders have to drop to get to you. Just a quick press of the flap button should give you altitude over them and the easy kill.
b) If you lose platform one, the next best place is platform five. This forces the enemy riders to rise up to you. If you hover over the left or right edge, you can drop on enemy riders trying to rise up from the areas of platforms two and three. Of course, if any make it to your level, just sit on that entry point. When an enemy rider gets near, rapidly climb and move over toward the enemy to knock them off their mount.
c) When you only have platforms two and three, you will use a modified strategy from the one above. You will hover around the area that platform five was at. This forces the enemy riders to rise up to you, thereby exposing themselves to you dropping down on them.
d) If any of the above have Shadow Lords in them, you will have to be prepared to move around quickly since Shadow Lords are very fast and they tend to bounce off the top of the game screen.
* There are a couple of ways to kill off the pterodactyl during the pterodactyl waves :
1) First of all, you must be facing the pterodactyl in order to kill it.
2) If platform one still exists, then just wait for the pterodactyl and be ready for it to choke itself on your lance. If there are multiple pterodactyls, they usually come from opposite sides so the first one will have you turned around to meet the second one.
3) If platform one is gone, they use platform two to do your prehistoric hunting. If there are multiple pterodactyls, then you will have to move around until the second and subsequent pterodactyls are coming at your rider head on while you sit atop platform two.
4) If you are real good, you can kill the pterodactyls off in the air. You just have to make sure that your lance is evenly aligned with the pterodactyls mouth.
5) Pterodactyls also show up if you take too long on a wave. These can't be killed using the platform method. The only way is either in the air or to lose a man.
6) Some players take out all the enemy riders but one. Then they lead this rider toward the lave so the Lava Troll can grab them. The player then sits and hunts pterodactyls. This is a long process that is definitely loaded with peril.
7) If you get killed before killing the pterodactyl, it is very hard to get in position to kill the pterodactyl since it does involve a sort of rhythm. Also keep in mind that the enemy riders will still be trying to dismount you as you are hunting.
* The Pterodactyl Trick : Classic trick! Doesn't work on upgraded Joust machines, or on "Joust 2". Trick the last jouster on the stage to fly to the lava and get trapped by the lava troll. Then wait in the center of the middle platform. When a pterodactyl comes out, it'll fly right into your lance. The next part takes a fair amount of practice : When the pterodactyl has hit you, your character will be knocked back. Jiggle the joystick so that your mount is back in the middle of the ledge again. Keep doing this. Eventually there'll be a steady stream of pterodactyls and you'll be killing 'em about 2 per second, for 1000 points each. When you make a mistake and get killed, the trapped jouster will escape. On the last board in which this works (47), the jouster will not escape.
* The Lava Troll hazard isn't too major unless you fly too close to the surface of the lava. If you do happen to get grabbed, flap rapidly to escape. It is also easy to hit enemies immobilized by the troll.
* After you hit an enemy rider, they become an egg. After a few seconds, the egg will hatch to the next hardest enemy rider. For example, a Bounder becomes a Hunter; a Hunter becomes a Shadow Lord. After that, it will always be a Shadow Lord. Some players leave one egg and then hover over it. When the enemy buzzard comes to pick up the rider, you knock him off the saddle again and collect the points. Again, the pterodactyl will show up soon to end this fun.
* Make sure you don't knock too many enemy riders off at once or there will be eggs scattered all over the place. This makes it hard to keep the enemy population down to a dull roar.
* Whenever your rider gets killed, he will appear at the entrance point all shimmery. If you let the sequence go, it will take up to five seconds for your rider to appear. During that time, he is immune to all attacks. Your rider will enter at the point there is the least amount of enemies. This is usually the very bottom platform. Keep in mind, the enemies also enter at these points.
* The game does reach a point where there are so many enemy riders running around, they are constantly bumping into one another. This, in effect, creates a wall which is very difficult and hazardous to navigate through. This means you have to split up the enemy
* If you die during a wave, try quickly to get your bearings so that you can get in position to continue depleting the enemy forces.
* The above tips are as valid for the two-player game as they are for the one-player game. In the two-player game, though, you and the other player can cover each other to make it more difficult for the enemy to knock you off your mounts.
* Phantom Energizer : In a two-player game (on a screen just before the middle ledge disappears) clear all opponents except 1. Kill him, leaving the egg in the middle of the bottom platform. Player 1 stands on the bottom energizer while player 2 jumps in the lava. If player 2 appears on the top energizer, then the trick will work. Player 1 then gets the egg. The 'phantom' ledge should remain.
- SERIES -
1. Joust (1982)
2. Joust 2 - Survival of the Fittest (1986)
- STAFF -
Designed by : John Newcommer (JRN)
Programmed by : Bill Pfutzenreuter (PFZ)
Game art by : Jan Hendricks (JAN)
Others : (KFL), (CWK), Mike Stroll (MRS)
- PORTS -
* Consoles :
Atari 2600 (1982)
Colecovision (1983)
Atari 5200 (1983)
Atari XEGS
Atari 7800 (1987)
Nintendo Famicom (1988)
Atari Lynx (1993)
Nintendo Game Boy (1995, "Defender / Joust")
Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")
Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")
Sega Saturn (1996, "Williams Arcade's Greatest Hits")
Sony PlayStation (1996, "Williams Arcade's Greatest Hits")
Nintendo Game Boy Color (1998, "Arcade Hits - Defender / Joust")
Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Vol. 1")
Nintendo Game Boy Advance (2001, "Midway's Greatest Arcade Hits")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Microsoft XBOX 360 (2005, as a downloadable Live Arcade game)
Sony Playstation 3 (2007, "PlayStation Network")
* Computers :
PC [Booter] (1983)
Atari 800 (1983)
Commodore C64 (1984, "Jouste")
Atari ST (1986)
Amstrad CPC (1986)
PC [MS-DOS] (1995, "Williams Arcade Classics")
PC [MS Windows] (1996, "Williams Arcade Classics")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
Palm OS ("Midway Arcade Classic")
Tiger Game.Com ("Arcade Classics")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=joust2,
$Edit this entry at Arcade-History.com
$bio
Joust 2 - Survival of the Fittest (c) 12/1986 Williams.
On the planet of the floating cliffs, society calls upon its wing-mounted Gladiators to solve conflicts. You, the Gladiator, must enter the fray, participating in a challenge of honor, a JOUST... where only the fittest survive!
The legend of JOUST continues in JOUST 2. Players must solve the puzzle of what strategy will be most effective in dealing with the buzzards and other winged enemies on each of JOUST 2's thirty-five different backgrounds.
The object of JOUST 2 is to defeat all winged enemies by colliding with them. To survive a collision (Joust), the Gladiators lance must be higher.
Defeating a Buzzard Enemy in a Joust causes release of an Egg. Eggs may be caught in the air or collected on landing areas for bonus points. Be Careful! Eggs falling into the Lava form into aggressive mutants, while uncollected Eggs hatch into dangerous warriors.
Danger lurks everywhere! Giant Statues come to life; Bats fall out of crystals embedded in the rocks; Lava Trolls and Water Monsters eat unsuspecting bird-mounts; Lightning fills the air; and Unbeatable? Pterodactyls patrol the skies. A gigantic Knight presides on several waves. You, the Gladiator, must destroy him! Hitting all four of his red pins explodes the Knight and all his servants.
GOLD EGG FEATURE : A Gold Egg may randomly appear on any wave. Collecting the Gold Egg before it hatches opens a window of awards in the background. To collect an award, step on the red button above the window before a timer expires. Both players reap the benefits of the posted award, which may include bonuses of 1,000 to 10,000 points, 'super zapping' all enemies on the screen, or even receiving an extra life.
Prepare thyself for War!
BUY-IN : JOUST 2 is designed for action entertainment for one or two simultaneous players. Players who have started the game may continue where they left off by using the BUY-IN feature. When a player has used all of his lives, he will hear : WISH TO CONTINUE? A 10-second timer appears in the players score area to allow the game to continue by using a Credit, or inserting a coin, before the player presses the START button.
LEVEL SELECTION : At the beginning of a game, the player selects, via the FLAP button, one of six different waves, corresponding to the player's skill level. Then, pressing the START button begins the game. If the player wins the starting wave, he receives an award of points, approximating the scoring from preceding waves.
- TECHNICAL -
This game uses a redesign of the 'Williams Classic' platform. It is not compatible with the older titles, but they could possibly run on this platform with a little bit of tweaking. The game is contained on a set of two PCB boards, and a third board does audio duties. This title was released in an upright dedicated cabinet that was very similar in design to the original "Joust" cabinet (you would have to set them side by side to be able to spot the differences). It is decorated with stencil style painted side-art of a knight riding on a large bird (this was one of the last games to have stenciled side-art, stickers and other painting methods had been the norm for several years). The rest of the cabinet artwork is all based on the original "Joust" artwork, but has much more detail. The biggest difference between this cabinet and an original "Joust" cabinet is that this game uses a vertical monitor, rather than a horizontal one.
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 1 Mhz), M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC, HC55516 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 276 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 2-way joystick
Buttons : 2 (FLAP, TRANSFORM)
- TRIVIA -
The year was 1986 and the arcade industry was in a big slump, the golden age had been over for a few years, and the brief revival of the late 80s had not yet begun. Williams decided to do a sequel to their classic Joust title, and came up with Joust 2 - Survival Of The Fittest. This was a complete update to the original with new enemies and a variety of different levels, but it had one little flaw, it just simply was not as fun as the original. It was a great game on its own, but not when compared to "Joust". They only ended up making about 1000 of these, and most of them saw little action on the arcade floor. The players seemed to prefer the original "Joust" (which most arcades still had back then). Most of these machines ended up being pulled from the arcades after only a few months, and have survived to the present day in excellent conditions (It seems they were pulled for lack of profits, but most of them were not converted, because by 1986 most operators had a whole warehouse full of games to convert, and would usually select an older title rather than a new one that they could possibly sell off to someone else).
Dwayne Richard holds the official record for this game with 2,655,600 points.
A Joust 2 machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Joust (1982)
2. Joust 2 - Survival of the Fittest (1986)
- STAFF -
Designed by : John Newcomer (JRN)
Programmed by : Joe Hellesen (JOE), Kristina Donofrio (KVD), Warren Davis (WBD)
Sounds by : Chris Granner (C G)
Graphics by : John Newcomer (JRN), Jack E. Haeger
Cabinet graphics by : Tim Elliott
- PORTS -
* Consoles :
Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
* Computers :
PC [MS Windows, CD-ROM] (1997, "Arcade's Greatest Hits - The Midway Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=joyfulr,
$Edit this entry at Arcade-History.com
$bio
Joyful Road (c) 1983 SNK.
- TECHNICAL -
Game ID : A2001
Main CPU : Z80 (@ 3.75 Mhz)
Sound CPU : Z80 (@ 3.75 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.00 Hz
Palette Colors : 256
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
This game is known in US as "Munch Mobile".
- PORTS -
Texas Instruments TI-99/4A (1983)
$end
$info=joyman,
$Edit this entry at Arcade-History.com
$bio
Joyman (c) 1982 Monster.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Joyman is a hack of "PuckMan".
- UPDATES -
Different sprites, different sounds and different mazes.
- SCORING -
Dot : 20 points.
Energy Dot : 80 points.
Ghosts : 200, 400, 800, 1600 points.
Horse : 100 points.
Xmas Tree : 300 points.
2 Headed Bird : 500 points.
Rabbit : 700 points.
Sailboat : 1000 points.
Car : 2000 points.
Yellow Face : 3000 points.
Shield : 5000 points.
- TIPS AND TRICKS -
Dying can cause the maze to change. There are places in the maze where the walls are broken and dots are placed. As long as you live you can go through the walls and eat the dots; but once you die the walls fill in the spaces where you've already eaten the dots, making the rack that much harder to fill.
$end
$info=jrpacman,jrpacmbl,
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Jr. Pac-Man (c) 10/1983 Bally Midway.
One of many sequels to the legendary "Pac-Man", Jr. Pac-Man features the character of Pac-Man's son. For the first time in the series' history, side-scrolling mazes were introduced, with each maze being two screens wide.
This time, the mazes have no exit tunnels through which players can make an escape. The bonus items that appear move around the maze and are now something of a mixed blessing, as not only will they destroy any Power Pills they come across, but they will also create large dots that slow the players' movements considerably.
The Pac-Man character is once again pursued by four ghosts (Blinky, Pinky, Inky and Tim) in his quest to eat all of the dots in each maze. And as before, numerous Power Pills litter the mazes that, when eaten, allow Junior to eat the pursuing ghosts. As with previous "Pac-Man" games, cut scenes are featured between levels.
- TECHNICAL -
Game was available either as one of 2 kits to update a "Pac-Man" upright cabinet or cocktail table cabinet. It was also available as a dedicated game using a "Mappy"-style cabinet.
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Jr. Pac-Man was developed by 'General Computer Corporation' (GCC) for Bally/Midway and is essentially an enhancement to "Ms. Pac-Man" (which is, in itself, an enhanced version of the original "Pac-Man"). Much of the original "Pac-Man" code is still present and even the 'GENERAL COMPUTER CORPORATION Hello, Nakamura.' message that featured in "Ms. Pac-Man" is present.
Jr. Pac-Man runs on a modified "Pac-Man" hardware, with additional horizontal scrolling support. This was the first "Pac-Man" game in which the maze is larger than the visible area; requiring the screen to scroll.
There are a number of hidden bonus objects that were never used by the developers. To see them, set 'CHEATS' to 'Always have blue ghosts'; play a game, repeatedly eat the ghosts until you get past 1600 points. The game was coded to deal with such high bonus values and assigns a hexadecimal value to the score value after 1600. The hexadecimal scores equate to a graphic in the game. After eating somewhere in the neighborhood of 20-30 ghosts consecutively, the hidden objects will appear. There is a rattle, a baby's dummy, a cowboy hat and a skateboard.
Abner Ashman holds the official record for this game with 1, 500, 000 points on February 2, 2002. In the game where he "officially" got this record, there was a power outage that shut down his game at approximately that score... and he still had not lost a man up to that point!
A bootleg of this game runs on the "Pengo" hardware.
A Jr. Pac-Man unit appears in the 1983 movie 'Joysticks'.
- SCORING -
Dot : 10 points.
Mutated Dot : 50 points.
Powerpill : 50 points.
Ghosts : 200, 400, 800 and 1,600 points.
Cycle : 100 points.
Kite : 200 points.
Drum : 500 points.
Balloon : 700 points.
Train : 1,000 points.
Cat : 2,000 points.
Beer! : 5,000 points.
- TIPS AND TRICKS -
On the second maze, it's possible to 'trap' the ghosts so that you can complete a lot of the maze without them chasing you. Position Junior to either the far left or far right hand side of the maze; thus causing the center of the maze to scroll off-screen. You should see the ghosts in the corridors above the ghosts' box; they will stay in those corridors as long as you are on either the left or right hand side of the maze. This works because the game has logic to reverse monsters' direction when they go off screen.
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
- PORTS -
* Consoles :
Atari 2600 (1984)
* Computers :
Commodore C64 (1988)
PC [MS-DOS] (1988)
$end
$info=jdreddp,
$Edit this entry at Arcade-History.com
$bio
Judge Dredd (c) 07/1992 Midway.
Here comes the judge! A beat-'em-up action based on the comics book of the same name.
- TECHNICAL -
Midway T Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette Colors : 32768
Players : 3
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game was never released.
- STAFF -
Software and designers : Mark Penacho, Jake Simpson (JMS)
Art and designers : Tim Coman (TJC), John Vogel (JCV), Eric Kinkead (EWK)
Sounds and music : John Hey (J H)
Additional software : George N. Petro
Hardware support : Sheridan Oursler, Pat Cox, Ray Macika, John Lowes, Cary Mednick
Stop motion models : Curt Chiarelli
* CAST :
Judge Dredd : Sal Divita
Junior Angel : Fink Angel
Pa Angel : Tim Coman (TJC)
Mean Angel : Mark Lofredo
Block Warrior : John Vogel (JVC)
Block Boss : Marty Martinez
Citizen : Cathy Simpson
Chief Judge McGrude : Dawn Peterson
$end
$info=jdredd,jdreddb,
$Edit this entry at Arcade-History.com
$bio
Judge Dredd Arcade (c) 11/1997 Acclaim.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The game was NOT based on the film at all - in fact it was begun long before programmers/designers knew about the film. During it's lifetime it went through three name changes (two being completely non-dredd related) before finally changing back into a Dredd based game!
- UPDATES -
REV. B :
* Build date : "12 :22 :24 Nov 26 1997"
REV. C :
* Build date : "12 :08 :44 Dec 17 1997"
$end
$info=juju,jujub,
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JuJu Densetsu (c) 1989 TAD.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Legend of JuJu'.
This game is known outside Japan as "Toki".
- STAFF -
Staff : Drew Frank, Tago, Nishizawa, Karkiuchi, Sakuma, Ten, Fujisaku, Aoki, Kitahara, Matsubara, Yokoyama
- PORTS -
* Consoles :
Nintendo Famicom (1991)
Sega Mega Drive
$end
$info=sgmastj,sgmastc,
$Edit this entry at Arcade-History.com
$bio
Jumbo Ozaki Super Masters Golf (c) 1989 Sega.
A golf game from Sega.
- TECHNICAL -
Sega System 24 hardware
Game ID : 317-0058-05c
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Masashi 'Jumbo' Ozaki (born January 24, 1947) is one of the greatest Japanese golfers of all time. He is the most successful player on the Japan Golf Tour, having led the money list a record 12 times and won 94 tournaments.
$end
$info=jumpbug,jumpbugb,
$Edit this entry at Arcade-History.com
$bio
Jump Bug (c) 12/1981 Rock-ola.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
A bootleg of this game was released with SEGA copyright.
Allen Rager holds the official record for this game with 850,350 points.
- PORTS -
* Consoles :
Emerson Arcadia
$end
$info=jumpcoas,jumpcoat,
$Edit this entry at Arcade-History.com
$bio
Jump Coaster (c) 1983 Kaneko.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- PORTS -
* Computers :
MSX (1984)
$end
$info=jumpkids,
$Edit this entry at Arcade-History.com
$bio
Jump Kids (c) 1993 Comad.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Data East's "Tumble Pop".
- STAFF -
Director : An Ks
Programmers : Ruy Jh, RA, Js, Park Ym
Designers : Kim Ju, Seo Hs, Lee Sg, Hwang Jw, Son Bw, Son Hw
Sound : Kwan Dy
Hardware : Kim My, Yoon Yj
$end
$info=jumping,
$Edit this entry at Arcade-History.com
$bio
Jumping (c) 1989.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Rainbow Islands - The Story of Bubble Bobble 2".
- UPDATES -
The main character has been redrawn, as well as the rainbow, the title screen and several other things.
The sound is slightly different because this bootleg board uses two YM2203 sound processors, while the original game uses a single YM2151.
Bugs : the bootleggers didn't defeat the protection completely : secret rooms are broken, some dying enemy sprites have obviously wrong graphics, monsters are falling through platforms etc.
$end
$info=jcross,
$Edit this entry at Arcade-History.com
$bio
Jumping Cross (c) 1984 SNK.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.36 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), Namco (@ 24 khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.00 Hz
Palette Colors : 288
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=jjack,
$Edit this entry at Arcade-History.com
$bio
Jumping Jack (c) 01/1984 Universal.
- TECHNICAL -
Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz)
Sound Chips : (4x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 258
Players : 2
Control : 4-way joystick
Buttons : 2
$end
$info=jumppop,
$Edit this entry at Arcade-History.com
$bio
Jumping Pop (c) 2001 ESD.
The object of the game is to defeat the monsters by sucking them into your vacuum. Once the monsters are inside your vacuum, they can then be used to fire outward at other monsters. But beware - if you keep the monsters inside your vacuum for too long it will explode.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz), OKI6295 (@ 6.628 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- SCORING -
Power Up : ???
Speed Up : ???
Barrier : ???
Plasma Gun : ???
Hyper Cleaner : ???
Alphabet : ???
1UP : ???
Rainbow Crystal : ???
Coin : ???
Big Coin : ???
Money : ???
Big Money : ???
Ruby : ???
Big Ruby : ???
Diamond : ???
Big Diamond : ???
$end
$info=junglhbr,jungleh,
$Edit this entry at Arcade-History.com
$bio
Jungle Hunt (c) 1982 Taito.
A jungle adventure game with 4 challenging levels, each with its own unique scenarios; in which players take on the role of a colonial period jungle explorer who is going in search of a kidnapped girl. Jungle Hunt's game-play is very similar to that of Activision's "Pitfall", a classic arcade game released on many home computer and console formats of the time.
The game's levels are as follows :
* In the first level, players must use the JUMP button to move from right to left across a series of swinging vines; avoiding the monkeys that can send the explorer falling to the ground. This level is easy to master, but players must time their jumps carefully to make it to the next vine.
* The second level is a swimming sequence. Players must guide the explorer through crocodile infested water. This level features a 'breath meter' that must be carefully watched to avoid drowning (players simply swim up to the surface to get more air). The professor is armed with a knife with which he can stab the crocodiles, but this can only be done when their mouths are not fully open.
* The third level is a rock jumping sequence. Player simply use the JUMP button to leap over rolling boulders as they climb a hill to reach the end of the level.
* The fourth and final level has players guiding the explorer through a native village. The explorer must jump the villagers while their spears are down, and eventually make their way towards the unnamed girl who is being lowered into a pot to be boiled for supper.
On completion of the game, players are rewarded with an 'I Love You' ending, and the game begins again with increased difficulty.
- TECHNICAL -
Jungle Hunt used the familiar 'Taito Classic' cabinet which was used for a variety of early 1980's games. This was a short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted side-art which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Jungle Hunt machine without modification (although the board-sets for these early games tend to be expensive). The marquee to this title showed a 'Jungle Hunt' logo, surrounded by a couple of green lines (there were produced very quickly, and cannot compare to the Jungle King marquee). The monitor bezel was decorated with a green design, while the control panel overlay also had a few green line graphics. All in all, this machine was not nearly as attractive as the "Jungle King" one was, probably due to the fact that Taito rushed this one out the door in a few weeks.
Prom Stickers : KNxxa
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP/KNIFE)
- TRIVIA -
Released in October 1982. This was the first 'side-scrolling, jumping & attacking game', appearing in arcades 3 years before Miyamoto's classic "Super Mario Bros".
Michael Torcello holds the official record for this game with 1,510,220 points.
The original Japanese game known as "Jungle King" features a character who looked like the well known (and very much copyrighted) Tarzan. The character even sounded like Tarzan when he bellowed out the famous scream after finishing the boulder stage (and at the beginning of the game). So, for legal reasons, the name was changed to 'Jungle Hunt' and the character was changed to resemble a classic jungle explorer complete with the standard issue pith helmet and shorts. The bellowed scream at the end of the boulder stage was also entirely removed.
A reworked version of this game is known as "Pirate Pete".
A Jungle Hunt unit appears in the 1983 movie 'WarGames'.
MB (Milton Bradley) released a board-game based on this video-game (same name) in 1983.
- UPDATES -
Instead of "Jungle King", Jungle Hunt has :
* An opening musical theme is played at certain parts of the game instead of the opening Tarzan yell - the same music that plays at the end of the swimming sequence.
* The life-lines he swings on between the trees in the forest are ropes instead of vines.
* The player character is a jungle explorer clad in a pith-helmet and safari jacket instead of the Tarzan character.
- SCORING -
Successful jump between vines : 100 points
Killing Crocodiles : 100 points/crock
Each Crocodile killed after four in a row : 200 points/crock
Jump over small (or large) rock : 200 points
Run under large rock : 50 points
Jump over cannibal : 100 points
Finish rounds 1 to 3 : 500 points
Finish round 4 (jump into girl) : timer bonus
- TIPS AND TRICKS -
* Swinging :
1) The main thing to remember on this screen is timing. Some vines swing faster then others. As you go farther into the game, the vines will really start to swing fast so you must be able to time your jumps accordingly.
2) The best place to catch a vine is in the middle or lower (ideally the bottom of the vine is the best). This way, you give yourself enough jumping room to get to the next vine.
3) Don't just start jumping to the vines without looking. If a vine is moving away from you, wait until it's halfway to you, then jump.
4) At the later levels, monkeys will appear on the vines. Try to catch a vine and hit the monkey, you will be on the ground.
* Swimming :
1) On this screen, you will swimming through a jungle river. Things to remember are to keep track of your Diving Display. If the bar goes all the way to the left, your man will become a floater. Go up every now and then for a breath of air.
2) The biggest hazards are the crocodiles. Fortunately, you have your trusty knife with you. Now, in order to kill the crocodiles, their mouths have to be closed. If they aren't, you will become free food. Also, if you hit any part of the crocodile, you will die.
3) Another hazard is the air bubbles. If you happen to swim into them, they will push you immediately to the surface regardless of what hazards may be in your way. The best way to work around this is vary your man's speed by moving the joystick left and right and time it so that there are no hazards above the air bubbles.
* Avalanche : This is probably the easiest screen. All you have to do is jump the small boulders and duck under the big ones. If a small boulder is really bouncing, you can run under it. This is a pretty straightforward level.
* Natives : Probably the hardest screen because you have to time your jumps in between the two natives...
1) Get right next to the first native. Keep in mind, you can only jump when their spears aren't in the air or you will be skewered.
2) Also, watch your woman on the vine. It also is going up and down so you have to time your jumps for both the natives and your woman.
3) Another thing that occurs is that the natives get close together, then spread out again.
4) Now, you have to jump between the natives, then jump up when your woman is at the lowest point on the vine. This will require timing and there is no pattern or trick. Just keep in mind that if you can't get to her, jump back to your original position or the second native will get you.
5) On the later levels, everything moves much quicker.
- PORTS -
* Consoles :
Atari 2600 (1982)
Colecovision (1983)
Atari 5200 (1983)
Atari XEGS
Sony PlayStation 2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
Atari 800 (1982)
PC [Booter] (1983)
Commodore C64 (1983)
Commodore VIC-20 (1984)
Apple II
PC [MS Windows] (2005, "Taito Legends")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=junglek,junglkj2,
$Edit this entry at Arcade-History.com
$bio
Jungle King (c) 08/1982 Taito.
Jungle King has four levels, each of which could be considered a separate game in their own right. It is notable that this game scrolls right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that.
* The first level may have been the best level in the game. You use your jump button to move from right to left across a series of swinging ropes, while avoiding the monkeys that can send you falling to the ground. This level is easy to master, but you do have to time your jumps to make it to the next vine.
* The second level is a swimming sequence. You move Tarzan around in the crocodile infested water. You have a breath meter here that you must watch to avoid drowning (simply swim up to the surface to get more air). You can stab the crocodiles with your knife, but only when their mouths are not all the way open.
* The third level is a rock jumping sequence. Simply use your joystick and jump button to leap over rolling boulders as you climb a hill on the way to your eventual goal.
* The fourth and final level has you guiding your intrepid hero through a native village. You have to jump the villagers while their spears are down, and eventually make your way towards Jane who is being lowered into a pot to be boiled for supper.
You then get to view a short 'I Love You' ending, and then the game begins again with increased difficulty.
- TECHNICAL -
Jungle King used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted sideart which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Jungle King machine without modification (although the boardsets for these early games tend to be expensive). The marquee to this title showed a 'Jungle King' logo, with Tarzan to the left of it and a (rather slutty looking) blond woman tied to a tree on the right hand side. Jungle greenery filled the rest of the marquee's surface area. The monitor bezel was decorated with a red and orange design, while the control panel overlay had a cartoony jungle scene on it.
Prom Stickers : KN
Main CPU : Z80
Sound CPU : Z80
Sound Chips : (4x) AY8910, DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP/KNIFE)
- TRIVIA -
It was the first 'side-scrolling, jumping & attacking game with a humanoid character', appearing in arcades three years before Miyamoto's classic "Super Mario Bros.". This was also the first video game ever to feature Tarzan as a playable character. But, Taito never bothered to get permission from the estate of Edgar Rice Burroughs, so they were sued for copyright infringement for using Tarzan's likeness. So this title quickly went out of production, and is rather rare today. They later reworked the graphics and released this game as "Jungle Hunt".
A prototype of this game is known as "Jungle Boy".
A reworked version of this game is known as "Pirate Pete".
A Jungle King unit appears in the 1983 movie 'Joysticks'.
- UPDATES -
In "Jungle Hunt" :
* An opening musical theme is played at certain parts of the game instead of the opening Tarzan yell - the same music that plays at the end of the swimming sequence.
* The life-lines he swings on between the trees in the forest are ropes instead of vines.
* The player character is a jungle explorer clad in a pith-helmet and safari jacket instead of the Tarzan character.
- SCORING -
Successful jump between vines : 100 points
Killing Crocodiles : 100 points/crock
Each Crocodile killed after four in a row : 200 points/crock
Jump over small (or large) rock : 200 points
Run under large rock : 50 points
Jump over cannibal : 100 points
Finish rounds 1 to 3 : 500 points
Finsih round 4 (jump into girl) : timer bonus
$end
$info=jungler,junglers,
$Edit this entry at Arcade-History.com
$bio
Jungler (c) 12/1981 Konami.
- TECHNICAL -
Game ID : GX327
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Also licensed to Stern for US manufacture and distribution (03/1982).
Joe Startz holds the official record for this game with 180,720 points.
- SCORING -
Running over enemy : 80-640 points; 80 points per segment.
Shooting enemy : 60 points for segment, 500 points for head.
Fruit : 500 points plus segment added.
- TIPS AND TRICKS -
* Don't get in front of red worms if you can avoid it. Yellow worms can be gotten in front of with caution, and green worms should be no problem (although you'd better watch out for the shooters).
* To shrink the opponents' worm down, shoot the tail.
- PORTS -
* Consoles :
Emerson Arcadia (1982)
* Computers :
Commodore VC20 ("Serpentine")
* Others :
VFD handheld game (19??) released by Gakken.
$end
$info=junofrst,junofstg,
$Edit this entry at Arcade-History.com
$bio
Juno First (c) 07/1983 Konami.
- TECHNICAL -
Game ID : GX310
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz), I8039 (@ 533.333 Khz)
Sound Chips : AY8910 (@ 1.78975 Mhz), DAC, (3x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 30.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Also licensed to Gottlieb (09/1983, Game ID : GV-122).
Tom Gibson holds the official record for this game with 78,888,980 points.
- PORTS -
* Computers :
MSX (1983)
Commodore C64 (1984)
$end
$info=jpark,
$Edit this entry at Arcade-History.com
$bio
Jurassic Park (c) 1994 Sega.
An on-the-rails lightgun game for one or two players, based on the groundbreaking Steven Spielberg movie of the same name.
Jurassic Park features Sega's often-used and highly effective sprite scaled graphics and is very similar in style to another Sega Lightgun shoot-em-up, 1991's "Rail Chase". For subsequent games in the series, graphics technology had moved on somewhat and scaled sprites were dropped in favour of far superior textured polygons.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : lightgun
Buttons : 1
- SERIES -
1. Jurassic Park (1994)
2. The Lost World - Jurassic Park (1997)
3. The Lost World Special - Jurassic Park (1997)
4. Jurassic Park III (2001)
- STAFF -
Directors : Juro Watari, Kenji Kanno
Programmers : Takeshi Goden, Toshikazu Goi, Kenji Yamamoto, Mari Tsuruzoe, Hideshi Kawatake, Akira Ohe
Graphic designers : kyoshi Ieizumi, Megumi Matsuda, Nahoko Naruke, Kenji Arai, Seiichi Yamagata, Jun Uriu, Shinichi Nakagawa
Sound : Saeko Sasaki, Maki Morrow
Mechanical designers : Yasuo Ishikawa, Masayoshi Yamada
Electrical designers : Hiroki Koyama, Tomoyuki Goto
Industrial designers : Kimio Tsuda, Hiroyuki Yoshimi
$end
$info=jpark3,
$Edit this entry at Arcade-History.com
$bio
Jurassic Park III (c) 2001 Konami.
- TECHNICAL -
Konami Viper hardware
Main CPU : MPC8240 (@ 200 Mhz)
- TRIVIA -
Just like in the movie, you will have to escape from the Isla Sorna island, crowded of deadly dinosaurs...
- SERIES -
1. Jurassic Park (1994)
2. The Lost World - Jurassic Park (1997)
3. The Lost World Special - Jurassic Park (1997)
4. Jurassic Park III (2001)
$end
$info=altbeaj1,altbeaj3,
$Edit this entry at Arcade-History.com
$bio
Juuohki (c) 1988 Sega.
Goddess Athena has been abducted by the Lord of the Underworld. Her father Zeus has looked for a brave warrior strong enough to save her and chose you, a brave centurion who died with honor & courage on the battlefield. So after bringing you back to life, Zeus has granted you with the power to morph into powerful holy beasts in order to stand a chance against the unspeakable horrors in the Underworld. Can you save goddess Athena and secure your place as a warrior of the gods? Features detailed graphics, nice soundtrack along with some digitized voices, as well as simple yet fun gameplay. Highly recommended for action game fans as well as "Splatterhouse" fans!
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0065
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Beast King Account'.
This game is known outside Japan as "Altered Beast".
Juuohki was moderately successful, the player's ability to transform into different creatures being a big draw.
Alex and Stella from "Alex Kidd" are declared dead in the first stage of this game ('Alex' and 'Stella' stones).
The small tail swinging gryphon that appears often in this game makes a comeback in "Golden Axe".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) on 07/07/1988
- UPDATES -
317-0065 : Uses a standard 16B as 'Technical' section describes it.
317-0068
317-0077 : Uses an additionnal I8751 @ 8 Mhz.
- TIPS AND TRICKS -
* General strategies level by level...
LEVEL 1 : You start off in a graveyard on this level. You will immediately be assaulted by zombies and headless skeletons. Watch out for the tall, granite blocks since they usually release one of these enemies.
BOSS 1 : A pretty easy boss. It takes about 15 hits to put him down. This boss will throw five to seven heads at your location. The best way to counter this threat is to stay in one place and go into the gaps between the heads. When the heads quit falling, hit the boss a couple of times and repeat the above process.
LEVEL 2 : You will be going through the swamps on this level.
1) A big hazard are the frogs. They will latch onto your characters head and drain their energy. Rapidly move the joystick left and right to shake them off.
2) To kill the snakes, you have to hit either their rattle or head. You will be warned of their location by a rattle either sticking out of the ground or the air above.
BOSS 2 : The boss transforms into a giant plant with eyes. He will launch ten eyes, which will slowly drift toward your character. You must destroy all of these eyes to get to the boss himself. In order to score hits, you must hit the central eye. You have to be quick since this boss will put up another wall of eyes to block your attacks. It takes about 20 hits to eradicate this plant.
LEVEL 3 : You are now entering the caves. The biggest danger is all the crevices. Make sure you keep to the ledges and avoid falling or getting knocked off of them.
1) The Insect Warriors are pretty easy to take care of, although they can cause considerable problems if you are on a ledge.
2) To defeat the turtles, you must first get them out of their shell.
3) The demons and birds present the greatest hazard since they will knock you off the ledges.
4) A good tactic for all the enemies is to let them follow you. Then jump over a crevice and they will fall in.
BOSS 3 : This battle is a little harder. You will have to move around quite a bit to avoid taking damage. In order to affect this boss, you must push the cauldron all the way back to the wall until the dragon's head is sticking straight out. This boss launches rings of fire and ice so you must quickly push the cauldron back, get in your hits, and retreat quickly to avoid this attack. After 25 hits, this boss is toast.
LEVEL 4 : You have entered what appears to be a city.
1) You have already dealt with most of these enemies. Just use the tactics you used from the first level to take care of them.
2) The flying demons present a moderate threat. They will dive down on your character when you are stopped. The best way to deal with them is to entice them to attack then hit them when they are rising up again.
BOOS 4 : Another rough boss battle. This time he takes the form of a blue dragon's head. You must hit this boss from underneath to affect him. He moves in a slow circle so time your jumps accordingly. He spits out a solid stream of fireballs. You can duck under most of them. For the ones you can't, just jump toward the boss. In addition to fireballs, he also launches one or two small red dragons to further harass your character. These can be taken out with normal attacks. After 30 hits, you can send this boss packing.
LEVEL 5 : The final level, you will be some ruins. You will encounter some pretty vicious enemies on this level. They each have strengths to their credit.
1) The Goat Warriors are quick. They come in for a quick strike and retreat.
2) The Unicorn Warriors jump around and make difficult targets to get a bead on.
3) The Bull Warriors can level your character in a single blow if you aren't careful.
4) The Spiked Balls will continuously roll into your character until defeated.
All these enemies work in tandem to wear your character down quickly and they tend to appear in mixed groups so you will have to do a lot of hitting and running to survive them.
BOSS 5 : The final boss and appropriately the toughest boss. The boss appears as a large warrior in the shape of a rhino. He has two attacks : The first one is basically going toe-to-toe with your character and beating the stuffing out of him. The second is a charge. The charge will be proceeded by steam coming out of the rhino's nostrils.
1) You will have to constantly move around to avoid this bosses attacks. You can defuse the charge and send this boss backwards by hitting him as he is charging.
2) The boss starts out as a gray color. He will turn red after about 30 hits. He will then turn purple after another 30 hits. 30 more hits and you have accomplished your goal.
Congratulations, you are now a god.
- STAFF -
Developed by Team Shinobi 1988 summer : Fu., Tak., Tos., Mor., Nak., Kaw., Sat., Makoto Uchida (Uch.), Hkr., Has., Hag.
- PORTS -
* Consoles :
Sega Master System (1988)
Sega Mega Drive (1988)
NEC PC-Engine (1988)
NEC PC-Engine CD (1989)
Nintendo Famicom (1990)
Sega Dreamcast (2001, "Sega Smash Pack")
Sony PlayStation 2 (2005)
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Sega Game Gear
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
PC [MS-DOS, 5.25''] (1990)
PC [CD-ROM, Windows] (1998, "Sega Smash Pack")
* Others :
LCD handheld game (19??) released by Tiger Electronics.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=jyangoku,
$Edit this entry at Arcade-History.com
$bio
Jyangokushi - Haoh no Saihai (c) 1999 Capcom.
A mahjong game from Capcom.
- TECHNICAL -
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Players : 2
Buttons : 6
$end
$info=kabukiz,kabukizj,
$Edit this entry at Arcade-History.com
$bio
Kabuki-Z (c) 1988 Taito.
Control a samurai on 5 levels of slashing bloody action featuring a 'fatality' on each level's boss.
- TECHNICAL -
Prom Sticker : B50
Main CPU : (3x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Kaneko.
- STAFF -
Main Design : Hiroshi Kaneko
Character Design : Ayako Funatsu, Tokuhisa Tagima, Keisuke Matsuoka, Akiko Kuratan, Toshiko Okimoto, Junko Yazaki, Yuuko Mabuchi, Chiharu Takekoshi, Sadam Fuzihira, Hidefumi Ichikawa
Music & Effects : Tatsuya Watanabe
Sound Enginnier : Seiichi Aizu
Main Programmer : Nobuyuki Narita
Sub Programmer : Hidemi Hamada
- PORTS -
This game was supposed to be ported on Megadrive under the name "Tenkuu Retsuden Musashi" (translates from Japanese as 'Tales of heaven'), by Kaneko. 'Musashi' is the name of a legendary samurai, it then means a great warrior. The port was cancelled.
$end
$info=kageki,kagekij,kagekia,
$Edit this entry at Arcade-History.com
$bio
Kageki (c) 04/1988 Taito.
A rather silly one-on-one beat-'em-up style affair against various gang members.
- TECHNICAL -
Board Number : M6100309B
Prom Stickers : B35
Main CPU : Z80 (@ 6 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), Samples (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Extreme'.
Developed by Kaneko.
Licensed to Romstar for US manufacture and distribution (03/1988).
- STAFF -
Game designer / Director : Hiroshi Kaneko
Production supervisor : H. Kikuchi
Project leader : K. Oikawa
Project sub leader : Hiromi Mikami
Programmers : K. Oikawa, H. Saigusa, N. Narita, T. Katoh
Graphic supervisor : M. Oikawa
Graphic designers : T. Tajima, Kazuhiro Fujimoto, K. Matsuoka, A. Funatsu, A. Kuratani, T. Okimoto, K. Awato, M. Ichikawa
Sound supervisor : Tatsuya Watanabe
Sound editer : S. Aizu
Hard designer : H. Nagayoshi
Rom editers : T. Hamada, H. Hamada, S. Igarashi, Y. Yamauchi
- PORTS -
* Consoles :
Sega Mega Drive (1991)
$end
$info=yanchamr,
$Edit this entry at Arcade-History.com
$bio
Kaiketsu Yanchamaru (c) 1987 Irem.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Wonder Boy Yanchamaru'.
This game is known outside Japan as "Kid Niki - Radical Ninja".
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- UPDATES -
In "Kid Niki - Radical Ninja", Kid Niki has spiky hair and a little rat tail. In Kaiketsu Yanchamaru, Kid Niki has a more traditional Japanese haircut.
- SERIES -
1. Kaiketsu Yanchamaru (1987)
2. Kaiketsu Yanchamaru 2 - Karakuri Land (1991, Nintendo Famicom)
3. Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (1993, Nintendo Famicom)
- PORTS -
* Consoles :
Nintendo Game Boy (19??, "Gensou Yanchamaru")
$end
$info=kaiserkn,kaiserkj,
$Edit this entry at Arcade-History.com
$bio
Kaiser Knuckle (c) 07/1994 Taito.
A one-on-one fighting game featuring nine selectable characters and three end bosses, controlled with a single joystick and six buttons. In addition to the usual kicks and punches, each character also has a number of special moves, that can be utilized via complex joystick and button combinations. In the one player game, players can chose their first opponent, with subsequent opponents chosen randomly by the game.
Unusually for a game of this type, Kaiser Knuckle features blood; something that had hitherto only been associated with Midway's "Mortal Kombat" series. The blood option can be switched off in the game's dip settings.
Kaiser Knuckle was Taito's answer to the Capcom and SNK fighting games that were dominating the arcade scene in the early 90's, and while playable enough in its own right, and featuring, as it does, colourful graphics and highly animated backdrops, Taito's offering couldn't compete with the "Street Fighters" of the world, either on commercial or gameplay terms.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D84
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 2
Control : dial
Buttons : 6
- TRIVIA -
This game is known in US as "Global Champion".
An updated prototype of this game is known as "Dan-Ku-Ga".
- UPDATES -
The US version ("Global Champion") is slightly different, it has the 'Winners Don't Use Drugs' screen.
- STAFF -
Image illustrator : Nobuteru Yuki
Project leader : Takeshi Kobori
Planners : Takeshi Kobori, Hiromi Mikami, Yuji Sakamoto, Hiroshi Aoki
Main character designers : Yuji Sakamoto, Takeshi Kobori
Character designers : Hiroto Nizato, Hiromi Mikami, Atsushi Iwata, Shinichi Arai, Makoto Fujita, Horitaka Kawamoto, Takayuki Isobe, Shin Tanaka, Shinjiro Sugitani, Seiji Kawakami, Kazuhiro Numata, Yukio Abe, Nobuhiro Hiramatsu, Hiroyo Kujirai, Tomohisa Yamashita, Tsuyoshi Tanigawa, Hideyuki Kato, Keisuke Nishioka, Tatsuya Ushiroda, Hiroshi Nishida
Assistants : Peacock, Production IG, VAP
Main programmmer : Hiroshi Aoki
Programmers : Kosuke Usami, Kumi Tsuchiya, Tatsuo Nakamura, Isao Oyama
Music composer : Yasuhisa Watanabe (Zuntata)
Sound effect designers : Katsuhisa Ishikawa (Zuntata)
Recording engineers : Munehiro Nakanishi (Zuntata)
System engineers : Katsumi Kaneoka, Hironobu Suzuki
Designers : Kumi Mizobe, Takeshi Kobori
Mechanic engineer : Koichi Otsu
* CAST :
Kazuya : Kazuki Yao
Barts : Ryutaro Okiayu
Lihua : Saeko Shimazu
Liza : Aya Hisakawa
Gekkou : Hideo Ishikawa
J-McCoy : Kazunari Tanaka
Wulong : Yasushi Horibata
Marco : Ichiro Otowa
Boggy : Andrew Holms
Gonzales : Hisao Egawa
Azteca : Ryu Kuzu
General : Steve Yamashita
Narrator : Randy Sexton
$end
$info=kaiteids,
$Edit this entry at Arcade-History.com
$bio
Kaitei Daisensou (c) 1993 Irem.
A 6-level, 1- or 2-player shoot'em up in which the player takes control of a submarine. Kaitei Daisensou is a superb game, created by the team behind the legendary "R-Type" series. The superbly-rendered graphics are very similar in style to Irem's "R-Type Leo", released a year earlier. Kaitei Daisensou would prove to be Irem's last 'traditional' arcade shoot'em up, although 2 further R-Type sequels were released for home consoles (see R-Type Series section for more info).
- TECHNICAL -
Irem M-92E system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Great Underwater War'.
This game is known in US as "In The Hunt".
- STAFF -
Designers : Akio, Susumu, Tomohiro, Ken Kui, Kozo, Takeshi
Programmers : Nobu, Wanderer
Sound creator : Ai Ai
Publicity staff : Sakomizu
Planner : Tobi_Nag
Assistants : Watashiha Sekaino, Honda Chitsujyo, Nanoda Yotte, Kono Oounabarani, Ikitoshi Ikerumono, Sono Chino, Itteki Mademo, Subete Watashino, Mono Nanoda
- PORTS -
* Consoles :
Sega Saturn (1995)
Sony PlayStation (1995)
Sony PlayStation (2000, "Maruan Series No.4")
$end
$info=kaitei,kaiteik,
$Edit this entry at Arcade-History.com
$bio
Kaitei Takara Sagashi (c) 1980 Namco.
- TECHNICAL -
Main CPU : 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 3
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Underwater Treasure Hunting'.
K'K-Tokki originaly developped this game (as prototype) and sold it to Namco, where it was completely rewritten.
$end
$info=kamikaze,
$Edit this entry at Arcade-History.com
$bio
Kamikaze (c) 1980 Leijac.
Kamikaze is a simple two-dimensional shooter. You control your laser base against an endless stream of alien invaders. The invaders don't come in set waves. Instead, they come in a constant stream. Once you have gotten through one barrage of aliens, more are just behind to continue the action. Your job is to keep them from overwhelming you with their superiority in numbers. Kill or be killed, that is the objective.
Kamikaze is one of the follow-up games that rode on the wave of the "Space Invaders" craze. The game itself is simple in concept but the action gets fast paced real quickly. Especially since several things can be going on at the same time during the game.
- TECHNICAL -
Main CPU : Z80 (@ 2 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 3
- TRIVIA -
This game is also known as "Astro Invader" (Stern).
Although all the screen colors are generated by the game's hardware as opposed to a screen overlay, there are varying bands of color dependent upon where the aliens are displayed vertically. At different heights, the aliens and their saucers are displayed in various colors. When a player's ship is destroyed, the entire display is drawn in red.
- SCORING -
Alien spacecraft, not moving, in their stalls : 10 points
Alien spacecraft moving into stalls or dropping toward you : 20 points
UFO : 100, 200, 300, or 400 points.
- TIPS AND TRICKS -
* When you start the game, your base will be in the middle, at the bottom of the screen in the area in between the stalls. When the game starts, a large UFO will enter the top of the screen. It will have the number 200 in it. That is how many alien spacecraft that 'mother' ship is going to attack you with. The 'mother' ship will land on the platform and the game will commence or continue. When the 'mother' ship expends all 200 of its ships, all gameplay freezes and a new 'mother' ship will enter with 200 more alien spacecraft. This cycle will keep going until you lose all of your bases.
* A stall will hold 4 invaders. If you haven't reduced that number down, the 5th invader on will drop to the ground. When an invader hits the ground, it just doesn't hit, it produces a blast radius a little wider then the stall it fell from. Your laser base can be destroyed by this 'indirect' fire.
* Just as deadly are the UFO's that show up. They can appear out of any of the open areas (as denoted in the playing field). They don't shoot or look threatening. The problem is, when they land on the ground, your base will be destroyed.
* The ''mother'' ship starts to distribute invaders starting with stall number 1 and works from left to right. Then it works from right to left and so on. The pattern is like this: 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, 9, 8, 7, 6, 5, 4, 3, 2, 1, 1, 2... As you can see, the right side will fill up quicker if you don't act quickly. This only works on odd numbered boards. On the even numbered boards, the 'mother' ship will stack the invaders on the same side as your laser base.
* The best strategy for this game is to keep the middle as open as possible. Keep stalls 4, 5, 6, and 7 as cleared of invaders as possible. Prevent these stalls from building up their maximum of 4 invaders. This will give you some breathing room plus it will help when dealing with the UFO's that come down on the left or right sides.
* There is a pattern on how the invaders are distributed. Use this knowledge when you are moving along the bottom of the screen. If you have stalls topped off and invaders are dropping, watch which way the 'mother' ship is distributing the aliens. If it is from right to left, then the aliens will fall from the farthest stall away from you and come inward. If it is from left to right, then the invaders will fall away from you. This is good if you are trying to make it to one side or the other to know how the invaders are falling.
* You can shoot the aliens that are falling but keep in mind, there probably is another that is on the left or right side that will hit the ground. Given that the blast radius is wider then the stall, it's better to let it go. Just keep the stalls (especially 4, 5, 6, and 7) cleared as best as possible.
* When the 'mother' ship is down to its last few invaders, make sure you are not in a position to get blasted the moment the new 'mother' ship arrives to continue the action. Nothing like having an falling invader inches from your laser base and the action pauses only to unpause and you get your base destroyed.
* Although the UFO seems to come out at random times and places, there does appear to be a pattern. It seems to come down the center mostly but it also has a pattern as to when it comes down the right and left sides.
- PORTS -
* Computers :
VTech Laser-VZ
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=kamikcab,
$Edit this entry at Arcade-History.com
$bio
Kamikaze Cabbie. (c) 1984 Data East.
- TECHNICAL -
Main CPU : DECO (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 33
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A bootleg of this game is known as "Yellow Cab".
- STAFF -
Planning by : K. Suzuki, H. Nagai
Software by : M. Noguchi, H. Matsuura
Hardware by : K. Hoshino, Kenji Nishikawa
$end
$info=kanatuen,
$Edit this entry at Arcade-History.com
$bio
Kanazuen no Onna (c) 09/1988 Panac.
A mahjong game with lots of shirtless girls.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Women of Kanazuen'.
The title refers to the Kanazuen, Gifu soapland scene. A 'soapland' is basically a bathhouse where one pays to be bathed by women and is associated with prostitution.
$end
$info=kangaroo,kangaroa,kangarob,
$Edit this entry at Arcade-History.com
$bio
Kangaroo (c) 1982 Sun Electronics.
A platform game in which the player controls a mother Kangaroo who must climb through the treetops trying to rescue her captured son. Numerous monkeys, the kidnappers of her child, roam the levels set on stopping the player's progress. The monkeys constantly throw apples at the Kangaroo which must either be avoided (either by ducking or jumping, depending on the height of the approaching apple), or punched away, the latter of which allows the Kangaroo to punch the apple back towards the attacking monkey.
If the player stalls for too long or does not punch either an apple or a monkey, a giant ape will appear and steal the Kangaroo's boxing gloves, leaving the player temporarily defenseless. The gloves are returned after a short time.
Fruit and vegetables litter the levels and can be picked up for bonus points. Each level also has a bell hanging from one of its platforms, which can be punched to make fruit and vegetable items appear. The game consists of 4 different stages, once these are completed the game begins again with an increased level of difficulty.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 24
Players : 2
Control : 8-way joystick
Buttons : 1 (PUNCH)
- TRIVIA -
Released in June 1982.
Also licensed to Atari (July 1982, Game ID : 136008). Approximately 9,800 units were produced by Atari.
David Kirk holds the official record for this game with 921,800 points.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
Kangaroo also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Aired as part of the second season of 'Saturday Supercade' on CBS.
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (1983)
* Computers :
Atari 800 (1983)
$end
$info=kaos,
$Edit this entry at Arcade-History.com
$bio
Kaos (c) 12/1981 GamePlan.
A vertical maze game featuring a little man chasing dollars.
- TECHNICAL -
Main CPU : M6502 (@ 894.75 Khz)
Sound CPU : M6502 (@ 894.75 Khz)
Sound Chips : AY8910 (@ 1.7895 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
Kaos is making its first appearance at the AMOA Show. It is GamePlan's first design in the video field and everything from hardware to software has been created by GamePlan.
$end
$info=introdon,
$Edit this entry at Arcade-History.com
$bio
Karaoke Quiz Intro Don Don! (c) 1996 Sunsoft.
A karaoke quiz game.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in February 1996.
$end
$info=karatblz,karatblu,karatblj,
$Edit this entry at Arcade-History.com
$bio
Karate Blazers (c) 1991 Video System.
A horizontally scrolling fighting game for one to four players. Each playable character (chosen from Mark, Glen, Akira and Gil) kicks and punches their way through a number of enemy-packed levels. In addition to kicking and puching, each character also has their own unique 'special attack'; a move that injures multiple on-screen enemies at the cost of some of the player's health.
While in no way original (drawing most of its inspiration from Capcom's "Final Fight"), Karate Blazers is both hugely playable and very fast and frenetic, with the amount of on-screen enemies at times overwhelming. The graphics are also well drawn and nicely animated.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 4
Control : 8-way joystick
Buttons : 4
- STAFF -
Game designer : N. Yorichika
Programmers : Good Townsman, Moo Yagiyama2, Willful Rabbit
Visual designers : N. Yorichika, Shoko Ishimoto, Y. Funada, T. Nishigaki, Hikihara, T. Akamatsu, K. Yamamotoya, H. Motono, H. Hino, Hyoue Ogawa, Akira, Takashi Itoh
Sound designers : Kenji Okuda, Naoki Itamura, Suda Akira
$end
$info=kchamp,kchampvs,
$Edit this entry at Arcade-History.com
$bio
Karate Champ (c) 1984 Data East.
A seminal 1-on-1 fighting game set over the course of a karate tournament, Karate Champ was the first game of its type and would influence every game of the fighting genre that followed. Karate Champ's control system utilised a somewhat awkward dual joystick control system, with simulataneous joystick manipulation required to execute even the simplest of kicks.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Double 4-way joysticks
- TRIVIA -
Released in September 1984.
This is where an entire genre began; the 1-on-1 fighting game. The list of titles Karate Champ would go on to inspire is near-endless - needless to say, without this game, "Street Fighter", and countless others like it, might never have happened. The only description that can truly do this game justice is seminal.
George Weller holds the official record for this game with 239,900 points on March 2, 2002.
A Karate Champ machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
The versus version (See 'Update' section for more info) of the game can be seen in the film "Bloodsport" (1988).
This game is known in Japan as "Karate Dou", the Vs version is known in Japan as "Taisen Karate Dou - Seishun Bishoujo Hen".
- UPDATES -
The US 'Versus' (2-player) version shipped one month later in October 1984. The Versus version, however, differs slightly from its single-player sibling. There is a greater variation in backgrounds, for example, with a variety of outdoor locations as opposed to the standard Martial Art dojos of the earlier version. The sound effects also seem to be a little 'sharper', with the speech, in particular, much improved.
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Nintendo Famicom Disk (1986)
* Computers :
Tandy Color Computer (1985, "Karate")
Commodore C64 (1985)
Commodore Amiga (1987)
Apple II
$end
$info=karatedo,
$Edit this entry at Arcade-History.com
$bio
Karate Dou (c) 09/1984 Data East.
Classic classic classic karate tournament game.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Double 4-way joysticks
- TRIVIA -
The title of this game translates from Japanese as 'The Way of Karate'.
This game is known outside Japan as "Karate Champ".
- UPDATES -
This version has some differences :
* It has a different storyline : you would fight your way through tournaments at various levels and finally end up at the nationals.
* Japanese voices are used.
* The bonus stages are different : kicking a vase, kicking apples out of another man's hands and off his head and jumping up and kicking a tall post.
- PORTS -
* Consoles :
Sony Playstation 2 (2005 ,"Oretachi Geasen Zoku Sono 3 - Karate Michi")
$end
$info=karianx,
$Edit this entry at Arcade-History.com
$bio
Karian Cross (c) 04/1997 Deniam.
- TECHNICAL -
Deniam-16b hardware
Main CPU : 68000 (@ 12.5 Mhz), Z80 (@ 6.25 Mhz)
Sound Chips : YM3812 (@ 3.125 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 4-way joystick
Buttons : 3
- STAFF -
Director : HanWoo Kim
Game designer : ChangKyun Roh
Game programmer : Hermit, Khan
Sound programmer : Kwanny
Visual character designer : Deesis
Character item designer : Won
BG and sprite designer : Dongo
Music & Sound : Temp
Voice dubbing : PilJin Kim, HyunJeoung Um, MinSeong Kim, Sinki Kim
H/W designer : MinHong Park
Management : SangChul Lee
$end
$info=karnov,karnovj,
$Edit this entry at Arcade-History.com
$bio
Karnov (c) 01/1987 Data East.
Karnov is a two-dimensional, platform style game. You control Karnov through nine scenes. Each of these scenes gives you piece of a map (except the first scene). Get all the pieces of the map and you get to the treasure. Your journey won't be easy though. You will be going through some rough environment such as towns, forests, oceans, and caves. To further make your travels a hazard, different enemies attempt to end Karnov's life prematurely and prevent him from getting to the treasure. To aid Karnov in his adventures, he has certain items that he can draw from his inventory. In addition, there are other items that can make Karnov a potent foe of those wishing to harm him. You must complete each scene in order to advance to the next scene. All in a days work of a hearty explorer.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2 (JUMP, SELECT)
- TRIVIA -
The main character became the famous Data East icon and you can see his fat face in many others games of the manufacturer.
Karnov's full name is ''Jinborov Karnovski''.
Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.
- UPDATES -
The US version has :
* More enemies.
* The ostrich in level 1.
* The red serpents.
* This version hurries you along if you dawdle by dropping invincible plants that fire at you and red serpents when you put up your ladder - this doesn't happen in the Japanese version.
* When you use Boomerang or Flame, after it is used up you return to your original triple fire (in Japanese version, you go back to base single fire).
* Some of the placements are different for the random items.
- SCORING -
Scoring in this game is relatively hard since there are a lot of things you can get points for. Here is the scoring table :
GREEN-HOODED CREATURE : 1400 Points
GRAY ROCK GOLEM : 400 Points
BROWN ROCK GOLEM : 1000 Points
SMALL FLYING DEMON : 1000 Points
LARGE FLYING DEMON : 1800 Points
OSTRICH RIDERS : 2000 Points
GARGOYLE : 1800 Points
KNIGHT : 400 Points
VULTURE : 110 Points
STATUE (PER SEGMENT) : 400 Points
EAGLE : 400 Points
GOLD STATUE : 5000 Points
SPIRIT : 600 Points
EARTH ELEMENTAL, S : 1600 Points
EARTH ELEMENTAL, L : 2600 Points
RED SERPENT : 12000 Points
BAT : 110 Points
GREEK FIGHTERS : 800 Points
SEAGULLS : 110 Points
SEAWEED : 1000 Points
CLAMS : 400 Points
SEA WARRIORS : 800 Points
SMALL MERMAN : 800 Points
EXPLODING OWLS : 1000 Points
LARGE STATUE (GROUND) : 1800 Points
GREEN MONKEY : 400 Points
TREE SPIRIT : 1000 Points
MUMMY : 2000 Points
* Bosses :
MERMAN : 2600 Points
TRAINER : 5000 Points / LION : 7000 Points
T-REX : 12000 Points
SCORPION WOMAN : 12000 Points
TWO-HEADED DRAGON : 20000 Points
WIZARD : 30000 Points
- TIPS AND TRICKS -
* The Bosses : There are six different bosses you have to deal with in this game. Some of the scenes will reuse these bosses again. Sometimes you will even get more then one of the same kind of boss to tangle with either at the end of a scene or somewhere within the scene (this is especially true in the later scenes). Listed below are the bosses and a couple of tactics that you can use to defeat them. It is best to have your full firepower to tangle with these bosses instead of just using your pathetic one shot.
MERMAN : His mode of attack is to throw water balls at you and jump around. He is one of the easier bosses to deal with.
1) When he enters the screen, start firing on him. If your shot power is enhanced, you may be able to take him out before he has a chance to attack.
2) If you don't take him out when he enters, be prepared to jump because he will throw a water ball at your character.
3) Continue to jump back and forth. Fire on him when you land and you should take care of him quickly.
TRAINER AND LIONS : This boss comes on the screen as a man holding two lions on a leash. The lions
spit fire in addition to a claw attack.
1) The first thing you don't want to do is take out the trainer first. If you do, the two lions will immediately attack.
2) Go to the left side, duck, and start hacking away at the lions. It will take several shots to take one of the lions down.
3) When the trainer and lions get about three-quarters of the way across the screen, jump over them and repeat the above from the right side.
4) Once the lions are taken care of, take out the trainer. Again, watch out for the fireballs.
SCORPION WOMAN : She's big and she's bad. She will usually come crawling down a wall to do battle with Karnov. She likes to spit a massive barrage of fire at Karnov.
1) You must hit the Scorpion Woman in her torso, hitting her body won't hurt her.
2) Every time you score a hit, she will rear up and let loose with a barrage of fire.
3) Jump around the screen and jump over her to avoid her fire. Make sure that when you jump, she isn't reared up or you will be killed.
4) She tends to lay a pattern of fire from top to bottom. Remember this when you are jumping so you don't jump into her line of fire.
5) Continue to jump around her and fire and you should have this bug squashed in no time.
TYRANNOSAURUS REX : This big old dinosaur is not only very large, it also has a very nasty breath
weapon. Because he is so tall, it makes it even more of a challenge to hit his head (which you must do to kill him).
1) When the Tyrannosaurus Rex (T-Rex) first enters the area, jump straight up and sent a heavy volume of fire his way. He will flash when hits are scored.
2) The T-Rex is pretty quick so don't get yourself caught in a corner. The T-Rex will either barbeque or just stomp on Karnov. Jumping around is the key to avoid this problem.
3) Try to jump to the far sides (left or right) so that you can get at least a couple of shots off when you jump vertically. The T-Rex will usually almost be on Karnov after the second volley.
4) Continue to maneuver around and you will have dinosaur steaks for dinner.
TWO-HEADED DRAGON : Besides the wizard, this is one of the most brutal bosses. His breath weapon is very nasty and so is his bite. The breath weapon can get Karnov in two ways. The first way is a direct hit. The other way is when it explodes against some object. Fragments will explode outwards and could hit Karnov.
1) This will require you to do some very fancy maneuvering. The dragon is slow but it more then makes up for that in offensive capabilities.
2) When the dragon fires on Karnov, watch where the shot fragments go. You must hit the heads to kill this dragon off. The best way might be to find a ledge to take shots at it.
3) You will only have time for one shot before you have to move since the dragon's firepower covers such a broad area.
4) Again, jump around and make your shots count. Eventually you will add some dragon heads to your collection.
WIZARD : You will only encounter this boss once since he is the final boss. He has a nasty offensive spell and a couple of good defensive moves. The bad part of this boss is that when you enter his area, you lose all your inventory items and power-ups.
1) Right before you enter the Wizard's area, equip the Jump/Running Shoes and Boomerang. Then enter his area.
2) You will see three ledges (one high and two low). The Wizard maneuvers around these ledges and fires out a ring of stars. These can be tricky to avoid but it can be done.
3) Instead, when the Wizard appears on one of the two lower ledges, fire the boomerang at him. Depending on whether the machine is set to easy or hard will determine whether the boomerang kills him or not. If it doesn't, a few more shots should finish him off.
4) If you don't have the boomerang, be prepared for a very long fight. You must concentrate on avoiding his fire while getting shots in on him. This means constantly moving around.
5) It will take a lot of shots to bring him down and end his magical days.
* Below are some basic strategies for getting through the game...
1) You will have 200 seconds to get through each scene. This means you must plan for good time management in order to have enough time to deal with the scene bosses.
2) Remember, you can move in eight directions on the screen. Use this to your advantage to avoid an enemy's fire while taking them down at the same time.
3) There are a lot of items that are hidden from your view (either because they are too high or because they are truly hidden). Use the Ladder and Mask at all times to get the most amount of items you can.
4) Some areas have alternate routes. This means you will have to decide beforehand since you won't be able to backtrack to go on another path.
5) The game scrolls along with the character which means that once you have passed an area, you cannot return to it again.
6) Try to jump instead of walk. The reason is that sometimes items fall from the sky or ceiling making it that much easier to collect them.
7) If you take too long in a part of the scene, indestructible seeds will fall from the top of the screen. Once they hit the ground, they become indestructible flowers that shoot fire. To avoid this, move through each scene quickly.
* SCENE 1 : This is one of the easier levels to introduce you to the game.
1) You start off on a platformed area. Immediately collect the Ladder and move to the right.
2) Green-Hooded Creatures will attack Karnov. Once disposed of, use the Ladder to collect the Bomb.
3) You will then encounter a Gray Rock Golem atop a rock. The Gray Rock Golem will throw a rock every two seconds. You can destroy the rock but you get no points. Once you take out the golem, jump on the area he was and use the Ladder to retrieve the Super Fireball and Jump/Running Shoes (you can get the shoes by jumping in the same area since they will fall to the ground).
4) Some more Green-Hooded Creatures will attack.
5) You will see a Gargoyle in a tree. Behind it will be a Orange Sphere. Take out the Gargoyle and retrieve the sphere.
6) Ostrich Riders will attack. After you dispose of them, use the Ladder to retrieve the three K's midway on the first building.
7) Before the stairs, you will have to tangle with a Brown Rock Golem. The Brown Rock Golem will throw rocks any time you hit it. Again, rocks get you no points.
8) When you get to the stairs, you will be assaulted by Large Flying Demons and a couple of Ostrich Riders.
9) Knights will attack when you get to the top of the steps. After you dispose of them, use your Ladder to get two Bombs.
10) About three-quarters of the way across the bridge you will be attacked by Small Flying Demons.
11) Another Gray Rock Golem awaits you on the bridge. Behind it will be a Brown Rock Golem.
12) After you go down the stairs, you will be attacked by a Gargoyle, Small Flying Demons, and Knights. After you have made it through them, jumping will get you a set of Jump/Running Shoes.
13) You will be attacked by some more Ostrich Riders before you have to encounter the boss.
14) Boss battle against the MERMAN.
* SCENE 2 : You get to navigate through some ancient ruins in this scene. The big threats are the Statues and Gold Men.
1) This level starts you off by going through the Statues. They are five columns high with a head that spits fire. After the third Statue, use the Ladder to get the Wings and Super Fireball.
2) After you deal with the fourth Statue, you will have to deal with the Gray Rock Golem.
3) You will next be attacked by Eagles and Large Flying Demons. Then the Small Flying Demons will attack. After you take care of them, use your Ladder to get five K's.
4) More Large Flying Demons block your path as you head up the mountain.
5) At the area where a ladder goes up, you will encounter a short Statue three columns high with a head spitting fire.
6) At the top of the mountain is a Gold Statue. It attacks by shooting a spread of fire in Karnov's direction. It cannot be hit when it is firing.
7) After another round of Large Flying Demons, you have to deal with another Gold Statue.
8) Knights and Small Flying Demons make this next part challenging. After you are done, use the Ladder to collect three Bombs, a Mask, Super Fireball, and three K's.
9) Boss battle against the TRAINER AND LIONS.
* SCENE 3 : This next scene takes you through a battered forest. There are a lot of chasms
in the ground. In addition, you will navigating through some caves.
1) Collect the Super Fireball and move right. You will see a Gargoyle with a Orange Sphere behind it. After you defeat it, collect the sphere and use the Ladder to collect the Diving Helmet, Run/Jumping Shoes, and five K's. Use a bomb at the base of the tree to knock it down and make a bridge.
2) When you cross over, a Spirit will release from the tree. Sometimes a Red Serpent will also attack.
3) You will then have to jump over two chasms while being attack by Eagles. After that attack, you will have to jump over a third chasm. After the third chasm, use you Ladder to collect three Bombs.
4) You will then see some mounds of dirt. The object is to jump from the top of one to the other. If you fall in the gap, you will be attacked by a Small Earth Elemental.
5) Remember that Boss Merman you battled before. Well, he's back again for another rematch. Take care of him again.
6) After the fish fry, you will encounter a Brown, then Gray Golem. Continuing on, you will be attacked by Small Flying Demons and another Brown Rock Golem. Use the Ladder after this to collect the Super Fireball and three K's.
7) You will go through a Brown Rock Golem and Small Flying Demons. After this, use the Ladder to get another five K's.
8) Eagles will attack setting the stage for the next boss battle.
9) Boss battle against the TYRANNOSAURUS REX.
* SCENE 4 : This scene has you going through a cave. You won't be able to jump around as much in here due to the fact of all the chasms and small areas.
1) When you enter the cave, you can equip your Mask to see more things to get. You can collect four K's, a Mask, Ladder, and two Bombs.
2) Continuing onward, you must now navigate through some volcanoes. There are five in the ceiling and four on the ground. If you crouch next to the volcanoes on the ground, the lava bombs can't hit you. Time it so you can safely navigate through this area.
3) After getting through the volcanoes, you will encounter some conveyor belts. The first one rotates to the left so be careful when you jump on it.
4) Jump to the next conveyor belt which is rotating to the right. Turn left and jump on that one which is rotating left again. Climb the ladder and you will enter a cave with twelve K's.
5) When you exit the cave, a Brown Rock Golem awaits. Clear him out and jump. You will either hit the second conveyor belt you jumped on or a rocky ledge. Either way, make sure you are on the rocky ledge that has the K on it.
6) Bats will attack as you move up these ledges with K's on them.
7) At the end of the ledge is a platform. If you go to the end of the platform, the boss awaits.
8) Drop down off the ledges to floor level and the boss battle with the SCORPION WOMAN will occur.
* SCENE 5 : This scene takes you underwater. There are a couple of islands with things on them but the primary part is still underwater. This is also a short scene.
1) Karnov starts from the cliff. Hopefully you managed to get the Diving Helmet. If not, your game will be finished very quickly.
2) Right at the bottom where Karnov enters the water, there is a stack of K's. The big enemies to watch out for in this area are the Seaweed and Clams.
3) When you get to the first island, get onto it. You will have to deal with the Boss MERMAN again (doesn't he ever give up?). Anyway, after dealing with him, get the three Bombs, Diving Helmet, Mask, Run/Jumping Shoes, and the Orange Sphere. Then go back into the water.
4) If you choose to go under the island, you can go into the little cave to collect the K's. The Sea Warriors and Small Merman will be on the attack.
5) This second part of the swimming has you going against Sea Warriors and Small Merman. Just watch out for the Sea Warriors because they like to throw their spears down in addition to sideways.
6) When you climb up on the next island, you will have to deal with the boss.
7) The boss battle has you against a TYRANNOSAURUS REX again but this isn't the only one. You will have to defeat a second TYRANNOSAURUS REX to finish this scene.
* SCENE 6 : This scene will keep you very busy. There are a lot of enemies and very few items to collect.
1) You will be immediately attacked by Knights and Large Flying Demons. After you clear them out, Eagles and Green-Hooded Creatures will attack.
2) After the Green-Hooded Creatures attack, use the Ladder to collect the Wings.
3) You will now have to battle two Boss MERMAN. After you take them out, Large Flying Demons will attack.
4) You will need to climb up this building then go across. You will attacked by more Large Flying Demons.
5) When you come down on the other side, you will be attacked by the TRAINER AND LIONS.
6) You will climb again and on the path with be 14 Exploding Owls. Exploding Owls are so named that when you hit them, they explode throwing shrapnel all over. Jump to avoid.
7) After the owls, prepare for the boss.
8) You will have to tangle with two SCORPION WOMAN to finish this scene.
* SCENE 7 : This is a short level. There are a few treasures for the taking. The enemies aren't as bad as in scene 6 but there are still a lot of them.
1) You first will be attacked by a group of Greek Fighters along with Eagles.
2) You next will need to navigate through the Large Statues. There are a total of five to navigate through.
3) Next you will need to climb the pyramid. When you get to the first level with a doorway, use a bomb to blow the door open.
4) Go in and you will be attacked by more Greek Fighters. Go up the incline and prepare for a boss.
5) This battle involves the TWO-HEADED DRAGON.
6) After clearing out the dragon, continue to the right and jump the gap. Climb up to the top platform. A mummy will attack. Mummies are tough creatures that turn into a tombstone every time they are hit. They can take a lot of punishment.
7) Once you take out the mummy, go all the way to the right and a platform will extend.
8) Go back left and prepare for the next boss before dropping into the hole.
9) When you drop into the hole, you will be up close and personal with a TYRANNOSAURUS REX. Finish him off and head up the steps.
10) Be very careful on this part, there are boulder traps for each step so either jump back or destroy them with firepower.
11) Collect the fourteen K's and finish climbing. At the top of the steps, bats will attack.
12) After that, another boss battle with another TWO-HEADED DRAGON will finish the scene.
* SCENE 8 : Another scene where things will be tough. You will be dealing with the spirits on this scene.
1) Knights will attack you along with Small Flying Demons.
2) You will then be attacked by a Spirit and further beyond, two Large Statues also firing on Karnov.
3) A group of Green Monkeys will attack. After they attack, use the Ladder to get another Ladder and Run/Jumping Shoes.
4) Tree Spirits will descend to do battle with Karnov along with a Spirit. Collect the four K's.
5) Large Flying Demons and more Tree Spirits will attack. After that, Small Flying Demons will get in their licks. Collect the four K's.
6) The boss battle will be another TYRANNOSAURUS REX to finish off the scene.
* SCENE 9 : This is the last scene to be completed. This area is very tough and you will be hard pressed in the time department to finish it. Don't get involved in all the little battles. Get to the Wizard as quickly as possible.
1) Use your Ladder to collect the two Bombs, Run/Jump Shoes, Super Fireball, Mask, and a Ladder.
2) You will then be attacked by Knights and Large Flying Demons until you get to the platform areas. Then Bats will make a brief appearance.
3) When you get to the platforms, don't go up. Instead, jump the chasm to the right. You will be attacked by a Boss MERMAN. Although space is tight, you should take him out.
4) You will also notice that Small Earth Elementals are spilling over the ledges. This is the desired effect so you don't have to deal with them up top.
5) Now, go back to the right and climb the platforms. At the top of the second platform, Small Flying Demons may attack.
6) Go to the right to the next ledge. Use heavy firepower to hit the large mounds of dirt. These will change into Large Earth Elementals. There are three of them.
7) Keep going right. At the end of the ledge, jump to the right. You will land on another ledge. If you just drop, you will land in a pit with a lot of mummies.
8) Take care of the two mummies from the ledge and look to the right. You will see two SCORPION WOMAN. Don't worry about them right now, just avoid their fire.
9) Climb up the two sets of ladders and head right. At the end of the ledge, drop off. You will see a wall to the right. Fire on it and the wall opens up. Before going in, power yourself up.
10) Enter this area for the last boss fight with the WIZARD.
- PORTS -
* Consoles :
Nintendo Famicom (1987)
* Computers :
PC [Booter] (1987)
Amstrad CPC (1988)
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
* Others :
LCD handheld game (1989) released by Tiger Electronics : features 9 levels.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=karnovr,
$Edit this entry at Arcade-History.com
$bio
Karnov's Revenge (c) 1994 Data East.
Standard fighter with 13 selectable characters and a really cool end boss!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0066
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Fast punch [B] Strong punch [C] Fast kick [D] Strong kick
- TRIVIA -
Released in March 1994.
This game is known in Japan and USA as "Fighter's History Dynamite".
Karnov, of "Karnov", appears as a selectable character! "Chelnov The Atomic Runner" appears as the end boss!
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighter's History Dynamite & Flying Power Disc - PCCB-00149) on 18/03/1994.
- TIPS AND TRICKS -
Beat the game without using a continue to see all the characters in chibi form grouped together during the credits. If you beat the game without losing a single round you'll get an extra secret fight against a bull.
- SERIES -
1. Fighter's History (1993)
2. Karnov's Revenge (1994)
3. Fighter's History - Mizoguchi Kiki Ippatsu!! (1995, Nintendo Super Famicom)
- STAFF -
Project leader : Min
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
Sega Saturn (1997, "Fighter's History Dynamite")
$end
$info=p911j,
$Edit this entry at Arcade-History.com
$bio
Keisatsukan Shinjuku 24ji (c) 2001 Konami.
- TECHNICAL -
Main CPU : MPC8240 (@ 200 Mhz)
$end
$info=kengo,
$Edit this entry at Arcade-History.com
$bio
Ken-Go (c) 1991 Irem.
- TECHNICAL -
Irem M-84 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Nanao Corporation.
The title of this game translates from Japanese as 'Master Fencer'.
This game is known as "Lightning Sword" in Europe.
- STAFF -
From highscore table : Hiroron, Miekun, Sakotan, Kimichan, Kazukun, Nanao Corp, ORS, Yoriko, Okami, X Chan
$end
$info=kbm,
$Edit this entry at Arcade-History.com
$bio
Keyboardmania (c) 2000 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 66 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), CD/DA
Palette colors : 32768
Players : 1
$end
$info=kbm2nd,
$Edit this entry at Arcade-History.com
$bio
Keyboardmania 2nd Mix (c) 2000 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 66 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), CD/DA
Palette colors : 32768
Players : 1
$end
$info=kbm3rd,
$Edit this entry at Arcade-History.com
$bio
Keyboardmania 3rd Mix (c) 2000 Konami
- TECHNICAL -
Main CPU : PPC403 (@ 66 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 32768
Players : 1
$end
$info=kicknrun,kicknruu,
$Edit this entry at Arcade-History.com
$bio
Kick and Run (c) 1986 Taito.
A soccer game from Taito.
- TECHNICAL -
Prom Stickers : A87
Main CPU : (3x) Z80, M68705
Sound Chips : YM2203
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1986.
The spelling of 'Argentina' is wrong, it is spelt 'Argentine'.
A bootleg of this game is known as "Mexico 86".
- PORTS -
* Consoles :
Nintendo Famicom Disk (1988)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
$end
$info=kickboy,
$Edit this entry at Arcade-History.com
$bio
Kick Boy (c) 1983 Nichibutsu.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Also Known as "Dacholer".
$end
$info=kickgoal,
$Edit this entry at Arcade-History.com
$bio
Kick Goal (c) 1995 TCH.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), PIC16C57 (@ 750 Khz)
Sound Chips : OKI6295 (@ 9.09 Khz)
Screen orientation : Horizontal
Video resolution : 368 x 448 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=kick,kickc,kickman,
$Edit this entry at Arcade-History.com
$bio
Kick Man (c) 1981 Midway.
- TECHNICAL -
Kick Man was available in 3 different dedicated cabinets, an upright, a cocktail, and a cabaret (or mini). The only physical difference between 'Kick' and 'Kick Man' machines is the name on the marquee, otherwise they are identical.
The upright machine had yellow and orange painted side-art of a guy on a unicycle kicking balloons up onto his spiked helmet. The guy on the side-art looks more like an athlete than a clown, and doesn't resemble the game character at all. The marquee has an orange logo superimposed over a city skyline. Moving downward the game has an attractive monitor bezel that extends the background graphics that are already in the game. The control panel features a large black trackball, and a pair of huge 'Kick' buttons that light up when the machine is turned on.
The cabaret (or Mini-Myte as the promotional material calls it) was in a smaller brown cabinet with no side-art or marquee. It had slightly smaller yellow buttons, and the game's name was advertised directly below the control panel. There were no other decorations on the machine.
The cocktail version of this game came in the ever popular Midway cocktail table, which was the same one used for "Pac-Man", "Galaga", and many others. The only decoration was the title of the game which was silk screened under the glass. You will probably never see one of the cocktail versions anyway. In the last few years it seems that almost all Midway cocktails seem to have been converted to "Ms. Pac-Man" or "Galaga" (probably because that is a very profitable conversion to make).
Bally Midway MCR 1 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 512 pixels
Screen refresh : 30.00 Hz
Palette colors : 32
Players : 2
Control : Trackball
Buttons : 1 (KICK)
- TRIVIA -
Released in December 1981. Kick Man was planned as a sequel to "Pac-Man", but didn't catch on to anywhere near the same degree. The game was actually first developed back in 1978 as a black and white game entitled 'Catch 40'. Midway never actually got around to releasing 'Catch 40', so they reworked it in color and released it as 'Kick'. Then they turned around a few months later and and re-released the game as 'Kick Man'. 'Kick' and 'Kick Man' are essentially the exact same game. The only difference is in the title screen.
A Kick Man unit appears in the 1982 movie 'Jekyll & Hyde... Together Again' and in the 1982 movie 'Fast Times at Ridgemont High'.
- STAFF -
Designed and programmed by : John Pasierb
- PORTS -
* Computers :
Commodore C64
$end
$info=kickoff,
$Edit this entry at Arcade-History.com
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Kick Off - Jaleco Cup (c) 06/1988 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=kickridr,
$Edit this entry at Arcade-History.com
$bio
Kick Rider (c) 1984 Universal.
- TECHNICAL -
Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz)
Sound Chips : (4x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 258
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=kikstart,
$Edit this entry at Arcade-History.com
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Kick Start Wheelie King (c) 1984 Taito.
- TECHNICAL -
Taito SJ System hardware
Prom Stickers : A20
Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick
Buttons : 4
$end
$info=kicker,
$Edit this entry at Arcade-History.com
$bio
Kicker (c) 04/1985 Konami.
A kung-fu platform game.
- TECHNICAL -
Game ID : GX477
Main CPU : M6809 (@ 1.25 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz), SN76496 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Shao-Lin's Road".
$end
$info=kikcubib,
$Edit this entry at Arcade-History.com
$bio
Kickle Cubele (c) 1988 Unknown.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.579645 Mhz)
Sound Chips : YM2151 (@ 3.579645 Mhz), DAC (@ 3.579645 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 256
Players : 2
Control : 4-way Joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Meikyuujima".
$end
$info=mt_kcham,
$Edit this entry at Arcade-History.com
$bio
Kid Chameleon (c) 1992 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 60
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in May 1992.
This game is known in Japan as "Chameleon Kid".
You can get a powerup that would turn Kid Chameleon into Rick from "Splatterhouse".
- TIPS AND TRICKS -
* 5,000 Bonus Points : Complete any level without collecting any special items to get 5,000 bonus points.
- STAFF -
Game Design : Hoyt Ng, Rick Macaraeg, Graeme Bayless, Bill Dunn
Software : Bc. Tchiu Le, Steve Woita, Bill Willis, Mark Cerny
Art : Craig Stitt, Alan Ackerman, Judy Totoya, Brenda Ross, Paul Mica
Sound By : Nu Romantic Productions
Special Thanks To : Scott Chandler, Hugh Bowen, Haven Carter, And The Test Group
- PORTS -
* Consoles :
Nintendo Wii (2007, "Virtual Console")
$end
$info=kidniki,kidnikiu,
$Edit this entry at Arcade-History.com
$bio
Kid Niki - Radical Ninja (c) 12/1986 Irem.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Data East for US manufacture and distribution.
This game is known in Japan as "Kaiketsu Yanchamaru".
A bootleg of this game is known as "Little Hero".
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- UPDATES -
In Kid Niki - Radical Ninja, Kid Niki has spiky hair and a little rat tail. In the Japanese version ("Kaiketsu Yanchamaru"), Kid Niki has a more traditional Japanese haircut.
- SERIES -
1. Kid Niki - Radical Ninja (1986)
2. Kaiketsu Yanchamaru 2 - Karakuri Land (1991, Nintendo Famicom)
3. Kaiketsu Yanchamaru 3 - Taiketsu! Zouringen (1993, Nintendo Famicom)
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Nintendo Game Boy
* Computers :
Commodore C64 (1987)
$end
$info=horekid,horekidb,
$Edit this entry at Arcade-History.com
$bio
Kid no Hore Hore Daisakusen (c) 1987 Nichibutsu.
- TECHNICAL -
The board consists of two PCB's connected with two ribbon cables.
* PCB 1 :
Main CPU : 68000 (@ 8 Mhz)
ROMS: 1 - 8
* PCB 2 :
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC
ROMS : 9 - 16
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Dig Dig Kid's Great Operation'
An Italian bootleg / hack of this game is known as "Booby Kids".
- STAFF -
Sound composers : Kenji Yoshida, Hiroshi Funaba
- PORTS -
* Consoles :
NEC PC-Engine (1990, "Cratermaze")
Nintendo Game Boy ("Booby Boys")
$end
$info=gdfs,
$Edit this entry at Arcade-History.com
$bio
Kidou Senshi Gundam Final Shooting - Special in 0079 (c) 1995 Banpresto.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : Lightgun
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Mobile Suit Gundam Final Shooting - Special in 0079'.
- SERIES -
1. Mobile Suit Gundam - Kidou Senshi Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden Gundam (1994, Nintendo Super Famicom)
4. Kidou Senshi Gundam Final Shooting - Special in 0079 (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Nintendo Super Famicom)
6. Gundam Battle Assault (1998, Sony PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, Sony PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, Sony PlayStation 2)
9. Mobile Suit Gundam - Federation Vs. Jion (2001)
10. Mobile Suit Gundam - Federation Vs. Jion DX (2001)
11. Mobile Suit Gundam - Jionic Front (2001, Sony PlayStation 2)
12. Mobile Suit Z-Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PlayStation 2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PlayStation 2)
15. Mobile Suit Gundam - Pilots Locus (2004, Nintendo GameCube)
16. Mobile Suit Gundam Vs. Z-Gundam (2004, Nintendo GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, Sony PlayStation 2)
18. Mobile Suit Gundam - One Year War (2005, Sony PlayStation 2)
19. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
20. Mobile Suit Gundam Climax U.C. (2006, Sony PlayStation 2)
21. Mobile Suit Gundam SEED - Federation VS ZAFT II (2006)
22. Mobile Suit Gundam VS. Gundam (2008)
$end
$info=sdgndmps,
$Edit this entry at Arcade-History.com
$bio
Kidou Senshi SD Gundam - Psycho Salamander no Kyoui oh (c) 1991 Banpresto / Bandai.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as "Mobile Suit Super Deformed Gundam - Menace of Psycho Salamander".
For fanatics of this game, here is the full cast :
MS-05 : Zaku
MS-06 : Zaku II
MSM-04 : Acguy
MSM-04 N : Acgguy
MS-06 FZ : Zaku-Kai
MSM-03 : Gog
RMS-108 : Marasai
MS-09 : Dom
MA-07 : Grublo
U-Con
RMS-192M : Zaku-Mariner
MSM-10 : Zogg
MSM-07 : Z'Gok
Mad Angler
MS-07 H : Gouf Type-H
RMS-106 : Hizack
MSM-03 C : Hygog
MSM-07 E : Z'Gok E
MS-18 E : K?mpfer
RMS-154 : Barzam
MS-09 R : Rick Dom
MA-04 X : Zakrelo
MS-14 : Gelgoog
PMX-000 : Messala
Prinz Eugen
MAX-03 : Adzam
Magella-Attack
MS-15 : Gyan
MS-06 D : Desert-Zaku
MS-07 : Gouf
MA-08 : Byg Zam
MS-06 K : Zaku-Cannon
AMS-119 : Geara-Doga
NRX-044 : Asshimar
MS-06 Z : Bishop
MSN-03 : Jagd-Doga
MS-14 JG : Gelgoog J
MS-09 RII : Rick Dom II
RMS-117 : Galbady Beta
RX-139 : Hambrabi
NRX-055 : Bound-Doc
MRX-009 : Psyco-Gundam
PMX-001 : Palace-Athene
MS-06 R : Zaku Type-R
PMX-003 : The-O
MS-13 : Gassha
MA-05 : Bygro
NZ-333 : Alpha-Azieru
MS-06 S : Zaku
MSM-07 S : Z'Gok
MS-14 S : Gelgoog
MSN-02 : Sazabi
MSN-04 : Ziong
MAN-08 : Elmeth
Psyco-Salamander
General-Gundam
RGM-79 : GM
Halo
RX-78-2 : Gundam
RX-78-1 : Prototype-Gundam
- STAFF -
Producers : K. Kawaguchi, Toshifumi Kawashima
Main programmer : Big Common
Sub programmer : Merkava Mk II
Graphic designers : J.F. Sebastian, Muten Roshi
Sound programmer : King Bee
Art directors : Senba Takatsuna, Ohno Wepokichi
$end
$info=mayumi,
$Edit this entry at Arcade-History.com
$bio
Kikiipatsu Mayumi-chan (c) 1988 Victory L.L.C.
A mahjong game with cheerleaders and a password feature.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 480 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mayumi-chan One Shot'.
$end
$info=kikikai,
$Edit this entry at Arcade-History.com
$bio
KiKiKaiKai (c) 1986 Taito.
- TECHNICAL -
Prom Stickers : A85
Main CPU : (2x) Z80 (@ 6 Mhz), M68705 (@ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Strange Old Story of Mystery World'.
This game is also known as "Knight Boy".
The main character is actually a Shinto priestess (as is Miko from "Tengai"). Her main weapons are 'o-fuda', which are talismans that she shoots. She also has a purification rod that she uses to swipe at enemies up close.
- TIPS AND TRICKS -
* Secret characters : when 'Game Over' screen appears, hold UP key until the screen change. The bear (kuma) and the valley (tani) should appear on the title screen. It means that this game have been developed by Taito Kumagaya (kuma + tani) Laboratory. And if you start the game when these characters are displayed, on life is added to your play (3 by default, the game should start with 4 lives).
* Wave a flag at a lamp post with a red orb inside it and you will get a powerup.
* There are several types of letters or messages :
White - increase range
Red - increse firepower
Yellow - big letters
* You can also pick up 'eggs' along the way. These eggs are activated by hitting fire & flag at the same time.
Blue - freezes all monsters for a given period of time, also those off screen.
Yellow - kill everything on screen.
* The 'gremlins' don't kill you but they slow you down. You can lose them by running around a lamppost.
- SERIES -
1. KiKiKaiKai (1986)
2. KikiKaiKai - Nazo no Kuro Manto (1992, Nintendo Super Famicom)
3. KikiKaiKai - Tukiyozoushi (1994, Nintendo Super Famicom)
4. KikiKaiKai Advance (2001, Nintendo Game Boy Advance)
- STAFF -
Author : Hisaya Yabusaki
Programmer : Kazutomo Ishida, Daisuke Sasaki
Character Designer : Nenko Nishimura, Kazuya Mikata
Sound Effector : Naoto Yagishita
Music Composer : Hisayoshi Ogura
Director : Mikio Hatano
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Famicom ("Kiki Kaikai - Dotouhen")
Nintendo Super Famicom (1992, "Kiki Kaikai - Dotouhen")
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=killcom,
$Edit this entry at Arcade-History.com
$bio
Killer Comet (c) 10/1980 GamePlan.
- TECHNICAL -
Main CPU : M6502 (@ 894.75 Khz)
Sound CPU : M6502 (@ 894.75 Khz)
Sound Chips : AY8910 (@ 1.7895 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Licensed to Centuri.
$end
$info=kinst,kinst14,kinst13,kinstp,
$Edit this entry at Arcade-History.com
$bio
Killer Instinct (c) 1994 Rare.
10 genetically engineered fighters engage in 1-on-1 combat in a tournament arranged by the sinister 'Ultratech', the organisation behind the genetic creation of the fighters. The tournament soon turns into a battle for survival.
Each player starts the game with 2 energy bars, which represent the amount of health each player has for the entire game. Once the first bar is depleted, the player falls, gets up and starts to use the second energy bar. A voice will subsequently announce either 'Round Two' or 'Killer Instinct!'. The player who wins the first round gets to keep their remaining energy, and still has the second bar to use in future fights. This gives an advantage to the player who wins the first round.
Killer Instinct introduced incredibly complex combos to the fighting genre, as well as including the Fatalities and Humiliations made famous by Midway's "Mortal Kombat" Series.
- TECHNICAL -
Main CPU : R4600 (@ 100 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This is the first arcade game to use a hard disk drive for mass storage. Killer Instinct's superbly-rendered graphics were considered to be among the finest of their day. The entire game was pre-rendered using SGI computers (Silicon Graphics Incorporated). In addition to this, the backgrounds themselves were pre-rendered as a 'movie', which simply adjusted frames based on your current location. Killer Instinct was the first game to feature 'auto-combos'.
Jago is considered as Killer Instinct's version of Street Fighter's Ryu.
The Glacius character design is rumoured to be influenced by the T-1000 from the Hollywood film 'Terminator 2'.
The character Sabrewulf appears as an enemy in the game 'Sabre Wulf', released by Rare (known at the time as "Ultimate Play the Game) on a variety of home computers during the 1980s, and later resurrected for the Nintendo Game Boy Advance.
"Cruis'n USA" and Killer Instinct were both released as public previews for the then upcoming 'Nintendo Ultra 64' console (later renamed the 'Nintendo 64'). Killer Instinct was the first game to be ported to a home console; NOT to the Nintendo 64, as intended, but to the Nintendo Super NES. This was due to the Nintendo 64's development falling severely behind schedule. Only "Cruis'n USA" would actually appear on the Nintendo 64.
The Nintendo 64's hardware is totally different - and vastly inferior to - the arcade hardware that drove 'Cruis'n USA' and 'Killer Instinct' (which, incidently, were also different from each OTHER). In the end, neither game actually represented what the Nintendo 64 console was actually capable of and the home conversions were generally considered to be a severe disappointment.
Brad Russell holds the official record for this game with 477,250 points.
Nintendo/Rare released a limited-edition soundtrack album for this game (Killer Cuts - 1948-1-1 HMG) on 1995. Besides being sold separately, the soundtrack was bundled with the initial release of the Nintendo Super Famicom version of the game in limited quantity.
A Killer instinct unit appears in the 2002 movie 'Comic Book Villains'.
- UPDATES -
PROTOTYPE 1 :
* Software version : 4.7
REVISION 1 :
* Software version : 1.3
REVISION 2 :
* Software version : 1.4
REVISION 3 :
* Software version : 1.5d
- TIPS AND TRICKS -
* Basic Controls :
Each player's fighter is controlled using six buttons and one joystick. Anyone familiar with Capcom's 'Street Fighter' series will find KI's button layout familiar. The top row of buttons are for high attacks/punches and the bottom row are for low ones.
The buttons are :
1 = Quick Punch 2 = Middle Punch 3 = Fierce Punch
4 = Quick Kick 5 = Middle Kick 6 = Fierce Kick
Pull the joystick away from your opponent to block.
* Play as Eyedol (on the 1.5d chip) : Select CINDER and when the VS animation starts, hold Right on the joystick and press 1, 4, 3, 5, 2, 6. If you do it right, the game will say 'Eyedol'.
* Play as Boss : Press Up(x4), then Forward, Up, Down at the Combo Select Screen. Now push Quick Punch.
* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method. The selectable levels are as follows;
Mountain Temple : (Up+LP)
Dungeon : (Up+MP)
Mountain Shrine : (Up+HP)
Castle Rofftop : (Up+LK)
City Rooftop in Chicago : (Up+MK)
Desert Rooftop : (Up+HK)
Canyon : (Down+LP)
Altar : (Down+MP)
Warehouse Basement : (Down+HP)
Chicago Alleyway : (Down+LK)
Castle : (Down+MK)
Industrial Warehouse : (Down+HK)
Desert Rooftop : (Down+Start)
Sky top : Player 1 (Down MK), Player 2 (Down+MK)
Boxing Gym : ???
Eydol's Lair : ???
Tiger Shrine : ???
* Last Breath : This allows players one last chance for life, and allows them to gain enough energy to take one more hit. After the voice says 'No Mercy', the player can start rotating the joy stick and mashing the buttons. Their combatant will then get back up and start to fight again. This MUST do this before the opponent starts doing the 'No Mercy' move.
* Power Up : The Power up bar is the white flashing vertical bar that is situated in the player's health bar. This allows the fighters to unleash more devastating moves, such as the Shadow moves and Triple projectiles. The bar is usually powered up by doing a combo breaker. 'Sabrewulf' can get it by doing his Energy Howl, and Spinal can get it by obtaining skulls. If the bar is NOT flashing, then the player's gither is not powered up.
* Turbo Mode : During the 'Vs Animation', if both players hold the joystick to the RIGHT, and hold buttons 1+2+3. A 'swish' sound will play indictating that the TURBO mode is now active. It's also possible to activate the TURBO mode in the single player game, but the player must still do the stated actions on the second player controls.
* Combo Breaker : During the 'Vs Animation' (after character selection and just prior to the bout starting), if both players push DOWN and START, the announcer says 'Combo Breaker'. Combo Breakers are now much easier to achieve.
* High Scores Table : During the demo mode, press UP on both joysticks to view the high scores.
* Random Character Seclect : At the 'Character Select' screen, press UP while pressing START and the game will select a character at random.
* Different Coloured Outfits : Once you have chosen your chosen character (and have not pressed a button) moving the joystick UP and DOWN will allow you to change the colours of your player's outfit.
* Humiliation (Only available if you haven't lost any energy bars during the battle) :
T.J COMBO : (Stand anywhere) Down(x3), LP.
JAGO : (Stand anywhere) Forward, Downforward, Down, Downback, Back, MK.
GLACIUS : (Stand anywhere) Forward(x2), Back, LK.
SPINAL : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, HK.
ORCHID : (Stand anywhere) Forward, DownForward, Down, Downback, Back, HP.
CHIEF THUNDER : (Stand anywhere) Down(x3), Forward, LK.
FULGORE : (Stand anywhere) Back, DownBack, Down, Downforward, Forward, MK.
CINDER : (Stand anywhere) Back(x3), HK.
SABREWULF : (Stand anywhere) Forward(x3), LP.
RIPTOR : (Stand anywhere) Down(x2), Forward(x2), HP.
* No Mercy - T.J COMBO :
1. (Stand close to opponent) Back(x2), Forward(x2), MP - A bell rings, he jabs his opponent in the gut and then turns his back to the viewer, and breaks the opponent's neck.
2. (Stand close to opponent) Back, BackDown, Down, DownForward, Forward, HK - He punches his opponent and then spin punches them into the glass of the screen.
* No Mercy - JAGO :
1. (About 1 person-width away) Back, Forward(x2), LP - Jago takes out his sword and slices his opponent a few times. The last strike hits him in his crotch area.
2. (Stand anywhere) Back(x2), Forward(x2), MP - Jago sits Indian style and meditates while his eyes are glowing. Then a car falls from the sky landing on his opponent.
* No Mercy - GLACIUS :
1. (Stand 2 person-widths away) Back, DownBack, Down, Down-Forward, Forward, MP - Glacius extends a long pick from his hand freezing his opponent by touching them.
2. (Stand 1 person-width away) Forward, Down-Forward, Down, Down-Back, Back, MK - Glacius turns into a liquid metal blob and covers his opponent resulting in the opponent being absorbed.
3. (Stand 2 person-widths away) Back(x3), HK - Glacius turns into a pool of liquid metal and slides under the opponent. The opponent is sucked down into the pool.
* No Mercy - SPINAL :
1. (Stand far from opponent) Back(x3), MK - Another skeleton comes out of the ground and grabs opponent's body, and brings it down with him.
2. (Stand close to opponent) Back(x2), Forward, LK - Spinal slices the opponent with a sword twice and then pierces him with a spike that emerges from his shield three times.
* No Mercy - ORCHID :
1. (Stand 1 person-width away) Down, Forward, Back, LK - The opponent turns into a frog. After that press HK and if you're close enough you will step on them and kill them.
2. (Stand 1 to 6 person-widths away) Back(x2), Forward(x2), LP - Orchid turns to opponent and opens up her shirt to expose chest to them. Opponent falls over dead (Another Orchid just gets upset).
* No Mercy - CHIEF THUNDER :
1. (Stand half a screen away from opponent) Back, Down, Forward, HP - He will do a sort of rain dance, aim his axe at the enemy, who will then go into convulsions as electricity seems to hit him.
2. (Stand close to opponent) Forward, Down, Back, HK - He does a super hatchet uppercut, resulting with various parts remaining of the different opponents.
* No Mercy - FULGORE :
1. (Stand 2 person-widths away) Forward, Down, DownBack, HP - He shoots a laserbeam from his head and fries his opponent.
2. (Stand 3/4 of the screen away) Back, Down, Forward, HK - His head opens up and a Turret gun blows you away.
* No Mercy - CINDER :
1. (Stand 2 person-widths away) Back(x3), MP - Cinder forms a hole on the ground that slides under the opponent and sucks them in.
2. (Stand 2 person-widths away) Back, Down, Forward, LK - Cinder flares up then shoots a flame from his finger and melts the opponent into a pool of liquid.
* No Mercy - SABREWULF :
1. (Stand close to opponent) Back(x3), MK - Sabrewulf extends a claw and rams it into the gut of his opponent.
2. (Stand 1 person-width away) Back(x2), Forward, MP - Sabrewulf spin slaps his opponent onto the glass of the view screen.
* No Mercy - RIPTOR :
1. (Stand close to opponent) Back, Down, Forward, MP - Riptor jumps at his opponent and the screen goes black. Next you see him with a big belly burping and farting.
2. (Stand anywhere) Back(x3), MK - Riptor spits acid at his opponent frying them.
3. (Stand 2 person-widths away) Forward(x2), Back, HK - Riptor slashes you with his tail.
- SERIES -
1. Killer Instinct (1994)
2. Killer Instinct 2 (1994)
- STAFF -
* Game Development :
Head programmer : Mark Betteridge
Gameplay programmer : Chris Tilston
Technical programmer : Martin Hollis
3D programming : Robert Harrison
Character design and models : Kevin Bayliss
Background design and models : Chris Seavor, Tim Stamper
Additional graphics : Dave Child, Adrain Smith, Carl Tilley, Keri Gunn
Music and sound : Robin Beanland, Greame Norgate
Hardware design : Chris Stamper, Pete Cox
Character voices : Chris Sutherland, Dave Child, Ken Lobb, Dean Smith, Louise Stamper
Motion capture actors : Kevin Bayliss, Simon Farmer, Louise Stamper, Dean Smith
Motion capture set up : Chris Tilston, Kevin Bayliss, Simon Farmer
Game desin : Chris Tilston, Mark Betteridge, Kevin Bayliss
Additional Design : Ken Lobb
* Game Manufacture :
Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault
Hardware : Cary Mednick, Steve Norris, Pat Cox, John Lowes, Mike Lynch
Mechanical : Matt Davis, Ray Czajka
Sound : Matt Booty, Ed Keenan
Cabinet graphics : Nik Ehrlich
- PORTS -
* Consoles :
Nintendo Super Famicom (1995)
Nintendo Game Boy (1995)
$end
$info=kinst2,kinst213,kinst211,kinst210,kinst2k,
$Edit this entry at Arcade-History.com
$bio
Killer Instinct 2 (c) 1994 Rare.
Not as widely received as its predecessor, ten characters nevertheless rack up the combo hits for another go.
- TECHNICAL -
Main CPU : R4600 (@ 100 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
- UPDATES -
REVISION 1 :
* Software version : 1.0
REVISION 2 :
* Software version : 1.1
REVISION 3 :
* Software version : 1.3
REVISION 4 :
* Software version : 1.4
- TIPS AND TRICKS -
* Play As Gargos : At the character selection screen, hold Up on the joystick, then press FP, MP, MK, FK, MP, QP, QK, MK.
* Random Select : At the character selection screen, hold Up on the joystick and press the Start button.
* Speed Codes : The following combinations should be held at the 'VS' screen to change the speed setting of the match.
Turbo speed - Down+MP or MK.
Ultra speed - Down+FP or FK.
Cancel speed code - Down+QP or QK.
* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method.
Up+LP - Sabrewulf stage.
Up+MP - Maya stage.
Up+HP - Glacius stage.
Up+LK - Tusk stage.
Up+MK - Fulgore stage.
Up+HK - Orchid stage.
Down+LP - Jago stage.
Down+MP - Gargos stage.
Down+HP - T.J. Combo stage.
Down+LK - Kim Wu stage.
Down+MK - Spinal stage.
Down+HK - Spinal stage.
Down+MK (both controllers) - Sky Platform.
* Alternate Costumes : At the character select screen, press Up or Down on the joystick.
* Finishers : ''Ultra combo'' and ''Ultimates'' are within-combo, ''No Mercy'' can be done anywhere.
COMBO :
Assault : B, F, [FK]
Ultra Combo : F, B, [FP]
Ultimate - ''Screen Punch'' : Hold [QK], release [QK]. TJ punches opponent, he flies the friendly skies.
No Mercy - ''Gun'em Down'' : (F), DF, D, DB, B, F [FK]. TJ takes out a gun, and shots the crap out of the opponent.
FULGORE :
Assault : F, D, DF, [QP]
Ultra Combo : F, D, DF, [QK]
Ultimate - ''Heavy Artillery'' : F, B, DB, D, DF, F, [MK]. Fulgore turns into a battletech and shoots heavy artillery at opponent.
No Mercy - ''Lazer'': B, DB, D, DF, F, B, [MP]. laser falls from the sky, your opponents veins and a whole bloody mess is left behind.
GLACIUS :
Assault : D, DB, B, [QK]
Ultra Combo : D, DF, F, [QK]
Ultimate - ''Ice Spear'' : D, DB, B, F, [MK]. Glacius stabs the opponent with an ice pick.
No Mercy - ''Ice Crusher'' : B, F, DF, D, DB, B, [QK]. Glacius grabs his opponent, freezes him and blam!
JAGO :
Assault : DB, D, DF, [QK]
Ultra Combo : DF, D, DB, [QK]
Ultimate - ''Laser Sword Stab'' : F, D, DF, [FK]. Uhm hah yiha! Nice swords play by Jago.
No Mercy - ''Fireball Scorcher'' : F, DF, D, DB, B, F ,[MP]. The tiger spirit within Jago causes a dragon to appear. He burns the crap out of the character.
KIM-WU :
Assault : D, DB, B, [QK]
Ultra Combo : D, DF, F, [QK]
Ultimate - ''Star'' : B, DB, D, DF, F, B, [QK]. A star explodes in your face!!!
No Mercy - ''Chest Stomp'' : (B), F, B, DB, D, DF, F, [MK]. Kim-Wu goes wild and steps on your chest! Yippie!
MAYA :
Assault : (F), B, [FP]
Ultra Combo : (F), B, [FK]
Ultimate - ''Elephant'' : F, DF, D, DB, B, F, [QK]. An elephant magically fall on your opponent.
No Mercy - ''Shrinker'' : B, DB, D, DF, F, B, [QP]. A red ray its emitted from Maya's forehead. The opponent is shrunk down to size.
ORCHID :
Assault : D, DF, F, [FP]
Ultra Combo : D, DB, B, [QK]
No Mercy - ''Scorcher'' : B, F, DF, D, DB, B, [MK]. Orchid throws a fireball that frys the opponent.
SABERWULF :
Assault : F, B, [QK]
Ultra Combo : B, F, [QK]
Ultimate - ''Electrocution'' : Hold [FK], Release [FK]. Electrifing!
No Mercy - 'Bat Attack' : Hold [QP] Release [QP]. A flock of bats carry the character off screen. Then you hear a loud scream and blood drips.
SPINAL :
Assault : B, DB, D, DF, F, [FP]
Ultra Combo : F, DF, D, DB, B, [FP]
Ultimate - ''Sword Play'' : D, D, [QK]. Spinals starts cutting the opponent then he fries him with lighting!
No Mercy - ''Skull Drop'' : D, DF, F, D, DF, F, [QP]. A BIG ass skull falls on the opponent.
TUSK :
Assault : B, DB, D, DF, F, [MP]
Ultra Combo : F, DF, D, DB, B, [MP]
Ultimate - ''Dinosaur Attack'' : F, D, DF, [MK]. A dinosaur appears in the middle of nowhere and has a snack.
No Mercy - ''Meteor Shower'' : B, DB, D, DF, F, B, DB, D, DF, F, [MP]. Lots of meteors come down at the opponent.
- SERIES -
1. Killer Instinct (1994)
2. Killer Instinct 2 (1994)
- STAFF -
* Game Development :
Head programmer : Mark Betteridge
Gameplay programmer : Chris Tilston
Character design and models : Kevin Bayliss
Background design and models : Chris Seavor
Music and sound : Robin Beanland
3D background, frontend programmer : Robert Harrison
Artificial intelligence programmer : Tony Wong
Additional programming : Martin Mollis
Rendered sequences : Lee Musgrave
Additional graphics : Don Murphy, Philip Dunnie, Keri Gunn
Character voices : S. Yamashiro, M. Yamada, Luise Stamper, Chris Seavor, Isaac Marshall, Armond Williams, Adrian Smith, Keiko Tamura, Keri Gunn, Ken Lobb, Chris Sutherland
Vocals : Faye Newborough
Live guitar and trumpet : Grant Kirkmope
Chants and sound FX : The Lads
Motion capture Actors : Kevin Bayliss : Simon Farmer, Louise Stamper, Dean Smith, Jon Paul Jenkins
Quality assurance : Huw Ward, James Charlesworth, Gavin Hood, Ken Lobb, ISaac Marshall, Henry Sterchi, Armond Williams, Melvin 'Medium kick' Forest, Shane Lewis, Kyle Carlson, Joe Stamper, Darren Walker, Eddie Ferrier
Game design and game producers : Chris Tilston, Mark Betteridge, Kevin Bayliss
Additional design : Ken Lobb, James Charlesworth, Gavin Hood
Hardware design : Chris Stamper, Pete Cox
* Game Manufacture :
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault
Hardware : Cary Mednick, Steve Correll, Pat Cox, Al Lasko, John Lowes, Mike Lynch
Mechanical : Ted Valavanis, Chris Bobrowski, Donna Conrad, Gail Jonkovski, Keith Novak, Tom Sedor
Cabinet graphics : Nik Ehrlich
- PORTS -
* Consoles :
Nintendo 64 ("Killer Instinct Gold")
$end
$info=kingball,kingbalj,
$Edit this entry at Arcade-History.com
$bio
King & Balloon (c) 1980 Namco.
The player controls 2 green men (likely soldiers in the king's army) with an orange cannon that fires at squads of descending balloons. You must protect the king and prevent him from being captured and carried away by one of the balloons. Unlike most shooter games, the player's cannon can be hit and destroyed any number of times; it is the king that must be protected. The game ends when the king is carried away 3 times.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : Tone generator, discrete circuits, and a DAC for speechs
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in June 1980.
King & Balloon is the first game from Namco to feature voices.
Kevin Olkowski holds the official record for this game with 48,900 points.
- UPDATES -
The voices differed between Japanese and U.S. versions. In the Japanese version, the abducted king yelled 'Help! Help!', but with heavy Japanese pronunciation, sounding more like 'Herupuu!'. In the U.S. version, the voice was redone as a more English-sounding 'Help!'.
- SCORING -
On single balloons, first score is in formation, second score diving or rising, third score is rising with King in tow.
Red Balloons : 50, 100, 150
Orange Balloons : 40, 80, 120
Yellow Balloons : 30, 60, 90
White balloons : 20, 40, 60
On combination balloons, first score is first hit, second score is second hit, third score is third hit. First color is balloon color, second color is line/gondola color
Red/White : 500, 1,000, 1,500
Orange/Yellow : 400, 600, 1,000
Yellow/Orange : 300, 500, 700
White/Red : 200, 300, 500
- PORTS -
* Consoles :
Sony PlayStation (1998, "Namco Museum Encore") : Japanese release only
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
MSX
$end
$info=kingofb,
$Edit this entry at Arcade-History.com
$bio
King of Boxer (c) 1985 Woodplace.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 264
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in US as "Ring King".
The song that is heard playing when you enter your name into the high score list is 'Baby Elephant Walk', written by Henry Mancini, from the movie 'Hatari'.
$end
$info=kdynastg,
$Edit this entry at Arcade-History.com
$bio
King of Dynast Gear (c) 1999 EZ Graphics.
- TECHNICAL -
Main CPU : E1-32XT
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=kog,
$Edit this entry at Arcade-History.com
$bio
King of Gladiator (c) 1997 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters '97".
$end
$info=kotm,kotmh,
$Edit this entry at Arcade-History.com
$bio
King of the Monsters (c) 02/1991 SNK.
If "Rampage" were a beat-'em-up and set in Japan, it would be King of the Monsters. Destroy the city while destroying your opponent!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0016
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch [B] Kick [C] Run
- SERIES -
1. King of the Monsters (1991)
2. King of the Monsters 2 - The Next Thing (1992)
- STAFF -
Producer & Director : Hamachi Papa
Chiff designer : Mitsuzo
Main designer : Tomomi
Background designers : Taka, Sakai
Character designers : Joe Toshiaki, Cagamaru, Yu-Zo, Y-Tick, Fuziki Boke
Main programmer : Makoto
Assistant programmer : Yamatan
Sound creaters : Tarukun, Konny, Ten6 Jaguars
- PORTS -
* Consoles :
Sega Mega Drive (1991)
Nintendo Super Famicom (1992)
* Computers:
PC (2000)
$end
$info=kotm2,
$Edit this entry at Arcade-History.com
$bio
King of the Monsters 2 - The Next Thing (c) 05/1992 SNK.
This sequel adds a few new elements such as small, annoying enemies on the battlefield in addition to the main foe in each stage.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0039
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch [B] Kick [C] Jump
- SERIES -
1. King of the Monsters (1991)
2. King of the Monsters 2 - The Next Thing (1992)
- STAFF -
Planner & Director : Hamachi Papa
Chief designer : Mitsuzou
Main character designers : Abe, Taka, Pan, Ponda, Ahokamen
Main Scroll Designers : Sakai Goma, Manoru
Sub designers : Kilitao, Bob Fukumizu
Main programmer : Magi2
Sub programmers : Hiroshi & Tadashi, Nishiura, Cyber Kondo, Atomic Abe
Music designers : Tarkun, Toshio Shimizm (as Shimizum), Jojoha Kitapy, Team C2H5OH
Producer : Kawano
Executive producer : Eikichi Kawasaki
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sega Mega Drive (1994)
SNK Neo-Geo CD (1994)
$end
$info=kingdmgp,
$Edit this entry at Arcade-History.com
$bio
Kingdom Grandprix (c) 1994 Eighting / Raizing.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1994.
This game is known in Japan as "Shippu Mahou Daisakusen - Kingdom-Grandprix" (the title became the subtitle).
- SERIES -
1. Sorcer Striker (1993)
2. Kingdom Grandprix (1994)
3. Dimahoo (2000)
- STAFF -
Program : Yuichi Toyama (Healthy Toyama), Yasunari Watanabe
Graphics : Kazuyuki Nakashima, Kenichi Yokoh, Ryuichi Yamakawa
Music : Hitoshi Sakimoto, Masaharu Iwata
Voice : Hiroaki Ishikawa, Juurota Kosugi, Miki Ito, Rikako Aikawa
Artwork : Akihiro Yamada
$end
$info=kingpin,kingpinm,
$Edit this entry at Arcade-History.com
$bio
Kingpin (c) 1983 American Communication Laboratories Inc.
$end
$info=renju,
$Edit this entry at Arcade-History.com
$bio
Kira Kira Gomoku Narabe Renju Kizoku (c) 1994 Visco.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Glittering Gomoku Narabe Renju Noble'.
$end
$info=kirameki,
$Edit this entry at Arcade-History.com
$bio
Kirameki Star Road - Intro Club (c) 08/1997 Taito.
- TECHNICAL -
Taito F3 System hardware
Game ID : F3-System No. 17
Prom Stickers : E44
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette Colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Glittering Star Road - Intro Club'.
- STAFF -
Music by : Tamayo Kawamoto
$end
$info=kisekaeh,
$Edit this entry at Arcade-History.com
$bio
Kisekae Hanafuda (c) 1995 I'Max.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Dress-up Hanafuda'.
$end
$info=kisekaem,
$Edit this entry at Arcade-History.com
$bio
Kisekae Mahjong (c) 1995 I'Max.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Dress-up Mahjong'.
$end
$info=kittenk,
$Edit this entry at Arcade-History.com
$bio
Kitten Kaboodle (c) 1988 Konami.
- TECHNICAL -
Game ID : GX712
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), K051649 (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This Game is known in Japan as "Nyan Nyan Panic".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.
- STAFF -
Game programmer : Boy Otofuji
Video graphics : Rie Chan
Sound editors : Boss Tasaka, Giant Matsubara, Jun Nyanpy
Engineer : Mr. Idaka
$end
$info=kizuna,
$Edit this entry at Arcade-History.com
$bio
Kizuna Encounter - Super Tag Battle (c) 1996 SNK.
2-on-2 tag team battle with 10 selectable characters with huge sprites to challenge Shin King Lion and the powerful shaman Jyazu. Very fast-paced and fun!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0216
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4 =>
[A] Punch, [B] Kick, [C] Attack with weapon, [D] Switch fighter
- TRIVIA -
Released in September 1996.
This game is known in Japan as "Fu'un - Super Tag Battle" (translates from Japanese as 'Wind and Cloud - Super Tag Battle').
A special 4-player version named Kizuna Encounter Special Edition supports the Link-Up feature for 4 player play but it was a limited release.
- UPDATES -
In the Japanese version :
* King Lion is named 'Kage Shishioh'.
* Kim Young-Mok is named 'Kim'.
* Shin King Lion is named 'Shin Shishioh'.
- TIPS AND TRICKS -
* Gozu, Mezu and Jyazu are the only characters who can make double jumps.
* Boss Code (Play as either Shin King Lion or Jyazu) : At the character selection screen highlight Mezu, then highlight the following characters in this order : Mezu, Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King Lion & Gozu. Now press D. You should listen Jyazu's laugh to confirm the code, now select Gozu and press Up to reveal Jyazu or select King Lion and press Up to reveal Shin King Lion. Note : Endings are disabled for either Jyazu or Shin King Lion and they fight alone.
* Hidden Matches : Beat Jyazu with the following teams to access an extra match : Gordon & Rosa, Hayate & Eagle, King Lion & Gozu, King Lion & Mezu. This extra match consist in a fight between your two characters (one of them is controlled by the CPU)
- SERIES -
1. Savage Reign (1995)
2. Kizuna Encounter - Super Tag Battle (1996)
- STAFF -
Object designers : Rolly R, POnta, Pinkey, G. Ishidaman, Kattsun, Tashiboo, Sasa, Futatsu..., Odachan, Akairo Megane, Yorumo O.K.YO, Tohru, Takehiro Isaji, Kaoruru
Back designers : Muramama, Eiko, Daisuke, Hidenao JF9, Shimiji
Programmers : Jaron, 0014 Take4, Bashi
Music composers : Jojoha Kitapy, Tate Norio, Mitsuo
Producers : Takashi Nishiyama, H. Matsumoto, Akira
Directors : Mituzo, Kanbei Hama, Wakama2, Suery from OBC
* Voice Actors :
Rosa : Hiroko Tsuji
Gozu : Konichi Hayashi
King Lion : Masaru Naka
Chung Paifu : Humio Niwa
Syo Hayate : Konichi Hayashi
Kim Young-Mok : Yoshiaki Fujita
Mezu : Konichi Hayashi
Gordon Bowman : Hisanori Higashi
Joker : Takeshi Kokubo
Max Eagle : Kunihiko Tatsumi
- PORTS -
* Consoles :
SNK Neo-Geo (1996)
Sony PlayStation 2 (2007,"NeoGeo Online Collection Vol.8 - Fuun Super Combo")
* Notes :
The SNK Neo Geo AES European homecart version of Kizuna Encounter is one of the most expensive and rare video games of all time, there is rumored to be no more than 10 copies, 4 confirmed circulating in Europe and the US, and the last one sold for around $12,500. Several rumors as to the scarcity of European cartridges make the rounds among fans but it is widely believed that the game's poor sales in Europe led to cartridges getting sent back to Japan. It is likely their ROM chips were deleted and used for other games or that the cartridges were simply outfitted with Japanese labels and sold again since the Japanese versions as such were identical to the European ones.
$end
$info=klax,klaxj,klax2,klax3,klaxd,klaxp1,klaxp2,
$Edit this entry at Arcade-History.com
$bio
Klax (c) 1989 Atari Games.
The tiles klank end over end down the ramp. Catch them on the paddle, or they fall in the pit. Flip them from the paddle into the bins, matching the same-colored tiles horizontally, vertically, or diagonally. Each line of colored tiles is a Klax. When you've made a Klax, you hear a fanfare. When you complete a wave, the crowd cheers. Let a tile fall in the pit, and you hear a scream as it falls in. If you fail to complete a wave, the crowd is disappointed. Stay alive, complete the waves and don't drop any tiles!
Catch the tiles as they come to the end of the ramp on the paddle. Flip a tile into a bin by pressing the start/flip button. Pull the joystick forward to increase the speed of the closest tile as it klanks down the ramp. Push the joystick back and toss the top tile on the paddle back on the ramp and gain a little time.
The paddle can hold up to five tiles. As long as the green light is on below the paddle, you can pile more tiles on the paddle. When the red light appears, you must flip at least one tile in a bin or toss it back on the ramp before you can collect any more tiles. You can flip tiles into a bin as long as the green light is on below the bin.
To succeed in Klax, make points and also complete each wave. Create a horizontal, vertical, or diagonal row of at least three tiles (just like in tic-tac-toe) in the bins to make a Klax and make points. You receive the most points for diagonals, less for horizontals and the least for verticals. When you create a Klax, the tiles in the Klax disappear to make room for more tiles in the bins.
Each wave has a different task to be completed, which is shown on the To Go Meter. This task could be making a certain number of Klaxes or points or surviving a certain number of tiles. Complete the task before too many tiles drop in the pit and you complete the wave. When you complete a wave, you receive bonus points for the tiles remaining on the ramp, on the paddle, and any empty spaces in the bins. If you fail, you can start again at the same wave.
Klax does not have a clock for you to race against, but as your playing time increases, the tiles klank down the ramp faster and faster.
Waves : When you first enter the game, you can start at wave 1, 6, or 11. Wave 1 teaches you how to play the game and use the controls. At every fifth wave you can choose to play the next wave, the fifth wave beyond, or the tenth wave beyond.
Klax has five different types of waves and more than five different backgrounds. There are five waves per level, and one hundred waves to complete.
Each time you begin a wave, the To Go meter shows what kind of Klaxes or how many points you need to accumulate to complete the wave. The different types of waves are :
* Klaxes To Go, which are the easiest. Just create Klaxes horizontally, vertically or horizontally. Create enough Klaxes to complete the wave before you drop too many tiles in the pit.
* Tiles To Go requires you to survive a certain number of tiles. Create Klaxes in any of the three ways to collect points and to clear the bins to hold more tiles.
* Points To Go requires you to make a certain number of points. Create Klaxes to collect points but make diagonals, four- or five-of-a-kind Klaxes, and simultaneous Klaxes for higher points.
* Diagonals To Go requires you to create diagonals. Create Klaxes in any way to collect points; but only the correct number of diagonals will complete the wave.
* Horizontals To Go requires you to create horizontals. Only horizontal Klaxes will complete the wave; but you can create Klaxes vertically and diagonally to collect points.
You see several kinds of information on the screen. These are the :
* To Go Meter which continuously calculates the number of Klaxes, tiles, points, diagonals or horizontals still required to complete the wave. The number depends on the type of wave you are playing.
* Drop Count, which shows the number of dropped tiles. The drop count is continuously calculated. When the number of tiles dropped is reached, the wave is over.
* High Score, which shows the highest score to date, regardless of the number of continues that player had.
* Wave Indicator, which shows what wave you are playing.
- TECHNICAL -
Game ID : 136075
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 6.779 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Dave Akers originally programmed this in Amiga Basic, then ported it line-by-line to C. It was written in just a few weeks on "Escape From the Planet of the Robot Monsters" hardware.
A Klax machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
The prototype versions have different graphics, only one background with different palettes, and uglier tiles. Tiles sometimes look wrongly placed. When you throw the tile back, it's flying much further (approx. 6 seconds instead of 1). This version has 'By MSP and DSA' on the titlescreen.
- SCORING -
3 Vertical Klax : 50 points.
4 Vertical Klax : 10,000 points.
5 Vertical Klax : 15,000 points.
3 Horizontal Klax : 1,000 points.
4 Horizontal Klax : 5,000 points.
5 Horizontal Klax : 10,000 points.
3 Diagonal Klax : 5,000 points.
4 Diagonal Klax : 10,000 points.
5 Diagonal Klax : 20,000 points.
Large 'X' Klax : 80,000 points.
Big Sandwich : 100,000 - 440,000 points.
- STAFF -
Staff : David S. Akers (DSA), Brad Fuller, Tim Hubberstey (TJH), Farrokh Khodadadi (FRK), Pat McCarthy (PMC), Jerry Momoda, Mark Stephen Pierce (MSP), John Ray (RAY), John Salwitz (JFS)
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sega Mega Drive (1990)
Atari Lynx (1990)
Atari 2600 (1990)
Nintendo Famicom (1990)
Amstrad GX4000 (1990)
Nintendo Game Boy (1990)
Sega Game Gear (1991)
Sega Master System (1991)
Atari 7800 (1992) : unreleased.
Nintendo Game Boy Color (2000)
Sony PlayStation (2000, "Arcade Party Pak")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Nintendo Game Boy Advance (2005, "Marble Madness / Klax")
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Amstrad CPC+ (1990)
Commodore Amiga (1990)
Atari ST (1990)
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=klondkp,
$Edit this entry at Arcade-History.com
$bio
KlonDike+ (c) 1999 Eolith.
This game is like Freecell.
- TECHNICAL -
Eolith 16 bits hardware
Main CPU : HyperStone E1-16T @ 60 Mhz
Sound Chips : OKI6295 @ 1 MHz
Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way Joystick
Buttons : 1
$end
$info=knightb,
$Edit this entry at Arcade-History.com
$bio
Knight Boy (c) 1986 Taito.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz), M68705 (@ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
This game is also known as "KiKiKaiKai".
- TIPS AND TRICKS -
* Secret characters : when 'Game Over' screen appears, hold UP key until the screen change. The bear (kuma) and the valley (tani) should appear on the title screen. It means that this game have been developed by Taito Kumagaya (kuma + tani) Laboratory. And if you start the game when these characters are displayed, on life is added to your play (3 by default, the game should start with 4 lives).
* Wave a flag at a lamp post with a red orb inside it and you will get a powerup.
* There are several types of letters or messages :
White - increase range
Red - increse firepower
Yellow - big letters
* You can also pick up 'eggs' along the way. These eggs are activated by hitting fire & flag at the same time.
Blue - freezes all monsters for a given period of time, also those off screen.
Yellow - kill everything on screen.
* The 'gremlins' don't kill you but they slow you down. You can lose them by running around a lamppost.
$end
$info=kngtmare,
$Edit this entry at Arcade-History.com
$bio
Knightmare (c) 1983 Gottlieb.
- TECHNICAL -
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette Colors : 16
Players : 1
Control : Double 2-way joysticks
Buttons : 2
$end
$info=knights,knightsu,knightsj,
$Edit this entry at Arcade-History.com
$bio
Knights of the Round (c) 1991 Capcom.
King Arthur, Sir Lancelot and Percival slash through medieval England to save the peasants from enslavement. Featuring a level-up system which gives the fighters new weapons and armor.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 18
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1991.
Knights of the Round is based on the story of King Arthur and the Knights of the Round Table.
Len Hanley holds the official record for this game with 431,450 points.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on 19/02/1993.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
Earning Extra Lifes : In stage 2, lose 1 life against boss. Beat him. When you come to the 3rd stage, don't break the barricades, just wait. First kill the Fat-Man and the Soldier.
WARNING : If you launch a desperation attack (attack+jump), all the effort will be lost.
Then wait until the Bird Man comes run against you. Hit him with a strong strike (push front+punch). Don't hit him while is recovering. Wait until he runs to you again and make the same. you can kill him after 3 strikes (unless with Lancelot).
If you're done correctly, hit the barricade of the above, don't pick the food, try to turn apart it, and you'll get a surprise... a cheess pieces with 2 lifes (2UP) waiting for you.
If you kill the second Bird-Man in the same way, the second item in the barricade will give you 1 more level (green sceptre).
If you remember, a 3rd Bird-Man gets into the castle when you break the bridge's barricade. Do the same trick with him inside, break the down barricade, break the item and you'll get one more life (1UP).
- STAFF -
Game designers : Boyoyon, Hachi, K Suke, Nis 7
Music sound : Isao Abe (Oyaji)
Programmers : Ayrton Tsuna !!, Hero Hero, Cky
Object designer: Ikusan Z, Tanuki, Imomushi, Jun Matsumura (JUN), Sho
Scroll designer: Fukumoyan, Pooh!, Kyochan, Marchan
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sony PSP (2006, "Capcom Classics Collection Reloaded")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=kov,kov115,kovj,kovplus,kovplusa,
$Edit this entry at Arcade-History.com
$bio
Knights of Valour (c) 1999 IGS.
A very good beat-'em-up with lots of special moves and great artwork.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Licensed to Alta for Japan distribution.
This game is also known as "Sangoku Senki" (translates from Japanese as 'Knights of the Three Kingdoms').
Based on the Three Kingdoms saga.
- UPDATES -
"Knights of Valour Plus" is an upgrade with some differences :
* The bonus after every stage is higher for the original version.
* The colour of the lifebar is different for the 2 versions (yellow and green).
* The three secret characters in the original version are already unlocked.
* 2 new characters, the white Huang Zhong and the red Zhang Fei.
- TIPS AND TRICKS -
* Play As Diao Chan : Press B, C, D, Up, Right, Down, Left, Up, Right, Down, Left.
* Play As Xu Zhu : Press Left, B, C, Up, D(x2), B, C, Right, B(x3), C, Right, C(x2), B, C.
* Play As Zhang Liao : Press D, B(x2), C, D, Up, Down, Left, Right, Up, Down, Left, Right, B, C, D.
* Play As Zhuge Liang : Press Down(x2) B, Left, Down, Right, C, Left, Up, Right, D, Left(x2), B.
* Internet Ranking Mode : To play in the Internet Ranking mode, hold Up+B on first player and Down+C on second player before pressing Start.
- SERIES -
1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour - The Seven Spirits (2004)
- STAFF -
Executive producer : Ray
Directors : Zhong Ren Gau, Keith Young, Andy Chu
Programmers : Alf, Why, Fred Liao, Yao Wen Lo, Mssheir, LTH
Hardware : Franklin Wu
Stylists : Joseph Chang, Muta Chen, Chun Lung Wu, Benson, Hark Lin
Pictures : Yao Kun Lai, Szu Chiang Wu, Pon-Pon Peng, Su Ping Chen, Abthony Ling, Yu Jem Lin, Gui Xin Xu, Hanks, Chia Sen Yeh, Mei Sen Chune, Hsien Chin Chou, Hsu Wei Chu, Feng Chiu Fu, Sheng Kai Chang, Ricky, Sung Chih Lin, Elvis Chen, Yang, Jeffrey Chang, Owl, Leo
Music conductor : Ray
Music & Sound effects by : Eddie Yao, Dean
Producers : Ko-Chu Lee, Paulchiang, A.C. Chen, Tzung-Hui Cheng
$end
$info=kov2,kov2106,
$Edit this entry at Arcade-History.com
$bio
Knights of Valour 2 (c) 2000 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz), Z80 (@ 8.468 Mhz), ARM7 (@ 20 Mhz)
Sound Chips : ICS2115 (@ 20 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is also known as "Sangoku Senki Bushou Souha" (translates from Japanese as 'Knights of the Three Kingdoms - Commander's Struggle For Supremacy').
- TIPS AND TRICKS -
* Secret Characters : on the character selection screen, hold START button then input the following codes...
Koumei : D, B, D, C(x2), B, D, B, UP, DOWN
Chouzen : C, D, B(x2), C, D, UP, DOWN, UP, DOWN
Housuu : B, C, D, UP, DOWN, LEFT(x2), RIGHT, C, D
Sonken : B(x3), C, D, C, B(x2), DOWN(x2)
- SERIES -
1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour - The Seven Spirits (2004)
$end
$info=kov2p,
$Edit this entry at Arcade-History.com
$bio
Knights of Valour 2 Plus - Nine Dragons (c) 2001 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz), Z80 (@ 8.468 Mhz), ARM7 (@ 20 Mhz)
Sound Chips : ICS2115 (@ 20 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way Joystick
Buttons : 4
- SERIES -
1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour - The Seven Spirits (2004)
$end
$info=kovsh,
$Edit this entry at Arcade-History.com
$bio
Knights of Valour Superheroes (c) 1999 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 20 Mhz), Z80 (@ 8.468 Mhz), ARM7 (@ 20 Mhz)
Sound Chips : ICS2115 (@ 20 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Sangoku Senki Superheroes".
- SERIES -
1. Knights of Valour (1999)
2. Knights of Valour Superheroes (1999)
3. Knights of Valour 2 (2000)
4. Knights of Valour 2 - Nine Dragons (2001)
5. Knights of Valour 2 - Bushou Retsuden
6. Knights of Valour - The Seven Spirits (2004)
$end
$info=knockout,
$Edit this entry at Arcade-History.com
$bio
Knock Out!! (c) 1982 KKK.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Triple Punch" (KKI).
Leo Daniels holds the official record for this game with 11,165,570 points.
- TIPS AND TRICKS -
* Begin by filling in the box in the lower left-hand corner. Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in. Just repeat this motion until all of the boxes are full.
* Filling in boxes two at a time will give you twice the points of each of the boxes. Filling in three boxes at a time (this is done by going over the point shared by the three boxes last) gives you four times points for the boxes.
You can also get points by punching out enemies. If you can punch out an enemy while the ambulance is still on the screen, you get six hundred points instead of the three hundred for just punching out an enemy.
$end
$info=kbash,
$Edit this entry at Arcade-History.com
$bio
Knuckle Bash (c) 1993 Toaplan.
3 wacky characters go after the Bulls and others who would dare threaten the peace of the city!
- TECHNICAL -
Game ID : TP-023
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Atari Games for Europe and USA distribution.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- SERIES -
1. Knuckle Bash (1993)
2. Knuckle Bash 2 (1999)
- STAFF -
Designer : Junya Inoue
$end
$info=kbash2,
$Edit this entry at Arcade-History.com
$bio
Knuckle Bash 2 (c) 1999 Toaplan.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chip : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
This bootleg :
* Does not run on the YM2151 sound hardware.
* Has a different title screen.
* Levels are in different order.
* The football player is selectable from the very beginning.
$end
$info=knckhead,knckhedj,
$Edit this entry at Arcade-History.com
$bio
Knuckle Heads (c) 1992 Namco.
Somewhat of a low-quality fighter with *gasp* a jump button!
- TECHNICAL -
Namco System NA-2 hardware
Game ID : KH
Main CPU : 68000 (@ 12.52825 Mhz)
Sound Chips : Namco (@ 32 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- STAFF -
Planners : O. Sugi, Captain Gan
Programmers : SAM. Uruyama, Furin-Yanagi-Kazan-CD
Chief of visual designers : H. Kikuchi, KIM
Visual designers : M. FukuChan, Tsuchidarya-, N. Kumagari, G-NAS.Y, H-DAIO
Logo and graphic designer : Cho-Itoh
Illustration : Mr. Shigeri
Sound composer : John Aihara
* CAST :
Vincent, Darell : N. Tobita
Fujioka : T. Morikawa
Chris : M. Hayashibara
Silva : K. Misuishi
Vaike : T. Yanagihara
$end
$info=kncljoe,kncljoea,
$Edit this entry at Arcade-History.com
$bio
Knuckle Joe (c) 1985 Seibu Kaihatsu.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito for manufacture and distribtion.
A bootleg of this game is known as "Bone Crusher".
$end
$info=kopunch,
$Edit this entry at Arcade-History.com
$bio
KO Punch (c) 1981 Sega.
- TECHNICAL -
Game ID : 834-0103
Main CPU : 8080 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : 4-way joystick
Buttons : 4
$end
$info=kodure,
$Edit this entry at Arcade-History.com
$bio
Kodure Ookami (c) 1987 Nichibutsu.
A side-scrolling shooter with beat-'em-up elements featuring the KILLER BABY CARRIAGE CANNON!
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Based on the manga 'Lone Wolf and Cub'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mahjong Sound Graffiti : G.S.M. Nichibutsu 2 - PCCB-00051) on 21/01/1991.
- TIPS AND TRICKS -
To jump press both the attack and block buttons.
Break the stone statues in background for power-ups.
To use an additional weapon, press block when you have the baby cart.
- STAFF -
Sound composer : Kenji Yoshida
$end
$info=koikoi,
$Edit this entry at Arcade-History.com
$bio
Koi Koi (c) 1983 Kiwako.
- TECHNICAL -
Main CPU : Z80 (@ 3.867 Mhz)
$end
$info=koikois,
$Edit this entry at Arcade-History.com
$bio
Koi Koi Shimasyo (c) 1995 Visco.
- TECHNICAL -
Main CPU : Z80
Sound Chips : ST0016
Players : 2
Buttons : 3
- PORTS -
* Consoles :
Sega Saturn (1998, "Lovely Pop 2 In 1 Jan Jan Koi Shimasho")
$end
$info=koikois2,
$Edit this entry at Arcade-History.com
$bio
Koi Koi Shimasyo 2 - Super Real Hanafuda (c) 1997 Visco.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
'Koi Koi' is one of many games that is played with hanafuda cards.
- SERIES -
1. Koi Koi Shimasho - Super Real Hanafuda (1995)
2. Lovely Pop Mahjong JangJang Shimasho (1996)
3. Koi Koi Shimasho 2 - Super Real Hanafuda (1997)
4. Lovely Pop Mahjong JangJang Shimasho 2 (2000)
$end
$info=rockragj,
$Edit this entry at Arcade-History.com
$bio
Koi no HotRock - John, Rick & She-na (c) 12/1986 Konami.
- TECHNICAL -
Game ID : GX620
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : M6809 (@ 1.5 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), VLM5030 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'HotRock of Love - John, Rick & She-na'.
This game is known outside Japan as "Rock 'n Rage".
She-na is the girl you have to save in "Violent Storm".
Alfa Records released a limited-edition soundtrack album for this game (The Konamic Game Freaks - 28XA-135) on 25/05/1987.
- STAFF -
Game programmers : Lovely Sugimo, John Yamagushi, Rick Nagasawa, Yuki Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada
Video graphics designers : Shena Urata, Sweet Satoh
Sound effects : Fancy Fukutake, Can Mizutani, Drum Terashima, River Gushiken, Sand Muraoka
Hardware designer : Barrel Akiyama
$end
$info=eto,
$Edit this entry at Arcade-History.com
$bio
Kokontouzai Eto Monogatari - Neko Datte Eto no Nakama ni Naritakatta (c) 05/1994 Visco.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Once Upon A Time Chinese Zodiac Story - The Cat Who Wanted To Become Part of the Chinese Zodiac'.
$end
$info=konami88,
$Edit this entry at Arcade-History.com
$bio
Konami '88 (c) 1988 Konami.
Go for the gold in Konami's newest kit, Konami '88. Feel the thrill of competition as you test your Olympic skills against other world-class athletes. Bronze or silver medals are not good enough- you are going for the gold! However, you must at least qualify in each event in order to compete in the next event. Get pumped up to compete in the following events :
* 100m Dash : Race against the other athletes as well as the clock. This is just a warm-up compared to the events to come.
* Long Jump : Player dashes to the line, leaps, and propels his body as far as he is able. The player controls the speed and angle of the jump.
* 400m Relay (Qualifying Heat): Speed and timing are crucial in this event. Player must coordinate the baton hand-off perfectly for the best qualifying time.
* Skeet Shooting : Player can aim left and right at the clay pigeons and must prove that he is a sure shot. A chance for bonus points is given for excellent marksmanship.
* 110m Hurdles : Player sprints down the track, timing his jumps perfectly to clear all of the hurdles and reach the finish line in time.
* Archery : This is a trial of the player's proficiency in using a bow and arrow. The player can decide the direction and force of the wind, which will help in demonstrating his skill as a sharpshooter.
* Javelin : The player darts to the line and throws the javelin with all his might. The player controls the height of the javelin.
* High Jump : Another test of speed and strength as the player runs to the line and hurls his body over the bar. The player can control his angle above the bar.
* 400m Relay - The Final Race : The final test of physical training as the player faces the challenging relay again.
GO FOR THE GOLD!
- TECHNICAL -
Game ID : GX861
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 4
Buttons : 3, depending of the event...
=> 100m Dash : [1] Power, [2] Unused, [3] Power
=> Long Jump : [1] Power, [2] Jump, [3] Power
=> 400m Relay : [1] Power, [2] Relay, [3] Power
=> Skeet Shooting : [1] Shoot, [2] Left, [3]Right
=> 110m Hurdles : [1] Power, [2] Jump, [3] Power
=> Archery : [1] Unused, [2] Shoot, [3] Unused
=> Javelin Throw : [1] Power, [2] Shoot, [3] Power
=> High Jump : [1] Power, [2] Jump, [3] Power
- TRIVIA -
Konami '88 is also known as "'88 Games" and in Japan as "Hyper Sports Special".
On the 100m Dash event, adverts for some other Konami games can be seen in the background : "Flak Attack", "Ajax", "The Hustler" and "City Bomber".
- SERIES -
1. Track and Field (1983)
2. Hyper Olympic '84 (1984)
3. Konami '88 (1988)
4. Hyper Athlete (1996)
$end
$info=konam80s,konam80k,konam80a,konam80u,
$Edit this entry at Arcade-History.com
$bio
Konami 80s AC Special (c) 1998 Konami.
This game contains a collection of Konami arcade hits from the 80's. The 10 games included in the collection are :
1. "Time-Pilot" (1982)
2. "Scramble" (1981)
3. "Rock'n Rope" (1983)
4. "Pooyan" (1982)
5. "Yie ar Kung-Fu" (1985)
6. "Super Cobra" (1981)
7. "Circus Charlie" (1984)
8. "Gyruss" (1983)
9. "Road Fighter" (1984)
10. "Shao-Lin's Road" (1985)
- TECHNICAL -
Konami System 573 Hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 3
- TRIVIA -
This game is known in Japan as "Konami 80s Gallery".
- PORTS -
* Consoles :
Sony PlayStation (1999, "Konami Arcade Classics")
$end
$info=konam80j,
$Edit this entry at Arcade-History.com
$bio
Konami 80s Gallery (c) 1990 Konami.
This game contains a collection of Konami arcade hits from the 80's. The 10 games included in the collection are :
1. "Time-Pilot" (1982)
2. "Scramble" (1981)
3. "Rock'n Rope" (1983)
4. "Pooyan" (1982)
5. "Yie ar Kung-Fu" (1985)
6. "Super Cobra" (1981)
7. "Circus Charlie" (1984)
8. "Gyruss" (1983)
9. "Road Fighter" (1984)
10. "Shao-Lin's Road" (1985)
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Palette colors : 65536
Players : 2
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Konami 80s AC Special".
$end
$info=konamigt,
$Edit this entry at Arcade-History.com
$bio
Konami GT (c) 10/1985 Konami.
- TECHNICAL -
Game ID : GX561
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 2048
Players : 1
Control : dial
Buttons : 3
- TRIVIA -
This game is also known as "Konami RF2 - Red Fighter".
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986.
$end
$info=rf2,
$Edit this entry at Arcade-History.com
$bio
Konami RF2 - Red Fighter (c) 10/1985 Konami.
- TECHNICAL -
Game ID : GX561
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 2048
Players : 1
Control : dial
Buttons : 3
- TRIVIA -
This game is also known as "Konami GT".
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.2 - ALC-22904) on 25/09/1986.
$end
$info=opengolf,opengol2,
$Edit this entry at Arcade-History.com
$bio
Konami's Open Golf Championship (c) 1994 Konami.
- TECHNICAL -
Konami GX hardware
Game ID : GX218
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 4
Control : paddle
Buttons : 3
- TRIVIA -
This game is known in Japan as "Golfing Greats 2".
- SERIES -
1. Golfing Greats (1991)
2. Konami's Open Golf Championship (1994)
$end
$info=pingpong,
$Edit this entry at Arcade-History.com
$bio
Konami's Ping Pong (c) 1985 Konami.
A playable if simplistic Table Tennis simulation for one or two players. Ping Pong offers three different types of shot; Top spin, Back Spin and Smash. The actual gameplay centers on shot timing and shot choice, with the players' bats moving automatically to track the movement of the ball.
In the single player mode, the player can opt to play the game on any one of five different skill levels.
- TECHNICAL -
Game ID : GX555
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 2.304 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Released in June 1985.
This game features Penguin (later renamed Pentarou) in the title screen and as a spectator. He is the main character in Antarctic Adventure and Penguin Adventure on the MSX and also appeared in many other Konami titles like the Parodius and Game Master series.
- PORTS -
* Consoles :
Nintendo Famicom Disk (1987)
* Computers :
Sinclair ZX Spectrum (1985)
MSX (1985)
Commodore C64 (1986)
Amstrad CPC (1986)
$end
$info=konek,
$Edit this entry at Arcade-History.com
$bio
Konek-Gorbunok (c) 1988 Terminal.
- TECHNICAL -
Main CPU : 8080 (@ 1.777777 Mhz)
Sound Chips : Custom (@ 1.777777 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 256
Players : 1
Control : 4-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Russian as 'Little Humped Horse'.
The game is based on the Russian fairy tale with the same title, written by Peter Pavlovich Ershov.
There is no level 15. Each screen has its own tilemap and code. There is a tilemap for level 15 but there's not any code for this.
- TIPS AND TRICKS -
On the 5th level (with a dog) you can walk backwards to avoid the dog.
Use the test button to skip levels.
Levels after level 9 appear to be a bonus game (you go in-castle).
$end
$info=korokoro,
$Edit this entry at Arcade-History.com
$bio
Koro Koro Quest (c) 1999 Takumi.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 318 x 239 pixels
Screen refresh : 57.55 Hz
Palette colors : 16384
Players : 1
Buttons : 2
- STAFF -
Executive Producer : T. Fujimoto, T. Namisaki
Producer : Y. Ozaki, M. Kitazawa, K. Takasu
Director: K. Kusaka, R. Kawahata
Planner : Y. Kajiwara, H. Yamaguti
Programmer : T. Matuda, N. Nakajima
Chief Designer : M. Oose
Designer : M. Yumoto, N. Nakahara
Character Design : A. Ito, N. Akiyama
Mechanic : K. Fujimoto, N. Nakayama
Sound : Y. Kaminisi, N. Sawai
$end
$info=korosuke,
$Edit this entry at Arcade-History.com
$bio
Korosuke Roller (c) 1981 Kural Electric.
Time to take up your paint brush and paint the town Red (or Green or Orange, or whatever color you happen to have on hand)! A pair of fish are out to stop you but you can roll over them at the overpass. There's other items that just try to mess up your paint job; you can run over these folks easily (if you catch them).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Crush Roller".
- UPDATES -
For a period of time the yellow blog will clean up what you've lain down on the streets. That time only lasts a few seconds at first (longer as you finish off more racks), but will leave you with more stuff to paint over.
- SCORING -
Painting floor : 10 points per unpainted or footprint/tiretrack/dropping messed segment.
Killing Fish : 50, 100, 200, 400, 800, 1600, 3200, 6400 and the maximum 9,000.
Each level starts with the lowest point scoring fish being increased by one. eg Level one starts at 50 points, level two with 100 points, and so on up to 9,000.
Capturing the creature/object messing up your paintwork : 1,000 points.
$end
$info=kosmokil,
$Edit this entry at Arcade-History.com
$bio
Kosmo Killer (c) 198? BEM.
- TECHNICAL -
Main CPU : Z80 (@ 2 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way Joystick
Buttons : 1
- TRIVIA -
This game is an Italian bootleg of "Astro Invader".
$end
$info=myangel,
$Edit this entry at Arcade-History.com
$bio
Kosodate Quiz My Angel (c) 1996 Namco.
- TECHNICAL -
Game ID: KQ
Main CPU : 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Raising Children Quiz My Angel'.
- SERIES -
1. Kosodate Quiz My Angel (1996)
2. Kosodate Quiz My Angel 2 (1997)
3. Kosodate Quiz My Angel 3 (1998)
- PORTS -
* Consoles :
Sony PlayStation (1997)
$end
$info=myangel2,
$Edit this entry at Arcade-History.com
$bio
Kosodate Quiz My Angel 2 (c) 1997 Namco.
- TECHNICAL -
Game ID: KQS
Main CPU : 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Raising Children Quiz My Angel 2'.
- SERIES -
1. Kosodate Quiz My Angel (1996)
2. Kosodate Quiz My Angel 2 (1997)
3. Kosodate Quiz My Angel 3 (1998)
$end
$info=myangel3,
$Edit this entry at Arcade-History.com
$bio
Kosodate Quiz My Angel 3 (c) 1998 Namco.
- TECHNICAL -
Namco System 11 hardware
Game ID : KQT
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Raising Children Quiz My Angel 3'.
- SERIES -
1. Kosodate Quiz My Angel (1996)
2. Kosodate Quiz My Angel 2 (1997)
3. Kosodate Quiz My Angel 3 (1998)
$end
$info=knpuzzle,
$Edit this entry at Arcade-History.com
$bio
Kotoba no Puzzle Mojipittan (c) 2001 Namco.
- TECHNICAL -
Namco System 10 Hardware
Game ID : KPM
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Word Puzzle Mojipittan'.
$end
$info=legofair,
$Edit this entry at Arcade-History.com
$bio
Koukuu Kihei Monogatari - The Legend of Air Cavalry (c) 1988 SNK.
A vertically scrolling helicopter shoot'em up.
- TECHNICAL -
Game ID : A7003 'KK'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Flying Cavalry Story'.
This game is known outside Japan as "Chopper I".
- STAFF -
Supervisor : Eikichi Kawasaki
Producer : Tamadachi
Programmer : SNK Jr.
Designers : Okitaka, Madaka, Warasan
Sound creater : Kanata
Adviser : Tosikita
$end
$info=strahl,strahla,
$Edit this entry at Arcade-History.com
$bio
Koutetsu Yousai Strahl (c) 1992 UPL.
A horizontal scrolling shoot-em-up.
- TECHNICAL -
Game ID : UPL-91074
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1992.
The title of this game translates from Japanese as 'Steel Fortress Strahl'.
- STAFF -
Game designer : Kinya Adyama
Game programmer : Ken-Ichi Kunikyo
Music composer : Yoshio Nagashima
Object designers : Kadru Kamigiku, Ichiro Shibasaki, Mutsuo Kaneko, Kinya Adyama
Background designers : Mindru Tomizawa, Megumi Fujii
Hardware works : Nobuyuki Narita
$end
$info=kroozr,
$Edit this entry at Arcade-History.com
$bio
Kozmik Krooz'r (c) 1982 Bally Midway.
- TECHNICAL -
Cabinet dimensions : 71,75'' High x 25'' Wide x 40'' Deep.
Bally Midway MCR 2 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick with a trigger, spinner knob
- TRIVIA -
The game was originally called Mother-ship, and the mechanics were developed by Marvin Glass. However, the realistic-looking game did not test very well, it was supposed to use a mirror to reflect the image of a ship onto the play-field. In an attempt to save the project, Bill's new design of the game introduced the cute green alien called KAP'N KROOZ'R that Bally Midway executives hoped would be the next fad like "Pac-Man" was for Namco (note : KAP'N KROOZ'R next appearance was in "Wacko").
- SCORING -
Ram Ship : 100 points
Shooter Ship : 200 points
Strike Ship : 200 points
Scout Ship : 300 points
Speed Demon : 2,500 points
Space Mine : 100 points
Formation Fighter : 100 points
Mine Layer : 200 points
Spy Ship : 300 points
- STAFF -
Lead programmer : Richard Clark (Sarge)
Artist / Animator : Brian Colin
- PORTS -
* Consoles :
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
* Computers :
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=kram,kram2,kram3,
$Edit this entry at Arcade-History.com
$bio
Kram (c) 06/1982 Taito.
- TECHNICAL -
Prom Stickers : KS
Main CPU : (2x) M6809 (@ 1.25 Mhz), M68705 (@ 1 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Brian Miller holds the official record for this game with 176,700 points.
A Kram machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
$end
$info=krzybowl,
$Edit this entry at Arcade-History.com
$bio
Krazy Bowl (c) 1994 American Sammy.
A 10-pin bowling game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 304 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : trackball
Buttons : 3
- TRIVIA -
Released in August 1994.
$end
$info=krull,
$Edit this entry at Arcade-History.com
$bio
Krull (c) 03/1983 Gottlieb.
The left joystick controls the movement of the player character, Colwyn. He can be moved in any one of eight directions. The right joystick controls the movement of the player's weapon, the glaze. It can be thrown in any one of eight directions. Four glaives can be in flight at one time and will return to Colwyn with a boomerang-type action. The one and two player select buttons are also located on the panel.
Krull consists of five subgames :
1. The Mountain Game.
2. The Swamp Game.
3. The Fortress Game.
4. The Hexagon Game.
5. The Beast Game.
The player must accomplish a task in each of the five games with eight levels of difficulty in each. All eight levels can be reached in one task based on the time spent performing that task (amount of time spent on that subgame). The total number of lethal characters on the screen at one time increases as the levels increase.
FROM THE SKY WILL COME THE BLACK FORTRESS. FROM THE FORTRESS WILL COME THE SLAYERS, TO DEVOUR THE PLANET OF KRULL. THEN SHALL A GIRL OF ANCIENT NAME BECOME QUEEN, AND THE KING SHE CHOOSES SHALL RULE THE PLANET.
The planet Krull is threatened by the Beast. His army of Slayers has brought terror to the land. Colwyn must stop this terror and save the land and its people. On the day Colwyn is to wed the Princess Lyssa, the Slayers, army of the Beast, kidnap her to become the Beast's bride. Colwyn must reach the Black Fortress and reclaim his Princess. He who marries the Princess shall be king. The Beast must not be allowed to rule the planet.
A prophet acquaints Colwyn with the magical properties of the glaive, a five-bladed sword, which Colwyn must acquire. To accomplish this task, he must climb the mountain and collect the five individual blades of the glaive in order to assemble the weapon. The blade is picked up by touching Colwyn to the blade. Boulders are fatal and must be avoided. The weapon joystick is not utilized in this subgame. The player is awarded 1,000 points for each blade picked up. Points are also awarded for placing Colwyn in a dangerous position in front of one or more boulders.
During his travels to discover the Black Fortress, Colwyn comes upon an army of eight men that he befriends and recruits to help him in his quest to destroy the Beast so that Krull can be safe from his evil.
With no intentions of losing his newly acquired bride without bloodshed, the Beast orders an army of Slayers to stop Colwyn and his friends. Forging through the quicksand-riddled swamps, Slayers materialize from the soil and Colwyn prepares for battle. In the second subgame, Colwyn must save as many friends as possible while killing all of the Slayers. The friends are saved by touching them and the Slayers are destroyed by the glaive. The Slayers themselves and their spears must be avoided. The game begins with eight friends. The number of friends saved is the number of friends carried over into future subgames. The friends can eliminate the Slayers with hand-to-hand combat but can also be destroyed themselves. Receiving three blows either by hand-to-hand or by the Slayers spear is fatal to the friends. The subgame ends when there are no longer any friends to save and all of the Slayers have been eliminated. Avoid quicksand, as it slows Colwyn's attack. Each friend saved awards 1,000 points (maximum 8,000 points) and 100 points for each Slayer the player eliminates.
After days of travel, Colwyn and his men have found the Black Fortress in the Iron Desert where many dangers await them. While attempting to lead his men through the dangerous narrow passageways that lead to the Fortress, Slayers materialize once again in a second attempt to stop Colwyn's struggle. In this third subgame, Colwyn must pick up all of his friends and deposit them safely into the hexagon while again combating the Slayers. The total number of friends in this subgame is equal to the total number of friends saved in Subgame 2. This subgame concludes when all of the friends have been delivered to the hexagon. The player is awarded 1,000 points for each friend delivered to the hexagon, 100 points for each Slayer he destroys and 100 points for each Slayer remaining when the last friend is delivered to the hexagon.
Victorious in battle, Colwyn must now attempt to release his friends from the hexagon. Unlike entry, exiting the hexagon is a struggle deservant of its own merit. Once again Colwyn must call upon the power of the glaive. Release of his friends is accomplished by throwing the glaive at the front wall while it is black only. Any glaive striking the wall while it is not black will stick in the wall until the wall becomes black. The Slayers, of course, attempt to stop Colwyn's efforts. In his own attempt for survival, Colwyn must fight them off and avoid their spears. The subgame ends when the last black wall is broken through and the friends have escaped. The player is awarded 100 points for each Slayer he puts an end to, 100 points for each Slayer remaining when the friends are set free and 1,000 points for the first black wall destroyed, 2,000 points for the second, 3,000 points for the third and 4,000 points for the fourth.
Now inside the Black Fortress, Colwyn secedes from his friends in order to rescue the Princess Lyssa. He finds her in a large cave carefully guarded by the Beast. He knows that the only way to reclaim his bride and conserve the planet is to forge into battle with the Beast. In the fifth subgame, the player moves Colwyn towards the Princess in order to reach her. As he progresses, the Beast attempts to stop him by throwing fireballs at him. The fireballs must be avoided or destroyed by the glaive. If not destroyed, the fireballs will ricochet off of the walls. Destroying a fireball awards the player 100 points multiplied by the number of fireballs in flight. The Beast is momentarily stunned when hit with a glaive and awards the player 100 points. The Beast cannot be destroyed and the player must avoid touching him. When Colwyn reaches the Princess, his friends, following the pandemonium of the battle, appear and chase the Beast off, awarding 1000 points per friend. The total number of friends in this subgame is equal to the total number of friends saved in Subgame 2.
- TECHNICAL -
Game ID : GV-105
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
this game is known in Japan as "Ginga Densetsu Krull" (translates from Japanese as 'Galactic Legend Krull').
Krull was designed and programmed in 10 months. Chris and Matt started on it in early May of 1982 and finished in February of 1983. It is Gottlieb's first movie-themed video game.
Jason Curran holds the official record for this game with 421,590 points.
About the movie : Krull is a world deep in a far-away galaxy, a culture of myth and magic. The kingdoms of Krull, in the past divided by wars, have united to battle the terrible enemy who seeks to dominate them... the Beast. He is a powerful dark force who has returned from Krull's ancient past, determined to destroy all those who oppose him.
Krull is a $25 million dollar fantasy adventure from Columbia Pictures. To create this special-effect epic, Columbia Pictures has assembled the industry's top talent, people who helped bring Superman and The Empire Strikes Back to the screen. Like those top-grossing films, Krull will appeal primarily to young people under age 25, the most important demographic group for game operators.
- SCORING -
Running in front of a boulder (Stage 1) : #points/sec?.
Killing a Slayer (any Stage) : 100 points.
Collecting an army member (Stage 2) : 1000 points.
Depositing an army member at the Hexagon (Stage 3) : 1000 points.
Destroying Hexagon wall (Stage 4) :
1st wall : 1000 points.
2nd wall : 2000 points.
3rd wall : 3000 points.
4th wall : 4000 points.
Destroying the Beast's fireball (stage 5) : 100 points.
Stunning the Beast (Stage 5) : 100 points.
Bonus for Surviving army members (Stage 5) : 1000 points per army member
- TIPS AND TRICKS -
* Hidden Heads : Press and hold down the Select button (which is utilized in the operator mode) and reset the machine. 63 Black & White faces representing 'Bob' Dobbs will bounce around the screen.
- STAFF -
Designed and programmed by : Matt Householder, Chris Krubel
Graphics by : Jeff Lee
Audio by : David Thiel
Cabinet graphics : Terry Doerzaph
- PORTS -
Atari 2600 (1983)
$end
$info=klxyj,
$Edit this entry at Arcade-History.com
$bio
Kuai Le Xi You Ji (c) ???? IGS.
- TECHNICAL -
Main CPU : ARM7 (@ 20 Mhz)
$end
$info=kuhga,
$Edit this entry at Arcade-History.com
$bio
Kuhga - Operation Code Vapor Trail (c) 1989 Data East.
- TECHNICAL -
Game ID : MAA
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1280
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Sky Fang - Operation Code Vapor Trail'.
This game is known outside Japan as "Vapor Trail - Hyper Offence Formation".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kuhga - PCCB-00027) on 21/05/1990.
- SERIES -
1. Kuhga - Operation Code Vapor Trail (1989)
2. Rohga Armor Force (1991)
3. Skull Fang (1996)
- PORTS -
* Consoles :
Sega Mega Drive
$end
$info=pc_kngfu,
$Edit this entry at Arcade-History.com
$bio
Kung Fu (c) 1984 Irem.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : SX
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed in 1985 to Nintendo.
- TIPS AND TRICKS -
* Fight Sylvia : each time you beat the game it will restart from the beginning. Beat the game 50 times in a row and you can fight Sylvia, the girl you usually rescue.
* Bonus points : use a jump kick on the twelfth enemy on each level for 5000 points.
- STAFF -
Music by : Koji Kondo
$end
$info=kungfum,kungfub,kungfub2,kungfud,
$Edit this entry at Arcade-History.com
$bio
Kung-Fu Master (c) 1984 Irem.
Thomas - the game's hero - and his girlfriend Sylvia are suddenly ambushed by a group of unknown assailants, and Sylvia is kidnapped. Thomas receives a ransom demand from the mysterious 'X' informing him that Sylvia is being held in the Devil's Temple.
Thomas must kick and punch through the five enemy-packed floors of the temple to reach Sylvia and rescue her. A fearsome guardian awaits the player at the end of each floor, and must be defeated before Thomas can continue his progress up through the temple.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 4-way joystick
Buttons : 2 (PUNCH, KICK)
The game has more than 10,000 lines of assembly code and 28 ROMs (including 177 KB of graphics), main code 2x 16 KB.
- TRIVIA -
Released in December 1984.
This game is known in Japan as "Spartan X".
Kung-Fu Master was the first game that Irem licensed to Data East and was also, more significantly, the world's first sideways-scrolling beat-em-up (and would be the first of two genre-defining fighting games released by Data East that year; the other being 'Karate Champ', the world's first one-on-one fighting game). While understandably not as polished as the games it would go on to inspire, Kung-Fu Master is still regarded as an absolute classic. It is also fiendishly difficult.
The official name for the regular fighters is 'Gripper'. The official name for green-clad boys which make their first appearance on Floor 2 is 'Tom Tom'.
Mike Sullivan holds the official record for this game with 1,349,040 points.
This game is based on the movie 'Wheels on Meals', starring Jackie Chan (as Thomas) and Sammo Hung (who also directed). This movie is called 'Spartan X' in Japan. Also, the game contains some tricks from the Bruce Lee movie 'Game of Death'. In the game you have a 5-Floor Pagoda (which is 'Pope Jusaw' in South-Korea) and the Giant Kareem Abdul-Jabbar. In the movie 'Bruce's Finger', you can see the kidnapping letter and a tied-up girl in a red dress. In the movie 'Goodbye Bruce Lee, his Last Game of Death' you can see the red pillars and the ceiling tape, like in the game.
A french movie, 'Le Petit Amour', by Agnes Varda, doesn't have 'Kung-fu Master' just as the name in USA but also has an intro with a scroll-lateral reference to the game and a lot of scenes of the game itself too! One thing that can cause some strangeness is the fact that the movie is a romance and not a fighting/action movie as the US name can propose.
A bootleg of this game was released by O.K. corp. in 1985.
- UPDATES -
Differences between Spartan X and Kung-Fu Master :
* During the demo screen the word Kung-Fu (in 'A KUNG-FU MASTER, THOMAS....') is spelled 'KANFU' in Spartan X.
* Spartan X has an additional copyright notice that is not in Kung-Fu Master : '(C)1984 Paragon Films Ltd., Towa Promotion'.
- SCORING -
Scoring in this game is relatively simple. Some of the scoring depends on whether you kick or punch an enemy. You get more points punching enemies.
Punch on Grippers : 200 points
Punch on Tom Toms : 300 points
Punch on Knife Throwers : 800 points (Require 2 hits)
Kick on Grippers : 100 points
Kick on Tom Toms : 200 points
Kick on Knife Throwers : 500 points (Require 2 hits)
Jump Kick on Grippers : 200 points
Jump Kick on Tom Toms : 300 points
Jump Kick on Knife Throwers : 800 points (Require 2 hits)
If you kick or punch into a group, you have a chance of knocking more then one fighter off the floor. The progressions for this are...
Progression for Jump Kick or Punch :
1 person : 200 points
2 persons : 400 points
3 persons : 600 points
4 persons : 800 points
For everyone beyond the 4th person, it stays at 800 points.
Progression for a Kick or Low Sweep :
1 person : 100 points
2 persons : 200 points
3 persons : 300 points
4 persons : 400 points
For everyone beyond the 4th person, it stays at 400 points.
On the 2nd and 4th floors, you will encounter some different enemies.
Dragons : 2000 points
Confetti Balls : 1000 points
Vases (Kicked) : 200 points
Vases (Punched) : 100 points
Poisonous Moths (Kicked) : 500 points
Poisonous Moths (Punched) : 600 points
You also get points for the bosses :
1st Floor (Stick Fighter) : 2000 points
2nd Floor (Boomerang Fighter) : 3000 points
3rd Floor (Giant) : 4000 points
4th Floor (Black Magician) : 5000 points
5th Floor (Mr. X) : 10000 points
At the end of each floor, you will receive bonus points by adding your time remaining + your remaining energy. To complete a floor, you must go up the stairs to the next floor.
- TIPS AND TRICKS -
* When you start the game, Thomas will be at the right side of the screen. It will then be your job to navigate him through the five floors to Mr. X. On each floor, you are under a time crunch. The Timer starts at 2000 and only stops when you go up the stairs to the next floor. Sometimes players forget this and think after you defeat the boss then the floor is over.
* If Thomas is grabbed by the Grippers or Tom Toms, just rapidly shake the joystick left and right. This will throw them off of Thomas although you get no points for it. You will lose energy if they hold on to you plus Thomas cannot fight while being held.
* Knife Throwers can be particularly dangerous. In the lower levels, they throw at a medium or high height. Later on, they also will throw low. It takes two hits to take out a Knife Thrower. In the higher levels, don't be surprised if Thomas has a Knife Thrower on either side of him. The best way to counter this is to move toward the left or right to get one of the Knife Throwers off the screen and deal with the other one.
* Speaking about the above two points, a particularly dangerous situation emerges when Thomas is being held and Knife Throwers appear on the scene. You have to rapidly get Thomas free and deal with the Knife Throwers. Failing to do this will result in a quick death for Thomas.
* Try to make it to the boss as quickly as possible since you are on limited time. You will know when the boss is around since all other people on the screen disappear.
* As you are moving along the floor, you will be assaulted by different people and things. Enemies encountered will depend on which floor you are currently on. As you finish each Devil's Temple, the floors will get harder as the enemies become more numerous and quicker. The floors are broken up like this :
1ST FLOOR : This floor just has Grippers and Knife Throwers. They do become more numerous the more Temples you successfully complete.
2ND FLOOR : This floor has a few different enemies to deal with.
1) You will be assaulted by vases and confetti balls. If you do not destroy the vases before they hit the floor, they will release dragons or snakes. You can attempt to kick or punch the dragons, but it is risky since they blow fire from their mouths. This in addition to other enemies around you. As for the snakes, your only defense is to jump over them.
2) The confetti balls explode after a period of time sending shrapnel in all directions. These can be destroyed before they do any harm.
3) On the final part of the floor, you will deal with Grippers, Tom Toms, and Knife Throwers. (This is where the Tom Toms make their first appearance).
3RD FLOOR : This floor is like the first floor except now you will also have Tom Toms to deal with.
4TH FLOOR : This floor only has a couple of enemies to deal with.
1) At the beginning of the floor, Poisonous Moths will be released from the walls. They will come at Thomas randomly high, medium, or low. That means you will have to do some fancy footwork to either avoid them or take them out.
2) After the Poisonous Moths, the rest of the floor is the usual Grippers, Tom Toms, and Knife Throwers.
5TH FLOOR : Just like the 3rd floor except the Knife Throwers come out more frequently now.
* Defeating The Bosses : There are five bosses to deal with in this game. For most of the bosses, if you can back them up against the stairs and start pounding on them, you will defeat them very quickly. Of course, some bosses won't work with you in that area so you have to try other methods.
1) STICK FIGHTER : His claim to fame is that he has a big stick and he doesn't speak at all. This is one of the easier bosses to take down.
a) You can tell when he is ready to strike because he cocks his arm back to swing. Just move or jump back to avoid being hit.
b) You can crowd him against the stairs. Once you have done that, use a series of low sweeps to finish him off.
c) You can also take him out be doing jump kicks on him but that is a little more tricky since he can get a hit on you if you are not ready.
2) BOOMERANG FIGHTER : This guy likes to hit you coming and going. He throws two boomerangs at Thomas. If Thomas avoids them on the trip out, he may get hit on the return trip.
a) Your first priority is avoiding the boomerangs (of course). Most of the time, he throws the boomerangs mid or high so you can easily duck. Sometimes he will throw some low shots so you have to jump.
b) Once he releases his boomerangs, get up to him and let loose with kicks and punches. Prepare for the boomerangs return trip and once he catches them, hit him a couple of more times.
c) You should only have to do this cycle a couple of times before the Boomerang Fighter is no more.
3) GIANT : He stands about twice as tall as Thomas. Plus, he packs a mean wallop both in his punch and kick.
a) Although he is built like a tank, he is not very quick. Thomas can get in about three shots to his one. The problem is, when the Giant hits Thomas, a lot of energy loss occurs.
b) Don't even try to go toe-to-toe with this guy or you will lose. The best attacks are the jump kick and low sweep. You just have to watch out for his kick on the low sweep.
c) This one may take a while since you need to be careful around the giant.
4) BLACK MAGICIAN : Of course, no Devil's Temple would be complete without the resident Black Magician to annoy you. The Black Magician is one of the stranger bosses you have to deal with. His claim to fame is a couple of things. First, he creates duplicates of himself so you don't know which one is the real Black Magician. Second, he sometimes sends creatures after you such as bats to make your life miserable. Fortunately, the Black Magician is one of the easier bosses to deal with.
a) You need to back him up to the stairs as quickly as possible to limit his movement. If the Black Magician has a lot of room, he can create duplicates which will hurt Thomas.
b) Once you've backed him against the stairs, the only thing that will work on the Black Magician are low punches. When you have him backed against the stairs and are pounding on him, he can't create duplicates or other critters to harass Thomas.
5) MR. X : Well, you've finally made it to Mr. X. This will be a test of all of your Kung-Fu skills. Mr. X is no pushover. In addition, Mr. X regenerates his energy so you have to be quick about taking him down or he will fully regenerate.
a) You will notice that Mr. X has his own series of Kung-Fu moves that could very well do severe damage to Thomas. You will need to use different combos to get through Mr. X's defenses.
b) If he seems to block a particular attack, quickly switch to another. For example, if he blocks a low sweep, change it to a jump kick and you may get a shot in. Also, use your punches after getting his defenses away with kicks.
c) This will be a long battle but if you continue using different attacks, you can take him down.
6) Once Mr. X is beaten, you walk forward to kiss Silvia. Jump at the last minute and you'll walk a few extra steps and kiss thin air.
* Slow Motion Mode : Turn 'slow motion mode' ON in dipswitch. In game, press START2 to slow game speed.
* Stop Mode : Turn 'Freeze' ON in dipswitch. In game, press START2 to stop and START1 to restart.
* Level Selection Mode : Turn 'Level selection mode' ON in dipswitch. In game, press START1 to select and START2 to restart.
- SERIES -
1. Kung-Fu Master (1984)
2. Vigilante (1988)
3. Spartan X 2 (Nintendo Famicom, 1991)
- PORTS -
* Consoles :
Atari 2600 (1984)
Nintendo Famicom (1985, "Kung Fu")
Atari 7800 (1989)
Nintendo Game Boy (1990)
Sony PlayStation (IREM Arcade Classics)
* Computers :
Apple II (1985)
Commodore C64 (1985)
Amstrad CPC (1986)
Sinclair ZX Spectrum (1986)
MSX
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
InsertCoin; http://www.insertcoin2112.blogspot.com/
$end
$info=kungfut,kungfuta,
$Edit this entry at Arcade-History.com
$bio
Kung-Fu Taikun (c) 1984 Seibu Kaihatsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (3x) AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Kung Fu Lord'.
$end
$info=kurikint,kurikina,kurikinu,kurikinj,
$Edit this entry at Arcade-History.com
$bio
Kuri Kinton (c) 1988 Taito.
- TECHNICAL -
Taito L System hardware
Board Number : J1100147A
Prom Stickers : B42
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Honor League Gold Association'. Note that there is a Japanese dish called 'kuri-kinton' which is mashed sweet potatoes and chestnuts.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- UPDATES -
The prototype version has :
* Difficulty very unoptimized.
* DIPSWs invincibility and slow motion.
* No end credits.
* No water in level 2/3, only brown garbage instead.
* Some other minor things (graphic glitches vs. bosses, bad-oriented continue screen, etc).
* The green carpet in level 2 isn't animated.
- STAFF -
Creators : Wolf Kato, Crusher Ishikawa, Yasuyuki Hiwatashi
Hardwear designers : Hiroyuki Noguchi, Minoru Yoshimura
Sound designers : Masahiko Takagi, Yasuhisa Watanabe
Charactor designers : Seiji Kawakami, Yoshihiko Wakita, s.c. Mizutani, s.c. Tomita, s.c. Kimura, s.c. Kusano, Thanks Santasan
Publicity supervisor : Naoko Yoshida
Game designer : Kei. S
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=ksayakyu,
$Edit this entry at Arcade-History.com
$bio
Kusayakyuu (c) 1985 Taito.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 40 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Sandlot Baseball'.
$end
$info=brkthruj,
$Edit this entry at Arcade-History.com
$bio
Kyohkoh-Toppa (c) 1986 Data East.
A horizontally scrolling shoot'em up where you pilot a military vehicle, equipped with super jump capability, through enemy territory. You must traverse dangerous mountain passes, bomb-torn bridges, harsh jungle and fortified cities to rescue your PK430 aircraft.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : M6809 (@ 1.25 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Strong Journey Break Thru'.
This game is known outside Japan as "Break Thru".
$end
$info=kyros,
$Edit this entry at Arcade-History.com
$bio
Kyros (c) 1987 Alpha Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) YM2203 (@ 3 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1987.
Licensed to World Games for manufacture and distribution.
This game is known in Japan as "Kyros no Yakata" (released in 1986).
- STAFF -
Programmers : Akira Kobayasi, Hiroyuki Ryu, Hideo Samoda
Sound : Satoshi Hagitani
Designers : Pop House, Keniti Sakanishi
Producer : Hatsue Honba
Ochya Kumi : Tomoharu
Lunch : Wakana
- PORTS -
* Computers :
Amstrad CPC (1986, "Desolator")
Commodore C64 (1988, "Desolator")
Sinclair ZX Spectrum (1988, "Desolator")
$end
$info=kyrosj,
$Edit this entry at Arcade-History.com
$bio
Kyros no Yakata (c) 1986 Alpha Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) YM2203 (@ 3 Mhz), DAC (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Kyros' Mansion'.
This game is known outside Japan as "Kyros".
- STAFF -
Programmers : Akira Kobayasi, Hiroyuki Ryu, Hideo Samoda
Sound : Satoshi Hagitani
Designers : Pop House, Keniti Sakanishi
Producer : Hatsue Honba
Ochya Kumi : Tomoharu
Lunch : Wakana
- PORTS -
* Computers :
Atari ST (1986, "Desolator")
$end
$info=kyuhito,
$Edit this entry at Arcade-History.com
$bio
Kyukyoku no Hito (c) 1988 Roller Tron.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Player : 2
$end
$info=dadandrn,
$Edit this entry at Arcade-History.com
$bio
Kyukyoku Sentai Dadandarn (c) 1993 Konami.
A trio of supervillains unleashes an army of gross mutants on earth on order to start an alien invasion. Our only hope is the trio of superheroes known as the 'Ultimate Task Force'. Squash the evil mutants and put an end to the alien menace. Features excellent graphics & sound as well as plenty of moves to find!
- TECHNICAL -
Game ID : GX170
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Ultimate Task Force Dadandarn'.
This game is known outside of Japan as "Monster Maulers".
The Kyukyoku Sentai Dadandarn main theme song can be heard in the first fight of the game (see Updates section for more info). The white text at the bottom of the screen at the beginning of the first fight tells the name of the song and singer. The name of the song is "Tatakae! Dadandarn" ("Fight! Dadandarn") - Sung by Shimon Masato.
Kyukyoku Sentai Dadandarn reflects a Japanese tradition of TV series featuring teams of brightly-suited martial artists called Super Sentai, 'sentai' meaning 'task force' or 'squad'. The titles usually follow the formula : two kanji + 'sentai' + silly 'Engrish', which Dadandarn follows to the letter. The best known of these series in the West is 'Kyouryuu Sentai Zyuuranger', which was made into the Mighty Morphin' Power Rangers.
This game can be seen being played in the second episode of the Japanese TV show "Ninja Sentai KakuRanger", which is part of the Super Sentai series explained above.
King Records released a limited-edition soundtrack album for this game (Kyukyoku Sentai Dadandarn - KICA-7627) on 01/01/1994.
- UPDATES -
Differences between "Kyukyoku Sentai Dadandarn" and "Monster Maulers" :
*The Kyukyoku Sentai Dadandarn main theme song can be heard in the FIRST stage only in KSD and in the LAST stage only in MM.
*The 'episode' titles shown before each fight are vocally announced in the Japanese version only.
* Eagle's nationality is unknown in Dadandarn, while he is an American in "Monster Maulers".
- STAFF -
Programmers : Tomo Yoshi, Yukihiro, Y.K 98, Garam....!, Yossy
Designers : Kengo, Andy!, Takepon, Yasu, Hitomi, Asa"DON", Kanbanmusume
Sound editor : Sakagon
Music : Koezou
Hardware : Pin, Grandpapa
Package : Popsky
Cast : A. Nakashima, H. Tanigawa, A. Takahashi, M. Chida, Monapaseri, D. Mastushima, M. Aoyama, Honkytonk Theater
Singer : Shimon Masato
Director : Kengo
Produce : Masa33
$end
$info=ktiger,
$Edit this entry at Arcade-History.com
$bio
Kyukyoku Tiger (c) 10/1987 Toaplan.
- TECHNICAL -
Game ID : TP-011
Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.88 Hz
Palette colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Ultimate Tiger'.
Licensed to Taito (Prom Stickers : B30).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.
This game is known outside Japan as "Twin Cobra".
- UPDATES -
Difference between "Twin Cobra" and Kyukyoku Tiger :
* T.C. supports two simultaneous players.
* K.T. supports two players, but only one at a time.
* For this reason, it also supports Table Top cabinets.
* T.C. stores 3 characters for high scores.
* K.T. stores 6 characters for high scores.
* T.C. heroes are Red and Blue for player 1 and 2 respectively.
* K.T. heroes are grey for both players.
*T.C. dead remains of ground tanks are circular.
* K.T. dead remains of ground tanks always vary in shape.
* T.C. continues new hero and continued game at current position.
* K.T. continues new hero and continued game at predefined positions. After dying and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears.
* K.T. Due to this difference in continue sequence, Kyukyoku Tiger is MUCH harder, challenging and nearly impossible to complete !
- SERIES -
1. Kyukyoku Tiger (1987)
2. Kyukyoku Tiger II (1995)
3. Kyukyoku Tiger II Plus (1997, Sega Saturn)
- STAFF -
Music and sound created by : Tatsuya Uemura
- PORTS -
* Consoles :
NEC PC-Engine (1989)
FM Towns Marty (1994)
Sony PlayStation (1996, "Toaplan Shooting Battle 1")
Nintendo Famicom
* Computers :
Sharp X68000
$end
$info=ktiger2,
$Edit this entry at Arcade-History.com
$bio
Kyukyoku Tiger II (c) 11/1995 Taito.
- TECHNICAL -
Taito F3 System hardware
Game ID : E15
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Vertical
Video resolution : 232 x 320 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Ultimate Tiger II'.
Produced by Takumi corporation for Taito.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- SERIES -
1. Kyukyoku Tiger (1987)
2. Kyukyoku Tiger II (1995)
3. Kyukyoku Tiger II Plus (1997, Sega Saturn)
$end
$info=kyukaidk,kyukaido,
$Edit this entry at Arcade-History.com
$bio
Kyuukai Douchuuki (c) 05/1990 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : KY
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Baseball World Travel Journal'.
Characters from "Yokai Douchuuki" appear in this game.
$end
$info=kothello,
$Edit this entry at Arcade-History.com
$bio
Kyuukyoku no Othello (c) 1990 Success.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), (2x) Custom (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 280 pixels
Screen refresh : 30.00 Hz
Palette colors : 256
- TRIVIA -
The title of this game translates from Japanese as 'Ultimate Othello'.
$end
$info=labyrunr,labyrunk,
$Edit this entry at Arcade-History.com
$bio
Labyrinth Runner (c) 1987 Konami.
- TECHNICAL -
Game ID : GX771
Main CPU : HD6309 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Trick Trap - 1771".
- STAFF -
Chief programmer : K. Takabayashi
Programmers : Masaya. M, T. Kondo
Charactor designers : Dr. Hide, N. Ishii
Sound editor : J. Kaneda
Producer : S. Idaka
$end
$info=ladybug,ladybugb,ladybugg,ladybgb2,
$Edit this entry at Arcade-History.com
$bio
Lady Bug (c) 1981 Universal.
In Lady Bug you guide a bug through a "Pac-Man" style maze, eating dots, and avoiding monsters. Collect letters to spell EXTRA for a bonus life (just like in "Mr. Do!"), and SPECIAL for a extra credit. The maze has rotating doors which are just enough to give the game a slightly different feel than the Pac-Man series.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
A proper Lady Bug arcade machine will be in a dedicated cabinet (specifically one of the ultra-curvy early Universal ones, "Mr. Do!", and many others used this same cabinet). Most games from Universal had no specific side art, just a painted 'Universal' logo, and a couple of colored stripes. This makes it possible to actually convert one Universal title into another one, without any loss in value. The joystick is mounted in the center of the control panel. Finally, this game uses a standard resolution monitor mounted vertically.
- TRIVIA -
Released in October 1981.
This game contains unused graphics for a large dinosaur.
Alessandro Laini holds the official record for this game with 4,102,830 points.
A bootleg was made in 1983 by TAI on the "Galaxian" hardware.
A bootleg of this game is known as "Cocinella".
- SCORING -
Eating a flower : 10 points x score multiplier value.
Collecting a heart : 100 points x score multiplier value.
Collecting a yellow letter : 300 points x score multiplier value.
Collecting a red letter : 800 points x score multiplier value.
Bonus vegetable : 1,000 points for the cucumber on level one, increasing by 500 points per level, up to a maximum value of 9,500 for the horseradish on level 18 onwards.
- TIPS AND TRICKS -
* Use the swing doors to block off the bugs' pursuit. Quickly flip a door as you pass it when a bug is behind you and as long as the bug is not too close, its route will be blocked and it will then have to find an alternative route to you. If the bug is too close it will go through the door behind you and there may be no escape.
* Try to collect bonus vegetables when there are still skulls available on the maze. If another bug dies, when it leaves the base another vegetable will appear. This is the key to high scores on later levels when the vegetables are worth anything up to 9,500 points each.
* Get the score multiplier up to x5 as soon as possible. All points on the maze except bonus vegetables will then be multiplied by 5. You should get the hearts before getting ANY letters. The exception is when one of the letters is only 2 spaces above the enemy bugs' base, and waiting for it to turn red may prove fatal. Alternatively you can try to collect a letter in this position when the bugs are frozen, when you have a few seconds to wait around for it to change.
* Collect all unneeded letters when they are red with the multiplier on x5 for 4,000 points each. For example if you already have the "X" for EXTRA collect it again when it is on red x5.
* Clear the flowers around the bugs' base at the start of each level from stage 5 onwards. This is especially important past stage 10 when the bugs speeds is much increased. You do not move any faster, and will need to have a good knowledge of the maze layout to avoid them.
* Use the swing doors to force the bugs to go where you want them to. Example: stay to the upper right of the bugs' base, and let them come to you. When they are close, move the door so they have to pass your position, and when they are past you move the door again, so that they have to go the long way round to get to you again. Wait until all four bugs are out and then you can get the bonus vegetable when the way is clear. Watch out though, as some breeds of bug are particularly studid (or smart) and will not follow the route you want, but will lurk near you to try and trap you.
* Try to group all 4 bugs close together to increase your chances of getting the bonus vegetable.
* If you quickly flip the same revolving door several times in succession you will notice you move part way through it. You can now walk through this door without spinning it. Useful if you want to wait somewhere and make a getaway without moving the door.
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1983)
* Computers :
Tandy Color Computer (1982, "Doodle Bug")
BBC B (198x, "Bumble-Bee" - Micropower)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=ladyfrog,
$Edit this entry at Arcade-History.com
$bio
Lady Frog (c) 1990 Mondial Games.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 200 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=ladykill,
$Edit this entry at Arcade-History.com
$bio
Lady Killer (c) 1993 Yanyaka.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Mitchell. This game is known in Japan as "Moeyo Gonta!!".
This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police.
- SERIES -
1. Lady Killer (1993)
2. Party Time - Gonta The Diver II (1995)
- STAFF -
Character designers : Ken, Poco.P.!, 69, Utt, Tel, Mika, B.K.Akiko, M.H, Cx125, Ren
Sound : Y. Aoki, Saito
Soft : Mighty Boowy, Kinchan
Planning : 6th Sally
Voices : Mika, Tel, Kaoru, M.H, Y. Aoki, Poco.P.!, Yosm, Yots
$end
$info=ladymstr,
$Edit this entry at Arcade-History.com
$bio
Lady Master - Lady Master of Kung Fu (c) 1985 Taito.
A kung-fu platform game.
- TECHNICAL -
Main CPU : (3x) Z80
Sound Chips : AY8910, (2x) DAC
Players : 2
Buttons : 2
$end
$info=lagunar,
$Edit this entry at Arcade-History.com
$bio
Laguna Racer (c) 1977 Midway.
- TECHNICAL -
Game ID : 622
Main CPU : 8080 (@ 1.9968 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : paddle
Buttons : 2
- TRIVIA -
Released in September 1977.
$end
$info=landbrk,landbrka,
$Edit this entry at Arcade-History.com
$bio
Land Breaker (c) 1999 Eolith.
32 levels featuring sexy background.
- TECHNICAL -
Eolith 32 bits hardware: Gradation 2D system
Main CPU : Hyperstone E1-32N @ 45 or 50 MHz
Sound:
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes.
- TDA1519A (Philips) Stereo Power AMP
Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz
Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
This game is known in Korea as "Miss Tang Ja Ru Gi".
- STAFF -
President : Jeon Tae YOUNG
Producer : Jeon Ju YOUNG
Chief : Park Tae YOUNG
Planner : Song Won YOUNG
Programmer : Kim Chan SUU
Graphic Designer : Rho MYUNG, Kim Wan WON
Music director : Han SEUNG
Hardware Chief : Shin Woo KYON
Engineer : Lee Jung HOON, Kim Han BYEOL, Hong Young PYO, Hong Eun AH
$end
$info=landmakr,landmkrp,
$Edit this entry at Arcade-History.com
$bio
Land Maker (c) 1998 Taito.
The objective of this game is to shoot a certain colored block to other blocks of the same color to create a building. The larger the building the greater damage that is done to the player's opponent which in effect speeds up the moving counter which pushes the blocks ever closer to the edge after which the player or opponent will lose the battle.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E61
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in June 1998.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
REVISION 1 (Japanese release) :
* Software version : 2.01 J
* Build date : 1998/06/01 16 :30
REVISION 2 :
* Software version : 2.02 O
* Build date : 1998/06/02 17 :00
- TIPS AND TRICKS -
* Alternative Gameplay : press Shoot, Left, Right, Shoot on the titlescreen before inserting coins. If done correctly, a small character will appear. On the next play, you will play on different stage layout.
- STAFF -
Art director & Character designer : Hisakazu Kato
Game director & Game designer : Seiichi Nakakuki
Programmers : TMR, Hikaru Taniguchi, Yasutaka Hayashi
Character designers : Akiyoshi Takada, Kazuhiro Fujimoto, Nobuhiro Osomi, Tohru Kawaishi
Game designer : Masahiro Nomura
Sound : Yasuhisa Watanabe, Katsuhisa Ishikawa, Kouji Urita, Norihiro Furukawa
Designer : Toshiyuki Takenami
Voices : Lisle "Weapon" Wilkerson, Brian Matt-Uhl
Land makers : Seiji Kawakami, Keppel Maekawa, Nobuaki Kuroki, Naomitsu Abe, Yusuke Tsuda, Youichiro Kugimiya, Takayuki Tsuchiya, Naoto Ohmura
- PORTS -
* Consoles :
Sony PlayStation (1999)
$end
$info=lsasquad,
$Edit this entry at Arcade-History.com
$bio
Land Sea Air Squad (c) 1986 Taito.
- TECHNICAL -
Board Number : M4300051B
Prom Stickers : A64
Main CPU : Z80, M68705
Sound CPU : Z80
Sound Chips : AY8910, YM2203
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Storming Party" and is known in Japan as "Riku Kai Kuu Saizensen" (translates from Japanese as 'Land Sea Air Frontline').
Robert Mruczek holds the official record for this game with 208,550 points on June 3, 2001.
- STAFF -
Staff : Ichiro Fujisue (I.FUJISUE), Yasumasa Sasabe (Y.SASABE), Keisuke Hasegawa (K.HASEGAWA), Toshi, Damichan, Madnenko, Fukio Mitsuji (M.T.J), Nog.Hiro
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=landgear,
$Edit this entry at Arcade-History.com
$bio
Landing Gear (c) 1995 Taito.
- TECHNICAL -
Taito JC System hardware
Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
$end
$info=lans2004,
$Edit this entry at Arcade-History.com
$bio
Lansquenet 2004 (c) 1998 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "Shock Troopers - 2nd Squad".
$end
$info=lasvegas,
$Edit this entry at Arcade-History.com
$bio
Las Vegas - Nevada (c) 198? Unknown.
- TECHNICAL -
Main CPU : M6802 (@ 2 Mhz)
Palette colors : 256
Players : 1
Buttons : 8
$end
$info=lvgirl94,
$Edit this entry at Arcade-History.com
$bio
Las Vegas Girl - Girl '94 (c) 1994 Comad.
"Columns"-like game with pictures of nude girls!
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 1 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 368 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
This game shares the same music with "Zero Zone", another Comad game.
$end
$info=laserbas,laserbsa,
$Edit this entry at Arcade-History.com
$bio
Laser Base (c) 1981 Amstar.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
- TRIVIA -
Licensed to HOEI for manufacture and distribution.
This game is also known as "Future Flash".
$end
$info=laserbat,
$Edit this entry at Arcade-History.com
$bio
Laser Battle (c) 1981 Zaccaria.
- TECHNICAL -
Main CPU : S2650 (@ 3.579545 Mhz)
Sound Chips : SN76477 (@ 3.579545 Mhz), TMS3615 (@ 250 Khz), TMS3615 (@ 500 Khz)
Screen orientation : Horizontal
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game was manufactured and distributed by Bally Midway in the USA as "Lazarian".
$end
$info=lghost,lghostu,
$Edit this entry at Arcade-History.com
$bio
Laser Ghost (c) 1991 Sega.
A series of heinous events is in progress. Poltergeists are running rampant in the city. As if that wasn't bad enough, a little girl is kidnapped by one of the ghosts in broad daylight. Now it's up to Bill, Max, and Carol to put an end to the paranormal madness.
- TECHNICAL -
Sega System 18 hardware
Game ID : 317-0164 / 317-0165 / 317-0166
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 3
Control : lightgun
Buttons : 2
- TRIVIA -
On the title screen, there is a tombstone that makes a reference to Sega's 1989 shooter "Line of Fire".
There are two gimmicks about Laser Ghost. The first one is that the cabinet has 2 removable benches for players 1 and 3. The second gimmick is that the laser guns have a laser imaging device on top of the guns which gives the illusion of shooting real lasers onto the screen.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Formula : G.S.M. Sega 5 - PCCB-00059) on 21/04/1991.
- UPDATES -
FD1094 317-0164
* Japanese version.
FD1094 317-0165
* US version.
FD1094 317-0166
* World version.
- PORTS -
* Consoles :
Sega Master System (1991)
$end
$info=lgp,
$Edit this entry at Arcade-History.com
$bio
Laser Grand Prix (c) 1983 Taito.
You must first qualify in the 400 meter preliminary Drag Race. Once qualified, you move on to the 'GP Race', the 'Spark Race', and then the final 'Fantastic Race'. You have 70 seconds to reach the finish line by navigating through the course while avoiding collisions with the walls and other cars on the track.
- TECHNICAL -
This game uses a laser disc.
$end
$info=lsrquiz,
$Edit this entry at Arcade-History.com
$bio
Laser Quiz (c) 1995 CD Express.
An Italian quiz game.
- TECHNICAL -
Cubo CD32 hardware (Amiga 68020, AGA based games system)
Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard
- TRIVIA -
All CD Express games were released only in Italy.
- SERIES -
1. Laser Quiz (1995)
2. Laser Quiz 2 (1995)
$end
$info=lsrquiz2,
$Edit this entry at Arcade-History.com
$bio
Laser Quiz 2 (c) 1995 CD Express.
An Italian quiz game.
- TECHNICAL -
Cubo CD32 hardware (Amiga 68020, AGA based games system)
Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard
- TRIVIA -
All CD Express games were released only in Italy.
- SERIES -
1. Laser Quiz (1995)
2. Laser Quiz 2 (1995)
$end
$info=lasstixx,
$Edit this entry at Arcade-History.com
$bio
Laser Strixx (c) 1995 CD Express.
- TECHNICAL -
Cubo CD32 hardware (Amiga 68020, AGA based games system)
Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard
- TRIVIA -
All CD Express games were released only in Italy.
$end
$info=lasso,
$Edit this entry at Arcade-History.com
$bio
Lasso (c) 1982 SNK.
- TECHNICAL -
Game ID : 'WM'
Main CPU : (2x) M6502 (@ 2 Mhz)
Sound CPU : M6502 (@ 600 Khz)
Sound Chips : (2x) SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 4-way joystick
Buttons : 2
$end
$info=mt_lastb,
$Edit this entry at Arcade-History.com
$bio
Last Battle - Legend of the Final Hero (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 20
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Hokuto no Ken - Shinseiki Matsu Kyuuseishu Densetsu" (translates from Japanese as 'Fist of the North Star - Waiting For The Savior of the New Century').
This game is based on the manga 'Hokuto no Ken' by Buronson and Tetsuo Hara. 'Hokuto' is the Japanese word for the constellation known in the west as 'The Big Dipper'. This is why the main character, Kenshirou, has seven scars in the shape of the big dipper on his chest, not just one scar representing the north star.
- UPDATES -
Changes from Japanese version :
* Blood removed, Enemies now just fly off screen instead of exploding.
* All characters are recolored.
* Characters were all given stupid names. Kenshirou became Aarzak, Bat became Max, Lin became Alyssa, etc.
* Chapter titles removed.
- TIPS AND TRICKS -
* Continue : When you lose your last life and the word 'Legend of the Final Hero' appear, hold A+B+C and then press Start to continue on the stage that you died on.
- SERIES -
1. Hokuto no Ken (NEC PC-8801 computer)
2. Hokuto no Ken (Sega Mark III) (bastardized version, "Black Belt", released outside Japan in 1986 for Sega Master System)
3. Shin Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken (Sega Mega Drive) (bastardized version, "Last Battle - Legend of the Final Hero", released for Sega Genesis in 1989)
4. Hokuto no Ken (1986, Nintendo Famicom)
5. Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken 2 (1987, Nintendo Famicom) (Released in USA as "Fist of the North Star" for NES)
6. Shin Seiki Souzou - Seiken Retsuden : Hokuto no Ken 3 (1989, Nintendo Famicom)
7. Hokuto no Ken : Seizetsu Juuban Shoubu (Gameboy, 1989) (Released in USA as "Fist of the North Star : 10 Big Brawls for the King of the Universe" in 1990)
8. Hokuto no Ken 4 : Shichisei Haken Den - Hokuto Shinken no Kanata he (1991, Nintendo Famicom)
9. Hokuto no Ken 5 : Tenma Ryuusei Den - Ai * Zetsushou (1992, Super Famicom)
10. Hokuto no Ken 6 : Gekitou Denshou Ken * Haou he no Michi (Super Famicom, 1992)
11. Hokuto no Ken 7 : Seiken Retsuden - Denshousha he no Michi (Super Famicom, 1993)
12. Hokuto no Ken (Sega Saturn 1995, Sony Playstation 1996) Seikimatsu Kyuuseishu Densetsu : Hokuto no Ken (Sony Playstation, 2000)
13. Typing Ougi Hokuto no Ken Gekiuchi (Windows / Mac, 1999)
14. Typing Ougi Hokuto no Ken Gekiuchi SE (Windows / Mac, 1999)
15. Typing Haou Hokuto no Ken Gekiuchi 2 (Windows / Mac, 2000)
16. Punch Mania : Hokuto no Ken (2000)
17. Punch Mania : Hokuto no Ken 2 - Gekitou Shura no Kuni Hen (2000)
18. Hokuto no Ken Gekiuchi Zero (Windows / Mac, 2001)
19. Hokuto no Ken Gekiuchi 3 (Windows / Mac, 2003)
20. Taisen Kakutou Puzzle Game: Hokuto de BON!! (Windows 95/98, 2000) (unlicenced use of Hokuto no Ken characters)
21. Sega Ages 2500 Series : Hokuto no Ken (Playstation 2, 2003)
$end
$info=lastbrnx,lastbrnj,
$Edit this entry at Arcade-History.com
$bio
Last Bronx - Tokyo Bangaichi (c) 1996 Sega.
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Last Bronx - Tokyo Extra Earth'.
Sonic The Hedgehog is drawn on the wall of a building in Tommy's stage.
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation 2 (2006,"Sega Ages Vol. 24 : Last Bronx - Tokyo Bangaichi")
* Computers :
PC [MS Windows] (1998)
$end
$info=lastduel,lstduela,lstduelb,
$Edit this entry at Arcade-History.com
$bio
Last Duel - Inter Planet War 2012 (c) 07/1988 Capcom.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Character designers : Donarudo Chiyo, Travail Kuniko, Tanado Oyu, Chakkari Minoru, Kuntakinte Ito, Hyper Kaz, Pradox Koichi
Music and sound : Tamayo Kawamoto (Golden Tamayo)
Programmers : Popo Yumiko, Yuzoh
Planning : Moomin Hiroyuki
Director : Piston Takashi
- PORTS -
* Computers :
Commodore C64 (1988)
Commodore Amiga (1988)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Atari ST (1989)
Sony Playstation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=lastfght,
$Edit this entry at Arcade-History.com
$bio
Last Fighting (c) 2000 Subsino.
- TECHNICAL -
Main CPU : H8/3002 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
$end
$info=lastfort,lastfero,lastforg,
$Edit this entry at Arcade-History.com
$bio
Last Fortress - Paitoride (c) 1994 Metro.
Solitaire mahjong game.
- TECHNICAL -
Game ID : VG420
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 360 x 224 pixels
Screen refresh : 58.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The subtitle of this game translates from Japanese as ''Tile Fortress''.
- SERIES -
1. Last Fortress - Paitoride (1994)
2. Paitoride II - Adauchi Gaiden (1994)
3. Dai Paitoride (1996)
- PORTS -
* Consoles :
Nintendo Super Famicom (1994, "Toride")
$end
$info=lastmisn,lastmsno,lastmsnj,
$Edit this entry at Arcade-History.com
$bio
Last Mission (c) 10/1986 Data East.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Game programmers used a Millennium 95085 Microsystem Emulator to program this game.
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
- STAFF -
Game designer : Akira Sakuma
Advice : Yuji Gonod
Character designers : Harumi Nomura, Atsushi Kushima, Shinji Noda, Kouji Akibayashi, Super, Tak
Music composers : Yukihiko Kitahara, Michiya Hirasawa, A2usa Hara
Sound programmers : Tatsuo Yamaguchi
* Software :
System designer / Game programmer : Akira Sakuma
Assistant : Satoshi Imamura
Security CPU control : Tsuyoshi Hitazawa
* Hardware :
Prototype designer : Kenji Nishikawa
Engineers : Tomotaka Osada, Kenichi Fujimoto
- PORTS -
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum
$end
$info=lresort,
$Edit this entry at Arcade-History.com
$bio
Last Resort (c) 03/1992 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0024
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack/Charge attack, [B] Restart the move
- TRIVIA -
The city depicted in the first two stages of the game is very similar to that of Neo Tokyo from the anime film 'Akira'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992.
- TIPS AND TRICKS -
Beat the game two times to see the real ending and credits.
- STAFF -
Producer : Yasumi Tozono
Designers : Yoshio Shimizo, Mitsuo Kodama, Tatsuya Shinkai, Toshimi Tanaka, Khozoh Nagashima, Hajime Itoh, Senaroh Hotta, Sahori Etoh, Eri Kohjitani
Sound : Toshio Shimizm, Tate Norio (Yamate)
Programmer : Takefumi Yamamoto (Syndicate)
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=kyustrkr,
$Edit this entry at Arcade-History.com
$bio
Last Striker (c) 1989 East Technology.
A manga soccer game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Kyuukyoku no Striker" (translates from Japanese as 'Final Striker').
- SERIES -
Planner : K. Kizaki
Programmers : H. Ikeda, E. Ogura, K. Kihara, T. Katayanagi
Graphic designers : T. Toshima, May-Kobayashi, A. Suzuki, Ichikawa
Music composer : Takaro. N
Sound programmer : A. Inoue
Voice : Cheer Girl
$end
$info=lazarian,
$Edit this entry at Arcade-History.com
$bio
Lazarian (c) 1981 Bally Midway.
- TECHNICAL -
Main CPU : S2650 (@ 3.579545 Mhz)
Sound Chips : SN76477 (@ 3.579545 Mhz), TMS3615 (@ 250 Khz), TMS3615 (@ 500 Khz)
Screen orientation : Horizontal
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 4
$end
$info=lazercmd,
$Edit this entry at Arcade-History.com
$bio
Lazer Command (c) 10/1976 Meadows Games.
You have an overhead view of a maze with two sides, the sides mirror each other. The left side of the screen is yellow, and the right side is green. On each side are fifteen tanks. The object is to blow up all of the oppossing players tanks (or as many as you can before the timer runs out). You can only control one tank at a time, you can move them around and blast your opponents tanks (getting the active one is usually a good idea). When you get blasted, your tank vanishes, and you must move a little blip over to another tank to resume play (this blip is invisible unless it is against a wall). You can also leave your tank and head for another one by pressing the second button. This is just a great strategic title, it holds up even today. It is really worth playing if you like that sort of thing. Just be aware that this is a two player only title, so you will need a friend to play against.
- TECHNICAL -
Main CPU : S2650 (@ 672 Khz)
Sound Chips : DAC (@ 672 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 230 pixels
Screen refresh : 60.00 Hz
Palette Colors : 3
Players : 2
Control : 8-way joystick
Buttons : 2
Lazer Command had one ugly cabinet. It was just a big yellow box without any curves or angles at all. The control panel had two large 4-Way joysticks, that each had two fire buttons, these did not have a ball on top or anything like that, they were kind of like bicycle handgrips with fire buttons. The machine had sticker style sideart, which was a circle with an explosion inside that said 'Lazer Command'. The marquee was rather plain, and was simply labeled with the title in red letters, while the monitor bezel had detailed game instructions printed on it. The monitor was a black and white monochrome model with a green and yellow overlay.
$end
$info=bagnard,bagnarda,
$Edit this entry at Arcade-History.com
$bio
Le Bagnard (c) 1982 Valadon Automation.
A platform game in which the player manoeuvres 'Le Bagnard' through various mine shafts picking up money bags and placing them in the wheelbarrow at the surface of the mine.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from French as 'The Convict'.
This game is known outside France as "Bagman".
- SERIES -
1. Le Bagnard (1982)
2. Super Bagman (1984)
- PORTS -
* Computers :
Commodore C64 ("Bagitman")
Commodore C64 ("Gilligan's Gold")
$end
$info=lemans24,
$Edit this entry at Arcade-History.com
$bio
Le Mans 24 (c) 1998 Sega.
The world's top 6 car manufacturers battle it out over 24 gruelling hours.
- TECHNICAL -
Sega Model 3 Step 1.0 hardware.
Main CPU : PPC603 (@ 100 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : paddle
Buttons : 8
- TRIVIA -
Marvelous Entertainment released a limited-edition soundtrack album for this game (Le Mans 24 - MJCA-00005) on 19/11/1999.
$end
$info=ar_ldrb,ar_ldrba,
$Edit this entry at Arcade-History.com
$bio
Leader Board Golf (c) 1988 Arcadia Systems.
A golf game.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=lbowling,
$Edit this entry at Arcade-History.com
$bio
League Bowling (c) 1990 SNK.
A colourful and playable ten-pin bowling game for 1 to 4 players, offering a choice of three scoring methods : 'Regulation', 'Flash' and 'Strike 90'.
The game begins with players selecting either a right or left-handed bowler, before choosing what weight they want their bowling balls to be. Once the match starts properly, Power and Direction meters will appear and players must use both their judgement and timing to select and execute the desired bowl. Timing is key as players are only allowed twenty seconds to make each shot.
The 'Strike 90' mode awards players ninety points for a strike and sixty points for a spare. In the 'Flash' game mode, the points flash across the lane as the players throw the ball. Should they succeed in knocking down the standing pins, the points that are displayed at the time the pins are struck will be added to the players' scores.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0019
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
=> [A] Set controls/Set power
- TRIVIA -
Released in December 1990.
Nadia from Secret of Blue Water make a cameo in this game. She appears on the background (e.g : when you choose your hand, left or right, at the begin).
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=ledstorm,
$Edit this entry at Arcade-History.com
$bio
LED Storm (c) 1988 Capcom.
A modern version of "Burnin' Rubber" / "Bump 'n' Jump" featuring nine stages...
Stage 1 : Capital
Stage 2 : Net Wood Forest
Stage 3 : Coral Sea
Stage 4 : Big Cave Tunnel
Stage 5 : Ruins Desert
Stage 6 : Million Valley
Stage 7 : Thunder Road
Stage 8 : Marin Snow Pipe Way
Stage 9 : Sky City
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), OKI6295 (@ 7.759 Khz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
LED stand for 'Lazer Enhanced Destruction'.
This game is also known as "Mad Gear".
- STAFF -
Plan : Piston Takashi, Tomoshi Sadamoto
Game designer : Tomoshi Sadamoto
Programmers : N. Kaneko, Akikoro, Ken.Ken, Maekawa
Character designer : K. Ashenden
Art : Puttun. midori, Inu, Innocent Saicho
Sound : Ogeretsukun
Hard : Masayan
- PORTS -
* Computers :
Amstrad CPC (1988)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Atari ST (1989)
Commodore Amiga (1989)
$end
$info=fitegolf,fitegol2,
$Edit this entry at Arcade-History.com
$bio
Lee Trevino's Fighting Golf (c) 1988 SNK.
A golf game.
- TECHNICAL -
Game ID : 'GU'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3526 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1988.
This game is also known as "Country Club".
Lee Buck Trevino (born on December 1, 1939 in Dallas, Texas) is one of the legends of the golf world. Trevino won 6 majors in his career, winning the US Open twice (1968 and 1971), The Open Championship twice (1971 and 1972) and the PGA Championship twice (1974 and 1984). He also has 29 PGA Tour wins and 29 Champions tour wins and was inducted into the World Golf Hall of Fame in 1981. He is an icon for Mexican Americans, and is often referred to as 'The Merry Mex' and 'Supermex'.
- PORTS -
* Consoles :
Nintendo Famicom (1988)
$end
$info=legend,
$Edit this entry at Arcade-History.com
$bio
Legend (c) 1986 Coreland / Sega.
- TECHNICAL -
Main CPU : (2x) Z80
Sound Chips : (2x) AY8910
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
staff : S. Miki, S. Kamei, Y. Tanaka, K. Nakayama, Miki Harada (M. Harada), M. Abe, Tanaka Inoue (T. Inoue), K. Maruyama
$end
$info=loht,lohtj,lohtb,lohtb2,
$Edit this entry at Arcade-History.com
$bio
Legend of Hero Tonma (c) 1989 Irem.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in April 1989.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Legend of Hero Tonma - PCCB-00004) on 21/09/1989.
- STAFF -
Music composed by : GEEO
- PORTS -
* Consoles :
NEC PC-Engine (1991)
NIntendo Wii (2007, "Virtual Console")
$end
$info=legendoh,
$Edit this entry at Arcade-History.com
$bio
Legend of Heroes (c) 2000 Limenko.
Throughout the history of numerous disturbances, China has successfully tied over the difficulties with the help of heroes with bravery and wisdom.
Go back to the history of war and adversity; take an active part of four heroes defending their country against barbarians slaughtering innocent people, and save your motherland groaning in pain.
It features four-player play, variety of fight skills and weapons, and six spectacle stages with seven enemy bosses, unconventional adventurous stage map, threatening hidden booby traps.
- TECHNICAL -
Main CPU : E1-32XT (@ 80 Mhz)
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 4
- STAFF -
Direct : Lee Jin Yong (Gull Pong), Park Chan Kyu (Strider)
Program : Lee Jin Yong (Gull Pong), Seo Kwan Hee (Kwanny)
Graphic : Park Chan Kyu (Strider), Choi Sung Jun, Kim Cheol Min
$end
$info=lomakai,
$Edit this entry at Arcade-History.com
$bio
Legend of Makai (c) 10/1988 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-Z hardware
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Makai Densetsu".
- TIPS AND TRICKS -
The correct spell at the end of the game is 'GIXGARD'.
- STAFF -
Sound composers : Shizuyoshi Okamura, K (Tecchan)
$end
$info=legendos,
$Edit this entry at Arcade-History.com
$bio
Legend of Success Joe (c) 1991 Wave / SNK.
Beat-'em-up/boxing game with a Rocky-like storyline.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0029
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Jab/Straight/Hook/Uppercut/Body, [B] Sway/Low guard/Block
- TRIVIA -
Released in July 1991.
This game is known in Japan as "Ashita no Joe Densetsu" (translates from Japanese as 'Legend of Tomorrow's Joe').
This game is based on the classic manga/anime series Ashita no Joe (Tomorrow's Joe). The manga ran from 1968 to 1973 in Shonen Magazine.
- SERIES -
1. Ashita no Joe (1990)
2. Legend of Success Joe (1991)
- STAFF -
Original author : Asao Takamori
Original picture : Tetsuya Chiba
Chief programmer : Hirofumi Sakaue
Assistance programmer : Takashi Iehara
Chief character designer : Koji Tomoto
Assistance designer : Kenichiro Matsumoto
Total producer : Teruo Ohira
- PORTS -
* Consoles :
Nintendo Super Famicom (1992, "Ashita no Joe Boxing")
$end
$info=lwings,lwings2,
$Edit this entry at Arcade-History.com
$bio
Legendary Wings (c) 1986 Capcom.
The game is a vertically scrolling shoot'em up where you fly a winged soldier over a Greek mythos style landscape. Shoot and bomb the attacking enemies. The game play switches between horizontal platform and flying levels.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1986.
This game is known in Japan as "Ares No Tsubasa - The Legendary Soldiers".
Eric Bolduc holds the official record for this game with 612,500 points.
- UPDATES -
In Legendary Wings (Set 1), the main characters are replaced by men instead of women in "Ares No Tsubasa" and Legendary Wings (Set 2).
- TIPS AND TRICKS -
* On each level, a trio of statues arranged in a triangular pattern will appear about three-quarters of the way through. Bomb them until one of them reveals a passageway (you'll have to bomb them all; it's not the same one every time), and fly into it. You'll now be in a cave, free to fly along and collect treasure chests worth 200 points apiece. When you're in the cave, though, don't shoot - if you fire and hit a treasure chest it's destroyed, and some of the cavern walls release enemies when shot.
* A mouth's stage bug : At the final of each stage inside of the statue's mouth, you have to go upstairs to face a stage boss. You can avoid to confront him directly. To achieve this, go upstairs and walk slowly approximately to the middle of the platform. The music will change to the boss theme. Go back downstairs and stay on the middle platform. Keep shooting the screen at the opposite direction of the boss. He will be defeated in seconds this way, without any risk for your character.
- STAFF -
Music composed by : Tamayo Kawamoto
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=legionna,legionnu,
$Edit this entry at Arcade-History.com
$bio
Legionnaire (c) 1992 TAD.
3 vigilantes team up to save their leader's girlfriend from a ruthless crime syndicate that's been overrunning their city in this side-scrolling beat-em-up.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Fabtek for American distribution.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
$end
$info=lemmings,
$Edit this entry at Arcade-History.com
$bio
Lemmings (c) 1991 Data East.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : M6809 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Developed by Psygnosis.
When the Arcade machine was being written, the CEO of Data East apparently wouldn't start a meeting without challenging the person to a 2-player version of lemmings! This is also where the fast forward of Lemmings 2 came from, we saw it in the Arcade version, and borrowed it. Its now very hard to play the original Amiga one without the fast forward. The arcade version was joystick or trackball.
- UPDATES -
The US cocktail version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Lemmings (1990, Commodore Amiga)
2. Oh No! More Lemmings (1991, Commodore Amiga)
3. Lemmings Jr. (1991, Apple Macintosh)
4. Save The Lemmings! (1991, PC [MS-DOS]) : a short game featuring 8 unique Lemmings levels.
5. Christmas / Holiday Lemmings 1991 (1991, Commodore Amiga)
6. New Year Lemmings 1991/92 (1991, Commodore Amiga)
7. Cristmas / Holiday Lemmings 1992 (1992, Commodore Amiga)
8. Lemmings - The Official Companion (1993, PC [MS-DOS]) : A book with a bonus disk, featuring 16 new levels.
9. Lemmings 2 - The Tribes (1993, Commodore Amiga)
10. Christmas Lemmings 1993 (1993, Commodore Amiga)
11. The Lemmings Chronicles / All New World of Lemmings (1994, PC [MS-DOS])
12. Christmas Lemmings 1994 (1994, Commodore Amiga)
13. Lemmings Paintball (1996, PC [MS-DOS])
14. The Adventures of Lomax (1996, Sony Playstation)
15. 3D Lemmings (1995, PC [MS Windows])
16. VS Lemmings (2000, Nintendo Game Boy Color)
17. Lemmings Revolution (2000, PC [MS Windows])
- PORTS -
This prototype arcade version is already a port from an orginal computer game released in 1990 on the Commodore Amiga, and was later ported to severals system, here is the full list :
* Consoles :
Nintendo Super Famicom (1991)
Sega Mega Drive (1992)
Nintendo Famicom (1992)
NEC PC-Engine Super CD (1992)
Atari Lynx (1992)
Sega Master System (1993)
Sega Game Gear (1993)
Nintendo Game Boy (1993)
Panasonic 3DO (1994)
Amiga CD32 (1994)
Philips CD-I (1995)
Sony PlayStation (1995, "Lemmings and Oh No! More Lemmings")
Nintendo Game Boy Color (2000, "Lemmings and Oh No! More Lemmings")
* Computers :
PC [MS-DOS] (1991)
Macintosh (1991)
Commodore C64 (1991)
Acorn Archimedes (1991)
Amstrad CPC (1991)
Atari ST (1991)
NEC PC 98 (1991)
Sharp X68000 (1991)
Sinclair ZX Spectrum (1992)
Commodore Amiga CDTV (1992, "CDTV Lemmings")
Sinclair Sam Coupe (1994)
IBM/Microsoft - OS/2 (never finished)
* Others :
Mobile Phone (2004)
$end
$info=leprechn,leprechp,
$Edit this entry at Arcade-History.com
$bio
Leprechaun (c) 1982 Tong Electronic.
- TECHNICAL -
Main CPU : M6502 (@ 1.25 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
- TRIVIA -
Also licensed to Pacific Polytechnical for manufacture and distribution.
This game is also known as "Pot of Gold".
Jean Baudin holds the official record for this game with 412,690 points on June 8, 2001.
$end
$info=crshrace,crshrac2,
$Edit this entry at Arcade-History.com
$bio
Lethal Crash Race (c) 1993 Video System.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Mc O'River for US and Canada manufacture and distribution.
This game is known in Japan as "Bakuretsu Crash Race" (translates from Japanese as 'Exploding Crash Race').
$end
$info=lethalen,lethalej,lethalua,lethalux,letheab,letheae,
$Edit this entry at Arcade-History.com
$bio
Lethal Enforcers (c) 1992 Konami.
As an undercover police officer the player's mission is to put a stop to an array of criminals ranging from bank robbers, hijackers and numerous other law breakers. As well as upholding the law, players must also try to protect innocent members of the public from the criminal gangs, being careful not to accidentally shoot them. Shooting innocent victims will result in the player's energy level being severely reduced.
Lethal Enforcers is an on-the-rails light-gun game. The player is initially armed only with a standard issue revolver, but weapon upgrades such as a .357 Magnum, a shotgun and an automatic pistol can be collected by shooting at their on-screen counterparts as the game progresses. While some weapons can be reloaded, others can't and are only useful for a limited time. Any weapon upgrades are lost in the event of a player losing a life.
- TECHNICAL -
Game ID : GX191
Main CPU : HD6309 (@ 8 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 7169
Players : 2
Control : light-gun
Buttons : 2
- TRIVIA -
King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Summer - KICA-7616, 7617) on 21/08/1993.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* On the first area of the first stage (the bank robbery), a masked gunman in black will roll out from behind the desk at the front of the room at the left end of the screen. You need to shoot the enemy as quickly as possible when he first appears, and if you do, an assault rifle will drop to the floor. Shoot it quickly to pick it up.
* On area 2 of the same stage, in the street behind the bank, when you've nearly completed it, there will appear another masked gunman at the left end of the screen, and if you shoot him quickly enough the first time he pops out, a rifle will drop to the ground too. Shoot it quickly to get it before it disappears.
* On the third area of the third stage (the airport), there are two terrorists with large rifles hidden inside 2 crates that take a couple shots to kill. When you complete the 5 stages the game has and the game starts again with increased difficulty, another of these gunmen will burst out of a luggage carrier on the second area of the same stage.
* At the left end of the third area on the third stage, there's a fuel truck that takes a couple shots to blow up. If you can shoot it at the right moment, the explosion will affect at least one terrorist hiding behind it.
* On the first area of the fifth stage (the chemical plant), there's a bridge platform at the top right that leads above the office room. You can shoot this platform down with several shots to keep enemies from crossing it.
- SERIES -
1. Lethal Enforcers (1992)
2. Lethal Enforcers II - Gun Fighters (1994)
3. Lethal Enforcers 3 (2005)
- STAFF -
Programmer : Y. Hatano
Game Graphics : S. Johnson
Photographers : J. Narita, D. Marshall
Sound Effects : H. Maezawa
Music Composer : K. Fukui
Hardware Designers : H. Matsuura, H. Uenu
Cabinet Graphics : K Hale
Director : Y. Hatano
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1993)
Sega Mega-CD
Sony PlayStation (1997, "Lethal Enforcers I & II")
$end
$info=le2,le2u,le2j,
$Edit this entry at Arcade-History.com
$bio
Lethal Enforcers II - Gun Fighters (c) 1994 Konami.
Western style shooting game featuring digitized characters. The game consists of 5 stages : Bank Robbery, Stage Hold-Up, Saloon Showdown, Train Robbery, and Hide-Out.
The player begins the game holding the rank of Sheriff, but if too many innocents or fellow lawmen are killed, the player can be demoted to Deputy or even Posse member. Complete a stage without killing any innocents, and the player is promoted to Deputy Marshal, further success can eventually lead to the player being promoted to the level of U.S. Marshal.
The player's gun can hold up to 6 bullets at a time. On each stage, there are special items that can be shot to reveal better weaponry, such as double rigs, rifles, 50 caliber sharps, shotguns, gatling guns and cannon. The gatling guns and cannon can only be used once but the double rigs, rifles, 50 caliber sharps and shotguns can be reloaded the same way as your regular 6-gun. Once a life is lost, any additional weapons are lost and the player is once again armed with only a 6-gun.
- TECHNICAL -
Konami GX hardware
Game ID : GX312
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : lightgun
Buttons : 3
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
Unlike the first game, some enemies here can take 2 shots to kill, depending on how you hit them.
The bosses on the 3rd stage (the saloon showdown) are 3 gunslingers who need to be shot in the order that they try to draw their guns one after another, and if you fail to take them down properly, you'll have to try again. This can be very difficult to clear when two people are playing, since 6 gunslingers will appear, 3 for each player, and if one player fails, both players will have to face the gunslingers on their side again!
On the 3rd area of the 5th stage (the hideout in the mining compound), you can shoot and break the cable for the mine elevator to reduce the number of enemies who appear in it.
- SERIES -
1. Lethal Enforcers (1992)
2. Lethal Enforcers II - Gun Fighters (1994)
3. Lethal Enforcers 3 (2005)
- STAFF -
* Staff : Yoshiaki Hatano, Jun Narita, Steve Johnson, Tetsuya Wada, T. Sekito, Yuichi Sakakura, Masahiro Ueno, Norio Takemoto, A. Nonami, H. Matsuura, T. Murayama, T. Maki, Toshiyuki Kakuta
* Cast : Angela Wolf, Bill Lenkowski, Bonnie Geils, Dan Monaghan, Debbie Puglia, George Limonez, Jennifer Lenarz, John Malek, Josie Nawrot, Juan Venecia, Jun Narita, Kathie McCarthy, Kay Wolf Jones, Kevin O'Donohue, Laura Fanella, Linda Nelson, Mark Porwit, Marlyse Cohen, Masahiro Ueno, Matt Chang, Meg Benes, Michael Blaustein, Michael Koziol, Michael Rudowicz, Michael Smith, Mike Gallo, Mike Rubin, Morlot Williams, Norio Takemoto, Patrick Kamka, Randy Severin, Renee Henry, Rich Wisniewski, Richard Rush, Rudy Rivera, Steve Bolf, Steve Jackson, Steve Johnson, Tetsuya Wada, Tina Ferguson, Xyla Gatilao, Yoshiaki Hatano
- PORTS -
* Consoles :
Sega Mega Drive (1994)
Sega Mega-CD (1994)
Sony PlayStation (1997, "Lethal Enforcers I & II")
$end
$info=lethalj,
$Edit this entry at Arcade-History.com
$bio
Lethal Justice (c) 1996 The Game Room.
- TECHNICAL -
Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 236 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
An homage for 'Landerland Coin-op Laundry' appears in a level.
- STAFF -
Designed and programmed by : Kyle Hodgetts
$end
$info=lethalth,
$Edit this entry at Arcade-History.com
$bio
Lethal Thunder (c) 1991 Irem.
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Thunder Blaster".
- TIPS AND TRICKS -
The game has 4 endings depending on your performance :
Ending 1 - Defeat all the bosses.
Ending 2 - Let 2 bosses escape and defeat the others.
Ending 3 - Let 3 bosses escape and defeat the others.
Ending 4 - Let all the bosses escape, including the last boss.
$end
$info=nss_lwep,
$Edit this entry at Arcade-History.com
$bio
Lethal Weapon (c) 1992 Ocean.
A platform action game that's loosely based on the first three Lethal Weapon movies starring Mel Gibson and Danny Glover.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Licensed to Nintendo.
- PORTS -
* Consoles :
Nintendo Super NES (1992)
Nintendo Game Boy (1993)
$end
$info=levers,
$Edit this entry at Arcade-History.com
$bio
Levers (c) 06/1983 Rock-ola.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 8-way joystick
$end
$info=liblrabl,
$Edit this entry at Arcade-History.com
$bio
Libble Rabble (c) 1983 Namco.
- TECHNICAL -
Game ID : LR
Main CPU : M6809 (@ 1.536 Mhz), 68000 (@ 6.144 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 256
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- TRIVIA -
Released in December 1983. Namco's first 16 bits game.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Turn off the service mode switch and turn it on again quickly to remain on the monitor test grid.
3) Enter the following sequence using the right joystick : Up(x9), Right(x2), Down(x9), Left(x2). '(c) 1983 NAMCO LTD.' will appear on the screen.
- STAFF -
Designed by : Toru Iwatani
Music by : Nobuyuki Ohnogi
- PORTS -
* Consoles :
FM Towns Marty (1993)
Nintendo Super Famicom (1994)
* Computers :
Sharp X68000 (1993)
$end
$info=liberate,liberatb,
$Edit this entry at Arcade-History.com
$bio
Liberation (c) 1984 Data East.
A vertically scrolling shoot'em up game.
- TECHNICAL -
Main CPU : DECO (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Dual Assault".
A bootleg of this game was produced under the same name in 1985 by Life System Seoul.
- UPDATES -
The bootleg uses a M6502 @ 2 Mhz as main CPU instead of the DECO @ 2 Mhz.
- STAFF -
Staff : I. Fushiki, D. Kohama, Y. Ohba, Kenji Nishikawa
$end
$info=liberatr,liberat2,
$Edit this entry at Arcade-History.com
$bio
Liberator (c) 11/1982 Atari.
- TECHNICAL -
Game ID : 136012
Main CPU : M6502 (@ 1.25 Mhz)
Sound Chips : (2x) POKEY (@ 1.78979 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : trackball
Buttons : 2
=> [A] FIRE, [B] SHIELDS
- TRIVIA -
Liberator features the character Commander Martin Champion of the Atari Force mini-comic books. This limited series was made by DC Comics for Atari and was packaged with certain science-fiction themed games for the Atari 2600 console, including "Star Raiders" and "Defender". The mini-comics spinned off into a full size Atari Force comic series and the Star Raiders graphic novel.
Approximately 760 units were produced.
David Drake holds the official record for this game with 14,232,130 points.
- STAFF -
Designed and programmed by : Dennis Harper
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
PC [CD-ROM] (2003, "Atari - 80 Classic Games in One!")
* Others :
Nokia N-Gage (2006, "Atari Masterpieces Volume 2")
$end
$info=lbgrande,
$Edit this entry at Arcade-History.com
$bio
Libero Grande (c) 10/1997 Namco.
A very unique soccer game to say the least. In this game, you control just one player in the team - the star player!
- TECHNICAL -
Namco System 12 hardware
Game ID : LG
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- TRIVIA -
The title refers to the 'Libero' position : the 'Libero' position was popularized thanks to German legend Franz Beckenbauer in the 1970's. At the 1990 World Cup, in Italy, even the Brazilian squad employed it for the very first time. Outraged Pelé severely criticized the national head coach Lazaroni as Brazil was eliminated early in the tournament. Conversely, at the World Cup 1990, Germany finished first while playing with a libero. Since Italy 1990, many teams have abandoned the use of the libero excluding many German and youth clubs. It's now evident that some teams are just not suited to play with a sweeper. The sweeper must always be 'the last player in defense'. His job is to close down gaps left by other defenders. The libero roams laterally, a few meters behind the last line of fullbacks (although he tries not to sway too far towards the flanks). He analyzes the development of plays, anticipates where open angles and passing lanes are forming and makes quick decisions about dealing with them. At times, more than one issue will present itself simultaneously thus making the sweeper's job even harder. Because they never mark enemy attackers, sweepers can move a great deal forward when their team is in possession. This frequently finds the enemy defense unprepared. When an unmarked player is unexpectedly introduced to a play, the opposite defense is faced with tough choices. Overall, the sweeper should be very perceptive (usually experienced) with good ball handling skills and confidence.
- UPDATES -
Software version : LG2/VER.A (World)
* Build date : 18:41:56, OCT 28 1997
- SERIES -
1. Libero Grande (1997)
2. Libero Grande 2 (2000, Sony Playstation)
- STAFF -
Game Design : J. Moriwaki, N. Maeda, H. Hattori
Program : Tomohiro Kaneko, H. Sata, M. Hoshino
Visual Design : Y. Osada, K. Akimoto, M. Takahashi, K. Nakamura, Y. Wagatsuma, T. Kudo, H. Matsuoka, M. Onda, C. Takagi, Y. Kusakabe, K. Yanagita, Y. Hada, T. Sato, I. Yabuki, N. Asano, N. Takahashi, M. Yuri, M. Naruse
Sound Compose : M. Oogami, T. Tatsuta
Motion Capture : T. Yanagihara, S. Yamaguti, Y. Onishi, T. Hagiwara, M. Nakasaka, H. Numakami, H. Furuki
Led Program : T. Hijiya
Logo Design : H. Ito
Link Program : T. Ogawa
Technical Support : H. Yamazaki, F. Hasegawa, N. Tanaka
Quality Control : S. Tsuruya, S. Masukawa
Test Play : N. Yoshikawa, T. Kiuchi, Y. Nakabayashi, T. Arai, R. Sakamoto, O. Yoshida
Direction : Y. Yagi, M. Oishi, H. Yoshizawa
Product Manage : S. Yokoyama, K. Nakamura, H. Nakatani
- PORTS -
* Consoles :
Sony PlayStation (1998)
$end
$info=lifefrce,lifefrcj,
$Edit this entry at Arcade-History.com
$bio
Lifeforce (c) 1986 Konami.
A 1 or 2-player sequel to 1985's superb shoot-em-up, "Nemesis". While it retained the same basic gameplay and feel of its predecessor, it featured both superior graphics and a more imaginative approach to level design. The earliest example of the latter appears towards the end of the very first level, in which imposing, organic obstructions grow before the players' eyes. The game's third level - the infamous 'lava' level - is another good example of Salamander's superb design; with huge solar flares constantly erupting both above and below the player's ship that must be carefully navigated to avoid instant loss of life. This game also introduced further variety to the action with the introduction vertically-scrolling levels, which alternated with the standard side-scrolling levels.
- TECHNICAL -
Game ID : GX587
Main CPU : 68000
Sound CPU : Z80
Sound Chips : VLM5030, K007232, YM2151
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1986.
This game is known as "Salamander" in Japan, but it was re-released one year later in Japan as "Lifeforce" (06/1987).
Jason Wilson holds the official record for this game with 526,800 points.
Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Salamander - BY-5020) on 16/12/1986.
King Records released a limited-edition soundtrack album for this game (Salamander - Again : Konami Kukeiha Club - KICA-7601) on 25/05/1992.
Sony Music Entertainment released a limited-edition soundtrack album for this game (Salamander Arcade Soundtrack - KOLA-030) on 09/04/2003.
- UPDATES -
Salamander, the original Japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages.
Lifeforce, the US release, is just like the Japanese original only with slightly different color palettes.
Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system.
- SERIES -
1. Nemesis (1985)
2. Lifeforce (1986)
3. Gradius 2 (1987, MSX)
4. Vulcan Venture (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III (1989)
7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)
8. Nemesis '90 Kai (1993, Sharp X68000)
9. Salamander 2 (1996)
10. Solar Assault - Gradius (1997)
11. Solar Assault - Revisited (1997)
12. Gradius Gaiden (1997, Sony PlayStation)
13. Gradius IV - Fukkatsu (1999)
14. Gradius Generation (2002, Nintendo Game Boy Advance)
15. Gradius V (2003, Sony PlayStation 2)
- STAFF -
Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa
Video graphic designers : Jun Sakurai, Miki Yoshikata, Ikuko Bando
Sound editors : Yoshiaki Hatano, Miki Higashino
Engineer : Yasushi Furukawa
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Sega Saturn (1997, "Salamander Deluxe pack Plus")
Sony PSP (2007, "Salamander Portable")
$end
$info=lightbr,
$Edit this entry at Arcade-History.com
$bio
Lightbringer (c) 1994 Taito.
4 mythical heroes traverse dungeons and castles to find and defeat the source of evil corruptive power that is threatening their land. Gameplay is refereshingly less linear than most beat'em ups.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D69
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in February 1994.
This game is known outside Japan as "Dungeon Magic".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Lightbringer - PCCB-00154) on 20/05/1994.
- STAFF -
Project leader : Keppel Maekawa
Game designers : Keppel Maekawa, Turtle Mizukami, Mucha
Software : Takahiro Natani, Hiroyuki Tanaka, Takafumi Kaneko, Toshiyuki Hayashi, Kunio Kuzukawa
Character designer : Kawamoyan
Character bit works : Kawamoyan, Makenjy, Zyjy-30, Akiyoshi Takada, Bibiko, Mari Fukusaki (Fire Fukusaki), Mochi Mochi Natsuko, Shigeki Yamamoto
All music and sound effects : Nakayama Jyotohei (Zuntata)
Music sound effects director : Hisayoshi Ogura (Zuntata)
Instructions : Naoto Hashizume
Image illustration : Kouichirou Yonemura
Hardware works : Hironobu Suzuki, Katumi Kaneoka
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
$end
$info=lgtnfght,lgtnfghu,lgtnfgha,
$Edit this entry at Arcade-History.com
$bio
Lightning Fighters (c) 1990 Konami.
- TECHNICAL -
Game ID : GX939
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in May 1990.
This game is known in Japan as "Trigon".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.
- UPDATES -
In Lightning Fighters (World) and Trigon (Japan) there are different ''rules'' depending on whether you start the game with one or two players. In a one-player game, you start with no bombs, and when you die the game restarts you at a checkpoint. In a two-player game, each life starts with one bomb, and when you die you respawn in place. There are some powerups that only appear in a two-player game and one that only appears in a one-player game. The game type cannot be changed once the game starts. A second player cannot join an originally one-player game; conversely, if one player dies in a two-player game the game remains in two-player mode and the second player can rejoin at any time.
In Lightning Fighters (US), even if you start a one-player game, the game is always in two-player mode: you respawn in place when you die and you start each life with one bomb stocked. This means that a second player can join midway into a one-player game. Unfortunately it also means that the powerup that only appears in one-player games in the other versions, does not appear at all in the US version. Also, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Programmers : H. Tsujimoto, H. Okazaki, Tadasu Kitae
Graphic designers : Kuniaki Kakuwa, Y. Noguchi, M. Inafuku
Sound editors : K. Matsubara, K. Yamane
Engineers : M. Idaka, H. Matsuura
Title designers : M. Yoshihashi, H. Matsuda
$end
$info=shangnle,
$Edit this entry at Arcade-History.com
$bio
Limited Edition Hang-On (c) 1991 Sega.
'Limited Edition Hang-On' is little more than a remix of the superb 1987 game, 'Super Hang-On', running on identical hardware. The graphics and gameplay remain the same, but the courses have been redesigned and are rather more forgiving than those of the original game.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 12288
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
Despite taking its gameplay from the second game in the series, 'Limited Edition Hang-On's deluxe cabinet was the same tilting motorbike mock-up used in the deluxe version of the FIRST game in the series, 1985's "Hang-On". The only notable difference was that the latter incarnation of the cab was blue, instead of the bright red of the original.
- SERIES -
1. Hang-On [Sit-Down model] (1985)
1. Hang-On [Ride-On model] (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On [Mini Ride-On Model] (1987)
4. Super Hang-On [Sit-Down model] (1987)
5. Limited Edition Hang-On (1991)
- STAFF -
Music composed by : Katsuhiro Hayashi, Koichi Namiki.
$end
$info=loffire,loffirej,loffireu,
$Edit this entry at Arcade-History.com
$bio
Line of Fire (c) 1989 Sega.
A lightgun controlled shoot-em-up for one or two players with setting ranging from enemy bases to thick jungle.
Two commandos find a special weapon hidden deep within an enemy base. Before the commandos can escape to report their findings, they find themselves surrounded by enemy forces and must blast their way through the enemy lines and escape, using the enemies' own super weapon against them.
As well as enemy troops, players will have to contend with artillery, tanks and helicopters.
- TECHNICAL -
Sega X Board hardware
Game ID : 317-0134 to 317-0136
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
This game is known in Japan as "Bakudan Yarou" (translates from Japanese as 'Bomb Rascal').
This game came in two cabinets. The sit down cabinet has two separate seats. The guns are quite similar to "Laser Ghost"'s guns only without the laser device. The upright cabinet features the guns as 9mm Uzi-type light guns that are mounted to the cabinet like in "Operation Thunderbolt". Unlike Operation Thunderbolt however, Line of Fire's upright cabinet is much slimmer.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Hyper Drive : G.S.M. Sega 4 - PCCB-00035) on 21/07/1990.
- PORTS -
* Consoles :
A Sega Master System game called Line of Fire was released and shared the same storyline as the Arcade game. The game itself was very different and was a vertically scrolling shoot-em-up.
* Computers :
Amstrad CPC (1990)
Atari ST (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
Sinclair ZX Spectrum (1990)
$end
$info=liquidk,liquidku,
$Edit this entry at Arcade-History.com
$bio
Liquid Kids (c) 09/1990 Taito.
A incredibly cute and colourful single player platform game from the same stable that brought the classic "Bubble Bobble", "New Zealand Story" and "Rainbow Islands" to the gaming world. Liquid Kids features 'Hipopo the Hippo', a Hippopotamus who must fight his way through a large number of enemy-packed levels in search of his missing girlfriend - rescuing other hippo-like creatures along the way. Hipopo is armed with magical water globes which can be thrown at enemies to freeze and damage them. Once frozen, the enemies can then be kicked and destroyed completely. The water attack works in a very similar fashion to the water attack bubbles of another Taito classic, 1986's "Bubble Bobble".
The level design is superb and makes full use of the game's water theme; with moving platforms, collapsible floors, boats and water-wheels all making an appearance. Small plants also appear on certain levels which can be ''watered'', causing them to grow and creating new platforms.
- TECHNICAL -
Taito F2 System hardware
Game ID : F2-System No. 07
Board Number : K1100593A
Prom Stickers : C49
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Mizubaku Daibouken".
Hipopo, the main character, appears in "Bubble Symphony" as a special character and in "Bubble Memories" as a giant bonus item. One of the secret rooms is built in the image of Tiki, the kiwi bird from "The New Zealand Story".
A port of Liquid Kids was planned for release on the Commodore Amiga by Manchester's 'Ocean Software', but despite the game being completed, the publishers decided that Liquid Kids would fail at retail and its release was cancelled. The Amiga version's lead programmer finally released the code to the Amiga community in 2003, allowing gamers to enjoy what was a very accomplished conversion for the first time.
As with many Taito games, Liquid Kids forbids the initials 'SEX' being entered on the high score table. If you try, it gets changed to 'H'.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Teddy Bear Cheat : in the demo mode during the attract mode, press 20 times the bubble button and a cute picture of a bear will appear in the left bottom of the screen.
- PORTS -
* Consoles :
NEC PC-Engine (1992)
Sega Saturn (1998)
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=ltcasino,
$Edit this entry at Arcade-History.com
$bio
Little Casino (c) 1982 Digital Control.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound Chips : AY8910 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 8
- SERIES -
1. Little Casino (1982)
2. Little Casino 2 (1984)
$end
$info=ltcasin2,
$Edit this entry at Arcade-History.com
$bio
Little Casino 2 (c) 1984 Digital Control.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound Chips : AY8910 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 8
- SERIES -
1. Little Casino (1982)
2. Little Casino 2 (1984)
$end
$info=lithero,
$Edit this entry at Arcade-History.com
$bio
Little Hero (c) 1987 HB Corporation.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Little Hero is a bootleg which derives from "Kaiketsu Yanchamaru", the Japan version of "Kid Niki Radical Ninja".
$end
$info=littlerb,
$Edit this entry at Arcade-History.com
$bio
Little Robin (c) 1993 TCH.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 246 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=livegal,
$Edit this entry at Arcade-History.com
$bio
Live Gal (c) 05/1987 Central Denshi.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Player : 2
$end
$info=livequiz,
$Edit this entry at Arcade-History.com
$bio
Live Quiz Show (c) 1999 Andamiro.
A Japanese quiz game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Palette colors : 65536
Players : 3
Buttons : 4
$end
$info=lizwiz,
$Edit this entry at Arcade-History.com
$bio
Lizard Wizard (c) 11/1985 Techstar.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Sunn.
$end
$info=lnc,
$Edit this entry at Arcade-History.com
$bio
Lock'n'Chase (c) 04/1981 Data East.
The game is a maze game. Like "Pac-Man", you're trying to eat up dots while four cops (with the names Spiffy, Smarty, Scaredy and Silly) try to stop you. While you don't have energizers to eat the cops with, you CAN block them off with walls (or better yet, try to trap them in the corners). When you're finished eating dots, there are two exits for you to escape from the cops.
- TECHNICAL -
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Jerry Nickerson holds the official record for this game with 78,180 points.
- SCORING -
Dot : 20 points
Hat : 200 points
Crown : 300 points
Suitcase : 500 points
Telephone : 100 points
Watch : 800 points
Camera : 1,000 points
Sunglasses: 2,000 points
Flashlight : 400 points
Key : 3,000 points
Heart : 5,000 points
Money bags : 500, 1,000, 2,000, 4,000 points
Trap 1 Cop : 100 points
Trap 2 Cops : 300 points
Trap 3 Cops : 1,000 points
Trap 4 Cops : 2,000 points
- PORTS -
* Consoles :
Mattel Intellivision (1982)
Atari 2600 (1982)
Nintendo Game Boy
$end
$info=clocknch,
$Edit this entry at Arcade-History.com
$bio
Lock'n'Chase (c) 1981 Data East.
The game is a maze game. Like "Pac-Man", you're trying to eat up dots while four cops (with the names Spiffy, Smarty, Scaredy and Silly) try to stop you. While you don't have energizers to eat the cops with, you CAN block them off with walls (or better yet, try to trap them in the corners). When you're finished eating dots, there are 2 exits for you to escape from the cops.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 11
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in April 1981.
- SCORING -
Dot : 20 points
Hat : 200 points
Crown : 300 points
Suitcase : 500 points
Telephone : 100 points
Watch : 800 points
Camera : 1,000 points
Sunglasses : 2,000 points
Flashlight : 400 points
Key : 3,000 points
Heart : 5,000 points
Money bags : 500, 1,000, 2,000, 4,000 points
Trap 1 Cop : 100 points
Trap 2 Cops : 300 points
Trap 3 Cops : 1,000 points
Trap 4 Cops : 2,000 points
$end
$info=lockon,
$Edit this entry at Arcade-History.com
$bio
Lock-On (c) 1986 Tatsumi.
- TECHNICAL -
Main CPU : (3x) V30 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : stick
Buttons : 4
$end
$info=lockload,locklodu,
$Edit this entry at Arcade-History.com
$bio
Locked 'n Loaded (c) 1994 Data East.
- TECHNICAL -
Game ID : MBM
Main CPU : ARM (@ 7 Mhz), HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dunk Dream, Gun Hard - PCCB-00173) on 20/01/1995.
- STAFF -
Sound composer : Hiroaki Yoshida (MARO)
$end
$info=locomotn,
$Edit this entry at Arcade-History.com
$bio
Loco-Motion (c) 1982 Konami.
A puzzle game where players control a train on railroad tracks.
- TECHNICAL -
Game ID : GX359
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in March 1982.
Licensed to Centuri for US manufacture and distribution (April 1982).
This game is also known as "Guttang Gottong".
Bud Wellington holds the official record for this game with 134,880 points.
- SCORING -
Countdown bonus : time remaining on counter.
Clearing a station : 100 points.
Random Exit Track : 150 points per crossing.
Clearing a level : 1,000 points.
Clearing a level by getting all passengers : 5,000 points.
- TIPS AND TRICKS -
* On early stages aways go for the bonus stations, as they yield the biggest points score during normal gameplay.
* If a bonus station timer is getting low, don't go for it unless you are 100% sure you will make it. It's not worth risking a life for a 20 point bonus!
* Learn to move the track quickly, as this is the key to getting your train to its desired target. You should be able to move a piece of track 3 or 4 times while your train is still on it, moving at normal speed.
* If you have a long route opened up in front of you, run it at full speed, but remember it takes a couple of seconds at the end for your train to slow to its normal speed.
* When your train is moving along a long route try to plan where it will go next by moving pieces your train has already passed over and maybe even swapping some of those around ahead of you to change your route.
- PORTS -
* Consoles :
Mattel Intellivision (1982)
Atari 2600 (1983)
* Computers :
Commodore C64 (1992)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=ldrun,ldruna,
$Edit this entry at Arcade-History.com
$bio
Lode Runner (c) 07/1984 Broderbund.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT
- TRIVIA -
Licensed to Irem for manufacture and production.
The Bungeling Empire, made famous in the Lode Runner series, is also the antagonist in "Vs. Raid On Bungeling Bay". Both games were developed by Broderbund Software.
Here is the full story of the game from one of the makers : The person most responsible for the development of Lode Runner was Doug Smith. He and I both lived with our parents in Renton, Washington, and commuted to school at the University of Washington in Seattle. Doug attempted to get into the Computer Science Department twice before settling on a Physics major. Later, I was accepted to the Computer Science Department, but guess which one of us became a millionaire. Doug eventually dropped out of college in the wake of Lode Runner's success.
The earliest version of Lode Runner was written in Fortran on the University's VAX 1. It was called 'Kong' because of its similarities to "Donkey Kong". Since developing video games was not authorized use of the University's resources, it was known as 'graph' until its completion. 'graph' would prompt the user for a function, then crap out unless the secret password was entered to play 'Kong'. The secret password became common knowledge among students, so a 'show process' command would often report 80% of the users running 'graph'.
The only coauthor of 'Kong' was James Bratsanos (or something like that, I never met him). He contributed about 15% of the total man hours to the development of the Fortran version and 0% to later versions.
'Kong' worked on ASCII terminals. The bricks were solid block characters, the player was a dollar sign, and the bad guys were paragraph symbols. A paragraph symbol is basically a backwards capitol P with a double vertical line. Everyone thought they looked like cobras, and referred to them as snakes. The player bounced along rapidly and was hard to control. You had to hit the space bar to make him stop moving.
The next version was called 'Miner'. It was developed in Doug's bedroom in 6502 Assembly Language on an Apple II+ borrowed from Mark Ledbury. It was also Mark who prodded Doug to finish the game. Doug originally wanted to keep the bad guys as snakes, slithering around the screen. The most notorious 'feature' of this version is the lack of inter-square animation. Doug had stolen the four frame running man sequence from Dan Gorlin's "Choplifter" game, but still moved the man by leaps and bounds around the screen. It looked like he was ice skating.
Doug submitted 'Miner' to four video game marketing companies : Broderbund, Electronic Arts, Sirius Software and Epyx. Broderbund offered him an advance of $10,000 and 23% royalties on gross sales. One of the others offered him $100,000 flat. He made the right choice : Broderbund, of course. Doug blamed Sirius for leaking a copy of Miner which was widely distributed in southern California.
Broderbund gave him the advance with no strings attached other than he couldn't market it elsewhere. To get the royalties, he would have to complete the game to their satisfaction. This included the addition of inter-square animation, sound effects, and a new title page for a new name : Lode Runner. He would also have to deliver on the 150 screens he had promised.
With new incentive, Doug worked around the clock, dropping his classes for the quarter (Spring, 1983). He wasn't creative enough to think of 150 screens (he had about 30), so he let the neighborhood kids come over and design screens with the screen editor. He paid the kids on a per screen basis for every one that ended up in the final release. The game was ready by Summer of 1983.
Broderbund had an ex Walt Disney animator working in-house. For a cut of the profits, he would design a nice title page. Doug took him up on his offer. An in-house programmer, Dane Bingham, provided the Commodore C64 conversion and perhaps others. Doug worked on the conversion for the Atari 800 conversion himself. I'm not sure if he finished it. A Japanese company even made a little known arcade version with horrible sound. Doug offered James Bratsanos a flat payment for his role in the development of the Fortran version. James was surprised to receive anything at all, and accepted.
Doug's royalties started pouring in. He broke Dan Gorlin's Broderbund record of $77,000 in one month royalties. The last I heard, he had grossed 2 million dollars in total royalties. Apparently, he didn't get very good tax advice, because he paid about half of it to the IRS. With his net profits, Doug bought at Porsche 911 Carrera, a Bayliner speedboat, a house in Issaquah, and a wife (as a colleague once joked).
With the money going out so fast, Doug realized that he didn't have enough to retire on. He started his own company called QAD. It stood for Quick And Dirty, but he was prepared to say Quality And Diversity if he felt someone couldn't handle the real name. He and his two partners, Chip Bulkeley and Mark Ledbury soon began another project named Ralph. It was to be one of the first video games to utilize double-hires Apple II hardware. Mark just did the graphics. Chip ended up doing more work than Doug and insisted on renegotiating their split before proceeding. The project became more and more overdue and was eventually scrapped. Doug went back to making new and improved versions of Lode Runner, his bread and butter. I haven't heard from him since.
Although Broderbund is now owned by Mattel Interactive, Mr. Smith still owns the rights to Lode Runner.
Alberto Manenti, Emanuele Lubiani and Massimo Gaspari all hold the official record for this game with 999,999 points.
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- TIPS AND TRICKS -
* If you finish a level in less than half of the time, the time bonus is multiplied by 2.
* If you do not kill any enemy during a level, a 10,000 points bonus is granted.
* If you do not make any enemy fall in a hole during a level, a 20,000 points bonus is granted!
* If during a fall, you land on an enemy, you do not lose but obtain 1,000 points.
* Easter egg : there is a hidden monster from the next block on every level where digging is allowed (some levels have only stone, thus, the blaster cannot make holes). The monster can be uncovered by blasting the dirt that it is hiding in. Once it is uncovered, it will join in persuing the player. If it is entrapped, it will leave behind a bonus of 3,000 to 8,000 points. Its entrappment will not count against the 20,000 entrappment bonus.
- SERIES -
1. Lode Runner (1984)
2. Lode Runner - The Bungeling Strikes Back (1985)
3. Lode Runner - Majin No Fukkatsu (1985)
4. Lode Runner - Teikoku Karano Dasshutsu (1986)
5. Hyper Lode Runner (1989, Nintendo Game Boy)
6. Lode Runner - Lost Labyrinth (1990, NEC PC Engine)
7. Battle Lode Runner (1993, NEC PC Engine)
8. Lode Runner Twin - Justy to Liberty no Daibouken (1994, Super Famicom)
9. Lode Runner - The Legend Returns (1994, PC [MS Windows])
10. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
11. Lode Runner - The Legend Returns (1996, Sega Saturn)
12. Lode Runner 2 (1998, PC [Windows 95])
13. Power Lode Runner (1999, Super Famicom)
14. Lode Runner 3-D (1999, Nintendo 64)
15. Lode Runner - Domudomu Dan no Yabou (2000, Nintendo Game Boy Colors)
16. Lode Runner 2 (2000, Sony PlayStation)
17. Lode Runner - The Dig Fight (2000)
18. Lode Runner for WonderSwan (2000, Bandai Wonderswan)
19. Lode Runner (2002, Nintendo Game Boy Advance)
20. Cubic Lode Runner (2003, Nintendo Gamecube)
- PORTS -
Since this 'arcade version' IS already a port, here is the list of systems where this game appears...
* Consoles :
Nintendo Famicom (1984)
Sega SG-1000 (1984)
Atari XEGS
* Computers :
PC [Booter] (1983)
Apple II (1983)
Commodore C64 (1983)
PC [MS-DOS] (1983)
Sharp X1 (1984)
Apple Macintosh (1984)
Tandy Color Computer (1985, "Gold Runner")
*Others :
Mobile Phone
$end
$info=ldrun3,
$Edit this entry at Arcade-History.com
$bio
Lode Runner III - Golden Labyrinth (c) 11/1985 Broderbund.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 376 x 248 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT
- TRIVIA -
This game is known in Japan as "Lode Runner - Majin No Fukkatsu".
Licensed to Irem for manufacture and distribution.
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- SERIES -
1. Lode Runner (1984)
2. Lode Runner - The Bungeling Strikes Back (1985)
3. Lode Runner - Majin No Fukkatsu (1985)
4. Lode Runner - Teikoku Karano Dasshutsu (1986)
5. Hyper Lode Runner (1989, Nintendo Game Boy)
6. Lode Runner - Lost Labyrinth (1990, NEC PC Engine)
7. Battle Lode Runner (1993, NEC PC Engine)
8. Lode Runner Twin - Justy to Liberty no Daibouken (1994, Super Famicom)
9. Lode Runner - The Legend Returns (1994, PC [MS Windows])
10. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
11. Lode Runner - The Legend Returns (1996, Sega Saturn)
12. Lode Runner 2 (1998, PC [Windows 95])
13. Power Lode Runner (1999, Super Famicom)
14. Lode Runner 3-D (1999, Nintendo 64)
15. Lode Runner - Domudomu Dan no Yabou (2000, Nintendo Game Boy Colors)
16. Lode Runner 2 (2000, Sony PlayStation)
17. Lode Runner - The Dig Fight (2000)
18. Lode Runner for WonderSwan (2000, Bandai Wonderswan)
19. Lode Runner (2002, Nintendo Game Boy Advance)
20. Cubic Lode Runner (2003, Nintendo Gamecube)
$end
$info=ldrun3jp,
$Edit this entry at Arcade-History.com
$bio
Lode Runner - Majin no Fukkatsu (c) 11/1985 Broderbund.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 376 x 248 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT
- TRIVIA -
The subtitle of this game translates from Japanese as 'Resurrection of the Demon'.
This game is known outside Japan as "Lode Runner - Golden Labyrinth".
Licensed to Irem for manufacture and distribution.
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- SERIES -
1. Lode Runner (1984)
2. Lode Runner - The Bungeling Strikes Back (1985)
3. Lode Runner - Majin No Fukkatsu (1985)
4. Lode Runner - Teikoku Karano Dasshutsu (1986)
5. Hyper Lode Runner (1989, Nintendo Game Boy)
6. Lode Runner - Lost Labyrinth (1990, NEC PC Engine)
7. Battle Lode Runner (1993, NEC PC Engine)
8. Lode Runner Twin - Justy to Liberty no Daibouken (1994, Super Famicom)
9. Lode Runner - The Legend Returns (1994, PC [MS Windows])
10. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
11. Lode Runner - The Legend Returns (1996, Sega Saturn)
12. Lode Runner 2 (1998, PC [Windows 95])
13. Power Lode Runner (1999, Super Famicom)
14. Lode Runner 3-D (1999, Nintendo 64)
15. Lode Runner - Domudomu Dan no Yabou (2000, Nintendo Game Boy Colors)
16. Lode Runner 2 (2000, Sony PlayStation)
17. Lode Runner - The Dig Fight (2000)
18. Lode Runner for WonderSwan (2000, Bandai Wonderswan)
19. Lode Runner (2002, Nintendo Game Boy Advance)
20. Cubic Lode Runner (2003, Nintendo Gamecube)
$end
$info=ldrun4,
$Edit this entry at Arcade-History.com
$bio
Lode Runner - Teikoku Kara no Dasshutsu (c) 11/1986 Broderbund.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT
- TRIVIA -
The subtitle of this game translates from Japanese as 'Escape From the Empire'.
Licensed to Irem for manufacture and distribution.
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- SERIES -
1. Lode Runner (1984)
2. Lode Runner - The Bungeling Strikes Back (1985)
3. Lode Runner - Majin No Fukkatsu (1985)
4. Lode Runner - Teikoku Karano Dasshutsu (1986)
5. Hyper Lode Runner (1989, Nintendo Game Boy)
6. Lode Runner - Lost Labyrinth (1990, NEC PC Engine)
7. Battle Lode Runner (1993, NEC PC Engine)
8. Lode Runner Twin - Justy to Liberty no Daibouken (1994, Super Famicom)
9. Lode Runner - The Legend Returns (1994, PC [MS Windows])
10. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
11. Lode Runner - The Legend Returns (1996, Sega Saturn)
12. Lode Runner 2 (1998, PC [Windows 95])
13. Power Lode Runner (1999, Super Famicom)
14. Lode Runner 3-D (1999, Nintendo 64)
15. Lode Runner - Domudomu Dan no Yabou (2000, Nintendo Game Boy Colors)
16. Lode Runner 2 (2000, Sony PlayStation)
17. Lode Runner - The Dig Fight (2000)
18. Lode Runner for WonderSwan (2000, Bandai Wonderswan)
19. Lode Runner (2002, Nintendo Game Boy Advance)
20. Cubic Lode Runner (2003, Nintendo Gamecube)
$end
$info=ldrun2,
$Edit this entry at Arcade-History.com
$bio
Lode Runner - The Bungeling Strikes Back (c) 02/1985 Broderbund.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 248 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] DIG LEFT, [B] DIG RIGHT
- TRIVIA -
Licensed to Irem for manufacture and distribution.
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- SERIES -
1. Lode Runner (1984)
2. Lode Runner - The Bungeling Strikes Back (1985)
3. Lode Runner - Majin No Fukkatsu (1985)
4. Lode Runner - Teikoku Karano Dasshutsu (1986)
5. Hyper Lode Runner (1989, Nintendo Game Boy)
6. Lode Runner - Lost Labyrinth (1990, NEC PC Engine)
7. Battle Lode Runner (1993, NEC PC Engine)
8. Lode Runner Twin - Justy to Liberty no Daibouken (1994, Super Famicom)
9. Lode Runner - The Legend Returns (1994, PC [MS Windows])
10. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
11. Lode Runner - The Legend Returns (1996, Sega Saturn)
12. Lode Runner 2 (1998, PC [Windows 95])
13. Power Lode Runner (1999, Super Famicom)
14. Lode Runner 3-D (1999, Nintendo 64)
15. Lode Runner - Domudomu Dan no Yabou (2000, Nintendo Game Boy Colors)
16. Lode Runner 2 (2000, Sony PlayStation)
17. Lode Runner - The Dig Fight (2000)
18. Lode Runner for WonderSwan (2000, Bandai Wonderswan)
19. Lode Runner (2002, Nintendo Game Boy Advance)
20. Cubic Lode Runner (2003, Nintendo Gamecube)
$end
$info=loderndf,loderdfa,
$Edit this entry at Arcade-History.com
$bio
Lode Runner - The Dig Fight (c) 2000 Psikyo.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4098
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Most of the PCB's were updated to 'Ver. B' at the factory, so the 'Ver. A' is very rare.
- TIPS AND TRICKS -
* Maintenance Code : In test mode enter this code...
5-0-8-2-0 : Some nice features appear include stages select, obj test, ect... and a complete Map editor!!
- SERIES -
1. Lode Runner (1984)
2. Lode Runner - The Bungeling Strikes Back (1985)
3. Lode Runner - Majin No Fukkatsu (1985)
4. Lode Runner - Teikoku Karano Dasshutsu (1986)
5. Hyper Lode Runner (1989, Nintendo Game Boy)
6. Lode Runner - Lost Labyrinth (1990, NEC PC Engine)
7. Battle Lode Runner (1993, NEC PC Engine)
8. Lode Runner Twin - Justy to Liberty no Daibouken (1994, Super Famicom)
9. Lode Runner - The Legend Returns (1994, PC [MS Windows])
10. Lode Runner On-Line - The Mad Monks' Revenge (1995, PC [MS Windows 95])
11. Lode Runner - The Legend Returns (1996, Sega Saturn)
12. Lode Runner 2 (1998, PC [Windows 95])
13. Power Lode Runner (1999, Super Famicom)
14. Lode Runner 3-D (1999, Nintendo 64)
15. Lode Runner - Domudomu Dan no Yabou (2000, Nintendo Game Boy Colors)
16. Lode Runner 2 (2000, Sony PlayStation)
17. Lode Runner - The Dig Fight (2000)
18. Lode Runner for WonderSwan (2000, Bandai Wonderswan)
19. Lode Runner (2002, Nintendo Game Boy Advance)
20. Cubic Lode Runner (2003, Nintendo Gamecube)
$end
$info=logger,
$Edit this entry at Arcade-History.com
$bio
Logger (c) 1982 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=logicpro,
$Edit this entry at Arcade-History.com
$bio
Logic Pro (c) 1996 Deniam.
A puzzle game.
- TECHNICAL -
Deniam-16b hardware
Main CPU : 68000 (@ 12.5 Mhz), Z80 (@ 6.25 Mhz)
Sound Chips : YM3812 (@ 3.125 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
Released in October 1996.
This game is known in Germany as "Croquis".
- SERIES -
1. Logic Pro (1996)
2. Logic Pro 2 (1997)
- STAFF -
Programmers : Jun-Young Kim, Kwanny
Graphic designers : Sang-Won Lee, Bong-Gun Shin
H/W Manager : Min-Hong Park
Musician : Coo-Hee Kwon
Radio performers : Jin-Phil Kim, Hyun-Jung Um, Min-Sung Kim
Planner : Jun-Young Kim
Director : Sang-Chul Lee
$end
$info=logicpr2,
$Edit this entry at Arcade-History.com
$bio
Logic Pro 2 (c) 1997 Deniam.
A puzzle game.
- TECHNICAL -
Deniam-16c hardware
Main CPU : 68000 (@ 12.5 Mhz)
Sound Chips : YM3812 (@ 3.125 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
Released in June 1997.
- SERIES -
1. Logic Pro (1996)
2. Logic Pro 2 (1997)
- STAFF -
Executive producer : Jungyul Kim
Game designer : Bonggun Shin
Lead Programmer : Kwanhee Seo
Senior Programmers : Kwanny, KhanW, Sopepos
Tool programmers : Kwanny, Hermit, Sopepos
Sound Programmer : Kwanny
Art director / Illustrations : Bonggun Shin
Graphic designers : Bonggun Shin, Haejin Kim, Sangwon Lee
3D graphic artwork : Haejin Kim
C.G advisor : Seunghoon Park, Deesis
Music : Baeheon Kim
Sound designers : Baeheon Kim, Kwanhee Seo
Voices : Sevngho Cha, Hyunjung Jang, Piljin Kim, Keiko Ishizaka
Voice editer : Baeheon Kim
Game quality supervisor : Junyoung Kim
Puzzle makers : Sangwon Lee, Haejin Kim, Donghun Park, Gioh Hong
H/W PCB design : Myungsoo Ryu
H/W design supervisors : Sangcheul Lee, Junyoung Kim
H/W part : Bumsuk Kim, Jincheul Kim, Changwan Park, Hyoungkyu Choi, Heeyoung Kwak
Management : Songcheul Lee
$end
$info=lhb,lhba,
$Edit this entry at Arcade-History.com
$bio
Long Hu Bang (c) 1995 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 7.333333 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Player : 1
- SERIES -
1. Long Hu Bang (1995)
2. Long Hu Bang II (1996)
$end
$info=chmplst2,
$Edit this entry at Arcade-History.com
$bio
Long Hu Bang II (c) 1996 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 7.333333 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
- SERIES -
1. Long Hu Bang (1995)
2. Long Hu Bang II (1996)
$end
$info=lhzb3,
$Edit this entry at Arcade-History.com
$bio
Long Hu Zheng Ba 3 (c) ???? IGS.
- TECHNICAL -
Main CPU : ARM7 (@ 20 Mhz)
$end
$info=lhzb4,
$Edit this entry at Arcade-History.com
$bio
Long Hu Zheng Ba 4 (c) ???? IGS.
- TECHNICAL -
Main CPU : ARM7 (@ 20 Mhz)
$end
$info=looper,
$Edit this entry at Arcade-History.com
$bio
Looper (c) 1982 Orca.
This maze game is quite similar to "Pac-Man". The player controls a caterpillar that crawls along the branches of a maze-like tree eating nuts and strawberries while avoiding deadly bugs and a hungry bird. The caterpillar changes into a butterfly after everything has been eaten.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
- TRIVIA -
This game is also known as "Changes".
$end
$info=looping,loopinga,
$Edit this entry at Arcade-History.com
$bio
Looping (c) 1982 Video Games GMBH.
- TECHNICAL -
Main CPU : TMS9995 (@ 12 Mhz), TMS9980A/TMS9981 (@ 2 Mhz), COP420 (@ 1 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), TMS5220 (@ 640 Khz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick (vertical)
Buttons : 2
=> [A] FIRE, [B] FLIGHT ACCELERATOR
- TRIVIA -
Released in April 1982.
Licensed to Venture Line for US manufacture and distribution.
Looping was developed in Parma, Italy.
Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : "Space Attack" (1978)) founded by Mr. Reinhard Stompe. When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : "Super Tank" (1981) and Looping (1982). Video Games GmbH was sold to Ican Data GmbH (Munich) in 1987 for US $10 million.
David Teehee holds the official record for this game with 1,469,970 points.
A Looping machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Looping (1982)
2. Sky Bumper (1982)
- STAFF -
Developed by : Giorgio Ugozoli, Reinhard Stompe
- PORTS -
* Consoles :
Colecovision (1983)
Atari 2600 (1983 - Unreleased prototype /2003 - Recovered and released by CGE Services, made available for purchase for the very first time ever, at the 'Classic Gaming Expo 2003').
$end
$info=lordgun,
$Edit this entry at Arcade-History.com
$bio
Lord of Gun (c) 1994 IGS.
A light gun shooter similar to "Lethal Enforcers", but with animated graphics. There are 10 stages here.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : lightgun
Buttons : 2
$end
$info=losttomb,losttmbh,
$Edit this entry at Arcade-History.com
$bio
Lost Tomb (c) 01/1982 Stern Electronics.
A shoot-em-up set in an ancient, South American pyramid, in which the player must explore a large number of single rooms in the search for treasure. Each room is filled with enemy creatures that must be killed or avoided. The player is equipped with a limited amount of whips and must collect as many items of treasure as possible.
The player is presented with options throughout the game, depending upon which rooms they wish to enter. Once a path is chosen, players must pick up treasures, kill all the monsters in their way, find the key and exit the room as fast as they can; avoiding the potential of setting off an earthquake. Upon exiting a level, the player is presented with a hallway which shows a number of doorways allowing access to any one of several different rooms. This allows players to pick their own route through the game, but the decision which room to tackle next must be taken quickly as players must reach their chosen room quickly or risk being attacked by a flock of screeching birds.
The player's character is armed with an eight-way firing gun (in a similar fashion to Williams' 1982 classic, "Robotron"). In addition to the gun, the player is also equipped with three whips, which can be used to either kill attacking creatures or to knock down any walls that bar the player's progress. Players are given the opportunity to purchase additional whips at the interludes between levels; this is done by inserting an extra credit into the arcade machine and pressing the relevant button.
Treasure must be constantly collected in order to stay alive.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 1
Control : Double 8-way joysticks (one to move, one to fire)
Buttons : 1 (WHIP)
- TRIVIA -
One of the more unusual features in Lost Tomb is a false advertisement that appears. A graphic reads : 'And now a word from our sponsor' with the machine offering to sell the player 99 whips for one credit. A bargain for those intent on serious playing, but also an indication of how expensive this machine could prove to be.
Stern has introduced its first conversion kit with the release of Lost Tomb.
Bill McCallister holds the official record for this game with 45, 577, 020 points.
- STAFF -
Designed and programmed by : Dan Lee
$end
$info=lostwrld,
$Edit this entry at Arcade-History.com
$bio
Lost Worlds (c) 1988 Capcom.
In the future, a powerful enemy force has seized an inhabited planet now known as the Dust World and it is up to 2 unknown soldiers to try to obliterate the invaders and restore their planet's former name : 'Earth'. Features excellent graphics with awesome enemy designs, LOTS of weapons to buy and a solid challenge!
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 01
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 6.061 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
Released in July 1988.
This game is known outside Japan as "Forgotten Worlds".
Lost Worlds is NOT the sequel to "Black Tiger" but he shares several similitudes with it : In both games the player must fight dragons, collect 'ZENNY' money and buy weapons and armour in shops. Also, both games have intros depicting dragons attacking cities.
The first player character, Unknown Soldier, appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes". The second player character would appear in "Final Fight" as an enemy member of Mad Gear. He was then called 'Two P' (for 2P, 'player 2').
- STAFF -
Game designers : Akiman, Akira Nishitani (Nin), Noritaka Funamizu (Poo), Kihaji Okamoto
Soft programmers : Youchi, Noriko, Takako, Nouchi
Object designers : Kurichan, Takata, Shinsyudon, Sintan, Emetaro
Scroll designers : Miki Chan (Mik), Hanachan, Kuramoyan, Nouochan, Black man
Sound : Tamayo Kawamoto, Yukichan, No papa
Hardware : Shinji Kuchino
Mechatronics : Katuhiko Kamimori
- PORTS -
* Consoles :
Sega Mega Drive (1989)
Sega Master System (1990)
NEC PC-Engine (1992)
NEC PC-Engine Super CD-ROM 2 System (1992)
Sony PSP (2006, "Capcom Classics Collection Remixed")
* Computers :
PC [MS-DOS, 3.5'' Disks] (1988)
Commodore Amiga (1989)
Commodore C64 (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Atari ST (1989)
$end
$info=lotlot,
$Edit this entry at Arcade-History.com
$bio
Lot Lot (c) 09/1985 Tokuma Shoten.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Irem.
- PORTS -
* Consoles :
Nintendo NES (1985)
$end
$info=lottofun,
$Edit this entry at Arcade-History.com
$bio
Lotto Fun (c) 1987 H.A.R. Management.
Lotto Fun is a 'ping pong balls in a blower' type lottery game.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 1
Control : 8-way joystick
- SERIES -
1. Lotto Fun (1987)
2. Lotto Fun 2 (1993)
- STAFF -
Graphics by : Jeff Lee
$end
$info=lottof2,
$Edit this entry at Arcade-History.com
$bio
Lotto Fun 2 (c) 1993 HAR Management.
- TECHNICAL -
Main CPU : 68000 (@ 14.31818 Mhz), M6809 (@ 1.5 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65534
Players : 1
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Lotto Fun (1987)
2. Lotto Fun 2 (1993)
$end
$info=lvcards,
$Edit this entry at Arcade-History.com
$bio
Lovely Cards (c) 1985 Tehkan.
Amusement only gambling game, based heavily on the actual gambling game "Lovely Poker" by the same developers.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
$end
$info=lvpoker,
$Edit this entry at Arcade-History.com
$bio
Lovely Poker (c) 1985 Tehkan.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 7
$end
$info=janjans1,
$Edit this entry at Arcade-History.com
$bio
Lovely Pop Mahjong JangJang Shimasho (c) 1996 Visco.
A mahjong game with extensive anime sequences. Mahjong matches are played against members of an all-female pop group called 'VisKiss'.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Let's Play Lovely Pop Mahjong Jong Jong'.
- SERIES -
1. Koi Koi Shimasho - Super Real Hanafuda (1995)
2. Lovely Pop Mahjong JangJang Shimasho (1996)
3. Koi Koi Shimasho 2 - Super Real Hanafuda (1997)
4. Lovely Pop Mahjong JangJang Shimasho 2 (2000)
- PORTS -
* Consoles :
Sega Saturn (1998, "Lovely Pop 2 In 1 Jan Jan Koi Shimasho")
$end
$info=janjans2,
$Edit this entry at Arcade-History.com
$bio
Lovely Pop Mahjong JangJang Shimasho 2 (c) 2000 Visco.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
- SERIES -
1. Koi Koi Shimasho - Super Real Hanafuda (1995)
2. Lovely Pop Mahjong JangJang Shimasho (1996)
3. Koi Koi Shimasho 2 - Super Real Hanafuda (1997)
4. Lovely Pop Mahjong JangJang Shimasho 2 (2000)
$end
$info=loverboy,
$Edit this entry at Arcade-History.com
$bio
Lover Boy (c) 1983 Global.
$end
$info=luckywld,lckywldj,
$Edit this entry at Arcade-History.com
$bio
Lucky & Wild (c) 1992 Namco.
A hilarious 'drive 'n shoot' game starring two buddy cops on a mission to bring down a mafia gang. Player 1 (Lucky) both drives the car and fires a gun, Player 2 (Wild) uses just a gun. While playing, both cops trade funny banter and dialogue, and even make funny faces in the rearview mirror.
- TECHNICAL -
Derivative Namco System 2 hardware
Game ID : LW
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : steering wheel
Buttons : 1
- TRIVIA -
Chad Johnson holds the official record for this game with 633,550 points.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.9 - VICL-8089) on 22/09/1993.
- STAFF -
Game designers : Taro Okamoto, S. Tohyama, Y. Kounoe
Programmers : /users/Ouchi!, /users/Yamashin, /users/Dwensuke
Visual designers : R. Iwaida, H. Kuwabara, Y. Mizusimanzo, M. Kubota, Turner, Shigemaru, S. Ino, Z. Bouya, Mahaho Tejima
Music & Sound effects by : Etsuo Ishii (141)
Industrial designer : Y. Chuma
Mechanical designers : H. Igarashi, TerraTaro., S. Sasaki, H. Inoue
Electrical designers : 036, D. Nakamura, K. Minami
Manual designer : Y. Tanabe
$end
$info=lucky8,
$Edit this entry at Arcade-History.com
$bio
Lucky 8 Lines (c) 1989 Grayhound Electronics, Inc.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 1
Buttons : 4
- TRIVIA -
Also released as "Lucky 8 Lines [Non-Coin model]".
$end
$info=cluckypo,
$Edit this entry at Arcade-History.com
$bio
Lucky Poker (c) 02/1981 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 15
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=luctoday,
$Edit this entry at Arcade-History.com
$bio
Lucky Today (c) 1980 Sigma Enterprises.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 1
Control : 2-way Joystick
Buttons : 1
$end
$info=lunarbat,lunarba1,
$Edit this entry at Arcade-History.com
$bio
Lunar Battle (c) 1982 Atari.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : 2-way joystick
Buttons : 3
- TRIVIA -
This game is a prototype version of "Gravitar".
- UPDATES -
Here is the list of differences with the final version :
* There are ONLY 2 Solar Systems (three in "Gravitar").
* Different Planet, Bunker and Fuel Cell icons.
* Different bunkers' and planets' shapes.
* No planet animations.
* Stronger and more intense Gravity (Game-play is much harder).
* Some sounds are different during the game.
* There is an additional 'Low on Fuel' warning if the fuel level drops below 2000 fuel units that is not present in "Gravitar".
* Rammer ships are present in the south planet of the second solar system - Not in "Gravitar".
$end
$info=llander,llander1,
$Edit this entry at Arcade-History.com
$bio
Lunar Lander (c) 08/1979 Atari.
Lunar Lander is a one-player coin-operated electronic game that simulates landing a manned spaceship on the moon. Various video-display phrases indicate score, time elapsed during this landing mission, fuel units consumed, altitude above the moon, and horizontal and vertical speed. The fuel consumption and both speed readings are important for the player to determine how to land the craft. Realistic engine rumble and crash sounds accompany game play. A high beep warns of an almost-depleted fuel supply, whereupon players can add coins to automatically extend the game and 'fill up' their fuel tanks. Depending on the quality of the landing or the crash, various messages are displayed on the screen.
Game play begins with engine rumble and the lander drifting towards the bottom
right corner of the screen. Horizontal and vertical speeds are constantly displayed, including two arrows to show horizontal and vertical directions of travel. Altitude is measured in distance above the surface of the mountain - not above "sea level". The screen also shows time in actual seconds, representing time elapsed in the current mission.
The operator can select from four different settings for fuel units - 450, 600, 750 or 900 fuel units per coin (free play is also available). As the lander module flies over the landscape, it approaches the mountains and a landing site. At a certain point near the mountains, the game 'zooms in' for a close-up view of everything on the screen.
If the player realizes the speed is too fast and the landing looks hopeless, he or she can press the ABORT button on the control panel. This will give the lander extra thrust and make it fly upwards at top speed. The abort feature does consume 120 to 180 fuel units, though, as a disincentive to overusing it. If the ABORT button is pressed too late, however, a crash cannot be avoided.
The four levels of mission difficulty are determined by the player and can be changed at any time during the game or the ready-to-play mode. The differences between the four are printed on the mission select panels and are self explanatory, except perhaps rotational momentum. This feature causes the lander to tumble around when either ROTATE button is pushed. The longer either button is held down, the faster the lander module will spin in that direction. The player gains control of the lander by pressing the other ROTATE button for the same amount of time.
- TECHNICAL -
Approximately 4830 units were produced. Lunar Lander came in a large black upright cabinet, which was a little heavier than most. The sideart is a (predominately blue); there is no front art at all, and the monitor bezel is relatively clear of decals. The marquee features a 'Lunar Lander' blasting off from the surface of the moon (some of these have a black background, while others have blue, it appears that there were two print runs of these).
Cabinet dimensions : 25,25'' (64,14cm) wide x 32'' (81,28cm) deep x 71,87'' (182,54cm) high.
Cabinet monitor : 19'' B/W
Game ID : 0345xx
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 40.00 Hz
Palette colors : 32768
Players : 1
Control : Lever (increase or decrease the THRUST)
Button : 3 (ROTATE LEFT, ROTATE RIGHT, ABORT)
- TRIVIA -
Licensed to Sega for Japan market.
Atari's first vector game. "Lunar Lander", was inspired by "Moonlander", a game written by Jack Burness in 1973 as a demo for the DEC GT40 vector graphics terminal (based on a PDP-11/05 CPU). This game used a light pen to control thrust and rotation.
If the player landed at exactly the right spot, a McDonalds appeared. The astronaut would leave the lander and walk over to the McDonalds and order a Big Mac to go, before walking back to the Lander and taking off again. If players crashed directly into the McDonalds, the game displayed a message reading 'You clod. You've destroyed the only McDonald's on the Moon.' After a short run of Lunar Lander machines were manufactured, production was shifted over to "Asteroids" and the first few hundred Asteroids machines were housed in Lunar Lander cabinets. Atari donated a gold edition version of the coin-operated video game to the Discovery Center of Science & Technology in Syracuse, New York.
On 17 June 1980, Atari's "Asteroids" and "Lunar Lander" were the first two video games to ever be registered in the Copyright Office.
Michael Mize holds the official record for this game with 3,470 points.
A Lunar Lander units appears in the 1984 movie 'The Philadelphia Experiment'.
- UPDATES -
Revision 1 : DIP switches allow 450, 600, 750, or 900 fuel units per coin.
Revision 2 : DIP switches allow 450, 600, 750, 900, 1100, 1300, 1500, or 1800 fuel units per coin.
- SCORING -
The scoring system gives 50 points for a good landing, plus 50 fuel units as a bonus. A hard landing earns only 15 points, and a crash earns 5 points. A crash happens when the vertical speed exceeds 15 and the horizontal speed exceeds 31. The number displayed after SCORE is cumulative of all landings made in the current game. The point scores for a good or hard landing can be greatly increased by landing on an area with a flashing multiplier, for example 2X or 5X. Thus, a good landing on the very narrow 5X site would give that player 250 points.
- TIPS AND TRICKS -
* When you start the game, your Lunar Lander will be floating above the moon's surface. Immediately, your lander will start to descend. Figure out where you want to land and maneuver your lander to that landing pad. Fuel is a valuable commodity in this game. To get the most ''bang'' for your quarter, try to use as little as possible. Since everything burns fuel (even rotating your lander left and right), do your best to get centered over a landing pad so you don't have to overreact at the last minute.
* Use the thrust lever sparingly. It is easy to move it up and down so you can easily put on full thrusters before you realize what's happening. This can be especially dangerous if you are in a canyon and are going sideways. Your lander will become part of the moonscape very quickly. Just use short bursts to correct your downward and left/right movement. This not only gives you better control, but it also saves you on fuel.
* After you have decided on the landing pad, start maneuvering your lander toward it. Use minimal thrusters to keep your lander from going too fast toward the moon. Also, only tap on the right and left rotation buttons so that you keep your left/right speed as near to zero as possible.
* When you get near enough to the moon's surface, the view will change and you will get the close-up view. This is the time you can start doing all your finishing maneuvers. If you set yourself up right when you were way above the moon's surface, you shouldn't have to do much to ensure that you are over the landing pad. If you find yourself in trouble and there is no way out, press the ABORT button. The effects are that it automatically straightens out your lander, stops all left/right movement, and moves you a little ways off the surface. The penalty for this is approximately 100 units of fuel.
* On your final descent onto the landing pad, watch your speed. If you land at anything greater then 10, you run the risk of damaging or destroying your lander. When you have landed, the game will give you an assessment of the landing and the points earned.
* Over time, the easy pads will go away and you will have to land on pads located on the sides of mountains or very deep, steep sided ravines. It will be even more critical that you know how to do small maneuvers since some of the landing pads are not wider then your lander.
- STAFF -
Original design by : Jack Burness
Programmed by : Rich Moore
Vector generator display system by : Howard Delman
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
Nintendo DS (2005, "Retro Atari Classics")
Nintendo Game Boy Advance (2005, "Millipede / Super Breakout / Lunar Lander")
* Computers :
PC [Booter] (1983, "Eagle Lander", part of the "Friendlyware PC Arcade" suite)
Tandy Color Computer (1983 "Lander")
Tandy Color Computer 3 (19??)
PC [MS Windows, CD-Rom] (2003, "Atari - 80 Classic Games in One!")
Microtan 65
VTech Laser-VZ
* Others :
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
Atari Flashback 2 (2005)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=lrescue,lrescuem,
$Edit this entry at Arcade-History.com
$bio
Lunar Rescue (c) 1980 Taito.
Lunar Rescue is a combination 2-Dimensional simple flight simulator and 2-Dimensional shooter. You start the game by floating within your mother ship. You then either must release your lander or after a pre-determined period of time, the mother ship will forcibly eject it. You first have to navigate through 6 rows of asteroids to make it to one of the landing platforms. You have 6 platforms initially but each landing will eliminate one since there is 1 platform per astronaut you have to rescue. On your return trip up, the screen changes and now you have saucers trying to destroy you with laser fire. Again, you will either have 3 or 6 rows of saucers depending if there are meteors in the area. You then must successfully land in the docking bay of the mother ship to get credit for a successful rescue of 1 astronaut.
- TECHNICAL -
Board Number : CVD70005
Prom Stickers : LR
Main CPU : 8080 (@ 2 Mhz) (Number : CVN00004)
Sound Chips : Samples, Speaker
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 3 (ROTATE LEFT, ROTATE RIGHT, THRUST/FIRE)
- TRIVIA -
Released in February 1980. Also released as a Cocktail model : "T.T Lunar Rescue".
This game is also known as "Galaxy Rescue".
Lunar Rescue was the follow-up game to "Space Invaders". Unfortunately, it was released at the same time as "Asteroids", which pretty much eclipsed most games until the 1980's. Lunar Rescue is actually a little more complicated then its Space Invaders cousin. You actually have to keep track of a few more things to successfully make it through this game. This is one of those 'sleeper' games that didn't get a big following since Asteroids was also out.
Before stage 4, you get a cute intermission from the aliens of "Space Invaders" telling you to 'Fight'.
A bootleg of this game was made by Model Racing.
A bootleg of this game is known as "Destination Earth".
A Lunar Rescue unit appears in the 1982 movie 'Fast Times at Ridgemont High'.
- UPDATES -
In "Destination Earth" the humans run to the spaceship after it lands, in Lunar Rescue and "Galaxy Rescue" the pace is more like a walk.
- SCORING -
Large Saucer : 30 points
Small Saucer: 50 points
Platform : 50, 100, 150 points
Each man rescued has an increasing value until stage four where it is at its maximum. The values are :
Stage 1 : 50 points
Stage 2 : 100 points
Stage 3 : 150 points
Stage 4 : 300 points
Every stage after stage 4 is 300 points.
Fuel remaining is added to your score (i.e. if you have 560 Fuel left, then add 560 points to your score) at the end of a wave.
- TIPS AND TRICKS -
* When you start the game, your lander will be sitting in the docking bay of the mother ship. You can release your lander by pressing the firing button or wait until the mother ship forcibly ejects you. It's better to do it yourself lest the mother ship ejects you on top of an asteroid.
* Fuel is a precious commodity in this game, use it sparingly. You only have 800 units of fuel to rescue 6 men. If you burn all your fuel off on the first rescue, you will have nothing to fall back on for the other 5.
* When you leave the mother ship, try to navigate through the asteroids without using any fuel. Since your lander doesn't accelerate during the fall, you will be going at a constant speed down. Try to maneuver between the rocks to land on a platform. You also don't need to decelerate when landing, you just land.
* Try to knock out the harder platforms first. This mean that this is land on the harder to reach ones first on the sides. A good strategy is to get the right hand-one first, then the two left-hand ones, then finish by landing on the three in the middle.
* If you must use fuel, use quick bursts to get into position to land on a platform. Fuel burns up very quickly in this game so some quick shots to the thrusters should keep you out of trouble. Keep in mind, as the waves progress, the asteroids move faster and become more numerous.
* Once you've landed, the little guy will run over and get in your lander. The screen will then change and you will see 3 to 6 rows of saucers blocking your path. Again, as the waves progress, the saucers and meteors get faster and more numerous. There are a couple of different strategies for this section :
1) If you only see 3 lower rows of saucers, look to the upper right or left corner. More then likely, some meteors will be coming diagonally down to the opposite corner. The best solution is to quickly blast a path through the saucers and get above the meteors trajectory.
2) If you see 6 rows of saucers, then you need to blast a path through them to get to your mother ship. Keep in mind that the fire button acts as a dual fire/thrust button. When you fire, you accelerate yourself up just a bit. In other words, no point blank shooting or you may end up taking out the saucer with your lander. When you have cleared a path, use the fire button to get yourself quickly above the saucers.
* The saucers firing just drop their shots on you. Because of their numbers, you may find yourself surrounded by enemy fire. The best solution is again to blast a path through them. Once a saucer is destroyed, it doesn't come back. Also keep in mind that you can only have one shot on the screen at a time.
* Once you get 1 row from the bottom of the mother ship, it will stop and open its docking bay door. If you are too far away, you will fail to dock with the mother ship and get destroyed by the top of the screen. If you hit the side of the mother ship, the man you are rescuing will unfortunately fall from your lander to his death to the planet below. Plan out the best strategy to make sure that you stay in the middle so you can catch the mother ship with minimal effort.
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
* Others :
Arcade Legends : Space Invaders TV Game (2004 - Radica Games)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=luplup,luplup29,
$Edit this entry at Arcade-History.com
$bio
Lup Lup Puzzle (c) 01/1999 Omega System.
- TECHNICAL -
Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Zhuan Zhuan Puzzle".
- UPDATES -
REVISION 1 :
* Software version : 2.9 990108
REVISION 2 :
* Software version : 3.0 990128
- SERIES -
1. Lup Lup Puzzle (1999)
2. Super Lup Lup Puzzle (1999)
$end
$info=lupin3,
$Edit this entry at Arcade-History.com
$bio
Lupin III (c) 1980 Taito.
- TECHNICAL -
Prom Stickers : LP12-LP18
Main CPU : 8080 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1 (MAGIC BUTTON)
- TRIVIA -
Released in April 1980.
Also released as a Cocktail model : "T.T Lupin III".
Based, sort of, on Lupin III, one of the most famous manga/anime series of all time. Lupin is a descendant of Arsene Lupin, a thief who was the main character of mystery novels written by Maurice LeBlanc. Monkey Punch (Katou Kazuhiko), Lupin III's creator, used the Lupin name without permission, and the estate of LeBlanc agreed not to raise too much of a fuss so long as Lupin III remained in Japan. This is why early US/European releases of Lupin titles changed his name to things like 'The Wolf' and 'Rupan'. The copyrights to the Arsene Lupin name have since passed into the public domain.
The Lupin III manga began in 1967, running in Manga Action. The first TV series began in 1971, and ran for 23 episodes. A second TV series began in 1977, and ran for 155 episodes. The first animated Lupin III movie (there had already been an old black-and-white live-action movie) was Lupin Vs. The Clones (more commonly known to US/European audiences as 'Mystery of Mamo') came out in 1978, and was followed in 1979 by the most famous animated version of Lupin, The Castle of Cagliostro. Footage from these two movies were used to make the laserdisc game Cliff Hanger. So Lupin was at the height of his popularity when this game was released.
$end
$info=m4,
$Edit this entry at Arcade-History.com
$bio
M-4 (c) 11/1977 Midway.
- TECHNICAL -
Game ID : 626
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : (2x) Samples
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 2
$end
$info=m79amb,
$Edit this entry at Arcade-History.com
$bio
M-79 Ambush (c) 07/1977 RamTek.
A Really Great Action Game! This is a shooting game where thanks, jeeps and motorcycles battle it out in front of the two cannons under U.N. observation. Bang! When the enemy is hit, an explosion sequence occurs complete with the sounds of gunfire, whistles and whines - the action goes on and on!
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 7
Players : 2
Control : paddle
Buttons : 2
$end
$info=mach3,
$Edit this entry at Arcade-History.com
$bio
M.A.C.H. 3 [Upright model] (c) 1983 Mylstar Electronics.
You pilot either a Fighter plane or a Bomber plane and must fly around hitting targets on the ground or in the air while avoiding enemy fire. M.A.C.H. 3 used video footage from the laser disc and overlaid computer graphics for your ship and the enemy ships.
- TECHNICAL -
Game ID : GV-109
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC, (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1983. Approximately 5,600 units were produced.
Also released as "M.A.C.H. 3 [Cockpit model]".
M.A.C.H. stands for 'Military Air Command Hunter'.
In order to record the video footage for the game, a specially designed plane was used that had cameras mounted on the nose and in the belly. To keep the video from the laser disc player and computer graphics in sync, target data had to be entered by hand one frame at a time on the right audio track of the laser disc. This was a very time consuming process but was worth the effort, as M.A.C.H. 3 was one of the most successful laser disc games of all time.
King Brown holds the official record for this game with 348,800 points.
Two M.A.C.H. 3 machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Programmed by : Chris Brewer, Fred Darmstadt
Video graphics by : Jeff Lee
Video footage by : Clay Lacey
Sound by : David Thiel
Cabinet graphics by : Terry Doerzaph
$end
$info=mia,mia2,miaj,
$Edit this entry at Arcade-History.com
$bio
M.I.A. - Missing in Action (c) 01/1989 Konami.
M.I.A. is a direct sequel to 1985's 'Green Beret' and, like it's predecessor is a horizontally scrolling jump and shoot game for one or two players. Special forces soldiers must penetrate several enemy-packed combat zones to reach a POW compound. Once there, the must infiltrate it, rescue the POWs held there, and then escort them to a through a final enemy-packed level to the rescue helicopter that awaits at the end. Unlike 'Green Beret', the two-player game in M.I.A. sees both players fight side-by-side instead of the alternate approach of the original.
The game consists of six stages;
* War-torn battlefield
* Airstrip
* Jungle
* Rail Yard
* PoW Base
* Escort the PoW's to the Helicopter
The first four stages are presented in random order and may also be "mirrored", so players battle right-to-left instead of left-to-right. This vastly increases variety to the game and adds replay value. The PoW and helicopter stages are always the last two stages. At the end of each level, the players must fight off a flurry of enemy troops and destroy gun emplacements and watch towers. Certain sections of each stage offer players a different route, with both platforms and underground tunnels that can be utilized and explored.
As with 'Green Beret', players start each level carrying only a combat knife. Specific enemy troops carry weapons which are dropped when the soldier is killed and can be picked up by the players. The weapons are always carried by soldiers wearing red uniforms, and range from an assault rifle, grenades, a flame-thrower or a bazooka. Players can carry more than one weapon and can cycle through them as needed. Each collected weapon has only a limited supply of shots.
After rescuing the PoW's on the sixth stage, players must escort as many of the escapees as possible to a waiting helicopter, and must get at least one PoW safely aboard the chopper to complete the mission and start a new set of stages.
- TECHNICAL -
Game ID : GX808
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
At the enemy installation at the end of War-torn battlefield level is a three story building with six doors, out of which pour hordes of enemy troops. Position your Commando in the far bottom corner of the building and lay down. Providing you time your attacks correctly, you should be able to kill all of the attacking troops with no risk to yourself.
- SERIES -
1. Green Beret (1985)
2. M.I.A. - Missing in Action (1989)
$end
$info=mvp,mvpj,
$Edit this entry at Arcade-History.com
$bio
M.V.P. (c) 1989 Sega.
A hilarous baseball game.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0142 / 317-0143
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
FD1094 317-0142
* Japanese version.
* Additional 'Warning' screen.
FD1094 317-0143
* US version.
* Additional 'Winners Don't Use Drugs' screen.
$end
$info=m075,
$Edit this entry at Arcade-History.com
$bio
M075 Poker (c) 1982 Greyhound Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Palette colors : 256
Players : 1
Buttons : 9
$end
$info=mace,macea,
$Edit this entry at Arcade-History.com
$bio
Mace - The Dark Age (c) 1996 Atari Games.
1-on-1 3-D fighting game. The best fighters from around a mediaeval type planet are gathered and dispatched on a quest to recover the mysterious Mace of Tanis from a dark magician called Asmodeus.
- TECHNICAL -
Atari Seattle hardware
Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 4
- TIPS AND TRICKS -
* Play as Grendal : Starting in 2-player mode, one player must have 3 wins. Then on your next match in the select screen go to the Executioner and hold down START+EVADE. Grendal will appear. Continue to hold down those buttons and press an attack button to select. Now you control the RAGE known as Grendal!
* Pojo Code : To be POJO, you must perform TARIA's execution in 1-player mode (and then continuing) or in 2-player mode. Then on your next match in the select screen, go to Taria and hold down START+EVADE. POJO will appear - press an attack button to select. Pojo will now unleash her awesome fighting prowess for you.
* Stage Codes : To unlock each secret, move to each character listed and press Start after each one, then go to your desired character and select as usual. All of these secrets are for two-player mode except for the Random A.I.
Battle in a Mini Golf Course (Koyasha, Mordos Kull, Takeshi)
Battle at Machu Pichu (Namira, Koyasha, Taria)
Battle in the Castle (Mordos Kull, Taria, Ragnar)
Battle in San Francisco Rush (Xiao Long, Al' Rashid, Koyasha)
Battle in Big Head Mode (Ragnar, Al' Rashid, Takeshi)
Battle in Micronaut Mode (Takeshi, Al' Rashid, Ragnar, Xiao Long)
Battle in Super Speed Grid Mode (Ichiro, Xiao Long, Koyasha)
Battle the Random A.I. (Hell Knight, Xiao Long, Dregan, Namira)
To select a particular stage in which to fight, go to the character's portrait in player select and press START four times. Then select your character as usual.
* Cool View For Mordos Kull's Execution : Do a Execution on Taria's Stage in the Water. You get to see an overview of the execution and the person's body will come flying towards you.
- STAFF -
Lead programmer : Bruce Rogers
Programmer : Roberto Rodriguez
Art Director : Matt Harvey
Character Models : Jeremy Mattson
Character Textures : Patrice Moriarity, Matt Harvey
Animators : Takeshi hasegawa, Steve Stacy
Backgrounds : Matt Harvey, Bob Ingold
Support Programming : Steven Bennetts
Producer : Robert Daly
Associate Producer : Loren Bryant
Marketing Manager : Derryl Depriest
Audio : Richard Marriott
Technician : Dennis Nale
Game Design : Roberto Rodriguez, Loren Bryant
Lead Tester : Rob Reininger
Testers : Larry Cadelina, Jerry Cruz
Support Programmers : Dave Shepperd, Mike Albaugh, Mike Lynch, Todd Modjewski
Hardware Design : Steve Correll, Andrew Dyer, Ross Shaffer, Ray Macika, Chris Krubel, 3dfx Interactive
Hardware Support : Steve Norris, Don Thomas, Jeff Peters, Pat Cox, Scott Parrish
DCS2 Audio : Matt Booty, Ed Keenan
Sr. Engineering Tech. : Patrick Hubbell
Additional Techinicians : Mark Hoendervoogt, Minh Nguyen, Pete Mokris
Mechanical Engineers : Pete Takaichi, Mark Gruber, Ralph Perez, Ted Valavanis, Tom Sedor, Chris Bobrowski
Cabinet Design : Matt Harvey, Nik Erlich, Jen Smith
Marketing : Derryl DePriest, Mary Fujihara, Ray Bersabe, Randall Ng, Jackie Sherman
Video Production : Greg Allen, Brent Englund
Executive Producer : Mark Stephen Pierce
- PORTS -
* Consoles :
Nintendo 64 (1997)
$end
$info=machbrkr,
$Edit this entry at Arcade-History.com
$bio
Mach Breakers - Numan Athletics 2 (c) 1995 Namco.
Futuristic Competitions sports game with seven selectable characters and fun challenge.
- TECHNICAL -
Namco System NB-2 hardware
Game ID : MB
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Buttons : 3
- SERIES -
1. Numan Athletics (1993)
2. Mach Breakers - Numan Athletics 2 (1995)
$end
$info=machomou,
$Edit this entry at Arcade-History.com
$bio
Macho Mouse (c) 1982 Techstar.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=macrossp,
$Edit this entry at Arcade-History.com
$bio
Macross Plus (c) 1996 Banpresto.
A vertically scrolling shooter.
- TECHNICAL -
Game ID : BP964
Main CPU : 68EC020 (@ 25 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Super Spacefortress Macross (1992)
2. Super Spacefortress Macross II (1993)
3. Macross Plus (1996)
- STAFF -
Producer : Toshifumi Kawashima
Director : T. Komazawa
Programmer : Kazuaki Yamaryo
Chf. designer : Noboru Inamoto
CG Designers : Hiroshi Fukazawa, Naomi Hasegawa, Masakazu Togami
3D Designers : Koji Takada, Koji Yokoe
Music : Kenichi Suzuki
Game designer : Moss.
$end
$info=madalien,madalina,
$Edit this entry at Arcade-History.com
$bio
Mad Alien (c) 1980 Data East.
Mad Alien is kind of a combination of a shooter and a driving game. You drive a car equipped with a gun on a road. The landscape around you shows different settings (cities, country side, tunnels) and scrolls by from the top to the bottom of the screen. Your enemies (mad aliens) drive in front of you in a "Galaxian"-like formation and you have to shoot them. Watch out for mad aliens leaving the group and turning back to attack your car.
- TECHNICAL -
Main CPU : M6502 (@ 750 Khz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : AY8910 (@ 500 Khz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The Mad Alien machine had kind of a mini cabinet, which was rather uncommon for an arcade game. After the release of the dedicated Mad Alien machine, DECO made also a version of Mad Alien for their Cassette System.
$end
$info=madball,madballn,
$Edit this entry at Arcade-History.com
$bio
Mad Ball (c) 1998 Yun Sung.
An "Arkanoid" type game.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 54.00 Hz
Palette colors : 2064
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=madcrash,
$Edit this entry at Arcade-History.com
$bio
Mad Crasher (c) 12/1984 SNK.
- TECHNICAL -
Game ID : A2005
Main CPU : (2x) Z80 (@ 3.36 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), Namco (@ 31.25 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 216 pixels
Screen refresh : 60.61 Hz
Palette Colors : 288
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This is the first 3-D isometric game from SNK.
Jack Gale holds the official record for this game with 844,988 points.
$end
$info=maddog2,maddog21,maddog22,
$Edit this entry at Arcade-History.com
$bio
Mad Dog II - The Lost Gold (c) 1992 American Laser Games.
Mad Dog is back, but this time it's a race to get to the Spanish Treasure. 'Shooting Beaver', 'Buckskin Bonnie', and 'The Professor' are three different guides that can help you find your way to the gold. You must fight your way across the countryside coming face to face with Indians, Latinos, and of course Mad Dog's men.
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Palette colors : 4097
Players : 2
Buttons : 2
- SERIES -
1. Mad Dog McCree (1990)
2. Mad Dog II - The Lost Gold (1992)
- PORTS -
* Consoles :
Panasonic 3DO
Sega CD
* Computers :
PC / IBM Compatible (CD-ROM, DOS)
* Others :
Philips CD-I
$end
$info=maddog,maddoga,
$Edit this entry at Arcade-History.com
$bio
Mad Dog McCree (c) 1990 American Laser Games.
Mad Dog has taken over the town, locked up the sheriff in jail, and kidnapped the Mayor and his daughter. You must make your way across town to get clues, while taking out anyone that gets in your way. Get to Mad Dog's hide-out to save the Mayor and his daughter!
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Palette colors : 4097
Players : 1
Buttons : 3
- SERIES -
1. Mad Dog McCree (1990)
2. Mad Dog II - The Lost Gold (1992)
- PORTS -
* Consoles :
Panasonic 3DO
Sega Mega-CD
Sony PlayStation 2 (DVD-Video)
Microsoft XBOX (DVD-Video)
* Computers :
PC [MS-DOS, CD-ROM]
PC [MS Windows, CD-ROM]
MAC OS 10.1 (DVD-Video)
* Others :
Philips CD-I
DVD-Video (Home DVD Player)
$end
$info=maddonna,maddonnb,
$Edit this entry at Arcade-History.com
$bio
Mad Donna (c) 1995 Tuning.
In typical Tuning fashion, this is a rip-off of a "Pac-Man" type game where you win hi-res pics of naked babes at the end of each round. Finishing the first rack you get the picture of the babe's face, finishing the second rack will give you a full-body shot which scrolls so you can see the whole thing.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=madgear,madgearj,
$Edit this entry at Arcade-History.com
$bio
Mad Gear (c) 02/1989 Capcom.
A modern version of "Burnin' Rubber" / "Bump 'n' Jump" featuring 9 stages...
Stage 1 : Capital
Stage 2 : Net Wood Forest
Stage 3 : Coral Sea
Stage 4 : Big Cave Tunnel
Stage 5 : Ruins Desert
Stage 6 : Million Valley
Stage 7 : Thunder Road
Stage 8 : Marin Snow Pipe Way
Stage 9 : Sky City
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), OKI6295 (@ 7.759 Khz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "LED Storm".
Capcom used the name 'Mad Gear' again as the name of a gang in "Final Fight".
- UPDATES -
'Fred' is called 'Mad Gear' in the Japanese version.
- STAFF -
Plan : Piston Takashi, Tomoshi Sadamoto
Game designer : Tomoshi Sadamoto
Programmers : N. Kaneko, Akikoro, Ken.Ken, Maekawa
Character designer : K. Ashenden
Art : Puttun. midori, Inu, Innocent Saicho
Sound : Ogeretsukun
Hard : Masayan
$end
$info=madmotor,
$Edit this entry at Arcade-History.com
$bio
Mad Motor (c) 1989 Mitchell.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 4.0265 Mhz)
Sound Chips : YM2203 (@ 3.578333 Mhz), YM2151 (@ 3.578333 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=mplanets,mplanuk,
$Edit this entry at Arcade-History.com
$bio
Mad Planets (c) 1983 Gottlieb.
In Mad Planets, the player takes control of a spaceship and must attempt to destroy a series of Earth-like planets which emerge from the center of the screen and rapidly move towards the player's ship - increasing in size as they do so. Destroying all of the planets in a round before the they reach their full scale will see the player awarded with bonus points. Fully-grown planets are orbited by a number of small moons, which, if destroyed, cause the planet to go 'mad' - turning red and making a beeline for the player's ship. The game also includes bonus rounds in which stranded astronauts can be rescued for additional points.
- TECHNICAL -
Game ID : GV-102
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
The control panel consists of 1 or 2 player select buttons, a joystick with fire button and one rotary encoder (spinner) for rotating the ship. The players ship is moved vertically, horizontally or diagonally by the joystick. The ship can be rotated 360 degrees by the rotary dial. The fire button is a trigger styled switch located on the joystick.
- TRIVIA -
Released in February 1983. Approximately 1,500 units were produced.
At the time of Mad Planets, most video games did not include the designers names, as many companies feared that well-known designers would be lured away by competitors. This policy approached ridiculous heights in an April 1983 Videogames magazine interview with Davis, Thiel and Lee. While designers from Williams were identified by name in the same issue, the Gottlieb trio was identified as D. Ziner, J. Walkman, and R. Teeste - due to the company's policy of keeping designers' names secret. While management continued to prevent employees from including their full names in a game, they DID eventually agree to a small compromise by allowing the use of their initials (or nicknames) for the game's default high scores. In Mad Planets, the default high score screen contains the identities of almost the entire Gottlieb video crew.
Jean Baudin holds the official record for this game with 507,710 points on August 12, 2001.
2 Mad Planets machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
While Mad Planets, in its original form, was never ported across to any of the home machines of the time, a British programmer called Simon Nicol wrote an almost identical version called 'Crazy Comets', for the Commodore C64. It looked and played exactly like the arcade game that inspired it, but featured far superior music - written by industry legend, Rob Hubbard - which became celebrated in its own right.
- SCORING -
APPROACHING PLANETS : These planets first appear far in another galaxy and rapidly approach the players ship. They do not have moons orbiting around them. The player is awarded 100 points for destroying an Approaching Planet.
ATTACKING PLANET : A planet that has 3 to 6 moons orbiting around it. An attacking Planet seeks out and tries to destroy the players ship by colliding with the ship or releasing moons into space. An Attacking Planet cannot be destroyed until all of the orbiting moons have been destroyed (see MAD PLANET). An Attacking Planet scores 1 point when hit.
ORBITING MOON : These are moons that are in orbit around the Attacking Planet. Destroying an Orbiting Moon awards 10 points.
MAD MOON : Any moon that leaves its original orbit around the planet and is free floating in space. These orange moons must be avoided or destroyed. Destroying a Mad Moon scores 100 points and is eliminated from the planet that released it. If the Mad Moon escapes the player and moves off the screen, it is replaced in its original orbit around the Attacking Planet.
MAD PLANET : Commencing with the destruction of all of the Orbiting Moons, an Attacking Planet transposes into a Mad Planet. A Mad Planet must be destroyed quickly as its vengeful quest to destroy the ship causes its movement to quicken rapidly. Mad Planets score dependent on its size :
Mad Plutona : 200 points.
Mad Marzon : 300 points.
Mad Kryptophan : 500 points.
COMETS : Comets first appear in the beginning of the third round and continue throughout the game. They travel indiscriminately around the planets and are deadly to the players ship. It must be avoided or destroyed. The first Comet destroyed awards 100 points. Every Comet destroyed in succession increments its value by 100 points up to 1000 points awarded for the tenth and all following Comets. However, if a Comet is allowed to leave the screen at any time during the round, the Comet values start over at 100 points and repeat the scoring sequence. This scoring sequence repeats at the beginning of each new round.
HUMANS : Humans first appear in the first Bonus Period (see BONUS PERIOD) and all subsequent rounds thereafter. Humans are picked up by the players ship by touching them with the ship. Points awarded for picking up Humans advances for each wave of game play. Starting with the second wave, Humans award 300 points each. This increments by 100 points for each subsequent wave to a maximum of 1000 points per Human in the ninth wave and remains at 1000 points for the remainder of the game. During a Bonus Period, all Humans score 200 points (see BONUS PERIOD).
BONUS PERIOD : A Bonus Period is achieved at the end of each wave (see ROUND PROGRESSION). During the Bonus Period only the players ship, Humans and Comets appear on the screen. The Player must pick up Humans to gain bonus points and avoid being hit by the Comet. The period ends when either the players ship is destroyed by a Comet, the Comet is allowed to leave the screen or ten Comets have been destroyed. Each Comet appearing (up to 10) must be destroyed for the Bonus Period to continue. Comets score 100 points for the first one destroyed and increment by 100 points for each subsequent Comet that is eliminated. All Humans score 200 points during the Bonus Period.
PERFECT ROUND : A Perfect Round is achieved by destroying all of the planets in a round while they are Approaching Planets. They must not be allowed to form into Attacking Planets and the players ship must not be destroyed. A Perfect Round awards the total number of Attacking Planets allowed to appear on the screen at one time for that round times 2000.
ROUND PROGRESSIONS
WAVE 1, ROUND 1
Number of Attacking Planets : 2
Total number of Planets in Round : 5
Human points : ---
Perfect Round Bonus : 4000
WAVE 1, ROUND 2
Number of Attacking Planets : 3
Total number of Planets in Round : 6
Human points : ---
Perfect Round Bonus : 6000
WAVE 1, ROUND 3
Number of Attacking Planets : 4
Total number of Planets in Round : 7
Human points : ---
Perfect Round Bonus : 8000
WAVE 1, BONUS PERIOD
Human points : 200
WAVE 2, ROUND 4
Number of Attacking Planets : 2
Total number of Planets in Round : 8
Human points : 300
Perfect Round Bonus : 4000
WAVE 2, ROUND 5
Number of Attacking Planets : 3
Total number of Planets in Round : 9
Human points : 300
Perfect Round Bonus : 6000
WAVE 2, ROUND 6
Number of Attacking Planets : 4
Total number of Planets in Round : 10
Human points : 300
Perfect Round Bonus : 8000
WAVE 2, BONUS PERIOD
Human points : 300
WAVE 3, ROUND 7
Number of Attacking Planets : 2
Total number of Planets in Round : 11
Human points : 400
Perfect Round Bonus : 4000
WAVE 3, ROUND 8
Number of Attacking Planets : 3
Total number of Planets in Round : 12
Human points : 400
Perfect Round Bonus : 6000
WAVE 3, ROUND 9
Number of Attacking Planets : 4
Total number of Planets in Round : 13
Human points : 400
Perfect Round Bonus : 8000
WAVE 3, BONUS PERIOD
Human points : 200
WAVE 4, ROUND 10
Number of Attacking Planets : 2
Total number of Planets in Round : 14
Human points : 500
Perfect Round Bonus : 4000
WAVE 4, ROUND 11
Number of Attacking Planets : 3
Total number of Planets in Round : 15
Human points : 500
Perfect Round Bonus : 6000
WAVE 4, ROUND 12
Number of Attacking Planets : 4
Total number of Planets in Round : 16
Human points : 500
Perfect Round Bonus : 8000
WAVE 4, BONUS PERIOD
Human points : 200
WAVE 5, ROUND 13
Number of Attacking Planets : 2
Total number of Planets in Round : 17
Human points : 600
Perfect Round Bonus : 4000
WAVE 5, ROUND 14
Number of Attacking Planets : 3
Total number of Planets in Round : 18
Human points : 600
Perfect Round Bonus : 6000
WAVE 5, ROUND 15
Number of Attacking Planets : 4
Total number of Planets in Round : 19
Human points : 600
Perfect Round Bonus : 8000
WAVE 5, ROUND 16
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 600
Perfect Round Bonus : 10,000
WAVE 5, BONUS PERIOD
Human points : 200
WAVE 6, ROUND 17
Number of Attacking Planets : 2
Total number of Planets in Round : 20
Human points : 700
Perfect Round Bonus : 4000
WAVE 6, ROUND 18
Number of Attacking Planets : 3
Total number of Planets in Round : 20
Human points : 700
Perfect Round Bonus : 6000
WAVE 6, ROUND 19
Number of Attacking Planets : 4
Total number of Planets in Round : 20
Human points : 700
Perfect Round Bonus : 8000
WAVE 6, ROUND 20
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 700
Perfect Round Bonus : 10,000
WAVE 6, BONUS PERIOD
Human points : 200
WAVE 7, ROUND 21
Number of Attacking Planets : 2
Total number of Planets in Round : 20
Human points : 800
Perfect Round Bonus : 4000
WAVE 7, ROUND 22
Number of Attacking Planets : 3
Total number of Planets in Round : 20
Human points : 800
Perfect Round Bonus : 6000
WAVE 7, ROUND 23
Number of Attacking Planets : 4
Total number of Planets in Round : 20
Human points : 800
Perfect Round Bonus : 8000
WAVE 7, ROUND 24
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 800
Perfect Round Bonus : 10,000
WAVE 7, BONUS PERIOD
Human points : 200
WAVE 8, ROUND 25
Number of Attacking Planets : 2
Total number of Planets in Round : 20
Human points : 900
Perfect Round Bonus : 4000
WAVE 8, ROUND 26
Number of Attacking Planets : 3
Total number of Planets in Round : 20
Human points : 900
Perfect Round Bonus : 6000
WAVE 8, ROUND 27
Number of Attacking Planets : 4
Total number of Planets in Round : 20
Human points : 900
Perfect Round Bonus : 8000
WAVE 8, ROUND 28
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 900
Perfect Round Bonus : 10,000
WAVE 8, BONUS PERIOD
Human points : 200
WAVE 9, ROUND 29
Number of Attacking Planets : 2
Total number of Planets in Round : 20
Human points : 1000
Perfect Round Bonus : 4000
WAVE 9, ROUND 30
Number of Attacking Planets : 3
Total number of Planets in Round : 20
Human points : 1000
Perfect Round Bonus : 6000
WAVE 9, ROUND 31
Number of Attacking Planets : 4
Total number of Planets in Round : 20
Human points : 1000
Perfect Round Bonus : 8000
WAVE 9, ROUND 32
Number of Attacking Planets : 5
Total number of Planets in Round : 20
Human points : 1000
Perfect Round Bonus : 10,000
WAVE 9, BONUS PERIOD
Human points : 200
Rounds 29 through 32 are repeated for rounds 33 through 99.
- TIPS AND TRICKS -
Game play is initiated when either the 1 player or 2 player buttons are pressed. As the round begins, Approaching Planets from a distant galaxy begin to approach the players ship. The player has the option of destroying the planets as they are approaching him. Successfully destroying all Approaching Planets in a round awards bonus points for a Perfect Round. When a planet is allowed to reach the players ships orbit, it reveals a group of moons orbiting around it. This becomes an Attacking Planet. An Attacking Planet cannot be destroyed until the player has destroyed all of its Orbiting Moons. Once all of the Orbiting Moons have been destroyed, the planet transposes into the Mad Planet destine to destroy the players ship. The Mad Planet must be destroyed quickly as it travels faster and faster the longer it remains in orbit.
Each round has a predetermined number of planets per round and a predetermined number of Attacking Planets to fight at one time (see ROUND PROGRESSIONS). Once an Attacking Planet is destroyed, another planet approaches. If not destroyed, it also will become an Attacking Planet. This cycle continues until there are no longer any planets to destroy in that round. Once all the planets have been destroyed, the game advances to the next round.
In defense to the players attack, the Attacking Planet will release one of its Orbiting Moons into space in an attempt to destroy the players ship. This orange moon must be avoided or destroyed. If the Mad Moon is allowed to leave the screen without being destroyed, it is replaced in its original orbit around the Attacking Planet that released it.
The Bonus Period appears at the end of each wave. During this time, the player must pick up Humans while trying to destroy as many Comets as possible. The period ends when either the players ship is destroyed by a Comet, the Comet is allowed to leave the screen or ten Comets have been destroyed (see BONUS PERIOD).
- STAFF -
Designed and programmed by : Kan Yabumoto
Graphics by : Jeff Lee
Audio by : David Thiel
Hardware by : Jun Yum
Cabinet graphics : Terry Doerzaph
- PORTS -
* Computers :
Commodore C64 (1985, "Crazy Comets")
$end
$info=madshark,
$Edit this entry at Arcade-History.com
$bio
Mad Shark (c) 1993 Allumer.
A vertically scrolling shooter.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=magmax,
$Edit this entry at Arcade-History.com
$bio
Mag Max (c) 07/1985 Nichibutsu.
A horizontally scrolling shoot-em-up in which a single player takes control of a hovership and must battle their way through an enemy-packed level; moving both above and below ground during the course of a level.
At various points the player will come across robot parts, either a torso or a pair of legs. Collecting these will eventually see the player's hovership become a towering robot, vastly increasing available firepower in the process.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (3x) AY8910 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Some enemies from Nichibutsu's earlier game "Seicross" also appear as enemies in Mag Max.
- PORTS -
* Consoles :
Nintendo Famicom (1988)
* Computers :
Amstrad CPC (1986)
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
$end
$info=mbrush,
$Edit this entry at Arcade-History.com
$bio
Magic Brush (c) 1981 Olympia.
Time to take up your paint brush and paint the town Red (or Green or Orange, or whatever color you happen to have on hand)! A pair of fish are out to stop you but you can roll over them at the overpass. There's other items that just try to mess up your paint job; you can run over these folks easily (if you catch them).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
This game is an Italian bootleg of "Crush Roller".
- SCORING -
Painting floor : 10 points per unpainted or footprint/tiretrack/dropping messed segment.
Killing Fish : 50, 100, 200, 400, 800, 1600, 3200, 6400 and the maximum 9,000.
Each level starts with the lowest point scoring fish being increased by one. eg Level one starts at 50 points, level two with 100 points, and so on up to 9,000.
Capturing the creature/object messing up your paintwork : 1,000 points.
$end
$info=magicbub,magicbua,
$Edit this entry at Arcade-History.com
$bio
Magic Bubble (c) 1993 Yun Sung.
Group three or more bubbles of the same colour together to make them disappear. Clear the screen before they reach the bottom or before your opponent clears their screen. Magic Bubble is a very obvious copy of Taito's sublime "Puzzle Bobble" series.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
There is no copyright date found on the title screen.
$end
$info=magiccrd,
$Edit this entry at Arcade-History.com
$bio
Magic Card II (c) 1996 Impera.
- TECHNICAL -
Main CPU : M65C02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 272 pixels
Screen refresh : 50.00 Hz
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=magicfly,
$Edit this entry at Arcade-History.com
$bio
Magic Fly (c) ???? P&A Games.
- TECHNICAL -
Main CPU : M6502 (@ 625 Khz)
Screen orientation : Horizontal
Colors palette : 16
$end
$info=ar_fast,
$Edit this entry at Arcade-History.com
$bio
Magic Johnson's Fast Break (c) 1989 Arcadia Systems.
A basketball game starring Earvin 'Magic' Johnson.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Earvin 'Magic' Johnson, born August 14, 1959 in Lansing, Michigan is one of the most popular NBA players of all time. He spent his entire playing career with the Los Angeles Lakers between 1979 to 1991 and then again in 1996, coming out of retirement. In his career he won 5 NBA championships, appeared in 12 NBA All-Star games and was MVP 3 times. He also won an Olympic Gold Medal in the 1992 Olympic Games in Barcelona where he was apart of the infamous Dream Team. After retirement he became a prominent crusader for HIV prevention, Johnson himself being HIV positive.
- PORTS -
* Consoles :
Nintendo Famicom (1989)
$end
$info=mgprem11,
$Edit this entry at Arcade-History.com
$bio
Magic Premium (c) 1995 CD Express.
- TECHNICAL -
Cubo CD32 hardware (Amiga 68020, AGA based games system)
Main CPU : Motorola 68EC020 at 14.3 MHz
Memory : 2 MB Chip RAM, 1 MB ROM with Kickstart ROM 3.1 and integrated cdfs.filesystem, 1KB of FlashROM for game saves
Graphics/Chipset : AGA Chipset
Akiko chip, which handles CD-ROM and can do Chunky to Planar conversion
Proprietary (MKE) CD-ROM drive at 2x speed
Expansion socket for MPEG cartridge, as well as 3rd party devices such as the SX-1 and SX32 expansion packs.
4 8-bit audio channels (2 for left, 2 for right)
Gamepad, Serial port, 2 Gameports, Interfaces for keyboard
- TRIVIA -
All CD Express games were released only in Italy.
$end
$info=magicstk,
$Edit this entry at Arcade-History.com
$bio
Magic Sticks (c) 1995 Playmark.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 512
Players : 1
Buttons : 1
$end
$info=msword,mswordr1,mswordu,mswordj,
$Edit this entry at Arcade-History.com
$bio
Magic Sword - Heroic Fantasy (c) 1990 Capcom.
The land has been cast in darkness by Drokmar, who has been corrupted by the Black Orb; an artifact that promises immortality to anyone who comes under the influence of the orb's powerful sorcery. Two warriors set out to fight their way through fifty levels of platform beat-em-up, in order to destroy the orb - which lies at the top of the Dragon Tower - and free their lands.
Treasure chests litter the levels which, when smashed open, release treasure items, magic power-ups, keys, food and weapons. As players fight their way through the levels, they will come across a number of trapped prisoners. As long as the heroes are carrying keys, prisoners can be released who will then fight alongside the players, with each prisoner possessing their own unique attacks. Weapons and power-ups can be picked up to aid players in their quest and food can be found and eaten to increase player health.
As the players ascend the tower, they will be granted new magical weapons after each boss they defeat. The player's weapons are affected by a 'magic bar' that charges over time. When fully charged, the weapon has a powerful ranged attack, but when not charged only a close attack is produced. A magical staff will grant increased range attack ability. A magical blast may be generated by pressing the Attack and Jump buttons at once, but costs health.
There are multiple paths in the game, and two separate endings. Hidden doors can be used to skip levels when found - usually by attacking a wall or a particular spot.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 11
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in June 1990.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991.
- UPDATES -
Revision 1 :
* World and Japan releases (900623).
Revision 2 :
* World and US releases (900725).
* Magic attacks hexagram graphic remplaced by a lightning bolt.
The US version has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Magic Sword items :
1) King crown : magical protection.
2) Gauntlet : increase power.
3) Golden pot : healing magic for partner.
4) Crystal ball : detect treasure boxes.
5) Pedant : double score.
6) Magic potion : increases magic skill.
7) Bell : summons a hostile Lizardman to tame. If you have the Diamond Ring equipped he will kneel to accept you as a partner.
8) Diamond Ring : see Bell.
9) Scroll : brings good luck.
* Partners :
1) Big Man : is strong and has great endurance. His boomerang axe is powerful but slow.
2) Ninja : throws 2 to 5 stars which rebound from walls and ceiling. Fast but not so powerful.
3) Amazon : fires her crossbow continuously. Her attack is swift but lacking in power.
4) Thief : is able to locate hidden treasure chests and traps. His bomb packs quite a wallop, too.
6) Knight : is incredibly adept with his spear and is your strongest ally. He is held in the upper level of the tower.
7) Priest : lacks physical strength and speed but his holy bullets can do grave damage to undead monsters.
8) Wizard : shoots magical missiles. He has the most powerful attack but is slow and not much to speak physically.
9) Lizardman : becomes an ally only when brided with a diamond ring. He is a brute with great strength, speed and attacking power.
* Secret Doors :
Floor 7 - When you enter the floor, walk left and hit the column. warp to level 11.
Floor 17 - Slash the left side of the last arch. Warps to floor 20.
Floor 21 - Between the imprisoned (knight) and the exit, jump left from the elevated ground while slashing. Warp to floor 24.
Floor 28 - Crouch on the platform above the first pool of acid and slash the space in the middle. Enters RED floors 29 to 32.
Floor 34 - Jump and slash the left side of the the fourth pair of hanging pillars. Warps to floor 36.
Floor 39 - Slash the ledge immediately to the left of the first door after the pit of fire. Warps to floor 42.
Floor 40 - Crouch and slash the space above the ledge before the first pit of spikes. Enters RED floors 41 to 46.
* An extra 1,000,000 points! is available on blue level 30 : there is a wizard there who levitates rocks. Jump and sword him once, and then when he causes the rocks, to appear use magic (both buttons) to turn the rocks into 8K gold pieces. You can do this until time runs out.
* On level 14, go to the second 'door' with a head on top of it, jump and hit the 'nose' several times and two gems will drop down worth 80,000 a piece.
- STAFF -
Game designers : Yoshimi Ohnishi, Tomoshi Sadamoto, Yoshiki Okamoto
Character designers : Kurisan, E. Nishihara, Keiko Kitayama, T. Saramoto
Art : Y. Fukumoto, M. Kawamura, Y. Maruyama
Title designer : Satoru Yamashita
Sound : M. Gotoh
English story : S. Maxwell
Programmers : Y. Egawa, Y. Tsunazaki, S. Okada, Y. Oronishi
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony Playstation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=magworm,
$Edit this entry at Arcade-History.com
$bio
Magic Worm (c) 1981 Sidam.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : AY8910 (@ 1.512 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
This game is an Italian hack of "Centipede".
The official italian distributor of Atari Arcades, f.lli Bertolino s.r.l., moved a legal attack against Sidam, and won. Many code fragments stored in ROM of "Asterock", Missile Storm and other Sidam clones was identical to those contained in Atari originals' memory. Sidam changed the coin accept and sound routines, to get rid of copyrighted Atari POKEY chip. Sidam called this a 'coincidence'; moreover, the italian legislation did not mention directly the computer programs as copyrighted materials like songs and books. However, the court sentenced about the 'intellectual property' of programs - this was an important sentence in italian legal history - and Sidam was convicted of copyright violation.
- UPDATES -
This hack has different sounds and graphics than the original.
$end
$info=magic10,magic10a,
$Edit this entry at Arcade-History.com
$bio
Magic's 10 (c) 1995 A.W.P. Games.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 5
- TRIVIA -
* Revision 1 :
Software version : 16.45
* Revision 2 :
Software version : 16.55
- SERIES -
1. Magic's 10 (1995)
2. Magic's 10 2 (1997)
$end
$info=magic102,
$Edit this entry at Arcade-History.com
$bio
Magic's 10 2 (c) 1997 ABM Games.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 5
- SERIES -
1. Magic's 10 (1995)
2. Magic's 10 2 (1997)
$end
$info=mcatadv,mcatadvj,
$Edit this entry at Arcade-History.com
$bio
Magical Cat Adventure (c) 1993 Wintechno.
In this game you play as a magical cat wandering around a forest. This game features some very nice/appealing graphics. The cat has many strange weapons.
- TECHNICAL -
Game ID : LINDA5
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 7 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Also known in Japan as "Catt".
- UPDATES -
The Japanese version has :
* Different anims.
* A storyline.
* Extra GFX.
* The gameplay is also a bit different (harder).
$end
$info=mgcrystl,mgcrystj,mgcrysto,
$Edit this entry at Arcade-History.com
$bio
Magical Crystals (c) 1991 Kaneko.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), OKI6295 (@ 18.181 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Atlus.
- STAFF -
Programmers : S. Igarashi (Toy), Y. Shiono (Borg), M. Satoh, Y. Sakakura
Graphics designers : K. Matsuoka, T. Takei, H. Kumagai, H. Yoshida
Graphics support : H. Narushima, H. Watanabe, Y. Kubo, S. Hozumi, A. Funatsu
Music / Sound effects : Tatsuya Watanabe, H. Higashi, Y. Abe, - K.I.S.S. -
Hardware : H. Morinaga
Management : N. Tanaka
Producer : Hiroshi Kaneko
$end
$info=mgcldate,
$Edit this entry at Arcade-History.com
$bio
Magical Date - Dokidoki Kokuhaku Daisakusen (c) 1996 Taito.
- TECHNICAL -
Taito FX-1A hardware
Prom Stickers : E32
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The subtitle of this game translates from Japanese as 'Cruel Heartthrob Tactics'.
- SERIES -
1. Magical Date - Dokidoki Kokuhaku Daisakusen (1996)
2. Magical Date EX - Sotsugyou Kokuhaku Daisakusen (1997)
$end
$info=mgcldtex,
$Edit this entry at Arcade-History.com
$bio
Magical Date EX - Sotsugyou Kokuhaku Daisakusen (c) 1997 Taito.
- TECHNICAL -
Prom Stickers : E32
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The subtitle of this game translates from Japanese as 'Cruel Graduation Tactics'.
- SERIES -
1. Magical Date - Dokidoki Kokuhaku Daisakusen (1996)
2. Magical Date EX - Sotsugyou Kokuhaku Daisakusen (1997)
$end
$info=magdrop,
$Edit this entry at Arcade-History.com
$bio
Magical Drop (c) 1995 Data East.
Line up 3 or more of the same item to make them disappear.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Released in June 1995.
- SERIES -
1. Magical Drop (1995)
2. Magical Drop Plus 1! (1995)
3. Magical Drop II (1996)
4. Magical Drop III (1997)
5. Magical Drop III Wonderful! (1999, Sony PlayStation)
6. Magical Drop F - Daibouken Mo Rakujyanai! (1999, Sony PlayStation)
7. Magical Drop Pocket (1999, SNK NeoGeo Pocket Color)
8. Magical Drop for WonderSwan (1999, Bandai WonderSwan)
- PORTS -
* Consoles :
Nintendo Super Famicom / SNES (1995)
Sega Saturn (1995)
Sony PlayStation (1996)
Nintendo Game Boy Color (2000)
$end
$info=magdrop2,
$Edit this entry at Arcade-History.com
$bio
Magical Drop II (c) 03/1996 Data East.
Who says puzzle games can't be fast paced? This incredibly addictive puzzle game features hectic gameplay, cool graphics with awesome animations, fun music and different gameplay modes to choose from. Play it now but be warned, this is indeed one of the Neo-Geo's most addictive games ever!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0221
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Catch balloons, [B] Throw balloons
- TRIVIA -
The characters are broad parodies of a few of the characters featured in the well-known Tarot cards.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Magical Drop II - PCCB-00217) on 21/06/1996.
- UPDATES -
There are some serious differences between the Japanese version and the international versions of this game :
* All characters feature their own voice in the Japanese version, the european version features 4 voice tracks for all characters (some of these in spanish) & the USA version features a single voice track for all characters.
* The Japanese version features three main different gameplay modes: Puzzle, Vs & Challenge. All other versions only feature Puzzle & Vs as selectable gameplay modes.
* The Japanese version features three selectable skill levels for each gameplay mode (Easy, Normal & Difficult). All other versions only offer Easy & Normal skill settings.
- TIPS AND TRICKS -
* Bonus Characters : Enter the character selection screen. To play as Devil, Strength and Empress, highlight the following characters and press Down on each (in order) :
00 - The Fool
01 - Magician
02 - High Priestess
07 - Chariot
11 - Justice
17 - Sorceress
21 - World
* Play Against Black Clawn : Don't lose a credit and after the battle against The Empress, Black Clawn will appears.
- SERIES -
1. Magical Drop (1995)
2. Magical Drop Plus 1! (1995)
3. Magical Drop II (1996)
4. Magical Drop III (1997)
5. Magical Drop III Wonderful! (1999, Sony PlayStation)
6. Magical Drop F - Daibouken Mo Rakujyanai! (1999, Sony PlayStation)
7. Magical Drop Pocket (1999, SNK NeoGeo Pocket Color)
8. Magical Drop for WonderSwan (1999, Bandai WonderSwan)
- STAFF -
Supervisor : I. Horita, Naomi Susa
Planner : S. Katagiri
Programmers : Tac. H, 3.2.1
Graphic designers : S. Takeuchi, Asamin, R. Sakurai, M. Sato, H. Hachiya
Sound : Koremasa, Hiroaki Yoshida (MARO), Shogo (Gama Delic)
* Character voices :
The Fool and The Devil : E. Tanaka
The Star : M. Sunada
The Chariot : Nobuyuki Hiyama
The Magician : Isshin Chiba
The High Priestess and The World : Eriko
The Justice : Ring Ring
The Strength : Gorira
The Empress : R. Sakurai
The Black Clown : K. Oka
* Foreign voices :
English : Steve Miller
Spanish : C. Amalia
Italian : B. Maurizio
Korean : K. Hyonsub, Maki
- PORTS -
* Consoles :
Nintendo Super Famicom (1996)
Sega Saturn (1996)
SNK Neo-Geo CD (1996)
* Others :
Mobile Phone
$end
$info=magdrop3,
$Edit this entry at Arcade-History.com
$bio
Magical Drop III (c) 02/1997 Data East.
More characters, more gameplay modes, more frantic gameplay, more fun! This is what every videogame sequel should be, and the sequel to one of the best puzzle games for the Neogeo is indeed a game not to be missed! Lots of fun for one or two players!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0233
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Catch balloons, [B] Throw balloons, [C] Shift the balloons a line down
- TRIVIA -
The game now features parodies of all the characters featured in the 22 cards of the major Arcana in a Tarot card deck. These are numbered from 0 to 21 as follows :
00. Fool
01. Magician
02. High Priestess
03. Emperor
04. Empress
05. Hierophant
06. Lovers
07. Chariot
08. Strength
09. Hermit
10. (Wheel of) Fortune
11. Justice
12. Hanged Man
13. Death
14. Temperance
15. Devil
16. Tower
17. Star
18. Moon
19. Sun
20. Judgement
21. World
Note that the only exception to this statement would be Black Pierrot since he does not appear in a Tarot card deck. Black Pierrot is an added bonus character to challenge really good Magical Drop 3 pros!
Note : In puzzle and adventure modes, only 8 characters are available : Fool, High Priestess, Emperor, Lovers, Chariot, Strength, Justice and Star.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Magical Drop III - PCCBX-00002) on 21/03/1997.
- UPDATES -
The Japanese version of this game features LOTS of stuff unavailable in any other version :
* In Challenge Mode there is a story intro at the beginning explaining the reason behind the Magical Drop competition, an extra animation showing a close-up of the Magical Drop book as it opens, an ending for each character available in the game, a "Hard" difficulty setting, as well as a bonus fortune reading when you beat the Challenge Mode or you lose against the CPU and refuse to continue. All of this is absent in the USA & Europe versions.
* In Challenge Mode, each character has a unique set of quotes before a battle begins, this even applies in the battles against the end bosses Tower & Fortune. In the USA & Europe versions there are only two possible quotes before a fight for all characters :
Quote #1
CPU : Get out of my way!
Player : I'll never lose to you!
Quote #2
CPU : You want to fight?
Player : Now let's see who is better!
* In Adventure mode, each character has its very own story intro as well as its very own ending which is different from the one seen in Challenge mode. Aditionally this mode plays like a board game in which you compete against three other characters on the board, and if any of the others get to Empress' castle before your character, you will get a generic bad ending. If you arrive on a tile already occupied by a CPU-controlled character, you will have 2 options :
1) The option on the right : you don't want to trouble and ignore the opponent (sometimes you will have to back off 1 tile)
2) The option on the left : you fight the opponent. If you win, he or she will be eliminated but it would be the same for you if you fail, so be careful!
In the USA and European versions, there is no storyline and the only character on the board is controlled by the player.
* Like in the previous game, each character has his/her own unique voice. The European version features less voice tracks and the USA version features a single voice track for all characters.
- TIPS AND TRICKS -
* Play as Father Strength : At the character select screen, highlight Strength, hold C and press A or B. This trick does not work nor in puzzle mode nor in adventure mode.
* Play with bonus characters : At the character select screen, highlight any character (Except World, World's number is 21 so she can't be used for this trick) and wait until the timer counts down to the number assigned to that character :
00 - Fool
01 - Magician
02 - High Priestess
03 - Empress
04 - Emperor
05 - Hierophant
06 - Lovers
07 - Chariot
08 - Strength
11 - Justice
13 - Death
15 - Devil
17 - Star
19 - Sun
20 - Judgment
Then push C only three times. Moon, Hanged Man, Hermit, Temperance, Tower and Fortune will appear and will now be selectable. This trick does neither work in puzzle mode nor in adventure mode.
* Secret Stages :
1) Moon (after level 6) : Finish the sixth stage without exceeding 90 seconds since the beginning.
2) Hanged Man (after level 6) : Finish the sixth stage exceeding 300 seconds since the beginning.
3) Black Pierrot (after level 10) : Finish the tenth stage with at least 150,000 points.
- SERIES -
1. Magical Drop (1995)
2. Magical Drop Plus 1! (1995)
3. Magical Drop II (1996)
4. Magical Drop III (1997)
5. Magical Drop III Wonderful! (1999, Sony PlayStation)
6. Magical Drop F - Daibouken Mo Rakujyanai! (1999, Sony PlayStation)
7. Magical Drop Pocket (1999, SNK NeoGeo Pocket Color)
8. Magical Drop for WonderSwan (1999, Bandai WonderSwan)
- STAFF -
Producer : Naomi Susa
Planner : S. Katagiri
Programmers : Tac. H, Poconyan, M. Saiki
Graphic designers : S. Takeuchi, H. Hachiya, R. Sakurai, N. Ishizuka, S. Nishiwaki, Okakumi, I. Seta, T. Arakawa, H. Hashimoto, Y. Kaihou
Sound designers : Koremasa, Hiroaki Yoshida (MARO) (Gamadelic), NmRtk (Gamadelic), Sin
Voice actors : Yuichi Nagashima, Fumihiko Tachiki, Takehito Koyasu, Haruna Ikezawa, Tsumugi Osawa, Miina Tominaga, E. Tanaka, M. Sunada, Eriko, Ring-Ring, Gorilla, Zaku, Okakumi
Cast coordinate : Radon'86 (Junko Araki)
Recording studio : Japan Vistec (Osamu Iwata)
Publish : K. Oshima, T. Ebi, H. Miyashita
English translators : Mikio Brooks, Monika Hudgins, Siobhan Fallon, Ron Aughenbaugh
Debugers : K. Kusanagi, H. Ohtsubo
Special advisers : A. Wakabayashi (Nal), A. Shibazaki<3
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sega Saturn (1997)
$end
$info=magdropp,
$Edit this entry at Arcade-History.com
$bio
Magical Drop Plus 1! (c) 09/1995 Data East.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- SERIES -
1. Magical Drop (1995)
2. Magical Drop Plus 1! (1995)
3. Magical Drop II (1996)
4. Magical Drop III (1997)
5. Magical Drop III Wonderful! (1999, Sony PlayStation)
6. Magical Drop F - Daibouken Mo Rakujyanai! (1999, Sony PlayStation)
7. Magical Drop Pocket (1999, SNK NeoGeo Pocket Color)
8. Magical Drop for WonderSwan (1999, Bandai WonderSwan)
$end
$info=magspot,
$Edit this entry at Arcade-History.com
$bio
Magical Spot (c) 1980 Universal.
- TECHNICAL -
Main CPU : Z80 (@ 1.802666 Mhz)
Sound Chips : DAC (@ 1.802666 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- SERIES -
1. Magical Spot (1980)
2. Magical Spot II (1980)
$end
$info=magspot2,
$Edit this entry at Arcade-History.com
$bio
Magical Spot II (c) 07/1980 Universal.
- TECHNICAL -
Game ID : 8013
Main CPU : Z80 (@ 1.802666 Mhz)
Sound Chips : DAC (@ 1.802666 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
A Magical Spot II unit appears in the 1982 movie 'Rocky III'.
- SERIES -
1. Magical Spot (1980)
2. Magical Spot II (1980)
$end
$info=mtetrisc,
$Edit this entry at Arcade-History.com
$bio
Magical Tetris Challenge (c) 1998 Capcom.
Capcom and Disney join forces to bring you the Magical Tetris Challenge. Choose either Mickey, Minnie, Donald or Goofy and compete in competitive battles of everyone's favourite block game from Mother Russia, Tetris.
- TECHNICAL -
Seta Aleck64 hardware
CPU : R4300i @ 93.75 MHz
Co-Processor : 64-bit RISC processor @ 62.5 MHz, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 16.8 million colors
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in October 1998.
- PORTS -
* Consoles :
Nintendo 64 (1998)
Nintendo Game Boy Colour (1999)
Sony PlayStation (1999)
$end
$info=maglord,maglordh,
$Edit this entry at Arcade-History.com
$bio
Magician Lord (c) 1990 Alpha Denshi.
Step Into The Sorcerer's World! You take the role of Elta, a magician lord in search of the eight books of wisdom.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0005
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Jump
- TRIVIA -
Released in April 1990. This is the first Alpha Denshi game for the SNK Neo-Geo MVS hardware and it was the first game which used the capabilities of the hardware (zooming, stretching).
At this time, this game was the Killer application for Neo-Geo, all reviews from magazines were very positive, many people wanted it and bought it.
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
Nintendo Wii (2007, "Virtual Console")
$end
$info=magix,
$Edit this entry at Arcade-History.com
$bio
Magix (c) 1995 Yun Sung.
A tetris-type game.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Rock".
$end
$info=4psimasy,
$Edit this entry at Arcade-History.com
$bio
Mahjong 4P Simasyo (c) 1994 Sphinx / AV Japan.
- TECHNICAL -
Main CPU : 68000 (@ 6.144 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Player : 2
$end
$info=mjapinky,
$Edit this entry at Arcade-History.com
$bio
Mahjong Almond Pinky (c) 1988 Dynax.
$end
$info=akiss,
$Edit this entry at Arcade-History.com
$bio
Mahjong Angel Kiss (c) 1995 Jaleco.
- TECHNICAL -
Jaleco Mega System 32 hardware
PCB # : MB94166 EB91022-20101
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
- PORTS -
* Consoles :
Sega Saturn (1996, "Mahjong Tenshi Angel Lips")
$end
$info=mjangels,
$Edit this entry at Arcade-History.com
$bio
Mahjong Angels - Comic Theater Vol.2 (c) 1991 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
$end
$info=bakuhatu,
$Edit this entry at Arcade-History.com
$bio
Mahjong Bakuhatsu Junjouden (c) 10/1991 Nichibutsu.
Mahjong with the opportunity to purchase timely bonus items during a match. Girls also included.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 5
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Explosion Pure Heart Report'.
This game is also known as "Mahjong Gottsu ee, Kanji!".
- STAFF -
Planner : Hiroshi Ikegami
Programmer : Moriaki Hochigai
Designers : Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee
Composer : Nyorita Oga
$end
$info=bananadr,
$Edit this entry at Arcade-History.com
$bio
Mahjong Banana Dream (c) 07/1989 Digital Soft.
A mahjong game with a most suggestive title screen. The more you bet, the more they take off!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
$end
$info=jongbou,
$Edit this entry at Arcade-History.com
$bio
Mahjong Block Jongbou (c) 1987 SNK.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : dial
Buttons : 1
$end
$info=cafedoll,
$Edit this entry at Arcade-History.com
$bio
Mahjong Cafe Doll (c) 1993 Dynax.
$end
$info=cafetime,
$Edit this entry at Arcade-History.com
$bio
Mahjong Cafe Time (c) 1992 Dynax.
$end
$info=mjcamera,mmcamera,mjcamerb,
$Edit this entry at Arcade-History.com
$bio
Mahjong Camera Kozou (c) 11/1988 Miki Syouji.
A mahjong game with women stranded in far-off places. Of course, you see sexy photographs of them if you beat them.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Camera Brat'.
The [BET] version of this game was released the following year (05/1989).
$end
$info=mcnpshnt,
$Edit this entry at Arcade-History.com
$bio
Mahjong Campus Hunting (c) 1990 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
$end
$info=mjzoomin,
$Edit this entry at Arcade-History.com
$bio
Mahjong Channel Zoom in (c) 1990 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Player : 2
$end
$info=chinmoku,
$Edit this entry at Arcade-History.com
$bio
Mahjong Chinmoku no Hentai (c) 05/1990 Nichibutsu.
A mahjong game with a war theme and random bonus items. The 'manzu' suit of tiles are in English rather than Chinese.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Silent Formation'.
$end
$info=mjchuuka,
$Edit this entry at Arcade-History.com
$bio
Mahjong Chuukanejyo (c) 1998 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
$end
$info=cmehyou,
$Edit this entry at Arcade-History.com
$bio
Mahjong Circuit no Mehyou (c) 03/1992 Nichibutsu / Kawakusu.
A mahjong game with a race car theme.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Leopardess Circuit'.
$end
$info=mjclinic,
$Edit this entry at Arcade-History.com
$bio
Mahjong Clinic - Volume 1 (c) 1988 Home Data.
A mahjong game with sexy anime nurses. If I get sick, I want to visit this hospital and play mahjong with them.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 1
Control : mahjong keyboard
$end
$info=club90s,club90sa,
$Edit this entry at Arcade-History.com
$bio
Mahjong Club 90's (c) 09/1990 Nichibutsu.
Mahjong with a night club theme. You can visit the alcohol vending machine to buy items.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
$end
$info=mjcomv1,
$Edit this entry at Arcade-History.com
$bio
Mahjong Comic Gekijou Vol.1 (c) 1991 Dynax.
- TRIVIA -
The name of this game translates from Japanese as "Mahjong Comic Theater Vol.1".
$end
$info=daireika,
$Edit this entry at Arcade-History.com
$bio
Mahjong Daireikai (c) 1989 Jaleco / NMK.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Player : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Great Spirit World'.
$end
$info=daiyogen,
$Edit this entry at Arcade-History.com
$bio
Mahjong Daiyogen - Kono Gyaru Uranaishi Ni Tsuki (c) 1990 Video System.
A mahjong game with a tarot card theme and random bonus items.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Great Prophecy - This Fortune-Teller Gal Brings Luck'.
$end
$info=mjelctrn,mjelct3,mjelct3a,
$Edit this entry at Arcade-History.com
$bio
Mahjong Denshi Kiban Super Express (c) 1990 Dynax.
A classic Mahjong BET game ever with strict score system and function of 'DonDen' and 'Three Tiles Exchange'. A special effect of Ron (electric) or Reach (fire) is shown when announced. Play with six gals and wonderful background music. After you beat the gal three times (Three Renso) an extra 1,2,3 or 5 points will be given.
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Electron Base Super Express'.
- UPDATES -
Mahjong Electron Base (parts 2 & 3, Japan) is the original issue, clone (parts 2 & 3, alt., Japan) might be an alternative prototype with a fixed payout rate of 50%. Mahjong Electron Base (parts 2 & 4, Japan) is a modified later version with an easier Ron type -'TuiDao Hu'- added, which is shown on the title screen.
- TIPS AND TRICKS -
* A YAKUMAN BONUS following the ding will appear randomly after you play the game patiently for quite a few times. Frequency can be set up in Dipswitch. A clock will be shown on the screen to remind you only three minutes left to Ron a YAKUMAN. Try to bet more coins as you can and you will find it is worthwhile.
* When the notice of 'Three Tiles Exchange available' is shown during game, skip it first by pressing the start button. Then play the game normally until the gal throws her last tile out. Keep pressing the 'DonDen' button for almost 40-50 times and 'Three Tiles Exchange available' will appear again. The other two chances of exchange will come after pressing the button 4-6 times each. Attempt to make your whole tile group to match the opponent's last tile after exchange then a Ron of Yakuman can be achieved. It will be easier to fulfill this trick if the gals last tile is forced to be the one expected.
$end
$info=mjderngr,
$Edit this entry at Arcade-History.com
$bio
Mahjong Derringer (c) 05/1989 Dynax.
A mahjong game that seems to have a rape theme. Maybe it should've been called 'Mahjong Deranged'.
- TECHNICAL -
Game ID : 22
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
- TRIVIA -
A 'Derringer' is a type of small pocket pistol.
Dynax even misspelled the slogan on their logo as 'Video Computr System'.
$end
$info=mjdialq2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Dial Q2 (c) 01/1991 Dynax.
A mahjong game with random bonus items to be won through mini games.
- TECHNICAL -
Game ID : '52'
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
Control : mahjong keyboard
$end
$info=mjdiplob,
$Edit this entry at Arcade-History.com
$bio
Mahjong Diplomat (c) 07/1987 Dynax.
A rather diplomatic mahjong game.
- TECHNICAL -
Game ID : 07
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : mahjong keyboard
$end
$info=dokyusei,
$Edit this entry at Arcade-History.com
$bio
Mahjong Doukyuusei (c) 1995 Make Software.
Mahjong with nice anime sequences and cute 'chibi' pictures of your opponents during matches.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 8 Khz), YM2413 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Schoolmates'.
- SERIES -
1. Mahjong Doukyuusei (1995)
2. Mahjong Doukyuusei Special Kanketsuhen (1995)
$end
$info=dokyusp,
$Edit this entry at Arcade-History.com
$bio
Mahjong Doukyuusei Special Kanketsuhen (c) 1995 Make Software.
Mahjong with nice anime sequences and cute 'chibi' pictures of your opponents during matches.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 16 Khz), YM2413 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Classmates Special Final Episode'.
- SERIES -
1. Mahjong Doukyuusei (1995)
2. Mahjong Doukyuusei Special Kanketsuhen (1995)
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=dunhuang,
$Edit this entry at Arcade-History.com
$bio
Mahjong Dunhuang (c) 1995 Spirit Tech.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 1.5 Mhz)
$end
$info=mjelctrn,mjelct3,mjelct3a,
$Edit this entry at Arcade-History.com
$bio
Mahjong Electron Base (c) 1990 Dynax.
A classic Mahjong BET game ever with strict score system and function of 'Three Tiles Exchange'. A special effect of Ron or Reach is shown when announced. Play with six gals and wonderful background music.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
- UPDATES -
Mahjong Electron Base (parts 2 & 3, Japan) is the original issue, clone (parts 2 & 3, alt., Japan) might be an alternative prototype with a fixed payout rate of 50%. Mahjong Electron Base (parts 2 & 4, Japan) is a modified later version with an easier Ron type -'TuiDao Hu'- added, which is shown on the title screen.
- TIPS AND TRICKS -
When the notice of 'Three Tiles Exchange available' is shown during game, skip it first by pressing the start button. Then play the game normally until the gal throws her last tile out. Keep pressing the 'DonDen' button for almost 40-50 times and 'Three Tiles Exchange available' will appear again. The other two chances of exchange will come after pressing the button 4-6 times each. Attempt to make your whole tile group to match the opponent's last tile after exchange then a Ron of Yakuman can be achieved. It will be easier to fulfil this trick if the gals last tile is forced to be the one expected.
$end
$info=mjegolf,
$Edit this entry at Arcade-History.com
$bio
Mahjong Erotica Golf - Soutennenshoku Gal (c) 02/1994 Fujic / AV Japan.
Mahjong with a golf theme and smutty digitized females. How those two concepts go together I don't know.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : mahjong keyboard
- TRIVIA -
The subtitle of this game translates from Japanese as 'All-Natural Color Gal'.
$end
$info=mfunclub,
$Edit this entry at Arcade-History.com
$bio
Mahjong Fan Club - Idol Saizensen (c) 1989 Video System.
A mahjong game with a waiter who serves you items! Of course, you're also served sexy pictures of your female opponents upon winning.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : mahjong keyboard
- TRIVIA -
The subtitle of this game translates from Japanese as 'Idol Front' ('Idol' is the way that Japanese refer to a supermodel or celebrity).
$end
$info=mjflove,
$Edit this entry at Arcade-History.com
$bio
Mahjong Fantasic Love (c) 1996 Nakanihon.
- TIPS AND TRICKS -
Hidden option items : Enter test mode and choose 'Option', then input keys E, K, A, I and RON.
$end
$info=mfightc,mfightcc,
$Edit this entry at Arcade-History.com
$bio
Mahjong Fight Club (c) 2002 Konami.
- TECHNICAL -
Konami Satellite Terminal Hardware
- SERIES -
1. Mahjong Fight Club (2002)
2. Mahjong Fight Club 2 (2003)
3. Mahjong Fight Club 3 (2004)
4. Mahjong Fight Club 4 (2005)
5. Mahjong Fight Club 5 (2006)
- PORTS -
* Consoles :
Sony PSP (2004)
$end
$info=finalbny,
$Edit this entry at Arcade-History.com
$bio
Mahjong Final Bunny (c) 1991 Nichibutsu.
The magic door in the forest leads to the domain of the Sexy Bunny Girl who will challenge you at mahjong!
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
This game is also known as "Mahjong Vanilla Syndrome".
- STAFF -
Planners : Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer)
Graphic designers : Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso
Special designer : Katsuhiko Nishijima
$end
$info=mjfocus,mjfocusm,
$Edit this entry at Arcade-History.com
$bio
Mahjong Focus (c) 1989 Nichibutsu.
A mahjong game where you visit different locations to challenge others at mahjong!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
Released in March 1989.
This game is also known as "Nozokimeguri Mahjong Peep Show".
$end
$info=mjfriday,
$Edit this entry at Arcade-History.com
$bio
Mahjong Friday (c) 09/1989 Dynax.
A mahjong game where you get to take provocative snapshots of your defeated opponents!
- TECHNICAL -
Game ID : 26
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
$end
$info=mgmen89,
$Edit this entry at Arcade-History.com
$bio
Mahjong G-Men '89 - Satsusareta OL (c) 04/1989 Nichibutsu.
A mahjong game where the player is a government agent tracking females.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
'G-Men' is an American slang term meaning 'government agents'. The subtitle translates from Japanese as 'Murder of an Office Lady' (Japanese use 'OL' as an abbreviation for 'Office Lady').
$end
$info=mjgtaste,
$Edit this entry at Arcade-History.com
$bio
Mahjong G-Taste (c) 2002 Psikyo.
A mahjong game.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 2
Control : 8-way Joystick
Buttons : 3
- TIPS AND TRICKS -
* Maintenance Code : In test mode, enter this code...
1-2-3-4-5 ????? (freeze the game?)
1-3-5-1-0 All data initialized.
1-3-5-2-0 Unlock debug test items (Stage Select, Obj Test, Bg Test).
$end
$info=mgakuen,
$Edit this entry at Arcade-History.com
$bio
Mahjong Gakuen - Sotsugyohen (c) 1988 Yuga.
You are a student at the mahjong Academy. See if you can balance tiles in betwen your fingers, too!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Academy - Graduation Episode'.
This game was developed by no other than... Capcom! They could not publish it with their real name because of the 'dirty' nature of the game. Not that sexy mahjongs are considered THAT dirty in Japanese culture, but Mahjong Gakuen was different. Graphics were astounding, thanks to the artistic talents of young Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists). But the real plus brought by Mahjong Gakuen to its genre is the 'interaction' button (the 'H' one), which allowed the player to do kinky 'things' to the naked gals once they were beaten. By tapping faster the button, the animation sequence makes itself more and more explicit. Way too explicit for common Japanese arcades, which immediately banned the game or hid it in their darkest corners... but it was too late: Mahjong Gakuen sold in Japan like a regular Capcom coin-op, not like a product in the 'hentai mahjong' niche. This huge success was the natural result of the great effort developers put in their work (Akiman was so hooked to the project that he also lent his voice to the main character!). All this effort could not be wasted for a Japanese release only, and that's why Capcom recycled the graphics of Mahjong Gakuen for another coin-op, meant entirely for Western arcades: "Poker Ladies". They left behind the mahjong theme, opting for a more international video-poker one, and they published it via Mitchell, their famous subsidiary brand.
The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2".
- TIPS AND TRICKS -
* Take A Good Hand : If you press I+K+N simultaneously before tile dealing, you'll have a very good starting hand.
- SERIES -
1. Mahjong Gakuen - Sotsugyohen (1988)
2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (1989)
- STAFF -
Produced and designed by : Yoshiki Okamoto
Graphics and character design by : Akira Yasuda
Music by : Tamayo Kawamoto
$end
$info=mgakuen2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (c) 1989 Face.
You're still a student at the Mahjong Academy. Maybe this time you'll graduate!
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Academy 2 - Revenge of The Chancellor'.
- SERIES -
1. Mahjong Gakuen - Sotsugyohen (1988)
2. Mahjong Gakuen 2 - Gakuen-chou no Fukushuu (1989)
- STAFF -
Designers : Bun Chan, Pon Chan, Saku Kun, Innocent Saicho, Shigaraki, Ma
Programmers : Ouchan, Imawano, Mr.
Sound & Music : Tama San, Yuuki, Chan S, Papa
Hardware : Kuboyan, Tanaka, FUkushima
Game designers : Kin Chan
$end
$info=gakusai,
$Edit this entry at Arcade-History.com
$bio
Mahjong Gakuensai (c) 1997 Make Software.
A mahjong game where you go around town to find mahjong opponents. A variety of characters to play against, some of which aren't the typical nude-for-mahjong women! In fact, they're men and they won't strip for you!
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 16 Khz), YM2413 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Student's Festival'.
- SERIES -
1. Mahjong Gakuensai (1997)
2. Mahjong Gakuensai 2 (1998)
- STAFF -
staff : Kamizoh, Osamu, Kim7, Oni.Taiji, A.C-Len, Ek.Jerry, Maz, Fumika
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=gakusai2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Gakuensai 2 (c) 1998 Make Software.
A mahjong game with a schoolyard type of theme.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 16 Khz), YM2413 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Student's Festival 2'.
- SERIES -
1. Mahjong Gakuensai (1997)
2. Mahjong Gakuensai 2 (1998)
$end
$info=gal10ren,
$Edit this entry at Arcade-History.com
$bio
Mahjong Gal 10-renpatsu - Naniwa no O-nee Wa O-Moroi De (c) 09/1993 Fujic.
The magical fan-waving cat guides you through mahjong with many lovely ladies. You can also buy bonus items from him!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Ten Gals Blazing Away - Osaka Tender-Hearted Sister'.
$end
$info=galkaika,
$Edit this entry at Arcade-History.com
$bio
Mahjong Gal no Kaika (c) 08/1989 Nichibutsu.
Mahjong with a little bit of a board game influence.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Gal's Confession'.
$end
$info=galkoku,
$Edit this entry at Arcade-History.com
$bio
Mahjong Gal no Kokuhaku (c) 06/1989 Nichibutsu.
A mahjong game with special tiles to draw that can add up to bonus points.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Gal's Confession'.
This game is also known as "Mahjong Hyouban Musume".
$end
$info=mjgottsu,
$Edit this entry at Arcade-History.com
$bio
Mahjong Gottsu ee, Kanji! (c) 11/1991 Nichibutsu.
Mahjong with the opportunity to purchase timely bonus items during a match. Girls also included.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Yes, Manager!'.
This game is also known as "Mahjong Bakuhatsu Junjouden".
- STAFF -
Planner : Hiroshi Ikegami
Programmer : Moriaki Hochigai
Designers : Hiroyuki Wada, Kenzou Kanzaki, Kenji Horinouchi, Takayuki Noda, Makoto Totitani, Yukina Terahara, Kaori Abe, Zonbee
Composer : Nyorita Oga
$end
$info=mhgaiden,
$Edit this entry at Arcade-History.com
$bio
Mahjong Houroki Gaiden (c) 1987 Home Data.
An older mahjong game with alot of animation during the match.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Vagrant Habits Side Story'.
- SERIES -
1. Mahjong Houroki - Seisyun Hen (1987)
2. Mahjong Houroki Gaiden (1987)
3. Mahjong Houroki Okite (1988)
$end
$info=mjhokite,
$Edit this entry at Arcade-History.com
$bio
Mahjong Houroki Okite (c) 1988 Home Data.
A mahjong with some rather ugly gangsters to play against.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Vagrant Habits Law'.
- SERIES -
1. Mahjong Houroki - Seisyun Hen (1987)
2. Mahjong Houroki Gaiden (1987)
3. Mahjong Houroki Okite (1988)
$end
$info=hourouki,
$Edit this entry at Arcade-History.com
$bio
Mahjong Houroki Part I - Seisyun Hen (c) 1987 Home Data.
A mahjong game with selectable opponents.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette Colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Vagrant Story Part 1 - Adolescence'.
- SERIES -
1. Mahjong Houroki - Seisyun Hen (1987)
2. Mahjong Houroki Gaiden (1987)
3. Mahjong Houroki Okite (1988)
$end
$info=mhhonban,
$Edit this entry at Arcade-History.com
$bio
Mahjong Housoukyouku Honbanchuu (c) 199? Nichibutsu.
- TECHNICAL -
Main CPU : 68000 (@ 6.144 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Player : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Broadcasting Company Live Broadcast'.
$end
$info=hyouban,
$Edit this entry at Arcade-History.com
$bio
Mahjong Hyouban Musume (c) 1989 Nichibutsu / T.R.TEC.
A mahjong game with special tiles to draw that can add up to bonus points.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Popular Daughter'.
This game is known as "Mahjong Gal no Kokuhaku".
$end
$info=hypreact,
$Edit this entry at Arcade-History.com
$bio
Mahjong Hyper Reaction (c) 1995 Sammy.
An extremely well-animated mahjong game.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : 8-way joystick
- SERIES -
1. Mahjong Hyper Reaction (1995)
2. Mahjong Hyper Reaction 2 (1997)
- PORTS -
* Consoles :
Sega Saturn (1996, "Mahjong Hyper Reaction R")
$end
$info=hypreac2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Hyper Reaction 2 (c) 1997 Sammy.
Anime-style mahjong game with stunning graphics and animation.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : mahjong keyboard
- SERIES -
1. Mahjong Hyper Reaction (1995)
2. Mahjong Hyper Reaction 2 (1997)
$end
$info=mjifb,
$Edit this entry at Arcade-History.com
$bio
Mahjong If...? (c) 1990 Dynax.
- TECHNICAL -
Game ID : '29'
Main CPU : TMP90841 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Player : 2
$end
$info=mjikaga,
$Edit this entry at Arcade-History.com
$bio
Mahjong Ikagadesuka - 2 Haku 3 Nichi no Ianryoku (c) 1991 Mitchell.
A mahjong game that takes place at a bus stop of all places.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong How Are You - A Pleasure Trip of 2 Days and 3 Nights'.
$end
$info=janbari,
$Edit this entry at Arcade-History.com
$bio
Mahjong Janjan Baribari (c) 1992 Nichibutsu / Yubis / AV Japan.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
$end
$info=mjlstory,
$Edit this entry at Arcade-History.com
$bio
Mahjong Jikken Love Story (c) 03/1991 Nichibutsu.
A mahjong game where you create the ideal female through the use of a mahjong computer!
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Experiment Love Story'.
$end
$info=jogakuen,
$Edit this entry at Arcade-History.com
$bio
Mahjong Jogakuen - Shintai Kensahen (c) 199? Windom.
A mahjong game with lots of digitized women and polkadot panties.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Girl’s Academy - New Inspection Episode'.
$end
$info=kaguya,
$Edit this entry at Arcade-History.com
$bio
Mahjong Kaguyahime (c) 05/1988 Miki Syouji.
A mahjong game where the more you bet, the more kinky Princess Kaguya gets!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Princess Kaguya'.
- SERIES -
1. Mahjong Kaguyahime (1988)
2. Mahjong Kaguyahime Sono2 (1989)
3. Mahjong Kaguyahime Sono Ni Fukkokuban (1989)
$end
$info=kaguya2f,
$Edit this entry at Arcade-History.com
$bio
Mahjong Kaguyahime Sono Ni Fukkokuban (c) 1989 Miki Syouji.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Player : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Kaguyahime Sono Ni Fukkokuban'.
- SERIES -
1. Mahjong Kaguyahime (1988)
2. Mahjong Kaguyahime Sono2 (1989)
3. Mahjong Kaguyahime Sono Ni Fukkokuban (1989)
$end
$info=kaguya2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Kaguyahime Sono2 (c) 1989 Miki Syouji.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Player : 2
- SERIES -
1. Mahjong Kaguyahime (1988)
2. Mahjong Kaguyahime Sono2 (1989)
3. Mahjong Kaguyahime Sono Ni Fukkokuban (1989)
$end
$info=kakumei,
$Edit this entry at Arcade-History.com
$bio
Mahjong Kakumei (c) 1990 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mah-Jong Revolution'.
- SERIES -
1. Mahjong Kakumei (1990)
2. Mahjong Kakumei 2 - Princess League (1992)
$end
$info=kakumei2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Kakumei 2 - Princess League (c) 1992 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mah-Jong Revolution 2'.
- SERIES -
1. Mahjong Kakumei (1990)
2. Mahjong Kakumei 2 - Princess League (1992)
$end
$info=mkeibaou,
$Edit this entry at Arcade-History.com
$bio
Mahjong Keiba ou (c) 05/1993 Nichibutsu.
Mahjong with a rather original horse racing theme.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Horse Racing King'.
$end
$info=mjkinjas,
$Edit this entry at Arcade-History.com
$bio
Mahjong Kinjirareta Asobi - Ikeike! Kyoushi no Yokubou (c) 1991 Home Data.
A mahjong game with the usual female opponents.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 11 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Forbidden Game - Bitch! Pride of Desire'.
$end
$info=koinomp,
$Edit this entry at Arcade-History.com
$bio
Mahjong Koi no Magic Potion (c) 10/1992 Nichibutsu.
A mahjong game with lovely Japanese ladies. Perhaps the magic potion will make you a better mahjong player!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Magic Potion of Love'.
$end
$info=mjkoiura,mkoiuraa,
$Edit this entry at Arcade-History.com
$bio
Mahjong Koiuranai (c) 03/1992 Nichibutsu.
Mahjong with a fortune-telling theme. The fortune teller also says that she sees nude women in your future!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Love Fortune Teller'.
$end
$info=mjkojink,
$Edit this entry at Arcade-History.com
$bio
Mahjong Kojinkyouju (c) 1989 Home Data.
A mahjong game played against a digitized Japanese woman who just might teach you a little more than how to play mahjong!
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette Colors : 32768
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Private Teacher'.
$end
$info=mahretsu,
$Edit this entry at Arcade-History.com
$bio
MahJong Kyoretsuden - Higashi Nippon Hen (c) 04/1990 SNK.
A mahjong game where you can create your own face for your character!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0004
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Mania Biography - West Japan Chapter'.
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=mjkjidai,
$Edit this entry at Arcade-History.com
$bio
Mahjong Kyoujidai - Exciting Mahjong (c) 1986 Sanritsu.
An EXCITING mahjong game, as the title screen says!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) SN76496 (@ 2.5 Mhz), Custom (@ 6 Khz)
Screen orientation : Horizontal
Video resolution : 464 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Mania Time'.
$end
$info=mjlaman,
$Edit this entry at Arcade-History.com
$bio
Mahjong La Man (c) 11/1993 Nichibutsu / AV Japan.
A mahjong game with girls who like to strip after they lose.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
$end
$info=lemnangl,
$Edit this entry at Arcade-History.com
$bio
Mahjong Lemon Angel (c) 1990 Home Data / Fairy Dust.
Lemony-fresh mahjong game.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette Colors : 32768
Players : 1
- STAFF -
Designers : Boku no Seija, Nai
Music director / Sound designer : Endodon
Music arrange composers : K. Fuji, T. Nakajima
$end
$info=lhzb2,lhzb2a,
$Edit this entry at Arcade-History.com
$bio
Mahjong Long Hu Zheng Ba 2 (c) 1998 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)
$end
$info=lovehous,
$Edit this entry at Arcade-History.com
$bio
Mahjong Love House (c) 1990 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
$end
$info=mgcs,
$Edit this entry at Arcade-History.com
$bio
Mahjong Man Guan Cai Shen (c) 1998 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)
$end
$info=mjnanpas,mjnanpaa,mjnanpau,
$Edit this entry at Arcade-History.com
$bio
Mahjong Nanpa Story (c) 07/1989 Brooks.
A mahjong game with plenty of beach babes.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Shipwreck Story'.
- UPDATES -
REVISION 1 :
* Build date : 12 Jul '89
REVISION 2 :
* Build date : 13 Jul '89
REVISION 3 :
* Build date : 5 Aug '89
* Ura version
$end
$info=mjnatsu,
$Edit this entry at Arcade-History.com
$bio
Mahjong Natsu Monogatari (c) 1989 Video System.
A mahjong summer story.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Summer Story'.
- STAFF -
Planners : Junichi Niwa, Takayuki Uesugi
Graphic designers : Mari Fukai, Syouko Ishimoto, Yoshihiro Funada, Hikari Hino, Wataru Yamazaki
Programmer : Croup Shisendo
Sound : Kenji Okuda, Naoki Itamura, Tetuya Oguri
$end
$info=neruton,
$Edit this entry at Arcade-History.com
$bio
Mahjong Neruton Haikujiradan (c) 1990 Dynax / Yukiyoshi Tokoro.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Huge Neruton Tile Party'.
Neruton Haikujiradan is based on a Japanese TV show called 'Neruton Benikujiradan' which was a dating show that ran from 1987-1994 which was created by the Japanese comedy group 'Tunnels'. The show started a nationwide boom in matchmaking parties that were simply known as 'neruton' (the characters for 'tunnel' backwards). Various 'Tunnels' characters appear in the game.
$end
$info=patimono,
$Edit this entry at Arcade-History.com
$bio
Mahjong Pachinko Monogatari (c) 08/1992 Nichibutsu.
A mahjong game with a little pachinko machine that can be activated during the match to win bonuses!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Pachinko Story'.
$end
$info=pstadium,
$Edit this entry at Arcade-History.com
$bio
Mahjong Panic Stadium (c) 06/1990 Nichibutsu.
Mahjong with a baseball theme.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
$end
$info=ponchin,ponchina,
$Edit this entry at Arcade-History.com
$bio
Mahjong Pon Chin Kan (c) 1991 Visco.
A mahjong game with mahjong-related quiz questions as a way of winning bonus items.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
Control : mahjong keyboard
$end
$info=mjnquest,mjnquesb,
$Edit this entry at Arcade-History.com
$bio
Mahjong Quest (c) 1991 Taito.
Mahjong game with an RPG-like setting and various power-ups.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C77
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : Mahjong keyboard
- TRIVIA -
Released in May 1991.
$end
$info=majrjhdx,
$Edit this entry at Arcade-History.com
$bio
Mahjong Raijinhai DX (c) 1996 Dynax.
- TECHNICAL -
Main CPU : TMP91640 (@ 10.73635 Mhz)
Sound Chips : AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz)
Palette colors : 512
Players : 1
$end
$info=mjreach,
$Edit this entry at Arcade-History.com
$bio
Mahjong Reach (c) 1994 Dynax.
- TECHNICAL -
Main CPU : TMP91640 (@ 10.73635 Mhz)
Sound Chips : AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz)
Palette colors : 4096
Players : 1
$end
$info=mjreach1,
$Edit this entry at Arcade-History.com
$bio
Mahjong Reach Ippatsu (c) 1998 Nihon System.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Reach One Shot'.
$end
$info=renaiclb,
$Edit this entry at Arcade-History.com
$bio
Mahjong Ren-ai Club (c) 1993 Fujic.
Mahjong with selectable female opponents.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Romance Club'.
$end
$info=mrokumei,
$Edit this entry at Arcade-History.com
$bio
Mahjong Rokumeikan (c) 1988 Home Data.
Mahjong with girls.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette Colors : 32768
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Deer Cry Mansion'.
'Rokumeikan' is a Japanese landmark. Quote from the Edo-Tokyo Museum of Japan : Rokumeikan, designed by Josiah Conder, was constructed in 1883 for the purpose of entertaining foreign diplomats and dignitaries. This hall was the scene of many festivals and galas and became a symbol of Westernization in Tokyo.
$end
$info=msjiken,
$Edit this entry at Arcade-History.com
$bio
Mahjong Satsujin Jiken (c) 10/1988 Nichibutsu.
A mahjong game with the standard lusty females.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Murder Case'.
$end
$info=mscoutm,
$Edit this entry at Arcade-History.com
$bio
Mahjong Scout Man (c) 03/1994 Sphinx / AV Japan.
Mahjong with digitized graphics.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : mahjong keyboard
$end
$info=mjsikaku,mjsikakb,mjsikakc,mjsikakd,mmsikaku,
$Edit this entry at Arcade-History.com
$bio
Mahjong Shikaku (c) 07/1988 Nichibutsu.
Lots of anime girls to play mahjong against!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Assassin'.
The characters on the title screen are clones of (from left to right) :
* Creamy Mami
* Nausicaa (from the Studio Ghibli movie of 1984, Nausicaa of the Valley of the Winds)
* Ayukawa Madoka (from Kimagure Orange Road, 48 TV episode, 8 OVAs, 2 movies)
* (unknown?)
* Magical Emi
The character who gives instructions in attract mode is Minky Momo (two TV series, two OVAs?).
- UPDATES -
REVISION 1 :
* Build date : 22 JUL 1988
REVISION 2 :
* Build date : 02 AUG 1988
REVISION 3 :
* Build date : 06 AUG 1988
REVISION 4 :
* Build date : 08 SEP 1988
- SERIES -
1. Mahjong Shikaku (1988)
2. Mahjong Shikaku Gaiden - Hana no Momoko-gumi (1988)
$end
$info=hanamomo,hanamomb,
$Edit this entry at Arcade-History.com
$bio
Mahjong Shikaku Gaiden - Hana no Momoko-gumi (c) 12/1988 Nichibutsu.
A mahjong game with lots of girls to choose from!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Assassins Side Story - Momoko's Flower Branch'.
- SERIES -
1. Mahjong Shikaku (1988)
2. Mahjong Shikaku Gaiden - Hana no Momoko-gumi (1988)
$end
$info=mjdejavu,
$Edit this entry at Arcade-History.com
$bio
Mahjong Shinkirou Deja Vu (c) 1989 Dynax.
$end
$info=mjsiyoub,
$Edit this entry at Arcade-History.com
$bio
Mahjong Shiyou (c) 1986 Visco.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : AY8910 (@ 1.152 Mhz), MSM5205 (@ 576 Khz)
Palette colors : 256
$end
$info=slqz2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Shuang Long Qiang Zhu 2 (c) 1998 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)
$end
$info=mjsister,
$Edit this entry at Arcade-History.com
$bio
Mahjong Sisters (c) 1986 Toaplan.
Mahjong sisters unite!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 260 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : mahjong keyboard
$end
$info=majs101b,
$Edit this entry at Arcade-History.com
$bio
Mahjong Studio 101 (c) 10/1988 Dynax.
Mahjong with a movie studio theme.
- TECHNICAL -
Game ID : 17
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : mahjong keyboard
$end
$info=sdmg2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Super Da Man Guan 2 (c) 1997 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)
$end
$info=marukin,
$Edit this entry at Arcade-History.com
$bio
Mahjong Super Marukin-ban (c) 10/1990 Yuga.
A mahjong game featuring lots of girls. Maybe the girl at the 'Press Start' screen should date the Mahjong Academy guy. They're both able to balance tiles in their fingers!
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Super Secret Forbidden Edition'.
$end
$info=tenkai,tenkaibb,tenkaicb,tenkaid,tenkaie,
$Edit this entry at Arcade-History.com
$bio
Mahjong Tenkaigen (c) 1991 Dynax.
- TECHNICAL -
Main CPU : TMP91640 (@ 10.73635 Mhz)
Sound Chips : AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz)
Palette colors : 4096
Players : 1
- SERIES -
1. Mahjong Tenkaigen (1991)
2. Mahjong Tenkaigen Part 2 (1991)
$end
$info=tenkai2b,
$Edit this entry at Arcade-History.com
$bio
Mahjong Tenkaigen Part 2 (c) 1991 Dynax.
- TECHNICAL -
Main CPU : TMP91640 (@ 10.73635 Mhz)
Sound Chips : AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz)
Palette colors : 4096
Players : 1
- SERIES -
1. Mahjong Tenkaigen (1991)
2. Mahjong Tenkaigen Part 2 (1991)
$end
$info=mjtensin,
$Edit this entry at Arcade-History.com
$bio
Mahjong Tensinhai (c) 1995 Dynax.
- TECHNICAL -
Main CPU : TMP90841 (@ 12 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Palette colors : 512
Players : 2
$end
$info=mjdchuka,
$Edit this entry at Arcade-History.com
$bio
Mahjong The Dai Chuuka Ken (c) 1995 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
- TIPS AND TRICKS -
Enter test mode : choose Menu 'Option' to enter another sub-menu, then press key N, N, Ron, Ron, N, secret menu appears. Turn all OFF to ON, press F2 to close test switch, press Start to resume the game, then you will see what is going on. By using that, you can play tricks or you can enter some sub-game directly.
$end
$info=mladyhtr,
$Edit this entry at Arcade-History.com
$bio
Mahjong The Lady Hunter - Kaitou Kuroneko Renmeihen (c) 05/1990 Nichibutsu.
Mahjong with a comic book style superhero against femme fatales!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The subtitle of this game translates from Japanese as 'Alliance of the Phantom Thief and the Black Cat'.
THE LADY HUNTER character is a parody of Batman using the Nichibutsu owl logo. The 'Batman' logo on the LADY HUNTER's chest is actually a Nichibutsu owl. When THE LADY HUNTER announces 'Reach', he holds up a Batarang-like weapon - only it's a Nichibutsu Owl-arang. One of the women who you play against will randomly turn into a Catwoman-like character if you don't beat them up in the right order after you've defeated them at mahjong.
$end
$info=mjmyornt,
$Edit this entry at Arcade-History.com
$bio
Mahjong The Mysterious Orient (c) 1994 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 1.02272 Mhz), AY-3-8910A (@ 1.789772 Mhz)
Players : 1
$end
$info=mjmyuniv,
$Edit this entry at Arcade-History.com
$bio
Mahjong The Mysterious Universe (c) 1994 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 1.02272 Mhz), AY-3-8910A (@ 1.789772 Mhz)
Players : 1
$end
$info=mjmyster,mjmywrld,
$Edit this entry at Arcade-History.com
$bio
Mahjong The Mysterious World (c) 1994 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
- TRIVIA -
This game has another Japanese title called "Mahjong Sekai no Shinpi".
- TIPS AND TRICKS -
If you want to see a girl's uncensored gfx, enter Test Mode then select Option -> Gal Mode Check.
$end
$info=tjsb,
$Edit this entry at Arcade-History.com
$bio
Mahjong Tian Jiang Shen Bing (c) 1997 IGS.
- TECHNICAL -
Main CPU : Z180 (@ 16 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 1 Mhz)
$end
$info=triplew1,
$Edit this entry at Arcade-History.com
$bio
Mahjong Triple Wars (c) 06/1990 Nichibutsu.
An RPG-style mahjong game with selectable characters and items.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- SERIES -
1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)
$end
$info=triplew2,
$Edit this entry at Arcade-History.com
$bio
Mahjong Triple Wars 2 (c) 08/1990 Nichibutsu.
An RPG-style mahjong game with lots of bonus items to be found.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- SERIES -
1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)
$end
$info=sailorws,sailorwa,
$Edit this entry at Arcade-History.com
$bio
Mahjong Triple Wars Bangai-hen - Sailor Wars (c) 04/1993 Nichibutsu.
The Sailor Senshi battle each other until they're completely nude!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Triple Wars Extra Chapter - Sailor Wars'.
The [BET] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!!".
- SERIES -
1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)
- PORTS -
* Computers :
PC ("Mahjong Triple Wars Bangaihen - Sailor Wars with 4 Ninuchi")
$end
$info=sailorwr,
$Edit this entry at Arcade-History.com
$bio
Mahjong Triple Wars Bangaihen - Sailor Wars R - Medal Ninatte Return!! (c) 1993 Nichibutsu.
The Sailor Senshi battle each other until they're completely nude!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Triple Wars Extra Chapter - Sailor Wars R - Busy Medal Return!!'.
The [Amuse] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars".
- SERIES -
1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangaihen - Sailor Wars R - Medal Ninatte Return!! (1993)
$end
$info=uchuuai,
$Edit this entry at Arcade-History.com
$bio
Mahjong Uchuu yori Ai wo komete (c) 05/1989 Nichibutsu.
Save the mahjong girls from the evil space robots!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong From Space with Love'.
$end
$info=mjuraden,
$Edit this entry at Arcade-History.com
$bio
Mahjong Uranai Densetsu (c) 1992 Nichibutsu.
Mahjong with women in lingerie - if you win, of course.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Fortune Teller Legend'.
$end
$info=vanilla,
$Edit this entry at Arcade-History.com
$bio
Mahjong Vanilla Syndrome (c) 1991 Nichibutsu.
The magic door in the forest leads to the domain of the Sexy Bunny Girl who will challenge you at mahjong!
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
Released in January 1991.
This game is also known as "Mahjong Final Bunny".
- STAFF -
Planners : Machine Hagihara, Moriaki Hotigai (Programmer), Kenji Yoshida (Composer)
Graphic designers : Harehore Furukawa, Katsuyuki, Tsukamoto, Hiroyuki Wada, Kenzo Kanzaki, Kenichi Sakamoto, Makoto Kawauso
Special designer : Katsuhiko Nishijima
- PORTS -
* Consoles :
NEC PC Engine CD/SCD (1991)
$end
$info=mjvegas,
$Edit this entry at Arcade-History.com
$bio
Mahjong Vegas (c) 1991 Dynax.
$end
$info=vitaminc,
$Edit this entry at Arcade-History.com
$bio
Mahjong Vitamin C - Anataga Sensei Yo! (c) 1989 Home Data.
Mahjong with a hospital theme.
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Vitamin C - I'm Your Teacher!'.
$end
$info=wcatcher,
$Edit this entry at Arcade-History.com
$bio
Mahjong Wakuwaku Catcher (c) 1993 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
$end
$info=majxtal7,
$Edit this entry at Arcade-History.com
$bio
Mahjong X-Tal 7 - Crystal Mahjong (c) 1990 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 1.375 Mhz), YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
- TRIVIA -
Also known as "Mahjong Diamond 7".
$end
$info=yarunara,
$Edit this entry at Arcade-History.com
$bio
Mahjong Yarunara (c) 1991 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 239 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong - If we do this'.
$end
$info=yosimoto
$Edit this entry at Arcade-History.com
$bio
Mahjong Yoshimoto Gekijou (c) 1994 Nichibutsu / Yoshimoto Kougyou.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Yoshimoto Theater'.
$end
$info=mjyougo,
$Edit this entry at Arcade-History.com
$bio
Mahjong Yougo no Kisotairyoku (c) 1989 Home Data.
An insane-looking man and a digitized delivery girl on roller skates team up to bring you some hot mahjong action!
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 9 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 432 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Word of Physical Strength'.
$end
$info=mjyuugi,mjyuugia,
$Edit this entry at Arcade-History.com
$bio
Mahjong Yuugi (c) 1990 Visco.
A mahjong game with cute little girls who toss the dice for you.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Pasttimes'.
$end
$info=korinai,korinaim,
$Edit this entry at Arcade-History.com
$bio
Mahjong Zuki no Korinai Menmen (c) 04/1988 Nichibutsu.
A mahjong game with cute cartoon girls.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Room of Fun-loving Faces'.
$end
$info=mahoudai,
$Edit this entry at Arcade-History.com
$bio
Mahou Daisakusen (c) 1993 Raizing.
A superb vertically scrolling shooter from Raizing.
- TECHNICAL -
Game ID : RA-MA7893-01
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1993.
The title of this game translates from Japanese as 'Magic Great Military Operation'.
Licensed to Able for Japan distribution.
This game is known outside Japan as "Sorcer Striker".
This game is the first game created by Raizing.
- SERIES -
1. Mahou Daisakusen (1993)
2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994)
3. Great Mahou Daisakusen (2000)
- STAFF -
Music composed by : Atsuhiro Motoyama
- PORTS -
* Computers :
FM Towns PC (1993)
$end
$info=gunhohki,
$Edit this entry at Arcade-History.com
$bio
Mahou Keibitai Ganhooki (c) 1992 Irem.
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Gunbroom - Magic Guardians'.
This game is known outside Japan as "Mystic Riders".
$end
$info=maiko,mmaiko,
$Edit this entry at Arcade-History.com
$bio
Maikobana (c) 08/1990 Nichibutsu.
A hanafuda game featuring the good ol' stripping Japanese ladies.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : hanafuda keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Dancing Flower Girl'.
$end
$info=mainsnk,
$Edit this entry at Arcade-History.com
$bio
Main Event (c) 1984 SNK.
A boxing game from SNK.
- TECHNICAL -
Main CPU : Z80 (@ 3.36 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), Namco (@ 24 khz)
Screen orientation : Horizontal
Video resolution : 272 x 216 pixels
Screen refresh : 60.61 Hz
Palette Colors : 288
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=mstadium,
$Edit this entry at Arcade-History.com
$bio
Main Stadium - Meinsutajiamu (c) 06/1989 Konami.
One or two players choose a ballclub from cities like New York, Chicago, Los Angeles, Atlanta, or Boston and compete either against the computer or each other in this baseball game. A wide variety of pitches can be thrown and batters can change their stance and angle of swing.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Bottom of the Ninth".
$end
$info=quiz365,quiz365t,
$Edit this entry at Arcade-History.com
$bio
Mainichi Kawaru Quiz Bangumi - Quiz 365 (c) 1994 Nakanihon.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'New Daily Quiz Show - Quiz 365'.
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=majest12,
$Edit this entry at Arcade-History.com
$bio
Majestic Twelve - The Space Invaders Part IV (c) 1990 Taito.
The 3rd sequel to Taito's seminal "Space Invaders", Majestic Twelve leaves the classic Invaders game-play intact, but adds a slew of new alien invaders and power-ups to the mix. This, together with the vastly improved graphics that introduce colorful new backdrops - some of which scroll vertically in a similar fashion to the star-field in Namco's "Galaxian" - ensure that Majestic 12 is a worthy sequel to the legendary original.
- TECHNICAL -
Taito F2 System hardware
Game ID : C64
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1990.
This game is known outside Japan as "Super Space Invaders '91".
The Majestic Twelve in the title originates from a secret coalition known as Majestic Twelve in the United States who was dedicated to investigating sighting of UFOs.
This game was dedicated to Katsujiro Fujimoto.
- SERIES -
1. Space Invaders (1978)
1. T.T Space Invaders (1978)
2. Space Invaders Deluxe (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
7. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy)
8. Space Invaders Anniversary (2003)
9. Space Invaders Evolution (2005, Sony PSP)
10. Space Invaders Revolution (2005, Nintendo DS)
- STAFF -
Director : Ichiro Fujisue
Game designer : Tomohiro Ohno
Software : Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma
Hardware : Yasuhiro Shibuya
Character designers : Senba Takatsuna, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa
Designer : Rintaro Doi, Kumi Mizobe
Sound : Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Sony PSP (2005, "Space Invaders Pocket") - Japanese release
$end
$info=mhavoc,mhavoc2,mhavocp,
$Edit this entry at Arcade-History.com
$bio
Major Havoc (c) 11/1983 Atari.
You are Major Havoc, leader of a brave band of clones. All from one, one from all, fighting for humanity...
Eons ago the evil Vaxxian Empire overran the galaxy Most of your ancestors were enslaved and taken to the Vaxxian homeworld. Only a few scientists escaped.
The small band of scientists cloned you, Major Havoc, to fly your Catastrofighter through a wormhole in space, leading your clone army against the dreaded Vaxxian robots to free your people by destroying the enemy reactor.
- TECHNICAL -
Game ID : 136025
Main CPU : M6502 (@ 2.5 Mhz), M6502 (@ 1.25 Mhz)
Sound Chips : (4x) POKEY (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 50.00 Hz
Palette colors : 32768
Players : 2
Control : dial
Buttons : 2
=> [A] FIRE/JUMP, [B] SHIELD
- TRIVIA -
New Features :
* High-Tech Game Cabinet : A new video arcade game cabinet design delivers high visibility and increased player attraction.
* Roller Control : The backlit roller control provides left-to-right and right-to-left directional movement.
* Multi-Layer Printed-Circuit Board : This state-of-the art design printed-circuit board (PCB) provides low system noise with high system reliability.
* Game Within a Game : Action occurs in the lower right corner of the TACTICAL SCAN. Breakout can be played for a few seconds before the actual Major Havoc game play starts. Earn a bonus life here!
* Dual FIRE/JUMP Button : This dual-action button allows Major Havoc to jump in the maze sequence and to fire at enemy robots in the space wave.
* Add-A-Coin : This feature permits you to start a new Major Havoc game at the level where you last saw the TACTICAL SCAN in your previous game play.
* Secret Warp Code : The code feature rewards you for short game times as it advances to deep levels in game play. Use the roller control to dial in secret code numbers during the TACTICAL-SCAN wave.
Gameplay innovation at its finest. A game that would have done greater numbers had anyone cared in 1984. Only 500-600 dedicated machines were manufactured. If Owen had done Major Havoc in a raster version, which was suggested, it would have sold ten times as many. But unfortunately... the operators were getting very angry at vector games for failing all the time.
Mark Cerny came in the middle of the design, adding one of the space waves (the flying fish) and the last 4 base ship mazes. He also added some objects to the mazes (such as the gun and floating boots) and helped clean up old items that never got shipped.
The original name for the game was "Tollian Web", from the Star Trek episode The Tholian Web - an episode that also provided the inspiration for the unreleased "Ms. Gorf". Later titles included "Alpha One" and "Major Rex Havoc" (which was dropped when Atari discovered an underground comic with a similar name).
Ettore Ciaffi holds the official record for this game with 1,940,078 points.
A hack of this game is called "Major Havoc Return to Vax".
A Major Havoc unit appears in the 1983 movie 'WarGames'.
A Major Havoc machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Rev. 3 : Eliminates the finger bug in Rev. 2.
- SCORING -
Space Enemies :
Fishoids : 100 points when blue (turns them red), 1000 points for destroying when red.
Flyboids : 500 points
Mazoids : 500 points
Space Maze Lines : 2500 points
Maze Enemies :
Pyroids : 1000 points
Perkoids : 1000 points
Other :
Reactoid : 5000 points
Oxoid (Purple) : 100 points
Oxoid (Yellow) : 1000 points for first, 1200 points for second, 1400 points for third, etc.
Key : 1000 points
Oxygen bonus for exiting maze is 100 points times the number of oxygen counts left.
In space, faster completion of each wave awards more bonus points at end of wave.
Breakout bricks :
Blue : 1 point
Green : 4 points
Red : 8 points
Clearing all of the bricks in the breakout game awards an extra life.
- TIPS AND TRICKS -
* Warp Codes : It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are :
Red code - 23, 250,000 pts, Level 4.
Yellow code - 46, 600,000 pts, Level 9.
Green code - 824, 700,000 pts, Level 10.
Aqua code - 315, 950,000 pts, Level 13.
Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the aqua warp code.
- STAFF -
Designed and programmed by : Owen Rubin, Mark Cerny
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
$end
$info=mhavocrv,
$Edit this entry at Arcade-History.com
$bio
Major Havoc Return to Vax (c) 1983.
- TECHNICAL -
Main CPU : M6502 (@ 2.5 Mhz), M6502 (@ 1.25 Mhz)
Sound Chips : (4x) POKEY (@ 1.25 Mhz), TMS5220 (@ 555.555 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 50.00 Hz
Palette colors : 32768
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is a hack of "Major Havoc".
- UPDATES -
Changes include :
* 2 new Warp codes and Warp bonus points change.
* 4 new levels.
* Added speech support.
* Game a bit easier.
- TIPS AND TRICKS -
* Warp Codes : It's possible to warp to higher levels in Major Havoc from the start of the game by using certain codes. This is useful to not only be able to get through the game more quickly, but each warp also gives a fairly hefty bonus for carrying it out. This is done by playing the mini-Breakout game at the bottom right-hand corner of the screen when the game starts. The game will have a phrase such as, 'Enter Red Warp 00' at the bottom of the screen. What you do is use the controls to 'dial in' the first digit of the appropriate code given below, then press fire to serve the ball and repeat as necessary. The codes are :
Red code - 23, 250,000 pts, Level 4.
Yellow code - 46, 550,000 pts, Level 9.
Green code - 824, 650,000 pts, Level 10.
Aqua code - 315, 850,000 pts, Level : 13.
Purple code - 683, ?, Level ?.
Rainbow code - 948, ?, Level ?.
Note that you can only enter the codes in the order they're given - it's not possible to enter, say, the red warp code followed directly by the Rainbow warp code.
- STAFF -
Modifications of Owen Rubin's original by : Jess Askey
$end
$info=mjleague,
$Edit this entry at Arcade-History.com
$bio
Major League (c) 1985 Sega.
- TECHNICAL -
Sega System 16A hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : trackball
Buttons : 5
- SERIES -
1. Major League (1985)
2. Super League (1988)
3. Excite League (1989)
4. Super Major League (1995)
$end
$info=majtitle,
$Edit this entry at Arcade-History.com
$bio
Major Title (c) 1990 Irem.
A golf game where you take part in the final round of a major golf tournament, your goal is to top the leaderboard after 18 holes and take home the trophy. You can also compete against your mates with up to 4 players taking part.
- TECHNICAL -
Irem M-84 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Major Title (1990)
2. Major Title 2 - Tournament Leader (1992)
$end
$info=majtitl2,majtit2j,
$Edit this entry at Arcade-History.com
$bio
Major Title 2 - Tournament Leader (c) 1992 Irem.
A golf game from Irem. Much like it's predecesor "Major Title", you play the final round of a major golf tournament and you have to top the leaderboard after 18 holes to win the trophy. You can also play with your mates in Stroke Play (up to 4 players), Match Play (2 players only) and a new Skins Game (up to 4 players).
- TECHNICAL -
Irem M-92F system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "The Irem Skins Game".
- SERIES -
1. Major Title (1990)
2. Major Title 2 - Tournament Leader (1992)
$end
$info=majuu,
$Edit this entry at Arcade-History.com
$bio
Majuu no Ohkoku (c) 1987 Konami.
An adventure-type game.
- TECHNICAL -
Game ID : GX687
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in October 1987.
The title of this game translates from Japanese as 'Kingdom of Demon-beasts'.
This game is known outside Japan as "Devil World" and as "Dark Adventure".
- STAFF -
Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takatori, Kyuichiro Isutsui
Data file operator : Ikuko Minowa
Graphic designers : Jun Sakurai, Miki Yoshikata
Sound editors : Hideaki Shikama, Kenichi Matsubara
Engineer : Keisuke Hashima
Assistant programmers : Akira Suzuki, Tatsuo Fujii
Assistant designers : Takashi Jinbo, Hiroyuki Ashida, Michiko Iwamoto
$end
$info=makaiden,
$Edit this entry at Arcade-History.com
$bio
Makai Densetsu (c) 10/1988 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-Z hardware
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Legend of Makai'.
This game is known outside Japan as "Legend of Makai".
- STAFF -
Sound composers : Shizuyoshi Okamura, K (Tecchan)
$end
$info=makaimur,makaimuc,makaimug,
$Edit this entry at Arcade-History.com
$bio
Makaimura (c) 1985 Capcom.
The player takes on the role of Sir Arthur the knight, who sees his sweetheart, Princess Guinevere, kidnapped by the Goblin King.
Arthur must run and jump through 6 horizontal and 8-way scrolling levels in his bid to rescue the kidnapped princess. Arthur is initially armed with throwable lances, but a variety of other throwing weapons, such as axes, flaming torches, swords etc. are dropped by defeated enemies and can be picked up and used to fend off the zombies, bats, demons and other assorted satanic minions that Sir Arthur has to face.
Each of the 6 end-of-level gates is guarded by one of Satan's generals; huge, end-of-level guardians who must be defeated before the player can finally reach the Goblin King and rescue the princess.
- TECHNICAL -
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] JUMP
- TRIVIA -
Released in September 1985.
The title of this game translates from Japanese as 'Demon World Village'.
This game is known outside Japan as "Ghosts'n Goblins".
The princess was officially called 'Prin Prin' (this is a onomatopeia for the buttocks which make a pretty movement).
The main character, Arthur, appears as a striker character in "Marvel vs. Capcom - Clash of Super Heroes".
The red flying gargoyle enemy that you come across in the first level actually has his own game on the Nintendo Game Boy called "Gargoyle's Quest - Ghosts'n Goblins" and a few sequels on the Nintendo Famicom / SNES. The gargoyle has been also included as a secret boss in Neo-Geo's "SNK Vs. Capcom - SVC Chaos".
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.
Bandai released a boardgame based on this video game (in Japan only) in 1989 : You play a knight trying to defeat the demon Loki. Roll the dice to move along the board, battle monsters as you proceed, and fulfill requirements to go from one section to the next.
- UPDATES -
This version, unlike all other versions, uses a cross instead of a shield.
- TIPS AND TRICKS -
* Turn Into A frog : As soon as you become a duck, shoot a tombstone 15 times in a row and an angel character will appear. This angel will fire a bolt at you. Let it hit you and you'll become a frog.
* Frog Bug Trick : Wait until the timer reaches 0 :01 and then have the magician turn you into a frog, if he turns you into a frog as the timer runs out, Arthur becomes distorted (sprite broken) and the timer becomes crazy. But you can continue the play like this. :)
* Levitating Monsters : At level 6 (just after having beaten the big red guardian), kill the 5 skulls, then climb up the ladder to wake up the 2 doglike monsters. Go down again and walk right until you're blocked by the wall. Then wait for the monsters to stand just over you (possibly at the rightmost possible point), shoot at this very moment and it happens that they jump and remain in mid-air. It's not easy to do that, but you can manage to have both jumping and stuck. After that, you can safely climb up the ladder and walk while the monsters are moving above you without touching you. Don't shoot again, or they may jump up and go to the upper platform.
* Boss Tricks :
1) Dragon Trick - You can pass the level four dragon by fleeing! Just walk until music changes to boss theme (if you can't hear that, the spot is where you have the last two flames on the left of the screen), then go to extreme left : if everything is okay, the music should stop and the flames freeze. Go to the door to collect the key.
2) Demon Trick - To make disappear the demon boss at end of level five, try running away from him as fast as you can! Reach the floor with the hole in it and jump through it. If you have correct timing, you will fall in the pit, avoiding the moving platforms, and eventually escape the boss. Ogre boss tricks - The ogre bosses tend to jump when you fire, even if not directly at them. This is very useful in level six,when you can avoid losing your armor by activating the ogres, then going down the ladder and firing while holding your man in the same position where he starts at the beginning of the level.
* Other Tricks :
1) Weapon Trick - After having defeated a level boss(es),the knight can fire two or three "invisible shots"; if the man is facing the right border of the screen while doing so,the shots will reappear in the following stage. This can be exploited to kill some of the skulls at beginning of level six (soooo useful...).
2) Fire Bridge Trick - If the game difficulty level is not set to hard (you can check this by the zombies' speed), the fire bridge can be traversed by simply going right without stopping.
3) Weird Spots - In levels five and six there are spots where you can jump through the yellow rock background : usually getting blocked or killed. In level six, the floor below the bosses' has an invisible hole in it at the extreme left : this can be used to the player's advantage.
4) Cemetery Glitch - Reach the last tomb before the devil, jump it and go right two or three steps. The knight should now be in front of a tree on the background. Don't go any further - go back, instead. Climb the first ladder you'll meet, then climb down the one on the left, which shouldn't be completely on the screen if you peformed the trick correctly : surprise!
5) Warp Trick - This is very odd : by a strategy similar to the one to reveal the cemetery glitch (that is, fiddling with scroll), you can activate a 'level warp' in the platform section at the beginning of level four. It involves going right, then trying to have some platform carry you beyond the 'scroll stops' line on the left. This should kill the knight and possibly make the next life start on the fire bridge or in level 5.
* Armor :
1) The first armor is in the cemetery, between the red devil's starting position and last money bag : jump there to catch it. In the forest,there's the infamous unreachable armor : to collect it you should reach a spot just above the money bag right after the first plant. This cannot be done by jumping.
2) There are two armors in the ice palace. One can be gotten by walking left off the topmost platform; the other will fall right in front of the inferior plant by roaming around the other plant's location.
3) There are two armors in the blue cave. The first one is obtained by climbing the leftmost ladder and falling off the ledge. To get the second, perform a well-placed jump (you have to cross some precise point in mid-air while falling) before the fight with the last red devil.
4) The last armor is collected in level six by simply walking right on the first floor with hulk-like monsters on it (The programmers thought you couldn't avoid getting hit by the ogres and so they didn't hide that armor).
- SERIES -
1. Makaimura (1985)
2. Daimakaimura (1988)
3. Cho Makaimura (1991, Nintendo Super Famicom)
4. Arthur to Astaroth - Nazo-Makaimura - Incredible Toons (1996, Sony PlayStation)
5. Maximo (2001, Sony Playstation 2)
6. Makai Eiyuuki Maximo - Machine Monster no Yabou (2003, Sony PlayStation 2)
7. Goku Makaimura (2006, Sony PSP)
- STAFF -
Designed by : Tokuro Fujiwara
Lead Programming : Toshio Arima
Music & Sound Effects : Ayako Mori
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation (1998, "Capcom Generation 2")
Sega Saturn (1998, "Capcom Generation 2")
Bandai WonderSwan (1999)
Nintendo Game Boy Advance (2004,"Famicom Mini - Makai-Mura")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
$end
$info=maketrax,maketrxb,
$Edit this entry at Arcade-History.com
$bio
Make Trax (c) 1981 Kural Electric.
Time to take up your paint brush and paint the town Red (or Green or Orange, or whatever color you happen to have on hand)! A pair of fish are out to stop you but you can roll over them at the overpass. There's other items that just try to mess up your paint job; you can run over these folks easily (if you catch them).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Released in November 1981.
Licensed to Williams for manufacture and distribution.
This game is also known as "Crush Roller".
Tom Carver holds the official record for this game with 2,123,840 points.
A Make Trax mini-cabinet was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Two bootlegs are known as "Paint Roller" and "Magic Brush".
- UPDATES -
Make Trax has a protection chip, Crush Roller doesn't. The code between the two is nearly identical, except that everywhere the protection code is located, code has been replaced with a couple of bytes to return the correct value and several NOP instructions (which do absolutely nothing).
- SCORING -
Painting floor : 10 points per unpainted or footprint/tiretrack/dropping messed segment.
Killing Fish : 50, 100, 200, 400, 800, 1600, 3200, 6400 and the maximum 9,000.
Each level starts with the lowest point scoring fish being increased by one. eg Level one starts at 50 points, level two with 100 points, and so on up to 9,000.
Capturing the creature/object messing up your paintwork : 1,000 points.
Finishing the Rack : 1,000 points X number of racks finished.
$end
$info=makyosen,
$Edit this entry at Arcade-History.com
$bio
Makyou Senshi (c) 06/1987 Data East.
- TECHNICAL -
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Demon Region Soldier'.
This game is known outside Japan as "Gondomania".
Data East released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
- STAFF -
Game designed by : Y. Gondo
Programmers : T. Kitazawa, T. Nishizawa, S. Tamura
Sound by : H. Yoshida
Music composed by : Azusa Hara (AZUSA)
Character designers : Back Man, A. Kushima, H. Nomura
Hardware designer : K. Yoshida
Ending designed by : T. Nishizawa
Supervised by : T. Kitzawa
$end
$info=malzak,
$Edit this entry at Arcade-History.com
$bio
Malzak (c) 19?? Kitronix.
- TECHNICAL -
Main CPU : S2650 (@ 950 Khz)
Sound Chips : (2x) SN76477 (@ 950 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1
- SERIES -
1. Malzak (19??)
2. Malzak II (19??)
$end
$info=malzak2,
$Edit this entry at Arcade-History.com
$bio
Malzak II (c) 19?? Kitronix.
- TECHNICAL -
Main CPU : S2650 (@ 950 Khz)
Sound Chips : (2x) SN76477 (@ 950 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 2
Control : 8-way Joystick
Buttons : 1
- SERIES -
1. Malzak (19??)
2. Malzak II (19??)
$end
$info=mgfx,
$Edit this entry at Arcade-History.com
$bio
Man Guan Fu Xing (c) 2000 IGS.
- TECHNICAL -
Main CPU : ARM7 (@ 20 Mhz)
$end
$info=mangchi,
$Edit this entry at Arcade-History.com
$bio
Mang-Chi (c) 2000 Afega.
A tetris/columns styled game, you have to match the blocks with the same color or picture.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The title of this game translates as 'Hammer'.
Afega released a Korean version as "Hammer Boy".
$end
$info=manhatan,
$Edit this entry at Arcade-History.com
$bio
Manhattan 24 Bunsho - NY 151 Nishi Dai 100 Street (c) 03/1986 Konami.
- TECHNICAL -
Game ID : GX507
Main CPU : M6809 (@ 3 Mhz)
Sound Chips : SN76496 (@ 1.5 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Manhattan 24th Precinct, NYPD Station 151, West 100th Street'.
The title refers to an actual police station and precint in New York.
This game is known outside Japan as "Jail Break".
- TIPS AND TRICKS -
* Easter Egg : From the beginning of the game, rescue four hostages in a row. You have to do this to get the tear gas gun. Shortly after getting the fourth hostage, there will be a convict shooting down at you from a building. He is the first window shooter in the game. Gas him to get an interesting peep-show!
- STAFF -
Executive producers : K.K and K.K
Music by 'Sound Effect Study Room'.
Directed by : Oolong Sugimo
Produced by 'Soft Second Development Room'.
$end
$info=maniach,maniach2,
$Edit this entry at Arcade-History.com
$bio
Mania Challenge (c) 1986 Technos.
An early wrestling game.
- TECHNICAL -
Game ID : TA-0017
Prom Stickers : M
Main CPU : M6502 (@ 1.5 Mhz), M68705 (@ 500 Khz)
Sound CPU : M6809 (@ 1.5 Mhz)
Sound Chips : YM3526 (@ 3.6 Mhz), DAC (@ 3.6 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 80
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito.
This game is a 2 players version of "Mat Mania".
$end
$info=maniacsq,maniacsp,
$Edit this entry at Arcade-History.com
$bio
Maniac Square (c) 04/1992 Gaelco.
- TECHNICAL -
Main CPU : 68000 (@ 13 Mhz)
Sound Chips : GAELCO (@ 13 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 59.10 Hz
Palette Colors : 65520
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The final version (that is very different) was released in 1996, 4 years after the prototype (see Updates section for more info).
- UPDATES -
Differences between the Prototype version (Game ID : 922804/2) and the final release :
* The Prototype uses a OKI6295 @ 8 Khz instead of the GAELCO @ 13 Mhz.
* The Prototype has a very different soundtrack, which creates a different atmosphere when playing the game (Prototype has guitar music, Final release has folk songs, such as Barnacle Bill).
* In the Prototype version there is a digital scoreboard that was not there in the final version.
* In the final release, there are no special blocks and helps.
* In the final release, when only one player plays, the playing area is centered in the screen.
* In the final release, when there is only one player playing the game, the screen has only one playing field.
* The final release is an endurance game, while the Prototype is ala Tetris from Atari, a levels game.
- STAFF -
Programmers : Tomas Cepeda, Pablo Martinez, Raul Izquierdo
Graphic designer : Gerardo Oporto
$end
$info=manxtt,
$Edit this entry at Arcade-History.com
$bio
Manx TT - Super Bike (c) 1995 Sega.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Manx TT - Super Bike is based on the famous British Manx TT motorcycling race around the Isle of Man in the United Kingdom. The game uses tracks patterned after the original racetrack. The game was officially authorized by the Isle of Man, Department of Tourism and Leisure.
- UPDATES -
The US version is different :
* 'Winners Don't Use Drugs' screen added.
* 'About the Isle of Man' screen added
* 'Sega' logo during cocktail mode.
- PORTS -
* Consoles :
Sega Saturn (1997)
* Computers :
PC [Windows 9x, CD-ROM] (1997)
$end
$info=manybloc,
$Edit this entry at Arcade-History.com
$bio
Many Block (c) 1991 Bee-Oh.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=mappy,mappyj,
$Edit this entry at Arcade-History.com
$bio
Mappy (c) 1983 Namco.
You are the MOUSE'S controlling force. It is up to you to direct him through the maze of floors and doors to gather his treasures. Your job is to develop CAT avoidance strategies to keep him away from his pursuers (the CATS), and to give him guidance while gathering his treasures.
These pursuers are very sneaky and, if given half a chance, will try to corner your MOUSE at the end of one of the platforms or to trap him on one of the floors he must use to get to the treasures he's after.
The MOUSE'S pursuers have no defense mechanisms of any kind. But they CANNOT be PERMANENTLY eliminated either. As soon as your MOUSE puts one pursuer out of commission, another appears somewhere else on the screen.
However, in an emergency, your MOUSE can slow one pursuer down for short periods of time. This is accomplished by having him throw open a standard door in his pursuers face to knock him down and stun him. When hit by the door, his pursuer will be stunned for several seconds. When he is disabled like this, the MOUSE can walk right by him and not be caught. To temporarily eliminate more than one pursuer at a time, you must catch them in the radar waves emitted when opening the thick flashing doors.
As your skill level increases, the number and direction of pursuers coming at your MOUSE at any one time and the speed with which they move, is gradually increased; plus, their pursuit patterns become more and more devious while their overall accuracy is highly improved.
Bonus MICE are awarded to you periodically throughout the game as you reach or pass certain preselected point values.
A Bonus Rack is awarded to you as your 3rd Rack and every 4th Rack thereafter i.e. in the 7th, 11th, 15th, 19th, etc. Racks.
When your MOUSE completes a Rack, the screen is cleared, the number of the next Rack is displayed in the center of the screen, the next Rack maze appears on the screen, your MOUSE appears at the bottom right hand corner of the screen, and play begins anew.
- TECHNICAL -
Game ID : MP
Main CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in March 1983.
Licensed to Bally Midway for US manufacture and distribution (March 1983).
Mappy is the first game from Namco to include the "ALL RIGHTS RESERVED" on the titlescreen.
The mapping of the level counters in Mappy is a little strange; after level 49, the level symbols in the bottom right corner temporarily stop updating, but the numerical level counter and the high score display both record the proper level. The level symbols then start displaying correctly again at level 100 and continues to display correctly until level 254. Level 255 morphs into Level 0. Then the game starts over again and becomes easy again for level 1.
Mappy is likely derived from 'mappo', a Japanese slang term (slightly insulting) for a policeman.
Greg Bond holds the official record for this game with 658,160 points on June 27, 2002.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep Left pressed to make the screen scroll left until the grid covers the whole screen.
3) Press the service switch 3 times (the one that adds a credit, not the one to enter service mode).
4) Keep Button 1 pressed and enter the following sequence : Left(x4), Start1(x6), Left(x3), Start2. '(c) 1983 NAMCO' will appear on the screen.
* Easter Egg 2 :
1) Play the game and reach the third bonus round (the one after round 10).
2) Press Button1(x3), Start1(x3) and Start2(x3).
After the score of the bonus round is shown, this text will be added at the bottom of the screen : '(c) 1983 NAMCO ALL RIGHTS RESERVED'.
- SERIES -
1. Mappy (1983)
2. Hopping Mappy (1986)
3. Mappy Land (1986, Nintendo Famicom)
- STAFF -
Music by : Nobuyuki Ohnogi
- PORTS -
* Consoles :
Nintendo Famicom (1984)
Epoch corporation super cassette vision (1984)
Sega Game Gear (1991)
Nintendo Game Boy (1996, "Namco Gallery Vol.1")
Sony PlayStation (1996, "Namco Museum Vol.2")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
Fujitsu FM-7 (1983)
MSX (1984)
PC [MS Windows, CD-Rom] (1997, Namco History Vol.1")
PC [MS Windows, CD-Rom] (1998, "Microsoft Revenge of Arcade")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
Sord-M5
NEC PC-6001
NEC PC-8001
NEC PC-8801
NEC PC-9800 series
Sharp X1
Sharp MZ1200/1500
Sharp MZ2500
Sharp X68000
* Others :
LCD handheld game (19?? - MGA (Micro Games of America))
Arcade (1995, "Namco Classics Collection Vol.1")
Ms. Pac-Man TV Game (2004 - Jakk's Pacific)
Ms. Pac-Man TV Game Wireless Version (2005 - Jakk's Pacific)
$end
$info=marble,marble2,marble3,marble4,
$Edit this entry at Arcade-History.com
$bio
Marble Madness (c) 12/1984 Atari Games.
MARBLE MADNESS is a 1- or 2-player game. 2 players can play at the same time and compete to reach the goal first. The player controls a red marble or a blue marble via the correspondingly colored Trak-Ball controls.
The player's main goal is to race toward the goal in minimum time by maneuvering his red or blue marble along treacherous paths high atop the unique cubic raceway. The timer ticks away and ends the game if the player does not reach the goal in the allotted time. Numerous obstacles and unfriendly creatures on the raceway try to destroy the marble. The marble will always magically reappear, but, of course, several precious seconds on the timer are lost.
As the action begins, the player skillfully maneuvers the blue or red marble down the raceway, through numerous obstacles, toward the goal. As the player nears the bottom of the screen, the raceway automatically scrolls upward, revealing more of the raceway. Note that in a one-player game, only the blue ball is active on the screen, but either the blue or red Trak-Ball may be used to maneuver the blue marble.
Upon reaching the goal area, action briefly stops while the player's points are tallied. Bonus points are awarded for unused seconds on the timer and for finishing the race without losing a marble off the edge of a cliff. In the two player game, the players can race along cooperatively, each going for maximum points, or they can compete by bumping each other into hazards or off the cliffs.
The action resumes on Raceway Two where the player encounters the first adversaries; the Black Steelie and the Green Marble Munchers. The Black Steelie and the Marble Munchers' sole purpose is to try to block the way to the goal. Remember, the player must reach the goal before the timer runs out to advance to the next raceway! The player can complete six different raceways, each successive one requiring more skill.
- TECHNICAL -
Game ID : 136033
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), POKEY (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : trackball
- TRIVIA -
Mark Cerny was only 17 years old when he joined Atari and designed Marble Madness. The game was designed as part of a contest Atari ran at the time, allowing outsiders to design a game. Mark was very well known for his game-playing skills and easily won the contest. He then taught himself how to program in assembly language before joining Atari, so he found it very easy to settle in at Atari.
Released in December 1984, Marble Madness was the first game to run on the new Atari System 1 hardware and was the perfect showcase for Atari to demonstrate the technical superiority of its new arcade architecture, it was also the first game to feature such impressive and cleanly rendered pseudo 3-D Graphics. The original design brief called for the trackball to be motorized and synchronize its spin with that of the marble, to simulate inertia.
Marble Madness was the first game to feature true stereo sound; it was the first game to truly capitalise on what in-game music could offer the player, with each level having its own distinctive, and suspense building soundtrack. Marble Madness was also one of the few games of the time to have a definite goal, in that the game ends when all levels are completed.
The race names are :
1. Practice
2. Beginner
3. Intermediate
4. Aerial
5. Silly
6. Ultimate
Stan Szczepanski holds the official record for this game with 187,880 points.
A Marble Madness machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
A sequel to this classic game, entitled "Marble Madness 2 - Marble Man" was fully developed and a very small number of cabinets were built, but unfortunately the game was never released. Unlike the first game's superb trackball control, 'Marble Man' was controlled via a joystick.
- SCORING -
Moving the marble : 10 points per unit
Taking a jump (Practice race only) : 3,000 to 6,000 points
Killing Black Steelie : 1,000 points
Going through a tunnel or tube : 2,000 or 4,000 points
Rolling over an enemy (Silly race only) : 500 points + 3 seconds of time
Finishing a race : race number x 1,000 points
Finishing a race : seconds remaning x 100 points
Finishing the game : 20,000 points + 1,000 points per second remaining
Finishing the game : -1,000 point penalty for every death during the game.
- TIPS AND TRICKS -
* Hints :
1) Anticipate your next move and start the Trak-Ball rolling in that direction ahead of time.
2) Complete each raceway as fast as possible because extra seconds mean extra points, and the extra time from one raceway is carried over to the next raceway
3) Try to maneuver around the Black Steelie, or try to bump him off a cliff to get rid of him permanently.
4) Move quickly to avoid being swallowed by the green Marble Munchers.
5) Watch for patterns, and time your movements right to pass by difficult obstacles.
6) Some raceways have alternate paths, so explore a bit and you may find an easier way to reach the goal. Bonus points are given for paths which are more difficult.
* Cancel The Timer : Begin a game and then hold down either the 1 or 2 player Start and press the 'service switch' twice. The first press will glitch the screen display slightly - the second will remove it and give you 99 seconds to complete the level. This method adds 60 seconds to the clock, after which the normal countdown will begin. The clock will not appear to be counting down during the first 60 seconds, probably because the 99-second display was overflowed by the extra 60 seconds added. This method can be used multiple times per level for virtually infinite play time.
* When you play 2 players, the winner of each level gets a bonus 5 seconds (I was better than my brother, so I'd always get the 5 seconds :D). If your opponent can make it as far as the silly race, that's an extra 25 seconds for the ultimate race, not to mention a possible extra 10 seconds with a wand. The opponent can also continue once (with the same time as the other player).
* This isn't really a trick, but some people don't realize it : On the practice race, don't move when you start, and after a few seconds, a ramp will appear that will slide away the ball.
- SERIES -
1. Marble Madness (1984)
2. Marble Man - Marble Madness II (1991)
- STAFF -
Designed / Graphics by : Mark Cerny
Programmed by : Bob Flanagan
Sound by : Hal Canon, Brad Fuller
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Game Boy (1991)
Sega Mega Drive (1991)
Sega Game Gear (1992)
Sega Master System (1992)
Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")
Nintendo Game Boy Color (1999)
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Nintendo Game Boy Advance (2005, "Marble Madness / Klax")
* Computers :
Tandy Color Computer (1985, "Marble Maze")
PC [Booter] (1986)
Commodore C64 (1986)
Apple II (1986)
Amstrad CPC (1986)
Commodore Amiga (1986)
Sinclair ZX Spectrum (1987)
PC [MS-DOS] (1987)
Atari ST (1989)
Sharp X68000 (1991)
FM Towns PC (1991)
PC [MS Windows, CD-ROM] (1998, "Arcade's Greatest Hits - The Atari Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
LCD handheld game (1989) released by Tiger Electronics.
$end
$info=mmaze,
$Edit this entry at Arcade-History.com
$bio
Marchen Maze (c) 07/1988 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : MM
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Marchen Maze is based on the Alice in Wonderland story.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.5 - VDR-5300) on 21/08/1989.
- STAFF -
Game designers : NAK & Take
Designers : Take & MY & POP
Programmer : XVX
Data : NAK
Back ground music : S. Kobayashi
Alice's voices : E. Shitara
Sound : PXX
- PORTS -
* Consoles :
NEC PC-Engine (1990)
* Computers :
Sharp X68000 (1988)
$end
$info=marineb,
$Edit this entry at Arcade-History.com
$bio
Marine Boy (c) 1982 Orca.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=marinedt,
$Edit this entry at Arcade-History.com
$bio
Marine Date (c) 1981 Taito.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : trackball
Buttons : 1
$end
$info=mariner,
$Edit this entry at Arcade-History.com
$bio
Mariner (c) 1981 Amenip.
An old horizontally scrolling shoot'em up with a vertically scrolling background :). The player has to guide a submarine armed with torpedoes and missiles through five levels while fighting different underwater terrors. At the end of each area the boss-submarine appears.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 114
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Mariner is known in US as "800 Fathoms".
$end
$info=mario,marioj,marioo,
$Edit this entry at Arcade-History.com
$bio
Mario Bros. (c) 1983 Nintendo.
Mario Brothers is a superb, single-screen platform game in which the legendary "Mario Brothers", Mario and Luigi, must try to rid each level of a number of pests that have infested the waterworks : Shellcreepers (turtles), Sidesteppers (crabs that need to be hit twice) and Fighterflies (flies, that can only be attacked when they touch a platform).
Players can jump upwards to hit the platform above them, which will 'flip' any enemies on the above platform onto their backs. The prone enemies can then be kicked into the water to remove them. A 'POW' button also appears on a number of screen; this can be 'butted' by a player, causing all on-screen enemies to flip onto their backs; as well as destroying any enemy fireballs that may be around. Each POW can only be used a maximum of three times.
As well as the game's enemies, players are also hampered by the huge amount of inertia that comes into play when controlling Mario or Luigi. This is due to the low degree of traction that exists between the Mario brothers and the platforms. On later levels, ice appears on the platforms reducing the amount of traction even further. As the game progresses, water drops hang below the platforms and freeze into deadly icicles, which will eventually break off and fall.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : I8039 (@ 730 Khz)
Sound Chips : DAC (@ 730 Khz), Samples (@ 730 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick (LEFT, RIGHT)
Buttons : 1 (JUMP)
- TRIVIA -
Released in March 1983. The US version was released in May 1983.
Shigeru Miyamoto was inspired to make "Mario Bros." a two-player game after seeing Williams' 1982 platform game, "Joust". This would in turn lead to the creation of Mario's brother, Luigi.
Mario Brothers was the first platform game designed entirely around its eponymous hero, Mario, and his brother, Luigi. Although the plumber had, of course, featured in the first and third games in the legendary "Donkey Kong" series. The game's simple-yet-involving gameplay only hinted at the greatness that was to follow for both Mario and Nintendo itself.
The Mario character would soon become Nintendo's mascot; and while the plumber's arcade outing would be few and far between, Mario would prove to be at the cornerstone of the massive critical and commercial success Nintendo would subsequently enjoy. The "Mario Bros." arcade game also saw the introduction of Mario's brother, Luigi; named after a pizzeria that was situated near the then-new Washington headquarters of Nintendo of America, called "Mario and Luigi's".
Despite being released at the time of the infamous videogame industry collapse of 1983; when smaller arcade companies, such as Centuri, (producers of "Pleiades", "Phoenix" and "Time Pilot") simply went out of business; and even industry giants such as Atari, Konami and Taito saw a drastic reduction in arcade revenue; "Mario Bros." was a huge success and would provide a firm foundation for Nintendo to make a move into the home console market for which they are now known.
The musical introduction at the beginning of the game is the first movement of Mozart's Eine Kleine Nachtmusik.
Perry Rodgers holds the official record for this game with 3, 481, 550 points.
Two bootlegs of this game are known as "Masao" and "Pest Place".
A Mario Bros. units appears in the 1986 movie 'Over the Top'.
- UPDATES -
The Japanese version features an extra life every 30000 points, compared with only one free life per game in the English version.
The Japanese version features three all-Shellcreeper rounds before the first bonus round, instead of two. In the US version, you have to kick off 3 Shellcreepers in the first round, and 6 in the second. In the Japanese version, you have to take care of 3 Shellcreepers in the first round, 4 in the second, and 6 in the third.
- SCORING -
Scoring in this game is relatively simple. It is based on how many critters you knock off the ledges :
Shellcreeper : 800 points
Sidestepper : 800 points
Fighterfly : 800 points
Knocking over an enemy : 10 points
The above scores are for knocking only one critter off the ledge. If you knock off two in a row, you get 1,600 points. Three nets you 2400 points while knocking four or more off in a row garners you 3200 points.
You also get points for things other than the above :
Slipice : 500 points
Coin : 800 points
Red Fireball : 1000 points
Blue Fireball : 200 points
In addition to getting points for the above, you also can get points during the bonus rounds :
1) You get 800 points x the number of coins you gather.
2) If you get all ten coins, you get 5000 points in the first bonus round and 8000 points for each bonus round thereafter.
- TIPS AND TRICKS -
* When you start the game, Mario and/or Luigi will be in the middle almost under the POW button. Your job is to go after the critters entering from the upper left or right pipe. Learn how to jump not only up, but also sideways. The platforms don't have a lot of room for jumping straight up. You need to learn how to jump sideways so you can quickly make it to the next platform. This is both for running and standing still.
* Know how each of the critters moves and what their behavior is. You can use this knowledge to your advantage. For example, an easy way to take care of Sidesteppers is as follows (assume that critter is moving left. Do the opposite of what is stated below if the critter is moving right) :
1) When they are just to the right of Mario or Luigi, jump up and hit the platform. This will make the Sidestepper mad and it will move left again.
2) Right when it passes over, hit it again. This will launch it up and make it drop to the next platform for easy pickings.
* As often as possible, try to kill animals in groups. Any animal killed is worth 800 points (plus the 800 point bonus coin). If you kill two animals in a short time (approx 1 second), the first is still only worth 800, but the second animal is worth 1600 points, not just 800. For three animals, the points are 800-1600-2400. For four animals, the points are 800-1600-2400-3200. The point for a killed animal is never more than 3200. So if you were to kill 5 at once, the fourth and fifth animal would both be worth 3200.
* Also remember, that unlike the fireballs, the critters can wrap around the screen. So if one disappears off the left edge, be prepared for it to reappear on the right edge.
* Use the POW button conservatively. You only get three uses in the game, so plan those uses wisely. The best time to use the POW is when a lot of critters are on the screen at one time. In addition, make sure they are close to the bottom when you flip them over or you may not have time to knock them off the upper platforms.
* After you flip a critter over, you have about 5 seconds to knock it off the platform. If you fail to do this, it will change color and speed up.
* The last critter, with the exception of the Fighterfly, in a round will automatically go to its fastest pace.
* Learn how the critters move. If they bump into each other or a coin, they will reverse direction. You can work this to your advantage by trapping some critters between two flipped over critters. Again, be quick or they will recover and be faster.
* Coins can be collected by either grabbing them or by hitting them from under the platform they are traveling on.
* Things such as the Fighterfly, Orange Fireball, and Blue Fireball must be hit when they are in contact with the platform. This can make these things a challenge especially when there are other things harassing you.
* Speaking of the fireballs, some players hunt them for extra points. There are some things to keep in mind :
1)The more times you knock off the Orange Fireball, the faster it gets.
2) You can escape off either edge to escape the fireballs. They cannot wrap around the screen.
3) As you get into the higher rounds, the Blue Fireballs appear much quicker so you must be ready to get out of their way.
4) Only one Blue Fireball will be active at a time, however, when one ends the other can immediately begin.
* If you get killed, you will be placed on a platform above the first gap. You have 10 seconds of invincibility before the platform disappears and puts you in the thick of things. Plan your re-entry carefully.
* The Bonus Rounds are pretty easy once you get a pattern down. You will have 20 seconds to get the ten bonus coins.
* The later rounds become challenging because not only do you have critters to deal with, icicles will fall down from the upper platform and pipes to add to the hazards you already have to deal with. Using the POW will knock them down before they do any damage.
* When you are playing as two players, both of your characters are on the screen at the same time. It is up to the players as to whether they wish to cooperate or turn it into a death match.
- SERIES -
1. Mario Bros. (1983)
2. Super Mario Bros. (1985, Nintendo Famicom)
3. Super Mario Bros. 2 (1986, Nintendo Famicom)
4. Super Mario Bros. 2 (1988, Nintendo NES) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)
5. Super Mario Bros. 3 (1988, Nintendo Famicom)
6. Super Mario Land (1989, Nintendo Game Boy)
7. Super Mario World (1991, Nintendo Super Famicom)
8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)
9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)
10. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)
11. Super Mario 64 (1997, Nintendo 64)
12. Super Mario Sunshine (2002, Nintendo Gamecube)
13. Yoshi's Island DS (2006, Nintendo DS)
14. New Super Mario Bros (2006, Nintendo Dual Screen)
15. Super Mario Galaxy (2007, Nintendo Wii)
- STAFF -
Designed and programmed by : Shigeru Miyamoto
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (1983)
Atari XEGS
Nintendo Famicom (1983)
Nintendo Famicom Disk (1988, "Kaettekita Mario Bros.")
Atari 7800 (1988)
Nintendo Famicom ("Super Mario Bros. 3") : appears as the 2-Player Battle Mode.
Nintendo GameCube (2001, "Animal Crossing" - NES version : as an unlockable Bonus game)
Nintendo Game Boy Advance (2001, "Super Mario Advance")
Nintendo Game Boy Advance (2002, "Super Mario Advance 2 - Super Mario World")
Nintendo Game Boy Advance (2003, "Super Mario Advance 3")
Nintendo Wii (2006, "Virtual Console")
* Computers :
Atari 800 (1983)
NEC PC-8801 (1984, "Mario Bros. Special")
NEC PC-8801 (1984, "Punch Ball Mario Bros") : featuring a small balls of colors red or green that Mario and Luigi can kick into the enemies to stun them instead of hitting them from below.
Apple II (1984)
Commodore C64 (1984)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=pc_mario,
$Edit this entry at Arcade-History.com
$bio
Mario Bros. (c) 1986 Nintendo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : MA
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Designed and programmed by : Shigeru Miyamoto
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi
- PORTS -
* Consoles :
Nintendo Famicom (1983)
Nintendo Famicom Disk (1988, "Kaettekita Mario Bros.")
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Wii (2006, "Virtual Console")
$end
$info=mt_mlh,
$Edit this entry at Arcade-History.com
$bio
Mario Lemieux Hockey (c) 1991 Sega.
A hockey game.
- TECHNICAL -
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=pc_moglf,
$Edit this entry at Arcade-History.com
$bio
Mario's Open Golf (c) 1991 Nintendo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : UG
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Consoles :
Nintendo Famicom (1991)
Nintendo NES (1991, "NES Open Tournament Golf")
$end
$info=markham,
$Edit this entry at Arcade-History.com
$bio
Markham (c) 1983 Sun Electronics.
- TECHNICAL -
Game ID : TVG14
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=mars,
$Edit this entry at Arcade-History.com
$bio
Mars (c) 1981 Artic Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Howard Ohlstein holds the official record for this game with 107,450 points.
$end
$info=mmatrix,mmatrixj,
$Edit this entry at Arcade-History.com
$bio
Mars Matrix - Hyper Solid Shooting (c) 04/2000 Capcom.
In the 25th century, Mars is home to millions of immigrants. This is because Earth was going to be overcrowded, and thus the colonization of a terraformed Mars was the only solution. The problem is, at some point, an unknown source of energy, located in the south pole, is discovered by the local goverment. All of a sudden, a declaration of independence arrives on Earth. What's going on? The Earth fleet goes to reveal it, with the new 'Mosquito fighters' acting as intruders...
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 32
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Developed by Takumi (see Staff section for more info).
The original arcade version could actually be maxed out, score wise : this means that you could get 999,999,999,990 points, if you played in a flawless way. Note : This feature has been removed in the port, since they added two extra digits in the score.
Suleputer released a 2 CD limited-edition soundtrack album for this game (Mars Matrix, Giga Wing 2 Original Soundtrack - CPCA-1050, 1051) on 11/01/2001.
- TIPS AND TRICKS -
* Mars Matrix weapons :
1) Normal rapid-fire : light-damage shooting is carried out by tapping the button.
2) Load (or beam) : By pausing between attacks, and then shooting, the beam-weapon will fire. This attack is relatively powerful, can hit multiple targets, but has a much shorter range.
3) Barrier : the absorption of enemy shots is performed by holding the attack button down. The player can choose the duration of absorption, and if they leave it pressed until the maximum, an explosion will result which destroys all enemies and shots displayed on the screen. On the other hand, absorbing only partially acts as a reflection attack: enemy projectiles are thrown back at the enemy.
* Experience system : in Mars Matrix, there is a system which makes it possible to improve the protagonist vessel(s) by collecting gold cubes. The cubes, which come from the destruction or damage to every object in the game, add to an 'experience bar' at near the top of the screen when collected in a continuous combo. A greater amount of these gold cubes will be unleashed if the player uses reflection attacks. Once the experience bar is filled, the player's weapons will become more powerful, and then the meter zeroes out for the next experience level. A small bar located in top of the screen indicates the amount of remaining time until the combo runs out; if this happens the meter zeroes out for the current level. The meter will also reset if the player's ship is destroyed while a combo is active.
- STAFF -
* Takumi :
Programmers : Takafumi Nishi, Kaju Ishii, Toshihiko Onodera, Naoto Sakurada
Object designers : Ken Taketoshi, Tatsuhiro Suzuki, Hiroki Akiyama, Yuki Ootou
Scroll designers : Kazumi Yogi, Tadahiro Mukaide, Akemi Ootaka
Music composer : Yasushi Kaminishi
Sound programmer : Masahiro Yuge
Concept mechanic designers : Choco, Shorp, Nadialove Kitty, Norihiro Takikawa
Planner : Ikuwo Satoh
Producer : Yukikazu ozaki
Executive producer : Tomoaki Fujimoto
* Capcom :
Producer : Tatuya Minami
Support from R&Dept. #3, Tomoshi Sadamoto
- PORTS -
* Consoles :
Sega Dreamcast (2001)
$end
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Martial Champion (c) 1993 Konami.
Knock-Out The Competitions! Ten typical fighters battle against each other in a tournament to win the belt of world Martial Champion.
- TECHNICAL -
Game ID : GX234
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Martial Champion's sprites were some of the largest used in a fighting game up to that point (1993).
- UPDATES -
In all non-Japanese versions, Titi is known as Chaos and vice-versa.
- STAFF -
Planning produced by Poyoyon Production.
Directed by : Heine Ken
Produced by : Kanon Pachelbel
Character designed by : Heine Ken, Tetsuya Ake, Suruganokami Madaow, Hi-8
Production designed by : Maguro
Sound designed by : Kingoro
Music designed by : Nakanotti, Deep Sleep Sugisawa
System designed by : Shoot-VRF
Special program by : Kodaman
Title designed by : Hanatani
* CAST :
Jin : Jin Tihijou
Goldor : Tetsu Kanzaki
Racheal : Racheal Miyawaki
Zen : ???-????
Hoi : Uhoho
Chaos : Waddy
Mahambah : Kanbei
Avu : Takepon
Titi : Ishimaroto
Bobby : Baja
Salamander : Masa32
- PORTS -
* Consoles :
NEC PC-Engine Super CD-ROM (1993)
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Martial Masters (c) 2001 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000, Z80, ARM7
Sound Chips : ICS2115
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
In China, the game is known as "Xing Yi Quan" (pronounce "Shin Yi Ken").
- STAFF -
Executive Producer : Ming-Der Tsai
Chief Consultant : Ray
Chief Director : Zhi-Zhong Yin
System Programmer : L.C.N
Programmer : Michell, Y.C.A
Program Support : Ray, H.S.W
Planner : Zhi-Zhong Yin, K.S, Zhong- Ren Gao
CPU AI : K.S
Character Design : Ming-Qin Tsai, Joseph, James, Muta, K.S, Yin, Rong-Chang Xie, P.S, Benson, Ponpon
Music : Eddie, Morisson
Sound Effect : Dean, James
Art Director : Suan
Animation Director : Joseph
Animation Consultant : Ming-Qin Tsai, Joseph
Original Art : Ming-Qin Tsai, Joseph, Yao-kun Lai, Samuel Chu, George
Animation Checker : Muta
Animator : Ponpon, Benson, Sue-Ping Chen, W.C.L, Baby Boy, L.H.Z, LEI, A.B.S, James, Maggi, Chung, S.K.S
Titles & Demo : Suan, W.C.L
Layout : Suan
Background : Y.K.S, L.S.J, Jeffery, Swallow Yang
Art Designer: Benson, Muta, L.G.W, Chiu, Elvis Chen, P.S, Job, C.H. Jiun, Gun, Pipy, Kai, Seed, Alien, Michael
Special Effect : Benson, Hark Lin, Lei
Tester : LA. I GI, B.B, Lockhart, Hugo, J.G.L
Producer : Ko-Chu Lee, Paul Chiang, A.C. CHEN, Tzung-Hui Cheng
Executive Producer : Benson, James, Yin, Rong-Chang Xie, P.S, LEI, A.B.S
Announcer : James, Kang Dian Hong, Lei Wei Yuan, Fang Xi, Fang Yi De, Fan Rui Jun, Wang Bo Sen, Huang Shi Wei, Gray Gleason
Special Thanks : Guo-Jun Liu, Chin, Bin-Yi Xu, jeans, Max, Jenny, Joey, Din
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Maru-Chan de Goo! (c) 12/1997 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Let's go by way of Maru-Chan'.
$end
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Marvel Land (c) 02/1989 Namco.
Great horizontal platform game that takes place in a fantasy amusement park. You play as Prince Paco, who is on a quest to save Princess Luxy from the evil Mole King.
- TECHNICAL -
Namco System 2 hardware
Game ID : MV
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
Some bonus level parade floats and rides featured in levels contain popular Namco characters such as "Pac-Man", Pooka from "Dig Dug", Solvalou from "Xevious", "Mappy", "Grobda", Paccet from "Baraduke", Dragon from "Dragon Spirit" and "Berabow Man".
The pink female robot that appears in the game later appears in the Namco Museum series behind the museum's information desk.
- UPDATES -
* World and Japanese versions have different gameplay, bonuses and bosses.
* In the Japanese version you can choose between easy and normal course.
- PORTS -
* Consoles :
Sega Mega Drive (1991)
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Marvel Super Heroes (c) 1995 Capcom.
10 characters straight out of Marvel Comics prove their worthiness to meet Dr. Doom and Thanos. Includes special power-up gems that can be used and acquired during a match.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 12
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in October 1995.
The game background is mainly inspired by the famous comic saga called the Infinity Gauntlet, published in 1991. This gauntlet is wielded by Thanos and allows him to use all the Infinity gems simultaneously.
There are 10 characters available plus the 2 bosses which appears in different Marvel comic books :
Black Heart - Daredevil #270
Captain America (aka Steve Rogers) - Captain America Comics #1
Doctor Doom (aka Victor Von Doom) - Fantastic Four #5
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1
Iron Man (aka Anthony 'Tony' Stark) - Tales of Suspense #39
Juggernaut (aka Cain Marko) - X-Men #12
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2
Shuma-Gorath - Marvel Premiere #6
Spider-Man (aka Peter Parker) - Amazing Fantasy #15
Thanos - Iron Man #55
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Marvel Super Heroes was released by Capcom in memory of ''Jack Kirby'' (aka 'The King of the Comics') [1917 / 1994] who was the most influential and respected illustrator and creator of comic books, at least of the super-hero/adventure variety. He was so important that, with that field now in recession, some are saying that when Jack Kirby died, he took the industry with him.
Sony Records released a limited-edition soundtrack album for this game (Marvel Super Heroes - SRCL-3448) on 01/12/1995.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
Revision 1 :
* Euro, Japanese, US and Asia releases (951024).
Revision 2 :
* Brazil, Japan and Hispanic releases only (951117).
- TIPS AND TRICKS -
* Play as Anita : Press MP, LP, Left, LK, MK at the character selection screen.
* Play as Dr. Doom : Press MK, LP, Down, LK, MP at the character selection screen.
* Play as Thanos : Press LK, HK, MP(x2), Up at the character selection screen.
* Double Power : Select a fighter at the character selection screen, then press Player One Start + Player Two Start.
* Continue Fighting : Press Start immediately after winning a round to continue hitting the defeated character.
* Disable Gems : To disable Gems in two player mode both players must press and hold Start after choosing their character until the round starts.
* Change Character Color : At the character select screen move to the desired character then hold Up (if on top row) or Down (if on bottom row). After 3 seconds press any punch or kick button to select character.
* Here are the different gem effects (which acts during a short time) and when you can get them :
Time gem (Red) : You are much more faster than usual.
Space gem (Purple) : Your character get unstoppable with this super armor power.
Soul gem (Green) : Your fighter slowly recovers life.
Power gem (Pink) : Your attacks are more powerful.
Reality gem (Orange, on the fifth opponnent) : Your attacks have additionnal effects which makes them more powerful.
Mind gem (Blue, owned by Thanos) : The character can recover about 2 energy levels in a few seconds.
The gems are owned by diffrent opponnents: we have one at the beginning, then the first opponnent have the following one then the second, then the third and finally the fifth (the last one is on Thanos). Characters have some special effects using some gems (for instance Magneto got an enegy field around him with the Space gem, Spiderman divide himself in two similar being for symmetrical attacks using the Power gem).
Notice that we can only use the first gem in our gem stack. If you press the Start button during the fight, you will change the gem order in your stack, allowing for you to use any desired gem at anytime.
When we reach the final fight against Thanos, he steal all the gems and collect them in his gauntlet. He uses them his way (for instance : space gem creates a warp which attracts and throw rocks on his enemy).
- STAFF -
Planners : Takeshi Tezuka, T. Iijima, Tomichi, Kiyoshi Nishikawa, Kei Hiratou, Satoru Kimura
Programmers : Tarabar-Black, Aoi-Peach, Kaw-K.Marichan, Silver-Kadontz, Nobu-Sasami, Knishi- (MadDogMc), Pon, Dna, Frk, Yama, T. Ueno, Youji
Scroll designers : Konomi, Buppo, Shibata Kayoko, Daisuke Nakagawa, Yumiko, Takapon, Akiko Matsunaga, Satomi Ishii, R.K, Yoichi Tanoue, M
Music composers : Takayuki Iwai (Anarchy Takapon), Yuki Satomura (Wewe), Tatsuro Zuzuki
Sound designers : Picard Mij, Satoshi Ise (Ayano), Ryoji
Sound producer : Arcade Sound Team
Voice designers : Hiroaki Kondo (New-X?)
* Object Designers :
Thanos by : Shinji Sakashita (Sakashita Thing), D-Kurita, Takayuki Kosaka, Masako.Satoh
Dr. Doom by : Satoru Yamashita, Ino, Seigo Kawakami
Wolverine by : Akiman
Spider-man by : Arahijuf, Rumi Yamaguchi, T.Shirahama
Captain America by : Masaaki Tanaka, Chimorin Shogun, Misako Yamamoto
Psylocke by : Eripyon.N
Hulk by : Makoto Ishi, K.Takechan, Miwa, Kanako Takami
Iron Man by : Yoshino Hiroaki, Kiai Ryuken, Yukikaze, You Ten Nakano, Yutaka Maruno, Cepezou, Mimura Kenji, K?okunaga, Eizi Murabayashi, Naoki Fukuda, Takep, Henoheno, Yuki
Magneto by : A. Iwasaki
Shuma-Gorath by : Masayo Tsujimoto, Jun Matsumura (27), Shinya.M, Kako, Masanori Kondo
Black Heart by : Alien Pole, Fnyaco. F. Fnyao, Dway Nishimura, Oyabin
Juggernaut by : Hiroaki Minobe, R. Sato, Kazuko Kawanaka
Effect : Ntengm Nakatani, Sagata, Tanuki, Kimo Kimo
* Voice Actors :
Captain America : Cathal J. Dodd
Wolverine : Cathal J. Dodd
Black Heart : Jaimz Woolvett
Psylocke : Catherine Disher
Shuma-Gorath : Franck Perry
Spider-Man : Patrick Chilvers
Hulk : Andrew Jackson
Thanos : Andrew Jackson
Juggernaut : Rick Bennett
Iron Man : Chris Britton
Doctor Doom : Lorne Kennedy
Magneto : Lorne Kennedy
Anounncer : Lorne Kennedy
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sega Saturn (1997)
$end
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Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom.
The second 'Capcom Vs.' series fighter, featuring 17 Marvel and Street Fighter characters teaming up to face the extremely cheap Mech-Akuma!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 23
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in June 1997.
Here are the full list of the characters we can encounter in the game with their first appearance in games or comics :
Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan)
Apocalypse (aka En Sabah Nur) - X-Factor #5
Blackheart - Daredevil #270
Captain America (aka Steve Rogers) - Captain America Comics #1
Chun-Li - "Street Fighter II - The World Warrior"
Cyclops (aka Scott Summers) - X-Men #1
Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" ("Street Fighter Zero" in Japan)
Dhalsim - "Street Fighter II - The World Warrior"
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1
Ken Masters - "Street Fighter"
M. Bison (Vega in Japan) - "Street Fighter II - The World Warrior"
Omega Red (aka Arkady Rossovich) - X-Men #4
Ryu - "Street Fighter"
Sakura Kasugano - "Street Fighter Alpha 2" ("Street Fighter Zero 2" in Japan)
Shuma-Gorath - Marvel Premiere #6
Spider-Man (aka Peter Parker) - Amazing Fantasy #15
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Zangief - "Street Fighter II - The World Warrior"
Charlie, Gambit, Rogue, and Rose appear in the background in the 'Showdown in the Park' stage.
Blanka (from "Street Fighter II - The World Warrior") can be seen within the background in the 'Death Valley' stage.
Dan's ending is an obvious parody of the ending of the SNK game, "Art of Fighting".
Sunburnt (or Evil) Sakura has two separate endings : Kei chases Akuma and Sunburnt Sakura after they teleport away
1) Across the entire screen from right to left.
2) Across half the screen before she trips, falls, and falls asleep.
Firstsmile released a limited-edition soundtrack album for this game (Marvel Super Heroes Vs. Street Fighter Original Soundtrack & Arrange - FSCA-10017) on 19/09/1997.
- UPDATES -
The Japanese version features an extra playable character (his character slot on the character select screen is replaced by the MSH vs. SF logo on all non-Japanese version), Norimaro, a silly otaku (Japanese geek specializing in anime and manga) who is a huge Chun-Li fanboy as evidence by his reaction in seeing her before the match begins. While his true intentions of entering the competition is unknown, we can assume that it was to take pictures of Chun-Li and the many superheroes. He is voiced by the comedian Kinashi Noritaro and created by Capcom as being a joke character like Dan (modeled after a Japanese comedian Noritaro Kinashi). He was originally going to appear in non-Japanese versions of the game, but due to cultural differences and a reference to stealing Chun-Li's panties in his ending, he was cut out. However, his programming still exists in the ROM and he even has English dialogs in the game. He even has an ending with pictures, but his ending dialogs was cut out.
The US version has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Play as Evil Sakura : At the character selection screen, highlight Hulk, hold Right for 5 sec. and press LP+HP or LK+HK.
* Play as Evil Zanglief : At the character selection screen, highlight Blackheart, hold Left for 5 sec. and press LP+HP or LK+HK.
* Play as Armored Spiderman : At the character selection screen, highlight Ryu, move down and hold Down for 5 sec. and press LP+HP or LK+HK.
* Play as Mephisto : At the character selection screen, highlight Omega Red, hold Down for 5 sec. and press LP+HP or LK+HK.
* Play as U.S. Agent : At the character selection screen, highlight Bison, hold Up for 5 sec. and press LP+HP or LK+HK.
* Play as Shadow Charlie : At the character selection screen, highlight Dhalsim, hold Up for 5 sec. and press LP+HP or LK+HK.
* Play as Gambit : Go to Dhalsim, hold Start, then move Left(x2), Down(x4), Right(x2), Up(x2), Right and press and hold LP+MK+HP together.
* Play as Norimaru (Japanese version only) : Norimaro will show on the character select screen (bottom middle square) if the machine is set to Freeplay or 1 coin X credit. A setting of 2 coins or above and you will only see the Marvel Super Heroes Vs. Street Fighter logo in his square.
* Beat 'em While They're Down : After defeating your opponents, press and hold Start. Normally your character wont be able to move after the round is over but by holding Start you will not only be able to move freely (until the next round starts) but you will be able to hit your opponent and even do a Super on them!
* Change Battle Order : When the screen shows which teams will be battling, press Punch or Kick three times to change the order of battle.
* Double Team Spidermen : Start a new game and choose any character for your first choice followed by Spiderman as the second character. Deliberately lose, then continue and choose Silver Spiderman as your first character. The other Spiderman should be selected as your second character.
* Fight Secret Characters (Japanese Version) : To fight a secret character in the Japanese version you must do a certain amount of team super finishes :
Character #
Evil Sakura 5
Evil Zangief 6
Shadow Charlie 7
* Hyper Mode : At the vs. screen, hold LK+MP+HK.
* Dan's Explosion : Pick Dan as your fighter and anyone else. At the Vs. screen hold LP until the word fight disappears. When the match begins Dan will fall into a small explosion.
- SERIES -
Note : also called the ''Capcom vs.'' series.
1. X-Men vs. Street Fighter (1996)
2. Marvel Super Heroes vs. Street Fighter (1997)
3. Marvel vs. Capcom - Clash of Super Heroes (1998)
4. Marvel vs. Capcom 2 - New Age of Heroes (2000)
- STAFF -
Planners : Atsushi Tomita, Nakano Tau! Masahiro, Dave Matumoto
Original art works : Akiman, Sakomizu, Ukabin
Object designers : Minobe Hiroaki Da!!, Sagata, G.Kamina, Miwaringo, Kohichi Kikutani, Hiroshi Yoshioka, Shinya Miyamoto, Kondo Masanori, Satou Rie, Takep, Yosinori Yamamoto, Jon Narancha, Toshihiro Suzuki, R. Naoi, Kanako Takami
Scroll designers : Iwai, Konomi, Hisashi Sawada, Dear Akirakun 1997, May, Inoyan, Youko Fukumoto, Kisabon, Takashi Fujiwara, Hiroshi Yuugen, Chie Morisaki, Holly Genki?, Shinnosuke, Manga-Chop
Music composers & arrange : Yuki Iwai, Yuko Kadota
Sound director : Hiroaki Kondo (X68K) (cipher)
Sound assistants : Hachi & Ise & lee, Moe.T (cipher)
Recording director : Susan Hart
Recording enginners : Paul Shubat, Dave Hatt
Programmers : Motsu, Eternal Sailor, Kaw, Silver Kadontz, You!
Producer : Kenji Kataoka
General producer : Noritaka Funamizu
Executive producer : Yoshiki Okamoto
* Voice Actors :
Zangief : Wataru Takagi
M. Bison : Tomomichi Nishimura
Dhalsim : Yoshiharu Yamada
Sakura Kasugano : Yuko Sasamoto
Akuma : Tomomichi Nishimura
Chun-Li : Yuko Miyamura
Ken Masters : Iwanaga Tetsuya
Ryu : Toshiyuki Morikawa
Dan Hibiki : Osamu Hosoi
Cyclops : Norman Spencer
Captain America : Cathal J. Dodd
Spider-Man : Patrick Chilvers
Shuma-Gorath : Franck Perry
Wolverine : Cathal J. Dodd
The Incredible Hulk : Andrew Jackson
Blackheart : Jaimz Woolvett
Omega Red : Len Doncheff
Norimaro : Noritake Kinashi
Apocalypse : Lorne Kennedy
Narrator : Tony Daniels
- PORTS -
* Consoles :
Sega Saturn (1998)
Sony PlayStation (1999)
$end
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Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom.
Fifteen characters from all walks of the Marvel and Capcom lineups tag-battle each other including loads of special assist characters. Their only goal : beat the supreme and terrific Onslaught!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 28
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in January 1998.
Here are the debut comics for the 21 Marvel characters including the Guest Characters (For those with alter-egos, they are also listed) :
Captain America (aka Steve Rogers) - Captain America Comics #1
Carnage (aka Cletus Kasady) - Amazing Spider-Man #359
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1
Cyclops (aka Scott Summers) - X-Men #1
Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1
Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1
Jubilee (aka Jubilation Lee) - Uncanny X-Men #244
Juggernaut (aka Cain Marko) - X-Men #12
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1
Onslaught - X-Men (Vol. 2) #53
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2
Rogue - Avengers Annual #10
Sentinel - Uncanny X-Men #14
Spider-Man (aka Peter Parker) - Amazing Fantasy #15
Storm (aka Ororo Munroe) - Giant Size X-Men #1
Thor (aka Jake Olsen) - Journey Into Mystery #83
U.S. Agent (aka John F. 'Johnny' Walker) - Captain America #351
Venom (aka Edward 'Eddie' Brock) - Amazing Spider-Man #300
War Machine (aka James R. 'Rhodey' Rhodes) - Iron Man #281
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Here are the debut games for the 19 Capcom characters including the Guest Characters :
Anita - "Night Warriors - Darkstalkers' Revenge" ("Vampire Hunter - Darkstalkers' Revenge" in Japan)
Arthur - "Ghosts'n Goblins" ("Makaimura" in Japan)
Captain Commando - "Captain Commando"
Chun-Li - "Street Fighter II - The World Warrior"
Devilotte Do Dethsatan IX (aka Devilot) - "Cyberbots - Fullmetal Madness"
Jin Saotome - "Cyberbots - Fullmetal Madness"
Lou - "Three Wonders" ("Wonder 3" in Japan)
Megaman (Rockman in Japan) - Megaman (Rockman in Japan)
Michelle Heart - "Legendary Wings" ("Ares No Tsubasa - The Legendary Soldiers" in Japan)
Morrigan Aensland - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan)
Pure and Fur - "Capcom World 2 - Adventure Quiz"
Roll - Megaman (Rockman in Japan)
Ryu - "Street Fighter"
Saki - "Quiz Nanairo Dreams - Nijiirochou no Kiseki"
Shadow - "Marvel Super Heroes vs. Street Fighter"
Strider Hiryu - "Strider" ("Strider Hiryu" in Japan)
Ton-Pooh - "Strider" ("Strider Hiryu" in Japan)
Unknown Soldier - "Forgotten Worlds" ("Lost Worlds" in Japan)
Zangief - "Street Fighter II - The World Warrior"
Strider's ending is a reference to that of the ending in his own game ("Strider")
Jin's ending is a reference to Gawaine's ending in "Cyberbots - Fullmetal Madness" (but with Jin taking the place of Gawaine, Onslaught taking the place of the Final Weapon of Destruction, Jin's headband taking the place of Gawaine's sword and Ryu taking the place of Jin).
Megaman's ending is a reference to what happens in his own games ("Mega Man - The Power Battle") when he beats a boss.
Captain Commando's ending is a reference to the ending in his own game ("Captain Commando").
Rumors exist for the reason War Machine was in the roster instead of Iron Man (although Hyper-Armor War Machine in the game had similar moves with Iron Man). The most popular reason being that Capcom, at the time, did not have the rights to use the Iron Man character.
The game background is mainly inspired by the famous comic saga called Onslaught, published in 1996. As in the comic books, Onslaught appears under his 2 main forms (after defeating the first one, he reveals its ultimate appearance).
Shirley Burton holds the official record for this game with 1,119,300 points.
Suleputer released a limited-edition soundtrack album for this game (Marvel Vs. Capcom OST - CPCA-1005) on 21/03/1998.
- UPDATES -
The US version has the "Winners Don't Use Drugs" screen.
Most people probably already know that some of the characters names were changed in the American version (E.g., Rockman was changed to Megaman).
When they recorded the announcer's voice, she had to say both the original names and the American ones during the recording. But for some of the characters' names that were NOT changed, there were alternate pronunciations recorded.
For example, when you select Chun-Li in the Japanese version, the way the announcer pronounces 'Chun' rhymes with 'noon'.
In the American version, the way she pronounces 'Chun' rhymes with 'fun'. There is also an unused alternate pronunciation of Zangief (which sounds like 'Zain-geef') that can be heard in the Sound Test.
Megaman's 'Rock Upper' move in the Japanese version is called 'Mega Upper' in the US version, simply because the name of the character is different in Japan and the US.
- TIPS AND TRICKS -
* Play As Hyper-Armor War Machine : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x4), Right(x2), Left(x2), Down(x4), Right(x2), Up(x2), Left(x2), Down(x2), Right(x2), Down(x4). Hyper-Armor War Machine will appear above Zangief. Hyper Armor War Machine got the same moves as War Machine (with some little variations), can't jump very high, can't block attacks but can't be stopped during his attacks.
* Play As Shadow Lady : At the character selection screen, highlight Morrigan and press Up, Right(x2), Down(x4), Left(x2), Up(x4), Right(x2), Left (x2), Down(x2), Right(x2), Down(x2), Left(x2), Up(x2), Right(x2), Up(x2), Left(x2), Down(x5). Shadow Lady will appear below Gambit. Her attacks came from several characters in the game.
* Play As MSH Seinou Hulk (Marvel Super Heroes Ability Hulk) : At the character selection screen, highlight Chun Li and press Right(x2), Down(x2), Left(x2), Right(x2), Down(x2), Left(x2), Up(x4), Down(x2), Right(x2), Up(x2), Down(x4), Up(x4), Left, Up. MSH Seinou Hulk will appear above Ryu. His moves are very similar from the original Hulk.
* Play As Lilith-Kaze Morrigan (Lilith-style Morrigan) : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Up(x2), Down(x4), Left(x2), Up(x4), Right, Left, Down(x4), Right(x2), Up(x4), Left(x2), Down(x4), Right, Down. Lilith-Kaze Morrigan will appear below War Machine. She makes moves a little bit different from Morrigan ones.
* Play As Roll-chan (-chan is a ''suffix for familiar 'female' person'') : At the character selection screen, highlight Zanglief and press Left(x2), Down(x2), Right(x2), Down(x2), Left(x2), Up, Right, Up(x2), Right(x2). Roll-chan will appear to the right of Megaman. Her moves are the same as Megaman.
* Play As Carnage (looks like a bloody Venom) : At the character selection screen, higlight Chun Li and press Right, Down(x4), Left, Up(x4), Right(x2), Down(x2), Left(x2), Down(x2), Right(x2), Up(x4), Left(x2), Up. High-speed Venom will appear above Chun-Li. He got the same moves as Venom but can do them very quickly.
* Play As Onslaught (Japanese version only) : Highlight Zangief at the character selection screen. Hold Start and rotate the joystick twenty times in a clockwise circle before the timer expires, then press LP+MP+HP+LK+MK+HK.
* Change Character Lineup : Press all three Punch buttons at the 'vs.' screen to change the lineup (second chosen character is now first up). You can repeat this code again to reset the lineup.
* Continue Attacking : Press Start immediately after winning the match to move almost everywhere and have the ability to continue hitting the defeated character, even with super moves.
* Choose Your Helper : To obtain the helper of you choice, you must always hold down start and then the designated buttons, just before selecting your second character.
Shadow - LP+MK+HP
Sentinel - MP+MK+HP
Storm - LP+LK+HP
Thor - LK+MP
Unknown Soldier - LP
Pure and Fur - LK
Anita - LP+MP+HP
Lou - MP
Rogue - LP+MP+HP+LK
Colossus - LP+MP+MK
Michelle Heart - LP+LK
King Arthur - LP+MP
Saki - HP
Ton-Pooh - LP+HP
Iceman - MP+MK
Cyclops - LP+LK+MP
Magneto - LK+HP
U.S. Agent - MK+HP
Psylock - MK
Devilot - MP+HP
Juggernaut - LP+MK
* Dark Charlie-As Your Special Partner : Simultaneously press Light Punch, Medium Kick and Hard Punch after you choose your team.
* Use Opponent's Helper : Defeat your opponent's helper in a single player game. Then, hold LK+MK+HK at the screen that displays the name of the character that won until the next match. If done correctly, your helper in the last match will be from your previous opponent's team.
* Name Changes : Enter --- as a name to have the game change it to 'SIN'. Enter AAA as a name to have the game change it to 'CAP'. Enter MMM as a name to have the game change it to 'MOT'.
* Fight Hidden Characters : In every case, you cannot lose a character. You can give up first attacks and have opponents join in, unlike what other sources tell you. A Super Finish is defined as either a Hyper Combo Finish, a Crossover Combination (or Variable Combination) Finish, or a Duo Team Attack (or Variable Cross) Finish.
1) To fight the team of Orange Hulk and Wolverine, get 3 Super Finishes.
2) To fight the team of Hyper-Armor War Machine and Captain America, get 5 Super Finishes, two of which must be Duo Team Attack Finishes.
3) To fight the team of Carnage and Spider-Man, get 6 Super Finishes, four of which must be Duo Finishes and finish six rounds under a certain amount of time.
4) To fight Lilith-Style Morrigan and Chun-Li, get 3 Super Finishes and drain your helper stocks in two matches.
5) To fight Roll and Megaman, get 5 Super Finishes, 2 of which are Duo Finishes and drain your helper stocks in six matches.
6) To fight Shadow Lady and Jin, get 6 Super Finishes, 4 of which are Duo finishes, drain your helper stocks in six matches and finish six matches under a certain amount of time.
- SERIES -
Note : also called the ''Capcom vs.'' series.
1. X-Men vs. Street Fighter (1996)
2. Marvel Super Heroes vs. Street Fighter (1997)
3. Marvel vs. Capcom - Clash of Super Heroes (1998)
4. Marvel vs. Capcom 2 - New Age of Heroes (2000)
- STAFF -
Planners : Atsushi Tomita, Dave Matumoto, Nakano Tau! Masahiro
Original art works : Akiman, Shoei, Sakomizu
Object designers : Minobe Hiroaki, Akemi Kurihira, Fuji=Kazu, Sagata, G. Kamina, Miwa Sagaguchi, Kohichi Kikutanii, Masanori Kondo, Hiroshi Yoshioka, Shinya Miyamoto, Takep, Toshihiro Suzuki, Jon Narancha, Yamancha, Naony, Yuugen, Kanako Takami, Ino, Eripyon.N, Kimo Kimo
Scroll designers : Konomi, Iwai, Sawatch, M. Nakagawa, M. Kitamura, Nissui, Kanno, Himago, Kazu T, Oonisi, Takapon, Kenichi Yamahashi, Stamp Rally
Music Composers & Arrangers : Yuko K. Takehara, Masato Koda
Sound director : Ryoji Yamamoto
Recording director : Susan Hart
Recording engineers : Paul Shubat, David Stinson
Second engineers : Dave Hatt, Rick Pacholko
Programmers : Motsu, Eternal Sailor, Kaw, You!, Silver Kadontz, Teruaki Hirokado (Bakunetsu Hirokado)
Producer : Kenji Kataoka
General producer : Noritaka Funamizu
Executive producer : Yoshiki Okamoto
* Voice Actors (Art Vision):
Capcom heroes...
Strider Hiryu : Fube Tomomi
Mega Man, Roll : Fujino Kahoru
Morrigan : Jinguji Yayoi
Chun Li : Miyamura Yuko
Ryu : Toshiyuki Morikawa
Captain Commando : Nagasako Takashi
Zangief : Takagi Wataru
Jin : Ueda Yuji
Marvel heroes...
Jubilee : Alyson Court
Hulk : Andrew Jackson
Captain America, Wolverine : Cathal J. Dodd
Onslaught : Maurice Wint
Spider-Man : Patrick Chilvers
Venom, Thor : Rod Wilson
Gambit : Tony Daniels
War Machine : Wayne Ward
Narrator : Sally Cahill
- PORTS -
* Consoles :
Sega Dreamcast (1999)
Sony PlayStation (2000)
$end
$info=marvins,
$Edit this entry at Arcade-History.com
$bio
Marvin's Maze (c) 12/1983 SNK.
A maze game where you fight against Robonoids while trying to clear the maze of dots. Two ways to finish each rack : Eat up all the dots, or destroy a certain number of Robonoids (listed at the bottom of the screen). Two ways to destroy the Robonoids : Shoot them, or remove the ground from under them at certain points of the maze (the 'Trick').
- TECHNICAL -
Game ID : A2003
Main CPU : (2x) Z80 (@ 3.36 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), Namco (@ 31.25 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 288
Players : 2
Control : 8-way joystick
Buttons : 1
- SCORING -
1 robonoid : 500
2 robonoids : 1500
3 robonoids : 3500
4 robonoids: 7500
5 robonoids : 15500
Dot : 100
Super Dot : 200
Trick (remove ground from under robonoid) : 500
Bonus at end of round : 500 X number of Robonoids destroyed
$end
$info=masao,
$Edit this entry at Arcade-History.com
$bio
Masao (c) 1983.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 1.536 Mhz)
Sound Chips : AY8910 (@ 2.386333 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Mario Bros.".
$end
$info=kamenrid,
$Edit this entry at Arcade-History.com
$bio
Masked Riders Club Battle Race (c) 1993 Banpresto.
- TECHNICAL -
Game ID : BP934
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Based on the Tokusatsu series 'Kamen Rider'.
- STAFF -
Main programmer : Sou Kajiwara
Assistant programmers : Jun Ichikawa, Hiroshi Yamanaka, Kenchi Kikkawa
Graphic designers : Yohko Ogawa, Makoto Yamanaka, Takayuki Nanjyou, Masaru Oshima
Sound designers : Naoya Doi, Akira Inoue
Sound programmer : Hiroshi Yamanaka
Hard : Noboru Kohno, Tetsuya Shimohira
Director : Jun Ichikawa
Producer : Takehiko Hoashi
Executive producer : Yoshiaki Tsuyuki
$end
$info=mastboy,mastboyi,
$Edit this entry at Arcade-History.com
$bio
Master Boy (c) 1991 Gaelco.
A quiz game.
- TECHNICAL -
Main CPU : Z180 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
$end
$info=masterw,masterwu,
$Edit this entry at Arcade-History.com
$bio
Master of Weapon (c) 1989 Taito.
A seven-day nuclear storm brings on a big change on the earth. The earth cracks, the sea boils and the living things change. And human is no exception. After finishing of the cursed 7-day war, the remaining people change their cells and return to the nature in order to endure severe environmental changes. However, a selected part of the people - they had been called scientists - create a computer, which can lead the people in order to leave a seed humankind. This computer is called N.
- TECHNICAL -
Taito B System hardware
Prom Sticker : B72
Main CPU : 68000, Z80
Sound Chips : YM2203
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title on the titlescreen is "Master of Weapon" but the title was probably supposed to be "Master of Weapons" as the marquee says it is.
A very rare prototype of this game is known as "Yukiwo".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.
- TIPS AND TRICKS -
* Levels Select : Boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- STAFF -
Directed and produced by : George Jyuttute
Game and character designed by : Yukiwo Ishikawa (Y.I)
Programmed by : George K-5, Takeshi Murata (T.M), Creamy Tetsu (TET), Maryin Kondoh
Art designed by : Yukiwo Ishikawa, Takako Kojima, Dandy Yarita, Makoto Fujita, Akira Saitoh, Hisakazu Katoh, Oolong Yamada, Kenji Hazama, Animation 20, Santa Claus
Hardware designed by : Eikichi Takahashi, Hiroyuki Noguchi
Music composed and arranged by : Hisayoshi Ogura, Yasuhisa Watanabe
Graphic designed by : Hiroyasu Nagai, Kazuo Nakagawa, Animation 20
- PORTS -
Sega Mega Drive (1991)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=matmania,
$Edit this entry at Arcade-History.com
$bio
Mat Mania - The Prowrestling Network (c) 1985 Technos.
A match of wits and skill with classic ring techniques used in today's popular professional wrestling arenas. The ringside announcer to signal the start of the match introduces the events. The player battles each of his 5 awesome opponents in quest of the championship. Timely use of joystick and buttons maneuvers the player into position and activates all the standard as well as spectacular moves including : Pile Driver, Sunset Flip, Rolling Sole Butt, Lariat, Plunger, Flying Body Press, everything to weaken the enemy for a pin-fall win for the count of 3, or keeping the challenger out of the ring for a twenty count. After each win, the player takes on the next opponent for another three-minute period. If he defeats all of the opponents, he earns the right to the Championship Belt and goes on to the next four in defense of his title. Colorful, fast-paced action plus realistic sound effects of hits, moves, count-down and crowd cheers adds to the atmosphere and excitement associated with the current rage of professional wrestling. Enjoy a moneymaking ringside seat with this sure winner, the Mat Mania King Kit conversion.
- TECHNICAL -
Game ID : TA-0015
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 1.2 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 80
Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] Punch, [2] Kick
- TRIVIA -
Licensed to Taito.
This game is known in Japan as "Exciting Hour - The Prowrestling Network".
The 2 players version of this game is known as "Mania Challenge".
In the game, if you look closely at the audience in the background, you will see a variety of recognizable characters including a boy in a Union Jack t-shirt, Darth Vader, Superman, the Stay Puft Marshmallow Man (look to the far left when outside the ring) and ZZ Top is very prominently present in the middle of the crowd..
The champion in this game is very obviously a copy of Hulk Hogan. First of all, he bears a striking resemblence to Hogan. Second, his name is 'Golden Hulk'; Hulk Hogan debuted wrestling as 'Sterling Golden'. Finally, Golden Hulk's most powerful move is the leg drop, which is Hogan's finisher.
Other wrestlers are copied from superstars of the early 80s : The Insane Warrior is a copy of Road Warrior Animal, Coco Savage is probably Kamala The Cannibal and The Piranha is probably Mil Mascaras. The main wrestler (you) bears a striking resemblence to Kerry Von Erich. These are guesses, but all the mentioned wrestlers were very popular about the time this game was released.
Rac Carpana holds the official record for this game with 5,000,150 points.
- UPDATES -
In the game, The Piranha's name is misspelled as 'The Pirania'.
In clone "Exciting Hour" :
- Insane Warrior's name is misspelled as 'Insane Worrier'.
- Golden Hulk is known as 'Blues Bloody'.
- TIPS AND TRICKS -
* Here is a complete Mat Mania moves list :
First, basic moves :
Joystick - Move Around
Button 1 - Punch (P)
Button 2 - Kick (K)
Both Buttons - Run
While Opponent is Standing :
P+K - Dash at opponent.
P (while running) - Shoulder Block
K (while running) - Flying Press
To grab the opponent, run towards him.
While holding on to opponent :
P - Irish Whip (Throw opponent)
K - Pile Driver
P+UP - Body Slam
K+UP - Suplex
After Opponent has been thrown :
P+Opponent's direction - Elbow Smash
P - Back Body Drop
K+Opponent's direction - Clothesline
K - Reverse Mule Kick
While Opponent is on the ground :
P - Pick up opponent
K - Pin Opponent
While on the Turnbuckle :
P - Knee Drop
K - Sunset Flip
You can do three moves (two in later matches [late 30s on]) to your opponent before needing to ram him with the old 'faceblock' maneuver. However, the moves appear to be broken into categories :
Big moves - Piledriver and Brainbuster (Suplex)
Medium moves - Clothesline, Elbow, Backdrop
Small moves - Body Slam, Spinning Kick
Doesn't seem to count - Shoulder Block, Flying Body Press, Rope Moves
The 'count' works as follows. Usually you get one of each class of move in order from big to small. You can always substitute a lower move for a higher one. At certain times you will get only medium and small, especially the first series when facing Karate Fighter or Piranha after match 5. Sometimes you won't be able to do three. You can tell because your opponent puts up a small, ineffective resistance to your second move.
Once per match, you CAN do two big moves in a row. You are guaranteed to be able to do a third move afterward. In the first 5 matches, the triple is generally between 2:30 and 2:15.
* Miscellaneous notes :
1) You can only climb on the turnbuckles in the top-left and top-right corners.
2) Running towards the ropes and pressing the K button will cause you to jump out of the ring (should only be done while an opponent is out there).
3) The maximum number of jumps off the rope you can do is three - any more and the opponent will get up regardless of the amount of damage inflicted.
4) Fight as little as possible outside the ring; you run the chance of being thrown to the other end and facing a ring out loss (especially with Coco Savage and the Piranha - they are dirty fighters!).
5) When an opponent throws you, you have the choice of pressing P to do a shoulder block or K to do a flying press. The move you select should depend on the opponent's reaction - if they throw you and run, press K repeatedly to beat them with the flying press. If the opponent is standing there, it is almost a sure sign that you will be receiving one of their 'stopping moves' (i.e.: Coco's Haymaker or Piranha's choke hold). For this, press K repeatedly. If the opponent has not prepared their signature stop, this usually means they are just going to punch or kick you. Pressing P will give them a shoulder block and knock them down. Try to decide on which move you plan on doing once you see their reaction.
6) If you start to get the 'upper hand' on your opponent (which isn't that hard to do), throw him into the ropes and when he bounces back, let him collide into you (you should be the first one to get up), pick him up and do a pile driver, pick him up, throw him into the ropes and let him collide into you, pick him up and pile drive him again. You can do this for as long as you like but make sure to pin him before the time runs out. For a sure pin, just climb the top rope and land on him three times then pin.
7) A change in the music in the game indicates you are in danger of losing the match!
- SERIES -
1. The Big Pro Wrestling! (1983)
2. Mat Mania - The Prowrestling Network (1985)
$end
$info=matchit,
$Edit this entry at Arcade-History.com
$bio
Match It (c) 1989 Tamtex.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579645 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Shisenshou Joshiryouhen".
- UPDATES -
All the erotic scenes from the Japanese version has been removed.
- SERIES -
1. Match It (1989)
2. Match It II (1993)
$end
$info=matchit2,
$Edit this entry at Arcade-History.com
$bio
Match It II (c) 1993 Tamtex.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Shisenshou II".
- SERIES -
1. Match It (1989)
2. Match It II (1993)
$end
$info=mausuke,
$Edit this entry at Arcade-History.com
$bio
Mausuke no Ojama the World (c) 03/1996 Data East.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Mausuke's Annoy the World'.
This game is known outisde Japan as "Kiss Off".
Mausuke is the name of the main character. It's a play on the word 'mausu' which is their pronunciation of 'mouth' and the main character has a giant mouth and the play pieces are mouths.
- STAFF -
Planned by : Tokumaru Hisato
Graphic directed by : Tokumaru Hisato
Graphic designed by : Tokumaru Hisato and Osada Erika
Programmed by : Kazano Kahoru and Kume Toshiharu
Sound directed by : Satoh Taihey
All BGM wirtten by : Satoh Taihey
Directed by Tsuchiya : Junichi
Executive producer : Kanari Minoru
* Voice Actors :
Mausuke : Malta Mari
Amereon : Malta Mari
Washitaka : Takagi Wataru
Tube Rin : Nagasako Takashi
Huraibo : Nagasako Takashi
Heavy Q : Malta Mari
Wani Da Buru : Takagi Wataru
Bucyu Buru : Nagasako Takashi
Kuin Queen : Malta Mari
$end
$info=maxrpm,
$Edit this entry at Arcade-History.com
$bio
Max RPM (c) 04/1986 Bally Midway.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette Colors : 64
Players : 2
Control : paddle
Buttons : 2
- TRIVIA -
This game is known best for its split-screen play, but not much else :).
- STAFF -
Lead Programmer: Tom Leon
Artist / Animator : Brian Colin
$end
$info=maxforce,maxf_102,maxf_ng,
$Edit this entry at Arcade-History.com
$bio
Maximum Force (c) 1997 Atari Games.
- TECHNICAL -
Atari Cojag hardware
Main CPU : R3000 (@ 33 Mhz), Jaguar (@ 26 Mhz)
Sound CPU : Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65534
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
Released in February 1997.
This game was the second developed by Mesa Logic for Atari Games and has often been described as an unofficial sequel to "Area 51" (the real sequel being "Area 51 Site 4").
The game shares many similarities with "Area 51" (secret rooms, hard drive etc.) but uses a more sophisticated sprite overlay system, which allowed the interactive element to have the same number of colours as the video. Maximum Force uses a 16Bit stream for the main video (instead of 15bit for "Area 51"). There's about 50 minutes of video on the 2 GB hard drive. However, despite the more realistic sprites, innocents still do not disappear when shot and actual gore content is far less than that of, say, Mortal Kombat - Maximum Force was a product of the era where games such as Doom were still being blamed for violent shootings in America and Atari Games wanted to maintain their 'good guy' image.
Robert Johnson holds the official record for this game with 707,700 points.
- UPDATES -
REVISION 1 :
* Software version : 2.07CJ.
* Build date : GUIS : Feb 27 1997 14 :33 :27 / MAIN : Feb 27 1997 14 :36 :15
REVISION 2 :
* Software version : 2.07CJ.
* Build date : GUIS : May 21 1997 17 :00 :51 / MAIN : May 22 1997 23 :12 :50
- TIPS AND TRICKS -
* Duck Hunt : To play the duck hunt bonus game, shoot the posters that hang from columns in the second mission.
* Chicken Hunt : To play the chicken hunt bonus game, shoot all of the buttons in the elevator on the second mission.
* The Horse Race : Shoot out all of the 'art' paintings in mission 2 and you will get into the horse race.
- STAFF -
Senior Producer : Rob Rowe
Sr. Engineering Tech. : Patrick Hubbell
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sega Saturn
$end
$info=maya,
$Edit this entry at Arcade-History.com
$bio
Maya (c) 1994 Promat.
A solitaire mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The game code and gameplay is a COMPLETE ripoff of Dynax' "Dragon Punch"/"Sports Match", just with slightly different graphics!
$end
$info=mayday,maydaya,maydayb,
$Edit this entry at Arcade-History.com
$bio
Mayday!! (c) 1981 Hoei.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Williams considered this game to be an 'infringement' on their copyright of Defender which led to the halting of Mayday!!'s production.
Dwayne Richard holds the official record for this game with 6,235,300 points.
$end
$info=mayhem,
$Edit this entry at Arcade-History.com
$bio
Mayhem 2002 (c) 05/1985 Cinematronics.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
David Leicht holds the official record for this game with 10,200 points.
$end
$info=mofflott,
$Edit this entry at Arcade-History.com
$bio
Maze of Flott (c) 1989 Taito.
- TECHNICAL -
Prom Stickers : C17
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Producers : Akiyama.Sama, Usami.Sama, Kuramochi.Sama
Programmers : Myamya, Wanwan
Graphic designers : Hos, Kosuinen, Phazer.Koji, S. Miyakoshi, Ojyusan, Wan2
Sound : K. Kusatu, Yasuhisa Watanabe, S. Saitou
$end
$info=mazerbla,mzrblzra,
$Edit this entry at Arcade-History.com
$bio
Mazer Blazer (c) 1983 Stern Electronics.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
Licensed to Atari for US distribution.
- STAFF -
Designed by : Brian Pocklacki, Joseph Joos
$end
$info=mp_mazin,
$Edit this entry at Arcade-History.com
$bio
Mazin Wars (c) 1993 Sega.
- TECHNICAL -
Sega Mega Play hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
=> [A] Attack, [B] Jump, [C] Special Attack / Guard
- UPDATES -
The Mega Play Attract Mode in the USA is completely different, it has the 'Winners Don't Use Drugs' screen AND a 'Recycle It, Don't Trash It!' screen.
- TIPS AND TRICKS -
Dash : move the joystick in the desired direction twice.
$end
$info=mazinger,
$Edit this entry at Arcade-History.com
$bio
Mazinger Z (c) 1994 Banpresto.
Vertical shoot'em up with 3 selectable characters : Mazinger Z, Great Mazinger and Grendizer.
- TECHNICAL -
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 57.55 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in August 1994.
Based off the manga created by legendary artist Go Nagai in 1972.
- UPDATES -
If you set the territorial dip switch to Japan, not only will the Japanese title screen be shown, you will also see the boss's name (before you start fighting, written in Japanese), and cutscenes are shown in-between levels. These are absent if you set the switch to World.
- SERIES -
1. Mazinger Z (1994)
2. Mazinger Z 2
- STAFF -
Sound effect by : Hitoshi Sakimoto
$end
$info=medlanes,
$Edit this entry at Arcade-History.com
$bio
Meadows Lanes (c) 10/1977 Meadows Games.
- TECHNICAL -
Main CPU : S2650 (@ 672 Khz)
Sound Chips : DAC (@ 672 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 3
Players : 2
Control : 2-way joystick
Buttons : 2
$end
$info=mechatt,mechattu,
$Edit this entry at Arcade-History.com
$bio
Mechanized Attack (c) 03/1989 SNK.
- TECHNICAL -
Top PCB Number : A-8002-1
Bottom PCB Number : A-8002-2
Prom Stickers : MA
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : lightgun
Buttons : 2
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Director : H. Hamachi
Character designers : S. Kiyoshi, M. Itoh
Back designer : Ken
Sound & Music : Tarkun, Kidon
Programmer : Mr. SNK 24
Hardware : Komedar Rom
Adviser : Majin Bucho
Producer : Eikichi Kawasaki
- PORTS -
* Consoles :
Nintendo Famicom (1990)
$end
$info=mmehyou,
$Edit this entry at Arcade-History.com
$bio
Medal Mahjong Circuit no Mehyou (c) 03/1992 Nichibutsu / Kawakusu.
A mahjong game with a race car theme.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Leopardess' Circuit'.
$end
$info=mjgottub,
$Edit this entry at Arcade-History.com
$bio
Medal Mahjong Gottsu ee-kanji (c) 1991 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
$end
$info=mjanbari,
$Edit this entry at Arcade-History.com
$bio
Medal Mahjong Janjan Baribari (c) 1992 Nichibutsu / Yubis / AV Japan.
Mahjong with a pachinko bonus game playable during each mahjong hand.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Medal Mahjong Jong Jong Crunch-Crunch'. 'Baribari' is Japanese onomatopoiea denoting a crunching noise, presumably here referring to the pachinko balls crunching around the pachinko machine.
- SERIES -
1. Medal Mahjong Janjan Baribari (1992)
2. Medal Mahjong Pachi-Slot Tengoku (1993)
$end
$info=pachiten,
$Edit this entry at Arcade-History.com
$bio
Medal Mahjong Pachi-Slot Tengoku (c) 1993 Nichibutsu / Miki Syouji / AV Japan.
Mahjong with a pachinko bonus game playable during each mahjong hand.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
'Pachi-slot Tengoku' means 'Pachinko Paradise'. Pachi-slot is a type of pachinko machine.
- SERIES -
1. Medal Mahjong Janjan Baribari (1992)
2. Medal Mahjong Pachi-Slot Tengoku (1993)
$end
$info=megaman,mmancp2u,
$Edit this entry at Arcade-History.com
$bio
Mega Man - The Power Battle (c) 10/1995 Capcom.
Have you ever pictured a Mega Man game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Megaman, Protoman or Bass and battle against classic bosses in the series. You have to fight a total of 18 Robot Masters, taken from the first 7 Megaman games from the Nintendo Famicom. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!).
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This was never released in the US or Europe, although it has been imported there, so there's only the Japanese version and the Asian version. Known in Japan as "Rockman - The Power Battle".
Sony Records released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on 01/12/1995.
- UPDATES -
The Asian version has English text and character names, but doesn't have the voice samples the Japanese version has.
- TIPS AND TRICKS -
* Easter Egg : sometimes when you fight Shade Man, the background music is a version of the theme song from the "Ghosts n' Goblins" series. This seems to happen at random.
- SERIES -
1. Mega Man - The Power Battle (1995)
2. Mega Man 2 - The Power Fighters (1996)
- STAFF -
Planners : Ohko 25th, Zanzo, (^_^")
Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi
Object designers : K. Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga. M, Zephyr Sakuno
- PORTS -
* Consoles :
Nintendo GameCube (2004, "Mega Man Anniversary Collection")
Sony PlayStation 2 (2004, "Mega Man Anniversary Collection")
Microsoft XBOX (2005, "Mega Man Anniversary Collection")
* Arcade :
Capcom Play System II (1995)
$end
$info=megaman2,megamn2a,
$Edit this entry at Arcade-History.com
$bio
Mega Man 2 - The Power Fighters (c) 07/1996 Capcom.
Building upon the previous game, you must battle Dr. Wily's evil robot criminals with the help of Megaman, Protoman, Bass & Duo. Features cool 2-D graphics and the same tried & true Megaman controls. Pay attention to Dr. Light's advice and you may reach Dr. Wily's fortress and come out victorious!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 17
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Rockman 2 - The Power Fighters".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HKD'.
The music may seem familiar since the Japan-only Rockman Memories series uses the same music in some stages.
Victor Entertainment released a limited-edition soundtrack album for this game (Rockman 2 - The Power Fighters : Capcom Game Soundtrack - VICL-2173) on 21/09/1996.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Execute a special move by pushing UP when releasing a charged attack.
- SERIES -
1. Mega Man - The Power Battle (1995)
2. Mega Man 2 - The Power Fighters (1996)
- STAFF -
Game design : Ohko
Programmers : Teruaki Hirokado, Pon, You!
Character designers : Shinji Sakashita, Satoru Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja
Scroll designers : Kisabon, Buchi, Koichi Takeda, Inoyan
Sound effects : Moe.T
Music : Yuki, Hideki Okugawa (Hideki Ok), Kadota Yuko, Masato Koda, Tatsuro Zuzuki (Tatsuro-), Syun Nishigaki, Setsuo Yamamoto
Voice actors : Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori
Producer : Yoshimi Ohnishi
General producer : Noritaka Funamizu
- PORTS -
* Consoles :
Nintendo GameCube (2004, "Mega Man Anniversary Collection")
Sony PlayStation 2 (2004, "Mega Man Anniversary Collection")
Microsoft XBOX (2005, "Mega Man Anniversary Collection")
$end
$info=pc_mman3,
$Edit this entry at Arcade-History.com
$bio
Mega Man III (c) 1990 Capcom.
Contenders blast Mega Man, in his search for energy Crystals, through a galaxy of mining stations controlled by ruthless robots. An amazing 21 different levels of rapid fire help Mega Man battle against these armies of metal maniacs to gain their super powers. But the rebellious robots won't give up without using every android-annihilator known to Mega Man. That's when players call on Rush, the wonder dogdroid, for special mechanisms that speed them past danger and assist in enemy melt-down. It's man vs. metal as players have more fun than humanly possible.
- TECHNICAL -
Nintendo PlayChoice-10 hardware.
Game ID : XU
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
Mega Man III marks the official debut of Rush the Robodog, and Mega Man/Rockman's estranged brother Protoman (a.k.a. Blues).
This is the first game in the Mega Man series in which Mega Man is able to slide (Down+A).
This game is known in Japan as "Rockman 3 - Dr. Wily no Saigo" (translates from Japanese as 'Rockman 3 - Dr. Wily's Last Moment').
- TIPS AND TRICKS -
* Passwords : Each password must contain at least three balls. Make here your personal password (the color of the ball is precised if it's needed)...
First ball (choose only one) :
C5 : Start with 0 Energy reserves.
E6 : Start with 1 Energy reserves.
E4 : Start with 2 Energy reserves.
B4 : Start with 3 Energy reserves.
A5 : Start with 4 Energy reserves.
C1 : Start with 5 Energy reserves.
D2 : Start with 6 Energy reserves.
C3 : Start with 7 Energy reserves.
F2 : Start with 8 Energy reserves.
A6 : Start with 9 Energy reserves.
Second ball (choose one or more) :
A3(red) : Topman defeated.
B5(red) : Geminiman defeated.
D3(red) : Needleman defeated.
F4(red) : Sparkman defeated.
D6 : Shadowman defeated.
F6 : Snakeman defeated.
C4 : Hardman defeated.
F5 : Magnetman defeated.
Seconde ball (choose only one) :
A3(blue) : Topman / Snakeman defeated.
B5(blue) : Hardman / Geminiman defeated.
D3(blue) : Magnetman / Needleman defeated.
F4(blue) : Sparkman / Shadowman defeated.
Third ball (choose only one) :
B6 : Gemini Man's stage beaten (Flashman / Bubbleman).
A1(red) : Spark Man's stage beaten (Metalman / Quickman).
A4 : Shadow Man's stage beaten (Woodman / Heatman).
B2(red) : Needle Man's stage beaten (Airman / Clashman).
B2(blue) : Needleman / Geminiman's stages beaten.
A1(blue) : Sparkman / Shadowman's stages beaten.
* Slow motion : Hold Up on controller two.
* Freeze opponents : Hold Up+A on controller two.
* Super jump : Hold Right on controller two.
* Suggested opponent order : Magnet, Hard, Top, Shadow, Spark, Snake, Gemini, Needle, 'Spark', 'Shadow', 'Gemini', 'Needle'.
* Walk through pitfalls : Hold Right on controller two. This allows Mega Man to walk through or jump out of pitfalls without dying. It is especially helpful in the Dr. Wily Robot level. Note: When jumping out of the pitfall, the jump is twice as large as the super jump.
* Invincibility : Hold Right on controller two while jumping into a pitfall. Then intentionally get killed by an enemy while in the pitfall. Jump out of the pitfall when Mega Man's death sound is heard.
Mega Man will be invincible as long as an energy booster is not collected. Although the use of the regular gun will be lost, the spark shot or the needle will work just as well.
- SERIES -
1. Mega Man (1987, Nintendo Famicom)
2. Mega Man II (1989, Nintendo Famicom)
3. Mega Man III (1990, Nintendo Famicom)
4. Mega Man IV (1991, Nintendo Famicom)
5. Mega Man V (1992, Nintendo Famicom)
6. Mega Man VI (1993, Nintendo Famicom)
7. Mega Man X (1993, Nintendo Super Famicom)
8. Mega Man X2 (1994, Nintendo Super Famicom)
9. Mega Man - The Willy Wars (1994, Sega Mega Drive)
10. Mega Man VII (1995, Nintendo Super Famicom)
11. Mega Man X3 (1995, Nintendo Super Famicom)
12. Mega Man 8 (1997, Sony PlayStation)
13. Mega Man X4 (1997, Sony PlayStation)
14. Mega Man X5 (2000, Sony PlayStation)
15. Mega Man X6 (2001, Sony PlayStation)
16. Mega Man Zero (2002, Nintendo Game Boy Advance)
17. Mega Man & Bass (2003, Nintendo Game Boy Advance)
18. Mega Man Zero 2 (2003, Nintendo Game Boy Advance)
19. Mega Man X7 (2003, Sony PlayStation 2)
20. Mega Man Zero 3 (2004, Nintendo Game Boy Advance)
21. Mega Man X8 (2004, Sony PlayStation 2)
22. Mega Man Zero 4 (2005, Nintendo Game Boy Advance)
- STAFF -
Character designers : Inafking, Yasukichi, Tokimi293, Zizi, Donchan
Sound composer : Bunbun
Programmers : T.L, A.M, Kero Kero
Planner : Patariro
Sub Planning : Hatukoochan, Bamboo, Inafking
- PORTS -
* Consoles :
Sega Mega Drive (1994, "Mega Man : The Wily Wars" / "RockMan : Mega World")
Sony PlayStation (1999, "RockMan 3")
Nintendo GameCube (2004, "Mega Man Anniversary Collection")
Sony PlayStation 2 (2004, "Mega Man Anniversary Collection")
Microsoft XBOX (2005, "Mega Man Anniversary Collection")
* Computers :
PC MS-DOS (1992, "Mega Man 3") : A loose adaptation by Hi-Tech, licensed by Capcom.
* Others :
Tiger Handheld LCD Game (19??)
$end
$info=mtwins,
$Edit this entry at Arcade-History.com
$bio
Mega Twins (c) 06/1990 Capcom.
A platform game.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 10
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Chiki Chiki Boys".
- STAFF -
Game designer : Bully Duck
Directors : Noritaka Funamizu (Poo), Kihaji Okamoto
Object designers : Manbou, Ikusan Z, Unicorn Mayumi
Scroll designers : Zummy & Ziggy
Hard designer : kuccan
Programmers : Blbon, Meijin, Yuki Saiko
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Amstrad CPC (1991)
Atari ST (1991)
Commodore Amiga (1991)
$end
$info=megazone,megazona,megazonb,megazonc,megaznik,
$Edit this entry at Arcade-History.com
$bio
Mega Zone (c) 07/1983 Konami.
- TECHNICAL -
Game ID : GX319
Main CPU : M6809 (@ 2.048 Mhz), Z80 (@ 3.072 Mhz)
Sound CPU : I8039 (@ 477.266 Khz)
Sound Chips : AY8910 (@ 1.78975 Mhz), DAC, (3x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Kosuka for manufacture and distribution.
Yashiro Oda holds the official record for this game with 2,228,650 points.
- STAFF -
Staff : K. Hiroshita, Y. Sakamoto, T. Fujiwara, N. Inoue, S. Fukutake
$end
$info=megab,megabj,
$Edit this entry at Arcade-History.com
$bio
Megablast (c) 10/1989 Taito.
At the end of the 21st century, war and hunger disappear on the earth, and humankind go on very well. On such occasion, it occurred to humankind that mysterious disappearances of women rise in waves in many places in the world. The cause is found by the investigation of a secretly organized 'Defending-the-earth-from-the-outside-organization'. That is, a strange contagious disease prevails throughout a planet 'Zancs' in a dark nebula, and women's generative power is lost, then, women on the earth were abducted as substitutes for having their descendants. Downson and Bogey, the choice out of the 'Defending-the-earth-from-the-outside-organization'. start on a journey to the space by using 'Megablast' which is a space fighter equipped with all available products of the earth's scientific power in order to rescue the earth women as well as lovable 'Sindy' who is also abducted together with the other earth women.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C11
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=megadon,
$Edit this entry at Arcade-History.com
$bio
Megadon (c) 1982 Epos.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz)
Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 2 (FIRE, THRUST)
- TRIVIA -
Licensed to Photar Industries.
$end
$info=megaforc,
$Edit this entry at Arcade-History.com
$bio
Megaforce (c) 1985 Tehkan.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (3x) SN76496 (@ 2 Mhz), Custom (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 514
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Video Ware for US manufacture and distribution. This game is known outside US as "Star Force".
- TIPS AND TRICKS -
* A Trick : You can determine which direction the end of level boss will move before it even appears by looking at your score. If the hundreds digit is odd, the boss will move to the left. If it is even, it'll move right (the tens and units digits are always zero).
* One Million Points Bonus : On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot. Cleopatra appears - shoot her and you'll get a million-point bonus. The coelacanth may only appear on the third violet continent.
* 80,000 Points Bonus : At some points in the game you will see two columns of green arrows down the center of the screen. Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row. You will be awarded an 80,000 bonus for doing this. The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing. Later on there is a short column of only 16, so only one bonus is possible here.
* 50,000 Point Bonus : You've seen a big enemy that combines into parts. When you hear the tune it is about to appear, STOP SHOOTING (You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work). Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white. Once this has happened, shoot the center part several times : the enemy will be destroyed and you will be awarded the 50,000 point special bonus.
- SERIES -
1. Megaforce (1985)
2. Final Star Force (1992)
$end
$info=megatack,
$Edit this entry at Arcade-History.com
$bio
MegaTack (c) 1980 GamePlan.
- TECHNICAL -
Main CPU : M6502 (@ 894.75 Khz)
Sound CPU : M6502 (@ 894.75 Khz)
Sound Chips : AY8910 (@ 1.7895 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Licensed to Centuri.
Tim Sobol holds the official record for this game with 553,700 points.
$end
$info=megat3
$Edit this entry at Arcade-History.com
$bio
Megatouch 3 (c) 1995 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Palette colors : 256
$end
$info=megat5,
$Edit this entry at Arcade-History.com
$bio
Megatouch 5 (c) 1997 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Palette colors : 256
$end
$info=megat6,
$Edit this entry at Arcade-History.com
$bio
Megatouch 6 (c) 1998 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Palette colors : 256
$end
$info=meijinsn,
$Edit this entry at Arcade-History.com
$bio
Meijinsen (c) 1986 SNK / Alpha Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 9 Mhz), Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 232 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Shougi Championship Series'.
$end
$info=meikyuh,meikyuha,
$Edit this entry at Arcade-History.com
$bio
Meikyuu Hunter G (c) 1987 Data East.
Ray, Egon and Winston shoot their way through the ghosts which haunt Manhattan.
- TECHNICAL -
Main CPU : HD6309
Sound CPU : M6502
Sound Chips : YM2203, YM3812
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Labyrinth Hunter G'.
This game is known outside Japan as "Real Ghostbusters".
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
$end
$info=kikcubic,
$Edit this entry at Arcade-History.com
$bio
Meikyuujima (c) 06/1988 Irem.
- TECHNICAL -
Main CPU : Z80 (@ 3.579645 Mhz)
Sound CPU : Z80 (@ 3.579645 Mhz)
Sound Chips : YM2151 (@ 3.579645 Mhz), DAC (@ 3.579645 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Developed by Nanao Corporation.
The title of this game translates from Japanese as 'Labyrinth Island'.
- STAFF -
Game designer : Hiroya Kita
Programmers : Kenji Nishi (Total Director), Moichi Matsumoto (Leader), Yuki Kidani, Mitsuya Kitamura, Yoshinori Tanaka
Graphic designers : Manchan (gice me yome), Kame Yamazaki, Kiyoshi Wataya, Miki Hiraga
Sound : Fan, Noriboz, Sclap
- PORTS -
* Consoles :
Nintendo Famicom
$end
$info=meosism,
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Meosis Magic (c) 199? Sammy.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : 2-way joystick
Buttons : 5
$end
$info=mercs,mercsu,mercsua,
$Edit this entry at Arcade-History.com
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Mercs (c) 1990 Capcom.
The US faces a grave crisis! The former president has been kidnapped by a group of revolutionaries while on a trip on Central Africa meant to promote world peace. Take control of three highly skilled anti-terrorist soldiers and venture through enemy lines to save the former president & annihilate the rebel army in the process. Features solid graphics & sound, plenty of weapons & vehicles to use and hulking bosses to defeat.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 09
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1990.
This game is known in Japan as "Senjou no Ookami II" (translates as 'Wolf of the Battlefield II').
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.
- UPDATES -
US versions are slightly different, they have the "Winners Don't Use Drugs" screen.
REVISION 1 :
* Build date : 90 03 02
REVISION 2 :
* Build date : 90 06 08
- TIPS AND TRICKS -
* At the end of stage 1, a large plane rises in front of the player. If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon. This takes practice.
- SERIES -
1. Commando (1985)
2. Mercs (1990)
3. Commando 3 (2007, XBOX 360 - "XBLA", Playstation 3 - "PSN")
- STAFF -
Chief designer : S. Okano, A. Kume, Kijima
Character designers : Hitoshi Nishio, T. Hayashi
Sound : M. Gotoh
Sound programmer : Y. Katayama
Programmers : M. Akahori, T. Ohta, Y. Matsui
- PORTS -
* Consoles :
Sega Master System (1991)
Sega Mega Drive (1991)
Sony PlayStation (1998, "Capcom Generation 4")
Sony PlayStation (1998, "Capcom Generations - Blazing Guns")
Sega Saturn (1998, "Capcom Generation 4")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
$end
$info=merlinmm,
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Merlins Money Maze (c) 1986 Zilec-Zenitone.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 2.304 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
Control : 4-way joystick
$end
$info=mermaid,
$Edit this entry at Arcade-History.com
$bio
Mermaid (c) 1982 Rock-ola.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Yachtsman".
$end
$info=metafox,
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Meta Fox (c) 1989 Seta.
A vertically scrolling shooter.
- TECHNICAL -
Game ID : UP
Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Romstar for US distribution.
Also licensed to Taito and Jordan.
Ray Ballard holds the official record for this game with 79,000 points.
- STAFF -
Producer : Jun Fujimoto
Staff : T. Ishikawa, N. Nonaka, Y. Ohta, K. Ishikawa, T. Tsuboi, M. Watanabe, K 11, Jordan, M. Asakawa, K. Nakabayashi, F. Sugiura, T. Sato, J. Fujiwara, T. Wada
$end
$info=metalb,metalbj,
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Metal Black (c) 1991 Taito.
Earth is under attack from an alien race from the 'Nemesis' region of space, and human civilisation now stands on the brink of collapse. The invaders have utilised energy molecules - known to earth scientists as 'Newalones' - to create powerful beam weapons with which to attack Earth. In response, Earth's scientists have developed the 'Black Fly' project; a powerful space craft that utilises the same Newalone molecule technology of the alien agressors.
Metal Black is a very playable sideways scrolling shoot-em-up which manages to feel different to other games in the genre, due to the fact that it lacks a a player-definable weapon power-up system. Instead of collecting items that provide extra speed, different weapons etc. players must collect the clusters of 'Newalone' molecules that float around each level. These molecule clusters will gradually increase the player ship's firepower.
As long as the Metal Black ship has sufficient firepower, players can activate the 'Beam Weapon', which generates a powerful energy beam that destroys everything it comes into contact with. The Beam Weapon will only last for a few seconds and its use will reduce the ship's energy levels. Once the Beam weapon de-activates, Metal Black will have vastly reduced firepower for its forward-firing laser cannon. Players must once again collect the Newalone molecule clusters to build up the ship's firepower.
- TECHNICAL -
Taito F2 Expanded hardware
Prom Stickers : D12
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1991.
Metal Black was originally planned to be "Darius III", but somewhere in the middle of development, the programmers decided that it had to be a different, unrelated game.
Moriyama Yoshihiro (See Staff section for more info) is the chief of G.rev (makers of "Border Down" in 2003).
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '***'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Black - PCCB-00079) on 21/01/1992.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- TIPS AND TRICKS -
* Levels Select : Boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- SERIES -
1. Gun & Frontier (1991)
2. Metal Black (1991)
- STAFF -
Producers : Senba Takatsuna, Hori Takamasa
Game designers : Senba Takatsuna, Hori Takamasa, Kuroki Naoya, Ohno Tomohiro, Seguchi Takashi, Mizobe Kumi, Watanabe Yasuhisa, Jun Sawaki, Katsuhisa Ishikawa
Art directors : Senba Takatsuna, Ohno Wepokichi
Programmers : Tarabar, Kuroki Naoya, Seguchi Takashi
Hardware engineers : Jun Sawaki, Takeda Tomio
Decorator : Kumi Mizobe
Sound (Zuntata) : Yasuhisa Watanabe (Yack.), Ishikawa Babio
Bit pattern : Moriyama Yoshihiro, Tanaka Kuniaki, Nakahara Yoshikatsu, Tsuneoka Masatoshi, Vap-Awave
Cast : Ho Lee Chan, Zuntata, John Neianik 8th, Sakou Menme
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
Note : The PlayStation 2 version of "Taito Legends 2" has a bug that breaks the control system - in the original, you could press the super button and hold it down for a directed blast.. The XBOX version does not suffer from the aforementioned bug, and plays as you would expect.
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=metlclsh,
$Edit this entry at Arcade-History.com
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Metal Clash (c) 1985 Data East.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 58.00 Hz
Palette Colors : 48
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Game programmer : Akira Sakuma
$end
$info=metlhawk,metlhwkj,
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Metal Hawk (c) 1988 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : MH
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.
- STAFF -
Producers : K. Sawano, K. Tashiro
Game designer : Hajime Nakatani
Game programmer : A. Yuhara
Visual designers : T. Ishikawa, H. Kikuchi, K. Iwaida, W. Yanagawa
Music & Sound effects : Shinji Hosoe, Kazuo Noguchi
Electrical enginnering : M. Yamada, O. Morita
Drive program : T. Inui
PCB designer : T. Okada
Cabinet designer : Y. Nakauma
Mechanical engineering : S. Karino, H. Igarashi, T. Imai, S. Kanebako, H. Tatsumi
$end
$info=metlsavr,
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Metal Saver (c) 1994 First Amusement.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz), Z80 (@ 3.42719 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
1994. 3. 16. Mijin Computer registered and passed Metal Saver at KMRB(Korea Media Rating Board)
- STAFF -
Producer : Jeon Jae Yun, Yu Sang Hyun
Background Graphic Design : Han Jung Hoon
Character/Visual Graphic Design : Ko Che Hyuk
Character Programming : Kin Jin Woo
Planning/Character Graphic Design : Han Seung Hoon
Sound Composer : Jeon Seok Ki
Ect., Peogramming : Yun Jung Ho
- PORTS -
* Computers :
PC [MS-DOS] (1994)
$end
$info=mslug,
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Metal Slug - Super Vehicle-001 (c) 1996 Nazca.
A horizontal-scrolling, parodistic World War II themed jump-and-shoot game. Extra weapons can be picked up and used for greater firepower, and vehicles (such as the 'Super Vehicle-001' - or Metal Slug - of the game's title) can be entered and driven. The levels are also littered with bearded hostages who, when rescued, award the player with point bonuses (in the form of medals) and weapon power-ups. Metal Slug is a superb game which achieved the status of instant classic and is still considered by many to be the pinnacle of 2-Dimensional game design.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0201
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Released in April 1996.
Etymology of 'Metal Slug' : Meeher, the lead designer of the game for Nazca, wanted to create an armored fighting vehicle that could crawl on the ground like a 'slug', similar to a snail but without an outer shell protecting its body. The word 'metal' in the title indicates that the vehicle is mechanical. Initially players regarded the title as being 'not good enough'. Meeher later joked about the title, saying 'Maybe I don't make much [sic] of a sense?'.
Slugs in Metal Slug sequels included animals (usually only the Vulcan cannon mounted on the animal, with a cannon attachment occasionally available), planes and other vehicles that do not fit Meeher's original definition.
While being an obvious parody of World War II and the Nazi regime (the rebel army's flag is a deliberate pastiche of the Nazi "Swastika"), Metal Slug also lampoons 'Full Metal Jacket' and 'MASH'. General Morden, the rebel army's evil general, is a parody of Saddam Hussein.
Just as the 2 main heroes (Marco & Tarma) appear on every chapter in the Metal Slug series, General Morden & Allen O' Neill (the machine gun wielding, trash mouth-talking, buffed soldier) are the series' classic main villains.
Brad Russell holds the official record for this game with 378,640 points.
The same team that created Metal Slug previously created a handful of games for Irem which have very similar graphics and gameplay. "Cyber Lip" (1990) had some of the core developers as the original Metal Slug. "Gunforce" (1991) and "In the Hunt" (1993) had noticeably similar gameplay, with graphics that have a slight resemblance to Metal Slug. "Gunforce 2" (1994) not only had similar gameplay but the sounds of dying soldiers were almost exactly the same as Metal Slug. Because of this, some fans refer to Gunforce 2 as "Metal Slug Zero".
- TIPS AND TRICKS -
* Metal Slug features a 'blood ON' option (soldiers squirt blood when shot, instead of water). This can be activated via the 'Setting The Soft Dip' option in the game's dip switch menu.
* When you drop down at the start of a mission, press B to make the parachute disappear, thus allowing your character to drop down more quickly.
* Don't waste ammo like an idiot. Metal Slug requires some thinking and shooting like a maniac is not the best way to play this game.
* Don't waste special weapons on shields. Shielded soldiers will toss aside their shields when they need to fire, so shoot at them only at this instant. Or use your knife if you manage to get close enough.
* Use your knife against lone enemies. No need to waste 10 rounds of your Heavy Machine Gun on a single bastard!
* When Metal Slug is dangerously low on health (but not that low so you are forced to leave it), use the frontal attack for major damage.
* Most enemy tanks and machines, except for with the front ends and pointy parts, are harmless. As Marco or Tarma, jump on them and he'll constantly bounce on top of them.
* Whenever you jump out of the slug, you are invincible for a brief amount of time. Obviously, this is a cool advantage and it can save your ass in a lot of occasions. Specially against the blue mortars since you can't avoid them. Note, however, that there is no invincibility time when you jump back into the slug.
* There is apparently no 'reload time' when you throw grenades or rockets. The rate depends on how many of either are currently on-screen such that if you are close to an enemy, the rate will be negligible. You may use this trick against some bosses and in any other situation to pass through unscratched.
* Those score-maniacs will be particularly pleased to learn that you get a shit-load of points by killing all those jumping/flying soldiers who are such a nuisance. So, if scoring is your cup of tea, linger around during these points and stock up.
* Killing the enemy soldiers can be fun, but the best things about this game are certainly the comedy scenes and the hidden secrets. The greatest contributors of points, rescued hostages points, are also the hardest to earn. The first problem is to find them, the second is to stay alive to get credit for your rescues (Once you complete a mission, you receive 10,000 pts for every POW you rescued).
MISSION 1 (hostages : 10) :
Two lots of 2 hostages hidden in the two waterfalls just before you get to the boss. Just blast the tops of the waterfalls and they will fall.
MISSION 2 (hostages : 12) :
Blast down at the green bush underneath the bridge just before you reach the mid level boss (large tank on rails above you) and three secret prisoners will come running in your direction.
MISSION 3 (hostages : 15) :
There are secret hostages hidden within the two large trees that you can blast down in the section where you have the Metal Slug tank. These seem to be random, just try blasting those trees down and sometimes they appear.
There are hidden hostages that drop down from the sky when you are fighting the end of level boss; just don't kill the boss until they have all appeared.
MISSION 4 (hostages : 20) :
Just after you have got the Metal Slug tank at the beginning of the level : blast the ceiling of the bar just above the light/lampshade high up on the wall at the entrance of the bar.
At the end of level bosses you can either blast in the top right hand corner of the cave to get 3 hidden hostages OR blast the far bottom left hand corner for 3 hidden hostages. It is not possible to get both of these groups. You can only get one or the other.
MISSION 5 (hostages : 13):
Blast the first and second houses and two hostages will appear.
Fire at the top of the first and second trees in the stage inbetween the shops and houses. The first tree yields 3 POW's and the second only two.
Blast the undercarriage of the end of level boss after it has lifted up on stilts to get three extra prisoners who also provide useful power ups!
MISSION 6 (hostages : 25) :
At the beginning, shoot above you to find one prisoner.
Destroy the big pack of rocks to deliver one POW.
Blast the small white cloud above you just after the boat you are on has run ashore to get two hidden hostages.
When you're out of the boat, go left in the water to find some points.
POWs appear on screen during the fight with the final boss, if you shoot in the top right corner.
* Beat the game in two players mode to view a different ending sequence.
- SERIES -
1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II (1998)
3. Metal Slug X - Super Vehicle-001 (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 (2000)
7. Metal Slug 4 (2002)
8. Metal Slug 5 (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)
- STAFF -
Designers : Akio, Susumu, Max.D, Tomohiro, T. Okui, Kozo
Planners : Meeher, Hire-Nag
Sound : Hiya!, Jim
Programmers : Hamachan, Andy A. Kurooka, T. Yokota, H. Yamada, Pierre
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
Sony PlayStation (1997)
Sega Saturn (1997)
Sony PSP (2006, "The Metal Slug Collection")
Nintendo Wii (2006, "The Metal Slug Collection")
Sony PlayStation 2 (2006, "The Metal Slug Collection")
$end
$info=mslug2,
$Edit this entry at Arcade-History.com
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Metal Slug 2 - Super Vehicle-001/II (c) 1998 SNK.
The heroes of Metal Slug, Marco and Tarma, are called into action once again to take on the might of General Morden and his armies in this, the first of several sequels to the superb 1996 original. This time, however, Morden has acquired a number of powerful allies to aid him in his evil schemes, some of which are not even human. The 2 brave soldiers are called upon to deal with this threat once again, aided by members of the newly founded 'Sparrow Squad', Fio and Eri.
Metal Slug 2 improved on much of what made the first game great; featuring more enemies, larger bosses, more weapons, more vehicles, more hostages, more surprises and more humour than its illustrious predecessor. The occasional moments of slowdown that blighted the first game are still present, however.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0241
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Released in February 1998.
The game's alien enemies, together with the final battle and ending sequence, are a deliberate pastiche of the risible sci-fi blockbuster movie, 'Independence Day'.
On the parental advisory screen (US version), 'advisory' is misspelled as 'advisoly'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Sound Tracks - PCCB-00311) on 17/04/1998.
- TIPS AND TRICKS -
Rescued hostages are the greatest contributors of points. But you have to stay alive to get credit for your rescues (Once you complete a mission, you receive 10'000 pts for every POW).
MISSION 1, Deserts of Arabia : You are sent to control a loyalist force suspected of building weapons of mass destruction.
* The tallest tree after the 1st building contains lots of fruit and 3 hidden POW's.
* Palace : Shoot towards the right of the red banner to release 2nd lieutenant Hyakutaro Ichimonji. This mystic POW has an energy bolt which is powerful and homes in on anything you can shoot (this means structures as well; collateral damage). He'll help you until you finish the mission or die.
* You'll find the Camel Slug after the conversing Arabs. It comes equipped with a Vulcan but provides no cover against enemy fire. Like the Metal Slug, the Camel can run over enemy soldiers.
* BOSS 1, Harrier VTOL : Waves of swordsmen rush at you. Take them out before they get too close. After about 100 shots, 2 bazooka grunts open fire. Stay in between the jet exhausts. Aim for the engines as much as possible (You'll see and get 10,000 pt. for the 1st wing and 50,000 for the 2nd).
MISSION 2, Valley of the Pharaohs : Intelligence has indicated that the enemy army is using a secret Egyptian site to house military machinery.
* Use your gun to knock out an eye from the Sphinx (30,000 pts).
* Without hitting the explosive barrel, kill the Imperial Guards. Then, fire at the top right corner offscreen, for 3 POW's.
* If you stand next to the 1st and 3rd miners, they'll dig up some bonus items.
* Shoot at the top right of the support tower for a POW.
* Pyramid slope : A gem or 3 POW's are hidden at the top of the screen, right above the spot where the 1st mummy pops up.
* If you get a whiff of undead breath, you'll become a member of the undead, identifiable only by headgear. You'll be carrying only a pistol. Jumping is also quite a task. The flashing healing potions will turn you back into a human instantly.
* Near the door, get the POW's before clearing out the mummies.
* You'll catch up with Rumi Aikawa here. Shoot her for a healing potion or points.
* The eye hieroglyph before the special mummy hides a gem.
* Shoot the deceased explorer to make her give up a gem. Disgruntled, she'll give you the matching stick of dynamite.
* Jogging to the left, you'll see a few platforms to jump on. From the 2nd to the top, you can carefully jump over to the right. The long one holds 2 treasure chests. But don't stop here. Carefully jump on top of the cat statues. Shoot the chest open, which holds a magic lamp. If you are patient enough, a djinni will appear. Wait just a moment longer, and he'll grant a wish for riches. Starting from the moment the lamp is released, count the plumes of smoke and jump after the 5th one. Shoot above the right statue for another magic lamp.
* On the next level path (8th platform), the head of the hieroglyph holds gems. Shoot'em out!!
* If you let the mummy attack the explorer, you can destroy the new mummy for a gem.
* The twin-armed Slugnoid vehicle is located on one of the higher ledges of the tower of doom. The main cannon (C) fires downwards ((A)+(B) Swan Dive)
* BOSS 2, Iron Claw : Use your cannon and bombs. If you stay at the same altitude for a while, Iron Claw rears back and charges towards you. It won't fire while doing so, giving you time to get free hits in. When Iron Claw primes up, jump to the side ledges.
* BOSS 2 Freeze bug - Stop the nasty climbing! This original flaw give players an unfair advantage to eliminate Boss2 without any difficulty. Below is the following of how to activate. When the player standing on the platform which placed on the last chest, jump to the right edge of the next platform and fall to right lower platform immediately. The screen scrolls up and the boss emerges from the bottom of the screen. Instead of being killed as usual, the player is still there safe and sound ,while the boss freezes and do no climbing at all. At this moment, Just stay on the platform where you are and attack then it will be destroyed afterwards. The trick is also possible when riding the slugnoid or two players' game, but both player must do it at the same time.
MISSION 3, Supply Train : You've managed to catch up with an enemy train headed for a night shipment to the Far East.
* At the engine of the train, rescue the POW. Shoot at the smokestack from below to release 3 POW's.
* From the head of the engine, manage to clear more space with your jump to the next train for 50,000 pt.
* Use the Slug flyer which is equipped with a Vulcan that is limited in angular range.
* BOSS 3, Four Legger : While the boss is standing, jump to shoot at it. Everything except the flame-thrower can be avoided by hiding underneath its legs. If you still have the Slug flyer, stay on the left.
MISSION 4, Chinese City, Downtown : A platoon of enemy troops is stationed nearby.
* Collect as much of the food as you can. Once you're fat, your weapons will cause more damage but you'll be slower.
* Most of the buildings can be demolished, revealing hidden POW's or bonuses. Some of the POW's can be reached by knocking down the building they're on or the one next to it.
* Right about where the monkey and fish are, jump into an opening in the walkway and find POW's and a diet shake.
* Sitting on a rooftop of the residential area is your Metal Slug.
* BOSS 4, Big Tank (kind of battleship) : Only the cannons take damage during this battle. If using the Metal Slug, try for the lower cannons first. Use the houses and boulders to aim for the higher guns.
MISSION 5, Moscow (?) : The townsfolk have been complaining about strange smells and sounds coming from the sewers. Intelligence confirms that a battalion is stationed inside, ready for an invasion.
* Jump on top of any of the cars, firing downwards. The car will burst in flames, sending you into the sky to reach a lot of bonus items.
* At the end of the street, shoot at the fire escape of the last building for 3 POW's and into the tree for fruits.
* At the underground railroad, shoot into the top of the arch for POW's.
* As soon as one of the 4 trains approaches from the right, fire immediately.
After destroying each one, run to the right to regain any lost ground.
* After marker zero (0), the track bends from here. But before you shoot at the EXIT door, fire at the ceiling. There are 3 separate spots with hostages.
* In the sewers, you see a box with an arrow on it. Find the lever and press (A) to wind it. After 3 turns, an item will drop down with a weapon or bonus.
* BOSS 5, Nuclear Submarine : Surfacing from the sewer slime, the sub attacks with a lot of lightning balls and a thunder cannon. When you see double barrels pop up, prepare for some serious thunder. Fire the Vulcan and bomb it at the same time.
MISSION 6, Siberian Shipyard : Far from Moscow, the rebel army has secretly established war factories and rebel headquarters.
* Mountainside : the sign with the arrow hides a POW.
* Midboss, Super Soldier : Fully recovered from his wounds of Metal Slug 1, he challenges you to another showdown. The horizontal shots can be ducked. Sometimes, you can knife him once and jump away. Take whatever shots you can in the meanwhile.
* In the submarine factory, after busting the tank, use the platform to release the hostage on the higher platform.
* Small platforms give you access to some of the prisoners on the top level, but it's easier to fight aliens on the lower platform.
* When the 2nd area is clear, turn the crank to release a Laser Rifle.
* 3 POW's are hanging at the top of the screen after the 3rd area.
* A POW is hidden on the short plank in the 4th area.
* BOSS 6, Battle Drone : Use the platform to the left whenever possible. When the rod is exposed, it will prime up for 2 seconds, then fire a bolt. Keep a constant fire when free from the Battle Pods.
* FINAL BOSS, Mothership : Fear not the various grunts and tanks, they are here to help you.Try using them for cover. Aiming upward from anywhere will hit some section of the ship. The soldiers bring in a Metal Slug later in the battle, just unload it from the truck. After a long and ruthless battle, the Mothership withdraws.
- SERIES -
1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II (1998)
3. Metal Slug X - Super Vehicle-001 (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 (2000)
7. Metal Slug 4 (2002)
8. Metal Slug 5 (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)
- STAFF -
Planners : Meeher
Designers : Akio, Susumu, Cannon, Tomo, Kuichin, Kozo, Kon. Kitakichine, J.Yoshii, Ozi, Fukunishi, Nakamata, Hikaru, Hikaru, Megumi Imanishi
Programmers : Andy, Hamachan, Nakatsuka, Zen, Seeker, Pierre, Kohki (^0^)/, Hirokun
Sound : HIYA!
Producer : Takashi Nishiyama
- PORTS -
* Consoles :
SNK Neo-Geo CD (1998)
Sony PSP (2006, "The Metal Slug Collection")
Nintendo Wii (2006, "The Metal Slug Collection")
Sony PlayStation 2 (2006, "The Metal Slug Collection")
* Computers :
PC (2001)
$end
$info=mslug3,mslug3n,
$Edit this entry at Arcade-History.com
$bio
Metal Slug 3 (c) 2000 SNK.
The heroes of the first 2 games return once more to do battle with the ever-present General Morden and his vast army. The third game of the series places a greater emphasis on defeating hulking boss characters than the 2 previous outings. Metal Slug 3 also introduced multiple routes through most levels, vastly increasing the replay value of the game. For example; on the first level the player reaches a point where they can either continue over land, or enter a small submarine and head down into the ocean depths, where they will be faced with a variety of huge, deadly sea-dwelling creatures.
Metal Slug 3 introduced a number of new elements that have a direct effect on the player's character - similar to the 'mummification' of the second game. The first of these is the 'fatty' affect : should the player pick up too much food (fish, for example) their character will morph in an obese version of itself. This doesn't have any detrimental effect on performance and is included purely for reasons of humour. Another effect is the now infamous 'Zombiefication'; should the player's character be attacked by a Zombie, he or she will become Zombie until they are either killed, or pick up a first-aid, which will restore the player's character back to human form. Movement while in the zombie state is slow and restricted but the player is armed with what can perhaps be best described as the 'Zombie Vomit'; a huge arc of blood that can be used to destroy oncoming enemies. A second Zombie attack while the player's character is in a Zombie state will result in the player losing a life.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0256
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Released in May 2000. This game was the last game in the Metal Slug series developed by SNK. The underwater stages are a graphical nod to Irem's 1993 classic, "In the Hunt". This is understandable as many of SNK's Metal Slug developers originally worked for Irem.
Metal Slug 3 features a number of sci-fi movie homages : Mission 2 features a guest appearance by the Men in Black. The carnivorus plant aliens in Mission 4 are a parody of the sci-fi musical comedy, 'The Little Shop of Horrors'. The squid-like aliens in the gigantic Mission 5 (known as 'Mars People') are a homage to the movie, 'Independence Day'. Also, the alien clones you face in this stage seem to parody the sci-fi movie clasic, 'Invasion of the body snatchers'. Finally, the last boss battle seems to be slightly inspired by the ending sequence in the sci-fi horror movie, 'Alien Resurrection'. One of the hostages (who also appeared in "Metal Slug 2" & "Metal Slug X", by the way) known as Hyakkutaro will join the fight by shooting fireballs.
Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 3 Original Soundtrack - NF-0002) on 31/01/2003.
A cool hack of this game was released in 2005 as "Metal Slug 6 [Hack]", one year before the official "Metal Slug 6".
- SERIES -
1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II (1998)
3. Metal Slug X - Super Vehicle-001 (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 (2000)
7. Metal Slug 4 (2002)
8. Metal Slug 5 (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)
- STAFF -
Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry
Wizard : Andy
Enemy's brain : Aba
Programmers : Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker
Sound : Hiya!, Captain Beroou (as Bero-ou), Hohi_Hohi, Q_Jiroo, Maitaro
- PORTS -
* Consoles :
Sony PlayStation 2 (2003): complete the arcade mode to unlock 2 mini-games called Another mission 1 and Another mission 2.
Microsoft XBOX (2004)
Nintendo GameBoy Advance (2005, "Metal Slug Advance")
Sony PSP (2006, "The Metal Slug Collection")
Nintendo Wii (2006, "The Metal Slug Collection")
Sony PlayStation 2 (2006, "The Metal Slug Collection")
$end
$info=mslug4,
$Edit this entry at Arcade-History.com
$bio
Metal Slug 4 (c) 2002 Mega Enterprise / Playmore.
The popular series of side-scrolling action games continues, introducing all-new characters into the plot. The world is now trembling under the fear of cyber terror, as the birth of a deadly new computer virus threatens to snatch the main military system out of every country. The virus has been created by the terrorist group known as Amadeus, and must be stopped by the four main heroes in the story. They are : Marco Rossi, an army platoon leader; Fio Germi, a superior director of an Italian secret service; Nadia Cassel, a French regular army soldier; and Trevor Spacey, a regular army sergeant. In the game introduction, the team discover that Morden is still alive and probably behind Amadeus...
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0263
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : Joystick 8-way
Buttons : 4
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack
- TRIVIA -
Released in March 2002.
A hack of this game is known as "Metal Slug 4 Plus".
- SERIES -
1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II (1998)
3. Metal Slug X - Super Vehicle-001 (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 (2000)
7. Metal Slug 4 (2002)
8. Metal Slug 5 (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)
- STAFF -
Hyper Organizer : Sang Min Lee
* Mega Entreprise :
Producer : Hong Ick Cho
Character Designer : Joo Hwan Sohn
Background Designer : Yong Hee Lee
* Noise Factory :
Producer : Keiko Ijuu
Sub Planner : Masafumi Fujii, Kazuki Ito
Main Programmer : Hirosi Hisikawa
Sub Programmer : Kazuaki Ezato
Character Designer : Masahiro Maeda, Yosikazu Nisikawa, Nana Maeda, Kentaro Hayasi, Ryo Fujii
Background Designer : Reiko Nagasima, Nami Takasaki
Illustration : Tonko, Naohisa Yamaguti, Masayuki Fukuoka
Sound Producer : - Studio Aqua -, Toshikazu Tanaka.
- PORTS -
* Consoles :
Sony PlayStation 2 (2004)
Microsoft XBOX (2005)
Sony PlayStation 2 (2005, "Metal Slug 4 & 5")
Microsoft XBOX (2005, "Metal Slug 4 & 5")
Sony PSP (2006, "The Metal Slug Collection")
Nintendo Wii (2006, "The Metal Slug Collection")
Sony PlayStation 2 (2006, "The Metal Slug Collection")
$end
$info=ms4plus,
$Edit this entry at Arcade-History.com
$bio
Metal Slug 4 Plus (c) 2002 Unknown.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This Plus version is a hack of "Metal Slug 4". It adds the ability to change, on the fly, the character status (normal=>big=>mummy=>monkey) by pressing the Start button.
$end
$info=mslug5,ms5pcb,
$Edit this entry at Arcade-History.com
$bio
Metal Slug 5 (c) 2003 SNK Playmore.
A research installation developing the next-generation of Metal Slugs is attacked by unknown forces and a disk containing Metal Slug secrets is stolen. Ordered to recover the disk, Marco and Tarma follow in hot pursuit. Meanwhile, Eri and Fio, investigating the Ptolemaic Army, a paramilitary syndicate active in archeological excavation, catch up with them at an ancient ruin, 'The Corridor of Fire'. The two try to storm and seize the site but are repulsed by the natives and giant Metal Slugs. This incident proves it was the Ptolemaic Army that stole the Metal Slug secrets. The military subsequently launches a second raid by the elite PF squad and Sparrows on the 'The Corridor of Fire' to recover the secrets and destroy the syndicate!!!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0268
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack
- TRIVIA -
Released in November 2003.
This new episode introduces a new 'slide' move to the legendary series (actioned holding down the B button). Players can also make a sliding shot by pushing the A button while sliding.
Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 5 Original Sound Track) on 12/03/2004.
A hack of this game is known as "Metal Slug 5 Plus".
- SERIES -
1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II (1998)
3. Metal Slug X - Super Vehicle-001 (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 (2000)
7. Metal Slug 4 (2002)
8. Metal Slug 5 (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)
- STAFF -
Producer : Moon
Directors : Moon, Heehaw
Sub directors : Undo, T. Hagihara
Main programmer : Undo
Sub programmers : Ick, Work Ram, Oidon
Character designers : Rinkn, Eglavr, Shio Shio Shio, Akr+Amk, Genies Kubota, Jyagadansyaku, Toad, Yuka
Background designers : Miyuki. O, Miyavi, Reiko Nagasima (as Reiko. N), Sayuri M, Misao Yoshida, Kenta
Sound produced by : Studio Aqua
Title designer : Naohisa Yamaguti
- PORTS -
* Consoles :
Sony PlayStation 2 (2005)
Microsoft XBOX (2005)
Sony PlayStation 2 (2005, "Metal Slug 4 & 5")
Microsoft XBOX (2005, "Metal Slug 4 & 5")
Sony PSP (2006, "The Metal Slug Collection")
Nintendo Wii (2006, "The Metal Slug Collection")
Sony PlayStation 2 (2006, "The Metal Slug Collection")
$end
$info=ms5plus,
$Edit this entry at Arcade-History.com
$bio
Metal Slug 5 Plus (c) 2003 Unknown.
- TRIVIA -
This game is a hack of "Metal Slug 5".
$end
$info=mslug3b6,
$Edit this entry at Arcade-History.com
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Metal Slug 6 (c) 2005 Unknown.
A cool hack of "Metal Slug 3".
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TIPS AND TRICKS -
By pressing certain button combinations, you can do lots of cool stuff...
Change Character (this will change your character into another random character, but with the same color scheme as the first) : Press D while walking.
Weapon Change (this will change your weapon into a random weapon, including any super weapons) : Press D & A at the same time.
Stop being fat (this will turn your obese character into his/her thin self again) : Press and hold D, then press C, B, and A, then release D.
$end
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Metal Slug X - Super Vehicle-001 (c) 1999 SNK.
Originally released to improve upon some of the problems the previous Metal Slug game had, most notably the orginal's notorious slowdown, this update also implemented several changes to beef up the gameplay, such as new enemies, a different end boss layout and a number of new weapons and secrets. The result is a better game and one of the finest chapters in this series.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0250
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Released in March 1999.
You can see up to 5 different sets of 12 characters, enemies and vehicles artwork images during the credits.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Soundtracks - PCCB-00311) on 17/04/1998.
- SERIES -
1. Metal Slug - Super Vehicle-001 (1996)
2. Metal Slug 2 - Super Vehicle-001/II (1998)
3. Metal Slug X - Super Vehicle-001 (1999)
4. Metal Slug 1st Mission (1999, SNK Neo Geo Pocket Color)
5. Metal Slug 2nd Mission (2000, SNK Neo Geo Pocket Color)
6. Metal Slug 3 (2000)
7. Metal Slug 4 (2002)
8. Metal Slug 5 (2003)
9. Metal Slug 6 (2006)
10. Metal Slug 3D (2006, Sony PlayStation 2)
11. Metal Slug 7 (2008, Nintendo DS)
- STAFF -
Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Kon. Kitakichine, Ozi
Wizard : Andy
System modernize : Nakatsuka, Zen
Enemy's brain : Hirokun, Nishino
Tool engineer : Pierre
Sound : Hiya!, Captain Beroou (as Bero-ou)
Producer : Takashi Nishiyama
Exec. producer : Yoshihiko Kodo
Hyper organizer : Eikichi Kawasaki
- PORTS -
* Consoles :
Sony PlayStation (2001)
Sony PSP (2006, "The Metal Slug Collection")
Nintendo Wii (2006, "The Metal Slug Collection")
Sony PlayStation 2 (2006, "The Metal Slug Collection")
$end
$info=msisaac,
$Edit this entry at Arcade-History.com
$bio
Metal Soldier Isaac II (c) 1985 Taito.
- TECHNICAL -
Prom Stickers : A34
Main CPU : Z80
Sound CPU : Z80
Sound Chips : (2x) AY8910, MSM5232
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Metal Soldier Isaac II does NOT have a predecessor. The original prototype of this game was simply Metal Soldier Isaac and was called Metal Soldier Isaac II for its formal arcade release.
The music for the attract mode was remixed, then reused for the first stage of "Darius".
- STAFF -
Program : Hirozaku Miyano
Assnt : Naoto Yagishita
Design : Junji Yarita , Masayuki Suzuki
Sound : Tadashi Kimijima , Hisayoshi Ogura
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=metmqstr,
$Edit this entry at Arcade-History.com
$bio
Metamoqester (c) 1995 Banpresto / Pandorabox.
3 selectable characters cooperatively battle huge, innovative monsters, Dadandarn/Monster Maulers style.
- TECHNICAL -
Game ID : BP947A
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 57.55 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Oni - The Ninja Master" and is an off shoot of the, then popular, Oni series of RPGs by Pandora Box, stretching across the Nintendo Game Boy, Nintendo Super Famicom and Sony PlayStation.
The symbols that appear on floating balls in the attract mode are Siddham, a writing system used in Japan for writing Buddhist mantras and sutras in Sanskrit.
- STAFF -
Planners : Takehiko Hoashi, Kenji Tanii, Kaim Labo
Designers : Motakazu Tokoro (Player), Takehiko Hoashi (Monster and stage)
Cg designers : Masahiko Takai, Toshinobu Komazawa and MOSScorop staff
Sound designer : Satoshi Akamatsu
Programmers : Kenji Tanii, Satoshi Akamastu
Hardware : Kazuhisa Takasu, Masahito Aizawa
Voices : Misato Suzuki, Yukimasa Kishino, Kenji Tanii, Satoshi Akamastu, Takehiko Hoashi
Mouhitu designer : Tomoyo Sekiguchi with PEN
Cell animation : Motokazu Tokoro, ARCADIA
$end
$info=metamrph,metamrpj,metamrpu,
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Metamorphic Force (c) 1993 Konami.
Beat-'em-up with four selectable characters who have the power to morph into Were-animals.
- TECHNICAL -
Game ID : GX224
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '93 Autumn - KICA-7620, 7621) on 21/10/1993.
- UPDATES -
JAPAN version :
* Has additional Japanese subtitles when bosses speak.
* Has an energy bar instead of numbers.
US version :
* Has numbers to count energy instead of an energy bar.
- STAFF -
Producers : K. Kozuki, Y. Nishimura
Exective producer : M. Inoue
Software designers : Gen, Tetsu. W, Yossy
Graphic designers : Asa "DON", Satochan, Sochichi
Sound effects : Sakagon
Music editors : M. Izu, Ega
Hardware designer : Yusaku
Visiual designer : Ricky
$end
$info=meteorts,
$Edit this entry at Arcade-History.com
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Meteorites (c) 1979 VGG.
A single player takes control of a ship trapped in the middle of an asteroid field. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smallers pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
As well as the ever-present asteroids, alien saucers also make a regular appearance. These move diagonally aound the screen firing at the player's ship and must be quickly destroyed.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
This game is a bootleg of "Asteroids".
- SCORING -
Large Asteroids : 20 points.
Medium Asteroids : 50 points.
Small Asteroids : 100 points.
Large Saucer : 200 points.
Small Saucer : 1000 points.
- TIPS AND TRICKS -
* When you start the game, your spaceship will be in the middle of the screen. Heading toward your ship will be anywhere from 4 to 6 large asteroids. Your job is to blast those rocks. However, when you blast them, they break up into 2 medium rocks. Blasting a medium rock gives you 2 small rocks. In addition, you have to contend with large and small saucers. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind a couple of things when shooting :
1) You can have 4 shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Use hyperspace only in very desperate situations. Something like having 4 asteroids coming at you at once, and there is nowhere to escape would be a good reason. 8 times out of 10, hyperspace will either put your ship in danger or when you appear somewhere else, your ship will blow up.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=meteor,
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Meteoroids (c) 1981 Venture Line.
- TECHNICAL -
Main CPU : 8085A (@ 4 Mhz)
Sound CPU : I8035 (@ 768 Khz)
Sound Chips : (3x) SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Space Force".
$end
$info=metrocrs,metrocra,
$Edit this entry at Arcade-History.com
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Metro-Cross (c) 05/1985 Namco.
A single player runs through a number of futuristically-theme levels, avoiding obstables - Coca-Cola cans, barriers, green floor tiles (which slow the player's progress), holes etc. - and attempt to reach the finish line before the tight time limit expires. Progress is aided by springboards - which allow the player to jump over obstacles - and a skateboard, which is unaffected by the green tiles that otherwise slow the player's progress. Bonus points can be earned by kicking the static drinks cans that can be found throughout each level.
- TECHNICAL -
Game ID : MC
Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Alfa Records released a limited-edition soundtrack album for this game (The Return of Video Game Music - ACL-22004) on 25/06/1985.
- STAFF -
Music by : Nobuyuki Ohnogi
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation (1997, "Namco Museum Vol.5")
* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1987)
Atari ST (1990)
$end
$info=pc_mtoid,
$Edit this entry at Arcade-History.com
$bio
Metroid (c) 1986 Nintendo.
You play as Samus Aran, a space-traveling bounty hunter who has been assigned by the Galactic Federation to investigate a band of Space Pirates on the planet Zebes. The Space Pirates invaded a deep-space research ship and stole an unknown, yet destructive life-form that can absorb life energy and rapidly multiply. The life-form is codenamed 'Metroid'.
As Samus you must infiltrate the planet and destroy the Mother Brain controlling the pirates before the Metroid can be used as a weapon. Along the way, Samus can acquire weapons to help her through the cavernous maze, and to defeat all hostile creatures (both pirates, and indigenous) along the way. Much of the game is based on discovery - such as secret passageways, and retracting your path to find areas using new abilities.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : MT
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Mistranslation : In the opening story, the planet Zebes is referred to as 'Zebeth'. This is due to a mistranslation from Japanese to English. In Japan, the 'S' sound and the 'TH' sound are interchangeable.
The second boss of the game, Ridley, was named in honor of Ridley Scott, the director of Alien (1979).
When it was first released, Metroid held a secret about its armor-clad protagonist, Samus Aran. When the game was beaten in under two hours, the player was presented with an image of Samus, whose armor then disappeared, revealing that the character is actually a woman. Samus Aran has since gone on to be recognized as one of the earliest and most famous female video game protagonists ever.
Cameos in other Samus Aran Nintendo titles :
1. Famicom Wars (1988, Famicom) (Unreleased outside Japan; The Orange Star commander on Donut Island is called Samasuun, and her face on the result screen is Samus's mask).
2. Nintendo's Tetris (1989, NES) (Cameo, appears playing the upright bass after the player wins a B-type game of level at least 9 and height at least 2).
3. F-1 Race (1990, Game Boy) (Cameo, appears cheering before Course 7)
4. Galactic Pinball (Virtual Boy) (Cameo, her ship appears in a minigame).
5. Super Mario RPG - Legend of the Seven Stars (1996, SNES) (Cameo, after Mario's party defeats Yaridovich, he may her find sleeping, until Mario travels to Land's End, and a Samus figurine appears in the toy box of Booster's Room).
6. Kirby Super Star (1996, SNES) (Cameo, when Kirby uses his rock defense he can become a Samus statue. Also, the Screw Attack icon (called the Screwball) is a treasure in the Great Cave Offensive segment of the game).
7. Kirby's Dream Land 3 (1997, SNES) (Cameo, appears after level 5-2, which also contains six Metroids).
8. Super Smash Bros. (1999, N64) (Playable character).
9. Super Smash Bros. Melee (2001, GameCube) (Playable character).
10. WarioWare, Inc. - Mega Microgames (2003, Game Boy Advance) (Contains a microgame based on NES Metroid).
11. WarioWare, Inc. - Mega Party Games (2004, Nintendo GameCube) (Contains the same Metroid microgame from Mega Microgames).
12. WarioWare - Touched! (2005, Nintendo DS) (Contains a microgame based on NES Metroid).
13. WarioWare - Twisted! (2005, Game Boy Advance) (Contains two microgames based on NES Metroid).
14. Animal Crossing - Wild World (2006, Nintendo DS) (Gulliver, the seagull, references Samus saying 'Tell me, have you ever heard of the bounty hunter that can turn into a ball?'. Also you can get a 1x1 item that is a Metroid in a case, when you touch it it glows and plays a small clip of Metroid music).
15. Geist (2005) (Samus' helmet is seen in a women’s locker room).
16. Tetris DS (2006, Nintendo DS) (Metroid-based course, Catch; in the title screen, Samus shoots some tetrominoes; A difficulty level on Standard mode is Metroid Themed, with Samus to the right, and clips of the original Metroid playing on the top screen).
17. WarioWare - Smooth Moves (2007, Wii) (Contains a microgame based on Metroid Prime 2).
18. Super Smash Bros. Brawl (2007, Wii) (Playable character, Zero Suit Samus is also a playable character).
- TIPS AND TRICKS -
* Super jump : Hold Right on controller two and press A on controller one.
* Quit game play : Press Start to pause game play. Hold Up+A on controller two to display the current password.
* Different endings : completing the game within a set amount of time will net you one of four different endings :
Over 5 hours : Samus will raise her hand in victory.
3-5 hours : Samus will remove her helmet.
Under 3 hours : Samus will remove all of her armour, and be dressed in a purple leotard.
Under 1 hour : Samus will remove all of her armour, and be dressed in a purple bikini.
* Play as leotard Samus (+ Extra Ending) : After completing the game in under 3 hours and getting the leotard Samus ending, start a new game. Samus will just be wearing her leotard. If you take more than five hours to complete the game as armourless Samus then you get another ending where Samus puts her armour back on and turns her back on you in shame.
* Passwords :
M7---- --zOA0 2T-tfm a000d5 (Tourian)
00U--- -u0000 0AFw9Y 1800sb (Hideout 2)
022400 A00000 05?00m 0000aS (Brinstar with Screw Ball and Ice Beam)
0WX002 W00004 1VW0C0 0000MO (Q2 Brinstar with Screw Attack, Ice Beam and Leotard Samus)
Daniel Daniel Daniel Daniel (Norfair with no bombs)
XXXXXX XXXXXX KKKKKK KKKKKK (Tourian with weak weapons and Leotard Samus - impossible)
JUSTIN BAILEY ------ ------ (Norfair with Wave Beam, Long Beam, Bomb, Jump Boots, Varia, Screw Attack 5 Tanks, 205 Missiles and Leotard Samus)
JUSTIN BAILEY ------ 000000 (Hideout 2 with Ice Beam, Long Beam, Bomb, Jump Boots, Varia, Screw Attack, 5 Tanks, 255 Missiles and Leotard Samus)
justin bailey ------ ------ (Reset to title screen)
BOMBS- Missile SCREW- ATACK- (111 missiles, Ice Beam, Bombs and 4 energy tanks)
KIDICA RUSc19 86NINT ENDO-- (Hideout 1, Ice Beam, Screw Attack, 4 Tanks and 42 Missiles)
999999 999999 KKKKKK KKKKKK (Hideout 2, no Kraid, no Varia, no Mother Brain, no final time limit)
X-z-uJ lls0W0 fVvweG 000WNr (215 missiles, 5 energy tanks, all powerups, both mini-bosses dead)
000000 000000 03-200 000089 (255 missiles, but no missile tanks)
000000 000000 080h00 0000gu (Begin with missiles but no missiles in Kraid's lair)
000000 000001 00F300 00008X (Begin with missiles, but no missile tanks in Ridley's lair)
X----- --N?WO dV-Gm9 W01GMI (see Metroid's best ending)
F2-yum akMKa0 O2-oKm 0000fr (Get Ice Beam)
000800 000000 02080H e000?q (Get Long Beam)
mMuiS1 II6-GE Jls?h0 m00WRM (No suit and All Weapons)
00WX00 2W0000 41TW1o 0000LD (Play with Samus with her suit off!)
00U--- -u0000 0AFw9Y 1800sb (Go to Rifley)
C00000 000000 080h00 00006u (Begin with bombs)
- SERIES -
1. Metroid (1986, Nintendo Famicom)
2. Metroid II - Return of Samus (1991, Nintendo Game Boy)
3. Super Metroid (1994, Nintendo Super Famicom)
4. Metroid Fusion (2002, Nintendo Game Boy Advance)
5. Metroid Prime (2003, Nintendo GameCube)
6. Metroid - Zero Mission (2004, Nintendo Game Boy Advance)
7. Metroid Prime 2 - Echoes (2004, Nintendo GameCube)
8. Metroid Prime - Hunters (2005, Nintendo DS)
9. Metroid Prime 3 - Corruption (2007, Nintendo Wii)
- STAFF -
Scenario written by : Kanoh
Character designed by : Kiyotake, New Matsuoka Shikamoto
Main programmers : Hai Yukami, Zaru Sobajima, Gpz Sengoku, N. Shiotani, M. Houdai
Converted by : T. Narihiro
Assisted by : Makoto Kanoh
Directed by : Yamamoto
Chief director : Satoru Okada
Music by : Hirokazu Tanaka (Hip)
Produced by : Gunpei Yokoi
Special thanks to : Ken Zuri, Sumi, Inusawa, Kacho, Hyakkan, Goyake, Harada, Penpen
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Nintendo Game Boy Advance (2004, "Metroid - Zero Mission") : with Remade Graphics & Sound in addition to a bonus mission, the original game is an unlockable extra.
Nintendo GameCube (2003,"Metroid Prime" - unlockable Bonus connection) : The process is : you end the Metroid Fusion, connect your Game Boy Advance to Metroid Prime via GBA/GCN link cable, and you will unlock the original Metroid in the Nintendo GameCube. As an added bonus, the former password system has been removed and replaced with the benefit of saving the Progress to memory card.
Nintendo Game Boy Advance (2004, "Famicom Mini Series")
Nintendo Wii (2007, "Virtual Console")
$end
$info=mexico86,
$Edit this entry at Arcade-History.com
$bio
Mexico 86 (c) 1987 Micro Research.
A 1- or 2-player soccer game with 7 selectable nations to choose from.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 6 Mhz), M68705 (@ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Kick and Run".
The game's name is based from the 1986 FIFA World Cup Finals in Mexico. However, as this game retains the teams from "Kick and Run", the host nation Mexico are absent from the game.
- TIPS AND TRICKS -
* All-Stars Team : On the title screen press and hold the start button, wait 8 seconds exactly and release. Do this 3 times and you'll hear a bip-like noise. Insert the coin and go to the team selection screen; put the cursor over Argentina and press and hold start, now choose Argentina. But instead of choosing Argentina you'll get the All-Stars Team.
$end
$info=mwalk,mwalku,mwalkbl,mwalkj,
$Edit this entry at Arcade-History.com
$bio
Michael Jackson's MoonWalker (c) 1990 Sega.
Based on the movie of the same name, Moonwalker is a scrolling, isometric beat' em up in which Michael Jackson, along with his chimp Bubbles, attempts to save children and defeat the evil 'Mr. Big'. During each round, the player must defeat each and every one of Mr. Big's henchmen and the deadly enemy machines that patrol the levels. This is achieved either by shooting them with Michael Jackson's 'magical energy', or by using his Dance Magic - the game's equivalent of a smart bomb. Some enemies take only one shot to defeat whereas others take several shots before they are destroyed. The longer the player holds down on the fire button, the greater the amount of magical energy Michael can inflict. At the start of each round, the player is given 2 dance magic smart bombs. Towards the end of each round, Michael's pet chimpanzee, Bubbles, will be seen moving about. If Michael touches Bubbles, he will turn into a powerful robot (the 'Moonwalker' of the game's title). After Michael has become Moonwalker, he will be able to shoot lasers and fire missiles. Michael must defeat every boss enemy at the end of each round in order to proceed to the next.
Each player's Michael Jackson character looks identical but wears a different colour : white (left player), red (middle player), and black (right player).
- TECHNICAL -
Sega System 18 hardware
Game ID : 317-0157 / 317-0158 / 317-0159
Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1990.
Moonwalker is made up of 5 stages, each featuring a different Michael Jackson track for the instrumental background music. The stage music is as follows...
1. Cavern : 'Bad'
2. Amusement Quarter : 'Smooth Criminal'
3. Night Street : 'Beat It'
4. Graveyard : 'Another Part Of Me'
5. Evil Fortress : a reprise of 'Bad'
If you complete all 5 stages and finish the game, the song that will play for the ending will be 'Billie Jean'.
- UPDATES -
FD1094 317-0157
* Japanese version.
FD1094 317-0158
* US version.
* Additional "Winners Don't Use Drugs" screen.
FD1094 317-0159
* World version.
BOOTLEG
* no I8751 @ 8 Mhz :-)
- STAFF -
Game concept & Design by : Michael Jackson
- PORTS -
A version of Moonwalker was released for the Sega Mega Drive/Genesis and Master System. It retained most of the gameplay elements of the arcade game that inspired it, but the isometric viewpoint was dropped in favor of sideways scrolling. The end result had more in common with Namco's "Rolling Thunder" than with the arcade MoonWalker.
* Computers :
Amstrad CPC (1990)
$end
$info=mlanding,
$Edit this entry at Arcade-History.com
$bio
Midnight Landing (c) 1987 Taito.
- TECHNICAL -
Main CPU : (2x) 68000, (2x) Z80
Sound Chips : YM2151, MSM5205
Palette colors : 8192
Players : 1
Buttons : 6
$end
$info=midres,midresu,midresj,midresb,
$Edit this entry at Arcade-History.com
$bio
Midnight Resistance (c) 10/1989 Data East.
One or two players take on the role of two commando brothers whose entire family has been kidnapped and must be rescued. The game's eight large, eight-way scrolling levels are made up of platforms, ledges and ladders; each populated both with enemy soldiers and with intricate, imaginatively designed enemy machinery. As the players make their way through a level, they will be able to pick up red 'keys' - which are left behind by defeated enemies; collecting these keys will allow the players to upgrade their weapons at the shop that awaits at the end of each level.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : Spinner
Buttons : 2
- TRIVIA -
The game's ending changes slightly depending how many family members are rescued before the final battle! Save them all!
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990.
A Midnight Resistance unit appears in the 1990 movie ''Robocop 2''.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
The game's ending changes slightly depending how many family members are rescued before the final battle. For the ''proper'' ending, all family members must be saved. The players must have the full count of six red keys in order to release all of the prisoners.
- SERIES -
1. Heavy Barrel (1987)
2. Midnight Resistance (1989)
- STAFF -
Designer : Koji Akibayashi
Software : Yuichi Nishimura, Naoya Hanada, Yuji Ohtomo, Tac. H
Hardware : Keiichi Yoshida, Hiroyuki Iwabe, Shingo Mitsui
Graphic designers : Tomoo Adachi, Kazumi Minagawa, Fujimi Ohnishi, Yoshinari Kaihoh
Sound : Ahsa, Mard, Fuse, Kiwchi, Hitomi Komatsu
- PORTS -
* Consoles :
Sega Mega Drive (1990)
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Atari ST (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
$end
$info=midnrun,
$Edit this entry at Arcade-History.com
$bio
Midnight Run - Road Fighter 2 (c) 1995 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
- SERIES -
1. Road Fighter (1984)
2. Midnight Run - Road Fighter 2 (1995)
- PORTS -
* Consoles :
Sony PlayStation (1997)
$end
$info=mightguy,
$Edit this entry at Arcade-History.com
$bio
Mighty Guy (c) 09/1986 Nichibutsu.
Mighty Guy doesn't need a gun to fend off large amounts of soldiers! This is what "Ikari Warriors" would be if they left their machine guns at home.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM3526 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=mimonkey,mimonsco,mimonscr,
$Edit this entry at Arcade-History.com
$bio
Mighty Monkey (c) 1982 Universal Video Games.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A bootleg was made by Yih Lung on the "Scramble" hardware and another by Noel on the "Super Cobra" hardware.
'Sun Wu Kong' is a legendary monkey king from an Chinese fantasy novel (by His Yu Chi) called 'Pilgrimage to the West'.
$end
$info=mwarr,
$Edit this entry at Arcade-History.com
$bio
Mighty Warriors (c) 199? Elettronica Video-Games.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.102 Khz)
Screen orientation : Horizontal
Video resolution : 366 x 240 pixels
Screen refresh : 54.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=mpang,mpangj,
$Edit this entry at Arcade-History.com
$bio
Mighty! Pang (c) 10/2000 Mitchell.
- TECHNICAL -
Capcom Play System II (CPS II)
Game ID : CP-S II No. 34
Main CPU : 68000, Z80
Sound Chips : Q-Sound
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This is the first Mitchell game to run on the CPS II.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'MIT'.
- SERIES -
1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 (1995)
4. Mighty! Pang (2000)
- STAFF -
Planners : Futoshi Kuwahara, Taiji Miyajima
Lead programmers : Shigeru Komiya
Lead artist : Eiko Kato
Character designer : Satoshi Ida
Art supervisor : Tetuhiro Kuroda
Assistants : Kazue Matunaga, Makoto Kobayashi, Hiroki Narisawa, Daigo Ota
Music composer : Takafumi Wada
SE designer : Yoko Mizumoto
Executive producer : Roy Ozaki
Producer : Kouichi Niida
$end
$info=pc_miket,
$Edit this entry at Arcade-History.com
$bio
Mike Tyson's Punch-Out!! (c) 1987 Nintendo.
You control Little Mac in working his way up the professional boxing circuits, facing a series of colorful, fictional boxers, leading to a final fight with the baddest man on the planet, 'Iron' Mike Tyson.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : PT
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Mario appears in the game as the referee.
- TIPS AND TRICKS -
* Password :
005 737 5423 (Major Circuit)
777 807 3454 (World Circuit)
940 861 8538 (Super Macho Man)
267 913 7638 (Super Macho Man + 23KOs)
032 730 8442 (Piston Honda)
007 373 5963 (Mike Tyson)
800 422 2602 (Busy Phone-line Tone - This password is Nintendo's old customer service number)
* Another World Circuit : At the beginning enter this password : 135 792 468. When you get to the last number, press A+B+Select at the same time.
* View The Credits : Set the password numbers to 106 113 0120, then press Select+A+B simultaneously to register the password.
- STAFF -
Producer : Minoru Arakawa
Supervisor : NOA (Nintendo of America)
Director : Genyo Takeda
Game designers : Kazuo Yoneyama, Mayumi Hirota
Character designer : Makoto Wada
Music composers : V. Kaneoka, A. Nakatuka, Koji Yamamoto
Electrical engineers : S. Funakoshi, M. Taya
Programmer : Masato Hatakeyama
Secretary : V. Kuriyama
- PORTS -
* Consoles :
Nintendo Wii (2007, "Virtual Console")
$end
$info=mikie,mikiehs,
$Edit this entry at Arcade-History.com
$bio
Mikie (c) 10/1984 Konami.
- TECHNICAL -
Game ID : GX469
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 1.789772 Mhz), SN76496 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Shinnyuushain Tooru-Kun".
The classroom level of Mikie plays the song 'A Hard Day's Night' by The Beatles. The Gym Level plays 'Twist and Shout', the Medley/Russell song made famous by the Fab Four.
- UPDATES -
* Shinnyuushain Tooru-Kun : This is the original version. Mikie has red hair (because we all know that redheads are temperamental troublemakers). Football players are now Bulky Students (Classroom) or Police/Probation Officers (Garden). All of the students wear uniforms, including Mikie. Your classroom teacher wears a white shirt and is somewhat pudgier than his American counterpart. Many of the rooms also have a slightly different appearance and I believe the dance studio teacher wears glasses. Go figure.
* Mikie (High School Graffitti) : Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder version. Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects). Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items. Yelling is also much shorter range than headbutting, making timing crucial. Not a version for the weak-reflexed. Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you. On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset).
- SCORING -
Collecting a heart : 200 points
Collecting a flashing heart : 1000 points
Hitting an enemy with an object (basketball or roast) : 400 points
Being hit by a dancer : 100 points
Bumping a student out of their desk (back row) : 400 points
Bumping a student out of their desk (middle row) : 600 points
Bumping a student out of their desk (front row) : 800 points
Stunning an enemy horizontally : 400 points
Stunning an enemy vertically : 800 points
Stunning two enemies horizontally : 2000 points
Stunning two enemies vertically : 3000 points
Stunning three enemies : 5000 points
Smacking an enemy with the door : 600 points
Picking up a lunchbox : 1000 points
Picking up the hamburger : 1000 points
Picking up the Coke : 1000 points
Finding the scantily - clad woman in the closet : 5000 points
Entering the Hallway after finishing any Room : 2000 points
Perfect Room Completion bonus : 5000 points
(Skill Bonus for Locker and Restaurant Rooms - awarded upon exiting the respective room)
Do not throw any objects : 5000 points
Throw one object : 3000 points
Throw two objects : 2000 points
Throw three to four objects : 1000 points
Throw five to eight objects : 200 points
Throw all nine objects : No Bonus
- TIPS AND TRICKS -
* Test mode : hold Start1+Start2 during boot.
* Secret message : In game instruction scene between title screen and demonstration play, input the following code when player character sits on a chair : hold 1P Up + 2P Down then press 1P Start 4 times. "THIS SOFTWARE IS AN ORIGINAL PRODUCT OF KONAMI" should appears.
* You can exit out either of the two Room doors when a room is complete (you can also come back in if need be), but only one door (the one that flashes out) will allow you to continue down towards the garden (the other is where you came in). Still, useful if you're panicking and need a quick exit.
* You can bump the non-heart guarding students out of their desk for points inside the Classroom, but you're only given the points once and this only matters for Step 1 anyways.
* You can headbutt the teacher in the classroom for extra points many, many times, if your timing is good. (Read: Leech)
* Headbutting an enemy vertically in the hallway is extremely difficult, and should only be attempted as a last resort. There just isn't enough room.
* Stun an enemy in the hallway in front of a door, and then smack him with the door for an easy extra 600 points.
* When enemies are moving a little too fast to be comfortable headbutting them, make sure to get them on the horizontal and not the vertical, as it's easier to time your strike.
* If you die after entering a room for the first time (or re-enter a room), the classroom teacher will only delay for about 1 second instead of 3 seconds before entering the room. Be forewarned. You may want to turn around right away and headbutt him as he stands in the doorway.
* The red bucket in the hallway can only hit you on the same horizontal line. Move either up or down (as necessary) to dodge it.
* Controlling and grouping enemies for points is possible on the Garden, but is not easy and cannot be done for very long before they become too fast. Still, it has the most open space of any of the Rooms.
- PORTS -
*Consoles :
Sega SG-1000 (1985)
* Computers :
Commodore C64 (1986)
Sinclair ZX Spectrum (1986)
Amstrad CPC (1986)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=millpac,
$Edit this entry at Arcade-History.com
$bio
Mill Pac (c) 1980 Valadon Automation.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : AY8910 (@ 1.512 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
This game is a rare French hack of "Centipede".
'Mill' is an abrevation for 'Mille' wich translates from French as 'Thousand'. 'Pac' is the reference for the "Pac-Man" characters. 'Mill Pac' is also a pun for 'Mille-Pattes' which translates from French as ..."Millipede"!
About VA : Valadon Automation was founded by Alain Valadon.
$end
$info=gtmr2,gtmr2a,
$Edit this entry at Arcade-History.com
$bio
Mille Miglia 2 - Great 1000 Miles Rally (c) 1995 Kaneko.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : dial
Buttons : 8
- TRIVIA -
Based on a race that occured in Italy from Brescia to Rome and return yearly between 1927-1938 and 1945-1950 called the '1000 Miglia'.
The car/track select screen uses a sample from the US Olympic TV theme.
- SERIES -
1. Great 1000 Miles Rally (1994)
2. Mille Miglia 2 - Great 1000 Miles Rally (1995)
$end
$info=milliped,
$Edit this entry at Arcade-History.com
$bio
Millipede (c) 1982 Atari.
Millipede is a 1- or 2-player game with a color raster-scan video display. The game action takes place on a playfield filled with mushrooms, flowers, and deadly DDT bombs. The player tries to destroy a variety of insects that drop from the top of the screen or enter from the sides of the screen, most of them to attack the player. The player controls a bow-shaped vehicle known as The Shooter. The object of the game is to shoot and destroy as many objects as possible for a high point score, before the player's lives are all used up.
Player control consists of a Midi Trak-Ball control and a FIRE pushbutton. The Shooter is moved by rotating the Midi Trak-Ball control. The Shooter can be moved in all directions, but only within the bottom fifth of the screen. However, The Shooter must move around mushrooms, flowers, and DDT bombs, since these are fixed and not 'transparent' objects. Pressing the FIRE button causes The Shooter to emit an arrow that travels upward. The Shooter may fire one or many arrows (by pressing the FIRE button constantly). But only one arrow will appear on the screen at a time.
A player may start a game at an advanced level of play and receive bonus points for starting play at that level.
Game play begins with a playfield of randomly placed mushrooms and DDT bombs. A Millipede enters at the top center of the screen and starts snaking its way across the screen. The Millipede changes direction when it runs into a fixed object in the playfield (mushroom, DDT bomb, flower, or another insect), or when it reaches the side boundaries of the playfield.
When a segment of the Millipede is shot, it is destroyed and a mushroom appears where that segment was shot. When shot, the Millipede breaks into two smaller Millipedes, each with its own head. When a Millipede reaches the bottom of the screen, it starts back up, but remains within the area of The Shooter (the bottom fifth of the screen).
If a Millipede reaches the bottom of the screen without being shot, it releases its tail. This tail changes into a new head. Also to provide the player a challenge, if a Millipede is still alive when it reaches the bottom, new heads will enter the screen almost at the bottom of the sides. More of these heads will appear as time progresses.
A round of play ends when all Millipede segments are destroyed. The screen then scrolls down one line. When the Millipede with only four segments enters from the top of the screen, the screen will scroll down every two seconds. The only way a player can stop the scrolling screen is to shoot a DDT bomb or destroy the entire Millipede. The screen scrolls up when a Mosquito is shot.
It takes four shots to destroy a mushroom. After a period of time, the entire playfield of mushrooms changes. Some mushrooms die and new mushrooms grow where there were none before. A mushroom next to a DDT bomb becomes poisoned. When a Millipede runs into a poisoned mushroom, two things happen: Its head changes color, and it changes direction and falls vertically to the bottom of the screen.
DDT bombs explode when hit by an arrow. Any object near the bomb is engulfed by the explosion. Insects are worth more than normal if they are destroyed by the explosion.
Spiders appear in any round. They move in a random pattern on the bottom third of the screen. As the player's score increases, the range of the Spider decreases, until it is confined to the bottom fifth of the screen. Also, more Spiders enter as the game progresses. A Spider destroys any mushroom or flower it moves over. The player earns 300, 600, 900, or 1200 points for destroying the Spider, depending on the distance The Shooter and the Spider are from each other. Depending on a special option switch setting, the Spider moves slowly until a player reaches a specific score, and then it speeds up. If The Shooter and a Spider collide, both are destroyed.
When a Millipede with fewer than eleven segments appears, an Earwig enters the screen from either side, moving at a relatively slow speed. As the player earns more points, the Earwig's speed increases. If an Earwig passes over a mushroom, it poisons the mushroom. Earwigs are worth 1000 points when destroyed.
When a Millipede with fewer than ten segments appears, a Dragonfly enters at the top of the screen. The Dragonfly moves in a zig-zag pattern and its speed increases as the player's score increases. As the Dragonfly moves, it leaves a trail of mushrooms behind. Dragonflies are worth 500 points when destroyed.
When a Millipede with fewer than nine segments appears, a Mosquito enters at the top of the screen and flies in a diagonal pattern. The Mosquito's speed increases as the player's score increases. When a Mosquito is destroyed, the screen scrolls up one row. Mosquitos are worth 400 points when destroyed.
Beetles appear randomly after the first wave. They enter from the sides of the screen near the bottom, travel down to the bottom of the screen, and walk at least half way across the bottom. Then the Beetle travels up and exits at the side of the screen. If a Beetle passes over a mushroom, the mushroom changes into a flower. Flowers cannot be destroyed by The Shooter. Depending on an option switch setting, the number of Beetles appearing on the screen and the speed of the beetles increase as the player's score increases. When a Beetle is destroyed, the screen scrolls down one row. Beetles are worth 300 points.
Bees may fall from the top of the screen during any round. As the Bee falls, it leaves a trail of mushrooms behind. The Shooter must hit a Bee twice to destroy it (the first shot just speeds it up). Bees have a value of 200 points when destroyed.
An Inchworm may appear when a Millipede with fewer that eleven segments appears. The Inchworm travels from one side of the screen to the other side. It moves slowly until the player's score reaches 80000 points. Then it speeds up. If The Shooter destroys the Inchworm, all insects will slow down for about three and one-half seconds. The Inchworm is worth 100 points when destroyed.
After a Millipede of one, three, five, seven, or eleven segments has been destroyed, an insect bombing raid occurs. A raid may have only Bees, Dragonflies, Mosquitos, or a mixture of all three. When the insect is shot, a point value appears on the screen in its place. With each additional insect hit, 100 points will be added to the previous value, up to 1000 points.
- TECHNICAL -
Approximately 10,000 units were produced. Millipede came in two different form factors, an upright and a cocktail table, and it was also available as a conversion kit for "Kangaroo", "Dig Dug", and "Arabian". The uprights were by far the most common. They all have control panels with a trackball, although the upright version uses a larger ball than the other ones do. All of the trackballs are prone to wear and tear, but replacement parts are readily available. The upright was in a white cabinet that was rather strangely shaped. It really accented the speaker area in a way that no other games did. The game featured ornate painted sideart of a huge orange bug along with a hunter inside a forest scene. That graphic wasn't just on the sides either, it continued all the way around the front of the machine as well. The control panel was dark and rather plain, it had the trackball, some game instructions, and a few graphics of leaves. The marquee for this title shows a hunter clad in red, firing a longbow at an orange millipede. The cocktail version is black and woodgrained, and has two control panels. It is mildly decorated with light blue graphics under the glass and on the control panels. This was the style of cocktails where both players sat across from each other, and not the side by side style that some other titles used.
Game ID : 136013
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : Optical trackball
Buttons : 1 (FIRE)
- TRIVIA -
Released in November 1982.
Sequels to arcade games can be a 'hit and miss' thing. Taito was able to make a successful sequel to its "Space Invaders" game by releasing "Space Invaders II". Atari also attempted to make a sequel to its hit "Asteroids" called "Asteroids Deluxe". Unfortunately, the sequel was not received well and Atari took a loss with it. Atari had another runaway hit in 1980 called "Centipede". The game basically involved having the player take out insects and mushrooms that dotted the playing screen. Taking another chance, Atari released a sequel in 1982 called Millipede. Fortunately, Millipede received a better reception then "Asteroids Deluxe" did as a sequel and it did fairly well at the arcades. Other games that Atari released such as "Dig Dug", "Gravitar", and "Pole Position" may have also helped the sequel along. The game play was essentially the same as the original.
If you go into test mode, you will see a hidden 'Logg' sprite which refers to the game programmer Ed Logg.
Originally called 'Centipede Deluxe'. Here is the main differences between Millipede and "Centipede" :
* Instead of the Centipede and three enemies, you now have to deal with the Millipede and seven enemies.
* In addition to the Bee dropping mushrooms, the Dragonfly also drops them. The difference between the two enemies is that the Bee goes in a straight line from top to bottom while the Dragonfly zig-zags across the screen from top to bottom.
* Beetles turn mushrooms into flowers which can only be destroyed with DDT bombs or by Spiders.
* On some screens, some of the mushrooms will disappear while others grow in other random places.
* The Shooter now shoots arrows instead of laser-type shots.
* The screen advances down one level after each round is completed or for each Beetle that is hit. This will reveal other things when a new top level is revealed. Mosquitos cause the screen to advance up by one level.
* Different events are based on how many segments the Millipede has (a segment is defined as not being the head).
* DDT (a chemical that was banned in the 60's for pest control) bombs have been added to help you take out areas of bugs, flowers, and mushrooms.
* A new bonus setting has been implemented. It works depending on what the machine is set at for gaining bonus Shooters. Once you cross that threshold multiple, you can start a new game from that score minus the original bonus score. The score tops out at 300,000 points. You have 30 seconds after your game ends to choose to do this. It works like this :
1) The maximum level a player can start at is one level lower then the last free Shooter they received. For example, you receive a free Shooter every 20,000 points. If you achieved a score of 50,000 points, then the last free shooter you received was at 40,000 points. Going one level lower, you can either start with a bonus of 0 or 20,000 points. It works the same for free Shooters awarded at 12,000 or 15,000 points.
2) The player will also be allowed to start a new game at a bonus level. Again, depending on what the machine settings are for free Shooters will determine this bonus. The bonus will be 0, 1, 2, or 3 times whatever the score required is for a free Shooter (i.e. 0, 12,000, 24,000, or 36,000 points to name one). You will have ten seconds to make a decision.
* There are more score dependent settings for the game. This means more enemies will do different things depending on the player's score.
* Millipede cycles back and forth with head to body ratio instead of just having heads like Centipede does.
James Schneider holds the official record for this game with 6,995,962 points.
A Millipede unit appears in the 1983 movie 'Joysticks' and in the 1988 movie 'Arthur 2 - On the Rocks'.
A Millipede machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- SCORING -
Millipede (Body) : 10 points
Millipede (Head) : 100 points
Spider : 300, 600, 900, 1200 points (Points increase the closer the Spider is to the player's Shooter when shot)
Earwig : 1000 points
DDT Bomb : 800 points
Dragonfly : 500 points
Mosquito : 400 points
Beetle : 300 points
Bee : 200 points (Takes 2 hits. First hit speeds it up, second hit destroys it)
Inchworm : 100 points
Mushrooms & Poisoned Mushrooms : 1 point (Takes 4 hits to destroy). When the mushroom patch is reset after a player loses a life, each partially destroyed mushroom, poisoned mushroom or flower that is restored awards the player 5 bonus points.
Raids : 100 points per insect which increments 100 points per additional insect to a maximum of 1,000 points per insect.
Enemies killed inside DDT blasts are worth 3 times their normal score. The exception to this are Spiders which are worth 1,800 points when killed by DDT and enemies on the raids which are worth their normal (progressive) point values.
Raids : Normal points for the first raiding insect killed. Additional kills on raiding insects are worth 100 points more than the previous one, up to a maximum of 1,000 points each.
- TIPS AND TRICKS -
* Hints :
1) Destroy mushrooms near the bottom of the screen.
2) Destroy the DDT bomb when the Millipede is beside it.
3) When a millipede hits a poisoned mushroom, it changes direction and falls vertically. Anticipate the place the millipede will fall, because shooting it as it falls destroys all its segments.
* Know Your Enemies : This is the single most important aspect of this game. If you don't know how each of the enemies behave, you won't last long. The enemies are :
1) MILLIPEDE (Body and Head) : Goes back and forth across the screen. Will drop to the next level when it encounters a mushroom, flower, DDT bomb, another insect, or the side of the game field. It will go all the way to the bottom when it hits a poisoned mushroom.
2) SPIDER : These appear from the top left or right of the player area. They will either bounce across the player's area at 45 degree angles or bounce in at a 45 degree angle, bounce up and down a couple of times, go to the middle at a 45 degree angle, bounce up and down a couple of times, then finally go to the right side (at a 45 degree angle), bounce up and down, then exit the area. They destroy flowers and mushrooms they pass over.
3) DRAGONFLY : These appear when the Millipede has less then ten body segments. It goes in a zig-zag pattern from top to bottom leaving a trail of mushrooms in its wake.
4) BEE : These appear randomly. They will usually appear when you have cleared out most of the mushrooms in the player area.
5) EARWIG : These appear when the Millipede has less then eleven body segments. They go across the screen and poison all the mushrooms in their path.
6) BEETLES : These appear randomly after round one. They enter from the side of the screen, then go to the bottom. They travel at least halfway along the bottom before going up to their original entry level. They then exit from the side. All mushrooms in their path are converted to flowers.
7) MOSQUITOS : Randomly enter the screen and fly in a diagonal pattern from the upper left or upper right corners. Hitting them causes the screen to go up one level.
8) INCHWORM : These appear when a Millipede has less then eleven body segments. Hitting them causes all enemies on the screen to slow down for about three seconds.
* The Millipede will start out as a head and eleven body segments on round one. Round two will be a head with ten body segments and a head that enters from the opposite side. Round three will be a head with nine body segments and two heads that enter from opposite sides. This progression keeps going until round twelve where you have twelve heads. It will then reverse this progression on round thirteen. This cycle occurs every twelve rounds.
* Shooting the Millipede can have two effects :
1) If you shoot the head, then that part turns into a mushroom and the next segment becomes the new head and the Millipede will travel in the opposite direction (since it hit the new mushroom created).
2) If you shoot the middle of the body, then the segment hit will become a mushroom. The old Millipede will continue in the same direction. The new Millipede will develop a head at the next segment after the break and head off in the opposite direction.
* A good strategy to ensure you destroy the Millipede's in one stroke and to keep the Bees at bay is to create 'mushroom corridors'. Mushroom corridors are basically corridors between two rows of mushrooms where you can funnel the Millipede down and destroy it when it is moving head-first at your shooter.
* In reference to the above 'mushroom corridors', keep in mind that on random screens, some mushrooms die while others take their place. This means you may have to clean up the area since some of your corridors may have been affected by this change.
* Watch out for the Spiders. They enter at either the top or bottom corners. Your shooter may be in the way if this happens. In addition to collisions, the Spiders wipe out all mushrooms that are in its path. This can create problems when you are creating mushroom corridors. It can also cause the Bees to appear since you won't have many mushrooms in the player area. In later rounds, multiple Spiders may appear in the player area.
* At the beginning of a round, take a quick look to see how many segments the Millipede has. This will determine the behavior of enemies on that or subsequent rounds.
* On rounds where the Millipede has an odd number of segments (i.e. one, three, five, etc.), be prepared for the next round after clearing out the current round. The next round will have a RAID of bees, dragonflies, mosquitos, or a mixture of the three. When you shoot one of these you get 100 points. For each insect hit thereafter, you add 100 points to the previous score. This will reach a maximum of 1,000 points per insect.
* On the round where the Millipede only has four segments, the screen will scroll down once every two seconds. The only way to stop this from happening is to set off a DDT bomb or destroy the Millipede. Of course this can work to your advantage when you need to get more DDT bombs or a different configuration of mushrooms in a hurry.
* You can have a maximum of four DDT bombs on the screen at any given time. Wait until either the Millipede is right next to one or there is a heavy concentration of enemies before setting it off.
* Beetles can cause a lot of problems if they aren't dealt with quickly. Of course, if you have your mushroom corridor set up, they may be a blessing. Since they create relatively indestructible flowers in their path, this would help prevent you from shooting them accidently. Of course, you still have to worry about the Spiders and DDT bombs.
* Keep track of where the Earwigs move across the screen. As soon as the Millipede hits a poisoned mushroom, it will immediately head for the bottom of the screen. The only way to stop this headlong plunge is to shoot it in the head. In the later rounds, it is not uncommon to have multiple Earwigs going across the screen. They also provide the most points in the game.
* Another way mushrooms get poisoned is if they grow next to a DDT bomb. Again, watch the screen for new growth.
* If you get unlucky and let the Millipede into your area, you need to destroy it before it gets to the bottom of the player area. Once it reaches the bottom, it will ascend again and remain in the player area. If it does reach the bottom of the player area, another head will come out from the opposite side to start its back and forth march across the screen. This will continue until you destroy all the Millipede parts in the player area or until your Shooter is destroyed.
* If your shooter gets destroyed, all partially shot-up mushrooms and poisoned mushrooms are reset. Flowers created by beetles are also changed back into mushrooms. You then start at the beginning of the round you got killed on.
* Depending on the difficulty the machine is set up at, the following events occur :
1) At easy, the Spider moves slowly up to 10,000 points. At hard, the Spider moves slowly up to 5,000 points.
2) At easy, the Beetle moves slowly up to 400,000 points and four Beetles appear in each round after 500,000 points. At hard, the Beetle moves slowly up to 300,000 points and four Beetles appear in each round after 350,000 points.
3) Regardless of setting, the Inchworm will move faster after the player reaches 80,000 points.
4) All other enemies move at their same speeds.
- SERIES -
1. Centipede (1981)
2. Millipede (1982)
- STAFF -
Designed and programmed by : Ed Logg
Also worked on Millipede : Dave Snyder
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (1984)
Atari XEGS
Nintendo Famicom (1988)
Nintendo Game Boy (1995, "Centipede / Millipede")
Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")
Sony PlayStation (2001, "Atari Anniversary Edition")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Nintendo Game Boy Advance (2005, "Millipede / Super Breakout / Lunar Lander")
Microsoft XBOX 360 (2007, "Centipede / Millipede" - Xbox Live Arcade)
* Computers :
Atari 800 (1983)
Atari ST (1986)
Tandy Color Computer (1987, "Kingpede")
PC [CD-Rom] (2000, "Atari Arcade hits 2")
PC [CD-Rom] (2001, "Atari Anniversary Edition")
PC [CD-Rom] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
Atari Flashback 2 (2005)
- SOURCES -
Millipede F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=minasan,
$Edit this entry at Arcade-History.com
$bio
Minasan no Okagesama Desu - Dai Suguroku Taikai (c) 01/1991 Monolith.
A difficult mahjong game with very odd characters and board game elements.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0027
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Thanks To Everyone! - Great Dice Game Tournament'. 'Sugoroku' is also a children's game played with dice and is also the Japanese version of Backgammon.
This game is based on the Japanese TV comedy show 'Minasan no Okage Desu' created by the Japanese comedy duo 'Tunnels', which ran on Fuji TV from 1988-97. Many of these characters appear in the game.
- TIPS AND TRICKS -
If you take too long to decide, the character with the fan will fall asleep and a big bubble will come out of his nose. The character with the pig tails will start picking his nose.
$end
$info=minefld,
$Edit this entry at Arcade-History.com
$bio
Minefield (c) 1983 Stern Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 354
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- STAFF -
Designed and programmed by : Chris Oberth
$end
$info=mineswpr,minesw4p,
$Edit this entry at Arcade-History.com
$bio
Minesweeper (c) 1977 Amutech.
This game was two player only, you must have a real live person to play against, or else the other players boat will head directly for the bottom wall, which doesn't make for a very interesting game. Each player moves their little boat around leaving a solid line of mines behind them. All moves are made on an invisible grid, so you can only turn at 90 degree angles. To win you must last longer than your opponent before hitting something (first person to hit something loses). One good strategy is to try and box your opponent in to a small section of the screen, and then just move carefully until they crash. Pushing backwards on the stick will cause you to crash into your own mines, so avoid that at all cost.
The game was controlled with buttons rather than joysticks (this was cheaper to produce, and most of the other similar games of the time used buttons as well). Inserting a coin started the game at once. Both players got to play for a single coin. The game ended after one player chalked up six wins, but this was operator adjustable down to as low as three. The operator can also turn the sound on and off with internal switches as well.
- TECHNICAL -
Main CPU : 8080 (@ 2.079 Mhz)
Sound Chips : Samples (@ 2.079 Mhz), Discrete (@ 2.079 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 2
Button : 4
- TRIVIA -
Shane Poulsen holds the official record for this game on 'Beginner' settings with 5 points. Shane Poulsen also holds the official record for this game on "'Intermediate' settings with 32 points.
And lastly, Shane Poulsen holds the official record for this game on 'Expert'
settings with 114 points.
$end
$info=miniboy7,
$Edit this entry at Arcade-History.com
$bio
Mini Boy 7 (c) 1983 Bonanza.
- TECHNICAL -
Main CPU : M6502
$end
$info=mv4in1,
$Edit this entry at Arcade-History.com
$bio
Mini Vegas 4in1 (c) 1983 Entertainment Enterprises.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound Chips : AY8910 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 8
$end
$info=minivadr,
$Edit this entry at Arcade-History.com
$bio
Minivader (c) 1990 Taito.
- TECHNICAL -
Board Number : K11X0622A
Prom Stickers : D26
Main CPU : Z80 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This is a test board sold in Japan together with every cabinet.
$end
$info=mmonkey,
$Edit this entry at Arcade-History.com
$bio
Minky Monkey (c) 1982 Technos / Roller Tron.
- TECHNICAL -
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This is the first Technos game.
- STAFF -
Director / Programmer : N. Tomiyama
Sound director : T. Tako
Art designers : H. Fukuda, M. Kogoma
$end
$info=mirage,
$Edit this entry at Arcade-History.com
$bio
Mirage Youjuu Mahjongden (c) 1994 Mitchell.
$end
$info=mirninja,
$Edit this entry at Arcade-History.com
$bio
Mirai Ninja - Keigumo Kinin Gaiden (c) 1988 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : MN
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Future Ninja - Stealth Joy Cloud Device Side Story'.
Mirai Ninja was based on a Japanese movie of the same name. Both the game and the movie were released the same year.
The plot of the movie : A man's body and soul are stolen and used as part of a demon castle. What's left becomes Cyber Ninja. He teams up with the chi students whose cyber-earmuffs show matching red symbols. They fill their swords with ammunition, grab some neo-retro-cyber-antique guns and attack the demon robot expendable ninja squad. Each fight is won by whichever side uses more gratuitous special effects. They slay the Tron-like hover droids, who are destroyed in their shame. There's a showdown with a white-armored guy with dreadlocks, who is later reincarnated by the eclipse and a lot of multicolored lightning. After killing the make-up wearing effeminate spider person, the chi school fires a giant gun at the demon castle spider cyber robot. It blows up.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Mirai Ninja - Keigumo Kinin Gaiden : G.S.M. Namco 1) on 21/12/1988.
- STAFF -
Game designer : UNKNOWN
Game programmers : Pegasus Ahoyagi, Screen de Kotatsun
Game visual designer : Gimmy Yanagii
Music composer / Sound effects : Astron Ishii, Norio Nakagata, Kouichi Ohta
Visual staff : Katsuhiko Shigeri, Hiromi Fukuda, Masanori Kimura, Mitsuru Fukuoka, Mitsuru Enomoto, Junko Anzai, Kayo Koga, Mayumi Ohoura, Meda Medaman, Wani Waniko
$end
$info=mirax,
$Edit this entry at Arcade-History.com
$bio
Mirax (c) 1985 Current Technologies.
- TECHNICAL -
Main CPU : Z80 (@ 12 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
$end
$info=msbingo,
$Edit this entry at Arcade-History.com
$bio
Miss Bingo (c) 1994 Min.
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=missb2,
$Edit this entry at Arcade-History.com
$bio
Miss Bubble II (c) 1996 Alpha Co.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM3526 (@ 3 Mhz), OKI6295 (@ 1.056 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg / hack of "Bubble Bobble".
The main theme music is the "Bubble Bobble" ending music.
- UPDATES -
Very similar to "Bubble Bobble" except :
* It has different sound hardware.
* It has redesigned levels.
* It has redesigned (8bpp!) graphics.
* You can choose to start the game at either Level 1, Level 31, or Level 61.
$end
$info=mcontest,
$Edit this entry at Arcade-History.com
$bio
Miss Mahjong Contest in Yakuman Daigaku (c) 10/1989 Nichibutsu.
A beauty contest where the winner is determined by their mahjong prowess. Take that, Miss America!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Miss Mahjong Contest In Yakuman University'. 'Yakuman' is a term used in Japanese mahjong to describe the highest-scoring rank of hands.
$end
$info=mspuzzle,mspuzzln,
$Edit this entry at Arcade-History.com
$bio
Miss Puzzle (c) 1994 Min.
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=missw96,
$Edit this entry at Arcade-History.com
$bio
Miss World '96 Nude (c) 1996 Comad.
Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 33792
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way.
Like many of Comad's games,the music is comprised of short MSM5205 samples and loops,which are bootlegs ripped from various well-known songs without the approval from the original music authors.
Levels contain samples and loops from these music tracks :
'Oxygene Part IV' by Jean-Michel Jarre,
'Tonight Is The Night' by La Bouche,
'Let's All Chant' by Michael Zager Band (a modern 90's remake of this song)
This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police.
- SERIES -
1. Miss World '96 Nude (1996)
2. Miss World 2002 (2002)
$end
$info=missmw96,
$Edit this entry at Arcade-History.com
$bio
Miss-Mister World '96 Nude (c) 199? Unknown.
A poorly done conversion (possible hack) of "Miss World '96" Nude including some adult male images.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 33792
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Julia Morley (Owner/operator of the Miss World franchise), did not give consent for the title to be used in this game, and is apparently upset to see the beauty contest of the same name associated with adult material in this way.
Levels contain samples and loops from these music tracks :
* 'Oxygene Part IV' by Jean-Michel Jarre
* 'Tonight Is The Night' by La Bouche
* 'Let's All Chant' by Michael Zager Band (a modern 90's remake of this song)
$end
$info=mcombat,mcombata,
$Edit this entry at Arcade-History.com
$bio
Missile Combat (c) 19?? Videotron.
- TRIVIA -
This game is a bootleg of "Missile Command (Atari)".
$end
$info=missile,missile2,
$Edit this entry at Arcade-History.com
$bio
Missile Command (c) 1980 Atari.
Missile Command is a 1- or 2-player game with a color monitor. The game depicts an Armageddon style war in which players defend their bases and cities with antiballistic missiles (ABMs). The enemy - the game computer – launches incoming waves of attack missiles. These weapons may be either individual or branching attack missiles. In addition, the enemy occasionally launches missiles from a fast-moving 'killer' satellite or from bombers. The enemy also launches 'smart' missiles that usually avoid explosions.
Players receive varying numbers of points for intercepting attack missiles, for having unused missiles still in their bases' arsenals, and for having their cities undamaged after a missile wave.
The play mode begins when either start pushbutton is pressed. The mode ends when the player's last city is destroyed.
The 3 bases - Alpha, Delta and Omega - each have 10 ABMs ready to be fired. Players must be careful to fire the missiles more or less evenly from among those bases, because no more missiles are granted until the screen resets in preparation for a new wave of attack missiles. If the enemy missiles strike a city or base, the colorful buildings or base will change to the solid color of the landscape.
The game continues until all cities are destroyed. Missile Command has no operator-selectable fixed time length. Thus a highly skilled player can play longer than the novice.
During the second wave, a 'killer' satellite and/or bomber will appear on the screen, moving quickly and launching attack missiles at the bases and cities. Players get bonus points for shooting down the satellites or bombers.
The general approach for getting high point scores is fairly quickly discovered : try to launch your ABMs when the enemy missiles have just appeared at the top of the screen. Then they are clustered together, where one ABM can usually destroy several enemy missiles. In the later more advanced waves, players can lay out a blanket of explosions.
- TECHNICAL -
Game ID : 035820-035825
Main CPU : M6502 (@ 1.25 Mhz)
Sound Chips : POKEY (@ 1.25 Mhz)
Players : 2
Control : trackball
Buttons : 3 - for firing the missiles
=> [A] from Alpha Base, [B] from Delta Base, [C] from Omega Base
- TRIVIA -
Released in June 1980.
Licensed to Sega for Japan market.
Missile Command, was an immensely popular arcade game that combined great game play with a rather chilling message about the dangers of war. Approximately 20,000 units were produced.
Originally called 'Armaggedon', Missile Command was designed at a time that the United States and Russia were locked in a fierce 'cold war'. Missile Command was originally going to have a large status panel as part of its marquee which indicated the status of the bases and cities but it was eliminated when the designers learned that players lost track of on-screen gameplay when they looked up at the panel. There is a picture of a prototype cabinet with the status panel on page 60 of the book 'High Score : The Illustrated History of Electronics Games, 2nd Edition'.
* The Creation of Missile Command : The idea for Missile Command began with a magazine story about satellites that captured the attention of Atari's president, who passed the clipping to Lyle Rains. Rains asked Dave Theurer to lead the effort in creating the classic, action-packed arcade game.
* Remembrances from the Video Game Masters : Recalling the birth of Missile Command, Dave Theurer said : "The request was for a game where there are missiles attacking the California coast and the player is defending the coast. They said, take it from here and write up a game proposal. In the first proposal it was the California coast. "Part of creating a great game is knowing what to strip away. Some of the first baggage the developers dropped was geographic identifications because of the frightful scenario of the game. And then they stripped away more. Dave Theurer : "The original suggestion was for there to be a scanning radar, but I immediately said, no way! It would be just too hard for the player because he wouldn't be able to see what was going on. We chucked that idea. And when we first developed the game, we added railroads to transport missiles from the cities to the missile bases. That got to be too complicated and people got confused... if you get too complicated, people won't play. We also had submarines for a while but that didn't work out so we ripped them out, too.".
The smart bombs presented the most difficult challenge in writing the code for Missile Command. Dave Theurer : "These little diamond-shape guys can evade your explosions. The only way you can kill them is if the explosion starts out right on top of them. Programming that was the hardest part. They had to be intelligent because the little guy had to look around on the screen to see what he had to avoid and he had to figure out the best path to go around what there was to avoid. Of course, if I made it too smart, then the player couldn't kill it and they'd be guaranteed instant death. So it had to be a fine line between smarter than the dumb missiles, yet not totally unkillable.".
Nerves of steel is the way Rich Adam one of the Missile Command team members described his coworker : "Dave Theurer was extremely detail oriented, very thorough, very disciplined. He had nerves of steel, would never get rattled, and worked tirelessly. You need nerves of steel because if your code doesn't work it's your fault, something inside that code is not correct. There's really nowhere to hide. The real Achilles' heel with a lot of software people, I believe, is that they spin their wheels and they go through this denial phase : 'It can't be my code! How could anything possibly be wrong with it? My code is so straightforward!' Well, it's so straightforward you might not have thought of a nuance. So, that's why it takes nerves of steel, I think. The work requires sort of a cold, methodical approach to the software."
* Popular from the Start : Even before it shipped, Missile Command had intense fans. Speaking of the play the game got just within the labs of Atari, Ed Rotberg said : "There were guys there that would literally have to worship that game for hours at a time. Their hands were sweating, and it was a definite adrenaline rush." Describing some of the dedicated players at Atari, Dave Theurer said : "We were in the same building as the consumer division and there were a couple of guys from that division who would come down and spend all day playing Missile Command. I don't know what they did upstairs, but they would spend the entire day playing the game."
* The Great 25-Cent Escape : The escape from reality could sometimes have frightful consequences. The horrifying subject matter of Missile Command had an impact on the developers. Dave Theurer : "It was pretty scary. During the project and for 6 months after the project, I'd wake up in a cold sweat because I'd have these dreams where I'd see the missile streak coming in and I'd see the impact. I would be up on top of a mountain and I'd see the missiles coming in, and I'd know it would be about 30 seconds until the blast hit and fried me to a crisp.".
Steve Calfee : "Everybody I know who really got into the game had nightmares about nuclear war.". The game was nearly shipped with a name that carried the message of the end of the world... Armageddon. Steve Calfee : "We had this big thing about the name of the game. From the beginning, it was called Armageddon. The management, themselves, didn't know what the word meant and they thought none of the kids would. Then we went through this big thing of naming it. Engineering loved the name Armageddon, and we always wanted to call it that. From the very top came the message, 'We can't use that name, nobody'll know what it means, and nobody can spell it.'" Placing the game in the context of the previous decade, Ed Rotberg said : "The thing about Missile Command is that the world was not nearly as stable politically as it is now. There is a little bit of a spooky message in that whole game when you have that final cloud at the end.".
Victor Ali holds the official record for this game on 'Marathon' settings with 80,364,995 points.
Roy Shildt holds the official record for this game on 'Tournament' settings
with 1,695,265 points.
Hacks of this game are known as "Super Missile Attack" and "Missile Combat".
A Missile Command unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1991 movie 'Terminator 2 - Judgment Day' and in the 1995 movie 'Species'.
A Missile Command upright cabinet appears in the Judas Priest music video 'Freewheel Burning'. The game's THE END screen appears at the end of the video.
In 1982, a multi-player sequel was planned but never released. This game would have have been identical to the first except with twice as many cities and batteries and the players cooperating to save each other cities from the onslaught.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- SCORING -
Points are awarded for destroying enemy missiles, ships and planes :
Missile : 25 points
Killer Satellite : 100 points
Bomber : 100 points
Smart Bomb : 125 points
Bonus points are awarded at the end of each stage for any cities and missiles remaining :
Unused missiles : 5 points each
Saved Cities : 100 points each
A scoring multiplier based on the wave being played is displayed at the start of each level :
Waves 1 and 2 have 1x scoring.
Waves 3 and 4 have 2x scoring.
Waves 5 and 6 have 3x scoring.
Waves 7 and 8 have 4x scoring.
Waves 9 and 10 have 5x scoring.
Waves 11 and above have 6x scoring.
- TIPS AND TRICKS -
* A sound tactic used by many is to fire a sweeping barrage of missiles across the top of the screen at the start of a wave thereby taking out many of the first shots fired by the enemy.
* There are usually two main attack waves per stage. Just when it looks like things have calmed down, another assault commences. Repeating the strategy above is a good idea.
* The enemy bombs which avoid your missiles are usually fooled by a couple of quick missiles being fired on opposite sides of the bomb, but overlapping. The bomb cannot then escape.
- SERIES -
1. Missile Command (1980)
2. Missile Command 3D (1995, Atari Jaguar)
- STAFF -
From hiscore table : Dave Theurer (DFT), (DLS), Steve Calfee (SRC), Rich Adam (RDA), (MJP), (JED), (DEW), (GJL)
- PORTS -
* Consoles :
Atari 2600 (1981)
Atari 5200 (1982)
Emerson Arcadia (1982, "Missile War")
Atari XEGS
Nintendo Game Boy (1991)
Sega Master System (1992, "Arcade Smash Hits")
Atari Lynx (1994)
Nintendo Game Boy (1995, "Asteroids / Missile Command")
Sega Game Gear (1996, "Arcade Classics")
Sega Mega Drive (1996, "Arcade Classics")
Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Nintendo Game Boy Colors (1999)
Sony PlayStation (1999) : features updated graphics and 'Classic' and 'Ultimate' game variations.
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Nintendo DS (2005, "Retro Atari Classics")
Microsoft XBOX 360 (2007, "Xbox live arcade")
* Computers :
Atari 800 (1981)
Tandy Color Computer (1981, "Polaris")
Tandy Color Computer (1982, "Defense")
Tandy Color Computer (1982, "Missile Attack")
Commodore C64 (1983)
ZX-Spectrum (1983, "Missile Defence" - Anirog Software)
Acorn Electron (1983, "Missile Control" - Gemini)
BBC B (1983, "Missile Control" - Gemini)
ZX-Spectrum (1983, "Missile Command" - Anirog Software)
VTech Laser-VZ ("Missile Attack")
BBC B ("Missile Strike" - Superior)
Atari ST (1986)
PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
PC [MS Windows 95] (1995, "Patriot Command", part of "Windows Arcade Pack")
PC [MS Windows, CD-ROM] (1999) : features updated graphics and 'Classic' and 'Ultimate' game variations. This port was re-released in 2002 as part of "Atari Revival".
PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Atari 10 in 1 TV Game (2002 - Jakk's Pacific)
Mobile phone [Motorola T720] (2002)
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
Atari Flashback 2 (2005)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=m660,m660b,m660j,
$Edit this entry at Arcade-History.com
$bio
Mission 660 (c) 1986 ED.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : (3x) Z80 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito for manufacture and distribution.
This game is also known as "Alphax Z".
$end
$info=misncrft,
$Edit this entry at Arcade-History.com
$bio
Mission Craft (c) 2000 Sun.
- TECHNICAL -
Main CPU : GMS30C2116 (@ 50 Mhz), I8052 (@ 6 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is a complete rip of Starcraft's Brood War by Blizzard. All ingame sprites, selection screens and end-of-level animations are taken from this game. This probably wanted to be a sort of 'shoot 'em up' port of this game. Also the gameplay is apparently a rip, but from Psikyo shoot 'em ups, as ingame icons and fonts are identical to Psikyo ones...
$end
$info=cmissnx,
$Edit this entry at Arcade-History.com
$bio
Mission-X (c) 03/1982 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 21
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
- PORTS -
* Consoles :
Mattel Intellivision
$end
$info=mrviking,mrvikngj,
$Edit this entry at Arcade-History.com
$bio
Mister Viking (c) 06/1984 Sega.
Become a fearless viking warrior in search of a missing treasure. Face a fury of enemy obstacles in a barbaric battle for bonus points!
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5383
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Programmed by : A. Kawahara, K. Iwanaga
Security by : Syuichi Katagi
$end
$info=quiz18k,
$Edit this entry at Arcade-History.com
$bio
Miyasu Nonki no Quiz 18-kin (c) 1992 EIM.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Nonki Miyasu's Quiz for adults'.
$end
$info=mizubaku,
$Edit this entry at Arcade-History.com
$bio
Mizubaku Daibouken (c) 09/1990 Taito.
- TECHNICAL -
Taito F2 System hardware
Game ID : C49 (F2-System No. 7)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Great Waterbomb Adventure'.
This game is known outside Japan as "Liquid Kids".
Hipopo, the main character, appears in "Bubble Symphony" as a special character and in "Bubble Memories" as a giant bonus item. One of the secret rooms is built in the image of Tiki, the kiwi from "The New Zealand Story".
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- TIPS AND TRICKS -
* Teddy Bear Cheat : In the demo mode (after the title screen), press 20 times the bubble button and a cute picture of a bear will appear in the left bottom of the screen.
- PORTS -
* Consoles :
NEC PC-Engine (1992)
Sega Saturn (1998)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
$end
$info=msgundam,msgunda1,
$Edit this entry at Arcade-History.com
$bio
Mobile Suit Gundam - Kidou Senshi Gundam (c) 09/1993 Banpresto.
Ten selectable mecha from the Gundam saga battle each other for space dominance!
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 56.66 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The subtitle of this game translates from Japanese as 'Maneuver Soldier Gundam'.
- SERIES -
1. Mobile Suit Gundam - Kidou Senshi Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden Gundam (1994, Nintendo Super Famicom)
4. Kidou Senshi Gundam Final Shooting - Special in 0079 (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Nintendo Super Famicom)
6. Gundam Battle Assault (1998, Sony PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, Sony PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, Sony PlayStation 2)
9. Mobile Suit Gundam - Federation Vs. Jion (2001)
10. Mobile Suit Gundam - Federation Vs. Jion DX (2001)
11. Mobile Suit Gundam - Jionic Front (2001, Sony PlayStation 2)
12. Mobile Suit Z-Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PlayStation 2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PlayStation 2)
15. Mobile Suit Gundam - Pilots Locus (2004, Nintendo GameCube)
16. Mobile Suit Gundam Vs. Z-Gundam (2004, Nintendo GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, Sony PlayStation 2)
18. Mobile Suit Gundam - One Year War (2005, Sony PlayStation 2)
19. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
20. Mobile Suit Gundam Climax U.C. (2006, Sony PlayStation 2)
21. Mobile Suit Gundam SEED - Federation VS ZAFT II (2006)
22. Mobile Suit Gundam VS. Gundam (2008)
- STAFF -
System programmers : Kazuyoshi Ishihara, Sou Kajiwara
Main programmer : Kazuyoshi Ishihara
Sub programmer : Masafumi Kaneko
Graphic designers : Yuichirou Takei, Tadahiro Negome, Mariko Suzuki; Yoshiyuki Shikano, Makoto Kobayashi, May. Du, Yukie Sugimoto, Kenji Inoue, Teiji Kobashi, Makoto Yamanaka, Takayuki Nanjyou, Kyousuke Shinba, Masaru Oshima
Sound effects : Kisao Shiomi
Music : Naoya Doi
Sound programmer : Hiroshi Yamada
Voice performance : Maruhiko
Hard : Noboru Kound, Tetuya Shimohira
Director : Makoto Kijiya
Producer : Takehiko Hoashi
$end
$info=gundamex,
$Edit this entry at Arcade-History.com
$bio
Mobile Suit Gundam EX Revue (c) 1994 Banpresto.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Mobile Suit Gundam - Kidou Senshi Gundam (1993)
2. Mobile Suit Gundam EX Revue (1994)
3. Kidou Butouden Gundam (1994, Nintendo Super Famicom)
4. Kidou Senshi Gundam Final Shooting - Special in 0079 (1995)
5. Kidou Senshi Gundam W - Endless Duel (1996, Nintendo Super Famicom)
6. Gundam Battle Assault (1998, Sony PlayStation)
7. Mobile Suit Gundam - Giren's Greed, Blood of Jion (2000, Sony PlayStation)
8. Mobile Suit Gundam - Journey to Jaburo (2000, Sony PlayStation 2)
9. Mobile Suit Gundam - Federation Vs. Jion (2001)
10. Mobile Suit Gundam - Federation Vs. Jion DX (2001)
11. Mobile Suit Gundam - Jionic Front (2001, Sony PlayStation 2)
12. Mobile Suit Z-Gundam - AEUG Vs. Titan (2003)
13. Mobile Suit Gundam SEED (2003, Sony PlayStation 2)
14. Mobile Suit Gundam - Encounters in Space (2003, Sony PlayStation 2)
15. Mobile Suit Gundam - Pilots Locus (2004, Nintendo GameCube)
16. Mobile Suit Gundam Vs. Z-Gundam (2004, Nintendo GameCube)
17. Mobile Suit Gundam SEED - Never Ending Tomorrow (2004, Sony PlayStation 2)
18. Mobile Suit Gundam - One Year War (2005, Sony PlayStation 2)
19. Mobile Suit Gundam SEED - Federation VS ZAFT (2005)
20. Mobile Suit Gundam Climax U.C. (2006, Sony PlayStation 2)
21. Mobile Suit Gundam SEED - Federation VS ZAFT II (2006)
22. Mobile Suit Gundam VS. Gundam (2008)
- STAFF -
System programmer / Main programmer : Mark'N
Graphic designers : Yoshiyuki Shikano, C Domon, Yukie Sugimoto, Teiji Kobashi, Makoto Yamanaka, Sou Kajiwara, Takayuki Nanjyou, Kyousuke Sinba, Masaru Oshima, Masanori Yosikara, Tomoko Nakayama
CG producers : -ST Dews-, Tadao Odaka, Kohuji Tanak, Hiroyuki Honda, Kohuji Kobayashi, Yosinori Moriizumi, Keiko Imamura
MS designer : Kunio Oogawara
Character designer : Hiroshi Ausaka
Sound effects : Hirosi Yamanaka
Music : Naoya Odi
Sound programmer : Hiroshi Yamanaka
Hardware : Takahiro Azuma
Advertise : Tomoyo Sekiguchi
Voice actors : Tohru Huruya, Shuuiti Ikeda, Toshio Hurukawa, Kaneto Shiozawa
Producer : Takehiko Hoashi
$end
$info=mocapb,mocapbj,
$Edit this entry at Arcade-History.com
$bio
Mocap Boxing (c) 2001 Konami.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
- TRIVIA -
'MOCAP' stands for 'MOtion CAPturing'.
$end
$info=mocapglf,
$Edit this entry at Arcade-History.com
$bio
Mocap Golf (c) 2002 Konami.
- TECHNICAL -
Main CPU : MPC8240 (@ 200 Mhz)
- TRIVIA -
'MOCAP' stands for 'MOtion CAPturing'.
$end
$info=homerun,
$Edit this entry at Arcade-History.com
$bio
Moero!! Pro Yakyuu Homerun (c) 1988 Jaleco.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Burning!! Pro Baseball Homerun'.
- SERIES -
1. Moero!! Pro Yakyuu Homerun (1988)
2. Jitsuryoku!! Pro Yakyuu (1989)
$end
$info=moegonta,
$Edit this entry at Arcade-History.com
$bio
Moeyo Gonta!! (c) 199? Yanyaka.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Burning Gonta!!'.
This game is known outside Japan as "Lady Killer".
- SERIES -
1. Moeyo Gonta!!
2. Ganbare! Gonta!! 2 (1995)
- STAFF -
Character designers : Ken, Poco.P.!, 69, Utt, Tel, Mika, B.K.Akiko, M.H, Cx125, Ren
Sound : Y. Aoki, Saito
Soft : Mighty Boowy, Kinchan
Planner : 6th Sally
Voices : Mika, Tel, Kaoru, M.H, Y. Aoki, Poco.P.!, Yosm, Yots
$end
$info=moguchan,
$Edit this entry at Arcade-History.com
$bio
Moguchan (c) 1982 Orca.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 49
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=mogura,
$Edit this entry at Arcade-History.com
$bio
Mogura Desse (c) 1991 Konami.
- TECHNICAL -
Game ID : GX141
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) DAC (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
A simple test board used to test cabinets at the factory. It's probably very rare though. The game is very simple, mostly just to test the buttons and joysticks.
$end
$info=mole,
$Edit this entry at Arcade-History.com
$bio
Mole Attack (c) 1982 Yachiyo Electronics.
- TECHNICAL -
Main CPU : M6502 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Buttons : 9
$end
$info=momoko,
$Edit this entry at Arcade-History.com
$bio
Momoko 120% (c) 1986 Jaleco.
A girl must shoot monsters and escape from a burning building. The game starts at preschool and ends at a wedding chapel where she is to collect items and get married, only for the game to begin again.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game was originally slaked to be an Urusei Yatsura game, but for some reason Jaleco was only able to use the license on the Famicom port. Despite this, they still used the opening theme as the main background music.
- PORTS -
* Consoles :
Nintendo Famicom (1986, "Urusei Yatsura : Lum no Wedding Bell")
$end
$info=monymony,
$Edit this entry at Arcade-History.com
$bio
Money Money (c) 05/1983 Zaccaria.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : (2x) M6802 (@ 895 Khz)
Sound Chips : (2x) AY8910 (@ 1.79 Mhz), (2x) DAC (@ 1.79 Mhz), TMS5220 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP)
$end
$info=miexchng,
$Edit this entry at Arcade-History.com
$bio
Money Puzzle Exchanger (c) 01/1997 Face.
Handling money has never been so much fun! This incredibly original puzzle game lets you take control of hilariously designed characters in a cute japanese superhero theme and boggle your mind with a puzzle system reminiscent of the Magical Drop games but with a tricky-to-master coin handling twist. Good graphics with lots of funny animations (the intro is indeed a joy to behold!), cool pop music & lots of challenge make this game a true gem to behold!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0231
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Catch coins, [B] Throw coins
- TRIVIA -
This game is known in Japan as "Money Idol Exchanger".
This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.
The coins in the USA & European versions are generic looking coins featuring values of 1, 5, 10, 50, 100 & 500. In the Japanese version, the cents are localized just like those seen on "Moujya".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Money Idol Exchanger - PCCB-00260) on 16/05/1997.
- STAFF -
Producer : Kengo Asai
Planner : Starman
Programmer : Piggy
Graphic designers : Sabby, Toshikazu Uechi, Mariko Sumiyoshi, Mutsuo Kaneko
Sound director : Shigeaki "Anithin'" Irie
Composers & Sound programmers : Kennosuke Suemura, Norihiko Togashi
Character designer & Animation part : Atsuko Ishida
Animation studio : JC Staff
Voice cast : Sakura Tange, Yukana Nogami, Yuko Nagashima, Rumi Kasahara (Voice of everyworker), Machiko Toyoshima, Houko Kuwashima, Hideo Ishikawa, Daisuke Sakaguchi
- PORTS -
* Consoles :
Nintendo Game Boy (1997)
Sony PlayStation (1998)
$end
$info=monglfir,
$Edit this entry at Arcade-History.com
$bio
Mongolfier New (c) 19?? Unknown.
- TECHNICAL -
Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=monkeyd,
$Edit this entry at Arcade-History.com
$bio
Monkey Donkey (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
This game is a bootleg of "Crazy Kong - Part II".
- UPDATES -
This bootleg uses a different color scheme than the original.
$end
$info=mmpanic,
$Edit this entry at Arcade-History.com
$bio
Monkey Mole Panic (c) 1992 Nakanihon.
- TECHNICAL -
Game ID : '70'
Main CPU : (2x) Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
- TRIVIA -
Licensed to Taito.
$end
$info=monsterb,monster2,
$Edit this entry at Arcade-History.com
$bio
Monster Bash (c) 11/1982 Sega.
- TECHNICAL -
Sega G80 Raster hardware
Main CPU : Z80 (@ 3.867 Mhz), N7751 (@ 400 Khz)
Sound Chips : Samples, TMS36XX (@ 247 Khz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 4-way joystick
Buttons : 1 (ZAP)
- TRIVIA -
Bob Lynch holds the official record for this game with 448,400 points.
- STAFF -
Designed and programmed by : Steve Hanawa
$end
$info=mfjump,
$Edit this entry at Arcade-History.com
$bio
Monster Farm Jump (c) 2001 Tecmo.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known in USA as "Monster Rancher".
- SERIES -
1. Monster Farm ( 1997, Sony PlayStation)
2. Monster Farm 2 (1999, Sony PlayStation)
3. Monster Farm Jump (2001)
4. Monster Farm 3 (2001, Sony PlayStation 2)
5. Monster Farm 4 (2003, Sony PlayStation 2)
6. Monster Farm 5 - Circus Caravan (2005, Sony PlayStation 2)
7. Monster Farm Jamboree (2005, Nintendo DS)
- STAFF -
Director & planner : Toshihiko Kodama, Tadashi Shiiba
Programmer : Akihiko Shimoji, Yoshihiro Kinjyo
CG Works : Tamotsu Nakamura, Yasushi Uehara, Tsukasa Sanabe, Kazunaga Sakaue
SE & BGM : Miyashiro Sugito, Susumu Fujii
Artwork : Kiyotaka Sugiyama
Producer : Takayoshi Hayakawa
- PORTS -
Sony PlayStation (2001)
$end
$info=mmaulers,
$Edit this entry at Arcade-History.com
$bio
Monster Maulers (c) 1993 Konami.
A trio of supervillains unleashes an army of gross mutants on earth in order to start an alien invasion. Our only hope is the trio of superheroes known as the 'Ultimate Task Force'. Squash the evil mutants and put an end to the alien menace. Features excellent graphics & sound as well as plenty of moves to find!
- TECHNICAL -
Game ID : GX170
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Kyukyoku Sentai Dadandarn".
Monster Maulers reflects a Japanese tradition of TV series featuring teams of brightly-suited martial artists called Super Sentai, 'sentai' meaning 'task force' or 'squad'. The best known of these series in the West is 'Kyouryuu Sentai Zyuuranger', which was made into the Mighty Morphin' Power Rangers.
The bosses Brainy, Red Dragon and Moai Head are originally enemies and bosses from the "Gradius"/"Salamander" series, also by Konami.
King Records released a limited-edition soundtrack album for this game (Kyukyoku Sentai Dadandarn - KICA-7627) on 01/01/1994.
- UPDATES -
Differences between "Kyukyoku Sentai Dadandarn" and "Monster Maulers" :
*The Kyukyoku Sentai Dadandarn main theme song can be heard in the FIRST stage only in KSD and in the LAST stage only in MM.
*The 'episode' titles shown before each fight are vocally announced in the Japanese version only.
* Eagle's nationality is unknown in Dadandarn, while he is an American in Monster Maulers.
- STAFF -
Programmers : Tomo Yoshi, Yukihiro, Y.K 98, Garam....!, Yossy
Designers : Kengo, Andy!, Takepon, Yasu, Hitomi, Asa"DON", Kanbanmusume
Sound editor : Sakagon
Music : Koezou
Hardware : Pin, Grandpapa
Package : Popsky
Cast : A. Nakashima, H. Tanigawa, A. Takahashi, M. Chida, Monapaseri, D. Mastushima, M. Aoyama, Honkytonk Theater
Singer : Shimon Masato
Director : Kengo
Produce : Masa33
$end
$info=mslider,
$Edit this entry at Arcade-History.com
$bio
Monster Slider (c) 1997 Visco / Datt Japan.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=monsterz,
$Edit this entry at Arcade-History.com
$bio
Monster Zero (c) ???? Nihon System.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), (2x) Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), DAC (@ 1.78975 Mhz)
Palette colors : 106
Players : 2
Buttons : 2
$end
$info=mstworld,
$Edit this entry at Arcade-History.com
$bio
Monsters Worlds (c) 1994 TCH.
- TECHNICAL -
Main CPU : Z80 (@ 24 Mhz), Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=montecar,
$Edit this entry at Arcade-History.com
$bio
Monte Carlo (c) 04/1980 Atari.
Atari's Monte Carlo is a one-player video game that simulates driving in a grand prix race. Various video-display phrase indicate score, time elapsed ('FUEL'), speed and which track was selected at the begining of the game (eight different ones ranging from easy to hard). Players drive the grand prix car through the streets, while spectators observe from the side. Bales of hay, cola stands, trees, and bushes also line the roadway.
Four computer-controlled cars provide challenge : they pass the player's car at high speed and may cause it to skid or even crash. However, the computer cars are not unfailable and may also skid or crash occasionally. Realistic engine revving, screeching tires and crash sounds accompany game play.
- TECHNICAL -
Game ID : 035763-035780
Main CPU : M6800 (@ 1.008 Mhz)
Sound Chips : Discrete
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 26
Players : 1
Control : dial
Buttons : 6
- STAFF -
Designed and programmed by : Norm Avellar
$end
$info=imolagp,
$Edit this entry at Arcade-History.com
$bio
Monza GP (c) 1981 Leante Games.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 100
Players : 1
Control : dial
Buttons : 3
$end
$info=moonaln,
$Edit this entry at Arcade-History.com
$bio
Moon Alien (c) 19?? Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Licensed to Karateco.
- SERIES -
1. Moon Alien
2. Moon Alien Part 2 (1980)
$end
$info=moonal2,moonal2b,
$Edit this entry at Arcade-History.com
$bio
Moon Alien Part 2 (c) 03/1980 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- SERIES -
1. Moon Alien
2. Moon Alien Part 2 (1980)
$end
$info=moonbase,
$Edit this entry at Arcade-History.com
$bio
Moon Base (c) 03/1980 Nichibutsu.
A licenced sequel to the legendary "Space Invaders". Moon Base's gameplay is virtually identical to the original game, with the player once again moving a laser base back and forth along the bottom of the screen, shooting endless waves of aliens marching downwards towards the player. Once again flying saucers can be shot for extra points.
Some minor enhancements over the original include the wave number now being indicated on the player's laser bases, and the inclusion of the infamous ''colour cellophane overlay'', added to give the impression of coloured alien sprites.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
This game is a licensed version of Taito's "Space Invaders Part II".
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
Flashing UFO : 200 points
'Rainbow' Bonus : 500 or 1000 points
- TIPS AND TRICKS -
* When you start the game, your base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.
* A good strategy is to start blasting out the columns on the opposite edge of movement. If the invaders are moving right, then start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.
* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.
* Speaking of shots, you can only have one shot out at a time so make it count.
* Use your buildings to your advantage. ''Peek'' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about 2 columns before the invaders blow open a hole wide enough to destroy your base.
* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.
* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right then going right to left. Keep this in mind when trying to shoot it.
* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.
* When you get a wave that has spaces in-between the invaders, be prepared for heavier fighting. These gaps are left to accommodate the ''new'' invaders that will appear. These new invaders appear when you hit one of the regular invaders and it splits.
* The blinking saucer can only be hit when it is solid. Time your shot right and you may be able to hit it.
* Another thing is if you are getting too successful at blasting the invaders, a Mystery Ship will show up and start to deposit more invaders for you to take out.
* The Hidden Message Trick. To get the hidden message, you must do the following :
1) When the demo starts, you need to press the following keys at the same time on the machine : LEFT, RIGHT, FIRE, 1 PLAYER START, 2 PLAYER START.
2) Continue to press these keys rapidly as fast as you can.
3) If you are successful, the message ('TAITO CORP.') will appear below the high score. The ''spelling error'' on "Space Invaders" is corrected.
* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the ''Furrer Trick'' named after Eric Furrer who perfected it. To do this trick, perform the following :
1) Once the new level begins, start counting the shots from your base.
2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.
3) Use the 23rd shot to blast the mystery saucer.
4) After this, start counting shots again, this time count only to 14.
5) Use the 15th shot to hit the mystery saucer.
6) Continue using the 14 shot rule until the level is finished.
7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.
8) Remember, all shots count regardless of hits or misses.
* Eric Furrer writes : The ''Shot Counting'' trick from "Space Invaders" works in Space Invaders Part II but the flashing mystery ship can throw you off. You can count 22 like in Space Invaders, but you must count 14 or 29 from the 300 to the next 300, even if you hit the flashing mystery ship. Also, in Space Invaders Part II, the mystery ship drops invaders, so he's harder to target. In Space Invaders Part II, I just do the first 22, and concentrate on leaving the left lower invader as the last invader to kill for the 1000pt fireworks bonus.
* Rainbow Trick : If the final aliens you kill are in the bottom 2 rows, you get a fireworks display and 500 bonus points. If it happens to be the bottom, left-most alien, you get fireworks and a 1000 point bonus.
* Extra Life : The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less. Of course, this is very difficult to do. However, you can take advantage of the famous 8-bit rollover bug by firing OVER 255 shots, thereby rolling over the shot counter! Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over.
* Preset Mode : Space Invaders Part II provided a way the operator could enter his/her name each time the machine was turned on.
1) Turn preset mode ON in the DIP switch.
2) Insert one credit.
3) Depress one player select button 'Preset Mode' will be displayed on screen.
4) Depress one player select button again to increase score until previous high-score is beaten. Note : If you press the two player select button you can skip the starting level as well.
5) Depress Fire button to start game. After all bases have been destroyed the alphabet will be displayed on screen. A new name may now be entered.
6) Turn preset mode OFF in the DIP switch to re-establish game mode.
- SERIES -
1. Space Invaders (1978)
2. Moon Base (1980)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=mooncrst,mooncrsa,mooncrsg,mooncrgx,mooncrsb,mooncrs2,mooncrsu,mooncrs3,
$Edit this entry at Arcade-History.com
$bio
Moon Cresta (c) 1980 Nichibutsu.
MOON CRESTA is a 1 or 2 player game in which players may compete for highest score against the game computer. Each time a player is hit by an alien, the game switches to his opponent's sequence.
The object is to destroy as many of the descending aliens as possible. To accomplish this the player is given a three stage multi-fire Warship. He begins with the first stage, firing a single laser at the enemy. If he is successful in eliminating the first four sets of aliens, he is given an opportunity to dock his first stage onto the second within a specific time limit (the sooner he unites the stages, the higher is his awarded score).
Once docked, the stages combine their firing power, so the first (one laser) adds to the second (2 lasers) giving the player a total of 3 usable lasers as the game continues.
The player then must face 2 more sets of aliens and a shower of meteors, after which he has a chance to dock again, this time uniting with the third stage for a combined fire power of five lasers. If he is able to defeat the last two sets of aliens intact, the entire sequence begins again. The game continues with increasing difficulty until the entire warship is destroyed. When the warship is hit the player continues with whatever stages remain. If his score reaches 30,000 he is awarded a free game and his score continues to accumulate.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick (RIGHT and LEFT)
Buttons : 1 (FIRE/THRUST)
- TRIVIA -
Released in July 1980.
Also Licensed to Gremlin (September 1980).
This game is known in US as "Eagle" (Licensed to Centuri for manufacture 10/1980).
Bill Awalin holds the official record for this game with 152,100 points.
2 bootlegs of this game are known as "Fantazia" and "Moon War".
A hacked version is known as "Super Moon Cresta".
- SCORING -
Scoring in this game is relatively simple. Each alien (except meteors and arrows) come in two different colors for each screen.
Eyes (Break in half) : 50 points
Eyes (Destroy other half) : 100 points
Flies : 30 points
Birds : 60 points
Fireballs : 200 points
Arrow Ships : 100 points
Docking is a big way to increase your score. You get the time remaining from 30 seconds multiplied by 100 for your docking bonus.
- TIPS AND TRICKS -
* When you start the game, all three stages of your ship will come from the bottom of the screen. After going halfway up, the ship on top separates from the other 2 and it settles onto the bottom of the screen ready for battle.
* Remember, you can only keep one set of shots in the 'air' at one time. This means you need to plan your shots out so you don't end up with a lot of misses when the aliens decided to come after your ship.
* In the later screens, the aliens start moving much quicker and you have to be on your toes to keep up with them and avoid being taken out.
* Although the aliens do not fire, they still can cause a lot of hate and discontent by their wild maneuvering. There is no real safe place on the screen from the aliens since they go into the lower corners of the screen, reappear from the bottom after they have apparently 'left' the screen, or just appear right above your ship.
* In the earlier waves, you have to split apart 2 eyes before the rest automatically split and come after your ship. In the later screens, the eyes automatically split upon entering the screen. That means eight instead of four aliens you have to deal with.
* If you manage to dock all three ships together, you will have a lot of firepower (5 shots at once) to send out. Here are some ways, unfortunately, you can lose ships and what ships are lost :
1) Besides the aliens, docking is the second way people lose a lot of ships. The only ship destroyed is the ship attempting to dock.
2) If an alien hits any part of your ships (if all stages are joined), only the stage hit is lost. This can create an amusing circumstance if you lose stage II and you only have stages I and III to fight with.
* Don't worry if you lose stage I early in the game. One has to be very skilled to fight four screens with stage I. Stage II is the best stage to fight with. It is a small target plus it has enough firepower to defend itself. Stage III on the other hand, is just a lumbering junkyard. The lasers are too spread out to do much good plus there is a very wide-open area in the middle for aliens to hit.
* The bird stages present the most challenge of the aliens. They appear and disappear at will. Sometimes they will appear right next to your ship so on these stages, be extra alert. If you see one disappear and don't hear the familiar bird chirp of it reappearing, assume it is on the screen somewhere still.
* The best place to 'hide' during the fireball stage is in the lower right corner. The fireballs will not hit your ship in this corner. You can do hit and runs by moving your ship out, shooting at a fireball, then going back to the corner again.
* During the arrow screen, the aliens will hover around the top, then turn into arrows and attempt to ram your ship. In the later screens, they won't even hover but just try to ram your ship.
* Your goal is to make it to 30,000 points so you can have a fresh ship waiting in case you lose all the stages of your present ship.
* Docking isn't that hard to do. After finishing off a wave just before the docking stage, try to center your ship on the screen. That way, all you have to do is move that ship left or right to successfully dock. You want to avoid using the thrusters unless your ship is in extreme peril. The docking bonus can be the most amount of points you score in the game. If you happen to miss a dock, then you will continue the next set of screens with the ship that failed to dock.
- SERIES -
1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II (1992, NEC PC Engine)
- STAFF -
Designed and programmed by : Shigeki Fujiwara
- PORTS -
* Consoles :
Nintendo Super Famicom (1995, "Nichibutsu Arcade Classics")
Sony PlayStation 2 ("Oretachi Geasen Zoku Sono 5 - Moon Cresta")
* Computers :
Microtan 65 (1985)
Sinclair ZX Spectrum (1985 - Incentive Software) : written by Philip Taglione and Timothy Walter.
Commodore C64 (1985 - Incentive Software) : written by Anthony 'Tag' Taglione, Timothy Walter and Philip Taglione.
BBC B (1985, "Moon Cresta" - Incentive Software)
Amstrad CPC (1986 - Incentive Software) : written by Timothy Walter and Philip Taglione.
Sharp X68000 (Year unknown)
Commodore C64 (1992, "Classic Arcadia 3")
Sinclair ZX Spectrum (1992, "Classic Arcadia 3")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=moonlght,
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Moon Light (c) ???? Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 6
$end
$info=mpatrol,mpatrolw,
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Moon Patrol (c) 05/1982 Irem.
The player controls a moon buggy, viewing it from the side, that travels over the moon's surface. While driving it must avoid obstacles such as craters and mines. The buggy is also attacked by UFOs from above and tanks on the ground.
- TECHNICAL -
The Moon Patrol cabinet is a similar design to the one used on "Joust", but with a slightly thicker control panel. This title features painted sideart (a scene showing a moon buggy being attacked, which is done in several shades of blue), and uses a horizontal monitor. The marquee shows another moon scene (this one done up in Marvel comics style graphics) of a yellow moon buggy attacking a hovercraft, with a purple space castle in the background (All of those things are different colors than the ones actually in the game, they probably neglected to show the graphic artist the actual game). The control panel uses a single 2-Way joystick which is mounted centrally, fire and jump buttons are on either side (meaning you can play this title with either hand).
Irem M-52 hardware
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 248 pixels
Screen refresh : 57.00 Hz
Palette colors : 576
Players : 2
Control : 2-way joystick (controls speed of moon buggy)
Buttons : 2 (FIRE, JUMP)
- TRIVIA -
Licensed to Williams for US manufacture and distribution.
Moon Patrol was one of the earliest linear side-scrolling shoot'em ups and the first game to feature parallax scrolling.
Mark Robichek holds the official record for this game with 1,214,600 points.
A Moon Patrol unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.
A Bootleg of this game is called "Moon Ranger".
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- TIPS AND TRICKS -
* Hint 1 : When alien ships fly over, keep adjusting your speed or they will eventually hit you with a bomb. Draw their bombs to one end of the screen, then shift to the other.
* Hint 2 : Although the part of the mines seems to be the more difficult, it isn't - all you have to do is not move your tank at all, only pressing the jump button. You won't get many bonus points, but at least you'll survive.
* Hint 3 : The big key to this game is memorization. After the beginner course, you go on to the champion course, which never changes no matter how many times you pass it. Memorize the two courses, and you will almost never lose a life.
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (1983)
Atari XEGS
Colecovision (1984)
Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")
Nintendo Game Boy Color (1999, "Arcade Hits - Moon Patrol / Spy Hunter")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")
* Computers :
Atari 800 (1982)
PC [Booter] (1983)
Commodore VIC-20 (1983)
Commodore C64 (1983)
Tandy Color Computer (1983, "Moon Hopper")
Tandy Color Computer (1983, "Desert Patrol")
Tandy Color Computer (1983, "Lunar Rover Patrol")
MSX (1984)
Atari ST (1987)
PC [CD-ROM] (1997, "Arcade's Greatest Hits - The Midway Collection 2")
Apple II
TI-99/4A
* Others :
LCD handheld game (1982) released by Gakken.
$end
$info=moonqsr,
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Moon Quasar (c) 10/1980 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=mshuttle,mshuttlj,mshutlj2,
$Edit this entry at Arcade-History.com
$bio
Moon Shuttle (c) 09/1981 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Custom (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Mike Perez holds the official record for this game with 30,870 points.
$end
$info=mooncmw,
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$bio
Moon War (c) 198? Unknown.
- TRIVIA -
This game is a bootleg of "Moon Cresta".
$end
$info=mquake,
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$bio
Moonquake (c) 1987 Sente.
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz), ES5503 (@ 7.15909 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 1
$end
$info=mt_mwalk,
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$bio
Moonwalker (c) 04/1990 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 40
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* 15 lives : at the starting screen, press Up(x2) Down, Left, Right, A(x2), C.
* Level select : hold Upleft+A on player 2 side. Press Start at the title screen on player 1 side to start a one player game. The phrase 'round one' will appear on the screen. Press Left or Right to change rounds and then press Start to play.
$end
$info=moonwar,moonwara,moonwarp,
$Edit this entry at Arcade-History.com
$bio
Moonwar (c) 1981 Stern Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : dial
Buttons : 3
=> [A] FIRE, [B] WARP DRIVE, [C] SHIELDS
- TRIVIA -
Tracy Miller holds the official record for this game with 83,830 points.
- SCORING -
Satellite : 100 pts.
Fighter : 150 pts.
Bomber : 200 pts.
Strafer : 300 pts.
Tracer : 500 pts.
$end
$info=moremore,
$Edit this entry at Arcade-History.com
$bio
More More (c) 1999 SemiCom / Exit.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Looking inside the sample eprom you can read : 'YM-2151 and OKI program by Kim Jinwoo'
- SERIES -
1. More More (1999)
2. More More Plus - Puzzle Express (1999)
$end
$info=moremorp,
$Edit this entry at Arcade-History.com
$bio
More More Plus - Puzzle Express (c) 1999 SemiCom / Exit.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. More More (1999)
2. More More Plus - Puzzle Express (1999)
$end
$info=quizhuhu,
$Edit this entry at Arcade-History.com
$bio
Moriguchi Hiroko no Quiz de Hyuu! Hyuu! (c) 05/1995 Taito.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E08
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Hiroko Moriguchi's Rushing Wind Quiz!' (Hiroko Moriguchi is the hostess' name). 'Hyuu-hyuu' is Japanese onomatopoiea for rushing wind.
The attract mode intro pretty much reproduces the intro format of Japanese broadcast television shows exactly, right down to having a screen for the sponsor's name (Taito, in this case) written underneath the word 'Teikyou' (all in white text) while an announcer says 'Kono bangumi wa Taito no teikyou de okurishimasu' which translates to 'This program is brought to you by the sponsorship of Taito'. Replace the word 'Taito' with the name of any other company and you have a phrase (or some variation of it) and text that is uttered and shown at the top of every single Japanese TV show broadcasted.
Hiroko Moriguchi is a pop singer and TV personality.
$end
$info=mk,mkprot9,mkla1,mkla2,mkla3,mkla4,mkr4,mkyawdim,
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Mortal Kombat (c) 1992 Midway.
A 1-on-1 fighting game featuring a cast of 7 different fighters. Mortal Kombat took ideas from Capcom's seminal "Street Fighter II - The World Warrior", such as the game's special moves and projectiles. It also introduced a cast of photo-realistic digitized fighters for players to fight either as or against.
Battles are fought over the best of 3 rounds. At the end of a round a voice instructs the winner to 'finish him' and players have only a couple of seconds to try and execute their character's 'fatality', which sees the winner killing the loser in a spectacular and grisly fashion.
- TECHNICAL -
Midway Y Unit hardware
Main CPU : TMS34010
Sound CPU : M6809
Sound Chips : YM2151, DAC, OKI6295
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
=> [1] High Punch, [2] Block, [3] High Kick
=> [4] Low Punch, [5] Low Kick, [6] Block
Note : REV. 4.0 & 5.0 run on the newer Midway T Unit hardware, the same hardware as "Mortal Kombat II"
- TRIVIA -
Released in July 1992.
Mortal Kombat was renowned as the first fighting game to use digitized characters and blood (as opposed to the hand-animated, more cartoon-like graphics of competing games). Mortal Kombat was developed as a reaction to the popular Capcom game "Street Fighter II - The World Warrior", with simpler controls and digitized graphics. Some say the game's graphic violence was gratuitous, and was only included in order to generate a public outcry and controversy that would increase publicity for the game.
Although highly controversial, the mix of realism and violence propelled Mortal Kombat to the height of popularity. An example of the game's innovations was the Fatality, a special finishing move executed against a dying opponent to create an even more gruesome death. For example, one character would grasp a defeated, wobbling opponent by the head, then rip the head and spine out of the opponent's body, which then crumpled to the ground in a pool of blood. Another aspect of game-play that became a recurring element in games that followed was the so-called 'juggle', where a series of moves could be executed against an opponent who was kept in mid-air by the force of the attacks, and who hence had no defense against further attacks as long as the 'juggle' could be maintained.
The original concept of Mortal Kombat was modeled after the Jean-Claude Van Damme movie 'Bloodsport', which is a cult classic martial arts film. The character of Johnny Cage is directly modeled after Frank Dux, Van Damme's character in the movie. Johnny Cage's film-star motif is an obvious link to this. Cage also wears the same costume (plus shoes) that Van Damme's character wore in the final battle of the movie. Cage's splits punch was originally seen in Bloodsport during the fight against the Sumo wrestler. Since Midway was unable to get Van Damme for this game, they kept the same kumite/martial arts movie concept and added the Kombat story.
Mortal Kombat was the first video game to have an official release date countdown in U.S./U.K. and Australia. This momentous day was known as 'Mortal Monday'.
The code for this game includes the ASCII string 'NOOBSAIBOT' (originally in "Mortal Kombat II" rev. 3.1), suggesting that the character may have made his first appearance here, instead of Reptile (which took up less memory).
The heads used in the background of the first stage and in the spike pit are actually those of the programmers themselves! The statue of Buddha in the background of the courtyard stage was actually a lawn ornament from a neighbor's yard.
During the fighting scenes that take place on the stone platform above the field of sharp spikes, if you look closely at the glowing moon in the background, you will sometimes see a silhouette fly past it. These shadows will either be Peter Pan and the Darling children, a witch on a broomstick, a kite, a blimp, a rocket, a flying saucer, or Santa Claus in his reindeer-pulled sleigh. The shadows appear about every 6 games.
Liu Kang is Midway's homage to Bruce Lee.
Raiden really is the Japanese God of Thunder. His appearance in myth is quite different though : he has red skin and a demonic face, his feet have two claws on them, and he carries either a wheel or drums on his back. He also is thought to eat human navels so people are advised to lie on their stomachs during storms.
In the Courtyard stage, above the red door on the right side, you can see "Pac-Man", a ghost and a power pellet carved on the stone.
A Mortal Kombat unit appears in the 1995 movie 'The Doom Generation'.
A bootleg version of Mortal Kombat exists, where the name of the manufacturer is YAWDIM - that's MIDWAY reversed!
A hacked version also exist, every stage had a black/night sky and every time you got frozen by Sub-Zero, your fighter would rise up and stay there 'till you either got hit or the freezing effect went away. The same thing would happen if you were using Sub-Zero and froze your opponent. The machine would boot up just like a regular MK machine boots up, except another black screen with red letters and asterisks labeling it as "Mortal Kombat Black Ninja Edition" was displayed before the title screen.
- UPDATES -
REV. 0.9 :
* Prototype version.
REV. 1.0 :
* First official release of Mortal Kombat.
* In a 2-player game, both players could not choose the same character.
* Liu Kang had Uppercut - Flying Kick Combo.
REV. 2.0 :
* Both players could choose the same character.
* New Shang Tsung death animation added.
* Merchandise promo added.
* More blood added.
REV. 3.0 :
* Computer intelligence increased.
* Reptile added.
* Comic book offer is a switch setting.
REV. 4.0 :
* Reptile clues added (shadows on moon, see Tips and Tricks section).
* Sonya and Kano could fight Reptile.
* Block allowed during fatality.
* Goro's theme played during all Endurance rounds.
REV. 5.0 :
* Bug fix release.
- SCORING -
* Basic Move
High Punch - 500 points
Low Punch - 500 points
High Kick - 2,000 points
Low Kick - 2,000 points
Backhand - 2,000 points
Throw - 5,000 points
Knee - 5,000 points
Jump Punch - 1,000 points
Jump Kick - 2,000 points
Uppercut - 2,000 points
Crouch Kick - 500 points
Sweep - 1,000 points
Roundhouse - 2,000 points
* Special Moves :
JOHNNY CAGE :
Green Ball - 2,000 points
Shadow Kick - 5,000 points
Split Punch - 5,000 points
KANO :
Headbutt - 2,000 points
Knife Throw - 2,000 points
Kano Ball - 5,000 points
RAIDEN :
Lightening - 2,000 points
Teleport - 0 points
Torpedo - 5,000 points
LIU KANG :
Fireball - 2,000 points
Flying Kick - 2,000 points
SCORPION :
Spear - 2,000 points
Teleport Punch - 2,000 points
SUB-ZERO :
Freeze - 0 points
Slide - 1,000 points
SONYA BLADE :
Sonic Ring - 2,000 points
Teleport Punch - 2,000 points
Leg Scissors - 2,000 points
* Bonus Points :
Breaking Wood - 100,000 points.
Breaking Stone - 200,000 points.
Breaking Steel - 500,000 points.
Breaking Ruby - 1,000,000 points.
Breaking Diamond - 2,000,000 points.
Time - 1,000 points.
Fatality - 100,000 points.
Flawless Victory - 200,000 points.
Double Flawless - 500,000 points.
Defeat Reptile - 10,000,000 points.
- TIPS AND TRICKS -
* Basic Move (% of damage) : How To
High Punch (5.5%) : Basic HP
Low Punch (5.5%) : Basic LP
High Kick (14.8%) : Basic HK
Low Kick (14.8%) : Basic LK
Backhand (11.7%) : HP when close
Throw (24.2%) : LP when close
Knee (14.8%) : HK or LK when close
Jump Punch (11.7%) : HP or LP while in air
Jump Kick (14.8%) : HK or LK while in air
Uppercut (24.2%) : Hold down HP or LP
Crouch Kick (11.7%) : Hold down HK or LK
Sweep (11.7%) : Hold back LK
Roundhouse (19.5%) : Hold back HK
* Special Moves (% of damage) : How to
JOHNNY CAGE :
Green Ball (14.8%) : B, F, LP
Shadow Kick (18%) : B, F, LK
Split Punch (21.1%) : BLK+LP
KANO :
Headbutt (11.7%) : HP when close
Knife Throw (14.8%) : Hold BLK (B, F) or B, F+BLK
Kano Ball (18%) : F-D-B-U (Full circle away from opponent starting forward)
RAIDEN :
Lightening (14.8%) : D, F, LP
Teleport (0%) : D, U
Torpedo (18%) : B, B, F
LIU KANG :
Fireball (14.8%) : F, F, HP
Flying Kick (18%) : F, F, HK
SCORPION :
Spear (4.6%) : B, B, LP
Teleport Punch (18%) : D, B, HP
SUB-ZERO :
Freeze (0%) : D, F, LP
Slide (7%) : LP+BLK+LK
SONYA BLADE :
Sonic Ring (14.8%) : B, B, LP
Teleport Punch (16.4%) : F, B, HP
Leg Scissors (24.2%) : LP+BLK+LK
* Fatalities : To perform a Fatality, you must win the match, then do the proper joystick/button sequence when 'Finish Him!' appears...
JOHNNY CAGE : (close) Forward(x3), HP - Cage decapitates his opponent with an uppercut.
KANO : (close) Back, Down, Forward, LP - Kano rips out his opponent's heart.
SUB-ZERO : (close) Forward, Down, Forward, HP - Sub-Zero grabs his opponent by the neck and pulls their head off, taking their spine along with the head.
SONYA BLADE : (anywhere) Forward(x2), Back(x2), Block - Sonya blows an energy ball in the air. The ball hits her opponent and engulfs them in flames, turning the opponent into a skeleton.
RAIDEN : (close) Forward, Back(x3), HP - Raiden shoots lightning into his opponent's head, causing it to explode.
LIU KANG : (close) hold Block, 270 degrees (Forward, Down, Back, Up) - Liu Kang does a spinning kick and an uppercut.
SCORPION : (jump distance) hold Block, Up(x2), release Block - Scorpion removes his mask to reveal a skull. He then breathes fire on his opponent, turning him into a skeleton.
* Bonus Points : Test your might appears after every 3rd win in a 1P game. In 2P it appears after every 5th Battle.
Breaking Wood : Break the WOOD tapping the punch and kick buttons till the meter fills up then block.
Breaking Stone : Break the STONE after breakin the WOOD.
Breaking Steel : Break the STEEL after breakin the STONE.
Breaking Ruby : Break the RUBY after breakin the STEEL.
Breaking Diamond : Break the DIAMOND after breakin the RUBY.
Time : Time left multiplied by 1,000.
Fatality : Perform the characters finishing move.
Flawless Victory : Beat your opponent without getting hit.
Double Flawless : Beat your opponent without getting hit 2 rounds in a row.
* Defeat Reptile (Rev 3.0+ only) : The shadows indicate that Reptile is available as an opponent. To fight him, win with a double flawless and fatality, without using block in the entire match.
- SERIES -
1. Mortal Kombat (1992)
2. Mortal Kombat II (1993)
3. Mortal Kombat 3 (1994)
4. Ultimate Mortal Kombat 3 (1994)
5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation, Sega Saturn)
6. Mortal Kombat Mythologies - Sub-Zero (1997, Nintendo 64, Sony PlayStation)
7. Mortal Kombat 4 (1997)
8. Mortal Kombat Gold (1997, Sega Dreamcast)
9. Mortal Kombat - Special Forces (2000, Sony PlayStation)
10. Mortal Kombat Advance (2001, Nintendo Game Boy Advance)
11. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft XBOX, Sony PlayStation 2)
12. Mortal Kombat - Tournament Edition (2003, Nintendo Game Boy Advance)
13. Mortal Kombat - Deception / Mystification (2004, Microsoft XBOX, Sony PlayStation 2)
14. Mortal Kombat - Shaolin Monks (2005, Microsoft XBOX, Sony PlayStation 2)
15. Mortal Kombat - Armageddon (2006, Microsoft XBOX, Sony PlayStation 2)
- STAFF -
Design and software : Ed Boon
Design and graphics : John Tobias
Music and sounds : Dan Forden
Background graphics : John Vogel
Executive producers : Neil Nicastro, Ken Fedesna
Senior hardware technician : Sheridan Oursler
Cabinet designer : Ray Czajka
* CAST :
Johnny Cage, Scorpion, Sub-Zero and Reptile : Daniel Pesina
Kano : Richard Divizio
Raiden : Carlos Pesina
Liu Kang and Shang Tsung : Ho Sung Pak
Sonya : Elizabeth Malecki
Goro character design by : John Tobias
Stop Motion Miniature by : Curt Chiarelli
- PORTS -
* Consoles :
Sega Mega Drive (1992)
Nintendo Super Famicom (1993 - Developed by Sculptured Software)
Nintendo Game Boy (1993) : Cage was taken out (but Kano was left in).
Sega Master System (1993)
Sega Game Gear (1993) : Kano was taken out (but Cage was left).
Sega Mega-CD (1993)
Sony PlayStation 2 (2004, "Mortal Kombat Deception Premium Pack")
Microsoft XBOX (2004, "Mortal Kombat Deception Premium Pack")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Commodore Amiga (1993)
PC [MS-DOS, 3.5''] (1993)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
* Others :
Mortal Kombat TV Game (2004 - Jakk's Pacific)
Mobile Phones (2004)
$end
$info=mk3,mk3r10,mk3r20,
$Edit this entry at Arcade-History.com
$bio
Mortal Kombat 3 (c) 1994 Midway.
Suceeding in taking over the Earth realm, Shao Khan takes all the human souls on Earth as his own. To stop the Outworld realm from totally merging with the Earth realm, a few Earth warriors were chosen to have their souls protected from Shao Kahn in order to defend the Earth realm in a new Mortal Kombat tournament. Fourteen digitized characters fight to overthrow Shao Khan and his Centaur lieutenant Motaro.
- TECHNICAL -
Midway Wolf Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
=> [1] High Punch, [2] Block, [3] High Kick
=> [4] Low Punch, [5] Low Kick, [6] Run
- TRIVIA -
This is the first Mortal Kombat game to have bi-level battlefields, which lets players uppercut their opponent to the level above them when fighting on certain levels.
This is the first Mortal Kombat arcade game that did not include Scorpion, and, according to series co-creator Ed Boon, the last. It's also the first game in the series to feature the 'Run' button and the controversial command combo system.
The story of Stryker : Originally, the character Kurtis Stryker was supposed to appear in MK1, but was scrapped early in the development process when beta tests revealed a player interest in a female character in the game, which led to Sonya replacing Stryker. In MK2, Kurtis Stryker almost made it to the final game, but finally had his name changed to... Jax. For MK3, a new Kurtis Stryker is created and is finally made part of a MK game.
'Sektor' and 'Cyrax' before given their names were called 'ketchup' and 'mustard'.
The head that occasionally appears after an uppercut or combo and says 'Toasty' is the digitized head of Dan Forden who worked on the sound and music for the game.
Midway released a limited-edition soundtrack album for this game (Musik: MK3 & MK4 Arcade Video Game Soundtrack) on 1997.
- UPDATES -
PROTO 4.0 :
* AAMA warning in black.
* Shao Kahn just falls over when defeated.
* No ending credits.
* Computer only does combos for finishing moves.
* Motaro could be frozen by Sub-Zero.
* Motaro and Shao Kahn turn white when frozen.
REV. 1.0 :
* AAMA warning in black and blue.
* Sindel, Kabal, Cyrax and Sektor's Animalities added.
* Kano's fatalities have been changed.
* Galaxian game added.
* Vs. codes have been changed.
* Winning streak added.
* Ultimate code added.
* Subway and Shao Kahn Tower fatalities added.
* Credits listed.
* Performing Kabal's animality without a mercy resets the game.
* Computer does fatalities.
* Motaro could be frozen by Sub-Zero.
REV. 2.0 :
* Computer intelligence increased.
* Main Story Plot added.
* More blood added.
* Finishing moves have been changed.
* Babalities added.
* Friendships added.
* Combos altered.
* Shao Kahn's death altered.
* Movie Promo added.
* Antony Espindola included in the credits.
* Sub-Zero can no longer freeze Motaro.
* Smoke's finishing moves added.
* Smoke's Portal stage added (used only when fighting against Smoke).
* Shao Khan looks normal when frozen, instead of white.
REV. 2.1 :
* Computer intelligence increased.
* Damage on some combos lowered (Sub-Zero, Kabal).
* Free credit trick taken out.
* Smoke stays in memory after UKC is entered (Smoke will be erased in earlier versions should the game reset to factory default settings).
* Cyrax's double fatality glitch removed.
- TIPS AND TRICKS -
* Ultimate Kombat Kodes : The Ultimate Kombat Codes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (player one side) HP LP BL LK HK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries :
Play as Smoke - 10902-22234
* Kombat Kodes : Kombat Kodes are entered at the two player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (player one side) LP BL LK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries. A message will appear when the match begins to confirm correct code entry...
466-466 - Unlimited run
688-422 - Dark Kombat
985-125 - Psycho Kombat
460-460 - Randper Kombat
020-020 - Blocks disabled
033-000 - Player 1 Half Power
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
969-141 - Winner fights Motaro
033-564 - Winner fights Shao Kahn
205-205 - Winner fights Smoke
642-468 - Play Galaga
769-342 - Winner fights Noob Saibot
987-123 - No life bars
100-100 - Throwing disabled
987-666 - Hold Flippers during casino run
* Double Stage (If a character is uppercutted, they will fly up to the other stage) :
Subway => Street
Bank => Rooftop
Soul Chamber => Balcony
* Random Select : To have the computer randomly select your character, press Up and the Start button.
* Fatality - SHANG TSUNG :
1a. (close) hold LP, Down, Forward(x2), Down, and release LP - Tsung creates a bed of spikes and throws the opponent onto them.
1b. (REV 1.0) hold LP, Down, Forward, Down, Forward, and release LP.
2. (close) hold LP, Run, Block, Run, Block, and release LP - Tsung levitates the opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.
* Fatality - SINDEL :
1. (jump distance) Run(x2), Block, Run, Block - Sindel coils her hair around the opponent. She then pulls her hair back, causing the opponent to go into a violent spin, sending blood and body parts everywhere.
2. (close) Run, Block(x2), Run+Block - Sindel screams at the opponent, causing the opponent's skin to fly off.
* Fatality - JAX :
1a. (close) hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades. He then cuts the opponent to pieces.
1b. (REV 1.0) hold Block, Forward, Down, Back, Up, Forward, and release Block.
2a. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on the opponent.
2b. (REV 1.0) Run(x3), Block, LK.
* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, and release LP - Kano pulls the opponent's skeleton out through their mouth.
2. (jump distance) LP, Block(x2), HK - Kano fires a laser from his eye that heats up the opponent until they explode.
* Fatality - LIU KANG :
1a. (jump distance) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on the opponent as fire. The opponent is reduced to a burning skeleton.
1b. (REV 1.0) Forward(x3), Back, Forward, LK.
2a. (anywhere) Up, Down, Up(x2), Run+Block - Liu Kang disappears and a Mortal Kombat machine falls on the opponent.
2b. (REV 1.0) hold Block, Up(x3), Run+Block.
* Fatality - SONYA BLADE :
1a. (jump distance) Back, Forward, Down(x2), Run - Sonya blows a kiss at the opponent, turning him into a burning skeleton.
1b. (REV 1.0) Down(x2), Forward, LK.
2. (far) hold Block+Run, Up(x2), Back, Down, and release Block+Run - Sonya blows a pink bubble at the opponent. The opponent is engulfed in the bubble, which eventually collapses, crushing them.
* Fatality - KURTIS STRYKER :
1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on the opponent and runs away just before they explode.
2. (far) Forward(x3), LK - Stryker fires a tazer at the opponent, electrocuting them.
* Fatality - SMOKE :
1. (far) Up(x2), Forward, Down - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.
2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down the opponent's throat, causing them to explode.
* Fatality - SUB-ZERO :
1a. (close) Block(x2), Run, Block, Run - Sub-Zero grabs the opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.
1b. (REV 1.0) Down, Forward, Down, Forward, LP.
2a. (jump distance) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes the opponent. They fall over and shatter.
2b. (REV 1.0) Down, Forward, Back, HK.
* Fatality - CYRAX :
1a. (anywhere) Down(x2), Up, Down, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on the opponent.
1b. (REV 1.0) Up(x3), Down, HP.
2a. (close) Down(x2), Forward, Up, Run - Cyrax self-distructs, taking the opponent with him.
2b. (REV 1.0) Forward, Back, Down, Up, Forward, Down, Run.
* Fatality - SEKTOR :
1a : (jump distance) LP, Run(x2), Block - Sektor crushes the opponent in a huge clamp.
1b. (REV 1.0) Back(x3), HK.
2. (jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on the opponent.
* Fatality - NIGHTWOLF :
1a. (close) hold Block, Up(x2), Back, Forward, release Block, Block - Nightwolf causes a great light to engulf the opponent, which disintegrates them.
1b. (REV 1.0) Down, Forward(x2), HK.
2a. (jump distance) Back(x3), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes the opponent.
2b. (REV 1.0) Back(x3), HP.
* Fatality - SHEEVA :
1a. (close) Forward, Down(x2), Forward, LP - Sheeva pounds the opponent into the ground like a nail.
1b. (REV 1.0) Forward(x3), LP.
2a. (close) hold HK, Forward, Back, Forward(x2) and release HK - Sheeva rips all the opponent's skin off.
2b (REV 1.0) hold HK, Forward(x3), and release HK.
* Fatality - KUNG LAO :
1. (close) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at the opponent, cutting them into pieces.
2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. The opponent gets pulled in and is torn apart.
* Fatality - KABAL :
1a. (jump distance) Down(x2), Back, Forward, Block - Kabal plugs his respirator into the opponent. Their head inflates and they float off the screen where they explode.
1b. (REV 1.0) Back(x2), Forward, Down, Block.
2. Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at the opponent. The opponent is so frightened that their soul jumps out of their body.
* Fatality - STAGE :
1) Shao Kahn Tower - the opponent falls seven stories onto a bed of spikes.
2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.
3) The Pit III - the opponent is knocked of into rotating blades and cut apart.
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
SINDEL : Down(x3), LP
JAX : Down, Forward, Down, LP
KANO : Hold Block, Up(x2), Back, Release Block, LK
LIU KANG : Run, Block(x2), LK
SONYA BLADE : Forward(x2), Down, HP
KURTIS STRYKER : hold Block, Forward, Up(x2), Release Block, HK
SMOKE : Forward(x2), Down, LK
SUB-ZERO : Back, Down, Forward(x2), HK
CYRAX : Run, Block, Run
SEKTOR : Run(x3), Down
NIGHTWOLF : Run(x2), Block
SHEEVA : Down, Forward, Down, Forward, LP
KUNG LAO : Down(x2), Forward(x2), LK
KABAL : Block(x2), HK
* Finish Him - Mercy : (Anywhere) Hold Run, Down(x3), and release Run.
* Finish him - Animality (After Mercy) :
SHANG TSUNG : (jump distance) hold HP, Run(x3), and release HP - Tsung tunrs into a large green cobra and devours the opponent.
SINDEL : Forward, Up, HP - Sindel turns into a purple wasp and carries the opponent off while stinging them.
SINDEL : (REV 1.0) Forward(x2), HP.
JAX : (close) hold LP, Forward(x2), Down, Forward, and release LP - Jax turns into a yellow lion and pounces on the opponent.
KANO : (close) hold HP, Block(x3), and release HP - Kano turns into an orange spider and crushes the opponent.
LIU KANG : (jump distance) Down(x2), Up - Liu Kang turns into a giant green dragon and bites the opponent in half.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, and release LP - Sonya turns in to a large green bird and hovers over the opponent. She carries the opponent off screen where there is a crunching sound and bones fall back to the ground.
KURTIS STRYKER : (demi jump distance) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites the opponent in half.
SMOKE : (jump distance) Down, Forward(x2), Block - Smoke turns into a black bull and rams the opponent off the screen.
SUB-ZERO : (close) Forward, Up(x2) - Sub-Zero turns into a blue polar bear and pounces on the opponent.
CYRAX : (close) Up(x2), Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind the opponent and eats them.
CYRAX : (REV 1.0) Up(x2), Down.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to the opponent and decapitates him.
SEKTOR : (REV 1.0) (close) Down(x2), Up.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on the opponent.
NIGHTWOLF : (REV 1.0) Down(x2).
SHEEVA : (close) Run, Block(x3), Block - Sheeva turns into a giant purple scorpion and stings the opponent, causing him to explode.
KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on the opponent.
KABAL : (close) hold HP, Forward(x2), Down, Forward, and release HP - Kabal turns into a green skeleton of a rhinoceros and butts the opponent into the air.
KABAL : (REV 1.0) hold HP 3 seconds, and release.
* Finish him - Babalities (don't use Block during the last round) :
SHANG TSUNG : Run(x3), LK.
SINDEL : Run(x3), Up.
JAX : Down(x3), LK.
KANO : Forward(x2), Down(x2), LK.
LIU KANG : Down(x3), High Kick.
SONYA BLADE : Down(x2), Forward, LK.
KURTIS STRYKER : Down, Forward(x2), Back, HP.
SMOKE : Down(x2), Back(x2), HK.
SUB-ZERO : Down, Back(x2), HK.
CYRAX : Forward(x2), Back, HP.
SEKTOR : Back, Down(x3), HK.
NIGHTWOLF : Forward, Back, Forward, Back, LP.
SHEEVA : Down(x3), Back, HK.
KUNG LAO : Down, Forward(x2) HP.
KABAL : Run(x2), LK.
* Finish him - Friendship (don't use Block during the last round) :
SHANG TSUNG : (close) LK, Run(x2) Down - Tsung turns into the character from "Joust" and hops off.
SINDEL : Run(x5), Up - Sindel kicks a ball over the opponent and makes a 'Goal' sign. She says, 'That was fun!'.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
LIU KANG : Down(x3), Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
SONYA BLADE : Back, Forward, Back, Down, Run - Sonya does 'Elbow Sex' with herself??
KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants run by and Stryker directs them to the other side.
SMOKE : Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
SUB-ZERO : (anywhere) LK, Run(x2), Up - Sub-Zero engulfs himself in a snowman.
CYRAX : Run(x3), Up - Cyrax does a little dancing.
SEKTOR : Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
NIGHTWOLF : Run(x3), Down - Nightwolf turns into Raiden. A Mortal Kombat 2 machine falls behind him. At the bottom of the screen are the words : "I have never seen a Kano Transformation!", OR "No, but I know how to do a Raiden Transformation!".
SHEEVA : Forward(x2), Down, Forward, HP (Hold joystick forward when pressing High Punch) - Sheeva holds a stick in each hand and balances a plate on each.
KUNG LAO : Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.
KABAL : Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.
- SERIES -
1. Mortal Kombat (1992)
2. Mortal Kombat II (1993)
3. Mortal Kombat 3 (1994)
4. Ultimate Mortal Kombat 3 (1994)
5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation, Sega Saturn)
6. Mortal Kombat Mythologies - Sub-Zero (1997, Nintendo 64, Sony PlayStation)
7. Mortal Kombat 4 (1997)
8. Mortal Kombat Gold (1997, Sega Dreamcast)
9. Mortal Kombat - Special Forces (2000, Sony PlayStation)
10. Mortal Kombat Advance (2001, Nintendo Game Boy Advance)
11. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft XBOX, Sony PlayStation 2)
12. Mortal Kombat - Tournament Edition (2003, Nintendo Game Boy Advance)
13. Mortal Kombat - Deception / Mystification (2004, Microsoft XBOX, Sony PlayStation 2)
14. Mortal Kombat - Shaolin Monks (2005, Microsoft XBOX, Sony PlayStation 2)
15. Mortal Kombat - Armageddon (2006, Microsoft XBOX, Sony PlayStation 2)
- STAFF -
Software : Ed Boon
Graphics : John Tobias, Steve Beran, Tony Goskie, Dave Michicich, John Vogel
Sound and music : Dan Forden
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault
Hardware designers : Pat Cox, Steve Correll, Ray Gay, Mark Loffredo, John Lowes, Ray Macika, Cary Mednick, Steve Norris
Senior hardware technicians : Sheridan Oursler, Al Lasko, Jeff Peters
Sales and marketing : Joe Dillon, Rachel Davies, Lenore Sayers, Mark Chan, Roger Sharpe
Grunts, Screams, Groans and Gibberish : John Hey, Peg Burr, Dan Forden, Ann Mazza, Vince Pontarelli, Ed Boon
Game testers / Analysis : Mike Vinikour, Eddie Ferrier
* CAST :
Kano : Richard Divizio
Sonya : Kerri Hoskins
Kabal : Richard Divizio
Jax : John Parrish
Stryker : Michael Obrien
Liu Kang : Eddie Wong
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita
Sub-Zero, Shang Tsung, Scorpion, Reptile : John Turk
Kitana, Jade, Mileena : Becky Gable
Sindel : Lia Montelongo
Shao Kahn : Brian Glynn
Kung Lao : Tony Marquez
Voice of Shao Kahn : Steve Ritchie
- PORTS -
* Consoles :
Sega Master System
Nintendo Super Famicom (1995)
Sega Mega Drive (1995)
Sony PlayStation (1995)
Sega Game Gear (1995)
Nintendo Game Boy (1995)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
PC [MS-DOS, CD-ROM] (1995)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=mk4,mk4a,
$Edit this entry at Arcade-History.com
$bio
Mortal Kombat 4 (c) 1997 Midway.
The 4th installment of the classic 'Mortal Kombat' series. New graphics, new fighters and a whole new challenge awaits you. Prepare to do battle and take on a whole new dimension.
- TECHNICAL -
Midway Zeus hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
MK4 was the first Mortal Kombat game to be rendered in 3-D. Many fans consider this game to be the weakest in the series.
Midway released a limited-edition soundtrack album for this game (Musik: MK3 & MK4 Arcade Video Game Soundtrack) on 1997.
- TIPS AND TRICKS -
* Alternate Costumes : enter one of the following codes at the character selection screen while highlighting that paticular Character.
FUJIN : hold Start, then press LP + HP + HK
JAREK : hold Start, then press HK + HP + RN
JAX : Hold Start, then press RN + LP + BL
JOHNNY CAGE : hold Start, then press RN + LP + LK
KAI : hold Start, then press HP + BL + LK
LIU KANG : hold Start, then press HK + BL + LK
QUAN CHI : hold Start, then press HP + RN + HK
RAIDEN : hold Start, then press LP + BL + HK
REIKO : hold Start, then press RN + HP + LK
REPTILE : hold Start, then press LP + BL + LK
SCORPION : hold Start, then press HP + HK + BL
SHINNOK : hold Start, then press HP + BL + LP
SONYA : hold Start, then press LK + HP + RN
SUB-ZERO : hold Start, then press RN + BL + HP
TANYA : hold Start, then press HK + LK + HP
* SHINNOK : the Morphing list...
CAGE : Down(x2), HP
FUJIN : Forward(x2), Back, HK
JAREK : Back(x3), LK
JAX : Forward, Down, Forward, HK
KAI : Forward(x3), LK
LIU KANG : Back(x2), Forward, HK
QUAN CHI : Back, Forward, Back, Forward, LK
RAIDEN : Down, Forward(x2), HP
REIKO : Back(x3), Block
REPTILE : Back(x2), Forward, Block
SCORPION : Forward, Back, LP
SONYA : Forward, Down, Forward, HP
SUB ZERO : Down, Back, LP
TANYA : Back, Forward, Down, Block
* Fatality - CAGE :
1. Forward, Back, Down(x2), HK
2. Down(x2), Forward, Down, Block
* Fatality - FUJIN :
1. Run+Block(x5)
2. Down, Forward(x2), Up, Block
* Fatality - JAREK :
1. Forward, Back, Forward(x2), LK
2. Up(x2), Forward(x2), Block
* Fatality - JAX :
1. Hold (LK 3s), Forward(x2), Down, Forward, Release LK
2. Back, Forward(x2), Down, Block
* Fatality - KAI :
1. Hold Block, Up, Forward, Up, Back, HK
2. Up(x3), Down, Block
* Fatality - LIU KANG :
1. Forward(x3), Down, HK+LK+Block
2. Forward, Down(x2), Up,HP
* Fatality - QUAN CHI :
1. Hold (LK 5s), Forward, Down, Forward, Release LK
2. Up(x2), Down(x2), LP
* Fatality - RAIDEN :
1. Hold Block, Forward, Back, Up(x2), HK
2. Down, Up(x3), HP
* Fatality - REIKO :
1. Forward, Down, Forward, LP+Block+HK+LK
2. Back(x2), Down(x2), HK
* Fatality - REPTILE :
1. Hold (HP+HK+LP+LK), Up
2. Up, Down(x3), HP
* Fatality - SCORPION :
1. Back, Forward(x2), Back, Block
2. Back, Forward, Down, Up, HP
* Fatality - SONYA :
1. Hold Block, Down(x3), Up, Run
2. Up, Down(x2), HK
* Fatality - SUB ZERO :
1. Forward, Back Forward, Down, (HP+Block+Run)
2. Back(x2), Down, Back, HP
* Fatality - SHINNOK :
1. Down, Back, Forward, Down, Run
2. Down, Up(x2), Down, Block
* Fatality - TANYA :
1. Down(x2), Up, Down, HP+Block
2. Down, Forward, Down, Forward, HK
* Fatality - level ''Spike''
CAGE : Back, Forward(x2), LK
FUJIN : Back, Forward, Back, HP
JAREK : Back, Forward(x2), LP
JAX : Forward(x2), Back, HP
KAI : Back, Forward, Down, HK
LIU KANG : Forward(x2), Back, HK
QUAN CHI : Forward(x2), Back, LK
RAIDEN : Forward(x2), Down, LP
REIKO : Forward(x2), Down, LK
REPTILE : Down(x2), Forward, HK
SCORPION : Back, Forward(x2), LK
SHINNOK : Down, Forward, Back, HP
SONYA : Forward, Down, Forward, HP
SUB ZERO : Down(x3), LK
TANYA : Forward(x3), LP
* Fatality - level 'Fan'
CAGE : Down, Forward(x2), HK
FUJIN : Down(x3), HK
JAREK : Forward, Down, Forward, HK
JAX : Forward(x2), Back, LK
KAI : Forward(x2), Down, Block
LIU KANG : Forward(x2), Back, LP
QUAN CHI : Forward(x2), Down, HP
RAIDEN : Down, Forward, Back, Block
REIKO : Down(x2), Back, LP
REPTILE : Down, Forward(x2), LP
SCORPION : Forward, Down(x2), LK
SHINNOK : Down(x2), Forward, HK
SONYA : Down, Back(x2), HK
SUB ZERO : Hold Block, Down, Up(x3), Release Block, HK
TANYA : Back, Forward, Down, HP
- SERIES -
1. Mortal Kombat (1992)
2. Mortal Kombat II (1993)
3. Mortal Kombat 3 (1994)
4. Ultimate Mortal Kombat 3 (1994)
5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation, Sega Saturn)
6. Mortal Kombat Mythologies - Sub-Zero (1997, Nintendo 64, Sony PlayStation)
7. Mortal Kombat 4 (1997)
8. Mortal Kombat Gold (1997, Sega Dreamcast)
9. Mortal Kombat - Special Forces (2000, Sony PlayStation)
10. Mortal Kombat Advance (2001, Nintendo Game Boy Advance)
11. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft XBOX, Sony PlayStation 2)
12. Mortal Kombat - Tournament Edition (2003, Nintendo Game Boy Advance)
13. Mortal Kombat - Deception / Mystification (2004, Microsoft XBOX, Sony PlayStation 2)
14. Mortal Kombat - Shaolin Monks (2005, Microsoft XBOX, Sony PlayStation 2)
15. Mortal Kombat - Armageddon (2006, Microsoft XBOX, Sony PlayStation 2)
- PORTS -
* Consoles :
Nintendo Game Boy Color (1999)
Nintendo 64 (1998)
Sony PlayStation (1998)
* Computers :
PC [MS Windows 9x, CD-ROM] (1997)
$end
$info=mk2,mk2r14,mk2r21,mk2r32,mk2r42,mk2r91,mk2chal,
$Edit this entry at Arcade-History.com
$bio
Mortal Kombat II (c) 1993 Midway.
12 digitized fighters battle to stop Shao Khan and Kintaro from dominating the Earth realm! Regarded as the best of the series.
- TECHNICAL -
Midway T Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
=> [1] High Punch, [2] Block, [3] High Kick
=> [4] Low Punch, [5] Low Kick, [6] Block
- TRIVIA -
Released in November 1993. This game was the first Midway release to use the DCS Sound System.
'Noob Saibot' backwards spells 'Boon' and 'Tobias' who are the names of the principal game designers.
'Jax' was originally supposed to be in the original "Mortal Kombat" game and named Kurtis Stryker. Jax was then moved to MKII and the Stryker character debuted in "Mortal Kombat 3".
'Kintaro' was originally intended to be a humanoid tiger, similar to the creature in Japanese mythology. This idea was scrapped, however, due to the fact that creating the costume would not have been feasable. However, thanks to this original idea, the Shokan we know as Kintaro has the tiger stripes on his back.
Real life : Philip Ahn, who played the regenerated Shang Tsung, is in fact a doctor.
Three of the cast members for MK2 filed a lawsuit against Midway shortly after the game was released. The claim? The physical instructors/martial artists Elizabeth Malecki (Sonya Blade), Catalin Zamiar (Kitana/Milenna) and Philip Ahn were under the impression that they were hired under typical acting contracts and were entitled to a small modicum of benefits including royalties of title sales, etc. The plaintiffs banded together against Midway, who took the case to court. Eventually the judge failed on Midway's behalf, citing that the work done by the plaintiffs for Midway was done strictly as a 'work-for-hire' and Midway owned all the property and benefits on the characters/titles/etc. As a consequence, all three left the project, and were recast for "Mortal Kombat 3".
SFII / MK2 : both games were supposed to be released within weeks of each other (at this time, "Street Fighter" and "Mortal Kombat" were the dominant fighting games). Capcom released "Super Street Fighter II - The New Challengers" early so that they could attract fans away from MK. At the same time, Midway released MK2 early for similar reasons. As you can see, the result meant that both came back to square one.
'Friendships' and 'Babalities' (see 'Tips And Tricks' section for more info) in MKII were used in making light of the violence controversy in the first "Mortal Kombat" game.
Two non-existent hidden characters were 'Torch', and 'Hornbuckle'. In MKII there is a location called 'The Pit II'. Far in the background of this stage there is another bridge across the chasm. Standing stationary on this bridge are two fighters : one of them is a Liu Kang sprite with green pants who was named Hornbuckle by fans. One of Jade's hints was 'Hornbuckle who?', which people thought was the name of a hidden fighter, and was apparently given to the guy opposite 'Torch' on The Pit II. If you watch the ending credits, one of the programmers' last names is Hornbuckle. The other fighter is a humanoid character that seems to be made of fire. As these two characters never move, it has been suggested that the 'other fighter' is actually a funeral pyre. Finally, there is a cloaked figure who floats in front of the window during fights in The Tower and Portal stages in MKII. This character was dubbed Cloak by fans, and was assumed to be a hidden character. The character of Torch, who had been very popular with fans, eventually showed up as a playable character in "Mortal Kombat : Deadly Alliance". Unfortunately, due to trademark issues, he had to be called Blaze instead of Torch. The true identity of Cloak was revealed in "Mortal Kombat : Shaolin Monks" to be one of Shang Tsung's servants, a shadow priest.
The head that occasionally appears after an uppercut and says 'Toasty' is the digitized head of Dan Forden who worked on the sound and music for the game.
Jimmy Cardenas holds the official record for this game with 282,000 points.
Midway released a limited-edition soundtrack album for this game (Mortal Kombat II : Music from the Arcade Game Soundtrack) on 1993.
- UPDATES -
REV. 1.1 :
* First version released to the public even though unfinished.
* Contained almost all moves but not many fatalities.
* Kintaro and Shao Kahn very difficult to beat.
* No ending stories.
* Baraka's blade swipe had no sound.
* Shang Tsung had the ceiling walk bug.
* Could beat Kintaro by just punching the entire match.
REV. 1.4 :
* Mileena's ground roll move added.
* Kung Lao's aerial kick added
* Sub-Zero could do the first part of the freeze-uppercut fatality during the match.
* Danger indicator added.
REV. 2.1 :
* First 'official' release version.
* Intro text slightly changed.
* Reptile's slide added.
* Ending story and credits added.
* Computer intelligence improved.
* Nearly all fatalities were added.
* Friendships and babalities were added.
* The pit/spike fatality was added.
* Smoke and Jade were added.
* Kintaro and Shao Kahn easier to defeat.
* Could keep Kintaro and Shao Kahn up in the corner by using repeated punches.
* Could crash the game through baby brutalization.
* Doing Shang Tsung's soul stealing fatality against Jax could sometimes crash the game.
REV. 3.1 :
* More amounts of blood added.
* Dead Pool fatality added.
* Noob Saibot added.
* Raiden's super uppercut fatality added.
* Kung Lao's friendship added.
* Pictures of the creators added after the credits.
* Revolution X and DCS ads added.
* Comic and CD offer shows picture of CD.
* Computer intelligence increased.
* Computer has ability to do missile weapons in the air.
* Multiple babality problem fixed.
* Repeated punches in the corner against Kintaro fixed.
* Kitana's multiple fan lifts in the corner fixed.
* Sub-Zero freeze - punch - freeze - punch... fixed.
REV. 4.2 (hack) :
* Uppercuts are faster.
* Cage does red shadow kick and uppercut every time.
* Cages shadow kick goes twice as far.
* Barakas roundhouse has awesome range.
* Noob Saibot after only six wins.
* Pong after only 20 or so wins.
* Secret characters vulnerable to missile weapons.
* Liu Kang has a red dragon fatality.
* Kung Lao has a bones in his hat fatality.
REV. 9.1 (hack) :
* Play Pong after 12 wins.
* Play against Noob Saibot after 6 wins.
* Jax has a faster face smash.
* Faster Uppercuts.
* Johnny Cage has full time red shadow moves.
* And there is the multiple Dead Pool Fatality (normal upper cut will knock the person in, then you can continue to hit them while they're in the acid).
CHALLENGER version (hack) :
* More difficult fight ladder that often begins with Kintaro or a hidden character.
* Dead Pool Fatality where you can punch the opponent out of the acid and make them stick in the air.
* Johnny Cage has full time red shadow moves and all of the secret characters can appear on the fight ladder.
* Super extended time to perform fatalities.
* Fight Noob a lot sooner.
* Play Pong a lot sooner.
* Uppercuts are faster.
- TIPS AND TRICKS -
* Disable throws in Versus Mode : hold Down+HP on player one and two's controls after both fighters have been selected. A message will confirm correct code entry.
* Display Top Fifteen Players : press Down during attract mode.
* Fight against Jade : progress through the game until the match that precedes the '?' match. Defeat your opponent using just low kicks. Jade will now be your opponent during the '?' match.
* Fight against Noob Saibot : win 50 consecutive matches.
* Fight against Smoke : press Down+Start when Dan says 'Toasty' on the Bridge stage.
* "Pong" : accumulate 250 battles at the versus screen. Both players can play the Pong mini-game.
* Random character : press Up+Start at the fighter selection screen without moving the selection box from its original position.
* Fatality - REPTILE :
1. (jump distance) Back(x2), Down, LP - Reptile shoots his tongue towards the victims head, bringing it back where he goes about eating it.
2. (you must be invisible - close) Forward(x2), Down, HK - While invisible Reptile cuts the torso off the victim.
* Fatality - SUB ZERO :
1. (far) hold LP, Back(x2), Down, Forward, release LP.
2a. (one step distance) Forward(x2), Down, HK - Sub-Zero will ice the victim over, putting them in a deep freeze.
2b. After deep freezing the victim, press Forward, Down, Forward(x2), HP - Sub-Zero will shatter the top part of the body.
* Fatality - SCORPION :
1. (two step distance) hold Block, Up(x2), release Block, HP - Scorpion removes his mask and breathes fire at the feet of the victim, which then twitches and explodes.
2. (anywere) hold Block, Down(x2), Up(x2), release Block, HP - With the addition of the two downs at the beginning, Scorpion may do the fatality at any distance, and always get the "Toasty!".
3. (close) hold HP, Down, Forward(x3), release HP - Scorpion slices the victim across the neck then cuts them in two.
* Fatality - JOHNNY CAGE :
1. (close) Down(x2), Forward(x2), LP - Cage grabs the victim and rips their torso off, throwing it to the ground.
2a. (close) Forward(x2), Down, Up. Cage crouches and punches off the head of the victim with a powerful uppercut.
2b. To knock off three heads, hold Down+LP+HK+Block until the first head is knocked off.
* Fatality - BARAKA :
1. (close) Back(x4), HP - Baraka extends his blades from his arms, then decapitates the victim with one swipe.
2. (close) Back, Forward, Down, Forward, LP - Baraka stabs the victim and lifts them up, then they slowly slide down the blade.
* Fatality - KUNG LAO :
1. (one step Distance) Forward(x3), LK - Kung Lao removes his razor hat and slices the victim down the middle.
2. (far) hold LP, Back(x2), Forward, release LP, Up - Kung Lao throws his hat which decapitates the victim. Make sure to guide the hat up so it hits the head.
* Fatality - RAYDEN :
1a. (close) hold LK for 3 seconds and release - Raiden grabs the victim and lifts them up, then proceeds to shock them.
1b. After a dose of the shock treatment, press Block+LK repeatedly - The victim will explode into bits.
2. (close) hold HP (soon before the 'Finish Him') for 5 seconds and release - Raiden explodes the top half of the victim with a powerful uppercut. A few moments later the head falls to the ground.
* Fatality - JAX :
1. (close) hold LP, Forward(x3), release LP - Jax claps the victims head with a loud pop, and the skull crumbles in pieces to the ground.
2. (one step distance) Block(x4), LP - Jax grabs the victim by the arms and rips them off the body.
* Fatality - LIU KANG :
1. (close or one step distance) hold Block, 360 degrees - Liu Kang will do a cartwheel kick then a massive uppercut.
2. (close) Down, Forward, Back(x2), HK - Liu Kang will transform into a dragon and bite the victim in half, leaving the legs standing.
* Fatality - KITANA :
1. (close) Block(x3), HK - Kitana draws her fan and decapitates the victim with one swipe.
2. (close) hold LK, Forward(x2), Down, Forward, release LK - Kitana leans and kisses the victim, which then expands to unnatural proportions and explodes.
* Fatality - MILEENA :
1. (close) hold HK for 2 seconds and release - Mileena removes her mask revealing Baraka-like teeth and inhales the victim, spitting out the bones.
2. (close) Forward, Back, Forward, LP - Mileena repeatedly stabs the victim, lifting them up as blood sprays everywhere.
* Fatality - SHANG TSUNG :
1. (one step distance) hold HK for 4 seconds and release - Tsung turns into a mist and enters the victims body, which explodes.
2. (close) hold Block, Up, Down, Up, release Block, LK - Tsung picks up the victim with one hand, and drains their life force into his other hand.
3. (one step Distance) hold LP at the round start and release it 3 seconds after the 'Finish him' - Tsung turns into Kintaro, who punches the torso of the victim across the screen.
* Fatality - level 'Dead Pool'
All players : (close) hold (LP+LK), (Down+HP).
Oh Woah! : hold Down.
* Fatality - level 'Spikes' and 'PIT II' :
REPTILE : (close) Down(x2), Forward(x2), Block.
SUB ZERO : (close) Down(x2), Forward(x2), Block.
SCORPION : (close) Down(x2), Forward(x2), Block.
JOHNNY CAGE : (close) Down(x3) HK.
BARAKA : (close) Forward(x2), Down, HK.
KUNG LAO : (close) Forward(x3), HP.
RAYDEN : (close) hold Block, Up(x2), release Block.
JAX : (close) hold Block, Up(x2), release Block, Down, LK.
LIU KANG : (close) Down, Back, Forward(x2), LK.
KITANA : (close) Forward, Down, Forward, HK.
MILEENA : (close) Forward, Down, Forward, LK.
SHANG TSUNG : (close) Down(x2), Up, Down+Block.
* Spikes Trick : Hold Player1 and Player2 Down at the end of the fatality to send the character in the spikes.
* Finish him - Friendship (dont use LP and HP during the last round) :
REPTILE : (anywhere) Back(x2), Down, LK - Reptile attempts to sell you a Reptile doll.
SUB ZERO : (anywhere) Back(x2), Down, LK - Sub-Zero attempts to sell you a Sub-Zero doll.
SCORPION : (anywhere) Back(x2), Down, HK - Scorpion attempts to sell you a Scorpion doll.
JOHNNY CAGE : (anywhere) Down(x4), HK - Cage autographs his photo for his best fan.
BARAKA : (anywhere) hold Block, Up(x2), release Block, Forward(x2), HK - Baraka offers the victim a present.
KUNG LAO : (anywhere) Back(x3), Down, HK - Lao pulls a rabbit out of his hat.
RAYDEN : (anywhere) Down, Back, Forward, HK - Raiden creates Kidd Thunder, a miniature likeness.
JAX : (anywhere) Down(x2), Hold Block, Up(x2), release Block, LK - Jax creates a string of paper dolls.
LIU KANG : (anywhere) Forward, Back(x3), LK - A disco globe drops from the ceiling, and Kang gets down.
KITANA : (anywhere) Down(x4), hold Block, Up, release Block, LK - Kitana turns around and produces a cake with candles.
MILEENA : (anywhere) Down(x3), hold Block, Up, release Block, HK - Mileena grows a flower beneath her outstretched hand.
SHANG TSUNG : (anywhere) Back(x2), Down, Forward, HK - Tsung creates a rainbow above his head.
* Finish him - Babality (dont use LP and HP during the last round)
REPTILE : (anywhere) Down, Back(x2), LK.
SUB ZERO : (anywhere) Down, Back(x2), HK.
SCORPION : (anywhere) Down, Back(x2), HK.
JOHNNY CAGE : (anywhere) Back(x3), HK.
BARAKA : (anywhere) Forward(x3), HK.
KUNG LAO : (anywhere) Back(x2), Forward(x2), HK.
RAYDEN : (anywhere) Down(x2), hold Block, Up, release Block, HK.
JAX : (anywhere) hold Block, Down, Up, Down, Up, release Block, LK.
LIU KANG : (anywhere) Down(x2), Forward, Back, LK.
KITANA : (anywhere) Down(x3), LK.
MILEENA : (anywhere) Down(x3), HK.
SHANG TSUNG : (anywhere) Back, Forward, Down, HK.
- SERIES -
1. Mortal Kombat (1992)
2. Mortal Kombat II (1993)
3. Mortal Kombat 3 (1994)
4. Ultimate Mortal Kombat 3 (1994)
5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation, Sega Saturn)
6. Mortal Kombat Mythologies - Sub-Zero (1997, Nintendo 64, Sony PlayStation)
7. Mortal Kombat 4 (1997)
8. Mortal Kombat Gold (1997, Sega Dreamcast)
9. Mortal Kombat - Special Forces (2000, Sony PlayStation)
10. Mortal Kombat Advance (2001, Nintendo Game Boy Advance)
11. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft XBOX, Sony PlayStation 2)
12. Mortal Kombat - Tournament Edition (2003, Nintendo Game Boy Advance)
13. Mortal Kombat - Deception / Mystification (2004, Microsoft XBOX, Sony PlayStation 2)
14. Mortal Kombat - Shaolin Monks (2005, Microsoft XBOX, Sony PlayStation 2)
15. Mortal Kombat - Armageddon (2006, Microsoft XBOX, Sony PlayStation 2)
- STAFF -
Design and software : Ed Boon
Design and graphics : John Tobias
Background graphics : Tony Goskie
Sound and music : Dan Forden
Additional graphics : John Vogel
Senior hardware technician : Sheridan Oursler
Executive producers : Neil Nicastro, Ken Fedesna
Hardware designers : Ray Macika, Pat Cox, Cary Mednick, Ray Gay, Al Lasko
DCS sound system : Matt Booty, Ed Keenan, John Lowes
Speechs : Steve Ritchie, Jon Hey, Vince Pontarelli, Dan (TOASTY) Forden, Ed Boon
Game Testers / Specialists : Kerry Marzo, Eddie Ferrier, Jeff Johnson
* CAST :
Baraka : Richard Divizio
Liu Kang : Ho Sung Pak
Raiden : Carlos Pesina
Johnny Cage, Sub-Zero, Reptile and Scorpion : Daniel Pesina
Kitana and Mileena : Katalin Zamiar
Kung lao : Anthony Marquez
Shang tsung : Phillip Ahn M.D.
Jax : John Parrish
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1994)
Sega Game Gear (1994)
Sega Master System
Nintendo Game Boy (1994)
Sega 32x (1995)
Sony PlayStation (1996)
Sega Saturn (1996)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2005, unlockable feature in "Mortal Kombat - Shaolin Monks")
Microsoft XBOX (2005, unlockable feature in "Mortal Kombat - Shaolin Monks")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Sony PlayStation 3 (2007, "PlayStation Network")
* Computers :
Commodore Amiga (1994)
PC [MS-DOS, CD-ROM] (1994)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=mosaic,mosaica,
$Edit this entry at Arcade-History.com
$bio
Mosaic (c) 1990 Space.
- TECHNICAL -
Main CPU : Z180 (@ 7 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Fuuki.
$end
$info=mosaicf2,
$Edit this entry at Arcade-History.com
$bio
Mosaic (c) 1999 F2 System.
A picture puzzle game.
- TECHNICAL -
Main CPU : E1-32XT (@ 20 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=motofren,motofrft,motofrmd,motomdft,
$Edit this entry at Arcade-History.com
$bio
Moto Frenzy (c) 07/1992 Atari Games.
- TECHNICAL -
Atari GX2 hardware
Game ID : 136094
Main CPU : 68EC020 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
A Moto Frenzy unit appears in the 1994 French movie 'La Vengeance d'une Blonde'.
- UPDATES -
REVISION 1 (Field Test Version) :
* OS : 17JUL1992 18:13:31 / PROG : 17JUL1992 18:02:28
REVISION 2 (Mini Deluxe Field Test Version) :
* OS : 03AUG1992 09:36:45 / PROG : 03AUG1992 09:29:55
REVISION 3 :
* OS : 17AUG1992 17:58:48 / PROG : 17AUG1992 18:06:29
REVISION 4 (Mini Deluxe) :
* OS : 24AUG1992 12:13:18 / PROG : 26AUG1992 17:41:04
- STAFF -
Programmer / Designer : Dennis Harper
Programmer : Davis S. Akers
Game designer : Milt Loper
Mechanical designer : Jack Aknin
Hardware : Samuel Lee
Technician : Farrokh Khodadadi
Lead animator : Nick Stern
Audio : John Paul
Video : Rob Rowe
PCB : Leon Fritts
Marketing : Linda Benzler
Team 'Frenzy' leader : Chris Downend
$end
$info=motorace,
$Edit this entry at Arcade-History.com
$bio
MotoRace USA (c) 07/1983 Irem.
- TECHNICAL -
Irem M-52 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 256 x 240 pixels
Screen refresh : 56.75 Hz
Palette colors : 144
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Williams.
This game is also known as "Traverse USA" and "Zippy Race".
Lyle Holman holds the official record for this game with 2,058,300 points.
$end
$info=motoraid,
$Edit this entry at Arcade-History.com
$bio
MotoRaid (c) 1997 Sega.
- TECHNICAL -
Sega Model 2A hardware.
Main CPU : i960KB, 68000
Sound Chips : SCSP
Players : 2
Buttons : 4
This was a rom swap upgrade for "Manx TT Superbike".
$end
$info=motos,
$Edit this entry at Arcade-History.com
$bio
Motos (c) 09/1985 Namco.
The object of the game is to bump your enemies - space bugs - off the solar base using Motos, your ship. When you bump all of them off, you move to the next base or round. If Motos is knocked off the base, you lose one life. The game is over when you lose all your lives.
You can collect power parts or jump parts lying on the solar base by simply having Motos touch them. The collected parts will be displayed in the lower left corner of the screen and you can use them in the next round. Motos can be outfitted with no more than 7 power parts; the more power parts added, the more powerful Motos is. However, Motos can only be outfitted with only 1 jump part per round. With a jump part, Motos can jump over two squares by moving the joystick in the desired direction and pressing the Jump button. One jump on a square cracks the square and a second jump in the same spot makes a hole in the solar base.
You can outfit Motos with these parts in the Power Parts or Jump Parts screen displayed at the beginning of each round. Select the number of parts you want by moving left and right with the joystick, and lock them in place by pressing the Jump button. You can use the selected parts for one round only; they will not be available in subsequent rounds.
Linger too long on the playing field and Shooting Stars will begin to fall periodically onto the solar base. The Stars are aimed at Motos, and when they miss they crack a square or break a hole in the solar base (like they do to the base behind the Motos logo in the attract mode's title sequence).
- TECHNICAL -
Game ID: MO
Main CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
= > Jump (used only when Motos is outfitted with Jump parts)
- TRIVIA -
The arcade version was released after the video game crash of 1983/84 and didn't get much attention, most likely appearing only in Japan. The only known U.S. appearances of this game are for home platforms (see Ports below).
CHARACTERS LIST
* Motos - This is you.
* Red Pupa (First appears in Round 1) - weighs in at 380 kg (836 lbs) and travels 20 km/h (12 mph).
* Blue Pupa (First appears in Round 2) - weighs in at 380 kg (836 lbs) and travels 20 km/h (12 mph).
* Polar (First appears in Round 2) - weighs in at 400 kg (880 lbs) and travels 20 km/h (12 mph).
* Spirus (First appears in Round 4) - weighs in at 2,900 kg (3.19 tons) and travels at 40 km/h (24 mph).
* Fire Bug (First appears in Round 7) - weighs in at 3,800 kg (4.18 tons) and travels at 45 km/h (27 mph).
* Mega (First appears in Round 9) - Weighs in at 7,500 kg (8.25 tons) and travels at 10 km/h (6 mph).
* Taitorian (First appears in Round 11) - weighs in at 4,100 kg (4.51 tons) and travels at 55 km/h (approximately 25 mph).
* Fire Bee (First appears in Round 13) - weighs in at 3,200 kg (3.52 tons) and travels at 70 km/h (42 mph).
* Lady Bug (First appears in Round 17) - weighs in at 5,120 kg (5.632 tons) and travels at 60 km/h (36 mph).
* Black Pupa (First appears in Round 18) - weighs in at 400 kg (880 lbs) and travels 20 km/h (12 mph).
* Beetle (First appears in Round 18) - weighs in at 5,800 kg (6.38 tons) and travels at 55 km/h (25 mph).
* Giga (First appears in Round 29) - The heaviest of all enemies, weighing in at 13,400 kg (14.74 tons); travels at 20 km/h (12 mph).
* Beecon (First appears in Round 2) - Scores you points whether Motos or an enemy bug bumps it off the solar base.
* Nabicon (First appears in Round 3) - Most of these unleash Blue Pupa at regular intervals.
Shooting Stars - They fall periodically onto the solar base if you take too much time in a round. They are aimed at you and when they miss, they crack square or break a hole in the solar base.
The music that plays during game action in the attract mode also doubles up as the game's ending music (after clearing Round 62).
- SCORING -
You score points by bumping enemies off the solar base :
Red Pupa : 300 points
Blue Pupa : 300 points
Black Pupa : 300 points
Polar : 800 points
Spirus : 1000 points
Fire Bug : 1300 points
Fire Bee : 1500 points
Taitorian : 2000 points
Lady Bug : 2500 points
Beetle : 3000 points
Mega : 3500 points
Giga : 5000 points
Nabicon : 50000 points (See Tips and Tricks below for how to destroy a Nabicon. Many Nabicon, however, are indestructible)
Beecon : 1000 points - Scored whether Motos or an Enemy Bug bumps the Beecon off the solar base.
- TIPS AND TRICKS -
* Make a hole in the middle of a Nabicon and Blue Pupa won't be able to come out of it.
* Some Nabicon can be destroyed when Motos is outfitted with five parts. You can tell this when the Nabicon shakes as Motos bumps it. Bump a Nabicon more than ten times and it is destroyed, scoring you an enormous number of points (see Scoring above).
* Easter Egg :
1) Enter service mode.
2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k.
3) Press the service switch to display the grid and press (all together) Right+Button1+Start2. '(c) NAMCO LTD. 1984' will appear on the screen.
- STAFF -
Game designer : T. Okadaman
Programmer : Kosei Matz.
Music composer : Norio Nakagata
Graphic designer : Satoru Chan
Engineer : Sig-El
Debugger : M. Taguchin
Supervisor : Sing Kozima
- PORTS -
* Consoles :
Sony PlayStation (1998, "Namco Museum Encore") : Japanese release only
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Sharp X68000 (1989)
PC [MS Windows, CD-ROM] (1998, "Microsoft Revenge of Arcade")
- SOURCES -
Motos Help file from Microsoft Revenge of Arcade
Phosphor Dot Fossils Classics - Motos entry
$end
$info=mouja,
$Edit this entry at Arcade-History.com
$bio
Moujya (c) 1996 Etona.
A cross between "Money Puzzle Exchanger" and "Puyo Puyo".
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 15.625 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* Hidden Shoot' Them Up Game : Finish the game with a score higher than 100.000 points. After the Staff scrolling, the shoot' them up game should appear for a 30 second mission.
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1997)
Sony PlayStation (1999, "Ryougae Puzzle Moujya")
$end
$info=mouser,mouserc,
$Edit this entry at Arcade-History.com
$bio
Mouser (c) 1983 UPL.
- TECHNICAL -
Game ID : UPL-83001
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Also licensed to Cosmos.
Mouser is the First UPL game. UPL means 'Universal Playland'.
- STAFF -
Designed & programmed by : Ryuichi Nishizawa (Bucha)
- PORTS -
* Computers :
MSX (1983)
$end
$info=mtrap,mtrap3,mtrap4,
$Edit this entry at Arcade-History.com
$bio
Mousetrap (c) 1981 Exidy.
Control a mouse around the maze to collect cheese while avoiding cats. Collecting a bone will turn you into a dog in which you can eat the cats. Collect all the cheese to clear the maze. But beware of the hawk who flies over periodically, the mouse and the dog are vulnerable to it. You can also press certain coloured buttons to alter the maze.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound CPU : M6502 (@ 894.886 Khz), Z80 (@ 1.789772 Mhz)
Sound Chips : Custom (@ 1.789772 Mhz), HC55516 (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 1
Control : 4-way joystick
Buttons : 4
=> RED DOOR, YELLOW DOOR, BLUE DOOR, DOG
- TRIVIA -
Released in December 1981.
Mousetrap inspired a catchy hit song by Buckner and Garcia called 'Mousetrap' released on the 'Pac-Man Fever' album.
- STAFF -
Designed and programmed by : Larry W. Hutcherson
- PORTS -
* Consoles :
Colecovision (1982)
Atari 2600 (1982)
Mattel Intellivision (1982)
$end
$info=mrdo,mrdot,mrdofix,mrdoy,
$Edit this entry at Arcade-History.com
$bio
Mr. Do! (c) 1983 Universal.
Mr. Do! is a colourful and addictive maze game in which the player takes on the role of the eponymous Mr. Do, a circus clown who must clear each level of either cherries or monsters. The game's single screen levels are made up of tunnels surrounded by a colourful, soil-like substance. This soil can be dug through to create new tunnels, allowing Mr. Do to escape his enemies and to reach the many cherries that litter the levels. A number of apples are also scattered around each level, and Mr. Do can push them along tunnels (to block and/or kill monsters) or can tunnel beneath them to drop them onto the heads of any pursuing enemies. Mr. Do himself can also be killed by a falling apple.
Mr. Do is armed with a 'Powerball' that can be fired down a tunnel, it will then bounce around the tunnels until it either returns to Mr. Do, or comes into contact with, and kills, one of the level's monsters. The Powerball will only return once Mr. Do has tunneled under more soil. As each level progresses, the monsters themselves start to dig tunnels of their own in their pursuit of Mr. Do. Monsters can also push the apples.
Each screen has a doorway through which the monsters enter the level. Once all of the monsters have appeared, the doorway will turn into a 'prize', (ice cream, biscuits, etc.). If the player collects the prize, the 'Alphamonster' and his four henchmen will appear. The Alphamonster may be in the EXTRA box at the top of the screen or be moving around the screen. The Alphamonster and his henchmen cannot be easily crushed under apples because they tend to eat them. They can be killed individually with the Powerball or by killing the Alphamonster itself, at which point any remaining henchmen will turn into apples.
After every three levels, there is a brief intermission in which a tune is played and a large, animated Mr. Do appears, together with some of the game's monsters. The time to complete each level and the preferred method (monsters, cherries, EXTRA or Diamond) is shown. The paths in the first level resemble a 'D', after this each level's tunnels resemble a digit, ('2', '3', '4' etc.) up to '0' for level 10.
A level can be completed any one of several different ways : either by collecting all of the on-screen cherries; by killing all of the monsters, by completing the EXTRA box, or by collecting the diamond. The latter appears only very occasionally ('Special' awards an extra credit).
- TECHNICAL -
Prom Stickers : D1-D10
Main CPU : Z80
Sound Chips : (2x) SN76496
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 61.17 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Mr Do! was also licensed to Taito.
Inspired by "Dig Dug". The first in a series of four Mr. Do! games, Mr Do! was one of video-gaming's biggest arcade successes. Unfortunately for Universal, none of their other games could match it in commercial terms and the company disappeared in the video game crash of 1983-84.
Mr. Do is the game responsible for launching the kit game craze in the U.S. video game industry.
David Breckon holds the official record for this game with 26,030,050 points.
A bootleg of this game is known as "Mr. Lo!" and another is called "Mr. Du!".
There are several well-known hacks of Mr Do! which are as follows :
* Mr. DigDo! - graphics changed to make them look more like those of Namco's "Dig Dug".
* Mr. Jong - Changes the clown into an old Chinese man, the monsters into clowns and the apples into mahjong blocks.
* Yankee Do! - Changes the graphics to make them more American patriotic.
- UPDATES -
On the Prototype version (which is a Japanese hack) :
* You are a 'Yukidaruma' (a snowman) with green arms instead of the famous clown.
* You dig with a rake in your hands.
* There is a mean expression when you push an apple.
* The screen does not change colour when you grab cookies, cake, etc...
- SCORING -
Eating a cherry : 50 points.
Eating a series of 8 cherries in a row : 500 points bonus.
Killing a monster with your snowball : 500 points.
Killing one monster with one apple : 1,000 points.
Killing two monsters with one apple : 2,000 points.
Killing three monsters with one apple : 4,000 points.
Killing four monsters with one apple : 6,000 points.
Killing five or more monsters with one apple : 8,000 points.
Collecting special (free credit) diamond : 8,000 points.
Collecting bonus treat from empty monster home : 500 points on level one, increasing by 500 points per level up to a maximum of 8,000 points on level 15 onwards.
- TIPS AND TRICKS -
* 255 Lives Tricks : It's possible to win 255 lives on the first screen, but only if an apple appears in the top two rows of the playfield.
1) Begin by digging a tunnel directly from the bottom of the screen to just below the apple, but leave enough dirt under it that it doesn't fall.
2) Next, kill all of the enemies but one, then lose all of your extra lives. As soon as you're on your last life, go right under the apple and wait.
3) Eventually, the remaining enemy will come after you. Allow the apple to drop, but, in the interval before you're squashed, kill the enemy with the powerball. If all has gone well, you'll be carried to the bottom of the screen, the music will go haywire for a moment, and you'll be awarded 255 extra lives.
4) Note that you should always lose a life before spelling 'EXTRA', or you'll roll back to zero lives, so, to be safe, immediately kill yourself at the start of level two.
5) IMPORTANT : This trick will only work with the Taito version of Mr. Do!.
* Here's A Neat Trick : You can divide the screen into a grid. The cheries, apples, and tunnel corners are all centered on a grid element. If you are being chased by the normal badguys (not ghosts) you can dig and stop between grid elements. The badguy will think it needs to turn into a digger to get you. While he's changing forms, you can escape.
* An alphamonster will appear after every 5,000 points.
- SERIES -
1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)
- PORTS -
* Consoles :
Colecovision (1983)
Atari 2600 (1983)
Nintendo Super Famicom (1995)
Nintendo Game Boy
* Computers :
BBC B ("Mr.EE!" - Micropower)
Acorn Electron ("Mr Wiz" - Superior Software)
MSX (1983)
Tandy Color Computer (1984, "Mr. Dig")
Commodore C64 (1985)
Sharp X68000 (1994)
Apple II
* Others :
LCD handheld game (1983) by Tomy : Their most impressive feature is a multi-colored backlit LCD, which is very impressive looking (and it is backlit by a full-length fluorescent light).
LCD handheld game (1983, "Mr. Go!", German release only) by Tomy.
$end
$info=douni,
$Edit this entry at Arcade-History.com
$bio
Mr. Do! vs. Unicorns (c) 1982 Universal.
- TECHNICAL -
Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz)
Sound Chips : (4x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 258
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in November 1982.
This game is known outside Asia as "Mr. Do's Castle".
- SERIES -
1. Mr. Do! (1982)
2. Mr. Do! vs. Unicorns (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)
- PORTS -
* Computers :
MSX (1984)
Sharp X68000 (1994)
$end
$info=docastle,docastl2,docastlo,
$Edit this entry at Arcade-History.com
$bio
Mr. Do's Castle (c) 1983 Universal.
For the second game in the Mr. Do. series, the clown finds himself in a traditional platforms and ladders game. Each level is made up of 6 floors (7 including the castle's ramparts) and all are joined by a number of inter-connecting ladders. The ladders come if 2 different types : vertical ladders, which are fixed and cannot be moved; and diagonal ladders, which can be pushed left or right from the top of the ladder. This allows Mr. Do. to reach other areas of the level and is sometimes necessary to redirect the path of any pursuing enemies.
The enemies in "Mr Do's Castle" come in the form of unicorns; and as with the enemies of the first game, they will hunt down and try to kill Mr. Do. Replacing the 'Powerball' weapon of the original game, Mr Do is now armed with a mallet. This can be used to temporarily stun the game's unicorns and by the player time to escape; but its primary function is to knock out the floor stones that form each level's platforms.
Some stones are marked with a cherry and collecting all of these will complete the level. A level can also be completed by killing all of the unicorns. This is achieved by using the mallet to remove blocks and knock holes in the platforms. The unicorns will fall into any holes that the player has created; some simply fall through to the platform below, whereas others are trapped. Trapped unicorns can be hit with Mr. Do's mallet and knocked to a lower platform - useful for guying a few extra seconds for the player. If left alone, however, they will climb out, filling the hole in behind them, and transform into much nastier enemies; these cannot be stunned with the mallet and must be killed by dropping blocks onto them from the platform above.
Some sections of a platform have 2 'skull' stones on them, with normal stones in between. When both skull blocks are knocked out with the mallet, all the blocks in between will fall to reveal wooden floorboards. This is highly effective in killing several enemies at once.
Each level also has 3 'Key' blocks. If Mr.Do. knocks out all of the key blocks, a large pair of doors opens at the top of the screen. Behind them is a shield which, when collected, turns the unicorns into 'Alphamonsters'. The Alphamonsters flee from Mr. Do! and can be killed either with the mallet, or by dropping a floor stone onto them from the level above. When Mr. Do! kills an Alphamonster, its letter appears on a flagpole at the top of the screen. If the players collects all five letters, an extra life is awarded.
- TECHNICAL -
Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz)
Sound Chips : (4x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 258
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in September 1983.
The Asian version of this game is known as "Mr. Do! vs. Unicorns".
Barry Lewis holds the official record for this game with 421,780 points.
A Mr. Do's Castle machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
The later revision has :
* Extended game play by the inclusion of blocks with cherries embedded in them.
* The replay Diamond was added.
- SCORING -
Knocking a block onto a red unicorn below so it falls one level : 500 points.
Knocking a block onto a red unicorn below so it falls two levels : 1,000 points.
Knocking a block onto a red unicorn below so it falls three levels : 1,500 points.
Knocking a block onto a red unicorn below so it falls four levels : 2,000 points.
Killing a green unicorn : x2 points.
Killing a blue unicorn : x3 points.
Killing 2, 3 or 4 unicorns with one block : x2, x4, x6 points.
Collecting the free credit diamond : 8,000 points.
- TIPS AND TRICKS -
* Make use of the rows of blocks marked with a skull block at each end. Knock out one skull block and all of the middle blocks, wait for unicorns to fall into the gaps and knock out the other skull block. This will cause the whole row of blocks to fall, killing all unicorns in the holes and below.
* Use your hammer to briefly stun a pursuing unicorn, allowing you to escape.
* If a unicorn is chasing you up a diagonal ladder, push the top of the ladder away when you reach the top so the unicorn ends up on a different platform.
* You can kill a unicorn on the same level as you if he is standing on a block when you hit it. The unicorn will fall and you will be awarded the same score as if you had knocked the block down onto the unicorn.
* If a unicorn is filling a hole vacated by a block, you can hemmer it to knock the unicorn down to the next level. Note you CANNOT do this to a blue unicorn.
* Wait until all unicorns are as close as possible before collecting the cross to turn them into EXTRA letters, giving you more chance to kill more of them.
* You can fall from any height and will not die so jump down through gaps to avoid unicorns.
- SERIES -
1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)
- PORTS -
* Consoles :
Colecovision (1983)
Atari 2600 (1984)
Atari 5200 (1984)
* Computers :
Commodore C64 (1984)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=dowild,
$Edit this entry at Arcade-History.com
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Mr. Do's Wild Ride (c) 01/1984 Universal.
Mr Do's third arcade outing is another platform game, following on from the superb "Mr. Do's Castle", released a year earlier. The synonymous Mr. Do! cherries are present and correct, but are not used in the same way as in other games in the series. In both "Mr Do!" and "Mr. Do's Castle", collecting all of the cherries available was a way of completing a level. In Wild Ride, however, collecting them merely changes the 'prize' awarded upon reaching the level's goal. This can be one or two letters from EXTRA, or other items which simply award bonus points. When Mr. Do reaches his goal, he waves a flag while the bonus counter is added to his score.
The gameplay is similar to that of Nintendo's legendary "Donkey Kong", with Mr. Do starting each level at the bottom of the screen, trying to make his way to the exit at the very top. Mr. Do doesn't have either his Powerball or mallet in this game, but holding the ACTION button makes him run faster along the track. The trade-off of this is that his bonus points deplete much quicker. When all of the EXTRA letters are collected, the player is awarded with an extra life.
Each of the game's six levels is set on a roller coaster, with each having its own theme, traps and pitfalls. Wild Ride doesn't feature the intermission screens that appear in previous Mr.Do games.
The levels are :
Level 1, Roller Coaster.
Level 2, Pirate Ship.
Level 3, Three Elevators.
Level 4, Castle on Screen.
Level 5, Multiple Columns.
Level 6, Six Rings.
After level six the levels are repeated.
- TECHNICAL -
Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz)
Sound Chips : (4x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 258
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
The title 'Mr. Do's Wild Ride' may be an homage to 'Mr. Toad's Wild Ride', an attraction at Disneyland.
Ocean Software, who were based in the city of Manchester, England, released a home computer version of the game. They obviously decided, however, that the "Mr.Do!" name was no longer commercially strong enough to guarantee strong sales, and instead re-tooled the game as 'Kong Strikes Back' - dropping Nintendo's ubiquitous giant ape into the game and arming the player with bombs - which act in the same way as Mr.Do's powerball.
A Mr. Do's Wild Ride machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Sundae : 100 points.
Cocktail : 200 points.
Umbrella : 300 points.
Sword : 400 points.
Money bag : 500 points.
Trophy : 600 points.
EXTRA letter : 500 points.
Diamond : 10,000 points.
Climbing a ladder above a roller coaster :
1 coaster : 100 points
2 coasters : 300 points
3 coasters : 500 points
- SERIES -
1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)
- PORTS -
* Computers :
MSX (1985)
$end
$info=mrdrillr,
$Edit this entry at Arcade-History.com
$bio
Mr. Driller (c) 10/1999 Namco.
A highly addictive puzzle game in which the player must drill down through an endless onslaught of blocks, attempting to get blocks of the same colour to touch and subsequently make them disappear. 'Undergrounder' bonuses can be picked up for bonus points and air capsules must be collected to restore the player's ever-diminishing air supply.
- TECHNICAL -
Namco System 12 hardware
Game ID : DRI
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game was originally going to be titled as "Dig Dug III". The main character, Susumu Hori, is the son of Taizo Hori (better known as "Dig Dug").
- UPDATES -
Software version : DRI1/VER.A2 (Japan)
* Build date : 14:11:20, OCT 22 1999
- SCORING -
As you collect air capsules, each one is worth 100 more points than the one before it. Upon completion of the 500 and 1000 boards, You can earn a time bonus, a perfect life bonus and a perfect air bonus.
- SERIES -
1. Mr. Driller (1999)
2. Mr. Driller 2 (2000)
3. Mr. Driller G (2001)
4. Mr. Driller Ace (2002, Nintendo Game Boy Advance)
5. Mr. Driller - Drill Land (2002, Nintendo GameCube)
6. Mr. Driller - Drill Spirits (2005, Nintendo DS)
- STAFF -
Programming : Tomohiro Kaneko, Mazmoto Dai, Murakami Ayako
Graphics : Shinozaki Kaori, Hasegawa Taroo, Kusakabe Yasuko
Sound : Shina Masaru
Voice : Tatsuta Tomoko
Title logo & Package designer : Tamiya Kiyotaka
Product promotion : Cosyowaki Hiroshi
Production assistants : Nakabayashi Yasuki, Arai Takashi, Kuroda Masanao, Kondou Takiharu
Program support : Kyota Tanaka, Funatsu Tetsuya, Hijiya Tosiharu
Product manager : Hajime Nakatani, Oishi Masuya
Producer : Yoshizawa Hideo
Executive producer : Masaya Nakamura
Director : Nagaoka Yasuhito
- PORTS -
* Consoles :
Nintendo Game Boy Color (2000)
Sega Dreamcast (2000)
Sony PlayStation (2000)
Bandai WonderSwan (2001)
Sony PlayStation 2 (2005, "NamCollection") : Japan release only.
* Computers :
PC [MS Windows] (1999)
* Others :
Mobile phones (2003)
$end
$info=mrdrilr2,
$Edit this entry at Arcade-History.com
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Mr. Driller 2 (c) 2000 Namco.
Same as "Mr Driller", except now a 2-player game. Anna Hottenmeyer joins Susumu Hori as the world is in peril once again.
- TECHNICAL -
Namco System 10 hardware
Game ID : DR2
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 4-way joystick
Buttons : 1
- SERIES -
1. Mr. Driller (1999)
2. Mr. Driller 2 (2000)
3. Mr. Driller G (2001)
4. Mr. Driller Ace (2002, Nintendo Game Boy Advance)
5. Mr. Driller - Drill Land (2002, Nintendo GameCube)
6. Mr. Driller - Drill Spirits (2005, Nintendo DS)
- PORTS -
* Consoles :
Nintendo Game Boy Advance (2001)
$end
$info=mrdrilrg,
$Edit this entry at Arcade-History.com
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Mr. Driller G (c) 2001 Namco.
Same as Mr Driller, but now with 6 selectable characters : Susumu Hori, Anna Hottenmeyer, Puchi, Taizu Hori, Ataru Hori, and Holinger-Z.
Play modes include race and survival. In versus modes, a fair bit of handicapping can be done by appropriately selecting the characters.
- TECHNICAL -
Namco System 10 Hardware
Game ID : DRG
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 4-way joystick
Buttons : 1
- SERIES -
1. Mr. Driller (1999)
2. Mr. Driller 2 (2000)
3. Mr. Driller G (2001)
4. Mr. Driller Ace (2002, Nintendo Game Boy Advance)
5. Mr. Driller - Drill Land (2002, Nintendo GameCube)
6. Mr. Driller - Drill Spirits (2005, Nintendo DS)
$end
$info=mrdu,
$Edit this entry at Arcade-History.com
$bio
Mr. Du! (c) 1982.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 61.17 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a Japanese bootleg of "Mr. Do!".
$end
$info=mrgoemon,
$Edit this entry at Arcade-History.com
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Mr. Goemon (c) 1986 Konami.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in May 1986.
Goemon is based on Ishikawa Goemon, an infamous outlaw in 16th century Japan. Some stories tell of Goemon becoming a criminal after stealing from his cruel master and killing his pursuers. Later he becomes a merchant in Kyoto and Osaka by day and a thief by night. Whilst some remember him as simply a thief, others celebrate him as being a Japanese Robin Hood, robbing from the rich to give to the poor.
- SCORING -
Collecting a weapon : 100 points.
Killing a warrior : 200 points.
Killing a second warrior : 400 points.
Killing a third warrior : 800 points.
Warriors when powered up : 800 points each.
Killing a flying boss : 1,600 points.
Collecting a gold bar at the end of a level : 800-4,000 points.
- TIPS AND TRICKS -
* Attack the moon by Kiseru (Button 1). If your attack hits, the rabbit will fall down.
* Warriors can only fire at you when on a platform, so bouncing them up into the air is useful to prevent them firing.
* When you collect a golden hammer keep running right, and warriors will keep appearing and running into you for 800 points each.
* If you are faced with several warriors, bounce a few off the bottom of the screen to get them out of your way.
* Try not to use the last 'head weapon' you collect, as you can carry it forward to the next stage. It's very useful to start a stage already armed.
o I think when collecting the gold bars if you jump to try to get the furthest to the right, it is worth a higher score.
- SERIES -
1. Mr. Goemon (1986)
2. Ganbare Goemon! Karakuri Douchuu (1986, Nintendo Famicom)
3. Ganbare Goemon 2 (1989, Nintendo Famicom)
4. Ganbare Goemon Gaiden - Kieta Ougon Kiseru (1990, Nintendo Famicom)
5. Ganbare Goemon - Yukihime Kyuushutsu Emaki (1991, Nintendo Super Famicom)
6. Ganbare Goemon Gaiden - Tenka no Zaihou (1992, Nintendo Famicom)
7. Ganbare Goemon 2 - Kiteretsu Shogun Magginesu (1993, Nintendo Super Famicom)
8. Ganbare Goemon 3 - Shichijuurokubei no Karakuri Manji Katame (1994, Nintendo Super Famicom)
9. Ganbare Goemon Kirakira Douchuu - Boku ga Dancer ni Natta Wake (1995, Nintendo Super Famicom)
10. Ganbare Goemon - Uchukaizoku Akogingu (1996, Sony Playstation)
11. Ganbare Goemon - Neo Momoyama Bakufu no Odori (1997, Nintendo 64)
12. Ganbare Goemon - Derodero Douchu Obake Tenkomori (1998, Nintendo 64)
13. Ganbare Goemon - Kuru Nara Koi! Ayashi Geikka no Kuroi Kage (1998, Sony Playstation)
14. Ganbare Goemon - Oedo Daikaiten (2001, Sony Playstation)
15. Ganbare Goemon - Toukai Douchuu Daiedo Tenguri (2005, Nintendo DS)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=mrheli,
$Edit this entry at Arcade-History.com
$bio
Mr. Heli no Daibouken (c) 1987 Irem.
As Mr. Heli in this horizontally scrolling shoot'em up, your mission is to rescue the planet. Clear 6 zones in all, including floating green islands, moving rock beds, underground clock towers, etc.! The incidents which occur one after another are all caused by the psychic power of the muddy. The enemies you encounter on your way are pretty tough. Keep sharp watch for them though they look cute. This is an exciting airfight game with the charm of a cartoon.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoots right or left, [B] Missiles upward or Bombs on the ground
- TRIVIA -
The title of this game translates from Japanese as 'Mr. Heli's Great Adventure'.
This game is known outside Japan as "Battle Chopper".
Mr. Heli appears as an unlockable ship in the Sony PlayStation 2 game "R-Type Final".
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- TIPS AND TRICKS -
* Power raising items : Purchaseable only while it flickering
200$ : Bomb on the ground
200$ : Destroys brick walls
300$ : Missile in the air
300$ : Raises your energy
400$ : Shoots right or left
500$ : Maximizes your energy
500$ : Barrier
- STAFF -
Y. Tagami, Yoriko Shimizu, M. Hamada, T. Tanabe, M. Ishida, K. Odagiri, R. Shobu, Momoko.T, T. Sumita, Hiroki.S
- PORTS -
* Consoles :
NEC PC-Engine (1989)
* Computers :
Commodore Amiga (1987)
Commodore C64 (1989, "Mr. Heli")
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989, "Mr. Heli")
Atari ST, 1989 ('Mr Heli')
$end
$info=mrjong,
$Edit this entry at Arcade-History.com
$bio
Mr. Jong (c) 1983 Kiwako.
A puzzle game.
- TECHNICAL -
Main CPU : Z80 (@ 2.578 Mhz)
Sound Chips : (2x) SN76496 (@ 2.578 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Mr. Jong was distributed by Sanritsu.
This game is known outside Japan as "BlockBuster" and as "Crazy Blocks".
$end
$info=mrkougar,mrkougb,mrkougr2,mrkougb2,
$Edit this entry at Arcade-History.com
$bio
Mr. Kougar (c) 1983 Artic Electronics (ATW).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- UPDATES -
A German bootleg was made by 'Gross' (copyrighted 1954 !) under the same name.
$end
$info=mrlo,
$Edit this entry at Arcade-History.com
$bio
Mr. Lo! (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 61.17 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Mr. Do!".
$end
$info=mrtnt,
$Edit this entry at Arcade-History.com
$bio
Mr. TNT (c) 1983 Telko.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
A bootleg of this game is known as "Gorkans".
- SCORING -
Grid section : 10 points x stage number.
Defusing bomb : 1,000, 4,000 or 8,000 points.
- TIPS AND TRICKS -
* There are infallible patterns for every stage. If you find one which works once in a game, use it again the next time you are on that stage.
* If you are heading towards a dead end, stop on a corner, and wait for the fuses to burn themselves out - better than losing a life!
* On the early levels clear as much of the maze as possible for extra points.
* If you manage to cut the fuses off completely from you, feel free to leech points by clearing as much of the maze as you can.
* Use the blocks inside the grid to keep the fuses at bay. You can force them to take a particular route by clearing the grid and leaving them no option.
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=mspacmat,
$Edit this entry at Arcade-History.com
$bio
Ms. Pac Attack (c) 1981.
Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Ms. Pac Attack seems to be a hack of "Ms. Pac-Man Plus", as while the mazes are the same as Ms. Pac-Man Plus, they come out in a different order.
While the Ms. Pac-Man hacks are creative with the mazes, they have trouble dealing with other aspects of play. One problem the Ms. Pac-Man hacks have is that the fruit walks along the routes of the original mazes, making the fruit unreachable during part of its walk to and from the center. Also, the ghosts slow down at odd places during the first three racks. Such slowing down only makes sense by looking at the original mazes and seeing where the tunnels would be.
Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts.
- UPDATES -
The main difference being the order of levels has been changed. As in the regular "Ms. Pac-Man" game, the maze turns invisible at a certain point. However, in Ms. Pac Attacks, this point is reached much earlier - at about the 144th screen instead of the 255th.
- SCORING -
Dot : 10 points
Energizer : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1000 points
Pear : 2000 points
Banana : 5000 points
$end
$info=mspacman,mspacmab,mspacmnf,
$Edit this entry at Arcade-History.com
$bio
Ms. Pac-Man (c) 1981 Midway.
In this, the first proper sequel to Namco's legendary pill eating maze game, players must once again run around a number of mazes, eating all of the pills that are scattered throughout. The ever-present ghosts (Blinky, Pinky, Inky and Sue) return to hamper the player's progress. The infamous 'Powerpills' are also present and correct, with four appearing in each maze.
Namco introduced a number of changes and enhancements over the original game. The first difference is in the main character. For the first time in video-game history, the game's lead character was female. Ms Pac-Man is almost identical to the original character with two main differences; she wears a bow in her 'hair', and is also wearing lipstick.
Another change from the original is that the bonus fruit items are no longer static but now move randomly around the mazes. Finally, Ms Pac-Man features four different maze layouts, which alternate every two to four screens. The ghosts' movement patterns are also completely different to those of the original game.
- TECHNICAL -
Ms. Pac-Man was available in 3 distinct cabinets (not including bootleg versions) :
* The upright version came in the standard Namco/Midway cabinet. This is the same 'swoopy' cabinet that "Galaxian", "Galaga", and "Pac-Man" came in as well. These featured painted side-art of Ms. Pac-Man and the ghosts, along with some pink accent lines. The last 10,000 or so Ms. Pac-Man machines to roll off the assembly line had sticker side-art instead, it was the same basic scene, but the colors were brighter, and there were a few minor differences in the layout of the graphics. The marquee showed an image of Ms. Pac-Man lounging on her own logo, with a ghost off to the side. The exact colors used on the marquee varied a bit over the production run (as did the paint codes used on the side). The control panel and monitor bezel had a single design that covered both of them, that of a blue background with a pink or maroon stripe going around it, with a few game instructions printed upon them.
* The mini version came in a smaller woodgrain cabinet, without any side-art. All of its graphics were scaled down versions of the ones used on the upright, except for a graphic of Ms. Pac-Man chasing three ghosts that appeared on the lower part of the control panel.
* The cocktail version came in the standard Namco/Midway woodgrain cocktail table. It was minimally adorned with a logo underneath the top glass, and instructions on the control panels.
All versions used the same internal hardware which consisted of a "Pac-Man" linear power supply, Electrohome open frame monitor, and a "Pac-Man" main-board with the Ms. Pac-Man daughter-card installed. All versions also used the same 4-Way leaf switch joystick, which had a very short throw.
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Having won their enhancement kit lawsuit against Atari, General Computing went to Bally Midway and showed them an enhancement kit that they were working on for Pac-Man called Crazy Otto. Crazy Otto was a character similar to Pac-Man with the exception that he had legs. GCC was going to bluff Midway into letting them release their enhancement kit by telling them that they won their lawsuit against Atari, and that they just wanted Midway's blessing. Midway suggested that they create a sequel to the original "Pac-Man" instead of an enhancement kit, and GCC got to work on Ms. Pac-Man. Ms. Pac-Man had two prior names before settling on the one that everyone knows. 'Mrs. Pac-Man' was the original, but some of the women employees at Midway had a problem with that, so it was changed to 'Miss Pac-Man'. When someone pointed out the third intermission, where Pac and Ms. Pac welcome "Jr. Pac-Man" (or Baby Pac-Man) into the fold, they changed it to the final name of 'Ms. Pac-Man'. Midway released "Baby Pac-Man" as a pinball/video hybrid, and General Computing sued the company, claiming they had created the concept of a Pac Family. They won the suit and were awarded royalties from Pac Family merchandise.
In its initial run 110,000 units were produced in the U.S. making it the best selling domestic arcade video game of all time.
The game added a few improvements over the original :
* Non-deterministic artificial intelligence for the ghosts, making it harder for enthusiasts to follow set patterns through levels.
* A variety of different mazes used through the game.
* Bonus items (such as cherries and pretzels) entered the maze and bounced through it, rather than appear in a set location as in the original, making the player go out of his way to attain it.
* Brand new sound effects, including a new 'death' sound and opening theme.
It was also one of the more successful of early arcade games in the female demographic, which has been attributed to 'Ms. Pac-Man' being a girl - although the Ms. Pac-Man sprite was little more than "Pac-Man" with eyelashes, a bow, lipstick and a dimple.
After the 255th level, the maze (including dots) disappears. The game becomes unplayable, since there are no more dots to eat.
Chris Ayra holds the record for this game on 'Regular' settings with 920,310 points on August 16, 1998.
Victor Kunisada holds the record for this game on 'Speed-Up' settings with 922,810 points on June 16, 2001.
Vancouver, Canada (Reuters) - Little seven year old, Al Nagac attained the Guinness World Record for Ms. Pac-Man v.2.97 with a score of 18,976,048. Al was exhausted and dehydrated and asked for several glasses of skim milk after shattering the longtime record of 11,056,736 set by Faith deRivera, who was onhand to congratulate the victor with a kiss on the cheek.
A Ms. Pac-Man unit appears in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1984 movie 'Tightrope' (the cab appears in the background of the bar scene), in the 1990 movie 'The Grifters' , in the 1999 movie 'Man In The Moon' and in the 2002 movie 'Van Wilder'.
A Ms. Pac-Man machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Milton Bradley (MB) released a board game based on this video game in 1983. Up to 4 players can play. The maze is divided into four colored areas, representing each player; the object of the game is to clear all the dots in your colored area. Only one player at a time controls Ms. Pac-Man; the other players control the ghosts. Once a ghost catches Ms. Pac-Man, the player controlling that ghost takes over control of Ms. Pac-Man.
Some hacks are known as "Ms. Pac-Man Plus", "Ms. Pac Attack", "Ms. Pac-Man Champion Edition" and "Pac-Gal".
- SCORING -
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1000 points
Pear : 2000 points
Banana : 5000 points
- TIPS AND TRICKS -
* Secret Message : the message 'GENERAL COMPUTER CORPORATION Hello, Nakamura!' is buried at the end of the Ms. Pac-Man ROM image (Masaya Nakamura was head of Namco).
* There's a fairly well-known glitch in the game - if you put a coin in when the Ms. Pac-Man marquee title first appears but before Blinky appears then the first board will be blue instead of pink and will remain blue until you either finish the board or lose a life, after which the board will return to its normal color.
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
- PORTS -
* Consoles :
Atari 2600 (1982)
Atari 5200 (1983)
Atari 7800 (1984)
Atari XEGS
Atari Lynx (1990)
Nintendo Famicom (1990) : features 36 different mazes (including the original 4) and allows 2 players to play simultaneously.
Sega Master System (1991)
Sega Game Gear (1993)
Nintendo Game Boy (1993)
Nintendo Super Famicom (1996) : features 36 different mazes (including the original 4) and allows 2 players to play simultaneously.
Sega Mega Drive (1996) : features 36 different mazes (including the original 4) and allows 2 players to play simultaneously.
Sony PlayStation (1996, "Namco Museum Vol.3")
Nintendo Game Boy Color (1999, "Ms. Pac-Man - Special Color Edition")
Nintendo 64 (1999, "Namco Museum 64")
Sega Dreamcast (1999, "Namco Museum")
Nintendo Game Boy Advance (2001, "Namco Museum")
Sony PlayStation 2 (2001, "Namco Museum")
Nintendo GameCube (2002, "Namco Museum")
Microsoft XBOX (2002, "Namco Museum")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005, "Namco Museum 50th Anniversary")
Nintendo Game Boy Advance (2005, "Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection")
Microsoft XBOX 360 (2007, Xbox Live Arcade)
* Computers :
Apple II (1983)
PC [Booter] (1983)
Commodore VIC-20 (1983)
Texas Instruments TI-99/4A (1983)
Tandy Color Computer (1983, "Miss Gobbler")
Tandy Color Computer (1984, "Ms. Maze")
Commodore C64 (1984)
Sinclair ZX Spectrum (1984)
PC [MS Windows, CD-ROM] (1998, "Microsoft Revenge of Arcade")
PC [MS Windows, CD-ROM] (2000, "Microsoft Return of Arcade 20th Anniversary")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
* Others :
VFD handheld game (1981 - Coleco)
LCD handheld game (1992 - MGA (Micro Games of America))
Mobile Phones (2003)
Ms. Pac-Man TV Game (2004 - Jakk's Pacific)
Ms. Pac-Man TV Game Wireless Version (2005 - Jakk's Pacific)
$end
$info=20pacgal,
$Edit this entry at Arcade-History.com
$bio
Ms. Pac-Man/Galaga - Class of 1981 (c) 2000 Namco.
- TECHNICAL -
Main CPU : Z180 (@ 32 Mhz)
Sound Chips : Namco (@ 96 Khz), DAC (@ 96 Khz)
Screen orientation : Vertical
Palette colors : 4096
Video resolution : 224 x 288 pixels
Screen refresh : 60 Hz
Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE) - used in Galaga only
- TRIVIA -
The full name on the marquee is "Namco 20 Year Reunion : Ms. Pac-Man/Galaga - Class of 1981".
'Speedy' Ms. Pac-Man, and 'Rapid Fire' Galaga are also operator selectable.
- TIPS AND TRICKS -
Play "Pac-Man" : At the game select screen press Up(x3), Down(x3), Left, Right, Left, Right, Left, Start.
$end
$info=mschamp,
$Edit this entry at Arcade-History.com
$bio
Ms. Pac-Man Champion Edition (c) 1995 TQWN Amusement.
Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Ms. Pac-Man Championship Edition seems to be a straight copy of "Ms. Pac-Attack".
While the Ms. Pac-Man hacks are creative with the mazes, they have trouble dealing with other aspects of play. One problem the Ms. Pac-Man hacks have is that the fruit walks along the routes of the original mazes, making the fruit unreachable during part of its walk to and from the center. Also, the ghosts slow down at odd places during the first three racks. Such slowing down only makes sense by looking at the original mazes and seeing where the tunnels would be.
Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts.
- UPDATES -
Ms. Pac-Man Championship Edition has a timer added which gives you one minute to finish the maze with your Character. As the timer works through the last five seconds Ms. Pac-man slows down considerably.
- SCORING -
Dot : 10 points
Energizer : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1000 points
Pear : 2000 points
Banana : 5000 points
$end
$info=mspacpls,
$Edit this entry at Arcade-History.com
$bio
Ms. Pac-Man Plus (c) 1981 Two-Bits Score.
Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Ms. Pac-Man Plus seems to be the original "Ms. Pac-Man" hack, as the mazes here show up the same way they do in Ms. Pac-Man (each maze shows up in each rack between the intermissions).
While the Ms. Pac-Man hacks are creative with the mazes, they have trouble dealing with other aspects of play. One problem the Ms. Pac-Man hacks have is that the fruit walks along the routes of the original mazes, meaning the fruit is unreachable during part of its walk to and from the center. Also, the ghosts slow down at odd places during the first three racks. Such slowing down only makes sense by looking at the original mazes and seeing where the tunnels would be.
Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts.
- SCORING -
Dot : 10 points
Energizer : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1000 points
Pear : 2000 points
Banana : 5000 points
$end
$info=mugsmash,
$Edit this entry at Arcade-History.com
$bio
Mug Smashers (c) 199? Electronic Devices / 3D Games.
A sideways scrolling beat-em-up in the mould of "Final Fight", "Double Dragon" et. al. Mug Smashers features a colourful array of somewhat camp protagonists to the fighting genre. The usual array of fighting moves and occasional weapon pick-ups (such as knives, spanners and a gun) feature.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
All music and sound effects are ripped from "The Combatribes".
- STAFF -
General manager : Paolo Di Nunno
Supervisor : Ben Boux
Software : Bruno Lacchini, Roberto Zeni
Art : Renato Panicacci
Harwdare : Fabio Veronessi, Marco Di Nunno
$end
$info=semibase,
$Edit this entry at Arcade-History.com
$bio
MuHanSeungBu (c) 1997 SemiCom.
A Korean baseball game.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz), Z80 (@ 3.42719 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Released in June 1997.
- SERIES -
1. Magicball Fighting (1994)
2. Wonderleague Star - Sok-Magicball Fighting (1995)
3. Wonderleague 96 (1996)
4. MuHanSeungBu (1997)
- SOURCES -
Korea Media Rating Board; http://www.kmrb.or.kr
$end
$info=nmg5,nmg5e,
$Edit this entry at Arcade-History.com
$bio
Multi 5 (c) 1998 Yun Sung.
This title contains five different games, one of which is a platform game, with the remaining four being puzzle games. They are :
* "Tong Boy" combines elements from both "Donkey Kong" and "Donkey Kong Jr.".
* Bubble Gum (a clone of "Puzzle Bobble")
* Cross Point (a clone of "Columns")
* Box Logic (a clone of "Logic Pro")
* Rocktris, (a clone of "Tetris")
Both 'Cross Point' and 'Rocktris' feature adult content in the form of badly digitized pictures of naked women. Despite the colourful and nicely-rendered graphics of most of the games on offer, none manage to match the playability of the arcade originals on which they are based.
- TECHNICAL -
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM3812, OKI6295
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "New Multi Game 5".
- STAFF -
Director : Kang Bok Won, Lee Chang Won
Program : Kim Byung Gyu, Jang Chang Soo
Graphics : Oh Jeong Suk, Yum Jeong Sik, Kim Dong Suk, Lee Chang Won
Hardware : Lee Sang Jin
Sound : Lee Chang Won
$end
$info=multchmp,multchmk,
$Edit this entry at Arcade-History.com
$bio
Multi Champ (c) 10/1998 ESD.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Multi Champ is ESD's first arcade video game.
Among the songs played in the background are Beatles' songs, including 'Hey Jude', 'I Wanna Hold Your Hand' and 'Ob-La-Di, Ob-La-Da'.
About ESD : Founded on April 1, 1998, Excellent Soft Design (ESD) started their business in the arcade game industry. Working not only in game development but in manufacturing and overseas sales activities, ESD is growing into one of today's leading game makers in Korea.
- SERIES -
1. Multi Champ (1998)
2. Multi Champ Deluxe (1999)
$end
$info=mchampdx,mchampda,
$Edit this entry at Arcade-History.com
$bio
Multi Champ Deluxe (c) 1999 ESD.
This game contains 6 games :
A "Columns" clone.
A "Pang" clone.
A "Solitaire" clone.
A "Shangai" clone.
A "Pac-Man" clone.
A "Tetris" clone.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 2
- TIPS AND TRICKS -
* Different background settings : in Service Mode/Menu Configurations/Option Back Type :
None = Tropical beach scenes provided.
Bikini only = 10 sexy women to choose from.
Nude only = 10 nude women to choose from.
Bikini + Nude = 20 women to choose from.
- SERIES -
1. Multi Champ (1998)
2. Multi Champ Deluxe (1999)
$end
$info=multigam,multigmb,
$Edit this entry at Arcade-History.com
$bio
Multi Game (c) 1992 Unknown.
An illegal compilation of 35 video games :
1. Excitebike
2. Tetris
3. Star Force (Star War)
4. Sky Destro (Sky Destroyer)
5. Chess
6. Kung Fu (Yie Ar Kung-Fu)
7. Pac Man
8. Base Ball
9. Circus (Circus Charlie)
10. Ice Climber
11. Warpman
12. Road Fight (Road Fighter)
13. Balloon (Balloon Fight)
14. Battle City
15. Supermario (Super Mary)
16. Twinbee
17. Goonies (The Goonies)
18. New Type (The New Type)
19. Tennis
20. Son Son
21. Galaga
22. F1 Race
23. Door Door (Pin Ball)
24. Bomb Jack (Mighty Bomb Jack)
25. Ninja
26. Gorilla 3 (Donkey Kong 3)
27. Macross
28. Mr. Mario
29. Olympic (Track & Field)
30. Wrecking (Wrecking Crew)
31. Penguin (Penguin-Kun Wars)
32. Elevator (Elevator Action)
33. Arabian
34. Zippy (Zippy Race)
35. Star Soldier
- TECHNICAL -
Main CPU : N2A03
Sound Chips : N2A03, DAC
Players : 2
Buttons : 3
$end
$info=mnchmobl,
$Edit this entry at Arcade-History.com
$bio
Munch Mobile (c) 1983 SNK.
- TECHNICAL -
Game ID : A2001
Main CPU : Z80 (@ 3.75 Mhz)
Sound CPU : Z80 (@ 3.75 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.00 Hz
Palette Colors : 256
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Licensed to Centuri (02/1983).
This game is known outside US as "Joyful Road".
James Turner holds the official record for this game with 1,161,480 points.
- PORTS -
Texas Instruments TI-99/4A (1983)
$end
$info=murogem,murogema,
$Edit this entry at Arcade-History.com
$bio
Muroge Monaco (c) 19?? Unknown.
- TECHNICAL -
Main CPU : M6802 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 8
$end
$info=ganryu,
$Edit this entry at Arcade-History.com
$bio
Musashi Ganryuki (c) 1999 Visco.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0252
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Sword attack, [B] Jump, [C] Chain attack
- TRIVIA -
The title of this game translates from Japanese as 'Musashi Ganryu Tale'.
This game is known outside Japan as "Ganryu".
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
On April 14th, 1612, Musashi defeated the famous - and some think superior - fencer Sasaki Ganryu Kojiro using a simple wooden sword which he carved from a boat oar on the way to the duel. Musashi had an opportunity to see Kojiro's sword sometime before the duel and knew of it's great length. Musashi carved the wooden sword to be of greater length. When Musashi arrived on the beach for the duel, he kept the wooden sword hidden behind him until the duel began. He jumped over a low strike of Kojiro, reaching about a meter off the ground and came down hard on Kojiro's head with his heavy wooden sword. Kojiro lay dying on the sand and Musashi left in a hurry without killing him. Some of Musashi's critics call him a coward for not killing him, but Musashi had proved his point as the killing of Kojiro was not the goal - defeating him was. This is why the Kojiro character in Musashi Ganryuki has a huge gash on his forehead. The storyline of Musashi Ganryuki is that Kojiro has come back from the dead to try and kill Musashi.
- TIPS AND TRICKS -
Here are the statistics for the two characters :
* Musashi : Power 4 - Dexterity 2 - Vitality 4
* Suzume : Power 2 - Dexterity 5 - Vitality 3
- STAFF -
Producer : Ume.W
Programmers : S. Kawakatsu
Sound : Yasuko Reeb
Graphic designers : Hanage, R.T, M.K, Mi, T. Nakahata, F. Onishi, T. Nakazawa, Mo, Sadaijin
$end
$info=mbomberj,
$Edit this entry at Arcade-History.com
$bio
Muscle Bomber - The Body Explosion (c) 1993 Capcom.
Choose from 10 different wrestlers in this 4-player wrestling/fighting game. Each wrestler has an assortment of moves, including his own special super slam. The object of the game is to win and defend the championship by pinning or putting a submission hold on your opponent. There are 2 different games to select and play : Single Match or Tag Team 'Battle Royal'.
In Single Match, you can choose to be one of eight wrestlers including Mike Hagger, Alexander The Grater, El Stingray, King Rasta Mon, Titanic Tim, Gunloc, Biff Bolshevik and The Great Oni (NOTE : Jumbo Jack and The Scorpion cannot be selected in this game).
After you have selected a wrestler, you will compete in a world-wide tournament against the other nine wrestlers (including Jumbo Jack and The Scorpion) in respective matches. In each match, you must defeat each of your respective opponents by a pinfall, countout or submission in order to proceed to each of the following matches. If you beat all the opponents, you will become the champion and then you will have to face all opponents again to defend your title.
In Tag Team 'Battle Royal', you get to choose any two of the ten wrestlers for your tag team including Jumbo Jack and The Scorpion. Here you and your partner have to eliminate both of the two wrestlers on the opposing tag team in order to win the match and proceed to the next. During these matches, if you are eliminated before your partner is, the match will be declared no contest and it will be a draw.
During each bout in this game, metal buckets and/or glass bottles will sometimes be thrown into the ring which can be picked by your wrestler(s) and used as weapons against your opponents.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1993.
This game is known outside Japan as "Saturday Night Slam Masters".
Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star').
One of the wrestlers is Mike Haggar from the game "Final Fight". Also, one of the wrestlers named Gunloc is related to Guile from "Street Fighter II - The World Warrior". Additionally, his clone, named Biff, is a friend of Zangief from "Street Fighter II - The World Warrior".
Capcom released a limited-edition soundtrack album for this game (Muscle Bomber - PCCB-00136) on 17/09/1993.
- UPDATES -
Certain wrestlers had their names changed for non-Japanese audiences. They are as follows :
Zalazoff - Biff Slamkovich.
Colt - Gunloc.
Budo - Oni.
Stinger - El Stingray.
Sheep - Alexander The Grater.
Gomes - Rasta.
Kimala - Jumbo.
Astro - Scorpion.
- SERIES -
1. Muscle Bomber - The Body Explosion (1993)
2. Muscle Bomber Duo - Heat Up Warriors (1993)
3. Super Muscle Bomber - The International Blowout (1994)
- STAFF -
Planners : Tomy, Saddy, Koguma
Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon
Scroll designers : Buppo, Okachan, Taka
Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono
Sound Designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu
Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.
- PORTS -
* Consoles :
FM Towns Marty (1994)
Nintendo Super Famicom (1994)
$end
$info=mbombrdj,
$Edit this entry at Arcade-History.com
$bio
Muscle Bomber Duo - Heat Up Warriors (c) 12/1993 Capcom.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Muscle Bomber Duo - Ultimate Team Battle".
Mike Haggar from "Final Fight" appears on this game as selectable character.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Muscle Bomber - PCCB-00136) on 17/09/1993.
- UPDATES -
Certain wrestlers had their names changed for non-Japanese audiences. They are as follows :
Zalazoff - Biff Slamkovich.
Colt - Gunloc.
Budo - Oni.
Stinger - El Stingray.
Sheep - Alexander The Grater.
Gomes - Rasta.
Kimala - Jumbo.
Astro - Scorpion.
- SERIES -
1. Muscle Bomber - The Body Explosion (1993)
2. Muscle Bomber Duo - Heat Up Warriors (1993)
3. Super Muscle Bomber - The International Blowout (1994)
- STAFF -
Planners : Tomy, Saddy, Koguma
Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon
Scroll designers : Buppo, Okachan, Taka
Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono
Sound designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu
Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.
$end
$info=mbombrd,
$Edit this entry at Arcade-History.com
$bio
Muscle Bomber Duo - Ultimate Team Battle (c) 12/1993 Capcom.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Muscle Bomber Duo - Heat Up Warriors".
Mike Haggar from "Final Fight" appears on this game as selectable character.
Capcom released a limited-edition soundtrack album for this game (Muscle Bomber - PCCB-00136) on 17/09/1993.
- UPDATES -
Certain wrestlers had their names changed for non-Japanese audiences. They are as follows :
Zalazoff - Biff Slamkovich.
Colt - Gunloc.
Budo - Oni.
Stinger - El Stingray.
Sheep - Alexander The Grater.
Gomes - Rasta.
Kimala - Jumbo.
Astro - Scorpion.
- SERIES -
1. Muscle Bomber - The Body Explosion (1993)
2. Muscle Bomber Duo - Heat Up Warriors (1993)
3. Super Muscle Bomber - The International Blowout (1994)
- STAFF -
Planners : Tomy, Saddy, Koguma
Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon
Scroll designers : Buppo, Okachan, Taka
Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono
Sound designers : T. Yomage, Toshio Kajino, Syun Nishigaki (SYUN), Kiyo, Nobu
Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.
$end
$info=musobana,
$Edit this entry at Arcade-History.com
$bio
Musoubana (c) 1995 Nichibutsu / Yubis.
- TECHNICAL -
Main CPU : 68000 (@ 6.144 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Player : 2
$end
$info=mustache,
$Edit this entry at Arcade-History.com
$bio
Mustache Boy (c) 1987 Seibu Kaihatsu.
- TECHNICAL -
Main CPU : Z80 (x2)
Sound Chips : YM2151
Screen orientation : Vertical
Video resolution : 232 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to March for manufacturing and distribution.
$end
$info=mutantf,mutantfa,
$Edit this entry at Arcade-History.com
$bio
Mutant Fighter (c) 1991 Data East.
8 mythical creatures battle each other in this wrestling-style fighting game.
- TECHNICAL -
Game ID : MAF
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Death Brade".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Death Brade : Data East Gamadelic - PCCB-00078) on 15/12/1991.
- STAFF -
Game designer : Wizard Solomon
Graphic designers : N. Morita, Matoba Tomomi, Kitapin Chie, W. Oguri, H. Fuziwara, Dragon Ishibiki, S. Kiyota, Ooe Marchan, Kazunori Hashimoto
Game programmers : Min5 (P. Leader), W. Iida, Y. Matsumoto
Sound creators : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)
Hard designer : S. Mitsui
$end
$info=mnight,
$Edit this entry at Arcade-History.com
$bio
Mutant Night (c) 12/1987 UPL.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Kawakus for distribution.
In Act 9 there is a grey robot dragon which resembles Bub and Bob from Taito's "Bubble Bobble".
- STAFF -
Game designed by : Tsutomu Fuzisawa
Characters designers : Tsutomu Fuzisawa, Takashige Shichijyo, Akemi Tsunoda, Noriko Nihei
Programmer : Takashi Hayashi
BGM & Sound composer : Yukari Shimada
Data make : Tsutomu Fuzisawa, Takashige Shichijyo
$end
$info=mutnat,
$Edit this entry at Arcade-History.com
$bio
Mutation Nation (c) 03/1992 SNK.
Two lone warriors with an array of special mutant powers attempt to restore order to this futuristic wasteland.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0014
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack/Special attack [B] Jump
- TIPS AND TRICKS -
The game includes different items which change the special attack :
* A : Spirit attack
* B : Explosion attack
* C : Thunder god's attack
* D : Tornado attack
* Golden : Deathblow (can be used only one time, after this the item disappears)
- STAFF -
Producer : Eikichi Kawasaki
Planner : Ishimotti
Programmer : Ooisaurus
Sound : Papaya
Designers : Mioshi, Yokosuka!!, A.miyazaki, 1610;last!!, Sk, Yumo, Tajiyan, J.Mikami
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=mx5000,
$Edit this entry at Arcade-History.com
$bio
MX5000 (c) 1987 Konami.
A vertically scrolling shoot-em-up by Konami featuring good music, big explosions and lots of power-ups.
- TECHNICAL -
Game ID : GX669
Main CPU : HD6309 (@ 3 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in August 1987.
This game is known in Japan as "Flak Attack".
$end
$info=myhero,myherok,
$Edit this entry at Arcade-History.com
$bio
My Hero (c) 1985 Coreland / Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5755
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Seishun Scandal".
- PORTS -
* Consoles :
Sega Master System (1985)
$end
$info=mystston,myststno,
$Edit this entry at Arcade-History.com
$bio
Mysterious Stones (c) 11/1984 Technos.
- TECHNICAL -
Game ID : TA-0010
Main CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 57.44 Hz
Palette Colors : 56
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
With this game, Technos Japan developers pushed even further the peculiar gameplay elements on which "Eggs" and "Scrambled Egg" were based, by putting them into an Indy-themed, multi-room mayhem.
- UPDATES -
The subtitle is slightly different between the new and old versions. The new version says 'Dr. John's Adventure' while the old version says 'Dr. Kick In Adventure'.
- TIPS AND TRICKS -
By hitting the lonely idol statue in the opening screen with a headbonk, a secret message will be displayed: 'A short cut to a treasure room. Go into an upper or a lower entrance. And... Go on left!'. This obviously refers to the game map. As a side note, the older version of the game displays the same message in Japanese katakana characters, an eloquent proof that the older Mysterious Stones set was meant for use in Japan only.
$end
$info=mt_mystd,
$Edit this entry at Arcade-History.com
$bio
Mystic Defender (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 27
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as 'Kujaku Ou II - Gen'ei Shiro' (translates from Japanese as 'Peacock King II - Phantom Shadow Castle').
$end
$info=mysticm,
$Edit this entry at Arcade-History.com
$bio
Mystic Marathon (c) 03/1984 Williams.
The object of Mystic Marathon is to guide an elvin looking goblin in some sort of overland race. In most arcade games if you made a mistake you would lose a life, but in Mystic Marathon making a mistake, any mistake, simply meant it was impossible to win the race. Bump into something, oops, can't win. Choose the wrong path, can't win. Press jump at the wrong time, can't win.
- TECHNICAL -
Williams released Mystic Marathon as a conversion kit only. This was a cabinet specific conversion kit, as it came with a new control panel and other components that were sized to fit Williams cabinets only.
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 1 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 276 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Clay Bostick holds the official record for this game with 4,000,000 points.
A Mystic Marathon machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Staff : Kristina Donofrio (KVD), John Newcommer (JRN), (PAM), Jill Chittenden (JIL), (KAG), Jan Hendricks (JAN).
$end
$info=mysticri,
$Edit this entry at Arcade-History.com
$bio
Mystic Riders (c) 1992 Irem.
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Mahou Keibitai Ganhooki".
$end
$info=mystwarr,mystwaru,
$Edit this entry at Arcade-History.com
$bio
Mystic Warriors - Ikari no Ninja (c) 1993 Konami.
Rare horizontal action game with five selectable characters (ninja, monk, samurai, girl and kabuki) and various situations like in "Sunset Riders" and "Wild West C.O.W. Boys of Moo Mesa".
- TECHNICAL -
Game ID : GX128
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players: 2 or 4 (selectable by Dipswitch)
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The subtitle of this game translates from Japanese as 'Wrath of Ninja'.
The attract mode intro from "Sunset Riders" plays on the large theatre screen at the end of Stage 1.
King Records released a limited-edition soundtrack album for this game (Konami Amusument Sounds '93 - Summer) on 08/1993.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
$end
$info=nsub,
$Edit this entry at Arcade-History.com
$bio
N-Sub (c) 1980 Sega.
- TECHNICAL -
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : 8-way Joystick
Buttons : 2
- PORTS -
* Consoles :
Sega SG-1000 (1988)
$end
$info=nycaptor,
$Edit this entry at Arcade-History.com
$bio
N.Y. Captor (c) 1985 Taito.
- TECHNICAL -
Board Number : M4300037B
Prom Stickers : A50
Main CPU : (2x) Z80 (@ 4 Mhz), M68705 (@ 2 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
Taito's first gun game.
Chack'n, Ms. Chack'n and a Monsta from 1983's "Chack'n Pop" make cameo appearances in this game.
Robert Halbasch holds the official record for this game with 9,999,999 points.
A bootleg of this game is known as "Colt".
$end
$info=nagano98,
$Edit this entry at Arcade-History.com
$bio
Nagano Winter Olympics '98 (c) 1998 Konami.
Another superb multi-event sports game from Konami, follwing on from 1996's incredible update of 'International Track and Field'. Nagano is based around the Winter Olympics of 1998 and features ten Olympic events cased around skating, skiing, luge, bobsleigh, slalom and curling.
- TECHNICAL -
Game ID : GX720
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way Joystick
Buttons : 3
- TIPS AND TRICKS -
* Aerial landings : during the Aerials, press B as soon as you hit the ground and keep the button held until you have fully landed.
* Halfpipe gold medal : achieve a combination of F Alley Oop, and Alley Oop during the Halfpipe competition.
* Ski upside down : select Olympic mode and enter the Freestyle Aerials event. Choose any trick, and down press any buttons while moving downhill. After leaving the ramp, rapidly tap B. The skier will land and jump on his head and ski in that position.
* Snowboarding giant slalom : 'edge' by using A immediately after clearing the flag.
- SERIES -
1. Track and Field (1983)
2. Hyper Sports (1984)
3. '88 Games (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
8. New International Track & Field (2008, Nintendo DS)
- PORTS -
* Consoles :
Sony PlayStation (1998)
Nintendo 64 (1998)
$end
$info=nam1975,
$Edit this entry at Arcade-History.com
$bio
NAM-1975 (c) 04/1990 SNK.
One or two players take control of two machine-gun carrying Vietnam vets who must shoot their way through a number of sideways scrolling, Vietnam-themed levels. the players shoot "into" the screen and aiming is achieved via the use an on-screen target, which each player directs to lock on to the various enemy troops and vehicles. Players can run and somersault to avoid the incoming enemy fire.
A number of more powerful weapons - such as grenades and flame throwers - are often dropped by the enemy and can be picked up and used. Bonus points are also revealed in this fashion.
Nam-1975 is a blatant plagurisation of TAD Corp's "Cabal", released in 1988. Cabal is easily the more accomplished of the two games.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0001
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Machine gun, [B] Special weapon, [C] Run/Emergency control
- TRIVIA -
This is the first game developed for the SNK Neo-Geo MVS hardware (MVS stand for 'Multi Video System', Neo-Geo means 'New World').
- STAFF -
Producer : Eikichi Kawasaki
Main director : Dachipee
Sub director : Fukupee (New Face)
Programmer : ZAC, Kurasan (New Face)
Design chief : Satopee
Designers : Nakapee, Fukupee, Satopee, Ishipee, Miyopee, Kawapee (New Face), Sakapee (New Face), Yamapee (New Face)
Sound : Yoko. O
Hard : Fukusan
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=ncv1,ncv1j,ncv1j2,
$Edit this entry at Arcade-History.com
$bio
Namco Classics Collection Vol.1 (c) 1995 Namco.
Awesome collection of classic Namco games ("Galaga", "Xevious" and "Mappy") with original and updated 'arrangement' versions available. Additionally "Super Xevious" is available as well.
- TECHNICAL -
Namco System ND-1 hardware
Game ID : NC
Main CPU : 68000 (@ 12.288 Mhz), H8/3002 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Secret Message In Xevious : The programmer has included a trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. In original version / normale mode, the message ''Namco ORIGINAL Program by EVEZOO'' will appear on the screen. In original version / super mode, the message is ''Special thanks for you by game designer Evezoo''. In arrangement version, the message is ''This game is dedicated to the original XEVIOUS staff''.
* Xevious Arrangement, Extra Area :
Extra Area 1 - Finish Area 16 without continue.
Extra Area 2 - Finish Extra Area 1 without death.
Extra Area 3 - Get 60 Sols.
* Xevious Arrangement, Maniac Mode : You will play with harder rank.
1. Get secret message in Area 1 forest. (Keep firing the Blaster at left end)
2. Take out 2 Sols in Area 1.
3. Get ''Secret Message'' in forest (see the first trick to perform it).
* Galaga Arrangement, Time Attack Mode : Input code Left, Right, Left, Right, Button1, Button2, Button1, Button 2 on galaga arrangement title screen.
- SERIES -
1. Namco Classics Collection Vol.1 (1995)
2. Namco Classics Collection Vol.2 (1996)
- STAFF -
Game arrangement : Kohji Kenjoh, Taka Yamamura, T. Iguchi
Game programmers : Yoshihito Iwanaga, Takashi Koshigoe
System programmer : Tsukka
Visual designers : Semushi Komoriya, Fukuokachanpe-, Imaizumi Bakarashi
Graphic designer : Akira Usukura
Logo designer : Hideaki Ito
Sound : Hiroto Sasaki (Saman)
Hardware ND-1 development : Shin' Ichi ' Yosiho' Ohki
Custom 'Risa' designer : Makoto Inoue
Sound driver development : Hira
- PORTS -
* Consoles:
Sony PlayStation (1997, "Xevious 3D/G+") : Xevious Arrangement
Nintendo Gamecube (2002, "Namco Museum") : Galaga Arrangement
Microsoft XBOX (2002, "Namco Museum") : Galaga Arrangement
Sony PlayStation 2 (2002, "Namco Museum") : Galaga Arrangement
$end
$info=ncv2,ncv2j,
$Edit this entry at Arcade-History.com
$bio
Namco Classics Collection Vol.2 (c) 1996 Namco.
Awesome collection of classic Namco games ("Pac-Man", "Dig Dug" and "Rally-X") with original and updated 'arrangement' versions available. Additionally "New Rally-X" is available as well.
- TECHNICAL -
Namco System ND-1 hardware
Game ID : NCS
Main CPU : 68000 (@ 12.288 Mhz), H8/3002 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
One major note for purists : The 'original' versions of "Rally-X" and "New Rally-X" have been slightly altered. Those games originally used a horizontal monitor. They have been altered to use a vertical one. What they did is moved the map and scoring section from the side to the bottom, leaving the actual gameplay area basically unchanged.
- SERIES -
1. Namco Classics Collection Vol.1 (1995)
2. Namco Classics Collection Vol.2 (1996)
- STAFF -
Game arrangement : Taka Yamamura, Tadashi Iguchi, Kiyoshi Minami
System program : Tsukka
Game program : Takashi Koshigoe, Tsukka, Kiyoshi Minami, Yoshihito Iwanaga
Visual design : Fukuokachanpe-, Semushi Komoriya, Kankan, Imaizumi Bakarashi, Mika Yokoyama, Hiroshi Syouno, H-Daio
Graphic design : Akira Usukura
Logo design : Hideaki Ito
Sound : Charly, Yoshie Arakawa, Kavan, Yurippe-082, Bekao
Hardware No-1 'Ahna' design : Shin'ichi Ohki (Yosiho)
Hardware sound driver development : Hira
- PORTS -
* Consoles :
Nintendo Game Boy Advance (2001, "Pac-Man Collection") : Pac-Man Arrangement
Nintendo GameCube (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement
Microsoft XBOX (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement
Sony PlayStation 2 (2002, "Namco Museum") : Dig Dug Arrangement, Pac-Man Arrangement
$end
$info=nametune,
$Edit this entry at Arcade-History.com
$bio
Name That Tune (c) 04/1986 Bally Sente.
The game itself was an almost exact translation of the 1980s incarnation of the gameshow. It was all colors and text, and the only animation in it was a little hand that played notes on a piano. The interface had to be simple, as they used up all the ROM space on the different songs.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Buttons : 4
- TRIVIA -
This game came out when arcades were at a very low point. But someone over at Sente gets the bright idea that a big honking upright 'Name that Tune' machine would make lots of money. So they proceeded to pay big money to license the show, and then they went ahead and started pumping out 'Name that Tune' arcade games. It was a big flop. They were targeting the wrong audience with this game. Teenagers simply weren't interested in trying to name old 40s and 50s songs. This game could have done fine if it was in a bartop unit instead.
This title was available only as a conversion kit for machines with the Sente SAC-I hardware installed. This meant that most of them ended up in the futuristic looking all-metal SAC-I cabinets.
There were supposed to be several different upgrade chips available for this game, but they seem to have fallen off the face of the earth.
- STAFF -
Game design : Owen Rubin
Project coordinator : Gary Levenberg
Arrangements and orchestration : Richard Greene
Screem graphics : Bil Maher
Game consultant : Tommy Oliver
Gonzo programming : Ed Rotberg
Doctor memory : Dave Ross
Ace Technician : Paul Brandt
Hardware wizardry : Howard Delman
King Video : Rich Adam
For leaving us alone : Bob Lundguist
$end
$info=naname,
$Edit this entry at Arcade-History.com
$bio
Naname de Magic! (c) 1994 Atlus.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 13.257 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is known outside of Japan as "Diagonal Magic".
- STAFF -
Planner : Boo Ueda
Programmer : Tuohi
Graphic designers : Sio, Takashima, Nabe
Composers : Yanda, Okibe
Debuggers : Fuse, Hagishita
$end
$info=bldwolfj,
$Edit this entry at Arcade-History.com
$bio
Narazumo Sentou Butai - Bloody Wolf (c) 1988 Data East.
In this shoot'em up, 2 lone commandos take on an entire army with guns, knives, fists and whatever else might be lying around.
- TRIVIA -
The title of this game translates from Japanese as 'Ruffian Combat Force - Bloody Wolf'.
This game is known outside Japan as "Bloody Wolf".
- STAFF -
Game designer : Yoshiaki Honda
Game programmers : Takaaki Ioue, Souichi Akiyama
Graphic designers : Shinji Noda, Masanori Tokoro, Takahide Koizumi, Mix Man, Dot Man
Sound Team : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO), Tatsuya, Shuji Segawa
Hardware : Tomotaka Osada
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Wii (2007; as a "Virtual Console" game)
$end
$info=narc,narc3,
$Edit this entry at Arcade-History.com
$bio
NARC (c) 12/1988 Williams.
A graphically violent one or two-player side-scrolling shoot-em-up in which players take on the role of "NARCS"; futuristic police officers whose duty it is to either arrest of kill drug dealers, junkies and attack dogs. The NARCS have machine guns and rocket launchers at their disposal, and players can also pick up discarded drugs and money to earn extra points. These are totaled up at the end of each level. In addition, a special colour-specific 'Keycard' must often be found before players can progress to the next section of the level.
- TECHNICAL -
Williams Z Unit hardware
Main CPU : TMS34010 (@ 6 Mhz)
Sound CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), (2x) DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
NARC was the first arcade game to use a 32-bit processor (TMS34010).
Max Force (Player One) was a part of Acclaim's (who made the NES version of NARC) 'Power Team' along with Tyrone ("Arch Rivals"), Kuros (Wizards and Warriors/Ironsword), Bigfoot (the monster truck) and Kwirk the tomato, in an animated series featuring the characters. Three of the NARC bosses : Mr. Big, Dr. Spike Rush and Joe Rockhead were the villains on the series.
Grunge band the Pixies released a cover of the tune from level 2-1 of this game in 1991 as 'Theme From Narc', as a B-side to the single 'Planet Of Sound'. It can also be found on the later 'Pixies Complete B-Sides' album.
A NARC unit appears in the 1990 movie 'Don't Tell Her It's Me', in the 1990 movie 'Teenage Mutant Ninja Turtles' and in the 1991 movie 'Terminator 2 - Judgment Day'.
- TIPS AND TRICKS -
* While coming out of any door, move the joystick Left. IMMEDIATELY after your character appears, move the joystick Up. If you do everything correctly, your cop will be 'stuck' to the wall, and will be able to walk on the wall to the next stage.
* A specific Ase For The Same Trick : an easy way to get free lives is on the first level. Right after you leave the subway, keep your joystick pointed up. If you do this, you will 'stick' to the wall and nobody can touch you, though you can arrest tons of people (50 is the max). You can do this in other levels, though it does not seem to be as useful. One problem occurs right when you get out of the subway. There is a barrel which obstructs your path in/on the wall. You can just rocket it away if there are people behind the barrel (in respect to you). You can stay on the wall all the way to the passkey spot and into the door.
* To get ridiculous numbers of points and free men, you need to get to the end of the game, or at least where Mr. Big is. Once you've killed him (the little one *and* the big one), and you get to enter the treasure vault, just collect all the big gold blocks, and just wait. Don't do anything, just wait. After a while, the machine will send a pack of those annoying dogs after you. Let them kill you. You'll be sent back a stage in the game. And you have to fight your way back to the next 'bonus' exit door... once you do, mega-points and mega-men.
* Note the automatic teller machines present in a few places. March your character up to the machine and push into it; it should start spitting out money (evidence). Not HUGELY useful, but it's still kind of neat.
- STAFF -
Designer : Eugene Jarvis (DRJ)
Music : Brian Schmidt (BLS), Marc LoCascio ('Busted Rap')
Audio system programming, Sounds, and Speech : Marc LoCascio
Staff : Jack E. Haeger (JEH), John Newcommer (JRN), Tim Elliott (TJE), (LIN), Mark Loffredo (ML ), Glenn Shipp (GWS), Al Lasko (AL ), (JRH), (J P), Doug Watson (DTW), (D P), Ray Czajka (RAY), Warren Davis (WBD), (KJF), Larry DeMar (LED), Steve Ritchie (SSR), George N. Petro (GNP), (NDN), (J B), Todd Allen (TRA)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Microsoft XBOX (2005, as an unlockable in "NARC")
Nintendo GameCube (2005, as an unlockable in "NARC")
Sony PlayStation 2 (2005, as an unlockable in "NARC")
* Computers :
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
Sinclair ZX Spectrum (1991)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
* Others :
LCD handheld game (1989) : released by Acclaim.
$end
$info=nastar,
$Edit this entry at Arcade-History.com
$bio
Nastar (c) 1988 Taito.
- TECHNICAL -
Taito B System hardware
Game ID : B81
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Rastan Saga II" and in US as "Nastar Warrior".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- TIPS AND TRICKS -
* Level Select : Boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- SERIES -
1. Rastan (1987)
2. Nastar (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)
- STAFF -
Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi
Hardware designer : Eikichi Takahashi
Music composed by : Hisayoshi Ogura
Sound editor : Yasuhisa Watanabe
Graphic designer : Hiroyasu Nagai
Game and art designer : Hisaya Yabusaki
- PORTS -
* Consoles :
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=nastarw,
$Edit this entry at Arcade-History.com
$bio
Nastar Warrior (c) 1988 Taito.
- TECHNICAL -
Taito B System hardware
Prom Sticker : B81
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Rastan Saga II" and outside Japan as "Nastar".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- TIPS AND TRICKS -
* Level Select : Boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- SERIES -
1. Rastan (1987)
2. Nastar Warrior (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)
- STAFF -
Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi
Hardware designers : Eikichi Takahashi
Music composed by : Hisayoshi Ogura
Sound editor : Yasuhisa Watanabe
Graphic designer : Hiroyasu Nagai
Game and art designer : Hisaya Yabusaki
$end
$info=natodef,natodefa,
$Edit this entry at Arcade-History.com
$bio
NATO Defense (c) 07/1982 Pacific Novelty.
A two dimensional maze game where you run over mines and shoot enemies for points. Sections of walls can be shot, and there are "dumps" where you can pick up more shots to shoot at your enemies. Be careful, though, as your enemies can also shoot you.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1 Mhz), Samples (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
NATO Defense uses an eight minute cassette loop with simulated talk over communication lines. Key word here is 'simulated' -- various pseudo-accents are taken, some saying things like 'You got the wrong war'. Last long enough in the round, and the background voice will say 'good playing. You should be in the infantry'.
Paul Barrette holds the official record for this game with 1,113,000 points.
- UPDATES -
There are two different sets of mazes for the game. The alternate mazes version depends more on open spaces.
- SCORING -
Running over a mine : 10 points
First Enemy Tank shot : 100 points
Second Enemy Tank shot : 500 points
Third Enemy Tank shot : 1000 points
Fourth Enemy Tank shot : 2000 points
(the second, third and fourth enemy tank must be shot almost immediately after each other, otherwise you'll get 100 points for each tank you shoot)
$end
$info=natsuiro,
$Edit this entry at Arcade-History.com
$bio
Natsuiro Mahjong (c) 1989 Video System.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Summer Job'.
$end
$info=naughtyb,naughtya,naughtyc,
$Edit this entry at Arcade-History.com
$bio
Naughty Boy (c) 06/1982 Jaleco.
- TECHNICAL -
Main CPU : Z80 (@ 1.5 Mhz)
Sound Chips : TMS36XX (@ 0.35 Khz), Custom (@ 0.35 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Cinematronics for US manufacture and distribution (06/1982).
The bootlegs of this game made it into the arcades before the official release did.
This is the first game manufactured by Jaleco.
Kim French holds the official record for this game with 5,345,060 points.
$end
$info=nmouse,nmouseb,
$Edit this entry at Arcade-History.com
$bio
Naughty Mouse (c) 1981 Amenip.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Also licensed to Palcom Queen River for distribution.
$end
$info=navarone,
$Edit this entry at Arcade-History.com
$bio
Navarone (c) 02/1980 Namco.
- TECHNICAL -
Main CPU : 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 3
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=nbahangt,
$Edit this entry at Arcade-History.com
$bio
NBA Hangtime (c) 1996 Midway.
- TECHNICAL -
Midway Wolf Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1996.
This game is an official licensed product of the NBA (National Basketball Association).
The songs 'Get up Get up' and 'Hangtime - Whatcha Gonna Do' were produced by 'M.DOC of Indasoul Productions' specially for this game.
- TIPS AND TRICKS -
* Hidden Characters :
Dan Amrich - AMRICH / 2020 (Writer, SLAM magazine)
Dan Roan -DANR / 0000 (Host of WGN's 'Bull's Eye', a Bulls pregame show)
Mark Turmell - TURMEL / 0322 (Developer of NBA Hangtime)
Sheridan Oursler - SNO / 0103 (Developer of NBA Hangtime)
Sal Divita - DIVITA / 0201 (Developer of NBA Hangtime)
Larry Munday - MUNDAY / 5432 (Writer, Play Meter Magazine and friend of Mark Turmell)
* ABA Ball : Press Right(x2), Shoot, Turbo, Pass at the Tonight's Matchup screen.
* Big Head Mode : Press Up, Turbo, Pass at the Tonight's Matchup screen.
* Huge Head Mode : Press Up, Pass, Turbo at the Tonight's Matchup screen.
* Display Shot Percentage : Rotate the Joystick clockwise one full circle at the Tonight's Matchup screen.
* Alternate Dennis Rodman's Hair Color : Press Pass at the team selection screen.
* Cheat Mode : Press Turbo, Shoot and Pass at the Tonight's Matchup screen to enter the following codes. The first number indicates the number of times Turbo is pressed. The second number indicates the number of times Shoot is pressed. The third number indicates the number of times Pass is pressed.
Tournament Mode - 111
Baby-sized players - 025
No music mode - 048
Goaltending on - 937
Maximum block - 616
Maximum steal - 709
Maximum speed - 284
Hyper speed - 552
Stealth turbo - 273
Unlimited turbo - 461
No pushing - 390
Fast passing - 120
Outdoor court - 200
- SERIES -
1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Showtime - NBA on NBC (1999)
- STAFF -
Design team : Jeff Johnson, Mark Turmell, Sal Divita, Dan Thompson, Eugene Geer, Jennifer Hedrick, John Carlton, Jon Hey
Additional designers : Shawn Liptak, Jamie Rivett, Pat Fitgerald, John Root, Marty Martinez, Carlos Pesina, Nick Erhlich
Sound and music : Jon Hey, Kevin Quinn, Neil Funk
Hardware support : Mark Loffredo, Sheridan Oursler, Pat Cox, Al Lasko, Jeff Peters, Cary Mednick, Ray Gay, Steve Correl, John Lowes
NBA Support : Greg Lassen, Joe Amati, United Center, Jonathan Zirin
Game testers : Mike Vinikour, Eddie Ferrier
Additional testers : Bud Fletcher, Eric C. Ward, Mike Mallard, Sean Jennings, Rob Gorski, Dimitri, Alfred Montegue, Quiana Lahori, Marius Mateescu
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault, Roger Sharpe
Cast : Willie Morris Jr., Steve Bardo, Marcus Minifee, Mary Jane Lee, Kim Keller
- PORTS -
* Consoles :
Nintendo Super Famicom (1996)
Sega Mega Drive (1996)
Nintendo 64 (1997)
Sony PlayStation (1997)
* Computers :
PC [Windows] (1996)
$end
$info=nbajam,nbajamr2,
$Edit this entry at Arcade-History.com
$bio
NBA Jam (c) 1993 Midway.
THE MOTHER OF ALL SPORTS GAMES! Two-on-two basketball with digitized images of real NBA players, monster dunks and no referee equals a whole load of fun!
- TECHNICAL -
Midway T Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in February 1993. Many critics claim that the release of NBA Jam gave rise to a new genre of sports games, which were based around action-packed, unrealistic game-play.
Midway Games, no stranger to releasing landmark games having released "Pac-Man", had started experimenting with the ideas two years earlier, with the "High Impact Football" series. Both High Impact and Super High Impact had somewhat average success in arcades. It was not until the release of NBA Jam that gamers noticed the new genre. The game became exceptionally popular, and generated a lot of money for arcades after its release, largely because of the fairly expensive prices put on these games; a game quarter generally took two credits and a full game generally took eight, typically equal to $2.00 USD. Nonetheless, the game was a smash hit.
NBA Jam was one of the first real playable basketball arcade games (It was the first game to be officially licensed by the NBA (National Basketball Association)), and was also one of the first sports games to feature real teams, real players, and their real digitized likenesses. However, the unrealism of the game was the major drawing point, as the high flying dunks (often featuring players jumping twice their own height in the air while making highly acrobatic slams) were the games' signature. Of course, seeing NBA superstars like Hakeem Olajuwon, Karl Malone, David Robinson, Charles Barkley, and Shaquille O'Neal flying through the air with the greatest of ease brought just as many fans back. In time, players discovered another major feature of the game, as it was filled with easter eggs, special features and players activated by initials or button/joystick combinations.
- UPDATES -
Revision 1
* Software version : 2.00.
Revision 2 :
* Software version 3.01.
* Credit problems fixed.
* Jersey color of special guests fixed.
* Prevents games from ending at the Tank mini-game.
* Added 'Fair Shake'.
- TIPS AND TRICKS -
* Hidden Characters :
Air Morris - WIL, Jan 1
Carleton - JMC, Aug 5
Divita - SAL, Feb 1 (Sal Divita did the artwork for NBA Jam, as well as some graphics work on Mortal Kombat)
Goskie - TWG, Dec 7
Hey - JWH, Sep 20 (On the design team screen, Jon Hey is the one in the checkered shirt and glasses, sticking his tongue out to the rest of the world)
Howard - HOW, Jul 15
Liptak - SL(space), Jun 24 (Shawn Liptak is the one on the design team screen with a basketball for a brain)
Newcomer - JRN, Jun 18
Oursler - SNO, Jan 3
Petro - GNP, Oct 8 (George N. Petro is the main designer of "Terminator 2 - Judgement day")
Rivett - RJR, Jan 17 (Jamie Rivett helped with the autostat portion of NBA Jam)
Scott - TON, Jul 03 (Tony Scoot helped with digitizing the player movements and performed many of the special dunks)
Turmell - MJT, Mar 22 (Mark J. Turmell is the main designer and programmer for NBA Jam)
* Big Head : Hold Up+Turbo+Steal at 'Tonight's match up'.
* Powerup :
Defense - Press Steal or Block 8 times when it says 'Tonight's match up'.
Intercept - Hold Down joystick and hold all three buttons during 'Tonight's match up'.
Offense - press Steal or Block 21 times at 'Tonight's match up'.
Defense and Intercept - At 'Tonight's Match-Up', Press the Shoot button 7 times, then all at once, hold Down the joystick and all three buttons.
Powerup Defense and Big head - press Turbo 6 times, hold Turbo and Steal, then hold the joystick Up at 'Tonight's match-up'.
Fair Shake - Tap turbo 10 times when it says 'Tonight's match up'. The Fair shake can ONLY be done in Human vs. Human games and ONLY on machines that are version 3.0 or greater.
Fair Shake and Powerup Intercept - press Turbo 7 times, then hold Turbo+Pass+Shoot, then hold the joystick Down at 'Tonight's match-up'.
Fair Shake and Big head - Press turbo 8 times, then hold Turbo+Steal and hold the joystick Up.
* Tank Mini-Game : Hold all buttons for all four players and press Down on all four joysticks at the 'Tonight's match up'. Keep the controls held until the mini-game begins.
- SERIES -
1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Showtime - NBA on NBC (1999)
- STAFF -
Design team : Mark Turmell (MJT), Shawn Liptak (SL), Tony Goskie, John Carlton (JMC), Sal Divita (SAL), Jamie Rivett
Music and Sounds : Jon Hey (JWH)
Hardware support : Cary Mednick, Pat Cox, Ray Macika, Sheridan Oursler, Matt Booty, John Lowes, Al Lasko
Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha
Cast : Stephen Howard, Willie Morris Jr., Todd Mcclearn, Tony Scoot, Kerri Hoskins, Lorraine Olivia, awards by Kaydan.
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1993)
Sega Game Gear (1993)
Nintendo Game Boy (1993)
Sega Mega CD (1993)
$end
$info=nbajamex,
$Edit this entry at Arcade-History.com
$bio
NBA Jam Extreme (c) 1996 Acclaim.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Midway lost the NBA Jam license to Acclaim in 1995. Midway developed the 2-D games "NBA Hangtime" and "NBA Maximum Hangtime" while Acclaim developed the 3-D game NBA Jam Extreme.
- SERIES -
1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Showtime - NBA on NBC (1999)
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)
* Computers :
PC [MS Windows 9x, CD-ROM] (1997)
$end
$info=nbajamte,nbajamt1,nbajamt2,nbajamt3,
$Edit this entry at Arcade-History.com
$bio
NBA Jam Tournament Edition (c) 1994 Midway.
An update of the classic 'NBA JAM'. New players, new features but still the same classic gameplay.
- TECHNICAL -
Midway T Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in January 1994.
This game is an official licensed product of the NBA (National Basketball Association).
- TIPS AND TRICKS -
* Quick Players : Press any button five times, then hold Down as the match-up screen fades.
* Baby Mode : Hold Down/Right angle and press Turbo, Shoot, Steal, Turbo, Shoot, Steal, Turbo, Shoot, Steal at the match-up screen.
* Big Heads : Hold Up+Turbo+Pass as the match-up screen fades.
* Huge Heads : Press Up three times, then hold Turbo+Pass and press Shoot six times at the match-up screen.
* Maximum Power : Hold Down and press Turbo+Shoot+Pass+Start at the match-up screen.
* Change Teams : Hold Pass and press Right at the player substitution screen.
* Bigger Roster : Hold Down and press Pass three times at the player selection screen, then rotate the Joystick three full circles and press Pass.
* Hidden Characters :
NBA all-stars :
[Charles Barkley] BRK FEB 20 (does not work on version 3.0 / 4.0)
[Isiah Thomas] ZEK APR 30 (does not work on old version 1.0 / 2.0)
[Dee Brown] DEE NOV 29
[Coleman] DC_ JUN 21
[Patrick Ewing] PAT AUG 5
[Shawn Kemp] KMP NOV 26
[Karl Malone] KRL JUL 24
[Alonzo Mourning] ZO_ FEB 8
[Hakeem Olajuwon] HAK JAN 21
[Scottie Pippen] PIP SEP 25
[David Robinson] ROB AUG 6
[Webber] WEB MAR 1
[Dominique Wilkins] DOM APR 16
Special Guest :
[Kerri Hoskins] KER OCT 10
[Lorraine Olivia] LOR FEB 20
[Tim Coman] TJC OCT 11 (does not work on version 3.0 /4.0)
[Elviscious] ELV JAN 8 (does not work on version 3.0 /4.0)
[Grim Reaper] GRM OCT 31 (does not work on version 3.0 /4.0)
[Kongo] KNG JAN 16 (does not work on version 3.0 /4.0)
[Raiden] RAD JUL 9 (does not work on version 3.0 /4.0)
[Reptile] RPT NOV 11 (does not work on version 3.0 /4.0)
[Sub-Zero] SUB DEC 5 (does not work on version 3.0 /4.0)
[Scorpion] SCO, Jul 6 (does not work on version 3.0 /4.0)
[Air Morris] WIL JAN 1
[Paul Barker] PCB MAY 9
[Rachel Davies] RJD SEP 3
[Ed Boon] EJB FEB 22
[Warren Davis] WBD AUG 17
[Sal Divita] SAL FEB 1
[Bill Dabelstein] DOZ DEC 31
[Joe Dillon] JPD JUN 3
[John Carleton] JMC AUG 5
[Dan Forden] DWF SEP 28
[Chris Granner] CG_ DEC 4
[Raymond Gay] RMG AUG 11
[Paul Heitsch] WMN NOV 11
[George Petro] GNP OCT 8
[Jon Hey] JWH SEP 20
[Eugene Jarvis] EPJ JAN 27
[Eric Kinkead] DIE JAN 1
[Al Lasko] AML AUG 31
[Linda Deal] LTD APR 30
[Mark Loffredo] ML_ MAY 25
[Tony Goskie] TWG DEC 7
[Cary Mednick] CMM JUL 2
[Sheridan Oursler] SNO JAN 3
[Mark J. Turmell] MJT MAR 22
[John Newcomer] JRN JUN 18
[Shawn Liptak] SL_ JUN 24
[Mark Penacho] MDP JAN 13
[Jamie Rivett] RJR JAN 17
[Roger Sharpe] ROG AUG 1
[Jake Simpson] JMS FEB 22
[John Tobias] TOB AUG 24
[Josh Tsui] JYT NOV 28
[Steve Beran] SAB AUG 29
[Matt Booty] MVB APR 18
[Pat Cox] PGC APR 11
[Jim Gentille] JPG JAN 23
[Jim Green] JDG MAY 31
[Jack Haeger] JEH JUL 13
[Ray Macika] REM MAR 26
[Vince Pontarelli] VJP APR 11
[Linhoff] JFL APR 16
[John Vogel] VOG JUN 27
[Jason Skiles] JMS JUL 29
[Martin Martinez] MAM AUG 7
[John Lowes] JML NOV 4
- SERIES -
1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Showtime - NBA on NBC (1999)
- STAFF -
Design team : Mark Turmell (MJT), Shawn Liptak (SL), Tony Goskie (TWG), John Carlton (JMC), Sal Divita (SAL), Jamie Rivett
Music and Sounds : Jon Hey (JWH)
Hardware support : Cary Mednick, Pat Cox, Ray Macika, Sheridan Oursler (SNO), Matt Booty, John Lowes, Al Lasko
Executive producers : Neil Nicastro, Ken Fedesna, Wally Smolucha, Paul Dussault
Cast : Stephen Howard, Willie Morris Jr., Todd Mcclearn, Tony Scoot, Kerri Hoskins, Lorraine Olivia
Awards by : Kaydan
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sega Mega Drive (1994)
Sega Game Gear (1994)
Nintendo Game Boy (1995)
Sega 32x (1995)
Sega Saturn (1995)
Sony PlayStation (1995)
Atari Jaguar (1996)
* Computers :
PC [MS-DOS, CD-ROM] (1995)
$end
$info=nbamht,nbamht1,
$Edit this entry at Arcade-History.com
$bio
NBA Jam Maximum Hangtime (c) 1996 Midway.
- TECHNICAL -
Midway Wolf Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in November 1996. Maximum Hangtime was a chipset upgrade for "NBA Hangtime" that Midway sent out as a combination bug fix/game enhancement. "NBA Hangtime" came out in the spring of 1996, so by that fall, the new NBA season was starting up but the game was a bit old.
Differences between 'Hangtime' and 'Maximum Hangtime' :
* New rosters for 1997 season including player trades and college rookies.
* Hot spots : Each player has a hidden spot on the court where they are more accurate. You'll know you're on it when a pulsing circle appears at your feet and you hear a sound effect from one of Turmell's favorite games, "Robotron - 2084". The announcer usually mentions the hot spot as well.
* No trivia contest. :(
* There's no code for the outdoor court - Simply press Left or Right on the joystick during 'Tonights Matchup' to choose Stadium or Outdoor.
- UPDATES -
REVISION 1 :
* Software version : L1.0 11/08/96
REVISION 2 :
* Software version : L1.03 06/09/97
- TIPS AND TRICKS -
* Secret Players (Real Name - Code Name / Pin #) :
Dan Amrich - AMRICH / 2020
Steve Bardo - BARDO / 6000
Carlos Pesina - CARLOS / 1010 (Brother to Daniel Pesina 'Johnny Cage' in "Mortal Kombat")
Dan Thompson - DANIEL / 0604
Dan Roan - DANR / 0000
Sal Divita - DIVITA / 0201 (Lead artist)
Eddie Ferrier - EDDIE / 6213 (Midway software tester)
Eugene Geer - EUGENE / 6767
Jamie Rivett - JAMIE / 1000
Jeff Johnson - JAPPLE / 6660
John Carlton - JC / 0000
Jennifer Hedrick - JFER / 0503
Jon Hey - JONHEY / 6000 (Lead sound & music programmer)
Ed Boon - KOMBAT / 0004 (Programmer of the Mortal Kombat series)
John Tobias - MORTAL / 0004 (Designer of the Mortal Kombat series)
Marty Martinez - MARTY / 1010
Cary Mednick - MEDNIK / 6000
Marcus Minifer - MINIFE / 6000
Willie Morris Jr. - MORRIS / 6000
Larry Munday - MUNDAY / 5432
Mike Vinikour - MXV / 1014 (Midway tester)
Nick Erhlich - NICK / 7000
Neil Funk - NFUNK / 0101
Pat Fitzgerald - PATF / 2000 (Midway marketing/PR coordinator)
Matthew Perry - PERRY / 3500 (From the hit sitcom Friends)
Kevin Quinn - QUIN / 0330
John Root - ROOT / 6000
Shawn Liptak - SHAWN / 0123
Sheridan Oursler - SNO / 0103
Mark Turmell - TURMEL / 0322
Unknown - JIGGET / 1010
Unknown - NOBUD / 1010
Unknown - NORTH / 5050
* NBA all-Star player :
Anfernee 'Penny' Hardaway - AHRDWY / 0000
Cliff Robinson - CLIFFR / 0000
David Robinson - DAVIDR / 0000
Glenn Robinson - GLENNR / 0000
Hakeem Olajuwon - DREAM / 0000
Sean Elliot - ELLIOT / 0000
Patrick Ewing - EWING / 0000
Horace Grant - HGRANT / 0000
Larry Johnson - JOHNSN / 0000
Shawn Kemp - KEMP / 0000
Jason Kidd - KIDD / 0000
Karl Malone - MALONE / 0000
Reggie Miller - MILLER / 0000
Dikembe Motumbo - MOTUMB / 0000
Alonzo Mourning - MOURNG / 0000
Gheorghe Muresan - MURSAN / 0000
Scottie Pippen - PIPPEN / 0000
Dennis Rodman - RODMAN / 0000
Glen Rice - RICE / 0000
Rik Smits - SMITS / 0000
Jerry Stackhouse - STACKH / 0000
John Starks - STARKS / 0000
Chris Webber - WEBBER / 0000
* Powerup Codes : Enter these in at the 'Tonight's Matchup' screen, if you press Down on the joystick, all numerical codes will 'lock in' for that game.
025 - Baby mode.
048 - No music during gameplay.
111 - Tournament Mode, disallows all powerups & computer assistance in multiplayer games.
120 - All passes are turbo speed.
273 - Stealth Turbo.
284 - Max player speed.
390 - No pushing.
461 - Unlimited Turbo.
552 - Hyper Speed, overall gameplay is faster.
616 - Max shot blocking.
709 - Quick Hands, Max steal power.
937 - Goaltending not allowed.
Hold Up and press Pass+Turbo - Big Head.
* Court Select : Enter 7-4-5 at the match up screen. Then, Press Left or Right to play in an indoor or outdoor court. The screen will flash to confirm correct code entry.
- SERIES -
1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Showtime - NBA on NBC (1999)
- STAFF -
Design team : Jeff Johnson, Mark Turmell, Sal Divita, Dan Thompson, Eugene Geer, Jennifer Hedrick, John Carlton, Jon Hey
Additional designers : Shawn Liptak, Jamie Rivett, Pat Fitgerald, John Root, Marty Martinez, Carlos Pesina, Nick Erhlich
Sound and music : Jon Hey, Kevin Quinn, Neil Funk
Hardware support : Mark Loffredo, Sheridan Oursler, Pat Cox, Al Lasko, Jeff Peters, Cary Mednick, Ray Gay, Steve Correl, John Lowes
NBA support : Greg Lassen, Joe Amati, United Center, Jonathan Zirin
Game testers : Mike Vinikour, Eddie Ferrier
Additional testers : Kevin Day, Bud Fletcher, Eric C. Ward, Mike Mallard, Sean Jennings, Rob Gorski, Alfred Montegue, Quiana Lahori, Marius Mattescu
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault, Roger Sharpe
Cast : Willie Morris Jr., Steve Bardo, Marcus Minifee, Mary Jane Lee, Kim Keller
$end
$info=nbapbp,
$Edit this entry at Arcade-History.com
$bio
NBA Play By Play (c) 1998 Konami.
- TECHNICAL -
Konami Hornet Hardware
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=nbashowt,
$Edit this entry at Arcade-History.com
$bio
NBA Showtime - NBA on NBC (c) 1998 Midway Games.
- TECHNICAL -
Midway Vegas hardware
Main CPU : R5000 (@ 200 Mhz), ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 49-way Joystick
Buttons : 3
- SERIES -
1. NBA Jam (1993)
2. NBA Jam Tournament Edition (1994)
3. NBA Hangtime (1996)
4. NBA Maximum Hangtime (1996)
5. NBA Jam Extreme (1996)
6. NBA Showtime - NBA on NBC (1999)
- PORTS -
* Consoles :
Nintendo 64 (1999)
Sony PlayStation (1999)
Sega Dreamcast (1999)
Nintendo Game Boy Color (1999)
$end
$info=nbanfl,
$Edit this entry at Arcade-History.com
$bio
NBA Showtime / NFL Blitz 2000 (c) 1999 Midway Games.
- TECHNICAL -
Midway Vegas hardware
Main CPU : R5000 (@ 200 Mhz), ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way Joystick
Buttons : 3
$end
$info=nss_ncaa,
$Edit this entry at Arcade-History.com
$bio
NCAA Basketball (c) 1992 HAL America / Nintendo.
A college basketball game. Compete in exhibition games or take part in a season and guide your team through March Madness and lead them into the Final Four.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Developed by Sculptured Software.
Some teams are missing because rights could not be secured.
$end
$info=nebulray,nebulryj,
$Edit this entry at Arcade-History.com
$bio
Nebulasray (c) 1994 Namco.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : NR
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Nebulasray : Namco Game Sound Express Vol.13 - VICL-15027) on 21/07/1994.
- STAFF -
Planners : M. Kimoto, Y. Yamamura
Programmers : Jin? Tsukka, H.R.M.
Chief designer : H. Kuwabara
Visual designers : Kim, Z=Bouya, H.Onishi, H-Daio, G-Nas.Y, Harurou
Graphic designer : I.T.O. Inc
Music composers : Masahiro Fukuzawa (Charly), Takayuki Ishikawa
$end
$info=neckneck,
$Edit this entry at Arcade-History.com
$bio
Neck-n-Neck (c) 1992 Bundra Games / Incredible Technologies.
A horse racing game. Choose from one of 6 horses and press your button to jump over fences to win the race.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 6
- TRIVIA -
Released in December 1992.
- STAFF -
Producers : Buns Bob, Rocket Man
Director : Elaine Ditton
Programmed by : Jane Zeto, Robert Fuentes Jr.
Graphics by : Brian Wicks, Scott Morrison
Sound by : David Thiel
$end
$info=ngpgal,
$Edit this entry at Arcade-History.com
$bio
Nekketsu Grand-Prix Gal (c) 07/1991 Nichibutsu.
A mahjong game with a race car theme.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Hot-blooded Grand-Prix Gal'.
$end
$info=kuniokun,kuniokub,
$Edit this entry at Arcade-History.com
$bio
Nekketsu Kouha Kunio-Kun (c) 1986 Technos.
One of the original beat-'em-ups! Kunio and Riki tear through rival gangs to save their girlfriends!
- TECHNICAL -
Game ID : TA-0018
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6809 (@ 1.5 Mhz)
Sound Chips : YM3526 (@ 3 Mhz), Custom (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Hot-blooded Tough Elements Kunio-kun'.
This game is known outside Japan as "Renegade".
Kunio the main character was originally the hero of 'river city ransom' manga. His name, Kunio, comes from the director of Technos who is named Kunio Taki. Kunio also appears in the Super Dodge Ball series.
Apollon Music released a limited-edition soundtrack album (Cassette format) for this game (Nekketsu Kouha-kun Sound Story) on 05/1987.
- SERIES -
1. Nekketsu Kouha Kunio-Kun (1986)
2. Target Renegade (1988, Sinclair ZX Spectrum)
3. Renegade III - The final chapter (1989, Sinclair ZX Spectrum)
- PORTS -
* Consoles :
Sony Playstation 2 (2006, "Oretachi Game Center - Nekketsu Kouka Kunio-Kun")
$end
$info=nkdodgeb,nkdodge,
$Edit this entry at Arcade-History.com
$bio
Nekketsu Koukou Dodgeball-bu (c) 1987 Technos.
- TECHNICAL -
Game ID : TA-0022
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Hot-blooded High School Dodgeball Class'.
This game is known outside Japan as "Super Dodge Ball".
- SERIES -
1. Nekketsu Koukou Dodgeball-bu (1987)
2. Kunio no Nekketsu Toukyuu Densetsu (1996)
3. Super Dodge Ball Advance (2001, Nintendo Game Boy Advance)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
NEC PC-Engine (1990)
Sony Playstation 2 (2006, "Oretachi Game Center - Nekketsu Koukou Dodge Ball Bu")
* Computers :
Sharp X68000 (Year unknown)
$end
$info=nmsengen,
$Edit this entry at Arcade-History.com
$bio
Nekketsu Mahjong Sengen! AFTER 5 (c) 1991 Video System.
When the girls get off work, they get ready to play strip mahjong!
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Hot-blooded Mahjong Announcement! - After 5'.
$end
$info=nemesis,nemesuk,
$Edit this entry at Arcade-History.com
$bio
Nemesis (c) 10/1985 Konami.
A superb and demanding shoot'em up that shares - along with Irem's "R-Type" - the destinction of being a true innovator of its genre and, again like R-Type, completely revolutionized the humble shoot-em-up.
Nemesis' eye-catching graphics guaranteed gamer interest but it was the game's genius ''weapon upgrade'' system that really made the difference. Never before could players actually CHOSE how to upgrade their ship. Destroying waves of enemies would often see the player reward with an 'orb' that could be picked up. The player could collect up to six orbs and could effectively 'buy' an upgrade from the six displayed at the bottom of the play area (speed-up, bombs, double, laser, multiple - which are orbs that follow the player's movements and add greater firepower - and a mystery 6th upgrade that is marked with an '?'). Game difficulty increases depending on how many power-ups the player has, so it is sometimes advantageous to NOT power-up your ship too much.
- TECHNICAL -
Game ID : GX400
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Europe as "Gradius".
First shoot-em-up with serious power-ups.
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 27/06/1986.
Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Gradius - KHY1016) on 05/05/1987.
Interesting note : Several Konami arcade games ("Gradius", "Parodius Da! - Shinwa kara Owarai e", "Salamander", etc...) have the default high score set at 57300. '573' refers to Go-Na-Mi kana letters, a play of word for 'Konami'.
Bandai released a boardgame (in Japan only) based on this videogame (as "Gradius") in 1986 : The board is split into 8 sections, each with its own rules. The things that remain the same are that each uses a square-grid for movement, and you can power up your ship by getting the capsules.
- TIPS AND TRICKS -
* Plan your power ups well : When starting/restarting the game, the regular shot being your only method of attack could be very tough. But that doesn't mean increasing your firepower by equipping MULTIPLE very first is good because you cannot move around quickly. You will end up being hit. Therefore, first power up your speed once or twice so you can move faster.
* DOUBLE and its problems : With DOUBLE, you can shoot in front of you and diagonally. However, since you cannot fire rapidly, it is not a weapon easy to use. Equip at least 2 MULTIPLE before equipping DOUBLE.
* Make good use of the LASER : Hitting enemies above and below you with the LASER is rather easy. You don't have to go for a direct hit. Make it fly near the enemy for a slight touch.
* MISSILE movement : The MISSILE moves along the ground. If there is something sticking out of the ground, the MISSILE stops there. Keep an eye on the landscape.
* Take control of the MULTIPLE : The MULTIPLE follow the path of VIC VIPER. Take advantage of this feature and attack enemies that VIC VIPER cannot reach. Use formations to wipe out th enemy!
Also, the faster VIC VIPER is, the more widely spread the MULTIPLE are from each other. Take advantage of this feature as well.
* Renewing the BARRIER : The BARRIER wears out not only by making contact with the enemy and enemy shots. It does so by touching the landscape. Make use of this trait and make the BARRIER touch enemies or the landscape to wear it down and get rid of it. Then equip a new BARRIER.
* Come up with a conquering pattern : This game is a shooter that gives you a lot of freedom in terms of how you can conquer levels. Learn the tips, remember the appearance patterns of the enemy, and come up with your own way of conquering the game.
- SERIES -
1. Nemesis (1985)
2. Lifeforce (1986)
3. Gradius 2 (1987, MSX)
4. Vulcan Venture (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III (1989)
7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)
8. Nemesis '90 Kai (1993, Sharp X68000)
9. Salamander 2 (1996)
10. Solar Assault - Gradius (1997)
11. Solar Assault - Revisited (1997)
12. Gradius Gaiden (1997, Sony PlayStation)
13. Gradius IV - Fukkatsu (1999)
14. Gradius Generation (2002, Nintendo Game Boy Advance)
15. Gradius V (2003, Sony PlayStation 2)
- STAFF -
Music by : Miki Higashino
- PORTS -
* Consoles :
Nintendo Game Boy (1990)
* Computers :
MSX (1986)
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)
$end
$info=nemo,nemoj,
$Edit this entry at Arcade-History.com
$bio
Nemo (c) 11/1990 Capcom.
One night, as Nemo sleeps, he is visited in a dream by the King of Slumberland, who invites Nemo to come and play with the King's daughter, the Princess. Nemo finds himself unable to find the Princess however, so he and 'Flip', a strange companion who also turns up in the dream, decide to explore Slumberland and find the king.
Nemo is a colourful and abstract platform shoot-em-up set in the dream world of Slumberland, a surreal world in which childrens' toys are running amok and must be destroyed. Nemo is armed with a magical staff that emits a burst of magic to destroy the many enemies, some of which require multiple hits. A number of power-ups also appear at regular intervals to aid Nemo in his quest through seven tough stages.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 13
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Little Nemo in Slumberland was the original comicstrip from Winsor Mc Kay published in the New York Herald in 1904. He also made the first movie animation around 1910's. Tokyo Movie Shinsha (TMS) in 1990 got the rights to make an animated movie based in the comicstrip, later they gave the rights to Capcom to make the Arcade games.
The second player in Nemo, Flip, appears in the music video of Tom Petty's 'Running down a Dream'.
- TIPS AND TRICKS -
*New Final Scenes : if you beat the game in one credit, you get special bonus scenes at the end. These parody two other Capcom classics, "Ghouls'n Ghosts" and "Final Fight".
- STAFF -
Planners : Noritaka Funamizu (Poo), Popo P, Chin
Chief object designer : Nemotani
Object designers : Hiramacho, Mizuho, Popo P, Chin
Chief scroll designer : Tanupooh
Scroll designers : Oyuu, Konomi (Powerful Konomi), Taiyaki
Chief programmer : CBX
Programmers : Cherry, Wakio
Sound composer : Shimopii
Character supporters : Popo P, Noritaka Funamizu (Poo), CBX
Character coordinator : Nemotani
Character effecter : Chin
Editors : Noritaka Funamizu (Poo), Popo P, Chin, CBX
Director : Yoshiki Okamoto
$end
$info=neobombe,
$Edit this entry at Arcade-History.com
$bio
Neo Bomber Man (c) 05/1997 Hudson Soft.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0093
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
=> [A] Bomb set/Kick bomb/Throw bomb
- TRIVIA -
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
- SERIES -
1. Bomber Man (1987, Nintendo Famicom)
2. Bomber Man (1991)
3. Bomber Man World (1992)
4. Bomber Man II (1992, Nintendo Famicom)
5. Bomber Man '93 (1992, NEC PC-Engine)
6. Hi-Ten Bomberman (1993, Custom Hardware - High Definition System)
7. Super Bomber Man (1993, Nintendo Super Famicom)
8. Bomber Man '94 (1994, NEC PC-Engine)
9. Super Bomber Man 2 (1994, Nintendo Super Famicom)
10. Super Bomber Man 3 (1995, Nintendo Super Famicom)
11. Super Bomber Man 4 (1996, Nintendo Super Famicom)
12. Neo Bomber Man (1997)
13. Super Bomber Man 5 (1997, Nintendo Super Famicom)
14. Bomber Man Online (2001, Sega Dreamcast)
15. Bomber Man DS (2005, Nintendo DS)
16. Bomberman Live (2007, Microsoft XBOX 360 "Xbox Live Arcade")
$end
$info=neodrift,
$Edit this entry at Arcade-History.com
$bio
Neo Drift Out - New Technology (c) 03/1996 Visco.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0213
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Accelerator [B] Brake
- SERIES -
1. Drift Out (1991)
2. Drift Out '94 - The Hard Order (1994)
3. Super Drift Out - World Rally Championships (1994, Nintendo Super Famicom)
3. Neo Drift Out - New Technology (1996)
- STAFF -
Executive producer : Tetsuo Akiyama
Producer : Don Gabacho
Code : Y. Nakayama, N. Sawa, Hagi. Saito, M. Honma, C. Ohmori
Gfx : T. Nakahata, M. Shimura, M. Hasegawa
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
$end
$info=neomrdo,
$Edit this entry at Arcade-History.com
$bio
Neo Mr. Do! (c) 1996 Visco.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0207
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
=> [A] Attack enemy
- TRIVIA -
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
- SERIES -
1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Do! Run Run (1984)
5. Neo Mr. Do! (1996)
$end
$info=turfmast,
$Edit this entry at Arcade-History.com
$bio
Neo Turf Masters (c) 01/1996 Nazca.
An absolutely superb arcade golf game in which one or two players choose from a selection of six different golfers, each possessing different strengths and weaknesses. Four eighteen-hole golf courses are available: Germany, Japan, Australia and U.S.A. The two game modes on offer are one-player stroke play against the CPU, or stroke or match-play against a second player.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0200
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Power then Height and shot, [B] Hook, [C] Slice
- TRIVIA -
This game is known in Japan as "Big Tournament Golf".
This is the first Nazca game written for the Neo-Geo MVS. Nazca was formed by Irem ex members, which is the reason why Neo Turf Masters adopts many of the graphic and gameplay aspects of Irem's "Major Title" series.
- TIPS AND TRICKS -
* Here are the different golfers we can select with their country and their statistics:
Young Hero (USA) : Driving 3 - Accuracy 3 - Skill 3 - Recovery 3 - Putting 3
Technician (United Kingdom) : Driving 2 - Accuracy 4 - Skill 5 - Recovery 4 - Putting 3
Veteran (Australia) : Driving 1 - Accuracy 2 - Skill 4 - Recovery 5 - Putting 2
Shot Maker (Germany) : Driving 4 - Accuracy 5 - Skill 2 - Recovery 2 - Putting 4
Power Golfer (Brazil) : Driving 5 - Accuracy 1 - Skill 1 - Recovery 1 - Putting 1
Putt Master (Japan) : Driving 3 - Accuracy 2 - Skill 4 - Recovery 2 - Putting 5
* Sometimes contests appear during a circuit :
1) The closest to the pin contest : you have to hit the ball as close as possible to the hole in one hit. If the ball gets closer to the pin than the previous record, you will earn a bonus hole.
2) The longest driving contest : you have to shoot the ball as far as possible in one hit. If you exceed the previous record, you will earn a bonus hole.
* The order from the best to the worst performance is :
Albatros (3 hits less than for a Par)
Eagle (2 hits less than for a Par)
Birdie (1 hit less than for a Par)
Par (the average level)
Bogey (1 hit more than for a Par)
Double Bogey (2 hits more than for a Par)
Triple Bogey (3 hits more than for a Par)
If you miss the attempt to make a Triple Bogey, you will have to give up the hole and will suffer an additional penalty.
If the ball arrives out of bound or in the water, you will be penalized one stroke.
- SERIES -
1. Neo Turf Masters (1996)
2. Neo Turf Masters (1999, SNK Neo-Geo Pocket Color)
- STAFF -
Big boss : Y. Kohdoh
Boss : Takashi Nishiyama
System engineer : Middle
Chief designer : Kinte
Designer : Kon. Kitakichine, Kozo, Ken Kui, Jyun Y., Ozi
Music director : Hiya
S.E. coordinator : Jin jin
Voice : Yoshimi & Steve
Chief programmer : Mr N.
Programmer : H. Yamada, Zen, Hirokun, Kohkishi
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
$end
$info=neocup98,
$Edit this entry at Arcade-History.com
$bio
NeoGeo Cup '98 - The Road to the Victory (c) 05/1998 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0244
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Rough play/Tackle, [C] Action player shift
- TRIVIA -
NeoGeo Cup '98 is actually a hack of "Super Sidekicks 3" made by SNK themselves. His subtitle is a homage for "Fatal Fury 3 - Road to the Final Victory"
A serious bug : Using a USA bios rom if you insert a coin on the 'winners dont use drugs' screen on a single slot the games will use the neogeo bios s1 tileset rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the mainboard z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after gameover, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.
- TIPS AND TRICKS -
* View The Name List : At title screen hold A+B+C and press Start to begin.
* Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an unusual combination like attack & defense. Here are the 16 teams that have 3 strengths : Croatia, Nigeria, Italy, France, Holland, Brazil, Argentina, England, Germany, Spain, Denmark, Colombia, Mexico, Romania, Portugal, Yugoslavia
- SERIES -
1. Super Sidekicks (1992)
2. Super Sidekicks 2 - The World Championship (1994)
3. Super Sidekicks 3 - The Next Glory (1995)
4. The Ultimate 11 - Snk Football Championship (1996)
5. NeoGeo Cup '98 - The Road to the Victory (1998)
6. NeoGeo Cup '98 Plus Color (1999, SNK Neo-Geo Pocket Color)
- STAFF -
President : Eikichi Kawasaki
Director : H. Kawano
Planners : SNK R&D Center, Fighting Shooter
Chief programmer : Uzumasa SeVEN
Main programmers : EJ2OWRX, Yuritaro
Programmer : Toppo George
Sound : Ackey, Pearl Shibakichi
Designers : Kanitoru, Performaru, Shio Shio Shio(c), Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline
Models : Tom Powell, Bug Stoper, H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George. Y, Tom Karji, J. Miki, GC8-WRX, Jichoh Ninomiya
$end
$info=ntopstar,
$Edit this entry at Arcade-History.com
$bio
Nerae! Top Star - Geinoukai Survival Mahjong (c) 03/1990 Nichibutsu.
Mahjong. Attack of the repetetive hyper Japanese girl face!
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Aim High! Top Star - Show Business World Survival Mahjong'.
$end
$info=nratechu,
$Edit this entry at Arcade-History.com
$bio
Neratte Chu (c) 1996 Seta.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=netwars,
$Edit this entry at Arcade-History.com
$bio
Net Wars (c) 1983 Orca.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Esco Trading.
$end
$info=nettoqc,
$Edit this entry at Arcade-History.com
$bio
Nettoh Quiz Champion (c) 1995 Nakanihon.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Fierce Answering Quiz Champion'.
$end
$info=quiztou,
$Edit this entry at Arcade-History.com
$bio
Nettou! Gekitou! Quiztou!! (c) 1993 Namco.
- TECHNICAL -
Namco System NA-2 hardware
Game ID : QT
Main CPU : 68000 (@ 12.52825 Mhz)
Sound Chips : Namco (@ 32 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Hot Fighting! Fierce Fighting! Quiz Island!!'
$end
$info=newapunk,
$Edit this entry at Arcade-History.com
$bio
New Atomic Punk - Global Quest (c) 1992 Irem.
After King Bomber was defeated in the last game, he tried to reform himself but being a bad guy seems to be more fun, so he now has taken over the United Nations' building as the first step to take over the world. Only Bomber Man and company can save us from this world threat! Features cute graphics & sound, as well as the same addicting control that made the first a classic. A party game if there ever was one, grab 4 friends and have a blast!!! :)
- TECHNICAL -
Irem M-97 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside US as "Bomber Man World".
A Bootleg of this game is known as "Bomber Lord".
- UPDATES -
This US version is slightly different, it has a "Winners Don't Use Drugs" screen AND a "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Bomber Man (1987, Nintendo Famicom)
2. Atomic Punk (1991)
3. New Atomic Punk - Global Quest (1992)
4. Bomber Man II (1992, Nintendo Famicom)
5. Bomber Man '93 (1992, NEC PC-Engine)
6. Super Bomber Man (1993, Nintendo Super Famicom)
7. Bomber Man '94 (1994, NEC PC-Engine)
8. Super Bomber Man 2 (1994, Nintendo Super Famicom)
9. Super Bomber Man 3 (1995, Nintendo Super Famicom)
10. Super Bomber Man 4 (1996, Nintendo Super Famicom)
11. Neo Bomber Man (1997)
12. Super Bomber Man 5 (1997, Nintendo Super Famicom)
13. Bomber Man Online (2001, Sega Dreamcast)
- STAFF -
Sound composer : Miyako Omori
$end
$info=newfant,
$Edit this entry at Arcade-History.com
$bio
New Fantasia (c) 1995 Comad & New Japan System.
An adult variation - one of several released by the company - of the 1981 Taito classic, "Qix" (and, latterly, "Gal Panic" from Kaneko), in which players must 'colour in' sections of the background in order to reveal a digitized picture of a naked woman in an erotic pose. Like "Qix" and its sequels, Fantasia's levels are populated with a number of enemies who must be avoided or destroyed. As well as the enemies, players are also fighting against a tight time limit.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game was noted RC (refused classification) in Australia on August 9th 1996, after being submitted by the Victorian Police.
The celebrity portraits :
Arnold Schwarzenegger (The Terminator)
Uncle Fester
Robin Williams (Toys)
Peter Weller (Robocop)
Yasser Arafat
Saddam Hussein
- SERIES -
1. Fantasia (1994)
2. New Fantasia (1995)
3. Fantasia II (1997)
$end
$info=nhidctch,
$Edit this entry at Arcade-History.com
$bio
New Hidden Catch (c) 1999 Eolith.
- TECHNICAL -
Eolith 32 bits hardware: Gradation 2D system
Main CPU : Hyperstone E1-32N @ 45 or 50 MHz
Sound:
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes.
- TDA1519A (Philips) Stereo Power AMP
Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz
Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM
- SERIES -
1. Hidden Catch (1998)
2. New Hidden Catch (1999)
3. Hidden Catch 2 (1999)
4. Hidden Catch 3 (2000)
- STAFF -
Main Producer : Jeon Tae Young
Sub Producer : Jeon Ju Young
Director : Hong Guang Pyo
Graphic : Kim Dae Hoon, You Hee Jung, Park Ji Young
Sound and Music : Moon Sung Ill
Program : Choi Hyun Jung
Special Thanks : Park Tae Young, Sin Woo Kyun, Lee Sang Hyun, Choi Jong Ho
$end
$info=newpuckx,
$Edit this entry at Arcade-History.com
$bio
New Puck X (c) 1980 Deluxe.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Puckman". It features a different maze with more exits along the sides. It also changes the point values of certain elements :
* The dots are worth 20 points each instead of 10.
* The energizers are worth 80 points each instead of 50.
* The prizes start at 500 points for the cherry and work their way up to 5000 from there.
- SCORING -
Dots : 20 points
Energizers : 80 points
Monsters : 200, 400, 800, 1,600 points
Cherry : 500 points
Strawberry : 700 points
Orange : 1,000 points
Apple : 2,000 points
Pineapple : 3,000 points
Galaxian : 5,000 points
Bell : 5,000 points
Key : 5,000 points
$end
$info=nrallyx,
$Edit this entry at Arcade-History.com
$bio
New Rally-X (c) 1981 Namco.
In New Rally-X, the player drives a car around a maze picking up all of the yellow flags, of which there are 10, before the car's fuel runs out. The game-play has a similar feel to another Namco legend, "Pac-Man"; although in New Rally X's mazes are much larger and, with each maze having only 10 flags to collect, is more sparsely populated than Namco's pill-eating legend.
In-game opponents consist of red enemy cars that try to ram into and destroy the player's car, a problem compounded by the fact that enemy cars are faster than the player's. A smoke screen can be activated which trails behind the player's car and causes any pursuing enemies to crash. Each maze also has rock formations which, if crashed into, will result in the loss of a player car. A radar display to the right hand side of the playing area shows the positions of both the flags and the enemy vehicles.
New Rally X is an update of the 1980 release, "Rally-X". The sequel has slightly different graphics to the original game, and has more forgiving gameplay.lol :)
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG and discrete circuitry for the crash sound.
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1 (SMOKE SCREEN)
- TRIVIA -
Released in February 1981.
- SCORING -
Collecting a flag : 100 points x the flag collected up to a maximum of 1,000 points.
Special Flag : Doubles points for all flags collected. If collected first, the last flag is worth 2,000 points.
Lucky Flag : Bonus points x Remaining Fuel.
End of screen bonus : Points for remaining fuel.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : Up(x2), Down(x7), Right, Left(x6).
3) '(c) NAMCO LTD. 1980' will be added at the bottom of the screen.
- SERIES -
1. Rally-X (1980)
2. New Rally-X (1981)
- STAFF -
Music by : Nobuyuki Ohnogi
- PORTS -
* Consoles :
Sony PlayStation (1995, "Namco Museum Vol.1")
Sony PSP (2005, "Ridge Racers") : You can play the game while the main game loads or select it as a mini-game.
Sony PSP (2005, "Namco Museum Battle Collection") : a brand new 'Arrangement' version unique to this port is also featured.
* Computers :
PC [MS Windows, CD-ROM] (1997, Namco History Vol.2")
* Others :
Arcade (1996, "Namco Classics Collection Vol.2")
Ms. Pac-Man TV Game Wireless Version (2005 - Jakk's Pacific)
$end
$info=newsin7,
$Edit this entry at Arcade-History.com
$bio
New Sinbad 7 (c) 1983 Artic Electronics (ATW).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=newtangl,
$Edit this entry at Arcade-History.com
$bio
New Tropical Angel (c) 1983 Irem.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz), M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Palette colors : 272
Players : 2
Buttons : 2
$end
$info=nyny,nynyg,
$Edit this entry at Arcade-History.com
$bio
New York New York (c) 1980 Sigma Enterprises.
- TECHNICAL -
Main CPU : M6809 (@ 1.4 Mhz), (2x) M6802 (@ 1 Mhz)
Sound Chips : (3x) AY8910 (@ 1 Mhz), (2x) DAC
Screen orientation : Vertical
Video resolution : 248 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in December 1980.
Licensed to Gottlieb for US manufacture and distribution (January 1981).
This game is known in Japan as "Waga Seishun no Arcadia".
- UPDATES -
Differences between 'NY, NY' and 'Arcadia' :
* In the background of 'NY, NY' is the Statue of Liberty, surrounded by blue buildings.
* In 'Arcadia', the Statue has been replaced by Captain Harlock (who is still the same color as the Statue of Liberty for some reason) and there is a blue nebula instead of blue buildings. Also, the words 'New York' have been replaced by 'Arcadia' in the demo.
* Besides the picture of Harlock in the background, nothing else in the 'Arcadia' game really has any relationship with the movie at all.
* 'NY, NY' came first and was then slightly modified to cash in on the 'Arcadia' movie. There are also no additional copyright notices, as there would normally be in a game based on a movie (So perhaps it wasn't even officially licensed).
* Another odd thing is that in Arcadia it really doesn't make a lot of sense to have a giant cyan Capt. Harlock floating around in space in the background.
* Whereas in NY, NY it actually makes sense for the Statue of Liberty to be in the background.
$end
$info=nzerotea,
$Edit this entry at Arcade-History.com
$bio
New Zero Team (c) 1993 Seibu Kaihatsu.
- TECHNICAL -
Main CPU : V30 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Zero Team (1993)
2. New Zero Team (1993)
$end
$info=pacheart,
$Edit this entry at Arcade-History.com
$bio
Newpuc1 (c) 1981 Unibox.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way Joystick
Buttons : 1
- TRIVIA -
This game is a French hack of "Pac-man".
$end
$info=newpuc2,newpuc2b,
$Edit this entry at Arcade-History.com
$bio
Newpuc2 (c) 1980 Kamiya.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Puckman".
- UPDATES -
Newpuc2 has :
* Intermissions from the original "Puckman" between each maze
* A 'slot machine' every 3 mazes which determines which type of maze (invisible/visible) will come up next.
* The dots are worth 20 points, energizers 80.
* The bonus fruit start at 1000 points for the cherry and work their way up to 5000 from there.
* The monsters are worth 200, 400, 800 and 8000 points when eaten in succession.
* There are two maze variants : The first is a visible blue maze with five exits on each side and a modified maze layout from the original "Puckman". The second maze is invisible except for the borders and the dots, but has a slightly different layout than the visible maze and has only three exits on each side.
* When an energizer is eaten, the ghosts turn into different looking monsters.
* Instead of 'GAME OVER', it says 'MADE BY KAMIYA'.
- SCORING -
Dots : 20 points.
Energizers : 80 points.
Monsters : 200, 400, 800, 8,000 points.
Cherry : 1,000 points.
Strawberry : 2,000 points.
Orange : 3,000 points.
Apple : 5,000 points.
Pineapple : 5,000 points.
Galaxian : 5,000 points.
Bell : 5,000 points.
Key : 5,000 point.
$end
$info=news,newsa,
$Edit this entry at Arcade-History.com
$bio
News (c) 1993 Poby / Virus.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2
- STAFF -
Programmed by : Kwang-Ho Cho
$end
$info=blitz,blitz11,
$Edit this entry at Arcade-History.com
$bio
NFL Blitz (c) 1997 Midway Games.
- TECHNICAL -
Midway Seattle hardware
Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
A NFL Blitz machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* TMU Codes : At the 'Tonights Match-Up' screen, enter the following code (hit numbers on Turbo-Jump-Pass-Joystick)...
Show More Field - 0-2-1-Right
Big Head - 2-0-0-Right
Team Big Heads - 2-0-3-Right
Team Big Players - 1-4-1-Right
Team Tiny Players - 3-1-0-Right
Big Football - 0-5-0-Right
Hide Receiver Name - 1-0-2-Right
Fog On - 0-3-0-Down
No CPU Assistance - 0-1-2-Down
No Random Fumbles - 4-2-3-Down
Smart CPU Opponent - 3-1-4-Down
Show Field Goal % - 0-0-1-Down
Tournament Mode - 1-1-1-Down
Thick Fog On - 0-4-1-Down
Power Up Offense - 3-1-2-Up
Power Up Defense - 4-2-1-Up
Power Up Teammates - 2-3-3-Up
Super Blitzing - 0-4-5-Up
Infinite Turbo - 5-1-4-Up
No Punting - 1-5-1-Up
No Interceptions - 3-4-4-Up
No First Downs - 2-1-0-Up
Huge Head - 0-4-0-Up
No Play Selection - 1-1-5-Left
Fast Passes - 2-5-0-Left
Fast Turbo Running - 0-3-2-Left
Power Up Speed - 4-0-4-Left
Power Up Blockers - 3-1-2-Left
Allow Stepping OB - 2-1-1-Left
Super Field Goals - 1-2-3-Left
Ground Fog - 2-3-2-Down
Invisible Quarterbacks - 3-4-2-Left
* Secret Characters : Enter the name and PIN nunber as stated to recieve the corresponding character.
You should hear the announcer say, 'Lights out Baby!' if you did it right.
Mark Turmell - Turmell / 0322
Sal Divita - SAL / 0201
Jason Skiles - JASON / 3141
Jennifer Hedrick - JENIFR / 3333
Dan Thompson - DANIEL / 0604
Jeff Johnson - JAPPLE / 6660
John Root - ROOT / 6000
Luis Mangubat - LUIS / 3333
Mike Lynch - MIKE / 3333
Jim Gentile - GENTIL / 1111
Dan Forden - FORDEN / 1111
??? - VAN / 1234
Headless Guy - CARLTN / 1111
Skull - SKULL / 1111
Brain - BRAIN / 1111
Demon (Shinok from Mortal Kombat) - SHINOK / 8337
Raiden (from Mortal Kombat) - RAIDEN / 3691
* Extra Blocker On Defense : Hike the ball with all three buttons.
* Onside Kick : After scoring, hold all three buttons.
* Secret Plays : While selecting your plays, press Up(x4) and your cursor will disappear.
- SERIES -
1. NFL Blitz (1997)
2. NFL Blitz '99 (1998)
3. NFL Blitz 2000 (1999)
4. NFL Blitz 2001 (2000, Nintendo 64)
5. NFL Blitz 2002 (2002, Nintendo Game Cube)
6. NFL Blitz 2003 (2002, Nintendo Game Cube)
7. NFL Blitz Pro (2003, Nintendo Game Cube)
- STAFF -
Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli
- PORTS -
* Consoles :
Nintendo 64 (1998)
Sony PlayStation (1998)
Nintendo Game Boy Color (1998)
* Computers :
PC [MS Windows] (1998)
$end
$info=blitz99,
$Edit this entry at Arcade-History.com
$bio
NFL Blitz '99 (c) 1998 Midway Games.
- TECHNICAL -
Midway Seattle hardware
Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* Secret Characters :
John Carlton - CARLTN / 1111
Dan Thompson - DANIEL / 0604
Dan Forden - FORDEN / 1111
Jim Gentile - GENTIL / 1111
Brian LeBaron - GRINCH / 0222
Jeff Johnson - JAPPLE / 6660
Jason Skiles - JASON / 3141
Jennifer Hedrick - JENIFR / 3333
Luis Mangubat - LUIS / 3333
Mike Lynch - MIKE / 3333
Paulo Garcia - PAULO / 0517
John Root - ROOT / 6000
Sal Divita - SAL / 0201
Mark Turmell - TURMEL / 0322
Raiden - RAIDEN / 3691
Shinnok - SHINOK / 8337
Brain - BRAIN / 1111
Skull - SKULL / 1111
Thug - THUG / 1111
* TMU Codes : At the 'Tonights Match-Up' screen, enter the following code (hit numbers on Turbo-Jump-Pass-Joystick)...
Show Field Goal - 0-0-1-Down
Show More Field - 0-2-1-Right
No CPU Assistance - 0-1-2-Down
No Interceptions - 3-4-4-Up
Smart CPU Opponent - 3-1-4-Down
Fog ON - 0-3-0-Down
Thick Fog ON - 0-4-1-Down
Fast Turbo Running - 0-3-2-Left
Huge Head - 0-4-0-Up
Big Head - 2-0-0-Right
Super Blitzing - 0-4-5-Up
Big Football - 0-5-0-Right
Hide Receiver Name - 1-0-2-Right
Tournament Mode - 1-1-1-Down
No Play Selection - 1-1-5-Left
Super Field Goals - 1-2-3-Left
Team Big Players - 1-4-1-Right
Team Big Heads - 2-0-3-Right
Team Tiny Players - 3-1-0-Right
No Punting - 1-5-1-Up
No First Downs - 2-1-0-Up
Allow Stepping OB - 2-1-1-Left
Always QB - 2-2-2-Left
Always Human Receiver - 2-2-2-Right
Cancel always QB/Receiver - 3-3-3-Up
Powerup Teamates - 2-3-3-Up
Powerup Blockers - 3-1-2-Left
Powerup Speed - 4-0-4-Left
Powerup Defense - 4-2-1-Up
Fast Passes - 2-5-0-Left
Open Secret Plays - 3-3-3-Down
Super Passing - 4-2-3-Right
No Random Fumbles - 4-2-3-Down
Infinite Turbo - 5-1-4-Up
Extra Options - 3-3-3-Left
- SERIES -
1. NFL Blitz (1997)
2. NFL Blitz '99 (1998)
3. NFL Blitz 2000 (1999)
4. NFL Blitz 2001 (2000, Nintendo 64)
5. NFL Blitz 2002 (2002, Nintendo Game Cube)
6. NFL Blitz 2003 (2002, Nintendo Game Cube)
7. NFL Blitz Pro (2003, Nintendo Game Cube)
- STAFF -
Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli
Cinematics / Game intro - Creative Media : Chris skrundz (editor), Jim Tianis (Producer) , Tim Moran (special effects)
- PORTS -
* Consoles :
Nintendo Game Boy Color (1999)
$end
$info=blitz2k,
$Edit this entry at Arcade-History.com
$bio
NFL Blitz 2000 (c) 1999 Midway Games.
- TECHNICAL -
Midway Seattle hardware
Main CPU : R5000 (@ 150 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The name of the beautifull cheerleaders are Marci, Brooke, Paige, Kathleen, Gretchen and Jennifer.
- SERIES -
1. NFL Blitz (1997)
2. NFL Blitz '99 (1998)
3. NFL Blitz 2000 (1999)
4. NFL Blitz 2001 (2000, Nintendo 64)
5. NFL Blitz 2002 (2002, Nintendo Game Cube)
6. NFL Blitz 2003 (2002, Nintendo Game Cube)
7. NFL Blitz Pro (2003, Nintendo Game Cube)
- STAFF -
Staff : Sal Divita, Luis Mangubat, John Root, Jennifer Hedrick, Jim Gentile, Dan Forden, Mark Turmell, Jason Skiles, Daniel Thompson, Mike Lynch, Jeff Johnson, Mark Guidarelli
Cinematics / Game intro - Creative Media : Chris skrundz (editor), Jim Tianis (Producer), Tim Moran (3-D animation and special effects)
- PORTS -
* Consoles :
Nintendo 64 (1999)
Sega Dreamcast (1999)
Sony PlayStation (1999)
Nintendo Game Boy Color (1999)
$end
$info=nflfoot,
$Edit this entry at Arcade-History.com
$bio
NFL Football (c) 1983 Bally Midway.
This game used live footage from a Raiders / Chargers football game. After the coin toss, you would select your play from the playbook. Once both the offense and defense selected their plays, the videodisc would take over and show scenes from the game to match the plays that were chosen. There was a similar laser disc version of this game that was created for the Halcyon System.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz), Z80 (@ 2 Mhz), M6802 (@ 895 Khz), Z80 (@ 3.6864 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), TMS5220 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Buttons : 7
- TRIVIA -
This game uses a CED videodisc (not a laser disc).
$end
$info=hardyard,hardyd10,
$Edit this entry at Arcade-History.com
$bio
NFL Hard Yardage (c) 10/1993 Strata / Incredible Technologies.
Four player football game featuring great digitized graphics and awesome TV-like exciters.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is an official licensed product of the NFL (National Football League). It features the voice of the chicago bears Wayne Larrivee.
- UPDATES -
Revision 1 :
* Software version : 1.00.
Revision 2 :
* Software version. 1.20.
$end
$info=nibbler,nibblera,nibblerb,nibblero,
$Edit this entry at Arcade-History.com
$bio
Nibbler (c) 12/1982 Rock-ola.
A maze game where you control Nibbler the snake to eat food around the maze. With each food you eat, Nibbler gets bigger. Complete each level by eating all the food on the screen. You lose a life if Nibbler hits his own body.
- TECHNICAL -
Main CPU : M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), SN76477 (@ 930 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
- TRIVIA -
This is the first game to support a billion point score.
Rock-ola offered a free Nibbler machine to the first player to turn the game over by scoring a billion points. The early favorite was Tom Asaki, who came close but failed in attempts at Twin Galaxies arcade in Ottumwa IA (once when the joystick broke after he scored 793 million points). Tim McVey finally broke the billion-point barrier (he holds the official record for this game with 1,000,042,270 points) after six unsuccessful attempts (he passed out after one of them) and January 28 1984 was declared Tim McVey day in Ottumwa.
- SCORING -
Food Item : 10 points x level.
Time Bonus : 10 points per remaing on clock x level.
- TIPS AND TRICKS -
* Nibbler does pause for a split-second when it hits a corner, so use this pause to decide your next turn.
* Try to collect the items on the inside of the maze first, as you can use the outer edges to move relatively safely when Nibbler is longer.
- STAFF -
Designed and programmed by : Lonnie Ropp
- PORTS -
* Computers :
Amstrad CPC (1984)
Apple II
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=nitedrvr,
$Edit this entry at Arcade-History.com
$bio
Night Driver (c) 10/1976 Atari.
Night Driver is a simple two-dimensional driving game. Your perspective is from behind the wheel of the car as you drive down the highway. The object is to score points by getting as much distance as possible in the least amount of time. Those who are good enough can get bonus time for a specific amount of points. Beware, though, it will not be as easy as it seems.
- TECHNICAL -
From Dave Shepperd : "The game was designed to fit in an upright cabinet and it sold very well in that configuration. Later, our ID manager thought to fit it into the left over Atari Highway sitdown cabinets of which we may have had a few dozen or maybe a few hundred stuck in a warehouse somewhere. It also sold very well in that configuration. I understand kits were made to retro-fit Atari Highway cabinets already in the field and those sold well too".
Game ID : 006321
Main CPU : M6502 (@ 1.008 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2
Players : 1
Control : Steering wheel, gas pedal, gear shift (1-4)
- TRIVIA -
This game was first released by a small company named Micronetics and later picked up by Atari. Night Driver was the first 'first-person' driving game (only Atari's second sitdown, 'Hi-Way' was the first). 2100 units were produced.
After a nearly 50-year run, the mid-1970s video games like Night Driver spelled the end of the electro-mechanical arcade games (such as "Killer Shark" seen in the movie Jaws). Video games would spawn a nation-wide phenomenon which has gone on to this day.
Night Driver was one of many mid-1970's Atari games such as "Starship 1", "Sprint 2" and "Drag Race" which were often found at carnivals and bowling alleys. Kids would flock to these establishments just to get an opportunity to play the games rather than the primary source of entertainment they offered. When the 80's arrived, video games could be found everywhere including grocery stores and kids didn't have to go very far to play their favorite game.
From Dave Shepperd : "This was the second game I programmed while at Atari. I was given a piece of paper with a picture of a game cabinet that had a small portion of the screen visible. I don't recall if it was an actual flyer for the game or simply a Xerox of the front page of the flyer. I recall it being German or maybe I was just told it was a German game. I never saw the game play nor did I know what scoring was used on that game, only that there were a few little white squares showing. With that germ of an idea, out popped Nite Driver. I have fond memories of spending time watching the white lines in the street and fence posts whiz by my car as I drove to and from work trying to work out in my mind's eye what kind of math I can use to make little squares on a TV kind of do the same thing.".
A Night Driver unit appears in the 1978 movie 'Dawn of the Dead'.
- SCORING -
Scoring in this game is really simple. Your score is tied to distance traveled so obviously you want to cover the most amount of distance in the shortest period of time.
The game will start you off with either 100 or 125 seconds to get the required 350 points for extra time.
- TIPS AND TRICKS -
* When you start the game, you will have a choice of which track you want to drive on. Your choices are : Novice, Expert, and Pro. The track selected directly effects your points/distance ratio. Obviously, the harder the track the faster the points go up. Of course, the harder the track, the more twists, turns, and narrow sections you must deal with.
* Try to stay in the middle of the road as much as possible. Especially around curves since it is very easy to run into the fence posts.
* Learn how to use the gears and gas pedal with proficiency. This is better to let up on the gas or downshift on curves then trying to barrel through them at top speed. It takes a lot more time to get off a fence post then if you had just taken the curve slower.
* Your goal is to get the points necessary to get bonus time. Once you get proficient at one track, go to the next track. After a while, you will find that the Expert and Pro tracks are actually easier then the Novice track.
* Steering on this game is pretty easy although you need to watch out since the car does have a tendency to drift. Small corrections in the steering should keep that problem in check.
- STAFF -
Designed and programmed by : Dave Shepperd
- PORTS -
* Consoles :
Atari 2600 (1978)
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
Apple II
Commodore C64 (1982)
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
* Others :
Atari Paddle TV Game (2004 - Jakk's Pacific)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=nightlov,
$Edit this entry at Arcade-History.com
$bio
Night Love (c) 1986 Central Denshi.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
$end
$info=nslasher,nslashej,nslashes,
$Edit this entry at Arcade-History.com
$bio
Night Slashers (c) 1994 Data East.
A horror-themed brawler where three elite fighters, an American cyborg monster hunter, a European vampire hunter, and an Asian martial arts expert, must save humanity from an army of monsters, mutants, and the undead.
- TECHNICAL -
Game ID : MBH
Main CPU : ARM (@ 7.0805 Mhz), Z80 (@ 3.58 Mhz)
Sound Chips : YM2151 (@ 2.01375 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 3
Control : 8-way Joystick
Buttons : 3
- UPDATES -
In the Japanese version :
* The gore is uncensored (red blood instead of green).
* At the end of a melee attack, Christopher holds out a cross instead of a crystal ball.
* The Go arrow flips over to read 'To Hell!' in blood.
* Extra pictures and dialogs in the cut-scenes.
- STAFF -
Planner : Tohru Kikuchi
Soft : Souichi Akiyama, Yasuhiro Matsumoto, Akitsu Matsuda
Graphic : Masayuki Inoshita, Hitomi Hashimoto, Makoto Nozu, Jirou Ishii, Asami Kaneko, Tomoyuki Arakawa, Fujimi Oonishi, Yoshinari Kaihou, Hiroshi Tamawashi, Yuuko Nakagawa, Mario Watanabe
Sound : Mr. K, Tom Sato
Hard : Shingo Mitsui, Takanori Hasumi
$end
$info=cnightst,cnights2,
$Edit this entry at Arcade-History.com
$bio
Night Star (c) 04/1983 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 32
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=nstocker,
$Edit this entry at Arcade-History.com
$bio
Night Stocker (c) 09/1986 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
This is the first game to combine the shooting with the driving.
John Wilson holds the official record for this game with 7,634,900 points.
- STAFF -
Game designer : Dennis Koble
Art direction : Roger Hector
Sound : Jesse Osborne
Art : Gary Johnson
Machine gun : Howard Delman, Henry Siska
Technical support : Dave Ross, Bob Smith, Rich Adam, Owen Rubin
$end
$info=nightstr,
$Edit this entry at Arcade-History.com
$bio
Night Striker (c) 10/1989 Taito.
A 3-D shoot-em-up rendered with fast moving, sprite-scaled graphics. Players must guide an armoured hover car through a number of scrolling levels - destroying waves of enemies in the process - in an attempt to rescue a scientist who has been kidnapped by a terrorist organization. A large guardian awaits players at the end of each level, with each one taking several hits to destroy.
Instead of having a set number of lives, the player's vehicle is equipped with a shield that depletes whenever the player is hit by enemy fire or has collisions with either enemies or scenery. The player's shields are recharged at the end of every level.
Night Striker takes its influences from many landmark games of the sprite scaling genre, all of which are Sega releases. The basic shoot-em-up gameplay is similar in style to both 1985's "Space Harrier" and 1987's "Thunder Blade". Some of the game's levels resemble those of 1988's "Galaxy Force II" as well as "Thunder Blade", while the game's level structure - a 'pyramid' of levels that allows players to chose their own route through the game with the use of end-of-level forked roads - is borrowed from the 1986 classic, "Out Run".
- TECHNICAL -
Taito Z System hardware
Prom Stickers : B91
Main CPU : (2x) 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
The eerie and ambient game soundtrack is by Zuntata, an internal team of composers within Taito responsible for other great soundtracks including Darius Gaiden, Gun-Lock, G-Darius.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on 21/11/1989.
A new version of the soundtrack was released in 1998 and is sprinkled with anecdotes (spoken in Japanese) about the game (Z-Replica Vol. 2 - Urban Trail Night Striker - ZTTL-0025).
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
- STAFF -
Producer : Tohru Sugawara
Director : Kenshi Kaito
Software : Tohru Sugawara, Hideki Hashimoto, Toshiaki Tsukano, Tmr-Win, Iromust, Takashi Kitabayashi
Character designers : Kohzoh Igarashi, Minori Ishino, Takako Kojima, Kenshi Kaito
Hardware : Toshiyuki Sanada
Electric : Tomio Takeda
Mechanic : Tohru Yamamoto, Tohru Hirata, Tomio Suzuki, Nobuyuki Iwasaki
Designers : Shinobu Sekiguchi, Akio Nomura
Sound and music composed by (Zuntata) : Masahiko Takaki
Executive producer : Keisuke Hasegawa
- PORTS -
* Consoles :
Sega Mega CD (1993)
Sony PlayStation (1995)
Sega Saturn (1996, "Night Striker S")
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=nwarr,nwarrh,nwarrb,nwarru,
$Edit this entry at Arcade-History.com
$bio
Night Warriors - Darkstalkers' Revenge (c) 1995 Capcom.
The second game in the Darkstalkers series includes 14 horrific fighters.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 09
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in April 1995.
This game is known in Japan as "Vampire Hunter - Darkstalkers' Revenge".
Huitzil is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and became after his death the Aztec god of the Sun and the War.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
In the Japanese version :
* Jon Talbain is named 'Gallon'.
* Lord Raptor is named 'Zabel Zarock'.
* Rikuo is named 'Aulbath'.
* Huitzil is named 'Phobos'.
* Hsein Ko is named 'Lei Lei'.
- TIPS AND TRICKS -
* Alternate Costume Colors : highlight a fighter at the character selection screen.
1) Press Roundhouse to select the costume color from Darkstalkers.
2) Press Start to select the secondary costume color from Darkstalkers.
3) Press Jab+Forward to select the dark costume version.
* Secret End Tune : beat the game with one credit, after your character's victory pic appears on the screen, hold Up. The secret tune shall then appear as the credits start.
* SPECIAL
Anakaris :
1) (3/4 max) In the Sarcophage : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (1/2 max) Pharaon Magic I : MK, LP, Down, LK, MP
3) (Anywhere) Pharaon Spirit : LP, LP, Down, MK, HK
Bishamon :
1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches
2) (Anywhere) Enma Seki : Left, DownLeft, Down, DownRight + 2 Kicks
Demitri :
1) (Far) Demon Blast : Down, Right, DownRight + 2 Kicks
2) (Close) Midnight Pleasure : Down, Right, DownRight + 2 Punches
Donovan :
1) (Anywhere) Immortal Transformation : MP, LP, Left, LK, MK
2) (Anywhere) Breath of Death : Left, DownLeft, Down, DownRight, Right + Kick (LK = close, MK = medium, HK = far)
Felicia :
1) (3/4 max) Weapon X - 11 hit : Right, Down, DownRight + 2 Punches
2) (Anywhere) Help Me, Please - 34 hit : Left, DownLeft, Down, DownRight, Right + 2 Kicks
Jon Talbain :
1) (Anywhere) Mirage Body : Left, DownLeft, Down, DownRight, Right + 2 Kicks
2) (Anywhere) Dragon Cannon : Right, DownRight, Down, DownLeft, Left + 2 Punches
Hsein Ko :
1) (Anywhere) The Blast : Left, DownLeft, Down, DownRight + 2 Punches
2) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight + 2 Kicks
3) (Anywhere) Tenraiha : LK, HK, MP, MP, Up
Lord Raptor :
1) (1/2 max) Evil Scream : Right, Left + 2 Punches
2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks
3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches
Morrigan :
1) (Sweep distance) Darkness Illusion : LP, LP, Right, LK, HP
2) (Anywhere) Valkrie Turn : Right, RightDown, Down, DownLeft, Left, Kick, then (LK = close, MK = medium, HK = far)
3) (Anywhere) Astral Vision : LP, LP, Right, MP, HP
Huitzil :
1)(Anywhere) Big Laser : Left, DownLeft, Down, DownRight, Right + 2 Punches
2)(Anywhere) Confusioner : Right, Down, DownRight + 3 Kicks
3)(Anywhere) Final Guardian : Left, DownRight, Down, DownLeft + 2 Kicks
Pyron :
1)(Anywhere) Cosmo Disruption : Left, DownLeft, Down, DownRight, Right + 2 Punches or 2 Kicks
Rikuo :
1) (1/2 max) Aqua Spread : Right, DownRight, Down + 2 Kicks or 2 Punches
2) (Anywhere) Water Jail : Right, Down, DownRight + 2 Punchs
3) (Anywhere) Sea Rage - 8 hit : Left, DownLeft, Down, DownRight + 2 Punchs
4) [Need 3 powers] (Close) Direct Scissors : Down(x2) + 2 Punchs
Sasquatch :
1) (Anywhere) Big Freezer : Left, DownLeft, Down, DownRight + 2 Punches
2) (3/4 max) Big Eisbahn : Left, DownLeft, Down, DownRight + 2 Kicks
3) (Close) Big Sledge : 720 degrees + 2 Kicks
Victor :
1) (Anywhere) Thunder Break : Down (2s), Up + 2 Punchs
2) (Corps to corps) MEGA Gerdenheim : Left, DownLeft, Down, DownRight + 2 Kicks
- SERIES -
1. Darkstalkers - The Night Warriors (1994)
2. Night Warriors - Darkstalkers' Revenge (1995)
3. Vampire Savior - The Lord of Vampire (1997)
4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)
5. Vampire Savior 2 - The Lord of Vampire (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)
- STAFF -
Game designers : Ohn, Nohah
Sound designers : Tomuyuki Kawakami (T.K NY), Toshio Kajino
Music composers : Takayuki Iwai (Anarchy Takapon), Hideki Okugawa (Hideki Ok), Akari.K -Lemon-
Object designers : Kuri, Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi.B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta
Scroll designers : Kyo, Tamachan, Motokazz.S, Aya
Program designers : Panda, T J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora Papa, Yume, Hide Mama
Producer : Kihaji Okamoto
* Voice Actors :
Demitri, Donovan, Pyron : Nobuyuki Hiyama
Jon Talbain, Lord Raptor, Rikuo : Yuuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru
Hsien-Ko : Michiko Neya
Huitzil : Jyurouta Kosugi
Cecil : Kyoko Hikami
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation 2 (2005, "Vampire Darkstalker's Collection")
$end
$info=nitd,nitdbl,
$Edit this entry at Arcade-History.com
$bio
Nightmare in the Dark (c) 2000 Eleven / Gavaking.
A peaceful (yet creepy looking!) gravekeeper embarks on a night-shift battle against zombies & other night dwellers in order to put an end to the grave robbing mystery before the local villagers panic! Features very nice graphics with cool backgrounds, great soundtrack & pretty fun gameplay in the same style as "Snow Bros. - Nick & Tom", "Tumble Pop" & "Zupapa!". The deceased must rest in peace, so be sure to remind them of this fact! :)
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0260
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Attack/Throw fireball, [B] Jump, [C] Attack/Throw fireball
- TRIVIA -
Released in January 2000.
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'KING'.
- TIPS AND TRICKS -
* Alternate Costumes : At the beginning of the game (work at the continue screen too), hold the folowing buttons and press Start to choose an alternate costume : A = Blue, B = Red, C = Green, D = Yellow, AB = Grey, CD = Purple, AC = Orange, BD = Black.
* Shoot the treasure chests with fire and they will churn out lots and lots of diamonds until they disappear. As long as you do not get hit, the diamonds will continue to go up in value until they finally reach 10,000 each. Grabbing the sacks will add multipliers (2X, 4X, up to 8X) that will further increase your score.
* There are many cracks in the wood/stone of most levels. Some of these will reveal a fireball that will make your shot fly all over the board. Experiment with throwing at different angles to find these hidden spots. Most will clear the entire board as the ball flings out of control.
- STAFF -
Programmer : Hisanori Takeuchi (AM FACTORY)
Graphic designers : Hiroshi Yokoyama, Masayuki Taguchi, Tsuyoshi Yoneyama, Taketumi Watanabe (ELEVEN)
Sound composer : Kim
Data convert : Tatsuya Watanabe (PAON)
Director : Akihiko Uto
$end
$info=ninja,
$Edit this entry at Arcade-History.com
$bio
Ninja (c) 1985 Sega.
- TECHNICAL -
Sega System 1 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Ninja Princess" and is also known as "Sega Ninja".
- STAFF -
From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)
- PORTS -
* Consoles :
Sega Master System ("The Ninja")
$end
$info=nbbatman,
$Edit this entry at Arcade-History.com
$bio
Ninja Baseball BatMan (c) 1993 Irem.
An abstract and colorful scrolling beat-em-up, in which one to four players control a team of robotic ninjas who must fight their way through a variety of levels, defeating the game's many enemies. The enemies themselves are based entirely around the sport of Baseball; taking the form of Baseballs, Catcher's mitts, bats etc.
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1993.
This game is known in Japan as "Yakyuu Kakutou League-Man".
An advert for "Mahou Keibitai Ganhooki", another Irem game, appears on the Ninja Baseball's first stage.
- UPDATES -
This US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Planner : Chinta
Graphic designers : Kon. Kitakichine, Nob, Sefuhaso, Unyanya, Dama
Programmers : Andrew Whiskey, Mc.Hama Amuse_Light, Hiro
Sound effects : Aiai
Sound programmers : Hayashi Sho, Jitta
$end
$info=ninclown,
$Edit this entry at Arcade-History.com
$bio
Ninja Clowns (c) 08/1991 Strata / Incredible Technologies.
A strange and hugely abstract beat-em-up for one or two players, in which circus clowns take to the streets to beat up other circus performers; as well as lawyers, maintenance workers, and other assorted professionals.
In addition to the standard beat-em-up kick and punch moves, the clowns can use their 'clown equipment' against their enemies; using items such as spring-loaded boxing gloves, bottles of soda water and, of course, cream pies.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 360 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Writers : Richard Ditton, Leif Marwede, Jeff Sargent
Pencils and ink : Stan Fukuoka, Denise Wallner
Cover art : Nasus Adabovs
Sound and music : Kyle Johnson
Editors : Elaine Ditton, Mike Hanson
Printing : Jeff Gonion, Terry Little, Tony Sherman, Steve Jaskowiak
Original story by Kyle Johnson and Jim Zielinski.
Proofing : Bob Fuentes, Jim Zielinski
$end
$info=ncombat,ncombata,ncombath,
$Edit this entry at Arcade-History.com
$bio
Ninja Combat (c) 1990 Alpha Denshi.
The ninja castle must be invaded! After you defeat certain boss enemies, they become playable characters as well!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0009
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Attack/Super attack, [B] Jump, [C] Special
- TRIVIA -
Released in July 1990.
- TIPS AND TRICKS -
By holding the A button until the attack gauge reaches full and then releasing it, you can unleash a burst of magical energy that can affect many of the enemies on screen. However, this has an effect similar to what happens in Final Fight: when you use this power, it decreases some of your life gauge.
By pressing the C button and then the A button, you can perform a special somersault attack that can be used to knock down a couple enemies in a row.
Only the main 2 players, Joe and Hayabusa, can pick up special weapons like swords, hachets and maces. The other 3 players (Musashi, Kagerow, and Gembu), who become selectable after appearing as sub-bosses, do not. To let go of a special weapon that you've picked up, press the B button.
- STAFF -
Producer & director : Tsutomu Maruyama
Programmers : Eiji Fukatsu, Hideo Kamoda, Yukinori Nishikata, Teruaki Shirasawa
Character designers : Hatsue Honbe, Kazushige Hakamata, Shinji Moriyama
Scroll designers : Tsutomu Maruyama, Mitsunari Ishida, Kenichi Sakanishi
Music composers & Sound effects : Hideki Yamamoto, Hiroaki Shimizu
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=ncommand,
$Edit this entry at Arcade-History.com
$bio
Ninja Commando (c) 1992 Alpha Denshi.
3 ninjas are sent on a mission to stop a madman named Spider from trying to use a time machine to mess with history. The game is almost like a tongue-in-cheek reworking of "Time Soldiers", which Alpha Denshi made 5 years earlier, with ninjas as the protagonists this time.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0050
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Somersault, [C] Ninja tricks
- TRIVIA -
Released in April 1992.
- TIPS AND TRICKS -
The more you press the A button repeatedly, the more firepower you'll produce.
Press the A and B button together to fire shuri-ken (star-shaped blades). Unlike the main firepower, which is only straight ahead, the shuri-ken can be fired in all directions by moving the joystick in the opposite direction of which you wish to aim (example : to fire to the left, move the joystick to right and vice versa). This is also the best way to deal with a few of the bosses here : for example, on the stage set in feudal Japan, there are two giant sumo wrestlers who appear as sub-bosses. The main firepower seems to only have minor effect on them, but the shuri-ken are much more effective.
The C button is for firing magical bursts of energy. One drawback is that, similar to "Final Fight" this can cause a little of your life energy to be drained, so it should be used very carefully.
- STAFF -
Produced and directed by : Tsutomu Maruyana
Executive producer : Kazuo Arai
Director of soft wear : Eiji Fukatsu
System programmers : Makio Chiba, Satoshi Okada (Snk)
Programmers : Ryu Hiroyuki, Yuji Noguchi
Character designers : Tsutomu Maruyana, Shinji Moriyama (as 'Sinji Moriyama'), Takasi Hatono, Hidemi Nagatomo, Hideyuki Kusano
Music composed by : Yuka Watanabe
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=ninjemak,
$Edit this entry at Arcade-History.com
$bio
Ninja Emaki (c) 09/1986 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Youma Ninpou Chou".
$end
$info=gaiden,
$Edit this entry at Arcade-History.com
$bio
Ninja Gaiden (c) 1988 Tecmo.
Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.
- TECHNICAL -
Game ID : 6215
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Ninja Side Story'.
This game is known in Japan as "Ninja Ryukenden" and outside US as "Shadow Warriors".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989.
- SERIES -
1. Ninja Gaiden (1988)
2. Ninja Gaiden (1989, Nintendo Famicom)
3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom)
4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom)
5. Ninja Gaiden (2004, Microsoft Xbox)
6. Ninja Gaiden Black (2005, Microsoft XBox)
7. Ninja Gaiden Sigma (2007, Sony PlayStation 3)
8. Ninja Gaiden Dragon Sword (2007, Nintendo DS)
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Sega Master System (1988)
Atari Lynx (1990)
Microsoft XBOX (2005, "Ninja Gaiden Black")
NOTE : The Master System (developed by Sega) and Famicom version (developed by Tecmo) were written entirely from scratch, and bear no resemblance whatsoever to the arcade version.
* Computers :
PC [MS-DOS] (1991)
* Others :
Tiger Handheld LCD Game (1988)
$end
$info=pc_ngaid,
$Edit this entry at Arcade-History.com
$bio
Ninja Gaiden (c) 1989 Tecmo.
When his father is supposedly slain in a duel with another ninja, it's up to Ryu Hayabusa to find the truth behind his father's defeat.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : NG
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Access Sound Test : when the message 'Tecmo Presents 1989' pops up on the screen, hold Left+Down+Select+A+B and press Start.
- SERIES -
1. Ninja Gaiden (1988)
2. Ninja Gaiden (1989, Nintendo Famicom)
3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom)
4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom)
5. Ninja Gaiden (2004, Microsoft Xbox)
6. Ninja Gaiden Black (2005, Microsoft XBox)
7. Ninja Gaiden Sigma (2007, Sony PlayStation 3)
8. Ninja Gaiden Dragon Sword (2007, Nintendo DS)
- STAFF -
Story : Sakurazaki
Screenplay : Sakurazaki, Faw
Image Illust : Runmaru
Art works : Runmaru, Parco, Uma
Program works : Madoka Southernami, Masita
Assistant : Nosuke
NES Translator : Kevin & Daniel
Sound design : More Yamasan, B.B, Hakase
Director : Sakurazaki
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Wii (2007, "Virtual Console")
$end
$info=pc_ngai2,
$Edit this entry at Arcade-History.com
$bio
Ninja Gaiden Episode II - The Dark Sword of Chaos (c) 1990 Tecmo.
One year after the ninja dragon known as Ryu Hayabusa defeated The Jaquio, a new enemy known as Ashtar seeks to conquer the world with an artifact known as the dark sword of Chaos. It's up to Ryu Hayabusa to put an end to Ashtar's plans.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : NW
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Infinite Health : At title screen, quickly press Up(x3), Down(x3), A, B, A, B, Select, Start. If not done quickly the code won't work. If you did it right, the game will begin a chime sound. Now, press Right, Left, Right, Left, B, A. A word will come up saying INVINCIBLE.
* Sound Test : When the title screen appears press and hold Up+Left+Select+A+B. Then tap the Start button.
* Musicruise Sound Test : Let the title screen fade to black and press Start, then do this a second time. Then press and hold Up+Left+Select+A+B. Then tap the start button.
- SERIES -
1. Ninja Gaiden (1988)
2. Ninja Gaiden (1989, Nintendo Famicom)
3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom)
4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom)
5. Ninja Gaiden (2004, Microsoft Xbox)
6. Ninja Gaiden Black (2005, Microsoft XBox)
7. Ninja Gaiden Sigma (2007, Sony PlayStation 3)
8. Ninja Gaiden Dragon Sword (2007, Nintendo DS)
- STAFF -
Music by : S. Kajiya, Mayou, Miya
- PORTS -
* Consoles :
Nintendo Super Famicom (1995, "Ninja Gaiden Trilogy")
Nintendo Wii (2007, "Virtual Console")
* Others :
Tiger Handheld LCD Game (1990?) : Talking Game.
$end
$info=pc_ngai3,
$Edit this entry at Arcade-History.com
$bio
Ninja Gaiden Episode III - The Ancient Ship of Doom (c) 1991 Tecmo.
In the third chapter of the Ninja Gaiden series. Ryu Hayabusa has been accused of murdering Irene Lew, But did he really kill Irene? It will take plenty of patience, skill and, ninja magic to find out who framed Ryu, prove his innocence and save the world one more time from a diabolical world domination scheme.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : 3N
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- SERIES -
1. Ninja Gaiden (1988)
2. Ninja Gaiden (1989, Nintendo Famicom)
3. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom)
4. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom)
5. Ninja Gaiden (2004, Microsoft Xbox)
6. Ninja Gaiden Black (2005, Microsoft XBox)
7. Ninja Gaiden Sigma (2007, Sony PlayStation 3)
8. Ninja Gaiden Dragon Sword (2007, Nintendo DS)
- STAFF -
Story : M. Akama, Runmal
Art work : B.F.R, Jun, Kazu Tomita
Program work : H. Sato, M. Akama
Director : M. Akama
Art work : Onager, N. Takihara, B.F.R
Program work : Nobody
Director : Runmal
Music composer : Miya, K. Nakabai, L. Shigeno
Sound effect : Miya
Sound director : More-Yamasan
Executive producer : H. Yoshizawa
- PORTS -
* Consoles :
Nintendo Super Famicom (1995, "Ninja Gaiden Trilogy")
$end
$info=kazan,
$Edit this entry at Arcade-History.com
$bio
Ninja Kazan (c) 1988 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Iga Ninjutsuden - Goshin no Sho".
$end
$info=ninjamas,
$Edit this entry at Arcade-History.com
$bio
Ninja Master's - Haoh Ninpou-chou (c) 1996 SNK / ADK.
Criminally overlooked and combo-friendly medieval Japanese fighter with great animation. Ten selectable characters and two end bosses.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0217
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light punch, [B] Strong punch, [C] Light kick, [D] Strong kick
- TRIVIA -
Released in May 1996.
The subtitle of this game translates from Japanese as 'Supreme Ninja Arts Scroll'.
The main design, as well as some of the special moves of the character 'Karasu' seem to be quite inspired by the main character of the 1994 movie hit 'The Crow' which was in turn, based on the graphical novel of the same name by James O. Barr (Even the name 'Karasu' stands as the Japanese word for "crow"!). :)
The character 'Nobunaga' is based on the real Japanese warrior 'Nobunaga Oda' who, during Japan's medieval period, overthrew the Ashikaga shogunate and ended a long period of internal strife by uniting half of Japan's provinces under his rule. In doing so he paved the way for the reunification of the country under the Tokugawa shogunate in the following century. His merciless use of power as well as his skill as a military strategist made him one of the most powerful & feared leaders in Japan. The image of him in the game as a warrior who wields the demons power may have been some sort of a criticism to his eager embrace of Western culture, religion & technology.
The character 'Goemon' is based on Ishikawa Goemon, the most famous thief in Japan on the Edo era (about 400 years ago) known to steal large sums of money from bad people and give the money to the poor. In other words, he was Japan's very own version of Robin Hood!
The character 'Sasuke' seems inspired on Sarutobi Sasuke, a famous legendary ninja with a strong sense of justice created in Tachikawa literature at the end of the Meiji period. Another source of inspiration may have been 'Ninja Kamui' an old anime series whose main character Kamui was an incredibly skilled ninja who wanted to abandon his ways as a killer thus becoming a 'nukenin' (runaway ninja) and marked for death by his own clan that vows to pursue and eliminate him.
- TIPS AND TRICKS -
* Play As Ranmaru And Nobunaga (Player 1) : Highlight Kamui and press Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up and hit C+D.
* Play As Ranmaru And Nobunaga (Player 2) : Highlight Sasuke and press Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left, Up and hit C+D.
* Time Attack Mode : At the character select screen, highlight Kamui and press Down, Left, Up, Left, Down, Left, Up, Left, Down, Right(x4), Up, C+D. Now choose your character.
* Successfully complete the game with a single credit within 8:30:00 minutes and the game shows you how to execute your character's 'finisher' move!
- STAFF -
Producer & Planner : Hiroyuki Toda
Chief planner : Kazuhiro Shibata
Planners : Visitor Y. Oni, M-Honda
System programmers : Eiji Fukatsu, Makio Chiba
Sound programmer : Makio Chiba
Desgin tool programmer : Ryu Hiroyuki
Total adviser : K. Sakanishi
Chief programmer -main- program : Teruaki Shirasawa
Chief sprite designer : K. Hakamata
Sprite designers : Gensan, Hideyuki Yamada, Yokoo, Muneki Shiraishi, H. Ozono, Tohru Okamura, West-Maison, Takahiro Arahata, Mitsugu.T, Shigechi, Ruc, Hirotaka Orita, Syoichi Satoh, H. Hasegawa-CRM, Kei Kuramochi, Hitoshi Aoki, Ben, Yukari Shinozaki
Scroll designers : Shinji Moriyama (as 'Sinji Moriyama'), Masako Sato, Kaori Kumagai, Kazunori Uchiumi
Demo designers : M. Mitsuya, Sinku
Sound : Hiroaki Kujirai, Y. Watanabe, Hiroaki Shimizu, Takeshi Muramatu
Sound effects : Kujirai Type-02
* Character Voices :
Sasuke : Kabao Kikkawa
Tenho : Shinobu Sekimoto
Kamui, Raiga, Unzen : Masahiko Yano
Natsume, Narration : Mayumi Minoda
Kasumi : Masami Katou
Goemon : T. Mukaiyama
Houoh : Yoshikatsu Fujio
Karasu : Kouichi Koba
Ranmaru : Yasue Ishii
Nobunaga : Masao Harada
Market Research : Yukio Gotou
Public Information : Taguchi-1, Satsuki Ito, Sugi Yamaki Yotaka, Kayo Yamagata
Quality Control : Showgatsu Nagata, Masao Tachikawa, Kiyotaka, Takagi, Uma
Executive Producer : Kazuo Arai
BGM : Back Of My Mind, H. Kujirai
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
$end
$info=ar_ninj,
$Edit this entry at Arcade-History.com
$bio
Ninja Mission (c) 1987 Arcadia Systems.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Developed by Sculptured Software.
- PORTS -
* Computers :
Amstrad CPC (1987, "Ninja From Entertainment Usa")
$end
$info=nprinces,nprincsu,nprincso,nprincsb,
$Edit this entry at Arcade-History.com
$bio
Ninja Princess (c) 1985 Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5677
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Sega Ninja" and also known as "Ninja".
- STAFF -
From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)
- PORTS -
* Consoles :
Sega SG-1000 (1986)
Sega Saturn (1997, "Sega Memorial Selection Vol.2")
* Computers :
MSX (1986)
* Others :
Mobile phones (2003)
$end
$info=ryukendn,ryukenda,
$Edit this entry at Arcade-History.com
$bio
Ninja Ryukenden (c) 1989 Tecmo.
Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.
- TECHNICAL -
Game ID : 6215
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Story of Ninja Dragon Sword'.
This game is known outside Japan as "Shadow Warriors" and in US as "Ninja Gaiden".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989.
- SERIES -
1. Ninja Ryukenden (1989)
2. Ninja Ryukenden (1988, Nintendo Famicom)
3. Ninja Ryukenden II - Ankoku no Jashin Ken (1990, Nintendo Famicom)
4. Ninja Ryukenden III - Yomi no Hakobune (1991, Nintendo Famicom)
5. Ninja Gaiden (2004, Microsoft Xbox)
$end
$info=nspirit,
$Edit this entry at Arcade-History.com
$bio
Ninja Spirit (c) 1988 Irem.
A side scrolling ninja action game. You take control of a ninja who has the ability to make shadow duplicates which trail your movements, and attack at your command. In your path are armies of ninjas, samurais and demons who are constantly out to kill you.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in August 1988.
This game is known in Japan as "Saigo no Nindou".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M. Irem 1 - D28B0012) on 21/01/1989.
- TIPS AND TRICKS -
* Self defense - Shurikens and other projectiles can be deflected by your sword after you have collected the power-up scroll allowing you to swing your sword in an arc. When walk along, you can shield yourself with this by holding the stick up, and swinging your sword.
* Defeat the first boss with ease - Assuming you have collected the sword powerup and have both shadow duplicates, position yourself in the center of the screen while the boss is rising from the ground and do a super jump (hold up and jump). When you land on the ground, you should have your shadows flatting in mid air above you. Select the sword and hold up and continuously slash - you will damage the demon and his flames will get blocked by your barrage of attacks.
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Wii (2007, "Virtual Console" - PC-Engine version)
* Computers :
Atari ST (1988)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Sinclair ZX Spectrum (1990)
$end
$info=ninjakd2,ninjak2a,ninjak2b,
$Edit this entry at Arcade-History.com
$bio
Ninja-Kid II (c) 07/1987 UPL.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz), Samples (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Rad Action" and in Japan as 'Ninja-kun - Ashura no Shou' (translates from Japanese as 'Ninja Kid - Chronicle of Ashura').
- SERIES -
1. Ninjakun Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Ninja-Kid II (1987)
4. Ninja Jajamaru-Kun - Pen wa Ken Yorimo Kyoushidegozaru (2007, Nintendo DS)
- STAFF -
Game designer : Tsutomu Fuzisawa
Program designer : Satoru Kinjo
Character designers : Tsutomu Fuzisawa, Akemi Tsunoda
Sound composer : Tsutomu Fuzisawa
BGM creator: Mecano Associates
Data maker : Takashi Hayashi
- PORTS -
* Consoles :
Nintendo Famicom (1988, "Ninja Kun - Ashura no Shou")
$end
$info=ninjakun,
$Edit this entry at Arcade-History.com
$bio
Ninjakun Majou no Bouken (c) 1984 UPL.
- TECHNICAL -
Game ID : UPL-84003
Board Number : M6100047A
Prom Stickers : 1-13
Main CPU : (2x) Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Ninja-kun Adventure at Demon Castle'.
Licensed to Taito.
- SERIES -
1. Ninjakun Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Ninja-Kid II (1987)
4. Ninja Jajamaru-Kun - Pen wa Ken Yorimo Kyoushidegozaru (2007, Nintendo DS)
- STAFF -
Staff : Ryuichi Nishizawa (Bucha), Todo, Fukushi, Tsutomu Fuzisawa, Tateno
- PORTS -
* Computers :
MSX
$end
$info=pc_wcup,
$Edit this entry at Arcade-History.com
$bio
Nintendo World Cup (c) 1989 Technos.
Players choose from 13 World Class national teams and plan their own game strategy. Use advanced super moves like the Bicycle Kick and the Super Header to make the game come alive. This is incredible sporting fun.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : XZ
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
This game is known in Japan as "Nekketsu High School Dodgeball Club - Soccer Edition".
- TIPS AND TRICKS -
* Password with USA :
First match : Cameroon
10300 - Japan
30700 - France
01500 - Russia
22000 - Spain
72100 - England
11500 - Mexico
42400 - Holland
62600 - Brazil
60200 - Italy
22300 - Argentina
12800 - W. Germany (last match)
* Password with Holland :
First match - Cameroon
10301 - Japan
30701 - France
01501 - Russia
22001 - Spain
72101 - England
11501 - Mexico
42401 - USA
62601 - Brazil
60201 - Italy
22301 - Argentina
12801 - W. Germany (last match)
* Password with Japan :
First match - Cameroon
10302 - USA
30702 - France
01502 - Russia
22002 - Spain
72102 - England
11502 - Mexico
42402 - Holland
62602 - Brazil
60202 - Italy
22302 - Argentina
12802 - W. Germany (last match)
* Password with France :
First match - Cameroon
10303 - Japan
30703 - USA
01503 - Russia
22003 - Spain
72103 - England
11503 - Mexico
42403 - Holland
62603 - Brazil
60203 - Italy
22303 - Argentina
12803 - W. Germany (last match)
* Password with Cameroon :
First match - USA
10304 - Japan
30704 - France
01504 - Russia
22004 - Spain
72104 - England
11504 - Mexico
42404 - Holland
62604 - Brazil
60204 - Italy
22304 - Argentina
12804 - W. Germany (last match)
* Password with Russia :
First match - Cameroon
10305 - Japan
30705 - France
01505 - USA
22005 - Spain
72105 - England
11505 - Mexico
42405 - Holland
62605 - Brazil
60205 - Italy
22305 - Argentina
12805 - W. Germany (last match)
* Password with Mexico :
First match - Cameroon
10306 - Japan
30706 - France
01506 - Russia
22006 - Spain
72106 - England
11506 - USA
42406 - Holland
62606 - Brazil
60206 - Italy
22306 - Argentina
12806 - W. Germany (last match)
* Password with England :
First match - Cameroon
10307 - Japan
30707 - France
01507 - Russia
22007 - Spain
72107 - USA
11507 - Mexico
42407 - Holland
62607 - Brazil
60207 - Italy
22307 - Argentina
12807 - W. Germany (last match)
* Password with Spain :
First match - Cameroon
10308 - Japan
30708 - France
01508 - Russia
22008 - USA
72108 - England
11508 - Mexico
42408 - Holland
62608 - Brazil
60208 - Italy
22308 - Argentina
12808 - W. Germany (last match)
* Password with Brazil :
First match - Cameroon
10309 - Japan
30709 - France
01509 - Russia
22009 - Spain
72109 - England
11509 - Mexico
42409 - Holland
62609 - USA
60209 - Italy
22309 - Argentina
12809 - W. Germany (last match)
* Password with W. Germany :
First match - Cameroon
10310 - Japan
30710 - France
01510 - Russia
22010 - Spain
72110 - England
11510 - Mexico
42410 - USA
62610 - Holland
60210 - Brazil
22310 - Italy
12810 - Argentina (last match)
* Password with Argentina :
First match - Cameroon
10311 - Japan
30711 - France
01511 - Russia
22011 - Spain
72111 - England
11511 - Mexico
42411 - USA
62611 - Brazil
60211 - Holland
22311 - Italy
12811 - W. Germany (last match)
* Password with Italy :
First match - Cameroon
10312 - Japan
30712 - France
01512 - Russia
22012 - Spain
72112 - England
11512 - Mexico
42412 - Holland
62612 - Brazil
60212 - USA
22312 - Argentina
12812 - W. Germany (last match)
- STAFF -
Music by : Kazuo Sawa
- PORTS -
* Consoles :
Nintendo Famicom (1990)
Nintendo Game Boy (1991)
$end
$info=nitrobal,
$Edit this entry at Arcade-History.com
$bio
Nitro Ball (c) 1992 Data East.
Futuristic, fast and furious vertical action game, it's a sort of "Smash T.V." in a pinball environment.
- TECHNICAL -
Game ID : DE-358-3
Prom Stickers : MAV
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 58.00 Hz
Palette Colors : 2048
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Gun Ball".
With so many simularities between this game and "Smash T.V.", it makes you wonder how Data East managed to avoid a lawsuit from Williams for copyright infringement (they were sued by Capcom a year later for the simularities between "Fighter's History" and "Street Fighter II" but Capcom lost the case in the end).
- UPDATES -
The order of the stages is a bit different between Nitro Ball and "Gun Ball" :
* Gun Ball :
1 - Combat Field
2 - Strange Football
3 - Ghost Town
4 - Aliens World
5 - Space Station
* Nitro Ball :
1 - Strange Football
2 - Combat Field
3 - Ghost Town
4 - Aliens World
5 - Space Station
- STAFF -
Director : Jinbo
Game designer : Marukin
Graphic designers : K.E, T.E, M.K, Y.T, S.M, Masayuki Inoshita, Fujimi Onishi, H.N
Sound : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)
Hard : S.M, M.Y
Soft : Osapan, K. Minegishi, Mya, M.S
Voices recorded at Orio Sound Production Studio, San Jose, CA
$end
$info=niyanpai,
$Edit this entry at Arcade-History.com
$bio
Niyanpai - Musume Pai (c) 12/1996 Nichibutsu.
Solitaire mahjong game where the player strives to complete a specified mahjong hand by matching tiles.
- TECHNICAL -
Main CPU : 68000 (@ 6.144 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The subtitle of this game translates from Japanese as 'Daughter of the Tile'.
- STAFF -
Character designer and Art director : H. Ohmori
Story editor : Y. Sakurai
Designers : K. Noriko, M. Enomoto, H. Mizuuchi, H. Hirao, M. Nakabayashi
Programmers : Tom
Sound producer : Amigo
$end
$info=nomnlnd,nomnlndg,
$Edit this entry at Arcade-History.com
$bio
No Man's Land (c) 04/1980 Universal.
- TECHNICAL -
Main CPU : Z80 (@ 1.802666 Mhz)
Sound Chips : DAC (@ 1.802666 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Also licensed to Gottlieb.
- SCORING -
Moving Tanks : 100 points 1st round, points added each round
Parked Tanks : 200 points 1st round, points always double moving tanks.
- TIPS AND TRICKS -
Wait in a lower corner of the screen for the moving tanks to come towards you, then run around the tanks and shoot the parked tanks behind the river. Points are doubled, plus doing the manouver successfully gives you a few seconds of free shots at the sitting tanks.
$end
$info=noahsark,
$Edit this entry at Arcade-History.com
$bio
Noah's Ark (c) 1983 Enter-Tech.
The player controls Noah who must direct as many pairs of animals into his Ark as possible before the rising waters swallow them up. There's a minimum number of animals that must be saved.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way Joystick
Buttons : 1
$end
$info=noboranb,
$Edit this entry at Arcade-History.com
$bio
Noboranka (c) 1986 Game Electronics.
This game is a vertical scrolling shoot 'em up where the player controls a character that has to climb a tree and shoot bug-like enemies. The story is that the princess has been kidnapped by the villains of the Insect World, and Zippy Bug has to rescue her. After shooting the enemies, they drop fruits that the player can collect for extra points, and skulls that are deadly if touched. The player is able to fly for a short time, and every time this is done, one of the letters from the "I Love You" at the bottom of the screen is used up. The letters regenerate over a small period of time. There are also other items, such as the key, which surrounds the player in a bubble and makes him invulnerable to 1 hit. Another item is a ring which seems to instantly replenish all of the used up ''I Love You'' letters. One other item is the hammer, which allows the player to wipe out all the enemies off the screen. There is a boss at the end of each level.
- TECHNICAL -
Sega System 1 Hardware
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Data East licensed the game from Coreland, who developed it on Sega's System 1 Hardware, for distribution in the U.S. Back in the early to mid 80's, Coreland and Sega collaborated on many games. For some reason, it didn't seem like Sega was interested in licensing this game from Coreland even though it had already been ready for manufacture on the System 1 Hardware. Obviously, Data East was insterested, they indirectly licensed the System 1 Hardware that this game uses from Sega, even though it would be another 9 years before they would finally license hardware from Sega, for games they created. This seems to be the one and only game that Coreland sold to Data East.
This game is known as "Zippy Bug" outside Japan.
A bootleg of the game was made by Game Electronics.
$end
$info=nost,nostj,nostk,
$Edit this entry at Arcade-History.com
$bio
Nostradamus (c) 1993 Face.
A vertically scrolling shooter.
- TECHNICAL -
Game ID : LINDA25
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 7 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
- STAFF -
Main programmer : M. Nagasawa
Enemy programmers : N. Maruyama, F. Ohtani
BG graphics designers : C. Mutsukura, H. Nasu, K. Igarashi
Obj graphics designers : N. Oikawa, K. Higeta, D. Furuuchi, H. Noma
Music composers : Mika Nozawa, Matsudaira Ako
Sound effects : A. Iwanaga
Spec & Director : K. Igarashi
$end
$info=nouryoku,
$Edit this entry at Arcade-History.com
$bio
Nouryoku Koujou Iinkai (c) 1995 Tecmo.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Brainpower Progress Commitee'.
$end
$info=nova2001,nov2001u,
$Edit this entry at Arcade-History.com
$bio
Nova 2001 (c) 11/1983 UPL.
- TECHNICAL -
Game ID : UPL-83005
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Universal for US manufacture and distribution (03/1984).
- SERIES -
1. Nova 2001 (1983)
2. Ark Area (1987)
- STAFF -
Staff : Ryuichi Nishizawa (Bucha), HAL, Fukushi, Hiromi
$end
$info=peepshow,
$Edit this entry at Arcade-History.com
$bio
Nozokimeguri Mahjong Peep Show (c) 04/1989 AC.
A mahjong game where you visit different locations to challenge others at mahjong!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Peeping Journey'.
This game is also known as "Mahjong Focus".
$end
$info=numanath,numanatj,
$Edit this entry at Arcade-History.com
$bio
Numan Athletics (c) 1993 Namco.
An athletics game featuring 8 tournaments :
Interceptor
A real life missile defense style-contest as missiles are being launched from a ship, and you must use your mystical powers to stop the oncoming missiles. The outside buttons (1 & 3) make you step to the left or right, and the middle button is fire. Failure to hit the missile results in you being blown up. If you select Sharon from France, most of her clothes would disappear except for the bottom part of her suit.
Niagara Jumps
The final competition in the tournament. It is also considered to be the most difficult competition in the game. Very similar to the Triple Jump competition in the Olympics. The object is this contest is to make it across the falls. Alternately press buttons 1 and 3 to build up speed, then press button 2 three times. If you don't time yourself properly, you will sink and drown and you will go down the steep falls.
Nonstop Rock Chop
You must smash as many rocks as you can before time runs out. Rapidly press buttons 1 and 3 alternately until the gauge is full, then press button 2 to smash the rock.
Numan Sniper
In this contest, monsters will jump out of the sea from three different locations. Your object, destroy them. Press buttons 1, 2 or 3 varying by their location to shoot.
Scud Toss
Just as in the Javelin competition in the Olympics. Played on a "Track and Field"-like field with an only exception -- a missile. Rapidly and continuously press the two run buttons and then push and hold the middle button to set the angle of which you would throw the missile. Again, like Interceptor, if you select Sharon -- then again if she is faulted, she will be missing most of her clothes.
Tower Topper
Here you are expected to climb up to the building rooftop with the fastest time possible. Press button 2 repeatly to scale the side of a building. If you press it too early -- you won't move, but if you press it too late -- you will fall off.
Turbo Dash
Much like the 100m Dash in the Olympics -- only the core elements have slightly changed. You are racing against a drag racer and another player. Press the two outside buttons (1 & 3) in alternate fashion until your RSI (or 'special speed') sets in.
VS. Express
Very similar to a fimilar scene in the Superman comic books. You must stop the oncoming train using your magical powers and send it in the opposite direction backwards. Press button 2 to stop the train, then hammer the outside buttons to build up power before bunging it back down the track. If you don't time this right -- the train will run you over.
- TECHNICAL -
Namco System NA-2 hardware
Game ID : NM
Main CPU : 68000 (@ 12.52825 Mhz)
Sound Chips : Namco (@ 32 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Numan Athletics (1993)
2. Mach Breakers - Numan Athletics 2 (1995)
$end
$info=nunchaku,
$Edit this entry at Arcade-History.com
$bio
Nunchackun (c) 1985 Taito.
- TECHNICAL -
Board Number : M6100130A
Prom Stickers : ???
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : (2x) Z80 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
'Nunchackun' is a play on the word 'nunchaku', here it's meant to be a name like 'Mr. Nunchacku', since '-kun' is like 'Mr.'.
This game was a prototype (never released) developed by Kaneko for Taito.
$end
$info=nyanpani,
$Edit this entry at Arcade-History.com
$bio
Nyan Nyan Panic (c) 08/1988 Konami.
- TECHNICAL -
Game ID : GX712
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), YM3812 (@ 3.579545 Mhz), K051649 (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Nyan Nyan Panic translates from Japanese as 'Mew Mew Panic'. 'Nyan' is Japanese onomatopoiea for a mewing kitten.
This game is known outside Japan as "Kitten Kaboodle".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.
- STAFF -
Game programmers : Boy Otofuji
Video graphics designer : Rie Chan
Sound editors : Boss Tasaka, Giant Matsubara, Jun Nyanpy
Engineer : Mr. Idaka
$end
$info=offroadc,
$Edit this entry at Arcade-History.com
$bio
Off Road Challenge (c) 08/1997 Midway.
- TECHNICAL -
Midway V Unit hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32768
Players : 2
Control : paddle
Buttons : 6
- TIPS AND TRICKS -
* New Truck : On the truck selection screen press each of the 3 view buttons or the music button and new trucks will appear.
- SERIES -
1. Off Road Challenge (1997)
2. Off Road Thunder (2000)
- PORTS -
* Consoles :
Nintendo 64 (1998)
$end
$info=offtwall,offtwalc,
$Edit this entry at Arcade-History.com
$bio
Off The Wall (c) 10/1991 Atari Games.
Atari's superb variant on "Breakout" has up to 3 players bouncing balls, breaking bricks, and ultimately trying to get the ball into the exit. Also includes multiplayer 'bonus rounds' where players compete to be the last man standing in a "Pong" match.
- TECHNICAL -
Game ID : 136090
Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 3
Control : dial
Buttons : 4
- TRIVIA -
If a ball is kept in play long enough, the speed meter will go up to 'Hyper Speed', 'Ludicrous Speed', and 'They've Gone Plaid!' - all references to Mel Brooks' Star Wars parody, 'Spaceballs'.
- STAFF -
Music : John Paul (JFP)
SFX : Brad Fuller (BAF)
Others from highscore table : (RI ), (GAM), (ES ), Kelly Turner (KFT), Norm Avellar (NLA), (JMM), Kris Moser (KEM), (GFM), Sam Comstock (SWC), (PAT), Tim Hubberstey (TJH), (JMR)
$end
$info=otwalls,
$Edit this entry at Arcade-History.com
$bio
Off The Wall (c) 1984 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : dial
- TRIVIA -
Anthony Felt holds the official record for this game with 38,919 points.
- STAFF -
Programmer : Michael Samis
Original concept : Nolan Bushnell
Screen Art : Mark McPhee, Gary Johnson, Roger Hector
Sounds : Jesse Osborne, Gary Levenberg
$end
$info=ohmygod,
$Edit this entry at Arcade-History.com
$bio
Oh My God!(c) 12/1993 Atlus.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 13.257 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=oigas,
$Edit this entry at Arcade-History.com
$bio
Oigas (c) 1986 Park
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (4x) SN76496 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
This game is a bootleg of "Gigas".
$end
$info=oisipuzl,
$Edit this entry at Arcade-History.com
$bio
Oishii Puzzle Wa Irimasen Ka (c) 1993 Sunsoft / Atlus.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The tilte of this game translates from Japanese as 'Don't You Need This Delicious Puzzle?'.
A bootleg of this game is known as "Triple Fun".
- PORTS -
* Consoles :
Nintendo Super Famicom (1994, "Hebereke no Oishii Puzzle Ha Irimasenka")
$end
$info=ojankoc,
$Edit this entry at Arcade-History.com
$bio
Ojanko Club (c) 1986 V-System.
A mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5205 (@ 363.636 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Girl Club'.
$end
$info=ojankohs,
$Edit this entry at Arcade-History.com
$bio
Ojanko High School (c) 1988 V-System.
Mahjong taking place at Ojanko High School.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Girl High School'.
The Rabbit King from "Rabbit Punch" makes a cameo apperance as the principal.
- SERIES -
1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)
2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)
3. Ojanko High School (1988)
$end
$info=ojankoy,
$Edit this entry at Arcade-History.com
$bio
Ojanko Yakata - Shobatsuki Mahjong sen (c) 1986 V-System.
Mahjong with a high school theme.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Girl Mansion - Triumph In the Mahjong Match'.
- SERIES -
1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)
2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)
3. Ojanko High School (1988)
$end
$info=ojanko2,
$Edit this entry at Arcade-History.com
$bio
Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (c) 1987 V-System.
Mahjong with a high school theme.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Girl Second Mansion - Triumph in the Mahjong Match'.
- SERIES -
1. Ojanko Yakata - Shobatsuki Mahjong sen (1986)
2. Ojanko Yakata 2bankan - Shobatsuki Mahjong sen (1987)
3. Ojanko High School (1988)
$end
$info=ojousan,ojousanm,
$Edit this entry at Arcade-History.com
$bio
Ojyousan (c) 12/1987 Nichibutsu.
Mahjong with beautiful *prizes*.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Young Lady'.
$end
$info=olibochu,
$Edit this entry at Arcade-History.com
$bio
Oli-Boo-Chu (c) 02/1982 Irem / GDI.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 4-way joystick
$end
$info=olysoc92,
$Edit this entry at Arcade-History.com
$bio
Olympic Soccer '92 (c) 1992 Seibu Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Seibu Cup Soccer".
$end
$info=omega,
$Edit this entry at Arcade-History.com
$bio
Omega (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "The End".
$end
$info=omegaf,omegafs,
$Edit this entry at Arcade-History.com
$bio
Omega Fighter (c) 1989 UPL.
A vertical scrolling shooter.
- TECHNICAL -
Game ID : UPL-89016
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1989.
A special version was also released.
- STAFF -
Staff : Iwatani, Nobuyuki Narita, Abe, Akemi Tsunoda, Nikei, Shigksa, T.T, Ohnuma
$end
$info=omegrace,
$Edit this entry at Arcade-History.com
$bio
Omega Race [Upright model] (c) 1981 Midway.
When playing this game, you are the pilot of an Omegan Space Fighter in training to defend Omega's Star Colonies. You are stationed in space to destroy as many waves of attacking enemy droid ships as possible.
You begin your training with a small number of droid ships in the first wave of attackers and gradually build your skill until there is a maximum number of 12 attacking droid ships per wave. These attaching ships not only move independently and fire at you, they also drop two different kinds of space mines to block your path and your shots at them.
As your skill level increases, the speed with which the droid ships attack is gradually increased and their shots at you become more accurate.
Bonus ships are awarded to you periodically throughout the game as you reach or pass certain preselected point values. Each enemy ship and mine has a point value.
The object of the game is to survive as long as possible while destroying as many attacking droid ships and space mines as you can. As you do this, each following wave of attackers will be harder to destroy.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 232 x 264 pixels
Screen refresh : 40.00 Hz
Palette colors : 32768
Players : 2
Control : Spinner knob
Buttons : 2 (FIRE, THRUST)
- TRIVIA -
Released in June 1981.
Omega Race was Midway's only vector game created.
Also released as :
"Omega Race [Mini-Myte model]"
"Omega Race [Sit-Down model]"
"Omega Race [Cocktail model]"
According to Arcade Engineering co-founder (and former Allied Leisure designer) Jack Pearson, the idea for Omega Race came when some designers obtained a copy of Atari's "Asteroids" and created a new game by putting masking tape on the screen to create a track and they ignored the asteroids and were trying to fly around the track.
Omega Race differed significantly from "Asteroids" in a few respects. First, there was no 'wrap-around' (where you exit on one edge and return to the opposite edge). The walls would stop the player's fighter if it impacted them. Second, all the information such as high score and ships left were in a box in the middle of the playing field. Last, you could be expected to encounter multiple attackers in each wave. Although Omega Race wasn't a big seller, it still created a following. Unfortunately, this game came out when games such as "Pac-Man" were at their peak.
One thing of note is that the high score table will not display the initial FUK or FUC (early censorship at its best).
Thomas Gault holds the official record for this game with 3,290,900 points.
A bootleg of this game is known as "Delta Race".
- SCORING -
Photon Mine : 350 points
Vapor Mine : 500 points
Droid Ship : 1000 points
Command Ship : 1500 points
Death Ship : 2500 points
- TIPS AND TRICKS -
* When you start the game, your fighter will be in either the left or right corner of the screen. The enemy Droid Ships will be in one of the lower corners diagonally opposite from your fighter. Your job is to eliminate all the enemy Droid Ships in order to advance to the next wave. You will start with six enemy Droid Ships in wave one. The number of Droid Ships will increase by two until you will be dealing with twelve enemy Droid Ship per wave. Not only will you have to deal with enemy Droid Ships, you will also have to deal with the mines that they lay.
* The spinner knob is very sensitive on this game. That means you don't have to turn it too much to make your fighter respond. This can be very helpful if you are attempting to line up a shot and you 'overspin' the knob, thereby leaving yourself vulnerable to an enemy attack.
* Go down the side opposite of where the enemy Droid Ships are. Since you have rapid fire, try to destroy as many enemy Droid Ships as possible. This will become important in later waves since multiple Command and Death ships will appear amongst the enemy Droid Ships.
* When moving around the screen, make sure you keep firing toward the enemy ships. Although shots in this game have a limited range, if you put up a wall of fire, you can catch the enemy Command or Death ships in a nasty trap. Keep in mind that your rate of fire is only limited by how fast you can push the fire button.
* If you accelerate too much in one direction, turn your fighter toward any one of the walls so that you ram it. This will cause your fighter to instantly stop so that you can get your bearings again to deal with enemy threats.
* After the second wave, the enemy Droid Ships tend to migrate around the middle box in a direction opposite of where your fighter appears. After the fourth wave, the enemy Droid Ships tend to split up with a Command ship with each of these groups to make your job even harder.
* Command ships located in the pack of enemy Droid Ships will not pursue your fighter. This doesn't mean, however, that they aren't helpless. If you get too close to one of these packs, that Command ship will fire on your fighter.
* Enemy fire isn't the only danger you will have to deal with. Command and Death ships also deposit mines. If you don't destroy the Photon mines, they eventually become Vapor mines. Both of these mines can present a major obstacle if you are trying to get away from the enemy or trying to set yourself up into a better firing position.
* If you take too long to bring down a Command ship, it will transform into a Death ship. Death ships are much harder to hit because they fly quickly around the screen shooting and laying mines.
* Don't get to close to any Command or Death ship since both of these ships have pretty accurate fire when they get close to your fighter.
* After Wave 5, a Droid Ship will transform into a Death ship near the beginning of the wave to create an even bigger challenge of getting through the wave.
- STAFF -
Designed by : Ron Halliburton (Founder of Arcade Engineering)
- PORTS -
* Consoles :
Colecovision (1981)
Atari 2600 (1983)
* Computers :
Tandy Color Computer (1982, "Space Race")
Commodore C64 (1982)
Commodore VIC-20 (1982)
* Others :
VFD tabletop game (1981) by Coleco : Unfortunately, this game was never released.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc.
All In Color For a Quarter - Keith Smith.
$end
$info=omni,
$Edit this entry at Arcade-History.com
$bio
Omni (c) 198? Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way Joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Pisces".
$end
$info=omotesnd,
$Edit this entry at Arcade-History.com
$bio
Omotesandou (c) 1989 Anime TEC.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
$end
$info=onetwo,onetwoe,
$Edit this entry at Arcade-History.com
$bio
One + Two (c) 1997 Barko.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 8 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=oneshot,
$Edit this entry at Arcade-History.com
$bio
One Shot One Kill (c) 199? Playmark.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : lightgun
Buttons : 1
$end
$info=nmaster,
$Edit this entry at Arcade-History.com
$bio
Oni - The Ninja Master (c) 1995 Banpresto / Pandorabox.
3 selectable characters cooperatively battle huge, innovative monsters, Dadandarn/Monster Maulers style.
- TECHNICAL -
Game ID : BP947A
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 57.55 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known outside Japan as "Metamoqester".
Oni - The Ninja Master is an off shoot of the, then popular, Oni series of RPGs by Pandora Box, stretching across the Nintendo Game Boy, Nintendo Super Famicom and Sony PlayStation.
- STAFF -
Planners : Takehiko Hoashi, Kenji Tanii, Kaim Labo
Designers : Motakazu Tokoro (Player), Takehiko Hoashi (Monster and stage)
Cg designers : Masahiko Takai, Toshinobu Komazawa and MOSScorop staff
Sound designer : Satoshi Akamatsu
Programmers : Kenji Tanii, Satoshi Akamastu
Hardware : Kazuhisa Takasu, Masahito Aizawa
Voices : Misato Suzuki, Yukimasa Kishino, Kenji Tanii, Satoshi Akamastu, Takehiko Hoashi
Mouhitu designer : Tomoyo Sekiguchi with PEN
Cell animation : Motokazu Tokoro, ARCADIA
$end
$info=onna34ro,onna34ra,
$Edit this entry at Arcade-History.com
$bio
Onna Sansirou - Typhoon Gal (c) 1985 Taito.
A female warrior takes on a slew of opponents to defend the honor of her dojo.
- TECHNICAL -
Prom Stickers : A52
Main CPU : Z80
Sound CPU : Z80
Sound Chips : AY8910, MSM5232, DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Sanshiro Woman'.
- STAFF -
Staff : (S.TAKAHASI), (HIRO.SAKAU) (KURANAGA), Junji Yarita (J.YARITA), (VT EIKICHI), (MR-2 NAGAI)
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=opaopa,
$Edit this entry at Arcade-History.com
$bio
Opa Opa (c) 19?? Sega.
- TECHNICAL -
Sega System E hardware
Main CPU : Z80 (@ 5.3693 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
- SERIES -
1. Fantasy Zone (1986)
2. Opa Opa (19??)
3. Super Fantasy Zone (1993, Sega Mega Drive)
$end
$info=openmj,
$Edit this entry at Arcade-History.com
$bio
Open Mahjong (c) 198? Sapporo Mechanic.
$end
$info=opwolfb,
$Edit this entry at Arcade-History.com
$bio
Operation Bear (c) 1988 Bear Corporation Korea.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), (2x) Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 1
Control : lightgun
Buttons : 2
- TRIVIA -
This bootleg of "Operation Wolf" proved popular as a game in its own right and even outscored the original in location tests. The reason? The lightgun on Operation Bear was a free roaming replica machine gun on a chain, which could be carried more realistically than the mounted joystick of Operation Wolf.
$end
$info=thunderh,
$Edit this entry at Arcade-History.com
$bio
Operation Thunder Hurricane (c) 1996 Konami.
- TECHNICAL -
GTI CLUB-Hardware
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=othunder,othundu,othunduo,othundrj,
$Edit this entry at Arcade-History.com
$bio
Operation Thunderbolt (c) 1988 Taito.
Terrorists have seized a passenger airplane and will execute all the hostages if their demands are not met. It is up to the veteran soldier known as 'Lone Wolf' to return to action and rescue those hostages before time runs out. Thankfully you are not alone on this mission so bring a friend and have a blast by blasting the enemies into oblivion!
- TECHNICAL -
Prom Stickers : B67
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Operation Thunderbolt's plot is loosely based on a real life incident known as 'Operation Entebbe' which consisted of the hijacking of Air France Flight 139 which took place in June 27, 1976 and ended on July 4, 1976. one year later, Menahem Golam directed a movie based on the incident called Mivtsa Yonatan. coincidentally the English title of the film is called Operation Thunderbolt.
- UPDATES -
Two different versions was released in US, the new one features some changed texts (during introduction).
- SERIES -
1. Operation Wolf (1987)
2. Operation Thunderbolt (1988)
3. Operation Wolf 3 (1994)
4. Operation Tiger (1998)
- STAFF -
Project reader : Masaki Ogata
Game designers : Junji Yarita, Hiroyuki Sakou
Game programmers : Daisuke Sasaki, Akira Ootsuki, Youzou Koma, Tatsuo Nakamura, Shinji Soyano
Music composer : Spratter. A
Sound editers : Masahiko Takaki, Kazuyuki Onui, Yasuko Yamada
Character designers : Junji Yarita, Yoshihiko Wakita, Minori Ishino, Taira Sanuki, Hisakazu Katoh
PCB designer : Takashi Ohara
Mechanical designer : Itsuji Yamada
Cabinet designer : Atushi Iwaoka
Art designers : Hiroyasu Nagai, Osamu Matsuura
- PORTS -
* Consoles :
Amstrad GX4000 (1990)
Nintendo Super Famicom (1994) : had some differences, including selectable characters and mission order.
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
Commodore C64 (1989)
Amstrad CPC (1989)
Sinclair ZX Spectrum (1989)
Commodore Amiga (1989)
Atari ST (1989)
Amstrad CPC+ (1990)
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=opwolf,opwolfu,opwolfa
$Edit this entry at Arcade-History.com
$bio
Operation Wolf (c) 1987 Taito.
A light-gun game in which the player takes on the role of a soldier and must infiltrate an enemy army base. The object is to capture six bases and to save any hostages encountered on the way.
Each mission begins with the player carrying a limited amount of machine gun bullets and rockets, but extra ammunition can be collected by shooting any gun magazines or rockets that appear on screen.
Any civilians or hostages that the player shoots will result in a reduction to the player's health meter (which is displayed on the right-hand side of the screen). Farm animals, in the form of a chicken and a pig, will occasionally run across the screen; Shooting these will reveal bonus items such as health or ammunition.
Once the game is completed, the player is returned to the first mission, but with an increased level of difficulty.
- TECHNICAL -
Board Number : M4300189A
Prom Stickers : B20
Main CPU : 68000, Z80
Sound Chips : YM2151, (2x) MSM5205
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : lightgun
Buttons : 2
- TRIVIA -
Released in November 1987.
Developed by East Technology.
Mark Twitty holds the official record for this game with 212,350 points.
A bootleg of this game is known as "Operation Bear".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.
- TIPS AND TRICKS -
* Time your grenade shots to wipe out more than one enemy vehicle at a time. It is rarely smart to use a grenade on a single vehicle. Grenades are not plentiful enough to use in this fashion.
* When the large, blond enemy soldiers (with toting large machine guns) appear in stage four (Ammo Dump), shooting them in the face will take them down quickly. Otherwise, a grenade or lots of bullets will be required. Also in stage four, keep a stream of fire going just to the right corner of the mortar behind the sandbags. You will plug the guy shooting at you early and you will not be distracted by incoming mortar fire.
* Each round cleared heals three damage points and the village round heals twenty damage points. If you are playing on a generous machine (mucho power drinks) or an easy machine and you are a great shot, you may have less than three damage points near the end of the first stage (enemy radar) or less than twenty damage points near the end of the village scene. If so, leave one helicopter alive. When it flies on screen, pump it with nine bullets. This gives you points and you can finish it with one shot if you need to. The helicopters often take just one damage point and take a long time to deliver their damage. All the while they do this, power drinks, grenades, and ammunition may show up so you can stock up before the round has to end. Blow-up the helicopter when you have three or twenty damage points depending on the round.
* On the fifth stage (Concentration Camp), you are likely to finish this round shooting foot soldiers. If you are a good shot, wait until they flash. Sometimes, the enemies do not flash or shoot. The longer you delay the end of the round, the more likely you are to have ammo, grenades, and power drinks drift into the scene.
* If you play a game that allows you to select the scene in which you fight, choose the village when you have 15-20 damage points so you can make the most of the village's healing bonus where twenty damage points will be removed. Also, do not select the ammo dump. It uses more ammo than it gives, delivers inevitable damage to you, and the three helicopters the ammo dump sends to reinforce the final round are nothing compared to the onslaught you face at the ammo dump.
- SERIES -
1. Operation Wolf (1987)
2. Operation Thunderbolt (1988)
3. Operation Wolf 3 (1994)
4. Operation Tiger (1998)
- STAFF -
Cast : Eigo Okajima, Katuhiko Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya
Direct of photography : Eigo Okajima
Music by : Hiroshi Tuda
Planned by : Eigo Okajima
* Design :
All characters : Masaru Tamura, Op & Ed, Saori Ohkura
Title & Capture : Saori Ohkura
1st scene : Masaru Tamura, Natuko Tanahara
2nd scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura
Extra scene : Masaru Tamura
3rd scene : Naoaki Wataya
4th scene : Naoaki Wataya
Final scene : Naoaki Wataya
States : Natuko Tanahara, Saori Ohkura
Effects : Masaru Tamura, Naoaki Wataya
All mechanics : Naoaki Wataya
* Program :
Event : Katuhiko Hirano, Satoru Komiya
1st scene : Katuhiko Hirano
2nd scene : Satoru Komiya
Extra scene : Toshihiro Kimura
3rd scene : Katuhiko Hirano, Toshihiro Kimura
4th scene : Satoru Komiya
Final scene : Toshihiro Kimura
System : Katuhiko Hirano
- PORTS -
* Consoles :
Nintendo Famicom (1989)
NEC PC-Engine (1990)
Sega Master System
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2") (Japan only)
* Computers :
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
MSX (1988)
Amstrad CPC (1988) [Keyboard / Joystick version]
Amstrad CPC (1989) [LightGun version]
Atari ST (1989)
PC [MS-DOS] (1989)
Commodore Amiga (1989)
Commodore Amiga (1990, "Amiga Champions")
FM Towns PC (1990)
PC [MS Windows] (2005, "Taito Legends")
$end
$info=opwolf3,opwolf3u,
$Edit this entry at Arcade-History.com
$bio
Operation Wolf 3 (c) 1994 Taito.
- TECHNICAL -
Game ID : D74
Main CPU : 68000 (@ 14.346 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
This arcade machine came in two different styles. Alternate artwork and alternate guns colour.
- SERIES -
1. Operation Wolf (1987)
2. Operation Thunderbolt (1988)
3. Operation Wolf 3 (1994)
4. Operation Tiger (1998)
- STAFF -
Cast : Eigo Okajima, Katuhiro Hirano, Satoru Komiya, Toshihiro Kimura, Masaru Tamura, Naoaki Wataya as Terrolists
Direct of Photography : Eigo Okajima
Design all Characters : Masaru Tamura
Design OP & ED : Saori Ohkura
Design title & Capture : Saori Ohkura
Design 1st Scene : Masaru Tamura, Natuko Tanahara
Design 2nd Scene : Masaru Tamura, Natuko Tanahara, Saori Ohkura
Extra Scene : Masaru Tamura
Design 3rd Scene : Naoaki Wataya
Design 4th Scene : Naoaki Wataya
Design Final Scene : Naoaki Wataya
States : Natuko Tanahara, Saori Ohkura
Effects : Masaru Tamura, Naoaki Wataya
All Mechanics : Naoaki Wataya
Program Event : Katuhiko Hirano, Satoru Komiya
Program 1st Scene : Katuhiko Hirano
Program 2nd Scene : Satoru Komiya
Program Extra Scene : Toshihiro Kimura
Program 3rd Scene : Katuhiko Hirano, Toshihiro Kimura
Program 4th Scene : Satoru Komiya
Program Final Scene : Toshihiro Kimura
System : Katuhiko Hirano
Music by : Hiroshi Tuda
Planned by : Eigo Okajima
$end
$info=orangeci,
$Edit this entry at Arcade-History.com
$bio
Orange Club - Maru-hi Ippatsu Kaihou (c) 1988 Daiichi Denshi.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
$end
$info=orangec,
$Edit this entry at Arcade-History.com
$bio
Orange Club - Maru-hi Kagai Jugyou (c) 02/1988 Daiichi Denshi.
Mahjong with girls who are hooked on oranges!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Player : 2
Control : mahjong keyboard
- TRIVIA -
The subtitle of this game translates from Japanese as 'Secret Extracurricular Lesson'.
The [BET] version of this game is known as "VIP Club - Maru-hi Ippatsu Kaihou".
$end
$info=orbit,
$Edit this entry at Arcade-History.com
$bio
Orbit (c) 11/1978 Atari.
- TECHNICAL -
Game ID : 033689-033702
Main CPU : M6800 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
On Orbit, Owen was basically asked to knock off Steve Russell's 'Spacewar!' (the first vector video game ever writen : 1962!) in RASTER for the European market in just 6 to 8 weeks, it was done quickly and there are small mistakes. Owen should have made the shots bigger for example, and the space stations could have had better graphics. But for a raster version of an original vector game in those days, Atari hit it fairly well.
There was 2 versions, a large upright cabinet (that may never have been shipped) and the smaller one with the long row of buttons. Atari did a very advanced version in the larger cabinet that had an electronic touch pad and lots of LEDs to indicate which options were selected, with a different type of buttons from the small cabinet. It was a very cool touch pad but all the same functions were there, just in a small space. It was a large cabinet with the touch pad over the monitor. The stereo sound was cool because it placed the sound where the objects were on the screen.
Owen also changed the option buttons to always work because he hated that in 'Spacewar!', once you picked the game and options, you were stuck with them for the entire game. If you bought and were playing a 15 minute game, it was a long time to realize you should not have picked negative gravity! Also, Owen needed to add something to the game to make it different (in addition to the switchable options), so the idea of getting new fuel, shots, and repairs from Space Stations seemed like a cool idea at the time. Too bad it did not work as well as Owen thought it would. That is why they are an option.
The last interesting note on Orbit was that the space stations actually DO orbit the sun, they are not on tracks. Owen gave them an initial hit of velocity at the start of each wave and the gravity routines do the rest (they ignore negative gravity, because the first time you selected it, they would fly off the screen). To test the gravity routines, on the bench Owen put the space stations into orbit around the sun, and just let it run for days. Several days later, they were still in orbit, but degraded a bit and a bit more elliptical. They finally lost orbit a few days later. Not that Owen needed to do this, he could have put them on tracks, but he wanted his 8 bit gravity math to work as well as possible all the other time.
- STAFF -
Designed and programmed by : Owen Rubin
$end
$info=orbitron,
$Edit this entry at Arcade-History.com
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Orbitron (c) 19?? Signatron USA.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- PORTS -
* Computers :
Commodore C64 (1984)
$end
$info=ordyne,ordynej,
$Edit this entry at Arcade-History.com
$bio
Ordyne (c) 1988 Namco.
A cartoony horizontally scrolling shooter from Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : OR
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1988.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.5 - VDR-5300) on 21/08/1989.
- STAFF -
Music composed by : Sinji Hosoe
- PORTS -
* Consoles :
NEC PC-Engine (1989)
Sony PlayStation (1996, "Namco Museum Vol.4")
$end
$info=orlegend,orlegndc,orlegnde,orld111c,orld105k,
$Edit this entry at Arcade-History.com
$bio
Oriental Legend (c) 1997 IGS.
Fabulous beat-'em-up featuring player and enemy characters straight out of Asian myths and stories.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Xi Yo Gi Shi Re Zuang".
- UPDATES -
REVISION 1 :
* Software version : 105
REVISION 2 :
* Software versuion : 111
REVISION 3 :
* Software versuion : 112
REVISION 4 :
* Software versuion : 126
- SERIES -
1. Oriental Legend (1997)
2. Oriental Legend Super (1999)
3. Oriental Legend 2 (2007)
- STAFF -
Excutive producer : Alf
Program engineers : Lth, Why, Cji
Hardware engineers : Franklin,Wu, Chuang,Yu-Fen
Animation designers : Lai,Yao Kun, Wu, Szn Chlang, N.D, C.K.C, J.C.H, P.P.C, Y.J.S, L.C.U, Deby,Fu, Minchen,W., Su,Ping Chen, Melody, Andy,Chiu, Eagle Young, L.S.J, Akira Yuki, Chou,Hsien-Chin, M.A.Y, Kelly
Music conductor : Ray
Music & Sound effects : Eddie Yao
Directors : Mao,Li De, Liu,Guo Jun, Gao,Zhong Zen
Producers : Ko-Chu Lee, Paulchiang, A.C.Chen, Tzung Hui Cheng
$end
$info=olds,olds100,olds100a,
$Edit this entry at Arcade-History.com
$bio
Oriental Legend Super (c) 1999 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Oriental Legend (1997)
2. Oriental Legend Super (1999)
3. Oriental Legend 2 (2007)
$end
$info=osman,
$Edit this entry at Arcade-History.com
$bio
OSman (c) 1996 Mitchell.
A platform shoot-em-up that doesn't just 'borrow heavily' from Capcom's 1989 classic, "Strider", it blatently steals from it. The player controls a 'Cannon Dancer' called Kirrin : a highly acrobatic hero who is also a skilled martial arts fighter. Kirrin must jump and fight his way over a number of colourful, inticately-rendered levels in his bid to defeat the enemy forces. In addition to the many power-ups that are availble to strengthen Kirrin's attacks (with each power-up indicated by a colour change to Kirrin's costume), the player is armed with three 'Magic' attacks per life, which work in a similar fashion to those of Sega's "Shinobi".
The Strider-esque gameplay is, if anything, an improvement over the illustrious game upon which it is based. As well as the mandatory improved graphics, understandable given the six years that seperates the two games, OSman's level design is hugely inventive and offers more variety than Strider's stages.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump
- TRIVIA -
This game is known in Japan as "Cannon Dancer".
This game is often compared to "Strider", and the main reason for that being because in the early 90's several Capcom employees went to Mitchell including Isuke, the original Game Planner for Capcom's "Strider". He is credited as the sole designer for Cannon Dancer which is why the two games are so similar.
- UPDATES -
Japanese and American roms are identical. Only the Eeprom is different.
- TIPS AND TRICKS -
* Osman movements :
Sliding - Down + B Button.
Dash - Hold Left or Right after Sliding.
Throwing - B Button in Jump or Sliding.
Kizami-Mai - Shake the joystick during Attack.
- STAFF -
Stage Design : Milk Tea, K.Nozawa, Stily-Stilie, Q.B.B.
Object Design : Utata Kiyoshi, Ava, N.N, K.Tatsu, Otasuke-P, Tsukahira
Ryu, Mazin, Ojiji, Kuro
Sound Music : Tago Saku
Voice : Fujii Masayo, Mr.Matsushita
Program : Namcho, Br.Coin
Game Design : Isuke
$end
$info=othldrby,
$Edit this entry at Arcade-History.com
$bio
Othello Derby (c) 1995 Sunwise.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Based on the board game titled, aptly enough, Othello.
$end
$info=othellos,
$Edit this entry at Arcade-History.com
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Othello Shiyouyo (c) 04/1998 Success.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Let's do Othello'.
$end
$info=urashima,
$Edit this entry at Arcade-History.com
$bio
Otogizoushi Urashima Mahjong (c) 1989 UPL.
- TECHNICAL -
Game ID : UPL-89052
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Player : 2
- TRIVIA -
The title of this game translates from Japanese as 'Urashima Fairy Tale Mahjong'.
$end
$info=otonano,
$Edit this entry at Arcade-History.com
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Otona no Mahjong (c) 06/1988 Apple.
Mahjong taking place at a ritzy hotel.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Adult Mahjong'.
$end
$info=ogonsiro,
$Edit this entry at Arcade-History.com
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Ougon no Shiro (c) 1986 Taito.
- TECHNICAL -
Main CPU : (2x) Z80
Sound CPU : M6809
Sound Chips : YM2203, MSM5205
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as ''Castle of Gold''.
This game is known outside Japan as "Gladiator".
Guaranos and Irene appear in Allumer's "Blandia" as the selectable characters Gurianos and Irriana respectively.
- UPDATES -
This version has a nudity feature not present in "Gladiator". See ''Tips and Tricks'' section for more information, the female warrior Irene is shown with bare breasts (In Gladiator she still wears a bikini top when defeated this way).
- TIPS AND TRICKS -
* If you move fast UP and DOWN for a while you should activate a shield.
* How to strip Irene's clothes off : After breaking her sword, if her shield is not entirely broken, break it. Irene, unlike the other characters, has TWO suits of armor. DO NOT KILL HER! Try to remove as many parts of the armor as you can, throwing careful attacks. Focus especially on her chest-plate and on the... uh...'thigh-plate'?. After you've done that, defeat her BY ATTACKING HER LEGS. She will fall on her knees, with her sword on her hands against her chest. When you pass her, she extends her arms towards you and... HELLO!
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol.1")
$end
$info=mt_orun,
$Edit this entry at Arcade-History.com
$bio
Out Run (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Palette colors : 96
Players : 2
Buttons : 3
$end
$info=outrunb,
$Edit this entry at Arcade-History.com
$bio
Out Run [Bootleg] (c) 1987 Beta.
A strange version of the Sega's classic video game, copyrighted 1987 Beta.
$end
$info=outrun1,
$Edit this entry at Arcade-History.com
$bio
Out Run [Deluxe Sit-Down model] (c) 1986 Sega.
Out Run puts the player behind the wheel of a red Ferrari Testarossa in this ground-breaking and hugely popular racing game. As with most games of the genre, players must reach the end-of-stage 'goal' before the tight time limit expires. Out Run's lush, colourful levels are all packed with civilian traffic that, in addition to the tracks themselves, must be carefully negotiated. Upon crashing, the player's car doesn't explode or come to a sudden halt as with other games of the time; it flips into the air before crashing to the ground and eventually rolling to a stop; throwing the driver and his female passenger from the car in the process.
As well as being able to choose which route to take through the game, players can also choose from one of 3 different catchy songs to listen to while driving. The 3 songs are : 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TECHNICAL -
This model with hydraulics turned and shook according to the action onscreen, much like Sega's Afterburner.
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 12288
Players : 1
Control : Steering wheel
Pedals : 2 (Accelerator and break)
Gear shift : 2 (Low / High)
- TRIVIA -
Released in November 1986.
Also released as :
"Out Run [Upright model]", only with a steering wheel and stick shift plus gas and brake pedals.
"Out Run [Sit-Down model]", without hydraulics.
The version with hydraulics turned and shook according to the action onscreen, much like Sega's Afterburner.
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list:
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
An Out Run machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 12/1987.
Scitron released a limited-edition soundtrack album for this game (Outrun/SEGA S.S.T. - PCCB-00081) on 02/1992. Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
- UPDATES -
In "Out Run [Deluxe Sit-Down model]", all the courses are in a different order.
- TIPS AND TRICKS -
* Fatest route : the fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message : right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at app. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you app. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run [Upright model] (1986)
1. Out Run [Sit-Down model] (1986)
1. Out Run [Deluxe Sit-Down model] (1986)
2. Out Run 3-D (1989, Sega Master System)
3. Battle Out Run (1989, Sega Master System)
4. Turbo Out Run (1989)
5. Out Run Europa (1991, Sega Game Gear)
6. Out Runners (1992)
7. Out Run 2019 (1993, Sega Mega Drive)
8. Out Run 2 (2003)
9. Out Run 2 SP - Special Tours (2004)
- STAFF -
Designed by : Yu Suzuki (YU.)
Music by : Hiroshi Miyauchi (MIY)
From highscore table : (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* Consoles :
Sega Master System (1987)
NEC PC-Engine (1990)
Sega Mega Drive (1991)
Sega Game Gear (1991)
Sega Saturn (1996, "Sega Ages - OutRun")
Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")
Sega Dreamcast (2001, "Shenmue II")
Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")
Microsoft XBOX ("Shenmue II")
Microsoft XBOX (2004, "Out Run 2") : Hidden Content.
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 13 : Out Run")
* Computers :
MSX1 (1986) : by US Gold. It was only released one a tape in Europe on a limited base.
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
MSX2 (1988)
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25''] (1989)
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")
* Others :
LCD tabletop (large) game (1989) released by Tiger Electronics : 5 different races.
Mobile phones (2002)
- SOURCES -
The SEGA Out Run FAQ by Chris White & Andrew W. Sharples.
$end
$info=outrun2,outrun,
$Edit this entry at Arcade-History.com
$bio
Out Run [Sit-Down model] (c) 1986 Sega Enterprises, Ltd.
Out Run puts the player behind the wheel of a red Ferrari Testarossa in this ground-breaking and hugely popular racing game. As with most games of the genre, players must reach the end-of-stage 'goal' before the tight time limit expires. Out Run's lush, colourful levels are all packed with civilian traffic that, in addition to the tracks themselves, must be carefully negotiated. Upon crashing, the player's car doesn't explode or come to a sudden halt as with other games of the time; it flips into the air before crashing to the ground and eventually rolling to a stop; throwing the driver and his female passenger from the car in the process.
As well as being able to choose which route to take through the game, players can also choose from one of 3 different catchy songs to listen to while driving. The 3 songs are : 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TRIVIA -
Released in November 1986.
Also released as :
"Out Run [Upright model]".
"Out Run [Deluxe Sit-Down model]".
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
An Out Run machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 12/1987.
Scitron released a limited-edition soundtrack album for this game (Outrun/SEGA S.S.T. - PCCB-00081) on 02/1992. Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
- UPDATES -
In "Out Run [Deluxe Sit-Down model]", all the courses are in a different order.
- TIPS AND TRICKS -
* Fatest route : the fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message : right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at app. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you app. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run [Upright model] (1986)
1. Out Run [Sit-Down model] (1986)
1. Out Run [Deluxe Sit-Down model] (1986)
2. Out Run 3-D (1989, Sega Master System)
3. Battle Out Run (1989, Sega Master System)
4. Turbo Out Run (1989)
5. Out Run Europa (1991, Sega Game Gear)
6. Out Runners (1992)
7. Out Run 2019 (1993, Sega Mega Drive)
8. Out Run 2 (2003)
9. Out Run 2 SP - Special Tours (2004)
- STAFF -
Designed by : Yu Suzuki (YU.)
Music by : Hiroshi Miyauchi (MIY)
From highscore table : (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* Consoles :
Sega Master System (1987)
NEC PC-Engine (1990)
Sega Mega Drive (1991)
Sega Game Gear (1991)
Sega Saturn (1996, "Sega Ages - OutRun")
Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")
Sega Dreamcast (2001, "Shenmue II")
Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")
Microsoft XBOX ("Shenmue II")
Microsoft XBOX (2004, "Out Run 2") : Hidden Content.
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 13 : Out Run")
* Computers :
MSX1 (1986) : by US Gold. It was only released one a tape in Europe on a limited base.
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
MSX2 (1988)
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25''] (1989)
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")
* Others :
LCD tabletop (large) game (1989) released by Tiger Electronics : 5 different races.
Mobile phones (2002)
$end
$info=orunners,orunneru,
$Edit this entry at Arcade-History.com
$bio
Out Runners (c) 1992 Sega.
Between one and eight players (the latter requiring the use of link-up cabinets) compete in this colourful update of the 1986 classic, "Out Run". Out Runners features the multiple routes of the original but this time includes a large number of selectable vehicles; each of which poses different strengths and weaknesses, such as higher speed or better handling. While Out Runners captured some of the spirit of Out Run, it couldn't match the superb gameplay and sheer inventiveness of the illustrious original.
- TECHNICAL -
Sega System Multi 32 hardware
Main CPU : V70 (@ 20 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)
Screen orientation : Horizontal
Video resolution : 832 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : paddle
Buttons : 5
- TRIVIA -
"Magical Sound Shower", "Passing Breeze" and "Splash Wave" are the original Out Run soundtracks that can also be found in 'Out Runners' - albeit in 'enhanced' form. Out runner's creators, The AM2 group (led by Yu Suzuki) also created these other famous Sega games :
"After Burner" (1987)
"Enduro Racer" (1986)
"F1 Exhaust Note" (1991)
"Galaxy Force" (1998)
"G-Loc - Air Battle" (1990)
"GP Rider" (1990)
"Hang-On" (1985)
"Out Run" (1986)
"Rad Mobile" (1990)
"Space Harrier" (1985)
"Super Hang-On" (1987)
"Super Monaco GP" (1989)
"Turbo Out Run" (1989)
"Virtua Fighter" (1993)
"V.R. - Virtua Racing" (1992)
"Out Run 2" (2003)
A hugely impressive game CV by anyone's standards.
Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365) on 15/12/1993.
- UPDATES -
The US version is slightly different, It has the 'Winners Don't Use Drugs' on one screen and the 'Recycle It, Don't Trash It!' on the other screen.
- TIPS AND TRICKS -
* To play Jingle Bells as the background music, you must first start a race. Anytime during the race hit the next music station and previous music station at the same time.
* To enter your name to the Best 'Out Runners' rankings, win the game before the clock runs out.
- SERIES -
1. Out Run [Upright model] (1986)
1. Out Run [Sit-Down model] (1986)
1. Out Run [Deluxe Sit-Down model] (1986)
2. Out Run 3-D (1989, Sega Master System)
3. Battle Out Run (1989, Sega Master System)
4. Turbo Out Run (1989)
5. Out Run Europa (1991, Sega Game Gear)
6. Out Runners (1992)
7. Out Run 2019 (1993, Sega Mega Drive)
8. Out Run 2 (2003)
9. Out Run 2 SP - Special Tours (2004)
- PORTS -
* Consoles :
Sega Mega Drive (1994)
$end
$info=outzone,outzonea,outzoneb,outzonec,
$Edit this entry at Arcade-History.com
$bio
Out Zone (c) 1990 Toaplan.
A vertically scrolling run and gun game, in which the player controls a soldier who must fight his way through 7 increasingly difficult levels. At the end of each level a boss must be defeated before the player can progress any further.
- TECHNICAL -
Game ID : TP-018
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 55.16 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in August 1990.
Several characters from other Toaplan games make cameo appearances as powerups or bonuses :
* Six plane squadron from "Flying Shark" fly on the screen shooting enemies in an upside down V shape pattern.
* The "Truxton" ship follows the player helping out.
* ZIG-01 from "Zero Wing" flies on the screen dragging a bunch of '5000' points bonuses.
* Pipiru, Toaplan's mascot from "Zero Wing" also appears as an useless helper.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990.
- UPDATES -
Out Zone new version uses different enemies in some stages and has extra bonuses compared to the old version. The music sequences are also in different orders between the sets.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- SERIES -
1. Out Zone (1990)
2. Fixeight (1992)
- STAFF -
Music and sound created by : Tatsuya Uemura
$end
$info=outline,
$Edit this entry at Arcade-History.com
$bio
Outline (c) 1982 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Radar Zone".
$end
$info=otrigger,
$Edit this entry at Arcade-History.com
$bio
Outtrigger (c) 1999 Sega.
A maximum of 4 people can play at the same time on-line. The eyeball controller gives the player free and real eye moves.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA (@ 45 Mhz)
- PORTS -
* Consoles :
Sega Dreamcast (2001)
$end
$info=overdriv,
$Edit this entry at Arcade-History.com
$bio
Over Drive (c) 11/1990 Konami.
Very fast First-person racing game.
- TECHNICAL -
Game ID : GX789
Main CPU : (2x) 68000 (@ 12 Mhz), M6809 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) K053260 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 304 pixels
Screen refresh : 59.00 Hz
Palette Colors : 2048
Players : 1
Control : steering wheel
Buttons : 3
$end
$info=overrev,
$Edit this entry at Arcade-History.com
$bio
Over Rev (c) 1997 Jaleco.
- TECHNICAL -
Sega Model 2B hardware.
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way Joystick
Buttons : 4
- TIPS AND TRICKS -
Three additional cars : at the 'car selection' screen, press the Accelerator.
$end
$info=overtop,
$Edit this entry at Arcade-History.com
$bio
Over Top (c) 04/1996 ADK.
You drive different vehicles in this 3D-like 2D game. The backgrounds are quiet nicely done. The task is to finish every race before certain time. There are many hidden shortcuts in this game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0212
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Accelerate speed, [B] Reduce speed
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
$end
$info=ozmawars,ozmawar2,
$Edit this entry at Arcade-History.com
$bio
Ozma Wars (c) 12/1979 SNK.
- TECHNICAL -
CPU Board Number : AA017757
Audio/IO Board Number : CV070005
ROM Board Number : AA017756A
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
A copy of this game is known as "Space Phantoms".
A bootleg is known as "Solar Fight".
This is the first game manufactured by SNK (Shin Nihon Kikaku).
$end
$info=ozon1,
$Edit this entry at Arcade-History.com
$bio
Ozon I (c) 1983 Proma.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=p47j,
$Edit this entry at Arcade-History.com
$bio
P-47 - The Freedom Fighter (c) 05/1988 Jaleco.
P-47 is a two-dimensional, scrolling shooter type of game. You play as the pilot of a P-47. Your mission is to basically destroy as many of the enemies as you possibly can. This means eliminating as many air and ground units as you can. You will be going through four missions (each being broken up into two parts) and at the end of each of these parts is an enemy boss for you to tangle with. Although you have unlimited ammunition, the enemy will make you pay for the invasion into their homeland. You will be able to accomplish this with various power-ups and also a second player (if they buy in). Your mission won't be easy but it is necessary so you can secure both the skies and ground for our troops.
The game is broken up into four missions. Within these four missions, there are two parts. One part involves going over land and the other part has you either going over water or being up in the air. Regardless of which part you are on, you will still have to deal with the same basic things. After part two of mission four, the missions will repeat again with mission one.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "P-47 - The Phantom Fighter".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988.
- SCORING -
Scoring in this game is complicated. There are a lot of enemy units for you to take out. In addition, some units have multiple parts which also score points. You also get points for collecting items and making it through a mission. The enemy units are broken up into air, ground and boss.
ENEMY AIR UNIT
BOMBER, LARGE (FACES RIGHT) : 3,000
BOMBER, LARGE (TAN) : 3,000
BOMBER, MEDIUM (FACES RIGHT) : 2,000
BOMBER, MEDIUM (FACES LEFT) : 1,500
FIGHTER/BOMBER, SMALL (FACES LEFT) : 1,000
FIGHTER/BOMBER, LARGE (FACES RIGHT) : 5,000
HELICOPTER, MEDIUM : 300
HELICOPTER, POWER-UP : 500
PLANE, JET : 200
PLANE, JET (TAN) : 300
PLANE, PROPELLER : 100
PLANE, PROPELLER (TAN) : 200
PLANE, ROCKET : 500
ROCKET, V1 : 100
ROCKET, TWO-FIN : 100
ENEMY GROUND UNITS
MOTORCYCLE : 2,000
RAIL GUN, LARGE (GUN ONLY) : 1,000
RAIL GUN, LARGE (TURRET) : 3,000
RAIL GUN, SMALL : 1,000
SELF-PROPELLED HOWITZER : 3,000
TANK, LARGE : 600
TANK, MEDIUM : 400
TANK, VERY LARGE : 5,000
TURRET, GROUND : 100
TURRET, TRAIN : 400
TRUCK, ANTI-AIRCRAFT : 200
TRUCK, DEDICATED ANTI-AIRCRAFT : 400
TRUCK, HALFTRACK : 300
TRUCK, QUAD ANTI-AIRCRAFT : 500
TRUCK, RADAR : 2,000
ENEMY BOSSES
BATTLESHIP, MAIN GUN : 5,000
BATTLESHIP, SECONARY BATTERY : 2,000
BATTLESHIP, TERTIARY BATTERY : 1,000
BATTLESHIP, ANTI-AIRCRAFT BATTERY : 500
BOMBER, VERY LARGE : 20,000
BOMBER, HUGE : 40,000
RAIL GUN, LARGE : 10,000
TANK, HUGE (GREEN) : 20,000
TANK, HUGE (SILVER) : 50,000
In addition to the above scoring, you also get points for the number of item power-ups you collect and for finishing each part of a mission. The scores for collection of item power-ups are :
1 ITEM : 1,000 POINTS
2 ITEMS : 2,000 POINTS
3 ITEMS : 3,000 POINTS
4 ITEMS : 4,000 POINTS
5 ITEMS : 5,000 POINTS
6 ITEMS : 10,000 POINTS
7 ITEMS : 20,000 POINTS
8-10 ITEMS : 30,000 POINTS
You will also score 10,000 points for completing a mission part.
- TIPS AND TRICKS -
As soon as you start the game, you will immediately be placed into the thick of the action. Be ready for anything.
* This game is very fast-paced and it only gets harder as you progress through the missions. This means you will have to be constantly aware of what is happening from both in the air and on the ground.
* Your fighter has unlimited firepower in both bullets and also auxiliary weapons such as bombs and missiles. Use this to your advantage by laying down a solid wall of firepower to prevent any enemy units from getting close to your fighter.
* Make sure, though, that you are constantly aware of where an enemy unit is because you will also have to gauge where its fire will be heading. In addition, most enemy units move so they basically will 'shoot and scoot' making it harder for you to pinpoint their location.
* To take care of units that like to roam around, lay down a 'carpet' of bombs or other heavy firepower. Your bombs drop down much faster than an enemy unit can move so you can basically overwhelm them with superior firepower.
* Some enemies require more then one hit to take them out. This means you will have to use a combination of different offensive weapons to destroy them. This will be especially true when you are fighting the bosses.
* Make sure you know the lay of the land at all times. Some topography has some extremes in both hills and valleys. Sometimes your only choice is to go above a mountain peak that has a lot of ground and air units guarding it. This means you will have to unleash some serious firepower to make it safely over.
* Ensure that you know how to regulate your speed depending on the current conditions. You can go no further to the front than the right side of the screen nor any further back than the left. Use this speed-up, slow-down to avoid enemy fire and to eliminate targets before they become unmanageable.
* Make sure you eliminate all helicopters that have items so you can ensure you have the right kind of power-up plus you can also get free men.
* When you encounter large formations of planes, the best weapons are the missiles or exploding bombs. These can clear out large holes in those formations plus they can prove rather deadly to the bigger planes as well.
* Overall, this game involves the application of massive amounts of firepower in order to survive the next mission. This isn't to say, however, that paying attention and constantly moving aren't also important... they are vital to your survival.
- SERIES -
1. P-47 - The Freedom Fighter (1988)
2. P-47 Aces (1995)
- STAFF -
Sound composer : Shizuyoshi Okamura
- PORTS -
* Consoles :
NEC PC-Engine (1989)
* Computers :
Amstrad CPC (1989)
Atari ST (1989)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=p47,
$Edit this entry at Arcade-History.com
$bio
P-47 - The Phantom Fighter (c) 05/1988 Jaleco.
P-47 is a two-dimensional, scrolling shooter type of game. You play as the pilot of a P-47. Your mission is to basically destroy as many of the enemies as you possibly can. This means eliminating as many air and ground units as you can. You will be going through four missions (each being broken up into two parts) and at the end of each of these parts is an enemy boss for you to tangle with. Although you have unlimited ammunition, the enemy will make you pay for the invasion into their homeland. You will be able to accomplish this with various power-ups and also a second player (if they buy in). Your mission won't be easy but it is necessary so you can secure both the skies and ground for our troops.
The game is broken up into four missions. Within these four missions, there are two parts. One part involves going over land and the other part has you either going over water or being up in the air. Regardless of which part you are on, you will still have to deal with the same basic things. After part two of mission four, the missions will repeat again with mission one.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "P-47 - The Freedom Fighter".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988.
- SCORING -
Scoring in this game is complicated. There are a lot of enemy units for you to take out. In addition, some units have multiple parts which also score points. You also get points for collecting items and making it through a mission. The enemy units are broken up into air, ground and boss.
ENEMY AIR UNIT
BOMBER, LARGE (FACES RIGHT) : 3,000
BOMBER, LARGE (TAN) : 3,000
BOMBER, MEDIUM (FACES RIGHT) : 2,000
BOMBER, MEDIUM (FACES LEFT) : 1,500
FIGHTER/BOMBER, SMALL (FACES LEFT) : 1,000
FIGHTER/BOMBER, LARGE (FACES RIGHT) : 5,000
HELICOPTER, MEDIUM : 300
HELICOPTER, POWER-UP : 500
PLANE, JET : 200
PLANE, JET (TAN) : 300
PLANE, PROPELLER : 100
PLANE, PROPELLER (TAN) : 200
PLANE, ROCKET : 500
ROCKET, V1 : 100
ROCKET, TWO-FIN : 100
ENEMY GROUND UNITS
MOTORCYCLE : 2,000
RAIL GUN, LARGE (GUN ONLY) : 1,000
RAIL GUN, LARGE (TURRET) : 3,000
RAIL GUN, SMALL : 1,000
SELF-PROPELLED HOWITZER : 3,000
TANK, LARGE : 600
TANK, MEDIUM : 400
TANK, VERY LARGE : 5,000
TURRET, GROUND : 100
TURRET, TRAIN : 400
TRUCK, ANTI-AIRCRAFT : 200
TRUCK, DEDICATED ANTI-AIRCRAFT : 400
TRUCK, HALFTRACK : 300
TRUCK, QUAD ANTI-AIRCRAFT : 500
TRUCK, RADAR : 2,000
ENEMY BOSSES
BATTLESHIP, MAIN GUN : 5,000
BATTLESHIP, SECONARY BATTERY : 2,000
BATTLESHIP, TERTIARY BATTERY : 1,000
BATTLESHIP, ANTI-AIRCRAFT BATTERY : 500
BOMBER, VERY LARGE : 20,000
BOMBER, HUGE : 40,000
RAIL GUN, LARGE : 10,000
TANK, HUGE (GREEN) : 20,000
TANK, HUGE (SILVER) : 50,000
In addition to the above scoring, you also get points for the number of item power-ups you collect and for finishing each part of a mission. The scores for collection of item power-ups are :
1 ITEM : 1,000 POINTS
2 ITEMS : 2,000 POINTS
3 ITEMS : 3,000 POINTS
4 ITEMS : 4,000 POINTS
5 ITEMS : 5,000 POINTS
6 ITEMS : 10,000 POINTS
7 ITEMS : 20,000 POINTS
8-10 ITEMS : 30,000 POINTS
You will also score 10,000 points for completing a mission part.
- TIPS AND TRICKS -
As soon as you start the game, you will immediately be placed into the thick of the action. Be ready for anything.
* This game is very fast-paced and it only gets harder as you progress through the missions. This means you will have to be constantly aware of what is happening from both in the air and on the ground.
* Your fighter has unlimited firepower in both bullets and also auxiliary weapons such as bombs and missiles. Use this to your advantage by laying down a solid wall of firepower to prevent any enemy units from getting close to your fighter.
* Make sure, though, that you are constantly aware of where an enemy unit is because you will also have to gauge where its fire will be heading. In addition, most enemy units move so they basically will 'shoot and scoot' making it harder for you to pinpoint their location.
* To take care of units that like to roam around, lay down a 'carpet' of bombs or other heavy firepower. Your bombs drop down much faster than an enemy unit can move so you can basically overwhelm them with superior firepower.
* Some enemies require more then one hit to take them out. This means you will have to use a combination of different offensive weapons to destroy them. This will be especially true when you are fighting the bosses.
* Make sure you know the lay of the land at all times. Some topography has some extremes in both hills and valleys. Sometimes your only choice is to go above a mountain peak that has a lot of ground and air units guarding it. This means you will have to unleash some serious firepower to make it safely over.
* Ensure that you know how to regulate your speed depending on the current conditions. You can go no further to the front than the right side of the screen nor any further back than the left. Use this speed-up, slow-down to avoid enemy fire and to eliminate targets before they become unmanageable.
* Make sure you eliminate all helicopters that have items so you can ensure you have the right kind of power-up plus you can also get free men.
* When you encounter large formations of planes, the best weapons are the missiles or exploding bombs. These can clear out large holes in those formations plus they can prove rather deadly to the bigger planes as well.
* Overall, this game involves the application of massive amounts of firepower in order to survive the next mission. This isn't to say, however, that paying attention and constantly moving aren't also important... they are vital to your survival.
- SERIES -
1. P-47 - The Phantom Fighter (1988)
2. P-47 Aces (1995)
- STAFF -
Sound composer : Shizuyoshi Okamura
- PORTS -
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Amstrad CPC (1989)
Atrari ST (1989)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
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P-47 Aces (c) 1995 Jaleco.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. P-47 - The Phantom Fighter (1988)
2. P-47 Aces (1995)
- STAFF -
Sound : Manabu Namiki
$end
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P.O.W. - Prisoners of War (c) 1988 SNK.
After breaking free from your cell in the POW camp, you must fight your way through the entire enemy army using your fists and whatever weapons you can find on dead soldiers.
- TECHNICAL -
Game ID : A7008 'DG'
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in August 1988.
This game is known in Japan as "Datsugoku - Prisoners of War".
- STAFF -
Boss : Eikichi Kawasaki
Programmers : Konny, Regulus, Shoot Yamashita, Shochan
Designers : F. Kiyoshi, Suka Michi, Motti, Maeda, Tetsu, Wara2, Buri, Madaka
Sound : Tarkun, Yoko Osaka, Kenny
- PORTS -
* Consoles :
Nintendo Famicom (1989)
$end
$info=pacnpal,pacnpal2,
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Pac & Pal (c) 07/1983 Namco.
Pac-Man has a new friend, but that friend tries to steal stuff for her own use. Pac-Man now not only has to collect the stuff lying around the board, but he also must watch this new friend to make sure she doesn't take the stuff for her own use.
- TECHNICAL -
Game ID: PAP
Main CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Pac-Man & Chomp Chomp".
First "Pac-Man" game to have music during gameplay.
- SCORING -
Cards : 10-100 points, dying resets cards to ten points.
Regular Items: 50-500 points.
Power Items : 1000 points.
Stunning Ghosts : 200, 400, 800, 1600 points.
Key : 700 - 5000 points.
End of round bonus : 100 X items eaten.
Bonus Rounds :
Cards : 100-1000 points.
Uncovering Pal : doubles points of cards uncovered afterwards.
Uncovering Blinky : ends round.
- TIPS AND TRICKS -
* Easter Egg : enter service mode and enter the following sequence : Left, Right(x9), Down(x5), Up(x6). '(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
- PORTS -
* Others :
Super Pac-Man TV game (2006 - Jakks Pacific).
$end
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Pac-Gal (c) 19??.
Basically this game is "Pac-Man", with a few minor differences. The major difference is that the ghosts have fewer restrictions on their movement, making them more formidable. Also adding to the challenge are the different mazes and the fact that the fruit no longer stays in one place, but moves in, out and around the maze. Fortunately there is a power pellet in each corner that (usually) turns the ghosts blue for a period of time, allowing you to eat them for points.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Ms. Pac-Man".
Unlike the Pac-Man hacks, the Ms. Pac-Man hacks don't mess with the scores you get from eating dots, fruit and ghosts.
- UPDATES -
This is "Ms. Pac-Man" with a color change and a new name. Also, the Midway name has been removed although the Midway logo is still there.
- SCORING -
Dot : 10 points
Energizer : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points
Strawberry : 200 points
Peach : 500 points
Pretzel : 700 points
Apple : 1000 points
Pear : 2000 points
Banana : 5000 points
$end
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Pac-Land (c) 1984 Namco.
In the cartoon world of Pac-Land, a fairy is lost and needs Pac-Man to help her get back to her home in Fairyland. Pac-Man's efforts are hampered by his ever-present enemies in the form of five deadly ghosts - Pinky, Inky, Blinky, Clyde and Sue - who constantly pursue Pac-Man as he travels through the colourful world of Pac-Land. When Pac-Man has helped the lost fairy get back to her home in Fairyland on the final stage of each trip, he is given a pair of magic shoes to help get back to his own home in Pac-Land.
In this, the 8th game in the seminal series, Namco opted to steer the series away from the maze-based antics of Pac-Man's previous adventures and instead created a colourful, sideways-scrolling platform game. This change of direction necessitated the addition of arms, legs and a face to the previously basic Pac-Man character, although much of the design work had already been completed for the 'Hanna-Barbera' cartoon series upon which the game is based.
Directional buttons make Pac-Man walk right or left, and it's possible to make him run by pressing down on a directional button repeatedly. Pac-Man must avoid the ghosts and other deadly objects that populate Pac-Land, either by jumping over or dodging them; unless, of course, he has picked up one of the mandatory Pac-Man 'Powerpills' that litter the levels which, as in Pac-Man's previous outings, make him temporarily invincible and turn the ghosts blue and vulnerable to being eaten. Each stage must also be completed within a set time limit, otherwise Pac-Man will be constantly pursued by a ghost. On some stages, Pac-Man must use a springboard to jump over large ponds. Everytime Pac-Man makes it to the end of a stage, a bonus will be awarded based on how much time is left. On each stage, there are cherries and other items which Pac-Man can collect to score points.
Upon reaching the end of the final stage, Pac-Man will be given a pair of magic shoes that will help him on his way home. When he has reached home, he will meet with Ms. Pac-Man, Baby Pac-Man, Chomp Chomp the Pac-dog and Sourpuss the Pac-cat. The game then begins again.
- TECHNICAL -
Game ID : PL
Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 256
Players : 2
Buttons : 3 (RUN LEFT, RUN RIGHT, JUMP)
- TRIVIA -
Released in August 1984.
Licensed to Bally Midway for US manufacture and distribution (October 1984).
This game was influenced by Hanna-Barbera's Pac-Man cartoon, which ran from 1982-84. The character designs and music are taken directly from the show. The background music that plays during the levels is the same as the cartoon's theme song.
Mark Mendes holds the official record for this game with 4,150,400 points.
- UPDATES -
(Midway), (set 1) and (set 2) versions enable you to pick your stage, (Set 3) just goes into stage 1.
In the Japanese release, Pac-Man's nose is longer, and he wears a hat with a feather in it. Also, the game is much more easier and slower than the others country version.
- TIPS AND TRICKS -
Round One : jumping on the first three fire hydrants to generate five cherries is quite safe as you don't have any cars until after the third hydrant. Continuing you can see another fire hydrant just after the Pac-Pill. Straight after getting this you can push the fire hydrant backwards getting a helmet. This enables you to collect the babies that the ghosts throw from their planes (you lose your hat if you run out of time or die).
Round Two - The Forest : the first 'cheat' is achieved by pushing the second cactus back - giving you 80,000 points and transporting you to your house at the end of level two. If this doesn't work then try the second, third and fourth logs in the woods. The machine randomly chooses one of these (pushing the logs only works if you haven't died and you have 15,000 points). Get the cherry that appears as it turns into another three.
Round Three - The mountains : these have no cheats - but watch out for the plane that always flies over the first mountain (a flower sometimes grows here and in many other places, I am sure that this means nothing). After completing the mountains you pass two cacti. Pushing the first one back, on earlier versions, makes you invisible and invincible to everything except the water (which just happens to be the next obstacle!) To jump over the water - run at full speed over the spring board and at the edge press jump and keep on whacking the joystick to the right - you should glide over the pool! You have then reached Fairyland! Here the Queen gives you a gift of magic boots that enable you to fly. You then start Round 4 going back the opposite way.
Round Four - Journey home : you first encounter cacti that you must jump over. If at any point you see the letter 'S' in a Pac bubble flying about - get it - it's an extra life. There is also another letter in a Pac bubble that flies around the screen - the letter 'L' - this can be achieved after getting a Pac-Pill, getting four ghosts and then Doris fifth (Doris is the one that chases you and the only one that has no hat after eating a Pac-Pill). The last cactus that you jump over is very tall. Try pushing the lower section of it backwards as this generates 7 balloons. Six of which are worth 100 points but one is worth 7650 points. Get this and don't bother with the others. Continue going home once you reach the town, jump on all fire hydrants as this always generates cherries. If pushing the cactus back didn't do anything then try pushing the second to last fire hydrant back - this will generate the balloons. When you arrive home you can still jump to get 7650 points.
Round Five - The Town : jump on the fire hydrants to generate cherries. Push the third hydrant back to give you the hat. If you pass two fire hydrants on top of each other then jump on top of these. The blue things that push you along (water jets) can also push you on top of the houses. This is advisable as it keeps you away from any double decker buses! If the second fire hydrant didn't give the helmet then the fourth fire hydrant along will.
Round Six - The water pool area : you have two short(ish) pools to clear, followed by more ghosts on pogo sticks (here appears another floating cherry). The last pool is the longest of these and must be judged carefully to clear.
Round Seven - The water jets : you have three different platforms to jump on (always try to stay on the highest one). If a flying water jet happens to hit you then whack the joystick everywhere and press fire as it is possible to escape. Not much on this round, just collect loads of strawberries. After this you reach fairyland again, you receive the boots again, and have to return home.
Round Eight - The trip home : firstly, you have to cross the long pool - backwards. Jump to the top of the screen straight away to get the cherries and clear the planes. There are stumps sticking out that you can land on and get cherries. After this there is the forest to complete. The first or second to last log will give the balloons.
Round Nine - The Water Pool Area : you leave your house and go straight into the water pool area. There are three cacti on this round. Pushing either the first (before the pool), second (before the skeleton) or third (before the Pac-pill) back will give you the helmet. The pool is slightly different as it has a stump sticking out of the water that has an extra spring board you can land on. After this there is a skeleton (that drags you down into the ground) and must be jumped over.
Round Ten - The forest : pushing one of the logs back will make you invincible to the ghosts. This works even if you have died. When you start flashing, the invincibility is about to ware off.
Round eleven - The logs and clouds : much like the one on Trip 1 except after jumping the logs, you have to jump onto clouds (although not essential as Pac can clear all the cloud jumps in one). After this you reach fairyland yet again and you receive the boots.
Round twelve - The trip home : first collect the three cherries. Then you have to jump backwards over a large pool - with no stumps. After this you reach the town. One of the few fire hydrants gives the balloon's.
Round 13 - The Town : this level has many double hydrants. Jump on these and wait for the water jet to push you up onto the houses. Walking along the houses gives you some cherries. On many versions there is no helmet on this round.
Round 14 - The cavern : you have to collect the keys to open the doors. The first key is on the top layer. Jump up there to get it. Keep going right and fall down the hole. Keep going right and fall down the next one too (you should now be on the bottom layer). Keep going right (staying on this level) and open the door. Keep going right. Jump up through the next hole and get the apples. Continue right, fall down the hole and get the key. Use this immediately to open the door. Keep going right, do not jump through the first hole and stay on the lowest level. You can then get two apples, jump through the hole and get a key, and then fall through another hole to get another two apples. Continue right and after opening the door, jump through the holes to get from the bottom level to the top. Open the door you reach and go through. Fall through the next two holes (so that you are back on the lowest level). Open the door you reach and get the two apples. Return through the door you've just come through, jump to the middle layer and continue right. You will now be out of the cavern and have reached 'break time'. So long as you don't waste time and keys it is actually easy.
Round 15 - The water jets : i think that pushing one of these fire hydrants may give the helmet, but I'm not too sure. Watch out for the planes at the very end of the level. Try to jump on them.
Round 16 - The trip home : the first gives the balloon's. Next it's the mountains. The is normally an extra life lurking around the second mountain so go backwards once for it if it doesn't come (an 'S' in a Pac). Then is the forest. The first log encountered gives the balloon's if the cactus didn't.
Round 17 - A forest level : on some versions of the machine the very first cactus will give the helmet. Just before the water is a Pac-Pill and it is quite easy to get the time bonus. After the pool, there is a short forest, following that is a spring board that must be used to clear a second pool that cannot be seen from that point.
Round 18 - The cavern : you only have limited sight. The first key is on the lower level. Go right, then jump up to the middle level, then jump up to the top layer. Keep going right and fall down a hole to the middle layer (you'll be in between two doors). Jump back up to the top level (making sure you don't open either of these. Once back on the top level, keep going right and you'll reach a door. Open it and get the key directly behind. Keep going right, fall down to the middle layer, get the key, fall down to the lower level, collect the fruit. Open the door you come across. Don't jump through the next hole, but through the one after that. Jump to get the key (fall straight back down again). Keep going right. Jump up through the next hole, go right, and fall down the next. Open the next door (you're still on the bottom level) and jump through the next hole. Then jump up to the top level, open the door and get the fruit. Go through on the top and open the end door. Fall through the holes and go to the bottom level. Go right and collect the fruit there. finally, go to the middle level and exit to 'Break Time'.
Round 19 - The mountains : clear these and the clouds as usual, but watch out for the planes at the end (over the part with three sets of moving logs). Enter fairyland.
Round 20 - The return home : this is very easy. Keep on going left, You first hit a forest. Watch out for the ghost near the end. This is followed by a pool, get all the cherries on the way, but DON'T stop for anything. Then you reach another forest, then another pool, then the last forest (watch out for another ghost here) and then the town. By the time you reach the town you will be out of time and must run full speed from Doris. Try to get the Pac-Pill but if you miss it, don't go back for it!
Round 21 - The town : this is hard as there are so many ghosts. It is pointless jumping onto the double hydrants as getting on top of the houses may involve hitting a plane. Try to stay on the top of the double-decker busses, jumping from one to another. This will stop you needing a run up. The Pac-Pill at the end can only be got by first jumping onto a ghost. Don't bother with it unless you are already on a ghost. Go straight for 'Break Time'.
Round 22 - The mountains : as well as the clouds, you meet a new section - four logs in water that must be jumped onto and crossed. Careful judgement is needed here. Get the Pac-Pill afterwards as you'll need it. Time is short so don't stop for anything.
Round 23 - The water jets : this gets hard towards the end as there are many ghosts around. Try to stay on the planes. You then reach fairyland.
Round 24 - The trip home : first are the water jets to cross. This is quite easy as there aren't many ghosts and enables you to collect a lot of fruit. Then you enter the town. The last part of this is very hard. Just jump for the Pac-Pill when you see it and hope you get it before you are killed! Don't wait around.
Round 25 - The woods : there are two woods split up by lots of skeletons. DON'T use the spring board or you will hit one of the planes. All of the skeletons are fake apart from the first and last. So don't worry about touching them. When you enter the first wood, look for the helmet at the fourth log. I think it is hidden in there.
Round 26 - The mountains - again! : this time you don't have many logs to jump on and there are very few clouds. Most of the mountains have to be jumped without any clouds. This level also contains the logs in water and is the furthest that I've ever got.
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
- PORTS -
* Consoles :
NEC PC-Engine (1989)
Atari Lynx (1991)
Sony PlayStation (1996, "Namco Museum Vol.4")
Nintendo Famicom
* Computers :
Commodore C64 (1988)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
Sharp X68000 (1994)
MSX
* Others :
LCD handheld game (1984) released by Namco.
$end
$info=pacman,pacmanm,pacmod,pacmanbl,pacmanf,
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Pac-Man (c) 1980 Namco.
The seminal and hugely influential arcade game in which the player guides the legendary Pac-Man around a single-screen maze eating dots. Pac-Man is constantly pursued in his task by four ghosts - Blinky (red), Pinky (pink), Inky (blue) and Clyde (orange). Each ghost has its own unique personality and behavioral patterns and a single touch from any of the ghosts results in Pac-Man losing a life.
Four 'Power Pills' are situated in each corner of the rectangular mazes and eating one of these makes Pac-Man temporarily invincible; the four ghosts also change to dark blue in color and can now be eaten by Pac-Man. These 'Skinned' ghosts, now visible as a pair of eyes only, will then return to the den in the middle of the maze, regenerate into their former selves, and return to the maze to continue their pursuit of Pac-Man.
Each maze contains 240 dots and 4 Power Pills, and all must be eaten to complete the level; whereupon the entire sequence begins again with an increased level of difficulty. Between every two, three, or four completed levels, animated intermissions, or 'cut scenes', are played. These intermissions are not seen after the 18th board (6th key) has been reached, however.
Occasionally, a bonus fruit or prize item will temporarily appear in the middle of the maze below the ghosts' den. Pac-Man can eat these bonus items to receive extra points. Also, there is an escape tunnel on the left and right hand side of the maze that Pac-Man can use to escape any ghosts that are currently closing in on him. The ghosts can also use the tunnel, but take longer to pass through it than Pac-Man, making escape a little easier.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Released in October 1980.
Licensed to Midway for US manufacture and distribution. 96,000 units were produced in the U.S.
Toru Iwatani, author of Pac-Man : Pac Man's character is difficult to explain even to the Japanese -- he is an innocent character. He hasn't been educated to discern between good and evil. He acts more like a small child than a grown-up person. Think of him as a child learning in the course of his daily activities. If someone tells him guns are evil, he would be the type to rush out and eat guns. But he would most probably eat any gun, even the pistols of policemen who need them.
Pac-Man was first introduced to the arcades at the end of 1980 and immediately captured the hearts and imaginations of the public like no other game before it, and few since. It is still regarded as the hallmark of the 'golden age' of video games.
Developed by Namco, the original Japanese release was called "Puckman" but, due to the West's predilection with changing words to vulgarities by scratching part of the word off (in this case, changing the word 'Puck' to something rather less socially acceptable by scratching off part of the letter 'P'), was changed to 'Pac-Man'. The name Pac-Man is derived from the Japanese slang word 'paku-paku', which in English means 'to eat'.
In Brazil, the game was unofficially named by the children as 'Come-Come' (lit. he eats-he eats, in Portuguese). Also an onomatopoeic, from the sound the character does when walking/eating. In Italy, the same sound is referred as a meaningless 'Gabo Gabo'. In Spain it was called 'Comecocos' (coconut-eater).
Pac-Man was, quite literally, conceived at lunchtime. The game's designer, the then twenty-six year old Toru Iwatani, ordered himself a pizza for lunch. He took one slice, and, looking at the rest of the pizza, and Pac-Man was born. The game took 1.5 years to complete and had five people on its team. Pac-Man is the greatest selling arcade game of all time and is arguably also the world's most recognized video-game character of all time. Pac-Man had its own cartoon, lunch box, board game, stickers and hundreds of other products. This was largely due to Pac-Man being the first truly distinctive video-game 'character', and it changed the face of video games forever. Pac-Man was also the first video game to be as equally popular with women as it was with men. Pac-Man's cult status in the early 80s was such that it even inspired a hit song by 'Buckner and Garcia' called 'Pac-Man Fever', released on the album of the same name.
* A place in video game history : 'Pac-Man is the most universally known arcade game', said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. 'Everybody knows about Pac-Man. And, I've noticed, almost everybody can play Pac-Man pretty well. Pac-Man makes just about the best use of the joystick one can imagine. It's so intuitive that it puts other games to shame in terms of how easy it is for a person to walk up, stick a quarter in the machine, and start doing something meaningful. At the time, Pac-Man introduced a completely unique style of game play and was also highly identifiable in terms of its music. With Pac-Man, everything was there. The video game industry needs another game that captures the public's heart like Pac-Man, and so far, no one has been able to come up with it.'.
* The great 25-cent escape : Lindsey says, 'People expect to see Pac-Man when they come into the museum, and without fail, when they see it, they want to play it; people remember spending hours and hours at Pac-Man. They like to see how good they are now when they play it. And I would say that, perhaps more than any other game, the same playing skills still apply. Perhaps it's because of the intuitive game play. You don't have to memorize the behavior of a wide array of enemies as you do with some other games.'.
You just have to remember that when the ghosts turn blue, you only have seconds, until they start seriously blinking, to go and get them. And Pac-Man is a little looser in its style of game play - more open. For instance, you can kill time in the lower left hand corner until you see an opening between the ghosts, and you can strategize a bit more : You can play with the tunnels, you can play with the position of the ghosts in relation to the energizers. Even people who haven't played in years remember those strategies.
You can also get into some really fun jams, Lindsey continues : 'When you've got a ghost on your tail and you have to make a decision about whether you're going to go left, or right, or straight at the next junction, which is in .03 seconds. It gets to be pretty tense, especially when those ghosts start moving really fast and the energizers aren't lasting as long. Pac-Man can be a real heart-thumping game.'.
After the 255th level, Pac-man presents the player with the infamous 'split-screen' level, where the left-half of the screen is normal, but the right-half of the screen is garbled with a mess of letters, numbers, symbols and other graphics. This level cannot be completed.
The alien spaceship "Galaxian" makes an appearance as the prize in the 9th and 10th boards.
Reportedly, when Bally/Midway obtained the rights to Pac-Man, Namco was offering four different games, which ended up being licensed to Game Plan and Bally/Midway. Game Plan's Ken Anderson reports that he and Bally's Dave Marofske flipped a coin to see who would get first crack at the games. Game Plan won and chose a tank game (which they released as "Tank Battalion") over Pac-Man. The other game they got was released as "King & Balloon". Bally/Midway, meanwhile, took Pac-Man and "Rally X".
The game also spawned a virtual cottage industry of best-selling how-to books strategy guides on how to beat the game by using patterns with names like the GET patter (after the first initials of its three creators, Bazo's Breaker, and the Donut Dazzler).
Note : Excluding bootlegs, there are 23 different name/nickname combinations for the ghosts in Pac-Man (27 including 'Sue' from "Ms. Pac-Man", 'Tim' from "Jr. Pac-Man", and 'Funky' and 'Spunky', both from "Pac-Mania").
'Galaxian' boards will run in Pac-Man machines, but the sound pinout is different, so the pinout at the connector would have to be modified. To fire, one would have to press UP on the joystick.
Billy Mitchell, Chris Ayra and Rick Fothergill all hold the official record for this game on 'Regular' settings with a perfect score of 3,333,360 points on July 3, 1999; February 2, 2002 and February 2, 2002, also, respectively.
Chris Ayra holds the official record for the fastest time to get a perfect game on 'Regular' settings with 3:42:05 on April 2, 2002.
Ron Corcoran holds the official record for this game on 'Speedup' settings with 1,321,020 points on May 13, 2001.
Hacks of this game are known as "Hangly Man", and "Caterpillar".
A Pac-Man unit appears in the movie 'Getting There', in the 1982 movie 'Jekyll & Hyde - Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Joysticks', in the 1983 movie 'Koyaanisqatsi - Life out of Balance', in the 1985 movie 'The Heavenly Kid', and in the 1986 movie 'The colour of Money'.
A Pac-man Unit appears in the pilot of Season One of the A-Team. It is where Amy meets Murdock for the first time
A Pac-Man machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
MB (Milton Bradley) released a boardgame based on this video game (Pac-Man Game) in 1982.
'Pac-man' is also the nickname of the Filipino boxing champion Manny Pacquiao. The two-time world champion earned the distinction as the only boxer who has knocked down both future Mexican 'Hall of Famer' Marco Antonio 'Baby Face Assassin' Barrera (knocked out in 11th round)and Erik 'El Terrible' Morales (knocked out in 10th round). Pacquiao has been on the top 10 list of the best 'pound-for-pound' fighters in the world.
In the multi-racial country of Malaysia, 'Pac-Man' is a slang coined to describe men who only date ladies of other races.
The name 'Pac-man' has been given to a nebula, cataloged as NGC 281. The Pac-man Nebula is an H II region in the constellation of Cassiopeia. It includes or is near the open cluster IC 1590, the double star HD 5005, and several Bok globules. The shape of the nebula resembles the famous video game icon, Pac-Man. It is visible in amateur telescopes from dark sky locations.
- UPDATES -
As mentioned earlier, Pac-Man's ghosts have names and nicknames which were : Shadow (Blinky), Speedy (Pinky), Bashful (Inky), and Pokey (Clyde). The are red, pink, blue, and orange in color, respectively. In the original "Puckman", the ghosts were named Oikake (Akabei), Machibuse (Pinky), Kimagure (Aosuke), and Otoboke (Guzuta). Puckman also had a DIP switch for alternate ghost names : Urchin (Macky), Romp (Micky), Stylist (Mucky), and Crybaby (Mocky).
Midway's new revision program for Pac-Man was released in December 1981, the new program increases the difficulty of the game and adds a new challenge to players already familiar with the original.
The Bootleg version on the 'Galaxian' hardware has different colors and screen proportions. Credit, Level & Lives remaining are incorporated in the Maze section (look at the middle exits). The sound is also quite a bit different.
- SCORING -
Dot : 10 points
Power pill (energizer) : 50 points
Ghosts : 200, 400, 800, 1600 points
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1000 points.
Galaxian : 2000 points.
Bell : 3000 points.
Key : 5000 points.
- TIPS AND TRICKS -
Easter egg :
1) Enter service mode.
2) Press and hold the 1P and 2P buttons and toggle service mode off and on quickly to bring up the alignment grid.
3) Enter the sequence: Up(x4), Left(x4), Right(x4), Down(x4)
4) MADE BY NAMCO will appear sideways in red.
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
- STAFF -
Designed by : Toru Iwatani
Programmed by : Hideyuki Mokajima
Music & Sound by : Toshio Kai
- PORTS -
* Consoles :
Bally Astrocade ("Muncher")
Atari 2600 (1981)
Atari 5200 (1982)
Colecovision (1983)
Mattel Intellivision (1983)
Emerson Arcadia ("Gobbler")
Atari XEGS
Nintendo Famicom (1987)
Nintendo Famicom Disk (1990)
Sega Game Gear (1990)
SNK Neo-Geo Pocket (1990)
Nintendo Game Boy (1991)
Sony PlayStation (1995, "Namco Museum Vol.1")
Nintendo Game Boy Color (1999, "Pac-Man - Special Color Edition")
Nintendo 64 (1999, "Namco Museum 64")
Sega Dreamcast (1999, "Namco Museum")
Nintendo Game Boy Advance (2001, "Pac-Man Collection")
Sony PlayStation 2 (2001, "Namco Museum")
Nintendo GameCube (2002, "Namco Museum")
Microsoft XBOX (2002, "Namco Museum")
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005, "Namco Museum 50th Anniversary")
Nintendo Game Boy Advance (2005, "Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection") : a brand new 'Arrangement' version unique to this port is also featured.
Microsoft XBOX 360 (2006, as a downloadable Live Arcade game)
Microsoft XBOX 360 (2007, "Pac-Man Championship Edition" Xbox Live Arcade)
* Computers :
Exidy Sorcerer (1981, "Chomp")
Tandy Color Computer (1981, "Pac-Tac")
Tandy Color Computer (1982, "Ghost Gobbler")
Tandy Color Computer (1982, "Pack Maze")
Atari 400 (1982)
Atari 800 (1982)
PC [Booter] (1982, "PC-Man)
Commodore VIC-20 (1982)
BBC B (1982, Acornsoft): Renamed "Snapper" after Acornsoft was sued.
Commodore C64 (1983)
Tandy Color Computer (1983, "Pac-Tac II")
Tandy Color Computer (1983, "Pac Jaws")
PC [Booter] (1983)
PC [Booter] (1983, "Ascii Man", a part of the "Friendlyware PC Arcade" suite)
PC [MS-DOS] (1983)
Texas Instruments TI-99/4A (1983)
Fujitsu FM-7 (1984)
Acorn Electron (1984, "Snapper")
MSX (1984)
Amstrad CPC (1985)
Thomson TO8 (1986, "Compilation Contacthoms")
Atari ST (1986, "Spook - Mighty Munchers")
Tandy Color Computer (1990, "Pac-Dude")
Apple Macintosh (1992, "Mac-Man")
PC [MS Windows 95] (1995, "Mac-Man", part of "Windows Arcade Pack")
PC [MS Windows 95, 3.5''](1995, "Microsoft Return of Arcade")
Tandy Color Computer 3 (1997)
PC [MS-DOS] (1997, "ChampPac-Em" - CHAMProgramming)
PC [MS Windows, CD-ROM] (2000, "Microsoft Return of Arcade 20th Anniversary")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
Sinclair ZX Spectrum
Apple II
Sharp X68000
* Others :
VFD portable game (1980, "Pac-Man 2", called Pac Man 2 because it allowed two people to play at once) by Entex.
VFD portable game (1980, "Hungry Pac", Japanese release only) by Entex.
VFD handheld game (1981) by Coleco.
LCD flip-type handheld game (1984) by Tiger (Released overseas by Orlitronic).
LCD large screen handheld game (1984) by Tiger (Released overseas by Orlitronic).
LCD handheld game (1992) released by MGA (Micro Games of America).
Arcade (1996, "Namco Classics Collection Vol.2")
LCD handheld color game (1999) released by MGA (Micro Games of America).
Mobile Phones (2003)
Namco Classics TV game (2003 - Jakks Pacific).
Super Pac-Man TV game (2006 - Jakks Pacific).
Apple I Pod (2006)
- SOURCES -
All In Color For a Quarter - Keith Smith
$end
$info=pacnchmp,
$Edit this entry at Arcade-History.com
$bio
Pac-Man & Chomp Chomp (c) 1983 Namco.
Pac-Man's dog Chomp Chomp has become part of the game, but he tries to steal stuff for his own use. Pac-Man now not only has to eat the stuff lying around the board, but he also must watch his Dog to make sure he doesn't take the stuff for his own use.
- TECHNICAL -
Game ID : PAP
Main CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Pac & Pal".
First "Pac-Man" game to have music during gameplay.
Chomp-Chomp is Pac-Man's dog from the Hanna-Barbera Pac-Man cartoon. He also had a cat named Sour Puss.
- SCORING -
Cards : 10-100 points, dying resets cards to ten points.
Regular Items : 50-500 points.
Power Items : 1,000 points
'Striking' Ghosts : 200, 400, 800, 1,600 points
Key : 700 - 5,000 points.
End of round bonus : 100X items eaten, 2,000 if all items eaten.
Bonus Racks :
Cards : 100-1,000 points
Uncovering Chomp-Chomp : doubles points of cards uncovered
Uncovering Blinky : end round
- TIPS AND TRICKS -
* Easter Egg : enter service mode and enter the following sequence : Left, Right(x9), Down(x5), Up(x6). '(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.
* Don't let Chomp-Chomp eat the fruit. Bonus points are awarded 'perfect boards' when Pac-Man eats all fruit himself, and the bonus increases with each 'perfect board'.
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac-Man & Chomp Chomp (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
$end
$info=pacplus,
$Edit this entry at Arcade-History.com
$bio
Pac-Man Plus (c) 1982 Bally Midway.
The monsters are the same, if their edible forms are changed. The maze is familiar, if a bit off in color. The prizes in the center are a bit different. Be careful, however : you may eat an energizer and find that Red Monster you wanted to chomp into at the dot still red and you now dead. Also, you might want to try eating the monsters after eating the center prize. They'll turn dangerous after turning visible.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Pac-Man Plus was developed by Bally Midway without the approval of Namco. Released as an upgrade kit for the original "Pac-Man" where the action on screen has been 'upgraded' so that the old patterns and tried-and-true ways of playing no longer have any validity.
Shannon Ryan holds the official record for this game with 3,213,900 points.
- UPDATES -
The programming is is a lot like "Pac-Man" except that the maze is outlined in green instead of blue. The prizes that appear in the middle of the maze are cans of Coke, cocktails, green beans, cakes, gift-wrapped boxes, etc. Whenever Pac-Man eats an energizer, the ghosts not only turn blue but they also get apple stems on their heads. On later levels, sometimes only three of the ghosts turn blue.
The game plays exactly like the original except that there are various events (apparently selected at random) that may or may not occur after Pac-Man eats one of the four power pellets. These events include but are not limited to : the maze's structure becoming temporarily invisible, the ghosts turning invisible while they are blue, or only three of the four ghosts turning blue. The prizes in the middle of the maze can also act as a power pellet. Another difference is that later in the game the maze's structure becomes permanently invisible.
- SCORING -
The scoring system is very similar to the original Pac-Man game.
Dots : 10 points
Energizers : 50 points
Monsters after eating energizer : 200, 400, 800, 1,600 points
Monsters after center prize : 400, 800, 1,600, 3,200 points
Soda Can : 100 points
Vitmo : 300 points
Peas : 500 points
Apple : 700 points
Grapes : 1000 points
Galaxian : 2000 points
Bread : 3000 points
Pancakes : 5000 points
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
- PORTS -
* Others :
Super Pac-Man TV game (2006 - Jakks Pacific).
$end
$info=pacmania,pacmanij,
$Edit this entry at Arcade-History.com
$bio
Pac-Mania (c) 1987 Namco.
Pac-Mania is a 1- or 2-player (alternating) game in which players maneuver the new Pac-Man through a world of 3-D mazes. He's back in action... but with a new twist, BOUNCE power! Ready for a new generation of Pac-Man players, he can't wait for the chance to show off his new aerial maneuvers to the crowd! The "boss" ghost Clyde has recruited the talents of 2 new ghosts, Sue and Funky. Pac-Man must use his speed and cunning to outwit these annoying pests.
Pac-Man now faces new challenges as he enters the worlds of Block Town, Pac-Man's Park, Sandbox Land, and Jungly Steps. Fortunately for Pac-Man, he has the help of 2 'special items' - a green and red power pill. The green pill adds temporary speed, and the red awards double points. It's a whole new ball game for Pac-Maniacs!
Game play begins with the opportunity for players to level select among one of three playfield worlds : Block Town, Pac-Man's Park or Sandbox Land. With Block Town being the easiest and Sandbox Land being the harder, players are accordingly rewarded for selecting and completing the challenges in this mode.
The player's main objective is to eat all dots and power pills in the mazes while avoiding persistent ghosts. Using the new BOUNCE button, players can bounce their way over the ghosts to avoid being caught. But two new ghosts have been added to insure that Pac-Man doesn't have it too easy. In fact, one of them can also bounce in the air like Pac-Man. Fortunately, these rivals of Pac-Man are only found in the more demanding worlds and mazes.
During play, the appearance of fruit and green/red power pills will trigger the bell. This alerts players immersed in the game who might otherwise miss these valuable items. A green power pill awards extra speed; it is good until a yellow or red power pill is eaten and expires or a game life is lost. Red power pills award double points, and continue to do so until a game life is lost.
An optional continue feature is offered to allow players to continue their progress without having to start back at the beginning. It's a great way for Pac-Maniacs to learn and practice strategies without having to re-start games from the beginning. Bonus thresholds are offered at various score values, and are adjustable.
- TECHNICAL -
Namco System 1 hardware
Game ID : PN
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 1 (BOUNCE)
- TRIVIA -
Released in November 1987.
Licensed to Atari for US distribution.
After the superb platform action of the series' previous game, "Pac-Land", Namco chose to return the series to its roots with the re-introduction of the 'eat all of the pills in the maze game-play of the earlier classics. Pac-Mania feels somewhat different to its illustrious predecessors, however, due to Pac-Man's newly-acquired 'jump' ability. The mazes are now rendered with an isometric, pseudo 3-D viewpoint, allowing the player to jump over the chasing ghosts and make an escape.
The 'Pac-Man's Park' maze is basically the original "Pac-Man" maze in an isometric 3-D perspective.
Another new feature in this game is the appearance of several 'special items' (in addition to the traditional fruit bonuses - cherries, strawberries, oranges, apples, bananas, apricots, bells, and keys). These items include candy, hamburgers, ice cream cones, coffee, and 2 special kinds of power pills. The pills, which appear in addition to the traditional power pills, give Pac-Man more points for eating ghosts and also give him extra speed, both of which come in very handy during game-play. Pac-Mania was to be Pac-Man's last arcade outing.
Donn Nauert holds the official record for this game with 385,570 points.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989.
- UPDATES -
Difference Between US and Japanese Version :
US version :
- The first Block Town only has 1 Level.
- The first Pac-Man's Park, Sandbox, and Jungly Steps Worlds only have 2
levels each.
- Spunky shows up on the second Sandbox World level.
- Top 10 Score List. Will let you write initials, before continuing.
- The "Pac-Mania" Logo has Pac-Man, Pinky, and Blinky circling around the logo.
- There's Stage Select
- Items are placed differently
- Courage Bonus this would activate once you got past Block Town.
- Total Levels : 19
Japanese version :
- First Block World has 2 levels. And every other world after that has three
levels.
- Spunky shows up on the third Jungly Steps level
- No Stage Select. However, if one Japanese Machine has Stage Select, you cannot
continue.
- No Top 10 Score List.
- The 'Pac-Mania' Logo doesn't have Pac-Man, Pinky, and Blinky circling around
the logo.
- Total Levels : 23
- SCORING -
Dot : 60 points
Power pill (energizer) : 300 points
Red pill (special energizer) : 7650 points (doubles ghost values up to 7650)
Green pill (speed up) : 1000 points
Ghosts : 200, 400, 800, 1600, 3200, 7650 points
Cherry : 1000 points
Strawberry : 2000 points
Peach : 3000 points
Apple : 4000 points
Banana : 5000 points
Flower : 6000 points
Bell : 7000 points
Key : 8000 points
Candy : 4000 points
Green apple : 6000 points
Coffee cup : 5000 points
Small ice cream cone : 6000 points
Large ice cream cone : 8000 points
Silver bell : 9000 points
Galaxian : 7650 points
Silver key : 10000 points
Hamburger : 7000 points
Silver Galaxian : 7650 points
- TIPS AND TRICKS -
* On the first couple of stages where power pellets last long, try to get 3 or 4
ghost near a power pellet. Once they are there, it is possible to eat all of
the ghost on the board. You'll also rack up lots of points this way after
eating the Pink Pill.
* On later stages, try clearing the pellets on top of the maze first. Not all of
the ghost will come out at once, once the level starts.
* On later stages, power pellets won't last long. Use those to distract the
ghost as you clear the board.
* Jumping is very important. You can jump at least 3 ghost lengths.
* When a ghost is on your tail, a good way to lose him is to turn around and
jump over the ghost.
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
- STAFF -
Game Design : St. Daimyojin
Character Design : T. Yamashita
Graphic Design : A. Usukusa
Visual Design : Satoshi S., Babe. Teshima, Yukari M., Kazuya G., Tomoyuki S.
Music and Sound : Junko Ozawa, Yuri., Y. Tomuro
Game Program : Taro. Shimizu
System Program : Taro. Shimizu, Kosei M., Dr. Tam., H. Yamazaki
System Design : T. Ogawa, T. Okada, Makoto Inoue, Dr. Tam.
Director : St. Daimyojin, T. Iwatani
Presenter : Fun First Pro., Namco Limited
- PORTS -
* Consoles :
Nintendo Famicom (1990)
Sega Master System (1991)
Sega Mega Drive (1991)
Sony PlayStation (1997, "Namco Museum Vol.5")
Nintendo Game Boy Advance (2001, "Pac-Man Collection")
Sony PlayStation 2 (2002, "Namco Museum") : initially locked.
Microsoft XBOX (2002, "Namco Museum") : initially locked.
Nintendo GameCube (2002, "Namco Museum") : initially locked.
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary") : initially locked.
Microsoft XBOX (2005, "Namco Museum 50th Anniversary") : initially locked.
Nintendo GameCube (2005, "Namco Museum 50th Anniversary") : initially locked.
* Computers :
Sinclair ZX Spectrum (1988)
Atari ST (1988)
Amstrad CPC (1988)
Commodore C64 (1988)
Commodore Amiga (1988)
MSX2 (1989)
Acorn Archimedes (1991)
Tandy Color Computer 3 (1992, "PacDude Monster Maze")
Sharp X68000
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary") : initially locked.
* Others :
Mobile Phones (2005)
$end
$info=pacapp,
$Edit this entry at Arcade-History.com
$bio
Paca Paca Passion (c) 1999 Produce.
A rhythm action game.
- TECHNICAL -
Namco System 12 hardware
Game ID : PPP
Main CPU : SPU (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Licensed to Namco for distribution.
- SERIES -
1. Paca Paca Passion (1998)
2. Paca Paca Passion 2 (1999)
3. Paca Paca Passion Special (1999)
- PORTS -
* Consoles :
Sony PlayStation (1999)
$end
$info=pacapp2,
$Edit this entry at Arcade-History.com
$bio
Paca Paca Passion 2 (c) 1999 Produce.
- TECHNICAL -
Namco System 12 hardware
Game ID : PKS
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Aspect ratio : 4/3
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- SERIES -
1. Paca Paca Passion (1998)
2. Paca Paca Passion 2 (1999)
3. Paca Paca Passion Special (1999)
- PORTS -
* Consoles :
Sony PlayStation (2000)
$end
$info=pacappsp,
$Edit this entry at Arcade-History.com
$bio
Paca Paca Passion Special (c) 1999 Produce.
- TECHNICAL -
Namco System 12 hardware
Game ID : PSP
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- SERIES -
1. Paca Paca Passion (1998)
2. Paca Paca Passion 2 (1999)
3. Paca Paca Passion Special (1999)
- PORTS -
* Consoles :
Sony PlayStation (2002)
$end
$info=pkgnsh,
$Edit this entry at Arcade-History.com
$bio
Pachinko Gindama Shoubu (c) 1998 Nakanihon / Dynax.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : Paddle
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Pachinko Silver Ball Match'.
- SERIES -
1. Pachinko Gindama Shoubu (1998)
2. Pachinko Gindama Shoubu DX (1998)
$end
$info=pkgnshdx,
$Edit this entry at Arcade-History.com
$bio
Pachinko Gindama Shoubu DX (c) 1998 Nakanihon / Dynax.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : Paddle
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Pachinko Silver Ball Match Deluxe'.
- SERIES -
1. Pachinko Gindama Shoubu (1998)
2. Pachinko Gindama Shoubu DX (1998)
$end
$info=sxyreact,
$Edit this entry at Arcade-History.com
$bio
Pachinko Sexy Reaction (c) 1998 Sammy.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : paddle
Buttons : 2
- TRIVIA -
The pinball-like game of Pachinko is extremely popular in Japan and can be found in many American casinos. The term Pachinko is derived from the Japanese word pachi-pachi, meaning the clicking of small objects or the crackling of fire. While the origins of pachinko are unknown, it most likely descended from the 'Corinth Game' which originated in Chicago, USA. The game appeared in Japan in the early 1920's and the first Pachinko hall was opened in the Osaka Prefecture. Takeichi Masamura is known as the founder of today's pachinko for he developed the 'Masamura Gauge', an arrangement of nails that became the basis for most of today's pachinko machines. In the 1980's pachinko machines became computerized and now have sounds and graphics that make the game more exciting. Pachinko is similar to pinball in that small 11mm steel balls are shot onto the playing surface where they haphazardly bounce around and through a network of nails. The object of the game is to have the balls directed into winning pockets, whereby you receive more balls that equate to a prize or a monetary amount. The pachinko player is only responsible for controlling the speed by which the pachinko balls are shot onto the playing surface, from then on it basically becomes a game of chance. To initiate play you insert money to purchase a number of balls that are dropped into a loading area. By pulling the handle-like knob, one ball is released and projected by a spring. Most of the balls will fall unsuccessfully through the pins to the bottom, but some will fall into special pockets that activate a slot machine. At this point you are instantly rewarded with a set number of balls and if the same three symbols match up on the reels, you win an even greater amount.
- TIPS AND TRICKS -
During the game, there are Fever Rounds. These rounds are literally 'You beat the table' moments, where absolutely huge amounts of balls are earned per ball landed, and you can earn up to 5 secret shots.
In the last two rounds, The Fever Rounds do not have the five scenes. They do however give you the same huge bonuses, with the last level having an extremely difficult ball earning method offset by the Fever Round being a huge impossible-to-miss target that earns through the roof!
- SERIES -
1. Pachinko Sexy Reaction (1998)
2. Pachinko Sexy Reaction 2 (1999)
$end
$info=sxyreac2,
$Edit this entry at Arcade-History.com
$bio
Pachinko Sexy Reaction 2 (c) 1999 Sammy.
Six levels (16 rounds)...
Choose the start level :
1) Swimming pool : 3 rounds.
2) Zoo : 3 rounds.
3) Beach : 3 rounds.
Choose a new way (way A or B) :
Way A :
1) Fun fair : 3 rounds
2) Sight on the city : 3 rounds
Way B :
1) Fast Food : 3 rounds
2) Cinema : 3 rounds
Last level :
1) Bedroom : 1 round
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : paddle
Buttons : 2
- SERIES -
1. Pachinko Sexy Reaction (1998)
2. Pachinko Sexy Reaction 2 (1999)
$end
$info=paddle2,
$Edit this entry at Arcade-History.com
$bio
Paddle 2 (c) 1988.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
This game is a bootleg of "Arkanoid".
$end
$info=paddlema,
$Edit this entry at Arcade-History.com
$bio
Paddle Mania (c) 1988 SNK.
- TECHNICAL -
Game ID : Alpha-68K96I 'PM'
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 4
Control : 8-way joystick
Buttons : 2
- STAFF -
Produced by : Yanbal, Tama
Sub Programmer : Sho Chan
Character designers : Tsuka Chan, Hamachi, Hidetoshi
Sound producers : Oh! Chan, Kenny
Mechanic team : Nishide, Ebara
Colaboration : Design Division
$end
$info=pntnpuzl,
$Edit this entry at Arcade-History.com
$bio
Paint & Puzzle (c) 19?? Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 400 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : lightgun
Buttons : 1
$end
$info=paintrlr,
$Edit this entry at Arcade-History.com
$bio
Paint Roller (c) 19??.
Time to take up your paint brush and paint the town Red (or Green or Orange, or whatever color you happen to have on hand)! A pair of fish are out to stop you but you can roll over them at the overpass. There's other items that just try to mess up your paint job; you can run over these folks easily (if you catch them).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
This game is a bootleg of "Crush Roller".
- UPDATES -
Careful when going through the ''bridges'' in this game as the fish are able to reach up from above or below to kill your character.
- SCORING -
Painting floor : 10 points per unpainted or footprint/tiretrack/dropping messed segment.
Killing Fish : 50, 100, 200, 400, 800, 1600, 3200, 6400 and the maximum 9,000.
Each level starts with the lowest point scoring fish being increased by one. eg Level one starts at 50 points, level two with 100 points, and so on up to 9,000.
Capturing the creature/object messing up your paintwork : 1,000 points
$end
$info=paintlad,
$Edit this entry at Arcade-History.com
$bio
Painted Lady (c) 1992 Gaelco.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.75 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Splash!".
Painted Lady was developed by a freelance group called OMK from Barcelona. OMK itself were three members : a programmer and two graphic artists. The music and sound was always made at Gaelco. Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco. Painted Lady was a big success.
- SERIES -
1. Painted Lady (1992)
2. Glass (1993)
$end
$info=pairsnb,
$Edit this entry at Arcade-History.com
$bio
Pairs (c) 1989 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
$end
$info=pairs,pairsa,
$Edit this entry at Arcade-History.com
$bio
Pairs - Featuring The Giffy Girls (c) 09/1994 Strata / Incredible Technologies.
The game is played with a standard deck of cards (52 cards plus two jokers). These are laid out in a 6x10 grid. You begin by selecting a card, it turns over, and then you try to select another card that matches. If both of your cards match, then they are both taken away (and a bit of the picture is revealed underneath them). If they don't match, then they are flipped back over and you must try again. The number of chances you have is kept track of with hearts at the bottom of the screen, you get an extra heart each time you guess correctly, and you lose a heart each time you guess incorrectly. The game has 8 different women to choose from, and there are four stages for each woman (the pictures get naughtier at each stage). Once all 32 of those stages are completed, you get to play several bonus stages that have pictures of several women together. This is a really fun game, despite its obvious adult trappings.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game was released as a conversion kit, and can be found in a wide variety of different arcade cabinets. It will most often be found in bartop or converted cocktail units, due to the fact that this game was designed for bars, and bars prefer those form factors.
- UPDATES -
Revision 1 :
* Software version : 09-07-1994
Revision 2 :
* Software version : V1.2 09-30-1994
$end
$info=pairlove,
$Edit this entry at Arcade-History.com
$bio
Pairs Love (c) 1991 Athena.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=toride2g,torid2gg,toride2j,
$Edit this entry at Arcade-History.com
$bio
Paitoride II - Adauchi Gaiden (c) 1994 Metro.
Solitaire mahjong game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in March 1994.
The title of this game translates from Japanese as 'Revenge Side Story - Tile Fortress II'.
- SERIES -
1. Last Fortress - Paitoride (1994)
2. Paitoride II - Adauchi Gaiden (1994)
3. Dai Paitoride (1996)
$end
$info=palamed,
$Edit this entry at Arcade-History.com
$bio
Palamedes (c) 1990 Taito.
- TECHNICAL -
Taito L System hardware
Board Number : K1100610A
Prom Stickers : C63
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Palamedes (1990)
2. Palamedes 2 (1991, Nintendo Famicom)
- PORTS -
* Consoles :
Nintendo Famicom (1990)
Nintendo Game Boy (1990)
* Computers :
MSX2 (1990)
$end
$info=pallavol,
$Edit this entry at Arcade-History.com
$bio
Pallavolo (c) 1991 Unknown.
An Italian bootleg of "Power Spikes".
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Players : 2
Buttons : 3
$end
$info=pandoras,
$Edit this entry at Arcade-History.com
$bio
Pandora's Palace (c) 02/1984 Konami / Interlogic.
Taking on the role of a Roman emperor, replete with white robe and olive leaf head ornament, the player must make his or her way from the top left of the screen to the bottom right, via careful navigation of a variety of poles and moving platforms. Enemies can push the player character into fires or over the edge of platforms if they are not carefully avoided.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz), I8039 (@ 477.266 Khz)
Sound Chips : AY8910 (@ 1.78975 Mhz), DAC (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=akamaru,
$Edit this entry at Arcade-History.com
$bio
Panel & Variety Akamaru Q Jousyou Dont-R (c) 1996 Dynax.
$end
$info=pang,pangb,pangbold,pangba,
$Edit this entry at Arcade-History.com
$bio
Pang (c) 1989 Mitchell.
1 or 2 players control safari suit-wearing characters armed with harpoon guns and must destroy bouncing balls. When hit, h balls break down into smaller fragments, in a similar fashion to Atari's 1979 classic, "Asteroids". The players can only fire virtually upwards, but can move right and left, as well as climbing the ladders that appear on many of the levels. Each screen features a backdrop of a famous world landmark. All bubbles must be destroyed before players can advance to the next screen.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Pomping World" and in US as "Buster Bros".
The bootleg version was released in 1990.
Pang was an updated version of a game Hudson Soft originally released in 1983 in Japan and UK for the Sinclair ZX-Spectrum. The game was called 'Canon Ball' in Japan and Sinclair Research limited released 'Canon Ball' in the UK as 'Bubble Buster', under license from Hudson Soft.
- SERIES -
1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 (1995)
4. Mighty! Pang (2000)
- STAFF -
Planner : NDA
Programmers : Hospitel Masa, Mamichan Otona
Music composer : Tamayo Kawamoto
Character designers : Hiramattyo, Oyuu
Direction : Kihaji Okamoto
- PORTS -
* Consoles :
Amstrad GX4000 (1990)
Nintendo Game Boy (1993)
Sony PSP (2006, "Capcom Puzzle World")
* Computers :
Amstrad CPC+ (1990)
Atari ST (1990)
Commodore Amiga (1990)
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
* Others :
Mobile phone [Nokia 7650] (2003)
$end
$info=pangpang,
$Edit this entry at Arcade-History.com
$bio
Pang Pang (c) 1994 Dong Gue La Mi.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz)
Sound Chips : OKI6295 (@ 6.06 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
One of the songs heard on this game is 'We Wish You a Merry Christmas'.
$end
$info=ppcar,
$Edit this entry at Arcade-History.com
$bio
Pang Pang Car (c) 1999 Icarus.
A colourful overhead driving game in which the player must drive around a number of scrolling stages - each depicting a town or city - collecting the many tokens that litter each level. A radar shows the location of both the tokens, and of the enemy vehicles that also roam the levels, tracking down and trying to destroy the player's car. The successful completion of a stage rewards the player with a digitised photograph of a naked or semi-naked woman, with more of the picture revealed as each level is cleared of tokens.
Players can chose to race in any one of four different vehicles and each car comes equipped with a variety of weaponry that can be used to both destroy the enemy cars, and to gain access to other parts of certain levels. Additional weapons are hidden throughout the stages.
The game plays similarly to Namco's "Rally-X"; although in gameplay terms, Pang Pang Car is somewhat inferior to the 1980 classic.
- TECHNICAL -
Main CPU : ARM7 (@ 54 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way Joystick
Buttons : 2
- STAFF -
Director : Seong Won-Jo
Producer : Seong Won-Jo, Jin Nam-Noh
Art Director : Jin Nam-Noh
Main Program : Jae Hyung-Seo
Sub Program : Eak Kyo-Jeong
Illustration : Jin Nam-Noh
Graphic Design : Jun Yong-Hong, Hyung Soo-Kim, Dong Ho-Sim
Sound : Dream Music
Game Design : Icarus Entertainment
$end
$info=pangpoms,pangpomm,
$Edit this entry at Arcade-History.com
$bio
Pang Pom's (c) 1992 Metro.
A colourful static-screen platform game in which players must burst all of the balloons on the screen to advance to the next stage. A number of balloons reveal prizes and bonus points.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 360 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Mitchell.
- STAFF -
Producer : M. Ichimura
Director : Mr. Machida
Game designer : Yos.S
Programmer : Mr. Tanida
Visual designers : Ponta, Suzuki, Asaku, Kayoko
Manual editor : Tawa
Sound data sequencer : K. Takeuchi
$end
$info=pang3,
$Edit this entry at Arcade-History.com
$bio
Pang! 3 (c) 05/1995 Mitchell.
The second sequel to the superb 1989 original, Pang! 3 retains the same gameplay of its predecessors but adds vastly improved graphics and a choice of three difficulty levels; Beginner, Normal and Panic. On both the 'Normal' and 'Panic' skill levels, players can choose from four different playable characters; each possessing different strengths and weaknesses, such as a double harpoon or quick shots. On the beginner level, players can only use the mexican character.
Another notable difference is in the game's use of backdrops : instead of the world landmarks of the first two games, Pang! 3 features classical works of art in the form of paintings and sculptures.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Pang! 3 - Kaitou Tachi no Karei na Gogo" and in US as "Buster Buddies".
Here is a detailed list of famous paintings appearing in this order :
'La Bohémienne Endormie' by Henri Julien Rousseau, 1897.
'The Scream' by Edvard Munch, 1893.
'Thirty-Six Views of Mt. Fuji' by Katsushika Hokusai, 19th century.
'Still Life - Vase with twelve sunflowers' by Vincent Van Gogh, 1888.
'Les Glaneuses' by Jean Francois Millet, 1857.
'Moulin Rouge - La Goulue' by Henri de Toulouse-Lautrec, 1891.
'Le Dejeuner des Canotiers' by Pierre August Renoir, 1881.
'Portrait of Leopold Zborowski' by Amedeo Modigliani, 1916.
'La Nascita di Venere' by Sandro Filipepi aka 'Botticelli', 1485.
'La Grande Odalisque' by Jean-Auguste-Dominique Ingres, 1814.
'Mona Lisa' by Leonardo da Vinci, 1506.
'Actor Otani Oniji II as Yakko Edohei' by Toshusai Sharaku, 1794.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.
Sheila Van Buren holds the official record for this game with 2,256,411 points.
- TIPS AND TRICKS -
* Stage Select : select Normal mode while putting the joystick Down.
* Expert Mode : select Normal mode with 1P and 2P SHOT buttons simultaneously.
* Win 500 points in Panic Mode : hold down the joystick and 500 points will be added to your score every few seconds.
- SERIES -
1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 (1995)
4. Mighty! Pang (2000)
- STAFF -
Planners : Da., Futoshi Kuwahara, S. Obata (Manhattan)
Programmers : Cat, Yoshinobu Inada (Ine), T. Misawa
Character designers : Imo, Tom-Pang, S. Kitamura, Ban, Miyo.
Artists : Y.N, Akagi, Joe, A. Hamada
Music composer : Isao Abe (Oyaji)
Sound designers : Toshio Kajino, Hiroaki Kondo
Supervisor : Kihaji Okamoto
- PORTS -
* Consoles :
Sony PlayStation (1997, "Super Pang Collection")
Sony PSP (2006, "Capcom Puzzle World")
$end
$info=pang3j,
$Edit this entry at Arcade-History.com
$bio
Pang! 3 - Kaitou Tachi no Karei na Gogo (c) 1995 Mitchell.
The second sequel to the superb 1989 original, Pang! 3 retains the same gameplay of its predecessors but adds vastly improved graphics and a choice of three difficulty levels; Beginner, Normal and Panic. On both the 'Normal' and 'Panic' skill levels, players can choose from four different playable characters; each possessing different strengths and weaknesses, such as a double harpoon or quick shots. On the beginner level, players can only use the mexican character.
Another notable difference is in the game's use of backdrops : instead of the world landmarks of the first two games, Pang! 3 features classical works of art in the form of paintings and sculptures.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in May 1995.
The subtitle of this game translates from Japanese as 'The Magnificent Afternoon of the Mysterious Thieves'.
This game is known outside Japan as "Pang! 3" and in US as "Buster Buddies".
Here is a detailed list of famous paintings appearing in this order :
'La Bohémienne Endormie' by Henri Julien Rousseau, 1897.
'The Scream' by Edvard Munch, 1893.
'Thirty-Six Views of Mt. Fuji' by Katsushika Hokusai, 19th century.
'Still Life : Vase with twelve sunflowers' by Vincent Van Gogh, 1888.
'Les Glaneuses' by Jean Francois Millet, 1857.
'Moulin Rouge - La Goulue' by Henri de Toulouse-Lautrec, 1891.
'Le Dejeuner des Canotiers' by Pierre August Renoir, 1881.
'Portrait of Leopold Zborowski' by Amedeo Modigliani, 1916.
'La Nascita di Venere' by Sandro Filipepi aka 'Botticelli', 1485.
'La Grande Odalisque' by Jean-Auguste-Dominique Ingres, 1814.
'Mona Lisa' by Leonardo da Vinci, 1506.
'Actor Otani Oniji II as Yakko Edohei' by Toshusai Sharaku, 1794.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.
- TIPS AND TRICKS -
* Stage Select : select Normal mode while putting the joystick down.
* Expert Mode : select Normal mode with 1P and 2P SHOT buttons simultaneously.
* Win 500 points In Panic Mode : hold down the joystick and 500 points will be added to your score every few seconds.
- SERIES -
1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 - Kaitou Tachi no Karei na Gogo (1995)
4. Mighty! Pang (2000)
- STAFF -
Planners : Da., Futoshi Kuwahara, S. Obata (Manhattan)
Programmers : Cat, Yoshinobu Inada (Ine), T. Misawa
Character designers : Imo, Tom-Pang, S. Kitamura, Ban, Miyo.
Artists : Y.N, Akagi, Joe, A. Hamada
Music composer : Isao Abe (Oyaji)
Sound designers : Toshio Kajino, Hiroaki Kondo
Supervisor : Kihaji Okamoto
- PORTS -
* Consoles :
Sony PlayStation (1997, "Super Pang Collection")
Sony PSP (2006, "Capcom Puzzle World")
$end
$info=pangofun,
$Edit this entry at Arcade-History.com
$bio
Pango Fun (c) 1995 InfoCube.
- TECHNICAL -
Main CPU : I486
Palette colors : 256
$end
$info=panicbom,
$Edit this entry at Arcade-History.com
$bio
Panic Bomber - Bomber Man (c) 01/1995 Eighting / Hudson Soft.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0073
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
=> [A] Change bombers formation
- TRIVIA -
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
- PORTS -
* Consoles :
NEC PC-Engine CD (1994)
Nintendo Virtual Boy (1995)
Nintendo Super Famicom (1995, "Super Bomberman - Panic Bomber W")
Sony PSP (2005)
$end
$info=panicr,
$Edit this entry at Arcade-History.com
$bio
Panic Road (c) 1986 Taito.
- TECHNICAL -
Main CPU : V20, Z80
Sound Chips : YM2151
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
$end
$info=panicstr,
$Edit this entry at Arcade-History.com
$bio
Panic Street (c) 1999 Kaneko.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 1
- STAFF -
Programmers : Mr. XX, Y-Nakanome, M-Hatake
Graphic designers : Ryo Kimura, Tanron, Eno-Hitomi, H-Ito, RDS-M
Sound : S. Maruyama
Cast : Yuki Kaida, Umi Tenjin, Kun Fuzuki, Shizuka Aoki, Hizuru Kurita, Yoshiaki Matsumoto, Rikiya Kinouchi
$end
$info=paperboy,paperbr2,paperbr1,
$Edit this entry at Arcade-History.com
$bio
Paperboy (c) 1984 Atari Games.
PAPERBOY is a 1-or 2-player (alternating) game with a medium-resolution color raster video display. The handlebar control maneuvers the PAPERBOY through his paper route. Press either button on the handlebar control to throw papers. Your main objective is to deliver papers to your customers from Monday through Sunday, eventually completing an entire week of delivery Successfully completing an entire week of deliveries concludes the game.
You begin the game with ten customers and ten non-customers. Your customers live in the brightly colored houses; non-customers live in dark colored houses. To deliver to a customer, you must throw a paper either on their porch or into their mailbox. Failure to deliver a paper to a customer results in the loss of that customer on the next day. Any damage done to a customer's property also results in the loss of that customer. Losing all ten of your customers will get you fired and your game is over. However, each time you deliver to all your customers you will receive a Perfect Delivery Bonus for that day. And, if you have previously lost any of your ten customers, you will get one of them back as a re-subscriber.
Non-customers' houses and yards are loaded with targets at which to throw your extra papers (windows, lamps, statues, etc.). Upon hitting any of these targets, its respective point value goes into the Breakage Bonus, which is displayed at the top center of the screen. The Breakage Bonus is awarded to the player at the end of each day (or at the end of the game-whichever comes first).
If you lose a customer, that customer's house will be dark colored the next day. As a non-subscriber, this house now presents more targets at which to throw for building up your Breakage Bonus.
PAPERBOY can carry a maximum of ten papers at a time, but can restock his supply by riding over paper bundles placed here and there on his route. A paper supply indicator is displayed underneath the player's score.
While riding down the street, PAPERBOY must avoid collisions with all stationary objects and other characters moving about the neighborhood. To avoid collisions, PAPERBOY can ride his bike anywhere - on the sidewalk, in the street, or into front yards. A collision with anything results in the loss of a life.
The large cast of colorful characters make it increasingly more difficult for PAPERBOY to make his way down the street. Eventually, the player must develop great skill in maneuvering PAPERBOY to avoid street traffic, dogs, cats, various pedestrians, etc. In addition, many of the houses have certain characters associated with them. Non-subscribers are hostile to PAPERBOY and will attack him and try to knock him down. If you damage a subscriber's property, that character may also attack. So the more customers you lose, the more hostile the neighborhood gets toward PAPERBOY, and the tougher it becomes to avoid all the characters that are out to get PAPERBOY.
At the end of each delivery day, you have a chance to sharpen your skills by guiding PAPERBOY through the PAPERBOY Training Grounds. This obstacle course is filled with various targets at which to throw and jumps to make. You can't lose lives in this bonus round - any collision just ends the training course segment, after which you move on to the next delivery day. You must move fast through this course and try to cross the finish line before the time at the top of the screen runs out.
At the start of each day, a map of your route is displayed to indicate subscriber and non-subscriber houses. This map is helpful in reminding you of what customers you may have lost on the previous day and the location of your remaining customers.
Select a Street. At the start of each game, you will be presented with a chance to choose your paper route - Easy Street, Middle Road, or Hard Way. Each of these streets has distinctly different house designs and character appearance. Also, each street differs in its aggressiveness (scores are doubled on Middle Road, tripled on Hard Way) and has a unique training course at the end of each day.
You will find that the different streets require different skill levels. One may call for a good deal of throwing accuracy, another lots of tricky maneuvering, and the third a combination of all skills. It's really three games in one.
- TECHNICAL -
Atari System 2 hardware
Game ID : 136034
Main CPU : T11, M6502
Sound Chips : YM2151, (2x) POKEY, TMS5220
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : Bicycle handlebars
Buttons : 2 (one on each side of the handlebars, for throwing papers)
- TRIVIA -
Released in December 1984.
On Monday, June 30, 1986; Mr. Mark Caesar and Mr. Robin Hallingstad filed a suit against Atari Games Corp. for $1 million plus profits alleging that the company stole the idea for a video game that was marketed by the name of PAPERBOY. The boys had submitted to Atari a detailed proposal for a similar game in July 1983.
After a score of 10,000,000 or more is achieved, the initial in the top 10 ranking merges with the score to produce a truly impressive score display. For example, if you had top score at 10,000,000, this would appear as '110,000,000'.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including PAPERBOY.
Phil Britt holds the official record for this game ('Grand Slam' score of all three streets combined) with 1,136,435 points.
A Paperboy machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
1) Be careful not to move too slowly - swarms of bees or nasty whirlwinds may come to push you along.
2) Develop skill in maneuvering in and out of tight situations using the handlebar control.
3) Build up your Breakage Bonus by riding over flowers in non-subscribers' yards.
4) Some players prefer to lose many of their customers so they can do more 'trashing'. Others like to try for Perfect Deliveries. See which strategy scores highest for you.
5) Try hitting characters with papers - you might be pleased with the results!
6) Dirt piles in the streets can be used for making jumps, which will also score points
- SERIES -
1. Paperboy (1984)
2. Paperboy II (1992, Sega Mega Drive)
3. Paperboy (1999, Nintendo 64)
- STAFF -
Designed and programmed by : John Salwitz, Dave Ralston, Russel Dawe (Rusty)
Game art by : Doug Snyder
Sound by : Hal Canon
Animation by : Will Noble
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Sega Master System
Atari Lynx (1990)
Nintendo Game Boy (1990)
Sega Mega Drive (1990)
Sega Game Gear (1992)
Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")
Nintendo Game Boy Color (1999)
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Nintendo Game Boy Advance (2005, "Paperboy / Rampage")
Microsoft XBOX 360 (2007, "Xbox Live Arcade")
* Computers :
Tandy Color Computer (1985, "Paper Route")
Commodore 16 (1986)
Sinclair ZX Spectrum (1986)
Commodore C64 (1986)
Amstrad CPC (1987) [Elite Systems]
PC [MS-DOS] (1988)
Atari ST (1989)
Commodore Amiga (1989)
PC [MS Windows, CD-ROM] (1998, "Arcade's Greatest Hits : The Atari Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
Tiger Handheld LCD Game (1988)
Mobile Phones (2006)
$end
$info=paradice,
$Edit this entry at Arcade-History.com
$bio
Paradice (c) 1995 BFM / ELAM.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
Buttons : 3
$end
$info=paradise,
$Edit this entry at Arcade-History.com
$bio
Paradise (c) 1994 Yun Sung.
Rip-off of "Gals Panic!", featuring 'adult' photographs instead of the cartoon imagery.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 2064
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
All music in this game is a rearranged version of the 'Lemmings' soundtrack.
- SERIES -
1. Paradise (1994)
2. Paradise Deluxe
$end
$info=paradlx,
$Edit this entry at Arcade-History.com
$bio
Paradise Deluxe (c) 199? Yun Sung.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 2064
Players : 2
Control : 8-way Joystick
Buttons : 1
- SERIES -
1. Paradise (1994)
2. Paradise Deluxe
$end
$info=pturn,
$Edit this entry at Arcade-History.com
$bio
Parallel Turn (c) 1984 Jaleco.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=ppd,
$Edit this entry at Arcade-History.com
$bio
ParaParaDancing (c) 200? Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 66 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), CD/DA
Palette colors : 32768
Players : 1
Buttons : 10
- TIPS AND TRICKS -
Access Hidden Menu options (Hi-Speed, Mirror, Hidden, Sudden, Random) : press and hold at the song selection screen until the menu appears. Choose your options then click 'Exit' and pick your song.
$end
$info=ppp,
$Edit this entry at Arcade-History.com
$bio
ParaParaParadise (c) 2000 Konami.
Forget everything you have seen in "Dance Dance Revolution" or "beatmania"!!! ParaParaParadise breaks all boundaries in dancing/rhythm games by putting the player square in the middle of an infrared cage and letting him/her loose on a variety of dancing tunes. Select a song, then go wild trying to break each beam in time to the music. Succeed, and you can continue; fail, and you will have to step down.
- TECHNICAL -
Main CPU : PPC403 (@ 66 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Palette colors : 32768
Players : 1
Buttons : 10
- TRIVIA -
ParaParaParadise is the first Bemani dancing game to introduce the 'hold' instruction.
While "Dance Dance Revolution" was based on 'nightclub dancing' or 'rave' or similar styles, and "beatmania", "beatmania IIDX", and "beatmania III" were based on a DJ's turntable, ParaParaParadise was based on Japanese 'ParaPara' dancing, which was big in Japan in the 70's.
SONG LIST :
Kingdom of Rock
Speedway
Try Me
Stay
Remember Me
I Wanna Dance
Eurobeat
Can't Stop Fallin' in Love
Night of Fire
Yesterday
Like A Virgin
One Night in Arabia
Crazy For You
Luv to Me (Disco Mix)
Can't Stop Fallin' in Love (super euro version)
Love Again Tonight
Anniversary
Energy Love
Tora Tora Tora
Boom Boom Fire
Dynamite Rave
Celebrate Nite
Luv To Me (super euro version)
Dynamite Rave (super euro version)
Hold On Me
- TIPS AND TRICKS -
* Expert mode : Go all the way to the right when choosing difficulty (Hard), and hold the Right selection button down for two seconds until it moves past Hard to Expert.
* Secret Menu : When choosing a song, hold down the Left selection button and the Right selection button for two seconds. A secret menu will pop up. There are five items, each of them a simple On/Off button that is toggled by hitting the Start button :
1. Hi-Speed - Doubles the speed of the rising arrows, similar to 'Fast' in "Dance Dance Revolution Solo Mix".
2. Mirror - flips the left and right sides (left/up-left, and right/up-right), just like "beatmania", "beatmania IIDX", and "Dance Dance Revolution".
3. Random - Like 'Shuffle' mode in "Dance Dance Revolution" (random arrows). It makes things more difficult! Song parts that have sweeping motions do not seem to be affected by this, though. Also, you cannot have both Shuffle and Mirror on at the same time.
4. Hidden - Same as "Dance Dance Revolution", where the arrows disappear partway up the screen.
5. Sudden - Same as "Dance Dance Revolution" (arrows appear partway up the screen). There's no smooth fade-in of the arrows, though -- they just appear/disappear as they pass the middle of the screen.
- SERIES -
1. ParaParaParadise (2000)
2. ParaParaParadise v1.1 (2000)
3. ParaParaParadise 1stMIXPlus (2000)
4. ParaParaParadise 2ndMIX (2001)
$end
$info=ppp2nd,
$Edit this entry at Arcade-History.com
$bio
ParaParaParadise 2ndMIX (c) 2001 Konami.
- TECHNICAL -
Main CPU : MPC8240 (@ 200 Mhz)
- TRIVIA -
SONG LIST :
Kingdom of Rock
Speedway
Try Me
Stay
Remember Me
I Wanna Dance
Eurobeat
Can't Stop Fallin' in Love
Night of Fire
Yesterday
Like A Virgin
One Night in Arabia
Crazy For You
Luv to Me (Disco Mix)
Can't Stop Fallin' in Love (super euro version)
Love Again Tonight
Anniversary
Energy Love
Tora Tora Tora
Boom Boom Fire
Dynamite Rave
Celebrate Nite
Luv To Me (super euro version)
Dynamite Rave (super euro version)
Hold On Me
Ale Japan
Aishiatemasu
Deluxe
Romeo & Juliet
My Sweet Banana
Go Godzilla Go
Station to Station
Don't Stand So Close
Mickey Mouse March (Eurobeat Version)
Bandolero Comanchero
Dancer
Kiss Kiss Kiss (super euro version)
Feeling of Love (super euro version)
We Two Are One (super euro version)
Money Go
Velfarre 2000
Made of Fire
O Sole Mio
Play With the Numbers
Jealousy
Burning Desire
You Can Light My Fire
100
Deltadance.com
Deja Vu
Take Me Now
Popteen
Sexy Sexy Sexy
Mikado
Easy Busy
I Believe In You
Jam Jam Jam
Number One
Broken My Heart (super euro version)
Ultra High Heels (super euro version)
- TIPS AND TRICKS -
* Access Hidden Menu options (Hi-Speed, Mirror, Hidden, Sudden, Random) : press and hold at the song selection screen until the menu appears. Choose your options then click 'Exit' and pick your song.
* Access another Expert option : on song selection screen, press quickly. You should hear a sound indicating that the code has been put in.
* Play as Usao-Kun (Rabbit from "Keyboardmania") : during the song select screen, wave your hands over the sensors in this order : Up, Up-Right, Right, Up, Up-Left, Left. If done correctly, when you pick your song, you should see Usao-Kun on the screen rather than the normal girls.
* Get a bonus 4th Stage song (Nonstop Modes only) : get a 100 combo on during any song during any Nonstop mode and you will get a bonus 4th Stage random song.
Your combo can carry over to the next song to help reach the 100+ requisite.
How to pick your 4th Bonus Song : just bring up the Hidden Option menu on the song you want as your 4th Bonus song. Make sure that the songlist does not shift while bringing up the menu, or you will get the song it landed on instead.
- SERIES -
1. ParaParaParadise (2000)
2. ParaParaParadise v1.1 (2000)
3. ParaParaParadise 1stMIXPlus (2000)
4. ParaParaParadise 2ndMIX (2001)
$end
$info=ppp11,
$Edit this entry at Arcade-History.com
$bio
ParaParaParadise v1.1 (c) 2000 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 66 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Players : 1
Buttons : 10
- TRIVIA -
SONG LIST :
Kingdom of Rock
Speedway
Try Me
Stay
Remember Me
I Wanna Dance
Eurobeat
Can't Stop Fallin' in Love
Night of Fire
Yesterday
Like A Virgin
One Night in Arabia
Crazy For You
Luv to Me (Disco Mix)
Can't Stop Fallin' in Love (super euro version)
Love Again Tonight
Anniversary
Energy Love
Tora Tora Tora
Boom Boom Fire
Dynamite Rave
Celebrate Nite
Luv To Me (super euro version)
Dynamite Rave (super euro version)
Hold On Me
Ale Japan
Aishiatemasu
Deluxe
- TIPS AND TRICKS -
* Access Hidden Menu options (Hi-Speed, Mirror, Hidden, Sudden, Random) : press and hold at the song selection screen until the menu appears. Choose your options then click 'Exit' and pick your song.
- SERIES -
1. ParaParaParadise (2000)
2. ParaParaParadise v1.1 (2000)
3. ParaParaParadise 1stMIXPlus (2000)
4. ParaParaParadise 2ndMIX (2001)
$end
$info=mt_parlg,
$Edit this entry at Arcade-History.com
$bio
Parlour Games (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 29
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=parodius,parodisj,
$Edit this entry at Arcade-History.com
$bio
Parodius Da! - Shinwa kara Owarai e (c) 04/1990 Konami.
Created as a parody of Konami's own superb and challenging "Gradius" series of shoot-em-ups, Parodius Da! acquired its own identity and would spawn sequels of its own. It maintained the same intuitive power-up system of "Nemesis", "Salamander" et. al. but adopted a graphical style that was entirely its own; something that becomes evident at the very start of the game when players can chose to pilot either a penguin or an octopus rather that the traditional Gradius ship. Parodius' eccentricity and unique humour is further demonstrated soon after the game begins; as players face such enemies as a giant belly-dancing woman and a half-cat/half-boat creature.
- TECHNICAL -
Game ID : GX955
Main CPU : KONAMI
Sound CPU : Z80
Sound Chips : YM2151, K053260
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game is a combination of two words : Parody + "Gradius" = Parodius. The subtitle of this game translates from Japanese as 'From Myth to Joke', which is a homage to the "Gradius III" subtitle : 'From Legend to Myth'.
During the game's attract mode, potential players are presented with a short history tour of the Nemesis series, as the title screen of each of Parodius's prequels are introduced'; watched, in typical Parodius style, by a crowd of blue and pink penguins.
Pentarou is from the MSX game "Antarctic Adventure".
The second boss (Patrotic Eagle) is similar to the first boss of "Gradius 2" (phoenix). This boss is often coined as a reason why Parodius was never released in the U.S.
The Vegas dancer near the end of the second stage is similar to the robot spider near the end of "Gradius 2". She appears in other Parodius games as well.
Stage 1 crucial part music is a remix of 'Symphony No.9 4th Movement', by Beethoven.
Stage 1 boss music is a remix of 'The Flight of the Bumble Bee', by R. Korsakov.
Stage 2-1 music is a remix of 'Op.71a the Nutcracker', by P. Tchaikovsky.
Stage 2-2 music is a remix of the music from "Gradius III".
Stage 2 boss music is a remix of the music from "Gradius II".
Stage 3 music is a megamix of 'Op.71a the Nutcracker', by P. Tchaikovsky. And 'Overture to William Tell', by G. Rossini.
Stage 3 boss music is a remix of 'Orphée aux enfers', by J. Offenbach.
Stage 4 music is a remix of 'Danse du sabre', by A.I. Khachaturyan.
Stage 5 music is a remix of 'L'Arisienne suite No.2', by G. Bizet.
Stage 6 music is a remix of 'from Gunkan March', by Japanese Martial Song.
Stage 6 boss music is a remix of the music from "Gradius".
Stage 7 music is a remix of 'Op.71a the Nutcracker Valse des Fleurs', by P. Tchaikovsky.
Stage 8 music is a megamix of 'Violine Konzert e moll', by F. Mendelssohn. And 'Unter dem Doppeladler', by J. F. Wagner.
Stage 9 music is a megamix of 'Peer Gynt Suite', by E. Grieg. And 'Swan Lake', by P. Tchaikovsky.
Stage 9 boss music is a remix of 'William Tell Overture', by G. Rossini.
Stage 10 and Stage 10 boss music are remix of music from "Gradius".
King Records released a limited-edition soundtrack album for this game (Parodius Da! Original Game Soundtrack - KICA-1011) on 21/07/1990.
- SERIES -
1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX)
2. Parodius Da! - Shinwa kara Owarai e (1990)
3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994)
4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom)
5. Sexy Parodius (1996)
- STAFF -
Main programmers : Chichibinta, Tsukasa
Sub-programmer : Tyuken
Character designers : GaKincho, Touyou Syoutarou, Takemasa.M, Mory-Wandyu, Mikachan
Sound : -Cameo- Matano, -Dokuo- Umeno
Hard designer : Dendou Konishi
Tool designers : Au Toshimi, Kanton Ten
- PORTS -
* Consoles :
Nintendo Game Boy (1991)
NEC PC-Engine (1992)
Nintendo Famicom (1992)
Nintendo Super Famicom (1992, "Parodius Non-Sense Fantasy")
Sony PlayStation (1994, "Parodius Deluxe Pack")
Sega Saturn (1995, "Parodius Deluxe")
Sony PSP (2007, "Parodius Portable")
* Computers :
Sharp X68000 (1991)
$end
$info=prtytime,
$Edit this entry at Arcade-History.com
$bio
Party Time - Gonta The Diver II (c) 1995 Mitchell.
- TECHNICAL -
Main CPU : ARM (@ 28 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.627 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Ganbare! Gonta!! 2".
- SERIES -
1. Lady Killer (1993)
2. Party Time - Gonta The Diver II (1995)
- STAFF -
Planning : Noarick and 965h
Programming : Virtua Bo0wy, Br. C0in
Voice : Catriona
Character Making : Poco.P, Ken, Ryu, 965h
$end
$info=pasha2,
$Edit this entry at Arcade-History.com
$bio
Pasha Pasha 2 (c) 1998 Dongsung Wonder Park.
- TECHNICAL -
Main CPU : E1-16T (@ 20 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
- SERIES -
1. Pasha Pasha Champ - Mini Game Festival (1997)
2. Pasha Pasha 2 (1998)
$end
$info=ppchamp,
$Edit this entry at Arcade-History.com
$bio
Pasha Pasha Champ - Mini Game Festival (c) 1997 Dongsung Wonder Park.
- TECHNICAL -
Main CPU : 68000 (@ 14.31818 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 6.06 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 55.00 Hz
Palette colors : 768
Players : 3
Buttons : 3
- TRIVIA -
This game is also known as "Got-cha - Mini Game Festival".
- SERIES -
1. Pasha Pasha Champ - Mini Game Festival (1997)
2. Pasha Pasha 2 (1998)
$end
$info=pass,
$Edit this entry at Arcade-History.com
$bio
Pass (c) 1992 Oksan.
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2203 (@ 3.579545 Mhz), OKI6295 (@ 6 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Boss : Kim .Y.H
Hardware : Yun .H.S
Software : Yun .H.S
Game Designer : Yun .H.S
Graphics : Bae .K.H, Sim .M.S, Jo .S.M, Yoo .M.S, Ahn .Y.M
$end
$info=passsht,passshtb,passht4b,passshtj,passshta,pshot16a,
$Edit this entry at Arcade-History.com
$bio
Passing Shot (c) 1988 Sega.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0070 / 317-0080
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 4
- PORTS -
* Computers :
Atari ST (1988)
Commodore C64 (1989)
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
$end
$info=pastelg,
$Edit this entry at Arcade-History.com
$bio
Pastel Gal (c) 12/1985 Nichibutsu.
An earlier mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 2.496 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Player : 2
Control : mahjong keyboard
$end
$info=pblbeach,
$Edit this entry at Arcade-History.com
$bio
Pebble Beach - The Great Shot (c) 09/1995 T&E Soft.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
$end
$info=peekaboo,
$Edit this entry at Arcade-History.com
$bio
Peek-a-Boo! (c) 1993 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-D hardware
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : paddle
Buttons : 4
- TRIVIA -
Released in May 1993.
$end
$info=peggle,pegglet,
$Edit this entry at Arcade-History.com
$bio
Peggle (c) 1991 Strata / Incredible Technologies.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 400 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : trackball
- STAFF -
Game concept / Art : Scott Morrison
Programmer : Janie Zeto
Sounds : Leif Marwede
Hardware / Support : Ann Vonckx, Bill Remer
$end
$info=pengo,pengo2,pengo2u,pengob,pengo3u,pengo4,
$Edit this entry at Arcade-History.com
$bio
Pengo (c) 1982 Sega.
Pengo the Penguin is the eponymous star of Pengo the video game. The basic layout of Pengo is akin to that of Namco's legendary 'Pac-Man'; featuring, as it does, a top down, single screen, maze-like arrangement. Pengo's enemies, the Sno-Bees, are also similar to the Blinky, Inky, Clyde etc. - the ghosts that pursued Pac-man; not least because Sno-bees also come in 4 different varieties, each represented by a different colour.
One aspect that distinguishes Pengo from the Namco classic is that the Maze itself is a wholly interactive environment. Each section of wall is represented as a block of ice, which can be pushed onto the Sno-bees to destroy them. The Sno-bees themselves will destroy the ice blocks as they move around each level, so speed is of the essence. Some of the blocks are 'Diamond blocks' which cannot be destroyed, and can be re-used by Pengo.
The outer wall of each level can also be utilized; if the player pushes against the wall when a Sno-bee is next to it, The Sno-bee will be temporarily stunned; allowing Pengo to move in for the kill.
- TECHNICAL -
Game ID : 834-0386
Main CPU : Z80 (@ 3.02 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1 (PUSH)
- TRIVIA -
Released in October 1982.
Rodney Day holds the official record for this game with 1,110,370 points.
A bootleg of this game is known as "Penta".
- UPDATES -
(Set 2) draws its maze much more quickly and has snappy original music, whereas (Set 1)'s music is a copy of an instrumental pop song (Hot Butter - Popcorn - 1972).
- SCORING -
Vibrating a wall : 30 points.
Smashing an ice block : 30 points.
Smashing an ice block with a Sno-bee inside : 500 points.
Walking over a stunned Snow-bee : 100 points.
Killing a Snow-bee with an ice block : 400 points.
Killing two Snow-bees at once with one ice block : 1,600 points.
Killing three Snow-bees at once with one ice block : 3,200 points.
Killing four Snow-bees at once with one ice block : 6,400 points.
Lining up the three diamond blocks with none of them touching a wall : 10,000 points.
Lining up the three diamond blocks with one or more touching a wall : 5,000 points.
Completing screen in under 20 seconds : 5,000 bonus points.
Completing screen in 20-29 seconds : 2,000 bonus points.
Completing screen in 30-39 seconds : 1,000 bonus points.
Completing screen in 40-49 seconds : 500 bonus points.
Completing screen in 50-59 seconds : 10 bonus points.
Completing screen in 60 seconds and over : no bonus points.
- TIPS AND TRICKS -
* The last remaining Sno-bee on the screen will try to escape. If you do not kill it before it reaches one of the corners it will disappear.
* The indicator at the top of the screen tells you how many Sno-Bees are remaining on the level, including those still in ice blocks.
* At the start of each level some ice blocks will flash. This indicates that there is a Sno-Bee inside and you can destroy the ice block to kill the Sno-Bee before it emerges.
* When you kill the last Sno-bee you have a couple of seconds before the level ends. Use this time to crush an ice block for an extra 30 points.
* Concentrate your efforts on lining up the diamond blocks. The 10,000 points are the biggest single score in the game, and stunning all the Sno-bees is also a valuable side effect. You can then kill them easily by pushing ice blocks onto them rather than running over them (400 points as opposed to 100).
* Try to kill more than one Sno-bee at a time, as 2 or more together are worth more points than killing them individually.
- STAFF -
Designed and programmed by : Nobuo Kodera, Tsutomu Iwane, Akira Nakakuma, Shinji Egi
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (1983)
Atari XEGS
Sega Game Gear (1990)
Sega Saturn (1997, "Sega Memorial Selection Vol.1")
* Computers :
Atari 800 (1983)
Commodore C64 (1983)
Commodore C64 (1983, "Petch")
Tandy Color Computer (1983, "Pengon")
Amstrad CPC (1986, "Troglo")
* Others :
LCD handheld game (1982) by Bandai.
VFD portable game (1983) by Bandai.
Mobile phones (2001)
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=penbros,
$Edit this entry at Arcade-History.com
$bio
Penguin Brothers (c) 2000 Subsino.
A multi-screen platform game in which one or two players (either co-operatively or competetively) control a cute penguin fighting against the game's equally cute enemies. The idea is to destroy all of the on-screen enemies; once this a done, a circular key will appear; the player must pick the key up, whereupon they will be teleported to another screen which represents the second part of the stage. This screen has a silver doorway; the player must carry the key to the door - avoiding or destroying the on-screen enemies - to complete the level.
Playing as a loose cross between Taito's "Bubble Bobble" and Irem's "Bomber Man", each player's penguin is armed with bombs which are used to destroy the game's enemies, as well as obstructions - such as walls etc. - and barrels; the latter often revealing hidden bonuses that can be collected. Players must be careful to avoid blowing themselves and each other up when the bombs detonate.
Each level contains one or more 'rotating' platforms, allowing travel between upper and lower platforms. Players and enemies can stick to the underside of a rotating platform, then rotate it through 180 degrees to reach the platform above them. The opposite applies to reach a lower platform.
- TECHNICAL -
Main CPU : 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
A Hack of this game are known as "Super Panda".
- STAFF -
Producers : Masanori Kagawa (NSI), Seiji Kurokawa (ADD), Tadayuki Emori (EMS)
Game designer : Ago
System programmer : M. Shimazaki
Game arranger : T. Senba
Sound : Reeb, Yamanaka (Calura)
Graphic : Ago, Mika. S, T. Senba
Game programmers : Ago, M. Shimazaki
Story : T. Senba
Management : T. Emori
$end
$info=pkunwar,pkunwarj,
$Edit this entry at Arcade-History.com
$bio
Penguin-Kun Wars (c) 1985 UPL.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 1
- SERIES -
Penguin-Kun Wars (1985)
Penguin-Kun Wars 2 (1988, MSX 2)
- STAFF -
Tsutomu Fuzisawa, Ogata, Nobuyuki Narita, Kosikawa
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Nintendo Game Boy (1990, "King of the Zoo")
* Computers :
MSX (1986)
$end
$info=penta,
$Edit this entry at Arcade-History.com
$bio
Penta (c) 1982 Zaccaria.
Penta the Penguin is the eponymous star of Penta the video game. The basic layout of Penta is akin to that of Namco's legendary 'Pac-Man'; featuring, as it does, a top down, single screen, maze-like arrangement. Penta's enemies, the Sno-Bees, are also similar to Blinky, Inky, Clyde etc. - the ghosts that pursued Pac-man; not least because Sno-bees also come in four different varieties, each represented by a different colour.
One aspect that disguinguishes Penta from the Namco classic is that the Maze itself is a wholly interactive environment. Each section of wall is represented as a block of ice, which can be pushed onto the Sno-bees to destroy them. The Sno-bees themselves will destroy the ice blocks as they move around each level, so speed is of the essence. Some of the blocks are 'Diamond blocks' which cannot be destroyed, and can be re-used by Penta.
The outer wall of each level can also be utilised; if the player pushes against the wall when a Sno-bee is next to it, The Sno-bee will be temporarily stunned; allowing Penta to move in for the kill.
- TECHNICAL -
Main CPU : Z80 (@ 3.02 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is an Italian bootleg of "Pengo".
- SCORING -
Smashing an ice block : 30 points.
Smashing an ice block with a Sno-bee inside : 500 points.
Walking over a stunned Snow-bee : 100 points.
Killing a Snow-bee with an ice block : 400 points.
Killing 2 Snow-bees at once with one ice block : 1,600 points.
Killing 3 Snow-bees at once with one ice block : 6,400 points.
Lining up the three diamond blocks with none of them touching a wall : 10,000 points.
Lining up the three diamond blocks with one or more touching a wall : 5,000 points.
Completing screen in under 20 seconds : 5,000 bonus points.
Completing screen in 20-29 seconds : 2,000 bonus points.
Completing screen in 30-39 seconds : 1,000 bonus points.
Completing screen in 40-49 seconds : 500 bonus points.
Completing screen in 50-59 seconds : 10 bonus points.
- TIPS AND TRICKS -
* The last remaining Sno-bee on the screen will try to escape. If you do not kill it before it reaches one of the corners it will disappear.
* The indicator at the top of the screen tells you how many Sno-Bees are remaining on the level, including those still in ice blocks.
* At the start of each level some ice blocks will flash. This indicates that there is a Sno-Bee inside and you can destroy the ice block to kill the Sno-Bee before it emerges.
* When you kill the last Sno-bee you have a couple of seconds before the level ends. Use this time to crush an ice block for an extra 30 points.
* Concentrate your efforts on lining up the diamond blocks. The 10,000 points are the biggest single score in the game, and stunning all the Sno-bees is also a valuable side effect. You can then kill them easily by pushing ice blocks onto them rather than running over them (400 points as opposed to 100).
* Try to kill more than one Sno-bee at a time, as two or more together are worth more points than killing them individually.
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=pepper2,
$Edit this entry at Arcade-History.com
$bio
Pepper II (c) 06/1982 Exidy.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Herbie Fong holds the official record for this game with 10,642,030 points.
- STAFF -
Programmer : Larry W. Hutcherson
- PORTS -
* Consoles :
Colecovision (1983)
$end
$info=pcnfrk3m,
$Edit this entry at Arcade-History.com
$bio
Percussion Freaks 3rd Mix (c) 2000 Konami.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA
Palette colors : 65536
Players : 1
Buttons : 6
- TRIVIA -
Asian version of "DrumMania 3rd Mix".
$end
$info=perestro,perestrf,
$Edit this entry at Arcade-History.com
$bio
Perestroika Girls (c) 1993 Promat.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Also licensed to Fuuki.
This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from Taito's "Super Qix".
$end
$info=pbillrd,pbillrds,
$Edit this entry at Arcade-History.com
$bio
Perfect Billiards (c) 1987 Nihon System.
An overhead billiards.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (4x) SN76496 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed by Sega Japan.
The game contains some 'engrish' on the 2-player options screen. At the top, the message says 'Serect Game'.
The game was also licenced to United Artists, who changed the name to "Perfect Billiards" on the cabinet to make the title make more sense.
$end
$info=psoldier,
$Edit this entry at Arcade-History.com
$bio
Perfect Soldiers (c) 09/1993 Irem.
Seven selectable characters for you to choose from in this early. 90's space-themed fighter.
- TECHNICAL -
Irem M-92G system hardware
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known in US as "Superior Soldiers".
- STAFF -
Game planners : Roo, Hirogon, Oni.Nag
Programmer : Nagomi
Graphic designers : Sagotan, U.W.F., Kimi, Hidarin, Core.1, Yassy
Sound : Irem Sound Team
$end
$info=perfrman,perfrmau,
$Edit this entry at Arcade-History.com
$bio
Performan (c) 04/1985 Toaplan.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 264 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Data East.
$end
$info=pestplce,
$Edit this entry at Arcade-History.com
$bio
Pest Place (c) 1983.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Mario Bros."
$end
$info=peterpak,
$Edit this entry at Arcade-History.com
$bio
Peter Pack-Rat (c) 1984 Atari Games.
Peter Pack Rat is a platform game in which the player, controlling the game's hero, a rat called Peter; must rush around a platform-filled screen collecting a variety of objects to take back to Peter's nest. These objects include bottles, watches, hats, balls, and cans.
A number of enemy creatures hinder the player's progress; these include rats, cats, dogs, bats and owls. There are 3 different levels to play through; a junkyard, a sewer and a tree.
As well as the objects that must be collected and taken to Peter's nest, additional objects can also be collected and thrown to stun attacking animals. Flying animals that have been stunned can be ridden around the screen for a short period of time. A round ends when all the desired objects have been collected and placed in the nest. Successive rounds add more objects and enemies, as well as changing the patterns of the shortcuts.
- TECHNICAL -
Game ID : 136028
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), POKEY (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Although only 500 Peter Pack Rat units were produced from the factory, many arcade owners purchased the conversion kit which was marketed and readily available from Atari at a lower price than a new system. An Atari System 1 cabinet could be converted into a different game (only other Atari System 1 games) in a day.
Peter Pack Rat, as with all the Atari System 1 games, was a very distracting game in the arcade. It would constantly play the background music when no one was playing it. The Atari System 1 speaker system had a great acoustic arrangement. Players would be immersed in a sea of sound allowing them to really get into the game play. Unfortunately for others, they could hear the same thing on the other side of the room!
Many arcade owners, not wanting to mess with accessing the setup menu of the game, would just unplug the cabinet after receiving numerous noise complaints. The game wasn't much of a money-maker so it probably saved money in energy costs by being off.
Peter Pack Rat had a rather unique control panel configuration. Throw buttons were on both the left and right sides of the joystick and could be used interchangeably. They also doubled as the 1 Start and 2 Start buttons. The joystick was an 8-way handle with a small button on top which was the jump button. The joystick was notorious for breaking. To make matters worse, Atari didn't make it easy to get repair parts for it and charged a great deal for them. Peter Pack Rat was down quite often.
In all scenes there are placeholders for the shiny objects Peter must collect. Some of these placeholders do not match the object that goes in them. It is surmised that Atari may have thought some of the objects were inappropriate and changed them at the last minute. The Atari developers did not have enough time to rewrite the background code before the game went into production. If you look closely you can make out a pack of cigarettes, a lighter and a stop sign. There are other mismatches but the placeholders are too generic-looking to identify the original object.
Jeff Peters holds the official record for this game with 910,875 points. Note : Jeff Peters may hold the official record but the world's best Peter Pack Rat player is Curtis Sneddon. He has achieved a score of over 1,600,000 points and played the arcade version until it crashes at level 58. The level before it crashes has no enemies and the levels leading up to that point have fewer and fewer enemies making the final levels of the game extremely easy. The last level ends with Peter Pack Rat's normal victory dance then the game resets to the introduction screen.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music : G.S.M. Atari Games 1 - PCCB-00066) on 21/07/1991.
- TIPS AND TRICKS -
* Don't forget you have an 8-way joystick. Make use of it. If an enemy is at any 45 degree angle and in your way, shoot it! Use this when trying to get objects in the spider's web. Often the spider will attack at an angle.
* Many people don't realize that Peter can swim. After all, you are a rat and a rats can swim.
* When you are in the water you can stun and ride the alligator. If you do manage to agitate the alligator and he starts chomping at you in the air, don't worry about it. He can never get you that way. Only when you are in the water or drop directly into his mouth.
* Gravity can be your friend when dropped from a flying creature. If you get knocked loose or if your flying buddy is about to let you go, THROW AN OBJECT DOWNWARD IMMEDIATELY. There is a very good chance you will hit another attacking flying creature and now, you dropped on it and it's carrying you! This is particularly effective with owls in the tree scene.
* Don't let the slick surfaces in the sewer intimidate you. You can still jump left and right when on top of them. This is advantageous when trying to avoid the alligator, the spider and other enemies that may be right on your tail.
* When jumping left, right or falling, pushing up on the joystick when Peter is right over a ladder will make him grab onto it. This is useful in avoiding enemies that are right below you and off the screen.
* In higher levels (known as 'waves' in this game), Peter gets stronger and can jump farther and higher. Use this new "super jump" ability to jump straight up to levels above him, to quickly avoid the attacking creatures and move farther left and right across the screen. This ability is extremely advantageous in the tree scene. Peter can jump clear across from one side of the tree to the other.
- STAFF -
Designed and programmed by : Peter Thompson (PCT)
Art and animation by : Debbie Hayes (DAH)
Sound by : Mike Fuller
- PORTS -
* Computers :
Commodore C64 (1988)
Amstrad CPC 464/664/6128
Sinclair ZX Spectrum (1989)
$end
$info=cppicf,cppicf2,
$Edit this entry at Arcade-History.com
$bio
Peter Pepper's Ice Cream Factory (c) 1984 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 39
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in February 1984.
- SERIES -
1. Burger Time (1982)
2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO)
3. Super Burger Time (1990)
$end
$info=pettanp,
$Edit this entry at Arcade-History.com
$bio
Pettan Pyuu (c) 1984 Sun Electronics.
- TECHNICAL -
Game ID : TVG16
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=phantasm,
$Edit this entry at Arcade-History.com
$bio
Phantasm (c) 1991 Jaleco.
Talk about lousy days! During a walk with your girlfriend you are ambushed by unknown guys who take your girl away and shoot you dead! Now, as a wandering spirit with the ability to possess almost anybody you come across, you are summoned by your girlfriend's father and given a mission to save her from the mysterious crime syndicate that holds her hostage so that you can rest in peace. Features colourful cartoony graphics, decent music & sound effects, lots of variety (since you can possess any enemy except bosses!) and classic platform action.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Fire, [B] Jump
- TRIVIA -
This game is known outside Japan as "Avenging Spirit".
- TIPS AND TRICKS -
* Good Ending : You must find the three keys to unlock the door in which your girlfriend is held hostage in order to see the good ending.
- STAFF -
Total planner : Toku
Game designer : Myaa
Programmer : T. Hata
Character designers : Sanbo, H. Mamoru
B.G. designers : Seven Star, C 57
Sound producer : Tykoon Mori
Sound composer : Studio O. K.
- PORTS -
* Consoles :
Nintendo Game Boy (1992)
$end
$info=phantom2,
$Edit this entry at Arcade-History.com
$bio
Phantom II (c) 10/1979 Midway.
- TECHNICAL -
Game ID : 652
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 3
Players : 1
Control : 8-way joystick
Buttons : 1
$end
$info=phantoma,
$Edit this entry at Arcade-History.com
$bio
Phantomas (c) 1981 Jeutel.
The heroic 'Wummel' (your spaceship) is needed again in Crystal City as the Spectar Smugglers have become bolder and the Targs meaner. You also have to deal with a grid which has certain road connections cut off, so you'll have to work your way around.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Samples, DAC
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a French version of "Spectar".
- SCORING -
Run over a dot : 20 points.
Hit a targ (red ships) : 10 X rack number.
Hit a spectar (green ships) : 100-500 points.
Finish off rack : 1000 X rack number.
$end
$info=phelios,
$Edit this entry at Arcade-History.com
$bio
Phelios (c) 1988 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : PS
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989.
- STAFF -
Music composed by : Yoshinori Kawamoto (Kawagen)
- PORTS -
Sega Megadrive (1990)
$end
$info=phoenix,phoenixt,phoenix3,phoenixc,phoenixa,phoenixb,
$Edit this entry at Arcade-History.com
$bio
Phoenix (c) 12/1980 Amstar.
PHOENIX is an exciting new space game, with special audio and visual effects, challenging the skills of the most experienced player. Fascinating visual graphics and extraterrestrial sounds add to the intensity of this game.
There are five basic stages to-each round of play. After a melodious introduction, the first stage begins with a wave of sixteen small Phoenixes attacking the spaceship. They drop missiles and dive at the spaceship, in an effort to destroy it.
The spaceship maneuvers left and right, evading the missiles and birds, and fires rockets, attempting to destroy the birds.
The spaceship can utilize the 'Force Field' as a means of protection from the missiles and birds, and can destroy the Phoenixes by colliding with them while in the Force Field. The Force Field only lasts a few seconds and then cannot be used for approximately five seconds afterward.
After the first wave of Phoenixes is destroyed, a second wave appears, and can be destroyed in the same manner as in the first stage.
The third stage begins with a wave of eight Eggs that are transformed into blue Phoenix birds that attack the spaceship. These birds can be destroyed by rocket fire from the spaceship. If the rocket hits the bird on center, the bird is destroyed. If the rocket hits the bird to the left or right of center, only that wing of the bird is destroyed. The wing will regenerate itself in a short time.
After all the blue Phoenixes have been shot down, the fourth stage appears on the screen. Two banks of eggs appear (four eggs in each row), and are transformed into pink Phoenixes, and can be destroyed in the same manner as the blue birds.
The fifth stage is the attack of the spacefortress, which sends down waves of small birds to attack the spaceship, in addition to direct missile fire from the spacefortress. Spaceship rocket fire can penetrate and break down the protective barrier shielding the space creature in the spacefortress. The fifth stage is completed when the rocket from the spaceship destroys the space creature and the spacefortress with a direct hit.
- TECHNICAL -
Main CPU : 8085A
Sound Chips : TMS36XX, Discrete circuitry
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4 (LEFT, RIGHT, FIRE, SHIELD)
- TRIVIA -
Licensed to Centuri for US manufacture and distribution (03/1981).
This game is also known as "Griffon".
Phoenix was the first multi-level space shooter and also the first shooter to include bosses. Despite its hardware issues, Phoenix's many gameplay innovations ensured that it now is rightly regarded as a classic and, along with Taito's "Space Invaders" and Namco's "Pac-Man" shares the dubious honour of being one of the most cloned games of the 1980s; with numerous console and home computer 'tributes' appearing.
Most Phoenix games will be in a standard Centuri woodgrain cabinet, but several other cabinets exist, due to this game being sold by multiple companies at the same time. These use sticker sideart (which covers the upper half of the machine), and glass marquees. The control panel is made up entirely of buttons, no joysticks are present. The monitor in this machine is mounted vertically, and the monitor bezel is relatively unadorned. Phoenix uses a unique wiring harness, which isn't know to be compatible with any other games.
Matt Gotfraind holds the official record for this game with 987,620 points.
Some bootlegs / hacks are known as "Batman Part 2", "Falcon" and "Condor". A French hack of this game is known as "Vautour".
- SCORING -
Scoring is a little complicated in this game due to the fact it depends on hits made and how close the Phoenix's are to your fighter.
Phoenix fighters : 20, 40, or 80 points; 200 points if flying as a bird.
Phoenix birds : 50 or 100 points/egg, 100 - 800 points/bird (depends on how many wings shot off and distance from fighter).
Spacefortress : 1000 - 9000 points (depends on how close the Spacefortress is to your fighter when you kill the alien).
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a formation of enemy fighters at the top of the screen. This is the beginning of wave 1. A quick note about the shield. It lasts a couple of seconds and takes about five seconds to regenerate again.
WAVES 1 AND 2 :
1) You will usually be attacked by multiple fighters at any one time. The movements of these fighters is pretty random.
2) In addition to dropping bombs on your fighter, Phoenix fighters also tend to try to ram your fighter.
3) After you clear out a few fighters, they will reassemble at the top of the screen. They will then move in synch with each other as they creep to the bottom of the screen.
4) Sometimes a Phoenix fighter will hover right above your ship. If you're quick, you can get off a quick shot and move away before a bomb can be dropped on you.
5) If multiple Phoenix fighters are at your level, use the shield to clear a path through them.
WAVE 3 AND 4 :
1) The Phoenixes in wave 3 enter the screen in a zig-zag pattern while the Phoenixes in wave 4 arrive in a cross-over pattern of four Phoenixes per side.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to shoot off their wings. If you do this, it forces them to go straight down until the wing regenerates. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to hit the Phoenixes when they are close to your ship. Doing this gets you more points.
4) In addition, try to shoot off both wings before destroying a Phoenix for more points.
WAVE 5 :
1) Your goal on this wave is to cut through the hull and shield and take out the alien inside.
2) Start firing as rapidly as you can to quickly cut through the hull. It will take quite a few shots to get to the shield.
3) The shield rotates so you will have to hit it a lot of times in order to get a wide enough hole in it to hit the alien.
4) As all of this is going on, the Spacefortress is continually descending upon your ship. In addition, the escorts are constantly harassing you.
5) A good strategy is that once you have cut a path through the hull and shield, wait for the Spacefortress to be almost on top of your ship. When you take out the alien, you will get a lot more points.
6) Destroying the escorts does not end this wave. Once you complete wave 5, the cycle begins anew.
* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and you score will elevates your score to 204,000 regardless of what your current score is - The best way to get this bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. In addition, accomplishing the trick a second time again puts your score at 204,000, even if your score was higher.
- SERIES -
1. Phoenix (1980)
2. Pleiads (1981)
- PORTS -
* Consoles :
Atari 2600 (1982)
Emerson Arcadia (1982, "Space Vultures")
ZX-Spectrum (1983, "Pheenix") : Megadodo Software.
BBC B (1983, "EagleEmpire") : Alligata.
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, Taito Memories II Vol. 2") (Japan only)
* Computers :
Tandy Color Computer (1983, "Demon Seed")
Commodore C64 (1984, "Eagle Empire")
Apple II ("Falcon")
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
* Others :
Arcade Legends : Space Invaders TV Game (2004 - Radica Games)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=photof,
$Edit this entry at Arcade-History.com
$bio
Photo Finish (c) 1991 Jaleco / Casio.
$end
$info=photoy2k,
$Edit this entry at Arcade-History.com
$bio
Photo Y2K (c) 1999 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Real and Fake".
- SERIES -
1. Photo Y2K (1999)
2. Photo Y2K 2 (2000)
- STAFF -
Executive Producer : Ming-Der Tsai
Director : Chin
Programmer : Fred Liao, Zhan-Hong Chou
Music & S ,E : Eddie Yao, Dean
Art Designer : Leo Chou, Gun, Wang Bing
Producer : Jack Wang
$end
$info=phozon,
$Edit this entry at Arcade-History.com
$bio
Phozon (c) 08/1983 Namco.
An unusual puzzle/arcade hybrid from Namco in which the player controls a black molecule with four red spikes. The idea is for the player to align other floating molecules onto their own molecule to create an increasingly complex pattern; this must match the "blue print" molecule that is situated in the middle of the screen. To make molecules adhere to the player's molecule, the player simply touches the target molecule with their own. If a molecule attaches in a place that does not fit the pattern shown in the middle of the screen, the player must press the reject button to make if float away. Groups of multi-coloured rotating spheres move around the screen and must be avoided.
- TECHNICAL -
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
- TIPS AND TRICKS -
* Easter Egg : Enter service mode and enter the following sequence : Up(x4), Right, Down, Left(x2).
'(c) (p) 1983 NAMCO LTD.' will be added at the bottom of the screen.
- STAFF -
Music and sound composed by : Yuriko Keino
- PORTS -
* Consoles :
Sony PlayStation (1996, "Namco Museum Vol.2")
* Computers :
PC [Windows, CD-Rom] (1997, Namco History Vol.2")
$end
$info=phrcraze,phrcrazs,
$Edit this entry at Arcade-History.com
$bio
Phraze Craze (c) 1986 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 1
Buttons : 5
$end
$info=pickin,
$Edit this entry at Arcade-History.com
$bio
Pickin' (c) 1983 Valadon Automation.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=pignewt,pignewta,
$Edit this entry at Arcade-History.com
$bio
Pig Newton (c) 1983 Sega.
- TECHNICAL -
Sega G80 Raster hardware
Main CPU : Z80, I8035
Sound Chips : Custom
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 1
Control : 4-way joystick
Buttons : 1
$end
$info=pigout,pigouta,
$Edit this entry at Arcade-History.com
$bio
Pig Out - Dine Like a Swine (c) 06/1990 Leland.
- TECHNICAL -
Main CPU : (2x) Z80
Sound CPU : I80186
Sound Chips : (2x) AY8910, Custom
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 3
Control : 8-way joystick
Buttons : 2
- STAFF -
Direction : John Rowe, Medo Moreno, Dan Viescas
Art : Jerry Huber
Software : Cris Fitch, Joe Kosic
Music / Fx : Sam Powell
Sound software : Michelle Simon
Hardware : Alex McKay, Eric Henderson
Cabinet art : Scott Benefiel
Cabinet designer : Dave Scott
$end
$info=pigskin,
$Edit this entry at Arcade-History.com
$bio
Pigskin 621AD - Ancient Archrivals on a Rampage (c) 1990 Midway.
- TECHNICAL -
Bally Midway MCR 68k hardware
Main CPU : 68000 (@ 7.7238 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : stick
Buttons : 3
- TRIVIA -
The game's subtitle, 'Ancient Archrivals on a Rampage', is a reference to co-creators Jeff Nauman and Brian Colin's games, "Arch Rivals" and "Rampage".
- STAFF -
Concept and design by : Brian Colin, Jeff Nauman
Hardware : Sheridan Oursler, Cary Mednick, Glen Shipp, Al Lasko, Ray Gay
Music and Sounds : Dan Forden
Artwork : Greg Freres, Tim Elliott, Linda Deal
Cabinet designers : Greg Tastad, Ray Czajka
Support : Ben Rodriguez, James Nickel, Jim Patla, Jim Belt
- PORTS -
* Consoles :
Sega Mega Drive (1990, "Jerry Glanville's Pigskin Footbrawl")
$end
$info=pltkids,pltkidsa,
$Edit this entry at Arcade-History.com
$bio
Pilot Kids (c) 1998 Psikyo.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
Another version runs on the Sega Model 2B hardware.
- TRIVIA -
An enemy character that appears on Stage 6 is a homage to Bruce Lee.
Scitron / Gamest released a limited-edition soundtrack album for this game (Pilots Kids, Space Bomber - SGCD-006) on 05/03/1999.
- STAFF -
Music composed by : Manami Matsumae
$end
$info=pbaction,pbactio2,pbactio3,
$Edit this entry at Arcade-History.com
$bio
Pinball Action (c) 1985 Tehkan.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (3x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
- SERIES -
1. Pinball Action (1985)
2. Super Pinball Action (1991)
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
$end
$info=pbchmp95,
$Edit this entry at Arcade-History.com
$bio
Pinball Champ '95 (c) Veltmeijer Automaten.
- TECHNICAL -
Main CPU : (2x) Z80
Sound Chips : ES8712, (2x) YM2203
Screen orientation : Horizontal
Video resolution : 240 x 225 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Buttons : 6
$end
$info=pinbo,pinbos,pinboa,
$Edit this entry at Arcade-History.com
$bio
Pinbo (c) 1984 Jaleco.
- TECHNICAL -
Game ID : PB-8421
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A bootleg of this game was released by Strike in 1985.
$end
$info=pc_pinbt,
$Edit this entry at Arcade-History.com
$bio
PinBot (c) 1988 Rare.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
It's the Nintendo NES version of the 1986 hit pinball game which was originally manufactured by Williams.
$end
$info=ppmast93,
$Edit this entry at Arcade-History.com
$bio
Ping Pong Masters '93 (c) 1993 Electronic Devices.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 5 Mhz)
Sound Chips : YM2413 (@ 2.5 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 3
$end
$info=ppking,
$Edit this entry at Arcade-History.com
$bio
Ping-Pong King (c) 1985 Taito.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3 Mhz)
Sound CPU : M6809 (@ 750 Khz)
Sound Chips : YM2203 (@ 1.5 Mhz), MSM5205 (@ 375 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
$end
$info=pballoon,
$Edit this entry at Arcade-History.com
$bio
Pioneer Balloon (c) 03/1982 SNK.
- TECHNICAL -
Main CPU : M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), SN76477 (@ 930 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=pipedrm,pipedrmj,
$Edit this entry at Arcade-History.com
$bio
Pipe Dream (c) 1990 Video System.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3.5795 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This arcade game is a port from an original computer game released by LucasArts in 1989 on the Atari ST (known as "Pipe Mania" in Europe).
- STAFF -
Sound composer : Naoki Itamura
Sound FX : K. Okuda
- PORTS -
* Consoles :
Nintendo Game Boy (1990)
Nintendo Famicom (1990)
Nintendo Super Famicom (1992) : Japan release only.
Sony PlayStation (2001) : a 3D version.
* Computers :
Commodore Amiga (1989)
Commodore C64 (1989)
Apple Macintosh (2001)
PC [MS-DOS] (1989)
PC [MS Windows 3.x] (1991, "Microsoft Entertainment Pack 2") : re-released in 1994 as part of "The Best of Microsoft Entertainment Pack")
$end
$info=pipeline,
$Edit this entry at Arcade-History.com
$bio
Pipeline (c) 1990 Daehyun Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 3.6864 Mhz), M68705 (@ 3.6864 Mhz)
Sound CPU : Z80 (@ 3.6864 Mhz)
Sound Chips : YM2203 (@1.8432 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
Control : 8-way joystick
Buttons : 1
$end
$info=pipibibs,pipibibi,
$Edit this entry at Arcade-History.com
$bio
Pipi & Bibis (c) 1991 Toaplan.
- TECHNICAL -
Game ID : TP-025
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.375 Mhz)
Sound Chips : YM3812 (@ 3.375 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nova Apparate GMBH & Co. for Europe.
Licensed to Romstar for USA.
This game is known in Japan as "Whoopee!!".
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
$end
$info=piranha,piranhah,piranhao,
$Edit this entry at Arcade-History.com
$bio
Piranha (c) 11/1981 GL.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Pac-Man" that was released in the arcades as a conversion kit.
- SCORING -
Dots : 10 points
Energizers : 50 points
Monsters : 300, 700, 1200, 2000 points
Crab : 500 points
Fish : 1500 points
Red Anchor : 2000 points
Cyan Whale : 2500 points
Blue Whale : 3000 points
Yellow Anchor : 5000 points
$end
$info=piratpet,
$Edit this entry at Arcade-History.com
$bio
Pirate Pete (c) 1982 Taito.
In Pirate Pete you play a red haired pirate, with an interesting purple outfit (real pirates never wore purple).. Pirate Pete has four levels, each of which could be considered a separate game in their own right. It is notable that this game scrolls right to left, while the vast majority of scrollers go from left to right, although most people probably wouldn't even notice that.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2 (JUMP/KNIFE)
- TRIVIA -
Released in November 1982.
This game is a reworked version of "Jungle King".
Pirate Pete used the familiar 'Taito Classic' cabinet that was used for a variety of early 1980's games. This was a rather short cabinet, and had a monitor that was laid back at more than a 45 degree angle. Most of these cabinets featured the same painted side-art which consisted of an ornate border and a 'Taito' logo. Many other early Taito games will plug right into your Pirate Pete machine without modification (although the board-sets for these early games tend to be expensive). The marquee to this title showed a 'Pirate Pete' logo, surrounded by images of treasure and pirate ships..
- UPDATES -
The differences between this game and Jungle King are :
* An opening musical theme is used in certain parts of the game instead of the opening Tarzan yell.
* The player character is a heroic pirate instead of the Tarzan character (he swings on ropes between ship's masts instead of vines between trees, swims through a shark-infested ocean instead of a crocodile-infested river).
* The enemies on the fourth level are sword-wielding pirates instead of spear-chucking cannibals.
- SCORING -
Successful jump between ropes : 100 points
Killing Sharks : 100 points/shark
Each Shark killed after four in a row : 200 points/shark
Jump over a rock : 200 points
Jump over pirate : 100 points
Finish rounds 1 to 3 : 500 points
Finish round 4 (jump into girl) : timer bonus
$end
$info=piratetr,
$Edit this entry at Arcade-History.com
$bio
Pirate Treasure (c) 1982 Tong Electronic.
The player controls a red pirate ship that must raid across islands and the sea to capture a treasure chest of gold. Avoid the black enemy pirate ship and live volcanoes.
There are seven different stages where you must steal a treasure from one of the infamous pirates including Captain Hook, Captain Kidd, Blackbeard, Long John Silver, Jolly Roger, Pegleg Pete, and The Mad Hackers. After all seven treasures have been captured, there is an intermission where an eye-patched skull and crossbones winks and grins and it says "Yar! Har! Har! Har! Dead Men Tell No Tales!" After that, the stages start all over again, but with increased difficulty. You have three ships at the beginning of the game and you are rewarded an extra ship at 90,000 points.
- TECHNICAL -
Main CPU : M6502 (@ 1.25 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
$end
$info=pirates,
$Edit this entry at Arcade-History.com
$bio
Pirates (c) 12/1994 NIX.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Story board : Lourdes Marcos Diaz, Yolanda Plaza De Prado
Game programmers : Argimiro Salvador, Carlos Barahona, Fernando Yago
Graphic designer : Tomas Bases
Sound and music : Xavier Tobella
Hardware designers : Fernando Yago, Manuel Baena, Arthy
Game skill : Jordi Zudaire, Mikel Asurmendi
Coordinator : Fernando Yago
$end
$info=pisces,piscesb,
$Edit this entry at Arcade-History.com
$bio
Pisces (c) 19?? Subelectro.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
A bootleg of this game is known as "Omni".
- SCORING -
Shooting a yellow ship on stage 1 : 80 points.
Shooting a blue ship on stage 1 : 80 points.
Shooting a falling blue ship on stage 1 : 100 - 800 points.
Shooting a bird dead center on stage 2: 100 points.
Shooting a bird's wing on stage 2 : 20 points.
Docking the ship on stage 3 : points awarded for remaining fuel.
Shooting the falling ships on stage 4 : 100 points.
Destroying the mother-ship : 800 points.
- TIPS AND TRICKS -
* On stage 1, you can ignore as many yellow ships as possible, and only aim for the blue ones. When the yellow ones move off screen there is often a chance that the next wave will include a blue ship. Since the blue ships are worth more points they are worth waiting for.
* On stage 2 the birds do not fire until they are fully developed. You can usually take out 3 or 4 of them before they start firing.
* On stage 2 you can concentrate on continual fire on birds wings when there are only 2 or 3 remaining, as this awards 20 points per hit and does not destroy the bird. You can rack up a good score by doing this, but watch out for the falling bullets.
* The asteroids positioning on the docking stage is totally random, so this stage is often down to chance. Do not use your thrusters to maximize your bonus points.
* On stage 4, the ships which come down from the cloud move across you from left to right and back again. You can time your firing so that they are hit when directly above you. Note that only the mother-ship fires at you so you can take out the ships when not directly below the cloud, and be safe in the knowledge that you have no bullets to avoid.
- SOURCES -
Arcade Retro Lounge; http://tips.retrogames.com/
$end
$info=pistoldm,
$Edit this entry at Arcade-History.com
$bio
Pistol-Shogun - Pistol Daimyo no Bouken (c) 10/1990 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : PD
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The subtitle of this game translates from Japanese as 'Adventure of Pistol Feudal Lord'.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.7 - VICL-8004) on 01/05/1991.
- STAFF -
Sound Composers : Seiichi Sakurai, Shinji Hosoe, Yoshie Takayanagi
$end
$info=pitnrun,pitnruna,
$Edit this entry at Arcade-History.com
$bio
Pit & Run - F1 Race (c) 1984 Taito.
- TECHNICAL -
Prom Stickers : A11
Main CPU : Z80 (@ 4 Mhz), M68705 (@ 2 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 1
Control : 8-way joystick
Buttons : 2
$end
$info=pitboss,
$Edit this entry at Arcade-History.com
$bio
Pit Boss (c) 198? Merit.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
Buttons : 5
- SERIES -
1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit Boss II (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)
$end
$info=pitboss2,
$Edit this entry at Arcade-History.com
$bio
Pit Boss II (c) 1988 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Palette colors : 256
- SERIES -
1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit Boss II (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)
$end
$info=pitbossm,
$Edit this entry at Arcade-History.com
$bio
Pit Boss Megastar (c) 1994 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Palette colors : 256
- SERIES -
1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit Boss II (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)
$end
$info=pitfight,pitfigh3,pitfigh4,pitfighb,pitfighj,
$Edit this entry at Arcade-History.com
$bio
Pit-Fighter (c) 09/1990 Atari Games.
Three digitized brawlers face off co-operatively against a variety of street thugs, with gameplay featuring crowd interference and usable weapons. Players also get to fight each other in a 'Grudge Match'. Pit-Fighter featured impressive camera zoom and side-to-side pan but was somewhat flawed as a gameplay experience. On the dedicated cabinet version, up to three players can play simultaneously.
- TECHNICAL -
Atari G1 hardware
Game ID : 136081
Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1280
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This was the first ever beat-em-up to feature fully digitized protagonists - released two years before Midway's Mortal Kombat.
Pit Fighter was available in both dedicated cabinets and as conversion kits. The converted versions were usually only housed in two-player cabinets, while the dedicated machine supported up to three players. The dedicated versions had 25'' arcade monitors but, due to the lack of commercial and critical success, many of these machines were turned into "Street Fighter 2 - The World Warriors" before they were even a year old.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music : G.S.M. Atari Games 1 - PCCB-00066) on 21/07/1991.
- STAFF -
Project leaders / Designers : Gary Stark, Mark Stephen Pierce
Programmers : Gary Stark, Paul Kwinn
Digital Imaging : Rob Rowe
Engineers : Sam Lee, Doug Snyder
* CAST :
Buzz : Bill Chase
Ty : Marc Williams
Kato : Glenn Fratticelli
Executioner : John Aguire
Southside Jim : James Thompson
Chainman : Eddie Venancio
Mad miles : Miles McGowan
Heavy Metal : Kim Rhodes
C.C. Rider : Rich Vargas
Angel : Angela Stellato
Masked Warrior : Bill McAleenan
Knife Woman : Dianne Bertucci
Knife Man : Milt Loper
Finale Women : Tina Scyrater, Maria Lenytzkyj
- PORTS -
* Consoles :
Nintendo Super Famicom (1991)
Sega Mega Drive (1991)
Nintendo Game Boy (1992)
Atari Lynx (1992)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sega Master System
* Computers :
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
PC [MS-DOS, 5.25''] (1991) : This port of Pit-Fighter inexplicably uses a sprite resizing algorithm that stretches only vertically, not horizontally. This results in very odd-looking 'skinny' fighters onscreen.
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=pitfall2,pitfallu,
$Edit this entry at Arcade-History.com
$bio
Pitfall II - The Lost Caverns (c) 1984 Activision.
You're the adventurer, the world famous jungle explorer and fortune hunter extraordinaire, Pitfall Harry. Make your way through a lost forest / cavern system. Collect treasure as you go for more points.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5627
Main CPU : Z80 (@ 3.6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Reprogrammed and released by Sega in 1985, this arcade game is based on two games (Pitfall! and Pitfall! 2) originally created and designed by David Crane for Activision on the Atari 2600. David Crane was one of the most highly awarded video game designers in the world. David Crane was also one of the founders of Activision in 1979 (the first ever software house which developed games for third party hardware).
An official Pitfall! game-board based on the video game was released in 1983 by MB (Milton Bradley), licensed from Activision.
The 'Pitfall' series also spawned a cartoon series : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.
- TIPS AND TRICKS -
Level 1 : if all the bags of $ (visible and hidden are collected), under the statue that nozzle the heated spheres in the last picture, will appear a statue of Harry of gold that is worth one extra life. The hidden bags of coins are in all 4 and going down from the sky in the pictures where the chestnuts fall, the apples, browse.
Level 2 : taking an ice flower when the timer it marks 3:00 exactly, all the bats for 15 second ones will become of gold and, touching them, they will make us to make 1,000 points everyone.
Level 3 : if all the lingo are collected, will appear a goblet of gold on the left of the key that will give 100,000 points.
Level 4 : if the items in the previous levels have been collected all, will appear a gold clock that will give the beauty to us of 1,000,000 points, one extra life and 5 additional minutes.
- SERIES -
1. Pitfall! (1982, Atari 2600)
2. Pitfall II - The Lost Caverns (1984)
3. Super Pitfall! (1987, Nintendo Famicom)
4. Pitfall - The Mayan Adventure (1991, Nintendo Super Famicom)
5. Pitfall 3D - Beyond The Jungle (1998, Sony PlayStation)
6. Pitfall - The Lost Expedition (2004, Sony PlayStation 2)
- PORTS -
* Consoles :
Sega SG-1000 (1985)
* Computers :
Atari 800 (1983-84)
$end
$info=pkscram,
$Edit this entry at Arcade-History.com
$bio
PK Scramble (c) 1993 Cosmo Electronics.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Buttons : 4
$end
$info=plsmaswd,plsmswda,
$Edit this entry at Arcade-History.com
$bio
Plasma Sword - Nightmare of Bilstein (c) 1998 Capcom.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known in Japan as "Star Gladiator 2 - Nightmare of Bilstein".
Suleputer released a limited-edition soundtrack album for this game (Star Gladiator 2 - Nightmare of Bilstein Original Soundtrack - CPCA-1008) on 21/05/1998.
- TIPS AND TRICKS -
* Play As Kaede : At the character selection screen, highlight Rain and press Down(x2), Left(x2), Up.
* Play As Rai-On : At the character selection screen, highlight Byakko and press Up, Down, Left(x2), Right, Left, Up.
* Play Against Kaede Or Rai-On (Note : No continue and no win by time out) :
1) Finish three rounds with 'Plasma Strike'.
2) Finish two rounds with 'Perfect'.
3) Finish a round with 'Plasma Field'.
* Secret ending (Points number needed at the end of level 8) :
1) One round at 70.000 pts.
2) Three rounds at 95.000 pts.
3) Five rounds at 110.000 pts.
- SERIES -
1. Star Gladiator - Episode : I Final Crusade (1996)
2. Plasma Sword - Nightmare of Bilstein (1998)
- STAFF -
Director : Satsuma (Ikeda), Terada Takayoshi
Main Programer : Hiro
Demo Programer : Hero Hero, S.K Sigeru Kato
Player Programer : Hero Hero, Hiro, S.K Sigeru Kato, Masaki Kataoka
Programer : Yoshihiro Shindome, Kohei Akiyama, Chabin Type M, Yuichi 'Okaz' Kagawa, Fuku 2
Object Effect : Shiba-H
Object Motion : Naoki Fukushima, Ken, Tsuru, Masaki Yamanaka, Masayuki Maeda
Object Texture : Nakatani, Kuratani Eiji, Michiru
Background Design : Takahashi Yasuto, Kohama, Mishima Takuji
Sound Director : Hiroaki 'X68K' Kondo (Cipher)
Sound Effect : Moe.T (T. Kitamura)
Main Music Composer : Takayuki Iwai (Anarchy Takapon)
Sub Music Composer : Cyber-T (Tetsuya Shibata)
Official Art Works : MCF, Inoda Keigo, Daichan
Title Design : Shoei
Instruction Card : Sakomizu
Voice Actor : Secret
Producer : Noritaka Funamizu, Kouji Nakajima
Executive Producer : Yoshiki Okamoto
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=aplatoon,
$Edit this entry at Arcade-History.com
$bio
Platoon V.?.? (c) 19?? Unknown.
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 1
Buttons : 3
$end
$info=plgirls,
$Edit this entry at Arcade-History.com
$bio
Play Girls (c) 1992 Hot-B.
- TECHNICAL -
Taito L System hardware
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Play Girls (1992)
2. Play Girls 2 (1993)
- STAFF -
Producer : Hiroshi Omori
Designers : Tomosama, Fun
Programmers : Masato Kimura, Takumi Nakayama
$end
$info=plgirls2,
$Edit this entry at Arcade-History.com
$bio
Play Girls 2 (c) 1993 Hot-B.
- TECHNICAL -
Taito L System hardware
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Play Girls (1992)
2. Play Girls 2 (1993)
- STAFF -
Project leader : Yamaguchi
Producers : Hiroshi Omori, Ko....Shi To...En
Programmers : Yamaguchi, Y. Hirasawa, Y. Satoh
Graphic designers : R. Kinoshita, Watashi, Fun, Terukirimaru, Kusukusu, Barbara, Salem
$end
$info=playball,
$Edit this entry at Arcade-History.com
$bio
PlayBall! (c) 1983 Williams.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz), HC55516 (@ 894.75 Khz)
Screen orientation : Vertical
Video resolution : 231 x 292 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 1
Control : 2-way joystick
$end
$info=peplus,pepp0188,peset038,
$Edit this entry at Arcade-History.com
$bio
Player's Edge Plus (c) 1987 IGT [International Game Technologies].
$end
$info=pmpoker,
$Edit this entry at Arcade-History.com
$bio
PlayMan Poker (c) ???? Unknown.
- TECHNICAL -
Main CPU : M6502 (@ 625 Khz)
Palette colors : 16
Players : 1
$end
$info=pgoal,
$Edit this entry at Arcade-History.com
$bio
Pleasure Goal - 5 on 5 Mini Soccer (c) 1996 Saurus.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0219
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> Offense > [A] Shoot, [B] Pass, [C] Trick play, [D] Save
=> Defense > [A] Steal ball, [B] Intercept, [C] Change player, [D] Save
- TRIVIA -
This game is known in Japan as "Futsal - 5 on 5 Mini Soccer".
Pleasure Goal has an advert for "Ironclad" in it on the advertising boards.
- STAFF -
Executive producer : N. Tanaka
Planner : Ishimotti
Programmers : A. Ooi, K. Kawakubo, S. Yamane
Designers : Suitanakano, J. Mikami.24, Kiyoshi Matsueda, Kurara Kiri, Yuri Tachikawa, Azuma, Yuko Hara, Naohide Nakagawa
Sound : Sin Chan, Kaz Oshikiri
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
$end
$info=pleiads,pleiadce,pleiadbl,
$Edit this entry at Arcade-History.com
$bio
Pleiads (c) 04/1981 Tehkan.
Pleiads is a two-dimensional, space shooter style game. With its many interesting visual and audio effects, this game is sure to challenge the most avid player.
Each round of play includes four different stages. With the onset of the melodious background tune, the first stage of play begins.
Against a backdrop of planets and twinkling stars, the Earth City must be protected from sixteen attacking Martians. These Martian attackers have the ability to transform from flying Martians, to walking Martians, or to UFOs. The walking Martians build barriers across the Earth City. These barriers must be destroyed.
The Earth Spaceship can be maneuvered right and left. With the use of the 'warp' button, it can be randomly relocated when necessary. These, plus a backup of stationary defense weapons, aid in protecting the Earth City and Spaceship, as well as in destroying the Martian Attackers. When all but the two final Martians have been destroyed, a tone of dusk shades the Earth City. As these two attackers meet their end, the Earth Spaceship ascends into space to meet the challenge of Stage II.
In this second stage of play, the Earth Spaceship encounters eight Space Monsters. To destroy these Monsters, they must be hit in the direct center. When a Space Monster with burning wings is destroyed, up to 400 points can be added to your score. When all the Space Monsters have been destroyed, the Earth Spaceship prepares for Stage III.
In this third stage of play, the Earth Spaceship is confronted with the Martian Space Battleship and its unseen forces. This Martian Battleship contains five closed chambers, each protected by a rocket flame. Each chamber opens periodically at random, to release a defending reserve of Martian attackers. When a flame below an open chamber is extinguished, point value of the Martian Space Battleship increases. This enemy ship can be destroyed by either eliminating all sixteen Martian attackers, or by extinguishing all five rocket flames. When the Martian Space Battleship finally explodes, the Earth Spaceship moves on to Stage IV.
This last stage of play begins with an emergency signal, SOS, SOS, SOS, AT ONCE RETURN TO EARTH. The Earth Spaceship is now ready to be guided on its journey, through a landing corridor, back to its home base. The Earth Spaceship must be carefully maneuvered around other spaceships in order to avoid destruction. Clearing flags will add bonus points to your score. When the Earth Spaceship has been safely maneuvered to its arrival target, 500 to 4,000 points will be added to your score, while bursts of fireworks greet your arrival and signal the beginning of a new round of play.
- TECHNICAL -
Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.247 Khz), Custom (@ 0.247 Khz)
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
=> LEFT MOTION, RIGHT MOTION, FIRE, HYPERSPACE
- TRIVIA -
Pleiades was a partnership game between Tehkan and Centuri (US manufacture and distribution (07/1981). Centuri tended to partner up with other companies such as SNK for "Vanguard" or Amstar for "Phoenix". Tehkan was a little known company who mostly produced sports type games. There most well known game is "Bomb Jack". Unfortunately, the video game crash of the early 80's claimed both of these companies as victims; Centuri in 1983 and Tehkan in 1985. This was another game that one played on multiple playing fields. The scoring system was more unique in the fact it depended on things you did before you killed an enemy. Pleiads was a loosely based sequel to "Phoenix", which was released in 1980.
The cabinet artwork spells the name as 'Pleiades' but the game has it spelled 'Pleiads'. The name itself is from Greek mythology, of which there are several different spellings (Pleiads, Pleiades, Peleiades).
Patrick Orr holds the official record for this game with 1,164,900 points.
A Pleiads unit appears in the 1982 movie 'Fast Times at Ridgemont High'.
Pleiads also shows up in 'Chapter Two - The Bishop of Battle', the 2nd story in the 1983 movie Nightmares, featuring Emelio Estevez and Moon Unit Zappa. However, they use game sounds from other games ("Dig Dug", among others) during the game footage.
- SCORING -
Scoring is a little complicated in this game due to the fact it depends on hits made on the Martians in the later waves.
Flying Martian : 30 points (Last one of the wave is 130 points)
Walking Martian : 80 points
UFO : 150 points
Space Monster (small) just entering screen : 50 points
Space Monster (large) after entering screen : 100 points
Space Monster with one wing burning : 200 points
Space Monster with two wings burning : 400 points
Each hit on a Space Monster's wing : 20 points
The Martian Space Battleship has a different scoring system. It is dependent on how many exhaust flames you put out with laser fire. The chamber must be open for you to put out the fire. The scoring starts low on the first cycle of four waves and increments up from that point. Your sixth visit to the Martian Space Battleship has the potential to yield the most points. This is how the Martian Space Battleship is scored :
Cycle : 1 - Fires Out : 1 - 100 Points
Cycle : 1 - Fires Out : 2 - 200 Points
Cycle : 1 - Fires Out : 3 - 400 Points
Cycle : 1 - Fires Out : 4 - 800 Points
Cycle : 1 - Fires Out : 5 - 1600 Points
Cycle : 2 - Fires Out : 1 - 200 Points
Cycle : 2 - Fires Out : 2 - 400 Points
Cycle : 2 - Fires Out : 3 - 800 Points
Cycle : 2 - Fires Out : 4 - 1600 Points
Cycle : 2 - Fires Out : 5 - 3200 Points
Cycle : 3 - Fires Out : 1 - 300 Points
Cycle : 3 - Fires Out : 2 - 600 Points
Cycle : 3 - Fires Out : 3 - 1200 Points
Cycle : 3 - Fires Out : 4 - 2400 Points
Cycle : 3 - Fires Out : 5 - 4800 Points
Cycle : 4 - Fires Out : 1 - 400 Points
Cycle : 4 - Fires Out : 2 - 800 Points
Cycle : 4 - Fires Out : 3 - 1600 Points
Cycle : 4 - Fires Out : 4 - 3200 Points
Cycle : 4 - Fires Out : 5 - 6400 Points
Cycle : 5 - Fires Out : 1 - 500 Points
Cycle : 5 - Fires Out : 2 - 1000 Points
Cycle : 5 - Fires Out : 3 - 2000 Points
Cycle : 5 - Fires Out : 4 - 4000 Points
Cycle : 5 - Fires Out : 5 - 8000 Points
Cycle : 6 - Fires Out : 1 - 600 Points
Cycle : 6 - Fires Out : 2 - 1200 Points
Cycle : 6 - Fires Out : 3 - 2400 Points
Cycle : 6 - Fires Out : 4 - 4800 Points
Cycle : 6 - Fires Out : 5 - 9600 Points
Every cycle after the sixth gives the same amount of points as the fifth cycle.
During the landing sequence in wave 4, you get points for the following :
Collecting flags : 100- 600 points
Successful landing : 500-4000 points plus a fireworks display per 500 points awarded (i.e. 1500 points yields three fireworks bursts).
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a city on either side at the corner, two radar dishes to your left, and some fighters and missiles to your right. This is the beginning of wave 1.
WAVE 1
1) There are three types of units you need to be aware of and what they do :
a) Flying Martians fly in a zig-zag pattern and drop bombs along their route. The bombs are pretty easy to avoid.
b) Walking Martians lay barriers across your field of fire. The Martians can shoot through the barriers but you must destroy them to be able to shoot the Martians. The barriers themselves are worth no points.
c) UFO's rarely fire at your fighter. Instead, they attempt to ram and destroy your fighter. They move in a quicker zig-zag type pattern.
2) The two radar dishes are very helpful so you need to protect them. They not only warn of a new wave of Martians, but they also take pot shots at the Martians. If they score a hit, you get credited with the points.
3) Other items on the screen serve as cover for your fighter.
4) Once you are down to the last two fighters, be ready because they tend to do more chaotic moves to avoid getting hit while dropping bombs at the same time.
WAVE 2
1) The Space Monsters all start small. They come from the top doing a lazy zig-zag pattern. It is a good idea to try to take out at least four of them.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to flame one of their wings. If you do this, it forces them to go straight down until the wing fire is put out. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to flame both wings of each of the Space Monsters remaining before destroying them. You get a lot more points for it.
4) One trick some players do is to go all the way to the left corner on the remaining Space Monster. It lines up in such a way that the bombs miss your fighter. Then you just keep hitting the fire button, which results in you constantly hitting the wing (20 points a hit). Some players rack up a couple of thousand points before the Space Monster is coming down too fast for them to hit.
WAVE 3
1) Your goal on this wave is to extinguish the five exhaust flames under the Martian Space Battleship. You can only extinguish a flame when the chamber door is open. They open and close at random times but if you are trying to put out the fifth flame, it will open and close quickly.
2) Try to remain under the battleship as much as possible so you can quickly extinguish the flame. Sometimes the door opens and closes quickly.
3) The only points you will get for the Martian Space Battleship will be from the number of flames you put out. This wave is your biggest point getter (and easier) in the game.
4) If you destroy all 16 of the escorts before you put out all the flames on the battleship, then the wave is over and you get whatever points the battleship was worth.
5) Conversely, if you destroy the battleship before you destroy the 16 escorts, the wave also ends with you getting full points for the battleship. The points being dependent on the cycle you are on.
6) This time, you are only attacked by the Flying Martians and UFO's. They will either come in from the sides by the battleship or they will exit one of the chambers above the flame (or where the flame used to be). Again, the Flying Martians will drop a volley of bombs while the UFO's will just try to ram your fighter.
WAVE 4
1) When you first approach the airstrip, take a quick look around it to see where the other fighters are parked and where the flags are located at. In the later levels, the spacing becomes very tight so you will need precision movements to navigate around.
2) Your fighter will be constantly moving so you will need to adjust it left or right constantly or it will drift in whatever its last direction was.
3) If you have a chance to get a flag, and it doesn't put you into a bad situation movement-wise, then get it. If not, just concentrate on getting to the target.
4) Your main goal is to get into the target dead center to get the maximum points for landing.
Once you complete wave 4, the cycle begins anew.
- SERIES -
1. Phoenix (1980)
2. Pleiads (1981)
- PORTS -
* Consoles :
Emerson Arcadia (1982, "Pleiades")
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=plotting,plottina,plottinu,plottinb,
$Edit this entry at Arcade-History.com
$bio
Plotting (c) 1989 Taito.
A puzzle game where you match a set number of blocks with the same pattern to clear each level.
- TECHNICAL -
Taito L System hardware
Board Number : K1100440A
Prom Stickers : B96
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in July 1989.
This game is known in Japan as "Flipull".
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* The longer the remaining time when a level is cleared the more points you get.
* The fewer the remaining blocks when a level is cleared the more points you get.
* You can destroy more than one block at a time if they are positioned next to each other. You score more points for this.
- PORTS -
* Consoles :
Amstrad GX4000 (1990)
Nintendo Famicom (19??, "Flipull")
Nintendo Game Boy (1990, "Flipull - An Exciting Cube Game")
Sony PlayStation 2 (2005, "Taito Memories Vol. 1" : as "Flipull")
Sony PlayStation2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
Atari ST (1990)
Amstrad CPC+ (1990)
PC [MS Windows] (2005, "Taito Legends")
$end
$info=plumppop,
$Edit this entry at Arcade-History.com
$bio
Plump Pop (c) 1987 Taito.
Use a trampoline to bounce a baby animal into the blocks. You can choose from a cat, a dog and a pig.
- TECHNICAL -
Prom Stickers : A98
Main CPU : (2x) Z80
Sound Chips : YM2203
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : dial
Buttons : 2
- TIPS AND TRICKS -
* Clouds can be walked upon.
* Catch bonus items with your trampoline for extra points
- STAFF -
Directed by : Yoshihisa Nagata
Game designed by : Mitsukoh Kimura (M.K), Toshio Kohno, Onijust
Programmed by : Yoshihisa Nagata, Yuji Iwasaki, Masaki Ogata
Art designed by : Masami Kikuchi, Kazuya Mikata, Shinobu Iwabuchi, Sachiko Yamana, Kazuya Suzuki, Mitsuru Ogawa
Mechanical engineer : Yasunori Hatsuta
Designed by : Naoko Yoshida
Hardware designed by : Toshiyuki Sanada, Tadashi Kushiro, Noboru Yasukawa
Sound created by : Hisayoshi Ogura (OGR)
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=plusalph,
$Edit this entry at Arcade-History.com
$bio
Plus Alpha (c) 06/1989 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Plus Alpha - PCCB-00015) on 15/12/1989.
- STAFF -
Main programmer : Papa Sekiya
Character programmer : Motoko
Special programmer : Yuma Yoshida
Main character designer : Rolling.N
Character designers : Otappie Etoh, U. Keijiro
Main scroll designer : Nekomasa
Scroll designers : Markun!, Otatuku
Opening designer : Nekomasa
Present designer : Markun! Takahashi
Ending designer : Otatuku Etoh
Sound : Tsukasa Tawada
Voice actress : Eppin Honda
Sound programmer : Panic Yunma
Game designer : Momonga
$end
$info=pnickj,
$Edit this entry at Arcade-History.com
$bio
Pnickies (c) 06/1994 Compile.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Capcom for manufacture and distribution.
- SCORING -
Two ball set : 100 points.
20 ball set : 10,050 points.
40 ball set : 75,050 points.
60 ball set : 400,050 points.
71 ball set : 1,000,050 points.
72 ball set : 10,557,336 points.
$end
$info=pnyaa,
$Edit this entry at Arcade-History.com
$bio
Pochi to Nyaa (c) 12/2003 Aiky.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0267
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
=> [A] Turn nyan counterclockwise, [B] Turn nyan clockwise, [C] Change fally nyan to spiky nyan
- TRIVIA -
The game is known outside Japan as "Pochi and Nyaa".
'Pochi' is a common name for a 'dog', and 'Nyaa' is the typical sound for a 'cat', so the title translates as 'Puppy and miaw'. The title is a pun : there is an extra char, so it can be read as 'Pochitto Nyaa', and Pochitto is the sound for a button quickly pressed.
This game was out first out on the Sega Naomi hardware in 2002, and was ported to the SNK Neo-Geo MVS at the end of 2003 (but was not released on the Neo-Geo AES home console).
- PORTS -
* Consoles :
Sony PlayStation 2 (2004)
$end
$info=pfghtj,
$Edit this entry at Arcade-History.com
$bio
Pocket Fighter (c) 09/1997 Capcom.
A superb, abstract and humorous fighting game featuring miniaturized renditions from several Capcom fighting games; including the legendary "Street Fighter" series, as well as "Darkstalkers" and the little-known "Red Earthtake".
During a bout, players will be able to release coloured gems from successful attacks against their opponent, as well as from wooden chests that regularly appear. Collecting these gems will 'power-up' the player's character, giving them more powerful attacks. There are two bars and three sub-bars in the interface. The two main bars are the life bar and the super bar; the first indicates the player's health and the second their ability to throw super combos. The Super Bar itself can be filled up to nine levels, allowing players to exectute more super combos. Each super combo has a level assigned to it, and it uses Super Bars depending on it.
The three sub-bars show the level of three of each player's special moves. Each character has at least three special moves, as shown in the sub-bars, and each of these corresponds to a colour. Some characters have one or two additional Special Moves that aren't affected by sub-bars. Each time a player shoots their opponent, gems pop out of him or her, and the attacker can take them to power up their own special moves according to the colours.
There are four buttons : PUNCH, KICK, SPECIAL, and TAUNT. The Special button is a chargeable move that cannot be blocked and upon impact drops gems in the opponent's possession. More gems will be dropped depending on how much the player charges the attack. Holding Down, Forward or no direction at all when using the Special button will cause a specific gem color to drop from the enemy. Holding Back along with the Special button allows for a defense that is specific against the unblockable Special attacks. Other kinds of attacks do no damage when blocked, and unlike most 2D fighting games, this includes special and super moves.
Pocket Fighter also features Flash Combos in which a player can execute a combo by pressing the KICK or PUNCH button after they have hit their opponent using the PUNCH button for a total of four hits. Flash Combos will usually cause a player's fighter (except Ryu) to change into various costumes during the sequence, and perform a powerful attack in the end. This final hit is usually the hardest in the sequence to connect with. These costumes range from uniforms (such as traffic cops or schoolgirls), to swimsuits, and even cameos of other Capcom characters. For example, Chun-Li may turn into Jill Valentine from the Resident Evil series, while Felicia may turn into Mega Man or other Darkstalkers characters not playable in the game.
The commands are also very easy compared to the Street Fighter series, thanks to SPECIAL button. By doing a motion (for example : qcf or hcf) and pressing the Special Button the fighter will launch his or her super combo.
In addition to the usual punches, kicks and fireballs, each character has a couple of very abstract yet powerful 'special' attacks; which can range from the player producing a huge mallet (Ken), to standing on a podium and motioning a bicycle race through the opposing fighter (Chun Li).
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 25
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Super Gem Fighter - Mini Mix".
Many elements of the game come from "Super Puzzle Fighter 2 X" (basically gems and sounds).
When you talk about cameos in fighting games, this game is way packed in this category! Here are some famous ones :
Felicia : Can disguise herself as Megaman ("Mega Man - The Power Battle"), Rikuo / Sasquatch / Huitzil ("Darkstalkers - The Night Warriors"), Gamof & Rimgal ("Star Gladiator - Episode : I Final Crusade").
Ibuki : Among her costumes are Rolento (Street Fighter Zero) and Chaka ("Jojo's Bizarre Adventure").
Chun Li : She disguises herself as Jun May Williams ("Star Gladiator - Episode : I Final Crusade") & Jill Valentine ("Resident Evil").
Gouki : He disguises himself as Leo ("Warzard").
Also when performing his Shun Goku Satsu the old way (Punch, Punch, Towards, Kick, Special) he parodies Guy's Musou Renge Super Combo! ("Street Fighter Zero").
Lord Raptor's graveyard makes a cameo in Gouki's ending!
Ken : Some disguises are a soccer player ("Capcom Sports Club") and Hol Horse ("Jojo's Bizarre Adventure").
Tessa : In one of her costumes she disguises as Midler ("Jojo's Bizarre adventure").
Also when she is low on energy and she blocks an attack she summons Pao ("Warzard") and uses her as a living shield!. :(
Morrigan : When performing her 'Darkness Ilussion' she summons her kid sister Lillith ("Vampire Savior - The Lord Of Vampire").
Hauzer : The huge monster who appears on Ryu's ending is a boss character in "Warzard".
Zanglief : His Leaping Bite super combo actually happens to be a parody of Birdie's Murder Chain super combo (However Zangief modifies the second part of the move by biting the opponent instead of slamming them on the ground as Birdie does!).
The 'Capsy' soft drink (seen in Felicia's ending) is a parody of the Pepsi cola!. :)
Additionally you can find lots of famous Capcom characters on the game's backgrounds, some of these are :
Blanka, Dhalsim & his wife Sari, E. Honda, M. Bison, Cammy, Fei Long, Guile, Charlie, Vega, Dee Jay, Birdie, Gen, Sodom, Guy & Rolento (Street Fighter games).
Rikuo & Riki, Victor, Bishamon, Jon Talbain, Hsien Ko (disguised as Santa Claus!), Sasquatch, Demitri, Jedah (as a woman!), Donovan & Anita, Baby Bonnie Hood, Lin lin (in the game's logo!) & Huitzil (Darkstalkers/Vampire Savior games).
Chris Redfield (looking quite pale & angry!), the giant snake boss (that is trying to gobble up Rikuo!) & a few zombies! (Resident Evil games).
Helena ("Street Fighter III - New Generation").
Vampire Mistress in Red Dress (seen in Demitri's stage in "Vampire Savior - The Lord Of Vampire").
Demitri's girlfriends (seen in his own stage as well as in his ending in Darkstalkers & Nightwarriors games).
Jun May Williams & Rimgal ("Star Gladiator - Episode : I Final Crusade").
Don Tacos ("Pang! 3").
Pao & Leo ("Warzard").
Son Gokuu ("Son Son").
All of the death scenes that occur when a character is defeated are taken from famous old games, such as "Son Son"'s 'splash down the drain' or the famous "Final Fight" / "Double Dragon" 'blink-out'.
The long-nosed karate character bearing a halo that appears with Dan during certain moves is Dan's father who was killed by Sagat. The long-nosed karate fighter is a hilarious parody of Mr. Karate, aka Takuma Sakazaki of the AOF/KOF series, who wore a long-nosed Tengu mask in the original "Art of Fighting" when disguised as the final boss.
- TIPS AND TRICKS -
* Play as Gouki : at the character select screen, highlight Ryu and press Left.
* Play as Dan : at the character select screen, highlight Ken and press Right.
* Alternate ending : after beating the game, hold the 'Special' button before the credits appear to listen an alternate ending tune (Note : This trick works only in the Japanese version).
- STAFF -
Object designers : Ino, Nishimura Masaru, Yorio, Shigeyama, Ohsumi Tomohiko, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Tamura Chizuko
Scroll designers : Takako Nakamura, Hiroki Ohnishi, Ojiji, Hirokazu Yonezuka, Yoichi Tanoue, R.Uno
Character Designers : Edayan, I.Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin
Music composers & Arrangement : Isao Abe, Yuki Iwai, Setsuo Yamamoto
Sound designers : Satoshi Ise, Ryoji, Hiroshi Ohno
Programmers : Knight Rider Giu, Senor, Pon, Ittetsu, Shinchan (as 'Hyper Shinchan'), Minomiya, Cham Cho Choy, Hard.Yas (- Enemy -), Team Dirty Beret
Game designers : Spp Iorya, Muraski Umagoyashi, Burns Fuji, Ohashi Mamoru, Team Sadogatake
Producer : Takashi Sado
General producer : Noritaka Funamizu
Executive producer : Yoshiki Okamoto
Voice Actors :
Ibuki : Amano Yuri
Felicia : Araki Kae
Tessa : Ishii Naoko
Ken Masters : Tetsuya Iwanaga
Sakura Kasugano : Sasamoto Yuko
Morrigan : Jinguji Yayoi
Zangief : Takagi Wataru
Akuma : Tomomichi Nishimura
Hsien-Ko : Neya Michiko
Ryu : Hoshi Souichiro
Dan Hibiki : Hosoi Osamu
Chun-Li : Miyamura Yuko
- PORTS -
* Consoles :
Sony PlayStation (1998)
Sega Saturn (1998)
Bandai WonderSwan (2000)
Sony PlayStation 2 (2006, "Street Fighter Zero Fighters Generation")
$end
$info=pcktgal,pcktgalb,pcktgal2,pcktgl2j,
$Edit this entry at Arcade-History.com
$bio
Pocket Gal (c) 12/1987 Data East.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Super Pool III".
- UPDATES -
"Pocket Gal 2" is not the sequel to Pocket Gal, it's the English text version.
In "Super Pool III" instead of the girl stripping between levels, the fully clothed image is repeated.
- SERIES -
1. Pocket Gal (1987)
2. Pocket Gal Deluxe (1993)
- STAFF -
Programmers : R. Minagawa, Shinichi
Game Designer : Kinta58000
Graphic : Masa, Fujimi, Astaroth, Mixman
Sound : Hitomi Komatsu, Tatsuya Kiuchi, Yoshida Hiroaki (MARO), Azusa Hara (AZUSA)
$end
$info=pktgaldx,pktgaldb,pktgaldj,
$Edit this entry at Arcade-History.com
$bio
Pocket Gal Deluxe (c) 1993 Data East.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz)
Sound Chips : OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Licensed to Nihon System for Japanese manufacture and distribution.
- SERIES -
1. Pocket Gal (1987)
2. Pocket Gal Deluxe (1993)
$end
$info=pocketrc,
$Edit this entry at Arcade-History.com
$bio
Pocket Racer (c) 1996 Namco.
A Ridge Racer spin-off with small cars.
- TECHNICAL -
Game ID : PKR
Namco System 11 Hardware
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Colors palette : 65536
Players : 1
Control : steering wheel
Pedals : accelerator and brake
$end
$info=ptblank,
$Edit this entry at Arcade-History.com
$bio
Point Blank (c) 1994 Namco.
A challenging light gun game where players can select from a variety of target practice mini games.
Many games require skill and accuracy, such as shooting cardboard cutouts of criminals, a one-shot chance at hitting a leaf, aiming for a specific toy from a shelf, and shooting at objects that move across the screen or rush towards the player.
Your 'judgement' is based on your shooting accuracy in some games, and others require you to hit a certain number of targets within the given time.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : GN
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
This game is known in Japan as "Gun Bullet".
Julian Hicks holds the official record for this game with 135,730 points.
A Point Blank machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California
- SERIES -
1. Point Blank (1994)
2. Point Blank 2 (1999)
3. Point Blank 3 (2001)
- STAFF -
Planning director : S. Tohyama
Game coordinator : Y. Kounoe
'Oyaji' programmer : Yasushi .O
Main programmer : S. Yamada
Programmer : Kenichi. T
CG designers : H.K, D. Onizuka
3D designers : Shigemasa, Gonta
'Oyaji' Dotter : Norion5
Music & Sound FX : Takayuki Aihara, Ishikavan, Hiroto Sasaki (Saman)
Mechanical designers : Ohara, Inoue
System constructors : T. Inui, KJ-, Masayuki. K
Industrial designers : Tohru. Y, H. Shimane
- PORTS -
* Consoles :
Sony PlayStation (1998)
Sony PlayStation 2 (2002, "Gunvari Collection + Time Crisis")
Nintendo DS (2006, "Unou no Tatsujin Ganbare Trainer")
$end
$info=ptblank2,ptblnk2a,
$Edit this entry at Arcade-History.com
$bio
Point Blank 2 (c) 1999 Namco.
- TECHNICAL -
Namco System 11 hardware
Game ID : GNB
Main CPU : PSX (@ 16.9344 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : lightgun
Buttons : 1
- SERIES -
1. Point Blank (1994)
2. Point Blank 2 (1999)
3. Point Blank 3 (2001)
- PORTS -
* Consoles :
Sony PlayStation (1998)
Sony PlayStation 2 (2002, "Gunvari Collection + Time Crisis")
$end
$info=poitto,
$Edit this entry at Arcade-History.com
$bio
Poitto! (c) 1993 Metro / Able.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 360 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way Joystick
Buttons : 1
$end
$info=poizone,
$Edit this entry at Arcade-History.com
$bio
Poizone (c) 1991 Eterna.
- TECHNICAL -
Main CPU : ARM (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 1
- STAFF -
Code : P. Baerlocher
Graphics : M. Andreoli
Music : F. Hautecloque
$end
$info=pokechmp,
$Edit this entry at Arcade-History.com
$bio
Poke Champ (c) 1995 DGRM.
- TECHNICAL -
Main CPU : (2x) M6502 (@ 4 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.575 Khz)
Palette Colors : 1024
Players : 2
Buttons : 2
$end
$info=gepoker,gepoker1,gepoker2,gepoker3,
$Edit this entry at Arcade-History.com
$bio
Poker (c) 1984 Greyhound Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Palette colors : 256
Players : 1
Buttons : 9
$end
$info=pokrdice,
$Edit this entry at Arcade-History.com
$bio
Poker Dice (c) 1991 Strata / Incredible Technologies.
A poker game.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 6
$end
$info=pkladies,pkladiel,pkladila,
$Edit this entry at Arcade-History.com
$bio
Poker Ladies (c) 1989 Mitchell.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
- TRIVIA -
Also licensed to Leprechaun.
The graphics were developed by Akira Yasuda (aka Akiman, who soon became one of the most beloved Capcom artists) for the game "Mahjong Gakuen". He also helped develop the 'interaction' that happened in the bridge scenes, where by pressing a certain button you did kinky 'things' to the naked gals on the screen. Indeed, the effort put into "Mahjong Gakuen" could not be wasted for a Japanese release only, so Capcom developed "Poker Ladies" for worldwide release, changing the theme from Mahjong to Poker and marketing it under the 'Mitchell' name.
The 'interaction' feature would be used to better and more explicit effect in "Lady Killer", as well as in the bonus rounds in "Gals Panic S" and "Gals Panic S2".
- UPDATES -
Leprechaun's Poker Ladies version has some differences :
* 3 hands instead of 4.
$end
$info=pokio,
$Edit this entry at Arcade-History.com
$bio
Pokio (c) 1994 BFM / ELAM.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
Buttons : 6
$end
$info=polaris,polarisa,
$Edit this entry at Arcade-History.com
$bio
Polaris (c) 1980 Taito.
A 1-player, single screen shoot-em-up, baring many similarities to Taito's most famous shoot-em-up, "Space Invaders", in which a player takes on the role of Commander of a Polaris class nuclear submarine. War has been declared and the Polaris' mission is to defend the country from enemy attack.
In battle, players must defend against wave after wave of enemy planes (fighter jets and missile-dropping bi-planes) as well as enemy subs and destroyers. Players must also be careful to avoid the many mines and depth charges that litter the ocean.
- TECHNICAL -
Board Number : PS070001
Prom Stickers : PS01-PS06
Main CPU : 8080 (Number : AA017768)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in August 1980. Also released as a Cocktail model : "T.T Polaris".
Cyril Herridge holds the official record for this game with 791,800 points.
A Polaris in a mini-cabinet was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- PORTS -
* Consoles :
Atari 2600 (1983)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=polepos,polepos1,poleposa,
$Edit this entry at Arcade-History.com
$bio
Pole Position [Upright model] (c) 1982 Namco.
Pole Position is a 1-player game using a color raster-scan video display. The game action takes place at Fuji Speedway in Japan. The country around the speedway consists of green meadows, hills, and snow-capped Mt. Fuji.
The player drives a Formula-1 race car on the Fuji Speedway. The object of the game is to finish the qualifying lap as quickly as possible. If the player beats the clock, he qualifies for the Grand Prix at Fuji Speedway; if not, he drives out the remainder of his time along the qualifying course.
As a qualifier, the driver is ranked according to his qualifying lap time, from position one (the pole position) to position eight. The player then races against the clock and other cars to finish the specified number of laps ('Nr. of Laps' dip switch setting; 3 laps is the default) of the race as fast as possible and to achieve the highest score possible. The player earns points for passing cars, driving on the track, and finishing the race with time remaining. He is rewarded with an extended-play lap for completing the first lap within a certain amount of time (depending on the 'Extended Rank' dip switch setting).
The game starts with the player's car behind the starting line and a certain amount of time, in seconds, on the clock ('Game Time' dip switch setting; the default is 90 seconds). The car must finish the qualifying lap within a certain amount of time (which varies depending on the 'Practice Rank' dip switch setting) to be in the race. If the player does not qualify, his car continues on the track until the time is used up.
The starting lights flash from red to green, and the race begins. Racing hazards are other racing cars, sharp turns, road signs, and water puddles. (All of these hazards are also present on the qualifying lap with the exception of water puddles.) As the race progresses, more cars appear on the track. If the driver's car hits another car or a road sign, the driver's car is destroyed in an explosion. The driver's car reappears in a few seconds and the race continues. Driving through water puddles or off the track slows down the driver's car.
Racing into the first turn, the driver must let up on the accelerator slightly to make the corner. Road signs flash along the side of the track. Depending on how well the player manipulates the controls, he can either roar through the hairpin turns like a champion or spin out in a flaming crash. He jockeys for position with the other racers, while keeping his eye on the clock at the top of the screen. When his time runs out, the race is over.
The top score achieved by a player appears at the top of the screen. The time allotted for the lap is displayed under the top score. Increasing lap time (in seconds and hundredths of a second) and the speed of the car appears last.
- TECHNICAL -
Pole Position [Upright model] came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The sideart consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene. While the marquee had a Pole Position logo superimposed over a view of several race cars coming directly for you. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a 2-position shifter.
Game ID : PP
Main CPU : Z80 (also drives the sound), Z8002 (x2)
Sound Chips : Namco 6-channel stereo WSG, DAC (engine sound), discrete circuitry (crash and skid sounds), custom DAC (speech)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 128
Players : 1
Controls : Steering wheel, gear shifter (Hi and Low)
Pedals : Accelerator only
- TRIVIA -
Released in September 1982.
Also released as "Pole Position [Cockpit model]".
Also licensed to Atari for US manufacture and distribution (November 1982). Approximately 20,400 units were produced by Atari (~17,250 Uprights and ~3,150 Cockpits).
This game was one of the choices presented to Bally/Midway from Namco for sub-licensing. Bally/Midway chose "Mappy" while Atari was left with Pole Position. Pole Position went on to become the biggest game of 1983
When Pole Position was introduced in 1982, players lined up in arcades around the world to grip the steering wheel and stomp on the gas pedal of a driving game so realistic that the players -- just like their cars -- were swerving around the corners. Pole Position was a 14-carat contribution to the golden age of video games. Pole Position started the trend for photo-realism in video game graphics. In addition to great graphics, it had great game play and it was a huge success, dominated game charts for almost about 2 years.
This was the first driving game to be based on a real circuit : The action takes place at Fuji Speedway in Japan. The snow-capped Mt. Fuji appears in the background.
* A place in video game history : "Pole Position stands out as the racing game that really appealed to the general public," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It went into arcades across the nation, where it can still be found. Pole Position machines were placed everywhere -- even in gas stations!". The popularity of Pole Position was based on its realism. Players felt as if they were actually in the driver's seat. "Racing games before Pole Position tended to have a top-down perspective in which you floated over the course, which wasn't terribly realistic," Lindsey said. "Pole Position's eye-level point of view gave it a great deal of realism, and this point of view became a standard for racing games that followed. In addition, it provided a lot of peripheral cues. You saw lots of things zipping by on the side of the screen and this really added to the excitement of the game. Pole Position also had great sound. You could hear the gears winding out in the stretches. As you zipped by another car, you could hear that car's engine. All of these details added to the overall effect. Pole Position was, and still is, an awfully nice game.".
* The great 25-cent escape : Chris Lindsey believes that a big reason why Pole Position has remained such a timeless classic is that it has always appealed to women, in addition to men. "I think there are quite a few game developers who would like to figure out why some games appeal to females," Lindsey said. "Perhaps this is just pop psychology, but I've seen two types of games women will take to : racing games, and games in which the character, or your representation on screen, is doing something besides destroying bad guys. I don't know if that's the correct way to describe it, but that is what I've seen. I've had occasion to work in different types of entertainment facilities, large and small, very modern and, of course, the museum. Without fail I see women take to "Pac-Man", and I see them take to racing games, almost regardless of what the racing game is.".
Lindsey said the comparative lack of violence in Pole Position and other racing games might explain their popularity with women -- as well as with men. "I think violence in games is fairly thoughtless for men, and for some women, the violence in a video game may stick out," Lindsey said. "Violence in gaming is not an experience that most people seek even though they like video games. When those people find games that are engaging, and that offer outstanding game play, there is a desire on their part to dive into it. These racing games really offer that.".
* Namco notes : The engineers who created Pole Position knew they had created something special when a steering wheel was first connected to the prototype game in their lab. Later, when Pole Position was released, engineers visiting the arcades found that the waiting lines were so long that they curled back and forth within the arcade and then extended out the door.
Pole Position is widely cursed by collectors as having the worst hardware design of any arcade game released in the 1980s. Internal documents that have recently surfaced bear this fact out. The circuit board underwent a large number of modifications and design changes that, while finally allowing the game to function, made the boards fragile. Proof can be found by the piles of Pole Position video PCBs with burnt edge connectors sitting on collectors' workbenches :). Working replacement Pole Position PCBs are very hard to find these days, and almost all of the known repair shops won't even look at them, much less attempt to fix them.
Les Lagier holds the official record for this game with 67,310 points.
A bootleg of this game is known as "Top Racer".
A Pole Position unit appears in the 1983 movie 'Joysticks'.
A Pole Position upright cabinet appears in the Judas Priest music video 'Freewheel Burning'. The gameplay shows the head of Rob Halford (lead singer) in the player's car :)
Parkers Brothers released a boardgame based on this videogame (same name) : Players put various movement cards (move 5, move 4, move rookie/move 2, move 2/shift track) in an attempt to be the first car around the track.
- UPDATES -
Differences between the Namco and the Atari version :
* The Atari version has an extra dip switch setting ('Speed Unit') that allows the user to toggle between using the English system and the Metric system to measure the distance of one lap around the track (as shown on the title screen) and the speed of the player's car (as shown on the upper-right corner of the screen during game play). By default, the game uses the Metric system. Namco's original version does not have this dip and exclusively uses the Metric system.
* On the title screen, the distance of one complete lap around the track is displayed. Namco's original version gives this distance in meters ('1LAP 4359M'). In Atari's version, if the 'Speed Unit' dip is set to 'km/h', the distance is expressed in kilometers and thousandths of a kilometer (1 LAP 4.359 km); if it is set to "mph" the distance is expressed in miles and thousandths of a mile (1LAP 2.709mi.').
* At the start of the game, a Goodyear blimp carries the white banner across the screen in the Namco version while a blimp with the word 'Atari' carries the white banner across the screen in the Atari version.
* If the player qualifies for the race in the Atari version, the white banner's message reads 'PREPARE TO RACE' while the voice can be heard saying, 'Nice driving--you've qualified for the race!'
- SCORING -
Points are scored for every foot of track driven.
At the end of the game, 50 points are scored for each car the driver passed.
Finishing the game awards 200 points for each second left on the timer.
Qualifying Lap Placement Bonus (Qualifying times listed below assume the 'Practice Rank' dip is at its default setting) :
58.50 (1st place) : 4000 points
60.00 (2nd place) : 2000 points
62.00 (3rd place) : 1400 points
64.00 (4th place) : 1000 points
66.00 (5th place) : 800 points
68.00 (6th place) : 600 points
70.00 (7th place) : 400 points
73.00 (8th place) : 200 points
- TIPS AND TRICKS -
* Hints for Game Play :
1) Avoid puddles and the sides of the track because these slow you down.
2) Accelerate and stay ahead of other racers.
3) Stick to the inside of the track to make the corners.
4) Successful completion of a turn depends on braking skill.
5) When sliding, steer into the skid.
* Instead of pressing down on the gas pedal for acceleration, placing your foot underneath the gas pedal and lifting the pedal up with your instep caused the car to go even faster.
* Easter Egg :
1) Enter service mode.
2) Turn wheel to 04; Change the shifter from LO to HI.
3) Turn wheel to 45; Change the shifter from LO to HI.
4) Turn wheel to 55; Change the shifter from LO to HI.
5) Turn wheel to 56; Change the shifter from LO to HI.
6) Turn wheel to 91; Change the shifter from LO to HI.
'(c) 1982 NAMCO LTD.' will appear on the screen.
- SERIES -
1. Pole Position [Upright model] (1982)
1. Pole Position [Cockpit model] (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)
- STAFF -
Sound : Nobuyuki Ohnogi
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (1983)
GCE Vectrex (1983)
Atari XEGS
Mattel Intellivision (1987)
Atari 7800 (1989)
Sony PlayStation (1996, "Namco Museum Vol.1")
Nintendo 64 (1999, "Namco Museum 64")
Sega Dreamcast (1999, "Namco Museum")
Sony PlayStation 2 (2001, "Namco Museum")
Nintendo GameCube (2002, "Namco Museum")
Microsoft XBOX (2002, "Namco Museum")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
* Computers :
Atari 800 (1983)
Commodore VIC-20 (1983)
Commodore C64 (1983)
Texas Instruments TI-99/4A (1983)
Sinclair ZX Spectrum (1984)
Amstrad CPC (1985)
PC [MS-DOS] (1986)
PC [MS Windows 95, 3.5''] (1995, "Microsoft Return of Arcade")
PC [MS Windows, CD-ROM] (2000, "Microsoft Return of Arcade 20th Anniversary")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
* Others :
Ms. Pac-Man TV Game (2004 - Jakk's Pacific)
Ms. Pac-Man TV Game Wireless Version (2005 - Jakk's Pacific)
$end
$info=polepos2,poleps2b,poleps2a,
$Edit this entry at Arcade-History.com
$bio
Pole Position II (c) 1983 Namco.
Pole Position II is a 1-player game using a color raster-scan video display. Game action takes place at 4 different raceways - the Fuji Speedway in Japan, the Test Track (an oval track like Indy), the Seaside Speedway (with the Long Beach Pike in the background), and the Suzuka Speedway in Japan. The unique and picturesque scenery around each raceway adds exciting realism to each race!
The driver drives a Formula-1 race car on each track. Player controls consist of a steering wheel, a two-position gear shifter, an accelerator, and a brake pedal (on the Sit-Down cabinet). The first objective of the game is to finish the qualifying lap as quickly as possible. If the driver beats the time, he qualifies for the race. If he does not qualify, he drives the remainder of his time along the qualifying course.
As a qualifier, the driver is ranked according to his qualifying lap time, from position one (the pole position) to position eight. Then the driver's second objective is to race against the clock and other cars to finish the race laps as fast as possible, and to achieve the highest score possible. The driver earns points for passing cars, driving on the track, and finishing the race with time remaining. The time remaining from the Racing Lap is added to the extended lap time.
To start the Play Mode, a driver must first insert the correct number of coin(s) for a game (according to the coin dip switch settings, 1 coin/1 credit is the default for both 'Coin A' and 'Coin B' dips). Then the driver turns the steering wheel until the track he wants to drive on is highlighted in white. The Play Mode will begin when the driver steps on the accelerator. The driver's car will appear behind the starting line and a certain amount of time, in seconds ('Game Time' dip switch setting; the default is 90 seconds) will be on the clock. The car must finish the qualifying lap within the time allotted to be in the race. If the driver does not qualify, his car continues on the track until the 'Game Time' elapses.
If the driver has qualified, just before the race begins, the driver's car (flashing on the screen) is placed at the starting line with seven other cars. The position of the car depends on the position earned during the qualifying lap.
The starting lights flash from red to green, and the race begins. Racing hazards are other racing cars, sharp turns, water puddles, and road signs (all of these hazards also appear during the qualifying lap with the exception of water puddles). As the race progresses, more cars appear on the track. If the driver's car hits another car or a road sign, the driver's car is destroyed in an explosion. (Pole Position II adds flying debris to the visual effect.) The driver's car reappears in a few seconds and the race continues. Driving through water puddles or off the track slows down the driver's car considerably.
Experience will teach a driver which turns on which tracks require slight steering (because they're banked) and which turns require fast and forceful steering. He jockeys for position with the other racers, while keeping his eye on the clock at the top of the screen. When his time runs out, the race is over. If he has beaten the racing lap time and has seconds remaining, the remaining seconds are added to the extended lap time, which varies depending on the track and the 'Extended Rank' dip switch setting.
The top score achieved by a driver appears at the top of the screen. The time allotted for the lap is displayed under the top score. Increasing lap time (in seconds and hundredths of a second) and the speed of the car appears last. Each track has its own separate high score list.
- TECHNICAL -
Game ID : PP2
Main CPU : Z80 (also drives the sound), Z8002 (x2)
Sound Chips : Namco 6-channel stereo WSG, DAC (engine sound), discrete circuitry (crash and skid sounds), custom DAC (speech)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 128
Players : 1
Controls : Steering wheel, gear shifter (Hi and Low)
Pedals : Accelerator and Brake
- TRIVIA -
Released in October 1983.
Also licensed to Atari for US manufacture and distribution (December 1983). Approximately 2,400 units were produced by Atari.
The upright version of Pole Position II came in a standard Atari cabinet (similar to the "Asteroids"/"Lunar Lander" cabinet), with an altered control panel area. The sideart consisted of red, white, blue, and grey striped paint job, with an Atari logo, and a square sticker showing a race scene. While the marquee had a Pole Position II logo superimposed over a checkerboard pattern. This is the exact same cabinet used in the original "Pole Position",the only thing that was changed was the marquee, and the outlines of the courses shown on the control panel. The control panel was done up in the same colors as the side, and featured an analog steering wheel, and a two position shifter.
There was also a cockpit version of this game. This was one completely different than the original "Pole Position" cockpit. It shipped in a single piece, and had a clear window in the back for observers to watch the action. It had little in the way of decoration inside, but the exterior was completely covered in detailed race car scenes that were much more attractive than those on the original "Pole Position". The cockpit Pole Position II cabinet had both a gas pedal and a brake pedal, while the upright cabinets had only a gas pedal.
Lloyd Dahling holds the official record for this game on the 'Fuji' track with 75,390 points.
Jeff Peters holds the official record for this game on the 'Seaside' track with 75,390 points.
Jeff Peters also holds the official record for this game on the 'Suzuka' track with 75,660 points.
Jeff Peters also holds another official record for this game on the 'Test' track with 81,870 points.
- UPDATES -
* The Atari version has an extra dip switch setting ("Speed Unit") that allows the user to toggle between using the English system and the Metric system to measure the speed of the player's car (as shown on the upper-right corner during game play). By default, the game uses the Metric system. Namco's original version does not have this dip and exclusively uses the Metric system.
* At the start of the game in the Fuji and Suzuka tracks, a gray blimp with the Namco logo carries the white banner across the screen in the Namco version while a gray unmarked blimp carries the white banner across the screen in the Atari version. In the Test and Seaside tracks, a biplane carries the banner instead of the blimp on both Namco and Atari versions.
* The message on the banner is now displayed in red letters (in a different font from the original Pole Position game) with a blue outline.
* Instead of "Game Over", the Pole Position II logo spins into the screen after the game ends, fading into the title screen, which no longer shows a track or displays the distance of a full lap (now that there are four tracks to choose from).
* There are now billboards for '7-Eleven', 'Tang', and 'Dentyne' on all tracks in the Atari version, and various billboards including 'Pepsi', 'Marlboro', and 'Champion' in the Namco version.
* The Test and Suzuka tracks feature a 'Dunlop Formula SP' arch in Namco's version; this arch is replaced by a spectator bridge (with spectators watching the race from the bridge) in the Atari version.
* The sign above the cars at the start of the race says "Start". When the player completes a lap, the sign says "Namco" in the Namco version and "Goal" in the Atari version. (In the Atari revision of the original Pole Position game, the sign said "Fuji" when the player completed a lap.)
- SCORING -
Points are scored for every foot of track driven.
At the end of the game, 50 points are scored for each car the driver passed.
Finishing the game awards 200 points for each second left on the timer.
Qualifying Lap Placement Bonus (Qualifying times vary depending on both the track and the 'Practice Rank' dip switch setting).
Pole Position (1st place) : 4000 points
2nd place : 2000 points
3rd place : 1400 points
4th place : 1000 points
5th place : 800 points
6th place : 600 points
7th place : 400 points
8th place : 200 points
- TIPS AND TRICKS -
* Hints :
1) Avoid puddles and the sides of the track because these slow the driver down.
2) Accelerate before the green light appears, and stay ahead of other racers.
3) Drive the inside of the track to make the corners.
4) Do not over steer (tracks are banked).
5) Engine sound will cue the driver when to shift to high gear.
6) When sliding, steer into the skid.
* Easter Egg :
1) Enter service mode.
2) Turn wheel to 04; Change the shifter from LO to HI.
3) Turn wheel to 45; Change the shifter from LO to HI.
4) Turn wheel to 55; Change the shifter from LO to HI.
5) Turn wheel to 56; Change the shifter from LO to HI.
6) Turn wheel to 91; Change the shifter from LO to HI.
'(c) 1982 NAMCO LTD.' will appear on the screen.
- SERIES -
1. Pole Position [Upright model] (1982)
1. Pole Position [Cockpit model] (1982)
2. Pole Position II (1983)
3. Final Lap (1987)
4. Final Lap UR (1988)
5. Final Lap Twin (1989, NEC PC-Engine)
6. Final Lap 2 (1990)
7. Final Lap 3 (1992)
8. Final Lap R (1993)
9. Final Lap 2000 (2000, Bandai WonderSwan)
10. Final Lap Special (2001, Bandai WonderSwan Color)
- STAFF -
Sound : Nobuyuki Ohnogi
- PORTS -
* Consoles :
Atari 7800 (1989)
Sony PlayStation (1996, "Namco Museum Vol.2")
Sony PlayStation (1997, "Namco Museum Vol.3")
Sony PlayStation 2 (2001, "Namco Museum")
Microsoft XBOX (2002, "Namco Museum")
Nintendo GameCube (2002, "Namco Museum")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
* Computers :
Commodore C64 (1988)
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
* Others :
Mobile Phones (2006)
$end
$info=p911e,
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Police 24/7 (c) 2001 Konami.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
- TRIVIA -
This game is also known in the US as "Police 911" and in Japan as "Keisatsukan Shinjuku 24ji".
- SERIES -
1. Police 24/7 (2001)
2. Police 24/7 2 (2001)
- PORTS -
* Consoles :
Sony PlayStation 2 (2001)
$end
$info=p911,p911uc,
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Police 911 (c) 2001 Konami.
- TECHNICAL -
Main CPU : MPC8240 (@ 200 Mhz)
$end
$info=p9112,
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Police 911 2 (c) 2001 Konami.
- TECHNICAL -
Main CPU : MPC8240 (@ 200 Mhz)
$end
$info=policetr,polict11,plctr13b,polict10,
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Police Trainer (c) 11/1996 P&P Marketing.
Train to become a police officer in this target shooter.
- TECHNICAL -
Main CPU : R3000 (@ 24 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)
Screen orientation : Horizontal
Video resolution : 394 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : lightgun
Buttons : 1
- UPDATES -
REVISION 1 :
* Software version : 1.1
REVISION 2 :
* Software version : 1.3
* Operator menu (Setting) : 'Attract Mode Sounds' option removed.
* Operator menu (Setting) : 'Difficulty' option added.
* Operator menu (Setting) : 'Calibrate Guns' option replaced by 'Verify And Calibrate Guns'.
REVISION 3 :
* Software version : 1.3B
- SERIES -
1. Police Trainer (1996)
2. Police Trainer 2 (200?)
- STAFF -
Electronics software, game design : Fred Heyman
Art direction, game design, Audio : Steve Boyer
3D models and animations : Birdy Vanasupa
3D models and animations, Sound : Matthew Akers
PCB layout : Dave Oermann
Voices : Valerie Hartmann
$end
$info=pollux,polluxa,polluxa2,
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Pollux (c) 1991 Dooyong.
A vertically scrolling shooter from Dooyong.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Directors : Jooshun Hong, Youchur No, Choonduk Kia
Hardware Designer : Sunghun Lee
Music : Sanghyuk Lee
Background designer : Meerang Oh, Minjuang Lee
Animation designers : Woochoul Jung, Meesook Yeq
Main software : Haisung Ryou, Joagil Lee
$end
$info=polyplay,
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Poly-Play (c) 1985 VEB Polytechnik Karl-Marx-Stadt.
This game features 10 different games : Hase und Wolf (a "Pac-Man"-type game), Hirschjagd (similar to "Robotron 2084"), Schmetterlinge, Abfahrtslauf, Schiessbude ("Carnival" clone), Autorennen, Merkspiel, Wasserrohrbruch, Hagelnde Wolken, Der Taucher.
- TECHNICAL -
Main CPU : U880 compatible with Zilog Z80 (@ 2.4576 Mhz)
Sound Chips : Custom (@ 2.4576 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 8
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
2 cabinet versions existed, named ECS1 and ECS2. ESC means "Elektronischer Spielcomputer". The difference was a better cabinet for ECS2.
10 programs exist, only eight could be choosen for deployment (in EPROM-Order):
"Hase und Wolf" translates from German as 'Rabbit and Wolf', based on the Russian cartoon series 'Nu, pogodi!', popular in the GDR.
"Hirschjagd" translates from German as 'Deer Hunt'.
"Schmetterlinge" translates from German as 'Butterflies'.
"Abfahrtslauf" translates from German as 'Departure Run'.
"Schiessbude" translates from German as 'Shooting Hut'.
"Autorennen" translates from German as 'Car Race'.
"Merkspiel" translates from German as 'Noticing Play'.
"Wasserrohrbruch" translates from German as 'Water Pipe Break'.
"Hagelnde Wolken" translates from German as 'Hailing Clouds'.
"Der Taucher" translates from German as 'The Diver'.
2 additional games were planned :
"Der Gärtner" translates from German as 'The Gardener'.
"Im Gewächshaus" translates from German as 'The Greenhouse'.
The last manufactured versions, in 1989, have had the possibility of ten games.
The story goes that Poly-Play was the only arcade approved machine to be produced in GDR and they used to go into places like FDGB holiday homes and youth hostels. When the Berlin Wall came down, for some strange reason they recalled the machines to the factory and had them dismantled. A few were salvaged. There were probably about 1000-1500 made (last known serial number 1492 from 1989).
The company does exists as 'Polytechnik Frankenberg GmbH'.
$end
$info=plygonet,
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Polygonet Commanders (c) 1993 Konami.
- TECHNICAL -
Game ID : GX305
Main CPU : 68EC020 (@ 16 Mhz), DSP56156 (@ 10 Mhz), Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Vertical
Video resolution : 256 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This is Konami's first 3D game!
King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) on 23/02/1994.
$end
$info=pompingw,
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Pomping World (c) 12/1989 Mitchell.
One or two players cooperatively destroy bouncing balls with a variety of weapons. The players may only fire up, but may move right and left, or up and down ladders. The large balls that have been shot split in two, creating smaller balls.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Pang" and in US as "Buster Bros".
- SERIES -
1. Pomping World (1989)
2. Super Pang (1990)
3. Pang! 3 (1995)
4. Mighty! Pang (2000)
- STAFF -
Planner : NDA
Programmers : Hospitel Masa, Mamichan Otona
Music Composer : Tamayo Kawamoto
Character designers : Hiramattyo, Oyuu
Direction : Kihaji Okamoto
- PORTS -
* Consoles :
NEC PC-Engine CD (1991)
Sony PlayStation (1997, "Super Pang Collection")
Sony PSP (2006, "Capcom Puzzle World")
$end
$info=ponpoko,ponpokov,
$Edit this entry at Arcade-History.com
$bio
Ponpoko (c) 11/1982 Sigma Enterprises.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Also licensed to Venture Line.
PonPoko is Japanese onomatopoeia - the sound that a tanuki makes. In Ponpoko, it's also the name of the main character who is, incidentally, a tanuki.
Larry Young holds the official record for this game with 133,940 points.
$end
$info=pontoon,
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$bio
Pontoon (c) 1989 Sega.
- TECHNICAL -
Sega System 18 hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=ponttehk
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$bio
Pontoon (c) 1985 Tehkan.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 5
$end
$info=pool10,pool10b,
$Edit this entry at Arcade-History.com
$bio
Pool 10 (c) 1996 C.M.C.
- TECHNICAL -
Main CPU : M65C02
Sound Chips : AY8910
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=poolshrk,
$Edit this entry at Arcade-History.com
$bio
Poolshark (c) 06/1977 Atari.
- TECHNICAL -
Game ID : 006281
Main CPU : M6800 (@ 1.381875 Mhz)
Sound Chips : Discrete (@ 1.381875 Mhz)
Screen orientation : Horizontal
Video resolution : 255 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4
Players : 2
Control : stick
- STAFF -
Designed and programmed by : Tom Hogg, Owen Rubin, Mike Albaugh, Paul Mancuso
$end
$info=pootan,
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$bio
Pootan (c) 1982.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 2-way joystick (vertical)
Buttons : 1
- TRIVIA -
This game is a bootleg of "Pooyan".
$end
$info=pooyan,pooyans,
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$bio
Pooyan (c) 1982 Konami.
The player takes on the role of a bow-and-arrow welding pig who must protect her piglets from the pack of hungry wolves ballooning up or down the cliff face. The pig is suspended in a winch-controlled cage and must move vertically up and down, shooting the balloons and sending the wolves plummeting to the ground. Any wolves she missies will, having safely reached the ground, climb a ladder to try and bite her. Also, if any of the wolves reach the ground, more piglets will be captured by them. Mother Pig must try to kill as many wolves as possible without letting them reach the ground.
On the second level, the wolves use balloons to float upwards to the top of a high cliff. If enough of them reach the cliff, they will push a huge boulder down onto Mother Pig's cage. After this level has been completed, the piglets who have been captured are rescued and the game starts over with increased difficulty.
There is also a bonus round where Mother Pig will attempt to eliminate as many wolves on ascending balloons as possible by throwing as few slabs of meat as possible for a maximum bonus score.
- TECHNICAL -
Game ID : GX320
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick (vertical)
Buttons : 1 (FIRE)
- TRIVIA -
Released in October 1982.
Also licensed to Stern for US manufacture and distribution (December 1982).
Pooyan is Japanese for 'little pigs'. It is also very rarely used as an adjective meaning 'extremely stupid'. For example, 'Intentionally puncturing your spacesuit is pooyan', or 'Injecting straight heroin into your eyeballs is a pooyan idea'.
Pooyan is among the most innovative shooters in history and cute besides.
Mark Kinter holds the official record for this game with 1,609,250 points.
A bootleg of this game is known as "Pootan".
A Pooyan unit appears in the 1983 movie 'Joysticks'.
A Pooyan machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* Learn how a meat piece falls : unlike arrows, meat pieces fly not straight but in an arc.
* Throw meat pieces at enemy formations : When arrows are not enough to take out a formation, use meat pieces to wipe them all out. Knowing how a meat piece falls will work in your advantage.
* When to use meat pieces ? : At the end of a level appears a wolf with a balloon hard to pop. Keep the meat piece until the very end and use it against that particular wolf.
* Do not underestimate the power of the balloon : As the game proceeds, there will be balloons with no wolves holding onto them. While it will not count as a miss even if you don't take out these balloons, they bounce off meat pieces. be careful!
* Shoot down rocks with arrows : Rocks thrown by wolves can be reflected with the roof of MAM's gondola and by shooting arrows. Stay calm even if you see a bunch of rocks coming at you.
- PORTS -
* Consoles :
Atari 2600 (1982)
Nintendo Famicom
Sony PlayStation (1999, "Konami Arcade Classics")
Sony PlayStation 2 (2006 "Oretachi Game Center - Pooyan")
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
* Computers :
Commodore C64 (1983)
MSX (1985)
Atari 800
Sord-M5
* Others :
LCD handheld game (19??) released by Gakken.
$end
$info=popbounc,
$Edit this entry at Arcade-History.com
$bio
Pop 'n Bounce (c) 1997 Video System.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0237
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : dial
Buttons : 3
- TRIVIA -
This game is known in Japan as "Gappolin".
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'NON'.
- STAFF -
Producer : Furukama
Director : Nishikawa
Manager : Shiomi
Programmers : You-Chan, Gen
Designers : Akira, Oh! Kawara, Tetsudai 6, T. Tateisi, Manbow., Yamoya
Music composer : Naoki Sakamura (Nao Itamura)
Sound effects : Pirowo, Norie
Sound programmers : Mami, H. Soyama
$end
$info=popnpop,popnpopu,popnpopj,
$Edit this entry at Arcade-History.com
$bio
Pop 'N Pop (c) 02/1998 Taito.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E51
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Producers : Yoshihisa Nagata, Tsukasa Oshima
Director : Tomohiro Nishikado
Planners : Tomohiro Nishikado, Kenichi Hiza
Programmers : Kuniaki Watanabe, Shinya Sasaki, Kenichi Murohushi, Yasuhito Nagumo, Tomoaki Kasuya
Character designer : Atsushi Haruta
Graphic designer : Kazuhiro Fujii, Miyuki Sasaki, Nariyuki Sakamoto, Atsushi Haruta
Sound director : Kenichi Kamio
Sound data : Hiroshi Nishikawa (Light Link Music)
Design works : Hidetomo Ogino
Quality warranty : Nobuhiro Koyama
Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani
- PORTS -
* Consoles :
Sony PlayStation (1998)
Nintendo Game Boy Color (2001)
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=popbingo,
$Edit this entry at Arcade-History.com
$bio
Pop Bingo (c) 1996 Dooyong.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
$end
$info=popflame,popflama,popflamb,popflamn,
$Edit this entry at Arcade-History.com
$bio
Pop Flamer (c) 1982 Jaleco.
- TECHNICAL -
Main CPU : Z80 (@ 1.5 Mhz)
Sound Chips : TMS36XX (@ 0.35 Khz), Custom (@ 0.35 Khz)
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Stern for US distribution.
- PORTS -
* Consoles :
Sega SG-1000 (1983)
$end
$info=popn1,
$Edit this entry at Arcade-History.com
$bio
Pop'n Music (c) 1998 Konami.
Pop'n Music is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.
- TECHNICAL -
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Players : 1
Buttons : 9
- TRIVIA -
Konami Music Entertainment released a limited-edition soundtrack album for this game (Pop'n Music original soundtrack - KICA-7954) on 26/03/1999.
- SERIES -
1. Pop'n Music (1998)
2. Pop'n Music 2 (1999)
3. Pop'n Music 3 (1999)
4. Pop'n Music 4 (2000)
5. Pop'n Music 5 (2000)
6. Pop'n Music 6 (2000)
7. Pop'n Music 7 (2001)
8. Pop'n Music 8 (2002)
9. Pop'n Music 9 (2003)
10. Pop'n Music 10 (2003)
11. Pop'n Music 11 (2004)
12. Pop'n Music 12 Iroha (2004)
13. Pop'n Music 13 Carnival (2005)
14. Pop'n Music 14 Fever! (2006)
15. Pop'n Music 15 Adventure (2007)
16. Pop'n Music 16 Party (2008)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
Sony PlayStation (1999)
$end
$info=popn2,
$Edit this entry at Arcade-History.com
$bio
Pop'n Music 2 (c) 1999 Konami.
Pop'n Music is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.
- TECHNICAL -
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Players : 1
Buttons : 9
- TRIVIA -
Konami Music Entertainment released a limited-edition soundtrack album for this game (Pop'n Music 2 original soundtrack : new songs collection - KMCA-43) on 18/11/1999.
- SERIES -
1. Pop'n Music (1998)
2. Pop'n Music 2 (1999)
3. Pop'n Music 3 (1999)
4. Pop'n Music 4 (2000)
5. Pop'n Music 5 (2000)
6. Pop'n Music 6 (2000)
7. Pop'n Music 7 (2001)
8. Pop'n Music 8 (2002)
9. Pop'n Music 9 (2003)
10. Pop'n Music 10 (2003)
11. Pop'n Music 11 (2004)
12. Pop'n Music 12 Iroha (2004)
13. Pop'n Music 13 Carnival (2005)
14. Pop'n Music 14 Fever! (2006)
15. Pop'n Music 15 Adventure (2007)
16. Pop'n Music 16 Party (2008)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
Sony PlayStation (1999)
$end
$info=popn3,
$Edit this entry at Arcade-History.com
$bio
Pop'n Music 3 (c) 1999 Konami.
Pop'n Music is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.
- TECHNICAL -
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Players : 1
Buttons : 9
- TRIVIA -
Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Pop'n Music 3 V.S. Pop'n Stage - KMCA-49~50) on 03/03/2000.
- SERIES -
1. Pop'n Music (1998)
2. Pop'n Music 2 (1999)
3. Pop'n Music 3 (1999)
4. Pop'n Music 4 (2000)
5. Pop'n Music 5 (2000)
6. Pop'n Music 6 (2000)
7. Pop'n Music 7 (2001)
8. Pop'n Music 8 (2002)
9. Pop'n Music 9 (2003)
10. Pop'n Music 10 (2003)
11. Pop'n Music 11 (2004)
12. Pop'n Music 12 Iroha (2004)
13. Pop'n Music 13 Carnival (2005)
14. Pop'n Music 14 Fever! (2006)
15. Pop'n Music 15 Adventure (2007)
16. Pop'n Music 16 Party (2008)
- PORTS -
* Consoles :
Sega Dreamcast (2000, "Pop'n Music 3 Append Disc")
Sony PlayStation (2000, "Pop'n Music 3 Append Disc")
$end
$info=popn7,
$Edit this entry at Arcade-History.com
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Pop'n Music 7 (c) 2001 Konami.
Pop'n Music is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.
- TECHNICAL -
Main CPU : PPC403 (@ 66 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), CD/DA
Players : 1
Buttons : 9
- TRIVIA -
Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Pop'n Music 7 AC & CS Pop'n Music 5 - KMCA-148~9) on 06/02/2002.
- SERIES -
1. Pop'n Music (1998)
2. Pop'n Music 2 (1999)
3. Pop'n Music 3 (1999)
4. Pop'n Music 4 (2000)
5. Pop'n Music 5 (2000)
6. Pop'n Music 6 (2000)
7. Pop'n Music 7 (2001)
8. Pop'n Music 8 (2002)
9. Pop'n Music 9 (2003)
10. Pop'n Music 10 (2003)
11. Pop'n Music 11 (2004)
12. Pop'n Music 12 Iroha (2004)
13. Pop'n Music 13 Carnival (2005)
14. Pop'n Music 14 Fever! (2006)
15. Pop'n Music 15 Adventure (2007)
16. Pop'n Music 16 Party (2008)
- PORTS -
* Consoles :
Sony PlayStation 2 (2002)
$end
$info=popn9,
$Edit this entry at Arcade-History.com
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Pop'n Music 9 (c) 2003 Konami.
Pop'n Music is part of Konami's BEMANI series of games. The game has 9 colorful buttons which the player must hit in time with 'notes' that travel down the screen in order to fill in sound effects missing from a song.
- TRIVIA -
Konami Music Entertainment released a 2 CD limited-edition soundtrack album for this game (Pop'n Music 9 AC & CS Pop'n Music 7 - KOLA-020~021) on 05/02/2003.
- SERIES -
1. Pop'n Music (1998)
2. Pop'n Music 2 (1999)
3. Pop'n Music 3 (1999)
4. Pop'n Music 4 (2000)
5. Pop'n Music 5 (2000)
6. Pop'n Music 6 (2000)
7. Pop'n Music 7 (2001)
8. Pop'n Music 8 (2002)
9. Pop'n Music 9 (2003)
10. Pop'n Music 10 (2003)
11. Pop'n Music 11 (2004)
12. Pop'n Music 12 Iroha (2004)
13. Pop'n Music 13 Carnival (2005)
14. Pop'n Music 14 Fever! (2006)
15. Pop'n Music 15 Adventure (2007)
16. Pop'n Music 16 Party (2008)
- PORTS -
* Consoles :
Sony PlayStation 2 (2004)
$end
$info=popnstex,
$Edit this entry at Arcade-History.com
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Pop'n Stage EX (c) 1999 Konami.
- TECHNICAL -
Main CPU : 68EC020 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Players : 1
Buttons : 10
$end
$info=popspops,
$Edit this entry at Arcade-History.com
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Pop's Pop's (c) 1999 Afega.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=popeye,popeyef,popeyeu,popeyebl,
$Edit this entry at Arcade-History.com
$bio
Popeye (c) 1982 Nintendo.
A superb and demanding platform game featuring characters from the famous King Features Syndicate cartoon show of the same name. The aim of the game is to rescue Popeye's girlfriend, Olive Oyl. This is achieved by catching a set number of objects thrown down by Olive from the top of the screen; such as hearts, letters and musical notes. Popeye is constantly pursued in his quest by love rival, Bluto (a.k.a. Brutus). Popeye must either run away from Bluto or grab some spinach and punch him off the screen (he will, of course, return).
Should any of Olive Oyl's items fail to be caught, they will fall into the water at the bottom of the screen. Popeye will then have only a few seconds to retrieve the object or a life is lost. Several other Popeye characters also make an appearance in the game; namely Wimpy, Sweet-pea, the Sea Hag and her Vulture. The game's three levels are the dock scene, the street scene and the shipboard scene. These repeat with increasing difficulty.
- TECHNICAL -
Most Popeye machines were upright cabinets, but cocktails were also available. The upright was in the standard Nintendo cabinet, the same one used in "Donkey Kong", "Donkey Kong Junior", "Radar Scope", "Donkey Kong 3", and "Sky Skipper". Almost all other Nintendo titles used alternate versions of this same cabinet, "Mario Bros". was wider, "Punch Out!!" was taller, etc, but they were still nearly identical. A dedicated Popeye machine will be blue, although you will sometimes see them in different colors (non-blue Popeyes are conversion cabinets).
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 448 pixels
Screen refresh : 60.00 Hz
Palette colors : 288
Players : 2
Control : 4-way joystick
Buttons : 1 (PUNCH)
- TRIVIA -
Released in December 1982.
Licensed to Atari for some distributions.
* Popeye From Strip To Screen : Popeye the Sailor, one of the most enduring characters in animation history, began not in motion pictures but in E.C. 'Elzie' Segar's 'Thimble Theater' comic strip. Born in Illinois, Segar began cartooning in Chicago in 1914. Graduating to his own strip for the Chicago American, Segar was then hired in 1919 by Hearst's New York Evening Journal to create the syndicated 'Thimble Theater' strip. 'Thimble Theater' depicted the adventures of Ham Gravy, his girlfriend Olive Oyl and her brother Castor. The venture was a success, expanding to an additional Sunday color page in 1924. Segar's comic strip used complex, rambling and frequently eerie narratives that attracted a devoted following, but it lacked strong central characters. In the 'Thimble Theater' of January 17, 1929, Ham and Castor decided to hire a crew to sail in search of the legendary Whiffle Hen. Walking up to a grizzled one-eyed mariner on a dock, Castor asked him, "Are you a sailor?" "`Ja think I'm a cowboy?" came the reply, introducing Popeye to readers.
* Move Over, Ham Gravy : Over a period of months, Popeye developed from a supporting character to the central figure in the hunt for the Whiffle Hen. When Segar finally brought the narrative to a close and tried to retire the sailor, outraged fans contacted the Hearst syndicate demanding more adventures with Popeye. Segar obliged them : the sailor replaced Ham as Olive's love interest, Castor Oyl was reduced to infrequent appearances, and the strip was renamed 'Thimble Theater, Starring Popeye'.
The early 1930s was a period of keen competition among American animation studios for market share. Central to the business strategy of most studios was the development of cartoon 'stars' whose popularity would ensure bookings by major theater chains. Disney followed the success of Mickey Mouse by developing new characters like Donald Duck and Goofy up from supporting roles in Mickey Mouse cartoons. Similar strategies were tried at Warner Bros., where Bugs Bunny and Daffy Duck evolved from secondary roles in films starring other animated characters. One of the earliest examples of this took place at the Fleischer Studios, Inc. in New York, where the unpopular starring canine character Bimbo was matched up with a girlfriend in Dizzy Dishes (1930). The girlfriend eventually developed into Betty Boop, the studio's major character. With the popularity of Betty Boop at a peak in 1932, brothers Max and Dave Fleischer decided to introduce a new film series which would include another character to grow into a star. Fleischer rival Van Beuren Corporation had already signed an agreement to bring Otto Soglow's strip 'The Little King' to the screen. Max Fleischer, who was a great fan of Segar's strip, approached Hearst's King Features Syndicate for the right to use Popeye. The two companies signed an agreement on November 17, 1932.
* Betty Introduces Popeye to the Big Screen : The production of the first Popeye film took place in secrecy. Veteran animator Roland Crandall was given space apart from the rest of the studio. There, he single-handedly animated the entire cartoon, aided only by the inclusion of some Shamus Culhane animation recycled from the earlier Betty Boop's Bamboo Isle (1932). The results were so satisfying that even before the film was released, the Fleischers and King Features amended the agreement granting the studio the right to produce and release animated cartoons featuring Popeye for a five year period.
Crandall's film 'Betty Boop Presents Popeye The Sailor' opened in the summer of 1933 as part of the 'Betty Boop' series. After a prologue in which newspapers herald the sailor's film debut, and Popeye sings 'I'm Popeye the Sailor Man', the film featured what was to be the standard 'Popeye' series plot, re-enacted with variations by the Fleischers for the next decade. Olive waits for Popeye to disembark from his ship at the dock. Bluto follows the couple to a fairground, where the two sailors compete for Olive's attentions through feats of strength. Bluto abducts Olive and ties her to a train track. As the locomotive approaches, Popeye and Bluto fight. Popeye defeats Bluto, and, through the magical powers of spinach, is able to stop the train and save Olive Oyl. Here, we see the essential difference between the Segar and Fleischer sense of narrative. Segar reveled in picaresque plots that coursed in unexpected directions for up to two years, exploring every novel twist and nuance of narrative. In anticipation of post-modernism, the very concept of plot was old-fashioned to the Fleischers. Hackneyed and ritualized story conventions were torn apart, recombined in odd juxtapositions, and satirized in endless variations.
The Fleischer Popeye cartoons were an instant success. "It might have been just a fluke, a lucky break, that the Segar characters fit the Fleischer style so well", recalls former Popeye animator Myron Waldman. "The animation of Olive Oyl in the mid-1930s was perfect. It fit her. The character had no elbows and the most prominent knees. When she spoke, the voice fit too. This was character. That's what made her so good".
* Step Aside, Mickey : Segar's characters were not the only things consistent with the Fleischer style. Both Segar and the Fleischer staff shared a fondness for a poetically improvisational language. When Popeye's original voice artist, William 'Red Pepper Sam' Costello, left after the first few pictures, he was replaced by a studio in-betweener named Jack Mercer. Much of the dialogs of the Popeye cartoons was post-synched with little attention to synchronized mouth action. Mercer, Mae Questel (Olive's voice, except for the 1938-41 period, when Margie Hines was the voice artist) and William Penell or Gus Wickie, who voiced Bluto, often ad-libbed dialogs during recording sessions, particularly Popeye's 'asides' and pun-filled conversations. Added to this was a progressive softening and increased complexity of Popeye's character, paralleling changes in the strip. Popeye cartoons became the Fleischers' leading attraction. By 1938, Popeye replaced Mickey Mouse as the most popular cartoon character in America.
The Fleischers rummaged through the Segar strip for supporting characters. Bluto, the animated series' antagonist, was a minor character in the Segar strip, appearing only in 1933's 'The Eighth Sea'. Longer-lived strip characters that joined Popeye on the screen included hamburger maven J. Wellington Wimpy, Swee'pea, Eugene the Jeep and Poopdeck Pappy. While in the comic strip, Popeye gained his great strength from rubbing the Whiffle Hen, the Fleischers added the gimmick of Popeye's power being largely dependent on the ingestion of spinach. Farmers in America's self-styled 'spinach capital' of Crystal City, Texas set up a statue of Popeye in gratitude for the publicity.
As early as 1935, the Fleischers sought backing for a feature-length animated film from their distributor Paramount. Paramount refused to risk money on a feature. In an attempt to persuade the company that longer animated films could be profitable, Max Fleischer initiated the production of three two-reel color 'specials' starring Popeye, beginning with 'Popeye The Sailor Meets Sinbad The Sailor' (1936). Although these 'specials' were often billed over their accompanying feature, Paramount still refused to back the animated feature.
Conditions changed after the success of Disney's 'Snow White And The Seven Dwarfs' (1937) and the Fleischers received money for the eighty minute Gulliver's Travels. According to some sources, the film was originally to have Popeye in the role of Gulliver, but the idea was scrapped early in the planning stages. Perhaps this was unwise. According to internal Paramount correspondence, the Popeye shorts were far more profitable to Paramount than Disney's films were to his distributor, RKO. The sailor's box-office appeal might have helped the Fleischer features. Gulliver's Travels (1938) and the company's next feature, Mr. Bug Goes To Town (1941), bombed, leading to the failure of Fleischer Studios, Inc.
* Post-Fleischer Popeye : The successor company, Famous Studios, continued with the production of Popeye cartoons. Many of these were remakes of earlier Fleischer films. Much of the supporting cast of the Fleischer versions were replaced by new characters, such as nephews Pip-Eye, Peep-Eye and Pup-Eye. A redesign of the major characters included white U.S. Navy uniforms for Bluto and Popeye (in keeping with their war-time service in the armed forces), and more comely fashions for Olive. Upgraded technology, including the introduction of color to the series in 1943 with Her Honor The Mare and 3-D in Popeye The Ace Of Space (1953), tried to rejuvenate the series. None of these strategies were able to breathe much life into the films. Spooky Swabs (1957) brought theatrical release of Popeye films to a close.
The success of the black and white Popeye cartoons on television in the 1950s inspired several revivals of the series by such talents as Gene Deitch, John Halas and Joy Batchelor, Jack Kinney, and Hanna-Barbera. Hampered by limited budgets and rushed production schedules, none of these came close to the Fleischer or Famous theatrical versions. The less said about Robert Altman's live-action feature with Robin Williams and Shelley Duvall as Popeye and Olive Oyl, the better. What has endured are the original qualities of the Segar and Fleischer works. In fact, Segar's strips have been reissued by Nostalgia Press and the Smithsonian Press. The earlier Fleischer films, which shared the shabby urban or surreal exotic locations and working-class orientation of the Segar originals, retain a vitality and charm that still appeal to a large group of devoted fans today.
Steve Harris holds the official record for this game with 1,232,250 points.
Parker Brothers released a board-game based on this video-game (same name) in 1983 : The board is layed out like the first level of the video-game.
- UPDATES -
REVISION F (designed especially for novice players) :
* First level has a colored background (instead of black).
* Default high-score smaller : 25600 (instead of 32600).
* First nickname on the default high-score table changed to KAC (instead of GET).
* Spinach is restored after you lose a life.
* The ladder at the center of the first level can be used to go up or down.
* Extra Life dip-switch can be set at 20000, 30000, 50000, or None. The default is 20000, meaning you get an extra life at 20000 points.
BOOTLEG :
* No copyright
- SCORING -
Collecting a heart, note, or letter on the...
1st floor : 50 points(1).
2nd floor : 100 points(1).
3rd floor : 300 points(1).
4th floor : 500 points(1).
Punching the punch-bag : 30 points.
Punching a bottle : 100 points.
Punching a skull : 100 points.
Punching the bird : 1,000 points.
Using Spinach power to knock Bluto into the water : 3,000 points.
Dropping the bucket on Bluto's head when he's on the...
1st floor : 4,000 points.
2nd floor : 2,000 points.
3rd floor : 1,000 points
Hitting Sweet-pea's platform from below : 500 points(1).
(1) denotes values that are doubled if Popeye has Spinach power.
- TIPS AND TRICKS -
* A Display Glitch : On the musical note level, you can stand at the point on the edge where you 'wraparound' and if you punch a bottle in the right spot, it'll erase part of the 'THRU' sign. This can be done on both sides.
* LEVEL ONE :
1) On the first level, Olive Oyl stands at the top of the screen and throws 24 hearts (one at a time) down to the bottom, hoping that Popeye will catch them all. If a heart reaches the bottom of the screen, you will have about 10 seconds to pick it up before it breaks, costing you one life. Try to catch the hearts as high as possible, since they decrease in value as they get closer to the bottom.
2) When Bluto harasses you, cross the edge of the screen from left to right and wait for him to stop directly underneath the bucket. Hit the punching bag at this point and the bucket will fall onto his head, rendering him helpless for a while. This will score you points based on which floor Bluto is on when you hit him (see Scoring above) and give you some time to catch a few more hearts.
3) Like in the cartoons, Popeye becomes stronger after eating spinach. A can of spinach moves between the second and third floors of the screen and you can have Popeye eat it by punching the can. Afterwards, Popeye will turn red and become stronger than Bluto for about 10 seconds (shorter in later levels). If you can punch Bluto at this time, he falls into the sea, temporarily knocked out, and you will be awarded 3,000 points.
4) Bluto will eventually recover so make good use of this time by catching as many falling hearts as possible. They are worth twice as much when Popeye is under the influence of spinach, so catching some of the higher hearts can really help your score. And since extra lives are only awarded at a very high score (60,000 points on most machines; 20,000 points by default on Revision F machines), you should be as greedy as possible.
5) Spinach can only be used once per level, and it is never restored after you lose a life (except in Revision F, see Updates above). Do not use it too soon; collect about two thirds of the total number of hearts, and have as many hearts fill the air as possible before getting the spinach.
6) If you want to risk getting 4,000 points instead of 2,000, do not use the punching bag immediately. Wait until you have punched Bluto (best done when after eating spinach) and next position Popeye to the punching bag. After Bluto comes out of the sea, he will move underneath the bucket on the bottom floor. With some practice and timing you should be able to drop the bucket onto his head for 4000 points. NOTE : touching Bluto while the bucket is on his head is not fatal. But be careful, because after the bucket comes off he can easily knock out Popeye.
7) To make up for his lumbering slowness, Bluto is capable of throwing beer bottles at Popeye. You should try to force him to throw bottles as often as possible (four at a time) instead of avoiding them, so you can score extra points.
8) The Sea Hag also throws bottles, except she only throws one at a time. The Sea Hag materializes on the edge of the screen for a moment, chucks a bottle, and disappears. She can also be on both sides of the screen at once. So if you are caught between two Sea Hags or between Bluto and The Sea Hag, you will have to quick on the joystick and Punch button to survive.
* LEVEL TWO : The second level is much like the first, except Olive Oyl is dropping musical notes now (16 of them, one at a time), the major difference is the layout, with Wimpy on the plank in the lower corner. If Popeye jumps off the second floor, he will be catapulted up to the third floor. With some careful timing, you can even make Popeye leap all the way up to the fourth floor, where Sweetpea is waiting on a balloon platform. Touching the bottom of Sweet-pea will score 500 points (1000 points while under the influence of spinach).
* LEVEL THREE :
1) The setting for the third level is a ship, with a sliding platform on the top floor. At the beginning of the board you should be able to slide Popeye across the platform several times, catching the letters H-E-L-P that Olive Oyl is dropping directly above.
By exact count, the number of H-E-L-P letters Popeye must collect to rescue Olive Oyl in the third level is 24, the same as the number of hearts Popeye must collect in the first level.
2) Every time Popeye catches a letter, one step is added to a ladder which goes up to Olive Oyl When the ladder is finished, Olive Oyl is rescued. This is the most difficult level, because a large number of letters are needed to complete the ladder and save Olive Oyl. The Vulture will constantly appear from the left side of the screen. While sliding back and forth across the platform, you should try to punch The Vulture as many times as possible, to score 1,000 points per punch.
3) After Popeye has rescued Olive Oyl on the third level, there will be an intermission that will have Popeye's face while "I'm Popeye The Sailor Man" plays followed by Popeye blowing his pipe and going "Toot! Toot!". Afterwards, the game begins again with increased difficulty.
On ALL levels, Bluto can reach from underneath or bend down from higher floors to lower ones- be careful that you are not underneath him.
When the game restarts from the first level with increased difficulty, The Sea Hag will throwing down deadly bouncing skulls from the edges of the screen and must be punched when they are bouncing upward. You must also make sure that there are no skulls directly above Popeye, since they drop down a floor or two and hit him on the head.
Continue to avoid Bluto, the beer bottles, and the skulls, and keep catching whatever Olive Oyl throws down.
- PORTS -
* Consoles :
Atari XEGS
G7000 Videopac
Colecovision (1983)
Atari 2600 (1983)
Mattel Intellivision (1983)
Atari 5200 (1984)
Nintendo Famicom (1986)
* Computers :
Atari 800 (1983)
Commodore C64 (1984)
Texas Instruments TI-99/4A (1984)
- SOURCES -
Mark Langer : http://www.awn.com/mag/issue2.4/awm2.4pages/2.4langerpopeye.html
$end
$info=popper,
$Edit this entry at Arcade-History.com
$bio
Popper (c) 1983 Omori Electric.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.536 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 264 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1 (THROW)
$end
$info=pop_hh,
$Edit this entry at Arcade-History.com
$bio
Popper (c) 1989 Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Hard Head".
$end
$info=porky,
$Edit this entry at Arcade-History.com
$bio
Porky (c) 1985 Shinkai.
- TECHNICAL -
Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : SN76496 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Magic Eletronics.
$end
$info=portman,porter,
$Edit this entry at Arcade-History.com
$bio
Port Man (c) 1982 Nova Games.
Catch the falling luggage and throw it up onto the ship. After that, catch the falling boxes of dynamite for points. The game then repeats the levels with the action becoming faster.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Dock Man".
$end
$info=portrait,portrata,
$Edit this entry at Arcade-History.com
$bio
Portraits (c) 1983 Olympia.
Photo-Safari : aim right to capture a nimber of animals, of four - then five - different kinds. Beware, the animals can destroy your camera. When you get high score, two lights in the cabinet, over the monitor, will light, and a b/w camera will start to capture images. So, the recordman/woman can insert a picture of him/herself between the introductory screens!
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : I8039 (@ 3.12 Mhz)
Sound Chips : TMS5220 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 320 x 432 pixels
Screen refresh : 50.00 Hz
Palette colors : 2048
Players : 2
Control : 4-way joystick
Buttons : 1
- STAFF -
Director : Livio Leante
Engineering : Tiziano Tredese
Hardware : Bruno
Software : Boux
Graphic by : Cortez
Informatic by : Ernesto
$end
$info=potogold,
$Edit this entry at Arcade-History.com
$bio
Pot of Gold (c) 1982 GamePlan.
- TECHNICAL -
Main CPU : M6502 (@ 1.25 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
- TRIVIA -
This game is also known as "Leprechaun".
Eddie Leech holds the official record for this game with 1,113,320 points.
$end
$info=potopoto,
$Edit this entry at Arcade-History.com
$bio
Poto Poto (c) 1994 Sega.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Poto Poto is Japanese onomatopoiea for large raindrops hitting the ground.
$end
$info=poundfor,poundfou,poundfoj,
$Edit this entry at Arcade-History.com
$bio
Pound for Pound (c) 1990 Irem.
An overhead boxing game where you fight to become the best in the world.
- TECHNICAL -
Irem M-84 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 384 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Released in December 1990.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
$end
$info=powerbal,powerbls,
$Edit this entry at Arcade-History.com
$bio
Power Balls (c) 1994 Playmark.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), I8051 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 512
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Also available as a conversion kit for "Super Slam".
- STAFF -
Director : D. Marchi
Program : L. Benvenuto
Graphics : M. Banfi, M. Corrieri
Sound : A. Cappi
Hardware : A. Gusso
$end
$info=pc_pwbld,
$Edit this entry at Arcade-History.com
$bio
Power Blade (c) 1991 Taito.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : 7T
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed by Nintendo.
- SERIES -
1. Power Blade (1991)
2. Power Blade II (1992, Nintendo NES) / Captain Saver (1992, Nintendo Famicom)
$end
$info=pdrift,pdriftj,pdrifta,pdrifte,
$Edit this entry at Arcade-History.com
$bio
Power Drift [Sit-Down model] (c) 1988 Sega.
In Power Drift, a single player races against eleven other drivers over any one of five abstract and hugely demanding courses. The game's 25 stages (separated into five different races, only ONE of which can be played per game) are constructed of undulating, tilting, roller coaster-esque tracks; featuring jumps, drops and chicanes. On most of the stages, it's possible to 'fall off' the higher sections of the track, crashing to the ground below and losing valuable seconds.
Power Drift's superb Roller Coaster effect was enhanced further with the introduction of a 'tilting axis'; as the player steers left and right, the screen display mirrors the controller's movements and tilts on its axis, in a similar fashion to another Sega game, "After Burner".
Power Drift was yet another visually superb 3-D "sprite-scaling" racing game from Sega and, having already perfected the racing genre with 1986's "Out Run" and the "Hang-on" series; the company charged Yu Suzuki and his team to take the arcade racer in a wholly new direction.
- TECHNICAL -
Sega Y-Board hardware
Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
Also released as "Power Drift [Deluxe Sit-Down model]".
Pony Canyon/Scitron released a limited-edition soundtrack album for this game (Power Drift & Mega Drive: G.S.M. Sega 2 - D28B0010) on 08/12/1988.
- TIPS AND TRICKS -
* The game's difficulty level is determined by the type of car the player choses to race with. The RED car (with bigger wheels) sets the difficulty level at 'easy', the BLUE car at 'normal', the ORANGE car at 'hard' and GRAY car at 'hardest'.
* Press the START button while playing for a rear view. One thing to note is that Power Drift's gear change (from low to high, such as at the start of a race or after a crash) should be implemented much quicker than in other arcade racers.
* Extra bonus stages :
Finishing in first place on all tracks of courses B and D will allow players will get to race a special track using the bike from Sega's classic 1985 racer, "Hang-On".
Finish first on all five tracks of any given group (A to E) and players will get to race a special track using the jet from "After Burner".
- STAFF -
Designed by : Yu Suzuki (YU.)
Music and Sounds : Hiroshi Miyauchi
Staff : (SAD), (KOM), (OTA), (REE), (MAT), (LCY)
- PORTS -
* Consoles :
NEC PC-Engine (1990) : Conversion by Asmik.
Sega Saturn (1998, "Sega Ages : Power Drift")
Sega Dreamcast (2001, "Yu Suzuki Gameworks Vol.1")
* Computers :
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
$end
$info=powerdrv,
$Edit this entry at Arcade-History.com
$bio
Power Drive (c) 12/1986 Bally Midway.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : 68000 (@ 8 Mhz)
Sound Chips : DAC (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette Colors : 64
Players : 3
Buttons : 4
- TRIVIA -
Tim Uyeda holds the official record for this game with 170,900 points.
- STAFF -
Designed by : John Kubik
Programmed by : Jeff Nauman
$end
$info=powerina,powerinb,
$Edit this entry at Arcade-History.com
$bio
Power Instinct - Gouketsuji Ichizoku (c) 11/1993 Atlus.
Eight characters fight each other for control of Oume World, featuring great music and possibly THE coolest character of all time, Otane Goketuji!
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 6 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in November 1993.
This game is known in Japan as just "Gouketsuji Ichizoku" (translated from Japanese as 'Overpowering Blood Temple Family').
- SERIES -
1. Power Instinct - Gouketsuji Ichizoku (1993)
2. Power Instinct 2 (1994)
3. Power Instinct Legends (1995)
4. Power Instinct 3 - Groove on Fight (1997)
5. Power Instinct Matrimelee (2002)
- STAFF -
Producer : Fuuuu
Sub producer : Chuuko
Programmers : Mako MK2, 680*0 Freak Yan
Sound : Dencyu
Front designers : Pa Pi Pu Pe, Masada-M, Super K!, Yie-Yah!, Ohryu-S
Back designers : [Chikuwa] Henacyoko, Moto.I, Range, Asaki
Songs : Tatanka Chorus (Tatanka No Uta), Japanese Cheering Party (Otoko No Karatemichi), Ainote Sisters (A Yoisyo De Ikou), Kurokos (Etc.)
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sega Mega Drive (1994)
$end
$info=pwrinst2,
$Edit this entry at Arcade-History.com
$bio
Power Instinct 2 (c) 1994 Atlus.
The Gougetsuji clan of Kurokos had finally found a new master after Otane Gougetsuji finally defeated the former leader, her older sister Oume. Unfortunately Otane has now dissapeared! So a new tournament is called out in order to quickly find a new clan leader. All the fighters from the first tournament have returned as well as some eager (... and strange!) newcommers. Featuring some of the funniest parodies of famous fighting games, a cool soundtrack an tons of new moves making it a way better game than its predecessor, there is no doubt that only the strongest will survive this battle!
- TECHNICAL -
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 10240
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in April 1994.
Licensed to Cave.
This game is known in Japan as "Gouketsuji Ichizoku 2", and mostly known by the name "Atlus 2" (the creator company's name) instead of its original name.
The character Kurara is obviously a parody of the typical magic girl trend in Anime and Manga started with Mahou No Princess Minky Momo, Kurara has Momo's transformation from a little girl to a teenager; she is also a parody to the second series of Minky Momo as she is also from an underwater kingdom. Her voice actress is Kotono Mitsuishi, who happens to be the same one that voiced Sailor Moon, yet another popular magic girl. 'Kurara''s good transcription is 'Clara'. She also has her own arcade game : "Purikura Daisakusen" (Note : Princess=PURInsesu, Clara=KURAra, PURInsesu+KURAra=Purikura) - Japanese love abbreviations.
- SERIES -
1. Power Instinct - Gouketsuji Ichizoku (1993)
2. Power Instinct 2 (1994)
3. Power Instinct Legends (1995)
4. Power Instinct 3 - Groove on Fight (1997)
5. Power Instinct Matrimelee (2002)
- STAFF -
Producer : Tama
Sub producer : Chuuko
Main programmers : Mako MKIISR, Shuhta.Garyuh ?!, >Nari Chan
Sub programmers : Toshiya, Jake
Sound : Dencyu
Object designers : M. Masada, Yie-Yan-II, Pa Pi Pu Pe, N.I-1486-7, Man Man-Chan, Haruko Chan, Pochi, Suzuki
Scroll designers : Moto. I, Araki-Dorifu, Range, Asaki, naru, Monko, Yu-Ki, Chuuko, Mid
Planners : Super-K!, Markey, Helen
Voices : Mitsuishi Kotono, Ryusei Yaro Aihara, Chuuko, Pa Pi Pu Pe, Dencyu
* Song :
Namidano(...) : Ruu & Markey
Give me Money : Dirty Rouge
Otoko No Karatemichi : Oyama Reiji Ohendan
Hajimete No Ai : Katsura
Kechabian : Sahadoke No Minasan
Warugaki Yochien Enka : Warugaki Kids & Teacher
Amiyai No Yoru : Amiyai No Minasan
Mahou Mitaina Koi Shitai : Mikazuki Kurumi
Bozude Dadada : Bozu Flower Dancers
- PORTS -
* Consoles :
Sony PlayStation (1996)
$end
$info=groovef,
$Edit this entry at Arcade-History.com
$bio
Power Instinct 3 - Groove on Fight (c) 04/1997 Atlus.
A Tag-Team 2-D fighting game from Atlus. Select a team of 2 characters and face off against the rest. Players can 'tag' their ally watching from the sideline to recover stamina.
The game features an original cast of characters, and also features the Goketsuji sister Oume and Utane (Stuck together back-to back) from "Power Instinct 2", and Popura - who is similar to Kurara from PI2.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Power Instinct - Gouketsuji Ichizoku (1993)
2. Power Instinct 2 (1994)
3. Power Instinct Legends (1995)
4. Power Instinct 3 - Groove on Fight (1997)
5. Power Instinct Matrimelee (2002)
- STAFF -
Planner : Super_K, + Bugta +, Heren
Designer : Yn_Dessy, Papipupe, Range, Moto, Satoru.Y, Mamoru.K, Uhio, H. Morita, Asaki, Mandai, Monko, Y. Ogawa
Programmer : Missile, Toshiya, M. Yamasaki
Sound Creator : Dencyu
Helper : M. Masada, Markey, Komori
Scenery : Clark Kent Co. Ltd
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=plegends,
$Edit this entry at Arcade-History.com
$bio
Power Instinct Legends (c) 1995 Atlus / Cave.
- TECHNICAL -
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 10240
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Gouketsuji Ichizoku Saikyou Densetsu".
The magical girl character Kurara became so popular that she starred in her own game called "Princess Kurara's Daisakusen" on Sega's ST-V hardware.
- TIPS AND TRICKS -
Play as Chuck (final boss) : On the character selection screen, press Right(x2), Down, Up, Down, Left(x3), Up.
- SERIES -
1. Power Instinct - Gouketsuji Ichizoku (1993)
2. Power Instinct 2 (1994)
3. Power Instinct Legends (1995)
4. Power Instinct 3 - Groove on Fight (1997)
5. Power Instinct Matrimelee (2002)
- STAFF -
Producer : Chuuko
Main Program : Mako MKIISR, Shuhta. Garyuh, Narita Seiji
Sub Program : Toshiya, Jake, M.Y
Object Design : M. Masada, Yie_Yan_II, Suzuki, Pa Pi Pu Pe, N. I_1496_7, Manman_Chan, Pochi, Haruko, Chan
Scroll Design : Moto.I, Range, Araki_Dorifu, Asaki, Naru, Monko, Yu_Ki, Chuuko, Wife_K.
Sub Designer : Brook, Subtle.Y, You, Shiina
Sound : Denchu
Planner : Super_K!, Markey, Helen, Komori, Bugta
Voice : Mitsuishi Kotono, Ryusei Yaro, Aihara, Chuuko, Pa Pi Pu Pe
$end
$info=matrim,
$Edit this entry at Arcade-History.com
$bio
Power Instinct Matrimelee (c) 2002 Atlus / Noise Factory.
Revived from the New Power Instinct series, the Goketsuji clan has appeared newly on the MVS Neo-Geo! In addition to the familiar 11 characters, individual fresh 4 join in the heated Head Decision Match. You will be overwhelmed by the spectacular graphics and the BGM. Attention to the memorial Marriage Battle over the right to the throne and get ready!
- TECHNICAL -
SNK Neo-Geo MVS harware
Game ID : 0266
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Developed by Noise Factory. Licensed to SNK Playmore for manufacture and distribution.
Known in Japan as "Shin Gouketsuji Ichizoku Toukon - Matrimelee", translates from Japanese as 'True Gouketsuji Family Fighting Spirit - Matrimelee' ('Gouketsuji' is literally 'Demon Blood Family').
Some characters from the Power Instinct series received some minor name changes in this game :
Thin Nen => Chinen
Otane => Tane
Oume => Ume
Kurara => Clara
Annie => Anny
Pochi => Poochy
Also the transformation sequences from previous games has been almost completely ditched in this game (with the only exceptions of super moves from Kanji, Clara & Princess Sissy; as well as one of Tane's win poses).
While there have been a few fighting games that feature a vocal track as BGM (Roll's BGM in "Marvel vs. Capcom - Clash of Super Heroes", Arina's BGM in "Waku Waku 7" & Roomy's BGM in "Galaxy Fight - Universal Warriors" are but a few examples of this), the Japanese version of this game's BGM features an unprecedented number of excellent & quite hilarious vocal tracks for many stages. Chinen BGM is nothing short of awesome!
Jones is the only selectable character from "Rage of the Dragons" that won't challenge you on the 3rd & 5th battle. This is odd...
Abubo ("Rage of the Dragons"' sub-boss character) makes an unlikely cameo as one of Princess Sissy box surprises!
Kang Jae-Mo ("Rage of the Dragons" wrestler) makes a hilarious cameo in one of Jones' super moves.
Noise Factory released a limited-edition soundtrack album for this game (Shin Gouketsuji Ichizoku Toukon - Matrimelee / Original Soundtrack) on 01/05/2003.
- UPDATES -
The US version of this game completely removed all the vocal tracks from the Japanese version and are replaced with the BGM of the "Rage of the Dragons" guest characters, causing those tracks to be recycled quite a few times. Such strange issue had already been seen in a few previous Neo-Geo games such as the Magical Drop games.
- TIPS AND TRICKS -
* Enable "Rage of the Dragons" Characters : At the character selection screen, press Up(x4), Down(x3), Left(x2) and Right. The screen will go black and reappear with Lynn, Mr. Jones, Jimmy and Elias in the center of the character select screen.
* Play As Princess Sissy : After you choose your character, press and hold A+B+C+D until the match begins and you'll play as Princess Sissy.
- SERIES -
1. Power Instinct - Gouketsuji Ichizoku (1993)
2. Power Instinct 2 (1994)
3. Power Instinct Legends (1995)
4. Power Instinct 3 - Groove on Fight (1997)
5. Power Instinct Matrimelee (2002)
- STAFF -
Producer : Keiko Ijuu
Directors : Keiko Ijuu, Marohie.M
Sub directors : Hidenari Mamoto, 55
Main programmers : Hidenari Mamoto
Sub programmers : Kazuaki Ezato, H. Hishikawa
Character designers : Marochie.M, Super Dotter K', Dessy, Shio Shio Shio, Orie Kinugasa
Background designers : Miyukichi, Miyavi, Kuramoyan
Illustration : Range Murata, Tomokazu Nakano, Ooma Bunshichiro
Sound producer : Studio Aqua
Vocalists : Dencyu, Masanosuke Fujiwara, Momoeika, Ryuji Mutou, Moamo & Cheiko, Uchida, Nami Matusima, Aya Fujimoto
Voice actors : R. Riken, Shinya Moriguchi, Akihisa Muramoto, N. Chinatsu, Mina Yamamoto, Nahomi, Ikuro .I, Sayaka Misimura, Aumi Jinga
- PORTS -
* Consoles :
SNK Neo-Geo (2003)
Sony PlayStation 2 (2006, "Shin Power Instinct"): features an online mode, new characters and a card battle system called 'lusts cards system'.
$end
$info=powrplay,
$Edit this entry at Arcade-History.com
$bio
Power Play (c) 1985 Cinematronics.
A two-on-two soccer game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1985.
$end
$info=pspikes,pspikesk,pspikesb,pspikesc,
$Edit this entry at Arcade-History.com
$bio
Power Spikes (c) 1991 Video System.
- TECHNICAL -
Game ID : 9201-2024
PCB Number : OV-15-03 UA-67 MV
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Super Volley '91".
In the World version during a play with any team, you can see when you get a point the faces of Italy's Team which was the most titled volley's team in the World in the early 1990'.
A bootleg version was made by Playmark. Pcb layout, fonts on the pcb and components are the same as their original games. Eproms have stickers with their logo.
Another Italian bootleg is known as "Pallavolo".
- UPDATES -
ONE PLAYER MODE :
* In the World version you can select a lot of European Teams and Brazil's Team.
* In the Japanese and Korean version you can select respectively only the Japanese Team and the Korean Team.
* In the Japanese and Korean version you can also play with female players.
* In the World version you must defeat in order: China, Japan, USA, Cuba, U.S.S.R.
* In the Japanese and Korean version you must defeat in order: France, USA, Cuba, Italy, U.S.S.R (male mode), Germany, Peru, China, Cuba, U.S.S.R (female mode).
* In the Japanese and Korean version when you get a point, you will see face of the player who made the point and the statistics of this player after the point (like aces, winners spikes, etc...).
TWO PLAYERS MODE :
* In the World Version you can select the same teams like in one player mode but in the Japanese and Korean version you can select respectively the Japanese Team and the Korean Team and the Italian and the USA Team.
* In the Japanese and Korean version you can also play with female players.
- TIPS AND TRICKS -
* Thunder Serve : Hold the Up/Left Diagonal before pressing the serve button, and before hitting the ball hold the Down/Left Diagonal when the ball becomes red and press the button. This serve does an ace anytime except in the last two games, but you can also do it. You must press the button a bit before the ball becomes red, and you'll make an ace on the last line on the ground. The ball looks like a missile shot from the air.
* Phantom Serve : Hold the Up/Right Diagonal before pressing the serve button, and before hitting the ball hold the Down/Right Diagonal and when the ball becomes red press the button. This serve does an ace always except with the last two games. The ball splits in three phantom balls.
* Towering Serve : Hold Up before serving and hit the ball a bit before the ball becomes red. The ball leaves the screen and you don't know where it falls down.
- SERIES -
1. Super Volleyball (1989)
2. Power Spikes (1991)
3. Power Spikes II (1994)
$end
$info=pspikes2,
$Edit this entry at Arcade-History.com
$bio
Power Spikes II (c) 10/1994 Video System.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0068
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] At service Toss/Hit ball, [B] Toss/Hit ball
- TRIVIA -
A very rare prototype of this game is known as "Super Volley '94".
- SERIES -
1. Super Volleyball (1989)
2. Power Spikes (1991)
3. Power Spikes II (1994)
- STAFF -
Producer : Kouzi Furukawa
Project leaders : Takayuki Uesugi, T. Hosokawa
Publicity Manager : K. Siomi
Main programmer : Sugar
Sub programmers : You-Chan, Any L-2
Chief designer : Takumi Matsui
Main designers : Hikari Hino, Manbow, Oh!Kawara, Eriko, Takasu, Akira, Hitoshi Nakamura, Rika, T. Tateishi
Sub designer : T. Sakon (as 'MSX Sakon')
Music composer : Soushi Hosoi (HOSO_Q)
Sound effects : Norie
Main sound programmer : M. Yamana
Sub sound programmer : H. Soyama
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=pstone,
$Edit this entry at Arcade-History.com
$bio
Power Stone (c) 1999 Capcom.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
Suleputer released a limited-edition soundtrack album for this game (The Power Stone Original Soundtrack - CPCA-1024) on 20/03/1999.
- SERIES -
1. Power Stone (1999)
2. Power Stone 2 (2000)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
Sony PSP (2006, "Power Stone Collection")
$end
$info=pstone2,
$Edit this entry at Arcade-History.com
$bio
Power Stone 2 (c) 2000 Capcom.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- SERIES -
1. Power Stone (1999)
2. Power Stone 2 (2000)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
Sony PSP (2006, "Power Stone Collection")
$end
$info=psurge,
$Edit this entry at Arcade-History.com
$bio
Power Surge (c) 1988.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=pwheelsj,
$Edit this entry at Arcade-History.com
$bio
Power Wheels (c) 1991 Taito.
Monster Truck racing game.
- TECHNICAL -
Taito Z System hardware
Game ID : C78
Main CPU : (2x) 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : Steering wheel
Buttons : 6
- TRIVIA -
This game is known outside Japan as "Double Axle".
$end
$info=pgear,pgearr1,
$Edit this entry at Arcade-History.com
$bio
Powered Gear - Strategic Variant Armor Equipment (c) 1994 Capcom.
An up-to-3 players side-scrolling beat'em up game where 4 selectable mechs and their respective pilots try to save Earth from battle with a sister planet's renegade army. Parts of destroyed mechs can be outfitted onto your mech to create interesting and deadly combinations.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 07
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 3
=> [1] Arm attack, [2] Jump, [3] Weapon attack
- TRIVIA -
Released in September 1994.
This game is known outside Japan as "Armored Warriors".
Sony Music Works released a limited-edition soundtrack album for this game (Powered Gear Arcade Game Track - SRCL-3089) on 01/12/1994.
- UPDATES -
REVISION 1 :
* Build date : 940916
REVISION 2 :
* Build date : 941024
- TIPS AND TRICKS -
* Selecting Joint Parts : While the demo appears for joint machine, the player who gets the radio machine must enter the following keys...
Beta-Cannon - Hold Up.
Gamma-Battler - Hold Left or Right.
Alpha-Fortress - Hold Down.
* Selecting Parts : At the stage title screen, hold B+C (over 1 sec.) and then enter the following keys...
Bomber - Leftup
Death Drill - Up
Missile - Rightup
Laser blade - Left
Force claw - Right
Flame - Leftdown
Chain spark - Down
Laser - Rightdown
Note : You can select both the arm and the sub weapon at the same time, but, if you enter codes for arm or sub weapon twice only the later code will work.
- SERIES -
1. Powered Gear - Strategic Variant Armor Equipment (1994)
2. Cyberbots - Fullmetal Madness (1995)
- STAFF -
Planners : Kiyo, T.H.T.Fuji, Tuchihashi Bakabon
Programmers : Y. Tunazaki Forever, Hero Hero, H. HASssssY, Hamachan, Dress
Mechanical and object designers : Yochabare, E. Kuratani, H. Uemura, Naoki Fujisawa, Y. Maruno, H. Yoshino, You.Ten Kozow, Igami, Nekokan, U.F.O, Naoki Fukuda, Bakky
Art designers : Matsumoto, Y. Maruyama, M. Oshino, Takuji Mishima, Saru, Kohei Akiyama
Sound composer : Takayuki Iwai (Anarchy Takapon)
Sound designer : Tomuyuki Kawakami (T.K NY)
Special adviser : Noritaka Funamizu (Poo), Shochan, Kenkn, Meshi, Furoboh
Character designer : T.O.M
AD designers : Sensei, Sakomizu
Director : Kihaji Okamoto
$end
$info=pbillian,
$Edit this entry at Arcade-History.com
$bio
Prebillian (c) 1986 Taito.
Strange pool-type game in a futuristic environment.
- TECHNICAL -
Game ID : M6100211A
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : dial
Buttons : 3
- TRIVIA -
Developed by Kaneko.
$end
$info=preisle2,
$Edit this entry at Arcade-History.com
$bio
Prehistoric Isle 2 (c) 09/1999 Yumekobo.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0255
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomber
- TRIVIA -
This game is known in Japan as "Prehistoric Isle 2 - Genshi Tou".
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
- TIPS AND TRICKS -
* Challenge star : Successfully complete a stage without losing any lives.
* Bonus Time : Build your weapon to maximum level, then select the same color again. Kill your enemies while in bonus time to increase the score multiplier up to x16.
- SERIES -
1. Prehistoric Isle in 1930 (1989)
2. Prehistoric Isle 2 (1999)
- STAFF -
Executive producers : S. Takaoka, Tanaka
Producer(rq) : James. W
Planner : Barso
Direction helpers : Satoshi ito, H. Miyagami, J. Seki
Main programmer : Yuki
Programmers : Y. Takasaki, Buttaku99, Masumura
Tool programmer : Hiroaki Torii
Chief designers : Y. Yonezawa, T. Nagakubo
Designers : Masato Miyoshi, Michitaka Ishida, Yuko Hara, T.Hirokawa, Matsumoto Kiyoshi, Sho Tabira, kyo Yamanaka
Design helpers : S. Katou, K. Mikamoto, R. Nagashima, H. Nobe, H. Ochiai, M. Shibata
Sound designer & music composer : Masahiko Hataya
$end
$info=prehisle,prehislu,
$Edit this entry at Arcade-History.com
$bio
Prehistoric Isle in 1930 (c) 06/1989 SNK.
You are investigating the suspicious pre-historic islands, to find out why so many people who visited this place, have gone missing. You take control of a plane. While flying above the mysterious island you face many pre-historic animals as enemies. There are many Wild humans below on the ground as well, who try to catch onto your plane if you fly too low. Dinosaurs still exist!!
- TECHNICAL -
Game ID : A8003 'GT'
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Genshi-Tou 1930's".
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" logo.
- SERIES -
1. Prehistoric Isle in 1930 (1989)
2. Prehistoric Isle 2 (1999)
- STAFF -
Producer : Eikichi Kawasaki
Director : Yah !
Programmers : Takoguti Kamen 001, Itsam Matarga
Designers : Wara Wara, Megadeth Nakamoto, Yokochan, Tomomi
Sound : Yoko. O, Tarkun
Hardware : Yoneda, Ebapa
$end
$info=prmrsocr,prmrsocj,
$Edit this entry at Arcade-History.com
$bio
Premier Soccer (c) 1993 Konami.
A soccer game from Konami.
- TECHNICAL -
Game ID : GX101
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The flag of Northern Ireland is wrong as it reads the flag of the Republic of Ireland.
- SERIES -
1. Premier Soccer (1993)
2. Premier Soccer '95
- STAFF -
Producers : Hideki. O, Satoru. O
Main programmer : T. Koji
Sub programmer : K. Kunihiko
Designers : Sigeki. Y, Satoru. K, Yasuyuki. S, Toshio. K, Kiyoshi. H
Assist : Kuniaki. O
Sound programmer : Hideaki. S
Music composer / Sound effects : Miki. Y
$end
$info=sailormn,sailormo,
$Edit this entry at Arcade-History.com
$bio
Pretty Soldier - Sailor Moon (c) 1995 Banpresto / Gazelle.
A 1 or 2-player sideways scrolling beat-em-up sees the Sailor Senshi fighting their way through five levels of anime-based combat. Each Sailor Soldier - chosen from a selection of 5, stiletto and mini skirt-wearing combatants - can punch, kick, jump, and throw their enemies; before finally reaching the traditional end-of-level boss.
As with Capcom's "Final Fight", and indeed many other games of the genre, items that aid the player are either dropped by beaten enemies or revealed after hitting certain obstacles and containers. Food can be used to replenish lost health and various trinkets can be picked up for bonus points. Finally, magic crystals can be found and are needed to activate the 'special attack' move. This works in a similar way to Sega's "Shinobi", with every enemy on the screen taking a hit.
Players must have at least one crystal to use the Special attack and up to 5 crystals can be carried at once. The more crystals the player holds when the special attack is utilized, the more effective it is against the game's enemies. Each level features its own unique, anime style animation. On level five, Sailor Soldier's signature attack move, from the original Japanese anime upon which the game is based, makes an appearance.
- TECHNICAL -
Game ID : BP945A
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1995.
This game was developed by Gazelle and is based on the Toei Manga cartoons and comics of the same name :
'Sailor Moon' : 'Moon Tiara Action'.
'Sailor Mercury' : 'Mercury Bubble Spray'.
'Sailor Mars' : 'Mars Fire Soul'.
'Sailor Jupiter' : 'Supreme Thunder'.
'Sailor Venus' : 'Twin Crescent Beam'.
- UPDATES -
The US version published and developed by Sega has the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
Whenever Tuxedo Mask appears, pick up the rose he throws to regain full health.
- STAFF -
Supervisor : Naoko Takeuchi, Fumio Osano
Executive producer : Kisaburoh Higashi
Producer : Johan Satoh
Total co-ordinator : Toshifumi Kawashima
Director : Hiroyuki Fujimoto
Art director : Satoshi Iwataki
Art co-director : Toshinobu Komazawa
Graphic designers : Mihoko Sudoh, Otokazu Eda, Yuhko Tataka, Shingo Ishikawa, Mikio Yamaguchi, Kumi Kayama, Noboru Inamoto, Junya Inoue, Masayuki Ohsumi, Tohru Iwataki
Animation director : Kensei Sasaki
Animation art director : Kazuko Tadano
Animator : Hiromi Matsushita, Studio Live
Animation digitizers : Miki Higuchi, Mutsuo Danki, Hiroko Koyano, Mayumi Onodera
Music composer : Seiichi Sakurai
Sound effects : Yoshitatsu Sakai
Hardware supervisor : Hideki Ikinaga
Hardware co-ordinator : Kazuhisa Takasu
Hardware designer : Hiroyuki Nagayoshi
All program works by Hiroyuki Fujimoto.
Game designers : Hiroyuki Fujimoto, Satoshi Iwataki
* Character Voice [From the defauld hiscore table initials] :
[KOT] : Kotono Mitsuishi (Sailor Moon)
[AYA] : Aya Hisakawa (Sailor Mercury)
[MIC] : Michie Tomizawa (Sailor Mars)
[EMI] : Emi Shinohara (Sailor Jupiter)
[RIK] : Rika Fukami (Sailor Venus)
$end
$info=primrage,primraga,
$Edit this entry at Arcade-History.com
$bio
Primal Rage (c) 1994 Atari Games.
7 ferocious dinosaurs gnaw, gore and bite each other until they become the winner's dinner. Eat cavemen to regain health! Feature digitized stop-motion animation. Each of the 7 characters has an arsenal of nearly seventy moves, including special and finishing moves. Each character has its own ending.
- TECHNICAL -
Atari GT hardware
Game ID : 136102
Main PCB Number : A051512
Graphics memory expansion PCB Number : A053602
CAGE Audio PCB : A053304
Main CPU : 68EC020 (@ 25 Mhz)
Sound CPU : TMS32031 (@ 33.8688 Mhz)
Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in September 1994.
Developed by Time Warner Interactive.
The concept of the game borrows heavily from Taito's 1992 arcade unit "Dino Rex".
Atari had intended to create another upgrade for PR 2.3 and was scheduled at this time for January 1995. This upgrade would allow the player to face a boss monster at the end of the game for total domination of the world. The final boss was supposed to be a horned dracolich (animate dragon skeleton) imprisoned in the moon, with three claws on each limb and 3 spines on the end of his tail. It was also supposed to have the powers of flight and the ability to drain the opponent's lifeforce. The final battle ground would be a moon scene with the skeletons of numerous dinosaurs laying around in decaying states. The ground would be covered with craters and giant, glowing cracks. A teleportation warp would exist overhead. Unfortunately, Atari scrapped the idea for this upgrade because Time Warner Interactive been too busy at this time to work on an upgrade and the boss was never came into existence... :(
The June 1996 issue of GamePro magazine confirms that Ellie Rovella of Gilbert, Arizona became enraged when her 11-year-old son bought Primal Rage for his Sega Genesis and played the game using GamePro's strategy guide to execute Chaos' golden shower fatality. Rovella was so outraged she not only returned the game, but also launched a grass-roots campaign. As part of this, the fatality was famously censored on the Super Nintendo version by placing a large 'censored' bar over the screen when it was performed.
Matthew Valenzuela holds the official record for this game with 124,900 points.
A line of toy action figures based on all 7 characters of PR were made by Playmates in 1996.
Atari released a limited-edition soundtrack album for this game (All The Rage).
- UPDATES -
Here is the big list of version 2.3 changes :
* 100% health bug from ver 1.7 fixed.
* 'fatality'/'no fatality' music added; other music enriched w/more percussion.
* A previous high score drops to 2nd when beaten.
* All Leaping Attacks can be blocked.
* All Stomps can be blocked and/or done in the air.
* Armadon can volley his victim after the Mega Charge.
* Armadon, Blizzard, Talon slowed down.
* Armadon's Spinning Death and Mega Charge don't go under projectiles anymore.
* Blizzard's Freeze Breath inflicts damage; Freeze Breath & Ice Geyser don't last as long.
* Block-damage usually won't kill you.
* Chaos' Battering Ram makes an annoying new sound.
* Chaos' Cannonball finishing move can kill enemies on any stage.
* Combo names, Total Domination, Quick Kill features added.
* CPU's 'AI' patterns changed; many old tricks no longer work, but some new tricks do.
* Demo mode intro text has letters made of bones instead of black letters.
* Diablo, Sauron, most leaping attacks, most projectiles speed up.
* Diablo's Torch combos more easily.
* Diablo's Inferno Flash can be blocked.
* Eating humans adds much more energy to your health meter.
* Gameplay speed changed.
* Generally, damage to heart & brain meters decreased, but block-damage to heart increased.
* Gone are the faint 'blue shields' that used to appear when blocking attacks.
* Hop jumps can now be used vs the CPU.
* If you're on the ground, projectiles don't knock you down anymore.
* In free play mode, the words 'DEMO ONLY' appear & CPU can't hurt you.
* Little SF2-style 'Christmas Lights' added; they flash with every strike, blocked or not.
* One new fatality for each character added.
* Simultaneous attack collisions tuned : 'sweet spots' removed, quick->fierce->power->quick 'round robin' priority system added.
* Sudden Death lasts for 30 seconds instead of 20.
* Talon can attack (or be attacked) as he rebounds from the Brain Basher.
* Talon's low 4 is cheezey to use twice in a combo.
* Talon's Pounce & Flip does no block-damage.
* Talon's Shredder fatality made gorier.
* Vertigo has a new teleport and can do both old & new teleports in the air.
- TIPS AND TRICKS -
* Alternate Costumes (vers. 2.3 only) : Highlight a fighter at the character selection screen, then press 1+2, 1+3, or 1+4.
* Bowling : Both players must choose Armadon. Do the Spinning Death move and collide in mid-spin three times in a row. A bowling game will pop up.
* Volleyball : One player should do a multi-hit combo a worshipper will enter the area, hit him and they will fly in the air. The other player needs to hit the player before he hits the ground--toward player 1, if you keep this up for ten hits, the ref will bring out a volleyball net. Play for 3 pts.
* PR version : To check what version of Primal Rage your arcade has, push Up on player1 joystick and pull Down on the player2 joystick simultaneously, during the title screen.
* Raining Cows : Play as Chaos in his stage (the Ruins). Arrange for a 'Sudden Death' round to take place (If the third round ends without a clear winner [both characters have zero wins, or one win each], you both get knocked down and go immediately into a 'Sudden Death' round).
If you do a 'Fart of Fury' so that the green cloud is in the air as the Sudden Death begins, the sky will rain cows instead of meteors.
If you don't do an FoFury on Chaos' stage, the sky will rain bricks.
If Sudden Death occurs on Blizzard's stage, the sky will rain ice balls.
- SERIES -
1. Primal Rage (1994)
2. Primal Rage II (1996)
- STAFF -
Producer / Programmer : Dennis Harper
Programmer / Design : Frank Kuan
Art director / Surgeon : Jason Leong
Design / Assoc. producer : Cameron Petty
Composer / Sounds : Jeanne Parson
Hardware engineer : Don Paauw
Stop motion animation : Pete Kleinow
Executive producer : Mark Stephen Pierce
- PORTS -
* Consoles :
Sega Mega Drive (1995)
Nintendo Super Famicom (1995)
Sega 32x (1995)
Sega Game Gear (1995)
Nintendo Game Boy (1995)
Sony Playstation (1995)
Sega Saturn (1995)
Atari Jaguar CD (1995)
Panasonic 3DO (1995)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")*
* Computers :
Commodore Amiga (1995)
PC [MS-DOS, CD-ROM] (1995)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=primrag2,
$Edit this entry at Arcade-History.com
$bio
Primal Rage II (c) 1996 Atari Games.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is an unreleased prototype.
A Primal Rage II machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Primal Rage (1994)
2. Primal Rage II (1996)
- STAFF -
Sr. Engineering Tech. : Patrick Hubbell
$end
$info=primglex,
$Edit this entry at Arcade-History.com
$bio
Prime Goal EX (c) 02/1996 Namco.
- TECHNICAL -
Namco System 11 hardware
Game ID : PG
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
All commentaries, done by Nigel Chisholm, was recorded in Yokohama, Japan and took about 2 hours. Nigel says : I am English and faked an American accent. I am not entirely sure why they wanted the American accent, but, probably because all things American were very popular back then in Japan.
- UPDATES -
PG1/VER.A : Japan release, 13:42:25, FEB 16 1996
- STAFF -
Executive producer : Syukuo Ishikawa, Hajime Nakatani
Project chief : Toshio Natsui
Planning : Yutaka Isokawa, Hideki Hattori
Program : Yukihiko Yagi, Junichi Sakai, Tomohiro Kaneko
Visual design : Kazuyuki Nakamura, Tadahiko Kawaguchi, Yasuyuki Osada, Hideyuki Mitani, Masaki Imai, Jun Miyanaga, Mayumi Ohta, Chikako Takagi, Yukio Hada, Kenichi Nakai, Satoshi Yoneyama
Soundeffects man : Yoshinori Kawamoto
Music compose : Hiroshi Okubo
Voice : Nigel Chisholm
Title design : Minako Matsuda
- PORTS -
* Consoles :
Sony PlayStation (1995, "J-League Prime Goal EX")
$end
$info=prmtmfgt,prmtmfgo,
$Edit this entry at Arcade-History.com
$bio
Prime Time Fighter (c) 05/1993 Taito.
Six boxers fight each other with their own special attack to win the world unity open weight boxing title match.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D53
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette Colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known outside US as "Top Ranking Stars".
- STAFF -
Project leader : George K-S
Game designers : Fumio Horiuchi, Masakazu Iwahashi
Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato
Base character designers : N. Korammer, Vap Corp.
Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp.
Art designer : Hiroyasu Nagai (Super Psychicer Nagai)
Hardware designer : Katsumi Kaneoka
Sound designer : Yoshiro Horie
Executive producer : Keisuke Hasegawa
$end
$info=primella,
$Edit this entry at Arcade-History.com
$bio
Primella (c) 1994 Dooyong.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.576545 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to NTC for manufacture and distribution.
This game is also known as "Gun Dealer '94".
- SERIES -
1. Gun Dealer (1990)
2. Primella (1994)
$end
$info=pclubj,
$Edit this entry at Arcade-History.com
$bio
Print Club Vol. 1 (c) 1995 Atlus.
Print Club is a small photo booth found at video game arcades in Japan. The Print Club machines produce these small photo stickers (about 2.5 x 2 cm, slightly smaller than a postage stamp) which feature a large variety of superimposed frames which compliment the subject's faces. You just pay 300 yen, stand in front of a video monitor which shows your face, choose the desired frame, pose for the photo, then wait for a sheet of 16 photo stickers which the machine spits out in about a minute. The image quality is not so high (this is probably part of the charm), but the sticker is so small that it really doesn't matter. People affix the stickers on personal articles like notebooks, cell phones, etc. But mainly, school girls collect them to show friends.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : 2-way joystick
Buttons : 2
- TRIVIA -
* Print Club History : The Print Club concept was invented in 1994-1995 by 30-year-old Sasaki Miho, a female employee of one of the two companies which developed the Print Club machine. Without a doubt, she has earned a place in Japan's pop culture history. She thought about how neat it would be to have a small photo sticker with your picture on it. And she thought about those cute stickers with cute characters on them which she stuck on her notebook, etc., during her college days. The first Print Club machine was introduced at a video arcade trade fair in Feb. 1995 before making its debut at video arcades later in June the same year. At first, nothing really happened. Then a popular teeny-bopper male singing group called SMAP started offering Print Club photo stickers of themselves to viewers of their TV program. Other TV stations started doing the same thing, offering viewers Print Club stickers by a drawing. This explains why Print Club first became popular among school girls. They were followers of their idol group, SMAP which includes heartthrob Kimura Takuya. Print Club consequently first caught on among Japanese female high schoolers who usually posed in pairs. The fad soon spread to younger school girls and by 1996, Print Club became widely popular among kids and adults alike. From the end of 1995, Print Club machine sales took off at 1.225 million yen per unit. By the end of 1996, 10,000 units were sold in Japan. By spring 1998, 25,000 Print Club machines (and many other imitation machines) were on the market. School girls may spend up to 2,000 yen per day for these stickers. There is even a store in Harajuku, Tokyo which sells old Print Club machines.
* Why It's So Popular : Print Club is called a new communication tool. With so many frames having different messages such as 'Thank you', 'Happy New Year', and 'I love you', people are sticking them on letters, postcards, notebooks, business cards, etc. Even Ginza bar hostesses stick them on their cards so that customers remember them. It is also a social tool for these school girls since they are motivated to assemble these photo stickers with as many of their friends as they can. They want to show how many friends they have by posing with them on these stickers. And they show these stickers to their friends and share gossip. It's like getting your high school yearbook signed by as many people as possible (this custom, by the way, does not exist in Japan). They even use the stickers to set up introductions to the opposite sex. 'Print Club miai' occurs when a friend gives her photo stickers to another friend who shows them to a prospective boyfriend. They decide to meet or not by looking at their photo stickers. There was a time when girls stuck their Print Club stickers on a bulletin board next to the machine and wrote their beeper/pager numbers as well, inviting calls from males for friendship or even 'financially-assisted relationships' (enjo kosai). These bulletin boards were later banned by the police. Print Club has since had a clean, positive image.
* Spin-offs : With the huge success of Print Club, many other companies have gotten into the act. Print Club (a trademark) is no longer alone in the photo sticker market. You now have a wide choice of photo sticker machines from different manufacturers. The number of frames you can use is almost unlimited. But not only photo stickers, Print Club has inspired a slew of other imaginative machines for imaginative novelties. Some are fairly successful while others are not making much money. But none are as popular as photo sticker machines. For example, Sega Enterprises, one of the makers of the original Print Club machine, has introduced "Stamp Club" (a rubber stamp of your face in the frame of your choice), "Name Club" (for business cards [name and phone No. only] featuring a cartoon character), "Movie Club" (6 poses for an animated image), "Calendar Club" (1 sheet for a desktop calendar with your face), "Aura Photo Club" (captures the aura around your head and shoulders), and even "Aroma Club" which dispenses a vial of fragrance which the machine selects after the user answers a few health questions. The aroma is then supposed to help ease the user's health ailment. Then there is Voice de Holder (Voice Key Chain) which is a key chain with a voice message that you record in the booth. You can then give it to the person you want to give the message to. Although Sega Enterprises is leading the pack for these machines, rivals such as SNK, Konami, and Jaleco are also putting out new machines at a fast pace.
- SOURCES -
PhotoGuide Japan; http://www.photojpn.org
$end
$info=pclubjv2,
$Edit this entry at Arcade-History.com
$bio
Print Club Vol. 2 (c) 1995 Atlus.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : 2-way joystick
Buttons : 2
$end
$info=pclubjv4,
$Edit this entry at Arcade-History.com
$bio
Print Club Vol. 4 (c) 1996 Atlus.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : 2-way joystick
Buttons : 2
$end
$info=pclubjv5,
$Edit this entry at Arcade-History.com
$bio
Print Club Vol. 5 (c) 1996 Atlus.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : 2-way joystick
Buttons : 2
$end
$info=cprobowl,
$Edit this entry at Arcade-History.com
$bio
Pro Bowling (c) 03/1983 Data East.
- TECHNICAL -
DECO Cassette System hardware
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=progolf,progolfa,cprogolf,
$Edit this entry at Arcade-History.com
$bio
Pro Golf (c) 09/1981 Data East.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Palette colors : 96
Players : 1
Also released on the DECO Cassette System hardware...
Game ID : 13
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=kiwame,
$Edit this entry at Arcade-History.com
$bio
Pro Mahjong Kiwame (c) 08/1994 Athena.
A mahjong game played against three computer opponents.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as ''Pro Mahjong Highest Rank''.
- SERIES -
1. Pro Mahjong Kiwame (1994)
2. Pro Mahjong Kiwame II (1994, Nintendo Super Famicom)
3. Pro Mahjong Kiwame III (1995, Nintendo Super Famicom)
4. Pro Mahjong Kiwame S (1995)
5. Pro Mahjong Kiwame Plus (1996, Sony Playstation)
6. Pro Mahjong Kiwame 64 (1997, Nintendo 64)
7. Pro Mahjong Kiwame Plus II (1998, Sony Playstation)
8. Pro Mahjong Kiwame GB II (1999, Nintendo Game Boy Color)
9. Pro Mahjong Kiwame Tengensenhen (1999, Sony Playstation)
10. Pro Mahjong Kiwame for WonderSwan (1999, Bandai WonderSwan)
11. Pro Mahjong Kiwame D (2000, Sega Dreamcast)
12. Pro Mahjong Kiwame Next (2000, Sony Playstation 2)
13. Kiwame Mahjong DX2 (2002, Nintendo Game Cube)
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Nintendo Game Boy (1994, "Pro Mahjong Kiwame GB")
$end
$info=kiwames,
$Edit this entry at Arcade-History.com
$bio
Pro Mahjong Kiwame S (c) 1995 Athena.
A mahjong game.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in October 1995.
The title of this game translates from Japanese as 'Pro Mahjong Highest Rank S'.
- SERIES -
1. Pro Mahjong Kiwame (1994)
2. Pro Mahjong Kiwame II (1994, Nintendo Super Famicom)
3. Pro Mahjong Kiwame III (1995, Nintendo Super Famicom)
4. Pro Mahjong Kiwame S (1995)
5. Pro Mahjong Kiwame Plus (1996, Sony Playstation)
6. Pro Mahjong Kiwame 64 (1997, Nintendo 64)
7. Pro Mahjong Kiwame Plus II (1998, Sony Playstation)
8. Pro Mahjong Kiwame GB II (1999, Nintendo Game Boy Color)
9. Pro Mahjong Kiwame Tengensenhen (1999, Sony Playstation)
10. Pro Mahjong Kiwame for WonderSwan (1999, Bandai WonderSwan)
11. Pro Mahjong Kiwame D (2000, Sega Dreamcast)
12. Pro Mahjong Kiwame Next (2000, Sony Playstation 2)
13. Kiwame Mahjong DX2 (2002, Nintendo Game Cube)
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=prosoccr,
$Edit this entry at Arcade-History.com
$bio
Pro Soccer (c) 1983 Data East.
- TECHNICAL -
Main CPU : DECO (@ 3 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 33
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=cprosocc,
$Edit this entry at Arcade-History.com
$bio
Pro Soccer (c) 1983 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 33
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in November 1983.
$end
$info=cptennis,
$Edit this entry at Arcade-History.com
$bio
Pro Tennis (c) 05/1982 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 22
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=pc_pwrst,
$Edit this entry at Arcade-History.com
$bio
Pro Wrestling (c) 1986 Nintendo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : PW
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1986.
This was the first Wrestling game on the NES.
The names of the promotions depicted in this game, the Video Wrestling Alliance (VWA) and the Video Wrestling Federation (VWF), were most likely based on the National Wrestling Alliance (NWA) and the World Wrestling Federation (WWF), which were the 2 biggest U.S. wrestling promotions at the time.
The game contains the very well-known 'engrish' line, 'A Winner Is You.', which was named the 5th worst game line ever in the January 2002 issue of Electronic Gaming Monthly.
$end
$info=tryout,
$Edit this entry at Arcade-History.com
$bio
Pro Yakyuu Nyuudan Test Tryout (c) 1985 Data East.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Pro Baseball Skill Test Tryout'.
$end
$info=ws,
$Edit this entry at Arcade-History.com
$bio
Pro Yakyuu World Stadium (c) 03/1988 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : WS
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Pro Baseball World Stadium'.
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
- STAFF -
Music by : Yuriko Keino
$end
$info=ws89,
$Edit this entry at Arcade-History.com
$bio
Pro Yakyuu World Stadium '89 - Kaimakuhan (c) 01/1989 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : W9
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Pro Baseball World Stadium '89 - Raising The Curtain Version'.
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=ws90,
$Edit this entry at Arcade-History.com
$bio
Pro Yakyuu World Stadium '90 - Gekitouhan (c) 07/1990 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : W90
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Pro Baseball World Stadium '90 - Fierce Fighting Version'.
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=profpac,
$Edit this entry at Arcade-History.com
$bio
Professor Pac-Man (c) 1983 Bally Midway.
This is a multiple choice quiz game featuring Pac-Man as a professor.
- TECHNICAL -
Bally Midway Astrocade hardware
Main CPU : Z80 (@ 1.789773 Mhz)
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Buttons : 3
- TRIVIA -
Midway thought they were on to the next big thing and planned to release software revisions every three months to keep people from memorizing the answers. Three software versions were planned : family (under 12), public (for bars, etc.) and prize (for casinos). Naturally, this game was almost an immediate flop and most operators only had it hanging around for as long as it took to get it shipped back to the distributor. Only 400 were ever made. It was programmed in FORTH language.
$end
$info=progear,progeara,
$Edit this entry at Arcade-History.com
$bio
Progear (c) 2001 Capcom.
In a time when the industrialization of the world had just begun, various inventions appeared and changed the life of the peaceful kingdom. One of them was a propeller that evolved from pure wind generation by using the created electricity to re-rotate it. It was called 'The Professional Gear', or just 'Progear'. This invention was the key to conquer the great wide open sky. Another discovery made the ancient dream of the immortal body come true. But it was affordable only by some wealthy elderly. They formed a new council called 'the Motorouin' and declared the current government as a corruptive and greedy establishment and that they want to correct it by a new educational system, in order to create a new race of man. So they built a military force to realize the first step of their plan, which was the takeover of the kingdom. The government decided to stop the aggression by putting it's own army in motion. It was a dreadful battle with many victims. But it was won by the Motorouin. This battle is mentioned in the books of history as 'The Punishment of the Sages'.
A group of young pilots, actually children whose families were killed in that war, finally decided to fight back. They secretly developed a new powerful weapon which adults were not able to use. They called it 'Gun Flyer' and installed it in all of their planes. The Storm of Progear was about to begin!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 35
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] Shot/Gunner shot, [2] Bomb
- TRIVIA -
Released in January 2001.
This game is known in Japan as "Progear no Arashi".
Developed by Cave, this is their first horizontal-scrolling shooter.
- TIPS AND TRICKS -
* The game features 2 different planes with their own statistics :
Gambler (Ring Reed) - blue plane : Weapon : Wide shot - Speed : Normal
Militant (Bolt Voiyer) - green plane : Weapon : Focus shot - Speed : Fast
After choosing a plane, the player will pick a gunner from the three following :
Alpha gun flyer (Chain) : Explosion missile
Beta gun flyer (Nail) : Cannon ball
Gamma gun flyer (Rivet) : Homing missile
* Extra Gun-flyer Formation forward : Press Button 1 and 2 the same time with pressing 2P start button when you decide a gunner to enable extra Gun-flyer formation.
* Extra Gun-flyer Formation middle : Press Button 1 and 2 the same time when you decide a gunner to enable extra Gun-flyer formation.
* Extra Gun-flyer Formation back : Press Button 1 or 2 the with pressing 2P start button when you decide a gunner to enable extra Gun-flyer formation.
* Extra Character Costume : You can select an extra character costume on the character selection screen during holding Start Button.
* To enable the 2nd loop of the game you need to use 2 bombs or less during the whole game.
* The endings for each Pilot and Gunner combination changes depending on the Gunner's Data level at the end of the game.
- STAFF -
* Cave :
Producer : Kenichi Takano
Director : Junya Inoue
Chief Programmer : Tsuneki Ikeda
Programmer : Satoshi Kohyama, Takashi Ichimura
Designer : Akira Wakabayashi, Hiroyuki Tanaka, Fusayuki Watariguchi, Kengo Arai
Sound Producer : Junya Inoue
Music Composer : Yukinori Kikuchi
Sound Effecter : Ryuichi Yabuki
Special Assist : Toshiaki Tomizawa
Character Voice : Mitsuo Furusawa, Junya Inoue, Aki Sibata, Midori Katou, Masayo Hirasaka
Special Thanks : Yasushi Imai
Character & Mechanic Design : Junya Inoue
* Capcom :
Producer : Tatsuya Minami
Support Capcom R&D Dept. #3 : Tomoshi Sadamoto
$end
$info=progearj,
$Edit this entry at Arcade-History.com
$bio
Progear no Arashi (c) 2001 Capcom.
In a time when the industrialization of the world had just begun, various inventions appeared and changed the life of the peaceful kingdom. One of them was a propeller that evolved from pure wind generation by using the created electricity to re-rotate it. It was called 'The Professional Gear', or just 'Progear'. This invention was the key to conquer the great wide open sky. Another discovery made the ancient dream of the immortal body come true. But it was affordable only by some wealthy elderly. They formed a new council called 'the Motorouin' and declared the current government as a corruptive and greedy establishment and that they want to correct it by a new educational system, in order to create a new race of man. So they built a military force to realize the first step of their plan, which was the takeover of the kingdom. The government decided to stop the aggression by putting it's own army in motion. It was a dreadful battle with many victims. But it was won by the Motorouin. This battle is mentioned in the books of history as 'The Punishment of the Sages'.
A group of young pilots, actually children whose families were killed in that war, finally decided to fight back. They secretly developed a new powerful weapon which adults were not able to use. They called it 'Gun Flyer' and installed it in all of their planes. The Storm of Progear was about to begin!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 35
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] Shot/Gunner shot, [2] Bomb
- TRIVIA -
Released in January 2001.
The title of this game translates from Japanese as 'Storm of Progear'.
This game is known outside Japan as "Progear".
Developed by Cave, this is their first horizontal-scrolling shooter.
- TIPS AND TRICKS -
* The game features 2 different planes with their own statistics :
Gambler (Ring Reed) - blue plane : Weapon : Wide shot - Speed : Normal
Militant (Bolt Voiyer) - green plane : Weapon : Focus shot - Speed : Fast
After choosing a plane, the player will pick a gunner from the three following :
Alpha gun flyer (Chain) : Explosion missile
Beta gun flyer (Nail) : Cannon ball
Gamma gun flyer (Rivet) : Homing missile
* Extra Gun-flyer Formation : Press Button 1 and 2 the same time when you decide a gunner to enable extra Gun-flyer formation.
* Extra Character Costume : You can select an extra character costume on the character selection screen during holding Start Button.
- STAFF -
* Cave :
Producer : Kenichi Takano
Director : Junya Inoue
Chief Programmer : Tsuneki Ikeda
Programmer : Satoshi Kohyama, Takashi Ichimura
Designer : Akira Wakabayashi, Hiroyuki Tanaka, Fusayuki Watariguchi, Kengo Arai
Sound Producer : Junya Inoue
Music Composer : Yukinori Kikuchi
Sound Effecter : Ryuichi Yabuki
Special Assist : Toshiaki Tomizawa
Character Voice : Mitsuo Furusawa, Junya Inoue, Aki Sibata, Midori Katou, Masayo Hirasaka
Special Thanks : Yasushi Imai
Character & Mechanic Design : Junya Inoue
* Capcom :
Producer : Tatsuya Minami
Support Capcom R&D Dept. #3 : Tomoshi Sadamoto
$end
$info=progress,
$Edit this entry at Arcade-History.com
$bio
Progress (c) 1984 Chuo.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=promutrv,promutra,promutrb,
$Edit this entry at Arcade-History.com
$bio
Progressive Music Trivia (c) 1985 Enerdyne Technologies.
- TECHNICAL -
Main CPU : Z80 (@ 2.952 Mhz)
Sound Chips : (3x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
$end
$info=pjustic,
$Edit this entry at Arcade-History.com
$bio
Project Justice - Rival Schools 2 (c) 2000 Capcom.
- TECHNICAL -
Sega New Arcade Operation Machine Idea (NAOMI) hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
This game is known in Japan as "Moero! Justice Gakuen".
- SERIES -
1. Rival Schools - United by Fate (1997)
2. Project Justice - Rival Schools 2 (2000)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=propcycl,
$Edit this entry at Arcade-History.com
$bio
Prop Cycle (c) 1996 Namco.
A strange game where you control a pedal powered plane to pop as many balloons as you can within a time limit. Because of its unique gameplay, this game gives a totally different and nice gaming experience.
- TECHNICAL -
Namco Super System 22 hardware
Game ID : PR
Main CPU : 68EC020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : Stick
Buttons : 1
- TRIVIA -
This game had you controlling the plane using an exercise bike and pedalling to keep yourself flying while steering with the handle bars. You could only play once or twice before you got exhausted! :). Also, the Prop Cycle cabinet featured a fan to simulate flight.
A Prop Cycle machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
$end
$info=prosport,
$Edit this entry at Arcade-History.com
$bio
Prosport (c) 1983 Data East.
- TECHNICAL -
Main CPU : DECO (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=psychic5,
$Edit this entry at Arcade-History.com
$bio
Psychic 5 (c) 1987 Jaleco.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 53.80 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A little game (the third developed by Nihon Maicom Kaihatsu (NMK) for Jaleco, after "Argus" and "Valtric") which did not have huge success, it nevertheless became a 'cult game' for many players thanks to the brilliant gameplay, hard-to-find secret bonuses and anime-like plot. The inspiration for the design of the five ESPers comes from several Japanese cartoons of the '70s where the physical aspect of main characters was strongly stereotyped to suit their psychological profile/fighting ability.
- TIPS AND TRICKS -
* Secret Bonus : There is a secret bonus in every round. To get them, you must hit the right [?] (question mark box) when your score fits a certain qualification.
1) The first level 'secret' is near the first phone. You should jump on the wall between the two bowls, then jump up and to the left. You'll land near a [?]. If you are in the right place, a walking clock should appear within 2/3 seconds. You can get a secret bonus from this box if you hit it when the thousands digit of your score is zero. (e.g. : 00000, 10500, 20900). The first secret is worth 10000 pts.
2) The second level 'secret' is near the first phone (yes, like the first one). There are 2 [?]'s on the lower-left corner of your screen (when you are near the phone); the upper one is a 'normal' [?], but you have to destroy it in order to reach the other one. You can get the secret bonus by hitting it when the thousands digit of your score is 1. This is worth 50000 pts.
3) The third one is near a phone, again, and near the fishbowl too. When you can reach the upper-right corner of the screen, and 2 umbrellas are floating above you, THAT is the right phone. There is also an extra bonus somewhere near that. You should use the short boy or the little girl to reach the secret bonus - it's at the end of the "small corridor" where the other 2 guys (the tall one and the fat one) can't enter. To get it you should hit the [?] when the thousands digit is 2. This should be worth 100000 pts.
4) If you miss a bonus, the thousands counter for the next bonus is modified accordingly. In other words, the thousands digit of your score must always be equal to the number of times you have previously gotten the secret bonus. Thus the tips above are correct only if you are getting every secret bonus without missing any - otherwise, deduct the number you've missed from the thousandth digit needed. Clear as mud? ;)
5) The 'ALL GOLD' bonus. Very simple to explain, but hard to do : When you break a bowl, the item you find in it is the same as the previous bowl, if you don't use your hammer after you hit the first and before the second. If you do, instead, the item "shifts", and you find the "next" in the order. If you go on hammering, the "rotation" can bring the first item back again. The first level has 4 items, so if you 'shoot' 0/4/8/12/16... times after breaking the first bowl, you find the same item in the second one. This is true unless you already 'finished' an item, otherwise you should "shoot" 0/3/6/9/12... times to find the item twice.
* Get Espers Sooner : Normally you get Makoto in scene 3 and Genzoh in scene 5, but you can get the espers sooner.
1) Get the 'All Gold' bonus in scene 1 and you'll find Makoto in scene 2.
2) Get Makoto in scene 2 and get the Secret Bonus in scene 3 and you'll find Genzoh in scene 3.
3) Get the 'All Gold' bonus in scene 3 and you'll find Genzoh in scene 4 (if you have not gotten him in scene 3).
- STAFF -
Hardware planned by : 'Lovely' Yohsuke
Software created by : Naoki Hoshizaki (Quoted in the end credits as 'Ultra Man' Naoki), 'Lonely' Kazuhiro
Character designed by : Taeko Suzuki (Quoted as 'Italiano' Taeko), 'Donchi' Naoko
Music composed by : Shin-ichi Sakamoto (Quoted in the end credits as Cheabow)
Sound effects and the 'Time Stop' theme by : Shin-ichi Sakamoto, Taeko Suzuki
Sound and music data entry by : Taeko Suzuki
- PORTS -
* Consoles :
Nintendo Famicom (1987, "Esper Boukentai")
$end
$info=psyforce,psyforcj,
$Edit this entry at Arcade-History.com
$bio
Psychic Force (c) 1995 Taito.
- TECHNICAL -
Taito FX-1A hardware
Prom Stickers : E22
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Zuntata Records released a limited-edition soundtrack album for this game (Psychic Force Original Soundtracks - ZTTL-0001) on 11/10/1996.
- TIPS AND TRICKS -
* Play As Keith : After inserted credit, hold Button1+Button2+Button3+Start Button until going to character select screen. If it is successful, Keith appears in character select screen.
- SERIES -
1. Psychic Force (1995)
2. Psychic Force EX (1996)
3. Psychic Force 2012 (1998)
- STAFF -
Illustrator : Kenichi Ohnuki
Producer : Takeshi Kamimura
Planners : Takeshi Kamimura, Hiroshi Aoki
Programmers : Hiroshi Aoki, Tabby, Kousuke Usami, Isao Ooyama, Kumi Tsuchiya
Character coordinators : Yuji Sakamoto, Hiroto Nizato, Takayuki Isobe, Tsutomu Matsuda, Hiroshi Nishida
Music composer : Hideki Takahagi (Zuntata-J.A.M)
Sound effect coordinator : Ishikawa Babio (BABI) (Zuntata-J.A.M)
Sound programmer : Yasuhisa Watanabe (Zuntata)
Designer : Naoto Hashizume
Cast : Mitsuaki Madono, Ayako Shiraishi, Minami Takayama, Kyousei Tsukui, Yousuke Akimoto, Ayusei Nakao
- PORTS -
* Consoles :
Sony PlayStation (1996)
$end
$info=pf2012,
$Edit this entry at Arcade-History.com
$bio
Psychic Force 2012 (c) 1998 Taito.
- TECHNICAL -
Taito Wolf System hardware
Main CPU : PENTIUM (@ 200 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 200 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
- TRIVIA -
Zuntata Records released a 2 CD limited-edition soundtrack album for this game (Psychic Force 2012 Arcade Sound Tracks - ZTTL-0026) on 21/08/1998.
- SERIES -
1. Psychic Force (1995)
2. Psychic Force EX (1996)
3. Psychic Force 2012 (1998)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
$end
$info=psyfrcex,
$Edit this entry at Arcade-History.com
$bio
Psychic Force EX (c) 1996 Taito.
- TECHNICAL -
Taito FX-1A System hardware
Prom Stickers : E22
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TIPS AND TRICKS -
* Cheat for character color : In EX version, character color is new. But you will be able to select previous version color with the following code...
Old Player 1 color : Decide character with Up or Down + Button 1 or 2 or 3 in character select screen
Old Player 2 color : Decide character with Up or Down + Start in character select screen
- SERIES -
1. Psychic Force (1995)
2. Psychic Force EX (1996)
3. Psychic Force 2012 (1998)
$end
$info=psychos,psychosj,
$Edit this entry at Arcade-History.com
$bio
Psycho Soldier (c) 1987 SNK.
Psycho Soldier is a 1986 release by SNK. It is a side-scrolling shooter featuring two-player simultaneous play. The major character is a girl named Athena. She fires blasts of psychic energy as her main weapon. She can collect orbs which she can control telepathically. These orbs protect her from some projectiles and can also be launched at targets. The orbs will explode on impact. Her companion, a boy named Kensu, can help her with his own powers. Together they clean up a ruined city full of monsters and mutants.
- TECHNICAL -
Game ID : 'PS'
This game is one of a particular line of SNK machines that operates using three Z80's at 4MHz. Most of the sound effects come from a YM3526 (OPL1) FM chip while most music and all digitized effects (including the complete vocal track) are created by a Y8950 (it is a YM3526 with a 4-channel ADPCM decoder added on). Here is the detail :
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Because of its extensive vocal soundtrack, the board is huge. It consists of three PCBs full of ICs all sandwiched together.
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Psycho Soldier was the first-ever video game featuring a vocal soundtrack. The Japanese lyrics for the Psycho Soldier theme is also used as the Psycho Soldier team's team music in KOF94 and 96, as well as Athena's theme music in KOF 97 and 02.
Psycho Soldier's Soundtrack was released as a bonus with the purchase of Nintendo Famicom's Athena. It also included a vocal version of the ending theme.
The main character, Athena, appears in The King of Fighters series. Kensu, wearing a different outfit, appears in The King of Fighters series as 'Sie Kensou'. Kensu, as he appears here in Psycho Soldier, appears as a striker character in "The King of Fighters 2000" as ''Psycho Soldier Kensou''.
- UPDATES -
The Japanese and US versions have song lyrics in Japanese and English respectively.
Here is the lyrics for the Japanese version :
Psycho Ball ga hikari hanachi -
Athena no sugata terashi dasu no -
Psycho Soldier yami o saite -
Athena wa yume o suki dasu no.
Psycho Power o kokoro ni himete -
Hateshinai michi o hashiru -
Ima wa mo aozora mienai kedo...
Fire! Fire! Psycho Soldier! (x2)
Psycho Soldier ga yami o saite -
Athena wa yume o suki dasu no -
Psycho Beam no kagayaki nokoshi -
Athena wa mirai o motome tabidatsu.
Honoo no yoni moeru hitomi -
Kibo no kakaera o mitsume -
Ima wa moda namida misenai wa!
Fire! Fire! Psycho Soldier! (x2)
Psycho Beam no kagayaki nokoshi -
Athena wa mirai o motome tabidatsu.
Dare hitori shiranai ashita -
Hino tori no sugata karite -
Honoo no yoni moero hitomi -
Kibo no kakarea o mitsume -
Psycho Power o kokoro ni himete -
Hateshinai michi o hashiru -
(repeats)
Here's the english version :
Athena's name is magic -
mystery is what you see -
her crystal is the answer -
fighting fair -
to keep us free -
she's just a little girl with power inside -
burning bright -
you'd better hide if you are bad -
she'll get you -
she'll read your mind and find if -
you believe in right or wrong -
fire, fire psycho soldier.
- SCORING -
Lightning flashing column : Shooting power increases
Blue ball(s) flashing column : provides psycho ball(s) for psycho shooting and defense shield
Red beam flashing column : Increases psycho energy
Skull flashing column : AVOID. drains your psycho energy (doesn't kill you) Flashing rainbow square - Better jumping response and dexterity
Red Sword : break stone with one hit, allows fire through stone and walls
Large blue ball : Turns all enemies in psycho balls and their projectiles into ballons
Orange ball with blue center : Increases fire speed
Infinity sign : Ability increase : ???
Arrow up : AVOID. Ugrades enemies into more advanced enemies
Arrow down : downgrades enemies
Large red skull : AVOID. Takes away all extra powers and leaves you with basic powers
Large red ball with "F" : Instant maximum psycho energy
Pillar formations : shoot these and a floating ballon or saucer comes out. Grab for bonus points. The longer you wait before grabbing, the higher the point value (up to 8000 points).
- TIPS AND TRICKS -
* Movement : Move Athena or Kensu left or right along platforms. Make them move up or down to jump to other platforms. They will not get hurt by long falls.
* Forming Pillars : Don't walk on them. You'll trip and be vulnerable to attack!
* Attacking with Psycho Bolts : Press the primary fire button to standard bolts of energy. These can punch through stone as well as through enemies. If you break a stone and it contains a lightning capsule, you can power up your primary attack.
* Using the Psycho Balls : Sometimes you'll find balls floating on the screen. If you grab them, then they will circle around Athena. By pressing the secondary fire button, you can launch them at your enemies. They can destroy anything in their path short of a boss or some of the later creatures. Your ammo is listed at the bottom of the screen, above your life count. Using psycho balls does drain some energy from Athena. The more energy you have, the more powerful the ball attack is. Psycho balls also act as a limited form of defense. The more energy you have, the faster they revolve around your character. They can block small projectiles and small flying creatures.
* Using the sword : A sword is hidden in some blocks. When you get a sword, your shots will now pass through stone. You must walk up to a stone and hit it with the sword to break it (use the fire button). The sword lasts for a while (probably a set number of strikes). The sword may also be used against enemies at very close range.
* Becoming the Psycho Creature : If your energy bar is full and you have collected lots of psycho balls, you should break stones until a green egg pops out. When you break the egg, a special item will appear that changes Athena into a phoenix (Kensu becomes a green dragon). The phoenix has a powerful breath attack and can ram enemies to kill them. The breath attack has no penalty for use, but you use energy whenever you ram an enemy or you get hit by a projectile. If your energy bar is not full, or you don't have enough psycho balls, the egg will release a large number of maggots. Therefore, try not to be close to an egg when you break it. If you're too close, the maggots will swarm you.
- SERIES -
1. Athena (1986)
2. Psycho Soldier (1987)
- STAFF -
Kaori.S, Hamashin, Kooyan, John. Guso, Gon, Dachi, Kikuhen, R. Aran, Hachisuka, G. Iwasaru
- PORTS -
* Computers :
SInclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1988)
$end
$info=oscar,oscarj,oscarj1,oscarj0,
$Edit this entry at Arcade-History.com
$bio
Psycho-Nics Oscar (c) 08/1987 Data East.
- TECHNICAL -
Main CPU : (2x) HD6309 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Game programmers used a Millennium 95085 Microsystem Emulator to program this game.
This game was the main inspiration for Turrican (one of the greatest games ever) according to Manfred Trenz, the original programmer.
Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.
- STAFF -
Game designer : Akira Sakuma
Game programmers : Akira Sakuma, Satoshi Imamura
Assistant programmer : Takuya Haga
Hardware engineer : Kazud Shindzaki
Custom LSI designers : Iunichi Watanabe, Kenji Nishikawa
Graphic manager : Harumi Nomura
Enemy base designer : Katsundri Tsujimura
Graphics designers : Harumi Nomura, Yutaka Kaodoe, Backman, Masayuki Kawaguchi, Tomoo Adachi, Jun Matsuda
Music manager : Azuka Hara
Music composers : Azuka Hara, Hiroaki Yoshida, Tatsuya Kiuchi, Hitomi Komatsu
Project leader : Akira Sakuma
$end
$info=puchicar,puchicrj,
$Edit this entry at Arcade-History.com
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Puchi Carat - Gemstone Ohkoku no Sekai (c) 1997 Taito.
Hit the ball with your paddle to destroy jewels in this simple but addictive puzzle game.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E46
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in October 1997.
The title of this game translates from Japanese as 'Small Karat - Gemstone Kingdom World'.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- TIPS AND TRICKS -
* Choose 3rd Costume : Press A button and Start at the same time when selecting your character.
* Play As Patoraco : After inserting a coin, when C-Mond is teaching how to play, press A(x3) and Start. She will be available between Garnet and Shyst.
- STAFF -
Producer : Atsuchi Taniguchi
Director : Takahiro Fujito
Game designers : Atsuchi Taniguchi, Takahiro Fujito, Chiho Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nabuhiro Hosomi, Yasuhisa Watanabe (Zuntata)
Character graphics : Chino Maeda, Ken Ninomiya, Mari Fukusaki, Yoko Kaneko, Kazuhiro Fujimoto, Nobuhiro Hosomi
Sound : Yasuhisa Watanabe (Zuntata)
Programmers : Nichiaki Kaneko (I.T.L), Tomoaki Kasuyagi (I.T.L), Yasuhito Nagumo (I.T.L)
Character designer : Yasunobu Kousokabe
- PORTS -
* Consoles :
Sony PlayStation (1998)
Nintendo Game Boy Color (1999)
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=puckpepl,
$Edit this entry at Arcade-History.com
$bio
Puck People (c) ???? Microhard.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=puckman,puckmana,puckmod,puckmanf,puckmanh,
$Edit this entry at Arcade-History.com
$bio
Puckman (c) 1980 Namco.
The original Japanese version of the seminal and hugely influential arcade game in which the player guides the legendary Puckman around a single-screen maze eating dots. Puckman is constantly pursued in his task by four ghosts - Akabei (red), Pinky (pink), Aosuke (blue), and Guzuta (orange). Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in Puckman losing a life.
Four 'Power Pills' are situated in each corner of the rectangular mazes and eating one of these makes Puckman temporarily invincible; the four ghosts also change to dark blue in colour and can now be eaten by Puckman. These 'Skinned' ghosts, now visable as a pair of eyes only, will then return to the pen in the middle of the maze, regenerate into their former selves, and return to the maze to continue their pursuit of Puckman.
Each maze contains 240 dots and 4 Power Pills, and all must be eaten to complete the level; whereupon the entire sequence begins again with an increased level of difficulty. Between every two, three, or four completed levels, animated intermissions, or 'cut scenes', are played. These intermissions are not seen after the 18th board (6th key) has been reached, however.
Occasionally, a bonus fruit or prize item will temporarily appear in the middle of the maze below the ghosts' pen. Puckman can eat these bonus items to receive extra points. Also, there is an escape tunnel on the left and right hand side of the maze that Puckman can use to escape any ghosts that are currently closing in on him. The ghosts can also use the tunnel, but take longer to pass through it than Puckman, making escape a little easier.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
This game is known outside Japan as "Pac-Man".
Puckman was first introduced to the Japanese arcade market in May 1980. The voracious little critter caught the hearts and imaginations of the public like no other game and is the hallmark of the golden age of video games.
Puckman was conceived at lunchtime... literally. So the story goes, the designer Toru Iwatani, who was 26 at the time, was very hungry and ordered a whole pizza for himself. He took one slice and Puckman was born. However, in later years Iwatani has suggested the shape was based on the Japanese character 'kuchi', meaning mouth. He rounded off this shape, and created the classic shape. The game took 1 1/2 years to complete and had five people on its team. Puckman is the greatest selling arcade game of all time and is arguably the most well-known video character. It had its own cartoon, lunch box, board game and hundreds of other products. Puckman was also the first game to have a 'character' and changed the face of video games forever. Puckman was the first video game to be as equally popular to women as it was with men.
The name Puckman (later changed to Pac-Man) comes from a Japanese slang term - paku paku - which describes the motion of the mouth opening and closing during eating.
After the 255th level, Puckman presents the player with the infamous 'split-screen' level, where the left-half of the screen is normal, but the right-half of the screen is garbled with a mess of letters, numbers, symbols and other graphics. This level cannot be completed.
The alien spaceship "Galaxian" makes an appearance as the prize in the 9th and 10th boards.
Note : Excluding bootlegs, there are 23 different name/nickname combinations for the ghosts in "Pac-Man" (27 including 'Sue' from "Ms. Pac-Man", 'Tim' from "Jr. Pac-Man", and 'Funky' and 'Spunky', both from "Pac-Mania").
The original Puckman was available in two different cabinets from Namco, an upright and a cocktail. There were also alternate cabinets produced by Hanly, Kenphone Electronics, Karateco, NSM Play, Bell Fruit MFG, and several bootleg game manufacturers....
* Namco Upright - The original Namco upright version came in a white cabinet that may look familiar to most gamers. This cabinet is the same 'swoopy' design used for "Pac-Man" and "Galaxian". The only actual design difference was the coin door. Puckman had a tall coin door with a single coin mech, while "Pac-Man" had a fat coin door with two coin mechs installed. However, the graphics on the machine were completely different. The marquee had the 'Puckman' logo off to the side at an angle, and showed a scene with half a dozen cartoon Puckmen eating power pellets, with a few ghosts lingering off to the side. The monitor bezel was largely red and was of a circular design and had many Puckmen lounging around the perimeter of the circle. The control panel continued the reddish graphics and had instructions in Japanese, along with a yellow ball-top 4-Way joystick and start buttons for each player. The sideart was a large circular sticker that advertised the game's name, and had many cartoon Puckmen in action around the edges of the circle, with the word Namco displayed prominently at the bottom. The cabinet was finished off with yellow t-molding on the edges.
* Namco Cocktail - The Namco Cocktail was a table style unit and had almost no decorations at all, merely an instruction card underneath the glass, and some pictures on the control panel. There seems to be several different versions of the control panel graphics, but most of them show cartoon Puckmen on them. This table is not the same design as the "Pac-Man" cocktail, in fact it appears to use an almost identical design to Sega's "Carnival" including the strange coin mechs (it is very possible that they were the same cabinet, as many game makers bought their cocktail cabinets from third parties, and then simply installed the games into them).
* Kenphone Electronics Upright - Kenphone actually produced a better looking Puckman than Namco did. They used their own sturdy cabinet design, and featured painted sideart of Puckman singing into a 50s style microphone. The rest of the graphics scheme was predominantly dark blue, and the marquee simply bore a centered Puckman logo. This cabinet was of a better design than Namco's, and these machines tend to be in better condition than real Namco units.
* Hanly Cocktail - Hanly made a few cocktail units that were identical to the Namco cocktail in design, but had all their instructions in english, and have the word 'Hanly' substitued for 'Namco' everywhere on the machine.
* Bell Fruit MFG Upright - The Bell Fruit upright was available only in the United Kingdom. This was Bell Fruit's standard mini arcade cabinet with a simple Puckman marquee that featured a few small ghosts and some images of cherries. The monitor bezel was similar to the circular design on the original Namco version, but all the pictures of the Puckmen were different, and all the instructions were in English. This machine had no sideart and the control panel was unadorned.
* NSM Play Upright - The NSM upright was sold only in Germany. At a glance it looks fairly similar to the Namco upright, but if you look a bit closer you can see that all the decorations on the machine are of low quality, and it comes off looking like a cheap bootleg, even though it was an official Namco licensed version. The instructions on these machines are usually in German.
* Bootlegs/hacks Upright - This final version is a complete fake, but there are a lot of them. They seem to use converted Namco cabinets, painted white, and are decorated with very strange looking sideart that shows Puckmen and ghosts that look nothing like the ones on any other Puckman/"Pac-Man" products (since when has Puckman had green frogs legs?). The marquee has an odd Puckman logo in yellow and orange, along with a picture of the blue ghost and the strange 'frog legged' Puckman.
A Bootleg of this game is called "Ghostmuncher". Some hacks are known as "New Puck X", "Newpuc2" and "Joyman".
- UPDATES -
The monsters have names and nicknames which were, in "Pac-Man" : Shadow (Blinky), Speedy (Pinky), Bashful (Inky), and Pokey (Clyde). They are red, pink, blue, and orange in color, respectively. In the original Puckman, these monsters were named Oikake (Akabei), Machibuse (Pinky), Kimagure (Aosuke), and Otoboke (Guzuta). Puckman also had a DIP switch for alternate ghost names : Urchin (Macky), Romp (Micky), Stylist (Mucky), and Crybaby (Mocky).
- SERIES -
1. Puckman (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
21. Pac'n Roll (2005, Nintendo DS)
22. Pac-Pix (2005, Nintendo DS)
- STAFF -
Designed by : Toru Iwatani
Programmed by : Hideyuki Mokajima
Music & Sound by : Toshio Kai
$end
$info=puckpkmn,
$Edit this entry at Arcade-History.com
$bio
Puckman Pockimon (c) 2000 Genie.
A "Pac-man" style game with Pac-Man and Pocket Monster (Pok'n) characters. Player 1 controls Puckman and Player 2 controls Pikachu's head. Trying to catch you are the Ghost Monsters from the Pac-man games along with some Pocket Monsters. Get the 'power fruit' and you can eat them instead. When you complete a level, you are shown a digitized photograph of an Asian woman for some reason.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 7.670442 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The game's creators probably did not get permission from Namco or Nintendo to use the characters, since there are no copyright notices indicating otherwise. While 'Pockimon' is a misspelling of 'Pokemon', "Puckman" is "Pac-Man"'s original name in Japan.
Most of the sound effects and music were taken from "Ms. Pac-Man".
$end
$info=pulirula,pulirulj,
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$bio
PuLiRuLa (c) 1991 Taito.
A 6-level, sideways scrolling beat-em-up for 1 or 2 players that defies any logic in either its theme or its graphical approach; that places the players in a dream-like world populated by armies of strange and bizarre creatures.
PuLiRuLa's plot centres around the world of 'Radishland'. Each of Radishland's six towns is kept running smoothly with the aid of a giant key, which is necessary to keep the world's 'time-flow' moving. The key is stolen by a mysterious enemy and the timeflow is disrupted. Players must fight their way through waves of increasingly abstract enemies in their quest to recover the key and restore time to Radishland.
To aid players in their quest, they are each armed with a magical stick, with which they can hit and defeat the game's abstract enemies. Players are also armed with a limited number of smart bombs, capable of killing multiple enemies. The smart bombs are as visually unique as the rest of the game; taking the form of such things as a herd of running animals, a purple dancing blob-like man or a man in a giant microwave oven who captures and cooks any on-screen enemies. When killed, the enemies diappear and an animal or townsperson is released from inside the creature.
- TECHNICAL -
Taito F2 Expanded hardware
Prom Stickers : C98
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1991.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (PuLiRuLa - PCCB-00091) on 17/07/1992.
- STAFF -
Producer : Hidehiro Fujiwara
Character : Kat, Zawakichi, Carry An Hirrcky
Sound (Team Zuntata) : Kazuko Umino, Yasuhisa Watanabe
Software : Iromust TMR, Exit Kardy, Magician KAZ
Hardware : Yasuhiro Shibuya
Designers : Mt. Mihara B. E. Umakboh
Character Designers : Zak Munn, Masami Kikuchi, Mutter Tomy, E. Bang De Boo. M
Model : E. Saton Go 2
- PORTS -
* Consoles :
FM Towns Marty (1994)
Sega Saturn (1997, "Pu Li Ru La Arcade Gears")
Sony PlayStation (1997)
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
$end
$info=pulsar,
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Pulsar (c) 01/1981 Sega.
Game ID : 790-805
A one or two player game in wich players maneuver their tank through a maze in an effort to secure keys neccessary to unlock the gate to the next round.
- TECHNICAL -
Main CPU : Z80 (@ 1.93356 Mhz)
Sound Chips : Samples (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Player : 2
Control : 4-way joystick
Buttons : 1
- STAFF -
Designed and programmed by : Larry Clague, Mike Hendricks
$end
$info=pulstar,
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Pulstar (c) 08/1995 Aicom.
An accomplished and graphically superb sideways scrolling shoot-em-up that borrows many of its visual and gameplay elements from all three games in Irem's legendary "R-Type" series; including the Beam weapon and R-type's infamous pod attachment. Unlike "R-Type", however, Pulstar's pod cannot be detached from the front of the ship and merely acts as a shield to protect the player's ship.
Pulstar consists of eight challenging levels, with the player able to start the game on any one of the first four.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0089
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack/Charge attack, [B] Restart the move
- TRIVIA -
Pulstar was one of the first games on the NEO-GEO to use state-of-the-art SGI rendered graphics like those found in Nintendo Super Famicom's "Donkey Kong Country".
The pre-production name of this game was 'Reaction'.
Tracy Miller holds the official record for this game with 68,350 points.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Pulstar - PCCB-00192) on 21/10/1995.
- STAFF -
Staff : Nenko, M. Yoshida, T. Nagakubo, Naomi, Daikiti, K. Katoku, K. Urahama, K. Okabe, Toshio. I, Yamadasan, Shion, F. Ryuze
Music composed by : Harumi Fujita, Yasuaki Fujita
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=punchout,punchita,
$Edit this entry at Arcade-History.com
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Punch-Out!! (c) 1984 Nintendo.
The player assumes the role of a green-haired boxer, who must fight his way through six increasingly larger-than-life boxers to earn the title of 'Champ' in this superb 1-on-1 fighting game.
During matches, the player's boxer is viewed from behind as a wire-frame (so the player's opponent can be seen). Players must time their punches, dodges and blocks in order to defeat the opposing boxer.
The player's opponents are each rendered as humorous cartoon-like caricatures - adding much to the game's atmosphere - and each boxer fights in a slightly different style, forcing players to adapt to their strategy. The top monitor is used for statistics while the bottom one is used to display the actual fight.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Players : 1
Control : 4-way joystick
Buttons : 3
=> [1] LEFT BLOW, [2] RIGHT BLOW, [3] KNOCKOUT BLOW
- TRIVIA -
Released in February 1984.
Punch-Out's innovative game-play and memorable graphics and speech did much to ensure its popularity throughout the 1980s.
The game's title music, is actually the 'Gillette Look Sharp March'. This jingle, originally heard in Gillette radio and television commercials, was later used as the theme song to the Gillette Cavalcade of Sports, which aired boxing matches. The music can also be heard in the 1980 boxing related film 'Raging Bull' during the scene where Jake LaMotta (as played by Robert De Niro) unveils his new nightclub.
Mario, Luigi, Donkey Kong and Donkey Kong Jr. appear as spectators in the crowd - on both sides of the ring.
Rac Carpana holds the official record for this game with 15,999,990 points.
A Punch-Out!! arcade unit can be seen in the 1987 movie 'Over the Top'.
A Game & Watch version was also released the same year under the title 'Boxing'. It was renamed to 'Punch-Out!!' for it's special 1988 U.S. release.
- TIPS AND TRICKS -
* Here's the system for getting by everyone in 1 round of Punch-Out (warning : This system works on 9 out of 10 Punch-Out machines)...
1) Glass Joe : So easy that you'd have to be trying not to win. But to be 100% sure... Keep guard up till his eyes glow for a big punch, dodge, and hammer him with rights and lefts to the face. Repeat till down.
2) Piston Hurricane : Concentrate blows, especially lefts, to the abdomen. When he backs up and charges in, hit him with a blow to the stomach as soon as he charges into you, he'll go down for the count after the 2nd or third time.
3) Bald Bull : Fairly simple : Right, dodge, left left. Right, dodge left left. Look out for his upper cuts though (get out of the way! duh) and upon his bull-charge you have two options. A hit to the stomach when he is right under you puts him down for the count, but if your reflexes aren't optimum, you are better off at dodging and continuing the fight. Right to the face (or 2 lefts), dodge, right. NO BODY BLOWS TO BALD BULL except on the bull charge.
4) Kid Quick : Soooo easy : Right, dodge, right right dodge right right dodge right right dodge right right dodge right right (these all being blows to the head). VERY EASY as long as you don't lose your rhythm. If ya do get messed up you can usually recover with a a dodge and starting again. No blows to the stomach. This is basically what you'll be doing against Mr. Sandman.
5) Pizza Pasta : Basically you're waiting for him to screw up. Use the kid quick system till he backs off (with the Come on! Come on!) and DODGE his hook. Then pummel him with rights and lefts to the head (ONLY the head), and he won't be fighting back. Repeat till he's dead. If he pins you up against the ropes with shots to the stomach at some point, just get your guard down there and sneak in some lefts and you should break free.
6) Mr. Sandman, the champion : Kid Quick system exactly. Every now and then however he fires a very quick left or right to the head. When he hits you with one, dodge the opposite way of the hit quickly or you'll be going down.
- SERIES -
1. Punch-Out!! (1984)
2. Super Punch-Out!! (1984)
3. Mike Tyson's Punch-Out!! (1987, Nintendo NES)
4. Super Punch-Out!! (1994, Nintendo SNES)
$end
$info=punkshot,punksht2,punkshtj,
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Punk Shot (c) 1990 Konami.
Street basketball game two on two with punks and punchs!
- TECHNICAL -
Game ID : GX907
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1990.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.3 - KICA-7502) on 05/05/1991.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
$end
$info=prikura,
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Purikura Daisakusen (c) 1996 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in September 1996.
The title of this game translates from Japanese as 'Princess Clara's Big Operation'.
Kurara first appeared on the Atlus/Cave "Power Instinct 2" fighting game.
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=pururun,
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PuRuRun (c) 10/1995 Metro / Banpresto
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 9.375 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pururun is Japanese onomatopoiea for a jiggling sound.
- STAFF -
Planning : Fukupyon, N. Sagara, Yos, Daruma
Programmer : M. Machida, Fire Machine, T. Mitsuhashi, W. Kitamura
Graphics : J. Tabuchi, M. Inouie, H. Mao, R. Yamaguchi, N. Ohsaka, Y. Yosimura, T. Yanai, K. Kumaki, Tenma No Arai, R. Suzuki
Sound and Music : Kouite-F, MAZ, Famishin
Instruction Card : Wepon, M. Hourai
$end
$info=pushman,pushmans,pushmana,
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Pushman (c) 1990 Comad.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), M68705 (@ 400 Khz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Also licensed to American Sammy (12/1991).
$end
$info=puyo,puyoj,puyoja,puyobl,
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Puyo Puyo (c) 10/1992 Sega / Compile.
An incredibly addictive and original puzzle game in which players must form chains of four or more beans (known as 'Puyos') of the same colour, causing them to disappear. The player can hinder his or her opponent (either the machine, or a second human player) by forming Puyo combinations; this is because whenever a player forms a successful chain and removes some of his or her Puyos, 'junk' Puyos fall into the opponent's play area, and as Junk Puyos are transparent, they cannot be used to form a chain and can only be destroyed when a nearby chain is created.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Puyo Puyo is Japanese onomatopoiea for the sound that a rather plump person might make.
For fanatics, here is the full cast :
Silvana
Skeleton
Blue Ghost
Mummy
Dragon Woman
Goby Captain,
Small Foot
Dark Elf
Scorpion Man
Johnny
Zombie
Witch
Elephant
Lord
Devious
Max Minotaur
Lulu
Dark Prince
Carbuncle
Puyo Puyo was originally released by Compile in 1991 for the MSX2 under the name Puyo Puyo. It was soon followed by a version for the Nintendo Famicom Disk Drive called 'Puyo Puyo Disk Drive' (featured characters from the 1989 RPG Madou Monogatari, also made by Compile). Puyo Puyo only really became popular when it was released as an arcade game in 1992. This was the first version that included a one player story mode, in which the human player plays against computer opponents of increasing difficulty. This feature was an immediate success because it allowed players to play by themselves. Future versions of Puyo Puyo for home systems also included this feature (see 'Ports' section for more info).
- SERIES -
1. Puyo Puyo (1991, MSX2)
2. Puyo Puyo Disk Drive (1991, Nintendo Famicom Disk)
3. Puyo Puyo (1992)
4. Puyo Puyo 2 (1994)
5. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom)
6. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom)
7. Puyo Puyo Sun (1996)
8. Puyo Puyo Da! (1999)
9. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast)
10. Puyo Puyo Fever (2003)
11. Puyo Puyo Fever 2 (2005, Sony PlayStation 2)
12. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo (2005, Nintendo Game Boy Advance)
13. Puyo Puyo! 15th Anniversary (2006, Nintendo DS)
- PORTS -
* Consoles :
Sega Mega Drive (1992)
PC-9801 (1992)
Sega Game Gear (1993, "Puzlow Kids")
Nintendo Famicom (1993)
Nintendo Super Famicom (1993, "Super Puyo Puyo")
NEC PC-Engine Super CD-ROM2 (1994, "Puyo Puyo CD")
Nintendo Game Boy (1994)
FM Towns Marty (1994)
Sony PlayStation (2000, "Puyo Puyo Box")
* Computers :
Sharp X68000 (1994)
PC [MS Windows 95] (1995)
* Others :
Mobile phones (2001)
$end
$info=puyopuy2,
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$bio
Puyo Puyo 2 (c) 1994 Compile.
Sequel to the hugely popular Puyo Puyo. Though there is not much difference between this and the original, it is just as addictive and fun.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title screen says 'Puyo Puyo Tsu' : 'Tsu' is a pun, it has no meaning here but it's pronounced like 'Two'.
Licensed to Sega for manufacture.
- SERIES -
1. Puyo Puyo (1991, MSX2)
2. Puyo Puyo Disk Drive (1991, Nintendo Famicom Disk)
3. Puyo Puyo (1992)
4. Puyo Puyo 2 (1994)
5. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom)
6. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom)
7. Puyo Puyo Sun (1996)
8. Puyo Puyo Da! (1999)
9. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast)
10. Puyo Puyo Fever (2003)
11. Puyo Puyo Fever 2 (2005, Sony PlayStation 2)
12. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo (2005, Nintendo Game Boy Advance)
13. Puyo Puyo! 15th Anniversary (2006, Nintendo DS)
- PORTS -
* Consoles :
Sega Mega Drive (1994)
Sega Game Gear (1994)
Nintendo Super Famicom (1995, "Super Puyo Puyo 2")
Sega Saturn (1995)
Sony PlayStation (1996, "Puyo Puyo Tsuu Ketteiban")
Nintendo Game Boy (1996, "Pocket Puyo Puyo 2")
Bandai WonderSwan (1999)
SNK Neo-Geo Pocket (1999, "Puyo Pop")
Sony PlayStation (2000, "Puyo Puyo Box")
Nintendo Game Boy Advance (2001, "Minna de Puyo Puyo")
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 12 : Puyo Puyo Tsuu - Perfect Set")
* Others :
Nokia N-Gage (2003, "Puyo Pop")
$end
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Puyo Puyo Sun (c) 1996 Compile.
The third game in the 'Puyo Puyo' series.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in November 1996.
'Sun' is a pun for 'San'. It's the third puyo puyo at the arcade and 'San' stands for 'Three' in Japanese.
- SERIES -
1. Puyo Puyo (1991, MSX2)
2. Puyo Puyo Disk Drive (1991, Nintendo Famicom Disk)
3. Puyo Puyo (1992)
4. Puyo Puyo 2 (1994)
5. Super Nazo Puyo - Ruruu no Ruu (1995, Nintendo Super Famicom)
6. Super Nazo Puyo Tsuu - Ruruu no Tetsuwan Hanjouki (1996, Nintendo Super Famicom)
7. Puyo Puyo Sun (1996)
8. Puyo Puyo Da! (1999)
9. Puyo Puyo 4 - Puyo Puyo Party (1999, Sega Dreamcast)
10. Puyo Puyo Fever (2003)
11. Puyo Puyo Fever 2 (2005, Sony PlayStation 2)
12. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo (2005, Nintendo Game Boy Advance)
13. Puyo Puyo! 15th Anniversary (2006, Nintendo DS)
- PORTS -
* Consoles :
Sega Saturn (1997)
Nintendo 64 (1997, "Puyo Puyo Sun 64")
Sony PlayStation (1997, "Puyo Puyo Sun Ketteiban")
Nintendo Game Boy Color (1998, "Pocket Puyo Puyo Sun")
* Computers :
PC [MS Windows]
$end
$info=puzzloop,puzloopj,puzloopu,puzloopk,
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Puzz Loop (c) 1998 Mitchell.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'PZL'.
A Puzz Loop machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Puzz Loop (1998)
2. Puzz Loop 2 (2001)
- STAFF -
Graphic designers : M-Nuts, Amamoto, SABATO
Programmers : Yoshimura, Akaishi
Sound : Maruyama, M-Nuts, A.S
Game designer : SABATO
- PORTS -
* Consoles :
Nintendo Game Boy Color (1999) : Japan only release.
Sony PlayStation (1999, "Ballistic")
Nuon (2000, "Ballistic")
Nintendo DS (2006, "Magnetica" US / "Shunkan Puzz Loop" JP / "Puzz Loop" EU)
$end
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Puzz Loop 2 (c) 02/2001 Mitchell.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 36
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : Dial
Buttons : 4
- TRIVIA -
Licensed to Capcom for distribution. The game was only released in Japan.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'MIT'.
- SERIES -
1. Puzz Loop (1998)
2. Puzz Loop 2 (2001)
$end
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Puzzle Bang Bang (c) 1999 Omega System.
- TECHNICAL -
Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 4
$end
$info=pbobble,
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Puzzle Bobble (c) 1994 Taito Corp.
The first in the hugely successful puzzle series from Taito, Puzzle Bobble is a game for 1 or 2 players in which the aim is to clear each play area of the colored bubbles that litter it. This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of static colored bubbles that litter each play area. The aim is to forms chains of like-colored bubbles, thus making them disappear. At regular intervals, the bubbles will drop one row down the screen, making life more difficult for the players. The game is over when the bubbles reach the very bottom of the play area.
In the 1-player game there are thirty rounds to complete, whereas in the 2-player Vs. mode, the winner is the player who clears their play area first. The addictive yet straightforward game-play mechanic ensured that the "Puzzle Bobble" games would be the most successful of their genre since Russian programmer, Alexey Pajitnov's legendary "Tetris" was unleashed upon the gaming world in the late 1980s.
- TECHNICAL -
Taito B System hardware
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in June 1994.
The game was originally called "Bubble Buster". The Bubble Buster title screen is buried in the game itself.
This game is known in US as "Bust-A-Move".
This game was re-released 6 months later (December 1994) on the SNK Neo-Geo MVS hardware as "Puzzle Bobble [MVS]".
As well as typically cute Japanese animation (the characters from "Bubble Bobble" operate the cannon) and music, the game's mechanics and level design were beautifully balanced, and the game was terrifically successful at the arcades, spawning several sequels (see Series section for more information). It is unusual in being popular with women and girls.
If you look closely at the bubbles, you'll notice that the enemies from "Bubble Bobble" are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble :
Legend : Color of Bubble => "Bubble Bobble" Enemy Inside
Blue => Zen-Chan
Yellow => Pulpul
Red => Invader
Green => Drunk
Purple => Monsta
Orange => Banebou
Black => Hidegonsu
White => Mighta
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
During the credits you can see one of the constellations form the image of a fish, that fish is a boss from the "Darius" series; also made by Taito.
Stepehn Krogman holds the official records for this game with 13,874,390 points (difficulty 6) on 06/11/2004.
Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on 28/03/1997.
- SCORING -
Pop bubbles of the same color : each bubble is worth 10 points.
Drop bubbles : the first bubble is 20, and each additional bubble scores double.
Thus : bubbles dropped score
1 20
2 40
3 80
4 160
5 320
6 640
7 1280
8 2560
9 5120
10 10240
11 20480
12 40960
13 81920
14 163840
15 327680
16 655360
17 or more 1310720
Bonus points : are awarded based on how fast you completed the stage.
Time you completed points awarded
0-5 sec. 50,000
6 sec. 49,160
7 sec. 48,320
8 sec. 47,480
9 sec. 46,640
10 sec. 45,800
.
.
64 sec. 440
65+ seconds or greater NO BONUS
- TIPS AND TRICKS -
There is a special bonus of a million points on rounds 9 and 13. This is achieved by linking up a number of ORANGE bubbles on round 9 and BLUE bubbles on round 13.
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
- STAFF -
Game designer : Seiichi Nakakuki
Programmer & Game designer : Tkhc.02
Programmer & System designer : Tmr
Programmer & Play designer : Nob
Character & Game designer : Kazuhiro Kinoshita
Character designers : Komai Ryota, Miwa Kamiya
Music composed by : Kazuko Umino, Yasuko Yamada
Sound effects : Hideki Takahagi
Sound soft : Naoto Yagishita
Sound producer : Hiroshige Tonomura
Designers : Hiroyasu Nagai (Super Star Nagai), T. Yoshiba, M. Osaka, Nobuaki Kuroki, Y. Onogi
Supervisers : Masaki Yagi, T. Saito, G Rox, H. Kato, K. Tajima
- PORTS -
* Consoles :
Nintendo Super Famicom (1995)
SNK Neo-Geo CD (1995)
Panasonic 3DO (1995)
Sega Game Gear (1995, "Bust-A-Move")
Nintendo Game Boy (1998, "Puzzle Bobble GB")
SNK Neo-Geo Pocket (1999, Puzzle Bobble Mini")
Bandai WonderSwan (1999)
* Computers :
PC [MS Windows 95, CD-ROM] (1996)
$end
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Puzzle Bobble 2 (c) 1995 Taito.
A puzzle game. Link 3 or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E10
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in July 1995.
This game is known in US as "Bust-A-Move Again".
This game runs on the Taito F3 System hardware but it was re-released (licensed to SNK) on the SNK Neo-geo MVS hardware in 1999 as "Puzzle Bobble 2 [MVS]".
If you look closely at the bubbles, you'll notice that the enemies from "Bubble Bobble" are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble :
Legend : Color of Bubble => "Bubble Bobble" Enemy Inside
Blue => Zen-Chan
Yellow => Pulpul
Red => Invader
Green => Drunk
Purple => Monsta
Orange => Banebou
Black => Hidegonsu
White => Mighta
On the last level, you will see characters from "Bubble Bobble" & "Rainbow Islands".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
Stepehn Krogman holds the official records for this game with 75,275,450 points (factory setting).
Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on 28/03/1997.
- SCORING -
Pop a bubble : 10 points.
Drop bubbles : the first bubble is 20, and each additional bubble scores double.
Thus : bubbles dropped score
1 20
2 40
3 80
4 160
5 320
6 640
7 1280
8 2560
9 5120
10 10240
11 20480
12 40960
13 81920
14 163840
15 327680
16 655360
17 or more 1310720
Unlike Puzzle Bobble, there is a way to get more than 1.31 million points. It's possible to get 2621440, 5242880, or even 10485760 points! To do this :
* You need 17 or more bubbles.
* One of these bubbles must touch exactly one bubble of a group of
similarly colored bubbles.
* The bubble that pops the similarly colored group of bubbles must
not touch the group of 17 or more bubbles.
Bonus points : are awarded based on how fast you completed the stage.
Time you completed points awarded
1-5 sec. 500,000
6 sec. 494,600
7 sec. 481,700
8 sec. 469,400
9 sec. 458,400
. .
. .
46 sec. 14,100
47 sec. as low as 300 or NO BONUS
48+ seconds or greater NO BONUS
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
- STAFF -
Game designer : Seiichi Nakakuki
Character designers : Kazuhiro Kinoshita, Bawbaw, Ko-Ji Terada, Kat, T. Akitsu-Osaru-, Rie Amino, Uoosy Maler, Yuko Kajihara, Ryota Sasaki, Yasunobu Kousokabe, Miwa Kamiya, Rieko Kobayashi, Miyabi Tashiro, Masami Kikuchi, Anpanmanda, Saori Hiratsuka, Vap Corp.
Programmers : Hiroshi Maruyama, Junichiro Noguchi
Sound (Zuntata) : Nakayama Joutohei, Kazuko Umino, Yasuko Yamada, Syu
Designers : Kumi Mizobe, T. Yoshiba, M. Osaka, Y. Mori
- PORTS -
* Consoles :
Sony PlayStation (1996)
Nintendo 64 (1998, "Bust-A-Move 2")
Nintendo Game Boy (1998, "Bust-A-Move 2")
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [MS Windows 95/MS-DOS, CD-ROM] (1996, "Bust-A-Move-2 : Arcade Edition")
PC [MS Windows, CD-ROM] (2006, "Taito Legends 2")
* Others :
SNK Neo-Geo MVS (1999)
$end
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Puzzle Bobble 2X (c) 11/1995 Taito.
A puzzle game. Link three or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E10
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is an expanded version of "Puzzle Bobble 2" :
* Either or none of them can be chosen from the menu in the test section.
* It has a Christmas and a Happy New Year intro.
* It has the extra mode built-in.
If you look closely at the bubbles, you'll notice that the enemies from "Bubble Bobble" are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble :
Legend : Color of Bubble => "Bubble Bobble" Enemy Inside
Blue => Zen-Chan
Yellow => Pulpul
Red => Invader
Green => Drunk
Purple => Monsta
Orange => Banebou
Black => Hidegonsu
White => Mighta
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to 'AAA'.
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
- PORTS -
* Consoles :
Sega Saturn (1996, "Puzzle Bobble 2X")
Sega Saturn (1997, "Puzzle Bobble 2X + Space Invaders")
* Computers :
PC [Windows 95 Ver.1.0, CD-ROM] (1998)
$end
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Puzzle Bobble 3 (c) 09/1996 Taito.
Link three or more colored bubbles by shooting an identical colored bubble. When they are joined together, they pop.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E29
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
One of the playable characters is an enemy character from "Sonic Blast Man 2 - Real Puncher".
Another of the characters is a homage to Capcom's Ryu, complete with Shouryuken and Hadoken motions when he gets good combos. In his winpose (where he turns his back to the player), he has the Taito logo on his back.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'PB3'.
- UPDATES -
The US version is slightly different, it has a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Alternative Game-play : press Shoot, Left, Right, Shoot on the title-screen before inserting coins. If done correctly, a small character will appear. On the next play, you will play on a different stage layout.
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
- STAFF -
Game designers : Seiichi Nakakuki, T. Saito
Programmers : Nak (Njk Techno), Maru (Njk Techno)
Character designers : Takao Yoshiba, Midori, Mari, Chino Maeda, M. Ishizuka
Music composer : Y. Urita (Zuntata)
Designer : Kumi Mizobe
Round designers : Aya Yamamoto, Ayako Ishitsuka, Ayumi Kuroda, Chiaki Tanaka, Daiki Tanihiro, Etsuko Nakaya, Iesato Mikami, Ikue Sakuma, Junichi Sakurada, Junko Tanaka, Kaori Saito, Kazuaki Kimura, Kazuma Mori, Keiko Yano, Kiyotaka Yokota, Kuniaki Yamamoto, Mai Miyata, Masahiko Inoue, Masaki Iida, Miwa Akieda, Naoko Okada, Naoki Matsumoto, Naomi Abe, Ryo Sasaki, Souichiro Takakura, Sumiyo Kurosaki, Susumu Tsukamoto, Tsuyoshi Kanetani, Yasuki Fujino, Yoshimichi Omori
Voice performers : Adachi Tsubame Youchien, C. Tanaka, Y. Sekiguchi
Narration assists : Norihiro Furukawa (Zuntata), Richard H.B (Zuntata)
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation (1997)
Nintendo 64 (1998, "Bust -A- Move 3 DX")
Nintendo Game Boy (1998, "Bust A Move 3 DX")
$end
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Puzzle Bobble 4 (c) 12/1997 Taito.
Shoot colored bubbles towards clusters of other bubbles. When groups of similarly colored bubbles are formed, the bubbles burst.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E49
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
The US version is slightly different, it has a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
- STAFF -
Director : Kazuhiro Oohara
Planners : Kazuhiro Oohara, Tsukasa Ohshima, Nobuaki Kuroki, Takayasu Masaki
Base game designer : Seiichi Nakakuki
Programmers : Hiroshi Maruyama, Emoyan, Okazu Taiyaki, Nak
Character designer : Miyabi Tashiro
Graphic designers : Miyabi Tashiro, Chino Maeda, Ken Ninomiya, Mari Fukusaki, Sakotan, Debi, Kao, Kimiaki Yomo, Seiryu Kitagishi
Sound producer : Hisayoshi Ogura (Zuntata)
Sound director : Munehiro Nakanishi (Zuntata)
Sound composer : Rim. (Zuntata)
Voice actors & actress : Hisayoshi Ogura (Zuntata), Naoto Yagishita (Yag) (Zuntata), Nakayama Jyotohei (Zuntata), Mizuki.U (Zuntata), Kumi.K, Takako.A, Chinami Nishimura (B1Produce)
Design works : Mihoko Sudoh
Quartity warranty : Nobuhiro Koyama, Makoto Obonai, Satoshi Katsumata, Eiji Kawabata
Production control : Seiji Watanabe, Kazuyori Masumoto, Kazuhiko Azuma, Eiji Maruyama, Takeshi Nakatani
- PORTS -
* Consoles :
Sony PlayStation (1998)
Nintendo Game Boy Color (2000)
Sega Dreamcast (2000)
NUON [Unreleased] (2001, "Bust-A-Move 4")
Nintendo 64
* Computers :
PC [MS Windows, CD-ROM] (1999)
$end
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$bio
Puzzle Bobble [MVS] (c) 1994 Taito.
The first in the hugely successful puzzle series from Taito, Puzzle Bobble is a game for 1 or 2 players in which the aim is to clear each play area of the colored bubbles that litter it. This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of static colored bubbles that litter each play area. The aim is to forms chains of like-colored bubbles, thus making them disappear. At regular intervals, the bubbles will drop one row down the screen, making life more difficult for the players. The game is over when the bubbles reach the very bottom of the play area.
In the 1-player game there are thirty rounds to complete, whereas in the 2-player Vs. mode, the winner is the player who clears their play area first. The addictive yet straightforward game-play mechanic ensured that the "Puzzle Bobble" games would be the most successful of their genre since Russian programmer, Alexey Pajitnov's legendary "Tetris" was unleashed upon the gaming world in the late 1980s.
- TECHNICAL -
Game ID : 0083
- TRIVIA -
Released in December 1994. Taito's first game on this hardware.
The game was originally called "Bubble Buster". The Bubble Buster title screen is buried in the game itself.
This game is known in US as "Bust-A-Move".
This game runs originally on the Taito B System as "Puzzle Bobble".
As well as typically cute Japanese animation (the characters from "Bubble Bobble" operate the cannon) and music, the game's mechanics and level design were beautifully balanced, and the game was terrifically successful at the arcades, spawning several sequels (see Series section for more information). It is unusual in being popular with women and girls.
If you look closely at the bubbles, you'll notice that the enemies from "Bubble Bobble" are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble :
Legend : Color of Bubble => "Bubble Bobble" Enemy Inside
Blue => Zen-Chan
Yellow => Pulpul
Red => Invader
Green => Drunk
Purple => Monsta
Orange => Banebou
Black => Hidegonsu
White => Mighta
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
During the credits you can see one of the constellations form the image of a fish, that fish is a boss from the "Darius" series; also made by Taito.
Stepehn Krogman holds the official records for this game with 13,874,390 points (difficulty 6) on 06/11/2004.
Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on 28/03/1997.
- UPDATES -
Perform well during the game and after the credits you will get a special contest image with a scrambled message.
The US version has :
* 'Recycle It, Don't Trash It!' screen added.
* Additional 'Winners Don't Use Drugs' screen added.
- SCORING -
Pop bubbles of the same color : each bubble is worth 10 points.
Drop bubbles : the first bubble is 20, and each additional bubble scores double.
Thus : bubbles dropped score
1 20
2 40
3 80
4 160
5 320
6 640
7 1280
8 2560
9 5120
10 10240
11 20480
12 40960
13 81920
14 163840
15 327680
16 655360
17 or more 1310720
Bonus points : are awarded based on how fast you completed the stage.
Time you completed points awarded
0-5 sec. 50,000
6 sec. 49,160
7 sec. 48,320
8 sec. 47,480
9 sec. 46,640
10 sec. 45,800
.
.
64 sec. 440
65+ seconds or greater NO BONUS
- TIPS AND TRICKS -
There is a special bonus of a million points on rounds 9 and 13. This is achieved by linking up a number of ORANGE bubbles on round 9 and BLUE bubbles on round 13.
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
- STAFF -
Game designer : Seiichi Nakakuki
Programmer & Game designer : Tkhc.02
Programmer & System designer : Tmr
Programmer & Play designer : Nob
Character & Game designer : Kazuhiro Kinoshita
Character designers : Komai Ryota, Miwa Kamiya
Music composed by: Kazuko Umino, Yasuko Yamada
Sound effects : Hideki Takahagi
Sound soft : Naoto Yagishita
Sound producer : Hiroshige Tonomura
Designers : Hiroyasu Nagai (Super Star Nagai), T. Yoshiba, M. Osaka, Nobuaki Kuroki, Y. Onogi
Supervisers : Masaki Yagi, T. Saito, G Rox, H. Kato, K. Tajima
- PORTS -
* Consoles :
Nintendo Super Famicom (1995)
SNK Neo-Geo CD (1995)
Panasonic 3DO (1995)
Sega Game Gear (1995, "Bust-A-Move")
Nintendo Game Boy (1998, "Puzzle Bobble GB")
SNK Neo-Geo Pocket (1999, Puzzle Bobble Mini")
Bandai WonderSwan (1999)
* Computers :
PC [MS Windows 95, CD-ROM] (1996)
$end
$info=puzlclub,
$Edit this entry at Arcade-History.com
$bio
Puzzle Club (c) 1990 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : PC
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a prototype. While the game is complete it doesn't have a proper title screen.
- STAFF -
Chief : Wan Wan
Programmer : Akima Chan
Game & Graphic designer : S. Norimatsu
Game music : Seiichi Sakurai (Sack Chan), Shinji Hosoe, Ayako Saso
Designers : N. Abe, H. Kuwabara
Gals animator : Y. Sakakibara
Graphic designer : Y. Wagatsuma
$end
$info=pclubys,pclubysa,
$Edit this entry at Arcade-History.com
$bio
Puzzle Club (c) 2000 Yun Sung.
This game contains 6 games : Magic Eye (150 levels and diffrent backgrounds), Box Logic (a "Logic Pro" clone with 72 nudity background), Mad Ball (a breakout featuring 42 levels and 72 nudity background), Magic Bubble (a "Puzzle Bobble" clone featuring 30 levels and as usual 72 nudity background), Bogle Puyo (a "Puyo Puyo" clone), Rocktris (a "Tetris" clone featuring 72 nudity background).
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Director : BOK WON Kang, CHANG WON Lee
Program : CHANG SOO Jang, HONG MIN Lee
Graphics : JEONG SUK Oh, JEONG SIK Yum, DONK SUK Kim
Hardware : SANG JIN Lee, JONG HWAN An
Sound : CHANG WON Lee
$end
$info=pzlbowl,
$Edit this entry at Arcade-History.com
$bio
Puzzle de Bowling (c) 1999 Nihon System / Moss.
- TECHNICAL -
Main CPU : 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=puzzledp,
$Edit this entry at Arcade-History.com
$bio
Puzzle de Pon! (c) 11/1995 Taito.
Drop the target plate before time runs out to clear each stage. To finish game, clear 39 different stages...
Level 03 : GET Aries
Level 06 : GET Taurus
Level 09 : GET Gemini
Level 12 : GET Cancer
Level 15 : GET Leo
Level 18 : GET Virgo
Level 21 : GET Libra
Level 24 : GET Scorpio
Level 27 : GET Sagittarius
Level 30 : GET Capricorn
Level 33 : GET Aquarius
Level 36 : GET Pisces
Level 39 : Sun
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0202
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
=> [A] Ball firing
- TRIVIA -
Licensed to Visco.
This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.
Ron Corcoran holds the official records for this game with 2,960,001 points (factory setting) on 12/20/1998.
- SERIES -
1. Puzzle de Pon! (1995)
2. Puzzle de Pon! R! (1997)
- STAFF -
Producer : Tetsuo Akiyama
Direction : Don Gabagyo
Assistance : Yaushisa Itoi
Programmers : Basser Teramachi, Gold Finger Iwasawa
Designers : Bear Kill The Kuro, E-Ayasu Speed King, Micoto. A. Bryant, Stealth The. Tajiman, Tamu
Sound music : Light Link Music, Kenichi Kamio
$end
$info=puzzldpr,
$Edit this entry at Arcade-History.com
$bio
Puzzle de Pon! R! (c) 1997 Taito.
Drop the target plate before time runs out to clear each stage. To finish game, clear 39 different stages...
Level 03 : GET Aries
Level 06 : GET Taurus
Level 09 : GET Gemini
Level 12 : GET Cancer
Level 15 : GET Leo
Level 18 : GET Virgo
Level 21 : GET Libra
Level 24 : GET Scorpio
Level 27 : GET Sagittarius
Level 30 : GET Capricorn
Level 33 : GET Aquarius
Level 36 : GET Pisces
Level 39 : Sun
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0235
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 1
= > [A] Ball firing
- TRIVIA -
Licensed to Visco.
This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.
- SERIES -
1. Puzzle de Pon! (1995)
2. Puzzle de Pon! R! (1997)
- STAFF -
Producer : Tetsuo Akiyama
Direction : Don Gabagyo
Assistance : Yaushisa Itoi
Programmers : Basser Teramachi, Gold Finger Iwasawa
Designers : Bear Kill The Kuro, E-Ayasu Speed King, Micoto. A. Bryant, Stealth The. Tajiman, Tamu
Sound music : Light Link Music, Kenichi Kamio
$end
$info=4in1boot,
$Edit this entry at Arcade-History.com
$bio
Puzzle King (c) 1999 K1soft / HANsystem.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=puzzlekg,
$Edit this entry at Arcade-History.com
$bio
Puzzle King - Dance & Puzzle (c) 1998 Eolith.
- TECHNICAL -
Eolith 32 bits hardware: Gradation 2D system
Main CPU : Hyperstone E1-32N @ 45 or 50 MHz
Sound:
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes.
- TDA1519A (Philips) Stereo Power AMP
Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz
Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM
Players : 2
Control : 8-way Joystick
Buttons : 2
- STAFF -
Main Producer : Jeon Tae Young
Head Director : Jeon Ju Young
Manager : Park Tae Young
Main Director : Lee Seon Ho
Graphic Chief : Park Jae Hyoung
Graphic Designer : Lee Seon Ho
Main Programmer : Kim Chan Suu
Sub Programmer : Choi Sang Il
Music Director : Han Seung
Hardware Chief : Shin Woo Kyun
Engineer : Lee Jung Hoon, Kim Han Byeol, Hong Yong Pyo, Hong Eun Ah
Motion Capture : Hwang Hyun Ho
Dance Director : Park Jung Min
Special Thanks : Choi Jong Ho, Lee Jeong Yn, Lee Sang Hyun, Park Woo Jun, Choi In Chul
$end
$info=puzlstar,
$Edit this entry at Arcade-History.com
$bio
Puzzle Star (c) 1999 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
$end
$info=pzlestar,
$Edit this entry at Arcade-History.com
$bio
Puzzle Star (c) 1991 Sang Ho Soft.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.58 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 544 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way Joystick
$end
$info=uopoko,uopokoj,
$Edit this entry at Arcade-History.com
$bio
Puzzle Uo Poko (c) 1998 Cave.
This puzzle game consists of 30 levels.
- TECHNICAL -
Game ID : CV02
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Z80 [Optional]
Sound Chips : YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
- TRIVIA -
Released in February 1998.
Licensed to Jaleco.
- UPDATES -
The Japanese version has an additional subtitle wich can be translated as "Lots of Fish".
- TIPS AND TRICKS -
When the Submarine appears, launch a bubble above, if you succeed, a laser will start destroying the touched bubbles.
- SERIES -
1. Uo Poko - Lots of Fish (1998)
2. Himitsu no Hana Poko
- STAFF -
Sound composer : Ryuichi Yabuki
$end
$info=joyjoy,
$Edit this entry at Arcade-History.com
$bio
Puzzled (c) 11/1990 SNK.
Two cute little kids need you to help rescue their villages. Their way is blocked by rows of blocks. Destroy the rows of blocks and help them reach the head God so their villages can be saved.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0021
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Turn block, [B] Use L-Ball
- TRIVIA -
This game is known in Japan as "Joy Joy Kid".
- SCORING -
Each row of blocks : 100 points
Finishing of each screen : 1,000 (1st set) to 10,000 (12th set)
- STAFF -
Producer : Eikichi Kawasaki
Planner : CHP Nakata
Programmer : Nishidon (as Nishido~N)
Designers : N-Chyuing Born, Komura, Burio Egresias, Sankoh Chokkyu, Shimachan -PU-
Sound : Jojoha Kitamura
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=puzzli,
$Edit this entry at Arcade-History.com
$bio
Puzzli (c) 1995 Metro / Banpresto.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 9.375 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1995.
- SERIES -
1. Puzzli (1995)
2. Puzzli 2 Super (2001)
- STAFF -
Planners : Pochi, Dharma (Original)
Graphic designers : Rayray, Araiguma, 551, Iso.Onna, Show, Ching Pan, Yukihisa
Sound : Efa, Famishin, Takesoft
Programmers : Match, May., Mitu (Assist)
$end
$info=puzzli2,
$Edit this entry at Arcade-History.com
$bio
Puzzli 2 Super (c) 2001 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Puzzli (1995)
2. Puzzli 2 Super (2001)
$end
$info=puzznic,puzznicj,puzznici,
$Edit this entry at Arcade-History.com
$bio
Puzznic (c) 1989 Taito.
- TECHNICAL -
Taito L System hardware
Prom Stickers : C20
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Famicom (1990)
Nintendo Game Boy
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
NEC PC-9801 (1990)
FM Towns PC (1990)
* Others :
Nokia N-Gage ("Taito Memories") : unreleased
$end
$info=pyramid,
$Edit this entry at Arcade-History.com
$bio
Pyramid (c) 1996 BFM / ELAM.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
Control : 8-way Joystick
Buttons : 3
$end
$info=pyros,
$Edit this entry at Arcade-History.com
$bio
Pyros (c) 1987 Toaplan.
Two youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitans.
- TECHNICAL -
Game ID : TP-009
Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.428571 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 56.00 Hz
Palette Colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito for US manufacture and distribution (Board Number : M6100286B, Prom Stickers : B25).
This game is known outside US as "Wardner" and in Japan as "Wardner no Mori".
Toaplan released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.
- STAFF -
Music composed by : Ree Ohta
$end
$info=ridleofp,
$Edit this entry at Arcade-History.com
$bio
Pythagoras no Nazo - Riddle of Pythagoras (c) 1986 Sega / Nasco.
- TECHNICAL -
Sega System E hardware
Main CPU : Z80 (@ 5.3693 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : dial
Buttons : 2
- STAFF -
Original story by : Teruo Ohhira
Produced by Exa Planning.
Producer : Mr. Large Coin
Game designers : Hiroshi Ohta, Tokuhiro Takemori
Development adviser : Kenji Nakajima
Character designers : Buta-Kun, Tomoko Sugoh, Tetsushi Nakamura, Keisuke Abe
System supervisor : Akimichi Oda
Sound composers : Jiroh Itaya, Victory Ozawa
Programmers : Mamoru Shiratani, Yuuki <3 Miku
$end
$info=qbert,qberta,qbertjp,myqbert,qberttst,
$Edit this entry at Arcade-History.com
$bio
Q*bert (c) 1982 Gottlieb.
The object of the Q*Bert game is to change the color of the top of the cubes to the designated color by hopping onto them. When all the cubes in the pyramid have been changed to the designated color, the screen will advance to the next Round, with Q*Bert starting back on the top cube. At the beginning of each Level, there will be a short demonstration cycle with the Q*Bert character hopping around four cubes to explain to the player the play action of each Level. Each Level consists of four Rounds.
The game play starts with the player-controlled Q*Bert character appearing at the top of the pyramid. The joystick will move Q*Bert from cube to cube by hopping in any of four diagonal directions. Q*Bert can move anywhere on the pyramid, but jumping off will kill him. Hopping on the rotating disk will take Q*Bert back to the top of the pyramid. In the first two Rounds Q*Bert will have to avoid touching the red and purple balls. These deadly objects drop randomly onto the second-from-the-top level and bounce downwards. The red balls will fall off the bottom but the purple ball will stop at the bottom and hatch into 'Coily', the snake which chases Q*Bert. To destroy the snake, lure him to the edge, then jump unto a disk. The disk will take Q*Bert back to the top and 'Coily' will fall off, awarding 500 points.
Starting at the 3rd Round, other characters come into play. The green characters or objects are safe to hop onto and will award points. All other objects are deadly to touch. In the third Round the red balls will stop falling, but two purple characters, 'Ugg' and 'Wrong-Way', will appear at the lower portion of the pyramid and travel sideways and upwards. They will not chase 'Q*Bert' but will move randomly to get in Q*Bert's way. In the third Round and every Round after, based on an internal timer, a green ball will appear and bounce down from the top of the pyramid. Hopping Q*Bert onto the green ball will award 100 points, and freeze all the characters on the screen for a few seconds, but 'Q*Bert' will still be able to move to complete the color changes.
During the 3rd Round of play, 2 green characters, 'Slick' and 'Sam', will appear, based on the internal timer. They will drop onto the second level from the top and hop randomly downwards. If they hop onto a cube that Q*Bert has already changed the color of, the cube will change to a different color, to thwart Q*Bert. Hopping Q*Bert onto 'Slick' or 'Sam' will stop them and award 300 points.
Throughout the remaining Rounds, all the characters and objects will appear in random combinations with increasing speed.
To add variety to the game, the disks will change positions every Round, and in the higher Levels the number of disks will change.
During Level 2, the play action will increase in difficulty from changing the cubes to one color, to changing the color of the cubes twice. This mean: that each cube would have to be hopped on twice to change the pyramid to the designated color, completing the Round.
Starting at Level 3 and for all remaining Rounds, and Levels, the play action will become more difficult. The object remains to change the cubes to the designated color, but if Q*Bert hops on any cube, that cube will change color. So even if the cube has been changed to the designated color, it will change again.
There are also Bonus points awarded at the end of each Round for successfully completing the Round. The Bonus for the completion of the First Round is 1,000 points. This Bonus will progressively increase each Round by 250 points to a maximum of 5,000 points at Level 5.
- TECHNICAL -
Game ID : GV-103
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players: 2
Control : 4-way joystick (diagonal)
- TRIVIA -
Released in October 1982.
Licensed to Konami for Japanese distribution (February 1983).
Inspired by artwork by M.C. Escher who was an artist that Jeff admired. Ron Waxman came up with the idea of Q*bert changing the color of the cubes. Q*bert's name originated by the combination of 'Cube' and 'Hubert', but the 'Cube-Bert' was changed to 'Q-bert' to make it more unique. The concept game was called 'Snots and Boogers' and then '@!#?@!' (which many of the programmers and Gottlieb VPs said would be impossible to get anyone to say) before the final version was called just 'Q*bert'. Slick and Sam were a play on the phrase 'spick and span' with Sam being named after co-worker Sam Russo. Rick Tighe came up with the idea of adding the pinball hardware which generated the very mechanical KA-CHUNK when Q*bert falls off the pyramid.
A Votrax SC-01 speech synthesis chip is used to generate the incoherent speech of Q*bert swearing, Slick and Sam (high pitch) and Wrong Way and Ugg (low pitch). The only true speech ever generated is 'Hello, I'm turned on' when the game is first powered up and 'Bye Bye' after entering your initials at the end of a game.
Approximately 30,000 units were produced by Gottlieb.
Several early cabinets were produced with @!#?@! on the marquee.
Bob Gerhardt holds the official records for this game in 'Marathon' setting with 33,273,520 points on 11/28/1983.
Tom Gault holds the official records for this game in 'Tournament' setting with 1,895,565 points.
A slightly different version known as 'Mello Yello' was programmed for promotion of the Mellow-Yellow softdrink, but it was never released to the market.
As well as being a huge commercial success as a game, Q*Bert also provided revenue from its many tie-in products. Toys, games, and other products bearing the hero’s likeness all sold well. There was even a Q*Bert cartoon; Saturday Su-percade was a CBS cartoon series which featured a number of different segments starring various video game characters. In addition to the characters from the game, the Q*Bert segment featured Q*Tee (Q*bert's girlfriend), Q*Bit (his little brother), and others.
Such was the character's popularity at this time that Gottlieb assigned pinball designer, John Trudeau ("Creature From the Black Lagoon", "Congo"), to devise a Q*Bert pinball. It was called "Q*Bert's Quest" and Trudeau created an innovative design pattern that should have sparked arcade goers to try it. Remarkably, the table was a commercial flop. Released in March 1983, a paltry 884 machines dribbled out of the plant and further convinced management that pinball was indeed experiencing desperate times.
A Q*Bert unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.
Parker Brothers released a boardgame based on this videogame (same name) in 1983 : Object of the game is to be one of the 'NOSER ELITE' by collecting more pegs than your opponent. One player takes on the role of the hero, Q*bert, who must make his way around the pyramid trying to get as many pegs as he can. A second player controls the 'nasty' characters out to thwart Q*Bert.
- SCORING -
Changing a cube to intermediate color : 15 points.
Changing a cube to destination color : 25 points.
Catching Slick/Sam : 300 points.
Killing the snake : 500 points bonus.
Completing a level : 750 points + 250 points x level number.
End of level bonus : 50 points per teleport disc remaining.
- TIPS AND TRICKS -
* Control Panel Instructions :
Goal : Change the tops of all cubes to a new color by hopping onto them.
Joystick moves 'Q*Bert' from cube to cube. Hopping onto a disk will take you back to the top.
All green objects are safe to hit. All other objects are deadly.
Destroy the snake by leading him to the edge, then jumping on a disk.
Stay on pyramid! Only jump off to use a disk.
* A big part of the game is waiting to see where creatures are going to jump. You need to make sure you always time a jump at the same time the creatures jump, so you can always have a clear path to a new square.
* Since the game only has 9 levels, if you can master level 9 then you should be able to play indefinitely since level 9 repeats once you reach it and the game doesn't get any harder.
- SERIES -
1. Q*bert (1982)
2. Q*bert's Qubes (1983)
3. Q*bert 3 (1993, Nintendo Super Famicom)
- STAFF -
Designed by : Jeff Lee
Programmed by : Warren Davis
Cabinet graphics by : Terry Doerzaph
Audio by : David Thiel
- PORTS -
* Consoles :
Sega SG-1000 (1982)
Colecovision (1983)
Mattel Intellivision (1983)
G7000 Videopac
Atari 2600 (1983)
Atari 5200 (1983)
Atari XEGS
Magnavox Odyssey 2 (1983, "Q*bert", Parker Brothers)
Nintendo Famicom (1989)
Nintendo Game Boy (1992) (Japanese release only).
Sony PlayStation (1999)
Nintendo Game Boy Color (2000)
Sega Dreamcast (2000)
Sony Playstation 3 (2007, "PlayStation Network")
* Computers :
Atari 800 (1983)
Commodore VIC-20 (1983)
Commodore C64 (1983)
Commodore C64 (198?, "Hexpert")
Tandy Color Computer (1983, "Cuber")
Tandy Color Computer (1983, "Cubix")
Sinclair ZX-Spectrum (1983, 'POGO' – Ocean)
Texas Instruments TI-99/4A (1984)
BBC B ("R*THER" 1984 - Acornsoft)
Memotech MTX 512 (1985, "Qogo")
Tandy Color Computer 3 (1987, "Pyramix")
Commodore Amiga (1992, 'Q.Bic' – CodeMasters)
PC [MS Windows, CD-ROM] (1999)
Apple Macintosh (2001)
* Others :
VFD handheld game (1983) released by Parker Brothers.
$end
$info=qbertqub,
$Edit this entry at Arcade-History.com
$bio
Q*bert's Qubes (c) 1983 Mylstar Electronics.
The object of Q*bert's Qubes is to jump around diamond formation of 25 cubes and rotate them so that one or more rows of cubes match the shown target cube (a tic-tac-toe) while avoiding the meltniks, the rat and the purple guys. Jumping on anything green is safe, catching the turtle slows down enemies for a short time and catching the freeze ball freezes enemies for a short time.
Each level has four rounds and a bonus round and there are 11 levels...
Level 1 : get 1 tic-tac-toe, cubes only have 2 colors
Level 2 : get 1 tic-tac-toe, cubes only have 3 colors
Level 3 : get 1 tic-tac-toe, cubes have 6 colors from this point on
Level 4 : get 2 tic-tac-toes
Level 5 : get 3 tic-tac-toes
Level 6 : get 1 tic-tac-toe, matched target cubes can be rotated
Level 7 : get 2 tic-tac-toes, matched target cubes can be rotated
Level 8 : get 3 tic-tac-toes, matched target cubes can be rotated
Level 9 : get 4 tic-tac-toes
Level 10 : get 3 tic-tac-toes, matched target cubes can be rotated
Level 11 : get 3 tic-tac-toes
After this levels 9-11 repeat indefinitely.
- TECHNICAL -
Game ID : GV-119
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players: 2
Control: 4-way joystick (diagonal)
- TRIVIA -
This game was the first to have used both Mylstar and Gottlieb (Gottlieb was renamed Mylstar not too soon after the game was released, Warren Davis also joked that Mylstar is Rat Slime spelled backwards) on two different versions of the marquee).
A Votrax SC-01 speech synthesis chip is used to generate the incoherent speech of Q*bert swearing, Shoobops (high pitch) and Wrong Way and Ugg (low pitch). The only true speech ever generated is 'Hello, I'm turned on' when the game is first powered up and 'Bye Bye' after entering your initials at the end of a game.
The Rubik's Cube craze of the time served as a source of inspiration for this game.
Jean Baudin holds the official records for this game in 'hard Difficulty' setting with 2,146,905 points on 09/27/2001.
- SCORING -
Land on cube : 5 points.
Match target cube : 100 points.
Catch freeze ball : 100 points.
Land on Shoobops : 100 points.
Land on turtle : 100 points.
Spin rat off cube : 5-500 points.
- SERIES -
1. Q*bert (1982)
2. Q*bert's Qubes (1983)
3. Q*bert 3 (1993, Nintendo Super Famicom)
- STAFF -
Programmed by : Neil Burnstein
Graphics by : Jeff Lee
Audio by : David Thiel
Cabinet graphics by : Terry Doerzaph
- PORTS -
* Consoles :
Atari 2600
Colecovision
* Computers :
MSX (1986)
$end
$info=qb3,
$Edit this entry at Arcade-History.com
$bio
QB-3 (c) 1982 Rock-ola.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) AY8910 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette Colors : 32768
Players : 1
Control : Double 8-way joysticks
Buttons : 4
- TRIVIA -
Allan Jackson holds the official records for this game in 'Factory' setting with 175,380 points.
$end
$info=qix,qixa,qixb,
$Edit this entry at Arcade-History.com
$bio
Qix (c) 1981 Taito.
The objective of Qix is to claim a certain proportion of the playing field as your own. At the start of each level, the playing field is just a large, empty rectangle, containing the Qix - a stick-like entity that performs peculiar, erratic motions within the confines of the rectangle. The player controls a small marker that can move around the edges of the rectangle. To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker traces out a closed shape, the area enclosed by the shape becomes solid and has been claimed. The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. Once the player has claimed an area, the marker can safely move along the border of that claimed area. To complete a level, the player must claim 75% or more of the rectangle's area.
- TECHNICAL -
Board Number : LKN00003
Prom Stickers : LK / QQ / QU / QX
Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 4-way joystick
Buttons : 2 (SLOW, FAST)
- TRIVIA -
Released in October 1981.
The author named the game 'QIX' (pronounced 'KICKS' and not 'QUIX') because his car registration/number plate at the time was : 'JUS4QIX'.
Qix is the first 'drawing game', a truly original game. Also the first totally Taito American game, Qix initially did big numbers, but quickly died when players discovered the machine was 'unbeatable'. Having a googolplex of possible combinations, there was no singular pattern to the game and players lost interest.
A Qix unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.
A Qix machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
There are a couple of ways you earn points in Qix. The first involves actually claiming areas.
There are 2 buttons, slow and fast. These buttons determine how fast your Marker goes. In essence, going slow increases the risk of losing your Marker so it is obviously worth more points. Here's how the points work out for making 'boxes':
1) Slow : It is a base 500 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 3% of the total area, then points scored would be 500 X 3 or 1500 points. This area fills in with brown.
2) Fast : It is a base 250 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 1% of the total area, then points scored would be 250 X 1 or 250 points. This area fills in with blue.
NOTE : The above points may not be exact since the game rounds off the percentages to whole numbers for display but calculates them using decimal percentages.
You also get bonus points for going above the 75% Threshold. Any percentage above the 75% Threshold is multiplied by 1000 to determine your bonus points.
During the split Qix screens, if you successfully split the Qix's into their own compartments, you will get a multiplier bonus that is applied to points scored when you are making boxes. For example, if you had a 250 points and the multiplier was 3X, you now have 750 points. This multiplier increments by one every time you successfully split the Qix's. Of course, when you do this, you don't get the bonus points (if you had any).
- TIPS AND TRICKS -
* When you start the game, your Marker will be at the bottom, middle of the playing screen. It is now up to you to start creating boxes. Keep in mind that you need to be constantly moving or the Sparx will take out your Marker. In addition, when you are moving your Marker around the perimeter, you can only move along the perimeter actually touching the Playing Field.
* First of all, you must be constantly aware of two things. First, you must know where the Qix is located at all times. It moves randomly and can go anywhere on the Playing Field that your boxes haven't blocked. Last, the Sparx are constantly moving around the perimeter of the Playing Field. This can set up a dangerous situation where one Sparx is coming at you from one way and another from the other to make your Marker a 'Sparx Sandwich'.
* Once you have assessed the danger, it is time to start making boxes. There are a few things to note when you are making boxes :
a) When you start to draw the line, the Sparx cannot travel along the new perimeter you are creating until it is filled in.
b) The Qix, though, is your primary concern. If it touches any part of a line before the box is filled in, you will lose your Marker.
c) The box must begin and end either at a filled box or on the side of the Playing Field. You cannot connect the line to itself. If you try to do this, you will go into what is called a 'Spiral Death Trap' and a Fuse will follow your line to your Marker and destroy it.
* After the fourth wave, the Qix will split in two. Now you have 2 Qix's bouncing around to deal with. You major goal is to actually 'split' the Qix's into their own areas. This means creating a series of boxes so that each Qix will be in its own compartment.
* For maximum points, you must do two things :
a) First, use the slow button as much as possible since this is where the points are.
b) Try to claim as much area in each box as possible. That percentage multiplied by the speed value can yield some big point values.
c) Constantly try to split the Qix's (if you can) to get that bonus multiplier even higher.
d) When you are close to the Threshold, find an area in the Playing Field that hasn't really been touched and try to make a big box. That way, you will go over the 75% Threshold and claim a bonus.
* As the waves progress, everything gets faster and the game will become less forgiving if you are less then committed to making a box.
* Also, listen for sounds in this game. The only real sound you need to be concerned with is what sounds like a fuse being lit. If you are making a box and you hear this sound, that means you are taking too long or you have unfortunately gotten yourself into a 'Spiral Death Trap'. In the case of delay, once you move the fuse will go out.
* To maximize points, draw narrow, tall boxes, like fingers, from the bottom. When the Qix goes down between two fingers, go across the top of the fingers at slow speed. This tactic permits percentages of up to 99%.
* It is possible create a 'slide-box' to avoid the sparks. Starting at a corner of a box, draw another box that connects only at that corner. When a spark approaches, the player can slide the diamond through the intersection, while the spark has to go around the perimeter. After the spark passes the intersection, the player can slide back across the intersection and be behind the spark.
- SERIES -
1. Qix (1981)
2. Qix II - Tournament (1982)
3. Super Qix (1987)
4. Twin Qix (1995)
- STAFF -
Designed and programmed by : Randy Pfeiffer, Sandy Pfeiffer
- PORTS -
* Consoles :
Atari 5200 (1982)
Atari XEGS
Nintendo Famicom (1990)
Nintendo Game Boy (1990)
Atari Lynx (1991)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
Acorn Electron (1983, "Stix" - Supersoft)
BBC B (1983, "Stix" - Supersoft)
Commodore C64 (1983, "Stix" - Supersoft)
Atari 800 (1983)
Tandy Color Computer (1984, "Qiks")
Tandy Color Computer (1984, "Quix")
Commodore Amiga (1989)
Commodore C64 (1989)
Apple II (1989)
PC [MS-DOS] (1989)
Apple IIGS (1990)
Oric (2004, "4kQix" - Stephane Geley)
PC [CD-ROM] (2006, "Taito Legends 2")
* Others :
Nokia N-Gage (2004, "Taito Memories")
Arcade Legends : Space Invaders TV Game (2004 - Radica Games)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=qix2,
$Edit this entry at Arcade-History.com
$bio
Qix II - Tournament (c) 1982 Taito.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete (@ 921.6 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 4-way joystick
Buttons : 2
- UPDATES -
Qix II is an enhancement version of the original "Qix" :
* It supports a different color scheme than the original.
* There is a bonus feature that awards a free game if 90 percent or more of the screen is enclosed.
- SERIES -
1. Qix (1981)
2. Qix II - Tournament (1982)
3. Super Qix (1987)
4. Twin Qix (1995)
- STAFF -
Designed and programmed by : Randy Pfeiffer, Sandy Pfeiffer
$end
$info=quaquiz2,
$Edit this entry at Arcade-History.com
$bio
Quadro Quiz II (c) 1985 Status Games.
- TECHNICAL -
Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 1
Buttons : 4
$end
$info=quantum,quantum1,quantump,
$Edit this entry at Arcade-History.com
$bio
Quantum (c) 12/1982 Atari.
The game itself has an interesting concept, similar to "Qix". You have to encircle various particles using a trackball controller.
- TECHNICAL -
Approximately 500 units were produced. The game came in the same cabinet as "Space Duel" and "Gravitar", but it was not a conversion kit. It had totally different art, and was only available in full dedicated cabinet form. Like all vector games, Quantum is very problematic, and monitor failures are very common.
Game ID : 136016
Main CPU : 68000 (@ 6.048 Mhz)
Sound Chips : (2x) POKEY (@ 600 Khz)
Screen orientation : Vertical
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : trackball
- TRIVIA -
Quantum was the first Atari game to allow a player to try the game without inserting a coin. During the attract mode, the game allowed the player to move the comet to try to capture a particle. During this mode, the messages 'TRY CAPTURING THIS ATOM' and 'MOVE THE TRACKBALL'.
Quantum was also the first game to allow player to 'draw' his name with the trackball when he gets the high score.
Quantum was designed by General Computer for Atari as part of a lawsuit settlement for a "Missile Command" speedup kit to which they affixed their copyright.
Three Quantum machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Quantum was released in very limited quantities. Atari employees have said that there were 500 or fewer games produced.
- SCORING -
Electron : 20 points.
Triphon : 100 points.
Splitter : 100 points.
Photon : 200 points.
Positron : 200 points.
Tryd : 300 points.
Nucleus : 300 points.
Pulsar : 400 points.
- TIPS AND TRICKS -
* Once you capture a particle (or anything), you should keep circling it. You can keep capturing it over and over until you get tired. For 4x the score, you can apply this trick to two particles at once. Obviously this trick is easier to do on the very early levels.
* White particles always move vertically, while colored particles always move diagonally. Knowing this may make capturing them easier.
* If the player earns the highest score, a special option allows them to sign their name using the trackball, as well as enter their initials into the high score table.
$end
$info=quarterb,quartrba,
$Edit this entry at Arcade-History.com
$bio
Quarterback (c) 07/1987 Leland.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : stick
Buttons : 1
- SERIES -
1. Quarterback (1987)
2. John Elway's Team Quarterback (1988)
3. All American Football (1989)
- STAFF -
Direction : John Rowe, Medo Moreno
Software : Phil Sorger, Bob Skinner, John Morgan, Steve Hostetler, Keith Gabryelski, Mike Enright
Graphics : Kevin Lydy
Sounds : David Cartt, Mike Marsh
Music : Sam Powell
Hardware : Eric Henderson, Dennis Sable, Dave Scott
Technical advisor : Patrick Curran
$end
$info=quartet,quartet1,quart21,quart2,
$Edit this entry at Arcade-History.com
$bio
Quartet (c) 04/1986 Sega.
A platform shoot-em-up hybrid from Sega for one to four players, selected from either Joe (yellow), Mary (red), Lee (blue) and Edgar (green). The action takes place over a number of sideways scrolling levels, the bulk of which consist of straightforward platform action. On some levels, however, there are jet packs for the players to collect, and the gameplay's emphasis switched to that of a standard, sideways scrolling shoot-em-up.
The object of the game is to destroy an army of robots that have taken over an Earth colony satelite station. Each level has a boss character that must be destroyed. Upon its death it releases a door key that must be used to exit the level. Weapon and character power-ups can be collected to aid players in their task.
Due to its potential for four-player shoot-em-up gameplay, Quartet's gameplay feels vaguely similar to (though by no means as accomplished as) Atari's 1985 classic, "Gauntlet".
- TECHNICAL -
Sega System 16A hardware
Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.2 - 28XA-108) on 25/02/1987.
- UPDATES -
Quartet 2 is not a sequel, it's an update :
* You can change characters on the fly during the game when you continue, while in the original Quartet, the characters were affixed to the specific color joystick areas.
* You can have just two players at the same time instead of four.
- STAFF -
Music composed by : Katsuhiro Hayashi (Funkey K.H)
From highscore table : (YAS), (IDA), (KEN), (MIY), (AGU), (CHI), (OOO), (TOM), (KAW), Reiko Kodama (REI), (KAW), (TOH), Katsuhiro Hayashi (HAY), (HON), (UCH), (JOE), (LEE), (EDG), (MAR)
- PORTS -
* Consoles :
Sega Master System (1987)
Sony PlayStation 2 (2005, "Sega AGES 2500 Series Vol. 21 SDI & Quartett ~SEGA System 16 Collection Vol.1~")
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)
* Others :
Mobile phones (2002)
$end
$info=quarth,
$Edit this entry at Arcade-History.com
$bio
Quarth (c) 10/1989 Konami.
A puzzle game.
- TECHNICAL -
Game ID : GX063
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Block Hole".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.
- PORTS -
* Consoles :
Nintendo Famicom
Nintendo Game Boy (1990)
Sony Playstation 2 (2006 ,"Oretachi Game Center - Quarth")
* Computers :
Sharp X68000 (1990)
MSX2
$end
$info=quasar,quasara,
$Edit this entry at Arcade-History.com
$bio
Quasar (c) 1980 Zaccaria.
- TECHNICAL -
Main CPU : S2650 (@ 3.5795 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 240 x 223 pixels
Screen refresh : 50.00 Hz
Palette Colors : 1024
Players : 2
Control : 2-way joystick
Buttons : 4
- TRIVIA -
Quasar is the first original game created by Zaccaria.
Zaccaria went bankrupt in 1988. The three brothers Marino, Franco and Natale Zaccaria (hence the symbol of the manufacturer, three Z with the initial of the name of the brothers on each Z) went in San Marino republic and founded Tecnoplay, a distributor of Sega arcade games in Italy among others.
$end
$info=quester,
$Edit this entry at Arcade-History.com
$bio
Quester (c) 09/1987 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : QS
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : Dial
Buttons : 1
- TRIVIA -
Quester represents the Namco response to Taito's "Arkanoid".
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.4 - VDR-5282) on 08/03/1989.
- STAFF -
Game designer : Shinji Noguchi
Field designers : Toru Iwatani, Shinji Noguchi, Yukihiko Yagi
Graphic designers : Nobutaka Nakajima, Shinji Noguchi, Yukari Miyagi, Satoshi Norimatsu, Michiyo Yamashita
Title logo designer : Akira Usukura
Music composer : Shinji Hosoe
Game sequence : Kosei Matsuura
Device driver : Atsushi Yuhara
Sound driver : Junko Ozawa, Takatoshi Kobayashi
Hardware test : Hideto Yamazaki
PCB & chip designers : Toru Ogawa, Makoto Inoue, Tsutomu Fujita, Takao Okada, Kazukiyo Shinozaki
Control panel : Akira Ohsugi, Hiroyuki Kobayashi
Produced by : Toru Iwatani
$end
$info=quickjac,
$Edit this entry at Arcade-History.com
$bio
Quick Jack (c) 1993 ADP.
- TECHNICAL -
Main CPU : 68000
Sound Chips : AY8910
Palette colors : 256
$end
$info=quintoon,qntoondo,qntoond,quintono,
$Edit this entry at Arcade-History.com
$bio
Quintoon (c) 1993 B.F.M.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
Buttons : 5
$end
$info=quiz,quiz211,
$Edit this entry at Arcade-History.com
$bio
Quiz (c) 1991 Elettronolo.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 6
$end
$info=qad,qadj,
$Edit this entry at Arcade-History.com
$bio
Quiz & Dragons - Capcom Quiz Game (c) 07/1992 Capcom.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Buttons : 4
- TRIVIA -
Quiz & Dragons was released in Japan two years later (09/1994, see 'Updates' section for more information).
- UPDATES -
The Japanese version hosts some major changes and improvements :
* Now you can roll the dice by yourself - No automatic roll.
* Characters start with only 3 points of life.
* Characters gain experience points and level up,increasing their maximum life points and gaining items.
* A Name Entry screen before you begin.
* You can now choose to use or keep the items for later quiz battles.
* Graphics and design changed to have the more Capcom-fighter hand-drawn look.
* Different music.
* Different Capcom logo screen.
* Story changes.
* Much more animation added.
* Monster placement on the playfields is different.
* The questions are more Anime,Manga and Game-oriented.
The US version has a "Winners Don't Use Drugs" screen.
- STAFF -
Music compose: Isao Abe (Oyaji)
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=inufuku,
$Edit this entry at Arcade-History.com
$bio
Quiz & Variety Sukusuku Inufuku (c) 1998 Video System.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 319 x 223 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz & Variety Quickly Inufuku'.
$end
$info=quizmoon,
$Edit this entry at Arcade-History.com
$bio
Quiz Bishoujo Senshi Sailor Moon - Chiryoku Tairyoku Toki no Un (c) 1997 Banpresto.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Pretty Soldier Sailor Moon - Wisdom, Physical Strength, Time of Fortune'.
$end
$info=quizchq,quizchql,
$Edit this entry at Arcade-History.com
$bio
Quiz Channel Question (c) 1993 Nakanihon.
- TECHNICAL -
Game ID : '73'
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
- TRIVIA -
The version 1.23 is licensed to Laxan for manufacture.
The clock on this game is not Y2K compatible. It displays 1906 instead of 2006!
$end
$info=qzchikyu,
$Edit this entry at Arcade-History.com
$bio
Quiz Chikyu Bouei Gun (c) 02/1992 Taito.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : D19
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 5
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Earth Defense Force'.
- STAFF -
Sound composer : Yoshiro Horie
$end
$info=qcrayon,
$Edit this entry at Arcade-History.com
$bio
Quiz Crayon Shin-chan (c) 1993 Taito.
A Japanese quiz game from Taito.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : D55
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 5
- TRIVIA -
Released in August 1993.
- SERIES -
1. Quiz Crayon Shin-chan (1993)
2. Crayon Shin-chan - Ora To Asobo (1993)
- STAFF -
Sound composers : Shizuo Aizawa (Splatter A), Blastman.F, Yasuko Yamada (Zuntata)
$end
$info=quizdais,
$Edit this entry at Arcade-History.com
$bio
Quiz Daisousa Sen - The Last Count Down (c) 07/1991 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0023
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Great Investigation Track'.
- SERIES -
1. Quiz Daisousa Sen - The Last Count Down (1991)
2. Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (1992)
$end
$info=hotdebut,
$Edit this entry at Arcade-History.com
$bio
Quiz de Idol! Hot Debut (c) 2000 Psikyo / Moss.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4098
Players : 4
Buttons : 4
- TIPS AND TRICKS -
* Maintenance Code :
9-2-3-0-1 Maintenance Mode
$end
$info=quizdna,
$Edit this entry at Arcade-History.com
$bio
Quiz DNA no Hanran (c) 1992 Face.
A Japanese quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 15.625 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Revolt of DNA'.
$end
$info=qdrmfgp,
$Edit this entry at Arcade-History.com
$bio
Quiz Do Re Mi Fa Grand Prix (c) 1994 Konami.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Buttons : 5
- SERIES -
1. Quiz Do Re Mi Fa Grand Prix (1994)
2. Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (1995)
$end
$info=qdrmfgp2,
$Edit this entry at Arcade-History.com
$bio
Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (c) 1995 Konami.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Buttons : 5
- SERIES -
1. Quiz Do Re Mi Fa Grand Prix (1994)
2. Quiz Do Re Mi Fa Grand Prix2 - Shin-Kyoku Nyuukadayo (1995)
$end
$info=quizf1,
$Edit this entry at Arcade-History.com
$bio
Quiz F-1 1,2 finish (c) 1992 Irem.
- TECHNICAL -
Irem M-97 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- STAFF -
Sound composer : Hiyamuta (Hiya)
$end
$info=gakupara,
$Edit this entry at Arcade-History.com
$bio
Quiz Gakuen Paradise (c) 1991 NMK.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 15.625 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Academy Paradise'.
- SERIES -
1) Quiz Gakuen Paradise (1991)
2) Quiz Gekiretsu Scramble - Gakuen Paradise 2 (1992)
$end
$info=qgakumon,
$Edit this entry at Arcade-History.com
$bio
Quiz Gakumon no Susume (c) 1993 Konami.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Buttons : 5
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Get That Scholarship'.
$end
$info=gekiretu,
$Edit this entry at Arcade-History.com
$bio
Quiz Gekiretsu Scramble - Gakuen Paradise 2 (c) 1992 Face.
A Japanese quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 15.625 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Violent Scramble - Paradise Academy 2'.
The 2 main characters are named 'Geki' and 'Retsu' -- hence the title.
- SERIES -
1) Quiz Gakuen Paradise (1991)
2) Quiz Gekiretsu Scramble - Gakuen Paradise 2 (1992)
$end
$info=qgh,
$Edit this entry at Arcade-History.com
$bio
Quiz Ghost Hunter - The Quiz Adventure (c) 1994 Sega.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=quizhq,
$Edit this entry at Arcade-History.com
$bio
Quiz H.Q. (c) 07/1990 Taito.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C53
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 5
- TRIVIA -
The game is loosely based on the Chase HQ series.
- STAFF -
Producers : Fumio Horiuch, Kougi Ohmae
Programmers : Vanarna, Shirou Yoshidan, Shinichirou Endoh, Kentrou Ueno, Ayako Yoshida
Sound : Kazuko Umino, Kayo Kawamoto, Hiroshige Tonomura
Hard : Yasuhiro Shibuya
Designer : Kumi Mizobe
$end
$info=qjinsei,
$Edit this entry at Arcade-History.com
$bio
Quiz Jinsei Gekijoh (c) 03/1993 Taito.
- TECHNICAL -
Taito F2 System hardware
Game ID : D48
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 5
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Human Life Theatre'.
- STAFF -
Sound composer : Yasuko Yamada
Voices : Kazuko Umino (karu), Norihiro Furukawa (Nakayama-Joutouhei), Shuichiro Nakazawa (SHU), Naoto Yagishita (YAG), Shiina Funakura
$end
$info=quizkof,
$Edit this entry at Arcade-History.com
$bio
Quiz King of Fighters (c) 02/1995 Saurus.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0080
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Based on the Neo-Geo fighting game series. The six playable characters are split two each from SNK's three fighting franchises (at the time). They are :
"Art of Fighting" : Ryo Sakazaki and Robert Garcia
"Fatal Fury - King of Fighters" : Terry Bogard and Mai Shiranui
"Samurai Shodown" : Haohmaru and Nakoruru
Of these six, Mai is the only one not to appear in the first game of their respective series (Mai debuted in "Fatal Fury 2"). Other characters from these three series appear as the people asking the questions or otherwise standing in the way. The exception is Yuri Sakazaki, of course, as the entire premise of this game is the six of them having to save her.
- STAFF -
Producer : Nobuyuki Tanaka
Planner : K. Ishimotti
Programmers : Yuki, Donpa!, Koji, Jo., Mink.M
Designers : Miyoshi Masato, 12341234, Kohtaroh Papa, SK, Miyoshi Sachiko, K. Tsugita, Kiyoshi Matsueda, Tawake Suzume, Miwako Kojima, Kaori Ito, Kurara Kiri, Y. Hara, Yuri Tachikawa, Azuma
Sound : Sin Chan, Kaz Oshikiri, H.N., Hiro Takezo
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=qzkklogy,
$Edit this entry at Arcade-History.com
$bio
Quiz Kokology (c) 1992 Tecmo.
A Japanese quiz game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Buttons : 5
- SERIES -
1. Quiz Kokology (1992)
2. Quiz Kokology 2 (1993)
$end
$info=qzkklgy2,
$Edit this entry at Arcade-History.com
$bio
Quiz Kokology 2 - Quiz & Shinri Game (c) 1993 Tecmo.
A Japanese quiz game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Kokology 2 - Quiz and Trial Game'.
'Kokology' is a word that basically means 'self-discovery'. It comes from the Japanese word 'kokoro' which is 'spirit' and the Greek 'logia' meaning 'study of'.
- SERIES -
1. Quiz Kokology (1992)
2. Quiz Kokology 2 (1993)
$end
$info=quizdai2,
$Edit this entry at Arcade-History.com
$bio
Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (c) 03/1992 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0042
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Main Detective Work Neo & Geo - Quiz Great Investigation Track Part 2'.
- SERIES -
1. Quiz Daisousa Sen - The Last Count Down (1991)
2. Quiz Meintantei Neo & Geo - Quiz Daisousa Sen Part 2 (1992)
$end
$info=quizmeku,
$Edit this entry at Arcade-History.com
$bio
Quiz Mekurumeku Story (c) 1994 Sega.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Dazzling Story'.
$end
$info=qndream,
$Edit this entry at Arcade-History.com
$bio
Quiz Nanairo Dreams - Nijiirochou no Kiseki (c) 1996 Capcom.
A quiz game where your goal is to befriend a number of female and obtain the crystals which are used to defeat the Devil King.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 19
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette Colors : 4096
Players : 2
Buttons : 4
- TRIVIA -
Released in August 1996.
The title of this game translates from Japanese as 'Quiz Seven Color Dreams - Miracle of Rainbow Color Village'.
One of Quiz Nanairo Dreams' very pretty girls (Saki) appears as an assist character in "Marvel vs. Capcom - Clash of Super Heroes".
Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997.
- STAFF -
Staff : Kadontz, Isao Abe, Setsuo Yamamoto, Masato Koda, Hiroaki Kondo (X68K), Moe-T, Saru, Hiro, Umazono
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sega Saturn (1997)
$end
$info=quizo,
$Edit this entry at Arcade-History.com
$bio
Quiz Olympic (c) 1985 Seoul Coin.
A Korean quiz game based on the Olympic Games.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY-3-8910A (@ 1.342329 Mhz)
Players : 1
Buttons : 3
- TRIVIA -
This game was probably made to coincide with the 1988 Olympic Games which was held in Seoul, South Korea.
$end
$info=quizpani,
$Edit this entry at Arcade-History.com
$bio
Quiz Panicuru Fantasy (c) 1993 NMK.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Buttons : 4
$end
$info=qzquest,
$Edit this entry at Arcade-History.com
$bio
Quiz Quest - Hime to Yuusha no Monogatari (c) 07/1991 Taito.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C92
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 5
- TRIVIA -
The subtitle of this game translates from Japanese as 'Story of the Princess and the Hero'.
- STAFF -
Sound composer : Kazuyuki Oonui
$end
$info=qrouka,
$Edit this entry at Arcade-History.com
$bio
Quiz Rouka ni Tattenasai (c) 1994 Sega.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Please Stand in the Corridor'.
$end
$info=qsangoku,
$Edit this entry at Arcade-History.com
$bio
Quiz Sangokushi - Chiryaku no Hasha (c) 1991 Capcom.
A samurai quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Buttons : 4
- TRIVIA -
Released in July 1991.
The title of this game translates from Japanese as 'Annals of the Three Kingdoms Quiz - Champion of Ingenuity'.
This quiz is based on the Three Kingdoms saga.
$end
$info=qzshowby,
$Edit this entry at Arcade-History.com
$bio
Quiz Sekai wa SHOW by Shobai (c) 1993 Taito.
- TECHNICAL -
Taito B System hardware
Prom Stickers : D72
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 4
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz The World Show By Shobai'.
$end
$info=qsww,
$Edit this entry at Arcade-History.com
$bio
Quiz Syukudai wo Wasuremashita (c) 1991 Sega.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Forgot the Homework'.
$end
$info=qtheater,
$Edit this entry at Arcade-History.com
$bio
Quiz Theater - 3tsu no Monogatari (c) 11/1994 Taito.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D95
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette Colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The subtitle of this game translates from Japanese as 'Story of Three'.
$end
$info=qtono1,
$Edit this entry at Arcade-History.com
$bio
Quiz Tonosama no Yabou (c) 1991 Capcom.
A war-based quiz game.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Buttons : 4
- TRIVIA -
Released in January 1991.
The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord'.
- SERIES -
1. Quiz Tonosama no Yabou (1991)
2. Quiz Tonosama no Yabou 2 - Zenkoku-ban (1995)
- STAFF -
Character : M. Okazaki, Kitasan, Marilyn Higuchi
Programmer : H.M.D., Kazuhito Nakai
Music : Chacha, Gips.Papa
Planner : T. Iizima, C. Kanemitsu
Producer : Kihaji
- PORTS -
* Consoles :
Sega Mega-CD (1992,"Capcom no Quiz - Tonosama no Yabou")
* Computers :
NEC PC9801
$end
$info=qtono2,
$Edit this entry at Arcade-History.com
$bio
Quiz Tonosama no Yabou 2 - Zenkoku-ban (c) 1995 Capcom.
A feudal Japanese quiz game from Capcom.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Buttons : 4
- TRIVIA -
Released in January 1995.
The title of this game translates from Japanese as 'Quiz Ambition of Feudal Lord 2 - Nationwide Edition'.
- SERIES -
1. Quiz Tonosama no Yabou (1991)
2. Quiz Tonosama no Yabou 2 - Zenkoku-ban (1995)
- STAFF -
Staff : Tori, Motsu, Katsuo, Kaddon, You!, Yumkio.N, RK, Takayuki Iwai (Anarchy Takapon), Satomi, Syun Nishigaki (SYUN), Ryoji
$end
$info=qtorimon,
$Edit this entry at Arcade-History.com
$bio
Quiz Torimonochou (c) 02/1990 Taito.
- TECHNICAL -
Taito F2 System hardware
Game ID : F2-System No. 04
Prom Stickers : C41
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Quiz Arrest Notebook'.
Note : The large kanji pronounced as 'quiz' actually means 'suffering stomach head'.
- STAFF -
Sound composer : Masahiko Takagi, Yasuhisa Watanabe
$end
$info=qmhayaku,
$Edit this entry at Arcade-History.com
$bio
Quiz-Mahjong Hayaku Yatteyo! (c) 05/1991 Nichibutsu.
A combination of mahjong and Japanese quiz with the trademark Nichibutsu gals.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.9 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Quiz-Mahjong Do it Quickly!'.
- STAFF -
Planner : Hiroshi Ikegami
Programmer : Moriaki Hotigai
Composer : Kenji Yoshida
Graphic designers : Hiroyuki Wada, Kenzo Kanzaki, Hiroshi Sakai, Kenichi Sakamoto
$end
$info=quizmstr,
$Edit this entry at Arcade-History.com
$bio
Quizmaster (c) 1985 Coinmaster.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 368 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 6
$end
$info=quizvadr,
$Edit this entry at Arcade-History.com
$bio
Quizvaders (c) 1991 B.F.M. [Bell-Fruit Mfg. Co., Ltd.].
$end
$info=qwak,
$Edit this entry at Arcade-History.com
$bio
Qwak (c) 1982 Atari.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This prototype was never released. Qwak was a '15-puzzle' game with cute animations and it shares with MM2 the distinction of using 'Motion Objects' for text. Designers were unsure whether it was originally designed for a touch-screen or not. It could have been a joystick game that happened to be in development when they were interested in evaluating touch-screen technology. They felt that the touch-screen would make a more intuitive interface, but were apparently wrong. The most common comment at the focus-group was 'could you put a joystick or buttons on it. It would be easier'...
This game runs on the Atari 6502 Color Raster hardware.
- STAFF -
Designed and programmed by : Mark Cerny
$end
$info=rshark,
$Edit this entry at Arcade-History.com
$bio
R-Shark (c) 1995 Dooyong.
A space-themed vertically scrolling shoot'em up that is very similar to, and no better than, the myriad of similar shoot' em ups that were around at the time. Despite its name, R-Shark has nothing whatsoever in common with Irem's superb "R-type" series.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game was released only in Korea.
$end
$info=rtype,rtypeu,rtypepj,rtypej,
$Edit this entry at Arcade-History.com
$bio
R-Type (c) 1987 Irem.
A legendary game that revolutionized the genre and completely changed the way players viewed the humble shoot'em up. R-Type is an incredibly difficult game but, due to the superb graphics, breath-taking level design and never-before-seen gameplay, the game was a huge success, and is still regarded as being the finest of its genre.
R-type's real stroke of genius was in the innovative weapon system the game introduced. The first is the beam weapon : when the player presses and holds the fire button, a beam 'power meter' starts to charge up, once the meter was full, releasing the fire button unleashed a very powerful 'plasma burst', capable of destroying most of R-type's enemy ships. The trade-off was that charging the weapon took up valuable seconds, giving the Bydo ships time to attack.
The second and perhaps most significant innovation was R-type's now-legendary 'Force Pod'. This takes the form of an invincible, detachable laser-firing pod that can be attached to either the front or rear of the player's ship, or can be detached completely and sent forth into the enemy ships. The pod laser was a stroke of true genius and, coupled with the superb level design, gave the world its first 'strategic' shoot'em up.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in July 1987.
Licensed to Nintendo for US manufacture and distribution.
R-Type is one of the most famous of all scrolling shooters. Its impressive graphics, detailed animation, inventive features and simple yet surprisingly involved gameplay made it a huge success for Irem.
The first boss, as well as some of the stages, seem inspired by the artistic works of H. R. Giger (of 'Aliens' fame). He makes a brief cameo in the TV sets in "Undercover Cops".
Alfa Records released a limited-edition soundtrack album for this game (R-Type : Irem Game Music - 28XA-199) on 25/01/1988.
- UPDATES -
At the title screen, the prototype version says 'Play and enjoy the game' instead of 'Blast off and strike the evil Bydo empire!', as it does in the final version.
- SERIES -
1. R-Type (1987)
2. R-Type II (1989)
3. R-Type Leo (1992)
4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom)
5. R-Type Delta (1999, Sony PlayStation)
6. R-Type Final (2004, Sony PlayStation 2)
7. R-Type Tactics (2007, Sony PSP)
- PORTS -
* Consoles :
NEC PC-Engine (1988)
Sega Master System (1988)
NEC PC-Engine Super CD-ROM2 (1991, "R-Type Complete CD")
Nintendo Game Boy (1991)
Nintendo Game Boy Color ("R-type DX")
Sony PlayStation (1998, "R-Types")
Nintendo Wii (2006, "Virtual Console" - TurboGrafx-16 version)
* Computers :
Sinclair ZX Spectrum (1988) : a mastering error on this port meant that level 8 didn't appear on the tape - level 7 was recorded twice, followed by level 9, meaning that players who completed the first 7 levels could get no further.
Commodore C64 (1988)
Amstrad CPC (1988)
Commodore Amiga (1988)
MSX (1988)
Atari ST (1988)
Sharp X68000 (1989)
$end
$info=rtype2,rtype2j,
$Edit this entry at Arcade-History.com
$bio
R-Type II (c) 1989 Irem.
The inevitable sequel to the hugely-successful original finds the evil Bydo Empire once again intent on the destruction of all mankind. The infamous Beam Weapon and Pod Laser make a welcome return, as do the beautifully rendered, organic-looking levels. R-type II doesn't do anything that the original didn't do, but the sequel is every bit as good as its illustrious predecessor, with the same tight gameplay and imaginative level design that made R-type such a classic - although R-Type II is, if anything, more difficult than its already-unforgiving prequel.
- TECHNICAL -
Irem M-82 system hardware (Japanese version has M-84 written on the board).
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in December 1989.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (R-Type II : G.S.M. Irem 2 - PCCB-00017) on 21/01/1990.
- SERIES -
1. R-Type (1987)
2. R-Type II (1989)
3. R-Type Leo (1992)
4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom)
5. R-Type Delta (1999, Sony PlayStation)
6. R-Type Final (2004, Sony PlayStation 2)
7. R-Type Tactics (2007, Sony PSP)
- PORTS -
* Consoles :
Nintendo Super Famicom (1991, "Super R-Type") : Has much better (upgraded) sound and graphics and some level design changes.
Nintendo Game Boy (1992)
Sony PlayStation (1998, "R-Types")
Nintendo Game Boy Color (1999, "R-type DX")
* Computers :
Commodore Amiga (1989)
Atari ST (1989)
$end
$info=rtypeleo,rtypelej,
$Edit this entry at Arcade-History.com
$bio
R-Type Leo (c) 12/1992 Irem.
The third and final arcade release of this classic series (which would foster three further console-only sequels, see 'Series' for details) sees the Bydo Empire waging a full scale assault against other planets.
R-Type Leo possesses many of the elements that made the first two games in the series such classics, but the feel and gameplay is very different. Both the beam laser and the pod make a return, but play a different role in this game. The pod in particular now acts more like a mini 'smart bomb', in that it only detaches from the player's ship for a few seconds, and automatically homes in on enemies. The level design is also far more open than that of its predecessors, and far more forgiving.
R-Type Leo is a game that firmly divides opinions of fans of the series. Some considered it to be a blasphemy to the R-Type name, arguing that in making a game far more 'traditional', both in feel and level design, R-type Leo actually represented a step backwards from what the innovative original achieved. Less patient players undoubtedly prefer Leo's open levels and forgiving gameplay. Something that all can agree on, however, is how stunningly beautiful the game is. The detail and use of colour on both the backgrounds and enemy ships is incredible and is one of the finest examples of two-dimensional artwork the arcade has ever seen.
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
R-Type Leo was developed by Irem's internal group, 'Nanao' (authors of the famous "Meikyuu Jima"); the original authors of R-Type's series moved to 'Aicom' (bought by SNK) and went on to develop another superb shoot-em-up, "Pulstar"; released in 1995.
- SERIES -
1. R-Type (1987)
2. R-Type II (1989)
3. R-Type Leo (1992)
4. R-Type III - The 3rd Lightning (1994, Nintendo Super Famicom)
5. R-Type Delta (1999, Sony PlayStation)
6. R-Type Final (2004, Sony PlayStation 2)
7. R-Type Tactics (2007, Sony PSP)
- STAFF -
Game planners : Hirogon, Akikaze
Programmers : Denden, Yuki, Drunker, Shaka
Graphics designers : Sakotan, U.W.F., Maccoy, Kimi, Hidarin, Kakapo, Yassy
Sound : Hiroshi, Aiai
$end
$info=pc_rcpam,
$Edit this entry at Arcade-History.com
$bio
R.C. Pro-Am (c) 1987 Rare.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : PM
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. R.C. Pro-Am (1987)
2. Super R.C. Pro-Am (1991, Nintendo Game Boy)
3. R.C. Pro-Am II (1992, Nintendo NES)
- PORTS -
Sega Megadrive (1992, "Championship Pro-Am")
$end
$info=r2dtank,
$Edit this entry at Arcade-History.com
$bio
R2D Tank (c) 1980 Sigma Enterprises.
- TECHNICAL -
Main CPU : M6809 (@ 3 Mhz)
Sound CPU : M6802 (@ 750 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : 8-way joystick
Buttons : 1
- PORTS -
* Consoles :
Emerson Arcadia (1982)
$end
$info=rabbit,
$Edit this entry at Arcade-History.com
$bio
Rabbit (c) 1997 Electronic Arts.
- TECHNICAL -
Main CPU : 68EC020 (@ 24 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 4
- STAFF -
Executive Producer : Yasuhiko Sameshima
Producer : Futoshi Tamura
Planner : Toyozumi Sakai, Susumu Nakamoto, Masataka Yanagi, Hiroki Nishigaki, Kohji Akagi
Programmer : Hitoshi Motoda, Toshinori Majima
Graphic Designer : Kiyoko Takeda, Kenji Matsui, Shinji Nohara, Makiko Yoshida, Yukiya Matsuura, Takafumi Honjho, Kuramoto, Matsumoto, Nasu
Sound Designer : Atsuyoshi Isemura, Fujita, Fujita
Voice Actor : Mayumi Yanagisawa, Mitsuaki Madono, Miyuki Ono, Eiji Sekiguchi, Mitsuaki Hoshino, Osamu Sonoe, Kohya Watanabe, Takako Hongan, Rokuroh Naya
- PORTS -
* Consoles :
Sega Saturn
$end
$info=rpunch,
$Edit this entry at Arcade-History.com
$bio
Rabbit Punch (c) 1987 V-System.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 216 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Bally / Midway / Sente for US distribution.
This game is known in Japan as "Rabio Lepus".
The main character appears as a secret character in "Aero Fighters 3".
- UPDATES -
Cut scenes from the original Rabio Lepus were eliminated in Rabbit Punch. These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending.
Also, in Rabbit Punch you can't buy in during the final 4 levels and when you use a continue, even if you were in stage 12, you have to start all the way back at the start of stage 9. In Rabio Lepus you can continue at any time, even on stage 12 without being sent back to stage 9. This makes the US version much more difficult and nearly impossible to finish compared to the Japanese version.
- SERIES -
1. Rabio Punch (1987)
2. Rabio Lepus Special (1990, NEC PC Engine)
- STAFF -
Main programmer : T. Honda
Sound, music : K. Okuda, E. Murakami, Y. Ishida
Designer : Shin Nakamura
$end
$info=rabiolep,
$Edit this entry at Arcade-History.com
$bio
Rabio Lepus (c) 1987 V-System.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 216 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Rabbit Punch".
The main character appears as a secret character in "Aero Fighters 3".
- UPDATES -
Cut scenes from the original Rabio Lepus were eliminated in "Rabbit Punch". These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending.
- SERIES -
1. Rabio Lepus (1987)
2. Rabio Lepus Special (1990, NEC PC Engine)
- STAFF -
Main programmer : T. Honda
Sound, music : K. Okuda, E. Murakami, Y. Ishida
Designer : Shin Nakamura
- PORTS -
* Consoles :
Sony PlayStation 2 (2006 ,"Oretachi Game Center - Rabio Lepus")
$end
$info=raccoon,
$Edit this entry at Arcade-History.com
$bio
Raccoon World (c) 1998 Eolith.
- TECHNICAL -
Eolith 32 bits hardware: Gradation 2D system
Main CPU : Hyperstone E1-32N @ 45 or 50 MHz
Sound:
- CPU : 80c301/AT89c52
- General MIDI Chipset QDSP 1000 MIDI Player (80c32 CPU)
- MIDI 16th Channel(32 Poly) using as Effect EPROM : 512Kbytes
- MIDI Background Music EPROM : 512Kbytes.
- TDA1519A (Philips) Stereo Power AMP
Video :
- Resolution : 320x340 or 512x384
- Color : 16 bit True Color/Dot
- Screen orientation : Horizontal
- Video resolution : 320 x 240 pixels
- Screen refresh : 60.00 Hz
Memory:
- 256KByte x2 VRAM
- 512Kbyte/1Mega main RAM
Players : 2
Control : 8-way Joystick
Buttons : 2
- STAFF -
President : Jeon Tae Young
Had Director : Jeon Ju Young
Scenario Director : Park Byoung Kyu
Main Graphic : Park Byoung Kyu
Graphic : Park Jae Young, Son Ji Young, Lee Gi Sook
Program : Jang Yun Ki
Music Sound : Kang Woo Jin
Hardware : Shin Woo Kugn, Lee Jung Hoon, Kim Han Byul, Hong Eun A, Hong Yong Pyo
$end
$info=racedriv,racedrv4,racedrv3,racedrv2,racedrv1,racedrvg,racedrg4,racedrg1,racedrvb,racedrb4,racedrb1,
$Edit this entry at Arcade-History.com
$bio
Race Drivin' [Cockpit model] (c) 1990 Atari Games.
Race Drivin' includes all of the innovative game features that made "Hard Drivin'" the industry's first true driving simulation game, plus many more new features :
Improved Handling - Faster microprocessor and more efficient software code provides a now imperceptible lag time between control input and screen graphic response. Race Drivin' feels even more like a real car!
New Tracks - The Super Stunt track will challenge even the best Hard Drivin' stunt racers. New tests of skill include a corkscrew loop, a jump loop, and a full pipe.
The autocross track with a built-in pace car provides feedback to hone competitive driving skills. The vector-drawn pace car is actually a recorded view of the player's best lap.
Buddy Race - 2-player sequential race in which the computer records the performance of player one, and player 2 races head-to-head against the first player and the clock.
Linked Race - Install a simple cable between two simulator cabinets, adjust game options, and the buddy race becomes a true head-to-head competition.
Select a Car - Players can select from several different sports cars to suit the race track chosen. The Race Drivin' cars are modeled after the performance features of several well-known sports cars. Each car has its own handling characteristics of off-the-line quickness, top speed, and cornering.
- TECHNICAL -
Game ID : 136077
Main CPU : 68010, TMS34010, ADSP2100, DSP32C
Sound CPU : 68000, TMS32010
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 500 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : Steering wheel with gearshift
Pedals : Accelerator, Brake
There also was a Race Drivin Panorama version that utilized 3 to 5 Monitors to give you a 180 Degree View.
- TRIVIA -
Also released as "Race Drivin' [Compact model]", there were 19 officially released versions, counting 11 cockpit and 8 compact versions, including various British and German versions.
There is a warning in the attract mode : 'Be Careful though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!'.
- UPDATES -
On the British and Japanese versions, you are in a right-hand drive car.
* Cockpit versions :
Revision 1 :
* World and British releases.
Revision 2 :
* World and German releases.
* Software version : 2.1.
Revision 3 :
* World release.
* Software version : 2.2.
Revision 4 :
* World, British and German releases.
* Software version : 2.3.
Revision 5 :
* World, British and German releases.
* Software version : 2.4.
* Compact versions :
Revision 1 :
* World release.
* Software version : 1.6.
Revision 2 :
* World release.
* Software version : 1.7.
Revision 4 :
* World, British and German release.
* Software version : 1.8.
Revision 5 :
* World, British and German release.
* Software version : 1.9.
- TIPS AND TRICKS -
1) Whenever possible use the outside-in strategy. Start on the outside of a turn then cut inside, making sure that you keep giving the vehicle gas. If you don't you may spin out and loose control (depending on the car type). This strategy is hard to use in the qualifying laps because of the oncoming traffic, but if timed correctly you can pass the oncoming traffic on their right side. When coming out of the turn take care in how you straighten the wheels (slowly) or you can spin out as well.
2) It helps to take into consideration where a car is in-countered because after running a track several times, and you get closer to the 'maximum' speed for a stretch of road the car scenarios stay the same. For example : the first turn after the start on the original speed track (the one with a house on it and the very long right turn) should not have a car coming in the way of an outside-in tactic but a truck should be on the way. And if the speed of the car stays around 120 all the way around the track there should be a car at the turn.
3) Most turns from the original speed track can be taken (while using the previous hint) at about 120 mph.
4) On the super stunt track on the road up the hill and then a left turn, a driver may drive off the road to the left (cutting the turn) and to an exaggerated outside-in maneuver.
5) The differences in the cars are as follows...
Speedster : Excellent acceleration, and top speed is around 140mph, but handling is very loose and it tends to spin out on turns if pushed too far.
Roadster : Slightly faster acceleration than the Speedster, top speed is only around 120mph, but handling is tight and takes turns much easier.
Original : Same as Speedster.
Original Automatic : Same as Speedster but with slightly slower acceleration.
Note : Handling manifests itself in the sensitivity of the steering wheel to move.
- SERIES -
1. Hard Drivin' (1988)
2. Race Drivin' [Cockpit model] (1990)
2. Race Drivin' [Compact model] (1990)
3. Hard Drivin' II - Drive Harder (1991, Atari ST, Commodore Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
- STAFF -
* Main :
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3-D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott
* Others :
Cabinet designers : Mike Jang, Ken Hata
Graphic designers : Sam Comstock, Kris Moser, Deborah Short, Will Noble, Alan Murphy
Display math software : Jim Morris
ADDN'L programmers : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper
Yellow/Flame concept : Mark Hoendervoogt, Howard Owen
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Sega Mega Drive (1993)
Sega Saturn (1995)
Nintendo Game Boy
Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")
Microsoft XBOX (2005, "Midway Arcade Treasures 3")
Nintendo GameCube (2005, "Midway Arcade Treasures 3")
* Computers :
Commodore Amiga (1990)
Atari ST (1991)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=racedrvc,racedrc4,racedrc2,racedrc1,racedrcg,racedcg4,racedrcb,racedcb4,
$Edit this entry at Arcade-History.com
$bio
Race Drivin' [Compact model] (c) 1990 Atari Games.
Race Drivin' includes all of the innovative game features that made "Hard Drivin'" the industry's first true driving simulation game, plus many more new features :
Improved Handling - Faster microprocessor and more efficient software code provides a now imperceptible lag time between control input and screen graphic response. Race Drivin' feels even more like a real car!
New Tracks - The Super Stunt track will challenge even the best Hard Drivin' stunt racers. New tests of skill include a corkscrew loop, a jump loop, and a full pipe.
The autocross track with a built-in pace car provides feedback to hone competitive driving skills. The vector-drawn pace car is actually a recorded view of the player's best lap.
Buddy Race - 2-player sequential race in which the computer records the performance of player one, and player 2 races head-to-head against the first player and the clock.
Linked Race - Install a simple cable between two simulator cabinets, adjust game options, and the buddy race becomes a true head-to-head competition.
Select a Car - Players can select from several different sports cars to suit the race track chosen. The Race Drivin' cars are modeled after the performance features of several well-known sports cars. Each car has its own handling characteristics of off-the-line quickness, top speed, and cornering.
- TECHNICAL -
Game ID : 136078
Main CPU : 68010, TMS34010, ADSP2100, DSP32C
Sound CPU : 68000, TMS32010
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 500 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : Steering wheel with gearshift
Pedals : Accelerator, Brake
- TRIVIA -
Also released as "Race Drivin' [Cockpit model]". There also was a Race Drivin' Panorama model that utilized 3 to 5 Monitors to give you a 180 Degree View.
There is a warning in the attract mode : 'Be Careful though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!'.
- UPDATES -
On the British and Japanese versions, you are in a right-hand drive car.
* Cockpit versions :
Revision 1 :
* World and British releases.
Revision 2 :
* World and German releases.
* Software version : 2.1.
Revision 3 :
* World release.
* Software version : 2.2.
Revision 4 :
* World, British and German releases.
* Software version : 2.3.
Revision 5 :
* World, British and German releases.
* Software version : 2.4.
* Compact versions :
Revision 1 :
* World release.
* Software version : 1.6.
Revision 2 :
* World release.
* Software version : 1.7.
Revision 4 :
* World, British and German release.
* Software version : 1.8.
Revision 5 :
* World, British and German release.
* Software version : 1.9.
- TIPS AND TRICKS -
1) Whenever possible use the outside-in strategy. Start on the outside of a turn then cut inside, making sure that you keep giving the vehicle gas. If you don't you may spin out and loose control (depending on the car type). This strategy is hard to use in the qualifying laps because of the oncoming traffic, but if timed correctly you can pass the oncoming traffic on their right side. When coming out of the turn take care in how you straighten the wheels (slowly) or you can spin out as well.
2) It helps to take into consideration where a car is in-countered because after running a track several times, and you get closer to the 'maximum' speed for a stretch of road the car scenarios stay the same. For example : the first turn after the start on the original speed track (the one with a house on it and the very long right turn) should not have a car coming in the way of an outside-in tactic but a truck should be on the way. And if the speed of the car stays around 120 all the way around the track there should be a car at the turn.
3) Most turns from the original speed track can be taken (while using the previous hint) at about 120 mph.
4) On the super stunt track on the road up the hill and then a left turn, a driver may drive off the road to the left (cutting the turn) and to an exaggerated outside-in maneuver.
5) The differences in the cars are as follows...
Speedster : Excellent acceleration, and top speed is around 140mph, but handling is very loose and it tends to spin out on turns if pushed too far.
Roadster : Slightly faster acceleration than the Speedster, top speed is only around 120mph, but handling is tight and takes turns much easier.
Original : Same as Speedster.
Original Automatic : Same as Speedster but with slightly slower acceleration.
Note : Handling manifests itself in the sensitivity of the steering wheel to move.
- SERIES -
1. Hard Drivin' (1988)
2. Race Drivin' [Cockpit model] (1990)
2. Race Drivin' [Compact model] (1990)
3. Hard Drivin' II - Drive Harder (1991, Atari ST, Commodore Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
- STAFF -
* Main :
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott
* Others :
Cabinet designers : Mike Jang, Ken Hata
Graphic designers : Sam Comstock, Kris Moser, Deborah Short, Will Noble, Alan Murphy
Display math software : Jim Morris
ADDN'L programmers : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper
Yellow/Flame concept : Mark Hoendervoogt, Howard Owen
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Sega Mega Drive (1993)
Sega Saturn (1995)
Nintendo Game Boy
Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")
Microsoft XBOX (2005, "Midway Arcade Treasures 3")
Nintendo GameCube (2005, "Midway Arcade Treasures 3")
* Computers :
Commodore Amiga (1990)
Atari ST (1991)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=racinfrc,racinfru,
$Edit this entry at Arcade-History.com
$bio
Racin' Force (c) 1994 Konami.
- TECHNICAL -
Konami GX hardware
Game ID : GX250
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 4
Control : paddle
Buttons : 3
- SERIES -
1. WEC Le Mans 24 [Big Spin model] (1986)
1. WEC Le Mans 24 [Mini Spin model] (1986)
1. WEC Le Mans 24 [Upright model] (1986)
2. Racin' Force (1994)
$end
$info=racingb,
$Edit this entry at Arcade-History.com
$bio
Racing Beat (c) 1991 Taito.
- TECHNICAL -
Taito Z System hardware
Main CPU : (2x) 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 1
Control : Stick
Buttons : 6
$end
$info=rachero,
$Edit this entry at Arcade-History.com
$bio
Racing Hero (c) 1990 Sega.
Race a motorcycle against other bikes, cars, trucks and the obligatory tight time limit. Racing Hero is the spiritual successor both to Sega's wonderful "Hang-On" series, and to their most famous racing game, "Out Run".
Some of Racing Hero's stages mirrored the racing-through-traffic gameplay of the Ferrari-based racer, for example perhaps the biggest similarity to Out Run is that at the end of each stage, the player can choose which route he or she wishes to take next. This differs somewhat from "Out Run"'s highly impressive forked-road method. In Racing Hero, the player is presented with a seperate stage-select screen and simply highlights the flag of whichever country they wish to tackle next.
- TECHNICAL -
Sega X Board hardware
Game ID : 317-0144
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : paddle
$end
$info=racingj,
$Edit this entry at Arcade-History.com
$bio
Racing Jam (c) 1998 Konami.
This racing game boasts (at least) 24 cars and 4 different modes of play, with differing difficulty levels : Time Trial and Circuit Course racing (beginners and intermediate), uphill and downhill versions of Winding Road (expert), and several Gymkhana Racing modes. Like "Gran Turismo", it is possible to upgrade engine power and suspension.
- TECHNICAL -
There were at least 2 versions of this cabinet - a sit down version boasting a large curved rear projection screen and a twin cabinet version with standard television screens.
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Racing Jam was originally intended as a showcase title for Konami's new COBRA hardware. After rumours of a hardware switch to the lower-end Konami Hornet hardware, Racing Jam was eventually released on Konami NWK-TR hardware.
- SERIES -
1. Racing Jam (1998)
2. Racing Jam - Chapter 2 (1999)
$end
$info=racingj2,
$Edit this entry at Arcade-History.com
$bio
Racing Jam - Chapter 2 (c) 1999 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
- TIPS AND TRICKS -
* Unlock Time Trial Mode : Press down on Clutch and Brake simultaneously and press the Start button. Don't let off the pedals until the race starts.
- SERIES -
1. Racing Jam (1998)
2. Racing Jam - Chapter 2 (1999)
$end
$info=rackemup,
$Edit this entry at Arcade-History.com
$bio
Rack 'em Up (c) 1987 Konami.
A vertical pool game where you can play either 9-ball or rotation.
- TECHNICAL -
Game ID : GX765
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM3812 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1987.
This game is known in Japan as "The Hustler".
$end
$info=racknrol,
$Edit this entry at Arcade-History.com
$bio
Rack + Roll (c) 1986 Status Games.
- TECHNICAL -
Main CPU : S2650 (@ 3.072 Mhz)
Sound Chips : (3x) SN76496 (@ 3.072 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32
Players : 1
Control : 8-way Joystick
Buttons : 1
- TRIVIA -
Licensed to Shinkai.
$end
$info=rdaction,
$Edit this entry at Arcade-History.com
$bio
Rad Action (c) 07/1987 UPL.
- TECHNICAL -
Game ID : UPL-87003
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz), Samples (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to World Games for US manufacture and distribution. This game is known outside US as "Ninja Kid-II".
- SERIES -
1. Ninjakun Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Rad Action (1987)
- STAFF -
Game designer : Tsutomu Fuzisawa
Program designer : Satoru Kinjo
Character designers : Tsutomu Fizisawa, Akemi Tsunoda
Sound composer : Tsutomu Fuzisawa
BGM creator: Mecano Associates
Data maker : Takashi Hayashi
$end
$info=radm,radmu,
$Edit this entry at Arcade-History.com
$bio
Rad Mobile (c) 1990 Sega.
Another in the long line of ground-breaking racing games from Sega, Rad Mobile is a twenty stage race across america; starting in Los Angeles and finishing in New York. With the game's release, Sega yet again introduced new gameplay elements to the genre, primarily in the form of dynamic weather effects. Sega's 1989 racer, "Turbo Out Run", also included limited weather effects, but they were far less prominent as a gameplay feature and a good deal less impressive than they are here.
Another Sega innovation is that many of Rad Mobile's stages have banked corners; with the car's cockpit view tilting to match the driving surface. Some stages also have police patrols, and players must either avoid or outrun the police cars or risk being pulled over. Being pulled over will result in a loss of valuable seconds.
In addition to the tight time limit, rival drivers (represented as red cars) and heavy, two-way traffic, players now had to contend with heavy rain, thick fog and darkness. Windscreen wipers and headlights had to be manually switched on by the player which, together with the first-person in-car view, gave a more realistic and interactive feel to standard but undeniably superb racing action.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 1
Control : paddle
Buttons : 2
- TRIVIA -
Rad Mobile was Sega's first 32bit arcade game.
Sega's legendary game mascot, "Sonic The Hedgehog", is shown in this game dangling from the player's rear view mirror. This is actually the first time Sonic ever appeared in a video game.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Formula : G.S.M. Sega 5 - PCCB-00059) on 21/04/1991.
A Rad Mobile unit appears in the 1992 movie 'Encino Man'.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Rad Mobile's stages and relative driving conditions are as follows :
1. Los Angeles - Day
2. Mojave Desert - Day
3. Las Vegas - Night
4. Provo - Rain (features police patrol cars)
5. Salt Lake City - Day
6. Rocky Mountains - Day
7. Cheyenne - Thunder Storm (features police patrol cars)
8. Lincoln - Night
9. Omaha - Day
10. Kansas City - Fog (features police patrol cars)
11. St. Louis - Night
12. Springfield - Rain
13. Chicago - Day
14. Indianapolis - Night
15. Cincinnati - Day (features police patrol cars)
16. Columbus - Dusk
17. Pittsburgh - Night
18. Washington - Fog (features police patrol cars)
19. Philadelphia - Day
20. New York - Day
* The two-lane, oncoming traffic levels, such as the Rocky Mountains, are easier than they appear. Rather than trying to pass cars on the left and risk a head-on collision, pass them on the right. This is particularly good advice for the Rocky Mountains stage as it's possible to fall over the cliff edge that is situated on the left-hand side of the course.
* There are at least two endings to this game depending on what place the player finishes in and whether or not he or she used any short cuts. The best ending is achieved by finishing in first place without using any shortcuts.
- SERIES -
1. Rad Mobile (1990)
2. Rad Rally (1991)
- PORTS -
* Consoles :
Sega Saturn (1994, "Gale Racer")
$end
$info=pc_radrc,
$Edit this entry at Arcade-History.com
$bio
Rad Racer (c) 1989 Square.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : RC
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Continue Game : When you lose a race, hold A and press Start. This will let you continue on your current level.
* Drive At Night : At the title screen, hit the B Button 8 times, then hold the Up/Right diagonally and press Start.
* Stage Skip : At the title screen, hold the Up/Left diagonally, press the B Button once for each stage that you want to skip and then press Start.
* View Game Ending : Once you select your vehicle, press the B button 64 times. Then, hold Up/Right diagonally and finally press Start to view the game ending.
- SERIES -
1. Rad Racer (1989)
2. Rad Racer II (1990)
- STAFF -
Music by : Nobuo Uematsu
$end
$info=pc_radr2,
$Edit this entry at Arcade-History.com
$bio
Rad Racer II (c) 1990 Square.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : QR
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Continue Game : When you lose a race, hold A and press Start. This will let you continue on your current level.
* Drive At Night : At the title screen, hit the B Button 8 times, then hold the Up/Right diagonally and press Start.
* Stage Skip : At the title screen, hold the Up/Left diagonally, press the B Button once for each stage that you want to skip and then press Start.
- SERIES -
1. Rad Racer (1989)
2. Rad Racer II (1990)
- STAFF -
Music by : Nobuo Uematsu
$end
$info=radr,radru,
$Edit this entry at Arcade-History.com
$bio
Rad Rally (c) 1991 Sega.
An update of Sega's "Rad Mobile", Rad Rally offered a choice of 4 different courses (Sunset, Rain, Night and Mountain). A fully working rear view mirror was introduced and arcade operators were also given the option of a link-up cabinet for 2-player, head-to-head racing.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 1
Control : paddle
Buttons : 1
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Rad Mobile (1990)
2. Rad Rally (1991)
$end
$info=radarscp,radarsc1,
$Edit this entry at Arcade-History.com
$bio
Radar Scope (c) 1980 Nintendo.
- TECHNICAL -
Radar Scope was available in 3 different dedicated cabinets. The upright cabinet was the same design used for the "Donkey Kong" series. It was red in color and had sticker side-art of a spaceship. The monitor bezel and control panel were designed to mimic the view from inside the cockpit of a spaceship. While the marquee showed an image of a blue and red 'Radar Scope' logo on a field of stars. The cocktail version came in a white-topped cabinet and was only decorated with an instruction card underneath the glass. The final version was a big environmental unit that completely enclosed the player inside (to better hear all that 'Laser Sound'). All the Radar Scope advertisements showed the environmental version. It used the same side-art as the upright, and had a 'Radar Scope' logo silk-screened on the back window. All versions used a 'Nintendo Compatible' Sanyo monitor.
Main CPU : Z80 (@ 3.072 Mhz), I8035 (@ 400 Khz)
Sound Chips : Discrete circuitry
Players : 2
Control : Joystick 2-way
Buttons : 1 (FIRE)
- TRIVIA -
Released in November 1980. This was the first game that Shigeru Miyamoto worked on, and it did not sell very well. Of the 3,000 games made, roughly 2,000 were converted into "Donkey Kong". This lead to two variations of Donkey Kong cabinets : the harder to find red cabinet and the traditional blue cabinet.
- STAFF -
Graphics by : Shigeru Miyamoto
$end
$info=radarzon,radarzn1,radarznt,
$Edit this entry at Arcade-History.com
$bio
Radar Zone (c) 1982 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Tuni Electro Serive.
This game is also known as "Outline".
$end
$info=rsgun,
$Edit this entry at Arcade-History.com
$bio
Radiant Silvergun (c) 1998 Treasure.
Sometime in the future, scientists have discovered a diamond-shaped alien device deep in space. The mysterious alien device detonates while being probed, starting a chain reaction which destroys the entire planet. Fortunately, there's a group of slap-happy space cadets who are up in orbit who aren't affected by the explosion, but witness it, so they decide to do something about it - which means finding a way to travel back in time to avert the catastrophe before it happens!
Radiant Silvergun is a vertically scrolling shoot-em-up rendered with a superb mix of two and three-dimensional graphics, and is widely considered to be the finest ever game of its type in what is a very crowded genre.
Part of the reason for the game's huge success is in the implementation of its weapons system. Unlike other shoot-em-ups, all of the game's weapons are available to the player from the very beginning. Silvergun's control panel consists of three different fire buttons, each of which activates a different weapon; either 'Vulcan', 'Homing' or 'Spread'. In addition, players can activate four extra weapons using a combination of the three fire buttons. These are :
* A + B = Homing Plasma
* A + C = Backwards Wide Shot
* B + C = Homing Spread
* A + B + C = Radiant Sword
At the start of a game, the player's weapons are very weak, but they can be 'powered-up' by shooting same-coloured enemies (chaining), in a fashion similar to gaining experience for a weapon in a role playing game.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in May 1998.
Toshiba EMI released a limited-edition soundtrack album for this game (Radiant Silvergun Soundtrack + - TYCY-5613) on 07/08/1998. The soundtrack was so popular that it was reprinted by Absord Music Japan (Radiant Silvergun Soundtrack + - ABCA-5043) on 24/03/2004.
- TIPS AND TRICKS -
* Radiant Sivergun's weapons in detail :
1. VULCAN (A button) : a devastating forward firing set of plasma bursts (heavy fire forwards the enemy). This is potentially the best weapon against any enemy, when at full power it can take down even the toughest enemies in a few shots. The only disadvantage is that it's fire is very concentrated and as such you need to move a lot to avoid fire.
2. HOMING (B button) : green homing pulses which target anything that is hovering around you. Even though it is initially weak, at full power it becomes very powerful and requires less movement than the Vulcan.
3. SPREAD (C button) : a wide shot which goes further the longer you hold down the fire button. A little tip; rapidly press the fire button to create a explosion shield around the front of your ship.
4. HOMING PLASMA (A+B buttons) : a double trail of homing lasers which target anything within a 120 degree angle in front of your ship. Moderately powerful, and has a habit of targeting the wrong enemy.
5. TAILGUN (A+C buttons) : a Thunderforce-style tailgun shot which is invaluable in many areas; especially the areas where you get attacked repeatedly from behind.
6. LOCK-ON SPREAD (B+C buttons) : slow moving but powerful shots which target anything in close range. (NOTE - THIS IS THE ONLY WEAPON THAT CAN LOCATE THE SECRET DOGS).
7. RADIANT SWORD (A+B+C buttons) : the game's most powerful weapon. Collecting ten pink bullets with the sword powers up the RSG meter, once full you can use the Hyper Sword and destroy almost everything on the screen.
* Chain bonus : break the same color enemies 3 times without a break.
* Secret bonus : break the enemies with Red -> Blue -> Yellow. If you destroy the enemies with the following pattern, will get 2 Chain Bonuses and 1 Secret Bonus [Red ->Red->Red->Blue->Yellow->Yellow->Yellow]
* Weapon bonus
1) Vulcan : Hit over 200 times without a break.
2) Homing : Hit over 300 times without a break.
3) Spread : Hit 16 times before explosed Spread.
4) Homing Plasma : Hit over 10 seconds against 1 enemy.
5) Back Wide : Hit over 300 times within 2 seconds.
6) Lock on Spread : Hit an explosion over 15 seconds.
7) Radiant Sword : Hit over 5 seconds.
* Secret character Merry Dogs : You can find secret character called 'Merry Dogs' by Lock on Spread. For example : at the starting of 1st Stage, Merry Dogs is hidden in lower-right position on screen.
- SERIES -
1. Radiant Silvergun (1998)
2. Ikaruga (2001)
- STAFF -
Directed/Produced by : Hiroshi Iuchi
Assistant Director : Namie and Merry
Based on Story/Screenplay by : Hiroshi Iuchi
Tyrant Programer : Fukuryu
Zako Enemies Program and Set by : 1998/Nami
Boss Enemies Program by : 2015/Nami
BG, Demo, 5 Bosses, Tool Program : Atsutomo Nakagawa, (133MHz)
Inu Program : Choko Monkey
Object Design : Dad Oginon, Naokiman
Object Design Rookie : E-Suzuki
BG Graphic : Hiroshi Iuchi 11
Character Designed by : Han
Music by : Hitoshi Sakimoto
Sound Effects : S. Murata
Opening, Ending Picture by : Gonzo
English Translation : Haruko Hosaka
Debug Cooperator : Kji, Shirotg, Waka, Kazuhiko Murakami
Debug Dog : Merry
Executive Producer : Masato Maegawa
- PORTS -
* Consoles :
Sega Saturn (1998) : The ONLY machine to receive a home conversion was the Sega Saturn. This is a rare port and usually commands three-figure sums whenever a copy changes hands.
A Sony PlayStation port of this game was planned, but eventually scrapped, as the console did not have enough power to generate the huge amount of sprites the game requires.
$end
$info=radrad,
$Edit this entry at Arcade-History.com
$bio
Radical Radial (c) 09/1982 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The jingle played in the second zone of every stage is a cover of 'I was made for lovin'' by KISS.
$end
$info=radikalb,
$Edit this entry at Arcade-History.com
$bio
Radikal Bikers (c) 1998 Gaelco.
A game set in a Mediterranean environment in which, for the first time, players have the chance to show off their motor-cycle skills in a typically Italian urban setting. The theme of the game is an urban competition between 2 pizza delivery boys in a race to see who can deliver their pizza first. The urban circuit allows interaction with all kinds of elements: cars, vans, windows, fences, people, etc. To help you complete your mission, you can collect icons giving you more speed, power or time.
You must choose your pizza delivery boy - each with his own particular abilities -and level of difficulty. There are three levels: Margherita (easy), Capricciosa (medium) y Diavolo (difficult), from which you should choose according to your own skill level. There are four different races at each level to allow you to show the other delivery boy who has the most skill, daring and ability.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (4x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 576 x 432 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
Licensed to Atari Games.
The main characters use a scooter from 'Italjet', a very famous Italian manufacturer now defunct (in 2001), which is also very well known in Spain. The model used in the game is similar to the 'Dragster' model.
- PORTS -
* Consoles :
Sony PlayStation (1999)
Nintendo Game Boy Color : only a prototype cartridge exist.
$end
$info=raflesia,
$Edit this entry at Arcade-History.com
$bio
Rafflesia (c) 1986 Coreland / Sega.
A deep space shooter from Coreland - it has a similar eerie feel to it as in other space shooters such as "Brain" and "4-D Warriors".
The game scrolls vertically as you manuver your ship through hordes of enemies while collecting the tears of Rafflesia to power up your weapons. Each sector has a large boss enemy to defeat.
Can you survive to reach the final battle against Rafflesia himself?
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5753
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=rotd,
$Edit this entry at Arcade-History.com
$bio
Rage of the Dragons (c) 2002 Evoga / Playmore.
Rage of the Dragons is an original fighting game with 14 selectable fighters plus Abubo (sub-boss, hidden character) and Johann (final boss).
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0264
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Released in June 2002, Rage of the Dragons is the first fighting game by Evoga. This game is a collaboration between Evoga (Mexico), Brezza Soft (Japan) and Noise Factory (Japan).
Evoga tried to make a new "Double Dragon" game and attempted to acquire the rights to "Double Dragon" from Technos Japan but they refused to sell. Without the proper rights to use the Double Dragon property, Evoga decided to do a game that pays homage to the Double Dragon series instead. For example, William 'Billy' Lewis, James 'Jimmy' Lewis and 'Abubo' are analogous to the characters Billy Lee, Jimmy Lee and Abobo from "Double Dragon". One funny thing about these Evoga characters is that they appear in Noise Factory's "Matrimeele", which is based on the Power Instinct series by Atlus.
Pupa Salgueiro & Cassandra Murata are the only characters in the game that have two super moves instead of just one. These being the Ultimate Quexada (for Pupa) and a ground version of the White Wave (for Cassandra).
Linda, the famous lady with the whip in the Double Dragon games makes an appearance as one of Abubo's girlfriends in his intro pose as well as in the second Abubo cutscene.
Alice Carroll's name seems curiously inspired in the famous children's book "Alice in Wonderland" and by the name of its author Lewis Carroll. Odd...
Jones features many funny references to Bruce Lee such as his outfit (Bruce Lee's famous outfit in the 'Game of Death' movie), a few of his moves & poses, and a suspicious quote in his ending! :)
The stage of Radel and Annie is a night club called 'Noise Factory' just as one of the 3 companies which worked on the game.
Noise Factory released a limited-edition soundtrack album for this game (Rage of the Dragons Original Arrange Album) on 13/09/2002.
- TIPS AND TRICKS -
* Play as Abubo : at the character select screen, press quickly Up(x4), Down(x3), Left(x2), Right. A little melody indicates that the cheat worked and Abubo should appear on center.
* The game encourages the use of team up attacks. In fact, by finishing each opponent with a team up attack will get you some nice grades & a respectable score! (perfect lifebars with this tip will get you a handsome SSS grade everytime!!!) :)
* Jones' air version of his First Impact combo is broken against Alice since the last hit will always miss! Beware! :/
* Johann, the last boss in the game cannot be dizzied since he lacks a dizzy animation, this can be seen by performing a team up attack on him. This makes this already cheap boss even harder to defeat! :/
* After each battle, a rank is determined based on your fighting level. Here are the different levels and the bonus points awarded to the player if he reaches them :
SSS : 100,000 points
SS : 75,000 points
S : 50,000 points
A : 25,000 points
B : 10,000 points
C : 7,500 points
D : 5,000 points
E : 0 point
- STAFF -
Producer : boss
Director : Angel Sword, Mamaro, Hidenari Mamoto
Sub. Director : Mr. Vo, Tetsu
Planners : Mr. Vo, EDU
Main programmer : Hidenari Mamoto
Sub. programmers : Kazuaki Ezato, Hirosi Hisikawa
Character designers : Super Dotter K', Mr. Vo, Mamero, Dessy, Nankin, Bel Mont, Hikaru Suf, Shio Shio Shio, Rinkenedu, Edu, Shuhey Kawasaki, Jaga Danshaku
Background designers : Miyukichi, Kuramoyan, Reiko Nagasima (as Reiko N), Fukkie, MR.Vo, Darb, Shin Ryu
Illustration : Ooma Bunshichiro
Sound producer : Studio Aqua
Testers : Bel Mont, Orochi, Shin Ryu, G. Miyazaki, Y. Takahasi, S. Adati, Y. Karu, Y. Sinihara
$end
$info=ragnagrd,
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Ragnagard (c) 05/1996 Saurus / System Vision.
Pre-rendered pixelation puts somewhat of a damper on this Japanese fantasy fighter. Eight selectable characters and three end bosses.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0218
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
This game is known in Japan as "Shin-Oh-Ken" (translates from Japanese as 'True King Fist').
- TIPS AND TRICKS -
* Play As Behemoth : In character select screen, highlight Syuten-Dozi and press B, C, B, C, B(x2), C, then press A or D to select.
* Play As Eelis : In character select screen, highlight Benten and press C(x2), B(x2), C, B, C, then press A or D to select.
* Play As Lucifer : In character select screen, highlight Susano and press B, C(x3), B(x3), C, then press A or D to select.
- STAFF -
Game design : Hiroaki Fujimoto
Character design : Hiroaki Fujimoto
World design : Hiroaki Fujimoto, Motohiro Toshiro
Graphics : Hiroaki Fujimoto, Motohiro Toshiro, Koyama, Ryoumi Momota, Kyoosuke Motoya, Yasunori Hayashi
Animation : Kyoosuke Motoya, Hiroaki Fujimoto, Koyama
Fonts : Ryoumi Momota, M. Kihara, Zizi
Program : Zakky , Yas, Hideki Suzuki
Technical adviser : Masaaki Yuuki
Music : Hideki Suzuki
Sound : Hideki Suzuki
Voice : Sawatari Mutuki, Haruki, Sayu Mitou, Ishikawa, Hiroaki Fujimoto, Kyoosuke Motoya
Tuning : Hiroaki Fujimoto, Masaaki Nagahora, Yuusuke Kunitomo
Sales promoter : Osamu Nagano, Kimihiko Kobayashi, Miwa Izumi, Tomoo Yoda
Art director : Koutarou Noumura
Director : Ryoumi Momota
Producer : Takahiro Shima, Yasushi Okahara
Executive producer : Nobuyuki Tanaka
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
Sega Saturn (1997)
$end
$info=raiden,raidena,raidenk,raident,
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$bio
Raiden (c) 1990 Seibu Kaihatsu.
In the year 2090, Earth has suddenly become the target of deranged aliens. Following the invasion, a new cutting-edge weapon, the Raiden Supersonic Attack Figther, based on the destroyed alien craft, is created for humanity's hope for survival.
- TECHNICAL -
Main CPU : (2x) V30 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1990.
The title of this game translates from Japanese as 'Thunder and Lightning'.
Licensed to Fabtek for US distribution, to Liang HWA Electronics for Taiwan distribution, to I.B.L. Corporation for Korea distribution and to Wah Yan Electronics for Hong Kong distribution.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden Densetsu - PCCB-00047) on 05/12/1990.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden Fighters (1996)
5. Raiden Fighters 2 - Operation Hell Dive (1997)
6. Raiden Fighters Jet (1998)
7. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
8. Raiden III (2005)
9. Raiden IV (2007)
- STAFF -
Producer : H. Hamada
Game design : Tetsuya Kawaguchi (as 'T. Kawaguchi')
Programmers : K. Kondo, Tetsuya Kawaguchi (as 'T. Kawaguchi'), S. Mori
Graphic design : T. Wada, M. Komazawa, T. Matsuzawa, H. Matsuo
Music & SFX : Akira Satoh (as 'A. Sato')
Hardware design : Y. Segawa
- PORTS -
* Consoles :
NEC PC-Engine (1991)
Sega Mega Drive (1991, "Raiden Trad")
Nintendo Super Famicom (1991, "Raiden Densetsu")
Nintendo Super Famicom (1992, "Raiden Trad")
PC Engine Super CD-ROM (04/1992, "Super Raiden")
Atari Jaguar (1994)
Sony PlayStation (1995, "The Raiden Project")
Atari Lynx (1997)
Sony PlayStation (2002, "MajorWave Series")
* Computers :
FM Towns PC (1991, "Raiden Densetsu")
PC [MS-DOS, CD-ROM]
$end
$info=raidndx,raidndxa,raidndxb,raidndxj,raidndxm,
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Raiden DX (c) 1994 Seibu Kaihatsu.
The third installment in the "Raiden" series now featuring 3 stages of play, Training, Novice and Expert.
- TECHNICAL -
Main CPU : V30 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 304 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden Fighters (1996)
5. Raiden Fighters 2 - Operation Hell Dive (1997)
6. Raiden Fighters Jet (1998)
7. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
8. Raiden III (2005)
9. Raiden IV (2007)
- STAFF -
Producer : H. Hamada
Game design : Tetsuya Kawaguchi (T. Kawaguchi)
Chief programmer : Tetsuya Kawaguchi (T. Kawaguchi)
Programmer : S. Mori, K. Sekimori, K. Shouji
Graphics design : T. Wada, M. Matsuzawa, S. Yano, M. Ijima, H. Azuma
Music & SFX : G.Sato, Akira Satoh (A. Sato)
Hardware design : Y. Segawa
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sony PlayStation (2002, "MajorWave 1500 Series")
$end
$info=rdft,rdftau,rdftj,rdftu,rdftdi,rdftit,
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Raiden Fighters (c) 1996 Seibu Kaihatsu.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Fabtek for US distribution.
During development, the game was tentatively titled 'Gun Dogs' but was later changed to its current title to take advantage of the popular Raiden name.
- TIPS AND TRICKS -
* Slave Ship : Select any ship, if the ship is on top, hold Up and if the ship is on the bottom, hold Down. Then press Start+Fire+Bomb at the same time to unlock the Slave ship. The ship's speed depends on what ship you're using.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden Fighters (1996)
5. Raiden Fighters 2 - Operation Hell Dive (1997)
6. Raiden Fighters Jet (1998)
7. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
8. Raiden III (2005)
9. Raiden IV (2007)
- STAFF -
Design & Direction : Showichi Yano
Program : Y. Kasai, T. Saitoh
Object art : N. Machino, T. Sasaki, H. Azuma
Scroll art : C. Takahashi, W. J. Seo
Character making : K. Morino, T. Hatsuse, H. Okumura, K. Mutoh, T. Honda, M. Iwata
CG art : Y. Yoshihara, T. Wada
Sound : G. Satoh
Production : Hitoshi Hamada, S. Mori
$end
$info=rdft22kc,
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Raiden Fighters 2 - 2000 Operation Hell Dive (c) 2000 Seibu Kaihatsu.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 40 Mhz)
Sound Chips : (2x) OKI6295 (@ 10.847 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This '2000' version runs on cheaper hardware and features notoriously inferior sound than the original.
- TIPS AND TRICKS -
* Play as Dark Sword :
1) At the 'Push 1 or 2 player button' screen, hold Fire+Start.
2) Put the cursor on '?'.
3) Press Bomb.
3) or release Fire and press Fire.
* Play as Slave :
1) At the 'Push 1 or 2 player button' screen, hold Bomb+Start.
2) Put the cursor on any plane except 'Miclus'.
3) Press Fire.
3) or release Bomb and press Bomb.
* Play as Fairy :
1) At the 'Push 1 or 2 player button' screen, hold Bomb+Start
2) Put the cursor on 'Miclus'.
3) Press Fire.
3) or release Bomb and press Bomb.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden Fighters (1996)
5. Raiden Fighters 2 - Operation Hell Dive (1997)
6. Raiden Fighters Jet (1998)
7. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
8. Raiden III (2005)
9. Raiden IV (2007)
$end
$info=rdft2,rdft2a,rdft2us,rdft2j,rdft2a2,
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Raiden Fighters 2 - Operation Hell Dive (c) 1997 Seibu Kaihatsu.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A '2000' version was released in 2000 called "Raiden Fighters 2 - 2000 Operation Hell Dive".
- TIPS AND TRICKS -
* Play As Aegis II-C : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Aegis IV.
3) Hold joystick to the Up and press Fire.
* Play As Blue Javelin : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Down and press Fire.
* Play As Dark Sword : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?) and press Fire.
* Play As Fairy : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
3) Move to Random (?).
4) Hold joystick to the Downright and press Fire.
* Play As Fairy (Alternate Method) : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
2) Move to Miclus and press Fire.
* Play As Judge Spear : At the fighter select screen do the following...
1) Press Start and move to Random (?).
2) Hold Joystick to the Down and press Start.
* Play As Miclus : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Downright and press Fire.
* Play as Raiden MK-II : At the fighter select screen do the following...
1) Press Start and move to Random (?).
2) Hold joystick to the Right and press Start.
* Play As Raiden MK-II Beta : At the fighter select screen do the following...
1) Hold Fire and press Start.
2) Move to Random (?).
3) Hold joystick to the Right and press Fire.
* Play As Slave : At the fighter select screen do the following...
1) Hold Fire and Bomb together and press Start.
2) Move to any plane (except Miclus) and press Fire and Bomb together.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden Fighters (1996)
5. Raiden Fighters 2 - Operation Hell Dive (1997)
6. Raiden Fighters Jet (1998)
7. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
8. Raiden III (2005)
9. Raiden IV (2007)
- STAFF -
Program : T. Saitoh, N. Idesawa, K. Terasaka, M. Ishikawa
Design by : Showichi Yano, T. Saitoh,
Object art : N. Machino, T. Sasaki, T. Hatsuse, K. Morino, H. Okumura, N. Kato
Scroll art : C. Takahashi, K. Muto, T. Honda
CG art : Y. Yoshihara, T. Wada
Sound : G. Satoh
Produced by : Hitoshi Hamada, S. Mori
Directed by : Showichi Yano
$end
$info=rfjet,rfjeta,rfjetu,rfjetus,rfjetj,
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Raiden Fighters Jet (c) 1998 Seibu Kaihatsu.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] FIRE, [B] BOMB
- TRIVIA -
A '2000' version was released in 2000 and runs on cheaper hardware with inferior sound.
- TIPS AND TRICKS -
* Secret Characters : In title screen after inserted a credit, hold BOMB button then press START Button. You can select 'Slave' or 'Fairy' in character selection screen.
* Special Mode : In test mode, turn 'Special Mode' item ON. You can select Normal or Special game mode before character selection screen.
* Hidden Miclus / Fairy locations : Scattered throughout the game are hidden 'Miclus' icons, which will dispense many medals when shot. In order to make a Miclus appear, hover over the following spots with minimal movement until the Miclus crawls out from under that spot, where it can then be shot.
Also, there are hidden Fairy objects, which will appear after certain conditions are met. Grab them for points, but beware as they can be killed if shot.
Miclus locations are as follows :
Level 5 : There are a total of 3 Micluses in this level. There are 3 large, circular cannon-turrets throughout the level. Hover over each turret.
Level 15 : Hover over the small, circular bush, which is about the size of your plane. It's on the left side of the screen after crossing the watery area.
Fairy locations are as follows :
Level 5 : Near the end of the level, there is a large, silver, metal object in the middle of the screen running vertically along the railroad tracks. The top of the object is a suspended metal bar that runs from left to right. Hover above the left side of the bar, then fly back and forth in a straight line from one end of the bar to the other. It should blow up, revealing many Fairies.
Level 15 : From the beginning of the level, get a 'Quick Shot!' bonus on every medium-sized plane that you see by destroying them before they have a chance to fire. A Fairy will appear.
Level 15 : Before the boss appears, do not shoot any small tanks. Two small tanks will drive into the boss's path, where they will be run over to reveal two Fairies.
* Get over 30,000,000 points before the level 40 mission to reach the real last stages of the game.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden Fighters (1996)
5. Raiden Fighters 2 - Operation Hell Dive (1997)
6. Raiden Fighters Jet (1998)
7. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
8. Raiden III (2005)
9. Raiden IV (2007)
$end
$info=raiden2,raiden2a,raiden2b,raiden2c,raiden2e,
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Raiden II (c) 1993 Seibu Kaihatsu.
Excellent sequel to the classic original "Raiden".
- TECHNICAL -
Main CPU : V30 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 304 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Fabtek for American distribution.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden II - PCCB-00150) on 18/03/1994.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden Fighters (1996)
5. Raiden Fighters 2 - Operation Hell Dive (1997)
6. Raiden Fighters Jet (1998)
7. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
8. Raiden III (2005)
9. Raiden IV (2007)
- STAFF -
Producer : H. Hamada
Game design : Tetsuya Kawaguchi (T. Kawaguchi)
Chief programmer : Tetsuya Kawaguchi (T. Kawaguchi)
Programmers : S. Mori, K. Sekimori
Graphics design : T. Wada, M. Matsuzawa, S. Yano, M. Ijima, H. Azuma
Music & SFX : Gou Satou (G. Sato)
Hardware design : Y. Segawa
- PORTS -
* Consoles :
Sony PlayStation (1995, "The Raiden Project")
* Computers :
PC [Windows 95, CD-ROM]
$end
$info=raiders,
$Edit this entry at Arcade-History.com
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Raiders (c) 1983 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=raiders5,raidrs5t,
$Edit this entry at Arcade-History.com
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Raiders5 (c) 1985 UPL.
- TECHNICAL -
Game ID : UPL-85004
Main CPU : (2x) Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Taito for Japan manufacture and distribution.
- STAFF -
Staff : Tsutomu Fuzisawa, Suzuko, Naotsugu
Game, software and character design by : Ryuichi Nishizawa
Hardware and effect design by : Nobuyuki Narita
$end
$info=raiga,stratof,
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Raiga - Strato Fighter (c) 1991 Tecmo.
A horizontal scrolling shooter.
- TECHNICAL -
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Thunder Fang - Strato Fighter'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiga - PCCB-00063) on 21/05/1991.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Game designer : Uchinar
Hardware : Yoshida San
Software : Kuma, HB.M
Character designers : Naoyuki, Kouji Miyazato, Mamoru Touma, Strong Shima, Murasaki, A. Haruno, Kena, Chi Quia, B.F.R, Grz-Zoo, T. Miyazato
Sound composers : Mikio Saito (Metal Yuhki), M. Tanaka
Special effects : Jhon Pee
- PORTS -
* Consoles :
Microsoft XBOX (2005, "Tecmo Classic Arcade")
$end
$info=rchase,
$Edit this entry at Arcade-History.com
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Rail Chase (c) 1991 Sega.
A lightgun controlled one or two player shooting game, in which the players travel in a minecart through a huge rail network; pursued by a multitude of weapon-carrying enemies. The fast-paced action also features sections in which the player comes across junctions in the track and can chose whether to go left or right - the chosen route usually dictating how many tack obstacles and enemies the player must face - this is achieved by shooting the signposts that are situated in the middle of the points. Some sections also have the player's minecart leave the track entirely and travel over open ground.
- TECHNICAL -
Sega Y Board hardware
Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 2
Control : lightgun
Buttons : 1
- TRIVIA -
Rail Chase is an obvious homage to the legendary minecart section of the movie, 'Indiana Jones and the Temple of Doom' and even features a section in which the players are pursued by the ubiquitous 'giant boulder' of the first Indiana Jones movie; 'Raiders of the Lost Ark'.
- SERIES -
1. Rail Chase (1991)
2. Rail Chase 2 (1994)
$end
$info=raimais,raimaisj,
$Edit this entry at Arcade-History.com
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Raimais (c) 1988 Taito.
- TECHNICAL -
Taito L System hardware
Prom Sticker : B36
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.
- SCORING -
Red dots : 90 points
Orange dots : 60 points
Yellow dots : 120 points
Green dots : 80 points
Light blue dots : 70 points
Blue dots : 100 points
Purple dots : 110 points
Light grey dots : 50 points
Grey dots : 600 points
- STAFF -
Staff : Akira Fujita, Shiro Yoshida, Yuji Sasaki, Shinichiro Kanari, Kei Kitsuno, Ichiro Fujisue, Hideki Hasimoto, Takashi Ishii, Akira Iwai, Yasuo Tsumori, Kenji Kaido, Takashi Ono, Hiroshi Ogawa, Hirotoshi Okura, Chitose Asakura, Naomi Ono, Hiromi Nishibori, Masahiro Murakami, Akira Inoue, Tetsuro Kitagawa, Yukio Ishikawa, Kazuya Mikata, Genya Kuriki, Taira Sanuki, Makoto Fujita, Yukie Kimura, Hitomi Kusano, Hideyuki Tomita, Tetsuya Mizutani, Teruyuki Ozeki, Masayuki Kikuchi, Naomasa Kitatani, Shiro Saito, Natsuki Hirosawa, Yoshinori Aiura, Masahiko Takaki, Kazuyuki Onui, Naoto Yagishita, Shizuo Aizawa, Hirokazu Matsubara, Yuta Saito, Taro Arakawa, Rika Fukami, Hiroyuki Noguchi, Minoru Yoshimura, Tsukasa Nakamura, Tomio Takeda, Junji Yarita, Hidehiro Fujiwara, Toshiyuki Nishimura, Hiroshi Tsujino, Taito Design Room, Taito Ebina, Koji Kenjo
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=rainbow,rainbowo,rainbowe,
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Rainbow Islands - The Story of Bubble Bobble 2 (c) 1987 Taito.
Rainbow Islands is a sequel to the legendary "Bubble Bobble" - released a year earlier - and has attained the same legendary status as that of its illustrious predecessor.
1 or 2 players (who, unlike 'Bubble Bobble', no longer play simultaneously) take on the role of Bub and Bob who, after their success in Bubble Bobble, have now been returned to their original human form. The heroes have been asked to rescue the Rainbow Islands from the clutches of the various enemies who have overrun the islands. Bob and Bob are each armed with the ability to create rainbows; an ingenious game-play device that acts as both a weapon (to either kill an enemy instantly, or an enemy then collapse the rainbow onto it, this is essential for collecting bonus gems, (see 'Tips and Tricks' for details) and as a platform that allows the players to reach previously inaccessible parts of the level as they race to reach the top of the island before the game's tight time limit expires.
A number of power-ups are available to the players; including multiple rainbows (up to a maximum of three), faster generating rainbows, speed-up shoes and temporary invulnerability. Rainbow Islands is famous for its multitude of hidden secrets, see 'Tips and Tricks' for details.
Rainbow Islands consists of 7 levels, each with 4 rounds. Holding down the jump button will allow the player to jump onto rainbows without crushing them.
- TECHNICAL -
Board number : K1100277A
Prom stickers : B22
Main CPU : 68000, Z80
Sound Chips : YM2151
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
The main characters are Bub and Bob, the protagonists of "Bubble Bobble". However, in this game they appear in human forms, as opposed to the dinosaurs of the first game. In single-player mode, only Bub is present.
The fifth island, DOH Island, is a homage to the game "Arkanoid", also by Taito. This level plays as any other, but the enemies are the same as encountered in "Arkanoid", and the platforms are designed from colored blocks. Also, the music is absent and the player's jumping sound resembles the sound of the ball hitting the bat in "Arkanoid". Losing the final life in this island also results in the Game Over music from "Arkanoid" instead of the usual Rainbow Islands music. The boss on DOH Island is DOH himself, the boss of "Arkanoid".
The game soundtrack features a brief excerpt from 'Somewhere over the Rainbow', which has meant that later ports of the game have different music, as the license expired some time ago.
An extra version of this game was released in 1988 (Game ID : B39, see Updates section for more info).
A bootleg of this game called "Jumping" was released in 1989.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.
- UPDATES -
The extra version has the exact same game-play as the original but the stages and bosses appear in a different order.
- TIPS AND TRICKS -
* One of Rainbow Island's most infamous and difficult-to-achieve bonuses is that of collecting one of each of the colored gems (red, orange, yellow, green, light blue, dark blue and mauve). Gems are awarded when a player collapses a rainbow onto certain enemies and the color of the gem awarded is dictated by WHERE on the screen the enemy is when it's killed. The screen is split into several invisible vertical 'bands' of color; when a gem falls, its color is determined by the 'color' of the area into which it fell. Now all you have to do is gauge carefully where the dead enemy will fall to create the gem color of your choice.
* Title Screen Cheats : These codes can be typed in at the title screen (while the rainbow is cycling through its colors). They are given to you in the secret rooms and give you the effect of the item in that room if you use them. When you put your coin in, an item should appear in the bottom left corner, depending on which cheat you used. This not only awards you the life and Bonus Gem, it also grants you access to a magical secret room. When you reach the end of the level, a silver door appears. You DON'T have to fight the Boss.
Permanent fast running - Rainbow, Left, Right, Rainbow, Jump, Start, Rainbow, Jump
Permanent double rainbows - Right, Jump, Start, Rainbow, Jump, Start, Rainbow, Right
Permanent fast rainbows - Start(x3), Left(x2), Right(x2), Start
Hint A, The riddle of the silver door - Rainbow, Jump, Rainbow, Jump, Rainbow, Jump, Right, Start
Hint B, The secret of the big diamonds - Left, Jump, Left, Start, Left, Rainbow, Left, Start
Hint C, The riddle of the 3 mirrors - Start, Jump, Rainbow, Left, Right, Jump, Start, Right
Continue after fifth Island - Left, Rainbow, Start, Jump, Right, Left, Jump, Left
All hidden items are money bags (10000 pts) - Right(x2), Left(x2), Rainbow(x2), Jump, Start
Both above two - Right(x4), Start, Rainbow, Start, Jump
10m points - Start, Right, Rainbow, Jump, Start, Left, Start, Rainbow
* Better Bonus : Make sure the second to last 2 digits of your score are the same when you reach 'goal in', this will make the chest contain a better bonus item (eg. : reach goal in with a score of xxxx11x).
- SERIES -
1. Bubble Bobble (1986)
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987)
3. Final Bubble Bobble (1988, Sega Master System)
4. Parasol Stars - The Story of Bubble Bobble III (1991, NEC PC-Engine)
5. Bubble Bobble Part 2 (1993, Nintendo Famicom)
6. Bubble Bobble II (1994)
7. Bubble Memories - The Story of Bubble Bobble III (1996)
8. Rainbow Islands - Putty's Party (2000, Bandai Wonderswan)
9. Bubble Bobble Revolution (2005, Nintendo DS)
10. New Rainbow Islands (2005, Nintendo DS)
11. Bubble Bobble Evolution (2006, Sony PSP)
12. Bubble Bobble Double Shot (2007, Nintendo DS)
- STAFF -
Software : Ichiro Fujisue (I.F), Kouju Miki (K.M), Tatsuji Okuno (T.O)
Hardware : Takashi Ohara (OHR)
Character designers : Fukio Mitsuji (MTJ), Taira Sanuki (T.S)
Sound : Hisayoshi Ogura (OGR)
Instraction : Naoko Yoshida (N.Y)
Story and game designer : Fukio Mitsuji (MTJ)
- PORTS -
* Consoles :
Sega Mega Drive (1990)
Nintendo Famicom (1991) : Japanese release by Taito.
Nintendo NES (1991) : Europe and U.S. release by Ocean, more technically accomplished conversion than the Taito one.
FM Towns Marty (1992, "Rainbow Islands Extra")
Sega Master System (1993)
NEC PC-Engine CD (1993)
Sega Saturn (1996, "Bubble Bobble featuring Rainbow Islands")
Sony PlayStation (1996, "Bubble Bobble featuring Rainbow Island")
Nintendo Game Boy Color : 2001
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
Atari ST (1987)
Commodore C64 (1989)
Amstrad CPC (1989)
Sinclair ZX Spectrum (1990)
Commodore Amiga (1990)
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=rallybik,
$Edit this entry at Arcade-History.com
$bio
Rally Bike (c) 1988 Toaplan.
- TECHNICAL -
Game ID : TP-012
Board Number : M6100335A
Prom Stickers : B45
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito.
This game is known in Japan as "Dash Yarou" (translates from Japanese as 'Dash Rascal').
Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.
- STAFF -
Music composed by : Ree Ohta
- PORTS -
* Consoles :
Nintendo Famicom (1990)
$end
$info=rallyx,rallyxm,
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Rally-X (c) 1980 Namco.
In Rally-X, the player drives a car around a maze picking up all of the yellow flags, of which there are 10, before the car's fuel runs out. The game-play has a similar feel to another Namco legend, "Pac-Man"; although in Rally-X's mazes are much larger and, with each maze having only 10 flags to collect, is more sparsely populated than Namco's pill-eating legend.
In-game opponents consist of red enemy cars that try to ram into and destroy the player's car, a problem compounded by the fact that enemy cars are faster than the player's. A smoke screen can be activated which trails behind the player's car and causes any pursuing enemies to crash. Each maze also has rock formations which, if crashed into, will result in the loss of a player car. A radar display to the right hand side of the playing area shows the positions of both the flags, and the enemy vehicles.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG and discrete circuitry for the crash sound.
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1 (SMOKE SCREEN)
- TRIVIA -
Released in October 1980.
Also licensed to Midway (January 1981).
A Rally-X unit appears in the 1982 movie 'Tron'.
- UPDATES -
In the introduction to the bonus stages, the Namco version misspells 'Challenging' as 'Charanging'. This was corrected in the Midway version.
- SCORING -
Collecting a flag : 100 points x the flag collected up to a maximum of 1,000 points.
Special Flag : Doubles points for all flags collected. If collected first, the last flag is worth 2,000 points.
End of screen bonus : Points for remaining fuel.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : UP(x2), DOWN(x7), RIGHT, LEFT(x6).
3) '(c) NAMCO LTD. 1980' will be added at the bottom of the screen.
- SERIES -
1. Rally-X (1980)
2. New Rally-X (1981)
- PORTS -
* Consoles :
Sony PlayStation (1995, "Namco Museum Vol.1")
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
Nintendo Game Boy Advance (2005, "Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
MSX (1984)
Fujitsu FM-7 (1984)
PC [MS Windows, CD-ROM] (1997, Namco History Vol.2")
PC [MS Windows, CD-ROM] (1998, "Microsoft Revenge of Arcade")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
* Others :
Arcade (1996, "Namco Classics Collection Vol.2")
Namco Classics TV Game (2003 - Jakk's Pacific)
$end
$info=rallys,
$Edit this entry at Arcade-History.com
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Rallys (c) 1980 Novar.
The heroic 'Wummel' (your spaceship) is needed again in Crystal City as the Spectar Smugglers have become bolder and the Targs meaner. You also have to deal with a grid which has certain road connections cut off, so you'll have to work your way around.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Samples, DAC
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Spectar".
- SCORING -
Run over a dot : 20 points.
Hit a targ (red ships) : 10 X rack number.
Hit a spectar (green ships) : 100-500 points.
Finish off rack : 1000 X rack number.
$end
$info=rambo3,rambo3a,rambo3ae,
$Edit this entry at Arcade-History.com
$bio
Rambo III (c) 1989 Taito.
Assume the role of Rambo and Colonel Sam Trautman as they fight the soviet army in afghanistan.
- TECHNICAL -
Taito B System hardware
Board Number : K1100485A
Prom Stickers : B93
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Based on the movie of the same name. The movie 'Rambo III' is rated R by the Motion Picture Association of America. It is intended for mature audiences and parently discression is advised. Children under 17 not admitted unless requiring accompanying parent or adult guardian.
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
The game has a different ending depending if you play the American or European version.
- TIPS AND TRICKS -
* Level select : boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- STAFF -
Game programmers : T. Katoh, H. Yayama, Mom. Kobayashi, K. Kondoh, Takeshi Ishizashi
Character Designers : Takashi Yamada, Noritaka Kawamoto, Kenji Hazama, Seiji Kawagishi, Kazumasa Fuseya, A. Yamamoto, Kohzoh Igarashi, Tomita Takaaki, Y. Iwata
Game designer : Akira Saitoh
P.C.B. designer : Eikichi Takahashi
Designers : Kazuo Nakagawa, Hiroyasu Nagai
Sound designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Pinch Punch
$end
$info=rampage,rampage2,
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Rampage (c) 1986 Bally Midway.
RAMPAGE displays giant all-powerful creatures fighting for survival in various city environments, against a continuous onslaught of National Guard and police forces! Each player becomes one of these mighty warriors capable of collapsing skyscrapers into dust and rubble. All 3 of the creatures are human mutations : an ape (George), a lizard (Lizzie), and a wolf-like creature (Ralph).
The game can be played by one, two or three people. In a one player game, one creature character is controlled by the person playing the game while the National Guard and police forces are controlled by the game itself. In turn, each additional player controls an additional creature character.
Each player controls his character with a joystick, a Jump button (which is also a Game Start button), and a Punch/grab button. Using the joystick, the player character can move left, right, up, or down (4 directions only). Hitting the Jump button while using the joystick enables the character to jump in any of four directions. Hitting the Punch/grab button enables the character to punch and/or grab in any of four directions. On the control panel are three sets of these controls : left side (George), center (Lizzie), and right side (Ralph).
Game play begins for any one player when, after inserting proper coinage, he presses the Jump button of the character of his choice (only one character for each player per game). Three separate newspaper 'datelines' appear on the screen, one for each creature. These 'datelines' reappear after every rack. Only 'datelines' for ACTIVE player characters will display information: 1) the day - number (may or may not appear) which indicates the rack number, 2) the name of the city environment, and 3) a message about the creature or a game play hint. Next, the city environment appears on the screen, mainly consisting of high-rise buildings, and now the battle begins. The player character appears in the city where it is attacked by the National Guard and police forces with massive firepower. It must run, jump, climb buildings, and punch its enemies to stay alive until the end of the rack.
In this initial rack, hazards to the player character are mainly: 1) National Guard helicopters with machine guns and 2) police swat team members moving from window to window of the buildings using rifles and throwing sticks of dynamite. Every time it is damaged, by getting punched, shot, shocked, or by falling or by being on a collapsed building, it loses 'power'. This is measured by a 'damage' gauge for each creature at the top of the screen. When the gauge reads empty, the mutant creature shrinks back to its human form which then creeps off of the screen. At this point, the game allows the player a time limit to "buy back in" to preserve his rack position. Provided as a game option, the game operator may also allow the player a short time limit to "buy back in" to protect his point total. If the player "buys in" in time, before the human form leaves the screen, then it will grow into being the creature again. If not, then the same creature will drop back in from a dirigible. Beyond the time limit the game is over for the player.
However, the rack itself ends ONLY when all of the buildings have been destroyed (either by the creature or by swat team members placing charges of dynamite at the base of each building). If the creature has survived to this point, then the game advances to the next rack. If the player character survives to the end of the rack, the power loss is carried over to the next rack. The player scores points by punching or eating the creature's enemies and also by destroying buildings. But due to the continuous power drain caused by damage, the player character MUST find and eat food to restore its power level. By punching holes in the buildings, the player MAY find Food (increased power), Bonuses (points) or Hazards (decreased power).
EXAMPLES
Food : Milk, Turkey, Hot Toast
Bonus : Flower Pot, TV Set, Money Bag
Hazard : Cactus, Poison, Toaster
The types of Hazards and Bonuses found OUTSIDE of buildings vary and may increase in difficulty in succeeding 'city environment' racks.
EXAMPLES
Bonus : Auto (or Truck), Commuter Train, Person in Manhole
Hazard : National Guard Tank, Police Car, Storm Cloud
Another source of game points comes from the player character grabbing a fleeing 'townie' from a building window. Two benefits : 1) While holding the 'townie', all swat team members disappear from the building windows and 2) accumulating points are scored during the time the townie is held.
For the continuous buy-in feature, hundreds of racks 'city environments', have been created.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : 68000 (@ 8 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1986.
Rampage incorporates Bally Midway's JOIN THE ACTION feature : each set of game controls includes a corresponding start (Jump) button, which is activated independently. This allows a person, after inserting the proper coinage, to begin play at any time including while the other sets of game controls are in use.
Ramapage has an impressive 768 different levels. The 128th level of the game is 'Plano, Illinois', and was the only level in the game with less than three buildings. Brian, one of the designers, said : Plano Illinois was only two buildings because Plano Il is a Tiny town, in which my partner Jeff was born and raised.
These are the random headlines you may encounter during the game. These headlines appear when the next day begins :
EX-MUTANT IS ARRESTED FOR STREAKING!
LAB SCREW-UP WEARS OFF...FILM AT 11
SPOUSE OF MUTANT FILES LEGAL ACTION
FORMER BEAST SAYS IT MAY HAPPEN AGAIN
STILL AT LARGE...VERY LARGE!
IS THERE NO END TO THIS RAMPAGE???
PROPERTY VALUES AT ALL TIME LOW
YOUR AD HERE CALL NOW! 1-800-ZOO-KEEP
JOB OPENINGS IN NATIONAL GUARD!
REAL LIFE JEKYLL AND HYDE STORY!!
A Rampage unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- SCORING -
Scoring in this game is relatively complicated due to the various numbers of enemies. In addition, you also score points for hitting buildings and collecting bonus and/or food items.
* ITEMS
Bag of loot : 100-500 points.
Boater : 750 points.
Building destroyed : 2,500 points - You will only get the points if your monster destroys the building. Buildings destroyed by things other than you monster will not earn you these points.
Car (parked) : 100 points.
Car (moving slowly) : 200 points.
Car (parked then takes off quickly) : 750 points.
Food such as turkey, milk, fruit, hamburger, or toast : 175 points.
Eating one of the civilians : 500 points.
Flower pot : 500 points.
Helicopter : 750 points.
Holding designated victim : 4,000-6,000 points.
Light bulb (off) : 500 points.
Manhole cover (per hit) : 500 points.
Mega-vitamin bonus (every 128 days) : 5,000 points.
National guardsman : 50 points.
Neon sign : 1,000 points.
Paratrooper : 50 points.
Photographer : 750 points.
Police car : 750 points.
Punch causes partial break in building : 25 points.
Punch cause full break/hole in building : 225 points.
Safe (after opening) : 100-500 points.
Tank : 200 points.
Television (off) : 500 points.
Train (per hit) : 500 points.
- TIPS AND TRICKS -
You start the game with your monsters at the bottom of the screen. After the game starts, it is time for you to start the 'urban renewal' process.
* After you start, you will start being attacked. There is no real way to avoid a lot of the attacks by the National Guardsmen due to the sheer volume of fire they are laying down. Your best bet is to keep moving and make yourself a hard target to hit.
* To move quickly from building to building, jump toward the building and push up to grab the building. This enables you to use your monster's ability to both jump and climb at the same time.
* To relieve some pressure from the National Guardsmen, climb up the buildings and smash the windows where they pop out from or just eat them when they are leaning out the window. Move quickly since their buddies are still shooting or throwing dynamite at your monster.
* Unless you are totally obsessed with points, let the National Guardsmen do your work for you. A great example of this is that about midway through a day, a National Guard-man will rush out from the side of the screen with explosives. They will place them at the base of a building. This demolishes the building and helps you along to the next day.
* Another way to destroy buildings is to weaken it up, then jump on the roof. Your monster's weight will cause the building to collapse.
* The air units can be rather dangerous. During the beginning days, the helicopters will overfly your monster, turn around, and then dive in for the attack. You can destroy the helicopters when they are coming in to prevent their attack. Also, when you are moving around, you make it harder for them to get a bead on your monster.
* During the later days, helicopters will drop bombs. Again, paying attention to everything that is going on will allow you to easily escape the bomb being dropped. You can also entice the helicopter to drop a bomb when you are on top of a building. When the bomb is dropped, jump out of the way and let the bomb do the damage to the building for you.
* Make sure that you either grab the food or eat the National Guardsmen to keep your health up. If you can hold out for 128 days, you will get all of your health restored for that day and days 256, 384, 512, 640, and 768. Also keep in mind that if you punch too fast, you may end up getting something that will harm your monster.
* Paratroopers can be a particular pain. If you plan to attack a building with a Paratrooper unit on it, make sure you quickly scale the building and eat said unit. It makes life a lot easier since their rapid fire can put a major hurting on your monster.
* Ground units such as Tanks and Police Cars can be a real nuisance. They fire some pretty heavy shells which not only cause a lot of damage, but they also can knock back your monster for quite a distance. There are some ways to combat these units :
1) Climb quickly up a building. When the unit passes below you, jump down and give it a good punch.
2) Time the shots and rush the ground unit in-between shots to get a good punch in.
3) Use available weapons such as manhole covers, flower pots, or safes to drop on them. These things also allow you to hit them at a distance.
* Be sure and watch what your monster grabs at. There are a lot of hazards in the buildings and it is pretty bad when your monster buys the farm doing dumb stuff such as grabbing electrical items such as toasters and light bulbs.
* In addition to the above, dynamite is sometimes in the middle of buildings. When uncovered, you have about two to three seconds to get your monster out of there before they are blown off the building. Eating it will only decrease your monster's health so run far away when it is uncovered.
- SERIES -
1. Rampage (1986)
2. Rampage - World Tour (1997)
3. Rampage 2 - Universal Tour (1999, Nintendo 64)
4. Rampage Through Time (2000, Sony PlayStation)
5. Rampage - Total Destruction (2006)
- STAFF -
Concept and design : Jeff Nauman, Brian Colin
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Atari 2600 (1989)
Sega Master System (1989)
Atari Lynx (1991)
Sony PlayStation (2000, "Arcade Party Pak")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Nintendo Game Boy Advance (2005, "Paperboy / Rampage")
Sony PlayStation 2 (2006; as part of "Rampage - Total Destruction")
Nintendo GameCube (2006; as part of "Rampage - Total Destruction")
Nintendo Wii (2006; as part of "Rampage - Total Destruction")
* Computers :
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
PC [MS-DOS] (1988)
Amstrad CPC (1988)
Atari ST (1989)
Commodore Amiga (1989)
Apple II
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
- SOURCES -
F.A.Q. by Kevin Butler AKA War Doc
$end
$info=rmpgwt,rmpgwt11,
$Edit this entry at Arcade-History.com
$bio
Rampage - World Tour (c) 1997 Midway Games.
A sequel to the 1986 original, Rampage World Tour once again has George, Lizzie, and Ralph bent on a trail of destruction. The 'World Tour' of the title refers to the fact that the action now takes place around the entire world, instead of just North America. Graphics are much improved and a KICK button has been added to allow even more chaos.
Hidden bonus items have also been added to the game; two examples are an item that allows any player character to transport to almost any location in the game instantly. A second gives the players more destructive power. Some stages have a vat of toxic chemicals that can mutate any player character into a huge purple bat-like creature called V.E.R.N (Violently Enraged Radioactive Nemesis) for the duration of the stage.
- TECHNICAL -
Midway Wolf Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1997.
Developed by 'Game Refuge' (see Staff section for more info).
RWT was born during a meeting, (regarding another project), between Game Refuge Designers Brian Colin and Jeff Nauman and top Midway execs Ken Fedesna and the late, great, Joe Dillon. Marketing VP Joe Dillon made an off-hand comment : "What we really need is a game that appeals to everyone... adults as well as kids, girls as much as guys. My partner, Jeff Nauman, and I looked at each other and said, in unison, 'Then lets re-make RAMPAGE!'. Five minutes later we got the green light to make the game".
It was decided to remake the game using the latest Midway Wolf Unit hardware. All of the character animation was achieved through the use of the 3D spline-modeling tool Animation Master.
A sequel, "Rampage - Universal Tour" was canceled as an arcade project.
Stages trivia : There are 130 regular racks/levels in RWT. Each rack is a unique city, and the passage of time is counted in Days (1 day = 1 city). In addition, there are 14 'Transcontinental Flights'; a bonus flying rack in which players chalk up special bonuses. There are are 4 'Grudge Match' racks that pit player against player for an enormous point bonus. The final levels are on the surface of the moon, against hoardes of heavily armed Scumlab astronauts. There are 'hidden' racks as well, in such unlikely places as 'Hades' (complete with Demonic Minions) (...told you Scumlabs had underworld connections), 'Secret Government Area 69' (So thats where all those aliens keep coming from!) and the terrifying, mystical wasteland known only as 'Suburbia', to name a few.
In some stage you are attacked by ed-209 from 'Robocop'!
There are several humorous touches in the game. Like sometimes if your character eats a person, he will spit him out shortly if that person didn't taste good.
- UPDATES -
Revision 1 :
* Software version : 1.1.
Revision 2 :
* Software version : 1.3.
- TIPS AND TRICKS -
* A Few Lesser-Known Items of Interest
1) Calculator : Grab a calculator before snagging a bonus power to multiply the effects of that power.
2) Scumlab Triangle : Punching this symbol instantly destroys all on-screen vehicles.
3) Rubber Dukie : Make the duck quack five times to call the jet bombers and evacuate the city earlier than usual.
4) Allergic Reactions : Eating certain foods may make you sneeze. Ralph is allergic to cats, Lizzie is allergic to birds, and George is allergic to dogs.
5) Backoff Bellow : Right after another player pops you in the face, pull down on your Joystick and press the Kick Button. You will Bellow at him and leave him dazed.
* A Few Secret Codes : Secret codes must be entered when the name of the appropriate city is displayed. The effect lasts while the Creatures are in that city. A brief message will confirm if the code was entered correctly.
1) Fatty Foods : This code enables an individual Creature to digest fatty foods better. All people eaten by this Monster award 3X their normal health increase...
GEORGE : (U + J,J,J)
LIZZY : (U + P,P,P)
RALPH : (U + K,K,K)
When To Use : At the end of every Jumbo Jet Ride... prior to the start of every World Tour
2) Iron Guts : This code enables an individual Creature to avoid stomach upset. Bad Stuff, that would normally make one puke, now builds up a player's health...
GEORGE (D + J,J,J)
LIZZY (D + P,P,P)
RALPH (D + K,K,K)
When To Use : Each time you return to a US City after taking a World Tour.
3) Food-O-Rama : This code fills all buildings with Good Stuff to eat. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players...
GEORGE (J)
LIZZY (P)
RALPH (K)
When To Use : Washington DC, Moab, Nashville and Kodiak... And every fourth city in a World Tour, as well...London, Kiev, Casablanca and Rio
4) Load Up : This code loads the city with every possible Special Power. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players...
GEORGE (J,J)
LIZZY (P,P)
RALPH (K,K)
When To Use : Philadelphia, Carbondale, Santa Fe and Honolulu.
5) Secret Racks : This code sends the players to a rack, or level, that cannot be reached any other way. Note that ALL of the buttons indicated below must be pushed, regardless of the number of players.
GEORGE (J,J,J) AND
LIZZY (P,P,P) AND
RALPH (K,K,K)
When To Use : Enter the code in Atlanta and find yourself in the food rich world of SUBURBIA.
Enter the code in Louisville, and find yourself in the SCUMLAB BIOWEAPON WAREHOUSE.
Enter the code in chilly Fairbanks to discover the steamy secret of EUSTAS DEMONIC'S UNDERWORLD CONNECTION.
Enter the code in Phoenix to learn whats hidden at secret Government AREA 69.
6) The Ten-City Jump (Rack Advance) : This code lets the players jump ahead ten racks or so...making it much easier to reach the exciting finale on the surface of the moon! (...and YES, the rumors are true about what happens in the final moments of the arcade game...) Note that ALL of the buttons indicated below must be pushed, regardless of the number of players.
GEORGE (J,P,K)
LIZZY (P,K,J)
RALPH (K,J,P)
When To Use : Cleveland, Oklahoma City, Fargo and Reno.
* You can make your character fly. Climp up a building and jump, now start tapping the punch button steadily, your character will start flapping his hands like bird-wings and will start sort-of gliding.
- SERIES -
1. Rampage (1986)
2. Rampage - World Tour (1997)
3. Rampage 2 - Universal Tour (1999, Nintendo 64)
4. Rampage Through Time (2000, Sony PlayStation)
5. Rampage - Total Destruction (2006)
- STAFF -
Programming group : Jeff Nauman, Blake Drolson, Joel Nauman, Kirk Nauman, Lynn Zeglin
Animation group : Brian Colin, Jeff Croke, Rob Dollase, Aaron Hartline, Tom Kondol, Mark Sieka
Sounds / Music : Dr. Dave Zabriskie, Vince Pontarelli, Mike Colin
Concept and design : Brian Colin, Jeff Nauman
Support from : Scott Parrish, Cary Mednick, Pat Cox, Mark Turmell, Sal Divita, Nik Ehrlich, Herman Sanchez, Darren Walker, Christa Woss, Pat Fitzgerald, Joan Faux, Andy Lycke, Art & Jim Tianis, Sheridan Oursler, Rosalind Dugas, Al Lasko, Steve Correl, Bill Soldwish, Leroy Brown, Tom Sedor, Bill Dabelstein, Doug Hurd, Mike Burgin, Sean, Jason, Decker
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sega Saturn (1997)
Nintendo 64 (1997)
Nintendo Game Boy Colors (1998)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2006, as part of "Rampage - Total Destruction")
Nintendo GameCube (2006, as part of "Rampage - Total Destruction")
Nintendo Wii (2006, as part of "Rampage - Total Destruction")
Sony PlayStation 3 (2007, "PlayStation Network")
* Computers :
PC [MS Windows] (1998)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=rampart,rampartj,ramprt2p,
$Edit this entry at Arcade-History.com
$bio
Rampart (c) 1990 Atari Games.
A superb arcade puzzle game in which up to three players must build up a castle using Tetris shaped pieces to form a castle wall and enclose their keep. Each player must then place a limited number of cannons inside their castle wall before the timer expires. Once the cannons have been placed the battle itself begins. Players must target their cannons onto the enemy's castle (or, in the one-player game, enemy ships and peons) and destroy as much of the enemy army as possible before the time limit expires.
Once the battle is over the players must repair their castles, again using tetris shapes. The players' Keep must be completely encircled with castle wall or the game is over. In the single-player sea attack game, any enemy ships that manage to reach the coast nearest the player will unload peons that will attack the player's castle by land.
- TECHNICAL -
Game ID : 136082
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 3
Control : trackball
Buttons : 2
- TRIVIA -
Two versions exists, one dedicated three-player trackball version released in 1990, and one two-player joystick kit released in 1991.
The island in Rampart is very similar with a map of Jersey in the Channel Islands, but its purely a coincidence.
A Rampart machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* The peons that attack you after unloading from the ships cannot fire diagonally.
- STAFF -
Programmer, designer : John Salwitz
Artist, designer : David Ralston
Hardware engineer : Tim Hubberstey
Technician : Chris Drobny
Audio : Brad Fuller, Don Diekneite
Artistict support : Sam Comstock, Sean Murphy, Will Noble, Nick Stern
Software support : Peter Lipson, Mike Albaugh, Russel Dawe (Rusty), Ed Rotberg
Commander : Chris Downed
Product manager : Linda Benzler
Cabinet designer : Dave Cook
Asic : Pat Mc Carthy
- PORTS -
* Consoles :
Nintendo NES (1991)
Sega Master System (1991)
Sega Mega Drive (1991)
Nintendo Super Famicom (1991)
Atari Lynx (1991)
Nintendo Game Boy (1992)
Nintendo Game Boy Color (1999)
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Nintendo Game Boy Advance (2005, "Gauntlet / Rampart")
Sony PlayStation 3 (2007, "PlayStation Network")
* Computers :
Commodore C64 (1992)
Atari ST (1993)
Commodore Amiga (1993)
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=raphero,
$Edit this entry at Arcade-History.com
$bio
Rapid Hero (c) 1994 Media Trading.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz), TMP90841 (@ 8 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 56.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game was done by some of the programmers of "Thunder Dragon 2".
- STAFF -
Main programmer : Kochi
Program super visor : Oredayo
Sound programmer : Tommy
Object designers : Arita, Ikezu Kenzi, Asaku, Ning Mei, Seki Kate, Midori, OK Kitamura
Scroll designers : Nishimura, Kawauso Mama
Art work designer : Big Robo
Sound composer : Hide Kaz, Santard, Mustard Papa
Planner : Morio
$end
$info=rastan,rastanu,rastanu2,
$Edit this entry at Arcade-History.com
$bio
Rastan (c) 1987 Taito.
A platform hack 'n' slash game from Taito in which a single player guides a barbarian hero through a number of fantasy-themed levels, fighting through swathes of mythological fantasy creatures, including orcs, skeletal warriors and multi-headed hydra.
More powerful weapons can be picked up, as well as bonus items that can increase the barbarian hero's health and give increased protection against enemy attack. Players should be wary that some collectable items are cursed and will have a detrimental effect on the hero's health and performance. Unlimited continues are available throughout the game.
- TECHNICAL -
Prom Stickers : B04
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1987.
This game is known in Japan as "Rastan Saga".
Rastan was inspired by the 'Conan the barbarian' saga novels, by Robert E Howard. In the background of the first stage, giant stone statues can be seen that bear more than a passing resemblance to the statues that featured in 'The Lord of The Rings - Fellowship of the Ring'. While the film appeared several years AFTER Rastan, the famous LotR concept artwork that featured in the deluxe addition of the book had been available for some time.
The main character, Rastan, appears as a selectable character, ''Miracle Rastan'', in "Champion Wrestler".
The game contains several bonus items that are not normally dropped by enemies : A golden armature, a brown scroll and a yellow scroll. Graphics for these can be seen in the tile-sets and modifications to game's data tables can cause them to be dropped. The golden armature acts like the existing armature, the scrolls do nothing.
The game contains a built in test mode, activated by the value of two bytes towards the end of the code roms. Invincibility can be selected, causing 'NO-HIT' to be displayed at the bottom of the title screen. The starting level can also be modified.
The game forbids the initials 'SEX' on the high-score table. If you try, they get changed to 'AHA'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- UPDATES -
"Rastan Saga" has some differences :
* In the attract mode appears the intro (instead the description of the objects).
* If you waste too many time without advancing in the stage, only 2 bats will attack you (instead of 8).
- TIPS AND TRICKS -
* If you die on the final stage, the game ends and you cannot continue; this means that the entire final level must be completed on a SINGLE credit. In order to make this even remotely possible you should deliberately die at the end of the fifth stage while fighting the boss (a multi-headed dragon). You should then use another credit to continue and defeat the dragon with your first man (with as little damage as possible). If you cannot defeat him with the first man and little damage, kill off the remaining men and start with a fresh credit. Always go after the special weapons where possible; if special weapons run out, jumping and striking doubles the damage done with the sword. Pushing up and the jump button will jump higher than pushing the jump button alone.
* The game attract sequence does not reveal the purpose of the rod. If you are carrying it, killing an enemy of any type causes all other on-screen enemies of the same type to die.
* If you are going for a high-score, always 'pick-up' the poisons. They are worth a lot of points.
* The ring can always be obtained in the first level castle. Proceed past the 3 ropes, down the next long chain and then up the next long chain. Slowly nudge this chain offscreen and two enemies appear on the left-hand side, one of which always carries the ring.
* Chains in castles can often be traversed upwards much quicker by repeatedly jumping against a nearby wall. Others needing to be traversed downwards can be missed by jumping off and falling. The level 4 boss is virtually impossible to defeat unless this tactic is used, in order to meet him carring the hammer.
* Repeated high vertical jumps are a good method to use to 'stall', when on slopes approaching bouncing fireballs.
* Many players don't know that the 'mud' first encountered on level 2 does not actually kill you, it just causes you to sink down requiring many quick jumps to get out.
- SERIES -
1. Rastan (1987)
2. Nastar (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)
- STAFF -
Game designer : Nenko Nishimura
Game programmers : Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama
Character designer : Nenko Nishimura
Art designers : Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genya Kuriki
Hardware engineer : Noboru Takeshita
Hardware designer : Masahiro Yamaguchi
Music composers and sound effects : Naoto Yagishita, Masahiko Takaki
Art advisor : Junji Yarita
- PORTS -
* Consoles :
Sega Master System (1988)
Sony PlayStation 2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
Tandy Color Computer (1988, "Warrior King")
MSX2 (1988)
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
PC [MS-DOS, 5.25''] (1990)
PC [MS Windows] (2005, "Taito Legends")
$end
$info=rastsaga,rastsag1,
$Edit this entry at Arcade-History.com
$bio
Rastan Saga (c) 1987 Taito.
A platform hack 'n' slash game in which a single player guides a barbarian hero through a number of fantasy-themed levels, fighting through swathes of mythological fantasy creatures, including orcs, skeltal warriors and multi-headed hydra. More powerful weapons can be picked up as well as bonus items which can increase the barbarian hero's health and give increased protection against enemy attack. Players should be wary that some collectable items are cursed and will have a detrimental effect on the hero's health and performance. Unlimited continues are available throughout the game.
- TECHNICAL -
Prom Stickers : B04
Main CPU : 68000, Z80
Sound Chips : YM2151, MSM5205
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Rastan".
Rastan was inspired by 'Conan the barbarian' saga books. In the first stage in the background you can see the same statue as in the movie 'The Lord of The Rings'; as the film appeared several years AFTER Rastan Saga, this may be complete co-incidence.
The main character, Rastan, appears as a selectable characters, 'Miracle Rastan', in "Champion Wrestler".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- UPDATES -
Rastan Saga has some differences :
* In the attract mode appears the intro (instead the description of the objects).
* If you waste too many time without advancing in the stage, only 2 bats will attack you (instead of 8).
- TIPS AND TRICKS -
If you die on the final stage, the game ends and you cannot continue; this means that the entire final level must be completed on a SINGLE credit. In order to make this even remotely possible you should deliberately die at the end of the fifth stage while fighting the boss (a multi-headed dragon). You should then use another credit to continue and defeat the dragon with your first man (with as little damage as possible). If you cannot defeat him with the first man and little damage, kill off the remaining men and start with a fresh credit. Always go after the special weapons where possible; if special weapons run out, jumping and striking doubles the damage done with the sword. Pushing up and the jump button will jump higher than pushing the jump button alone.
- SERIES -
1. Rastan Saga (1987)
2. Rastan Saga II (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)
- STAFF -
Game designer : Nenko Nishimura
Game programmers : Yoshinori Kobayashi, Hideaki Tomioka, Touru Takahashi, Hideo Kazama
Character designer : Nenko Nishimura
Art designers : Nenko Nishimura, Taira Sanuki, Seiji Kawakami, Genya Kuriki
Hardware engineer : Noboru Takeshita
Hardware designer : Masahiro Yamaguchi
Music composers And Sound Effects : Naoto Yagishita, Masahiko Takaki
Art advisor : Junji Yarita
- PORTS -
* Consoles :
Sega Master System
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
* Computers :
MSX2 (1988)
Commodore C64 (1988)
ZX Spectrum (1988)
Amstrad CPC (1988)
$end
$info=rastsag2,
$Edit this entry at Arcade-History.com
$bio
Rastan Saga II (c) 1988 Taito.
- TECHNICAL -
Taito B System hardware
Prom Sticker : B81
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Nastar" and in US as "Nastar Warrior".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Taito DJ Station : G.S.M. Taito 5 - PCCB-00037) on 21/08/1990.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- TIPS AND TRICKS -
* Level Select : Boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- SERIES -
1. Rastan Saga (1987)
2. Rastan Saga II (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)
- STAFF -
Programmers : Hideaki Tomioka, Mari Iwano, Kazuhiko Sugiyama, Ted Aono, Manabu Doi
Hardware designer : Eikichi Takahashi
Music composed by : Hisayoshi Ogura
Sound editor : Yasuhisa Watanabe
Graphic designer : Hiroyasu Nagai
Game and art designer : Hisaya Yabusaki
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sega Mega Drive (1991)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
$end
$info=raveracw,raveracj,raveraja,
$Edit this entry at Arcade-History.com
$bio
Rave Racer (c) 1995 Namco.
The third game in Namco's superb 'Ridge Racer' series, offering the player four different tracks to race on; two of which are based on the original game. The four tracks are : Ridger Racer short, City, Ridge Racer Long, Mountain.
- TECHNICAL -
Namco System 22 hardware
Game ID : RV
Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : steering wheel
Pedals : accelerator and brake
- TRIVIA -
Graphically enhanced versions of the City and Mountain tracks appear in Ridge Racer PSP as "Midtown Expressway" and "Greenpeak Highlands" respectively.
Victor Entertainment released a limited-edition soundtrack album for this game (Rave Racer : Namco Game Sound Express Vol.24 - VICL-15048) on 21/10/1995.
- SERIES -
1. Ridge Racer (1993)
2. Ridge Racer 2 (1994)
3. Rave Racer (1995)
4. Ridge Racer Revolution (1995, Sony PlayStation)
5. Rage Racer (1996, Sony PlayStation)
6. R4 - Ridge Racer Type 4 (1998, Sony PlayStation)
7. Ridge Racer V (1999, Sony PlayStation 2)
8. Ridge Racer 64 (2000, Nintendo 64)
9. Ridge Racer V - Arcade Battle (2000)
10. Ridge Racer DS (2004, Nintendo DS)
11. Ridge Racer (2005, Sony PSP)
12. Ridge Racer 6 (2005, Microsoft XBOX 360)
13. Ridge Racer 7 (2006, Sony PlayStation 3)
- STAFF -
Game designers : Kenji Wakabayashi, Fumihiro Tanaka
Game programmers : Kazuhiro Mori, Takahiro Kakizawa, Yoichi Mizuno
Visual designers : Akira Fujii, Nobuhiro Morishita, Yoshikazu Komatsu, Norifumi Nagaoka
Visual programmers : Takashi Yano
Sound composers : Etsuo Ishii, Shinji Hosoe, Ayako Saso, Takayuki Aihara, Nobuyoshi Sano
Industrial & Graphic designers : Naotaka Yoshimatu, Takeshi Fujikawa
Mechanical designers : Shougo Kanebako, Toshifumi Ohara, Matsumi Ohta
Electrical designers : Kouichi Asano, Kei Kobayashi, Kousei Yahaba
Circuit designer : Kentaro Arai
PWB designer : Kazuhiro Abe
Direction : Kenji Wakabayashi
$end
$info=raystorm,raystorj,
$Edit this entry at Arcade-History.com
$bio
Ray Storm (c) 1996 Taito.
3-D follow up to Rayforce featuring a lock-on laser system.
- TECHNICAL -
Taito FX-1B hardware
Prom Stickers : E24
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in July 1996.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- TIPS AND TRICKS -
* Stage Select :
1) Keep pushing Service Switch during boot count.
2) Machine displays 'Service Switch Error' on screen.
3) Push 'Start(x3), Service Switch, Start'.
4) Machine displays 'Round' on screen (Success !).
Select value for round and push button to start. You will start with the selected round after the player selection screen.
- SERIES -
1. Rayforce (1994)
2. Ray Storm (1996)
3. Ray Crisis (1998)
- STAFF -
Producer : Yukio Abe
Director : Tomohisa Yamashita, Yukio Abe, Tatsuo Nakamura
Character graphics : Atsushi Iwata, R.Hideyuki Katoh, Tomohisa Yamashita, Indy Nishioka, Yasunobu Kousokabe, Terumi Ogiwara, Tomohiro Kagawa, Tsutomu Matsuda, Yuuji Sakamoto, Makoto Fujita, Satoshi Ohtani, Ippei Kobayashi (peacock)
Program : Tatsuo Nakamura, Hikaru Taniguchi, Masao Kashino, Hirotaka Fukakawa, Norikatsu Fukuda, Koji Kato, Takeshi Higuri, Harumi.K, Hitoshi Kozuka, Kazunari Ishida
Music : Tamayo Kawamoto (Zuntata)
Sound effects : Munehiro Nakanishi (Zuntata)
Sound direction : Hiroshige Tonomura (TONO) (Zuntata)
Hardware : Katsumi Kaneoka
Design works : Mihoko Sudoh
- PORTS -
* Consoles :
Sega Saturn (1997, "Layer Section II")
Sony PlayStation (1997)
Sony PlayStation (1998)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [MS-Windows CD-ROM](2001)
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=rayforce,rayforcj,
$Edit this entry at Arcade-History.com
$bio
Rayforce (c) 1994 Taito.
A vertically scrolling shooter featuring a lock-on secondary weapon.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D66
Main CPU : 68EC020
Sound CPU : 68000
Sound Chips : ES5505
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in January 1994.
This game is known outside Japan as "Gunlock".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'BOO'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rayforce - PCCB-00153) on 21/04/1994.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Rayforce (1994)
2. Ray Storm (1996)
3. Ray Crisis (1998)
- STAFF -
Producer : Yukio Abe
Directors : Yukio Abe, Tatsuo Nakamura
Game designers : Tatsuo Nakamura, Yukio Abe, Tomohisa Yamashita
Software : Tatsuo Nakamura, Shinji Soyano, Hikaru Taniguchi, Masao Kashino, Isao Ooyama
Character Graphics designers : Hideyuki Kato, Tomohisa Isobe, Shinjirou Sugitani, Hiroyo Kujirai, Yasuhiro Noguchi
Screen Graphics designers : Hideyuki Kato, V.A.P, Peacock
Music & Sound effects : Tamayo Kawamoto (Zuntata)
Sound effects : Munehiro Nakanishi (Zuntata)
Sound direction : Hiroshige Tonomura (TONO) (Zuntata)
Design works : Kyoko Umezu
Hardware : Katsumi Kaneoka
- PORTS -
* Consoles :
Sega Saturn ("Layer Section")
Sony PlayStation 2 (2006, "Taito Legends 2") (Europe only)
Microsoft XBOX (2006, "Taito Legends 2") (Europe only)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
PC [MS Windows] (2006, "Taito Legends 2") (Europe only)
$end
$info=razmataz,
$Edit this entry at Arcade-History.com
$bio
Razzmatazz (c) 1983 Sega.
- TECHNICAL -
Game ID : modified 834-0213, 834-0214
Main CPU : Z80 (@ 3.04125 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : dial
Buttons : 1
$end
$info=reactor,
$Edit this entry at Arcade-History.com
$bio
Reactor (c) 07/1982 Gottlieb.
- TECHNICAL -
Game ID : GV-100
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz), Votrax SC-01
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 1
Control : trackball
Buttons : 2 (ENERGY, DECOY)
- TRIVIA -
First called 'Ram-It', then 'Expander', Reactor was Skelly's first game design upon going independent. Skelly was one of the first independent game designers. He designed a number of games for Gottlieb (none of which were released) before taking an extended break in which he watched horror movies, drank margaritas and wrote a screenplay!
Approximately 1,000 units were produced.
- STAFF -
Designed and programmed by : Tim Skelly
Audio by : David Thiel
- PORTS -
* Consoles :
Atari 2600 (1982)
$end
$info=reaktor,
$Edit this entry at Arcade-History.com
$bio
Reaktor (c) 1987 Zilec.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Palette colors : 32
Players : 1
Buttons : 1
$end
$info=raf102j,
$Edit this entry at Arcade-History.com
$bio
Real and Fake (c) 1999 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known outside Japan as "Photo Y2K".
- SERIES -
1. Real and Fake (1999)
2. Real and Fake 2 (2000)
$end
$info=rbmk,
$Edit this entry at Arcade-History.com
$bio
Real Battle Mahjong King (c) 1995 GM Shoji.
- TECHNICAL -
Main CPU : 68000 (@ 11 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 1
Control : 2-way Joystick
Buttons : 2
$end
$info=rbff1,
$Edit this entry at Arcade-History.com
$bio
Real Bout Fatal Fury (c) 1995 SNK.
16 characters, some old and some new, breathe new life into the Fatal Fury series.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0095
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick [C] Power attack [D] Move between planes
- TRIVIA -
Released in December 1995.
This game is known in Japan as "Real Bout Garou Densetsu" (translates from Japanese as 'Real Bout Hungry Wolf Legend').
Things that changed in this particular game :
* The game uses a different 4 button setup this time around (punch, kick, power attack & plane switch) This was done to make the plane change mechanics easier to master.
* Chain combos are easier to pull this time around as well.
* This is one of the very few 2-D fighters to feature ring outs!
* Newcomers in the game are : Kim Kaphwan, Duck King & Billy Kane.
Pony Canyon released a limited-edition soundtrack album for this game (Real Bout Garou Densetsu - PCCB-00203) on 07/02/1996.
- TIPS AND TRICKS -
An additional cut-scene can be seen by beating the game with either Terry or Andy Bogard.
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- STAFF -
Big boss : Eikichi Kawasaki
Producers : Takashi Nishiyama, H. Matsumoto, S. Itoh
Planners : Tsuka-Michi, T. Yariyama, OH! Saba Meron
Obj. designers : Higashi Pon, Mika.Poh, Fuku Fuku, Astro 1, Suke Chichi, Takehiro Isaji, Tsuzaki.A, Kamae 34, S. Tenuking, Yure Chichi, Soe Soe, G. Ishidaman
Back. designers : Mic.Senbey, Midorin, Tomo, Ema Sue, Banamen, R. Nariai, Umechan
Demo designers : Sezabon, Enokichi, Ega Nataku, Jida-Q, Maki-Torowa, Muramama, Sho-Chan
effects : March Kaji, Kaoruru, Itokatsu, Tashiboo
Programmers : Tony-MF-Oki, Bo-Ffffffffng
Sound : Toshio Shimizm (as 'Shimizm'), SHA-V
Special advisers : Stg-Oyaji 145H, Masahiko. Sawa
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Sokaku Mochizuki : Koji Ishii
Bob Wilson : Toshiyuki Morikawa
Blue Mary : Harumi Ikoma
Franco Bash : B. J. Love
Geese Howard : Kong Kuwata
Hon-Fu : Toshiyuki Morikawa
Ryuji Yamazaki : Koji Ishii
Kim Kaphwan : Satoshi Hashimoto
Jin Chonshu : Kappei Yamaguchi
Jin Chonrei : Kappei Yamaguchi
Billy Kane : Atsushi Yamanishi
Duck King : Kong Kuwata
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
Sega Saturn (1996)
Sony PlayStation (1996)
$end
$info=rbff2,rbff2h,
$Edit this entry at Arcade-History.com
$bio
Real Bout Fatal Fury 2 - The Newcomers (c) 03/1998 SNK.
Twenty-two of the finest South Town fighters in the seventh installment of this SNK gem.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0240
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick [C] Power attack [D] Move between planes
- TRIVIA -
This game is known in Japan as "Real Bout Garou Densetsu 2 - The Newcomers" (translates from Japanese as 'Real Bout Hungry Wolf Legend 2 - The Newcomers').
Things that changed in this particular game :
* The game now features 'single plane' stages (like the ones seen in "Fatal Fury - King of Fighters", "Fatal Fury 2" & "Fatal Fury Special") in which you can slam enemies against background objects!
* The breakable objects system seen in Real Bout Special is gone. Also the "evil character" versions of some characters are gone as well.
* Newcomers in this game are : Li Xiangfei, Rick Strowd & Alfred.
A serious bug : Using a USA bios ROM if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neogeo bios s1 tile-set rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the main-board z80 bios so sound will be broken, the games should fix themselves if you let them run another attract loop after game-over, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.
- TIPS AND TRICKS -
* Fight against Alfred : Begin game play in single player mode, finish off the first 10 fights with no Losses, score over 750000 by the time the 10th fight is won, land 5 Super Dead Move's or 7 Dead Move's. You will fight Alfred in a desert type stage.
* You may scope out each character's best records by tapping A button to move forward or B button to move back at the score ranking screen :).
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- STAFF -
Executive producer : Takashi Nishiyama
Producer : H. Matsumoto
Coproducer : S. Itoh
Planners : Tsuka Michi+2, Takahisa Yariyama, Maja OH! Mori, Oda-Q, Emi-Gon
Design Front : Soe-Soe, Honekawa Now-45Kg, Nobuyuki Kuroki, Ito-Taku, Ogura Eiichi, Nal, Y. Ashizawa, G. Ishida Man DX, Yas. Kamae, Mimika, Tashiboo, Tokumasa, Yuuichi Uchide, CG, Team CG. Works
Back designers : Mic Senbei, Murayama, Tomo, Daisuke, Risa, Sakura3, Midorin, Hidenao J, Shimiji, Eiko
Demo designers : Kaoruru, Uruuru, Kumiko M
Sound : Sha-V, Miwa, Marino, Captain Beroou
Programmers : Boffffffng as Bof, Kura, Air as G.Rok.(Konbu)
Supervisers : Kiyoshi Asai, SG Melon
Voice actors : Satoshi Hashimoto, Nobuyuki Hiyama, Toshiyuki Morikawa, Kappei Yamaguchi, Atsushi Yamanishi, Hiroyuki Arita, Keiichi Nanba, Akoya Sogi, Kong Kuwata, Koji Ishii, Harumi Ikoma, B. J. Love, Tanny Yamaguti, Mami Kingetsu, Hiro Yuuki
- PORTS -
* Consoles :
SNK Neo-Geo CD (1998)
$end
$info=rbffspec,
$Edit this entry at Arcade-History.com
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Real Bout Fatal Fury Special (c) 1996 SNK.
'Hey, how's it goin', dude?' More old Fatal favorites return to the bout and bring the total of selectable fighters to 19.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0223
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Punch [B] Kick [C] Power attack [D] Move between planes
- TRIVIA -
Even if the copyright year is 1996, this game was released to the public in January 1997.
This game is known in Japan as "Real Bout Garou Densetsu Special" (translates from Japanese as 'Real Bout Hungry Wolf Legend Special').
Things that changed in this particular game :
* The game modifies the plane switching system a bit.
* Ring out system is modified into the instant dizzy system (By breaking background objects!).
* Newcomers in the game are Tung Fu Rue, Lawrence Blood & Wolfgang Krauser. 'Evil' versions of some characters are available as well.
Terry's theme in this game is a remixed version of Terry's familiar "Fatal Fury 2" music (Kurikinton).
Pony Canyon released a limited-edition soundtrack album for this game (Real Bout Garou Densetsu Special - PCCB-00240) on 05/02/1997.
- TIPS AND TRICKS -
* Play as Shadow/EX Fighter : Shadow/EX fighter is an evil version of the selected character with a different move-list set as well as a different ending than his/her original counterpart. This code only works with the following characters : Andy Bogard, Billy Kane, Blue Mary, Tung Fu Rue.
1) At the character selection screen, highlight the character of your choice, hold Start and press B(x2), C(x2).
2) While continuing to hold Start, hold B, pause one second and hold C.
3) While continuing to hold Start+B+C, press A or D to select the Shadow version of the character.
4) Pressing A or D will select a different color.
* Fight against Geese Howard : Begin game play in single player mode, win all rounds, do not score less than a 'B' rank in any battle and get more than 750,000 points befire fighting Wolfgang Krauser. You will fight Geese Howard in a special 'Nightmare' match.
- SERIES -
1. Fatal Fury - King of Fighters (1991)
2. Fatal Fury 2 (1992)
3. Fatal Fury Special (1993)
4. Fatal Fury 3 - Road to the Final Victory (1995)
5. Real Bout Fatal Fury (1995)
6. Real Bout Fatal Fury Special (1996)
7. Real Bout Fatal Fury 2 - The Newcomers (1998)
8. Fatal Fury Wild Ambition (1998)
9. Garou - Mark of the Wolves (1999)
10. Fatal Fury First Contact (1999, SNK Neo Geo Pocket Color)
- STAFF -
Producers : Takashi Nishiyama, H. Matsumoto, S. Itoh
Planners : T. Yariyama, Higashi Pon, Oh! Majaharu, Tsuka_Michi
Obj Designers : Rio, Soe.Soe.96, Oda_Bash, N. Kuroki, Lionheart35, Mizu. Mizu, G. Ishidamanace, Ossya!, Takehiro Isaji, Y. Ashizawa, Kaoruru, Nishikawa, Mika R. Winner Ero_Beer_Toku
Back Designers : Mic Senbey, Midorin, Tomo, Nari, Locate, Taka_Oh!!
Demo Designers : Sezabon, N. Kuroki, Ogura_A_1
effect : Tashiboo, Akirya
Sound : Tate Norio, Konny, Toshio Shimizm (as 'Shimizm'), Ackey, Brother Hige, Mariko, Macky, Kyo_Chan, Miwa, Imo
Programmers : Bo_ffffffffng as Bof, Naoyan Apchiba
Supervisers : Stg_Oyaji 145H, Mim_104 Melon, R. Tuneoka
* Voice Actors :
Terry Bogard, Kim Kaphwan : Satoshi Hashimoto
Joe Higashi : Nobuyuki Hiyama
Bob Wilson, Hon Fu : Toshiyuki Morikawa
Jin Chonshu & Chonrei : Kappei Yamaguchi
Billy Kane : Atsushi Yamanishi
Laurence Blood : Hiroyuki Arita
Tung Fue Rue, Cheng Chinzan : Shigefumi Nakai
Andy Bogard : Keiichi Nanba
Mai Shiranui : Akoya Sogi
Duck King, Geese Howard : Kong Kuwata
Sokaku Mochzuki, Ryuji Yamazaki : Koji Ishii
Blue Mary : Harumi Ikoma
Franco Bash, Wolfgang Krauser : B. J. Love
- PORTS -
* Consoles :
Sega Saturn (1997)
SNK Neo-Geo CD (1997)
Sony PlayStation (1998, "Real Bout Garou Densetsu Special - Dominated Mind")
Nintendo Game Boy (1998)
* Computers :
PC (2001)
$end
$info=rbff2k,
$Edit this entry at Arcade-History.com
$bio
Real Bout Garou Densetsu 2 - The Newcomers (c) 1998 SNK.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
$end
$info=realbrk,realbrkj,realbrkk,
$Edit this entry at Arcade-History.com
$bio
Real Break - Billiard Academy (c) 1998 Nakanihon.
A pool game where you are awarded pics of some asian babes when you win the round.
- TECHNICAL -
Game ID : '523'
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz), YM2413 (@ 3.579 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Producer : Stone River
Co-producer : Ben
Director / Planner : Remember
Main programmer : Ben
Programmers : Yokotin, Ezw, Maimu, James
Character designers : Motar, Mori, Mittu, Kik
Modeling designer : Motar
Animation designers : Motar, Mittu
Visual effect designers : Motar, Remember
Hardware engineer : Mr. Oz
Music composer & Sound effect designers : Haratch, Hashiken, Gen
Voice actress : Chiho Nishimura, Sachiko Kuwazawa, Akiko Shimomura, Sanae Kato, Yukiko Asai
Executive producer : Rapid River
$end
$info=ghostb,ghostb3,
$Edit this entry at Arcade-History.com
$bio
Real Ghostbusters (c) 05/1987 Data East.
Ray, Egon and Winston shoot their way through the ghosts which haunt Manhattan.
- TECHNICAL -
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Based on the 1984 comedy-thriller movie from Columbia Pictures and the animated TV show that ran during the mid 1980s.
This game is known in Japan as "Meikyuu Hunter G".
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
- PORTS -
* Computers :
Commodore Amiga (1987)
Amstrad CPC (1988)
Atari ST (1988)
Commodore C64 (1989)
Sinclair ZX Spectrum (1989)
$end
$info=rmhaihai,rmhaihib,
$Edit this entry at Arcade-History.com
$bio
Real Mahjong Haihai (c) 1985 Alba.
Finally, a *real* mahjong game!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), MSM5205 (@ 500 Khz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Real Mahjong Tile-Tile'.
- SERIES -
1. Real Mahjong Haihai (1985)
2. Real Mahjong Haihai Jinjiidou-hen (1986)
3. Real Mahjong Haihai Seichouhen (1986)
$end
$info=rmhaijin,
$Edit this entry at Arcade-History.com
$bio
Real Mahjong Haihai Jinjiidou-hen (c) 1986 Alba.
Oh! The second *real* mahjong game!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), MSM5205 (@ 500 Khz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Real Mahjong Tile-Tile Personnel Changing Incident'.
- SERIES -
1. Real Mahjong Haihai (1985)
2. Real Mahjong Haihai Jinjiidou-hen (1986)
3. Real Mahjong Haihai Seichouhen (1986)
$end
$info=rmhaisei,
$Edit this entry at Arcade-History.com
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Real Mahjong Haihai Seichouhen (c) 1986 Visco.
More REAL mahjong!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), MSM5205 (@ 500 Khz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Real Mahjong Tile Tile Growing Up Episode'.
- SERIES -
1. Real Mahjong Haihai (1985)
2. Real Mahjong Haihai Jinjiidou-hen (1986)
3. Real Mahjong Haihai Seichouhen (1986)
$end
$info=rebus,
$Edit this entry at Arcade-History.com
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Rebus (c) 1995 Microhard.
- TECHNICAL -
Main CPU: 68000 (@ 12MHz)
CPU: Z80 (@ 3MHz)
Sound Chips : YM2203 (@ 3MHz)
Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=recalh,
$Edit this entry at Arcade-History.com
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Recalhorn (c) 1993 Taito.
A 2-D side scrolling platform game. Control a boy with a magical horn and rescue helper animals along the way. After rescuing an animal, you can call upon it with your horn and ride them, provided you have enough of the right coins needed to call them. The animals have different abilities to help you get through certain sections of each stage.
- TECHNICAL -
Taito F3 System hardware
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is an unreleased prototype game. The gameplay is very complete so it was most likely canceled after being tested at arcades. A shame considering that it is quite fun to play.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
$end
$info=recordbr,
$Edit this entry at Arcade-History.com
$bio
Recordbreaker (c) 1988 Taito.
- TECHNICAL -
Taito H System hardware
Board Number : K1100371A
Prom Stickers : B56
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Buttons : 4
- TRIVIA -
Released in September 1988.
This game is known in Japan as "Go for the Gold".
$end
$info=redalert,
$Edit this entry at Arcade-History.com
$bio
Red Alert (c) 1981 Irem / GDI.
FIRST ATTACK IN DAYLIGHT - BOMBERS IN FORMATION WITH ATTACKING AIRCRAFT. This sequence is introduced both audibly and visually : Red alert. Enemy aircraft approaching. 20 jet fighters approaching. Destroy all fighters by 11:00 hours, or MIRV will be launched.
In this sequence, bombers in formation move from left to right across the screen, and then from right to left, etc. During the attack, some break formation and attack the launcher. The aircraft drop bombs in an attempt to hit the launcher. Also during the attack, a special red colored aircraft flying above the aircraft formation appears and drops a red colored megaton bomb that slowly descends on the country. When hours reach 11:00, present fighter attack is interrupted by a flashing CAUTION on screen, followed by appearance of the MIRV.
The MIRV slowly descends, then breaks up into several bombs. They, in turn, also break up into several bombs. As a result, a shower of bombs slowly descends on the country.
Player participation during the attack is to destroy all aircraft by firing rocket launcher. During the attack, player is to avoid direct hits by bombs - each of which costs him one rocket launcher. Also during the attack, the player must destroy the red bomb before it lands, or one rocket launcher is destroyed.
When MIRV appears, player must destroy it completely - otherwise the landing of any one will cost the player one launcher.
SECOND ATTACK BY HELICOPTERS - DROPPING PARACHUTE BOMBS. Introduced by : Helicopter squadron attacking! Destroy helicopters by 16:00 hours, or MIRV will be launched.
Player participation during attack is to destroy all aircraft by firing rocket launcher. During the attack, player is to keep his launcher away from red areas created by exploding bombs - or lose a launcher. Both helicopters and bombs may be destroyed by rockets. However, if the parachute, but not the bomb, is hit, the deflated parachute will drop the bomb much faster.
MIRV attack, if launched, is a repeat of the first sequence above.
THIRD ATTACK AT NIGHT - HEAVY BOMBERS IN FORMATION. Introduced by : Red alert. Night attack by bombers.
The player is aided by two searchlights. The object is to destroy all aircraft. When all aircraft are destroyed, game progresses to next frame (country). During the attack, the player must avoid direct hits by bombs. No time limit is imposed. No MIRV will be launched.
GAME FRAMES. Game repeats above cycles through the following countries, respectively : FRANCE, USA, ITALY, GREAT BRITAIN, GERMANY, and JAPAN. However, as the game progresses from frame to frame, the action of the game is stepped up.
HOW LAUNCHERS ARE LOST. Rocket launchers are lost by :
* A direct hit by a dropped bomb
* Red bomb dropped by red plane lands anywhere
* Launcher is in red area created by exploding parachute bomb
* MIRV lands anywhere
- TECHNICAL -
Irem M-27 hardware
Main CPU : M6502 (@ 1 Mhz)
Sound CPU : M6502 (@ 1 Mhz), 8085A (@ 1 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 9
Players : 2
Buttons : 3
=> LEFT, RIGHT, FIRE
- TRIVIA -
Released in July 1981.
Red Alert was manufactured by GDI, Inc., under license from IREM Inc., OSAKA, JAPAN.
- SCORING -
Jet fighters in formation : 20 points
Jet fighter attacking : 40 points
Jet fighters destroyed by megaton bomb : 60 points
Attacking jet fighters destroyed by megaton bomb : 100 points
Red bomber : 100, 200, or 400 points
Helicopter : 50 points
Open parachute bomb : 20 points
Closed parachute bomb : 40 points
Night bomber : 40 points
MIRV : 50 points
$end
$info=redbaron,
$Edit this entry at Arcade-History.com
$bio
Red Baron [Upright model] (c) 1980 Atari.
Red Baron is a 3-D, vector-lined shooter. You control your plane to take on both air and ground targets. Of course, these air and ground targets are trying to take your plane down. Your job is to shoot down as many air units and shoot up as many ground units as you can. It all comes down to the law of the fittest survive. Good luck and good hunting.
- TECHNICAL -
Game ID : 036995-037007
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz), Custom (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 45.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 1
- TRIVIA -
Released in May 1980.
Also released as "Red Baron [Cockpit model]".
Red Baron was designed to accurately recreate World War I aerial combat. It was definitely the first flight simulator available to the public back in 1980. Red Baron was a lot like "Battlezone" in the air. Which made a lot of sense, because Red Baron ran on almost exactly the same hardware as Battlezone (more information below), and most Red Baron Upright machines shipped in factory converted Battlezone cabinets (they usually even have Battle Zone sideart underneath the red 'Iron Cross' sideart). Unfortunately this game never did as well as Battlezone did, the game did poorly in the arcades, approximately 2,000 units were produced. Maybe the world just wasn't ready for a 3-D flight simulator?
Red Baron used almost the exact same hardware as Battlezone, but not quite. Battlezone will run on Red Baron hardware with a few minor modifications, but Red Baron will not run on Battlezone hardware without a Red Baron 'auxiliary board', as the Battlezone auxiliary board did not have enough sockets for all the Red Baron ROM chips. The 2 games control completely different though.
- SCORING -
Enemy Fighter : 300 to 10 points. When the enemy fighter first appears, it is worth 300 points. The closer it gets to your plane, the less the enemy plane is worth.
Blimp : 200 points
Tanks : 250 points
Pillboxes : 250 points
Pyramids : 100 points
Buildings : 100 points
- TIPS AND TRICKS -
* When you start the game, you will be put into a surrealistic landscape. The view is from the cockpit of your bi-plane. Immediately, you will be jumped on by enemy units. You will know an enemy unit has appeared because of the sounds the game makes. The joystick is pretty sensitive. This basically means you don't have to push it hard in order to get your plane to move around. Also, remember that the game is set up like an actual plane.
* Try to keep your altitude as high as possible. This gives you a better chance at 'jumping' enemy air units. In addition, it will allow you to be able to keep with them longer ensuring a better chance at a kill.
* If there are no enemy planes around, you can go on strafing missions to take out a few of the enemy ground units. Be very careful when you are doing this since the terrain is pretty mountainous.
* At the beginning, you will only encounter one enemy plane. As you progress through the game, don't be surprised when you get attacked by three or even four enemy planes at one time.
* Learn how to do deflection shooting. Deflection shooting is a method of shooting where you fire your shots in front of the projected path of the object you are trying to hit. In essence, it forces that object to ''run'' into your fire.
* Practice doing evasive maneuvering starting with the basic dives and climbs. Then add turns to these moves. This will definitely come in very handy later on in the game when you are confronted with a large number of enemy units (both ground and air).
* You will see the enemy fire that is aimed at your plane. The bullets look like diamonds. They are easy to evade but you may have to do some tight turns if there is a heavy volume of enemy fire coming at your plane.
* If you don't take out an enemy plane while it is heading for your plane, it will get behind you. This presents a very dangerous situation since you will only have a couple of seconds before you are shot down. You can evade the enemy plane :
a) If you are too close to the ground, immediately climb and roll to the left or right. By doing this, you actually cause your plane to slow down and the enemy plane flies under you giving you another opportunity to shoot him down.
b) If you are too high, then you can power dive and roll left or right. Just watch out for the ground (which will be coming at you fast). Before you get to the ground, do a power climb and follow the advice in the first part.
* Blimps present a unique challenge since they don't move very fast. This means you will need to take them down on your first pass since you travel much faster then them. Sometimes the blimp will present you with a ''head-on'' look. This makes it harder to hit since it makes itself into a smaller target.
* While 'hunting' for enemy air units, it's usually a good idea to do a gentle roll from side-to-side. The reason for this is if you get multiple enemy air units, you can fire off a burst and knock more then one out of the sky. This helps even the odds up considerably.
* Don't keep your finger on the gun trigger too long. Your guns will overheat and it takes a couple of seconds for them to cool off again. That couple seconds could be the difference between life and death.
- STAFF -
Programmer & Designer : Rich Moore
Hardware & Producer : John Ray
Technician : Joe Coddington
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
* Others :
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=redclash,redclask,redclsha,
$Edit this entry at Arcade-History.com
$bio
Red Clash (c) 1981 Tehkan.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Kaneko one year later (06/1982).
- UPDATES -
In the old version (by Tehkan), the ship doesn't move during the attract mode.
- PORTS -
* Consoles :
Emerson Arcadia (1982)
$end
$info=rcorsair,
$Edit this entry at Arcade-History.com
$bio
Red Corsair (c) 1984 Nakasawa.
- TECHNICAL -
Main CPU : 8085A (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
$end
$info=redearth,redeartn,
$Edit this entry at Arcade-History.com
$bio
Red Earth (c) 1996 Capcom.
Taking place in the year 1999 of an alternate Earth, follow the adventures of four heroes as they take on an army of mythical monsters unleashed by Valdool to bring about the destruction of the world. Take your pick from Leo the Lion King, Tao the Martial artist, Tabasa the Witch, or Mukuro the Ninja as they fight their way across the globe in order to defeat Valdool the iron giant.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
Game ID : CP-S III No. 01
CD Number : CAP-WZD000
CD Label : CAP-WZD-5
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
- TRIVIA -
This game is known in Japan as "Warzard". It saw a very limited release in the United States.
Red Earth is the first game to run on the Capcom Play System III hardware (CPS III), the first Capcom system that uses a CD-Rom instead of expensive EPROMs to hold the game data (about 50MB). When starting a cabinet with a new CPS-3 game the first time, the hardware needs 25 minutes to initialize the game. In fact it overwrites some flashroms with data from the new CD. This procedure allows the game later to startup as fast as it would normally run from regular EPROMs.
The character Leo was inspired by Conan the Barbarian.
- STAFF -
Planner : Tatsuya -DAI- Nakae, Musasabi Zirou, Murasaki Umagoyashi, Masahiro E-Z! Nakano
Programmer : Tsutomu Urago, Yuzo Tsunazaki, Ariyoshi Kiyoko, Noboru Taniguchi, Toshiyuki Furuko, Masakazu Matsushita
Object Design : Kurisan, Eripyon, Ikusan Z, Shibata, Kimo Kimo, Shisui, M. Nakatani, Kaname, Satoshi, Mizuho, Kitasan, Yorio, Mizupyon, K. Kikutani, -GM Clip-Isi-B, Kozuchi, Rassie, Sakuno, Kidai - Shigeyama, Dekao, Jin, Takep, Tomohiko Ohsumi, Mach Windy, Yoshino Hiroaki, Naoki Fukushima, You-Ten Nakano, K. Tokunaga, Magari, Ken Jiman, Naoki Fukuda, Gen Kadoi, Tetsuo
Scroll Design : Ziggy, Yoko Fukumoto, Taka, Yumiko, Goro Suzuki, Hisashi Sawada, Kisabon, Iwai, Takky, May, Daisuke Nakagawa
Original Art Work : Akiman, Shoei, Monkey-Chop, Daichan, Ikedai, Sakomizu, Edayan
Music Compose : Anarchy Takapon
Sound Design : Ryoji, Hachibee
Sound Engineer : Yoshihiko Ida
Sound Programmer : Yasushi Ikeda, Tomohiro Masuda
CP-System III Programmer : Yoji Mikami, E-Bou, Go! Ozawa
* Voice Actor :
Kenji, Blade : Kosei Kishino
Hydron : Osamu Hosoi
Mai-Ling, Tao, Taru's Mobstar : Megumi Urawa
Leo : Daisuke Gouri
Tessa, Lavia : Tomoko Naka
Producer : Saddy
General Producer : Noritaka Funamizu
Special Thanks : Mucchi, Takuya Shiraiwa, Matt Taylor, Erik Suzuki, Magdalena Viloria F., Harumi Yamashita, Alison Stroll, Rita Rokos, Darryl Williams, Mr Kubozono, Mr Hirao, Team Dirty Belet, S-Yasuki, Wataru Kondo
- PORTS -
This game was never ported to any home consoles available at that time (Sega Saturn and Sony PlayStation). This was most likely due to the lack of RAM these consoles had, which the game needed to store the thousands of sprite animations. Another reason could have been the limited character roster available (only 4 fighters) for 2-player fighting.
$end
$info=redhawk,redhawkb,
$Edit this entry at Arcade-History.com
$bio
Red Hawk (c) 1998 Afega.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 56.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Red Hawk is a prototype version of "Stagger I".
The attract music is a cover of Level 1 music from "Raiden II".
- STAFF -
Hardware designer : Namjun Cho
Sound : Junghae Seo
Background graphic designer : Hyonmi Kim
Graphic director : Bongwon Son
Program director : Haiisung Ryou
$end
$info=redrobin,
$Edit this entry at Arcade-History.com
$bio
Red Robin (c) 1986 Elettronolo.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.536 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 2-way joystick
Buttons : 2
- STAFF -
Music composed by : Mario Russo
$end
$info=redlin2p,
$Edit this entry at Arcade-History.com
$bio
Redline Racer (c) 1987 Cinematronics.
An overhead-view racing game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : dial
- TRIVIA -
Licensed to Tradewest.
- STAFF -
Designed and programmed by : John Morgan
$end
$info=reelfun,
$Edit this entry at Arcade-History.com
$bio
Reel Fun (c) 1986 Greyhound Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Palette colors : 256
Players : 1
Buttons : 5
$end
$info=regulus,regulusu,reguluso,
$Edit this entry at Arcade-History.com
$bio
Regulus (c) 1983 Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5328
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Programmed by : Hideki Ishikawa, Shuichi Katagi
Designed by : Yoji Ishii
Character design by : Yoshiki Kawasaki
Security by : Shuichi Katagi
$end
$info=reikaids,
$Edit this entry at Arcade-History.com
$bio
Reikai Doushi (c) 1988 Home Data.
Control the Chinese Exorcist as he battles various Oriental demons!
- TECHNICAL -
Main CPU : M6809 (@ 4 Mhz), uPD7807 (@ 8 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), DAC (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette Colors : 32768
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Priest of the Spirit World'.
This game is also known as "Chinese Exorcist".
The zombie-like hopping enemies that the player fights against are called 'kyonshi', which in Chinese lore are literally 'Hopping vampires'.
- STAFF -
Planners : Hiroshi, Miyazee, Wozl, Show
Programmers : Ofu, Wadachi, Tsucciey, Sion, Shinkaichi
Graphic designers : Miyazee, Wozl, Show, Magicain, Gachapin, Kyasarin, Thunder
Sound : Tappy, Papiyo, Aki
Radio actorq : Wozl, Tara, Gachapin
Hard : Masaru, X1 9, Tara, Give Up
$end
$info=relief,relief2,
$Edit this entry at Arcade-History.com
$bio
Relief Pitcher (c) 1992 Atari Games.
A baseball game with an option of playing a standard baseball game or playing as a relief pitcher through a series of games.
- TECHNICAL -
Game ID : 136093
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1992.
- STAFF -
Cris Drobny
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
$end
$info=renegade,
$Edit this entry at Arcade-History.com
$bio
Renegade (c) 12/1986 Technos.
An incredibly difficult but classic beat-em-up from Technos that sees a single player taking on huge gangs of street fighters. The game is spread across six different levels, each of which is only two or three screens wide; giving the player nowhere to hide. Renegade was a rather more brutal game than others of its genre, and even allowed the player to keep attacking a downed enemy. It was also possible to pick up fallen enemies and throw them at oncoming fighters.
Renegade's programmers would take what they learned while designing and writing Renegade and improve upon it in every conceivable way for the legendary "Double Dragon", released a year later.
- TECHNICAL -
Game ID : TA-0018
Prom Stickers : N
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6809 (@ 1.5 Mhz)
Sound Chips : YM3526 (@ 3 Mhz), Custom (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito for US manufacture and distribution. This game is known in Japan as "Nekketsu Kouha Kunio-Kun" and is graphically completely different to the western release; the main character, instead of a street fighter, is a Japanese school student named Kunio and, rather than rescuing a kipnapped girlfriend, Kunio must beat-up gangs from rival schools who are always picking on Kunio's brother. Most of the sprites in Kunio-kun have been changed for Renegade: the train station of level 1 became a subway and all of the students have been modified to look more like common street thugs. Also, Kunio's brother has been replaced for the western release with the archectypal damsel in distress.
Kunio-kun was so popular in Japan that it has spawned countless of spinoffs for the Famicom, Super Famicom, PC Engine, Game Boy, etc. One of these titles is "Downtown Nekketsu Monogatari", which is the Japanese version of the NES cult hit, "River City Ransom". Kunio, Renegade's main character, was originally the hero of ''River City Ransom'' manga. His name, ''Kunio'', is named after the director of Technos, Kunio Taki. Kunio also appears in the "Super Dodge Ball" series.
Apollon Music released a limited-edition soundtrack album (Cassette format) for this game (Nekketsu Kouha-kun Sound Story) on 05/1987.
- TIPS AND TRICKS -
On the first two levels, try to throw the enemies from the platforms; being careful, of course, to avoid falling from the platform yourself. Also, to kill the third boss, run away from her and hit the kick button (repeat). When fighting the knife gang on the final stage, if you are stabbed even once, you will die. The safest way to defeat them is with dashing punches. Never engage a single enemy or stay one place for too long, otherwise you will be attacked.
- SERIES -
1. Renegade (1986)
2. Target Renegade (1988, Sinclair ZX Spectrum & Commodore C64)
3. Renegade III - The final chapter (1989, Sinclair ZX Spectrum & Commodore C64)
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Sega Master System
* Computers :
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
Thomson TO8 (1988)
Commodore Amiga (1989)
Atari ST (1989)
Apple II
Thomson M05
$end
$info=repulse,
$Edit this entry at Arcade-History.com
$bio
Repulse (c) 1985 Sega.
An old generation shoot'em up.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield
- TRIVIA -
This game is also known as "'99 The Last War".
- TIPS AND TRICKS -
* Power-up : After the middle of each stage there's a helicopter (a plane on 1st stage) that drops a power-up item. So, don't destroy it until it releases the power-up. Be careful with the helicopter scrap after destroying it, it can kill you.
* 1up player : At the 2nd and 4th stage there is a chance to pick up a 1up item: a group of blocks appears floating on the upper part of the screen, you have to shoot the blue one. You have to hit it with one shot, if you don't, the blue block will turn to red.
* Moai Statues : be careful with the Moai Statues at the 6th stage (last stage). Always check if its eyes turn red, if it starts blinking it will shoot.
- STAFF -
Director : Shunkoh Miki
Programmer : Tatsuya Uemura
Character designers : Atsushi Kawaguchi, Minoru Harada, Hiroyasu Kobayashi
Music and sound effects : ???
$end
$info=rescue,
$Edit this entry at Arcade-History.com
$bio
Rescue (c) 1982 Stern Electronics.
The player pilots a rescue helicopter and must try to rescue numerous airmen who have parachuted into the sea below. The rescue chopper is under constant attack from enemy helicopters, while sharks swim in the ocean below and will kill any floating airmen they come across. Later levels also have enemy subs and ships all intent on foiling the rescue mission. Players must be careful to avoid the falling reckage of any enemy helicopters they have just destroyed, and also need to be wary of hitting any parachuting airmen with their 'copter blades, as this will kill the airmen instantly.
In a very similar vein to Williams' legendary "Robotron", also released in '82, the rescue chopper is armed with a gun that can fire in eight different directions, irrespective of the direction the rescue chopper is flying in. In addition to the eight-way gun, the 'copter can also drop missiles froms its underside, which is essential for destroying enemy subs and ships.
To complete a stage, players must pick up a set number or failen airmen from the sea (determined at the start of each level) and deposit them safely onto a nearby island.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 226
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- TRIVIA -
Released in November 1982.
A bootleg of this game is known as "Apocaljpse Now".
- STAFF -
Designed and programmed by : Chris Oberth
$end
$info=rescraid,rescrdsa,
$Edit this entry at Arcade-History.com
$bio
Rescue Raider (c) 07/1987 Bally Midway.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- STAFF -
Game designer : Dave Ross (DJR)
Video artwork : Bil Maher (BNM)
Audio : Jesse Osborne (JMO)
Cabinet artwork : Bob Flemate (B F)
Vehicle designer : Roger Hector (RDH)
Additional support : Pete Mokris (PET), Bob Smith
$end
$info=pc_rrngr,
$Edit this entry at Arcade-History.com
$bio
Rescue Rangers - Disney's Chip 'n Dale (c) 1987 Capcom.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : RU
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
$end
$info=nekkyoku,
$Edit this entry at Arcade-History.com
$bio
Rettou Juundan Nekkyoku Janshi - Higashi Nippon Hen (c) 1988 Video System.
Travel Japan for the best in mahjong nightlife!
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Hot Affair Mahjong Soldier Flying Over the Archipelago - Eastern Japan Chapter'.
$end
$info=retofinv,retofin1,retofin2,
$Edit this entry at Arcade-History.com
$bio
Return of the Invaders (c) 09/1985 Taito.
A full colour update of the legendary original; featuring challenge stages and circling aliens. Return of the Invaders, while playable enough in its own right, would be vastly improved upon by its sequel, "Super Space Invaders '91", released five years' later.
- TECHNICAL -
Board Number : M4300029A
Prom Stickers : A37
Main CPU : (3x) Z80, M68705
Sound Chips : (2x) SN76496
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
The development name of the game was "Space Invaders Part 3". Return of The Invaders was developed by UPL for Taito. For a small softco like UPL, working on the Space Invaders franchise was a great opportunity to gain notoriety within the videogame industry. Unfortunately, Taito neglected to mention UPL in the finished game.
- UPDATES -
Bootlegs version has no M68705 @ 3.072 Mhz :-)
- SERIES -
1. Space Invaders (1978)
1. T.T Space Invaders (1978)
2. Space Invaders Deluxe (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
7. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy)
8. Space Invaders Anniversary (2003)
9. Space Invaders Evolution (2005, Sony PSP)
10. Space Invaders Revolution (2005, Nintendo DS)
- PORTS -
* Consoles :
Sony PSP (2005, "Space Invaders Pocket") - Japanese release
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
- SOURCES -
http://www.uplcoltd.com/upl10.html
$end
$info=jedi,
$Edit this entry at Arcade-History.com
$bio
Return of The Jedi (c) 09/1984 Atari.
RETURN OF THE JEDI is a one-player game that features the thrills and excitement of the continuing STAR WARS saga. The new split-wave game-play feature cuts back and forth between two simultaneously occurring action scenes, just like the movie.
RETURN OF THE JEDI is a one-player game. The player controls the actions Of PRINCESS LEIA, CHEWBACCA, and LANDO CALRISSIAN via the flight control. The player's main goal is to destroy the DEATH STAR. To do this, the player must travel through a tube in the DEATH STAR and fire a torpedo into the central reactor.
RETURN OF THE JEDI picks up the action of the movie at the scene where the rebel forces begin their attack on the Imperial DEATH STAR. LUKE SKYWALKER and PRINCESS LEIA race toward a pair of speeder bikes. In this first wave, the player controls LEIA, guiding her through a forest toward the EWOK village. She is pursued by Imperial STORMTROOPERS also riding SPEEDER BIKES. She defends herself by either bumping them off their bikes, or shooting them. Meanwhile, the EWOKS have set up traps to aid LEIA in her flight through the forest of ENDOR. The traps include ropes stretched between trees that the EWOKS pull tight to upend the riders, and logs that the EWOKS push together to crush the SPEEDER BIKES as they pass between them. LEIA can either bump off the STORMTROOPERS or lead them through the traps. The first vehicle through a trap will escape uninjured, but anyone who follows will be destroyed.
Once the player leaves LEIA safely at the EWOK village, he moves to another part of the forest. During the second wave, the player controls CHEWBACCA who is maneuvering a SCOUT WALKER to the bunker where HAN SOLO is waiting to deactivate the shield protecting the DEATH STAR. CHEWBACCA must shoot or avoid logs, which roll toward him. At the same time, CHEWBACCA must avoid rocks catapulted at his SCOUT WALKER. The player can turn the SCOUT WALKER head using the flight control to achieve better aim while firing at the rocks and logs.
The split-wave effect occurs during waves two and three. The player controls CHEWBACCA in the SCOUT WALKER, and at the same time, controls LANDO CALRISSIAN as he flies the MILLENNIUM FALCON. At crucial moments, the scene will change from the forest of ENDOR to the skies around the DEATH STAR.
While CHEWBACCA is attempting to reach the bunker, LANDO CALRISSIAN is flying the MILLENNIUM FALCON toward the DEATH STAR. LANDO must fight off the IMPERIAL T.I.E. INTERCEPTORS, IMPERIAL STAR CRUISERS, and shuttles. The player maneuvers the FALCON through this traffic, while trying to shoot as many of the Imperial enemies as possible.
As soon as CHEWBACCA gets to the bunker, HAN SOLO blows it up, deactivating the protective shield surrounding the DEATH STAR and clearing the path for the MILLENNIUM FALCON. The MILLENNIUM FALCON must enter the DEATH STAR, travel down a tube toward the reactor, and shoot the central reactor to destroy the DEATH STAR.
The FALCON is pursued by IMPERIAL T.I.E. FIGHTERS while in the tube. LANDO must avoid the pipe walls of the tube and watch out for falling pipes, energy gates, and turrets that shoot at the FALCON. Upon reaching the target, the player must shoot the reactor energy field, then immediately turn around and fly back down the tube. The flight must be rapid because the fireball caused by the explosion pursues the FALCON.
- TECHNICAL -
This particular game was available as both a dedicated upright cabinet and a full scale sit-in cockpit. The cockpit cabinet was rather less widespread than the upright version. The marquee on the more common upright cab featured a 'Return of the Jedi' logo with red letters on a background of stars; with the Millennium Falcon and the Death Star clearly visible. The sideart only covered the top half of the machine. It was a montage of shots that was dominated by a picture of Princess Leia on a speeder bike and a large image of Darth Vader's head.
Game ID : 136030
Main CPU : M6502 (@ 2.5 Mhz), M6502 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.512 Mhz), TMS5220 (@ 672 Khz)
Screen orientation : Horizontal
Video resolution : 296 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
Return of the Jedi was the second arcade game based on the 'Star Wars' movie franchise despite it being the THIRD film of the trilogy. This Atari title was actually released a full year before 'The Empire Strikes Back'. The films were released in the order; "Star Wars", "The Empire Strikes Back" and "Return of the Jedi"; whereas the games were released as "Star Wars", "Return of the Jedi", and "The Empire Strikes Back".
This game is known in Japan as 'Jedi no Fukushuu' (translates from Japanese as 'Revenge of the Jedi').
Return of The Jedi was one of the first games to use a special graphics dithering method to make the graphics look visibly smoother.
This was one of the first Atari titles to modify all game options via a setup menu, rather than by using dip switches. Eighteen years later, the industry still hasn't fully converted over to being 'jumperless'.
All scenes are controlled with a flight yoke that is similar in design to the one used on the vector "Star Wars" game. This is usually the first thing to fail on any given machine. These can be rebuilt fairly easily though, but you may have to do a little bit of hacking to get them to work.
- TIPS AND TRICKS -
* Hints :
1) Do not allow enemies to tail you too long. This is how they can destroy you.
2) Lead enemies to the top of the screen, then drop back quickly so you can destroy them.
3) The player must try to be the first through the EWOK traps in the forest of ENDOR.
4) By staying in the center of the screen, the player has more maneuverability.
- SERIES -
1. Star Wars [Cockpit model] (1983)
1. Star Wars [Upright model] (1983)
2. Return of The Jedi (1984)
3. The Empire Strikes Back (1985)
- STAFF -
Designer / Programmer : Dennis Harper
Graphic designer : Susan G. McBride
Audio designer : Synthia Petroka
Software support : Mike Mahar
- PORTS -
* Computers :
Atari ST (1987)
Amstrad CPC (1987)
Commodore Amiga (1988)
Commodore C64 (1988)
Sinclair ZX Spectrum (1989)
$end
$info=revenger,
$Edit this entry at Arcade-History.com
$bio
Revenger (c) 1984 Epos.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz)
Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 1
Buttons : 8
$end
$info=revx,
$Edit this entry at Arcade-History.com
$bio
Revolution X (c) 03/1994 Midway.
A first-person shooter featuring the multi-platnium selling rock band Aerosmith.
It's 1996 and the US have been taken over by the New Order Nation. The group, led by their commander Mistress Helga, have declared war on youth culture, banning music, TV and video games in the process. Meanwhile at a gig in Los Angeles, members of Aerosmith are captured by the NON. With a machine gun in your hand and the strongest weapon of them all, music, it is your task to end the regime of the New Order Nation and free the Aerosmith members.
Remember... MUSIC IS THE WEAPON!
- TECHNICAL -
Midway X Unit hardware
Main CPU : TMS34020 (@ 10 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 3
Control : lightgun
Buttons : 2
- TRIVIA -
The game was originally called 'Generation X', until it was realised Marvel owned the copyright to that name (listen to the opening sequence to hear the game being referred to by it's original title).
Several subtle in-jokes appear in the game that lead many to believe that the programmers were massive fans of Monty Python and the Holy Grail, although had difficulty recalling it in detail.
1. When the final boss loses limbs, he sometimes says 'Just a flesh wound' a quote from the Black Knight scene.
2. The subtitles in the credits, including 'Why not try a holiday in Norway this yer?' are often slight misquotes of those in the film credits.
3. 'Llamas trained by Nicholas Petro.' Llama jokes a plenty in the TV series and film credits, but moose trainers were included by name in the film. Nicholas is of course the brother of George N. Petro.
4. The dramatic music change and pallete swap of the final credit screen is a nod to the Holy Grail joke where the credit writers were sacked and replaced with another team 'at great expense and at the last minute' who did things in a different way.
This game features four Aerosmith songs : 'Eat the Rich', 'Sweet Emotion', 'Toys in the Attic' and the ending song 'Walk This Way'.
- UPDATES -
Rev. 1.0 has an extra area added located in the Pacific Rim Stage.
- TIPS AND TRICKS -
* "Trog"! : To see one of the Trogs, you MUST destroy the black cat on the brick wall. After having doing so, you'll notice a palm tree behind the brick wall. Quickly blast the palm tree with a CD. If you are successful, Trog will pop out of the tree and waddle his way across the brick wall. He will gain speed back and forth like the cat. If you shoot him a certain amount of times, you will have access to yet another hidden area in the game.
The reason behind "Trog"'s inclusion? After having such a harrowing time with the Trog project, Petro and Haeger wanted to have an opportunity to blow him away repeatedly in their offices!
- STAFF -
Directed and produced by : George N. Petro, Jack E. Haeger (JEH)
Design and software : George N. Petro, Bill Dabelstein, Warren Davis (WBD), Jake Simpson (JMS), Mike Lynch
Design and graphics : Jack E. Haeger (JEH), Steve Beran, Martin Martinez (MAM), John Vogel (JCV), John Newcomer, Eric Kinkead
Music and sound : Chris Granner
DCS sound system : Matt Booty, Ed Keenan, Rk140
Guitar solos : Vince Pontarelli
Executive producers : Neil Nicastro, Ken Fedesna
Sales : Joe Dillon
* CAST :
Aerosmith : Steven Tyler (Vocals), Joe Perry (Guitar), Brad Whitford (Guitar), Tom Hamilton (Bass), Joey Kramer (Drums)
Headmistress Helga / Cage Dancer : Kerri Hoskins
Nonboys : Steve Beran
Skate Troopers / Everdrones : Jack E. Haeger (JEH)
Berzerkers : John Larrieu
Yellow Jackets / Nomatives : Sal Divita
Non Ninjas : Tony Marquez
Kemmitechs : John Vogel
Vocalizations : Sam Bennett, Chris Granner, Steve Ritchie, Vince Pontarelli, Paul Heitsch, George N. Petro, Jack E. Haeger (JEH), Steve Beran, Kevin Greenwood
Cabinet graphics : Nick Erlich, Jack E. Haeger (JEH), Steve Beran, Paul Barker
Cabinet design : Matt Davis, Bob Bedsole, Ted Valavanis
Gun design : Dennis Gibbons, Jack E. Haeger (JEH), Dave Pallotto, Ted Valavanis
Hardware : Steve Correll, John Lowes, Ray Macika
Hardware support : Cary Mednick, Pat Cox, Dr. Sheridan Oursler.PhD.Msc, Al Lasko
Costumes : Cindy Maniates
Hair and makeup : Sher Williams, Tina Gazaldo
Custom Props : Mark Runyan
Model Builders : Rodney Carter, Dean Milano
Guitars and drums : The Musicians Network, Curt Eisenberg, David Katzma
Catering : Rich Christian
Video documentation : Jim Greene, Art Tianis, Jim Tianis, Joan Faux, Tal Lekberg
Photographer : Bryan Friedman
Midway sales : Rachel Davies, Bob Lentz, Lenore Sayers
Marketing : Rebecca Ellis, Joe Hartmann, Roger Sharpe, Christa Woss
Game testers : Mike Vinikour (MXV), Jason Defillippo (Thor), Eddie Ferrier (CPU)
Aerosmith international fan club president : Juan Sirrakah
Llamas trained by : Nicholas Petro
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sega Mega Drive (1994)
Sega Saturn (1996)
Sony PlayStation (1996)
* Computers :
PC [MS Windows, CD-ROM] (1995)
$end
$info=rezon,rezont,
$Edit this entry at Arcade-History.com
$bio
Rezon (c) 1991 Allumer.
A reasonably playable, if wholly unremarkable sideways-scrolling shoot-em-up that unashamedly rips off Irem's legendary "R-Type". Unfortunately, Rezon lacks any of R-Type's innovations in either level design or the weapons available to the player. One attribute it does share with the Irem classic, however, is that it is extremely difficult.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536c
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Also licensed to Taito.
- STAFF -
Programmer : Jun Ichikawa
Assistants : Kenji Kikkawa, Hiroshi Yamanaka
Graphic designers : Yoshiyuki Shikano, Yukie Sugimoto, Manabu Namiki, Noriaki Yamaguchi, Tadahiro Negome
Music & sound : Hideyuki Ueno
Hardware : Noboru Kohno
$end
$info=ribbit,
$Edit this entry at Arcade-History.com
$bio
Ribbit! (c) 1991 Sega.
A one or two-player (the latter co-operative) sequel to 1981's seminal "Frogger", in which the player once again controls a frog that eats insects, such as ants and dragonflies; while avoiding spiders, rats and other enemies.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
- TRIVIA -
This game is known in Japan as 'Ribbit! - Gana no Sono' (translates from Japanese as 'Ribbit! - Toad Garden').
- TIPS AND TRICKS -
* Extra lives feature : In the first game, ensure that you get a high-score (the music will change on the time bonus screen if you achieve this); then lose all of your lives and chose the 'continue' option. On the next game You will now show as having 0 toads; get killed and again press continue. You now have have 99 toads, which comes in very handy on the later and extremely difficult 'conveyor belt' levels.
$end
$info=ridgerac,ridgeraj,
$Edit this entry at Arcade-History.com
$bio
Ridge Racer (c) 1993 Namco.
A superb, single-person racing game from Namco, featuring texture-mapped polygon graphics; in which the player competes against computer cars or attempts to set a 'personal best' in a time trail event. Ridge Racer features just a single racing track, but different sections of the track become available to add variety to the racing.
Ridge Racer's superb gameplay places a large emphasis on 'power sliding'; locking the car in a slide and drifting through corners. Perfecting this skill is key to winning races.
- TECHNICAL -
Namco System 22 hardware
Game ID : RR
Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : steering wheel
Pedals : accelerator and brake
- TRIVIA -
A Ridge Racer unit is prominently shown in the second episode of the Japanese TV show "Ninja Sentai KakuRanger," showing an actor playing the game rather poorly.
According to a promotional flyer, Ridge Racer was the first 3-D arcade game to feature texture mapped polygons.
Victor Entertainment released a limited-edition soundtrack album for this game (Ridge racer : Namco Game Sound Express Vol.11 - VICL-15025) on 21/01/1994.
A graphically enhanced version of the short track appears in Ridge Racer V as 'Sunny Beach' and Ridge Racer PSP as 'Seaside Route 765'. A graphically enhanced version of the long track appears in Ridge Racer V as 'Green Field' and Ridge Racer PSP as 'Ridge City Highway'.
- SERIES -
1. Ridge Racer (1993)
2. Ridge Racer 2 (1994)
3. Rave Racer (1995)
4. Ridge Racer Revolution (1995, Sony PlayStation)
5. Rage Racer (1996, Sony PlayStation)
6. R4 - Ridge Racer Type 4 (1998, Sony PlayStation)
7. Ridge Racer V (1999, Sony PlayStation 2)
8. Ridge Racer 64 (2000, Nintendo 64)
9. Ridge Racer V - Arcade Battle (2000)
10. Ridge Racer DS (2004, Nintendo DS)
11. Ridge Racer (2005, Sony PSP)
12. Ridge Racer 6 (2005, Microsoft XBOX 360)
13. Ridge Racer 7 (2006, Sony PlayStation 3)
- STAFF -
Music composed by : Shinji Hosoe, Ayako Saso, Nobuyoshi Sano
- PORTS -
* Consoles :
Sony PlayStation (1994)
Sony PlayStation 2 (2005, "NamCollection") : Japan release only.
* Others :
Mobile Phones (2005, "Ridge Racer 3D")
$end
$info=ridgera2,ridger2a,ridger2b,
$Edit this entry at Arcade-History.com
$bio
Ridge Racer 2 (c) 1994 Namco.
- TECHNICAL -
Namco System 22 hardware
Game ID : RRS
Main CPU : 68020 (@ 24.576 Mhz), (2x) TMS32025 (@ 49.152 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : steering wheel
Pedals : accelerator and brake
- TRIVIA -
When entering the first tunnel, look up and you'll see a giant video screen showing the old Namco arcade game "Galaxian".
Victor Entertainment released a limited-edition soundtrack album for this game (Ridge Racer 2 : Namco Game Sound Express Vol.14 - VICL-15031) on 09/1994.
- SERIES -
1. Ridge Racer (1993)
2. Ridge Racer 2 (1994)
3. Rave Racer (1995)
4. Ridge Racer Revolution (1995, Sony PlayStation)
5. Rage Racer (1996, Sony PlayStation)
6. R4 - Ridge Racer Type 4 (1998, Sony PlayStation)
7. Ridge Racer V (1999, Sony PlayStation 2)
8. Ridge Racer 64 (2000, Nintendo 64)
9. Ridge Racer V - Arcade Battle (2000)
10. Ridge Racer DS (2004, Nintendo DS)
11. Ridge Racer (2005, Sony PSP)
12. Ridge Racer 6 (2005, Microsoft XBOX 360)
13. Ridge Racer 7 (2006, Sony PlayStation 3)
- STAFF -
Music : Shinji Hosoe, Ayako Saso, Nobuyoshi Sano, Takayuki Aihara
$end
$info=ridingf,ridefgtu,ridefgtj,
$Edit this entry at Arcade-History.com
$bio
Riding Fight (c) 1992 Taito.
A one or two player fighting/racing game that takes place on a 3-D rendered track, set in a futuristic city. Each player rides on a hover board and must jump, kick and punch the many enemies who constantly attack, as well as punching or jumping over trackside obstacles. An end-of-level boss awaits the players and must be destroyed before the players can progress to the next level.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D34
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : Dial
Buttons : 4
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
$end
$info=ridhero,ridheroh,
$Edit this entry at Arcade-History.com
$bio
Riding Hero (c) 07/1990 SNK.
A Hot Battle Awaits You On The Way To The W.G.P Racing Title! After getting the 'International A License', a young racer battles his way to the Suzuka 8 Hour Race. Featuring 3 ways to play! W.G.P mode, RPG mode or Multi Play mode. GO FOR THE GLORY!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0006
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Accelerator, [B] Brake, [C] Turbo
- TRIVIA -
Riding Hero is the first Neo-Geo game to feature the 'Multi Play Function', this lets you 'link' cabinets together so players can race each other side by side.
- STAFF -
Producer : Eikichi Kawasaki
Director : Hiroshi.M
Programmer : H. Deep.T
Music : Synthesize Yamada
Sound effects : Jojoha Kitamura
Character designers : Kouichi Sakita, Takurin.K, Kimie.M, Masayo.S
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=rimrockn,rimrck20,rimrck16,rimrck12,
$Edit this entry at Arcade-History.com
$bio
Rim Rockin' Basketball (c) 1991 Strata / Incredible Technologies.
The West meets the East in a fantastic basketball game.
- TECHNICAL -
Main CPU : M6809 (@ 3 Mhz), M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM3812 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1991.
- UPDATES -
Revision 1 :
* Software version : 1.2.
Revision 2 :
* Software version : 1.6.
* Added 'Credits Per Door Setting' option in the operator menu.
Revision 3 :
* Software version : 2.0.
* Added 'Coins Needed For Start & Buy-In Adj.' option in the operator menu.
Revision 4 :
* Software version : 2.2.
$end
$info=ringfgt,ringfgt2,
$Edit this entry at Arcade-History.com
$bio
Ring Fighter (c) 1984 Taito.
- TECHNICAL -
Prom Stickers : RFT
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Developed by Kaneko.
This game is also known as "VS Gong Fight".
$end
$info=ringking,ringkin2,ringkin3,ringkinw,
$Edit this entry at Arcade-History.com
$bio
Ring King (c) 10/1985 Data East.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 264
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in UK as "King of Boxer".
The song that is heard playing when you enter your initials into the high score list is 'Baby Elephant Walk', written by Henry Mancini and used in the movie 'Huntari'.
- PORTS -
* Consoles :
Nintendo Famicom
* Others :
LCD handheld game (1989) : released by Acclaim.
$end
$info=ringohja,
$Edit this entry at Arcade-History.com
$bio
Ring no Ohja (c) 1988 Konami.
A wrestling game in which you select 2 wrestlers from a choice of 8 and compete in tag-team battles.
- TECHNICAL -
Game ID : GX799
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in June 1988.
The title of this game translates from Japanese as 'King of the Ring'.
This game is known outside Japan as "The Main Event".
A number of wrestlers in the game are based on real-life wrestlers. For instance, Kamikaze Ken is based on Ricky 'The Dragon' Steamboat, Bigfoot Joe is based on King Kong Bundy and Alan the Empire is based on the late Andre the Giant. In another example, Conan the Great is loosely based on Hulk Hogan.
The game's commentator can also heard on fellow Konami games, "Blades of Steel" and "Hard Puncher".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
$end
$info=ringdest,
$Edit this entry at Arcade-History.com
$bio
Ring of Destruction - Slammasters II (c) 09/1994 Capcom.
Fourteen selectable wrestlers fight to win the belt in this cross over wrestling/2D fighting game.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 06
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known in Japan as "Super Muscle Bomber - The International Blowout".
Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star').
Sony Music Entertainment released a limited-edition soundtrack album for this game (Super Muscle Bomber Arcade Game Track - SRCL-2919) on 21/10/1994.
- UPDATES -
The names of several characters and the name of the game itself were changed in the non-Japanese Ring of Destruction - Slammasters II versions. These changes are not reflected in the Tokyo stage, however. In this stage there is a jumbo monitor in the background which displays the original names of the characters who are fighting (in Japanese) and then displays the "Super Muscle Bomber" logo. Below is a list of the name changes.
(Japanese name - Non-Japanese version name)
Alexei Zalazof - Biff Slamkovich 'The Rocking Ruskie'
Mysterious Budo - Great Oni
El Stinger - El Stingray
Sheep The Royal - Alexander 'The Grater'
Kimala The Bouncer - Jumbo 'Flap' Jack
Lucky Colt - Gunlock
Titan The Great - Titanic Tim
'Missing IQ' Gomes - King Rasta 'Mon'
Astro - The Scorpion
- TIPS AND TRICKS -
* BIFF
- SUPER 1 : Catch then Up, UpLeft, Left
- SUPER 2 : Catch then Up, UpLeft, Left then Catch
* BLACK WIDOW
- SUPER 1 : Catch then Down, Left, Up
- SUPER 2 : Catch then Down, Left, Up then Catch
* GRATER
- SUPER 1 : Catch then Right, UpRight, Up
- SUPER 2 : Catch then Right, UpRight, Up then Catch
* GUNLOC
- SUPER 1 : Catch then Up, UpLeft, Left
- SUPER 2 : Catch then Up, UpLeft, Left then Catch
* HAGGAR
- SUPER 1 : Catch then 360?
- SUPER 2 : Catch then 360? then Catch
* JUMBO
- SUPER 1 : Catch then Half Circle toward
- SUPER 2 : Catch then Half Circle toward then Catch
* ONI
- SUPER 1 : Catch then 360?
- SUPER 2 : Catch then 360? then Catch
* ORTEGA
- SUPER 1 : Catch then Left, Down, DownLeft
- SUPER 2 : Catch then Left, Down, DownLeft then Catch
* RASTA
- SUPER 1 : Catch then Down, Up
- SUPER 2 : Catch then Down, Up then Catch
* SABER
- SUPER 1 : Catch then DownRight, UpRight
- SUPER 2 : Catch then DonwRight, UpRight then Catch
* SCORPION
- SUPER 1 : Catch then Up, Down
- SUPER 2 : Catch then Up, Down then Catch
* STINGRAY
- SUPER 1 : Catch then Right, Down, DownRight
- SUPER 2 : Catch then Right, Down, DownRight then Catch
* TITAN
- SUPER 1 : Catch then DonwLeft, Down, Up
- SUPER 2 : Catch then DonwLeft, Down, Up then Catch
* WRAITH
- SUPER 1 : Catch then Right, UpRight, Up
- SUPER 2 : Catch then Right, UpRight, Up puis Catch
- SERIES -
1. Saturday Night Slam Masters (1993)
2. Muscle Bomber Duo - Ultimate Team Battle (1993)
3. Ring of Destruction : Slammasters II (1994)
- STAFF -
Character design & Illustration : Tetsuo Hara
Planner : Tomy Ari
Object designers : Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, K.Takechan, Hirohito, Kamamesi, Rumichan
Scroll designers : Ziggy, Miyao, Taka
Programmers : Kazuhito Nakai, Shaver, Tate, Raoh
Sound : T. Kajino, Shun, Isao Abe (Oyaji)
Assists : B G, Batayon, Hideo, Tora, Hin-Hans, PONTA, Hiroaki Kondo
$end
$info=ringrage,ringragu,ringragj,
$Edit this entry at Arcade-History.com
$bio
Ring Rage (c) 1992 Taito.
8 selectable digitized wrestlers fight in tag team tournament, take part in Royal Rumble or survival match.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D21
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : Dial
Buttons : 4
- TRIVIA -
Released in August 1992.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- PORTS -
* Consoles :
Nintendo Game Boy
$end
$info=riot,
$Edit this entry at Arcade-History.com
$bio
Riot (c) 1992 NMK.
- TECHNICAL -
Main Board number : 8901A-4
Rom Board number : B-82778
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=riotcity,
$Edit this entry at Arcade-History.com
$bio
Riot City (c) 1991 Sega / Westone.
Two brawlers go after the evil city gangs!
- TECHNICAL -
Sega System 16B hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Riot City (1991)
2. Riot Zone (1993, NEC PC Engine)
- STAFF -
Main programmer : Naoki Hoshizaki
Programmer : Ryuchi Nishizawa
Sprite designer : Susumo Konno
BG designer : Naki Ohzora, Tomoko Nakayama
Data work : Hirumitu Watanabe
Sound effects & Music composer : Jin Watabe
Director : Naoki Hoshizaki
$end
$info=ripcord,
$Edit this entry at Arcade-History.com
$bio
Rip Cord (c) 02/1979 Exidy.
The goal of the game is to jump out of the plane and land safely on one of the many targets down below. The challenge is to avoid the numerous enemy helicopters that occupy the sky in between your plane and the ground.
You control the timing of your jump with the Jump button, at which point your parachutist begins hurtling toward the ground out of control. Pressing the D-Ring button shortly afterwards releases the chute and slows your descent. More importantly, it allows you at this point to control your left/right position via the paddle control to help you avoid the enemies.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2
Players : 2
Control : paddle
Buttons : 2
- STAFF -
Designed and programmed by : Arlan Granger
$end
$info=ripoff,
$Edit this entry at Arcade-History.com
$bio
Rip Off (c) 04/1980 Cinematronics.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Rip Off was the first two player cooperative video game. One of the greatest cooperative two player games ever created.
A Rip Off machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Tim Skelly
- PORTS -
* Consoles :
GCE Vectrex (1982)
$end
$info=ripribit,
$Edit this entry at Arcade-History.com
$bio
Ripper Ribbit (c) 1997 LAI Games.
The theme is to catch as many insects as you can before time runs out.
- TECHNICAL -
Dimensions :
Height : 1905mm (75inch)
Width : 680mm (27inch)
Depth : 1070mm (42inch)
Weight : 150kg (330.5lb)
Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (3x) OKI6295 (@ 15.151 Khz)
Colors palette : 32768
Players : 1
Buttons : 1
$end
$info=riskchal,
$Edit this entry at Arcade-History.com
$bio
Risky Challenge (c) 1993 Irem.
- TECHNICAL -
Irem M-97 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Gussun Oyoyo".
$end
$info=rvschool,rvschola,
$Edit this entry at Arcade-History.com
$bio
Rival Schools - United by Fate (c) 11/1997 Capcom.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known in Japan as "Shiritsu Justice Gakuen - Legion of Heroes".
Justice Gakuen is the name of one of five schools in this game. They are :
1) Taiyou Gakuen (translates from Japanese as 'Solar Academy') : Batsu, Hinata and Kyousuke are students at this school.
2) Gorin Koukou (translates from Japanese as '5-Ring High School') : Shouma, Natsu, Roberto are students at this school. The word 'gorin' is made up of two kanji : 'go' and 'rin' .
3) Pacific High School : This is an American school, where exchange students Roy, Tiffany and Boman attend.
4) Gedou Koukou (translates from Japanese as 'Heretical Doctrine High School') : Edge, Akira, Gan are students at this school for bad kids.
5) Justice Gakuen (translates from Japanese as 'Justice Academy') : Hideo, Kyouko, Raizou and Hyou are faculty at Justice Gakuen.
Suleputer released a limited-edition soundtrack album for this game (Shiritsu Justice Gakuen - Legend of Heroes Orignal Soundtrack - CPCA-1002) on 29/01/1998.
- TIPS AND TRICKS -
* Play Against Hyo : When you get to the seventh chapter (what would normally be the last fight), defeat your opponents with a Team Up Attack and you will go on to fight Hyo, the real boss. After beating him you will also receive a different ending then you normally would.
* Free Select Mode : After 2 weeks of installation, characters can be team up freely (but no story).
* Free Select Mode Code (no need time-release) : Go to test mode's 'Dot Cross Hatch' and press on the player 1 side Up(x2), Down(x2) LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
* Play As Hyo / As Raizo : After 3 weeks of installation, insert your coin(s) and hold Start. Hyo and Raizo will be selectable.
*Play As Hyo / As Raizo (no need time-release) : Go to test mode's 'Sound&Voice' and press on the player 2 side Up(x2), Down(x2), LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
* Play As Sakura / As Akira : After 4 weeks of installation, insert your coin(s) and hold Start. There will be two arrows above Hyo and Raizo.
* Play As Sakura / As Akira (no need time-release) : When Hyo and Raizo can be used, go to test mode's 'Input' and press on the player 2 side Up(x2), Down(x2), and on the player 1 side LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
- SERIES -
1. Rival Schools - United by Fate (1997)
2. Project Justice - Rival Schools 2 (2000)
- STAFF -
* CAST :
1) Taiyou Gakuen :
Batsu Ichimonji : Nobuyuki Hiyama
Hinata Wakaba : Tomoe Hanba
Kyosuke Kagami : Isshin Chiba
Hayato Nekketsu : Takumi Yamazaki
2) Gorin Koukou :
Shoma Sawamura : Yuji Ueda
Natsu Ayuhara : Narumi Tsunoda
Roberto Miura : Tomoyuki Morikawa
3) Pacific High School :
Roy Bromwell : Ryutato Okiayu
Tiffany Rose : Miki Narahashi
Boman Delgado : Takashi Nagasako
4) Gedou Koukou :
Eiji Yamada (Edge) : Yoshiharu Yamada
Akira Kazama : Chiharu Tezuka
Gan Isurugi : Takashi Nagasako
Daigo Kazama : Koichi Yamadera
5) Justice Gakuen :
Hideo Shimazu : Tetsuo Mizutori
Kyoko Minazuki : Kotono Mitsuishi
Raizo Imawano : Tomomichi Nishimura
Hyou Imawano : Kaneto Shiozawa
6) Tamagawa Minami Koukou :
Sakura Kasugano : Yuko Sasamoto
7) Sub-characters :
Shizuku Itsumonji (Batsu's mother) : Kotono Mitsuishi
Kohai B / Hisho / Committee Chairman : Miki Narahashi
Kohai A : Tomoe Hanba
Tiffany's Dad : Tetsuo Mizutori
Professor : Tomomichi Nishimura
Narration : Kaneto Shiozawa
- PORTS -
* Consoles :
Sony PlayStation (1998)
$end
$info=rpatrolb,rpatrolo,
$Edit this entry at Arcade-History.com
$bio
River Patrol (c) 1981 Orca.
You are the captain of a river patrol ship in this top-down game. Your mission : To save the poor souls who fell into the river. But it is not that easy, in your way lays some big boulders, crocodiles and some tree logs, all waiting to sink your vessel.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Samples (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Silver Land".
$end
$info=roadblst,roadbls3,roadbls2,roadbls1,roadblsg,roadblg2,roadblg1,roadblsc,roadblc1,roadblcg,
$Edit this entry at Arcade-History.com
$bio
Road Blasters (c) 03/1987 Atari Games.
A futuristic driving game in which the player must shoot rival racers and collect fuel globes to top up his ever-diminishing fuel supply. Power-up weapons are dropped from above and and must be 'caught' by the player. Collision with enemy vehicles will result in the destruction of the player's own vehicle. Digitized speech, effects and music play throughout the game.
- TECHNICAL -
Atari System 1 hardware
Game ID : 136048
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), POKEY (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : dial
Buttons : 3
- TRIVIA -
The large, sit-down version has a plastic lens over the monitor which enlarges the screen to make it seem like a 25-inch CRT, in a fasion similar to that used in very early TV sets during the 1950s. For a limited period after the game's release, players could win a free Atari T-shirt by completing all 50 levels.
Road Blasters was the last of the Atari System 1 games made. The original name of Road Blasters during its design was 'Future Vette'.
- TIPS AND TRICKS -
* Shoot cars using a single shot instead of holding down the fire button to increase the bonus multiplier.
* Crash into roadside cannons instead of shooting them for 8000+ points. This will greatly increase reserve fuel, which is awarded at the end of a rally based on score.
* If you crash your car into one of the turrets at the side of the road, you'll get 8-10x the current value of a turret. When your score multiplier is up to 10, this is 16-20,000 points! Early on, keep your score multiplier high and always crash into at least two of these babies every board and finishing the game (or doing very well at it) is not tough. After a while it gets hard to crash into two turrets every board and still finish the board on time.
* Tip For Strategies On Level 49 and 50 : Since level 50 is the last level, and the game gives you a complete recharge at the end of 49, accuracy doesn't count any more. Just keep firing as fast as possible.
- STAFF -
Staff : Robert Weatherby
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Atari Lynx (1990)
Sega Mega Drive (1991)
Sony PlayStation (1998, "Arcade's Greatest Hits - The Atari Collection 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
* Computers :
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
Atari ST (1988)
Commodore Amiga
PC [MS Windows, CD-Rom] (1998, "Arcade's Greatest Hits - The Atari Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=roadburn,
$Edit this entry at Arcade-History.com
$bio
Road Burners (c) 1999 Atari Games.
- TECHNICAL -
Atari Vegas hardware
Main CPU : R5000 (@ 200 Mhz), ADSP2181 (@ 32 Mhz)
Sound Chips : (2x) DMA-driven (@ 32 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : paddle
Buttons : 3
- STAFF -
Sr. Engineering Tech. : Patrick Hubbell
$end
$info=roadf,roadf2,
$Edit this entry at Arcade-History.com
$bio
Road Fighter (c) 1984 Konami.
An exhilarating, high-speed scrolling racing game.
An unique characteristic of Road Fighter is the fact that bumping into an enemy car does not count as a miss. The counter-steering technique required to 'straighten' your car after bumping into an enemy provided a new level of racing game fun to fans.
- TECHNICAL -
Game ID : GX461
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2 [Low, High]
- TRIVIA -
Released in December 1984. Road Fighter is the first car racing game from Konami.
- TIPS AND TRICKS -
* Do Not miss the bonus car : As you proceed in the game, the difficulty level increases. You will make more misses and will lose fuel quickly. If you spot a bonus car, make sure to run into it, even if it requires you to slow down in the process.
* Get used to counter-steering : Driving without bumping into the enemy is extremely difficult. If you do bump into them, learn to stay calm and counter-steer!
* Secret bonuses : They are all hard to obtain, but they are worth the try! Keep on driving for a certain amount of time without bumping into the enemy -- Konamiman, a train, or an airplane will appear and give you bonus points.
* Run into bonus cars without missing any -- more bonus points.
* Make it to the goal without bumping into any enemy -- 10,000 bonus points.
- SERIES -
1. Road Fighter (1984)
2. Midnight Run - Road Fighter 2 (1995)
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
* Computers :
MSX (1985)
Spectravideo
$end
$info=roadriot,
$Edit this entry at Arcade-History.com
$bio
Road Riot 4WD (c) 1991 Atari Games.
- TECHNICAL -
Atari G42 hardware
Game ID : 136089
Main CPU : 68000 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : stick
Buttons : 3
- SERIES -
1. Road Riot 4WD (1991)
2. Road Riot's Revenge Rally (1994)
- STAFF -
Project leader / Game designer / Graphics : Mark Stephen Pierce (MSP)
Software design and implementation : Dennis Harper (DDH), David S. Akers (DSA)
Hardware engineer : Sam Lee (SL )
Controls : Milt Loper
Expert technician : Farrokh Khodadadi (FRK)
Video imaging : Rob Rowe
Hardware supervisor : Pat McCarthy
Music and video : Don Diekneite
Animation : Sean Murphy
Marketing manager : Linda Benzler (LB )
Nu/Omega / Team director : John Ray
- PORTS -
* Consoles :
Nintendo Super Famicom
$end
$info=rrreveng,rrrevenp,
$Edit this entry at Arcade-History.com
$bio
Road Riot's Revenge Rally (c) 01/1994 Atari Games.
- TECHNICAL -
Atari GX2 hardware
Main CPU : 68EC020 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : paddle
Buttons : 5
- TRIVIA -
A Road Riot's Revenge Rally machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Road Riot 4WD (1991)
2. Road Riot's Revenge Rally (1994)
$end
$info=roadrunn,roadrun2,roadrun1,
$Edit this entry at Arcade-History.com
$bio
Road Runner (c) 1985 Atari Games.
The player takes on the role of the Road Runner - from the much-loved Warner Bros. cartoon series - and must outrun and outsmart the villainous Wile E. Coyote, in this abstract sidways-scrolling racing game from Atari. A variety of traps and pitfalls await the Road runner (such as a cannon, land mines, cliff-top drop etc.) which must be carefully avoided. It is possible, however, to lure Wile E. Coyote into these traps to put some valuable distance between the Road Runner and his pursuer. Road Runner must also eat the piles of seed that appear at various points throughout the stages, as missing five bird seeds will cause Road Runner to faint and result in the player losing a life.
Road Runner's colourful, beautifully-drawn graphics capture the spirit and humour of the legendary cartoons perfectly. The music and sound effects are also faithful to the cartoon series.
- TECHNICAL -
Atari System 1 hardware
Game ID : 136040
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), POKEY (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
Road Runner, as with all the Atari System 1 games, was arguably one of the most distracting games in the arcade. If not setup properly, the Road Runner game would play all the background music during the intro cut scenes. The Arari System 1 speaker system had a great acoustic arrangement. Players would be immersed in a sea of sound allowing them to really get into the game play. Unfortuantely for others, they could hear the same thing on the other side of the room!
Not very many Road Runner units were produced from the factory. Most arcade owners purchased the conversion kit which was marketed and readily available from Atari at a lower price than a new system. An Atari System 1 cabinet could be converted into a different game (only other Atari System 1 games) in a day.
A graphically enhanced version of this game (Apparently running on "Beat Head" hardware) was planned, where each stage would have a Road Runner cartoon scene as an intermission, spooled from a laserdisc. However, although a master was produced (now in the hands of a private collector of Atari prototypes), no discs were ever pressed and it is likely that no ROMs were ever burned.
Two Road Runner machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
Don't use an 8-way controller like Hot-Rod or X-Arcade with this game. You won't be able to control the Road Runner very well. Use a variable speed, jet-fighting type game joystick. This will allow you to control the variety of Road Runner speeds with precision. It makes the game much more fun and you'll get farther.
Don't go so fast that you lose Wile E. Coyote from view. He'll coming whizzing back with a vengeance. He'll attack at high speed on rocket skates and in later levels, super sneakers.
If you stay close to Wile E. Coyote and maintain a constant speed (his arms will stick out in an effort to grab you), you can get a "Tongue Bonus" for 2000 points. The Road Runner will turn it's head around at Wile E. and stick out it's tongue twice, making that classic cartoon "Twoop twoop" sound. Pretty funny to see.
In higher levels, invisible paint buckets will appear. You need to get to them and paint yourself before Wile E. Coyote does. If you manage to paint yourself with the invisible paint, Wile E. Coyote will lose sight of you, stand and look around with a "?" above his head. Also funny to see.
On the levels where Wile E. coyote has acquired a portable helicopter and is dropping dynamite onto the Road Runner from above, keep running forwards while constantly moving the Road Runner diagonally up and down (on some levels, you need to be watchful for land mines); this makes it much more difficult for the Coyote to target you accurately.
- STAFF -
Producer : Norm Avellar, Greg Rivera
Director : Mike Hally
Backgrounds : Sam Comstock, Mark West
Animation : Susan G. McBride, Hal Cannon, Earl Vickers
Location Tech : Rob Rowe
Support : Jacl Aknin, Mike Albaugh, Brad Fuller, Pat McCarthy, Rich Moore, Don Paauw
- PORTS -
* Consoles :
Atari 2600
Nintendo Famicom (1989)
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)
Atari ST
$end
$info=ar_rdwr,
$Edit this entry at Arcade-History.com
$bio
Road Wars (c) 1988 Arcadia Systems.
A 1-on-1 3-D shoot-em'-up in which one or two players drive battlespheres (futuristic tanks) up an infinitely long road and destroy oncoming hazards. The action is very simplistic and there's little to do other than dodge or blast approaching objects.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- STAFF -
Game design : Ron Harris
- PORTS -
* Computers :
Amiga (1987)
Atari ST (1987)
Sinclair ZX Spectrum (1987)
Commodore 64 (1988)
MSX (1988)
$end
$info=roadedge,
$Edit this entry at Arcade-History.com
$bio
Road's Edge (c) 1997 SNK.
- TECHNICAL -
SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 01
Main CPU : R4600 (@ 50 Mhz), V30 (@ 8 Mhz), Z80 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 432 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Round Trip".
$end
$info=robby,
$Edit this entry at Arcade-History.com
$bio
Robby Roto (c) 1981 Bally Midway.
- TECHNICAL -
Upright cabinet dimension : 69,75'' High x 24'' Wide x 27,25'' Deep
Mini cabinet dimension : 60,25'' High x 19,5'' Wide x 23'' Deep
Cocktail cabinet dimension : 29'' High x 32'' Wide x 22'' Deep
Bally Midway Astrocade hardware
Main CPU : Z80 (@ 1.789773 Mhz)
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1 (MAGIC)
- TRIVIA -
Approximately 2,000 units were produced.
- STAFF -
Designed and programmed by : Jay Fenton, Pat Lawlor, Dave Nutting
$end
$info=roboarmy,roboarma,
$Edit this entry at Arcade-History.com
$bio
Robo Army (c) 10/1991 SNK.
Two robotic soldiers attempt to stop the robots and their master from enslaving the human race.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0032
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Jump, [C] Kick/Get super-powers with cyber-ball
- TRIVIA -
Player two's character appears as a striker character in "The King of Fighters 2000" as Rocky.
- STAFF -
Excutive producer : Eikichi Kawasaki
Programmers : Oh!Butch, ARCBBCOV, Shochan, MA2, Kawaii
Sound : Yamapy-1, Konny
Production Designer : Kouichi Sakita
Designers : Takeshi Kimura, Take-P, Shimachan, UG. Wada, Pinkey
Associate producer : Finish Hiroshi
Planners : Akira Goto, Yarie
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=robowres,robowrb,
$Edit this entry at Arcade-History.com
$bio
Robo Wres 2001 (c) 1986 Sega.
A robot wrestling game.
- TECHNICAL -
Sega System 2 hardware
Top Board Number : 834-5990
Lower Board Number : 837-5992
Top Board :
Main CPU : NEC D315-5179 (Z80) (@ 3.072 Mhz)
Sound Chips : (3x) SN76496 (@ 3.072 Mhz), MSM5205 + Resonator (@ 384 Khz)
RAM : MB8128
Other : (2x) Volume Pot (labelled 'VOICE' and 'SOUND')
Dipswitch : 8 positions
Lower Board :
XTAL (@ 18.432MHz)
RAM : (2x) MB8128, (2x) SONY CXK5813D-55
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
'Wres' stands for 'Wrestling'.
$end
$info=robocop,robocpu0,robocopu,robocopb,robocopw,robocopj,
$Edit this entry at Arcade-History.com
$bio
RoboCop - The Future of Law Enforcement (c) 11/1988 Ocean Software.
A single player, side-scrolling platform shoot-em-up based on the 1987 movie of the same name. The game's story mirrors that of the film, with former cop Murphy, now a half-human cyborg called 'RoboCop', on a quest to bring down the evil OCP corporation.
RoboCop features nine levels of action, with two of the game's nine stages being into-the-screen target ranges, in which players can try to accrue bonus points and earn extra health. Wooden crates occasionally bar RoboCop's progress, but these can be punched to remove them. Marked crates can be smashed to reveal one of three Weapon power-ups; Three-way Gun, Dual Laser and the incredibly powerful Cobra Gun.
The film's incidental music plays throughout the game and RoboCop's speech is sampled directly from the original film.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz), HuC6280 (@ 1.342325 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
After Ocean Software secured the RoboCop license, they sub-licensed it to Data East who created the coin-up game. Ocean then ported the game to various home computers.
Most of RoboCop's sounds were borrowed from "Heavy Barrel".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.
- UPDATES -
The Bootleg don't uses the HuC6280 @ 1.342325 Mhz :-)
- TIPS AND TRICKS -
The following cheat for RoboCop can earn (theoretically) infinite scores : There exists a level in the game (the Junkyard), where there is an elevator. It's just after you get the Cobra gun. Anyway, you get on the elevator and ride to the top. When the elevator reaches the top, DON'T MOVE! Your score will suddenly start to increase, and will continue to do so until you step off the elevator.
Bad guys come onto the screen when you pass a certain pixel. Move back and kill them off; don't charge through the game. Learn the enemy movement patterns as they are the same in every play.
Here are some strategies for each level:
* LEVEL ONE : The motorbike which damages you before you draw your gun can be beaten by jumping just before it comes on the screen. A shop window has a small menu type poster in it; jump around about there. When you land, punch the bike (it flashes green and doesn't damage you). Punch it when it returns to kill it.
When fighting the ED209, time your jumps until just AFTER it has fired at you, allowing you to jump over its shots. When it moves to the left third of the screen, stand close to it. RoboCop's weapons arm will now point at a steeper angle (more into the ground). Now move away slightly and jump away when ED209 fires. Its shots will go into the ground and not trap you at the left edge of the screen.
Another approach allows you to defeat the ED-209 almost instantaneously: First, make sure you still have the Three-Way Gun (not essential but makes things a little quicker and easier), then as soon as you clear the area of enemies the music will change and the ED-209 will growl. Simply walk to the right side of the screen (Before ED-209 enters) and fire repeatedly diagonally up and right. If done correctly, the ED-209 will come out already defeated and run away without so much as scratching you.
* LEVEL TWO ; To get extra health, shoot the fat guy using a girl as a shield. He moves forward to shoot at you - shoot him then.
Target practice : Getting all of the targets (100% hit) gives *extra* capacity for your energy bar.
Bug : Missing one target sometimes still gives 100% (but don't rely on it.).
* LEVEL THREE : Go over the top of the car crushers, and pick up the baby food. Try and save the Cobra assault cannon for the end of the level - this makes thing much easier. If you shoot just under the cab of the final enemy, you can kill the guy throwing grenades at you.
Alternate way : Get the cobra cannon, clean all the enemies at the elevator, the raise the elevator until the cobra cannon is slightly higher than ground level (about 1/4 inch or less), fire ONCE to the right and watch your score soar. Don't move or your score will stop. Also, this only works on the bootleg board - the original did not do this, probably due to a bug (At the far right, just outside of the screen, are some boxes and the machine thinks you hit them but doesn't destroy them).
* LEVEL FOUR : Shoot the metal crushers with the Cobra Cannon, or PUNCH repeatedly if you get trapped. The final enemy is a crane which swings a steel ball suspended from an extensible chain. Don't shoot the wooden box, stand on it and shoot the cab of the crane. Also, try to save the Cobra Cannon (by punching bad guys instead of shooting them) and use it on the crane.
* LEVEL FIVE : Don't charge through this level, especially on the conveyor belt. Be wary of the first guy armed with a flame thrower; if you're quick enough, you can shoot him before he gets a chance to shoot at you.
The military ED209 at the end of the level can be beaten by crouching under the OCP logo when it charges. Jump and shoot the weapon arm when it retreats.
* LEVEL SIX : You need to move through this level fairly quickly as time is a little tight. The ground-based moving gun turrets can be shot from the platform below, and careful diagonal shooting can destroy laser emplacements situated on any platforms above you. Concentrate on laser turrets which are diagonally away from you, as their fire is the hardest to dodge.
The last baby food on the level replenishes all of RoboCop's energy. Try and keep the laser shots until the end of the level. When you reach the top platform, move as far to the right as possible and shoot the military ED209 as much as possible before it activates. There is a comparatively safe position just at the end of the military ED209's forward walk (like the end of level five, but with no OCP marker). Kill the military ED209 first. Tactics for the other ED209 are similar to those of level 1.
* LEVEL SEVEN : Use diagonal shooting to destroy laser turrets on the platform above you (see also Level Six comment).
The baby food stored in the box gives all your energy back. When you reach the single lift which goes up multiple floors, the best way to avoid being trapped on it by laser fire is to JUMP onto the next level just before the lift reaches it. Timing between the laser shots is critical.
When this lift reaches the top, stop just short of the floor (you should be able to see/hear the light curtains and laser turrets) and then go back down as far as you can. The laser turrets and curtains sometimes disappear.
The final ED209 can be destroyed by standing at the far left of the screen and jumping up and down. Missiles launched at you can be destroyed by shooting or punching. When the ED209 gets too close, use the tactic of level one.
When ED209 is destroyed, kill Dick Jones (in the same way as a gunman holding a hostage is killed). The president is not harmed by your gun shots and must be punched from close range.
- SERIES -
1. RoboCop - The Future of Law Enforcement (1988)
2. RoboCop 2 (1991)
3. RoboCop 3 (1992 - Nintendo Super Famicom)
4. RoboCop vs The Terminator (1993 - Nintendo Super Famicom)
- STAFF -
Game designer : Yoshiyuki Unishibara
Assistant game designer & Main graphic designer : T. Adachi
Programmer : Ryoji
Sound effects : Azusa Ma
Graphic designers : A. Kaneko, Mix man, Y. Kaiho
Programmers : Mr. Deco men, K. Takahashi, S. Tamura, M. Tamura
Music : Hiroaki Yoshida (MARO), Hiroyuki, Hitomi Komatsu
- PORTS -
* Consoles :
Nintendo NES (1989)
* Computers :
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988) [128 ko version]
Commodore C64 (1988)
Commodore Amiga (1988)
Apple II (1988)
MSX (1988)
Atari ST (1989)
PC (MS-DOS) (1989)
$end
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RoboCop 2 (c) 03/1991 Data East.
An arcade-only sequel to the 1988 original, placing less of an emphasis on platform action than the face game and concentrating almost exclusively on the shooting aspect.
- TECHNICAL -
Game ID : MAH
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The movie 'RoboCop 2' is rated R by the Motion Picture Association of America. It is intended for mature audiences and parently discression is advised. Children under 17 not admitted unless requiring accompanying parent or adult guardian.
Differences between 'RoboCop 2' the arcade game, and 'RoboCop 2' the movie. Beware : may contain some spoilers for both the movie and the arcade game.
* The gun shop robbers in the movie never had one of them use a chainsaw, whereas the 1st stage boss, he does wield a chainsaw.
* Stage 2's layout's completely inaccurate. in the arcade game, RoboCop (played by Peter Weller) enters the illicit arcade before entering the 'nuke' factory. in the actual movie, RoboCop and his partner Anne Lewis (played by Nancy Allen) first raid the "nuke" factory first, then they head to the illicit arcade to make a raid.
* The stage 2 boss does not exist in the actual movie, and as for RoboCop chasing Cain (played by Tom Noonan), RoboCop does this after going back to the abandoned plant in which RoboCop was ambushed and dismantled by Cain and his gang.
* The motorcycle chase in the movie begins after Cain shakes RoboCop off the van Cain was driving. in the arcade game's second cutscene, RoboCop simply gets on the motorcycle that's against the wall in the end of stage 2.
* Stage 3 is way off the movie's storyline. in the movie, RoboCop goes to the abandoned plant as soon as he finishes interrogating officer Duffy (played by Stephen Lee). also in stage 3, RoboCop is picked up by a magnet. In the movie, this only happens when RoboCop, gets knocked down to the ground during Cain's ambush. the electric zombie punks that appear in the game, don't exist in the movie.
* In the cutscene after stage 3, RoboCop finds a man who got gunned down by RoboCop 2. In the movie RoboCop finds Cain's youngest gang member called Hob (played by Gabriel Damon) gunned down who tells RoboCop about RoboCop 2
* Stage 4 has RoboCop entering Omni Consumer Products H.Q. to find RoboCop 2. In the movie though, after Hob dies, the movie ends up going to the OCP civic centrum.
* The cutscene that happens in before the final stage has RoboCop 2 (who is using Cain's brain) saying that he's ready to face RoboCop. In the movie RoboCop 2, RoboCop 2 never talks. all he can do is growl and squeal).
* Speaking of robots that can growl and squeal, Enforcement Droid 209 (A.K.A. ED-209) appears as a mid-stage boss. however in the movie, RoboCop never confronts ED-209 at all, he only appears in the opening Mediabreak news report.
* In the end RoboCop rips out the brain of Cain off RoboCop 2, but in the arcade game, RoboCop rips the brain from the RoboCop 2 robot (just like Kano's heart rip fatality from the first "Mortal Kombat"). but in the movie, RoboCop gets the brain from the back of RoboCop 2's head. As for the destruction of the brain, RoboCop smashes the brain against the pavement in the movie, in the arcade game however, RoboCop just smashes the brain against the RoboCop 2 robot.
- UPDATES -
Software Versions :
Version 0.05 USA
Version 0.10 Euro & Asia
Version 0.11 Japan
The US version has the 'Winners Don't Use Drugs' screen.
In the Japanese version this adventure begins just at the end of the first game. At that moment when RoboCop enters Dick Jone's office floor. This 'playable intro' was deleted in the World and U.S. versions.
This Only Exists In The Japanese Version Only : If you complete the game without using any continues, there will be an extra scene that features RoboCop 2 (A.K.A. RoboCain) for the background photo, and some scribbled writing from the staff (it's sort of like the credits, only with Japanese writing that was done with bright colored chalk).
- SERIES -
1. RoboCop - The Future of Law Enforcement (1988)
2. RoboCop 2 (1991)
3. RoboCop 3 (1992 - Nintendo Super Famicom)
4. RoboCop vs The Terminator (1993 - Nintendo Super Famicom)
- STAFF -
Project leader : Mentaiko
Game designer : Tohru Kikuchi
Main programmer : Takaaki Inoue
Sub programmers : Yasuhiko Nomura, Masao Ishikawa
Graphic leader : Tomoo Adachi
Graphic designers : Yoshiyuki Ishibiki, Masayuki Inoshita, Yasuhiko Hirane, Seiichirou Ishiguro, Yoshihiro Yamamoto, Yoshiyuri Urushibara, Yoshinari Kaihou, Eiko Kurihara, Masateru Inagaki
Sound : Tatsuya Kiwch, Tomtom Sato
Hard : Katsumi Kurihara
- PORTS -
* Consoles :
Commodore C64 (1990)
Nintendo Game Boy (1991)
$end
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Robocop 3 (c) 1992 Ocean.
Cadillac Heights is on the brink of destruction thanks to Omni Consumer Products' idea to turn the rundown neighborhood into Delta City which means that many innocent people must be kicked out of their homes. However Robocop feels sorry for the innocent families and realizes that it's up to him to take back the city and give it back to the people.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Licensed to Nintendo.
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Robot Bowl (c) 01/1977 Exidy.
You have a top down view of a bowling alley with score cards shown on each side. The only thing in the game that uses an actual animation is the bowler himself, the robot has a several frame animation when he walks. Everything is (of course) shown in glorious monochrome black and white. The game begins with your robot bowler running up to the alley (his feet move faster than he does, which makes it look like he is running on a conveyor belt or something). You then have three seconds to roll the ball, before it will roll of its own accord. The game is controlled with five buttons, they are left, right, shoot, hook left, and hook right. When Exidy was making this game, they had to make a decision about how the hooking worked, and it seems that they decided that "Robots are telepaths, and can effect the balls movement after it is thrown!". You see you can't even hook the ball until after it is thrown. This makes it very easy to pick up the spare. The game makes up for that little trick by making 'splits' very common (the 7-10 split and the 4-7-10 split come up all the time). These are pretty annoying, but you can usually learn how to clear them out (except the 7-10 split, I still haven't figured out how to clear that one).
- TECHNICAL -
Robot Bowl was available in two different dedicated cabinets, an upright and a cocktail, both of them used the same internal hardware.
* The Robot Bowl upright was of the common 1970s 'short cabinet' design, as the machine had no marquee and was only as tall as the monitor. The cabinet itself was covered in dark woodgrain laminate (very popular back then), and all decorative touchs were on the large monitor bezel, which depicted a cartoon scene of a gray robot bowling. The robot looks a lot like the Tin Woodsman from 'The Wizard of Oz', except for the top of his head, and the fact that he is plugged in with an extension cord. He is labeled 'XXIDY MFG.' on his back. Some machines also had a decorative 'ball return' on the front at the very bottom of the cabinet.
* The Robot Bowl cocktail was a square box with a perfectly round top, the player controls were on either side of the monitor (and you actually had to look at the game sideways to play). This machine had no decoration of any kind.
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
At the time the game was created, Exidy had just purchased Fun Games and had a number of cabinets left over from one of Fun's driving games. They used these cabinets to get Robot Bowl into production quickly. The only problem was that the cabinets had a hole in the front where the gas pedal had been. Michael Cooper-Hart suggested that they silk-screen the words 'Ball Return' over the hole.
- STAFF -
Designed and programmed by : Edward Valeau, Howell Ivey
- SOURCES -
All In Color For a Quarter - Keith Smith
$end
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Robotron - 2084 (c) 1982 Williams.
A legendary 1-player single screen shoot-em-up in which the goal is to save the last human family in existence and kill the many creatures inhabit the play area. The enemies in the game are called 'Robotrons' and there are 5 different kinds of them : Grunts, Brains, Enforcers, Tanks and Hulks. There are also 3 different kinds of human family members who must be rescued, including women in pink dresses, men in blue suits and boys in red shirts.
During each wave, the player must destroy all the 'Robotrons' (with the exception of the indestructible Hulks) and rescue as many human family members as possible in order to proceed to the next wave. The game resets to the first wave once wave 255 is completed. The player's score will be unaffected.
- TECHNICAL -
Robotron was available in both upright and cocktail format, with the cocktail cabinet being fairly rare. The alternate cabinets also had different graphics (at least the color scheme was different), and are much more difficult to find replacement graphics for. The standard Robotron upright was 6'2'' tall and featured white sides and a black front. It had painted side-art in the form of a '2084' logo and a few stripes (this is a very simple design, and is easy to repaint if your cabinet happens to be scratched up). The control panel is covered with a geometric shape design, and has two 8-Way joysticks and two start buttons. These joysticks are of a peculiar design, but can easily be replaced with a pair of modern joysticks (purchase red ball tops ones, because that is what the originals had). The games marquee has the 'Robotron' logo in a font reminiscent of an early 80s computer. This is superimposed over a triangular design made from shapes and lines. The Robotron cocktail cabinet was finished completely with woodgrain laminate. The only graphics were on the control panels, and the small instruction cards that were placed under the top glass. The players would sit across from each other, and the screen image would flip for each player.
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : Double 8-way joysticks (see 'Trivia' section for more information)
- TRIVIA -
Released in March 1982.
The basic play of Robotron was programmed in 3 days. The design of Robotron was influenced by "Berzerk" and the Commodore PET game 'Chase'. The original concept name was 'Robot Wars - 1984'.
Robotron was unique at the time in that the controls were two 8-way joysticks (one for running, one for shooting) rather than the more typical single joystick and fire button. This unique dual-joystick control was created because of two occurrences : Jarvis liked the game "Berzerk", but hated the joystick-and-button run-and-shoot configuration; and the fact that Jarvis's right hand had been broken in a car accident shortly after he finished creating "Stargate".
This game shares some sounds from "Defender".
The human characters in this game are named Mommy, Daddy and Mikey. The idea and the inspiration for the character Mikey was from the 1970's commercial for 'Life' cereal.
Williams were sued by Walt Disney Productions for copyright and patent infringement regarding Williams use of 'Tron' in Robotron. Williams won the suit and Walt Disney releases Tron on time.
A Robotron machine appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.
Two Robotron machines (including a mini-cabinet) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Yellow/Orange label :
* The default difficulty is 5.
* The demo calls the Quarks 'Cubeoids'.
* The default high score is 131682.
Blue label :
* The default difficulty is 3.
* The default high score is 151782.
* The 'shot-in-corner' bug is fixed.
- SCORING -
G.R.U.N.T. (GROUND ROVING UNIT NETWORK TERMINATOR) - The red robots : 100 points
HULK - The big green robots : N/A
BRAIN - The robots that are blue and have really large heads : 500 points
SPHEROID - The red circles that travel around the game screen : 1000 points
ENFORCER - The blue, 'Robby the Robot' looking robots : 150 points
QUARK - The white boxes with an 'X' in the middle that travel around the game screen : 1000 points
TANK - The red robots that have tracked wheels underneath them hence making them look like tanks : 200 points
FAMILY MEMBERS : You get 1000 for the first human rescued. Then it will progress at 2000, 3000, 4000, then 5000 for every human rescued after that. This will last the entire wave or until you get killed. If you get killed or go to a new wave, then the progression starts at 1000 again.
- TIPS AND TRICKS -
* When you start the game, your man will be in the middle of the playing field surrounded by various robots. Depending on the wave that you are on will determine exactly what robots are ready to terminate your existence. The game is straight-forward, take out all the robots (except HULKS) to advance to the next wave. It is vital for your survival that you learn how to 'scoot and shoot'. If you don't learn how operate the controls independently and run in one direction while shooting in other directions, you won't survive very long in this game.
* Equally important to 'scoot and shoot' is your ability to be able to fire on the diagonal. It's easy firing up, down, left, and right, but it takes a little more mastery to fire in the diagonal directions.
* Learn the different things the enemy robots do. For example, the SPEROIDS have a tendency to congregate in the corners. This works to your advantage since you can blast about 3 or 4 before they discharge their supply of ENFORCER robots.
* Your main objective is to blast a path through the robots and get to the edge of the screen. It doesn't matter what edge, just get to one. The reason is painfully simple : It give the robots one less direction to assault you from, plus, you can lead them around in circles blasting them and also cleaning out the corners from the above-mentioned ENFORCERS.
* Enforcer Bug : The enforcer bug is when an enforcer is in the lower right corner and you shoot it diagonal there is a 1 in 3000 chance the game will reset. The reason for the game resetting is there is a bug in the diagonal explosion code for enforcers. The memory below the screen holds the stack and an unclipped pixel can get 'drawn' into the stack causing the game to lock and the watchdog to kick in and reset the system.
* The only times where you won't want to seek the sides is during the BRAIN and TANK robot waves. The BRAINS fire a homing shot at your man so you need as much room to maneuver as possible so going against the wall would restrict that movement. The same goes for the TANK robots which fire bounce shots. They may miss you initially but you might get hit by the shot as it bounces up. You are safer in the middle area where you have room to maneuver. Just watch out for other enemies (which will be very low in number).
* Try to rescue the humans as long as it doesn't put your man in danger of dying. You can rack up some major points on the BRAIN waves since they are loaded with humans for the BRAIN robots to 're-program'. Again, make sure you have an avenue of escape. Doesn't make sense to save a human, get the extra man, then die. You, in essence, gained nothing from that level. You can also shoot the HULK robots to push them away from humans also. On the BRAIN waves, make sure you pick off the BRAIN robots as soon as possible. This prevents them from reprogramming the humans and leaves you more people to get major points with.
* The 'Mikey' bug - on the first Brain wave. There are a lot of Mommies and only one Mikey. The Brains all go for Mikey - if you can protect him (don't pick him up, though!), the Brains will ignore all other humans, making for a point-fest if you can grab them all. As soon as you die, however, the Brains will grab any human they find. This actually works on all Brain waves, but in the other waves the 'golden human' is a random Daddy or Mommy or Mikey, so you don't know who to protect. It's a bug, but a cool one.
* Since you don't have a limit on your shots, you can put up a 'wall' of energy in whatever direction you move. This can have a very devastating effect if applied right.
* Make sure you take a quick look at the wave to assess where the main threats are. You will have from 1 to 2 seconds to get ready for action. If you can survive the initial few seconds as you blast your way toward the edge, your chances of survival will be that much greater. Also be sure to remember what each wave has in store for you, this also will give you a greater chance of getting through the wave.
* If you get tired, you can take a break. That's right, wait for a TANK wave. Eliminate all of the robots except for one. After firing a few shots, the TANK robot will run out. After that, it's just a matter of avoiding the TANK and any other pesky robots.
* ENFORCERS, like their SPHEROID transports, tend to congregate in corners. Use this to your advantage. Every now and then one or two will zip very fast across the field. Their main threat, though, is volume of fire. When you are on the edges, watch out since their shots tend to roll toward your man.
* See all those pretty shapes on the playing field? They are there as a nuisance. They will kill your man if he hits them. They can, however, be shot out of the way but yield no points.
* Robotron Name Trick : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying on-screen. The moves are as follows...
1) Fire Up while moving Right and press Player 1 button.
2) Fire Down while moving Up and press Player 2 button.
3) Move Down while firing Up.
The designer's names will appear and stay on the screen until the joystick is released from the Up position. Your game is over(!) once you've done this trick.
- SERIES -
1. Robotron - 2084 (1982)
2. Blaster [upright model] (1983)
2. Blaster [DuraMold model] (1983)
- STAFF -
Staff : Larry DeMar (LED), Eugene Jarvis (DRJ) (EPJ), (JER), (KID), (MLG), Steve Ritchie (SSR), (UNA), (JRS), (CJM)
- PORTS -
* Consoles :
Atari 5200 (1983)
Atari 7800 (1984)
Atari XEGS
Atari Lynx (1991)
Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")
Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")
Sega Saturn (1996, "Williams Arcade's Greatest Hits")
Sony PlayStation (1996, "Williams Arcade's Greatest Hits")
Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Vol. 1")
Nintendo Game Boy Advance (2001, "Midway's Greatest Arcade Hits")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Microsoft XBOX 360 (2005, as a downloadable Live Arcade game) : boasts an upgrade in graphics, and a special achievements section, where players are rewarded for different achievements they make in the game.
* Computers :
Tandy Color Computer (1983, "Robotack")
Commodore VIC-20 (1983)
Commodore C64 (1983)
PC [Booter] (1983)
Apple II (1983)
BBC B ("Robotron", 1984 - Atarisoft)
ZX Spectrum (unreleased)
Atari ST (1987)
PC [MS-DOS] (1995, "Williams Arcade Classics")
PC [MS Windows] (1996, "Williams Arcade Classics")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
Tiger Game.Com ("Arcade Classics")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
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Roc'n Rope (c) 1983 Konami.
An incredibly difficult yet playable platform game featuring 4 different levels. The player takes on the role of a an archeologist whose mission it is to return the missing tail feathers to the golden Phoenix. The archeologist is armed with a harpoon gun and uses it to fire a rope into a platform above, in order to climb up the rope and progress up the level. This is vaguely similar to the superb 'telescopic arm' feature that appeared in Capcom's superb "Bionic Commandos".
All levels are patrolled by enemies in the form of dinosaurs and cavemen and all are deadly to the touch. Some cavemen will pull on the harpoon rope while the archeologist is climbing it. This will result in the player falling from the rope and losing a life. The archeologist is armed with a light ray that will kill the enemies.
A breakdown of the game's 4 levels :
* The 1st level is possibly the most difficult in the game. Players begin at the bottom left of the screen and must work their way up to the Roc, who is sitting at the upper right of the screen. There are many layers of ledges coming out from the sides of the screen. While the middle of the screen is open to the sky (except for a few floating platforms). To reach the top, players must use the harpoon gun to climb diagonally back and forth until they reach the top (ensuring that the Phoenix feathers have been collected on the way).
* The 2nd level is set underground. There are a lot of dinosaurs on this screen and far fewer platforms than on the first level. Many of the platforms stretch completely across the screen, so there aren't many pitfalls to be wary of. Once again, players must get the archeologist to the top of the screen to complete the level.
* The 3rd level is set outdoors. A 'ferris wheel' style rotating platform sits in the center of the screen, but this can be avoided if players don't wish to use it. The easiest route to the top is on the right-hand side of the level.
* The 4th and final level is shaped a little like a mountain. The player's main concern here is a large waterfall in the center of the screen. Players must time their harpoon climb just right to avoid being killed by the deadly waters. Once this level is finished, the game starts over with an increased level of difficulty.
- TECHNICAL -
Roc'n Rope was only available in an upright configuration. This upright was in a wood-grained cabinet that was similar in construction to the "Frogger" cabinet. The sideart was a large sticker showing an adventurer posing with a harpoon gun and a bird. The marquee shows this same adventurer firing his harpoon gun across a chasm at an unsuspecting dinosaur, while a cartoon caveman looks on suspiciously. The monitor bezel was unadorned, although most machines had a little instruction card underneath the glass. The control panel was a solid green and featured a single joystick mounted centrally, with two buttons to either side, which allowed for the game to be played with either hand.
Game ID : GX364
Main CPU : M6809 (@ 1.6 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in March 1983.
- TIPS AND TRICKS -
* Learn the angle at which you throw the rope : The rope is thrown at a very shallow angle. The rope ends up hown long distances. Learning this angle is the first step to mastering this game.
* Be careful of heights : If you fall a distance longer than the height of you character, that couns as a miss. Be careful when you fall.
* Use the rope to beat enemies : If you cut the rope when the enemy is hanging from it, you can beat the enemy. Attacking with the rope is extremely fun.
* Keep an eye on enemy movements : Right before the enemy moves up or down or hangs from the rope, the enemy always moves n a certain way. Learn the enemy's behavior and take action quickly.
* Make good use of the power food : Not only do you become invincible when you obtain the power food, but you also speed up! While taking out enemies is a good idea, you may want to consider traveling the level instead.
- PORTS -
* Consoles :
Colecovision (1983)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo DS (2007, "Konami Classics Series - Arcade Hits")
$end
$info=rockrage,rockraga,
$Edit this entry at Arcade-History.com
$bio
Rock 'n Rage (c) 12/1986 Konami.
- TECHNICAL -
Game ID : GX620
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : M6809 (@ 1.5 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), VLM5030 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Koi no HotRock".
Alfa Records released a limited-edition soundtrack album for this game (The Konamic Game Freaks - 28XA-135) on 25/05/1987.
- STAFF -
Game programmers : Lovely Sugimo, John Yamagushi, Rick Nagasawa, Yuko Itoh, Guitar Nagata, Mike Takabayashi, Super Oka, Rock Ozawa, Water Hamada
Video graphics designers : Shena Urata, Sweet Satoh
Sound effects : Fancy Fukutake, Can Mizutani, Drum Terashima, River Gushiken, Sand Muraoka
Hardware designer : Barrel Akiyama
$end
$info=rockclim,
$Edit this entry at Arcade-History.com
$bio
Rock Climber (c) 1981 Taito.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator, discrete circuits
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 130
Players : 2
Control : double 8-way joysticks
$end
$info=rockduck,
$Edit this entry at Arcade-History.com
$bio
Rock Duck (c) 1983 Datel.
- TECHNICAL -
Main CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Palette colors : 8
Players : 2
Buttons : 1
$end
$info=rocktris,
$Edit this entry at Arcade-History.com
$bio
Rock Tris (c) ???? Yun Sung.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=rockn3,
$Edit this entry at Arcade-History.com
$bio
Rock'n 3 (c) 1999 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
- STAFF -
* Sound Staff :
Sound producer : Teruyuki Mori
Arrange & Composition : Tetsuya Yoshikawa
Sound directors : Hiroshi Tanabe, Masanori Tanabe, Naoki Takehana, Tatsuya "Anie" Nishimura, Masaru "UNI" Yokota, Shin-ichirou Nakamura
Coordinaor : Yuji Ohno
Recording engineers : Osamu Konishi, Seiki Ochiai
Guitarist : Shin-ichi Iwai
Vocalists : You-U, Naoto Fuga, Steven Wolf, Kazuyo (from SPY), Paul Keymour, Hedel Bendel, Shin-ichi Ishihara, Tomohiko, Kaori Yano, Yumi Oki, Akiko Takano, RIE, Goro Oshima, Saeko, Yoshito Fuchigami, George -MA- Ikeru, Nancy
* Hardware Staff :
Hardware designers : Katsuaki Takita, Nobuyuki Arai
Mechanical designers : Hirofumi Henmi, Yoshinori Harada, Ryoichi Sasaki
Industrial & Graphic designers : Yoshitaka Yabe, Kazuto Ikegami, Hiroyuki Kuroyanagi, Gen Yamaguchi, Kouji Ikenoue, Yuka Kasuya
* Software Staff :
Game programmers : Natsuo Seki, Satoru Arai, Makoto Nakanishi
Graphic designers : Yusuke Yoshida, Onihei Hasegawa, Akira Miyazaki, Takehiko Murata, Kenichi Takebe
Game directors : Kazuhiro Kurihara, Kotarou Mituzuka
Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa
$end
$info=rockn4,
$Edit this entry at Arcade-History.com
$bio
Rock'n 4 (c) 2000 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
- STAFF -
* Sound Staff :
Producer : Teruyuki Mori
Arrange & Composition : Tetsuya Yoshikawa
Guitarist : Shin-ichi Iwai
Directors : Tatsuya "Anie" Nishimura, Hiroshi Tanabe, Yuji Ohno, Wataru Suzuki, Naoko Yoshida
Engineers : Osamu Konishi, Hiroyuki Sukano
Vocalists : You-U, Naoto Fuga, Steven Wolf, Kazuyo (from SPY), Paul Keymour, Hedel Bendel, Shin-ichi Ishihara, Tomohiko, Kaori Yano, Akiko Takano, Goro Oshima, Yoshito Fuchigami, George -MA- Ikeru, Kae Hanazawa, Saeko Suzuki, Nancy, Hitomi.K
* Hardware Staff :
Hardware designer : Katsuaki Takita
Mechanical designers : Hirofumi Henmi, Yoshinori Harada
Industrial & Graphic designer : Satoshi Ashizawa
* Software Staff :
Observer : Kazuhiro Kurihara
Game programmer : Natsuo Seki
Graphic designers : Yusuke Yoshida, Onihei Hasegawa
Assistant directors : Akira Miyazaki, Kenichi Takebe, Aika Miami
Game director : Takamitsu Kato
Line producer : Tomoji Miyamoto
$end
$info=rocknms,rocknmsb,
$Edit this entry at Arcade-History.com
$bio
Rock'n MegaSession (c) 1999 Jaleco.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 12 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 544 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
$end
$info=rockn,rockna,
$Edit this entry at Arcade-History.com
$bio
Rock'n Tread (c) 1999 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
- STAFF -
* Sound Staff :
Sound producer : Teruyuki Mori
Arrange & Composition : Tetsuya Yoshikawa
Sound director : Hiroshi Tanabe, Naoki Takehana
Coordinaor : Yuji Ohno
Recording engineer : Osamu Konishi
Sound programmer : Nobuya Tanaka
Guitarist : Shin-ichi Iwai
Vocalists : Kazuyo (from SPY), Paul Keymour, Steven Wolf, Shin-ichi Ishihara, Kyouka G, Yumi Ohki, You-U, Naoko Townsend, Shige, Kaori Yano
Cooperation : Tatsuya "ANIE" Nishimura
* Hardware Staff :
Hardware designers : Katsuaki Takita, Nobuyuki Arai
Mechanical designers : Hirofumi Henmi, Yasuo Yamazaki, Yoshinori Harada
Industrial & Graphic designers : Kazuto Ikegami, Kouji Ikenoue
* Software Staff :
Game programmers : Natsuo Seki, Satoru Arai
Graphic designers : Yusuke Yoshida, Kayuna.S, Onihei Hasegawa
Assistant director : Masaru Yokota
Game directors : Hiroyuki Makino, Kazuhiro Kurihara
Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa
Producer : Hiroyuki Makino
$end
$info=rockn2,
$Edit this entry at Arcade-History.com
$bio
Rock'n Tread 2 (c) 1999 Jaleco.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Rock'n Tread (1999)
2. Rock'n Tread 2 (1999)
3. Rock'n 3 (1999)
4. Rock'n MegaSession (1999)
5. Rock'n 4 (2000)
- STAFF -
* Sound Staff :
Sound producer : Teruyuki Mori
Arrange & Composition : Tetsuya Yoshikawa
Sound directors : Hiroshi Tanabe, Naoki Takehana, Tatsuya "Anie" Nishimura, Masaru "UNI" Yokota, Shin-ichirou Nakamura, Toru Ohara, Naoko Yoshida
Coordinaor : Yuji Ohno
Recording engineer : Osamu Konishi
Guitarist : Shin-ichi Iwai
Vocalists : Kazuyo (from SPY), Steven Wolf, Shin-ichi Ishihara, You-U, RIE, Hedel Bendel, Naoto Fuga, Tomohiko, Ke-Ko, Lisa Ohki, Akiko Takano
* Hardware Staff :
Hardware designers : Katsuaki Takita, Nobuyuki Arai
Mechanical designers : Hirofumi Henmi, Yasuo Yamazaki, Yoshinori Harada
Industrial & Graphic designers : Kazuto Ikegami, Gen Yamaguchi, Kouji Ikenoue, Yuka Kasuya
* Software Staff :
Game programmers : Natsuo Seki, Satoru Arai
Graphic designers : Yusuke Yoshida, Onihei Hasegawa, Kenichi Takebe
Assistant directors : Kotarou Mituzuka, Taku Sugawara, Makoto Nakanishi
Game director : Kazuhiro Kurihara
Executive producers : Hiroyasu Ichizaki, Teruo Yoshikawa
$end
$info=rocktrv2,
$Edit this entry at Arcade-History.com
$bio
Rock-N-Roll Trivia *Part 2* (c) 1986 Triumph Software.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
$end
$info=pc_rkats,
$Edit this entry at Arcade-History.com
$bio
Rockin' Kats (c) 1991 Atlus.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : 7A
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Full energy : Press Start to pause game play. Then, press Down+A+B+Start.
* Exit level : Press Start to pause game play. Then, press A(x3) to return to the channel selection screen.
* Six lives : Hold Down+A+B and press Start(x2).
* Status Password : Channel 5 67GDZ[Music Note]JGK[Triangle] End 57YRmchs0P
$end
$info=rockmanj,rckmanj,rmancp2j
$Edit this entry at Arcade-History.com
$bio
Rockman - The Power Battle (c) 1995 Capcom.
Have you ever pictured a Mega Man game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Megaman, Protoman or Bass and battle against classic bosses in the series. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!).
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1995.
This game is known outside Japan as "Mega Man - The Power Battle".
There are 2 versions, the original on the CPS hardware and the other on the CPS-II hardware.
Sony Records released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on 01/12/1995.
- TIPS AND TRICKS -
* Easter Egg : sometimes when you fight Shade Man, the background music is a version of the theme song from the "Ghosts n' Goblins" series. This seems to happen at random.
- SERIES -
1. Rockman - The Power battle (1995)
2. Rockman 2 - The Power fighters (1996)
- STAFF -
Planners : Ohko 25th, Zanzo, (^_^")
Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi
Object designers : K.Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga.M, Zephyr Sakuno
- PORTS -
* Consoles :
SNK Neo-Geo Pocket Color ("Rockman - Battle & Fighters")
* Arcade:
Capcom Play System II (1995)
$end
$info=rckman2j,
$Edit this entry at Arcade-History.com
$bio
Rockman 2 - The Power Fighters (c) 1996 Capcom.
Building upon the previous game, you must battle Dr. Wily's evil robot criminals with the help of Megaman, Protoman, Bass & Duo. Features cool 2-D graphics and the same tried & true Mega Man controls. Pay attention to Dr. Light's advice and you may reach Dr. Wily's fortress and come out victorious!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 17
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1996.
This game is known outside Japan as "Mega Man 2 - The Power Fighters".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HKD'.
Victor Entertainment released a limited-edition soundtrack album for this game (Rockman 2 - The Power Fighters : Capcom Game Soundtrack - VICL-2173) on 21/09/1996.
- SERIES -
1. Rockman - The Power battle (1995)
2. Rockman 2 - The Power fighters (1996)
- STAFF -
Game designer : Ohko
Programmers : Teruaki Hirokado, Pon, You!
Character designers : Shinji Sakashita, Satoru Yamashita, Shinua.M, "Ba-Ji Aasuki "Runta, Dja
Scroll designers : Kisabon, Buchi, Koichi Takeda, Inoyan
Sound effects : Moe.T
Music : Yuki, Hideki Okugawa (Hideki Ok), Kadota Yuko, Masato Koda, Tatsuro Zuzuki (Tatsuro-), Syun Nishigaki, Setsuo Yamamoto
Voice actors : Hekiru Shiina, Jin Yamanoi, Koji Tobe, Takashi Nagasako, Takko Ishimori
Producer : Yoshimi Ohnishi
General producer : Noritaka Funamizu
- PORTS -
* Consoles :
SNK Neo-Geo Pocket Color ("Rockman - Battle & Fighters")
$end
$info=rodland,rodlandj,rodlndjb,
$Edit this entry at Arcade-History.com
$bio
Rod-Land (c) 04/1990 Jaleco.
An incredibly cute one or two player platform game in which two fairies must use their 'Rods of Sheesanomo' - two magical rods that enable the fairies to catch enemies and slam them into the platforms to kill them - to clear each level and continue their journey to the castle, to rescue their kidnapped mother.
As well as the magical rods, the fairies can also create a magical ladder - in a fashion very similar to that used in Taito's "Rainbow islands" - which can be utilised anywhere on a level that players wish, allowing them to reach other platforms or escape from any pursuing enemies.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2 (Catch, Create magical ladder)
- TRIVIA -
This game is known in Japan as "Rod Land - Haha wo Motomete 30 Kai".
Rod-Land contains a second episode (see ''Tips And Tricks'' section) known in Japan as "Rod Land - Tozasareta Sekai". This time, the storyline has an alien pyramid landing in Fairland and in this episode, it is the girls' father that must be rescued. The gameplay is identical to that of the first episode, with only graphical differences seperating the two.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rod-Land - PCCB-00028) on 21/05/1990.
- TIPS AND TRICKS -
* How to access 'Part 2 : The Unknown Pyramid', the Second Episode (note : this can also be unlocked via the dip switches settings)...
English version : after inserting a coin, press DOWN three times, then START.
Japanese version : after inserting a coin, press UP three times, then START.
* How to access 'Part 1 : Rescue My Mom', the first episode, when the second is enabled (via dip switches settings)...
English version : after inserting a coin, press UP three times, then START.
Japanese version : after inserting a coin, press DOWN three times, then START.
- STAFF -
Music composed by : Tsukasa Tawada
- PORTS -
* Consoles :
Nintendo Famicom (1992)
Nintendo Game Boy (1993)
* Computers :
Amstrad CPC (1990)
Commodore C64 (1991)
Commodore Amiga (1991)
Atari ST (1991)
Sinclair ZX Spectrum (1992)
$end
$info=rohga,rohgah,rohgau,rohga1,rohga2,
$Edit this entry at Arcade-History.com
$bio
Rohga - Armor Force (c) 1991 Data East.
A good-looking horizontally scrolling shoot 'em up with a few unique features that make it stand out in the crowd.
2 players can join Team Rohga and take on the dark forces of Lagnalok in this sequel to Vapor Trail. Choose from 4 pre-built battle suits or construct your own using one of four possible parts from 3 categories - Arm, Body and Leg Unit.
One of the cool powerups in this game are tiny soldiers that jump on to the hull of your battle suit and fight alongside with you.
When your battle suit runs out of energy or is destroyed by the enemy, you will eject out of the cockpit and continue fighting.
- TECHNICAL -
Game ID : MAM
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known as "Wolf Fang" in Japan.
The initials for the default high scores are all professional wrestling terms :
STF - Stepover Toehold Facelock, a submission hold
WWF - World Wresting Federation (United States, 1952- ); became World Wrestling Entertainment as of 2002 due to a lawsuit by the World Wildlife Foundation
WCW - World Championship Wrestling (United States, 1988-2001); bought out by WWE (then known as WWF) in 2001
FMW - Frontier Martial-Arts Wrestling (Japan, 1989-2002), a hardcore wrestling organization that predates ECW (Extreme Championship Wrestling) by roughly three years; Shoichi Arai, the President in FMW's final years, declared bankruptcy on February 15, 2002 and committed suicide three months later
DDT - a wrestling maneuver coined by Jake 'the Snake' Roberts. Many fans wonder what DDT stood for, and Jake simply replied, 'The end'.
UWF - Universal Wrestling Federation (United States, 1990-1996); died with Herb Abrams in the Summer of 1996. There is also a different UWF (formally known as Tri-State Wrestling then Mid-South Wrestling), which eventually became WCW.
NJP - New Japan Pro Wrestling (Japan, 1972- ), a part of the Global Professional Wrestling Alliance.
IWA - International Wrestling Association (United States, 1975 (both established and disestablished)), which was owned by Eddie Einhorn, who also owned the Chicago White Sox. Not to be confused with another IWA that was established in 1994 (after this game's release).
AJP - All Japan Pro Wrestling (Japan, 1972- ), one of the biggest wrestling organizations in Japan; co-founded by wrestler Shohei 'Giant' Baba
UWA - Universal Wrestling Association (Mexico, 1975-1995), also known as Lucha Libre Internaciónal.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Wolf Fang, Tumble Pop - PCCB-00084) on 21/03/1992.
- TIPS AND TRICKS -
* Special mode (Wolf Fang only) : at the title screen, after inserting a credit, hold 1P Button 1 (Shot) + 1P Button 3 (Sub Weapon) then press START.
* Watch your life meter! Your battle suit will self destruct once the life meter runs out. Pick up 'life' cells to recharge your suit. When the 'charge-meter' is at full, you can take a super shot at the enemy with your sub-weapon. Pick up 'charge' cells to fully charge your sub-weapon. Hold down the fire button to change attack direction. Joystick down + Jump button will initiate a charge attack.
- SERIES -
1. Vapor Trail - Hyper Offence Formation (1989)
2. Rohga Armor Force (1991)
3. Skull Fang (1996)
- STAFF -
Program & Develop : Yasuhiko Nomura, Sinji Hirao, Pinky Matsumoto
Produce & Program : Takaaki Inoue
Game Design : Hironori Kobayashi, Touru-Kendo-Kikuchi
Character Design : Koizumi Takahide, Toshinari Kaiho, Makoto Nozu, Masateru Inagaki, Hiroshi-Poorest-Koga
Sound Create : Maro Raika
Hardware Design : Copy Suruna
Scroll Design : Low Speed Cruisr o Arena Mexico Inopita Mario
Mechanic Design : Koizumi Takahide, Hironori Kobayashi, Toshinari Kaiho
Special Thanks : Tomoo Adachi
- PORTS -
* Consoles :
Sony PlayStation (1996, "Wolf Fang")
$end
$info=rollace,rollace2,
$Edit this entry at Arcade-History.com
$bio
Roller Aces (c) 1983 Kaneko.
You compete in an obstacle race on roller skates.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.386333 Mhz)
Sound Chips : (3x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Williams.
This game is known in Japan as "Fighting Roller".
$end
$info=rjammer,
$Edit this entry at Arcade-History.com
$bio
Roller Jammer (c) 1984 Nichibutsu / Alice.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz), NSC8105 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 2.496 Mhz)
Sound Chips : (3x) AY8910 (@ 1.248 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=rollerg,rollergj,
$Edit this entry at Arcade-History.com
$bio
Rollergames (c) 03/1991 Konami.
- TECHNICAL -
Game ID : GX999
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is based on the short-lived TV show of the same name that ran from 1990 to 1991.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
$end
$info=rollingc,
$Edit this entry at Arcade-History.com
$bio
Rolling Crash (c) 10/1979 Nichibutsu.
Rolling Crash is a two-dimensional maze racing game with changes to add to the variety of play. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Rolling Crash varies from the "Head-On" games in three ways :
1 : the game wraps around in a figure eight, making game play different in each part
2 : if you run into the enemy car where you can change lanes, your car doesn't die but instead gets pushed over to another lane.
3 : the dots actively slow down your car. This you can see as explosions.
- SCORING -
Dots : 3 pts X number of cars on field.
Highlighted areas : 200 pts X number of cars on field.
- TIPS AND TRICKS -
* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze. Also, the color of the Jam Car is red while yours is white.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.
* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane before they enter into your lane. If they make it into your lane before you get to the lane change area, you will crash.
$end
$info=rthunder,rthundro,
$Edit this entry at Arcade-History.com
$bio
Rolling Thunder (c) 1986 Namco.
A single player takes on the role of a James Bond-esque secret agent codenamed 'Albatross'; who is a member of the "Rolling Thunder" agency. His mission is to stop a criminal organization known as Geldra, as well as rescuing a captured agent, Lelia Blitz, and overthrowing Geldra's leader, Maboo.
Rolling Thunder is a horizontally-scrolling platform shoot-em-up that is very similar in style - and was an obvious influence on - Sega's legendary "Shinobi", released a year later. Like Shinobi, the action takes place on two levels of platforms; with the player jumping and dropping as and when required. Each level is littered with doors; most of these contain constantly emerging enemies and must be carefully passed; some doors, however, also provide ammunition and new weapons; such rooms are clearly marked.
- TECHNICAL -
Namco System 86 hardware
Game ID : RT
Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 512
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in December 1986, this is the first jamma game ever produced.
Licensed to Atari for US distribution.
A Rolling Thunder unit appears in the 1996 movie 'High School High'.
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987.
- UPDATES -
NEW VERSION :
* New title screen.
* BGM of area 1, 2, 5, 6, 7, and 10 are changed.
* Different enemy arrangement.
* Addition of a Continue feature.
* Addition of the Extra-life feature.
* 150 time units (180 in the old version).
- TIPS AND TRICKS -
* One of rolling thunder's more useful 'hidden features' is that it's actually possible to visit the ammo rooms more than once. Once you have stocked up on bullets from a particular room (for example, a Machine-Gun-Bullets room), go forward past the door approximately the distance of two jumps (ensuring that the door in question is completely off screen), then turn back, visit the room again, and find more ammo. The reason this works is because the game is divided into invisible 'sections' and once you cross a section boundary, the game forgets everything from the previous section.
* A step-by-step guide to one of Rolling Thunder's more impressive glitches :
1) In levels five and ten, once you get to a certain point in the level (around halfway through), you come up against two boxes stacked on top of each other (i.e. you can't jump over it), and a platform above you (on which you jump and continue to the RIGHT).
2) At this point, jump UP onto the platform, then position yourself at the very RIGHT EDGE of the railing on the platform (you can only jump up/down where railing is present) which should correspond to the very LEFT EDGE of the BOXES; then jump DOWN. This will put you at the very LEFT EDGE of the boxes.
3) Next, making sure not to move the joystick to the left, walk towards the RIGHT, hit the JUMP button, and you should find yourself 'caught' between the bottom and top boxes. Then jump RIGHT again, clearing the top box and landing on the ground. Don't fire at anyone, and don't panic, but simply go to the RIGHT watch yourself walk through everybody completely unharmed. You can simply walk past everyone until you reach the final, cloak-wearing enemy. Finally, providing you have properly stocked up on 'MG bullets' earlier in the game, simply hold down the fire button and kill the enemy. One final thing to note is that when using this method on level TEN, in that last area before the final arena, there are the 'stairs-like' hurdles, and on each of these steps, a white enemy will appear.
4) You have to be careful not to be in too much of a hurry, or they will follow you into the arena, where they can and will hurt you, or keep you busy enough that the guy in the cloak will. So make sure you have a little extra time to let those guys disappear off the screen (after you've made all of them appear) before going after the guy in the cloak in the arena.
* This is completely useless, but fun to do : at the end of each level there is this force field, which drags you through the door. Just before you get sucked in, turn your back to the exit and make low jumps (jump button only) while pushing the joystick towards the exit. This results in your agent jumping backwards a little every time. When the force field catches you, your character will appear to 'moonwalk' into the exit.
- SERIES -
1. Rolling Thunder (1986)
2. Rolling Thunder 2 (1990)
3. Rolling Thunder 3 (1993, Sega Mega Drive)
- STAFF -
Music composed by : Junko Ozawa
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Sony PlayStation (1998, "Namco Museum Encore") : Japanese release only
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
Atari ST (1986)
Commodore Amiga (1987)
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
Commodore Amiga (1988, "Amiga Gold Hits 1")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
* Others :
LCD handheld game (1986) released by MGA (Micro Games of America).
$end
$info=rthun2,rthun2j,
$Edit this entry at Arcade-History.com
$bio
Rolling Thunder 2 (c) 1990 Namco.
A straight sequel to the suberb 1986 original, Rolling Thunder 2 sees one or two players taking control of secret agents in this scrolling, platform shoot-em-up. The agents once again find themselves up against the sinister GERDRA organisation and its many armed agents. Gameplay is very similar to the original, with doors both releasing enemies and hiding weapons and ammunition for the players to collect.
Rolling Thunder 2 improves on its illustrious predessessor in a number of ways; the most obvious one being the vastly improved and incredibly colourful graphics. The most striking improvement, however, is the addition of a simultanious, co-operative two player mode; which adds immesurably to the game's appeal. For the sequel, the one player agent is a woman, with a second player taking the role of a male agent.
- TECHNICAL -
Namco System 2 hardware
Game ID : RTS
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Rolling Thunder 2 : Namco Game Sound Express Vol.5 - VICL-15005) on 21/06/1991.
- SERIES -
1. Rolling Thunder (1986)
2. Rolling Thunder 2 (1990)
3. Rolling Thunder 3 (1993, Sega Mega Drive)
- STAFF -
Directed by : T. Negoro
Programmed by : K. Nikaido
Designed by : H. Kuwabara
Music composed by : Ayako Saso
- PORTS -
* Consoles :
Sega Mega Drive (1991)
$end
$info=rtriv,
$Edit this entry at Arcade-History.com
$bio
Romar Triv (c) 198? Romar.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40
Players : 1
Buttons : 4
$end
$info=rompers,romperso,
$Edit this entry at Arcade-History.com
$bio
Rompers (c) 02/1989 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : RP
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.6 - VDR-5301) on 04/10/1989.
- STAFF -
Team chief : Chacha
Superviser : JJ Page
Producer : S. Norimatsu
Programmer : Yukiniko Yagi
Assistant programmer : MinMin Nakayama
Graphic designers : Takky, Y. Shinozaki, Naoko Hanazawa, M. Kimura, J. Anzai
Title designers : A. Usukura, S. Takigami
Character designer : C. Taga
Original sound creators : Yoshie Takayanagi, Yuri, Thunder
- PORTS -
* Consoles :
Sony PlayStation (1998, "Namco Museum Encore") : Japanese release only
$end
$info=rongrong,rongrngg,rongrngj,
$Edit this entry at Arcade-History.com
$bio
Rong Rong - Puzzle Game (c) 1994 Nakanihon.
Rong Rong is a style of solitaire mahjong, much like "Shanghai"... with 3 modes of play.
- TECHNICAL -
Game ID : '80'
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* Enter test mode : press Right control of 1P and hold it, then 2P's A, B, C, don't raise your fingers as you press every button. After this, you will enter a secret test memu.
- STAFF -
Producer : H. Ishikawa
Director : Fuguriro
Game designers : Remember, Ogachin
Main programmer : Iwa
Programmer : Miki Chan
Character designers : Fuguriro, Mittu, Manboh, Gewalt, K2, MKZ
Sound creators : Opain, Sentakuya Ken Chan, Louis
Hardware engineer : Mr. Oz
Executive producer : E. Hayakawa
$end
$info=clapapa,clapapa2,
$Edit this entry at Arcade-History.com
$bio
Rootin' Tootin' (c) 11/1982 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 29
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
This game is also known as "La.Pa.Pa".
$end
$info=rotaryf,
$Edit this entry at Arcade-History.com
$bio
Rotary Fighter (c) 19??.
A copy of "Space Invaders".
- TECHNICAL -
Main CPU : 8085A (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=roughrac,
$Edit this entry at Arcade-History.com
$bio
Rough Racer (c) 1990 Sega.
A colourful top-down racing game for one to four players; Rough Racer takes most of its inspiration from Atari's "Sprint" series, and from "Championship" and "Super Sprint" in particular.
The game features ten different tracks, each with its own graphical theme. After the first race, in addition to the four racing cars a fifth 'drone' vehicle is added, whose sole intention is to hinder the four racers. The drone is visibly different from the racers and can be anything from a steam roller to a cement mixer.
To qualify for the next race, players must initially finish within the top three places. In later levels, progression can only be made by finishing in first place. A qualifying place will earn the player money which can be used at a between-stage garage to upgrade the player's car. Tires and armour can be upgraded, as well as filling the car's engine with 'nitro' fluid. When used in-race, this gives the player's car a temporary speed boost, although this is at the expense of control.
- TECHNICAL -
Sega System 24 hardware
Game ID : 317-0058
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=rranger,
$Edit this entry at Arcade-History.com
$bio
Rough Ranger (c) 1988 Sharp Image.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1988.
Licensed to SunA for manufacture and distribution.
All of the music in this game is famous classical music, such as Ravel's 'Bolero' and Bach's 'Tocatta and Fugue in D-Minor'.
$end
$info=rougien,
$Edit this entry at Arcade-History.com
$bio
Rougien (c) 1982 Sanritsu.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=roundup5,
$Edit this entry at Arcade-History.com
$bio
Round Up 5 - Super Delta Force (c) 1989 Tatsumi.
A sprite-scaling racing game based heavily on the Taito classic, "Chase HQ", Round Up 5 sees a single player take on the role of a law enforcement officer who must arrest five criminals.
As well as the Miami Vice-esque gameplay theme, Round Up also borrows the fork-in-the-road level design of the Taito classic; an idea that was itself taken from Sega's 1986 legend, "Out Run".
- TECHNICAL -
Main CPU : V30 (@ 10 Mhz), 68000 (@ 10 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 18.939 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 5120
Players : 2
Control : stick
Buttons : 4
$end
$info=roundup,
$Edit this entry at Arcade-History.com
$bio
Round-Up (c) 1981 Amenip / Centuri.
The object of the game is for the player to maneuver his white robot in 1 of 4 directions within a maze, capture a red character robot as they move about the maze, and race to the center to change the 9 white balls located there to red. The player may only change one white ball to red at a time after he has captured a red robot, and must evade 4 chaser monsters in the process. Bonus point may be earned when capturing the elusive 'red king' that appears on the screen. Capture him and momentarily immobilize the chasers, but do not come in contact with the yellow robots--or your much-needed red robots will be changed to white and force you to change strategy. Play is over when the chasers have captured all of the player's robots. But, should the player be successful in changing all of the balls in the center to red, the pattern clears and a different challenge is presented. A 3x3 or 4x4 tri-colored pattern will appear at the bottom of the screen and a slightly different tri-colored cube of corresponding size will appear at the center of the screen. The player may earn bonus points by moving the directional arrow and rearranging the colors of the cube at the center of the screen to match the sample pattern presented at the bottom of the screen. The player is given 90 seconds to rearrange the cube as many times as he can. Action returns to the maze whether you win or lose the cube challenge. All in all, an exciting and challenging game where patience and skill are required.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in November 1981.
This game is also known as "Fitter".
$end
$info=route16,route16a,route16b,
$Edit this entry at Arcade-History.com
$bio
Route 16 (c) 02/1981 Tehkan / Sun.
Route 16 is a challenging race car game, integrating special features to excite the beginner as well as the seasoned player. The vivid video screen is fascinating, and is complimented by exceptional audio during game play.
The red car is controlled by the joystick feature, and is pursued through 16 different routes (mazes) by three chase cars. The search mode reveals an overview of all 16 routes, and the search mode appears whenever the car exits a route. In the search mode, the player car becomes a red cube, and the chase cars become yellow cubes.
Whenever the player car exits one route, there is a one second delay for a total overview of the game.
Each route has dead-ends, zig-zags, and multiple entrances and exits.
Some routes have the dollar symbol ($), and the player scores 200 points each time this symbol is cleared. The dollar symbols randomly chance to oil slicks, and when encountered, the oil slicks slow down the player car.
The question mark symbol (?) is surrounded by check points and will either reveal a bomb symbol or a bell mark after the player car clears the check point. The bell will add 800 points to the player's score when cleared. Player skill is tested here to avoid the bomb if it appears.
Some routes have a flag symbol, and when the player car clears the symbol, the pursuing cars become dollar symbols, and every effort should be made by the player to chase them down, and add extra points to his score.
One route has a flickering bonus car symbol. When the symbol appears, clear it and earn an additional player car.
One route has an additional game feature. When the player car enters the maze, it is pursued by an attacking monster. The player car cannot clear or collide with the monster, but must avoid it, or be destroyed.
The high-speed button is another feature of Route 16. When pushed, the player car is accelerated to escape the chase cars. Usage of the high-speed button reduces the player car's fuel. At the end of each round, bonus points are added to the player's score for remaining fuel.
After all the symbols are cleared, the round ends. In successive rounds, additional dollar symbols ($), and additional enemy chase cars are added.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Centuri for US manufacture and distribution (05/1981).
A bootleg of this game is known as "Route X". Another bootleg was released by Leisure and Allied as "Route 16".
- SCORING -
Round moneybag : 200 points.
Larger moneybag : 800 points.
Enemy cars : 200, 400, 800 points etc.
End of level bonus : 10 points x remaining fuel.
- TIPS AND TRICKS -
* Remember that the biggest score available in the game by far is for the remaining fuel at the end of a level, so use your turbo boost sparingly and not at all if possible.
* When in a room with a chequered flag, try to lure as many of the enemy cars in as possible before getting the flag. The enemy cars automatically flee when they turn into money, so you need them grouped.
* When aiming to collect the money surrounded by the four squares, note that the first square turns the money into a bomb, so collect a second square before grabbing the money.
* Since the 12 outer rooms only have one entrance/exit, try and sneak in there when the opposition is furthest away, so that you can get in and out before they close in on you.
- PORTS -
* Consoles :
Emerson Arcadia (1983)
$end
$info=routex,
$Edit this entry at Arcade-History.com
$bio
Route X (c) 1981.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Route 16".
$end
$info=royalcrd,royalcdb,royalcdc,
$Edit this entry at Arcade-History.com
$bio
Royal Card (c) 1997 TAB-Austria.
- TECHNICAL -
Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 232 pixels
Screen refresh : 50.00 Hz
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=rcasino,
$Edit this entry at Arcade-History.com
$bio
Royal Casino (c) 1984 Dyna Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Buttons : 5
$end
$info=royalmah,
$Edit this entry at Arcade-History.com
$bio
Royal Mahjong (c) 03/1982 Falcon.
A very primitive mahjong game.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : mahjong keyboard
$end
$info=royalmj,
$Edit this entry at Arcade-History.com
$bio
Royal Mahjong (c) 1981 Nichibutsu.
$end
$info=rugrats,
$Edit this entry at Arcade-History.com
$bio
Rug Rats (c) 01/1983 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Custom (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game was also known some months back as "Wiping" (09/1982).
- UPDATES -
The main differences in this version of the game are :
* Rug Rats is higher scoring than "Wiping" (see below).
* The bonus items remain visible at all times and there are only three to collect instead of four (moneybag, gold bars and ring). This makes the game easier to play, as it is not as difficult to get the crown.
$end
$info=rungun,runguna,rungunu,rungunua,
$Edit this entry at Arcade-History.com
$bio
Run and Gun - B-Ball Show Time (c) 10/1993 Konami.
- TECHNICAL -
Game ID : GX247
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 10 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Slam Dunk - B-Ball Show Time".
King Records released a limited-edition soundtrack album for this game (Konami Amusement Sound '94 Spring - KICA-7631, 7632) on 23/02/1994.
- SERIES -
1. Run and Gun - B-Ball Show Time (1993)
2. Run and Gun 2 (1996)
- STAFF -
Prince of art : Champion Lover X
Art director : Strawberry
Takarazuka art : By Acky 2
Technical instructor : Snack Z
Crazy art : Screamin' Neo Monky
Art work : Ricky
Sound producer : M. Izu
Music composer : E.G.A.
Sound programmer : Kingorou
Hardware : Meijiro Keisuke, Circo Hideo, Nambashot Tom, Golden Kawapy
The sacrifice : Hirotaka
Program and data : Aki. T
Producer and director : Dr. Lee
- PORTS -
* Consoles :
Super Famicom (1995, "NBA Give 'N Go")
$end
$info=rungun2,
$Edit this entry at Arcade-History.com
$bio
Run and Gun 2 (c) 1996 Konami.
- TECHNICAL -
Konami GX hardware
Game ID : GX505
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Run and Gun - B-Ball Show Time (1993)
2. Run and Gun 2 (1996)
$end
$info=rundeep,
$Edit this entry at Arcade-History.com
$bio
Run Deep (c) 1988 Cream.
You control one or two boats floating along the high seas. The boats are armed with depth cherges for dropping on the aquatic wildlife and submarines in the depth far below. Homing torpedoes, Polaris missiles, mines, Stingray style vessels and other boat-wrecking hazards make up the threads to avoid or destroy. Bonus capsules which float up to the surface boost the boat's speed, increase depth charge power, give the player temporary invincibility and other normal features but of a marine vein. The depth charges take their time to float to their target so plan ahead using the map, submarines at different heights in the water pose further problems. This game also has good BGs.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz), M65C02 (@ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 248 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "The Deep".
- STAFF -
Produce : Hisayoshi Ichikawa
Script : Shoji Takagi
Program : Shunji Ito, Tomoaki Kasuya, Toshihisa Shiono
Graphic : Shoji Takagi, Tutomu Ozawa, Kazuhiro Iizuka, Kei Tamura
Music : Yoshio Watanabe, Kiyoshi Kusatu
$end
$info=runark,
$Edit this entry at Arcade-History.com
$bio
Runark (c) 02/1991 Taito.
A huge melee battle featuring four forest rangers out to save the animals from the sinister poachers. Lots of enemies onscreen make for a hectic fight!
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C74
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Growl".
This game was dedicated to the late Mr. Katsujiro Fujimoto.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'KOU'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Runark, Gun Frontier - PCCB-00060) on 21/04/1991.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- STAFF -
Promotion object : Hiromitsu Mihara
Music & Sound effects (Zuntata) : Yasuhisa Watanabe (Yack.)
Character designers : Yasuhiko Kikuchi, Kohzoh Igarashi (Aya Inochi Igarashi), Fujiwaran X, Senba Takatsuna, Hisakazu Kato
Hardware : Eikichi Takahashi, Bruiser Kushiro
Trifling work : Insector Fjw
Software : 3D Master Sugawara, Muscle Sato, Masaki Yagi (Yamabanga Yagi Ymot), On a Ninja Daisuke Yasukouchi, Chinpuson Mr2 Tanaka, Yuichi Kohyama (as God Mountain Y. Kohyama)
Software support : Hideki Hashimoto, Takashi Kitabayashi
Base game plan : Exit Yab
Game direction : Hide Chan
Project management : Hidehiro Fujiwara
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 1"
$end
$info=runaway,
$Edit this entry at Arcade-History.com
$bio
Runaway (c) 1982 Atari.
- TECHNICAL -
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Buttons : 3
- TRIVIA -
This prototype got to field test (August, 1982) but was never released. This prototype re-appeared 16 years later at the 1998 California Extreme show.
$end
$info=rushcrsh,
$Edit this entry at Arcade-History.com
$bio
Rush & Crash (c) 09/1986 Capcom.
- TECHNICAL -
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 352 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "The Speed Rumbler".
The main character is Super Joe from "Senjou no Ookami" and "Top Secret".
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.
- STAFF -
Programmers : Yukio Arai, Kyoko Tomita
Character designers : Chieko Ryugo, Kimio, Couichi Yotsui
Music : Tamayo Kawamoto, Harumi Ihara
Hardware : Shinji Kuchino, Katuhiko Kamimori
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=pc_rnatk,
$Edit this entry at Arcade-History.com
$bio
Rush'n Attack (c) 1987 Konami.
In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POWs. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :)
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : RA
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- STAFF -
Programmed by : Naniwa no Hideo
Character designers : Madamu Keiko, Gokigen Yoshimoto
Sound designer : Chary Sadakichi
Directed by : Phazer Atsuko
Visual designers : Kenji Shimoneta, Daibutsu Mari
Music : Rusher Sakamoto, Iku Iku Mizutani, Hevimeta Satoe, Nanda Adachi
$end
$info=rushatck,
$Edit this entry at Arcade-History.com
$bio
Rush'n Attack (c) 1985 Konami.
In this hectic action game you must help a knife-wielding soldier infiltrate enemy territory in order to rescue some POWs. Grab any weapons you find along the way but you will mainly rely on your trusty knife for this mission. Get moving! Those hostages are not getting any better by you slacking off! :)
- TECHNICAL -
Game ID : GX577
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 30.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1985.
This game is known outside US as "Green Beret".
Rush'n Attack = Russian Attack. One of the Cold War nightmare scenarios, stopping a proposed nuclear attack!
- TIPS AND TRICKS -
* Go wild using weapons! : The weapon-providing character appears frequently. You don't have to be thrifty.
* Watch out for ladders! : When a ladder is nearby, you will climb it up/down instead of jumping/crouching. Be careful.
* Watch the enemy carefully : Enemies attacking from a distance always move in a particular way. Watch carefully!
* How to destroy mines ? : Destroy mines with grenades.
* Use the knife rapidly : If enemies come from both the left and right, rapidly use the knife and face both directions.
* Learn enemy appearance patterns : There are certain difficult points in the game. Learn how enemies appear and come up with a way to overcome the situation.
- SERIES -
1. Rush'n Attack (1985)
2. M.I.A. - Missing in Action (1989)
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")
Microsoft XBOX 360 (2007, Xbox Live Arcade)
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
Microsoft XBOX 360 (2007, "Xbox Live Arcade" with remade graphics and digitally enhanced sounds effects)
* Computers :
Commodore C64 (1986)
* Others :
Konami Arcade Advanced Plug 'n Play TV Game (2004 - Majesco)
$end
$info=rushhero,
$Edit this entry at Arcade-History.com
$bio
Rushing Heroes (c) 11/1997 Konami.
Features real-time fully animated CG rendering-large characters and a 3D filed perspective view.
- TECHNICAL -
Konami GX hardware
Game ID : GX605
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 3
$end
$info=pc_rygar,
$Edit this entry at Arcade-History.com
$bio
Rygar (c) 1987 Tecmo.
Armed with a deadly mace-like weapon tipped with a spinning razor disc, Rygar the warrior must fight through twenty-seven sideways scrolling levels, killing the vast swathes of enemy monsters that attack him.
Bonus items and weapon power-ups can be found, sometimes dropped by felled monsters but more commonly hidden in the stone carvings that litter the levels. Weapon power-ups include an increased range on the mace and a shield that render Rygar temporarily invincible to the enemies.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : RY
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
$end
$info=rygar,rygar2,
$Edit this entry at Arcade-History.com
$bio
Rygar - Legend Warrior (c) 1986 Tecmo.
Armed with a deadly mace-like weapon tipped with a spinning razor disc, Rygar the warrior must fight through twenty-seven sideways scrolling levels, killing the vast swathes of enemy monsters that attack him.
Bonus items and weapon power-ups can be found, sometimes dropped by felled monsters but more commonly hidden in the stone carvings that litter the levels. Weapon power-ups include an increased range on the mace and a shield that render Rygar temporarily invincible to the enemies.
- TECHNICAL -
Game ID : 6002
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Attack, [B] Jump
- TRIVIA -
This game is known in Japan as "Argus no Senshi - Legendary Warrior".
A Rygar machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
The differences between the US (set 1) and US (set 2) are :
* 'Set 2' has a bug in the code which lets p2 start a game when p1 is already playing. You need to set a dip-switch to enable this behavior (it is usually on by default). If you press '2' while p1 is playing a single player game, 'Set 2' will check that you have 1 or more credit before it registers that you're now in a 2 player game, but it won't deduct the credit. That's a bad bug and probably accounts for why a bug-fix version was released.
* In 'Set 2', if p2 starts while p1 is already playing, it says 'playre2' instead of 'player2' at the top right.
* The first screen of 'Set 2' says 'ALL RIGHT RESERVED' - missing an 'S' - that's fixed in 'Set 1'
The differences between the US and Japanese (Argus no Senshi) are :
* The demo sequences are different.
* The Japanese version seems to have more hidden powers, stars and an extra free life.
* The US version is more biased towards stars and explosions.
- SCORING -
* Enemies :
1) Ape : 350 points
2) Blue Monkey : 150 points
3) Cave Bat : 330 points
4) Crab : 200 points
5) Cave Lizard : 100 points
6) Death : Invulnerable.
7) Dragon : 1250 points (with or without rider).
8) Dragon Rider : 0/230 points
9) Drone : 100 points
10) Giant Flying Fish : 150 points
11) Giant Demon : 2000 points (killed normally)
12) Giant Worm : 100 points
13) Griffin : 230 points
14) Mutant Tribesman : 230 points
15) Mutant Frog : 200 points
16) Mutant Villager : 200 points
17) Mutant With Tentacles : 220 points
18) Lava Man : 230 points
19) Rhino (small) : 150 points
20) Rhino (large) : 760 points (1000 points with rider).
21) Snake: 500 points
22) Swooping Bat : 250 points
* Artifacts :
Coin : 200 points bonus. The ones that shoot out of fire pits on some levels can be shot instead of collected but doing this gets you only 100 points.
Blue item : 500 points bonus.
Round blue item : 1000 points bonus.
* Temple bonuses :
1) Repulse Bonus : you get 200 points for each enemy destroyed. Up to a maximum of 12.800 points.
2) Rank Bonus : you get the points for whatever rank you're currently on.
3) Timer Bonus : you get 100 points for each remaining second.
* Rank bonus : it's based purely on the number of kills you've made in total per rank, regardless of dying. After you get promotion count the number of kills from zero again. As you can see the stripes start off pretty inconsistent but end up just being another stripe per 50 kills. If you kill an enemy with the Cross power's force field (i.e. you run into it, not shoot it) you get the points but nothing counts towards your rank. If you die and continue you keep your rank, but not your score. However, I have just found out that if you set the bonus lifes to any other values other than the default 50k/200k/500k the amount of baddies you need to kill is effectively doubled.
1) 1st rank :
Score awarded in temple : 0 points, plus 1000 points for each stripe. The minimum score for this rank is 1000 points.
Number of kills for stripe : II = 20 Kills, III = 50 Kills, IIII = 90 Kills (promotion to second rank on 130 kills. Count kills from 0 again)
2) 2nd rank :
Score awarded in temple : 5000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 40 Kills, II = 90 Kills, III = 140 Kills, IIII = 190 Kills (promotion to third rank on 240 kills)
3) 3rd rank : :
Score awarded in temple : 10.000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 50 Kills, II = 100 Kills, III = 150 Kills, IIII = 200 Kills (promotion to forth rank on 250 kills)
4) 4th rank :
Score awarded in temple : 15.000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 50 Kills, II = 100 Kills, III = 150 Kills, IIII= 200 Kills (promotion to fifth rank on 250 kills)
5) 5th rank :
Score awarded in temple : 20.000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 50 Kills, II = 100 Kills, III = 150 Kills, IIII = 200 Kills (promotion to sixth rank on 250 kills)
6) 6th rank :
Score awarded in temple : 25.000 points, plus 1000 points for each stripe.
Number of kills for stripe : I = 50 Kills, II = 100 Kills, III = 150 Kills, IIII = 200 Kills (promotion to 'BEST' rank on 250 kills)
7) BEST rank :
Score awarded in temple : 30.000 points
Once you get the 'BEST' rank, your rank is actually still increasing by 1 stripe/1000 points for every 50 kills. For some reason the programmers decided to continue the ranking system but not to include any more graphics. But, if you get it to 64,000 the next bonus goes back to 1000 points!!! On the high score table the rank badge loops around and displays the first rank onwards. I would have thought that they'd have changed the colour of the wings or something. It looks very strange to finish the game with 4.000.000 points and have the first rank!
- TIPS AND TRICKS -
* 10,000 Points Bonus : At the end of each level, at THE VERY INSTANT the game takes control and guides you into the temple, pull diagonally Left-down on the joystick. Do it right and you'll get 10,000 points.
Note : The hundred number of your points must be the same as the units of your time, for example, 33,330 points and 13.30 seconds, or 100.000 points and 00.00 seconds.
* 2nd 10.000 Bonus : there's a 10k bonus available from the 4 creatures that stand on each others shoulders. You must kill all 4 of them before they touch the ground. There's several ways to do this but the easiest way is with the Crown and Sun powers. Simply stand at the bottom of the stack and shoot straight up! On round 17 these creatures are unlimited and form a new stack every few seconds. Staying back on that round after a time-out might even net you as much as an extra 100k if you can dodge Death for long enough! I have seen players use this trick to get over half a million on that round alone simply by staying back for long periods of time and using up their lives.
* 50,000 Bonus : this one is scored from any of the large blue demons that appear at the end of every 4th round and also there's two on the final round. You need the Tiger power for this, just jump on his head and kill him for an easy 50k! There's eight in the game so that's a luscious 400,000 points for the lot! Mmmmmm!
* 1st 70.000 Bonus : you can get 70.000 points for collecting the stars hidden in the stones. For each 7 you collect, you get 70k regardless of how many times you died.
* 2nd 70.000 Bonus : the Star Tree. In the middle of round 13 there is a tree where if you shoot at it in various places stars will appear. Every star you reveal counts as one collected. So in other words you can reveal all the stars and get 70k and then collect them to get a total of 140,000 points. Some of the stars are in bad positions so you'll have to bounce off a falling warrior to collect them or wait for Death and bounce off him. This part of the round is also where the parchment is (see below).
* 100.000 Bonus : if you finish the game you only receive a 100.000 points bonus. This is strange as it is only the third highest bonus in the game.
* 160.000 Bonus : this is received by collecting all 5 of the special powers. The bad thing is it can only be gained once per life.
* 1.000.000 Bonus : on round 13 there's a hidden parchment which is worth 1.000.000 points! It's located in-between the same area as the famous Star Tree and the next house. The place to shoot at is at the left side of the house just below the title Time. When you shoot nothing will happen except make a sound like you're hitting something. After about 12 hits (about 4 or 5 with the Crown and Sun powers) a red parchment will fall down which is worth 1.000.000 points when collected. Grab it quick because it vanishes after only a few seconds!
- SERIES -
1. Rygar - Legend Warrior (1986)
2. Rygar (1987, Nintendo NES)
3. Rygar - The Legendary Adventure (2002, Sony PlayStation 2)
4. Rygar - The Battle of Argus (2007, Nintendo Wii)
- PORTS -
* Consoles :
Sega Master System (1988)
Atari Lynx (1990)
Microsoft XBOX (2005, "Tecmo Classic Arcade")
* Computers :
Commodore C64 (1987)
Amstrad CPC (1987, "Rygar let's fight!!!")
Sinclair ZX Spectrum (1988)
Sharp X68000 (1994, "Video Game Anthology Vol.9")
$end
$info=ryujin,
$Edit this entry at Arcade-History.com
$bio
Ryu Jin (c) 1993 Taito.
A vertically scrolling shoot'em up.
- TECHNICAL -
Taito B System hardware
Game ID : M6100663A
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Dragon God'.
- TIPS AND TRICKS -
* Basic shot for power :
Blue - Vulcan
Red - Laser
* Useable fighter & Special attack :
Sword Breaker (Blue) - Fireball Bomb
Vaulge (Green) - Lightning Volt
Shamseel (Red) - Flash Bomb
Phalcyon (Purple) - Wave Attack
- STAFF -
Programmers : T. Kaki, T. Kim!!, K. Hirano
Graphic designers : K. Sakai, T. Chida, Suzuki!, N. Wataya, Syocyan, M. Tamura, Y. Takeda, N. Tanahara, S. Ohkura
Sound : H. Tsuda, T. Inohaya
$end
$info=ryukyu,
$Edit this entry at Arcade-History.com
$bio
Ryu Kyu (c) 1990 Success.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-5023
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Nine Dragon'.
The title of this game "Ryu Kyu" is named after the former dynasty of Japanese Okinawa area.
- STAFF -
Director : H. Tamura
Programmer : Matsuyama Tarou
Graphic design : H. Tamura
Music composer & Sound effect : Nasu Kazumi
Sound editor : Kobayashi Hiroyuki
Original design : Kunaki Ryuuji
Producer : Yoshinari Takato
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sega Game Gear (1991)
* Computers :
Sharp X68000 (1989)
NEC PC-9801 (1989)
$end
$info=ryuuha,
$Edit this entry at Arcade-History.com
$bio
Ryuuha (c) 1987 Central Denshi.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Player : 2
$end
$info=aof3k,
$Edit this entry at Arcade-History.com
$bio
Ryuuko no Ken Gaiden (c) 1996 SNK.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Dragon and Tiger Fist Side Story'.
This game is known outside Japan as "Art of Fighting 3 - The Path of the Warrior".
In each characters ending, you receive a nice hand-drawn picture of the character on the 'Thank you for Playing' screen.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ryuuko no Ken Gaiden - PCCB-00212) on 03/04/1996.
$end
$info=kirarast,
$Edit this entry at Arcade-History.com
$bio
Ryuusei Janshi Kirara Star (c) 1996 Jaleco.
A mahjong game with a space-anime theme and very extensive animation.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Meteor Mahjong Soldier Glittering Star'.
$end
$info=sci,scia,sciu,scij,
$Edit this entry at Arcade-History.com
$bio
S.C.I. - Special Criminal Investigation (c) 1989 Taito.
A direct sequel to 1988's "Chase H.Q.", S.C.I. once again puts the player in charge of an unmarked police car - this time a Nissan 300ZX T-Top Turbo - in which the player must chase and capture a criminal mastermind before the time limit expires. Graphically, S.C.I. is very similar to its predecessor, although there are slight improvements with both a better use of colour and the introduction of some new weather effects; such as the rain on the first stage. Unlike the first game, the player is armed with a gun; this is used to take out criminals and roadblocks as the player races against the time limit, and also to capture the criminal mastermind and make an arrest before the time limit expires.
- TECHNICAL -
This game was available in at least 3 different dedicated cabinets, plus it was also sold as a conversion kit for "Chase H.Q".
* The sitdown version is a strange plastic monstrosity with a huge monitor. This may have been a Japan only release, as the cabinet looks very similar to the popular Japanese cabinet style.
* The standup versions are all very solid wooden affairs, covered with full painted sideart (very few games still used painted sideart in the late eighties).
All versions use Happ Controls force feedback steering wheels (the ones that can spin all the way around), a high low shifter (different versions had this on different sides), and a single pedal.
Taito Z System hardware
Board Number : M4300140A
Prom Stickers : C09
Main CPU : (2x) 68000 (K1100492A, K1100491A)
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : Steering wheel
Buttons : 6
- TRIVIA -
The car that you drive is a Nissan 300ZX T-Top Turbo.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
A little known trick (or is it a very generous bug?) to this game : Start a new game, and accelerate VERY slowly until your score reaches 90. Now STOP and just let the time run out. Once your game ends, don't continue, just let the timer run down. Once that happens, you'll notice that your score will SKYROCKET to the ridiculous amount of 76,543,210. Now go ahead and claim your top spot on the hi-score table (cheater!@#).
- SERIES -
1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1992)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)
- STAFF -
Project leader : George Jyuttute
Game designers : Hiroyuki Sakou, Fumio Horiuchi, Eiji Nishikawa
Software : George K-5, yuichi Kikuchi, David Uematsu, Kazunori Sako
Character designers : Oolong Yamada, Gyoza Ohmae, Kawamoyan, Gishikun, Kazumasa Fuseya, Gomachan, Neko Minako, Kohzoh Igarashi, Senba Takatsuna, Tetsuya Shinoda, Takayuki Ogawa
Sound created by Team Zuntata.
Hardware : Masahiro Yamaguchi, Yuzuru Yoshimura
Mechanical designers : Itsuji Yamada, Kazuaki Sasaki, Takaaki Deguchi
Designer : Atsushi Iwaoka
- PORTS -
* Consoles :
NEC PC-Engine (1991)
Amstrad GX4000 (1991)
Sega Master System (1992)
Sega Mega Drive (1992, "Chase H.Q. II")
Sega Saturn (1996, "Chase H.Q. Plus S.C.I.")
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
Atari ST (1990)
Sinclair ZX Spectrum (1991, "Chase H.Q. II")
Amstrad CPC+ (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
$end
$info=spy,spyu,
$Edit this entry at Arcade-History.com
$bio
S.P.Y - Special Project Y. (c) 10/1989 Konami.
After using your spy-savvy jetpack to land on the secret island, you must stop the evil mastermind from executing his world-dominating plans!
- TECHNICAL -
Game ID : GX857
Main CPU : M6809 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), (2x) K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The attract mode intro is inpsired from the intros of James Bond movies.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Director : Seiji
Programmer : Yoshi, Akira
Character : Heine
Graphic : Ashi, Kaumi
Sound Composer : Shikasan, P. Fuka
Hardware : Sanpei
$end
$info=srdmissn,
$Edit this entry at Arcade-History.com
$bio
S.R.D. Mission (c) 1986 Taito.
- TECHNICAL -
Board Number : M6100168A
Prom Stickers : 1-17
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A bootleg of this game is known as "F-X".
$end
$info=ssmissin,
$Edit this entry at Arcade-History.com
$bio
S.S Mission (c) 1992 Comad.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 12.121 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game has a code rip-off off the original game "Thunder Dragon".
- STAFF -
Graphic designers : T.C Choi, W.H Seo, J.A Park, K.Y Chang
Producer : K.S An
Manager : H.N Yee
Game designer : M.W Kim
Programmers : J.S Na, Y.M Park
Scenario writer : J.V Kim
Sound creator : Y.J Youn
$end
$info=stg,
$Edit this entry at Arcade-History.com
$bio
S.T.G - Strike Gunner (c) 1991 Athena.
A vertically scrolling shooter.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Tecmo for manufacture and distribution.
- STAFF -
Written and designed by : Undead Tama
Screen play by : Undead Tama
Sound by : Sho
Produced by : Shin Nakamura
Directed by : Undead Tama
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
$end
$info=stunrun,stunrunj,stunrune,stunrun5,stunrun4,stunrn3e,stunrun3,stunrn2e,stunrun2,stunrun0,stunrunp,
$Edit this entry at Arcade-History.com
$bio
S.T.U.N. Runner (c) 09/1989 Atari Games.
Take a seat, grasp the controls, and enter the world of the S.T.U.N. (Spread Tunnel Underground Network) Runner. Players travel ahead in time to the 21st century and experience the thrill of racing in a futuristic form of competitive driving. At the control of state-of-the-art technology, players pilot a billion-dollar vehicle capable of attaining speeds of over 900 miles per hour!
Players control their vehicles with a return-to-center (RTC) flight controller. Control handles adjust shot elevation and include trigger buttons for firing. The start button is also used as a fire button for 'shock waves'.
S.T.U.N. runner is a game of speed. The goal of this game is to travel as fast as possible and complete each race within the allotted time. Numerous enemies prevent the player from achieving this goal. Equipped with powerful lasers, all enemies can be gunned down with the exception of one.
The race through the S.T.U.N. Network is made up of many levels. Each level presents a unique challenge to the player. The player's ultimate goal is to guide the vehicle through the network of levels to reach the 'Ultimate Challenge'. In this never-ending race, players go as far as their driving skills will take them. If the distance they travel qualifies as one of the top five, their name (18 letters) will be displayed along the road for future players to see (only if they reach this distance).
In S.T.U.N. Runner, there is no foot pedal to control speed. Faster speed is achieved by :
* Correctly driving on the fastest portion of the tunnel.
* Staying off side rails (of flat sections).
* Avoiding collisions with enemy vehicles.
* Running over 'boosts' for hyperspeed.
* Avoiding areas under construction.
In turn, the fastest portion of the tunnel is the outer wall. Like a luge or bobsled racer, players use basic laws of physics to attain the fastest speed. Riding on the inner wall results in a slower speed and hinders a player's ability to reach a finish line. On flat sections, running into side rails creates a visual and audio chattering resulting in a loss of speed. The first race, a training race, called 'Cake Walk', is intended to teach players how to drive correctly.
Red flashing markers in tunnels and flats are called 'boosts'. By running over these, the S.T.U.N. Runner gets a boost of hyperspeed. In addition to reaching the finish line faster, a S.T.U.N. Runner in boost in invincible. The vehicle can pass through all enemy vehicles unharmed and cannot be shot. In this mode the player's vehicle will appear transparent as though it is a skeleton.
The underground network has three different tunnel sections. They include wide tunnels, narrow tunnels, and tunnels under construction. Under construction sections contain portions that are unsurfaced. These areas do not provide full power to the vehicle, and slow down the S.T.U.N. Runner.
Open areas are called 'flats' and are both narrow and wide. Being above the ground, the player is treated to many views of the earth's surface in the 21st century. On flats, players must avoid driving along the side rails. The friction caused will slow down the S.T.U.N. Runner vehicle.
A S.T.U.N. Runner vehicle has six shields for added protection. Colliding with an enemy results in the loss of one shield. At the end of each race, players are awarded bonus points for each shield remaining. A large bonus is awarded if all shields are intact.
In the tunnels and flats are ramps. These ramps will catapult S.T.U.N. Runners above the track for a brief distance. Ramp jumping is often a good method of crossing areas under construction and avoiding collisions with enemies.
When players do not reach the finish line of a race within the allotted time, the game would normally end. However, they can be allowed to advance to the next level on a continuation.
Special Weapon : In selected races, a 'shock wave' is located along the way. If the player can pick up the shock wave, the weapon becomes available for use. Also, shock waves can be awarded on some levels if the player hits a predetermined number of stars and completes the level. This information is green in the map at the start of each level.
Players activate the shock wave by pressing the start button. This super weapon will destroy all enemies and hazards within view. It is a one-time weapon, but more than one can be stored. The number of shock waves stored is show as blue and white icons on the screen below the level number display.
Bonus Stars : Additional points can be scored along the way by running over 'stars'. In the first race, the training race called 'Cake Walk', the stars are red. Players should run over as many stars as possible. In the remainder of the game, all bonus stars are green.
Challenge Races : These are bonus races awarded to players for reaching various points in the game. Races 5, 10, and 15 are challenge races. Each presents a unique challenge to the player.
* Boost Challenge
* Star Challenge
* Kill Challenge
In each challenge race, players have one goal. Instructions are displayed prior to the start of each race. The time clock still operates, but a game will not end because the time expires. This is considered a free bonus for players. Each challenge level has its own high score table.
Ultimate Challenge : For those players skillful and patient enough, an 'Ultimate Challenge' awaits them at the end. It is an endless race filled with enemies and unexpected surprises. The object is to travel as far as possible within the allotted time. Markers on the road display the names of the five best S.T.U.N. Runners. It is a unique method of identifying the best players of the game. These names are also presented on a separate high score table.
- TECHNICAL -
Game ID : 136070
Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2100 (@ 8 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
S.T.U.N. stands for 'Spread Tunnel Underground Network'.
This game built on technology that Atari games had already used in their "Hard Drivin'" series of games. But this time Atari got it right. S.T.U.N Runner had liquid smooth polygonal graphics, voice samples, and many challenging levels.
Originally based upon an idea that Carol Cameron submitted. In her original concept there were only tunnels and you were racing against computer players as opposed to racing against the clock.
Levels are named :
1. Cake-Walk
2. Boost Boulevard
3. Blood Alley
4. Roller-Coaster
5. The Boost Challenge
6. Outer Drive
7. Ramp-Alot
8. Split Decision
9. Close Call
10. The Bonus Star Challenge
11. The Labyrinth
12. The Coat-Hanger
13. The Clover-Leaf
14. Mcnamara's Revenge
15. The Kill Challenge
16. Knee Jerk
17. 3-Ring-Circus
18. Probot Hell
19. Satan's Slalom
20. The Death Spiral
21. Figure 8
22. The Jigsaw
23. The Ultimate Challenge
Game staff names are in the default high score and challenge level score tables
Gunner Glenn = Glenn Mcnamara
Ranger Rick = Rick Moncrief
Dirty Don = Don Diekneite
Righteous Ralph = Ralph Perez
Happy Hata = Ken Hata
Kyoko = Kyoko Dougherty
Ranger Rick = Rick Moncrief
Who Ray = John Ray
Momo = Jerry Momoda
Uncle Milty = Milt Loper
Special Contest Feature : Every S.T.U.N. Runner game in the U.S. has a special built-in contest feature. A player can win a free S.T.U.N. Runner T-shirt just for playing the game. All players have to do is reach the checkpoint on the last level, the Ultimate Challenge (this contest expired April 1, 1990).
- UPDATES -
REVISION 1 :
* Software version : 20.3
* Build date : Sat Sep 9 13 :56 :31 1989
REVISION 2 :
* Software version : 21.1
* Build date : Fri Sep 15 10 :53 :18 1989
REVISION 3 :
* Software version : 22.0
* Build date : Fri Sep 15 15 :51 :12 1989
REVISION 4 :
* Software version : 22.1
* Build date : Mon Sep 18 10 :47 :59 1989
REVISION 5 :
* Software version : 23.0
* Build date : Fri Sep 29 13 :55 :10 1989
REVISION 6 :
* Software version : 24.0
* Build date : Wed Oct 18 09 :50 :21 1989
REVISION 7 :
* Software version : 24.1
* Build date : Wed Oct 18 10 :29 :48 1989
REVISION 8 :
* Software version : 25.0
* Build date : Thu Nov 2 12 :21 :06 1989
REVISION 9 :
* Software version : 26.0
* Build date : Thu Nov 9 14 :07 :19 1989
REVISION 10 :
* Software version : 26.26
* Build date : Mon Dec 18 16 :30 :02 1989
REVISION 11 :
* Software version : 26.34
* Build date : Thu May 22 11 :31 :04 1990
- SCORING -
Destroying enemies :
Train : 25
Armored Drone : 50
Mag Cycle : 75
Lorrie : 100
Ornobot : 500
Chopper Bot : 500
Proton Bot : 1000
Radar Bot : 750
Terrigible : 10,000
On Level 1, each red star the player's ship runs over scores 50 points.
On Level 3 and after, each green star the player's ship runs over scores 500 points.
Running over a boost pad scores 200 points. Running over consecutive boost pads will increase this value by 200 each for each pad. Thus, the 2nd consecutive boost pad scores 400 points, the 3rd scores 600 points, etc. For this scoring bonus to occur, the boost pad must be run over before the effect of the previous boost wears off (the exception to this occurs on level 8, where running across the boost pads continue the boost pad scores achieved at the end of level 5).
At the end of each level, the player is awarded a bonus of 100 points per .1 second remaining on the clock.
At the end of each level after level 1, the player is awarded a bonus based on how many shields his ship has left :
6 shields : 8,000 points
5 shields : 4,000 points
4 shields : 2,000 points
3 shields : 1,000 points
2 shields : 500 points
1 shield : 250 points
0 shields : 0 points
Performing a warp scores 20,000 points.
When starting on level 6 (intermediate), 50,000 bonus points are awarded when the level is completed.
When starting on level 11 (advanced), 100,000 bonus points are awarded when the level is completed.
- TIPS AND TRICKS -
* Warp : Start out at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to the very end of level 18, essentially placing the player on level 19.
Note : This warp is only available on 'Software version 24.0' and lower (see Update section for more information).
There is also a warp on level 9 which takes the player to level 14.
- STAFF -
Commissioner : Ed Rotberg
Transit Authority : Andrew Burgess
Tunnel Architect : Sam Comstock
Vehicle Engineer : Will Noble
City Planning : Kris Moser
Communications : Don Diekneite
Acoustics : Brad Fuller
Propulsion Engineer : Jed Margolin
Patriarch : John Ray
Public Relations : Jerry Momoda
Blue Sky : Carole Cameron
Damage Control : Glenn McNamara
Physicist : Max Behensky
Optics : Stephanie Mott
Auxiliary Systems : Gary Stempler
Mathematics : Jim Morris
Chief mechanic : Milt Loper
Backhoe Operator : Erik Durfey
Overlord : Mike Hally
Chainsaw : Ralph Perez
Bondo Man : Ken Hata
Xacto Bladerunner : Kyoko Dougherty
Pub Runner : Andrea Dencker
Widget Artist : Mary Sumner
The Ancient One : Rick Moncrief
- PORTS -
* Consoles :
Atari Lynx (1991)
Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")
Microsoft XBOX (2005, "Midway Arcade Treasures 3")
Nintendo GameCube (2005, "Midway Arcade Treasures 3")
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
Atari ST (1990)
Amstrad CPC (1990)
PC [MS-DOS] (1990)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=sabotenb,sabotnba,
$Edit this entry at Arcade-History.com
$bio
Saboten Bombers (c) 1992 NMK.
A cute platform game with gameplay similar to "Snow Bros." and "Bubble Bobble".
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Tecmo for distribution.
The title of this game translates from Japanese as 'Cactus Bombers'.
$end
$info=sadari,
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$bio
Sadari (c) 1993 Dooyong.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.576545 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to NTC.
$end
$info=safari,
$Edit this entry at Arcade-History.com
$bio
Safari (c) 1977 Gremlin.
This game was in black and white, not greyscale (like many early games used), but just 2 colors, black and white. But the characters and animals were large, and very detailed for just using a single color. There were 4 different animals that you could hunt. Snakes and lions were both rather slow moving, and good for 100 points each. Wild boars would run quickly across the screen, but would net you 200 for a kill. Finally, vultures were small and would move around erratically near the top of the screen (being worth 300 points if you could hit them). Touching any of the beasties meant instant death, but it mattered little, because this game played on time limits anyway. Death only meant that you would lose a few seconds waiting for your intrepid big game hunter to reappear (the game lasted 90 seconds total).
- TECHNICAL -
Prom stickers : 57-66
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Players : 1
Control : 4-way joystick, joystick 2-way
Buttons : 1
- TRIVIA -
This June 1977 release was a joint venture between Sega and Gremlin. It came in a green dedicated cabinet with sideart of a hunter in a jungle scene. This may have been the first game to utilize twin joysticks. The first was a 4-Way joystick that controlled the movement of your hunter. While the second was a 2-Way joystick with a top mounted fire button. That one was used to aim and shoot. This game uses a cabinet overlay to produce the surrounding effect.
$end
$info=safarir,
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Safari Rally (c) 1979 SNK.
At the flick of a switch, a white car approaches. You must avoid it and select the safest course, in a maze. When the first formation of dots is extinguished, 2 opposite cars dash at you from the upper screen. You must avoid them and run over the Lion and Snake in order to score bonus mystery points... Never be off guard, skid zones are dangerous! When 4 patterns are cleared, 3 cars rush at you!! Only skilled players make it!!
- TECHNICAL -
Main CPU : 8080 (@ 3.072 Mhz)
Sound Chips : SN76477 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in December 1979. This is the second SNK game, the first was "Ozma Wars".
$end
$info=saiyugou,saiyugb1,saiyugb2,
$Edit this entry at Arcade-History.com
$bio
Sai Yu Gou Ma Roku - Ryuu Bou You Gi No Shou (c) 1988 Technos.
A beat'em up / platform game.
- TECHNICAL -
Game ID : TA-0023
Main CPU : (2x) HD6309 (@ 1.5 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 11 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1988.
The title of this game translates from Japanese as 'Story of the Westward Trip To Conquer The Devil - Fighting Stick of Ominous Techniques'.
This game is known in US as "China Gate".
$end
$info=nspiritj,
$Edit this entry at Arcade-History.com
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Saigo no Nindou (c) 1988 Irem.
A side scrolling ninja action game. You take control of a ninja who has the ability to make shadow duplicates which trail your movements, and attack at your command. In your path are armies of ninjas, samurais and demons who are constantly out to kill you.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Conclusion of Hard Journey'.
This game is known outside Japan as "Ninja Spirit".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Image Fight : G.S.M. Irem 1 - D28B0012) on 21/01/1989.
$end
$info=stdragon,
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Saint Dragon (c) 03/1989 Jaleco.
The galaxy is under threat from a malevolent race of cyborgs. Half animal, half machine, the cyborgs have already conquered most of the galaxy and now have their sights set on the galaxy's last hope, 'The Planet of the Golden Dragon'. A lone mechanoid dragon, unhappy with the actions of his comrades, rebels and sets out to thwart their invasion of the Planet of the Golden Dragon.
Saint Dragon is a demanding and playable sideways scrolling shoot-em-up, played over six different stages. The tail of the mechanoid dragon the player controls is impervious to enemy attacks and causes damage to any enemy it touches. The head of the dragon is effectively the 'ship' of the game and a direct hit from an enemy will result in the loss of a life.
At various points in a stage bronze-coloured eggs appear which, when shot, release weapon and speed power-ups.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Produced by NMK.
The Kanji in the title screen actually reads 'Tenseiryuu', which aptly defines the game's title pretty well.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Saint Dragon - PCCB-00003) on 21/09/1989.
- STAFF -
Music composed by : Shizuyoshi Okamura (Sizzla), Tecchan
- PORTS -
* Consoles :
NEC PC-Engine (1990)
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
$end
$info=salamand,salamanj,
$Edit this entry at Arcade-History.com
$bio
Salamander (c) 07/1986 Konami.
Salamander is a one or two player sequel to 1985's superb shoot-em-up, "Nemesis". While it retained the same basic gameplay and feel of its predecessor (particularly the superb and innovative weapons system), Salamander featured both superior graphics and a more imaginative approach to level design. The earliest example of the latter appears towards the end of the very first level, in which imposing, organic obstructions grow before the players' eyes. The game's third level - the infamous 'lava' level - is another good example of Salamander's superb design; with huge solar flares constantly erupting both above and below the player's ship that must be carefully navigated to avoid instant loss of life. Salamander introduced further variety to the action with the introduction vertically-scrolling levels, which alternated with the standard side-scrolling levels.
Salamander's weapon power-up system is as follows :
* SPEED UP : Five speed levels.
* MISSILE : Press missile button to launch.
* LASER : Your forward rockets turn into deadly lasers.
* RIPPLE LASER : Use shoot button to fire.
* FORCE FIELD : Protect your ship with barriers.
* MULTIPLE : Increase your fire power by up to four times.
Multiple special powers can be obtained, but the LASER cannot be used in conjunction with the RIPPLE Laser.
- TECHNICAL -
Game ID : GX587
Main CPU : 68000
Sound CPU : Z80
Sound Chips : VLM5030, K007232, YM2151
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Lifeforce", but it was re-released one year later in Japan as "Lifeforce" (06/1987).
Salamander is the game that inspired Ikeda Tsunemoto (Toaplan>Cave) to develop the 'Danmaku'; the shot patterns seen in "Donpachi" et al.
Note : The kanji on the Japanese version title screen actually reads 'Sa Ra Man Da', meaning 'Sand Gauze Wide Snake'. This is an example of 'ateji', where Japanese artists use the phonetic value of a character to fit the game's name allowing them to write the name in kanji as opposed to a kana.
Apollon Music released a limited-edition soundtrack album for this game (Original Sound of Salamander - BY-5020) on 16/12/1986.
King Records released a limited-edition soundtrack album for this game (Salamander - Again : Konami Kukeiha Club - KICA-7601) on 25/05/1992.
Sony Music Entertainment released a limited-edition soundtrack album for this game (Salamander Arcade Soundtrack - KOLA-030) on 09/04/2003.
The story between the different versions of Salamander differs. While the story in the arcade original is not entirely clear, the NES version claims a large creature named Zelos (possibly the serpent often pictured on the game's cover art) is preparing to swallow your planet whole, and you must stop it from the inside out. The US arcade follows primarily the same story. the Japanese LifeForce may have a more surgery-related story, involving the removal of an unwanted virus or microbe from the body. The MSX version of Salamander differs the most from any of these. Basically, a prophecy from long ago comes true when an army attacks Latis and it's surrounding planets. They have created a barrier around Latis, and the only way to undo it is by activating a 'crush below' system created by ancient Latisians.
- UPDATES -
Salamander, the original Japanese release, was originally a spin-off of "Gradius", but with a simplified power-up system and overhead stages.
Lifeforce, the US release, is just like the Japanese original only with slightly different color palettes.
Lifeforce, the Japanese re-release, has more organic looking graphics and adopts the "Gradius" power-up system.
- SERIES -
1. Gradius (1985)
2. Salamander (1986)
3. Gradius 2 (1987, MSX)
4. Gradius II - Gofer no Yabou (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III - Densetsu Kara Shinwa-e (1989)
7. Nemesis '90 Kai (1993, Sharp X68000)
8. Salamander 2 (1996)
9. Solar Assault - Gradius (1997)
10. Solar Assault - Revised (1997)
11. Gradius Gaiden (1997, Sony PlayStation)
12. Gradius IV - Fukkatsu (1999)
13. Gradius Generation (2001, Nintendo Game Boy Advance)
14. Gradius V (2004, Sony PlayStation 2)
15. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
16. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
17. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
- STAFF -
Game programmers : Hiroyasu Machiguchi, Mitsuo Takemoto, Toshiaki Takahori, Ikuko Minowa
Video graphics designers : Jun Sakurai, Miki Yoshikata, Ikuko Bando
Sound editors : Yoshiaki Hatano, Miki Higashino
Engineer : Yasushi Furukawa
- PORTS -
* Consoles :
Nintendo Famicom (1987)
NEC PC-Engine (1991)
Sony PlayStation (1997)
Sega Saturn (1997, "Salamander Deluxe pack Plus")
Sony PSP (2007, "Salamander Portable")
* Computers :
Sharp X68000 (1986)
MSX (1987)
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
$end
$info=salmndr2,
$Edit this entry at Arcade-History.com
$bio
Salamander 2 (c) 1996 Konami.
A one or two player shoot-em-up released ten years after the game it sequels, Salamander 2 remains faithful to the superb 1986 original; retaining both the organic look and feel of the graphics, as well as the horizontal and vertically scrolling levels. While the game doesn't break any new ground gameplay-wise, and is little more than a retread of (and tribute to) the original game, what it does it does very well; and the graphics in particular are nothing short of stunning.
- TECHNICAL -
Konami GX hardware
Main CPU : 68EC020
Sound CPU : 68000
Sound Chips : (2x) K054539
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Note : The kanji on the title screen actually reads 'Sa Ra Man Da', meaning 'Sand Gauze Wide Snake'. This is an example of 'ateji', where Japanese artists use the phonetic value of a character to allow the title to be written with kanji (often choosing those that fit the game; the 4th kanji here means snake).
King Records released a limited-edition soundtrack album for this game (Salamander 2 Orignal Game Soundtrack - KICA-7695) on 05/04/1996.
- SERIES -
1. Gradius (1985)
2. Salamander (1986)
3. Gradius 2 (1987, MSX)
4. Gradius II - Gofer no Yabou (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III - Densetsu Kara Shinwa-e (1989)
7. Nemesis '90 Kai (1993, Sharp X68000)
8. Salamander 2 (1996)
9. Solar Assault - Gradius (1997)
10. Solar Assault - Revised (1997)
11. Gradius Gaiden (1997, Sony PlayStation)
12. Gradius IV - Fukkatsu (1999)
13. Gradius Generation (2001, Nintendo Game Boy Advance)
14. Gradius V (2004, Sony PlayStation 2)
15. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
16. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
17. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
- STAFF -
Producer : Tango
Director : Qchan
Graphic designers : Satoyan, Masato Hijima, Sonshi Sdr, Kaori Nishimura, Yas, Motohisa Ando
Sound designers : You Takamine, Naoki Maeda
Hard designer : V Kobe Yzz
Develop assistant : Takaaki "Q" Kumemura
Product designer : K. Iwashita
Programmers : Qchan, Yamamoso Type2, Takeaki Hasegawa
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sega Saturn (1997, "Salamander Deluxe pack Plus")
Sony PSP (2007, "Salamander Portable")
$end
$info=saloon,
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Saloon (c) 19?? Unknown.
$end
$info=samba,
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Samba de Amigo (c) 1999 Sega.
A music-game controlled with maracas.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- SERIES -
1. Samba de Amigo (1999)
2. Samba de Amigo Ver. 2000 (2000)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=samesame,samesam2,
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Same! Same! Same! (c) 1989 Toaplan.
A vertically scrolling shoot 'em up.
- TECHNICAL -
Game ID : TP-017
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.61 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Shark! Shark! Shark!'.
This game is known outside Japan as "Fire Shark!".
- UPDATES -
The Japanese version, Same! Same! Same! is different :
* You can only play one player at a time.
* When you get hit you start over a bit behind where you left off.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- SERIES -
1. Hishou Zame (1987)
2. Fighting Hawk (1988)
3. Same! Same! Same! (1989)
- STAFF -
Music created by : Masanory Yuge
$end
$info=samurai,
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Samurai (c) 02/1980 Sega.
The rogue samurai challenges all comers!
- TECHNICAL -
Game ID : 289-302
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- PORTS -
* Consoles :
Sega Saturn (1997, "Sega Memorial Selection Vol.2")
* Others :
Mobile phones (2003, "Mobile Samurai")
$end
$info=samuraia,
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Samurai Aces (c) 1993 Psikyo.
A vertically scrolling shooter.
- TECHNICAL -
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 59.30 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Sengoku Ace".
Samurai Aces is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo).
Note : There are 22 different endings!
- TIPS AND TRICKS -
*Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...
- SERIES -
1. Samurai Aces (1993)
2. Tengai (1996)
3. Sengoku Cannon - Sengoku Ace Episode III (2005, Sony PSP)
- STAFF -
Staff : Shinnosuke, Rick Johnson, O.Senbei, Hiromin, Shiori, Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Psikyo Shooting Collection Vol. 2")
$end
$info=tsamurai,tsamura2,
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Samurai Nihon-ichi (c) 1985 Taito.
- TECHNICAL -
Board Number : M6100070A
Prom Stickers : A35
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : (2x) Z80 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Developed by Kaneko.
The title of this game translates from Japanese as 'Japan's No. 1 Samurai'.
$end
$info=samsho,
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Samurai Shodown (c) 1993 SNK.
The game that put the Neo-Geo on the map! Superb weapons-based fighter featuring 12 characters, bonus rounds and one end boss.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0045
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> With weapon : [A] Light attack, [B] Medium attack
=> Without weapon : [A] Light punch, [B] Medium punch, [C] Light kick, [D] Medium kick
- TRIVIA -
Released in July 1993.
The game is known in Japan as "Samurai Spirits (SNK)".
Samurai Shodown is the first game that introduced weapon fighting into the fighting game genre. The game used an upgraded version of the scaling graphics engine that was originally featured in "Art of Fighting".
Samurai Shodown also started SNK's reputation for their unique style of Engrish, known as SNKgrish in their games.
Unlike "Mortal Kombat", the usage of blood in this game is generally accepted, and the decision to replace blood with 'white blood' remains a sore point among fans of this series.
Samurai Shodown is considered by some to portray Japanese culture and language effectively. Unlike most American versions of Japanese video games, the characters in this game (including the announcer) generally speak fluent Japanese with subtitles, and traditional Japanese music is often heard during gameplay. Samurai Shodown takes most of its characters from either historical sources or characters from the Ninja Scroll anime. In fact, a few designers that worked on Samurai Shodown also worked on the Ninja Scroll anime...
Haohmaru is based on the legendary samurai Miyamoto Musashi (1584-1645), whose fighting philosophy heavily influenced that of the Haohmaru character.
Ukyo Tachibana is Based on Sasaki Kojiro Genryu (1572-1612), Musashi's skilled rival.
Jubei Yagyu is based on the historical Yagyu Jubei Mitsuyoshi (1606-1644), who was a sword instructor to the Tokugawa shogunate. The Yagyu clan was a famous clan of samurai.
Hattori Hanzo Masashige (1541-1596) was the most famous of the Iga Ninja clan. He was a genius at leading night raids on forts and fiefs and became a feared assassin. Under his leadership, Iga Ninja became so notorious that Nobunaga felt it necessary to obliterate the Iga Ninja clan.
Wan-Fu seems to be a combination of two famous Chinese warriors. The first is a famous Chinese swordsman who was a rebel during the Ch'ing Dynasty. His name was Wang Ts-bin Wu, but he became known as Da Dao Wang Wu ('Big Scimitar Wang Wu'). The second lead bases Wan Fu upon the ancient, almost legendary, founder of the Chou Dynasty, King Wu Wang.
Kyoshiro Senryo is based on Nemuri Kyoshiro, a fictional character created by Shibata Tosaburo. 'Kyoshiro' translates to something like 'deranged fellow'. Tosaburo's Kyoshiro had nothing to do with kabuki theater as does Samurai Shodown Kyoshiro. Kyoshiro's weapon is called a naginata.
Charlotte is based on a character in the manga 'The Rose of Versailles' by Riyoko Ikeda (1972).
Gen-an Shiranui looks much like Mushizo, the hunchback demon of Ninja Scroll. Gen-an's weapon is modeled after the weapon wielded by Shijima, the shadow demon, from Ninja Scroll. Although they share a surname, Gen-an is not a relative of Mai Shiranui of the Fatal Fury/King of Fighters series.
Amakusa Shiro Tokisada (1622-1638) led a Christian uprising against the Tokugawa shogunate in the Shimabara region of Japan.
Nakoruru is a homage to Sailor Moon.
A 'Kuroko' is a traditional Kabuki theater stagehand. They are traditionally dressed in black and took care of scenery and other behind-the-scenes needs during a Kabuki performance, just like modern theater stagehands. In the case of Samurai Shodown, Kuroko is the referee for each match in Samurai Shodown I and II. The black strip of fabric hanging over a Kuroko's face is to signify that they are not part of the Kabuki performance, just helping with the props. The red and white flags that Kuroko has are used in traditional martial arts matches, where each successful hit gets the corresponding fighter's flag raised.
Mai Shiranui (of Fatal Fury) appears in Haohmaru's and Gen-An's endings.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Samurai Spirits - PCCB-00135) on 17/09/1993.
- TIPS AND TRICKS -
* Alternate Costume Colors : Highlight a fighter at the character selection screen and press D.
* Sleeping Mamahaha : This is just hilarious! To see this while playing as Nakoruru simply stand still, after a 8 secs or so Mamahaha will land on Nakoruru's shoulder, start yawning and then it will fall asleep!
* Poppy's Puppies : To see a truly cool & funny secret pose with Galford, Get a PERFECT against an opponent while unarmed. You must finish the battle with anything except a throw though!
* Tam Tam's Broken Ending : If you use continues while beating the game with Tam Tam, you will miss a part of the whole ending (You can't see his real face). Beat the game with one credit in order to see his face.
* Wan-fu's Sword Explosion Bug : While playing as Wan-fu trap an enemy against the edge of the screen then perform the Explosive Sword Drop with the B button (HCB + B) to throw the sword and land next to the opponent. Since most players as well as the CPU are likely to block the move, crouch and hit them with the C button (a short kick). This will make the move unblockable and causes tons of damage!
* Cut-proof Characters? : Sometimes a finishing slash will cut most opponents in half, however some characters (these being Kyoshiro & Amakusa) cannot be cut in half!
- SERIES -
1. Samurai Shodown (1993)
2. Samurai Shodown II (1994)
3. Samurai Shodown III (1995)
4. Samurai Shodown IV - Amakusa's Revenge (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Samurai Shodown V (2003)
8. Samurai Shodown V Special (2004)
9. Samurai Shodown - Tenkaichi Kenkakuden (2005)
- STAFF -
Executive producer : Eikichi Kawasaki
Main producer : Rocket Queen
Producers : Bonehead Ken, Satoppe-, Tomi Yan, Fukui Tomoaki
Front designers : Violetche Nakamoto, Miki, Masami Tanaka, K.Shintani-F91, Go-Go (Dave Bros), Kazu, The.Fool, Ryu! (Dave Bros), Erina.Makino
Back designers : Fukui Tomoaki, AAA, Keisen (as Oshioki-Keisen), Yasupuu, N. Azumi (as N. Azumichan), Okap-, Mayu K., Erina.Makino
Programmers : Nishidon, K2, Zombi Abe, Cyber Kondo, Z'N
Music : Tate Norio, Papaya
Submissions : Ryu! (Dave Bros), AAA, Miki, Okap-, The.Fool, Mayu K., Erina.Makino
* Character designers :
Jubei Yagyu : Masami Tanaka, Miki, Kuma.Bee, Kazu
Earthquake : Go-Go (Dave Bros), K.Shintani-F91, Kazu
Hanzo Hattori : Violetche Nakamoto, Keisen (as Oshioki.Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Ukyo Tachibana : Kazu, The.Fool
Wan-fu : Go-Go (Dave Bros), K.Shintani-F91, The.Fool, Ryu! (Dave Bross)
Gen-an Shiranui : K.Shintani-F91, Keisen (as Oshioki-Keisen), N. Azumi (as N. Azumichan), Ryu! (Dave Bross), The.Fool
Galford : Violetche Nakamoto, Keisen (as Oshioki-Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Kyoshiro Senryo : Kazu, Erina.Makino
Tam Tam : Miki, Masami Tanaka, Go-Go (Dave Bros)
Haohmaru : K.Shintani-F91, Erina.Makino
Nakoruru : Violetche Nakamoto, Keisen (as Oshioki-Keisen), The.Fool
Shirou Tokisada : Miki
Charlotte : Kuwa.Bee
Poppy : Kuwa.Bee
Mamahaha : Erina.Makino
* Voice actors :
Haomaru : Masaki Usui
Jubei Yagyu : Takayuki Sakai
Ukyo Tachibana : Eiji Yano
Hanzo Hattori : Masaki Usui
Wan-Fu : Takayuki Sakai
Gen-an Shiranui : Eiji Yano
Galford : Masaki Usui
Kyoshiro Senryo : Kazuhiro Inage
Tam Tam : Kazuhiro Inage
Nakoruru : Harumi Ikoma
Earthquake : Masaki Usui
Charlotte : Harumi Ikoma
Shiro Tokisada Amakusa : Eiji Yano
- PORTS -
* Consoles :
Sega Mega CD (1993)
Nintendo Super Famicom (1994)
Nintendo Game Boy (1994)
Sega Mega Drive (1994)
Sega Game Gear (1994)
SNK Neo-Geo CD (1994)
Panasonic 3DO (1995)
Sony PlayStation (1998, "Samurai Spirits - Kenkaku Yubinan Pack")
* Computers :
FM Towns PC (1995)
* Others :
Mobile Phones (2004)
$end
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Samurai Shodown 64 - Warrior's Rage (c) 1998 SNK.
- TECHNICAL -
SNK Hyper Neo-Geo 64 hardware
Game ID : HNG64 No. 05
Main CPU : R4600 (@ 50 Mhz), V30 (@ 8 Mhz), Z80 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 432 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Samurai Spirits 2 - Asura Zanmaden".
- SERIES -
1. Samurai Shodown (1993)
2. Samurai Shodown II (1994)
3. Samurai Shodown III (1995)
4. Samurai Shodown IV - Amakusa's Revenge (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Samurai Shodown V (2003)
8. Samurai Shodown V Special (2004)
9. Samurai Shodown - Tenkaichi Kenkakuden (2005)
- STAFF -
* Voice actors :
Haohmaru : Daiki Nakamura
Nakoruru : Harumi Ikoma
Rimururu : Keiko Kamiya (formerly Kamitani)
Hanzo Hattori : Toshimitsu Arai
Galford : Mantaro Koichi
Ukyo Tachibana : Eiji Yano
Genjuro Kibagami : Kong Kuwata
Kazuki Kazama : Atsushi Yamanishi
Sogetsu Kazama : Naoki Oikawa
Hanma Yagyu : Ken Watanabe
Shiki : Kaori Minami
Asura : Kazuya Ichijo
Taizan Morosumi : Takaya Yamauchi
Gandara : Katsumi Masago
Yuga the Destroyer : Satomi Nakatani
- PORTS -
Sony PlayStation (1999)
- SOURCES -
Samurai Spirits Official Web Site; http://www.samuraispirits-official.com/
$end
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Samurai Shodown II (c) 1994 SNK.
The second game in this wildly popular series features 15 weapon-wielding fighters clashing to earn the right to face the extremely difficult end boss.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0063
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Light kick, [D] Medium kick
- TRIVIA -
Released in October 1994.
This game is known in Japan as "Shin Samurai Spirits - Haohmaru Jigokuhen" (translates from Japanese as 'True Samurai Spirits - Haohmaru's Incident In Hell').
Kafuin Nicotine (Anglicized as 'Caffiene') is based somewhat on the Ninja Scroll character Dakuan who shares outfit and is armed with similar weapons. The 'papers' that Nicotine throws are called 'o-fuda', which are talismans inscribed with a prayer to endow them with certain powers. Japanese occultism and lore at work.
Neinhalt Sieger's name translates from German as 'non-stop victory'.
Genjuro Kibagami is a huge reference to a Japanese hanafuda deck. Hanafuda is a Japanese card game in which all cards represent a certain flower and time of the year. The hanafuda cards can be seen when Genjuro hits his opponent with special moves. Among the cards seen are wistaria, maple and peony. All cards shown are from an actual hanafuda deck.
Ryuhaku Todo (of AOF) appears in Gen-An's ending.
If you wait a long time, Hikyaku will throw food and/or bombs to the screen. Every so often, Kim Kaphwan (of Fatal Fury) will come out instead.
Kuroko's moves are largely borrowed from other characters.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shin Samurai Spirits - PCCB-00164) on 02/11/1994.
- TIPS AND TRICKS -
* Alternate Costumes Colors : Press D instead of A to choose your character.
- SERIES -
1. Samurai Shodown (1993)
2. Samurai Shodown II (1994)
3. Samurai Shodown III (1995)
4. Samurai Shodown IV - Amakusa's Revenge (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Samurai Shodown V (2003)
8. Samurai Shodown V Special (2004)
9. Samurai Shodown - Tenkaichi Kenkakuden (2005)
- STAFF -
Producer : Bad Apples
Executive producer : Eikichi Kawasaki
Main planner : K.Y. Hayate
Programmers : Nishidon, Oh!Butch, Abe, Cyber Kondo
Sound : Tate Norio, Yamapy-1
Narration : Kiyoshi Kobayashi
Submissions : Babilu, Ryu!, Rodem.Yam, Kakugo.Koji, Junichi, Koba.B, Yozora
Fixs : Keisen (as Tokimeki Keisen), Cyber Kondo, Y. Nishiguchi, Satomi.S
* Front character :
Haohmaru : V Shintani, Masami Tanaka, Y. Koyasu
Nakoruru : Puutaro Katori, Masami Tanaka, Riding Monkey, Kouji Takaya, Y. Koyasu, E. Ohira, Mamahira
Hanzo Hattori : Makino Sakana, Pon. Yashamaru, Keisen (as Tokimeki Keisen)
Galford : Makino Sakana, Pon. Yashamaru
Poppy : Kuwa.Bee
Wan-Fu : Babilu, Ryu!, Keisen (as K. Tokimeki Keisen), Y. Koyasu, Yuhki.N, Rodem.Yam, Kakugo.Koji
Ukyo Tachibana : Harleydavidson, Sleeping, Wolf, Kouji Takaya, Chu
Kyoshiro Senryo : Harleydavidson, Sleeping, Wolf, Kouji Takaya
Gen-An Shiranui : V Shintani, Masami Tanaka, Y. Koyasu, Yuhki.N, Rodem.Yam, Yozora
Earthquake : Riding Monkey, K., Chu
Yubei Yagyu : Makino Sakana, Pon. Yashamaru, Keisen (as Tokimeki Keisen), Masami Tanaka, Y. Koyasu, Rodem.Yam, Yozora
Charlotte : Kuwa.Bee, Yoshi.M.Kaneko
Genjuro Kibagami : Takachan. O??, Masami Tanaka, Harleydavidson, Yoshimitsu, Kouji Takaya, Chu, E. Ohira
Cham Cham : V Shintani, Masami Tanaka, Riding Monkey, Takachan.O??, Kouji Takaya, E. Ohira, Y. Nishiguchi, Satomi.S
Paku Paku : Kuwa.Bee
Neinhalt Sieger : Harleydavidson, Sleeping, Wolf, Kouji Takaya, Yoshimitsu, Yuhki.N
Nicotine Caffeine : Makino Sakana, Pon. Yashamaru, Mayu K., Y. Koyasu, Yozora, Koba.B
Rashoujin Mizuki : Kuwa.Bee, Masami Tanaka, riding Monkey, Y. Koyasu
Ambrosia : Riding Monkey, K.
Kuroko : Yoshi.M.Kaneko, Kuwa.Bee, K., Riding Monkey, Y. Koyasu
* Back character :
Haohmaru : Yasupuu, Yuhki.N, Chu, Satomi.S
Nakoruru : N. Azumi, Y. Nishiguchi, Satomi.S
Hanzo Hattori : Yasupuu, K., Mayu K., Y. Nishiguchi
Galford : Mayu K., Chu
Wan-Fu : Okadasan
Ukyo Tachibana : Yasupuu, Yuhki.N, Satomi.S
Kyoshiro Senryo : N. Azumi, Kouji Takaya, Chu, E. Ohira
Gen-An Shiranui : Okadasan, Harleydavidson, Mayu K., Yuhki.N
Earthquake : Okadasan, Yoshimitsu
Yubei Yagyu : N. Azumi
Charlotte : Mayu K., Yuhki.N, Y. Nishiguchi
Genjuro Kibagami : Mayu K.
Cham Cham : Yasupuu, Yoshimitsu, Chu, Y. Nishiguchi
Neinhalt Sieger : Yoshimitsu, Chu
Nicotine Caffeine : Yoshimitsu, Keisen (as Tokimeki Keisen)
Rashoujin Mizuki : Okadasan, E. Ohira
Kuroko : Yuhki.N, Rodem.Yam, Chu
* Planner :
Haohmaru : Tomi Yan
Nakoruru : Tomi Yan
Hanzo Hattori : K.Y. Hayate
Galford : Chu
Wan-Fu : Yukika
Ukyo Tachibana : Bad Apples
Kyoshiro Senryo : Yukika
Gen-An Shiranui : Bad Apples
Earthquake : Yukika
Yubei Yagyu : K.Y. Hayate
Charlotte : Bad Apples
Genjuro Kibagami : Yukika
Cham Cham : Bad Apples
Neinhalt Sieger : K.Y. Hayate
Nicotine Caffeine : Tomi Yan
Rashoujin Mizuki : Kouji Takaya
Kuroko : Yoshimitsu
* Programm :
Haohmaru : Abe
Nakoruru : Oh!Butch
Hanzo Hattori : Abe
Galford : Abe
Wan-Fu : Abe
Ukyo Tachibana : Abe
Kyoshiro Senryo : Abe
Gen-An Shiranui : Oh!Butch
Earthquake : Oh!Butch
Yubei Yagyu : Abe
Charlotte : Abe
Genjuro Kibagami : Oh!Butch
Cham Cham : Abe
Neinhalt Sieger : Oh!Butch
Nicotine Caffeine : Oh!Butch
Rashoujin Mizuki : Oh!Butch, Abe
Kuroko : Oh!Butch
* Voice actors :
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Hanzo Hattori : Toshimitsu Arai
Galford : Kazuhiro Inage
Wan-Fu : Toshikazu Nishimura
Ukyo Tachibana : Eiji Yano
Kyoshiro Senryo : Monster Maetsuka (as Atsushi Maezuka)
Gen-An Shiranui : Eiji Yano
Earthquake : Masaki Usui
Yubei Yagyu : Kiyoshi Kobayashi
Charlotte : Harumi Ikoma
Genjuro Kibagami : Kong Kuwata
Cham Cham : Reiko Chiba
Paku Paku : Kenji Ikeda
Neinhalt Sieger : Kong Kuwata
Nicotine Caffeine : Monster Maetsuka (as Atsushi Maezuka)
Rashoujin Mizuki : Harumi Ikoma
Kuroko : Toshikazu Nishimura
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
Sony PlayStation (1998, "Samurai Spirits - Kenkaku Yubinan Pack")
SNK Neo-Geo Pocket (1999)
* Computers :
PC [MS Windows 9x] (2000)
$end
$info=samsho3,samsho3a,
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Samurai Shodown III (c) 1995 SNK.
To have no fear, to slice and die! To survive! Continuing the aesthetic tradition and high quality of the very successful series featuring 12 selectable characters to fight Zankuro, a very powerful demon samurai.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0087
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Strong attack with weapon, [D] Kick
- TRIVIA -
Released in October 1995.
This game is known in Japan as "Samurai Spirits - Zankurou Musouken" (literally 'Samurai Spirits - Zankuro's Matchless Sword') and in Korea as "Fighters Swords". The full US name for the game is "Samurai Shodown III - Blades of Blood".
Kafuin Gaira is a Buddhist monk whose weapons are giant 'mala', or Buddhist prayer beads. When Gaira wins the first round of a match, he throws a few punches and says 'Tenchu!', which means 'retribution!'. Gaira says a traditional Buddhist prayer for his fallen opponent when he wins the final round of the match. 'Namu amida butsu', Gaira's prayer, is basically 'go to heaven' or 'rest in peace'.
Shizumaru Hisame is a homage to Himura Kenshin (a character from the manga 'Rurouni Kenshin').
Zankuro Minazuki is a homage to Raijyuta Isurugi (another character from 'Rurouni Kenshin').
- TIPS AND TRICKS -
* Play as Zankuro : This tip only works in 2-Player mode. Select Haohmaru, hold START and then go to the following characters : Genjuro, Basara, Kyoshiro, Ukyo, Rimururu, Haohmaru, Shizumaru, Nakoruru, Hanzo, Amakusa, Gaira, Galford and Shizumaru. Wait until the timer reach 03 and then press A and B.
- SERIES -
1. Samurai Shodown (1993)
2. Samurai Shodown II (1994)
3. Samurai Shodown III (1995)
4. Samurai Shodown IV - Amakusa's Revenge (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Samurai Shodown V (2003)
8. Samurai Shodown V Special (2004)
9. Samurai Shodown - Tenkaichi Kenkakuden (2005)
- STAFF -
Executive producer : Eikichi Kawasaki
Programmers : Abe Jaron, Oh!Butch, Magic2papa
Back team : N. Azumi, Mayu K., Yoshimitsu, Yoshi-Ko, Chu, Guchi, Etsuko, Satoni, Has
Special effects by 'POW team'.
* Voice Actors :
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Rimururu : Tomo Sakurai
Hanzo Hattori : Toshimitsu Arai
Galford : Key Inage
Kyoshiro Senryou : Monster Maetsuka
Ukyo Tachibana : Eiji Yano
Genjuro Kibagami : Kong Kuwata
Basara Kubikiri : Masahiro Nonaka
Shizumaru Hisame : Miho Kaneda
Gaira Kafuin : Kouji Suizu
Tokisada Shirou Amakusa : Eiji Yano
Zankuro Minazuki : Hiroyuki Arita
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
Sony PlayStation (1996)
Nintendo Game Boy (1996, "Nettou Samurai Spirits - Zankuro Musouken")
Sega Saturn (1996, "Nettou Samurai Spirits - Zankuro Musouken")
Sega Saturn (1998, "Samurai Shodown Best Collection")
$end
$info=samsho4,
$Edit this entry at Arcade-History.com
$bio
Samurai Shodown IV - Amakusa's Revenge (c) 1996 SNK.
The 4th installment of Japanese swordplay featuring 17 selectable characters and 2 end bosses.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0222
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Strong attack with weapon, [D] Kick
- TRIVIA -
Released in October 1996.
This game is known in Japan as "Samurai Spirits - Amakusa Kourin" (translates from Japanese as 'Samurai Spirits - Amakusa's Descent').
- TIPS AND TRICKS -
* Beat the entire game in the time limit to see a picture of Wan-Fu or Sieger after the end credits. Who appears is entirely at random though.
* In order to see a special win pose with the puppies, win with a double
perfect using Slash Galford. Galford will say, 'Arigato!' as the puppies
scamper across the screen.
* I'm Not Afraid Of You! : think you are really good? Tap START 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with! Note : a few characters are really hampered by the loss of weapon (e.g. Haohmaru, Kazuki, Sogetsu) and a few are not really affected (Nakoruru, Rimururu, Hanzo).
* Sepukku (Suicide) : press Back, then move your joystick a quarter circle from forwards to down and press START to make your character kill himself/herself and lose the current round (Useless trick? Not quite since you will start the next round with a full rage gauge!).
* Silly Name Trick : now this is weird! At the naming screen input 'AAA' as your name to make your character faint!
- SERIES -
1. Samurai Shodown (1993)
2. Samurai Shodown II (1994)
3. Samurai Shodown III (1995)
4. Samurai Shodown IV - Amakusa's Revenge (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Samurai Shodown V (2003)
8. Samurai Shodown V Special (2004)
9. Samurai Shodown - Tenkaichi Kenkakuden (2005)
- STAFF -
Executive producer : Eikichi Kawasaki
Producers : Y. Koudou, H. Kawano, Bad Apples
Planners : Head-Ken, Tomi Yan, Kouji Takaya, Guro
Support from : Masami Nakaoka, Eiji Shiroi, Y.Kawase, Araiichi, Nao.Q.
Back team : Yasupuu (as Yasu-Puu), Anta-Baka?, Y. Yoshimitsu, Yoshiko, Pu-Suke, Has, Y, N. Azumi, Chu
Programmers : Kura, Llaoyllakcuf, Dan---ABE
Sound : Yamapy-1, Jojoha Kitapy, Mitsuo, Sha-V
* Voice Actors :
Tam Tam : Toshikazu Nishimura
Galford : Mantaro Koichi
Hanzo Hattori : Toshimitsu Arai
Jubei Yagyu : Kiyoshi Kobayashi
Sogetsu Kazama : Naoki Oikawa
Kazuki Kazama : Atsushi Yamanishi
Genjuro Kibagami : Kong Kuwata
Haohmaru : Masaki Usui
Charlotte : Harumi Ikoma
Tokisada Shirou Amakusa : Eiji Yano
Kyoshiro Senryou : Monster Maetsuka
Ukyo Tachibana : Eiji Yano
Basara Kubikiri : Masahiro Nonaka
Gaira Kafuin : Takeshi Watanabe
Shizumaru Hisame : Miho Kaneda
Nakoruru : Harumi Ikoma
Rimururu : Megumi Matsumoto
Zankuro Minazuki : Enma Ito
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
Sony PlayStation (1997, "Samurai Spirits - Amakusa Kourin Special")
Sega Saturn (1996)
Sega Saturn (1998, "Samurai Shodown Best Collection)
$end
$info=samsho5,samsho5h,samsho5b,
$Edit this entry at Arcade-History.com
$bio
Samurai Shodown V (c) 2003 Yuki Enterprise / SNK Playmore.
A 5th episode of the Samurai Shodown saga on Neo-Geo with 24 selectable characters plus Poppy (secret character) plus 3 bosses (Sankuro the mid-boss, Yumeji the sub-boss and the general Gaoh as final boss).
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0270
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Light attack, [B] Medium attack, [C] Kick/Break defence, [D] Lie down/Forward roll/Back roll/Small jump/Dodge
- TRIVIA -
Released in October 2003.
This game is known in Japan as "Samurai Spirits Zero" because its story takes place before the first Samurai Spirits episode.
Parts of Shiki's personality are homages to Rei Ayanami (a character from Evangelion) and Mugen no Jyuunin. As a matter of fact, one of her winquotes was taken word-for-word from a quote in Evangelion.
Rera first appeared in a Nakoruru OVA titled 'Nakoruru - Ano hito kara no okurimono'.
Sankuro's name and moves (which call out his henchmen), collectively, contain all the digits from one to nine.
Yumeji's attacks are all borrowed from other characters (for most of them, she morphs into the character she is borrowing the move from). Her Shin Musou Ittou-ryuu Kagerou and Shin Musou Ittou-ryuu Sasame Yuki - Sen are all borrowed from Ukyo's Bust moves in SS4 (Ukyo only has his Slash moves from SS4 in SS5). She also borrows : Charlotte's Bayonette Lunge, Genjuro's Sanren Satsu, Hanzo's Ninpou Mozu Otoshi, Haohmaru's Ougi - Kogetsu Zan, Jubei's Yagyu Shingan Tou - Souha, Kyoshiro's Choubi Jishi, Nakoruru's Annu Mutsube, Rimururu's Rupush Kamui Weison Pekoru, Ukyo's Hiken Tsubame Gaeshi, Yoshitora's Yon no Tachi - Tsubaki.
The creator of the manga 'Rurouni Kenshin', Nobuhiro Watsuki, helped to make 'Yoshitora Tokugawa'. Nobuhiro Watsuki has declared many times his love for the Samurai Spirits video-games. You can find some characters in his work strictly copied from these series.
- UPDATES -
If you put the game in 'Japan territory' via the MVS bios setting, the story mode will be completed by little scenes of dialogues between the different characters.
- TIPS AND TRICKS -
* Costume Color Select : everyone has four outfit colors chosen by A, B, C or D. The (D) button ones seem to be the oddest ones.
* Play as Poppy : on the character select screen hilight 'Kazuki' and then move Left, Right, Left(x2), Right(x2), Left(x2), Right and then button A to select (use buttons B to D instead for different colors).
* I'm Not Afraid Of You! : think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with!
* Secret Win Pose : if you get a Perfect win in the second round with Galford, one of Poppy's puppies will show up and run forward, only to stumble and land on it's stomach.
* Pursuit Reset : pick Jubei and perform a Big Pursuit when unarmed (press Up+B+C when your opponent is down). The game will reset.
- SERIES -
1. Samurai Shodown (1993)
2. Samurai Shodown II (1994)
3. Samurai Shodown III (1995)
4. Samurai Shodown IV - Amakusa's Revenge (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Samurai Shodown V (2003)
8. Samurai Shodown V Special (2004)
9. Samurai Shodown - Tenkaichi Kenkakuden (2005)
- STAFF -
Illustrators : Dorio Takaya, Takkun, Sakuraitohru, Murasaki, Yukikage, Takahashi
Character designers : Nobuhiro Watsuki, Takuro Fuse, Ponkichi, Kentaro Maruta, Gunpom, C. Takahashi, Qon, Yuichi Nakatani, Shinosuke, Kusarehada, Takayanagi K', Takaomi, Shuhei Hayashi, Kano Toyo, Tomisu, Toshirou Hara, Taisuke Satoh, Yasuhiro Nightow
[Marehen Breaker] : Kazuhiro Mikuma, Kengo Tanaka
[Tachyon] : Miyazaki-Atu
[Mechanic Arms] : Manabu Sakai, Yoshiki Oyabu, Toshiharu Tagami
??? : Daisuke Shimada
??? : Morita Kazuro, Ken, Hide. H, M. Kawamura, Nakamura Yoshihiro
Music Compose : Suemura Kennosuke, Kuroiwa Haruhiko
Arrange & Sound Design : Suemura Kennosuke
Sound Effect : Miyazaki Seiji
Sound Director : Matsuo Atsuya, Hide. H
Producer : Yasuo Tanaka
* Voice actors :
Announcer/Narrator : Satoshi Taki
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Yoshitora Tokugawa : Hiro Yuki
Mina Majikina : Satsuki Yukino
Ukyo Tachibana : Eiji Yano
Rimururu : Hitomi Nabatame
Yunfei : Satoshi Taki
Kusaregedo the demon : Go Shinomiya
Genjuro Kibagami : Kong Kuwata
Rera : Kyoko Hikami
Kyoshiro Senryo : Monster Maetsuka
Rasetsumaru : Tsuguo Nakajima (formerly Mogami)
Kazuki Kazama : Atsushi Yamanishi
Sogetsu Kazama : Naoki Oikawa
Enja : Shintarou Ohata
Suija : Ikouji Nose
Hanzo Hattori : Toshimitsu Arai
Galford : Mantaro Koichi
Shizumaru Hisame : Miho Kaneda
Jubei Yagyu : Kiyoshi Kobayashi
Basara : Masahiro Nonaka
Gaira Caffeine : Takeshi Watanabe
Charlotte : Harumi Ikoma
Tam Tam : Toshikazu Nishimura
Sankuro Yorozu : Tomoyuki Shimura,
Yumeji Kurokouchi : Mitsuki Saiga
Gaoh Kyougoku Hinowanokami : Kenji Utsumi
- PORTS -
* Consoles :
Sony PlayStation 2 (2004)
Microsoft XBOX (2005)
- SOURCES -
Samurai Spirits Official Web Site; http://www.samuraispirits-official.com/
$end
$info=samsh5sp,
$Edit this entry at Arcade-History.com
$bio
Samurai Shodown V Special (c) 2004 SNK Playmore.
An 'upgrade' of the "Samurai Shodown V" episode with its 24 fighters plus 4 more characters : Amakusa, Gaoh, Zankuro and Mizuki. It's probably the ultimate game released on NeoGeo since SNK Playmore decided to develop its future games on AtomisWave.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0272
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Light attack, [B] Medium attack, [C] Kick/Break defence, [D] Lie down/Forward roll/Back roll/Small jump/Dodge
- TRIVIA -
Released in August 2004.
This game is known in Japan as "Samurai Spirits Zero Special".
The original version of the game contain some bugs and characters don't have fatalities. To correct that, SNK Playmore released corrected cartridges (without any problems) which can be recognized by a small NeoGeo sticker on the top right
On the game box, SNK put the following message : 'A final Farewell. To all of our customers, who have purchased NeoGeo rom cartridges up till now, thank you very much. We offer our most heartfelt gratitude for your loyal patronage over these 14 full years and hope for your continued support for our games on the many other platforms we will provide products for in the future. NeoGeo fans rule!'.
Some rumors says that SNK Playmore wanted to release an other upgrade of "Samurai Shodown V" on NeoGeo MVS called "Samurai Shodown V Special Final" including 2 new characters, some new stages and the correction of all the original game's bugs. A location test occurred in Tokyo in october 2004 but then SNK Playmore denied developing this game.
- TIPS AND TRICKS -
* I'm Not Afraid Of You! : think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with!
- SERIES -
1. Samurai Shodown (1993)
2. Samurai Shodown II (1994)
3. Samurai Shodown III (1995)
4. Samurai Shodown IV - Amakusa's Revenge (1996)
5. Samurai Shodown 64 (1997)
6. Samurai Shodown 64 - Warrior's Rage (1998)
7. Samurai Shodown V (2003)
8. Samurai Shodown V Special (2004)
9. Samurai Shodown - Tenkaichi Kenkakuden (2005)
- STAFF -
* Voice actors :
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Yoshitora Tokugawa : Hiro Yuki
Mina Majikina : Satsuki Yukino
Ukyo Tachibana : Eiji Yano
Rimururu : Hitomi Nabatame
Yunfei : Satoshi Taki
Kusaregedo the demon : Go Shinomiya
Genjuro Kibagami : Kong Kuwata
Rera : Kyoko Hikami
Kyoshiro Senryo : Monster Maetsuka
Rasetsumaru : Tsuguo Nakajima (formerly Mogami)
Kazuki Kazama : Atsushi Yamanishi
Sogetsu Kazama : Naoki Oikawa
Enja : Shintarou Ohata
Suija : Ikouji Nose
Hanzo Hattori : Toshimitsu Arai
Galford : Mantaro Koichi
Shizumaru Hisame : Miho Kaneda
Jubei Yagyu : Kiyoshi Kobayashi
Basara : Masahiro Nonaka
Gaira Caffeine : Takeshi Watanabe
Charlotte : Harumi Ikoma
Tam Tam : Toshikazu Nishimura
Zankuro Minazuki : Enma Ito
Shiro Tokisada Amakusa : Eiji Yano
Rashoujin Mizuki : Harumi Ikoma
Gaoh Kyougoku Hinowanokami : Kenji Utsumi
- SOURCES -
Samurai Spirits Official Web Site; http://www.samuraispirits-official.com
$end
$info=sfrush,
$Edit this entry at Arcade-History.com
$bio
San Francisco Rush - Extreme Racing (c) 1996 Atari Games.
- TECHNICAL -
Atari Flagstaff hardware
Game ID : 136109
Main CPU : R5000 (@ 200 Mhz)
Sound CPU : TMS32031 (@ 33.8688 Mhz)
Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 1-8
Control : force-feedback steering wheel, 4 position shifter, 3 foot pedals for gas, brake and clutch.
Buttons : 6
- TIPS AND TRICKS -
* Demo Race : During the attract mode, press and hold the Music button while the machine is displaying a demo race. The race will continue until you release the button and will be shown from many different camera angles and perspectives that can't be seen at any other time during the game.
* Play Solo : At the 'Select your track' screen, hold the Reverse button while selecting your track to play solo. This blocks others from joining in and also eliminates the 'waiting for others to join' timer.
* Alternate Cars : At the vehicle select screen, hold the Music button and press View 1+Gas.
* Time Trial Mode : At the vehicle select screen, hold the Music button and press View 2+Gas.
* More Force Feedback : At the vehicle select screen, hold the Music button and press View 3.
- SERIES -
1. San Francisco Rush - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)
- STAFF -
Executive producer : Mark Stephen Pierce
Producer : John Ray
Software : Alan Gray, Forrest Miller, Dave Shepperd, Mark van der Pol, Bruce Rogers, Steve Bennetts
Game Design : Cameron Petty, Alan Gray, Spencer Lindsay
Art : Spencer Lindsay, Rob Adams, Mike Prittie, Gene Higashi, Jef Shears, Kirk Young, Tom Capizzi
Audio : Gunner Madsen, Todd Modjeski, Chuck Peplinski, David Reisner, Farrokh Khodadadi
Hardware : Andrew Dyer, Steve Correll, Paul Shepard, Dennis Nale, Mink Nguyen, Rick Meyette, Jeff Peters, Leon Fritts, Tram Vu
Sr. Engineering Tech. : Patrick Hubbell
Design services : Pete Takaichi, Mark Gruber, Ralph Perez, Mark Hoendervoogt, Stevie Landaverde
- PORTS -
* Consoles :
Nintendo 64 (1997)
Sony PlayStation (1998)
$end
$info=sf2049,
$Edit this entry at Arcade-History.com
$bio
San Francisco Rush 2049 (c) 1999 Atari.
A racing game with three action-packed games in one... race, stunt and battle your way into the future.
Race Mode : Scream through futuristic San Francisco tracks.
Stunt Mode : Bust out insane air and gravity defying tricks.
Battle Mode : Lock and load your way through eight killer battle arenas.
- TECHNICAL -
Atari Denver hardware
Main CPU : RM7000 (@ 250 Mhz), ADSP2181 (@ 33.333333 Mhz)
Sound Chips : (6x) DMA-driven (@ 33.333333 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : paddle
Buttons : 3
- SERIES -
1. San Francisco Rush - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
Nintendo 64 (2000)
Nintendo Game Boy Color (2000)
Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")
Microsoft XBOX (2005, "Midway Arcade Treasures 3")
Nintendo GameCube (2005, "Midway Arcade Treasures 3")
* Computers :
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=sf2049se,
$Edit this entry at Arcade-History.com
$bio
San Francisco Rush 2049 Special Edition (c) 2003 Betson.
An upgrade of the previous versions done by Betson. There are 2 new tracks, 10 new cars and new shortcuts.
- TECHNICAL -
Atari Denver hardware
Main CPU : RM7000 (@ 250 Mhz), ADSP2181 (@ 33.333333 Mhz)
Sound Chips : (6x) DMA-driven (@ 33.333333 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : paddle
Buttons : 3
- SERIES -
1. San Francisco Rush - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)
$end
$info=sf2049te,
$Edit this entry at Arcade-History.com
$bio
San Francisco Rush 2049 Tournament Edition (c) 2000 Atari.
- TECHNICAL -
Atari Denver hardware
Main CPU : RM7000 (@ 250 Mhz), ADSP2181 (@ 33.333333 Mhz)
Sound Chips : (6x) DMA-driven (@ 33.333333 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : paddle
Buttons : 3
- TRIVIA -
San Fransisco Rush 2049 had lots of bugs so Atari decided to release an upgrade, with new tracks, new cars, bugs fixed and it also had an online tournament mode which had the machine connect via modem to a server. It was released and then recalled due to Midway closing the Tournament Network, not everyone returned their kits so there are still machines about.
Six San Francisco Rush 2049 Tournament Edition machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. San Francisco Rush - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)
$end
$info=sfrushrk,
$Edit this entry at Arcade-History.com
$bio
San Francisco Rush The Rock - Alcatraz Edition (c) 1996 Atari Games.
You'll get all the amazingly real driving models, spectacular jumps, crashes and stunts you can handle! Includes all the original tracks from the original San Francisco Rush as well as 4 additional courses. Discover new shortcuts, new music and mirrored track mode for added challenge.
- TECHNICAL -
Atari Flagstaff hardware
Main CPU : R5000 (@ 200 Mhz)
Sound CPU : TMS32031 (@ 33.8688 Mhz)
Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 3
Control : paddle
Buttons : 6
- SERIES -
1. San Francisco Rush - Extreme Racing (1996)
2. San Francisco Rush The Rock - Alcatraz Edition (1996)
3. San Francisco Rush 2049 (1999)
4. San Francisco Rush 2049 Tournament Edition (2000)
5. Hot Rod Rebels (2000)
6. San Francisco Rush 2049 Special Edition (2003)
- STAFF -
Marketing : Derryl DePriest, Mary Fujihara, Ray Bersabe, Randall Ng, Jackie Sherman
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")
Microsoft XBOX (2005, "Midway Arcade Treasures 3")
Nintendo GameCube (2005, "Midway Arcade Treasures 3")
* Computers :
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=sandscrp,sandscra,
$Edit this entry at Arcade-History.com
$bio
Sand Scorpion - Sasori (c) 1992 Face.
A vertically scrolling shooter.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 15.151 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
'Sasori' is Japanese for...you guessed it...'Scorpion'!
- STAFF -
Game designer : Ghost
Programmers : Nak, Maruyaman
Graphic designers : N-Phantom, Satoshi.N, Higeta-K, F.Dij!, Nob
$end
$info=sandor,
$Edit this entry at Arcade-History.com
$bio
Sando-R - Puzzle & Action (c) 11/1995 Sega.
A game that includes puzzle, quiz and action games within.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Puzzle & Action - R for the third time'. 'Sando-R' is a pun of the game's name.
This game is known outside Japan as "Treasure Hunt - Puzzle & Action".
- SERIES -
1. Tant-R - Puzzle & Action (1992)
2. Ichidant-R - Puzzle & Action (1994)
3. Sando-R - Puzzle & Action (1995)
$end
$info=wofa,
$Edit this entry at Arcade-History.com
$bio
Sangokushi II (c) 10/1992 Capcom.
Four Chinese heroes attempt to unite China by defeating the hordes of enemies who stand in their way!
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Annals of the Three Kingdoms II'.
This game is known in Japan as "Tenchi Wo Kurau II - Sekiheki no Tatakai" and outside Japan as "Warriors of Fate".
The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.
- SERIES -
1. Tenchi wo Kurau (1989)
2. Sangokushi II (1992)
- STAFF -
Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz
Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume
Onnanoko designer : Akiman
Sound : T. Yomage, Toshi Bull, Oyabun, Inu
- PORTS -
* Consoles :
FM Towns Marty (ported by Koei)
$end
$info=3kokushi,
$Edit this entry at Arcade-History.com
$bio
Sankokushi - ?Shikou Puzzle Game! (c) 1996 Mitchell.
Solitaire mahjong game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Three Engraved Intentions - ?Thought Puzzle Game!'.
The 'Sankokushi' here is a play on the 'Romance of the Three Kingdoms' saga (known as 'Sankokushi'), but the kanji reads 'three engraved intentions' to refer to the mahjong tiles which must be matched to clear each stage.
$end
$info=ssanchan,
$Edit this entry at Arcade-History.com
$bio
Sanrin San-Chan - Tricycle-San (c) 1984 Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5583
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Three Wheel San-chan - Tricycle Girl'.
This game is known outside Japan as "Spatter".
- STAFF -
From highscore table : Hideki Ishikawa (H.I), Yoshiki Kawasaki (Y.K), (TAB), (A.K), (ISI), (RIE), (STR)
$end
$info=searchar,sercharu,sercharj,
$Edit this entry at Arcade-History.com
$bio
SAR - Search and Rescue (c) 1989 SNK.
- TECHNICAL -
Game ID : A8007 'BH'
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : dial
Buttons : 2
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Producer : Yanbaru
Graphic designers : Sick Of, U-Rakuchou, Chagera No2, Marochie, Tulip Nao
Music composer : Hinjakun
Boss : Eikichi Kawasaki
Programmers : Takoguti Kamen 001, Cock-A-Doodle-Doo
Hardware engineer : Crasher H.T.
$end
$info=sarge,
$Edit this entry at Arcade-History.com
$bio
Sarge (c) 1985 Bally Midway.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : Double 2-way joystick (Vertical)
Buttons : 2
- TRIVIA -
Released in October 1985.
From Brian Colin, Lead Artist on Sarge : "The realistically depicted female soldier featured in the game generated so much interest when it was first introduced that, part-way through it's production run, we slipped a hidden player incentive. With the machine's internal DIP switches set a certain way, players who achieved a rank of Colonel were greeted with a winking, sexy GI Jane wearing little more than a smile.
The DIP switches should be set as follows : 0011000100.
To see if the switches are set correctly, look at the girl at the start of the game. If she is wearing a low-cut T-shirt, then the 'hidden player incentive' is on.".
- STAFF -
Software : Jeff Nauman
Artists : Brian Colin, Sharon Perry
Sounds : Bob Libbe, Neil Falconer
Hardware : Cary Mednick, Steve Ackerman
Mechanical : John Kubik
Added support : Jim Belt
$end
$info=sarukani,
$Edit this entry at Arcade-History.com
$bio
Saru Kani Hamu Zou - Taisen Block Kuzushi (c) 1997 Kaneko / Mediaworks.
Breakout featuring a jumping character and hilarious graphics.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : dial
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Monkey Crab Hamster Elephant - Block Breaking Competition'. ('Block Kuzushi'/'Block Breaking' is the Japanese name for 'Breakout'.)
This game is known in Asia as "VS Block Breaker".
$end
$info=sasuke,
$Edit this entry at Arcade-History.com
$bio
Sasuke vs. Commander (c) 10/1980 SNK.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), (3x) SN76477 (@ 705.562 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Developed by Tose for SNK. The third game manufactured by SNK was their first colored game.
A Sasuke vs. Commander machine appears in the SNK Neo Geo Pocket game "SNK vs. Capcom Cardfighters Clash".
$end
$info=satansat,satansaa,
$Edit this entry at Arcade-History.com
$bio
Satan of Saturn (c) 1981 SNK.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Custom (@ 705.562 Khz), Samples, SN76477 (@ 705.562 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette Colors : 32
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Released in March 1981.
This game is known under Taito license as "Zarzon".
$end
$info=shollow,shollow2,
$Edit this entry at Arcade-History.com
$bio
Satan's Hollow (c) 1981 Bally Midway.
SATAN'S HOLLOW is a one or a two player game. When playing this game, the Rocket Launcher is under YOUR control. YOU make it move back and forth across the screen to launch Rockets that will eliminate your attackers. These attackers are displayed in groups, called 'racks', across the top of the screen. The first rack is made up of a small number of attackers. The second rack is made up of a larger number of these attackers. And intermixed with the racks of attackers is a rack with only a single fire-breathing Devil's head.
The attackers and the Devil's Head will try to wipe out your Rocket Launcher. If they do, you lose one player. In emergencies, you have a Shield which goes all around your Rocket Launcher for a short period of time. It is activated by pushing the Shield button on the control console. BUT BE CAREFUL!! This consumes a lot of power and will only last a VERY SHORT TIME!
Each attacker eliminated will cause a Bridge Section to appear at the lower left corner of the screen EXCEPT : when there is already a Bridge Section there or when you have a Bridge Section in tow under your Rocket Launcher. Pick these Sections up with your Rocket Launcher and move them over to build a Bridge across the gorge at the right side of the screen leading into the land of SATAN.
When you complete your Bridge into the land of SATAN, you can cross it and do battle with him. If you win you will be rewarded by increased fire power for your Rocket Launcher. If SATAN defeats you, you lose one player.
As your skill level increases, the number of attackers is increased and the speed that the fire-breathing Devil's Head moves is increased also.
Bonus Rocket Launchers are awarded to you periodically throughout the game as you reach or pass certain preselected point values. Each attacker has an assigned point value.
The object of the game is to HAVE FUN while constantly improving your skills as you play, eliminating as many attackers as possible each time to get the highest score.
- TECHNICAL -
This game had a dedicated cabinet that was just plain evil. It is red with realistic demons on both the sideart and the marquee. Flames and a blacklight on the control panel area add to the cool factor. In fact, this machine is up there with "Tron" in the ranking for coolest looking game around. The game was controlled by means of a two way trigger stick that was red and sort of translucent. This is the same basic stick that was used for "Tron", it is just colored differently. No one makes this exact stick anymore, but any trigger stick would make a fine replacement.
The cocktail version came in the standard Midway cocktail table (the same one as "Galaga" and "Pac-Man"). It used standard joysticks with separate fire buttons, which had to be used with your right hand rather than your left, because of where they put the button.
Bally Midway MCR 2 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 512 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Designed and programmed by Arcade Engineering, who designed a slew of games for Midway before being bought out by them in 1985.
The game drew some criticism in the bible belt for its theme.
Some wiring harnesses are labeled 'Satan's Master' and others have 'Satan's Power' on the tag. These may have been pre-production titles for the game.
It seems like this game has copied its ideas from many other places. Check it out :
* Enemies going down and attacking your stock is similar to the ducks from "Carnival".
* The elaborate, mostly static background reminds of "Pleiads".
* The shield idea is used similarly to the shield in "Phoenix" (though you couldn't move when using it then, and it took longer to recharge).
* The diving enemy concept was used first in "Galaxian".
* The shot-increasing power-up concept originated in "Galaga".
A Satan's Hollow unit appears in the 1983 movie 'Joysticks'.
- SCORING -
GARGOYLE : 120 points
BRIDGE BOMBER : 225 points
EGG THROWER : 225 points
BEELZEBUB : 250 points
OLD NICK : 500 points
LUCIFER : 1,000 points
SATAN : 1,000 points
- STAFF -
Designed by : Bill Adams
Staff : Jeff Nauman, Brian Colin
- PORTS -
* Consoles :
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
* Computers :
Commodore C64 (1984)
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=slammast,slammasu,
$Edit this entry at Arcade-History.com
$bio
Saturday Night Slam Masters (c) 1993 Capcom.
A 1-on-1 fighting game in which players choose from 10 different wrestlers and take to the ring to try and defeat their larger-than-life opponents. Each wrestler has an assortment of moves, including his own special 'super slam'. The object of the game is to win and defend the championship by pinning or putting a submission hold on your opponent.
There are 2 different game modes to select and play : Single Match or Tag Team 'Battle Royal'. In Single Match, players choose to be one of eight wrestlers including 'Mike Hagger', 'Alexander The Grater', 'El Stingray', 'King Rasta Mon', 'Titanic Tim', 'Gunloc', 'Biff Bolshevik' and 'The Great Oni' ('Jumbo Jack' and 'The Scorpion' cannot be selected in this game).
Once a wrestler has been selected, players will compete in a world-wide tournament against the other 9 wrestlers (including 'Jumbo Jack' and 'The Scorpion') in respective matches. In each match, players must defeat each of their respective opponents by a pinfall, count-out or submission in order to proceed to each of the following matches. Once all opponents are defeated, the winner will be crowned champion and players will have to face all opponents again to defend their title.
In Tag Team 'Battle Royal', players can choose to play as any 2 of the 10 wrestlers for their tag team, including 'Jumbo Jack' and 'The Scorpion'. Here, the player and his or her partner have to eliminate both of the 2 wrestlers on the opposing tag team, in order to win the match and proceed to the next. During these matches, if the player is eliminated before his or her partner is, the match will be declared no contest and it will be a draw.
During each bout in this game, metal buckets and/or glass bottles will sometimes be thrown into the ring which can be picked by the players' wrestler(s) and used as weapons against their opponents.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1993.
This game is known in Japan as "Muscle Bomber - The Body Explosion".
Hara Tetsuo, who designed the characters in the Muscle Bomber games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star').
Some characters in the game are based on real life wrestlers. Such examples are the Great Oni, who is based on legendary Japanese wrestler the Great Muta, El Stingray, who is based on Mexican wrestler Lizmark, Alexander the Grater is based on former WCW and IWGP world champion Big Van Vader, and Jumbo Flapjack is based on the late Canadian wrestler Earthquake.
One of the wrestlers is Mike Haggar from the game "Final Fight". Also, one of the wrestlers named Gunloc is related to Guile from "Street Fighter II - The World Warrior". Additionally his clone, named Biff, is a friend of Zangief from "Street Fighter II - The World Warrior".
King Rasta Mon was the original design for "Street Fighter II - The World Warrior" character Blanka, but rejected later on in favor of the most 'beast-like' design.
Biff Slamkovich appears in the background of Ken's stage in "Street Fighter Alpha 2".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Muscle Bomber - PCCB-00136) on 17/09/1993.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Saturday Night Slam Masters (1993)
2. Muscle Bomber Duo - Ultimate Team Battle (1993)
3. Ring of Destruction : Slammasters II (1994)
- STAFF -
Planners : Tomy, Saddy, Koguma
Object designers : Mount-S, Ikusan Z, Q;clever, Imomushi, Kazz.Ist, Yorio, Tom, Chama(c), Rikagon
Scroll designers : Buppo, Okachan, Taka
Programmers : H.M.D., B.I.N, Shaver, Semari!, Yu Bono
Sound designers : T. Yomage, Toshi, Syun Nishigaki (SYUN), Kiyo, Nobu
Assists : Eripon, Ball-Boy, Yuusuke, Chin, Go, Iwai, Tetsuya., Tenman, Vlad T.
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sega Mega Drive (1994)
$end
$info=saturn,
$Edit this entry at Arcade-History.com
$bio
Saturn (c) 1983 Zilec.
- TECHNICAL -
Top Board Number : BP-8205
Lower Board Number : BP-8206
Main CPU : Z80 (@ 3.5 Mhz), Z80 (@ 1.25 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), AY8910 (@ 625 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Jaleco for manufacture and distribution.
- STAFF -
Staff : Christopher Stamper, John Lathbury, Timothy Stamper
$end
$info=sauro,
$Edit this entry at Arcade-History.com
$bio
Sauro (c) 1987 Tecfri.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.6 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=savgbees,
$Edit this entry at Arcade-History.com
$bio
Savage Bees (c) 1985 Capcom.
An early vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), (2x) SN76496 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1985.
Licensed to Memetron.
This game is also known as "Exed Exes".
- TIPS AND TRICKS -
* If you manage to shoot all the first few screens worth of enemies (which is much easier with two players) you get rewarded with a group of dragonflies moving across the top. Each dragonfly is worth 10,000 points.
* Watch out for WOPs, which are POWs in reverse. They reduce your power level.
* There are special POWs that turn enemies into fruit. They're not the pretty POW on a circular background - those give power-ups - these are just the word POW. If you find one of these, hold off on using it until you get several of the bigger enemies onscreen. They're worth 5,000 points in their fruit form.
- STAFF -
Music by : Tamayo Kawamoto
$end
$info=savagere,
$Edit this entry at Arcade-History.com
$bio
Savage Reign (c) 1995 SNK.
10 fighters, each brandishing a weapon, fight to have a crack at the Real King Lion. There are 2 planes of action to switch from and in some cases the player can use elements of the background as weapons.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0059
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light punch/Strong punch, [B] Light kick/Strong kick, [C] Attack with weapon/Throw, [D] Change line
- TRIVIA -
Released in April 1995.
This game is known in Japan as "Fu'un Mokushiroku - Kakutou Sousei" (translates from Japanese as 'Wind and Cloud Apocalypse - Hand-to-Hand Fighting Genesis'). 'Mokushiroku' is Japanese for the Christian book of Revelation, also known as the Apocalypse. 'Sousei' is Japanese for 'creation of the world', or 'genesis'. 'Sousei' and 'Mokushiroku' are diametrically opposed, just like 'Genesis' and 'Apocalypse' - and used here as a metaphor for the conflict between Syo Hayate and Shishi-Oh (King Lion).
'Fu'un' in the Savage Reign series actually refers to the fighting style of the main character, Syo Hayate.
- UPDATES -
In the Japanese version :
* King Lion is named Kage Shishioh.
* King Leo is named Shin Shishioh.
- SERIES -
1. Savage Reign (1995)
2. Kizuna Encounter - Super Tag Battle (1996)
- STAFF -
Executive producer : Eikichi Kawasaki
Producers : Takashi Nishiyama, R. Field
Front designers : Sezamimi, Health Abe, Sugar Baby.R, Kanitaro, Masa.LC 630, Mina Kawai (Osu!), Futatsu!!!, Exe. Ponda, K -Oda- Kirigiri, Fuku. Fuku, Shio Shio Shio, Okiemon, Toshiaki Joe, Morimori, Mikarin, Toooooooooohru, Mr. 6?Adachi, Marche-Kaji, 460. Ito, Aho Kamen, Nobuhiro. J
Back designers : Mic Senbey, Manoru, J. Mikami, Hipopo. Nao, Econo Daisuke, Ten Chan (260), Wadamomo Kagu, Miyoshi Yome, S Tami
Programmers : Magi2 Papa, Jaron, M.O.R. Jax Y. O
Sound : Jojoha Kitapy, Mariko, Yassun
Planners : Hamachi Papa, Mitsuzo, Uenoyama. Sys
* Voice Actors :
Syo Hayate : Konichi Hayashi
Gozu : Konichi Hayashi
Carol Stanzack : Kana Ohshima
Mezu : Konichi Hayashi
Max Eagle : Kunihiko Tatsumi
Nicola Zaza : Kana Ohshima
Chung Paifu : Humio Niwa
King Lion (Shishioh in Japanese version) : Masaru Naka
Gordon Bowman : Hisanori Higashi
Joker : Takeshi Kokubo
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
Sony PlayStation 2 (2007, "NeoGeo Online Collection Vol.8 - Fuun Super Combo")
$end
$info=scandal,scandalm,
$Edit this entry at Arcade-History.com
$bio
Scandal Mahjong (c) 02/1989 Nichibutsu.
Scandalous mahjong with scandalous girls.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
$end
$info=schmeisr,
$Edit this entry at Arcade-History.com
$bio
Schmeiser Robo (c) 1993 Hot-B.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Director : Yasuyuki Osada
System Design : Yasuyuki Osada, Nobuyuki Nakane
Planning : Noriaki Kaiami, Kengo Asai
Main Programmer : Nobuyuki Nakane
Programmer : Masato Kimura, Goh Arakami, Masanori Mori
Graphics : Yasuyuki Osada, Kenji Ono, Junichi Sugawara, Tomoko Honda, Chihiro Takahashi
Sound: Mint
Character Design : Yasuyuki Osada
Walker Design : Satoshi Hatsuya
Background Graphic : Kenji Ono
Cooperation : Hot.B USA, First Farmers
Costume Design : Teikoku Zousen Matterial, Kemono_Industry, L.Carol
Producer : Akinori Tomonaga
Executive Producer : Michiyo Kashiwase
$end
$info=scion,scionc,
$Edit this entry at Arcade-History.com
$bio
Scion (c) 1984 Seibu Denshi.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz), Discrete (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Cinematronics (09/1984).
- PORTS -
* Computers :
MSX (1985)
$end
$info=scotrsht,
$Edit this entry at Arcade-History.com
$bio
Scooter Shooter (c) 1985 Konami.
- TECHNICAL -
Main CPU : M6809 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM2203 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=scorpion,scrpiona,scorpnmc,scrpionb,
$Edit this entry at Arcade-History.com
$bio
Scorpion (c) 1982 Zaccaria.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (3x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A bootleg of this game was released by 'Dorneer' on "Moon Cresta" Hardware.
$end
$info=scrabble,
$Edit this entry at Arcade-History.com
$bio
Scrabble (c) 1997 JPM.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : UPD7759 (@ 640 Khz)
Players : 1
Buttons : 1
$end
$info=scramble,scrambls,scramblb,scramb2,
$Edit this entry at Arcade-History.com
$bio
Scramble (c) 1981 Konami.
In Scramble, a single player takes control of a spaceship and has to fight their way through 6 different levels. Contact with either scenery of objects results in an instant loss of life. The player's Scramble ship is armed with both a blaster and bombs; the blaster is used for enemy ships, while the bombs fall down to attack ground-based targets and to collect fuel from fuel dumps. The fuel dumps are of particular importance as the player ship's fuel gauge constantly decreases as the player progresses, and the only way to fill it back up is by bombing the fuel tanks that are located throughout the levels.
Fuel usage increases as the game progresses, until fuel usage actually outstrips the amount of fuel dumps available and the game becomes impossible.
Scramble is considered a classic and was the world's first ever 'multi-level' shoot-em-up.
- TECHNICAL -
The Scramble cabinet was the same basic cabinet design that Stern used for all its games. It featured a monitor that was set back at a 45 degree angle, and a very large marquee that was angled towards the player. Most cabinets have straight up and down marquees, so Stern ones are easy to spot. This title features rather primitive painted sideart that only uses two colours, but it makes up for it with the impressive comic-book style art on the control panel and monitor bezel.
The marquee has a roundish 'Scramble' logo, with some sort of space castle in the background. The control panel is aluminum, and it has a mostly yellow design, with game instructions and a red ball-top 8-Way leaf switch joystick mounted centrally. It has fire buttons on both sides of the panel, so it can be played either left handed or right handed. The industry later forgot about lefties altogether and went completely right handed. Most of these machines were uprights, but there were several cocktail units made as well.
Game ID : GX387
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), (6x) RC (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 4-way joystick
Buttons : 2 (LASER, BOMB)
- TRIVIA -
Released in February 1981.
Licensed to Stern for US manufacture and distribution (May 1981).
Sometimes unfairly referred to as a 'poor man's Defender', Scramble was not only the world's first multi-level shoot-em-up, it was also the first of its type to feature a re-fueling system. These innovations helped to ensure that Scramble was a well deserved commercial success for Konami.
This game was the first title to use the 'Scramble Hardware', which was later used for "Super Cobra", "Lost Tomb", "The End" and a number of other titles. Many of these titles were actually bootlegs of other games, such as Namco's "Pac-Man". This was because Konami neglected to give Scramble ANY copy protection whatsoever; making it incredibly easy to run just about anything that used a Z80 processor, which, at the time, was pretty much every game out there. There were, of course, a lot of Bootleg copies of Scramble itself floating around, such as "Explorer" or "Strafe Bomb".
A Scramble unit appears in the 1983 movie 'Joysticks'.
A Scramble machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Scramble is considered the first in the "Gradius" series acording to the Nintendo Game Boy Advance "Gradius Galaxies" intro sequence.
- SCORING -
10 points per second of flying.
Missile on ground : 50 points
Missile in air : 80 points
UFO : 100 points
Fuel Tank : 150 points
Mystery Base : 100, 200, or 300 points
Main Base : 800 points
- TIPS AND TRICKS -
A) Always watch what passes below you as you fly, especially in Sectors One through Four.
B) Ignore the 10 points added to your score every second : you want to finish each round quickly, because running out of fuel is bad news.
Try also to hit as many fuel tanks as you can, even in preference to mystery bases. One hundred and fifty points plus fuel is more desirable than an average mystery score of 200 points.
C) When you fuel gets low, the rule is to ignore everything but speed survival, and getting more fuel.
D) In Sector One, fly close to the ground. Your object should be scoring points rather than precise maneuvering, so keep in mind just a few simple rules :
1. Fly slowly only when you must to destroy a rich cluster of targets.
2. Release a couple of bombs just as you top each mountain, then descend quickly into the valley.
3. Once there, shoot any threatening rockets by slowing down for a second and using your laser. Descend to the lowest plateau at the earliest opportunity, shooting lasers constantly to clear your path of targets.
4. Rise with the terrain, using your laser against targets in the foothills, and go all the way up only when the next mountain forces you to.
5. After the last mountain, be prepared for the UFOs.
E) Through Sector Two, simply fly relatively low at medium speed, pressing LASER and BOMB constantly. The laser shots will take care of almost all the UFOs in your way. If one or two survive until you reach them, shift to full speed until you pass them, dodging vertically if necessary.
Try to time the release of your bombs so that they hit fuel tanks, compensating for your middling speed.
F) Don't try to stay alive among the fireballs. Staying below them makes sense for two reasons - you keep your jet, and you even have a chance to pick up some points from the sparse targets below.
As for making if from valley to valley, just go where the fireballs aren't. Fly quickly through each valley, then stop just before you leave shelter. Wait there until a fireball passes just over you; then chances are that you will have a second in which to duck swiftly over and into the next valley. You will find there is definitely a rhythm to it.
G) If you fly through the city too fast, you might not be able to react in time to a juicy cluster of targets or to a rocket rising in your path. Fly at medium speed, lasering and bombing for all you are worth, especially at rockets in front of you and fuel tanks beneath you.
When you fly over silos too deep for your bombs to penetrate, accelerate for a moment in case the rockets suddenly take off toward your underside.
Treat a low roof just as you would a Sector One valley; descend and laser the row of targets into oblivion. Be careful, though, when reascending; the rises here are much more abrupt than Sector One.
H) Without excellent vertical control, you will never make it through Sector Five. Blasting away the fuel tanks blocking your path is vital, but requires much less of your concentration than does piloting the jet through such a tortuous maze.
As soon as you emerge from a passageway, stop. Then move up or down, whichever you need, as far as you can until the screen catches up with you and pushes you forward. Keep the joystick to the left; while the screen propels you, you should have time to find just the right height for entering the next passage.
Once you are in the next passage, speed up right away, giving yourself a head start for the next cavern; you will have to stop once again when you enter it. The cycle requires concentration even once you know the rhythm.
Sometimes, you will enter a cavern at top left and need to leave it through a passage at bottom right, but fuel tanks will block the mouth of the passage, cluttering even the cavern floor. If you are worried about crashing into these tanks from above before you have a chance to laser them, just drop a couple of bombs at the right moment in your descent. The tanks will stand in your way no longer.
I) Once you know its secrets, the base may actually be slightly easier than Sector Five. To destroy the enemy octagon, all you have to do is gun your engine before you enter its canyon, then pull sharply down and back, and nose up to it. If you are on its level, fire your laser; if just above, drop a bomb. You will destroy the base.
You will also crash your own ship, but no matter : you will start the next round with a free replacement. Most players are afraid of crashing, so they fly too high for their bombs to have any hope of reaching the base. Eventually, they crash or run out of fuel.
J) By now, you have probably realized the one step essential to mastering SCRAMBLE; memorization. Since the pattern repeats itself every round, being prepared for upcoming opportunities and dangers is what the game is about.
- SERIES -
1. Scramble (1981)
2. Super Cobra (1981)
- PORTS -
* Consoles :
GCE Vectrex (1982)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")
Sony PlayStation 2 (2005, "Oretachi Geasen Zoku Sono 1 - Scramble")
Microsoft XBOX 360 (2006) : as a downloadable Live Arcade game.
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
* Computers :
BBC B (1982, "Rocket Raid" – Acornsoft)
Sinclair ZX Spectrum (1982, "Penetrator" – Melbourne House)
Sinclair ZX Spectrum (1983, "Cavern Fighter" – Bug-Byte)
Tandy Color Computer (1983, "Skramble")
Commodore C64 (1983, "Skramble")
Commodore C64 (1984, "Penetrator" – Melbourne House)
* Others :
VFD portable game (1982 - Tomy)
VFD portable game (1982, "Rambler", German version - Tomy)
VFD portable game (1982, "Astro Blaster", Hales UK version - Tomy)
Konami Arcade Advanced Plug 'n Play TV Game (2004 - Majesco)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=sspirits,sspirtfc,sspiritj,
$Edit this entry at Arcade-History.com
$bio
Scramble Spirits (c) 1988 Sega.
At the beginning of the 21st century, the human race had committed a colossal error. Thereafter, some third world countries were rehabilitated. Then one day, the Earth was subjected to a surprise attack by a mysterious enemy. Emergency situation! Scramble immediately!
- TECHNICAL -
Sega System-24 hardware
Game ID : 317-0058-02 / 317-0058-02c
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 384 x 496 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Director : Hoko Chan
Video Graphics : Ojisama, Panda, Nosa
Programmer : Night Emperor, Mam, Issei Kun
Sound design : Professor Tohru, Yatchan
- PORTS -
* Consoles :
Sega Master System (1988)
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
$end
$info=scregg,
$Edit this entry at Arcade-History.com
$bio
Scrambled Egg (c) 1983 Technos.
- TECHNICAL -
Game ID : TA-0001
Main CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Scrambled Egg is the first Technos game.
- SERIES -
1. Scrambled Egg (1983)
2. Eggs (1983)
$end
$info=screwloo,
$Edit this entry at Arcade-History.com
$bio
Screw Loose (c) 1983 Mylstar Electronics.
- TECHNICAL -
Game ID : GV-123
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 1
Control : Sticks
Buttons : Start1, Start2
- TRIVIA -
Screw Loose is an unreleased prototype and was Tim Skelly's last game for Mylstar. Only 3 units were produced.
- STAFF -
Designed and programmed by : Tim Skelly
Sound by : Craig Beierwaltes
$end
$info=cscrtry,cscrtry2,
$Edit this entry at Arcade-History.com
$bio
Scrum Try (c) 03/1984 Data East.
A rugby game.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 38
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=scudhamm,
$Edit this entry at Arcade-History.com
$bio
Scud Hammer (c) 1994 Jaleco.
An absolutely insane paper-rock-scissors game where the winner gets to beat the living crap out of the opponent.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 16 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 30.00 Hz
Palette Colors : 2560
Players : 1
Control : paddle
Buttons : 4
- TRIVIA -
Japanese children play a version of paper-rock-scissors called 'jan ken pon'. 'jan, ken, pon' is chanted and the hands are thrown as tradition dictates. If there is a tie, a second round begins to the chant of 'aiko denshou' and the hands are thrown again. Traditionally, the loser of jan ken pon gets hit on the head with a fan, but in the case of Scud Hammer the fan has been replaced by a hammer and the object is to knock your opponent out with it.
$end
$info=scud,scuda,
$Edit this entry at Arcade-History.com
$bio
Scud Race (c) 1996 Sega.
- TECHNICAL -
Sega Model 3 Step 1.5 hardware
Main CPU : PPC603 (@ 100 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 1
Control : paddle
Buttons : 8
- TRIVIA -
SCUD stands for 'Sport Car Ultimate Drive'.
This game is also known as "Sega Super GT".
Scud Race was designed by the AM R&D 2 team led by Toshihiro Nagoshi who has developed the legendary "Daytona USA".
Toshiba EMI released a limited-edition soundtrack album for this game (Scud Race Sound Tracks - TYCY-5541) on 19/02/1997.
- SERIES -
1. Scud Race (1996)
2. Scud Race Plus (1997)
- STAFF -
Music composed by : Hideaki Miyamoto, Kaoru Oohori, Fumio Itou
$end
$info=scudp,
$Edit this entry at Arcade-History.com
$bio
Scud Race Plus (c) 1997 Sega.
A very odd game, where you have to race miniature tanks, buses and rocket cars around a giant track.
- TECHNICAL -
Sega Model 3 Step 1.5 hardware
Main CPU : PPC603 (@ 100 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : paddle
Buttons : 8
- TRIVIA -
In addition to featuring the regular "Scud Race", there is also a new 'Super-Beginner Mode'. The level is set in and around an giant-scale house, replete with gigantic furniture, reminiscent of 'Toy Story'.
In this mode, 4 new 'vehicles' exclusive to this mode are available : a bus, an A825-23H tank, a cat (capable of speeds up to 271km/h) and a rocket car.
When using the tank, it's possible to fire at competitors.
The AM2 team members' faces can be seen on the windows of a bus in the 'Super-Beginner Mode' track.
Because of the offbeat nature of the game, the game was never released outside Japan. It is possible, though, to switch the Country code to 'USA'.
- SERIES -
1. Scud Race (1996)
2. Scud Race Plus (1997)
$end
$info=sdfight,
$Edit this entry at Arcade-History.com
$bio
SD Fighter (c) 1996 SemiCom.
A standard fighting game.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz), Z80 (@ 3.75 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 1.024 Mhz)
Players : 2
Buttons : 3
$end
$info=neobattl,
$Edit this entry at Arcade-History.com
$bio
SD Gundam Neo Battling (c) 1992 Banpresto.
A vertically scrolling shooter.
- TECHNICAL -
Game ID : BP923
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
SD stands from 'Super Deformed'.
$end
$info=sdgndmrb,
$Edit this entry at Arcade-History.com
$bio
SD Gundam Sangokushi Rainbow Tairiku Senki (c) 1993 Banpresto.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'SD Gundam - Knights of the Three Rainbow Kingdoms'.
SD stands for 'Super Deformed', and refers to the exaggerated body proportions of the characters.
$end
$info=sdi,sdib,sdibl,
$Edit this entry at Arcade-History.com
$bio
SDI - Strategic Defense Initiative (c) 1987 Sega.
A strategic challenge in the science of offensive & defensive warfare.
- TECHNICAL -
Sega System 16A hardware
Game ID : 317-0027
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick with button, trackball
Another version runs on the Sega System 16B hardware.
- TRIVIA -
This game is also known as "Defense".
Alfa Records released a limited-edition soundtrack album for this game (Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.
- TIPS AND TRICKS -
* Flicky Mode :
1) Insert a credit (ONLY 1 credit)
2) Input code Up(x2), Down, Right, Down, Left, Down(x2) with Player 1
3) Input code Player 2 Shot button x3 then press Player 2 START button
4) Satellite (player character) will change to Flicky at the starting of Stage 2.
- STAFF -
Planed by : Black Holl Tomo
Project leader : Joe Kacchan
Programmers : Sweet Tohchan, Anatano Pideshi, Ippo Ogapi, Defended Your State
Character designers : Saitama Kenji, 8940 KON
Scene designer : Henchan
Music by : Katsuhiro Hayashi (Funky Gerogero)
Mechanical engineer : MI.U.I.Hachi
Enemy creation : Demon Taka
Data adjust : Nanno Icchan
- PORTS -
* Consoles :
Sega Master System (1987)
Sony PlayStation 2 (2005, "Sega AGES 2500 Series Vol. 21 SDI & Quartett ~SEGA System 16 Collection Vol.1~")
* Computers :
Commodore Amiga (1987)
Amstrad CPC (1988)
Sinclair ZX Spectrum (1989)
* Others :
Mobile phones ("Mobile SDI", 2002)
$end
$info=seabass,
$Edit this entry at Arcade-History.com
$bio
Sea Bass Fishing (c) 11/1997 Able.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
$end
$info=sfposeid,
$Edit this entry at Arcade-History.com
$bio
Sea Fighter Poseidon (c) 1984 Taito.
- TECHNICAL -
Taito SJ System hardware
Board Number : M4300003R
Prom Stickers : A14
Main CPU : Z80, M68705
Sound CPU : Z80
Sound Chips : (4x) AY8910, DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
$end
$info=shpeng,
$Edit this entry at Arcade-History.com
$bio
Sea Hunter Penguin (c) 1995 Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=seawolf,
$Edit this entry at Arcade-History.com
$bio
Sea Wolf (c) 1976 Midway.
The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoiding the mines that float at different levels of the water). Your submarine can shoot 5 shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable).
- TECHNICAL -
Game ID : 596
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : paddle
Buttons : 1
10,000 units were made. Sea Wolf has one of the all time great cabinets. It is in an upright format and is totally covered in painted sideart (submarine scenes done in white and three shades of blue). The marquee bulges out in front and has a large periscope which comes down from it. The player looks through the periscope and moves it to control the game. It has a fire button mounted on on one of the handles. The periscope has several transparencies inside which provide a cross hair, a display of remaining torpedoes, and a reload light. The monitor is mounted deep inside the machine and is displayed on a mirror. It is also covered with a blue overlay to give the game a bit of color. The monitor bezel area is covered in mock submarine gauges, but you can't even see them when playing, because you have to look through the periscope.
- TRIVIA -
Released in March 1976.
This is one of the all time greats. The whole game is played through a big periscope. This particular game is based on a much earlier electromechanical game from Sega (called "Periscope"), which was the first game ever to require 25 cents per play (a price the industry has been trying to raise for years now, an effort which has only been partially successful, despite over a decade of games requiring 50 cents or more. People just still expect for games to cost a quarter).
- SERIES -
1. Sea Wolf (1976)
2. Sea Wolf II (1978)
- STAFF -
Designed and programmed by : Tom McHugh, Dave Nutting
- PORTS -
* Consoles :
Bally Astrocade
* Computers :
Commodore C64 (1982)
$end
$info=seawolf2,
$Edit this entry at Arcade-History.com
$bio
Sea Wolf II (c) 06/1978 Midway.
The game screen is a side view of a underwater scene (with the surface towards the top). You control a crosshair at the surface level. The object is to shoot as many ships as possible, before the time runs out. Your torpedoes are launched from the bottom of the screen, and must move upwards to hit the enemy ships (while avoiding the mines that float at different levels of the water). There are several different types of enemy ships, from slow moving destroyers, to fast moving PT boats. An 'explosion' light will flash inside your periscope each time you score a hit. Your submarine can shoot five shots before it has to reload (an automatic action that takes about a second). Your game will be extended if you reach a certain score before time runs out (the score is operator adjustable).
- TECHNICAL -
Main CPU : Z80 (@ 1.789773 Mhz)
Sound Chips : Samples (@ 1.789773 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : paddle
Buttons : 1
This game has one cool looking cabinet. It is in an upright format and is dark blue. The sideart is painted on, but is much more subdued than the art on the original "Sea Wolf". Two metal periscopes come down from the marquee area and attach down by the control panel area (or where the control panel would have been, if this game had one). The players look through their periscopes and move them to control the game. They have a fire button mounted on their right handle. The periscopes also have several transparencies inside which provide a cross hair, a display of remaining torpedoes, a reload light, and cause the explosion effect.
- TRIVIA -
Sea Wolf II is the first-ever sequel! It was basically the exact same game as its predecessor with a few cosmetic improvements.
Still, at least one of the cosmetic tweaks in "Sea Wolf"'s case was a ground-breaker in its own right - though there's some argument over the fact, Sea Wolf II is generally thought to have been the first coin-op to use genuine colour, but was definitely not the first! Real color had been used as early as 1974 (in "Pace Car Pro") and possibly in 1973 (in "Wimbledon" and the "Color Gotcha"). These games, however, made very limited use of color (as did others, like Atari's "Sprint 8") and most of them didn't sell very well. Sea Wolf II, on the other hand, sold fairly well and may have been the first game to make extensive use of color. Sea Wolf II probably represents the very first 'modern' video game.
About 4,000 units were produced.
- SERIES -
1. Sea Wolf (1976)
2. Sea Wolf II (1978)
- STAFF -
Designed and programmed by : Tom McHugh, Dave Nutting
- PORTS -
* Computers :
Atari 800 (1983)
Commodore C64
$end
$info=searchey,
$Edit this entry at Arcade-History.com
$bio
Search Eye (c) 1999 Yun Sung.
- TECHNICAL -
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM3812, OKI6295
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 2
- SERIES -
1. Search Eye (1999)
2. Search Eye Plus V2.0 (1999)
- STAFF -
Director : Bok Won Kang, Chang Won Lee
Program : Chang Soo Jang, Jong Min Lee
Graphics : Jeong Suk Oh, Jeong Sik Yuh, Dong Suk Kim
Hardware : Sang Jin Lee, Jong Hwan An
Sound : Chang Won Lee
Special Thanksgiver : Yong Woo Nam, Dule Ryeun Park
$end
$info=searchp2,
$Edit this entry at Arcade-History.com
$bio
Search Eye Plus V2.0 (c) 1999 Yun Sung.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 1 Mhz)
Palette colors : 1024
Players : 2
Buttons : 2
- SERIES -
1. Search Eye (1999)
2. Search Eye Plus V2.0 (1999)
$end
$info=magerror,
$Edit this entry at Arcade-History.com
$bio
Search for the Magical Error (c) ???? TechnoSoft / Jaleco.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), OKI6295 (@ 15.625 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=secolove,
$Edit this entry at Arcade-History.com
$bio
Second Love (c) 12/1986 Nichibutsu.
Mahjong, like love, is better the second time around.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Player : 2
Control : mahjong keyboard
$end
$info=secretag,secretab,
$Edit this entry at Arcade-History.com
$bio
Secret Agent (c) 1989 Data East.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)
- TRIVIA -
This game is known in US as "Sly Spy".
In this Data East 'James Bond' Game (without the License) you can see a lot of publicity for other Data East games like Bad Dudes, Karnov and Chelnov.
- STAFF -
Game planner : Makoto Kikuchi
Programmers : Hinsyuku Man, Tac.H, Umanosuke
Designers : Dot Man, Kim, Malukin, Sin, Kanamori, Jun, Ferrari Adachi, Magurin Warrior
Musicians : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)
Hardwares : Kazuhiro Takayama, P! Fujimoto, Osapan
Special Thanks To : Joe Kaminkow
- PORTS -
* Computers :
Atari ST (1989)
$end
$info=sectionz,sctionza,
$Edit this entry at Arcade-History.com
$bio
Section Z (c) 1985 Capcom.
As a sole astronaut, you must penetrate the alien Balangool space craft and destroy the evil 'L-Brain'. Make your way through 27 alphabet-labeled levels to find his lair.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1985.
The first of Capcom's 'Jet-Pack Hero' shooters! Your hero is officially called "Captain Commando". :)
Section Z has a couple of bugs, sprites don't clip properly when scrolling on or off the left side of the screen or the top of the screen.
Every few sections (stages), the direction of the game's scrolling changes, from left-to-right, to bottom-to-top, to right-to-left, etc.
One section features a pinball machine in which you must avoid the multiple flying pinballs.
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.
- SERIES -
1. Section Z (1985)
2. Side Arms - Hyper Dyne (1986)
- STAFF -
Programmed by : Toshio Arima
Music by : Tamayo Kawamoto
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Nintendo Famicom Disk
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=sectrzon,
$Edit this entry at Arcade-History.com
$bio
Sector Zone (c) 07/1984 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Seicross".
$end
$info=ssfindo,
$Edit this entry at Arcade-History.com
$bio
See See Find Out (c) 1999 Icarus.
- TECHNICAL -
Main CPU : ARM7 (@ 54 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 1
$end
$info=seganinj,seganinu,
$Edit this entry at Arcade-History.com
$bio
Sega Ninja (c) 1985 Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5677
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Ninja Princess" and is also known as "Ninja".
- STAFF -
From highscore table : (R.N), (M.O), Yoshiki Kawasaki (Y.K), Reiko Kodama (R.K), (M.K), (H.U), (TAC)
- PORTS -
* Consoles :
Sega Master System (1986, "The Ninja")
$end
$info=srally2,sraly2dx,
$Edit this entry at Arcade-History.com
$bio
Sega Rally 2 - Sega Rally Championship (c) 1998 Sega.
- TECHNICAL -
Sega Model 3 Step 2.0 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : Paddle
Buttons : 8
- TRIVIA -
Sega Rally 2 serves 1,000,000 polygons per second, three time faster than "Sega Rally Championship".
- TIPS AND TRICKS -
* Extra Cars from "Sega Rally Championship" After the machine is installed and run for more than 30 days & 100 games played, press the Select button and pull the Handbrake at the same time on car selection screen, then you'll see the Lancia Delta & Toyota Celica slide into the screen from left.
* Time Difference Mode Press the Select button and pull the Handbrake at the same time after name entry, hold it until the game start, then you will be playing the game in 'Time Difference Mode'.
* Score Attack Mode : After the machine is installed and run for more than 30 days & 100 games played, choose Championship mode, in stage 4 'Riviera' there's 2 hairpin corners, knock down 2 pylons from left to right after the second hairpin in the first lap, then in the second lap you should see an entrance opened on your left hand side after the second hairpin corner. Go inside and have fun! (an extra 30 seconds is added to your game).
* No Handicap for linked game : All players need to step on the brake to choose course when playing linked games. Release brake when the game starts.
* Name Change : The following is a list of initials and what they change to :
SEX - SEC
XXX - AMB
XX - SEC
X - M.A
YU - AM2 (Yu Suzuki of AM2)
* Name Change Extra : Name change extra works in a similar way, only having typed the relevant initials an actual name is displayed on the car instead of the entered initials. Examples are :
SAS - Sasaki
MAS - Masaki
POO - Some Japanese characters
* No Music : After you have entered your initials, press Start and hold until game starts. Note : some machines may have the music turned off by default.
- SERIES -
1. Sega Rally Championship (1995)
2. Sega Rally 2 - Sega Rally Championship (1998)
3. Sega Rally 2006 (2006, PS2) : Japanese release.
4. Sega Rally Revo (2007, PS3, XBOX360, PC, PS2, PSP)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
* Computers :
PC [MS Windows 9x, CD-ROM] (2000)
$end
$info=srallyc,
$Edit this entry at Arcade-History.com
$bio
Sega Rally Championship (c) 1995 Sega.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Sega Rally Championship serves 300,000 polygons per second.
- TIPS AND TRICKS -
* New Informational View : Hold down Start and View when selecting a car to get an alternate view. There is no rear view mirror, a seconds clock appears in the bottom right-hand corner of the screen and a split time will be displayed based on the best time the machine has in memory. The digits are red if you are currently faster the best time.
* No Waiting To Get Into The Game : To skip waiting for the ten second timer, thus avoiding another player joining the game, simply insert your coins and hold down both the Start and View buttons. Instantly the select screen will appear. No waiting!
* Different Car Characteristics : To get different car capabilities (e.g. slides more easily), while selecting your car, shift 1st/2nd/3rd/4th and you will hear a WHOOOSH! sound, which means this code is enabled. The car will now handle differently, as you will soon see.
* Lakeside Course In Practice Mode : Completing the Championship course is not the only way to reach Lakeside. When choosing a course, select Mountain and enter the gearshifts 1>2>3>N>3 and then wait until the timer runs out. You will hear a WHOOOSH! sound which means the code was performed correctly.
- SERIES -
1. Sega Rally Championship (1995)
2. Sega Rally 2 - Sega Rally Championship (1998)
3. Sega Rally 2006 (2006, PS2) : Japanese release.
4. Sega Rally Revo (2007, PS3, XBOX360, PC, PS2, PSP)
- PORTS -
* Consoles :
Sega Saturn (1995)
Nintendo Game Boy Advance (2002)
* Computers :
PC [Windows 9x, CD-ROM] (1997)
$end
$info=sonic,sonicp,
$Edit this entry at Arcade-History.com
$bio
Sega Sonic The Hedgehog (c) 1992 Sega.
A scrolling, isometric racing game for one to three players featuring Sega's legendary mascot, 'Sonic the Hedgehog'. Sonic's nemesis, 'Dr. Robotnik', is once again intent on World domination and is preparing to launch his latest attack from his new island base, Eggman Island.
When 'Sonic', 'Ray', and 'Mighty' drop in to thwart his plans, Robotnik catches them with one of his devious machines. After finding themselves imprisoned in a tower, the trio break free onto the island, and proceed to make their escape and try to defeat Robotnik and his evil plans.
Sega Sonic's gameplay retains elements of the original console games, such as Sonic's ability to jump on the heads of enemies to kill them. The golden rings that Sonic collects are also included. Each level is littered with Dr Robotnik's devious traps; with lava flows, collapsable platforms, locked gates etc. all serving to hamper Sonic's progress.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 3
Control : trackball
Buttons : 1
- TRIVIA -
Sonic Arcade marked the first appearance of the characters 'Ray' and 'Mighty'. Ray has not appeared in any sequels thus far, but in the Mega32X game, "Knuckles Chaotix", 'Mighty the Armadillo' appears as a selectable character along with another character called Knuckles.
$end
$info=stcc,
$Edit this entry at Arcade-History.com
$bio
Sega Touring Car Championship (c) 1996 Sega.
- TECHNICAL -
Sega Model 2C hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
OSTs :
Sega Touring Car Championship : Marvelous Entertainment (MMV) MJCA-00002 / MJCA-10002 Oct 17, 1997
Sega Racing Best : Marvelous Entertainment (MMV) MJCA-00043 Mar. 3, 1999
- PORTS -
* Consoles :
Sega Saturn (1997)
* Computers :
PC [Windows 9x, CD-ROM] (1998)
$end
$info=amatelas,
$Edit this entry at Arcade-History.com
$bio
Sei Senshi Amatelass (c) 1986 Nichibutsu.
Become the Mighty Fighting Amazon and you will search jungles and deserts on the most dangerous island on earth. Your mission is to recapture the men you desesperately need to save the only race of giant womankind from extintion. You will journey and must conquer eight forbidden territories of death infested by hungry cannibals and defended by armies of bizarre creatures, each lead by a giant hideous moster whom you must defeat to continue your quest. Beware, there are many unknown dangers. Remember, you must steal the air mobile cycle and become invincible to succeed against the giant evil that awaits you. Failure would mean the end of the Mighty Amazon forever!
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Holy Warrior Amatelass'.
This game is known outside Japan as "Soldier Girl Amazon".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.
- STAFF -
Music composed by : Takeshi Yoshida
$end
$info=cupsoc,cupsoc2,cupsocbl,
$Edit this entry at Arcade-History.com
$bio
Seibu Cup Soccer (c) 1992 Seibu Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Olympic Soccer '92".
A bootleg of this game is known as "Goal! '92".
- UPDATES -
Seibu Cup Soccer's bootleg version don't uses the YM3812 @ 3.579545 Mhz :-)
$end
$info=seicross,
$Edit this entry at Arcade-History.com
$bio
Seicross (c) 07/1984 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), NSC8105 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Sector Zone".
- PORTS -
* Consoles :
Nintendo Famicom (1988)
$end
$info=seiha,seiham,
$Edit this entry at Arcade-History.com
$bio
Seiha (c) 07/1987 Nichibutsu.
Mahjong girls for you to play against.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Conquest'.
- STAFF -
Programmer : K. Komai
Planner : K. Tanaka
Artists : Asa & Senba
Music & Sound : N. Yoshida
Hardware : I. Shiki
$end
$info=cultname,
$Edit this entry at Arcade-History.com
$bio
Seimei-Kantei-Meimei-Ki Cult Name (c) 1996 I'Max.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1025
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Loom of Judgement Cult Name'.
$end
$info=bijokkog,
$Edit this entry at Arcade-History.com
$bio
Seishun Mahjong Bijokko Gakuen (c) 01/1988 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 352 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Player : 2
Control : LCD control panel
- TRIVIA -
The title of this game translates from Japanese as 'Young Mahjong Cutie Academy'.
$end
$info=sscandal,
$Edit this entry at Arcade-History.com
$bio
Seishun Scandal (c) 1985 Coreland / Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5755
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Adolescent Scandal'.
This game is known in Korea and US as "My Hero".
- PORTS -
* Consoles :
Sega Master System (1985)
$end
$info=selfeena,
$Edit this entry at Arcade-History.com
$bio
Sel Feena (c) 1991 East Technology.
- TECHNICAL -
Taito B System hardware
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Directer : Shimachan
Programmers : H. Ikeda, Junia, Kim, T. Kakinuma, Tony.Snow, Y. Yoshiura
Sound : Tsuda
Character designers : Irisawa, Kanuma, Kawashima, Nagoshi, Sakai
Supervisor : Takioka
$end
$info=gs4002,gs4002a,
$Edit this entry at Arcade-History.com
$bio
Selection (c) 1982 G.E.I.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 9
$end
$info=senknow,
$Edit this entry at Arcade-History.com
$bio
Sen-Know (c) 1999 Kaneko / Kouyousha.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Brainwashing'.
Note : The kanji on the titlescreen reads 'sennou' which means 'brainwashing'. 'Know' in the title is a pun on the second character 'nou', which means 'brain'.
$end
$info=sengekis,sengekij,
$Edit this entry at Arcade-History.com
$bio
Sengeki Striker (c) 1997 Kaneko / Warashi.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Dramatic Battle Striker'.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'KAN'.
- STAFF -
Directed by : Sho
Programmer : Tsutomu Tabata
Character designer : Nozomu Oda
Game designer & 3-D models : Taichi Shigemura
Planner : Norihide Yamaguchi
Character graphic designers : Taichi Shigemura, Nozomu Oda, Tama
Backgrand graphic designers : Nozomu Oda, Tama, Masaki Ohno
Sound track & Sound effects : Yukihiko Murabayashi
$end
$info=sengoku,sengokh,
$Edit this entry at Arcade-History.com
$bio
Sengoku (c) 1991 SNK.
Two warriors, endowed with spiritual gifts, fight to stop the resurrection of the Mad Shogun. Lots of very interesting enemies and beautiful scenery. The player also has the ability to morph into different fighters.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0017
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Attack [B] Jump [C] Change
- TRIVIA -
Released in February 1991.
This game is known in Japan as "Sengoku Denshou" (translates from Japanese as 'Civil War Tradition').
The game includes different items which change the special attack :
* Green : When 10 green items are collected, life gauge gain 1up
* Red : Samurai sword
* Blue : Double sword
* Purple : Holy sword
* Gold : Unknown effect
In level 2, there is a store called 'Boutique Athena' in the background with the original Athena logo from 1986's "Athena" by SNK.
- TIPS AND TRICKS -
Hold the attack button for a couple seconds to launch a burst of energy from the player's fist.
- SERIES -
1. Sengoku (1991)
2. Sengoku 2 (1993)
3. Sengoku 3 (2001)
- STAFF -
Producer : Yanbaru
Programmers : Shinchan (as 'Shinchan-SSS'), Oh!Butch
Sound : Tate Norio, Toshio Shimizm (as Shimizum)
Picture : U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of
Game assists : Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori
Directors : Tama, Moonmin
- PORTS -
* Consoles :
Nintendo Super Famicom (1993, "Sengoku Denshou")
Sega Mega CD (1993, "Sengoku Denshou")
SNK Neo-Geo CD (1995, "Sengoku Denshou")
$end
$info=sengoku2,
$Edit this entry at Arcade-History.com
$bio
Sengoku 2 (c) 02/1993 SNK.
The Mad Shogun rises again, this time taking over various periods in the time stream. Now you're permanently armed with a sword and must save different eras from the wrath of the Mad Shogun!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0040
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> On foot > [A] Slice [B] Sever [C] Jump [D] Change
=> On a horse > [A] Forward attack [B] Rear attack
- TRIVIA -
This game is known in Japan as "Sengoku Denshou 2" (translates from Japanese as 'Civil War Tradition 2').
- SERIES -
1. Sengoku (1991)
2. Sengoku 2 (1993)
3. Sengoku 3 (2001)
- STAFF -
Producer : Yanbaru
Director : Sick Of
Programmers : Shinchan (as 'Shinchan-SSSS'), Nuckey Nuckey Fuji Nuckey
Graphic Designers : U-Rakuchou, M-Marohie, Mic-Senbey, Dadamushi, Ui---su Shio, Guillotine Kama
Music : Tate Norio
Sound effects : Yoko
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=sengoku3,
$Edit this entry at Arcade-History.com
$bio
Sengoku 3 (c) 10/2001 SNK.
Taking quite a different approach than the previous two Sengoku games, the third in the series introduces four characters and a new chain combo system. Two bosses, when defeated, can also be selected for battle for the final two stages.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0261
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weapon attack/Special attack 1, [B] Barehanded blast/Special attack 2, [C] Jump, [D] Projectile toss
- TRIVIA -
Developed by Noise Factory (their first game) for the original SNK Corp. (SNK's last official title).
This game is also known as "Sengoku Legends 2001".
Sony Music Entertainment / Scitron released a limited-edition soundtrack album for this game (Sengoku Denshou 2001 Original Soundtrack - SCDC-00102) on 18/07/2001.
- TIPS AND TRICKS -
* Play as Okuni and Byakki : Finish China (Easy), Italy (Hard), and Japan (Hard) - This tip was given on the original game flyer.
- SERIES -
1. Sengoku (1991)
2. Sengoku 2 (1993)
3. Sengoku 3 (2001)
- STAFF -
Producer, planner : Keiko Ijuu
Sub planners : Masahiro Maeda, Hidenari Mamoto
Main programmer : Hidenari Mamoto
Sub programmer : Kazuaki Ezato
Character designers : Masahiro Maeda, Yosikazu Nisikawa, Nana Isiguro
Background designers : Masafumi Fuji, Miyuki Okazaki
Sound producer -Studio Aqua- : Toshikazu Tanaka
Voice artists -Character Land- : Koreya Nannda, Yukihiro Fujimoto, Syuusuke Sada, Takahiro Araki, Sayuri Koizumi, Runnna Wasio, Tika Iwami
$end
$info=sngkace,
$Edit this entry at Arcade-History.com
$bio
Sengoku Ace (c) 1993 Psikyo.
A vertically scrolling shooter.
- TECHNICAL -
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 59.30 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)
- TRIVIA -
Released in April 1993.
The title of this game translates from Japanese as 'Civil War Ace'.
This game is known outside Japan as "Samurai Aces".
Sengoku Ace is the very first game developed by Psikyo (Psikyo was founded in 1992 in Tokyo).
Note : There are 22 different endings!
- TIPS AND TRICKS -
* Extra features : If you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...
- SERIES -
1. Sengoku Ace (1993)
2. Sengoku Blade - Sengoku Ace Episode II (1996)
- STAFF -
Staff : Shinnosuke., Rick Johnson, O.Senbei, Hiromin, Shiori., Ukon Zakura, Minsk, Dozi, Tall Man, Ayanokouji Reimu, Iron Champ, Studio Avi
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Psikyo Shooting Collection Vol. 2")
$end
$info=sengokmj,
$Edit this entry at Arcade-History.com
$bio
Sengoku Mahjong (c) 1991 Sigma Enterprises.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Civil War Mahjong'.
- STAFF -
Z80 Program rom written by : K. Saeki
$end
$info=commandj,
$Edit this entry at Arcade-History.com
$bio
Senjou no Ookami (c) 05/1985 Capcom.
Vertically scrolling shoot'em up in which the player takes on the role of a highly trained commando soldier. The mission is to rescue captives and destroy enemy bases and strongholds, killing as many enemy soldiers as possible in the process. The commando carries only two weapons : a limited-range machine gun with unlimited shots, and a limited supply of hand grenades. Extra grenades can be picked up as the player progresses through the levels.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Wolf of the Battlefield'.
This game is known outside Japan as "Commando (Capcom)" and is known as "Space Invasion" for the West German marketplace.
The main character is Super Joe from "Rush & Crash" and "Top Secret".
Bandai released a boardgame based on this video game (Commando) : A simple roll-and-move type game, with symbols on the board indiciating what happens when you land on that spot. There are multiple choices on which direction to go, but not too much in the way of required thinking. There are many different boards that you progress through, each 'board' representing one 'stage' of the game.
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.
- TIPS AND TRICKS -
* The arch bridge is a dangerous spot so watch for grenade attacks from above. Be careful of trucks and jeeps that may try to run over you. Do not fall into rivers or ponds. Trees, walls and other obstacles may be used for cover.
* Here's A Hot Way To Kill The Soldiers Without Going Anywhere Near Them : At the end of each area, when the enemy soldiers are pouring out of the gate from their compound, move your commando to the bottom of the screen and shoot down. Your shots will come down from the top of the screen, killing the soldiers as they come out of the gate.
* This will let you rack up big points and all the extra men you can : On the first stage there is a cliff on the right side of the screen. The bad guys will jump off the end of this cliff and attack you. If you walk until the bad guys START jumping off and then stop you can stand there and kill them until you get sick of playing or until you reach the max extra men.
If you plan on playing thru the rest of the game you should stop at the max amount of extra men. If you just sit there the enemies will get faster and faster so the rest of the game will be harder.
- SERIES -
1. Senjou no Ookami (1985)
2. Senjou no Ookami II (1990)
- STAFF -
Music by : Tamayo Kawamoto
- PORTS -
* Computers :
Nintendo Famicom (1986)
MSX (1987)
$end
$info=mercsj,
$Edit this entry at Arcade-History.com
$bio
Senjou no Ookami II (c) 03/1990 Capcom.
The US faces a grave crisis! The former president has been kidnapped by a group of revolutionaries while on a trip on Central Africa meant to promote world peace. Take control of three highly skilled anti-terrorist soldiers and venture through enemy lines to save the former president & annihilate the rebel army in the process. Features solid graphics & sound, plenty of weapons & vehicles to use and hulking bosses to defeat.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 09
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Wolf of the Battlefield II'.
This game is known in US as "Mercs".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Capcom 3 - PCCB-00030) on 21/05/1990.
- TIPS AND TRICKS -
* At the end of stage 1, a large plane rises in front of the player. If you stand .25 to .5 inches up from the bottom of the cliff, and line up so your bullets will hit just to the right of the plane's center, it cannot hit you with its cannon. This takes practice.
- SERIES -
1. Senjou no Ookami (1985)
2. Senjou no Ookami II (1990)
- STAFF -
Chief designers : S. Okano, A. Kume, Kijima
Character designers : Hitoshi Nishio, T. Hayashi
Sound : M. Gotoh
Sound programmer : Y. Katayama
Programmers : M. Akahori, T. Ohta, Y. Matsui
- PORTS -
* Consoles :
Sega Mega Drive (1991) : The Mercs cartridge boots up as Senjou no Ookami II on a Japanese Mega Drive console, with a different title screen and game options.
$end
$info=senjyo,
$Edit this entry at Arcade-History.com
$bio
Senjyo (c) 1983 Tehkan.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (3x) SN76496 (@ 2 Mhz), Custom (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 514
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Battlefield'.
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
$end
$info=senkyu,senkyua,
$Edit this entry at Arcade-History.com
$bio
Senkyu (c) 1995 Seibu Kaihatsu.
In this puzzle game, 3 rotatable balls consisting of 4 basic colors, yellow, pink, green, blue, fall from the top to the lowest part of the screen. When groups of like-colored spheres collect together, they disappear and the space is filled in with surrounding spheres. Bonuses are awarded for completing combos and the game ends when the entire screen has been filled up. The game has many modes of play : Single, Puzzle, Vs. Computer and Vs. Player. In Puzzle mode there is continuous, changing backgrounds and additional colors. In the Vs. play modes, the spheres only appear in the four basic colors.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 54.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Battle Balls".
- PORTS -
* Consoles :
Sony PlayStation (1997, as bonus game in "Raiden DX")
$end
$info=sentetst,
$Edit this entry at Arcade-History.com
$bio
Sente Diagnostic Cartridge (c) 1984 Bally Sente.
A cartridge used to test the components of Bally Sente game machines.
$end
$info=minigolf,minigol2,
$Edit this entry at Arcade-History.com
$bio
Sente Mini Golf (c) 11/1985 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : trackball
Buttons : 1
- TRIVIA -
Stan Szczepanski holds the official record for this game with 60,500 points.
- UPDATES -
In Mini Golf (set 2), a screen with two missing children (Tahj Allen Merriman and Steven Phillip Curtis) appears after the first demo.
- STAFF -
Game designer : Dennis Koble
Art direction : Roger Hector
Sound : Jesse Osborne
Art : Gary Johnson, Bil Maher, Mark McPhee
Technical support : Dave Ross, Owen Rubin, Paul Brandt, Ed Rotberg
$end
$info=sextriv,
$Edit this entry at Arcade-History.com
$bio
Sex Triv (c) 1985 Status Games.
- TECHNICAL -
Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 1
Buttons : 4
$end
$info=sextriv1,sextriv2,
$Edit this entry at Arcade-History.com
$bio
Sexual Trivia (c) 1985 Kinky Kit and Game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 6
$end
$info=sexyboom,
$Edit this entry at Arcade-History.com
$bio
Sexy Boom (c) 1992 Sang Ho Soft.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.58 Mhz)
Palette colors : 512
Players : 2
$end
$info=sexyparo,
$Edit this entry at Arcade-History.com
$bio
Sexy Parodius (c) 1996 Konami.
The third sequel in a hugely successful series of games that was originally intended to be little more than a parody of Konami's own successful "Gradius" series. As the previous "Parodius" games, "Sexy Parodius" again gives the player a choice of increasingly bizarre ships to control; ranging from a sexy girl riding a missile, to a stick man on a paper aeroplane.
The game plays much the same as its prequels, as well as the 'Gradius' series it sets out to parody. One new addition to the game-play is the introduction of branching paths through the game. Each level has a specific task, such as collecting the golden coins on the second level, the completion or failure of which dictates which level players will be faced with next.
Due to the powerful Konami GX hardware the game runs on, Sexy Parodius's colorful and inventive visuals represent the pinnacle of the series.
- TECHNICAL -
Konami GX hardware
Main CPU : 68EC020
Sound CPU : 68000
Sound Chips : (2x) K054539
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
=> POWER UP, FIRE, MISSILE
- TRIVIA -
World 3-A (get the 300 coins in World 2) will appeal to fans of Konami's classic game "Yie Ar Kung-Fu" (Oolong makes a guest appearance just before reaching the stage boss and you can even knock him out!).
World 3-B (do not get the 300 coins in World 2) is a hilarious parody of Konami's "CastleVania" series (the well-known Medusa makes a guest appearance as the stage's boss!).
The name of the fish character Mambo has a double meaning, he gets his name from the real life fish called Ocean Sunfish (or Mola Mola), but called Mambou in Japan. The other meaning is Mambo from the musical style, which is why the female partner character in this game is called Samba, yet another musical style.
Character selection screen music is a remix of 'Twinkle Twinkle Little Star', by Wolfgang Amadeus Mozart.
The music theme of Shooting Star comes from "Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!!" (1995, Konami).
Stage 1 music is a megamix of : 'Hokkaido wa Dokoni Aru?' by Gonchichi, 'American Patrol' by Frank W. Meacham, and 'My Old Kentuchy Home' by Stephen C. Foster.
Stage 1 boss music is a remix of 'Summ, Summ, Summ, Bienchen' by Hoffmann V. Fallersleben
Stage 2 music is a remix of a music from "Yi Ar Kung-Fu" (1985, Konami).
Stage 2 boss music is a megamix of : a music from "Yi Ar Kung-Fu" and "Maim Maim" (an Israeli folksong).
Stage 3 music is a megamix of : a music from "Castlevania" and 'Clarinet Polka" (a Polish folksong).
Stage 3 boss music is a megamix of : a music from "Castlevania" and 'Hungarian Dance No. 5' by Brahms.
Stage 4 music is a remix of 'Csikos Post' by Hermann Necke.
Stage 4 boss music is a megamix of : 'Bienchen Summ Herum!' (a Bohemian folksong) and 'Einzug der Gladiatoren' by Julius Fucik.
Stage 5 music is a megamix of : 'The Battle Hymn of the Republic' by William Steffe and 'J'ai Perdu le Do de Ma Clarinette' (a French folksong).
Stage 5 boss music is a remix of the Aircraft Carrier music from "Gradius".
Stage 6 music is a megamix of : 'Tankoubushi' (A Japanese folksong) and 'Hokkai Bon'uta' (Japanese Bon Festival Song)
Stage 6 boss music is a megamix of : 'Symphony No. 5 in C, Op. 67' by Ludwig Beethoven, and 'Genkotsuyama no Tanukisan' (A Japanese children's song).
Stage 7 music is a remix of 'El Bimbo' by Claude Morgan.
Stage 7 boss music is a remix of 'Habanera - From Carmen' by Georges Bizet.
Stage 8 sub-boss 1 music is a remix of 'Piano Sontata K.331, 3rd : Rondo Alla Turca' by Wolfgang Amadeus Mozart.
Stage 8 sub-boss 2 music is a remix of 'Flight of the Bumblebee' by Nikolai Rimsky-Korsakov.
Stage 8 sub-boss 3 music comes from "Gradius II - GOFER no Yabou" (1988, Konami).
Stage 8 sub-boss 4 music is a remix of 'Orphee Aux Enfers' by Jacques Offenbach.
Stage 8 final boss music is a megamix of : 'Prelude Op.28 #7' by Frederic Chopin, and 'Scene From Swan Lake' by Piotr Tchaikovsky.
Stage 9 music is a megamix of 'Hornpipe from Water Music' and 'Hallelujah Chorus' by George F. Handel.
Stage 9 boss music comes from "Gradius III" (1989, Konami).
Special stage music is a megamix of musics from "Gradius", "Gradius II - GOFER no Yabou", "Gradius III", "MX5000", and "Lightning Fighters".
Special stage boss music is a remix of 'Fur Elise' by Beethoven.
King Records released a limited-edition soundtrack album for this game (Sexy Parodius Original Game Soundtrack - KICA-7703) on 22/05/1996.
- TIPS AND TRICKS -
* Special team attack : in two-player games, get both ships close to each other in order to use a special team attack!
* Secret stage : successfully complete all stage's additional objectives in order to unlock the secret stage!
- SERIES -
1. Parodius - Tako wa Chikyuu o Sukuu (1988, MSX)
2. Parodius Da! - Shinwa kara Owarai e (1990)
3. Gokujyou Parodius! - Kako no Eikou wo Motomete (1994)
4. Jikkyou Oshaberi Parodius (1995, Nintendo Super Famicom)
5. Sexy Parodius (1996)
- STAFF -
Programmers : Chichibinta Tsukasa, Ohji, Paiman
Character designers : Shuzilow.Ha, Magrou, Natsumi Bouike, Misugi Inagaki, Kaori Nishimura, Galaxy Namikoshi
Music composers : Mayuko Kageshita, Ary
Music advisers : Izumi, Sita-Ru Senoo
Sound effects : Ary
Hard designer : Yoshikazu Matsui
Product designer : Poper Takashi
Radio actors : Joshua Popenoe, Kumike Watanabe, Nobuyuki Hiyama, Yuko Nagashima
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)
Sony PSP (2007, "Parodius Portable")
$end
$info=sfx,
$Edit this entry at Arcade-History.com
$bio
SF-X (c) 1983 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : (2x) Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), and a DAC for speechs
Screen orientation : Horizontal
Video resolution : 224 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 106
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Skelagon".
SF-X stands for 'Space Fighter X'.
$end
$info=shackled,
$Edit this entry at Arcade-History.com
$bio
Shackled (c) 1986 Data East.
Move your player through a maze-like level in this shoot'em up. Shoot enemies and collect treasures and keys.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1986.
This game is known in Japan as "Breywood".
This game represents the Data East answer to Atari's "Gauntlet".
Polystar released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
- UPDATES -
The attract mode is different in the Japanese version.
- PORTS -
* Computers :
Atari ST (1988)
Amstrad CPC (1988)
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
$end
$info=shdancer,shdancej,shdancbl,shdance1,
$Edit this entry at Arcade-History.com
$bio
Shadow Dancer - Kage no Mai (c) 1989 Sega.
A direct sequel to 1988's "Shinobi", Shadow Dancer features Hayate, a young Ninja who, together with his faithful pet dog, Yamato, must battle against a terrorist group known as the 'Asian Dawn'. The Asian Dawn have planted a number of time bombs throughout the metropolis and Hayate and Yamato have courageously set out to gather up all the explosives placed by the evil gang and to annihilate the criminal mastermind behind the Asian Dawn.
Shadow Dancer is set twenty years after the original game and introduces players to the new character of Hayate, son of Shinobi's original hero, Joe Musashi. Game-play is very similar to that of Shinobi's, and features the jumping and projectile weapon-based game-play of its illustrious older brother. However, a new and crucial attacking move has since been added to the Ninja's arsenal. Pulling DOWN on the joystick and pressing the ATTACK button sends the hero's dog to attack the nearest enemy. This will stop the enemy from attacking the player as he wrestles with the dog. The enemy must be killed quickly, however, or the dog itself will be killed. If the dog is killed, a small puppy appears, and once the player has killed a set number of enemies, the puppy will grow to be a full-sized dog who can once again be used to attack enemies.
- TECHNICAL -
Sega System 18 hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3 (ATTACK, JUMP, MAGIC)
- TRIVIA -
Released in December 1989.
The subtitle of this game translates from Japanese as 'Dance of Shadows'.
- UPDATES -
The United States cocktail version is different.
* 'Winners Don't Use Drugs' screen added.
* 'Sega' logo during cocktail mode.
- TIPS AND TRICKS -
Finish a stage without trowing ANY star (only 'close attacks'). You can use your 'Dog Attack'. You will receive a 100,000 points bonus.
- SERIES -
1. Shinobi (1987)
2. Shadow Dancer - Kage no Mai (1989)
3. The Revenge of Shinobi (1989, Sega Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System)
5. GC Shinobi (1991, Sega Game Gear)
6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Sega Mega Drive)
8. Shinobi Legions (1995, Sega Saturn)
9. Shinobi (2002, Sony PlayStation 2)
10. Nightshade (2004, Sony PlayStation 2)
- PORTS -
* Consoles :
Sega Master System (1991)
Sega Mega Drive (1990)
Note : The Sega Genesis / Mega Drive port of this game has a completely different level layout, a completely different plot, some mechanics changes (such as being able to collide with enemies), and the bombs were turned into hostages.
* Computers :
Sinclair ZX Spectrum (1991)
Commodore 64 (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
$end
$info=shadfrce,shadfrcj,
$Edit this entry at Arcade-History.com
$bio
Shadow Force - Henshin Ninja (c) 1993 Technos.
Ninjas with the ability to possess their enemies must use all means at their disposal to save themselves and those that they defend!
- TECHNICAL -
Game ID : TA-0032
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The subtitle of this game translates from Japanese as 'Metamorphosis Ninja'.
A Technos billboard featuring Kunio appears at the start of the Construction stage.
- STAFF -
Planner : Toshinari Takahashi
Object Designer : Seiichirou Ishiguro, Koji Ogata, Michiaki Ishida, Kosei Okamoto, Makoto Shirai, Long Hair Mori, Inemuri Nakamura, Hideki Hoshiya, Manabu Taniguchi
Background Designer : Shinichi Saitoh, Kuni Bayashi, Kozukuri Ohsumi, Hiroyuki Kato, Yasuhiro Ohi, Takayuki Ozawa
Programmer : Tatsumi Saitoh, T Obi, Oira Matsumoto
Key Puncher : Masakazu Yoshida
System Engineer : Yasuyuki Taruki, Genei Fukuhara
Hardware : Kenji Nishikawa
Music Composer : Kazunaka Yamane
Sound Programmer : Michiya Hirasawa, Robert C Ashworth, Taku
Adviser : Naritaka Nishimura
Fight Choreography : Toshinari Takahashi, Bruce Ebichan Lee
Radio Actor : Shinya Takeuchi, Dajare Hosaka, Kokomadeonde Chikako, Izumi Tokutani RX20, Mayumi Hachisu, Sayuri Miyamoto
$end
$info=shadowld,
$Edit this entry at Arcade-History.com
$bio
Shadow Land (c) 1987 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : YD
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in April 1987.
This game is known in Japan as "Yokai Douchuuki".
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987.
- TIPS AND TRICKS -
Here are the conditions to get the 5 different endings. To get the endings you need to fill certain conditions only on the last level of the game.
1) Heaven ending : On the last level, don't collect anything that would increase your score. Also, don't kill any enemies.
2) Human World ending : On the last level only collect something that would increase your score from 100 to 500 points. Also, kill only from 1 to 30 enemies.
3) Beast World ending : On the last level, collect something that would increase your score from 600 to 1000 points. Also, kill only from 31 to 70 enemies.
4) Demon World Ending : On the last level only collect something that would increase your score from 1100 to 2000 points. Also, kill only from 71 to 100 enemies.
5) Hell ending : On the last level only collect something that would increase your score from 2100 points and over. Also, kill over 101 enemies.
- STAFF -
Music composed by : Hiroyuki Kawada
- PORTS -
* Consoles :
NEC PC-Engine (1987)
$end
$info=shadoww,shadowwa,
$Edit this entry at Arcade-History.com
$bio
Shadow Warriors (c) 1988 Tecmo.
Ryu, the Dragon Ninja, travels the world to defeat evil wherever he finds it.
- TECHNICAL -
Game ID : 6215
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in US as "Ninja Gaiden" and in Japan as "Ninja Ryukenden".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Ninja Ryukenden : G.S.M. Tecmo 1) on 01/02/1989.
- SERIES -
1. Shadow Warriors (1988)
2. Ninja Gaiden Episode II - The Dark Sword of Chaos (1990, Nintendo Famicom)
3. Ninja Gaiden Episode III - The Ancient Ship of Doom (1991, Nintendo Famicom)
4. Ninja Gaiden (2004, Microsoft Xbox)
- PORTS -
* Computers :
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
Commodore C64 (1991, "2 Hot 2 Handle")
Commodore Amiga (1991, "2 Hot 2 Handle")
$end
$info=shanghai,
$Edit this entry at Arcade-History.com
$bio
Shangai (c) 03/1988 Sunsoft.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 280 pixels
Screen refresh : 30.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Shanghai and its sequels are ''Szechuan''-style solitaire mahjong games where the object is to match identical pairs of tiles until the board is clear or you are unable to make another move. This type of solitaire mahjong can also be referred to as ''Shanghai'', hence the game title. The stacked-tile arrangement presented here is one of many traditional Chinese ''Szechuan''-style solitaire mahjong arrangements.
- SERIES -
1. Shangai (1988)
2. Shangai II (1989)
3. Super Shangai Dragon's Eye (1992)
4. Shangai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shangai Matekibuyuu (1998)
10. Shanghai Pocket (1998, Nintendo Game Boy and Game Boy Color)
11. Shanghai Dynasty (1997, PC [MS Windows])
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony Playstation 2)
20. Tsuushin Shanghai (2005, Sony Playstation 2)
- STAFF -
Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Sega Master System (1988)
Nintendo Game Boy (1989)
Atari Lynx (1990)
Sony PlayStation (2000, "Shanghai [Value 1500 Series]")
* Computers :
Commodore C64 (1986)
Commodore Amiga (1986)
Atari ST (1986)
Apple II (1987)
$end
$info=shangha2,
$Edit this entry at Arcade-History.com
$bio
Shangai II (c) 1989 Sunsoft.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 280 pixels
Screen refresh : 30.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Shangai (1988)
2. Shangai II (1989)
3. Super Shangai Dragon's Eye (1992)
4. Shangai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shangai Matekibuyuu (1998)
10. Shanghai Pocket (1998, Nintendo Game Boy and Game Boy Color)
11. Shanghai Dynasty (1997, PC [MS Windows])
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony Playstation 2)
20. Tsuushin Shanghai (2005, Sony Playstation 2)
- STAFF -
Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh
- PORTS -
* Consoles :
Sharp X68000 (Year unknown)
Sega Game Gear (1990)
* Computers :
Pc [MS-DOS]
$end
$info=shangha3,
$Edit this entry at Arcade-History.com
$bio
Shangai III (c) 11/1993 Sunsoft.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Shangai (1988)
2. Shangai II (1989)
3. Super Shangai Dragon's Eye (1992)
4. Shangai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shangai Matekibuyuu (1998)
10. Shanghai Pocket (1998, Nintendo Game Boy and Game Boy Color)
11. Shanghai Dynasty (1997, PC [MS Windows])
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony Playstation 2)
20. Tsuushin Shanghai (2005, Sony Playstation 2)
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
$end
$info=shngmtkb,
$Edit this entry at Arcade-History.com
$bio
Shangai Matekibuyuu (c) 1998 Sunsoft / Activision.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Shanghai Story of True Valor'.
- SERIES -
1. Shangai (1988)
2. Shangai II (1989)
3. Super Shangai Dragon's Eye (1992)
4. Shangai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shangai Matekibuyuu (1998)
10. Shanghai Pocket (1998, Nintendo Game Boy and Game Boy Color)
11. Shanghai Dynasty (1997, PC [MS Windows])
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony Playstation 2)
20. Tsuushin Shanghai (2005, Sony Playstation 2)
- PORTS -
* Consoles :
Sony PlayStation (1998)
$end
$info=shanhigw,
$Edit this entry at Arcade-History.com
$bio
Shanghai - Banri no Choujou (c) 06/1995 Sunsoft.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Shangai - The Great Wall'.
- SERIES -
1. Shangai (1988)
2. Shangai II (1989)
3. Super Shangai Dragon's Eye (1992)
4. Shangai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shangai Matekibuyuu (1998)
10. Shanghai Pocket (1998, Nintendo Game Boy and Game Boy Color)
11. Shanghai Dynasty (1997, PC [MS Windows])
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony Playstation 2)
20. Tsuushin Shanghai (2005, Sony Playstation 2)
- PORTS -
* Consoles :
Nintendo Super Famicom (1995, "Shanghai - Banri no Choujou")
Sega Saturn (1995)
Sony PlayStation (1995)
NEC PCFX (1996)
Panasonic 3DO ("Shanghai - Triple Thread")
$end
$info=shangkid,
$Edit this entry at Arcade-History.com
$bio
Shanghai Kid (c) 1985 Taiyo System.
Early fighter with targets appearing upon each opponent to show you their weak points.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : DAC (@ 3 Mhz), AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Data East for US manufacture and distribution.
This game is known in Japan as "Hokuha Syourin Hiryu no Ken".
- TIPS AND TRICKS -
* Test Mode : Press Coin 1 or Coin 2 key during boot up. You can check a input and sound in Test Mode.
- SERIES -
1. Hokuha Syourin Hiryu no Ken (1985)
2. Flying Dragon - The Secret Scroll (1988, Nintendo Famicom)
3. Hiryuu no Ken II - Dragon no Tsubasa (19??, Nintendo Famicom)
4. Hiryuu no Ken III - 5 Nin no Ryuu Senshi (19??, Nintendo Famicom)
5. Hiryu Gaiden (1990, Nintendo Game Boy)
6. Hiryuu no Ken Special - Fighting Wars (1991, Nintendo Famicom)
7. Hiryuu no Ken S - Golden Fighter (1992, Nintendo Super Famicom)
8. Hiryuu no Ken S - Hyper Version (1992, Nintendo Super Famicom)
9. SD Hiryuu no Ken (1994, Nintendo Super Famicom)
10. SD Hiryu no Ken Gaiden (1995, Nintendo Game Boy Color)
11. SD Hiryu no Ken Gaiden 2 (1996, Nintendo Game Boy Color)
12. Flying Dragon (1998, Nintendo 64)
13. SD Hiryu Ex (1999, Nintendo Game Boy Color)
14. Hiryu no Ken Retsuden (2000, Nintendo Game Boy Color)
$end
$info=shaolins,
$Edit this entry at Arcade-History.com
$bio
Shao-Lin's Road (c) 1985 Konami.
A side-scrolling kung-fu platform game.
- TECHNICAL -
Game ID : GX477
Main CPU : M6809 (@ 1.25 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz), SN76496 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in April 1985.
This game is also known as "Kicker", and known in Japan as 'Shourinjihe no Michi' (translates from Japanese as 'Shaolin Road').
- TIPS AND TRICKS -
* Attack enemies when they are moving from floor to floor : When enemies are moving from floor to floor is a great opportunity to attack them! Attack them when they have landed!
* More points with jump kicks : You get 200 points if you take out an enemy. If you do so with a jump kick, you get 500 points! Take multiple enemies out at once and you get more points.
* Push bosses out of the screen : If you attack a boss and push him out of the screen, you can send him to the other side of the screen.
* Bring back the iron ball : After shooting an iron ball, press the control pad in the opposide direction to bring it back.
* You can pick up iron balls : If the time limit comes when you have an iron ball, the iron ball turns back to Ball 1 and flies away. Make use of this and press the kick button right before the time limit. The iron ball you have kicked turns back to Ball 1 at an ideal position and you can pick it up.
* Go for the green enemy : There are a bunch of enemies carrying items. Take them out and obtain all those items.
* Jump at heights : You incur damage if you get to a height difference while walking. If you jump and go down, you take no damage.
- PORTS -
* Consoles :
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo DS (2007, "Konami Classics Series - Arcade Hits")
* Computers :
Commodore C64 (1986)
Sinclair ZX Spectrum (1986)
Amstrad CPC (1987)
$end
$info=sharkatt,
$Edit this entry at Arcade-History.com
$bio
Shark Attack (c) 03/1981 Pacific Novelty.
Divers come out from nowhere to hunt you down. But you're a shark, and a hungry one at that. So... DINNERTIME! (Just watch out for those harpoons).
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1 Mhz), Samples
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2 (MUNCH, THRUST)
- TRIVIA -
This game has a cassette that plays a loop. The loop lasts forty-five seconds, and consists of four voices (three male, one female) looking for, reacting to and trying to catch a shark. There's also some general references to diving on the tape.
- SCORING -
1st 4 divers eaten : 50 points each.
5th diver : 300 points.
6th-8th divers : 100 points.
9th diver : 500 points.
10th-12th divers : 200 points.
13th diver : 700 points.
14th-16th divers : 300 points.
17th diver : 900 points.
18th-20th diver : 400 points.
21st diver : 1,300 points.
22nd-24th diver : 500 points.
25th diver : 1,750 points.
26-28th diver : 750 points.
Upon eating the twenty-eighth diver you get an extra shark and the scoring starts over at 50 points.
$end
$info=sshooter,sshoot12,sshoot11,
$Edit this entry at Arcade-History.com
$bio
Sharpshooter (c) 1998 P&P Marketing.
- TECHNICAL -
Main CPU : R3000 (@ 24 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)
Screen orientation : Horizontal
Video resolution : 394 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : lightgun
Buttons : 1
- UPDATES -
VERSION 1.2
* Initial Challenge set, internal program still very much like "Police Trainer".
VERSION 1.7, Fundamental rewrite :
* Diagnostic program made easier to use (Particularly Gun Calibration).
* Added an 'Auto' Difficulty setting, which sets the difficulty of each game according to performance by all players in a location.
* Circus of Mystery 'Balloon' Challenge rewritten (Can now shoot the balloons directly, rather than having to hit a target first).
* Alien Encounter 'Saucer' Challenge (top left on grid) rewritten (No penalty target).
- STAFF -
Software designer : Andreja Djokovic
Art and design : Doug Snook, Jarod Pranno
SFX & Music : Rob Herman
Assoc. producer : Matthew Akers
Producer : Steve Boyer
Exec. producer : Ed Pellegrini
P&P/Atlas support team : Tim Shelley, Dave Oermann, George Limorez, Kang Lee, Jerry Marcus, Joe Serpico, Bob Goodman, Stephanie Tate, Pam Lewis, Pat Thornton, Lori Celaya, Sandy Kachel
Sega support team : Gary Stern, Frank Pellegrini, Joe Kaminkow, Demetrios Kouzios
$end
$info=sdwx,
$Edit this entry at Arcade-History.com
$bio
Sheng Dan Wu Xian (c) 2002 IGS.
- TECHNICAL -
Main CPU : ARM7 (@ 20 Mhz)
$end
$info=sheriff,
$Edit this entry at Arcade-History.com
$bio
Sheriff (c) 1979 Nintendo.
You contol a sheriff who has been surrounded by bandits. You can move around in the middle of the screen, and pick off the bandits that have you circled in. The longer you play the quicker they move. Luckily you can move one direction, while firing another.
- TECHNICAL -
Main CPU : 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz), SN76477 (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : Joystick 8-Way (which controls movement), optical spinner (this controls shooting).
This game uses some strange color hardware, which required a unique monitor.
Sheriff was one of the last games that was designed to look like a "Bowling Alley". It has light colored woodgrain sides that actually look like they were made from the same wood as a bowling lane. They have a 'Sheriff' logo painted on the side in black, with a few graphics of Mexican bandits circling the machine near the bottom. The front of the machine has a huge coin door, and a speaker grill offset to the left of it (both of these are black). The control panel is done in red and features game instructions, start buttons for each player, and the controls. The monitor bezel goes all the way up to the top of the machine (no marquee on this title), and has a few more game instructions, some cowboy graphics, and a big 'Sheriff' logo done up to look like an American Flag. There were also two cocktail versions of this title made. The first was in a standard white topped first generation Nintendo cocktail ("Donkey Kong" used the same one with a different top). The second one was a god awful red and white contraption that looked like some sort of fantasy jukebox (this one used a smaller monitor and is fairly rare).
- TRIVIA -
After Sheriff's release by Nintendo in 1979, it was licensed to Exidy for re-release as "Bandido" in 1980.
- SERIES -
1. Sheriff (1979)
2. Sheriff 2 (1979)
- PORTS -
A slightly redesigned version of 'Sheriff' is included as an unlockable extra on Nintendo's Game Boy Advance title 'Wario Ware Inc.: Mega Microgame$'. In this version, Wario is the 'dashing hero' instead of the cowboy from the arcade game; the gameplay and graphics are otherwise basically the same. 'Sheriff' also serves as the basis for one of 9-Volt's microgames during normal play.
$end
$info=shienryu,
$Edit this entry at Arcade-History.com
$bio
Shienryu (c) 12/1996 Warashi.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Vertical
Video resolution : 513 x 704 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Shi en ryuu translates as ''Purple flame dragon''.
The first boss design and combat environment in this game is cleary inspired by the first boss of "Daioh", a 1993 shoot-em-up produced by about the same staff. Also, the third boss is cleary inspired by the third boss in "Daioh". Perhaps more inspirations to find?
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'ISH'.
- STAFF -
Director and programmer : Tsutomu Tabata
Game and graphics designer : Nozomu Oda
Graphic designers : Shige-P, Tama (Magitec)
Sound tracks and effects : bAsHEE, Yuki
Planner : Hiroaki Sato
Advertisement : SHO
Lead tester : Takeshi Ohbuchi
Executive producer : Noriyuki Takasaki
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation (1999, "Geki-Oh Shooting King - Shienryu")
Sony PlayStation 2 (2003, "Double Shienryu")
$end
$info=jsk,
$Edit this entry at Arcade-History.com
$bio
Shimizushi Dai Joryuu Yonkan'ou Kanshuu Joryuu Shougi Kyoushitsu (c) 1997 Visco.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz), V810 (@ 25 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Shimizushi City's Four Great Lady Champions - Lady Shougi Classroom'.
$end
$info=tshingna,
$Edit this entry at Arcade-History.com
$bio
Shingen - Samurai-Fighter (c) 1988 Jaleco.
The honorable samurai fight to remove the evil samurai and their hordes of soldiers from Japan.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Takeda Shingen".
$end
$info=mikiej,
$Edit this entry at Arcade-History.com
$bio
Shinnyuushain Tooru-Kun (c) 10/1984 Konami.
- TECHNICAL -
Game ID : GX469
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 1.789772 Mhz), SN76496 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Freshman Tooru-kun'.
This game is known outside Japan as "Mikie".
The classroom level of Mikie plays the song 'A Hard Day's Night' by The Beatles. The Gym Level plays 'Twist and Shout', the Medley/Russell song made famous by the Fab Four.
- UPDATES -
* Shinnyuushain Tooru-Kun : This is the original version. Mikie has red hair (because we all know that redheads are temperamental troublemakers :)). Football players are now Bulky Students (Classroom) or Police/Probation Officers (Garden). All of the students wear uniforms, including Mikie. Your classroom teacher wears a white shirt and is somewhat pudgier than his American counterpart. Many of the rooms also have a slightly different appearance and I believe the dance studio teacher wears glasses. Go figure.
* Mikie (High School Graffitti) : Aside from the noticeably different decor in the homeroom (all right, it's only the blackboard), there are several MAJOR differences in this MUCH harder version. Hearts that were normally in glass cases are stacked as piles of three hearts (you only have to time the last heart for Perfects). Furthermore, you can't headbutt in this version, you have to yell, which temporarily stuns enemies EXCEPT FOR your homeroom teacher, who cannot be stopped except by thrown items. Yelling is also much shorter range than headbutting, making timing crucial. Not a version for the weak-reflexed. Most importantly though is that if you take too long in a room, the Classroom teacher can throw what looks like either a necklace or dentures at you. On the plus side, you recover faster from a yell than a headbutt (less lag time) and enemies don't speed up as fast as they do in the other romsets (unfortunately, it seems as though the homeroom teacher will speed up on his own in this romset).
- TIPS AND TRICKS -
* Test mode : hold Start1+Start2 during boot.
* Secret message : In game instruction scene between title screen and demonstration play, input the following code when player character sits on a chair : hold 1P Up + 2P Down then press 1P Start 4 times. "THIS SOFTWARE IS AN ORIGINAL PRODUCT OF KONAMI" should appears.
$end
$info=mt_shnbi,
$Edit this entry at Arcade-History.com
$bio
Shinobi (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 08
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Shinobi was one of the many names given to the ninja in feudal Japan. It literally means 'stealer-in' because that is what the ninja specialised in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the shinobi went undetected about his mission. On a more devious level, the shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or even into enemy palaces, disguised as a wandering priest looking for somewhere to stay overnight.
- SERIES -
1. Shinobi (1987)
2. Shadow Dancer - Kage no Mai (1989)
3. The Revenge of Shinobi (1989, Sega Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System)
5. GC Shinobi (1991, Sega Game Gear)
6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Sega Mega Drive)
8. Shinobi Legions (1995, Sega Saturn)
9. Shinobi (2002, Sony PlayStation 2)
10. Nightshade (2004, Sony PlayStation 2)
$end
$info=shinobi,shinobi1,shinobi3,shinobi2,shinobi4,shinoblb,shinobld,shinobls,
$Edit this entry at Arcade-History.com
$bio
Shinobi (c) 1987 Sega.
A scrolling platform beat-em-up in which the player takes on the role of Joe Musashi, a Shinobi Ninja, who must fight his way through five tough missions - each made up of between three to five stages - in his quest to rescue the kidnapped Ninja children of the Iga clan; now hostages of an evil Ninja syndicate called "Zeed". To complete a mission, the player must rescue all of the kidnapped children on each level, with the number of hostages remaining displayed on a meter in the bottom left corner of the screen.
The Shinobi Ninja begins each level armed with either 'shuriken' throwing stars or a gun for long-range attacks; and a Samurai sword for close-range combat. In addition, the Ninja also has one 'Magic Attack' per level; a smart bomb which kills or damages all on-screen enemies. A points bonus is awarded whenever a level is completed without the Magic Attack being used. An end-of-level guardian awaits the player at the end of each mission, and each takes several hits before it is killed. Once a boss is defeated, the player is taken to a bonus stage in which a large number of Ninjas will try to 'jump' from the back of the screen to the front to attack the player. A bonus life is awarded if the player manages to kill all of the Ninjas without being attacked.
Shinobi was a huge success for Sega, and deservedly so. Its perfectly realized blend of platform and fighting action and is as fine an exponent of the 'easy to get into, difficult to master' gameplay ethic as video games have seen.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0049
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3 (ATTACK, JUMP, MAGIC)
- TRIVIA -
Shinobi was one of the many names given to the ninja in feudal Japan. Its literal translation is 'stealer-in'; a reference to what Ninjas specialized in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the Shinobi went undetected about his mission. On a more devious level, the Shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or into enemy palaces disguised as a wandering priest.
Marilyn Monroe's face appears on several posters in the Mission 1 second stage.
In 1988, Star released a bootleg of this game.
- UPDATES -
FD1094 317-0049 :
* Runs on System 16B hardware.
FD1094 317-0050 :
* Runs on System 16A hardware.
- SCORING -
Scoring in this game is very easy. Each enemy is worth 100 points with the exception of the Purple Guard and the Sword Throwing Guard which are worth 500 points. The bosses are 5000 points apiece. NOTE : The Purple Guards and Sword Throwing Guards are the ones that guard the hostages.
In addition to getting points from killing enemies, you can also score points for time left on the clock after you complete a level. You get 30 points per second of remaining time.
You can also receive special bonuses at the end of each level for certain actions :
1) If you don't use your ninja magic, you get a 5000 point bonus.
2) If you only use your Ninja-to sword (no Shurikens or gunfire), you get a 20000 point bonus.
- TIPS AND TRICKS -
* Unless you are continuing, each game begins at 'Mission 1' and will have everything you need to complete each mission. Each level must be completed within 3 minutes, and all hostages must be rescued before you can exit the level. If you are killed, all hostages rescued prior to your death will still be recorded as rescued. In addition to melee attacks, you will also be able to use a specific Ninja Magic attack once per level. These magical attacks kill everything that is on the screen but you will be awarded a point bonus if you manage to complete a level WITHOUT using your Ninja Magic. The three Ninja Magic attacks are :
1) Multiple-Attack Magic : Allows you to gain lightning-fast speed to attack up to 12 times at once.
2) Tornado Magic : Brings about a magical tornado to blow your enemies away.
3) Lightning Magic : Causes the air to crackle with electricity and destroys your enemies.
* Some general gameplay guidelines :
1) Joe is strictly a one-hit, one-kill character, so you must avoid all enemy attacks or risk losing a life.
2) As you become more practiced at moving around, you won't have to rely on your distance weapons (throwing stars etc.) and can use your ninja sword for close-up kills; the advantage of this is that you can gain the 20000 point bonus. This also applies to the use of Ninja Magic.
3) Many of the enemies in the later missions will swarm Joe and attack in numbers, it's vitally important to learn to attack-and-jump as quickly as possible otherwise you will be quickly overun.
4) Your main goal is, of course, to rescue all the hostages to exit the level; and although three minute time limit initially seems quite generous, should you delay too long with the enemies, the time will quickly run out.
5) It's important to become good at the Challenge Levels, since this is the only way to gain extra lives. The Challenge levels will require you to take out around thirty ninjas who are trying to get to your position. There is no real hard and fast strategy other then take them down before they reach the second platform. Challenge Levels occur at the end of every mission.
6) Ninja Magic is a great thing. You must remember, though, that you can only use it once per level. This means you should only use it when you are totally surrounded by enemies and have no other means of escape.
7) All bosses take eight hits to defeat. Of course, you will have to hit them in the right place for that hit to register.
* Stop Gunners : In levels with Bazooka-toting enemies (Rounds 3-2), push one of them against a wall about ten times (always pushing on his direction, never stopping), you'll see then that all Bazooka men and Gun men are no longer able to use their weapons against you.
* Extra lives from hostages : In game are special hostage, you can get 1UP instead points from them. These hostages are : 2nd hostage on stage 2-2, 1st hostage on 2-3, 2nd hostage on 3-1, 5th hostage on 3-2. What you must do to get 1UP instead points? When you get hostage you must have 3 identical digits at end of your score (don't count last digit which is always 0). Example : 70000, 100000, 109990, 68880, 141110. 1UP icon will appear instead points icon over hostage.
- SERIES -
1. Shinobi (1987)
2. Shadow Dancer - Kage no Mai (1989)
3. The Revenge of Shinobi (1989, Sega Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System)
5. GC Shinobi (1991, Sega Game Gear)
6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Sega Mega Drive)
8. Shinobi Legions (1995, Sega Saturn)
9. Shinobi (2002, Sony PlayStation 2)
10. Nightshade (2004, Sony PlayStation 2)
- STAFF -
Designed by : Noriyoshi Ohba
Staff : Sugachan 26, Wagamama Kenchi, Topi, Gyofunori, Hanachan, Super Haggar, Fanta Jijii, Yamiagari, Shinjuku Otoko
- PORTS -
* Consoles :
Sega Master System (1988)
NEC PC-Engine (1989)
Nintendo Famicom (1989)
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Atari ST (1989)
Commodore Amiga (1989)
Amstrad CPC (1989) [64 ko Cassette version]
Amstrad CPC (1989) [128 Ko Disk version]
PC [MS-DOS, 5.25''] (19??)
* Others :
Tiger Handheld LCD Game (19??)
- SOURCES -
F.A.Q. Kevin Butler A.K.A. War Doc
$end
$info=shippumd,
$Edit this entry at Arcade-History.com
$bio
Shippu Mahou Daisakusen - Kingdom-Grandprix (c) 09/1994 Eighting / Raizing.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Hurricane Magic Great Military Operation'.
This game is known outside Japan as "Kingdom Grandprix" (the subtitle became the title).
- SERIES -
1. Mahou Daisakusen (1993)
2. Shippu Mahou Daisakusen - Kingdom-Grandprix (1994)
3. Great Mahou Daisakusen (2000)
- STAFF -
Program : Yuichi Toyama (Healthy Toyama), Yasunari Watanabe
Graphics : Kazuyuki Nakashima, Kenichi Yokoh, Ryuichi Yamakawa
Music : Hitoshi Sakimoto, Masaharu Iwata
Voice : Hiroaki Ishikawa, Juurota Kosugi, Miki Ito, Rikako Aikawa
Artwok : Akihiro Yamada
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=jgakuen,
$Edit this entry at Arcade-History.com
$bio
Shiritsu Justice Gakuen - Legion of Heroes (c) 11/1997 Capcom.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Private Justice Academy - Legion of Heroes'.
This game is known outside Japan as "Rival Schools - United by Fate".
Justice Gakuen is the name of one of five schools in this game. They are :
1) Taiyou Gakuen (translates from Japanese as 'Solar Academy') : Batsu, Hinata and Kyousuke are students at this school.
2) Gorin Koukou (translates from Japanese as '5-Ring High School') : Shouma, Natsu, Roberto are students at this school. The word 'gorin' is made up of two kanji: 'go' and 'rin' .
3) Pacific High School : This is an American school, where exchange students Roy, Tiffany and Boman attend.
4) Gedou Koukou (translates from Japanese as 'Heretical Doctrine High School') : Edge, Akira, Gan are students at this school for bad kids.
5) Justice Gakuen (translates from Japanese as 'Justice Academy') : Hideo, Kyouko, Raizou and Hyou are faculty at Justice Gakuen.
Suleputer released a limited-edition soundtrack album for this game (Shiritsu Justice Gakuen - Legend of Heroes Orignal Soundtrack - CPCA-1002) on 29/01/1998.
- TIPS AND TRICKS -
* Play Against Hyo : When you get to the seventh chapter (what would normally be the last fight), defeat your opponents with a Team Up Attack and you will go on to fight Hyo, the real boss. After beating him you will also receive a different ending then you normally would.
* Free Select Mode : After 2 weeks of installation, characters can be team up freely (but no story).
* Free Select Mode Code (no need time-release) : Go to test mode's 'Dot Cross Hatch' and press on the player 1 side Up(x2), Down(x2) LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
* Play As Hyo / As Raizo : After 3 weeks of installation, insert your coin(s) and hold Start. Hyo and Raizo will be selectable.
*Play As Hyo / As Raizo (no need time-release) : Go to test mode's 'Sound&Voice' and press on the player 2 side Up(x2), Down(x2), LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
* Play As Sakura / As Akira : After 4 weeks of installation, insert your coin(s) and hold Start. There will be two arrows above Hyo and Raizo.
* Play As Sakura / As Akira (no need time-release) : When Hyo and Raizo can be used, go to test mode's 'Input' and press on the player 2 side Up(x2), Down(x2), and on the player 1 side LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
- SERIES -
1. Shiritsu Justice Gakuen - Legion of Heroes (1997)
2. Moero! Justice Gakuen (2000)
- STAFF -
* CAST :
1) Taiyou Gakuen :
Batsu Ichimonji : Nobuyuki Hiyama
Hinata Wakaba : Tomoe Hanba
Kyosuke Kagami : Isshin Chiba
Hayato Nekketsu : Takumi Yamazaki
2) Gorin Koukou :
Shoma Sawamura : Yuji Ueda
Natsu Ayuhara : Narumi Tsunoda
Roberto Miura : Tomoyuki Morikawa
3) Pacific High School :
Roy Bromwell : Ryutato Okiayu
Tiffany Rose : Miki Narahashi
Boman Delgado : Takashi Nagasako
4) Gedou Koukou :
Eiji Yamada (Edge) : Yoshiharu Yamada
Akira Kazama : Chiharu Tezuka
Gan Isurugi : Takashi Nagasako
Daigo Kazama : Koichi Yamadera
5) Justice Gakuen :
Hideo Shimazu : Tetsuo Mizutori
Kyoko Minazuki : Kotono Mitsuishi
Raizo Imawano : Tomomichi Nishimura
Hyou Imawano : Kaneto Shiozawa
6) Tamagawa Minami Koukou :
Sakura Kasugano : Yuko Sasamoto
7) Sub-characters :
Shizuku Itsumonji (Batsu's mother) : Kotono Mitsuishi
Kohai B / Hisho / Committee Chairman : Miki Narahashi
Kohai A : Tomoe Hanba
Tiffany's Dad : Tetsuo Mizutori
Professor : Tomomichi Nishimura
Narration : Kaneto Shiozawa
$end
$info=shisen2,
$Edit this entry at Arcade-History.com
$bio
Shisenshou II (c) 1993 Tamtex.
- TECHNICAL -
Irem M-97 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Szechuan Reflections II'.
This game is known outside Japan as "Match It II".
- SERIES -
1. Shisenshou Joshiryouhen (1989)
2. Shisenshou II (1993)
$end
$info=shisen,
$Edit this entry at Arcade-History.com
$bio
Shisenshou Joshiryouhen (c) 1989 Tamtex.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579645 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title translate from Japanese as 'Szechuan Reflections - Women’s Dormitory Episode'.
This game is known outside Japan as "Match it" and also known as "Sichuan II".
- SERIES -
1. Shisenshou Joshiryouhen (1989)
2. Shisenshou II (1993)
$end
$info=shocktro,shocktra,
$Edit this entry at Arcade-History.com
$bio
Shock Troopers (c) 11/1997 Saurus.
Shock Troopers pits the players against a mighty terrorist group who are holding a girl hostage, in order to force her grandfather to surrender a powerful drug which will enable the terrorists to control the minds of the grandfather's soldiers and create a huge, unstoppable army.
Shock Troopers is a multi-directional scrolling shoot-em-up for one or two players that builds upon the foundations laid by Capcom's 1985 classic, "Commando (Capcom)" and also borrows heavily from Commando's sequel, '"Mercs". As well as enemy troops, players must contend with tanks, choppers and asorted military vehicles, and must also be careful to avoid any of the landmines that litter the levels. Extra weapons and health can be picked up from destroyed enemy vehicles, as well as being found in enemy supply crates. Shock Troopers is effectively three games in one as players can chose one of three different routes; each made up of different levels. The game also offers greater variety of gameplay than other of the genre; with levels having the players travel on the back of fast moving vehicles, climbing a rock face etc.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0238
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Shot/Close range attack, [B] Evasive Maneuver, [C] Special attack, [D] Change player (in team battle mode only)
- TRIVIA -
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.
- SERIES -
1. Shock Troopers (1997)
2. Shock Troopers - 2nd Squad (1998)
- STAFF -
Executive producer : Nobuyuki Tanaka
Executive director : Yasushi Okaharo
Planner : kenji Ishimoto
Object designers : Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto
B.G. designers : Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka
Programmers : Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato
Music composers & Sound effects : Masahiko hataya, Masaki kase
* Voices :
Jackal : Taiyo Ofune
Milky : Reina Hayami
Loki : Kinnosuke Todoroki
Southern cross : Sinkichi Kaji
Marie bee : Suzue Isaribi
Rio : Isamu Kida
Maru : Kaeru Tsuchiya
Big mama : Towako Tendo
Cecilia : Yuka Utsumi
Commander : Meijin Takahashi
$end
$info=shocktr2,
$Edit this entry at Arcade-History.com
$bio
Shock Troopers - 2nd Squad (c) 10/1998 Saurus.
More of an update than a full-blown sequel, Shock Troopers - 2nd Squad picks up where the first game - released a year earlier - left off. Once again, one or two players face the might of a terrorist army who are threatening to destroy the world by launching a newly developed weapon-of-mass-destruction if their wishes - to be given absolute control of the newly-founded nation of Billberk - aren't granted.
Like many Neo Geo sequels, 2nd Squad doesn't particularly do anything the original didn't do. There are some improvements, however; graphics have been given a brush up and level design is a little more imaginative than that of the already impressive original.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0246
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3 => [A] Shot attack/Close range attack, [B] Bomb attack, [C] Jump/Get in a vehicle/Get out a vehicle
=> Leon > [A] Spread shot/Combat knife, [B] Power napalm
=> Angel > [A] Front shot/Tear gus, [B] Wide napalm
=> Lulu > [A] Wide shot/Revolver, [B] Normal bomb
=> Toy > [A] Laser shot/Stan gun, [B] Sonic bomb
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.
- TIPS AND TRICKS -
Here are the 4 characters with their codenames and statistics :
* Leon (aka Lion Heart) : Speed 1 - Attack 4 - Defense 4 - Evasion 1
* Angel (aka Ceramic Arms) : Speed 2 - Attack 3 - Defense 2 - Evasion 3
* Lulu (aka Lightning Eyes) : Speed 4 - Attack 1 - Defense 1 - Evasion 3
* Toy (aka Ice Brain) : Speed 3 - Attack 2 - Defense 3 - Evasion 2
- SERIES -
1. Shock Troopers (1997)
2. Shock Troopers - 2nd Squad (1998)
- STAFF -
Exective producer : Nobuyuki Tanaka
Producer : Yasushi Okahara
Exective director : Kenji Ishimoto
Main planner : Mitsuki Pkc Saito
Sub planner : Hotlips
Chief programmer : Jo.
Programmers : Levin Takasaki, Dis, Buttaku H.K
Tool programmer : Hiroaki Torii
Technical adviser : Yuki
Chief front designer : Kurara Kiri
Front designers : Masato Miyoshi, Tsuru-Chang, Michitaka Ishida, Satoshi Ishiguro, Naruhiro Kishimoto
Chief back designer : Miwako Kojima
Back designers : Yuko Hara, Matsumoto Kiyoshi, Kaori Nishioka, Takazumi Hirokawa
Character designer : Aki
Sound producer : Masahiko Hataya
Music composer : Masaki Kase ('WWW', World Wide Wave)
$end
$info=shocking,
$Edit this entry at Arcade-History.com
$bio
Shocking (c) 1997 Yun Sung.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 380 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
One of the tracks in this game is a loop of 'Good Vibrations' by Marky Mark & The Funky Bunch.
The 'ribbon flies' are ripped from the PC game "Commander Keen 4" (the 'Skypest' enemy).
- STAFF -
Directors : Bok Won Kang, Chang Won. Lee
Programmers : Byung Gyu. Kim, Chang Soo. Jang
Graphics designers : Jeong Suk. Oh, Jeong Sik. Yum, Dong Suk. Kim, Chang Won. Lee
Hardware : Sang Jin. Lee
Sound : Chang Won. Lee
$end
$info=shogwarr,
$Edit this entry at Arcade-History.com
$bio
Shogun Warriors (c) 1992 Kaneko.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Fujiyama Buster".
- SERIES -
1. Shogun Warriors (1992)
2. Blood Warrior (1994)
$end
$info=shootout,shootouj,shootoub,
$Edit this entry at Arcade-History.com
$bio
Shoot Out (c) 10/1985 Data East.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A Korean bootleg was released the same year.
- UPDATES -
On the Korean bootleg, the hero has a black costume instead of white.
$end
$info=shootbul,
$Edit this entry at Arcade-History.com
$bio
Shoot The Bull (c) 1985 Bally Midway.
A dart game for up to four players with four different games to choose from.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 1
Control : trackball
Buttons : 1
- STAFF -
Game designer : Jeff Nauman
Game artist : Brian Colin
Cabient art : Greg Freres
Sounds : Mike Bartlow
Support : Jim Belt
Hardware : Cary Mednick, John Boydston
Mechanical : John Kubik
$end
$info=shootgal,
$Edit this entry at Arcade-History.com
$bio
Shooting Gallery (c) 1984 Seatongrove.
- TECHNICAL -
Main CPU : S2650 (@ 1.536 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Zaccaria.
$end
$info=shtngmst,shtngmsa,
$Edit this entry at Arcade-History.com
$bio
Shooting Master (c) 1985 Sega.
- TECHNICAL -
Sega System 2 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 1
Control : 8-way joystick
Buttons : 1
$end
$info=shtrider,shtridra,
$Edit this entry at Arcade-History.com
$bio
Shot Rider (c) 1984 Seibu Kaihatsu.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 256 x 240 pixels
Screen refresh : 56.75 Hz
Palette colors : 144
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Sigma for distribution.
$end
$info=shougi,
$Edit this entry at Arcade-History.com
$bio
Shougi (c) 19?? Alpha Denshi.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 2.5 Mhz), ALPHA-8201 (@ 312.5 Khz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Shougi
2. Shougi 2
$end
$info=shougi2,
$Edit this entry at Arcade-History.com
$bio
Shougi 2 (c) 19?? Alpha Denshi.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 2.5 Mhz), ALPHA-8201 (@ 312.5 Khz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Shougi
2. Shougi 2
$end
$info=mosyougi,
$Edit this entry at Arcade-History.com
$bio
Shougi No Tatsujin (c) 09/1995 SNK / ADK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0203
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Master of Shougi'.
'Shougi' is a Japanese chess-style game.
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=showdown,
$Edit this entry at Arcade-History.com
$bio
Showdown (c) 10/1988 Exidy.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : lightgun
Buttons : 8
- STAFF -
Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson
$end
$info=shrike,
$Edit this entry at Arcade-History.com
$bio
Shrike Avenger (c) 1986 Bally Sente.
- TECHNICAL -
The game was written for the 6809 using a 6800 as a math co-processor.
Bally / Sente SAC-II hardware
Main CPU : M6809 (@ 1.25 Mhz), 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : stick
Buttons : 5
- TRIVIA -
This game is the only one to run on the Bally / Sente SAC-II hardware.
Jim Turner started writing this game and Owen Rubin finnished it after Jim left Sente.
The original name for this game was 'D'Arc Angel' but Marketing rejected it.
There were only 10 units built at Dann Services (a rehab center).
It was the first game to successfully charge a $1.00. It was one of the first games to actually move and a pre-cursor to the simulators that followed.
- STAFF -
Programmed by : Owen Rubin (The Goose), Dave Ross (Doc), Jim Turner (D'Arc Angel), Dennis Koble (Carte Blanche)
Screen graphics by : Bil Maher (The Thril)
Sound and music by : Gary Levenberg (Laser)
Electrical and mechanical by : Pete Mokris (Mokie), Howard Delman (No Scroll), Mike Barry (The Paddle), Chuck Verhaegh (Ray)
$end
$info=shuffle,
$Edit this entry at Arcade-History.com
$bio
Shuffleboard (c) 10/1978 Midway.
- TECHNICAL -
Game ID : 643
Main CPU : 8080 (@ 1.9968 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
This was one of the earliest games to use a trackball. While "Atari Football" was in development first, Shuffleboard was actually released at almost the same time.
The game was designed for Midway by Arcade Engineering - a design firm founded by two former Allied Leisure employees. Arcade Engineering also designed "Dogpatch", "M-4" and "4-Player Bowling" for Midway.
- SOURCES -
All In Color For a Quarter - Keith Smith
$end
$info=shufshot,sshot139,sshot137,
$Edit this entry at Arcade-History.com
$bio
Shuffleshot (c) 1997 Strata / Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 255 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Coin-op cabinets in the background are "Golden Tee Golf" and "World Class Bowling", two others games from Incredible Technologies.
- UPDATES -
Revision 1 :
* Software version : 1.37
Revision 2 :
* Software version : 1.39
Revision 3 :
* Software version : 1.40
- STAFF -
Staff : Matt Beefcake Kern, Ralph Melgosa, Scott Morrison, Chris Oberth, Brian Smolik
$end
$info=shuttlei,
$Edit this entry at Arcade-History.com
$bio
Shuttle Invader (c) 1979 Omori Electric.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : SN76477 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : 2-way Joystick
Buttons : 1
- TIPS AND TRICKS -
When you insert a coin you get a 'Service Score' changing random number. When Play is pressed, the number stabilizes, then disappears. This number is the score you need to gain a bonus ship.
- SERIES -
1. Shuttle Invader (1979)
2. Shuttle Invader Part II (1979)
$end
$info=shuuz,shuuz2,
$Edit this entry at Arcade-History.com
$bio
Shuuz (c) 10/1990 Atari Games.
A horseshoes game.
- TECHNICAL -
Game ID : 136083
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 6.779 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : trackball
Buttons : 2
- UPDATES -
REVISION 1 :
* Software version : 7.1.
* Build date : Fri Oct 12 15 :35 :31 1990
REVISION 2 :
* Software version : 8.0.
* Build date : Fri Nov 2 12 :03 :22 1990
- TIPS AND TRICKS -
* Hint : Tempo plays a big part in the throw, forward motion should match backwards motion in speed or you'll go over the stake.
* A Tip : You can actually control the path of the horseshoe 'in the air' roll the trackball left or right to 'nudge' the flight path.
* A Trick : If you just hit the control key without setting your name after getting a high score, some of the default names you'll get are 'rat', 'dog', 'pig', 'rad'.
- STAFF -
Staff : Mike Albaugh, Sid, Sam Lee, Cris Drobny, Bridget Erdmann, Tim Hubberstey, Ed Rotberg, Sam Comstock, Peter Lipson, Lefty, Rob Rowe, Pat Mc.Carthy, Joe, Minh Nguyen, John Ray, John Paul, Jerry Momoda
$end
$info=sichuan2,sichuana,
$Edit this entry at Arcade-History.com
$bio
Sichuan II (c) 1989 Tamtex.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579645 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Shisenshou Joshiryouhen".
'Sichuan' is the Chinese translation of 'Szechuan', which is the largest province in China. The game at hand here is indeed Szechuan-style solitaire mahjong, where the object is to match two identical unblocked tiles until the board is clear. This type of solitaire mahjong is also referred to as 'Shisenshou'. The tile layout presented herein is one of many traditional Chinese Szechuan-style solitaire arrangements.
$end
$info=sidearms,sidearmr,
$Edit this entry at Arcade-History.com
$bio
Side Arms - Hyper Dyne (c) 1986 Capcom.
An evil alien race called the 'Bozon' are trying to wipe out Mankind, and Lieutenant Henry and Sergent Sanders are given the responsibility of saving the Human Race. They each climb into a Mobilsuit - a jet-powered, heavily armoured combat suit - and set out on their mission.
Side Arms is a horizontally - and occasionally vertically - scrolling shoot-em-up for 1 or 2 players. Each player has 2 fire buttons, one for shooting ahead and one for shooting behind; crucial for a game in which enemies attack from all directions. Shooting certain enemies will reveal power-ups - displayed as 'POW' icons - and shooting the icons will either change their type, or reveal a special weapon.
Finally, Side Arms features a unique power-up that is only available in the two-player game; both players can join together to become a single, highly powerful combat unit capable of firing in 8 different directions. When joined, BOTH players' controllers can control the unit, which can cause problems if players decide to go in different directions to each other.
The 8 available power-ups are :
* Speed-up
* Speed-down
* Bit - (3 level power-up)
* Spread Gun - (3 level power-up)
* Mega Bazooka Launcher (2 level power-up)
* 3-Way Shot (2 level power-up)
* Auto I (Chain gun)
* Auto II (3-Way Auto)
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in December 1986.
Licensed to Romstar for US distribution.
The Japanese version is known as "Side Arms - Hyper Dyne : Zettai Gattai".
The player one character appears as a bonus item in some Capcom games including : "19XX - The War Against Destiny", "Super Buster Bros.", "U.N. Squadron" and "Black Tiger".
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.
- TIPS AND TRICKS -
* During the attract sequences, when the players are joined, you can even move the character around without having to add any credits.
- SERIES -
1. Section Z (1985)
2. Side Arms - Hyper Dyne (1986)
- STAFF -
Game designers : Noritaka Funamizu (Poo), Kihaji Okamoto
Object designers : Dekachin, Kawamoyan
Scroll designers : Toride No Yas, Miki Chan
Supplement : Uhe Uhe, Kurichan
Sound : Tadanomi Surozoo
Music : Ayako Mori
Hardware : Panchi Kubozoo (Punch Kubozoo)
Software : Mr.
- PORTS -
* Consoles :
NEC PC-Engine (1989)
NEC PC-Engine Super CD-ROM (1989, Side Arms - Hyper Dyne "Special") : Only in Japan.
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
* Computers :
PC (1987)
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
Atari ST (1988)
Commodore Amiga
$end
$info=sidearjp,
$Edit this entry at Arcade-History.com
$bio
Side Arms - Hyper Dyne : Zettai Gattai (c) 1986 Capcom.
A horizontally scrolling shoot-em-up for 1 or 2 players. Each player has 2 fire buttons, one for shooting ahead and one for shooting behind; crucial for a game in which enemies attack from all directions. Shooting certain enemies will reveal power-ups - displayed as 'POW' icons - and shooting the icons will either change their type, or reveal a special weapon.
The 8 available power-ups are :
* Speed-up
* Speed-down
* Bit - (3 level power-up)
* Spread Gun - (3 level power-up)
* Mega Bazooka Launcher (2 level power-up)
* 3-Way Shot (2 level power-up)
* Auto I (Chain gun)
* Auto II (3-Way Auto)
Players are able to carry all of the game's available weapons simultaneously and can switch between each one to suit the situation. All weapons can also be powered-up by collecting a similar option. Finally, Side Arms features a unique power-up that is only available in the two-player game; both players can join together to become a single, highly powerful combat unit capable of firing in eight different directions. When joined, BOTH players' controllers can control the unit, which can cause problems if players decide to go in different directions from each other.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in December 1986.
Licensed to Romstar for US distribution.
This game is known outside Japan as "Side Arms - Hyper Dyne".
The player one character appears as a bonus item in some Capcom games including : "19XX - The War Against Destiny", "Super Pang", "Area 88" and "Black Dragon".
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.
- TIPS AND TRICKS -
* During the attract sequences, when the players are joined, you can even move the character around without having to add any credits.
- SERIES -
1. Section Z (1985)
2. Side Arms - Hyper Dyne : Zettai Gattai (1986)
- STAFF -
Game designers : Noritaka Funamizu (Poo), Kihaji Okamoto
Object designers : Dekachin, Kawamoyan
Scroll designers : Toride No Yas, Miki Chan
Supplement : Uhe Uhe, Kurichan
Sound : Tadanomi Surozoo
Music : Ayako Mori
Hardware : Panchi Kubozoo (Punch Kubozoo)
Software : Mr.
- PORTS -
* Consoles :
NEC PC-Engine (1989)
NEC PC-Engine Super CD-ROM (1989, Side Arms - Hyper Dyne "Special")
Sony PSP (2006, "Capcom Classics Collection Remixed")
* Computers :
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
Atari ST (1988)
Commodore Amiga
$end
$info=sidebs,
$Edit this entry at Arcade-History.com
$bio
Side By Side (c) 1996 Taito.
- TECHNICAL -
Taito JC System hardware
Prom Stickers : E23
Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
- TRIVIA -
Released in August 1996.
- SERIES -
1. Side By Side (1996)
2. Side by Side 2 (1997)
3. Side by Side Special 2000 (1999, Sony PlayStation)
- PORTS -
* Consoles :
Sony PlayStation (1997, "Side By Side Special")
$end
$info=sidebs2,
$Edit this entry at Arcade-History.com
$bio
Side By Side 2 (c) 06/1997 Taito.
- TECHNICAL -
Taito JC System hardware
Main CPU : 68040 (@ 25 Mhz), 68000 (@ 16 Mhz), MC68HC11 (@ 4 Mhz), TMS32051 (@ 50 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
- SERIES -
1. Side By Side (1996)
2. Side by Side 2 (1997)
3. Side by Side Special 2000 (1999, Sony PlayStation)
$end
$info=sidepckt,sidepctj,sidepctb,
$Edit this entry at Arcade-History.com
$bio
Side Pocket (c) 1986 Data East.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 58.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in June 1986.
Polystar / Datam released a limited-edition soundtrack album for this game (Deco History Scene I : Data East Game Music Scene One - H25X-20008) on 25/09/1988.
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Nintendo Game Boy (1990, "Side Pocket vs")
Sega Mega Drive (1992)
Nintendo Super Famicom (1993)
Bandai WonderSwan (1999)
$end
$info=sidetrac,
$Edit this entry at Arcade-History.com
$bio
Side Track (c) 1979 Exidy.
Side Track is a black & white man-versus-machine game where the goal is to pick up all of the waiting passengers with your train while avoiding the computer-driver 'killer engine' which aims to take you out in a head-on collision. You can control your train via the 'fast' button which allows you to temporarily increase your speed on the tracks. You can also use the joystick to switch between several tracks at various junction points.
Each time you make a complete circuit around the track and pass the start marker on the outside track, another car is added to your train.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Samples (@ 705.562 Khz), DAC
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 1
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in April 1979.
Side Track is the first of several games that were developed on a common Exidy platform which would eventually become host to their most popular games. Early revisions of the platform — Side Track included — had custom sound generators tailored for each game, along with a primitive tone generator that could play one of two very short preprogrammed sequences of notes (Later games eventually included a common sound system).
- SCORING -
Passengers picked up from the outermost track are worth 10 points.
Passengers picked up from each successive inner track are worth an additional 10 points.
On top of that, passengers picked up when you have additional cars in tow add another 10 points to car.
$end
$info=ar_sdwr,
$Edit this entry at Arcade-History.com
$bio
Sidewinder (c) 1988 Arcadia Systems.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Developed by Synergistic Software.
- STAFF -
By : Darrin Massena, Hayes Haugen
Artwork by : Jonathan Sposato
Additional work by : Michael Ormsby, Robert C. Clardy
$end
$info=sidewndr,
$Edit this entry at Arcade-History.com
$bio
Sidewinder (c) ???? ACE.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Players : 1
Buttons : 10
$end
$info=sigmapkr,
$Edit this entry at Arcade-History.com
$bio
Sigma Poker (c) 1995 Sigma Game.
$end
$info=sigma2k,
$Edit this entry at Arcade-History.com
$bio
Sigma Poker 2000 (c) 1998 Sigma Game.
$end
$info=silentd,silentdj,silentdu,
$Edit this entry at Arcade-History.com
$bio
Silent Dragon (c) 04/1992 Taito.
Four brawlers take up arms to destroy the evil gangs.
- TECHNICAL -
Taito B System hardware
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Silent Dragon was developed by an outside team called 'East Technology', PCBs are copyrighted 'ET' which stands for 'East Technology'.
The third boss in this game is an homage to Jagi from the manga 'Hokuto no Ken'.
- STAFF -
Programmers : E. Ogura, Y. Katumata, T. Kaki, T. Kim, T. Odd
Music composed by : T. Noaki
Sound effects : T. Noaki, H. Tsuda
Voices : Nozaki, Hasyepon, Irisawa, Sakai, Takeda
Character designers : K. Sakai, T. Chida, T. Irisawa, N. Wataya, Y. Takeda
Supervisor : N. Takioka
$end
$info=sscope,sscopea,
$Edit this entry at Arcade-History.com
$bio
Silent Scope (c) 1999 Konami.
- TECHNICAL -
Konami Hornet Hardware
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), (2x) ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
Cobra and Hornet, the 2 bosses for stage 1 have their codenames based on Konami's Cobra Hardware (which runs the 1997 fighting game "Fighting Bujitsu") and Hornet hardware (which runs Silent Scope).
The twin bosses codenamed 'Tom and Jerry' have their code name inspired by the cartoon cat and mouse duo of the same name.
The female boss, Monica is probably named after Monica Lewinsky who was the intern involved in a scandal with then president Bill Clinton.
- TIPS AND TRICKS -
* Professional Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight mode of your choice, then press Start(x4).
* Night Vision Challenges : Put coins in, then hold trigger and press Start. Still holding it, guide it onto the mode of your choice and press Start(x5).
* Professional Night Challenges : Put coins in, hold trigger, and press Start. Still holding trigger, highlight a mode of your choice, and press Start(x6).
- SERIES -
1. Silent Scope (1999)
2. Dark Silhouette - Silent Scope 2 (2000)
3. Silent Scope EX (2001)
4. Silent Scope 3 (2002, Sony PlayStation 2)
5. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)
- STAFF -
Executive Producers : Fumiaki Tanaka, Hiroyasu Machiguchi
Directors : Masaki Kukino, Shigenobu Matsuyama
Producer : Shigenobu Matsuyama
Game Main Programmer : Hardboilder Shin
System Programmer : Yoshihisa Inoue
Enemy & Camera Programmer : Yoshito Fukuda
Effect Programmer : Teck Niihama
Chief Designer : Masaaki Kukino
Map Designer : Yutaka Fujiwara
Character Designer : Yoshinobu Saito
Motion Designers : Hiro Moriyama Kazuya Inoue
Sound Effect : Masahiro Ikariko
Music Composer : Jimmy Weckl
Hardware Engineers : Hitoshi Konishi, Tatsuya Kobayashi, Masakatsu Watanabe, Hidekazu Yamashita, Satoshi Ueda
Mechanical Engineers: Yuji Tamura, Koichi Nishio, Hirofumi Nagao, Manabu Akita
Industrial Designers : Hiroyuki Muraki, Makiko Otomi
Product Designers : Hideaki Minoda, Hiroyuki Sugimoto
Original Game Idea : Yoshitaka Komiya
- PORTS -
* Consoles :
Sega Dreamcast (2000)
Sony PlayStation 2 (2000)
Nintendo Game Boy Advance (2002)
Microsoft XBOX (2004, "Silent Scope Complete")
$end
$info=sscopex,
$Edit this entry at Arcade-History.com
$bio
Silent Scope EX (c) 2001 Konami.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
- TRIVIA -
This game is known in Japan as "Sogeki".
- SERIES -
1. Silent Scope (1999)
2. Dark Silhouette - Silent Scope 2 (2000)
3. Silent Scope EX (2001)
4. Silent Scope 3 (2002, Sony PlayStation 2)
5. Silent Scope - Fortune Hunter (2002 - Gambling game also featuring Silent Scope EX)
$end
$info=silkworm,silkwrm2,
$Edit this entry at Arcade-History.com
$bio
Silkworm (c) 1988 Tecmo.
A shooter game where you control either a jeep or a helicopter and travel through the enemy terrain, shooting various enemies.
- TECHNICAL -
CPU PCB Number : A-41909, 6217A
GFX - Graphics PCB Number : B-41909, 6217B
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* Double Bonus : When the big flying ship comes (the one in 4 pieces) that gives you one bonus for each player, fire repeatedly on the second piece before it is in place. If it is destroyed before it is in place, you will be given two bonuses per player instead of one.
* At the end of level 5 : When you arrive to the final enemy, around the hand pointing up of the statue there are two hidden icons. You can fire up with the jeep (or diagonal with the chopper), and you will see that your shots gets stopped by something invisible. If you keep firing, finally two new icons will appear (of course you don't have to kill the final enemy). Take this icon, and you will have a bonus. The bonus depends on your rank. If you have the Eagle rank you will earn 500,000 bonus points. If you don't have it, then you will earn 100,000 bonus points and the Eagle rank.
- PORTS -
* Consoles :
Nintendo Famicom (1990)
* Computers :
Amstrad CPC (1988)
Atari ST (1988)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
$end
$info=silvland,
$Edit this entry at Arcade-History.com
$bio
Silver Land (c) 19?? Falcon.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Samples
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
A bootleg of this game is known as "River Patrol".
$end
$info=sindbadm,
$Edit this entry at Arcade-History.com
$bio
Sindbad Mystery (c) 1983 Sega.
- TECHNICAL -
Sega G80 Raster hardware
Game ID : 834-5244
Main CPU : Z80 (@ 3.867 Mhz), Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game was originally created and released in 1983 on the Sega SG-1000 console.
- PORTS -
* Consoles :
Sega Saturn (1997, "Sega Ages Memorial Selection Vol. 2")
$end
$info=sinistar,sinista2,sinista1,
$Edit this entry at Arcade-History.com
$bio
Sinistar [Upright model] (c) 1983 Williams.
YOUR INTERGALACTIC CRYSTAL-MINING MISSION takes you to the antipodes of the known universe. But your parametric DeepSpace scanner faithfully displays the sector of the galaxy you presently occupy (including an area fully 3 parsecs across, no less)!
KEEP THE GALAXY SAFE for all it's sinizens! Fiendish Worker ships from the planet Sporg will attempt to fabricate a Sinistar from the remains of derelict planetoids in your very sector. You must not let them do this for two reasons :
1) These planetoids contain the life-sustaining crystals that your civilisation requires for its vital technologies.
2) With the eminently unstable Sinistar in their possession, the Sprogites can lay waste to any civilization in your sector. You alone stand in their way.
YOU MUST MINE THE SINISITE CRYSTALS. Williams has equipped you with the latest heuristic electret cannon technology. All you need to do is aim at a planetoid and shoot. Now collect your motherlode!
IN FACT, ONLY WITH SINISITE CAN YOU MANUFACTURE SINIBOMBS to eradicate the Sinistar. But you must also rebuff the Workers and disintegrate their even more aggressive comrades-at-arms, the evil skelomorphic Warriors! Intelligent beings everywhere depend on your courage, your dedication, your reserve, your shrewd command of tactical invention! It's up to you space cadet!
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC, HC55516 (@ 894.75 Khz)
Screen orientation : Vertical
Video resolution : 240 x 292 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] FIRE, [2] SINIBOMB
- TRIVIA -
Released in February 1983.
Also released as :
"Sinistar [Cockpit model]"
"Sinistar [DuraMold model]"
This game was originally going to be called "Juggernaut", then "Darkstar". The prototype version called Sinistar is a machine that was displayed at the November 1982 AMOA show in Las Vegas. The revision 2 was the most common version of the game.
The game is jokingly referred to as 'Opie-Star' at Williams' offices, because Sinistar's 'Run, Coward!' taunt sounded like he's saying 'Ron Howard' (acclaimed actor and director).
Sinistar's phrases :
'Beware I live'
'I hunger'
'I hunger coward'
'Beware coward'
'Run coward'
'Run run run'
'I am Sinistar'
A Sinistar unit appears in the 1983 movie 'WarGames'.
A Sinistar machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
PROTOTYPE (AMOA) :
* The Sinistar logo in the attract mode uses a Rocky-Horror-esque 'dripping blood' font.
* The letter 'T' shows up behind the 'dripping blood' logo, possibly part of the trademark?.
* The Sinistar death sequence sometimes occurs offscreen.
* There seem to be more crystals per planetoid than in the release revision.
* Missing the 'set attract mode message' option in the game adjustments screen.
* High score entry uses fire to advance to the next character, rather than the joystick.
* Warping to the next level can occur in any direction, not just upper-right.
* Sinistar's 'roar' occurs multiple times in rapid succession, cutting off each time he is hit by a sinibomb.
* When a player's ship is destroyed by the Sinistar, it explodes rather than spinning out first.
* After defeating Sinistar, his face outline doesn't appear in the center of the screen.
* You can set the extra ship points AND extra ship point factors to ZERO. As soon as you get a point, the game program gets caught in an infinite loop. You'll also hear an EXTENDED extra ship noise. You can break the loop by hitting advance and looking at ALL the extra ships you just received.
* Stuff (like the Sini-bombs, warriors and even the Sinistar himself (if it has a gender)) doesn't travel well from scanner to playfield and these objects can make quick second passes and sometimes even just skip the playfield all together.
* Survivors Today Has the following initials when tables are cleared : YYY XYS MAA AAA AAA AAA BDG MAA AAA AAA ABC EJS MAA AAA AAA RED HPG MAA AAA AAB CFL XYS MAA AAA AAB DGN DBG MAA AAA BCE.
* Scores start at 19045 and are listed with the following algorithm (-265, -365, -265, repeat).
REVISION 2 :
* The Survivors Today has the following initials : N-F KJF KAG FRG YAK JJK KFL PJM DOC JLM E-Z =M= TIM JRN TOM PFZ RTP BFD MBS MRS EJS STU WIT MOM FAC GOD KAY HEC SAM KYD (Note : They keep the same order, but rotate position every time the machine is reset).
* Added 'Set Attract mode message' option in the game adjustments menu.
REVISION 3 :
* Latest revision.
* Some bugs fixed.
- SCORING -
Planetoid : 5 points.
Worker : 150 points.
Crystal : 200 points.
Warrior : 500 points.
Sinistar Piece : 500 points.
Destroying Sinistar : 15,000 points.
- TIPS AND TRICKS -
* Programming Credits And Williams message :
1) Set lives to 1 (This is optional, it merely saves time).
2) Insert one credit.
3) Bump into a Planetoid (rock).
4) Push the fire button seven times.
5) Avoid Planetoids and Workers, don't fire at anything and get shot by a Warrior. If you set lives to 1, the game will now be over. If not, lose all lives in this manner until the game ends.
6) Enter initials.
7) Press the 2 Player button 3 times, then insert one coin and start a new 1 Player game.
8) Don't move or fire, just push the Sinibomb button once.
There are now two messages which can be displayed for the credits :
9) Insert 3 coins, then push the Sinibomb button again. The 'crossword' credits should now be displayed.
* For the Williams Electronics message :
10) Simply end the game by getting shot without hitting a Planetoid or firing, then push the 1 Player button to display the message.
* 255 Lives Trick : This little trick is harder than the game itself, but worth it if you pull it off. On your last man, make sure a warrior fires at you just as Sinistar sucks you in. As the Sinistar sucks you in, you will lose your last man, but when the warrior's bullet hits you, you will have one less than zero ships.
Note : The warriors stop shooting as soon as you are 'caught' by Sinistar. The game was programmed this way, to prevent you from dying twice. Since you are trying to die twice, you have to let a warrior shoot at you, before you get sucked in, then hope that the shot hits you after you have been sucked in. This is very tricky.
Note 2 : 8-bit processors can only handle values from 0-255, for a total of 256 values. Therefore, 'one less than zero ships' will roll around to 255.
- STAFF -
Project leader and co-designer : Noah Falstein (N-F)
Lead programmer : Sam Dicker (SAM)
Programmers : Robert J. Mical, Richard A. Witt (WIT)
Original design and storyline : John Newcommer (JRN)
Artwork / graphics : Jack E. Haeger
Sound effects by : Michael Metz (E-Z)
Hardware designers : Rich Grande, Greg Wepner
Mechanical : Leo Ludzia, Gary Berge
Tech. support by : John Meissen (JLM)
- PORTS -
* Consoles :
Atari 2600 (1984) : was a prototype only. It was never released.
Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")
Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")
Sega Saturn (1996, "Williams Arcade's Greatest Hits")
Sony PlayStation (1996, "Williams Arcade's Greatest Hits")
Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Vol. 1")
Nintendo Game Boy Advance (2001, "Midway's Greatest Arcade Hits")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Tandy Color Computer 3 (1989, "Sinistaar")
PC [MS-DOS] (1995, "Williams Arcade Classics")
PC [MS Windows] (1996, "Williams Arcade Classics")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
Palm OS ("Midway Arcade Classic")
Tiger Game.Com ("Arcade Classics")
$end
$info=skattv,skattva,
$Edit this entry at Arcade-History.com
$bio
Skat TV (c) 1994 ADP.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.8432 Mhz)
Palette colors : 256
$end
$info=skelagon,
$Edit this entry at Arcade-History.com
$bio
Skelagon (c) 1983 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : (2x) Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz), and a DAC for speechs
Screen orientation : Horizontal
Video resolution : 224 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 106
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "SF-X".
$end
$info=skichamp,
$Edit this entry at Arcade-History.com
$bio
Ski Champ (c) 1998 Sega.
- TECHNICAL -
Sega Model 3 Step 2.0 hardware
Main CPU : PPC603
Palette colors : 65536
Players : 1
Buttons : 2
- SERIES -
1. Sega Ski Super G (1996)
2. Ski Champ (1998)
$end
$info=skiltrek,
$Edit this entry at Arcade-History.com
$bio
Skill Trek (c) 1992 Barcrest.
- TECHNICAL -
Main CPU : M6809 (@ 1.72 Mhz), 68000 (@ 10 Mhz)
Sound Chips : AY8910 (@ 1 Mhz), SAA1099 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 504 x 296 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
$end
$info=skullxbo,skullxb4,skullxb3,skullxb2,skullxb1,
$Edit this entry at Arcade-History.com
$bio
Skull & Crossbones (c) 11/1989 Atari Games.
Skull & Crossbones is a swashbuckling adventure in which players portray two pirates competing for food, drink, booty, and revenge. Players use a joystick and button to control the unique sword-fighting action.
The game begins with an encounter with the evil Wizard, who robs our heroes of all of their booty. The pirates swear revenge and set off on a quest to destroy the Wizard and recover their treasure.
The adventure takes them around the world. The pirates battle the fierce captains and crews of opponent ships. They encounter the soldier guards and the merciless Executioner in the Spanish castle. In the ninja camp they fight the Ninja Master and his followers. On the beach the heroes encounter the dreaded Medusa and a horde of wicked skeletons that rise from the dead.
Finally, the pirates reach the Wizard's Island, where they must again do battle against the shadow figures of the Executioner, the Ninja Master, and the Medusa before they can fight face-to-face with the evil Wizard. If they make it to the throne room and overcome the Wizard, players are rewarded with a room full of treasure.
Players use a joystick and sword button in a combination of defensive and offensive maneuvers to battle the various enemies. Players can learn the lunge and back-slash, two. skilled sword-fighting moves that are the most effective.
In order to increase the long-term appeal of the game, players can select various difficulty levels of easy, medium, and hard to vary their paths through the game. By selecting the longer hard path, players are rewarded with more food, drink, and booty along the way.
- TECHNICAL -
Game ID : 136072
Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 672 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Atari Games made most of these as dedicated cabinets. They also made a conversion kit to retrofit existing games. This kit was most evil, because it was one of the few kits that had a marquee and control panel overlay big enough to fit a "Dragon's Lair" machine (the marquee was even three-fold, just like the Dragon's Lair one). Most of these games were converted within months. Very few original games remain today, and Atari quickly dropped the game from their lineup.
- UPDATES -
REVISION 1 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 11OCT1989 11 :22 :07
REVISION 2 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 16OCT1989 10 :24 :08
REVISION 3 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 24OCT1989 15 :43 :18
REVISION 4 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 03NOV1989 11 :44 :33
REVISION 5 :
* Build date : OS : 29SEP1989 16 :53 :40 / PG : 09NOV1989 17 :36 :00
- TIPS AND TRICKS -
* Stand over the white crossed bones that mark the spot of buried treasure and press the sword button to dig it up. Walk over the treasure to collect it.
* In order to get the highest score, first start the digging, then battle the opponents on each screen. Collect all the treasure before moving on to the next scene.
* The most difficult opponents in each wave (ship captains, Executioner, Ninja Master and Medusa) each protect a special treasure. By destroying these enemies, the players are given the special item that will protect them in the final round on the Wizard's Island. In a two-player game, the two players must duel over these special treasures.
- STAFF -
Staff : Cris Drobny
- PORTS -
* Consoles :
Nintendo NES (1990)
* Computers :
Commodore C64 (1991)
Amstrad CPC (1991)
Atari ST (1991)
Sinclair ZX Spectrum (1991)
$end
$info=skullfng,
$Edit this entry at Arcade-History.com
$bio
Skull Fang (c) 1996 Data East.
- TECHNICAL -
Data East MLC System hardware
Main CPU : ARM (@ 7 Mhz)
Sound Chips : YMZ280B (@ 14 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 4
- TIPS AND TRICKS -
* Special Mode (boss battle only) : on the scroll selection screen, hold UP then press B3(x5), B2(x3).
* Very Hard : on the scroll selection screen, hold Right then press B2(x4), B3, B2, B3, B2(x2).
* Hardest Mode : on the scroll selection screen, hold Left then press B2, B3(x2), B2, B3(x2), B2, B3(x3).
* Thrust : if you select a 'Fighter' type pilot, you can use Thrust by 'code input' during ingame action.
1) Back Thrust : Up, Left or Right, Down + B3 - Back attack.
2) Side Thrust : Right or Left, Down + B3 - Side attack.
3) Air Brake : Down(x2) + B3 - Temporary invincibility.
4) Hi-Ion Shield : Left, Right + B3 or Right, Left + B3 - B.Roll Power-Up.
5) SECRET : Down(x4), Up(x2), Down + B3 - Enabled rolling attack.
- SERIES -
1. Vapor Trail - Hyper Offence Formation (1989)
2. Rohga Armor Force (1991)
3. Skull Fang (1996)
- STAFF -
Project Manager : Koji Jinbo
Project Leader : Minoru Sano
Software Design & Production Support : Wataru Iida, Ichikawa, Masaou Tomosawa
Hardware Design : Masao, Shingo Mitsui
Pixel Art Works : Hiroshi Tamawashi, Seiji Satoh, Yoshinari Kaihou, Tomoyuki Arakawa
Opening Movie Works : Hiroshi Tamawashi
Design Works : Hironori Kobayashi, Hiroshi Koga, Hiroshi Tamawashi
Sound Design : Maro
Character Voice (Arts Vision) : Kan Tokumaru, Nobuyuki Hiyama, Isshin Chiba, Konami Yoshida, Michiko Neya
Character Voice (Data East) : Steve Miller
Market Research & Adviser : Makoto Nagao, Hitoshi Kitazume
Marketing & Promotion : S.P. Ohshima, Tomohiko Ebi, Yasuo Sogajima
Technical Support : Tomoo Adachi, Shinichi Suzuki
Character Voice Support : Arts Vision
English Support : Steve Miller
Planning & Direction : Hironoki Kobayashi
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=skyadvnt,skyadvnu,skyadvnj,
$Edit this entry at Arcade-History.com
$bio
Sky Adventure (c) 1989 Alpha Denshi.
A vertically scrolling shoot-em-up.
- TECHNICAL -
Game ID : SA
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1989.
Licensed to SNK for US manufacture and distribution.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Sky Adventure (1989)
2. Ghost Pilots (1991)
- STAFF -
System programmer : Eizi Fukathu
Main programmer : Hiroyuki Ryu
Programmer : Hideo Kamoda
Hardware : Shinichi Tamura
Designer : Kenichi Sakanishi
Music : Tambourine Yuka
Sound : Hiroaki Simizu
Producer : Akira Usizawa
$end
$info=skyalert,
$Edit this entry at Arcade-History.com
$bio
Sky Alert (c) 10/1992 Metro.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 9.375 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 360 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=skyarmy,
$Edit this entry at Arcade-History.com
$bio
Sky Army (c) 1982 Shoei.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 7
$end
$info=skybase,
$Edit this entry at Arcade-History.com
$bio
Sky Base (c) 1982 Omori Electric.
A very rare shoot-em-up.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 2
$end
$info=skybump,
$Edit this entry at Arcade-History.com
$bio
Sky Bumper (c) 1982 Venture Line.
- TECHNICAL -
Main CPU : TMS9995 (@ 12 Mhz), TMS9980A/TMS9981 (@ 2 Mhz), COP420 (@ 1 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), TMS5220 (@ 640 Khz), DAC (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick (vertical)
Buttons : 2
- SERIES -
1. Looping (1982)
2. Sky Bumper (1982)
$end
$info=skychut,
$Edit this entry at Arcade-History.com
$bio
Sky Chuter (c) 03/1980 Irem.
- TECHNICAL -
Main CPU : M6502 (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=skyfox,
$Edit this entry at Arcade-History.com
$bio
Sky Fox (c) 1987 Jaleco.
A vertically scrolling shoot'em up.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 1.748 Mhz)
Sound Chips : (2x) YM2203 (@ 1.748 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nichibutsu.
This game is known in Japan as "Exerizer".
$end
$info=skykid,skykido,skykidd,
$Edit this entry at Arcade-History.com
$bio
Sky Kid (c) 1985 Namco.
Sky Kid is a 2-D, scrolling shooter type of game. You play as the character Sky Kid. Sky Kid flies around in a bi-plane and is assigned specific targets during the missions. These missions involved bombing specific targets. This would seem easy, however, there are a few obstacles Sky Kid must overcome to get to the target safely. First, the bi-plane is not equipped with the bomb. Sky Kid must pick up the bomb enroute to the target. Second, there are both ground and air units that attempt to keep Sky Kid from accomplishing his mission. Last, Sky Kid may have to navigate through some very inhospitable terrain or navigate around cities in order to get to the target. The targets that Sky Kid must bomb will either be a fortress complex or a ship. As one moves farther up in the missions, it isn't uncommon to have multiple targets in one mission. Perhaps barnstorming would have been a better idea.
- TECHNICAL -
Game ID : SK
Main CPU : M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, LOOP)
- TRIVIA -
Released in December 1985.
After Namco ended its partnerships with both Midway and Atari, they started to release games in the United States. Releases such as "Gaplus", "Galaga 3", and "Dig Dug II" were some games that Namco released. Since the big arcade collapse of the early 80's had claimed quite a few arcade companies, Namco managed to fill the gap. Sky Kid was a game that didn't enjoy great success in the United States. The game, however, did show that Namco was on the right track as far as games they released. Featuring cartoon-like graphics and different types of missions, Sky Kid would form the basis of several other Namco games based on the same type of gameplay. To this day, Namco is either releasing new arcade games or it is releasing old classics for the different gaming systems.
Sky Kid is the first game from Namco to allow play for two players simultaneously.
- SCORING -
Scoring in this game is kind of complicated. You get points for destroying air and ground targets. You then get additional points for how many of these types of targets you destroyed. In addition, you get points based on how much of the target you destroyed.
* Ground Targets :
Truck : 100 points
Tank : 200 points
AA Gun : 100 points
* Sea Targets :
AA Boat : 100 points
Submarine : 100 points
* Air Targets :
Planes : 100 points
Balloon : 100 points
Bomber : 100 points
Bomb : 100 points
* Bomb Hits :
Direct hit, target totally destroyed : 1000 points
Indirect hit, target partially destroyed : 500 points
You will receive a bonus after you land. This bonus depends on how many of each type of the above targets you destroyed. It is listed in the order of :
Ground and Sea Units
Air Units
Mission Target or Targets
For the first two items, the scoring is:
Units Destroyed : 10-19 - 1000 Points
Units Destroyed : 20-29 - 3000 Points
Units Destroyed : 30-39 - 5000 Points
Units Destroyed : 40-49 - 10000 Points
Units Destroyed : 50 and UP - 20000 Points
In regard to targets, bonus points are scored on whether you totally destroy or partially destroy the target or targets.
Partial Destruction : 2000 points
Total Destruction : 10000 points
You will also get 10 points per second that you are in the air.
- TIPS AND TRICKS -
* When you start the game, Sky Kid will be at his airfield in the lower right of the game screen. When the mission starts, you will take off from that airfield. Keep in mind, this is a scrolling game. This means you can go no faster then the left side and no slower then the right side. You can, however, vary your speed in-between by pushing the joystick back and forth. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control.
* Remember the controls on this game are not ''reversed''. This means that this isn't like a normal plane where pushing up causes the plane to dive and pushing down causes the plane to rise. Instead, the directions of the joystick will be the direction of the plane.
* Everything that isn't air is hazardous to Sky Kid's plane. This means don't go flying through the forests, cities, or billboards or you will have one less plane.
* Ground units (except trucks) attack in two manners :
a) The tanks just throw up a wave of bullets toward your plane. They aren't very precise but sometimes the volume is enough to knock your plane out of the sky.
b) The anti-aircraft guns fire what is called a ''proximity'' fuzed shell. These types of shells don't have to directly hit the plane to be lethal. Instead, they explode at a pre-set altitude and throw shrapnel in different directions. If Sky Kid's plane gets caught by any of this shrapnel, the plane is lost.
* The sea units also attack in two manners :
a) The anti-aircraft boats throw the 'proximity' fuzed shell.
b) Submarines throw up a wave of bullets then rapidly submerge.
* Enemy fighters will appear both from in front of and also behind Sky Kid. This basically means that ''hugging'' the left or right side of the screen is a bad thing since a collision is highly probable.
* Enemy fighters also seem to sense when Sky Kid's gunsights are locked on them. The enemy planes will do a loop and end up going in the opposite direction over Sky Kid. Keep this in mind when shooting at them since this could cause a collision.
* Just because Sky Kid's plane has been shot full of holes doesn't mean that all is lost. Once your plane has been shot, rapidly press the loop button and you may recover out of the shoot down. Of course, you need to do this right after you have been shot or it won't work.
* When Sky Kid is performing a loop, enemy units cannot hit him with fire. Of course, the disadvantage is that it puts Sky Kid at a higher altitude and it also may place him right in the way of an enemy air unit.
* During the first few missions, the bomb is relatively easy to get. As the missions progress, however, the bomb gets harder to retrieve. Sometimes it will be in a little spot between two trees or it may be at the bottom of a deep valley. Adjust speed and direction accordingly.
* Before you get to the bomb, a prompt 'GET THE BOMB' will appear on the screen a couple of seconds before the bomb gets into view.
* In order to fully destroy a target, you must plant your bomb right in the middle of it. You will know you have scored a direct hit because the target will explode and then sink.
* Speaking of targets, they are usually heavily defended. Not just by the outside units, but also by the volume of fire they can throw skyward to shoot down your plane.
* When you are approaching your airfield to land, make sure that you aren't in one of your enemy's gunsights. Enemy units sometimes will fire on you until you get on the runway. Nothing like almost getting to the airfield only to get shot down.
* As the missions progress, the distances also get longer. You will know how far you are when the prompt 'HALFWAY POINT' shows up on the screen. If you get shot down before the halfway point, you start from the airfield. If it is after the halfway point, you start from the halfway point.
* If you shoot the dancing girls around the airfield when you are coming in, they turn into pink flowers. Not worth any points but I guess a great way to line up your gunsights.
* If you overshoot the runway, you will run out of fuel and crash. You still, though, get the extra bonuses but you lose a plane in the process.
* Make sure you watch the terrain at all times. Sometimes mountains, billboards, cities, etc. will appear at the worst possible times. Of course, you can also use these to your advantage since enemy air units also get destroyed by these features
- SERIES -
1. Sky Kid (1985)
2. Sky Kid Deluxe (1986)
3. Vs. Super Sky Kid (1986)
- STAFF -
Music by : Junko Ozawa
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Nintendo Game Boy (1997, "Namco Gallery Vol.3")
Sony PlayStation (1998, "Namco Museum Encore") : Japanese release only
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
* Computers :
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=skykiddx,skykiddo,
$Edit this entry at Arcade-History.com
$bio
Sky Kid Deluxe (c) 04/1986 Namco.
- TECHNICAL -
Namco System 86 hardware
Game ID : SK
Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- UPDATES -
Difference between "Sky Kid" and the Sky Kid Deluxe :
* Battle report between each mission.
* New missions (X1-4).
* Snow on missions X1 and X3.
* Many new characters are added.
- SERIES -
1. Sky Kid (1985)
2. Sky Kid Deluxe (1986)
3. Vs. Super Sky Kid (1986)
- STAFF -
Music by : Junko Ozawa
$end
$info=skylancr,skylance,
$Edit this entry at Arcade-History.com
$bio
Sky Lancer (c) 07/1983 Orca.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Esco Trading for manufacture and distribution.
$end
$info=skylncr,
$Edit this entry at Arcade-History.com
$bio
Sky Lancer (c) 1995 Bordun International.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Palette colors : 512
Players : 2
Buttons : 4
$end
$info=skyraid,
$Edit this entry at Arcade-History.com
$bio
Sky Raider (c) 03/1978 Atari.
Sky Raider is a two-dimensional, vertical scrolling game. You get to be the pilot of a bomber whose task is to destroy as many targets as possible in the allotted period of time. Fortunately for the player, it is a target-rich environment and the best part is that there are no defenses to fly through. That means you get to bomb targets at will without fear of any enemy fire. Who could ask for a simpler type of game.
- TECHNICAL -
Game ID : 009709
Main CPU : M6502 (@ 1.008 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 20
Players : 1
Control : stick
Buttons : 7
- TRIVIA -
1978 was a big year in video games. It was the year that Midway managed to secure a license from Taito and get "Space Invaders" brought to the United States. It was already causing a major commotion in Japan and the same happened in the United States. This, unfortunately, meant many other videogames suffered because Space Invaders was literally sucking up everyone's quarters. Atari, though, was starting to become a powerhouse in the video game world. The release of the Atari 2600 home console opened the doors to many possibilities. Atari even translated some of the 2600 games into arcade games. In later years, Atari would take the most successful arcade games and convert them to 2600 games. Atari had also been known for being on the cutting edge where technology was concerned. Sky Raider was no exception. It was the first vertically scrolling game to come out. In addition to a vertically scrolling terrain, the player could also control the 'speed' of their bomber in relation to the landscape.
From the designer : In '78 it seemed Atari was flying high on many successes and Lyle had this idea for a very unusual method of display. Since at the time we could make just about anything and they'd sell at least 100's of them, I believe the company thought we could experiment with some things. I must admit, even though the game itself ended up being rather trivial, the process of developing this unique hardware was very interesting to me.
Lyle, Steve Bristow and I got a patent issued to us for this game display (patent #4,169,272 issued 9/25/79).
It was _very_ difficult for an artist to design and sketch a playfield for this game. Lyle, being an excellent artist in his own right, did most, if not all, of that himself and even he had a terrible time with it. I remember these huge sheets of vellum graph paper with each row filled by pencils of varying shades of grey. The hardware allowed for 16 3 bit pixels per horizontal line but each pixel could be from 1 to 32 horizontal clocks wide. He managed to make a 2048 line playfield into a scroll map so line 2047 meshed perfectly with line 0 resulting in a seamless scroll. Then we (well, ok, it was I) had to transcribe those 2048 lines of streaks of grey, manually counting all the horizontal clocks, off the vellum and get them put into a 2Kx8 PROM. Yikes. It should be readily apparent why we only used this display on one game.
A Sky Raider unit appears in the ZZ Top music video 'Legs'.
- SCORING -
Enemy point values are :
Tower : 350 points.
Bridge : 450 points.
City : 450 points.
Oil Refinery : 450 points.
Enemy Plane : 800 points.
Scores for extended play depend on allotted length of time set up for the game. Game lengths can be set at 60, 80, 100, or 120 seconds. Obviously, the higher the game length, the higher your score needs to be to win an extended play. Extended play is half the length of the normal game length the machine is set up to be. So the extended plays will be 30, 40, 50, or 60 seconds.
Scores needed for extended play (according to the length of the game) are :
60 seconds : 22,000 points.
80 seconds : 29,000 points.
100 seconds : 36,000 points.
120 seconds : 43,000 points.
- TIPS AND TRICKS -
You start the game at the bottom of the screen. Your main mission is to accumulate as many points in the time allotted. This means you will have to plan ahead and keep a mental note of where your targets are at all times.
* Obviously, the name of the game is getting points. This means you will have to be pretty darn precise in your ability to bomb. That means you will have to learn how to speed up and slow down with precision.
* Once you release your bombs on a target, don't dawdle over that target. You should be setting yourself up to take out the next target. This may mean some radical maneuvering and speed control to get to it.
* Keep in mind that you will not be attacked by any enemy units. This means you can put your full concentration into making sure your bombs hit their targets.
* Speaking of targets, if you are forced to decide between two targets, use this priority system to determine which ones to hit :
1) Go after the target that gives you the greatest point value. If they are of equal value, take your pick.
2) Go after a target that is clustered around other targets. That way, you get more 'bang for your buck'.
* Hit targets that make it easier to get to another target without wasting any time.
* You can only have one bomb on the screen at a time. Since you can fire bombs relatively fast, this shouldn't create too much of a problem.
* Always watch the top of the screen for the next target or targets to appear. Targets appear at random so you will need to be prepared as to where said targets will be. In addition to ground targets, the enemy plane could also appear although it comes out less frequently.
* Your ultimate goal, as far as targets are concerned, is to be sure to get the enemy plane every time since it is worth the most points.
* No free men are awarded or needed since nothing shoots back at your bomber.
This game is strictly time based.
- STAFF -
Concept/Idea by : Lyle Rains
Designed and programmed by : Dave Shepperd
Design and programming assistant : Rich Patak
- SOURCES -
F.A.Q. by Kevin Butler AKA War Doc
$end
$info=skyraidr,
$Edit this entry at Arcade-History.com
$bio
Sky Raiders (c) 1980.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "UniWar S".
$end
$info=skyrobo,
$Edit this entry at Arcade-History.com
$bio
Sky Robo (c) 1989 Nichibutsu.
- TECHNICAL -
Main CPU : 68000, Z80
Sound Chips : YM3812, (2x) DAC
Palette colors : 2048
Players : 2
Buttons : 3
$end
$info=skyshark,
$Edit this entry at Arcade-History.com
$bio
Sky Shark (c) 1987 Toaplan.
A vertically scrolling shooter.
- TECHNICAL -
Game ID : TP-007
Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.88 Hz
Palette Colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1987.
Licensed to Taito (Prom Stickers : B02).
Licensed to Romstar for US distribution (March 1987).
This game is known outside US as "Flying Shark" and in Japan as "Hishou Zame".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M Taito 2 - D28B0008) on 21/11/1988.
- SERIES -
1. Sky Shark (1987)
2. Fighting Hawk (1988)
3. Fire Shark! (1990)
- STAFF -
Music and sound created by : Tatsuya Uemura
- PORTS -
* Consoles :
Nintendo Famicom (1988)
$end
$info=skyskipr,
$Edit this entry at Arcade-History.com
$bio
Sky Skipper (c) 1981 Nintendo.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 448 pixels
Screen refresh : 60.00 Hz
Palette colors : 288
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=skysmash,
$Edit this entry at Arcade-History.com
$bio
Sky Smasher (c) 1990 Nihon System.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=skysoldr,
$Edit this entry at Arcade-History.com
$bio
Sky Soldiers (c) 09/1988 SNK.
- TECHNICAL -
Game ID : Alpha-68K96II 'SS'
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to SNK for US manufacture and to Romstar for US distribution.
$end
$info=skytargt,
$Edit this entry at Arcade-History.com
$bio
Sky Target (c) 1995 Sega.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Sky Target serves 300,000 polygons per second.
- SERIES -
1. After Burner [Upright model] (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=skywolf,skywolf2,
$Edit this entry at Arcade-History.com
$bio
Sky Wolf (c) 1987 K&G Games.
A horizontally scrolling shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Airwolf".
$end
$info=skydiver,
$Edit this entry at Arcade-History.com
$bio
Skydiver (c) 06/1978 Atari.
This is quite a fun game, where you score points for landing on an ever decreasing patch of 'good' land. Why 'good'? As you descend without opening your parachute your landing point becomes smaller, but the points become higher, just don't leave pulling the ripcord too late because the Newtonian laws concerning gravity is working against you. Each time you successfully land the plane goes lower.
- TECHNICAL -
Game ID : 009787
Main CPU : M6800 (@ 750 Khz)
Sound Chips : Discrete (@ 750 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 3
Players : 2
Control : 2-way joystick
Buttons : 6
- TRIVIA -
The designer of this game was a pinball fan, so this is the first video game to have a pinball feature. The lamps behind the marquee for SKYDIVER are software controllable. When you start the game, the letters flash one at a time. When you jump, the lamps stop on whatever letter is on, and if you land successfully, you 'earn' that letter below your score. Spell out Skydiver, and, depending on the options settings, you could earn a free life, a free game, or bonus points.
- STAFF -
Designed and programmed by : Owen Rubin
- PORTS -
* Consoles :
Atari 2600 (1978)
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
* Others :
Atari Flashback Classic Game Console (2005)
$end
$info=slmdunkj,
$Edit this entry at Arcade-History.com
$bio
Slam Dunk - B-Ball Show Time (c) 10/1993 Konami.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 10 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Run and Gun - B-Ball Show Time".
King Records released a limited-edition soundtrack album for this game (Konami Amusement Sound '94 Spring - KICA-7631, 7632) on 23/02/1994.
- SERIES -
1. Slam Dunk - B-Ball Show Time (1993)
2. Slam Dunk 2 (1996)
- STAFF -
Prince of art : Champion Lover X
Art director : Strawberry
Takarazuka art : By Acky 2
Technical instructor : Snack Z
Crazy art : Screamin' Neo Monky
Artwork : Ricky
Sound producer : M. Izu
Music composer : E.G.A.
Sound programmer : Kingorou
Hardware : Meijiro Keisuke, Circo Hideo, Nambashot Tom, Golden Kawapy
The Sacrifice : Hirotaka
Program and data : Aki. T
Producer and director : Dr. Lee
$end
$info=slamdnk2,
$Edit this entry at Arcade-History.com
$bio
Slam Dunk 2 (c) 1996 Konami.
- TECHNICAL -
Konami GX hardware
Game ID : GX505
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Run and Gun 2".
- SERIES -
1. Slam Dunk - B-Ball Show Time (1993)
2. Slam Dunk 2 (1996)
$end
$info=slapfigh,slapbtuk,slapbtjp,slapfgtr,slapfiga,
$Edit this entry at Arcade-History.com
$bio
Slap Fight (c) 12/1986 Toaplan.
A vertically scrolling shoot'em up.
- TECHNICAL -
Prom Stickers : A76
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, ACTIVATE)
- TRIVIA -
Licensed to Taito for manufacture and distribution.
This game is known in US as "Alcon".
Due to no obvious cause, a white "Space Invader" sometimes flies across the screen when you are approximately 60% through the game.
- UPDATES -
The English bootleg just says 'England' instead of the copyright message before the title screen.
- TIPS AND TRICKS -
* Super Power-Up : Start a game, don't score any points and get killed as soon as possible. You restart with 1000 points, all power-ups & weapons.
* Extra Super Power-Up : Start a game, don't score any points and survive until you've passed the first pond/fountain, which appears on the left hand side of screen. You restart with 180,000 points, all power-ups & weapons and are advanced much further in the game.
* Helicopter : Start a game, get killed TWICE as soon as possible. You restart with a helicopter sitting on the first left hand side ledge which you can shoot for 170 points.
- STAFF -
Sound composer : Masahiro Yuge
- PORTS -
* Consoles :
Sega Mega Drive (1993)
* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1987)
Thomson TO8 (1987)
Atari ST
Thomson M05
$end
$info=slapshot,
$Edit this entry at Arcade-History.com
$bio
Slap Shot (c) 1994 Taito.
An air-hockey type game from Taito. Hit the puck into your opponent's goal to win. You can also use a special shot for a better chance of scoring.
- TECHNICAL -
Game ID : D71
Main CPU : 68000 (@ 14.346 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Programmers : M. Tamano, T. Ikeda
Graphic designers : K. Suzuki, Mis, Ken, Y. Takeda, Showji
Sound : H. Kudoh
Planner : A. Ue-Pi
$end
$info=slasho,
$Edit this entry at Arcade-History.com
$bio
Slash Out (c) 2000 Sega.
- TECHNICAL -
Sega Naomi hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- SERIES -
1. Spikeout - Digital Battle Online (1998)
2. Slash Out (2000)
$end
$info=slikshot,sliksh16,sliksh17,
$Edit this entry at Arcade-History.com
$bio
Slick Shot (c) 1990 Grand Products / Incredible Technologies.
- TECHNICAL -
The cabinet featured a cut down pool table slate, with cloth. The player had to use a real miniature pool cue to hit a ball along the table, in line with the shot to be played. IR (infra-red) technology tracked the movement of the ball, and translated this to the screen. Other games using this system include "Super Strike Bowling", and "Dyno Bop".
Main CPU : (2x) M6809 (@ 2 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : Trackball
Buttons : 3
- TRIVIA -
Released in April 1990.
A Slick Shot machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Revision 1 :
* Software version : 1.6.
Revision 2 :
* Software version : 1.7.
Revision 3 :
* Software version : 2.2.
* Removed 'Call Pocket Level', 'Call Both Level', 'Three Player Games' and 'Four Player Games' of the Game Stats in the operator menu.
* Added 'One Player 8 Ball' and 'Two Player 8 Ball' on the Game Stats in the operator menu.
* Removed 'Shot Time', 'Star Game Time', 'Call Pocket Score' and 'Call Both Score' of the Game Setting in the operator menu.
* Added '8-Ball Game Time', '8-Ball Call Pocket' and 'Slick Shot Time' on the Game Setting in the operator menu.
* 'Call Pocket Score' of the Game Setting is set to 500 instead of 100.
- STAFF -
Concept : David Marofske
Sensor designers : Dan Dooley, Randy Tiller, George Gomez
Mechanical designers : John Kubik, Helmuts Eichenfelds
Programmer : Pierre Maloka
Graphics designers : Tim Skelly, Rosendo Toro
Sound and music : David Thiel
$end
$info=slipstrm,slipstrh,
$Edit this entry at Arcade-History.com
$bio
Slipstream (c) 1995 Capcom.
Slipstream is a sprite-based Formula One racing game featuring 4 different tracks; Germany, Japan, Australia the obligatory Monaco.
The player can chose to race in any one of 8 different F-1 racing cars, with each offering different levels of handling, acceleration, speed and grip. The game also offers 3 different play options; Time Trial (raced over a single course), World Championship (raced over all four courses) and Time Trial (also raced over all 4 courses).
Each car has a basic high and low gear. Also, as the player races the course, a 'Turbo' meter builds up. The Turbo will kick ocassionaly kick in and give the player's car a temporary speed boost.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
Slipstream is one of the rarest Capcom arcade games around, due to the fact that only 150 units were ever made. Capcom released the game as a prototype in 1995. It didn't sell well and as a result never made it beyond the prototype stage.
The reasons for its lack of success was obvious; it was dated before it was even released. Its adequate but unremarkable use of sprite-scaling, as well as its basic gameplay mechanic, were more suited to the arcade scene of the late eighties than the mid nineties, and had it been released five or 6 years earlier, the story may well have been different. To put its shortcomings into perspective, Namco's superb 'Ridge Racer' had been released 2 years earlier, and by 1995, racing games and the technology they were utilizing far outstripped Capcom's meagre offering.
Capcom decided to license the System 32 hardware from Sega for this game. This is the only known non-Sega game to use this hardware.
$end
$info=slither,slithera,
$Edit this entry at Arcade-History.com
$bio
Slither (c) 1982 Century II.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 1.33125 Mhz)
Sound Chips : (2x) SN76496 (@ 1.33125 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : trackball
Buttons : 2
- PORTS -
* Consoles :
Colecovision (1983)
$end
$info=sliver,
$Edit this entry at Arcade-History.com
$bio
Sliver (c) 1996 Hollow.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), I8051 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
$end
$info=slotsnl,sltblgpo,sltblgp1,sltblgtk,
$Edit this entry at Arcade-History.com
$bio
Slots (c) 1995 BFM / ELAM.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 300 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
Buttons : 4
- TRIVIA -
You could find these machines in almost any bar in Belgium around the year 2000. After a year or 2 these were banned in the entire country. After that you could still find a machine here and there, but they would no longer give cash prizes.
$end
$info=slyspy,slyspy2,
$Edit this entry at Arcade-History.com
$bio
Sly Spy (c) 1989 Data East.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.41 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)
- TRIVIA -
Released in July 1989.
This game is known outside US as "Secret Agent".
In this Data East 'James Bond' Game (without the License) you can see a lot of publicity for other Data East games like Bad Dudes, Karnov and Chelnov.
A Sly Spy unit appears in the 1990 movie 'Robocop 2'.
- STAFF -
Game planner : Makoto Kikuchi
Programmers : Hinsyuku Man, Tac.H, Umanosuke
Designers : Dot Man, Kim, Malukin, Sin, Kanamori, Jun, Ferrari Adachi, Magurin Warrior
Musicians : Azusa Hara (AZUSA), Hiroaki Yoshida (MARO)
Hardwares : Kazuhiro Takayama, P! Fujimoto, Osapan
Special Thanks To : Joe Kaminkow
- PORTS -
* Computers :
Amstrad CPC (1990)
Sinclair ZX Spectrum (1990)
Atari ST (1990)
Commodore Amiga (1990)
Commodore C64
$end
$info=smashtv,smashtv4,smashtv5,smashtv6,
$Edit this entry at Arcade-History.com
$bio
Smash T.V. (c) 1990 Williams.
The year is 1999. Television has adapted to the more violent nature of man. The most popular form of television remains the game show. One show in particular has dominated the ratings. That show is SMASH TV.The most violent game show of all time. Two lucky contestants compete for cash and prizes. Each contestant is armed with an assortment of powerful weapons and sent into a closed arena. The action takes place in front of a studio audience and is broadcast live via satellite around the world. Be prepared. The future is now. You are the next lucky contestant!
Smash TV Game Rules :
1. Move with LEFT joystick to avoid enemies and gather prizes (cash and game show gifts).
2. Fire weapons with RIGHT joystick and collect power-up icons for increased firepower.
3. Advance to next game arena when enemies are gone.
- TECHNICAL -
The first series of cabinet was released with 19-inch monitors while the more common second series was fitted with 25-inch monitors.
Williams Y Unit hardware
Main CPU : TMS34010
Sound CPU : M6809
Sound Chips : YM2151, DAC), HC55516
Screen orientation : Horizontal
Video resolution : 410 x 256 pixels
Screen refresh : 53.20 Hz
Palette colors : 4096
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Released in June 1990.
A superb sequel to 1982's legendary single screen shoot-em-up, "Robotron - 2084". The Classic Robotron game-play is enhanced further with the addition of power-ups and imaginative and challenging end-of-level bosses. The two-player game introduced a very high level of competitiveness as both players try to beat each other to the power-ups, prizes and keys.
The game seems to be based, at least in part, on the sci-fi action movie, 'The Running Man', starring Arnold Schwarzenegger. This movie itself was based on a book of the same name by Stephen King (under the pseudonym 'Richard Bachman').
One of Smash TV's more memorable elements was the game show host; at random intervals, a garishly suited, grinning host would pop up and enthusiastically announce such memorable sound-bites as, 'Total carnage! I love it!', 'I'll buy that for a dollar!' (taken from the 1987 movie Robocop), 'I love it!', 'Big money! Big prizes! I love it!'.
A Smash T.V. sequel was planned, but the project never got past the planning stage and nothing more was heard of it. While Smash TV has yet to see a fully-fledged sequel, it WAS followed by a semi-sequel in the form of 'Total Carnage'; a military-themed scrolling shoot-em-up which was housed in a cabinet very similar to that of Smash T.V.s and shared the same dual joystick controls. Upon completion of Total Carnage's incredibly difficult first level, a message screen appeared stating that "all Smash T.V. players should quit and flee from this machine" before Total Carnage's already high difficulty level increased further. A solid follow-up to an already challenging game.
On the 2005 video game "Grand Theft Auto - Liberty City Stories", there is a side-mission called 'Slash TV', which parodies this game, where the player's character is surrounded by enemies, and is awarded cash for eliminating waves of them. The camera angle changes from the game's traditional third-person to a slightly angled overhead view so it looks like the original.
- UPDATES -
Revision 1 :
* Software version 4.00.
Revision 2 :
* Software version 5.00.
* Added the 'Reset secret warp' (see 'Tips And Tricks' section for more info).
* Reduced difficulty (Factory setting : 3 (easy) instead of 5 (medium)).
Revision 3 :
* Software version 6.00.
Revision 4 :
* Software version 8.00.
* Added the famous 'Pleasure Dome'.
* Changed some 'in-game texts'.
- TIPS AND TRICKS -
* Secret Warp (Works on 5.00 and Up) : when you start a game of Smash T.V. on the first level, reset the machine, it'll take you to the 'Secret Warp 3' and take you to the third boss stages.
* Difficulty : the game is known to adjust its difficulty by the daily high score list. If the high scores are too high, making the game too hard, just reset the machine :).
* Don't try to conserve ammo. Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (especially in the latter stages). The pattern of moves you should follow at the end of each board to reach the easiest boards is :
Level 1 : right, up; and then you have no choices.
Level 2 : up, right; and then again, no choices.
Level 3 : right, right, down; and then you have no choices.
* When playing with 2 people, if one player finishes the level near an exit, the other will 'walk through the wall' to the next room. Can be useful on some levels.
- STAFF -
Music : Brian Schmidt (BLS)
Sounds : Jon Hey (HEY)
Staff : Mark Turmell (MJT), John Tobias (JON), Tim Coman (TIM), Eugene Jarvis (DRJ), Todd Allen, George N. Petro, Larry DeMar, Jack E. Haeger, Cary Mednick, Glen Shipp (GWS), Al Lasko, Sheridan Oursler, Ray Gay, Mark Loffredo, Ray Czajka (RAY), Greg Freres, Jim Nichols, Tim Elliott (TJE), Rob Ashworth
- PORTS -
* Consoles :
Nintendo Famicom (1991)
Nintendo Super Famicom (1991, "Super Smash T.V.")
Sega Game Gear (1992)
Sega Master System (1992)
Sega Mega Drive (1992)
Sony PlayStation (2000, "Arcade Party Pak")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
LCD handheld game (1991) : released by Acclaim.
$end
$info=snakjack,
$Edit this entry at Arcade-History.com
$bio
Snacks'n Jaxson (c) 1984 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : trackball
Buttons : 1 (SNEEZE)
- STAFF -
Designer and programmer : Dave Ross
Designer and graphic designer : Bil Maher
Sounds and music : Gary Levenberg
$end
$info=snakepit,
$Edit this entry at Arcade-History.com
$bio
Snake Pit (c) 1984 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : trackball
Buttons : 1
- STAFF -
Program designer : Lee Actor
Graphics designer : Mark McPhee
Sound designer : Gary Levenberg
With support from : Howard Delman, Ed Rotberg
$end
$info=snapjack,
$Edit this entry at Arcade-History.com
$bio
Snap Jack (c) 05/1982 Universal.
Guide a dot-munching, long-jumping, leg-stretching character through right-to-left scrolling scenes of hills and tunnels. Avoid squid-type-things, giant fish, and the kettles and boots on the overhead conveyor. This game is a cross between "Pac-Man" and "Scramble".
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Computers :
Commodore C64 (1984, "Wheelin' Wallie")
$end
$info=snapper,
$Edit this entry at Arcade-History.com
$bio
Snapper (c) 1990 Philko.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 1
Control : 8-way Joystick
Buttons : 3
$end
$info=svcplus,svcplusa,
$Edit this entry at Arcade-History.com
$bio
SNK vs Capcom - SvC Chaos Plus (c) 2003 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This hack of "SNK Vs. Capcom - SVC Chaos" enables all mid-bosses for selection without having to input the codes to select them.
$end
$info=svcsplus,
$Edit this entry at Arcade-History.com
$bio
SNK vs Capcom - SvC Chaos Super Plus (c) 2003 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This hack of "SNK Vs. Capcom - SVC Chaos" enables all mid-bosses and final bosses for selection without having to input the codes to select them. Note : the Final-Bosses (Shin Akuma, Serious Mr. Karate, Athena, and Red Areemer) were not able to be played in the standard version of this game and no codes could be entered to select them, so this hack gives the player a chance to play as them.
$end
$info=svc,svcpcb,svcboot,svcpcba,
$Edit this entry at Arcade-History.com
$bio
SNK Vs. Capcom - SVC Chaos (c) 07/2003 SNK Playmore.
A one-on-one fighting game - the collaboration between Capcom and SNK - pits seventeen well-known SNK combatants against seventeen of Capcom's most famous game characters.
'SVC Chaos' primarily utilizes the command system of the "King of Fighters" series, incorporating light/strong kicks, punches, cancels and charging attacks. Unlike its predecessor, however, "Capcom vs. SNK 2", SvC features no air guards and lacks a 'groove system', instead focusing on quicker game play and online competition.
Each character is equipped with a basic three-bar system for executing 'Exceeds' (special attacks), with basic filling options attributed to strikes and damage. Additionally, the sprites from the various series received new models and some special effects were changed in the command lists (For example, the player can no longer increase the damage of the 'Zujou Sashi' used by Choi Bounge by tapping the buttons).
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0269
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak punch [B] Weak kick [C] Strong punch [D] Strong kick
- TRIVIA -
Here are the 17 SNK characters (plus Evil Mr Karate) and their first appearance in video games :
Athena Asamiya - "Athena"
Choi Bounge - "The King of Fighters '94"
Earthquake - "Samurai Shodown" ("Samurai Spirits" in Japan)
Iori Yagami - "The King of Fighters '95"
Kasumi Todoh - "Art of Fighting 3 - The Path of the Warrior" ("Ryuuko no Ken Gaiden" in Japan)
Kim Kaphwan - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Kyo Kusanagi - "The King of Fighters '94"
Geese Howard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
Genjyuro Kibagami - "Samurai Shodown II" ("Samurai Spirits II" in Japan)
Goenitz - "The King of Fighters '96"
Mai Shiranui - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Mars People - "Metal Slug - Super Vehicle-001"
Mr Karate - "Art of Fighting 2" ("Ryuuko no Ken 2" in Japan) as Takuma Takazaki
Orochi Iori - "The King of Fighters '97"
Ryo Sakazaki - "Art of Fighting" ("Ryuuko no Ken" in Japan)
Shiki - "Samurai Shodown 64" ("Samurai Spirits 64" in Japan)
Terry Bogard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
There are also 17 Capcom characters (plus Shin Akuma) and here are their first apperance :
Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan)
Balrog (M. Bison in Japan) - "Street Fighter II - The World Warrior"
Chun-Li - "Street Fighter II - The World Warrior"
Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" ("Street Fighter Zero" in Japan)
Demitri - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan)
Dhalsim - "Street Fighter II - The World Warrior"
Guile - "Street Fighter II - The World Warrior"
Hugo - "Final Fight"
Ken Masters - "Street Fighter"
M. Bison (Vega in Japan) - "Street Fighter II - The World Warrior"
Red Arremer - "Ghouls'n Ghosts"
Ryu - "Street Fighter"
Sagat - "Street Fighter II - The World Warrior"
Tessa - "Red Earth" ("Warzard" in Japan)
Vega (Balrog in Japan) - "Street Fighter II - The World Warrior"
Violent Ken - "Street Fighter Alpha 3" ("Street Fighter Zero 3" in Japan)
Zero - "Mega Man X" ("Rockman X" in Japan)
The super bar is called the 'Groove Power Gauge'; a reference to "Capcom Vs. SNK 2 - Mark of the Millenium 2001".
Bao (from the King of Fighters series) makes a cameo in a few of Hugo's pre-battle and win poses.
The Athena that features in SVC Chaos is the original Athena character design that featured in the character's debut platform game, "Athena", instead of the usual Asimaya Athena that appears in virtually every other SNK game. Notably, a lot of her moves are now very different, and she wears noticeably less clothes due to the fact Athena loses her dress during Athena's intro. Athena's fighting moves are inspired by the manga/anime 'Saint Seiya'.
The 'Sennou Ken' character is based on the psycho-controlled Ken in the SF animated movie. A lot of Mars People's moves are references to numerous UFO-based staples; Independence is a reference to the movie 'Independence Day', for example.
The 'Dan Hibiki' character is once again used as a vehicle for numerous genre parodies. If you perform his super-taunt he parodies Joe Higashi and Yuri Sakazaki's taunts. Also, two of his new moves are parodies of the Kyokugen moves. In the first of these moves, Dan attempts to do one of the larger fireballs performed in one Ryo's desperation move, but it has the same range as his regular fireball. On the second move, Dan attempts to perform his own powerful punch similar to Ryo's Exceed move, but after the move charges and connects Dan grabs his arm in pain and then pretends it was nothing.
While using Demitri, if you perform Midnight Bliss on Orochi Iori, Iori will turn into Miss X (from SNK Gal Fighters on the Neo Geo Pocket) as he's choking him.
Suleputer released a limited-edition soundtrack album for this game on 11/2003.
Some well-known hacks of the game include :
"SNK vs Capcom - SvC Chaos Plus".
"SNK vs Capcom - SvC Chaos Super Plus".
- TIPS AND TRICKS -
* Random Select : On the character select screen, hold Start to activate a roulette-like feature.
* Play as Geese : Hold Start and press Left(x3), Down, Left, Up, Right, Up, then press a button to select.
* Play as Dan : Hold Start and press Down, Left(x7), then press a button to select.
* Play as Goenitz : Hold Start and press Down(x3), Right, Down, Left(x3), then press a button to select.
* Play as Demitri : Hold Start and press Right(x3), Left, Up, Right, Down, Up, then press a button to select.
* Play as Mars People : Hold Start and press Up, Down, Right(x3), Up, Down, Left(x2), Down, then press a button to select.
* Play as Zero : Hold Start and press Up, Right(x2), Left(x2), Down, Up(x3), Right, then press a button to select.
* Play as Orochi Iori : Hold Start and press Up(x3), Down, Left, Right, Down, Left, then press a button to select.
* Play as Violent Ken : Hold Start and press Up(x2), Down, Left(x2), Right, Left, Up, then press a button to select.
* Fight against Red Arremer :
1) Finish 5 rounds with supers/specials.
2) Do not lose any rounds.
3) Finish off at least one character with block damage.
If done correctly, your character will be transported to Hell after the fight with Shin Akuma/Shin Mr. Karate, where he/she will have to fight Red Arremer. Note : Some people (like Dan and Demitri) have alternate endings for fighting and winning in Hell.
* Fight either Mars People or Zero : Don't lose any rounds, Don't win any rounds by "Time Out", win 3 rounds by using an Exceed Move.
* Fight Geese Howard or Demitri Maximoff : Don't lose any rounds, Don't win any rounds by "Time Out", win 1 round by using an Exceed Move.
*Fight Goenitz or Dan Hibiki : Fail to meet either of the above requirements.
Also your opponent on Stage 6 determines who you will fight in Stages 7 and 8.
* Fight Orochi Iori (Stage 7) and Serious Mr. Karate (Stage 8) : Stage 6 opponent is a Capcom character.
* Fight Violent Ken (Stage 7) and Shin Akuma (Stage 8) : Stage 6 opponent is an SNK character.
* Fight Athena : Don't lose any rounds during Stages 1 through 7, Don't win any rounds by block damage.
* Mid-Bosses : your performance in Stages 1 through 3 affects who you will fight in Stage 4.
* Final Bosses : your performance in Stages 1 through 7 affects if you'll fight either Athena or Red Arremer (in Stage 9) after beating Stage 8 (Shin Akuma or Serious Mr. Karate). Your performance in Stage 8 will not affect any of these conditions.
* See character's true/good ending : Defeat Athena or Red Arremer in Stage 9. If you lose to Athena or Red Arremer then you cannot continue. Many characters (such as Dan and Demitri) have different endings for beating either Athena or Red Arremer.
* CPU Character Patterns : before you start the game the CPU randomly picks one of the predetermined patterns of opponents. This affects stages 1 through 3 and 5 & 6. Stage 4 is the predetermined mid-boss. Here are the predetermined pattern of fighters.
Pattern 1 : Kim, Dhalsim, Mai, Bison, Kyo
Pattern 2 : Vega, Earthquake, Chun-Li, Choi, Ryo
Pattern 3 : Shiki, Balrog, Kasumi, Sagat, Iori
Pattern 4 : Guile, Genjyuro, Tessa, Kim, Ken
Pattern 5 : Tessa, Sagat, Mr. Karate, Chun-Li, Ryo
Pattern 6 : Chun-Li, Kasumi, Hugo, Mr. Karate, Guile
Pattern 7 : Mr. Karate, Hugo, Shiki, Dhalsim, Terry
Pattern 8 : Choi, Mai, Vega, Genjyuro, Akuma
Pattern 9 : Kasumi, Chun-Li, Shiki, Tessa, Mai
Pattern 10 : Earthquake, Vega, Akuma, Ken, Ryu
Pattern 11 : Dhalsim, Hugo, Kyo, Balrog, Iori
Pattern 12 : Iori, Guile, Bison, Kim, Ken
Pattern 13 : Ryu, Balrog, Kim, Sagat, Ryo
Pattern 14 : Terry, Choi, Earthquake, Genjyuro, Guile
Pattern 15 : Kyo, Ken, Ryo, Ryu, Terry
Pattern 16 : Balrog, Vega, Sagat, Bison, Akuma
So let's say the CPU randomly chooses Pattern 16 (which interesting enough follows the boss pattern of Street Fighter II plus Akuma), you would fight Balrog, Vega, and Sagat in stages 1 through 3, fight the mid-boss in stage 4, fight Bison and Akuma in stages 5 through 6, and then fight Orochi Iori and Serious Mr. Karate in stages 7 through 8 (since the stage 6 opponent was a Capcom character).
- SERIES -
1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color)
2. Capcom Vs. SNK - Millennium Fight 2000 (2000)
3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2000)
4. Capcom Vs. SNK 2 - Mark of the Millennium 2001 (2001)
5. SNK Vs. Capcom - SVC Chaos (2003)
- STAFF -
Executive producer : Eikichi Kawasaki
Producer : Toshi Kita MA2
Programmers : Leather, Narutaki, Cyber Kondo, M. Yusuke, Bok Mannami, Teruki's Dad
Main Visual : Cube
Demo designers : Ogura, Asuka, Norisato
Planners : Sayuri San, M. Ruyun, Big Front, T. Mieno, Tarukko, Amachan, Godzio, Bea
Music & Sound designers : Tate Norio, Masahiko Hataya, Yasumasa Yamada
Bug Checkers : Hanamichi, Iwao Futatsu, Yuta Lix Sawad (as lix), Minaru, K. Asakura, Gau, Masaru, K.K
Illustrator : Falcoon
Special assist : K-Natsui (Nuts), Akito K.
Voice announcements : Nobuyuki Hiyama
* Front Designers :
Mai, Ryu, Chun-li, Akuma: C.A.C. Yamasaki
Balrog, Vega : Nagasima
Ryo, Mr. Karate, Guile, M. Bison : Kamada
Kim, Choi, Dhalsim, Hugo : Taku & Takukko
Earthquake, Akuma, Sagat : Type_R. Satoshi
Terry, Kasumi, Tessa : Mae
Kyo, Iori, Shiki : Sakaori
Chun-li : Atsuko
Genjyuro : Ryoko Tanaka
Genjyuro : Masurao_H. Macoto
Mr. Karate, M. Bison : Tamaguchi Ritsu (as Yamaguchiritsu)
* Back Designers :
Sanctuary, SF, Middle Boss, Boss : K
Factory, Railway : Y. Hirakawa
Chapel, Forest : Pusuke
* Voice Actors :
Kyo : Masahiro Nonaka
Ryu : Toshiyuki Morikawa
Iori, Orochi Iori : Kunihiko Yasui
Ken, Violent Ken, Choi : Monster Maetsuka
Ryo, Earthquake : Masaki Usui
Chun-Li : Jitukawa Mari
Terry, Kim : Satoshi Hashimoto
Guile : Nishikawa Takenosuke
Mai : Akoya Sogi
Dhalsim : Eiji Yano
Kasumi : Masae Yumi
Mr. Karate : Eiji Tsuda
Balrog : Sounosuke Nagashiro
Vega, Red Arremer : Narikinya Kiyotomi
Genjyuro, Geese Howard : Kong Kuwata
Sagat : Kouji Suizu
Goenitz : Minami Yoshinori
Akuma, Shin Akuma : Tomomichi Nishimura
Athena : Ito Nozoe
Hugo : Takagi Wataru
Tessa : Sakura Kie
Zero : Kazama Yuto
Dan : Hosoi Osamu
- PORTS -
* Consoles :
Sony PlayStation 2 (2003)
Microsoft XBOX (2004)
$end
$info=snookr10,
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Snooker 10 (c) 1998 Sandiy.
- TECHNICAL -
Main CPU : M65SC02 (@ 2 Mhz)
Palette colors : 512
$end
$info=snowboar,snowbalt,
$Edit this entry at Arcade-History.com
$bio
Snow Board Championship (c) 1996 Gaelco.
A snowboarding game.
- TECHNICAL -
Gaelco GG-1v hardware
Game ID : 960419/1
Main CPU : 68000 (@ 15 Mhz)
Sound Chips : GAELCO (@ 15 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 59.10 Hz
Palette colors : 65520
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=snowbros,snowbroj,snowbroa,snowbrob,snowbroc,
$Edit this entry at Arcade-History.com
$bio
Snow Bros. - Nick & Tom (c) 04/1990 Toaplan.
One or two players take on the roles of snowmen Nick and Tom as they battle a variety of monsters over fifty platform-based, single screen levels. The snowmen must throw snowballs at the enemies, eventually encasing them completely in snow. The encased enemies must them be kicked in order to destroy them. This is achieved by standing next to the snowball and pressing the "kick out" button, which sends the giant snowball flying around the screen, killing any enemies that lay in its path. During every 10th level, the players must face and defeat an end-of-level boss.
A number of power-ups are available, in the form of coloured potions. The power-ups are as follows :
* Yellow = Long shot
* Red = Speed up
* Blue = Bigger snowballs (encases monsters quicker)
* Green = Inflates the players like a balloon and lets them fly around the screen, killing any monsters they touch.
- TECHNICAL -
Game ID : MIN16-02
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Like Taito's "Liquid Kids", Snow Bros. was licensed to Manchester's Ocean Software for conversion to both the Atari ST and the Commodore Amiga home computers but, again like "Liquid Kids", Ocean decided that the game wouldn't perform well at retail and the game was cancelled. It's not known how far into production Snow Bros was before cancellation, although several work-in-progress screenshots were published in the games magazines of the time.
This game was released as a conversion kit only (often factory installed in a generic cabinet), so any such machine could be converted into a proper Snow Bros. machine. This title is JAMMA compatible (the circuit board for it is one of the smallest ever made, it is barely larger than a Nintendo Famicom cartridge). The marquee for this title shows a ''Snow Bros.'' logo, with two snowmen, and a couple of cartoon enemies in the background - in keeping with the game's ''cute'' theme.
Licensed to Romstar for USA distribution.
A bootleg of this game is known as "The Winter Bobble".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990.
- TIPS AND TRICKS -
* Killing all the monsters on a level with a single snowball causes money bonuses, worth 10,000 points, to fall down, but sometimes a glowing cake bonus will appear instead. When the cake is collected, the game stops and four blue snowball creatures appear for a short time. If these enemies are killed, they each provide a letter : 'S','N','O' or 'W'. Collect all four of these letters for an extra life. The glowing cake can also appear at other times during the game.
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- SERIES -
1. Snow Bros. - Nick & Tom (1990)
2. Snow Bros. 2 - With New Elves (1994)
3. Snow Brothers 3 - Magical Adventure (2002)
- STAFF -
Music composed by : Osamu Ohta
- PORTS -
* Consoles :
Nintendo Famicom (1991)
Sega Mega Drive (1993)
Nintendo Game Boy ("Snow Bros. Jr.") : includes 10 additional (new) levels after you complete all 50 from the arcade.
* Computers :
Amstrad CPC (1991)
$end
$info=snowbro2,
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Snow Bros. 2 - With New Elves (c) 04/1994 Hanafram.
A direct sequel to the 1990 original, Snow Bros. 2 plays identically to its predecessor; the only notable difference being the introduction of three new playable characters - the ''New Elves'' of the game's subtitle.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Otenki Paradise - Snow Bros. 2" (translates from Japanese as 'Weather Paradise').
- UPDATES -
On Japanese dipswitch settings (Otenki Paradise), the portraits on the character select screen are different.
- SERIES -
1. Snow Bros. - Nick & Tom (1990)
2. Snow Bros. 2 - With New Elves (1994)
3. Snow Brothers 3 - Magical Adventure (2002)
$end
$info=snowbro3,
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Snow Brothers 3 - Magical Adventure (c) 2002 Syrmex.
An unofficial sequel running on hacked hardware of the first game in the series, Magical Adventure plays identically to "Snow Bros"; the only difference being that the players' characters are wearing football strips and now encase the game's enemies in a giant football.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Players : 2
Control : Joystick 8-way
Buttons : 3
- TRIVIA -
Syrmex Electronics is a Mexican company and Snow Brothers 3 is the first Mexican coin-op video games. The game appears to be a hack of the original Toaplan "Snow Bros. - Nick & Tom".
The development name of this game was "Snow Brothers 3 - Prehistoric Adventure".
The background of Stage 20 is a picture of Violator from Spawn.
The 2 bosses of Stage 30 are Cacodemons from the PC game Doom.
- SERIES -
1. Snow Bros. - Nick & Tom (1990)
2. Snow Bros. 2 - With New Elves (1994)
3. Snow Brothers 3 - Magical Adventure (2002)
$end
$info=socbrawl,
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$bio
Soccer Brawl (c) 02/1992 SNK.
A futuristic soccer game.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0031
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> Attack : [A] Kick/Power shoot, [B] Pass
=> Defense : [A] Sliding cut/Arm punch, [B] Heading
- STAFF -
Produced by : Eikichi Kawasaki
Front designers : Strong-Ko-Kongoh, Bomber Kanae, T. Yokoyama, Sambo Asako
Back designers : M.K, S. Chinatsu
Programmers : Mantaru Hantaru, From A to Z
Music : Domitory Room102, Wolf.Gang Amadeus Yamada
Directed by : Fire Narisuke
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=soccernw,
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Soccer New (c) 19?? Unknown.
- TECHNICAL -
Main CPU : M65SC02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=soccerss,soccersa,soccersj,
$Edit this entry at Arcade-History.com
$bio
Soccer Superstars (c) 1994 Konami.
- TECHNICAL -
Konami GX hardware
Game ID : GX427
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 3
$end
$info=sogeki,
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Sogeki (c) 2001 Konami.
- TECHNICAL -
Main CPU : MPC8240 (@ 200 Mhz)
$end
$info=sokonuke,
$Edit this entry at Arcade-History.com
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Sokonuke Taisen Game (c) 1995 Sammy.
In this strange party game you must compete in simple yet strange events such as inflating balloons, morphing into dragons, etc., while at the same time protect your partner from 'harmless' pain inducers such as razor-sharp buzzsaws and bombs! Features nice graphics and hectic gameplay!
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Bottomless War Game'.
$end
$info=soldivid,
$Edit this entry at Arcade-History.com
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Sol Divide - Sword of Darkness (c) 1997 Psikyo.
An excellent horizontal scrolling shoot-em-up.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in May 1997.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.
- TIPS AND TRICKS -
* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select).
- STAFF -
Staff : Katsuya Terada, Shin Nakamura, Jun-Ichi Niwa, Shiori Saito, Hiroshi Yamada, Wataru Yamazaki, Naozumi Yorichika, Toshinori Sugita, Mitsuo Kodama, Hideyuki Oda, Masaki Izutani, Yoko Tsukagoshi, Ikuya Yoshida, Norikazu Takemori, Emi Taniguchi, Hideto Kamioka, Hirotsugu Imoto, Keisuke Takagi, Kotaro Ogata, Keizo Fujita, Kunio Asahara, Kentaro Maki, Kunihiko Nogomi, Kenichi Fujita
- PORTS -
* Consoles :
Sony PlayStation (1998)
Sega Saturn (1998)
Sony PlayStation 2 (2005, "Psikyo Shooting Collection Vol. 3")
$end
$info=slrasslt,
$Edit this entry at Arcade-History.com
$bio
Solar Assault - Gradius (c) 1997 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 8-way Joystick
Buttons : 3
- SERIES -
1. Gradius (1985)
2. Salamander (1986)
3. Gradius 2 (1987, MSX)
4. Gradius II - Gofer no Yabou (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III - Densetsu Kara Shinwa-e (1989)
7. Nemesis '90 Kai (1993, Sharp X68000)
8. Salamander 2 (1996)
9. Solar Assault - Gradius (1997)
10. Solar Assault - Revised (1997)
11. Gradius Gaiden (1997, Sony PlayStation)
12. Gradius IV - Fukkatsu (1999)
13. Gradius Generation (2001, Nintendo Game Boy Advance)
14. Gradius V (2004, Sony PlayStation 2)
15. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
16. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
17. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
$end
$info=solfight,
$Edit this entry at Arcade-History.com
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Solar Fight (c) 19??.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Ozma Wars".
$end
$info=solarfox,
$Edit this entry at Arcade-History.com
$bio
Solar Fox (c) 1981 Bally Midway.
Solar Fox is a space shooter and a Pac-Man-type game all in one. The playing field is square and only has walls on the outside. Each wall has a moving cannon mounted that will fire odd shaped torpedoes at your ship. Scattered around the inside will be a bunch of pellets in various simple patterns. To complete each level you have to drive over, or shoot all of the pellets. If done quickly enough the game will skip a level (going from 1 to 3, etc).
- TECHNICAL -
Bally Midway MCR 1 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 512 pixels
Screen refresh : 30.00 Hz
Palette Colors : 32
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game came in a grey dedicated cabinet with sideart of a spacemans head inside an arrow shaped logo. The monitor was mounted deep inside the game, and what the player saw was actually a mirror (a lot of old games were like that).
A Solar Fox unit appears in the 1983 movie 'Joysticks'.
- STAFF -
Programmed by : Jack Pearson
Sound programmed by : Ben Blish
- PORTS -
* Consoles :
Atari 2600 (1983)
* Computers :
Commodore C64 (1983)
$end
$info=pc_sjetm,
$Edit this entry at Arcade-History.com
$bio
Solar Jetman (c) 1990 Rare.
Players explore the universe in full combat readiness as they help Solar Jetman recover the sabotaged Golden Warship -- the most powerful spacecraft in the galaxy. On 12 alien worlds, each with its own army of enraged aliens and their deadly devices, the necessary parts to repair the damaged vessel are hidden. Players must act fast and with finesse to fend off the destructive alien forces, gravity, baffing booby traps, perpetual black holes, and cosmic space warps. It's intense galactic rivalry that'll keep players in orbit.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : LJ
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Passwords :
KLBLBKHBKLGB - Start on Planet 02.
KLBMKBBGXHHB - Start on Planet 04.
KNDHNBHBNWNB - Start on Planet 06.
LQGGMQLHNDHH - Start on Planet 10.
LMGZQBDPZLTG - Start on Planet 12.
HHHHHHHHHHHH - Start on Planet 13.
KDBRNPBDRPHD - Skip Planet 03.
KNDPBKKDGBNB - Skip Planet 05.
LKDZKQHDTRNB - Skip Planet 07.
MBGLNMKGHXNB - Skip Planet 09.
BKKBKKHMBHMB - Acces to hidden 'XX' level.
QQQQQQQQQQQQ - Bonus levels.
ZBBBBBBBLNTQ - begin with 15 lives & extra $$$.
NNNNNNNNNNNN - begin with 7 lives & extra $$$.
BBBBBBBBBBBB - Start with no money.
- SERIES -
1. Jetpac (1983,ZX Spectrum)
2. Lunar Jetman (1984, ZX Spectrum)
3. Solar Jetman (1990)
4. Jetpac Refuelled (2007, XBOX 360 - "XBOX Live Arcade")
$end
$info=solarq,
$Edit this entry at Arcade-History.com
$bio
Solar Quest (c) 12/1981 Cinematronics.
In the center of the screen is a sun. Any space ships or ship's fire coming in contact with the sun are destroyed. The sun exerts an increasing gravitational pull as play progresses.
A player controlled space ship is randomly located on the screen. The space ship's movement is controlled by rotate right, rotate left, and thrust buttons. For quick escapes, the space ship can be thrust into hyperspace, causing the ship to disappear and then reappear in a different location.
The space ship possesses two weapons. The first weapon consists of shots fired by pressing the fire button. These shots will destroy any alien ships they strike, but will disintegrate if they do not hit any targets. The second weapon is a nuke which is launched by pressing the nuke button. The nuke will continue to travel across the screen until either it strikes a target or the player detonates the nuke by pressing the nuke button a second time. The nuke will destroy all alien ships within a limited radius of the explosion.
At the top of the screen is a display showing the player's score, the number of ships remaining, and the number of nukes a player has available.
The game consists of different phases. Each phase begins with several alien ships appearing from random points along the edge of the screen. The number of the alien ships is determined by the phase, with a maximum of eight ships for any single type of alien ship in a phase.
The alien ships move across the screen in a random pattern. After a predetermined time, dependent upon the phase, the alien ships will begin to chase the player's space ship. The player must shoot the alien ships before his ship is rammed by an alien ship. In later phases, the alien ships can shoot at the player's space ship as well as ram it.
Any alien ship that is destroyed by the player will leave a survivor. The player can either capture or kill the survivor. Survivors cannot be killed with nukes. If the survivor is neither captured nor killed, it will begin to drift towards the sun. Survivors disappear when they come in contact with the sun.
If the player does not shoot any alien ships, one or two ghost ships will appear and begin to chase the player's space ship. The ghost ship will shoot at the player's space ship during any phase. The length of time it takes for the ghost ships to appear shortens with each phase, until at least one is always present. A ghost ship will not leave a survivor when it is destroyed.
During a phase, seven different types of alien ships will appear. It is possible for several types of alien ships to be on the screen at one time. A phase is completed after all the alien ships have been destroyed or a specific amount of time has elapsed.
A player must be careful when using hyperspace. Excessive use will cause hyperspace to lock-out for a short period, making a player's space ship more vulnerable. A player's space ship cannot be destroyed in hyperspace.
As play continues, each phase becomes successively more difficult; the number of alien ships increases, the length of time before the alien ships attack shortens, and the alien ships firing capability activates. When a player's space ship is destroyed, play resumes at the same point. The game ends when all of a player's space ships are destroyed.
One and two player options are available. In the two player mode, players alternate until all their ships are destroyed. If one player receives more extra ships than another, he will be allowed to play the extra ships even though his opponent's game is over.
An extra nuke is awarded every 10,000 points. An extra space ship is awarded after capturing a specified number of survivors.
- TECHNICAL -
Solar Quest machines came in a white upright cabinet with a black front section. The side-art covered the top half of the machine, and showed a scene of a white spaceship and a sun on a blue background, along with the title. The marquee was black and had the Solar Quest logo superimposed over a multicolored explosion. The control panel and monitor bezel were blue and decorated with small spacecrafts zooming to and fro. The control panel has no joystick. Play is instead controlled with six buttons. It seems that most vector games had buttons instead of joysticks, they were probably just following what "Asteroids" did. This game uses a black and white vector open frame monitor, but it has several color overlays installed to make the sun yellow, and the top of the screen red. The monitor is actually installed deep inside the machine, and the player views a reflection of it, instead of the actual screen.
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Buttons : 6
=> [1] Thrust, [2] Fire, [3] Hyperspace, [4] Nuke, [5] Rotate Left, [6] Rotate Right
- TRIVIA -
This was the last 'Black and white with a color overlay' vector game produced by Cinematronics. Solar Quest was a last minute game. Cinematronics was heading towards the trade show season with only "Boxing Bugs" to show, which they felt was not a winner. Scott Bodden who had left the company earlier, was called in as a contractor to write Solar Quest. He completed this in a mere 90 days.
A Solar Quest machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Shooting :
1st Alien : 250 points
2nd Alien : 300 points
3rd Alien : 350 points
4th Alien : 400 points
5th Alien : 450 points
6th Alien : 500 points
7th Alien : 750 points
Ghost : 2,500 points
Survivor : 250 points
Survivor Captured : 1,000 points
- TIPS AND TRICKS -
GAME FEATURES :
1. The number of alien ships for any type increases from four in phase one, to eight in phase five.
2. The sun's gravity increases with each phase, starting in phase five.
3. The speed of the alien ships increases with each phase.
4. Alien ships' firing capability becomes activated in phases five through eleven. The seventh type of alien ship receives firing capability in phase five, the sixth type in phase six, the fifth type in phase seven, and so on, until all the, alien ships have firing capability in phase eleven.
5. The ghost ships will appear in a shorter amount of time each phase, until at least one is always present.
6. The number of captured survivors needed to receive an extra space ship is adjustable, either twenty-five or forty.
7. The number of ships per credit is adjustable, either three or five.
8. The number of credits per coin is adjustable.
- STAFF -
Designed and programmed by : Scott Boden
- PORTS -
* Consoles :
GCE Vectrex (1982)
$end
$info=solarwar,
$Edit this entry at Arcade-History.com
$bio
Solar Warrior (c) 1986 Technos.
- TECHNICAL -
Game ID : TA-0019
Main CPU : (2x) M6809 (@ 1.5 Mhz)
Sound CPU : M6809 (@ 1.5 Mhz)
Sound Chips : (2x) YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito for Manufacture and to Memetron for distribution (02/1987).
This game is known outside US as "Xain'd Sleena".
$end
$info=soldamj,
$Edit this entry at Arcade-History.com
$bio
Soldam - Action Puzzle Game (c) 09/1992 Jaleco.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2 (ROTATE LEFT, ROTATE RIGHT)
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Soldam - PCCB-00108) on 01/1993.
- STAFF -
Chief programmer : Sas
Programmers : Shu, Karasawa
Graphic designers : Takarod, AP Sinya, Tatsuzo, Keijiroh
Game designer : Kurashima
Sound composers : Y. Suzuki, Atsuyoshi Isemura, Takashiba
Sound programmer : Panic Yunma
Project leader / Game designer : Momonga
- PORTS -
* Consoles :
Nintendo Game Boy (1993)
$end
$info=amazon,
$Edit this entry at Arcade-History.com
$bio
Soldier Girl Amazon (c) 1986 Nichibutsu.
Become the Mighty Fighting Amazon and you will search jungles and deserts on the most dangerous island on earth. Your mission is to recapture the men. You desperately need to save the only race of giant womankind from extinction.
You will journey and must conquer 8 forbidden territories of death infested by hungry cannibals and defended by armies of bizarre creatures, each lead by a giant hideous monster whom you must defeat to continue your quest.
Beware, there are many unknown dangers. Remember, you must steal the air mobile cycle and become invincible to succeed against the giant evil that awaits you. Failure would mean the end of the Mighty Amazon forever!
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Sei Senshi Amatelass".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.
- STAFF -
Music composed by : Takeshi Yoshida
$end
$info=solfigtr,
$Edit this entry at Arcade-History.com
$bio
Solitary Fighter (c) 1991 Taito.
Six street toughs battle for prize money in an underground fighting competition. Some stages have weapons to throw at the opponent. DOGOOOOOON!
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C91
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Violence Fight (1989)
2. Solitary Fighter (1991)
- STAFF -
Game programmers : Takeshi Ishizashi, Akio Uematsu, PZR400 MOM
Game designers : Takao Horiuti, Masakazu Iwahashi
Character effects : Lin Chinkai
Sound designers : Kazuko Umino (Zuntata)
Hard designer : Takashi Ohara
Character designers : Takashi Yamada, Keisuke Nishioka, Creamy Tetsu, Bin Kaneko
Designer : Hiroyasu Nagai
$end
$info=solomon,solomonj,
$Edit this entry at Arcade-History.com
$bio
Solomon's Key - Solomon no Kagi (c) 1986 Tecmo.
A superb and addictive platform/puzzle game in which a single player controls a wizard called 'Dana', whose quest is to retrieve "Solomon's key" and vanquish the demon hordes that have broken through into the world. To achieve this Dana must advance through the fifty rooms of 'Constellation Space', before finally reaching the magical key.
Each room has a key that Dana must collect. Once collected, the room's exit will open and the wizard must then try to find and/or create a safe route past the constantly spawning demons to reach the exit and progress to the next room. To enable him to do this, Dana is armed with a magic wand that can be used to both destroy and create granite blocks to use as platforms and barriers. Dana can remove existing blocks with his wand, and can remove blocks directly above him by repeatedly jumping up into them until they shatter.
Bonus Items litter each room, as well as being hidden in granite blocks, and collecting these will earn the player for extra points. Power-ups can also be found and picked up. These appear as potion bottles with a flame emblazoned on them. When used, Dana shoots a fireball which will start moving along the walls and platforms and will destroy the first demon it comes into contact with.
As well as the bonus items and power-ups, each level also has a hand bell which, when collected, will trigger the release of a trapped fairy. The fairy will slowly fly around the room and can be rescued for bonus points. An extra life is awarded for every ten fairies rescued.
The game's levels are set around the Zodiac star constellations. The main levels are divided into groups of four - making a total of fourty-eight standard rooms - with each group representing a separate constellation. In addition to the standard rooms, each constellation also has a secret bonus room that can only be accessed by finding the given constellation's 'Seal', which is located in the last room of each group. There are three further secret rooms - 'Page of Time', 'The Page of Space' and the 'Princess Room' - that are only accessible if the player has found the 'Hidden Seals of Solomon'.
The four room groups are :
1-4 Aries 5-8 Taurus 9-12 Gemini
13-16 Cancer 17-20 Leo 21-24 Scorpio
25-28 Libra 29-32 Virgo 33-36 Sagittarius
37-40 Capricorn 41-44 Aquarius 45-48 Pisces
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (3x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2 (CREATE BLOCK/DESTROY BLOCK/SWAP KEY, MAGIC)
- TRIVIA -
The subtitle of this game translates from Japanese as 'Key of Solomon'.
- SCORING -
Blue bag I : 100 points.
Blue bag II : 200 points.
Blue bag V : 500 points.
Red bag I : 1000 points.
Red bag II : 2000 points.
Red bag V : 5000 points.
Green bag I : 10000 points.
Green bag II : 20000 points.
Blue gem : 500 points.
Red gem : 5000 points.
Coin : 1000 points.
Double coin : 2000 points.
Star coin : 10000 points.
Double star coin : 20000 points.
Gold bar : 100 points.
Gold ruby : 200 points.
Green cross : 50000 points.
Question mark : 100000~1000000 points.
- TIPS AND TRICKS -
* Secret rooms : shoot the key to change its color...
Room 3-3 : Red Key -> Room 4-1 (normal), Blue Key -> Room 3-4 (secret room)
Room 5-6 : Red Key -> Room 6-1 (normal), Blue Key -> Room 5-7 (secret room)
Room 6-6 : Red Key -> Room 7-1 (normal), Blue Key -> Room 6-7 (secret room)
Room 7-2 : Green Key -> Room 7-4 (normal), Blue Key -> Room 7-3 (secret room)
Room 8-6 : Red Key -> Room 9-1 (normal), Blue Key -> 8-7 (secret room)
Room 9-6 : Red Key -> Room 10-2 (normal), Blue Key -> Room 9-7 (secret room)
- SERIES -
1. Solomon's Key - Solomon no Kagi (1986)
2. Solomon's Club (1991, Nintendo Game Boy)
3. Solomon no Kagi 2 - Coolmin Tou Kyuushutsu Sakusen (1993, Nintendo Famicom)
4. Solomon - Cox Adventure of the White Tower (2000, Nintendo Game Boy)
- STAFF -
Music by : Michiharu Hasutani
- PORTS -
* Consoles :
Nintendo Famicom (1987)
Sega Master System (1988, "Solomon no Kagi")
Nintendo Famicom Disk ("Solomon no Kagi")
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
Nintendo Wii (2006, "Virtual Console" - NES version)
* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1987)
PC [Booter] (1988)
PC [MS-DOS] (1988)
Atari ST
$end
$info=solvalou,
$Edit this entry at Arcade-History.com
$bio
Solvalou (c) 1991 Namco.
- TECHNICAL -
Namco System 21 hardware
Game ID : SV
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 4
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.8 - VICL-8074) on 21/04/1993.
- SERIES -
1. Xevious (1982)
2. Super Xevious (1984)
3. Solvalou (1991)
4. Xevious 3D/G (1995)
- STAFF -
Music composition by : Hiroyuki Kawada
$end
$info=sonofphx,
$Edit this entry at Arcade-History.com
$bio
Son of Phoenix (c) 1985 Associated Overseas MFR.
An old generation shoot'em up.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield
- TRIVIA -
Released in November 1985.
This game is a bootleg of "'99 The Last War".
- TIPS AND TRICKS -
* Power-up : After the middle of each stage there's a helicopter (a plane on 1st stage) that drops a power-up item. So, don't destroy it until it releases the power-up. Be careful with the helicopter scrap after destroying it, it can kill you.
* 1up player : At the 2nd and 4th stage there is a chance to pick up a 1up item : a group of blocks appears floating on the upper part of the screen, you have to shoot the blue one. You have to hit it with one shot, if you don't, the blue block will turn to red.
* Moai Statues : be careful with the Moai Statues at the 6th stage (last stage). Always check if its eyes turn red, if it starts blinking it will shoot.
$end
$info=sonson,sonsonj,
$Edit this entry at Arcade-History.com
$bio
Son Son (c) 1984 Capcom.
Play as Son Son or Ton Ton and travel through a variety of different stages while fighting enemies in order to rescue their friends.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in July 1984.
This was Capcom's second game and their first released in the United States.
Son Son is Capcom's tribute to a Chinese legend called 'Xiyou Ji', meaning 'Journey to the West', considered to be one of the four classic pieces of Chinese literature (and a fairly good read). The main character in Xiyou Ji is Sun Wukong, or, when you pronounce the words as if they were Japanese kanji, Son Gokuu (hence the name Son Son).
This game features one of the first game soundtracks composed by Tamayo Kawamoto, who made also other Capcom 80's BGM. She now works at Taito : she's a member of Zuntata, the popular (well, in Japan) Taito band where she plays keyboards.
- SERIES -
1. Son Son (1984)
2. Son Son II (1989, NEC PC-Engine)
- STAFF -
Music by : Tamayo Kawamoto, Ayako Mori
- PORTS -
* Consoles :
Nintendo Famicom
Sony PlayStation (1998, "Capcom Generation 3")
Sega Saturn (1998, "Capcom Generation 3")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
$end
$info=sbm,
$Edit this entry at Arcade-History.com
$bio
Sonic Blast Man (c) 1990 Taito.
- TECHNICAL -
Taito B System hardware
Prom Stickers : C69
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Taito lost a class action suit for $50,000 to the U.S. Consumer Product Safety Commission (CPSC) because of injuries sustained by players of Sonic Blast Man. The CPSC alleges that between 1991 and 1994, Taito failed to report about 70 cases in which young players fractured or injured wrists and arms as a result of hitting the Blast Man's punching pad.
- SERIES -
1. Sonic Blast Man (1990)
2. Sonic Blast Man returns - Real Puncher
- PORTS -
* Consoles :
Nintendo Super Famicom (1992) : The SFC version is the arcade game with a side scrolling beat-em-up game added to it, which (understandably) became the primary part of the game. The arcade game in its entirety appears as a bonus game between levels. You pick a target and attempt to KO it as if you were playing with one credit in the arcade version. Win or lose, you go onto the next side-scrolling level.
How the SFC version plays : Instead of an actual target to punch with your own actual fist as in the arcade version, you have a "Hit Point" circle that moves quickly left and right on the screen and an on-screen power gauge in the SFC version. Like the arcade version, you are given given three rounds to do enough cumulative damage to KO the target. The power gauge is empty at the start of each round. To build up the power gauge, you have to press all four directions on the D-pad as quickly possible. The gauge will deplete RAPIDLY the moment you stop building power. You are given a time limit for building up the power gauge each round. When you have built up sufficient power, press any button to punch. The power of the punch on the object is determined by the level of the power gauge and how close the "Hit Point" circle was over the center of the object when you punched. If you exceed the time limit, the game will automatically punch for you but your punch will have no power behind it.
$end
$info=sonicbom,
$Edit this entry at Arcade-History.com
$bio
Sonic Boom (c) 1987 Sega.
A vertically scrolling shooter from Sega.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0053
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Computers :
Sinclair ZX Spectrum (1990)
Amstrad CPC (1990)
Commodore C64 (1990)
Atari ST (1990)
Commodore Amiga (1990)
$end
$info=schamp,
$Edit this entry at Arcade-History.com
$bio
Sonic The Fighters (c) 1996 Sega.
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game was released in limited quantities in the US as "Sonic Championship".
Sonic The Fighters was conceived at AM2 when, during development of "Fighting Vipers", a programmer programmed Sonic into the game's code. AM2 head Yu Suzuki caught a glimpse at it and thought that it was a joke. He then pitched the Sonic Fighters concept to Sonic Team leader Yuji Naka, and after getting the approval from Naka, the game's development began.
The character ''Bean The Dynamite'' comes directly from the old Sega game "Dynamite Dux". His alternate costume/color is an exact replica of his Dynamite Dux appearence.
Toshiba EMI released a limited-edition soundtrack album for this game (Sonic the Fighters Sound Tracks - TYCY-5521) on 07/12/1996.
- TIPS AND TRICKS -
* Play as Super Sonic : Begin a game playing as Sonic, and win against the first eight enemies without being defeated. When fighting against Metal Sonic defeat him in the first round, and in the second round turn Sonic in to Super Sonic by pressing Back+Punch+Kick at the same time. If done correctly sonic will morph in to the invincible Super Sonic.
- STAFF -
Producer : Yu Suzuki
Director : Hiroshi Kataoka
Game Coordinator : Daichi Katagiri
Programmers : Daichi Katagiri, Susumu Morii, Eiji Ikuta, Hiroshi Masui
Character Designer : Masahiro Sugiyama
Stage Designers : Yasuko Suzuki, Wataru Kawashima
2D Graphic & Model Design : Takako Kawaguchi
Graphic & Model Design : Kazunori Oh
Motion Designers : Daichi Katagiri, Hiroki Iwasaki
Sound Designer : Maki Morrow, Takenobu Mitsuyoshi
- PORTS -
* Consoles :
Nintendo GameCube (2005, "Sonic Gems Collection")
$end
$info=mp_soni2,
$Edit this entry at Arcade-History.com
$bio
Sonic The Hedgehog 2 [Mega-Play] (c) 1993 Sega.
The nefariously evil scientist Dr. Ivo Robotnik is at it again with his demented goal to conquer the world by forcing innocent animals to become evil 'badniks' (robots), and only one speedy hedgehog is eager enough to put a stop to Robotnik's scheme and his name is Sonic The Hedgehog. and this time he's not alone, Miles Prower (miles per hour, get it?). The Fox who's commonly known as 'Tails' because he has 2 tails which enable him to fly has decided to tag along with Sonic in order to bring peace back to the planet.
- TECHNICAL -
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=mt_soni2,
$Edit this entry at Arcade-History.com
$bio
Sonic The Hedgehog 2 [Mega-Tech] (c) 1992 Sega.
The nefariously evil scientist Dr. Ivo Robotnik is at it again with his demented goal to conquer the world by forcing innocent animals to become evil 'badniks' (by that i mean, his robots). and only one speedy hedgehog is eager enough to put a stop to Robotnik's scheme and his name is Sonic The Hedgehog. and this time he's not alone, Miles Prower (miles per hour, get it?) The Fox who's commonly known as 'Tails' because he has 2 tails which enable him to fly has decided to tag along with Sonic in order to bring peace back to the planet.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 62
Main CPU : 68000, (2x) Z80
Sound Chips : YM3438, (2x) SN76496
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Sonic the Hedgehog 2's ending music is based on the song 'Sweet Dream' by 'Dreams Come True'. In addition a remixed version of the ending music is performed by 'Dreams Come True' and rapper Akon in Sonic The Hedgehog (the 2006 version).
The final stage's name (Death Egg) is a reference to the Death Star from the Star Wars film series.
Sonic's transformation into Super Sonic is inspired by the anime Dragon Ball Z.
- TIPS AND TRICKS -
* Stage Select : Under the 'Sound Test' menu, listen to sounds 19, 65, 09, and 17 in order; you'll hear a chime when you activate the last sound. Next, return to the title screen, highlight '1 Player', hold A and press Start to access the stage-select menu.
* Chaos Emeralds Cheat : At the Stage Select menu, highlight 'Sound Test' and listen to sounds 04, 01, 02, and 06 in order; you'll hear the fanfare that sounds when you get a Chaos Emerald. This code gives you all of the Chaos Emeralds; you can grab 50 rings and jump to change into Super Sonic. With this you'll be able to see the 'good' ending when you beat the game.
* Debug Mode : At the Stage Select menu, highlight 'Sound Test' and listen to sounds 01, 09, 09, 02, 01, 01, 02 and 04 in order; you'll hear a chime to confirm. Now highlight the name of any stage, hold the A button and press Start; don't release A until the stage begins. Screen coordinates will appear instead of a score and the number of objects displayed will appear instead of the time remaining. Use one of the following buttons sequences to enable the corresponding debug code...
Object transformation : Press B during game play to change Sonic/Tails into a game object.
1) Press A to change into a new object.
2) Press C to place an object on the screen.
3) Press B again to revert back to Sonic (Note : The type of object that may be selectable will vary from level to level).
Invincibility : Sonic/Tails is, by default, invincible in debug mode (Note : Sonic/Tails can still drown, be crushed, fall and die, etc. He is only invincible to enemy attacks).
Slow motion : Pause gameplay and hold B.
Restart : Pause gameplay and press A.
Frame advance : Pause gameplay and press C.
- SERIES -
1. Sonic The Hedgehog (1991, Sega Mega Drive)
2. Sonic The Hedgehog 2 (1992, Sega Mega Drive)
3. Sega Sonic The Hedgehog (1992)
4. Sonic The Hedgehog CD (1993, Sega Mega CD)
5. Sonic The Hedgehog 3 (1994, Sega Mega Drive)
6. Sonic and Knuckles (1994, Sega Mega Drive)
7. Knuckles' Chaotix (1995, Sega Mega Drive 32X)
8. Sonic Adventure (1999, Sega Dreamcast)
9. Sonic Adventure 2 (2001, Sega Dreamcast)
10. Sonic Adventure 2 - Battle (2001, Nintendo Gamecube)
11. Sonic Advance (2001, Nintendo Game Boy Advance)
12. Sonic Advance 2 (2002, Nintendo Game Boy Advance)
13. Sonic Adventure DX - Director's Cut (2003, Nintendo Gamecube)
14. Sonic N (2003, Nokia N-Gage)
15. Sonic Advance 3 (2004, Nintendo Game Boy Advance)
16. Sonic Heroes (2004, Nintendo Gamecube, Microsoft Xbox, Sony PlayStation 2)
17. Sonic Rush (2005, Nintendo DS)
18. Sonic The Hedgehog (2006, Microsoft XBox 360) (2007, Sony PlayStation 3 & PC)
19. Sonic and the Secret Rings (2007, Nintendo Wii)
20. Sonic Rush Adventure (2007, Nintendo DS)
- STAFF -
Lead programmer : Yuji Naka
- PORTS -
* Consoles :
Sega Game Gear (1992)
Sega Master System (1992)
Sega Mega Drive (1992)
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Wii (2007, "Virtual Console")
Microsoft XBOX 360 (2007, "Xbox Live Arcade")
* Others :
Tiger Handheld LCD Game (1992)
$end
$info=mp_sonic,
$Edit this entry at Arcade-History.com
$bio
Sonic The Hedgehog [Mega-Play] (c) 1993 Sega.
- TECHNICAL -
Sega Mega Play hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released 2 years after the original, this version can be considered as a reduced version :
* Stages : Green hill -> Spring year -> Starlight -> Scrap brain (1,2) -> Final zone.
* You have a limited amount of time per level (usually pretty tight, 1 minute is the easy setting for the first level, 35 seconds seems to be the hardest).
* Extra life boxes do nothing.
* Jumping into the special stage ring does nothing (no special stages).
* When you finish it sonic seems to have the 'you didn't get any emeralds' look despite there being no emeralds due to the lack of special stages.
$end
$info=mt_sonic,mt_sonia,
$Edit this entry at Arcade-History.com
$bio
Sonic The Hedgehog [Mega-Tech] (c) 1991 Sega.
Join Sonic the Hedgehog as he saves and frees his animal friends from Dr. Ivo Robotnik's evil scheme for world conquest.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 52
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Sonic The Hedgehog : Genesis of the Genesis'! Greatest hero 'Sonic the Hedgehog' was the premier character on the home system 'Sega Mega Drive'. It is said that because the Genesis was faster than other console systems at the time (and more importantly, faster than its chief competitor, the Nintendo Super Famicom), Sonic, a hedgehog whose lone weapon is his speed, was born.
Originally, sonic's main attack was the ability to pick up things and throw them at his enemies (similar to Chip 'n Dale Rescue Rangers for the Nintendo Entertainment System), but it was scrapped because it was too complex.
The Sonic The Hedgehog character actually made his debut in 1990 as part of a promotional tour with the japanese pop group 'Dreams Come True'. Ironically, the music for Sonic The Hedgehog (and its sequel, Sonic The Hedgehog 2) was composed by Dreams Come True's bassist Masato Nakamura.
Sonic replaced 'Alex Kidd', who was Sega's mascot prior to 1990.
The bonus stage scene was greatly inspired by Taito's "Cameltry".
MB (Milton Bradley) released a board games based on this video game (same name) : Just like the video game, the object is to collect the most rings and defeat Dr. Robotnik.
- TIPS AND TRICKS -
* Level Select : At the title screen, press Up, Down, Left, Right. You should hear a noise like a ring being collected. Then, hold A and press Start for a level select.
* Crazy Sonic : Hold A+B+C during demonstration mode for force Sonic to run into objects and act strangely (Note : This may also be done during the ending sequence after completing the Final Zone).
* Debug Mode : Press Up, C, Down, C, Left, C, Right, C, Start, then hold A at the title screen. Continue to hold A until game play begins. Screen coordinates will appear instead of a score and the number of objects displayed will appear instead of the time remaining. Use one of the following buttons sequences to enable the corresponding debug code...
Object transformation : Press B during game play to change Sonic into a game object.
1) Press A to change into a new object.
2) Press C to place an object on the screen.
3) Press B again to revert back to Sonic (Note : The type of object that may be selectable will vary from level to level).
Invincibility : Sonic is, by default, invincible in debug mode (Note : Sonic can still drown, be crushed, fall and die, etc. He is only invincible to enemy attacks).
Slow motion : Pause game-play and hold B.
Restart : Pause game-play and press A.
Frame advance : Pause game-play and press C.
* Control Ending Sequence : Enable the 'Debug mode' code. Press B when Sonic is running with the animals at the end, then turn back into Sonic. You can nowcontrol yourself.
- SERIES -
1. Sonic The Hedgehog (1991, Sega Mega Drive)
2. Sonic The Hedgehog 2 (1992, Sega Mega Drive)
3. Sega Sonic The Hedgehog (1992)
4. Sonic The Hedgehog CD (1993, Sega Mega CD)
5. Sonic The Hedgehog 3 (1994, Sega Mega Drive)
6. Sonic and Knuckles (1994, Sega Mega Drive)
7. Knuckles' Chaotix (1995, Sega Mega Drive 32X)
8. Sonic Adventure (1999, Sega Dreamcast)
9. Sonic Adventure 2 (2001, Sega Dreamcast)
10. Sonic Adventure 2 - Battle (2001, Nintendo Gamecube)
11. Sonic Advance (2001, Nintendo Game Boy Advance)
12. Sonic Advance 2 (2002, Nintendo Game Boy Advance)
13. Sonic Adventure DX - Director's Cut (2003, Nintendo Gamecube)
14. Sonic N (2003, Nokia N-Gage)
15. Sonic Advance 3 (2004, Nintendo Game Boy Advance)
16. Sonic Heroes (2004, Nintendo Gamecube, Microsoft Xbox, Sony PlayStation 2)
17. Sonic Rush (2005, Nintendo DS)
18. Sonic The Hedgehog (2006, Microsoft XBox 360) (2007, Sony PlayStation 3 & PC)
19. Sonic and the Secret Rings (2007, Nintendo Wii)
20. Sonic Rush Adventure (2007, Nintendo DS)
- STAFF -
Programmer : Yuji Naka
Music : Masato Nakamura
Staff : Naoto Oshima
- PORTS -
* Consoles :
Sega Game Gear (1991)
Sega Master System (1991)
Sega Mega Drive (1991)
Sega Mega Drive (1995, "6-PAK")
SNK Neo-Geo Pocket Color (1999, "Sonic the Hedgehog - Pocket Adventure")
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Game Boy Advance (2006, "Sonic the Hedgehog Genesis")
Nintendo Wii (2006, "Virtual Console")
Microsoft XBOX 360 (2007, "XBOX Live Arcade")
* Others :
Mobile Phones (2005, Sonic Mobile)
$end
$info=sonicwi,
$Edit this entry at Arcade-History.com
$bio
Sonic Wings (c) 1992 Video System.
Take your pick among 4 countries' ace pilots and take it to the skies to destroy enemy jets, hulking bosses and some strange hidden enemies in this solid overhead shoot'em up! Features solid 2-D graphic and a good level of challenge.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Aero Fighters".
Red Rabbit from "Rabio Lepus" (also known as "Rabbit Punch") makes a cameo appearance in this game. Just check out Mao Mao's ending and you'll see it.
In Kowful's and T.B.'s joint ending, you can see plenty of "Turbo Force" arcade machines.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to Japanese characters.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Sonic Wings - PCCB-00118) on 21/04/1993.
- SERIES -
1. Sonic Wings (1992)
2. Sonic Wings 2 (1994)
3. Sonic Wings 3 (1995)
4. Sonic Wings Limited (1996)
5. Sonic Wings Assault (1997, Nintendo 64)
- STAFF -
Staff : Shin Nakamura, Ogawa Hyone, Armored Cruiser, Wataru Yamazaki, Alice Itoh, Tako Bekku, Neko ikeda, Hikihara, Manbow, H. Motono, K. Yamamotoya, H. Hino, You-Chan, M. Tsukada, Kazzo, Y. Fukuda, Y. Nakanishi, Naoki Itamura, Masato Arikawa, Soushi Hosoi, M. Sakakibara, Hironobu Urata
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sony PlayStation 2 (2005, "Oretachi Geasen Zoku Sono 6 - Sonic Wings")
$end
$info=sncwgltd,
$Edit this entry at Arcade-History.com
$bio
Sonic Wings Limited (c) 1996 Video System.
- TECHNICAL -
Main CPU : SPU (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 640 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, SPECIAL WEAPON)
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it a Japanese characters followed by a '?'.
- SERIES -
1. Sonic Wings (1992)
2. Sonic Wings 2 (1994)
3. Sonic Wings 3 (1995)
4. Sonic Wings Limited (1996)
5. Sonic Wings Assault (1997, Nintendo 64)
- STAFF -
Staff : H. Furukawa, M. Arano, Armored Cruiser, K. Yamamotoya, Hiroshi, Kazuo.A, Manbow Yokoyama, Oh! Kawara, Daapo, Kawauso, Sugibo, Basara, Hoso-Q, Oba, Paff
- PORTS -
* Consoles :
Sega Saturn (1996, "Sonic Wings Special")
Sony PlayStation (1996, "Sonic Wings Special")
$end
$info=sstriker,sstrikra,
$Edit this entry at Arcade-History.com
$bio
Sorcer Striker (c) 1993 Raizing.
A superb vertically scrolling shooter from Raizing.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Mahou Daisakusen".
This game is the first game created by Raizing.
- SERIES -
1. Sorcer Striker (1993)
2. Kingdom Grandprix (1994)
3. Dimahoo (2000)
- STAFF -
Music composed by : Atsuhiro Motoyama
$end
$info=kokoroj2,
$Edit this entry at Arcade-History.com
$bio
Soreike Kokology 2 (c) 1993 Sega.
2nd game of the famous TV program at that time.
- SERIES -
1. Soreike Kokology (1992)
2. Soreike Kokology 2 (1993)
$end
$info=sos,
$Edit this entry at Arcade-History.com
$bio
SOS (c) 10/1979 Namco.
- TECHNICAL -
Main CPU : 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 3
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=sotsugyo,
$Edit this entry at Arcade-History.com
$bio
Sotsugyou Shousho (c) 1995 Mitchell.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Graduation Certificate'.
Licensed to Atlus.
$end
$info=soukobdx,
$Edit this entry at Arcade-History.com
$bio
Soukoban Deluxe (c) 1990 Thinking Rabbit / Namco.
A puzzle game where you control a boy who tries to push the boxes onto the blue circles.
- TECHNICAL -
Namco System 1 hardware
Game ID : SB
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Warehouseman Deluxe'.
This game is known outside Japan as "Boxy Boy".
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.10 - VICL-40097, 40098) on 16/12/1993.
- SERIES -
1. Soukoban (1989, Nintendo Game Boy)
2. Soukoban Deluxe (1990)
3. Soukoban 2 (1990, Nintendo Game Boy)
4. Super Soukoban (1992; Nintendo Super Famicom)
- STAFF -
Music composed by : Ayako Saso
- PORTS -
Nintendo Game Boy (1989)
Nintendo Super Famicom (1992, "Super Soukoban")
$end
$info=sokyugrt,
$Edit this entry at Arcade-History.com
$bio
Soukyuugurentai (c) 08/1996 Raizing.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shot & Laser, [B] Bomber, [C] Change Laser
- TRIVIA -
The title of this game translates from Japanese as 'Red Alert Corps'.
Soukyuugurentai is known outside Japan as "Terra Diver".
- TIPS AND TRICKS -
Extra Hard Mode : press Up(x2), Down(x2), Left, Right, Left, Right, Button1, Button2, Button3 on the title screen after inserting a credit.
- STAFF -
Planning and Program : Yuichi Toyama
Planning Assist : Kenichi Yokoh
Program : Yasunari Watanabe, Kenji Shibayama, Yuichi Ochiai
Graphics : Kazuyuki Nakashima, Shinichi Ohnishi, Hideki Hatanaka
Graphics Assist : Shinsuke Yamakawa, Masaharu Tokutake, Yuki Yonei
Sound : Hitoshi Sakimoto
Sound Effects : Manabu Namiki
- PORTS -
* Consoles :
Sony PlayStation (1997, "Soukyugurentai - Oubushustugeki")
Sega Saturn (1997)
$end
$info=soulclbr,soulclba,soulclbb,soulclbc,soulclbd,
$Edit this entry at Arcade-History.com
$bio
Soul Calibur (c) 1998 Namco.
- TECHNICAL -
Namco System 12 hardware
Game ID : SOC
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in July 1998.
Soul Calibur adopted the 'Tekken-style' of character unlock, with a huge hidden roster that was unlocked by leaving the game on for months... It is common knowledge that you can tell the age of a modern Namco fighting game by counting characters, and this is one of only two arcade ones that you could measure still after a year (The other is "Tekken Tag Tournament").
The Soul Calibur of the title is not in this game. It was held over for "Soul Calibur II".
- UPDATES -
Unlike most games, the build date doesn't seem to be updated although the game was.
SOC11/VER.A1 :
* Japan release
* Build date : 18:59:50, Jul 10 1998
SOC11/VER.A2
* Japan release
* Build date : 18:59:50, JUL 10 1998
SOC11/VER.B
* Japan release
* Build date : 18:59:50, JUL 10 1998
SOC11/VER.C :
SOC14/VER.C :
* World release, 18:59:50, JUL 1x 1998
* Mitsurugi was renamed and redesigned, becoming a character named Arthur.
- SERIES -
1. Soul Edge (1995)
2. Soul Edge Ver. II (1996)
3. Soul Calibur (1998)
4. Soul Calibur II (2003)
5. Soul Calibur III (2005)
6. Soul Calibur Legends (2007, Nintendo Wii)
7. Soul Calibur IV (2008, PlayStation 3, XBOX 360)
- PORTS -
* Consoles :
Sega Dreamcast (1999) : The new Weapon Master mode made it's debut in this version. Instead of unlocking weapons, You earned points which could be used to purchase pictures, which further could unlock secrets. This was mainly since you could not spend months in front of your console waiting for Namco's by-now normal time release method of unlocking hidden characters...
$end
$info=souledga,souledgb,souledgc,
$Edit this entry at Arcade-History.com
$bio
Soul Edge (c) 1995 Namco.
A 3-D fighting game in which the combatants use hand-held weapons.
- TECHNICAL -
Namco System 11 hardware
Game ID : SO
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Pony Canyon released a limited-edition soundtrack album for this game (Super Battle Sound Attack Soul Edge - PCCG-00365) on 21/10/1996.
- UPDATES -
* SO1/VER.A : 14:59:02 JAN 29 1996
Japan release.
* SO3/VER.A : 14:59:02 JAN 29 1996
- TIPS AND TRICKS -
* Play As Hwang : Insert coin, press and hold Start and pres Up, Down then move to Taki and press Up(x2), Down(x2), then move to Rock and press Down, Up, Down, Up. You will hear a noise if the code works, now move left.
- SERIES -
1. Soul Edge (1995)
2. Soul Edge Ver. II (1996)
3. Soul Calibur (1998)
4. Soul Calibur II (2003)
5. Soul Calibur III (2005)
6. Soul Calibur Legends (2007, Nintendo Wii)
7. Soul Calibur IV (2008, PlayStation 3, XBOX 360)
- STAFF -
Planner : Takayasu Yanagihara
Director : Teruaki Konishi
Game design & Motion management : Hiroaki Yotoriyama
Character motion adviser : Masataka Ishiguro
Coordinator : Koh Onda
System programmer : Norimasa Matsuura
Main programmer : Shinobu Nimura
Enemy programmer & Special camera : Masaaki Fukunaga
Visual effect programmer : Taketoshi Nishimori
Character model chief artist : Hiroshi Kuwabara
Character model artists : Junko Kanbe, Daisuke Tsushima, Hitomi Yotoriyama
Stage model artist : Satoshi Mori
Visual effect artist : Hisaharu Takahashi
Character motion artists : Yukie Misaki, Yoshihisa Yaguchi, Kazuyuki Nakamura, Nobuko Endo, Masahiro Onoguchi, Tomoe Yamashita
Character design : Kohji Mitsunaga
Title logo designer & Graphics : Hideaki Ito
Full motion Pac-man demo : Muneyuki Tejima
Title CG artist : Nobuo takahashi
Music composer / programmer : Takayuki Aihara
Sound effect / programmer : Takanori Otsuka
Tuning & Debug unit : Kazuo Takahashi, Mitsuaki Ishii, Tetsuaki Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa
Motion actors : kenichiro Tamayori, Takayuki Nakayama, Yasuhiro Nakata, Hidesuke Tanaka, Ikumi Yoshida
Voice actors : Toshiyuki Morikawa, Hekiru Shiina, Fujiko Takimoto, Jin Yamanoi, Michiko Neya, Nobuyuki Hiyama, Takashi Nagasako, Barry Gjerde
Producer : Masuya Oishi
Executive producer : Hajime Nakatani
- PORTS -
* Consoles :
Sony PlayStation (1996)
$end
$info=souledge,
$Edit this entry at Arcade-History.com
$bio
Soul Edge Ver. II (c) 1996 Namco.
This Ver. II of Soul Edge has improved graphics and new selectable characters.
- TECHNICAL -
Namco System 11 hardware
Game ID : SO
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 4
- UPDATES -
* SO3/VER.C : 17:10:03 MAY 16 1996
* SO4/VER.C : 17:10:03 MAY 16 1996
- SERIES -
1. Soul Edge (1995)
2. Soul Edge Ver. II (1996)
3. Soul Calibur (1998)
4. Soul Calibur II (2003)
5. Soul Calibur III (2005)
6. Soul Calibur Legends (2007, Nintendo Wii)
7. Soul Calibur IV (2008, PlayStation 3, XBOX 360)
- STAFF -
Planner : Takayasu Yanagihara
Director : Teruaki Konishi
Game design & Motion management : Hiroaki Yotoriyama
Character motion adviser : Masataka Ishiguro
Coordinator : Koh Onda
System programmer : Norimasa Matsuura
Main programmer : Shinobu Nimura
Enemy programmer & Special camera : Masaaki Fukunaga
Visual effect programmer : Taketoshi Nishimori
Character model chief artist : Hiroshi Kuwabara
Character model artists : Junko Kanbe, Daisuke Tsushima, Hitomi Yotoriyama
Stage model artist : Satoshi Mori
Visual effect artist : Hisaharu Takahashi
Character motion artists : Yukie Misaki, Yoshihisa Yaguchi, Kazuyuki Nakamura, Nobuko Endo, Masahiro Onoguchi, Tomoe Yamashita
Character design : Kohji Mitsunaga
Title logo designer & Graphics : Hideaki Ito
Full motion Pac-man demo : Muneyuki Tejima
Title CG artist : Nobuo takahashi
Music composer / programmer : Takayuki Aihara
Sound effect / programmer : Takanori Otsuka
Tuning & Debug unit : Kazuo Takahashi, Mitsuaki Ishii, Tetsuaki Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa
Motion actors : kenichiro Tamayori, Takayuki Nakayama, Yasuhiro Nakata, Hidesuke Tanaka, Ikumi Yoshida
Voice actors : Toshiyuki Morikawa, Hekiru Shiina, Fujiko Takimoto, Jin Yamanoi, Michiko Neya, Nobuyuki Hiyama, Takashi Nagasako, Barry Gjerde
Producer : Masuya Oishi
Executive producer : Hajime Nakatani
- PORTS -
* Consoles :
Sony PlayStation
$end
$info=spaceace,spaceaa2,spaceaa,saeuro,
$Edit this entry at Arcade-History.com
$bio
Space Ace (c) 10/1983 Leland.
One gallant earthling stands between the inter-planetary invasion forces of the blue-skinned alien Commander Borf and their intended target, Earth : an earthling named Dexter. On Dexter's narrow shoulders ride the fate of Earth and the well-being of his lovely sidekick, Kimberly, who Borf has carried off into the cosmos.
Dexter sets off in hot pursuit of Lord Borf, battling monsters, machines and mechanisms as he fights his way across the galaxy. During his daring quest, Dexter relies on his wits, agility and quick reflexes to overcome the deadly predicaments and bizarre opponents Borf throws in his path; but when the peril grows too great for even cunning and courage to prevail, Dexter has a secret strength in reserve.
Exposure to mysterious cosmic rays has given Dexter a remarkable ability. Just when our hero seems doomed and all appears lost, he undergoes a startling transformation into his super-mighty, super-bold, super-self : SPACE ACE! - a broad-shouldered, good-natured alter ego who evens out the odds as Dexter struggles to rescue Kimberly.
Pursued to his home planet by this resourceful and relentless adversary, Borf turns and faces Dexter in a final and climactic confrontation. Determined to prevail at all costs, Borf resorts to the ultimate weapon, a weapon capable of reducing even the mighty Space Ace into a helpless infant : the dreaded INFANTO-RAY! Only Space Ace can survive such a crisis, and Space Ace alone can save the Earth, save the girl, and save the day!
- TECHNICAL -
Space Ace was made available to distributors in two different formats; a dedicated cabinet, and a conversion kit that could be used to turn an existing copy of "Dragon's Lair" into a Space Ace game. The conversion kit included the Space Ace laserdisc, new EPROMs containing the game program, an additional circuit board to add the skill level buttons, and replacement artwork for the cabinet. The game originally used the Pioneer LD-V1000 or PR-7820 laserdisc players, but an adaptor kit now exists to allow Sony LDP series players to be used as replacements if the original player is no longer functional.
Main CPU : Z80
Sound Chips : AY8910, Custom
Players : 1
ACTION BUTTON : The action button functions in a variety of ways in a variety of situations. Most frequently the Action button fires weapons and energizes Dexter into Space Ace.
JOYSTICK : The joystick controls the direction of movement of the Dexter and Space Ace characters.
- TRIVIA -
The animation staff provided their own voices for their own characters, in order to keep the costs down. Animator, Jeff Etter was the voice of Ace. Storyman / animator Will Finn was the voice of Dexter. Animator, Lorna Pomeroy (wife of Co-Producer, John Pomeroy) was the voice of Kimmy. Don Bluth was the voice of Commander Borf. The narrator was Michael Rye and the musical score was created by Christopher Stone.
The scantily-clad heroine Kimberly was named after one of the people of the animation staff whose name was Kimberly Coy.
Space Ace were released 1984 by Cinematronics/magicom and licensed to Atari and Sidam (only Italy) for the European market. The European version of Space ace don't have the skill select that the Cinematronics version have. The Atari's and Sidam's version were made for the PAL system and Cinematronics version were made for the NTSC system.
The Cinematronics hardware and software were also totally different from Atari's/Sidam's.
Space Ace was re-released in 1991, this time without the different skill levels, were released as a conversion kit for "Dragon's Lair II - Time Warp". But this time it was Leland that produced the game.
Cinematronics went out of business late in 1984, the same year Space Ace were first released. None of the hardware or software from Cinematronics 1984 version were used in Lelands 1993 version.
Space Ace were again licensed to Atari and Sidam (only Italy) for the European market. But this time Leland, Atari and Sidam used some of the same hardware for the 1991 version of Space Ace. Leland used a Sony 1450 LD-player. Atari and Sidam Again used a Philips player, allowing them to skip the NTSC pcb.
A Space Ace machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
Space Ace was also featured as an animated series : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Aired as part the second season of 'Saturday Supercade' on CBS.
- UPDATES -
Some scenes are left out in Cinematronics version, depending on the skill level the player plays. In skill level 'Space Ace' all scenes are included.
In 1991, Leland released a slightly updated version of Space Ace in the form of a conversion kit for the then recently-released "Dragon's Lair II - Time Warp". The updated version added more complicated moves (including diagonal moves), and dropped the easier skill levels, meaning only the 'Ace' (difficult) level could be played.
- PORTS -
* Consoles :
Philips CD-I (1993)
Nintendo Super Famicom (1994)
Sega Mega-CD (1994)
Panasonic 3DO (1995)
Atari Jaguar CD (1996)
* Computers :
Commodore Amiga (1990)
Commodore Amiga (1993, "The Animation Classics Pack")
PC [MS-DOS, CD-ROM] (1994)
PC [MS Windows 9x, CD-ROM] (2003)
$end
$info=sspaceat,sspacat2,sspacat3,sspacatc,
$Edit this entry at Arcade-History.com
$bio
Space Attack (c) 1979 Sega.
Another game inspired by "Space Invaders". This one is a more straightforward version, although after you finish off a rack a UFO starts working its way down; shoot it and you'll get a bonus (and maybe a free ship).
- TECHNICAL -
Prom stickers : 139-146 (Cocktail), 155-162 (Upright)
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in February 1979.
- SCORING -
Bottom aliens : 100 points
Middle aliens : 200 points
Top aliens : 300 points
UFOs : 1,000 - 3,000 points
- PORTS -
* Consoles :
Emerson Arcadia (1982)
$end
$info=sspacaho,
$Edit this entry at Arcade-History.com
$bio
Space Attack / Head On (c) 1979 Sega.
Head On is a two-dimensional maze racing game. You control your car through the maze to pick up the dots while at the same time avoiding the car, or cars, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.
Space Attack is another game inspired by "Space Invaders". This one is a more straightforward version, although after you finish off a rack a UFO starts working its way down; shoot it and you'll get a bonus (and maybe a free ship).
- TECHNICAL -
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Space Attack / Head On is worth mentioning due to it having a rom marked as 'EPR-1', the first of Sega's now 20,000+rom naming scheme!.
Head On is reputed to be the first game in which the player must "eat" all of the dots in order to progress to the next level (One year before "Pac-Man", Head On was the first 'eat-the-dots'-style game).
- SCORING -
* Scoring for Head On :
Dots : 5 points. There are 140 dots per maze to clear giving you 700 points per maze.
* Scoring for Space Attack :
Bottom aliens : 100 points
Middle aliens : 200 points
Top aliens : 300 points
UFOs : 1,000 - 3,000 points
- TIPS AND TRICKS -
Tips and tricks for Head On :
* When you start the game, your car will be located in the open space in the middle of the bottom of the screen in lane one. The jam car will be located in the middle left of the screen in lane one. On the higher levels, they will progress through lanes one, two, and/or three. As you progress through the levels, the number or speed of the jam cars increases. Here is the breakdown :
Level 1 : One Slow Jam Car
Level 2 : One Fast Jam Car
Level 3 : Two Slow Jam Cars
Level 4 : Two Fast Jam Cars
Level 5 : Three Slow Jam Cars
Level 6 and beyond : Three Fast Jam Cars
* Always be aware of where the Jam Car(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Car levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Car(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze. Also, the color of the Jam Car is red while yours is white.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Car or Cars will still be in the maze.
* Don't let the speed of the Jam Car(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
* Since the game isn't timed, take your time planning on how you will take care of the dots. Don't take chances since you will have to restart the level if your car gets destroyed.
$end
$info=spaceatt,
$Edit this entry at Arcade-History.com
$bio
Space Attack [Upright model] (c) 1978 Video Games GMBH.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
This game is a bootleg of "Space Invaders".
Also released as :
"Space Attack [Cocktail model]"
"Space Attack [Counter model]"
Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : Space Attack) founded by Mr. Reinhard Stompe. When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : "Super Tank" (1981) and "Looping" (1982). Video Games GmbH was sold to Ican Data GmbH (Munich) in 1987 for US $10 million.
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
$end
$info=spaceat2,
$Edit this entry at Arcade-History.com
$bio
Space Attack II (c) 1980 Zenitone Microsec.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
This game is a copy of "Space Invaders".
- UPDATES -
Unique to Space Invaders :
1) The saucers that run across the top of the screen shoot back at you when they have a clear shot.
2) Some invaders split into two invaders on either side of the original, giving you more invaders to shoot.
3) When you finish a rack, the following gets printed on the screen : "Well Done Earthing, this time you win. Now do battle with our super forces".
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
$end
$info=spacbatt,spacbat2,
$Edit this entry at Arcade-History.com
$bio
Space Battle (c) 1980 U.S Billiards.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Gingateikoku No Gyakushu".
$end
$info=spacbeam,
$Edit this entry at Arcade-History.com
$bio
Space Beam (c) 11/1980 Nanao.
You and another cannon are dueling each other over a field of alien ships. As the ships thin out, you become more exposed (so does your enemy, but the computer has better reflexes than you). Can you outlast, or outmaneuver your opponent?
- TECHNICAL -
Main CPU : M6502 (@ 1.173 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- SCORING -
Small ships : 10-90 points (depending on the distance from your ship).
Opposite side ship : 200 points.
$end
$info=spacebrd,
$Edit this entry at Arcade-History.com
$bio
Space Bird (c) 1980 Karateco.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, Samples
Screen orientation : Vertical
Video resolution : 232 x 264 pixels
Screen refresh : 60.00 Hz
Palette colors : 36
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Computers :
Sinclair ZX-Spectrum (1985, "Star Firebirds - Insight Software)
Amstrad CPC (1986, "Star Firebirds" - Insight)
$end
$info=sbomberb,
$Edit this entry at Arcade-History.com
$bio
Space Bomber (c) 07/1998 Psikyo.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 5120
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, CATCH)
- TRIVIA -
Scitron / Gamest released a limited-edition soundtrack album for this game (Pilots Kids, Space Bomber - SGCD-006) on 05/03/1999.
- TIPS AND TRICKS -
* Play As Light blue ship : After inserting a credit, press Right(x3), Left(x3), Right(x7).
* Play As Tetris block : After inserting a credit, press Up(x3), Down(x3), Up(x7).
* Unlock Extra Maintenance : If you hold Test Button+PL1 Button 1 during boot, you get extra options in the test menu (Stage Select with choice of ships, BG Test).
- STAFF -
Staff : Shin nakamura, Kunio asahara, Akihiko nasu, Koji Hamada, Hiroyuki ootani, Hajime itou, Noriko tomishima, Kazuhiro toba, Shiori saito, Masaki izutani, Katsuya shikanouchi, Katsuhiro nishida, Masayuki nakata, Masashi kajikawa, Yasuhide maeda, Hiroshi yamada, Shinichi yusa, Genbun kobayashi
$end
$info=sbugger,sbuggera,
$Edit this entry at Arcade-History.com
$bio
Space Bugger (c) 1981 GAT.
A space shooter. Hide behind barriers, keep moving and fire. That's the key to stay in the game.
- TECHNICAL -
Main CPU : 8085A (@ 3 Mhz)
Sound Chips : (2x) SN76496 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Buttons : 4
=> UP, DOWN, FIRE LEFT, FIRE RIGHT
- TRIVIA -
GAT stands for 'Game A Tron'.
$end
$info=schaser,schasrcv,
$Edit this entry at Arcade-History.com
$bio
Space Chaser (c) 1979 Taito.
Space Chaser is a 2-Dimensional maze racing game. You control your rocket through the maze to pick up the dots while at the same time avoiding the rocket, or rockets, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for freeway driving in the big city.
- TECHNICAL -
Board Number : RTNxxxx
Prom Stickers : RT13-22
Main CPU : 8080
Sound Chips : SN76477, Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in October 1979.
Also released as a Cocktail model : "T.T Space Chaser".
This is probably the most manic of the "Head-on" type of games, as instead of a car (or 2) you're trying to avoid a head-on collision with, you have a missile trying to ram into you. This gives added pressure, since you must be able to outrace the missile at the end of the round.
Maybe also known as "Missile Chaser".
- SCORING -
Dots : 10 points X level number.
Levels start at 1 and go up to 9. After that level 9 keeps repeating itself.
- TIPS AND TRICKS -
* How to finish off the first screen :
1) Let your rocket finish off the half of the bottom row you are on, but turn around before you turn the corner. Turn towards the center when you get back to where you were.
2) Finish off the ten sets of two dots in the middle. Watch out for the missile trying to strike you. Although you should have no problem with giving your rocket a moment's needed boost, try to do as much as possible without boosting through the center. You'll need it later.
3) Take the circle of dots that surrounds the inner area.
4) Go to the bottom row. You should have the left half of the bottom line ready. Go around, finishing the dots.
5) On the last row, hit the boost. You'll need it to finish.
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1")
$end
$info=spacecr,
$Edit this entry at Arcade-History.com
$bio
Space Cruiser (c) 1981 Taito.
- TECHNICAL -
Taito SJ System hardware
Prom Stickers : CG
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=spacedem,
$Edit this entry at Arcade-History.com
$bio
Space Demon (c) 1980 Nintendo.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, Samples
Screen orientation : Vertical
Video resolution : 232 x 264 pixels
Screen refresh : 60.00 Hz
Palette Colors : 36
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Fortek.
This game is also known as "Space Firebird".
$end
$info=spacduel,
$Edit this entry at Arcade-History.com
$bio
Space Duel (c) 1982 Atari.
This is a direct descendant of the original "Asteroids" and "Asteroids Deluxe", with asteroids replaced by colorful geometric shapes like cubes, diamonds and spinning pinwheels. Shoot all objects to complete a level.
- TECHNICAL -
Game ID : 136006
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : (2x) POKEY (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 45.00 Hz
Palette colors : 32768
Players : 2
Buttons : 5
= > LEFT, RIGHT, FIRE, THRUST, SHIELD
- TRIVIA -
Released in February 1982.
Space Duel is the first and only multi-player interactive vector game by Atari. When "Asteroids Deluxe" tanked, this game was taken off the shelf and released to moderate success. Approximately 12,040 units were produced.
A Space Duel cabinet appears on the cover of the Who's 1982 album, 'It's Hard'.
2 Space Duel machines (including 1 cocktail) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- TIPS AND TRICKS -
* Invite Your Friend : In 2 player mode, you can shoot your partner and it will regenerate their shield. This comes in very handy!
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1987)
5. Asteroids Hyper 64 (1999, Nintendo 64)
- STAFF -
Designed and partially programmed by : Rick Maurer
Project resumed, changes made and game finished by : Owen Rubin (ORR), (JMR), Steve Calfee (SRC), Dave Shepperd (DES)
- PORTS -
* Consoles :
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
* Computers :
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
* Others :
Atari Flashback 2 (2005)
Nokia N-Gage (2006, "Atari Masterpieces Volume 2")
$end
$info=sdungeon,
$Edit this entry at Arcade-History.com
$bio
Space Dungeon (c) 1981 Taito.
- TECHNICAL -
Prom Stickers : SD
Main CPU : (2x) M6809 (@ 1.25 Mhz), M68705 (@ 1 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
If you pass level 99, you get to level 0 and it says 'You're a hero on level zero'.
When you reach 990,000 points, every time you shoot an enemy you get a free man. Be careful, your free men get knocked to 0 after 255.
A Space Dungeon unit appears in the 1983 movie 'Joysticks'.
A Space Dungeon machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* A Boring Score-grabbing Cheat : Lock yourself in a room by closing all the doors. The thief will appear (To close a door, go through it then back immediately - it may take more than once). Warning : this is a sure, but very slow, way to build points.
- STAFF -
Designed and programmed by : Rex Battenberg
- PORTS -
* Consoles :
Atari 5200 (1983)
$end
$info=spacecho,
$Edit this entry at Arcade-History.com
$bio
Space Echo (c) 19??.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Speak & Rescue".
- UPDATES -
Space Echo happens at a city instead of on a lunar landscape, the humans are in a building suspiciously like the Empire State Building (instead of another moon), and alien ships remaining are numbered underneath a big saucer instead of shown waiting for an attack.
- SCORING -
blue saucer : 50 points
red saucer : 100 points
Saucer with human : ??? points
Bonus at end of round : 100 points per human not captured
$end
$info=spcenctr,
$Edit this entry at Arcade-History.com
$bio
Space Encounters (c) 10/1980 Midway.
- TECHNICAL -
Game ID : 645
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : stick
Buttons : 1
- TRIVIA -
A Space Encounters unit appears in the 1982 movie 'Rocky III'.
- STAFF -
Designed and programmed by : Dave Needle
$end
$info=spacefev,spacefva,
$Edit this entry at Arcade-History.com
$bio
Space Fever (c) 1979 Nintendo.
The Earth is under attack from alien invaders. Shoot them out of the sky before they land. Space Fever is Nintendo's take on the "Space Invaders" franchise. The game is almost identical in terms of how it plays. The alien craft are arranged in rows and they slowly move left and right across the screen. When the row reaches the edge, the ships drop down a row and move in the opposite direction. As you shoot more enemies the speed will increase, as will the number of enemy bullets. You have four blocks above you that absorb the enemy shots until they are worn through, and being hit by an enemy shot will cost you a life. Sometimes a UFO will fly along the top of the screen and can be hit for Bonus points.
There are three different game modes for 1- or 2-player games :
Game A - There are two 'blocks' of aliens that move in opposite directions to each other.
Game B - The aliens move as one 'block', but they only appear one row at a time.
Game C - The same as "Space Invaders" - all the aliens move as one 'block' in the same direction.
- TECHNICAL -
Main CPU : 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz), SN76477 (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- SCORING -
lower aliens : 10 points
middle aliens : 20 points
upper aliens : 30 points
UFOs : 50-300 points
- SERIES -
1. Space Fever (1979)
2. Space Fever High Splitter (1979)
3. Space Fever II (Nintendo Game Boy)
- SOURCES -
Nintendo Database; http://www.planetnintendo.com
$end
$info=highsplt,highspla,
$Edit this entry at Arcade-History.com
$bio
Space Fever High Splitter (c) 1979 Nintendo.
Space Fever High Splitter is another of Nintendo's takes on the "Space Invaders" franchise, only with a twist : if you don't quite hit the alien in the middle, you'll split the alien in two, both of which you'll have to shoot. The alien crafts are arranged in rows and they slowly move left and right across the screen. When the row reaches the edge, the ships drop down a row and move in the opposite direction (one exception : see below). As you shoot more enemies the speed will increase, as will the number of enemy bullets. You have four blocks above you that absorb the enemy shots until they are worn through, and being hit by an enemy shot will cost you a life. Sometimes a UFO will fly along the top of the screen; hit it and you'll get points and a smaller alien, hit the smaller alien and get more points.
There are three different game modes for 1- or 2-player games :
Game A : aliens go down two, up one, down two, up one.
Game B : aliens show up in one up-and-down row, they add a row each time they reach the edge and turn around.
Game C : The same as "Space Invaders" - all the aliens move as one 'block' in the same direction.
- TECHNICAL -
Main CPU : 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz), SN76477 (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- SCORING -
Lower big alien whole : 30 points
Lower small alien : 10 points
Middle big alien whole : 60 points
Middle small alien : 20 ponts
Upper big alien whole : 90 points
Upper small alien : 30 points
Big UFO : 50-300 points
Little UFO : 500 points
- TIPS AND TRICKS -
Try hitting the aliens in the middle, as hitting them on the side will split the aliens in two, giving you zero points in the process and adding to the number of shots you'll have to take to finish that round. You'll also earn more points for hitting the bigger aliens in the middle.
- SERIES -
1. Space Fever (1979)
2. Space Fever High Splitter (1979)
3. Space Fever II (Nintendo Game Boy)
$end
$info=spacefb,spacefbg,spacefbb,
$Edit this entry at Arcade-History.com
$bio
Space Firebird (c) 1980 Nintendo.
Space Firebird is a one or two player game in which players are attacked from all sides by highly maneuverable Firebirds. Players can move space ship left or right and shoot a rapid-fire laser at attacking Firebirds. A special Warp Mode allows the space ship to escape danger and fire at the flock of aliens.
FIREBIRDS
The space Firebirds are a unique set of adversaries. There are three different birds, the Emperor, Eagle and Gull, which fly together in complex looping formations, firing and attacking from all directions. The player must keep track of the laser hits because each bird has a different resistance level to hits. The fearless Emperor is destroyed by four hits, the Eagle with two hits and the soaring Gull with one hit. The Eagle also has a deadly bomb which is launched at the space ship. Extra points are scored by hitting the bomb before it explodes. The bomb when hit, scatters into deadly shrapnel. To avoid the flying shrapnel, the bomb must be hit from directly underneath.
SPACE SHIP
The space ship can be moved right or left to evade attacking Firebirds. Depressing the fire button enables the space ship to shoot its laser at approaching Firebirds. Players receive 3 (adjustable) space ships per play.
WARP MODE
Activate warp mode to escape impeding danger or to strike out at approaching birds. There is only warp mode per space ship. When activated, the space ship is launched into space with a force field around it that deflects enemy fire. In warp mode, Firebirds can be eliminated by ramming into them or by firing at close range.
If all Firebirds are destroyed, the player moves into a new battle sequence that increases in difficulty. One new space ship is awarded for a score of 5,000 (adjustable) points. Game ends when all space ships are destroyed.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, Samples
Screen orientation : Vertical
Video resolution : 232 x 264 pixels
Screen refresh : 60.00 Hz
Palette colors : 36
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Released in October 1980.
Also licensed to Gremlin.
This game is known under Fortrek license as "Space Demon".
A bootleg of this game is known as "Space Bird".
- SCORING -
Emperor : 100 points
Eagle : 50 points
Gull : 20 points
Bomb : 50 to 200 points
Each battle consists of 50 Firebirds and 1,000 bonus points are awarded if all are destroyed.
- STAFF -
Sound effects by : Hirokazu Tanaka
$end
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Space Force (c) 1980 Venture Line.
- TECHNICAL -
Main CPU : 8085A (@ 4 Mhz)
Sound CPU : I8035 (@ 768 Khz)
Sound Chips : (3x) SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Meteoroids".
$end
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Space Fortress (c) 1981 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 2
- PORTS -
* Consoles :
Bally Astrocade
$end
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Space Fury (c) 1981 Sega.
This game is a rather simple alien blasting shoot-em-up. It uses almost industry standard vector controls, which are four buttons, Left Rotate, Right Rotate, Thrust, and Fire. You begin the game in the center of four strange looking shapes. These shapes are both level selects and upgrades. Run into one of them and it will add itself to your ship, and then you get to do the level associated with it. Each level is different mainly because you have wildly different shot patterns on each one. But all of them are the same when it comes to your objective. What you have to do is blast all the spaceship parts before they can form into dangerous enemy spaceships. Blast them all, and you get to select a new level and watch a little interlude where the alien taunts you with his evil computer voice.
PLAY INSTRUCTIONS :
1. Enemy ships will be formed by four craft coming together.
2. Only complete enemy ships can launch fireballs.
3. Partial enemy ships will try to ram the player ship.
4. Between rounds the player ship can dock for more firepower.
5. To dock destroy enemy fleet before reinforcements arrive.
- TECHNICAL -
Sega G80 vector system
Main CPU : Z80 (@ 4 Mhz), I8035 (@ 208 Khz)
Sound Chips : Discrete circuitry, SP0250 (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 256
Players : 2
Buttons : 4 (LEFT, RIGHT, THRUST, FIRE)
- TRIVIA -
Released in August 1981. Space Fury was the first color vector graphic games. The most notable thing about that hardware platform is that the monitors would often catch on fire. You could lower the chance of this game catching fire by installing a monitor cooling fan and removing the back door.
Space Fury shipped in the Sega 'convert-a-cab', which was an attractive, but hopelessly generic arcade cabinet with woodgrain sides, and no sideart. Lots of different games came in this cabinet, it wasn't just for Space Fury. The rest of the decorations on this game looked rather amateur. The alien head and logo displayed on the marquee could have easily come out of any 8th grade art class.
Quotes :
* Attract mode :
"Is there no warrior mightier than I?"
"Does anyone dare challenge my imperial fleet?"
* Gameplay :
"So, a creature for my amusement. Prepare for battle!"
"So, you defeated my scouts. Well, my cruisers will destroy you."
"You are starting to annoy me, creature. My destroyers will annihilate you."
"You survived! Warships! Dispose of this annoyance at once."
"Well done. Prepare to battle my entire fleet!"
A sample of the synthesized taunt, 'Prepare for battle!', was used by musical group The Crüxshadows in their song 'Winterborn'.
- SCORING -
Scoring in this game is kind of hard since the way points are calculated is based on how many segments an alien fighter has. It is also based on what level you are on in the game. After level four, the scores remain at the level four amounts.
LEVEL 1
Alien Segment : 10 points
Incomplete Alien : 40 points
Complete Alien : 20 points
Fireball : 30 points
LEVEL 2
Alien Segment : 20 points
Incomplete Alien : 80 points
Complete Alien : 40 points
Fireball : 60 points
LEVEL 3
Alien Segment : 30 points
Incomplete Alien : 150 points
Complete Alien : 80 points
Fireball : 100 points
LEVEL 4
Alien Segment : 40 points
Incomplete Alien : 300 points
Complete Alien : 150 points
Fireball : 200 points
In addition, you get a docking bonus when you connect to your shell. This bonus is whatever you had left out of 5000 points when you started the level.
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle of the screen. Alien segments will start from the sides and head toward each other to form up. If you have ever played "Asteroids", this game works in a similar manner with the way the thrust works. If you haven't, learn how to tap versus hold down your thrust. This will give you better control over your fighter.
* You will have a maximum of 50 seconds to complete a level. Your goal, though, is to complete it in less time. The faster you take out the aliens, the higher your bonus will be when you get to the docking bonus area.
* Learn the characteristics of the alien spaceships :
a) Only complete alien spaceships can shoot fireballs. These fireballs do not track your fighter so you can either destroy them or move out of their way.
b) Incomplete alien spaceships will attempt to ram your fighter. They do track so you must destroy them before they destroy you.
* All things can 'wrap-around' the screen. This means anything exiting the screen from one of the edges will reappear at the opposite edge. Keep this in mind when you are being pursued and/or fired upon. This also holds true when you are firing.
* After level four, the aliens will be a mix of the four levels you already went through. The action will be faster paced and you won't be able to sit still or you make yourself an easy target.
* After you complete a level (until level four), you will be given the chance to dock your fighter with a shell. This shell is an upgrade to your weapons system. You will have anywhere from 3 to 11 seconds to successfully dock :
1) Docking is real easy, just turn and thrust at the right and left shells or thrust into the top shell.
2) The shells capabilities are (from left to right) :
a) The left shell is dark blue. It fires two shots in addition to the one shot the regular fighter fires.
b) The top shell is green. It fires one shot from each side of your fighter.
c) The right shell is light blue. It fires two shots behind your fighter (in addition to your one shot in front).
3) After you successfully dock, you collect the remaining bonus.
* To avoid the headache of too many things trying to get you, try to shoot the alien segments before they form up. This will prevent them from becoming complete and launching fireballs at you.
* The incomplete alien spaceships are the most dangerous since they track your fighter.
* The best shell to have is the dark blue one since it will be easier to take out targets in front of you then behind you. To make sure you end up with the dark blue shell, pick out the other two on the first two levels.
* In the early levels, try to go for the bonus since the alien spaceships aren't worth many points. When the pace picks up in the later levels, you will accumulate more points for the aliens. Plus, you probably will never see the bonus because all of your time will be spent defending against the alien attacks.
- PORTS -
* Consoles :
Colecovision (1983)
Sony PSP (2006, "Sega Genesis Collection")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
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Space Guerrilla (c) 1979 Omori Electric.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 232 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way Joystick
Buttons : 1
- SCORING -
Red UFO : 10 points
Dark blue UFO : 20 points
Green UFO : 30 points
Pink UFO : 40 points
Orange UFO : Mystery points
Clearly blue UFO : 1000 points
- SERIES -
1. Space Guerrilla (1979)
2. Super Space Guerrilla (1980)
$end
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Space Gun (c) 10/1990 Taito.
As a member of a special Search And Rescue unit. you (and an optional friend) are told to investigate an S.O.S. distress signal that was sent from a space station. what you don't know is that a group of vicious aliens have taken the colonists hostage. luckily for you, you're armed with a plasma pulse gun and 4 sets of grenades that are quite special (aside from the common grenade that explodes, some will freeze, incinerate, and even slice and dice the aliens).
- TECHNICAL -
Taito Z System hardware
Prom Stickers : C57
Main CPU : (2x) 68000
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : lightgun
Buttons : 3
- TRIVIA -
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
A Space Gun unit appears in the 1994 French movie 'La Vengeance d'une Blonde'.
- STAFF -
Producers : Yuji Iwasaki, Atsuchi Taniguchi
Software : Yuji Iwasaki, Shinji Soyano, T. Nakamura, Hikaru Taniguchi, Kazutomo Ishida, Takashi Ishii
Sound (Zuntata) : Norihiro Furukawa (Wiz Master AKD.), Naoto Yagishita
Monster designers : T. Sekipon, H. Katochin, Atsuchi Taniguchi, V.A.P
Designers : Hiroyasu Nagai, A. Nomura, V.A.P, Peacock
Mechanical engineers : I. Yamada, Y. Tsuriya, T. Tsurumi
Hardware : M. Yamaguchi, K. Mimura, Y. Shibuya
Characters : T. Sekipon, H. Katochin, Atsuchi Taniguchi, H. Kuzirai, T. Matsumoto, Nobuhiro Hiramatsu, Yukio Abe, V.A.P, Peacock
- PORTS -
* Consoles :
Sega Master System (1992)
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
Sinclair ZX Spectrum (1992)
Commodore C64 (1992)
Amstrad CPC (1992)
Commodore Amiga (1992)
Atari ST (1992)
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
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Space Harrier [Sit-Down model] (c) 1985 Sega.
Space Harrier is a sprite-scaling, into-the-screen shoot-em-up set in the "Fantasy Zone"; a surreal, abstract world composed of bright colours and a checkerboard-styled ground. The game's enemies are as unique as its setting; featuring prehistoric animals, alien pods, giant mushrooms and, at the end of every stage, a huge, fireball-spitting Chinese dragon.
The player's on-screen counterpart carries a portable jetpack under his arm, which allows him to fly as well as run along the ground. The jetpack is equipped with a laser, allowing the player to destroy both the game's many enemies as well as a variety of obstructions, such as trees and the floating rocks on level 1.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 10 Mhz), Z80 (@ 4 Mhz), I8751 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), Sega (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 1
Control : stick
Buttons : 3 (FIRE, FIRE, FIRE)
- TRIVIA -
Released in December 1985.
The pioneer 3-D shooting game realized by a high speed 3-D processing. The first full-color CG graphics in Japan and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985.
There were 3 different dedicated cabinets made for this game, an upright, this Sit-Down model, and "Space Harrier [Rolling model]".
Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on 12/1987.
- SERIES -
1. Space Harrier [Sit-Down model] (1985)
1. Space Harrier [Rolling model] (1985)
2. Space Harrier 3D (1988, Sega Master System)
3. Space Harrier II (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)
- STAFF -
Designed by : Yu Suzuki (YU.)
From highscore table : (KAN), (KAW), (BIN), (TUD), (NAG), (ASO)
Music by : Hiroshi Miyauchi
- PORTS -
* Consoles :
Sega Master System (1986)
Nintendo Famicom
NEC PC-Engine (1988)
Sega Game Gear (1991)
Sega 32x (1994)
Sega Saturn (1996, "Sega Ages - Space Harrier")
Sega Dreamcast (2000, "Shenmue")
Sega Dreamcast (2001, "Yu Suzuki Game Works Vol. 1")
Sega Dreamcast (2001, "Shenmue II")
Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")
Sony PlayStation 2 (2003, "Sega Ages 2500 Vol. 4 : Space Harrier")
Microsoft XBOX ("Shenmue II")
Sony PlayStation 2 (2005, "Sega AGES 2500 Series Vol. 20 Space Harrier II ~Space Harrier Complete Collection~")
Sony PlayStation 2 (2005, "Sega Classics Collection" - remake in 3-D)
* Computers :
Atari ST (1985)
Sharp X68000 (1985)
Commodore C64 (1986)
Amstrad CPC (1986)
Fujitsu FM-7 (1987)
Fujitsu FM-77AV (1987)
Sinclair ZX Spectrum (1987)
Commodore Amiga (1989)
PC [MS-DOS, 5.25''] (1989)
Sharp X1
* Others :
Tiger Handheld LCD Game (19??)
Mobile phones (2002)
$end
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Space Harrier II (c) 1988 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 02
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in October 1988.
- TIPS AND TRICKS -
* Sound Test And Some Options : At the title screen hold Right+A to access a mode selection screen that includes a sound test, difficulty setting, an option to turn rapid fire on or off and an option to use normal or inverted directional control.
- SERIES -
1. Space Harrier [Sit-Down model] (1985)
1. Space Harrier [Rolling model] (1985)
2. Space Harrier 3D (1988, Sega Master System)
3. Space Harrier II (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)
- STAFF -
Director : Kotaro Hayashida (Ossale Kohta)
Lead Programmer : Yamaichi
Assistant / Monster Programmer : Ore
Program Coordinator : Yamaichi
Monster Design : Stresteles, Taro Shizouka
Graphic Coordinator : Stresteles
Game Tester : Akinori Nishiyama (Works Nishi)
Music Composer : Tokuhiko Uwabo (Bo)
Sound Programming : Tokuhiko Uwabo (Bo), Navy
- PORTS -
* Consoles :
Nintendo Wii (2006, "Virtual Console")
$end
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Space Intruder (c) 1980 Shoei.
- TECHNICAL -
Main CPU : Z80 (@ 2 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=invaders,sitv,sicv,sisv,invderl,sisv2,spacealt,
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Space Invaders (c) 1978 Taito.
Quite simply the most influential video-game of all time. A single player moves an armed 'base' left or right along the bottom of the screen and shoots the endless waves of aliens marching relentlessly down the screen towards earth.
There are 4 buildings (shields) at the bottom of the screen that the player can hide behind, but these will eventually be destroyed by either enemy missiles or by direct contact with the invaders themselves. The player's shots will also destroy the shields.
The aliens' descent quickens as they are eliminated, making them harder to hit. A flying saucer will fly across the top of the screen at regular intervals and can be shot to earn extra points.
- TECHNICAL -
The various versions of Space Invaders came in a lot of different cabinets. The upright version was blue and white and had painted side-art of several 'werewolf' looking aliens, the 'Deluxe' version had similar art, but in red and blue instead of blue and white. The control panel used a metal overlay and had buttons for movement and firing. Most non-US versions of the game had a 2-Way joystick instead of movement buttons. The monitor bezel and marquee were a single piece of glass with a nice detailed planetary scene. The monitors were supposed to have a set color overlays. The cabaret (or mini), version had woodgrain sides, and was almost completely unadorned. There were many different cocktail versions made. Most of them used small 2-Way joysticks, and did not have a lot of decoration.
Clones and bootlegs were usually cocktails. Most 1970s era cocktails were simple rectangles with small control panels that were almost straight up and down. The exact designs varied a bit from manufacturer to manufacturer, but they all looked very similar. Upright clones and bootlegs were often conversions of earlier monochrome games such as "Boot Hill" and "Shark JAWS".
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
(most non-US versions)
Control : 2-way Joystick
Buttons : 1 (FIRE)
(US version)
Buttons : 3 (LEFT, RIGHT, FIRE)
(The US version had no joystick)
- TRIVIA -
Released in July 1978.
Also released as a Cocktail table model : "T.T Space Invaders".
Licensed by Midway for US production (Game ID : 739).
The development of Space Invaders only took 3 months, but developing the programming environment alone took almost 6 months.
Space Invaders was so popular in Japan that it caused a yen shortage and more coins had to be minted. Many regular produce and goods stores in Japan removed their products and converted into Space Invaders parlors overnight, complete with giant speakers broadcasting the 'thump-thump-thump' of the marching invaders. A true classic in every sense of the word.
Invaders contains the first attract mode with a sense of humour. It would first display 'PLAY SPACE INVADERS' with the 'Y' in 'PLAY' upside-down, and an invader would come along taking the offending upside-down 'Y' and carrying it off the screen, and then coming back with the 'Y' right side up and putting it back in place. The invader would then disappear from the screen. The attract mode would also display 'INSERT CCOIN' and an invader would come along and bomb the offending extra 'C'.
There are exactly 55 invaders per screen and exactly 11 different in-game sounds.
Space Invaders was the first arcade game to work its way out of seedy arcades and into pizza parlors and ice cream shops.
The Space Invaders phenomenon stunned many conservative adults of the time who were convinced that video-games soured the minds of their youngsters. Residents of Mesquite, Texas, pushed the issue all the way to the Supreme Court in their efforts to ban the illicit machines from their Bible-belt community. A number of reported incidents of juvenile crime began to surface shortly after Invaders' release, adding to its 'controvosy'. A girl was caught stealing $5000 from her parents and gangs of youths were reported to have robbed grocery stores just so they would have money to play the game.
About 65,000 units were produced in the U.S. and a reported 350,000 world wide.
Bootlegs of this game are known as "Super Invaders", "Super Earth Invasion", "Alien Invasion Part II" and "Space War Part Three".
Clones were manufactured by other manufacturers, they are known as "IPM Invader", "Cosmic Monsters", "Cosmic Monsters 2" "Space Attack", "Space Attack II", "Jatre Specter", "Space War" and "Space King".
A company called Logitec manufactured a bootleg of Space Invaders with a color monitor. While most of the screen remains B&W, the green is actually generated by the PCB (Printed Circuit Board) and although it looks very much like an overlay it's not. Back then this pirated PCB, because of it's design and minimal memory room on the PCB, (remember we are talking old technology), the game was very complex for it's time. It used an old 8080 processor which unlike the Z80 processor, it had its limitations. When this game was first designed it was originally going to be released as a B&W game and not color. The green is done by taking a segment out of the video processing area of the PCB and pulling it down with a bipolar prom to generate the affect. There are actually 2 video lines on this pcb - 1 for B&W and the other for sync and color.
Space Invaders inspired a catchy hit song by 'Uncle Vic' called 'Space Invaders' released over the spring to summer-time period of 1980. The Pretenders also released an instrumental song called 'Space Invaders' on their debut album in 1980.
A Space Invaders unit appears in the 1980 movie 'Midnight Madness', in the 1982 movie 'Jekyll & Hyde... Together Again', in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Joysticks', in the 1984 movie 'The Iceman', and in the 1991 movie 'Terminator 2 - Judgment Day'.
A Space Invaders unit appears in the ZZ Top music video, 'Legs'.
An upright unit of the Taito release of Space Invaders appears in the Nazareth music video 'Holiday'.
- UPDATES -
Clones "CV Version", "SV Version", and "SV Version 2" use the same color monitor and color generator board as "Space Invaders Part II", where anything not black will turn red during the explosion of the player's base once the player has been hit by enemy fire (during actual gameplay only, not during attract mode).
- SCORING -
Large Invader : 10 points.
Medium Invader : 20 points.
Small Invader : 30 points.
UFO : 50 to 300 points.
- TIPS AND TRICKS -
* When you start the game, your base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.
* A good strategy is to start blasting out the columns on the opposite edge of movement. This is if the invaders are moving right, the start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.
* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.
* Speaking of shots, you can only have one shot out at a time so make it count.
* Use your buildings to your advantage. 'Peek' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about 2 columns before the invaders blow open a hole wide enough to destroy your base.
* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.
* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right then going right to left. Keep this in mind when trying to shoot it.
* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.
* The Hidden Message Trick : To get the hidden message, you must do the following :
1) When the demo starts, you need to press the following keys at the same time on the machine : LEFT, RIGHT, FIRE, 1 PLAYER START, 2 PLAYER START.
2) Continue to press these keys rapidly as fast as you can.
3) If you are successful, the message ('TAITO COP') will appear under the high score.
* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the 'Furrer Trick' named after Eric Furrer who perfected it. To do this trick, perform the following :
1) Once the new level begins, start counting the shots from your base.
2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.
3) Use the 23rd shot to blast the mystery saucer.
4) After this, start counting shots again, this time count only to 14.
5) Use the 15th shot to hit the mystery saucer.
6) Continue using the 14 shot rule until the level is finished.
7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.
8) Remember, all shots count regardless of hits or misses.
* Eric Furrer writes : Here's a variant of the Counting Trick that most people don't know and it's the exact trick I used to play that darn game for 36 hours over 20 years ago. The shot count trick works great for level 1,2,3 but you can't use 22-14-14 counts for mystery ships on the 4th wave because the invaders are too low. If you wait around for the ship after 22-14, then the invaders will be down too quick and you will surely die. Most players at this point do a 22 count and abandon the remaining 14 counts and just clear the board. This slows point accumulation.
My solution is simple and the shot count works in progressions as well : On the 4th wave count 22, wait, and clobber the 300. Now instead of counting 14, shoot the 29 invaders in the bottom rows and get the ship. Now the invaders are high enough to do two more 14's.
Here's the grid for rolling the machine's score in about 6 minutes by the forth wave using 29. Otherwise, you'd have to wait until the 5th wave. Seems minor, but it saves 30 seconds per roll, which could mean a 30 minute lead against a good player on a head to head speed match, a difference of about 50,000 points!
1st wave - 22, 14, 14, 14, 14, 14 (bonus = 3000 + 990 = 3990 first wave)
2nd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 6180)
3rd wave - 22, 14, 14, 14 (bonus = 1200 + 990 = 2190 total score now = 8370)
4th wave - 22, 29, 14 (bonus = 900 + 990 = 1890 total score now = 0260 or 10260) (if you counted 22, 14, you couldn't get the 3rd 14 without severe risk of death row)
5th wave - 22, 29, 14 (same as 4th wave)
6th wave - 22, 14
7th wave - 22 14
8th wave - 22
9th wave - 22
Then back to the first wave!!
- SERIES -
1. Space Invaders (1978)
1. T.T Space Invaders (1978)
2. Space Invaders Deluxe (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
7. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy)
8. Space Invaders Anniversary (2003)
9. Space Invaders Evolution (2005, Sony PSP)
10. Space Invaders Revolution (2005, Nintendo DS)
- STAFF -
Designed and programmed by : Tomohiro Nishikado
- PORTS -
* Consoles :
Atari 2600 (1978)
Atari 5200 (1982)
Emerson Arcadia (1982) : title later changed to "Alien Invaders".
Atari XEGS
Sega SG-1000 (1983)
Nintendo Famicom (1985)
Nintendo Game Boy (1991)
Sega Saturn (1996)
Nintendo Super Famicom (1997, "Space Invaders - The Original Game") : This port is actually "Space Invaders DX" sans the "Parody Game Mode".
Sony PlayStation (1997)
Nintendo Game Boy Color (1999)
Bandai WonderSwan (1999)
Nuon (2000, "Space Invaders XL")
Nintendo Game Boy Advance (2002)
Sony PlayStation 2 (2003, "Space Invaders Anniversary")
Nintendo DS (2005, "Space Invaders DS") : Contains Classic and New Age mode.
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Sony PlayStation 2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Sony PSP (2005, "Space Invaders - Galaxy Beat") : Japanese release.
* Computers :
Exidy Sorcerer (1978, "Invaders")
Microtan 65 (1980, "Space Invasion")
TI99/4a (1981, "TI Invaders" – Texas Instruments)
Tandy Color Computer (1981, "Space Assault")
Tandy Color Computer (1981, "Color Space Invaders")
Vic 20 ("Avenger")
Commodore C64 (1982, "Avenger")
BBC B (1982, "Super Invaders" – Acornsoft)
Sinclair ZX-Spectrum (1982, "Spectral Invaders" – Bug-Byte)
Sinclair ZX-Spectrum (1982, "Space Raiders" – Sinclair Research)
Sinclair ZX-Spectrum (1982, "Invaders" - Artic Computing (UK))
Oric (1983, "Oric Invaders" – Arcadia Software)
MSX (1984)
Tandy Color Computer (1985, "Super Vaders")
Commodore C64 (1987, "Arcade Classics")
Tandy Color Computer 3 (1988, "Space Intruders") : wave 9 is similar to wave 5 of "Phoenix".
Commodore Amiga (1988, "Amoeba Invaders") : included in the cover disk that came with the ST/Amiga Format Magazine (November 1988, Issue number 5).
Atari ST (1989)
Zx-Spectrum (1993, "Invaders" - Design Design Software (UK)) : published exclusively on magazine covertape, appeared on side A of covertape "Your Sinclair issue 85: Christmas Collection 2".
PC [MS-DOS] (1997, "Champ Invaders" - CHAMProgramming)
VTech Laser-VZ ("Vz Invaders")
Apple II ("Apple Invader")
PC [MS Windows] (2005, "Taito Legends")
* Others :
LED handheld game (1980 - Entex (black version))
LED handheld game (1981 - Entex (grey version))
LCD handheld game (1982 - Tiger Electronics)
LCD handheld game with calculator (1982 - Tiger Electronics)
LCD handheld game (larger LCD) (1984 - Tiger Electronics)
VFD handheld game (19?? - Gakken)
LCD handheld game (1999 - Systema)
Arcade Legends : Space Invaders TV Game (2004 - Radica Games)
Mobile Phones (2007, "3D Space Invaders")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=invadrmr,
$Edit this entry at Arcade-History.com
$bio
Space Invaders (c) 198? Model Racing.
An Italian bootleg version of the original.
$end
$info=invaderl,
$Edit this entry at Arcade-History.com
$bio
Space Invaders (c) 198? Logitec Co., Ltd.
A bootleg version of the original.
- TRIVIA -
This bootleg of "Space Invaders (Taito)" has a color monitor. While most of the screen remains B&W, the green is actually generated by the PCB (Printed Circuit Board) and although it looks very much like an overlay it's not. Back then this pirated PCB, because of it's design and minimal memory room on the PCB, (remember we are talking old technology), the game was very complex for it's time. It used an old 8080 processor which unlike the Z80 processor, it had its limitations. When this game was first designed it was originally going to be released as a B&W game and not color. The green is done by taking a segment out of the video processing area of the PCB and pulling it down with a bipolar prom to generate the affect. There are actually 2 video lines on this pcb - 1 for B&W and the other for sync and color.
$end
$info=spcinv95,spcnv95u,
$Edit this entry at Arcade-History.com
$bio
Space Invaders '95 - The Attack of Lunar Loonies (c) 06/1995 Taito.
A remake of the classic invading aliens shoot'em up game that features interesting enemies and a wide variety of characters to choose from.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E06
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Akkanvader".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Welcome to the Karu Land - PCCB-00196) on 17/11/1997.
- SERIES -
1. Space Invaders (1978)
1. T.T Space Invaders (1978)
2. Space Invaders Deluxe (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
7. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy)
8. Space Invaders Anniversary (2003)
9. Space Invaders Evolution (2005, Sony PSP)
10. Space Invaders Revolution (2005, Nintendo DS)
- STAFF -
Planners : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai
Character designers : Seiji Kawakami, Nobuhiro Hiramatsu, Shinichi Arai, Hiroyo Kujirai, Sy??Nakajima, Kasayama Pamio, Hiroto Nizato, Shin Tanaka, Terumi Ogihara, V.A.P, Peacock
Software engineers : Kazutomo Ishida, Hirotaka Fukakawa, K??Kato, Masashi Tsuzura, Takashi Ishii, Yasutaka Hayashi, Shinji Soyano, Tabby Software Magic, Hiroshi Aoki, Kouji Tsunekiyo
Sound director : Kazuko Umino (karu)
Decoration designer : Kumi Mizobe
Hardware engineer : Takeshi Kinugasa
- PORTS -
* Consoles :
Sony PSP (2005, "Space Invaders Pocket") - Japanese release
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=invaddlx,
$Edit this entry at Arcade-History.com
$bio
Space Invaders Deluxe (c) 1979 Midway.
Space Invaders Deluxe is a simple 2-D shooter. You control your laser base against an endless stream of alien invaders. Once you clear out one wave of invaders, another is just waiting to take your base out. Of course, your objective is simple, eliminate the invaders before they eliminate you.
- TECHNICAL -
Game ID : 852
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Released in November 1979.
This game is also known as "Space Invaders Part II" (Taito). Space Invaders Deluxe still says "Space Invaders Part II" on the title-screen because Midway was only allowed to make minor modifications of the Taito code. All other references to the game (promotional material, manual, service bulletins, labels on the motherboard, serial number tags inside the cabinet, monitor glass, etc.) say 'Space Invaders Deluxe'.
This game was also manufactured by Nichibutsu under the name of "Moon Base".
A Space Invaders Deluxe unit appears in the 1982 movie 'Fast Times at Ridgemont High'.
- UPDATES -
* Space Invaders Deluxe uses a color overlay. "Space Invaders Part II" (Taito) uses a color monitor and a simple color generator board that turns anything that is not black to red when the player's ship explodes during gameplay (but not during attract mode).
* Changes in game-play include invaders that march forward, invaders that split to form 2 when shot, another bonus ship that flies by above the invaders, intermissions between racks and the famous 'rainbow bonus'.
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
Flashing UFO : 200 points
'Rainbow' Bonus : 500 or 1000 points
- TIPS AND TRICKS -
* When you start the game, your base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.
* A good strategy is to start blasting out the columns on the opposite edge of movement. If the invaders are moving right, the start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.
* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.
* Speaking of shots, you can only have one shot out at a time so make it count.
* Use your buildings to your advantage. 'Peek' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about 2 columns before the invaders blow open a hole wide enough to destroy your base.
* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.
* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right then going right to left. Keep this in mind when trying to shoot it.
* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.
* When you get a wave that has spaces in-between the invaders (4th wave in "Space Invaders Part II"; 2nd wave in "Space Invaders Deluxe"), be prepared for heavier fighting. These gaps are left to accommodate the 'new' invaders that will appear. These new invaders appear when you hit one of the regular invaders and it splits.
* The blinking saucer can only be hit when it is solid. Time your shot right and you may be able to hit it.
* Another thing is if you are getting too successful at blasting the invaders, a Mystery Ship will show up and start to deposit more invaders for you to take out.
* The Hidden Message Trick. To get the hidden message, you must do the following :
1) When the demo starts, you need to press the following keys at the same time on the machine : LEFT, RIGHT, FIRE, 1 PLAYER START, 2 PLAYER START.
2) Continue to press these keys rapidly as fast as you can.
3) If you are successful, the message ('TAITO CORP.') will appear below the high score. The 'spelling error' on "Space Invaders" is corrected.
* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the 'Furrer Trick' named after Eric Furrer who perfected it. To do this trick, perform the following :
1) Once the new level begins, start counting the shots from your base.
2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.
3) Use the 23rd shot to blast the mystery saucer.
4) After this, start counting shots again, this time count only to 14.
5) Use the 15th shot to hit the mystery saucer.
6) Continue using the 14 shot rule until the level is finished.
7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.
8) Remember, all shots count regardless of hits or misses.
* Eric Furrer writes : The 'Shot Counting' trick from "Space Invaders" works in Space Invaders Deluxe but the flashing mystery ship can throw you off. You can count 22 like in Space Invaders, but you must count 14 or 29 from the 300 to the next 300, even if you hit the flashing mystery ship. Also, in Space Invaders Part II, the mystery ship drops invaders, so he's harder to target. In Space Invaders Deluxe, I just do the first 22, and concentrate on leaving the left lower invader as the last invader to kill for the 1,000 point fireworks bonus.
* Rainbow Trick : If the final aliens you kill are in the bottom 2 rows, you get a fireworks display and 500 bonus points. If it happens to be the bottom, left-most alien, you get fireworks and a 1,000 point bonus.
* Extra Life : The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less. Of course, this is very difficult to do. However, you can take advantage of the famous 8-bit rollover bug by firing OVER 255 shots, thereby rolling over the shot counter! Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over..
* Preset Mode : Space Invaders Deluxe provided a way the operator could enter his/her name each time the machine was turned on.
1) Turn preset mode ON in the DIP switch.
2) Insert one credit.
3) Depress one player select button 'Preset Mode' will be displayed on screen.
4) Depress one player select button again to increase score until previous high-score is beaten. Note : If you press the two player select button you can skip the starting level as well.
5) Depress Fire button to start game. After all bases have been destroyed the alphabet will be displayed on screen. A new name may now be entered.
6) Turn preset mode OFF in the DIP switch to re-establish game mode.
- SERIES -
1. Space Invaders (1978)
1. T.T Space Invaders (1978)
2. Space Invaders Deluxe (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
7. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy)
8. Space Invaders Anniversary (2003)
9. Space Invaders Evolution (2005, Sony PSP)
10. Space Invaders Revolution (2005, Nintendo DS)
- STAFF -
Designed and programmed by : Tomohiro Nishikado
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
Collector's Guide to Vintage Coin Machines - Richard M. Bueschel - Page 135
$end
$info=spacedx,spacedxj,spacedxo,spcinvdj,
$Edit this entry at Arcade-History.com
$bio
Space Invaders DX (c) 1994 Taito.
A modern and fitting tribute to Taito's 1978 seminal shoot-em-up, "Space Invaders".
There are now 3 different game modes to choose from. These include a faithful recreation of the legendary original - available in both upright and cocktail versions - and replete with a simulation of the infamous "coloured plastic overlay" that was used to add the impression of full colour graphics to the original game.
The 2 remaining game modes are 'Versus', with simultaneous split-screen 2-player action, and "Parody", which features characters and graphics from other well-known Taito games, such as "The New Zealand Story", "Bubble Bobble" and "Liquid Kids". Despite the graphical changes, the Parody version plays identically to the original game, and all modes retain the original, legendary sound effects.
- TECHNICAL -
Taito B System hardware
Prom Stickers : D89
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in September 1994.
This game runs originally on the Taito B System hardware, but there is also an alternate version of this game released on Taito F3 System hardware (Game ID : D93).
In ''Parody Game Mode'', a LOT of characters taken from early Taito games appear at each level, here is the list :
Level 1 - Characters from "The New Zealand Story".
Level 2 - Characters from "The Fairyland Story".
Level 3 - Characters from "Bubble Bobble".
Level 4 - Characters from "Rainbow Islands - The Story of Bubble Bobble 2".
Level 5 - Characters from "Mizubaku Adventure".
Level 6 - Characters from "Arkanoid".
Level 7 - Characters from "KiKiKaiKai".
Level 8 - Characters from "Darius".
Level 9 - Characters from "Don Doko Don".
- UPDATES -
Revision 1 :
* Software version : 2.0.
* Japanese release only.
Revision 2 :
* Software version : 2.1.
* Japanese and American release (The US version has the "Winners Don't Use Drugs" screen).
* Added 'Configuration' menu and 'Factory setting' option in the operator menu.
Revision 3 :
* Taito F3 System hardware.
* Software version : 2.6.
* Japanese release only.
- SERIES -
1. Space Invaders (1978)
1. T.T Space Invaders (1978)
2. Space Invaders Deluxe (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
7. Space Invaders Virtual Collection (1995, Nintendo Virtual Boy)
8. Space Invaders Anniversary (2003)
9. Space Invaders Evolution (2005, Sony PSP)
10. Space Invaders Revolution (2005, Nintendo DS)
- PORTS -
* Consoles :
Super SNES (1994, "Space Invaders - The Original Game") : Does not have the "Parody Game Mode".
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=galap1,
$Edit this entry at Arcade-History.com
$bio
Space Invaders Galactica (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Galaxian".
$end
$info=invad2ct,
$Edit this entry at Arcade-History.com
$bio
Space Invaders II (c) 03/1980 Midway.
Space Invaders II allowed for two player simultaneous competitive play (although both players could work together). Besides shooting the invaders, one of the goals was to destroy your opponent (either CPU or another player) and gain his ships!
- TECHNICAL -
Game ID : 851
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : (2x) Samples, (2x) SN76477 (@ 1.9968 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game was a Midway in-house project, done by Joel Kreger. His name can be found in one of the game ROMs using a hex editor. This game runs on modified SI Deluxe hardware, with two sound boards; one for each player. Player 2's sound was a bit higher in pitch than player 1. The sounds of player 2 are also a bit different, with the enemy explosion and ship destroyed sounds being different than player 1. The overlay contained many colors, running from red (player 1) to yellow (player 2), with various shades of blue and green in between.
The game used a Z80A processor. Replacing the CPU with a regular Z80 causes the game to play the 'THUMP THUMP' sound during the attract mode.
- STAFF -
Designed and programmed by : Joel Kreger
$end
$info=invader4,
$Edit this entry at Arcade-History.com
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Space Invaders Part Four (c) 19??.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Space Invaders".
- UPDATES -
Also unique to "Space Attack II" :
1) The saucers that run across the top of the screen shoot back at you when they have a clear shot.
2) Some invaders split into two invaders on either side of the original, giving you more invaders to shoot.
3) When you finish a rack, the following gets printed on the screen: "Well Done Earthing, this time you win. Now do battle with our super forces.".
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
$end
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$Edit this entry at Arcade-History.com
$bio
Space Invaders Part II (c) 1979 Taito.
The sequel to the legendary "Space Invaders"; Part II's game-play is virtually identical to the original game, with the player once again moving a laser base back and forth along the bottom of the screen, shooting endless waves of aliens marching downwards towards the player. Once again flying saucers cab be shot for extra points.
- TECHNICAL -
Game ID : PVN00002
CPU Board Number : AA017757
Audio/IO Coard Number : CV070005
ROM board Number : AA017756A
Prom Stickers : PV01-PV05
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Released in September 1979.
Also released as a Cocktail model : "T.T Space Invaders Part II".
Also licensed to Midway under the name of "Space Invaders Deluxe". This game was also manufactured by Nichibutsu as "Moon Base".
Taito used to convert Space Invaders Part 2 to "Lunar Rescue" as an upgrade.
A count of 7 Taito's Space Invaders Part II units were used in the 1981 movie 'Shock Treatment' during the number 'I'm Looking For Trade'. 7 units can be seen on a software DVD player while only 5 units are visible on standard DVD players.
- UPDATES -
* Space Invaders Deluxe uses a color overlay. "Space Invaders Part II" (Taito) uses a color monitor and a simple color generator board that turns anything that is not black to red when the player's ship explodes during gameplay (but not during attract mode).
* Changes in game-play include invaders that march forward, invaders that split to form two when shot, another bonus ship that flies by above the invaders, intermissions between racks and the famous 'rainbow bonus'.
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
Flashing UFO : 200 points
'Rainbow' Bonus : 500 or 1000 points
- TIPS AND TRICKS -
* When you start the game, your base will be in the bottom left corner of the screen, below the buildings. Your goal is to blast the invaders into dust. Keep in mind that once the invaders make it to either the right or left edge of the screen, they will drop down a row and head in the opposite direction. You should plan your strategy to prevent them from making it to an edge.
* A good strategy is to start blasting out the columns on the opposite edge of movement. If the invaders are moving right, the start blasting out the leftmost columns first. This way, their return trip is longer and you have more time to deal with them.
* Do not attempt to hit the invaders dead center. They fire their laser bombs from dead center and your shots will collide, wasting your shot and letting them move closer to an edge.
* Speaking of shots, you can only have one shot out at a time so make it count.
* Use your buildings to your advantage. 'Peek' around buildings to get shots and blast a hole in the middle of your buildings to give you protection while you knock out columns of invaders. Keep in mind, this protection will only last about 2 columns before the invaders blow open a hole wide enough to destroy your base.
* Every other wave of invaders starts one row lower. Eventually, the waves will start one row above your buildings. Be prepared to do some fast shooting to keep them from getting any lower because once they reach your level, the game is over.
* When you are down to taking out the last invader on a wave, that invader will zip across the screen. The strange thing is that the invader travels faster going left to right then going right to left. Keep this in mind when trying to shoot it.
* The mystery saucer (or UFO) will appear at random times. If you have a good shot at it, try to hit it. Don't go out of your way, however, to go after it; it isn't worth the risk or time wasted.
* When you get a wave that has spaces in-between the invaders (4th wave in "Space Invaders Part II"; 2nd wave in "Space Invaders Deluxe"), be prepared for heavier fighting. These gaps are left to accommodate the 'new' invaders that will appear. These new invaders appear when you hit one of the regular invaders and it splits.
* The blinking saucer can only be hit when it is solid. Time your shot right and you may be able to hit it.
* Another thing is if you are getting too successful at blasting the invaders, a Mystery Ship will show up and start to deposit more invaders for you to take out.
* The Hidden Message Trick. To get the hidden message, you must do the following :
1) When the demo starts, you need to press the following keys at the same time on the machine : LEFT, RIGHT, FIRE, 1 PLAYER START, 2 PLAYER START.
2) Continue to press these keys rapidly as fast as you can.
3) If you are successful, the message ('TAITO CORP.') will appear below the high score. The ''spelling error'' on "Space Invaders" is corrected.
* Shot Counting Trick : To get 300 every time you hit the mystery saucer. It is named the 'Furrer Trick' named after Eric Furrer who perfected it. To do this trick, perform the following :
1) Once the new level begins, start counting the shots from your base.
2) When you have fired 22 shots, stop shooting and wait for the mystery saucer.
3) Use the 23rd shot to blast the mystery saucer.
4) After this, start counting shots again, this time count only to 14.
5) Use the 15th shot to hit the mystery saucer.
6) Continue using the 14 shot rule until the level is finished.
7) At the next wave, start with the 22 shot rule, then use the 14 shot rule to finish that wave.
8) Remember, all shots count regardless of hits or misses.
* Eric Furrer writes : The 'Shot Counting' trick from "Space Invaders" works in Space Invaders Part II but the flashing mystery ship can throw you off. You can count 22 like in Space Invaders, but you must count 14 or 29 from the 300 to the next 300, even if you hit the flashing mystery ship. Also, in Space Invaders Part II, the mystery ship drops invaders, so he's harder to target. In Space Invaders Part II, I just do the first 22, and concentrate on leaving the left lower invader as the last invader to kill for the 1000pt fireworks bonus.
* Rainbow Trick : If the final aliens you kill are in the bottom 2 rows, you get a fireworks display and 500 bonus points. If it happens to be the bottom, left-most alien, you get fireworks and a 1,000 point bonus.
* Extra Life : The machine will award you a bonus life during the intermission if you were able to wipe out the previous screen in 55 shots or less. Of course, this is very difficult to do. However, you can take advantage of the famous 8-bit rollover bug by firing OVER 255 shots, thereby rolling over the shot counter! Just make sure you can wipe out the remaining invaders in under 55 shots after you roll the counter over..
* Preset Mode : Space Invaders Part II provided a way the operator could enter his/her name each time the machine was turned on.
1) Turn preset mode ON in the DIP switch.
2) Insert one credit.
3) Depress one player select button 'Preset Mode' will be displayed on screen.
4) Depress one player select button again to increase score until previous high-score is beaten. Note : If you press the two player select button you can skip the starting level as well.
5) Depress Fire button to start game. After all bases have been destroyed the alphabet will be displayed on screen. A new name may now be entered.
6) Turn preset mode OFF in the DIP switch to re-establish game mode.
- SERIES -
1. Space Invaders (1978)
1. T.T Space Invaders (1978)
2. Space Invaders Part II (1979)
2. T.T Space Invaders Part II (1979)
3. Return of the Invaders (1985)
4. Majestic Twelve - The Space Invaders Part IV (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
- STAFF -
Designed and programmed by : Tomohiro Nishikado
- PORTS -
* Consoles :
Sony PlayStation 2 (2003, "Space Invaders Anniversary")
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Sony PSP (2005, "Space Invaders Pocket") - Japanese release
Sony PlayStation 2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
PC [MS Windows] (2005, "Taito Legends")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=sinvasn,sinvasnb,
$Edit this entry at Arcade-History.com
$bio
Space Invasion (c) 1985.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This is "Commando (Capcom)" modified for the West German marketplace.
- UPDATES -
In this version, the enemy soldiers were replaced by robots.
$end
$info=spceking,
$Edit this entry at Arcade-History.com
$bio
Space King (c) 1978 Leijac.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a copy of "Space Invaders".
- UPDATES -
Only the graphics have more detail and the labels at the top of the screen for player one, player two and the high score are written using Japanese katakana.
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
- SERIES -
1. Space King (1978)
2. Space King-2 (1979)
$end
$info=spcking2,
$Edit this entry at Arcade-History.com
$bio
Space King-2 (c) 1979 Konami.
- TECHNICAL -
Main CPU : Z80 (@ 2 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- SERIES -
1. Space King (1978)
2. Space King-2 (1979)
$end
$info=spclaser,
$Edit this entry at Arcade-History.com
$bio
Space Laser (c) 11/1980 GamePlan.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Licensed to Taito for manufacture.
This game is known under Leijac license as "Space War".
- SCORING -
Any ingame UFO : 10~70 points
The other player : 1000 points
$end
$info=spacelnc,
$Edit this entry at Arcade-History.com
$bio
Space Launcher (c) 1979 Nintendo.
Frogger before Frogger? Nintendo takes on another popular early game genre (missile shooting upwards) and gives it its own twist : both there and back.
- TECHNICAL -
Main CPU : 8080 (@ 2.016 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC, SN76477 (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- SCORING -
Knocking out ships : 50-100 points (first two attempts)
Landing in top docks : points above docking station
Safely Landing on the ground : 500 points
Point values increase as you become more successful.
- TIPS AND TRICKS -
* Use rockets to get up faster. Lay off the rockets only to get around a moving mine or to avoid ramming an enemy ship.
* Spend as little time underneath a ship as you can. Enemy shots move quickly in this game.
* When you start going downward, don't go sideways until after you've hit one of the upper level ships. Your ship isn't immune to the sides of the docking station.
* Again, use the rockets. Again, missiles move fast and it is best to be speeding away from the ships. You also get to the ground faster.
$end
$info=spclords,spclorda,spclordb,spclordg,
$Edit this entry at Arcade-History.com
$bio
Space Lords (c) 1992 Atari Games.
- TECHNICAL -
Atari GX2 hardware
Game ID : 136096
Main CPU : 68EC020 (@ 14.31818 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), (2x) OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : stick
Buttons : 4
- TRIVIA -
Released in October 1992.
- UPDATES -
REVISION 1 :
* OS : 10OCT1992 00:30:12 / MAIN : 16OCT1992 18:18:16
REVISION 2 :
* OS : 03NOV1992 22:34:23 / MAIN : 06NOV1992 05:45:23
REVISION 3 :
* OS : 07DEC1992 17:40:49 / MAIN : 14DEC1992 19:13:29
- STAFF -
Staff : Ed Logg, Bob Flanagan, Cris Drobny, Sam Comstock, Sam Lee, Don Paauw, Mike Albaugh, Lyle Rains, Dave Shepperd, Riz Bugawan
$end
$info=spaceod,spaceod2,
$Edit this entry at Arcade-History.com
$bio
Space Odyssey (c) 04/1981 Sega.
PLAY INSTRUCTIONS :
1. Destroy attacking UFO-s for points.
2. Round ends after seven sectors.
3. Faster ship speed awards higher bonus at end of round.
4. Extra poinjts awarded for passing through gaps blown in targets.
5. Passing over black hole momentarily disables ship.
6. Avoid meteors. They are indestructable.
7. Bonus ship awarded for outstanding play.
8. Point values increase with each round.
Good luck.
- TECHNICAL -
Sega G80 Raster hardware
Main CPU : Z80 (@ 3.867 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- SCORING -
Destroying enemies : 100 points X round number.
End of round bonus : Distance travelled.
- STAFF -
Designed and programmed by : Steve Hanawa
$end
$info=panic,panic2,panic3,panicger,panich,
$Edit this entry at Arcade-History.com
$bio
Space Panic (c) 1980 Universal.
- TECHNICAL -
Main CPU : Z80 (@ 1.802666 Mhz)
Sound Chips : Samples, DAC
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in November 1980.
Licensed to ADP Automaten for German distribution.
Space Panic was the first platform game.
- PORTS -
* Consoles :
Colecovision (1983)
* Computers :
Apple II ("Apple Panic")
VTech Laser-VZ ("Vz Panik")
$end
$info=spaceph,
$Edit this entry at Arcade-History.com
$bio
Space Phantoms (c) 1979 Zilec Games.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a copy of "Ozma Wars".
- UPDATES -
This game is the same as Ozma Wars with new graphics so that the theme is not space but supernatural.
$end
$info=spaceplt,
$Edit this entry at Arcade-History.com
$bio
Space Pilot (c) 1982.
The player controls his plane with the 8-way joystick and shoots at the enemies using the Fire button.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
This game is a bootleg of "Time Pilot".
$end
$info=spacepir,
$Edit this entry at Arcade-History.com
$bio
Space Pirates (c) 1992 American Laser Games.
Colonial Star One is under attack by the 'Black Brigade'. Captain Tallinn and his cut throat pirates are in control of the 'Star Splitter Cannon'. Captain Tallinn is trying to take over the galaxy by using the Star Splitter Cannon, but in order to use the cannon, he must find the 'cannon star crystals'. The star crystals have been lost for years on different worlds throughout the solar system. You must find the crystals before Tallinn does. Your journey across the galaxy won't be easy though. Mutant life forms, sorceresses, and other alien life forms will try to stop you from getting the crystals. Find the crystals and go on to the final showdown to take out Captain Tallinn and win the game!
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
This game uses a laser disc.
$end
$info=spcpostn,
$Edit this entry at Arcade-History.com
$bio
Space Position (c) 1986 Sega / Nasco.
- TECHNICAL -
First Board Number : X090-PC-A 171-5383
Second Board Number : X090-PC-B 171-5384
Main CPU : NEC D317-0005 (Z80) @ 8 Mhz)
Sound CPU : NEC D780C-1 (Z80) (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joysticks
Buttons : 2
$end
$info=sraider,
$Edit this entry at Arcade-History.com
$bio
Space Raider (c) 1982 Universal.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : (5x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=ar_sprg,
$Edit this entry at Arcade-History.com
$bio
Space Ranger (c) 1987 Arcadia Systems.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Developed by Synergistic Software.
- STAFF -
Game design by : Robert Clardy, Darrin Massena, Llyod Ollmann
Programmed by : Darrin Massena, Hayes Haugen, Llyod Ollmann
Graphics by : David Schroeder, Michael Ormsby, Robert Clardy
$end
$info=spaceskr,
$Edit this entry at Arcade-History.com
$bio
Space Seeker (c) 10/1981 Taito.
- TECHNICAL -
Taito SJ System hardware
Prom Stickers : EB01-15
Main CPU : Z80 (Number : AA017805) (@ 4 Mhz)
Sound CPU : Z80 (Number : LE070003) (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=sstrangr,
$Edit this entry at Arcade-History.com
$bio
Space Stranger (c) 01/1979 Yachiyo Electronics.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- SERIES -
1. Space Stranger (1979)
2. Space Stranger 2 (1979)
$end
$info=sstrngr2,
$Edit this entry at Arcade-History.com
$bio
Space Stranger 2 (c) 1979 Yachiyo Electronics.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- SERIES -
1. Space Stranger (1979)
2. Space Stranger 2 (1979)
$end
$info=stactics,
$Edit this entry at Arcade-History.com
$bio
Space Tactics (c) 10/1980 Sega.
- TECHNICAL -
Main CPU : 8080 (@ 1.93356 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 1
Control : 8-way joystick
Buttons : 7
$end
$info=spctbird,
$Edit this entry at Arcade-History.com
$bio
Space Thunderbird (c) 19?? Fortrek.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=spacetrk,sptrekct,
$Edit this entry at Arcade-History.com
$bio
Space Trek (c) 1980 Sega.
- TECHNICAL -
Game ID : 630-645
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Designed and programmed by : Steve Hanawa
$end
$info=spcewarl,
$Edit this entry at Arcade-History.com
$bio
Space War (c) 11/1979 Leijac.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Player : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Space Laser".
- SCORING -
Any ingame UFO : 10~70 points
The other player : 1000 points
$end
$info=spcewars,
$Edit this entry at Arcade-History.com
$bio
Space War (c) 12/1979 Sanritsu.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz), Speaker (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a copy of "Space Invaders" with different art and a slightly faster shooting capability.
- UPDATES -
Additional items which make this game (and Space War) unique :
1) Numbers in the bunker to denote rack number.
2) The occasional timed round, with a bonus plus a splash screen for finishing the rack.
3) Invaders change shape as you finish off more racks.
4) When you finish off the first rack, the game asks you for your name. Afterwards, it shows what you input in place of the SCORE1 or SCORE2 above your score.
- SCORING -
Large Invader : 10 points.
Medium Invader : 20 points.
Small Invader : 30 points.
UFO : 50 to 300 points.
Blinking UFO : 500 points.
$end
$info=spacewr3,
$Edit this entry at Arcade-History.com
$bio
Space War Part Three (c) 12/1979.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Sound Chips : Samples, SN76477 (@ 2 Mhz), Speaker
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Space Invaders".
- UPDATES -
Items which make this game unique :
Spaceship's design is different.
Numbers in the bunker to denote rack number.
The occasional timed round, with a bonus plus a splash screen for finishing the rack.
Invaders change shape as you finish off more recks.
When you finish off the first rack, the game asks you for your name. Afterwards, it shows what you input in place of the SCORE1 or SCORE2 above your score.
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
Blinking UFO : 500 points
$end
$info=spacewar,
$Edit this entry at Arcade-History.com
$bio
Space Wars (c) 1977 Cinematronics.
Space Wars is a battle between 2 opposing space ships in a hostile spacefield.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Buttons : 5
=> LEFT, RIGHT, THRUST, FIRE, HYPERSPACE
- TRIVIA -
Released in October 1977.
Space Wars was the first vector game, and introduced the concept of 'fuel for money', in which the player could insert more coins and buy more fuel during the current game in play.
Rosenthal began working on Space Wars in 1973. He realized he had a commercially viable product on his hands in December of 1976 when he put the game in a friend's arcade before leaving on a trip to Boston. When he returned, he found that the game had made $500 in six days and he began looking for a company to license his game. He hit the streets carrying a demonstration unit (along with a "Lunar Lander" game he'd created) but was rejected by most companies until he struck a deal with Cinematronics, who had been around since 1975 but had produced only three games, none of them hits. Space Wars was the hit of the 1977 AMOA show and went on to sell at least 10,000 units (some sources put the figure at three times that).
Atari reportedly offered Cinematronics $5 million to license the game but the offer was refused (though Cinematronics would launch an unsuccessful lawsuit against Atari for patent violation after the release of "Asteroids").
A Space Wars unit appears in the 1982 movie 'Tron'.
A Space Wars machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Once a ship is destroyed : 1 point
- TIPS AND TRICKS -
* Temporary invincibility : Either ship will become invincible after being hit as long as their pieces are still floating in space. This can be used as an advantage by skimming the edge of the middle star in the middle to knock off a piece of the ship. Then, fly into your opponent while invincible.
- STAFF -
Original design (Spacewar!) by : Steve Russell (on a PDP-1 mainframe in 1962).
Hardware design and game program for Cinematronics by : Larry Rosenthal (Founder of Cinematronics).
- PORTS -
* Consoles :
GCE Vectrex (1982)
- SOURCES -
All In Color For a Quarter - Keith Smith
$end
$info=spacezap,
$Edit this entry at Arcade-History.com
$bio
Space Zap (c) 11/1980 Midway.
- TECHNICAL -
Main CPU : Z80 (@ 1.789773 Mhz)
Sound Chips : Astrocade (@ 1.789773 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game was licensed from Game-A-Tron, who had released it earlier as "Zap".
- SCORING -
Space mine : 250 points
Alien ship : 500 points
Attack sattelite : 2,000 points
- TIPS AND TRICKS -
Extra laser bases are awarded every 75,000 points.
- PORTS -
* Consoles :
Bally Astrocade ("Space Fortress")
* Computers :
Tandy Color Computer (198?, "Space Zapper")
TI99/4a (1983, "Starship Pegasus")
$end
$info=sparkman,
$Edit this entry at Arcade-History.com
$bio
Spark Man (c) 1989 SunA.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=spartanx,
$Edit this entry at Arcade-History.com
$bio
Spartan X (c) 1984 Irem.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 512
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Kung-Fu Master".
First scrolling beat-em-up, this game is based on the movie 'Wheels on Meals', starring Jackie Chan (as Thomas) and Sammo Hung (who also directed). This movie is called 'Spartan X' in Japan.
- UPDATES -
Differences between Spartan X and Kung-Fu Master :
* During the demo screen the word Kung-Fu (in 'A KUNG-FU MASTER, THOMAS....') is spelled 'KANFU' in Spartan X.
* Spartan X has an additional copyright notice that is not in Kung-Fu Master : '(C)1984 Paragon Films Ltd., Towa Promotion'.
- TIPS AND TRICKS -
* Slow Motion Mode : Turn 'slow motion mode' ON in dipswitch. In game, press Start 2 to slow game speed.
* Stop Mode : Turn 'Freeze' ON in dipswitch. In game, press Start 2 to stop and Start 1 to restart.
* Level Seclection Mode : Turn 'Level seclection mode' ON in dipswitch. In game, press Start 1 to select and Start 2 to restart.
* Hint : Time your punches properly. They give you double score compared with the kicks, but they're much more risky, as you can fall short with your punch and get grabbed.
* Defeating the Bosses :
1) FIRST BOSS : Easy. Wait to his first pole swing from a safe distance and then quickly get close (stuck) to him. From now on, his attacks won't hit you. Walk forward (making him walk back) until you reach the staircases and then start punching him in the belly.
2) SECOND BOSS : First, clean your back of henchmen. Then, wait for the boomerang dude to throw his first boomerang , avoid it and this is the time! You have to hit him like hell while he's waiting to recover his boomerang. Punches hurt double. If you're quick enough punching, he won't recover his first boomerang.
3) THIRD BOSS : Just make a jumping moving kick, hit him in the chest, and as soon you touch the floor (falling down from the jumping kick) start punching fast as hell! With any luck he won't touch you anyway. Be sure to have spare energy to perform this movement just in case he has time to give you a kick (1/4 of the bar would be enough).
4) FOURTH BOSS : Watch out, this one is tricky. First, take him to the limits where he can walk (He suddenly stops as he can't get closer to you). Then come closer to him and duck, avoiding his projectiles. Then, a copy of him will appear at your back. Stand up and start walking (avoiding projectiles again) just as you did with the first boss. As soon as you arrive at the stairs, duck and start punching. He will appear and disappear, but JUST in front of you. Six punches and he's history.
5) FIFTH BOSS : Mainly keep him defending himself with high kicks (tapping very fast!) and then suddenly change to low kicks. Start with a jumping moving kick in the chest (just like the third boss) and then start the high/low kicks patterns.
- SERIES -
1. Spartan X (1984)
2. Spartan X 2 (1991, Nintendo Famicom)
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sega Saturn (1996, "Irem Arcade Classics")
Sony PlayStation (1996, "Irem Arcade Classics")
$end
$info=spatter,
$Edit this entry at Arcade-History.com
$bio
Spatter (c) 1984 Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5583
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Sanrin San-Chan - Tricycle-San".
- STAFF -
From highscore table : Hideki Ishikawa (H.I), Yoshiki Kawasaki (Y.K), (TAB), (A.K), (ISI), (RIE), (STR)
$end
$info=spawn,
$Edit this entry at Arcade-History.com
$bio
Spawn - In The Demon's Hand (c) 1999 Capcom.
- TECHNICAL -
Sega Naomi Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
Spawn is a popular comic published in 120 countries all over the world with a standing of more than 125,000,000 copies sold. It's first publication broke the record of American Comic sales and is still going strong. Spawn's popularity spread through various media like action figures, animation, movies, etc...
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=speakres,
$Edit this entry at Arcade-History.com
$bio
Speak & Rescue (c) 05/1980 Sun Electronics.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is known under Taito license as "Stratovox".
This game was the first game to have synthesized voices and is the very first release from Sun Electonics. Sun Electronics was a player in the early 80's arcade market. They only made a few game before changing their name to Sun Corporation. Then in 1988 they once again underwent a change of name to Sunsoft.
A bootleg of this game is known as "Space Echo".
- SCORING -
Yellow saucer : 50 points
Red saucer : 100 points
Saucer with human : ??? points
Bonus at end of round : 100 points per human not captured
$end
$info=spclforc,
$Edit this entry at Arcade-History.com
$bio
Special Forces (c) 1985 Senko Industries.
"Kung-Fu Master"-like action game with an anti-terrorist theme.
- TECHNICAL -
Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : DAC (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Magic Electronics.
- SERIES -
1. Special Forces (1985)
2. Special Forces II (1985)
$end
$info=spcfrcii,
$Edit this entry at Arcade-History.com
$bio
Special Forces II (c) 1985 Senko Industries.
"Kung-Fu Master"-like action game with an anti-terrorist theme.
- TECHNICAL -
Main CPU : S2650 (@ 1.536 Mhz)
Sound Chips : DAC (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Magic Electronics.
- SERIES -
1. Special Forces (1985)
2. Special Forces II (1985)
$end
$info=spectar,spectar1,
$Edit this entry at Arcade-History.com
$bio
Spectar (c) 1980 Exidy.
The heroic 'Wummel' (your spaceship) is needed again in Crystal City as the Spectar Smugglers have become bolder and the Targs meaner. You also have to deal with a grid which has certain road connections cut off, so you'll have to work your way around.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Samples, DAC
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in November 1980.
A french version of this game is known as "Phantomas" (by Jeutel).
A bootleg is known as "Rallys".
- SCORING -
Run over a dot : 20 points.
Hit a targ (red ships) : 10 X rack number.
Hit a spectar (green ships) : 100-500 points.
Finish off rack : 1000 X rack number.
- SERIES -
1. Targ (1980)
2. Spectar (1980)
- STAFF -
Designed and programmed by : Manuel Campos
$end
$info=spec2k,
$Edit this entry at Arcade-History.com
$bio
Spectrum 2000 (c) 2000 Yonatech.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=speedatk,
$Edit this entry at Arcade-History.com
$bio
Speed Attack! (c) 1984 Seta Kikaku.
- TECHNICAL -
Game ID : CB-0
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 5
$end
$info=speedbal,
$Edit this entry at Arcade-History.com
$bio
Speed Ball (c) 1987 Tecfri.
A pinball video game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 2.66 Mhz)
Sound Chips : YM3812 (@ 3.6 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Buttons : 4
$end
$info=spdball,
$Edit this entry at Arcade-History.com
$bio
Speed Ball - Contest at Neonworld (c) 1985 Williams.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : trackball
Buttons : 1
$end
$info=spdcoin,
$Edit this entry at Arcade-History.com
$bio
Speed Coin (c) 1984 Stern Electronics.
The objective is to roll the coin to the bottom of the screen and through the hole at the bottom by tilting the coin's platform. This must be done without breaking the coin, and within the shortest time possible. It seems simple, but is super addictive and really fun to play with a group of people.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 2-way joystick
- STAFF -
Game concept by : Thomas Baron
Programmed by : Keith Enge
$end
$info=speedfrk,
$Edit this entry at Arcade-History.com
$bio
Speed Freak (c) 03/1979 Vectorbeam.
In Speed Freak you drove an extremely fast car along a lonesome road. The idea was simply to drive as fast as you can without crashing. The game was time based, you could crash as much as you wanted, but points were scored for driving as fast and as far as you could without crashing. Your view of the action was from behind the hood of the car, but slightly above what an actual driver would see, kind of like you were sitting on the roof instead of inside the car. Obstacles were mainly oncoming cars (which was always the same one), and police roadblocks. The off-road scenery was limited to stick figure cows, hitchhikers, and the occasional cactus.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Control : Analog steering wheel, four-position shifter
- TRIVIA -
Speed Freak was Larry's first game for Vectorbeam. Only 700 units were produced. The machine was available only as an upright dedicated cabinet. The cabinet was white with sticker sideart on each side that displayed the game name, and a picture of a red car. The control panel is simply black with a red and yellow stripe around it. The monitor bezel had no decoration at all, and the marquee was made of metal, and was not illuminated in any way. The game used a 19'' monochrome vector monitor.
A Speed Freak unit appears in the 1980 movie 'Midnight Madness'.
A Speed Freak machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Larry Rosenthal (founder of Cinematronics)
$end
$info=speedrcr,
$Edit this entry at Arcade-History.com
$bio
Speed Racer (c) 1995 Namco.
- TECHNICAL -
Namco System FL hardware
Game ID : SE
Main CPU : i960KB (@ 20 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : Steering wheel
Buttons : 4
$end
$info=speedspn,
$Edit this entry at Arcade-History.com
$bio
Speed Spin (c) 1994 TCH.
Nice ping pong game.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=speedup,
$Edit this entry at Arcade-History.com
$bio
Speed Up (c) 1996 Gaelco.
A racing game in which up to eight players (via linked cabinets) compete in a lap-based race around one of three testing courses. After each lap, the slowest car is eliminated and the game continues until only the winner remains. In the single-player game, the player competes against a field of A.I. controlled cars.
Each player selects one car from the ten that are available, then chooses their preferred track (Beginner, Advanced or Expert). The action is fast and furious and the game can vary between one and nine laps, depending upon the number of rival players. An on-screen map in the upper right-hand corner of the display indicates the positions of all rival racers.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz), TMS32031 (@ 60 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (4x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 576 x 432 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : steering wheel
Buttons : 5
- TRIVIA -
Speed Up was Gaelco's first 3D game.
$end
$info=spellbnd,
$Edit this entry at Arcade-History.com
$bio
Spellbound (c) ???? ACE.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Players : 1
Buttons : 10
$end
$info=spelunkr,spelnkrj,
$Edit this entry at Arcade-History.com
$bio
Spelunker (c) 1986 Broderbund.
In Spelunker - which means 'cave-diver' - a caver has to work his way down through a number of multi-directionally scrolling caves - each one deeper underground than the last - in his bid to find the mythical 'World of Wonders'. To do this, the spelunker must find the exit to each cave, so he can move on to the next and get closer to his goal.
Spelunker is a platform game, and each tricky cave is filled with enemies - such as bats and ogres - and traps. Ladders, ropes, lifts and the obligatory minecarts must be used to reach other platforms and sections of the cave.
To aid him in his difficult quest, the Spelunker carries a gun and can shoot short-range fireballs at his enemies to stun or kill them. Numerous bonus items can be collected, such as bombs to destroy any rocks block his route, keys to open locked doors and potions to boost the caver's ever-decreasing energy meter. Treasure chests also litter each cave, and can be opened for bonus treasure items.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in February 1986.
Licensed to Irem for manufacture and distribution.
Originally released in 1984 by Broderbund Software for the Commodore C64 computer.
- SERIES -
1. Spelunker (1986)
2. Spelunker II - 23 no Kagi (1986)
- STAFF -
Designed and programmed by : Tim Martin
$end
$info=spelunk2,
$Edit this entry at Arcade-History.com
$bio
Spelunker II - 23 no Kagi (c) 10/1986 Broderbund.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The subtitle of this game translates from Japanese as '23 Keys'.
Licensed to Irem for manufacture and distribution.
- SERIES -
1. Spelunker (1986)
2. Spelunker II - 23 no Kagi (1986)
- STAFF -
Designed and programmed by : Tim Martin
$end
$info=spidman,spidmanu,
$Edit this entry at Arcade-History.com
$bio
Spider-man - The Video Game (c) 1991 Sega.
A sideways scrolling beat-em-up for 1 to 4 players; chosing from Spider-Man, Black-Cat, Hawkeye or Sub-Mariner. The heroes must fight their way through four levels of Dr. Doom's villains; including Venom, The Scorpion, The Lizard, The Green Goblin, The Sandman, The Kingpin, The Hobgoblin, Electro, Dr. Octopus and, of course, Dr. Doom himself.
Each player character has a different weapon or power that can be used throughout the game while fighting. Spider-Man uses his webs, The Black Cat uses her 'cat's claw' grappling hook and cable, Hawkeye uses his bow and arrows and The Sub-Mariner uses his hydro-electric charges. The game's viewpoint pans in and out between alternate large and small scale (4-way scrolling) sections. The game's 'camera' zooms out on alternate levels with the zoomed-out view introducing four-way scrolling platform sections to the gameplay. The game ends when the fourth and final chapter has been completed.
- TECHNICAL -
Sega System 32 hardware
Game ID : 833-8331-05
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
All 4 superheroes in this game made their debuts in the following books : Sub-Mariner in Motion Picture Funnies Weekly #1, April 1939, Spider-Man in Amazing Fantasy #15, August 1962, Hawkeye in Tales of Suspense #57, September 1964, and Black Cat in Amazing Spider-Man #194, July 1979.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
$end
$info=spiders,spiders2,
$Edit this entry at Arcade-History.com
$bio
Spiders (c) 07/1981 Sigma Enterprises.
- TECHNICAL -
Main CPU : M6809 (@ 2.8 Mhz)
Sound CPU : M6802 (@ 3 Mhz)
Sound Chips : Discrete (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
A bootleg of this game of known as "Spinner".
- PORTS -
* Others :
VFD portable game (1982) by Entex.
$end
$info=spikeout,spikeofe,
$Edit this entry at Arcade-History.com
$bio
Spikeout - Digital Battle Online (c) 1998 Sega.
- TECHNICAL -
Sega Model 3 Step 2.1 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 8-way Joystick
Buttons : 4
- SERIES -
1. Spikeout - Digital Battle Online (1998)
2. Slash Out (2000)
$end
$info=spiker,
$Edit this entry at Arcade-History.com
$bio
Spiker (c) 06/1986 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : trackball
Buttons : 1
- STAFF -
Game and software designer : S.D.Madiano
Screen graphics designer : Gary Johnson
Audio : Gary Levenberg, Jesse Osbone
Technical support : Ed Rotberg, Paul Brandt
$end
$info=spinlbrk,spinlbru,spinlbrj,
$Edit this entry at Arcade-History.com
$bio
Spinal Breakers (c) 1990 V-System.
Rare "Cabal" type shoot'em up.
- TECHNICAL -
Game ID : M6100589A
PCB Number : 9S-1-05 uA-67MV
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to American Sammy for US manufacture and distribution.
- UPDATES -
The United States cocktail version is different :
* 'Winners Don't Use Drugs' screen added.
- STAFF -
Producer : Akiro Nonami
4000D0 members : Hiroya Tsubakimoto, Yasutoshi Ishida, Taizou Kojima, Yasukuni Suga
Programmer : Aiz!
Graphic designers : Hyoue Ogawa, FM CCCP, Mari F, Shoko Ishimoto, Funara "Saru-u", W. Kobushi
Composer : Naoki Itamura
Sound effects : Kenji Okuda, Sleeping Arikawa
Adviser : Tadatsugu Honda
$end
$info=spinkick,
$Edit this entry at Arcade-History.com
$bio
Spinkick (c) ???? HEC.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
$end
$info=spinmast,
$Edit this entry at Arcade-History.com
$bio
Spinmaster (c) 12/1993 Data East.
Johnny & Tom, two treasure seekers must save their friend Mary from the evil Mad Doctor and his army of goofy-dressed henchmen, as well as gather the map pieces in order to find the biggest treasure in the world at the same time! Features hilarious cartoon-like character designs and sound effects, awesome looking giant bosses (check out the chinese dragon!) & fast-paced platforming action! :)
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0062
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot/Power attack, [B] Jump, [C] Super attack
- TRIVIA -
This game is known in Japan as "Miracle Adventure".
Spinmaster is Data East's first game developed and released for the SNK Neo-Geo MVS hardware.
This game seems heavily inspired by Data East's classic game "Caveman Ninja" (the artwork style, some character's animations, as well as the weapon's power up styles are a little too similar!).
The Mad Doctor also appeared as the final boss in Data East's "Tumble Pop".
Pony Canyon / Scitron released a limited-edition soundtracl album for this game (Miracle Adventure. Tatakae Genshijin 3 - PCCB-00146) on 18/02/1994.
- STAFF -
Planners : Mitsutoshi, Atsushi
Graphic designers : K. Enomoto, Kaneko, S. Moizumi, Y. Tsukamura, H. Narisawa, Kaori
Sound : Oww Furukawa, Tomoyoshi Satou (TOM), Seilah
Soft : K. Minegishi, Osapan, C. Enomoto, Mya
$end
$info=spinner,
$Edit this entry at Arcade-History.com
$bio
Spinner (c) 1981.
- TECHNICAL -
Main CPU : M6809 (@ 2.8 Mhz)
Sound CPU : M6802 (@ 3 Mhz)
Sound Chips : Discrete (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Spiders".
$end
$info=splash,splash10,
$Edit this entry at Arcade-History.com
$bio
Splash! (c) 1992 Gaelco.
- TECHNICAL -
Game ID : 922804
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.75 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Painted Lady".
Splash! was developed by a freelance group called OMK from Barcelona. OMK itself were three members : a programmer and two graphic artists. The music and sound was always made at Gaelco. Nowadays, OMK has disappeared, but one of the graphic artists is still working at Gaelco. Splash! was a big success.
- SERIES -
1. Splash! (1992)
2. Glass (1993)
$end
$info=splat,
$Edit this entry at Arcade-History.com
$bio
Splat! (c) 1982 Williams.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Inspired by the food fight scene of Animal House. John came up with the idea of removable heads to extend the life of the characters, plus thought it was a unique twist to the game.
- STAFF -
Staff : John Newcommer (JRN), (HEC), (MBS), Bill Pfutzenreuter (PFZ), Jill Chittenden (JIL), (CWK)
- PORTS -
* Consoles :
Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
* Computers :
PC [MS Windows, CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=splatter,splattej,
$Edit this entry at Arcade-History.com
$bio
Splatterhouse (c) 1988 Namco.
In a dark and stormy night, Rick and his girlfriend Jeniffer take refuge in the creepy West mansion, only to find himself dead and Jeniffer missing! Now, a mysterious sacrificial mask with amazing powers brings him back from the dead and in order to free himself from its curse, he must destroy the evil lurking deep within the mansion and save Jennifer in the process! Features some of the goriest graphics ever seen at its release date, awesome music & sound effects, lots of the typical toys seen in horror flicks (knives, etc) as well as lots of challenge!
- TECHNICAL -
Namco System 1 hardware
Game ID : SH
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1988. The game was banned in most arcades in the US due to its violent nature as well as some questionable bosses such as the chapel boss (The inverted cross). Splatterhouse was the first game to get a parental advisory disclaimer.
Rick makes a cameo appearance in "Point Blank 3".
Splatterhouse's developers seem to have been inspired by many known and a few lesser known horror flicks such as...
* Friday the 13th movies : The third boss wears a bag for a mask just like Jason Voorhees did on the first three movies and Rick's mask resembles the well-know hockey mask that Jason wears in the later movies of the series until the Jason X movie in which he gets a totally different new look.
* Evil Dead movies : Many concepts were borrowed from these particular movies such as : House deep within the woods where a famed scientist unleashes some very evil demonic power; The fight between Rick and his evil twins; The evil severed hands that even taunt him; The possessed room with flying furniture; The necromancer's zombies that just won't die, Rick's quest to rescue Jennifer, only to find her possessed and turned into a cackling demon hungry for his blood!
* The Exorcist : When fighting against demon Jennifer, she recovers her sanity for a few brief moments and begs for your help just before turning into a demon once again, something quite similar is seen in this horror classic.
* H-man : The sludge monsters seen in the sewer levels seem somewhat similar to the liquid people seen in this old japanese horror flick.
* Poltergeist : The possessed room may also have been inspired by this movie.
* Parasite : The leeches seen at the end of the first stage as well as in many other later levels are cleary based on the creatures seen in this pseudo 3-D movie.
* Rejuvenator : The big headed monsters whose heads fly off and attack before dying are very reminiscent of the gruesome brain-eating monster seen in this film.
* Re-Animator : Dr. West is largely believed to be Herbert West who was featured prominently in H.P. Lovecraft's story Herbert West : Reanimator, who was subsequently featured in the "Re-Animator" film series.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.
- TIPS AND TRICKS -
* Slide Kick : Rick's most powerful attack is also the trickiest move to do in the game! Do a big jump (hold the jump button) while walking either left or right, then as Rick comes down from the jump hold diagonally down-left or down-right and press the attack button JUST BEFORE Rick's feet touch the ground. Use this move to take out many enemies at once and to quickly reach a level's exit but be sure not to slide right into a trap such as a pit, an acid puddle, etc!
* Reaching The Exit Is More Important Than Fighting! : When you are close enough to the end of a level, Rick will automatically walk towards the exit and he becomes completely invulnerable to any incoming enemy attack!
* Save Your Ammo! : You can only use your weapons while standing or jumping. This means you are free to low kick or slide kick your enemies in order to save your weapons for tougher enemies in a particular level. Also each time you pick another weapon, Rick will drop the previous weapon slightly ahead of him allowing you to pick it up again. This is particularly useful against the third stage's boss since you'll be able to easily blow him away with two shotguns!
- SERIES -
1. Splatterhouse (1988)
2. Splatterhouse - Wanpaku Graffiti (1989, Nintendo Famicom)
3. Splatterhouse 2 (1992, Sega Mega Drive)
4. Splatterhouse 3 (1993, Sega Mega Drive)
- STAFF -
Director : Mr. Yokoyama
Producer : Kazuu
Associate producer : Haya Paya
Programmer : PSQGL
Art director : M. Ishida
Special visual effects : T. Oda
Special makeup designed and created by Daihadan13.
Original music : Katsurou Tajima, Yoshinori Kawamoto
Title designer : Mr. Usukura
Special artist : Y. Komoriya
Data processing : Mr. Natsui, Miss. Chiiko
Debug chief : Sisyo Seto Kyososama
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Nintendo Wii (2007, "Virtual Console" - TurboGrafx-16 version)
* Computers :
FM Towns PC (1992)
PC [MS-Windows, CD-ROM] (2003, "ULTRA series" from Media Kite under Namco license) : Japanese release only.
* Others :
LCD handheld game (1988) released by Namco.
$end
$info=splndrbt,
$Edit this entry at Arcade-History.com
$bio
Splendor Blast (c) 1985 Alpha Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=sfish2,sfish2j,
$Edit this entry at Arcade-History.com
$bio
Sport Fishing 2 (c) 1995 Sega.
An interactive fishing game featuring 24 different types of fish. You can choose to fish in the Carribean Sea or Pacific Ocean. Mainly controlled using a fishing rod-like mechanism.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Official Typo? : Unlike the original game's title, the first word in this sequel game's title is singular, not plural.
- SERIES -
1. Sports Fishing (1995)
2. Sport Fishing 2 (1995)
$end
$info=sprtmtch,
$Edit this entry at Arcade-History.com
$bio
Sports Match (c) 1989 Dynax.
A puzzle game.
- TECHNICAL -
Game ID : '31'
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : YM2203 (@ 2.75 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1989.
Licensed to Fabtek.
This game is known in Japan as "Dragon Punch".
- UPDATES -
Sports Match is another layout of 'Szechuan'-style solitaire mahjong but the tiles have been changed to a sports theme. The background is made up of grey squares. The character that smashes matched tiles is dressed in a referee uniform.
The Japanese version ("Dragon Punch") uses traditional mahjong tiles. The background is green squares and has pictures of people and bamboo on it. The character that smashes matched tiles is a fat, shirtless Asian man with glasses.
$end
$info=ar_airh,
$Edit this entry at Arcade-History.com
$bio
SportTime Table Hockey (c) 1988 Designstar Consultants.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Licensed to Mindscape.
- STAFF -
Designed and produced by : Ed Ringler
Programming : Chris Oke
Graphics : Ed Ringler Sr., Chris Oke, Ed Ringler, Simon Ffinch
$end
$info=ar_bowl,
$Edit this entry at Arcade-History.com
$bio
SportTime Ten Pin Bowling (c) 1988 Designstar Consultants.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Licensed to Mindscape.
- STAFF -
Designed and produced by : Ed Ringler
Programming : Chris Oke
Graphics : Ed Ringler Sr., Chris Oke, Ed Ringler, Simon Ffinch
$end
$info=spotty,
$Edit this entry at Arcade-History.com
$bio
Spotty (c) 2001 Prince.
- TECHNICAL -
Main CPU : E1-32XT (@ 80 Mhz), I8051 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 1 Mhz)
Players : 1
Buttons : 6
$end
$info=springer,
$Edit this entry at Arcade-History.com
$bio
Springer (c) 12/1982 Orca.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Also licensed to 'Nicole Manufacturing'.
$end
$info=sprint2,sprint2a,
$Edit this entry at Arcade-History.com
$bio
Sprint 2 (c) 11/1976 Atari.
In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times (the computer lets you know that 'Grey cars drive automatically'). Player one controls the white car, while player two (if present), controls a black car. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.
- TECHNICAL -
Game ID : 005922
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4
Players : 2
Control : Steering wheel, Gas pedal, four position shifter
Sprint 2 came in one form, that of an orange and black upright. The game had car sideart, and featured an integrated marquee/ monitor bezel (many early titles combined those two components, that was before anybody had begun to think about conversions, which are hard to do on these machines). The control panel featured two steering wheels that had 360 degree movement (and worked off optical encoders), and a gas pedal and a four position shifter for each player. All of the game circuits are built into a single large PCB, which also has an integrated power supply.
- TRIVIA -
Atari's first mass-produced microprocessor-based game (Approximately 8,200 units were produced). Sprint 2 was considered, by other game designers, one of the great all-time games. This is by far the most common game of the Sprint series, there were more of these than all the rest of them put together.
After a nearly 50-year run, the mid-1970s video games like Sprint 2 spelled the end of the electro-mechanical arcade games (such as "Killer Shark" seen in the movie Jaws). Video games would spawn a nation-wide phenomenon which has gone on to this day.
Sprint 2 was one of many mid-1970's Atari games such as "Night Driver", "Starship 1" and "Drag Race" which were often found at carnivals and bowling alleys. Kids would flock to these establishments just to get an opportunity to play the games rather than the primary source of entertainment they offered. When the 80's arrived, video games could be found everywhere including grocery stores and kids didn't have to go very far to play their favorite game.
A Sprint 2 unit appears in the 1978 movie ''Dawn of the Dead'' and in the 1982 movie ''Tron''.
- SERIES -
1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)
- STAFF -
Designed and programmed by : Dennis Koble, Lyle Rains
- PORTS -
* Consoles :
Nintendo DS (2005, "Retro Atari Classics")
$end
$info=sprint4,sprint4a,
$Edit this entry at Arcade-History.com
$bio
Sprint 4 (c) 12/1977 Atari.
In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times. With the computer controlling cars for missing players. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.
- TECHNICAL -
Game ID : 008716
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6
Players : 4
Control : dial
Buttons : 5
- TRIVIA -
Sprint 4 came in one form, that of a black standing cocktail table. With steering wheels on every side. Each player had a 360 degree steering wheel and a gas pedal. All of the game circuits are built into a single large PCB, which also has an integrated power supply.
- UPDATES -
* New (Set 1) : Large car sprites [12x12 pixels].
* Old (Set 2) : Small car sprites [11x11 pixels].
- SERIES -
1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)
- STAFF -
Programmed and designed by : Dennis Koble, Lyle Rains
$end
$info=sprint8,sprint8a,
$Edit this entry at Arcade-History.com
$bio
Sprint 8 (c) 05/1977 Atari.
In this game you control a race car on a semi-complicated track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be eight cars on the track at all times. With the computer controlling cars for missing players. The sheer number of cars can make this game a little confusing. All the cars have minor variations to set them apart from the others, but are similar enough that you simply cannot look away from the track for a second. If you are used to the other Sprint games, you will find that this one is a bit different, the graphics are slightly higher in resolution, and the tracks are much more complex, and have a different look to them, not to mention the fact that this version adds a brake pedal that was absent in the other Sprint titles. The game has several different tracks available, and you can select them with a button at the start of a match. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds.
- TECHNICAL -
Main CPU : M6800 (@ 1.005 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 18
Players : 8
Control : dial
Buttons : 2
- TRIVIA -
Sprint 8 came in one form, that of a huge black and tan standing cocktail table, this thing is larger than your dining room table. It has a large four sided marquee raised up above the table on posts to a height of about seven feet. Scattered all around the table are steering wheels, gas pedals, and coin mechs. Each side of the table is equipped with driving stations for two players, with each station having a steering wheel, two pedals, a four position shifter, a start button, and a level select button. All of the game circuits are built into a single very large PCB, which also has an integrated power supply. This is a bad design, and produces excess heat. There are 8 individual plug in cards, one for each car.
- SERIES -
1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)
$end
$info=sprint1,
$Edit this entry at Arcade-History.com
$bio
Sprint One (c) 01/1978 Atari.
In this game you control a race car on a semi-circular track. You are looking down on the action from above. Your only goal is to drive around the track as many times as possible, and as fast as you can. There will be four cars on the track at all times (the computer lets you know that 'Grey cars drive automatically').You control the white car, while the computer controls a black car and two grey cars. The game will rate you at the end, you can get rated Granny, Rookie, or Pro, and getting a score over 250 points will extend the game an extra 30 seconds. The game has several different tracks available, and they change randomly throughout the game (they literally change while you are still driving). This is different than the original "Sprint 2", which allowed you to select your track manually. The graphics are simple black and white with two shades of gray thrown in for good measure. They are simple, but they get the job done.
- TECHNICAL -
Game ID : 006443
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4
Players : 1
Control : steering wheel, pedal, four position shifter
- TRIVIA -
Sprint One was released two years after "Sprint 2" and both games have the same type of play. The '1' and '2' designations have nothing to do with a predecessor/sequel status, but merely reflect the number of players required for each game.
Sprint One came in two forms, that of a plain woodgrain upright, and much rarer upright with sideart. This common woodgrain version had no sideart, of any kind. It only had a few modest decorations around the control pane and monitor. Atari simply didn't put the work into this one that they put into the previous Sprint titles, it seems they made this one only to fill up a gap in their product line... All of the game circuits are built into a single large PCB, which also has an integrated power supply.
- SERIES -
1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)
$end
$info=spyhunt,
$Edit this entry at Arcade-History.com
$bio
Spy Hunter (c) 12/1983 Bally Midway.
Spy Hunter is an action/driving game. It places the player as the driver of a G-6155 CIA Prototype Interceptor sports car. The object of the game is to travel the freeways and waterways, hunting down and destroying as many enemy vehicles as possible, all the while not harming civilian vehicles. The view is top-down and the screen scrolls vertically underneath the player's car.
The game begins with the player driving the G-6155. Soon, the player starts to encounter enemy vehicles which try to force the player's car off the road and crash. Each enemy vehicle has its own special feature, such as tire slashers or bulletproof armor.
Points are scored for driving on the road and for destroying enemy vehicles. There is a lead-in time when the player has an endless supply of cars. After this time expires, the player will lose a life each time the car crashes. Extra cars can be earned with high scores. The first extra car is earned at a default value of 30,000 points, but this value can vary depending on settings.
The player must be careful to avoid harming civilian vehicles on the road. There are three types: blue automobiles, pink automobiles, and motorcycles. Hurting these vehicles causes scoring to stop briefly, during which time the player’s score reads 'NO POINTS'.
Initially, the only weapon the player's car has available is a dual front-mounted machine gun which has an endless supply of ammunition. Early on, these guns and the player's driving skill are his only weapons against the enemy cars. The player can also attempt to force or ram the enemy cars off the road. Eventually the player encounters an ally, the weapons van. After the player drives past the weapons van parked on the side of the road, the van accelerates past the player's car and positions itself in front of it and drops a ramp. The player can then drive up the ramp to enter the back of the van. The van then pulls to the side of the road and deploys the spy car equipped with a new weapon. A symbol atop the weapons van indicates which type of special weapon it carries. The player is not obligated to use the weapons supplied by the van. Also, if uninterested, the player can simply ignore the van and drive past it.
There are three special weapons in all and they can all be equipped simultaneously. The special weapons consist of an oil slick, a smoke screen and missiles. Each special weapon has a limited number of uses. The smoke screen and missiles can each be used three times. The special weapons are activated via dedicated buttons on the steering wheel. Once the weapons ammo is depleted or before, the car can be refitted with a new supply from the weapons van.
There are six enemies in all, each with their own special characteristic :
* 'Switchblade' or 'Never To Be Trusted' cars have tire slashers. Knives pop out of this car's tires and can force the player's car to crash if they touch his tires.
* 'The Road Lord' or 'Bulletproof Bully' cars have bulletproof armor plating; machine guns are ineffective against these cars.
* 'The Enforcer' or 'Double Barrel Action' is a limousine with a shotgun toting thug who shoots at the player's car.
* 'The Mad Bomber' or 'Master Of The Sky' is a helicopter which drops bombs. This enemy can only be destroyed with missiles.
* 'Barrel Dumper' is a boat which drops lethal explosives into the water.
* 'Doctor Torpedo' is a boat which shoots torpedoes at the player's ship.
Occasionally a message appears on screen that says 'Bridge out – Detour on Left'. Then the player must drive his car into a boat house located alongside the road, otherwise he will crash into the water and lose a life. After driving through this house, the player’s car is turned into a speedboat on a river, with enemy boats which try to destroy the player. In this area, if the player uses the oil slick, the boat instead issues a line of fire which destroys any ship directly behind the player. In this area, occasionally the river splits; the left side continues the river, the right side causes the player to drive through another house where the boat is changed back into the car.
Later in the game the player gets a warning that there are 'Icy Roads Ahead', then the player enters an area that has white road which is very slick. The icy roads section eventually ends and goes back to normal roads. Icy roads occur again on and off during the rest of the game.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 2 Mhz), 68000 (@ 7.5 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 68
Players : 1
Control : Steering wheel with gear shift and pedal (High/Low)
Buttons : 5
=> MACHINE GUNS, SMOKE SCREEN, OIL SLICK, MISSILES, WEAPONS VAN
- TRIVIA -
Originally the James Bond theme was planned as the background music for the game. The inability to obtain the rights to use the music, however, forced Midway to change the theme on shipping models. In the end, the Peter Gunn theme music was a large part of the game's appeal.
A boat driving sequence and a helicopter sequence was also planned. Shortage of memory, however, did not allow for this feature. The game has no end and at no time does the player ever leave the car but it was RUMORED to have a graveyard sequence, an actual end and a sequence where the player exited the car for on-foot action.
The car was based on one of the designer's own Nissan 280z. The name of the car, the G-6155, is a clever tribute to designer George Gomez - the numbers stand for his birth date.
From George Gomez : 'My original design for both upright and sit-down were identical. And they were produced that way if only because of the economies of manufacturing. Which means : why make different parts, since it will cost less to make more of one design. "Spy Hunter 2" which I had nothing to do with was different. On my game both left and right grips should each have a trigger and a thumb button, in addition to the center button (call weapons van). The shifter was a 2 position device, low and high. Of course there was the gas pedal and a series of dashboard weapons lights for machine guns, missiles, oil slick and smoke. After the first few thousand games the grips were retooled in plastic and they went on to be used in hundreds of different games. They were licensed to Happ controls in the late 80's and they have been on almost every manufacturer's games at one point or another. The original sand cast aluminum grips(painted black) were actually molded directly from patterns that I carved and they had softer contours and were more comfortable but they were also very expensive. So to cost reduce them the company took the grips and retooled them to be injection molded plastic. However the patterns for the plastic grips were made off the engineering drawings and the drawings of that era were not as representative of the actual parts I carved, since they were made after my patterns instead of before. I have the original wood patterns along with some other stuff from development of the game in a box somewhere.'.
A Spy Hunter machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
The Road Lord : 150 points.
Switch Blade : 150 points.
The Enforcer : 500 points.
The Mad Bomber : 700 points.
Barrel Dumper : 150 points.
Doctor Torpedo : 500 points.
Driving through the river boathouse : 1500 points.
Driving on the road for each 1/4 screen traveled : 15 points.
Driving on the water for each 1/4 screen traveled : 25 points.
- TIPS AND TRICKS -
* Here's A Great Cheat That Does Several Things At Once :
1) You need to have a supply truck available, and a be at a bridge-out level. When the detour appears, don't take it - instead, call up your truck.
2) Wait until the road has straightened out into the bridge and drive into the truck. When the truck pulls over and lets you out, stay on the side of the road, and SLOWLY drive up until you reach the gap in the bridge.
3) Drive on until you car is about half-way over the edge, and wait until the Enforcer comes along. He will try and get you, but he'll be unable to drive far enough to do so. At this point, I would get a friend to mind the game, while I went for a break. When I returned, I just drove across the bridge, flying mysteriously across the bridge out, until I reached the other side.
4) You will notice several differences to the game after this happens. The Enforcer no longer appears, the game gets no harder, and Dr. Torpedo no longer appears on water sections!
- SERIES -
1. Spy Hunter (1983)
2. Spy Hunter II (1987)
- STAFF -
Designed and programmed by : Tom Leon, Jeff Nauman
Art : Kevin OConnor, Brian Colin, Steve Ulstad, Sharon Perry
Music by : Henry Mancini
Group Manager : Bill Adams
Cabinet guru : George Gomez
Cabinet assistant : John Kubik
- PORTS -
* Consoles :
Colecovision (1984)
Atari 2600 (1984)
Colecovision (1984)
Atari XEGS
Nintendo Famicom (1987)
Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")
Nintendo Game Boy Color (1999, "Arcade Hits - Moon Patrol / Spy Hunter")
Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Volume 2")
Microsoft XBOX (2002, "Spy Hunter") : Hidden game.
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
Nintendo Game Boy Advance (2005, "Spy Hunter / Super Sprint")
* Computers :
Commodore C64 (1983)
Atari 800 (1984)
PC [Booter] (1984)
Apple II (1984)
Sinclair ZX Spectrum (1985) : United Kingdom release only.
Atari ST (1985, "Major Motion")
Amstrad CPC (1988)
PC [MS Windows, CD-Rom] (1997, "Arcade's Greatest Hits - The Midway Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
Palm OS ("Midway Arcade Classic")
$end
$info=spyhunt2,spyhnt2a,
$Edit this entry at Arcade-History.com
$bio
Spy Hunter II (c) 1987 Bally Midway.
Driving/shooting game using a 3-D perspective from behind and above the car. The car can attain several different weapons up to four at one time. Two players may play at the same time cooperatively.
- TECHNICAL -
Bally Midway MCR 68k hardware
Main CPU : 68000 (@ 7.7238 Mhz)
Sound CPU : M6809 (@ 2 Mhz), 68000 (@ 8 Mhz)
Sound Chips : (2x) DAC
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : paddle
Buttons : 7
- TRIVIA -
Released in March 1987. The game was not successful for Bally Midway, in fact Spy Hunter II is widely considered by gamers as one of the worst sequels ever made. The game's use of a 3-D perspective from behind and above the car in place of an overhead view used in the original was an unpopular one. Though it created more realism, many fans prefered the original and as a result it never went into large scale production.
Peter Gunn theme music plays throughout the game.
- SERIES -
1. Spy Hunter (1983)
2. Spy Hunter II (1987)
- STAFF -
Game Design : Gary Oglesby, Tom Leon, Brian Colin
Lead Programmer : Gary Oglesby
Artist / Animator : Brian Colin
Group Leader : Tom Leon
- PORTS -
* Consoles :
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
* Computers :
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=squash,
$Edit this entry at Arcade-History.com
$bio
Squash (c) 1992 Gaelco.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Graphics : Esteve Polls, Xavi Fradera
Director : Luis Jonama
Software : Alexander Ekjanov
$end
$info=srdarwin,srdarwnj,
$Edit this entry at Arcade-History.com
$bio
SRD - Super Real Darwin (c) 10/1987 Data East.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 58.00 Hz
Palette colors : 144
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Bomb
- TRIVIA -
Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.
- TIPS AND TRICKS -
* Power-up items :
1) Evol : evolution item. Power-up your ship.
2) BEvol : black evolution item, released by the big ships. Also powers-up your ship. It can be changed to an Evol item by shooting at it.
3) Ar : armour item. It is released by some enemies. Unlike the evolution items, it moves upwards.
4) Sp : speedup item. It is released by some enemies. Unlike the evolution items, it moves upwards.
5) DNA : it is released by the ground lizards.
6) Egg : available after destroying each stage boss. It adds a second ship that shoots sideways and can also be upgraded by collecting evolution items. Its evolution level is at most equal to the main ship level.
* General sequence :
1) When you are not invincible -> (get hit by a bullet) -> PISTER
2) All states -> (fixed time without collecting power-up) -> degenerate
3) PISTER -> (get hit by a bullet) -> die
4) All states -> (get hit by an enemy) -> die
* Evolution sequence (when you collect an evolution item) :
PISTER -> HODOYODO (your stating level) -> ZWIPIP -> DARIER -> SYULBA -> QUILL -> LBOCK -> SWEEP -> DLIME -> ARTDEAME -> SLUGBU -> GYASYALBA
(if you collect BEVol while you are DARIER, ZWIPIP or ARTDEAME then the evolution sequence is different, see below)
* Degeneration sequence (at fixed time without collecting an evolution item) :
1) GYASYALBA -> SLUGBU -> ARTDEAME -> DLIME -> SWEEP -> LBOCK -> QUILL -> SYULBA -> DARIER -> ZWIPIP -> HODOYODO
2) FC FDIVI -> FOUR DIVI -> TC TDIVI -> TWO DIVI -> ARTDEAME -> DLIME -> SWEEP -> LBOCK -> QUILL -> SYULBA -> DARIER -> ZWIPIP -> HODOYODO
3) DARIER-4S -> DARIER-4 -> DARIER-3 -> DARIER-2 -> DARIER -> ZWIPIP -> HODOYODO
4) PISPIDER -> PISTER
5) GOAT DEAM -> PISTER
6) PISNAKE -> PISTER
* Mutation sequence :
1) All levels -> (hit the orange explosions released by the ground bugs) -> PISPIDER (bullet invincible)
2) ARTDEAME -> (collect BEvol) -> TWO DIVI -> TC TDIVI -> FOUR DIVI -> FC FDIVI
* Opposite evolution :
1) SLUGBU -> (degenerate) -> GYASYALBA (but shooting like ARTDEAME) -> (get hit by a bullet) -> GOAT DEAM (bullet invincible)
2) All levels, except PISTER and the invincible levels -> (destroy some water snakes) -> (get hit by a bullet) -> PISNAKE (bullet invincible)
* Bomb upgrade :
1) DARIER -> (collect BEvol) -> DARIER-2 -> DARIER-3 -> DARIER-4 -> DARIER-4S (bomb upgrade)
2) ZWIPIP -> (collect BEvol) -> ZWIPIP-2 -> DARIER-4 -> DARIER-4S (bomb upgrade)
- SERIES -
1. Darwin 4078 (1986)
2. SRD - Super Real Darwin (1987)
- STAFF -
Music by : Yoshida Hiroaki
- PORTS -
Sega Megadrive (1990, Darwin 4081)
$end
$info=stkclmns,stkclmnj,
$Edit this entry at Arcade-History.com
$bio
Stack Columns (c) 1994 Sega.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Columns (1990)
2. Columns II - The Voyage Through Time (1990)
3. Columns III - Revenge of Columns (1993)
4. Stack Columns (1994)
5. Super Columns (1995, Sega Game Gear)
6. Columns '97 (1997)
7. Hanagumi Taisen Columns - Sakura Wars (1998)
8. Hanagumi Taisen Columns 2 (2000, Sega Dreamcast)
9. Columns Crown (2002, Nintendo Game Boy Advance)
- PORTS -
* Consoles :
Sega Saturn (1997, "Columns Arcade Collection")
$end
$info=scross,
$Edit this entry at Arcade-History.com
$bio
Stadium Cross (c) 1992 Sega.
- TECHNICAL -
Sega System Multi 32 hardware
Main CPU : V70 (@ 20 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)
Screen orientation : Horizontal
Video resolution : 832 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : paddle
Buttons : 3
- UPDATES -
The US version is slightly different, It has the 'Winners Don't Use Drugs' and the 'Recycle It, Don't Trash It!' screens.
$end
$info=stadhero,
$Edit this entry at Arcade-History.com
$bio
Stadium Hero (c) 07/1988 Data East.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Data East 1 - D25B1002) on 21/06/1989.
- SERIES -
1. Stadium Hero (1988)
2. Dataeast's Stadium Hero '96 (1996)
$end
$info=stagger1,
$Edit this entry at Arcade-History.com
$bio
Stagger I (c) 1998 Afega.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 56.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A prototype version of this game is known as "Red Hawk".
The attract music is a cover of Level 1 music from "Raiden II".
AFEGA means 'Art-Fiction Electronic Game'.
- STAFF -
Hardware designer : Namjun Cho
Sound : Junghae Seo
Background graphic designer : Hyonmi Kim
Graphic director : Bongwon Son
Program director : Haiisung Ryou
$end
$info=stakwin,
$Edit this entry at Arcade-History.com
$bio
Stakes Winner (c) 1995 Saurus.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0088
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Slight acceleration, [B] Sharp acceleration
- TRIVIA -
Released in September 1995.
This game is known in Japan as "Stakes Winner - GI kinzen seihae no michi" (translates from Japanese as 'Stakes Winner - Way of Joyful Success').
- TIPS AND TRICKS -
* Breeder's Cup Classic Race : Win first place in Race 5 or Race 9 to race in the Breeder's Cup Classic at Churchill Downs.
* Prix De l'Arc de Triumphe Race : Win first place in Race 12 to race in Prix de l'Arc de Triumphe in Paris.
- SERIES -
1. Stakes Winner (1995)
2. Stakes Winner 2 (1996)
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
Sega Saturn (1996, "Stakes Winner - GI kinzen Seihae no michi")
Sony PlayStation (1996, "Stakes Winner - GI Kanzen Seihahe no Michi")
$end
$info=stakwin2,
$Edit this entry at Arcade-History.com
$bio
Stakes Winner 2 (c) 1996 Saurus.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0227
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Slight acceleration/Decelerate, [B] Sharp acceleration, [C] Special move
- TRIVIA -
Released in September 1996.
This game is known in Japan as 'Stakes Winner 2 - Saikyou Uma Densetsu' (translates from Japanese as 'Stakes Winner 2 - Legend of the Mightiest Horse').
- SERIES -
1. Stakes Winner (1995)
2. Stakes Winner 2 (1996)
- STAFF -
Game designer : Hajime Yasuhara, Yas
Chief programmer : Yas
Programmers : Yas, Takuya Kawamura
Technical adviser : Masaaki Yuuki
Chief designer : Ryoumi Momota
Graphics designers : Ryoumi Momota, Motohiro Toshiro, Yasunori Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama
Animation : Ryoumi Momota, Motohiro Toshiro, Chigusa Yokoyama
Fonts : Ryoumi Momota
Cource designers : Hajime Yasuhara, Yasunori Hayashi
Title designers : Koutarou Noumura
Illustlation : Miso Suzuki
Music composers : Hiroyuki Takei, Shuichi Kurosawa, Hiromu Sasaki, Tsuyoshi Sasaki
Sound effects & Sound programmer : Hideki Suzuki
Voices : Rintarou Hamano
Tuning : Hajime Yasuhara, Yas, Ryoumi Momota, Motohiro Toshiro, Takuya Kawamura, Yasunori, Hayashi, Chigusa Yokoyama, Yoshinori Hayashi, Hiroaki Fujimoto, Kyoosuke Motoya, Takayuki Koyama
English version : Bob Timbello
Sales promoters : Osamu Nagano, Miwa Izumi, Tomoo Yoda
Producer : Takahiro Shima
Executive producers : Nobuyuki Tanaka
- PORTS -
* Consoles :
Sega Saturn (1997, "Stakes Winner 2 - Saikyou Uma Densetsu")
Sony PlayStation (1997)
$end
$info=sblazerp,
$Edit this entry at Arcade-History.com
$bio
Star Blazer (c) 1984 Sega.
- TRIVIA -
This game is known outside Japan as "Galaxy Ranger".
$end
$info=starcas,starcas1,starcase,starcasp,
$Edit this entry at Arcade-History.com
$bio
Star Castle (c) 09/1980 Cinematronics.
Star Castle is a one or two player outer space action game designed with features geared for maximum player appeal : a progressively difficult competitive level and a clearly defined enemy which must be both attacked and avoided at various points in the course of play.
The center of the playfield is occupied by the Star Castle which is programmed to constantly home in on the players' ships. Surrounding the Star Castle are three concentric energy rings of twelve segments each, which serve as both a protective perimeter for the Star Castle and a source of points for the player. Contained within the energy rings are three protective mines which seek out the players' ships and destroy them upon collision. The movements of the mines are programmed to simulate the actions of heat-seeking missiles.
The object of the games of Star Castle is to score the maximum number of points possible. This is accomplished by the combination of three elements :
a) exploding the ring segments.
b) exploding the Star Castle.
c) avoiding the Star Castle's mines. A player's turn is over when his ship has been destroyed. The number of ships per game is set by the operator.
For maximum scoring, a player will want to shoot out sections of the energy rings in order to give him a shot at the Star Castle in the center of the screen. As play progresses, there are two facts a player must keep in mind :
1) exploding all segments in a given ring will cause the entire ring to reappear - thereby eliminating a potential shot at the Star Castle in the center.
2) exploding the rings in a manner that gives you a shot at the Star Castle will also give the Star Castle a shot at you. The Star Castle is programmed so that its nose always seeks out the player's ship. If there is an open shot at the player, it will take it.
When the Star Castle is hit by a player's missile, it will first implode and then explode with all remaining ring segments. After a one-second delay, the Star Castle will reappear with all three ring segments. If the Star Castle shoots the player, his turn is over.
As play begins, the Star Castle will appear in the center of the screen surrounded by its three energy rings. The player's ship appears about halfway up on the right hand edge. By using the control buttons to move forward, right or left, the player maneuvers about the screen using the firing button to launch missiles.
Points are scored by destroying the energy ring segments or the Star Castle itself. Exploding the Star Castle gives an extra ship as well as points. No points are given for the mines that attack the player.
The player's ship can be destroyed in two ways: by collision with the mines or by a hit from the Star Castle's torpedo. The mines are launched from the rings and attack the player for approximately ten seconds or until shot. The Star Castle's torpedoes are launched only when there is a clear shot at the player through all three rings. At this time the player also has his shot at the Star Castle. Both the Star Castle and the mines get smarter and faster as the game progresses.
The game of STAR CASTLE is not based on time units. The battle rages on until all the players' ships are destroyed. The length of the game depends solely on the skill of the player. It's the age-old challenge of man versus machine.
- TECHNICAL -
Star Castle machines came in a white upright cabinet with a black front section. The side-art covered the top half of the machine, and showed a scene of two blue spaceships on a red background, along with the title. The marquee was black and included the scoring information, while the control panel and monitor bezel were decorated with geometric shapes that were supposed to represent the interior (or possible exterior), of a spacecraft. The control panel has no joystick. Play is instead controlled with four buttons, fire, thrust, rotate left, and rotate right (just like "Asteroids"). Although some bootleg units may have joysticks. This game uses a black and white vector open frame monitor, but it has several color overlays installed to make the rings different colors.
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Buttons : 4 (Left, Right, Thrust, Fire)
- TRIVIA -
This was one of the first games to use an experimental artificial intelligence to harras the game player's ship. The star constellation in the background was actually the outline of a centerfold from a 1980 issue of OUI magazine. When management found out after shipping about 5,000 units, they flipped out and almost stopped production. They eventually came to their senses and nothing was changed.
About 14,000 units were produced.
The original inspiration for the game reportedly came from an early version of Larry Rosenthal's never-released "Oops!" in which the player controlled a sperm trying to fertilize an egg in the center of the screen.
Licensed to Mottoeis for Spanish manufacture and distribution.
A bootleg of this game is known as "Stellar Castle".
A Star Castle unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1982 movie 'Rocky III', in the 1983 movie 'Joysticks', in the 1986 movie 'Maximum Overdrive' and in the 1996 movie 'High School High'.
A Star Castle cabinet can be seen in the background of the 1984 movie Ghostbusters (in the scene when they're eating and suddenly they get a call to their first case at the Sedgewick Hotel).
A Star Castle unit appears (multiple times) in a 'Columbo' tv movie episode : (Murder, Smoke and Shadows) directed by James Frawley (in the same episode you can see beside this cabinet a "Joust" unit).
Two Star Castle machines (an upright and a cocktail) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
The Atari 2600 game "Yar's Revenge" originated from a rough version of Star Castle for that system which never made it to production.
- SCORING -
Outer Ring : 10 points
Middle Ring : 20 points
Inner Ring : 30 points
There are a total of 720 points possible for each set of three rings.
When you destroy the laser cannon, you get the points for rings remaining plus points for destroying the cannon plus an extra man as a bonus for destroying the cannon.
Sparks are worth no points.
- TIPS AND TRICKS -
A) Get used to using the edges of the screen. it will come in handy once you start using the patterns set forth below, and it's always a good habit in ASTEROIDS-type games.
B) After a certain point in the game, you must learn never to stay in one place for more than a second.
C) It's a shame that the game speeds up with time instead of with each cannon destroyed otherwise, you could play indefinitely simply by destroying the first castle's outer ring over and over. As it is, though, you must take as little time as possible to destroy each castle, ensuring a steady supply of bonus ships.
D) Except for shifting the slow ring to the middle later in the game (see Strategy I)) try not to let a castle grow new rings, it wastes time.
E) Similarly, shoot an approaching bomb only if it is alone and you do not wont to move. Otherwise, you are wasting your time, gaining no points, and taking the risk of missing.
F) When you have only the inner ring between you and the cannon and you are close enough, a triple burst will destroy it before it has a chance to retaliate.
G) When the game begins to speed up, try this simple pattern : go to the center of the left or right edge and face the edge of the screen. Your shots will cross behind and hit the other side of the castle.
As soon as the bombs get too close for comfort, simply thrust about an inch forward and you will be on the other side of the screen, still firing at the castle. As the bombs cross the screen towards you, turn around and repeat the procedure.
H) Once the game is at maximum speed, you will need a more sophisticated technique. Here it is : Spend all your time in two opposite corners. You should dart back and forth behind the screen developing a turn-thrust-shoot rhythm and synchronizing it with the outer ring so that you are always shooting at the same spot. Once you perfect this method, the cannon and bombs will never be fast enough to do more than almost destroy you.
I) For best effect, the corner pattern should be followed with the slow ring in the middle. You can shift it to this position by quickly destroying the outer wall twice before beginning your attack in earnest.
- STAFF -
Designed by : Tim Skelly
Programmed by : Scott Boden
- PORTS -
* Consoles :
GCE Vectrex (1983)
* Others :
Tiger LCD Handheld Game (1982)
Tiger LCD Tabletop Game (19??) : These games have a colored LCD and a backlight (which is accessible by a little cover on the back).
- SOURCES -
All In Color For a Quarter - Keith Smith
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=starcrus,
$Edit this entry at Arcade-History.com
$bio
Star Cruiser (c) 01/1977 RamTeK.
- TECHNICAL -
Main CPU : 8080 (@ 1.083333 Mhz)
Sound Chips : Samples (@ 1.083333 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 3
$end
$info=starfigh,
$Edit this entry at Arcade-History.com
$bio
Star Fighter (c) 1990 SunA.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), AY8910 (@ 1.5 Mhz), Custom (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=starfght,
$Edit this entry at Arcade-History.com
$bio
Star Fighter (c) 1979 Jeutel.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way Joystick
Buttons : 1
$end
$info=starfire,starfira,starfir2,
$Edit this entry at Arcade-History.com
$bio
Star Fire [Upright model] (c) 1978 Exidy.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.00 Hz
Palette colors : 64
Players : 1
Control : stick
Buttons : 1
- TRIVIA -
Released in December 1978, this is the first arcade coin-operated video game to maintain a high score table by accepting and displaying the names of winning players.
Also released as "Star Fire [Cockpit model]" (was the first environmental game, featuring a viewer window).
A 'Star Fire II' update was intended to go into the last run of Star Fire units, it features a more refined high score display and easier high score input.
Star Fire [Upright model] appears in the 1980 movie 'Midnight Madness'.
- TIPS AND TRICKS -
* Secret messages :
1) If you enter 'DBR' it will put 'HI DAVE' on the screen; It's David Rolfe.
2) If you enter 'TZM' it will put 'HI TED' on the screen; It's Ted Michon.
3) If you enter 'SKO' it will put 'HI SUSAN' on the screen for a second or two before showing the high-score table; It's Susan K. Owen, the graphics artists girlfriend (and she also worked for this game as a graphics artist).
- STAFF -
Programmed by : David Rolfe
Graphics by : Ted Michon, Susan Owen
- PORTS -
* Computers :
Atari 800 (1983)
Commodore C64 (1983)
$end
$info=starforc,starfore,starforb,
$Edit this entry at Arcade-History.com
$bio
Star Force (c) 1984 Tehkan.
A single player, vertically scrolling shoot-em-up in which the player pilots a spaceship over series series of islands - drifting in outer-space space - shooting enemy spacecraft and ground-based targets. Special symbols appear at regular intervals and can be shot or collected for bonuses and power-ups. Each level has an end-of-level boss that must be defeated before the player can progress to the next level, while the levels themselves are designated by letters of the Greek alphabet.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (3x) SN76496 (@ 2 Mhz), Custom (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 514
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in September 1984.
This game is known in US as "Megaforce".
- TIPS AND TRICKS -
* A Trick : You can determine which direction the end of level boss will move before it even appears by looking at your score. If the hundreds digit is odd, the boss will move to the left. If it is even, it'll move right (the tens and units digits are always zero).
* One Million Points Bonus : On the violet continent, if you see a coelacanth fossil on the left side, go to the -right- side and shoot. Cleopatra appears - shoot her and you'll get a million-point bonus. The coelacanth may only appear on the third violet continent.
* 80,000 Points Bonus : At some points in the game you will see two columns of green arrows down the center of the screen. Concentrate on either the left or right column of these arrows, and try to shoot 16 in a row. You will be awarded an 80,000 bonus for doing this. The first time these appear, it is possible to get two such bonuses in a row (if there are not many enemies around!), and sometimes more if the level ends before the column has finished appearing. Later on there is a short column of only 16, so only one bonus is possible here.
* 50,000 Point Bonus : You've seen a big enemy that combines into parts. When you hear the tune it is about to appear, STOP SHOOTING (You don't actually have to stop shooting altogether, but if you hit part of the enemy before the center part flashes white the bonus will not work). Position your ship so that you are just underneath the center part of the enemy and wait for it to flash white. Once this has happened, shoot the center part several times : the enemy will be destroyed and you will be awarded the 50,000 point special bonus.
- SERIES -
1. Star Force (1984)
2. Final Star Force (1992)
- PORTS -
* Consoles :
Sega SG-1000 (1985, Sega)
Nintendo Famicom (1987)
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
* Computers :
Sharp X68000 (1984)
MSX (1985)
$end
$info=starglad,
$Edit this entry at Arcade-History.com
$bio
Star Gladiator - Episode : I Final Crusade (c) 06/1996 Capcom.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TIPS AND TRICKS -
* Activation of Bilstein and Kappah in the character select screen :
1) In character select screen, hold Start button (Keep holding Start Button from first to last !).
2) Move cursor to Gore.
3) Press 'G K G K A A A B B B G+B' -> Bilstein appears.
4) Next, Move cursor to Hayato.
5) Press 'K A B A G A B A K A G+K' -> Kappah appears.
- SERIES -
1. Star Gladiator - Episode : I Final Crusade (1996)
2. Star Gladiator 2 - Nightmare of Bilstein (1998)
- STAFF -
Director : Hideaki Tsuno, Eiichiro Sasaki
Character Design : Akiman, Motokazu Sakai
Title Design : Shoei
Computer Graphics : Blbon, Monkey-Kick, Tako, Sensei, Nezumi-Otoko
Motion Design : Hitoshi 'T' Nishio, Naoki Fukushima, King Joe, Naoki Fujisawa, Shinya Kitamura, Ball Boy, Jun Matsumura (28), Toru Takaoka, Kazuko Kawanaka, Masaru Nishigaichi
Stage & Effects Design : Fukumoyan, Yasuto Takahashi, Takuji Mishima, Kouichi Takeda, Takayuki Kosaka
Main Program : Yuichi 'Gamof' Kagawa
Player Program : Morimichi Suzuki, Katsuhiko Sometani, Atsushi Fukushima
Enemy Program : Panda
Visual Effects Program : Kohei Akiyama, Hero Hero
System Program : Dome, Meijin, Chabin Type-M
Music & Sound Effects : Isao Ave, Yuko Kadota, Michio 'XTC' Sakurai
Voice Actor : Egawa Hisao, Ogata Megumi, Daisuke Gouri, Tanaka Kazumi, Hayashi Nobutoshi, Hosoi Osamu
Producer : Furoboh Aoki
General Producer : Noritaka Funamizu (Poo), Yoshiki Okamoto
- PORTS -
* Consoles :
Sony PlayStation (1996)
$end
$info=stargld2,
$Edit this entry at Arcade-History.com
$bio
Star Gladiator 2 - Nightmare of Bilstein (c) 03/1998 Capcom.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known outside Japan as "Plasma Sword - Nightmare of Bilstein".
Suleputer released a limited-edition soundtrack album for this game (Star Gladiator 2 - Nightmare of Bilstein Original Soundtrack - CPCA-1008) on 21/05/1998.
- TIPS AND TRICKS -
* Play As Kaede : At the character selection screen, highlight Rain and press Down(x2), Left(x2), Up.
* Play As Rai-On : At the character selection screen, highlight Byakko and press Up, Down, Left(x2), Right, Left, Up.
* Play Against Kaede Or Rai-On (Note : No continue and no win by time out) :
1) Finish three rounds with 'Plasma Strike'.
2) Finish two rounds with 'Perfect'.
3) Finish a round with 'Plasma Field'.
* Secret Ending (Points number needed at the end of level 8) :
1) One round at 70.000 points.
2) Three rounds at 95.000 points.
3) Five rounds at 110.000 points.
- SERIES -
1. Star Gladiator - Episode : I Final Crusade (1996)
2. Star Gladiator 2 - Nightmare of Bilstein (1998)
- STAFF -
Director : Satsuma (Ikeda), Terada Takayoshi
Main Programer : Hiro
Demo Programer : Hero Hero, S.K Sigeru Kato
Player Programer : Hero Hero, Hiro, S.K Sigeru Kato, Masaki Kataoka
Programer : Yoshihiro Shindome, Kohei Akiyama, Chabin Type M, Yuichi 'Okaz' Kagawa, Fuku 2
Object Effect : Shiba-H
Object Motion : Naoki Fukushima, Ken, Tsuru, Masaki Yamanaka, Masayuki Maeda
Object Texture : Nakatani, Kuratani Eiji, Michiru
Background Design : Takahashi Yasuto, Kohama, Mishima Takuji
Sound Director : Hiroaki 'X68K' Kondo (Cipher)
Sound Effect : Moe.T (T. Kitamura)
Main Music Composer : Takayuki Iwai (Anarchy Takapon)
Sub Music Composer : Cyber-T (Tetsuya Shibata)
Official Art Works : MCF, Inoda Keigo, Daichan
Title Design : Shoei
Instruction Card : Sakomizu
Voice Actor : Secret
Producer : Noritaka Funamizu, Kouji Nakajima
Executive Producer : Yoshiki Okamoto
- PORTS -
* Consoles :
Sega Dreamcast (1999)
$end
$info=stargrds,
$Edit this entry at Arcade-History.com
$bio
Star Guards (c) 03/1987 Bally Midway.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : 68000 (@ 8 Mhz)
Sound Chips : DAC (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette Colors : 64
Players : 3
Control : Double 8-way joysticks
- STAFF -
Programmed by : Edward March Jr.
Screen graphics by : Scott Morrison
Special animation by : Robert Beech
Sounds by : Bob Libbe, Michael Bartlow
Cabinet art by : Paul Niemeyer
Support by : Dan Stern, Jim Belt, Bob Ploussard
$end
$info=starhawk,
$Edit this entry at Arcade-History.com
$bio
Star Hawk (c) 03/1979 Cinematronics.
Star Hawk is a 3-D wireframe shoot-em-up which places a strong emphasis on player timing. Players move a cross hair around the screen and must blast the approaching enemy spaceships.
The skill level settings affect how quickly the cross hairs move in response to the joystick input. As the game progresses, the speed of the enemy craft increases. If one particular enemy ship is not destroyed quickly enough, it will zap 800 points off the player's score, with the enemy itself also worth 800 points.
Star Hawk can effectively be played indefinitely, providing the player keeps shooting enough enemy ships.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Licensed to Sega for Japan market.
Star Hawk was the first arcade game ever released to be based on the film 'Star Wars'. This game literally came out right after the movie. This was an unlicensed translation, but the Tie Fighters and the Death Star inspired background are obvious. This was only the second or third game in history to use an X-Y monitor.
Larry Rosenthal left Cinematronics to form his own company (Vectorbeam). When he left the company, he took all of the development tools that were used for Space Wars with him. Tim Skelly was hired in this time, and was left with nothing to write his games on except for the main board! Luckily, Larry had ran into a time crunch and had to hire a technician to help him out. Tim found the tech, who had the opcodes for the board, and Dennis Halverson was hired to write the macro assembler for the DEC computers used at the company. Cinematronics needed a game, and fast. So rather than wait for the tools to be developed, Skelly wrote Star Hawk on paper using opcodes. The Star Hawk code was the first machine language code that Skelly wrote that actually worked.
Skelly says, "Obviously, things eventually worked out. I managed to crank out Starhawk in time for a winter game show in London. But what still angers me to this day besides being put on the spot like that, is the fact that more than a hundred employees were depending on a new game to maintain their livelihood, and I was clearly chosen as the guy who couldn't come up with one. I think you can see that, under the circumstances, there was no love lost between the Cinematronics and Vectorbeam camps".
Star Hawk came in a large cabinet that had a front that was completely vertical, while the back section sloped away slightly from the marquee. This title actually had two marquees, one with the game logo, and a second one right below it that had some game instructions. The monitor bezel was just tinted plastic with more game instructions below it. The control panel had a pair of odd 8-Way fire button joysticks that looked a bit like handgrips on a childrens bicycle. These were positioned to be used with the right hand, eventually the industry would decide that joysticks go in the left hand, but this one was the other way around. The cabinet features painted sideart of a barely disguised X-Wing swooping down on a barely disguised Death Star, with a few unrelated red and orange bubbles above them.
A Star Hawk machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Tim Skelly
- PORTS -
* Consoles :
GCE Vectrex (1982)
$end
$info=starjack,starjacs,
$Edit this entry at Arcade-History.com
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Star Jacker (c) 04/1983 Sega.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5191
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Stern.
The initials on the high score screen spell out 'Star Jacker' (5x2 letters).
- STAFF -
Hardwork by : Hideki Sato
Secured by : Masatoshi Mizunaga
Programmed by : Hirohi Nakayama, Katsuya Kazihara, Katsunori Kanazawa
Designed by : Eiro Nagata, Shozo Takihi
Sound by : Hideo Kume
Creator : Takaya Ida
- PORTS -
* Consoles :
Sega SG-1000 (1983)
Sega Saturn (1997, "Sega Memorial Selection Vol.2")
$end
$info=starsldr,
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Star Soldier - Vanishing Earth (c) 1998 Hudson Soft.
- TECHNICAL -
Seta Aleck64 hardware
CPU : R4300i
Co-Processor : 64-bit RISC processor, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 16.8 million colors
Players : 1
Buttons : 4
- SERIES -
1. Star Soldier (1986, Nintendo Famicom)
2. Super Star Soldier (1990, NEC PC-Engine)
3. Final Soldier (1991, NEC PC-Engine)
4. Star Soldier - Vanishing Earth (1998)
5. Star Soldier R (2007, Nintendo Wii)
- STAFF -
Producer : T. Takahashi
Superviser: S. Nakamoto
Product Manager : A. Ikeda
Planner : M. Nakamura
Designer : H. Soma, H. Kimoto, K. Kasahara
Music : I. Shimakura
Sound Effect : O. Narita
Programmer : M. Murata, K. Tsubota
- PORTS -
* Consoles :
Nintendo 64 (1998)
$end
$info=starswep,
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Star Sweep (c) 07/1997 Axela.
- TECHNICAL -
Namco System 11 hardware
Game ID : STP
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- UPDATES -
STP1/VER.A : Japan release, JUL 15 1997
- PORTS -
* Consoles :
Nintendo Game Boy (1998)
Sony PlayStation (2000)
$end
$info=startrek,
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Star Trek - Strategic Operations Simulator (c) 1982 Sega.
STAR TREK is a one or two player SEGA Color X-Y video game with computerized speech synthesis. The player finds himself the Captain of the Starship Enterprise, his mission being to rid the universe of a number of threats to the United Federation of Planets.
STAR TREK has a unique method of displaying the information vital to the game play. This method involves the separation of the CRT into three completely separate screens.
The Scanner is where the player sees a top down or plan view of local space, with the Enterprise always in the center of this screen. The Viewer is where the player sees actual apparent 3-D images, as if he were looking out the ships front window. The Status screen displays player score in addition to Shield strength, number of Photon Torpedoes, and amount of Warp energy remaining.
The game begins by introducing Klingons, Starbases and the Enterprise into the Scanner with an exciting shrink down animation sequence. The Enterprise starts with one to four Shields and Photon Torpedoes (switch selectable). By actuating the rotary knob and depressing the Thrust button the player may maneuver about the Scanner screen.
In order to destroy enemies the player may use either of two weapons : Phasers (the Fire button) or Photon Torpedoes. Each has unique properties.
* Phasers are instantaneous, can destroy only one enemy at a time, and are in unlimited energy supply.
* Photon Torpedoes require time to travel, can destroy many enemies, and are in LIMITED supply. Displayed in the Status screen, Photon Torpedo supply appears as a red bar (squares).
For high speed, the player may depress the WARP button. While this button is held down the Enterprise moves very quickly and cannot be damaged in any way by anything. A blue bar in the Status screen displays the amount of Warp energy available, and shrinks as the Warp button is held down.
The Enterprise is shrouded by an automatic Shield, which protects the Enterprise from enemy fire and collisions. The Shields are displayed in the Status screen as green line segments (a bar). Once the strength of the Shields is depleted, the ship can sustain damage. When damaged, the Enterprise looses ship functions in the following order : Shields, Photon Torpedoes, Warp Drive. If all of these are damaged, the next hit will destroy the Enterprise and end the game.
In order to repair this damage the player may choose to dock with a Starbase. Docking is accomplished by merely flying into a Starbase. The DOCKED message appears, all damage is repaired, and a Shield unit, Photon Torpedo, and some Warp time are added to the ship’s supplies. Although only four of each supply unit is displayed at any one time, 255 can be collected.
The primary enemy is the Klingon Battle Cruiser, which comes in three colors :
* Red Klingon - ignores the Enterprise and sets out to destroy a Starbase, after which the Klingon turns purple.
* Purple Klingon - ignores Starbases and attempts to destroy the Enterprise by firing plasma energy balls. Purple Klingons will stop a certain distance away while attacking so as not to risk collision. After a certain period of time (depending on round), purple Klingons turn white.
* White Klingons - sometimes known as Maniac Klingons, these Klingons will move VERY QUICKLY and attempt to ram the Enterprise.
Anti-Matter Saucers appear randomly and move about the screen in a confusing fashion. These saucers can be destroyed only with Phasers. If the saucer collides with the Enterprise, it will attach itself, drain your ships Warp energy, then leave quickly.
After a number of rounds, the player advances to the Nomad round. In this sequence Nomad zips about the screen depositing dangerous mines. The mines cause chain reactions which should be avoided. Nomad can only be destroyed with Phasers. Once Nomad has delivered its total load of 30 mines, it waits for the last mine to detonate, leaves the screen, and ends the round.
Every 10,000 to 40,000 points (operator selectable) the player is awarded a bonus Shield unit, Photon Torpedo and Warp time unit. The two player game is played with players alternating with each complete round. Whenever a player is eliminated, the other player continues and finishes the game.
- TECHNICAL -
Sega G80 Vector hardware
Main CPU : Z80 (@ 4 Mhz), I8035 (@ 208 Khz), I8035 (@ 400 Khz)
Sound Chips : SP0250 (@ 3.12 Mhz), Custom (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 256
Players : 2
Control : Dial (to rotate the Enterprise right and left)
Buttons : 3 (IMPULSE, PHOTON TORPEDO, WARP)
- TRIVIA -
Star Trek is Sega's vector color game that came upon the scene in 1982. It featured a screen that was broken down into three parts. It also featured pseudo-three-dimensional graphics. The game is fast paced and in addition to keeping track of all that's going on, you must also be pretty good with the controls. This is another 'sleeper' game that didn't gain a real big following.
A Star Trek machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Destroying Enemies :
Klingons : 25 + (round number X 25) Points
Anti-Matter Saucer : 5,000 Points
Nomad : 30,000 Points
Starbase Bonus at the end of a round :
Used Starbase : round number X 250 Points
Un-used Starbase : round number X 1,000 Points
- TIPS AND TRICKS -
* When you start the game, the Enterprise will be placed into the sector. You will have a 1-2 second delay so take a good look at where everything is at on your radar screen. Your first priority should always be to defend your starbase.
* Try to use your warp as little as possible. On the early waves, you can make it to your starbase and defend it without having to warp to it. On the later waves, however, you will be needing that warp to get to your starbase quickly. Also, you will also be using your warp to get away from the Klingons, especially when they go into suicide mode (turn white).
* As the game progresses, the Klingons get quicker and they maneuver faster to keep out of phaser range. When you do have a target within your phaser sight, a spinning yellow ring will outline the target. In addition to faster movement, the Klingons also fire faster so you can lose a ship very quickly in the later sectors.
* It takes 5 shots to destroy a starbase. After the Klingon bomber has achieved that objective, it will change from red to purple and become a normal Klingon fighter that will attack you. Also, you can collide with the Klingon bomber causing the loss of 1 unit of shield energy.
* After sector 20, there are random numbers of Klingon fighters in the sector. If the number is below 4, they may instantly turn white and attempt to ram your ship instead of firing on it. Before sector 20, if you take too long destroying the Klingons, they will also turn white.
* You want to, as much as possible, avoid resupplying at the starbase. If you don't resupply, you will get a much larger score then if you do resupply. Plus, if you get enough points, you will get additional things anyway. So, bottom line, use the starbase only in the most dire of circumstances.
* You will notice a blue, oval shaped ship on your radar. That is an antimatter UFO and the only thing you can destroy it with are phasers. If you notice, when you attempt to close in on it, the UFO moves away. The best way, if you can safely do it, is to move diagonally until the UFO is within your phaser range. Sometimes you get a lucky break and the sector starts with the UFO already in phaser range.
* The NOMAD sectors are probably the most difficult sectors to deal with. NOMAD rapidly moves around the sector laying mines. These mines either detonate after a certain time period or when you hit them with phaser or photon torpedo fire. Keep in mind, if there are a lot of mines packed together, they will all detonate and your ship may be in the middle of it all. The best strategy is to hopefully put up a phaser barrage at the beginning of the sector and take NOMAD out quickly. If this fails, don't move around unless your ship is in danger. NOMAD will eventually return within range. In the later sectors, NOMAD moves very quickly so you have to be very quick on the controls.
* Use your photon torpedoes sparingly since you have a limited number. If you see an enemy grouping of three or more, shoot a torpedo into the middle. Since photon torpedoes have a blast radius, you can probably take out those three ships with one shot. Again, use only on tight groupings of enemies or when desperate measures require desperate actions.
* Become very familiar with the controls since a moments hesitation could end the Enterprise's 5 year mission prematurely.
- STAFF -
Designed and programmed by : Sam Palahnuk
- PORTS -
* Consoles :
Atari XEGS
* Computers :
Commodore C64 (1983, "Star Trek : Strategic Operations Simulator")
Tandy Color Computer (1984, "Space Wrek")
Texas Instruments TI-99/4A (1983)
Apple II
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=startrkd,
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Star Trek 1981 (c) 1981 Unknown.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick (vertical)
Buttons : 5
- TRIVIA -
This game is a bootleg of "Defender".
$end
$info=startrgn,
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Star Trigon (c) 2002 Namco.
- TECHNICAL -
Namco System 10 hardware
Game ID : STT
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
$end
$info=starw,
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Star Wars (c) 19??.
Star Wars is a two-dimensional shooter where you are given three missiles to shoot at two rows of alien ships at the top. Miniature rock-like satellites move around the screen, ready to obliterate your missile at any moment, and the ships themselves shoot at you.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Galaxy Wars".
- SCORING -
1st rack : 50 (side hit), 100 (bottom, towards the side) or 150 (near middle of bottom) points for each ship.
2nd rack : 100 (side hit), 200 (bottom, towards the side) or 250 (near middle of bottom) points for each ship.
3rd rack : 150 (side hit), 300 (bottom, towards the side) or 350 (near middle of bottom) points for each ship.
You can probably figure the scores for higher racks from the patterns here.
$end
$info=starwars,starwar1,
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Star Wars [Upright model] (c) 1983 Atari.
The player takes on the role of Luke Skywalker and pilots an X-wing fighter in this superb 3-D shoot-em-up based on the legendary 1977 movie of the same name. The action is rendered in colour 3-D vector graphics and is viewed from a first person perspective. The player's goal is to fight through three different levels before finally destroying the Death Star.
The first level is set in space and is a dogfight against enemy TIE fighters. The second level takes place above the surface of the Death Star. Players must destroy laser turrets while avoiding incoming enemy fire. The third and final level has the player flying down a trench - echoing the famous scene from the movie - avoiding turrets, barriers and incoming enemy fire.
At the end of the trench is a ventilation tube and the player has only a split second to fire a torpedo into the tube to blow up the Death Star. If the player misses the target, he or she is returned to the start of the trench and must begin their run again.
Once the Death Star explodes, the game restarts with a higher difficulty level.
- TECHNICAL -
Game ID : 136021
Main CPU : M6809 (@ 1.512 Mhz)
Sound CPU : M6809 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.512 Mhz), TMS5220 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Players : 1
Control : stick
Buttons : 4
- TRIVIA -
Released in May 1983.
Also released as "Star Wars [Cockpit model]".
The basic game engine for Star Wars was converted from a 2-year old space game project called 'Warp-Speed', which was designed to develop 3-D image capabilities. The controls were adapted from the controls used for Army "Battle Zone".
Star Wars was the first Atari game to have speech. The game featured several digitized samples of voices from the movie. The most memorable was the voice of Obi-Wan Kenobi, after losing the game, stating 'The force will be with you--always'.
Hidden In-game Message : On odd-numbered levels, when approaching the Death Star and right after hitting the exhaust port, the message 'MAY THE FORCE BE WITH YOU' is visible on the surface of the Death Star. On even-numbered levels, the programmer's names appear on the Death Star :
'HALLY'
'RIVERA'
'MARGOLIN'
'AVELLAR'
'VICKERS'
'DURFEY'
Attract mode has the following screens :
FLIGHT INSTRUCTIONS TO RED FIVE
1. YOUR X-WING IS EQUIPPED WITH AN INVISIBLE DEFLECTOR SHIELD THAT WILL PROTECT YOU FOR 6 COLLISIONS.
2. DEFLECTOR STRENGTH IS LOST WHEN A FIREBALL IMPACTS YOUR SHIELD OR WHEN YOU STRIKE A LASER TOWER OR TRENCH CATWALK.
3. AIM YOUR LASERS WITH CURSOR TO EXPLODE EMPIRE TIE FIGHTERS, LASER TOWER TOPS AND TRENCH TURRETS.
4. SHOOT FIREBALLS BEFORE THEY IMPACT YOUR SHIELD.
5. THE REBEL FORCE IS DEPENDING ON YOU TO STOP THE EMPIRE BY BLOWING UP THE DEATH STAR.
OBI-WAN KENOBI IS GONE BUT HIS PRESENCE IS FELT WITHIN THE FORCE. THE EMPIRE’S DEATH STAR, UNDER THE COMMAND OF DARTH VADER, NEARS THE REBEL PLANET. YOU MUST JOIN THE REBELLION TO STOP THE EMPIRE. THE FORCE WILL BE WITH YOU. ALWAYS
Default high score table (Princess Leia's Rebel Force):
1. OBI 1,285,353
2. WAN 1,110,986
3. HAN 1,024,650
4. GJR 872,551
5. MLH 813,553
6. JED 704,899
7. NLA 518,000
8. EJD 492,159
9. EAR 384,766
10. RLM 380,655
Approximately 12,700 units were produced.
A sequel was planned as 'Star Wars II' the same year (idea form only) with a serial communication concept (link between 2 or more cabinets) - this idea never was born.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including STARWARS.
A Star Wars [Upright model] appears in the 1984 movie 'Gremlins'.
- SCORING -
TIE fighters : 1,000 points
Darth Vader's ship : 2,000 points per hit
Laser bunkers : 200 points
Laser towers : 200 points, increasing by 200 points per tower
Trench turrets : 100 points
Fireballs : 33 points
Exhaust Port : 25,000 points
Destroying all tower tops : 50,000 points
End of wave bonus :
5,000 points per shield remaining
Starting on medium difficulty (wave 3) : 400,000 points bonus
Starting on hard difficulty (wave 5) : 800,000 points bonus
'Use the Force' : bonus for not shooting in the trench until the very end :
Wave 1 : 5,000 points
Wave 2 : 10,000 points
Wave 3 : 25,000 points
Wave 4 : 50,000 points
Wave 5 and above : 100,000 points
- TIPS AND TRICKS -
* In the tower scene, you can shoot fireballs that are hidden behind the towers. In the trench scene, you can shoot fireballs through the catwalks.
* Moving the flight yoke far left and far right during the attract mode will switch between the instructions and the high score list.
* In the trench you can 'use the force' and get bonus points by not shooting ANYTHING until you reach the exhaust port. The text 'USE THE FORCE' is shown at the top of the screen until you shoot. The bonus is actually awarded just before you have to shoot the exhaust port, so it's possible to take out some of the gun turrets at the end, too.
* It's rumoured that if you shoot Darth Vader more than 30 times, you get 27 shields. It is said you can also get 255 shields, but this is rare.
- SERIES -
1. Star Wars [Cockpit model] (1983)
1. Star Wars [Upright model] (1983)
2. Return of The Jedi (1984)
3. The Empire Strikes Back (1985)
- STAFF -
Designed by : Mike Hally (MLH)
Programmed and developed by : Greg Rivera (GJR), Norm Avellar (NLA), Eric Durfey (EJD), Jed Margolin (JED), Earl Vickers (EAR), Rick Moncrief (RLM)
- PORTS -
* Consoles :
Atari 2600 (1983)
Colecovision (1984)
Atari 5200 (1984)
Atari XEGS
Nintendo GameCube (2003, "Star Wars Rogue Squadron III - Rebel Strike Limited Edition Preview Disc") : contains the Original game.
* Computers :
Commodore C64 (1983)
Tandy Color Computer (1984, "Space Wrek")
Amstrad CPC (1987)
Atari ST (1987)
Sinclair ZX Spectrum (1988)
$end
$info=swa,
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Star Wars Arcade (c) 1993 Sega.
A superb 3D shoot-em-up for one or two players, based on the legendary 1977 movie of the same name. In the two player game, one player takes on the role of the pilot, who controls both the speed and direction of the fighter ship, and who can only shoot at the centre of the screen. The second other player takes on the role of the 'gunner' and can target a much larger area on-screen.
In single player mode, the player can only be the pilot.
Star Wars Arcade consists of four different stages :
* The first stage takes place in an asteroid field, with players attacked by Star Destroyers and squadrons of TIE Fighters.
* The second stage has the player piloting their X-Wing through a Super Star Destroyer, before destroying it by blowing up a reactor.
* In the third stage players must destroy a squadron of TIE Fighters flying over the surface of the Death Star.
* Finally, fly into the unfinished Death Star and blow it up it by destroying the main reactor.
At the end of the second and fourth stage, a cut-scene is played. Even though the game is called Star Wars Arcade, its setting is actually that of the third movie in the series, 1983's "Return of the Jedi". Admiral Ackbar briefs players on the missions leading up to the destruction of the second Death Star.
- TECHNICAL -
Sega Model 1 hardware
Main CPU : V60 (@ 16 Mhz), 68000 (@ 10 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : stick
Buttons : 3
- TRIVIA -
The attract mode lists a copyright of 1993 for Sega, and a copyright of 1994 for Lucasfilm; the marquee and serial number tag both say 1994.
The sound test mode reveals that the voice samples are available in Japanese as well as English. Allegedly, only about a dozen or so units were imported into the US.
- SERIES -
1. Star Wars Arcade (1993)
2. Star Wars Trilogy Arcade [Standard model] (1998)
2. Star Wars Trilogy Arcade [Deluxe model] (1998)
- PORTS -
* Consoles :
Sega 32X (1994)
$end
$info=swtrilgy,swtrilga,
$Edit this entry at Arcade-History.com
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Star Wars Trilogy Arcade [Standard model] (c) 1998 Sega.
Star Wars Trilogy Arcade is a Model 3 shooter allowing the player to ride, fly, and shoot in galactic vehicles.
Players will travel through 6 incredibly detailed intergalactic stages, featuring scenes from A New Hope, Empire Strikes Back, and Return of the Jedi, both challenging the players shooting accuracy as well as vehicle maneuvering capabilities.
Hidden secrets, located in all stages, allow the player to alter the course of the stage, making each game an unconventional and thrilling experience.
- TECHNICAL -
Sega Model 3 Step 2.1 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Players : 1
Control : Joystick
Buttons : 2
- TRIVIA -
Also released as "Star Wars Trilogy Arcade [Deluxe model]".
- SERIES -
1. Star Wars Arcade (1993)
2. Star Wars Trilogy Arcade [Standard model] (1998)
2. Star Wars Trilogy Arcade [Deluxe model] (1998)
$end
$info=starblad,
$Edit this entry at Arcade-History.com
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Starblade (c) 1991 Namco.
A 3-D space shoot'em up featuring 2 separate missions; the first is to destroy the planet 'Red Eye' while the second is to wipe out the enemy fleet and their leader. The game's sit-down cabinet featured a seat that vibrated whenever the player was hit, either by incoming fire or by enemy objects such as ships, asteroids etc. The yoke joystick - which had a fire button situated at the top of the stick, underneath where the player's thumb sits - was very similar in appearance and feel to that used in Atari's 1983 wireframe classic, "Star Wars (Atari)".
- TECHNICAL -
Namco System 21 hardware
Game ID : ST
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : stick
Buttons : 4
- TRIVIA -
Starblade was a very obvious influence on both the visual appearance and gameplay of the superb Nintendo Super NES game, ' Starfox'- written in the UK by Argonaut Software.
Victor Entertainment released a limited-edition soundtrack album for this game (Starblade & Galaxian3 - Project Dragon : Namco Game Sound Express Vol.06 - VICL-15009) on 21/03/1992.
- SERIES -
1. Starblade (1991)
2. Starblade 2 - ''Starblade : Operation Blue Planet'' (2002)
- STAFF -
Chief director : H. Nakatani
Assistant director : K. Kobayashi
Programmers : Norimasa Matsuura, Y. Saitoh, Y. Ohmori
Music and sound effects : Shinji Hosoe
Visual director : W. Yanagawa
Visual designers : N. Kumagai, M. Tejima, M. Kimura
Industrial designer : N. Yoshimatsu
Mechanical designers : S. Kanebako, H. Igarashi, T. Wakayama, J. Uchida
Electrical designers : M. Yamada, O. Morita, M. Ito
Producers : K. Sawano, M. Yamada
- PORTS -
* Consoles :
Sega Mega-CD (1994)
Panasonic 3DO (1994)
Sony PlayStation (1995, "Starblade Alpha")
Sony PlayStation 2 (2005, as a bonus game in "Tekken 5")
$end
$info=stargate,
$Edit this entry at Arcade-History.com
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Stargate (c) 1981 Williams.
The sequel to 1980's legendary "Defender", Stargate is a 2-D sideways scrolling shoot-em-up in which players fly a ship over the surface of a planet protecting humanoids from alien invaders.
Stargate plays very similarly to "Defender", although several enhancements have been made to the already superb and demanding game play. One main difference is the introduction of the stargate. If the player's ship enters the stargate when a humanoid is being abducted, the ship is taken to the location of the abduction. If 4 or more humanoids are attached to the ship, the player is warped forward 3 waves, but the warp only works until wave 10. Otherwise, the stargate transports the ship to the opposite side of the planet.
Waves 5, 15, 25 etc. are the incredibly difficult 'Yllabian Dogfight' waves, in which the player is in outer space (with no planet or humanoids) against an armada of Yllabian Space Guppies, Swarmers, and Dynamos. Waves 10, 20, 30 etc. are 'Firebomber Showdown' waves which consist only of Firebombers and Pods.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 292 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
Control : 2-way joystick (vertical)
Buttons : 6
=> Thrust, Fire, Reverse, Smart bomb, Inviso, Hyperspace
- TRIVIA -
Released in November 1981.
Stargate was the first game designed by Vid Kidz, the design firm founded by Jarvis and DeMar when they decided to go independent. Williams became desperate for a game after the designers left, so they took Vid Kidz under contract. Stargate took four months to complete. All Vid Kidz games were designed on a dual 8" floppy, 1 MHz 6809 Motorola Exorcisor system that cost $30,000 in those days. The name was changed to 'Defender II' right after the game had stopped being manufactured, because Williams wanted to make sure they could own the trademark on the title.
The name of the enemy Yllabian is created by reversing the spelling of Bally, one of Williams' competitors. Bally reversed becomes Yllab.
Shooting a Pod will release between 4 and 7 Swarmers.
Approximately 26,000 uprights and about 1,000 cocktail tables were made.
A Stargate mini-cabinet was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
Changes from "Defender" : the game play for Stargate is very similar to Defender. A few notable differences that are worth mentioning :
* The addition of 8 more enemies.
* The addition of the stargate. Going through the stargate allows the player to either :
1) Go to the opposite side of the planet if no humanoids are being threatened.
2) Arrive at the exact spot where a Lander is abducting a humanoid.
3) In addition, before Wave 10, if you fly forwards (not backwards) through the stargate while carrying four or more humanoids, you will warp forward three waves. You will get a bonus of humanoids left X 2,000 points for this achievement (Up to 20,000 points).
* The Inviso button allows you to cloak your ship in an anti-matter field. While cloaked, your ship is indestructible and you can destroy enemies by flying through them. You can still pick up falling humanoids while cloaked.
* There are now bonus waves in the game. After completing these bonus waves, you start again with ten humanoids on the planet's surface. The bonus waves are:
1) On wave 5 and every 10th wave thereafter : The Yllabian Dogfight.
2) On wave 10 and every 10th wave thereafter : The Firebomber Showdown.
* When the last humanoid left on the planet's surface is abducted, the planet surface starts flashing, and the message under the scanner reads : 'PLANET SURFACE UNSTABLE!'. This is the warning that planetary explosion will occur soon unless at least one humanoid is saved.
* There is now a 'pod intersection' timer which appears in the scanner at the beginning of any wave which has at least 3 pods. It counts down to the moment when all the pods come together.
- SCORING -
Lander : 150 points
Mutant : 150 points
Bomber : 250 points
Pod : 1000 points
Baiter : 200 points
Swarmer : 150 points
Firebomber : 250 points
Fireball : 100 points
Dynamo : 200 points
Space Hum : 100 points
Yllabian Space Guppy : 200 points
Phred : 200 points
Big Red : 200 points
Munchies : 50 points
Getting hit by an enemy bullet : 25 points
Destroying a Pod with a smart bomb will award either 1,450 or 1,600 points.
Rescuing abducted humanoids gives increasing bonuses if they are rescued consecutively without being immediately returned to the ground.
500 points for saving the 1st humanoid from a Lander, 1,000 points for saving the 2nd, 1,500 points for the 3rd, and 2,000 points for the 4th and higher.
500 points for each humanoid put back into the planet's surface.
250 points for a humanoid landing into the ground safely on his own.
A special undocumented bonus can be gained by dropping off a humanoid as the last event in a wave. There are 2 ways to do this. One way requires you to have killed everything off in the wave except for one lander. Wait for the lander to pick up a humanoid. Shoot the lander and catch the humanoid JUST before it hits the ground. The other way is to deposit a humanoid that your ship is carrying at the exact moment when you kill the last enemy of the wave. Either way, when this is done properly the screen will flash several times and you will be awarded 2,000 points.
Bonus at the end of each wave :
Wave 1 : Humanoids Left X 100.
Wave 2 : Humanoids Left X 200.
Wave 3 : Humanoids Left X 300.
Wave 4 : Humanoids Left X 400.
Wave 5 and all Yllabian Dogfight waves : 2,500 points.
Wave 6 and above : Humaniods Left X 500.
Warp : Humanoids Left X 2,000
- TIPS AND TRICKS -
The enemies that initially appear in each wave are :
Wave 1 : 11 Landers, 2 Dynamos, 3 Firebombers
Wave 2 : 10 Landers, 2 Dynamos, 3 Firebombers, 7 Yllabian Space Guppies
Wave 3 : 10 Landers, 2 Dynamos, 6 Firebombers, 4 Yllabian Space Guppies, 3 Pods
Wave 4 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods
Wave 5 and every Yllabian Dogfight : 6 Dynamos, 22 Yllabian Space Guppies, 8 Swarmers
Wave 6 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods, 2 Bombers
Waves 7, 8, and 9 : 17 Landers, 3 Dynamos, 3 Firebombers, 5 Yllabian Space Guppies, 4 Pods, 3 Bombers
Wave 10 and every Firebomber Showdown : 13 Firebombers, 6 Pods
Wave 11 and every regular wave higher : 18 Landers, 4 Dynamos, 4 Firebombers, 3 Yllabian Space Guppies, 4 Pods, 2 Bombers
If the planet is destroyed, all Landers are replaced with Mutants.
* You start the game in the middle of the screen. You can look at your radar to see where the various enemies are. Get to learn the sounds of the game because they are an important clue as to what is going on out of your viewing range. First of all, learn how to use the buttons with proficiency. You don't want to be hunting around for the smart bomb or thrust button when you are in the middle of a firefight. Practice will make you proficient.
* The player's ship can shoot a maximum of 4 lasers on the screen at any one time.
* Learn to use your radar screen and after a while you will only look at the viewable area briefly to take care of business. Each enemy has a unique color on the radar so you should be able to easily identify what they are. In addition, you will also learn how each enemy moves around. This will definitely become a great benefit in the later waves.
* Listen to the sounds of the game. When you hear a high-pitched chatter, that means a Lander has picked up a humanoid in order to create a mutant. Use your radar and look for the green shape going straight up; that's the Lander. Try to get over there as quickly as possible. Just shoot the Lander, not the humanoid it has taken. When you hear what sound like something being put together, that means a Lander has become a Mutant.
* Once you shoot the Lander, your job isn't over yet. If the height is too great, the humanoid will fall and die on impact. You have to fly over the humanoid and your fighter will pick it up. Anytime you scrape against the ground, you will set the humanoid down. Some players continuously ride around with a humanoid to prevent the planet from exploding.
* The planet will only explode when all ten humans are dead. Then you will have to go through waves of nothing but mutants and the other regular enemies until you make it to a bonus wave. After that, you will have 10 humans and a new planet again. Mutants are very dangerous to deal with because they tend to swarm and fire a lot of shots toward your fighter. Of course, expert players just shoot all the humanoids so they can have the challenge of going through these mutant waves.
* Try to clear waves as quickly as possible. If you take too long on a wave, a Baiter, Phred, or a Big Red will appear. These enemies are much faster than your fighter and can outrun it. The Baiter also has the tendency to fire pretty accurate shots. One of the tactics to throw them off is to reverse quickly a couple of times. This disorients them briefly and may give you a chance to shoot them. These enemies make their appearance to ensure you finish waves quickly.
* Use your smart bombs only when the screen is crowded with enemies. A lot of players like to get all the Pods together and then touch off a smart bomb. Another way is to break open the pods so that Swarmers are all over then hit the smart bomb.
* Use your Invisio sparingly. A good tactic is to find a lot of enemy units bunched up. Fly fast toward them and at the last second activate your Invisio until you are clear (should amount to less then a second of time). You can destroy quite a few enemies this way and you conserve your Invisio energy.
* Use hyperspace only when you are in a totally desperate situation (like getting swarmed by Mutants or Swarmers). Sometimes hyperspace will destroy your fighter on re-entry.
* Watch out for the bombers. Although they travel slowly, they leave strings of bombs. If you are not paying attention, you may crash if you attempt to fly through them.
* The firebombers have a tendency to shoot a lot of fireballs at your fighter. Fortunately, you can destroy these fireballs. This can become complicated if there are four or five firebombers firing at the same time. The fireballs don't track your fighter.
* You can fly through and under the terrain (but you cannot exit the screen at the top and come up through the bottom or vice-versa). Use this to your advantage when maneuvering around.
* Since you 'wrap-around' the screen, this gives you a little more maneuvering room. However, keep looking at your radar because the enemy that disappears off the left side will show up on the right side. Also, shots do not wrap around the edge.
* In addition to using the 'wrap-around', keep in mind that you can also use the stargate to your advantage. Some players hang around the stargate until a humanoid is abducted. They go through the stargate, save the humanoid, and go back to the stargate again to await the next rescue. Also, the stargate is useful if you are being pursued by a lot of enemies since it transports you to the opposite side of the planet.
* Since you get an extra fighter, smart bomb, and inviso time every 10,000 points, that should be your constant goal. However, as the waves get higher things move a lot faster, making even getting 10,000 points a challenge.
* The most extra fighters or smart bombs that can be obtained is 255. If the player has 255 extra fighters or smart bombs and then wins an extra one, the counter rolls back to zero.
* Secret Message : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying onscreen. The moves are as follows...
1) Joystick Down, Reverse, 1P Start and Thrust.
2) Reverse, 2P Start and Fire.
3) Joystick Down, 1P Start, Thrust and Fire.
* Stargate attack waves 'roll over' at wave 100, which is displayed, when started and after being completed, as wave 0. The game keeps track of the actual number of waves, even though they are not shown properly. For example, the next wave will be counted as wave 101, even though it shows being completed as wave 1. The game will 'roll over' again at wave 200, which is displayed, when started and after being completed, as wave 0 as well. The next 'roll over' occurs at wave 256. Upon completion of wave 255, the next wave is a wave very similar to the very first wave, except that the firebombers shoot. This level is counted and displayed as wave 0, and the player is awarded a bonus of humanoids left X 0 points (the bonus for this wave is always 0 points). The next is wave 1, and the game now plays just as if the player had started a new game (warps are now again possible up to wave 10), except the player gets to keep his score and all of his bonus ships and smart bombs.
- SERIES -
1. Defender (1980)
2. Stargate (1981)
3. Strikeforce (1991)
4. Defender 2000 (1996, Atari Jaguar)
- STAFF -
Staff : Larry DeMar (LED), Sam Dicker (SAM), Steve Ritchie (SSR), Eugene Jarvis (DRJ) (EPJ), (JER)
- PORTS -
NOTE : in all ports released in 1995 and later, this game appears under the "Defender II" name.
* Consoles :
Atari 2600 (1984) : has been available under both "Stargate" and "Defender II" names.
Nintendo Super Famicom (1996, "Williams Arcade's Greatest Hits")
Sega Mega Drive (1996, "Williams Arcade's Greatest Hits")
Sega Saturn (1996, "Williams Arcade's Greatest Hits")
Sony PlayStation (1996, "Williams Arcade's Greatest Hits")
Sega Dreamcast (2000, "Midway's Greatest Arcade Hits Vol. 1")
Nintendo Game Boy Advance (2001, "Midway's Greatest Arcade Hits")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Nintendo Famicom ("Defender II")
* Computers :
Commodore VC20 (1982, "Defender II")
PC [Booter] (1983)
Commodore C64 (1984, "Guardian")
PC [MS-DOS] (1995, "Williams Arcade Classics")
PC [MS Windows] (1996, "Williams Arcade Classics")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
VFD handheld game (1982) released by Entex.
Tiger Game.Com ("Arcade Classics")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=starshp1,starshpp,
$Edit this entry at Arcade-History.com
$bio
Starship 1 (c) 07/1977 Atari.
- TECHNICAL -
Game ID : 007513-007531
Main CPU : M6502 (@ 750 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 1
Control : stick
Buttons : 3
The game uses a half-silvered mirror to reflect the image over a black light lit space background. The monitor has a ''+'' (a target crosshairs) taped directly onto the monitor to aid in lining up enemy ships.
- TRIVIA -
Starship 1 is another fantastic Atari first. This incredibly realistic video sensation (at its time) goes where no game has gone before. 3,500 units were produced.
After a nearly 50-year run, the mid-1970s video games like Starship 1 spelled the end of the electro-mechanical arcade games (such as "Killer Shark" seen in the movie Jaws). Video games would spawn a nation-wide phenomenon which has gone on to this day.
Starship 1 was one of many mid-1970's Atari games such as "Night Driver", "Sprint 2" and "Drag Race" which were often found at carnivals and bowling alleys. Kids would flock to these establishments just to get an opportunity to play the games rather than the primary source of entertainment they offered. When the 80's arrived, video games could be found everywhere including grocery stores and kids didn't have to go very far to play their favorite game.
At the end of a game, two different sayings will be displayed. One simply saying to deposit a quarter to be the captain of Starship 1, the other saying that ''Sensors detect another quarter in your pocket, deposit it to be the captain of Starship 1''. Pretty funny the first time you see it!
A Starship 1 unit appears in the 1978 movie ''Dawn of the Dead''.
- STAFF -
Designed and programmed by : Steve Mayer, Dave Shepperd, Dennis Koble (at Grass Valley)
$end
$info=starspnr,
$Edit this entry at Arcade-History.com
$bio
Starspinner (c) 1982 ACE.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
Buttons : 10
$end
$info=stlforce,
$Edit this entry at Arcade-History.com
$bio
Steel Force (c) 1994 Electronic Devices / Ecogames S.L.
A futuristically-themed, maze based shoot-em-up in which one or two players must battle through an alien-infested space station in a desparate hunt for the level's exit. Weapon power-ups, ammunition and health packs are dotted around the levels to assist players in their task.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz)
Sound Chips : OKI6295 (@ 7.102 Khz)
Screen orientation : Horizontal
Video resolution : 368 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Steel Force is an almost direct copy of the famous 1991 Commodore Amiga shoot-em-up, "Alien Breed"; released by UK-based software house, 'Team 17'. The characters movements and the game's grpahical stylings are almost identicle to the Amiga game.
Electronic Devices is now called 'Elettronica Video Games'. They are still based in their original location and now import arcade games into Italy.
- STAFF -
Programmed by : Javier Maura
Graphics by : Miguel A. Carrillo
$end
$info=sgunner,sgunnerj,
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Steel Gunner (c) 1990 Namco.
Some major trouble is brewing in the city of Neo Arc. A radical terrorist group known as S.T.U.R.M. is causing problems to the citizens of Neo Arc by kidnapping a well respected quantum physicist and his assistant in order to create an abominable war machine. However there's a ray of hope which come in the form of the police department's counter-terrorist force called Steel Gunner. Now the battle is set for it's up to both Steel Gunner Officers Cliff and Garcia to stop the seemingly merciless wrath of S.T.U.R.M. and it's leader : Gatse Bernard
- TECHNICAL -
Namco System 2 hardware
Game ID : SN
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
The name of the police force is the Neo Arc PD (Neo = 'NEW' Arc = i.e. Newark, New Jersey). A clever play on words.
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.7 - VICL-8004) on 01/05/1991.
- SERIES -
1. Steel Gunner (1990)
2. Steel Gunner 2 (1991)
- STAFF -
Director : G. Iwasaki
Programmers : K. Nakamura, Y. Ohmori
Sound effects : Yoshie Takayanagi
Visual directors : H. Kikuchi, K. Mizuno
Visual designers : M. Kimura, Y. Mizushima, S. Sasaki, M. Tejima
Industrial designer : S. Tohyama
Mechanical designers : H. Igarashi, T. Ohara, J. Koyama
Electrical designers : O. Morita, T. Ohgane, J. Takano
Producers : K. Sawano, K. Tashiro
$end
$info=sgunner2,sgunnr2j,
$Edit this entry at Arcade-History.com
$bio
Steel Gunner 2 (c) 1991 Namco.
- TECHNICAL -
The majority of cabinets for this game were released as conversion kits for Taito's "Operation Thunderbolt".
Namco System 2 hardware
Game ID : SNS
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol. 9 - VICL-8089) on 22/09/1993.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Steel Gunner (1990)
2. Steel Gunner 2 (1991)
- STAFF -
Directed by : G. Iwasaki
Director of photography : Y. Omori
Supervising editor : T. Hijiya
Production designer : H. Kikuchi
Supervisor of visual effects : M. Kimura
Set designer : T. Yamada
Visual effects : Y. Yaguchi
Creature created by : M. Fukuoka
Property master : M. Tsuchida
Sound effects and music composed by : Yoshie Takayanagi
$end
$info=steeltal,steelta1,steeltap,steeltag,
$Edit this entry at Arcade-History.com
$bio
Steel Talons (c) 1991 Atari Games.
- TECHNICAL -
Game ID : 136087
Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2101 (@ 12 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : stick
Buttons : 4
- STAFF -
Staff : Ed Logg, Ed Rotberg (Gonzo)
Hardware designed by : Jed Margolin
- PORTS -
* Consoles :
Atari Lynx (1991)
Sega Mega Drive (1992)
Nintendo Super Famicom (1993)
$end
$info=sss,
$Edit this entry at Arcade-History.com
$bio
Steep Slope Sliders (c) 11/1998 Capcom.
A snowboarding game. Select your boarder and perform as many tricks as you can, going as fast as possible down the hill before time runs out or the track ends. Courses include Canada, Italy and Japan.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game runs on Sega's STV and it's the first Capcom game on this hardware.
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=stellcas,
$Edit this entry at Arcade-History.com
$bio
Stellar Castle (c) 1980 Elettronolo.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Buttons : 4 (Left, Right, Thrust, Fire)
- TRIVIA -
This game is an Italian bootleg of "Star Castle".
$end
$info=stellecu,
$Edit this entry at Arcade-History.com
$bio
Stelle e Cubi (c) 1998 Sure.
- TECHNICAL -
Main CPU : Z80
Palette colors : 2048
Players : 1
Buttons : 5
$end
$info=stepstag,
$Edit this entry at Arcade-History.com
$bio
Stepping Stage (c) 1999 Jaleco.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
$end
$info=stinger,stinger2,
$Edit this entry at Arcade-History.com
$bio
Stinger (c) 1983 Seibu Denshi.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz), Discrete (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This is the first game manufactured by Seibu Denshi.
$end
$info=stocker,
$Edit this entry at Arcade-History.com
$bio
Stocker - Drive all the way from coast to coast ! (c) 1984 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : dial
Buttons : 1
- TRIVIA -
A Stocker unit appears in the 1986 movie 'The Color of Money'.
- STAFF -
Game designer : Dennis Koble
Art : Gary Johnson
Sound : Jesse Osbone
Additional support : Gary Levenberg, Bil Maher
Additional codes : Lee Actor, Rich Adam
- PORTS -
* Computers :
Commodore C64 (1988)
$end
$info=stompin,
$Edit this entry at Arcade-History.com
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Stompin' (c) 1986 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : Double 8-way joysticks
Buttons : 8
- STAFF -
Original concept and programming : Jon Kinsting
Screen graphics : Bil Maher, Gary Johnson, Roger Hector
Cabinet graphics : Bob Flemate
Music and sounds : Jesse Osbone
Technical Advisor : Owen Rubin
$end
$info=stoneage,
$Edit this entry at Arcade-History.com
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Stone Age (c) 1991.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is an Italian bootleg of "Caveman Ninja".
- UPDATES -
In this bootleg, the sound program is ripped from "Block Out" (by Technos).
$end
$info=stonebal,stoneba2,
$Edit this entry at Arcade-History.com
$bio
Stone Ball (c) 1994 Art & Magic.
A stone-age soccer game. Teams of two compete against each other and use clubs to hit a rock into an empty cave (no goalie).
- TECHNICAL -
PCB Number : AM007B1094 0454
Main CPU : MC68000P12 (@ 12.5 Mhz), TMS34010FNL-40 (@ 5 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
RAM : (2x) MCM54260, (4x) TMS44251
Dipswitch : (2x) 8 positions
Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 50.27 Hz
Palette Colors : 256
Players : 4
Control : 8-way joystick
Buttons : 3
$end
$info=stmblade,
$Edit this entry at Arcade-History.com
$bio
Storm Blade (c) 1996 Visco.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 344 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Auto Fire : At the title screen, hold B and press Start, then choose any plane with the A button.
- STAFF -
Programmers : Nadu.S, N Joy and Cu, Manaby The Gambler
Graphic designers : Wep, Zero Nyan, Oda, Yayopin, Skip, Jack, Tuna, Hase Meg, Yukopon
Character designer : Tajiman
Music composer : Light Link Music
Producer : Tetsuo Akiyama
Director : Don Gabacho, Mr. Doo
* CAST :
Lucky : Shinichiro Miki
Alex : Kiyoyuki Yanada
Camel : Keiko Onodera
Kamikaze : Mahito Tsujimura
$end
$info=storming,
$Edit this entry at Arcade-History.com
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Storming Party (c) 1986 Taito.
- TECHNICAL -
Game ID : A64
Main CPU : Z80 (@ 6 Mhz), M68705 (@ 2 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 3 Mhz), YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Land Sea Air Squad" and is known in Japan as "Riku Kai Kuu Saizensen".
- STAFF -
Staff : Ichiro Fujisue (I.FUJISUE), Yasumasa Sasabe (Y.SASABE), Keisuke Hasegawa (K.HASEGAWA), Toshi, Damichan, Madnenko, Fukio Mitsuji (M.T.J), Nog.Hiro
$end
$info=strfbomb,
$Edit this entry at Arcade-History.com
$bio
Strafe Bomb (c) 1981 Omni.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 99
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Scramble".
$end
$info=sflush,
$Edit this entry at Arcade-History.com
$bio
Straight Flush (c) 1979 Taito.
- TECHNICAL -
Main CPU : M6800 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : paddle
- TRIVIA -
Also released as a Cocktail model : "T.T Straight Flush".
$end
$info=stratab,stratab1,
$Edit this entry at Arcade-History.com
$bio
Strata Bowling (c) 1990 Strata / Incredible Technologies.
A bowling game.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Released in August 1990.
The theme music to this has lyrics, as you will no doubt find out if you get a high score and deliberate over choosing your initials. The lyrics are :
It's the game of the Nineties, The hottest craze.
Bowl with a trackball, Everyone plays.
Do you wan-na go bowling? We'll show you how.
Press the start button, Play Strata Bowl now!
Strata Bowling, Strata Bowling
Strata Bowling, Strata Bowling
- STAFF -
Software : Richard Ditton, Larry Hodgson, Chris Oberth, Harry E Cline III
Hardware : Steve Jaskowiak, Scott Allie
Sales : John Cassiday
Support : Elaine Ditton, Jim Zielinski, Linda Koch
Sounds and music : David Thiel, Neil Falconer, Kyle Johnson, Leif Marwede
Publicity : Carol Tomme
$end
$info=stratgyx,stratgys,
$Edit this entry at Arcade-History.com
$bio
Strategy X (c) 10/1981 Konami.
Even Patton would spend all his quarters attempting to advance through the four attack levels of Strategy X, Konami's latest tank attack video game.
1st Level : Defend against rotating cannons.
2nd Level : Watch out for attacking Jeeps
3rd Level : Careful! Here come attacking and shooting tanks
4th Level : Rotating cannons again, but this time against a moving background.
An audible signal warns that it's refueling time. Enter a fuel dock and receive 100-300 points. The Tank commander's life isn't an easy one.
Aside from an on-going battle, he has to watch out for obstacles and rough terrain. Brick walls destroy tanks, although they can be shot away. TNT, rather nasty stuff...explodes when shot, but destroys all objects in the area. Stay off pink backgrounds. That's where the land mines are buried. They explode only on contact. Don't worry about a blue background, though. It's a slip zone like an oil slick and can be driven across. If an alien base is found and destroyed, advance to the next level of difficulty. You bet there's a 'buy-in' feature on this one.
Strategy X. There's never been a war game like it. It blows minds, and quarters.
- TECHNICAL -
Game ID : GX306
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 106
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Stern for US manufacture and distribution (12/1981).
- PORTS -
* Consoles :
Atari 2600 (1981)
$end
$info=stratvox,stratvob,
$Edit this entry at Arcade-History.com
$bio
Stratovox (c) 08/1980 Sun Electronics.
- TECHNICAL -
Board Number : LS070013
Prom Stickers : LS01-LS06
Main CPU : (2x) Z80 (@ 2.5 Mhz) (Number : LS070014)
Sound Chips : AY8910 (@ 1.25 Mhz), SN76477 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Licensed to Taito for manufacture and distribution.
This game is also known as "Speak & Rescue".
Stratovox was the first game to have synthesized voices.
A Stratovox machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Blue saucer : 50 points
Red saucer : 100 points
Saucer with human : ??? points
Bonus at end of round : 100 points per human not captured
$end
$info=streakng,
$Edit this entry at Arcade-History.com
$bio
Streaking (c) 10/1981 Shoei.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 4-way joystick
- TRIVIA -
This game appeared in the movie 'Joysticks' - Cabinet does not appear to be dedicated but the game is played and actual close ups of the screen are diplayed for a good amount of time.
$end
$info=strtdriv,
$Edit this entry at Arcade-History.com
$bio
Street Drivin' (c) 1993 Atari Games.
- TECHNICAL -
Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2101 (@ 12 Mhz), DSP32C (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : paddle
Buttons : 6
- SERIES -
1. Hard Drivin' (1988)
2. Race Drivin' [Cockpit model] (1990)
2. Race Drivin' [Compact model] (1990)
3. Hard Drivin' II - Drive Harder (1991, Atari ST, Commodore Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
$end
$info=stfight,stfighta,
$Edit this entry at Arcade-History.com
$bio
Street Fight (c) 1986 Seibu Kaihatsu.
A first-person shoot'em up where you attempt to rid 1931 New York City of the dangerous criminal element.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 257
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Exclusively distributed in West Germany by TV-Tuning Videospiele GMBH. This game is known outside Germany as "Empire City 1931".
- SERIES -
1. Street Fight (1986)
2. Dead Angle (1988)
$end
$info=sf,sfjp,sfus,sfp,
$Edit this entry at Arcade-History.com
$bio
Street Fighter (c) 08/1987 Capcom.
The original! Ryu and Ken go after ten of the world's toughest brawlers. You've got a lot to learn before you defeat me!
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : (2x) Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
The first fighting game to feature :
- 6 buttons and 8 way joystick.
- Play as 2 different characters.
- You can select in which country you wish to start.
- Special moves.
Capcom's first one-on-one fighting game.
The original location test version of this game used pressure sensitive pads (Mechatronics) to measure the three strengths of attack used in the game - the bonus stages were unregulated tests of strength where the harder you hit the pad, the more you would score. You can imagine how much abuse the machines took, apparently one individual climbed up on top of the machine and drop kicked it to get a high score. After a large number of injuries and a high damage bill, Capcom replaced the system with individual buttons for each strength - the now common 6 button layout.
'Ryu' can mean 'dragon' and 'Ken' mean 'fist' or 'punch'. The two names together roughly make the phrase 'dragon punch'. The dragon punch move has been copied over and over in most if not all subsequent fighting games released.
Ryu and Sagat were mostly based on 'Yoshiji Soeno', a 'Kyokushin Karate legend' and 'Reiba', the 'Dark Lord of Muaythai' from an old Japanese martial art comics called 'Karate Baka Ichidai'.
Mike Bison is Capcom's homage to Mike Tyson.
In the England (Birdie) stage a poster for 'The Velvet Underground' (a cult 1960's rock band) is clearly visible alongside another poster for 'Ian Dury and the Blockheads'. The Blockheads were a popular British pub-rock band who disbanded in 1982 but reformed in 1987 for a tour of Japan, two months before the release of this game. A third poster advertises 'Ristorante Donnaloia' an expensive Italian restaurant in Kobe, which still exists to this day. Also on this stage the name and likeness of at that time Capcom USA Vice President of Sales and Marketing 'Bill Cravens' is grafittied on the shutter in front of the 'Block Heads' pub.
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.
A Street Fighter unit can be seen in the 1992 film 'Juice' starring Omar Epps and the late Tupac Shakur.
- UPDATES -
The Japanese version :
* Has different words spoken for Ryu and Ken during their special moves than the other versions. Ryu and Ken shout 'hadoken!', 'shoryuken!' and 'tatsu-maki-senpuu-kyaku!' during respective special moves in the Japanese version, while they shout 'hellfire!', 'dragon punch!' and 'hurricane!' on all other versions.
The prototype version :
* Has no demo mode.
* Different colors on highscore table.
* Different hole on in the wall during the title screen.
* Is highly bugged.
* No digitized voice samples.
* Characters share stage music.
* Ryu's victory pose is visually different.
* Different sound effects for everything.
* Different intro/outro music.
* Must win three rounds to win the match.
* Typo in victory quote screen, 'Rut Don't Forget...' instead of 'But Don't Forget...'.
* No stage select when you start the game.
* The Hurricane Kick does not seem to be in the game.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Direction : Piston Takashi
Planner : Finish Hiroshi
Programmer : Fz 2151
Character designers : Crusher Ighi, Dabada Atsushi, Bonsoir Yuko, Ocan Miyuki, Bravo Ovu, Innocent Saicho
Sound and music : Yoshihiro Sakaguchi
Hard planner : Punch Kubozo
Mechatoronics : Strong Take, Radish Kamin
- PORTS -
* Consoles :
NEC PC-Engine (1988, "Fighting Street")
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
* Computers :
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
Amstrad CPC (1988)
Atari ST (1988)
Commodore Amiga (1988)
PC [MS-DOS]
PC [CD-ROM] (1999, "Capcom Arcade Hits Volume 1") : also includes PDA version for Nexio S160
$end
$info=sftm,sftm110,sftm111,sftmj,
$Edit this entry at Arcade-History.com
$bio
Street Fighter - The Movie (c) 1995 Incredible Technologies.
Surprisingly competent and fast-paced digitized fighter based on the incredibly horrible movie, featuring fourteen selectable characters.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 255 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
Released in June 1995.
3 years earlier, Midway tried to get Van Damme to do a digitized fighting game based on the movie 'Bloodsport'. When that fell through, the game was adapted into "Mortal Kombat" and its Johnny Cage character was based on Van Damme's character in Bloodsport. Things worked out great for Midway as they ended up with a game that was a huge hit instead of just a slightly prettier version of the terrible "Pit-Fighter". After seeing the success of MK, Van Damme agreed to be digitized for a game based on his Street Fighter movie. Consequently, 'Street Fighter - The Movie' turned out to be little more than a MK rip-off that lacked the charm of Mortal Kombat and Street Fighter.
This game tanked in arcades for two reasons. The first being that the Street Fighter live-action movie that this game is based on was universally panned by moviegoers and video game fans alike (read : the movie was TERRIBLE). The second reason was that many diehard Street Fighter fans just didn't find the digitized characters appealing, as they lacked the initial charm of the original drawn sprites. What was overlooked, however, was that this is a decent fighting game in its own right and failed due to poor marketing and public squeamishness.
This arcade game marks Raul Julia's second appearance in coin-ops, the first being the highly popular Addams Family pinball table. This makes him a member of a very exclusive club within arcade games : a man who lent his likeness and talents to a commercial triumph and a turkey within 5 years.
In the SFTM game, you can have Fei Long's theme as a secret theme, but Fei Long himself has no connections to the movie whatsoever. Why is that? According to documents at the time, the role that Fei Long was going to play was replaced by Captain Sawada, largely because there was not enough character development for Fei Long in SSF2.
* CAST :
Guile : Jean-Claude Van Damme
M. Bison : Raul Julia, Darko Tuscan
Chunli : Ming-Na Wen
Cammy : Kylie Minogue
Ryu : Byron Mann
Sagat : Wes Studi
Ken : Damian Chapa
Vega : Jay Tavare
Balrog : Grand L. Bush
Honda : Peter Twiasosopo
Zangief : Andrew Bryniarski
Sawada : Kenya Sawada
Akuma : Ernie Reyes, Sr.
Blade : Alan Noon
After beating the game with Blade it will be revealed that he is Guile's brother. In addition it says that Blade's real name and profession is Gunloc, a wrestler. Gunloc is a wrestler from Capcom's "Saturday Night Slam Masters". Blade's fourth consecutive throw reversal is called a 'Slam Master'.
In Chun-Li's ending it says she goes back to the United States and becomes a medical resident in a Chicago emergency room. The actress that played Chun-Li (Ming Na Wen) played the role of Jing-Mei 'Deb' Chen (1994-1995 and 2000-2004) on NBC's medical drama E.R. (Emergency Room) that takes place on Chicago County General Hospital.
- UPDATES -
Revision 1 :
* Software version : 1.10
Revision 2 :
* Software version : 1.11
Revision 3 :
* Software version : 1.12
Revision 4 :
* Software version : 1.12N
- TIPS AND TRICKS -
* Extended Combo Mode : Hold the joystick Right then press Start then LK at the character select screen.
* Classic Soundtracks : To hear some classic soundtracks from Street Fighter II, enter these codes on the VS screen...
Ryu - LP, LP, MP
Vega - LP, LP, HP
Guile - LP, LP, LK
Sagat - LP, LP, MK
Ken - LP, LP, HK
Honda - MP, MP, LP
Chun Li - MP, MP, HP
Cammy - MP, MP, LK
Fei Long - MP, MP, MK
Balrog - MP, MP, HK
Blanka - HP, HP, LP
Bison - HP, HP, MP
Zangief - HP, HP, MK
Akuma - HP, HP, HK
* Fight Arkane : You must be fighting in Bison's lair. Look for Blade to appear in the background and press Start as soon as you see him.
* Fight Khyber : You must be fighting in the dungeon stage. Get a perfect on the first round and wait for the middle platform to fall, as soon as it falls press start and you'll find yourself face to face with Cyber.
* Play as Arkane : At the character select screen, highlight Blade, press down 20 times then press all 3 kick buttons.
* Play as Khyber : At the character select screen, highlight E.Honda then move to Ryu, E.Honda, Balrog, E.Honda, Ryu, E.Honda, Balrog, E.Honda, Ryu, E.Honda, Balrog, E.Honda then press all 3 punch buttons.
* Random Character Select : Hold the joystick Up and press Start at the character select screen.
* Team Mode : Press Start then press HK at the character select screen.
* Easter Egg : If you press Start during a match on the Kommande Centre stage, the main television screen will display a short clip of Van Damme flexing his muscles for the camera.
- STAFF -
* Capcom :
Executive producers : Kenzo Tsujimoto, Takahito Yasuki, Yoshiki Okamoto, Tetsuya Iijima, Rene Lopez
* Incredible Technologies :
Executive producer : Elaine Ditton
Project manager : Leif Pran Marwede
Head programmer : Jane Siegrist
Art direction : Ralph Melgosa
Art coordinator : Jane Siegrist
Game designers : Leif Pran Marwede, Alan Noon
Programmers : Jane Siegrist, Leif Pran Marwede, Richard Ditton
Additional programmers : Tino Kalafatis, Mike Hanson, Steve Jaskowiak
Sounds : Kyle Johnson
Australia location crew : Elaine Ditton, Richard Ditton, Ralph Melgosa, Leif Pran Marwede, Alan Noon
Artists : Ralph Melgosa, Alan Noon, Bob Nagel, Scott Morrison
Additional art : Ed Reck, Donna Foshee, Andrew Dorizas, Jennifer Hedrick
Hardware designers : Steve Jaskowiak, Jeff Siegrist
Technical support : Terry Little, Ann Vonckx, Scott Allie, Ed Reck
- PORTS -
* Consoles :
(Console versions were done by Capcom of Japan and are adaptations of the arcade game rather than straight ports. All music and backgrounds were replaced with new ones set in new locations. All character voices were redone by Japanese voice actors to have them sound like the voices of the original hand drawn counterparts in Capcom's own Street Fighter games. The game engine was reprogrammed to play like "Super Street Fighter II X")
Sega Saturn (1995)
Sony PlayStation (1995)
$end
$info=sfa,sfar1,sfau,sfar2,sfar3,
$Edit this entry at Arcade-History.com
$bio
Street Fighter Alpha - Warriors' Dreams (c) 06/1995 Capcom.
The new look of the Street Fighter series, with ten characters including old favorites and new surprises.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 11
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This game is known in Japan and Spain as "Street Fighter Zero".
The Street Fighter Alpha series of games take place between the original "Street Fighter" and "Street Fighter II - The World Warrior". The scar on Sagat's chest in SFII is said to be from Ryu's Shouryuuken during the final battle in the original "Street Fighter". In 'SF Alpha', Sagat has the scar on his chest, so it must take place after the first "Street Fighter". The character Charlie was mentioned in Guile's ending in "Street Fighter II - The World Warrior". He is a friend of Guile who was killed by M. Bison. Since Charlie is still alive in the Alpha series, it must take place before "Street Fighter II - The World Warrior".
This is the first Street Fighter game to have the Dramatic Battle Mode, a feature no doubt inspired by the Japanese animated movie, 'Street Fighter II', where Ken and Ryu team up to fight M. Bison in the final battle.
Ryu / Guy stages :
The "Son Son" convenience store in Ryu and Guy's stages is named after an earlier Capcom game of the same name.
A "Street Fighter II - The World Warrior" poster can be seen in the window of this store.
The kanji on the small sign on the bath-house means 'Honda Bath'.
The curtain on the bath-house (in Guy's version of the stage) says 'yu' in hiragana, which is the reading for the 'bath' kanji on the 'Honda Bath' sign.
In "Street Fighter Alpha 3", Edmond Honda's stage is in front of this (or a similar-looking) bath-house with slightly different signs on it.
In "Street Fighter II - The World Warrior", Honda's stage is inside of a bath house.
Guy and Sodom are from Capcom's "Final Fight". Guy as selectable character and Sodom as the second boss in "Final Fight". Guy's music is taken from "Final Fight".
Sodom is a westerner who is obsessed with Japanese culture and apparently doesn't speak Japanese very well. In the Japanese versions of these games, Sodom's victory quotes are meaningless sentences composed of English words (e.g., 'SHOW BY HUNG JAW') followed by a Japanese translation of what he actually meant to say. In Sodom's ending, he claims about reforming and renaming the Mad Gear gang into something with four kanji. Those kanji read 'Ma-do-gi-a'. Now this could just be random kanji that, when strung together, sound like 'Mad Gear', but by the same token, it can sound like 'Mad Doggie'. The jitte weapons Sodom uses were used by policemen in feudal Japan.
Change of Race : In the original "Street Fighter", Birdie looked Caucasian. In SF Alpha, Birdie is black. The reason for this change is explained in one of Birdie's "Street Fighter Alpha 3" win-quotes (he was sick at the time of the first "Street Fighter") - just yet another excuse of covering up one of SF's (many) potholes.
Sony Music Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero Arcade Game Track - SRCL-3297) on 21/08/1995.
- UPDATES -
In the Japanese version, Charlie is named 'Nash'.
The US version has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Play as Akuma : Put the cursor on the [?] on your side and hold Start, then press...
Player 1 : Down(x3), Left(x3), LK+HK (or for different costume press LP+HP).
Player 2 : Down(X3), Right(x3), LK+HK (or for different costume press LP+HP).
* Play as M. Bison : Put the cursor on the [?] on your side and hold Start, then press...
Player 1 : Down(x2), Left(x2), Down, Left(x2), LK+HK (or for different costume press LP+HP)
Player 2 : Down(x2), Right(x2), Down, Right(x2), LK+HK (or for different costume press LP+HP)
* Play as Dan : After inserting coin, press and hold start. Then on the character selection screen goto the [?] box. Then quickly press LP, LK, MK, HK, HP, MP. To get the alternate costume (green) press HP, HK, MK, LK, LP, MP.
* Dramatic Battle Mode : In two player mode, have player one highlight Ryu and player two highlight Ken at the character selection screen.
1) Have player one hold Start and press Up, Up.
2) Release Start then press Up, Up, LP.
3) Have player two hold Start and press Up, Up.
4) Release Start then press Up, Up, HP. If done correctly, Ryu and Ken will face M. Bison.
* Alternate Costume Colors : Highlight a fighter at the character selection screen and press LK, MK or HK.
* Fight against Akuma : Highlight a fighter at the character selection screen. Hold Start+MP+MK until Akuma appears and beats up your opponent on the first stage. You will now fight him instead.
* Fight against Dan : Select any player. End each match with the same winning quote. Do not lose any of your first five matches. When you reach your sixth opponent, the message 'Here comes a new challenger' will appear and you will fight Dan (Dan's stage is basically the same as Adon's and Sagat's, except it is sunset). After the match, the game will continue in its normal fashion. (NOTE : To select a winning quote, just hold down and a certain button combination of 3 total buttons when you win your second round. This varies from character to character, but every character can select 2 by holding down with 3 punches or down with 3 kicks).
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planners : Noritaka Funamizu (Poo), Mucchi, H.Itsuno -Tomoshibi-
Programmers : Cham Cho Choy, Egw, "Tege Killer" Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi Kiyoko, Hard.Yas (-Gouki-), Hamachan, Shinchan (as 'Hyper Shinchan'), Super Sailor (Vega), Matsushita -Adon- Masakazu
Scroll designers : Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, Daisuke Nakagawa, Maeno Megumi, Isono, Sm, Mago, Mr. Oranda
Object designers : Eripyon.N (Dokkim), Yatsunonawa (D), Jun Matsumura (27), Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo Kawakami (Ushi), M. Nakatani (KotatuToNeko), Alien Pole, Kuriotoko, Chimorin Syogun, K.Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, Masayo Tsujimoto (Noriko), R, Sagata, Takayuki Kosaka
Music composers : Isao Abe (Oyaji), Syun Nishigaki (Kobekko), Setsuo Yamamoto (Purple), Kadota Yuko (Pop'n), Kuru-Kuru Chance Iwami, Mizuta Naoshi (Groovy)
Sound designers : Hiroaki Kondo (X68K), Ryoji
Producer : Iyono Pon
* Voice Actors :
Ryu, Charlie : Toshiyuki Morikawa
Chun-Li : Yuko Miyamura
Ken Masters, Guy : Tetsuya Iwanaga
Adon, Birdie, Sodom : Wataru Takagi
Rose : Yuko Miyamura
Sagat : Miki Shinichiro
Akuma, Major Bison : Tomomichi Nishimura
- PORTS -
* Consoles :
Sony PlayStation (1996)
Sega Saturn (1996)
Nintendo Game Boy Color (1999)
Sony PlayStation 2 (2006, "Street Fighter Alpha Anthology")
* Computers :
PC [Windows 9x, CD-ROM] (1998)
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Street Fighter Alpha 2 (c) 03/1996 Capcom.
Eighteen Alpha fighters go head-to-head this time around, featuring a few Final Fight alumni.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 15
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This game is known in Japan and Asia as "Street Fighter Zero 2".
Guy, Rolento and Sodom are from Capcom's "Final Fight". Guy as selectable character, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight".
In Guy's stage you will see many familiar faces from "Final Fight". There's Mike and Jessica Haggar, Cody, Poison, Andorre and a few other bosses in the background - most of the Final Fight characters that have gone on to other games are there.
Here is a list of cameo in Ken's Yacht stage :
* Eliza (It's her birthday afterall!)
* Captain Commando & Sho
* Strider Hiryu (wielding a teddy bear!)
* Lynn Kurosawa (from Alien Vs Predator)
* Morrigan, Felicia, Lord Raptor & Hsien-Ko (these last two are pretty much alive in this cameo, unlike in the Darkstalkers & Vampire Savior games!) :)
* Michelle Heart (from Legendary Wings as another waitress!)
* A few thugs from Final Fight (working as waiters?!!!)
Dan Hibiki, the pink-clad Shotokan fighter, was an attempt by Capcom to make fun of SNK fighting games. Ryo Sakazaki was thought to be so much like Ryu that Capcom had to make a statement. Dan is mainly a hybrid of Ryo Sakazaki and Robert Garcia from the Art of Fighting series. This is most evident in his appearance in which he has Robert Garcia's trademark pony tail and Ryo Sakazaki's black undershirt. His animations were heavily tailored to look like a take on the aforemetioned characters. Dan's father was killed by Sagat (This is the man who Sagat hits with a Tiger Uppercut during the Ryu vs. Sagat intro in Alpha 3), so Dan developed his own style of fighting called 'Saikyo-ryuu', which is Japanese for 'strongest style', a poke at the "Art of Fighting" 'Kyokugen' karate style ('Kyokugen" is Japanese for 'extreme'). Fei Long makes a guest appearance in Dan's stage.
The sumo wrestler 'Fujinoyama' that Sodom challenges in his ending had so much of a resemblance to E. Honda that Capcom, for Alpha 3, changed it to E. Honda.
The Australian prairie stage where Sagat fights Ryu is based on the opening scene of the animated 'Street Fighter II Movie', in which Ryu and Sagat fight in a prairie during a thunderstorm.
Victor Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero 2 : Capcom Game Soundtrack - VIZL-24) on 21/06/1996.
- UPDATES -
In the Japanese version, specific locations are displayed on the 'next stage' screen. The American version just tells you which country the stage is in. Perhaps someone at Capcom USA was too lazy to translate the location-specific text (which is in Japanese) and just used the country name (which is in English). Below are the place names that were left out of the American version, translated into English...
(Character : Stage location)
Ryu : Suzaku Castle, Japan
(Sagat vs.) Ryu : a big prairie, Australia
Ken : San Francisco Bay, USA
Chun-Li : Beijing, China
Sagat : Ayuthaya Temple Ruins, Thailand
Adon : Bank of the Chao Phraya River, Thailand
Birdie : London Station Underground, England
Charlie : Detroit Highway, USA
Guy : Metro City, USA
Rose : Genova City Port, Italy
Sodom : Arizona Desert, USA
M. Bison : Atop the VTOL, Brazil
(Charlie vs.) M. Bison : Guiana Highlands - Great Waterfalls, Venezuela
Akuma : Gokuentou, Japan
Dan : Temple Street, Hong Kong
Dhalsim : Bank of the Ganges River, India
Zangief : Bilsk Steelworks, USSR
Gen : Shanghai, China
Rolento : New York, USA
Sakura : Setagaya-ku, 2-Choume, Tokyo, Japan
After the first release of "Street Fighter Alpha 2", an upgraded version of the game called "Street Fighter Alpha 2 Gold" was released in arcades exclusively in Japan (where it was known as "Street Fighter Zero 2 Alpha") in 1996 and to home consoles in North America in 1997. It included some enhancements like new moves, a unique variation of Sakura, the survival mode, the dramatic battle and the player was able to fight with Zangief, Dhalsim and Evil Ryu.
- TIPS AND TRICKS -
* Alternate Costume Colors : Highlight a fighter at the character selection screen and press punch or kick for the 2 standard outfits (punch is the original color). For 2 alternative outfits press 2 punch or 2 kick buttons together.
* Alternate Chun-Li Costumes : Hold Start and highlight Chun-Li at the character selection screen. After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP+MP+HP for a pink costume.
* Play as Evil Ryu : Highlight Ryu at the character selection screen, then press Start for 1 second. Then highlight Adon, Akuma, Adon, then return to Ryu. Then hold Start for 1 second, while holding start press any attack button.
* Grass Stage : Select two player mode. Hold Start at the character selection screen, then highlight Sagat for five seconds. Then highlight any character, release Start and press any attack button.
* Waterfall Stage : Select two player mode. Hold Start at the character selection screen, then highlight M. Bison for five seconds. Then highlight any character, release Start and press any attack button.
* Sari in Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round).
* Alternate Sodom Stage : An alternate version of Sodom's stage appears every 4096 matches. The artwork on his truck is different. The Japanese text is replaced with English and the man on the side of the trailer is now wearing sunglasses. This alternate version of the stage is the one used in Street Fighter Alpha 2 Gold.
* Fight against Shin Akuma : It only works with the characters first color (means the original color). Fight through the Game without losing a single round. Get at least 3 perfect wins and 3 super special finishes. Shin Akuma appears as your last boss now.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planner : Noritaka Funamizu (poo), Neo_G, Kanetaka
Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Shinchan (as 'Hyper Shinchan'), Super Sailor (Birdie)
Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
Object designers : Eripyon.N (Eri-Eri), Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
Visual planner : Mucchi (Harvo.M)
Original artwork : Holyhomerun
Sound & voices : Hiroaki Kondo (X68K)
Music compose & arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-)
All sound producer by Arcade Sound team.
Producer : Noritaka Funamizu (poo)
* Voice Actors :
Ryu : Katashi Ishizuka
Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi
Chun-Li : Yuko Miyamura
Ken Masters, Guy : Tetsuya Iwanaga
Dhalsim : Yoshiharu Yamada
Sakura Kasugano : Yuko Sasamoto
Rolento Schugerg : Jin Yamanoi
Charlie : Toshiyuki Morikawa
Rose : Yuko Miyamura
Sagat : Miki Shinichiro
Akuma, Major Bison : Tomomichi Nishimura
Dan Hibiki : Osamu Hosoi
- PORTS -
* Consoles :
Nintendo Super Famicom (1996)
Sega Saturn (1996)
Sony PlayStation (1996)
Sony PlayStation 2 (2006, "Street Fighter Alpha Anthology")
* Computers :
PC [MS Windows 9x] (1997)
$end
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Street Fighter Alpha 3 (c) 1998 Capcom.
25 fighters mix it up to have a shot at Shin Bison in the height of his power! Featuring 3 fighting styles for each character.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 29
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in June 1998.
This game is known in Japan and Asia as "Street Fighter Zero 3".
Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight". Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses.
The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in Street Fighter was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Alpha" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time.
In Guy's stage there is a group from Final Fight cheering Guy on. They consist of : Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Megaman Drink just under the Capcom Logo.
Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character.
The three ISMs have some symbolic meaning :
* X represents "Super Street Fighter II Turbo". That is, this ISM matches closely to the gameplay style found therein. The X actually comes from the Japanese version's title, "Super Street Fighter II X - Grand Master Challenge". There are, however, a few differences between X-ISM in Alpha 3 and "Super Street Fighter II Turbo", mainly because of the Alpha 3 game engine.
* A represents Alpha. That is, it is closest to the style of the previous Alpha games.
* V stands for Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar.
Attack of the Bison Dolls : Each Bison doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team.
1) Enero (January) from Spain uses a microphone.
2) Fevrier (February) from France uses a gun.
3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team.
4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFA3, Aprile's brother had asked Rose to find her whereabouts.
5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFA3.
6) Juni (June) is German and fights unarmed.
7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Bison dolls are).
8) Santamu (August) is Vietnamese, but of African heritage. SANTAMU is the equivalent of Vietnamese's 8th month. However, the Vietnamese's spelling should be 'Thang Tam'. It's a compound word of 'month' & 'eight', obviously. She wields a spear and can also unleash a small monkey to attack for her.
9) Xiayu (September) is Chinese and wields the nunchaku.
10) Jianyu (October) is also Chinese and wields a staff.
11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes.
12) Decapre (December) is Russian and her appearance is similar to that of Cammy.
Cammy had tried to save the Bison dolls in her SFA3 ending because, due to the extent of their brainwashing, they would have died with Bison otherwise. It is said that the inspiration of the Bison dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from "Street Fighter 2" the Animated Movie.
Various characters of the game make a cameo in a marvel comic-book of Deadpool, the Merc with a mouth, vol.1 number 8. They appear in the shadows like mercenaries of the infernal house, the place where Deadpool obtains his merc jobs. We can recognize Adon, Dhalsim and Akuma as shadows, Sagat appears drawn and coloured. There are two more fighters, one appears to be Cammy. The artist of this Deadpool issue is Ed McGuiness.
In number 27 of Deadpool's comic, the author Joe Kelly, makes a homage to the Street Fighter series. In this comic Deadpool does a "Shoryuken" to Kitty Pride to make Wolverine attack him.
Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on 21/09/1998.
An upgraded version of "Street Fighter Alpha 3" appeared in the US for Sony PlayStation and Sega Dreamcast (see Ports below). This upgrade was released in arcades exclusively in Japan under the title "Street Fighter Zero 3 Upper" in 2001. Previously hidden characters Balrog, Juni and Juli are playable from the start. In addition past Street Fighter legends Guile, Dee Jay, Fei Long and T. Hawk are now playable as well. This brings the total count to 34 playable characters!
An even further upgraded version of "Street Fighter Alpha 3", called "Street Fighter Alpha 3 Max" (known in Japan as "Street Fighter Zero 3 Double Upper") appeared for the Sony PlayStation Portable (again, see Ports below) in 2006, and adds Eagle (from the original "Street Fighter"), Yun (from "Street Fighter III"), Maki (from the Super NES Final Fight 2) and newcomer Ingrid. This now brings the total count of playable characters to 38!
- UPDATES -
The US version has the "Recycle It, Don't Trash It!" screen.
The early revision (06/98) had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage.
In the Japanese version (Zero 3), specific locations were given for each stage (in Japanese) along with the name of the country (in English). Only the country name is given in the American version, with the more specific info being removed instead of being translated. Here is the list :
Adon : Khmer Historic Ruins, Thailand
Akuma : Oni Fang Cave, Japan
Balrog, M. Bison, Juni & Juli : Secret Point 48106 (since there was no country given for 'Secret Point 48106', its name is left completely blank in the American version)
Birdie : Train Cemetery, England
Blanka : Madeira River branch - swampland, Brazil
Cammy : Mikonos Island, Greece
Charlie : Frankfort Hangar, U.S.A.
Chun-Li : Zhidan Plaza, China
Cody : Metro City - City Police Detention Center, U.S.A.
Dan : Hinode Park (translated from Japanese as 'Sunrise Park'), Japan
Dhalsim : In front of Jaunpur Monument, India
E. Honda : Higashikomagata - Katomi kontou, Japan
Gen : Victoria Harbor, Hong Kong
Guy : Under 22nd Street overhead, U.S.A.
Karin, Sakura : Flower Shoutengai (translated from Japanese as Flower Shopping Street), Japan
Ken : Hotel Masters, U.S.A.
R. Mika : Sardine Beach Special Ring, Japan
Rolento : New York Camouflagued Subway, U.S.A.
Rose : Palazzo Mistero (Translated from Italian as Palace of Mystery), Italy
Ryu : Genbugahara (translated from Japanese as 'Genbu Plain'), Japan
Sagat : Nagpa Resting Shakyamuni the Buddha Statue, Thailand
Sodom : Manhattan Building 49 F, U.S.A.
Vega : Requena Spiral Tower, Spain
Zangief : Akademu Gorodowa blast furnace, U.S.S.R.
- TIPS AND TRICKS -
* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFA3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below :
Cream - (default color)
Green - Classical Mode
Red - Balrog, Juni and Juli become playable
Dark Blue - Mazi Mode
Purple - Saikyou Mode
Light Blue - Can select one of the three Battle Modes
* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners.
* Hidden Characters : The three hidden charactes are Balrog, the boxer and Juni and Juli, two prototype 'dolls' created by Bison's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable...
1) To choose Balrog, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button.
2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead.
3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead.
* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use...
1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves.
2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.
3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.
* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode...
1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Final Bison for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending.
2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents.
3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles.
* Secret Messages (this trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding.
* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (you must do this at the beginning of every round).
* Alternate Sodom BGM : When fighting against Sodom (VS or CPU, you'll get to hear a different tune if it is on X-ism mode. Apparently the tune is inspired on his boss tune in "Final Fight".
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planner : Noritaka Funamizu
Directors : Maoto Ohta, Mamoru, Buruma, Ohko Zero05
Visual planner : Haruo Murata
Programmers : Cham Cho Choy, Hard.Yas (~?-ISM~), Pon, Shinchan (as 'Hyper Shinchan'), 24 ~Nishi~, Minomi, Reiko Toh, Sen?Knight Rider Giu, Ittetsu
Character designers : Akiman, Osusi
Title designer : Shoei
Object designers : Eripyon.N (Eri-N), Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo (Jinzin), Ball boy, Yuesuke, D-Kurita, A. Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, You Ten Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii
Scroll designers : Asae Nisituji-Ba, S.Mukai (Jijii), Hirokazu Yonezuka, Kohama Ake&kuro, Yoichi Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A. Ohnishi, N. Niiyama, C. Iwai, Sawatch, K. Yamahashi, H. Yamahashi, Hiroki Ohnishi
Main music composer : Takayuki Iwai (Anarchy Takapon)
Sub music composers : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata
Sound direction : Hiroaki Kondo (X68K)
Sound designers : Moe.T, Satoshi Ise
Test players : Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura. F. Katsusuke, Tomita Yoshihiro, Murata Akimori
Market producer : Kouji Nakajima
General producers : Noritaka Funamizu, Yoshiki Okamoto
* Voice Actors :
Ryu, Charlie : Toshiyuki Morikawa
Edmund Honda : Masashi Sugahara
Cody : Koichi Yamadera
Karin Kanzuki : Miho Yamada
Vega, Blanka : Yuji Ueda
Ken Masters, Guy : Tetsuya Iwanaga
Dhalsim : Yoshiharu Yamada
Sodom, Gen, Birdie : Wataru Takagi
Cammy, Juli, Juni : Akiko Koumoto
Adon, Zangief : Wataru Takagi
Rolento Schugerg : Jin Yamanoi
Sakura Kasugano : Yuko Sasamoto
Rose : Neya Michiko
Dan Hibiki : Osamu Hosoi
Rainbow Mika Nanakawa : Junko Takeuchi
Akuma, Major Bison : Tomomichi Nishimura
Chun-Li : Yuko Miyamura
Sagat : Miki Shinichiro
Balrog : Koichi Yamadera
- PORTS -
* Consoles :
Sony PlayStation (1998) : Called "Street Fighter Alpha 3", but is a US release of what would later appear in arcades exclusively in Japan under the title "Street Fighter Zero 3 Upper".
Sega Dreamcast (1999) : Called "Street Fighter Alpha 3", but is a US release of what would later appear in arcades exclusively in Japan under the title "Street Fighter Zero 3 Upper".
Sega Saturn (1999)
Nintendo Game Boy Advance (2002, "Street Fighter Zero 3 Upper") : allows to play with all the bosses.
Sony PSP (2006, "Street Fighter Alpha 3 Max") : adds Eagle, Yun, Maki and Ingrid. Also adds new game modes such as Variable Battle Mode.
Sony PlayStation 2 (2006, "Street Fighter Alpha Anthology")
$end
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Street Fighter EX (c) 1996 Arika / Capcom.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
Released in November 1996.
EX stands for 'Extreme'. This is the first Street Fighter game using a 3D engine.
At one point during development the game was called "Street Fighter Gaiden", suggesting that it may have taken place in an alternate reality.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter EX - PCCB-00241) on 21/02/1997.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Play As Akuma : Highlight Ryu, hold Start and push Down(x3), Up(x4), then MP or MK to select Akuma.
* Play Against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.
* Play Against Garuda :
1) Get 2 perfects.
2) get 4 super finishes on last round.
3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).
4) And require minimum combo hits for each character :
* 6 hits : Allen, Darun.
* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.
* 8 hits : Guile, Hokuto, Skullomania, Kairi.
* 9 hits : Gouki.
* 11 hits : D.Dark.
* 12 hits : Chun-li.
* Unlock 4 Hidden Characters : If the game runs for 400 hours, the characters will be available automatically (move cursor to the left or right of Pullum or Skullomania).
* Skullomania's Alternative Colour : Hold start and press...
LP : Black (default)
MP : Red
HP : Purple
LK : Green
MK : Yellow
HK : Pink
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
* Voice Actors :
Ryu : Ishizuka Katashi
Ken : Tetsuya Iwanaga
Chun Li : Miyamura Yuuko
Guile : Genda Tesshou
Zangief, Doctrine Dark : Takagi Wataru
Hokuto : Amano Yuri
Pullum Purna : Sakamoto Chika
Skullomania : Futamata Issei
Cracker Jack : Ginga Banjou
Kairi : Shiozawa Kaneto
Allen Snider : Hosoi Osamu
Darun Mister : Nagasako Takashi
Blair Dame : Tachibana Hikari
Gouki, Vega : Tomomichi Nishimura
Garuda : Hosoi Osamu
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Street Fighter EX Plus (c) 03/1997 Arika / Capcom.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Play as B.Ryu : At the character selection screen, highlight Ryu, press Start once, then press LP+MK+HP or LK+MP+HK.
* Play as B.Hokuto : If B.Hokuto is in the ranking (appears after about 2 weeks after installation)...
1) At the character selection screen, highlight Akuma and press Start(x3).
2) Highlight Kairi and press Start Twice.
3) Highlight Hokuto and press MP or MK.
* Play as Beta : If Beta is in the ranking (appears after 200 hours after installation)...
1) At the character selection screen, highlight Pullum and press Start(x4).
2) Highlight Ryu and press Start(x3).
3) Highlight Blair and press MP or MK.
* Play as Gamma : If Gamma is in the ranking (appears after about 4 weeks after installation)...
1) At the character selection screen, highlight Garuda and press Start(x5).
2) Highlight Guile and press Start(x4).
3) Highlight D.Dark and press MP or MK.
* Play against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.
* Play against Garuda :
1) Get 2 perfects.
2) get 4 super finishes on last round.
3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).
4) And require minimum combo hits for each character...
* 6 hits : Allen, Darun.
* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.
* 8 hits : Guile, Hokuto, Skullomania, Kairi.
* 9 hits : Gouki.
* 11 hits : D.Dark.
* 12 hits : Chun-li.
* ?? hits : Garuda, M.Bison, B.Ryu, B.Hokuto.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
* Voice Actors :
Ryu : Ishizuka Katashi
Ken : Tetsuya Iwanaga
Chun Li : Miyamura Yuuko
Guile : Genda Tesshou
Zangief : Takagi Wataru
Hokuto : Amano Yuri
Pullum Purna : Sakamoto Chika
Doctrine Dark : Takagi Wataru
Skullomania : Futamata Issei
Cracker Jack : Ginga Banjou
Kairi : Shiozawa Kaneto
Allen Snider : Hosoi Osamu
Darun Mister : Nagasako Takashi
Blair Dame : Tachibana Hikari
Gouki : Tomomichi Nishimura
Vega : Tomomichi Nishimura
Garuda : Hosoi Osamu
- PORTS -
* Consoles :
Sony PlayStation (1998, "Street Fighter EX Plus Alpha")
$end
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Street Fighter EX2 (c) 03/1998 Arika / Capcom.
A 3-D game, in the normally-2-D Street Fighter game series.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter EX2 - PCCB-00322) on 17/06/1998.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Play as Kairi and Shadowgeist :
Player's code - The total of each entry in the Score Ranking should be equal or more than 500,000 points (one character per entry so all characters must be in the ranking with 500,000 points each).
Operator's code - Turn on the machine and go to Test Mode, go to the Color Menu and input the following button sequence using the Player1 side : HP, LP, LK, HK, MP, LP, LK, MK, LK, MK, MP, LP, HK, MK, MP, HP once inputted, this message pops at the bottom of the screen : 'HERE COMES A NEW CHALLENGER' this message confirms that the code was inputted properly and Kairi and Shadowgeist are activated upon restart.
* Play as Nanase and Garuda : These extra characters can only be activated only after Kairi and Shadowgeist are activated.
Player's code - The total accumulated points of all entries in the Score Ranking should add up to equal or more than 28,000,000 points (including Kairi and Shadowgeist).
Operator's code - Turn on the machine and go to the Test Mode screen, go to the Color Menu and input the following button sequence using the Player1 side : MK, HK, HP, MP, LK, HK, HP, LP, HK, LK, LP, HP, MK, LK, LP, MP once inputted, this message pops at the bottom of the screen : 'HERE COMES A NEW CHALLENGER' this message confirms that the code was inputted properly and Nanase and Garuda are activated upon restart.
* Play as Unmasked Vega : Select Vega as your character and at every VS screen before the fight, hold Start+LP+MK+HP and when the match begins Vega will not be wearing a mask during the next fight.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
Director : Akira Nishitani (Nin)
Planner : Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi
Programmers : Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.
Modeling designer : Jun Matsumura
Motion designers : Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto
B.G designers : Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito
Sound creators : Shinji Hosoe, Takayuki Aihara, Ayako Saso
Technical support : Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri
$end
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Street Fighter EX2 Plus (c) 06/1999 Arika / Capcom.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
Developed by Arika for Capcom.
Suleputer released a limited-edition soundtrack album for this game (Street Fighter EX 2 Plus - CPCA-1038) on 19/02/2000.
- TIPS AND TRICKS -
* Fury list (Level 3 only) :
Area - FINAL CANCER (1 time by match) : Down, DownLeft, Left, Down, DownLeft, Left + All Punchs.
Bison (Vega) - PSYCHO BREAK SMASHER : Left (2 seconds), Right, Left, Right + All Punchs.
Blanka - SUPER ELECTRIC SANDER : (near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
C. Jack - HOMERUN KING : (near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Chun-Li - KIKOU SHOU GOKU : (near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Doctrine Dark - DEATH TRAP : Down, DownLeft, Left, Down, DownLeft, Left + All Punchs
Darun Mister - G.O.D. : (close) Right, DownRight, Down, DownLeft, Left, UpLeft, Up + All Punchs... then continue with Right, DownRight, Down, DownLeft, Left, UpLeft, Up + Punch or Kick several times.
Dhalsim - YOGA INFERNO : (near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Garuda - RAISEN SHO : (near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks... and just after the fifth hit : Down, DownRight, Right, Down, DownRight, Right + Kick... and roughly after the sixth or seventh hit : Down, DownLeft, Left, Down, DownLeft, Left + Punch.
Hokuto - SHIRASE GATANA : (near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Kairi - EVIL DANCE : (near) LP, LP, Right, LK, HP
GODLY PALM FORCE (1 time by match) : Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Ken - ALL OF THE ABOVE : (near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.
Nanase - MACHIYOI TENSHOU GEKI : LP, LP, Right, LK, HP.
Pullum Purna - GRADOUSU BALL : Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Ryu - SHIN SHO RYU KEN : (close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Sagat - TIGER STORM : (near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Shadowgeist - SHADOW PUNCH : (near) Down, DownLeft, Left, Down, DownLeft, Left + All Punchs
Sharon - ASSAULT RIFLE : (better to be 'close') Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Skullomania - SUPER ENERGY FIELD : (near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.
Vega (Balrog) - SUPER SKY HIGH CLAW : (close) DownLeft, DownRight, DownLeft, DownUp + All Kicks, a rebound on the wall then Punch.
Guile - SONIC BOOM TYPHOON : Left (2 seconds), Right, Left, Right + All Kicks.
Vulcano Rosso - SHIKEI : (close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Zangief - COSMIC FINAL ATOMIC BUSTER : (close) 720° + All Punchs.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
Director : Akira Nishitani (Nin)
Planner : Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi
Programmers : Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.
Modeling designer : Jun Matsumura
Motion designers : Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto
B.G designers : Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito
Sound creators : Shinji Hosoe, Takayuki Aihara, Ayako Saso
Technical support : Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri
- PORTS -
* Consoles :
Sony PlayStation (2000)
$end
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Street Fighter II - Champion Edition [YYC] (c) 1992 HCR.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
YYC is a hack of the world version (920313) of "Street Fighter II' - Champion Edition".
- UPDATES -
In this hacked version of SFII CE :
* Many 'Special' moves can be executed while in the air.
* Ability to change characters while in play, by hitting the 1 & 2 Player start buttons.
* Many distant attacks are launched in ZigZag.
* Some players have faster moving speeds.
$end
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Street Fighter II - The World Warrior (c) 1991 Capcom.
The legendary, genre-defining fighting game in which 1 or 2 players chose from eight selectable World Warriors and must defeat the other seven, before finally taking on 4 non-selectable 'boss' characters.
Each fighter is as distinctive in feel and fighting style as they are in physical appearance, with each protagonist possessing several fantastical 'special moves' (the first genuine example of such in the fighting genre) to accompany the usual array of kicks, punches and throws. These special moves, while being difficult to execute due to the complexity of the joystick and buttons combinations required, allowed the fighter to inflict huge amounts of damage on their opponent.
A fighting game in the truest sense of the word, with deceptively deep and strategic gameplay ensuring that experienced 'Street Fighter II' players would destroy simple 'button mashers' with relative ease.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 14
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in February 1991.
SF2 is the fighting game that changed the face of video-games forever. So innovative was the game, that many of the game-play elements that fighting fans now take for granted, appeared HERE first. Within just weeks of release, its place in gaming history was assured. Any fighting game that has appeared after SF2 is influenced - to a greater or lesser degree - by the Capcom legend.
During the development of SFII (and before the release of "Final Fight"), the very first free-hand drawing was done in the fall of 1988. At this time, eight prototype characters and an Island design was drawn. Just like the world map of the final version, the island would scroll on-screen to show the next destination, culminating at the top of the island.
* With the rapid success of Street Fighter II, it was rumored that Mattel, the makers of Barbie, sued Capcom for using the name Ken - insisting that people would confuse the Street Fighter character with that of Barbie's boyfriend. To avoid further litigation Capcom gave Ken a surname.
* Fans of Street Fighter are well accustomed to the story of 'Sheng Long'. SFII was already very popular in the arcades when the April issue of Electronic Gaming Monthly (EGM) came out. The story relates to a supposed secret character in SFII; his name was Sheng Long, the 'master' of Ryu and Ken. To reach him, according to EGM, the player had to survive a number of matches against M. Bison WITHOUT actually touching him. Should you achieve this, Sheng Long would apparently appear and kill Bison, and the player would then fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and inflicted far greater damage. When the EGM issue came out, thousands of gamers spent hours pouring money into SFII machines, trying to get to this non-existent character. Capcom had neither confirmed nor denied the Sheng Long story - obviously spotting the increase in revenue the mythical character could generate - and it was only much later that EGM themselves admitted that it was just an April Fools' joke.
* There were only ever THREE official Capcom versions of SFII, at least until the switch to the CPS2 system was made. The first was "Street Fighter II - The World Warrior"; more commonly referred to as 'Street Fighter II'. The second was "Street Fighter II' - Champion Edition" (also known in Japan as "Street Fighter II Dash" because the Japanese refer to the apostrophe after the 'II' as a "dash") and many operators from that era will probably to the problems that its release caused. Capcom originally made 'Champion Edition' available only in dedicated form - insisting that only a limited number of these dedicated units would be manufactured - and the game would never be produced in kit form. After everyone who could afford the machines had invested in the expensive dedicated units, Capcom, somewhat inevitably, began producing the game in kit form, claiming that they never knew how much demand there would be for the game. After the earnings from 'Champion Edition' began to subside, the infamous 'grey market' enhancements began to appear. Many of these went by names like 'Turbo', 'Hyper', and 'Super', including the 'Rainbow Edition' and 'Accelerator T1'. In early 1993, Capcom sued these manufacturers for copyright infringement and thus put an end to the development and distribution of these unauthorized enhancement kits. Capcom then released "Street Fighter II' - Hyper Fighting" (known as "Street Fighter II' Turbo - Hyper Fighting" in Japan), as the 'official' "Champion Edition" upgrade. This, just like the grey market kits, was a simple ROM upgrade to the "Champion Edition" board. Later on, Capcom developed the CPS2 (A/B) system that featured "Super Street Fighter II - The New Challengers" and its sequel "Super Street Fighter II Turbo", the final 'Street Fighter II' game until the 2003 release of "Hyper Street Fighter II - The Anniversary Edition".
* Mike the Bison : many have conjectured whether Mike from the original "Street Fighter" is the same as Balrog ('Mike Bison' in Japan) from SFII. While Capcom of Japan confirms this, Capcom of America strenuously denied it (mainly due to the possibility of a Mike Tyson filing a lawsuit). In Japan, as long as the name is changed, it's far easier to basically rip off someone else's character and have it treated as an original creation (in America it would be some form of copyright/identity theft). Ironically, as a result of the name change, Vega is a better fitting name for the Spanish warrior (Balrog has its roots in Nordic mythology, while Vega is a Hispanic name).
* About Chun-Li : Chun-Li is notable for being one of the first successful and popular female video game protagonists. When SFII was released, most female characters in games existed as objectives to be rescued or cast in the roles of other supporting characters, such as townspeople, girlfriends, the occasional opponent, or simply background decoration. Beyond RPGs, there were very few female heroes in action-based video games. After the success of SFII and Chun-Li's popularity, female protagonists became more and more common. Since then, in games with selectable characters, at least, there will generally always be one or two selectable female characters.
* Each stage had background colors that would change in later versions of the game (mainly time of day changes), here are the original color schemes for each stage background :
1) Ryu stage : has red-orange sky and yellow moon.
2) E. Honda stage : the walls are dark blue, the big picture (excluding the sun) is black. The 'Victory' sign is blue. The Hiragana Yu on the left is purple.
3) Blanka stage : the snake is green, and the wooden houses are in brighter colors than in "Street Fighter II' - Champion Edition".
4) Guile stage : Daylight, teal tinted canopy on the jet, The symbol on the ground is blue, and the missile linings are yellow. The people in the background wear green, but that doesn't change until "Super Street Fighter II - The New Challengers".
5) Ken stage : boat is red, the 2 guys on top are wearing brown and purple clothes. The guy in the trenchcoat and hat is blue.
6) Chun Li stage : the 2 customers wear blue, the second sign is red, and the ground is a bright beige.
7) Zangief stage : is silver and to the left is red.
8) Dhalsim stage : has red curtains, teal stone floor, and red carpet.
9) M. Bison ('Balrog' outside of Japan) stage : blue floor.
10) Balrog ('Vega' outside of Japan) stage : orange stage and floor, and the Flamenco dancers wear yellow dresses.
11) Sagat stage : Buddhist statue is silver, and the grass is a lighter shade of green than on later versions of the game.
12) Vega ('M. Bison' outside of Japan) stage : the sky is daylight.
* Street Fighter merchandise : during SF's height of popularity (basically during the SF2 years), various pieces of merchandise were released, some relating to SFII and some relating to the SF movie. One example is the SFII Board-game (1994, MB Milton Bradley) in which the player controls one of six world warriors as they try to defeat Bison before time runs out (the player has one mover per World Warrior, but the board only has enough space for six).
Mikhail Gorbachev, former Russian prime minister, appears in Zangief's ending.
Chun-Li means 'Spring Beauty'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991.
A Street Fighter II unit appears in the 2002 movie 'Friday After Next'.
A Street Fighter II unit appears in the 1993 movie City Hunter (known in Hong Kong as Cheng Shi Lie Ren). In one scene, Ryo Saeba (Jackie Chan) gets knocked into an arcade machine, then the following characters appear : Ken, E. Honda (Chan; he is called E. Honde in this movie because Chan is a spokesman for Mitsubishi), Guile, Dhalsim, and Chun-Li (also Chan (!!!)).
- UPDATES -
Here is the list of all versions :
910206
* US release.
910214
* WORLD, US and JAPAN releases.
910228
* US release.
910306
* JAPAN release.
910318
* US release.
910411
* US release.
910522
* WORLD and US releases.
911101
* US release.
911210
* JAPAN release.
ADDITIONAL NOTES :
US versions have the "Winners Don't Use Drugs" screen.
Name changes between JAPAN and US/WORLD version :
* Mike Bison - Balrog
* Balrog - Vega
* Vega - Major Bison
None of the endings are translated 100% accurately from Japanese to English, but most are pretty close :
* Blanka's ending : In the US versions, Blanka's mother says that he was lost when his plane crashed in Brazil when he was a baby.
In the Japanese versions there is no explanation of how, when, or where mother and son were separated.
Since the anklets she gave to Jimmy BEFORE they were separated still fit him, he was probably not supposed to be a baby when he was lost.
* Chun-Li's ending : Chun-Li refers to Vega's organization as 'the organization of evil' in the Japanese versions.
In the US versions, she calls it 'Bison's drug'.
This was probably supposed to be 'drug ring', as the word 'ring' was added in later versions of the game.
There is no mention of drugs in the Japanese versions.
* Dhalsim's ending : Dhalsim says that the photograph is of him a long time ago.
In the US versions, he says it is him 'in his past life'.
Since only three years had passed, he obviously didn't actually mean that he had died and been reincarnated since the photograph had been taken.
* Guile's ending : In the US versions, Guile's wife's name was changed from Julia to Jane.
His daughter was given the name Amy (She was not mentioned by name in the Japanese versions, but her name is Chris).
Guile's dead friend Nash was renamed Charlie.
In the US versions, Guile asks 'Bison' if he remembers : him (Guile), him and 'Charlie' and Cambodia.
'Bison' says he remembers and that Guile was not the runt he was then.
None of this is said in the Japanese versions.
In the US versions, after his wife 'Jane' stops Guile from killing 'Bison', she says that killing him won't bring 'Charlie' back, only make Guile a murderer, just like Bison.
In the Japanese versions, Julia only says that killing Vega won't bring Nash back.
She does not say that it would make him a murderer.
- TIPS AND TRICKS -
* Characters stats : If you enter the classic Konami code UP(x2), DOWN(x2), LEFT, RIGHT, LEFT, RIGHT, MP, LP on the Player-2 side during the demo fight in attract mode, it makes a bunch of zeros appear.
First line contains 0001 0002 0003 0004
Second line contains 0005 0006 0007 0008 0009 0010 0011 0012
0001 = No idea, probably some sort of 'experience points' for 1P side.
0002 = The no. of coins put in in the left-hand slot.
0003 = Same as 0001, but for 2nd player.
0004 = Same as 0002, but for right-hand slot.
0005 = No. of times Ryu has been used.
0006 = No. of times Honda has been used.
0007 = No. of times Blanka has been used
0008 = No. of times Guile has been used.
0009 = No. of times Ken has been used.
0010 = No. of times Chun Li has been used.
0011 = No. of times Zangief has been used.
0012 = No. of times Dhalsim has been used.
* Special Ending : Finish the game on 1 quarter to see an additional credit sequence.
* To get Ryu vs. Ryu : Start a fresh game on the left side (1P). Select any character other than Ryu. Play the game until you reach Ryu. Lose. Join in the game on the other side and hit 2P BEFORE the timer runs out. Select Ryu and enjoy fighting Ryu.
* Guile Freeze Himself (aka 'Pose' and 'Statue') : Get close enough to your opponent to do an upside down kick. Charge back on the joystick. After charging back, press roundhouse to execute the upside down kick, while continuing to charge back. As soon as Guile kicks and starts to flip around to land on the ground, throw a sonic boom with fierce (this is why we have been charging back). Guile will freeze standing up on one leg (which is one of the frames of Guile's landing after the upside down kick).
Un-freeze : You can 'un-freeze' at any time, even after the round ends (that makes it a good pause). To do so, execute a flash kick (charge down for 2 seconds then press up and any kick).
* Guile's Handcuffs (aka 'Freeze the Enemy') : Though its not required, its easiest to do this move when the enemy is dizzy. Charge down for 2 seconds. Then press UP (as if you were doing a flash kick) and hit the strong and forward buttons, while trying to hit strong a split second before hitting forward. Basically what you are doing is throwing your opponent with strong, and while in middle of the throw, you do a flash kick. When this move is done, you see all of the frames of Guile's strong throw, however instead of flying across the screen at the end of the throw, the enemy sticks to you.
Un-handcuff : The 'un-handcuff' is the difficult part because it requires doing Guile's Shadow Throw. Charge back for 3 seconds then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing sonic booms and seeing how far forward you can walk and still throw the sonic boom.
* Guile Invisible Throw (aka 'Shadow Throw', 'Magic Throw', 'Phantom Throw') : Charge back then hit forward on the joystick along with the Fierce and Roundhouse buttons. Just like in the Handcuffs, you should try to hit the Roundhouse button slightly before the Fierce button. Also, you should hit the buttons slightly after moving the joystick forward. You can practice this by throwing sonic booms and seeing how far forward you can walk and still throw the sonic boom.
* Guile Reset the Machine (aka 'Blackout') : Do a throw with strong. Then do a flash kick before the opponent hits the ground. You can also try doing this by doing a flashkick with fierce and roundhouse.
* Dhalsim Invisible glitch : Throw a yoga fire (down, down-forward, forward) with both the Fierce and Forward buttons. This only works on versions 3 and 4 of the SFII boards.
* Blanka Double Roll Bite (Blanka rolls slow, then fast then bites without landing) : Do a slow roll (with jab). While rolling, charge for a second roll. Roll with fierce before Blanka lands. While in the second roll, push the joystick forward and hit fierce to bite.
* Ken or Ryu Get Stuck on the car and bounce : Start the car bonus round. Break the left (or right) side of the car until it blocks. Face away from the car. Do a jump toward the car. Kick right after you jump but not at the same time as you jump. If you are lucky, you will be facing backwards. This is a tough one, so have patience.
* Ken or Ryu Endless Hurricane Kick : Do a normal hurricane kick then tap roundhouse extremely fast (fast enough to do Honda's Hundred Hand Slap) while Ken or Ryu is in the air.
* Zangief Turbo Short : This is another glitch that is fun only to do once. If you hit your opponent with low short, do another low short, then hit jab as fast as possible. If a 3rd low short would have hit the opponent a short will come out even though you are hitting jab. If the short would have missed, jab usually comes out even though short will from time to time.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planners : Akira Nishitani (Nin), Akiman
Character designers : S. Y., Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S'Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura and Okazaki
Programmers : Shin, Marina, Macchan, Ecchro!!
Sound : Yoko Shimomura, Isao Abe (Oyaji-Oyaji)
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Nintendo Famicom (1992, "Master Fighter II") : bootleg by Yoko Soft
Nintendo Famicom (19??, "Mari Turbo Street Fighter III") : bootleg including Super Mario as a new fighting character.
Nintendo Game Boy (1995) : the 4 bosses of this game have never been playable in any port authorized by Capcom, except THIS Gameboy port.
Sony PlayStation (1998, "Capcom Generation 5") : Japanese release only.
Sony PlayStation (1998, "Street Fighter Collection 2")
Sega Saturn (1998, "Capcom Generation 5") : Japanese release only.
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
Nintendo Wii (2006, "Virtual Console" - SNES version)
* Computers :
Commodore C64 (1992)
Amstrad CPC (1992)
Commodore Amiga (1992)
Atari ST (1992)
Sharp X68000 (1993)
Sinclair ZX Spectrum (1993)
PC [MS-DOS] (1993)
* Others :
LCD handheld game (19??) released by Tiger Electronics : it's basically a stripped down version of SFII, made to fit on a portable unit. You have two 'game types', basically whether you want to control either the character on the left or the character on the right. The player on the left could choose between Ryu, Ken and Guile, while the right-hand character could be one of Blanka, E. Honda and Zangief. Players could control the characters on a 'simplified layout' (ie. two buttons). Although special moves exist, keep in mind it's an LCD game - there aren't many (in fact Ryu and Ken are the only characters with two moves).
$end
$info=sf2v004,
$Edit this entry at Arcade-History.com
$bio
Street Fighter II! - Champion Edition [V004] (c) 1992.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
V004 is a hack of "Street Fighter II' - Champion Edition".
- UPDATES -
In this hacked version of SFII CE :
* All characters may perform any special move in the air.
* The gameplay speed is much much faster.
$end
$info=sf2ce,sf2ceua,sf2ceub,sf2cej,sf2ceuc,
$Edit this entry at Arcade-History.com
$bio
Street Fighter II' - Champion Edition (c) 1992 Capcom.
First follow-up to "Street Fighter II - The World Warriors". The first fighter to feature fights versus the same character! All four bosses are also enabled for play.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in March 1992.
In Japan, the apostrophe in the title is pronounced 'Dash', therefore, the full name is "Street Fighter II Dash - Champion Edition".
This game is an enhanced version of "Street Fighter II - The World Warrior" :
* Added an alternate color scheme for each character and the ability to select boss characters (Vega, M. Bison, Balrog, Sagat).
* Each stage had different background colors from the original (mainly time of day changes), here are the background changes :
1) Ryu stage : now has midnight blue sky instead of red-orange, and has yellow moon.
2) E. Honda stage : the walls are yellow, the big picture (excluding the sun) is now blue-purple. The 'Victory' sign is now red-orange. The Hiragana Yu on the left is now red.
3) Blanka stage : the snake is now red, and the houses are now wood color.
4) Guile stage : Sunset, purple tinted canopy on the jet, The symbol on the ground is now red, and the missile linings are now red.
5) Ken stage : boat is now blue, the 2 guys on top are now wearing brown clothes, and teal clothes. The guy in the trenchcoat and hat is now yellow.
6) Chun Li stage : the 2 customers now wear pink, the second sign is now green, and the ground is now a darker color.
7) Zangief stage : is now gold and to the left is now copper.
8) Dhalsim stage : now has blue curtains, silver stone floor, and blue carpet.
9) M. Bison ('Balrog' outside of Japan) stage : purple floor.
10) Balrog ('Vega' outside of Japan) stage : blue stage and floor, and the Flamenco dancers now wear pink instead of yellow.
11) Sagat stage : Buddhist statue is gold, and the grass is now a darker green.
12) Vega ('M. Bison' outside of Japan) stage : the sky is evening this time.
* New moves were added for some characters.
* Chun Li and Vega's portraits have been recolored.
* Overall hit damage was reduced (favoring combos attacks instead of special moves).
* Special moves were tweaked a bit (ie : the fighting styles of Ryu and Ken were distinguishable from one another)
* The main title screen was changed from black to blue.
* Various cosmetic enhancements were made to each character's physical appearance.
* In the original SF2, Ryu's stage featured breakable 'Fuurinkazan' signs. These signs have been removed in this game and are not seen again until "Hyper Street Fighter II - The Anniversary Edition".
* In Ken's stage in SF2 there were two barrels and a stack of boxes which were a single breakable item. From "Street Fighter II' - Champion Edition" to "Super Street Fighter II X: Grand Master Challenge" ("Super Street Fighter II Turbo" outside of Japan) there is just a single barrel in Ken's stage. The two barrels and stack of boxes from the original SF2 would later return in "Hyper Street Fighter II - The Anniversary Edition".
* Sagat's SF2 stage had a palm tree in the foreground. The palm tree is gone in this game and does not return.
Various unofficial hacks of this game are known as "V004", "Accelerator Pt+.II", "Rainbow", "YYC", "Kouryu" and "Red Wave".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) 21/03/1991.
- UPDATES -
US versions are slightly different, they have the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Characters stats : If you enter the classic Konami code Up(x2), Down(x2), Left, Right, Left, Right, MP, LP on the 2nd player side during the demo fight in attract mode, it makes a bunch of zeros appear.
First line contains 0001 0002 0003 0004
Second line contains 0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016
0001 = No idea, probably some sort of 'experience points' for 1P side.
0002 = The no. of coins put in in the left-hand slot.
0003 = Same as 0001, but for 2nd player.
0004 = Same as 0002, but for right-hand slot.
0005 = No. of times Ryu has been used.
0006 = No. of times Honda has been used.
0007 = No. of times Blanka has been used.
0008 = No. of times Guile has been used.
0009 = No. of times Ken has been used.
0010 = No. of times Chun Li has been used.
0011 = No. of times Zangief has been used.
0012 = No. of times Dhalsim has been used.
0013 = No. of times M.Bison has been used.
0014 = No. of times Sagat has been used.
0015 = No. of times Balrog has been used.
0016 = No. of times Vega has been used.
* Special Ending : finish the game on one quarter to see an additional credit sequence.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planner : Akira Nishitani (NIN), Akiman
Character designers : S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki
Programmers : Shin., Marina, Macchan, Ecchro!!
Sound : Yoko Shimomura (Shimo-P.), Isao Abe (Oyaji-Oyaji)
Special Thanks : CBX, AND, POO, Kanekon, Shono., Hirakin., Nac Kai, Erlingr Ogachy, James Goddard (DJames.)
- PORTS -
* Consoles :
Nintendo Super Famicom (1993, "Street Fighter II Turbo") : Featured as the port's 'Normal' mode.
Sega Mega Drive (1993, "Street Fighter' PLUS" in Japan, "Street Fighter II' Special Champion Edition" outside Japan)
NEC PC-Engine (1993, "Street Fighter II Dash") : Japanese release only.
Sega Master System (1997 - a brazilian port by TECTOY)
Sony PlayStation (1998, "Capcom Generation 5") : Japanese release only.
Sony PlayStation (1998, "Street Fighter Collection 2")
Sega Saturn (1998, "Capcom Generation 5") : Japanese release only.
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
* Computers :
PC [CD-ROM] (1999, "Capcom Arcade Hits Volume 1")
* Others :
Street Fighter II' Special Champion Edition Plug 'n Play TV Game (2004 - Radica Games) : features Sega Mega Drive's 1993 offering.
$end
$info=sf2accp2,
$Edit this entry at Arcade-History.com
$bio
Street Fighter II' - Champion Edition [Accelerator Pt+.II] (c) 1992 Testron.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
Accelerator Pt+.II (aka Final Victory) is a hack of "Street Fighter II' - Champion Edition".
- UPDATES -
In this hacked version of SFII CE :
* It is possible to change characters partway through the fight (with Start button).
* All characters may perform any special move in the air.
* M. Bison's Psycho Crusher does not make a sound when it is performed.
* Ryu's dragon punch (with HP) moves across the entire screen.
* Ryu's Hurricane kick (with HK) moves across the entire screen.
* Ken and Ryu "Fireballs" LP : bounce slowly across screen. MP : angle downward. HP : angle upward.
$end
$info=sf2koryu,
$Edit this entry at Arcade-History.com
$bio
Street Fighter II' - Champion Edition [Kouryu] (c) 1992 Yu.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
Kouryu is a hack of "Street Fighter II' - Champion Edition".
- TIPS AND TRICKS -
* Trick : 99 credits in kouryu for free!
1) Turn off the machine (so you have the default hi-scores)
2) Play a game and beat the hi-score ( its 99.999)
3) Enter 'WBH' as initials for 1st place.
4) You got 99 credits in game.
$end
$info=sf2rb,sf2rb2,
$Edit this entry at Arcade-History.com
$bio
Street Fighter II' - Champion Edition [Rainbow] (c) 1992 Hung Hsi.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
Street Fighter II Rainbow is a special hacked version of "Street Fighter II' - Champion Edition". There are some special features in this program. First, the game has increased speed. Midair moves are also possible, just execute your favorite attack in the air. All fireballs (except Yoga Flame) are homing, meaning that they move toward the opponent, even when they jump. All jab fireballs are extrememly slow. Strong fireballs are medium speed. Fierce fireballs are lightning fast, hitting instantaneously. You also have the ability to do multiple fireballs. In other words, you can throw a new fireball before the old one hits. You can climb the screen indefinitely, (jump, do a special move, jump, do a special move, etc.). Also, throws have seemingly unlimited vertical range.
The best part of this game is the ability to switch characters in the middle of a round. This is done by pressing START on the player controller that you are. Starting with Ryu, the cycle is as follows : Ryu -> E. Honda -> Blanka -> Guile -> Ken -> Chun Li -> Zangief -> Dhalsim -> M. Bison -> Sagat -> Balrog -> Vega
Ryu :
Fierce dragon punch goes across the screen (arcing dragon punch).
Roundhouse hurricane kick goes across the screen.
E. Honda :
Hundred hand slap often fires a Ken/Ryu fireball.
Blanka :
Electricity often fires a Ken / Ryu fireball.
All Rolls arc up. You can do continuous rolls easily by charging for the next roll while rolling and executing it while in the air, at the end of the original roll.
Guile :
Sonic booms are no charge.
Hit your opponent with slow and fast sonic booms at the same time.
Ken :
Roundhouse hurricane kick is fast and travels across the screen. It almost always will dizzy.
Chun-Li :
Lightning Kick sometimes releases a Ken/Ryu fireball.
Zangief :
Hand Spin sometimes throws a fireball.
Try doing the handspin in the air and jumping afterwards.
Dhalsim :
Slide Roundhouse reaches across screen. He wals very fast.
M. Bison :
Psycho crusher is much faster.
Sagat :
Kick button based Tigers take the same effect as punch based fireballs.
Balrog :
Sliding Punches (with the punch buttons) make Ken/Ryu fireballs. Use jab for the best effect.
Vega :
Rolls throw Ken/Ryu fireball.
$end
$info=sf2red,
$Edit this entry at Arcade-History.com
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Street Fighter II' - Champion Edition [Red Wave] (c) 1992.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6 (LP, MP, HP, LK, MK, HK)
- TRIVIA -
Red Wave is a hack of "Street Fighter II' - Champion Edition".
- UPDATES -
In this hacked version of SFII CE :
* It is possible to change characters partway through the fight by hold Start button (as a roulette).
* Many 'Special' moves can be executed while in the air.
$end
$info=sf2hf,sf2t,
$Edit this entry at Arcade-History.com
$bio
Street Fighter II' - Hyper Fighting (c) 1992 Capcom.
The second Street Fighter II follow-up, with sped-up gameplay and a few new tricks for each fighter!
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in December 1992.
This game is known in Japan as "Street Fighter II' Turbo - Hyper Fighting".
This ROM upgrade to "Street Fighter II' - Champion Edition" was created by Capcom USA employee James Goddard in response to the rampant unauthorized hacks that arcade operators were installing in their SFII' - CE machine to make the game play faster, have mid-air special moves, change characters on-the-fly, and all sorts of other strange things. The hacks made the game interesting again to those who wanted something new in the game, but destroyed the balance of the game.
The Hyper Fighting upgrade was an attempt to incorporate many of the ideas present in the hacks while maintaining game balance. The way those ideas were implemented were taken from "Super Street Fighter II", which was still being developed at the time and was planned to be the direct successor to SFII' - CE before all the unauthorized hacks forced this upgrade to be made. Ironically, this unforseen upgrade is considered the best and most balanced game in the SFII series.
What's new :
* Gameplay was SIGNIFICANTLY sped up to intensify the pace of the game.
* More special moves (ie : Chun Li's fireball, Dhalsim's Yoga Teleport) were added for each character except for M.Bison.
* New color schemes were added for each character (but the color schemes for the stage backgrounds are still the same as for Champion Edition).
* The addition of mid-air special moves for Chun Li, Ryu and Ken were introduced.
* Platform graphics (resembling the medal ceremonies in the Olympics) were added to each character's ending, featuring the character you completed the game with at the first-place platform, M. Bison at the second-place platform, and Sagat at the third-place platform. The musical setting for this display was the music from the home stage of the character standing on the first-place platform (if you completed the game with Sagat or M. Bison, the one you used stood on the first-place platform, the other one on the second-place platform, and Vega occupied the third-place platform).
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
Special Ending : finish the game on one quarter to see additional credit sequence.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planner : Akira Nishitani (NIN), Akiman
Character designers : S.Y, Ikusan Z, Sho, Erichan, Pigmon, Katuragi, Mak!!, Manbou, Ballboy, Kurisan, Q Kyoku, Mikiman, Tanuki, Yamachan, S-Taing, Nissui, Buppo, Ziggy, Zummy, Nakamura, Okazaki
Programmers : Shin., Marina, Macchan, Ecchro!!
Sound : Yoko Shimomura (Shimo-P.), Isao Abe (Oyaji-Oyaji)
Design Support : James Goddard (D.James)
Special Thanks : CBX, AND, POO, Kanekon, Shono., Hirakin., Nac Kai, Erlingr Ogachy, Zenji., Super-Cheap-Joe
- PORTS -
* Consoles :
Nintendo Super Famicom (1993, "Street Fighter II Turbo")
Sega Mega Drive (1993, "Street Fighter II' Special Champion Edition")
Sony PlayStation (1998, "Street Fighter Collection 2")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
Microsoft XBOX 360 (2006, "Xbox Live Arcade")
$end
$info=sf2tj,
$Edit this entry at Arcade-History.com
$bio
Street Fighter II' Turbo - Hyper Fighting (c) 12/1992 Capcom.
The second Street Fighter II follow-up, with sped-up gameplay and a few new tricks for each fighter!
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This game is known outside Japan as "Street Fighter II' - Hyper Fighting".
This ROM upgrade to "Street Fighter II' - Champion Edition" was created by Capcom USA employee James Goddard in response to the rampant unauthorized hacks that arcade operators were installing in their SFII' - CE machine to make the game play faster, have mid-air special moves, change characters on-the-fly, and all sorts of other strange things. The hacks made the game interesting again to those who wanted something new in the game, but destroyed the balance of the game.
The 'Turbo - Hyper Fighting' upgrade was an attempt to incorporate many of the ideas present in the hacks while maintaining game balance. The way those ideas were implemented were taken from "Super Street Fighter II", which was still being developed at the time and was planned to be the direct successor to SFII' - CE before all the unauthorized hacks forced this upgrade to be made. Ironically, this unforseen upgrade is considered the best and most balanced game in the series.
What's new :
* Gameplay was SIGNIFICANTLY sped up to intensify the pace of the game.
* More special moves (ie : Chun Li's fireball, Dhalsim's Yoga Teleport) were added for each character except for Vega.
* New color schemes were added for each character (but the color schemes for the stage backgrounds are still the same as for Champion Edition).
* The addition of mid-air special moves for Chun Li, Ryu and Ken were introduced.
* Platform graphics (resembling the medal ceremonies in the Olympics) were added to each character's ending, featuring the character you completed the game with at the first-place platform, Vega at the second-place platform, and Sagat at the third-place platform. The musical setting for this display was the music from the home stage of the character standing on the first-place platform (if you completed the game with Sagat or Vega, the one you used stood on the first-place platform, the other one on the second-place platform, and Balrog occupied the third-place platform).
- TIPS AND TRICKS -
* Special Ending : finish the game on one quarter to see additional credit sequence.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' Turbo - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II X - Grand Master Challenge (1994)
7. Street Fighter Zero (1995)
8. Street Fighter Zero 2 (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter Zero 3 (1998)
12. Street Fighter III - 2nd Impact : Giant Attack (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition (2003)
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1993, "Street Fighter II' PLUS")
Sony PlayStation (1998, "Capcom Generation 5")
Sega Saturn (1998, "Capcom Generation 5")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Microsoft XBOX 360 (2006, "XBOX Live Arcade")
$end
$info=sfiii2,sfiii2n,sfiii2u,
$Edit this entry at Arcade-History.com
$bio
Street Fighter III - 2nd Impact : Giant Attack (c) 1998 Capcom.
The sequel to "Street Fighter III - The New Generation". Joining the existing Street Fighter III cast are Hugo, Urien and recurring character Akuma (Gouki in the Japanese version). Other improvements include a speed increase, new moves and several damage-related tweaks.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
CD Number : CAP-3GA000
CD Label : CAP-3GA-1
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
The 'Giant Attack' subtitle refers to the 2 huge characters that are added to the Street Fighter III series with this game : Hugo and Urien.
This is the only CPS3 game to feature a widescreen mode.
The character Hugo is based on the late WWF Hall of Famer Andre The Giant. He also made an appearance in "Final Fight" as a non-boss enemy.
The character Urien is identical in figure and fighting style to the boss character, Gill, except that Urien has much less hair, and his skin is the same color on both sides.
Gill, the boss character, has added a new Super Art to his arsenal, 'Meteor Strike', which is the only one listed as available in the Vs. screen. However, he DOES still have access to his 'Resurrection' Super Art.
- TIPS AND TRICKS -
* To enable the widescreen mode, do the following : Go to Test Menu->Configuration->Game. Then change Screen Mode to Wide and save your settings.
* Hidden Character : To enable Gouki/Akuma as a playable character go to Test Menu->Configuration->Game. Then highlight in this order :
'Time Count Speed' and press START x3,
'Event' and press MK x2,
'Screen Mode' and press HK x3,
'Bonus Game' and press START x1,
'Damage Level' and press LK x4
If you hear Gouki's/Akuma's voice, the input was correct.
* Second method to play as Gouki/Akuma : At the Character Select Screen, highlight RYU and press DOWN, DOWN, UP -> move to Ken and press UP(x2), DOWN -> move to Ryu and press UP -> move to Ken and press DOWN -> move to Sean and press DOWN(x2), UP, DOWN, UP(x3). Gouki's/Akuma's portrait should appear above Sean.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Character Design : Who, D-Kurita, Chimorin Shogun, Shibaki, Chun, Jun Ikawa, Seiji Yano, Yuki Ishikawa, Shinnosuke N.
Scroll Design : Hiroshi Sugiyama, Yoko Fukumoto, Hiroyuki Imahori, Ojiji, Naobei, Akemi Kohama, Tama, Yamamoto Koji, Kouichi Takeda
Original Art Work : Akiman, Kinu Nishimura, NK
Title Logo Design : Shoei
Instruction Design : Sakomizu
Programming : Kazuhito Nakai, Nobuya Yoshizumi (LT1), Yuko Kawamura (TATE), Hiroshi Nakagawa, Yosinobu Inada (INE), Masahito Oh!Ya!, Akihiro Yokoyama
Sound Effect Design : Satoshi Ise, Hiroaki "X68k" Kondo
Music Compose : Hideki Okugawa, Yuki Iwai
Music Arrangement : Hideki Okugawa
Planning : Seto Yasuhiro, Neo_G H.Ishizawa, Numach
* Voice Actor :
Ryu, Yun Lee : Wataru Takagi
Ken Masters, Yang Lee : Koji Tobe
Sean Matsuda : Isshin Chiba
Ibuki/Effie : Yuri Amano
Elena : Kahoru Fujino
Oro : Kan Tokumaru
Urien : Yuji Ueda
Akuma : Tomomichi Nishimura
Alex, Necro : Michael X. Sommers
Dudley, Gill : Bruce Robertson
Hugo : Len Carlson
Message Translator : Erik Suzuki, Dan Okada, Chris Tang, Yumiko Nishi, Karla Oshiro de Freitas
Producer : Tomoshi Sadamoto
General Producer : Noritaka Funamizu, Yoshiki Okamoto
Special thanks : Tsuyohi, Mayano, Tomo, Blbon, Takafumi Sagata, M.Aoki, N. Akei, H. Nakamura, H. Ojima, Yoji Mikami (X68k), Takuya Shiraiwa, Rita Rokos, Ryoji, Hard Yas (-Follow-)
CS Bug Checkers : Kunishige Matsubara, Manabu Matsumoto, Tomoyuki Yokota, Tetsuya Haze, Katsusuke Miura, Masahiro Kajitani, Takashi Hashimoto, Yoshihiko Kurata, Yoshihiro Tomita, Daisuke Sasaki, Akinori Murata
Skill Smith - Test Play : TTK-K.S, Hiroshi.Sugimoto-Bug, Gon, Kohsuke-Arai (TKO)
- PORTS -
* Consoles :
Sega Dreamcast (1999, JP "Street Fighter III W Impact" and 2000, US "Street Fighter III Double Impact")
$end
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Street Fighter III - 3rd Strike : Fight For The Future (c) 1999 Capcom.
New characters Remy, Makoto, Q, and Twelve join the returning Street Fighter veteran Chun Li and the existing "Street Fighter III - Second Impact" cast in this third and final installment of Street Fighter III.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
CD Number : CAP-33S000
CD Label : CAP-33S-1
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This is the first Street Fighter game to adopt a rap/hip-hop urban theme.
'Q' is a rip off of Tekkaman from the manga, Babil Nisei.
Twelve's name is incorrectly spelt 'Tweleve' on the opponent selection screen. The mistake then appears again when the screen scrolls to display the next opponent choice.
Shin Akuma is present in the game code. Shin Akuma in 3rd Strike differs somewhat from his 2nd Impact guise. For a start, in 2nd Impact Shin Akuma had his own audio samples. In 3rd Strike, he shares Akuma's soundfile. His second Super Art is somewhat glitchy at times, and unlike 2nd Impact, he seems to have only 2 outfits. The blue color outfit is for Player 1, and the white colour outfit for Player 2. Both are hardcoded.
- UPDATES -
VER. 990512
* Ken Vs. Makoto neutral throw bug : If Ken defeats Makoto with his neutral throw (i.e. knee bash), the game will reset.
* Magnetic Storm graphical glitch : P2 Yang has 'Magnetic Storm' listed as one of his Super Arts instead of 'Tenshin-Senkyutai'.
* Unblockables : Certain characters (Urien, Oro) have moves/combos which are impossible to block.
VER. 990608
* Ken Vs. Makoto neutral throw bug has been fixed and doesn't reset the game.
* Unblockables are no longer unblockable.
- TIPS AND TRICKS -
* 6 Costume Colors : Highlight a fighter at the character selection screen and press one of the 6 buttons for the standard outfits (button 1 aka LP is the original color).
* Secret Colour : Highlight a fighter at the character selection screen and press LP+MK+HP.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Character Design : Who, Ikusan Z, D-Kurita, Chimorin Shogun, Sibaki, Chunzenji&Rute, Tsuyoshi, Jun-Ikawa, Toshihiro Suzuki, Noya-T, Seiji Yano, Naoi Ryosuke (Hell), Tomo, Hirano=Daichi, Izumi.N, Akiman
Scroll Design : Imahori 75%, Sugiyama 50%, Youko Fukumoto, Yuki Kyotani, Sawatch, Atsushi, Ryo Uno, Yusuke Saiwai, Kenichi Yamahashi
Original Artwork : Daigoro, Harumaru
Title Logo Design : Y. Uchida
Instruction Design : Sakomizu
Programming : Kazuhito Nakai, Nobuya Yoshizumi (LT1), Yuko Kawamura (Tate), Hiroshi Nakagawa (Raoh), Y&M.Inada (Ine), Masahito Oh!Ya!, Akihiro ? Yokoyama
Sound Effect Design : Satoshi Ise, Y. Sandou
Music Compose : H. Okugawa
Sound Design : Kazuya Takimoto
Sound Management Director : Yoshinori Ono
Song Writers for Third Strike, Let's Get It On and Moving On : Infinite, hideki
Song Arrangement : hideki
Vocals : Infinite (Courtesy of Lock Down Entertainment Inc.)
Recording Engineer : Yutaka Shinoyama (Victor St.) (Lock Down Entertainment Inc.)
Mix Engineer : Paul Shubat (Lock Down Entertainment Inc.)
Assistant Engineer : Vladimir Nikolic (Lock Down Entertainment Inc.)
Artist Management : Cain (Lock Down Entertainment Inc.)
Planning : Neo_G H.Ishizawa, Haruo Murata, Numach (T.O), Yasunori Ichinose, Sada 36
Message Translator : Erik Suzuki, Dan Okada, Chris Tang
Producer : Noritaka Funamizu, Kouji Nakajima
General Producer : Yoshiki Okamoto
* Voice Actors :
Ryu : Touru Ohkawa
Ken Masters : Yuji Kishi
Sean Matsuda : Mitsuo Iwata
Yun Lee : Kentaro Itou
Yang Lee : Masakazu Suzuki
Ibuki/Effie : Yuri Amano
Elena : Mie Midori
Oro : Takashi Matsuyama
Akuma : Tomomichi Nishimura
Makoto : Makoto Tsumura
Remy : Eiji Sekiguchi
Chun-Li, Poison : Atsuko Tanaka
Urien, Necro, Twelve, Gill : Lawrence Bayne
Alex : Patrick Gallagan
Dudley : Francis Diakewsky
Q, Hugo : Len Carlson
Special thanks : Youichi Egawa, T. Shiraiwa, Abu, Tomoaki Tsuji, Tobuto Dezaki (Mam2), Mitsuaki Araki (Tim2), Takechan, Oni-Suzuki, Hiroshi.Sugimoto-Bug, K. Shinano, Gon, Syachi (S. Ohoka), Yng. J. Matsubara, Miura Cuberick, Tetsuya Haze, Yoshihiro Tomita, Hmx-12 Hamada, Masayasu Mukai, Punch Kubozono, Tetsuya Iijima, Lisa E. Jones, Masayuki Fukumoto, Lance Luu, Nate Williams
- PORTS -
* Consoles :
Sega Dreamcast (2000)
Sony PlayStation 2 (2004) : stand alone Japanese release only.
Sony PlayStation 2 (2004, as part of "Street Fighter Anniversary Collection")
Microsoft XBOX (2004, as part of "Street Fighter Anniversary Collection")
$end
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Street Fighter III - New Generation (c) 1997 Capcom.
A New Generation of Street Fighters! Features larger characters sprites than previous Street Fighter games with the smoothest, most detailed 2-D animation ever made at the time of its release, a level of quality that is yet to be matched by any other 2-D game outside of the Street Fighter III series as of 2004; some complain that too many things are animated and each animation contains too many frames, slowing down the pace of the game.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
Game ID : CP-S III No. 02
CD Number : CAP-SF3000
CD Label : CAP-SF3-3
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in February 1997.
According to Capcom's flyer for this game, this game has character animations that are animated at 64 frames per second at the maximum.
The marquee simply refers to this game as 'Three'.
Sean was originally supposed to be the only Ansatsuken fighter in the game, Ken and Ryu were added in later by the demand of SF fans.
The enigmatic hoax character Shen Long was revived in Street Fighter III after an issue of EGM that gave an incomplete strategy describing how to face him, and some doctored screen-shots that show Shen Long as an altered Ken or Ryu character model firing multiple hadou waves.
Hugo, first introduced in "Street Fighter III - 2nd Impact", is present in the game code. Hugo is missing most of his animation frames and moves. His stage background from 2nd Impact is mostly intact, except that the background music being played is from Judgement Day - Gill's stage. Capcom presumably didn't have enough time to finish the Hugo character and decided to keep him for the sequel.
QUOTE LIST :
* Alex :
Talk's cheap. Bluffing will get you nowhere against me.
You're tough, but you can't outlast the best.
You arrogant imbecile, you slacked off right at the end.
You thought you had a chance? C'mon, everyone knows you're no good.
Just stay down. Don't try to stand up. You look pale!
I don't know where you trained yourself, but you didn't train hard enough. Those moves suck!
Damn! I can't believe how poorly I fought. Next time I will really beat the crap out of you!
I didn't think I'd have such a hard time with you!
I give my all no matter who I fight.
Damn! Even my sparring partner lasts longer than that!
You hit the ground right when I was about to go berserk. Lucky!
You say you were out of form? Your excuses are out of control!
to Alex : ?
to Dudley : You may have mighty body blows, but you can't hit my vital organs.
to Elena : If you want a man to like you, use those legs for something else.
to Hugo : ?
to Ibuki : You're a pathetic excuse for a ninja.
to Ken : You may be fast, but not fast enough to elude my fists.
to Necro : Your moves are almost as freakin' weird as you are.
to Oro : Control your temper old man. I will ignore your piddly ass next time.
to Ryu : You... you seem to live for the fight.
to Sean : ?
to Urien : ?
to Yun : ?
to Yang : You brothers sure are hot blooded! But you're both still lamers.
* Dudley :
You're down already? The spectators have asked for their shillings back!
Shall I awaken you with the waters of the Thames River?
Good show, but it's just not in your blood.
No matter how many times we fight, I'll always pound your limey hide.
To err is human, but to win is noble.
This was my finest hour!
'Cowards die often', or so it is said.
The British spirit is an indomitable spirit!
I put on the kettle, but you can't even last till tea time.
Another uncouth lout falls between my fists and the pavement.
It seems the grace of victory doesn't love you.
How could you have given me such a tussle? 'Tis not my day! Time to go home!
to Alex : Ah, I just can't stand ill-mannered goons who ignore their grooming!
to Dudley : You dared to piss me off. Was it boldness, or stupidity?
to Elena : Pardon me for my violent behavior... Lady...
to Hugo : ?
to Ibuki : Not a bad go of things... I enjoyed it, Samurai lass!
to Ken : My apologies, but I have no chance but to maul sissy men like you!
to Necro : At first glance you looked like a right good challenge. Appearances can decieve, eh?
to Oro : By my honor, old man. I swear I did not pull any punches!
to Ryu : Sad...The land of the Samurai must have fallen with you.
to Sean : Such a greenhorn! You left your temple wide open! Bad form!
to Urien :
to Yang : When it comes to lightning action, the speed of boxing is unsurpassed.
to Yun : Your fighting skills are equal to...child's play.
* Elena :
I think we can be friends. You think so too, right?
Are you tone-deaf? I had trouble timing myself to your moves.
I'll never forget about today's fight!
African earth is my teacher. You must learn to respect it!
Will you fight me again someday? I think it's wonderful!
What did you think of my finishing move?
Did you let me win? No one can be THAT bad.
It was a great fight! I wanted it to last forever!
I felt your rhythm!
You don't have any rhythm!
Maybe you should take up some other hobby. You could try mountain biking.
I was pleased to have fought with you.
to Alex : ?
to Dudley: ?
to Elena : I hate copycats!
to Hugo : ?
to Ibuki : ?
to Ken : ?
to Necro : ?
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : ?
* Gill :
If you tried harder, maybe you wouldn't fall so quickly. Pathetic!
Ignorant of your own icompetence. What a fool!
I should have been conquering worlds, not wasting time with the likes of you!
I held back, and still you cower on the ground like a peon. What a waste of human life!
Look into my eyes. I'll carve the mark of defeat on your brow.
You actually made me pay attention to this fight for a moment.
Not bad, but still you fall short of the perfection I embody.
You call yourself well-trained? Obviously humans follow the wrong leaders.. Anyone but me!
You did well, for one of the sheep. Challenge me again when you learn from your mistakes.
Are you paralyzed yet? You're way below my expectations, but that's nothing new.
I admire your courage, but you'd be a fool to challenge me again.
* Ibuki :
Don't underestimate me!
There's no second chance in the real fight!
Devote yourself to your training.
I'll beat you from behind next time!
Even though I won, it was too close a fight.
You don't have enough tenacity for the fight.
Useless try. You were beaten from the beginning.
Now that you know the special move of the Shinobi, I cannot let you live.
I don't think you can understand what Shinobi moves are all about.
Hesitation in a fraction of a second can kill you.
I'm the best there is!
It was my destiny to win.
to Alex : So much for you, Macho Stud! You sure lost that Power Instinct!
to Dudley : ?
to Elena : You'll get into a lot of trouble if you fight in a half-hearted way.
to Hugo : ?
to Ibuki : ?
to Ken : Your cute charms won't save you from defeat!
to Necro : You use strange moves. Are you a Shinobi too?
to Oro : May you live long, old man!
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : You're fast, but I'm faster.
* Ken :
What a reckless man you are! Don' try to execute a jump-kick against me!
Now you've learned how to kick your opponent!
It's the fighting sense that matters. Time off will never dull my instincts!
It was already decided that I would win!
I thought you had at least a little potential! It seems I was wrong!
That was too easy!
It's not that you were good! It's that I wasn't trying very hard!
I must be getting old to allow someone of your weak ability to almost win!
You were good! I almost broke a sweat.
I had an extremely good sense of how the fight would go!
You hurt me, but I hurt you worse!
Don't be so depressed. You will get better with time.
to Alex: You're not bad! But you're not so good either. Just average...
to Dudley : Hey old man! Don't even think about fighting me again!
to Elena : A lady like you shouldn't act so violently!
to Hugo : ?
to Ibuki : Did I do something that makes you hate me?
to Ken : ?
to Necro : You're so interesting...
to Oro : ?
to Ryu : I think we've fought too many times now. When will you accept that I'm better?
to Sean : You have to learn the basic rules of fighting!
to Urien: ?
to Yang : ?
to Yun : I like a naughty boy like you!
* Necro :
My rage was like a white inferno of anger. You will burn.
Screw you bastard! I'm in pain! You'll wish you were never born!
Damn, I can't believe I'm breathing hard after fighting your sorry ass!
I'll win by any means necessary. I will survive!
What are you looking at? What's your damn problem?
Get outta my way or I'll tear you limb from limb.
Apologize while you can idiot! Say you're sorry and I might forgive you for your crimes.
Don't give me that punk ass attitude. You think I cheated!
I can't believe you're already out! What am I supposed to do with all my rage now?
So boring... I could spare change while kicking your ass without breaking a sweat.
I warned you. You didn't listen. The masses of humanity will always suffer... at my hands!
No mercy to weekend warriors and pansy freaks!
to Alex : ?
to Dudley : Thank you for being my punching bag. You're a true gentleman!
to Elena : ?
to Hugo : ?
to Ibuki : ?
to Ken : For some reason, I just don't like you blondie!
to Necro : ?
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : I'm through playing kids games with you. Go home!
* Oro :
I used the minimum energy to insure victory.
You were almost worthy of the lies you told about your ability.
You have the power, you just don't know how to use it.
You have to start by learning how to communicate with heaven and earth.
It was over before I knew it. Too bad you weren't one of my students.
You strain yourself too much. Fight without restraint and you will stand a chance.
Show some respect to your elders, whippersnapper!
Some call it unearthly abilities. I call it Senjitsu.
I have no time to deal with cretins like you.
I was truly pressed. First time in 10 years I've broken a sweat.
Such a lack of challenge. I thought you had burning passion, but you are devoid of talent.
to Alex : Don't judge your opponents by their appearance. You're just a cocky youth.
to Dudley : Your uppercut you're so proud of moves in slow motion to my eyes.
to Elena : I see potential in you girl. Come on, come closer.
to Hugo : ?
to Ibuki: You're vicious. Too vicious. You can't touch me.
to Ken : Your fighting spirit is strong. If I could train you like a dog, you might become good some day.
to Necro: Your screwed up face is only entertainment.
to Oro : ?
to Ryu : You remind me of my younger days. I must train you if you are to realize your potential.
to Sean : You're so young! I envy your youth, but not your lack of skill.
to Urien : ?
to Yang : ?
to Yun : ?
* Ryu :
It was a good fight. Challenge me again!
These two fists are everything to me!
I was not concentrating! I have not trained hard enough!
Get up! Show me your true power!
You're wounded. The hot springs can heal you quickly.
Put everything you've got in your fist and challenge me!
You still have a fighting spirit in your eyes. I look forward to our next battle. The world is big! There must be no limit to human strength.
Your moves are sharp. But I'll deal with them later.
This match... I think I've learned something from this. You're nothing.
What? Out of stamina already?
You can't beat me with those incomplete moves!
to Alex : ?
to Dudley : ?
to Elena : Your body has a wonderful bounce to it!
to Hugo : ?
to Ibuki : Your ninjitsu differs from the Bushin style, but that's because you're not a guy.
to Ken : ?
to Necro : Those strange moves won't work on me, I've fought this guy from India!
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : ?
* Sean :
Hado power! I think I've come to understand it!
Don't call me Dan!
I did it master! I beat my first opponent!
I must defeat everyone!
I've reached my potential!
When it comes to the fighting spirit, I can not lose!
Shoryu-reppa! I'll perfect it next time!
Rule#1 : Never give up! Rule#2 : Don't fight me! Rule#3 : Don't be like Dan!
I like close fights! It makes me stronger!
I'm as fast as the wind, as fierce as fire, and as solid as a rock!
You lack strength of purpose. Don't despise me!
I must learn more. Where is Ken?
to Alex : ?
to Dudley : ?
to Elena : ?
to Hugo : ?
to Ibuki : ?
to Ken : ?
to Necro : ?
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : Isn't Kung-fu supposed to be the best?
to Yun : Unlike you, I try to defeat the opponent with one punch.
* Yang :
A close one. I almost let you win.
I told you I was strong. You should listen to your superiors.
I was itching for a good fight. Thanks! But next time make it a good fight, and not just a fight.
I did it. No sweat.
I've heard only he of serious mind wins fights. Your mind is a serious sieve.
Try to look up at the sky. Don't look down or you'll become depressed as you see your lame body.
Enough! I'm not going to waste my fists on your scurvy face.
What's your problem? You want another fist in the face?
Why am I so strong? Why are you so weak? Why is the sky blue?
Some days are better than others. Today was bad for me but really bad for you.
You want to try again? Sure, you'll just lose again.
I paid you back for the injuries you inflicted on me three times over.
to Alex : ?
to Dudley : ?
to Elena : When it comes to fighting, the lines between genders are blurred to me.
to Hugo : ?
to Ibuki : That ninja costume is wasted on your body.
to Ken : ?
to Necro : ?
to Oro : ?
to Ryu : ?
to Sean : ?
to Urien : ?
to Yang : ?
to Yun : ?
* Yun :
It's only natural that you lost. Rest now.
I can't bear to watch your moves. They're too uncool for words.
Everyone expects the true Kung-Fu master will win.
For once in my life, I have a close one? I must have the sniffles or something.
That was a close one. But you still screwed the pooch.
Your attacks didn't even graze my skin.
It's scary how perfect I am.
Hey you! The one with the weak moves! Are you still alive?
Whew, you scared me. This much.
Sometimes I beat people up too much. Not again!
Hey you! Are you done playing around yet?
I've shown you the best moves I've got, the best Kung Fu in the whole world!
to Alex : ?
to Dudley : Your speed combined with your great weight is almost unfair. Almost.
to Elena : I've beaten a girl. Grandfather will scold me.
to Hugo : ?
to Ibuki : You look good in that outfit, but good looks aren't everything.
to Ken : Your moves are fun to look at, but easy to stop.
to Necro : ?
to Oro : Old man, you should be drinking hot tea or something rather than fighting.
to Ryu : You look like you enjoyed being beat!
to Sean : Your moves are hard, but they lack polish. You'd better tone up or you'll never win with that junk.
to Urien : ?
to Yang : ?
to Yun : ?
- TIPS AND TRICKS -
* Play as Yang : Highlight Yun on the character select screen and then press any Kick button. If done correctly, Yun's character icon should change into Yang.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Character Design : Hitoshi "T" Nishio, Ball Boy, Q, Yu-Suke, Who, Toru Takaoka, G. Kamina, D-Kurita, Shibaki, Tuyoshi, Yoshioka, Chun, Norihide, Chimorin Shogun, Yuki Ishikawa, Syuucyan, Ken, Koki K., Seiji Yano, Jun Ikawa, Otokonoyama
Scroll Design : Hiroyuki Imahori, Hiroki Ohnishi, Yoko Fukumoto, Yuki Kyotani, Tama, Chie Morisaki, Hiroshi Sugiyama, Koji Yamamoto, Yumiko N., Takako Nakamura, Yasuto Takahashi, Kazumi Teramoto, Tanoue Yoichi, Shinnosuke N., Naoko Niiyama
Original Art Work : Akiman, Kinu Nishimura
Sound Effect : Satoshi Ise
Music Compose : Hideki Okugawa, Yuki Iwai
Programmer : Kazuhito Nakai, Nobuya Yoshizumi (LT1), Yuko Kawamura (TATE), Hiroshi Nakagawa, HarD.Yas (-Assist-), Akihiro Yokoyama
CP-SystemIII Programmer : Yoji Mikami (X68k)
Planner : Seto Yasuhiro, Numach the Nikolist, S. Obata AE-86 Trueno, Malachie du Marais, Neo_G H.Ishizawa
* Voice Actor :
Ryu, Yun Lee : Wataru Takagi
Ken Masters, Yang Lee : Koji Tobe
Sean Matsuda : Isshin Chiba
Ibuki/Effie : Yuri Amano
Elena : Kahoru Fujino
Oro : Kan Tokumaru
Alex, Necro : Michael X. Sommers
Dudley, Gill : Bruce Robertson
Translator : Matt Taylor, Erik Suzuki, Jesus Rodriguez Bueno, Harumi Yamashita
Produce r: Tomoshi Sadamoto
General Producer : Noritaka Funamizu, Yoshiki Okamoto
Special Thanks : Takuya Shiraiwa, Naoki Fukushima, Sayuri Shintani, Shoei, Sakumizu, Rita Rokos
- PORTS -
* Consoles :
Sega Dreamcast (1999, JP "Street Fighter III W Impact" and 2000, US "Street Fighter III Double Impact")
$end
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Street Fighter Zero (c) 1995 Capcom.
The new look of the Street Fighter series, with 10 characters including old favorites and new surprises.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 11
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in June 1995.
This game is known outside Japan as "Street Fighter Alpha - Warriors' Dreams".
The SF Zero series of games take place between the original "Street Fighter" and "Street Fighter II - The World Warrior". The scar on Sagat's chest in "Street Fighter II - The World Warrior" is said to be from Ryu's Shouryuuken during the final battle in "Street Fighter". In SF Zero, Sagat has the scar on his chest, so it must take place after the first "Street Fighter". The character Nash was mentioned in Guile's ending in "Street Fighter II - The World Warrior". He is a friend of Guile who was killed by Vega. Since Nash is still alive in the Zero series, it must take place before "Street Fighter II - The World Warrior".
This is the first Street Fighter game to have the Dramatic Battle Mode, a feature no doubt inspired by the Japanese animated movie, 'Street Fighter II', where Ken and Ryu team up to fight Vega in the final battle.
Ryu / Guy stages :
The "Son Son" convenience store in Ryu and Guy's stages is named after an earlier Capcom game of the same name.
A "Street Fighter II - The World Warrior" poster can be seen in the window of this store.
The kanji on the small sign on the bath-house means 'Honda Bath'.
The curtain on the bath-house (in Guy's version of the stage) says 'yu' in hiragana, which is the reading for the 'bath' kanji on the 'Honda Bath' sign.
In "Street Fighter Zero 3", Edmond Honda's stage is in front of this (or a similar-looking) bath-house with slightly different signs on it.
In "Street Fighter II - The World Warrior", Honda's stage is inside of a bath house.
Guy and Sodom are from Capcom's "Final Fight". Guy as selectable character and Sodom as the second boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight".
Sodom is a westerner who is obsessed with Japanese culture and apparently doesn't speak Japanese very well. In the Japanese versions of these games, Sodom's victory quotes are meaningless sentences composed of English words (e.g., 'SHOW BY HUNG JAW') followed by a Japanese translation of what he actually meant to say. In Sodom's ending, he claims about reforming and renaming the Mad Gear gang into something with four kanji. Those kanji read 'Ma-do-gi-a'. Now this could just be random kanji that, when strung together, sound like 'Mad Gear', but by the same token, it can sound like 'Mad Doggie'. The jitte weapons Sodom uses were used by policemen in feudal Japan.
Change of Race : In "Street Fighter", Birdie looked caucasian. In SF Alpha, Birdie is black. The reason for this change is explained in one of Birdie's "Street Fighter Zero 3" winquotes (he was sick at the time of "Street Fighter") - just yet another excuse of covering up one of SF's (many) plotholes.
Sony Music Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero Arcade Game Track - SRCL-3297) on 21/08/1995.
- UPDATES -
In the non-Japanese version, Nash is named 'Charlie'.
- TIPS AND TRICKS -
* Play as Dan : After inserting coin, press and hold start. Then on the character selection screen goto the [?] box. Then quickly press LP, LK, MK, HK, HP, MP.
To get the alternate costume (green) press HP, HK, MK, LK, LP, MP.
* Play as Gouki : Put the cursor on the [?] on your side and hold Start, then press...
Player 1 : Down(x3), Left(x3), LK+HK (or for different costume press LP+HP)
Player 2 : Down(X3), Right(x3), LK+HK (or for different costume press LP+HP)
* Play as Vega : Put the cursor on the [?] on your side and hold Start, then press...
Player 1 : Down(x2), Left(x2), Down, Left(x2), LK+HK (or for different costume press LP+HP)
Player 2 : Down(x2), Right(x2), Down, Right(x2), LK+HK (or for different costume press LP+HP)
* Dramatic Battle Mode : In two player mode, have player one highlight Ryu and player two highlight Ken at the character selection screen.
1) Have player one hold Start and press Up, Up.
2) Release Start then press Up, Up, LP.
3) Have player two hold Start and press Up, Up.
4) Release Start then press Up, Up, HP. If done correctly, Ryu and Ken will face M. Bison.
* Alternate Costume Colors : Highlight a fighter at the character selection screen and press LK, MK or HK.
* Fight against Gouki : Highlight a fighter at the character selection screen. Hold Start+HP+MK until Akuma appears and beat ups your opponent on the first stage. You will now fight him instead.
* Fight against Dan : Select any player. End each match with the same winning quote. Do not lose any of your first five matches. When you reach your sixth opponent, the message 'Here comes a new challenger' will appear and you will fight Dan (Dan's stage is basically the same as Adon's and Sagat's, except it is sunset). After the match, the game will continue in its normal fashion. (NOTE : To select a winning quote, just hold down and a certain button combination of 3 total buttons when you win your second round. This varies from character to character, but every character can select 2 by holding down with 3 punches or down with 3 kicks).
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' Turbo - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II X - Grand Master Challenge (1994)
7. Street Fighter Zero (1995)
8. Street Fighter Zero 2 (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter Zero 3 (1998)
12. Street Fighter III - 2nd Impact : Giant Attack (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planners : Noritaka Funamizu (Poo), Mucchi, H.Itsuno -Tomoshibi-
Programmers : Cham Cho Choy, Egw, 'Tege Killer' Jyaian, Knight Rider Giu, Ogt_Dm, Pon, Arikichi Kiyoko, Hard.Yas (-Gouki-), Hamachan, Shinchan (as 'Hyper Shinchan'), Super Sailor (Vega), Matsushita -Adon- Masakazu
Scroll designers : Konomi, Buppo, Shibata Kayoko, Akiko Matsunaga, Daisuke Nakagawa, Maeno Megumi, Isono, Sm, Mago, Mr. Oranda
Object designers : Eripyon.N (Dokkim), Yatsunonawa (D), Jun Matsumura (27), Makoto Ishii, Chama(c), Gonta, Ari Inukichi, Seigo Kawakami (Ushi), M. Nakatani (KotatuToNeko), Alien Pole, Kuriotoko, Chimorin Syogun, K.Takechan, Masaaki, Dway Nishimura, Norihide = Fnyako.F, Shin-Ya.M, Super-8, Masayo Tsujimoto (Noriko), R, Sagata, Takayuki Kosaka
Music composers : Isao Abe (Oyaji), Syun Nishigaki (Kobekko), Setsuo Yamamoto (Purple), Kadota Yuko (Pop'n), Kuru-Kuru Chance Iwami, Mizuta Naoshi (Groovy)
Sound designer : Hiroaki Kondo (X68K), Ryoji
Producer : Iyono Pon
* Voice Actors :
Ryu, Nash : Toshiyuki Morikawa
Chun-Li : Yuko Miyamura
Ken Masters, Guy : Tetsuya Iwanaga
Adon, Birdie, Sodom : Wataru Takagi
Rose : Yuko Miyamura
Sagat : Miki Shinichiro
Gouki, Vega : Tomomichi Nishimura
- PORTS -
* Consoles :
CPS Changer (1995) : which makes the game look, move and sound noticeably worse than the original CPS2 version.
Sony PlayStation (1995)
Sega Saturn (1996)
Nintendo Game Boy Color (1999)
Sony PlayStation 2 (2006, "Street Fighter Zero Fighters Generation")
* Computers :
PC [MS Windows 9x, CD-ROM] (1998)
$end
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Street Fighter Zero 2 (c) 1996 Capcom.
Eighteen Zero fighters go head-to-head this time around, featuring a few "Final Fight" alumni.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 15
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in February 1996.
This game is known in US as "Street Fighter Alpha 2".
Guy, Rolento and Sodom are from Capcom's "Final Fight". Guy as selectable character, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". Guy's and Rolento's music are taken from "Final Fight".
In Guy's stage you will see many familiar faces from "Final Fight". There's Mike and Jessica Haggar, Cody, Poison, Andorre and a few other bosses in the background - most of the "Final Fight" characters that have gone on to other games are there.
Here is a list of cameo in Ken's Yacht stage :
* Eliza (It's her birthday afterall!)
* "Captain Commando" & Sho
* "Strider Hiryu" (wielding a teddy bear!)
* Lynn Kurosawa (from Alien Vs Predator)
* Morrigan, Felicia, Zabel Zarock, and Lei Lei (these last two are pretty much alive in this cameo, unlike in the Vampire & Vampire Savior games!) :)
* Michelle Heart (from "Legendary Wings" as another waitress!)
* A few thugs from "Final Fight" (working as waiters?!!!)
Dan Hibiki, the pink-clad Shotokan fighter, was an attempt by Capcom to make fun of SNK fighting games. Ryo Sakazaki was thought to be so much like Ryu that Capcom had to make a statement. Dan is mainly a hybrid of Ryo Sakazaki and Robert Garcia from the "Art of Fighting" series. This is most evident in his appearance in which he has Robert Garcia's trademark pony tail and Ryo Sakazaki's black undershirt. His animations were heavily tailored to look like a take on the aforemetioned characters. Dan's father was killed by Sagat (This is the man who Sagat hits with a Tiger Uppercut during the Ryu vs. Sagat intro in "Street Fighter Zero 3"), so Dan developed his own style of fighting called 'Saikyo-ryuu', which is Japanese for 'strongest style', a poke at the "Art of Fighting" 'Kyokugen' karate style ('Kyokugen' is Japanese for 'extreme'). Fei Long makes a guest appearance in Dan's stage.
The sumo wrestler 'Fujinoyama' that Sodom challenges in his ending had so much of a resemblance to E. Honda that Capcom, for "Street Fighter Zero 3", changed it to E. Honda.
The Australian prairie stage where Sagat fights Ryu is based on the opening scene of the animated 'Street Fighter II Movie', in which Ryu and Sagat fight in a prairie during a thunderstorm.
Victor Entertainment released a limited-edition soundtrack album for this game (Street Fighter Zero 2 : Capcom Game Soundtrack - VIZL-24) on 21/06/1996.
- UPDATES -
In the Japanese version, specific locations are displayed on the 'next stage' screen. The American version just tells you which country the stage is in. Perhaps someone at Capcom USA was too lazy to translate the location-specific text (which is in Japanese) and just used the country name (which is in English). Below are the place names that were left out of the American version, translated into English...
(Character : Stage location)
Ryu : Suzaku Castle, Japan
(Sagat vs.) Ryu : a big prairie, Australia
Ken : San Francisco Bay, USA
Chun-Li : Beijing, China
Sagat : Ayuthaya Temple Ruins, Thailand
Adon : Bank of the Chao Phraya River, Thailand
Birdie : London Station Underground, England
Nash : Detroit Highway, USA
Guy : Metro City, USA
Rose : Genova City Port, Italy
Sodom : Arizona Desert, USA
Vega : Atop the VTOL, Brazil
(Nash vs.) Vega : Guiana Highlands - Great Waterfalls, Venezuela
Gouki : Gokuentou , Japan
Dan : Temple Street, Hong Kong
Dhalsim : Bank of the Ganges River, India
Zangief : Bilsk Steelworks, USSR
Gen : Shanghai, China
Rolento : New York, USA
Sakura : Setagaya-ku, 2-Choume, Tokyo, Japan
An upgraded version of the game called "Street Fighter Zero 2 Alpha" was released exclusively in Japanese in 1996 a little bit later after the first release of "Street Fighter Zero 2". It included some enhancements like new moves, a unique variation of Sakura, the survival mode, the dramatic battle and the player was able to fight with Zangief, Dhalsim and Satsui no Hadou Mezameta Ryu.
- TIPS AND TRICKS -
* Alternate Costume Colors : Highlight a fighter at the character selection screen and press punch or kick for the 2 standard outfits (punch is the original color). For 2 alternative outfits press 2 punch or 2 kick buttons together.
* Alternate Chun-Li Costumes : Hold Start and highlight Chun-Li at the character selection screen. After five seconds, press LP, MP, or HP for a blue costume (without trousers); press LP+MP+HP for a pink costume.
* Play as Satsui no Hadou ni Mezameta Ryu (translates as 'Ryu in which the surge of the intent to kill has awakened') : Highlight Ryu at the character selection screen, then press Start for 1 second. Then highlight Adon, Gouki, Adon, then return to Ryu. Then hold Start for 1 second, while holding start press any attack button.
* Grass Stage : Select two player mode. Hold Start at the character selection screen, then highlight Sagat for five seconds. Then highlight any character, release Start and press any attack button.
* Waterfall Stage : Select two player mode. Hold Start at the character selection screen, then highlight Vega for five seconds. Then highlight any character, release Start and press any attack button.
* Sari in Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round).
* Alternate Sodom Stage : An alternate version of Sodom's stage appears every 4096 matches. The artwork on his truck is different. The Japanese text is replaced with English and the man on the side of the trailer is now wearing sunglasses. This alternate version of the stage is the one used in Street Fighter Zero 2 Alpha.
* Fight against Shin Gouki : It only works with the characters first color (means the original color). Fight through the Game without loosing a single round. Get at least 3 perfect wins and 3 super special finishes. Shin Gouki appears as your last boss now.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' Turbo - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II X - Grand Master Challenge (1994)
7. Street Fighter Zero (1995)
8. Street Fighter Zero 2 (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter Zero 3 (1998)
12. Street Fighter III - 2nd Impact : Giant Attack (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planner : Noritaka Funamizu (poo), Neo_G, Kanetaka
Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Shinchan (as 'Hyper Shinchan'), Super Sailor (Birdie)
Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
Object Designers : Eripyon.N (Eri-Eri), Ball Boy, Yu-Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I.=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
Visual planners : Mucchi (Harvo. M)
Original artwork : Holyhomerun
Sound & voice : Hiroaki Kondo (X68K)
Music compose & arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-)
All sound produce by Arcade Sound team.
Producer : Noritaka Funamizu (poo)
* Voice Actors :
Ryu : Katashi Ishizuka
Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi
Chun-Li : Yuko Miyamura
Ken Masters, Guy : Tetsuya Iwanaga
Dhalsim : Yoshiharu Yamada
Sakura Kasugano : Yuko Sasamoto
Rolento Schugerg : Jin Yamanoi
Nash : Toshiyuki Morikawa
Rose : Yuko Miyamura
Sagat : Miki Shinichiro
Gouki, Vega : Tomomichi Nishimura
Dan Hibiki : Osamu Hosoi
- PORTS -
* Consoles :
Nintendo Super Famicom (1996)
Sega Saturn (1996)
Sony PlayStation (1996)
Sony PlayStation 2 (2006, "Street Fighter Zero Fighters Generation")
* Computers :
PC [MS Windows 9x] (1997)
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Street Fighter Zero 2 Alpha (c) 08/1996 Capcom.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 18
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
In North America, this game is known as "Street Fighter Alpha 2 Gold" and released exclusively to home consoles (see Ports below).
This game is very similar to it's predecessor, "Street Fighter Zero 2". It is slightly enhanced, giving some of the characters a new move or two. There are also additional game modes added, such as 'Dramatic Battle' (2 vs. 1), 'Shin Gouki Mode' and 'Survival'.
- TIPS AND TRICKS -
* Two vs. One Battle : Hold LP+MP+HK and press Start at the start screen.
* Fight Shin Gouki (Shin Akuma outside of Japan) : Hold MK+MP and press Start at the start screen.
* Survival Battle : Hold LP+MP+HP and press Start at the start screen.
* SFII' Versions Of Ryu, Ken, Sagat, Vega, Dhalsim, Zangief : Highlight the character and press Start.
* Satsui No Hadou Ni Mezameta Ryu : Highlight Ryu and press Start twice.
* SFII Costume Chun-Li, SFII' Chun-Li : Highlight Chun-Li and press Start once for SFII costume Chun-Li, twice for SFII' Chun-Li.
* Alternate Colors For Sakura : Highlight Sakura and press Start(x5).
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' Turbo - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II X - Grand Master Challenge (1994)
7. Street Fighter Zero (1995)
8. Street Fighter Zero 2 (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter Zero 3 (1998)
12. Street Fighter III - 2nd Impact : Giant Attack (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planner : Noritaka Funamizu (Poo), Neo_G, Kanetaka
Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Shinchan (as 'Hyper Shinchan'), Super Sailor (Birdie)
Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y. Kyo, Kisabon, Ohnishi, Tama, M. Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
Object designers : Eripyon.N (Eri_Eri), Ball Boy, Yu_Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I=rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
Visual planner : Haruo Murata (as "Mucchi")
Original artwork : Holyhomerun
Sound & voices : Hiroaki Kondo (X68K)
Music compose & Arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-)
All sound produced by Arcade Sound Team.
Producer : Noritaka Funamizu (Poo)
* Voice Actors :
Ryu : Katashi Ishizuka
Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi
Chun-Li : Yuko Miyamura
Ken Masters, Guy : Tetsuya Iwanaga
Dhalsim : Yoshiharu Yamada
Sakura Kasugano : Yuko Sasamoto
Rolento Schugerg : Jin Yamanoi
Nash : Toshiyuki Morikawa
Rose : Yuko Miyamura
Sagat : Miki Shinichiro
Gouki, Vega : Tomomichi Nishimura
Dan Hibiki : Osamu Hosoi
- PORTS -
* Consoles :
Sega Saturn ("Street Fighter Zero 2 Dash" / "Street Fighter Alpha 2 Gold")
Sony PlayStation ("Street Fighter Zero 2 Dash" / "Street Fighter Alpha 2 Gold")
Sega Saturn (1998)
Sony PlayStation (1998)
Sega Saturn (1997, "Street Fighter Collection")
Sony PlayStation (1997, "Street Fighter Collection")
Sony PlayStation 2 (2006, "Street Fighter Zero - Fighter's Generation") : released in the US as "Street Fighter Alpha Anthology"
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Street Fighter Zero 3 (c) 1998 Capcom.
25 fighters mix it up to have a shot at Shin Vega in the height of his power! Featuring 3 fighting styles for each character.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 29
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in June 1998.
This game is known outside Japan as "Street Fighter Alpha 3".
Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight". Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses.
The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in "Street Fighter" was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Zero" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time.
In Guy's stage there is a group from "Final Fight" cheering Guy on. They consist of : Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Megaman Drink just under the Capcom Logo.
Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character.
The three ISMs have some symbolic meaning :
* X represents "Super Street Fighter II X - Grand Master Challenge" (or "Super Street Fighter II Turbo" for non-Japanese audiences). That is, this ISM matches closely to the gameplay style found therein. There are, however, a few differences between X-ISM in Zero 3 and SSFII X, mainly because of the Zero 3 game engine.
* Z represents Zero. That is, it is closest to the style of the previous Zero games.
* V stands for Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar.
Attack of the Vega Dolls : Each Vega doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team.
1) Enero (January) from Spain uses a microphone.
2) Fevrier (February) from France uses a gun.
3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team.
4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFZ3, Aprile's brother had asked Rose to find her whereabouts.
5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFZ3.
6) Juni (June) is German and fights unarmed.
7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Vega dolls are).
8) Santamu (August) is Vietnamese, but of African heritage. She wields a spear and can also unleash a small monkey to attack for her.
9) Xiayu (September) is Chinese and wields the nunchaku.
10) Jianyu (October) is also Chinese and wields a staff.
11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes.
12) Decapre (December) is Russian and her appearance is similar to that of Cammy.
Cammy had tried to save the Vega dolls in her SFZ3 ending because, due to the extent of their brainwashing, they would have died with Vega otherwise. It is said that the inspiration of the Vega dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from Street Fighter 2 the Animated Movie.
Various characters of the game make a cameo in a marvel comic-book of Deadpool, the Merc with a mouth, vol.1 number 8. They appear in the shadows like mercenaries of the infernal house, the place where Deadpool obtains his merc jobs. We can recognize Adon, Dhalsim and Gouki as shadows, Sagat appears drawn and coloured. There are two more fighters, one appears to be Cammy. The artist of this Deadpool issue is Ed McGuiness.
In number 27 of Deadpool's comic, the author Joe Kelly, makes a homage to the Street Fighter series. In this comic Deadpool does a "Shoryuken" to Kitty Pride to make Wolverine attack him.
Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on 21/09/1998.
An upgraded version of the game appeared for Sony PlayStation and Sega Dreamcast (see Ports below). This upgrade was later released in arcades exclusively in Japan under the title "Street Fighter Zero 3 Upper" after the first release of "Street Fighter Zero 3". Previously hidden characters M. Bison, Juni and Juli are playable from the start. In addition past Street Fighter legends Guile, Dee Jay, Fei Long and T. Hawk are now playable as well. This brings the total number of playable characters to 34!
An even further upgraded version of "Street Fighter Zero 3", called "Street Fighter Zero 3 Double Upper" (called "Street Fighter Alpha 3 Max" outside Japan) appeared for the Sony PlayStation Portable (again, see Ports below) in 2006, and adds Eagle (from the original "Street Fighter"), Yun (from "Street Fighter III") and newcomers Maki and Ingrid. This now brings the total count of playable characters to 38!
- UPDATES -
The early revision (06/98) had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage.
In the Japanese version, specific locations were given for each stage (in Japanese) along with the name of the country (in English). Only the country name is given in the American version (Alpha 3), with the more specific info being removed instead of being translated. Here is the list :
Adon : Khmer Historic Ruins, Thailand
Balrog : Requena Spiral Tower, Spain
M. Bison, Vega, Juni & Juli : Secret Point 48106 (since there was no country given for 'Secret Point 48106', its name is left completely blank in the American version)
Birdie : Train Cemetery, England
Blanka : Madeira River branch - swampland, Brazil
Cammy : Mikonos Island, Greece
Chun-Li : Zhidan Plaza, China
Cody : Metro City - City Police Detention Center, U.S.A.
Dan : Hinode Park (translated from Japanese as 'Sunrise Park'), Japan
Dhalsim : In front of Jaunpur Monument, India
E. Honda : Higashikomagata - Katomi kontou, Japan
Gen : Victoria Harbor, Hong Kong
Gouki : Oni Fang Cave, Japan
Guy : Under 22nd Street overhead, U.S.A.
Karin, Sakura : Flower Shoutengai (translated from Japanese as Flower Shopping Street), Japan
Ken : Hotel Masters, U.S.A.
Nash : Frankfort Hangar, U.S.A.
R. Mika : Sardine Beach Special Ring, Japan
Rolento : New York Camouflagued Subway, U.S.A.
Rose : Palazzo Mistero (Translated from Italian as Palace of Mystery), Italy
Ryu : Genbugahara (translated from Japanese as 'Genbu Plain'), Japan
Sagat : Nagpa Resting Shakyamuni the Buddha Statue, Thailand
Sodom : Manhattan Building 49 F, U.S.A.
Zangief : Akademu Gorodowa blast furnace, U.S.S.R.
- TIPS AND TRICKS -
* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFZ3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below...
Cream - (default color)
Green - Classical Mode
Red - M. Bison, Juni and Juli become playable
Dark Blue - Mazi Mode
Purple - Saikyou Mode
Light Blue - Can select one of the three Battle Modes
* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners.
* Hidden Characters : The three hidden characters are M. Bison, the boxer and Juni and Juli, two prototype 'dolls' created by Vega's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable...
1) To choose M. Bison, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button.
2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead.
3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead.
* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use...
1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves.
2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.
3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.
* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode...
1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Shin Vega for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending.
2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents.
3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles.
* Secret Messages (This trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding.
* Sari In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is Sari, his wife. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (You must do this at the begining of every round).
* Alternate Sodom BGM : When fighting against Sodom (VS o CPU, you'll get to hear a different tune if it is on X-ism mode. Apparently the tune is inspired on his boss tune in Final Fight.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' Turbo - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II X - Grand Master Challenge (1994)
7. Street Fighter Zero (1995)
8. Street Fighter Zero 2 (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter Zero 3 (1998)
12. Street Fighter III - 2nd Impact : Giant Attack (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planner : Noritaka Funamizu
Directors : Maoto Ohta, Mamoru, Buruma, Ohko Zero05
Visual planner : Haruo Murata
Programmers : Cham Cho Choy, Hard.Yas (~?-ISM~), Pon, Shinchan (as 'Hyper Shinchan'), 24 ~Nishi~, Minomi, Reiko Toh, Sen?Knight Rider Giu, Ittetsu
Character designers : Akiman, Osusi
Title designer : Shoei
Object designers : Eripyon.N (Eri-N), Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo (Jinzin), Ball boy, Yuesuke, D-Kurita, A. Iwasaki, Kaname, Fuzii & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Kitasan, You Ten Nakano, Tomohiro Ohsumi, Hiro, Rumichan, Reiko Komatsu, Kozuchi Tamura, Youichi Matsuo, Makoto Ishii
Scroll designers : Asae Nisituji-Ba, S. Mukai (Jijii), Hirokazu Yonezuka, Kohama Ake&kuro, Yoichi Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A. Ohnishi, N. Niiyama, C. Iwai, Sawatch, K. Yamahashi, H. Yamahashi, Hiroki Ohnishi
Main music composer : Takayuki Iwai (Anarchy Takapon)
Sub music composer : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata
Sound direction : Hiroaki Kondo (X68K)
Sound designers : Moe.T, Satoshi Ise
Test players : Nuki, M.P Oni-Suzuki, Skill Smith-Bug, Skill Smith-TTK, M. Kunishige, Miura.F.Katsusuke, Tomita Yoshihiro, Murata Akimori
Market producer : Kouji Nakajima
General producers : Noritaka Funamizu, Yoshiki Okamoto
* Voice Actors :
Ryu : Toshiyuki Morikawa
Edmund Honda : Masashi Sugahara
Cody : Koichi Yamadera
Karin Kanzuki : Miho Yamada
Balrog, Blanka : Yuji Ueda
Ken Masters : Tetsuya Iwanaga
Dhalsim : Yoshiharu Yamada
Sodom, Zangief, Adon, Gen, Birdie : Wataru Takagi
Cammy, Juli, Juni : Akiko Koumoto
Rolento Schugerg : Jin Yamanoi
Sakura Kasugano : Yuko Sasamoto
Rose : Neya Michiko
Dan Hibiki : Osamu Hosoi
Guy : Tetsuya Iwanaga
Rainbow Mika Nanakawa : Junko Takeuchi
Gouki, Vega : Tomomichi Nishimura
Chun-Li : Yuko Miyamura
Nash : Toshiyuki Morikawa
Sagat : Miki Shinichiro
Mike Bison : Koichi Yamadera
Narrator : Greg Irwin
- PORTS -
* Consoles :
Sony PlayStation (1998) : Home version of what would later be released in the arcades under the title "Street Fighter Zero 3 Upper".
Sega Dreamcast (1999) : Home version of what would later be released in the arcades under the title "Street Fighter Zero 3 Upper".
Sega Saturn (1999)
Nintendo Game Boy Advance (2002, "Street Fighter Zero 3 Upper") : allows to play with all the bosses.
Sony PSP (2006, "Street Fighter Zero 3 Double Upper") : allows to play with Eagle, Yun, Maki and Ingrid. Also adds new game modes such as Variable Battle Mode.
Sony PlayStation 2 (2006, "Street Fighter Zero - Fighters Generation")
$end
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Street Football (c) 11/1986 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : stick
Buttons : 1
- STAFF -
Software and game designer : Lee Actor
Screen graphics designer : Gary Johnson
Sounds : Jesse Osborne
$end
$info=strtheat,
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Street Heat (c) 1985 Epos.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : I8035 (@ 400 Khz)
Sound Chips : DAC (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : steering wheel
Buttons : 3
$end
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Street Hoop (c) 1994 Data East.
A basketball game from the streets. Choose from one of ten countries and compete in three-on-three slamdunkin' action.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0079
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> Offense > [A] Shoot/Dunk, [B] Pass
=> Defense > [A] Block a shot, [B] Steal the ball
- TRIVIA -
Exact release date : December 1994
This game is known in the US as "Street Slam" and in Japan as "Dunk Dream".
- SERIES -
1. Street Hoop (1994)
2. Dunk Dream '95 (1996)
- STAFF -
Producer : Iwao Horita
Game designer : Atsushi Kaneko
Soft : Mitsutoshi Bono, K Minegishi, Mya
Graphic designers : Sinin, Yuzuru Tsukahara, Hiroki Narisawa, Sachiko Moizumi, Kaori, Kazurin Sugar, Endo Chang, Kim, takayuki Tanaka
Music and Sound effects : Mr K Dynamite, Koremasa
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
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Street Smart (c) 08/1989 SNK.
You begin by choosing one of two fighters (either a blond guy, or a dark haired guy in karate gear). Then you are whisked away to one of many cities on the map to have a battle. The opponents are tough, but simple. This game has no special moves (and has only punch, kick, and jump buttons), and all characters have insanely high energy. So you pretty much just wail away at each other with punches and kicks until someone falls down. An ambulance will show up to haul away your defeated opponent, and a girl in the audience will come out to congratulate you.
- TECHNICAL -
Game ID : A8007 'S2'
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Street Smart was SNK's answer to the original "Street Fighter" game made by Capcom.
This game could have been a hit (there were almost no fighting games on the market at the time), but they made one fatal mistake. That mistake was making the game co-operative in two player mode. Instead of battling each other, a second enemy would spawn, and the players would work together against both of them. That completely took all the fun and excitement out of playing this game in two player mode. "Street Fighter II - The World Warrior" was released about a year later, and most Street Smart games were quickly converted into them.
This game is JAMMA compatible, and requires a cabinet with a horizontal monitor. Operators could only buy this game as a kit (no dedicated cabinets were produced).
The music of the first stage of Street Smart was recycled later in "Fatal Fury - King of Fighters" in a 2-player battle.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Boss : Eikichi Kawasaki
Boss 2 : Mr. Hasegawa
Programmers : Konny, Fujimoto
Sound : Tarkun
Producer : Akira. G
Head Designer : Isuka Michi
Designers : Kamada, Ishimoto, Tomoni. M, Sick Of, Mitsuzo, Miyoshi, Asako
Hardware : Koike
- PORTS -
* Consoles :
Sega Mega Drive (1991)
$end
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Streets of Rage 2 (c) 1993 Sega.
One year after defeating the evil crime syndicate led by Mr. X, things have gone well for the city. but now Mr. X has returned and as if things couldn't get any worse, he sent some of his goons to kidnap Adam Hunter. Now it's up to Axel Stone and Blaze Fielding to take the city back to it's good citizens, but this time they're not alone, because joining them is a pro wrestler who's a friend of Axel called Max Thunder, and Adam's little brother : Eddie 'Skate' Hunter. These 4 will do their best to end the syndicate's new reign of terror, and bring peace to the Streets of Rage.
- TECHNICAL -
Sega Mega Play hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
=> [A] Attack, [B] Jump, [C] Special Attack
- TRIVIA -
This game is known in Japan as 'Bare Knuckle II - Shitouhe no Chinkonka' (translates from Japanese as 'Bare Knuckle II - Death Struggle Requiem').
In an early beta version of the game, Axel's super moves feature an uppercut attack and a spinning roundhouse kick that is strikingly similar to that of Ken and Ryu from Capcom's "Street Fighter" series.
- UPDATES -
This Mega Play version has a higher level of difficulty than the original, you cannot receive any extra lives through points, and all 1ups are replaced by money bags worth 1000 points.
- TIPS AND TRICKS -
Rear attack : press button-A and button-B simultaneously.
- SERIES -
1. Streets of Rage (1991, Sega Mega Drive)
2. Streets of Rage 2 (1992, Sega Mega Drive)
3. Streets of Rage 3 (1994, Sega Mega Drive)
- STAFF -
Music composed by : Yuzo Koshiro
- PORTS -
* Consoles :
Sony Playstation 2 (2005, "Sonic Gem Collection")
Nintendo GameCube (2005, "Sonic Gem Collection")
Nintendo Wii (2007, "Virtual Console")
Microsoft XBOX 360 (2007, "Xbox Live Arcade")
* Notes : The Japanese version of "Sonic Gem Collection" features the entire Streets of Rage trilogy as a bonus. In the western versions, these were removed so that the ESRB rating could be lowered.
$end
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Strength & Skill (c) 1984 Sun Electronics.
- TECHNICAL -
Game ID : TVG15
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "The Guiness".
$end
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Strider (c) 1989 Capcom.
A superb, side-scrolling platform/beat-em-up in which the player takes control of 'Strider Hiryu', a ninja-style warrior who must defeat a legendary being known as Grandmaster Meio. Set in 2048, Meio has observed Earth from his dwelling in a far off galaxy, and has created a space station (known as 'The Third Moon') between Earth and its original moon, in order to rule Earth and continue his observation. Armed with a curved sword known as a 'Falchion', Strider must travel the globe (to locations such as the Soviet Union and the Amazonian Rain forest) to find and destroy Meio.
As well as his sword, Strider will encounter many power-ups, including robotic animals called 'Options' (a hawk and a leopard) which help him defeat enemies. He also has the ability to latch onto walls and ceilings using a metallic hook; a concept which really set the game apart from other platformers and allowed for some hugely inventive level design.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 03
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1989.
This game is known in Japan as "Strider Hiryu".
Strider became one of Capcom's biggest hits in the days before the legendary "Street Fighter II" would turn the company into one of the most important game producers of all time. This was due to the superb graphics and inventive gameplay Strider offered.
Hiryuu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryuu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryuu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryuu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga.
As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population.
Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes".
One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989.
- UPDATES -
On the title screen of the English language versions, Strider is written in English on top of the 'Hiryuu' Kanji. The 'Hiryuu' kanji are colored with a purple gradient.
In the Japanese version's title screen, Strider is written in katakana to the left of the 'Hiryuu' kanji. The 'Hiryuu' kanji starts out red, then catches on fire.
In the US version of Strider, Strider Hiryu is missing his yell when swinging his sword.
- SCORING -
When you complete a level, you get the following bonus points...
1 : 5000 points
2 : 8000 points
3 : 10000 points
4 : 10000 points
5 : 30000 points
- TIPS AND TRICKS -
1 - During the game you can have the maximum of 2 'helpers'. Every time you get a helper, it will use the 'last' slot available of your life metter, or be, if you receive a damage, you will lose this life-slot and will lose your helper.
2 - Try to 'link' your helper(s) in the 'left-side' slots, because you will lose the helpers only if you get a lot of damage. On the 1st stage, be with only 2 life-slots when catching the helpers, it will maintain they more safe.
3 - If you have only 2 life-slots, and both 2 helpers, try to find the 'tiger' icon, but don't catch it. Get damage until you have only 1 life-slot. Now catch the tiger icon. The tiger will help you a few secondes, and it is over you will own the 2 helpers, but it will use only one slot, the left-slot. You will lose it only if you die (time-over not included).
4 - If you lose a life by 'time-over', your stock of 'helpers' will maintain, and it will keep on the same "slot" of the helpers.
- SERIES -
1. Strider (1989)
2. Strider 2 (1999)
- STAFF -
Object designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tisshu, Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin
Scroll designers : Teiki, Rie.Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro
Soft programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kanekon, Dorompa.E, Ka~kuny, Check.Masa
Music by : Junko Tamiya
Planning advisers : Arthur, Yossan
Game planner : Isuke
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Sega Mega Drive (1990)
Sega Master System (1991)
NEC PC Engine Arcade CD (1994)
Sony PlayStation (included with the Playstation port of "Strider 2")
Nintendo Gameboy Advance (2006, "Capcom Classics Mini Mix")
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Atari ST (1989)
Sharp X68000 (1989)
Commodore Amiga (1989)
Amstrad CPC (1990)
PC [MS-DOS, 5.25''] (1990)
* Others :
Tiger Handheld LCD Game (19??)
$end
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Strider 2 (c) 1999 Capcom.
A direct sequel to the superb 1989 original, the player once again takes on the role of Strider Hiryu; a ninja who wields a deadly plasma-ejecting cypher called the 'Falchion'. Players start the game by selecting one of three difficult missions, with a fourth becoming available once the initial three are completed. Completing the fourth mission will unlock the final 'boss' mission, in which the player must battle a number of bosses which includes the rogue 'Strider Hien' from the first Strider game. Once all missions are completed, the character of Strider Hien - who wields two ranged cyphers - is unlocked.
To add variety to the tight gameplay, Capcom included special unlockable and powerful skills to aid players on their missions. These included the Savage Slash ('Midare-Giri' in Japanese), Hassou Jump, Boost (unlimited if missions defeated by Hien) and rapid slash.
Strider 2 features improved graphics - now rendered in pseudo 3-D - but with hack-and-slash gameplay largely unaltered from the first game. One difference to the original is a greater emphasis placed on boss encounters.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in December 1999.
This game is known in Japan as "Strider Hiryu 2".
This is not the first Strider sequel to be released. U.S. Gold published a game known as Strider Returns to various home consoles, such as Sega Mega Drive, throughout the early 1990s. However, the game was poorly received by critics and gamers alike due to poor gameplay. Because of its failure and the true sequel being named "Strider 2," it is possible that Capcom actually denied its existence.
Suleputer released a limited-edition soundtrack album for this game (Strider Hiryu 2 Original Soundtrack - CPCA-1035) on 21/01/2000.
- SERIES -
1. Strider (1989)
2. Strider 2 (1999)
- STAFF -
Planners : Atsushi Tomita, Yo TD Fukuda, Masahiro Nakano, NUKI
Programmers : Tutomu Urago, Kazuhiko Komori, Arikichi Kiyoko, Shigeru Kato, Hero Hero, Kazuo Yamawaki, Meijin, Y. Shindome
Scroll designers : Takahashi Yasuto, Nakamura Takako, Yamamoto Yasuhiro, Yoichi Tanoue (Tanopu) (TT), Hongo Akiko
Object designers : Minobe Hiroaki, Naoki Fukushima, G. KAmina, Miwa Sakaguchi, T, SHinya Miyamoto, Masanori Kondo, Y. Yamamoto, Masayuki Maeda 04, Hiro, Kaeru Nagashima, Akita, Tomomall. S, Toshihiro Suzuki, Narancia, R., Masaru_N, Kikutani, T. Ohsumi, Michiru, Kitasan
Designers : Shoei, Nezumi Otoko, Harumaru
Music composers : Setsuo, Etsuko
Sound effects : Ryoji, Sandou
Voice actors : Kousuke Toriumi, Kan Tokumaru, Toshihide Tsuchiya, Hozumi Tokuda
Producer : Noritaka Funamizu
General producer : Yoshiki Okamoto
- PORTS -
* Consoles :
Sony PlayStation
$end
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Strider Hiryu (c) 03/1989 Capcom.
In the side-scrolling platform game, the player takes control of Strider Hiryu, a ninja-style warrior who must defeat a legendary being known as Grandmaster Meio. Meio has observed Earth from his dwelling in a far off galaxy, and has created a space station (known as 'The Third Moon'), between Earth and its original moon in order to rule earth and continue observation. The year is 2048. Armed with a sword known as a 'Falchion', Hiryu must travel around the globe (including the Soviet Union and the Amazon Rainforest) to find and destroy the evil being. Throughout his travels Strider encounters many power-ups, including robotic animals called 'Options' (a hawk and a leopard) which help him defeat enemies. He also has the ability to latch onto walls and ceilings using a metallic hook; an aspect which set the game apart from other platformers.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 03
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Flying Dragon Strider'.
This game is known outside Japan as "Strider".
Strider became one of Capcom's early hits before "Street Fighter II - The World Warrior", revered for its innovative gameplay, multilingual voice clips during cutscenes.
Hiryuu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryuu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryuu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryuu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga.
As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population.
Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes".
One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989.
- UPDATES -
On the title screen of the English language versions, Strider is written in English on top of the 'Hiryuu' Kanji. The 'Hiryuu' kanji are colored with a purple gradient.
In the Japanese version's title screen, Strider is written in katakana to the left of the 'Hiryuu' kanji. The 'Hiryuu' kanji starts out red, then catches on fire.
In the US version of Strider, Strider Hiryu is missing his yell when swinging his sword.
- SCORING -
When you complete a level, you get the following bonus points...
1 : 5000 points
2 : 8000 points
3 : 10000 points
4 : 10000 points
5 : 30000 points
- TIPS AND TRICKS -
1 - During the game you can have the maximum of 2 'helpers'. Every time you get a helper, it will use the 'last' slot available of your life meter, or be, if you receive a damage, you will lose this life-slot and will lose your helper.
2 - Try to 'link' your helper(s) in the 'left-side' slots, because you will lose the helpers only if you get a lot of damage. On the 1st stage, be with only 2 life-slots when catching the helpers, it will maintain they more safe.
3 - If you have only 2 life-slots, and both 2 helpers, try to find the 'tiger' icon, but don't catch it. Get damage until you have only 1 life-slot. Now catch the tiger icon. The tiger will help you a few seconds, and it is over you will own the 2 helpers, but it will use only one slot, the left-slot. You will lose it only if you die (time-over not included).
4 - If you lose a life by 'time-over', your stock of 'helpers' will maintain, and it will keep on the same "slot" of the helpers.
- SERIES -
1. Strider Hiryu (1989)
2. Strider Hiryu 2 (1999)
- STAFF -
Object designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tisshu, Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin
Scroll designers : Teiki, Rie.Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro
Soft programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kanekon, Dorompa.E, Ka~kuny, Check.Masa
Music by : Junko Tamiya
Planning advisers : Arthur, Yossan
Game planner : Isuke
- PORTS -
* Consoles :
NEC PC Engine Arcade CD (1994)
Nintendo Gameboy Advance (2006, "Capcom Classics Mini Mix")
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=shiryu2,
$Edit this entry at Arcade-History.com
$bio
Strider Hiryu 2 (c) 12/1999 Capcom.
A direct sequel to the superb 1989 original, the player once again takes on the role of Strider Hiryu; a ninja who wields a deadly plasma-ejecting cypher called the 'Falchion'. Players start the game by selecting one of three difficult missions, with a fourth becoming available once the initial three are completed. Completing the fourth mission will unlock the final 'boss' mission, in which the player must battle a number of bosses which includes the rogue 'Strider Hien' from the first Strider game. Once all missions are completed, the character of Strider Hien - who wields two ranged cyphers - is unlocked.
To add variety to the tight gameplay, Capcom included special unlockable and powerful skills to aid platers on their missions. These included the Savage Slash ('Midare-Giri' in Japanese), Hassou Jump, Boost (unlimited if missions defeated by Hien) and rapid slash.
Strider Hiryu 2 features improved graphics - now rendered in pseudo 3-D - but with hack-and-slash gameplay largely unaltered from the first game. One difference to the original is a greater emphasis placed on boss encounters.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Flying Dragon Strider 2'.
This game is known outside Japan as "Strider 2".
Suleputer released a limited-edition soundtrack album for this game (Strider Hiryu 2 Original Soundtrack - CPCA-1035) on 21/01/2000.
- SERIES -
1. Strider Hiryu (1989)
2. Strider Hiryu 2 (1999)
- STAFF -
Planners : Atsushi Tomita, Yo TD Fukuda, Masahiro Nakano, NUKI
Programmers : Tutomu Urago, Kazuhiko Komori, Arikichi Kiyoko, Shigeru Kato, Hero Hero, Kazuo Yamawaki, Meijin, Y. Shindome
Scroll designers : Takahashi Yasuto, Nakamura Takako, Yamamoto Yasuhiro, Yoichi Tanoue (Tanopu) (TT), Hongo Akiko
Object designers : Minobe Hiroaki, Naoki Fukushima, G. KAmina, Miwa Sakaguchi, T, SHinya Miyamoto, Masanori Kondo, Y. Yamamoto, Masayuki Maeda 04, Hiro, Kaeru Nagashima, Akita, Tomomall. S, Toshihiro Suzuki, Narancia, R., Masaru_N, Kikutani, T. Ohsumi, Michiru, Kitasan
Designers : Shoei, Nezumi Otoko, Harumaru
Music composers : Setsuo, Etsuko
Sound effects : Ryoji, Sandou
Voice actors : Kousuke Toriumi, Kan Tokumaru, Toshihide Tsuchiya, Hozumi Tokuda
Producer : Noritaka Funamizu
General producer : Yoshiki Okamoto
$end
$info=sbowling,
$Edit this entry at Arcade-History.com
$bio
Strike Bowling (c) 1982 Taito.
- TECHNICAL -
Runs on three boards :
* TOP BOARD :
PCB # : KBO70001 KBN00001
DIPSW : 8 position x2
Sound Chips : AY8910 (@ 1.248 Mhz)
Volume POTs x4 (Master volume + 3 for separate sound levels)
* MIDDLE BOARD :
PCB # : KBO70002 KBN00002
Main CPU : 8080 (@ 1.9968 Mhz)
XTAL : 19.968MHz
RAM : 2114 x2
ROMs : 2732 x3 (main program)
* BOTTOM BOARD :
PCB # : KBO70003 KBN00003
RAM : TMS4060 x32
ROMs : 2716 x3, 2732 x1
PROMs : NEC B406 (1kx4) x2
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : Trackball
$end
$info=strkfgtr,
$Edit this entry at Arcade-History.com
$bio
Strike Fighter (c) 1991 Sega.
A single player sprite-scaled shoot-em-up in which the plyer takes the seat of an F-14 flight combat simulator with a view to shooting down swathes of enemy planes, avoiding incoming gunfire and missiles.
- TECHNICAL -
Sega Y Board hardware
Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
As a Japan-only release, Strike Fighter was available as a conversion kit for "G-Loc - Air Battle". The game is a natural successor to 1987's "After Burner" and was later ported over to the Sega CD as "After Burner III".
- SERIES -
1. After Burner [Upright model] (1987)
1. After Burner [Commander model] (1987)
1. After Burner [W Cradle model] (1987)
2. After Burner II (1987)
3. G-Loc - Air Battle (1990)
4. R360 - G-Loc Air Battle (1990)
5. Strike Fighter (1991)
6. Sky Target (1995)
7. Sega Strike Fighter (2000)
8. After Burner Climax (2006)
9. After Burner - Black Falcon (2007, Sony PSP)
- STAFF -
Designed by : Yu Suzuki
- PORTS -
Sega CD (1992, "After Burner III")
$end
$info=strkzone,
$Edit this entry at Arcade-History.com
$bio
Strike Zone Baseball (c) 02/1988 Leland Corp.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : stick
Buttons : 6
- SERIES -
1. World Series - The Season (1985)
2. Baseball The Season II (1987)
3. Super Baseball Double Play Home Run Derby (1987)
4. Strike Zone Baseball (1988)
- STAFF -
Lead Programmer : Medo Moreno
Art Director : Dan Viescas
Artist : Jerry Huber
$end
$info=strkforc,
$Edit this entry at Arcade-History.com
$bio
Strikeforce (c) 02/1991 Midway.
Saurian lizard men have overrun all twenty-two planets that form the New Earth Solar System colonies, capturing and mutating the resident human colonies into reptiles to use as slave labour at their stronghold base, the Saurian Mega-Star Apocalypse
In the third game in Midway's seminal "Defender" series, Strikeforce again has the player flying a spaceship over the surface of a series of two-way, horizontally scrolling planets, destroying enemy waves and rescuing humans from the alien invaders; with rescued humans hanging from the underside of the player's ship. Once these tasks have been completed, the mothership arrives to pick up the player's ship, together with any humans they have rescued. Players can decide which planets to attack, when to purchase additional firepower and when to attack the Apocalypse.
Strikeforce's graphics differ from the minimalist, stylish appearance of the first two games in the series; with full colour sprites, multi-layer scrolling and colourful, visceral explosions giving the game its own distinctive look and feel.
- TECHNICAL -
Midway Y Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 255 pixels
Screen refresh : 53.20 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
If you look at the Today's Victors part of the high score screen, you should see the initials DEF for rank 5, END in rank 6, and ER in rank 7; they spell out the word, 'DEFENDER' (as in the game, "Defender").
- TIPS AND TRICKS -
* To reach the ultimate bad guy without having to go through the entire enemy starship, you just play the LEFT player, and get yourself killed at the far LEFT end of the starship (the very beginning). When you reincarnate, you'll be at the far RIGHT end of the board, past the wall (or IN the wall if you weren't far enough left). The boss will not appear until you move to the left past where he should be (though things will start firing at you immediately). Kill the boss, get your free credit, start again. ;)
* Strategy Tip : kill dreadnaughts with one timewarp and one cluster bomb. You always get the time warp back, plus other goodies.
* Score Hogging Tip : clear out all the planets but one, and then fly around from starbase to starbase waiting for dreadnaughts to appear. Pick 'em off using the above method. This gets boring after a while, of course...
- SERIES -
1. Defender (1980)
2. Stargate (1981)
3. Strikeforce (1991)
4. Defender 2000 (1996, Atari Jaguar)
- STAFF -
Programmers : Todd Allen (TRA), Eric Pribyl (ELP)
Artists : John Vogel (JCV), Jim Gentile (JPG)
Music and Sounds : Chris Granner (C G), Rich Karstens (R K)
Staff : Sheridan Oursler (S O), Mark Penacho (MDP), Tim Coman (TIM), John Tobias (JON), Jack E. Haeger (JEH), Eugene Jarvis (EPJ), Ray Czajka (RAY), George N. Petro (GNP), (BUN), (LOF), Al Lasko (A L), Cary Mednick (CMM), Steve Ritchie (SSR), Larry DeMar (LED), Mark Turmell (M T), (MTN), (NLN), (JTK)
$end
$info=s1945,s1945a,s1945j,s1945jn,s1945k,
$Edit this entry at Arcade-History.com
$bio
Strikers 1945 (c) 06/1995 Psikyo.
- TECHNICAL -
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 59.30 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to a smiley, and 'THAT IS WRONG' appears.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997.
- TIPS AND TRICKS -
* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...
* Sexy Pilots Images & Names : if you make a perfect score, you can see how the sexy pilots look and what their names are. In practice, this means getting three gold medals at the end of each stage (for time, accuracy and completion). This should be done in the first loop of the game, the pilot of the plane you chose will be seen at the end of this first loop. Two pilots will be seen if it's a two-player game. The pilots can also be seen in the Extra Maintenance menu.
- SERIES -
1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1945 III (1999)
- STAFF -
Staff : Jun-ichi Niwa, Shin Nakamura, R.J. Bashmet, Hyoue Ogawa, Wataru Yamazaki, Hideyuki Oda, Youko Tsukagoshi, Hiromi Tanegashima, Masaki Izutani, Ikuya Yoshida, Norikazu Takemori, Toshinori Sugita, Seiki -SSS- Sato, Shiori Saito, Yusataro
- PORTS -
* Consoles :
Sony PlayStation (1996)
Sega Saturn (1996)
Sony PlayStation 2 (2004, "Psikyo Shooting Collection Vol. 1")
$end
$info=s1945ii,
$Edit this entry at Arcade-History.com
$bio
Strikers 1945 II (c) 10/1997 Psikyo.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.
Psikyo released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997.
- TIPS AND TRICKS -
* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Stage Select - buggy!, BG Test).
- SERIES -
1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1945 III (1999)
- STAFF -
Staff : Yoshiyuki Takami, Shin Nakamura, Hiroshi Yamada, Shiori Saito, Naozumi Yorichika, Hideyuki Oda, Yoko Tsukagoshi, Masaki Izutani, Norikazu Takemori, Emi Taniguchi, Keisuke Takagi, Hideto Kamioka, Keizo Fujita, Kunio Asahara, Kenichi Fujita, Kunihiko Nogomi
- PORTS -
* Consoles :
Sony PlayStation (1998)
Sega Saturn (1998)
Sony PlayStation 2 (2004, "Psikyo Shooting Collection Vol. 1")
$end
$info=s1945iii,
$Edit this entry at Arcade-History.com
$bio
Strikers 1945 III (c) 1999 Psikyo.
Year 1999, fall. The countless super minimum machine group 'nano-machine', which came flying, invaded the principal weapon and military terminals of each country from outer space and began multiplication. This weapon group which is automated with the 'nano-machines' repeated attack with non discrimination and the metropoles of each country were in a devastating state. A fear of the extensive nuclear warfare with the strategy nuclear missile error morphism hit the world!!! Barely the unit of each country which prevents the invasion of the 'nano- machine' is summoned because of the unmanned weapon eradication maneuvers. So, fighting with the weapons of the entire world was not enough. The Strikers start the attack on the enemy center! By the way of the time of half a century, new legend of special force STRIKERS now starts!
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Strikers 1999".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys.
Scitron & Art released a limited-edition soundtrack album for this game (Strikers 1999 - SCDC-00004) on 21/01/2000.
- TIPS AND TRICKS -
* Maintenance Code : in test mode, enter this code...
8-1-6-5-0 Maintenance Mode
0-1-9-9-9 Secret Command Enabled (X-36 is available by pressing 'Up' on random box).
8-1-6-3-0 Secret Random Enabled (X-36 is available on Random Box with luck).
8-1-6-2-0 Secret All Disabled (X-36 is not available).
8-1-6-1-0 All Data Erased.
1-2-3-4-5 Reset Scores.
* Technical Bonus : each boss, excluding the last one, has a weak point called 'the core' that is exposed outside for some few seconds. When the player airplane gets close to it at a fixed distance, it turns red. It is possible to defeat the boss quickly by attacking intensively the core at that point in time. The Technical Bonus is added if you destroy the core.
* Super Shot : when an enemy plane is shot the energy accumulates in the level gauge. When there's enough energy accumulated in the level gauge the super shot can be discharged by pressing continously the shot button. While the super shot is discharging the energy of the level gauge keeps decreasing. When energy becomes 0 the super shot stops being able to shoot. In Strikers 1945 III a cancellation function was attached to the super shot so the energy at the level gauge can be preserved.
- SERIES -
1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1945 III (1999)
$end
$info=s1945p,
$Edit this entry at Arcade-History.com
$bio
Strikers 1945 Plus (c) 1999 Psikyo.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0254
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot/Supershot, [B] Support attack
- TRIVIA -
Released in December 1999.
This is an updated version of "Strikers 1945 II" and is exclusive to the Neo-Geo. This is Psikyo's first and only game developed and released for the Neo-Geo MVS (but was not released on the Neo-Geo AES home console).
The game forbids the initials 'SEX' or 'KKK' on the high score table. If you try, they get changed to 3 smileys.
- TIPS AND TRICKS -
* Play as Ascender : At the selection screen, highlight the '?' symbol and press Down+A+B.
* Play as Ascender (Alternate) : Highlight the '?' symbol and press Up, Down, Up, Down, UP(x4), Down. Ascender should appear.
- SERIES -
1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1945 III (1999)
$end
$info=steaser,
$Edit this entry at Arcade-History.com
$bio
Strip Teaser (c) 1993 Unknown.
An Italian card game with nude girls.
- TECHNICAL -
Main CPU : 68000
Palette colors : 512
$end
$info=subhunt,
$Edit this entry at Arcade-History.com
$bio
Sub Hunter (c) 1977 Taito.
An old 2-minute timed shoot'em up.
- TECHNICAL -
Prom Stickers : DP
Main CPU : 8080 (@ 1.93356 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Depthcharge" (Gremlin).
$end
$info=subroc3d,
$Edit this entry at Arcade-History.com
$bio
Subroc-3D (c) 1982 Sega.
- TECHNICAL -
Main CPU : Z80 (@ 4.992 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in August 1982.
A Subroc-3D unit appears in the 1983 movie 'WarGames'.
- PORTS -
* Consoles :
ColecoVision (1983)
$end
$info=subs,
$Edit this entry at Arcade-History.com
$bio
Subs (c) 05/1979 Atari.
- TECHNICAL -
Game ID : 033714
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 57.00 Hz
Palette Colors : 4
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
Subs was the first multi-monitor game. Players stood on opposite sites of each other and used radar to find the others hidden sub and blow it away. In addition to the dual monitor, this was the first game with an operator optional add-a-coin or regular credit coinage mode. In add-a-coin mode, the game can be set on eight different times per coin.
- STAFF -
Designed and programmed by : John Ray, Phil Hash
$end
$info=suikoenb,
$Edit this entry at Arcade-History.com
$bio
Suikoenbu (c) 1995 Data East.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in March 1995.
'Suiko' is a reference to Suikoden, the Japanese name of an ancient Chinese novel. 'Enbu' means a military excercise.
This game is known as "Outlaws of the Lost Dynasty" in the U.S.
- PORTS -
* Consoles :
Sega Saturn (1995)
Sony PlayStation (1996)
$end
$info=sjryuko,sjryuko1,
$Edit this entry at Arcade-History.com
$bio
Sukeban Jansi Ryuko (c) 1988 Whiteboard.
- TECHNICAL -
Sega System 16A hardware
Game ID : 317-5018 / 5020 / 5021
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Mahjong Knight Ryuko - Leader of Naughty Girls'.
- UPDATES -
FD1089 317-5018
FD1089 317-5020
FD1089 317-5021
* Runs on Sega System 16A hardware.
FD1089 317-5021 (alternate)
* Runs on Sega System 16B hardware.
$end
$info=sunaq,
$Edit this entry at Arcade-History.com
$bio
SunA Quiz 6000 Academy (c) 1994 SunA.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz), Z80 (@ 3.5795 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3.5795 Mhz), (2x) DAC (@ 3.5795 Mhz)
Palette colors : 512
Players : 2
Buttons : 4
$end
$info=sundance,
$Edit this entry at Arcade-History.com
$bio
Sundance (c) 10/1979 Cinematronics.
The object in Sundance was to catch little suns that bounced back and forth between a pair of grids, which move closer and closer together as the game goes on.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples (@ 5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette Colors : 32768
Players : 2
Buttons : 10
- TRIVIA -
Licensed to Sega for Japan market.
The vector game PCB that Sundance ran on was the original Rosenthal design that "Space Wars" used, except there was a lot of cut-and-jumpering done to allow for the varying degrees of intensity that the vectors could show. Hence, the game was quite fragile and none of the machines lasted very long. Sundance had grids in space years before "Tempest". Skelly felt the game lacked the anxiety element needed in a good game and begged Cinematronics not to release it.
Cinematronics tried to make about 1000 of them, but the production fallout rate was around 50%. The problem was the 23'' CRT which was manufactured by an outside vendor. The carbon coating sprayed onto the inside of the tube was defective, and would shake loose and settle around the neck if the game was left in certain positions. When the game was powered up after shipping to the operators, the CRT would instantly burn up from arcing inside the tube. As a result, most Sundance machines suffered a quick death, and were likely destroyed or sent out to pasture in an operators back room.
Sundance came in the same basic cabinet as the more common "Rip Off" and "Tailgunner". It featured flame themed sideart, and also had flames on the monitor bezel and around the coin door. The monitor bezel was orange, in order to give the game a bit of color. Most of these cabinets were instantly scrapped, as game conversions weren't really big in 1979, and a cabinet with a bad monitor isn't very good for a conversion anyhow.
- STAFF -
Designed and programmed by : Tim Skelly
$end
$info=ssriders,ssrdrabd,ssrdrjbd,ssrdrubc,ssrdruac,ssrdruda,ssrdrebc,ssrdrebd,sunsetbl,ssrdradd,ssrdreaa,
$Edit this entry at Arcade-History.com
$bio
Sunset Riders (c) 1991 Konami.
A superb sideways scrolling shoot-em-up for 1 to 4 players set in America's Wild West. 4 sharpshooter bounty hunters (Steve, Billy, Bob and Cormano) set out to claim the bounties given for killing the most wanted outlaws in the West. The ultimate aim is to survive long enough to reach the final showdown against Sir Richard de la Rose.
Sunset Riders is an incredibly playable game featuring colourful and well-drawn graphics, with a number of humorous visual jokes keeping players entertained. The side-scrolling action takes place both on foot and on horseback, with the action sometimes broken up with a wild west pursuit; such as having to run along the backs of a herd of fleeing Buffalo.
Each level ends with players entering a one-on-one battle against one of the wanted men they have been pursuing. Weapon power-ups can be found and collected to help players in their quest.
- TECHNICAL -
Game ID : GX064
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)
- TRIVIA -
Released in September 1991.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.5 - KICA-7605) on 26/09/1992.
- UPDATES -
The US versions are slightly different, they have the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
When you're facing off against the first boss, Simon Greedwell, there's a way to fire at him without being hit by his own gunfire. First, all enemies popping out of the house windows need to be cleared away, and the barrel on the left side needs to knocked down, exposing one side of the boss (but make sure you aren't hit and killed by the falling barrel). Then, position your player underneath that side so that he's firing upwards with the left hand at the left side of the boss (this is easier to do if you're holding two guns). If you do this correctly, you'll be able to gun down the boss while his own ammo passes by you harmlessly without touching you.
On the 2nd stage, as you're heading towards the train station where the second boss is waiting, there's an enemy-manned wagon that appears where the occupants throw out at least two logs that you need to jump over, lest you be killed by them. If you can anticipate the appearance of this wagon, you can shoot at the wheel almost instantly upon its arrival to destroy the wagon before they even throw out a single log at you.
On the 4th stage where you face off against the Smith Brothers in the saloon, they throw heavy explosives in your direction, so you need to keep jumping on and off the chandelier and in other directions to avoid their weapons. (Freeing the bar girls will render you intangible for a few seconds.) Don't try to jump onto the platforms where the Smith Brothers are standing while they're still alive, as you can be killed instantly when touching them.
On the 5th stage, the boss, El Greco, carries a whip causing instant death, and a shield. To succeed in hitting him, you need to try and jump around to shoot him from behind, as well as shooting him whenever he jumps, and to do your best to avoid being hit by the whip.
On the final stage, when penetrating Richard Rose's fortress, you need to use the gatling guns provided to blast your way through two large wooden gates. Just jump onto the stands where your player will automatically grab the gun, point the joystick in the right direction and fire. But be careful, as the gatling gun's ammo can kill other players as well as the enemy themselves!
- STAFF -
Director : H. Tsujimoto
Art director : R. Itoh
Animation directors : Waitel, Schenker & Takeshi
Sound advisor : B. Maezawa
Music : Motoaki Furukawa
Sound effects : K. Fukui
Production designers : Naoko Sato, Hiroshi Hanatani
Electronic engineer : K. Furukawa
- PORTS -
* Consoles :
Sega Mega Drive (1992)
Nintendo Super Famicom (1993)
$end
$info=csuperas,
$Edit this entry at Arcade-History.com
$bio
Super Astro Fighter (c) 1981 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 09
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in May 1981.
- SERIES -
1. Astro Fighter [Upright model] (1980)
1. Astro Fighter [Slimline model] (1980)
2. Super Astro Fighter (1981)
$end
$info=sbagman,sbagmans,
$Edit this entry at Arcade-History.com
$bio
Super Bagman (c) 04/1984 Valadon Automation.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Stern for US manufacture and distribution.
- SERIES -
1. Bagman (1982)
2. Super Bagman (1984)
$end
$info=dblplay,
$Edit this entry at Arcade-History.com
$bio
Super Baseball Double Play Home Run Derby (c) 1987 Tradewest / Leland Corp.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : stick
Buttons : 6
- SERIES -
1. World Series - The Season (1985)
2. Baseball The Season II (1987)
3. Super Baseball Double Play Home Run Derby (1987)
4. Strike Zone Baseball (1988)
- STAFF -
Lead Programmer : Medo Moreno
Art Director : Dan Viescas
Artist : Jerry Huber
$end
$info=sbasketb,sbasketo,sbasketu,
$Edit this entry at Arcade-History.com
$bio
Super Basketball (c) 1984 Konami.
Basketball game.
- TECHNICAL -
This game appears to have only been available as a conversion kit. The game runs on a single large motherboard with one daughterboard attached. This board is compatible with the Konami Standard and will plug into any machine wired for that standard.
Game ID : GX405
Main CPU : M6809 (@ 1.4 Mhz)
Sound CPU : Z80 (@ 3.5795 Mhz)
Sound Chips : DAC (@ 3.5795 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3 (DRIBBLE, PASS, SHOOT)
- TRIVIA -
Released in September 1984. This is the first basketball game presented by Konami.
- UPDATES -
It appears that there was both an encrypted and an unencrypted version of the game, there is no game+play difference between them, but they do use slightly different hardware.
- TIPS AND TRICKS -
* Angle And Timing Rules...
Free Throws : 41-44 and 46-49% = 1 pt and 3 seconds, 45% = 2 pts and 5 seconds.
Jump Shots : Varies by location, 45% sinks from anywhere ('nice shot'), 5 seconds.
Dunk Shots : Same as above, grants one extra second.
Lose 5 seconds for each turnover, unless game clock is already at :09 or below.
* Speed and time are essential. The big points are scored on the after-game bonuses, and you need to score tons of points to beat the World Champs. Here's how :
1) The primary sweet spot on the floor is the baseline (right edge) on the right (bottom) side of the basket, anywhere inside 3 point range. You can win most games shooting only from here. Dribble there every chance you get and shoot while running out of bounds -- the computer can't block the shot and any reasonably angled shot will go in.
2) The secondary sweet spot is the bottom left corner of the free throw line. Periodically one of your players will post up in this spot -- a quick pass to him results in an easy shot if it's taken immediately. The computer can sometimes stop the play, but it's such a fast striking shot that it can pay off big when time is running low.
3) Basic strategy is score fast, score often, you need the time. Pass north-south, not east-west and you can get around the defenders to the baseline. Take most of your shots from there as outlined above, and you should score fast enough to beat most teams.
* Hint 1 : On bonus shot screens, just shoot like crazy. You can have multiple balls on+screen at once, so don't bother aiming.
* Hint 2 : After about the 4th team, you're better off just avoiding passing altogether as they pick off the balls too often.
* Hint 3 : Move diagonally as much as possible rather than straight forward, and when under the hoop, you don't need to make a full jump to get it in easy - that just makes it easier to be blocked.
* Hint 4 : If you're moving without the ball (say after a shot, to go rebound) it seems that you can run faster if you 'dribble' even though you don't have a ball to do that with.
* 5,000 Point Bonus : When you're shooting free throws, hold down the shoot button until the angle indicator is between 85 and 90 degrees. The ball will go straight up, bounce off the shooter's head, and bounce off the screen, awarding you a 5,000 point bonus.
- PORTS -
* Consoles :
Nintendo DS (2007, "Konami Classics Series - Arcade Hits")
$end
$info=sbishi,
$Edit this entry at Arcade-History.com
$bio
Super Bishi Bashi Champ (c) 1998 Konami.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Buttons : 3
- SERIES -
1. Bishi Bashi Championship Mini Game Senshuken (1996)
2. Super Bishi Bashi Champ (1998)
3. Handle Champ (1998)
4. Bishi Bashi Special (1998, Sony PlayStation)
5. Hyper Bishi Bashi (1999)
6. Bishi Bashi Special 2 (1999, Sony PlayStation)
7. Gachaga Champ (1999)
8. Step Champ (1999)
9. Bishi Bashi Special 3 (2000, Sony Playstation)
10. Hyper Bishi Bashi Champ (2000)
11. Bishi Bashi Special 3 (2000, Sony PlayStation
12. Anime Champ (2000)
13. Salaryman Champ (2001)
14. Great Bishi Bashi Champ (2002)
$end
$info=sboblbob,sboblboa,
$Edit this entry at Arcade-History.com
$bio
Super Bobble Bobble (c) 19??.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 59.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
= > [1] Bubble, [2] Jump
- TRIVIA -
Super Bobble Bobble is a bootleg of "Bubble Bobble".
- UPDATES -
Super Bobble Bobble has the 'Super Bubble Bobble' code (see "Bubble Bobble" entrie) in dip switch. Also, this bootleg has a new feature in Dip switch where you may control the speed of monsters.
The monsters 'Mighta', 'Hidegonsu', and 'Drunk' do not throw their projectile weapons (i.e. 'Mighta' does not throw his slow-moving stone balls, 'Hidegonsu' does not throw his fast-moving fireballs, and 'Drunk' does not throw his boomerang bottles). However, the 'Invader' monster, who appears in 'normal' mode only, does throw his laser projectile.
$end
$info=superbon,
$Edit this entry at Arcade-History.com
$bio
Super Bond (c) 1982 Alpha.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Super Bond is a convertion kit for "Super Cobra (Konami)", "Frogger (Konami)", "Amidar (Konami)" or "Scramble (Konami)".
Was distributed by Signatron in USA.
$end
$info=superbwl,
$Edit this entry at Arcade-History.com
$bio
Super Bowl (c) 1982 Greyhound Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Palette colors : 256
Players : 1
Buttons : 9
$end
$info=sbrkout,
$Edit this entry at Arcade-History.com
$bio
Super Breakout (c) 09/1978 Atari.
Super Breakout allows the player(s) to select any one of three different action-packed Super Breakout games by turning the game select knob on the control panel to the desired game. The three available Super Breakout modes are the following :
* Double Breakout : before serving the ball, the Double Breakout playfield contains 52 orange bricks (4x13) at the top of the screen and 52 green bricks (4x13) immediately below the orange brick wall.
Two paddles are displayed at the bottom end of the screen. When the serve pushbutton is pressed two balls are served. If the first ball served is missed, it counts as a missed serve and goes against the players allotted serves per game; otherwise the second ball is served. If the second ball served is missed after striking the first served ball, the player may continue with the first ball.
* Cavity Breakout : before serving the ball, the Cavity Breakout playfield contains 44 orange bricks and 52 (4x13) green bricks located immediately below the orange brick wall. At approximately 3 columns in and 2 rows down into the orange brick wall, from both the left and the right side of the wall, two cavities appear. These two cavities occupy the space of 4 bricks (a 2x2 brick area).
One paddle is provided in this game, and only one ball is served, unlike Double Breakout. When enough bricks are removed to release a captive ball from its cavity, the score doubles for each brick removed by any of the two balls in the playfield (as long as the served and freed ball remain active in the playfield). If the third ball is freed and all three balls are played in the playfield, the score triples. If any one of the balls is missed and lost, the score returns to double points. If the second ball is missed and only one ball remains in the playfield, points are then scored as normal.
* Progressive Breakout : before serving the ball, the Progressive Breakout playfield contains 4x13 brick walls (one blue and the other green). The blue brick wall, which consists of 52 bricks, is at the top. Then occurs a space equivalent to this wall. In the middle of the screen is a green brick wall consisting of 52 bricks.
The brick walls move or 'scroll' toward the paddle at a rate determined by the number of hits on the ball. As the bricks are knocked out and the walls progressively creep up on the player's paddle, new bricks enter the playfield at a progressively faster rate; four rows of bricks are always separated by four rows of blanks.
As the brick walls scroll down, their colors change which indicates a new point score for that brick at that instant of time.
- TECHNICAL -
This title was most commonly available in an upright dedicated cabinet, although cocktail versions were also available. The machine featured a cartoon rendering of game-play on both the side-art and the marquee (done up mostly in yellow and brick red). The control panel was decorated with a few stripes and featured a single spinner control along with one button. The game was displayed on a black and white open frame monitor that had a color overlay installed to simulate color. This overlay made the different rows of bricks appear to be different colors.
Game ID : 033442-033455
Main CPU : M6502 (@ 375 Khz)
Sound Chips : DAC (@ 375 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Approximately 4,800 units were produced.
This game is also known as "Super Knockout" (licensed to Subelectro).
- SCORING -
* Double Breakout Mode (the maximum score for this mode is 2694) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
* Cavity Breakout Mode (the maximum score for this mode is 3384) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
* Progressive Breakout Mode (the maximum score for this mode is infinite) :
Blue brick : 7 points.
Orange brick : 5 points.
Green brick : 3 points.
Yellow brick : 1 point.
- TIPS AND TRICKS -
* Ball Speed : Besides the slowest ball speed, right after the serve, there are three possible speed-ups. The first speed-up after the serve occurs on the 4th hit, and a second faster speed-up occurs on the 8th hit. The third occurs after the 12th hit and the fourth occurs when a highpoint (either a 5- or 7-point) brick is hit, regardless of previous speed. Ball speed is restored to slowest value at the beginning of each serve.
* Ball Direction : When the ball intercepts the paddle it will rebound in any of four directions, depending on which portion of the paddle was hit (divide the paddle in four egal portions). This is still the case after the paddle has been reduced to half its normal size. Note that the ball is not allowed to move in a direction perpendicular to the front surface of the paddle or perpendicular to the edge of the paddle. These directions change with the number of hits of the balls. Just like the ball speed changes occur at the 4th, 8th and 12th ball hits.
- SERIES -
1. Breakout (1976)
2. Breakout Deluxe (1976)
3. Super Breakout (1978)
4. Breakout 2000 (1997, Atari Jaguar)
- STAFF -
Designed and programmed by : Ed Logg
- PORTS -
* Consoles :
Atari 2600 (1978)
Mattel Intellivision (1981, "Brickout!")
Atari 5200 (1982)
Atari XEGS
Sega Master System (1992, "Arcade Smash Hits")
Nintendo Game Boy (1996, "Battlezone / Super Breakout")
Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Atari Jaguar (1997, "Breakout 2000")
Nintendo Game Boy Color (1998)
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Nintendo Game Boy Advance (2005, "Millipede / Super Breakout / Lunar Lander")
* Computers :
Atari 400 (1979)
BBC B (1982, "Acornsoft Breakout" - Acornsoft)
Atari ST (1987)
PC [MS Windows, CD-ROM] (1999, "Atari Arcade hits 1")
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Atari Paddle TV Game (2004 - Jakk's Pacific)
Nokia N-Gage (2005, "Atari Masterpieces Volume 1")
$end
$info=sb2003,sb2003a,
$Edit this entry at Arcade-History.com
$bio
Super Bubble 2003 (c) 2003 Limenko.
An advanced version of a classic type of game. Moni & Chris are on a quest to rid there island of viscous invading monsters. Players blow bubble to entrap the monsters and then jump on them to make them pop. Luckily Moni & Chris have many items to help them dispose of these dangerous foes. Like exterminate scrolls which called forth the force of the elements and nature or the super transform crystal which powers up our heroes so they don't have to encase the enemies in bubbles first they can just run into they to destroy them. Players can in power up the attack button to blow a triple bubble instead of a single. The main objective of the players is to clear all the enemies for each area of the island. The game consists of 4 chapters with 60 stages.
- TECHNICAL -
Main CPU : E1-32XT (@ 80 Mhz)
Palette colors : 4096
Players : 2
Buttons : 2
$end
$info=superbug,
$Edit this entry at Arcade-History.com
$bio
Super Bug (c) 09/1977 Atari.
- TECHNICAL -
Game ID : 009115-009467
Main CPU : M6800 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4
Players : 1
Control : steering wheel, pedal, four-speed shifter
- TRIVIA -
Howie Delman's first Coin-operated video game. Its original name was 'City Driver'. This is the first video game to use a scrolling playfield.
- STAFF -
Designed and programmed by : Howard Delman
Howard also designed the hardware for this game.
$end
$info=supbtime,supbtimj,
$Edit this entry at Arcade-History.com
$bio
Super Burger Time (c) 1990 Data East.
Peter Pepper returns almost eight years after the original Burger Time - and this time, there are more evil things in his way, more tools to deal with them (the classic pepper, a skewer, a frying pan, even a water hose), and bigger burgers to assemble. You even have to fight bosses, by heaving hamburgers at them!
- TECHNICAL -
Game ID : MAE
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1990.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Edward Randy, Super Burger Time - PCCB-00061) on 21/04/1991.
- TIPS AND TRICKS -
Unlike in the original Burger Time, your weaponry is time-limited instead of limited in number of uses. Also unlike the original, hitting an enemy enough times with your weapon will knock them off the screen. If your weapon runs out of time, you'll be left unarmed until you can get another from the windows on either side of the screen. Don't be afraid of hammering your fire button - but also remember, you get extra points if you trap an enemy beneath a falling burger piece, so it may be in your best interests to merely stun them and then drop a topping on them, depending on the situation.
- SERIES -
1. Burger Time (1982)
2. Peter Pepper's Ice Cream Factory (1984, Cassette DECO)
3. Super Burger Time (1990)
- STAFF -
Game designer : Koji Akibayashi
Software : Mentaiko (as Mr. Mentaiko), Virago Yamasaki, Naoya Hanada
Graphic designers : Mario Watanabe, Yoshiyuma
Sound : Tatsuya Kiuchi Tomtom Sato
Hardware : Hiroyuki Iwabe
Reserve man : Furiten Nishi
$end
$info=sbbros,
$Edit this entry at Arcade-History.com
$bio
Super Buster Bros. (c) 1990 Mitchell.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Capcom for US manufacture and distribution.
This game is known outside US as "Super Pang".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '???'.
- TIPS AND TRICKS -
* Stage Select on Tour Mode : select Tour mode. Hold Down the joystick and press Fire button.
* Win 500 Points in Panic Mode : hold Down the joystick and 500 points will be added to your score every few seconds.
* Win 100.000 points in Panic Mode : if you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100.000 points, but the speed of the balls will suddenly become extremely fast.
- SERIES -
1. Buster Bros. (1989)
2. Super Buster Bros. (1990)
3. Buster Buddies (1995)
4. Mighty! Pang (2000)
- STAFF -
Planners : Uda, Futoshi Kuwahara
Designers : Kurihara, Furukawa
Programmers : Shinohara, Nakai
Composer : Takaoka
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Sony PSP (2006, "Capcom Puzzle World")
$end
$info=pc_suprc,
$Edit this entry at Arcade-History.com
$bio
Super C (c) 1990 Konami.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : UE
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* 10 Extra Lives (Player 1) : When the title screen pops up, press Right, Left, Down, Up, A, B, then Start.
* 10 Extra Lives (Player 2) : When the title screen pops up, press Right, Left, Down, Up, A, B, Select, then Start.
* Sound Mode : To open the Sound Test, while on the Title Screen, hold down A+B then press Start.
* Replay game with previous score : Complete the game once and return to the title screen. Press A, B, Start at the title screen to start the game again with your score intact and three lives.
* Replay game with previous score and lives : Complete the game once and return to the title screen. Press B, A, Start at the title screen to start the game again with your score intact and the lives accumulated in the previous game.
- STAFF -
Directed By : Umechan Team
Programmer : S. Umezaki
Graphic designer : S. Muraki
Sound designer : H. Maezawa
Special Thanks : K. Shimoide, Super C Team
$end
$info=sucasino,
$Edit this entry at Arcade-History.com
$bio
Super Casino (c) 1984 Data Amusement.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=sbasebal,
$Edit this entry at Arcade-History.com
$bio
Super Champion Baseball (c) 1989 Alpha Denshi.
A baseball game from Alpha Denshi. This is the 3rd game in the Champion Baseball series, with improved graphics and gameplay.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1989.
Licensed to SNK for US manufacture and distribution.
- SERIES -
1. Champion Baseball (1983)
2. Champion Baseball Part-2 (1983)
3. Super Champion Baseball (1989)
$end
$info=superchs,
$Edit this entry at Arcade-History.com
$bio
Super Chase - Criminal Termination (c) 1992 Taito.
- TECHNICAL -
Board Number : K11E0740A
Prom Stickers : D46
Main CPU : 68EC020 (@ 16 Mhz), 68000 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 13.343 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : Steering wheel
Buttons : 6
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
- SERIES -
1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1992)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)
- STAFF -
Planners : Seiji Kawakami, Nobuhiro Hiramatsu
Main programmer : Akira Ohtsuki
Enemy programmers : Hiroshi Aoki, Takeshi Higuchi
Demo programmers : Masashi Tsuzura, Kouji Tsunekiyo
Course edit : Takashi Kurosawa
Director designers : Seiji Kawakami, Nobuhiro Hiramatsu
Object designers : Shinjiroh Sugitani
Demo designers : Takayuki Isobe
Nancy designers : Tomohisa Yamashita
Assistant designers : Peacock
All song create : Yasuhisa Watanabe
Sound effects & voice data (Zuntata) : Katsuhisa Ishikawa
System engineers : Yasuhiro Shibuya, Hajime Rga, Hironobu Suzuki
Mechnanic engineers : Kazuhisa Tabuchi, Kazuhiro Kawabata, Jun Nishiyama
Designers : Yoshinori Aiura, Hidetomo Ogino
- PORTS -
* Consoles :
Nintendo Super Famicom (1993, "Super Chase H.Q.")
$end
$info=scobra,scobras,scobrab,scobrase,
$Edit this entry at Arcade-History.com
$bio
Super Cobra (c) 03/1981 Konami.
The object of the game is to invade 10 SUPER COBRA defense systems of increasing difficulty and safely pick up the BOOTY.
Use the joystick to move up, down, accelerate and decelerate. Use the Laser and Bombs to destroy defenders. Hitting tanks scores Mystery Value worth 100, 200, or 300 points. Rockets, Tanks, Missiles, and UFO's may all fire at invader. Hit fuel tanks for extra fuel for CHOPPER. The Chopper uses up fuel as it flies, except in between defense levels.
At 10,000 points, the player is awarded a BONUS CHOPPER.
At the end of the game, the player can continue at the defense level he left off on by depositing extra coins and pressing the discharge button on the left-hand side of the panel.
If the Booty is destroyed on the BASE level, the player may try again. When the Booty is safely recovered, a Bonus Chopper is awarded and play resumes at defense level Number 1 where the fuel is used up faster and the defenders fire more often.
SUPER COBRA Defense Level Descriptions :
* Fuel Tanks appear on every defense level.
* Tanks appear and fire on all levels except level 8 where they do not fire.
Level 1 - Player must maneuver the chopper over mountainous terrain against fast and slow firing rockets.
Level 2 - Chopper faces Arcing missiles over a mountain terrain.
Level 3 - Smart Bombs flying in groups of 4 over mountainous terrain. Rockets appear, but do not fire.
Level 4 - Single Smart Bombs over mountainous terrain. Again, Rockets appear but do not fire.
Level 5 - Chopper flies through a cavern-like terrain against Falling Mines.
Level 6 - Rapidly firing, Roving Tanks over mountainous terrain. Rockets appear, but do not fire.
Level 7 - Maneuver through a field of meteors which explode when hit with bombs or 3 times with Laser, plus a single, green, shadow meteor directly in front of Chopper which explodes when hit 5 times with Laser. Rockets appear but do not fire.
Level 8 - Chopper flies over mountainous terrain against rapidly firing UFO's. Tanks and Rockets appear, but do not fire.
Level 9 - Chopper faces arcing missiles over tall buildings. Level 10-Firing rockets in a Building Maze.
Base - Player must maneuver the Chopper over tall buildings against arcing missiles and rapidly firing tanks to reach the Booty and safely carry it away.
- TECHNICAL -
Game ID : GX316
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)
- TRIVIA -
Licensed to Stern (07/1981) and Sega.
Super Cobra came out at the same time as "Scramble". While Scramble only went through five areas to the base, Super Cobra went through ten areas. Super Cobra also had more enemies to deal with besides the missiles such as gun batteries and sidewinder missiles. The premise, though, is the same. Penetrate the enemy defenses to make it to the base to pick up the booty. What do you have against all this defense, you have your Super Cobra of course. It will, though, require all of your skills as a pilot to be able to go the distance to get the booty. This game never gained the popularity of Scramble but it still remains a cult classic and actually seems to have had better staying power then Scramble. Perhaps the reason was because it was more of a challenge, who knows.
Super Cobra came in the standard 'Stern Cabinet' which was the same one used for "Scramble", "The End", "Berzerk", and many others. This title features painted 'Stern' sideart and uses a vertical monitor. The marquee is reddish and shows a helicopter, a few missiles and a very 70s looking 'Super Cobra' logo. The control panel uses a single 8-Way leaf switch joystick which is mounted centrally, FIRE and BOMB buttons are on either side (meaning you can play this title with either hand).
A bootleg was released the same year by Karateco.
A Super Cobra unit appears in the 1982 movie ''Fast Times at Ridgemont High''.
- SCORING -
10 points per second of flying.
Missile on ground : 30 points
Sidewinder missile on ground : 40 points
Missile in air : 50 points
Sidewinder missile in air : 60 points
Red UFO : 100 points
UFO : 100 points
Fuel tank : 50 points
Gun battery : 100, 200, or 300 points
Green fireball : 150 points
Missile in ceiling : 30 points
Missile dropping from ceiling : 50 points
Booty : 800 points
- TIPS AND TRICKS -
* When you start the game, your helicopter will be at the left side of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the right side and no slower then the left side. You can, however, vary your speed in-between by pushing the joystick back and forth. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control. You will hit a clear area and a message will come up such as '1000 miles cleared', '2000 miles cleared', etc... until your reach the base.
1ST AREA : This is a basic introductory area. It will allow you to get used to the controls while the threat level remains relatively low. The area is a mix of both mountainous and city.
a) Learn how to vary your speed and you can drop bombs with pinpoint precision. You can only have two bombs on the screen at any one time. You will have to go close to the surface to really make a difference. The biggest threat is the missiles that rise up to meet you.
b) Fuel is a very precious commodity in this game. Don't take a chance trying to bomb a fuel tank. It's better, if you have a flat section, to take out what's under your rocket, and strafe the rest of the way. This way, you ensure you can hit the fuel tank or tanks.
c) Watch the terrain. Sometimes you may be cruising when a mountain will appear suddenly requiring quick reflexes and space you may not have.
d) You also need to watch out for ground fire from the gun batteries. They tend to fire random shots and if you aren't careful, they will hit your helicopter.
2ND AREA : This area introduces you to the sidewinder missile. These missiles are unusual in the fact that they fire at an arc and come back down again. This means your helicopter can get hit two ways. Of course, if it misses your helicopter, it tends to sometimes be helpful by taking out other ground targets such as missiles and gun batteries. The terrain is mountainous.
a) Follow the same pattern as you did in the 1st Area. This time, you need to be wary of the sidewinder missiles.
b) As always, make sure you keep a high fuel level and watch out for those gun batteries.
3RD AREA : You get to deal with the red UFO's in this area. Also, the mountains will get steeper and create ''choke points'' at the top of the screen. Of course, you will have to contend with the UFO's coming through the other side. The terrain is mountainous.
a) The red UFO's aren't too difficult to deal with. They have a tendency to stop in pairs, then come at your helicopter. Again, it's easy to shoot them down.
b) The biggest threats are the 'choke points'. You usually will arrive at the same time as a UFO to see who's first over the mountain. This will require quick reflexes.
c) Even though no missiles come up at you, the gun batteries will still harass you.
4TH AREA : This is a continuation of the 3rd Area. Except this time the area you are flying in is significantly narrowed to a point where it seems like you are going through natural caverns. Use the same methods as the 3rd Area.
5TH AREA : You will have to deal with threats both from above and below in this area. There are missiles in the ceiling of the caverns that will drop down. Although missiles aren't firing from the ground, you still have to deal with gun batteries. The terrain is mountainous and caves.
a) You will have to be real careful in this area, the missiles in the ceiling are pretty concentrated. You will have to be able to speed up and slow down on a dime to avoid them or to shoot them.
b) Don't get too close to the ground since the terrain goes from mountains to canyons very quickly.
c) As already mentioned, get fuel and avoid ground fire.
6TH AREA : The main threat in this area is the fact the gun batteries now move. That's right, they track right along with your helicopter until they hit an obstacle. They travel equally well in the canyons as well as the mountains. This makes them especially dangerous since they are firing at the same time.
a) You will have to accelerate and decelerate frequently to 'fool' the moving gun batteries.
b) When you destroy ground targets, be selective in which ones you hit because if you hit targets in the path of the moving gun batteries, you just allow them to travel farther.
7TH AREA : This area is a little trickier since you now have fireballs coming at your helicopter. In addition, there is a green fireball that likes to track your helicopter and prevent your shots from gaining any distance. It takes seven shots to take out this fireball. The terrain is mountainous.
a) You will be staying in the valleys most of the time in this area. This is a good time to shoot things up on the ground since again, the missiles won't fly up at your helicopter. Gun batteries, though, will continue to harass you.
b) Timing again is important in this area since there are hills in the valley you must cross over. Of course, the tops of these hills are exposed to the fireballs. Time it so that right after a fireball passes over a hill, accelerate and drop into the next valley. Then decelerate in preparation for the next hill.
8TH AREA : This is repeat of the 3rd area except this time you will be dealing with 'chains' of white UFO's. Use the same tactics as the 3rd Area.
9TH AREA : This is a very short city area. Just watch out for sidewinder missiles.
10TH AREA : This is the area that will get most players. The movements have to be precise in the caves or you will end up part of the wall.
a) Learn quickly when to accelerate and decelerate within the caves. Right when you come to a ledge, push the joystick all the way back and start lining up for the next cave. Accelerate quickly through it, decelerate and repeat this pattern.
b) Don't worry about running out of fuel in the caves, there are plenty of fuel tanks to top your helicopter off. Plus, you will need all that fuel for not only navigating through the caves, but also the base since it doesn't have any fuel tanks.
BASE : This is the second hardest area that gets a lot of players. You have to be very precise in your movement. You will have to deal with gun batteries firing at you while you are trying to pick up the booty.
a) You will see the KONAMI sign atop one of the buildings. Once you see this, you need to decelerate rapidly and drop down quickly to the shorter building next to the base. Once you almost clear that building, you will have to rapidly decelerate, drop down, grab the booty, and rise quickly to avoid the building on the right.
b) If you fail to grab the booty on a pass, the screen will repeat itself until you either destroy the base or run out of rockets to use on it.
Once you have completed the Base, the action goes back to the 1st Area again. Things, however, will speed up. Fuel consumption is quicker and the enemies also are faster.
- SERIES -
1. Scramble (1981)
2. Super Cobra (1981)
- PORTS -
* Consoles :
Entex Adventurevision (1982)
G7000 Videopac
Magnavox Odyssey 2 (1983, "Super Cobra" - Parker Brothers)
Mattel Intellivision (1983)
Colecovision (1983)
Atari 2600 (1983)
Atari 5200 (1983)
Atari XEGS
Sony PlayStation (1999, "Konami Arcade Classics")
* Computers :
Atari 800 (1983)
Amstrad CPC (1987, "Killer Cobra" – Mastertronic)
Commodore Plus/4 (1987)
MSX
Sord-M5
* Others :
VFD handheld game (1982) released by Entex.
VFD handheld game (19??) released by Gakken : Two different body styles were released.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=scontra,
$Edit this entry at Arcade-History.com
$bio
Super Contra (c) 1988 Konami.
This sequel to the 1987 original is set during the month of December in the year 2634. A disturbing distress signal from General Hal - who was on his way to South America in preparation for the GX Army's 7th military maneuvers- is received, reporting that the GX Army has suddenly revolted. The top branch of the federation forces calls in Bill and Lance to investigate the situation.
They arrive at the base ruins, only to find out that the GX Army's troops were being possessed by the same kind of mutated creatures they fought at Galuga in the original "Contra". The situation is worsened by the fact that Bill and Lance will be killing their former comrades-in-arms.
Super Contra plays identically to its predecessor, with the usual mix of run-and-gun gameplay. The main difference was that the into-the-screen stages of the original Contra were replaced by overhead stages. In addition, weapons were now upgradable and represented by the actual guns themselves as opposed to the letter icons of the first game. Players have also gained the ability to duck underwater to avoid being shot. There are a total of five levels, many of which have sub-bosses.
Super Contra's weapon Power-ups are as follows :
Machine gun.
Grenade launcher.
Spread gun.
Laser.
- TECHNICAL -
Game ID : GX775
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in January 1988.
This game is known in Japan as "Super Contra - Alien no Gyakushuu".
King Records released a limited-edition soundtrack album for this game (Music From Super Contra & AJax - K30X-7702) on 21/03/1988.
- SERIES -
1. Contra (1987)
2. Super Contra (1988)
3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
4. Contra - Hard Corps (1994, Sega Mega Drive)
5. Contra - Legacy of War (1996, Sony PlayStation)
6. C - The Contra Adventure (1998, Sony PlayStation)
7. Contra - Shattered Soldier (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)
9. Contra 4 (2007, Nintendo DS)
- STAFF -
Written & directed by : H. Tsujimoto
Assistant director : K. Wada
Associate to directors : S. Fujiwara, T. Koudo
Production sound mixer : Y. Uno
Music editors : K. Muraoka, Motoaki Furukawa
Art director : K. Nakamura
Set director : N. Sugita
Titles : H. Takatani, N. Ishii
Makeup supervisor : M. Moriyama
Conceptual artist : T. Jinbo
Electronics designer : K. Hashima
Publicity supervisor : F. Shibuya
Still photographer : J. Tanaka
Translator : K. Hayashi
Produced by : K. Hiroshita
- PORTS -
* Consoles :
Nintendo Famicom (1990, "Super C")
Nintendo Game Boy (1991, "Operation C")
Microsoft XBOX 360 (2007,"Xbox Live Arcade")
* Computers :
Commodore Amiga (1990, "Super C")
$end
$info=scontraj,
$Edit this entry at Arcade-History.com
$bio
Super Contra - Alien no Gyakushuu (c) 01/1988 Konami.
This sequel to the 1987 original is set during the month of December in the year 2634. A disturbing distress signal from General Hal - who was on his way to South America in preparation for the GX Army's 7th military maneuvers- is received, reporting that the GX Army has suddenly revolted. The top branch of the federation forces calls in Bill and Lance to investigate the situation.
They arrive at the base ruins, only to find out that the GX Army's troops were being possessed by the same kind of mutated creatures they fought at Galuga in the original "Contra". The situation is worsened by the fact that Bill and Lance will be killing their former comrades-in-arms.
Super Contra plays identically to its predecessor, with the usual mix of run-and-gun gameplay. The main difference was that the into-the-screen stages of the original Contra were replaced by overhead stages. In addition, weapons were now upgradable and represented by the actual guns themselves as opposed to the letter icons of the first game. Players have also gained the ability to duck underwater to avoid being shot. There are a total of five levels, many of which have sub-bosses.
Super Contra's weapon Power-ups are as follows :
* Machine gun.
* Grenade launcher.
* Spread gun.
* Laser.
- TECHNICAL -
Game ID : GX775
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The subtitle of this game translates from Japanese as 'Alien's Counter-attack'.
This game is known outside Japan as "Super Contra".
Note : The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.
King Records released a limited-edition soundtrack album for this game (Music From Super Contra & AJax - K30X-7702) on 21/03/1988.
- SERIES -
1. Contra (1987)
2. Super Contra - Alien no Gyakushuu (1988)
3. Contra III - The Alien Wars (1992, Nintendo Super Famicom)
4. Contra - Hard Cops (1994, Sega Mega Drive)
5. Contra - Legacy of War (1996, Sony PlayStation)
6. C: The Contra Adventure (1998, Sony PlayStation)
7. Shin Contra (2002, Sony PlayStation 2)
8. Neo Contra (2004, Sony PlayStation 2)
- STAFF -
Written & directed by : H. Tsujimoto
Assistant director : K. Wada
Associate to directors : S. Fujiwara, T. Koudo
Production sound mixer : Y. Uno
Music editors : K. Muraoka, Motoaki Furukawa
Art director : K. Nakamura
Set director : N. Sugita
Titles : H. Takatani, N. Ishii
Makeup supervisor : M. Moriyama
Conceptual artist : T. Jinbo
Electronics designer : K. Hashima
Publicity supervisor : F. Shibuya
Still photographer : J. Tanaka
Translator : K. Hayashi
Produced by : K. Hiroshita
$end
$info=supcrash,
$Edit this entry at Arcade-History.com
$bio
Super Crash (c) 1979 Video G Electronic Games.
- TECHNICAL -
Main CPU : Z80 (@ 1.93356 Mhz)
Colors palette : 64
Players : 1
Buttons : 1
- TRIVIA -
This game is a bootleg of "Head On".
$end
$info=sprcros2,sprcrs2a,
$Edit this entry at Arcade-History.com
$bio
Super Cross II (c) 1986 GM Shoji.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 5 Mhz)
Sound Chips : (3x) SN76496 (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 18
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=suprgolf,
$Edit this entry at Arcade-History.com
$bio
Super Crown Golf (c) 19?? Nasco / Face.
A golf game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 2-way joystick
Buttons : 3
- SERIES -
1. Crowns Golf (1984)
2. Crowns Golf In Hawaii (1985)
3. Super Crowns Golf (19??)
$end
$info=scfinals,
$Edit this entry at Arcade-History.com
$bio
Super Cup Finals (c) 11/1993 Taito.
- TECHNICAL -
Taito F3 System hardware
Board Number : K11E0776A
Prom Stickers : D49
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Taito Cup Finals" and in Japan as "Hattrick Hero '93".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '!!!'.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Collection - ZTTL-0022) on 05/1998.
- SERIES -
1. Football Champ (1991)
2. Taito Cup Finals (1993)
3. Hattrick Hero '94 (1994)
4. Taito Power Goal (1994)
- STAFF -
Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi
Designers : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka
* CAST :
Player & Gk : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita
Assistant : Shin Tanaka
Directors : Takeshi Kobori, Marutake
$end
$info=sderby,
$Edit this entry at Arcade-History.com
$bio
Super Derby (c) 1996 Playmark.
A horse betting game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : 4-way Joystick
Buttons : 2
$end
$info=spdodgeb,
$Edit this entry at Arcade-History.com
$bio
Super Dodge Ball (c) 11/1987 Technos.
- TECHNICAL -
Game ID : TA-0022
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM3812 (@ 3 Mhz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Nekketsu Koukou Dodgeball-bu".
- SERIES -
1. Super Dodge Ball (1987)
2. Super Dodge Ball (1996)
3. Super Dodge Ball Advance (2001, Nintendo Game Boy Advance)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
NEC PC-Engine (1990)
* Computers :
Sharp X68000 (1987, "Dodge Ball")
$end
$info=sdodgeb,
$Edit this entry at Arcade-History.com
$bio
Super Dodge Ball (c) 1996 Technos.
The popular game of Dodge Ball is a rather unique sport in which teams of three players try to knock each other out with the help of special moves and team attacks. In this game you take control of a team and must beat all other teams (you can even recruit the other team's leader after beating them!) in order to face the current Dodge Ball champion and take the title. Features cool anime style graphics, catchy music & great sound effects, plenty of moves at your disposal and a solid challenge level. Dodge Ball anyone? :)
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0208
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Shoot/Catch, [B] Pass/Dodge, [C] Jump, [D] Faint/Provoke
- TRIVIA -
This game is known as "Kunio no Nekketsu Toukyuu Densetsu" (literaly 'Kunio's Hotblooded Dodgeball Legend').
This game runs on the Neo-Geo MVS but was not released on the Neo-Geo AES home console.
This is yet another game by Technos that features characters inspired by the River City Ransom manga. In the overhead map at the beginning of each match, all characters are drawn in a comical small body style, apparently as an homage of the famous NES games that featured the River City Ransom characters.
Kunio appears in "Renegade" as main characters.
- UPDATES -
The International versions of this game are almost identical to the Japanese version (no voice cuts as in the Magical Drop games), only the title screen is completely different & the fact that Shinji's taunt is censored outside Japan (Instead of merely shaking his fist angrily at his opponents, Shinji gives them the middle finger!).
- TIPS AND TRICKS -
* Characters turn VERY slowly in this game, this means that you can score free hits if you either run past them and smack them with the ball, or pass the ball to a teammate that has already been defeated!
* Beat the game without continuing to see a special screen after the credits with all the characters grouped together.
- SERIES -
1. Super Dodge Ball (1987)
2. Super Dodge Ball (1996)
3. Super Dodge Ball Advance (2001, Nintendo Game Boy Advance)
- STAFF -
Game designer : Scirocco
Chief programmer : Makoto Satou
Assistant director : Shouichi Toyoshima
Character designers : Toru Tsuboya, Scirocco
C.V. supervisor : T?ru Furuya
Bitmap artists : Tsuyoshi Otake, Tetsuya Wahira, Toru Tsuboya, Haruyuki Watanabe, Kouji Maruta, Tadashi Maruyama
Programmers : Takahiro Takenouchi, Hiroe Tsuchida, Takeshi Hosono
Graphic assistants : Masamichi Katagiri, Kunihiro Hirabayashi, Takuto Mori, Koji Yamada, Hideki Hoshiya, Koji Ogata, Shun-Ichi Baba (Algo-Nicus)
Sound programmer : Bob
Sound composer : Ida
Sound effects : Taku
Sound : Fumio Suzuki, Tadashi Takatsuka
Animation : Hidekazu Ohara, Takashi Ajiri (SnowLightStaff)
* Character Voices :
Kunio : Ryo Horikawa
Riki : Masaaki Okura
Sabu : Yukimasa Kishino
Misuzu : Keiko Yamamoto
Shinji : Hisao Egawa
Kenji : Toru Furuya
Miyuki : Yuka Koyama
D.B.Maou : Daisuke Gouri
Announcer : Manami Nakayama
$end
$info=superdq,superdqs,superdqa,
$Edit this entry at Arcade-History.com
$bio
Super Don Quix-ote (c) 1984 Universal.
You are a knight named Don. Your girlfriend, Isabella, has been captured by an evil witch who is holding her hostage. You have a sword for a weapon and a sidekick named Sancho. You must battle your way to the evil witch's hideout and save Isabella.
- TECHNICAL -
This game uses a laser disc.
Main CPU : Z80
Sound Chips : SN76496, Custom
Palette colors : 32
Players : 2
Buttons : 1
- TRIVIA -
A Super Don Quix-ote machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
$end
$info=sddz,
$Edit this entry at Arcade-History.com
$bio
Super Dou Di Zhu (c) ???? IGS.
- TECHNICAL -
Main CPU : ARM7 (@ 20 Mhz)
$end
$info=sdtennis,
$Edit this entry at Arcade-History.com
$bio
Super Doubles Tennis (c) 1983 Data East.
- TECHNICAL -
Main CPU : M6502 (@ 750 Khz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=supdrapo,
$Edit this entry at Arcade-History.com
$bio
Super Draw Poker (c) 1983 Valadon Automation.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Buttons : 10
$end
$info=usg32,
$Edit this entry at Arcade-History.com
$bio
Super Duper Casino! (c) 05/1987 U.S. Games.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 248 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 1
Buttons : 5
- TRIVIA -
From the designer of "Little Casino".
$end
$info=speglsht,speglsha,
$Edit this entry at Arcade-History.com
$bio
Super Eagle Shot (c) 1994 Seta.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz), R3000 (@ 16 Mhz)
Sound Chips : ST0016 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=searthin,searthia,
$Edit this entry at Arcade-History.com
$bio
Super Earth Invasion (c) 1980 Competitive Video.
Take over command of earth base and use your skill to stop the earth invasion.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Space Invaders".
- UPDATES -
Super Earth Invasion also does a few things not seen in the original "Space Invaders" :
1) The saucers that run across the top of the screen shoot back at you when they have a clear shot.
2) Some invaders split apart after you hit them, giving you more invaders to shoot.
3) When you hit a UFO the game shows words (like BAM or POW) instead of points.
4) When you finish a rack, the following gets printed on the screen : "Congratulations of stopping the 1st (2nd, 3rd, etc) earth invasion. Warning! Superior invaders are on their way".
- SCORING -
Large Invader : 100 points
Medium Invader : 200 points
Small Invader : 300 points
UFO : 500 to 3000 points
- PORTS -
* Computers :
Mattel Aquarius (1983, "N-VADERS") : by ADD ON ELECTRONICS, written by K.Baker.
$end
$info=sfchamp,sfchampj,
$Edit this entry at Arcade-History.com
$bio
Super Football Champ (c) 1995 Taito.
- TECHNICAL -
Taito FX-1A hardware
Main CPU : SPU (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SPU (@ 4 Mhz), YM2610B (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- PORTS -
* Consoles :
Sony PlayStation (1996)
$end
$info=sformula,
$Edit this entry at Arcade-History.com
$bio
Super Formula - Chijou Saisoku no Battle (c) 1989 V-System.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The subtitle of this game translates from Japanese as 'Battle of the Fastest Above the Ground'.
This game is known outside Japan as "Tail to Nose - Great Championship".
Based on the 1988 F1 Season, the game is not licensed, but the name changes are only slight : Lotos (Lotus), Mclarun (McLaren), Ferreri (Ferrari), Merci (March (Technically Leyton House)), Willruns (Williams) and Benetten (Benetton). During the demo you get to see pictures of the car, drivers and their names. The drivers look exactly like who they should be.
$end
$info=sf1gp,
$Edit this entry at Arcade-History.com
$bio
Super Formula II (c) 1991 Playmark.
Bootleg of Video System's "F-1 Grand Prix".
$end
$info=sfkick,
$Edit this entry at Arcade-History.com
$bio
Super Free Kick (c) 200? HEC.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
$end
$info=superg,
$Edit this entry at Arcade-History.com
$bio
Super Galaxians (c) 1979 Zaccaria.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is an Italian hack of "Galaxian". The game is faster than the original.
- SCORING -
Light Blue Ship in formation : 30 points
Light Blue Ship attacking : 60 points
Purple Ship in formation : 40 points
Purple Ship attacking : 80 points
Red Ship in formation : 50 points
Red Ship attacking : 100 points
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
$end
$info=sgemf,sgemfa,sgemfh,
$Edit this entry at Arcade-History.com
$bio
Super Gem Fighter - Mini Mix (c) 09/1997 Capcom.
A superb, abstract and humorous fighting game featuring miniaturized renditions from several Capcom fighting games; including the legendary "Street Fighter" series, as well as "Darkstalkers" and the little-known "Red Earthtake".
During a bout, players will be able to release coloured gems from successful attacks against their opponent, as well as from wooden chests that regularly appear. Collecting these gems will 'power-up' the player's character, giving them more powerful attacks. There are two bars and three sub-bars in the interface. The two main bars are the life bar and the super bar; the first indicates the player's health and the second their ability to throw super combos. The Super Bar itself can be filled up to nine levels, allowing players to execute more super combos. Each super combo has a level assigned to it, and it uses Super Bars depending on it.
The three sub-bars show the level of three of each player's special moves. Each character has at least three special moves, as shown in the sub-bars, and each of these corresponds to a colour. Some characters have one or two additional Special Moves that aren't affected by sub-bars. Each time a player shoots their opponent, gems pop out of him or her, and the attacker can take them to power up their own special moves according to the colours.
There are four buttons : PUNCH, KICK, SPECIAL, and TAUNT. The Special button is a chargeable move that cannot be blocked and upon impact drops gems in the opponent's possession. More gems will be dropped depending on how much the player charges the attack. Holding Down, Forward or no direction at all when using the Special button will cause a specific gem color to drop from the enemy. Holding Back along with the Special button allows for a defense that is specific against the unblockable Special attacks. Other kinds of attacks do no damage when blocked, and unlike most 2-D fighting games, this includes special and super moves.
Super Gem Fighter also features Flash Combos in which a player can execute a combo by pressing the KICK or PUNCH button after they have hit their opponent using the PUNCH button for a total of four hits. Flash Combos will usually cause a player's fighter (except Ryu) to change into various costumes during the sequence, and perform a powerful attack in the end. This final hit is usually the hardest in the sequence to connect with. These costumes range from uniforms (such as traffic cops or schoolgirls), to swimsuits, and even cameos of other Capcom characters. For example, Chun-Li may turn into Jill Valentine from the Resident Evil series, while Felicia may turn into Mega Man or other Darkstalkers characters not playable in the game.
The commands are also very easy compared to the Street Fighter series, thanks to SPECIAL button. By doing a motion (for example : qcf or hcf) and pressing the Special Button the fighter will launch his or her super combo.
In addition to the usual punches, kicks and fireballs, each character has a couple of very abstract yet powerful 'special' attacks; which can range from the player producing a huge mallet (Ken), to standing on a podium and motioning a bicycle race through the opposing fighter (Chun Li).
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 25
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Pocket Fighter".
Many elements of the game come from "Super Puzzle Fighter 2 X" (basically gems and sounds).
When you talk about cameos in fighting games, this game is way packed in this category! Here are some famous ones...
* Felicia : Can disguise herself as Megaman ("Mega Man - The Power Battle"), Rikuo / Sasquatch / Huitzil ("Darkstalkers - The Night Warriors"), Gamof & Rimgal ("Star Gladiator - Episode : I Final Crusade").
* Ibuki : Among her costumes are Rolento ("Street Fighter Alpha - Warriors' Dreams") and Chaka ("Jojo's Bizarre Adventure").
* Chun Li : She disguises herself as Jun May Williams ("Star Gladiator - Episode : I Final Crusade") & Jill Valentine ("Resident Evil").
* Akuma : He disguises himself as Leo ("Warzard"). Also when performing his Shun Goku Satsu the old way (Punch, Punch, Towards, Kick, Special) he parodies Guy's Musou Renge Super Combo! ("Street Fighter Alpha - Warriors' Dreams").
Lord Raptor's graveyard makes a cameo in Akuma's ending!
* Ken : Some disguises are a soccer player ("Capcom Sports Club") and Hol Horse ("Jojo's Bizarre Adventure").
* Tessa : In one of her costumes she disguises as Midler ("Jojo's Bizarre adventure"). Also when she is low on energy and she blocks an attack she summons Pao ("Warzard") and uses her as a living shield!. :(
* Morrigan : When performing her 'Darkness Ilussion' she summons her kid sister Lillith ("Vampire Savior - The Lord Of Vampire").
* Hauzer : The huge monster who appears on Ryu's ending is a boss character in "Warzard".
* Zanglief : His Leaping Bite super combo actually happens to be a parody of Birdie's Murder Chain super combo (However Zangief modifies the second part of the move by biting the opponent instead of slamming them on the ground as Birdie does!).
The 'Capsy' soft drink (seen in Felicia's ending) is a parody of the Pepsi cola!. :)
Additionally you can find lots of famous Capcom characters on the game's backgrounds, some of these are :
* Blanka, Dhalsim & his wife Sari, E. Honda, M. Bison, Cammy, Fei Long, Guile, Charlie, Vega, Dee Jay, Birdie, Gen, Sodom, Guy & Rolento ("Street Fighter" games).
* Rikuo & Riki, Victor, Bishamon, Jon Talbain, Hsien Ko (disguised as Santa Claus!), Sasquatch, Demitri, Jedah (as a woman!), Donovan & Anita, Baby Bonnie Hood, Lin lin (in the game's logo!) & Huitzil (Darkstalkers/Vampire Savior games).
* Chris Redfield (looking quite pale & angry!), the giant snake boss (that is trying to gobble up Rikuo!) & a few zombies! ("Resident Evil" games).
* Helena ("Street Fighter III - New Generation").
* Vampire Mistress in Red Dress (seen in Demitri's stage in "Vampire Savior - The Lord Of Vampire").
* Demitri's girlfriends (seen in his own stage as well as in his ending in Darkstalkers & Nightwarriors games).
* Jun May Williams & Rimgal ("Star Gladiator - Episode : I Final Crusade").
* Don Tacos ("Pang! 3").
* Pao & Leo ("Warzard").
* Son Gokuu ("Son Son").
All of the death scenes that occur when a character is defeated are taken from famous old games, such as "Son Son"'s 'splash down the drain' or the famous "Final Fight" / "Double Dragon" 'blink-out'.
The long-nosed karate character bearing a halo that appears with Dan during certain moves is Dan's father who was killed by Sagat. The long-nosed karate fighter is a hilarious parody of Mr. Karate, aka Takuma Sakazaki of the AOF/KOF series, who wore a long-nosed Tengu mask in the original "Art of Fighting" when disguised as the final boss.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Play as Gouki : at the character select screen, highlight Ryu and press Left.
* Play as Dan : at the character select screen, highlight Ken and press Right.
- STAFF -
Object designers : Ino, Nishimura Masaru, Yorio, Shigeyama, Ohsumi Tomohiko, Mayano, Kimikimo & Sema, Iwasaki, Ikusan Z, Kitasan, Rumichan, Tamura Chizuko
Scroll designers : Takako Nakamura, Hiroki Ohnishi, Ojiji, Hirokazu Yonezuka, Yoichi Tanoue, R.Uno
Character designers : Edayan, I. Yamazaki, Jiwasaki, Sakomizu, Babatin, Uka-Bin
Music & Arrangement composers : Isao Abe, Yuki Iwai, Setsuo Yamamoto
Sound designers : Satoshi Ise, Ryoji, Hiroshi Ohno
Programmers : Knight Rider Giu, Senor, Pon, Ittetsu, Shinchan (as 'Hyper Shinchan'), Minomiya, Cham Cho Choy, Hard.Yas (- Enemy -), Team Dirty Beret
Game designers : Spp Iorya, Muraski Umagoyashi, Burns Fuji, Ohashi Mamoru, Team Sadogatake
Producer : Takashi Sado
General producer : Noritaka Funamizu
Executive producer : Yoshiki Okamoto
* Voice Actors :
Ibuki : Amano Yuri
Felicia : Araki Kae
Tabasa : Ishii Naoko
Ken Masters : Tetsuya Iwanaga
Sakura Kasugano : Sasamoto Yuko
Morrigan : Jinguji Yayoi
Zangief : Takagi Wataru
Gouki : Tomomichi Nishimura
Lei-Lei : Neya Michiko
Ryu : Hoshi Souichiro
Dan Hibiki : Hosoi Osamu
Chun-Li : Miyamura Yuko
- PORTS -
* Consoles :
Sony PlayStation (1998, "Pocket Fighter")
Sega Saturn (1998, "Pocket Fighter")
Bandai WonderSwan (2000, "Pocket Fighter")
Sony PlayStation 2 (2006, "Street Fighter Alpha Anthology")
$end
$info=suprglob,sprglobp,sprglbpg,
$Edit this entry at Arcade-History.com
$bio
Super Glob (c) 1983 Epos.
Guide the insatiable Toby through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz)
Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "The Glob" and "Beastie Feastie".
$end
$info=sgt24h,
$Edit this entry at Arcade-History.com
$bio
Super GT 24h (c) 1996 Jaleco.
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- PORTS -
* Consoles :
Sega Saturn (1998, "GT 24")
$end
$info=supergx,
$Edit this entry at Arcade-History.com
$bio
Super GX (c) 1980 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
$end
$info=hparadis,
$Edit this entry at Arcade-History.com
$bio
Super Hana Paradise (c) 1994 Dynax.
- TIPS AND TRICKS -
Hidden menu items : In order for this trick to work Hanafuda panel must be set in DIP switch menu. Choose 'Option' in test mode, and input the buttons 8, 6, 7 and 5. Finally press 'Yes' or 'No' button to activate.
$end
$info=mt_shang,
$Edit this entry at Arcade-History.com
$bio
Super Hang-On (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=shangon1,shangon2,shangupb,
$Edit this entry at Arcade-History.com
$bio
Super Hang-On [Mini Ride-On model] (c) 1987 Sega.
For this sequel to the superb 1985 original, Sega introduced the hilly, undulating roads that had been executed so superbly in 1986's "Out Run". The already fantastic game-play was further enhanced with the introduction of the 'turbo' : upon reaching the bike's maximum speed, players could press and hold the turbo button and push the bike to a breathtaking speed - something that was necessary to beat the game's extremely tight time limits. This had to be used judiciously, however, as the increase in speed made the bike harder to control and accelerating at the wrong time would invariably see a head-on collision with the many road-side objects that litter the stages.
Players could chose to race on any one of Super Hang-on's 4 courses : Africa, Asia, America and Europe.
Africa is the easiest and shortest of the 4, with each subsequent course becoming both more demanding - with tighter bends and more aggressive rival racers - and having a greater number of stages to have to beat. Africa, for instance, is made up of only 6 stages, while the hardest course, Europe, has 18 stages.
- TECHNICAL -
Game ID : 317-0034
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 12288
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
Released in April 1987.
Also released as "Super Hang-On [Sit-Down model]".
A bootleg version was released in 1992.
Alfa Records released a limited-edition soundtrack album for this game (After Burner : Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.
- SERIES -
1. Hang-On [Sit-Down model] (1985)
1. Hang-On [Ride-On model] (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On [Mini Ride-On Model] (1987)
4. Super Hang-On [Sit-Down model] (1987)
5. Limited Edition Hang-On (1991)
- STAFF -
Music composed by : Katsuhiro Hayashi, Koichi Namiki
- PORTS -
* Consoles :
Sega Mega Drive (1989)
Sega Mega Drive (1994, "MegaGames 3in1 Vol 1")
Sega Mega Drive (1995, "6-PAK")
Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")
* Computers :
Amstrad CPC (1987)
Commodore C64 (1988)
Atari ST (1988)
Commodore Amiga (1988)
Sinclair ZX Spectrum (1988)
Sharp X68000 (1989)
$end
$info=shangon,shangon3,
$Edit this entry at Arcade-History.com
$bio
Super Hang-On [Sit-Down model] (c) 1987 Sega Enterprises, Ltd.
For this sequel to the superb 1985 original, Sega introduced the hilly, undulating roads that had been executed so superbly in 1986's "Out Run". The already fantastic game-play was further enhanced with the introduction of the 'turbo' : upon reaching the bike's maximum speed, players could press and hold the turbo button and push the bike to a breathtaking speed - something that was necessary to beat the game's extremely tight time limits. This had to be used judiciously, however, as the increase in speed made the bike harder to control and accelerating at the wrong time would invariably see a head-on collision with the many road-side objects that litter the stages.
Players could chose to race on any one of Super Hang-on's four courses : Africa, Asia, America and Europe. Africa is the easiest and shortest of the 4, with each subsequent course becoming both more demanding - with tighter bends and more aggressive rival racers - and having a greater number of stages to have to beat. Africa, for instance, is made up of only 6 stages, while the hardest course, Europe, has 18 stages.
- TRIVIA -
Released in April 1987.
Also released as "Super Hang-On [Mini Ride-On model]".
A bootleg version was released in 1992.
Alfa Records released a limited-edition soundtrack album for this game (After Burner : Sega Game Music Vol.3 - 28XA-109) on 10/10/1987.
- SERIES -
1. Hang-On [Sit-Down model] (1985)
1. Hang-On [Ride-On model] (1985)
2. Hang-On II (1985, Sega SG-1000)
3. Hang-On Jr. (1985)
4. Super Hang-On [Mini Ride-On Model] (1987)
4. Super Hang-On [Sit-Down model] (1987)
5. Limited Edition Hang-On (1991)
- STAFF -
Music composed by : Katsuhiro Hayashi, Koichi Namiki
- PORTS -
* Consoles :
Sega Mega Drive (1989)
Sega Mega Drive (1994, "MegaGames 3in1 Vol 1")
Sega Mega Drive (1995, "6-PAK")
Nintendo Game Boy Advance (2003, "Sega Arcade Gallery")
* Computers :
Amstrad CPC (1987)
Commodore C64 (1988)
Atari ST (1988)
Commodore Amiga (1988)
Sinclair ZX Spectrum (1988)
Sharp X68000 (1989)
$end
$info=shimpact,shimpacp,shimpap4,
$Edit this entry at Arcade-History.com
$bio
Super High Impact (c) 1991 Midway.
- TECHNICAL -
Midway Y Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 396 x 256 pixels
Screen refresh : 53.20 Hz
Palette Colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in September 1991.
- SERIES -
1. High Impact Football (1990)
2. Super High Impact (1991)
- STAFF -
Music : Dan Forden (DWF)
Sounds : Dan Forden, Jon Hey (HEY)
Staff : Ed Boon (EJB), John Newcomer (JRN), Tony Goskie (TWG), Jack E. Haeger (JEH), Eugene Jarvis (EPJ), Tim Coman (TIM), (SYD), George N. Petro (GNP), (JDT), Mark Turmell (MJT), Mark Penacho (MDP), John Vogel (VOG), Larry DeMar (LED), Mike Boon (MAB), Bill Pfutzenreuter (PFZ), Mark Ritchie (MDR), Steve Ritchie (SSR), (LJG), Allison Quant (ADQ), (FEB), (TMM), (SMB), Pat Lawlor (PML), Ward Pemberton (WLP), (MOM), Dan Lee (DKL), Dennis Nordman (DEN), Pat McMahon (PAT), (BLE)
- PORTS -
* Consoles :
Sega Mega Drive (1992)
Nintendo Super Famicom (1993)
$end
$info=sia2650,
$Edit this entry at Arcade-History.com
$bio
Super Invader Attack (c) 1980 Sidam.
- TECHNICAL -
Main CPU : S2650 (@ 950 Khz)
Screen orientation : Vertical
Video resolution : 768 x 720 pixels
Screen refresh : 55.00 Hz
Palette colors : 2
Players : 1
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
This clone of Taito's "Space Invaders" is an alternate version of the Zaccaria one : "The Invaders".
$end
$info=superinv,sinvemag,sinvzen,
$Edit this entry at Arcade-History.com
$bio
Super Invaders (c) 19?? EMAG corporation.
- TECHNICAL -
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : SN76477 (@ 1.9968 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Space Invaders".
- SCORING -
Large Invader : 10 points
Medium Invader : 20 points
Small Invader : 30 points
UFO : 50 to 300 points
$end
$info=suprleag,
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Super League (c) 1988 Sega.
- TECHNICAL -
Sega System 16B hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Major League (1985)
2. Super League (1988)
3. Excite League (1989)
4. Super Major League (1995)
$end
$info=suprloco,
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Super Locomotive (c) 1982 Sega.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The background song playing in Super Locomotive is 'Rydeen' by 'Yellow Magic Orchestra'. This excellent song makes train conducting even better.
- STAFF -
Designed and programmed by : Fukumura Mizunaga
$end
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Super Lup Lup Puzzle (c) 05/1999 Omega System.
A "Puzz Loop" rip-off with Stage Mode and Panic Mode...
Stage Mode : A new pic every level (100 Levels).
Panic Mode : A new pic every five levels.
- TECHNICAL -
Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Zhuan Zhuan Puzzle" and as "Puzzle Bang Bang".
- TIPS AND TRICKS -
* Choose Ingame Backgrounds :
In the Service Mode, you can switch between :
1) Pictures only
2) Pictures & Sexy Girl/Man
3) Sexy & Nude Girl/Man
4) Sexy girl/man Nude girl
5) Nude girl only
* Select difficulties mode : Enter service mode, choose On/Off between :
Easy = Start Stage 1
Normal = Start Stage 31
Hard = Start Stage 61
- SERIES -
1. Lup Lup Puzzle (1999)
2. Super Lup Lup Puzzle (1999)
- STAFF -
Programmer : Reddevil Fallskya
Graphic Designer : Moss, Alone, Redfox, Freeman, Caomei
Special Thanks : Maxpower, Ardor, Dreamfox
Director : Gogila
Producer : Wolfskin
$end
$info=smleague,
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Super Major League (c) 01/1995 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known in Japan as "Final Arch".
- SERIES -
1. Major League (1985)
2. Super League (1988)
3. Excite League (1989)
4. Super Major League (1995)
$end
$info=pc_smb,
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Super Mario Bros. (c) 1986 Nintendo.
The player took the role of Mario, or in the case of a 2nd player, Mario's brother Luigi. The ultimate object was to race through the Mushroom Kingdom, eliminate Bowser's forces, and save Princess Toadstool. The game consisted of 8 worlds with 4 sub-worlds, or levels, in each.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : SM
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1986.
According to the Guinness Book Of Records, Super Mario Bros. is the best-selling video game of all time, with a total of 40.23 million units sold worldwide, as of 1999.
Many easter eggs were intentionally left in the game during the development, but 'Minus World' was a programming error only discovered after the game had hit the market (see 'Tips and Tricks' section for more info).
- TIPS AND TRICKS -
* Warps :
1) Warp to World 2, 3, or 4 : In World 1-2, boogie over the end pipe by walking on the ceiling and behind the wall you'll find a Warp Zone where you can warp to World 2, 3, or 4.
2) Warp to World 5 : In World 4-2, walk on the ceiling like you did in 1-2 and you'll find a Warp to World 5.
3) Warp to World 6, 7, or 8 : This is the second Warp Zone you can reach from World 4-2.
After the first elevator lift, there is a pit and three brick blocks above you. Jump around and you'll find four hidden coin blocks under the three bricks. Use the hidden blocks you just uncovered to hit the first brick which will sprout a Vine. The Vine leads to some Coins and the second Warp Zone.
* The World -1 a.k.a The Minus World (Note : You must be either big or have fire power to do this) : Go to the end of world 1-2, where all the elevators are. Go past the elevators, but before the warp zone. You should see a horizontal warp pipe that leads outside. Don't go in this pipe. Instead, jump on top of it. Now, break the two rightmost bricks above you, but not the one that is touching the green pipe! Now, stand on the pipe, but as far left as you can go without falling off the pipe. Now duck and jump up. In the air, make sure you hold right as hard as you can, but stay ducked. If you accidentally break the brick that is touching the green pipe, then you can't do it. Keep trying this, it will take many attempts to accomplish. When you finally do it successfully, Mario will get sucked into the wall and start 'moonwalking' through it. While you are moonwalking, don't touch any buttons except for the joystick. If you try to jump, you will go through the top wall, and you'll have to do it all over again. When you are done moonwalking, you'll come out the other side. On the other side, there will be three warp pipes. Enter either the leftmost or the rightmost warp pipe before the screen scrolls all the way to the right. If done successfully, a screen should now appear which will say you are on world -1.
Rumor : There is a second Minus World. The -2 world has a 1 in 2002 percent chance of working, but it does work. There is King Goomba at the end.
* The Double Jump : After grabbing a Mushroom in mid-air, Mario can pull off another jump with the right timing. First, time a jump so that small Mario is on his way down when he grabs a Mushroom. While Mario is transforming, hold A and he'll jump again when his transformation into Super Mario is complete.
* Fire while small : Go to any Boss level, except for the final level. Make sure that Mario is big when reaching the Boss. Jump on the little axe object so you hit the Koopa (Boss) and the axe at the same instant. You will flash as you were hit but will remain as Super Mario. On the next level, get a mushroom and it will actually make Mario small. Finally, get a flower and Mario will have firepower when he is small.
* Fireworks : Hit the flagpole at the end of a level when the last digit of the timer is 1, 3, or 6.
* Continue : When you get a Game Over screen, hold down A and press Start. You will start on the first level of the world you died on.
* After beating the game, the player was given the option to start again in 'Hard Mode'. All Goombas are replaced by Buzzy Beetles (Koopa Troopa-like enemies who cannot be killed by fireballs), and all enemies walk faster.
- SERIES -
1. Mario Bros. (1983)
2. Super Mario Bros. (1985, Nintendo Famicom)
3. Super Mario Bros. 2 (1986, Nintendo Famicom)
4. Super Mario Bros. 2 (1988, Nintendo NES) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)
5. Super Mario Bros. 3 (1988, Nintendo Famicom)
6. Super Mario Land (1989, Nintendo Game Boy)
7. Super Mario World (1991, Nintendo Super Famicom)
8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)
9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)
10. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)
11. Super Mario 64 (1997, Nintendo 64)
12. Super Mario Sunshine (2002, Nintendo Gamecube)
13. Yoshi's Island DS (2006, Nintendo DS)
14. New Super Mario Bros (2006, Nintendo Dual Screen)
15. Super Mario Galaxy (2007, Nintendo Wii)
- STAFF -
Designed by : Shigeru Miyamoto
Music by : Koji Kondo
- PORTS -
* Consoles :
Nintendo Famicom (1985)
NEC PC-8801 (1986, "Super Mario Bros. Special")
Nintendo Super Famicom (1993, "Super Mario Collection")
Nintendo Game Boy Color (1999, "Super Mario Bros. Deluxe")
Nintendo Game Boy Advance (2004, "Famicom Mini Series")
Nintendo Wii (2006, "Virtual Console")
$end
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Super Mario Bros. 2 (c) 1988 Nintendo.
One evening, Mario had a strange dream. He dreamt of a long, long stairway leading up to a door. As soon as the door opened, he was confronted with a world he had never seen before, spreading out as far as his eyes could see. When he strained his ears to listen, he heard a faint voice saying : Welcome to 'Subcon', the land of dreams. We have been cursed by Wart and we are completely under his evil spell. We have been awaiting your arrival. Please defeat Wart and return Subcon to its natural state. The curse Wart has put on you in the real world will not have any effect upon you here. Remember, Wart hates vegetables. Please help us!.
At the same time this was heard, a bolt of lightning flashed before Mario's eyes. Stunned, Mario lost his footing and tumbled upside down. He awoke with a start to find himself sitting up in his bed. To clear his head, Mario talked to Luigi, Toad and the Princess about the strange dream he had. They decide to go to a nearby mountain for a picnic. After arriving at the picnic area and looking at the scenery, they see a small cave nearby. When thy enter this cave, to their great surprise, there's a stairway leading up, up and up. It is exactly like the one Mario saw in his dream. They all walk together up the stairs and at the top, find a door just like the one in Mario's dream. When Mario and his friends, in fear, open the door, to their surprise, the world that he saw in his dream spreads out before them!
Players choose from four characters each time they start or restart a level : Mario, Luigi, Princess Peach, and Toad. Each has a special ability : Luigi can jump very high, the Princess can remain temporarily suspended in the air, Toad can pick up things quickly and is very agile, and Mario is balanced. In future Mario games in which multiple characters were playable, Mario would always be the most balanced character. A unique ability in this game is the 'power squat' — by holding Down on the control pad for a few seconds, players could build power for higher jumps.
Most enemies are defeated by throwing vegetables and other items which the character plucks from the ground. Most enemies may also be picked up and thrown. Many enemies which first appeared in this game would reappear in later sequels and related games.
In each level, there are places where the player can pick up potions, which he can drop to make a door appear. This door will lead to a left-right reversed, non-scrolling version of the section of the level, with no enemies. If a door is created in the right place, there will be coins planted in the ground which the player can pick up, and sometimes a mushroom which will add another unit to his maximum health and re-fill his health. In addition, some jars (the equivalent of pipes in the original game) became 'warp zones' that allowed the player to skip to another world. For each coin collected while in these 'door levels', the player will get a chance at the bonus slot machine at the end of each level.
At the end of each level, the player is presented with a slot machine-type game. He gets to try as many times as he has coins collected from the level he just completed, and depending on what combinations come up, he can get anywhere from 0 to 5 extra lives for each try.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : MW
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
"Super Mario Bros. - The Lost Levels" was released in 1986 for the Famicom Disk System, a Japan-only disk-based add-on for the Famicom (aka NES), under the name 'Super Mario Bros. 2'. It featured the same game-play and level design as the original "Super Mario Bros.", with the addition of poison mushrooms and a much higher difficulty level than the first game. Due to the similarity in game-play to the original and its increased difficulty, this game was not brought to the West. The American/European game called Super Mario Bros. 2 is the most unusual game in the Mario series. In this game, Mario, Luigi, Princess Toadstool, and Toad have to save Subcon, the land of dreams, from Wart and his minions. It was however, marketed in Japan as "Super Mario Bros. USA".
The reason that the American/Euro version of Super Mario Bros. 2 is so unusual is that it was made by making small changes to a Japanese game called "Doki Doki Panic : Yume Kojo" — a loose translation is "Heart Thumping Panic : Dream Factory". Various Nintendo of America employees personally despised the original Japanese Super Mario Bros. 2, which they found to be frustratingly difficult. Knowing such a game would likely sell poorly in the United States, they wanted to release a different sequel they thought would be friendlier to American audiences. Although Doki Doki Panic was originally set in a storybook and had an 'Arabian' theme completely unrelated to Mario, it was modified to use Mario sprites and music. With these small revisions, it was released to the U.S. market in 1988 and featured on the cover of the very first issue of Nintendo Power magazine.
The American/Euro version of Super Mario Bros. 2 was eventually released in Japan for the Nintendo Family Computer under the name Super Mario USA. It was also released as part of the Super Mario Collection (in the U.S., Super Mario All-Stars) in Japan.
Despite being a new, supposedly unrelated land from a game not initially intended to be a Mario game, Subcon is not all that unlike the Mushroom Kingdom. Instead of brick castles and giant mushrooms, however, Subcon is characterized by palm trees and red-and-white vases dotting the landscape. Though it lacks any underwater stages, Super Mario Bros. 2 introduces other concepts to the series — like desert stages complete with quicksand, or ice stages. Level 3-1 is notable for taking place against an enormous waterfall which the heroes must ascend.
Levels progress in a linear fashion, but for the first time Mario can backtrack. In the original "Super Mario Bros.", the screen could only scroll to the right.
- TIPS AND TRICKS -
* Characters list :
1) Mario : he has average jumping, running, and strength abilities.
2) Luigi : Mario's brother jumps the highest, but is not very strong or fast. He jumps well for distance, but is harder to control, making him weaker in spots where precision is required.
3) Toad : the strongest and fastest of all the players, but he can't jump as high as the others.
4) The Princess : the Princess is the slowest at running and pulling grass and the weakest in strength, but she can hover in the air for a second and a half when players hold the A Button.
* Enemies list :
1) Shy Guys : the most common enemies. They wear masks. The red ones keep walking in a straight line forever, but the pink ones patrol a given area.
2) Snifits : most similar to 'Shy Guys'. They can turn to you while you're facing them or looking away. The pink Snifits are the most common, and patrol a given area, and they can stop and shoot out a bullet so you can accumulate damage. The grey ones stay in one spot, hopping up and down in place and shooting. They're one of the biggest obstacles in Worlds 6-3 and 7-1. The red one is the only one that appears in World 3-3 and is the rarest Snifit.
3) Ninjis : a star-shaped enemy that comes in two forms. The one that jumps in place is the most common, but there's also one that runs around.
4) Phantos : these creepy-looking guys attack you when you steal the key they guard. Putting the key down causes Phanto to stop chasing you temporarily. When you succeed in unlocking the door, Phanto abandons his pursuit.
5) Sparks : these enemies are extremely dangerous and you can take damage, especially landing on them.
6) Porcupos : these enemies are extremely dangerous and you can't jump on them.
7) Albatoss : a red bird featured in only a few levels. Sometimes, they'll fly overhead to drop 'Bob-Ombs' on you, and other times it will be necessary to hitch a ride on their backs. They cannot be picked up by pressing the B button.
8) Bob-Omb : a living bomb. It'll blow you up. What more can be said?
9) Hoopster : a basketball-sized ladybug that climbs up and down vines. If you jump on it, you can hitch a ride.
10) Tweeter : a rarely-appearing masked bird that hops along the ground to attack.
11) Pokey : a tall cactus that can continue to approach you, even after some of its sections have been knocked away.
12) Trouter : a jumping fish that leaps up from rivers and waterfalls in its attempt to bite you. Some levels, such as 5-1, require the player to jump on top of them in order to cross gaps.
13) Cobrat : a bullet-spitting snake that dwells inside jars or beneath quicksand.
14) Flurry : a slick, ice-skating snowman.
15) Ostro : an ostrich ridden by 'Shy Guys'.
16) Beezo : a flying, spear-wielding Shy Guy.
17) Pidget : a bird that rides upon a magic carpet. If you throw Pidget off, you can use the carpet yourself.
18) Panser : the only 'Piranha Plant'-like enemy in the game, Panser shoots out big fireballs like a tiny volcano.
* Bosses list :
1) Birdo : appears in 3 colours : Pink, red, and green. She is the boss at the end of nearly every level, and sometimes appears in levels when she isn't the boss. She attacks by spitting eggs when she's pink. She can be defeated by throwing 3 eggs back at her. When she's red, she spits eggs and fireballs. Fireballs cannot be grabbed, but she can still be defeated by cracking 3 eggs on her head. When she's green, she only spits fireballs, so it is required that players throw Mushroom Blocks at her.
2) Mouser : appears in world 1-3 and world 3-3. He attacks by throwing bombs. He can be defeated by throwing 3 bombs at him. The bombs have to explode for him to be hit. During the second battle, 5 bombs must be thrown at him.
3) Tryclyde : appears in world 2-3 and world 6-3. He is a 3 headed snake that attacks by spitting lots of fireballs. He can be defeated by throwing Mushroom Blocks at him.
4) Fryguy : appears in world 4-3. He attacks by floating around and spitting fireballs. He can be defeated by throwing 3 Mushroom Blocks at him to turn him into little Fryguys. Little Fryguys can be defeated in one hit with the Mushroom Blocks.
5) Clawgrip : appears in world 5-3. He attacks by throwing rocks at players. He can be defeated if players grab the rocks and throw 5 at him.
6) Hawkmouth : the last Bird's Head Gateway before the confrontation with Wart will come to life and swoop around the room to attack you after you claim the Crystal Ball. Hit it with three Mushroom Blocks, then step through its open mouth to confront Wart.
7) Wart : the final boss. Appears in world 7-2 and he attacks by firing bubbles at players. There is a vegetable machine in the room. He can be defeated if players catch the vegetables and throw 6 into his open mouth.
* Warp Vases :
1) World 1-3 : there is a warp vase by the brick wall. Bring a potion and drop it on top. Go down the vase in subspace to warp to world 4-1.
2) World 3-1 : fall down the giant waterfall and make sure you land in the center on top of the door when you reach the bottom. The potion there is under the 6th grass from the right. Drop it on the vase in that room. This goes to world 5-1 (best place for coins).
3) World 4-2 : get a potion in the whale section and work your way right to the vase. This goes to world 6-1.
4) World 5-3 : if you have Luigi, then you could easily jump to the top at the beginning of this world to get the potion next to the vase. Go down and this takes you to world 7-1.
* Get the music from SMB1 : make sure that when you collect 5 cherries and the star comes up that you have a potion very close to you (even in your hands is good). Before getting the star, drop the potion so the door appears. Get the star and go into the door to subspace. You will hear the subspace music playing (from SMB 1) but you know that the music stops once you leave subspace. When the invincibility starts wearing off and the character starts to flash, exit subspace through the door and if you did it right, the subspace music repeats when you're back to the normal world. But this time it continues like the SMB 1 music. This lasts until you go into a door or lose a life. The best place to try this is World 1-3 at the beginning with all the cherries. This trick is not too hard to do.
* Suicide : pause the game, then hold UP+A+B on the player2 side. Unpause and your character will instantly die and have to restart the level.
* Suicide door : while entering a door, pause the game before the screen changes. Enter the suicide code (UP+A+B on the player2 side), then unpause the game. Instead of dying once, you'll watch your character fall through the floor and die for each extra life remaining! Game over.
- SERIES -
1. Mario Bros. (1983)
2. Super Mario Bros. (1985, Nintendo Famicom)
3. Super Mario Bros. 2 (1986, Nintendo Famicom)
4. Super Mario Bros. 2 (1988, Nintendo NES) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)
5. Super Mario Bros. 3 (1988, Nintendo Famicom)
6. Super Mario Land (1989, Nintendo Game Boy)
7. Super Mario World (1991, Nintendo Super Famicom)
8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)
9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)
10. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)
11. Super Mario 64 (1997, Nintendo 64)
12. Super Mario Sunshine (2002, Nintendo Gamecube)
13. Yoshi's Island DS (2006, Nintendo DS)
14. New Super Mario Bros (2006, Nintendo Dual Screen)
15. Super Mario Galaxy (2007, Nintendo Wii)
- STAFF -
Designed by : Shigeru Miyamoto
Music by : Koji Kondo
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Nintendo Super Famicom (1995, "BS Super Mario USA Power Challenge" - Satellaview (BS-X)) : downloaded via satellite broadcasting station in Japan called St.Giga to a BS-X cartridge. Only in Japan.
Nintendo Super Famicom (1993, "Super Mario Collection")
Nintendo Game Boy Advance (2001, "Super Mario Advance")
Nintendo Wii (2007, "Virtual Console")
$end
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Super Mario Bros. 3 (c) 1988 Nintendo.
Just when it was safe to be at the Mushroom Kingdom, Bowser returns to bring mass chaos and panic. Adding to this is that he has brought along his koopalings to help him do his dirty work. now it's up to Mario and Luigi to stop them in their tracks once again, only their skills and with all new power-ups will the Mario Bros. face Bowser on their biggest adventure yet.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : UM
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Considered by many as the best in the series.
Super Mario Bros. 3 was previewed in the movie 'The Wizard', starring Fred Savage. And it was also previewed in the US market via the PlayChoice-10 machine BEFORE its Nintendo NES release.
During the game, Mario can find Warp flutes (see Tips and Tricks section for more information), which will take him to a new area of the game. When using the flutes, the tune played is the exact melody used from the flute in "The Legend of Zelda".
- TIPS AND TRICKS -
* Continue game play : Use two controllers and start the game in two player mode. After Mario loses all lives, the game can be continued as Luigi using the other controller.
* Getting the flutes : In World 1, Level 3, go to the white block toward the end. Jump in and hold Down until your character falls. Then, run to the end and you should end up behind the black wall object. Move back as far as you can and press Up. You will appear in a room with a chest like object in mushrooms. Open the chest and collect the flute.
Another flute can be found in the first semi-castle. Go to the location where you can go through the door to get to the room with the 'up-down' ceiling, but do not go through the door. Fly over where the screen ends. Then, keep running and press Up. Your character will end up in a room with a chest. Open the chest to get another flute.
Another flute can be found in World 2. Defeat one of the camels to get a hammer. Then, go to the top right of the world to find a rock. Break the rock to open a path. Go through the path and defeat the camel to get the third flute. There is also a frog suit in the mushroom room. You can use the flute to warp to farther worlds.
* 28 P-Wings : Complete the game, then press Start at the ending screen. The next game will begin with 28 P-Wings per brother.
- SERIES -
1. Mario Bros. (1983)
2. Super Mario Bros. (1985, Nintendo Famicom)
3. Super Mario Bros. 2 (1986, Nintendo Famicom)
4. Super Mario Bros. 2 (1988, Nintendo NES) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)
5. Super Mario Bros. 3 (1988, Nintendo Famicom)
6. Super Mario Land (1989, Nintendo Game Boy)
7. Super Mario World (1991, Nintendo Super Famicom)
8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)
9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)
10. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)
11. Super Mario 64 (1997, Nintendo 64)
12. Super Mario Sunshine (2002, Nintendo Gamecube)
13. Yoshi's Island DS (2006, Nintendo DS)
14. New Super Mario Bros (2006, Nintendo Dual Screen)
15. Super Mario Galaxy (2007, Nintendo Wii)
- STAFF -
Designed by : Shigeru Miyamoto
Music by : Koji Kondo
- PORTS -
* Consoles :
Nintendo Famicom (1990)
Nintendo Super Famicom (1993, Super Mario Collection)
Nintendo Game Boy Advance (2003, "Super Mario Advance 4 - Super Mario Bros 3")
Nintendo Wii (2007, "Virtual Console")
$end
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Super Mario World (c) 1991 Nintendo.
Just when you thought that Bowser and his Koopalings have already learned their lesson about messing with the Mario Brothers, they are already at it again. The only difference is that Bowser is currently wreaking havoc in the Dinosaur World. Now it's up to Mario and Luigi to rescue Princess Toadstool, save Dinosaur World and hopefully put Bowser and his Koopalings in their place.
The gameplay action is sidescrolling as in previous Mario games and it takes advantage of the SNES's 16-bit graphics and stereo audio. The game consists of a journey through levels in seven worlds: Yoshi's Island, Donut Plains, Vanilla Dome, Twin Bridges Area, Forest of Illusion, Chocolate Island, and the Valley of Bowser. There are also two secret worlds--Star World and Special World (accessed via the Star World)--which can be found by completing secondary goals in specific levels.
SMW contains a map screen on which the player moves, expanding this concept which was introduced in "Super Mario Bros. 3". It features 72 courses laid out across the seven worlds, and 96 exits (some levels have more than one exit). Secret exits open up new routes on the overworld map, often leading to secret levels. If you get all 96 exits you can play in a slightly different world.
The Yoshis appear in 4 different colors (green, yellow, red, and blue), each with slightly different abilities. There are also Baby Yoshis in the Star World levels which can be picked up by Mario. After eating five enemies, three berries, a Super Mushroom, Fire Flower, Starman, or Cape Feather, they will become a fully grown Yoshi of the same color.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Super Mario World was the launch title for the Nintendo Super Famicom in 1990, and the Nintendo Super NES in 1991. This marks the debut of Yoshi, Mario and Luigi's dinosaur friend.
The game has often been compared to "Super Mario Bros.", in the sense that both games 'set the bar' for all subsequent sidescrollers released on their respective systems. Super Mario World introduced many now common concepts to action gaming, such as giving the player the ability to revisit levels to find overlooked secrets. It was one of the first games to reward the player for 'getting one-hundred percent' (finding all the secret exits in the levels, many of which lead to secret levels), an idea that has since become very popular. Super Mario World is still considered by many to be one of the greatest games ever because of it's simple, yet creative and addictive gameplay.
- TIPS AND TRICKS -
All stages with a red marker have more than one way to exit the stage. Fortress, Castle and Switch Palace stages only need to be completed once.
The game changes when you complete the Special Zone stages, which are unlocked after finishing the 5 Star World stages. You must complete the Star World stages using the hidden exit to advance to the next stage. Completing the stage the normal way will go back to the Star Road.
With the Special Zone completed the map screen changes colour, Koopa Troopa changes into Mask Koopa, Jumping Pirahna Plant changes into Jumping Pumpkin Plant and Bullet Bill changes into Pidgit Bill.
Top Secret Area : To access this bonus stage you must be Cape Mario. Enter the Donut Ghost House and fly straight up to the left and run along the ceiling. At the end of the stage are four boxes, each with a 1-Up Mushroom. Unlike Super Mario 3, you can hit all the boxes at once and the lives won't disappear.
Complete Star World 4 (key) to unlock a shortcut to Bowser's Castle through the Star Road.
- SERIES -
1. Mario Bros. (1983)
2. Super Mario Bros. (1985, Nintendo Famicom)
3. Super Mario Bros. 2 (1986, Nintendo Famicom)
4. Super Mario Bros. 2 (1988, Nintendo NES) : remake of Yumekojo Doki Doki Panic (1987, Nintendo Famicom)
5. Super Mario Bros. 3 (1988, Nintendo Famicom)
6. Super Mario Land (1989, Nintendo Game Boy)
7. Super Mario World (1991, Nintendo Super Famicom)
8. Super Mario Land 2 - 6 Golden Coins (1992, Nintendo Game Boy)
9. Super Mario Land 3 - Wario Land (1993, Nintendo Game Boy)
10. Yoshi's Island - Super Mario World 2 (1995, Nintendo Super Famicom)
11. Super Mario 64 (1997, Nintendo 64)
12. Super Mario Sunshine (2002, Nintendo Gamecube)
13. Yoshi's Island DS (2006, Nintendo DS)
14. New Super Mario Bros (2006, Nintendo Dual Screen)
15. Super Mario Galaxy (2007, Nintendo Wii)
- STAFF -
Main director : Takashi Tezuka
Map director : Hidequi Konno
Area director : Katsuya Eguchi
Program director : Toshihiko Nakago
Mario and system programmer : Toshio Iwawaki
Object programmer : Kazuaki Morita
Background programmers : Shigehiro Kasamatsu, Tatsunori Takakura
Map programmer : Tatsuo Nishiyama
Area data input : Yoshihiro Nomoto, Eiji Noto, Satoru Takahata
Character graphic designer : Shigefumi Hino
Sound composer : Koji Kondo
Producer : Shigeru Miyamoto
Executive producer : Hiroshi Yamauchi
- PORTS -
* Consoles :
Nintendo Super Famicom (1990)
Nintendo Game Boy Advance (2002, "Super Mario Advance 2 - Super Mario World")
Nintendo Wii (2007, "Virtual Console")
$end
$info=sgmast,
$Edit this entry at Arcade-History.com
$bio
Super Masters Golf (c) 1989 Sega.
A golf game from Sega.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=meteorho,
$Edit this entry at Arcade-History.com
$bio
Super Meteor (c) 1980 Hoei.
- TRIVIA -
Also released as a Cocktail Table model : "Super Meteor [Cocktail Table model]".
$end
$info=suprmatk,sprmatkd,
$Edit this entry at Arcade-History.com
$bio
Super Missile Attack (c) 1981 General Computer.
- TECHNICAL -
Main CPU : M6502 (@ 1.25 Mhz)
Sound Chips : POKEY (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : trackball
Buttons : 3 - for firing the missiles
=> [A] from Alpha Base, [B] from Delta Base, [C] from Omega Base
- TRIVIA -
Released in May 1981.
This game is an enhancement hack of "Missile Command".
GCC [General Computer Corp.] was founded in 1981 during the onset of the video game craze. C.E.O. Kevin Curran and MIT classmates Doug Macrae and John Tylko began by developing an enhancement for Atari's "Missile Command" and went on to create "Ms. Pac-Man", still one of the top-selling coin-operated video games in history. Between 1982 and 1984, GCC developed a total of 58 consumer electronics products that generated over $800 million in revenue for Atari and Bally Manufacturing.
A Super Missile Attack machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Differences from "Missile Command" are :
* A new look to the game : different colors, different attract mode, etc.
* A new play to the game : more missiles, faster missiles and clouds that get smaller as the game goes on add challenge (and profit) to your Missile Command box. Plus a Totally New Attack Object, the 'UFO', which moves faster and more randomly than ordinary planes and satellites and fires a deadly new Laser weapon.
* A new sound to the game : each attack object now has its own brand-new sound that lets everyone know that this is no ordinary "Missile Command".
$end
$info=supmodel,
$Edit this entry at Arcade-History.com
$bio
Super Model (c) 1994 Comad / New Japan System.
Fantasia for the bowling Alley! Super Model takes on the same gameplay as the Fantasia series and instead gives you beautiful women in decent garb. Safe for children to look at, yet appealing to adults.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 8-way Joystick
Buttons : 1
$end
$info=smgp,
$Edit this entry at Arcade-History.com
$bio
Super Monaco GP [2-Player Sit-Down model] (c) 1989 Sega Enterprises, Ltd.
A superb Formula One racing game from Sega, that took sprite-scaling to a whole new level. The game's single track offered a very reasonable representation of the famous Monaco Grand Prix circuit.
- TECHNICAL -
Sega X board hardware
Game ID : 0124a / 0125a / 0126 / 0126a
Main CPU : (2x) 68000 (@ 12.5 Mhz), Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : steering wheel
Buttons : 2
- TRIVIA -
Also released as :
"Super Monaco GP [Upright model]"
"Super Monaco GP [Cockpit model]"
"Super Monaco GP [Deluxe model]"
- UPDATES -
317-0124a
* Select message : 'Select By Stearing...'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race
317-0126
* Select message : 'Push Start Button'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race
Other versions :
* Select message : 'select by stearing'
* Select text : Beginner Intermediate Professional
* Qualification : Qualifying Lap
Versions without billboards (0124a, Rev C 0125a, 0126a) :
* On these versions, Marlbobo, Modil, Hoster's billboards are replaced by Flicky's.
* Ajip, Pibelly billboard's are modified to be unreadable.
* Conan, Henda, Fodo, Flippy, BF billboards are unmodified.
* The billboard after the tunnel is always a Flicky (the Sega game).
* Renamed brands on the billboards :
Marlbobo => Marlboro (you can see Marlboro on the title screen tho)
Ajip => Agip
Conan => Canon
Modil => Mobil
Pibelli, Flippy => Pirelli
Henda => Honda
Fodo => Ford
BF => BP
Hoster's => Foster's
Note : US versions have the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
Do not steer through the chicane; just hold a straight line and the game will take your car through it under full acceleration.
- SERIES -
1. Monaco GP (1980)
2. Super Monaco GP [Upright model] (1989)
2. Super Monaco GP [Cockpit model] (1989)
2. Super Monaco GP [Deluxe model] (1989)
- PORTS -
* Consoles :
Sega Master System (1990)
Sega Mega Drive (1990)
Sega Mega-CD (1992, "Sega Classics Arcade Collection 4-in-1")
* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)
$end
$info=smgp5,
$Edit this entry at Arcade-History.com
$bio
Super Monaco GP [Deluxe model] (c) 1989 Sega.
A superb Formula One racing game from Sega, that took sprite-scaling to a whole new level. The game's single track offered a very reasonable representation of the famous Monaco Grand Prix circuit while the cabinet - at least in its 'deluxe' incarnation - did its level best to re-create the 'feel' of a real Formula One car : Paddle shifters behind steering wheel for gear changes and force feedback in both the steering wheel and seat all added to the experience.
- TECHNICAL -
Super Monaco GP [Deluxe model] is designed to resemble the McLaren GP team, complete with the white and international orange colour scheme. The cabinet also featured a viewing window, situated behind the player's head, that allowed for real-life spectators to watch the player's progress.
Sega X board hardware
Game ID : 0124a / 0125a / 0126 / 0126a
Main CPU : (2x) 68000 (@ 12.5 Mhz), Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : steering wheel
Buttons : 2
- TRIVIA -
Also released as :
"Super Monaco GP [Upright model]"
"Super Monaco GP [Cockpit model]"
"Super Monaco GP [2-Player Sit-Down model]"
- UPDATES -
317-0124a
* Select message : 'Select By Stearing...'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race
317-0126
* Select message : 'Push Start Button'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race
Other versions :
* Select message : 'select by stearing'
* Select text : Beginner Intermediate Professional
* Qualification : Qualifying Lap
Versions without billboards (0124a, Rev C 0125a, 0126a) :
* On these versions, Marlbobo, Modil, Hoster's billboards are replaced by Flicky's.
* Ajip, Pibelly billboard's are modified to be unreadable.
* Conan, Henda, Fodo, Flippy, BF billboards are unmodified.
* The billboard after the tunnel is always a Flicky (the Sega game).
* Renamed brands on the billboards :
Marlbobo => Marlboro (you can see Marlboro on the title screen tho)
Ajip => Agip
Conan => Canon
Modil => Mobil
Pibelli, Flippy => Pirelli
Henda => Honda
Fodo => Ford
BF => BP
Hoster's => Foster's
Note : US versions have the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
Do not steer through the chicane; just hold a straight line and the game will take your car through it under full acceleration.
- SERIES -
1. Monaco GP (1980)
2. Super Monaco GP [Upright model] (1989)
2. Super Monaco GP [Cockpit model] (1989)
2. Super Monaco GP [Deluxe model] (1989)
- PORTS -
* Consoles :
Sega Master System (1990)
Sega Mega Drive (1990)
Sega Mega-CD (1992, "Sega Classics Arcade Collection 4-in-1")
* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)
$end
$info=mt_smgp,
$Edit this entry at Arcade-History.com
$bio
Super Monaco GP [Mega-Tech] (c) 1990 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 39
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in August 1990.
- TIPS AND TRICKS -
* Lose Your Head : In arcade mode, cross the finish line in the top three while pressing A+B+C. When your driver holds aloft his trophy, he holds up his head instead!
$end
$info=smgpu3,smgpj,smgpu,smgp6,smgpu2,smgpu1,
$Edit this entry at Arcade-History.com
$bio
Super Monaco GP [Upright model] (c) 1989 Sega Enterprises, Ltd.
A superb Formula One racing game from Sega, that took sprite-scaling to a whole new level. The game's single track offered a very reasonable representation of the famous Monaco Grand Prix circuit.
- TECHNICAL -
Sega X board hardware
Game ID : 0124a / 0125a / 0126 / 0126a
Main CPU : (2x) 68000 (@ 12.5 Mhz), Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : steering wheel
Buttons : 2
- TRIVIA -
Also released as :
"Super Monaco GP [Cockpit model]"
"Super Monaco GP [Deluxe model]"
"Super Monaco GP [2-Player Sit-Down model]"
- UPDATES -
317-0124a
* Select message : 'Select By Stearing...'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race
317-0126
* Select message : 'Push Start Button'
* Select text : B, A, Super A Class, like on Megadrive
* Qualification : preliminary race
Other versions :
* Select message : 'select by stearing'
* Select text : Beginner Intermediate Professional
* Qualification : Qualifying Lap
Versions without billboards (0124a, Rev C 0125a, 0126a) :
* On these versions, Marlbobo, Modil, Hoster's billboards are replaced by Flicky's.
* Ajip, Pibelly billboard's are modified to be unreadable.
* Conan, Henda, Fodo, Flippy, BF billboards are unmodified.
* The billboard after the tunnel is always a Flicky (the Sega game).
* Renamed brands on the billboards :
Marlbobo => Marlboro (you can see Marlboro on the title screen tho)
Ajip => Agip
Conan => Canon
Modil => Mobil
Pibelli, Flippy => Pirelli
Henda => Honda
Fodo => Ford
BF => BP
Hoster's => Foster's
Note : US versions have the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
Do not steer through the chicane; just hold a straight line and the game will take your car through it under full acceleration.
- SERIES -
1. Monaco GP (1980)
2. Super Monaco GP [Upright model] (1989)
2. Super Monaco GP [Cockpit model] (1989)
2. Super Monaco GP [Deluxe model] (1989)
- PORTS -
* Consoles :
Sega Master System (1990)
Sega Mega Drive (1990)
Sega Mega-CD (1992, "Sega Classics Arcade Collection 4-in-1")
* Computers :
Sinclair ZX Spectrum (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)
$end
$info=smooncrs,
$Edit this entry at Arcade-History.com
$bio
Super Moon Cresta (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Moon Cresta".
- UPDATES -
This is the same as the original except faster and the aliens drop bombs at you.
$end
$info=suprmous,
$Edit this entry at Arcade-History.com
$bio
Super Mouse (c) 1982 Taito.
In this platform game, you are a mouse collecting a stash of food that happens to be scattered around the house. Opposing you are cats and cobras, which pop up out of nowhere. You're not exactly helpless, though. You have balloon bombs which you can lay and detonate, rocks on top of the house to drop, floors that move across when you step on them and pools of water under bridges which you open by walking over them. All these can kill cats and cobras, if you use them right.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Funny Mouse".
- UPDATES -
The Bonus round is a bit different on the machines. On "Funny Mouse" you hit the button to stop the wheels, in Super Mouse you hit the button to start the wheels spinning.
- SCORING -
Picking up food : 100 points
Dropping off food in hiding place : 200 points
Killing a Cat : 100 points
Killing a Cobra : 200 points (also see tips and tricks below)
Bonus for collecting all food : Killing all surviving Cats and Cobras
Bonus Round : 200-1500 points (if you hit it)
- TIPS AND TRICKS -
If you drown a Cobra in one of the pools, you also kill off the cats on the maze.
$end
$info=smbomb,smbombr1,
$Edit this entry at Arcade-History.com
$bio
Super Muscle Bomber - The International Blowout (c) 08/1994 Capcom.
Fourteen selectable wrestlers fight to win the belt in this cross over wrestling/2D fighting game.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 06
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known outside Japan as "Ring of Destruction - Slammasters II".
Hara Tetsuo, who designed the characters in the 'Muscle Bomber' games, is a popular manga artist in Japan. He is famous for his work on 'Hokuto no Ken' (aka 'Fist of the North Star').
Sony Music Entertainment released a limited-edition soundtrack album for this game (Super Muscle Bomber Arcade Game Track - SRCL-2919) on 21/10/1994.
- UPDATES -
The names of several characters and the name of the game itself were changed in the non-Japanese "Ring of Destruction - Slammasters II" versions. These changes are not reflected in the Tokyo stage, however.
In this stage there is a jumbo monitor in the background which displays the original names of the characters who are fighting (in Japanese) and then displays the 'Super Muscle Bomber' logo. Below is a list of the name changes...
(Japanese name - Non-Japanese version name)
Alexei Zalazof - Biff Slamkovich 'The Rocking Ruskie'
Mysterious Budo - Great Oni
El Stinger - El Stingray
Sheep The Royal - Alexander 'The Grater'
Kimala The Bouncer - Jumbo 'Flap' Jack
Lucky Colt - Gunlock
Titan The Great - Titanic Tim
'Missing IQ' Gomes - King Rasta 'Mon'
Astro - The Scorpion
- SERIES -
1. Muscle Bomber - The Body Explosion (1993)
2. Muscle Bomber Duo - Heat Up Warriors (1993)
3. Super Muscle Bomber - The International Blowout (1994)
- STAFF -
Character designer & Illustration : Tetsuo Hara
Planner : Tomy Ari
Object designers : Ikusan Z, Imomushi, Kakkun, Yorio, Rikagon, K.Takechan, Hirohito, Kamamesi, Rumichan
Scroll designers : Ziggy, Miyao, Taka
Programmers : Kazuhito Nakai, Shaver, Tate, Raoh
Sound : Toshio Kajino, Shun, Isao Abe (Oyaji)
Assists : B G, Batayon, Hideo, Tora, Hin-Hans, PONTA, Hiroaki Kondo
$end
$info=supnudg2,
$Edit this entry at Arcade-History.com
$bio
Super Nudger II (c) 1989 Coinmaster.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 368 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 3
$end
$info=superpac,superpcm,
$Edit this entry at Arcade-History.com
$bio
Super Pac-Man (c) 10/1982 Namco.
Conquer the fruit-filled maze! Disguised as our mild-mannered "Pac-Man", Super Pac-Man fights a never ending battle to eat rows of fruit and objects, destroy enemy monsters and rack up scores that are out of this world.
- TECHNICAL -
Game ID : SP
Main CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1 (SUPER SPEED) - only works when Pac-Man is in Super form.
- TRIVIA -
Also licensed to Bally Midway for US manufacture and distribution (11/1982).
In this new Pac-Man game, the game-play mechanics have altered radically - instead of eating dots, the player is required to eat a key, which unlocks a section of the maze containing some kind of food. Once all the food is eaten, the player advances to the next level. The new game-play mechanics were considered by many to be confusing, and too much of a change from the original two games ("Pac-Man" and Ms. Pac-Man). Ultimately, Super Pac Man proved to be the least successful game in the original series, being outsold that year by "Pac-Man Plus", a slightly updated version of the original game. In spite of this, the game's A.I. was celebrated as being one of the best of that era, and in the eyes of many fans, was the best out of any Pac-Man game.
The alien spaceship "Galaxian" makes an appearance in this game as the food item of stage 15.
A Super Pac-Man unit appears in the 1983 movie 'Joysticks'.
- SCORING -
Key : 50 points
Eating a door (when Super-sized) : 200 points
Food items : 10 x stage (max. 160) points
1st blue monster : 200 points
2nd blue monster : 400 points
3rd blue monster : 800 points
4th blue monster : 1600 points
Star, when slot machine items do not match : 200 to 1600 points (value doubles after each bonus stage)
Star, when slot machine items match but different from level : 2000 points
Star, when slot machine items match but same as level : 5000 points
Bonus points awarded after bonus round is complete. Bonus counts down from 20000 by 100's.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep Button 1 pressed and enter the following sequence : Right, Down(x2), Left(x4), Up.
'(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.
* Try to group the ghosts together, and lure as many as possible at once behind you before collecting a powerpill (3,000 for all 4 monsters).
* Note that you can kill the ghosts in their home, so on the early stages you can kill all 4, then collect another powerpill and kill them in their base as soon as they regenerate. This gives you another few seconds breathing space as well.
* At the early parts of each level, concentrate on picking up as many keys as possible before collecting any treats. This way you open up a lot of the maze, saving grief later on.
* When you are fully powered up, collecting a normal powerpill extends your power-up time. The super power does last longer than a normal powerpill.
* When you are fully powered up, try and break through any remaining doors to save you from having to collect all the keys.
* Don't worry about the bonus star in the center - it's not worth wasting time waiting to try and match the items as you score far more points in general play on later levels.
* Although the maze layout is always the same, the keys on later levels open different doors, so you can't rely on the same patterns on each screen.
- SERIES -
1. Pac-Man (1980)
2. Ms. Pac-Man (1981)
3. Super Pac-Man (1982)
4. Pac-Man Plus (1982)
5. Jr. Pac-Man (1983)
6. Pac & Pal (1983)
7. Pac-Land (1984)
8. Pac-Mania (1987)
9. Pac-In-Time (1994, Nintendo Super Famicom)
10. Pac-Man 2 - The New Adventures (1994, Nintendo Super Famicom and Sega Mega Drive)
11. Pac-Man VR (1996)
12. Pac-Man World (1999, Sony PlayStation)
13. Pac-Man - Adventures in Time (2000, PC CD-ROM)
14. Ms. Pac-Man Maze Madness (2000, Sony PlayStation)
15. Ms. Pac-Man - Quest for the Golden Maze (2001, PC CD-ROM)
16. Pac-Man All-Stars (2002, PC CD-ROM)
17. Pac-Man Fever (2002, Sony PlayStation 2)
18. Pac-Man World 2 (2002, Sony PlayStation 2, Nintendo GameCube, and Microsoft XBOX; 2004, PC CD-ROM)
19. Pac-Man vs. (2003, Nintendo GameCube)
20. Ms. Pac-Man - Maze Madness (2004, Nintendo GameBoy Advance)
21. Pac-Man World 3 (2005, Sony PSP, Sony PlayStation 2, Nintendo GameCube, Microsoft XBOX, PC CD-ROM, and Nintendo DS)
22. Pac'n Roll (2005, Nintendo DS)
23. Pac-Pix (2005, Nintendo DS)
- STAFF -
Designed by : Toru Iwatani
- PORTS -
* Consoles :
Sony PlayStation (1996, "Namco Museum Vol.2")
Nintendo Game Boy Color (1999, "Ms. Pac-Man - Special Color Edition")
* Computers :
Atari 800 (1984)
Commodore C64 (1988)
PC [MS-DOS] (1988)
* Others :
Super Pac-Man TV game (2006 - Jakks Pacific).
Mobile Phones (2006)
$end
$info=spang,spangj,spangbl,
$Edit this entry at Arcade-History.com
$bio
Super Pang (c) 1990 Mitchell.
1 or 2 players use a harpoon gun to burst a number of large, bouncing balls. when hit, each ball breaks down into smaller balls. A sequel to the 1989 original which, while not adding anything particularly new, retains the superb playablility of its predecessor.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 7.5 Khz), YM2413 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in September 1990.
This game was also released by Capcom for US as "Super Buster Bros.".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '???'.
- TIPS AND TRICKS -
* Stage Select on Tour Mode : Select Tour mode. Hold down the joystick and press fire button.
* Win 500 Points in Panic Mode : Hold down the joystick and 500 points will be added to your score every few seconds.
* Win 100.000 Points in Panic Mode : If you go without shooting anything for the amount of time it takes for the background song to repeat, you will automatically get 100.000 points, but the speed of the balls will suddenly become extremely fast.
- SERIES -
1. Pang (1989)
2. Super Pang (1990)
3. Pang! 3 (1995)
4. Mighty! Pang (2000)
- STAFF -
Planners : Uda, Futoshi Kuwahara
Designers : Kurihara, Furukawa
Programmers : Shinohara, Nakai
Composer : Takaoka
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Sony PlayStation (1997, "Super Pang Collection")
Sony PSP (2006, "Capcom Puzzle World")
$end
$info=spiero,
$Edit this entry at Arcade-History.com
$bio
Super Pierrot (c) 1987 Universal.
Whoo hoo, this game is nothing but dot eating fun. You play the game one screen at a time, and each screen will be covered with dots, baddies, and will have a few logs thrown in to boot. What you are trying to do is either eat all the dots, or kill all the monsters. There are two basic kinds of enemies (plus a few more that will sometimes escort the bonus letters). The first kind is a sort of green clam, these are slow moving and pose little danger to your Mr. Do!. But the second kind is fairly dangerous, it is a purple cartoon snake, and it will make quick rolling attacks at your poor little Do!, you must dodge these, as your powerball is ineffective against a rolling snake. Both enemy types will sometimes transform into a purple sightless unicorn if they manage to remain alive long enough, shoot the unicorns as soon as they appear, because you cannot outrun them over long distances.
Mr. Do! has two things to defend himself with. The first is the superball, he starts out carry this, simply toss it at an enemy, and they will vanish (you can also bounce the superball off of walls for a higher score). Your superball regenerates as you eat dots and fruit, and it is often a good idea to use it as soon as it regenerates (to take out yet another baddie). Your other weapon is the logs that are scattered around the game board. Simply push them, and they will roll down the screen, taking out anything in their path (including Mr. Do! if you are dumb enough to get in their way).
You leave a line behind you as you walk, when you meet your own line (creating a box), any dots inside the box will be upgraded to cherries, while cherries upgrade to apples, which upgrade to lemons, which finally upgrade to pineapples. You don't have to do any of this fruit upgrade stuff at all, but is the best way to rack up a lot of points. You can collect letters to spell EXTRA to get a free man (just like all the other Mr. Do! games).
- TECHNICAL -
Main CPU : Z80 (@ 3.9 Mhz), (2x) Z80 (@4mhz)
Sound Chips : (4x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 258
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Do! Run Run".
Because of the video game crash of 1983, Universal decided to release their final Mr. Do! game as a conversion kit only, because the market for dedicated cabinets had all but dried up at this point (but it was a full kit that would fit any cabinet, not just a kit for other Mr. Do! games). This kit is fairly rare, and is almost impossible to find today. The kit contained a new PCB and new graphics for the machine, the graphics were purple themed, and the marquee had a 'DO! Run Run' logo superimposed over a purple geometric landscape with a blue line running randomly about it.
Bootleggers ported this title to the very similar "Mr. Do's Castle" hardware, although that version is fairly rare.
- UPDATES -
The maze graphics are slightly different than "Do! Run Run".
- TIPS AND TRICKS -
* Hint : Try to make concentric circle patterns from the outermost edge in, 'eating' the outermost cherries, dots or whatever each time. This will allow you to get a ton of pineapples, which score the most, and will get you a good score in early stages before it gets difficult.
- SERIES -
1. Mr. Do! (1982)
2. Mr. Do's Castle (1983)
3. Mr. Do's Wild Ride (1984)
4. Super Pierrot (1987)
5. Neo Mr. Do! (1996)
$end
$info=spbactn,spbactnj,
$Edit this entry at Arcade-History.com
$bio
Super Pinball Action (c) 1991 Tecmo.
A pinball game featuring 4 boards :
1. On the Carnival Board, there are two ways to work towards the goal : knocking out the drop targets on the upper board, or hitting the button targets that light the word 'Rhythm' on the lower part of the main board.
2. On the Border Board, the 'INPUT' button targets in the center upper part of the board are the ones to hit to work your way towards your goal.
3. On the Monster Board, you must complete 7 different target areas, each one referring to a body part : 2 roll-throughs for arms, two holes for eyes, two sets of targets for legs and the top rollovers work towards the 'head'.
4. On the Sniper Board, you knock down the 'LOAD' drop targets, then shoot the Shot Bonus button target when lit. You do this 6 times to reach your goal.
As you go follow through on the game, the warp shots let you see how far you've gone in your quest to finish each board. The fewer clothes each girl has, the further you have gone on that board. Once the women are topless, you've done all you can on that board.
- TECHNICAL -
Game ID : 9002
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Vertical
Video resolution : 224 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 1
Buttons : 3
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
If you see you're on your last ball and the warp light is on, shoot at that target. Warping between boards (or even back to the board you were on) starts you with another set of balls.
- SERIES -
1. Pinball Action (1985)
2. Super Pinball Action (1991)
$end
$info=spitboss,
$Edit this entry at Arcade-History.com
$bio
Super Pit Boss (c) 198? Merit.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Palette colors : 256
- SERIES -
1. Pit Boss (1983)
2. Super Pit Boss (198?)
3. Pit Boss II (1988)
4. Pit Boss Superstar (1989)
5. Pit Boss Megastar (1994)
$end
$info=suprpool,
$Edit this entry at Arcade-History.com
$bio
Super Pool (c) 1997 Nazionale Elettronica Giochi.
$end
$info=spool3,spool3i,
$Edit this entry at Arcade-History.com
$bio
Super Pool III (c) 1989 Data East.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to I-Vics.
This game is also known as "Pocket Gal".
- UPDATES -
Instead of the girl stripping between levels (Pocket Gal), the fully clothed image is repeated.
- STAFF -
Programmers : Minagawa, Shinichi
Designer : Kinta58000
Graphics designers : Masa, Fusimi, Astaroth, Mixman
Sound : Hitomi Komatsu, Tatsuya Kiuchi, Hiroaki Yoshida (MARO), Azusa Hara (AZUSA)
$end
$info=spnchout,spnchotj,
$Edit this entry at Arcade-History.com
$bio
Super Punch-Out!! (c) 1984 Nintendo.
A slight update of the superb "Punch-Out!!" boxing game that features five brand new larger-than-life opponents. The player once again assumes the role of a green-haired boxer who must fight his way up through five larger-than-life boxers to earn the title of 'Champ'.
The player's in-fight boxer is again viewed from behind and rendered with wire-frame graphics (so the player's opponent can be seen). Punches, dodges and blocks must all be well-timed in order to defeat the opposing boxer. Thanks to the refined roster of new and hugely distinctive enemy fighters, "Super Punch-Out!!" is considered to be an improvement over the first game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 1
Control : 4-way joystick (pull up on the joystick to duck)
Buttons : 3
=> [1] LEFT BLOW, [2] RIGHT BLOW, [3] KNOCKOUT BLOW
- TRIVIA -
Released in September 1984.
The image used for the background of "Punch-Out!!" (in which Mario, Luigi, DK and DK Jr. sit on both sides of the ring) was recycled for 'Super Punch-Out!!'. The only difference is that the background is in black and white.
Not to be confused with the 1994 Super Famicom game of the same name, 'Super Punch-Out!!', which is a remake of the arcade game (certainly for the ten years anniversary).
The game's title music, is actually the 'Gillette Look Sharp March'. This jingle, originally heard in Gillette radio and television commercials, was later used as the theme song to the Gillette Cavalcade of Sports, which aired boxing matches. The music can also be heard in the 1980 boxing related film 'Raging Bull' during the scene where Jake LaMotta (as played by Robert De Niro) unveils his new nightclub.
- SERIES -
1. Punch-Out!! (1984)
2. Super Punch-Out!! (1984)
3. Mike Tyson's Punch-Out!! (1987, Nintendo NES)
4. Super Punch-Out!! (1994, Nintendo SNES)
- PORTS -
* Computers :
Commodore C64 ("Frank Bruno's Boxing")
PC [MS-DOS, 3.5''] ("Frank Bruno's Boxing")
$end
$info=spf2t,spf2ta,
$Edit this entry at Arcade-History.com
$bio
Super Puzzle Fighter 2 Turbo (c) 1996 Capcom.
A superb puzzle game for 1 or 2 players, based upon Capcom's legendary "Street Fighter" series. Puzzle Fighter's gameplay is reminiscent of Sega's superb 1992 puzzle game, "Puyo Puyo".
Players take on the role of one of the famous Street Fighter characters, which are represented visually between the 2 play areas in the middle of the screen. Players must then manipulate falling coloured gem blocks, matching the colours to gems already in the play area; before finally destroying them with orbs of a like colour. Whenever a player destroys a number of blocks, their on-screen Street Fighter counter-part will be shown attacking the player's opponent character. The fighting move used is dependent on both the colour and number of blocks the player has destroyed.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 16
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (ROTATE LEFT, ROTATE RIGHT)
- TRIVIA -
Released in June 1996.
This game is known in Japan as "Super Puzzle Fighter 2 X".
The title is derived from "Super Street Fighter II Turbo", but most of the graphics, sounds, and presentation is inspired by "Street Fighter Alpha".
Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8).
In the background of Chun-li's stage, there is "Son Son" flying around on a cloud.
Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Alpha - Warriors' Dreams".
Ryu's stage (in SPF2X) is a variation of this, with a bunch of strange stuff in the background.
Ken's stage is based on Ken and Nash's stages from "Street Fighter Alpha - Warriors' Dreams".
Dan's stage (in SPF2X) is a variation of this stage, set at a different time of day.
Gouki's stage is based on his "Street Fighter Alpha 2" stage.
Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Play as Akuma (Gouki) : Move to Morrigan if you're player one or to Felicia if you're player two. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button.
* Play as Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button.
* Play as Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button.
- STAFF -
Game designers : Murasaki Umagoyasi, SPP Iorya
Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet
Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro
Character designers : Edayan, Goidanokei
Object designers : Masarusan N, Ino, Aska
Sound designer : Hiroaki Kondo (X68K)
Sound assist : Satoshi Ise
Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon)
Producers : Noritaka Funamizu, Saddy
Sound staff : Hideki Okugawa, Ryoji Yamamoto
Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu
Producer : Yoshimi Ohnishi
General producer : Noritaka Funamizu
Supervisor : Yoshiki Okamoto
* Cast :
Felicia, Lei Lei, narration : Araki Kae
Devilot, Morrigan : Jinguuji Yayoi
Chun Li : Miyamura Yuko
Sakura : Sakamoto Yuko
Ryu : Hoshi Souichirou
Dan : Hosoi Osamu
Ken, Donovan : Iwanaga Tetsuya
Gouki : Tomomichi Nishimura
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)
Nintendo Game Boy Advance (2003)
Sony PSP (2006, "Capcom Puzzle World")
Microsoft XBOX 360 (2007, "Super Puzzle Fighter II Turbo HD Remix" - Xbox Live Arcade)
* Computers :
PC (MS Windows 9x, CD-Rom) (1997)
$end
$info=spf2xj,
$Edit this entry at Arcade-History.com
$bio
Super Puzzle Fighter 2 X (c) 05/1996 Capcom.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 16
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (ROTATE LEFT, ROTATE RIGHT)
- TRIVIA -
This game is known outside Japan as "Super Puzzle Fighter 2 Turbo".
The title is derived from "Super Street Fighter II X - Grand Master Challenge", but most of the graphics, sounds, and presentation is inspired by "Street Fighter Zero".
Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8).
In the background of Chun-li's stage, there is "Son Son" flying around on a cloud.
Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Zero".
Ryu's stage (in SPF2X) is a variation of this, with a bunch of strange stuff in the background.
Ken's stage is based on Ken and Nash's stages from "Street Fighter Zero".
Dan's stage (in SPF2X) is a variation of this stage, set at a different time of day.
Gouki's stage is based on his "Street Fighter Zero 2" stage.
Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on 22/01/1997.
- TIPS AND TRICKS -
* Play as Gouki : Move to Morrigan if you're player one or to Felicia if you're player two. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button.
* Play as Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button.
* Play as Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button.
- STAFF -
Game designers : Murasaki Umagoyasi, SPP Iorya
Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet
Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro
Character designers : Edayan, Goidanokei
Object designers : Masarusan N, Ino, Aska
Sound designer : Hiroaki Kondo (X68K)
Sound assists : Satoshi Ise
Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon)
Producers : Noritaka Funamizu, Saddy
Sound staff : Hideki Okugawa, Ryoji Yamamoto
Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu
Producer : Yoshimi Ohnishi
General producer : Noritaka Funamizu
Supervisor : Yoshiki Okamoto
* Cast :
Felicia, Lei Lei, narration : Araki Kae
Devilot, Morrigan : Jinguuji Yayoi
Chun Li : Miyamura Yuko
Sakura : Sakamoto Yuko
Ryu : Hoshi Souichirou
Dan : Hosoi Osamu
Ken, Donovan : Iwanaga Tetsuya
Gouki : Tomomichi Nishimura
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)
Sega Dreamcast (2001, "Super Puzzle Fighter II X for Matching Service")
Nintendo Game Boy Advance (2003)
Sony PSP (2006, "Capcom Puzzle World")
* Computers :
PC (MS Windows 9x, CD-ROM) (1997)
$end
$info=sqix,sqixa,sqixbl,sqixu,
$Edit this entry at Arcade-History.com
$bio
Super Qix (c) 1987 Taito.
Draw lines to reveal a hidden picture.
- TECHNICAL -
Prom Stickers : B03
Main CPU : Z80, I8751
Sound Chips : (2x) AY8910
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Developed by Kaneko.
- UPDATES -
The bootleg don't uses the I8751 @ 4 Mhz :-)
- TIPS AND TRICKS -
* Free Credits : Ever wonder why the attract mode says "Go for 98%"? It's because if you cover at least 98% of the playing surface, you're rewarded with a free credit. This is very possible if you get the 'freeze' powerup.
- SERIES -
1. Qix (1981)
2. Qix II - Tournament (1982)
3. Super Qix (1987)
4. Twin Qix (1995)
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=sranger,srangerb,srangerw,
$Edit this entry at Arcade-History.com
$bio
Super Ranger (c) 1988 SunA.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to WDK for distribution.
$end
$info=mt_srbb,
$Edit this entry at Arcade-History.com
$bio
Super Real Basketball (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Palette colors : 96
Players : 2
Buttons : 3
$end
$info=srmp5,
$Edit this entry at Arcade-History.com
$bio
Super Real Mahjong P.5 (c) 1994 Seta.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz), R3000 (@ 16 Mhz)
Sound Chips : ST0016 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 1
- SERIES -
1. Super Real Mahjong PI (1987)
2. Super Real Mahjong PII (1987)
3. Super Real Mahjong Part 3 (1988)
4. Super Real Mahjong PIV (1993)
5. Super Real Mahjong P.5 (1994)
6. Super Real Mahjong Part 6 (1995)
7. Super Real Mahjong P7 (1997)
8. Super Real Mahjong VS (1999)
9. Super Real Mahjong for Mobile (2003, Mobile Phone)
- PORTS -
* Consoles :
NEC PC-Engine CD (1995, "Super Real Mahjong P.V Custom")
Sega Saturn (1995)
Panasonic 3DO (1995)
NEC PC-FX (1996, "Super Real Mahjong P.V FX")
$end
$info=srmp7,
$Edit this entry at Arcade-History.com
$bio
Super Real Mahjong P7 (c) 1997 Seta.
A well-animated mahjong game.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : mahjong keyboard
- TIPS AND TRICKS -
* Challenge Etsuko Toyohara : Defeat the regular 3 opponents in any story mode without using a single continue to challenge her.
- SERIES -
1. Super Real Mahjong PI (1987)
2. Super Real Mahjong PII (1987)
3. Super Real Mahjong Part 3 (1988)
4. Super Real Mahjong PIV (1993)
5. Super Real Mahjong P.5 (1994)
6. Super Real Mahjong Part 6 (1995)
7. Super Real Mahjong P7 (1997)
8. Super Real Mahjong VS (1999)
9. Super Real Mahjong for Mobile (2003, Mobile Phone)
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=srmp3,
$Edit this entry at Arcade-History.com
$bio
Super Real Mahjong Part 3 (c) 1988 Seta.
Mahjong game.
- TECHNICAL -
Game ID : ZA-0
Main CPU : Z80 (@ 3.5 Mhz)
Sound Chips : AY8910 (@ 1 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
Control : mahjong keyboard
- SERIES -
1. Super Real Mahjong PI (1987)
2. Super Real Mahjong PII (1987)
3. Super Real Mahjong Part 3 (1988)
4. Super Real Mahjong PIV (1993)
5. Super Real Mahjong P.5 (1994)
6. Super Real Mahjong Part 6 (1995)
7. Super Real Mahjong P7 (1997)
8. Super Real Mahjong VS (1999)
9. Super Real Mahjong for Mobile (2003, Mobile Phone)
- PORTS -
* Consoles :
FM-Towns Marty (1992, "Super Real Mahjong P II & III+")
NEC PC-Engine CD (1994, "Super Real Mahjong P II & III Custom")
Sega Saturn (1995, "Super Real Mahjong Grafitti")
$end
$info=srmp6,
$Edit this entry at Arcade-History.com
$bio
Super Real Mahjong Part 6 (c) 1995 Seta.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
- SERIES -
1. Super Real Mahjong PI (1987)
2. Super Real Mahjong PII (1987)
3. Super Real Mahjong Part 3 (1988)
4. Super Real Mahjong PIV (1993)
5. Super Real Mahjong P.5 (1994)
6. Super Real Mahjong Part 6 (1995)
7. Super Real Mahjong P7 (1997)
8. Super Real Mahjong VS (1999)
9. Super Real Mahjong for Mobile (2003, Mobile Phone)
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=srmp1,
$Edit this entry at Arcade-History.com
$bio
Super Real Mahjong PI (c) 1987 Seta.
- SERIES -
1. Super Real Mahjong PI (1987)
2. Super Real Mahjong PII (1987)
3. Super Real Mahjong Part 3 (1988)
4. Super Real Mahjong PIV (1993)
5. Super Real Mahjong P.5 (1994)
6. Super Real Mahjong Part 6 (1995)
7. Super Real Mahjong P7 (1997)
8. Super Real Mahjong VS (1999)
9. Super Real Mahjong for Mobile (2003, Mobile Phone)
$end
$info=srmp2,
$Edit this entry at Arcade-History.com
$bio
Super Real Mahjong PII (c) 1987 Seta.
Mahjong game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : mahjong keyboard
- SERIES -
1. Super Real Mahjong PI (1987)
2. Super Real Mahjong PII (1987)
3. Super Real Mahjong Part 3 (1988)
4. Super Real Mahjong PIV (1993)
5. Super Real Mahjong P.5 (1994)
6. Super Real Mahjong Part 6 (1995)
7. Super Real Mahjong P7 (1997)
8. Super Real Mahjong VS (1999)
9. Super Real Mahjong for Mobile (2003, Mobile Phone)
- STAFF -
Director : Y. Watanabe
Programmers : Y. Takahashi, Y. Sasaki, M. Takano
Animater : X. Tanaka
Music : T. Suzuki
Sound : H. Kobayashi
- PORTS -
* Consoles :
FM-Towns Marty (1992, "Super Real Mahjong P II & III+")
NEC PC-Engine CD (1994, "Super Real Mahjong P II & III Custom")
Sega Saturn (1995, "Super Real Mahjong Grafitti")
$end
$info=srmp4,srmp4o,
$Edit this entry at Arcade-History.com
$bio
Super Real Mahjong PIV (c) 1993 Seta.
A well-animated mahjong game.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : mahjong keyboard
- TIPS AND TRICKS -
* Start With The Second Girl (Yuu) : Press Pon and Kan button (continue pressing until the end of first animation) and press start.
* Start With The Third Girl (Kaori) : Press Chi and Reach button (continue pressing until the end of first animation) and press start.
- SERIES -
1. Super Real Mahjong PI (1987)
2. Super Real Mahjong PII (1987)
3. Super Real Mahjong Part 3 (1988)
4. Super Real Mahjong PIV (1993)
5. Super Real Mahjong P.5 (1994)
6. Super Real Mahjong Part 6 (1995)
7. Super Real Mahjong P7 (1997)
8. Super Real Mahjong VS (1999)
9. Super Real Mahjong for Mobile (2003, Mobile Phone)
- PORTS -
* Consoles :
NEC Turbo CD (1993, "Super Real Mahjong P IV Custom")
Nintendo Super Famicom (1994)
FM Towns Marty (1994)
Sega Saturn (1995, "Super Real Mahjong Grafitti")
Panasonic 3DO (1995, "Super Real Mahjong P4 + Aishou Shindan")
* Computers :
Sharp X68000 (1994)
$end
$info=srmvs,
$Edit this entry at Arcade-History.com
$bio
Super Real Mahjong VS (c) 1999 Seta.
- TECHNICAL -
Seta Aleck 64
Main CPU : R4600, RSP
Sound Chips : (2x) DMA-driven
Players : 1
Buttons : 9
- SERIES -
1. Super Real Mahjong PI (1987)
2. Super Real Mahjong PII (1987)
3. Super Real Mahjong Part 3 (1988)
4. Super Real Mahjong PIV (1993)
5. Super Real Mahjong P.5 (1994)
6. Super Real Mahjong Part 6 (1995)
7. Super Real Mahjong P7 (1997)
8. Super Real Mahjong VS (1999)
9. Super Real Mahjong for Mobile (2003, Mobile Phone)
$end
$info=suprridr,
$Edit this entry at Arcade-History.com
$bio
Super Rider (c) 1983 Venture Line.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito.
$end
$info=sshangha,sshanghb,
$Edit this entry at Arcade-History.com
$bio
Super Shangai Dragon's Eye (c) 1992 Hot-B.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Shangai (1988)
2. Shangai II (1989)
3. Super Shangai Dragon's Eye (1992)
4. Shangai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shangai Matekibuyuu (1998)
10. Shanghai Pocket (1998, Nintendo Game Boy and Game Boy Color)
11. Shanghai Dynasty (1997, PC [MS Windows])
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony Playstation 2)
20. Tsuushin Shanghai (2005, Sony Playstation 2)
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
$end
$info=ssideki,
$Edit this entry at Arcade-History.com
$bio
Super Sidekicks (c) 12/1992 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0052
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> Offense > [A] Long kick/Shoot, [B] Pass
=> Defense > [A] Slide, [B] Tackle
- TRIVIA -
This game is known in Japan as "Tokuten Ou" (translates from Japanese as "Top Scorer").
- SERIES -
1. Super Sidekicks (1992)
2. Super Sidekicks 2 - The World Championship (1994)
3. Super Sidekicks 3 - The Next Glory (1995)
4. The Ultimate 11 - Snk Football Championship (1996)
5. NeoGeo Cup '98 - The Road to the Victory (1998)
6. NeoGeo Cup '98 Plus Color (1999, SNK Neo-Geo Pocket Color)
- STAFF -
Producer : Eikichi Kawasaki
Planner : Ishimotti
Sound : Jojoha Kitapy, Yoko
Designers : Mioshi, S.K., Younger Face, Eri Kohjitani, J-Mikami, Mori-P
Programmers : Mabushi, Narutaki, Ep82boy.
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=ssideki2,
$Edit this entry at Arcade-History.com
$bio
Super Sidekicks 2 - The World Championship (c) 04/1994 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0061
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short kick
=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift
- TRIVIA -
This game is known in Japan as "Tokuten Ou 2 - Real Fight Football".
- SERIES -
1. Super Sidekicks (1992)
2. Super Sidekicks 2 - The World Championship (1994)
3. Super Sidekicks 3 - The Next Glory (1995)
4. The Ultimate 11 - Snk Football Championship (1996)
5. NeoGeo Cup '98 - The Road to the Victory (1998)
6. NeoGeo Cup '98 Plus Color (1999, SNK Neo-Geo Pocket Color)
- STAFF -
President : Eikichi Kawasaki
Chief programmer : Uzumasa
Main programmer : Ep82boy.
Programmers : Yuritan, T. Nakamura
Chief designer : Yellow Beat
Main designers : Mic-Senbey, Mina, Mittu!!!
Designers : Shio Shio Shio(c), Tetujin, Geogemichael, Mr. ?9Adachi, Tenchan, Marche
Models : Bug Stopper, James W. Hove, River Field, Mr. Go, Yuz-Senbey, Tommy Shu, Carge, Beach Round
Sound : Jojoha Kitapy, Brother Hige, Akibon
Planners : Snk R&D Center, Rosanjin
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=ssideki3,
$Edit this entry at Arcade-History.com
$bio
Super Sidekicks 3 - The Next Glory (c) 1995 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0081
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift
- TRIVIA -
Released in March 1995.
This game is known in Japan as "Tokuten Ou 3 - Eikoue no Michi" (translates from Japanese as 'Top Scorer - Way of Glory').
- TIPS AND TRICKS -
Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an unusual combination like Attack & Defense. Here are the 9 teams that have 3 strengths : Holland, Brazil, Germany, Sweden, Argentina, Italy, France, Belgium, Denmark
- SERIES -
1. Super Sidekicks (1992)
2. Super Sidekicks 2 - The World Championship (1994)
3. Super Sidekicks 3 - The Next Glory (1995)
4. The Ultimate 11 - Snk Football Championship (1996)
5. NeoGeo Cup '98 - The Road to the Victory (1998)
6. NeoGeo Cup '98 Plus Color (1999, SNK Neo-Geo Pocket Color)
- STAFF -
President : Eikichi Kawasaki
Director : H. Kawano
Planner : Snk R&D Center, Fighting Shooter
Chief programmer : Uzumasa Seven
Main programmers : Ej20Wrx, Yuritaro
Programmer : Toppo George
Sound : Ackey, Pearl Shibakichi
Designers : Kanitaro, Performaru, Shio Shio Shio, Gow Travolta, Daisy"Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline
Models : Tom Powell, Bug Stoper, H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy"Tateko", Tenuking, Performaru-2, george.Y, Tom.Karji, Bruce Tee, J. Miki, Gc8-Wrx, Jighoh Ninomiya
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=sslam,sslama,
$Edit this entry at Arcade-History.com
$bio
Super Slam (c) 1993 Playmark.
- TECHNICAL -
Main CPU : 68000, I8051
Sound Chips : OKI6295
Screen orientation : Horizontal
Video resolution : 304 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Super Slam is clearly a bootleg of Namco's "Super World Court" on inferior hardware. The Playmark hardware lacks many features of the original such as transparency.
$end
$info=suprslam,
$Edit this entry at Arcade-History.com
$bio
Super Slams - From TV Animation (c) 1995 Banpresto.
Basketball game with four selectable teams. This game has a nice design and easy gameplay.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Based on the manga "Slam Dunk".
- STAFF -
Producer : K. Suzuki
Main planner : S. Nozaki
Sub planner : K. Matsunami
Main programmer : Yagiyama
Programmers : Yoko, Kazuya "Kazuma", M. "RX-R" Kawaguchi, Any L3
Chief designer : Kaz. Adachi
Sub chife designer : Nakajima 500
Designer : Hiki, Ikeneko, Gigus, Suga Shoko, H. Motono
Sound : Hoso-Q
$end
$info=nss_ssoc,
$Edit this entry at Arcade-History.com
$bio
Super Soccer (c) 1992 Human / Nintendo.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
=> [A] Short Kick / Slide Tackle
=> [B] Long Kick / Slide Tackle / Kick
=> [Y] Passes to whoever is selected with the red arrow / Check (tackle)
=> [X] Does nothing
=> [R] Changes red arrow thing to another team mate (see passing below)
=> [L] Changes red arrow thing to another team mate (see passing below)
- UPDATES -
Differences between the console version and this arcade version :
* At the 'SELECT FORMATION' screen, AUTO and MANUAL goalkeeper option are removed. MANUAL is by default.
* 'SELECT LINEUP' screen removed (appears only after a RED card).
* TIME option in EXHIBITION mode removed.
* Expert mode code removed.
* CPU vs. CPU code removed.
* Ending code removed.
* The tip to get Nintendo team for the second player is removed.
- TIPS AND TRICKS -
* During 'penalty' for a :
1) Strong shoot : press B just before touching the ball.
2) Brushed shoot : hold L+R during the shot
* To make all players jumping during the Half-time, press B.
* BELGIUM
01 : UpLeft, Right, UpRight, DownLeft, UpRight, Up, Right, DownLeft,
02 : DownRight, DownLeft, DownRight, DownRight, DownLeft, Up, Left, UpRight,
03 : UpLeft, Right, UpLeft, UpLeft, DownRight, Down, Left, DownLeft,
04 : DownRight, DownLeft, DownLeft, UpRight, DownRight, Left, Left, DownLeft,
05 : UpLeft, Left, UpLeft, DownLeft, Right, Right, DownRight, Down,
06 : UpRight, Right, DownRight, DownRight, Right, Right, DownRight, Down,
07 : UpLeft, Left, DownRight, UpLeft, Down, Left, DownRight, Down,
08 : UpRight, Right, UpLeft, UpRight, Up, UpRight, Left, DownLeft,
09 : UpRight, DownLeft, DownLeft, DownLeft, DownRight, UpRight, Right, Right,
10 : UpRight, Right, UpRight, DownRight, Right, UpRight, Right, DownLeft,
11 : UpRight, DownLeft, DownRight, UpLeft, Down, UpRight, Left, UpRight,
12 : DownRight, DownLeft, UpLeft, UpRight, DownRight, DownRight, DownRight, Left,
13 : UpLeft, Left, DownLeft, DownLeft, DownRight, UpLeft, Left, Right,
14 : UpRight, Right, DownRight, DownRight, Right, DownRight, DownRight, UpRight,
15 : UpRight, DownLeft, DownRight, UpLeft, Down, UpLeft, DownRight, UpRight,
* URUGUAY
01 : Right, DownLeft, UpLeft, DownLeft, Right, Down, Left, Up,
02 : Up, DownLeft, UpLeft, DownRight, Down, Down, Left, Up,
03 : Up, Left, DownLeft, UpLeft, Down, Up, Right, Up,
04 : Up, UpRight, UpLeft, UpRight, Up, Left, DownRight, Up,
05 : Right, DownLeft, DownLeft, DownLeft, DownRight, Left, Left, DownLeft,
06 : Up, UpRight, DownRight, DownRight, DownRight, Right, DownRight, UpRight,
07 : Up, Right, UpRight, UpLeft, DownRight, Left, Left, DownLeft,
08 : Right, Left, DownRight, UpRight, DownRight, DownLeft, Left, Right,
09 : Up, Left, DownRight, DownLeft, Right, DownLeft, Left, DownLeft,
10 : Up, DownLeft, DownLeft, DownRight, DownLeft, UpRight, Right, Right,
11 : Right, UpRight, UpLeft, UpLeft, Right, DownLeft, Left, DownLeft,
12 : Up, DownLeft, UpRight, UpRight, DownRight, UpLeft, Left, Right,
13 : Right, UpRight, DownRight, DownLeft, Up, DownRight, DownRight, UpRight,
14 : Right, Right, UpRight, DownRight, DownRight, UpLeft, Left, Right,
15 : Up, Left, DownLeft, UpLeft, Down, UpLeft, Left, DownLeft,
* YUGOSLAVIA
01 : UpLeft, Left, Right, DownLeft, UpRight, Down, Left, DownLeft,
02 : UpRight, Right, Left, DownRight, UpRight, Up, Left, DownLeft,
03 : UpLeft, Left, Down, UpLeft, Right, Up, Right, Up,
04 : DownRight, DownLeft, Right, UpRight, Up, Right, DownRight, Down,
05 : UpLeft, Right, Down, DownLeft, DownRight, Right, Left, DownLeft,
06 : UpRight, Left, Right, DownRight, Right, Right, DownRight, Down,
07 : UpRight, UpRight, Up, UpLeft, Up, Left, Left, Up,
08 : UpRight, Right, Right, UpRight, DownRight, UpRight, Left, Right,
09 : UpRight, UpRight, Down, DownLeft, DownRight, DownLeft, Right, Left,
10 : UpRight, Left, Right, DownRight, Right, DownLeft, Left, DownLeft,
11 : UpRight, UpRight, Up, UpLeft, UpRight, UpRight, Right, Right,
12 : UpRight, Left, Left, UpRight, UpRight, UpLeft, DownRight, Right,
13 : UpLeft, Left, Up, DownLeft, Up, UpLeft, Left, DownLeft,
14 : DownRight, UpRight, Up, DownRight, Up, UpLeft, Left, DownLeft,
15 : UpLeft, Left, Left, UpLeft, DownRight, DownRight, DownRight, Left,
* COLOMBIA
01 : Up, Left, Left, DownLeft, UpRight, Up, Left, DownLeft,
02 : Up, DownLeft, Up, DownRight, Right, Up, Right, Up,
03 : Up, Right, Left, UpLeft, Up, Up, Left, Up,
04 : Up, DownLeft, Left, UpRight, Up, Left, DownRight, Up,
05 : Right, UpRight, Down, DownLeft, DownRight, Right, Left, DownLeft,
06 : Up, UpRight, Left, DownRight, Up, Left, DownRight, Up,
07 : Right, UpRight, Right, UpLeft, Up, Right, DownRight, Down,
08 : Right, Right, Up, UpRight, Right, DownLeft, Right, UpRight,
09 : Right, DownLeft, Up, DownLeft, UpRight, UpRight, Right, Right,
10 : Up, UpRight, Down, DownRight, Up, DownLeft, Right, UpRight,
11 : Right, UpRight, Right, UpLeft, UpRight, DownLeft, Left, Right,
12 : Right, Right, Up, UpRight, DownRight, DownRight, Left, Right,
13 : Up, Left, Left, DownLeft, UpRight, UpLeft, DownRight, Right,
14 : Right, Left, Up, DownRight, DownRight, UpLeft, Left, Right,
15 : Up, Left, Right, UpLeft, DownRight, DownRight, DownRight, Left,
* JAPAN
01 : UpLeft, Left, DownLeft, Down, DownRight, Down, Left, UpRight,
02 : UpRight, Right, DownRight, Right, DownRight, Up, Right, DownLeft,
03 : UpRight, UpRight, DownLeft, Left, Right, Down, Left, Down,
04 : UpRight, Right, UpLeft, Up, UpRight, Right, Left, DownLeft,
05 : UpRight, DownLeft, DownLeft, Down, Right, Right, Right, Up,
06 : UpRight, Left, DownLeft, Right, DownLeft, Right, Right, DownLeft,
07 : UpLeft, Left, DownRight, Left, DownLeft, Right, Left, UpRight,
08 : UpRight, Left, UpRight, Up, DownRight, DownLeft, Left, Left,
09 : UpRight, UpRight, DownRight, Down, UpRight, UpRight, Right, Right,
10 : DownRight, DownLeft, UpRight, Right, Down, UpRight, Left, DownLeft,
11 : UpRight, UpRight, DownLeft, Left, DownRight, DownLeft, Left, Left,
12 : DownRight, UpRight, UpRight, Up, Up, DownRight, Right, DownLeft,
13 : UpLeft, Right, UpRight, Down, Up, DownRight, Right, DownLeft,
14 : UpRight, Left, DownLeft, Right, DownLeft, DownRight, Right, Right,
15 : UpRight, UpRight, UpLeft, Left, Right, UpLeft, Left, DownLeft,
* U.S.A
01 : Right, DownLeft, DownLeft, Down, DownRight, Down, Left, UpRight,
02 : Up, DownLeft, DownLeft, Right, Down, Down, Left, Down,
03 : Right, DownLeft, UpRight, Left, DownLeft, Up, Left, DownLeft,
04 : Right, Left, DownRight, Up, DownRight, Left, Left, DownLeft,
05 : Up, Right, UpLeft, Down, Up, Right, Left, Up,
06 : Up, DownLeft, DownLeft, Right, Down, Right, Right, Up,
07 : Right, DownLeft, DownRight, Left, DownLeft, Right, Left, UpRight,
08 : Up, UpRight, UpLeft, Up, UpRight, DownLeft, Right, Left,
09 : Up, Left, DownRight, Down, DownRight, UpRight, Right, Right,
10 : Up, UpRight, DownRight, Right, DownRight, UpRight, Right, Right,
11 : Right, UpRight, UpLeft, Left, Right, UpRight, Right, DownLeft,
12 : Right, Right, DownLeft, Up, UpRight, UpLeft, Right, Left,
13 : Up, Right, UpLeft, Down, UpRight, DownRight, Left, Right,
14 : Right, Left, DownLeft, Right, DownLeft, DownRight, Right, Right,
15 : Right, DownLeft, UpRight, Left, DownLeft, UpLeft, Right, Right,
* FRANCE
01 : UpLeft, Right, Down, Down, DownRight, Up, Left, UpRight,
02 : UpRight, Left, Up, Right, DownRight, Down, Left, UpRight,
03 : UpLeft, Left, Left, Left, Right, Up, Right, Up,
04 : UpRight, Left, Down, Up, Up, Left, Right, Down,
05 : UpLeft, Right, Down, Down, DownRight, Left, Right, UpRight,
06 : DownRight, UpRight, Up, Right, UpRight, Right, Right, DownLeft,
07 : DownLeft, Right, Up, Left, UpRight, Right, Right, DownLeft,
08 : DownRight, UpRight, Down, Up, Right, UpRight, Left, UpRight,
09 : UpRight, UpRight, Down, Down, DownRight, UpRight, Left, Left,
10 : UpRight, Left, Up, Right, Right, DownLeft, Left, UpRight,
11 : UpRight, DownLeft, Down, Left, Right, DownLeft, Left, UpRight,
12 : DownRight, UpRight, Down, Up, DownRight, UpLeft, Right, Left,
13 : UpRight, UpRight, Down, Down, DownRight, UpLeft, Right, Left,
14 : UpRight, Right, Down, Right, Up, UpLeft, Right, UpRight,
15 : UpLeft, Right, Up, Left, UpRight, DownRight, Right, Right,
* IRELAND
01 : Right, UpRight, Left, Down, Right, Down, Right, Down,
02 : Right, Left, Up, Right, Right, Down, Left, Down,
03 : Right, DownLeft, Left, Left, Right, Up, Right, Up,
04 : Right, Left, Left, Up, UpRight, Right, Left, DownLeft,
05 : Up, Left, Down, Down, Up, Left, Right, Down,
06 : Up, DownLeft, Right, Right, Right, Left, Left, Up,
07 : Up, Right, Down, Left, Up, Left, Right, Down,
08 : Up, UpRight, Up, Up, Right, UpRight, Left, UpRight,
09 : Right, UpRight, Down, Down, DownRight, UpRight, Left, Left,
10 : Up, DownLeft, Up, Right, DownRight, DownLeft, Left, Left,
11 : Up, Left, Right, Left, Right, UpRight, Right, DownLeft,
12 : Up, DownLeft, Down, Up, UpRight, UpLeft, Right, Left,
13 : Right, UpRight, Left, Down, Right, DownRight, Left, DownLeft,
14 : Up, DownLeft, Up, Right, Right, DownRight, Right, DownLeft,
15 : Up, Left, Up, Left, DownRight, DownRight, Right, Right,
* ROMANIA
01 : UpRight, DownLeft, UpLeft, DownLeft, Right, Down, Down, DownLeft,
02 : DownRight, DownLeft, DownRight, DownRight, Down, Up, Down, UpRight,
03 : UpLeft, Left, UpRight, UpLeft, Down, Down, Up, DownLeft,
04 : DownRight, UpRight, UpRight, UpRight, Up, Left, Down, DownLeft,
05 : UpLeft, Left, UpLeft, DownLeft, Right, Right, UpRight, UpRight,
06 : UpRight, Left, UpLeft, DownRight, DownLeft, Right, UpRight, Down,
07 : UpLeft, Right, DownLeft, UpLeft, DownRight, Left, Down, Up,
08 : UpRight, Left, DownRight, UpRight, DownRight, DownLeft, Down, DownLeft,
09 : UpLeft, Right, UpRight, DownLeft, Up, UpRight, Up, Up,
10 : UpRight, Right, UpRight, DownRight, Right, UpRight, Up, Up,
11 : UpRight, UpRight, UpLeft, UpLeft, Right, DownLeft, Down, Up,
12 : DownRight, DownLeft, DownLeft, UpRight, Right, UpLeft, Down, Up,
13 : UpLeft, Right, UpRight, DownLeft, Up, UpLeft, Down, Up,
14 : UpRight, Right, UpRight, DownRight, DownRight, UpLeft, Down, DownLeft,
15 : UpRight, UpRight, DownLeft, UpLeft, Right, UpLeft, Down, Up,
* CAMEROON
01 : Up, Right, DownLeft, DownLeft, Up, Down, Up, UpRight,
02 : Up, DownLeft, UpLeft, DownRight, DownLeft, Down, Down, Up,
03 : Right, DownLeft, DownRight, UpLeft, Down, Up, Down, UpRight,
04 : Right, Right, UpLeft, UpRight, Up, Left, UpRight, DownLeft,
05 : Right, UpRight, DownRight, DownLeft, Up, Right, UpRight, UpRight,
06 : Right, Left, UpLeft, DownRight, Down, Right, UpRight, UpRight,
07 : Up, Right, DownRight, UpLeft, DownRight, Right, UpRight, Down,
08 : Up, UpRight, UpLeft, UpRight, UpRight, UpRight, Down, DownLeft,
09 : Up, Right, DownLeft, DownLeft, UpRight, DownLeft, Up, UpRight,
10 : Up, DownLeft, UpLeft, DownRight, DownLeft, DownLeft, Down, DownLeft,
11 : Right, DownLeft, UpRight, UpLeft, DownLeft, DownLeft, Up, DownLeft,
12 : Up, DownLeft, UpRight, UpRight, Right, UpLeft, Down, Up,
13 : Up, Right, UpLeft, DownLeft, Up, UpLeft, UpRight, Up,
14 : Right, Right, UpRight, DownRight, Right, UpLeft, Down, Up,
15 : Up, Left, UpLeft, UpLeft, DownLeft, DownRight, UpRight, UpRight,
* ENGLAND
01 : UpRight, UpRight, Left, DownLeft, Right, Up, Down, DownLeft,
02 : UpRight, Right, Left, DownRight, Up, Up, Down, DownLeft,
03 : UpLeft, Left, Down, UpLeft, Right, Up, Up, DownLeft,
04 : UpRight, Left, Down, UpRight, Up, Right, Down, DownLeft,
05 : UpRight, UpRight, Down, DownLeft, DownRight, Right, Down, Up,
06 : DownRight, UpRight, Right, DownRight, UpRight, Right, UpRight, Down,
07 : UpRight, DownLeft, Down, UpLeft, Right, Left, Down, DownLeft,
08 : DownRight, UpRight, Left, UpRight, Right, UpRight, Down, Up,
09 : UpRight, DownLeft, Right, DownLeft, UpRight, DownLeft, Down, DownLeft,
10 : UpRight, Left, Up, DownRight, DownRight, UpRight, Up, DownLeft,
11 : UpLeft, Right, Up, UpLeft, UpRight, UpRight, Up, DownLeft,
12 : DownRight, UpRight, Left, UpRight, DownRight, UpLeft, UpRight, DownLeft,
13 : UpRight, DownLeft, Right, DownLeft, UpRight, DownRight, UpRight, UpRight,
14 : UpRight, Left, Up, DownRight, DownRight, UpLeft, Down, DownLeft,
15 : UpLeft, Right, Right, UpLeft, Up, DownRight, UpRight, Down,
* HOLLAND
01 : Right, DownLeft, Up, DownLeft, Up, Up, Up, DownLeft,
02 : Right, Right, Left, DownRight, UpRight, Up, Down, Up,
03 : Up, Left, Right, UpLeft, DownRight, Down, Down, Up,
04 : Up, UpRight, Up, UpRight, DownRight, Right, Down, Up,
05 : Up, Right, Up, DownLeft, DownRight, Right, Down, Up,
06 : Right, Left, Right, DownRight, Right, Right, UpRight, UpRight,
07 : Up, Right, Left, UpLeft, Up, Left, UpRight, DownLeft,
08 : Up, DownLeft, Left, UpRight, UpRight, UpRight, Down, DownLeft,
09 : Up, Right, Up, DownLeft, DownRight, DownLeft, Up, UpRight,
10 : Right, Right, Down, DownRight, Up, DownLeft, Up, Down,
11 : Right, UpRight, Up, UpLeft, UpRight, UpRight, Up, DownLeft,
12 : Up, DownLeft, Left, UpRight, UpRight, UpLeft, UpRight, DownLeft,
13 : Right, DownLeft, Up, DownLeft, Up, UpLeft, Down, Up,
14 : Up, DownLeft, Right, DownRight, Right, DownRight, UpRight, Down,
15 : Right, UpRight, Right, UpLeft, Up, DownRight, UpRight, Down,
* BRAZIL
01 : UpLeft, Right, DownRight, Down, UpRight, Up, Up, Up,
02 : DownRight, UpRight, UpLeft, Right, Right, Up, Up, DownLeft,
03 : UpLeft, Left, UpRight, Left, DownLeft, Up, Down, Up,
04 : DownRight, DownLeft, UpLeft, Up, Right, Left, Down, DownLeft,
05 : UpRight, DownLeft, DownLeft, Down, DownRight, Right, Up, Up,
06 : UpRight, Left, UpLeft, Right, DownLeft, Left, Down, Up,
07 : UpLeft, Left, DownRight, Left, DownLeft, Right, Down, Down,
08 : DownRight, DownLeft, DownLeft, Up, DownRight, DownLeft, Down, UpRight,
09 : UpLeft, Left, UpLeft, Down, Right, UpRight, Up, Up,
10 : UpRight, Left, DownLeft, Right, Down, DownLeft, Down, Down,
11 : UpLeft, Right, DownLeft, Left, Right, DownLeft, Down, Down,
12 : DownRight, DownLeft, DownLeft, Up, Right, DownRight, Up, Up,
13 : UpLeft, Right, UpRight, Down, UpRight, DownRight, Up, DownLeft,
14 : DownRight, UpRight, DownLeft, Right, DownRight, DownRight, Up, DownLeft,
15 : UpRight, DownLeft, UpRight, Left, Down, UpLeft, Up, Up,
* ITALIA
01 : Right, UpRight, DownRight, Down, UpRight, Up, Up, Up,
02 : Up, DownLeft, UpLeft, Right, Down, Up, Up, DownLeft,
03 : Up, Left, DownLeft, Left, Down, Down, Down, UpRight,
04 : Right, Right, DownLeft, Up, UpRight, Left, Up, Down,
05 : Right, DownLeft, DownLeft, Down, DownRight, Right, Up, Up,
06 : Up, DownLeft, DownLeft, Right, Down, Right, Up, DownLeft,
07 : Right, UpRight, DownLeft, Left, DownRight, Right, Up, Up,
08 : Right, Right, UpLeft, Up, Up, DownLeft, Up, Down,
09 : Up, Left, DownRight, Down, DownRight, UpRight, Up, DownLeft,
10 : Right, Left, UpLeft, Right, DownLeft, UpRight, Up, DownLeft,
11 : Up, Right, UpRight, Left, Right, DownLeft, Down, Down,
12 : Up, DownLeft, UpRight, Up, DownRight, DownRight, Up, DownLeft,
13 : Right, UpRight, UpRight, Down, Up, DownRight, Up, Up,
14 : Up, UpRight, UpRight, Right, DownRight, DownRight, Up, DownLeft,
15 : Right, UpRight, DownLeft, Left, Right, DownRight, Up, Up,
* ARGENTINA
01 : UpLeft, Right, Down, Down, DownRight, Up, Down, Down,
02 : DownRight, DownLeft, Down, Right, DownRight, Down, Down, Down,
03 : UpLeft, Right, Up, Left, Up, Down, Down, UpRight,
04 : DownRight, DownLeft, Right, Up, Up, Left, Down, DownLeft,
05 : UpRight, DownLeft, Up, Down, Up, Right, Up, DownLeft,
06 : DownRight, DownLeft, Down, Right, Right, Right, Up, DownLeft,
07 : UpLeft, Left, Down, Left, Right, Right, Up, DownLeft,
08 : UpRight, Right, Up, Up, DownRight, UpRight, Down, UpRight,
09 : UpLeft, Right, Left, Down, Right, DownLeft, Up, Down,
10 : DownRight, UpRight, Up, Right, Up, DownLeft, Down, Down,
11 : UpLeft, Left, Down, Left, Right, DownLeft, Down, Down,
12 : DownRight, UpRight, Down, Up, DownRight, UpLeft, Up, UpRight,
13 : UpLeft, Left, Up, Down, Up, DownRight, Up, Up,
14 : DownRight, UpRight, Right, Right, UpRight, UpLeft, Down, DownLeft,
15 : UpLeft, Right, Right, Left, UpRight, UpLeft, Down, DownLeft,
* GERMANY
01 : Right, DownLeft, Right, Down, UpRight, Up, Up, Up,
02 : Right, Left, Right, Right, Right, Up, Up, DownLeft,
03 : Right, UpRight, Right, Left, Up, Up, Up, DownLeft,
04 : Up, UpRight, Up, Up, DownRight, Left, Up, Down,
05 : Up, Right, Right, Down, DownRight, Right, Down, Up,
06 : Up, DownLeft, Right, Right, DownRight, Left, Down, Up,
07 : Up, Right, Left, Left, Up, Right, Down, DownLeft,
08 : Right, Left, Down, Up, Up, UpRight, Down, Down,
09 : Right, UpRight, Down, Down, Right, UpRight, Down, Down,
10 : Up, DownLeft, Right, Right, DownRight, UpRight, Up, DownLeft,
11 : Right, DownLeft, Down, Left, DownRight, DownLeft, Down, UpRight,
12 : Right, Left, Left, Up, UpRight, DownRight, Down, DownLeft,
13 : Up, Right, Up, Down, Right, UpLeft, Up, Down,
14 : Right, Left, Right, Right, DownRight, UpLeft, Down, DownLeft,
15 : Right, DownLeft, Left, Left, Right, UpLeft, Down, Up,
- SERIES -
1. Super Soccer (1992, Nintendo Super Famicom)
2. Super Formation Soccer II (1993, Nintendo Super Famicom)
3. Super Formation Soccer 94 (1994, Nintendo Super Famicom)
4. Super Formation Soccer 94 - World Cup Final Data (1994, Nintendo Super Famicom)
5. Super Formation Soccer 95 - della Serie A (1995, Nintendo Super Famicom)
6. Super Formation Soccer 95 - della Serie A - UCC Xaqua (1995, Nintendo Super Famicom)
7. Super Formation Soccer 96 - World Club Edition (1996, Nintendo Super Famicom)
- STAFF -
Main Program : Ryoji AMANO
Program : Nobuyuki NAKAZAWA, Satoru MINEGISHI
Graphic : Akihiro HATA, Yuka MIYAMOTO
CG Advice : Takeshi ONOZAKI
Sound : Hiroya NIWAYAMA, Hironori TANAKA, Masamichi YAMAZAKI, Tetsuji OHTANI
Planning : Daisuke ASAKO
Producer : Ryoji AMANO
Game Testing : Mine BALL, Naka NAKA, Hata P MIYAMOMO
$end
$info=ssi,
$Edit this entry at Arcade-History.com
$bio
Super Space Invaders '91 (c) 11/1990 Taito.
The third sequel to Taito's seminal "Space Invaders", Super Space Invaders '91 leaves the classic Invaders game-play intact, but adds a slew of new alien invaders and power-ups to the mix. This, together with the vastly improved graphics that introduce colorful new backdrops - some of which scroll vertically in a similar fashion to the star-field in Namco's "Galaxian" - ensure that SSI 91 is a worthy sequel to the legendary original.
The original game's flying saucer still makes an appearance, but instead of merely awarding bonus points when shot - as in the original game - it now drops a power-up pod for the player to retrieve. Power-ups include shield, faster shots, a laser (activated with the second button) and a giant butterfly, which freezes the invaders for a limited time.
One of the game's most memorable features was the 'Cattle Mutilation' bonus screen, in which the player must protect a heard of cattle from a number of fast-moving saucers, intent on stealing the animals. If a cow is snatched; the player must shoot the relevant saucer to free it; being careful not to actually shoot the cow itself. The '91 incarnation also introduced 'bosses' to the series for the first time; giant, screen-filling aliens that required several shots to kill.
Another major difference to the previous games in the series is that if an invader reaches the bottom of the screen, the player will simply lose a ship (in the original, the game would end once an alien had landed). Also, the player's ship now comes equipped with a shield that can withstand several hits. The shield's strength is depleted every time it takes a direct hit from one of the invaders, and too many hits will result in the shield disappearing altogether. A direct hit on an un-shielded ship will result in the loss of a player life.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C64
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Majestic Twelve - The Space Invaders Part IV".
This game was dedicated to Katsujiro Fujimoto.
- SERIES -
1. Space Invaders (1978)
2. Space Invaders Deluxe (1979)
3. Return of the Invaders (1985)
4. Super Space Invaders '91 (1990)
5. Space Invaders DX (1994)
6. Space Invaders '95 - The Attack of Lunar Loonies (1995)
- STAFF -
Director : Ichiro Fujisue
Game designer : Tomohiro Ohno
Software : Hideki Hashimoto, Takashi Kitabayashi, Norihito Taniyama, Masahiro Shimazaki, Takayuki Shinma
Hardware : Yasuhiro Shibuya
Character designers : Senba Takatsuna, Tomohiro Ohno, Masami Kikuchi, Tsuyoshi Satoh, Takayuki Miyazawa
Designers : Rintaro Doi, Kumi Mizobe
Sound : Yasuhisa Watanabe, Shiro Imaoka, Norihiro Furukawa, Kazuko Umino
- PORTS -
* Consoles :
Sega Master System
Sega Game Gear
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
Commodore C64 (1991)
Amstrad CPC (1991)
Atari ST (1991)
Commodore Amiga (1991)
Sinclair ZX Spectrum (1992)
PC [CD-ROM] (2006, "Taito Legends 2")
* Others :
Nokia N-Gage ("Taito Memories") : unreleased
$end
$info=macross,
$Edit this entry at Arcade-History.com
$bio
Super Spacefortress Macross (c) 1992 Banpresto.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Chou-zikuu Yousai Macross" (translates from Japanese as 'Super Space Fortress Macross').
Superdimensional Fortress Macross was created as a filler show. Studio Nue was building up to make a series called Superdimensional Cavalry Southern Cross, but they released Macross fisrt. It proved to be their biggest hit, so popular that they extended it from 24 to 35 episodes. They followed up with Superdimensional Century Orguss, which didn't do quite as well, but was still popular enough to spawn a six OVA sequel (Orguss II) in the early 90s. Ironicly, Southern Cross did poorly and was cancelled after only 23 episodes.
Macross, however, has become a major anime staple. After the original series in 1982, there was a movie released in 1984 called 'Do You Remember Love?' This game is based on that movie. Later came a music special, 'Macross Flashback 2012', and then came 'Macross II' (see the history entry for "Super Spacefortress Macross II" for more details), 'Macross Plus' (1994, four OVAs and one movie), 'Macross 7' (1993, 49 TV episodes, 2 OVAs one movie), and 'Macross 7 Dynamite' (4 OVAs).
The Macross movie was written in such a way that somebody could understand it without having seen any of the TV series. As such, a lot of events had to be changed, often quite a bit. As such, Studio Nue considered it to be an alternate timeline from the original series. In the first episode of 'Macross 7', it is established the DYRL was a movie made within the official Macross continuity.
A number of leftover Valkyrie toys were later converted into Transformers toys on AUTOBOT named Jetfire. Because they were forbidden to use a Valkyrie in the Transformers TV show, the animated version was redesigned and renamed 'Skyfire'. The only time an animated version of Jetfire appeared was in the commercial for the Jetfire toy.
Macross is also known worldwide as the first saga of Robotech (the other two sagas adapted are ''Southern Cross'' and ''Genesis Climber Mospeada'').
- SERIES -
1. Super Spacefortress Macross (1992)
2. Super Spacefortress Macross II (1993)
3. Macross Plus (1996)
- STAFF -
Graphic designers : Ikezu Kenzi, Wisaku, NA, Kate Seki, Nao, Mingmei
Software : Ore Dayo, Tommysan
Sound : Hide-Kaz, Papa, Manabu Namiki (Taro)
Hardware : Yuki, Drunker, Tuna Banan
Producer : Toshifumi Kawashima
Planner : Masahiko Takahashi
$end
$info=macross2,
$Edit this entry at Arcade-History.com
$bio
Super Spacefortress Macross II (c) 09/1993 Banpresto.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 57.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Chou-zikuu Yousai Macross II" (translates from Japanese as 'Super Space Fortress Macross II').
The OVA series Macross II was created shortly after Japan's economic collapse in the early 90s. The amount of truely new material dropped off sharply, and sequels to old favorites that already had a built-in following were in vogue. It was made without the input of the original creators, Shoji Kawamori and Studio Nue, and the resulting series was fairly dire.
The plug was going to be pulled after four episodes, but it sold well amongst anime fans in America (who were starved for Macross of ANY kind at the time), so the US anime company, US Renditions financed the creation of two more episodes. Macross II became the first work of anime to be financed by an American anime company. Fortunately, USR and their notoriously low-quality works are long-gone, the rights to most of their titles having gone to Manga Video, including Macross II. Macross II was officialy declared an alternate timeline by Studio Nue, who then made Macross Plus as an official sequel to Macross. Hopefully this knowledge will not affect your game enjoyment ^_^!
- SERIES -
1. Super Spacefortress Macross (1992)
2. Super Spacefortress Macross II (1993)
3. Macross Plus (1996)
- STAFF -
Software : Ore~, Tommy
Sound : Hide-Kaz, Abraham, Manabu Namiki (Taro), Mr. Takami
Graphic designers : Gaku, Mingmei, Midori, Kate<3Seki, Zangi Eisaku, Ikezu Kenzi
Planner : Mor, Mug
Superviser : Yukichan
Producers : Toshifumi Kawashima
$end
$info=sspeedr,
$Edit this entry at Arcade-History.com
$bio
Super Speed Race (c) 1979 Midway.
- TECHNICAL -
Main CPU : Z80 (@ 2.496 Mhz)
Screen orientation : Vertical
Video resolution : 248 x 376 pixels
Screen refresh : 59.39 Hz
Palette Colors : 16
Players : 1
Control : steering wheel
Buttons : 1
$end
$info=ssrj,
$Edit this entry at Arcade-History.com
$bio
Super Speed Race Jr. (c) 1985 Taito.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.6 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128
Players : 1
Control : dial
Buttons : 2
$end
$info=ssprint,ssprint3,ssprint1,ssprints,ssprintg,sspring1,ssprintf,
$Edit this entry at Arcade-History.com
$bio
Super Sprint (c) 04/1986 Atari Games.
Like "Championship Sprint", released the same year, Super Sprint is an updated version of the old Atari Sprint series; with added the ability to allow players to upgrade their vehicles as the game progresses. Upgrades are won by collecting wrenches that appear once per track. After a player has collected four wrenches, they will be presented with an upgrade screen; giving them the opportunity to choose better traction, increased top speed, faster acceleration, or a faster helicopter. The only discernable difference between this and "Championship Sprint" is the addition of brand new tracks.
- TECHNICAL -
Atari System 2 hardware
Game ID : 136042
Main CPU : T11 (@ 10 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) POKEY (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 3
Control : Steering wheel with gas pedal
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol. II : G.S.M. Atari Games 2 - PCCB-00070) on 21/09/1991.
- SERIES -
1. Sprint 2 (1976)
2. Sprint 8 (1977)
3. Sprint 4 (1977)
4. Sprint One (1978)
5. Super Sprint (1986)
6. Championship Sprint (1986)
7. Bad Lands (1989)
- STAFF -
Designed and programmed by : Robert Weatherby, Kelly Turner
Art and animation by : Will Noble, Kris Moser, Sam Comstock
Audio by : Hal Canon
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Sony PlayStation (2000, "Arcade Party Pak")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo Gamecube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Nintendo Game Boy Advance (2005, "Spy Hunter / Super Sprint")
* Computers :
Atari ST (1986)
Commodore C64 (1987)
Sinclair ZX Spectrum (1987)
Amstrad CPC (1987)
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=sstarbtl,
$Edit this entry at Arcade-History.com
$bio
Super Star Battle (c) 1979 Unknown.
- TECHNICAL -
Main CPU : M6502 (@ 662.187 Khz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way Joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Astro Fighter".
$end
$info=sstingry,
$Edit this entry at Arcade-History.com
$bio
Super Stingray (c) 1986 Alpha Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) YM2203 (@ 3 Mhz), DAC (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The default high score table in Super Stingray are all characters from manga/anime by Rumiko Takahashi. The first seven entries are from a series called Urusei Yatsura, which was on the air from 1981 to 1986, consisting of 218 episodes, 6 movies, and 6 OVAs. Entries 8-10 are from Maison Ikkoku, which ran from 1986 to 1988, consisting of 96 episodes and one movie.
$end
$info=ssf2,ssf2u,ssf2j,ssf2jr1,ssf2jr2,ssf2a,ssf2ar1,
$Edit this entry at Arcade-History.com
$bio
Super Street Fighter II - The New Challengers (c) 09/1993 Capcom.
After two years in development, Super Street Fighter II has stormed the arcades - and the world rockin' with Street Fighting action one again. New Challengers, new art, rescored music, and more moves make this the best SF Ever!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 01
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Here is a list of changes from previous SFII games :
* New title screen with new music.
* Completely new portraits for all characters. Vega ('M. Bison' outside of Japan) now has a winged-skull on his hat instead of a star.
* New endings for M. Bison, Balrog, Sagat and Vega. The last part of Chun-Li's ending is also modified, letting the player choose whether she should now live a normal girl's life or continue being a detective.
* Balrog ('Vega' outside of Japan) no longer climbs the fence on his stage prior to doing his 'Flying Barcelona Attack' or 'Izuna Drop' moves. He now just jumps to the edge of the screen and jumps off, as he does in the other stages.
* Voice samples for all characters and announcer re-recorded with different actors. Each character now have their own unique voice so there is no more shared voice samples (e.g. the male 'KO' scream).
* Background music playback is handled differently. The background music will play from Round 1 to Round 2 continuously, until a character causes the KO sign to flash on Round 2, which will trigger the 'KO' version of the music. From Round 3 onward, the music is played in the same format as in previous SFII games.
* Four completely new stage backgrounds to accompany the New Challengers.
* Color schemes for the 12 original stage backgrounds have changed once again :
Ryu stage : now near evening, and the moon is now white with a touch of light blue.
E. Honda stage : the walls are light blue, the big picture (excluding the sun) is now red-orange.
Blanka stage : the vine where the snake is at is now light green, and people to the right have changed a bit. The river is now a clear blue.
Guile stage : the sky is back to daytime, and the people in the background now wear blue. The symbol on the ground is back to blue, but the missile linings are still red.
Ken stage : the tugboat is replaced with a yacht, and a few of the people to the right have changed a bit.
Chun Li stage : the sky is now sunset, the 2 customers now wear orange, and the 2nd sign is back to red.
Zangief stage : is now green, and to the left is red. In addition, the fence on the left foreground is now lowered a bit.
Dhalsim stage : green curtain, green stone floor, and red carpet.
M. Bison ('Balrog' outside of Japan) stage : While the floor is still purple, the 'Las Vegas' on the floor is now yellow. The car to the left is now blue, and the car to the right is now green. The guy throwing confetti at win/lose, the guy next to the car to the left and the guy next to the car on the right have changed.
Balrog ('Vega' outside of Japan) stage : green stage and floor, and the fence now comes crashing down at the start of the fight.
Sagat stage : Buddhist statue is still gold, and now it's sunset. In addition, a big city is now visible in the distance.
Vega ('M. Bison' outside of Japan) stage : is now back to daytime, and the guy sitting in Indian style praying (and stands up angrily after breaking a big statue) is now dark-skinned. The roof of the palace is now red with green trim, and the linings on the giant bell are now black.
A special version of this game is known as "Super Street Fighter II - The Tournament Battle".
This game was supposed to be the next game in the SFII series after "Street Fighter II' - Champion Edition". However, an unforseen upgrade to SFII' - CE was made in the form of Street Fighter II' Turbo which ended up implementing many of the ideas that were supposed to debut in this game. This is why players complained about the lack of anything new in this game after the success of Street Fighter II' Turbo.
While New Challengers Cammy, Fei Long and T. Hawk were created by Japanese employees at Capcom, the Jamaican kickboxer DeeJay is the first and only Street Fighter to have been created by an American Capcom employee (James Goddard). Dee Jay's pant leg was originally going to have 'MANTIS' written on it instead of 'MAXIMUM'. It was changed so that when the sprite was flipped over (when Dee-Jay faces the opposite direction), the letters would not appear to be backwards. That is, all of the letters in 'MAXIMUM' look the same when flipped over, but the 'N' and 'S' in 'MANTIS' will be backwards when flipped.
Fei Long is Capcom's homage to Bruce Lee.
SSFII vs. MK2 : both games were supposed to be released within weeks of each other (at this time, "Street Fighter" and "Mortal Kombat" were the dominant fighting games). Capcom released SSF2 early so that they could attract fans away from MK. At the same time, Midway released "Mortal Kombat II" early for similar reasons. As you can see, the result meant that both came back to square one. Originally all of the additional features that were added in "Super Street Fighter II X - Grand Master Challenge" (Gouki, Supers, etc) were planned for SSFII, but were left out due to time restraints (Outside of Japan, "Super Street Fighter II X - Grand Master Challenge" is known as "Super Street Fighter II Turbo", and Gouki is known as 'Akuma'.)
Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on 21/01/1994.
- UPDATES -
In Vega's ending in the US version, 'M. Bison' says something like 'Not even the 'Ancient One' dared to challenge me!'.
He doesn't say anything like this in the Japanese version.
He is also never referred to as an 'evil scum bag', as he is in the US version.
Fei-Long's ending is translated incorrectly into English.
Capcom USA added in a bunch of references to 'The Great One and his son' that were not originally there.
A summary of what actually happened in the Japanese version :
A director, impressed with what he just saw, approaches Fei-Long and wants him to star in his movie.
Fei-Long says : 'I thought you understood. What I want to do is not acting, it's real fighting'.
The director offers him as much money as he wants, but Fei-Long just jumps away.
Twenty years after Hong Kong's greatest action star has faded from the screen, three million students practice 'Hitenryuu Kung Fu' (translated from Japanese as 'Flying Heaven Style Kung Fu') in front of the originator's memorial statue.
Some are doing so today.
Their teacher's name is --- [Fei-Long never mentions 'The Great One and his son' (Bruce and Brandon Lee) and the director never says anything about 're-dizzy combos'. Fei-long is not among the students].
Cammy's ending is translated incorrectly into English.
In the Japanese version, Vega tells Cammy that she was a spy for his organization three years ago. Her teammates say that they don't care about her past; it's only important what she does from now on.
In the American version, 'Bison' tells Cammy that they were in love!
Some of the voice samples of Cammy and Dee Jay were changed from the Japanese version.
Japanese version quote - World/US version quote.
* Cammy : 'Spiral Arrow', 'Cannon Drill'
* Cammy : 'Cannon Spike', 'Thrust Kick'
* Dee Jay : 'Slash', 'Max Out'
The US version has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Each character has 8 outfit colors. Press LP to choose the original Street Fighter II color, MP for the Champion Edition color, HP for the Turbo color, any Kick button or the Start button for one of 4 new colors, or hold any button for 3 seconds for the secret color.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planners : Noritaka Funamizu (Poo), Mucchi
Character designers : Kursan, Ikusan Z, Q, Yorio, Tanuki, Katuragi, Matunanga, Rikagon, Simpsons, Pei, Mikiman, Buppo, M. Okazaki, Taka, Akiko, K. Crown, Shibataro
Programmers : SHIN., KID, MiN, EGW, AOI MIX, Tarabar
Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji)
Sound : Nobu. Oouchi, Toshio Kajino
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sega Mega Drive (1994)
Commodore Amiga CD32 (1994)
Nintendo Game Boy (1995, "Street Fighter II")
Sony PlayStation (1997, "Street Fighter Collection")
Sega Saturn (1997, "Street Fighter Collection")
* Computers :
Sharp X68000 (1994)
Commodore Amiga (1994)
PC [MS-DOS, CD-ROM] (1995)
* Others :
LCD handheld game (19??) released by Tiger Electronics.
LCD Barcodzz handheld game (19??) released by Tiger Electronics.
$end
$info=ssf2ghw,
$Edit this entry at Arcade-History.com
$bio
Super Street Fighter II - The New Challengers [bootleg] (c) 1995 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 7.670442 Mhz), Z80 (@ 3.57954 Mhz)
Sound Chips : YM2612 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz)
Palette colors : 512
Players : 2
Buttons : 6
- TRIVIA -
This game is an arcade bootleg/hack of the Japanese Sega MegaDrive version of the game.
$end
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$Edit this entry at Arcade-History.com
$bio
Super Street Fighter II - The Tournament Battle (c) 09/1993 Capcom.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
If you have ever wondered why the characters in Super Street Fighter 2 have a ridiculous 8 costume colours then now you will know. This special version of "Super Street Fighter II - The New Challengers" is quite rare but allows 8 players to fight in a tournament. The reason for the 8 costume colours is so all 8 players can choose the same character and not get confused about which one they are.
- TIPS AND TRICKS -
* Super Secret Colors : Hold down the button you use to select your character for 3 seconds or so and you can get what is called the 'super' secret color (Note : You can't use the 1P or 2P start buttons to get the secret color).
- PORTS -
* Consoles :
Nintendo Super Famicom (1994, "Super Street Fighter II - The New Challengers") : Featured as the port's 'Tournament Mode'.
Sega Mega Drive (1994, "Super Street Fighter II - The New Challengers") : Featured as the port's 'Tournament Mode'.
$end
$info=ssf2t,ssf2tu,ssf2tur1,ssf2ta,
$Edit this entry at Arcade-History.com
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Super Street Fighter II Turbo (c) 1994 Capcom.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 03
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in February 1994.
This game is known in Japan as "Super Street Fighter II X - Grand Master Challenge".
Originally all of the additional features (See Updates section) that were added in "Super Street Fighter II Turbo" (Akuma, Supers, etc.) were planned for "Super Street Fighter II - The New Challengers", but were left out due to time restraints.
Origins of Akuma : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken).
The creation of Akuma comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching M. Bison, the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Bison, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a nonexistent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II Turbo", parts of this story became true. Like the joke, Akuma would appear from out of nowhere and kill Bison, and you would fight him, and similarly, Akuma had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Akuma erroneously by the name Akuma Long. The move that was used to kill Bison (the Shun Goku Satsu) was also erroneously called the Bison Killer.
Shin-Akuma, Shin-Akuma and Shin-Akuma : Depending on the kanji that's used for 'Shin', Akuma is of one of several personalities. As regular Akuma (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defense or when challenged to a match - and any match is a deathmatch in his book). Shin-Akuma found in SFA2 is just regular Akuma not pulling his punches (it's the unnecessary roughness thing). Another note about Akuma : Akuma lives and trains on the island of Gokuentou, reportedly to have been destroyed in SFA2 (but Ryu was the only witness). Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p
All of Akuma's voice samples are actually recycled voice samples from the other male characters.
The character select music is a remixed version of the music found in the attract mode intro of "Street Fighter II - The World Warrior". This is the first Street Fighter II game not to use some variation of the character select music from "Street Fighter II - The World Warrior".
Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on 21/01/1994.
- UPDATES -
US versions have the "Winners Don't Use Drugs" screen.
In the American version, all of Akuma's dialogue was removed instead of being translated. If you win with Akuma in SSF2 Turbo, he has no victory quotes.
Akuma's ending was all but completely removed from the U.S. version, with only a credit roll if you beat the game with him, along with pictures of his defeated opponents. But in the Japanese version, he had two text endings, which translate as follows...
1) -If the last fight is against M. Bison-
Akuma : Evil Emperor, you say... nothing more than words. Real victory can only come from a fist. That is all.
There was no one to stop Akuma from that moment onwards.
2) -If the last fight is against Akuma-
Akuma : Something within... what's this ?
?? : I am the shadow of the condemned. You have killed the demon of this curse, and so you shall be condemned no more!
Akuma : I now reside in darkness. Even death is beneath me... excellent!
....That man returned to the darkness and disappeared.
Some characters endings are translated inaccurately (See "Super Street Fighter II - The New Challengers" entry for details).
Here is a list of changes from "Super Street Fighter II - The New Challengers" :
* Modified title screen with new music.
* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of "Street Fighter II - The World Warrior" (and the other pre-Super SF2 games).
* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior" and "Hyper Street Fighter II - The Anniversary Edition".
* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and M. Bison (It used to show two generic guys).
* All bonus games have been removed.
- TIPS AND TRICKS -
* Play as Old-version Characters : Select your character with LP, then enter the code below while the plane flies to the top of the screen then press LP again. If done correctly you should hear a sound and your character's costume colors in their portrait should change. Old-version characters have no super combos and cannot reduce throw damage...
Old Chun Li : Down(x3), Up
Old Dee Jay : Down(x2), Up(x2)
Old Bison : Down, Up(x2), Down
Old Dhalsim : Down, Up(x3)
Old Ken : Left(x3), Right
Old Fei Long : Left(x2), Right(x2)
Old Vega : Left, Right(x2), Left
Old T. Hawk : Right(x2), Left(x2)
Old Ryu : Right(x3), Left
Old Guile : Up, Down(x3)
Old Sagat : Up, Down(x2), Up
Old Cammy : Up(x2), Down(x2)
Old Honda : Up(x3), Down
* Play as Akuma : At the character select screen, highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting.
* Akuma as Final Boss : If you reach the final stage on a single credit (no continues), you will fight Akuma instead of M. Bison.
* Each character has 8 outfit colors. Press LP to choose the new Super Turbo color, MP for the Champion Edition color, HP for the Turbo color, any Kick button or the Start button for one of 4 new colors, or hold any attack button for 3 seconds for the secret color. If you use the old version of a character, you will see that character's original "Street Fighter II" outfit.
* End Credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II Turbo (1994)
7. Street Fighter Alpha - Warriors' Dreams (1995)
8. Street Fighter Alpha 2 (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter Alpha 3 (1998)
11. Street Fighter III - 2nd Impact : Giant Attack (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planners : Noritaka Funamizu (Poo), MUCCHI, HASSY, Kimo Kimo
Character designers : Akiman, KURISAN, HAYASHI, TANUKI, ERICHAN, Ikusan Z, Q, YU-SUKE, YOUJIRO, INUKICHI, FUKUMOYAN, BUPPO, ANGUS, SM, S. KUWAJIMA, KISABON, Hiroki Ohnishi, TAKKY, MATSUCHAN, MAY, KAZU, IWAI, N-GAWA, RK., SHOCHAN
Programmers : SHIN., MiN, KID, MITSU, GARAMON, DOMESAN, OUCHI, CHABIN, KIMOTO, INABA
Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji)
Sound : Nobu. Oouchi, Toshio Kajino
- PORTS -
* Consoles :
Panasonic 3DO (1994)
Commodore Amiga CD32 (1996)
Sega Saturn (1997, "Street Fighter Collection")
Sony PlayStation (1997, "Street Fighter Collection")
Nintendo Game Boy Advance (2001, "Super Street Fighter II Turbo Revival")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX 360 (2007, "Super Street Fighter II Turbo HD Remix" - "Xbox Live Arcade") : with updated artwork, high resolution graphics and online mode.
Sony PlayStation 3 (2007, "Super Street Fighter II Turbo HD Remix" - "PS Network") : with updated artwork, high resolution graphics and online mode.
* Computers :
PC [MS-DOS, CD-ROM] (1995)
- SOURCES -
Street Fighter Eternal Challenge book
$end
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$Edit this entry at Arcade-History.com
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Super Street Fighter II X - Grand Master Challenge (c) 02/1994 Capcom.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 03
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This game is known outside Japan as "Super Street Fighter II Turbo".
Originally all of the additional features (see Updates section) that were added in "Super Street Fighter II X" (Gouki, Supers, etc) were planned for "Super Street Fighter II - The New Challengers", but were left out due to time restraints.
Origins of Gouki : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken).
The creation of Gouki comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching Vega, the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Vega, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a nonexistent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II X - Grand Master Challenge", parts of this story became true. Like the joke, Gouki would appear from out of nowhere and kill Vega, and you would fight him, and similarly, Gouki had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Gouki erroneously by the name Gouki Long. The move that was used to kill Vega (the Shun Goku Satsu) was also erroneously called the Vega Killer.
Shin-Gouki, Shin-Gouki and Shin-Gouki : Depending on the kanji that's used for 'Shin', Gouki is of one of several personalities. As regular Gouki (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defense or when challenged to a match - and any match is a deathmatch in his book). Shin-Gouki found in SFZ2 is just regular Gouki not pulling his punches (it's the unnecessary roughness thing). Another note about Gouki : Gouki lives and trains on the island of Gokuentou, reportedly to have been destroyed in SFZ2 (but Ryu was the only witness) Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p
All of Gouki's voice samples are actually recycled voice samples from the other male characters.
Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on 21/01/1994.
- UPDATES -
In the American version, Gouki is known as 'Akuma'. All of his dialogue was removed instead of being translated. If you win with 'Akuma' in SSF2 Turbo, he has no victory quotes. His ending is all but completely removed, with only a credit roll if you beat the game with him, along with pictures of his defeated opponents.
In the Japanese version, Gouki had two text endings, which translate as follows...
1) -If the last fight is against Vega-
Gouki : Evil Emperor, you say... nothing more than words. Real victory can only come from a fist. That is all.
There was no one to stop Gouki from that moment onwards.
2) -If the last fight is against Gouki-
Gouki : Something within... what's this ?
?? : I am the shadow of the condemned. You have killed the demon of this curse, and so you shall be condemned no more!
Gouki : I now reside in darkness. Even death is beneath me... excellent!
....That man returned to the darkness and disappeared.
Some characters endings are translated inaccurately (See "Super Street Fighter II - The New Challengers" entry for details).
Here is a list of changes from "Super Street Fighter II - The New Challengers" :
* Modified title screen with new music.
* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of "Street Fighter II - The World Warrior" (and the other pre-Super SF2 games).
* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior" and "Hyper Street Fighter II - The Anniversary Edition.
* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and Vega (It used to show two generic guys).
* All bonus games have been removed.
- TIPS AND TRICKS -
* Play as Old-version Characters : Select your character with LP, then enter the code below while the plane flies to the top of the screen then press LP again. If done correctly you should hear a sound and your character's costume colors in their portrait should change. Old-version characters have no super combos and cannot reduce throw damage...
Old Chun Li : Down(x3), Up
Old Dee Jay : Down(x2), Up(x2)
Old Vega : Down, Up(x2), Down
Old Dhalsim : Down, Up(x3)
Old Ken : Left(x3), Right
Old Fei Long : Left(x2), Right(x2)
Old Balrog : Left, Right(x2), Left
Old T. Hawk : Right(x2), Left(x2)
Old Ryu : Right(x3), Left
Old Guile : Up, Down(x3)
Old Sagat : Up, Down(x2), Up
Old Cammy : Up(x2), Down(x2)
Old Honda : Up(x3), Down
* Play as Gouki : At the character select screen : Highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting.
* Gouki as final boss : If you reach the final stage on a single credit (no continues), you will fight Gouki instead of Vega.
* Each character has 8 outfit colors. Press LP to choose the new Super Turbo color, MP for the Champion Edition color, HP for the Turbo color, any Kick button or the Start button for one of 4 new colors, or hold any attack button for 3 seconds for the secret color. If you use the old version of a character, you will see that character's original "Street Fighter II" outfit.
* End credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior (1991)
3. Street Fighter II' - Champion Edition (1992)
4. Street Fighter II' Turbo - Hyper Fighting (1992)
5. Super Street Fighter II - The New Challengers (1993)
6. Super Street Fighter II X - Grand Master Challenge (1994)
7. Street Fighter Zero (1995)
8. Street Fighter Zero 2 (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter Zero 3 (1998)
12. Street Fighter III - 2nd Impact : Giant Attack (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition (2003)
- STAFF -
Planners : Noritaka Funamizu (Poo), MUCCHI, HASSY, Kimo Kimo
Character designers : Akiman, KURISAN, HAYASHI, TANUKI, ERICHAN, Ikusan Z, Q, YU-SUKE, YOUJIRO, INUKICHI, FUKUMOYAN, BUPPO, ANGUS, SM, S. KUWAJIMA, KISABON, Hiroki Ohnishi, TAKKY, MATSUCHAN, MAY, KAZU, IWAI, N-GAWA, RK., SHOCHAN
Programmers : SHIN., MiN, KID, MITSU, GARAMON, DOMESAN, OUCHI, CHABIN, KIMOTO, INABA
Music : Syun Nishigaki (SYUN), Isao Abe (Oyaji)
Sound : Nobu. Oouchi, Toshio Kajino
- PORTS -
* Consoles :
Panasonic 3DO (1994)
Commodore Amiga CD32 (1996)
Sony PlayStation (1997, "Street Fighter Collection")
Sega Saturn (1997, "Street Fighter Collection")
Sega Dreamcast (December 21, 2000 - "Super Street Fighter II X for Matching Service - Grand Master Challenge") : Japan only release.
Nintendo Game Boy Advance (2001, "Super Street Fighter II Turbo Revival")
* Computers :
PC [MS-DOS, CD-ROM] (1995)
$end
$info=sstrike,
$Edit this entry at Arcade-History.com
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Super Strike Bowling (c) 1990 Strata / Incredible Technologies.
A conversion of "Strata Bowling" which uses a ball and mini alley.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : Trackball
Buttons : 2
- TRIVIA -
IR (infra-red) technology tracks the path of the ball, which is then sent to the software for decoding.
Like "Strata Bowling", Regulation, Flash and Strike or Die are all available. "Slick Shot" and "Dyno Bop" also use this hardware.
$end
$info=supertnk,
$Edit this entry at Arcade-History.com
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Super Tank (c) 1981 Video Games GMBH.
Super Tank is a shooter where you control a tank and have to clear a field of mines and bushes. You are chased by enemy tanks, which fire at you. After wiping out all the mines and bushes, you reach the second level. It is kind of a 'boss' level, where you have to fight a big enemy tank, the Super Tank. You can destroy it by a direct hit into its gun.
- TECHNICAL -
Main CPU : TMS9980A/TMS9981 (@ 2.59875 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Video Games GMBH (located in the town of Lich in Germany) started as an unauthorized bootleg manufacturer (i.e. : "Space Attack" (1978)) founded by Mr. Reinhard Stompe. When the European countries changed their laws to protect the original creators, they started to develop their own arcade games. However, only two original games from Video Games GMBH are known to exist : Super Tank (1981) and "Looping" (1982). Video Games GmbH was sold to Ican Data GmbH (Munich) in 1987 for US $10 million.
- PORTS -
There is a 1986 Sega SG-1000 game of the same name that shares many similarities with this game (including the boss tank, though it is executed differently).
$end
$info=stankatk,
$Edit this entry at Arcade-History.com
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Super Tank Attack (c) 1993 Microprose.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 576 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
Never got past the prototype stage, JALECO acquired the division responsible for this game and scrapped the project.
$end
$info=usg83,usg82,usg83x,
$Edit this entry at Arcade-History.com
$bio
Super Ten (c) 02/1988 U.S. Games.
- TECHNICAL -
Main CPU : M6809 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 248 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 1
Buttons : 5
$end
$info=nss_sten,
$Edit this entry at Arcade-History.com
$bio
Super Tennis (c) 1991 Tokyo Shoseki / Nintendo.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
$end
$info=mt_stbld,
$Edit this entry at Arcade-History.com
$bio
Super Thunder Blade (c) 10/1988 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 03
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* Level Select : press these button sequences at the title screen to begin at the level that you want...
Level 2 - Press A, Up, Down, Left, Right(x2), Left, Down, Up, Start.
Level 3 - Press A(x2), Up, Down, Left, Right(x2), Left, Down, Up, Start.
Level 4 - Press A(x3), Up, Down, Left, Right(x2), Left, Down, Up, Start.
Level 5 - Press A(x4), Up, Down, Left, Right(x2), Left, Down, Up, Start.
* Extra Lives : enable the level select code and get a continue. Highlight 'Option' and hold A+B+C and press Start. A picture of a panda will appear on the 'Player' selection to confirm the code.
- PORTS -
* Consoles :
Sega Megadrive (1988)
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
$end
$info=stoffy,
$Edit this entry at Arcade-History.com
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Super Toffy (c) 1994 Midas.
- TECHNICAL -
Main CPU : M6809 (@ 3.579545 Mhz)
Sound CPU : M6809 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 57.44 Hz
Palette Colors : 384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Unico Electronics.
This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from East Coast Coin Company's "Dangerous Dungeons".
- SERIES -
1. Toffy (1993)
2. Super Toffy (1994)
$end
$info=suprtrio,
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Super Trio (c) 1994 Gameace.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 6.628 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 3
- STAFF -
Producer : Kim Ki Bong
Programmer : Jang Chang Soo
Character Design : Nam Kyoung Wan
Stage Design : Lee Ji A
Sound : Kwon Dae Yong
Hardware : Cho Young Wook
$end
$info=striv,
$Edit this entry at Arcade-History.com
$bio
Super Triv (c) 1985 Nova du Canada.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz), Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Buttons : 4
$end
$info=supertr2,
$Edit this entry at Arcade-History.com
$bio
Super Triv II (c) 1986 Status Games.
- TECHNICAL -
Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 4
- SERIES -
1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)
$end
$info=supertr3,
$Edit this entry at Arcade-History.com
$bio
Super Triv III (c) 1988 Status Games.
- TECHNICAL -
Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 4
- SERIES -
1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)
$end
$info=strvmstr,
$Edit this entry at Arcade-History.com
$bio
Super Trivia Master (c) 1986 ETI.
- TECHNICAL -
Main CPU : Z80 (@ 2.952 Mhz)
Sound Chips : (3x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Buttons : 4
- TRIVIA -
Licensed to PGD for manufacture.
ETI means 'Enerdyne Technologie Inc.'.
- SERIES -
1. Trivia Master (1985)
2. Super Trivia Master (1986)
$end
$info=svf,
$Edit this entry at Arcade-History.com
$bio
Super Visual Football - European Sega Cup (c) 1994 Sega.
- TECHNICAL -
Sega System 32 hardware
Game ID : 833-10851
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "The J.League 1994" and in US as "Super Visual Soccer - Sega Cup".
$end
$info=svs,
$Edit this entry at Arcade-History.com
$bio
Super Visual Soccer - Sega Cup (c) 1994 Sega.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside US as "Super Visual Football - European Sega Cup" and in Japan as "The J.League 1994".
$end
$info=svolly91,
$Edit this entry at Arcade-History.com
$bio
Super Volley '91 (c) 1991 Video System.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Power Spikes".
- UPDATES -
ONE PLAYER MODE :
* In the World version you can select a lot of European Teams and Brazil's Team.
* In the Japanese and Korean version you can select respectively only the Japanese Team and the Korean Team.
* In the Japanese and Korean version you can also play with female players.
* In the World version you must defeat in order: China, Japan, USA, Cuba, U.S.S.R.
* In the Japanese and Korean version you must defeat in order: France, USA, Cuba, Italy, U.S.S.R (male mode), Germany, Peru, China, Cuba, U.S.S.R (female mode).
* In the Japanese and Korean version when you get a point, you will see face of the player who made the point and the statistics of this player after the point (like aces, winners spikes, etc...).
TWO PLAYERS MODE :
* In the World Version you can select the same teams like in one player mode but in the Japanese and Korean version you can select respectively the Japanese Team and the Korean Team and the Italian and the USA Team.
* In the Japanese and Korean version you can also play with female players.
- TIPS AND TRICKS -
* Thunder Serve : Hold the Up/Left Diagonal before pressing the serve button, and before hitting the ball hold the Down/Left Diagonal when the ball becomes red and press the button. This serve does an ace anytime except in the last two games, but you can also do it. You must press the button a bit before the ball becomes red, and you'll make an ace on the last line on the ground. The ball looks like a missile shot from the air.
* Phantom Serve : Hold the Up/Right Diagonal before pressing the serve button, and before hitting the ball hold the Down/Right Diagonal and when the ball becomes red press the button. This serve does an ace always except with the last two games. The ball splits in three phantom balls.
* Towering Serve : Hold Up before serving and hit the ball a bit before the ball becomes red. The ball leaves the screen and you don't know where it falls down.
- SERIES -
1. Super Volleyball (1989)
2. Super Volley '91 (1991)
3. Power Spikes II (1994)
$end
$info=svolley,svolleyk,svolleyu,
$Edit this entry at Arcade-History.com
$bio
Super Volleyball (c) 08/1989 V-System.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Data East for US distribution.
- SERIES -
1. Super Volleyball (1989)
2. Super Volley '91 (1991)
3. Power Spikes II (1994)
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sega Mega Drive (1991)
Sony PlayStation 2 ("Oretachi Geasen Zoku Sono 9 - Super Volleyball")
$end
$info=swcourt,swcourtj,
$Edit this entry at Arcade-History.com
$bio
Super World Court (c) 1992 Namco.
- TECHNICAL -
Namco System NA-1 hardware
Game ID : SC
Main CPU : 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- SERIES -
1. World Court - Pro Tennis (1988)
2. Super World Court (1992)
$end
$info=sws,
$Edit this entry at Arcade-History.com
$bio
Super World Stadium (c) 1992 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : SS
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=sws92,
$Edit this entry at Arcade-History.com
$bio
Super World Stadium '92 (c) 10/1992 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : SSS
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Another version is known as "Super World Stadium '92 Gekitouban" (translates from Japanese as 'Fierce Fighting Edition').
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=sws92g,
$Edit this entry at Arcade-History.com
$bio
Super World Stadium '92 Gekitouban (c) 1992 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : SSG
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=sws93,
$Edit this entry at Arcade-History.com
$bio
Super World Stadium '93 (c) 1993 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : SST
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=sws95,
$Edit this entry at Arcade-History.com
$bio
Super World Stadium '95 (c) 1995 Namco.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : SS5
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=sws96,
$Edit this entry at Arcade-History.com
$bio
Super World Stadium '96 (c) 1996 Namco.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : SS6
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=sws97,
$Edit this entry at Arcade-History.com
$bio
Super World Stadium '97 (c) 1997 Namco.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : SS7
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=sws99,
$Edit this entry at Arcade-History.com
$bio
Super World Stadium 1999 (c) 04/1999 Namco.
- TECHNICAL -
Namco System 12 hardware
Game ID : SS9
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- UPDATES -
SS91/VER.A3
* Japan release
* Build date : 19:42:35, APR 14 1999
- SERIES -
1. Pro Yakyuu World Stadium (1988)
2. Pro Yakyuu World Stadium '89 - Kaimakuhan (1989)
3. Pro Yakyuu World Stadium '90 - Gekitouhan (1990)
4. Super World Stadium (1992)
5. Super World Stadium '92 (1992)
6. Super World Stadium '92 Gekitouban (1992)
7. Super World Stadium '93 (1993)
8. Super World Stadium '95 (1995)
9. Super World Stadium '96 (1996)
10. Super World Stadium '97 (1997)
11. Super World Stadium '98 (1998)
12. Super World Stadium 1999 (1999)
13. Super World Stadium 2000 (2000)
14. Super World Stadium 2001 (2001)
$end
$info=sxevious,
$Edit this entry at Arcade-History.com
$bio
Super Xevious (c) 1984 Namco.
The player pilots a combat aircraft called a 'Solvalou' which is armed with a forward-firing gun for aerial targets, and bombs for destroying ground-based targets. A red targeting square is situated in front of the Solvalou, which allows the player to aim their bombs accurately. The enemy craft appears in a number of different guises; from the standard variety that arrive in large numbers but shoot slow-moving projectiles, to exploding black spheres that shoot projectiles at high speed. There are also rotating shields that cannot be destroyed and must be carefully avoided. Ground enemies are a combination of both stationary bases and moving vehicles, most of which fire slow-moving projectiles. A gigantic, floating fortress (called 'Andor Genesis') appears in certain areas; this is defeated by knocking out its core.
Super Xevious is actually divided into sixteen different areas, which are separated by an area of forest. If a player dies before less than 70% of an area has been completed, play restarts at the beginning of the same area; should a life be lost AFTER 70% of an area has been completed, however, play restarts at the beginning of the next area. After area sixteen has been completed, the game loops back to area seven.
- TECHNICAL -
Main CPU : Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster
- TRIVIA -
Super Xevious is not a sequel of "Xevious", this is an update! It uses the exact same graphics and background image as "Xevious".
Namco released a boardgame based on this game (same name) in 1985 (in Japan only) : Flying your ship about the levels (rolling the dice to move). Battle enemies on the ground by rolling dice, battle ones in the air via card combat. Build up your shields and power up your blaster as you progress through the levels. Each 'level' is a different board, and there's 7 levels (boards) in all. Cute little spaceships for your pieces.
- UPDATES -
The differences from "Xevious" are :
* Several new characters appear in the game including a silver-grey Galaxian flagships, a large jet, a small jet, a helicopter and a small tank. The Galaxians can be shot like any other enemy. The large jet which flies down cannot be shot or collide with the player ship and doesn't have any obvious purpose. The small jet, helicopter and tank (all of which are tan colored) can be picked up for bonus points but if shot will reset the score to zero !
* Gameplay is a bit more difficult.
* The hidden Sol Citadels are in different locations.
- TIPS AND TRICKS -
* Secret message : the designer of "Xevious" has included a trick for generating his name right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Special thanks for you by game designer Evezoo.' will appear on the screen.
- SERIES -
1. Xevious (1982)
2. Super Xevious (1984)
3. Solvalou (1991)
4. Xevious 3D/G (1995)
- STAFF -
From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima)
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation (1997, "Xevious 3D/G+")
* Others :
Arcade (1995, "Namco Classics Collection Vol.1")
$end
$info=szaxxon,
$Edit this entry at Arcade-History.com
$bio
Super Zaxxon (c) 11/1982 Sega.
SUPER ZAXXON is a one or two player video game that presents the player with tremendous challenge and excitement never before experienced. The 3-dimensional-like, isometric graphics are produced by projecting the picture at a slant on the screen, putting the player in remote controlled realism with his SUPER ZAXXON player ship.
The player ship climbs, dives and strafes to maneuver through the many obstacles it encounters in its flight. In unique game play action, the player ship appears larger or smaller depending on its altitude, casts trailing shadow that follows it just as a real shadow would. This shadow, an altimeter on the video screen, and the points of impact of the player's gunfire, help judge the altitude of the player's space craft, lending new skill and challenge to SUPER ZAXXON.
Flying at supersonic speeds, the player confronts an ominous floating munitions fortress. Here the player ship must battle hidden ground-to-air missiles, rotating gun turrets, tracking parabolic antennas and electrifying maser barriers as he banks, climbs and dives to strafe enemy installations and fuel tanks, gaining valuable points towards ships and extra fuel.
Once through the fortress, SUPER ZAXXON lures the player ship into a foreboding tunnel where the player must use cautious skill and a responsive extra-heavy duty fighter pilot control stick to overcome the limited ceiling in the tunnel and dodge or destroy a terrific onslaught of flying minelayers, enemy ships and self-destructing robot spaceships, yet also avoid the indestructible mines that crowd the dim corridor.
Accompanied by the roar of space wind, the player soars out of the tunnel to face another battle within the enemy headquarters. This is a more heavily defended floating fortress of tighter passageways armed with maser barriers and increasingly heavier firepower from enemy defenses. Overcoming all this, the player is ready to face the ultimate challenge within the enemy headquarters-a bigger-than-life, fire breathing Dragon who can destroy the player ship with a single breath of fire. With an unnerving wail, the fierce Dragon flies forward and unleashes a breath of flame from its huge mouth. But by firing six direct hits on the Dragon's mouth, the player can defeat the Dragon. The game ends with the loss of the last player ship.
- TECHNICAL -
Main CPU : Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
After the release of Zaxxon, Sega realized it had a hit on its hands. The unique nature of the game featuring its three-quarter perspective was one of the first (if not the first) games to add depth and some feeling of perspective to a space game. Sega was quick to follow up on this success with Super Zaxxon. Super Zaxxon built on the Zaxxon model by creating a more challenging game. Although Super Zaxxon didn't do as well as its predecessor, it still created a respectable niche as far as arcade games went. Sega went on to produce other games such as "Star Trek", "Buck Rogers", "Pengo", and "Tac/Scan" to name a few.
Differences Between Super Zaxxon and "Zaxxon" : Although both games look the roughly the same in design, this is where the similarities end. Super Zaxxon was made to be a more challenging game. It achieves this by the following differences :
* Your fighter moves much faster. This makes going after ground targets a big challenge.
* The graphics are different. Although this is more of a viewing difference, it can still change ones perspective after they have gotten used to the Zaxxon graphics.
* There is no more outer space battle. Instead, you must go through a narrow tunnel to get to area 3.
* Instead of 20 fighters, you now have to tangle with 25 fighters in area 2.
* A new enemy, the Mine Layer, is introduced. As the name implies, this ship lays mines in your path. You can destroy the mines but it takes a few hits.
* Instead of encountering one Zaxxon robot, you now have to deal with three Super Zaxxon, dragon looking robots.
* The placement of things (fuel tanks, gun implacements, etc.) in areas 1 and 3 is different then in Zaxxon.
* There are now indestructible, elevated guns in area 1. These guns sit on the right side and they are 2.5 units in altitude.
- SCORING -
Scoring is pretty straight forward in this game. Some variable scoring does exist for a couple of things.
Gun Implacements (Green and Gray) : 200 or 500 points (random)
Fuel Tank : 500 points
Radar Tower : 1000 points
Missile (Ground-to-Air) : 300 points
Missile (Air-to-Air) : 200 points
Fighters (on runway) : 100 points
Fighters (in air) : 200 points + (50 points/level after level 1)
Mine Layer : 200 points + (50 points/level after level 1)
Mines : 200 points + (50 points/level after level 1)
Super Zaxxon (destroyed (all colors)) : 2000 points
Super Zaxxon (not destroyed (all colors)) : 500 points
Destroying all planes in the tunnel : 2000 points
- TIPS AND TRICKS -
When you start the game, your fighter will be in the middle at the bottom of the screen. You will see an asteroid with a wall rising from it. You will then see an opening in the wall. This is how you will enter areas 1 and 3.
AREA 1 : This area is basically ground targets. You may have to increase altitude to get over the short barriers but this is basically a ground attack area.
a) The action starts immediately as soon as you go through the opening in the wall. Drop your altitude immediately to not only to avoid the Air-to-Air missile, but to take out ground targets.
b) Fuel is a precious commodity. You must destroy the Fuel Tanks in order to increase the amount of fuel in your fighter. This won't be an easy matter, many of the Fuel Tanks are covered either by Gun Implacements, Ground-to-Air missiles, or both.
c) When you are flying along the ground to destroy targets, watch out for the Gun Implacements and missile silos. Both will fire upon your fighter at every opportunity. The missile silos will usually launch Ground-to-Air missiles as soon as your fighter is over them. Gun Implacements only fire when you are at ground level.
d) As soon as you 'hop' over the short barriers, get down to ground level again to do more destruction. Try to hit the Radar Towers since they yield the biggest points at this point.
e) When you get to the airfields, try to destroy as many fighters as you can (you can destroy a maximum of five). The more fighters on the ground you destroy equates to that many less you have to encounter in area 2. This also means you have a better chance at the 2,000 point bonus.
f) Speaking of the airfields, watch out since there are many hidden missile silos within them. Keep moving around or you may be surprised by a Ground-to-Air missile.
g) Do not fly at maximum altitude if you can help it. If you fly too long at maximum altitude, your fighter will be met head-on by an Air-to-Air missile which is very difficult to destroy (takes six shots).
AREA 2 : This is one of harder areas of the game. You will be entering a narrow tunnel where your maximum altitude is only one unit. In addition, there is very little maneuvering room.
a) You will be attacked by both enemy fighters and enemy mine layers.
b) Since there isn't much altitude within the tunnel itself, it should be easy to pick off enemy air units. The problem that arises, though, is the concentration of said air units.
c) Be very wary of the mine layers. They swing from side-to-side within the tunnel and have a bad habit of dropping a mine right in your flight path. Six shots destroy a mine but it is usually placed so quickly, you don't have a chance to shoot it.
d) Enemy air units only come at you from the front. They don't return from the back for more action.
e) The enemy fighters will usually make three to four passes at you before you are out of this area.
AREA 3 : This is the area that gives players the most trouble. Due to the small openings in the walls plus those openings being at different heights can really test a player's skill. In addition, you must still take out Fuel Tanks in order to keep flying.
a) In order to make sure that you will be able to pass through an opening, continue to fire your gun. If your laser fire doesn't go through, that means you have to quickly adjust either your altitude or left/right orientation.
b) The barriers are relatively close together which means you have to get through one and quickly adjust to where the next one is. Over a period of time, you will memorize where the openings in the barriers are and make your trip that much easier.
c) Many of the targets such as Fuel Tanks and Radar Towers are just on the other side of the walls. This means you have to drop and go left or right very quickly to have a chance of hitting them.
d) An added bonus of firing through the barriers (especially the ones at ground level) is that you can knock off the targets on the other side of said barrier making your life that much easier.
e) After the last barrier, you get to tangle with the Super Zaxxon's. To them every time :
1) Set your altitude to one and one-half units.
2) Go to the middle side of the screen.
3) When he starts to enter, start firing. Adjust your fire so that you are hitting the area where the mouth of the Super Zaxxon is.
4) You need to get six shots into his mouth before he throws a fireball at your fighter.
5) Once you have either destroyed, or forced the blue Super Zaxxon to retreat, you have to deal with the green Super Zaxxon.
6) Once you have either destroyed, or forced the green Super Zaxxon to retreat, you have to deal with the red Super Zaxxon.
7) After you have either destroyed, or forced the red Super Zaxxon to retreat, you go back to area 1 again.
8) As a reward for killing off the Super Zaxxons, you get 2000 points apiece for them.
Once you complete Area 3, the cycle begins anew.
- SERIES -
1. Zaxxon (1982)
2. Super Zaxxon (1982)
3. Zaxxon 3-D (1987, Sega Master System)
4. Zaxxon Motherbase 2000 (1995, Sega 32X)
- PORTS -
* Consoles :
Atari XEGS
Sony PSP (2006, "Sega Genesis Collection")
* Computers :
Commodore C64 (1984)
Apple II
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=superx,superxm,
$Edit this entry at Arcade-History.com
$bio
Super-X (c) 1994 NTC.
A shoot-em-up featuring 7 stages.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Also licensed to Mitchell.
$end
$info=superbik,sbdk,
$Edit this entry at Arcade-History.com
$bio
Superbike (c) 1983 Century Electronics.
- TECHNICAL -
This game was based on Moonwalker and was ported to several pcb's in the USA, Galaxian, etc.
$end
$info=ssoldier,
$Edit this entry at Arcade-History.com
$bio
Superior Soldiers (c) 1993 Irem.
Seven selectable characters for you to choose from in this early. 90's space-themed fighter.
- TECHNICAL -
Irem M-92G system hardware
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is known outside US as "Perfect Soldiers".
- UPDATES -
The game 'Superior Soldiers' is slightly different than "Perfect Soldiers" :
* "Winners Don't Use Drugs" screen added
* New Color GFX
- STAFF -
Game planners : Roo, Hirogon, Oni.Nag
Programmer : Nagomi
Graphic designers : Sagotan, U.W.F., Kimi, Hidarin, Core.1, Yassy
Sound : Irem Sound Team
$end
$info=superman,suprmanj,
$Edit this entry at Arcade-History.com
$bio
Superman (c) 1988 Taito.
The Man of Steel battles sinister aliens and cyborgs in this very well designed game. Up, up and away!
- TECHNICAL -
Taito X System hardware
Board Number : K1100390A
Prom Stickers : B61
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 57.43 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Game designer : Hidehiro Fujiwara
Programmers : Tohru Sugawara, Hideaki Tomioka, Hideki Hashimoto, Mari Iwano, Tadakazu Aono
Character designer : Nenko Nishimura
Art designers : Yoshihiro Wakita, Junji Yarita, Taira Sanuki, Shinobu Iwabuchi, Akira Saito, Minori Ishino, Takako Kozima, Toshiyuki Nishimura
Hardware : Noboru Yasukawa
Music sfx : Masahiko Takaki, Kazuyuki Ohnui, Shizuo Aizawa (Splatter A.), Takami Asano
Graphic designer : Natsuki Hirosawa
$end
$info=surfplnt,
$Edit this entry at Arcade-History.com
$bio
Surf Planet (c) 1997 Gaelco.
A 3-D snowboarding game.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz), TMS32031 (@ 60 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (4x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 576 x 432 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
- TRIVIA -
Licensed to Atari for US distribution.
* Music :
Loly Jackson : Written by C. Llanos / A. Llanos. Performed by Dover.
Spectrum : Written by C. Llanos / A. Llanos. Performed by Dover.
Needly Chill : Written by J. Garcia / A. Toledo. Performed by Sexy Sadie.
Up To Me : Written by J. Garcia / A. Toledo / J.L. Sampoll. Performed by Sexy Sadie.
All songs published by Pizza Pop S.L. / Canciones del Mundo S.A.
Recordings property of Subterfuge Records S.L.
- STAFF -
Programmers : Fernando Rada, Angel Alda, Carlos Granados
Graphic designers : Jorge Granados, Hernan Sanahuja
Animation recording : C.A.R. (Centre d'alt rendiment)
Animation analysis : Manuel Matamoros
Professional riders : Dani Fernandez, Iker Fernandez
Hardware design & production : Gaelco S.A.
Industrial design : Flores Associats S.L.
Graphic design : La Maquina S.L.
$end
$info=suratk,suratkj,suratka,
$Edit this entry at Arcade-History.com
$bio
Surprise Attack (c) 1990 Konami.
- TECHNICAL -
Game ID : GX911
Main CPU : KONAMI (@ 3 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Program designers : Heart Yoshinobu, Lambada Minakata, Square Morimoto, Stardust Masa, H. Akamatsu
Character designers : Prince Kukino, Depeche Yamashita, Wink Yamada
Sound designers : Michael Maezawa, Miki Higashino, Moai Sasaki, La Nakamur
Hardware designer : Komekome Konishi
Visual designers : H. Yoshihashi, K. Kamiya
$end
$info=survival,
$Edit this entry at Arcade-History.com
$bio
Survival (c) 1982 Rock-ola.
- TECHNICAL -
Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz)
Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=survarts,survartu,
$Edit this entry at Arcade-History.com
$bio
Survival Arts (c) 10/1993 American Sammy.
Another digitized fighter attempting to cash in on the "Mortal Kombat" craze featuring eight selectable characters and bonus rounds. The producers of this game must have raided the discount Halloween costume boutique. I cannot help but giggle each time I fight Dantel, the incredibly cheap and hilarious white trash ripoff of Shang Tsung.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
After Dantel is defeated, two Hitler heads in blue are seen in the ending.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Director : Mutsuo Haneho
Digitalize graphic designers : Nobuhiko Ikeuchi, Airi Tateishi
Custume designers : Airi Tateishi, Tatehuni Wada, Hae Hahimoto
Sound and music composer : Shigeyuki Shinbo
Director of photography : Nobuhiho Ikeuchi
Programmer : Yoshio Asai
* CAST :
Viper : Jon Walter
Gunner : Brian Creech
Mongo : Handa David
Tasha : Saskia
Hiryu : Takeaki Katoh
Hanna : Monica Brown
Kane : Hideaki Takahashi
Santana : Hose Brand
Dantel : Sam Rodetsky
$end
$info=gogomilj,
$Edit this entry at Arcade-History.com
$bio
Susume! Mile Smile (c) 1995 Fuuki.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Go For It! Mile Smile'.
This game is known outside Japan as "Go! Go! Mile Smile".
This is the first Fuuki arcade game.
- STAFF -
Programmers : Syaboon, T. Usami
Graphic designers : Dai, T. Komitan, Pan, Ryoma
Sound composer : A. Inu. Nishida
Character voices : T. Ando, M. Watanabe, T. Iwashita, S. Metugi, M. Canale, L. Breed, T. Lukasavitz, G. Crandell
Producer : Y. Takahashi
$end
$info=susume,
$Edit this entry at Arcade-History.com
$bio
Susume! Taisen Puzzle Dama (c) 1996 Konami.
- TECHNICAL -
Konami GV System hardware
Game ID : GV027
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1996.
- SERIES -
1. Taisen Puzzle-dama (1994)
2. Tokimeki Memorial Taisen Puzzle-dama (1995)
3. Taisen Tokkae Puzzle-dama (1996)
4. Susume! Taisen Puzzle Dama (1996)
- PORTS -
* Consoles :
Sony PlayStation (1996, "Susume! Taisen Pazurudama")
Nintendo 64 (1998, "Susume! Taisen Puzzle Dama Toukon! Marumata Chou")
$end
$info=suzuka8h,suzuk8hj,
$Edit this entry at Arcade-History.com
$bio
Suzuka 8 Hours - Coca-Cola (c) 1992 Namco.
An excellent motorcycle game from Namco.
- TECHNICAL -
Derivative Namco System 2 hardware
Game ID : EH
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
- TRIVIA -
This is the first game officially sponsored by the Coca-Cola Company. Note : Coca-Cola was invented in 05/1886 by a pharmacist, Dr. John S. Pemberton in Atlanta, Georgia. A bookkeeper, Frank M. Robinson, suggested the name 'Coca-Cola' to Dr. Pemberton. Robinson suggested this name because both the words Coca and Cola named 2 of the ingredients. Also the 2 'C's' would look good in advertising. The name 'Coca-Cola' first became a registered trademark in 1893.
- SERIES -
1. Suzuka 8 Hours - Coca-Cola (1992)
2. Suzuka 8 Hours 2 (1993)
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
$end
$info=suzuk8h2,
$Edit this entry at Arcade-History.com
$bio
Suzuka 8 Hours 2 (c) 1993 Namco.
A motocycle game from Namco. This sequel features all the excitement from the original.
- TECHNICAL -
Derivative Namco System 2 hardware
Game ID : EHS
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
- SERIES -
1. Suzuka 8 Hours - Coca-Cola (1992)
2. Suzuka 8 Hours 2 (1993)
$end
$info=swarm,
$Edit this entry at Arcade-History.com
$bio
Swarm (c) 1979 Subelectro.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Considered as a hack of "Galaxian", this game seems more like a hack of "Moon Alien Part 2" by Nichibutsu, but with the graphics changed to look more like "Galaxian". This explains why the shots move with the ship and why the fuel gauge is there. On Moon Alien the shots move left/right but there is no fuel gauge. Galaxian also didn't use a 'title screen' formed with graphics, it went straight through to 'We are the Galaxians'.
- SCORING -
Light Blue Ship in formation : 30 points
Light Blue Ship attacking : 60 points
Purple Ship in formation : 40 points
Purple Ship attacking : 80 points
Red Ship in formation : 50 points
Red Ship attacking : 100 points
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
$end
$info=swat,
$Edit this entry at Arcade-History.com
$bio
SWAT (c) 1984 Coreland / Sega.
An abstract one or two player shoot-em-up in which the aim is to stop swarms of aliens from building a sectional tunnel from the bottom of the screen to the top.
At the top of each level are blue tunnel sections, while at the bottom are purple ones. Aliens start at the bottom of the screen in the purple sections. As they move through a tunnel, they can build new sections in any direction.
Players can either destroy blue tunnel sections, or 'shove' them to re-align them and prevent the aliens from completing their mission. Purple sections cannot be destroyed but they CAN be shoved. A 'smart bomb' can be deployed which will destroy all nearby enemies, as well as the players, on-screen counter-parts should they be within the blast radius when the bomb explodes. Additional bombs can be earned by destroying blue sections of tunnel.
If the aliens succeed in connecting up a tunnel, additional enemies appear and the challenge increasing substantially. Each round ends when a preset number of 'Blocker' aliens have been destroyed.
There are four types of enemies :
* BLOCKERS - These foes build the tunnels and they can exit the tunnel system or be forced out. If they exit the tunnels, they produce 'Expelers' (see below) and quickly make their way to the bottom of the screen to re-enter the tunnels. This is the only time that they are vulnerable.
* EXPELERS - These enemies, produced by the Blockers, chase the players around the screen and attempt to corner them. They travel at different speeds, generally moving faster as they get closer to SWAT agents.
* ANNGRERS - These cubed-shaped foes are invulnerable to the SWAT agent's fire. Shooting this type of enemy will cause it to chase the players very quickly. They can be destroyed by using bombs, but a new Anngrer will be created in its place at the bottom of the screen. These enemies can travel in and out of the tunnel system wherever they choose.
* SWEEPERS - Along with additional enemy fire, these foes appear in pairs on the left and right sides of the tunnel along if the bottom and top portions of the screen are connected by one continuous tunnel. They will line up with each other on either side of the players' SWAT agents and fire at them. Sweepers require multiple shots to be destroyed.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5388
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 4-way joystick
Buttons : 2
- STAFF -
Security by : Syuichi Katagi
$end
$info=csweetht,
$Edit this entry at Arcade-History.com
$bio
Sweet Heart (c) 03/1982 Data East.
- TECHNICAL -
DECO Cassette System hardware
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
This game is also known as "Disco No 1".
$end
$info=swimmer,swimmera,swimmerb,
$Edit this entry at Arcade-History.com
$bio
Swimmer (c) 1982 Tehkan.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 290
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
One of the first game created by the dynamic duo Nishizawa/Ishizuka, who later became the core of Westone (aka the developers of the "Wonder Boy/Monster World" saga).
The main enemies in the first three racks -- Turtles, Crabs and Waterbugs -- would show up in Mario Brothers in the next year.
- SCORING -
Strawberries : 100, 200, 300, or 400 points.
Bananas : 200, 400, 600, or 800 points.
Grapes : 300 600, 900, 1200, or points
Grapefruit(?) : 400, 800, 1200, or 1600 points.
Other Fruits : 50, 100, 150, or 200 points.
Enemies (after getting target) : 200 points.
Bonus, first three racks : 1000 points if all strawberries are picked up.
Bonus, fourth rack : 0-10,000 points, depending on whether you've picked up four of each of the fruits.
- TIPS AND TRICKS -
Try to eat as many fruits in a row as you can. Once you miss a fruit, you will start scoring again at the lowest point level.
- STAFF -
Programmed by : Michishito Ishizuka
Sound by : Michishito Ishizuka, R. Kawamoto
Hardware by : Y. Kotoyori, M. Yoneda
Debug by : Michitaka Tsuruta (Quoted as M.Tsujii)
Music by : Ryuichi Nishizawa
- PORTS -
* Consoles :
Microsoft XBOX (2005, "Tecmo Classic Arcade")
- SOURCES -
Michitaka Tsuruta's web site; http://www.turu3.net
$end
$info=ssingles,
$Edit this entry at Arcade-History.com
$bio
Swinging Singles (c) 1983 Yachiyo Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Buttons : 4
$end
$info=ssozumo,
$Edit this entry at Arcade-History.com
$bio
Syusse Oozumou (c) 1984 Technos.
A sumo wrestling game.
- TECHNICAL -
Game ID : TA-0008
Main CPU : M6502 (@ 1.2 Mhz)
Sound CPU : M6502 (@ 975 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 80
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Successful Career - Annual Wrestling Match'.
$end
$info=syvalion,
$Edit this entry at Arcade-History.com
$bio
Syvalion (c) 1988 Taito.
Control the mechanical dragon Syvalion and find your way through an ever changing magical dungeon.
- TECHNICAL -
Taito H System hardware
Prom Sticker : B51
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 60.00 Hz
Palette colors : 528
Players : 2
Control : trackball
Buttons : 1
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on 21/03/1989.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- STAFF -
Produced by : Hisayoshi Ogura (OGR)
Music composed by : Yasuhisa Watanabe (YAC)
Staff : Fukio Mitsuji (MTJ), (T.S), (M.F), (G.K), (TSM), (NGI)
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
Sharp X68000 (1990)
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=tmek,tmekprot,
$Edit this entry at Arcade-History.com
$bio
T-MEK - The Warlords (c) 1994 Atari Games.
- TECHNICAL -
Atari GT hardware
Game ID : 136101
Main Board Number : A051512
CAGE Audio Board Number : A053304
Audio Sub-Board Number : A053664
LAN board Number : A052967
Main CPU : 68EC020 (@ 25 Mhz)
Sound CPU : TMS32031 (@ 33.8688 Mhz)
Sound Chips : (4x) DMA-driven (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : stick
Buttons : 3
- TRIVIA -
Two T-Mek machines (an upright and a 2-player sitdown) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Prototype :
* Software version : 2.0.
Revsivion 1 :
* Software version : 5.1.
* Added T-Mek team page during the attract mode.
* Added a subtitle to the game title : 'The Warlords'.
* Titlescreen red background removed.
- STAFF -
Producer : Gary Stark
Game designer : Matthew Ford
Lead programmer : John Grigsby
Programmers : Norm Avellar, Gary Stark
Support programmer : Mike Albaugh
Systems support : David Shepperd
Lead animators : Rhizaldi Bugawan
3D Animators : Brian La France, Rich Chargin
Animators : Nick Stern
Model makers : John Ferrari, Patrice Moriarity
Digital imaging : Dave Portera
Project engineer : Don Paauw
Technician : Farrokh khodadadi
Audio : Brad Fuller
Audio engineer : Chuck Peplinski
Cabinet designer : Mark Gruber
Product designer : Ralph Perez
Controls : Wade Winblad
Harnessing : Carole Cameron, Stevie Landaverde
Woodshop : Connie Osuna
Metalshop : Jesus Torres
Product manager : David Macias
Software QA : David Pasquinelli
Japanese translation : Takeshi Hasegawa
- PORTS -
* Consoles :
Sega 32X (1995)
* Computers :
PC [MS Windows] (1996)
$end
$info=ttmahjng,
$Edit this entry at Arcade-History.com
$bio
T.T Mahjong (c) 1981 Taito.
An early, basic mahjong game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 57.00 Hz
Palette Colors : 8
Players : 1
Control : mahjong keyboard
- SERIES -
1. TT Mahjong (1981)
2. TT Mahjong 2
3. TT Mahjong Q
$end
$info=taotaido,taotaida,
$Edit this entry at Arcade-History.com
$bio
Ta-o Taido (c) 04/1993 Video System.
Extremely simplistic fighter with eight selectable characters and a cooperative 2-player feature.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Malcolm from "Aero Fighters 3" appears as one of the selectable fighters.
- UPDATES -
The new version (set 1) allows to play a 2 players game with a single credit while this isn't possible with the old version (set 2).
$end
$info=ttchamp,ttchampa,
$Edit this entry at Arcade-History.com
$bio
Table Tennis Champions (c) 199? Gamart.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=tacscan,
$Edit this entry at Arcade-History.com
$bio
Tac/Scan (c) 04/1982 Sega.
- TECHNICAL -
Sega G80 vector hardware
Main CPU : Z80 (@ 4 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 256
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Tac/Scan was the only Sega vector game to use a vertically mounted (portrait) monitor.
A Tac/Scan machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* The most effective strategy for extending your playing time in Tac/Scan is to add as many extra ships as possible to your reserve (listed in upper-left corner of screen). Ships must be caught by the leading ship position which is further signified by a red colored underline in order to be added to your reserve. To begin capturing ships you must have at least one open position in your fleet; otherwise the game will not award ships (kill off two of your ships on the edges of your fleet at the very beginning of the game to achieve the highest amount of reserve ships during the first wave).
* Wave one in Tac-Scan should always be played with a minimum of two ships in your fleet, with additional ships added as the levels get faster and harder. The second and third wave can almost always be effectively played with only two ships, and it is very important not to waste reserve ships in these two waves (saving those ships for the more dangerous first wave).
* Always keep changing directions on both wave 1 and 2. It is very effective to destroy ships while turning on wave 1, and on wave 2 ships will have a hard time hitting you if you don't stay in the same position for very long.
* The faster you fire, the shorter your shots will travel. Allowing a short pause between shots will allow them to travel the distance of the screen.
- PORTS -
* Consoles :
Atari 2600 (1982)
Sony PlayStation 2 (2006, "Sega Genesis Collection")
$end
$info=tactcian,tactcan2,
$Edit this entry at Arcade-History.com
$bio
Tactician (c) 1982 Konami.
- TECHNICAL -
Game ID : GX335
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Licensed to Sega.
$end
$info=tagteam,
$Edit this entry at Arcade-History.com
$bio
Tag Team Wrestling (c) 1984 Technos.
An early tag-team wrestling game.
- TECHNICAL -
Game ID : TA-0007
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 975 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in January 1984, Tag Team Wrestling was the first game that Technos licensed to Data East.
This game is also known as "The Big Pro Wrestling!".
- SERIES -
1. Tag Team Wrestling (1983)
2. Exciting Hour - The Prowrestling Network (1985)
- PORTS -
* Computers :
PC [Booter] (1985)
Commodore C64 (1987)
Apple II (1987)
$end
$info=tailg,
$Edit this entry at Arcade-History.com
$bio
Tail Gunner (c) 1979 Cinematronics.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples (@ 5 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette Colors : 32768
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
Released in November 1979.
Exidy licensed Tail Gunner for production of cockpit units with the name of "Tail Gunner 2".
Licensed to Sega for Japan market.
A Tail Gunner unit appears in the 1982 movie 'Tron'.
- STAFF -
Produced by : Tim Skelly
Designed and programmed by : Dan Sunday, Larry Rosenthal
$end
$info=tail2nos,
$Edit this entry at Arcade-History.com
$bio
Tail to Nose - Great Championship (c) 1989 V-System.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Super Formula - Chijou Saisoku no Batoru".
Based on the 1988 F1 Season, the game is not licensed, but the name changes are only slight : Lotos (Lotus), Mclarun (McLaren), Ferreri (Ferrari), Merci (March (Technically Leyton House)), Willruns (Williams) and Benetten (Benetton). During the demo you get to see pictures of the car, drivers and their names. The drivers look exactly like who they should be.
- STAFF -
Sound composer : Naoki Itamura (Gekko Itamura)
$end
$info=hotgmck,
$Edit this entry at Arcade-History.com
$bio
Taisen Hot Gimmick (c) 1997 Psikyo.
A 2-player multi-screen mahjong game with beautiful graphics and beautiful women.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4098
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Hot Gimmick Competition'.
- TIPS AND TRICKS -
* Challenge Marion from "Gunbird" : Beat the first 3 opponents without punishing any to play against her.
* Challenge Miko from "Tengai" : Beat the first 3 opponents without punishing any to play against her.
* Challenge Kain from "Tengai" : Beat the next 3 opponents in the 2nd opponent selection screen without punishing any to play against him.
- SERIES -
1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)
- STAFF -
* Voice Actors :
Setsuna : Satomu Koorogi
April : Naoko Matsui
Tomoko : Akiko Yajima
- PORTS -
* Consoles :
Sony PlayStation 2 (2004) : features more characters than original arcade version.
* Computers :
PC [MS Windows] (2003)
$end
$info=hotgmck3,
$Edit this entry at Arcade-History.com
$bio
Taisen Hot Gimmick 3 Digital Surfing (c) 1999 Psikyo.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4098
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'Hot Gimmick Competition 3 Digital Surfing'.
- TIPS AND TRICKS -
* Challenge Meruti Melty (Only in Digital Surfing mode) : Defeat each opponent without punishing any. When the screen flashes random websites before the last opponent, input the commands, M, E, L.
* Challenge Jong Arika (Only in Jan Boy Story mode) : He appears before the last opponent only if you did not buy any items prior to meeting him.
- SERIES -
1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)
- PORTS -
* Consoles :
Sony PlayStation 2 (2005) : features more characters than original arcade version.
* Computers :
PC [MS Windows] (2004)
$end
$info=hotgm4ev,
$Edit this entry at Arcade-History.com
$bio
Taisen Hot Gimmick 4 Ever (c) 2000 Psikyo.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4098
Players : 2
- TIPS AND TRICKS -
* Challenge Yuan Nang from "Gunbird" : Beat each opponent of the 1st batch (4 in total) without punishing them. When the 2nd opponent selection screen shows up, type G, then L. Choose opponent A.
* Challenge Junis from "Tengai" : Beat each opponent of the 1st batch (4 in total) without punishing them. When the 2nd opponent selection screen shows up, type G, then L. Choose opponent B.
* Challenge Kashon from "Sol Divide" : Beat each opponent of the 2nd batch (3 in total) without punishing them. When the 3rd opponent selection screen shows up, type M, then N.
- SERIES -
1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)
$end
$info=hotgmcki,
$Edit this entry at Arcade-History.com
$bio
Taisen Hot Gimmick Integral (c) 2001 Psikyo.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4098
Players : 2
- SERIES -
1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)
$end
$info=hgkairak,
$Edit this entry at Arcade-History.com
$bio
Taisen Hot Gimmick Kairakuten (c) 1998 Psikyo.
A two player multi-screen mahjong game with beautiful graphics and beautiful women.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4098
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Heavenly Pleasure Hot Gimmick Competition'.
- TIPS AND TRICKS -
* Challenge Miko from "Tengai" : Beat each of the 3 opponents in the 1st opponent selection screen without punishing them. When the second opponent selection screen shows up, type M, then K.
* Challenge Marion from "Gunbird" : Beat each of the 3 opponents in the 2nd opponent selection screen without punishing them. When the third opponent selection screen shows up, type M, then G.
* Challenge Kain from "Tengai" : Beat each of the 3 opponents in the 3rd opponent selection screen without punishing them. When the fourth opponent selection screen shows up, type M, then D.
- SERIES -
1. Taisen Hot Gimmick (1997)
2. Taisen Hot Gimmick Kairakuten (1998)
3. Taisen Hot Gimmick 3 Digital Surfing (1999)
4. Taisen Hot Gimmick 4 Ever (2000)
5. Taisen Hot Gimmick Integral (2001)
6. Taisen Hot Gimmick Mix Party (2005)
7. Taisen Hot Gimmick 5 (2005)
$end
$info=fromanc2,
$Edit this entry at Arcade-History.com
$bio
Taisen Idol-Mahjong Final Romance 2 (c) 1995 Video System.
A romantic evening of mahjong.
- TECHNICAL -
Game ID : VSAM-28-2
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Final Romance Idol-Mahjong Competition 2'.
- SERIES -
1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)
- STAFF -
Executive producer : Kouzi Furukawa
Character designers : Gensho, Yorozu-Ichi
Character voices : Mako Hyoudou, Yumi Takada, Emi Shinohara, Chinami Nishimura, Kumiko Hisano
Game designer : MuneTAKA Sakae
Programmer : TAKA
Graphic designers : Okabayashi, Iizuka, Honda, Kakihana
Sound programmer : H. Soyama
Music composer : Hoso-Q
Sound effets : Pirowo
- PORTS -
* Consoles :
Sega Saturn (1995)
SNK Neo-Geo CD (1995)
Panasonic 3DO (1996, "Idol Mahjong Final Romance 2 - Final Edition")
$end
$info=karatevs,
$Edit this entry at Arcade-History.com
$bio
Taisen Karate Dou - Seishun Bishoujo Hen (c) 09/1984 Data East.
Classic classic classic karate tournament game.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), MSM5205 (@ 375 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : Double 4-way joysticks
- TRIVIA -
The title of this game translates from Japanese as 'Way of Karate Competition - Beautiful Young Girl Chapter'.
This game is known outside Japan as "Karate Champ".
- PORTS -
* Consoles :
Sony PlayStation 2 (2005 "Oretachi Geasen Zoku Sono 3 - Karate Michi")
$end
$info=fromanc4,
$Edit this entry at Arcade-History.com
$bio
Taisen Mahjong Final Romance 4 (c) 1998 Video System.
An evening with cute mahjong girls.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
This title translates from Japanese as 'Final Romance Mahjong Competition 4'.
- SERIES -
1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)
- STAFF -
Executive producer : Furukawa Kouji
Character design & Screen play by Akatsuki Gomoku.
Animation character design & chief animator : Watabe Keisuke (Hercules)
Music & Sound effects : Itamura Maoki
Animation editor : Jitensha (Ookubo Tadao)
Main programmer : Hamanaka Tsukasa
Programmers : Soyama Hiroe, Yokota Kenichi, Touno Mika, Yagiyama
Game graphic designers : Ikeda Masako, Higuchi Norie, Sawada Ayano
Mahjong design : Yamato Masashi
Screen play & directed by : Yasunobu Hayashi
* CAST :
Yuri : Nagasawa Miki
Shino : Yajima Akiko
Momo : Kanamaru Hinako
Saki : Naoko Matsui
Syun-ran : Iwatsubo Rie
Rin-ran : Shibata Yumiko
Eimi : Maeda Mitsuko
Chin-ta : Akatsuki Gomoku
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=fromancr,
$Edit this entry at Arcade-History.com
$bio
Taisen Mahjong Final Romance R (c) 1995 Video System.
The ongoing mahjong final romance! It can go all night long, baby!
- TECHNICAL -
Game ID : VSMR-30
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Final Romance Mahjong Competition R'.
- SERIES -
1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)
- STAFF -
Executive producer : Kouzi Furukawa
Character designer / Animation director : Gensho Sugiyama
Animator : Masaya Onishi, P-Suke Tanaka, Giichi Morimachi, Shinya Takahashi
Recording studio : TAVAC
Finish work : SHAFT
"BG"-picture : TULIP
Performance director : Tadao Okubo (Zitensha)
Animation producer / Animation check : Toshiyuki Okabayashi (Kool Kizz)
Item planner / Assistant director : Kazuki Ito
Programmers : Zavi, Takushi Seki
Graphic editors : GSX-R, Yoshiaki Kurihara, Rowgy, Nene, Maiko Matsuzaki
Sound composer : Hoso-Q
Sound effects : Pirowo
Script writer / General director : Yasunobu Hayashi
* CAST :
1st stage, Rina Koizumi : Satomi Koroogi
2nd stage, Mika Fujisaki : Fumie Kusachi
3rd stage, Kate Yamamura : Naoko Matsui
4th stage, Ryoko Hayami : Rie Iwatsubo
5th stage, Asuka Sendo : Ayako Shiraishi
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=puzldama,
$Edit this entry at Arcade-History.com
$bio
Taisen Puzzle-dama (c) 1994 Konami.
- TECHNICAL -
Konami GX hardware
Game ID : GX315
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Puzzle-coin Wars'.
This game is known outside Japan as "Crazy Cross".
King Records released a limited-edition soundtrack album for this game (Speed King, Taisen Puzzle-dama Original Game Soundtrack - KICA-7690) on 24/01/1996.
- SERIES -
1. Taisen Puzzle-dama (1994)
2. Tokimeki Memorial Taisen Puzzle-dama (1995)
3. Taisen Tokkae Puzzle-dama (1996)
4. Susume! Taisen Puzzle Dama (1996)
- STAFF -
Director : Einoshin
Software : Bonny, Y.K 98, Tak
Graphics : XXX, Toymen, Tera
Music : Ary, Kage
Hardware : USA 138, Nanba Shot Tom
Producer : Masa 33
$end
$info=sasissu,
$Edit this entry at Arcade-History.com
$bio
Taisen Tanto-R - Sasi-Su!! (c) 02/1996 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Tant-R Collecting Competition'.
$end
$info=tokkae,
$Edit this entry at Arcade-History.com
$bio
Taisen Tokkae Puzzle-dama (c) 1996 Konami.
- TECHNICAL -
Konami GX hardware
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 2 (SWAP BALL, LINE UP)
- TRIVIA -
The title of this game translates from Japanese as 'Fetching Puzzle-coins Competition'.
- TIPS AND TRICKS -
* Secrets Characters : Use the second button instead the first to select the difficulty level and you will have three additional characters to chose at the characters selection screen.
- SERIES -
1. Taisen Puzzle-dama (1994)
2. Tokimeki Memorial Taisen Puzzle-dama (1995)
3. Taisen Tokkae Puzzle-dama (1996)
4. Susume! Taisen Puzzle Dama (1996)
$end
$info=cupfinal,
$Edit this entry at Arcade-History.com
$bio
Taito Cup Finals (c) 02/1993 Taito.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D49
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Hattrick Hero '93" and also known as "Super Cup Finals" (11/1993).
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to '!!!'.
- SERIES -
1. Euro Champ '92 (1992)
2. Taito Cup Finals (1993)
3. International Cup '94 (1994)
4. Taito Power Goal (1994)
- STAFF -
Planner : Takeshi Kobori
Character designers : Takeshi Kobori, Yuji Sakamoto, Hideyuki Kato, Hiroyo Kujirai, Hiromi Mikami, Shinjiro Sugitani
Software : Kazutomo Ishida, Kusago Nagahara, Shinji Soyano, Kousuke Usami, Xxx Hayashi
Designers : Naoto Hashizume, Takeshi Kobori
Sound : Shuichiro Nakazawa (Zuntata)
Hardware : Katsumi Kaneoka
* CAST :
Player & Gk : Masashi Tsuzura
Manager : Suminori Hase, Yuji Sakamoto
Referee : Shin Tanaka
Lady : Seiji Kawakami
Doctor : Hiroto Nizato
Nurse : Hiromi Mikami
Stunt : Tomohisa Yamashita
Assistant : Shin Tanaka
Directors : Takeshi Kobori, Marutake
$end
$info=pwrgoal,
$Edit this entry at Arcade-History.com
$bio
Taito Power Goal (c) 1994 Taito.
- TECHNICAL -
Taito F3 System hardware
Game ID : D94
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in November 1994.
This game is also known as "Hattrick Hero '95".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- SERIES -
1. Euro Champ '92 (1992)
2. Taito Cup Finals (1993)
3. International Cup '94 (1994)
4. Taito Power Goal (1994)
- STAFF -
Planners : Atsuchi Taniguchi, Yasuhiro Noguchi
Character designers : Atsuchi Taniguchi, Ryuji Tominaga, Hideyuki Kato, Hiroyo Kujirai, Atsushi Iwata, Shinjiro Sugitani, Yasuhiro Noguchi, Terumi Ogihara, Hiroshi Nishida
Software : Shinji Soyano, Masashi Tsuzura, Takashi Ishii, XXX Hawyashi
Designer : Toshiyuki Takenami
Sound (Zuntata) : Yoshiro Horie, Shuichiro Nakazawa
Hardware : Katsumi Kaneoka, Hironobu Suzuki
Action director : Yasuhiro Noguchi
* CAST :
Player & GK : Norikatsu Fukuda
Manager : Masao Kashino
Referee : Shin Tanaka
Camera Man : Yasuhiro Noguchi
Lady : Seiji Kawakami
$end
$info=tcl,
$Edit this entry at Arcade-History.com
$bio
Taiwan Chess Legend (c) 1995 Uniwang.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
$end
$info=taiwanmb,
$Edit this entry at Arcade-History.com
$bio
Taiwan Mahjong (c) 1988 Miki Syouji.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
$end
$info=tshingen,
$Edit this entry at Arcade-History.com
$bio
Takeda Shingen (c) 08/1988 Jaleco.
The honorable samurai fight to remove the evil samurai and their hordes of soldiers from Japan.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Shingen - Samurai-Fighter".
- PORTS -
* Consoles :
NEC PC-Engine (1989)
$end
$info=talbot,
$Edit this entry at Arcade-History.com
$bio
Talbot (c) 1982 Volt Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), ALPHA-8201 (@ 384 Khz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Alpha for manufacture and distribution.
$end
$info=tangtang,
$Edit this entry at Arcade-History.com
$bio
Tang Tang (c) 2000 ESD.
Tang Tang is a platform/puzzle hybrid for one or two players; based heavily on Tecmo's superb 1986 release, "Solomon's Key - Solomon no Kagi". The players' characters are armed with a magic wand, which can be used to both destroy and create blocks to use as platforms and barriers. Players can remove platform blocks directly above their characters' heads by repeatedly jumping up into them until they break.
To complete a level, players must collect all of the circle/diamond items that litter each screen. Once all of these have been collected, a door will appear through which the player must exit to complete the level.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 2
- STAFF -
Producer : James Park
Graphic Design : Min Gun Seo, Sun Young Kim, Hye Jung Jang, Deai Youn Kim
Sound : Music Story
Hardware Design : Tae Wook Hwang
Programmed by : Jeong Hun Kim
Director : Tony Jeong
- PORTS -
* Consoles :
Nintendo Game Boy Advance (2001)
$end
$info=tnk3j,
$Edit this entry at Arcade-History.com
$bio
TANK (c) 1985 SNK.
- TECHNICAL -
Game ID : A3006
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is also known as "TNK III".
The staff info appears on the 'TANK' letter on the title screen.
- STAFF -
Programmers : Hasegawa, Noriko
Sound : Tsuji
Hardware : Akitadesi
Art : Tama, Nakai, Funahasi
Producers : Mr. Oba, Bon
- PORTS -
* Computers :
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
Commodore 64 (1987)
$end
$info=tank8,tank8a,tank8b,tank8c,tank8d,
$Edit this entry at Arcade-History.com
$bio
Tank 8 (c) 1976 Atari.
- TECHNICAL -
Main CPU : M6800 (@ 1.1055 Mhz)
Sound : Discrete
Screen orientation : Horizontal
Video resolution : 480 x 464 pixels
Screen refresh : 60.00 Hz
Palette colors : 10
Players : 8
Control : Double 2-way joysticks (vertical)
Buttons : 1
- TRIVIA -
One of the first games at Atari to use a microprocessor to control the tanks. Previous tank games were all hardware only.
During attract, all the tanks would move and shoot at each other. Some smarts were put in the program to do this. However, when someone inserted a coin, all the tanks snapped back to their start location. ONLY paid tanks would play, others would sit in their start positions and do nothing during the actual game. This meant that one person playing alone could not do much, and you really need more players for this to be fun. It seems that marketing discovered that when computer player tanks moved, players THOUGHT they were playing without ever inserting any money, so they decided to stop that from happening.
The executives at Atari use to come into our lab at lunch time and watch this game play its attract mode. The tanks would move about for several minutes using random attack programs, and the winning tank was always different. What they were actually doing was placing bets on the different tanks and wagering over the winner.
- SERIES -
1. Tank (1974)
2. Tank II (1974)
3. Tank III (1975)
4. Tank 8 (1976)
5. Ultra Tank (1978)
- STAFF -
Programmed by : Tom Hogg
$end
$info=tankbatt,
$Edit this entry at Arcade-History.com
$bio
Tank Battalion (c) 10/1980 Namco.
- TECHNICAL -
Game ID : TB
Main CPU : M6502 (@ 1 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 65
Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Tank Battalion is the first war game from Namco.
A Tank Battalion unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'.
- SERIES -
1. Tank Battalion (1980)
2. Vs. Battle City (1985)
3. Tank Force (1991)
- PORTS -
* Consoles :
Emerson Arcadia (1982, "Tanks A Lot")
* Computers :
MSX (1984)
Sord-M5
PC [Windows, CD-ROM] (1997, Namco History Vol.2")
$end
$info=tankbust,
$Edit this entry at Arcade-History.com
$bio
Tank Busters (c) 1985 Valadon Automation.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128
Players : 1
Control : 8-way joystick
Buttons : 2
$end
$info=tankfrce,tankfrcj,
$Edit this entry at Arcade-History.com
$bio
Tank Force (c) 12/1991 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : TF
Main CPU : M6809 (@ 1.536 Mhz)
Sub CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
The round 17 is an illustration of "Pac-Man".
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.9 - VICL-8089) on 22/09/1993.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Tank Battalion (1980)
2. Vs. Battle City (1985)
3. Tank Force (1991)
- STAFF -
Producers : Masaya Nakamura, K. Sawano
Director : Wan Wan
Game designers : Mr. Demo, Y. Kounoe
Programmer : Boku
Graphic designers : Mr. Demo, Mita Chan
Music composer : John
Adviser : Devil, S. Shimizu
$end
$info=tantr,tantrbl,tantrbl2,tantrkor,tantrbl3,
$Edit this entry at Arcade-History.com
$bio
Tant-R - Puzzle & Action (c) 1992 Sega.
A fun puzzle game with lots of mini-games.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 1
- SERIES -
1. Tant-R - Puzzle & Action (1992)
2. Ichidant-R - Puzzle & Action (1994)
3. Treasure Hunt - Puzzle & Action (1997)
- PORTS -
* Consoles :
Sega Mega Drive (1994)
Sega Game Gear (1994)
$end
$info=tapper,sutapper,tappera,rbtapper,
$Edit this entry at Arcade-History.com
$bio
Tapper (budweiser) (c) 1983 Bally Midway.
Taking on the role of an overworked bartender, the player must serve beer to the ever-thirsty patrons that populate his bar. All customers must be served before they work their way up to the beer kegs. Empty glasses must also be collected before they slide off the end of the bar and smash to the floor. Extra points are awarded for collecting tips, while bonus rounds involve locating the one beer that has not been shaken, and serving it. The game features 4 different levels :
1. Cowboys
2. Athletes
3. Punk Rockers
4. Aliens
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in December 1983.
There were 2 other versions of Tapper: "Root Beer" (01/1984) and "Suntory" (Japan, Game ID : 834-5385 / 834-5387). The Suntory version was a Sega board, Suntory is a Japanese beer (see "Updates" section for more information).
The main character in the game (as well as the main character of two other Bally Midway games; "Domino Man", and "Timber") is based on a Marvin Glass employee called Mike Ferris, who had the same distinctive mustache and bald head and reputedly wore a red T-shirt all of the time.
The music for the third stage (the punk bar) was loosely inspired by new wave music group Devo's song 'Workin' in the Coal Mine'.
Tapper was play tested in a Chicago-area Rush Streetbar called 'The Snuggery' and received much positive feedback from the bar's patrons. Digitized belches were originally going to be used in the game, but, perhaps thankfully, they never made it into the final version.
The cabinet is designed to resemble a real bar - replete with a brass foot rail and two brass drink or ashtray holders (one on each side of the control panel). The cabinet and gameplay on the beer version features the Budweiser logo. The pour spouts have mock-up Budweiser handles that closely resemble the Budweiser taps that appear in real bars throughout the world.
Approximately 3300 Tapper uprights were made and around the first 100 or so were released with colour side art. About 300 cocktail machines were also made.
- UPDATES -
* Root Beer version is almost identical to the Budweiser version, except the player is a soda jerk serving non-alcoholic root beer.
* Suntory version has different graphics and most likely different music.
- SCORING -
Serving a cowboy/girl patron with beer : 50 points.
Serving a sports bar patron with beer : 75 points.
Serving a punk patron with beer : 100 points.
Serving an alien patron with beer : 150 points.
Collecting an empty beer glass : 100 points.
Collecting a tip left on the bar : 1,500 points.
Guessing the correct can on the bonus screen : 3,000 points.
- TIPS AND TRICKS -
* Easter Egg : In the attract mode, wait until the word Tapper is filling up with beer, and hold down the joystick, both taps, and the player 1 & 2 buttons. You will then see the names of the game designers.
* Take your time in the first few levels. You can make a high score by leaving one person and waiting for more people.
* The last guy in the row will almost always leave a tip.
* If a person leaves the bar in the first level you get 50 points but, if you let them get close to the end of the bar, they will drink the beer and stay. It's 100 for getting the empty mug.
* The longer you stay in the level, the faster the people and mugs move.
- STAFF -
Designed and programmed by : Steve Meyer
Graphics by : Scott Morrison
Sounds by : Rick Hicaro
Support by : Elaine Ditton
- PORTS -
NOTE : All ports released in 1997 and later feature the 'Root Beer' version.
* Consoles :
Colecovision (1983)
Atari 2600 (1983)
Atari XEGS
Sony PlayStation (1997, "Arcade's Greatest Hits - The Midway Collection 2")
Nintendo 64 (2000, "Midway's Greatest Arcade Hits Volume I")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Microsoft XBOX 360 (2007, "Root Beer Tapper" - Xbox Live Arcade)
* Computers :
PC [Booter] (1983)
Commodore C64 (1984)
Sinclair ZX Spectrum (1985)
Atari 800
Apple II : unreleased
Amstrad CPC (1987, "Tapper - Official Arcade Game")
PC [MS Windows, CD-ROM] (1997, Arcade's Greatest Hits - The Midway Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others :
Palm OS ("Midway Arcade Classic")
$end
$info=targ,targc,
$Edit this entry at Arcade-History.com
$bio
Targ (c) 06/1980 Exidy.
The heroic green 'Wummel' (your spaceship) travels in columns and rows created by the squares (9x9) of the Crystal City. Your mission ? Destroy the shrewd blue Spectar Smuggler who rarely raids the Crystal City and dodge and shoot the angry res Targs who defend the secret hiding place of the Spectar.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Samples, DAC
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Licensed to Sega for Japan market.
Was the first 'fantasy theme' game.
A Targ machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Scoring in this game is pretty easy although it is done a bit differently. You will be given the score value of a Targ Ramship at the beginning of each level. This is how you can figure out which level you are currently on.
Targ Ramship : 10 points x level
Spectar Smuggler : 100-900 points (by 100's)
You also get a bonus for completing a level. The bonus is 1000 points x level number.
- TIPS AND TRICKS -
When you start the game, your Wummel will be in the bottom right corner of the screen. There will be 10 Targ Ramships at the top of the 10 vertical lanes.
* Learn how your Wummel operates. You can go pretty fast in one direction. To turn around, though, takes a little time since you have to slow down before you turn around. You can use this deceleration, though, to your advantage to trap enemy units and sometimes get multiple kills.
* You can only have one missile on the screen at any one time. Plan your shots accordingly. In addition, you can only fire forward.
* All enemies on the screen will avoid trying to be in front of your Wummel. That means you must quickly get in front or behind them so they don't veer off to avoid your fire. This means you may have to plan a few ambushes to take out the enemies.
* All the enemies (Targ Ramships and Spectral Smugglers) only move at full speed. This can work to your advantage since if they are coming at you, you can decelerate your Wummel and pick them off.
* If you must turn around quickly, the easiest (and best) way to achieve this is to go around the blocks. Three right turns can turn you from the hunted into the hunter. In addition, this is great for setting up ambushes and taking out the enemy ships quickly.
* Try to isolate enemy ships. If you try to take on a ''pack'' of them, you will lose since there are so many different directions that the enemy ships can come from.
* During the first three levels, you have enough speed to avoid your attackers. This changes on level four and beyond as the enemy ships can easily outrun your Wummel. This means you will need to make very quick turns in order to get behind them.
* Also, if you take too long on a level, the enemy ships will speed up to make quick work of your Wummel.
* As you progress through the levels, the enemy ships will get ''smarter'' and attempt to corner your Wummel. Your safest action is to avoid being trapped while picking off individual enemy ships to even the odds.
* Nifty little trivia note : The game screen is an optical illusion. If you stare at the yellow boxes, you will see yellow circles form at the intersections. Nothing that affects game play but still interesting.
- SERIES -
1. Targ (1980)
2. Spectar (1980)
- PORTS -
* Computers :
Tandy Color Computer (1983, "Storm Arrows")
Commodore C64 (19??)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=tgtball,tgtballa,
$Edit this entry at Arcade-History.com
$bio
Target Ball (c) 1995 Yun Sung.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : (2x) OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 54.00 Hz
Palette Colors : 2064
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=targeth,
$Edit this entry at Arcade-History.com
$bio
Target Hits (c) 1994 Gaelco.
- TECHNICAL -
Game ID : 940531
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Designed & developed by Zigurat.
$end
$info=tarzan,
$Edit this entry at Arcade-History.com
$bio
Tarzan (c) 199? IGS.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
$end
$info=tharrier,tharierj,
$Edit this entry at Arcade-History.com
$bio
Task Force Harrier (c) 1989 UPL.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to American Sammy for US distribution.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Task Force Harrier - PCCB-00041) on 21/09/1990.
$end
$info=joemac,
$Edit this entry at Arcade-History.com
$bio
Tatakae Genshijin - Joe & Mac (c) 1991 Data East.
A bunch of Neanderthals nerds have raided your village and have kidnapped all the babes! As the Caveman Ninja duo, Joe & Mac must face all kinds of prehistoric perils in order to rescue all the girls. Features awesome graphics & fun filled gameplay.
- TECHNICAL -
Game ID : MAG
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Fighting Cavemen - Joe & Mac'.
This game is known outside Japan as "Caveman Ninja".
- SERIES -
1. Tatakae Genshijin - Joe & Mac (1991)
2. Tatakae Genshijin 2 - Rookie no Bouken (1992, Nintendo Super Famicom)
3. Tatakae Genshijin 3 - Shujaku-ha Yappari Joe & Mac (1993, Nintendo Super Famicom)
4. Joe & Mac Returns (1994)
- STAFF -
Planner : Makoto Kikuchi
Soft : Chiinke Mitsutoshi.Sato, Mya, Osapan
Graphic designers : Kawamura Makoto, Enomoto, M. Satoh, Etsuko T., Atsushi Kaneko, Shamo
Sound composers : Hiroaki Yoshida (MARO), Seiichi Hamada (Atomic Hanada), Takashi Miura (T.Miura), Yuusuke Takahama (Y.Takahama)
Hard : Nervous K.K., Hiroshi.Ohnuki
- PORTS -
* Consoles :
Nintendo Super Famicom (1991)
Sega Mega Drive (1991)
Nintendo NES (1992)
Nintendo Game Boy (1993)
* Computers :
PC [MS-DOS - 3.25''] (1991)
Atari ST (1991)
Commodore Amiga (1992)
$end
$info=bigfghtr,
$Edit this entry at Arcade-History.com
$bio
Tatakae! Big Fighter (c) 1989 Nichibutsu.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=trojanj,
$Edit this entry at Arcade-History.com
$bio
Tatakai no Banka (c) 1986 Capcom.
The oppressed people of the world call upon you to bring peace to the unsettled land. Battle through six levels where you must use a sword and shield to attack enemies and defend yourself against the evil king's troops.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1986.
The title of this game translates from Japanese as 'Elegy of Battle'.
This game is known outside Japan as "Trojan".
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.
- STAFF -
Music by : Ayako Mori
$end
$info=tattass,tattassa,
$Edit this entry at Arcade-History.com
$bio
Tattoo Assassins (c) 1995 Data East Pinball.
Nine Tattooed Assassins are ordered by Mullah Abba to defeat Koldan and his minions in this unreleased one-on-one beat-em-up. Tattoo Assassins is little more than a flawed beat-em-up that was originally intended to cash in on the massive success of Midway's superior "Mortal Kombat" series.
- TECHNICAL -
Main CPU : ARM (@ 7 Mhz), M6809 (@ 2 Mhz)
Sound Chips : BSMT2000 (@ 24 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 6 (HP, SP, HK, LP, BLOCK, LK)
- TRIVIA -
Released in March 1995. Tattoo Assassins has become the stuff of arcade legend, but for all the wrong reasons. It represents one of the most tragic tales in game design - and perhaps the only verifiable example of a game being utterly dismissed by the actual programmers themselves.
The original premise was straightforward, if a little ambitious - use Data East graphics hardware to produce a "Mortal Kombat" beater. The gameplay would include over 200 Fatalities, Animalities (this was BEFORE "Mortal Kombat 3" introduced them to the world), Nudalities (although nothing TOO explicit) and an array of "sickening moves", which basically consisted of farting and spraying diarrhea at your opponent. This is true.
Bob Gale (producer of the Back to the Future movies) came up with the original 'story' and concept, while coding duties fell to 'Data East Pinball' (now Stern Pinball). Several problems soon became apparent, however, not least that of the host hardware falling some way short of being up to the task demanded of it. The game's production was doomed from the very beginning. Below is a transcript from one of the game's programmers who, due to the fact that he still works for the parent company, wishes to remain anonymous.
"Tattoo Assassins was the brainchild of Data East Pinball's (DEP) Head of Engineering, Joe Kaminkow. He had become buddies with Bob Gale after Data East produced the Back to the Future pinball table - and from time to time Bob would send Joe his latest movie script. One of these scripts involved tattoos that came to life and did battle with each other, and it was here that Joe got the idea for a video game. MK2 was in the process of becoming the biggest arcade hit in recent history, so in typical DEP fashion Joe decided to do a rip-off of MK2. We'd have more hidden moves and fatalities than anyone had ever dreamed of. In fact, you could just randomly hit buttons and get a fatality. Each character had their bodies adorned with tattoos, which gave them their various powers and fatalities. The Indian character, for example, had an eagle on his chest; one of his many fatalities was that his eagle tattoo would come off his chest and crap on the other character, who would melt away. Each character had their own sets of fatalities, but a lot of the fatalities weren't character specific, like the Godzilla foot stomp fatality, or the fly swatter, or Cruise Ship fatality. As far a nudalities went, there would be a puff of smoke and your character would be naked, but with arms and hands in the appropriate places. and we'd tie everything together with a Hollywood film shoot to get the hype machine going full tilt. He then sold DE Japan on the idea, which was impressive since before TA (and after) DEP only manufactured pinball machines.".
"As you may be aware, DEP (who became SEGA Pinball, then Stern Pinball) have always been known for cranking out sub-standard pins (pinball tables). The primary reason for this was lack of engineering manpower. While development teams at Williams would get a whole year to design, program & play test a given model, their counterparts at DEP were given only 3-6 months. To his credit, DEP survived because Joe was so good at snagging the best licenses for our pins, i.e. Star Wars and Jurassic Park.".
"The team was promised $25,000 bonuses and $25 per game manufactured if we could make it to production within 8 months. This was a pretty juicy carrot, and we all hung out our tongues and nodded our heads and began chasing it like fools. Of course, hindsight is 20/20 and all that but I think you will agree that the deadline was ridiculous considering we had no video game experience whatsoever amongst us.".
"During the whole project, we were required to work 12 hours a day, 7 days a week. Our lunch and dinner were take out - paid for by the company, which was great, but the purpose was to keep us from going out and having an hour long lunch or dinner break away from our desks. Every meal was a "working" meal, meaning we would have meetings in the conference room as we ate to keep from interfering with the "real" work. If we were late to work, or left early, we would be threatened with having some of our $25,000 bonus docked. The 'carrot' had become a big baseball bat we were beaten with almost daily. One guy walked out after having his bonus docked for coming in at noon, and he quit on the spot. The next day he was placated and he came back. I remember this moment vividly--working away at 3:30 a.m. one morning. I was so physically exhausted that I casually leaned over to the garbage can and vomited, after which I went right back to tapping away. My fingers never left the keyboard.".
"Our biggest deadline was the ACME convention. We made it there with a game that played, but there were no special moves for any characters except for one electric zap thrown in for A. C. Current just before we got on the plane. The game was a joke but no one seemed to notice--we were congratulated at having made it that far, which was impressive only if you knew the whole story. One guy at the show made a point over and over again that he could get through the entire game start to finish by pounding the electric zap button over and over with one finger. I wanted to beat him senseless.".
"The biggest problem at this point was that we were all completely burned out. We knew the game was crap, and that we were no longer capable of fixing it. After we got back from the show, we were so "crispy" that we no longer cared about the money--our only true reward for finishing up was that we wouldn't have to work on it anymore. The artwork looked pretty bad because it had all been a rush job to make the show. This was an incredible shame because the artists were so talented, but their talent were being scuttled in dealing with the crappy video source. New artists were brought on to help pitch in, but it was too little too late.".
"New games like "Primal Rage" and "Killer Instinct" came out, and they blew Tattoo Assassins away. We resisted violently any attempt to change the game to make it better, because that would mean we would be working on it longer -- I've since read about this attitude being common in projects where coders are placed under very high pressure. The artists were hoping that the programmers would come up with some new game play feature to make the game sell, regardless of the quality of the graphics, whereas programmers were hoping that the ARTISTS would miraculously 'beautify' things so that the game would sell regardless of the game play. One programmer actually stopped working almost entirely in the hopes of getting fired -- he had signed a three year contract and would have to be paid off in a huge way if he got fired. He wanted out anyway to go get married and start up his own dot-com.".
"Karla Keller was never going to be "Nancy", although that was who she was obviously modeled after. Lyla Blue was indeed Slash's wife. TA was actually developed within Data East Pinball in Chicago, IL. We had a working relationship with Slash because of the Guns and Roses pinball we created. His wife is a professional model.".
"I remember our testers. One of them posted some really scathing stuff to Usenet. We had several of our competitors' games in the lab with our TAs, and we'd have to go down to the lab every half hour to stop them playing pinball and make them go back to playing our game. We couldn't even PAY people to play TA it seems :)".
Real Life : Gretchen Stockdale (Hannah Hart) gave up modeling and became a fully qualified attorney.
Carlos and Daniel Pesina from Midway's MK series worked in Tattoo Assassins. After that, Midway didn't want them to work with them in "Mortal Kombat 3", so they killed Johnny Cage (the only Daniel Pesina character that didn't wear a mask) and excluded Raiden (Carlos Pesina).
Maurice Travis (as A.C. Current in TA) became World Champion muay thai fighter just starred in Hong Fight film called The Champion. Won The Superbrawl extreme fighting Championships in Hawaii. Maurice character Zolar Become a kids WB 2 hour movie (The first live action at the KIDSWB).
Note : The game claims there are 220 fatalities (see 'Tips And Tricks' section for more info).
TA is the only Fighting game where you can kick while you block. And it's also the only Fighting game where you see a man undressing to fart, and a woman farts too...
- TIPS AND TRICKS -
* Random selection : at the character selection screen, highlight Billy Two-Moons and press Up.
* Alternate colors : highlighting your characters and press Start to change their colors.
* Vs. Screen Tricks :
1. When your character walk - Press LP to speak.
2. When your character stop walking - Press SP to provoque.
* Common Fatality :
Decapitation Uppercut : (close) Down+HP
Exploding Roundhouse : (close) Back+HK
Spontanous Decapitation : (Anywhere) Block(x27)
IT'S BURGERTIME!! : (Anywhere) LP, HP, Block
WILDE THANG : (Anywhere) LP, HK, Block
Farmer and Wife picture : (Anywhere) LP, LK, Block
Mona Lisa picture : (Anywhere) LK, LP, Block
Hit And Stay : (Anywhere) LK, HK, Block
Whistler's Mother artwork : (Anywhere) HP, LP, Block
Musketeer : (Anywhere) HP, HK, Block
HOT STUFF! : (Anywhere) HP, LK, Block
IT'S HAMMER TIME!! : (Anywhere) Block(x2), HP
STRIKE!! : (Anywhere) Block(x2), LP
Gotcha, Ya Little Booger!! : (Anywhere) Block(x2), HK
Nudeality : (Anywhere) Block(x2), SP
Smoking Kills! : (Anywhere) HP, LP, LK, HK
No Artificial Additives : (Anywhere) HP, HK, LK, LP
Happy Thanksgiving! : (Anywhere) HK, LK, LP, HP
Lipstick : (Anywhere) HK, HP, LP, LK
Animality : (Anywhere) HP(x3), Block
Morphality : (Anywhere) LP(x3), Block
* Various Fatality :
Judgment Day!! (Luke, Derek, Truck, Billy) : (Anywhere) Block(x2), LK
Eat Ship and Die!! (Maya, AC, Hannah, Karla) : (Anywhere) Block(x2), LK
Oops, stepped in it! (Tak) : (Anywhere) Block(x2), LK
Oh I Wish I Was A... (Hannah, Truck, Derek, Billy, Luke, Karla, AC) : (Anywhere) Down(x3), LK
Oh I Wish I Was A... (Tak) : (Anywhere) Forward(x3), LK
Oh I Wish I Was A... (Maya) : ???
Flamed! (Tak, Hannah, Truck, Derek) : (Anywhere) Back(x4), HK
Flamed! (Billy, Luke, Karla, AC) : (Anywhere) Back(x4) LK
Flamed! (Maya) : ???
* Fatality - Maya :
Tiger Slice : (Anywhere) Back+SP or SP(x3)
Tiger Mauling : (Anywhere) Forward+SP or SP(x2), HP
Club Decapitation : (Near) Back(x2), HP
Claw Attack Splatter : (close) Down(x3), LK
* Fatality - AC Current :
Laser : (Anywhere) Forward+SP or SP(x3)
Electrifying victory!! : (Anywhere) Back+SP or SP(x2), HP
Decapitation Mace : (Close) Back(x3), HK
Buzz Saw : (Close) Back(x2), HP
* Fatality - Luke Cord :
Octopus : (Anywhere) Back+SP or SP(x3)
Eagle Morphality : (Anywhere) Forward+SP
Heart Squish : (Close) SPC(x2), HP
Heart Stab : (Close) SPC(x2), LP
Boat Anchor : (Close) back(x2), HP
* Fatality - Derek O'Toole :
Puking Skull : (Anywhere) Forward+SP or SP(x3)
That's the name of the tune! : (Anywhere) Back+SP or SP(x2), HP
* Fatality - Truck Davis :
Swallowing Snake : (Anywhere) Forward+SP or SP(x3)
My Day has Been Made : (Anywhere) Back+SP or SP(x2), HP
Explode Crowbar : (Close) Back+HP
* Fatality - Tak Hata :
Two Headed Dragon : (Anywhere) SP(x3)
Two Headed Barney : (Anywhere) Back+SP or SP(x2), LP
Nudeality : (Anywhere) Forward+SP
* Fatality - Hannah Hart :
Spider Face Chew : (Anywhere) Forward+SP or SP(x3)
Big Spider Mauling : (Anywhere) Back+SP or SP(x2), HP
Explode Cartwheel : (Near) Back(x2), Forward
Baby Spiders Attack : (Anywhere) SP(x2), LP
Deadly Venom : (Close) Forward(x2), HP
* Fatality - Billy Two Moons :
Acid Poo Eagle : (Anywhere) Forward+SP or SP(x3)
Man Eating Eagle : (Anywhere) Back+SP or SP(x2), HP
Axe Uppercut : (Close) Hold HP 2 seconds and Release HP
Diamond Back Whip : (Near) Back(x2), HP
Axe Scalp : (Anywhere) SP(x2), LP
Decapitation Eagle : (Anywhere) Forward(x3), LP
* Fatality - Karla Keller :
Man Eating Rose : (Anywhere) Back+SP or SP(x3)
Lethal Thorns : (Anywhere) Forward+SP or SP(x2), HP
Clean-up car : (Anywhere) HK, LK, Block
Gut Slice : (Near) Back, Forward, HP
* Play as Rhina : ???
* Play as Deke Kay : ???
* Play as Prism : ???
* Fight against Mullah Abba : ???
- STAFF -
Created by : Bob Gale (Bob 'Koldan' Gale)
Designed / Created / Directed by : Joe Kaminkow (JEK)
Art direction / Software : John Carpenter (JWC)
Security officer / Artist : Jack Liddon (Heart-a-Jack Liddon) (JAK)
Party supplies / Artist : Kurt Andersen (Kurtquake Andersen) (KRT)
Sound Deity : Brian Schmidt (BLS)
Art grunts : Todd Faris, Jim McNally, Scott Melchionda, Ish Raneses, Deb Lowman, Sally Davis
Software support : Orin Day, Neil Falconer, Lonnie Ropp (LON), Brian Rudolph
Cabinet Art : Paul Faris
Technical support : Allison Quant (ADQ), Qhah Thattamveetil, Phillis, Jay Alfer, Michael Toler
Executive producers : Mike Marvin, Allen Munro, Bob Short, Eddi Wilde
* CAST :
Billy Two Moons : Eddi Wilde
Truck Davis : Kevin Knotts
Luke Cord : Charlie Rice
Maya : Melanie Baer
Tak Hata : Rick Mali
Hannah Hart : Gretchen Stockdale
A.C. Current : Maurice Travis
Karla Keller : Christine Dupree
Derek O'Toole : Nicolas Andrews
Prizm : William Zipp
Rhina : Joanna Lee
Deke : William Zipp
Koldan : Kevin Knotts
Mullah Abba : Mark Urgello
Wilde thang : Marushka Wilde
Lyla Blue : Rene Hudson
$end
$info=taxidrvr,
$Edit this entry at Arcade-History.com
$bio
Taxi Driver (c) 1984 Graphic Techno.
- TECHNICAL -
Main CPU : (3x) Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.25 Mhz)
Screen orientation : Vertical
Video resolution : 208 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 2
$end
$info=tazmania,tazmani2,tazzmang,
$Edit this entry at Arcade-History.com
$bio
Tazz-Mania (c) 07/1982 Stern Electronics.
A cross between "Robotron" and "Berzerk".
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 99
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
A bootleg of this game runs on the "Galaxian" hardware.
- SCORING -
Face : 50 points
Eyeball : 50 points
Squid : 70 points
Sickle : 60 points
Caterpillar : 50 points
Butterfly : 100 points
Propeller : 40 points
Cyclotron : 60 points
Tazz Man : 100 points
Hopper : 200 points
Little Hopper : 20 points
Bonus Room : 100 points x number collected.
- TIPS AND TRICKS -
* On screens where the enemies move consistently pick them all off in batches when they appear. You will then have a few seconds of clear time in which to shoot more hoppers before more enemies re-appear.
* In the caterpillar room, stay away from the edge of the screen as the enemies only move there. Once one complete a full circuit of the room, it will mutate into a butterfly which quickly homes in on you. Try not to let them complete a circuit.
* If you are about to be crushed by the walls, use a smart bomb as they are easier to obtain than extra lives. It's worth the price to save a life.
* In the bonus room, run over the higher numbers first, especially those to the left and right edges as they are quickly swallowed up by the moving walls.
* It's better to shoot the last little hopper near the top or bottom of the screen, as you then have some extra time in which to pick off a few more enemies before the walls close.
* The enemies appear opposite to your position. For example if you are at the bottom of the screen, they will appear at the top and move towards you.
* Try only to use smart bombs when the maximum number of enemies are on screen to maximise their effect and your points for doing so.
- STAFF -
Designed and programmed by : Chris Oberth, Gunar Licitis
$end
$info=techromn,techromu,
$Edit this entry at Arcade-History.com
$bio
Tech Romancer (c) 1998 Capcom.
A futuristic robotic fighting game from Capcom.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in September 1998.
This game is known in Japan as "Choukou Senki Kikaioh".
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- STAFF -
Original concept by : Shoji Kawamori
Mechanical design : Shoji Kawamori, Kazutaka Miyatake
Design director : Shida Eiji
Initial character design : Naoki Fukuda
Motion & Modeling design : Katsuhiro Nakano, Shinji Sakashita, Sayuri Shintani, Toshikazu Matsumoto
Background design : Daisuke Nakagawa, Yoshio Nishimura, Kazumi Teramoto, Yoko Fukumoto
CG Movie : Koichi Takeda
Programmer : Kohei Akiyama, Ryoma Ikeda, Katsuo, Kenji Yamaguchi, Kazuo Yamawaki
Music : Yuki Iwai
Sound effect : Takeshi Kitamura, Hiroshi Ohno
Planner : Eiichiro Sasaki, Ryozo Tsujimoto
In cooperation with Studio Nue.
Producer : Takashi Shono
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=pc_tbowl,
$Edit this entry at Arcade-History.com
$bio
Tecmo Bowl (c) 1989 Tecmo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : TW
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Passwords with Chicago :
68141095 - Week 2
A8251099 - Week 3
29251294 - Week 4
2B251A9E - Week 5
6BB59A92 - Week 6
2AB59E91 - Week 7
28359F90 - Div. Playoffs 1
6AF5DF96 - Div. Playoffs 2
AB7DDFAB - League Playoff
A99FDFA9 - Super Bowl
* Passwords with Los Angeles :
54F03080 - Week 2
15E0328F - Week 3
5770B295 - Week 4
9592B297 - Week 5
94A3B296 - Week 6
16A3B694 - Week 7
56E3F698 - Div. Playoff 1
17E3FE9D - Div. Playoff 2
14E3FF9B - League Playoff
977BFFA6 - Super Bowl
* Invisible Team : Enter this password 397BFFA5
* Mirror Team Passwords : These passwords allow you to play against the same team you selected...
5B7FBFA3 - Washington
969FDFA5 - Los Angeles
CFBFF7AO - Denver
997FBFA5 - Washington
43AFFEAC - Indianapolis
9C3F7FA5 - San Francisco
46AFFDAB - Miami
63AEFFA5 - Dallas
49AFFBA9 - Cleveland
269DFFA1 - New York
CCAFF7AD - Denver
697BFFA5 - Chicago
93AFEFA5 - Seattle
AC37FFA9 - Minnesota
- PORTS -
* Consoles :
Nintendo Wii (2007, "Virtual Console")
$end
$info=tbowl,tbowlj,
$Edit this entry at Arcade-History.com
$bio
Tecmo Bowl (c) 1987 Tecmo.
- TECHNICAL -
Game ID : 6206
Main CPU : (2x) Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3812 (@ 4 Mhz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Tecmo Bowl (1987)
2. Tecmo Super Bowl (1993, Nintendo Famicom)
3. Tecmo Super Bowl II - Special Edition (1994, Nintendo Super Famicom)
4. Tecmo Super Bowl III - Final Edition (1995, Nintendo Super Famicom)
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Game Boy (1991)
Microsoft XBOX (2005, "Tecmo Classic Arcade")
Nintendo Wii (2007, "Virtual Console" - NES version)
$end
$info=tknight,
$Edit this entry at Arcade-History.com
$bio
Tecmo Knight (c) 05/1989 Tecmo.
The tiny gladiator mounts a giant, tiger and dragon in order to defeat the goblins and orcs which have invaded the realm!
- TECHNICAL -
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Wild Fang".
- STAFF -
Programmers : Pochi, HB.M, EXP2148
Graphic designers : Bruter, Noise, Yohkun, D.H.Max
Character designers : Bruter, Noise, S?nager, Yohkun
Sound creators : Mikio Saito (Metal Yuhki), Mayu
Hardware : Yoshidasan
Directed by : Strong Shima
$end
$info=mp_twc,
$Edit this entry at Arcade-History.com
$bio
Tecmo World Cup (c) 1993 Sega.
- TECHNICAL -
Sega Mega Play hardware
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
$end
$info=wc90,wc90a,wc90t,
$Edit this entry at Arcade-History.com
$bio
Tecmo World Cup '90 (c) 12/1989 Tecmo.
A 2-D soccer game with four-way scrolling movement. Choose from eight teams. The game play is fairly realistic and the moves are easy to learn.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2 (LOW KICK / TACKLE, HIGH KICK / JUMP)
- TRIVIA -
Tecmo Japan released this game in 1989, a year before the World Cup started in Italy.
A bootleg of this game is known as "Euro League".
- SERIES -
1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Soccer '98
6. Tecmo World Cup Millenium (2000)
$end
$info=twrldc94,twrdc94a,
$Edit this entry at Arcade-History.com
$bio
Tecmo World Cup '94 (c) 1994 Tecmo.
This is a sequel to the 1990 original. It is a four-player soccer game that has nice graphics, music, zoom and scroll. Compete against 16 other countries for the world cup!
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Soccer '98
6. Tecmo World Cup Millenium (2000)
$end
$info=twcup98,
$Edit this entry at Arcade-History.com
$bio
Tecmo World Cup '98 (c) 04/1998 Tecmo.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Soccer '98
6. Tecmo World Cup Millenium (2000)
$end
$info=tecmowcm,
$Edit this entry at Arcade-History.com
$bio
Tecmo World Cup Millenium (c) 2000 Tecmo.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- TIPS AND TRICKS -
* When you finish the game without losing any match (without losing any credit), after you win the final, a new screen appears : HERE COMES A STRANGER! and you have to beat a team of power players, they can be either fat or tall and either entirely in silver or entirely in gold.Their names are : Fatmen Silver, Fatmen Gold, Tallmen Silver and Tallmen Gold. If you beat them,the score of the match will be added to your score.
- SERIES -
1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Soccer '98
6. Tecmo World Cup Millenium (2000)
$end
$info=tws96,
$Edit this entry at Arcade-History.com
$bio
Tecmo World Soccer '96 (c) 1996 Tecmo.
An excellent soccer game featuring great graphics, tons of voiceovers and some of the world's best football nations.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0086
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack : [A] Short pass, [B] Shoot, [C] Long pass
=> Defense : [A] Sliding tackle, [B] Control player select
- TRIVIA -
Tecmo World Soccer '96 is Tecmo's only game developed and released for the Neo-Geo MVS (but was not released on the Neo-Geo AES home console).
- SERIES -
1. Tecmo World Cup '90 (1989)
2. Tecmo World Cup '94 (1994)
3. Tecmo World Soccer '95
4. Tecmo World Soccer '96 (1996)
5. Tecmo World Soccer '98
6. Tecmo World Cup Millenium (2000)
- STAFF -
Project director and programmer : Akihiko Shimoji
Director and game designer : Masao Akama
Programmer : Yoshihiro Kinjyou
Sub director : Toshihiko Kodawa
Graphic director : Chitose Sasaki
Graphic designers : Yasunori Kobayashi, Futoshi Okuda, Yousuke Deguchi, Hiroshi Shimizu, Masafumi Kamio, Tamotsu Nakamura, Naoki Dewa, Teruo Hamai, Naomiki Ishikawa, Kazuhisa Tamura, Toshimitsu Yoshiwara
Package designers : Kenji Harada, Tomoyuki Yotsuyanagi
Sound : Shigekiyo Okuda, Hideyuki Suzuki, Takashi Kanai
$end
$info=teddybb,teddybbo,
$Edit this entry at Arcade-History.com
$bio
Teddy Boy Blues - Yohko Ishino (c) 1985 Sega.
A strange and unique platform game by Sega. Guide Teddy Boy through an ever scrolling maze to defeat ninjas, snails, big mouthed hippos and other bizzare creatures.
You shoot your enemies with a gun that shrinks them - then you must collect your shrunken foes for bonus points. If you don't collect them quick enough, they will fly down to the bottom of the screen and eat a portion of your time meter.
Occasionally you will get a chance to play a bonus game as Teddy Boy or Yohko Ishino. A target shooting game can be played as Teddy, and as Yohko, you can enjoy a short treasure hunting game.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5712
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Yohko Ishino is actually a famous Japanese singer.
- PORTS -
* Consoles :
Sega Master System (1985)
Sega Mega-CD (1994, "Game no Kanzume Vol. 2")
$end
$info=teedoff,
$Edit this entry at Arcade-History.com
$bio
Tee'd Off (c) 1986 Tecmo.
Let Tee'd Off putt you into the green! Tee'd Off is a terrific new golf game from Tecmo, Inc that utilizes a multi-directional trackball, which gives the player complete control of every shot. Tee'd Off features a 22-hole golf course with many exciting variables that will keep players' interest levels high and insure your return on investment!
- TECHNICAL -
Game ID : 6102
Main CPU : (3x) Z80 (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : trackball
Buttons : 1
$end
$info=tmht,tmht2p,tmht2pa,
$Edit this entry at Arcade-History.com
$bio
Teenage Mutant Hero Turtles (c) 1989 Konami.
The British incarnation of "Teenage Mutant NINJA Turtles" (see TRIVIA for more info regarding the name change) in which between one and four players play as either Leonardo (blue, katana blades); Raphael (red, sais); Michaelangelo (orange, nunchakas); or Donatello (purple, bo staff) as the infamous turtles fight against the might of Shredder's army to rescue April O'Neil and Splinter; before a final confrontation with their arch-enemies Krang and The Shredder. Turtles was a superb use of its license and perfectly captured the spirit of both the comic-book and cartoon series upon which it was based. New players could join the game at any time.
- TECHNICAL -
Game ID : GX963
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz), Samples (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1989.
The UK title for this game (as well as both the comics and cartoon series), "Teenage Mutant Hero Turtles", replaced the original 'ninja' of the title with the less threatening "Hero". This is because the Conservative British government of the time wouldn't allow ANY 'children's product' to include the word 'ninja' at any point during its content, arguing that to do so would encourage the children of this fine country to use violence against each other.
This game is known in Japan as "Teenage Mutant Ninja Turtles - Super Kame Ninja".
The pizza-obsessed turtles originally appeared in a black and white comic book that debuted in 1984. They were so popular that they immediately spawned imitators with colorful names such as 'Armor-Plated Adolescent Aardvarks!' and 'Adolescent Radioactive Black Belt Hamsters'. A cartoon series based upon the Turtles' adventures debuted in the United States on the CBS television network in 1987 and was a huge success, it was subsequently sold to TV stations around the world and the rest is history.
The first names of turtles; Michaelangelo, Raphael, Leonardo, and Donatello, are the names of Italian Renaissance artists who lived between 1386 and 1564. Three of those artists had full names which were respectively Michaelangelo Buonariti, Raphael Sanzio and Leonardo Da Vinci; but as for Donatello, that was his only name.
King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990.
- TIPS AND TRICKS -
* Various Sewer Level Tricks :
1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge!
2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick).
3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello.
* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point.
* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses.
1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop.
2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time.
3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots.
- SERIES -
1. Teenage Mutant Hero Turtles (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)
- STAFF -
Programmer : G. Suzuki
Character designer : Mariyanma 25
Graphic designer : K. Hattori
Visual designer : Y. Asano
Animation : K. Yamashita
Sound : S. Tasaka, Imo Hideto
Music : Mutsuhiko Izumi, Miki Higashino
Hardware : S. Matsumoto
- PORTS -
* Consoles :
Nintendo Famicom (1990, "Teenage Mutant Ninja Turtles 2")
Microsoft Xbox 360 (2007)
* Computers :
Amstrad CPC (1990)
Commodore Amiga (1990)
Commodore C64 (1991)
Atari ST (1991, "Teenage Mutant Ninja Turtles 2")
Sinclair ZX Spectrum
$end
$info=pc_tmnt,
$Edit this entry at Arcade-History.com
$bio
Teenage Mutant Ninja Turtles (c) 1989 Konami / Ultra Games.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : U2
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
This game is based on a black and white comic book that debuted in 1984. Konami wins the rights to produce TMNT video games in 1989. This is the first dedicated TMNT game.
- TIPS AND TRICKS -
* Switch boomerangs : Throw boomerangs and switch turtles while they are in-flight. The new turtle will catch the boomerangs and place them in his inventory.
* Duplicate pizza : Enter a sewer, take a pizza, then exit. Return to the same sewer to find the same pizza again.
* Eliminate Roller Car : Press Select to exit the Turtle Wagon on level 3, after a Roller Car appears.
* Cheat mode : Press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Start at the title screen. Note: For two players, press Up(x2), Down(x2), Left, Right, Left, Right, A, B, Select, Start.
* Level select : Press Down(x5), Right(x7), B, A, Start at the title screen.
- SERIES -
1. Teenage Mutant Ninja Turtles (1989, Nintendo NES)
2. Teenage Mutant Ninja Turtles II - The Arcade Game (1990, Nintendo NES)
3. Teenage Mutant Ninja Turtles III - The Manhattan Project (1992, Nintendo NES)
- STAFF -
Music by : Keizo Nakamura
- PORTS -
* Consoles :
Nintendo Wii (2007, "Virtual Console")
$end
$info=tmnt,tmnt2po,tmntu,tmntua,
$Edit this entry at Arcade-History.com
$bio
Teenage Mutant Ninja Turtles (c) 1989 Konami.
Between one and four players can choose to play either Leonardo (blue, katana blades); Raphael (red, sais); Michaelangelo (orange, nunchakas); or Donatello (purple, bo staff) as the infamous turtles fight against the might of Shredder's army to rescue April O'Neil and Splinter; before a final confrontation with their arch-enemies Krang and The Shredder. Turtles was a superb use of its license and perfectly captured the spirit of both the comic-book and cartoon series upon which it was based. New players could join the game at any time.
- TECHNICAL -
Game ID : GX963
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz), Samples (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Control : 8-way joystick
Buttons : 2 (JUMP, ATTACK)
- TRIVIA -
The UK title for this game (as well as both the comics and cartoon series), "Teenage Mutant Hero Turtles", replaced the original 'ninja' of the title with the less threatening 'Hero'. This is because the Conservative British government of the time wouldn't allow ANY 'children's product' to include the word 'ninja' at any point during its content, arguing that to do so would encourage the children of this fine country to use violence against each other.
This game is known in Japan as "Teenage Mutant Ninja Turtles - Super Kame Ninja".
The pizza-obsessed turtles originally appeared in a black and white comic book that debuted in 1984. They were so popular that they immediately spawned imitators with colorful names such as 'Armor-Plated Adolescent Aardvarks!' and 'Adolescent Radioactive Black Belt Hamsters'. A cartoon series based upon the Turtles' adventures debuted in the United States on the CBS television network in 1987 and was a huge success, it was subsequently sold to TV stations around the world and the rest is history.
The first names of turtles; Michaelangelo, Raphael, Leonardo, and Donatello, are the names of Italian Renaissance artists who lived between 1386 and 1564. Three of those artists had full names which were respectively Michaelangelo Buonariti, Raphael Sanzio and Leonardo Da Vinci; but as for Donatello, that was his only name.
There were several distinct versions of this game available in the arcade, but the four player dedicated cabinet was the most common by far. There were also two player versions, but they are much harder to come by. The TMNT dedicated cabinet was fairly large and had an over-sized control panel (to accommodate four players). The sides were decorated with full side-art showing April O'Neal and several of the turtles in a city scene. The marquee shows a city scene with all the turtles and a live action version of April O'Neal. Frankly they just should have drawn her instead of using a photograph, her hair is just awful. The control panel has a city scene similar to the one on the marquee and has four joysticks (one for each player), each of which is a different color. These machines all came equipped with 25'' open frame monitors, although you will sometimes run into one with a different size screen, these are almost always conversions of other titles. Moving on to the interior of the machine, the game itself runs on a JAMMA compatible circuit board. The board itself will plug into a JAMMA wiring harness, but it has a second harness to accommodate the controls for players three and four. The games "The Simpsons", "Sunset Riders", and "Bucky O'Hare" are fully compatible with this extended harness, and will plug directly into a TMNT cabinet without modification. One thing that you may notice is that the jump and attack buttons seem backwards of what they would logically be, but you get used to it quickly.
In the ending epilogue, Konami spell Dimension X : 'Dimention X'.
King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990.
King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling into the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge!
* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point.
* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses.
1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop.
2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time.
3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots.
- SERIES -
1. Teenage Mutant Ninja Turtles (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)
- STAFF -
Programmer : G. Suzuki
Character designer : Mariyanma 25
Graphic designer : K. Hattori
Visual designer : Y. Asano
Animation : K. Yamashita
Sound : S. Tasaka, Imo Hideto
Music : Mutsuhiko Izumi, Miki Higashino
Hardware : S. Matsumoto
- PORTS -
* Consoles :
Nintendo Famicom (1990, JP "Teenage Mutant Ninja Turtles", and US "Teenage Mutant Ninja Turtles 2 - The Arcade Game")
Microsoft XBOX 360 (2007, "Xbox Live Arcade")
* Computers :
Amstrad CPC (1990, "Teenage Mutant Hero Turtles")
Commodore Amiga (1990)
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Atari ST (1991, "Teenage Mutant Ninja Turtles 2")
PC [MS-DOS] (1992, "Teenage Mutant Ninja Turtles - The Arcade Game")
$end
$info=tmntj,tmnt2pj,
$Edit this entry at Arcade-History.com
$bio
Teenage Mutant Ninja Turtles - Super Kame Ninja (c) 1989 Konami.
The Turtles must save April from the clutches of Shredder and the Foot Clan! Pizza time!
- TECHNICAL -
Game ID : GX963
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 3.579545 Mhz), Samples (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The subtitle of this game translates from Japanese as 'Super Turtle Ninja'.
This game is known outside Japan as "Teenage Mutant Ninja Turtles" and in UK as "Teenage Mutant Hero Turtles".
This game was based on the first season of the original 1989 cartoon show.
King Records released a limited-edition soundtrack album for this game (Konami Special Music Senryoubako, Heiesei 3-nendo ban - KICA-9005-9008) on 21/12/1990.
- TIPS AND TRICKS -
* Various Sewer Level Tricks :
1) When fighting in the sewer level, move your character as close as you can to the edge of the stone floor without falling to the water. If done correctly, no enemy in this level including the boss can touch you here as long as you remain on the floor's edge!
2) Stand just below the ledge in the middle of the screen. Then jump straight up. You will land just on the edge of the upper level. Nothing can hurt you for the rest of that level, but you can kill anything that comes close enough to you (You can't move up or down though, or you'll have to repeat this trick).
3) You can keep from getting hit by walking right along the edge of the brick floor. This prevents enemies from attacking you from multiple directions. You still need to nail enemies directly in front of you or behind you. This is easy with Donatello.
* You can theoretically get unlimited points. Use the yellow guy's boomerang. Lead one yellow guy in such a way that he gets stuck at an object (fire hydrant or barrel) between you and him, aligned horizontally. He will try to move toward you, but he won't be able to move since the object is near him. Get close enough to him so that he starts throwing boomerangs. You can kill each one for (wow!) 1 point.
* Killing most bosses consist of 3 strategies : They all consist of moving vertically towards the bosses.
1) Move vertically upwards, hit the boss, and move vertically downwards. Repeat until dead. Works well on Bebop.
2) Wait for the boss to move vertically down towards you, wait for him, hit him, and move vertically upwards. Repeat until he's dead. Works best on Rocksteady. Best results occur when you hit and run at the same time.
3) Wait for the boss to move vertically towards you. Jump over him, move through him and attack as you do this, keep moving. Repeat. Works well on the big robots.
- SERIES -
1. Teenage Mutant Ninja Turtles - Super Kame Ninja (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)
- STAFF -
Programmer : G. Suzuki
Character designer : Mariyanma 25
Graphic designer : K. Hattori
Visual designer : Y. Asano
Animation : K. Yamashita
Sound : S. Tasaka, Imo Hideto
Music : Mutsuhiko Izumi, Miki Higashino
Hardware : S. Matsumoto
$end
$info=tmnt2,tmnt2a,tmnt22pu,tmht22pe,
$Edit this entry at Arcade-History.com
$bio
Teenage Mutant Ninja Turtles - Turtles in Time (c) 1991 Konami.
The sequel to 1989's hugely successful original, 'Turtles in Time' once more sees the four heroes taking on Shredder and his army. Game-play remains similar to the original game, but the experience is enhanced further with the obligatory improved graphics and sound effects. 'Turtles in Time' also features a larger variety of levels, as now the battle between good and evil rages across time as the Turtles travel to prehistoric, pirate and Wild West times in their pursuit of the elusive Splinter.
Yet again, Konami's mastery of the genre was in evidence as the manic energy and humour of the cartoon and comic-book series upon which the game is based was captured perfectly.
- TECHNICAL -
Game ID : GX063
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2 (ATTACk, JUMP)
- TRIVIA -
King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.
The song that plays in the attract mode is known as 'Pizza Power' which is from the 'The Teenage Mutant Ninja Turtles : Coming Out of Our Shells Tour'. Here are the lyrics to Pizza Power :
Growing up in a glass bowl,
with chameleons, lizards, and tadpoles.
It hardly enters your mind,
that there's something better than this.
A lettuce leaf or a carrot,
maybe a seed from a parrot.
Believe me when it gets you,
the word gourmet just don't exist.
(chorus)
For pizza power,
a flying saucer food delight.
Pizza power,
that power makes us feel all right.
- UPDATES -
The US versions are slightly different, they have the "Winners Don't Use Drugs" screen.
- SERIES -
1. Teenage Mutant Ninja Turtles (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)
- STAFF -
Director : G. Suzuki
Game programmer : K. Takabayashi
Character designer : Moriyanma 27
Graphic designer : M. Inafuku
Visual designer : S. Kitai
Sound designer : T. Ogura
Music composer : Mutsuhiko Izumi
Hardware design : Yasushi Furukawa
- PORTS -
* Consoles :
Nintendo Super Famicom ("Teenage Mutant Ninja Turtles IV - Turtles In Time")
Sega Mega Drive (1992, "Teenage Mutant Ninja Turtles - the Hyperstone Heist") : this scaled back conversion takes some graphics and levels from Turtles in Time and remixes them with elements of the first TMNT arcade game.
$end
$info=pc_tmnt2,
$Edit this entry at Arcade-History.com
$bio
Teenage Mutant Ninja Turtles II - The Arcade Game (c) 1990 Konami.
They're back! And bigger than ever. In an exhilarating, action-packed sequel to their record-busting first game. And this time their arch-enemy, Shredder, isn't pulling any punches. Lethal electro-zappers, laser beams and freezer burners plus nasty scoundrels like Scorpion Robots and Stone Warriors are ready to make turtle soup out of our heroes. Worse yet, Tora and Shogun, two alien bounty hunters who have never known defeat, are also itching for a take-no-prisoners showdown.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : 2N
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
This is the Nintendo NES port of the "Teenage Mutant Ninja Turtles" arcade game!
This game was based on the first season of the original 1989 cartoon show.
- TIPS AND TRICKS -
* Level select : Press Down(x5), Right(x7), B, A, Start at the title screen before the demonstration begins.
* Level select, ten lives : Press B, A, B, A, Up, Down, B, A, Left, Right, B, A, Start at the title screen before the demonstration begins.
* Ten lives : Press Up, Right(x2), Down(x3), Left(x4), B, A, Start at the title screen before the demonstration begins. For ten lives in a two player game, press B, A, Up, Down, B, A, Left, Right, B, A, Start at the title screen.
* Full energy : Pause game play and press Up, Down, Left, Right, A, B.
* Play as Splinter : Press Up, Down, Left, Right, A, B, A, B, Select at the title screen.
* Two player mode : Press Select + Start at the title screen.
- SERIES -
1. Teenage Mutant Ninja Turtles (1989, Nintendo NES)
2. Teenage Mutant Ninja Turtles II - The Arcade Game (1990, Nintendo NES)
3. Teenage Mutant Ninja Turtles III - The Manhattan Project (1992, Nintendo NES)
- STAFF -
Music by : Takeshi Sekido, Keizo Nakamura
$end
$info=teetert,
$Edit this entry at Arcade-History.com
$bio
Teeter Torture (c) 1982 Exidy.
You control a cannon moving left-right on a teeter-totter. Weights with hooks on them fall down at you and if you don't shoot them they hook on and weigh down one side of your teeter-totter. The weight of your shooter also moves the teeter-totter. A plunger of TNT is attached to either side of the teeter-totter board. If if goes all the way down, kaboom!
- TECHNICAL -
Main CPU : (2x) M6502
Sound Chips : Custom
Players : 1
Control : dial
Buttons : 1 => [A] Shoot
- TRIVIA -
This game is a very rare prototype.
A Teeter Torture machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
- STAFF -
Programmer : Larry Hutcherson
$end
$info=tehkanwc,tehkanwb,
$Edit this entry at Arcade-History.com
$bio
Tehkan World Cup (c) 1985 Tehkan.
- TECHNICAL -
Main CPU : (2x) NEC D780C (Z80) (@ 4.608 Mhz)
Sound CPU : NEC D780C (Z80) (@ 4.608 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz), MSM5205 (@ 384 Khz)
RAM : (4x) Toshiba TMM2016P
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : Trackball
Buttons : 1
- TIPS AND TRICKS -
* Secret music : After finishing a game, and provided you reach the top scores, you are given the chance to enter your name. Instead of writing your name, try one of the following :
1) Type the planner name : 'TOMI' (in this case 'TOM' will be displayed and the last letter 'I' acts like the END button) and you will be able to listen to the ending theme which only comes up after winning the final. This means, that if you win the final, you can listen to the winning theme TWICE! :)
2) Type the programmer name : 'MICH' (here 'MIC' will be displayed and the last letter 'H' acts like the END button) you will be able to listen to some other music which does not exist anywhere else in the game!
- STAFF -
Programmer : Michishito Ishizuka (MIC)
Planner : Shinichiroh Tomie (TOM)
Music : Tsukasa masuko (TSU)
Character designer : Rie Ishizuka (aka Rie Yatomi) (RIE)
Cabinet designer : Kohji Okada
Illustration : Hideyuki Yokoyama (YOK)
- PORTS -
* Consoles :
Sony PlayStation 2 (2004, "Tecmo Hit Parade")
Microsoft XBOX (2005, "Tecmo Classic Arcade")
$end
$info=tekipaki,
$Edit this entry at Arcade-History.com
$bio
Teki-Paki - Brainwashing Game (c) 1991 Toaplan.
- TECHNICAL -
Game ID : TP-020
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM3812 (@ 3.375 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Romstar for USA.
This game in known in Japan and Asia as "Teki-Paki - Sennou Game" (subtitle translates from Japanese as 'Brainwashing Game').
Licensed to Honest Trading Co. for Hong Kong and to Spacy Co. Ldt for Taiwan.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Vimana / Teki-Paki - PCCB-00071) on 21/09/1991.
- STAFF -
Music composed by : Tomoaki Takanohashi
$end
$info=tekken,tekkena,tekkenb,tekkenc,
$Edit this entry at Arcade-History.com
$bio
Tekken (c) 1994 Namco.
World's 8 best martial artists emerge into 'The King Of Iron Fist Tournament' for winning the title of King of Iron Fist and a large purse of prize money. Every artist will try his best to defeat Heihachi and win the prize money and fame.
- TECHNICAL -
Namco System 11 hardware
Game ID : TE
Main CPU : PSX (@ 16.9344 Mhz), M37710 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 4
=> [1] LP, [2] RP, [3] LK, [4] RK
- TRIVIA -
Released in December 1994.
The title of this game translates from Japanese as 'Iron Fist'.
The game was originally going to be called 'Rave War'.
The music in Tekken was recycled in "Tekken 2" for all except Venezia and the Character Select BGM. Marine Stadium -> Bruce, Monument Valley -> Armor King, Angkor Wat -> Kunimitsu, Fiji -> Roger, Windermere -> P.Jack, Acropolis -> Kuma, Chicago -> Lee, Szechwan -> Wang, Kyoto -> Ganryu, King George Island -> Anna.
Victor Entertainment released a limited-edition soundtrack album for this game (Tekken - VICL-15039) on 24/03/1995.
- UPDATES -
REVISION 2 :
* Software version : TE1/VER.B (Japan)
* Software version : TE2/VER.B (World)
* Build date : 17:53:08, DEC 9 1994
REVISION 3 :
* Software version : TE2/VER.C (World)
* Software version : TE4/VER.C
* Build date : 15:07:12, JAN 12 1995
REVISION 4 :
* Software version : TE5/VER.A
* Build date : 22:16:57, MAR 23 1995
- TIPS AND TRICKS -
* 10-Hit Combos (buttons : LP=1, RP=2, LK=3, RK=4) : These must be timed so each move corresponds with each hit (or, take advantage of the 'feature' which lets all buttons pressed at once count as each hit after the first). This was fixed in the PlayStation version and later games.
Yoshimitsu : 1,2,1,4,4,4,1,1,1,1
Nina : 1,2,1,2,3,3,2,1,2,4 (alt : d/f+1,2,1,2,3,3,2,1,2,4, alt.2 : f+2,1,2,3,3,2,1,2,4)
Law : d/f+1,2,2,1,3,3,3,4,3,4
Paul : 1,2,3,1,4,1,2,4,2,1
Kazuya : f,f+2,1,2,2,3,4,4,1,2,1
Jack : d+2,1,1,1,2,1,2,1,1+2,1+2 (quick press down+2 to start)
King : 1,2,1,1,2,4,4,4,1,3 (alt : f+2,1,2,2,4,4,4,1,3)
Michelle : 2,1,1,2,3,3,3,4,4,1
- SERIES -
1. Tekken (1994)
2. Tekken 2 (1995)
3. Tekken 3 (1996)
4. Tekken Tag Tournament (1999)
5. Tekken 4 (2001)
6. Tekken Advance (2001, Nintendo Game Boy Advance)
7. Tekken 5 (2004)
8. Tekken 5 Dark Resurrection (2005)
9. Tekken 6 (2007)
- STAFF -
Director & Main designer : Seiichi Ishii
Coordinator : Masamichi Abe
Game maintenance : Teruaki Konishi, Masahiro Kimoto, Yutaka Kounoe
Design supervisor : Satoru Yamada
Character designers : Kunihiko Nakata, Masanori Kimura, Yoshihisa Yaguchi, Kenichi Isozaki
Motion designers : Hitoshi Matsuda, Masahiro Onoguchi, Shigeo Sasaki, Kaname Takai, Tetsuya Okamoto
Visual designer : Hiroko Ohnishi
Logo & Graphic designer : Hideaki Ito
Program supervisor : Katsuo Nakamura
Main programmer : Masanori Yamada
Game programmer : Naoki Ito
System programmer : Yoshihito Saito
Stage & Effects programmer : Toshihiro Itou
Motion picture & Enemy programmer : Kiyomi Moriya
Management of VRAM : Tetsuya Funatsu
Model convert programmer : Norimasa Matsuura
Tool support : Kazuyuki Nikaido, Naoto Hanai
Test mode programmer : Takayasu Yanagihara
Sound designers : Yoshie Takayanagi, Yoshie Arakawa, Kazuhiro Nakamura
Producer : Hajime Nakatani
Voice : Alex Easley, Ginga Banjou (Heihachi), Lisa Hart, Robb Satterwhite, Lynn Harris (Nina Williams)
- PORTS -
* Consoles :
Sony PlayStation (1995) : On this version, the Marine Stadium stage was renamed to just Stadium.
Sony PlayStation 2 (2005, "Tekken 5 Ultimate Collectors Edition")
Sony PlayStation 2 (2005, "NamCollection") : Japan release only.
Sony Playstation 2 (2005, "Tekken 5") : available in the arcade history mode, with all fighters in the arcade version unlocked
$end
$info=tekken2,tekken2a,tekken2b,
$Edit this entry at Arcade-History.com
$bio
Tekken 2 (c) 1995 Namco.
The second game in the Tekken series. Choose from 23 fighters and try to become 'The King of Iron Fist 2'.
- TECHNICAL -
Namco System 11 hardware
Game ID : TES
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in August 1995.
The title of this game translates from Japanese as 'Iron Fist 2'.
Angel is still called Devil until the Sony PlayStation release.
Jun Kazama and Kazuya Mishima aren't connected by any other way other than the fact that Kazuya is the son of Heihachi, who is the owner of the Mishima Zaibatsu and Jun is a worker at a world wildlife NGO. During the Tekken 2 Tournament, Jun Kazama and Kazuya Mishima marry (Namco never elaborated on the nature of their relationship, seeing as how they faced each other in Tekken 2 as opponents). After their marriage, Kazuya is killed by his own father who was jealous of him because Kazuya had the 'devil' inside him which Heihachi has been trying to capture for a long time. Jin is a born after a little time. He is trained by Heihachi... during this Jin's mother is killed by the God of fight (Toshin) or originally 'Ogre' (Ogre appears in the next sequel, "Tekken 3"). Jin keeps practicing until he is 18 and he then participates in Tekken3 to take the revenge of his mother and fathers death. The story continues...
NEC Avenue released 2 limited-edition soundtrack albums for this game (Tekken 2 Strike Fighting Vol.1 - NACL-1225 & Tekken 2 Strike Fighting Vol.2 - NACL-1229) respectively on 29/06/1996 and 20/07/1996.
- UPDATES -
REVISION 1 :
* Software version : TES2/VER.A
* Build date : 19 :01 :47, AUG 3 1995
* Green text for timer, round, insert coin etc.
* No sound when being thrown by another character (like "Tekken")
REVISION 2 :
* Software versions : TES2/VER.B, TES3/VER.B
* Build date : 10 :39 :16, SEP 29 1995
* Yellow text for timer, round, insert coin etc.
* AI is modified, opponents' sound effects were added to almost all throws.
- TIPS AND TRICKS -
Basic throws can be escaped by pressing the same buttons as the corresponding throw. A LP+LK throw is escaped by pressing LP+LK, and a RP+RK throw is escaped by pressing RP+RK.
Special throws, as well as back throws, cannot be escaped - use these when in close quarters, but don't abuse them or people (and the CPU) will start ducking under them.
Ultimate Tackle (Paul, Kazuya) can be escaped with RP+RK. The running tackle cannot be escaped however.
Non-grab throws also cannot be escaped :
* Body Press (Jack-2, P.Jack, Kuma)
* Frankensteiner (King, Armor King, Roger/Alex)
* Run Up To Drop (Law)
* Whirlwind Toss (Wang)
* Slow Power Punch Combo (Michelle, Wang)
* Machine Gun Cannon (Michelle)
* Running Tackle (all)
* Attack Reversal (Nina, Paul, Jun, Wang, Anna) - "Chicken" move added in Tekken 3 to counter throw
Tekken 2 also has a few bugs in its moves database, these moves can be done facing the wrong way :
* Hammer Punch (Paul, Heihachi, P.Jack). Can continue to Power Punch by following with RP.
* Geta Stomping (Heihachi, opponent must be on ground).
* Play As Hidden Characters (even if they aren't selectable yet) :
Wang : On the character select screen, highlight Jun/Baek (whoever's default), then press Start, Down, Right, Left, Up
P. Jack : Highlight Jack-2, press Down(x2), hold Start and press Up(x2)
Armor King : Highlight King, press Left, hold Start, press Left, Right, release Start, press Right
Ganryu : Highlight Michelle, hold Start, press Down, Up
Bruce : Highlight Lei, press Start(x4) and then Right
Kazuya : Highlight Heihachi, press Down, Up, hold Up, press Start(x2), release Up, press Up again
For the following characters you have to hold a button before entering the character select...
Kunimitsu : Hold LP, then press Start to enter character select, highlight Yoshimitsu, then press Right, Start
Kuma : Hold RP, press Start, highlight Paul, press Down, Start, Down
Alex : Hold RK, press Start, Up(x2)
Roger : Hold LK, press Start, Up(x2)
* Fight Roger or Alex on Stage 4 : On the second/final round of Stage 3, defeat the opponent with less than 5% health (so the announcer says 'Great!'). Roger will appear if your character was selected with a punch button, Alex if selected with a kick button.
* Fight Kuma on Stage 4 : If you have Roger or Alex and do the same thing Kuma will appear instead.
* Each character has a sub-boss (stage 8) depending on who started the game :
If Jun (default) was chosen Wang will be on stage 8. Baek is in place of Jun if the "New Character" setting is set to 'Baek & Lei'.
If Yoshimitsu was chosen, Kunimitsu will be on stage 8.
Nina : Anna.
Law : Baek or Jun depending on the "New Character" setting.
Heihachi : Lee.
Paul : Kuma.
Jack-2 : P. Jack.
King : Armor King.
Michelle : Ganryu.
Lei : Bruce.
Roger : Alex.
Kazuya : Roger, Heihachi on stage 9 (never Alex on stage 8).
Devil : Heihachi, Jun on stage 9.
If a sub-boss is selected the characters are reversed e.g. selecting Armor King will make King appear.
- SERIES -
1. Tekken (1994)
2. Tekken 2 (1995)
3. Tekken 3 (1996)
4. Tekken Tag Tournament (1999)
5. Tekken 4 (2001)
6. Tekken Advance (2001, Nintendo Game Boy Advance)
7. Tekken 5 (2004)
8. Tekken 5 Dark Resurrection (2005)
9. Tekken 6 (2007)
- STAFF -
Director & Main designer : Seiichi Ishii
Coordinator : Masamichi Abe
Game coordinator : Yutaka Kounoe
Motion manager : Masahiro Kimoto
Motion works : hiroaki Yotoriyama, Masataka Ishiguro
Character designers : Kenichi Isozaki, Yuichirou Komoruya, Miki Maemori, Daisuke Tsushima, Hitomi Kusano
Motion designers : Hitoshi Matsuda, Fuminori Tsuchiya, Hanae Karasawa
Visual designers : Hiroko Ohnishi, Yoshinari Mizushima, Kazuaki Fujimoto, Hideto Yamada
Logo & Graphic designers : Hideaki Ito
Opening CG : Yasushi Nidaira, Isao M Nakayama
Visual system support : Tetsuya Okamoto
Technical animation support : Nobuyasu Asano, Yoshihito Ibe
Design supervisor : Junichi Kawamura, Satoru Yamada
Program supervisor : Katsuo Nakamura
Main programmer : Masanori Yamada
Game programmer : Maoki Ito
System programmer : Yoshihito Saito
Movie & Enemy programmer : Kiyomi Moriya
Stage & Effect programmer : Toshihiro Itou
Test mode programmer : Kazuyuki Nikaido
Tool support : Norimasa Matsuura
Optimize program : Shizuka Matsuda
Sound creators : Yoshie Takayanagi, Yoshie Arakawa
Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Hiromichi Kawaguchi
Coordinate support : Toshiya Hara, Shinichi Tsuruya, Atsushi Koyama, Kazuo Takahashi, Mitshuaki Ishii, Tsuyoshi Kiuchi, Akiya Ikeda, Kazuhisa Takahashi, Kow Yasuda, Ryo Sakamoto, Takashi Satsukawa
Producer : Hajime Nakatani
- PORTS -
* Consoles :
Sony PlayStation (1996)
Sony PlayStation 2 (2005, "Tekken 5 Ultimate Collectors Edition")
Sony Playstation 2 (2005, "Tekken 5") : available in the arcade history mode, with all fighters in the arcade version unlocked.
Note : The AI on the Sony PlayStation release is noticeably different to that of the arcade (both versions).
The version of Tekken 2 in Tekken 5's Arcade History mode is that of Tekken 2 Ver. B, with simulated sound effects mostly from the PSX home version.
$end
$info=tekken3,tekken3a,tekken3b,tekken3c,
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Tekken 3 (c) 1997 Namco.
The world's 19 toughest fighters enter The King of Iron Fist Tournament 3, in order to defeat Heihachi, and Ogre, who has taken the souls of many of the world's greatest fighters to adopt its own fighting style. Every character has his own ambition of winning the tournament. A fully 3-D game with one on one concept of fighting.
- TECHNICAL -
Namco System 12 hardware
Game ID : TET
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in March 1997.
The title of this game translates from Japanese as 'Iron Fist 3'.
This is the first Tekken game which has 3-D backgrounds. Namco's Tekken 3 production team used one of the most advanced motion capture apparatus and facilities at its time for the highly life-like movements, moves, actions and reactions of the 3-D characters. They also used some of the very famous and active personalities of different martial arts styles from all over the world, like, for Eddy Gordo's Capoeira style of fight they got the services of Master Marcelo Pereira of 'Capoeira Mandinga'. And for Hwoarang's Taekwondo style of fight they got the services of Hwang Su-Il of 'Japan International Taekon-do Federation, and several other martial arts institutes.
Namco's production team motion captured each and every move to create such an in depth game, that was also one of the most higly anticipated fighting game for the last few years. After Tekken 3, its followers like Tekken Tag, Tekken 4 and Tekken 5 got more and more depth, life-like impression, and the element of giving more fun (and addictiveness to its players).
The word Tournament on the 'You are the Champion!' background is mis-spelled in the Japanese version as 'Tounament'.
Most of the characters like Jin, Law, Julia are the children of the characters from the first Tekken games.
In the Sound FX there is the announcer voice for Jun Kazama, Kazuya Mishima and Sake meaning these characters could have been in the game but weren't added to the final version.
There are 21 different characters, but Anna, Tiger and Panda play identical to Nina, Eddy and Kuma respectively. In total, excluding Anna, Tiger, Panda and Mokujin, there are 17 characters with different moves.
With a cheat enabled sometimes you can face Jun and a new character, Sake (pronounced Shaa-Ke). In fact Jun has a graphic for the VS. screen and a name tag for the energy bar. Uses Nina's body and Jin's moves Sake only has a name tag. Uses Yoshimitsu's body and Jin's moves, and a blank VS. picture. You can play with them with the code enabled. You'll have to find the value which the cpu uses to select your character. The value for Jun is 17 in Hex that will be (11). After you've played with Jun or Sake in the game you can see Jun and Sake in the Percentage Screens which appear in the game randomly when nobody is playing. Jun has got her Percentage Page's thumbnail but sake uses Paul's thumbnail. In the same way, after you've played with Jun and/or Sake you can see them in the EDS screen from the Dip-Switch menu. It looks like Namco was putting Jun and Sake but then stopped working on them for some purposes (explained below) :
1) According to the story Jun gets killed by Ogre (the god of fight). So if they would've put her they couldn't put Jin in the game as he probably looks of the same age of his mother. That doesn't apply to TekkenTag which has both Jin and his mother Jun, because TekkenTag does not have any storyline and the idea is to put all the characters from previous games (some of them were even dead).
2) Sake was rather populating the game as the game had already got 20 characters at that time. Namco's production team probably didn't had much time to re-do the whole code for character selection so they buried the two raw characters in an as-is condition forever...
Wonder Spirits released a limited-edition soundtrack album for this game (Tekken 3 arcade soundtrack 001 ex - WSCAX-10001) on 18/07/1997.
A Tekken 3 machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
TET2/VER.A (World)
TET3/VER.A (US)
* Build date : 07:56:12, MAR 10 1997
TET2/VER.B (World)
* Build date : 01:58:34, MAR 25 1997
TET1/VER.E1 (Japan)
* Build date : 12:18:11, MAY 15 1997
- TIPS AND TRICKS -
When a Time Release character is about to become selectable the vs. screen before a demo fight will say "Coming Soon" and display a picture of the hidden character.
* Play as Anna Williams : Highlight Nina on the character selection screen and press Start. Anna plays identical to Nina. Anna is only available after Bryan is unlocked from Time Release.
* Play as Tiger : Highlight Eddy at the character selection screen and press the Start button. Tiger plays identical to Eddy. This option is only available after Ogre 2 (aka True Ogre) is unlocked from Time Release.
* Special Outfits : There are three characters that can have an additional outfit by pressing Start to select them instead of a punch or kick button, these are: Jin, Law and Xiaoyu. Law's third outfit is selectable from the start but Jin and Xiaoyu's school outfits can only be selected after Mokujin is unlocked from Time Release.
* Fight Jin on Stage 9 : If you start a game with Heihachi you will fight Jin on Stage 9 instead, regardless if you continue and choose another character.
- SERIES -
1. Tekken (1994)
2. Tekken 2 (1995)
3. Tekken 3 (1996)
4. Tekken Tag Tournament (1999)
5. Tekken 4 (2001)
6. Tekken Advance (2001, Nintendo Game Boy Advance)
7. Tekken 5 (2004)
8. Tekken 5 Dark Resurrection (2005)
9. Tekken 6 (2007)
- STAFF -
Directors : Masamichi Abe, Yutaka Kounoe
Game directors : Masahiro Komoto, Katsuhiro Harada
Motion director : Hiroaki Yotoriyama
Motion manager : Masataka Ishiguro
Visual director : Yoshinari Mizushima
Main programmer : Masanori Yamada
Game programmer : Naoki Ito
System programmer : Yoshihito Saito
I/O programmer : Tetsuya Funatsu
Led programmer : Toshiharu Hijiya
Stage & Effect programmers : Yoshiyuki onda, Hajime Furusawa, Hajime Harima
Enemy & Camera programmer : Junichi Sakai
Test mode programmer : Kiyoshi Minami
Tool support : Koji Yamaguchi
Motion designers : Yukie Misaki, Yoshihisa Yaguchi, Nobuko Nimura, Fuminori Tsuchiya, Tomoe Yamashita, Ryouchi Ban, Tomoko Tomita, Sachiko Inoue, Isamu Sawada, Kazuo Takahashi, Jin Okubo, Naotake Hirata
Character model designers : Takuji Kawano, Kazuaki Fujimoto, Akira Nakajima, Daisuke Tsushima
Led designer : Taro Okamoto
Stage designers : Masashi Kubo, Tatsuya Matsue, Yasunori Yanagawa, Miki Maemori, Hitomi Yotoriyama, Yuko Mizoguchi
Visual designer : Yukiko Yokoo
Logo designer : Hideaki ito
Music composers : Nobuyoshi Sano (Sanodg), Keiichi Okabe (B.K.O)
Sound effect & Voice editor : Etsuo Ishii
Opening movie director : Hiroshi Kuwabara
Opening movie staff : Takeya Inokuchi, Eishu Takamura, Yukiharu Taniguchi
Coordinate support : Ryouzi Ichikari, Satoshi Masukawa, Tetsuya Akatsuka, Ryo Sakamoto, Akiya Ikeda, Tatkuzi Kanayama, Tsuyoshi Kiuchi, Kazuhisa Takahashi, Norikatsu Yoshikawa, Makoto Kusano, Yusuke Morita, Atsushi Koyama, Miho anaka, Naoyuki Kondou
Motion capture tech. team : Takayasu Yanagihara, Hiroshi Numakami, Satoshi Yamaguchi, Yasumichi oonishi
Motion actors : Minoru Suzuki and Osami Shibuya of 'World Pancrase Create Inc.', Master.Marcelo Pereira of 'Capoeira Mandinga, Barkeley-California-USA', Hwang Su-Il of 'Japan International Taekon-do Federation', Yoshinori Aoki, Kenichiro Tamayori, Toshiyuki Miyajima
Opening movie effects : Image
Camera motion director : Koh Onda
Camera motion designers : Kanako Doi, Kazuki Aizawa, Takashi Iwaizumi
Hardware support : Tohru Ogawa, Hideto Yamazaki, Nobuhiro Tanaka, Fumihiko Hasegawa, oshihiro Shimizu
Technical support : Tetsuji Baba, Naohiro Saito, Akiko Saito, Yasuo Ohba
Program supervisor : Katsuo Nakamura
Visual supervisors : Junichi Kawamura, Satoru Yamada
Producer : Hajime Nakatani
- PORTS -
note : On the home version, Anna was redone as a separate character with different moves, which a few were recycled from Tekken 1 and 2 to differentiate from Nina. One such move is the 'Red Bomb', denoted f,f+1+2; the animation for the falling opponent is from Tekken 1.
The transformed main boss, known more commonly as 'Ogre 2' (named simply as Ogre in the game itself), was renamed True Ogre in the PlayStation release.
* Consoles :
Sony PlayStation (1998)
Sony PlayStation 2 (2005, "Tekken 5 Ultimate Collectors Edition")
Sony PlayStation 2 (2005, "Tekken 5") : available in the arcade history mode, with all fighters in the arcade version unlocked.
$end
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Tekken Tag Tournament (c) 1999 Namco.
Tekken Tag Tournament is a 'Dream Match' Iron Fist Tournament, and it does not have a plot fitting within the Tekken story timeline. The game is an enhanced version of Tekken 3 including a new Tag feature - where the player selects two fighters and can change between characters during gameplay, and perform tag-team combos. The first side to have a character to be knocked out is the loser. The character list includes almost (if not all) characters from all 3 previous games.
- TECHNICAL -
Namco System 12 hardware
Game ID : TEG
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 5
- TRIVIA -
Released in June 1999.
The title of this game translates from Japanese as 'Iron Fist Tag Tournament'.
This game has a tag play system (i.e : one player can play select a team of two players) and then during a match he can tag their characters at any time, provided they aren't in the air being juggled ;). Unlike the other Tekken games, this episode has no specific storyline and the main idea behind the game was to create a game which has all the characters from Tekken 2 and Tekken 3 plus a few new characters, Tetsujin and Unknown. Tetsujin is a metallic form of Mokujin and is selected with button 1. Tetsujin will become gold if you get 10 wins in a row. Unknown is the end character, complete with a wolf, and cannot be selected on the arcade version. Tekken Tag Tournament has a total of 38 characters. When the machine is turned on for the first time, by default only 20 characters are playable. The rest of the characters are released one by one after specific time. The characters can be tagged by pressing button 5.
In the Sound FX there is the announcer voice for Doctor Boskonovitch, Doctor Abel, Devil Kazuya and Marshall Law meaning these characters could have been in the game but weren't added to the final version. Since Devil Kazuya and Marshall Law are identical to Kazuya and Forest Law respectively there was no reason to add the same characters twice. Dr. Abel was an evil scientist who re-animated Bryan for Tekken 3 and was never in any game at all. For Boskonovitch, who would want to play as him on a coin operated game anyway!
When Tetsujin/Mokujin was updated for Tekken Tag, they forgot to add moves for Roger. This was fixed in "Tekken 5".
Anna plays the same as on Tekken 3 (Sony PlayStation) and not the arcade where she was a gfx swap of Nina.
Bandai Music Entertainment released a limited-edition soundtrack album for this game (Tekken Tag Tournament Original Soundtrack - APCG-4046) on 21/09/1999.
Tekken Tag Tournament can clearly be heard in the 2003 movie PTU. Characters heard fighting are Hwoarang and Wang.
- UPDATES -
Just like "Soul Calibur", the build date wasn't updated although the game was.
TEG1/VER.A3 (Japan)
* Build date : 22:20:05, JUN 18 1999
TEG1/VER.B (Japan)
TEG3/VER.B (US)
* Build date : 22:20:05, JUN 18 1999
TEG3/VER.C1 (US)
* Build date : 22:20:05, JUN 18 1999
- TIPS AND TRICKS -
* Tekken Tag Tournament has every character from "Tekken 2" and "Tekken 3" (not "Tekken"). If a character was in both Tekken 2 and 3, the Tekken 3 version of the character is in TTT. Each character has from two up to five different costumes. Each costume is set with a different button. Player 1 outfit is LP, P2 outfit is LK, P3 outfit (if any) is RP, P4 outfit (if any) is RK, P5 outfit (if any) is Tag or Start button. Usually P1 and P3 outfits are similar, as are P2 and P4 outfits.
Characters with 2 outfits : Kazuya, Baek, Bruce, Roger (P2 Alex), Jack-2, P.Jack, Wang, Unknown (not selectable)
Characters with 3 outfits : Devil (P3 Angel), Ganryu, Kunimitsu, Jun, Armor King, Michelle, Lee, Anna
Characters with 4 outfits : Yoshimitsu, Nina, Hwoarang, Paul, King, Lei, Julia, Bryan, Gun Jack, Kuma (P2-4 Panda), Heihachi, Tetsujin (P2-3-4 Mokujin), Ogre, True Ogre,
Characters with 5 outfits :Xiaoyu, Jin, Law, Eddy (P5 Tiger)
* Select Jin and Heihachi as a team, now with Jin do Back+LP+RP, when you see the Kazama fury animation do RP(x2), LK... Jin will change into Devil Jin, You can see the changing as Jin gets lightening all around him and his stance changes to that of Heihachi. The animation is kool but if you move forward or backward or get hit the animation will end.
* Tag Throw : Press RP+Tag together. Throw differs depending on character who tags in.
* Start with Tag partner : Hold Tag before the stage loads or the next round starts.
- SERIES -
1. Tekken (1994)
2. Tekken 2 (1995)
3. Tekken 3 (1996)
4. Tekken Tag Tournament (1999)
5. Tekken 4 (2001)
6. Tekken Advance (2001, Nintendo Game Boy Advance)
7. Tekken 5 (2004)
8. Tekken 5 Dark Resurrection (2005)
9. Tekken 6 (2007)
- PORTS -
* Consoles :
Sony PlayStation 2 (1999)
$end
$info=teljan,
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Tel Jan (c) 1999 Electro Design.
Mahjong game.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : 8-way Joystick
Buttons : 2
$end
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Telephone Mahjong (c) 01/1989 Nichibutsu.
Girls that can talk on the phone AND play mahjong at the same time!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 512 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : 4-way joystick
Buttons : 2
$end
$info=tempest,tempest1,tempest2,tempest3,
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Tempest (c) 1981 Atari.
Tempest introduces additional new features :
* Skill-Step with 99 skill levels of play
* Operator-information display
* Demonstration mode with freeze
Skill-Step allows a player to start a game at the same level as was previously achieved (he must start the next game within 30 seconds), without having to start over at the beginning levels. Therefore, skillful players continue to be challenged while less experienced players try to master higher levels. The 99 skill levels of play include 16 different playfields and 6 different targets.
In the play mode, a player-controlled, yellow claw-like shooter moves around on a 3-D tubelike playfield. The shooter rotates on the end of the tube that is nearest to the player. Enemies land on the end of the tube that is farthest away from the player to climb toward and attack the shooter. The shooter fires down the tube at the approaching enemies. When a player kills all the enemies on a tube, he blasts through the tube, flies through space, lands on a new tubelike playfield, and fights the enemies on that playfield. A player scores points by shooting enemies and by blasting through the tube to a new level. The player loses a life when killed by the enemy. The game is over when all the player's lives are gone.
All action occurs on one of sixteen suspended tubelike playfields. The 3-D tube surfaces are viewed from the top, so the view of the first playfield (a circle) is like looking into a well. Each playfield is made of 16 rails which connect the nearest to the farthest rim. The playfield color changes every 16 levels : level 1 is blue, level 17-red, level 33-yellow, level 49-cyan, 65-invisible and 81-green.
In addition, other events cause playfield color variation. The shooter causes the 2 rails on which it sits to change color. Superzap causes the playfield to flash as enemies are zapped. Playfield rails flash rainbow colors when a player earns a bonus life. Pulsar enemies cause sections of the nearest rim to disappear, and during the pulse phase, adjacent rails to flash.
The player's shooter is controlled by rotating the control-panel knob. The shooter moves around on the nearest rim of the tubelike playfield. The ends of the shooter always touch two adjacent rails. The rails on which the shooter sit change color (yellow in levels 1-16) which gives a flashlight effect and helps the player see the enemies in his lane.
A player shoots by pressing the fire button : tap it for 1 or 2 shots or press it for all 8 shots. A shot is extinguished when it hits an enemy, after it passes the far rim or after it plows a certain distance into an enemy spike. A shot is renewed after it is extinguished so there may be a maximum of eight shots on the screen at one time.
A player may use two superzaps per level. A first superzap kills all enemies on the playfield at the time of firing. A second superzap randomly kills one enemy on the playfield. The superzap does not affect enemy shots, spikes or enemies not yet landed on the playfield. Superzap is recharged when the player blasts to a new level.
* Tempest level shapes :
1. circle
2. square
3. plus
4. bowtie
5. stylized cross
6. triangle
7. clover
8. V
9. steps
10. U
11. flat (bowling alley)
12. heart
13. star
14. W
15. fan
16. infinity (figure 8 on its side)
Tempest level color schemes :
Levels 1-16 :
Tunnel - blue
Player ship - yellow
Super Zapper - yellow
Flippers - red
Tankers - purple
Spikers/Spikes - green
Pulsars - N/A (these do not appear until the next color scheme)
Levels 17-32 :
Tunnel - red
Player ship - green
Super Zapper - cyan
Flippers - purple
Tankers - blue
Spikers/Spikes - cyan
Pulsars - yellow
Levels 33-48 :
Tunnel - yellow
Player ship - blue
Super Zapper - blue
Flippers - green
Tankers - cyan
Spikers/Spikes - red
Pulsars - blue
Levels 49-64 :
Tunnel - cyan
Player ship - blue
Super Zapper - red
Flippers - green
Tankers - purple
Spikers/Spikes - red
Pulsars - yellow
Levels 65-80 :
Tunnel - black (invisible)
Player ship - yellow
Super Zapper - white
Flippers - red
Tankers - purple
Spikers/Spikes - green
Pulsars - cyan
Levels 81-96 :
Tunnel - green
Player ship - red
Super Zapper - purple
Flippers - yellow
Tankers - purple
Spikers/Spikes - blue
Pulsars - yellow
Levels 97 and up - Keeps color scheme from Levels 81-96, with random shapes from Level 99 onward
- TECHNICAL -
Atari's Tempest game is a 1- or 2-player game with a color X-Y or vector-generator monitor. This new monitor, with its 3-color guns and higher voltage, has the same technology that was used in Atari's black-and-white X-Y monitors. However, this new monitor displays dazzling color and unique visual effects in a spectacular 3-D video display.
Game ID : 136002
Main CPU : M6502
Sound Chips : (2x) POKEY
Players : 2
Control : dial
Buttons : 2
= > (1) Fire, (2) Super Zapper
- TRIVIA -
Released in October 1981.
Tempest was an awesome arcade game that transported the player into abstract realms of space. Soaring into its second decade of life, Tempest is still the favorite of devotees who seek to become one with this adventure through hyperspace. Approximately 29,900 units were produced. Tempest sold approximately 20,000 units to distributors before it was even released.
Tempest was the first game to use 'Color-Quadrascan' and 'Skill-Step', both features unique to Atari vector games. Tempest was originally a 3-D "Space Invaders" clone called 'Vortex', but was changed when the other engineers didn't come back to play the game. This was kind of a test for an Atari game; if the engineers kept coming back to play a new game, it was considered a hit.
The first prototype of the game had the shape wireframe spinning and the gunner remaining stationary, but that caused motion sickness after a period of time so it was changed around.
* The Creation of Tempest : Dave Theurer, who designed the game and wrote the software, said his original intention was to make a first-person perspective of the "Space Invaders" game, but he ended up doing something completely new and different. Rich Adam : "Dave implemented a first-person "Space Invaders". Everybody played it but they didn't keep coming back. You could tell when you had something cool, the engineers kept coming back. This was good and bad because there were times when you wanted to work on your game and everybody would want to be playing it. But when he was doing the first-person "Space Invaders", Dave didn't run into this problem of everyone wanting to play the game... and he said to himself : 'Well, maybe this isn't working. What can I do?' Then I came in one day and all of a sudden he had this round tube with these things coming up it. I said, 'What the heck is that Dave?' He said, 'I don't know. Aliens from the center of the Earth? I don't know.' I think he said something about having had a dream about it. I said, 'How does it work?' He said, 'I don't know. They're coming up around the edge of this thing and you're trying to blow them away.' He just sort of started out with this concept and took it from there. I can see why he would say that Tempest was certainly his proudest achievement. He worked extremely hard on that. It's pure creation from his own brain.".
* Remembrances from the Video Game Masters : Although known for his hard work and for his ability to focus on and conquer exceedingly tough software problems, Dave Theurer looks back upon his days at Atari as having been fun and rewarding. Dave Theurer : "It was just so exciting working on these new games. All my life I loved explosions. When I went to college I was a chemistry major because I wanted to do something where I could make explosions. When I was a kid I had a chemistry set and I'd blow stuff up all the time. Eventually, you learn that you can't really do that in real life, so the next best thing is to do it on the screen, so here I was blowing stuff up on the screen. Simulating real life is fun too. It's almost like you can create your own universe. Well, you are creating your own universe. That's rewarding, to see something come alive.".
Playing games, both video and pinball, was a constant part of life for the engineers at Atari. Dan Pliskin : "In the morning, I used to go in and I'd make up a pot of Italian roast or French roast coffee and pour myself a big mug. Then I'd go and sit it on a pinball machine and drink coffee and play pinball until scores got up to, like, a couple hundred thousand. That would be my indication that I was sharp enough to go and design something.".
* Popular from the Start : Tempest was a game that immediately captivated people from the very start. Lyle Rains : "Like a number of these games that were very addictive, the Tempest controls were good enough to where once you learned how to manipulate them you could almost become one with the machine. That is, a good Tempest player gets to spin that knob and do the firing in the right time and get into sync with the machine or get into a rhythm. I don't know exactly what to call it, but you were so close to the action that part of you entered the experience. You forgot about what was going on around you and you were just there. And you could get very good at it. I think what people like is the ability to accomplish amazing things".
* The Great 25-Cent Escape : Not only did players often find a sense of welcome escape in the video games they played, but this was very much the intention of some of the great game designers. Dave Theurer : "I want to design it for a guy who's totally frazzled by his job and needs a way to temporarily escape. There's a certain class of games... where you just get into a trance when you're playing them. As long as you're in this trance you'll do fine.".
Tempest was available in 3 different dedicated cabinets. An upright, a cabaret, and a cocktail. The upright machine came in a nice arrow shaped cabinet that featured one long straight angled line from the top of the cabinet to the bottom of the control panel. This design makes it very easy to spot converted Tempest cabinets. The Tempest marquee had a whole bunch of glowing purple lines along with an evil looking crawly thing that looked like it was coming right at you. The sideart had kind of a spacey look to it, with a bunch of red lines radiating out from a central point that had monsters crawling out of it! The control panel had more spacey lines and holes graphics, along with an optical spinner and a pair of fire buttons. The cocktail version was a black square table with a woodgrain top. It had red lines and instructions underneath the glass, with player control panels on either side. For some reason the monitors on these were installed butted up against one side, instead of centered. Both the cocktail and the upright used a color X-Y monitor.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including TEMPEST.
A Tempest unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'Twilight Zone - The Movie', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1986 movie 'Running Scared', in the 1986 movie 'Maximum Overdrive' (A cocktail cabinet) and in the 1987 movie 'Death Wish 4 - The Crackdown'.
A Tempest unit appears in the music video 'Subdivisions' by RUSH.
3 Tempest machines (one was 'serial #1' !) were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- UPDATES -
Revision 1 :
* First public release.
Revision 2 :
* Fixes the score cheat in test mode.
* Changes spinner letters to a line.
Revision 3 :
* Fixes screen collapse between 1 and 2 players in the 2 player mode.
- SCORING -
Spike : 1-3 points
Spiker : 50 points
Tanker : 100 points
Flipper : 150 points
Pulsar : 200 points
Fuseball : 250, 500, or 750 points
In addition to the above points, you also get bonus points for starting at higher levels then level one. Listed are the bonus points through the first 49 levels. There is no real pattern except that the bonus gets higher the more levels you skip at your starting point.
Level 3 : 6000 points
Level 5 : 16000 points
Level 7 : 32000 points
Level 9 : 54000 points
Level 11 : 74000 points
Level 13 : 94000 points
Level 15 : 114000 points
Level 17 : 134000 points
Level 20 : 152000 points
Level 22 : 170000 points
Level 24 : 188000 points
Level 26 : 208000 points
Level 28 : 226000 points
Level 31 : 248000 points
Level 33 : 266000 points
Level 36 : 300000 points
Level 40 : 340000 points
Level 44 : 382000 points
Level 47 : 415000 points
Level 49 : 439000 points
At the beginning of the game, you can skip to level 7. Whenever you complete a game, you have either ten seconds or until you press a key to continue a game. You can start a game at the bonus level you were closest to from your last game. For example, if your game ended on level 21, then you can go to all
the bonus levels at level 20 and below. If your game ended at level 42, then you can go to all bonus levels at level 40 and below.
- TIPS AND TRICKS -
* Hints :
1) Players should work their way up through the levels to become familiar with game play. Drop down a level if play is too difficult.
2) Experienced players should start at highest level possible for maximum points.
3) On a new playfield shoot at enemy dots at far rim.
4) Shoot the flipper as soon as it starts to flip.
5) Use long spikes to reclaim shots and kill enemies approaching you from adjacent lanes.
6) Avoid shooting fuseball-tankers near the top since emerging fuseballs usually zip up to the top and kill you.
7) Use Superzap right before last enemy reaches the top for a few extra points.
* These are cheats (They weren't cheats at all. They were intentionally programmed in as a security measure). They were removed in ROM 217 and 222 software revision 2. First, you must complete level 8 and get a score with the format XXYYZZ : XX must be greater than 16, YY between 29 and 60, ZZ is a code listed below...
00 - freeze screen
01 - access bookkeeping totals
05 - allows playing during attract mode
06 - 40 free credits
11 - 40 free credits
12 - 40 free credits
14 - credit sound without actual credit
15 - credit sound without actual credit
16 - 40 free credits
17 - 40 free credits
18 - 40 free credits
41 - switch last 2 digits of score
42 - increase score quickly
46 - demonstration mode - start at any level, up to level 81
50 - player moves by itself
51 - player moves by itself
60 - objects drift down
66 - objects drift right
67 - objects jump
68 - objects drift up
70 - objects drift up
After code '05' (play during attract mode) is activated, the following cheats become available...
Set the last two digits to 46 : Random-colored level with wrong enemies.
Set the last two digits to 48 : 255 extra lives.
* Here are some quick tips for anyone new to Tempest (NOTE : Level colors mentioned below refer to the level's tunnel color) :
1) Flippers first appear in Level 1 (blue circle), but don't start flipping until Level 2 (blue square). Flippers flip at a constant rate, so play the angles. You can kill flippers on the outer edge by shooting when they are in the spaces next to you (as they flip). The wider the angle, the more time you have to shoot. You can also move under them as they flip. Good practice is to play level 1 as long as possible without firing. On the open shapes, you will want to hang out on one end of the other (to avoid attacks from both directions). On closed shapes, pick a spot with good angles and good visibility. Often flipping back and forth between two spaces (playing the angles depending on which direction the flippers are attacking from) is all you have to do.
2) Tankers first appear in Level 3 (blue plus). Regular tankers contain two flippers. Feel free to shoot them and their cargo with impunity. Fuseball tankers are *very* dangerous. Shoot them and get out of the way. Pulsar tankers are also very dangerous. Shoot them and stay where you are (the pulsars will appear to either side). You can differentiate between the types of tankers by looking closely at their centers. Fuseball and pulsar tankers have tiny pictures of their cargos in their centers. The ability to instantly differentiate between tanker types is probably the most important ability separating good Tempest players from great Tempest players.
3) Spikers first appear in Level 4 (blue bowtie). Spikers are generally harmless (although they do shoot at you), and the spikes they lay down are very handy some times. You can hold the fire button down for continuous fire, but you only get a maximum of eight shots at a time. This is enough to fill half the tube, but not enough for a true continuous stream of shots. If you have lots of flippers coming after you, find a long spike to sit on top of. You can then hold down the fire button for a machine gun effect. As the spike gets eaten away, look for another one to switch to. Be careful of pulsars and fuseballs when you do this however. When you get to level 65 (black/invisible circle) try riding a full spike all the way down at the end of the round. Your descent rate and rate of fire are perfectly matched so that you can actually blast it away without being impaled all the way to the bottom.
4) Fuseballs first appear in Level 11 (blue flat/bowling alley). Fuseballs ride the lines. The safest place to be is in the space *next* to one. It looks like it will kill you, but the hit logic only tests the center of the fuseball. Fuseballs will only cross one space at a time before dropping back down (until the end of the round when they start chasing you). If you get stuck with one coming after you at the end of a round (usually on one of the open shapes), try the 'Hail Mary' move of spinning very quickly. You can actually jump over one or more spaces (and a fuseball!) if you spin fast enough. Watch out for fuseball tankers at higher levels that split into two fuseballs that will immediately try and jump on you.
5) Pulsars first appear in Level 17 (red circle). Pulsars are only dangerous when they are pulsing. Listen to the low, periodic buzz sound. As you get used to it, you will find yourself adapting to this built-in rhythm. You can shoot them when they aren't pulsing or spin out of the way. Watch out for pulsar tankers at higher levels that split into two pulsars on either side of the tanker lane.
6) Dip Switch #2 (2nd from the back of the game) on the upper bank (at N13) controls demo mode. Demo mode lets you start (and practice) anywhere you like. It does not record scores, however. In normal play, the game will let you start close to where you left off. If you want to 'cheat', put the game into demo mode, spin up to where you want to start, start the game and hit the player one start button causing you to zoom down the tube and gain the bonus. Then die and flip the dip switch back to normal mode. Now you can start a real game at the same level and record your score at the end. If you do this often, wiring a front-mounted bypass to that dip switch will come in very handy. There is also a freeze game dip switch that is also handy in case the phone rings while you are playing.
7) Level 81 (green circle) is the highest starting level. Most expert Tempest players agree that green is actually easier than the black/invisible levels that precede it. It is a bit faster, but it restores one of the most valuable visual clues in the game - the tell tale break in the outer edge caused by a pulsar (which is missing in the black/invisible levels). After level 96 (green figure eight/infinity), you are back to the green circle (97) and green square (98). Level 99 is the highest recorded by the game and consists of a never ending supply of random green shapes. Every time you finish the round or loose a life, you will end up with a different shape. To achieve a world record score, you will spend *most* of your time playing level 99 over and over again. If you can keep your rate of loss to roughly one life per two rounds (at 20K bonus), you can theoretically play forever. Tempest isn't a very good marathon game, however, as it only lets you build up five lives max at any one time. A 30-second bladder break while playing level 99 will pretty much wipe you out. ;-)
8) The highest score recordable by the game is 999,999 (a horrible error on the part of the designers). Starting at 81, you get there pretty fast (mid way through the greens). With a bit of practice, you can end the game at exactly 999,999. Do that three times and no one will ever be able to beat your score on a single machine (w/o clearing the high score table).
- SERIES -
1. Tempest (1981)
2. Tempest 2000 (1994, Atari Jaguar)
3. Tempest X (1996, Sony PlayStation)
4. Tempest 3000 (2000, Nuon)
- STAFF -
Designed and programmed by : Dave Theurer (DFT)
Project leader : Morgan Hoff (MPH)
Hardware Guy : (SDL)
Technician : (MJP)
From hiscore table : Eric Durfey (EJD), Dave Shepperd (DES), (RRR), (BEH)
- PORTS -
* Consoles :
Atari 2600 (1983, Proto, Only one cart exists by the looks of it :)
Atari 5200 (1983, Proto)
Atari 2600 (1984)
Sony PlayStation (1996, "Arcade's Greatest Hits - The Atari Collection 1")
Nintendo Super Famicom (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sega Saturn (1997, "Arcade's Greatest Hits - The Atari Collection 1")
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Nintendo Game Boy Advance (2002, "Atari Anniversary Advance")
Sony PlayStation 2 (2004, "Atari Anthology")
Microsoft XBOX (2004, "Atari Anthology")
Nintendo DS (2005, "Retro Atari Classics")
* Computers :
Apple II (1983, "Tubeway")
Acorn Electron (1985)
Amstrad CPC (1986)
Atari ST (1989)
PC [MS Windows, 3.5''] (1993, "Microsoft Arcade")
PC [MS Windows, CD-Rom] (1999, "Atari Arcade hits 1")
PC [MS Windows, CD-Rom] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-Rom] (2003, "Atari - 80 Classic Games in One!")
Commodore C64 ("Genesis")
Sinclair ZX Spectrum
* Others :
Nokia N-Gage (2006, "Atari Masterpieces Volume 2")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
Tempest Playing Tips by Eric Clayberg (Tempest world record holder in 1982) - http://www.smalltalksystems.com/clayberg/arcade/tempest_tips.htm
$end
$info=temptube,
$Edit this entry at Arcade-History.com
$bio
Tempest Tubes (c) 1982.
- TECHNICAL -
Main CPU : M6502
Sound Chips : (2x) POKEY
Screen orientation : Vertical
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : dial
Buttons : 2
= > (1) Fire, (2) Super Zapper
- TRIVIA -
This is a hack of the original "Tempest".
A Tempest Tubes machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
This hack adds new shaped levels to the game (game is much harder), but the title screen remains unchanged.
- STAFF -
This hack was created by : Duncan Brown
- PORTS -
* Computers :
PC [MS Windows, CD-ROM] (1999, "Atari Arcade Hits 1")
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!")
$end
$info=dynwarj,
$Edit this entry at Arcade-History.com
$bio
Tenchi wo Kurau (c) 1989 Capcom.
In this beat'em up, Chinese heroes of the Three Kingdoms saga mount their horses and slash their way through hordes of enemy infantry in order to unite ancient China!+
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 04
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1989.
The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows'.
This game is known outside Japan as "Dynasty Wars".
The Tenchi wo Kurau series is based on the Chinese tale best known as Romance of the Three Kingdoms.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on 21/05/1989.
- SERIES -
1. Tenchi wo Kurau (1989)
2. Tenchi wo Kurau II - Sekiheki no Tatakai (1992)
- STAFF -
Producer : Kihaji Okamoto
Game Designers : Noritaka Funamizu (Poo), S. Sato, K. Kataoka
Programmers : Y. Mutsunobu, M. Kobayashi, Y. Tsunasaki
Obj Designers : Kurichan, Y. Tamago, M. Tanabe, M. Matsuura, Shinji Sakashita
Scr Designers : Fukumoyan, M. Konishi, M. Miyao, K. Koizumi
Sound music : Manami Goto
Illustration : S. Shintani
- PORTS -
* Consoles :
NEC PC-Engine (1991)
$end
$info=wofj,
$Edit this entry at Arcade-History.com
$bio
Tenchi wo Kurau II - Sekiheki no Tatakai (c) 1992 Capcom.
4 Chinese heroes attempt to unite China by defeating the hordes of enemies who stand in their way!
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1992.
The title of this game translates from Japanese as 'Heaven and Earth Recieving Blows II - Battle of Red Wall'.
This game is known in US as "Warriors of Fate" and in Asia as "Sangokushi II".
The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.
- UPDATES -
There are quite a few things that were changed or taken out between the original Japanese version (Tenchi wo Kurau II) and the World version ("Warrior of Fates"). They are listed as follows :
* After the bonus stage, a scene with the 3rd emperor making comments was cut.
* After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti.
* All names in-game were accompanied by their kanji.
* All names were changed and aren't even properly translated from the originals.
* Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut.
* In stage 1, a short message from the advisor was taken out.
* In stage 1, the boss gave a short dialogue.
* In stage 3, during the opening the boss has a short dialogue.
* In stage 4, the boss had a short dialogue.
* In stage 5, Akkila-Orkhan has a short dialogue.
* In stage 5, the boss had a short dialogue.
* In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut.
* In stage 6, there were additional lines between the player and Kuan-Ti.
* In stage 8, a short message from the advisor was taken out.
* In stage 8, the boss has a short dialogue.
* In stage 9, a short message from the advisor was taken out.
* In stage 9, there was a conversation between player and the boss.
* In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get.
* Some weapons were generalized in the World version.
* The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1.
* The text 'Tekishou (boss name) uchiitotarii' was accompanied with the voice at the end of every stage (The enemy commander (boss name) has been killed!).
- SERIES -
1. Tenchi wo Kurau (1989)
2. Tenchi wo Kurau II - Sekiheki no Tatakai (1992)
- STAFF -
Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz
Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume
Onnanoko designer : Akiman
Sound : T. Yomage, Toshi Bull, Oyabun, Inu
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)
$end
$info=tengai,
$Edit this entry at Arcade-History.com
$bio
Tengai (c) 04/1996 Psikyo.
Nice horizontal shoot'em up with five selectable characters who have their own storyline and ending.
- TECHNICAL -
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.30 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, SPECIAL)
- TRIVIA -
The title of this game translates from Japanese as 'Beyond The Heavens'.
This game is known in Japan as "Sengoku Blade - Sengoku Ace Episode II".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to three smileys, and 'THAT all IS all WRONG' appears.
- TIPS AND TRICKS -
* Extra Features : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...
* Play As Ayin : at the character selection screen, highlight the [?] and press Up(X3), Down(X3), Up(X7) and Ayin will appear.
- SERIES -
1. Samurai Aces (1993)
2. Tengai (1996)
3. Sengoku Cannon - Sengoku Ace Episode III (2005, Sony PSP)
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation 2 (2004, "Psikyo Shooting Collection Vol. 2")
$end
$info=tenkomor,tenkomoj,
$Edit this entry at Arcade-History.com
$bio
Tenkomori Shooting (c) 11/1998 Namco.
- TECHNICAL -
Namco System 12 hardware
Game ID : TKM
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 640 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- UPDATES -
TKM1/VER.A1 (Japan)
KM2/VER.A1 (World)
* Build date : 07:56:12, NOV 3. ....
$end
$info=pc_tenis,
$Edit this entry at Arcade-History.com
$bio
Tennis (c) 1983 Nintendo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : TE
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
* Consoles :
Nintendo Famicom (1984)
Nintendo Game Boy (1989)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2002, e-Reader Series)
Nintendo Wii (2006, "Virtual Console")
* Computers :
NEC PC-8801 (1985)
$end
$info=tenthdeg,
$Edit this entry at Arcade-History.com
$bio
Tenth Degree (c) 1998 Atari.
- TECHNICAL -
Atari Vegas hardware
Main CPU : R5000 (@ 200 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 6
- TRIVIA -
Tenth Degree (originally to be called "Juko Threat") was to be Atari's apparently failed attempt to join the great 3-D fighter genre. Unfortunately for Atari by 1998 Namco had released "Tekken 3" and "Soul Calibur" and Sega were onto "Virtua Fighter 3" and "Fighting Vipers 2", meaning that unless a 3D fighter really stood out it wasn't going to make an impact at all... It was dropped from production as it just didn't take any money during testing, it had nothing that hadn't been seen before, and the competition was just too advanced by the time it would reach full production.
A Tenth Degree machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SOURCES -
System 16; http://www.system16.com
$end
$info=terabrst,
$Edit this entry at Arcade-History.com
$bio
Teraburst (c) 1998 Konami.
- TECHNICAL -
Konami Hornet Hardware
Main CPU : PPC 4036A
Sound CPU : 68000 @ 16 MHz
Sound Chip : Custom DSP
- TRIVIA -
Also released as "Teraburst [Upright model]".
$end
$info=term2,term2la2,term2la1,
$Edit this entry at Arcade-History.com
$bio
Terminator 2 - Judgment Day (c) 1991 Midway.
Hasta La Vista, Baby!
- TECHNICAL -
Midway Y Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 400 x 256 pixels
Screen refresh : 53.20 Hz
Palette colors : 4096
Players : 2
Control : lightgun
Buttons : 2 (FIRE, SPECIAL)
- TRIVIA -
Released in November 1991.
Some enemies in Terminator 2 - Judgment Day (especially those from the Skynet Complex stage) were meant to be in the original Terminator 2 movie, unfortunately they were scrapped from the film because of budget issues.
Some of the musics from this game was recycled for it's pinball counterpart.
- UPDATES -
REVISION 1 :
* Software version : LA1
* Build date : 11/1/91
REVISION 2 :
* Software version : LA2
* Build date : 12/9/91
REVISION 3 :
* Software version : LA3
* Build date : 3/27/92
- TIPS AND TRICKS -
Bonus Trick on Stage 1 : On Stage 1, exoskeletons will sometimes pop up in the foreground. When this occurs, shoot the skull until a CPU appears. Shoot the CPU quickly and you can receive a bonus (points, shield, more energy, plasma cannon, etc)!
- STAFF -
Directors : George N. Petro (GNP), Jack E. Haeger (JEH)
* Game Design :
Programmers : George N. Petro (GNP), Warren Davis (WBD), William F. Dabelstein, Jr. Todd R. Allen
Graphics designers : Jack E. Haeger (JEH), Tim Coman (TJC), John Vogel (JCV)
Sound / Music : Chris Granner (CPG)
Producers : Neil Nicastro, Ken Fedesna
Based on the story by: James Cameron, William Wisher
Hardware : Mark Loffredo, Cary Mednick (CMM), Rich Karstens, Glenn Shipp, Pat Cox (P C), Raymond Gay (ROG)
Gun designers : Ray Czajka (RAY), Jerry Pinsler
Cabinet designer : Ray Czajka (RAY)
Cabinet graphic designers : Jack E. Haeger (JEH), Bruce Siegel, Kevin O'Connor
Production Support : Sheridan Oursler (SNO), Al Lasko
Marketing : Roger Sharpe, Rebecca Ellis
Sales : Joe Dillon, Lesley Ross, Bob Lentz, Rachel Davies
* CAST :
Terminator : Arnold Schwarzenegger (ALS), Peter Kent
T-1000 : Robert Patrick (REP)
John Connor : Eddie Furlong (EZF)
Sarah Connor : Debbie Evans
Future Soldier : Doug Watson, Tania Mulderink
Swat/Clean Room Guy : Ken Moreno
Hideout Human : Jack E. Haeger (JEH)
Hideout Gunner : Tim Coman (TJC)
Hideout Kid : Matt Cooney
Voice of Skynet : Stephanie Rogers
Hideout Dog : Sparky
- PORTS -
* Consoles :
Sega Mega Drive (1992)
Nintendo Game Boy (1992, "T2 - The Arcade Game")
Nintendo Super Famicom (1993)
Sega Game Gear (1993)
Sega Master System
* Computers :
Commodore Amiga (1993)
Sinclair ZX Spectrum
$end
$info=terracre,terracra,terracrb,
$Edit this entry at Arcade-History.com
$bio
Terra Cresta (c) 11/1985 Nichibutsu.
Vertical scrolling shoot-em-up over landscape of islands shooting spaceships, ground targets, Tyransaurous Rexes and three different mothercraft ships.
Shoot silos on ground numbered 2 to 5 to release another ship part which attaches to increase firepower. Parts are 2-Wider shot, 3-Rear Shot, 4-Front cannon and 5-Rear shield.
Using the Phoenix button splits ship parts into a formation for limited time given increased fire power. The number of parts determines the formation e.g. if you have picked up two parts then a triangle is formed with your ship at the back and the other two infront.
When collect all four parts you become a glowing indestructible Phoenix for a limited time.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz), (2x) DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Phoenix
- TRIVIA -
You can become a phoenix like in the title screen if you collect all the ship parts :).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.
- UPDATES -
New version uses a YM3526 (@ 4 Mhz) sound chip instead of a YM2203
- SERIES -
1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II (1992, NEC PC Engine)
- STAFF -
Staff : Shigeki Fujiwara, Isao Shiki, Hisaya Tsutsui, R. Yamada
Music composed by : Kenji Yoshida
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sony PlayStation 2 ("Oretachi Geasen Zoku Sono 10 - Terra Cresta")
* Computers :
Amstrad CPC (1986)
Sinclair ZX Spectrum (1986)
Commodore C64 (1987)
Sharp X68000 (19??, "Video Game Anthology Vol. 01 - Terra Cresta")
$end
$info=terraf,terrafu,terrafa,
$Edit this entry at Arcade-History.com
$bio
Terra Force (c) 1987 Nichibutsu.
A standard shooter. All levels are divided in 2 parts : overworld with vertical direction and underground with horizontal.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 2048
Players : 1
Control : 8-way joystick
Buttons : 2 => [A] Shoot, [B] Bomb
- TRIVIA -
Released in December 1987.
Terra Force uses the same innovative overworld/underground and perspective changing gameplay found in Nichibutsu's earlier game "Mag Max".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.
- TIPS AND TRICKS -
* Terra Force power-ups
B : bomb power-up
L : laser firepower
S : speed-up
P : force field
- SERIES -
1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II (1992, NEC PC Engine)
- STAFF -
Game designer : Shigeki Fujiwara
Game programmers : Kakefu, Shinya Okuda
Character designers : Takanori Tanaka, Yuki Yasuda
Title designer : Shinji Kubota
Sound composer : Noburu Yoshida
Sound programmer : Yoshinori Mitta
Hardware engineer : Isao Shiki
$end
$info=cterrani,
$Edit this entry at Arcade-History.com
$bio
Terranean (c) 02/1981 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 04
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=ctsttape,
$Edit this entry at Arcade-History.com
$bio
Test Tape (c) 1981 Data East.
- TRIVIA -
This Test Tape runs on the DECO Cassette System hardware.
$end
$info=mt_tetri,
$Edit this entry at Arcade-History.com
$bio
Tetris (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 22
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=tetris,tetris3,tetris2,tetris1,tetrisbl,tetrist,tetrista,tetrisse,
$Edit this entry at Arcade-History.com
$bio
Tetris (c) 12/1988 Sega.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0091 / 317-0092
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 1
- UPDATES -
FD1094 317-0091
* Runs on Sega System 16B hardware.
FD1094 317-0092
* Runs on Sega System 16B hardware.
FD1094 317-0093
* Runs on Sega System 16A hardware.
FD1094 317-0093a
* Runs on Sega System 16A hardware.
- SERIES -
1. Tetris (1988)
2. Sega Tetris (1999)
- PORTS -
* Consoles :
Sega Mega Drive (1989)
Sony PlayStation 2 (2006, "Sega Ages 2500 Series Vol.28 : Tetris Collection")
$end
$info=atetris,atetrisa,atetrisb,atetrsb2,atetcktl,atetckt2,
$Edit this entry at Arcade-History.com
$bio
Tetris (c) 1988 Atari Games.
Face The Soviet Challenge!
- TECHNICAL -
Game ID : 136066
Main CPU : M6502 (@ 1.789772 Mhz)
Sound Chips : (2x) POKEY (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 336 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Tetris is a CLASSIC; ranking with the likes of "Pac-Man", "Donkey Kong" and "Tempest"; and is still one of the most popular games today.
Inspired by a pentominoes game he had bought earlier, Alexey Pajitnov creates Tetris on an Electronica 60 in June 1985 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pajitnov gets a small degree of fame for his program. Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game. This gave rise to many sundry Tetris clones for all manner of machines.
Here is the name of all tetrominos in Tetris (A tetromino is a geometric shape composed of four squares, connected orthogonally) :
* The 'I' (Also called 'Stick' or 'Straight') - Four blocks in a straight line.
* The 'Square' (Also called 'O', 'Package' or 'Block') - Four blocks in a 2x2 square.
* The 'T' - A row of three blocks with one added below the center.
* The 'L' - A row of three blocks with one added below the left side.
* The 'J' (Also called 'Inverted L' or 'Gamma') - A row of three blocks with one added below the right side (This piece is a reflection of 'L' but cannot be rotated into 'L').
* The 'S' - Bent trimino with block placed on outside of clockwise side.
* The 'Z' (Also called 'Inverted S') - Bent trimino with block added on outside of anticlockwise side (This piece is a reflection of 'S' but cannot be rotated into 'S').
Apart from being a fine game, Tetris is also a perfect mirror of the human condition. For a while the game is entertaining, and we seem to have mastered it and are having fun. Then, something goes wrong. A rash mistake, or an unfulfilled wish, and we're fighting to repair the damage, but we've been thrown off-balance, and the cancer is spreading. Blocks that were once orderly and harmonious are jumbled and filled with holes, and our cup is on the verge of running over. There's always a point at which we stop planning for the future, and realize that we don't have one - all we can do is cling to the present and concentrate, focus our minds on what it's like to be alive, to play the game, before it's all over. You were waiting for a four-by-one block that never came. Eventually we stare death in the face, and death will not spare us because we would warn the others to stay away and not play the game. Sometimes we resist to the bitter end, moving blocks left and right without thought or care, just to hang on, and sometimes we accept the inevitable and pull the blocks down to us, smiling inwardly at the great joke. The rest is silence. We admire the fox as it escapes from the hounds, but when the hunt is over we turn away, and go off and drink and be merry, and somewhere else someone or something is watching us as we watch the fox. But the fox knows it is being chased.
Tetris falls in the same class of tantalizing problems as the famous Traveling Salesman Problem or the Halting Problem. It's the intellectual challenge of coming up with heuristics to crack the game that make it so addictive.
A bootleg version was released by 'Video Games' in 1989 (See 'Updates' for more information).
- UPDATES -
The bootleg version (made by 'Video Games') shares a different 'Staff screen' (See Staff section for the original), here is the bootleg one :
Project leader : James Bond
Video Graphics : Tom Catson
Engineer : Ted Tedious
Technician : Log Dreaming
Audio : Bill Cody
- SCORING -
Placing a piece : 0 to 500 points
Filling lines across :
Single : 50 points
Double : 150 points
Triple : 400 points
Quadruple 'tetris' : 900 points
Starting on round 4 : 20,000 points
Starting on round 7 : 40,000 points
The end of round bonus depends on how many incomplete lines the player has at the bottom of the well when the round ends :
0 lines : 2,100 points
2 lines : 1,710 points
3 lines : 1,530 points
4 lines : 1,360 points
5 lines : 1,200 points
6 lines : 1,050 points
7 lines : 910 points
8 lines : 780 points
9 lines : 660 points
10 lines : 550 points
11 lines : 450 points
12 lines : 360 points
13 lines : 280 points
14 lines : 210 points
15 lines : 150 points
16 lines : 100 points
17 lines : 60 points
18 lines : 30 points
19 lines : 10 points
- TIPS AND TRICKS -
While on attract mode, if you pull player 1 joystick to the left and player 2 joystick to the right simultaneously the demo steps into its next phase. If you repeat it a few times the music will start playing...
- STAFF -
Project leader : Kelly Turner
Programmed by : Norm Avellar, Kelly Turner, Ed Logg
Video graphics by : Kris Moser
Engineer : Doug Snyder
Technician : Glenn Mcnamara
Audio by : Brad Fuller
- PORTS -
* Consoles :
Nintendo NES ("Tengen Tetris"). This port was not licensed by Nintendo and was only released in North America.
$end
$info=tetrsark,
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Tetris (c) 199? D. R. Korea.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=tetriunk,
$Edit this entry at Arcade-History.com
$bio
Tetris (c) 1989 Unknown.
- TECHNICAL -
Main CPU : I8086 (@ 8 Mhz)
Palette colors : 256
$end
$info=tgmj,
$Edit this entry at Arcade-History.com
$bio
Tetris - The Grand Master (c) 07/1998 Arika / Capcom.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game was released in Japan only.
If you enter the initials '666', 'A ', 'AA ', 'AAA', 'AHO', 'ASS', 'AUM', 'DIE', 'ETA', 'FUC', 'FUK', 'HIV', 'IRA', 'KKK', 'OSI', 'PEE', 'PIS', 'PLO', or 'SEX', they will be changed to 'ARK', which stands for Arika, the company that made the game.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (TGM The Grand Master - PCCB-00372) on 19/05/1999.
Music from this game was remixed and included in Arika's music game 'Technic Beat' which saw a release in both arcades and on PS2.
- SCORING -
The higher your level, the more points you earn for clearing lines.
You also get more points if you press down to drop or lock a piece.
This game gives you a bonus for clearing lines in a 'Combo' with consecutive pieces.
If you manage to clear the screen entirely, 'BRAVOx4' will appear on the screen and you will get quadruple the points for those lines.
Here is a more technical description of the scoring formula :
Score = ((Level + Lines)/4 + Drop) x Lines x Combo x Bravo
Where (Level + Lines)/4 is rounded up and :
Level is the current level you are on.
Lines is the number of lines you just cleared.
Drop is the number of spaces you dropped the piece. The last space your piece falls does not contribute to this, however locking the piece once it has landed will add 1 to the Drop.
Bravo is equal to 4 if this piece has cleared the screen, and otherwise is 1.
Combo returns to 1 by default every time a piece does not clear lines. Otherwise, it is :
Combo = Combo - 1 + (2 x Lines - 1)
- TIPS AND TRICKS -
* Conditions for Achieving the Grandmaster Grade : The higher you score, the better your grade will be. However, you need more than a high score to be graded a Grandmaster. You must be at least grade 1 when you reach level 300 and grade S4 when you reach level 500. Finally, you must be grade S9 and reach level 999 in under 13 minutes and 30 seconds (the tricky bit). Good luck!
* Basic Tips for Improving Speed :
1) When a piece is touching your stack, tapping 'down', will lock it in place instantly, saving you a fraction of a second. These really add up, so keep pushing the game forward as fast as you can handle!
2) It takes the same amount of time to clear a single line as it does to clear a double, triple, or Tetris, so try to be efficient and avoid clearing too many singles.
3) Your level increases by 1 for every line you clear. It also increases by 1 for every piece that appears. However, when you are at levels 99, 199, 299, etc. your level will not increase from falling pieces. You MUST clear a line to proceed (and change the background). Every second you spend without clearing a line is wasted time, so keep an eye on your level and try to have a line ready for the right moment.
4) If you intentionally keep your stack near the top of the screen it will take less time for pieces to fall and you will save time. This is most important at the beginning when pieces fall slowly, and again at level 200 when they slow to a crawl once more. By level 500, pieces will literally fall instantly and it will no longer make a difference how high your stack is.
* Advanced Rotation Techniques :
1) If you press and hold a rotate button before a piece appears, that piece will be rotated instantly as it appears in the field. The attract mode can give you a visual demonstration.
2) When you are rotating a piece, if there are any blocks preventing a rotation then the game will then try to see if there is room for a rotated piece 1 square to the right, and failing that, 1 square to the left. It sounds subtle, but you can use this to get pieces into seemingly impossible locations. Study the visual demonstrations of this in the attract mode.
* Predicting Upcoming Pieces :
1) At the top of the screen, the next piece is displayed.
2) Every piece has its own sound effect. Whenever a piece enters the screen, the sound of the upcoming piece is played. With practice, this knowledge can save you the effort of looking up to find out the next piece.
3) The pieces you get are not purely random. The game keeps a history of the 4 most recent pieces, and every time the game "rolls" a new piece, it will reroll if this piece is found in the history. The game will keep trying to give you a piece not contained in your history, re-rolling as many as 4 times, before finally giving you whatever the last of these rolls happened to be. The implications of this are subtle: You are both unlikely to get flooded with many of the same piece, and unlikely to get starved of any particular piece. Overall the pieces come more regularly than other versions of Tetris, allowing the player to build bold structures (in expectation of upcoming pieces) that would be far too risky with purer randomization. It is also interesting to note that this version of Tetris, a game named after the Greek word for 'four' and using pieces constructed with 4 squares, also keeps a history of 4 pieces and will re-roll up to 4 times.
4) The game will never give you an 'S', 'Z', or 'O' shape as your first piece. Also, every game begins with its history filled with 4 green 'Z' pieces, making these pieces initially unlikely. The odds of getting a Z shape as your second piece, for example, are fewer than 1/1000. Plan your opening moves accordingly.
* Title Screen Codes : Enter these codes at the title screen for the desired effect...
Big Mode (Pieces are much larger in size.) : Left(x4), Down, C, B, A.
Mono Mode (Play the game in black and white.) : Right(x3), Up, C, B, A.
TLS Mode (Pieces will still have shadows beyond lvl100) : A, B, C(x2), B, A(x2), C, B.
Uki Mode (A Japanese child will laugh when you clear lines.) : A, B, A, B, A, B, A, B, A, B, A, B, A, B, A, B(x2).
20G Mode (Starts the game with the highest gravity of 20 spaces per frame.) : Down(x8), C, B, A.
Rev Mode (Pieces rise instead of falling as you play Tetris in reverse.) : Down, Up(x2), Down, C, B, A.
* No Item Mode : To play a classic versus game without any items, hold down both player Start buttons when it says 'Here Comes a New Challenger'.
* Another Hidden Game Mode : As you play, leave the bottom left square unfilled so that that line doesn't clear. Also, leave the square up one and right one unfilled so that the second line won't clear. Continue like this, leaving holes diagonally, until you reach the right wall. Then continue diagonally to the left wall. You should be making a pattern that looks like '>'. It's actually rather hard to make the pattern entirely, but try to make as much as you can. After you die the game will recognize this pattern and give you an additional "Secret Grade", according to how much of the pattern you were able to make. Can you achieve Grandmaster in this challenging exercise ?
- SERIES -
1) Tetris - The Grand Master (1998)
2) Tetris The Absolute - The Grand Master 2 (2000)
3) Tetris The Absolute - The Grand Master 2 Plus (2000)
4) Tetris The Grand Master 3 - Terror-Instinct (2005)
- STAFF -
Visual Design : Motokazu Sakai, Miroshi Chiba, Younosuke Naitou
Programmer : Gara, Nagatani
Programmer of the prototype : Akira K.
Music composed by : Shinji Hosoe (Megaten), Ayako Saso (AYA), Takayuki Aihara (J99)
Planner & Producer : Mihara
- SOURCES -
This game's program ROMs have been examined to provide some of the more detailed information above.
$end
$info=tetrisp,
$Edit this entry at Arcade-History.com
$bio
Tetris Plus (c) 1995 Jaleco / BPS.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Expert Level : Hold Start Button then input code : [Up, Right, Down, Left]x3 in Puzzle Mode Level Selection screen. If it's accepted, Expert Level item will appear.
- SERIES -
1. Tetris Plus (1995)
2. Tetris Plus 2 (1997)
- STAFF -
Game designer : Taro Sasahara
Programmers : Rerorero, -M-
Graphic designers : Suzuki Tatsuhiro, Pyonkey Matsuo, Shigesawa Hiroshi
Sound : NIS, Kazuo Sawa
- PORTS -
* Consoles :
Nintendo Game Boy (1996)
Sony PlayStation (1996)
Sega Saturn (1996)
$end
$info=tetrisp2,teplus2j,tp2m32,
$Edit this entry at Arcade-History.com
$bio
Tetris Plus 2 (c) 1997 Jaleco / The Tetris Company.
This game features some very nice gameplay. There's the addition of an ingame character who wanders on the blocks while you play. Secondly there's a storyline for the game. You get different bonuses on your journey as you keep going on. The game gets quite challenging after you've played some levels.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3 (ROTATE LEFT, ROTAGE RIGHT, BOMB)
Alternate version runs on the Jaleco Mega System 32 hardware.
- TIPS AND TRICKS -
* Expert Level : Hold Start Button then input code : [Up, Right, Down, Left]x3 in Puzzle Mode Level Selection screen. If it's accepted, Expert Level item will appear.
- SERIES -
1. Tetris Plus (1995)
2. Tetris Plus 2 (1997)
- STAFF -
Character voices -Joshuko- : Sachiko Sugawara
Directors : Taro Sasahara, YU1 Sekine
Programmers : Shuji Ohno, Koichi Satoh
Graphic designers : Takashi Hashizume, Pyonkey Matsuo, Satoshi Higashida, Koichi Narita, Tatsuhiro Suzuki, Hiroshi Shigesawa, Ken Kogawa
Sound : Kenichi Kamio
$end
$info=thoop2,
$Edit this entry at Arcade-History.com
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TH Strikes Back (c) 1994 Gaelco.
In this sequel to "Thunder Hoop", you control a powerful ESP Rambo-like character, throwing sonic rays from his hands and destroying mutated enemies.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- SERIES -
1. Thunder Hoop (1992)
2. TH Strikes Back (1994)
3. Thunder Hoop III
$end
$info=thayers,thayersa,
$Edit this entry at Arcade-History.com
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Thayer's Quest (c) 1984 RDI Video Systems.
This is a fantasy title, and has unbelievable graphics (hand drawn animations pulled from a laserdisc). You guide young Thayer on a quest through the three kingdoms. You are supposed to defeat Sorsabal The Twisted at the end of the game. This game is far different from most laserdisc games. It is not a 'tweak' game, it works more like a 'Choose Your Own Adventure Story'. It doesn't always tell you all your available options, but you do not have to memorize complex, precisely timed movements like you do in "Dragon's Lair". Once you know what to do in a given Thayer's Quest scene then you will be able to do it everytime. To make up for this ease of memorization the programmers decided to make the game automatically deduct a life every so often, to keep the player from being able to play forever on a single quarter (which was a big problem with "Dragon's Lair").
- TRIVIA -
This game was not finished! Thayer's Quest includes only 3 kingdoms ('Weigard', 'Illes' and 'Iscar') of the 5 Kingdoms ('Far Reaches' and 'Shadoan' are missing). The game was simultaneously produced for the RDI Halcyon home system in 1984. The Halcyon's Thayer's Quest laser disc is double sided and it contains a great deal of material not found on the coin-op version disc.
Thayer's Quest was released only as a conversion kit for "Dragon's Lair" and "Space Ace". The kit replaced a lot of the original hardware, and included new side graphics (which consisted of a huge RDI logo, they didn't mention the game on the side, because they planned to release a whole line of games on the Thayer's Quest hardware, but those other games were never made). This game does not have a joystick at all. Instead it uses a keyboard for control (This was the first arcade game ever to have a qwerty keyboard). In an effort to save several dollars per unit, RDI decided to use a membrane style keyboard instead of a more sturdy switch based one. That was a really bad decision, the keyboards on these games do not last, they are easily damaged, and are not of high enough quality to use in an industrial coin-op product. Thayer's Quest also used a laser disc player, it could use either the Pioneer PR-7820, or the Pioneer LD-V1000.
A Thayer's Quest machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
- TIPS AND TRICKS -
* Humor : When prompted to type in your name, do nothing. After intervals of one minute or so, the game speaks out saying things like 'Do not be shy, enter your name', 'Have you gone to the toilet?', 'Do not be a stranger now, enter your name', 'Look lively now' and a whole host of other funny comments.
- PORTS -
* Consoles :
RDI Halcyon System (1984)
Philips CD-I (1995, "Kingdom")
$end
$info=nss_adam,
$Edit this entry at Arcade-History.com
$bio
The Addams Family (c) 1992 Ocean.
Guide Gomez Addams round the family mansion in search of his lost family.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Level Passwords :
�KKN - Start.
V1913 - After Pugsly.
B&J15 - After Grandma.
BD#K4 - After Wednesday.
BL91B - After Fester.
* Misc. Passwords :
11111 - Start with 100 lives!
99966 - Start with 3 hearts.
BZXYC - Start with 5 hearts and Pugsley resqued.
BLKX8 - Start with 70 lives!
2211B - Start with the sword, golf balls, 5 hearts, all characters rescued and 100 lives!
$end
$info=alphaxz,
$Edit this entry at Arcade-History.com
$bio
The Alphax Z (c) 1986 ED.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : (3x) Z80 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), (2x) DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Wood Place for Japanese distribution.
This game is also known as "Mission 660".
$end
$info=mrflea,
$Edit this entry at Arcade-History.com
$bio
The Amazing Adventures of Mr. F. Lea (c) 02/1982 Pacific Novelty.
A four part game where you get Mr. F. Lea where he wants to go (on the back of some lush, tasty dog, of course). You run through lawns and across highways, on the tails of other dogs, and up a hill to get to your destination. Occasionally you even make a run for a dog's head.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 6 Mhz)
Sound Chips : (3x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 248 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
The intro of the 'William Tell Overture' plays in the selection screen.
The end of the 'William Tell Overture' plays in the Game Over screen.
The main part of the 'William Tell Overture' is played in the 'Dog's Back' scene.
The song that is played in the Lawnmower scene is 'Waiting for the Robert E. Lee'.
The song that is played in the Dog's Tail's scene is 'The Man on the Flying Trapeze'.
The song that is played in the Dog's Hollow scene is the 1950's pop hit 'Why Do Fools Fall in Love?'.
Each time you lose a life, 'Brahm's Lullaby' is played as Mr. F. Lea is parachuted to the bottom of the screen.
Tchaikovsky's '1812 Overture' is played when you successfully complete a scene. It also plays as you enter your initials after the game is over and you made the high score list.
Completing an entire level (all four scenes) will yield a cut scene, set to the song 'For He's a Jolly Good Fellow', before the game begins again.
Each of the four scenes is taken from another game. The Lawnmower scene is a copy of "Frogger", the Dog Hollow scene is a copy of "Donkey Kong"'s first screen, the Dog's Tail scene is a slight variation of "Jungle King"'s Vine scene, and the Dog's Back is a revision of the Boulder Jumping section of "Jungle King".
The Amazing Adventures of Mr. F. Lea is the only Pacific Novelty game that doesn't use a cassette player for background sound.
The release of this game was dedicated to Doris and Addy.
- SCORING -
* Lawnmower Screen :
Each jump forward : 50 points
* Dog's Tail's Screen :
Each jump : 100 points.
Time Bonus is given at end of round.
* Dog's Back Screen :
Jump over spots : 100 points.
Pop balloons : 100-1,000 points.
* Dog Hollow Screen :
Jump over obstacles : 100 points.
Pop balloons : 100-1,000 points.
Time Bonus is given at end of round.
- STAFF -
Game written by : Philip Lieberman, Craig Edwards
Music by : Francisco Pflaum
Graphics by : Dan Posnick, Craig Edwards
$end
$info=anteatgb,
$Edit this entry at Arcade-History.com
$bio
The Anteater (c) 1983 Free Enterprise Games.
A maze game where you play an anteater that elongates his sticky tongue through maze-like anthills eating ants, other bugs and insects.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 99
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Licensed to Tago Electronics.
This game is known outside UK as "Anteater" and in Germany as "Ameisenbaer".
- STAFF -
Designed and programmed by : Chris Oberth
$end
$info=astyanax,
$Edit this entry at Arcade-History.com
$bio
The Astyanax (c) 11/1989 Jaleco.
An evil wizard is causing terror in a faraway land. Only you, a brave legendary warrior has the strength and courage to face him and his powerful demons in order to restore peace. Features colourful graphics, a cool soundtrack and excellent 'hack & slash' action. Fans of fantasy action games will love it! :)
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "The Lord of King".
Mythology note : In Greek mythology, Astyanax (means 'King of the city') was the son of Hector and Andromache. He was killed during the Trojan War by Neoptolemus, who threw the infant from a wall and told his mother 'Since my father (Achilles) killed his father (Hector) he might try to avenge the death. He also could become King of Troy and we want no more kings of Troy!'.
- STAFF -
Produced and directed by : Tokuhiro Takemori
Game designers : Tokuhiro Takemori, Nenko
Graphic designers : Nenko, Ns Naochan, Kan-Chan, Tomoko Sugoh
Programmed by : Satoru K
Music composed by : Kiyoshi Yokoyama
- PORTS -
* Consoles :
Nintendo Famicom (1990)
$end
$info=battroad,
$Edit this entry at Arcade-History.com
$bio
The Battle-Road (c) 10/1984 Irem.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 544
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=berlwall,berlwalt,
$Edit this entry at Arcade-History.com
$bio
The Berlin Wall (c) 01/1991 Kaneko.
The player takes control of a boy who must use his hammer to break the blocks that form part of the colourful, platform-strewn levels that form each stage. These holes act as traps for the many patrolling monsters and once an enemy has fallen into a hole, the player must then use the hammer on the enemy to make it fall through the hole and down to the platform below - causing it to change into fruit, which can then be collected. This game is a reworking of the 1980 classic, "Space Panic".
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : (2x) AY8910 (@ 1 Mhz), OKI6295 (@ 12.121 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 34816
Players : 2
Control : 4-way joystick
Buttons : 3
=> [A] Dig, [B] Fill, [C] ?Mystery
- TIPS AND TRICKS -
* Items list :
Godzilla : Breaths fire to destroy the enemy.
ZZZ : Enemy sleeping period.
Hammer : A single strike digs and covers.
Sand clock : Time limit extended.
Steel ball : Digs blocks in one vertical line.
Warp : To the next stage.
Water : Flood due to rain, enemy washed away!!
Footprints : Increase one extra clone.
Bomb : Devastates the enemy.
X2 : Points double at that stage only.
- STAFF -
Programmed by : Y. Saka, Tiny Tomo
Graphic designed by : Atsuko Yasaki, Yuko Mabuchi, Ayako Funatsu, Keisuke Matsuoka
Music & Effect sound by : Tatsuya Watanabe, Swara Pro
Hardware designed by : Hayato Morinaga
Produced by : Hiroshi Kaneko
- PORTS -
Kaneko planned to release a Sega Mega Drive home conversion of this game, but it was never released.
* Consoles :
Sega Game Gear (1991)
$end
$info=bigprowr,
$Edit this entry at Arcade-History.com
$bio
The Big Pro Wrestling! (c) 1983 Technos.
An early tag-team wrestling game.
- TECHNICAL -
Game ID : TA-0007
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 975 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1983.
This game is also known as "Tag Team Wrestling".
This is the Technos Japan's first game.
Sunny would later appeared as a supporting character in "Double Dragon 3".
- SERIES -
1. The Big Pro Wrestling! (1983)
2. Exciting Hour - The Prowrestling Network (1985)
$end
$info=billiard,
$Edit this entry at Arcade-History.com
$bio
The Billiards (c) 1981.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Video Hustler".
$end
$info=bounty,
$Edit this entry at Arcade-History.com
$bio
The Bounty (c) 1982 Orca.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 49
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=edrandy,edrandyj,edrandy1,
$Edit this entry at Arcade-History.com
$bio
The Cliffhanger - Edward Randy (c) 1990 Data East.
A fast moving platform game in which the player controls the Indiana Jones-esque and unfortunately named 'Edward Randy'. The levels are an inventive mix of standard platform action and 3-D scrolling levels; the latter usually having the player driving a jeep and repelling the enemy attacks. The game is based on the archetypal Hollywood action blockbuster and features a filmic score to back up the on-screen action. The player's only weapon is a whip - another nod to the Indiana Jones character - which can be used to both attack enemies and as a 'rope', to enable the player to reach distant platforms.
- TECHNICAL -
Game ID : MAD
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Edward Randy, Super Burger Time - PCCB-00061) on 21/04/1991.
- STAFF -
Game planner : Lungfish
Software programmer : Hiroki
Hardware designer : Turk K.K
Graphic designers : Hitomi Fujiwara, Kinya Aoyama
Sound arrange & compose : Akira Takemoto (Raika)
Sound effects : Hiroaki Yoshida (MARO)
Thanks to : R. Minagawa, T. Inoue, T. Adachi
$end
$info=ctribe,ctribeb,ctribe1,
$Edit this entry at Arcade-History.com
$bio
The Combatribes (c) 06/1990 Technos.
Three player simultaneous melee battle in which larger-than-life fighters battle against rival gang members. As well as being able to pick up objects such as motorcycles etc. and throw them at the enemies, players also have a number of interesting fighting moves that can be unleashed upon their opponents. These include picking up unconscious enemies and hitting OTHER enemies with them, as well as banging two enemies' heads together and smashing recumbent enemies' heads into the ground to finish them off.
- TECHNICAL -
Game ID : TA-0028
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
One of the clown thugs in level 2 were inspired by the Joker character from the 1989 Batman film.
In Act 3, an advertisement for "Block Out" appears on the two sets of TV screens.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon 3, The Combatribes - PCCB-00065) on 21/06/1991.
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
- STAFF -
Software : Naritaka Nishimura, T. Saito, I. Kanakubo
Hardware : Kenji Nishikawa
Character designers : Koji Ogata, H. Shibata, T. Ando, T. Ohshumi
BG designers : S. Saito, Masamichi Katagiri, Takehisa Izumiyama, Hideaki Sakamoto
Musics : Kazunaka Yamane
Sound effects : K. Mori
Music software : M. Hirosawa
Directed by : A. Tanimoto, N. Tomiyama
- PORTS -
* Consoles :
Nintendo Super Famicom (1992)
$end
$info=couple,couplep,couplei,
$Edit this entry at Arcade-History.com
$bio
The Couples (c) 1988 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Player : 1
Control : 8-way Joystick
Buttons : 4
$end
$info=crmaze,crmazea,crmazeb,
$Edit this entry at Arcade-History.com
$bio
The Crystal Maze (c) 1994 Barcrest.
Skill-based gambling game in which you take part in a variety of minigames to collect crystals and earn time in the Crystal Dome.
- TECHNICAL -
Main CPU : M6809 (@ 1.72 Mhz), 68000 (@ 10 Mhz)
Sound Chips : AY8910 (@ 1 Mhz), SAA1099 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 504 x 296 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
- TRIVIA -
Based on the long running Channel 4 game show of the same name, as hosted by Richard O' Brien of Rocky Horror Show fame.
- TIPS AND TRICKS -
Although the game adjusts its difficulty to attempt to key payouts to a certain percentage of takings, the end game is always possible, as there is a minimum of 60 gold tokens in the Dome. Usually, if the game doesn't want to pay out, the minigames are easier, so you should be able to earn enough time to pick your way through the tokens and win.
- STAFF -
Staff : M. Eaton, W. Foster, S. Towsend
$end
$info=crysking,
$Edit this entry at Arcade-History.com
$bio
The Crystal of Kings (c) 2001 BrezzaSoft.
A nice beat'em up featuring transparencies, rowscroll effects and eight levels...
Stage 1 : The Pull Off Evil - Boss : Great Destructer
Stage 2 : Across The Currents - Boss : Serpent
Stage 3 : The Cave Of Darkness - Boss : Master Of Underground
Stage 4 : The Congress Of Cystals - Boss : Harpies
Stage 5 : Into The Darkness - Boss : 2 Minotaurs
Stage 6 : Estorea - Boss : Sinister Dragon
Stage 7 : Nero Filone - Boss : Black Knight
Stage 8 : Crystal Of The King - Boss : Night Spirit, Dark Spirit
- TECHNICAL -
Zealer Board Hardware
Main CPU : SE3208 (@ 43 Mhz)
Sound Chips : VRender0 (@ 43 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3 (ATTACKS, JUMP, MAGIC)
- TRIVIA -
This game runs on Zealer board (so-called 'Crystal System'). There are various games on this system, this one and "ES Evolution Soccer", "Office YeoInCheonHa", "Mahl Dalrijah", "EuhRahtChaCha Mooh Daeri", "Cutey Fatty", "Dong-geul Dong-geul Haerong-yi", "Bohmool-Seom", and so on.
The subtitles, 'Copper' / 'Silver' / 'Gold', are the level of difficulty : Easy / Medium / Hard.
- TIPS AND TRICKS -
* There is three mode of play (depending of the subtitle on the titlescreen) :
Copper title Mode = Normal
Silver title Mode = Hard
Gold title Mode = Very Hard
The ending is changed by Crystal Level at the end of final stage. 'Copper' is bad ending, 'Silver' normal ending and 'Gold' good ending.
- STAFF -
Director : Night Spirit Persons
Planner : venom, Dai, Yoshida
Programmer : Yurita Ro, T. Oishi
Designer : Yama-O, Dai, Yoshida
Title Logo Design : Naohisa's Factory
Composition & Sound Design : Whale Brand Music, Takao Nakagawa
Voice Actor : Hidetosi Sakamoto, Tanapy
Hardware : MagicEyes Co
Executive Director : Yosh Jinno
$end
$info=dealer,
$Edit this entry at Arcade-History.com
$bio
The Dealer (c) 19?? Epos.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz)
Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 1
Buttons : 8
$end
$info=thedeep,
$Edit this entry at Arcade-History.com
$bio
The Deep (c) 1987 Woodplace.
You control one or two boats floating along the high seas. The boats are armed with depth charges for dropping on the aquatic wildlife and submarines in the depth far below. Homing torpedoes, Polaris missiles, mines, Stingray style vessels and other boat-wrecking hazards make up the threats to avoid or destroy. Bonus capsules which float up to the surface boost the boat's speed, increase depth charge power, give the player temporary invincibility and other normal features but of a marine vein. The depth charges take their time to float to their target so plan ahead using the map, submarines at different heights in the water pose further problems. This game also has good BGs.
- TECHNICAL -
Board number : DE-0298-1
Main CPU : Z80 (LH0080B @ 6 Mhz)
Sound CPU : M65C02 (R65C02P2 @ 2 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Video Chips : L7B0073 DATA EAST MXC 06 8746, L7A0072 DATA EAST BAC 06 VAE8713
Screen orientation : Vertical
Video resolution : 248 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> SHOOT BACK, SHOOT FORWARD)
- TRIVIA -
This game is known outside Japan as "Run Deep".
- STAFF -
Produce : Hisayoshi Ichikawa
Script : Shoji Takagi
Program : Shunji Ito, Tomoaki Kasuya, Toshihisa Shiono
Graphic : Shoji Takagi, Tutomu Ozawa, Kazuhiro Iizuka, Kei Tamura
Music : Yoshio Watanabe, Kiyoshi Kusatu
- PORTS -
* Computers :
Sinclair ZX Spectrum (1988)
Atari ST (1988)
Commodore C64 (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
$end
$info=dbldyn,dbldynf,
$Edit this entry at Arcade-History.com
$bio
The Double Dynamites (c) 1989 Seibu Kaihatsu.
A mad scientist is creating an army of powerful mutant soldiers in order to conquer the world. Only Dynamite Duke, a battle-hardened elite soldier with an incredibly devastating bionic arm stands a chance to stop the attack before its too late. Features nice graphics & an interesting blend of shooter & beat-em up gameplay elements!
- TECHNICAL -
Main CPU : (2x) V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 3072
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Fabtek for US distribution.
The Double Dynamites is also known as "Dynamite Duke".
This game was released in memory of 'Hironori Watsuo'.
- UPDATES -
This is a two-player simultaneous version of Dynamite Duke.
- STAFF -
Directed by : Hitoshi Hamada
Executive producer : Kengo Kondo
Assistant director & Editor : Kohki Yamate
Chief programmer : Tetsuya Kawaguchi
Music composed by : Akira Satoh
Sound effects : Hitoshi Hamada
Art director : Masao Matsuzawa
Set decorator : Takahide Wada
Special 'Boss' effects created by : Showichi Yano.
Special 'Zombies' effects created by : Hirdaki Ohtake
Mechanical effects / Car stunt coordinator / Helicopter pilot : Toshinobu Komazawa
Designers : Fujio Matsuzawa, Hiroaki Ohtake, Hironori Matsuo, Kohki Yamate, Masao Matsuzawa, Showichi Yano, Takahide Wada, Toshinobu Komazawa, Akagi, Hayashi, Iwagishi, Togashi, Gunji, Ishikawa, Matsumoto, Yamazaki
The original story written by : Takahide Wada
Best Boy : Sue-San
Special animation coordinator : Suichi Mori
Special visual effects superviser : Takumi Takano
Technical consultant & Hardware designer : Yukinojoe Segawa
$end
$info=elecyoyo,elecyoy2,
$Edit this entry at Arcade-History.com
$bio
The Electric Yo-Yo (c) 1982 Taito.
Guide your yo-yo to clear each level by collecting dots and avoidving enemies.
- TECHNICAL -
Prom Stickers : YY
Main CPU : (2x) M6809 (@ 1.25 Mhz), M68705 (@ 1 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 4-way joystick
- TRIVIA -
Released in June 1982.
Jim Matson holds the official record for this game with 1,079,270 points.
An Electric Yo-Yo machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
The longer the yoyo's string is when it is latched to a Blox, the greater the score will be when the Blox is cleared.
- STAFF -
Designed and programmed by : Sandy Pfeiffer, Randy Pfeiffer
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
PC [MS Windows] (2005, "Taito Legends")
$end
$info=esb,
$Edit this entry at Arcade-History.com
$bio
The Empire Strikes Back (c) 03/1985 Atari Games.
THE EMPIRE STRIKES BACK is a one-player game with a color X-Y video display. You command LUKE SKYWALKER'S SNOWSPEEDER vehicle and HAN SOLO'S MILLENNIUM FALCON spacecraft with Atari's flight control. Your main goal is to reach the safety of the huge asteroid. To do this, you must reach the REBEL base on HOTH and escape to the skies.
You must survive four levels of play to reach the huge asteroid. The first level of play will engage you in a battle on the surface of HOTH. DARTH VADER has released thousands of PROBOTS in search of the REBEL hideout. Your goal, as LUKE SKYWALKER on a SNOWSPEEDER, is to stop the PROBOTS from sending pictures of the REBEL'S power generator to DARTH VADER.
The second level of play continues with LUKE SKYWALKER on his SNOWSPEEDER engaging in a spectacular battle against two types of IMPERIAL WALKERS. AT-ST WALKERS are small but very mobile. AT-AT WALKERS are huge and difficult to destroy with BLASTERS. A limited number of tow cables can be fired at AT-AT legs by using the thumb buttons. The WALKERS are advancing toward the REBELS' power generator, so the race is on to reach the REBEL base.
The third level of play engages HAN SOLO in his MILLENNIUM FALCON against a swarm of TIE FIGHTERS. This level features a new and exciting war in the stars. If you can survive the TIE FIGHTER attack, you will slip into the asteroid belt flurry of level four.
Level four features HAN SOLO in his MILLENNIUM FALCON amidst a turbulent asteroid field. Asteroids must be avoided to reach the safety of the huge asteroid. However, TIE FIGHTERS continue to attack. C-3P0 will alert you that you have reached the safe hiding spot of the huge asteroid. Upon reaching the Huge Asteroid, DARTH VADER will appear and express his feelings towards you for having eluded him. THE EMPIRE increases its forces as the player again tries to defend HOTH from DARTH VADER and THE EMPIRE.
In all levels of play you must avoid colliding with objects and enemy shots, or your number of deflector shields will decrease. Also, in all levels of play you can earn bonus points for exploding a certain number of targets. A JEDI letter will be awarded in addition to the bonus points. Once all the letters that spell out JEDI have been awarded, you will have attained true JEDI FORCE, which makes you invincible against all DARK SIDE forces for a limited amount of time.
- TECHNICAL -
Game ID : 136031
Main CPU : M6809 (@ 1.512 Mhz)
Sound CPU : M6809 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.5 Mhz), TMS5220 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 30.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 4
This title was sold only as a conversion kit for the original "Star Wars". Separate kits were available for both the upright and the cockpit versions. The game itself is displayed on an Amplifone colour vector open frame monitor. The cabinet itself is designed to have a Darth Vader-esque feel. Its colour scheme is very dark and is covered with lines resembling the surface of an Imperial Star Destroyer. The side-art features a picture that includes Darth Vader, the Death Star, several Tie fighters and an X-Wing. Most machines will have a sticker placed somewhere on the side labeling them as "The Empire Strikes Back". The marquee shows a painted scene of a battle on Hoth that includes several AT-AT walkers and advertises that the game is 'New'.
- TRIVIA -
'AT-AT' stands for 'All Terrain Armored Transport'.
Despite being based on the SECOND movie of the series, Empire game was actually the third game of the series, with "Return of the Jedi" being released a year earlier.
Attract mode :
IT IS A DARK TIME FOR THE REBELS. THE EMPIRE HAS LAUNCHED THOUSANDS OF PROBOTS IN SEARCH OF THE REBEL HIDEOUT. THE EMPIRE FEARS THE STRENGTH OF THE FORCE WITHIN ONE REBEL. ...LUKE SYWALKER...
FLIGHT INSTRUCTIONS
1. YOU BEGIN WITH ENOUGH 'FORCE' TO PROTECT YOU FOR 4 COLLISIONS.
2. 'FORCE' STRENGTH IS LOST WHEN YOU COLLIDE WITH ENEMY SHOTS, WALKERS AND ASTEROIDS.
3. AIM YOUR LASERS WITH CURSOR TO EXPLODE PROBOTS, TRANSMISSIONS, WALKERS, TIE FIGHTERS AND SHOTS.
4. AVOID COLLISION WITH ASTEROIDS BY FLYING AROUND THEM.
Default High Score Table (Rebel Force Roster) :
1. OBI 285,353
2. WAN 170,936
3. HAN 154,650
4. MLH 140,212
5. GJR 127,645
6. NLA 113,710
7. ROB 100,175
8. DAR 88,614
9. JED 75,800
10. DES 62,436
David Palmer holds the official record for this game with 1,345,049 points.
- SCORING -
Probot : 25 points (10 X scoring after earning JEDI letter)
Fireball : 3 points
Transmission : 5 points
AT-ST : 50 points (10 X scoring after earning JEDI letter)
AT-AT : 75 points (10 X scoring after earning JEDI letter)
Flying bonus : Progressive 5,000 points
Star shot : 7 points
TIE Fighter : 100 points (10 X scoring after earning JEDI letter)
Wave completed : 2,500 points
JEDI letter : 5,000 points
JEDI bonus : 20,000 points
Starting on wave 2 (medium) : 100,000 points bonus
Starting on wave 3 (hard) : 250,000 points bonus
- SERIES -
1. Star Wars [Cockpit model] (1983)
1. Star Wars [Upright model] (1983)
2. Return of The Jedi (1984)
3. The Empire Strikes Back (1985)
- STAFF -
Product manager : Mike Hally
Programmed by : Greg Rivera, Norm Avellar
Technician : Rob Rowe
Special thanks to : Brad Fuller, Jed Margolin, Dave Ralston, Doug Snyder, Earl Vickers
- PORTS -
* Computers :
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
Amstrad CPC (1988)
Atari ST (1988)
Commodore Amiga (1988)
$end
$info=theend,theends,
$Edit this entry at Arcade-History.com
$bio
The End (c) 1980 Konami.
In 'The End' you control a ship whose mission is to zap as many bug-ships as possible, before you run out of lives, or the bugs manage to spell out the word END with little chunks of brick. You can move left and right, and the bugs attack from the top of the screen, coming out of a large mothership. But the bugs have another mission besides just blindly attacking you. That other mission is to systematically steal the bricks from your three bases, and use them to spell out the word END up near the top of the screen.
- TECHNICAL -
The End was available in both upright and cocktail formats. The upright version came in the standard Stern cabinet, which was the same cabinet that most Stern games came in. The only real difference between different Stern cabinets was that "Berzerk" and "Frenzy" cabinets had an access door in front, and other Stern cabinets did not. The game was black with black t-molding. The sideart consisted of a really awesome looking painted rendition of some sort of blue blasting machine shooting at a pair of bugs. The marquee and monitor bezel are covered with a great scene showing evil looking bugs assaulting a wall, drawn in classic Marvel Comics style. Stern really had some great artists back then, the only manufacturer who was even close to them in this department was Atari. The control panel was aluminum, and had some game instructions and a basic design painted onto most of its surface area. The controls consisted entirely of pushbuttons, with the same layout as the panel on "Space Invaders".
Internally the game used a standard 19inch arcade monitor for display purposes. The game's code ran on the "Scramble" platform. Several other games run on this exact same mainboard, and can be swapped in with an EPROM swap.
There were two different cocktail versions of The End, a small one with a 13inch monitor, and a larger 'Deluxe' one with a 19inch monitor. They were similar in design to the Midway Cocktail ("Pac-Man"/"Galaga"/et cetera), but with control panels that sloped slightly upwards. You probably won't ever see one of these, they didn't even make a lot of them back then, and it is doubtful if more than 1 or 2 have survived to the present day intact.
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Released in November 1980.
Licensed to Stern for US manufacture and distribution (October 1981).
A bootleg of this game is known as "Omega".
- UPDATES -
* In the Konami version, the bases are above you and you can use them as cover, but they block out a lot of your potential shooting area.
* In the Stern version, the bases are below you, which gives you a free path to shoot everything in sight, but also means that you have nowhere to hide.
$end
$info=flstory,flstoryj,
$Edit this entry at Arcade-History.com
$bio
The Fairyland Story (c) 1985 Taito.
A precursor to 1986's "Bubble Bobble", the player controls a spell-casting elf who turns evil wizards, witches and other enemies into cakes and either pushes them from the platform ledges, or shoots then repeatedly to destroy them. If an enemy touches the player character, the elf becomes entrapped in a magic bubble and floats away. Each level takes place inside a variety of castles.
- TECHNICAL -
Board Number : M4300034B
Prom Stickers : A45
Main CPU : Z80 (@ 5.3665 Mhz), M68705 (@ 2 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 2-way joystick
Buttons : 2
- STAFF -
From highscore table : (KBT), (MAD), Onijust (ONJ), (KMJ), Ishida (ISD)
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 1")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
MSX (1987)
Sharp X68000 (1991)
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=daraku,
$Edit this entry at Arcade-History.com
$bio
The Fallen Angels (c) 1998 Psikyo.
A very solid 2-D fighting game with beautiful pre-rendered backgrounds. Eight selectable fighters and two end bosses.
- TECHNICAL -
Main CPU : SH-2 (@ 28.63635 Mhz)
Sound Chips : YMF278B (@ 28.63635 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 5120
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Daraku Tenshi" (translates from Japanese as 'Fallen Angel').
Using the Bitmap Dump option in the test menu you can come across several title screens. "Gut Reaction", "Rubbin Out" and "A Blow For Freedom". There are two screens for "Gut Reaction".
They also misspelt start as 'strat' in the test screen.
Hidden within the graphic ROMs are the sprites of four characters that were taken out of the game. It is believed that the game may have not been entirely completed, given that four characters were cut from the game, the character bio's contain varying errors, and some of the staff went over to SNK (Cool and Harry appear very similar to KOF 99's K' and Maxiama characters).
Pony Canyon released a limited-edition soundtrack album for this game (Daraku Tenshi: The Fallen Angels - PCCB-00305) on 01/04/1998.
- TIPS AND TRICKS -
* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu (Obj Test, Obj Dump etc).
- STAFF -
Producer : Kouzou Fujimoto
Directer : Mitsuo Kodama
Planer : Deathler
Front designers : Exo Skeleton, Kotaro Ogata, Hiroyuki Otani, Metal God, 108, Yoshiko Sowa, Tokimeki Goro, Kenzo Sumiko
Back designers : Hajime Ito, Noriko Tomishima
Programmers : Takahiro Inoue, Shinaghiku :555, Naruto, Kazufumi Yoshida
Sound : Masaki Izutani, Kumi Tanioka
$end
$info=funkyfig,
$Edit this entry at Arcade-History.com
$bio
The First Funky Fighter (c) 1993 Taito.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 8 Mhz)
Sound Chips : YM2413 (@ 3.579545 Mhz), AY8910 (@ 2 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
$end
$info=gametngk,
$Edit this entry at Arcade-History.com
$bio
The Game Paradise! - Master of Shooting! (c) 1995 Jaleco.
- TECHNICAL -
Jaleco Mega System 32 hardware
Main CPU : V70 (@ 20 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YMF271 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Game Tengoku - The Game Paradise".
The five characters appear in : "Exerion", "Plus Alpha", "Butasan", "Formation Z" and "Momoko 120%" respectively. You can also see old Jaleco games on the arcade screens in the first level like "Exerion", etc.
- SERIES -
1. The Game Paradise! - Master of Shooting! (1995)
2. The Game Paradise! 2 (1998, Sony PlayStation)
- STAFF -
Program leaders : Akiyama->417, Nozomu->Love
Programmers : Z-Donguri, Benriya Kenchan
Graphic leaders : Mr. Kamikaze & Mr. Hasegawa, ....Ya....., .....Ei....
Graphic designers : Watanabe Teruhiko, Takarod, RF4K
Music : Sawa Kazuo
Sound Manipuler : Nis
Voices : Kanai Mika, Shiina Hekiru, Nishihara Kumiko, Chiba Shigeru, Seki Tomokazu
Cast management : Ishihara Ryuuta
Recording : Hoshino Toshiaki, Yano Satoshi
Publicity : Morita Kachisato
Illustration : Souma Tatsuya
Second direction : Kazaana Takanori
Production and direction : Arai Masahiro
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=theglad,
$Edit this entry at Arcade-History.com
$bio
The Gladiator (c) 2003 IGS.
The cursed Sacred Sword appeared once again, took lives of hundreds people. Two prominent families were killed, just because they possessed it. Behind these entire massacres more mysteries were secretly hidden, the rumors said perhaps even the government seemed to take part of it. Chu Xing Han, San Kuan Ging and Wu Ping decided to revenge. Chu is good friend and partner Greg Tien Ray also wanted to help them. Mysterious woman Huang Her decided to kill her own father for committing all these crimes. Wu-Lin Sword master's disciple Siong Chien Chien had an eye on the power of the sword and determined to seize the object.
The conflict in Wu-Lin seemed to trigger at any moment, unconsciously all sword masters were falling into a sophisticated conspiracy designed by Yuen Dynasty Government and...
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000, Z80
Sound Chips : ICS2115
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is known as "Shen Jian" in China and "The Road of The Sword" in Japan.
$end
$info=theglob,theglob2,theglob3,theglobp,
$Edit this entry at Arcade-History.com
$bio
The Glob (c) 1983 Epos.
Guide the insatiable Toby through corridors, up and down the elevators and through the side tunnels in his never-ending search for snacks. An assortment of crafty animals relentlessly pursue Toby and fight him for control of the elevators. Stop them or avoid them and munch a dozen different snacks to clear the 24 unique levels.
- TECHNICAL -
Main CPU : Z80 (@ 2.75 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz)
Screen orientation : Vertical
Video resolution : 236 x 272 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2
Another version of this game runs on the "Pac-Man" hardware.
- TRIVIA -
This game is also known as "Super Glob" and "Beastie Feastie".
$end
$info=pc_goons,
$Edit this entry at Arcade-History.com
$bio
The Goonies (c) 1986 Konami.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : GN
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Known items features :
Earplugs - No damage against gang's note attack.
Waterproof Wear - No damage against steam, drop of water and waterfall.
Helmet - No damage against a falling rock.
Fireproof Wear - No damage against fire.
Rucksack - Enable to have 2 bombs at the same time.
Armor - No damage against gang's gun, skeleton's bone attack and bat.
Hyper Shoes - Enable long jump at the particular place.
- SERIES -
1. The Goonies (1986, Nintendo NES)
2. Vs. The Goonies (1986)
3. The Goonies II (1987, Nintendo NES)
$end
$info=ragtime,
$Edit this entry at Arcade-History.com
$bio
The Great Ragtime Show (c) 1992 Data East.
- TECHNICAL -
Main CPU : 68000 (@ 14 Mhz), HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is also known as "Boogie Wings".
- TIPS AND TRICKS -
* Secret Character 'Santa Claus' : In Merry Merry Christmas stage, pick up boss's head parts with skyhook then throw it after destroying the boss. Santa Claus will appear on the screen.
- STAFF -
Special Prorammer : Cholesterol Haga, Power Baller Hirao, Ace Iida
Ultra Hardware : Kazuhiro Takayama, Talking Mitsui 900RR, Guts Tohua
Super Special Graphic Designer : God Hand Kaihou, Magic Finger Koizumi, Beauty Arakawa, Dancing Inagaki, Hillkincho Minagawa, Monster Nozu, Spanish Onishi, Smoking Tada, Slow Hand Kurata, Uzzy, Shintoku
Dynamite Sound : MR*K, TOM, Seilah
Administrator : Naomi Susa
Strong Game Designer : Kazuyuki Kurata
$end
$info=grtwall,
$Edit this entry at Arcade-History.com
$bio
The Great Wall (c) 1994 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
$end
$info=thegrid,
$Edit this entry at Arcade-History.com
$bio
The Grid (c) 2001 Midway.
- TECHNICAL -
Midway Zeus 2 hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
- PORTS -
Rumors to be released on Sega Dreamcast, Sony Playstation 2, even a less stronger system- Nintendo 64. The idea was canceled as the designers were concentrated on "Mortal Kombat V".
$end
$info=guiness,
$Edit this entry at Arcade-History.com
$bio
The Guiness (c) 1984 Sun Electronics.
- TECHNICAL -
Game ID : TVG15
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 2 Mhz), SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Strength & Skill".
$end
$info=thehand,
$Edit this entry at Arcade-History.com
$bio
The Hand (c) 1981 T.I.C.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Got-Ya".
- SCORING -
Dots : 10 points
Dollars : 50 points
Win Rock-Paper-Scissors game : 200-500 points
Make it to next rack : 100 points
$end
$info=histryma,
$Edit this entry at Arcade-History.com
$bio
The History of Martial Arts (c) 199?.
A reconstructed sprite-ripped bootleg of "Fighter's History" with nine selectable characters.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : uPD7810 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
Screen orientation : Horizontal
Video resolution : 296 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 6
- UPDATES -
Same GFX than the original, but reprogrammed from 0 and with FM music.
$end
$info=hotd,
$Edit this entry at Arcade-History.com
$bio
The House of the Dead (c) 1996 Sega.
Make your way through a haunted mansion filled with crazed zombies, chainsaw-wielding 'undeads' and other nasty creatures! Your mission is to investigate the status of the mysteriously missing personnel at a genetic engineering center, and the first team of operatives sent to rescue them. You must destroy the Undead's evil creator, Dr. Curien, while saving the scientists and your girl. During the game, you discover that good doctor is the one resurrecting the Undead, and you must stop him and his evil undead minions.
The game is divided into 4 chapters; Armored Giant, Man-Bat, Giant Spider, and 'Magician'. The game allows you to aim and destroy specific body parts. (i.e. you can blow off the arms of a chainsaw-wielding undead enemy), although blowing off their heads is the fastest way of killing them. Awesome and one of the best selling modern video games!
- TECHNICAL -
Sega Model 2C hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Because of its graphic content, House of the Dead (or HOTD for shorts) and its sequels became centers for video game controversy, particularly in 2000, when the city of Indianapolis, Indiana used the game as an example in an attempt to pass an ordinance requiring minors get parental consent before being able to play violent video games in arcades. The ordinance was eventually struck down at the appellate Federal court level on the grounds that it violated First Amendment rights.
The movie version of "The House of the Dead" had next to nothing to do with its game counterpart (as all game-to-movie conversions go), but it did have an interesting twist : one of the survivors of the zombie rampage was named Curien (the villain of HOTD), and AMS agents Rogan and G appear at the film's end.
- UPDATES -
The US version has the 'Winners Don't Use Drugs' screen.
- TIPS AND TRICKS -
* Player 1 Plays As Sophie : Right after inserting your credit, press Right, Left, Right(x2), Left(x2), Start. Right and Left refer to the triggers.
* Player 2 Plays As Sophie : Right after inserting your credit, press Left, Right, Left(x2), Right(x2), Start. Right and Left refer to the triggers.
* Both Players Are Sophie : Right after inserting your credit, press Left, Right(x2), Left(x2), Right, then hit Start before the game enters demo mode. Right and Left refer to the triggers.
* Player 1 Plays As Super G : Right after inserting your credit, press Left(x2), Right, Left(x2), Start. Right and Left refer to the triggers.
* Player 2 Plays As Super G : Right after inserting your credit, press Right(x2), Left, Right(2), Start. Right and Left refer to the triggers.
* Both Players Are Super G : Right after inserting your credit, press Left, Right, Left, Right, Left, Right, then hit Start before the game enters demo mode. Right and Left refer to the triggers.
* Special Endings : If you save all the innocent bystanders in the game from being killed, you'll enter a secret power-up room just after the limestone cave in the final stage.
1) If you finish the game with 62,000 or higher you'll see the GOOD ending.
2) If you finish the game under 62,000 and the last digit of you r score is zero you'll see the BAD ending.
3) If you finish the game under 62,000 and the last digit is not a zero you will see the NORMAL ending.
- SERIES -
1. The House of the Dead (1996)
2. The House of the Dead 2 (1998)
3. The House of the Dead III (2003)
4. The House of the Dead 4 (2005)
- STAFF -
Producer : Rikiya Nakagawa
Assistant producer : Hiroshiaso
Programmers : Koji Ooto, Kazutomo Sanbongi, Kazutaka Horie, Tomoyuki Naito, Gen Miyazaki
Designers : Hiroyuki Taguchi, Yasutada Kawata, Nobutaka Tozawa, Takahiro Kudou, Akiko Shirota, Satoshi Ito, Norio Ishii, Yasushi Sekido
Music composer & Sound effects : Tetsuya Kawauchi
Publicity : Yasushi Nakajima, Akira Yamanaka, Jun Kasahara
AM4 Staff : Minoru Matsuba, Yasuhiro Komori, Noriaki Ueda, Motohiko Higashiguchi, Eiji Inoue, Ken Adachi, Kenji Watanabe
Director & Planner : Takashi Oda
- PORTS -
* Consoles :
Sega Saturn (1998)
* Computers :
PC [MS Windows] (1996)
$end
$info=thehustl,thehustj,
$Edit this entry at Arcade-History.com
$bio
The Hustler (c) 1987 Konami.
A vertical pool game where you can play either nine-ball or rotation.
- TECHNICAL -
Game ID : GX765
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM3812 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Exact release date : October 1987
This game is known outside Japan as "Rack 'em Up".
$end
$info=tinv2650,
$Edit this entry at Arcade-History.com
$bio
The Invaders (c) 1978 Zaccaria.
- TECHNICAL -
Main CPU : S2650 (@ 950 Khz)
Screen orientation : Vertical
Video resolution : 768 x 720 pixels
Screen refresh : 55.00 Hz
Palette colors : 2
Players : 1
Buttons : 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
An alternate version of this "Space Invaders" clone made by Sidam is known as "Super Invader Attack".
$end
$info=skingame,skingam2,
$Edit this entry at Arcade-History.com
$bio
The Irem Skins Game (c) 10/1992 Irem.
- TECHNICAL -
Irem M-92F system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside US as "Major Title 2 - Tournament Leader".
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
- SERIES -
1. Major Title (1990)
2. The Irem Skins Game (1992)
- PORTS -
* Consoles :
Nintendo Super Famicom (1992, "Irem Skins Game")
$end
$info=nss_skin,
$Edit this entry at Arcade-History.com
$bio
The Irem Skins Game (c) 1992 Irem.
- TECHNICAL -
Nintendo Super System hardware
Main CPU : G65C816 (@ 3.58 Mhz)
Sound CPU : SPC700 (@ 1.024 Mhz)
Sound Chips : Custom (@ 1.024 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 4
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Licensed to Nintendo.
$end
$info=irrmaze,
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The Irritating Maze (c) 08/1997 SNK / Saurus.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0236
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Based on a popular Japanese game show, called 'Dengeki Iraira Bou' literaly 'Electric Irritating Stick'.
This game is known in Japan as "Uchan Nanchan no Hono'o no Challenger - Ultra Denryu Iraira Bou", translates from Japanese as 'Uchan Nanchan's Flame of the Challenger - Ultra Irritating Electric Stick'. Uchan Nanchan is a Japanese comedy team consisting of Uchimura Teruyoshi and Nanbara Kiyotaka.
This game is the first that required a trackball on the Neo-Geo MVS.
This game was not released on the Neo-Geo AES home console.
An Irritating Maze machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Producer : N. Tanaka
Directer : Yasushi Okahara
Designers : Miwako Kojima, C. Yoda, Y. Hara, N. Nakagawa, S. Ishiguro
Programmers : Y. Sakamoto, M. Yuuki, A. 00I
Sound : Masahiko Hataya, H. Takei, H. Togashi, K. Matsueda
$end
$info=jleague,
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$bio
The J.League 1994 (c) 1994 Sega.
- TECHNICAL -
Sega System 32 hardware
Main CPU : V60 (@ 16.10795 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : (2x) YM3438 (@ 8.053975 Mhz), RF5C68 (@ 12.5 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known outside Japan as "Super Visual Football - European Sega Cup" and in US as "Super Visual Soccer - Sega Cup".
$end
$info=killbld,killbldt,
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$bio
The Killing Blade (c) 1998 IGS.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- STAFF -
Executive Producer : Ray
Chief Consultant : Alf
System Programmer : L.C.N
Program Engineers : Why, Vee, S.M.S
Hardware Engineer : Franklin Wu
Animation Conductor : N.D
Animation : Lai Yao Kun, M.A.Y, Zhang Zhi Kai, J.C.H, L.G.U, Deby Fu, Minchen W, Melody, Eagle Young, L.S.J, Akira Yuki, Chou Hsien-Chin, Kelly, Xu Gui Xiu, Chen Su Ping, P.P.C, Y.J.S
Music & Sound Effects : Eddie Yao
Announcers : Wu Li, Guan Zi Hong, Kang Bao, Lei Wei Yuan, Zhang Wen Jun, Zhang Kai Kai
Designers : Liu Guo Jun, Mao Lide, Gao Zhong Ren, Yin, Andy, Chin
Producers : Ko-Chu Lee, Paul Chiang, A.C. Chen, Tzung-Hui Cheng
$end
$info=kod,kodu,kodj,kodb,
$Edit this entry at Arcade-History.com
$bio
The King of Dragons (c) 1991 Capcom.
Mythical warriors take up arms against the evil dragon, Gildiss and his hordes of protective monsters. Features a level-up system and the ability to switch characters at various points in the game.
- TECHNICAL -
Capcom Play System (CPS) hardware
Game ID : CP-S No. 15
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1991.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992.
- UPDATES -
Here is a list of features found only in the Japanese (08/1991) and US version (09/1991) :
* A weaver effect of character sprites at the beginning of characters selection screen.
* A different sound effect is used when a character gains a level-up, enters a stage or rises again.
* More difficult (more enemies).
* Enemies appearance is very different from the original 'World version' of the game (07/1991).
* Cleric is less powerful than in the 'World version'. It starts with 40 Health Point instead of 48.
* The first extra live is at 200k points instead of 100k.
* Time runs faster when the 'GO cursor' is flashing.
* Count down of time starts from 30 seconds when a life is lost. This happens every time a character is killed by enemies while remaining time is less than 30 seconds.
* Fruit restores only 12 Health Point (banana 10 Health Point, big red apple 24) instead of 16 in 'World version'.
* A dead Boss restores only 12 Health Point instead of 16 in 'World version'.
* Magic attacks and magic crystals destroy directly enemies flying objects (so you get more experience points). These are wolves archers arrows, skeletons lances and knights archers arrows.
* Mimic Chests release a pool of acid after breaking them.
* New enemies like green lizard spearmen and dark red lizard swordsmen.
* Player doesn't gain the extra strawberry after the killing of the Orc King (the Boss of the first stage).
* The gait of the Wyvern (the Boss of the third and of the fourteenth stage) is different; it has also only triple fireball/iceball attacks.
* Back attacks of the Hydra (the Boss of the fourth stage) are more powerful.
* Additional green apple no more available on the five stage.
* Frontal punch attack of the Cyclops (the Boss of the sixth and fifteenth stage) is faster than in the 'World version'.
* New different background music in the last duel with evil red dragon Gildiss.
* A new Gildiss attack : an animated breath of flame after he changes the direction he's facing during the battle.
* Added a new credit sequence (read the staff) with Gildiss and beauty fairy.
ADDITIONAL NOTES : The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Strange Item :
Ice Star : sometimes in 2P mode at second stage, an ice star appears after breaking the wood cask. It seems it only restores energy like a fruit.
Gold Gauntlet : sometimes at fourth stage, a gold gauntlet appears after breaking the second-last chest. It seems useless.
Cutpurse's Sack : it's a small sack with a light blue question mark that is dropped by Cutpurses after they get hit during the game. A hidden trick or simply a Capcom's joke?
* Gaining extra points :
1) Eat a fruit or a elixir at full energy: this gives 5000 experience points.
2) Hit flying objects like wolves archers arrows, skeletons lances and knights archers arrows.
3) Hit Cutpurse : they take away items like gold's sacks, rubys, pearls, gems, diamonds and fruits.
4) Kill all the green lizard spearmen during the battle with the Wyvern at fourteenth stage (they can release a lot of diamonds or precious).
5) Hit Gildiss fireballs : some of these turns into green apples that at full full energy gives 5000 experience points each-one.
6) Don't use magic attacks or magic crystals at bosses : these kinds of attacks are incredibly more powerful than normal attacks so a boss needs many less hits to kill him.
* BOSSES and POWER-UP WEAPON STRATEGY : middle or end level bosses give experience points for each hit taken while normal monsters give experience points ONLY when they die (it has no matter how strong is the attack, they give ALWAYS the same experience points).
- With Elf, Fighter, Cleric and Dwarf : DON'T power-up your weapon during the game and ALWAYS use the LEVEL-1 WEAPON. So a boss needs many more hits to kill him (remember? more hits > more experience points). To gain extra point it has no matter if character power-up or not bow (for Elf) or shield (for Fighter, Cleric and Dwarf).
- With Wizard : DON'T power-up your weapon during the game and use the LEVEL-1 WEAPON until the wizard can take the LEVEL-5 WEAPON (a wood staff with metal headpiece and red gem/orange flame). This weapon isn't much powerful but a singular attack to a boss increases three times the experience points for each hit.
* INFINITE WOLVES ARCHERS TRICK : at the beginning of the sixth stage on the beach, don't go forward but wait. After few seconds a blue wolf archer appears and after you kill him, another appears then another one in sequence (then two wolves at a time, then three at a time and then four at a time) to infinity. One single wolf is equal to 1300 experience points, so player can accumulate points and win a life every 450k points. If player wants to squeeze millions of point it has to kill wolves fastly and win a life before the time marks 0 then after he rises again with a new life, he starts again to kill wolves and repeats the same method.
- In the 'World version' : time doesn't run faster when the 'GO cursor' is flashing, so player can kill wolves without go forward (but he isn't forced to do it).
- In the 'Japan/US version' : time run faster when the 'GO cursor' is flashing, so player is forced to go forward step by step, kill a pair of wolves and before the next 'GO cursor' is flashing once, go forward step by step again (this method is very hard).
ADDITIONAL NOTES : Each character has a maximum of 24 level-up during all the game. This means a full bar of energy with 96 Health Point.
- STAFF -
Musics : Yoko Shimomura
Other staff : Chin, Tomoshi, Tolaya, Gyo, Shimopi, HK, Yama, Mikiman, Miyao, Iwai, SSS, Mizuho, Hayashi, Manbou, Guych, Dany, Blbon, Ogachy, Hirabe, Wakio
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
Sony PSP (2006, "Capcom Classics Collection Reloaded")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=kof94,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters '94 (c) 08/1994 SNK.
Twenty-four selectable characters in fixed teams of three clash to defeat Rugal Bernstein.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0055
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
The King of Fighters (or KOF for short) revolutionized the fighter genre with the introduction of 3 member team fighting called the 'team battle system', and by combining elements of two of SNK's existing fighting game in "Fatal Fury - King of Fighters" and "Art of Fighting", as well as bringing back characters from games predating the MVS in "Ikari Warriors" and "Psycho Soldier". A new game in the series is produced every year.
At the demo previous to the first Rugal encounter, Rugal shows your team the statues he has gathered by turning his opponents into them. One of the statues is of a guy that looks a lot like Capcom's Guile making a Sonic Boom. Capcom later confirmed that it was indeed Guile's statue in "Capcom Vs. SNK - Millenium Fight 2000". When Guile fights Rugal that statue is shown and later destroyed by Guile.
Kyo Kusanagi : Since Kyo was created as a snazzy character capable of holding his own against the main characters of "Fatal Fury - King of Fighters" and "Art of Fighting", coming up with the right design was quite a lengthy undertaking. Kyo's personality remained a mystery until the final stages of development. Originally, he was to be called 'Sho Kirishima', but during the latter stages of development, his designers decided on the name of Kyo Kusanagi, and Sho got a rapid name change. The setting for the Orochi Saga, in which we learn that Kyo's ancestors defeated the Orochi of the Yamata, began with this game.
Benimaru Nikaido : This character was loosely based on a comic book character (Jean-Pierre Polnaref from "Jojo's Bizarre Adventure"), and even after the name of Benimaru was decided on, game developers gave the poor guy an identity crisis by continuing to call him by the comic book character's name. The voice for this character, too, had a peculiar bent to it, and when Benimaru's designer heard his creation's victory line of 'Thank you' recited for the first time, rumor has it that he couldn't work for days after : the reading had nothing to do with the character's original image. His speech patterns have led some to question Benimaru's preferences as far as certain lifestyles are concerned.
Goro Daimon : This character comes from the designers' desire to create a judo athlete who uses dynamic body tosses. His initial designs incurred the criticism of some fellow designers who were of the opinion that it was just plain loopy for Daimon to fight wearing Japanese geta (wooden clogs), but Goro's creators were adamant and he kept his footwear. The suggestions for his laconic victory lines and the sound of an explosion when Goro is victorious also stuck.
Terry Bogard : When the concept for KOF was first formulated, Terry was tacked on to the roster as an afterthought, but his popularity skyrocketed! He became the character who got the designers' utmost attention, and they fretted over various aspects of his character. In the first KOF, Terry became the powerhouse, getting a super punch cancel move added to his arsenal and becoming the fearsome character he is today.
Andy Bogard : Compared to Andy's original form ("Fatal Fury - King of Fighters"), Andy changed little in his move to KOF, but what he got in return was the addition of his Ultra Disruptor move to his arsenal of moves. When first added, it boasted overwhelming power : it was easy to use, never missed, trumped other moves, and annihilated all opponents.
Joe Higashi : Joe is a character who underwent a major image makeover from his transition from "Fatal Fury - King of Fighters". The victory pose of KOF '94 initially lacked the toothy smile we're familiar with now. It was quite a thorn in the side that we felt inappropriate for Joe's legion of fans. So, in rethinking the original design, we added the pearly whites that makes Joe to loveable character he is today.
Ryo Sakazaki : Ryo (as can be said of all characters from "Art of Fighting") has so many Special Moves that it seems almost unfair to the other characters, and in the designing stage, the Art of Fighting team tended to be the strongest. The designers focused on adjusting this imbalance without taking out any moves, but in the end Ryo and his team remain the toughest competitors.
Robert Garcia : Overall, KOF's characters are fit and trim, but compared to their original concepts, Robert is the slimmest of them all. Matched up against Kensou, he chide his adversary in Japanese with an Osaka accent, allowing players to enjoy the amusing word play that Osaka comedians are known for.
Takuma Sakazaki : Since the Takuma of "Art of Fighting 2" closely resembled Daimon, he received a karate tunic in his ensemble to set him apart and that's why he looks the way he does today. He originally had a combo attack after the 'Super Shrike Gale' move that appeared to be a glitch. Hence, during game development, this move was taken out, but the game designers thought that he just wasn't Takuma without this move and it was put back in. The designers slightly regret their decision because Takuma's become quite a mean little bugger as a result.
Yuri Sakazaki : Yuri is a disciple of Kyokugen Karate but her appearances in the KOF series are frequently as a member of the women fighters' team. Originally in KOF '94 there was no such team and production began on King Billy Big Bear as the English team. But "Art of Fighting 2" was completed at that time and the designers pressed to put Yuri into KOF, replacing her with Big Bear, who was presenting various problems, for various reasons (hah, hah) concerning capacity. Enter Yuri, goodbye Billy! (A tragedy, we know) And so the originally planned team started life anew as the mighty women fighters' team.
Heidern : Heidern was devised as a cold-blooded killing machine when he first saw digital life, but as the KOF story unfolded, Heidern's designer identified with the character and provided him with a tragic past. When his super special moves were completed, the moves were so wild that game designers worried that he would have to be depicted as a sorcerer or an alien in order to explain his dazzling moves.
Ralf Jones : In the first stages of Ralf's development, he appeared shirtless to truly express the feeling of ikari or rage, but during the designing phase, someone felt his look was a bit dated and Ralf got the apparel he's now known and loved for. He originally had special moves that allowed him to use grenades, setting him apart from other team members, and a distinctive design, but his use of grenades in a fighting competition was deemed a bit unfair, so he lost that particular talent.
Clark Steel : At the beginning of development, the only differences in designs for Ralf and Clark was one had a hat and the other had a bandanna, but Clark later got a pair of sunglasses to become the character he is today. Clark basically looks a lot like Ralf, but since the designer in charge of adjusting this character worked on his hit accuracy, action speed and attack strength, their combat style is where the true differences between the two can be found.
Athena Asamiya : Given that Athena is always the most highly anticipated character of the series, the pressure to keep her on the roster at any cost is pretty overwhelming. And because SNK staff focuses so much on her, SNK have been accused of favoritism. Japanese fans asked SNK to dress her in a sailor blouse and skirt, but we scrubbed that idea because SNK felt it wouldn't translate overseas and be a bit too risque. But SNK made up for that omission with her wild entrance actions (Hubba! Hubba!).
Sie Kensou : Compared with Athena, Kensou's design has been a bit slapdash. In the previous title, Athena stole the show and since we felt Kensou was a bit too overshadowed by her, SNK gave him a radically new look to appeal to our female fans. We're often asked about Kensou's use of Japanese with an Osaka accent in the game, but he's always done that since his Psycho Soldier days. In other words, he's been doing it far longer than Robert has.
Chin Gentsai : When SNK first decided to try our hands at a fighting game, SNK felt we just had to have a geezer who used the Drunken Fist form of martial arts. Getting the OK, SNK introduced this character as Athena's teacher. As we aimed to create a genuine Drunken Fist master, SNK thought it would be hard to get the right touch, but since designer was good at drawing old guys, the finished product far exceeded original expectations. Unfortunately for the designer, he was unable to shake this habit and all of his subsequent characters tended to look like spry old men.
Mai Shiranui : Regarding Mai's familiar pause action... One day, the designer for Mai asked if it was all right to increase Mai's pause actions, and because the powers that be thought there was enough remaining memory for the game (actually there wasn't) they said, 'Go for it'. When the completed pose was presented, it knocked people flat. Due to this pose's potency, however, Mai's eye-popping motions were stilled in the KOF '94 international home version.
King : As far as King's super special moves go, there were various reasons why the 'Surprise Rose' was initially scheduled to be scrapped. Just when the development staff was worrying about coming up with a move that was something different, though, King's designer whipped this move up, it was well received, and it became her super special move, with no alterations needed.
Heavy D! : Since there has been a number of boxers in fighting games, Heavy D! was designed with the intent to create a different type of pugilist. When he first appeared on the drawing board, D! was not intended to be that big a character, but as he evolved and stood among the other characters it became apparent that he was one huge dude. ...Due to certain production circumstances, however, D! kept his imposing stature and came to be the character he is today.
Lucky Glauber : Known as the basketball fighter, Lucky's original image was based on the character appearing in the Bruce Lee movie, 'Game of Death'. Though originally created with that image in mind, his first design was deemed too plain and he then received his current look. His ability to use karate, though, is a remnant of his original conception.
Brian Battler : Brian came into being well before the KOF project came down the pike, and he's one of the oldest characters. He originally wore a helmet and chest pad, but he shed that equipment to arrive at his current design.
Kim Kaphwan : At first, the duo of Chang and Choi were set to team with another vicious criminal to form the Fugitive Team, but due to certain circumstances the third criminal was replaced with Kim and the familiar team came into being. The addition of Kim was considered somewhat forced, however, so Kim received the mission of rehabilitating the two.
Chang Koehan : Chang was originally far more violent than he is today, but once he teamed up with Kim, he became mellowed a bit. Chang's super special move, the Wild Ball, was originally designed as a test move, but it got such a good response that it was put into the game without alteration. This move is a pastiche of Kim's Phoenix Kick.
Choi Bounce : Choi is KOF's mighty novelty character. His original design looked way too much like a certain someone, so he was hastily given a new look a month before the final character designs had to be completed, giving Choi's designers one major headache. The first time Choi displayed his attacking and retreating moves and rolled around the screen, he revealed not only his fighting abilities but his talent for physical comedy.
An interesting thing about Chang and Choi : Chang was the tallest and heaviest KOF character, while Choi was the lightest and shortest. The duo is very popular in Japan, but hated by American fans. Because of their size differences, they have made a (quite) comedic couple, making the Korean team (or the Kim team) the comedy-relief team of KOF.
Rugal Bernstein : The concept for this character at the time was to make the mightiest (most violent) and most evil boss character ever. As everyone knows, Rugal is the King of Bosses who boasts the most appearances in the KOF series as a boss character, but even considering the whole genre known as 'competitive fighting games', his story and moves have changed ever so gradually while appearing in so many titles, he's one of the few bosses to have been loved (heh, heh) over such a long period.
Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '94 - PCCB-00162) on 21/10/1994.
- TIPS AND TRICKS -
* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.
* Critical Hit Oddity : A critical hit is an attack done at the opponent while he/she is attacking. In this game there is a bug that enables either the CPU or the player to take out insane amounts of damage if this is done right. An easy-to-do example is to counter Kim's Hisho-Kyaku with Heidern's Moon Cutter (you must hit Kim's legs with Heidern's hand), if done right you'll take 80-90% off Kim's life-bar in one hit! Try it with other characters and be amazed (This does not work in any other game in the KOF series, though!). :)
* Beat the game without continuing to see all the characters grouped together on the The End screen.
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Executive producer : Eikichi Kawasaki
Producer : Takashi Nishiyama
Chief director : M. Kuwasashi
Sub director : Haruo Tomita, Yosisi Hashimoto
System director : Toyochan
System editor : Khozoh Nagashima (as K. -Mac- Nagashima)
Graphic director : Mitsuo Kodama
Front designers : Yoshiko Kubo, Tatsuya Shinkai, Koji Hamada, Tatsuru Murakemi, Peach Hagihara, Mai-Yamasaki, Nobunaga Mikan, Morioka Shinichi, Akihiko Nasu, Miki Asakura, Jetta, Yuichirow Hiraki, Yoshiko Ogata, Masa Sato, Kazuhiro Toba, Yujirou Hayami, Miho Uematsu, Akiko Yukawa
Back designers : Kenta-Ro, Tsugumi Maeda, Hirolin hajime, Sahori Etoh, Eri Kohjitani, Kaori Kusunoki
Programmers : Shinchan (as 'Shinchan-Gts'), S. Fujinuki
Sound : Papaya, Brother Hige, Pearl Sibakiti, Ackey
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Athena Asamiya : Reiko Fukui
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Goro Daimon : Masaki Usui
Heavy D! : Toshikazu Nishimura
Lucky Glauber : Key Inage
Brian Battler : Eiji Yano
Kim Kaphwan : Satoshi Hashimoto
Choi Bounce : Monster Maetsuka
Chang Koehan : Hiroyuki Arita
Heidern : Toshimitsu Arai
Ralf Jones : Monster Maetsuka
Clark Steel : Yoshinori Shima
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Yuri Sakazaki : Kaori Horie
Ryo Sakazaki : Masaki Usui
Robert Garcia : Key Inage
Takuma Sakazaki : Eiji Tsuda
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
Sony PlayStation 2 (2004, "The King of Fighters '94 Re-Bout")
Microsoft XBOX (2005, "The King of Fighters '94 Re-Bout")
- SOURCES -
The King of Fighters 10th Anniversary, http://www.kof10th.com
$end
$info=kof95,kof95a,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters '95 (c) 07/1995 SNK.
Eight teams comprised of three characters each square off again to take out Rugal Bernstein.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0084
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
The background for the Japan Team is, in fact, a real place.
Yuri's Chou Upper is very similar to Sakura's own Shou'ou Ken.
Iori Yagami : Since the KOF '95 project began with the concept of introducing Iori as Kyo's rival, he became known as a character who was a member of a rival school of martial arts that had a connection to the Ancient Arts of the Kusanagi. He was also given the ability to use a different color of flames other than Kyo's (red flames), along with various other characteristics. When you think of Iori Yagami, his intense personality most likely comes to mind. His moves are unique, and his singular choice of hairstyle, wardrobe, and manner of speaking was certainly a personality that broke the mold for characters in fighting games at that time. During the initial location tests to determine the popularity of the game, Iori was the character who stood out most. His hair and his lines to provoke his opponents ('You think I'm scary, do you?') excited his fans to no end. What set him apart are his memorable lines: 'You cry! You scream! Then you die!', 'Think of me when you gaze at the moon', and a whole catalog of others too numerous to list here.
Billy Kane : Along with Eiji, Billy appears as Iori's 'teammate' (ha, ha) in KOF'95. With the three rivals to the heroes coincidentally appearing on a single team, the name of the 'Rival Team' was decided upon as an afterthought. But since we couldn't wait for the rest of the world to get used to that concept and given the insanity of Iori, the team had to disband after their single appearance in KOF'95. As memory serves, the designers for this team were so motivated to create this team that their finished product was quite impressive. As a matter of fact, the voice actors worked like busy beavers to give the characters their lines. These characters were portrayed by Mr. Namase in '95, Mr. Yamanishi in '97, '98 and '02 and Seijiro in '03.
Omega Rugal : After apparently dying in KOF '94, Rugal's resurrection in KOF '95 turned him, convincingly enough, into a cyborg (prosthetic arms) armed (pardon the pun) with the power of the Orochi. In the subsequent titles of KOF '98 and KOF 2002, Rugal was brought back not once but twice to conclude story-lines. Why? "He's the only character who truly represents the ultimate KOF boss". Among these, Omega Rugal from KOF '98 was the most powerful and had the flashiest moves, so he's one of our personal favorite boss characters of the series.
Saisyu Kusanagi : His first appearance was, of course, in KOF '94, but his presence in KOF '95 was never planned (because he was supposed to have died in '94). During the final stages of KOF '95, he suddenly was inserted as a mid-level boss. That's who Saisyu Kusanagi is. Given that spur of the moment appearance, it's quite unexpected that he's still a very popular character? no offense to him, mind you. During location tests for the game, not one of his fans read the Chinese characters for his name as 'Saisyu', and he came to be known as 'Shibafune'.
Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '95 - PCCB-00187) on 19/08/1995.
- TIPS AND TRICKS -
* Play as Rugal and Saisyu Kusanagi : At the team edit screen, the 15 second counter, press and hold Start. While holding start, push Up+B, Right+C, Left+A and Down+D. The two bosses should then appear on either side of the counter and the counter should reset back to 15.
* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.
* Beat the game on Hard or MVS mode without continuing to see a collage of all the teams after the credits.
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Executive producer : Eikichi Kawasaki
Producer : Takashi Nishiyama
Chief director : M. Kuwasashi
Sub director : Toyochan, Haruo Tomita, Namaan-Hiroto
System director : Toyochan
System editor : Khozoh Nagashima (as 'K. -Mac- Nagashima')
Front designers : Tatsuya Shinkai, Tatsuru Murakemi (as 'Ru!Murakemi'), C.A.C. Yamasaki, Goro Hamada, Akihiko Nasu, Yuichirow Hiraki, Ha Gi Ha Ra, H. Otani, Miki Asakura, Yoshiko Ogata, Jacky Sato, Kazuhiro Toba (as 'Toba'), Hayamiponbashi, Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Kalkin Mizuno, K. Isomura, Hiroto Kittaka, Kohrin, Meguronomikan, Red Hawk
Back designers : Jetta, Hayashi K-34, Tsugumi, Sahori Etoh (as 'Sahori-E24'), Eri Kohjitani, Kaori Kusunoki (as 'Kusunoki-084'), Souzi Takamori
Programmers : Shinchan (as 'Shinchan-R32'), S. Fujinuki, Cyber Kondo
Sound-music : Papaya, Tate Norio, Brother Hige, Pearl Sibakiti, Ackey
Sound effects : Yamapy-1, Macky, Mitsuo, Sha-V, Kyo-Chan
* Voice Actors :
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Goro Daimon : Masaki Usui
Yuri Sakazaki : Kaori Horie
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Iori Yagami : Kunihiko Yasui
Billy Kane : Katsuhisa Namase
Eiji Kisaragi : Yoshinori Shima
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Ryo Sakazaki : Masaki Usui
Robert Garcia : Key Inage
Takuma Sakazaki : Eiji Tsuda
Athena Asamiya : Moe Nagasaki
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Kim Kaphwan : Satoshi Hashimoto
Choi Bounce : Monster Maetsuka
Chang Koehan : Hiroyuki Arita
Heidern : Toshimitsu Arai
Ralf Jones : Monster Maetsuka
Clark Steel : Yoshinori Shima
Saisyu Kusanagi : Keiichirou Sakaki
Omega Rugal : Toshimitsu Arai
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
Sony PlayStation (1996)
Sega Saturn (1996)
Nintendo Game Boy (1997)
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.3 : The King of Fighters Orochi Hen")
- SOURCES -
KOF10th, http://www.kof10th.com
$end
$info=kof96,kof96h,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters '96 (c) 07/1996 SNK.
The third chapter in this groundbreaking series brings 27 classic SNK characters together against Goenitz, the final boss.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0214
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
This is the first game to include special phrases and poses when two characters in particular fight. In this game, it happens only with Kyo Vs. Iori, Terry Vs. Geese and Ralf Jones vs Clark Steel.
Ryo Sakazaki's fighting stance changed from the regular 'dukes up' to try and distance him from being thought of as a Ryu ripoff. His basic moves, however, remained unchanged.
Yuri's Yuri Chou Mawashi Geri is a knock-off of Ryu's Tatsumaki Senpuu Kyaku.
If you look at the game code for this game, you would have seen more moves that were originally planned for this game, but never made the cut (for some characters, these moves debuted in later games).
Among those moves that were cut were Kyo's Saishuu Kessen Ougi 'Mu Shiki', Daimon's Arashi no Yama, Robert's Muei Senpuu Juudan Kyaku, Ralf's Umanori Vulcan Punch, Clark's Running Three, Geese's Deadly Rave and Choi's Hou'ou Kyaku.
Geese's music (Geese ni Katakori) is a remixed version of his Fatal Fury 1 theme music (Geese ni Kiss).
A remixed version of Big Shot! (originally Terry's theme music in "Fatal Fury 3 - Road to the Final Victory") was used as the Fatal Fury Team's music.
About Leona : Along with the extensive overhaul to the team lineup of KOF '96, Leona entered the series as a replacement for Heidern, leader of the Ikari Team. Introducing the plot element of Heidern's adopted daughter had been dreamed up by the game designers before the production of KOF '96, and the details surrounding her origins gradually came to include a crucial role as a descendant of the Orochi tribe. Designed with the ardent love of her designers, Leona's special moves are markedly unique compared to the other characters, and reveal the particular tastes of her designers.
About Mature : She used to be Rugal's secretary. For the chief game planner at the time, it seems that both she and Vice were given the image of the 'ruthless woman' and the 'cruel woman' respectively, but when they became actual characters things got a little hectic, and someone came up with, 'Rugal had a secretary, didn't he. Make it two and run with that'. So these two characters came into being (Talk about slacking off). Consequently, they received additional characteristics : they were actually spies sent to observe Rugal and the descendants of the Orochi 8ketsu Clan.
About Vice : If Mature was the 'ruthless woman', Vice was to be the 'cruel woman'. The official illustrations for Vice and Mature remain extremely popular, and we're glad we could supply our fans with these images that cannot be reduced to pixels. The period of development for KOF '96 dragged on right up to the time of its scheduled release. At the location test for this title, Mature and Vice were still not included in the game. It's not that they were hidden, but there wasn't enough time to insert them into this initial version (we can talk about this calmly now, but at the time...forget about it!).
About Goenitz : In spite of the fact of Goenitz's sole official appearance in '96, he continues to have a considerable following of fans to this day, making him one of KOF's most popular characters. With strength that surpasses Rugal, the boss character of '94 and '95, the episode of the young Goenitz taking out the eye of Rugal was added to the game's story. Rugal, in turn, relieved Heidern of one of his eyes, which makes us think that SNK sure seems to have a lot of one-eyed characters, witness Gilbert, Jubei Yagyu, and Ramon. If you look carefully at the Goenitz the designer drew at the time (with a little help), you'll notice the shiver-inducing moment in which Goenitz appears to have six fingers.
About Geese Howard : The dream event for SNK's most recognizable characters! ...and what dream event would be complete without the appearance of Geese? Naturally, he's the character who people hope appears in the game each year, and there were plans to have him appear in KOF '95 long before. Various considerations at the time, however, led developers to abandon this plan. Then, with the time being ripe, Geese reappeared in KOF '96. Even throughout the game, this boss team received special treatment : things like leitmotif music were prepared for each member and at the time of this title's release, enthusiasm for this game reached a feverish pitch. Numerous special moves were prepared for Geese, but in view of the memory capacity and time required for adjustments, a good number of Super Special Moves had to be left out. A waste, really...
About Wolfgang Krauser : In KOF '96 the Boss Team was formed! And with that, Krauser entered the tournament, teaming up with his half brother Geese... but at the time, in terms of memory limitations and the KOF system of that time, it was a tough environment to faithfully depict the Krauser of Fatal Fury. Developers still cringe remembering the numerous criticisms, big and small, regarding the Fatal Fury Team's treatment. KOF '96 saw the debut of Krauser as a player character, but in the ending sequence he did make a cameo in KOF '94.
About Mr. BIG : For a variety of reasons, the Krauser of KOF got a bad rap, but BIG received favorable reviews from the fans. BIG is an austere villain brimming over with adult appeal-that's the character of Mr. BIG. The behavior of the women who hang with him also is based on a certain video the designers of the time often watched. The woman mutters, "He's bad", but just what does that actually mean? The truth remains a deep mystery. During the development stage, a positive slide for his Super Special Moves included one labeled "Spinning Stick Thrust, Kind of Like an Anti-Air Assault". We'd like to think that the move wasn't scrapped because of the vagueness of its name, but it's too bad the general public never got to see it. It rocks!
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '96 - PCCB-00223) on 21/08/1996.
- TIPS AND TRICKS -
* Alternate costume colors : press D when selecting a fighter on the character selection screen.
* Select victory pose : press a Punch or Kick button immediately after winning a match.
* Finish the game using one of these combinations to see the special endings :
1) Chizuru, Kyo, Iori
2) Goenitz, and more two characters except Chizuru
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Producer : Takashi Nishiyama
Chief director : Kuwayan
System director : Toyochan
Sub director : Toyochan, Haruo Tomita, Namaan-Hiroto, T. Hosokawa
System editor : Khozoh Nagashima (as 'K. -Mac- Nagashima')
Front designers : Tatsuru Murakemi (as Tatsuru-Man), C.A.C. Yamasaki, Goro Hamada, Akihiko Nasu, Yuichirow Hiraki, Hagihara Shagiko, Naisyo...., Miki Asakura, Joe-Terry Sato, Kazuhiro Toba (as 'Toba'), ....., Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Kalkin Mizuno (as Kal Mizuno), Mitsuru Kawasaki, Kohrin, Nishida Mika, T. I-NO-U-E, 44OKA, Aska Tahara
Back designers : Sahori Etoh (as 'Etosan'), Manoru, Bibidebabidebu, Tsugumi A., Eri Kohjitani, Kaori Kusunoki (as '214 Kusu'), Souzi Takamori, M. Yokoyama, Muneki Raishi
Programmers : Shinchan (as 'Shinchan-R32'), S. Fujinuki, Cyber Kondo
Sound : SHA-V, Konny, Papaya, Toshio Shimizm (as 'Shimizm'), Yamapy-1, Tate Norio, Brother Hige, Ackey, Miwa
* Voice Actors :
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Goro Daimon : Masaki Usui
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Kasumi Todoh : Masae Yumi
Iori Yagami : Kunihiko Yasui
Vice : Masae Yumi
Mature : Hiroko Tsuji
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Ryo Sakazaki : Masaki Usui
Robert Garcia : Mantaro Koichi
Yuri Sakazaki : Kaori Horie
Athena Asamiya : Tamao Satou
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Leona : Masae Yumi
Ralf Jones : Monster Maetsuka
Clark Steel : Yoshinori Shima
Kim Kaphwan : Satoshi Hashimoto
Choi Bounce : Monster Maetsuka
Chang Koehan : Hiroyuki Arita
Geese Howard : Kong Kuwata
Mr. Big : Masaru Naka
Wolfgang Krauser : B. J. Love
Chizuru Kagura : Akiko Saitou
Goenitz : Yoshinori Shima
- PORTS -
* Consoles :
SNK Neo-Geo CD (1996)
Sega Saturn (1996)
Nintendo Game Boy (1997, "The King of Fighters - Heat of Battle")
Sony PlayStation (1997)
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.3 : The King of Fighters Orochi Hen")
- SOURCES -
KOF10th, http://www.kof10th.com
$end
$info=kof97,kof97a,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters '97 (c) 07/1997 SNK.
Nine teams of three and two solo entries pump the number of selectable characters up to 29 in a battle to defeat the evil Orochi and those infected with his blood.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0232
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Hien Rekkou' is a knock off of Ken's Shoryuu Reppa.
Roddy and Cathy from "Top Hunter - Roddy & Cathy" appear in the Kowloon background at the extreme left.
Other characters appearing in the Kowloon stage are : Roddy Birts and Lenny Creston from "Art of Fighting 3 - The Path of the Warrior".
The American Sports team from "The King of Fighters '94".
Lee Pai Long, Tung Fu Rue and Jubei Yamada from "Art of Fighting" and "Fatal Fury Special" and King's Waitresses with Rugal's panther.
The Terry's theme music was originally from "Real Bout Fatal Fury Special".
The Ryuji Yamazaki and Mary's Blues theme music was originally from "Real Bout Fatal Fury Special".
The Athena Asamiya thene music come from "Psycho Soldier".
The name of the three characters instrumental in the defeat of Orochi have some relation to the original legend :
1) Kyo Kusanagi : The Kusanagi is the name of the sword that was used to kill the Great Serpent.
2) Iori Yagami : One of his moves, the Ya Sakazuki, means 'eight wine cups', which were needed to get the Great Serpent drunk.
3) Chizuru Kagura : She was the last surviving member of the Yata clan and the mirror used to seal Orochi away was a homage to the mirror in the legend (in the legend, it was a mirror created by the Great Serpent's tears).
In this iteration of KOF and the following games where he is a playable character, Choi Bounge gains a special throw (using the D button) where he pokes his claws up the opponents rear, this is actually supposed to be a Japanese prank, but the pranksters do not use claws.
About Ryuji Yamazaki : To bring the story that had grown too large and out of control back on track, the members of the Orochi 8ketsu Clan were teamed up in '97. By doing this, the dev. team thought, the story would reach its conclusion for the time being... but among the three new faces including Leona's father Gaidell, the dev. team lacked one more member for the 8ketsu. What should we do?... And along came Ryuji Yamazaki to bail us out of our predicament. A snake charmer that even looked like a snake, he became a popular villain. He once humbled himself, joined up with the Fatal Fury team, and blended into the world of KOF more than we had predicted. The game planner at that time really knocked himself out to provide new moves for Yamazaki. Idea after idea got a short trip to the circular file (Attract opponent after Snake Charmer move; Seven Serpent Dagger Throw, etc.), and those failures led to successful moves like the Sand Sweeper.
About Blue Mary : Receiving the strong support of fans in a magazine's popularity poll, Blue Mary made her name known to the public, appearing in KOF from '97. Losing to Blue Mary in the popularity contest, as a matter of fact, was Duck King. This popularity contest truly decided the fate of these two. From '97 to '03, Mary became a regular to the series for the staff. Duck, on the other hand, hit the skids, and he was relegated to cameos at the side of screens, in backgrounds, or as a Striker character. Doesn't this fleeting episode make you think about the impermanence of everything? Since the designer in charge of Mary preferred her outfit in "Fatal Fury 3 - Road to the Final Victory", she's kept that look until now. It seems to have worked.
About Yashiro Nanakase : Yashiro's team was created to offset the remaining top three characters. With the combination of their use of three elements-Kyo and Chris representing fire, Benimaru and Shermie signifying lightning, and Daimon and Yashiro standing in for the earth-the concept for Yashiro and his cohorts as rivals to the series' heroes was further emphasized. It also explains the battle of hairstyles (and bands, too) between Yashiro and Iori. In consideration to events going on in the world today, designers have expiated some of Yashiro's more wicked ending lines-such as, "Execution, accomplished."-and tossed them into the dustbin of game history. Incidentally, some of the production codes for his Super Special Move commands consisted of moves like the '260 Million Slams'. Some of his dumped moves included 'Human Surfing'.
About Shermie : Shermie is a glamorous girl who works as a fashion designer and plays in a band as a hobby. But in fact she is one of the four Orochi leaders who's adept at body slams. Come to think of it, she's quite an enigmatic character. The material for Shermie the 'Raging Lightning Flash' comes from L the Third. And even more trivia : the character of Yashiro comes from Bl.. G... Xa..gle and the character of Chris is derived from A.T. V...ms. The design for Shermie was easily decided on. Given her long bangs that will absolutely never reveal her eyes, she was called Tesse from "Waku Waku 7" at one time. Her hidden eyes burn with a homicidal glare it is said, but there's no material that reveals what her face actually looks like.
About Chris : Chris can kill with an innocent smile on his face-kind of a creepy personality trait, come to think of it (but he looks so cute, doesn't he?). To pull things together and bring the story concerning the leaders of the Orochi and the 8-ketsu clan to its climax once and for all in '97, a lot of story elements were forced onto Chris who became the vessel fort the Orochi (this actually began from the early stages of production). And there's a story behind Chris's Super Special Move line, 'Ripping the chrysalis, the butterfly flutters'.
About Orochi : At first, designers planned a rather extreme setting in which a buck-naked Chris battled with a glowing energy ball, but for better or worse went with the current design (A survey of the designers garnered a mere two votes for the design for a buck-naked Chris). Incidentally, his design codename was 'Chief'. A lot of people were against the name 'Orochi', too, but these days it has become a firmly established proper noun in gaming lingo.
About Orochi Iori : The powers that be, who created the stories for the boss characters to heat things up for the series with KOF '97, first decided to make the final boss an Orochi to conclude the series' "Orochi Saga". The stage bosses were an easy choice : the three remaining characters of the Four Orochi Deities. This was followed with the suggestion to make the final boss Iori, "berserk with the Orochi blood rage". So the "Minor", "Middle", and "Major" bosses were decided, with the "Orochi Iori" we know and love rounding off the quartet as the final boss. Because this character was originally designed as a player character at the time, he's designed to mow down the other characters with relative ease.
About Orochi Leona : If Iori appeared berserk with the Orochi blood, the other successor in the bloodline of the 8-ketsu Clan, Leona, was also destined to go berserk someday. That's how this character came about. But inexplicably the design team wanted to heat up battles against the computer. So various sequences such as televised broadcasts were added, and provided a turn of nail-biting events that sent players to a "fork in the game" that would pit them up against either Orochi Iori or Orochi Leona in the end. But savvy players who knew how to get a character to appear would be able to select their particular routes.
About Kyo Kusanagi Version '94 : Along with KOF '96 game system changes, Kyo got a new arsenal of different Special Moves, and the wielder of the "Dark Thrust" was as popular as ever. And designers also added the KOF '94 version of Kyo Kusanagi to satisfy all our fans. Designers were apprehensive about returning to the old character design, but this all disappeared with the warm acceptance of fans.
About Shingo Yabuki : : The code name for this character in the early stages was 'Shingo Suzuki'. The plainness of his name conversely suited Shingo quite well, we thought, but what do you think ? He was originally based on Kyo with the concept of becoming a comic, everyday guy foil, but in spite of our intention to promote him simply and plainly, he was splashed all over the place and his silhouette appeared in pre-promotion campaigns in magazines, becoming an extensively hyped character. And his voice was supplied by the famous Japanese voice actor Taketo Koyasu. And one more thing, Shingo is a character who can't shoot flames. And probably never will.
A hack of this game is known as "The King of Fighters '97 Plus" and allows you to play evil versions of Leona, Iori and the Orochi team plus Orochi himself.
Another hack is known as "King of Gladiator".
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Pony Canyon released a 2 CD limited-edition soundtrack album for this game (The King of Fighters '97 - PCCB-00273) on 20/08/1997.
- TIPS AND TRICKS -
* Play as KOF94 style Kyo Kusanagi : highlight Kyo, hold START and press any button.
* Play as Orochi Iori : at the character select screen, highlight Iori, then hold Start and press Left, Right, Left, Right, Left, Right, Left, Right, Left, Right, A+C.
* Play as Orochi Leona : at the character select screen, highlight Leona, then hold Start and press Up, Down, Up, Down, Up, Down, Up, Down, Up, Down, B+D.
* Play as Orochi New Team : enter the Orochi Leona code, then return to the character section screen, hold Start and press Up, Left, Down, Right, Up, Down, B+C.
* Select victory pose : press a Punch or Kick button immediately after winning a match.
* Preview Power Ase : hold Start while choosing your fighter order and a face will appear over each person. If the face is neutral, your power will get passed on. If the face is smiling, your power will get passed on, with one additional one. If the face is angry, you will lose your power.
* Seven Iori in screen : play Iori vs Iori both in extra mode charge powers, both Iori should be in full screen gape one Iori should live power with (A) and rapidly max with (C), second Iori should press (A+B) rapidly (F,D,F+A) than rapidly round joystick clockwise 4,5 times. You can see seven Iori in screen. NOTE WHEN SECOND IORI WILL PRESS (A+B) FIRST IORI POWER SHOULD TOUCH TO THE SECOND.
* Finish the game using one of these combinations to see the special endings :
1) Kyo, Shingo, and anyone except Iori or Benimaru
2) Kyo, Iori, Chizuru
3) Kyo, Mai, Billy (only in the Japanese version)
4) Yuri, King, Mai
5) Kyo, Terry, Ryo
6) Benimaru, Andy, Robert
7) Goro, Joe, Yuri
8) Ralf, Clark, Athena (you will fight vs Orochi Leona).
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Producer : Takashi Nishiyama
Chief director : Toyohisa Tanabe
Sub director : Haruo Tomita, Tomoko, Namaan-Hiroto, T. Hosokawa, K. Hikida (Yanya)
System editor : Khozoh Nagashima (as K. -Mac- Nagashima)
Front designers : 8Shiro-7Kase, C.A.C. Yamasaki, Wormhead Hagi, Mina Kawai, Shio Shio Shio, Miki Asakura, Miho Uematsu, Akiko Yukawa, Shinsuke Yamamoto, Mitsuru Kawasaki, Hiroto Kittaka, T. I-NO-U-E, 44Oka, Aska Tahara
Back designers : Sahori Etoh (as Sahori), Pal Co. Ltd., Manoru, Kaori Kusunoki, Souzi Takamori, K, M. Yokoyama, Muneki Raishi, Kanamaru
Special effects : T Shin, Nishida Mika, K. Isomura, -------M--------, Kohrin
Programmers : S. Fujinuki, Cyber Kondo, Souta Ichino
Sound : SHA-V, Toshio Shimizm (as 'Shimizm'), Jojoha Kitapy, Yamapy-1, Tate Norio, Ackey, Kyo-Chan, Zoe, Marimo
Adjusters : Kiyoshi Asai, Tubolin-Sawa, NWO-Melon
Bug checkers : Anne, Y. Gushiken?, Sanpo, Y. Kabashima, Hanyao, Tomo Chan
* Voice Actors :
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Goro Daimon : Masaki Usui
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Ryo Sakazaki : Masaki Usui
Robert Garcia : Mantaro Koichi
Yuri Sakazaki : Kaori Horie
Leona : Masae Yumi
Ralf Jones : Monster Maetsuka
Clark Steel : Yoshinori Shima
Athena Asamiya : Yukina Kurisu
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Chizuru Kagura : Akiko Saitou
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Kim Kaphwan : Satoshi Hashimoto
Choi Bounce : Monster Maetsuka
Chang Koehan : Hiroyuki Arita
Yashiro Nanakase : Makoto Awane
Shermie : Hazuki Nishikawa
Chris : Rio Ogata
Ryuji Yamazaki : Koji Ishii
Blue Mary : Harumi Ikoma
Billy Kane : Atsushi Yamanishi
Iori Yagami : Kunihiko Yasui
Shingo Yabuki : Takehito Koyasu
Yuki (Kyo's girlfriend) : Tomoko Kojima
- PORTS -
* Consoles :
SNK Neo-Geo CD (1997)
Sony PlayStation (1998)
Sega Saturn (1998)
SNK Neo-Geo Pocket (1999, "King of Fighters Round-1")
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.3 : The King of Fighters Orochi Hen")
- SOURCES -
KOF10th, http://www.kof10th.com
$end
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The King of Fighters '97 Plus (c) 2003 Unknown.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak Punch, [B] Weak Kick, [C] Strong Punch, [D] Strong Kick
- TRIVIA -
This hack "The King of Fighters '97" unlocks 6 new characters : Orochi Iori, Orochi Leona, Orochi Yashiro, Orochi Shermie, Orochi Chris and Orochi the final boss.
$end
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The King of Fighters '98 - The Slugfest (c) 1998 SNK.
A special edition of the KoF series taking place outside of the established storyline with a whopping 38 selectable KoF alumni.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0242
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Released in July 1998.
This game is known in Japan as "The King of Fighters '98 - Dream Match Never Ends".
It is said that this game is a 'dream match' for more reasons than one - this KOF is said to exist only in Shingo's dream - each character in this dream match was Shingo's impression of these characters, based on either personal experience or his notes in his notebook.
Yuri has a long record of taking movements from other characters, especially Capcom (see previous KOF entries). In this new opus : Yuri's new special attack 'Shin! Chou Upper' is a knock off of Ryu's Shin Shoryuu Ken. She also has a movement similar to Terry's burn knuckle. Finally, her Forward+A is a parody of Sakura's Flower Kick.
KOF98 contains pieces of music from older KOFs.
For example, the character select music when a second player joins in is straight from KOF 96 (it's called Roulette).
Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from :
Esaka? (Japan Team) : KOF 96 (Japan Team's theme music).
Esaka (95-style Kyo Kusanagi) : KOF 94 (Japan Team's theme music).
Kurikinton (Fatal Fury Team) : Fatal Fury 2 (Terry Bogard's theme music).
Art of Fight (Art of Fighting Team) : Art of Fighting (Ryo Sakazaki's and Ryuhaku Todo's theme music).
Rumbling in the City (Ikari Team) : KOF 96 (Ikari Team's theme music).
Shin! Senritsu no Dora (Psycho Soldier Team) : KOF95 (Psycho Soldier Team's theme music).
Fairy (Gals Fighters Team) : KOF 96 (Chizuru Kagura's theme music).
Seoul Town (Korea Team) : Real Bout Fatal Fury (Kim Kaphwan's theme music).
Bloody (New Face Team) : KOF 97 (New Face Team's theme music).
Rhythmic Hallucination (Orochi Yashiro) : KOF 97 (Orochi New Face Team's theme music).
C62 (Ryuji Yamazaki) : Real Bout Fatal Fury Special (Ryuji Yamazaki's theme music).
Blue Mary's Blues (Blue Mary) : Real Bout Fatal Fury Special (Blue Mary's theme music).
London March (Billy Kane) : Real Bout Fatal Fury Special (Billy Kane's theme music).
Arashi no Saxophone (Iori Yagami) : KOF 95 (Revenge Team's theme music).
Arashi no Saxophone 2 (Mature, Vice) : KOF 96 (Iori Team's theme music).
Slum No. 5 (USA Sports Team) : KOF 94 (USA Sports Team's theme music).
Still Green (Shingo Yabuki) : KOF 97 (Shingo Yabuki's theme music).
Ketchaku R&D (Omega Rugal) : first half from KOF 94 (Rugal Bernstein's theme music), second half from KOF 95 (Omega Rugal's theme music).
Ne! ('94 Gals Fighters Team) : KOF 94 (Gals Fighters Team's theme music).
Also to note that the music that is played prior to facing Rugal (Kettou R&D) is also from KOF 94 (as the theme for Rugal's first form).
When Choi Bounge appears, a 7 seconds sample from a song is played. This song is 'Choi Bounge Ondo', which appeared in the KOF 97 Arrange SoundTracks. The song became quite popular in Japan.
Mr. Big from "Art of Fighting" makes a small cameo appearance in the USA Wharf background, during the first rounds.
About Kyo Version 95 : Because the introduction of different versions for this character included as "hidden features" in KOF '97 was such a hit with fans, designers thought, another version of Kyo in KOF '98 would make the game more inviting. Designers also remember that both versions for Kyo Kusanagi for game tests were equally popular. This concept for different versions of this character subsequently became the basis for the 'Kyo clones'.
In the Japan Street stage, during the second round if you look in the middle of the background where some shops are, you can see tiny moving people who look like Iori, Mai and Terry Bogard. In the third and fifth round, you can see two people doing hand signals, they look similar to Kyo Kusanagi & Shingo Yabuki. In the fourth round, you can see Mai and Terry.
A serious bug : Using a USA bios rom if you insert a coin on the 'winners don't use drugs' screen on a single slot the games will use the neo+geo bios s1 tile-set rather than the game tiles, this causes most of the graphics to be hidden and the games to be unplayable, it will also end up using the main-board z80 bios so sound will be broken, the games should fix themselves if you let them run another attact loop after game over, on a multi-slot the games will reset. This is one of the first 4 'gigapower' games, the bug was fixed after that.
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Pony Canyon released a 2 CD limited-edition soundtrack album for this game (The King of Fighters '98 - PCCB-00334) on 19/08/1998.
- UPDATES -
At the Intro music (CIPHER) and the Staff Roll BGM (ZERO) a sample used says 'mot*er fu**er'. Apparently, this sample was removed in some non-Japanese carts.
- TIPS AND TRICKS -
* Orochi Team (Evil Chris, Evil Shermie, Evil Yashiro) : at the Character select screen, hold Start and press any button on the normal team (Chris, Shermie, Yashiro).
* KOF94 Art of Fighting characters (Ryo, Robert, Yuri) : at the character select screen, hold Start and press any button on the Art of Fighting characters.
* KOF95 style Kyo : at the Character select screen, hold Start on Kyo and press any button.
* Real Bout 2 characters (Mai, Terry, Andy, Billy) : at the Character select screen, hold Start on the respective characters and press any button.
* View attitudes : hold Start at the match-up screen to view the attitudes of your opponents.
* Select victory pose : immediately press A, B, C, or D after defeating your opponent.
* Fight Vs Shingo Yabuki : you must win the first three levels by 3-0.
* Finish the game using one of these combinations to see the special endings :
1) Kyo, Shingo, Saisyu
2) Kyo, Iori, Chizuru
3) Kyo, Iori, Shingo
4) Kyo, Saisyu, Chris
5) Kyo, Terry, Ryo
6) Benimaru, Andy, Robert
7) Goro, Joe, Yuri
8) Terry, Clark, Lucky
9) Ryo, Yuri, Takuma
10) Yuri, Mai, Athena
11) Heidern, Ralf, Leona
12) Yashiro, Chris, Yamazaki
13) Rugal, Vice, Mature
14) Shermie, Vice, Mature
15) Shingo, Chris, Kensou
16) Kim, Saisyu, Takuma
17) Billy, Joe, Chang
18) Chin, Chang, Choi
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Producer : Takashi Nishiyama
Chief director : Toyohisa Tanabe
Sub director : Haruo Tomita, Honey-Bunny-Kaju, Tak.Yamashita, Hiroto Namada, T. Hosokawa, K. Hikida (Yanya), Tomonori Kamio
System editor : Khozoh Nagashima (as K. Nagashima)
Demo designers : Kalkin Mizuno, Dandy, Matuisan!, M. Yokoyama, Masato
Special effects : Nishida Mika, Aoyama
Programmers : S. Fujinuki, Cyber Kondo, Souta Ichino
Sound : SHA-V, Tate Norio, Marimo
Adjuster : Kiyoshi Asai, Hataboh de Go!, M-Panic! Plus
Bug Checker : Anne, Sanpo, H. Shimmei, R. Tsune, 8097 :K.I (Non)
* Front Designer :
Chief : Blaster-Lu
Kyo, Shingo : Akiko Yukawa
Ryo : Mitsuru Kawasaki, T. I-NO-U-E
Benimaru, Iori, Yamazaki : Miki Asakura
Robert, Lucky : Mitsuru Kawasaki
Daimon, Terry, Takuma : Shinsuke Yamamoto
Yuri, Brian : Mina Kawai
Leona, Ralf, Clark, Heidern : Dear Ichi Jerry
Andy, Athena, Chizuru, Mai, Rugal : C.A.C. Yamasaki
Joe, Billy : Hiroto Kittaka
Kim, Heavy D! : T. I-NO-U-E
Kensou, Chin, Choi : 44Oka
Chang, Mary, Saisyu : Tahara Ujyu-
Yashiro : Shio Shio Shio
Shermie, King : Miho Uematsu
Chris : Hiroto Kittaka
Mature/Vice : Shio Shio Shio, Miho Uematsu, Akiko Yukawa
Chief : Yurika
* Back Designer :
JPN-Street Stage : Manoru
USA-Yard Stage : Tohru Nakanishi
China Stage : K.W
JPN-Temple Stage : Yurika
Korea Stage : Tsugumi A.
USA-Wharf Stage : Tsugumi A.
Mid-East Stage : Muneki Raishi
Rugal Stage : Souzi Takamori
Spain Stage : M.K
* Voice Actors :
Kyo : Masahiro Nonaka
Daimon/Ryo : Masaki Usui
Benimaru/Ralf/Choi : Monster Maetsuka
Terry/Kim : Satoshi Hashimoto
Andy : Keiichi Nanba
Joe : Nobuyuki Hiyama
Robert : Mantaro Koichi
Yuri : Kaori Horie
Leona/Vice : Masae Yumi
Clark : Yoshinori Shima
Athena : Haruna Ikezawa
Kensou/Brian : Eiji Yano
Chin/Heavy D! : Toshikazu Nishimura
Chizuru : Akiko Saitou
Lucky : Key Inage
Mai : Akoya Sogi
Chang : Hiroyuki Arita
Yashiro : Makoto Awane
Shermie : Hazuki Nishikawa
Chris : Rio Ogata
Yamazaki : Koji Ishii
Billy : Atsushi Yamanishi
Rugal/Heidern : Toshimitsu Arai
Takuma : Eiji Tsuda
Saisyu : Keiichirou Sakaki
King/Mary/Announce : Harumi Ikoma
Mature : Hiroko Tsuji
Shingo : Takehito Koyasu
Iori : Kunihiko Yasui
- PORTS -
* Consoles :
SNK Neo-Geo CD (1998)
Sony PlayStation (1999)
SNK Neo-Geo Pocket Color ("King of Fighters Round-2")
Sega Dreamcast (1999, "The King of Fighters Dream Match 1999")
Sony PlayStation 2 ("King of Fighters 98' Ultimate Match")
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.5 : King of Fighters Nests Hen")
$end
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The King of Fighters '99 - Millennium Battle (c) 07/1999 SNK.
Introducing the new 'striker' system! Each team is expanded to four characters, with a total of 30 selectable characters set on defeating Krizalid and his evil feather coat.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0251
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
The Fatal Fury Team music theme is a remixed version of Terry's theme in "Fatal Fury Wild Ambition".
About K' (K Dash) : K' initially sported a slicked back hairstyle, but this was nixed by the powers that be and that's how the 'hairdo' for the hero of the NESTS Chronicles got changed. The reason for his hair being bushier than need be may be a reflection of the conditions around him. "Garou - Mark of the Wolves" was being developed concomitantly with KOF '99, so the staff learned that MOW's main character (Rock) looked like K' (causing the supervising designer to lose a few pounds from panic).
About Maxima : With the growing influence of teenagers, it seems the concept for Maxima evolved from a desire to introduce a sober and reliable middle-age character (sad state of affairs though when a twenty-something male is referred to as 'middle-aged'). The designers were initially supposed to design a character that used body slams, but the finished character became a fist-fighter. Strange how things happen, isn't it? Maxima was originally modified by the male scientist Dr. Makishima, but in a serialized KOF comic that came out in Hong Kong, he, for some reason, became a 'beautiful woman doctor'. This comic is hard to get your hands on in other parts of the world, but check it out if you have the opportunity.
About Whip : The plan was to introduce this character in KOF '96, but since Leona was already a part of the Ikari Team she began her series of appearances in KOF '99. Since Leona exposes comparatively more skin, Whip sports less revealing but body-hugging fashions that leave a little more to the imagination. The number of dots used on Whip's whip were reduced to express a feeling of speed and power - a daring method of expression. The supervising designer was sweating bullets over this when the design was checked (he feared he'd be accused of slacking off), but in the end the concept was approved without incident. The designers hoped that she would be accepted as an independent, whip-brandishing character rather than just another member of the Ikari Team.
About Pao : Due to circumstances regarding the game structure, a new character had to be added to the Psycho Soldier Team, and various ideas for this additional character were formulated. Some of these included: 'a younger idol from Athena's agency'; 'a love rival pitted against Kensou', 'a mighty male character with a scary appearance but a heart of gold and a love of nature', 'an old woman who looks after Chin Gentsai', and many others. With the appearance of Pao, the average age of the Psycho Soldier Team dropped dramatically...or was supposed to, but things didn't actually change that much (it dropped from 42 to 34 years old).
About Li Xiangfei : When development began for KOF '99, the designers grappled over which character from Real Bout 2 to choose, Rick Stroud or Li Xiang Fei. Giving the reasons that a cute female character and a Chinese boxer was desired, they unanimously selected Li Xiang Fei. Needless to say, the designers who came to this decision were all men. Typical! With the actual execution of this, however, the designers struggled to bring the character into the KOF world without ruining her image created in the Fatal Fury series. As you all know Li's move names in the Japanese version are all derived from place names in Osaka, so the designers enjoyed the work of coming up with names following this rule when new moves were added. Moves like Eiki Shuho (Vanguard Blast, in English) and Daikoku-cho (Big and Ugly Ultimatum) give her twice the appeal for local fans...
About Jhun Hoon : The savior of Chang Koehan and Choi Bounge, an evil fighter who's Kim's alter-ego, a fellow disciple who looks like Kim - these were some of the concepts for Jhun, but as you can gather from the current character he's way different from what was planned. And since he's not an evil character, this naturally meant Chang and Choi would not be saved from their predicament; so, sadly, they continue to walk the slow and steady path to redemption that they've been walking these long 10 years. Jhun is also the first character in KOF history to adopt the concept of the 'pose'. Coming up and creating this kind of move really put the designers to the test.
About Kyo Kusanagi-1 : Actually Kyo Kusanagi-1 and Kyo Kusanagi-2 were not scheduled to appear in KOF '99 at the time. Nor were Kyo or Iori Yagami supposed to either. Designers initially decided to leave them out because of the new storyline and wanted to focus more attention on the new character of K'. But for various reasons, designers came to the conclusion that designer couldn't leave these popular characters in limbo, so they got a reprieve (and a new wardrobe, too). Designers also felt the old Kyo dressed in his school uniform was necessary and hurried to include him in the game (See Kyo Kusanagi-2 for more details).
About Kyo Kusanagi-2 : Production was reaching its climax when the idea for including various Kyos was hit upon... While the staff kvetched - "Should the design for Kyo in a student's uniform come from KOF '94 or KOF '95?"; "We don't have time to think this over!" - the project head said : "Make two designs". The staff objected timidly : "Are you nuts? We don't have time for that!". So the project planner remarked, "OK, then. I'll design them". Having hung up his character-designing clothes years ago, the head planner whipped up designs Kyo Kusanagi-1 and Kyo Kusanagi-2 in no time. Naturally, designers were blown away by his mastery and speed rivaling that of a street-performing sketch artist.
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '99 - PCCB-00387) on 18/08/1999.
- TIPS AND TRICKS -
* Play as 'Real' Kyo Kusanagi or Iori Yagami (you need to get 'K.I' on the logo screen to be able to use Kyo or Iori).
1) To get 'K', you must use a team of 4 random characters consisting at least of three of these characters : K, Maxima, Benimaru, Shingo, Whip, Kyo-1 or Kyo-2.
2) To get 'I', you must use a team of 4 random characters consisting at least of three of these characters : Leona, Athena, Bao, Xiangfei, Kasumi, Kim or Jhun.
3) Then you must defeat Kryzalid and a screen will show you how to do the code.
4) For 'Real' Kyo Kusanagi, highlight the roulette selection box. Then, hold Start and press Left, Right, Up, Left, Down, Right. Kyo's picture will replace the sun symbol to confirm correct code entry.
5) For Iori Yagami, highlight the roulette selection box. Then, hold Start and press Right, Left, Up, Right, Down, Left. Iori's picture will appear replace the cresent moon symbol to confirm correct code entry.
* Fight Kyo Kusanagi or Iori Yagami : To fight Kyo Kusanagi or Iori Yagami you must : Choose one of the 7 full teams to battle with the computer. After clearing the 5th stage take note of your Battle Ability. Defeat Kryzalid. After finishing the Boss Stage, if the Battle Ability after the 5th stage is between 200 and 280 points Iori will appear. Otherwise if the Battle Ability is above 280 points Kyo will appear.
* Display character order : hold Start when selecting your character's fighting order.
* Select victory pose : press a Punch or Kick button immediately after winning a match.
* (BUG) The Power of The 'Ko'ou Ken' : when using Takuma, activate the Counter Mode, then go to the opposite edge of the screen. Now, send a Weak (slow) Ko'ou Ken at the opponent and complete the movement for the special. The special will hit first and then the Ko'ou Ken hits the opponent in the middle of the attack. The opponent gets frozen even when it should be dizzy for the finish of the special.
* Finish the game using one of these combinations to see the special endings :
1) Kyo Kusanagi with anyone except Iori Yagami.
2) Iori Yagami with anyone except Kyo Kusanagi.
There is a different ending for some predefined Teams if Krizalid will be defeated while using a specific fighter :
1) Fatal Fury Team (Mai)
2) Psycho Soldiers Team (Kensou)
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Producer : Takashi Nishiyama
Chief director : Hiroto Namada (as 'Namadachan'), T. Hosokawa
Sub director : Haruo Tomita, Sexy-Dynamite-Kaju, K. Hikida (Yanya), Tomonori Kamio, Strass(Woo), Toshiomi, Yukixyuki, Lonely Aoki
Design chief : Regeon.Toyanaka, (^_^)
Front designers : T. I-NO-U-E (K'/Kim), Shinsuke Yamamoto (Maxima/Terry), Miki Asakura (Benimaru/Chin), Mina Kawai (as Kawai.Sama) (Yuri/Takuma/Choi), Shio Shio Shio (Ryo/Robert), Winnie the Whipooh (Leona/Whip/Mary), Youki.T.Ohyama (Ralf), M.Endo (Clark), Akiko Yukawa (Shingo/Athena/Kasumi), Miho Uematsu (Xiangfei/King), Mitsuru Kawasaki (Kensou/Bao), Styleos (Kyo/Chang), Roppongi Marito (Jhun/Joe), C.A.C. Yamasaki (Krizalid/Andy/Mai/Iori)
Back designers : Manoru (Sewege.Sys), K. W (Park), Muneki Raishi (Alley), Tohru Nakanishi (Airport), Tsugumi A. (Museum), Nobuyuki Kobayashi (Boss)
Demo designers : Kalkin Mizuno, M. Yokoyama, Khozoh Nagashima (as K. -G3- Nagashima)
Special effects : Aooon
Programmers : Cyber Kondo, Souta Ichino, Abetak
Sound : Sha-V, Zoe, Marimo, Usako-X, Tate Norio, Toshio Shimizm (as 'Shimizm'), Hori-Hori
Adjusters : Kiyoshi Asai, Toshiyuki Hata, Haruo.K, Tomoaki Kawamoto
Bug checkers : T. Seko, M. Sawa
* Voice Actors :
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Benimaru Nikaido : Monster Maetsuka
Shingo Yabuki : Takehito Koyasu
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Ryo Sakazaki : Masaki Usui
Robert Garcia : Mantaro Koichi
Yuri Sakazaki : Kaori Horie
Takuma Sakazaki : Eiji Tsuda
Leona : Masae Yumi
Ralf Jones : Monster Maetsuka
Clark Steel : Yoshinori Shima
Whip : Shiho Kikuchi
Athena Asamiya : Haruna Ikezawa
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Bao : Kanako Nakano
King : Harumi Ikoma
Blue Mary : Harumi Ikoma
Kasumi Todoh : Masae Yumi
Li Xiangfei : Mami Kingetsu
Kim Kaphwan : Satoshi Hashimoto
Choi Bounce : Monster Maetsuka
Chang Koehan : Hiroyuki Arita
Jhun Hoon : Kazuya Ichijo
Kyo-1 : Masahiro Nonaka
Kyo-2 : Masahiro Nonaka
Krizalid : Yoshiyuki Iwamoto
Kyo Kusanagi : Masahiro Nonaka
Iori Yagami : Kunihiko Yasui
- PORTS -
* Consoles :
SNK Neo-Geo CD (1999)
Sega Dreamcast (1999, "The King of Fighters '99 Evolution")
Sony PlayStation (2000)
Nintendo Game Boy Advance (2002, "The King of Fighters EX - Neoblood")
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.5 : King of Fighters Nests Hen")
* Computers :
PC (MS Windows, 2000, "The King of Fighters '99 - Evolution")
- SOURCES -
KOF 10th official website, http://www.kof10th.com
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The King of Fighters 10th Anniversary - All Team Battle (c) 2002 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This hack of "The King of Fighters 2002 - Challenge to Ultimate Battle" keeps the same character lineup as KOF 2002, but makes some strange changes to the game. Apparently it was made to commemorate the 10th Anniversary of the first release King of Fighters. The developer/hacker has managed to hack the game logo to display the official logo of The King of Fighters 10th Anniversary. Many other changes to the game include :
* A different opening movie
* A different character selection menu with smaller portraits of the characters. Many appear twice in the screen, but cannot be selected twice. Kusanagi and Rugal are able to be selected.
* Many of the games backgrounds have been changed. Stage backgrounds throughout the game have been borrowed from previous KOFs and other SNK titles (such as "Garou - Mark of The Wolves").
* Many of the characters moves have been tweaked giving them extra hits,special properties, or just make the easier to perform.
* The gauge system is different as players start with 5 levels in their gauge. Super Desperation moves can be performed without activating MAX mode. Hidden Super Desperation moves also do not require the activation of MAX or that your health be low. Your gauge also fills up more quickly then in KOF 2002.
* Some music throughout the game has changed.
* The palletes have changed for the characters. While you can select the original pallete colors for the characters with C, the other colors give you bizzare and interesting color palletes.
$end
$info=kf2k5uni,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters 10th Anniversary 2005 Unique (c) 2004 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".
$end
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The King of Fighters 10th Anniversary Extra Plus (c) 2005 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".
$end
$info=kof2000,kof2000n,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters 2000 (c) 07/2000 SNK.
Thirty-four characters. Plus the popular striker system, await to be selected to team up and defeat the mighty Zero and his incredible bladed coat!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0257
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
About Ramon : This character was designed with one of Neo-Geo's major markets in mind, South America. He's a stout, masked wrestler who uses tricky body slam moves. These three points form the major concept behind the creation of Ramon. Ramon's designer at the time loved pro-wrestling fighting moves, and we remember him carefully studying these. The fruits of this labor crystallized themselves in the Lucha Dolore known as Ramon. With his use of 'Lucha Libre' moves and not those of traditional 'pro-wrestling', the staff team hope you can enjoy experiencing the attention to detail, intensity, and enthusiasm of Ramon's designer at that time.
About Vanessa : Vanessa's entrance in KOF at the time put a stop to the parade of increasingly younger characters appearing in the game, especially the women characters who were all teenagers for the most part. This is the reason for creating the concept of a thirty-something woman who broke all the rules and overflowed with adult appeal. Her style has become the topic of many humorous comic strips. In her first appearance in the Sega Dreamcast version of KOF '99 as a Striker character, she was a bit irreverent. And in KOF 2000, she officially entered the tournament as a player character. Designers wanted to introduce her as a player character in KOF '99, but legend has it that she had to sit it out due to certain time constraints.
About Lin : This character was selected out of the encyclopedic character background materials (whose volume would rival the Encyclopedia Britannica!) of the supervising planners. Lin is tied to the Flying Brigands 'HIzoku', who were introduced as a KOF side story in the NESTS Chronicles, but without the knowledge of the staff, and when Ron showed up in the ending sequence, there were some awfully surprised designers. With all the special moves and actions for this character the programmers and planners had a rough time working on this character. He brought tears to the eyes of the developers, but not for the usual reasons.
About Seth : Seth was created as part of a set with Vanessa, appearing for the first time in the Sega Dreamcast version of KOF '99. His initial name was 'Dick'. The name had deep significance for his designer. Based on the strong wishes of the supervising designer, the powerful image of a big, dark, middle-aged man with a Mohawk haircut who used the arts of self-defense was decided on. Since Seth was created first, Vanessa's clothes were designed to match his. This made some people surmise things like Seth was Vanessa's husband.
About Hinako Shijo : At first designers sought to create a character similar to Chie in the Japanese comic Jarinko Chie (Downtown Story) who used sumo moves. The supervising designer, however, succumbed to insistent requests to use 'a debutante', and Hinako gradually transformed into a wellborn young maiden. She was to fight barefoot, but that idea got eighty-sixed. The tape remaining on her fingers is a tiny remnant of her original concept. Since her appearance grew further and further away from that of a sumo wrestler, the names for her moves use those of actual sumo moves to preserve the essence of the sumo wrestler in her original character.
About Kula Diamond : To add dimensions to the villainous NESTS organization of the NESTS Chronicles and excitement to the story, the need to create an enemy for the huge and individualistic K' arose. Manipulator of the 'Anti-K' Arts', her ice symbolizes the foil to the flames of K'. That's what Kula Diamond's all about. During production Designers elicited the opinions of newly hired female designers regarding Kula's mannerisms to "make her girlish gestures appropriately girlish" (but left the actual design work to the veteran supervising designer). Designers think we succeeded in faithfully depicting a 14-year-old girl... Asking Kula's designer about his impressions at the time, he immediately answered : "Kula had an easy delivery. She didn't give me any pain". The actual work appeared difficult, but it seems he enjoyed his work.
About Candy Diamond : Candy is the robot you can see during Kula's Special Move displays, animated sequences, and as a Striker. Since Candy's not a player character she doesn't stand out like the other characters, but she does appear in the gut-wrenching episode that depicts her emotions for Kula when she's torched saving her mistress in the Kula ending of KOF 2000. If you haven't yet seen this, what're you waiting for? Hurry up and clear the game with Kula to find out!
About Zero : Zero is the boss of Krizalid from KOF '99, but his position in a company would be similar to that of "division chief". Because of his black beard and noble manner, designers are sure he's regarded as a rather scary "division chief" in the organization. His guiltless betrayal of Krizalid speaks volumes about his true personality, in stark contrast to his dislike of traitors listed in his profile. Incidentally, The names of some of Zero's moves come from the Japanese anime 'Hokuto no Ken'.
About Diana : Diana's the Amazon featured in Kula's sequences. She used to be a top executive for NESTS but is portrayed as Kula's guardian in the background story. If you compared NESTS to a company... designers often use this metaphor, but designers don't have a clue which position would fit her or Foxy. Judging by her loathing of elite managers ("college boys"), designers could say she's a "big-sister section chief" who climbed the corporate ladder with extremely hard work. Working with a "fabulous babe" boss like her would be whack (but a bit scary, though)!
Robert's 'Ryuugeki Ken' is a knock-off of the Sonic Boom (It isn't in "The King of Fighters '99 - Millennium Battle" because of its looks, despite the charging motion).
There are two symbolic things that tell you how the people at SNK were forseeing the end of their company. Kyo's theme is called 'Good Bye Esaka', Esaka is the avenue where the SNK building and Neo Geo Land are (Esaka means 'entrance to the hill'). The second thing is the destruction of the city that started all : South Town (Home of "Fatal Fury - King of Fighters" and "Art of Fighting" - however, note that in "Garou - Mark of The Wolves", Second South was rebuilt near South Town. Also noted is the fact that every Kyo theme before 'Tears' had 'Esaka' in it ('Esaka' in 94, 'Funky Esaka' in 95, 'Esaka?' in 96 and 'Esaka Forever' in 97).
The reason for those names is that in "The King of Fighters '94", Kyo's team stage is below a bridge in the Esaka area near SNK. In "The King of Fighters '95", they fight in front of Neo Geo Land, again, in Esaka in front of the SNK building. In "The King of Fighters '96", they fight in top of a bridge also in the Esaka area. In "The King of Fighters '97" there is no Esaka stage, however, this was supposed to be the last KOF as SNK planned to move to the Hyper NeoGeo 64, it was like a glorious farewell to KOF, however, things went different. Finally, in "The King of Fighters '98 - The Slugfest", the Esaka stage appears again; they fight below a bridge in front of the Neo Geo Land.
* Origin Of Alternate Strikers :
Another Benimaru (Benimaru) : Alternate art for Benimaru.
Another K' (K') : Alternate art for K'.
Another Robert (Robert) : Alternate art for Robert (inspired from the early "Art of Fighting" days).
Athena (Athena) : Athena as she appeared in her first game, "Athena".
Baijang (Chin) : (Not too sure, but it could be Tung Fu Rue's panda).
Billy Kane (Andy) : "Fatal Fury - King of Fighters" (Andy is second banana for the good guys, Billy is second banana for the bad guys).
Chizuru Kagura (Mai) : KOF, Mai's teammate in '97/'98.
Chris (Whip) : KOF, part of the New Face Team.
Cosplayer Kyoko (Shingo) : A girl dressing up as Kyo (in his old outfit), Kyoko is the 'feminine form' of Kyo (ie, what Christina would be to Chris) - Voice by Haruna Ikezwa.
Duck King (Joe) : "Fatal Fury - King of Fighters".
Duke Edwards (Ramon) : "Burning Fight" - Voice by Kong Kuwata.
Eiji Kisaragi (Lin) : "Art of Fighting".
Fiolina Germi (Vanessa) : "Metal Slug - Super vehicle-001".
Foxy (Kula) : KOF, Kula's guardian.
Gai Tendou (Takuma) : Main character in "Buriki One in Tokyo - World Grapple Tournament '99", where Ryo has a cameo - Voice by Nobuyuki Hiyama.
Geese Howard (Terry) : Terry's old nemesis from "Fatal Fury - King of Fighters".
Goenitz (Leona) : KOF, final boss in "The King of Fighters '96".
Goro Daimon (Seth) : KOF '94-'98 (retired at the time to raise children).
Kaede (Ryo) : "The Last Blade".
Kang Baedal (Jhun) : Original design for Jhun - Voice by Eiji Takemoto.
Kaoru Watabe (Bao) : KOF (Kaoru is an Athena fan who lost both her legs and her fan letter to Athena was what made her join the '97 tournament, Kaoru now has artificial legs, thanks to Athena) - Voice by Ayako Kawasumi.
Kensou (Kensou) : Kensou as he appeared in his first game, "Psycho Soldier".
Kim Dong Hwan (Chang) : "Garou - Mark of the Wolves", Kim's older son.
Kim Jae Hoon (Choi) : "Garou - Mark of the Wolves", Kim's younger son.
Kim Sue-Il (Kim) : "Kizuna Encounter - Super Tag Battle" - Voice by Yoshiaki Fujita.
Lilly Kane (Hinako) : "Fatal Fury - King of Fighters", Billy's younger sister and Joe's girlfriend - Voice by Yumi Kakazu.
Li Xiangfei (Kasumi) : "Fatal Fury - King of Fighters", Kasumi's teammate in '99.
Mature/Vice (Iori) : Iori's teammates from '96/'98.
Nakoruru (Yuri) : "Samurai Shodown".
Rocky (Maxima) : Player 2's character from "Robo Army".
Ryuji Yamazaki (Mary) : "Fatal Fury - King of Fighters", Mary's teammate in '97/'98.
Shermie (Clark) : KOF, part of the New Face Team.
Shishi-Ou/King Lion (King) : Main villain in "Savage Reign" - Voice by Katsuhisa Nakatsuka.
Sho Kirishima (Kyo) : Original design for Kyo.
Yashiro Nanakase (Ralf) : KOF, part of the New Face Team.
* Maniac Striker Origins :
Another Iori (Iori) : Alternate art for Iori.
Cool Choi (Choi) : Alternate art for Choi.
G-Mantle (Ryo) : This character is King, appears in "Art Of Figthing 2" previous her battle in history mode.
Neo & Geo (Ramon) : They are not the SNK mascots :), they appear in the game "Quiz Daisousa Sen - The Last Count Down", where they are the private eyes Neo MacDonald and Geo Kentacky.
Thier last names are a spoof to two Fast Food restaurant chains.
Kentacky is the Japanese reading for Kentucky - Voice by Hiroyuki Arita.
Rugal Bernstein (Kula) : KOF, considered to be the 'franchise boss' (much like Bison for SF).
Saisyu Kusanagi (Kyo) : KOF, Kyo's father.
Smart Chang (Chang) : Alternate art for Chang.
Unknown (Kasumi) : "Art of Fighting", Kasumi's father (Ryuhaku Todo) - Voice by Arita Goto.
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Sony Music Entertainment / Scitron released a limited-edition soundtrack album for this game (The King of Fighters 2000 - SCDC-00035) on 23/08/2000.
- TIPS AND TRICKS -
* Enable the Mid-boss, Kula : put the cursor on Whip, press Start, put the cursor on Vanessa, press Start, put the cursor on Seth, press Start, put the cursor on Maxima, press Start, put the cursor on K', press Start, put the cursor on Random, press Start, now press Up, Down. Kula appears below the Random icon in 2 secs.
* Enable the Maniac Strikers : at the Striker Select Screen, highlight 'Another Striker', Press up, Left(x3), Right(x3), Down. These characters have Maniac Strikers : Chang, Choi, Iori, Kula, Kyo, Ramon and Ryo.
* Todo as Special Striker : to use Todo as your stiker, select Kasumi, then do the secret striker code Up, Left(x3), Right(x3), Down. It will show a blacken version of Todo (Kasumi's father from "Art of Fighting").
* Select victory pose : press a Punch or Kick button immediately after your opponent is defeated.
* Alternate costume colors : highlight in order Kyo, Benimaru, K', Terry, Mary, Mai, Whip or Choi, then press C+D at the character selection screen.
* Finish the game using one of these combinations to see the special endings :
1) Kyo, Iori, anyone except Kula and roulette selection.
2) Kula, any other characters.
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Producer : Y. Inui
Director : Region Toyonaka
Chief planners : T. Hosokawa, K. Hikida (Yanya)
System editors : Kaede, Namarn
Sequence chief : Tomonori Kamio
Sub planners : Haruo Tomita, Y. Takshi, Syun-Jin, Godzio, H. Eguchi
Design Chief Front : Chikara Akane Y, Dear Tomchin
Design Chief Back : Manoru
Demo : Komantare Boo
* Front Designers :
K' : T. I-NO-U-E
Maxima : Shinsuke Yamamoto
Vanessa : T. I-NO-U-E
Ramon : Mitsuru Kawasaki
Benimaru : Miki Asakura
Shingo : Akiko Yukawa
Lin : Shio Shio Shio
Seth : Shinsuke Yamamoto
Terry : Styleos
Andy : Chikara Akane Y
Mary : Dear Tomchin
Joe : Hirofusa Satoshi
Ryo : Shinsuke Yamamoto
Robert : Shio Shio Shio
King : Miho Uematsu
Takuma : Miho Uematsu
Leona : Dear Tomchin
Clark : Megumi Endo
Athena : Akiko Yukawa
Chin : Miki Asakura
Ralf : Dear Tomchin
Whip : Dear Tomchin
Kensou : Mitsuru Kawasaki
Bao : Mitsuru Kawasaki
Mai : Chikara Akane Y
Yuri : Momo Kuri Sakura
Kasumi : Akiko Yukawa
Hinako : Miho Uematsu
Kim : T. I-NO-U-E
Jhun : Hirofusa Satoshi
Choi : A T
Chang : A T
Kyo : Styleos
Iori : Styleos
Kula : Megumi Endo
Zero : Chikara Akane Y
* Back Designers :
Factory : K
Garbage Dump : 2047
Scrap Dump : Muneki Raishi
Desert : N. Morohashi
Korea : Manoru
Temple : Kane'
Aquarium : Nobuyuki Kobayashi
Demo designers : M. Yokoyama, Yukinari, Tsugumi A., Khozoh Nagashima (as K. -G4- Nagashima)
Op. Title : Takayuki Mizuno
Special effects : Aooon, Tohru Nakanishi
Programmers : Souta Ichino, Abetak, Kohji Mannami
Sound : SHA-V, Zoe, Marimo, Usako-X, Tate Norio
Sampling CD : Samples courtesy of Spectrasonics' Distorted Reality, Distorted Realityz
Adjusters : T. Seko, Error Sawa 2000
Bug checkers : Yuta Lix Sawad (as Lix), Lumen Lunae, Jam, Garuru, Sakon, Hanayama Kaoru
* Color Edit Contest :
K' : Toraneko
Terry : Ai Haruyama
Ryo : Roias
Mai : Y. Yatsuda
Choi : Bakso CB
Benimaru : Yoshitaka
Mary : Ryui Akio
Whip : Yasunari Ito
Kensou : Minaminami
Kyo : Saori Abe
* Voice Actors :
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Vanessa : Kaori Minami
Ramon : Eiji Takemoto
Lin : Takaya Kuroda
Benimaru : Monster Maetsuka
Shingo : Takehito Koyasu
Seth : Hidetoshi Nakamura
Terry : Satoshi Hashimoto
Andy : Keiichi Nanba
Mary : Harumi Ikoma
Joe : Nobuyuki Hiyama
Ryu : Masaki Usui
Robert : Mantaro Koichi
Takuma : Eiji Tsuda
King : Harumi Ikoma
Mai : Akoya Sogi
Yuri : Kaori Horie
Kasumi : Masae Yumi
Hinako : Ayako Kawasumi
Leona : Masae Yumi
Ralf : Monster Maetsuka
Clark : Yoshinori Shima
Whip : Shiho Kikuchi
Athena : Haruna Ikezawa
Kensou : Eiji Yano
Chin : Toshikazu Nishimura
Bao : Kanako Nakano
Kim : Satoshi Hashimoto
Chang : Hiroyuki Arita
Jhun : Kazuya Ichijo
Choi : Monster Maetsuka
Kyo : Masahiro Nonaka
Iori : Kunihiko Yasui
Zero : Kinta Futogane
Kula : Yumi Kakazu
Duke/Baedal : Eiji Takemoto
Cosplayer Kyoko : Haruna Ikezawa
Daimon : Masaki Usui
Yamazaki : Koji Ishii
Kaede : Kouji Suizu
Yashiro : Makoto Awane
Chris : Rio Ogata
Nakoruru : Harumi Ikoma
Fio : Kanako Morizumi
Eiji/Goenitz : Yoshinori Shima
Geese/Duck : Kong Kuwata
Billy : Atsushi Yamanishi
Tendou : Nobuyuki Hiyama
Shermie : Hazuki Nishikawa
Kaoru : Ayako Kawasumi
Xiangfei : Mami Kingetsu
Lilly : Yumi Kakazu
Dongwhan : Jun Hashimoto
Syo : Mitsuo Iwata
Mature : Hiroko Tsuji
Rugal : Toshimitsu Arai
Saisyu : Keiichirou Sakaki
King Lion : Katsuhisa Nakatsuka
Foxy : Haruna Ikezawa
Sue Il : Yoshiaki Fujita
Jae Hoon : Hiroki Asakawa
Neo&Geo/G-Mantle : Hiroyuki Arita
Unknown : Arita Goto
Diana : Kaori Minami
- PORTS -
* Consoles :
Sega Dreamcast (2002)
Nintendo Game Boy Advance (2003, "The King of Fighters EX 2 - Howling Blood")
Sony PlayStation 2 (2002)
Sony PlayStation 2 (2003, "The King of Fighters 2000 & 2001")
Microsoft XBOX (2005, "The King of Fighters 2000 & 2001")
Sony PlayStation 2 (2006, "NeoGeo Online Collection Vol.5 : King of Fighters Nests Hen")
* Others :
Nokia N-Gage (2005, "The King of Fighters Extreme")
$end
$info=kof2001,kof2001h,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters 2001 (c) 10/2001 Eolith.
With the largest KOF lineup totaling at 40 characters, newcomers Eolith do a great job at delivering high quality fighting action along with one of the most difficult pairs of bosses in fighting game history!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0262
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : Joystick 8-way
Buttons : 4
=> [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
A hack of this game is known as "Crouching Tiger Hidden Dragon 2003".
About Ron : the planners at the time enthusiastically came up with the idea of the Flying Brigands, the idea being to add a thrilling side story to KOF. Ron became the chief of this bunch. His first appearance came in the ending sequence for Benimaru's Team in KOF 2000. This ending sequence got first-rate reviews for its content and presentation, becoming one of the most popular episodes in the history of KOF. From KOF 2000 on, the background story became more complex on various levels, but subsequently SNK had a few problems (sniff, sniff) causing Ron's creators (the planners at the time) to go their different ways... Whenever the current staff who continue to work on KOF run into the original staff on the train to work, they are sure to grill them about Ron's background (thanks for your cooperation, by the way!). As a result of all this, he made a grand entrance as the boss characters' Striker in KOF 2001. The numerous characters who were involved with him, too, continue their exploits in the world of KOF even now. Ron is a character who uses the tricky actions from Chinese boxing and he continues work on reaching his ghoulish objective to be able to manipulate the dead. Just when he'll be able to appear as a player character is a mystery even to us...
About May Lee : one reason of existence for May came from a consideration of the needs of our Korean fans. In addition to that, Eolith, a sponsor at the time, expressed their desire for a character like a 'Korean Athena'. This request asked for an 'idol-like visual fighter', or something along that line, and designers recall that it really threw us for a loop. Through trial and error, designers arrived at a character that was a long way from the original concept, but with this process May Lee, the perky tae kwon do fighter for justice, was born. Designers got her name from the person who was in charge of Eolith (Eolith Co., Ltd.) at the time.
About Foxy : Rumor has it that a lot of fans think Foxy died in KOF 2001, but she's alive and well (LAUGH). Initially there were no plans for her to become a player character, but her presence was needed as the story developed and she got the go-ahead. Originally Foxy was to be a character spun off from Diana, but it seems the plan just didn't work. In the end there just wasn't enough time; the graphics were worked out with great effort, but she got the boot as a result of time constraints.
About K9999 : K9999 is Eolith's homage to Tetsuo from Akira. His voice actor also did Tetsuo. For various reasons K9999 is a scary character to deal with. Of course he's based on 'you know who' and has, well, similarities that we're happy a certain 'you know who' didn't object to. If you count the similarities between 'you know who' and the other 'you know who', you'd be counting from now to St. Swithun's Day. K9999 boasts a big following of fans in Korea and Japan, but no other character has such obstacles against him appearing in KOF again.
About Angel : Angel was realized through the overwhelming passion of her designer (LAUGH). You could say that there was just no stopping him. You can see his preferences in almost every aspect of her. She's a real rascal who has a lot of special moves like the 'Unchained Circle' and is one tough customer to deal with. Designers splurged on the voice for Angel in KOF 2001 and hired Mina Tominaga, a famous Japanese voice actress. Angel's designer was quite pleased with that...
About Zero (The Original) : the supervising designer was dissatisfied with KOF 2000's Zero so he struggled with his disappointment and completed this character. Must have been that little mustache (LAUGH). And the character of Glaugan (King Lion) at his side also got nixed and wasn't used in KOF 2000 either. Talk about not getting your way! Along with polishing Zero, he was tortured with mission to realize his first boss character after leaving SNK that surpassed Krizalid's presence and strength.
About Igniz : since all designer's sponsor had to say to us-about 100 times-about Igniz was "make him hot", "make him hot", and "make him hot", Designers made him, well, a real stud. The standards for handsome characters in fighting games for Asian fans are exacting; and there is a tendency for people here to shy away from ugly and comic characters. Designer think he serves so well as a foil, the lead character comes off all the better.
Yuri's battle start pose is a knock-off of Felicia's battle start pose in "Vampire Savior - The Lord Of Vampire". Besides this, Yuri has the special attack of Gouki, the one that grabs your opponent and then the screen turns black as he gives you 30 hits in 3 seconds. This move is called the 'Yuri Chou Enbu' (means 'Yuri Super Flame Dance'). The move can only be made with the special gauge at max (with at least 1 striker - The sequence is : A, A Forward, B, C). Yuri will get Gouki's 'Messatsu' pose if you finish your opponent with it. It's a parody of Gouki's super finish splash screen (the one with the kanji 'ten' on it when he finishes his opponent with the Shun Goku Satsu).
Athena, in one of her win poses, dances about and says 'Yattai!' in a very familiar way... She's parodying Chun-Li!
The little kid that appears in Terry Bogard's win poses is none other than a young Rock Howard from "Garou - Mark of The Wolves". Since Garou takes place in 2008, Rock is still a young kid in training during this game.
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Scitron Digital Content released a limited-edition soundtrack album for this game (The King of Fighters 2001 Original Sound Trax - SCDC-00143) on 19/12/2001.
- UPDATES -
If you put the game in 'Korea territory' via the MVS bios setting, all Korea Team's voices changes and 'May lee' become 'Lee Jin Nu'.
- TIPS AND TRICKS -
* Choose Your Winning Pose : Press a button immediately after beating the opponent and before the 'You Win' mark appears. Each button gives a specific winning pose.
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Executive producers : Jeon Ju Young, Yosh Jinno
Producer : Chil Suk Choi
Director : Lee Seon Ho
Main engineer : S. Fujinuki
Engineers : Nakamura, Koji Shinza, T. Hayashi
Demo designers : Narisato, Asuka, Eimotsu
Script writer : Teampow
Chief planners : H. Iga, Hatarow
Sequence chief : M. Ruyun
Sub planners : Kaba, Ued_Aiko
Adjusters : T-2000, Yuta Lix Sawad (as Lix), Nakasan, Jun, U_Ske, Minaru, Fujiiri
Music & Sound designers : Masahiko Hataya (as WBM M. Hataya), Kidon (as WBM Kidon)
Title designers : Naohisa Yamaguti (Naohisa's Factory)
* Front Designers :
K', Kyo, Shingo, Iori, Takuma, Angel : Styleos
Maxima, Lin, Benimaru, Seth, Mai, Hinako, Kensou, Kim, Choi, Zero, Igniz : C.A.C. Yamasaki
Whip, Leona, Ralf, Clark, Heidern, Mary, Kula, Foxy : Kii & Kuu
Drimon, Terry, Yuri : Dice
Vanessa : Kamada
Ramon, Joe, Athena, Chin : Taku & Takukko
Andy : C.A.C. Yamasaki, Taku & Takukko
Ryo, Robert, King : Kamada
Xangfei, Bad : Unotti
K9999 : Styleos, Dice, Unotti
Chang : Bandee, Taku & Takukko
May : C.A.C. Yamasaki, Kamada
* Back Designers :
Japan stage : Guttyon
Italy stage : Mae
Mexico stage : Jaepe, Nobuyuki Kobayashi
America, brazil and Igniz stage : ????
China stage : Masae M.
Korea and Zero stage : Nobuyuki Kobayashi
* Voice Actors :
K' : Yuuki Matsuda
Iori Yagami : Kunihiko Yasui
Maxima : Katsuyuki Konishi
Vanessa : Kaori Minami
Whip : Shiho Kikuchi
Seth : Hidetoshi Nakamura
Lin : Takaya Kuroda
Ramon : Eiji Takemoto
Kyo Kusanagi : Masahiro Nonaka
Leona : Masae yumi
Benimaru Nikaido : Monster Maetsuka
Ralf Jones : Monster Maetsuka
Goro Daimon : Masaki Usui
Clark Steel : Yoshinori Shima
Shingo Yabuki : Takehito Koyasu
Heidern : Toshimitsu Arai
Terry Bogard : Satoshi Hashimoto
King : Harumi Ikoma
Andy Bogard : Keiichi nanba
Mai Shiranui : Akoya Sogi
Joe Higashi : Nobuyuki Hiyama
Hinako : Ayako Kawasumi
Blue Mary : Harumi Ikoma
Li Xiangfei : Mami Kingetsu
Ryo Sakazaki : Masaki Usui
Kula : Yumi Kakazu
Robert Garcia : Mantaro Koichi
Foxy : Haruna Ikezawa
Yuri Sakazaki : Kaori Horie
K9999 : Nozomu Sasaki
Takuma Sakazaki : Eiji Tsuda
Angel : Miina Tominaga
Athena Asamiya : Haruna Ikezawa
Zero : Toshimitsu Arai
Kensou : Eiji Yano
Igniz : Norio Wakamoto
Chin : Toshikazu Nishimura
Bao : Kanako Nakano
Kim Kaphwan : Satoshi Hashimoto
Chang : Hiroyuki Arita
Choi : Monster Maetsuka
May : Tomoko Kawakami
Ron : Takaya Kuroda
Krizalid : Eiji Yand
Diana : Haruna Ikezawa
Kogorou : Eiji Yand
Hizoku Bigmen (SAI) : Takaya Kuroda
Hizoku Women (LAN) : Yumi Kakazu
Hizoku Child (CHATO) : Yumi Kakazu
Announce : Mighty Inagaki
- PORTS -
* Consoles :
Sega Dreamcast (2002)
Sony PlayStation 2 (2003)
Sony PlayStation 2 (2003, "The King of Fighters 2000 & 2001")
Microsoft XBOX (2005, "The King of Fighters 2000 & 2001")
* Computers :
PC [MS Windows] (2001?)
$end
$info=kof2002,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters 2002 - Challenge to Ultimate Battle (c) 10/2002 Eolith / Playmore.
Revived 3 on 3 battles and new MAX Activation System enable you to get more and more exciting showdowns.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0265
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick,
- TRIVIA -
Developed by Eolith.
About Kusanagi : As the NESTS Chronicles began, Kyo's school uniform changed to a white outfit but his trademark was his black school uniform (even though he's over 20!). Because of some desired the return of the old Kyo, he was inserted into the game at the last moment. In KOF 2003, KUSANAGI was treated as phantom that Chizuru produced with the power of the Mirror of the Yata. But you can't have Kyo without a school uniform. Maybe in Chizuru's mind Kyo will always be a high school student.
About Orochi Yashiro : The characters commonly referred to as Shadow Yashiro, Shadow Shermie, and Shadow Chris were first formulated to balance out the Japan Team of Kyo, Benimaru, and Daimon. Needless to say, Yashiro was 'a character who used powerful body slams associated with the earth and earthquakes' in the same vein Daimon did. He's a dynamic guy who doesn't fret over tiny details, but his hobby is playing guitar in his band. The band's name has never been officially revealed, but it is known as 'C.Y.S.' He idolizes the guitarist Paul Gilbert, and has quite a detailed background story to him.
About Orochi Shermie : If Yashiro offsets Daimon, Shermie is Benimaru's counterpart who ''manipulates lightning and thunderclap attacks''. But the supervising planner made sure, through trial and error, Shermie would simply not become a ''female Benimaru''. Various ideas were added to make her a new, unique character. The ''Moonless Thundercloud'' Shermie heaves up with a belch is an example of this, as is the ''Willow Whip'' move she uses to mow down opponents with flailing arms. Incidentally, these moves were called the ''Explosive Belch'' and the ''Back off, You Beasty'' moves during development.
About Orochi Chris : Chris, of course, is Kyo's counterpart, 'a manipulator of flame'. At the inception of production, the plan was for Chris to use the 'Flame of Darkness (Black Flame)', but the black flames were hard to see so the designers settled for purple ones. When it came time to name Chris's arsenal of moves, we remember the director saying, 'The Dark Orochi Wave sounds good'. But other planners objected : 'It's dumb for an Orochi character to have 'Orochi Wave' as a move name. It's like saying, Call me Mr. Chris'. Regardless, the director won out.
The little kid that appears in Terry Bogard's win poses is none other than a young Rock Howard from "Garou - Mark of The Wolves". Since Garou takes place in 2008, Rock is still a young kid in training during this game.
KOF2002 contains pieces of music from older KOFs. Here's a complete list of themes, the teams (or individuals) they belong to and the games they were taken from :
Tears (Kyo Kusanagi) - "The King of Fighters '99 - Millennium Battle" (Kyo Kusanagi's theme music).
Kurikinton (Fatal Fury Team) - "Fatal Fury 2" (Terry Bogard's theme music).
Beauty & The Beast (Art of Fighting Team) - "The King of Fighters 2000" (Art of Fighting Team's theme music).
Jungle Bouncer (Ikari Team) - "The King of Fighters '94" (Ikari Team's theme music).
Psycho Soldier (Athena Asamiya) - "Psycho Soldier" (what part of the game?).
Diet (Gals Fighters Team) - "Art of Fighting 2" (Yuri Sakazaki's theme music).
Arashi no Saxophone 2 (Iori Team) - "The King of Fighters '96" (Iori Team's theme music).
Bloody (New Face Team) - "The King of Fighters '97" (New Face Team's theme music).
KD-0079 (Hero Team) - "The King of Fighters '99 - Millennium Battle" (Hero Team's theme music).
KD-0084 (2000 Team) - "The King of Fighters 2000" (Hero Team's theme music).
Seoul ni Ikou (Kim) - "Fatal Fury 2" (Kim theme music).
Scitron Digital Content released a limited-edition soundtrack album for this game (The King of Fighters 2002 Original Sound Trax - SCDC-00221) on 20/11/2002.
Some known hacks of this game are known as :
"The King of Fighters 10th Anniversary - All Team Battle"
"The King of Fighters 10th Anniversary 2005 Unique"
"The King of Fighters 10th Anniversary Extra Plus"
"The King of Fighters Special Edition 2004"
"The King of Fighters 2002 Plus"
"The King of Fighters 2002 Magic Plus"
"The King of Fighters 2002 Magic Plus II"
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
- UPDATES -
If you put the game in 'Korea territory' via the MVS bios setting, all Korea Team's voices changes.
- TIPS AND TRICKS -
* Play as Kusanagi : at the character selection screen, highlight Kyo and press Up, Down, Right, Left, Down, Up, Left, Right.
* Orochi versions of Sherimie, Chris And Yashiro : just hold down Start on them at the character selection screen. This is better than having to use some power stocks to transform in battle with the normal versions.
* Choose your winning pose : to get a specific winning pose, simply press any button just after beating the opponent.
* Alternate costume colors : all characters have 4 alternate costume colors (by pressing A, B, C or D).
* Roulette : press and hold Start at the character select screen and push any button (Press any direction on the joystick before pushing the button to select a random team).
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Executive producer : Jeon Ju Young
Producer : Chil Suk Choi
Director : Lee Seon Ho
Demo designers : Ogura, Norisato, Asuka
Planners : T-2000, Uri Uri, M. Ruyun, Ume-Zono
Music & Sound designers : Tate Norio, Masahiko Hataya (as WBM M. Hataya)
Adjusters & Bug checkers : T-2000, 4F01 Kuroemon, 4F02 Oomae, C>B K Kuboken, Yuta Lix Sawad, Yamachan Rakira, Ume-Zono
Main engineer : S. Fujinuki
Programmers : Narutaki, T. Hayashi, M. Yusuke
* Front Designers :
Seth, Maxima, Benimaru, Billy, Chris, Andy, Mai, Yamazaki, May, Rugal : C.A.C. Yamasaki
Ryo, Robert, Vanessa, Kensou, Takuma : Kamada
Angel, Kyo, Iori, Kim, Vice, Yashiro : Kaori
Athena, Ramon, Joe, Chin, Chang, Choi : Taku & Takukko
Leona, Ralf, Clark, Shermie, Whip, Kula : ('_')
* Back Designers :
Italy, Mexico, Nests stage : Nobuyuki Kobayashi (as Koba)
Cambodia, Boss stage : ???
Holland : Masae M.
China : Guttyon
Korea : ???
* Voice Actors :
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Ralf Jones : Monster Maetsuka
Choi Bounce : Monster Maetsuka
Goro Daimon : Masaki Usui
Ryo Sakazaki : Masaki Usui
Terry Bogard : Satoshi Hashimoto
Kim Kaphwan : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Chang Koehan : Hiroyuki Arita
Athena Asamiya : Haruna Ikezawa
Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Leona : Masae Yumi
Vice : Masae Yumi
Clark Steel : Yoshinori Shima
Robert Garcia : Mantaro Koichi
Takuma Sakazaki : Eiji Tsuda
Mai Shiranui : Akoya Sogi
Yuri Sakazaki : Kaori Horie
May Lee Jinju : Tomoko Kawakami
Iori Yagami : Kunihiko Yasui
Mature : Hiroko Tsuji
Yamazaki : Koji Ishii
Blue Mary : Harumi Ikoma
Billy Kane : Atsushi Yamanishi
Yashiro Nanakase : Makoto Awane
Shermie : Hazuki Nishikawa
Chris : Rio Ogata
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Whip : Shiho Kikuchi
Vanessa : Kaori Minami
Seth : Hidetoshi Nakamura
Ramon : Eiji Takemoto (as Hidehumi Takemoto)
Kula Diamond : Yumi Kakazu
K9999 : Nozomu Sasaki
Angel : Mayumi Shintani
Kusanagi : Mitsuo Iwata
Rugal Bernstein : Norio Wakamoto
Athena's friend 1 : Masae Yumi
Athena's friend 2 : Hazuki Nishikawa
Candy : Masae Yumi
Diana : Haruna Ikezawa
Announcement : Eiji Yano
- PORTS -
* Consoles :
Sega Dreamcast (2003)
Sony PlayStation 2 (2003)
Sony PlayStation 2 (2005, "The King of Fighters 2002 & 2003")
Microsoft XBOX (2005, "The King of Fighters 2002 & 2003")
$end
$info=kf2k2mp,
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The King of Fighters 2002 Magic Plus (c) 2002 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".
$end
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The King of Fighters 2002 Magic Plus II (c) 2002 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".
$end
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$Edit this entry at Arcade-History.com
$bio
The King of Fighters 2002 Plus (c) 2002 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".
$end
$info=kof2003,kof2003a,kf2k3pcb,kf2k3bl,kf2k3bla,
$Edit this entry at Arcade-History.com
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The King of Fighters 2003 (c) 11/2003 SNK Playmore.
A new edition of the KOF series with 32 selectable fighters plus Evil Kusanagi, Chizuru and Maki Kagura, Adelheid Bernstein and the final boss Mukai.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0271
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Light punch [B] Light kick [C] Strong punch [D] Strong kick
- TRIVIA -
KOF2k3 represents the latest opus in the series to run on the SNK Neo-Geo MVS hardware.
Two new systems have been adopted : 'Tactical Leader System' which sets up a leader favorably treated in capability in a team and 'Multi-Shift' in which player characters can be changed freely during 3 on 3 battle.
About Ash Crimson : Unlike the usual KOF hero characters, Ash was designed with the intent to create an 'attractive evil character'. Because the supervising designer created a rough design that fit the desired appearance to a 'T', little was changed for this character's design. Incidentally, the team story quotes casually from Robert Browning's 'Spring Song', but no one on the staff took interest in this (Boo hoo). And the bit about Shanghai Crabs was the original material for the character 'Rojin'.
About Duo Long : When speaking of the Flying Brigands, you have quite a collection of especially unique-looking characters, but Duo Long is, unlike those of his ilk so far, an orthodox, handsome character. The model for this character is a certain Romanian vampire and hunter with the same first letter for his name. A subtly embroidered dragon is depicted on the back of Duo Lon's costume, but according to the illustration's supervising designer Falcoon, this character sports a detailed character that follows the steady work of traditional craftsmen with the scales drawn one at a time...
About Shen Woo : The first concept for this character was a wild and sexy guy. The development codename for him was ''The Third Man'', and along those lines he became Woo Shen, his name 'flip-flopping' to the current name, and the latter moniker seemed to stick. Because Ash has his particular appearance (LAUGH), Shen, no matter how you look at it, appears more like the main character. His character closely resembles certain aspects of Ralf and Yashiro in many ways, so designers toiled to create distinctive moves for this character. According to the supervising designer, 'What knotted my stomach most was the shortness of time we had for development'.
About Tizoc : To tell the truth, Raiden was to appear in KOF 2003, but before the characters were finally decided on, Tizoc took his place. Along with the change to KOF 2003's game system, designers were able to create movements heretofore impossible with KOF until now, allowing us to add the style of Tizoc for that very reason. It's unclear whether there were plans or not to introduce Grant from "Garou - Mark of the Wolves" along with Tizoc for a friendly tag team battle. It may not be very well known, but the Japanese name for Tizoc is 'Griffon Mask'. But we felt Tizoc for the English version had a nice ring to it.
About Gato : Keeping the demands of the Chinese market in mind, designers included a user of orthodox Chinese boxing in the game to follow our marketing plans and enter the battle with Tizoc from "Garou - Mark of the Wolves". Halfway through the development process, he became the character that was busy getting burned, frozen, and slapped around with a giant metal ball by other characters to experiment with the overhauled program. When Gato appeared, many groundless rumors circulated that 'Hotaru had made a comeback' and other such rumors to the same. Whatever command you enter, be aware that Hotaru Futaba is nowhere to be found in KOF 2003, and Gato is here to stay!
About Malin : KOF 2003 saw the absence of Choi Bounge, so why not make a nimble and cute girl character?! And with that sentiment, Malin was born. It took quite an effort to arrive at the initial design for this character, but when we entered the actual work for KOF 2003, the creation of this character was a piece of cake. In the appearance sequence, the supervising designer poured his sincerity into the transformation scene. But the Arcadia magazine realized that she wasn't included in their feature articles and regretted their mistake. If you consider our preferences, designers insisted on the spelling for this character to be 'Malin' and not 'Marin'. This is the humble preference of the supervising designer and a mystery to us all.
About Maki Kagura : If the younger sister Chizuru Kagura is the stork, the elder sister Maki Kagura's name comes from the tortoise (storks live a thousand years, but tortoises live 10,000). The background story for these two twins comes from KOF '96, but with their appearance in KOF 2003, some designers suggested Maki's hair be shortened to distinguish her from her kid sister. She appears in KOF 2003 as she always does (Her bangs are slightly different, however, so people who have confidence in their powers of observation, beware!). For the location test of KOF 2003, many players who defeated Chizuru were vanquished by the awesome elder sister Maki. So the fate of players was often decided with the appearance of Maki-you just don't mess around with this character!
About Adelheid : To widen the worldview of KOF with the desire to add a separate story to the main tale, designers added this character devised as a set with her kid sister Rose. Designers think many picked up on this, but Adelheid is a common female name among Swiss and Germans, and is the name from which the diminutive of Heidi's derives. In the Adelheid stage of KOF 2003, the soundtrack begins with Chopin's 'Revolutionary Etude', but including something like this on the NEO-GEO system required a huge amount of memory which overwhelmed the voice data of other characters. Designers believe it was worth it, but producers may have dissed the supervising designers of other characters in the process.
About Rose : If Hinako was the modern, unconventional 'na?f', Rose is the classic 'sophisticate' character. She has an overpowering sense of pride and high-handedness. She's also selfish and moody. If things don't go her way, watch out! But she's a real babe and not only that, she's rich! (Laugh). The voice actor for Rose also worked on Malin and Maki Kagura. Because she had a tough schedule providing the voice for three characters in one day, she was really put through a tough trial. The staff regrets this and gives their thanks from the bottom of the ocean.
About Mukai : With the belief that a fighting game boss 'must be easy to understand', designers adopted the 'ability to fossilize' to give impact to Mukai's presence. Designers then matched the design of this character to this ability. So as far as the procedure of development is concerned, Mukai was quite an unorthodox creation. The concept and design came off without a hitch, but arriving at his name was a difficult process. He's among the first of the KOF series boss characters who would be graced with the Japanese honorific of '-san'.
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Scitron Digital Content released a limited-edition soundtrack album for this game (The King of Fighters 2003 Original Sound Trax - SCDC-00337) on 24/04/2004.
Hacks of this game are known as :
"The King of Fighters 2004 Plus".
"The King of Fighters 2004 Ultra Plus".
- TIPS AND TRICKS -
* Play as Evil Kusanagi : Hold Down, then rotate control stick clockwise to Upleft then rotate counter-clockwise to Upright, then press any button.
* Play as Chizuru and Maki : Hold Up, then rotate control stick counter-clockwise to Upright then rotate clockwise to Downleft, then press any button.
* Final Bosses : To fight Adelheid, defeat Kusanagi (the mid-boss) without using a Desperation Move as your final hit that KOs him. To fight Chizuru/Maki followed by Mukai, defeat Kusanagi (the mid-boss) using a Desperation Move as your final hit that KOs him.
* Endings : There are different endings for beating either Adelheid or Mukai. You can also see an extended ending for a non-Team-Edit team when you beat Mukai. Here are the teams with extended endings (the order the characters are selected does not matter) :
Ash, Duo Lon, Shen
Terry, Joe, Tizoc
Ryo, Robert, Yuri
Kim, Chang, Jhun
Leona, Ralf, Clark
Gato, Yamazaki, Billy
King, Mary, Mai
Shingo, Benimaru, Daimon
Athena, Hinkao, Malin
K', Maxima, Whip
Kyo, Iori, Chizuru
Kyo, Benimaru, Daimon (picture only after staff roll)
Mai, King, Yuri (picture only after staff roll)
- SERIES -
1. The King of Fighters '94 (1994)
2. The King of Fighters '95 (1995)
3. The King of Fighters '96 (1996)
4. The King of Fighters '97 (1997)
5. The King of Fighters '98 - The Slugfest (1998)
6. The King of Fighters '99 - Millennium Battle (1999)
7. The King of Fighters 2000 (2000)
8. The King of Fighters 2001 (2001)
9. The King of Fighters 2002 - Challenge to Ultimate Battle (2002)
10. The King of Fighters 2003 (2003)
11. The King of Fighters NeoWave (2004)
12. The King of Fighters Maximum Impact (2004, Sony PlayStation 2)
13. The King of Fighters XI (2005)
14. The King of Fighters Maximum Impact 2 / The King of Fighters 2006 (2006, Sony PlayStation 2)
15. The King of Fighters XII (2007)
16. The King of Fighters Maximum Impact - Regulation A (2007)
- STAFF -
Executive Producer : Eikichi Kawasaki
Producer : Kazuya Hirata
Programmers : Teruki's Dad, Narutaki, Cyber Kondo, M. Usk, Bok Mannami, Pierrot, Muracchi
Demo Designers : Pasta, Ogura, Asuka
Director : Sayuri
Planners : M. Ruyun, Daizen, Aka (lv60), Ama-Sama, T. Mieno, Ukyao, Bea, Woo Cc
Music & Sound Designers : Tate Norio, Yasumasa Yamada, Masahiko Hataya
Bug Checkers : Kiyomatu@Teacher, Masaru, Wakatora, Sousukematsumoto, Momonga, Minaru, DGD, Iwao Futatsu, C>B, Watanabe Ug, Anotherkonishime, Kaz
Illustrator : Falcoon
Special Assist : Toshi Kita Maz, K-Natsui (Nuts)
Promotion : Akito K., Yuzuko
* Voice Actors :
Ash : Sounosuke Nagashiro
Duo Lon : Tsunehito Maruo
Shen : Kouji Suizu
Terry, Kim : Satoshi Hashimoto
Joe : Nobuyuki Hiyama
Tizoc : Hikaru Hanada
Ryo, Daimon : Masaki Usui
Robert : Mantaro Koichi
Yuri : Kaori Horie
Chang : Hiroyuki Arita
Jhun : Kazuya Ichijo
Leona : Masae Yumi
Ralf, Benimaru : Monster Maetsuka
Clark : Yoshinori Shima
Gato, Yamazaki : Koji Ishii
Billy : Atsushi Yamanishi (as Seijiro)
King, Mary : Harumi Ikoma
Mai : Akoya Sogi
Shingo, Announcement : Takehito Koyasu
Athena : Haruna Ikezawa
Hinako : Ayako Kawasumi
Malin, Maki, Rose : Kazuyo Inosako
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Whip : Shiho Kikuchi
Kyo : Masahiro Nonaka
Iori : Kunihiko Yasui
Chizuru : Yukiko Sugawa
Kusanagi : Mitsuo Iwata
Adelheid : Tetsuya Tanaka
Mukai : Toshihiro Shigetsuka
* Back Designers :
Before Gate, Steam Locomotive : Matsumusi
Town : Guttyon
Desert, Boss : Pusuke
Seaside, Sky Noah, Cave : Nobuyuki Kobayashi (as Kobayashi)
Hunting Time : H. Y.
Bleed : Y. Hirakawa
* Front Designers :
Duo Lon, Maxima : C.A.C. Yamakasi
Tizoc, Ryo, Yamazaki : Kamada
Adelheid, Ralf, Clark : ----------------
K', Mukai : It
Athena, Whip : Ryoko Tanaka
Kyo, Leona, Mary : Reiko Masuyama
Malin, Jhun : Maiko Mishiro
Benimaru, Daimon, Iori, Kim, Hinako, Shingo, Ash : Aco Yamaoka
Billy, Mai, Duo Lon : Atsuko
Robert, Yamazaki : Tamaguchi Ritsu
Malin, Joe, Chang : Cinderella Lisa
Ash, Kusanagi : S.K.
Gato, Terry, Yuri : Taku & Takukko
Shen, King : Mae
Chizuru : Tairou
Maki : Mustang
- PORTS -
* Consoles :
Sony PlayStation 2 (2004)
Microsoft XBOX (2005)
Sony PlayStation 2 (2005, "The King of Fighters 2002 & 2003")
Microsoft XBOX (2005, "The King of Fighters 2002 & 2003")
- SOURCES -
The King of Fighters 10th Anniversary, http://www.kof10th.com
$end
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$Edit this entry at Arcade-History.com
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The King of Fighters 2004 Plus (c) 2003 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2003".
$end
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$bio
The King of Fighters 2004 Ultra Plus (c) 2003 Unknown.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2003".
$end
$info=kof2k4se,
$Edit this entry at Arcade-History.com
$bio
The King of Fighters Special Edition 2004 (c) 2004 Dragon.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 4
- TRIVIA -
This game is a hack of "The King of Fighters 2002 - Challenge to Ultimate Battle".
$end
$info=kouyakyu,
$Edit this entry at Arcade-History.com
$bio
The Koukouyakyuh (c) 1985 Alpha Denshi.
A Japanese baseball game from Alpha Denshi.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : 8085A (@ 5 Mhz)
Sound Chips : MSM5232 (@ 2.5 Mhz), AY8910 (@ 1.536111 Mhz), (2x) DAC (@ 1.536111 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 208 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'The Senior High School Baseball'.
$end
$info=lastblad,lastbldh,
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$bio
The Last Blade (c) 11/1997 SNK.
Japanese weapons-based fighter featuring beautiful artwork and sound. Twelve selectable characters and two end bosses.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0234
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak slash, [B] Strong slash, [C] Kick, [D] Repel
- TRIVIA -
This game is known in Japan as "Bakumatsu Roman - Gekka no Kenshi" (translates from Japanese as 'Bakumatsu Romance - Swordsman In The Moonlight'), and in Korea as "The Last Soldier".
Parts of Gekka no Kenshi was based off of the manga 'Rurouni Kenshin'.
The Bakumatsu period of Japan (1860-1899) represents the opening of Japanese ports to foreigners. The Last Blade is set during this time period and you can see Europeans in some backgrounds, as well as some European dress influences on some characters.
This game has a lot to do with Japanese religion. In what little understanding of Japanese culture, there are four gods in Japanese mythology : Seiryuu (blue dragon), Suzaku (red phoenix), Byakko (white tiger) and Genbu. Each god is associated with a direction : Byakko with west, Seiryuu with east, Genbu with north and Suzaku in the south. The four gods also seem to be portrayed in an identical manner : Suzaku is often seen as a renegade of sorts, Genbu is often wise, Byakko seems to be strong and Seiryuu seems to be the role of the protagonist. To this end, the four characters that are avatars to these gods in Gekka no Kenshi (Kaede, Okina, Shigen and Kagami) seem to fit the gods themselves to a tee (Kaede to Seiryuu, Okina to Genbu, Shigen to Byakko and Kagami to Suzaku). However, there may be one (unintentional) reference to the entire fighting game itself. These four characters may very well represent the four popular styles of characters found in nearly fighting game :
Kaede is a Shotokan-style character. This type of character, of course, is the earliest type of fighting game character (as early fighting games always had the protagonist be proficient in some form of karate). However, ever since the release of "Street Fighter II - The World Warrior", a Shoto-character refers to a character with similar moves to that of Ryu and Ken from that game, or more specifically, a character with a projectile and a built upper. Kaede fits this property well : his Ittou Hayate is a projectile (much like Ryu's Hadou Ken) and his Ittou Kuuga is a built upper (like Ken's Shoryuu Ken). Of course, Kaede may also be a nod to that of SNK's first fighting game protagonist (Terry Bogard) as well : his Kasshin Fukuryuu super is in the style of Terry's Power Geyser. To this day, many fighting game characters are known as Shoto characters - their simplicity can't be beat.
Shigen is a large character. Large characters come generally in two flavors : the power character and the grappler (Shigen himself is a mix of both). Power characters generally don't move much but deal lots of damage per hit. Grapplers are those whose special moves are mainly throws. These characters tend to last longer because of their size, but have a weakness that they have either short range or are slow (or, in the case of some characters, overly complicated moves).
Okina may be described as a turtler. This may seem like an inside joke (Okina, in his profile, refers to his family as a bunch of turtles), but it sometimes make sense.
Jokes aside, turtlers are not exactly a type of character, but a type of player. That is, a turtler is a player who tend to block attacks a lot.
Charge characters (i.e. those whose repertoire of moves are mainly charge moves) generally fall into this category, as it is often that they need to remain in a blocking position in order to get their charges and counterattack.
Over the years, there have been many incentives to stray away from this style (as well as derivatives thereof, such as ticking), such as guard breaks, overheads, low attacks, shorter charges and unblockable moves.
Granted, the turtler is not as big as a factor as it used to be (the most popular character in "Street Fighter II - The World Warrior" was Guile because of his turtling and ticking abilities), but Okina's reference to turtles remains.
Kagami, of course, continues SNK's tradition of making cheap-ass characters for final bosses.
Akari and Juzoh are the comedic relief characters in the Gekka series : Juzoh is seen in Akari's stage if Akari is fighting (and obviously, if Akari is not fighting Juzoh). Likewise, Akari can be seen in Juzoh's stage if Juzoh is fighting (and if Juzoh isn't fighting against Akari).
Pony Canyon released a limited-edition soundtrack album for this game (Bakumatsu Roman Gekka no Kenshi - PCCB-00287) on 17/12/1997.
- TIPS AND TRICKS -
* Play As Musashi : at the character selection screen, press C(x6), B(x3) and C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS!
* Time Attack Mode : insert a coin, hold A+B+C+D and press Start.
* Alternate Costume Colors : press Start when selecting a fighter at the character selection screen.
- SERIES -
1. The Last Blade (1997)
2. The Last Blade 2 (1998)
- STAFF -
Executive producer : H. Matsumoto
Producer : Akira G.
Director : Kim-Ken, Wakama2, Swery 65%
* Front Designers :
Kaede : Tony Oki, Sumicho, Y. Kashiba, Okame Kiyoshi
Amano : Rolly (R)
Moriya : Heitarou
Musashi : Ponta
Yuki : (c)Fukatsu
Akari : Pinkey
Okina : Horipu-, Gowada", Ichikawa
Shigen : Terarin.
Juroh : S. Reiko
Shikyoh : Shige
Washiruka : H. Taniguchi
Zantetsu : S. Sasada
Kagami : Ishii303#
Lee : Yuko
* Back Designers :
Juroh Stage, Washizuka Stage : Take Pyon
Lee Stage, Kagami Stage : Muramama
Yuki Stage, Shikyo Stage : Daisuke
Moriya Stage, Zantetsu Stage : Eiko
Kaede Stage, Akari Stage : Wadamo
Amano Stage, Shigen Stage : Hidena J
Okina Stage, Musashi Stage : Simiji
Sound : Yassun, Tate Norio, Brother Hige, Zoe, Okan
Tool staff : K. Miyazaki, M. Hashimoto, O. Daimon, T. Kanehiro, K. Hamamoto
Adjusters : Kiyoshi Asai, Game King, M-Panic!
Programmers : Yuritaro, Hiropon-MK2, Naoyan
* Demo Section :
Direction : Swery 100%
Graphics : Wadamo
Programming : Naoyan
* Voice Actors :
Musashi Akatsuki : Franky Nakamura
Hyo Amano : Akio Ohtsuka
Genbu no Okina : Shigehumi Nakai
Akari Ichijou : Mayuko Omimura
Kaede : Kouji Suizu
Shinnosuke Kagami : Makoto Awane
Juzoh Kanzaki : Taison Ohya
Lee Rekka : Jun Hashimoto
Moriya Minakata : Jun Hashimoto
Shigen Naoe : Enma Ito
Shikyoh : Monster Maetsuka
Keiichiro Washizuka : Katsuyuki Konishi
Yuki : Hazuki Nishikawa
Zantetsu : Ohtomo Ryuzaburo
- PORTS -
* Consoles :
SNK Neo-Geo CD (1998)
Sony PlayStation (1999)
SNK Neo-Geo Pocket Color (2000)
Sony PlayStation 2 (2005, "NeoGeo Online Collection Vol. 2 : Last Blade 1 & 2")
* Computers :
PC (2000)
$end
$info=lastbld2,
$Edit this entry at Arcade-History.com
$bio
The Last Blade 2 (c) 11/1998 SNK.
Much-acclaimed swordplay fighter with 16 selectable characters and one end boss. Another SNK triumph!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0243
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak slash, [B] Strong slash, [C] Kick, [D] Repel
- TRIVIA -
This game is known in Japan as "Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi : Tsuki ni Saku Hana, Chiri Yuku Hana" (translates from Japanese as 'Bakumatsu Romance Episode II - Swordsman in the Moonlight : The Flower That Blossoms In The Moon, The Flower That Turns To Dust').
Kojiroh Sanada is a homage to an ancient Chinese legend about a girl disguising herself as her father (the same story was also used in the Disney movie Mulan).
Lee Rekka is a homage to the Cantonese hero, Wong Fei Hung.
Akari and Juzoh are the comedic relief characters in the Gekka series : If Akari is fighting someone other than Juzoh, Juzoh can be seen next to the elephant. If Akari is fighting Juzoh, Akari's three friends (Hijiri Nanase, Aoi Yahata and Shizuka Kujou) can be seen next to the elephant. If Juzoh is fighting someone other than Akari, Akari can be seen with her friends.
Pony Canyon released a limited-edition soundtrack album for this game (Bakumatsu Roman The Second Act Gekka no Kenshi - Flowers Blooming on the Moon, Flowers Scattering on the Wind - PCCB-00350) on 18/12/1998.
- UPDATES -
In the original (Japanese) version of Last Blade 2, each of the three modes is described by one kanji : Chikara (red), Waza (blue) and Kiwame (green). Chikara means 'strength', Waza 'skill' and Kiwame 'extreme'.
These three modes were made into 'Power', 'Speed' and 'EX', respectively, for their English release.
However, one case where the modes were literally translated remain.
If you look at the English 'How To Play' intro in Last Blade 2, you will see 'Strength and Skill' where they should have said 'Power and Speed'.
A slight mistake in the English renaming, or a tribute to the Japanese and therefore correct, names.
- TIPS AND TRICKS -
* Play As Kaede From Last Blade : Highlight Kaede at the character selection screen, then press C(x9), B, C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.
* Play As Kouryu : Highlight Kaede and press C(x10), B(x5) and C(x5). You must input the correct button sequence in LESS THAN FOUR SECONDS!
* Hagure Hitogata Appearance : Highlight Akari at the character selection screen, then press C(x8), B(x9), C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.
* Naoe Kotetsu Appearance : Highlight Shigen at the character selection screen, then press C(x5), B(x10), C(x2). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.
* Time Attack Mode : Insert a coin, hold A+B+C+D and press Start.
* Unlock EX Mode : At the mode selection screen, highlight Speed and press C(x6), highlight Power and press B(x3), highlight Speed and press C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS!
* Contest? : If you finish the game in one credit, a password is given to you (The Password is 'Elephant'). This password can be entered in the official LB2 Internet page. This contest was available between 11/1998 and 04/1999.
- SERIES -
1. The Last Blade (1997)
2. The Last Blade 2 (1998)
- STAFF -
* Voice Actors :
Hyo Amano : Akio Ohtsuka
Genbu no Okina : Shigehumi Nakai
Akari Ichijou : Mayuko Omimura
Kaede : Kouji Suizu
Shinnosuke Kagami : Makoto Awane
Juzoh Kanzaki : Taison Ohya
Lee Rekka : Jun Hashimoto
Moriya Minakata : Jun Hashimoto
Mukuro : Monster Maetsuka
Shigen Naoe : Enma Ito
Kojiroh Sanada : Satomi Nakatani
Setsuna : Takaya Yamauchi
Hibiki Takane : Kyouko Hikami
Keiichiro Washizuka : Katsuyuki Konishi
Yuki : Hazuki Nishikawa
Zantetsu : Ohtomo Ryuzaburo
Kouryu : Koji Ishii
- PORTS -
* Consoles :
SNK Neo-Geo CD (1999)
Sega Dreamcast (2000, "The Last Blade 2 - Final Edition")
Sony PlayStation 2 (2005, "NeoGeo Online Collection Vol.2 : Last Blade 1 & 2")
$end
$info=lastbh,
$Edit this entry at Arcade-History.com
$bio
The Last Bounty Hunter (c) 1994 American Laser Games.
Four outlaws have been terrorizing the county. You must search the area for Handsome Harry, Nasty Dan, El Loco, and Cactus Kid. You don't shoot to kill though... you have to take them alive and bring them to justice!
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
This game uses a laser disc.
$end
$info=lastday,lastdaya,
$Edit this entry at Arcade-History.com
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The Last Day (c) 1990 Dooyong.
A vertically scrolling shoot-em-up.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Directed by : J. S. Hong
Main software : J. H. Park, H. S. Ryou, D. C. Jeong
Hardware designer : C. D. Kim
PCB artwork : S. W. Lee
Character designer : M. R. Oh
Animation designer : M. S. Lee
Background designer : S. G. Kang, K. H. Choi, I. S. Yi, H. C. Sin
Music : I. G. Kang
Sound effects : S. H. Lee
Music software : Y. C. No
$end
$info=lastsold,
$Edit this entry at Arcade-History.com
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The Last Soldier (c) 1997 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0234
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak slash, [B] Strong slash, [C] Kick, [D] Repel
- TRIVIA -
This is the Korean release of "The Last Blade".
$end
$info=lkage,lkageb,lkageb2,lkageb3,
$Edit this entry at Arcade-History.com
$bio
The Legend of Kage (c) 1984 Taito.
At the end of the Edo Period (late 19th century) in Japan, a Corps formed by the evils, which had come back to life from the Devil's World, was terrifying people all over the country. One day the princess 'Kiri', a daughter of the lord, was kidnapped by the Corps. In order to save her from them, a number of militia were sent to the Corps' Headquarters, but none of them ever returned. Then one young man headed for the Corps' Headquarters to save the princess. His name 'Kage', a ninja from Iga Village.
- TECHNICAL -
Board Number : M4300040A
Prom Stickers : A54
Main CPU : Z80 (@ 6 Mhz), M68705 (@ 2 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Music by : Hisayoshi Ogura
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
Nintendo Wii (2007, "Virtual Console" - NES version)
* Computers :
Sinclair ZX Spectrum (1986)
Commodore C64 (1987)
Amstrad CPC (1987)
MSX
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=silkroad,
$Edit this entry at Arcade-History.com
$bio
The Legend of Silkroad (c) 1999 Unico Electronics.
Chinese heroes attempt to rid the Orient of the evil mystical warlord and his enemies.
- TECHNICAL -
Game ID : SR2001A
Main CPU : 68EC020 (@ 16 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), OKI6295 (@ 16 Khz)
Screen orientation : Horizontal
Video resolution : 380 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Game planner : Jong-yong Na
Character designers : Gi-seon Lee, Gi-hong Kim, Sung-oK Moon
Map designers : Jong-yong Na
Effect designers : Jong-yong Na, Woo-jin Park
Main programmer : Eun-joong Koo
Assistant programmer : Chul-Joong Kwack
Music composer : Dae-yong Kweon
Hardware designer : Jeong-ok Chun
Director : Eun-joong Koo
$end
$info=lordofk,
$Edit this entry at Arcade-History.com
$bio
The Lord of King (c) 11/1989 Jaleco.
An evil wizard is causing terror in a faraway land. Only you, a brave legendary warrior has the strength and courage to face him and his powerful demons in order to restore peace. Features colourful graphics, a cool soundtrack and excellent 'hack & slash' action. Fans of fantasy action games will love it! :)
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : 68000 (@ 7 Mhz)
Sound Chips : YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in US as "The Astyanax".
- STAFF -
Producer & Director : Tokuhiro Takemori
Game designers : Tokuhiro Takemori, Nenko
Graphic designers : Nenko, Ns Naochan, Kan-Chan, Tomoko Sugoh
Programmed by : Satoru K.
Music composed by : Kiyoshi Yokoyama
- PORTS -
* Consoles :
Nintendo Famicom (1989)
$end
$info=darkmist,
$Edit this entry at Arcade-History.com
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The Lost Castle In Darkmist (c) 1986 Taito.
A vertically scrolling fighting game where the player controls a knight who battles against a variety of magical characters. Collect potions, power-ups and bonus items from the treasure chests left by slain enemies. Defeat the boss enemies to proceed to the next level.
- TECHNICAL -
Main CPU : Z80 (x2)
Sound Chips : YM2151
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 257
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
A music for Darkmist is available on "Legend of Game Music 2 - Platinum Box" (SCDC-00473 - 00482 1.18.2006). This box has 8 CDs + 2 DVDs and Darkmist is on the Taito one (SCDC-00475).
$end
$info=lostwsga,
$Edit this entry at Arcade-History.com
$bio
The Lost World - Jurassic Park (c) 1997 Sega.
If you have a good arm at shooting games you're fine. But if you don't have a good arm at shooting games better start practicing, because half of the whole game you'll be shooting a lot of raptors coming at you 30 miles per hour!!!
- TECHNICAL -
Sega Model 3 Step 1.5 hardware
Main CPU : PPC603 (@ 100 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
The Lost World serves 1,000,000 polygons per second.
- SERIES -
1. Jurassic Park (1994)
2. The Lost World - Jurassic Park (1997)
3. The Lost World Special - Jurassic Park (1997)
4. Jurassic Park III (2001)
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation (1997)
$end
$info=themj,
$Edit this entry at Arcade-History.com
$bio
The Mah-Jong (c) 1987 Visco.
A mahjong game with selectable female opponents. No, they don't have a hideous skin condition; that's supposed to be sweat. :)
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), MSM5205 (@ 500 Khz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : mahjong keyboard
$end
$info=mainevt,mainevto,mainev2p,
$Edit this entry at Arcade-History.com
$bio
The Main Event (c) 1988 Konami.
A wrestling game in which you select 2 wrestlers from a choice of 8 and compete in tag-team battles.
- TECHNICAL -
Game ID : GX799
Main CPU : HD6309 (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1988.
This game is known in Japan as "Ring no Ohja".
The game's commentator can also be heard on fellow Konami games "Blades of Steel - The Supreme Hockey Challenge" and "Final Round".
A number of wrestlers in the game are based on real-life wrestlers. For instance, Kamikaze Ken is based on Ricky 'The Dragon' Steamboat, Bigfoot Joe is based on King Kong Bundy and Alan the Empire is based on the late Andre the Giant. In another example, Conan the Great is loosely based on Hulk Hogan.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.0 - 276A-7708) on 21/07/1989.
$end
$info=mastkin,
$Edit this entry at Arcade-History.com
$bio
The Master of KIN (c) 1988 Du Tech.
- TECHNICAL -
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
Control : 8-way joystick
Buttons : 2
- STAFF -
Written by : Kyle Hodgetts
$end
$info=mating,matinga,
$Edit this entry at Arcade-History.com
$bio
The Mating Game (c) ???? Barcrest.
- TECHNICAL -
Main CPU : M6809 (@ 1.72 Mhz), 68000 (@ 10 Mhz)
Sound Chips : AY8910 (@ 1 Mhz), SAA1099 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 504 x 296 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Player : 1
$end
$info=tnzs,tnzso,tnzsj,
$Edit this entry at Arcade-History.com
$bio
The New Zealand Story (c) 1988 Taito.
Set in Antipodean country of the game's title, 'The New Zealand Story' is an incredibly cute and challenging platform game featuring Tikithe Kiwi bird, possibly the most lovable arcade character ever created. Tiki's fellow Kiwi birds have been kidnapped by an evil walrus and Tiki is charged with rescuing his friends.
The New Zealand Story is a superb, constantly inventive and very demanding platform game that features a wide variety of intelligent and distinctive enemies; such as heavily armed ducks, angry walruses, and whales made of ice that spit giant snowflakes.
During his quest, Tiki can commandeer a variety of different weapons and vehicles - the latter of which include balloons and a hovercraft. The level design is superb, with exploration often rewarded with either bonus items, alternate routes to the end of the level, or secret level warps that transport the player to a later level (see 'TIPS AND TRICKS' for more details).
- TECHNICAL -
Prom Sticker : B53
Main CPU : (2x) Z80, I8X41
Sound Chips : YM2203
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
See 'UPDATES' section for more information about the new hardware version...
- TRIVIA -
The hero of this game, Tiki the kiwi, also appears in other Taito games like "Liquid Kids" and "Bubble Symphony" as a guest star.
Zoological note : unlike Tiki, a real Kiwi bird is a brown in colour and is roughly the size as a domestic chicken. It is flightless and its distinctive plumage resembles hair more than feathers. The Kiwi bird lives only in New Zealand and, due to its rarity in the wild, is a protected species.
- UPDATES -
WORLD NEW VERSION :
* New hardware revision.
* Three Z80 and no M-Chip (8742 MPU).
JAPAN VERSION :
* Standard hardware.
* Two Z80 and the M-Chip.
WORLD OLD VERSION :
* Standard hardware.
* Harder gameplay.
* Old Taito logo.
- TIPS AND TRICKS -
The following is for the Japanese version of the game which, curiously, was the version that tended to be converted to the various home formats; regardless of territory
Throughtout the game there are several hidden 'Warp' gates, which take you to secret areas and later levels.
Round 1-1 : In the last room of this stage, there are 3 identical platforms placed above one another. Go to the highest one, face left and jump about whilst shooting, after 5 shots a warp should appear. This takes you into a enclosed box on round 2-1, only this time it has got the 'E','X','T' letters. There is an escape warp to the right which you must shoot to make it appear. From here you are taken to round 1-4 (in an unaccesible area below the boss room) where you'll find the green 'E','N','D' letters, you now have your first extra life. To get to know more about round 1-4 (which is important in the game) keep on reading.
Round 1-2 : In the start area, jump onto the second platform and shoot to your left 5 times. A warp should appear, enter it and you'll be taken to a room of the secret round (the secret round is a place where almost ALL of the secret rooms are found - like separate rooms in any level - and you can't visit more than one at a time, since they are all separated by closed walls). There are two large columns with water one to either side of you. Each has an open Warp above it. The right warp will take you to an upper place in level 1-2, where you simply collect some apples (for points) and then continue through the level normally. The left warp, which is the better of the two, takes you to a place under the level. Going from left to right, you find a place with upwards tunnels you can jump in. Go to the one full right, since there you will find the letters 'red E' and 'X'. Then, going all the way up, you are just near the cage at the end of the level.
Round 1-3 : This level has two warps...
1) The first needs a vehicle and is just after you fly down to the big open area of this round. Fly downwards while staying close to, and facing the left-hand wall, keep firing towards the wall and about two thirds of the way down, the first Warp will appear. This will take you to a secret round where you collect the 'red E','X', 'T','green E' letters then on a hidden place of round 2-1,where you collect the 'N' and 'D' letters : EXTEND, and also you can choose to finish round 2-1 OR...
2) The second Warp is in the last room. Climb out of the water and head straight upwards - the trapped Kiwi is to your left). This will take you to a secret round, which also has got a secret warp in it! The round has the 'TEND' letters, exits to 1-4, and a Warp exit to 2-2.
Round 1-4 : This round has a Warp, but it's only accesible from another Warp that appears on a LATER level (2-1). Once you have come to this level via the Warp on 2-1, go to the platform directly UNDERNEATH the Boss room (after you've collected the letter), the Warp is in the far left corner of the upper-most platform underneath the Boss room and takes you to level 2-4.
Note : The trick of using the 2-1 warp to go back to 1-4 infinitely doesn't work in the WORLD revision. The programmers added some blocks to the box so that the Kiwi cannot be sucker in the warp.
Round 2-1 : This is one of the key rounds of the game, as it allows for one or two tricks and has two warps. The first one is in the right corner of the closed box at the end of the level. You can get inside the box from the warp on level 1-1. However, it's possible to enter the Warp from OUTSIDE the closed box by using a flying vehicle and, for preference the laser weapon or Fire Staff.. If you've only got arrows ,bombs, or a laser and no vehicle, take advantage of the microbes that appear nearby. Keep killing them anytime they appear (if you move away from the screen where they appear they will appear more often) until the Fire Staff appears. Once opened, just jump in it from below. You will be taken BACK to the secret area in level 1-4. This means that you can effectively keep going BACK to level 1.4 through the Warp as many times as you wish, stocking up on points and bonus lives as you go.
Should you chose NOT to do this, you can head for the second Warp. First, ensure that when you are at the enclosed box and that you also have a vehicle. Simply fly OVER the enclosed box and drop down behind the caged Kiwi. On your right there is a 'ladder', go up this and you'll be in a small, enclosed room; shoot the lower-left edge of the room and the Warp appears. This will take you to an independent secret level which has 2 possible exits. The first is at the end of the level - after the yellow lift you head down and left and drop through a hole in the floor - this takes you to level 2-3. The second exit is a warp. Stand on the yellow rising block and jump from it so you can stand on the wall to your right (you would do this anyway, to avoid the ceiling spikes and get to the exit...). Shoot 5 times and a Warp appears. This will take you to another secret level - with a number of enemies - and the letters 'Green E' and 'T'. Take the letters, kill all of the enemies and enter the Warp that subsequently appears.
Round 2-2 : The only warp on this level is in the upper right-hand corner and can only be reached with a vehicle. This takes you to the end of the level.
Round 2-3 : Also one warp on this round. This is found in the place left to the 'Red E' (bottom righ of the level). This will take you to a place with a 'Red E' and an 'X', and a warp from there to an advanced point on level 2-3.
Round 2-4 : Before the Boss Room (the one with the octopus) shoot to the right - standing on the blocks over the spikes - and a warp will appear on the fifth block from the left. This leads to a secret level with enemies and the letters 'T' and 'Green E', and THEN to level 3-1, inside the 'box'.
Round 3-2 : There is a warp near to the end of the level on the wall between the two 'pools' of water with waterfalls, This will take you to a room in the secret level, with a church for background. Nothing to take, just a warp on the floor that will take you to level 3-3.
Round 4-1 : This round has got 3 warps, the maximum in this game. The first (and most rewarding) is over the last diagonal row of spikes, in the upper 'dry' part of the level (most of the level is underwater). Fly up there, shoot 5 times as usual and take the warp. It will take you to a place in the secret round and then to level 4-4. There are two further warps that can be found in a long, left-to-right section, just after you have passed the BIG masses of water.
Round 4-4 : This level has two sub-areas, divided by a barrel at the end of the areas. In the area with the horizontal 'barrel', there is an empty space below it. Shoot it and a warp appears. This takes you to a room in level 2-4, with 2 letters, an 'E' and an 'X', and then you take a warp in that room that takes you to the second area of level 4-4.
Round 5-1 : This is the last level known to have a warp. Walk on the floor with the small volcano until the last platforms on the left. Go up and then left, you will fall down to a place with some blocks and more volcanos. Shoot to the right right, and take the warp. This takes you to a room in the secret round with 2 red E's and another Warp to a secret level room - with two X's - and from there to level 5-1 again, near the big room.
* Heaven Rounds : The heaven levels are secret levels that can only reached when Tiki has lost all of his previous lives and is killed by a SOLID PROJECTYLE (such as arrows, stones, bombs, boomerangs, spears, etc.) If you drown ,fall on spikes or lava, get burned by laser, flames or UFO missiles, or are killed by contact with an enemy, a life is lost. The Heaven levels only appear after level 3.1.
* Teddy Bear Cheat : In the demo mode during the attract mode, press fire 3 times, and a cute picture of a bear will appear in the bottom-left corner of the screen.
- STAFF -
Main staff : Kazutomo Ishida, Hisaya Yabusaki, Akira Ootsuki, Makoto Fujita, Koichi Ooyama
Sound effects : Hisayoshi Ogura, Yasuko Yamada, Yasuhisa Watanabe
One-time staff : Mitsukou Kimura, Naoko Toshimitsu
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sega Mega Drive (1990)
Nintendo Famicom (1991)
Sega Master System (1992)
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Sony PlayStation2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
Nintendo DS (2007, New Zealand Story Revolution)
* Computers :
Sharp X68000 (1988)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Atari ST (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
FM Towns PC (1989)
PC [MS Windows] (2005, "Taito Legends")
$end
$info=tnexspce,
$Edit this entry at Arcade-History.com
$bio
The Next Space (c) 1989 SNK.
- TECHNICAL -
PCB Number : A8004
Prom Stickers : NS
Main CPU : 68000 (@ 9 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Boss : Eikichi Kawasaki
Producer : Shochan
Main programmer : Shochan
Sub programmer : Data Tada
Advisers : Bucho, Tama, Koyan, Konny
Graphic designers : Fujita, Ken, Mituzo, Ishimochi, Tsukamichi, Buri, Fujiwara, Yokochan
Sound : Kidon
Hardware : Ebara
Character designers : Shochan, Tsukamichi
$end
$info=ninjak,ninjakj,ninjaku,
$Edit this entry at Arcade-History.com
$bio
The Ninja Kids (c) 04/1991 Taito.
Four ninjas with different abilities attempt to save the town from the RESURRECTION OF THE SATAN! Not just any Satan, mind you, but THE Satan.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C85
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
In the US version, all the references to 'Satan' were changed to the 'Evil One'.
- STAFF -
Game director : Takeshi Ishizashi
Game designer : Keppel Maekawa
Programmers : Takeshi Ishizashi, Fzr.Mom
Hardware designers : Eikichi Takahashi, S. Watanabe
Character designers : Pokeel Yamada, Jsunji Matsumoto
Sound composers : FUMMY, Hiroshige Tonomura (TONO), Norihiro Furukawa (WIZ. MASTER), Underground Sound Guerrilla Team PINCH-PUNCH (PINCH PUNCH)
Designer : Rintard Doi
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=ninjaw,ninjawj,
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The Ninja Warriors (c) 02/1988 Taito.
Two ninjas fight an entire army to destroy an evil dictator in this horizontal action game, which features physical damage on our heroes
- TECHNICAL -
Board Number : M4300086H
Prom Stickers : B31
Main CPU : (2x) 68000 (ID : K1100325A, K1100312A) (@ 8 Mhz)
Sound CPU : Z80 (ID : K1100313A) (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz), (4x) Volume (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 864 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 12288
Players : 2
Control : 8-way joystick
Buttons : 2 (DAGGER, SHURIKEN)
- TRIVIA -
Licensed by Romstar for US distribution
The strange resolution of this game was due to the original cabinet which had a wide screen made out of three monitors.
Banglar, the main enemy who looks like Yoda from the star wars films makes a cameo appearance in "Aqua Jack" 2 years after appearing in The Ninja Warriors.
Brian Chapel holds the official record for this game with 188,900 points.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- SERIES -
1. The Ninja Warriors (1988)
2. The Ninja Warriors Again (1994, Nintendo Super Famicom)
- STAFF -
Produced by : Yojiro Suekado
Directed by : Masaki Ogata
Written by : Onijust
Executive producer : Hisao Yunoki
Director of software : Daisuke Sasaki
Programmers : Yoshihisa Nagata, Yuji Iwasaki, Yoshiyuki Watabe, Masaki Ogata, Daisuke Sasaki
Production designer : Yukiwo Ishikawa
Character designers : Masami Kikuchi, Yoshihiro Wakita, Toshiyuki Nishimura, Taira Sanuki, Shinobu Iwabuchi, Sachiko Yamana, Junji Yarita, Kohzoh Igarashi, Tetsuro Kitagawa, Yukiwo Ishikawa
Assistant character designers : Visual Arts Produtcion, Animation 20, Space Creative
Supervising editor : Tetsuro Kitagawa
Editors : Masami Kikuchi, Yukiwo Ishikawa
Costume designer : Hiroshi Wagatsuma
Hardware designer : Toshiyuki Sanada
Assistant hardware engineer : Satoru Shimomura
Music composed and directed by (Zuntata) : Hisayoshi Ogura
Assistant sound programmer (Zuntata) : Naoto Yagista
Sound editor (Zuntata) : Yasuhisa Watanabe
Sound hardware designer : Tsukasa Nakamura
Publicity supervisor : Hisayoshi Nakane
Game designed by : Onijust
- PORTS -
* Consoles :
NEC PC-Engine (1989)
Sega Mega CD
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
Atari ST (1989)
$end
$info=outfxies,outfxesj,
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The Outfoxies (c) 1994 Namco.
A platform 'versus' shoot'em up in which either one player (playing against the computer) or two players (playing against each other) attempt to destroy each other by any means necessary. The levels themselves are interesting and varied, with airships, planes etc. providing a detailed and highly interactive backdrop in which the players do battle. That interactivity is increased further with the introduction of destructible sections which, when blown up, can often open up new areas or rooms. Each level is littered with a variety of weapons that can be picked up and utilized by the player(s). Graphically, Outfoxies employed superb sprite scale and rotation techniques that elevated the already fun gameplay still further. The aeroplane level, for instance, dips and sways, bringing problems of inertia and gravity to the platform action. Also; the in-game camera zooms in and out of the level, depending on how far away the two opponents are from each other. Playable characters range from a monkey to a pair of psychotic school children, with each character choice offering the player different aptitudes (the monkey can jump higher, for example). A fun enough game in one-player mode, Outfoxies really came into its own when two human protagonists took part.
- TECHNICAL -
Namco System NB-1 hardware
Game ID : OU
Main CPU : 68EC020 (@ 24.192 Mhz), M37702 (@ 16.128 Mhz)
Sound Chips : C352 (@ 16.128 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 59.70 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (The Outfoxies : Namco Game Sound Express Vol.20 - VICL-15042) on 21/06/1995.
- STAFF -
Concept and design : Masateru Umeda
Main programmer : Yoshiyuki Honda
System programmer : Toshiharu Hijita
Game programmer : Koichi Motokoide
Character designer : Miki Maemori
Field designer : Taro Okamoto
Music and sound effects : Masahiro Fukuzawa
Graphic designer : Akira Usukura
Logo designer : Hideaki Ito
Chief directorer : Masuya Ohishi
Product manager : Shinichiro Okamoto, Hajime Nakatani
Producer : Akihiko Tokue, Shukuo Ishikawa
Visual works : Yukiko Kaneko, Nobuko Endo, Muneyuki Tejima, Mitsuru Fukuoka, Tomoe Yamashita, Hisaharu Takahashi, Takashi Imaizumi, Hitomi Kusano, Kazuaki Fujimoto, Kanako Doi, Daisuke Tsushima, Kyoko Endo, Tomosuke Kashiwabara
$end
$info=percuss,
$Edit this entry at Arcade-History.com
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The Percussor (c) 1981 Orca.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 49
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=thepit,thepitc,thepitb,
$Edit this entry at Arcade-History.com
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The Pit (c) 04/1982 Centuri.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- PORTS -
* Computers :
Commodore C64 (1983)
$end
$info=punisher,punishru,punishrj,
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The Punisher (c) 1993 Capcom.
Play as either the Punisher or Nick Fury, together or solo- and fight your way through many dangerous locales filled with criminals. Lots of devastating weapons and moves to unleash on your opponents. Find and defeat the Kingpin in this side-scrolling beat'em up. Very similar to the game "Final Fight", also by Capcom.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)
- TRIVIA -
Released in April 1993.
This game features the main characters from the comic books respectively titled 'The Punisher' (First appearance : Amazing Spider-Man 129, 1973) and 'Nick Fury' (First appearance : Sgt. Fury and his Howling Commandos 1, 1963), Agent of SHIELD, both published by Marvel Comics. The acronym SHIELD stands for 'Surpreme Headquarters International Espionage Law-enforcement Division'.
Scully, the first of the boss villains here, is loosely based on a villain named Chester Scully who appeared in issues 22-23 (August and September, 1989) of the Punisher's first ongoing series, which ran from 1987 to 1995. The leaping kicks he uses in the game are an homage to the cover of the 23rd issue where his comic book counterpart is shown attacking the Punisher by kicking at him while jumping.
- UPDATES -
The US version has the "Winners Don't Use Drugs" screen.
Japanese version is a bit different :
* The Super Kick results in blue flames on the enemy instead of blood.
- TIPS AND TRICKS -
* Super Kick : Down, Up+Attack
* Super AIR Kick : Forward(x2), Jump, Down+Attack
* Special Ending : finish the game without having to continue to see a different credit sequence (badguy parade).
* When you're in the 2nd area of stage 2, the gangsters' mansion in Florida, there are 3 jail cells in which 3 girls are being held hostage. Break open the cells and then stand still. The girls will give the players thank-you hugs that restore energy to their lifebars.
* The Punisher and Nick Fury's personal handguns are usually drawn automatically whenever enemies carrying firearms - and also the robots called 'Pretty Boy' - turn up. With the exception of the robots, which are tougher to deal with, try to refrain from killing the enemies armed with guns until after you've killed some of those who aren't carrying guns. This certainly comes in useful during the showdown at the end with the Kingpin, who's drawn much larger here than he was in Sega's own "Spider-Man - The Videogame", made 2 years earlier.
- STAFF -
Game designers : Akiman, Maeda, Buchi, Jun Keiba, Ohn
Program designers : Kazuhito Nakai, T. Ueno, Y. Kawabata, Mitsu, Y. Mikami (ZZR)
Character designers : Eripyon.N, Matsunaga, Mayo Seriya, Daniel, Vlad.T, Inukichi, Minobeyan, Yokota Yokozo, Koizumi, Iwai, Go, T. Tathivana, Mikiman, Marilyn Higuchi, Harusan
Sound designers : Yoko Shimomura (Pi B), Isao Abe, Toshio Kajino, Syun Nishigaki, Nobu. Oouchi
Director : Noritaka Funamizu (Poo)
System advicer : Jaboon
Illustration designer : Sensei
- PORTS -
* Consoles :
Sega Mega Drive (1994)
$end
$info=roishtar,
$Edit this entry at Arcade-History.com
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The Return of Ishtar (c) 1986 Namco.
- TECHNICAL -
Namco System 86 hardware
Game ID : RI
Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 512
Players : 1
Control : Double 8-way joysticks
Buttons : 2
- TRIVIA -
Released in July 1986. The Return of Ishtar is the first game from Namco to feature a 'password function'.
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on 25/07/1987.
- SERIES -
1. The Tower of Druaga (1984)
2. The Return of Ishtar (1986)
3. The Quest of Ki (1988, Nintendo Famicom)
4. The Blue CrystalRod (1994, Nintendo Super Famicom)
5. The Nightmare of Druaga - Mysterious Dungeons (2004, Sony PlayStation 2)
- STAFF -
Game designer : Masanobu Endoh
Character designer : Yuichiro Shinozaki
Programmer : Naito
Musics and sound effects : Junko Ozawa
- PORTS -
* Consoles :
Sony PlayStation (1996, "Namco Museum Vol.4")
* Computers :
Sharp X68000 (1986)
Fujitsu FM7 (1986)
PC (1987)
MSX2
PC [Windows, CD-Rom] (2001)
$end
$info=roldfrog,roldfrga,
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The Return of Lady Frog (c) 1993 Microhard.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 376 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=mt_revsh,
$Edit this entry at Arcade-History.com
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The Revenge of Shinobi (c) 1988 Sega.
A few years ago, Joe Musashi defeated the terrorist ninja group known as Zeed, and peace returned to the world for a while. those years have passed and Zeed has returned, this time they have become much stronger and powerful (not to mention having their name changed to Neo Zeed). aside from their world domination plans, Neo Zeed have a new goal, the demise of the man who defeated them. and to begin, Musashi's sensei (the ninja teacher) was killed, and as if that wasn't enough, Joe's fiancee, Naoko was kidnapped and taken hostage by Neo Zeed. And now for Joe Musashi, this time it's personal.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 28
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette Colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in December 1988.
In some early versions of 'The Revenge of Shinobi', Spider-Man and Batman made appearances as enemies. Unfortunately, DC Comics and Marvel Comics didn't appreciate the fact that Sega used the comic book heroes without permission. So in order to avoid a lawsuit, Sega removed Batman from the new versions, but kept Spidey under one condition... that condition was that Marvel Entertainment Group would get credit for their 'friendly neighborhood' Spider-Man in the beginning of 'The Revenge of Shinobi'.
Godzilla also makes an appearance in this game
- TIPS AND TRICKS -
* Infinite Shurikins : Go to the options Screen, move the pointer up to Shurikins and set them to 00, wait about 30 seconds (without moving the pointer). You will here a sound and the '00' should change to an infinite symbol. Start the game and you will have unlimited Shurikins.
- SERIES -
1. Shinobi (1987)
2. Shadow Dancer - Kage no Mai (1989)
3. The Revenge of Shinobi (1989, Sega Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Sega Master System)
5. GC Shinobi (1991, Sega Game Gear)
6. GG Shinobi II - The Silent Fury (1992, Sega Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Sega Mega Drive)
8. Shinobi Legions (1995, Sega Saturn)
9. Shinobi (2002, Sony PlayStation 2)
10. Nightshade (2004, Sony PlayStation 2)
- STAFF -
Producer / Program coordinator : Yamaichi
Programmers : Mizoran, Kottsu
Assistant programmers : Ore, Sat Man
Sound coordinator / Sound programmer : Tokuhiko Uwabo (Bo)
Music composer : Yuzo Koshiro
Chief designer : Taro Shizuoka
Designers : Thomas Yuuda, Seishi Atsumiya
Assistant coordinator / Coffee maker : Pal-Ko
Total planner / Total cordinator : The Alive
- PORTS -
* Consoles :
Sega Mega Drive (1995, "6-PAK")
$end
$info=simpsons,simps2pj,simpsn2p,simps2pa,simps4pa,
$Edit this entry at Arcade-History.com
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The Simpsons (c) 1991 Konami.
A jewel heist gone wrong sees Mr Burns's sidekick, Smithers, kidnapping Maggie and making his escape. Between one and four players take on the role of either Homer, Marge, Lisa, or Bart in this colorful, horizontally-scrolling beat-em-up from Konami. Each Simpsons character possesses an attacking move specific to them; Marge is armed with a vacuum cleaner, Lisa has a skipping rope, Bart has his skateboard, and Homer fights with his fists. The players must battle their way through a variety of Simpsons-themed levels - such as Springfield and Krustyland - fighting goons, thugs, zombies, drunks, firemen, and several Simpsons regulars. Many Simpsons characters that don't appear as enemies have 'cameo' scenes in the game (Otto working at a burgerstand in Krustyland, for example). The archetypal 'boss' character awaits the players at the end of every stage. The game ends with a final showdown with the evil Mr. Burns in his luxurious mansion.
The Simpsons was designed to Konami's typically-high production standards and was, like the 'Ninja Turtles' games that appeared a couple of years' earlier, very faithful to its source material. The colorful, smoothly-animated sprites captured the spirit of the legendary cartoon superbly, and the game's many humorous touches were timed to perfection.
- TECHNICAL -
There were several distinct versions of this game available in the arcade, the 4-player dedicated cabinet, the 4-player conversion kit (designed to retrofit "Teenage Mutant Ninja Turtles", but a lot of them ended up on "Gauntlet" machines too), and the 2-player conversion kit (designed to retrofit almost anything). The only real difference in game-play between versions was the maximum amount of players. The Simpsons dedicated cabinet was fairly large and had an over-sized control panel (to accommodate 4 players). The sides were decorated with painted side-art showing all five members of the Simpsons family scampering around (Homer seems to be stepping on the tail of the family cat). Some cabinets may have this same scene as a large sticker, instead of it being painted on. American machines are usually blue in color, while the European ones were usually white. The marquee shows a family photo and has a 'The Simpsons' logo done in yellow. The control panel repeats the graphics from the marquee and has 4 joysticks (one for each player), each of which is a different color. Different Simpsons machines will have different sized monitors, although 25'' and 32'' were the most popular sizes available.
Game ID : GX072
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1991.
This video game is based on the prime-time animated series of the same name created by Matt Groening.
The Simpsons and "Aliens" arcade machines can be seen in the background of the 'Moe's Tavern Stage'. Ever wonder why the Aliens arcade game makes a cameo appearance in The Simpsons? It turns out that both The Simpsons tv show and Aliens (the movie) are made by 20th Century Fox (and of course, Konami got the rights to make the arcade games for both franchises).
Some stuff related to the TV series :
* In the character profiles, Lisa is said to be age 7. In the TV series, she is 8 years old.
* In the Character profile, Homer's age is 35. His real age is 36. Konami goofed that one.
* Bart wears a blue shirt in this game. In the series, he normally wears an orange shirt. The blue shirted Bart appeared on various T-shirts and other Simpsons merchandise. This was even referenced in one episode of the series. Homer was waving Lisa (who wears a red dress) around to attract a bull's attention. Then Homer says 'Now for some calming blue', and reaches for Bart. Seeing that Bart is wearing an orange shirt, he says 'Where's your blue shirt?'. Bart replies 'I don't have a blue shirt'.
* In some parts of the game, the bow in Maggie's hair is pink. Other times, it is the correct blue color.
* The rabbit characters that appear in various places in the game are from Matt Groening's comic strip, 'Life in Hell'.
* Smithers is much more evil in this game than he has ever been in the show. In the series, Smithers is (as Burns himself put it) 'the sober Yin to [Burns'] raging Yang'. In this game he is depicted as a cape-wearing, bomb-throwing psycho. Smithers' voice is wrong - Smithers is colored wrong. The color scheme used in this game appears to be based on the episode 'Homer's Oddysey', in which Smithers was colored incorrectly. In this episode, his skin color was also incorrect : instead being yellow, it was a dark pink color. Also, Smithers has never worn a cape, as he does in this game (Perhaps he has an evil twin who is a cape-wearing mad bomber!).
* Mr. Burns' voice also sounds wrong, except when he says 'Excellent'. The 'Excellent' voice sample was taken directly from the show and the rest of the lines were recorded by a different actor.
* SPOILER ALERT! : After Mr. Burns has been defeated, his eyes turn into Xs as he is lying on the ground. In the series Bart's eyes were drawn as Xs in a dream sequence, when Bart was imagining that school bully Nelson Muntz had beaten him to death and the school nurse had reconstructed his face for his funeral.
* In this game Sideshow Bob helps you by giving you food that restores your health. Since a first season episode where he framed Krusty the Klown for armed robbery and his plans were foiled by the Simpson kids, he is normally a villain. It seems that this game was made before the first season was finished (Or at least the people who worked on the game hadn't seen all of the episodes yet).
* The 'Moe's Tavern' stage in this game does not look much like it's TV counterpart. In this game it seems to be underground and only accessible by hidden elevators (One of the elevators is in a fake 'Krusty' grave in the cemetary stage, the other in a wall of rock in the 'Springfield Butte' stage). Of course, in the series it is just a regular building with a regular door that people walk through off the street.
* In this game, Barney's hair color is the same color as his skin (yellow). He appeared this way in a few early episodes of the first season, but later his hair was colored brown and only the Simpson kids have hair that is the same color as their skin.
* Channel 6 (Stage 7) : The anchorman in this stage is the same one that appears in the episode 'Call of the Simpsons'. In that episode, this anchorman sounds just like Kent Brockman, but looks completely different. The anchorman's hair was colored gray in the episode, but in this game the anchorman is colored like Scott Christian (Early on in the series, an anchor named Scott Christian would frequently be 'filling in for Kent Brockman', the regular anchorman. Eventually Christian was dropped from the series and they just used Kent Brockman). This anchorman is neither Kent Brockman or Scott Christian. If you stand in front of the anchorman, he will get mad. If you jump up on the anchor's desk, he will shrug his shoulders.
In Stage 7, in the scene where you fight ninjas, the sign reads "Utabuwaza" which means "Song Dance Skill".
- UPDATES -
* In the Japanese version, there are nuclear bombs laying around that can be thrown at enemies (for example, in front of the Noiseland Arcade in the first level). These bombs are not present in the other versions. These bombs look the same as the ones Mr. Burns shoots at you on the last level.
* In the Japanese version, you can fill you life meter past full. For example, if your life meter is already full and you get an item that restores your health, you get no benefit in the non-Japanese versions. But in the Japanese version, you will get additional health points, indicated in the meter by a different color (When the life meter is full, it is purple. When it goes past full, the additional health is shown in yellow).
- STAFF -
Main programmer : A. Suzuki
Software designers : Hirotaka_2, Nwk
Graphic designer : K. Nakamura
Main character designer : Y. Takano
Character designers : K. Nakajima, Noriyuki Yokoki
Sound & effect programmer : Hideaki Kashima
Music by N. Hanzawa.
Hardware designer : H. Matsuura
Package designers : N. Satoh, K. Kamiya
Special guest : H. Iuchi_4, M. Samejima
Management : S. Kido
Supervisor : K. Nakamura
- PORTS -
* Computers :
Commodore C64 (1991)
PC [MS-DOS, 3.5'' / 5.25''] (1991)
$end
$info=simpbowl,
$Edit this entry at Arcade-History.com
$bio
The Simpsons Bowling (c) 2000 Konami.
A 3-D bowling game featuring the characters from the popular cartoon series.
- TECHNICAL -
Konami GV System hardware
Game ID : GQ829
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : trackball
Buttons : 3
- TRIVIA -
The game features custom speech by the real Simpsons voice actors! (see Staff section, Fox Interactive part for more info).
All of the characters' uniforms were taken from 'The Simpsons' episode entitled 'Team Homer' (original airdate : January 6, 1996).
- TIPS AND TRICKS -
* After bowling 3 strikes in a row (called a 'turkey'), depending on your character, you would get a special ball. The specials balls are :
Fire ball : A flaming bowling ball.
Maggie ball : Launch Maggie down the lane.
Nuclear ball : Throw a ball full of nuclear sludge.
Bomb ball : Would result in a big explosion.
* Unlock Abe (Grampa) Simpson : Move the cursor up and down quickly at the character selection screen, Grampa will appear as a playable character.
- STAFF -
* Konami Amusement of America, Inc.
Executive producer : Fumiaki Tanaka
Lead programmer : Yoshi Morimoto
Production coordinator : Steve Johnson
Lead artist : Keith Sillin
2D/3D artist : Heather Vidal
Sound producer and director : Tak Fujii
Sound designers : Clark Wen, Kevin Xue
Hardware engineer : Takuya Aono
Technician : Sam Yerushalmi
* Fox Interactive :
Producer : David Wisehart
Associate producers : Luke Letizia, Harish Rao
Script writer : Jamie Angell
Creative consultants : Matt Groening, Mill Smythe
Starring : Dan, Castellaneta, Julie Kavner, Nancy Cartwright, Yeardley Smith, Hank Azaria, Harry Shearer
Simpsons theme : Danny Elfman
Simpsons music composition : Christopher Tyng
The Simpsons, created by Matt Groening, and Twentieth Century Fox Film Corporation.
$end
$info=srumbler,srumblr2,
$Edit this entry at Arcade-History.com
$bio
The Speed Rumbler (c) 09/1986 Capcom.
- TECHNICAL -
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 352 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Rush & Crash".
The main character is Super Joe from "Commando (Capcom)" and "Bionic Commando".
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.2 - 28XA-203) on 25/03/1988.
- STAFF -
Programmers : Yukio Arai, Kyoko Tomita
Character Designers : Chieko Ryugo, Kimio, Couichi Yotsui
Music : Tamayo Kawamoto, Harumi Ihara
Hardware : Shinji Kuchino, Katuhiko Kamimori
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=superspy,
$Edit this entry at Arcade-History.com
$bio
The Super Spy (c) 1990 SNK.
Infiltrate terrorist hideouts and beat up the bad guys in this gender-bending (but still good) first-person beat-em-up with RPG elements.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0011
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch/Use weapon, [B] Kick, [C] Choose weapon
- TRIVIA -
Released in October 1990.
The Super Spy was one of the launch games for the Neo-Geo MVS system.
A few rooms in the game feature a G-Mantle poster hanging on the wall, this character was later used as a striker character in "The King of Fighters 2000".
- STAFF -
Boss : Eikichi Kawasaki
Programmers : Hiroshi & Tadashi, Magi2, Kura
Sound composer : Masahiko Hataya (PAPAYA)
Sound effects : Tarkun, Toshio Shimizm (as Shimizum)
Producer : Konny
Planner : Akira Goto
Front designers : Tsukamichi Atsu, N M, UG Wada, Takeshi Kimura
Scroll designers : Moriya, Take P Natsuji, Wara, Tony Oki, Kyoko T
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=3stooges,
$Edit this entry at Arcade-History.com
$bio
The Three Stooges In Brides Is Brides (c) 07/1984 Mylstar Electronics.
Larry, Moe and Curly throw pies and cause their usual mischief in all the wrong places.
- TECHNICAL -
Game ID : GV-113
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette Colors : 16
Players : 3
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This video game is based on the movie shorts and full-length movies that feature the characters of the same name.
- STAFF -
Programmed by : Sam Russo
Video graphics by : Jeff Lee
Gameplay designed by : Tom Malinowski
Audio by : Dave Zabriskie
$end
$info=tinstar,tinstar2,
$Edit this entry at Arcade-History.com
$bio
The Tin Star (c) 1983 Taito.
- TECHNICAL -
Taito SJ System hardware
Board Number : M4200364A
Prom Stickers : TS / A10
Main CPU : Z80 (@ 4 Mhz), M68705 (@ 750 Khz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC
Players : 2
Control : Two 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1983.
- STAFF -
Programmed by : T.I, H.F
$end
$info=thetogyu,
$Edit this entry at Arcade-History.com
$bio
The Togyu (c) 1984 Coreland / Sega.
A bull fighting game.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5478
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Bullfight'.
This game is known outside Japan as "Bullfight".
$end
$info=todruaga,todruago,
$Edit this entry at Arcade-History.com
$bio
The Tower of Druaga (c) 1984 Namco.
You control the heroic prince Gilgamesh who must attempt to rescue the maiden Ki from the demon Druaga. You are armed with a sword and shield to attack and defend. Find hidden chests (and special items) when special conditions are met, some of which are required to beat the game.
Original story :
IN ANOTHER TIME
IN ANOTHER WORLD...
THE BLUE CRYSTAL ROD
KEPT THE KINGDOM IN PEACE
BUT THE EVIL DRUAGA
HID THE ROD
AND THE MAIDEN KI
IN A TOWER
THE PRINCE GILGAMESH
WORE GOLD ARMOR
AND ATTACKED MONSTERS
TO HELP KI IN
THE TOWER OF DRUAGA
- TECHNICAL -
Game ID : TD
Main CPU : M6809 (@ 1.536 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in June 1984.
The Tower of Druaga (or 'TOD' for short) was originally called 'The Tower of ANU' during the development.
Prince Gilgamesh is the same Gilgamesh of Sumerian legend.
Characters and much of the equipment found in the TOD series have appeared or been referenced to in many other Namco games.
"Tales of Phantasia" : Much of the equipment used by Gilgamesh could be obtained.
"Tales of Destiny" : Contained an optional dungeon based directly off of the original Tower of Druaga (but with different treasures).
"Tales of Symphonia" : The equipment used by Gilgamesh could be obtained, and the character Zelos Wilder could gain a special title by wearing it.
"Tales of the World - Narikiri Dungeon 3" : Also contains a variation of the dungeon. The game also contains costumes for Gilgamesh, Ki and Druaga which allows the heroes to become them in battle, and wearing the Gilgamesh costume is necessary to access the dungeon in the first place.
"Tales of Legendia" : One of the 'Rare Monsters' that you can find and battle is the Quox, the dragon enemies from the Druaga games.
"Mr. Driller - Drill Land" : Contains 5 worlds, one of which is called Hole of Druaga featuring a Mr. Driller game with RPG elements.
"Mr. Driller Ace" : Featured two levels named after Druaga characters - the 'Druaga Ruins' and the 'Quox Ruins'.
"Namco x Capcom" : Several characters from the series appear in this cross over.
"Baten Kaitos" : Eternal Wings and the Lost Ocean: The Tower of Druaga makes an appearance as a puzzle in Mira, complete with slimes and tools. Baten Kaitos also contains some of Gilgamesh's equipment as obtainable items.
"Soul Edge" : Gilgamesh's shield (the red-line shield) and the Blue Crystal Rod make appearances as alternate weapons for Sophitia.
"Soul Calibur II" : One of Sophitia's alternate costumes was based off of Ki's design. In addition, one of her weapon sets was the Blue Crystal Rod and Blue Line Shield, equipment formerly used by Gilgamesh and Ki. The Red Crystal Rod and Red Line Shield are also available as bonus weapons for Cassandra.
Namco released a boardgame based on this game (same name) in 1985 (in Japan only) : You move through each level of the dungeon to get a key. You roll a dice for movement, take the shortest route towards the key, and after every roll (the game does not even have rooms or such), you have an encounter with a monster that you must fight. You get a treasure for each victory, and once you have the key, you can open the door that leads to the next level, and continue doing so on each level until you get to the 6th level where the princess is.
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Select sound 19
3) Press the service switch to display the grid and enter the following sequence : Up(x4), Down, Right(x2), Left(x6), Start2.
4) '(c) NAMCO LTD. 1984' will appear on the screen.
* Level Select : Keep Button1 pressed while pressing the Start button to continue the previous game; you can choose which level to start from.
* When your sword is unsheathed, your shield moves from your front to your left side. You can use this to block projectiles coming at you while attacking. This takes a lot of practice to master, though! Also, be sure to get the wing boots on level two by killing all the enemies -- it is impossible to beat the game without them.
- SERIES -
1. The Tower of Druaga (1984)
2. The Return of Ishtar (1986)
3. The Quest of Ki (1988, Nintendo Famicom)
4. The Blue CrystalRod (1994, Nintendo Super Famicom)
5. The Nightmare of Druaga - Mysterious Dungeons (2004, Sony PlayStation 2)
- STAFF -
Game designer : Masanobu Endoh (E.END)
Programmer : Satoshi Knight (NIGHT)
Sound composer : Junko Odawa (ZUNKO)
Hardware : Single Shigeru (SHIGE)
Graphics designer : You.Shino (YOU.S)
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Nintendo Game Boy (1990)
NEC PC-Engine (1992)
Nintendo Game Boy (1996, "Namco Gallery Vol.2")
Sony PlayStation (1996, "Namco Museum Vol.3")
Nintendo GameCube (2003) : Released as a bonus disc for a pre-ordered "RPG Baten Kaitos".
Sony PSP (2005, "Namco Museum Battle Collection")
* Computers :
MSX (1986)
Fujitsu FM-77AV (1986)
Fujitsu FM-7 (1987)
Sharp X68000 (1989)
PC [MS Windows, CD-Rom] (1997, "Namco History Vol.2")
PC [MS Windows, CD-Rom] (2001)
Sharp MZ2500
Sharp X1
$end
$info=ssideki4,
$Edit this entry at Arcade-History.com
$bio
The Ultimate 11 - SNK Football Championship (c) 10/1996 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0215
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)a
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Rough play, [C] Action player shift
- TRIVIA -
This game is known in Japan as "Tokuten Ou - Honoo no Libero" (translates from Japanese as 'Top Scorer - Flame of Libero').
- SERIES -
1. Super Sidekicks (1992)
2. Super Sidekicks 2 - The World Championship (1994)
3. Super Sidekicks 3 - The Next Glory (1995)
4. The Ultimate 11 - Snk Football Championship (1996)
5. NeoGeo Cup '98 - The Road to the Victory (1998)
6. NeoGeo Cup '98 Plus Color (1999, SNK Neo-Geo Pocket Color)
- STAFF -
Cast : Mr.Rod, Kuwayan., Bug Stopper, I. Etsuko, Tsubo-Tsubo, Namaan-Hiroto, YNY with Catbrow
Camera : Kentarou
Light-1 : Hiroto
Light-2 : Lemon Angeler
Chief Director : RC-31Kai
Planners : Y. Romario, I. Etsuko, Galmaster Yanya
Programmers : CC8WRX, Toppo George
Sound-Music : Tate Norio, Miki
Art director : Newsea
Designers : M-Chiesa, Neotridagger-ZMC, Shio Shio Shio, Oights, Commando,Keiko, Blendy-Cop!, Isso, Lovely Mimori!!, Z-Tom3, Commando Miyako
Sponsor : Akai
Executive producer : Takashi Nishiyama
Music composer : Chan Chakorin
Hard designer : Kucchan
Programmers : Blbon, Takako
$end
$info=undoukai,
$Edit this entry at Arcade-History.com
$bio
The Undoukai (c) 1984 Taito.
- TECHNICAL -
Game ID : A17
Main CPU : Z80
Sound CPU : Z80
Sound Chips : AY8910, MSM5232, DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'The Athletic Meet'.
This game is known outside Japan as "Field Day".
- STAFF -
Game programmer : Hiroshi Kawakami (H.K)
Game control : Ichiro Fujisue (I.F)
Sound programmer : Tukasa Nakamura
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1")
$end
$info=wintbob,
$Edit this entry at Arcade-History.com
$bio
The Winter Bobble (c) 1990 Sakowa Project.
Two snowmen battle cute Japanese critters over 50 platform based screens. Turn the enemy critters into snowballs and then boot them around the platforms knocking down everything in their path. Pick up Sushi for extra points. When a screen is cleared of monsters you move on to the next level.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Snow Bros. - Nick & Tom".
$end
$info=thief,
$Edit this entry at Arcade-History.com
$bio
Thief (c) 12/1981 Pacific Novelty.
This title plays a lot like "Pac-Man", except the maze is more detailed. You drive you car around the maze, picking up the money that is laying around everywhere (just like the dots in "Pac-Man"). Now to avoid being any more like" Pac-Man", the designer decided to give you four enemies, who each move around the maze with a distinct personality (but they are cars, not ghosts). In a final attempt to make this game different from "Pac-man", the designer then added dollar signs in each corner of the screen, running over these allows you to chase after your foes, and run over them (not at all like "Pac-Man"). In later levels these dollar signs may be in places other than the corners (finally, something that actually is different than "Pac-Man"). Each level is finished by clearing all the dollars bills from the board (the game will also rate you with a new 'Crime Level' everytime you complete a screen).
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1 Mhz), Samples (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Thief was not a new idea, it was a simple automotive maze game, but is memorable for having some truly horrible graphics. The kind of graphics that are so bad that you can tell a lot of effort was put into them. This was actually a common problem with a lot of lesser known early 80s arcade titles. The programmers would try and push the limits of their hardware, and end up with a true monstrousity.
The game is still fun, despite the "crashed Nintendo" look of the background scenes and explosions.
Thief machines are of an interesting design. They are bright red, and have a very 'top heavy' look to them, this is due to the laid back monitor, and oversized marquee. These machines have a simple 'Thief' logo as sideart (it is a sticker), and use chrome t-molding. The oversized marquee is yellow, and has an image of a 1920s paddy wagon, and a prisoner wearing a classic black and white striped prison suit. The control panel overlay and monitor bezel are yellow as well, and are covered in similar images to the one on the marquee. The control panel itself has only a 4-Way joystick with a red ball on top, and Start buttons for each player located on the right side of the panel.
The machine also has a cassette player mounted inside that plays an eight minute loop tape of actual police radio announcements from many years ago. If you last long enough, you will hear a voice break through the announcements to tell you 'Hey, good play!'. Last even longer, and the voice breaks through with a couple more comments about your play, each one less and less nice.
- SCORING -
Each 'Bill' collected : 10 points.
Hitting first car : 100 points.
Hitting second car : 500 points.
Hitting third car : 1000 points.
Hitting fourth car : 2000 points.
- STAFF -
Executive producer : Brian D. Senler
Screenplay by : Philip Lieberman
Directed by : Bernie Stolar
Stunts performed by : Bill Cravens
Cinematography by : Robert Meacher
$end
$info=trally,
$Edit this entry at Arcade-History.com
$bio
Thrash Rally (c) 1991 Alpha Denshi.
A rally game with an overhead view.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0038
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Accelerate, [B] Brake
- TRIVIA -
Released in November 1991.
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994, "Rally Cross")
$end
$info=3wonders,3wonderu,
$Edit this entry at Arcade-History.com
$bio
Three Wonders (c) 1991 Capcom.
Three Wonders contains 3 games :
1) Midnight Wanderers - Quest for the chariot
2) Chariot - Adventure through the sky
3) Don't Pull
- TECHNICAL -
Capcom Play System (CPS) hardware
Game ID : CP-S No. 16
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Midnight Wanderers : [A] Attack, [B] Jump
=> Chariot : [A] Shot, [B] Tail shot
=> Dont' Pull : [A] Push Block/Break Block, [B] Push Block/Break Block
- TRIVIA -
Released in May 1991.
This game is known in Japan as "Wonder 3".
The main character of the action game (Midnight Wanderers) appears as a striker character (Lou) in "Marvel vs. Capcom - Clash of Super Heroes".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992.
- UPDATES -
The US versions have the "Winners Don't Use Drugs" screen.
"Wonder 3" (the Japanese version) has some differences :
* The action game is called 'Roosters' instead 'Midnight Wanderers'.
* Roosters is slightly harder in a few ways : the stage 1 mid-boss has a faster rate of fire, the stage 1 end-boss is more aggressive by shooting less and punching more and near the end of stage 2 where the water is deep some of the platforms will crumble away when you step on them.
- STAFF -
Game designer : Udatoshi
Programmer : Koma Chan
Character designer : Kurisan
B.G. designer : Kuramoyan
Sound composer : T. Yomage
Director : Kihaji Okamoto
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony Playstation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=thrilld,
$Edit this entry at Arcade-History.com
$bio
Thrill Drive (c) 1998 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : RF5C400 (@ 36 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
- SERIES -
1. Thrill Drive (1998)
2. Thrill Drive 2 (2001)
3. Thrill Drive 3 (2005)
4. Crazy Streets - Thrill Drive (2007)
$end
$info=thrild2,thrild2a,
$Edit this entry at Arcade-History.com
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Thrill Drive 2 (c) 2001 Konami.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
- SERIES -
1. Thrill Drive (1998)
2. Thrill Drive 2 (2001)
3. Thrill Drive 3 (2005)
4. Crazy Streets - Thrill Drive (2007)
$end
$info=thunderl,
$Edit this entry at Arcade-History.com
$bio
Thunder & Lightning (c) 1990 Seta.
A ball and paddle game.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Romstar for US manufacture and distribution.
Also licensed to Visco.
- SERIES -
1. Thunder & lightning (1990)
2. Block Carnival (1992)
- PORTS -
* Consoles :
Nintendo Famicom (1990)
$end
$info=thndrbd1,
$Edit this entry at Arcade-History.com
$bio
Thunder Blade [Deluxe Sit-Down model] (c) 1987 Sega Enterprises, Ltd.
Taking control of a heavily-armed 'battle chopper, the player must battle through a variety of both overhead and 'into-the-screen' 3-D stages.
Each stage is packed with a mixture of enemy choppers, planes, tanks, boats and static gun emplacements, all intent on bringing Thunder Blade crashing to the ground.
The player's 'copter is armed with 2 different weapons; a rapid-fire machine gun and air-to-ground missiles - both of which have unlimited ammunition.
The first half of every stage begins with a top-down, vertically-scrolling section, before switching to an 'After Burner-esque', into-the-screen section.
Thunder Blade consists of four stages, which are as follows :
* Stage 1 : The game begins in a skyscraper-packed city. Enemies consist of rival choppers, jets, and ground-based tanks and gun emplacements. The level ends over the sea, with the player facing a huge and heavily-armed battleship.
* Stage 2 : This stage begins with the player navigating a desert canyon, before switching to the into-the-screen view and taking the player through a number of stalactite-packed and densely populated caves. A huge ground-based tank awaits the player at the end of the stage.
* Stage 3 : This begins in a river canyon, before moving on to a rain-forest river network. As well the the usual line-up of enemies, heavily-armed boats are introduced. the end-of-level battle takes place in the skies as the player attempts to destroy a massive jet fighter.
* Stage 4 : The 4th and final stage begins with a repeat of the first stage's city level, only this time the action takes place at night. The second half of this stage takes the player deep into an industrial complex, eventually leading to an end-of-game showdown with a massive and heavily-armed gun emplacement.
- TECHNICAL -
Sega X Board hardware
Unlike the upright cabinet version, Sit-Down model's joystick (which, in both cabinets, is shaped like a helicopter yoke) doesn't vibrate. The player sits on a bright orange 'helicopter' seat and the seat moves in sync with the chopper's movements - in other words; the player controls the movement of the seat. The monitor of the Sit-down version is decorated with various dials and graphics to simulate the look of a real helicopter cockpit.
- TRIVIA -
Also released as "Thunder Blade [Upright model]"
Despite bringing nothing new or original to the shoot'em up genre, Thunder Blade was a huge commercial success for Sega. This was down to the superb and innovative use of their breathtaking sprite-scaling graphics technology - used to such stunning effect in "Out Run", "Super Hang-on", "After Burner", etc. The way Thunder Blade constantly switched between overhead and into-the-screen levels was smooth and flawless and helped to disguise the otherwise unremarkable game-play.
Pony Canyon released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) 07/07/1988.
- STAFF -
Music by : Koichi Namiki
- PORTS -
* Consoles :
Sega Mega Drive (1988, "Super Thunder Blade")
Sega Master System (1988)
Sega Mega Drive (199?, "MegaGames 3in1 Vol 3")
* Computers :
Amstrad CPC (1988)
Atari ST (1988)
Commodore 64 (1988)
Commodore Amiga (1988)
NEC PC-Engine (1988)
Sinclair ZX Spectrum (1988)
Sharp X68000 (1990)
* Others :
Tiger LCD Handheld Game (1988) : Features 99 levels of play as you pilot your craft to battle!
$end
$info=thndrbld,
$Edit this entry at Arcade-History.com
$bio
Thunder Blade [Upright model] (c) 1987 Sega.
Taking control of a heavily-armed battle chopper, the player must battle through a variety of both overhead and 'into-the-screen' 3-D stages.
Each stage is packed with a mixture of enemy choppers, planes, tanks, boats and static gun emplacements, all intent on bringing Thunder Blade crashing to the ground.
The player's 'copter is armed with 2 different weapons; a rapid-fire machine gun and air-to-ground missiles - both of which have unlimited ammunition.
The first half of every stage begins with a top-down, vertically-scrolling section, before switching to an 'After Burner-esque', into-the-screen section.
Thunder Blade consists of four stages, which are as follows :
* Stage 1 : The game begins in a skyscraper-packed city. Enemies consist of rival choppers, jets, and ground-based tanks and gun emplacements. The level ends over the sea, with the player facing a huge and heavily-armed battleship.
* Stage 2 : This stage begins with the player navigating a desert canyon, before switching to the into-the-screen view and taking the player through a number of stalactite-packed and densely populated caves. A huge ground-based tank awaits the player at the end of the stage.
* Stage 3 : This begins in a river canyon, before moving on to a rain-forest river network. As well the the usual line-up of enemies, heavily-armed boats are introduced. the end-of-level battle takes place in the skies as the player attempts to destroy a massive jet fighter.
* Stage 4 : The 4th and final stage begins with a repeat of the first stage's city level, only this time the action takes place at night. The second half of this stage takes the player deep into an industrial complex, eventually leading to an end-of-game showdown with a massive and heavily-armed gun emplacement.
- TECHNICAL -
Sega X Board hardware
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
Also released as "Thunder Blade [Deluxe Sit-Down model]".
Despite bringing nothing new or original to the shoot'em up genre, Thunder Blade was a huge commercial success for Sega. This was down to the superb and innovative use of their breathtaking sprite-scaling graphics technology - used to such stunning effect in "Out Run", "Super Hang-on", "After Burner", etc. The way Thunder Blade constantly switched between overhead and into-the-screen levels was smooth and flawless and helped to disguise the otherwise unremarkable game-play.
Pony Canyon released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) 07/07/1988.
- STAFF -
Music by : Koichi Namiki
- PORTS -
* Consoles :
Sega Mega Drive (1988, "Super Thunder Blade")
Sega Master System (1988)
Sega Mega Drive (199?, "MegaGames 3in1 Vol 3")
* Computers :
Amstrad CPC (1988)
Atari ST (1988)
Commodore 64 (1988)
Commodore Amiga (1988)
NEC PC-Engine (1988)
Sinclair ZX Spectrum (1988)
Sharp X68000 (1990)
* Others :
Tiger LCD Handheld Game (1988) : Features 99 levels of play as you pilot your craft to battle!
$end
$info=thndblst,
$Edit this entry at Arcade-History.com
$bio
Thunder Blaster (c) 1991 Irem.
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz)
Sound CPU : V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Lethal Thunder".
$end
$info=tceptor,
$Edit this entry at Arcade-History.com
$bio
Thunder Ceptor (c) 1986 Namco.
- TECHNICAL -
Game ID : TC
Main CPU : M6809 (@ 1.536 Mhz), 68000 (@ 12.288 Mhz), HD63701 (@ 1.536 Mhz)
Sound CPU : (2x) M65C02 (@ 2.048 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), Namco 8-channel WSG, DAC
Screen orientation : Horizontal
Video resolution : 272 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 1024
Players : 1
Control : stick
Buttons : 4
- SERIES -
1. Thunder Ceptor (1986)
2. Thunder Ceptor II (1986)
- STAFF -
Music by : Norio Nakagata
$end
$info=tceptor2,
$Edit this entry at Arcade-History.com
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Thunder Ceptor II (c) 1986 Namco.
- TECHNICAL -
Game ID : TC
Main CPU : M6809 (@ 1.536 Mhz), 68000 (@ 12.288 Mhz), HD63701 (@ 1.536 Mhz)
Sound CPU : (2x) M65C02 (@ 2.048 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), Namco 8-channel WSG, DAC
Screen orientation : Horizontal
Video resolution : 272 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 1024
Players : 1
Control : stick
Buttons : 4
- SERIES -
1. Thunder Ceptor (1986)
2. Thunder Ceptor II (1986)
- STAFF -
Music by : Norio Nakagata
$end
$info=thunderx,thnderxj,thnderxa,thnderxb,
$Edit this entry at Arcade-History.com
$bio
Thunder Cross (c) 1988 Konami.
Wipe Out The Mechanikon Hordes! Take off into outer space and prepare for battle.
- TECHNICAL -
Game ID : GX873
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1988.
The legendary music Horizon by Olof 'Blaizer' Gustafsson found in many Amiga Cracktros of early 90s was actually a cover of the first level music of Thunder Cross. Olof Gustaffson is the inhouse musician of Digital Illusion of Pinball Dreams fame and before going commercial he was an active scener in the Amiga demo group 'The Silents'.
King Records released a limited-edition soundtrack album for this game (Thunder Cross : Konami Kukeiha Club - 276A-7703) on 21/05/1989.
- UPDATES -
The Japanese version has different level order.
- SERIES -
1. Thunder Cross (1988)
2. Thunder Cross II (1991)
- STAFF -
Soft technicians : Kalcium Wada, The Great Utamaro
Team consultant : Beauty Hide
Production superviser : K. Hiro
Animation character : Moriyanma 24
Set visual artist : M. Sunachan
Sound designers : Nyanpy J-Kane, Prophet Fuka
Processing to Hard : Taka
Package designer : Maya 2095
- PORTS -
* Consoles :
Sony PlayStation 2 (2007, "Oretachi Game Center - Thunder Cross")
$end
$info=thndrx2,thndrx2a,
$Edit this entry at Arcade-History.com
$bio
Thunder Cross II (c) 1991 Konami.
- TECHNICAL -
Game ID : GX073
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991.
- SERIES -
1. Thunder Cross (1988)
2. Thunder Cross II (1991)
- STAFF -
Producer : T. Nakagawa
Programmers : K. Tokunaga, K. Kano
Graphic designers : Satoru. K, S. Yamamoto, T. Kiuchi, Y. Kimura, Y. Takano, Kazuaki Nakanishi, T. Nakanishi, T. Nakazawa, M. Tohyama
Assist : Y. Suzuki
Sound designer : Mikio Saito (Metal Yuhki)
$end
$info=tdragon,tdragonb,
$Edit this entry at Arcade-History.com
$bio
Thunder Dragon (c) 08/1991 NMK.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Tecmo for distribution.
- UPDATES -
The bootleg version uses the "Raiden" (seibu) sound hardware (a Z80 @ 3.579545 Mhz), all musics from "Raiden" are present =).
- TIPS AND TRICKS -
* Secret Message : Reset game and hold down Player 2 buttons 1 and 2. If you did it fast enough, you will see the message 'Ready?'. If not try again. Press P1 Button 2(x14). If you did this correctly, you should see another message '4th June. 1991'. And you are in the test mode.
- SERIES -
1. Thunder Dragon (1991)
2. Thunder Dragon 2 (1993)
- STAFF -
Producer : Yukio Tomonari
Director : Yosuke Ono
Game designer : Merry Tamio
Programmer : Lieut. Col. Ore
Scenario writer : Ikezu Kenzi
Sound creator : Hide-Kaz
Graphic designers : Ikezu Kenzi, Giant Ama
$end
$info=tdragon2,tdragn2a,
$Edit this entry at Arcade-History.com
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Thunder Dragon 2 (c) 1993 NMK.
A vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : UPL-93091
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 57.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Big Bang - Power Shooting".
- SERIES -
1. Thunder Dragon (1991)
2. Thunder Dragon 2 (1993)
- STAFF -
Planner : W.W. Miyakawa
Programmer : Ore-Dayo
Co-programmer : Ryu Kikuchi
Graphic designers : Ikezu-Kenji, Kate Seki, Gaku Arita, Aniki Nisimura, Uisaku Origami
Sound creator : Manabu Namiki (Taro)
Sound adviser : Hide-Kaz
$end
$info=tfrceac,tfrceacj,tfrceacb,
$Edit this entry at Arcade-History.com
$bio
Thunder Force AC (c) 1990 Sega / Technosoft.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game was originally released the same year on the Sega Mega Drive as "Thunder Force III".
AC stands for 'ArCade'.
- PORTS -
* Consoles :
Sega Saturn (1996, "ThunderForce Gold Pack Vol. 2")
$end
$info=mt_tfor2,
$Edit this entry at Arcade-History.com
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Thunder Force II MD (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 11
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in June 1989.
'MD' stands for 'Mega Drive'.
- TIPS AND TRICKS -
* Options Menu : At the title screen, press and hold A+B+C and then press Start.
- SERIES -
1. Thunder Force (PC98)
2. Thunder Force II (X68000)
3. Thunder Force II MD (1989, Sega Mega Drive)
4. Thunder Force III (1990, Sega Mega Drive)
5. Thunder Force IV (1994, Sega Mega Drive)
6. Thunder Force V - Perfect System (1998, Sega Saturn)
- PORTS -
* Consoles :
Nintendo Super Famicom (1991, "Thunder Spirits")
Sega Saturn (1996, "ThunderForce Gold Pack Vol. 1")
* Computers :
Sharp X68000 (Year unknown)
* Others :
Arcade (1990, "Thunder Force AC")
$end
$info=thundfox,thndfoxu,thndfoxj,
$Edit this entry at Arcade-History.com
$bio
Thunder Fox (c) 08/1990 Taito.
The world is being overrun by terrorists! Not to worry, since two super soldiers are on the case of wiping out this threat. Features nice graphics and sound, along with solid side-scrolling "Rolling Thunder" style action as well as some side scrolling shooter stages to mix things up.
- TECHNICAL -
Taito F2 Expanded hardware
Prom Stickers : C28
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3 (ATTACK, JUMP, SPECIAL WEAPON)
- TRIVIA -
As odd as it may sound, this is one of the very few game that lets you use melee attacks with some firearms without actually firing a single shot, this allows you to use these only when you really need extra firepower! It is so strange that this idea is not used more often! :)
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Game designer : Keppel Maekawa
Creators : Wolf Kato, Oki, Van Van, CZ-601, Takahiro Natani, Mizushima-ya.Mii, FZR-MOM
Character designers : Noritaka Kawamoto, Nishikawa, Morimoto, Kazama, Omae, Yamada, Kawagishi
Designer : Hiroyasu Nagai
Sound director : Hisayoshi Ogura (OGR.)
Music composer : Kazuko Umino (Karu.)
Sounds effects editor : (Pochi.)
- PORTS -
* Consoles :
Sega Mega Drive (1991)
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2") (Japan only)
* Computers :
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=theroes,
$Edit this entry at Arcade-History.com
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Thunder Heroes (c) 2001 Primetec Investments.
- TECHNICAL -
CAVE 1st Generation hardware
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YMZ280B (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 57.55 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4 => [A] Punch, [B] Kick, [C] Jump, [D] Special
- TRIVIA -
This game is a licensed copy or a rip-off of "Gaia Crusaders".
Default High-score table ('Score Ranking') :
1st 500000 KOH
2nd 400000 JIM
3rd 350000 KOU
4th 300000 GEK
5th 250000 FRE
6th 200000 SEI
7th 180000 ADK
8th 150000 NOS
9th 120000 GOD
10th 100000 ABA
$end
$info=thoop,
$Edit this entry at Arcade-History.com
$bio
Thunder Hoop (c) 1992 Gaelco.
A platform game where you aim to defeat Dr. GenBrain. Climb ladders and jump on platforms while killing enemies on the way to the end-of-level boss.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Thunder Hoop (1992)
2. TH Strikes Back (1994)
3. Thunder Hoop III
- STAFF -
Character Graphics Design : Javier Arrebola
Scenery Graphics Design : Tony Yeste
Software Development : Albert Sunyer, Enric Vives
Hardware : Javier Valero, Jordi Vilella
Sound : Joan Sanmarti
Story by : FXAG
Product Manager : Josep Quingles
$end
$info=tstrike,tstrikea,
$Edit this entry at Arcade-History.com
$bio
Thunder Strike (c) 1991 The Game Room.
- TECHNICAL -
Main CPU : HD6309 (@ 3.579545 Mhz), HD63701 (@ 1.193181 Mhz), M68705 (@ 4 Mhz)
Sound CPU : HD6309 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.44 Hz
Palette colors : 512
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=thndzone,
$Edit this entry at Arcade-History.com
$bio
Thunder Zone (c) 1991 Data East.
In this shoot'em up game, four soldiers grab machine guns and other projectile weapons and shoot their way through the terrorist arsenal.
- TECHNICAL -
Game ID : MAJ
Main CPU : (2x) 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in US as "Desert Assault".
- STAFF -
Project leader : Naomi Susa
Planner : Yoshiaki Honda
Programmers : Souichi Akiyama, Haruyuki Kobayashi, Nod Suzuki
Adviser : Kazuyuki Kurata
Graphic designers : Masanori Tokoro, Sonomi Kiyota, Noriyuki Morita, Kappa-Kun, Ryohei Hirakata, Mario Watanabe, Atsushi Takahashi, Takahide Koizumi, Chie Kitahara, Makoto Nozu
Composers : Hiroaki Yoshida (MARO), Akira Takemoto (Raika)
Hardware : Shingo Mitsui
$end
$info=tndrcade,
$Edit this entry at Arcade-History.com
$bio
Thundercade (c) 1987 Seta.
- TECHNICAL -
Game ID : UA-0
Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz)
Sound Chips : YM2203 (@ 2 Mhz), YM3812 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)
- TRIVIA -
Licensed to Taito for manufacture and distribution.
This game is also known as "Twin Formation" and in Japan as "Tokusyu Butai U.A.G.".
- TIPS AND TRICKS -
* Autoshot : repeatedly press the FIRING button for a couple of seconds, then, hold the button.
* If you defeat the giant tank boss with only the default single shot weapon, you will get the lazer powerup. Lose your existing weapons by, carefully, allowing them to be hit by enemies; you must do this before the tank boss enters the screen. Note : Bomb strikes must not be used to defeat the tank boss, or the lazer powerup will not appear.
* By using your Bomb attack when the score reads 777,000-odd, a 7UP powerup will appear, giving you seven extra lives.
- STAFF -
Producer : Jun Fujimoto
Character designers : T. Sunaga, M. Takeda, A. Kumura, K. Sato
Programmers : J. Narita, Kazuaki Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka
Music & Sound : K. Hasegawa
Goblin sound : T. Suzuki, H. Yotsumoto
- PORTS -
* Consoles :
Nintendo Famicom
$end
$info=thunderj,
$Edit this entry at Arcade-History.com
$bio
Thunderjaws (c) 1990 Atari Games.
- TECHNICAL -
Game ID : 136076
Main CPU : (2x) 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in June 1990.
Default highscore table (Most Excellent Divers) :
1 RBD 1500
2 NAT 1451
3 MMQ 1413
4 MMQ 1376
5 SGM 1322
6 WJN 1299
7 PAT 1237
8 F K 1204
9 CSE 1183
10 KEM 1148
11 RBD 1116
12 NAT 1084
13 MMQ 1022
14 MMQ 1001
15 PAT 995
16 F K 987
17 SGM 946
18 WJN 931
19 CSE 919
20 KEM 888
21 TJ_ 850
22 FUN 831
23 MMQ 807
24 MMQ 777
25 RBD 753
26 NAT 725
27 SGM 692
28 WJN 649
29 CSE 573
30 KEM 527
- STAFF -
Project Leader : Russel Dawe (Rusty, RBD)
Programmers and Game Designers : Russel Dawe (Rusty, RBD), Natalie Burgess (NAT)
Animators : Susan G. McBride (SGM), Will Noble (WJN), Chuck Eyler (CSE), Kris Moser (KEM)
Hardware : Pat McCarthy (PAT)
Technicians : Farrokh Khodadadi (F K), Glenn McNamara, Cris Drobny, Alex Taccir
Music : Don Diekneite
Sound Effects : Brad Fuller
- PORTS -
* Computers :
Sinclair ZX Spectrum (1991)
Amstrad CPC (1991)
Commodore C64 (1991)
Commodore Amiga (1991)
Atari ST (1991)
$end
$info=tictac,
$Edit this entry at Arcade-History.com
$bio
Tic Tac Trivia (c) 1983 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
Buttons : 5
$end
$info=tickee,
$Edit this entry at Arcade-History.com
$bio
Tickee Tickats (c) 1994 Raster Elite.
A gun shooting game similar to "Point Blank", with ticket redemption on game completion.
- TECHNICAL -
Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : (2x) AY8910 (@ 2.5 Mhz)
RAM : (4x) Toshiba TC524258BZ-80
Dip switches : 8 positions
Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : lightgun
Buttons : 1
$end
$info=tigeroad,tigerodb,
$Edit this entry at Arcade-History.com
$bio
Tiger Road (c) 1987 Capcom.
'Ryu Ken Oh' raided villages and kidnapped small children to brainwash them and make them into soldiers. Master of 'Oh Rin' temple ordered his best student 'Lee Wong' to destroy 'Ryu Ken Oh' and save the children. To meet with 'Ryu Ken Oh', 'Lee Wong' must clear 4 stages and destroy big enemy at the end of each stage. 'Lee Wong' was given a magical jacket to jump and fly around, and weapons from the master to destroy 'Ryu Ken Oh'.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 576
Players : 2
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)
- TRIVIA -
Released in November 1987.
Licensed to Romstar for US manufacture and distribution (December 1987).
This game is known in Japan as "Tora-he no Michi".
Default highscore table (ranking) :
TOP 35000 PTS YUKIO.
2ND 30000 PTS KYOKO.
3RD 25000 PTS MASATUGU
4TH 20000 PTS CAPCOM
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.3 - 28XA-204) on 25/04/1988.
- UPDATES -
* Tiger Road has a stage select, unlike the Japanese version.
* All the voices from the Japanese "Tora-he no Michi" have been removed in Tiger Road.
- TIPS AND TRICKS -
* To obtain a special weapon 'Tora Ki Koh', player must clear 'practice or asceticism' stage twice. Player can only use green power life gage earned in 'practice or asceticism' stage with this weapon as long as player does not get hit by enemies.
- STAFF -
Director and martial arts guidance : Lee Wong
Planners and directors : Lee Wong, Shin Wong
Special effects : Chan Yuki, Tom Yang, Mah Shing
Art experts : Ryu Kyu, Ei Show, Take Pong
Art stagehands : Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe
Stagehand : Ji Shing
Sound effects : Hero Yoe, Mie Maru
Music by : Harumi Fujita, Tamayo Kawamoto (7 non-specified tracks), Junko Tamiya (Training Bonus Stage)
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sony Playstation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
* Computers :
Atari ST (1987)
Commodore C64 (1988)
Amstrad CPC (1988)
Sinclair ZX Spectrum (1988)
Commodore Amiga (1989)
$end
$info=tigerh,tigerhb2,tigerhj,tigerhb1,tigerh2,
$Edit this entry at Arcade-History.com
$bio
Tiger-Heli (c) 1985 Taito.
- TECHNICAL -
Board Number : GX-551 (not a Konami board!)
Prom Stickers : A47
Main CPU : (2x) Z80, M68705
Sound Chips : (2x) AY8910
Screen orientation : Vertical
Video resolution : 240 x 280 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Developed by Toaplan.
This is the first shooter to use a 'Megabomb'.
Pony Canyon released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.
- UPDATES -
Bootlegs don't uses the M68705 @ 2 Mhz :-)
- TIPS AND TRICKS -
* 10,000 Points Bonus : At the start of the game, count your shots until arriving at the first railroad. If you've counted every 16 shots (16, 32, 48, 64 ...), a little car should enter the screen on the right side. Destroy it with next shot to get a 10,000 points bonus. There are similar cars throughout the game, but making them appear is a mystery.
* A Second 10,000 Points Bonus : Near the beginning there is a 'school house' with a red drum on the top. If you hit the red drum enough times, you'll get a 10,000 points bonus.
* Second Chance : If you get shot soon after starting a new game, the game will often let you off and just fire a super bomb instead.
* Warp : Lose your first player without scoring any points (make sure the second chance super bomb doesn't hit anything). The game puts you forward to a railway where a car will appear that can be shot for 10,000 points.
* Hint : Blast everything. Civilian cars and houses, etc, all give 50 points each.
- STAFF -
Music and sound created by : Tatsuya Uemura
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation (1996, "Toaplan Shooting Battle 1")
FM Towns Marty
* Computers :
Sharp X68000 (1993)
$end
$info=timber,
$Edit this entry at Arcade-History.com
$bio
Timber (c) 1984 Bally Midway.
An addictive and simple game in which a lumberjack must fell his quota of trees within a strict time limit and under the ever-watchful eye of his boss. Angry forest creatures and falling trees must be avoided as the lumberjack goes about his business.
Extra points can be earned on the bonus stage, in which the player must try and stay on a rotating, floating log for as long as possible.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in October 1984.
Licensed to Sega for Japan market.
The main character in the game (as well as the bartender in "Tapper" and the main character in "Domino Man") is based on a Marvin Glass employee named Mike Ferris, who had a similar mustache and bald head, and apparently wore a red T-shirt for much of the time.
The original idea was to do a two-player, simultaneous, competitive game, but this was shelved. A beaver was originally programmed into the game to add some extra competition in cutting down trees but was also removed.
- STAFF -
Designed and programmed by : Steve Meyer
Graphics by : Scott Morrison
- PORTS -
* Consoles :
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
* Computers :
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=tattack,
$Edit this entry at Arcade-History.com
$bio
Time Attacker (c) ???? Shonan.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
Buttons : 3
$end
$info=timecris,timecrsa,
$Edit this entry at Arcade-History.com
$bio
Time Crisis (c) 1995 Namco.
A superb, on-the-rails lightgun game in which the player takes on the role of a lone mercenary who must rescue the President's daughter, Rachel, from the clutches of the evil 'Sherudo' and his terrorist gang. The game takes the player into and around Sherudo's clifftop, castle hideout.
As the game's title suggests, time is one of the player's biggest enemies, as each area must be cleared within a strict time limit. Extra time is occasionally awarded, however, when some of the more powerful enemy soldiers are killed.
The game offers the player two different game modes :
STORY MODE : the player must defeat all of the enemies on the level to proceed to the next level.
TIME ATTACK : the player selects one of four stages and must defeat all enemies in the time allowed. The player is given unlimited lives in this mode, but is constantly fighting against a very tight time limit.
- TECHNICAL -
Namco Super System 22 hardware
Game ID : TS
Main CPU : 68EC020, (2x) TMS32025, M37710
Sound Chips : C352
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : lightgun
Buttons : 2
- TRIVIA -
Time Crisis introduced a new and innovative feature to the lightgun game in the form of a foot pedal, situated at the bottom of the cabinet. The player's on-screen counterpart will automatically hide behind whatever cover is available and the player must step on and hold down the foot pedal to break cover and shoot the enemies. Also, ducking behind cover (releasing the pedal) is the only way for the player to reload. This superb feature brought a new level of interaction to a genre that is, by necessity, very linear.
- TIPS AND TRICKS -
* Free Lives : hit the enemy 10 times in a row. When targets begin to get hit, a 'Life Icon' starts to become visible to the right of the time display. Continue to hit enemies, the Icon becomes clearer and clearer. You will receive one life for every 40 direct hits.
- SERIES -
1. Time Crisis (1995)
2. Time Crisis II (1998)
3. Time Crisis - Crisis Zone (2000)
4. Time Crisis - Project Titan (2001, Sony Playstation)
5. Time Crisis 3 (2003)
6. Time Crisis 4 (2006)
- STAFF -
Supervisor : Takashi Sano
- PORTS -
* Consoles :
Sony PlayStation (1997)
Sony PlayStation 2 (2002, "Gunvari Collection + Time Crisis")
* Others :
Mobile Phones (2006, "Time Crisis Mobile")
$end
$info=timecrs2,
$Edit this entry at Arcade-History.com
$bio
Time Crisis II (c) 1998 Namco.
A top agent has been kidnapped, and a military satellite has been stolen, leaving two mercenaries to track them down and stop the terrorists before they can launch the satellite - and the agent - into space! Contains more of the same duck-and-cover shooting gameplay that made the original Time Crisis so popular.
- TECHNICAL -
Namco System 23 hardware
Game ID : TSS
Main CPU : IDT (@ 166 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Screen orientation : Horizontal
Video resolution : 1024 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
- TIPS AND TRICKS -
Be on the lookout for soldiers clothed in yellow that run past on occasion - they are hard to hit since they only appear for a very short time (and more often than not, rather far away), but shooting them successfully will net you a load of points.
None of the enemy's bullets will ever hit you unless they are accompanied by a flash of red light from their gun. So stay out of cover for as long as you can, and dodge the shot when you see it coming. This way you should be able to get through the stages without wasting too much time behind cover.
Shooting an enemy three times in a row nets you more points overall and counts toward your hit combo, but don't waste too much ammo or you'll find yourself reloading more often (and hence, wasting time).
- SERIES -
1. Time Crisis (1995)
2. Time Crisis II (1998)
3. Time Crisis - Crisis Zone (2000)
4. Time Crisis - Project Titan (2001, Sony Playstation)
5. Time Crisis 3 (2003)
6. Time Crisis 4 (2006)
- PORTS -
* Consoles :
Sony PlayStation 2 (2001)
$end
$info=timekill,timek131,
$Edit this entry at Arcade-History.com
$bio
Time Killers (c) 1992 Strata / Incredible Technologies.
Cartoony weapon-based fighter wrought with dismemberment and decapitation. 8 characters to choose from and cut apart!
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 5
- TRIVIA -
Released in November 1992.
Time Killers was removed from many arcades for being just a little too gory.
This game had a unique button layout that no other games uses. Even its sequel, "Blood Storm", doesn't use it, but instead uses the "Mortal Kombat" five button X pattern. The unique part is those five buttons are laid out in a pattern that resembles the human anatomy on the Time Killer control panel. There are many moves that requires hitting all 5 buttons at the same time, which is easy to do with the above layout (use your entire hand to press all 5 buttons simultaneously).
- UPDATES -
Revision 1 :
* Software version : 1.31.
Revision 2 :
* Software version : 1.32.
- SERIES -
1. Time Killers (1992)
2. Blood Storm (1994)
- STAFF -
Staff : Chris Oberth
- PORTS -
* Consoles :
Sega Mega Drive (1996)
$end
$info=timelimt,
$Edit this entry at Arcade-History.com
$bio
Time Limit (c) 1983 Chuo.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
$end
$info=timemchn,
$Edit this entry at Arcade-History.com
$bio
Time Machine (c) 1990 Barcrest.
$end
$info=timeplt,timepltc,timeplta,
$Edit this entry at Arcade-History.com
$bio
Time Pilot (c) 1982 Konami.
The player controls his plane with the 8 way joystick and shoots at the enemies using the Fire button. TIME PILOT consists of 5 different rounds of play which are as follows :
ROUND 1 : A.D. 1910 - The age of Biplane
The attackers are biplanes coming from random directions. Enemy planes shoots at your plane and throw hand grenades when close to you. After 56 biplanes are destroyed, the Mother-Ship appears : a giant airballoon shooting at you! Only 7 hits will destroy the Mother-Ship. During the same stage, one to five parachutes will appear. Dock with them for bonus points.
ROUND 2 : A.D. 1940 - The age of Monoplane
Enemies are : monoplane fighters, middle size bombers and large bomber (Mother-Ship). Middle size bombers are aiming constantly at your plane! It could be destroyed by 4 hits and awards 1,500 points.
ROUND 3 : A.D. 1970 - The age of Helicopter
Enemies now are helicopters and large one (Mother-Ship). As a new level of difficulty, the helicopters are using homing missiles.
ROUND 4 : A.D. 1982 - The age of Jetplane
The enemies are modern jet fighters shooting and launching homing missiles. A modern large jet bomber is the Mother-Ship. This is one of the most difficult rounds of the game due to increased speed of jet fighters and random direction attacks.
ROUND 5 : A.D. 2001 - The age of U.F.O.
Hard to be reached and very hard to be passed. Great number of U.F.O.'s are attacking from any direction changing their angles of attack and throwing at your plane two types of Alien Weapons. The stage is fast paced and the Mother-Ship, a superfortress U.F.O., can not be so easily destroyed.
The next, Round 6, is identical with Round 1, but the number of planes attacking you, the speed and number of shots and grenades are gradually increased.
TIME PILOT continues with Round 7, 8... making your mission harder and harder. The game is all over when all your planes are destroyed.
- TECHNICAL -
Game ID : GX393
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in November 1982.
Licensed to Centuri for US manufacture and distribution (12/1982). Also licensed to Atari.
Yoshiki was told to design a driving game. When he learned of the game's concept, he balked at making it and started on Time Pilot. As development continued, Okamoto showed his boss design docs for the driving game, all the while working on Time Pilot. Although his boss told him to do the driving game instead, he tried to take the credit for Time Pilot. Okamoto decided not to disgrace his boss and let the episode go!!
The background moves in the opposite direction to the player's plane, rather than the other way around; the player's plane always remains in the center.
A bootleg of this game is known as "Space Pilot".
- SCORING -
Biplane/Fighter/Helicopter/Jet/UFO : 100 points.
Bomb/Missile : 100 points.
End of Level Enemy : 3000 points.
Bomber (Level 2 only) : 1500 points.
Formation Bonus : 2000 points.
Parachute : 1000, 2000, 3000, 4000, 5000 points.
- TIPS AND TRICKS -
* GAME INSTRUCTIONS :
l. Control your plane with joystick. Avoid being hit by bullets, bombs and missiles. Do not crash into enemy planes.
2. Advance to next stage by destroying 56 enemies and 7 hits on Mother Ship.
3. Dock with parachutes for bonus points.
4. Bonus plane after 10,000 points, 60,000-points and each additional 50,000 points.
5. Game over when all of your planes are destroyed.
* The enemy planes/ships find it hardest to shoot you when you are moving in a diagonal direction, so move this way the majority of the time. Just remember to watch your back!
* Since your ship is very maneuverable you can turn through 180 degrees very quickly to pick off an enemy directly behind you. Simply move the joystick or use the keys to face in the opposite direction and you will flip round.
* Homing missiles - keep firing to destroy them. Alternatively, move your fighter so that the missiles move off screen, and they do not return.
* The boss ships always move horizontally across the screen. Wait until they pass you, and then move directly behind them. You can then shoot them at will to destroy them.
* Concentrate on collecting the parachutists where possible, as these represent your biggest potential points haul. On the second level you can leave a few planes remaining and collect parachutists for as long as possible, as this level has no homing missiles and also more parachutists than level one.
* If you are killed by colliding with an enemy ship you are registered with the points as if you had shot it. This means extra lives are still awarded and also if you collide with the end of level boss you will advance to the next level, providing you have at least one life remaining.
* A Way To Get A Great Score : Finish the first stage as soon as possible. On the second stage, don't shoot anything!! Eventually, parachutes will start to appear. Collect the parachutes while avoiding the planes. Each parachute (after #4) will give you 5,000 points. It's possible to roll the machine over (999,999+ points) while remaining on level 2 using this strategy. By the way, while using this cheat you can also shoot the 1,500 point bombers without causing the time bar to be shortened.
- SERIES -
1. Time Pilot (1982)
2. Time Pilot '84 - Further Into Unknown World (1984)
- STAFF -
Programmed by : Toshio Arima
Designed by : Yoshiki Okamoto
Character by : Hideki Ooyama
Sound by : Mashahiro Inoue
- PORTS -
* Consoles :
Colecovision (1983)
Atari 2600 (1983)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")
Sony PlayStation 2 ("Oretachi Geasen Zoku Sono 4 - Time Pilot")
Microsoft XBOX 360 (2006, as a downloadable Live Arcade game) : boasts an upgrade in graphics, and a special achievements section, where players are rewarded for different achievements they make in the game.
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
* Computers :
Commodore C64 (1983, "Space Pilot")
MSX (1983)
Tandy Color Computer (1983, "Fury")
Tandy Color Computer (1983, "Time Patrol")
Commodore Amiga (1989, "Space Pilot '89")
* Others :
Konami Arcade Advanced Plug 'n Play TV Game (2004 - Majesco)
$end
$info=tp84,tp84a,tp84b,
$Edit this entry at Arcade-History.com
$bio
Time Pilot '84 - Further Into Unknown World (c) 1984 Konami.
- TECHNICAL -
This title was usually sold as a conversion kit. There were only a few hundred dedicated cabinets made. It used the Konami Standard harness, and required a vertical monitor. The marquee showed a yellow Time Pilot '84 logo on a red space background. The side-art consisted of a huge sticker that showed a complicated space scene. Side-art like that rarely holds up very well, so most machines will probably be missing it altogether. The control panel featured a single joystick with 2 fire buttons off to the right (along with START buttons and game instructions).
Game ID : GX388
Main CPU : (2x) M6809 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : (3x) SN76496 (@ 1.789772 Mhz), (3x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2 (GUN, MISSILES)
- TRIVIA -
Released in June 1984.
A Time Pilot '84 unit appears in the 1986 movie 'Maximum Overdrive'.
- TIPS AND TRICKS -
* On the first level, head directly to the right. After a couple of screens, you'll see an unusual 'V' formation of silver ships that resemble craft in "Time Pilot", heading up or down. This easy-to-kill formation gives you 8,000 points, a good start to the game.
* The biplane from the original "Time Pilot" also makes a cameo appearance in TP84. To find it, fly right to the water and harbor area. Then turn vertically up the screen. When the biplane appears (over water), hit it with a missile, and you are rewarded with a free player!
- SERIES -
1. Time Pilot (1982)
2. Time Pilot '84 - Further Into Unknown World (1984)
- PORTS -
* Computers :
Commodore C64 (1985, "Space Pilot II")
$end
$info=timescan,timesca1,
$Edit this entry at Arcade-History.com
$bio
Time Scanner (c) 1987 Sega.
An arcade interpretation of pinball featuring the flippers, ramps, targets, bonus multiplyers etc. of the classic genre it serves to replicate. Each level has a specific graphical style - in keeping with the 'time travelling' theme of the game's title - with each of the game's four tables split into two sections. When the player enters either the top or bottom section of a table, the screen will scroll vertically up or down repsectively to follow the action.
- TECHNICAL -
Sega System 16A hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz), N7751 (@ 400 Khz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- UPDATES -
Another version runs on the Sega System 16B hardware
- PORTS -
* Computers :
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
$end
$info=timesold,timesol1,
$Edit this entry at Arcade-History.com
$bio
Time Soldiers (c) 1987 Alpha Denshi.
Travel throughout various time periods to save your fellow comrades in this vertically scrolling shoot'em up. Collect power-ups to help you defeat a variety of enemies and end-bosses.
- TECHNICAL -
Game ID : Alpha-68K96II 'BT'
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM2413 (@ 8 Mhz), DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick (rotary)
Buttons : 2
- TRIVIA -
Released in October 1987.
Licensed to SNK for US manufacture and to Romstar for US distribution (September 1987).
This game is known in Japan as "Battle Field".
The game contains a horrible original bug : when you select 'Japanese language' in the dipswitch settings, the title screen is totally broken.
Default high-score table (ranking) :
1 90000 M.I.
2 80800 OK .
3 70900 A.U.
4 60600 UCL.
5 50500 UCC.
6 40400 SOS.
7 30300 SUN.
8 20200 GO .
9 10100 SSS.
10 7700 YES.
A Time Soldiers machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
In "Battle Field", the highscore table contains different name entries than Time Soldiers.
- TIPS AND TRICKS -
To accomplish the missions here requires going through time warp machines that appear on all stages. But when you're on a stage where one of your fellow time soldiers who need to be rescued is located, you should avoid entering the time warp machines, otherwise, it'll take longer to complete the missions, as you'll need to access more time machines on other stages until you get back to the specific stage where you need to find the captive. For example, if one of the captive soldiers is located on the Age of Rome stage, remain on that stage until you've reached and defeated the main boss enemy. The captive soldier will then materialize and the game will tell you that 'you destroyed the boss monster and rescued one warrior'. Then, you'll proceed to the next mission to rescue another captive soldier.
- STAFF -
Director : Kyuko Ozutumi
A.D & design : Tomoharu Takahasi
Designers : Shinji Moriyama, Row Ushizawa, Kenichi Sakanishi, Kathue Konbe, Takashi Hatono
Music programmer : Satoshi Hagitani
Music : Yuka Watanabe
Programmers : Hideo Kamera, Hiroyuki Ryu
- PORTS -
* Consoles :
Sega Master System (1989)
* Computers :
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
$end
$info=timetunl,
$Edit this entry at Arcade-History.com
$bio
Time Tunnel (c) 1982 Taito.
- TECHNICAL -
Taito SJ System hardware
Prom Stickers : UN01..16
Main CPU : Z80
Sound CPU : Z80
Sound Chips : (4x) AY8910, DAC
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick (vertical)
Buttons : 1
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1")
$end
$info=tinklpit,
$Edit this entry at Arcade-History.com
$bio
Tinkle Pit (c) 1993 Namco.
- TECHNICAL -
Namco System NA-1 hardware
Game ID : TK
Main CPU : 68000 (@ 12.52825 Mhz), M37710 (@ 12.52825 Mhz)
Sound Chips : C140 (@ 42.667 Khz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Tinkle Pit is a Namco museum, a LOT of Namco characters (from early Namco games) appear in this game, here is a list :
* All characters (Ghosts and Pacman) from "Pac-Man".
* All characters from "Dig Dug".
* Several characters from "Xevious".
* Several characters from "Libble Rabble".
* ''Pino'', ''Acha'' and the ''Soldier'' from "Toypop" as item.
* The ''Special Flag'' sprite and the ''Blue Cars'' from "Rally-X".
* The ''Lucky Flag'' sprite from "New Rally-X".
* The ''King'' from "King & Balloon".
* ''Kai'' from "The Tower of Druaga".
* ''Mappy'', ''Mona Lisa'' and the ''Safe'' from "Mappy".
* The ''Rainbow Block'' from "Cutie Q"
* The ''Red Baron'' from "Sky Kid".
* ''Mill'' from "Pac & Pal".
* The ''Headquarters'' from "Tank Battalion".
* The ''Pink Chewing Gum'' from "Emeraldia".
* The ''Morekku'' from "Phozon".
* The ''Green Furossa'' from "Grobda".
* The ''Red Missile'' from "Bosconian - Star Destroyer".
* The ''Orange BEROBERO'' from "Warp & Warp".
* The ''Missing child'' from "Marvel Land".
Also, you can get a sort of 'trophee character' on the name registration depending of the highscore (the number in [x x] appears by 1 figure under the number which added all the beams) :
* Second place on the Ranking - 'Ms. Pacman' from "Ms. Pac-Man".
* A highscore [0 1] - ''Reira'' from "Rolling Thunder 2".
* A highscore [2 3] - ''Acha'' from "Toypop".
* A highscore [4 5] - ''Peach'' from "Wonder Momo".
* A highscore [6 7] - a ''Princess Character'' from "Bravo Man - Chou Zetsurin Jin".
* A highscore [8 9] - ''Sharon'' from "Numan Athletics".
* Game finished (continue used) - ''Kai'' from "The Tower of Druaga".
* Game finished (in one coin) - ''Valkyrie'' from "Valkyrie no Densetsu".
$end
$info=tiptop,
$Edit this entry at Arcade-History.com
$bio
Tip Top (c) 1983 Sega.
The game begins with an animation where Bongo the gorilla approaches the sleeping hunter and gives him a 'hotfoot'. You play the hunter who has vowed revenge on Bongo for this cruel prank.
* The 1st level is Primate Peak. Climb to the top to reach Bongo the gorilla, avoiding the rolling coconuts he throws at you. Don't let the monkeys jump on your back, because if three of them get on you, they will toss you over the cliff. Press the jump button repeatedly to dislodge them. When you reach Bongo, he will retreat and you will follow him to the next level.
* The 2nd level is Snake Lake. Avoid the scorpions that crawl on the beginning side of the lake and jump onto the maze-like paths while jumping over or avoiding snakes. Jump onto the back of the submerging hippo without getting your feet wet to reach Bongo.
* The 3rd level is Rhino Ridge. Avoid the deadly puddles and dodge the charging rhinos by jumping over them or hiding down in the mole holes. Do not wait too long in any of the holes because a man in a headress randomly appears in the various pits and fills them in. When you have made it safely past the entire rhino herd, climb the rock where Bongo stands to proceed to the fourth and final level.
* Level 4 is Lazy Lagoon. Cross the water by leaping onto floating lily pads and standing rocks, and riding on the backs of submerging hippos and swimming giant fish. When you reach dry land, a couple of rhinos will be charging back and forth and after you get past them, you will find Bongo sleeping on his chair next to a fire. The hunter will finally have his revenge and give Bongo the hotfoot, after which, the game begins again, but with increased difficulty.
- TECHNICAL -
Game ID : 605-5167
Main CPU : Z80 (@ 3.04125 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 1 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
This game is known in Europe as "Congo Bongo".
$end
$info=titlef,titlefu,
$Edit this entry at Arcade-History.com
$bio
Title Fight (c) 1992 Sega.
- TECHNICAL -
Sega System Multi 32 hardware
Main CPU : V70 (@ 20 Mhz), Z80 (@ 8.053975 Mhz)
Sound Chips : YM3438 (@ 8.053975 Mhz), MultiPCM (@ 8.053975 Mhz)
Screen orientation : Horizontal
Video resolution : 832 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : Double 8-way joysticks
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" and the "Recycle It, Don't Trash It!" screens.
- SERIES -
1. Heavyweight Champ (1987)
2. Title Fight (1992)
$end
$info=tnk3,
$Edit this entry at Arcade-History.com
$bio
TNK III (c) 09/1985 SNK.
- TECHNICAL -
Game ID : A3006
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : dial
Buttons : 2 (CANNON, UZI)
- TRIVIA -
This game is also known as "TANK".
- STAFF -
Programmers : Hasegawa, Noriko
Sound : Tsuji
Hardware : Akitadesi
Art : Tama, Nakai, Funahasi
Producers : Mr. Oba, Bon
$end
$info=polystar,
$Edit this entry at Arcade-History.com
$bio
Tobe! Polystars (c) 1997 Konami.
- TECHNICAL -
Konami M2 Hardware
Main CPU : (2x) PPC602 (@ 33 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
$end
$info=toffy,
$Edit this entry at Arcade-History.com
$bio
Toffy (c) 1993 Midas.
- TECHNICAL -
Main CPU : M6809 (@ 3.579545 Mhz)
Sound CPU : M6809 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 57.44 Hz
Palette Colors : 384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is more like a bootleg or hack than an original game; a LOT of the game code is taken directly from East Coast Coin Company's "Dangerous Dungeons".
- SERIES -
1. Toffy (1993)
2. Super Toffy (1994)
$end
$info=toggle,
$Edit this entry at Arcade-History.com
$bio
Toggle (c) 1985 Bally Sente.
- TECHNICAL -
Bally / Sente SAC-I hardware
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a prototype and was never released.
- STAFF -
Original concept and programming : Jon Kinsting
Original concept and screen graphics : Mark McPhee
Music and sounds : Jesse Osbone
$end
$info=toki,tokiu,tokib,tokia,
$Edit this entry at Arcade-History.com
$bio
Toki (c) 1989 TAD.
With an evil scheme on hand, the evil sorcerer Vookimedlo teams up with Bashtar to take over the jungle. While this happens, Toki and Miho (Toki's girlfriend) get into some trouble, Miho ends up snatched away by Bashtar's hand, and in an attempt to stop Bashtar, Vookimedlo puts a spell onto Toki which turns him into a chimpanzee. And now, it's up to Toki to stop the evil sorcerer, save Miho and regain his human state.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Fabtek for US manufacture and distribution (12/1989).
This game is known in Japan as "JuJu Densetsu".
A bootleg version of this game was released by Datsu Electron in 1990.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Staff : Drew, Frank, Tago, Nishizawa, Kakiuchi, Sakuma, Ten, Fujisaku, Aoki, Yokoyama, Kitahara, Matsubara, Yokoyama
- PORTS -
* Consoles :
Atari Lynx (1990)
Nintendo Famicom (1991)
Sega Mega Drive (This port uses the same sprites, but had the level data rewritten by the TAD Corporation, for a better console gaming experience - The credits list this port as 'A TAD Reprogrammed Game')
* Computers :
Amstrad CPC (1990)
Commodore C64 (1991)
Atari ST (1991)
Commodore Amiga (1991)
$end
$info=tokisens,
$Edit this entry at Arcade-History.com
$bio
Toki no Senshi - Chrono-Soldier (c) 1987 Sega.
- TECHNICAL -
Sega System 2 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Soldier of Time'.
$end
$info=tokimbsj,
$Edit this entry at Arcade-History.com
$bio
Tokimeki Bishoujo (c) 1989 Nichibutsu.
Mahjong with sexy girls from Tokyo.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Pretty Heartthrob'.
This game is also known as "Tokyo Gal Zukan".
$end
$info=tmmjprd,
$Edit this entry at Arcade-History.com
$bio
Tokimeki Mahjong Paradise - Dear My Love (c) 1997 Media / Sonnet.
- TECHNICAL -
Main CPU : 68EC020 (@ 24 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 4
$end
$info=tokimosh,
$Edit this entry at Arcade-History.com
$bio
Tokimeki Memorial Oshiete Your Heart (c) 1997 Konami.
- TECHNICAL -
Konami System 573 Hardware
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 4
Buttons : 3
$end
$info=tokimosp,
$Edit this entry at Arcade-History.com
$bio
Tokimeki Memorial Oshiete Your Heart - Seal Version Plus (c) 1997 Konami.
- TECHNICAL -
Main CPU : PSX
Sound Chips : SPU, CD/DA
Palette colors : 65536
Players : 4
Buttons : 3
$end
$info=tkmmpzdm,
$Edit this entry at Arcade-History.com
$bio
Tokimeki Memorial Taisen Puzzle-dama (c) 1995 Konami.
- TECHNICAL -
Konami GX hardware
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 2 (ROTATE RIGHT, ROTATE LEFT)
- TRIVIA -
This game is based on the school age girls from ''Tokimeki Memorial'', a popular Japanese love simulation game.
- TIPS AND TRICKS -
* Play as secret characters :
1) Select versus mode on first selection scene.
2) 1P push LEFT, 2P push RIGHT and decide mode on second selection scene.
3) 1P push UP, 2P push DOWN and decide handicap on third selection scene.
4) Secret characters appear on fourth selection scene.
- SERIES -
1. Taisen Puzzle-dama (1994)
2. Tokimeki Memorial Taisen Puzzle-dama (1995)
3. Taisen Tokkae Puzzle-dama (1996)
4. Susume! Taisen Puzzle Dama (1996)
- STAFF -
* Voice Actors (In the order of the character selection screen) :
Fujisaki Shiori : Mami Kingetsu
Yumi Saotome : Kurin Yoshiki
Nozomi Kiyokawa : Sasaki Ayako
Saki nijino : Sachiko Sugawara
Megumi Mikihara : Mikiko Kurihara
Yukari Koshiki : Ayako Kurosaki
Mio Kisaragi : Akiko Sekine
Yuina Himoo : Tomoko Naka
Yuko Asahina : Yoko Tepouzuka
Mira Kagami : Rei Igarashi
Ayako Katagiri : Masayo Kawaguchi
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation (1996)
$end
$info=tokio,tokiob,tokiou,
$Edit this entry at Arcade-History.com
$bio
Tokio (c) 1986 Taito.
Flying over the city of Tokyo in your bi-plane you must shoot down hordes of enemy planes whilst avoiding their attacks.
Collect and control multiple biplanes to increase your firepower and help you to victory.
- TECHNICAL -
Prom Stickers : A71
Main CPU : (2x) Z80
Sound CPU : Z80
Sound Chips : YM2203
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2 => [A] Shoot, [B] Change formation
- TRIVIA -
This game is known in Japan as "Scramble Formation".
Taito released a limited-edition soundtrack album for this game (Taito Sound Team Demo Tape ver.1986).
- TIPS AND TRICKS -
* Formations :
1) Line : safety mode. This mode allows both aerial and ground attacks, but you only get a narrow shot area. The multiple biplanes are susceptible to getting hit too, so watch your flying.
2) Delt a: aerial attack mode. The firepower can only hit flying planes, no ground shoots.
3) Crux : ground attack mode. Only ground objects can be hit. This is also the only mode that can destroy the boss ship.
* If you press A+B the multiple biplanes will be released. This can be used as a sort of shield.
- PORTS -
* Consoles :
FM Towns Marty
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 1") (Japan only)
* Computers :
MSX
MSX2
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=mahmajn,
$Edit this entry at Arcade-History.com
$bio
Tokoro San no MahMahjan (c) 1992 Sega.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 16384
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Tokoro-san's MahMahjong'.
Joji Tokoro is a comedian/actor.
- SERIES -
1. Tokoro San no MahMahjan (1992)
2. Tokoro San no MahMahjan 2 - Tokoro's Cup (1994)
$end
$info=mahmajn2,
$Edit this entry at Arcade-History.com
$bio
Tokoro San no MahMahjan 2 - Tokoro's Cup (c) 1994 Sega.
- TECHNICAL -
Sega System 24 hardware
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 58.00 Hz
Palette Colors : 16384
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Tokoro-san's MahMahjong 2'.
- SERIES -
1. Tokoro San no MahMahjan (1992)
2. Tokoro San no MahMahjan 2 - Tokoro's Cup (1994)
$end
$info=jackalj,
$Edit this entry at Arcade-History.com
$bio
Tokushu Butai Jackal (c) 1986 Konami.
- TECHNICAL -
Game ID : GX631
Main CPU : (2x) M6809
Sound Chips : YM2151
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1986.
The title of this game translates from Japanese as 'Special Force Jackal'.
This game is known outside Japan as "Jackal" and is known in US as "Top Gunner".
Default high-score table (score ranking) :
1ST 20000 --- M.O
2ND 15000 --- H.O
3RD 10000 --- H.T
4TH 5000 --- M.T
5TH 1000 --- K.M
Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987.
- UPDATES -
In "Top Gunner", the jeep has an American flag flying next to the cannon and the sound effects are slightly different.
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai")
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
$end
$info=tndrcadj,
$Edit this entry at Arcade-History.com
$bio
Tokusyu Butai U.A.G. (c) 1987 Seta.
- TECHNICAL -
Game ID : UA-0
Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 2 Mhz)
Sound Chips : YM2203 (@ 2 Mhz), YM3812 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)
- TRIVIA -
The title of this game translates from Japanese as 'Special Force U.A.G.'. 'U.A.G.' stands for 'Un-Attached Grenadier'.
Licensed to Taito for manufacture and distribution.
This game is known outside Japan as "Thundercade" and also as "Twin Formation".
- STAFF -
Producer : Jun Fujimoto
Character designers : T. Sunaga, M. Takeda, A. Kumura, K. Sato
Programmers : J. Narita, Kazuaki Nakanishi, K. Okuda, H. Kobayashi, K. Yoshii, M. Nonaka
Music & Sound : K. Hasegawa
Goblin Sound : T. Suzuki, H. Yotsumoto
$end
$info=tokyogal,
$Edit this entry at Arcade-History.com
$bio
Tokyo Gal Zukan (c) 11/1989 Nichibutsu.
Mahjong with sexy girls from Tokyo.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM3812 (@ 2.5 Mhz), DAC (@ 2.5 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Player : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Tokyo Gal Picture Book'.
This game is also known as "Tokimeki Bishoujo".
$end
$info=tomahawk,tomahaw1,
$Edit this entry at Arcade-History.com
$bio
Tomahawk 777 (c) 1980 Data East.
- TECHNICAL -
Main CPU : M6502 (@ 662.187 Khz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1 (SHOOT)
- TRIVIA -
Released in April 1980.
$end
$info=tomcatsw,
$Edit this entry at Arcade-History.com
$bio
TomCat (c) 1983 Atari.
A color vector flight simulator where the player chooses between a fixed-wing jet or a helicopter. The player can choose between flying a fixed-wing jet and a helicopter. The universe shows a horizon line, a heads-up display, some simple objects on the ground to provide a reference, and a Battle Zone tank (also on the ground). There is also an enemy helicopter that came from the US Army version of "Battlezone".
- TECHNICAL -
Main CPU : (2x) M6809 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.5 Mhz), TMS5220 (@ 640 Khz)
Palette colors : 32768
Players : 1
Buttons : 4
- TRIVIA -
This game was the very last XY Game created at Atari. It was around this time that Atari went 'supernova' but was never finished. By late 1985 Atari had decreed that XY was dead, and despite Jed's demo (which featured two linked TomCats) Jed was unable to get any of the Game Designers interested in working on it. Shortly before the demo, when Jed was costing the hardware, Jed has called American Microsystems Inc. (AMI) to verify the cost of the VG Gate Array. They said that they had contacted someone at Atari and asked him if it was ok if they threw out the tooling for the VG Gate Array and he had said, YES. And no, they didn't remember his name. They were willing to create new tooling for $20K. Jed was planning to investigate using a TMS32010 DSP to replace the AVG State Machine (and the Gate Array along with it), but the handwriting was on the wall so Jed canceled TomCat and accepted Rick's invitation to join the "Hard Drivin'" team.
- STAFF -
Lead Programmer : Jed Margolin
Graphics Designer : Hans Hansen
Graphics Designer : Doug Snyder
- SOURCES -
Jed Maegolin homepage; http://www.jmargolin.com
$end
$info=mt_tlbba,
$Edit this entry at Arcade-History.com
$bio
Tommy Lasorda Baseball (c) 1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 35
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1989.
Thomas Charles Lasorda (born 22 September 1927 in Norristown, Pennsylvania) was a Major League baseball pitcher and manager. In 1999 he marked his 50th year of involvement.
- TIPS AND TRICKS -
* Passwords :
Enable special effects - RGsiopqm2jhZZSUXVtEEAE
Odd gameplay code - VU9lrstpomXcZTiebrHWyW
Play against an invisible team - Zb6jpqrnmGnYWQXaHuFFAB
$end
$info=tondemo,
$Edit this entry at Arcade-History.com
$bio
Tondemo Crisis (c) 1999 Polygon Magic.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 2
Control : 8-way joystick
Buttons : 6
- PORTS -
* Consoles :
Sony PlayStation (1999)
$end
$info=tontonb,
$Edit this entry at Arcade-History.com
$bio
Tonton (c) 1987 Dynax.
Tonton the pig challenges you to mahjong!
- TECHNICAL -
Game ID : 09
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : mahjong keyboard
- TRIVIA -
Released in November 1987.
$end
$info=toobin,toobin2,toobin1,toobing,toobine,toobin2e,
$Edit this entry at Arcade-History.com
$bio
Toobin' (c) 1988 Atari Games.
Toobin' is a unique fantasy-adventure game. 1 or 2 players can race Bif and Jet, the Toobin' dudes, in their inner tubes, down 45 different rivers. The players try to keep Jet and Bif afloat, avoiding sharp objects, gaining points, and throwing cans at obstacles. Toobin' appeals to both males and females of all ages who both find it just 'fun to play'.
Toobin' has a continuous buy-in feature so players can join in at any time. Toobin' has a color-coded control panel and players can identify Jet in the yellow inner tube and Bif in the black inner tube and red shorts.
Each player has a set of four buttons to steer Bif or Jet forwards, backwards, and sideways. Pressing the two Paddle Forward buttons moves the inner tube forward. Pressing the two Back Paddle buttons moves the inner tube backwards. Pressing only one Paddle button makes the inner tube turn. The player uses the Throw Can button to destroy obstacles in the river and stun riverside pests.
Toobin' players can enjoy amusing game play and an incredible variety of rivers and environments for their long-term enjoyment.
The player races Bif or Jet against other players, or against the game, down Toobin's 45 different rivers, paddling through six classes of play, and cruising the 15 unique river environments. The player can choose almost 200 courses through the rivers, finding his own way through rapids, obstacles, riverside pests and waterfalls.
The player has to guide Bif or Jet around obstacles, go through gates and pick up treasure to accumulate points to get more inner tube patches, collect cans to throw at obstacles and to stun riverside pests, and paddle fast enough to avoid the big 'gator lurking in all the rivers.
At the finish line, players are treated to a party. Each party grows in size until the player reaches the final super party at the end of the game.
Inner-Tube Patches : At the beginning of each game, the player has a certain number of inner-tube patches, which represent game lives. A player receives extra patches by scoring the number of points required for another patch. The number of points required changes from level to level, and is displayed in the lower left and right corners of the playfield. A player can also receive more patches by picking up patches floating in the rivers.
Cans : The player must accumulate cans to throw at obstacles and pests. All cans are the same value. The player can pick up individual cans floating in all the rivers or six-packs hidden under obstacles or in back waters (Six packs give unlimited cans). The player throws the cans by pointing Bif or Jet at the obstacle and pressing the Throw Can button.
Most of the obstacles in the river can be eliminated by hitting them with a can.
Dangers : The player must avoid or eliminate dangers in the river and stun pests on the river banks. The dangers in the river include falling rocks, floating logs, deadly falling coconuts, icebergs, mines, stampeding cattle, snakes, crocodiles, barbed wire, and thorny bushes.
Dangerous riverside pests throw and shoot objects at Bif and Jet. The player can stun most of these objectionable characters with a can thrown in their direction. These pests include Casting fishermen, Hillbillies, Terrorists, Devils, Martians, Street punks, Pistolaros, Natives, Penguins, Bears, Dinosaurs, and Cavemen.
Big 'Gator : If a player is slow, the big 'gator comes up from behind to discourage slow play and hurry the player through the gates. A loud thumping sound warns the player of its presence. One escape from the big 'gator is to quickly paddle downstream or pass through a gate. If the gator catches Bif or Jet, one inner-tube patch is lost.
- TECHNICAL -
Game ID : 136061
Main CPU : 68010 (@ 8 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), POKEY (@ 1.7895 Mhz)
Screen orientation : Vertical
Video resolution : 384 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Buttons : 5
- TRIVIA -
Released in June 1988.
Toobin' featured a unique cabinet (as did many Atari games of the time) that featured a large marquee behind which were two rotating drums, designed to give the impression of a flowing waterfall.
Toobin' was a classic example of Atari's genius approach to abstract game design, that would typify their heyday of the mid-to-late 80s.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including TOOBIN.
Special Contest Feature : Every Toobin' game in the U.S. has a special contest. A player can win a free Toobin' t-shirt just for playing the game and finding and picking up all seven characters to spell the word Toobin' (including the apostrophe). These characters are hidden in the river below obstacles and hazards. The letters collected by the player are shown at the beach party at the end of the run. For more contest details, see the game (The offer expired December 1, 1988).
Two Toobin' machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
REVISION 1 :
* Build date : OS 09JUN1988 15 :25 :18 / PG 09JUN1988 18 :29 :59
REVISION 2 :
* Build date : OS 09JUN1988 15 :25 :18 / PG 14JUN1988 13 :49 :21
REVISION 2 (European release) :
* Build date : OS 16JUN1988 12 :45 :40 / PG 16JUN1988 11 :58 :15
REVISION 3 :
* Build date : OS 23JUN1988 10 :31 :30 / PG 23JUN1988 10 :29 :31
REVISION 3 (European release) :
* Build date : OS 23JUN1988 10 :42 :33 / PG 23JUN1988 10 :43 :06
REVISION 3 (German release) :
* Build date : OS 28JUN1988 12 :39 :41 / PG 28JUN1988 15 :38 :41
- SCORING -
The player can score points by :
* Time of Travel : The player receives points simply for traveling down the river.
* Passing through Gates. The player receives points for passing through the gates in the river. Different colored gates are worth different amounts of points. The green gates give the lowest points, then the red, gold, and finally crystal gates give the highest points.
If a players swishes a gate, that is, paddles through it without hitting the poles, he adds to his Score Multiplier (This is described in Score Multiplier below). For maximum points, the player should be the first through the gate and swish the gate. Each time the gate poles are hit, the point value of the gate falls.
* Score Multiplier. If a player swishes the gate, the score is multiplied. Each gate that is swished adds to the multiplier. For example, if the player has a 2X multiplier, each point scored is multiplied by 2.
Every point the player scores is multiplied by the score multiplier. The score multiplier is shown in the upper left and right of the playfield, underneath the game scores. The minimum multiplier is 1 and the maximum is 5. The player must pass through every gate (whether he swishes it or not) to maintain the score multiplier. If the player misses a gate, the score multiplier is reduced by one. As long as the player passes through the gate, even if he bumps it, the score multiplier is maintained. However, if a player's tube is punctured, his score multiplier falls to one.
* Treasures. The player can pick up treasures floating on the river or hidden under obstacles to gain extra points. The lowest-value treasure is green, next is red, and gold is the highest.
* Warp. The warp feature moves the player to the intermediate or advanced play classes. When the player warps, he is rewarded with warp bonus points. Warping is a good way to quickly score points.
- TIPS AND TRICKS -
* When you pick up a six-pack of cans, it's possible to park yourself close to a non-player character and rack up points by hitting them with the cans. The faster you are the better, so the beachball speed-up can be a big help here.
* When the alligator comes to eat you (because you're taking too long to progress down the river) just hit him with one of the cans. This also works for certain other obstacles such as the floating mines (seeking or non-seeking). If you are quick enough, you can re-destroy the same mine several times and release multiple bonuses such as letters, treasures, sixpacks, etc. You can only throw one can at a time so any can already thrown will disappear once you press throw again.
* Collect as many points as possible and try to push your opponent into obstacles. Swish up to five gates in a row and you will correspondingly advance your score multiplier (very important). Basic gates start at 2000, 1000, 500, 250. Once passed through the gates will decrease in points until they reach 100. Swishing a gate and then bumping it numerous times before your opponent can pass is an effective move. Pick-up cans (you can carry up to 9 at a time) or a sixpack (which gives you unlimited cans). The cans are used as "ammo" to hinder your opponent, stun other game characters, or to destroy certain obstacles (some obstacles are only temporarily destroyed). When you have a blowout you lose your sixpack and your score multiplier resets to 1. Your multiplier will go down each time you miss a gate.
* Obstacles in the water (icebergs, bushes, mines, etc.) can reveal hidden points, sixpacks, patches (extra life), beachballs (speedup), including the fabled colorful letters. These letters are worth 10,000 points a piece. Try to have your score multiplier as high as possible to maximize the letter bonus at the end of each class. Be on the lookout for the 25,000 point gate since swishing it can give you up to 125,000 points if your score multiplier is 5! Unlike the other gates however, you only get one chance at the 25,000. Also be on the lookout for falling rocks, jumping penguins, submarines with nasty torpedoes, etc. On the first and second start gate you can utilize the warp whirlpool that will send you to a higher class. Many non-player characters chase you along the way. Watch out for the alligator, he likes to come out when you stall and he always comes from the top of the screen. You must go through a gate to repel that alligator before he appears or before he gets you.
* A simple way to get a very high score : In only a minute or so, there's a way you can rack up over a million points. On Class 1, after going towards the first gate, direct your innertube to the right-hand side of the screen. You should see a sign that says 'This Way to Class 2' and a whirlpool should appear next to it. Shoot the twigs in front of the entrance and paddle back up. You will now be at the start of Class 2. Immediately move to the right of the screen, the same sign will appear, only this one warps you to Class 3. Shoot the iceberg in front, paddle back up and end up on class 3. The best part about the warps is that after each one, you get 600,000 points each. That's 1,200,000+ for doing very little work. An added bonus is that you will have four patches left in reserve thanks to the excess points you will have accumulated.
- STAFF -
Game designer : Milt Loper
Game programmer : Dennis Harper
Support programmers : Gary Stark, Russel Dawe (Rusty)
Animators : Will Noble, Mark West, Deborah Short
Audio : Brad Fuller, Hal Canon
Engineers : Gary Stempler, Doug Snyder
Technician : Dave Wiebenson
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Nintendo Game Boy Colors (2000)
Sony PlayStation (2000, "Arcade Party Pak")
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Amstrad CPC (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
Sinclair ZX Spectrum (1989)
MSX
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
$end
$info=topgunr,topgunbl,
$Edit this entry at Arcade-History.com
$bio
Top Gunner (c) 1986 Konami.
Top Gunner is a pseudo-3-D shooter. The game starts by dropping a jeep, by parachute, onto a beach. Then two men parachute in and get into the jeep. Now it's up to you to do two things. First, liberate the POW's and second, wreak mayhem and chaos as you blaze a path of glory toward main headquarters. Of course, the road to victory won't be easy. In your path stands an enemy ready to repulse your attack with a whole arsenal of weapons at their disposal. You do have, though, a jeep capable of turning that arsenal of weapons into a mass of scrap metal.
- TECHNICAL -
Game ID : GX631
Main CPU : (2x) M6809
Sound Chips : YM2151
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in October 1986.
This game is also known outside US as "Jackal" and in Japan as "Tokushu Butai Jackal".
Alfa Records released a limited-edition soundtrack album for this game (Konamic Game Freaks : Konami Kukeiha Club - 28XA-135) on 25/03/1987.
- UPDATES -
In this version, the jeep has an American flag flying next to the cannon and the sound effects are slightly different.
- SCORING -
Scoring in this game is pretty complicated due to the fact that there are a lot of things you can get points for.
BOMBER : 2000 Points
ENEMY SOLDIER : 100 Points
FLAMETHROWER SOLDIER : 200 Points
GRENADE THROWING JEEP : 300 Points
GUN (SMALL, FIRE WHITE SHOTS) : 200 Points
GUN (LARGE, FIRE RED SHOTS) : 400 Points
HELICOPTER : 2000 Points
MISSILE : 400 Points
MISSILE LAUNCHER : 1300 Points
GUN BOATS : 800 Points
SUBMARINE WITH LASER : 1000 Points
TANK (SMALL, FIRE WHITE SHOTS) : 400 Points
TANK (MEDIUM, FIRE RED SHOTS) : 800 Points
TANK (LARGE, FIRE BLACK SHOTS) : 1000 Points
TROOP TRANSPORT : 100 Points
You also get points for saving POW's and dropping them off at the airfields. The scoring goes like this for POW's; for POW's you liberate from the huts :
First : 100 points
Second : 200 points
Third : 400 points
Fourth : 1000 points
Fifth : 2000 points
Sixth : 3000 points
Seventh : 5000 points
Eighth : 10000 points
You get 10,000 points for every POW rescued after the eighth one. If your jeep gets destroyed, the progression starts over again.
For POW's you drop off at the airstrip, the progression works the same as for liberated POW's. The difference is that if you move away from the airstrip, the progression starts over at 100 points again. If you manage to offload all 8 POW's without breaking away from the airstrip or getting destroyed, each POW
liberated after that is worth 10,000 points.
- TIPS AND TRICKS -
The name of the game is POWERUPS. Your success in this game will depend solely on your ability to obtain and KEEP powerups. Your jeep is equipped with two weapons : a machine gun (always shoots up in TG) and a rocket type weapon that shoots the direction you are facing and can be 'boosted' in various ways and usually in steps or levels of powerup. The default level is short range rocket, which Will stop and destroy many buildings and all vehicles.
Here are the levels of powerup you can obtain for your rocket weapon :
1) Short Range Rocket (default) - shoots a short range rocket.
2) Long Range Rocket - shoots a long range rocket (almost the entire length of the screen).
3) Horizontal Exploding Rocket - same as above but the rocket explodes in two directions horizontally, taking out anything the schrapnel hits.
4) Diagonal Exploding Rocket - same as above but the rocket explodes in 4 directions diagonally, taking out anything the schrapnel hits.
There are a couple of ways of boosting your rocket weapon. The assumed way is to blow up the special bunkers that have a single gun turret and a single POW - picking up the POW will give you a nice points bonus as well as a POWERUP to the next level of rocket weapon. These bunkers are available every so often - but you will need a little something extra to get further in the game. You need to get full powerup quickly - and this is how you do it. A diversion in the game (not required to actually finish it) is to shoot open bunkers and pick up POWs - this is above and beyond the single POW bunkers you can snag guys from. Your jeep can handle a total of 8 POWs. First trick - NEVER fill your jeep to capacity - always leave a single slot open. If you fill your jeep up and run across a single 'power up' bunker, you won't be able to pick the POW up and get your powerup. Now, just before you get to the helicopter pad (to release the POWs), you will almost ALWAYS find a bunker with a single powerup POW. Blow it up, get the POW ,the powerup, and that will fill your jeep to capacity. YOU WANT YOUR JEEP FULL BEFORE STOPPING AT THE CHOPPER PAD. Clear the area of enemies around the pad (you don't want any suprise enemies popping up and making you move) then park and start releasing the POWs. DO NOT MOVE UNTIL THE LAST MAN IS AWAY. Once all eight are out of the jeep, you can get the heck out of there (chances are, you will being stalked or about to be killed) You will receive a great bonus of points and FULL POWERUP on your rocket weapon! Talk about tilting the odds in your favor! You can do this EACH and EVERY time you are at a helicopter pad! This will earn you HUGE scores and keep your weapon up to snuff.
Remember, every time you die, you lose ONE level of powerup - so aside from the understood incentive for staying alive, you want to also maintain your weapon. Best of all - YOU GET A HUGE BONUS for picking up the powerup POWs when you are at full rocket weapon strength. If you want to see your score skyrocket, get full powerup and start plucking those powerup POWs up. Later in the game, you will need to strategically stop on the helicopter pad to allow yourself to shoot up and to a left angle to shoot down bomber planes that will DEFINITELY start showing up. If you can kill them the second they appear on the screen, none of their bombs will hurt you. If you miss lining up the jeep right, or you miss the plane, you will HAVE to move before the last guy gets out of the jeep or die. It takes some practice (you can't 'reposition' the jeep after the first man gets out or you lose the bonus) but you'll get to be a pro in no time. Enemies are not random in this game, so you can learn where tanks and enemy jeep vehicles reside quite quickly. While it sounds like a 'duh' tip, keep the enemy count low - especially enemy soldiers on foot. While they are little more than an annoyance at the beginning of the game, they QUICKLY become formidable enemies and keeping the number of them 'on screen' to a minimum is a requirement. The enemy subs can be killed before they are all the way out of the water as well as while they are going back in (i.e. when they aren't firing). Learn their location and plant rockets in the water before they have a chance to fire on you. In a two player game, have the player NOT offloading POWs to the helicopter 'stand guard' against the bomber planes (and other enemies for that matter). Then swap off and let the other one offload. Enemies are still 'active' hidden partially off screen (but they don't move or fire). Use this to kill enemies before they take a stance against you (the big tanks especially). Most vehicles can be killed with enough shots from your machine gun. If you don't feel you can reposition yourself in time to line up your rocket, pound away with bullets and hope you kill him first.
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Nintendo Famicom Disk System (1988, "Final Commando - Akai Yousai")
* Computers :
Commodore C64 (1987)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=topgunnr,
$Edit this entry at Arcade-History.com
$bio
Top Gunner (c) 1986 Exidy.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), M6809 (@ 1 Mhz)
Sound Chips : Custom (@ 62.5 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : paddle
Buttons : 2
$end
$info=tophuntr,tophunta,
$Edit this entry at Arcade-History.com
$bio
Top Hunter - Roddy & Cathy (c) 1994 SNK.
An unique action platform game that feature Roddy & Cathy, 2 powerful bounty hunters that are determined to wipe out the space pirate army! Features excellent 2-D graphics & plenty of secrets to find!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0046
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch/Arm stretch/Throw objects, [B] Jump, [C] Change planes
- TRIVIA -
Released in May 1994.
The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize!
- STAFF -
Producer : Eikichi Kawasaki
Planners : Yasumi Tozono (as Tozono), M. Matsuda, Y. Hashimoto
Front designers : Tatsuya Shinkai, Khozoh Nagashima (as K. Nagashima), C.A.C. Yamasaki, Mikarin Nishida
Back designers : Hirolin Hajima, Munk Etoh, Kaori Kusunoki (as K. Kusunoki), Eri Kohjitani (as E. Kojitani), Oda Nobunaga
Programmers : Carib, Shochan, Imasa.F, Data Tada
Sound : Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Papaya, Toshio Shimizm (as 'Shimizm')
Designers : Nao Q., Lolie Nishioka, K. Kinoko, Mohko Hung
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=topland,
$Edit this entry at Arcade-History.com
$bio
Top Landing (c) 1988 Taito.
- TECHNICAL -
Taito Air System hardware
Prom Stickers : B62
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz), TMS32025 (@ 24 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : stick
Buttons : 4
- TRIVIA -
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- STAFF -
Music composed by Zuntata.
$end
$info=tpgolf,
$Edit this entry at Arcade-History.com
$bio
Top Player's Golf (c) 1990 SNK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0003
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1990.
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
$end
$info=topracer,topracra,topracrb,
$Edit this entry at Arcade-History.com
$bio
Top Racer (c) 1984.
- TECHNICAL -
Main CPU : Z80 (also drives the sound), Z8002 (x2)
Sound Chips : Namco 6-channel stereo WSG, DAC (engine sound), discrete circuitry (crash and skid sounds), custom DAC (speech)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 128
- TRIVIA -
This game is a bootleg of "Pole Position".
$end
$info=trstar,trstaro,trstarj,trstaroj,
$Edit this entry at Arcade-History.com
$bio
Top Ranking Stars (c) 1993 Taito.
6 boxers fight each other with their own special attack to win the world unity open weight boxing title match.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : D53
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in May 1993.
This game is known in US as "Prime Time Fighter".
- STAFF -
Project leader : George K-S
Game designers : Fumio Horiuchi, Masakazu Iwahashi
Software designers : Soliton K+H+Y Sako, Mail, Wolf Kato
Base character designers : N. Korammer, Vap Corp.
Character designers : Yhaway Hasama, Y.N. Dessy, Akiyoshi Takada, Jijiy Yamada, Bibiko Tamae Kisanuki, Natsuco Mochi-Mochi, Mari Fukusaki (Mari-Konga Fukusaki), Kouittya Kisato, Vap Corp.
Art Designer : Hiroyasu Nagai (Super Psychicer Nagai)
Hardware designer : Katsumi Kaneoka
Sound designer : Yoshiro Horie
Executive producer : Keisuke Hasegawa
$end
$info=toprollr,
$Edit this entry at Arcade-History.com
$bio
Top Roller (c) 1983 Jaleco.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz), Samples
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 160
Players : 2
Control : 8-way Joystick
Buttons : 1
$end
$info=topsecrt,
$Edit this entry at Arcade-History.com
$bio
Top Secret (c) 1987 Capcom.
A platform game.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1987.
This game is known in US as "Bionic Commando".
The main character is Super Joe from "Senjou no Ookami" and "Rush & Crash".
There are a few songs in the Test Mode that are not used in the actual game.
- SERIES -
1. Top Secret (1987)
2. Bionic Commando - Elite Forces (2000, Nintendo Game Boy Color)
- STAFF -
Music by : Harumi Fujita
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Nintendo Game Boy Advance (2006, "Capcom Classics Mini Mix")
Sony PSP (2006, "Capcom Classics Collection Remixed")
* Computers :
Atari ST (1987)
Commodore Amiga (1987)
Commodore C64 (1988)
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988)
Commodore Amiga (1988, "Amiga Gold Hits 1")
$end
$info=topsecex,
$Edit this entry at Arcade-History.com
$bio
Top Secret (c) 1986 Exidy.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : steering wheel, pedal
Buttons : 8
- STAFF -
Software : Larry Hutcherson (LWH), Vic Tolomei (VIC), Ken Nicholson (KEN)
Hardware : Phil Gohr, Al Schrum
Graphic designers : Ken Nicholson (KEN), Larry Hutcherson (LWH), Trish Gerving
Audio : Ken Nicholson (KEN), Jody Gouletas
$end
$info=topshoot,
$Edit this entry at Arcade-History.com
$bio
Top Shooter (c) 1995 Sun Mixing.
- TECHNICAL -
Main CPU : 68000 (@ 7.670442 Mhz), Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
$end
$info=topskatr,
$Edit this entry at Arcade-History.com
$bio
Top Skater - Sega Skateboarding (c) 1997 Sega.
- TECHNICAL -
Sega Model 2C hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Each character is sponsored by major skateboard and gear manufacturers including Air Walk, Vans, Etnies, Es, Reef and A.D. One.
The thrashing soundtrack was performed by "Pennywise", an LA-based punk band.
A Top Skater machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
* Play As Alex (Older brother of Ash) : Keep the icon on Ash. Press the Yellow decide button 3 times to the Left, 3 three time to the Right, and 13 more times to the Left.
* Play As P-Nut (Older Sister of Cookie) : After you select the course with the Start button, keep it depressed. Kick the board 6 times to the Right, 6 times to the Left, 3 times to the Right, 3 times to the Left and 4 more times to the Right. After all this kicking release the Start button.
* Super Deformed Mode : At the stage select screen, press Left(x9), Right(x9), Left(x4), Right (x4), and finally Left(x5), next lean the board forward (step on the front of the board) and press both the Left and Right buttons simultaneously three times. When you get the characters select screen each character should appear to be in super deformed mode.
* Hidden Track : Choose advanced level with any character. Then, before the board unlocks, continuously move the board Up. After the game starts, miss the first jump and crash into the fence on the left side of the church. Now, you'll find yourself in the hidden track.
- SERIES -
1. Top Skater - Sega Skateboarding (1997)
2. Air Trix (2001)
$end
$info=topspeed,topspedu,
$Edit this entry at Arcade-History.com
$bio
Top Speed (c) 1987 Taito.
A driving game very similar to "Out Run", except for the addition of the nitro boost button. The car featured is a red Mazda RX-7.
- TECHNICAL -
Board Number : K1100273A
Prom Sticker : B14
Main CPU : (2x) 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : Steering wheel
Buttons : 8
- TRIVIA -
Released in October 1987.
Licensed to Romstar for US manufacture and distribution.
This game is known in Japan as "Full Throttle".
Top Speed is Taito's response to Sega's "Out Run". This game was the forerunner of the Taito Z system on which Taito's driving games were based from 1988-91 (You can spot some similarities with "Continental Circus", the first of the Taito Z games).
Default high-score table (Best Drivers) :
1ST 450000 4 3'44''78 TAK
2ND 350000 3 2'55''45 ESH
3RD 260000 2 1'47''21 I.I
4TH 240000 2 1'50''14 RGV
5TH 220000 2 1'54''19 VFR
6TH 200000 2 1'55''21 YZF
7TH 180000 2 1'59''99 CBR
A Top Speed unit appears in the 1989 movie "The Wizard" (though it was errorneously referred to as Capcom's "F-1 Dream" in the movie).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The Ninja Warriors : G.S.M. Taito 1 - D28B0001) on 21/06/1988.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
- STAFF -
Project leader / Game designer : Hiroyuki Sakou
Game programmers : Kyoji Shimamoto, Takeshi Murata, Takeshi Ishizashi
Music composer : Masahiko Takagi
Sound effects : Eikichi Takahashi
Sound adviser : Hisayoshi Ogura
Hardware designer : Masahiro Yamaguchi
Custom I.C. designers : Shyugi Kubota, Katsujiroh Fujimoto, Toshiyuki Sanada
Graphic designers : Yoshihiko Wakita, Tetsuroh Kitagawa, Takako Uenoyama, Naoko Toshimitsu
Mechanical designer : Tomio Suzuki
Mechanical engineers : Nobuyuki Iwasaki, Akira Takahashi
Cabinet designer : Takeo Shiraishi
Art designer : Hiroyasu Nagai
$end
$info=toppyrap,
$Edit this entry at Arcade-History.com
$bio
Toppy & Rappy (c) 1996 SemiCom.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way Joystick
Buttons : 3
- STAFF -
Producer : J.Y. Jeon
Plan : Slime
Program : Mad1004
Graphic : O.S. Hwang, S.H. Kim, K.H. Kim, Y.J. Hong
Music : S.K. Jeon
Effect : S.K. Jeon, B.G. Shin
$end
$info=toratora,
$Edit this entry at Arcade-History.com
$bio
Tora Tora (c) 1980 GamePlan.
- TECHNICAL -
Main CPU : M6800 (@ 500 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2
Players : 1
Control : 2-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Tiger Tiger'.
$end
$info=toramich,
$Edit this entry at Arcade-History.com
$bio
Tora-he no Michi (c) 1987 Capcom.
'Ryu Ken Oh' raided villages and kidnapped small children to brainwash them and make them into soldiers. Master of 'Oh Rin' temple ordered his best student 'Lee Wong' to destroy 'Ryu Ken Oh' and save the children. To meet with 'Ryu Ken Oh', 'Lee Wong' must clear 4 stages and destroy big enemy at the end of each stage. 'Lee Wong' was given a magical jacket to jump and fly around, and weapons from the master to destroy 'Ryu Ken Oh'.
- TECHNICAL -
Main CPU : 68000 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) YM2203 (@ 3.579545 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 576
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1987.
The title of this game translates from Japanese as 'Road to the Tiger'.
This game is known in US as "Tiger Road".
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music Vol.3 - 28XA-204) on 25/04/1988.
- UPDATES -
* "Tiger Road" has a stage select, unlike Tora-he no Michi.
* All the voices from Tora-he no Michi have been removed in the US version "Tiger Road".
- SCORING -
* To obtain a special weapon 'Tora Ki Koh', player must clear 'practice or asceticism' stage twice. Player can only use green power life gage earned in 'practice or asceticism' stage with this weapon as long as player does not get hit by enemies.
- STAFF -
Director and martial arts guidance : Lee Wong
Planners and directors : Lee Wong, Shin Wong
Special effects : Chan Yuki, Tom Yang, Mah Shing
Art experts : Ryu Kyu, Ei Show, Take Pong
Art stagehands : Wody Ring, Chan Sada, Chan Lee, Moh Ring, Koh Emy, Koh Elliy, Ziggy Yoe
Stagehand : Ji Shing
Sound effects : Hero Yoe, Mie Maru
Music by : Harumi Fujita, Tamayo Kawamoto (7 non-specified tracks), Junko Tamiya (Training Bonus Stage)
$end
$info=ctornado,
$Edit this entry at Arcade-History.com
$bio
Tornado (c) 1982 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 20
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=tornado1,tornado2,
$Edit this entry at Arcade-History.com
$bio
Tornado (c) 1980 Jeutel.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick (vertical)
Buttons : 5
- TRIVIA -
This game is a French bootleg of "Defender".
$end
$info=tornbase,
$Edit this entry at Arcade-History.com
$bio
Tornado Baseball (c) 07/1976 Midway.
The game is a very simple game of baseball, implemented with stick figures. The game is very simple in terms of rules, and anybody can pick up on how to play fairly quickly. This is a two player only title, with both people playing for a single quarter. The pitching player selects his pitch with one joystick, while moving his outfielders with a second one. The batting player only has a single button (that is a 'swing' button). Both players use the same set of controls, so they must switch spots in front of the machine midway through each inning. You get a four inning game for one quarter, although that number can be adjusted by the game operator.
- TECHNICAL -
Tornado Baseball came in a two tone brown upright cabinet, heavily decorated with sticker sideart of baseball players in action. The cabinet design dates itself by its straight up and down design, without a curve to be seen anywhere on the machine. The field is displayed using an open frame monitor, mirror, and a blacklight to make it seem as though the action is taking place on a picture of a baseball field that is housed inside the cabinet.
Game ID : 605
Main CPU : 8080 (@ 1.9968 Mhz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 8-way joystick (pitching team), joystick 2-way (the outfielders)
Buttons : 1
- TRIVIA -
One of the first arcade baseball titles to try and put a lot of players on the field at once.
The technique of using mirrored-in graphics in the game was the work of Dave Nutting. The game was designed for Midway by Dave Nutting Associates.
- SERIES -
1. Tornado Baseball (1976)
2. Extra Inning (1977)
3. Extra Bases (1980)
- PORTS -
* Consoles :
Bally Astrocade
$end
$info=tortufam,
$Edit this entry at Arcade-History.com
$bio
Tortuga Family (c) 1997 C.M.C.
- TECHNICAL -
Main CPU : M65C02 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Palette colors : 512
Players : 1
Buttons : 7
$end
$info=torus,
$Edit this entry at Arcade-History.com
$bio
Torus (c) 1996 Yun Sung.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette colors : 2064
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=toryumon,
$Edit this entry at Arcade-History.com
$bio
Toryumon (c) 1994 Sega.
- TECHNICAL -
Sega System 16B hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Gateway To Success'.
$end
$info=totcarn,totcarnp,
$Edit this entry at Arcade-History.com
$bio
Total Carnage (c) 1992 Midway.
A pseudo-sequel to Williams' superb 1990 shoot-em-up, "Smash TV", Total Carnage is set in a futuristic parody of the first Gulf War. General Ahkboob, himself an obvious parody of Sadam Hussein, has set his vast army of infantry, tanks and BioGenetic Mutants onto the world.
1 or 2 players must fight through the enemy-packed levels, rescuing reporters and civilians as they go. Total Carnage retains the dual-joystick control of its predecessor, but introduced new weapons, enemies and large, scrolling levels to the original game-play.
As with "Smash TV", Total Carnage features the infamous 'Pleasuredome'; accessible only if players manage to collect the 220 keys that are hidden throughout the game's levels. Total Carnage has a much higher difficulty level than that of "Smash TV".
- TECHNICAL -
Midway Y Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 400 x 256 pixels
Screen refresh : 53.20 Hz
Palette colors : 4096
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Released in January 1992.
General Akhboob's role as a parody of Saddam Hussein becomes obvious during the game's cut-scenes; as well as him saying slogans from "Smash T.V.", he makes an obvious reference to the original Gulf War by announcing that 'all we are making is baby milk.'.
While playing the game, there is a message which says 'the pistons will rule the NBA'. This is a reference to the Detroit Pistons who Mark Turmell was a fan of. Coincidentially 12 years later, The Detroit Pistons would win the NBA Championship.
- UPDATES -
* Rev 1.0
* Rev LA1
- TIPS AND TRICKS -
* Password : enter the password on the 'red and white' warp at the beginning of the first mission.
Mission 1 :
'GOOB' - Gate (heading Checkpoint #1).
'ZULU' - Bunker (heading Checkpoint #2).
'ORCS' - Orcus (boss).
Mission 2 :
'ROAD' - Road one (heading Checkpoint #3).
'LIPS' - Airport gate (heading Checkpoint #4).
'LICK' - Airfield (heading Checkpoint #5).
'FIRE' - Hangar.
'FOOD' - Road two (heading Checkpoint #6).
Mission 3 :
'EATS' - Monster Cutscene.
'TOID' - Factory (heading Checkpoint #7).
'BOOF' - Reactor.
'MARK' - Reactor basement (heading Checkpoint #10).
Misc :
'SHOK' - Electric chair.
'DOME' - Akhboob escaped and lacking keys.
'WORM' - Caught Akhboob but lacking keys.
'AZAZ' - Warp to Pleasure Dome with 500 keys.
- STAFF -
Music and Sounds : Jon Hey (HEY)
Staff : Mark Turmell (MJT), John Tobias (JON), Shawn Liptak (SL!), Jim Gentile, Eugene Jarvis (DRJ) (EPJ), Tony Coskie, Larry DeMar (LED), Jamie Rivett (RJR), George N. Petro (GNP)
Voices by : Ed Boon (EJB)
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Amiga CD32 (1994)
Nintendo Game Boy (1994)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Atari Jaguar (2005) : released by Songbird Productions.
* Computers :
Commodore Amiga (1992)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=totlvice,
$Edit this entry at Arcade-History.com
$bio
Total Vice (c) 1997 Konami.
- TECHNICAL -
Konami M2 Hardware
Main CPU : (2x) PPC602 (@ 33 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
$end
$info=totmejan,
$Edit this entry at Arcade-History.com
$bio
Tottemo E Jong - Feel So Good!! (c) 1991 Seibu Kaihatsu, Inc.
$end
$info=touchgo,touchgoe,touchgon,
$Edit this entry at Arcade-History.com
$bio
Touch & Go (c) 1995 Gaelco.
A volleyball game.
- TECHNICAL -
Gaelco GAE1 hardware
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : GAELCO (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 960 x 240 pixels
Screen refresh : 59.10 Hz
Palette colors : 65520
Players : 4
Control : 8-way joystick
Buttons : 3
$end
$info=tdfever,tdfeverj,
$Edit this entry at Arcade-History.com
$bio
Touch Down Fever (c) 1987 SNK.
- TECHNICAL -
Game ID : A6006 'TD'
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Control : dial
Buttons : 2
- TRIVIA -
Released in January 1987.
- SERIES -
1. Touch Down Fever (1987)
2. Touch Down Fever II (1988)
- PORTS -
* Consoles :
Nintendo Famicom (1989)
$end
$info=tdfever2,
$Edit this entry at Arcade-History.com
$bio
Touch Down Fever II (c) 1988 SNK.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 4
Control : dial
Buttons : 2
- SERIES -
1. Touch Down Fever (1987)
2. Touch Down Fever II (1988)
$end
$info=tm,
$Edit this entry at Arcade-History.com
$bio
Touchmaster (c) 1996 Midway.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Palette colors : 2048
- SERIES -
1. Touchmaster (1996)
2. Touchmaster 3000 (1997)
3. Touchmaster 4000 (1998)
$end
$info=tm3k
$Edit this entry at Arcade-History.com
$bio
Touchmaster 3000 (c) 1997 Midway.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Palette colors : 2048
- SERIES -
1. Touchmaster (1996)
2. Touchmaster 3000 (1997)
3. Touchmaster 4000 (1998)
$end
$info=tm4k,
$Edit this entry at Arcade-History.com
$bio
Touchmaster 4000 (c) 1998 Midway.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8.5 Khz)
Palette colors : 2048
- SERIES -
1. Touchmaster (1996)
2. Touchmaster 3000 (1997)
3. Touchmaster 4000 (1998)
$end
$info=tturf,tturfbl,tturfu,
$Edit this entry at Arcade-History.com
$bio
Tough Turf (c) 1989 Sega / Sunsoft.
A fellow that looks like he just got off of work figures that he'd rid the city streets of those pesky gang members and their allies.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0099 / 317-0104
Main CPU : 68000 (@ 10 Mhz), I8751 (@ 8 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1989.
A bootleg of this game made by Datsu / Electron was released under the same name.
- UPDATES -
317-0099
* US release.
317-0104
* JAPAN release.
- STAFF -
Director : Cho Musow
Programmers : A.T., Hac.F.,BG.Yama
Sound programmer / music composer : About.Us
Graphic designers : Ame, Sp. Taka, Minokamo. Sakoh
$end
$info=tkdensho,
$Edit this entry at Arcade-History.com
$bio
Touki Denshou - Angel Eyes (c) 1996 Tecmo.
An all-female fighting game featuring 8 selectable angels engaging in one-on-one battle. This game is made by Tecmo, which is not surprising given that they are now more popular because of the "Dead or Alive" series (specifically because of its female characters) than their older series like "Ninja Gaiden".
- TECHNICAL -
Main CPU : 68000 (@ 2 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YMF262 (@ 14.31818 Mhz), OKI6295 (@ 6.991 Khz), YMZ280B (@ 16.9 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2049
Players : 1
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Fighting Princess Legend - Angel Eyes'.
The characters in this game are either hand drawn, similiar to the style found in "Power Instinct 3 - Groove on Fight", or pre-rendered CG that are a bit better than the quality found in "Ragnagard", but not as good as "Killer Instinct"'s. There will be people who will find a pre-rendered CG character fighting a hand drawn character to be a visual clash in this game.
- PORTS -
* Consoles :
Sony PlayStation (1997)
$end
$info=cyberbt,cyberbt1,
$Edit this entry at Arcade-History.com
$bio
Tournament Cyberball 2072 (c) 1989 Atari Games.
This update to "Cyberball 2072" includes the following changes :
* New 'Game Breakers' mode.
* Added Rookie mode.
* Bugfixes, in particular the onside kick.
* Added 100 additional plays.
* Introduced the powerback.
- TECHNICAL -
Game ID : 136073
Main CPU : (3x) 68000 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 672 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Default high-score contains nicknames in homage for other Atari games including :
* PAPERBOY for "Paperboy"
* ASTEROID for "Asteroids"
* GAUNTLET for "Gauntlet"
* GRAVITAR for "Gravitar"
* TEMPEST for "Tempest"
* CENTIPED for "Centipede"
* STARWARS for "Star Wars"
* AKKAARRH for "Akka Arrh"
* TOOBIN for "Toobin'"
* ESCAPE for "Escape From The Planet of the Robot Monsters".
- UPDATES -
REVISION 1 :
* Build date (OP SYS) : P1 : 17AUG1989 09 :14 :21 / P2 : 07AUG1989 14 :57 :35
* Build date (MAIN) : P1 : 08MAR1987 05 :56 :56 / P2 : 15AUG1989 14 :51 :24
REVISION 2 :
* Build date (OP SYS) : P1 : 18SEP1989 11 :50 :53 / P2 : 17AUG1989 09 :54 :48
* Build date (MAIN) : P1 : 08MAR1987 05 :56 :56 / P2 : 30AUG1989 14 :40 :08
- SERIES -
1. Cyberball - Football in the 21st Century (1988)
2. Cyberball 2072 (1989)
3. Tournament Cyberball 2072 (1989)
- STAFF -
Programmer / Designer : John Salwitz
Artist / Designer : Davis A. Ralston
Physicist / Programmer : Paul kwinn
Hardware designer : Doug Snyder
Technician : Rob Rowe
Animators : Mark West, Will Noble, Deborah Short
Audio group : Brad Fuller, Hal Canon, Don Diekneite
Product manager : Jerry Momoda
Cabinet designer : Dave Coox
Cabinet graphics by Atari Visual Communications.
- PORTS -
* Consoles :
Atari Lynx (1991)
$end
$info=tourtabl,tourtab2,
$Edit this entry at Arcade-History.com
$bio
Tournament Table (c) 03/1978 Atari.
This multi-game contains : "Breakout", Soccer I / II, Foozpong, Hockey I / II / III, "Quadra Pong", Handball, Basketball I / II.
- TECHNICAL -
Game ID : 030170
Main CPU : M6502 (@ 1.193191 Mhz)
Sound Chips : TIA (@ 31.4 Khz)
Screen orientation : Horizontal
Video resolution : 160 x 200 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128
Players : 4
Control : paddle
Buttons : 1
- PORTS -
* Consoles :
Atari 2600 ("Video Olympics")
$end
$info=twrshaft,
$Edit this entry at Arcade-History.com
$bio
Tower & Shaft (c) 2003 Azure.
- TECHNICAL -
Seta Aleck64 hardware
CPU : R4300i
Co-Processor : 64-bit RISC processor, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 16.8 million colors
Players : 1
Buttons : 9
$end
$info=toypop,
$Edit this entry at Arcade-History.com
$bio
Toypop (c) 04/1986 Namco.
- TECHNICAL -
Game ID : TP
Main CPU : M6809 (@ 1.536 Mhz), 68000 (@ 6.144 Mhz)
Sound CPU : M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Victor Entertainment released a limited-edition soundtrack album for this game (Namco Video Game Graffiti Vol.2 - VDR-5222) on 21/10/1987.
- STAFF -
Music composed by : Junko Ozawa
- PORTS -
* Consoles :
Sony PlayStation (1995, "Namco Museum Vol.1")
$end
$info=pc_tkfld,
$Edit this entry at Arcade-History.com
$bio
Track & Field (c) 1987 Konami.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : TR
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
$end
$info=trackfld,trackflc,
$Edit this entry at Arcade-History.com
$bio
Track and Field (c) 1983 Konami.
1 to 4 players compete against each other in 6 track and field events in this legendary, genre creating and much-copied game from Konami. Track and Field consisted of 2 run buttons per player (one for each 'leg' of the athlete) and one action button. Only 2 players could compete simultaneously so on 3 and 4-player games, players had to wait their turn. An extra life is awarded for every 100,000 points acquired. Each player must qualify in the current event before they can move on to the next. Hit the 2 run buttons to build up speed and use action button to jump or throw. The events are :
* 100M DASH - Run as fast as possible.
* LONG JUMP - Run to the take-off board then choose angle of jump (45 is optimal).
* JAVELIN - Run to the line then choose angle of throw (42 is optimal).
* 110M HURDLES - Run and time jumps over the hurdles.
* HAMMER THROW - As the athlete spins faster and faster, time release of hammer and angle of throw (45 is optimal).
* HIGH JUMP - The athlete will run to the bar, just as he reaches it, use Action button to start the jump and hold down the action button to reduce the angle of climb, i.e. you start going straight up at 90 degrees if you tap the button just once. Use run buttons while in the air to gain extra height.
- TECHNICAL -
Game ID : GX361
Main CPU : M6809 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 4
Buttons : 3
= > [1] Run, [2] Jump/Throw, [3] Run
In a 4-player game on an upright machine, players 1 and 3 share player 1's control, and players 2 and 4 share player 2's control.
- TRIVIA -
Released in October 1983.
Licensed to Centuri for US manufacture and distribution (October 1983).
Track and Field proved to be incredibly successful for Konami, and would spawn countless imitations - particularly on the 8-bit home systems of the time - as well as three sequels of its own. One of the undoubted reasons for its success was the superb multi-player game, which, for perhaps the first time in the video arcade, introduced a genuine sense of rivally among players and showed the gaming world what was truly possible with multi-player gaming.
The song that is heard playing on the high score and awards screen is 'Chariots of Fire', written by Vangelis for the movie of the same name.
This game is known in Asia as "Hyper Olympic", later versions of the game replaced the Run buttons with a trackball. A Bootleg of this game, called "Atlant Olimpic" was released in Italy in 1996, thirteen years after the game first appeared.
A Track and Field unit appears in the 1985 movie, 'The Goonies'.
A Track and Field cocktail machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Later versions of this game replace the two 'Run' buttons with a trackball.
- SCORING -
Points are awarded in each event. The faster the time, the further or higher the jump, or the further you throw the more points you score.
- TIPS AND TRICKS -
* 100m Dash : Achieve exactly the same time for player 1 and 2 and 1000 point bonus will be awarded.
* Long Jump : 3 jumps of exactly the same length will cause a little man with a key to run across the screen, awarding 1000 points.
* Javelin : Throw the javelin off the top of the screen to bring down a bird for a 1000 point bonus. To do this you must achieve the 'maximum' angle.
* 110m Hurdles : If both players finish the race in a dead heat then a little man with a key will run across the screen, awarding 1000 points to each player.
* High Jump : Fail the first two jumps and then clear it; a mole burrows up for a 1000 point bonus.
* Hint : When you alternate tapping the run buttons (run1, run2, run1, run2 etc.) you will get a much better speed increase. You have three attempts to qualify on all but the two running events.
* BUG : In both Javelin and the Hammer Throw, throwing over 100m will cause a counter wraparound, so a 100m12 throw will be logged as 0m12 (and will not qualify you).
- SERIES -
1. Track and Field (1983)
2. Hyper Sports (1984)
3. '88 Games (1988)
4. Hyper Athlete (1996)
5. Nagano Winter Olympics '98 (1998)
6. International Track & Field 2000 (2000, Sony PlayStation)
7. International Track & Field Summer Games (2000, Nintendo 64)
8. New International Track & Field (2008, Nintendo DS)
- STAFF -
Music by : Shigeru Fukutake
- PORTS -
* Consoles :
Atari 2600 (1984)
Atari XEGS
Nintendo Famicom (1987)
Nintendo Game Boy (1992)
Nintendo DS (2007, "Konami Classics Series - Arcade Hits")
Microsoft XBOX 360 (2007, "Xbox Live Arcade")
Nintendo DS (2008, "New International Track & Field" : included 'Classic Track and Field' game mode).
* Computers :
Commodore C64 (1985)
Sinclair ZX Spectrum (1988)
MSX
Apple II
* Others :
LCD handheld game (1984, "Track & Field Running Type") by Bandai.
LCD handheld game (1984, "Track & Field Throwing Type") by Bandai.
$end
$info=trailblz,
$Edit this entry at Arcade-History.com
$bio
Trail Blazer (c) 1987 Coinmaster.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 368 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 3
$end
$info=tranqgun,
$Edit this entry at Arcade-History.com
$bio
Tranquillizer Gun (c) 1980 Sega.
- TECHNICAL -
Game ID : 413-428
Main CPU : Z80 (@ 1.93356 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in May 1980.
- SCORING -
Snake : 200 points
Gorilla : 300 points
Lion : 400 points
Elephant : 500 points
There is a 10% bonus for no wasted shots.
- STAFF -
Designed and programmed by : Steve Hanawa
- PORTS -
* Consoles :
Sega SG-1000 (1983, "Safari Hunting")
Sega Dreamcast (1999) (part of "Dynamite Cop")
Sony PlayStation 2 (2005, "Sega Ages Vol. 23 - Sega Memorial Selection")
$end
$info=transfrm,
$Edit this entry at Arcade-History.com
$bio
Transformer (c) 1986 Sega.
A horizontally scrolling shoot'em up.
- TECHNICAL -
Sega System E hardware
Game ID : 834-5803
Main CPU : Z80 (@ 5.3693 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Astro Flash".
This game is not based on The Transformer toys by Takara and Hasbro, which were very popular at the time. The name change from "Astro Flash" to "Transformer" was probably an attempt to cash in on the popularity of The Transformers.
This game is a port from an original game created and released in 1985 on the Sega Master System.
$end
$info=travrusa,
$Edit this entry at Arcade-History.com
$bio
Traverse USA (c) 06/1983 Irem.
- TECHNICAL -
Irem M-52 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 256 x 240 pixels
Screen refresh : 56.75 Hz
Palette colors : 144
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "MotoRace USA" and "Zippy Race".
- PORTS -
* Consoles :
Sega SG-1000 ("Zippy Race")
Nintendo Famicom ("Zippy Race")
Sega Saturn (1996, as "Zippy Race" in "Irem Arcade Classics")
Sony PlayStation (1996, as "Zippy Race" in "Irem Arcade Classics")
* Computers :
MSX ("Zippy Race")
$end
$info=treahunt,
$Edit this entry at Arcade-History.com
$bio
Treasure Hunt (c) 1982 Hara Industries.
This game plays a lot like "Donkey Kong" except that the controls are not quite as smooth. There are five screens to master if you want to help Jack in his mission. You do not get to play each screen at first, they are added on as you progress through the game. The first time through the game skips from screen one right to screen four.
* The first screen is fairly simple, you just have to climb to the top of the beanstalk. There are a few enemies, but they can be defeated by simply tossing beans at them. You can find the beans scattered all around the stalk, and picking one up adds one to your ammunition count (or two, depending on the dip switch settings).
* In the second screen, Jack manuevers through the clouds and attempts to cross the drawbridge into the castle, but lions and birds stand in his way.
* The third screen has Jack climbing the castle stairway in a scene that was obviously inspired by "Donkey Kong". Avoid the cat and the mouse and you can make it to the top.
* On the fourth screen you have to jump from platform to platform until you reach the giant's lair. There will be several treasures, grab the flashing one and try to make your escape.
* The fifth screen is the first one again, except that this time you are climbing down the beanstalk, and you have falling rocks to dodge, and the giant himself may even be after you (that one depends on the level).
After making it back to your house you get to watch a little intermission before going after the next treasure. There are four different treasures altogether. The last one is the princess, when you have her the giant himself will follow you down the beanstalk, and you must chop it down to defeat him. After rescuing the princess the game starts over with increased difficulty.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2 (jump and shot)
- TRIVIA -
This game is known outside Japan as "Jack the Giantkiller".
$end
$info=thunt,
$Edit this entry at Arcade-History.com
$bio
Treasure Hunt - Puzzle & Action (c) 1997 Sega.
A game that includes puzzle, quiz and action games within.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in September 1997.
This game is known in Japan as "Sando-R - Puzzle & Action".
- SERIES -
1. Tant-R - Puzzle & Action (1992)
2. Ichidant-R - Puzzle & Action (1994)
3. Treasure Hunt - Puzzle & Action (1997)
- PORTS -
Sega Saturn (1997)
$end
$info=ctisland,ctislnd2,ctislnd3,
$Edit this entry at Arcade-History.com
$bio
Treasure Island (c) 1982 Data East.
- TECHNICAL -
DECO Cassette System hardware
Game ID : 16
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Released in March 1982.
- PORTS -
* Computers :
Texas Instruments TI-99/4A (1983)
$end
$info=trebltop,
$Edit this entry at Arcade-History.com
$bio
Treble Top (c) 1991 B.F.M. [Bell-Fruit Mfg. Co., Ltd.].
$end
$info=tripool,tripoola,
$Edit this entry at Arcade-History.com
$bio
Tri-Pool (c) 1981 Noma.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 5
- TRIVIA -
Licensed to Casino Tech and Costal Games for distribution.
$end
$info=trisport,
$Edit this entry at Arcade-History.com
$bio
Tri-Sports (c) 1989 Bally Midway.
- TECHNICAL -
Bally Midway MCR 68k hardware
Main CPU : 68000 (@ 7.7238 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 512 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 1
Control : trackball
Buttons : 2
- STAFF -
Design : John Newcomer (JRN), Bill Adams (BA)
Video Art : John Newcomer
Software : Bill Adams
Hardware : Cary Mednick, Glenn Shipp
Sounds and Music : Robin Seaver, Jon Hey
Graphics : Doug Watson
Cabinet : Ray Czajka, Greg Tastad
Support : Alan Lasko, Vince Massei, Soumya Netrabile, George Petro, Ben Rodriguez, Karen Trybula
Special Thanks : Steve, Ron, Laura, Ken, Wally, Juan, Deanna, Dawn, Joe, Neal, Kathy, Gene
$end
$info=tricktrp,
$Edit this entry at Arcade-History.com
$bio
Trick Trap - 1771 (c) 1987 Konami.
- TECHNICAL -
Game ID : GX771
Main CPU : HD6309 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 280 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Labyrinth Runner".
- STAFF -
Chief programmer : K. Takabayashi
Programmers : Masaya. M, T. Kondo
Charactor designers : Dr. Hide, N. Ishii
Sound editor : J. Kaneda
Producer : S. Idaka
$end
$info=trckydoc,trckydca,
$Edit this entry at Arcade-History.com
$bio
Tricky Doc (c) 1987 Tecfri.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 3.6 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Jump, [B] Attack
$end
$info=trigon,
$Edit this entry at Arcade-History.com
$bio
Trigon (c) 1990 Konami.
- TECHNICAL -
Game ID : GX939
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in US as "Lightning Fighters".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on 21/08/1990.
- STAFF -
Programmers : H. Tsujimoto, H. Okazaki, Tadasu Kitae
Graphic designers : Kuniaki Kakuwa, Y. Noguchi, M. Inafuku
Sound editors : K. Matsubara, K. Yamane
Engineers : M. Idaka, H. Matsuura
Title designers : M. Yoshihashi, H. Matsuda
$end
$info=triothep,triothej,
$Edit this entry at Arcade-History.com
$bio
Trio the Punch - Never Forget Me... (c) 1989 Data East.
A hilarious action game with three selectable characters : a brawler, warrior and ninja who can randomly power up/decrease after stage complete.
- TECHNICAL -
Main CPU : HuC6280 (@ 7.159066 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3812 (@ 3 Mhz), OKI6295 (@ 7.759 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Like many others Data East game, Karnov appears as an enemy.
One of the bosses in the game is a statue of Colonel Sanders.
- PORTS -
Sony PlayStation 2 (2007, "Oretachi Geasen Zoku Sono 17 - Trio the Punch")
$end
$info=triplfun,
$Edit this entry at Arcade-History.com
$bio
Triple Fun (c) 1993.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 6 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This is an English language bootleg of "Oishii Puzzle Wa Irimasen Ka".
$end
$info=triplhnt,
$Edit this entry at Arcade-History.com
$bio
Triple Hunt (c) 04/1977 Atari.
- TECHNICAL -
Game ID : 008422-008791
Main CPU : M6800 (@ 800 Khz)
Sound Chips : Discrete (@ 800 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 1
Control : lightgun
Buttons : 1
- STAFF -
Designed and programmed by : Owen Rubin
$end
$info=triplep,
$Edit this entry at Arcade-History.com
$bio
Triple Punch (c) 1982 KKI.
You're the carpenter and your task is to complete the squares until you've filled the screen. Sound easy? Not when you hear what's trying to stop you. A gorrila, ghost, earser and burst of fire all wander the paths. The eraser erases uncompleted squares and the gorilla would love to hammer you. But you're not defenseless. With three swift punches you can knock them out, except for the fire which can't be stopped. Each level introduces a larger area to fill so keep moving!
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Also licensed to 'Nicole Manufacturing'.
This game is also known as "Knock Out!!" (KKK).
- SCORING -
Points are scored by completing squares and knocking out enemies.
Connect 2 squares at one, score doubles.
Connect 3 at once, it quadruples.
Bonus scores between second and third stage.
- TIPS AND TRICKS -
* Begin by filling in the box in the lower left-hand corner. Once you've done that, fill in the two boxes (vertically) to its right, then the three to their right, and so on until you've effectively wrapped around the playfield and are back at the first box you filled in. Just repeat this motion until all of the boxes are full.
* Filling in boxes two at a time will give you twice the points of each of the boxes. Filling in three boxes at a time (this is done by going over the point shared by the three boxes last) gives you four times points for the boxes.
You can also get points by punching out enemies. If you can punch out an enemy while the ambulance is still on the screen, you get six hundred points instead of the three hundred for just punching out an enemy.
$end
$info=statriv4,
$Edit this entry at Arcade-History.com
$bio
Triv Four (c) 1985 Status Games.
- TECHNICAL -
Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 4
- SERIES -
1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)
$end
$info=trivquiz,
$Edit this entry at Arcade-History.com
$bio
Triv Quiz (c) 1984 Status Games.
Each player begins with 10,000 points. First the player sees the question. He then decides how many points he wants to play on that question. After he has wagered his points three answers will appear. The player now tries to select the correct answer. Each player receives a minimum of four questions. Bonus questions are earned based on high scores. Scores can reach into the millions.The player who achieves the highest score can enter their initials.
Triv-Quiz lets the player choose from four challenging trivia categories : 'Sports', 'Entertainment', 'World Facts' and the 'Expert Challenge'. Thousands of questions are stored.
- TECHNICAL -
Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 4
- TRIVIA -
Triv-Quiz offers the operator a special advertising feature. The operator may program his own advertising messages (via 'service mode') without the need of an additional and costly keyboard.
- SERIES -
1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)
$end
$info=statriv2,
$Edit this entry at Arcade-History.com
$bio
Triv Two (c) 1984 Status Games.
- TECHNICAL -
Main CPU : 8085A (@ 12.4 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 2
Buttons : 4
- SERIES -
1. Triv Quiz (1984)
2. Triv Two (1984)
3. Triv Four (1985)
4. Super Triv II (1986)
5. Super Triv III (1988)
$end
$info=gt101c,gt101c1,gt102b,gt102c,gt102c1,gt102c2,gt102c3,gt103,gt103a,gt103a1,gt103a2,gt103a3,gt103a4,gt103aa,gt103ab,gt103asx,gt5,gt507uk,
$Edit this entry at Arcade-History.com
$bio
Trivia (c) 1984 Greyhound Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 416 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Buttons : 5
$end
$info=smstrv,
$Edit this entry at Arcade-History.com
$bio
Trivia (c) 1984 SMS.
- TECHNICAL -
Main CPU : I8088 (@ 12 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Palette colors : 256
Players : 2
Buttons : 4
$end
$info=trvchlng,
$Edit this entry at Arcade-History.com
$bio
Trivia Challenge (c) 1985 Joyland.
- TECHNICAL -
Main CPU : S2650 (@ 3.072 Mhz)
Sound Chips : (3x) SN76496 (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32
Players : 1
Buttons : 4
- TRIVIA -
Licensed to Senko.
$end
$info=trvgns,
$Edit this entry at Arcade-History.com
$bio
Trivia Genius (c) 19?? Unknown.
- TECHNICAL -
Main CPU : Z80 (@ 1.5 Mhz)
Sound Chips : TMS36XX (@ 0.35 Khz), Custom (@ 0.35 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Buttons : 4
$end
$info=trvmadns,
$Edit this entry at Arcade-History.com
$bio
Trivia Madness (c) 1985 Thunderhead.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
Buttons : 5
$end
$info=trvmstr,trvmstra,
$Edit this entry at Arcade-History.com
$bio
Trivia Master (c) 1985 Enerdyne Technologies.
- TECHNICAL -
Main CPU : Z80 (@ 1.5 Mhz)
Sound Chips : TMS36XX (@ 0.35 Khz), Custom (@ 0.35 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 4
- SERIES -
1. Trivia Master (1985)
2. Super Trivia Master (1986)
$end
$info=trvquest,
$Edit this entry at Arcade-History.com
$bio
Trivia Quest (c) 1984 Techstar.
- TECHNICAL -
Main CPU : M6809 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 8
Players : 1
Buttons : 4
- TRIVIA -
Licensed to Sunn for distribution.
$end
$info=trvwzh,trvwzva,trvwz4,trvwzv,trvwz2,trvwz3h,
$Edit this entry at Arcade-History.com
$bio
Trivia Whiz (c) 1985 Merit.
- TECHNICAL -
Main CPU : Z80 (@ 2.5 Mhz)
Sound Chips : AY8910 (@ 2.5 Mhz)
Screen orientation : Vertical
Video resolution : 248 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Buttons : 5
$end
$info=triviasp,triviabb,triviag1,triviag2,triviayp,triviaes,
$Edit this entry at Arcade-History.com
$bio
Trivial Pursuit (c) 1984 Bally Sente.
- TECHNICAL -
Main CPU : M6809 (@ 1.25 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
There are five editions of this game : 'All Star Sports', 'Baby Boomer', 'Think Tank - Genus', 'Genus II' and 'Young Players'. Those games run on the Bally / Sente SAC-I hardware.
- STAFF -
Game adaptation and software designer : Richard Adam
Screen graphics designers : Gary Johnson, Bil Maher Esq., Mark McPhee
Audio : Richard Green, Gary Levenberg
Video hardware designers : Howard Delman, Tian Harter
- PORTS -
* Computers :
Sinclair ZX Spectrum (1986, Baby Boomer edition)
Sinclair ZX Spectrum (1987, Young Players edition)
Sinclair ZX Spectrum (1988, Genus edition)
$end
$info=trivialp,
$Edit this entry at Arcade-History.com
$bio
Trivial Pursuit (c) 1996 JPM.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : UPD7759 (@ 640 Khz)
Players : 1
Buttons : 2
$end
$info=trog,trog3,trogpa6,trogp,trog4,
$Edit this entry at Arcade-History.com
$bio
Trog (c) 02/1991 Midway.
1 to 4 players take on the role of a cute dinosaur, selected from the four on offer : Rex (red), Bloop (blue), Spike (yellow) and Gwen (lavender). The game takes place in a prehistoric land called 'Og' and is made up of forty-nine different islands; the dinos must collect all of the dinosaur eggs that lay on the islands, while avoiding the unwanted attention of a tribe of one-eyed cavemen, called 'Trogs'. The dinos can punch the attacking Trogs; one punch will only stun a Trog but several punches will knock the enemy off the screen. There are 4 different Trogs who pursue the dinos :
* Brown Trogs who use only their fists.
* Red Trogs who use clubs and create fires or holes in the ground.
* Blue Trogs who pop up out of the ground and roll stone wheels.
* Green Trogs who bounce around trying to crush you with their springs.
On each island, after the dinos have gathered up all of their eggs, they must make their way to the base labeled 'Home'; from here they will move on to the next island.
Between each stage, there is an intermission where the players' Dinos will dance, with an on-screen caption proudly declaring 'Excellent!', 'Congratulations!', 'Nice Work!', 'Good Job!' or 'Dino-Mite!'. On occasion, an intermission screen appears that shows a Trog planning another attempt to eat a Dino.
- TECHNICAL -
Midway Y Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : M6809 (@ 2 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), DAC (@ 3.57958 Mhz), HC55516 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 396 x 256 pixels
Screen refresh : 53.20 Hz
Palette colors : 256
Players : 4
Control : 8-way joystick
Buttons : 1
- TRIVIA -
* PROTOTYPE REV 4.00 : This particular code revision is also referred to in other resources as 'BattleTrog'. This prototype (known in Midway as Trog Proto 4) represents the original concept for the game Trog. The plans called for a strategy game where the player character, a dinosaur, had to be manipulated via placing bones to block his or her path, similar to many home computer games of the time. However, it soon became clear on field tests that players were confused and frustrated by this method of control in an arcade setting, where such strategic thinking was rarely required. Some surveys suggested that many players expected the game to be a simple "Pac-Man"-style affair. Many customers also were concerned/laughed openly at the action buttons labelled 'Bone', the term also being used in American slang for certain 'mature' acts and at least one cabinet panel was defaced to add an 'R' to the end of the word. As a consequence of this disasterous location test, the game was nearly axed entirely. Indeed, it probably would have been had it not been for the stop motion animation created for use as sprites in game - the story is that its high cost resulted in many of the senior employees at Midway demanding that Trog remain a going concern, with a new game mechanic built around the sprites. As it turned out, the game was turned into a "Ms. Pac-Man" clone, the small and large pills replaced with eggs and pineapples. It has been argued by some, including myself, that the use of trackballs instead of joysticks would salvage the original game mechanic, but closer inspection of the hardware through the MAME emulation suggests that 4-player trackball play, or indeed any trackball play could not be included without major complications, or indeed a whole new Midway hardware unit being devised.
* REV PA6-PAC : This prototype (known in Midway as Trog II Proto 6) represents the first major step towards the final Trog concept. The devitation from the standard naming system (the game would normally be listed as Trog PA6 only) represents the change in the project, the -PAc extension added to make it perfectly clear that this was a "Pac-Man" clone. With the original plans for a strategy game abandoned due to a poor location test, new thinking was required to salvage the project - it is rumoured that too much had been invested in the animation for the project to be canned at this stage. Money became very tight on the Trog II project (Trog I being the abandoned strategy game) and so a total rewrite of the concept was out of the question - they would have to make do with the existing code libraries for the project, with only minor alterations. Pushed for time and funding, the programmers decided to make the game into the Pac-Man clone many expected it to be, as this would require the least recoding, all that would be required would be to make the dinosaurs fully controllable, instead of the guided automatons they were originally. However, it was clear that the Trog AI would make them too good for even the best of players to overcome through clever moves, so a 'Punch' option was added which replaced the 'Bone' function and led to the only new animation added in the project, - a 3 frame jab which looked poor compared to that of the Trogs due to the time pressures on Haeger at the time of animation. But I digress... With this established, the programmers then altered the level order to provide a more suitable learning curve for the game, however this destroyed the main purpose of the 'Trog's Cave' intermissions screens and meant that the order of Trog's thoughts didn't fully match his actions. Also, although some of the 'thought balloon' animations (created on the fly through the game ROMS) were changed to remove the bone breaking scenes relating to proto 4, the cave drawings (done by professional 2-D animators) could not be altered due to time and money considerations. The original ending of the game was also scrapped, as it was believed to be an anticlimax, so another hastily animated island was added for an extra challenge, purported to be Trog's Cave (Note the use of the intermission style lettering coupled with superimposed text straight from the ROM, again new graphics were out of the question). However, most of the other features remained intact, with a Complex Egg Lay option being added in the release versions to allow owners to change the egg patterns back from the Pac-Man style to the original layouts (it is believed that there may be a version of the game which put the original mechanic back in too, but no evidence of this has been found).
A Trog unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
A Trog machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
PROTOTYPE REV 4.00 :
* The bonus groove is still part of the released game's sound test, despite the fact it is now exclusively used for Trog's Cave and the ending - the prototype's bonus sequence was longer, as time and skill points were added, thus it needed music.
* The dinosaurs punch is poorly animated - this feature was added for the new game to allow fending off of the Trogs and as a result was just a few extra frames of animation made at the 11th hour by Jack E. Haeger.
* The last level uses the Intermission 'Trog's Cave' text, complete with graphical artifacts that were cut off on its normal background, due to the need to minimize adding graphics to the already overtime and over-budget project (the rest of the explanatory text is placed on screen using the same code that superimposes the victory messages).
* The Trog's Cave sequences no longer match up with the introduction of each new enemy - due to the restructure of the levels.
* Trog is seen trying to overcome bones in the recap drawings. In reality this scene was shot for the prototype, when the player's bones could be smashed or jumped on and not replaced due to the cost of redrawing the animation (it is worth pointing out that the main scenes have bone bashing elements removed).
- TIPS AND TRICKS -
While playing the game, try not to fall off the island. You must avoid or fight off any stone wheels that roll toward you and also avoid any tar pits that will occasionally appear. The Trogs are clumsy and dumb and will sometimes fall off the island, sink into the tar pits or blunder into their own traps. However, an island may have holes with warp grids that will advance your Dino two or three islands ahead if your Dino falls into it. These form when you take the shiny egg (in the lower-right corner, there will be one egg that will shine) last. In addition, all players will receive a cool 300,000 point bonus.
On some islands, there will be doors that will lead from one area to another and some will have springboards that will transport your Dino from one side of the island to another. The springboards will hurl the green Trogs to their deaths.
On each island, there are a number of special power-items to collect :
* 'Red roots' that give your Dino extra speed
* 'Yellow horseshoes' that will temporarily form a protective forcefield around your Dino
* 'Fiery chili peppers' that make your Dino to spit fireballs to burn the Trogs
* 'Ice jewels' that will momentarily freeze all the Trogs on the island
* 'Pineapples' that will temporarily turn your Dino into an unstoppable, Trog-eating tyrannosaurus rex.
Avoid the grey mushrooms as they will slow your Dino down.
Some islands have timed bonus stages that will give you a chance to earn bonus points. These stages include :
* Trog Feasts where your Dino will be a tyrannosaurus rex and will attempt to eat as many Trogs as possible before time runs out
* Trog Barbecues where your Dino will spit fireballs and try to burn as many Trogs as possible before time runs out
* Diamond Mines where your Dino will attempt to capture as many gems as possible (including diamonds, rubies and emeralds) before time runs out.
When stage is starting, take a look carefully at eggs, 1 egg will shine (little star) for 1 or 2 seconds. Get this egg as last egg on stage -> a teleport will open. You can enter to teleport instead normal exit, you will skip some stages.
- STAFF -
Artwork and playmation : Jack E. Haeger (JEH)
Game designers : Jack E. Haeger (JEH), George N. Petro (GNP)
Music and sounds : Chris Granner
Software : George N. Petro (GNP) & Kurt Mahan
Hardware : Mark Loffredo (M L), Glenn Shipp (GWS), Cary Mednick, Al Lasko (AL ), Raymond Gay, Sheridan Oursler
Cabinet designer : Ray Czajka (RAY)
Cabinet artworks : Linda Deal (LTD), Jack E. Haeger (JEH)
Publication : Karen Trybula
Marketing : Laura Rezek (LJR)
- PORTS -
* Consoles :
Nintendo Famicom
$end
$info=trojan,trojanr,
$Edit this entry at Arcade-History.com
$bio
Trojan (c) 1986 Capcom.
The oppressed people of the world call upon you to bring peace to the unsettled land. Battle through six levels where you must use a sword and shield to attack enemies and defend yourself against the evil king's troops.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1986.
Also licensed to Romstar.
This game is known in Japan as "Tatakai no Banka" (roughly translates as 'Battle Elegy').
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on 25/08/1986.
- STAFF -
Music by : Ayako Mori
- PORTS -
* Consoles :
Nintendo Famicom (1986)
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
$end
$info=pc_trjan,
$Edit this entry at Arcade-History.com
$bio
Trojan (c) 1986 Capcom.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : TJ
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* Continue game : when you get Game Over hold Up+Start at the title screen.
$end
$info=tron,tron2,tron3,tron4,
$Edit this entry at Arcade-History.com
$bio
Tron (c) 1982 Bally Midway.
TRON is a 1- or a 2-player game. When playing this game, TRON is under YOUR control. YOU make him move back and forth across the screen to confront his opponents, alien and otherwise. The methods he uses to eliminate these opponents depend on which phase of the rack he is in.
The game is displayed in racks; each of which has four completely separate phases. By using the control stick, the contestant(s) can determine which of the four phases he will send TRON into. Once TRON has entered and completed a phase of any particular rack, that phase will not be available again until all of the other remaining phases in that rack have been completed. If TRON is eliminated in any particular phase, the next TRON is allowed to reenter that phase to play it over again if you want him to.
The 4 phases that make up each rack are as follows :
* PHASE 1 - TANKS : You are provided with a top view of a maze with your Tank and enemy Tanks in it. The higher the number of the rack you are in, the greater the number of enemy Tanks in there with you. This phase ends when all the enemy Tanks are destroyed - or - when you are.
* PHASE 2 - GRID BUGS : A side view of a vertical grid is presented to the player in this phase. The Grid Bugs (which look something like spiders) begin to appear and start multiplying immediately. At the same time they are also coming after you. Shoot as many of these as you can while working your way to the 1.0. TOWER in the center of the screen. Once you enter this 1.0. TOWER, this phase is over.
* PHASE 3 - CYCLES : In this phase you have a top view of Cyclists. The higher the number of the rack you are in, the greater the number of enemy Cyclists in there with you. You cannot run into any walls, cross your own light trail or cross the enemy Cyclist's trail. If you do, you will be destroyed. You must box in the enemy Cyclists, forcing them to run into either their own light trail, your light trail, or a wall, destroying themselves.
* PHASE 4 - MCP BLOCKS : Here there is a rotating cylinder composed of colored blocks that is constantly descending on you. The higher the number of the rack you are in, the greater the speed with which the cylinder descends. You must either shoot all the blocks out of the descending cylinder or clear a space so you can enter the cone shaped area at its top. When you do either of these, this phase ends.
Bonus TRONS are awarded to you periodically throughout the game as you reach or pass certain preselected point values. Each item that can be shot has an assigned point value.
The object of the game is to HAVE FUN while constantly increasing your skill as you play, wiping out as many of the enemy as possible each time to get the highest score.
TRON is made up of racks. There are 12 racks in all and the name of each is spelled out at the bottom center of the monitor screen when you are in it. The names of these racks are (from the easiest to the hardest, respectively) : RPG, COBOL, BASIC, FORTRAN, SNOBOL, PL1, PASCAL, ALGOL, ASSEMBLY, OS, JCL, USER
Each rack contains 4 SEPARATE games : TANKS, LIGHT CYCLES, M.C.P. BLOCKS, GRID BUGS
You MUST SUCCESSFULLY COMPLETE EACH of the separate games that make up a particular rack BEFORE you can be advanced to the next rack which will consist of the same 4 games - but they will be harder to complete successfully.
Game selection is random. For instance, if you always pull back on the joystick when you enter a new rack, you WILL NOT always get the same game. One time it could be Tank's, the next it might be Grid Bugs, and so on.
TANKS : In this game you are driving the light colored Tank. The knob on the control panel aims the Tank's gun. The joystick controls your Tank's direction of travel and the trigger on the joystick fires your Tank's gun. ALL enemy Tanks (dark blue or rust colored) must each be hit 3 times to be eliminated. However, they only have to hit your Tank 1 time to eliminate you.
The rust colored enemy Tanks [Recognizers] DO NOT shoot at you but they do travel at a very fast speed and will try to ram you. If they (or a blue one for that matter) touch your Tank, you've had it.
LIGHT CYCLES : In this game you are driving the blue Light Cycle. Wherever you go with it you leave a trail of blue light. Your opponents are driving the Yellow Light Cycles (anywhere between 1 and 3 of them).
The knob on your control panel has NO EFFECT in this game. The joystick controls the direction your Light Cycle will go. The trigger on the joystick controls the speed of your Light Cycle. If you pull it, your Light Cycles speed will be approximately doubled. If you release it, you will slow down again.
You cannot stop or back up. You cannot touch their light trail, the walls, or your own light trail. If you do, you will be eliminated. You must out maneuver your opponents, causing them to run into the walls, your light trail, or their own light trail. This will eliminate them.
MCP BLOCKS : In this game you are placed under a rotating multicolored cylinder which has a cone on top of it. This descends on top of you and you cannot get out from underneath it. You have 2 choices : 1) shoot out all the blocks the descending multicolored cylinder is made of and then enter the cone at its top or 2) shoot a passageway through the blocks of the descending multi colored cylinder and enter the cone at its top through the passageway you just cleared. The latter of these two choices is very tricky to say the least. If you are touched by any part of the multicolored blocks in the rotating cylinder you will be disintegrated.
As above, the joystick controls Tron's movements to the left, right, and up or down. The knob on the control panel moves Tron's arm. Pulling the trigger on the joystick fires Tron's weapon in the direction that his arm is pointing.
GRID BUGS : In this game you are placed on a grid which has an I/O Tower (Input/Output Tower) at its center and Grid Bugs all around it. The I/O Tower is equipped with a counter that counts backward from 1000 to 0 at a high rate of speed. This is equal to about 35 seconds.
As above, the joystick controls Tron's movements to the left, right, and up or down. The knob on the control panel moves Tron's arm. Pulling the trigger on the joystick fires Tron's weapon in the direction that his arm is pointing.
The object of this game is to shoot as many Grid Bugs as you can during the allotted time while working your way to the entrance to the I/O Tower. You must enter the I/O Tower before the counter reaches zero. If you fail to enter the I/O Tower before the time runs out - or - if you are touched by a Grid Bug, you will be disintegrated.
- TECHNICAL -
Bally Midway MCR 2 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 480 x 512 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick with a trigger, spinner knob
- TRIVIA -
Released in May 1982.
When Bally/Midway signed a deal to create a Tron video game, they were very pressed for time and needed a game quickly. They decided to let all three of their design teams (their in-house team, Dave Nutting Associates, and Arcade Engineering) take a crack at a prototype. The Dave Nutting Associates team (led by Dave Armstrong) proposed a 3-D color vector game that was deemed too complex and expensive, thought it was later developed into a prototype called "Earth, Friend, Misison". The internal team eventually won the right to produce the game. The initial design document called for six different mini-games :
1) Rings (a light-disk duel between Tron and Sark).
2) Paranoia (in which the player builds a bridge of spiders to reach an island).
3) Tank Pursuit
4) Space Spores
5) I/O Tower (the player tries to reach an energy socket while avoiding electrifying blue warriors)
6) Light Cycles.
Fearing that they would never get the game out in time, the Rings game was made into a separate game and the Paranoia and I/O Tower game was dropped (though the MCP Cone sequence was later added). At one point the film included deadly spores that were included in the game's Grid-Spider sequence, but when they were removed from the movie, they had to be removed from the game as well.
To promote the game, Bally/Midway and Alladin's Castle sponsored a seven-week-long tournament at over 400 locations throughout the coutnry, as well as a celebrity tournament.
Most of the levels correspond to a computer language. Of course, some literary license was used for the level names and a couple of them don't really make sense. Anyway, here are the 11 level names and what they are :
ALGOL : Algorithmic Language. Influenced the development of more modern language (along with FORTRAN and LISP). Used for number crunching.
ASSEMBLY : Machine language. Used to write code directly to the computer without having to compile or interpret it.
BASIC : Beginners All-purpose Symbolic Instruction Code. Used primarily for teaching rudimentary programming.
COBOL : Common Business Oriented Language. Used primarily for accounting. Very old language.
FORTRAN : Formula Translator. Used for processing numbers and/or formulas.
JCL : Job Control Language. Used on IBM mainframes to execute specific jobs and scripts on the Job Entry Subsystem.
OS : Precursor language to OS2.
PASCAL : Teaching language for compiled languages. Not very powerful.
PL1 : A play on the actual language called PLI. Language used for solving mathematical problems.
RPG : Report Program Generator. Use for generating reports. Usually used with COBOL.
SNOBOL : Used for character string manipulation.
Walt Disney Productions sued Williams Electronics for copyright and patent infringement over Williams' use of the name 'tron' in their arcade legend, "Robotron - 2084". Common sense prevailed, however, and Williams won the suit.
The game's sequel, "Discs of Tron" was originally intended to be a part of the original game but tight time constraints meant that the mini-game was not completed in time.
A Tron unit appears in the 1983 movie, 'War Games', in the 1986 movie 'The Color of Money' and in the 1987 movie, 'Death Wish 4 - The Crackdown'.
Two Tron machines were shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
OLDER VERSION (set 4 in Mame) :
* Level 1 (RPG) gives you 1,000 on the timer instead of 500 in the I/O Tower game, making it easier to get the 1,000 point bonus for killing all grid bugs in level 1.
* The series of sounds that play when blocks are destroyed in the MCP Cone game are higher in pitch than in the other revisions of Tron.
* Each level features different pattern schemes from the other revisions - Play level 2 (COBOL) in Set 1, 2, or 3 and then play level 2 in Set 4, keeping the Game Difficulty setting at the default (5) each time, and you'll see what we mean.
- SCORING -
Scoring in this game is relatively easy since there aren't a lot of enemies to keep track of.
Grid Bugs : 50 points
Bit : 5000 points
Blocks : 25 points
Light Cycles : 500 points
Tanks...
1st Hit : 100 points
2nd Hit : 300 points
3rd Hit : 500 points
You get a 1,000 point bonus for destroying all the Grid Bugs.
You get the remaining time added to your score when you enter the I/O Tower.
NOTE : On Level 1 (RPG), you only get 500 on the timer. On all other levels, you get 1000 on the timer. EXCEPTION : In older version of Tron (set 4 in Mame), you always get 1000 on the timer, even on Level 1.
You get a 1,000 point bonus for destroying all the Blocks.
- TIPS AND TRICKS -
When you start the game, you will have a cursor in the middle of a computer-looking grid. You have eight seconds to go one of four directions on that grid. If you don't, you will be randomly sent in a direction. Once you have completed an area, you can no longer go to that area until you get to the next level. The areas are randomized on this computer grid so you won't know what you will get next. Below are the four areas and strategies to get through them.
* I/O TOWER : This is one of the easier areas to get through. It just involves a lot of shooting.
- Quickly establish where the Grid Bugs are. That way you can quickly aim to clear out a path if necessary.
- The game simulation sailer comes out at random times and drops the Bit off. Do everything you can to get to it for a free 5,000 points.
- Work your way to one of the exits and 'camp out'. Just use the spinner to aim high and low to take care of the Grid Bugs. Once the timer hits 100, go ahead and exit the screen.
- It is possible to get over 10,000 points in this area alone (5,000 for the Bit and over 5,000 for Grid Bugs killed).
- On the earlier levels, try to take out all of the Grid Bugs for the 1,000 point bonus.
* LIGHT CYCLES : This is one of the harder areas until you learn the patterns. Then it will become a breeze.
- The arena for this game is a 9 x 9 grid. Use the grid lines to gauge distances and to also know where the turns are.
- Hitting the wall, your light trail, or an enemy light trail will end your cycling career very quickly.
- Depending on the machine set up, you will need to identify different patterns and make the appropriate adjustments to your strategy. Make sure you are staying at full speed until the enemy light cycles are trapped.
- Usually you can adjust when you see enemy cycles coming after you. A lot of times they will follow another cycle into the wall or a light trail. The enemy cycles become much quicker after level 10.
- If the three light cycles are coming straight down, go right and up around them. Then do a rectangle pattern leaving an opening to the right side to allow the enemy cycles to crash against the wall.
- Use the above pattern if the middle or right cycles go straight (the other ones will veer around before they head down).
- For any other occasion, it's best to go left and make a box that way. Again, the enemy cycles will destroy themselves before you get into trouble.
* MCP CONE : Another easier area. Even if you mess up a little, you can still recover from your mistake.
- First, determine the cone's speed and direction of travel. You can accomplish the second thing by shooting at it to determine which way the hole travels.
- Next, determine your speed. This will determine how much time you have to blow through the cone to get to the exit.
- Once you have determined the above, go over to the side that the cone is entering from. For example, if the cone is moving from left to right, the go over to the left side and start shooting.
- The four block cones are pretty easy. Just rapidly blast a path and go up.
- The six block cones are a little trickier. You will need to open up the bottom part of the cone. Enter this new opening and start to chew at the top. You will end up having blocks rotate below you as you head up. Be careful and watch around you since you will end up surrounded by blocks before you enter the exit.
- The hardest cone to get through is when Tron is traveling fast and the cone is moving slow. You have to quickly blast a path any way you can or you will collide with the cone.
- For extra points, you can position yourself half-way out of the exit and blast at the top blocks. On the earlier levels, try to get the 1,000 point bonus.
* TANKS : Probably the hardest area of the game. You have to learn how to move and shoot (in different directions) at the same time.
- It takes three hits to destroy an enemy tank. You have the advantage, though, by being able to use rapid fire and bouncing your shots off the walls. Enemy tanks can only have one shot out a time.
- This rebounding of shots can be a very effective offensive measure. You may be able to hit tanks from afar or hit them around corners just by rebounding your shots just right. Prevent them from getting close.
- The pink teleporter area is the key to surviving many of the tank patterns. Just don't go too far in or you may end up teleporting to a hostile environment very quickly.
- If you stay off the tank trails, enemy tanks will not fire on you. They can, however, ram your tank (this is especially true if you are hanging out in the teleportation area).
- Like other parts of Tron, there are patterns you can use on the specific tank patterns to ensure your survival.
* This is an interesting bug. On the MCP Cone levels, if you go all the way to the right or the left and keep moving, you can move the whole playfield to the side. This doesn't seem to have any other affect.
* Here's an odd Tron bug : On the Recognizer Tank levels, make your way to one of the little alcoves in either the top right, or bottom left corners. The tanks cannot shoot, and will not go down an alcove, so therefore cannot kill you. Then, wait approximately 9 to 10 minutes without moving your tank. You can fire, but do not kill all the recognizers. After the time (9-10 mins), the sound system will go berzerk, starting with a very high pitch tone, which falls to a low tone that vibrates the cabinet. The sound also goes berzerk if you enter the tower at 0099 units on the bug screen.
- SERIES -
1. Tron (1982)
2. Discs of Tron [Upright model] (1983)
2. Discs of Tron [Environmental model] (1983)
- STAFF -
VP Engineering : John Pasierb (JP)
Software : Bill Adams (BA)
Hardware : Atish Ghosh (AG)
Art / Cabinet designer : George Gomez (CG)
With support from : Tom Leon (TL)
- PORTS -
* Consoles :
Nintendo Game Boy Advance (2004, "Tron 2.0 - Killer App")
Microsoft XBOX 360 (2007, Xbox Live Arcade)
* Computers :
Tandy Color Computer (1983, "Kron")
Oric I (1984, "Light Cycle")
Sinclair ZX Spectrum (1984, "Light Cycle")
* Others :
LCD handheld game (1982) released by Tomy : cool game, the entire case is made of a smoked clear plastic so you can see the inside of the game (and it has some large, simulated circuitry in the back, to make it look even cooler...)
- SOURCES -
All In color For a Quarter - Keith Smith.
F.A.Q. by Kevin Butler AKA War Doc.
$end
$info=trophyh,
$Edit this entry at Arcade-History.com
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Trophy Hunting (c) 2002 American Sammy.
Trophy Hunting is a 2-player head-to-head big game competition. The players can select from 4 weapons to hunt with : Bolt-Action Rifle, Compound Bow, Revolver w/ scope, and Muzzleloader. The players then can select to go hunting in Colorado, Idaho or Maine for bears or Montana, Utah or Alaska for moose.
$end
$info=troangel,
$Edit this entry at Arcade-History.com
$bio
Tropical Angel (c) 09/1983 Irem.
An abstract take on the 3d racing genre, Tropical Angel puts the player in control of a female water-skier who must dodge the many rocks that protrude from the water while attempting to steer through a set number of gates - in the form of a pair of flags - before the time limit expires. The acceleration button needs to be held down all the time while the 'trick' button makes the water-skiing girl spin through one-eighty degrees and proceed to ski backwards. The player cannot steer while traveling backwards, but will earn bonus points for the duration of the trick. As the game progresses, small ramps, buoys and sharks come into play. The small ramps can be jumped to add to the player's score, although they're always in difficult to reach locations. The buoys are usually very close together, but skiing between them earns bonus points. Finally, the shark will appear from time-to-time, running into it means game over, regardless of how much time the player has left.
- TECHNICAL -
Irem M-57 hardware
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 272
Players : 2
Control : 2-way joystick
Buttons : 2 (gaz button and trick button)
- TRIVIA -
This title was only available as conversion kit, there were no dedicated cabinets made. The kit for this title would install in any cabinet with a horizontal monitor. The kit was rather different in the fact that it supported both joysticks AND analog driving controls. The marquee to this game bore a photo of two cartoon water skiers being pulled behind a boat, one of which was in the process of falling down.
$end
$info=trucocl,
$Edit this entry at Arcade-History.com
$bio
Truco Clemente (c) 1991 Miky S.R.L.
Truco, Argentinian card game featuring the Clemente Character.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : DAC (@ 3.072 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Only a few boards were made in Argentina so Truco Clemente is a very rare game.
Clemente is a famous Argentinian character from artist Carlos Loiseau (Caloi) the character was created in 1973 as a comic strip for the newspaper 'Clarín'.
- STAFF -
Designed by : Miguel Ojeda (Miky)
Arts : Caloi
Graphics : Leonardo
Montage : Tito
Programs : Miguel Ojeda
$end
$info=truco,
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$bio
Truco-Tron (c) 19?? Playtronic SRL.
A game of Truco, an Argentinian card game.
- TECHNICAL -
Main CPU : M6809 (@ 750 Khz)
Sound Chips : DAC (@ 750 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 192 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
Control : 2-way joystick (vertical)
Buttons : 1
- TRIVIA -
TrucoTron was the first arcade game made in Argentina.
$end
$info=truxton,
$Edit this entry at Arcade-History.com
$bio
Truxton (c) 1988 Toaplan.
- TECHNICAL -
Game ID : TP-013B
Prom Stickers : B65
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 57.61 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito for manufacture ans distribution and to Romstar for US distribution.
This game is known in Japan as "Tatsujin" (translates from Japanese as 'Master').
Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- SERIES -
1. Truxton (1988)
2. Truxton II (1992)
- STAFF -
Music composed by : Masahiro Yuge
- PORTS -
* Consoles :
Sega Mega Drive (1989)
NEC PC-Engine (1992)
FM Towns Marty ("Tatsujin")
$end
$info=truxton2,
$Edit this entry at Arcade-History.com
$bio
Truxton II (c) 1992 Toaplan.
- TECHNICAL -
Board Number : M6100693A
Game ID : TP-024
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz), OKI6295 (@ 20.454 Khz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 59.41 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in October 1992.
This game is known in Japan as "Tatsujin Ou" (translates from Japanese as 'Master Ruler').
- SERIES -
1. Truxton (1988)
2. Truxton II (1992)
- STAFF -
Music composed by : Masahiro Yuge
- PORTS -
* Consoles :
FM Towns Marty (1993, "Tatsujin Ou")
$end
$info=tsurugi,tsurugij,
$Edit this entry at Arcade-History.com
$bio
Tsurugi - The Sword (c) 2001 Konami.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
- TRIVIA -
This game is also known as "Blade Of Honor".
$end
$info=tubep,tubepb,
$Edit this entry at Arcade-History.com
$bio
Tube Panic (c) 1984 Nichibutsu / Fujitek.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz), NSC8105 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 2.496 Mhz)
Sound Chips : (3x) AY8910 (@ 1.248 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 16416
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in January 1984.
$end
$info=tubeit,
$Edit this entry at Arcade-History.com
$bio
Tube-It (c) 1993 Taito.
A very challenging puzzle game where you must complete a line from one electrode along the sides to another, same side or other side. Blocks fall from the top of the screen, but if they reach the top of the playing area, the game is over.
- TECHNICAL -
Taito L System hardware
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2 (ROTATE LEFT, ROTATE RIGHT)
- TRIVIA -
This game is known in Japan as "Cachat".
- PORTS -
* Consoles :
Sony PlayStation2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
PC [MS Windows] (2005, "Taito Legends")
$end
$info=tugboat,
$Edit this entry at Arcade-History.com
$bio
Tugboat (c) 1982 ETM.
A kids' game where the player controls a tugboat which the player must navigate up the river while avoiding logs and touching lighthouses for points. There is no penalty for hitting the riverbank. The Horn button just sounds. First four levels just get faster, then the river channel narrows, and the boat's speed increases.
- TECHNICAL -
Main CPU : M6502 (@ 2 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 2-way joystick
Buttons : 1
$end
$info=tumblep,tumblepj,tumbleb,tumbleb2,
$Edit this entry at Arcade-History.com
$bio
Tumble Pop (c) 1991 Data East.
The task in this game is to catch all the enemies in a vacuum cleaner and then throw them at each other. The gameplay is quite easy, repetitive and addictive.
- TECHNICAL -
Game ID : MAP
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 4.0275 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 6.06 Khz)
Screen orientation : Horizontal
Video resolution : 319 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1991.
"Karnov" (Data East trademarks) appears one more time...
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Wolf Fang, Tumble Pop - PCCB-00084) on 21/03/1992.
- UPDATES -
Bootlegs don't use the HuC6280 @ 4.0275 Mhz :-)
- TIPS AND TRICKS -
You can't hold enemies in your vaccum cleaner for more than 4-5 seconds.
- STAFF -
Planner : Makoto Kikuchi
Programmers : Hidemi Hamada, Kei Ichikawa, M. Sano
Designers : Atsushi Takahashi, Ryohey Hirakata, Touma Arakawa, Sanomi Kiyota, Chie Kitahara, Oguri, Noriyuki Morita, Yasuko Kurohiji, Hiroshi Tada
Sound : Tom Sato, Seila, Tatsuya Kiuchi (Mr.K)
Hardware : T. Kanayama
- PORTS -
* Consoles :
Nintendo Game Boy
$end
$info=tunhunt,tunhuntc,
$Edit this entry at Arcade-History.com
$bio
Tunnel Hunt (c) 1979 Atari.
- TECHNICAL -
Game ID : 136000
Main CPU : M6502 (@ 2 Mhz)
Sound Chips : (2x) POKEY (@ 1.2096 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
Also Licensed to Centuri (1981).
Owen got the idea from the opening of the original 'Alien' movie during the landing sequence.
Originally called "Tube Chase" as a vector game. Using the vector system from "Asteroids" and some software from "Night Driver", a prototype was created where you could fly down tunnels. However, He could not do hidden line removal, and all those lines got very confusing. A hardware engineer at Atari came up with an expensive hardware that drew ellipses. Owen re-wrote the game to use that. The game looked great. Multiple tunnels with splits and rotates. But it was too expensive. Then the hardware was changed to circles, but still too expensive. Then it was changed to rectangles. That was what finally shipped. But marketing felt just flying was not fun enough, so we added 'Star Wars'-like objects that flew down the tube at you and you had to shoot them. It was killed and brought back at least 3 or 4 times at Atari under the same name. It became 'Vertigo' when Exidy first took it, but they decided to pass on it when it did not test well at the arcades any more (at that time, it was only 3rd for 10 weeks!), and then finally 'Tunnel Hunt' at Centuri.
A Tunnel Hunt machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Owen Rubin
Hardware by : Dave Sherman
$end
$info=turbo,turboa,turbob,
$Edit this entry at Arcade-History.com
$bio
Turbo (c) 10/1981 Sega.
A 3D racing game from Sega in which the player must pass a set number of rival racers (usually thirty) before the time limit expires. Success would see the player progress to the next stage. Turbo's gameplay was unique in that centered ENTIRELY on the passing of cars; while the tracks the player raced on had all of the usual bends and turns of the racing genre, they existed purely for effect and at no point did the player actually have to STEER through them.
Turbo was the world's first full-colour, sprite scaling racing game and not, as many assume, Namco's "Pole Position". Turbo was released a full year before the Namco legend and is a further example of how Sega have dominated and innovated within the arcade racing genre.
- TECHNICAL -
Turbo was available in three different cabinet styles. The first (and most common), was an enclosed sit down cabinet. Less common were the two stand up variations (both a full sized model and a smaller cabaret version). The sitdown and full sized standup models both featured full top to bottom painted sideart of cars in action (while the cabaret version was simply labeled 'Turbo' on the side). All Turbo machines were controlled by a steering wheel (with full 360 degree rotation), gas pedal (optical), and a high/low shifter. These controls where of exceptional quality. The Sitdown and upright machines both used an Nanao 20'' monitor (which was very resistant to burn in). The Turbo games also had a few innovations in the general design of their dedicated cabinets. They had no top marquee, instead the monitor glass simply extended all the way to the top of the machine. Top scores were kept on a LED panel to the left of the screen (unfortunately these scores reset every-time you turn the game off). Turbo also used 3-channel audio (which was practically unheard of in 1981). Standard stereo speakers behind the control panel played most of the sounds, while a huge 12'' subwoofer down by the coin box played the engine noises. Sadly the PCB boards in Turbo games were subject to a wide variety of failures (as where many of the other components). Making Turbo machines fairly rare today.
Main CPU : Z80 (@ 4.992 Mhz)
Sound Chips : Samples
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : Steering wheel, gearshift (with just H and L), gas pedal
- TRIVIA -
This was the first game ever to feature the now common third-person perspective (action is viewed above and behind the player's car), that virtually all subsequent racing games would come to utilize.
A Turbo unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance' and is featured prominently in the band Rainbow's 1982 video 'Death Alley Driver'.
A Turbo machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
MB (Milton Bradley) released a boardgame based on this videogame (same name) in 1983, 'You're in the Driver's Seat for High-Speed Fun.' : Players spin the spinner and move their cars along the track. Cars printed on spaces of the track block movement, so players can set up blockades in places to keep from being passed. First one across the finish line wins. There is also an ambulance participating in the race.
- SCORING -
Scoring in this game is combination of things. Your score is tied to distance traveled so obviously you want to cover the most amount of distance in the shortest period of time. You also get a bonus at the end of any time cycle of : Cars Passed x 50
There are two ways that you can extend your game time :
1) The initial way is that you have to pass 39 cars in 95 seconds, if you achieve this then you go to the second way to extend your driving time.
2) The second way gives you two cars. You have 99 seconds to pass 39 cars. If, however, you lose your two cars or fail to pass the required number of cars in the time allotted, your game is over. If you do pass the 39 cars in the allotted time, then you will get another 99 seconds and so on.
- TIPS AND TRICKS -
* The Different Roads : As you drive along, you will notice that the roads and scenery change. If you
go through a couple of extended plays, the cycle repeats itself. Here are the roads in order of appearance : Starting City--Open highway with hills(1)--Seashore left side--Right curve--Oiltank right curve--Road toward city--Tunnel--Icy road--Tunnel--Open highway--Left curve--Oil tank left curve--Highway with street lights--Open high withhills(1)--Bridge--City--Open highway--Right curve--Left curve--Right curve--Highway with street lights going over water--Bridge(span)--Open highway--Open highway with hills(1)--Open highway--Right curve--Oil tank right curve--Open highway--Tunnel--Icy road--Tunnel--Highway with street lights goingover water--Open highway--Left curve--Oil tank left curve--Open highway--Open highway with hills(1)--Narrow highway--City on right--Open highway withhills(1)--Seashore right side--Right curve--Oil tank right curve--Seashore leftside--Tunnel--Icy roads with city on right--Tunnel--Open highway--Left curve--Oil tank left curve--Open highway--Open highway with hills(1)--Open highway--Bridge--Starting City
(1) It's actually one hill. The computer cars disappear briefly from in front of your car to reappear rather close giving the illusion of a hill in front of you.
* When you start the game, your car will be among other racers at the starting line. There will be both the graphic and sound for the countdown to start racing. Once the countdown is up, put it in gear and start driving. Get into high gear as quickly as possible. Not only will your score go up faster, you will pass the required number of cars quicker.
* A note about passing. You can pass all the cars you want, but, if a computer car passes you, your passed car counter goes down. The best thing to do is to maintain a steady speed since passing more cars then 40 doesn't add up more cars then can pass you.
* The steering wheel is very responsive on the game. Learn how to, in a controlled fashion, spin the wheel from side to side. It makes it a whole lot easier to maneuver your car around the other cars and you also have better control on the curves. On the icy roads, just maintain your direction and slow down if you have to. Remember, keep a light touch on the wheel and it will be easier to control your car then if you are clenching it.
* In order to drive effectively, you must know what you will be encountering next highway-wise. Look at ''The Different Roads'' to see the sequence of highways you must drive on. Forewarned is forearmed.
* When you see the yellow flag waving right under the Cars Passed display, that means an ambulance is coming. You can use the ambulance to your advantage for a couple of seconds. The computer cars will clear a path so the ambulance can pass. Let the ambulance you and immediately get behind it. This should give you a couple of seconds of clear driving.
* Obviously, you can afford to be a little careless in the first part when your car just bounces off other cars and objects. You can still get the required cars for extended play. In extended play, however, you don't have this luxury anymore. Any contact with any object makes your car go up in a big puff of smoke.
* Be prepared for hazards in the road such as ice and puddles. Both of these can quickly cause your car to spin out thereby causing you to lose complete control of your vehicle.
* Drive on the shoulder if you have to but quickly get back on the main road. Also, downshift and upshift quickly if you slow down too much. It takes much longer to get back to speed if you are in constant HI gear then if you downshifted briefly to LO and then upshifted again.
* Since you don't have brakes, per se, on your car, just take your foot off the accelerator or downshift to LO to achieve the same effect. This is especially useful when you are approaching a pack of computer cars or are going around a blind curve (such as the oil tank). You may get passed by a couple of cars but it's better then trying to ram your way through and losing a car.
- STAFF -
Designed and programmed by : Steve Hanawa
- PORTS -
* Consoles :
Colecovision (1982)
Mattel Intellivision (1983)
* Computers :
Commodore C64 (1987, "Death Race 64")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=turbofrc,
$Edit this entry at Arcade-History.com
$bio
Turbo Force (c) 1991 Video System.
An overhead shoot-em-up. It's noteworthy for being a precursor to Video System's popular "Aero Fighters" series.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 352 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 3
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
The main character of the game appears as a secret character in "Aero Fighters 3".
$end
$info=toutrun,toutrun1,toutrun2,
$Edit this entry at Arcade-History.com
$bio
Turbo Out Run (c) 1989 Sega.
Turbo Outrun echews the forked-road, variable route game-play of it's illustrious older brother, and instead opts for a standard set route point-to-point approach. There are several new game-play additions, however, which help to separate TOR from the original game and give it its own identity.
Firstly; there's the 'Turbo' of the title which is, obviously, a turbo boost that greatly increases the car's speed when engaged. It must be used sparingly, however, as overuse will cause the engine to overheat, rendering the turbo useless until such time as the engine has cooled (this is indicated by an on-screen 'overheat' meter). Weather effects are another new game-play addition, with snow, rain etc. making driving conditions very tricky.
One final new feature is the ability to upgrade your car at the end of each stage; this can be a turbo boost, new engine, better tires etc.
- TECHNICAL -
Game ID : 317-0118
Main CPU : (2x) 68000 (@ 12.5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 12288
Players : 1
Control : steering wheel
Buttons : 2
- TRIVIA -
The catchy music that plays during the ''car upgrade'' section is the same music used in the upgrade section of Sega's "Hot Rod" game and also the shop section of their 1986 shoot-em-up, "Fantasy Zone".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Super Sonic Team : G.S.M. SEGA 3 - PCCB-00009) on 21/10/1989.
- SERIES -
1. Out Run [Upright model] (1986)
1. Out Run [Sit-Down model] (1986)
1. Out Run [Deluxe Sit-Down model] (1986)
2. Out Run 3-D (1989, Sega Master System)
3. Battle Out Run (1989, Sega Master System)
4. Turbo Out Run (1989)
5. Out Run Europa (1991, Sega Game Gear)
6. Out Runners (1992)
7. Out Run 2019 (1993, Sega Mega Drive)
8. Out Run 2 (2003)
9. Out Run 2 SP - Special Tours (2004)
- STAFF -
Music composed by : Yas Takagi
- PORTS -
* Consoles :
Sega Mega Drive (1992)
* Computers :
FM Towns PC (1989)
Atari ST (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
PC [MS-DOS] (1990)
Commodore Amiga (1992, "Action Masters")
$end
$info=turbosub,
$Edit this entry at Arcade-History.com
$bio
Turbo Sub (c) 1986 Entertainment Sciences.
A 3-D undersea driving/shooting adventure game. The player pilots a futuristic submarine and battles invading alien creatures from outer space beneath the ocean.
- TECHNICAL -
Main CPU : (3x) M6809E (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 272 x 272 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 1
- TRIVIA -
This is the Entertainment Sciences' second and last game.
$end
$info=turbotag,
$Edit this entry at Arcade-History.com
$bio
Turbo Tag (c) 1985 Bally Midway.
- TECHNICAL -
Bally Midway MCR 3 hardware
Main CPU : Z80 (@ 5 Mhz), Z80 (@ 2 Mhz), 68000 (@ 7.5 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), DAC
Screen orientation : Vertical
Video resolution : 480 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 68
Players : 2
Control : paddle
Buttons : 6
- TRIVIA -
This game is a prototype and was never released.
The high-scores table says 'TUR-BO-TAG-BY + game staff nickname' (See Staff section for more info).
- STAFF -
Programmed by : Steve Meyer (SMM)
Graphic designed by : Scott Morrison (RSM)
Sounds by : Novak (NOV)
Designed by : Shannon Donnelly (MSD), Sam Palahnuk (SLP), Steve Radosh
Support : Robert Patton (RHP)
$end
$info=turkhunt,
$Edit this entry at Arcade-History.com
$bio
Turkey Hunting USA (c) 2000 American Sammy.
Turkey Hunting USA allows the players to hunt in 5 different states : Florida, New Mexico, Montana, Pennsylvania and Kansas. Each of the states has a different weather condition and level of difficulty. If a player achieves a top-ten raking in one of the states, he or she will become a grand slam master. There are also four different weapons to choose from: rifle, shotgun, power bow and muzzleloader. Bonus stages allow players to test their hunting skills. Obtaining a perfect score during one of these stages awards the player with different turkey calls or decoys.
$end
$info=tshoot,
$Edit this entry at Arcade-History.com
$bio
Turkey Shoot - The Day They Took Over (c) 07/1984 Williams.
The year is 1989, one year after the great gobble blight which plagued the world. One-third of the earth's populace was transformed by the ailment. The side effect of the turkey transformation is a tendency toward violence and comradery between these turkeys to organize for rabble-rousing in the urban areas. In February of '89, a group of specially trained agents (the turkey terminators) was formed for the sole task of destroying the turkey menace...
And so it begins. As a Turkey Terminator, the player is given 100 missions and 3 weapons to eliminate all the turkeys, leaving no 'left-overs'. He can take aim with his lethal laser gun using the position dot on the screen Screen-shot to hone in on his enemies with deadly accuracy. He can launch a lit grenade to annihilate all the turkeys within range or he can activate his gobble button (available one time each mission) to freeze all the turkeys for an instant, making them 'sitting ducks'. Missions are varied and include reacting quickly to clever ploys such as turkey air raids, turkeys disguising themselves as businessmen and turkey helicopter get-aways. Every 8th round is a rapid-fire bonus wave where the player has 15 seconds to eliminate as many criminals as possible. Shooting fire hydrants and trash cans as well as freeing bystanders who have been taken hostage also score bonus points.
Three 'fowl-ups' are allowed and occur whenever any turkey... a Pilot Turkey, Boss Turkey, Cyborg Turkey or Thug Turkey... escapes or when an innocent bystander... a businessman, shopper or policeman... is damaged.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 1 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 276 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : lightgun
Buttons : 3
- TRIVIA -
Approximately 450 units were produced.
- STAFF -
Game designed by : John Newcomer (JRN)
Software by : Thomas N. Deaux (TND), Wayne P. Breivogel (WPB)
Graphic art by : Chris L. Simmons (CLS), Jill Chittenden (JIL)
$end
$info=turnover,
$Edit this entry at Arcade-History.com
$bio
Turnover (c) 1990 Barcrest.
- TECHNICAL -
Main CPU : M6809 (@ 1.72 Mhz), 68000 (@ 10 Mhz)
Sound Chips : AY8910 (@ 1 Mhz), SAA1099 (@ 1 Mhz)
Screen orientation : Horizontal
Video resolution : 504 x 296 pixels
Screen refresh : 50.00 Hz
Palette colors : 16
Players : 1
$end
$info=turpin,turpins,
$Edit this entry at Arcade-History.com
$bio
Turpin (c) 1981 Konami.
Turpin is your standard maze game (one of dozens released in the wake of "Pac-Man"), with a few twists. The game begins by showing your turtle entering a building (a very early 'cut scene'), you are then presented with the first maze. Each maze has several boxes (with question marks on them), scattered around. You most open these boxes one at a time by walking on to them. Each box contains either an enemy bug (who will pursue you), or a 'KidTurtle'. The 'KidTurtles' are what you are looking for here. When you find one it will climb onto your back, and take it back to the turtle house which will be located in one of the corners. After you rescue a few turtles the game becomes more difficult because of the amount of baddies that you will have released, but luckily a star will appear in the center of the screen to help you out. Grab this star to gain land mines. You can drop these in the path of a baddie, and cause him to freeze temporarily (you can safely walk over frozen baddies). A new game screen starts after you rescue all the 'KidTurtles'. After 8 levels you get to watch a small ending sequence, and then the game starts over with increased difficulty.
- TECHNICAL -
Game ID : GX353
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 106
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This title is similar in concept to "Frogger", but closely resembles the much later "Super Pac-Man" in gameplay. Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (released in 12/1981 as "Turtles"), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin".
- SCORING -
Enemy Bug runs into mine : 50 points.
Uncover an Enemy Bug : 80 points.
Uncover a KidTurtle : 100 points.
Bring KidTurtle Home : 150 points.
$end
$info=turtship,turtshik,turtshij,
$Edit this entry at Arcade-History.com
$bio
Turtle Ship (c) 1988 Philko.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This Korean game is a hack of "Side Arms - Hyper Dyne" (Capcom), the Side Arms logo resides somewhere in the code. The font used in this game is also the standard Capcom font that appears in "Side Arms - Hyper Dyne", "1942", "Commando", etc...
The game name was the Korean ship in Chosun dynasty 1392-1910. It's the first iron covering ship all over the world. General Soonsin Lee expected that Japanese will invade. So, he leaded developing the ship. After, Japanese invade for the chosun, so Japanese Invasion of Korea in 1592 is broke out, and general lee and the chosun naval forces fought with Japanese. The ship killed a lot of japanese soldiers. At last, in 1598, chosun defensed successfuly.
- STAFF -
Director : Han Sang Ho
Programmer : No Young Ho
Graphic designers : Nam Han Hee, Jang Kye Sook, Kwak Woo Jong, Song Hae Jung
Scenario & Music : Lee Jae Kun, Lee Jung Kyu
Technical supporters : Park Hee Jang, Ryoo Sook Ja
Board designers : Hong Jong Rim, Choi Seung Li
$end
$info=turtles,
$Edit this entry at Arcade-History.com
$bio
Turtles (c) 1981 Konami.
Turtles is your standard maze game (one of dozens released in the wake of "Pac-Man"), with a few twists. The game begins by showing your turtle entering a building (a very early 'cut scene'), you are then presented with the first maze. Each maze has several boxes (with question marks on them), scattered around. You most open these boxes one at a time by walking on to them. Each box contains either an enemy bug (who will pursue you), or a 'KidTurtle'. The 'KidTurtles' are what you are looking for here. When you find one it will climb onto your back, and take it back to the turtle house which will be located in one of the corners. After you rescue a few turtles the game becomes more difficult because of the amount of baddies that you will have released, but luckily a star will appear in the center of the screen to help you out. Grab this star to gain land mines. You can drop these in the path of a baddie, and cause him to freeze temporarily (you can safely walk over frozen baddies). A new game screen starts after you rescue all the 'KidTurtles'. After 8 levels you get to watch a small ending sequence, and then the game starts over with increased difficulty.
- TECHNICAL -
Game ID : GX353
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (2x) AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 106
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in November 1981.
Konami originally wrote this game (which they mysteriously titled "600"), but it was licensed to Stern for US and European distribution (12/1981), and only a limited number of games were made bearing the "600" name. Konami also licensed this title to Sega as well, which they released under the name "Turpin".
Turtles came in an upright cabinet. This game used the standard 'Stern' cabinet that most Stern titles used, sideart was often just a painted 'Stern' logo on these. The marquee, monitor bezel, and control panel overlay all feature delightful cartoon turtle graphics in a very distinct style. The control panel has a single ball-top 4-Way joystick mounted in the center, with bomb buttons way off to each side.
Entex Industries released a boardgame based on this videogame (same name) in 1982 : It's each player's goal to rescue as many cute little turtlettes as possible and bring'em safely back to the home pond. But watch out for the evil beetles 'cause they're out to getcha!
- SCORING -
Enemy Bug runs into mine : 50 points.
Uncover an Enemy Bug : 80 points.
Uncover a KidTurtle : 100 points.
Bring KidTurtle Home : 150 points.
- PORTS -
* Consoles :
Entex AdventureVision (1982)
Emerson Arcadia 2001
G7000 Videopac
* Others :
VFD handheld game (1982) released by Entex : Play against the computer, or head to head with another player. This game has a headphone jack, volume control, and a knob that will speed up the gameplay. Pretty cool features for an old 80's handheld game!
$end
$info=tutstomb,
$Edit this entry at Arcade-History.com
$bio
Tut's Tomb (c) 1996 Island Design.
- TECHNICAL -
Main CPU : TMS34010
Sound Chips : (2x) AY8910
Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 69.00 Hz
Palette colors : 256
Players : 2
Control : lightgun
Buttons : 1
$end
$info=tutankhm,tutankst,
$Edit this entry at Arcade-History.com
$bio
Tutankham (c) 1982 Konami.
Inside King Tut's tomb are treasures beyond your wildest dreams. They can be yours... if you dare to take them. Supernatural creatures roam the mazes of the tomb guarding the treasures at all costs. Your only defenses against them are your laser gun... and your wits. Blast away, snatch the loot, escape through secret passageway before it's too late! And when you see a key, take that, too. It will unlock the door to the next chamber and the next adventure. Enter King Tut's tomb and see what awaits you... if you dare.
- TECHNICAL -
Game ID : GX350
Main CPU : M6809 (@ 1.5 Mhz)
Sound CPU : Z80 (@ 1.789772 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 30.00 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
Released in June 1982.
Also licensed to Stern for US manufacture and distribution (July 1982).
The game was originally to be called 'Tutankhamon'. However, when programmers decided to change the monitor position from horizontal to vertical, they had to cut the -ON suffix from 'Tutankhamon' to make the title fit the screen width.
A Tutankham unit appears in the 1983 movie 'WarGames'.
A Tutankham machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Killing a Snake : 20 points.
Killing a Monster : 40 points.
Killing a Bat : 60 points.
Collecting a Ring : Mystery Score (From 500 points).
Collecting a Lantern : Mystery Score (Up to 4,000 points).
Collecting a key : 500 points.
Opening a door : 1,000 points.
Bonus points are awarded at the end of each level for the time remaining.
- TIPS AND TRICKS -
* Flash bombs can only be used once per level, and remember you only have 3 available for the whole game. Use them sparingly, preferably only in a life-threatening situation.
* You can sit in a safe place close to a monster generator and simply pick the monsters off as they appear. Most monsters follow a set pattern of movement so it is quite easy to predict which way they will turn and wait in a place where it is easy to kill them as they appear in front or behind you. Remember to watch the timer though!
* The lanterns and rings are quite often a deadly diversion as they are sometimes placed in dead end vertical passages. Assess the risks carefully before collecting them.
* Be careful when entering vertical tunnels as you cannot shoot monsters on the other side until they are level with you in a horizontal direction.
* A carefully timed shot can kill a monster in a vertical tunnel, but only when fired exactly when the monster moves into the square in which you are stood.
- STAFF -
Programmed by : H. Tanigaki
- PORTS -
* Consoles :
Colecovision (1983)
Atari 2600 (1983)
Mattel Intellivision (1983)
Nintendo DS (2007, "Horror Maze" - "Konami Classics Series - Arcade Hits")
* Computers :
Tandy (1983)
Atari 800 (1983)
Sinclair ZX Spectrum (1984)
Tandy Color Computer (1984, "The Touchstone")
* Others :
LCD handheld game : released by Konami.
VFD handheld game (1983) : released by Bandai.
$end
$info=quiztvqq,
$Edit this entry at Arcade-History.com
$bio
TV Gassyuukoku Quiz Q&Q (c) 1992 Dynax.
- TECHNICAL -
Main CPU : Z80 (@ 5.5 Mhz)
Sound Chips : AY8910 (@ 2.75 Mhz), YM2413 (@ 3.58 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 239 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 4
- TRIVIA -
The title of this game translates from Japanese as 'Populace TV's Quiz Q&Q'.
$end
$info=twinactn,
$Edit this entry at Arcade-History.com
$bio
Twin Action (c) 07/1995 Afega.
A rip-off of UPL 1990's "US AAF Mustang".
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 56.00 Hz
Palette colors : 768
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Similar to "Air Fox".
- SOURCES -
KMRB (Korea Media Rating Board); http://www.kmrb.or.kr
$end
$info=twinadv,twinadvk,
$Edit this entry at Arcade-History.com
$bio
Twin Adventure (c) 1995 Barko.
Guide twin brothers Tom and Sam to rescuing the princess and restoring peace to the Dream Land Paradise by going through various mini-games.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Players : 2
Buttons : 3
$end
$info=twinbee,
$Edit this entry at Arcade-History.com
$bio
Twin Bee (c) 1985 Konami.
An overhead scolling game starring a pair of bee-shaped robots, Twinbee (the blue one) and his female counterpart Winbee (the pink one), Twin Bee is part of what are called 'cute 'em ups', a slang for shoot-em-up games that feature cute characters, animals and other funny looking creatures, among other whimsical themes and brightly colored landscapes. It's a fun game to play with at least 6 stages that repeat themselves with increased difficulty as you go along.
Power-ups and extra points can be found in special bells hidden in some enemies that, when shot a certain number of times, will change color and then, when touched by the player, will provide a powerup, such as extra speed.
- TECHNICAL -
Konami's Bubble System Board
Game ID : GX412
Main CPU : 68000 (@ 9.216 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : (2x) AY8910 (@ 1.789772 Mhz), K005289 (@ 1.789772 Mhz), VLM5030 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1985.
This is the first title using Konami's Bubble System Board.
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.1 - 28XA-85) on 25/06/1986.
- TIPS AND TRICKS -
* Formation Bonus : If you take out all enemies in a formation, you get bonus points.
* Yellow bell bonus : If you keep on picking up yellow bells, you earn increasing bonus points. The bonus will increase up to 10,000 points. But if you miss picking up even 1 bell in the process, the bonus drops to 500 points.
* If you keep on shooting a bell : The bell will break and turn into a bee! Be careful.
* Change the color of a bell as you wish : The color of a bell changes after every 5 shots
5 -- white
10 -- blue
15 -- green
20 -- red
* The Multiple and Barrier cannot be used together : When you have your Multiple, the Barrier (red bell) will not be available. When you have your barrier, the multiple (green bell) will not be available.
* If you take out enemies on the ground : Fruit items will appear. Pick them up to get bonus points. Strange items will appear every once in a while.
* Call an ambulance : When you get one of your hands destroyed, get your other hand destroyed (if you can afford it) to call an ambulance.
- SERIES -
1. Twin Bee (1985)
2. Detana!! Twin Bee (1991)
3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)
- STAFF -
Music by : Shigeru Fukutake, Yoshinori Sasaki
- PORTS -
* Consoles :
Nintendo Famicom
Nintendo Famicom Disk (1988)
Nintendo Game Boy ("Twinbee Da!")
Sony PSP (2007, "Twin Bee Portable")
Nintendo DS (2007, "Konami Classics - Arcade Hits") : in the US version, it goes under the name "Rainbow Bell".
* Computers :
MSX (1986)
Sharp X68000
$end
$info=tbyahhoo,
$Edit this entry at Arcade-History.com
$bio
Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (c) 1995 Konami.
- TECHNICAL -
Konami GX hardware
Main CPU : 68EC020
Sound CPU : 68000
Sound Chips : (2x) K054539
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Twin Bee Yahhoo! - Uproar In A Mysterious Land'.
The J-Pop song played in attract mode (make sure that get it via the dipswitches) is called 'Bokura no Suteki' and is sung by Mariko Kouda. Here are the Japanese lyrics :
kanashimi no mori o, sama you kimi wa -
futo sora o mite, uchuu o omou -
ikutsumono ginga -
IMEEJI shita, sono mune ni -
umareru yuuki -
yume o mite, aruki daseru no wa -
bokura no SUTEKI sa, kimi to -
mirai e yukou -
soba ni ite, sasae au koto wa -
inochi no SUTEKI no hitotsu -
kodoku ni ochinaide.
Here is the translated version :
You are wandering about the sorrowful woods -
See the sudden skies, think about outer space -
A lot of Galaxies -
On that imagined chest -
The courage to be born -
See the dreams and we can begin to walk -
You are lovely to us -
Going to the future -
It's in the side and supports each other -
The one lovely life -
Don't fall alone.
King Records released a limited-edition soundtrack album for this game (Twin Bee Yahhoo! Original Game Soundtrack - KICA-7681) on 07/06/1995.
- SERIES -
1. Twin Bee (1985)
2. Detana!! Twin Bee (1991)
3. Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!! (1995)
- PORTS -
* Consoles :
Sega Saturn (1995, "Detana Twinbee Yahho-! Deluxe Pack")
Sony PlayStation (1995, "Detana TwinBee Yahho-! Deluxe Pack")
Sony PSP (2007, "Twin Bee Portable")
$end
$info=twinbrat,twinbrta,
$Edit this entry at Arcade-History.com
$bio
Twin Brats (c) 1995 Elettronica Video-Games.
This game is "Ladybug" with more stylish graphics and pictures of naked women between the racks. Like "Mad Donna", it takes the completion of two racks to see the naked lady picture, unlike Mad Donna completing the first (odd numbered) rack will give you the picture obscured by a pattern.
- TECHNICAL -
Main CPU : 68000 (@ 14.7456 Mhz)
Sound Chips : OKI6295 (@ 7.102 Khz)
Screen orientation : Horizontal
Video resolution : 352 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=twincobr,twincobu,
$Edit this entry at Arcade-History.com
$bio
Twin Cobra (c) 1987 Toaplan.
- TECHNICAL -
Game ID : TP-011
Prom Sticker : B30
Main CPU : 68000 (@ 7 Mhz), Z80 (@ 3.5 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.88 Hz
Palette colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1987.
Licensed to Taito.
Licensed to Romstar for US distribution (November 1988).
This game is known in Japan as "Kyukyoku Tiger".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kyukyoku Tiger : G.S.M. Taito 2 - D28B0008) on 21/11/1988.
- UPDATES -
Difference between Twin Cobra and Kyukyoku Tiger :
* T.C. supports two simultaneous players.
* K.T. supports two players, but only one at a time. For this reason, it also supports Table Top cabinets.
* T.C. stores 3 characters for high scores.
* K.T. stores 6 characters for high scores.
* T.C. heros are Red and Blue for player 1 and 2 respectively.
* K.T. heros are grey for both players.
* T.C. dead remains of ground tanks are circular.
* K.T. dead remains of ground tanks always vary in shape.
* T.C. continues new hero and continued game at current position.
* K.T. continues new hero and continued game at predefined positions.
* After dying and your new hero appears, if you do not travel more than your helicopter length forward, you are penalised and moved back further when your next hero appears.
* K.T. Due to this difference in continue sequence, "Kyukyoku Tiger" is MUCH harder, challenging and nearly impossible to complete !
- SERIES -
1. Twin Cobra (1987)
2. Twin Cobra II (1995)
3. Kyukyoku Tiger II Plus (1997, Sega Saturn)
- STAFF -
Music and sound created by : Tatsuya Uemura
- PORTS -
* Consoles :
Nintendo Famicom (1989)
Sega Mega Drive (1991)
FM Towns Marty (1994, "Kyukyoku Tiger")
Sony PlayStation (1996, "Toaplan Shooting Battle 1")
* Computers :
Commodore C64 (1988)
$end
$info=tcobra2,tcobra2u,
$Edit this entry at Arcade-History.com
$bio
Twin Cobra II (c) 1995 Taito.
- TECHNICAL -
Taito F3 System hardware
Prom Stickers : E15
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Vertical
Video resolution : 232 x 320 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is known in Japan as "Kyukyoku Tiger II".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Twin Cobra (1987)
2. Twin Cobra II (1995)
3. Kyukyoku Tiger II Plus (1997, Sega Saturn)
$end
$info=twineagl,
$Edit this entry at Arcade-History.com
$bio
Twin Eagle - Revenge Joe's Brother (c) 1988 Seta.
A vertical shoot-em-up that places the player's helicopter against multiple attacking targets in the air, sea, and land. Collecting the weapon and speed power-ups throughout the game is vital since the gameplay is quite difficult.
The object of the game, which is not explained, is to avenge your brother (which means that you are Joe!). To do so, you must destroy the fortress on the very last level. When you start the game and it scrolls onto the starting screen, the background contains the different levels that you must survive. The starting position of the various enemies does not vary from game to game.
- TECHNICAL -
Board Number : M6100326A
Prom Stickers : UA2
Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb
- TRIVIA -
Also Licensed to Taito
Licensed to Romstar for US distribution.
- TIPS AND TRICKS -
* Power-up items :
1) M = Shot Multiplier
2) L = Slightly increased shot length
3) S = Slightly increased helicopter maneuverability
4) B = Extra bomb
5) Although it is ultra-rare, a floating icon can appear (instead of a baloon) which contains a full multi-shot powerup.
* Completely destroying the bunkers before shooting any of the men behind them almost always yields a shot-mulitplier power-up. One can regularly have the maximum number of shot multipliers by the end of the first level by using this trick. Power-ups seem to appear more frequently if you stay with your guns and do not pick up a missile power-up. Fire as often as you can when you are using the guns, and keep firing. Once you have maxed out your shot multiplier, it is good to start picking up missiles. Part of the trick to playing the game is to scroll the screen from side to side and to pick off the enemies that are placed on opposite sides to harrass you.
* By learning the pattern of when and where enemies appear, you can neutralize them before they can do you any harm. This is especially true with hitting the small helicopters as they come on screen, and nuking the screen just before the guided missile truck. It is best to use the screen nuke when your helicopter is positioned at the very bottom of the screen. Otherwise, it may only be partially effective.
- SERIES -
1. Twin Eagle - Revenge Joe's Brother (1988)
2. Twin Eagle II - The Rescue Mission (1994)
- STAFF -
Produced by : Jun Fujimoto
Game designed by : MTY, Yam
Game programmed by : MTY
Game sub programmed by : Kazuaki Nakanishi
System programmed by : H. Kobayashi, K. Yoshii
Graphic designed by : Sachiko
Character designers : K. Sato, A. Kumura, M. Kasajima, M. Takeda
Music direction : Goblin Sound
Music composers : Zero Yotsumoto, T. Suzuki, Conrad T. Kozawa
Music performers : T. Suzuki, Zero Yotsumoto, Coke Taguchi, T. Tanno, S. Tsutsui
Sound edited by : T. Suzuki, T. Hasegawa
Allugataya system : T. Hasegawa, T. Suzuki, K. Okuda
Game advised by : J. Narita
Graphic editer designed by : M. Watanabe
68K Chan : K. Ishikawa
Board designed by : Nobuyuki Nonaka
Pcm 16 : K. Oiyama
Vdc : T. Iwata, K. Oiyama
Vrc : Nobuyuki Nonaka
Sound filter : Shyachou, M. Tanaka
Eigiyou : T. Ishikawa, Y. Ota
Jimu : T. Watanabe, T. Hiroi, K. Komura, M. Tanaka
Koubai : M. Harada, M. Iwata
Koumu : Y. Ikegai
Seizou : A. Aranaga, T. Sasho, K. Tominaga
Character model maked by : M. Takeda, Kazuaki Nakanishi, S. Tanaka
- PORTS -
* Consoles :
Nintendo Famicom (1989)
$end
$info=twineag2,
$Edit this entry at Arcade-History.com
$bio
Twin Eagle II - The Rescue Mission (c) 1994 Seta.
- TECHNICAL -
Seta SSV system
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 336 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in February 1994.
- SERIES -
1. Twin Eagle - Revenge Joe's Brother (1988)
2. Twin Eagle II - The Rescue Mission (1994)
- STAFF -
Programmers : Noboru Harada, Takashi Kitabayashi
Graphics designers : Kohzoh Igarashi, Katutoshi Hiruta, Shingo Aoyama
CG Designer : Yasuhiko Kikuchi
Hardware engineer : Masahiro Yamaguchi
Soundtrack : Opus Corp.
Executive producer : Jun Fujimoto
$end
$info=twinfalc,
$Edit this entry at Arcade-History.com
$bio
Twin Falcons (c) 1989 Philko.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Whizz".
$end
$info=twinhawk,twinhwku,
$Edit this entry at Arcade-History.com
$bio
Twin Hawk (c) 1989 Taito.
A vertically scrolling shoot'em up.
- TECHNICAL -
Taito X System hardware
Prom Stickers : B87
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Developed by Toaplan.
This game is known in Japan as "Dai Senpuu".
- UPDATES -
There are several differences between Twin Hawk and its Japanese version "Dai Senpuu" :
* Twin Hawk supports two simultaneous players.
* Dai Senpuu supports two players, but only one at a time. Because of this, it also supports Cocktail cabinets.
* In Twin Hawk, both planes are purple and pink for player 1 and 2 respectively.
* In Dai Senpuu, the planes are green for both players.
* In Twin Hawk, when you die, you continue the game at current position.
* In Dai Senpuu, when you die, you continue the game at predefined positions. This makes the game much more difficult to complete.
- STAFF -
Sound composer : Osamu Oota
- PORTS -
* Consoles :
Sega Mega Drive (1990)
$end
$info=twinqix,
$Edit this entry at Arcade-History.com
$bio
Twin Qix (c) 01/1995 Taito.
- TECHNICAL -
Taito F3 System hardware
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.23805 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 58.97 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H !'.
- SERIES -
1. Qix (1981)
2. Qix II - Tournament (1982)
3. Super Qix (1987)
4. Twin Qix (1995)
- STAFF -
Project leader : Keppel Maekawa
Software designer : Harumi. K
Game designers : Tukasa Oshima, Takafumi Kaneko
Character designer : Izumi Takemoto
Graphic designer : Akiyoshi Takada, Lin Chinkai (Indy Chinkai), Takashi Yamada, Takeshi Ninomiya, Shigeki Yamamoto, Masato Shinchi, Kawamoyan
Sound : Nakayama Jotohei (Zuntata)
Printing designer : Kumi Mizobe
Hardware works : Takeshi Kinugasa
$end
$info=twinsqua,
$Edit this entry at Arcade-History.com
$bio
Twin Squash (c) 1991 Sega.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : dial
Buttons : 1
$end
$info=twinkle,
$Edit this entry at Arcade-History.com
$bio
Twinkle (c) 1997 SemiCom.
A sequel to "Hyper Pacman". The power-ups tossed throughout the mazes consist of vision goggles, helmet/laser helmets, speed, hyperspeed, jump shoes, bonus stages and free pac-men. The game ends after the 40th stage.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2 (JUMP, LASER)
- SERIES -
1. Hyper Pacman (1995)
2. Twinkle (1997)
$end
$info=twinspri,
$Edit this entry at Arcade-History.com
$bio
Twinkle Star Sprites (c) 01/1997 SNK / ADK.
An interesting & highly cute hybrid between a Vs style puzzle game & an overhead shooter, players may choose to play the Story Mode in order to see the misadventures of Load Ran & her faithful yet somewhat annoying Rabbicat as they try to find the Magical Twinkle Star & save their world from the evil Mevious & his henchmen, or play the Free Character Mode in which you are able to pick any character (see codes below to select hidden characters!) to play the game and see their very own comical ending. A second player may challenge you at anytime so you better put those skills to the test & have lots of fun!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0224
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot/Use attack-stopper, [B] Bomb
- TRIVIA -
The game's concept seems to be a funny parody of the Sailor Moon manga, however the game's comic relief 'Rabbicat' seems to be a parody of Tenchi Muyo's very own cute mascot & comic relief 'Ryo-Oh-Ki' the cabbit.
Load Ran & Sprites feature different endings in the Free Character Mode, these endings are completely different to the one seen in the Story Mode.
In the story mode, Mevious will either taunt or praise you if continues have been used during your game or not!
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Twinkle Star Sprites - PCCB-00247) on 21/02/1997.
- TIPS AND TRICKS -
* Play As Sprites : At the character select screen, put the selector on Ran and press Up(x4), A.
* Play As Memory : At the character select screen, put the selector on Ran and press Down(x4), A.
* Play As Mevious : At the character select screen, put the selector on Griffon and press Up(x4), A.
* Play As Dark Ran : At the character select screen, put the selector on Griffon and press Down(x4), A.
* After the Game Over screen, Load Ran & Rabbicat rate your performance and either praise you or give you advice to improve your score, get a very high score (1,000.000 and above) in order to attain the highest rating and make Load Ran blush!
- PORTS -
* Consoles :
Sega Saturn (1997)
SNK Neo-Geo CD (1997)
Sega Dreamcast (2000)
Sony PlayStation 2 (2005)
$end
$info=twins,twinsa,
$Edit this entry at Arcade-History.com
$bio
Twins (c) 1994 Electronic Devices.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 200 pixels
Screen refresh : 50.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The music of this game is directly ripped from some Spanish Amstrad CPC games. 1st level music was taken from "Rock'n Roller" (Topo Soft). 2nd level music taken from "Clever & Smart II" (Animagic). 3rd level music taken from "Mad Mix Game" (Topo Soft).
The 1st gal also appears in the menu screen of another Spanish PC game : "Super Sextris" (Magic Studios).
$end
$info=twocrude,
$Edit this entry at Arcade-History.com
$bio
Two Crude (c) 1990 Data East.
In the near future, ruthless gangs are the new rulers of the streets. Only a brave duo of seasoned street brawlers can end this terror and return peace to the streets. Don't forget to grab and use anything you can find as a weapon (pipes, stones, signs, cars, even enemies!) to survive this onslaught. Features solid graphics & sound and very fun gameplay mechanics!
- TECHNICAL -
Game ID : MAB
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), (2x) OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 58.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1990.
This game is known outside US as "Crude Buster".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Crude Buster, Midnight Resistance - PCCB-00039) on 21/08/1990.
- STAFF -
Game designer : Akira Ohtami
Programmers : Takaaki Inowe, Souichi Akiyama
Character designers : Kazumi Minagawa, Sonomi Nagao, Yoshinari Kaihou, Eiko Kurihara, Shintoku Ohe, Shinji Noda, Chie Kitahara, Hitomi Fujiwara, Chika Shamoto, Kazumi Enomoto
Background designers : Masanori Tokoro, Kazunori Hashimoto, Atsushi Kaneko, Shuichi Togashi, Masayuki Inoshita, Inochi Kawamura, Mika Yamaguchi, Tomoo Adachi
Ex. designers : Masayuki Kawaguchi, Hiroshi Kadode, Uzzy, Seiji Koyanagi, Masahiko Tezuka
Sound : Azusa Hara (Asha), Hiroaki Yoshida (MARO), Tatsuya Kinouchi (Kiwch)
Hard : Masami Ohki
Voices : Fred Young
Advicer : Joe Kaminkow
Project leader : Iwao Horita
- PORTS -
* Consoles :
Sega Mega Drive (1991)
$end
$info=twotiger,twotigrc,
$Edit this entry at Arcade-History.com
$bio
Two Tigers (c) 1984 Bally Midway.
Two Tigers is a 2-Dimensional shooter. The game starts by telling you how may hits you must make on the ship before you can claim credit for sinking it. You then will go to the next screen which has your fighter/bomber in the middle of the screen. A gunsight will also be somewhere in the sky (the gunsight is actually the spot where anti-aircraft fire will be hitting at). Soon the sky is filled with enemy planes and a ship enters the screen from the left side. You mission will be to do whatever it takes to put the required number of holes into the enemy ship to sink it. You have at your disposal a single bomb and the enemy planes themselves for achieving your goal. Along the way, other things may assist (if you shoot them) such as mines and fuel drums. The game will go until you fail to sink 2 ships. If you are in 2-player cooperative mode, then the number of holes to sink a ship will be increased. The same rules apply, though, for sending it to the bottom of the sea.
- TECHNICAL -
Bally Midway MCR 2 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : Spinner (on some models, a 'Y' yoke was put in place of the spinner knob)
Buttons : 2 (FIRE, BOMB)
- TRIVIA -
Released in July 1984.
Based on the novel 'Gus is my Co-Pilot'. It seems that war games were making their appearance around this time. Bally Midway was no exception in putting a war type game. Two Tigers is a loose conglomeration of several earlier games where the objective was to sink ships. Some games used submarines while others used planes. Although not a major success, it still created a following of dedicated players. Especially for the fact that it also allowed two-player cooperative mode and dogfighting.
A Two Tigers machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Two Tigers dedicated version has significantly different gameplay and stuff...
Two Tigers Dedicated :
* Additional control 'speed'.
* Steering controlled by a pot with an A/D converter.
* Some stages occur at dusk, night, dawn and day.
* No crashes involve parachuting escapes except in between stages.
* Ships shoot from cannons.
* No plane engine noise.
* Background music was provided by a tape.
* Dogfight involves protecting your aircraft carrier from sinking by the opponent.
* Sea Level is close to ship.
* Game Designers Names apear in attract mode.
* Hero Table for Dogfight mode is shown in attract mode.
* Cloud graphics are repetitive.
* Ship has no wake.
Two Tigers :
* No speed function.
* Speed is constant.
* Steering controlled by an optical encoder on a spinner.
* Different interface locations.
* Ship graphics vary.
* All Stages occur during the day.
* All crashes include pilot escape with parachute.
* Ships shoot to crosshairs.
* Player planes have background engine sound.
* Different high score music.
* Dogfight involves shooting down the opponent's aircraft and avoiding the crosshairs.
* Sea level is halfway up the screen,.
* Only Bally / Midway appears in attract mode.
* There is no Hero table for Dogfight mode.
* Cloud graphics have middle line mirrored horizontally for better appearance.
* Ships have a wake.
- SCORING -
Scoring in this game is relatively simple but it is fast paced...
BOMB HIT ON SHIP : 150 Points
SHOT DOWN ENEMY PLANE HIT ON SHIP : 150 Points
ENEMY PLANE : 200 Points
DESTROYING A SHOT DOWN ENEMY PLANE : 250 Points
MINES, SWIMMER, SHARKS, FUEL DRUM : 700 Points
SUBMARINE : 1300 Points
HOLE IN SHIP : 1400 Points
DESTROYING THE SHIP : 5000 Points
- TIPS AND TRICKS -
When you start the game, your fighter will fly in from the left side of the screen. There will be a slight delay then a ship will float in from the left side. Now it's time to put the ship on the bottom of the sea. These strategies are valid for both the one and two-player game. The only difference is that it takes more holes to sink a ship in the two player game and the second player comes in from the right side of the screen.
* It takes three hits in the same place to create a hole. It doesn't matter where else you hit, if you don't hit the same area three times, no hole is created in the ship.
* The best strategy for this game is to use your plane as a dive-bomber. There are a couple of reasons for this :
1) First, your plane goes faster when you are diving. This helps to prevent you from being brought down by anti-aircraft fire and enemy planes. Keep in mind, only the brown planes can collide with your plane.
2) Second, you can drop your bomb more accurately. Since you can only have one bomb on the screen at any given time, you have to make your bomb hits count. If you are climbing and drop your bomb, it will arc up over your plane before coming back down. In turn, this causes the bomb to take a long time to either hit the ship or miss. That bomb could be the difference between a ship sinking or getting away.
3) Third, if your plane gets shot down (either by anti-aircraft fire or by collision with an enemy plane), you have a shorter route to travel before you reappear in a new plane. If you are climbing and get shot down, your character will arc above the plane and then his parachute will open. If your character parachutes from the top of the screen, you will lose a lot of precious time floating back to the water when you could have been pounding the ship into submission.
4) Fourth, if you look when your plane is either at the very top or bottom of the screen, a shield appears around your plane. Basically, your plane is protected when it enters the screen from the top or bottom to prevent it from being shot down. Use this definitely to your advantage.
* Use the enemy planes to your advantage. When you drop a bomb on a ship, it only takes out the piece of ship it hits. When an enemy plane is shot down and hits the ship, it will drill through the superstructure until it reaches the hull, then it will create the hole. This means, basically, you can actually sink the ship without using any of your bombs.
* During the first few ships, you will notice that mines float by the ship. These will make your job easier by taking out the ship from the ''bottom-up'' so to speak. When you destroy a mine under a ship, it blasts a three wide panel out from the bottom of the ship. That makes your job easier since now you only have work at putting two holes vice three to sink the ship.
* The later stages have fuel drums floating by the ship. Like the mines, fuel drums can help you put away a ship faster. When you destroy a fuel drum, it will put a hole in the ship for you. In other words, instead of a lateral blast, it does a vertical blast through the ship.
* During the stages in-between ships, you can do target practice on either the submarine, swimmer and sharks, or mines.
* As the game progresses, the number of holes to sink a ship goes up. In addition, the anti-aircraft fire becomes more accurate and the enemy planes become quicker and more aggressive.
* In the dogfight game, both players try to shoot down all of their opponent's aircraft. The loser has to defend their ship against the winner. So obviously, you want to be the winner since it's easier to sink a ship then shoot down a plane.
- STAFF -
Designed by : Ron Halliburton
Software : Tim Gilbert
Graphics : R. Berrios
Production : M. Gardaphe
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=tx1,tx1a,
$Edit this entry at Arcade-History.com
$bio
TX-1 (c) 1984 Tatsumi.
TX-1 is a sensational driving game for one player. With three video displays, the player is literally surrounded by the game graphics. TX-1 game graphics and sounds are so realistic that the player experiences the dangers of real speedway racing. Depending upon the course selected, the race takes place in cities, mountains, or snow country. The player's goal is to increase his skill and speed on each speedway course, and finish the three main stages of the game.
TX-1's new features are:
* Three video displays show the action of demanding and challenging speedways.
* Four-channel sound simulates the realistic sounds of driving a race car.
TX-1 is a one-player game with 3 color raster-scan video displays. Each speedway has three main stages: First Stage, Extended Stage, and Gran Prix Stage. The player will see mountains, deserts, skyscrapers against the skyline, dark tunnels, snow country, and meadows. The player drives a red Formula-1 race car. Upon completion of each stage, the player automatically enters the next one. Player controls consist of steering, shift, accelerator, and brake. The object of the game is to finish all three main stages.
The game begins with the player's car behind the starting line with six other cars and with 70 game seconds showing on the clock. Racing hazards include sharp turns, roadside trees, other racing cars, and road signs. As the race progresses, more cars appear on the track. If the player's car hits another car, road sign, or tree while in HI gear, his car is destroyed in an explosion and racing seconds are lost. The player's car reappears and the race continues. If the player's car hits another car while in LOW gear, he will spin out.
When approaching turns, the player must ease up on the accelerator pedal (or use the brake pedal) to make the corner. The player jockeys for position with the other racers, keeping his eye on the clock at the top center of the middle screen. When time runs out, the race is over. Upon completion of a stage, the seconds remaining are added to the next stage.
The right screen displays the number of cars passed, using one star to represent each passed car. The left screen displays the checkpoint map, the high score, and the player's score. The player should refer to the TX-1 Course Maps chart (located above the center video screen) for checkpoint and country locations.
First Stage : This stage is comprised of Stage 1. The player must complete Stage 1 in 70 game seconds to reach the Extended Stage. At the checkpoint of the Extended Stage, the player must make a decision. If he veers to the right, the course takes him to either Spain, Monaco, Belgium, or Italy. If the player drives to the left, the course takes him to either South Africa, U.S.A., Japan, or France.
Extended Stage : This stage is comprised of Stage 2 and Stage 3. The player must complete Stage 2 in 60 game seconds and Stage 3 in 50 game seconds. At the checkpoint of Stages 2 and 3, the player again must decide whether to go left or right.
Gran Prix Stage : This stage is comprised of Stage 4 and Stage 5. The player must drive through Stage 4 in 60 game seconds and Stage 5 in 60 game seconds. The final checkpoint is at the end of Stage 4. At this checkpoint the player must go straight ahead to drive through Stage 5.
- TECHNICAL -
Main CPU : (2x) I8086 (@ 5 Mhz), Z80 (@ 3.75 Mhz)
Sound Chips : AY8910 (@ 1.875 Mhz)
Screen orientation : Horizontal
Video resolution : 768 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
Licensed for the US to Namco for manufacture and to Atari for distribution.
Licensed to Taito for all Eastern Hemisphere countries (except Japan).
Despite having graphics which look similar to Pole Position, TX-1 is in no way related to the "Pole Position" or "Final Lap" series at all. Atari, Namco, and Taito licensed the game from Tatsumi for distribution in different regions.
- TIPS AND TRICKS -
* Hints :
Accelerate and stay ahead of other racers.
When cornering, stay to the inside of the track.
When sliding, ease up on the accelerator.
Driving off the track slows the car down.
- SERIES -
1. TX-1 (1984)
2. TX-1 V8 (1984)
$end
$info=tylz,
$Edit this entry at Arcade-History.com
$bio
TYLZ (c) 1984 Mylstar Electornics.
- TECHNICAL -
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : DAC (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a very rare unreleased prototype. Only 5 PCBs were produced.
- STAFF -
Programming : Chris Krubel
Video Graphics : Jeff Lee
$end
$info=typhoon,
$Edit this entry at Arcade-History.com
$bio
Typhoon (c) 1987 Konami.
Take control of a powerful helicopter and blast enemy strongholds in this superb shooter from the good folks at Konami. Typhoon features some impressive graphics filled with rotation and scaling effects (some may get a little dizzy, though!), a solid soundtrack and excellent game control. Highly recommended for any shoot'em up enthusiast!
- TECHNICAL -
Game ID : GX770
Main CPU : KONAMI (@ 3 Mhz), M6809 (@ 3 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) K007232 (@ 3.579545 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Ajax".
Alfa Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on 10/03/1988.
- UPDATES -
The stage order is different between Typhoon and "Ajax".
- STAFF -
Producer : K. Hiroshita
Director : S. Okamoto
Programmers : S. Fujiwara, Gen. S
2-D designer : N. Sugita
3-D designer : N. Ishii
Title designer : Dr. Hide
Character designer : K. Nakamura
Sound : Y. Uno, Motoaki Furukawa
Hardware : H. Ueno, K. Ban
- PORTS -
* Computers :
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
Amstrad CPC (1988)
$end
$info=earthjkr,
$Edit this entry at Arcade-History.com
$bio
U.N. Defense Force - Earth Joker (c) 1993 Visco.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Producer : Tetsuo Akiyama
Assistant producer : Keisuke Usami
Director : Don Gabacyo
Programmers : IDEB 77Kg, ON0721-ST, M. Nakajima, AD-26255417J
Character designers : K. Takahashi, T. Takahashi
Music composers : K. Fukumori, Space Creative
$end
$info=unsquad,
$Edit this entry at Arcade-History.com
$bio
U.N. Squadron (c) 1989 Capcom.
A superb sideways scrolling shoot-em-up in which the players choses from 3 jet fighters : an A-10 Thunderbolt, a F-14 tomcat and an F-20 tiger Shark - and must battle their way through 10 enemy-packed levels (plus an extra bonus stage).
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 06
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, SPECIAL)
- TRIVIA -
Released in August 1989.
This game is known in Japan as "Area 88".
U.N. Squadron is based on the Japanese manga 'Area 88'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Area 88 - PCCB-00018) on 21/01/1989.
- TIPS AND TRICKS -
* More Money : if you start a 2 player game at the same time, each one will be credited 3000 dollars. On the other hand, if the second player arrives afterwards, he will have 12000 dollars (you have just gained 9000 dollars).
* Various Little Ending Animations : at the ending screen (Presented by Capcom), various little animations are shown dependent on how much Mechs were recovered, or if the Unicorn was recovered...
Mission 3, Forest Fortress :
Unicorn (+ a shield) - Destroy all trees without forgetting from the very start of the level to destroy the 1st tree on the left. The unicorn will appear spontaneously in front of the fortress.
Yashichi - Destroy the latest turret of the fortress, Yashichi is just on the right in bottom of the fire turret.
Mission 4, The Carrier :
Mech (1,000 pts) - Just behind the 5th rock, on the ground level, a Mech which agitates a flag will appear.
Mission 5, Bomber called Bayson :
Mech (+ a T.Laser) - You must destroy the 39 rocks to see a Mech appear with a knife.
Mission 6, Missile Launcher :
Mech (10,000 pts) - When the way separates in 2 ways, take the top while shooting at the base from the 1st pillar made of rock, a Mech will appear.
Mission 8, Battleship called Minks :
Mech (1,000 pts) - After the 2 boats come from the left, place yourself at the top of the screen and shoot until a Mech with a rifle falls into water.
Yashichi - At the middle of the Battleship, we have a red turret, destroy it to release Yashichi.
Mission 9, The Arsenal :
Mech (1,000 pts) - Behind the second building, a Mech with an umbrella hides.
- SERIES -
1. U.N. Squadron (1989)
2. Carrier Air Wing (1990)
- STAFF -
Planners : Mako P, Parazoll Shono, Noritaka Funamizu (Poo)
Direction : Kihaji Okamoto
Character designers : Manbou Shintan, Gokkun Kuratani, Rekite, Unicorn Mayumi, Traveller Kuramoyan, Holiday Kakkun, Haru San, Konomi (Powerful Konomi), Fukumoyan, Femme Hana
Music composer : Chan Chakorin
Hard design : Kucchan
Programmers : Blbon, Takako
- PORTS -
* Consoles :
Nintendo Super NES (1991)
* Computers :
Amstrad CPC (1990)
Atari ST (1990)
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
$end
$info=usclssic,
$Edit this entry at Arcade-History.com
$bio
U.S. Classic (c) 1989 Seta.
A golf game from Seta.
- TECHNICAL -
Board Number : M6100430A
Prom Stickers : UE2
Main CPU : 68000 (@ 8 Mhz), M65C02 (@ 1 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : trackball
Buttons : 1
- TRIVIA -
Released in March 1989.
Licensed to Romstar for US distribution.
Also licensed to Taito.
$end
$info=cawingj,
$Edit this entry at Arcade-History.com
$bio
U.S. Navy (c) 10/1990 Capcom.
A solid and hugely playable sequel to 1989's superb sideways scrolling shoot-em-up, "Area 88". As with the original, players chose any one of three different jet fighters and battle their way through ten enemy-packed stages. Another idea carried over from "Area 88" is the end-of-level shop, which allows players to buy weapon and shield upgrades for their jet fighter.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 12
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Carrier Air Wing".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Street Fighter II : G.S.M. Capcom 4 - PCCB-00056) on 21/03/1991.
- UPDATES -
The guy who looks like Sean Connery looks even more like Sean Connery in the Japanese verison of the game ("U.S. Navy") than in the American version (Carrier Air Wing).
- TIPS AND TRICKS -
* Real Ending : beat the game in one credit.
* Secrets items :
Mission 2 :
White Mech (10,000 pts) - After the large helicopter and when the suspended road finished, go up quickly and shoot.
Mission 3 :
Rabbit (20,000 pts) - Shoot on the 9th tree or release a bomb.
Cow (10,000 pts) - Destroy the ground monticule in top of the hill right after the 9th tree (you can make turns to the cow by shooting on).
Man (6,000 pts) - Shoot between the base of the mountain and the cuirassier.
Mission 6 :
Snowman (4,000 pts) - Shoot at the base of the 4th iceberg.
Mission 7 :
Small bear (8,000 pts) - Towards the end of the level, shoot at the middle of the 1st gray mountain, just before the 1st volcano.
Mission 8 :
Mech with a flag (20,000 pts) - Release a bomb behind the second house.
Mission 9 :
Red Mech (10,000 pts) - Shoot at the base of the fortress wall.
Yashichi - Destroy the red turret located on a footbridge.
Mission 10 :
Yashichi - Destroy the red turret located at the top of the engines.
- SERIES -
1. Area 88 (1989)
2. U.S. Navy (1990)
$end
$info=sbsgomo,
$Edit this entry at Arcade-History.com
$bio
Uchuu Senkan Gomorrha (c) 1990 UPL.
While the game is essentially a standard horizontally scrolling shoot'em up, it has an innovation that makes it unique in the genre. The player flies a spaceship (specifically, a bioship) which has the standard forward guns to be found in all horizontal scrollers, but it also possesses a weapon that can be manually targeted with a crosshair, in the same manner as in the game "Missile Command". This allows the player to fire in any direction with pinpoint accuracy, and adds an extra level of strategy to the game. The player's bioship can also collect power-ups to grow bigger (becoming more powerful), and can acquire spherical pods which attach to the ship and increase its firepower.
- TECHNICAL -
Main CPU : 68000
Sound Chips : YM2203, (2x) OKI6295
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Space Battleship Gomorrha'.
This game is known outside Japan as "Bio-Ship Paladin".
- STAFF -
Game designed by : Tsutomu Fuzisawa
Program designed by : Itsam Matarca
Character designers : Tsutomu Fuzisawa, Kinya Aoyama
Background designers : Mutsuo Kaneko, Miho Urushibara, Shiho Sasaki
Sound effects by : Yoshio Nagashima
$end
$info=ufosensi,ufosensb,
$Edit this entry at Arcade-History.com
$bio
UFO Senshi Youko-Chan (c) 1988 Sega.
- TECHNICAL -
Sega System 2 hardware
Game ID : 834-6659
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 240 x 208 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Extraterrestrial Soldier Youko-chan'.
- TIPS AND TRICKS -
Test Mode : set DIP Items as Difficulty = Easy, Lives = 5, Cabinet = Upright, Continue = On, Invulnerability = On. Then reset the machine.
$end
$info=uecology,
$Edit this entry at Arcade-History.com
$bio
Ultimate Ecology (c) 12/1993 Capcom.
This game is a side-scrolling shoot-em-up with an ecological theme, in which the player must battle a ruthless mega corporation that is slowly destroying the Earth's eco systems with its industrial machines.
As well as superbly rendered graphics, Eco Fighters features an interesting play mechanic with the addition of an extended metal arm mounted on the side of the player's ship. On the end of the arm is a weapon that can be rotated through 360 degrees. This weapon comes in four different forms; Energy Ball, Long-range Hammer, Laser Sword or Scatter-Bomb foil. The rotatable weapon can be powered up before being fired, in a similar fashion to the 'Force' weapon that featured in Irem's "R-Type". The rotatable weapon is also impervious to all enemy contact and can be used as a shield.
In addition to the rotating weapon, the player's ship is also equipped with forward-firing laser guns. Both the guns and rotatable weapon can be powered-up with greater shot power when the relevant icon is picked up.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 03
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Ultimate Ecology was actually designed by a Japanese gamer, who won a Capcom-sponsered competition to design a game for the arcade giant.
This game is known outside Japan as "Eco Fighters".
Shinseisha/Gamest released a limited-edition soundtrack album for this game (Ultimate Ecology - GCD-2) on 22/01/1994.
- STAFF -
Object designers : S.Y, Imomushi, Chama, The Pin K, Dway!, Ovava, Minobeyan, Kakunaka
Scroll designers : Go, Y.N, May, Ziggy, Oyami, Hiropon
Programmers : Yuuka, A.Komorini, Tilde.Kaw, Commander Guchi, Some-P
Sound designers : Toshio Kajino, Hiroaki Kondo
Music composer : Syun Nishigaki (SYUN)
Voices : Nishihara K-ta, Nemoto Yoshiya, Yokoyama Chisa
Planners : Meshi, Konou, Etos
Producer : Yokamoto
Original planners : Mori Keisuke
$end
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Ultimate Mortal Kombat 3 (c) 1994 Midway.
An update of "Mortal Kombat 3", with new characters added to the original MK3 cast. There are lots of other additions and goodies in the game (see Updates section (REV. 1.0)).
- TECHNICAL -
Midway Wolf Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] High Punch, [2] Block, [3] High Kick
= > [4] Low Punch, [5] Low Kick, [6] Run
- TRIVIA -
If you look closely at Rain's name during demonstration you'll see it uses different font than all other fighters.
The head that occasionally appears after an uppercut or combo and says 'Toasty' is the digitized head of Dan Forden who worked on the sound and music for the game.
- UPDATES -
This game is the same as "Mortal Kombat 3" except for the inclusion of :
REV. 1.0 :
* Jade, Kitana, Mileena, Scorpion, Reptile, Ermac, Classic Sub, Rain, and Human Smoke are all added (see bios above), and Robot Smoke is now a normal character.
* Scorpion's Lair (Hell), Jade's Desert, Kahn's Kave, River Kombat (Waterfront), and Scislac Busorez (Blue Portal) stages added.
* Computer intelligence increased.
* 4 Player 2 on 2 Mode and 8 Player Tournament Mode Added.
* Jump in Combo starters added.
* Can uppercut through Scorpion's Lair to Kahn's Kave.
* Bank and Smoke's Portal stages removed.
* 2nd Master Added.
* Endurance Rounds Added in Master and 2nd Master.
* Pit Fatal in Hell added (and all its accompanying secrets).
* Classic Sub-Zero's Fats added.
* Bug : Game will crash if Noob Saibot touches Sub-Zero's ice clone.
* 'Winner fights Smoke' Kombat Kode effect altered : winner now fights Human Smoke rather than Robot Smoke.
* Shang Tsung's morph now announces the character he morphs into.
REV. 1.1 :
* Supreme Demonstration icon selectable only through the 8-man tournament.
REV. 1.2 :
* CPU Pattern Fixed.
* Bugs fixed.
* More Kombat Kodes.
- TIPS AND TRICKS -
* Random Select : Up+Start on your side (Player One on Kitana and Player Two on Scorpion).
* Play as Human Smoke : select Smoke, then hold HP+HK+BL+RUN+Left until the match starts (Note : If playing as player two, press Right instead of Left).
* Play as Noob Saibot (note : this can only be enabled on WaveNet machines) : Play against a human opponent. Select Kano then hold Back+LP+LK+HP+BL until the match begins.
* Play forever : this code will allow you to continue playing Ultimate Mortal Kombat. The only catch is, you cannot die. When you beat the game, choose the goodie that lets you fight Ermac. Win the first round, and lose the second round on purpose. Win the third round and perform a mercy (hold RUN, DOWN(x3), release RUN), and then perform your characters animality. You will be taken to the 'choose your destiny' screen. Keep repeating the process, and you can rack up hundreds of wins.
* Ultimate Kombat Kodes : the Ultimate Kombat Codes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (player one side) HP LP BL LK HK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries :
Play as Mileena - 22264-22264
Play as Ermac - 12344-44321
Play as Classic Subzero - 81835-81835
* Kombat Kodes : Kombat Kodes are entered at the two player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (player one side) LP BL LK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries. A message will appear when the match begins to confirm correct code entry...
The Stages :
002-003 - River Kombat (Waterfront)
004-700 - Kahn's Kave
050-050 - Noob Saibot Dorfen
077-022 - The Bridge
079-035 - Street
091-190 - Bell Tower
123-901 - Soul Chamber
330-033 - Jade's Desert
343-343 - Rooftop
600-040 - Kombat Temple
666-333 - The Graveyard
666-444 - Scorpion's Lair (Hell)
820-028 - The Pit 3
880-088 - Subway
880-220 - Kahn's Tower (aka The Balcony)
933-933 - Scislac Busorez (Blue Portal)
Messages :
004-400 - Whacha Gun Do ? - E.B.
010-010 - Throwing Encouraged
122-221 - Skunky!! - E.F.
123-926 - There Is No Knowledge That Is Not Power
282-282 - No Fear = EB Button, Skydive, Max Countdown
448-844 - Don't Jump At Me - MXV
550-550 - See The Mortal Kombat Live Tour
717-313 - Rain Can Be Found In The Graveyard
987-666 - Hold Flippers During Casino Run
999-999 - Revision x.x
Handicaps :
033-000 - Player 1 Half Power
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
020-020 - Blocking Disabled
044-440 - Unikoriv Referri: Sans Power
100-100 - Throwing Disabled
Different Kombats :
300-300 - Silent Kombat
444-444 - Randper Kombat
460-460 - Randper Kombat
688-422 - Dark Kombat
985-125 - Psycho Kombat
Winner of this round battles :
033-564 - Shao Khan
205-205 - Human Smoke
769-342 - Noob Saibot
969-141 - Motaro
4 Player 2 on 2 Kombat :
227-227 - Explosive Kombat
022-220 - Explosive Kombat/ Throwing Disabled
Other Codes :
466-466 - Unlimited Run
642-468 - You Are Entering The Land Of Rellim (Play "Galaga")
788-322 - Fast Uppercut Recovery Enabled
987-123 - No Powerbars
* Double stage (If a character is uppercutted, they will fly up to the other stage) :
Scorpions Lair = > Kahn's Kave (Ultimate MK3 only)
Subway = > Street
Bank = > Rooftop (Original MK3 only)
Soul Chamber = > Kahn's Tower
* Fatality - CLASSIC SUB-ZERO :
1. (close) Down(x3), Forward, HP - Classic Sub-Zero reaches for the opponent's head, the screen goes black and a big rip is heard as the opponent's head comes off.
2. ???
* Fatality - CYRAX :
1. (anywhere) Hold Block, Down(x2), Up, Down, release Block, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on the opponent.
2. (close) Hold Block, Down(x2), Forward, Up, release Block, Run - Cyrax self-destructs, taking the opponent with him.
* Fatality - ERMAC :
1. (close) Run, Block, Run(x2), HK - Ermac crouches and punches off the head of the opponent with a powerful uppercut.
2. (sweep) Hold Block, Down, Up, release Block, Down(x3), Block - Ermac raises his hand, the opponent is then slammed multiple times and eventually explodes to pieces.
* Fatality - HUMAN SMOKE :
1. (close) Run, Block, Run(x2), HK - Human Smoke crouches and punches off the head of the opponent with a powerful uppercut.
2. ???
* Fatality - JADE :
1. (close) Run(x3), Block, Run - Jade uppercuts the opponent up high, and holds her staff to her side, it glows, then the opponent falls right on the staff.
2. (close) Hold Block, Up(x2), release Block, Down, Forward, HP - Jade sticks her staff into the opponent and starts to shake the staff and opponent up and down. She does it so fast that the opponent blows up.
* Fatality - JAX :
1. (close) Hold Block, Up, Down, Forward, Up, release Block - Jax's arms form into long blades. He then cuts the opponent to pieces.
2. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on the opponent.
* Fatality - KABAL :
1. (sweep) Down(x2), Back, Forward, Block - Kabal plugs his respirator into the opponent. Their head inflates and they float off the screen where they explode.
2. (close) Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at the opponent. The opponent is so frightened that his/her soul jumps out of their body.
* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, release LP - Kano pulls the opponent's skeleton out through their mouth.
2. (sweep) LP, Block(x2), HK - Kano fires a laser from his eye that heats up the opponent until they explode.
* Fatality - KITANA :
1. (close) Run(x2), Block(x2), LK - Kitana reaches out and kisses the opponent. The opponent then starts stretching up. The opponent does this a few times, then explodes.
2. (close) Back, Down, Forward(x2), HK - Kitana draws her fan and decapitates the opponent with one swipe. It's like the MK2 head chop, but now it's more of an angle in the chop.
* Fatality - KUNG LAO :
1. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. The opponent gets pulled in and is torn apart.
2. (sweep) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at the opponent, cutting them into pieces.
* Fatality - LIU KANG :
1. (anywhere) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on the opponent as fire. The opponent is reduced to a burning skeleton.
2. (anywhere) Hold Block, Up, Down, Up(x2), release Block, Block+Run - Liu Kang disappears and a Mortal Kombat machine falls on the opponent.
* Fatality - MILEENA :
1. (close) Down, Forward, Down, Forward, LP - Mileena removes her mask revealing her face and inhales the opponent, spitting out the bones. It's like the MK2 Inhale, but now many more body parts come out. Most are rib cages and a few heads.
2. (far) Back(x3), Forward, LK - Mileena opens her mouth, then swallows a jar of tacks. She then starts to spit them out at her victim.
* Fatality - NIGHTWOLF :
1. (one step back) Up(x2), Back, Forward, Block - Nightwolf causes a great light to engulf the opponent, which disintegrates them.
2. (jump distance) Back(x2), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes the opponent.
* Fatality - REPTILE :
1. (jump distance) Back, Forward, Down, Block - Reptile takes his mask off exposing his face. He lashes his tongue out and eats the head of the opponent. Then he continues and eats the torso and limbs, leaving the feet alone.
2. (sweep) Hold Block, Forward(x2), Up(x2), release Block, HK - Reptile takes his mask off exposing his face. He opens his mouth and spits a big glob of acid onto the opponent. The acid burns down the opponent leaving a body without some skin, the acid left all over the ground. Then the body falls into a pile of slop.
* Fatality - SCORPION :
1. (jump distance) Hold Block, Down(x2), Up, release Block, HK - Scorpion removes his mask exposing a skull head. The opponent screams, and then Scorpion set his opponent on fire.
2. (close) Hold Block, Forward(x2), Down, Up, release Block, Run - Scorpion strikes his victory pose and then he teleports himself and the opponent to the Scorpion's Lair stage. Then multiple Scorpion clones come up and look at the opponent, then run at him/her and the screen goes dark, then you hear lots of punches, rips, and screams.
* Fatality - SEKTOR :
1. (sweep) LP, Run(x2), Block - Sektor crushes the opponent in a huge clamp.
2. (less jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on the opponent.
* Fatality - SHANG TSUNG :
1. (close) hold LP, Down, Forward(x2), Down, release LP - Tsung creates a bed of spikes and throws the opponent onto them.
2. (close) hold LP, Run, Block, Run, Block, release LP - Tsung levitates the opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.
* Fatality - SHEEVA :
1. (close) Forward, Down(x2), Forward, LP - Sheeva pounds the opponent into the ground like a nail.
2. (close) hold HK, Back, Forward(x2), release HK - Sheeva rips all the opponent's skin off.
* Fatality - SINDEL :
1. (close) Run, Block(x2), Run+Block - Sindel screams at the opponent, causing the opponent's skin to fly off.
2. (sweep) Run(x2), Block, Run, Block - Sindel coils her hair around the opponent. She then pulls her hair back, causing the opponent to go into a violent spin, sending blood and body parts everywhere.
* Fatality - SMOKE :
1. (far) Up(x2), Forward, Down - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.
2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down the opponent's throat, causing them to explode.
* Fatality - SONYA BLADE :
1. (anywhere) Back, Forward, Down(x2), Run - Sonya blows a kiss at the opponent, turning him into a burning skeleton.
2. (far) hold Run+Block, Up(x2), Back, Down, release Block+Run - Sonya blows a pink bubble at the opponent. The opponent is engulfed in the bubble, which eventually collapses, crushing them.
* Fatality - STRYKER :
1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on the opponent and runs away just before they explode.
2. (far) Forward(x3), LK - Stryker fires a tazer at the opponent, electrocuting them.
* Fatality - SUB-ZERO :
1. (close) Block(x2), Run, Block, Run - Sub-Zero grabs the opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.
2. (sweep) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes the opponent. They fall over and shatter.
* Fatality - STAGE :
1) Bell Tower - the opponent falls seven stories onto a bed of spikes.
2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.
3) The Pit III - the opponent is knocked of into rotating blades and cut apart.
4) Scorpion's Lair - the opponent is knocked into a pool of lava.
CLASSIC SUB-ZERO : Forward, Down, Forward(x2), HP
CYRAX : Run, Block, Run
ERMAC : Run(x4), LK
HUMAN SMOKE : Forward, Hold Block, Up(x2), Release Block, LP
JADE : Back, Forward, Down, Run
JAX : Down, Forward, Down, LP
KABAL : Block(x2), HK
KANO : Hold Block, Up(x2), Back, Release Block, LK
KITANA : Forward, Down(x2), LK
KUNG LAO : Down(x2), Forward(x2), LK
LIU KANG : Run, Block(x2), LK
MILEENA : Down(x3), LP
NIGHTWOLF : Run(x2), Block
REPTILE : Run, Block, Run, Block(x2)
SCORPION : Forward, Hold Block, Up(x2), Release Block, LP
SEKTOR : Run(x3), Down
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
SHEEVA : Down, Forward, Down, Forward, LP
SINDEL : Down(x3), LP
SMOKE : Forward(x2), Down, LK
SONYA BLADE : Forward(x2), Down, HP
STRYKER : hold Block, Forward, Up(x2), Release Block, HK
SUB-ZERO : Back, Down, Forward(x2), HK
* CRISPY : After the fatality stage 'Scorpions's Lair' :
Hold both HP buttons (Dan Forden voice)
Hold both Run buttons (Shao Kahn voice)
Hold both HP+Run buttons (Dan Forden + Shao Kanh voice)
* Finish him - Mercy : (Anywhere) Hold Run, Down (x3), release Run.
* Finish him - Animality (After Mercy) :
CLASSIC SUB-ZERO : ???
CYRAX : (close) Hold Block, Up(x2), Release Block, Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind the opponent and eats them.
ERMAC : ???
HUMAN SMOKE : ???
JADE : (close) Forward, Down, Forward(x2), LK - Jade turns into a cat and lets out a big growl. She jumps up and runs around on the opponent, making the opponent spin so fast that the opponent is spun into pieces.
JAX : (close) hold LP, Forward(x2), Down, Forward, release LP - Jax turns into a yellow lion and pounces on the opponent.
KABAL : (close) hold HP, Forward(x2), Down, Forward, release HP - Kabal turns into a green skeleton of a rhinoceros and butts the opponent into the air.
KANO : (close) hold HP, Block(x3) release HP - Kano turns into an orange spider and crushes the opponent.
KITANA : (one step back) Down(x4), Run - Kitana turns into a little rabbit, lets out a big growl, and then attacks the opponent in a spray of blood, moving the opponent off the screen.
KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on the opponent.
LIU KANG : (one step back) Down(x2), Up - Liu Kang turns into a giant green dragon and bites the opponent in half.
MILEENA : (close) Forward, Down(x2), Forward, HK - Mileena turns into a skunk, and sprays the opponent with her smelly liquid, which is just green smoke. The opponent falls over to his/her death.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on the opponent.
REPTILE : (close) Hold Block, Down(x3), Up, Release Block, HK - Reptile turns into a monkey and chases the opponent off the screen.
SCORPION : (close) Hold Block, Forward, Up(x2), Release Block, HK - Scorpion turns into a penguin, waddles under the opponent, and lays an egg. He then waddles away, and the egg starts to shake, and then explodes, blowing the opponent to pieces.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to the opponent and decapitates him.
SHANG TSUNG : (sweep) hold HP, Run(x3), release HP - Tsung turns into a large green cobra and devours the opponent.
SHEEVA : (close) Run, Block(x3) - Sheeva turns into a giant purple scorpion and stings the opponent, causing him to explode.
SINDEL : (anywhere) Forward(x2), Hold Block, Up, Release Block, HP - Sindel turns into a purple wasp and carries the opponent off while stinging them.
SMOKE : (far) Down, Forward(x2), Block - Smoke turns into a black bull and rams the opponent off the screen.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, release LP - Sonya turns in to a large green bird and hovers over the opponent. She carries the opponent off screen where there is a crunching sound and bones fall back to the ground.
STRYKER : (one step back) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites the opponent in half.
SUB-ZERO : (close) Hold Block, Forward, Up(x2), Release Block - Sub-Zero turns into a blue polar bear and pounces on the opponent.
* Finish him - Friendship (don't use Block during the last round) :
CLASSIC SUB-ZERO : ???
CYRAX : Run(x3), Up - Cyrax does a little dancing.
ERMAC : ???
HUMAN SMOKE : ???
JADE : Back, Down, Back(x2), HK - Jade uses her staff as a pogo stick.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
KABAL : (past sweep) Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
KITANA : Down, Back, Forward(x2), LP - Kitana blows bubbles out of a bubble pipe and bottle.
KUNG LAO : (past sweep) Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.
LIU KANG : Run(x3), Down+Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
MILEENA : Down(x2), Back, Forward, HP - Mileena takes out a mirror, and takes off her mask. She then looks into the mirror with her ugly face and the mirror shatters.
NIGHTWOLF : (past sweep) Run(x3), Down - Nightwolf turns into Raiden. A Mortal Kombat 2 machine falls below him. At the bottom of the screen are the words : "I have never seen a Kano Transformation!" OR "No, but I know how to do a Raiden Transformation!".
REPTILE : (close) Down, Forward(x2), Back, HK - Reptile takes out a box and turns the knob many times. Then the top opens revealing a big lizard head. The head scares the opponent who then runs off.
SCORPION : (close) Back, Forward(x2), Back, LK - Scorpion takes out a box and turns the knob many times. Then the top opens revealing a big skull head. The head scares the opponent who then runs off.
SEKTOR : (half screen) Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
SHANG TSUNG : LK, Run(x2), Down - Tsung turns into the character from "Joust" and hops off.
SHEEVA : Forward(x2), Down, Forward, HP - Sheeva holds a stick in each hand and balances a plate on each.
SINDEL : Run(x5), Up - Sindel kicks a ball over the opponent and makes a 'Goal' sign. She says, 'That was fun!'.
SMOKE : (far) Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
SONYA BLADE : (sweep) Back, Forward, Back, Down, Run - Sonya does 'Elbow Sex' with herself??
STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants (only those from original MK3) run by and Stryker directs them to the other side.
SUB-ZERO : LK, Run(x2), Up - Sub-Zero engulfs himself into a snowman.
* Finish him - Babality (don't use Block during the last round) :
CLASSIC SUB-ZERO : ???
CYRAX : Forward(x2), Back, HP
ERMAC : ???
HUMAN SMOKE : Down, Back(x2), Forward, HP
JADE : Down(x2), Forward, Down, HK
JAX : Down(x3), LK
KABAL : Run(x2), LK
KANO : Forward(x2), Down(x2), LK
KITANA : Forward(x2), Down, Forward, HK
KUNG LAO : Down, Forward(x2), HP
LIU KANG : Down(x3), HK
MILEENA : Down(x2), Forward(x2), HP
NIGHTWOLF : Forward, Back, Forward, Back, LP
REPTILE : Forward(x2), Back, Down, LK
SCORPION : Down, Back(x2), Forward, HP
SEKTOR : Back, Down(x3), HK
SHANG TSUNG : Run(x3), LK
SHEEVA : Down(x3), Back, HK
SINDEL : Run(x3), Up
SMOKE : Down(x2), Back(x2), HK
SONYA BLADE : Down(x2), Forward, LK
STRYKER : Down, Forward(x2), Back, HP
SUB-ZERO : Down, Back(x2), HK
* SHAO KAHN'S LOST TREASURES : After you beat Shao Kahn, you can choose a icons...
Novice (01-04), Warrior (01-07), Master 1 (01-10), Master 2 (01-11), 8 player tournament (01-12)
01) MK Dragon : Tournament Outcome
02) MK Logo : Rellim Ohcanep (Play Galaga)
03) Yin-Yang : Battle width ERMAC
04) Number three : Battle width NOOB SAIBOT
05) Question Mark : Random select
06) Lightning Bolt : Fatality Demonstration One
07) Goro : Fatality Demonstration Two
08) Raiden : Fatality Demonstration Three
09) Shao Kahn : NOOB SAIBOT / ERMAC endurance
10) Skull : MK2 Classic Endurance Kombat (Classic Sub-Zero and Human Smoke)
11) Question Mark : Mega Endurance Kombat (Noob Saibot, Classic Sub-Zero, Human Smoke, Ermac and Mileena)
12) Question Mark : Supreme Demonstration
Hidden treasures : Fatality Demonstration Four and Five, another ?
- SERIES -
1. Mortal Kombat (1992)
2. Mortal Kombat II (1993)
3. Mortal Kombat 3 (1994)
4. Ultimate Mortal Kombat 3 (1994)
5. Mortal Kombat Trilogy (1996, Nintendo 64, Sony Playstation, Sega Saturn)
6. Mortal Kombat Mythologies - Sub-Zero (1997, Nintendo 64, Sony PlayStation)
7. Mortal Kombat 4 (1997)
8. Mortal Kombat Gold (1997, Sega Dreamcast)
9. Mortal Kombat - Special Forces (2000, Sony PlayStation)
10. Mortal Kombat Advance (2001, Nintendo Game Boy Advance)
11. Mortal Kombat - Deadly Alliance (2002, Nintendo GameCube, Microsoft XBOX, Sony PlayStation 2)
12. Mortal Kombat - Tournament Edition (2003, Nintendo Game Boy Advance)
13. Mortal Kombat - Deception / Mystification (2004, Microsoft XBOX, Sony PlayStation 2)
14. Mortal Kombat - Shaolin Monks (2005, Microsoft XBOX, Sony PlayStation 2)
15. Mortal Kombat - Armageddon (2006, Microsoft XBOX, Sony PlayStation 2)
- STAFF -
* Cast :
Kitana, Mileena : Becky Gable
Reptile, Scorpion, Ermac, Classic Sub-Zero, Sub-Zero, Shang Tsung, Human Smoke, Noob Saibot : John Turk
Sonya Blade : Kerri Hoskins
Jax : John Parrish
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita
Jade : Becky Gable
Kano : Richard Divizio
Sindel : Lia Montelongo
Kurtis Stryker : Michael O'Brien
Kung Lao : Tony Marquez
Kabal : Richard Divizio
Sheeva : A Clay Model
Liu Kang : Eddie Wong
Shao Kahn : Brian Glynn, Steve Ritchie (voice)
- PORTS -
* Consoles :
Sega Saturn (1996) : "The Bank" stage is back. There are a few new Kombat Kodes, and a couple from the arcade do not work here. Ultimate Kombat Kodes have 6 slots instead of 10.
Nintendo Super Famicom (1996) : Sheeva was taken out, Animalities removed. Rain and Noob Saibot are playable.
Sega Mega Drive (1996) : Sheeva was taken out, Animalities removed. Rain and Noob Saibot are playable.
Microsoft Xbox 360 (2006, "Xbox Live Arcade")
Nintendo DS (2007, "Ultimate Mortal Kombat")
$end
$info=ultennis,
$Edit this entry at Arcade-History.com
$bio
Ultimate Tennis (c) 1993 Art & Magic.
- TECHNICAL -
Main CPU : 68000 (@ 12.5 Mhz), TMS34010 (@ 5 Mhz)
Sound Chips : OKI6295 (@ 8.08 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 256 pixels
Screen refresh : 50.27 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Art and Magic was founded in 1992 by Yves Grolet and Franck Sauer, respectively the coder and the graphician behind some of the most techincally advanced Amiga titles of all time : UNREAL by Ubi Soft (1990) and AGONY by Psygnosis (1992) which is also the first title published under the Art and Magic logo.
Yves Grolet started his career on the Commodore 64 in 1986 at only 19 developing 2 titles: the graphical adventure NO published by Lankhor and the conversion of Iron Lord by Ubi Soft.
After Art and Magic Yves founded the PC adventure games developer Appeal S.A. in 1995 and released OUTCAST after 4 years of work, and in 2002 he became CEO of elseWhere entertainment.
Ultimate Tennis was their first arcade game, as they were still trying to adapt to their new platform, digitised sprites (all pallette swaps of the same footage) were used as a proof of concept - later the artists would develop their caracature style to make cel-animated sprites. Approximately 5,000 units were produced.
- STAFF -
Artwork : Franck Sauer, Iwan Scheer
Software : Yann Robert, Yves Grolet
Music : Franck Sauer, Christian Dutilleux
Starring : Eric Dardenne
Hardware designer : Deltatec
Manufacturing : Deltatec
$end
$info=uballoon,
$Edit this entry at Arcade-History.com
$bio
Ultra Balloon (c) 1996 SunA.
A "Bubble Bobble" clone.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz), Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), (2x) DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=ultraman,
$Edit this entry at Arcade-History.com
$bio
Ultra Keibitai - Kuusou Tokusatsu Game (c) 1991 Banpresto / Bandai.
A one-on-one fighting game based on the Japanese series by Tsuburaya Productions.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The subtitle of this game translates from Japanese as 'Ultra Garrison - Special Effects Daydream Game'.
- SERIES -
1) Ultraman (1990, Nintendo Super Famicom)
2) Ultra Keibitai - Kuusou Tokusatsu Game (1991)
3) Ultra Seven (1993, Nintendo Super Famicom)
4) Ultraman - The Ultimate Hero (1994, Panasonic 3DO)
- PORTS -
* Consoles :
Nintendo Super Famicom (1991)
Sega Mega Drive (1992)
Bandai WonderSwan (2001)
Nintendo Game Boy
$end
$info=ultramhm,
$Edit this entry at Arcade-History.com
$bio
Ultra Maru-hi Mahjong (c) 1993 Apple.
Mahjong against girls!
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Ultra Secret Mahjong'.
$end
$info=ultratnk,
$Edit this entry at Arcade-History.com
$bio
Ultra Tank (c) 02/1978 Atari.
- TECHNICAL -
Game ID : 009801
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4
Players : 2
Control : Double 2-way joysticks (vertical)
Buttons : 1
- SERIES -
1. Tank (1974)
2. Tank II (1974)
3. Tank III (1975)
4. Tank 8 (1976)
5. Ultra Tank (1978)
- STAFF -
Designed and programmed by : Mike Albaugh
$end
$info=utoukond,
$Edit this entry at Arcade-History.com
$bio
Ultra Toukon Densetsu (c) 1993 Banpresto.
Horizontal beat'em up featuring, in SD (Super Deformed), Ultraman and his comrades who fight evil monsters.
- TECHNICAL -
Game ID : BP931
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : X1-010 (@ 16 Mhz), YM3438 (@ 6 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Ultra Fighting Spirit Legend'.
Based on the sentai series "Ultraman" of Tsuburaya productions.
- STAFF -
Producer : Toshifumi Kawashima
Game designer : Momonga. Ogawa
Programmer : S. Yagawa
Character designer : General. W
Screen designer : K. Nakajima
Object designers : Shinsuke Yamakawa, Satoshi. Ono, K. Kitajima, Aya. Kanagawa
Sound creater : N. Shioda
$end
$info=ultrax,
$Edit this entry at Arcade-History.com
$bio
Ultra X Weapons (c) 01/1995 Banpresto.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 336 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Developed by Seta and produced by Banpresto.
This game is known in China as "Ultra Keibitai" (translates as 'Ultra Guards').
This game is known in Japan as "Urutora Keibitai" ("Ultra Garrison").
This game is based on 'Ultraman', a famous Japanese live-action superhero series that has had numerous sequels and spin-offs since its debut in the 1960s. Generally, the main character is a normal human who uses an alien device to transform into a giant red-and-silver (sometimes with blue) creature called an Ultraman to combat alien monsters with the help of a special military team. Some of the subsequent shows in the series include 'Ultraseven', 'Ultraman Leo', 'Ultraman Taroh', and 'Ultraman Tiga'.
- STAFF -
Planner : Takehiko Hoashi
Programmer : Noboru Harada
CG designer : Yasuhiko Kikuchi
Graphic designers : Kohzoh Igarashi, Shingo Aoyama
Hardware engineer : Masahiro Yamaguchi
Video chip designer : Kenji Oiyama
Sound : Opus Corp.
Music : Masanao Akahori
Sound effects : Jun Enoki, Satoshi Ohta
Supervisor : Tsuburaya Pro., Hiroshi Funai
$end
$info=umanclub,
$Edit this entry at Arcade-History.com
$bio
Ultraman Club - Tatakae! Ultraman Kyoudai!! (c) 1992 Banpresto.
- TECHNICAL -
Game ID : BP922
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The subtitle of this game translates from Japanese as 'Fight! Ultraman Brothers!'.
$end
$info=pc_ftqst,
$Edit this entry at Arcade-History.com
$bio
Uncle Fester's Quest - The Addams Family (c) 1989 Sunsoft.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : EQ
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
* No sound : quickly press Select twice to pause and unpause the game and the sound will be gone. To turn on the sound you have to run into a wall and then pause and unpause the game.
$end
$info=undrfire,undrfiru,undrfirj,
$Edit this entry at Arcade-History.com
$bio
Under Fire (c) 1993 Taito.
Hoping to compete with Konami's "Lethal Enforcers". this Taito light gun shoot 'em-up has players assuming the role of a special operatives police officer against a vicious gang who's taken over various neighborhoods, a convienience store, and even an amusement park.
- TECHNICAL -
Board Number : M43E0288
Prom Stickers : D67
Main CPU : 68EC020 (@ 16 Mhz)
Sound CPU : 68000 (@ 16 Mhz)
Sound Chips : ES5505 (@ 15.238 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 232 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : lightgun
Buttons : 3
- TRIVIA -
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata Rare Selection Vol.5 - ZTTL-0036) on 20/02/1999.
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- STAFF -
Producers : Hisao Shimizu, Ichiro Fujisue
Directed by : Naomitsu Abe
Screenplay by : Yusuke Tsuda
Programmers : Masaki Yagi (Ymot Yagi), Iromust TMR, TKHC-1, NOB
Characters creators : Chiho Maeda, Uoosy Mahler, Miwa Kamiya, Yuko Kajihara, Miyabi Tashiro, Naomitsu Abe, Yusuke Tsuda
Hardware designers : Yasuhiro Shibuya, Hajime Aga, Tomio Takeda, Hironobu Suzuki, Digital Stream Corp.
Mechanical coordinators : Jun Nishiyama
* Cast : Anita Platacis, Carlos Laguardia, Carol Glaser, Ed Manning, Gail Smolen, Greg Hasler, Jim Belt, John Pipp, Larry Stallman, Mike Fountain, Paul Torres, Reg Winter, Rich Zver, Susan Schultz, Toni Jordan, Yoshi Nakanishi, Ichiro Fujisue, Masaki Yagi, Takaaki Tomita, Tsune Tsune, Tatsuya Ushiroda, Yusuke Tsuda, Keisuke Kogure, Takao Yoshiba, Osamu Inoue
$end
$info=uccops,uccopsj,uccopsar,
$Edit this entry at Arcade-History.com
$bio
Undercover Cops (c) 1992 Irem.
Dr. Clayborn and his henchmen have taken control of the city and Commissioner Gordon (no, Batman is not in the game) made one last plea for help and called three of New York's Finest undercover cops : Bubba, an ex-professional football player; Flame, a former Miss America; and Claude, a retired philosophy teacher. They must fight every lackey and vanquish Dr. Clayborn in order to restore law and order to the city. Very fun beat-em-up where almost anything can be used as a weapon; fish, rocks, i-beams, cars, etc.
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 3
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)
- TRIVIA -
Released in July 1992.
The Police 'car' at the end of Undercover Cops looks (and acts) just like "Moon Patrol", which is also from Irem.
On the small red TV items, you can see that they have a picture of the boss from Stage 1 of "R-Type"!
- UPDATES -
The US version is missing ROSA's running+jump+attack.
Name changes between JAPAN and WORLD version :
Zan Takahara / Claude
Matt Gables / Bubba
Rosa Felmond / Flame
The Japanese version has also different music.
- STAFF -
Creator : Meeher
Designers : Akio, Susumu, Kozo, Nob
Programmers : Teroling, Danger Nao
Sound : Hiya!
Character voices : Nukegara, Muttershi, Fuku Chan, Kiki
American staff : Steve, Drew, Max
Publicity staff : S. Sakomizu
- PORTS -
* Consoles :
Nintendo Game Boy (1993, "Undercover Cops Gaiden")
Nintendo Super Famicom (1995)
$end
$info=uniwars,
$Edit this entry at Arcade-History.com
$bio
UniWar S (c) 10/1980 Irem.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is known in Japan as "Ginga Teikoku no Gyakushuu".
Two bootleg of this game are known as "Space Battle" and "Sky Raiders".
$end
$info=untoucha,
$Edit this entry at Arcade-History.com
$bio
Untouchable (c) 08/1987 Dynax.
- TECHNICAL -
Game ID : 08
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2203 (@ 2.5 Mhz), MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
$end
$info=upscope,
$Edit this entry at Arcade-History.com
$bio
Up Scope (c) 1986 Grand Productions.
The aim of the game is to attack the sub hunter while sinking as many ships as possible. If you miss the sub hunter it goes to another level where it drops depth charges while the player waits to fire a torpedo.
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 1
Control : paddle
Buttons : 1
$end
$info=upyoural,
$Edit this entry at Arcade-History.com
$bio
Up Your Alley (c) 1987 Cinematronics.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : stick
Buttons : 4
$end
$info=upndown,upndownu,
$Edit this entry at Arcade-History.com
$bio
Up'n Down (c) 1983 Sega.
Up'n Down is a 3-quarter perspective driving game. Your goal in this game is to collect colored flags. The colors are : Light green, white, blue, red, olive drab, green, magenta, yellow, and black. You must also collect these flags in a specific period of time in order to get the maximum bonus. To delay your trip, you will have to deal with other vehicles on the road. In addition, hazards such as potholes, bridges that are out, hills, and roads that abruptly will also test your skill on the track. As you progress through each round, more obstacles get in the way to keep you from collecting the flags and getting the bonus. Driving was never this challenging since dealing with rush hour in Chicago.
- TECHNICAL -
Sega System 1 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 4-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Released in September 1983. By this time, Sega was starting to make a name for itself in the arcade industry. With solid hits such as "Star Trek", "Zaxxon", and "Pengo" under its belt, Sega started to venture into other areas. Sega had partnered up with Gremlin to create "Head-On" and "Head-On 2" arcade games. Later on, Sega released "Turbo". Using the same three-quarter perspective that was used in "Zaxxon", Sega created another racing game with a twist. Up'n Down came out during a time when the arcade market was basically saturated with space shooters.
- SCORING -
Jumping on a truck : 1000 points
Jumping on a race care : 2000 points
You also get bonus points depending on how quickly you finished the course. The times and points are :
0 - 19 seconds : 20000 points
20 - 29 seconds : 10000 points
30 - 39 seconds : 5000 points
40 - 49 seconds : 3000 points
50 - 59 seconds : 1000 points
60 seconds and above : 0 points
- TIPS AND TRICKS -
* You will start the game with your car on the track. There may be other vehicles also on the track. You goal is to collect all the colored flags in the least amount of time. You must first learn how the joystick works. Putting more pressure on it in one direction causes your vehicle to accelerate. Letting off the pressure causes your vehicle to eventually stop. This will become critical to know as you move into the later rounds.
* When you jump, make sure you have somewhere to jump to. The jump itself takes up about the distance of the length of your car. If there isn't enough room to land, your car will crash. This also happens if you jump off the road anywhere. If you want to jump on another car, then start preparing for it early :
1) Make sure the road ahead is somewhat straight. Sometimes you can jump off a right diagonal road onto a left diagonal road and hit the car that way.
2) Another way is when you are one car length behind your intended victim, and the road is straight, then go ahead and jump on them.
* Sometimes you may have to jump over a car to avoid being hit. Again, make sure you have enough road to land on. It is very easy to try to quickly jump a car only to find yourself wrapped up in the pine trees alongside the road.
* Of course, the object of the game is to collect flags. If, for some reason, you cannot get a flag, there are a couple of ways to remedy this situation.
1) If it is safe (only works on the lower rounds), you can backtrack to where the flag is. You cannot, though, go past the bottom edge of the screen.
2) If you go through three screens, the course will ''wrap'' around and you can get the flag on the return. The only disadvantage to this is that it is time consuming.
* Do not make blind jumps. If you can't see where you are jumping to, go up a little further to see your destination. If you don't, you may end up jumping into something such as a destroyed bridge, abrupt road ending, or the road curves and you jump off the road.
* Make sure you know where the hills are. If your car doesn't have enough speed, it will only go halfway up the hill before it rolls back down again. While it is rolling, you lose control over it. This can be dangerous when other cars are coming up behind you.
* In the later rounds, other cars will be coming at you both from the front and rear. Some of them travel faster then others sometimes creating a situation where you will be in between two cars traveling opposite directions and heading straight for your car. Again, make sure you know how to accelerate and decelerate.
* Whenever you jump from one road to another, your car will automatically face toward the top of the screen in the direction of the road. You don't have to wait to move again. This can be especially handy when trying to avoid other cars or trying to get flags.
* I'll state the obvious of not getting a flag if there is too much congestion around it. Since the timer is not displayed, you probably don't know how much time you have taken to get the flags. Just go around the course and try again. Better to save a car then sacrifice it for points then realize you took too long and don't get any bonus.
* Keep on the lookout for what cars do what. Such as trucks usually follow along the road at a leisurely pace while race cars can go fast or slow and with or against the flow of traffic.
* As you progress in each round, the course becomes harder because more hazards are added to it.
* "Pengo" : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board.
- STAFF -
Staff : Yoji Ishii (ICI), (T.N), (SHO), (R.T), (H.N), (TAK), (H.K), (STO), (KIP)
Security by : Masatoshi Mizunaga (MI.)
- PORTS -
* Consoles :
Atari 2600 (1983)
Colecovision (1984)
Atari XEGS
Sega Saturn (1997, "Sega Memorial Selection Vol.1")
* Computers :
Atari 800 (1984)
Commodore C64 (1985)
Apple II
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=mustang,mustangs,mustangb,
$Edit this entry at Arcade-History.com
$bio
US AAF Mustang (c) 1990 UPL.
You take control of a US fighter-fighter plane. And keep going on, by shooting dozens of enemy plane. This side scrolling game has good BGs.
- TECHNICAL -
Game ID : UPL-90058
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in May 1990.
Also licensed to Seoul Trading.
- UPDATES -
The bootleg version use the "Raiden" (seibu) sound hardware (a Z80 @ 3.579545 Mhz), all musics from "Raiden" are present =).
- TIPS AND TRICKS -
* Secret message : During machine reset, press buttons1+2 on player2 side. 'Ready?' will appear. Then press button1 14 times on player1 side. The release date will appear.
$end
$info=usvsthem,
$Edit this entry at Arcade-History.com
$bio
Us vs Them (c) 06/1984 Mylstar Electronics.
You pilot a starship and must protect earth against alien invaders. You would see frightened citizens and military command personnel, as small intermissions throughout the game. Your mission takes place over San Francisco, Chicago and Hollywood, as well as through forest, mountain and desert terrain.
- TECHNICAL -
Game ID : GV-126
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 1
Control : 8-way joystick
Buttons : 3
- TIPS AND TRICKS -
* Easter Egg : This easter egg allows you to watch the whole disc from start to finish. To do this you must hold the Trigger button in while inserting your coins.
- STAFF -
Programmers : Warren Davis, Dennis Nordman, Dave Fraust, Rich Tracy
Video graphics by : Jeff Lee
Video footage by : Warren Davis, Dennis Nordman
Music by : Dave Zabriskie
Sounds by : Graig Beierwaltes
Cabinet graphics : Larry Day
Hardware by : Dave Pfeiffer
$end
$info=vgoalsoc,vgoalsca,
$Edit this entry at Arcade-History.com
$bio
V Goal Soccer (c) 199? Tecmo.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- UPDATES -
* Euro :
Software Revision : 94/9/19
- PORTS -
* Consoles :
Panasonic 3DO (1996, "V Goal Soccer '96")
$end
$info=vball,vball2pj,
$Edit this entry at Arcade-History.com
$bio
V'Ball - U.S.Championship (c) 12/1988 Technos.
A two-on-two volleyball game.
- TECHNICAL -
Game ID : TA-0025
Main CPU : M6502 (@ 2 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 240 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
V'Ball stands for 'VolleyBall'.
- PORTS -
* Consoles :
Nintendo Famicom (1989, US : "Super Spike V'Ball", Japan : "US Championship V'Ball")
$end
$info=vfive,
$Edit this entry at Arcade-History.com
$bio
V-Five (c) 12/1992 Toaplan.
- TECHNICAL -
Game ID : TP-027
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2151 (@ 3.375 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 59.41 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Grind Stormer".
This would be Ikeda Tsunemoto's first game at Toaplan. He went on to become a founding member of Cave, where he still works as a lead programmer. It is due to him that the phenomenon of the ''Danmaku''; the huge walls of bullets seen in "Donpachi" etc, came about.
- UPDATES -
"Grind Stormer" seems to be different in the way that you pick up the items directly and don't go through the power-up bar.
- TIPS AND TRICKS -
* Hidden Functions : If the ''Invulnerability dip switch'' is enabled, you are invulnerable but you may also ''Pause'' the game with P2 Start and restart with P1 Start.
* Bomber Mode : Input code Right, Left, Button2, Left, Down, Button1, Up, Left on title screen after inserted a credit. Displayed ''BOMBER. Ver'' and the game system is changed to "Grind Stormer"'s one.
- STAFF -
Director : Kenichi Takano
Programmers : Sigue Hayasato, Tsuneki Ikeda
Graphic designers : Y. Naora, Mikio Yamaguchi
Sound director : Masahiro Yuge
$end
$info=vliner,vlinero,
$Edit this entry at Arcade-History.com
$bio
V-Liner (c) 2001 Dyna / BreezaSoft.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 6
- TRIVIA -
This game was not released on the Neo-Geo AES home console.
- UPDATES -
* Version 0.54
* Version 0.6e
$end
$info=vformula,
$Edit this entry at Arcade-History.com
$bio
V.F. - Virtua Formula (c) 1993 Sega.
This was the full size formula one car version of "Virtua Racing".
- TECHNICAL -
Sega Model 1 hardware
Main CPU : V60 (@ 16 Mhz), 68000 (@ 10 Mhz), MB86233 (@ 16 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : paddle
Buttons : 6
Uses an additional Model 1 board to power the commentator screen, including your very own 3D announcer 'Virt McPolygon' :)
- TRIVIA -
Each seat loads the CCD camera to show the players' expression to broadcast the live of the race.
$end
$info=vr,
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V.R. - Virtua Racing (c) 1992 Sega.
Sega once again prove themselves to be kings of the racing genre with the superb and innovative "Virtua Racing". This was the first racing game to be fully rendered with shaded, filled polygon graphics (the first game to ever be rendered in filled polygons was Atari's incredible 1983 release, "I, Robot").
As well as the sublime graphics and superb playability, Virtua Racing also allowed players to switch camera views to suit their preferred style of play. The game features 3 well designed and varied courses; 'Big Forest', 'Bay Bridge' and 'Acropolis'.
- TECHNICAL -
Sega Model 1 hardware
Main CPU : V60 (@ 16 Mhz), 68000 (@ 10 Mhz), MB86233 (@ 16 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : paddle
Buttons : 6
- TRIVIA -
Sega went to General Electric Aerospace (who made the first 3-D simulators for NASA in the 1960s) in 1991-92 for assistance to develop a CG platform architecture for their new experimental 3-D system, which later became known as the Sega Model 1 hardware. Virtua Racer was the game being written to find out how viable hardware 3-D games were, it was never designed to be released, but it was such a success internally they decided to actually release it.
The first AM-2 polygon race game. The game features many epoch-making ideas : changing the point of view freely, feeling the hardness of the steering, the seat interacting with the gravity.
In true Sega fashion, their 'Virtua' prefix was used on a variety of other products such as "Virtua Fighter", "Virtua Cop", "Virtua Striker" and "Virtua Tennis".
Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365, 5366) on 15/12/1993.
- STAFF -
Director, Chief Programmer : Yu Suzuki
Programmers : Takuji Masuda, Masahiko Kobayashi, Masahiro Kawamura, Kazuhiko Yamada, Shin Kimura
Chief Designer : Toshihiro Nagoshi
Designers : Seiichi Ishii, Kunihiko Nakata, Toshiya Inoue
Music Composer : Takenobu Mitsuyoshi
Sound Effect : Yasuhiro Takagi
Hardware Designers : Shoji Nishikawa, Keisuke Yasui
Mechanical Effect Technician : Masaki Matsuno
Electrical Technician : Futoshi Ito
Program Supports : Ikuo Taniguchi, Yasuhito Shoji, Satoshi Hosoda
'Fresh' Staffs : Kohki Koiwa, Takeshi Suzuki, Toru Ikebuchi, Yasuo Kawagoshi, Yasuko Suzuki, Nobukatsu Hiranoya, Naomi Ota
- PORTS -
* Consoles :
Sega Mega Drive (1994) : The cartridge was huge compared to all others because it included the SVP chip (Sega Virtua Processor).
Sega 32x (1994, "Virtua Racing Deluxe")
Sega Saturn (1995, "Time Warner Interactive's V.R. - Virtua Racing")
Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 8 : V.R. - Virtua Racing Flat Out")
Sony PlayStation 2 (2005, "Sega Classics Collection")
$end
$info=valkyrie,
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Valkyrie no Densetsu (c) 04/1989 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : WD
Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Legend of the Valkyrie'.
Valkyrie makes cameo appearances in several other games:
- She is a hidden boss in "Tales of Eternia/Destiny 2" and the Valkyrie theme music plays in the dungeon
- She is a character in the Nintendo GBA spinoff "Tales of the World - Narakiri Dungeon 2".
- Valkyrie's photo also shows up in a blimp in the arcade title "Mach Breakers".
- Additionally, she appears in the strategy game Namco Super Wars for the Wonderswan
- Makes a star appearance in Monolith's Namco X Capcom, also a strategy game.
- She also appears in Marvel Land for the Arcade/Genesis.
- Cassandra, from "Soul Calibur 2", dresses up as Valkyrie in her third costume.
- Her theme song shows up up Taiko "Drum Master" as the latter half of the song Taiko March.
Victor Entertainment released a limited-edition soundtrack album for this game (Valkyrie no densetsu : Namco Game Sound Express Vol.1 - VDR-14001) on 21/09/1989.
- TIPS AND TRICKS -
* Round Select :
1. Turn DIP-5 ON.
2. Press Button3 when 'Please Press 1P or 2P Button' screen is displayed after inserted credit.
3. A number is displayed in the screen (success !)
4. Select number by Button3+Right or Left
Code - Starting Round
0 or 1 - Round 1
2 or 9 - Round 2
3 or A - Round 3
4 or B - Round 4
5 or C - Round 5
6 or D - Round 6
7 or E - Round 7
8 or F - Round 8
NOTE : Round Select has several problems (Music stops until you enter a house, etc.).
- SERIES -
1. The Adventure of Valkyrie - The Legend of the Key of Time (1986, Nintendo Famicom)
2. Valkyrie no Densetsu (1989)
3. Xandra's Big Adventure - Meeting with Valkyrie (1992, Super Famicom)
- STAFF -
Staff : Spanky Usukura, Nam Nam, WanWan, Astron Ishii
Music composed by : Hiroyuki Kawada
- PORTS -
* Consoles :
NEC PC-Engine (1990)
Sony PlayStation (1997, "Namco Museum Vol.5")
$end
$info=valtric,
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Valtric (c) 11/1986 NMK.
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 54.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Jaleco.
$end
$info=vamphalf,
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Vamp x 1/2 (c) 1999 Danbi System.
- TECHNICAL -
Main CPU : E1-16T (@ 50 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 13.558 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game was distributed by F2 System.
Based on the comic of the same name.
- SERIES -
1. Vamp x 1/2 (1999)
2. Vamp x 1/2 1+2 (????, PC CD-Rom)
- STAFF -
Game Program : Young Gon Yoo
Engine Program : KSS
Animator : Joong Hyun Kim
Computer Graphic : Hyun Jin Myoung, Jon Chan Park
Danbi Studio : Hae Myoung Oh
Effect : Jong Chan Park
Proginal Character Design : Chan Sup Park
Game Character : Joong Hyun Kim
Game Design : Neo
Program Management : KSS
Graphic Management : Hyun Jin Myoung
Job Management : Anysia Yoon
Total Management : KSS
$end
$info=vampj,vampja,vampjr1,
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Vampire - The Night Warriors (c) 06/1994 Capcom.
Ten characters taken straight from horror films duke it out "Street Fighter" style, featuring two end bosses.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 05
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This game is known outside Japan as "Darkstalkers - The Night Warriors".
Suleputer released a limited-edition soundtrack album for this game (Vampire - The Night Warriors Arcade Game Track - SRCL-2969) on 07/09/1994.
- UPDATES -
In the non-Japanese version :
* Gallon is named 'Jon Talbain'.
* Zabel Zarock is named 'Lord Raptor'.
* Aulbath is named 'Rikuo'.
* Phobos is named 'Huitzil'.
- TIPS AND TRICKS -
* Character Select In Attract Mode : in attract mode, when the computer is on the Character Select screen, it's possible to choose the characters with the 1p & 2p Start buttons.
* Alternate Costume Color : highlight a fighter at the character selection screen and press Start.
* Hidden Tune : beat the game with one credit, after inputting your name hold Down+LK+MK until the end credits appear. If done correctly, you'll be listening to the secret ending tune.
- SERIES -
1. Vampire - The Night Warriors (1994)
2. Vampire Hunter - Darkstalkers' Revenge (1995)
3. Vampire Savior - The Lord of Vampire (1997)
4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)
5. Vampire Savior 2 - The Lord of Vampire (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony Playstation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)
- STAFF -
Planners : Junichi Ohno, Gyo, Jun Koike
Programmers : Atsushi Ohuchi, AKiyoshi Eshiro, Toshihiko Tsuji, Morimichi Suzuki, Hiroshi Inaba
Object designers : Kurisan, Hiroshi Shibata, Keiko Kitayama, Mizuho Kageyama, takashi Hayashi, Q, Toshikazu Matsumoto, Kimo Kimo, Who, Tohru Takaoko, Mizupyon
Scroll designers : Yuki Kyotani, Kaori Matsumoto, Hiroyuki Imahori, Akemi Isoe, Tamayo Takeo, Miyuki Hongoh, Saru
Sound designers : Toshio Kajino (1970.2.25), Tomuyuki Kawakami (T.K NY) (1971.8.31)
Music composers : Takayuki Iwai (Anarchy Takapon) (1969.11.19), Hideki Okugawa (Hideki.OK) (1970.3.28)
* Voice Actors :
Demitri : Nobuyuki Hiyama
Gallon, Zabel Zarock, Aulbath : Yuuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Sasquatch, Bishamon, Anakaris, Victor, Narration : Kan Tokumaru
- PORTS -
* Consoles :
Sony PlayStation (1996)
Sony PlayStation 2 (2005, "Vampire Darkstalker's Collection")
$end
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Vampire Hunter - Darkstalkers' Revenge (c) 03/1995 Capcom.
The second game in the Vampire series includes fourteen horrific fighters.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 09
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This game is known outside Japan as "Night Warriors - Darkstalkers' Revenge".
Huitzil (Phobos' name outside of Japan) is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and became after his death the Aztec god of the Sun and War.
Sony Records released a 2 CD limited-edition soundtrack album for this game (Vampire Hunter: Darkstalker's Revenge - SRCL-3197/8) on 21/05/1995.
- UPDATES -
In the non-Japanese version :
* Gallon is named 'Jon Talbain'.
* Zabel Zarock is named 'Lord Raptor'.
* Aulbath is named 'Rikuo'.
* Phobos is named 'Huitzil'.
* Lei Lei is named 'Hsein Ko'.
- TIPS AND TRICKS -
* Alternate Costume Colors : highlight a fighter at the character selection screen.
1. Press Roundhouse to select the costume color from Darkstalkers.
2. Press Start to select the secondary costume color from Darkstalkers.
3. Press Jab+Forward to select the dark costume version.
* Secret End Tune : beat the game with one credit, after your character's victory pic appears on the screen, hold Up. The secret tune shall then appear as the credits start.
* SPECIAL
Anakaris :
1) (3/4 max) In the Sarcophage : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (1/2 max) Pharao Magic I : MK, LP, Down, LK, MP
3) (Anywhere) Pharao Spirit : LP, LP, Down, MK, HK
Aulbath :
1) (1/2 max) Aqua Spread : Right, DownRight, Down + 2 Kicks or 2 Punches
2) (Anywhere) Water Jail : Right, Down, DownRight + 2 Punches
3) (Anywhere) Sea Rage - 8 hit : Left, DownLeft, Down, DownRight + 2 Punches
4) [Need 3 powers] (Close) Direct Scissors : Down(x2) + 2 Punches
Bishamon :
1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches
2) (Anywhere) Enma Seki : Left, DownLeft, Down, DownRight + 2 Kicks
Demitri :
1) (Far) Demon Blast : Down, Right, DownRight + 2 Kicks
2) (Close) Midnight Pleasure : Down, Right, DownRight + 2 Punches
Donovan :
1) (Anywhere) Immortal Transformation : MP, LP, Left, LK, MK
2) (Anywhere) Breath of Death : Left, DownLeft, Down, DownRight, Right + Kick (LK = close, MK = medium, HK = far)
Felicia :
1) (3/4 max) Weapon X - 11 hit : Right, Down, DownRight + 2 Punches
2) (Anywhere) Help Me, Please - 34 hit : Left, DownLeft, Down, DownRight, Right + 2 Kicks
Gallon :
1) (Anywhere) Mirage Body : Left, DownLeft, Down, DownRight, Right + 2 Kicks
2) (Anywhere) Dragon Cannon : Right, DownRight, Down, DownLeft, Left + 2 Punches
Lei Lei :
1) (Anywhere) The Blast : Left, DownLeft, Down, DownRight + 2 Punches
2) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight + 2 Kicks
3) (Anywhere) Tenraiha : LK, HK, MP, MP, Up
Morrigan :
1) (Sweep Distance) Darkness Illusion : LP, LP, Right, LK, HP
2) (Anywhere) Valkyrie Turn : Right, RightDown, Down, DownLeft, Left, (any) Kick, then LK (close), or MK (medium), or HK (far)
3) (Anywhere) Astral Vision : LP, LP, Right, MP, HP
Phobos :
1) (Anywhere) Big Laser : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (Anywhere) Confusioner : Right, Down, DownRight + 3 Kicks
3) (Anywhere) Final Guardian : Left, DownRight, Down, DownLeft + 2 Kicks
Pyron :
1)(Anywhere) Cosmo Disruption : Left, DownLeft, Down, DownRight, Right + 2 Punches or 2 Kicks
Sasquatch :
1) (Anywhere) Big Freezer : Left, DownLeft, Down, DownRight + 2 Punches
2) (3/4 screen max) Big Eisbahn : Left, DownLeft, Down, DownRight + 2 Kicks
3) (Close) Big Sledge : 720 degrees + 2 Kicks
Victor :
1) (Anywhere) Thunder Break : Down (2s), Up + 2 Punches
2) (Corps to corps) MEGA Gerdenheim : Left, DownLeft, Down, DownRight + 2 Kicks
Zebel :
1) (1/2 max) Evil Scream : Right, Left + 2 Punches
2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks
3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches
- SERIES -
1. Vampire - The Night Warriors (1994)
2. Vampire Hunter - Darkstalkers' Revenge (1995)
3. Vampire Savior - The Lord of Vampire (1997)
4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)
5. Vampire Savior 2 - The Lord of Vampire (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony Playstation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)
- STAFF -
Game designers : Ohn, Nohah
Sound designers : Tomuyuki Kawakami (T.K NY), Toshio Kajino
Music composers : Takayuki Iwai (Anarchy Takapon), Hideki Okugawa (Hideki Ok), Akari.K -Lemon-
Object designers : Kuri, Tanuki, Ikusan Z, Takashi Hayashi, Shibata Hiroshi, Kitasan, Mizuho, Q, The Who, Kimo Kimo, Shisui, Yorio, Z666, Pei, Mizupyon, G Kamina, Chunkichi, Tsuyoshi, Kamameshi, "Kouda" Isi.B, Yanagi Kagerou, Yoshioka, Dekao, Kick, Syuuchan, Kidai,, Kozuchi, Delta
Scroll designers : Kyo, Tamachan, Motokazz.S, Aya
Program designers : Panda, T J, Odawara Hassssssy, Mo. Suzuki, Min, Ittetsu, Tsuna Hayahide, Hero Hero, Hdo, Tora Papa, Yume, Hide Mama
Producer : Kihaji Okamoto
* Voice Actors :
Demitri, Donovan, Pyron : Nobuyuki Hiyama
Gallon, Zabel Zarock, Aulbath : Yuuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru
Lei Lei : Michiko Neya
Phobos : Jyurouta Kosugi
Cecil : Kyoko Hikami
- PORTS -
* Consoles :
Sega Saturn (1996)
Sony PlayStation 2 (2005, "Vampire Darkstalker's Collection")
$end
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Vampire Hunter 2 - Darkstalkers' Revenge (c) 09/1997 Capcom.
Fourteen well-animated creatures from Hell rip, tear and otherwise fight for control of the nether-realms.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 27
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
This game was only released in Japan. This game is not a actual sequel, but rather a redesigned version, using the newest Darkstalkers engine. It even includes a reworked version of "Vampire Savior 2"'s intro, which removes all references to Jedah, Bulleta, Q-Bee and Lilith.
Capcom cheated with Vampire Hunter 2, since, chronologically, Anita would be in her teens by the time of Vampire Savior, but they removed Donovan from "Vampire Savior"'s storyline, bringing in Bulleta, instead.
Huitzil (Phobos' name outside of Japan) is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and became after his death the Aztec god of the Sun and War.
- TIPS AND TRICKS -
* Hidden Warriors : The first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round.
* Shoul Mode : On the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button.
* Alternate Shoul Mode : on the character select screen, go to the character whom you would like to use first stage, then press Start 3 times, after that go to the [?] box, press Start 5 times, then push any punch or kick button.
* Marionette Mode : On the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button.
* Priest Bishamon : On the character select screen, go to Bishamon, hold Start and press any punch or kick button.
- SERIES -
1. Vampire - The Night Warriors (1994)
2. Vampire Hunter - Darkstalkers' Revenge (1995)
3. Vampire Savior - The Lord of Vampire (1997)
4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)
5. Vampire Savior 2 - The Lord of Vampire (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony Playstation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)
- STAFF -
* Voice Actors :
Demitri, Donovan, Pyron : Nobuyuki Hiyama
Gallon, Zabel Zarock, Aulbath : Yuuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru
Lei Lei : Michiko Neya
Phobos : Jyurouta Kosugi
Cecil : Kyoko Hikami
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Vampire Darkstalker's Collection")
$end
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Vampire Savior - The Lord of Vampire (c) 05/1997 Capcom.
Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 22
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Secret Title : "Darkstalkers - Jedah's Damnation" (hosted in a gfx rom but not used in the game). Some US and European copies were hacked to use the 'Jedah's Damnation' title.
Lilith was originally slightly different, in back-story, to the one we know now. She was what is occasionally referred to as a white-wing, with her angelic heritage hidden from view most of the time. This idea was dropped, due to, supposedly, too many angel characters in games. Briefly, She was redesigned as a hermaphrodite, but that too was dropped, most likely due to the fact it would have courted controversy, and instead she was made into part of Morrigan.
Victor Entertainment released a limited-edition soundtrack album for this game (Vampire Savior : Capcom Game Soundtrack - VICL-60098, 60099) on 21/08/1997.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
Name changes between JAPAN and US/WORLD version :
* Bulleta - Baby Bonnie Hood
* Lei Lei - Hsein Ko
* Gallon - Jon Talbain
* Zabel Zarock - Lord Raptor
* Aulbath - Rikuo
- TIPS AND TRICKS -
* Hidden Warriors : to reach your character's hidden warrior, you must finish the stage without losing any energy bats, and without timeouts. The KO move MUST be an EX Finish. Dark Force or ES Finishes may be acceptable, but an EX Finish is preferred. If you meet this condition, you'll get a 'Here comes a new challenger' prompt as you enter the fourth stage. Each character has their own boss character fights (i.e. Demitri's final boss is Morrigan, Jedah's final boss is Demitri, etc.), and after you finish the first 6 stages, you must defeat your character's boss character in Stage 7 to finish the game. If your character's final boss is Jedah, there will be a special intro scene.
* Play as Original Jon Talbain (Gallon in the Japanese version) : at the character select screen, highlight Jon Talbain (Gallon) and press Start and all three punch buttons at the same time.
* Shoul Mode : on the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button.
* Alternate Shoul Mode : on the character select screen, go to the character whom you would like to use first stage, press Start 3 times, after go to the [?] box, press Start 5 times, then push any punch or kick button.
* Win Poses : by holding any attack button at the end of a fight, you may choose most of each character's win poses. However, there are a few that can't be seen with this trick, such as Felicia's perfect win pose.
* Tricks : even though the Start button is mostly used as a taunt button, there are a few characters that can use it for some rather silly moves such as Sasquatch & Felicia.
If you leap at the enemy's head without attacking while using Felicia, you'll sit on their heads as long as neither player moves at all. An extra taunt? :)
* EX MOVES :
Anakaris :
1) (3/4 max) In the Sarcophage : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (1/2 max) Pharao Magic I : MK, LP, Down, LK, MP
3) [Need 2 powers] (1/2 max) Pharao Magic II : HK, MP, Down, MK, HP
4) [Need 3 powers] (1/2 max) Pharao Magic III : HK, MP, LK, Down, LP, MK, HP
Baby Bonnie Hood ('Bulleta' in Japan) :
1) (Anywhere) Hunt the Duck : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (Near) Beautiful Memory : Left, DownLeft, Down, DownRight, Right + 2 Kicks
3) (Close) Apple Blast : Right, DownRight, Down, DownLeft, Left + 2 Kicks
Bishamon :
1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches
2) (Anywhere) Enma Seki : Left, DownLeft, Down, DownRight + 2 Kicks
Demitri :
1) (3/4 max) Demon Pillion : Down, Right, DownRight + 2 Kicks
2) (Sweep distance) Sucking the Blood : Right, Down, DownRight + 2 Punches
3) [Need 2 powers] (Sweep Distance) Midnight Pleasure : LP, MP, Right, MK, MK
Felicia :
1) (3/4 max) Weapon X - 11 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (Anywhere) Help Me, Please - 34 hit : Left, DownLeft, Down, DownRight, Right + 2 Kicks
Hsein Ko ('Lei Lei' in Japan) :
1) (Anywhere) The Blast : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight, Right + 2 Kicks
3) (Anywhere) Tenraiha : LK, HK, MP, MP, Up
Jedah :
1) (Anywhere) Finale Rosso : Down (x2) + 2 Punches
2) (Anywhere) Plova Di Selbo : Left, DownLeft, Down, DownRight, Right + 2 Kicks, Tap MK to grap opponent
Jon Talbain ('Gallon' in Japan) :
1) (Anywhere) Dragon Cannon : Left, DownLeft, Down, DownRight, Right + 2 Kicks
2) (Close) Moment Slice : LP, MP, Right, LK, MK
Lilith :
1) (near) Bats : Right, Down, DownRight + 2 Kicks
2) (near) Luminous Vision : LP, LP, Right, LK, HP
3) [Need 2 powers] (Far) Gloomy Puppet Show : Down, DownRight, Right + 2 Kicks
Lord Raptor ('Zabel Zarock' in Japan) :
1) (1/2 max) Evil Scream : Right, Left + 2 Punches
2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks
3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches
Q-Bee :
1) (3/4 max) Chrysalid : Right, Down, DownRight + 2 Punches
2) (Anywhere) Bee attack : Left, DownLeft, Down, DownRight, Right + 2 Kicks
Morrigan :
1) (Sweep Distance) Darkness Illusion : LP, LP, Right, LK, HP
2) (Anywhere) Valkyrie Turn : Right, RightDown, Down, DownLeft, Left, (any) Kick, then LK (close), or MK (medium), or HK (far)
3) (Anywhere) Shocked : Right, HP, MP, LP, Right
4) (Anywhere) Finishing Shower : MP, LP, Left, LK, MK
Rikuo ('Aulbath' in Japan) :
1) (1/2 max) Aqua Spread : Right, DownRight, Down + 2 Kicks or 2 Punches
2) (Anywhere) Water Jail : Right, Down, DownRight + 2 Punches
3) (Anywhere) Sea Rage - 8 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches
4) [Need 3 powers] (Close) Direct Scissors : Down(x2) + 2 Punches
Sasquatch :
1) (Anywhere) Big Freezer : Left, DownLeft, Down, DownRight + 2 Punches
2) (3/4 screen max) Big Eisbahn : Left, DownLeft, Down, DownRight + 2 Kicks
3) (Close) Big Sledge : 720 degrees + 2 Kicks
Victor :
1) (Anywhere) Thunder Break : Down (2s), Up + 2 Kicks
2) (Corps to corps) MEGA Gerdenheim : 720 degrees + 2 Kicks
- SERIES -
1. Vampire - The Night Warriors (1994)
2. Vampire Hunter - Darkstalkers' Revenge (1995)
3. Vampire Savior - The Lord of Vampire (1997)
4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)
5. Vampire Savior 2 - The Lord of Vampire (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony Playstation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)
- STAFF -
Main music composer : Takayuki Iwai (Anarchy Takapon)
Sub music composer : Masato Koda (Cipher)
Sound effects & Voice edit : Moe.T (Cipher)
Sound drivers : Yasushi Ikeda" A!Ohana"
Sound Tool : Tomohiro Masuda (Q~CVE)
Sound "Q_64M" hardware : Ida~~~~~~~N
Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You Ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi
Scroll designers : Yuki Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon
Program designers : Shinchan (as 'Hyper Shinchan'), Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Moto $ Tomo Nogi, Teruaki Hirokado, Hard.Yas (-Jedah-)
Planners : S. Obata, Neo_G H.Ishizawa, Malachie, Nohah, Kanetaka (Kinta)
Producer : Tetsuya Iijima
General producers : Noritaka Funamizu, Yoshiki Okamoto
* Voice Actors :
Jedah : Isshin Chiba
Q-Bee, B. B. Hood : Miyuki Matsushita
Lilith : Hiroko Konishi
Demitri : Nobuyuki Hiyama
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Rikuo, Lord Raptor, Jon Talbain : Yuuji Ueda
Victor, Bishamon, Sasquatch, Anakaris : Kan Tokumaru
Hsien-Ko : Michiko Neya
Emily : Kozue Yoshizumi
- PORTS -
* Consoles :
Sega Saturn (1998)
Sony PlayStation 2 (2005, "Vampire Darkstalker's Collection")
$end
$info=vsav2,
$Edit this entry at Arcade-History.com
$bio
Vampire Savior 2 - The Lord of Vampire (c) 1997 Capcom.
Fifteen characters fight to end the reign of Jedah, the Vampire Savior and save their own souls!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 26
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in September 1997.
During the intro, a fast montage of images appears in a snap second. If you slow down the emulation, you'll find that the images are actually sketches of various characters from the game (Notably, "Vampire Hunter 2" had a fast montage too, at the same point in the intro, but with different artwork).
Donovan's appearance in this game is part of a lie by Capcom : In the original draft for Vampire Savior, Donovan would have been turned into a type of demon, while Anita, now in her teens, would be added to the roster, most likely as a 'new' character. However, instead, both characters were cut, and only restored, suddenly ageless, for Vampire Savior 2, without the changes.
This game is not canon due to the above errata, and other chronological faults, like the inclusion of Pyron, who was destroyed in the original tournament.
Huitzil is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and became after his death the Aztec god of the Sun and War.
- TIPS AND TRICKS -
* Hidden Warriors : the first will appear if you make 3 'DARK FORCE' or 3 'EX FINISH' without losing a round. The second will appear after 6 'EX FINISH' without losing a round.
* Shoul Mode : on the character select screen, go to the [?] box, press Start 5 times, then push any punch or kick button.
* Alternate Shoul Mode : on the character select screen, go to the character whom you would like to use in the first stage, press Start 3 times, after that go to the [?] box, press Start 5 times, then push any punch or kick button.
* Marionette Mode : on the character select screen, go to the [?] box, press Start 7 times, then push any punch or kick button.
* Priest Bishamon : on the character select screen, go to Bishamon, hold Start and press any punch or kick button.
* EX MOVES
Anakaris :
1) (3/4 max) In the Sarcophage : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (1/2 max) Pharao Magic I : MK, LP, Down, LK, MP
3) [Need 2 powers] (1/2 max) Pharao Magic II : HK, MP, Down, MK, HP
4) [Need 3 powers] (1/2 max) Pharao Magic III : HK, MP, LK, Down, LP, MK, HP
Baby Bonnie Hood ('Bulleta' in Japan) :
1) (Anywhere) Hunt the Duck : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (Near) Beautiful Memory : Left, DownLeft, Down, DownRight, Right + 2 Kicks
3) (Close) Apple Blast : Right, DownRight, Down, DownLeft, Left + 2 Kicks
Bishamon :
1) (Close) Oni Kubi Hineri : Right, DownRight, Down, DownLeft, Left + 2 Punches
2) (Anywhere) Enma Seki : Left, DownLeft, Down, DownRight + 2 Kicks
Demitri :
1) (3/4 max) Demon Pillion : Down, Right, DownRight + 2 Kicks
2) (Sweep distance) Sucking the Blood : Right, Down, DownRight + 2 Punches
3) [Need 2 powers] (Sweep Distance) Midnight Pleasure : LP, MP, Right, MK, MK
Donovan :
1) (Anywhere) Immortal Transformation : MP, LP, Left, LK, MK
2) (Anywhere) Breath of Death : Left, DownLeft, Down, DownRight, Right + Kick (LK = close, MK = medium, HK = far)
Felicia :
1) (3/4 max) Weapon X - 11 hit : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (Anywhere) Help Me, Please - 34 hit : Left, DownLeft, Down, DownRight, Right + 2 Kicks
Hsein Ko ('Lei Lei' in Japan) :
1) (Anywhere) The Blast : Left, DownLeft, Down, DownRight, Right + 2 Punches
2) (Anywhere) Chireitou : Left, DownLeft, Down, DownRight, Right + 2 Kicks
3) (Anywhere) Tenraiha : LK, HK, MP, MP, Up
Jedah :
1) (Anywhere) Finale Rosso : Down (x2) + 2 Punches
2) (Anywhere) Plova Di Selbo : Left, DownLeft, Down, DownRight, Right + 2 Kicks, Tap MK to grap opponent
Lilith :
1) (near) Bats : Right, Down, DownRight + 2 Kicks
2) (near) Luminous Vision : LP, LP, Right, LK, HP
3) [Need 2 powers] (Far) Gloomy Puppet Show : Down, DownRight, Right + 2 Kicks
Lord Raptor ('Zabel Zarock' in Japan) :
1) (1/2 max) Evil Scream : Right, Left + 2 Punches
2) (1/2 max) Death Voltage : Right, DownRight, Down, DownLeft + 2 Kicks
3) (Anywhere) Hell Dunk : Right, Down, DownRight + 2 Punches
Huitzil ('Phobos' in Japan) :
1)(Anywhere) Big Laser : Left, DownLeft, Down, DownRight, Right + 2 Punches
2)(Anywhere) Confusioner : Right, Down, DownRight + 3 Kicks
3)(Anywhere) Final Guardian : Left, DownRight, Down, DownLeft + 2 Kicks
Pyron :
1)(Anywhere) Cosmo Disruption : Left, DownLeft, Down, DownRight, Right + 2 Punches or 2 Kicks
Q-Bee :
1) (3/4 max) Chrysalid : Right, Down, DownRight + 2 Punches
2) (Anywhere) Bee attack : Left, DownLeft, Down, DownRight, Right + 2 Kicks
Morrigan :
1) (Sweep distance) Darkness Illusion : LP, LP, Right, LK, HP
2) (Anywhere) Valkyrie Turn : Right, RightDown, Down, DownLeft, Left, (any) Kick, then LK (close), or MK (medium), or HK (far)
3) (Anywhere) Shocked : Right, HP, MP, LP, Right
4) (Anywhere) Finishing Shower : MP, LP, Left, LK, MK
Victor :
1) (Anywhere) Thunder Break : Down (2s), Up + 2 Kicks
2) (Corps to corps) MEGA Gerdenheim : 720 degrees + 2 Kicks
- SERIES -
1. Vampire - The Night Warriors (1994)
2. Vampire Hunter - Darkstalkers' Revenge (1995)
3. Vampire Savior - The Lord of Vampire (1997)
4. Vampire Hunter 2 - Darkstalkers' Revenge (1997)
5. Vampire Savior 2 - The Lord of Vampire (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony Playstation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)
- STAFF -
Producer : Noritaka Funamizu
General producers : Noritaka Funamizu, Yoshiki Okamoto
Main music composers : Takayuki Iwai (Anarchy Takapon)
Sub music composers : Tetsuya Shibata (Cyber-T)
Sound effects & Voice edit : Moe.T (Cipher)
Sound drivers : Yasushi Ikeda" A!Ohana"
Sound tool : Tomohiro Masuda (Q~CVE)
Sound "Q_64M" hardware : Ida~~~~~~~N
Character designers : Eripyon.N (Eripyonsuke), Makoto Ishii, Fujihara, Ari, Takemoto, Rumi Chan, Takayuki Kosaka, Reiko Komatsu, Masarusan-N, Kuri, Tanuki, Kitasan, Ball Boy, Mizuho, Q, Who, Kimo Kimo, N_Labo, You Ten Nakano, Mizupyon, Kaname, Tsuyoshi, Fuzii & Peliko, G.Kamina, Yoshioka, Isi-B Gao, Hitoshi Igarashi, Kozuchi, Shisui
Scroll designers : Yuki Kyotani, Yumiko Nakatsuka, Tamachan, Morisaki Chie, Goro Suzuki 1996, Kanno, Yuugen, Pokkemon
Program designers : Shinchan (as 'Hyper Shinchan'), Cham Cho Choy, Pon, Min, Ittetsu, 24 (nishi), Tomo & Moto May!, Teruaki Hirokado, Hard.Yas (-Savior2-)
Planners : S. Obata, Neo_G H.Ishizawa, Malachie, Nohah, Kanetaka (Kinta)
* Voice Actors :
Jedah : Isshin Chiba
Q-Bee, Bulleta : Miyuki Matsushita
Lilith : Hiroko Konishi
Demitri, Donovan, Pyron : Nobuyuki Hiyama
Zabel Zarock : Yuuji Ueda
Morrigan : Yayoi Jinguji
Felicia : Kae Araki
Victor, Bishamon, Anakaris : Kan Tokumaru
Lei Lei : Michiko Neya
Phobos : Jyurouta Kosugi
Cecil : Kyoko Hikami
Emily : Kozue Yoshizumi
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Vampire Darkstalker's Collection")
$end
$info=vanvan,vanvank,vanvanb,
$Edit this entry at Arcade-History.com
$bio
Van-Van Car (c) 1983 Sanritsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (2x) SN76496 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Also licensed to Karateco.
- SCORING -
Balloon : 200 points.
Jumping Enemy Car : 100 points.
Destroying Enemy Car : 1000 points.
Bonus Balloon : 500 points for each remaining balloon.
End of level bonus : Extra points awarded for time remaining.
- TIPS AND TRICKS -
* Van Van Car is not a hard game, but it will have you pounding walls, the controls, or younger siblings in frustration. Be prepared to die a lot of very stupid deaths, particularly when you're learning the game. The game is about minimalist control - try to avoid making sudden movements or jerky motions, as you'll generally end up accidentally switching tracks or losing speed and being rammed. Also try to avoid twitch jumping when enemy cars are close - while in the air, you have no control over your car, so enemies will run right underneath you, and they do not make for a soft landing. Try to plan a path and move smoothly through the maze, avoid sharp turns, and jump cars coming head on only. If you're being pursued closely, look for a break in the maze that you can jump over and gain an extra second or two on your pursuer. DO NOT try to turn and jump. You're asking for a crash.
* The bonus balloon appears when there are eight balloons left on screen. Try to collect it without bursting any more balloons as they are worth a total of 3,500 points when you collect the bonus.
* Try to save your missiles to fire them in a long straight line picking off as many balloons as possible, and hopefully destroying more than one car.
* Don't collect another energy balloon until you have fired the missile awarded by the last one, otherwise the second missile will be wasted because you can only carry one at a time.
* Enemy cars cannot pass through balloons; they have to go around them. This can be used to the player's advantage as the player can jump on a balloon while being pursued by an enemy, and the enemy has to back off and go around.
* When you fire a missile, and an enemy car is turning near the axis you fired on (but is not actually on the axis) the missile will destroy the car, even though it technically does not hit it!
* Enemy cars do not beeline for you automatically. Only after popping a certain quota of balloons (or perhaps by taking a certain amount of time) do they start coming directly for you. Therefore, for the first little while in a level, you have time to plan out which balloons you need to go for immediately and which you can save for later. You also want to save your missiles for when enemy cars are actually chasing you - not merely idling around the maze.
* It's important to note that some tracks can be deceptive - balloons will cover up key turning points, making it appear that there is straight road where there are actually curves. These are good balloons to take out early on in the maze when you aren't being heavily pursued.
* Oil slicks are a useful item in the game. Since you speed up by running over one (although you can't jump, you gain about 2x your normal speed while spinning), they allow you to make a quick escape from enemies, particularly when said enemy is right on your tail.
* The game repeats itself after 12 or 14 levels, starting back on level 1 and slowing down considerably.
$end
$info=vandyke,vandyjal,vandyja2,vandykeb,
$Edit this entry at Arcade-History.com
$bio
Vandyke (c) 1990 UPL.
- TECHNICAL -
Game ID : UPL-90064
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 24.242 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Jaleco for manufacture and distribution.
$end
$info=vanguard,vanguarj,vangrdce,
$Edit this entry at Arcade-History.com
$bio
Vanguard (c) 07/1981 SNK.
This is a scrolling space shooter (some levels are horizontal, some are vertical). Shoot down enemies with your laser. Keep a close eye on your ever decreasing fuel gauge, luckily each enemy that you destroy will add to your remaining fuel. Find the energy pods to be temporarily invulnerable), the energy pods will also increase your fuel level. At the end of each level you must defeat a boss that is guarded by two moving force fields with holes in them. The computer will then announce the name of the next zone using some nifty early 80's synthesized speech. The different levels include Mountain Zone, Rainbow Zone, Styx Zone, Rainbow Zone 2, Stripe Zone, Rainbow Zone 3, Bleak Zone, and the City of Mystery.
- TECHNICAL -
Main CPU : M6502 (@ 930 Khz)
Sound Chips : Custom (@ 930 Khz), Samples (@ 930 Khz), (2x) SN76477 (@ 930 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette Colors : 64
Players : 2
Control : 4-way joystick
Buttons : 4
= > [1] Fire Left, [2] Fire Right, [3] Fire Down, [4] Fire Up
- TRIVIA -
Licensed to Centuri for US manufacture and distribution (10/1981). This game put SNK on the map in the US.
Vanguard is the first color game from SNK and it was one of the first shoot-em-up with a 4-way directional fire.
The starting music is inspired by 'Star Trek' soundtrack (release date is 1979).
The music when you get the powerup is inspired by 'Flash Gordon' soundtrack.
A Vanguard unit appears in the 1982 movie ''Jekyll & Hyde... Together Again''.
- SCORING -
Mist - Bouncing starship : 70 points
Harley - Fighter : 50 points
Helm - White UFO : 80 points
Amno - Pink UFO : 100 points
Base I, II, III - Buildings : 100 - 400 points
Garine - Bouncing aliens : 100 - 400 points
Barrier - Energy barrier : 800 points
Kemlus - "C" shaped worms : 100 - 400 points
Romeda - Arrow shaped ships : 100 points
Gond - Boss at end of round : 1000 - 8000 points
- TIPS AND TRICKS -
* When you start the game, your fighter, will be at the left side of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the right side and no slower then the left side. You can, however, vary your speed in-between by pushing the joystick back and forth. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control. Here are some strategies for getting through them. There is no break between the areas, but you can pretty much tell what area you are in by the landscape and/or the enemies.
CAVE ZONE : This zone is pretty straightforward. The cave is wide enough for you to maneuver out of harms way.
1) There should be no reason that you can't go through both areas energized. The energy stations are abundant in the cave zone.
2) The Harley's like to group up in packs of five or six. They will fire on you and an occasional Harley will break from the pack to try to ram your fighter. They usually stay on one level and don't move around a lot. Very easy to evade.
3) The Mist's are a different matter. They move around all over the area and they are rather difficult to hit. You will have to use your lasers from different sides very effectively.
RAINBOW ZONE : In these zones you will be going diagonal up or diagonal down. The first part only has three aliens while the second part of the zone has six aliens moving up and down.
1) On the diagonal up parts, get your fighter in between the second and third aliens during the first part. Reverse this on the diagonal down parts.
2) On the second part, you will have to get in between the fourth and fifth aliens. You may have to use your top laser to clear out the alien above since the top three alternate with the bottom three. Reverse this on the diagonal down parts.
STICK ZONE : There are no energy stations in this zone so you will have to do some quick maneuvering and firing in all directions. This area also narrow significantly. Use the same tactics from the Cave Zone.
STRIPED ZONE : You only have to deal with ground targets in this zone. This, though, is the problem since those targets are clustered very close together.
1) You should be able to go through this area energized since energy stations are abundant in the lower parts of this zone.
2) If you aren't energized, make sure you decided quickly to go high or low. If you go high, you deal with bases and Garines (bouncing aliens). This can be rough if you mistime it. The bottom has more targets but you must destroy the barrier. You do this by destroying the upper or lower stand that fires it up.
3) This zone lasts a while but the pattern remains the same.
BLEAK ZONE : You will be going up instead of sideways. The scrolling now is you can't go faster then the top of the screen or slower then the bottom of the screen.
1) Enemies on this screen are actually pretty easy to get through. Just stay in the middle and keep firing. The Romeda may give you trouble since they like to fire left diagonal shots.
2) If you go into the debris left from the Kemlus, a backward 'C' will surround your fighter and you will get 1090 points. You can do this three times. After the third time, if you try this, your fighter will be destroyed.
DOCKING ZONE : This is for all the marbles. There are many hazards to avoid as you try to take out Gond.
1) First, as you enter there are lasers to your left and right. You must quickly get into the second part. Gond is protected by two layers that have openings. These openings line up for only brief moments. Try to take shots through this opening.
2) After a short amount of time, walls will close behind your fighter. You only have a limited amount of time because there are five walls and if they close before you take out Gond, you lose your fighter.
3) The only good thing is if you fail to take out Gond, you advance to the next round. Of course, you don't get the bonus for Gond.
4) After you make it through each set of cave one and cave two, the action gets faster.
- SERIES -
1. Vanguard (1981)
2. Vanguard II (1984)
- PORTS -
* Consoles :
Atari 2600 (1982)
Atari 5200 (1983)
* Computers :
Atari 800
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=vangrd2,
$Edit this entry at Arcade-History.com
$bio
Vanguard II (c) 01/1984 SNK.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.36 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz), Namco (@ 31.25 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 288
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. Vanguard (1981)
2. Vanguard II (1984)
$end
$info=vaportra,vaportru,
$Edit this entry at Arcade-History.com
$bio
Vapor Trail - Hyper Offence Formation (c) 1989 Data East.
- TECHNICAL -
Game ID : MAA
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2203 (@ 4.0275 Mhz), YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz), OKI6295 (@ 15.514 Khz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 58.00 Hz
Palette Colors : 1280
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Kuhga - Operation Code Vapor Trail".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Kuhga - PCCB-00027) on 21/05/1990.
- SERIES -
1. Vapor Trail - Hyper Offence Formation (1989)
2. Rohga Armor Force (1991)
3. Skull Fang (1996)
- PORTS -
* Consoles :
Sega Mega Drive (1991)
$end
$info=vaportrx,vaportrp,
$Edit this entry at Arcade-History.com
$bio
Vapor TRX (c) 1998 Atari Games.
- TECHNICAL -
Atari Seattle hardware
Main CPU : R5000 (@ 200 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 2
Control : stick
Buttons : 3
- TRIVIA -
Released in April 1998.
Developed by Blue Shift (see 'Staff' section for more information).
A Vapor TRX machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Prototype Version :
* GUIS : Apr 10 1998 11:03:14 / MAIN : Apr 10 1998 11:27:44
Released Version :
* GUIS : Jul 2 1998 09:03:42 / MAIN : Jul 18 1998 09:06:54
* Some texts changed in Test Mode ('How-To-navigate-In-Test-Mode' texts)
* Added music during the demo mode.
* Changed voice (3, 2, 1...).
* Gameplay changes : Unlike the prototype version, you start with weapons, your turbo gauge is not empty, etc...
- STAFF -
* Blue Shift :
Game design : Dave Ralston
Game programming : Bob Flanagan, John Salwitz
Programming : John Brooks, Kevin Shapiro, Doug Snyder
Operations : Becky Liu
Vehicles : Will Noble
Playfield art : Lynne Gura, Adalbert Mlak, K.C. Murphy
Interface design : Raul Dominguez
Additional art : Gil Valadez
* Atari Games :
Producer : Rob Rowe
Executive producer : Mark Stephen Pierce
Audio : Stephen Geering, Mickael Henry, John Paul, Universal Sound
Hardware design : Steve Correll, Andrew Dyer, John Lowes, Ross Shaffer
Technician : Darrell Robinson
Programming : Michael Albaugh, Forrest Miller, Dave Shepperd
Design services : Peter Dorn, Mark Gruber, Mark Hoendervoogt, Stevie Landaverde, Rick Meyette, Ralph Perez
$end
$info=vmetal,vmetaln,
$Edit this entry at Arcade-History.com
$bio
Varia Metal (c) 1995 Excellent System.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : OKI6295 (@ 10 Khz), ES8712 (@ 12 Khz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to New Way Trading for manufacture and distribution.
- STAFF -
Programmers : K Ishiguri, F Satou, Unko
Producers : T Yamanaka, D Yamada, K Osabe
Graphic designers : T Yamanaka, S Iwaya, T Kanou, D Yamada, M Tezuka
Sound : T Inoue
$end
$info=varth,varthj,varthu,varthr1,
$Edit this entry at Arcade-History.com
$bio
Varth - Operation Thunderstorm (c) 06/1992 Capcom.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 19
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, BOMB)
- TRIVIA -
Licensed to Romstar for US distribution.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Varth : G.S.M Capcom 6 - PCCB-00110) on 19/02/1993.
- STAFF -
Planners : Vally Dack Kelbon, Natural Sai Sai, Nijiken Mouri, Odds Maker Maetake
Scroll designers : Kintaro, Kuramoyan, Maru Chan, Mon Chan
Object designers : Kurata N, Manbou, Hanisawa, Ume
Programmers : Ohuchi, Meijin T, Hac, Okosama Ecchiro, Komorichie Darkside
Sound : T. Yomage, P, Bull
Directors : Kihaji Okamoto, Noritaka Funamizu (Poo), Akira Nishitani (Nin)
Producer : Kihaji Okamoto
- PORTS -
* Consoles :
Sony PSP (2006, "Capcom Classics Collection Remixed")
Sony PlayStation 2 (2006, "Capcom Classics Collection, Volume 2")
Microsoft XBOX (2006, "Capcom Classics Collection, Volume 2")
$end
$info=vasara,
$Edit this entry at Arcade-History.com
$bio
Vasara (c) 2000 Visco.
Vertical shoot'em up with three selectable characters and nice manga style cut scene.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 336 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Good Ending : Clear stage 5 without continuing play, or clear stage 5 with continuing play over 10 times, or clear stage 5 with slashing all Bushous.
- SERIES -
1. Vasara (2000)
2. Vasara 2 (2001)
$end
$info=vasara2,vasara2a,
$Edit this entry at Arcade-History.com
$bio
Vasara 2 (c) 2001 Visco.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 336 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
* Play as Magoichi Saiga : Insert a coin, then press Up(x3), Down(x3) Up(x7) and press Start.
- SERIES -
1. Vasara (2000)
2. Vasara 2 (2001)
$end
$info=vastar,vastar2,
$Edit this entry at Arcade-History.com
$bio
Vastar (c) 1983 Sesame Japan.
In cosmic calendar 2956, our planet was attacked by the galaxy empire. It was at this critical point that a fighting robot 'VASTAR' was developed by superior scientists. The time has come for 'VASTAR' to defend our planet.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Shield
- TRIVIA -
Vastar became the last game manufactured by Orca. Officially had the company bankrupted about the same time as the game was finished. For this reason Orca could not sell the game under their own brand, so they did use the alias 'Sesame Japan Corp.' for this purpose.
- TIPS AND TRICKS -
* Warp : When you reach the second radar that pops up from the ground, after you landed the first time and gone though the forest, put your shield on and go directly into the laser firing turret. You should activate a warp to the second spaceship!
- STAFF -
Staff : Toshiaki.O, Super.Kita, Nakanishi, Nakamura, Yoshida, Holstein, Kashuga, Kapa Enoki, Sweet Yuge, Harumage.M
$end
$info=vautour,vautour2,
$Edit this entry at Arcade-History.com
$bio
Vautour (c) 1980 Jeutel.
Vautour is a vertical shooter sharing many similarities with both Namco's "Galaxian" and Taito's "Space Invaders". The player pilots a lone ship that can only move left and right along the bottom of the screen, the majority of Vautour's enemies are small bird-like crafts that fly and attack in formation - in a fashion very similar to the aliens of "Galaxian". Vautour adds to the basic formula by including large multi-part enemies (the 'Vautours' themselves), a 'shield' button (that takes seven seconds to 'regenerate' after use) and a large mothership level. The additional gameplay elements seem to be at the expense of hardware performance. Despite having more basic graphics than "Galaxian", Vautour's ships move in a very mechanical fashion compared to the smooth, nicely animated movements of Namco's classic.
- TECHNICAL -
Main CPU : 8085A (@ 2.75 Mhz)
Sound Chips : TMS36XX (@ 0.372 Khz), Discrete (@ 120 Khz)
Screen orientation : Vertical
Video resolution : 208 x 248 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from French as "Vulture".
This game is a French hack of "Phoenix".
- SCORING -
Scoring is a little complicated in this game due to the fact it depends on hits made and how close the Vautour's are to your fighter.
Vautour fighters : 20, 40, or 80 points; 200 points if flying as a bird.
Vautour birds : 50 or 100 points/egg, 100 - 800 points/bird (depends on how many wings shot off and distance from fighter).
Spacefortress : 1000 - 9000 points (depends on how close the Spacefortress is to your fighter when you kill the alien).
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle at the bottom of the screen. You will see a formation of enemy fighters at the top of the screen. This is the beginning of wave 1. A quick note about the shield. It lasts a couple of seconds and takes about five seconds to regenerate again.
WAVES 1 AND 2 :
1) You will usually be attacked by multiple fighters at any one time. The movements of these fighters is pretty random.
2) In addition to dropping bombs on your fighter, Vautour fighters also tend to try to ram your fighter.
3) After you clear out a few fighters, they will reassemble at the top of the screen. They will then move in synch with each other as they creep to the bottom of the screen.
4) Sometimes a Vautour fighter will hover right above your ship. If you're quick, you can get off a quick shot and move away before a bomb can be dropped on you.
5) If multiple Vautour fighters are at your level, use the shield to clear a path through them.
WAVE 3 AND 4 :
1) The Vautours in wave 3 enter the screen in a zig-zag pattern while the Vautours in wave 4 arrive in a cross-over pattern of four Vautours per side.
2) Once they get large, they start to do erratic zig-zag patterns across the screen. At the same time, they are dropping bombs toward your fighter. Your goal is to shoot off their wings. If you do this, it forces them to go straight down until the wing regenerates. They will still be dropping bombs, but at least they will be going straight down.
3) If at all possible, try to hit the Vautours when they are close to your ship. Doing this gets you more points.
4) In addition, try to shoot off both wings before destroying a Vautour for more points.
WAVE 5 :
1) Your goal on this wave is to cut through the hull and shield and take out the alien inside.
2) Start firing as rapidly as you can to quickly cut through the hull. It will take quite a few shots to get to the shield.
3) The shield rotates so you will have to hit it a lot of times in order to get a wide enough hole in it to hit the alien.
4) As all of this is going on, the Spacefortress is continually descending upon your ship. In addition, the escorts are constantly harassing you.
5) A good strategy is that once you have cut a path through the hull and shield, wait for the Spacefortress to be almost on top of your ship. When you take out the alien, you will get a lot more points.
6) Destroying the escorts does not end this wave. Once you complete wave 5, the cycle begins anew.
* During the game three birds will attack all in a line. Let those birds fly all the way to the bottom and start to fly back up. As they are flying up, shoot all three in a row real quick (2 or 3 seconds) and you score will be set to 204,000 regardless of what your current score is - The best way to get this bonus for shooting the three birds in a line is on the second stage of level 2. The blue and pink birds in an oval shape. Just wait, not firing at the bottom of the screen. A single bird will come down, fanny around and then fly back up, then 4 birds will fly down together in a line. When they start to fly back up - blast three of them for the bonus. It works best here because of the rapid fire allowed on this and every other 2nd stage. In addition, accomplishing the trick a second time again puts your score at 204,000, even if your score was higher.
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=vroulet,
$Edit this entry at Arcade-History.com
$bio
Vegas Roulette (c) 1989 World Game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
Buttons : 9
$end
$info=vendetta,vendetao,vendet2p,vendetas,vendtaso,
$Edit this entry at Arcade-History.com
$bio
Vendetta (c) 1991 Konami.
Evil is lurking in Dead End City. In a turf war, the Dead End Gang has kidnapped Kute Kate from the rivals, the Cobras. The Cobras set out to save her and stop the expansion of the Dead End Gang in Vendetta.
The Dead End Gang is looking to expand their territory, so the Cobras must infiltrate every area around the city. First, they must gain entrance to Dead End City. Relying on their fighting skills, the Cobras face a multitude of enemies. However, each member is up for any challenge from the Dead End Gang. The Cobras are a powerful team consisting of : Blood, an ex-prize fighter; Hawk, a former professional wrestler; Boomer, trained in the martial arts; and Sledge, an ex-military convict. Together they must destroy members of the Dead End Gang to get to the leader, Faust, who knows where Kute Kate is being held.
With fists of fury, the Cobras make their way through various areas of Dead End City. They search the construction site for Kate, battling the humanic weapon The Missing Link to gain information. From there, they are sent on futile chases through other sections of the city, including downtown, the waterfront, and the slums, where the final confrontation with Faust takes place. Throughout the game, the Cobras can pick up special weapons and food for more energy. Each player also has his own 'special attack' method to help defeat the toughest enemies.
Once Kute Kate is rescued and Dead End City is liberated, the Cobras victoriously start back to their home turf. However, much to their surprise, the entrance to their town is blocked by Dead End Gang bosses. The Cobras must gear up once more for the ultimate showdown to restore peace to Dead End City.
- TECHNICAL -
Game ID : GX081
Main CPU : KONAMI (@ 6 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in July 1991.
This game is known in Japan as "Crime Fighters 2".
Each player character resembles a real-life personality. Hawk looks like 'Hulk Hogan', Sledge looks like 'Mr. T', Boomer looks like 'Jean-Claude Van Damme' and Blood looks like 'Mike Tyson'.
On one of the boxes there is the word 'Kilroy' spray-painted on it, this is probably a reference to the quote, 'Kilroy was here'.
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.4 - KICA-7505) on 05/10/1991.
- UPDATES -
Asian version contain ugly sado maso and pervert dogs who was censored in all others versions.
- SERIES -
1. Crime Fighters (1989)
2. Vendetta (1991)
3. Violent Storm (1993)
- STAFF -
Game designers : S. Okamoto, K. Ozaki, Yuichi Kobayashi
Character designers : M. Yoshida, Kazuaki Nakanishi, T. Nakazama
Sound designers : Hideaki Kashima, M. Yamame
Hardware designer : K. Itoh
Director : S. Okamoto
Management : S. Kido
$end
$info=venture,venture2,venture4,
$Edit this entry at Arcade-History.com
$bio
Venture (c) 06/1981 Exidy.
Venture is a one- or two-player "Gauntlet" style game (although Venture pre-dates the Atari legend by four years) set in a multi-level dungeon. The player, armed with a bow and arrow fights through enemy infested levels in the quest to collect treasure.
Each dungeon is represented as a floor plan, populated with a number of "Space Invader" like monsters. Numerous rooms and their corresponding doors are clearly marked; these rooms are the treasure rooms and each one must be cleared. When the player enters a room, the viewpoint zooms in on the action and the room takes up the whole screen. Each room has a treasure or weapon guarded by one or more creatures. Players must try to retrieve the treasure while avoiding (or killing) creatures and obstacles. Only in the rooms themselves can players use their bow and arrow.
When the treasure is successfully taken out of the chamber, bonus points are awarded. The screen image then returns to the original, zoomed-out floor plan and the player moves on to the next room of their choice. Once a room has been cleared of its item, the player no longer has access to that room. The player must collect all of the treasures on the current level before descending to another dungeon.
- TECHNICAL -
Main CPU : M6502 (@ 705.562 Khz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Player : 2
Control : 8-way joystick
Buttons : 1 (Fire)
- TRIVIA -
Venture came in a white dedicated cabinet and featured sideart of Winky battling green monsters (looks like snakes).
A Venture machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- TIPS AND TRICKS -
A) If you wont to change aim without moving, learn just to tap the joystick, not to jam it.
B) When pursued by hall monsters outside the dungeons, don't waste time by shooting them. Reverse direction, switch from side to side, and do whatever else you must to escape.
C) Do your best not to shoot a monster where its corpse might block your path to or from the treasure. If you do, you have no choice but to wait until it has completely disintegrated; under no circumstances should you shoot it again.
D) Because you want to get out of each dungeon quickly, you should waste no time in picking up the treasure. It can and should be done in one fluid motion. The Instant you touch the loot, you should start thinking about getting out.
E) When a hall monster appears outside a dungeon, leave. Even if it is outside the room's only exit, remember that it won't be there when you get outside-although another might.
Once the half monster has actually entered the dungeon, the best policy is to flee in the opposite direction. If there is no exit there or a corpse is blocking it, it is still possible in the first three levels for a skillful Winky to escape around the hall monster. It's a risk but do it if you have to.
F) When leaving a dungeon, look out. You don't want to run straight into a waiting hall monster. The more time you've spent in the level so far, the more you should worry.
G) The question of whether to shoot dungeon monsters when you don't absolutely have to depends on two factors : speed and accuracy. If you think you can kill several in a short time,do it. Keep in mind the bonus at the end of each level, since that determines your final score. Unless you are very fast, there is no point in risking the decrease of your score by a seventh or a sixth for a few hundred points.
H) Since you Start in the same place on the level each time, it makes sense to clear the dungeons nearest you first. If you can make a circuit of the level without being killed,the strategy will save time. If you are killed and have to start over,you will have to take the same long route you avoided before.
I) In The Wall Room, don't bother shooting your way through the red walls. It's a risk that earns you no points and takes more time than simply slipping around them. Since this dungeon Is the easiest, it should probably be saved for last, when you need to finish quickly.
J) In The Serpent Room, send arrows down on the two lower snakes before you enter their territory. Their length will make them easy targets from that angle.
If pressed for time enter and exit the dungeon through the door in the right wail, avoiding a confrontation with the third snake.
K) The Goblin and Skeleton Rooms should be handled according to your inclination. You can easily evade the monsters, but the points you could gain with a few parting shots should be considered.
L) Save The Two-Headed Room for the end of Level Two, since it is a very quick job once you have the secret. When you don't have time to shoot the crabs and then to wait for them to disintegrate from your path, split-second timing alone will get you out safely. The instant you touch the treasure,jam the joystick to the upper left. Each time, you will barely make it past the crabs and out the left head of the room.
A more lucrative and time-consuming method is to stay at the bottom with your treasure and wait for the crabs to drift down from the heads into the body in search of you, as they invariably do. If you shoot well, you can kill them and still leave a clear path out. If a hall monster appears before you finish though, say goodbye to Winky.
M) As soon as you enter The Troll Room, move about an inch to the left of the entrance, staying as low as possible : aim to the upper right. As soon as the walls vanish, one goblin will come thundering down since he doesn't sense that you're aiming at him. Diagonal shots are your best chance against any of the monsters,but the trolls are particularly tricky.
Shoot as soon as he leaves cover, then move up and get the treasure. The remaining troll will not be had to evade If you are fast.
Whenever you do aim vertically or horizontally,the trolls will not give you a chance to hit them, holding you in stalemate until the hall monster shows up. What you must do (if you don't want to shoot diagonally) is aim in some other direction until your target has committed himself to attack. Then quickly shift your aim and fire before he has a chance to dodge.
N) You must kill almost everything in The Dragon Room; there is no room to maneuver around the dragons while they are all alive and moving. Even if you are a skillful archer, you must take special care to shoot so that you still have a clear path to and from the treasure. If you have to wait for the dragons to disintegrate before you can reach it, you might as well forget about it.
O) The red denizens of The Spider Room win always stay near the treasure in the center; they shift around it to follow you. Shoot one for best results : it takes almost no time and you can easily snatch the treasure from only two defenders.
The instant you do, look out for the two yellow spiders. They will close in on you rapidly,and your only chance is to duck under one and escape while you still have time. Once you reach the door, a couple of arrows shot at your pursuers won`t hurt.
P) With each new level, be prepared for greater and greater challenges. Try to view each dungeon creatively to find the best strategy.
VENTURE is one game in which it is not only important but vital to watch more experienced players, observing the game`s many unusual problems and the different ways of handling them. Good luck!
- STAFF -
Designed and programmed by : Howell Ivey
- PORTS -
* Consoles :
Colecovision (1982)
Atari 2600 (1982)
Mattel Intellivision (1982)
* Computers :
Tandy Color Computer (1982, "Venturer")
$end
$info=venus,
$Edit this entry at Arcade-History.com
$bio
Venus (c) 1983.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz), M6809 (@ 2 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz), I8039 (@ 533.333 Khz)
Sound Chips : (5x) AY8910 (@ 1.789772 Mhz), DAC, (6x) RC (@ 1.789772 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is a booleg of "Gyruss".
$end
$info=vsnetscr,vsnetscj,vsnetseb,vsnetscu,vsnetsca,
$Edit this entry at Arcade-History.com
$bio
Versus Net Soccer (c) 1996 Konami.
- TECHNICAL -
Konami GX hardware
Game ID : GX627
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16384
Players : 4
Control : 8-way joystick
Buttons : 3
$end
$info=vcircle,
$Edit this entry at Arcade-History.com
$bio
Vicious Circle (c) 1996 Atari Games.
9 characters bearing a "Killer Instinct"-esque look go head-to-head in this Atari fighting game.
- TECHNICAL -
Atari Cojag hardware
Main CPU : R3000 (@ 33 Mhz), Jaguar (@ 26 Mhz)
Sound CPU : Jaguar (@ 26 Mhz)
Sound Chips : (2x) DAC
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 65534
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Vicious Circle is an unreleased prototype.
- STAFF -
Engineer : Brian McKee
$end
$info=victnine,
$Edit this entry at Arcade-History.com
$bio
Victorious Nine (c) 1984 Taito.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), MSM5232 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 6
$end
$info=victory,
$Edit this entry at Arcade-History.com
$bio
Victory (c) 02/1982 Exidy.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz), TMS5220 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : dial
Buttons : 4
- TRIVIA -
A modification kit for this game is known as "Victory Banana".
A Victory machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- PORTS -
* Consoles :
Colecovision (1983)
$end
$info=victorba,
$Edit this entry at Arcade-History.com
$bio
Victory Banana (c) 09/1982 Exidy.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : M6502 (@ 894.886 Khz)
Sound Chips : Custom (@ 894.886 Khz), TMS5220 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 1
Control : dial
Buttons : 4
- TRIVIA -
This is a modification kit for "Victory".
$end
$info=victroad,
$Edit this entry at Arcade-History.com
$bio
Victory Road (c) 1986 SNK.
An overhead-view shoot'em up game.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 216 x 288 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is known in Japan as "Dogosoken".
- SERIES -
1. Ikari Warriors (1986)
2. Victory Road (1986)
3. Ikari III - The Rescue (1989)
- PORTS -
* Consoles :
Nintendo Famicom (1988, "Ikari Warriors 2 - Victory Road")
* Computers :
Sinclair ZX Spectrum (1988)
Amstrad CPC (1988, "Victory Road - The Pathway to fear")
Commodore C64 (1988)
Commodore Amiga (1989)
Atari ST (1989)
Apple II
$end
$info=8ball,8ball1,
$Edit this entry at Arcade-History.com
$bio
Video Eight Ball (c) 1982 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=hustler,hustlerb,
$Edit this entry at Arcade-History.com
$bio
Video Hustler (c) 08/1981 Konami.
- TECHNICAL -
Game ID : GX343
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Dynamo for manufacture and distribution under the name of "Lil' Hustler".
Two bootlegs of this game are known as "The Billiards" and "Video Pool".
- PORTS -
* Consoles :
Colecovision (1984)
* Computers :
MSX (1984)
$end
$info=videopin,
$Edit this entry at Arcade-History.com
$bio
Video Pinball (c) 02/1979 Atari.
- TECHNICAL -
Game ID : 034253-034267
Main CPU : M6502 (@ 756 Khz)
Sound Chips : Discrete (@ 756 Khz)
Screen orientation : Vertical
Video resolution : 256 x 304 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 1
Buttons : 4
- TRIVIA -
World's first video attraction to simulate a pinball game. Video Pinball was an instant winner. With fluorescent 'disco' 3-D play-field, challenging targets, bumpers, slingshots, rollovers and drop targets Atari Video Pinball had it all, but without all the mechanical objects associated with classic pinball games. Even a pinball 'nudge' feature is included to give a more realistic feel to the play action. Approximately 1,500 units were produced.
A Video Pinball unit appears in the 1982 movie 'Fast Times at Ridgemont High'.
A Video Pinball machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. Video Pinball (1979)
2. Solar War (1979)
- STAFF -
Designed and programmed by : Ed Logg
- PORTS -
* Consoles :
Atari 2600 (1980)
$end
$info=vpool,
$Edit this entry at Arcade-History.com
$bio
Video Pool (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Custom (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Video Hustler".
$end
$info=vidvince,
$Edit this entry at Arcade-History.com
$bio
Video Vince and the Game Factory (c) 1984 Mylstar Electronics.
- TECHNICAL -
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : (2x) M6502 (@ 1 Mhz)
Sound Chips : (2x) DAC (@ 1 Mhz), (2x) AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 1
Control : 8-way joystick
Buttons : 2
- STAFF -
Programmer : Chris Brewer
$end
$info=viewpoin,
$Edit this entry at Arcade-History.com
$bio
Viewpoint (c) 1992 Sammy.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0051
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot/Charge shot, [B] Bomb
- TRIVIA -
Released in October 1992. This is Sammy's only game developed and released for the SNK Neo-Geo MVS hardware.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Viewpoint - PCCB-00112) on 19/02/1993.
- STAFF -
Game designers : Nenko, Morii, Terasaka, Mokichi, Akahoushi, Run
Programmers : S. Kinjo, M. Tani
Sound : Sizla, Masaki Kase, Megumi M.
Polygonizer : N. Yamaguchi
Graphic designers : Ashin, H. Takeuchi, Yuri Tomura, Maxma, Miyaki, Ken Katoku, Chirico
BG designers : Hiroppi T., K. Nishithuka
- PORTS -
* Consoles :
FM Towns Marty (1993)
Sega Mega Drive (1994)
SNK Neo-Geo CD (1995)
Sony PlayStation (1995)
Sega Saturn (1996)
* Computers :
Sharp X68000 (1995)
$end
$info=vigilant,vigilntu,vigilntj,
$Edit this entry at Arcade-History.com
$bio
Vigilante (c) 1988 Irem.
A sequel to Irem's legandary 1984 beat-em-up, "Kung-fu Master", Vigilante sees the hero's girlfriend, Madonna, kidnapped by a gang of thugs and driven away in the back of their van. The vigilante must fight through five enemy-packed levels to rescue his girlfriend. As with "Kung-fu Master", a tough guardian enemy awaits the player at the end of each level. The guardians must be defeated as quickly as possible as their energy bars will replenish in between the player's attacks.
A weapon, in the form of Nunchakas, can occasionally be found and picked-up; adding to the player's 'kick' and 'punch' fighting moves. Some of the game's many enemies are also armed, with either clubs, chains, knives or guns. The game ends once Madonna is rescued.
- TECHNICAL -
Main CPU : Z80 (@ 3.579645 Mhz)
Sound CPU : Z80 (@ 3.579645 Mhz)
Sound Chips : YM2151 (@ 3.579645 Mhz), DAC (@ 3.579645 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 544
Players : 2
Control : 8-way joystick
Buttons : 2 (PUNCH, KICK)
- TRIVIA -
Released in February 1988.
Licensed to Data East for US manufacture and distribution.
- SERIES -
1. Kung-Fu Master (1984)
2. Vigilante (1988)
3. Spartan X 2 (Nintendo Famicom, 1991)
- PORTS -
* Consoles :
NEC PC-Engine (1989)
Sega Master System (1989)
Nintendo Wii (2007, "Virtual Console" - TurboGrafx-16 version)
* Computers :
Commodore C64 (1989)
Amstrad CPC (1989)
Atari ST (1989)
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
$end
$info=vimana,vimanan,vimana1,
$Edit this entry at Arcade-History.com
$bio
Vimana (c) 1991 Toaplan.
- TECHNICAL -
Game ID : TP-019
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Licensed to Tecmo for Japanese, to Romstar for US and to Nova Apparate GMBH & Co for Europe.
When you start the game, you'll see two elephants that the ship takes off from. On top of that they closely resemble Hindu drawings from India. The background for this game is based on a thousand's of years old book called the mahabarata that is regarded as a bible (sorta) for millions of Hindu's in India. When you read some of the verses in it you'll find funny descriptions of vehicles that the gods used that closely resemble modern aircraft of today. They are called Vimana's that carry *magical* axes and spears :). The mahabarata also describe what appears to be a technological war with missiles, nukes and huge flying fortresses and something which could be interpreted as radiation poisoning! The ancient Babylonian and Indian civilizations have often been an interesting pool for speculation and creative thinking regarding alien interference on earth in ancient times...
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Vimana / Teki-Paki - PCCB-00071) on 21/09/1991.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- STAFF -
Music composed by : Toshiaki Tomizawa
$end
$info=vindictr,vindict4,vindict2,vindict1,vindictg,vindicte,vindice4,vindice3,
$Edit this entry at Arcade-History.com
$bio
Vindicators (c) 1988 Atari Games.
As team commander of the SR-88 Strategic Battle tanks, you must face the evil invading forces of the Tangent Empire. They're invading the galaxy with 14 space stations designed to defeat your team. Turrets and highly mobile armoured tanks are constantly on patrol to protect the fortifications that Tangents have built.
With limited suppiles and weapons, you must make a last stand and attempt to defeat the invaders. The most powerful weapon in your arsenal is the SR-88 Battle Tank, but their fuel supply is very volitile. You must constantly replenish its fuel by picking up fuel canisters throughout the stations' many levels.
Battle stars can be found along the way. These are vital to enhancing your tank and adding weapons. Process generators can convert the battle stars into powers and weapons while in transit between levels and stations. Only with these customized tanks can the evil Tangent Empire be conquered.
As you defeat each station, demolish its control room and take the supplies the fleeing Tangents have left behind. Proceed in their mothership to the next station for another battle.
- TECHNICAL -
Game ID : 136059
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz), POKEY (@ 1.7895 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 16384
Players : 2
Control : Double 2-way joystick (vertical)
Buttons : 4
- TRIVIA -
Released in April 1988. 1988 was quite a year for Atari and tank games, since they also released "Assault" that very same year.
The Vindicators dedicated cabinet is a real favorite among some arcade game collectors. This is probably due to its unique shape, it is shaped a lot like a tank, with tank treads holding up the bottom section of the cabinet. The top half is decorated with sticker sideart that shows scenes from the game, and these same graphics generally carry over to the control panel and the front of the machine. The control panel features four tank handle controllers.
A Vindicators machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
REVISION 1 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 11APR1988 16 :34 :40
REVISION 2 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 12APR1988 14 :53 :35
REVISION 3 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 20APR1988 11 :21 :49
REVISION 4 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 26APR1988 10 :49 :46
- STAFF -
Designed and programmed by : Kelly Turner (KFT), Norm Avellar (NLA), Russel Dawe (Rusty) (RBD)
Art and animation by : Kris Moser (KEM), Susan G. McBride (SGM)
Audio by : Brad Fuller (BAF), Hal Canon (HAL)
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Sony PlayStation 2 (2003, "Midway Arcade Treasure")
Nintendo GameCube (2003, "Midway Arcade Treasure")
Microsoft XBOX (2003, "Midway Arcade Treasure")
* Computers :
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Atari ST (1989)
Commodore Amiga (1989)
Commodore C64 (1990)
PC [MS Windows, CD-Rom] (1998, "Arcade's Greatest Hits - The Atari Collection 2")
PC [MS Windows, CD-ROM] (2004, "Midway Arcade Treasure")
* Others:
Tiger LCD Handheld Game (1989)
$end
$info=vindctr2,vindc2r1,vindc2r2,
$Edit this entry at Arcade-History.com
$bio
Vindicators Part II (c) 1989 Atari Games.
- TECHNICAL -
Main CPU : 68010 (@ 7.15909 Mhz), M6502 (@ 1.789772 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), POKEY (@ 1.789772 Mhz), TMS5220 (@ 650.826 Khz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : Double 2-way joysticks (vertical)
Buttons : 4
- TRIVIA -
Released in May 1989. This was sold only as a conversion kit for "Gauntlet". About 400 of these kits were made.
Vindicators part II plays identically to "Vindicators" with some exceptions :
* Changes were made to the original weapons.
* No T-shirt contest appears nor are there any contest-related items.
* Only 10 of the 14 original levels are included.
- UPDATES -
REVISION 1 :
* Build date : OS : 30JUN1988 13 :24 :12 / PG : 10AUG1988 13 :24 :45
REVISION 2 :
* Build date : OS : 30JUN1988 13 :24 :12 / PG : 16JAN1989 10 :33 :55
REVISION 3 :
* Build date : OS : 30JUN1988 13 :24 :12 / PG : 31JAN1989 14 :50 :03
- STAFF -
Designed and programmed by : Kelly Turner, Norm Avellar, Russel Dawe (Rusty)
Art and animation by : Kris Moser, Susan G. McBride
Audio by : Brad Fuller, Hal Canon
$end
$info=viofight,viofighu,
$Edit this entry at Arcade-History.com
$bio
Violence Fight (c) 1989 Taito.
4 street toughs battle each other for prize money in multiple stages.
- TECHNICAL -
Taito B System hardware
Prom Stickers : C16
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
You can see the Twin Towers (World Trade Center) on one of the night stage played on attract mode.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Level Select : Boot machine with service switch pressed.
Message appears : SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears : SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- SERIES -
1. Violence Fight (1989)
2. Solitary Fighter (1991)
- STAFF -
Game programmers : Takeshi Ishizashi, Yumi Inoue
Game designer : Yukihiko Sakamoto
PCB designer : Eikichi Takahashi
Sound designers (Team Zuntata) : Masahiko Takagi, Yasuko Yamada, Yasuhisa Watanabie
Cabinet designer : Hiroyasu Nagai
Character designers : Kenji Hazama, Kazumasa Fuseya, Takashi Yamada, Noritaka Kawamoto, Seiji Kawagishi, Kouji Ohmae, Reiko Mithuoka, Minako Morimoto
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=viostorm,viostrmj,viostrma,viostrmu,
$Edit this entry at Arcade-History.com
$bio
Violent Storm (c) 1993 Konami.
Wade, Boris & Kyle's best friend, the lovely Sheena, is kidnapped in front of their eyes! So they venture into the hippie filled streets to maul anyone that gets in their way of rescuing her. Features awesome color-filled graphics, a kickin' vocal soundtrack and cool sound effects, lots of vicious moves (especially those from Boris!), a great sense of humor & plenty of great looking enemies & bosses. Break out fighting, everybody come on! :)
- TECHNICAL -
Game ID : GX168
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2 (ATTACK, JUMP)
- TRIVIA -
The 4 stage boss is actually disguised as a Power Loader seen in the 'Aliens' movie and the Konami title of the same name!
At the middle of the last stage, two cabinets of "Penta" and "Scramble" make an appearance (Note that "Penta" is originally a bootleg of "Pengo" :).
One of the bonus point items is a "Twinbee" doll.
King Records released a limited-edition soundtrack album for this game (Konami Amusement Sounds '94 Spring - KICA-7631, 7632) on 23/02/1994.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Some Tips : keep an eye out for unusual weapons, smash the light bulbs in the 2nd stage to temporary blind your enemies ! Also grab the piggies in this stage and they turn into footballs that you can use as projectiles ! (now you know where the term 'pigskin' comes from !) :)
- SERIES -
1. Crime Fighters [2-Player model] (1989)
1. Crime Fighters [4-Player model] (1989)
2. Crime Fighters 2 (1991)
3. Violent Storm (1993)
- STAFF -
Progammers : Hirotako, N-Man, AI UEO, On The Hill
Character designers : Monmo 29, Yoh, Kenny.N, Tori.Tori, Kanban Musume, Chupper Maki
Sound : Prophet Fuka, Everybody, Kishimaro
Violent Storm's special Singers : Jeffrey, Junko, Mayumi
Hardware : W. Yuusaku
Hardware adviser : Dendou Konishi
Package : Vio.N
Director : Monmo 29
Producer : Masa 32
$end
$info=vipclub,
$Edit this entry at Arcade-History.com
$bio
VIP Club - Maru-hi Ippatsu Kaihou (c) 03/1988 Daiichi Denshi.
Mahjong with girls who are hooked on oranges!
- TECHNICAL -
Main CPU : Z80 (@ 5 Mhz)
Sound Chips : AY8910 (@ 1.25 Mhz), DAC (@ 1.25 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Player : 2
Control : mahjong keyboard
- TRIVIA -
The subtitle of this game translates from Japanese as 'Secret Ippatsu Thrown Open'.
The [amuse] version of this game is known as "Orange Club - Maru-hi Kagai Jugyou".
$end
$info=viper,
$Edit this entry at Arcade-History.com
$bio
Viper (c) 04/1988 Leland.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 1
Control : trackball
Buttons : 2
- SERIES -
1. Danger Zone (1986)
2. Viper (1988)
$end
$info=viprp1,viprp1o,viprp1ot,viprp1s,viprp1j,viprp1hk,
$Edit this entry at Arcade-History.com
$bio
Viper Phase 1 (c) 1995 Seibu Kaihatsu.
A spin-off of the "Raiden" series.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 54.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=vbowl,vbowlj,
$Edit this entry at Arcade-History.com
$bio
Virtua Bowling (c) 1996 IGS.
Up-to-four players bowling video game.
- TECHNICAL -
Main CPU : 68000 (@ 11 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
- TRIVIA -
Licensed to Atlas Co. for Japanese distribution.
$end
$info=vcop,
$Edit this entry at Arcade-History.com
$bio
Virtua Cop (c) 1994 Sega.
- TECHNICAL -
Sega Model 2 hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 10 Mhz), MB86233 (@ 16 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : paddle
Buttons : 7
- TRIVIA -
Virtua Cop serves 300,000 polygons per second.
Sarah Bryant from "Virtua Fighter" appears in stage three... outside the gangster bosses' room is a rotating all-white Sarah Bryant statue. The statue is unbreakable, but the vase it's holding isn't.
Toshiba EMI released a 2 CD limited-edition soundtrack album for this game (Virtua Cop Soundtracks - TYCY-5478~9) on 24/01/1996.
- SERIES -
1. Virtua Cop (1994)
2. Virtua Cop 2 (1995)
3. Virtua Cop 3 (2003)
- PORTS -
* Consoles :
Sega Saturn (1995)
Sony PlayStation 2 (2002, "Virtua Cop Re-Birth")
Nokia N-Gage (2005)
* Computers :
PC (1997)
$end
$info=vcop2,
$Edit this entry at Arcade-History.com
$bio
Virtua Cop 2 (c) 1995 Sega.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Virtua Cop (1994)
2. Virtua Cop 2 (1995)
3. Virtua Cop 3 (2003)
- PORTS -
* Consoles :
Sega Saturn (1996)
Sega Dreamcast (2000)
Sony PlayStation 2 (2002, "Virtua Cop Re-Birth")
* Computers :
PC [Windows 9x, CD-ROM] (1997)
$end
$info=vf,
$Edit this entry at Arcade-History.com
$bio
Virtua Fighter (c) 1993 Sega.
In this 3-D fighting game, the game's battle system is simple, yet complex. There are 3 buttons : Punch, Kick and Guard. Movement is strictly confined to a horizontal plane.
Battles are won by draining the energy bar of your opponent or by pushing your opponent off the edges of the ring (known as a 'Ring-out').
When a 'Draw' is declared (timer reaches zero with both fighters having an equal amount of energy), a Sudden Death match is held on a very small platform, making a win by Ring-out that much more probable.
The game favours tactical play over mindless button bashing, and the gameplay is balanced accordingly to reflect this.
- TECHNICAL -
Sega Model 1 hardware
Main CPU : V60 (@ 16 Mhz), 68000 (@ 10 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
An instant success in Japanese arcades, Virtua Fighter (or VF for short) brought the versus beat 'em up kicking and screaming into the next generation. Like "Street Fighter II - The World Warrior", a substantial number of clones ("Toshinden", "Tekken", "Dead or Alive") would follow in its wake, each with their own tweaks to the formula.
Among the game's many innovations, the most profound were the true-to-life animation (all the more impressive considering no motion capture technology was used) and the realistic movesets of the game's eight characters.
Virtua Fighter serves 180,000 polygons per second. This is the first 3-D polygonal one-on-one fighting game.
During Virtua Fighter's development, the game featured an Arabian fighter named 'Siba'. He was replaced later on in the final prototypes by Akira, as the developers felt that the game needed a karate fighter similar to Street Fighter's Ryu. Siba was brought back an unlockable character in the Saturn game 'Fighter's Megamix', in all his VF1 style glory.
- TIPS AND TRICKS -
* Play as Dural : First, you must beat the computer Dural and have 2 games worth of credits in the machine ready to go. After beating the game, have one player press Start and pick a character. As soon as that character finishes smiling, but before the game actually starts, player 2 should press Start to interrupt the process. If your timing is perfect, and the stars are perfectly aligned, and you've been a good boy or girl, player 2 may come in as Dural.
* See Credits : You can get the credits of the programmers to come up on the screen by holding down a Start button during the demo. When it comes to the standard demo w/ Sarah kicking Kage, the credits will come up. Keep holding the Start button to keep the credits coming or else they will freeze.
* Kage's Face Mask : It seems that after about 3,000 plays, the mask on Kage falls off instead of just his headband. You can see his teeth and a scar on his cheek.
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1995)
3. Virtua Fighter Remix (1995)
4. Virtua Fighter Kids (1996)
5. Virtua Fighter 3 (1997)
6. Virtua Fighter 3 - Team Battle (1998)
7. Virtua Fighter 4 (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 10th Anniversary (2003, Sony PlayStation 2)
10. Virtua Fighter 4 Final Tuned (2004)
11. Virtua Fighter Cyber Generation - Judgment Six No Yabou (2004, Sony PlayStation 2)
12. Virtua Fighter 5 (2006)
- STAFF -
Coordinator & Main designer : Seiichi Ishii
Main programmer : Toru Ikebuchi
Programmers : Shin Kimura, Takeshi Suzuki, Eisuke Miura, Kazuhiko Yamada, Masahiko Kobayashi, Naomi Ota, F.Y. Bertrand, Tetsuya Kaku
Designers : Kunihiko Nakata, Youji Kato, Toshiya Inoue, Yoshinao Asako, Masataka Aochi, Tomohiro Ishii, Jeffery Buchanan, Mika Kojima
Program supports : Keiji Okayasu, Hiroaki Shoji
Music composer : Takayuki Nakamura
Planning support : Manabu Tsukamoto
Producer & Director : Yu Suzuki
- PORTS -
* Consoles :
Sega Saturn (1994)
Sega 32x (1995)
Sega Master System (1996, "Virtua Fighter Animation")
Sega Game Gear (1996, "Virtua Fighter Mini")
Sony PlayStation 2 (2003, "Virtua Fighter - 10th Anniversary").
* Computers :
PC [MS Windows 9x, CD-ROM] (1996) : This was a VF remix port. There was an option for original VF gameplay, but 3d models and graphics were transfered from VF Remix.
$end
$info=vf2,vf2,vf2b,vf2o,
$Edit this entry at Arcade-History.com
$bio
Virtua Fighter 2 (c) 1995 Sega.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz)
Sound Chips : SCSP (@ 12 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Virtua Fighter 2 (or VF2 for short) was a technical knockout for its time with 300,000 polygons per second. Two times faster than "Virtua Fighter".
Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Fighter 2 Sound Track - TYCY-5410) on 22/02/1995.
A super deformed version of this game, "Virtua Fighter Kids", was released in 1996.
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1995)
3. Virtua Fighter Remix (1995)
4. Virtua Fighter Kids (1996)
5. Virtua Fighter 3 (1997)
6. Virtua Fighter 3 - Team Battle (1998)
7. Virtua Fighter 4 (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 10th Anniversary (2003, Sony PlayStation 2)
10. Virtua Fighter 4 Final Tuned (2004)
11. Virtua Fighter Cyber Generation - Judgment Six No Yabou (2004, Sony PlayStation 2)
12. Virtua Fighter 5 (2006)
- PORTS -
* Consoles :
Sega Saturn (1995)
Sega Mega Drive (1996)
Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 16 : Virtua Fighter 2")
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Wii (2007, "Virtual Console" - Mega Drive version)
* Computers:
PC [Windows 9x,CD-ROM] (1997)
$end
$info=vf3,
$Edit this entry at Arcade-History.com
$bio
Virtua Fighter 3 (c) 1996 Sega.
Virtua Fighter 3 is the 3rd in the Virtua Fighter series.
The game adds a 4th button, the Dodge button, that lets you dodge your opponent's attacks. You can move into the screen (by pressing the Dodge button with the joystick in neutral) or out of the screen (by pressing the Dodge button with the joystick held down).
Virtua Fighter 3 also adds undulations in the stages - knowing how to use these to your advantage is key to winning the game (by moving to higher ground, for instance).
- TECHNICAL -
Sega Model 3 Step 1.0 hardware
Main CPU : PPC603 (@ 66 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Virtua Fighter 3 (or VF3 for short) was the first game to run on the Sega Model 3 hardware. Some of the less apparent graphical improvements in VF3 include (but not limited to) : transparent water effects in Jeffry's stage; motion blur effects in certain moves, such as Pai's high-kick, and specular reflection on Dural's body.
Notable for being the only game in the series to feature Taka-Arashi, a Sumo wrestler character.
1,000,000 polygons per second! VF3 is three times faster than "Virtua Fighter 2".
Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Fighter 3 Sound Tracks - TYCY-5522) on 23/10/1996.
- TIPS AND TRICKS -
* Ranking Mode : Insert your coin(s), hold all four buttons (A+B+C+D) and press Start. When the game begins, your attacks will be illustrated on the screen and your rank will be displayed when the game is over.
* Alternate Costume : At the character selection screen, Highlight the character you wish to select, hold Start and press any button.
* Winning Pose Select : When you win a match, you can select a specific winning pose by holding down Punch, Kick, Guard or Dodge button each one corresponds to a different pose. Some characters-like PAI- have more than four victory poses, and each fighter has a special pose and saying which only appear after a PERFECT VICTORY.
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1995)
3. Virtua Fighter Remix (1995)
4. Virtua Fighter Kids (1996)
5. Virtua Fighter 3 (1997)
6. Virtua Fighter 3 - Team Battle (1998)
7. Virtua Fighter 4 (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 10th Anniversary (2003, Sony PlayStation 2)
10. Virtua Fighter 4 Final Tuned (2004)
11. Virtua Fighter Cyber Generation - Judgment Six No Yabou (2004, Sony PlayStation 2)
12. Virtua Fighter 5 (2006)
$end
$info=vf3tb,
$Edit this entry at Arcade-History.com
$bio
Virtua Fighter 3 - Team Battle (c) 1997 Sega.
A new feature is added compared to "Virtua Fighter 3". The player can organize a favorite team. More strategic and more enhanced. New moves are added too, and Taka-Arashi now has the jump moves.
- TECHNICAL -
Sega Model 3 Step 1.0 hardware
Main CPU : PPC603 (@ 66 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1995)
3. Virtua Fighter Remix (1995)
4. Virtua Fighter Kids (1996)
5. Virtua Fighter 3 (1997)
6. Virtua Fighter 3 - Team Battle (1998)
7. Virtua Fighter 4 (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 10th Anniversary (2003, Sony PlayStation 2)
10. Virtua Fighter 4 Final Tuned (2004)
11. Virtua Fighter Cyber Generation - Judgment Six No Yabou (2004, Sony PlayStation 2)
12. Virtua Fighter 5 (2006)
- PORTS -
* Consoles :
Sega Dreamcast (1998)
$end
$info=vfkids,
$Edit this entry at Arcade-History.com
$bio
Virtua Fighter Kids (c) 1996 Sega.
Virtua Fighter Kids is based on the Sega Saturn conversion of "Virtua Fighter 2". The differences are mostly art-related : Virtua Fighter Kids' character cast are now drawn in a super-deformed style.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in March 1996.
Each character has a range of facial expressions not evident in "Virtua Fighter 2".
The game features some product placement : when Jacky wins a bout, he drinks from a can labelled 'Java Tea' - a famous Japanese brand name.
Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Fighter Kids Sound Tracks - TYCY-5520) on 26/09/1996.
- TIPS AND TRICKS -
Alternate Costumes : Hold UP and then select your character with any button.
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1995)
3. Virtua Fighter Remix (1995)
4. Virtua Fighter Kids (1996)
5. Virtua Fighter 3 (1997)
6. Virtua Fighter 3 - Team Battle (1998)
7. Virtua Fighter 4 (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 10th Anniversary (2003, Sony PlayStation 2)
10. Virtua Fighter 4 Final Tuned (2004)
11. Virtua Fighter Cyber Generation - Judgment Six No Yabou (2004, Sony PlayStation 2)
12. Virtua Fighter 5 (2006)
- STAFF -
Director : Makoto Osaki
Main program & Programming direction : Takayuki Yamaguchi
Scroll & Console program : Takashi Isowaki
Texture & Animation program : Takeshi Matsuda
Command & Test mode program : Shinji Ohshima
Enemy & Effect program : Norihiro Sekine
Motion program : Hiroaki Shoji
Character design & Design direction : Masataka Aochi
Stage & Scroll design : Ryoya Yui
Stage & Effect design : Saori Nishikawa
Stage & Title design : Masumi Uchida
Sound compose : Kazuhiko Kouchi
Publicity : Koji Umeda
Producer : Yu Suzuki
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=vfremix,
$Edit this entry at Arcade-History.com
$bio
Virtua Fighter Remix (c) 1995 Sega.
An updated version of the Sega Saturn conversion. Changes include : use of texture mapping, a higher polygon count (compared to the 1994 Sega Saturn conversion), and the inclusion of the Player's Grade Qualification feature from Virtua Fighter 2.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in April 1995.
A knee-jerk response to mounting criticism of the Saturn's 3-D hardware inadequacies, Virtua Fighter Remix was developed with the Saturn hardware in mind. This in turn explains why this version runs on the Sega Titan Video hardware - it ensured a speedy conversion to Saturn (and vice-versa).
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1995)
3. Virtua Fighter Remix (1995)
4. Virtua Fighter Kids (1996)
5. Virtua Fighter 3 (1997)
6. Virtua Fighter 3 - Team Battle (1998)
7. Virtua Fighter 4 (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 10th Anniversary (2003, Sony PlayStation 2)
10. Virtua Fighter 4 Final Tuned (2004)
11. Virtua Fighter Cyber Generation - Judgment Six No Yabou (2004, Sony PlayStation 2)
12. Virtua Fighter 5 (2006)
- PORTS -
* Consoles :
Sega Saturn (1995)
$end
$info=virnba,
$Edit this entry at Arcade-History.com
$bio
Virtua NBA (c) 2000 Sega.
- TECHNICAL -
Sega Naomi hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
$end
$info=vstriker,vstrikro,
$Edit this entry at Arcade-History.com
$bio
Virtua Striker (c) 1994 Sega.
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Virtua Striker is the first 3-D CG soccer game, bringing extreme competition to the arcades market. Using the same architecture as "Virtua Fighter 2", Virtua Striker creates astonishingly smooth and detailed character movements.
- SERIES -
1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1999)
5. Virtua Striker 2 ver. 2000 (2000)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2005)
9. Virtua Striker 4 ver. 2006 (2006)
$end
$info=vs2,vs215,
$Edit this entry at Arcade-History.com
$bio
Virtua Striker 2 (c) 1997 Sega.
- TECHNICAL -
Sega Model 3 Step 1.5 hardware
Main CPU : PPC603 (@ 100 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 8-way joystick
Buttons : 4
Another version runs on the Sega Model 3 Step 2.0 hardware (PPC603 @ 166 Mhz).
- SERIES -
1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1999)
5. Virtua Striker 2 ver. 2000 (2000)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2005)
9. Virtua Striker 4 ver. 2006 (2006)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
$end
$info=vs2_2k,vs2_2ka,
$Edit this entry at Arcade-History.com
$bio
Virtua Striker 2 ver. 2000 (c) 2000 Sega.
- TECHNICAL -
Sega Naomi hardware
- SERIES -
1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1999)
5. Virtua Striker 2 ver. 2000 (2000)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2005)
9. Virtua Striker 4 ver. 2006 (2006)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
$end
$info=vs298,vs29815,
$Edit this entry at Arcade-History.com
$bio
Virtua Striker 2 version '98 (c) 1998 Sega.
- TECHNICAL -
Sega Model 3 Step 2.0 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 8-way joystick
Buttons : 4
There's also a version that runs on Sega Model 3 Step 1.5 hardware.
- SERIES -
1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1999)
5. Virtua Striker 2 ver. 2000 (2000)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2005)
9. Virtua Striker 4 ver. 2006 (2006)
$end
$info=vs2v991,vs299,
$Edit this entry at Arcade-History.com
$bio
Virtua Striker 2 version '99 (c) 1999 Sega.
- TECHNICAL -
Sega Model 3 Step 2.1 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 1
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Virtua Striker (1994)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1999)
5. Virtua Striker 2 ver. 2000 (2000)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2005)
9. Virtua Striker 4 ver. 2006 (2006)
$end
$info=vtennis,
$Edit this entry at Arcade-History.com
$bio
Virtua Tennis (c) 1999 Sega.
- TECHNICAL -
Sega Naomi hardware
- TRIVIA -
The game is known in Japan as "Power Smash".
- SERIES -
1. Virtua Tennis (1999)
2. Virtua Tennis 2 (2001)
3. Virtua Tennis 3 (2006)
- PORTS -
* Consoles :
Sega Dreamcast (2000)
Nintendo Game Boy Advance (2002)
* Computers :
PC [MS Windows] (2002)
* Others :
Nokia N-Gage (2003)
$end
$info=vmahjong,
$Edit this entry at Arcade-History.com
$bio
Virtual Mahjong (c) 12/1996 Micronet.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Virtual Mahjong (1996)
2. Virtual Mahjong 2 - My Fair Lady (1998)
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=myfairld,
$Edit this entry at Arcade-History.com
$bio
Virtual Mahjong 2 - My Fair Lady (c) 06/1998 Micronet.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- SERIES -
1. Virtual Mahjong (1996)
2. Virtual Mahjong 2 - My Fair Lady (1998)
- PORTS -
* Consoles :
Sega Saturn (1998)
$end
$info=von,vonusa,
$Edit this entry at Arcade-History.com
$bio
Virtual On - Cyber Troopers (c) 1995 Sega.
- TECHNICAL -
Sega Model 2B hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Toshiba EMI / Yumex released a limited-edition soundtrack album for this game (Cyber Troopers Virtual-On Official Sound Data - TYCY-5486) on 29/05/1996.
- SERIES -
1. Virtual On - Cyber Troopers (1995)
2. Virtual On - Cyber Troopers Oratorio Tangram (1998)
3. 4 Force - Cyber Troopers Virtual On (2001)
4. Dennou Senki Virtual-On Marz (2003, Sony PlayStation 2)
- PORTS -
* Consoles :
Sega Saturn (1996)
* Computers :
PC [MS Windows 9x, CD-ROM] (1997)
$end
$info=von2,von254g,
$Edit this entry at Arcade-History.com
$bio
Virtual On - Cyber Troopers Oratorio Tangram (c) 1998 Sega.
- TECHNICAL -
Sega Model 3 Step 2.0 hardware
Main CPU : PPC603 (@ 166 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 1
Control : 8-way joystick
Buttons : 4
- SERIES -
1. Virtual On - Cyber Troopers (1995)
2. Virtual On - Cyber Troopers Oratorio Tangram (1998)
3. 4 Force - Cyber Troopers Virtual On (2001)
4. Dennou Senki Virtual-On Marz (2003, Sony PlayStation 2)
- PORTS -
* Consoles :
Sega Dreamcast (1999)
$end
$info=vivdolls,
$Edit this entry at Arcade-History.com
$bio
Vivid Dolls (c) 1998 Visco.
A "Qix" style game.
- TECHNICAL -
Seta Aleck64 hardware
CPU : R4300i
Co-Processor : 64-bit RISC processor, RCP SP (Sound and Graphics Processor), and DP (Pixel Drawing Processor)
Sound : 16 bit stereo, 44.1Khz; ADPCM sound compression, up to 100PCM channels
RAM : Rambus D-RAM 36 Mbits
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 16.8 million colors
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=volfied,volfiedu,volfiedj,
$Edit this entry at Arcade-History.com
$bio
Volfied (c) 1989 Taito.
An update of Taito's 1981 classic, "Qix", Volfied adopts the same 'draw boxes to colour in the background' gameplay of its predecessor but updates both the graphics and in-game enemies. A number of power-ups are available, revealed when certain sections of the background have been filled, such as Speed-up, temporary enemy freeze and laser. The player's ship is only in danger from the game's enemies while the player is actually drawing a line. Each level must be completed within a tight time limit.
- TECHNICAL -
Prom Stickers : C04
Main CPU : 68000, Z80
Sound Chips : YM2203
Screen orientation : Vertical
Video resolution : 240 x 320 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 1
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Game designer : Fukio Mitsuji (MTJ)
Software : Yoshinori Kobayashi (Y.K), Tsukano (TKN), OKI (OKI)
Character designers : Fukio Mitsuji (MTJ), Taira Sanuki (T.S), Genya Kuriki (KRK), Iwabuchi (IWB), TEC Team (TEC), V.P Team (V.P)
Sound : Hisayoshi Ogura (OGR)
Hardware : Ohara (OHR)
Instruction : Hiroyasu Nagai (NGI)
- PORTS -
* Consoles :
NEC PC-Engine (1989)
Sega Mega Drive (1991, also known as "Ultimate Qix")
Sony PlayStation (as "The Jintori" in "Simple 1500 Series Vol.80")
Sony PlayStation 2 (2005, "Taito Legends") (US & Europe)
Microsoft XBOX (2005, "Taito Legends") (US & Europe)
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2") (Japan only)
* Computers :
FM Towns PC (1991)
Commodore C64 (1991)
Sinclair ZX Spectrum (1991) : advertised but never released.
Amstrad CPC (1991) : advertised but never released.
Commodore Amiga (1991)
Atari ST (1991)
PC [MS-DOS, 5.25''] (1991)
PC [MS Windows] (2005, "Taito Legends") (US & Europe)
$end
$info=pc_vball,
$Edit this entry at Arcade-History.com
$bio
Volley Ball (c) 12/1986 Nintendo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : VB
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Designed and programmed by : T. Hashishita
$end
$info=gowcaizr,
$Edit this entry at Arcade-History.com
$bio
Voltage Fighter Gowcaizer (c) 09/1995 Technos.
An anime style figting game that takes place in the Year 2010 in Tron City. In this city, there is a school for special students called the Belnar Institute. Isato Kaiza, the hero of the story, is a student at this school. He also possesses a stone called a Caizer stone which transforms him into a super human fighter named Gowcaizer. The story begins as a new student named Kyosuke Shigure arrives at the school seeking revenge against its president, a mysterious man named Olga, who seems to be bent on destroying the world. So it's up to Gowcaizer, Kyosuke, and their allies to stop him.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0094
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Quick punch, [B] Quick kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
This game is known in Japan as "Choujin Gakuen Gowcaizer" (literally : Superman School Gowcaizer).
A two part OAV anime based on the game was released in 1996. It was released on DVD in 1999 as a movie.
- STAFF -
Starring the voice talents of : Hikaru Midorikawa, Nobuyuki Hiyama, Hiderou Isikawa, Tomo Sakurai, Ryoutarou Okiayu, Yara Yuusaku, Yuuko Nagasima, Masami Oobari, Yumi Touma, Yoshiyuki Kouno, Syou Hayami
Project leader : Teruo Ichimura
Director and writer : Kengo Asai
Character designer : Masami Oobari (Studio G-1)
Character art director : Hideki Nakazawa
Title designer : Seiji Tanda
Assistant director : Junichi Arai, Norihiro Sawada
Character action designers and arranges : Hiroyuki Katou, Masanori Mori, Sadayoshi Kurokawa, Syuji Wada
Enemy algorithm staff : Hiroyuki Katou, Masanori Mori, Nobuyuki Nakane, Tatumi Saitou, Hiroshi Satou, Sadayoshi Kurokawa
Programming director : Nobuyuki Nakane
Programming crew : Toshiaki Tugane, Hiroshi Satou, Masahiro Izumi, Masanori Mori
Music composers : Chiaki Iizuka, Reiko Uehara, Kiyomi Kataoka, Kennosuke Suemura
Music data entry and sound effects : Kennosuke Suemura
Graphic artwork crew : Koji Ogata, Masamichi Katagiri, Tutomu Nakazawa, Hiroyuki Katou, Kunihiro Hirabayashi, Takuto Mori, Syouji Miyagi, Miyuki Yakushiji, Eiitirou Nakatu, Tuyoshi Namiki, Yaki Imagawa, Kensuke Nishi, Hideki Hoshiya, Koji Yamada, Satoshi Kazato, Kazumi Minagawa, Fujimi Oonishi, Karaage Kenzen, Chihiro Kushibe, Akiko Maruyama, Seiichirou Ishiguro, Big Bridge, Katuhiro Nakamura, takahide Koizumi, Atushi Ikeda, (c)J.C. Staff, (c)Winz, (c)Y.Y,B
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
Sony PlayStation (1997)
$end
$info=vblokbrk,
$Edit this entry at Arcade-History.com
$bio
VS Block Breaker (c) 1997 Kaneko / Mediaworks.
Breakout featuring a jumping character and hilarious graphics.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : dial
Buttons : 3
- TRIVIA -
This game is known in Japan as "Saru Kani Hamu Zou - Taisen Block Kuzushi".
- STAFF -
Planner : Koban
Programmer : Masayuki Yamakawa, Yash, Masahiro Honma, Yukihiro Yamazaki, Hisaya Sakuma
Sound Programmer : Mitsuhiro Kanaoka
Graphic Designer : Tatsuya Yoshikawa, YUzuru Suzuki, Makoto Sugimoto, Sera Shiina, Tsuneo Sato
Sound Creator : Sayoko Ueda
Original Game Designer : Syu Sato
Character Designer : syun Kazakami
Art Director : Makoto Kawamoto
Director : Koban
General Producer : Hiroshi Kaneko
Co-Operation : Dengeki Playstation (Mediaworks), Syun Kazakami
$end
$info=vsgongf,
$Edit this entry at Arcade-History.com
$bio
VS Gong Fight (c) 1984 Kaneko.
- TECHNICAL -
Game ID : KN-002
Main CPU : (2x) Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 2 Mhz), DAC (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Ring Fighter".
$end
$info=ryouran,
$Edit this entry at Arcade-History.com
$bio
VS Mahjong Otome Ryouran (c) 1998 Electro Design.
A joystick-controlled mahjong game with selectable characters and anime sequences.
- TECHNICAL -
Kaneko Super Nova System hardware
Main CPU : SH-2 (@ 28.638 Mhz)
Sound Chips : YMZ280B (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'VS Mahjong Blooming Virgins'.
$end
$info=rbibb,rbibba,
$Edit this entry at Arcade-History.com
$bio
Vs. Atari RBI Baseball (c) 1987 Namco / Atari Games.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- PORTS -
* Computers :
Amiga (1991, R.B.I. 2 Baseball)
Amstrad CPC (1991, R.B.I. 2 Baseball)
Atari ST (1991, R.B.I. 2 Baseball)
Commodore 64 (1991, R.B.I. 2 Baseball)
Sinclair ZX Spectrum (1991, R.B.I. 2 Baseball)
$end
$info=balonfgt,
$Edit this entry at Arcade-History.com
$bio
Vs. Balloon Fight (c) 1984 Nintendo.
In Balloon Fight, you control a person who flies around with two balloons on his back. You have to defeat men in bird costumes, who have one balloon on their backs. When the balloon is popped, the enemy will float down on a parachute, and go on the ground. Either harm it before it blows up another balloon while on the ground or on the parachute to knock it out. If you don't knock out the enemy, it will go to the next color and be stronger. If you lose one balloon, you're still in the game although you rise slower, but if you lose both, you'll lose a life. You can lose a life by falling in the water, getting hit by lightning, getting hit by an enemy, or getting eaten by a fish.
- TECHNICAL -
Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1984.
- SERIES -
1. Balloon Fight (1984)
2. Balloon Kid (1990, Nintendo Game Boy)
3. Balloon Fight GB (2000, Nintendo Game Boy Color)
- STAFF -
Musics by : Hirokazu Tanaka
- PORTS -
* Consoles :
Nintendo Game Boy Advance (2002, e-Reader series)
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Nintendo DS (2007, Tingle's Balloon Fight DS) : Only in Japan available to the Platinum Club Nintendo members.
* Computers :
NEC PC-8801 (1985)
$end
$info=vsbball,vsbballj,vsbbalja,vsbbaljb,
$Edit this entry at Arcade-History.com
$bio
Vs. Baseball (c) 10/1984 Nintendo.
- TECHNICAL -
Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 4
Control : 8-way joystick
Buttons : 2
$end
$info=btlecity,
$Edit this entry at Arcade-History.com
$bio
Vs. Battle City (c) 1985 Namco.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- SERIES -
1. Tank Battalion (1980)
2. Vs. Battle City (1985)
3. Tank Force (1991)
$end
$info=cstlevna,
$Edit this entry at Arcade-History.com
$bio
Vs. Castlevania (c) 1987 Konami.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- STAFF -
Directed by : Trans Fishers
Screenplay by : Bram Stoker
Music by : James Banana
$end
$info=cluclu,
$Edit this entry at Arcade-History.com
$bio
Vs. Clu Clu Land (c) 1984 Nintendo.
The game takes place in the underwater kingdom of Clu Clu Land. There's this mean Sea Urchin who steals all the gold bars (which looks remarkably like Rupees from Zelda) In each of the levels, you play this Lolo-type person, who just floats through each screen. The character's actual name is 'Bubbles' (but he is known as 'Gloopy' in the Japanese version, and he is actually a 'she'). To change your direction, instead of pushing a direction on the controller, you need to grab poles and steer yourself to where you need to go. Anytime you run over a hidden gold bar, it appears. Run over enough of them, and a picture develops (this is predetermined in each level). The sea urchins will try to stop you, but you can stun them and run them into the wall. Just don't fall into the pits that spawns urchins. That's it. Just finds all of the invisible gold bars and you've completed it all. Next level. The graphics are very plain. There's no scrolling, and the setting only changes slightly with each level. The sounds are alright. There's bouncy music throughout the game, and it's basically the only song you'll hear (other than the stage complete tune).
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- PORTS -
Nintendo Famicom (1984)
Nintendo Famicom Disk (1992) "Clu Clu Land Disk" This Was the last release for the Famicom Disk System.
Nintendo Game Cube (2001, "Animal Crossing") : Unlockable extra.
Nintendo Game Boy Advance (2003, "E-Reader Series")
Nintendo Game Boy Advance (2004, Famicom Mini Series)
$end
$info=drmario,
$Edit this entry at Arcade-History.com
$bio
Vs. Dr. Mario (c) 1990 Nintendo.
A playable and addictive Tetris-inspired puzzle in which players must match and rotate coloured pills (thrown in the play - shown as a bottle - by Nintendo's legendary plumber, 'Mario') with the aim of killing all of the germs that litter the play area.
Each germ is either yellow, red, or blue in colour and each of the pill capsules Mario throws are made up of one or two of these colours. Players must manipulate the coloured pills to a germ of the same colour and try to form a chain. One or more squares of the same colour will remove both the pills and any adjacent like-coloured germ.
Four like-coloured pill sections stacked on the same color germ will rid your bottle of that germ. The number of germs and speed of Mario increases with each level.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1990. Dr. Mario was the last game released on the Vs. hardware.
Dr. Mario was the first non-action 'Mario game' in which the Mario character was neither controllable nor playable. Today the game is widely remembered by many people for the 'Fever' music. Initially some fans called the game 'Mario 4', as it was the first Mario game to be released after "Super Mario Bros. 3". The resulting debate over 'what counts as a Mario game' may have resulted in the decision to name the next Mario action game simply "Super Mario World".
U.S. Patent 5,265,888 covers Dr. Mario, here is the abstract of this Patent : A player initially sets the degree of difficulty of a display type game, and if desired, more than one player may participate with each player selecting an associated level of difficulty. First and second objects having different shapes, e.g. capsules and viruses, and different characteristics, e.g. different colors or shadings, are displayed in a predefined display area. First objects are generated based on random number data stored in a ROM and displayed as 'falling' in a vertical direction across the predefined display area. Coordinate positions of the first objects on the display are changed by a player operating a controller. Second objects are displayed at arbitrary positions in the display area based on random number data. If a prescribed number of at least a portion of first objects and/or second objects having the same type characteristics are detected as being continuously aligned in a vertical or lateral direction, those continuously aligned objects are erased. Remaining portions of first objects (or remaining first objects) previously supported by erased objects are displayed as falling in the vertical direction to the lower region of the prescribed displayed area. When all second objects are erased, the game is successfully completed.
Dr. Mario (as in Mario himself, not the game mind you) appears as an unlockable character in the Nintendo GameCube sequel to "Super Smash Bros." called "Super Smash Bros. Melee".
Stephen Krogman holds the official record for this game with 899,400 points on January 1, 1992.
- SCORING -
At normal speed :
One bug knocked out with pill : 200 points
Second bug knocked out with pill : 400 points (600 total)
Third bug knocked out with pill : 600 points (1200 total)
Fourth bug knocked out with pill : 800 points (2000 total)
Fifth bug knocked out with pill : 1000 points (3000 total)
and so on...
At high speed :
One bug knocked out with pill : 300 points
Second bug knocked out with pill : 600 points (900 total)
Third bug knocked out with pill : 900 points (1800 total)
Fourth bug knocked out with pill : 1200 points (3000 total)
Fifth bug knocked out with pill : 1500 points (4500 total)
and so on...
- TIPS AND TRICKS -
When you finish the 20th rack, you get an intermission. With 'Normal' speed, you get the three bugs watching a lizard still in his egg going against the wind (as shown by the clouds). With 'High' speed, the screen goes dark and a spaceship beams up the three bugs before disappearing.
- SERIES -
1. Dr. Mario / Vs. Dr. Mario (1990)
2. Tetris & Dr. Mario (1994, Nintendo SNES)
3. Dr. Mario 64 (2001, Nintendo 64)
4. Nintendo Puzzle Collection (2003, Nintendo Gamecube)
- STAFF -
Created by : Gunpei Yokoi
Music by : Hirokazu Tanaka
$end
$info=duckhunt,
$Edit this entry at Arcade-History.com
$bio
Vs. Duck Hunt (c) 1985 Nintendo.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
Released in March 1985.
The arcade version of Duck Hunt was almost identical to the version later made for the Nintendo NES. The main difference was that the 'Skeet Shoot' round was a bonus game instead of an alternate play option (actually there were not any player selectable options at all).
- STAFF -
Music by : Hirokazu Tanaka (HIP)
Produced by : Gunpei Yokoi
$end
$info=excitebk,excitbkj,
$Edit this entry at Arcade-History.com
$bio
Vs. Excitebike (c) 1984 Nintendo.
A dirt bike game.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
James Hillard holds the official record for this game with 398,730 points.
- SERIES -
1. Excitebike (1984, Nintendo NES)
2. Vs. Excitebike (1984)
3. Excitebike 64 (2000, Nintendo 64)
4. Excite Truck (2006, Nintendo Wii)
- STAFF -
Designer : Shigeru Miyamoto
- PORTS -
* Consoles :
Nintendo Famicom Disk (1988)
Nintendo 64 (2000, "Excitebike 64") : unlockable extra.
Game Boy Advance (2002, "E-Reader" Series)
Game Boy Advance (2004, "Famicon Mini" Series)
$end
$info=vsfdf,
$Edit this entry at Arcade-History.com
$bio
Vs. Freedom Force (c) 1988 Konami.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : lightgun
Buttons : 1
$end
$info=vsgradus,
$Edit this entry at Arcade-History.com
$bio
Vs. Gradius (c) 12/1986 Konami.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
$end
$info=vsgshoe,
$Edit this entry at Arcade-History.com
$bio
Vs. Gumshoe (c) 1986 Nintendo.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : lightgun
Buttons : 1
$end
$info=hogalley,
$Edit this entry at Arcade-History.com
$bio
Vs. Hogan's Alley (c) 03/1985 Nintendo.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
Jack Gale holds the official record for this game with 2,738,100 points.
$end
$info=iceclimb,iceclmbj,
$Edit this entry at Arcade-History.com
$bio
Vs. Ice Climber (c) 1984 Nintendo.
You are an Eskimo who wants to climb mountains. You can jump and break the ice, or splat monsters with a handily provided hammer. Bad weather will hamper your progress through 20 different scenarios. A fun platform game in 2 player mode, but pretty unimpressive in 1 player mode.
- TECHNICAL -
Main CPU : N2A03
Sound Chips : N2A03, DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The name of the blue Eskimo is Popo and the pink Eskimo is named Nana.
The Ice Climbers (Nana and Popo) were absent from the Nintendo world until their appearance as selectable fighters in Super Smash Brothers Melee (Nintendo GameCube). They both fight as a pair and have moves inspired by the original Ice Climber game. They also have a stage inspired by their game and in the Adventure mode, the Polar Bear and Topi appear as enemies/obstacles. The freezie appears in Super Smash Brothers Melee as an item/weapon.
- UPDATES -
In the US version, Topi (a seal) was replaced with the miniature Abominable Snowman, over concerns of animal cruelty (i.e., seal-clubbing).
- STAFF -
Programmer : Kazuaki Morita
Producer : Shigeru Miyamoto
- PORTS -
* Consoles :
Nintendo NES (1985)
Nintendo Famicom Disk System (1988)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Game Boy Advance (2002, "e-Reader Series")
Nintendo Game Boy Advance (2004, "Classic Nes Series")
Nintendo WII (2007, "Virtual Console")
* Computers :
NEC PC-8801 (1985)
$end
$info=iceclmrj,
$Edit this entry at Arcade-History.com
$bio
Vs. Ice Climber Dual (c) 1984 Nintendo.
- TECHNICAL -
Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 4
Control : 8-way joystick
Buttons : 2
$end
$info=bnstars1,
$Edit this entry at Arcade-History.com
$bio
Vs. Janshi Brandnew Stars (c) 1997 Jaleco.
$end
$info=machridr,machridj,
$Edit this entry at Arcade-History.com
$bio
Vs. Mach Rider (c) 1985 Nintendo.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Super Smash Bros. Melee (Nintendo GameCube) has a remix medley of the Mach Rider soundtrack.
- UPDATES -
On the Fighting Course version, you travel across 10 sectors, and try to avoid being destroyed by obstacles and enemies.
In Endurance Course version, you race a certain amount of miles within a time limit while enemies get in your way and try to throw you off course.
$end
$info=vsmahjng,
$Edit this entry at Arcade-History.com
$bio
Vs. Mahjang (c) 1984 Nintendo.
Two-player multi-screen Nintendo mahjong!
- TECHNICAL -
Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 4
Control : mahjong keyboard
$end
$info=mightybj,
$Edit this entry at Arcade-History.com
$bio
Vs. Mighty Bomb Jack (c) 1986 Tecmo.
A highly playable sequel to the superb 1984 original, featuring horizontal and vertically scrolling levels. The object is to reach the final stage of the game, the ''Beelzebub'' stage, in order to free the royal family from Beelzebub's pyramid. Through the course of the game, the player will need to find two crystal balls and collect S coins. With one crystal ball, the player will be able to rescue the queen; With two crystal balls, both the Queen and the Princess can be rescued. Should the player have both crystal balls plus five or more S coins, they will also capture Beelzebub, which gives the player a different game ending.
The game also features ''bomb rooms'', these allow the player to earn bonus points or to warp further into the game. See ''Tips and Tricks'' for details.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TIPS AND TRICKS -
At the end of each level, collect the lit bombs in order and leave to receive 50, 000 bonus points.
* Bomb Rooms : You can choose one of two procedures in these rooms, depending on whether you want to earn bonus points or warp further into the game. First, when you enter the bomb room and touch the first bomb, it will light itself. Pick it up, and another one will light up. Continue picking up only the lit bombs; when you pick up the last bomb, 50, 000 bonus points will be added to your score. Second, when you enter the bomb room and touch the first bomb, it will light itself. This time, DON'T pick up the lit bomb; pick up all the other bombs, leaving the lit bomb till last. When you finally pick it up, you'll automatically warp to the next bomb room.
Where to find the Crystal balls...
* The First Ball :
1. When you are in Room 7, find the two rows of fire that extend from the right wall in the second part of this room.
2. Jump into the fire closest to the right wall.
3. Touch the sphinx that appears, and a door will open below you.
4. Go through the door and up the green shaft to the upper-right corner.
5. Jump against the right wall to find an invisible chest that contains another sphinx.
6. Get the sphinx from the chest, and a door will open above you.
7. Enter the chamber, and jump on the row of chests above the third stone from the left to touch the crystal ball.
* The Second Ball :
1. When you are in Room 12, find the lone stone in the middle of the room.
2. Jump just to the right of this stone to find an invisible chest.
3. Get the sphinx from the chest, and a door will open in the lava.
4. Enter the lava door, and you'll appear in a many-roomed maze.
5. Find the room with three brown chests along the left wall.
6. Start jumping on the top chest, and work your way down until you find another sphinx.
7. On the floor of that room, jump around to find an invisible chest containing another sphinx, which will open another door inside the maze.
8. Go through this door, and jump on the far-right stone several times.
9. Change yourself to green, and then jump on the stone underneath the stone you just jumped on.
- SERIES -
1. Bomb Jack (1984)
2. Bomb Jack II (1986, Commodore C64)
3. Vs. Mighty Bomb Jack (1986)
4. Bomb Jack Twin (1993)
- PORTS -
* Consoles :
Nintendo NES
*Computers :
Commodore C64
$end
$info=jajamaru,
$Edit this entry at Arcade-History.com
$bio
Vs. Ninja Jajamaru-Kun (c) 1985 Jaleco.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The princess is called 'Sakura'.
- SERIES -
1. Ninjakun Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Ninja-Kid II (1987)
4. Ninja Jajamaru-Kun - Pen wa Ken Yorimo Kyoushidegozaru (2007, Nintendo DS)
- PORTS -
* Consoles :
Nintendo Famicom (1985)
MSX (1986)
Bandai WonderSwan (1999)
Nintendo Wii (2006, "Virtual Console")
$end
$info=vspinbal,vspinblj,
$Edit this entry at Arcade-History.com
$bio
Vs. Pinball (c) 1984 Nintendo.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1984.
- PORTS -
* Consoles :
Nintendo Famicom (1984)
Nintendo GameCube (2001, "Animal Crossing" unlockable Bonus game)
Nintendo Game Boy Advance (2002, e-READER Series)
Nintendo Wii (2006, "Virtual Console")
* Others :
LCD Handheld game (1983, Game&Watch - Multi Screen) released by Nintendo.
$end
$info=platoon,
$Edit this entry at Arcade-History.com
$bio
Vs. Platoon (c) 1988 Sunsoft.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- PORTS -
* Computers :
Amstrad CPC (1988)
$end
$info=bnglngby,
$Edit this entry at Arcade-History.com
$bio
Vs. Raid on Bungeling Bay (c) 1985 Nintendo / Broderbund Software.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Raid on Bungeling Bay was the first Will Wright game (the author of the succesfull video game "The Sims").
- STAFF -
Designed by : Will Wright
$end
$info=vsslalom,
$Edit this entry at Arcade-History.com
$bio
Vs. Slalom (c) 11/1986 Rare.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
$end
$info=vssoccer,
$Edit this entry at Arcade-History.com
$bio
Vs. Soccer (c) 1985 Nintendo.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Sound : Koji Kondo
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Nintendo GameCube (2001, "Animal Crossing" as an unlockable Bonus game)
Nintendo Wii (2006, "Virtual Console")
$end
$info=starlstr,
$Edit this entry at Arcade-History.com
$bio
Vs. Star Luster (c) 1985 Namco.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
Starnoid Call : at a pinch, press 1P+2P+3P+4P START at the same time.
- STAFF -
Sound : Hiroyuki Kawada
$end
$info=smgolf,smgolfj,smgolfb,ladygolf,
$Edit this entry at Arcade-History.com
$bio
Vs. Stroke and Match Golf (c) 11/1984 Nintendo.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Both 'Man' and 'Lady' version exist.
- STAFF -
Sound : Koji Kondo
$end
$info=suprmrio,suprmria,
$Edit this entry at Arcade-History.com
$bio
Vs. Super Mario Bros. (c) 1986 Nintendo.
Classic and cult horizontal platform game featuring the Nintendo mascot Mario who must save princess Toadstool (Princess Peach in Japan) from Bowser (Koopa in Japan).
- TECHNICAL -
Vs. Super Mario Bros. is most common in a converted "Donkey Kong" or "Donkey Kong Junior" cabinet (this game was only available as a kit, there were no dedicated cabinets made). Actually, any copy of this game that is not in a converted Donkey Kong series cabinet is incorrect (as the Vs. kit was only designed for those cabinets). Nintendo designed a special small joystick for their Vs. Unisystem games (allowing a 2 player setup on the tiny Donkey Kong control panel). Another difference between this title and most standard games was audio that was processed in the monitor (although this was the same as most other early Nintendo titles). One other notable thing about this title is that either joystick will control either player (most Vs. titles were like this), making it rather pointless to have 2 sticks in the first place.
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in April 1986.
Basically, this is the arcade port of the Nintendo Famicom "Super Mario Bros." but see the 'Updates' section :).
A hack of this game where made by Two-Bits Score and is known as "Skate Kid Bros.".
- UPDATES -
There are slight differences between the arcade version Vs. Super Mario Bros. and the Playchoice-10 version of Super Mario Bros. :
* Item placement in the '?' and hidden blocks differs slightly, so if you're used to the Playchoice-10 version you may find a few different and unexpected items in certain familiar places.
* Parts of levels were also changed slightly, too, the most noticeable being a gap in the ceiling bricks on the way to the Warp Zone in World 1-2.
* This seems to make the World -1 trick impossible to do on Vs. Super Mario Bros., as it involved the use of these removed bricks.
* More enemies added in most levels
* Bug fixes / preventions.
- TIPS AND TRICKS -
* Increase The Number Of Marios By 100 Or More : There is a way of increasing the number of Marios by more than 100. At the end of World 3-1, when Koopa Troopa comes on the block stairway just before the flagpole... and reaches the lowest step, jump on him to make him stop moving.
* The 999 Timer Bonus Trick : This one can be done on any of the -4 Worlds. It is most difficult to achieve on World 6-4 and World 7-4. What you do is try to end the level with the timer at 000, and the machine will act as though you have 1000 units of time instead of 0. It will drop to 999 and count down to 000 from there and award points for each unit of time. Simply jump to the axe as the timer goes from 002 to 001 and you should finish the screen with the timer at 000 and get the maximum bonus.
- STAFF -
Designed by video game legend : Shigeru Miyamoto
Music & sound by : Koji Kondo
$end
$info=vsskykid,
$Edit this entry at Arcade-History.com
$bio
Vs. Super SkyKid (c) 1986 Namco.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- SERIES -
1. Sky Kid (1985)
2. Sky Kid Deluxe (1986)
3. Vs. Super Sky Kid (1986)
$end
$info=supxevs,
$Edit this entry at Arcade-History.com
$bio
Vs. Super Xevious (c) 1986 Namco.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster
$end
$info=tkoboxng,
$Edit this entry at Arcade-History.com
$bio
Vs. T.K.O. Boxing (c) 11/1987 Namco.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
$end
$info=vstennis,vstennij,
$Edit this entry at Arcade-History.com
$bio
Vs. Tennis (c) 02/1984 Nintendo.
Single or doubles tennis against human or computer players. Match is best of 3 sets. Game operates on both single and dual monitor cabinets.
- TECHNICAL -
Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game was designed for the dual-monitor cabinet so that opposing players had their own monitor.
$end
$info=vstetris,
$Edit this entry at Arcade-History.com
$bio
Vs. Tetris (c) 1988 Atari Games.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Inspired by a pentominoes game he had bought earlier, Alexey Pajitnov creates Tetris on an Electronica 60 in June 1985 at the Moscow Academy of Science's Computer Center. It is ported to the IBM PC by Vadim Gerasimov and starts spreading around Moscow. Pajitnov gets a small degree of fame for his program. Due to Soviet political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game. This gave rise to many sundry Tetris clones for all manner of machines.
Here is the name of all tetrominos in Tetris (A tetromino is a geometric shape composed of four squares, connected orthogonally) :
* The 'I' (Also called 'Stick' or 'Straight') - Four blocks in a straight line.
* The 'Square' (Also called 'O', 'Package' or 'Block') - Four blocks in a 2x2 square.
* The 'T' - A row of three blocks with one added below the center.
* The 'L' - A row of three blocks with one added below the left side.
* The 'J' (Also called 'Inverted L' or 'Gamma') - A row of three blocks with one added below the right side (This piece is a reflection of 'L' but cannot be rotated into 'L').
* The 'S' - Bent trimino with block placed on outside of clockwise side.
* The 'Z' (Also called 'Inverted S') - Bent trimino with block added on outside of anticlockwise side (This piece is a reflection of 'S' but cannot be rotated into 'S').
Apart from being a fine game, Tetris is also a perfect mirror of the human condition. For a while the game is entertaining, and we seem to have mastered it and are having fun. Then, something goes wrong. A rash mistake, or an unfulfilled wish, and we're fighting to repair the damage, but we've been thrown off-balance, and the cancer is spreading. Blocks that were once orderly and harmonious are jumbled and filled with holes, and our cup is on the verge of running over. There's always a point at which we stop planning for the future, and realize that we don't have one - all we can do is cling to the present and concentrate, focus our minds on what it's like to be alive, to play the game, before it's all over. You were waiting for a four-by-one block that never came. Eventually we stare death in the face, and death will not spare us because we would warn the others to stay away and not play the game. Sometimes we resist to the bitter end, moving blocks left and right without thought or care, just to hang on, and sometimes we accept the inevitable and pull the blocks down to us, smiling inwardly at the great joke. The rest is silence. We admire the fox as it escapes from the hounds, but when the hunt is over we turn away, and go off and drink and be merry, and somewhere else someone or something is watching us as we watch the fox. But the fox knows it is being chased.
Tetris falls in the same class of tantalizing problems as the famous Traveling Salesman Problem or the Halting Problem. It's the intellectual challenge of coming up with heuristics to crack the game that make it so addictive.
$end
$info=goonies,
$Edit this entry at Arcade-History.com
$bio
Vs. The Goonies (c) 12/1986 Konami.
A platform game based on the 1985 Steven Spielberg movie of the same name. The player takes control of Mikey and must explore a variety of caverns and rooms, searching for the three keys needed to unlock the huge, metal door that bars progress to the next level. The keys are hidden behind a number of doors which can only be removed by placing a bomb in front of them and blowing them open. Mikey's progress is hampered by the many enemies that roam the levels. The bombs needed to blow the doors appear when certain enemies are killed.
A fellow 'Goonie' is trapped behind one of the doors on each level, and can be rescued, although this isn't necessary to progress to the next level. A catapult, or 'slingshot', can also be found, allowing Mikey to attack enemies from a safe distance.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
Rac Carpana holds the official record for this game with 504,820 points.
A The Goonies machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SERIES -
1. The Goonies (1986, Nintendo NES)
2. Vs. The Goonies (1986)
3. The Goonies II (1987, Nintendo NES)
$end
$info=topgun,
$Edit this entry at Arcade-History.com
$bio
Vs. Top Gun (c) 1987 Konami.
- TECHNICAL -
Main CPU : N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=wrecking,
$Edit this entry at Arcade-History.com
$bio
Vs. Wrecking Crew (c) 1984 Nintendo.
- TECHNICAL -
Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1984.
- SERIES -
1. Vs. Wrecking Crew (1984)
2. Wrecking Crew (1985)
3. Wrecking Crew '98 (1998, Nintendo Super Famicom)
- STAFF -
Sound : Hirokazu Tanaka
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Nintendo Famicom (1989,"Famicom Disk System")
Nintendo Super Famicom (1998, as a bonus game in "Wrecking Crew '98")
Nintendo Game Boy Advance (2004, "Famicom Mini Series")
Nintendo Wii (2007, "Virtual Console")
$end
$info=vulcan,
$Edit this entry at Arcade-History.com
$bio
Vulcan Venture (c) 03/1988 Konami.
The third game in Konami's renowned "Gradius" series; the prequel being "Gradius" (known as "Nemesis" in Europe) and a spinoff called "Salamander" (also known as "Life Force"). Vulcan Venture strictly adheres to the shoot-em-up template set out by its hugely successful predecessor, the game eschews the sideways/vertical scrolling alternate levels of "Salamander" and opts instead for "Gradius" sideways scrolling-only mechanic. Vulcan Venture is rightly considered to be one of the most demanding and difficult shoot-em-ups ever released.
- TECHNICAL -
Game ID : GX785
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is known in Japan as "Gradius II - GOFER no Yabou".
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'ASO'.
Apollon Music released a limited-edition soundtrack album for this game (Space Odyssey, Gradius II - Gofer no yabou - BY30-5202) on 21/07/1988.
- UPDATES -
The main differences between Vulcan Venture and "Gradius II - GOFER no Yabou" are :
* Different title screen.
* Multiple is called Option in "Gradius II - GOFER no Yabou".
* No continue available in "Gradius II - GOFER no Yabou".
* Pulse Laser is called Ripple Laser in "Gradius II - GOFER no Yabou".
- SERIES -
1. Nemesis (1985)
2. Lifeforce (1986)
3. Gradius 2 (1987, MSX)
4. Vulcan Venture (1988)
5. Nemesis 3 - The Eve of Destruction (1988, MSX)
6. Gradius III (1989)
7. Gradius - The Interstellar Assault (1991, Nintendo Game Boy)
8. Nemesis '90 Kai (1993, Sharp X68000)
9. Salamander 2 (1996)
10. Solar Assault - Gradius (1997)
11. Solar Assault - Revisited (1997)
12. Gradius Gaiden (1997, Sony PlayStation)
13. Gradius IV - Fukkatsu (1999)
14. Gradius Generation (2002, Nintendo Game Boy Advance)
15. Gradius V (2003, Sony PlayStation 2)
- STAFF -
Game programmers : Toshiaki Takatori, K. Tsutsui, T. Horimoto, A. Suzuki, Takehiko Fujii
Graphic designers : Miki Yoshikata, H. Ashida, Michiko Iwamoto, A. Nonami, Kuniaki Kakuwa
Sound editors : S. Tasaka, Motoaki Furukawa, K. Matsubara, S. Hukami
Engineer : K. Hashima
Title designers : F. Shinuya, J. Tanaka
$end
$info=vulgus,vulgusj,vulgus2,
$Edit this entry at Arcade-History.com
$bio
Vulgus (c) 05/1984 Capcom.
Vulgus is pretty simple. You just pilot a spaceship and blast countless enemies. That is what is fun about this game. There is nothing complicated, just pure blasting. You only have two weapons, your blaster, and a limited supply of bombs. This title uses the time honored top-down vertically scrolling format. The background moves eternally forward, but you can move all around the screen, and can make the screen scroll both left and right. Your enemies consist of an assortment of fairly realistic looking spacecraft, some of which have a distinctive 'insectoid' look to them. This game is endless and it doesn't seem to have a level format. You just move forward and shoot. The backgrounds will change from time to time from planetary surfaces to space scenes and eventually they will start repeating once you blast this particularly large alien formation.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Vulgus is the first game produced by Capcom. Capcom, a name derived from 'Capsule' and 'Computer'. Kenzo Tsujimoto established the company in Japan as a manufacturer and distributor of electronic games machines.
In space shuttle terminology, CAPCOM also stands for 'Capsule Communications'.They are responsible for most of the talking to the shuttle during the missions. They relay all the messages to and from the shuttle. It's a very important, very stressful position in the space flight system.
Vulgus was only available as a conversion kit from SNK (or Capcom in Japan). The marquee to this title was red and it had a strange blue 'Vulgus' logo that had red veins running through it.
- UPDATES -
The US version's high score table allowed three initials to be entered. The Japanese version allowed ten letters to be entered.
- STAFF -
Staff : T. Toyohara, M. Kimura, Y. Morita, A. Fukada, S. Okada
- PORTS -
* Consoles :
Sony PlayStation (1998, "Capcom Generation 3")
Sega Saturn (1998, "Capcom Generation 3")
Sony PlayStation 2 (2005, "Capcom Classics Collection")
Microsoft XBOX (2005, "Capcom Classics Collection")
Sony PSP (2006, "Capcom Classics Collection Reloaded")
$end
$info=wacko,
$Edit this entry at Arcade-History.com
$bio
Wacko (c) 1982 Bally Midway.
The game is a colorful single screen shooter, with excellent graphics for the time. You maneuver 'Kapt'n Krooz'r' around the screen in his spaceship. The terrain is an orange moon scene, various cartoonish monsters dot the landscape. You must blast the monsters in pairs to make them vanish. Later levels introduce even more complex rules as to what can be shot. You control your ship with the trackball, while using the joystick to aim and shoot. The controls feel natural with a little practice, but the game quickly becomes very difficult on the higher levels.
- TECHNICAL -
Bally Midway MCR 2 hardware
Main CPU : Z80 (@ 2.496 Mhz)
Sound CPU : Z80 (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : Trackball, joystick
- TRIVIA -
The game originally had a wizard shooting at cute animals but Bally/Midway execs thought it was too cute and needed an edge. Monsters were designed by Scott and put in instead, plus Bally/Midway also called him at the last minute to replace the wizard with the little green alien from Kozmik Kooz'r. The slanted cabinet was an idea by Marvin Glass which required the trackballs to be installed upside down to work properly.
This title takes the prize for having the strangest dedicated cabinet ever made The Wacko cabinet is sloped, both the control panel, and the marquee are set at an angle. The right side of each being about three inches lower than the left side. This means that the joystick and trackball are both at an angle. This is the only machine ever made to feature a sloped control panel (a distinction which it will probably keep for a long time).
A Wacko machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Steve Meyer
Graphics by : Scott Morrison
- PORTS -
* Consoles :
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
* Computers :
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=arcadia,
$Edit this entry at Arcade-History.com
$bio
Waga Seishun no Arcadia (c) 1982 Sigma Enterprises.
- TECHNICAL -
Main CPU : M6809 (@ 1.4 Mhz), (2x) M6802 (@ 1 Mhz)
Sound Chips : (3x) AY8910 (@ 1 Mhz), (2x) DAC (@ 1 Mhz)
Screen orientation : Vertical
Video resolution : 248 x 256 pixels
Screen refresh : 50.00 Hz
Palette colors : 8
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
The title of this game translates from Japanese as 'Arcadia of My Youth'.
This game is known outside Japan as "New York New York".
Waga Seishun no Arcadia is based on the animated movie of the same name. The guy standing in the background of this game is Space Pirate Captain Harlock, the protagonist of the movie. Arcadia is the name of his ship. Starting before this movie and into the present day, Harlock is featured in a number of comic books, TV series and movies.
- UPDATES -
Differences between "Arcadia' and 'NY, NY' :
* In the background of 'NY, NY' is the Statue of Liberty, surrounded by blue buildings.
* In 'Arcadia', the Statue has been replaced by Captain Harlock (who is still the same color as the Statue of Liberty for some reason) and there is a blue nebula instead of blue buildings.
* Also, the words 'New York' have been replaced by 'Arcadia' in the demo.
* Besides the picture of Harlock in the background, nothing else in the 'Arcadia' game really has any relationship with the movie at all.
* 'NY, NY' came first and was then slightly modified to cash in on the 'Arcadia' movie.
* There are also no additional copyright notices, as there would normally be in a game based on a movie (So perhaps it wasn't even officially licensed).
* Another odd thing is that in Arcadia it really doesn't make a lot of sense to have a giant cyan Capt. Harlock floating around in space in the background.
* Whereas in NY, NY it actually makes sense for the Statue of Liberty to be in the background.
$end
$info=mj4simai,
$Edit this entry at Arcade-History.com
$bio
Wakakusa Monogatari Mahjong Yonshimai (c) 1996 Maboroshi Ware.
Anime-style mahjong game with lovely female opponents and bonus games.
- TECHNICAL -
Main CPU : 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : mahjong keyboard
- TRIVIA -
The title of this game translates from Japanese as 'Young Grass Mahjong Story - Four Sisters'. 'Wakakusa Monogatari' is also the Japanese title of the Louisa May Alcott novel 'Little Women', which this mahjong game is *very* loosely based on.
- PORTS -
* Consoles :
Sega Saturn (1996)
$end
$info=wakuwak7,
$Edit this entry at Arcade-History.com
$bio
Waku Waku 7 (c) 11/1996 Sunsoft.
A hilarious parody of different styles of anime and video games featuring seven selectable characters and a nasty end boss! It's worth playing for the dialogue alone.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0225
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Quick punch, [B] Quick kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
'Waku Waku' is Japanese onomatopoiea for sounds of excitement.
The bonus stage battle against Bonus Kun, the Shotokan punching bag, is a parody of Ryu and Ken of "Street Fighter" fame. Watch him imitate all of their best moves! It also appears that Bonus Kun's music stage is a parody of 'The Theme of Ryu', which is, as the name implies, the theme music for Ryu in "Street Fighter II - The World Warrior".
Pony Canyon released a limited-edition soundtrack album for this game (Waku Waku 7 - PCCB-00215) on 21/08/1996.
- TIPS AND TRICKS -
* Reverse Title : accumulate 7 credits and the title will be reversed (77 too).
* Alternate Costume Colors : press B, C, or D when selecting a fighter on the character selection screen.
* Choose Black Color : on character selection screen, press Down+A+B+C+D simultaneously.
* Change Winning Mark : on character selection screen, press Left+Start simultaneously. If done right, a voice will be heard. Doing the code again changes the marks back to normal.
* Change CPU Character Color : on character selection screen, press Upperright+Start+A simultaneously.
* Widescreen Mode : on character selection screen, press Right+Start+C simultaneously.
* Arina Stage Song Lyrics : when fighting Arina, before 'Round 1' appears, press Start, then A+D.
- STAFF -
Programmers : Yuichi Ueda, Shige. YTM. Inaba
Graphic designers : Murakichi, Chupon, Kouki Kita, Toshihiko Narita, Yasuhide Maeda, Atsuki Matsui, Masasashi Kajikawa, Takuro Nagai, Kazuhito Terada, Naoto Kunimori, Tatsuya Doe
Sound composers : Kazuo Nii, Noriaki Urata
Music composers : Masato Araikawa
Musicians : Masayoshi Kondo, Hiroshi Koizumi, Andre Black, Yayoi Sakiyama, Eri Kusaka
Voice actors & Actress : Yoko Okouchi, Yoshinori Kudo, Mariko Masuda, Osamu Nakamoto, Tokoshige Tsujimura, Ben Izawa, Toshiyuki Fujita, Kazunori Hotta, Chitose Omi,Naho Hattori, Yukitoshi Hirano
Music coordinators : Atsushi Mihiro, Hideo Zaitsu
Director : Yuichi Ueda
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=wallc,wallca,
$Edit this entry at Arcade-History.com
$bio
Wall Crash (c) 1984 Midcoin.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 1
Control : dial
Buttons : 2
- TRIVIA -
Midcoin was founded by Bruno De Georgio (Ex Felaco) in Naples (Italy).
- STAFF -
Programmed by : Bruno De Georgio
$end
$info=wallst,
$Edit this entry at Arcade-History.com
$bio
Wall Street (c) 1982 Century Electronics.
- TECHNICAL -
Main CPU : S2650 (@ 894.886 Khz)
Sound CPU : S2650 (@ 894.886 Khz)
Sound Chips : (2x) DAC (@ 894.886 Khz), TMS5110 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 248 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 16
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=wwallyj,wwallyja,
$Edit this entry at Arcade-History.com
$bio
Wally wo Sagase! (c) 1992 Sega.
- TECHNICAL -
Sega System 18 hardware
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : (2x) YM3438 (@ 8 Mhz), RF5C68 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 3
Control : trackball
Buttons : 3
- TRIVIA -
Based on the children's books called 'Where's Wally?' where you had to find Wally (Waldo in US) in various drawn scenes.
$end
$info=wanted,
$Edit this entry at Arcade-History.com
$bio
Wanted (c) 1984 Sigma Enterprises.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1
- PORTS -
* Consoles :
Sega Master System (1989)
$end
$info=warfa,
$Edit this entry at Arcade-History.com
$bio
War - Final Assault (c) 1999 Atari Games.
- TECHNICAL -
Atari Vegas hardware
Main CPU : R5000 (@ 250 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : stick
Buttons : 3
- TIPS AND TRICKS -
* Secret Characters : The secret characters are based on how many kills you have on your ID. Get about 14,000 kills to reach War Master rank and you can access all of them. Or by toying around with the buttons you can just hit view a couple times and you can bypass the kills restriction. Also by hitting View 3 to 5 times and hitting right on your joystick will reveil deeper hidden characters from the game Mace, etc. Like the red knight boss from Mace or the executionor. During the character select screen hit the joystick left or right on the characters seen and you'll see other charactes like Alienov's workers or Alienov's Generals, etc.
* Multiplayer Select : Inbetween multiplayer matches you can select the level you want to play by holding down the View button and the top button on your joystick. A little window opens up on the bottom of the screen with the listing of all the levels. Only works when multiplayer games are still running.
* Glitch when using any weapon : First grab a weapon, works with yellow rocket launcher best. When you fire the weapon press the eject button. It has to be right after you fire. Once you get the timing down you will now have unlimited bullets.
* Pentabolt Keys : Here are the locations of the pentabolt keys on levels one through 6. Collecting them all will allow you to access a secret level after defeating the boss of level 7.
LEVEL 1 : Go inside the building at the beginning and climb up the stack of boxes to the left. There will be a tunnel that you can fall into from the top. It leads to a hallway with a few enemies in it. The pentabolt key is at the end of the hallway; after picking it up, ride the lift up back to the rest of the level.
LEVEL 2 : After you get back outside, shoot out the bottom of the first crater. Fall in and follow the hallway around, killing the enemies inside. Drop down into a room with a large slime pit and a turret on the opposite end. After destroying the turret, jump across the pillars sticking out of the pit to reach the other side. Go through either door, then up the ramp. You will find the pentabolt key protected by some enemies. Grab it and continue into the next room and out the door, which leads back outside again.
LEVEL 3 : Go up the staircase at the beginning. Instead of going through the door at the top, jump onto the banister to the right of the door, then jump from there to the window ledge. Walk towards the wall, and a door will open up, taking you to a small computer room with lots of construction workers and a couple of the black-suited guys. The pentabolt key is in this room. After grabbing it, take the ramp down and go through the door to go back out into the level.
LEVEL 4 : In the long hallway with all the debris and boxes stacked up against the wall, find a door on the right site near the end with a few boxes and one of the red explosive barrels. Destroy the barrel, and go through the door. At the bottom of the ramp is a room with the pentabolt key in the middle. Grab it, but watch out for the ambush from the doors on the sides of the room. To avoid getting hit, try grabbing the key, waiting a brief moment, then jumping backwards. If done correctly, all the shots will miss you. After killing the enemies, take the ramp up on the other side of the room and go through the door back out into the main hallway.
LEVEL 5 : As soon as the level starts, go left and shoot the cliff wall inside the fence. Go through the cave, which leads up to the ledge. Somewhere along the cave, however, is a spot where you can blast /another/ hole, leading to a point where you can drop down into a warehouse with boxes. Kill the enemies, and watch out for the tank! Just past the tank is a lift that will take you up to the pentabolt key, which is floating over a hole. Don't worry about falling into the hole, because you'll grab the key as you fall, and that's where you need to go anyway.
LEVEL 6 : Go through the level until you get to a conveyor-belt-like machine that's rolling something lava-orange. Make sure you take the /left/ path around the maching; going the other way will cause you to miss the key! Continue through the level this way until you reach a large room with two vats of slime. Jump up on the platfor on the far end to the right past the vats. Around the back of them you will find a stairway which takes you to the top of the vats. Jump onto the rim of the first one, then jump over to the second. Fall /into/ the second vat. Watch out for the radiation workers! Take the lift up to a narrow passage leading to the pentabolt key, then drop back down into the room with the vats.
- SOURCES -
FAQ by Mark J. Hadley (9/19/99)
FAQ by DigiPen (7/20/99)
$end
$info=wargods,
$Edit this entry at Arcade-History.com
$bio
War Gods (c) 1996 Midway.
Ten mystical characters battle for dominance in a 3-D environment.
- TECHNICAL -
Midway V Unit hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 400 pixels
Screen refresh : 57.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
This game is the only game on the Midway V Unit to use a hard-disk (401 megabyte).
War Gods was the first truly 3D fighting game to include the Digital Skin Technology that eliminates polygon look.
- PORTS -
* Consoles :
Sony PlayStation (1997)
Nintendo 64 (1997)
* Computers :
PC [Windows 95] (1997)
$end
$info=wrofaero,
$Edit this entry at Arcade-History.com
$bio
War of Aero - Project MEIOU (c) 1993 Yang Cheng Electronic.
- TECHNICAL -
Game ID : 93111A
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Programmer : J. Ichikawa
Graphci designers : Y. Sugimoto, H. Kanemaru
Character designers : J. Ichikawa, H. Kanemaru
Sound programmer : H. Yamanaka
Sound : Y. Ogawa, H. Shiomi
Director : J. Ichikawa
$end
$info=warofbug,
$Edit this entry at Arcade-History.com
$bio
War of the Bugs or Monsterous Manouvers in a Mushroom Maze (c) 1981 Armenia / Food and Fun.
Very interesting game. Play "Centipede" in a "Galaxian" environment :).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 8-way joystick
Buttons : 1
$end
$info=wotw,wotwc,
$Edit this entry at Arcade-History.com
$bio
War of the Worlds (c) 1981 Cinematronics.
This is one great looking game. You control a little tank that can move back and forth at the bottom of the screen, your enemies are martian walkers that advance on your position. Each martian takes several hits to destroy, as you are actually blasting their legs out from under them. You can protect yourself from their shots by using your shield button, but use it sparingly, as you only have a limited amount of shield time.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette Colors : 32768
Players : 1
Buttons : 4
- TRIVIA -
War of the Worlds (or WOTW for shorts) is based on the HG Wells science-fiction classic.
WOTW was one of the last vector games Cinematronics created. This game was meant to be a 3-D vector version of "Space Invaders" but was never released due to it testing badly at the 1982 AMOA show. Less than 10 were made. They were all sold to distributors and sold at trade shows. The game did not generate enough interest to be put into production. The reason this game never went into wide production was twofold. The first reason was that it was simply too easy. Games that are too easy don't make a lot of money. The second reason was that the hardware simply wasn't good enough to run the game, it lagged a bit from time to time, and arcade games are not supposed to lag.
One interesting note is that the game was originally made with the B+W X-Y monitors, but a couple years later, it was resurrected with a color monitor around the time of "Solar Quest". Only one or two where made this way, and it is doubtful that they still exist.
The 'War of the Worlds' conversion kit came with a red and yellow marquee that had a fairly simple game logo on it. The monitor bezel showed the curved surface of an orange planet, along with some generic outer space stuff. The control panel has graphics showing a ruined city, and the legs of several giant martian walkers. The controls are all pushbuttons, no joysticks or anything like that at all. The game came with a plastic monitor overlay meant to give color to the black and white monitor, it made the upper and lower areas red, while the center area was yellow (it also had a hand drawn city scene way in the background).
- STAFF -
Designed and programmed by : Tim Skelly, Rob Patton
$end
$info=wardner,
$Edit this entry at Arcade-History.com
$bio
Wardner (c) 12/1987 Taito.
Two young children, Pyros and Erika, have unexpectedly strayed into a wonderland called 'Wardner's Forest'. Upon entering the magical forest, the young girl is changed into a crystal ball by evil warlock and ruler of the forest, 'Wardner'. She is taken to a secret place deep inside the woods. The brave young Pyros, armed only with a magical flame as a weapon, sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home.
At the end of every level, Pyros enters a shop. The player can use any gold that has been collected on route to buy useful items; such as extra health, time and more powerful weapons. Wardner is an accomplished and playable platform game with smooth, colourful graphics and finely honed gameplay.
- TECHNICAL -
Game ID : TP-009
Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.428571 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 56.00 Hz
Palette colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Wardner no Mori" and in US as "Pyros".
Toaplan released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.
- TIPS AND TRICKS -
This trick will allow players to get the cape on the first level without the risk of losing a life. Stand next to the hole where the cape is, then hold DOWN and slowly tap the joystick to the RIGHT. If done correctly, Pyros should slowly inch his way underneath the two platforms and can then grab the cape without any problem.
- STAFF -
Music composed by : Ree Ohta
- PORTS -
* Consoles :
Sega Mega Drive (1991)
Famicom Disk System
$end
$info=wardnerj,
$Edit this entry at Arcade-History.com
$bio
Wardner no Mori (c) 1987 Toaplan.
2 youngsters, Pyros and Erika, unexpectedly strayed into a wonderland called Wardner's Forest. Upon entering the magical forest, the young girl was changed into a crystal ball by an evil warlock called 'Wardner', the ruler of the forest, and brought to a secret place deep inside the woods. The brave young Pyros armed with only a magic flame as a weapon sets out to rescue his female companion from the clutches of the evil Wardner and bring her safely home. Join him in his adventurous search through the magical forest to save his friend and to break Wardner's spell over the enchanted forest and all the inhabitans.
- TECHNICAL -
Game ID : TP-009
Main CPU : Z80 (@ 6 Mhz), Z80 (@ 3.428571 Mhz), TMS32010 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.428571 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 56.00 Hz
Palette colors : 1792
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1987.
The title of this game translates from Japanese as 'Wardner's Forest'.
Licensed to Taito for manufacture and distribution.
This game is known outside Japan as "Wardner" and in US as "Pyros".
Toaplan released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.
- STAFF -
Music composed by : Ree Ohta
- PORTS -
* Consoles :
Nintendo Famicom Disk (1988)
$end
$info=warlords,
$Edit this entry at Arcade-History.com
$bio
Warlords [Upright model] (c) 1980 Atari.
Atari's Warlords is a 1- or 2-player game with a black-and-white raster-scan monitor. The game depicts a 3rd-person view of 4 castles. The knights and kings use shields to defend their castle walls from the fireballs that ricochet around the playfield.
Players can capture and catapult the fireballs at opposing castles, using their shield control and 'power stone' pushbutton. When a fireball hits a castle wall, it destroys one or more bricks, depending on its speed.
A position not paid for is played by the computer, with a black knight displayed in the appropriate castle (The upper 2 castles always have black Knights in them). The computer-controlled knights catapult fireballs at the players with increasing accuracy, to provide challenge.
The play mode begins when either start button is pressed and the countdown has ended. The mode ends when the last player's castle (containing a crown) has been penetrated by a fireball. At this point a white cloud envelopes the crown, and the latter disappears.
During the countdown, a dragon flies back and forth across the screen with a fireball in its mouth. At the end of the countdown, a position activated by a start button has its black knight changed to a king's crown. A position not activated remains as a knight and is controlled by the computer. The dragon then spits the fireball from its mouth toward a player's castle.
The objective is to destroy the three other castles, while protecting one's own castle with the moving shield. The LED pushbuttons have dual functions: in the ready-to-play mode they work as start switches, and during game play they become 'power stones' to allow players to capture and catapult fireballs at opponents.
The spinning fireballs released from a shield have more destructive force on a castle wall than a fireball simply deflected from another wall or the sides of the playfield. However, players will soon find out that they cannot hold onto a fireball for long, since it slowly destroys their own castle walls adjacent to the fireball.
Additional fireballs appear at predetermined intervals or when a castle is destroyed, whichever comes first. A maximum of 4 fireballs simultaneously appears on the screen.
In 1- and 2-player games, the players' crowns will be accompanied by a zero, to begin scoring. The point-scoring system is printed on each control panel (the black knights do not earn points).
If the black knight has the surviving castle, the game ends. However, if a player (king) has the surviving castle, that player receives bonus points, all castles are rebuilt, and the game continues with a new battle at a higher level.
The subsequent levels begin, as mentioned before, with the fireball thrown out by the dragon. In the higher levels black knights play more accurately and faster.
- TECHNICAL -
Game ID : 037153-037159
Main CPU : M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 4
Control : paddle
Buttons : 1
- TRIVIA -
Released in April 1980.
Also released as "Warlords [Cocktail model]".
Licensed to Sega for Japan market.
A prototype version of this game is known under the name of "Castles & Kings".
Approximately 1,000 Upright units were produced.
- SCORING -
Damaging a castle wall : 125 points
Destroying any Warlord (any Human player) : 1000 Points
Destroying any Black Knight (any Computer player) : 2500 Points
Surviving player gains 5000 points x current level.
- STAFF -
Designed and programmed by : Greg Rivera, Norm Avalar
- PORTS -
* Consoles :
Atari 2600 (1981)
Atari XEGS
Sony PlayStation (2001, "Atari Anniversary Edition Redux")
Sega Dreamcast (2001, "Atari Anniversary Edition")
Sony PlayStation 2 (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Microsoft XBOX (2004, "Atari Anthology") : appears in both arcade and Atari 2600 forms.
Nintendo DS (2005, "Retro Atari Classics")
Nintendo Game Boy Advance (2005, "Centipede / Breakout / Warlords")
* Computers :
Tandy Color Computer (1982, "War Kings")
PC [MS Windows, CD-ROM] (2000, "Atari Arcade hits 2")
PC [MS Windows, CD-ROM] (2001, "Atari Anniversary Edition")
PC [MS Windows, CD-ROM] (2002, as part of "Atari Revival") : features new 3-D graphical settings, also features an option to play the original game.
PC [MS Windows, CD-ROM] (2003, "Atari - 80 Classic Games in One!") : appears in both arcade and Atari 2600 forms.
* Others :
Atari 10 in 1 TV Game (2002 - Jakk's Pacific)
Atari Paddle TV Game (2004 - Jakk's Pacific) : appears in both Arcade and Atari 2600 forms.
Atari Flashback Classic Game Console (2005)
Nokia N-Gage (2006, "Atari Masterpieces Volume 2")
$end
$info=warpwarp,
$Edit this entry at Arcade-History.com
$bio
Warp & Warp (c) 07/1981 Namco.
Whether you're in a field with a shotgun or laying mines in a maze, your enemies stick out their tongues at you. Are you going to put up with this?
- TECHNICAL -
Main CPU : 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is known in US as "Warp Warp" (licensed to Rock-ola 08/1981).
- SCORING -
Yellow Tongue Sticker : 60 points
Orange Tongue Sticker : 90 points
Red Tongue Sticker : 150 points
Two Tongue Stickers at once in maze : 500 points
Frog in field : 500 points
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep Button1 pressed and enter the following sequence : Right(x2), Down(x6), Left, Up(x4).
'(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.
- PORTS -
* Computers :
MSX
$end
$info=warpwarr,warpwar2,
$Edit this entry at Arcade-History.com
$bio
Warp Warp (c) 08/1981 Rock-ola.
Whether you're in a field with a shotgun or laying mines in a maze, your enemies stick out their tongues at you. Are you going to put up with this?
- TECHNICAL -
Main CPU : 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 272 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is known outside US as "Warp & Warp".
- UPDATES -
The only difference between the new and the old version is the copyright string on the first screen (when the scores are displayed) :
* New version (set1) : '(c) 1981 ROCK-OLA MFG.CORP.'
* Old version (set2) : '(c) 1981 ROCK-OLA MFG.CO.'
- SCORING -
Yellow Tongue Sticker : 60 points
Orange Tongue Sticker : 90 points
Red Tongue Sticker : 150 points
Two Tongue Stickers at once in maze : 500 points
Frog in field : 500 points
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep Button1 pressed and enter the following sequence : Right(x2), Down(x6), Left, Up(x4).
'(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.
- PORTS -
* Computers :
MSX (1984)
$end
$info=warrior,
$Edit this entry at Arcade-History.com
$bio
Warrior (c) 10/1979 Vectorbeam.
Two vector knights battle each other in an overhead death pit.
- TECHNICAL -
Main CPU : CCPU (@ 5 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 38.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Warrior was the first one-on-one fighting game.
Back in the 1970s, a few arcade distributors still held on to the exclusivity rules that were a holdover from the older pinball days. Because of this, many arcade game manufacturers had several different names. Atari was also 'Kee' and 'Horror Games'. While 'Sega' was also known as 'Gremlin'. Many people think that Vectorbeam and Cinematronics were the same way. But that wasn't how it really worked with them. Vectorbeam was originally an independent company. They had purchased several titles from Cinematronics in the past, but were a totally different company. But in 1978 Cinematronics bought Vectorbeam so they could have their patents. They promptly released Warrior under the Vectorbeam name, and then shut the company down soon after.
It was a very rare game. There was only one way to buy this game, and that was in a dedicated cabinet, and only upright versions were available (and this was one heavy game, weighing in at 280 lbs). This particular title had white sides with sticker style sideart of two Knights crossing swords while a sinister castle loomed above them. The marquee, monitor bezel, and control panel all had graphics of swords and energy beams. There were two joysticks on the control panel, and they were of a very sturdy design, and were probably the only thing on a Warrior machine that wasn't bound to fail in a few years.
The game used a rather complicated display system that included a 19'' black and white vector monitor, a half-silvered mirror, and a detailed plastic display of the game background. Those items all came together to make it look like the action was happening directly on the picture of the background, instead of on the monitor itself.
A Warrior machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- STAFF -
Designed and programmed by : Tim Skelly
$end
$info=warriorb,
$Edit this entry at Arcade-History.com
$bio
Warrior Blade - Rastan Saga Episode III (c) 1991 Taito.
Warrior Blade is a pseudo three-dimensional, fighting/tactical style game. You can move side to side the screen, left and right, and up and down. You have a choice of three characters to choose from to go out exploring and getting the artifacts back that were stolen. Of course the road won't be easy since there are a lot of enemies who want nothing more then to put your character's head on a platter. You will be exploring musty old castles, run-down towns, and even be on board a ship in your quest to track down treasure and artifacts. You will also have the benefit of getting mystical aid in the form of magic when the time is right. You will travel to four areas and complete the missions in each of them before you advance to the next area. All in a days work for those who like the hard knock life.
- TECHNICAL -
Prom Stickers : D24
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2610, (4x) Volume
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2 (SWING/FIRE, JUMP)
- SCORING -
Scoring in this game is relatively hard since there are a lot of things you can get points for. Also, some enemies require more then one hit to finish them off. Here is the scoring table :
Archers : 100 Points
Bird : 300 Points
Copper Coin : 10 Points
Gold Coin : 100 Points
Lizard Soldiers : 700 Points
Lizards : 250 Points
Lizards with clubs : 250 Points
Natives : 200 Points
Plants : 50 Points
Priests : 200 Points
Shark : 350 Points
Silver Coin : 50 Points
Soldier on Dragon : 100 Points
Soldiers : 250 Points
Swordmen : 100 Points
Treasure : 500 Points
Undead (Mummies) : 100 Points
Wizard : 200 Points
You also get points for clearing an area. In addition, you will also get a time bonus of the time remaining x 100. The only two areas you don't get the time bonus added on are Horseman's Forest and Wind Canyon. The clear bonuses are as follows :
DEPON RD : 1000 points
HORSEMAN'S FOREST : 5000 points
WIND CANYON : 5000 points
All other areas are 10000 points.
- TIPS AND TRICKS -
* Round Select Mode :
1) Hold Service Switch button, then reset the game.
2) Press : Service(x3), Start, Service, on displayed 'Service Switch Error' message.
3) Enter Round Select Mode in case of success.
* The Bosses : There are seven bosses to deal with in this game. They are known as 'Area Guard' in the game. Here is the list with a couple of strategies :
KING ZANANSTAFF : After you break through the tower floor, you will be deposited in a throne room. In front of your character will sit a skeletal man on a throne. After a few seconds of powering up, the battle will begin.
1) There are a couple of threats you must deal with against this boss.
a) The first threat is from the boss. He likes to throw blue fireballs at your character. They are easy to sidestep but are still a nuisance.
b) The second threat is from above. Skulls fall from the ceiling. After a couple of seconds, they form into skeleton warriors. Usually there are three to four around at any time. They can cause a lot of problems, especially when you are closing on King Zananstaff.
2) You first need to let the king throw his fireball and step away from it. Once he has done that, close on him real rapidly (unless you have a ranged weapon) and start pounding on him. You will know when your hits are registering because he will light up.
3) When he gets ready to throw another fireball (he will cock his arm back), get away from him and sidestep it. Also, by this time, you will have to deal with the skeleton warriors. It only takes one hit to bring them down but they could block your path and keep you in the fireballs path.
4) Repeat the above pattern until the king is destroyed. It should take 20 hits to bring him down.
PYLEX = PYLON : After you complete your trek to the top of the spiral tower, this boss awaits. A fire will start and this boss will appear. He is skeletal looking with a demons head. Plus, he is on fire.
1) When this boss appears, get outside of his range. He has a pretty long reach so you will need to jump around and move constantly.
2) You won't get hurt by just running by him but if he hits you, be prepared for a big energy loss.
3) One of his favorite tactics is to jump up and imprison your character within his flaming rib cage. This also can do some heavy-duty damage.
4) The best way to take out this boss is to watch his hand on your side. When he raised it, go in and start hacking away at his rib cage. You will know your hits are registering because he will briefly turn blue.
5) After a couple of hits, he will jump up. Watch the shadow on the ground since that is an indicator of his impact point. Run or jump out of the way and continue the above pattern of slashing and backing off.
6) It takes 16 hits to turn this flaming skeleton into kindling.
FINSTERNIS : Well, you couldn't go through a few bosses without having to deal with one knowledgeable in the mystic arts. Finsternis brings that reality to you. He appears as a robed man.
1) This battle opens up with Finsternis creating five rocks that go in orbit around him. You need to quickly break up these rocks or he will launch them at your character.
2) After you have busted the rocks, Finsternis will disappear and reappear on the other side of the screen. At the same time, he will launch two attacks : Scrolls and fire. The scrolls attack is just a bunch of scrolls being thrown at your character and it doesn't do a whole lot of damage. It's the mini fireballs that can do some serious damage.
3) After taking out the rocks, there is a slight delay before Finsternis disappears. Get some shots in on him. Again, he will briefly light up when you hit him.
4) When he reappears, be prepared for the scroll and fire bombardment. As soon as its finished, go in and unload upon him some more. If you managed to get enough hits the first time, this should finish him off. If not, he will disappear and reappear attacking with scrolls and fire from another location.
5) 16 hits will help this boss become part of the mystical universe.
DESMOSTYLUS : This is one of the harder bosses to deal with. The reason is the fact you don't deal directly with the boss initially, but deal with the minions he creates.
1) After he has settled in his floating throne, he will create five water dragons. They look like snakes but have dragon heads. They will go in and out of the water and aim for your character.
2) In order to score hits on Desmostylus, you have to destroy his water dragons. There are usually three or four at any given moment until you have destroyed 16 of them. This isn't easy since they have the tendency to cover each other so if you get a shot on one, at one or two will have a shot at your character. This will definitely require a lot of maneuvering around so you don't get trapped. Once you have dispatched 16, all you need to do is give the boss a good whack.
3) After that, the rest is history as the boss gets committed to a watery grave.
PAS=DE=DAUX : Another skeletal boss but one with a new twist. This one has two heads, one human and the other demonic. In addition, instead of hands, he has blades at the ends of his four arms.
1) This boss doesn't actually have any real surprises, he uses his four blades to deadly effect and also tries to corner your character against the side of the screen.
2) The best way to take out this boss is to wait until the arm is raised on your characters side. Then rush in and get a couple of good shots. Keep in mind, only the end of your weapon can do damage so don't crowd in too close to this boss.
3) Keep up the pattern and jump to the other side if you don't have room to maneuver on the side you're on.
4) One thing to keep in mind, after you get 14 hits on this boss, he will fall apart. Don't let this fool you though, he isn't finished yet. You still will need to get two more hits to totally finish this boss off.
GIFFKRAKE : When you get to the other end of the ship, this boss awaits you. He will only briefly appear human before he transforms into a mutated octopus.
1) This boss doesn't move but his tentacles have a long range and can tag you for some big damage.
2) In order to get hits on this boss, you must first get through his tentacles. It only takes 4 hits to take a tentacle out but keep in mind that the other five tentacles will be gunning for your character. In addition, the tentacles will reattach to Giffkrake so you must be quick.
3) Once you have broken through the tentacle barrier, start beating on the main body. You may have to back off to deal with the tentacles.
4) Keep up this pattern. After 16 hits, Giffkrake will be seafood.
LORD LUDERKAWN : This boss starts out as an armored warrior. Don't let that fool you because he soon turns into a demon.
1) This boss is pretty quick and it will take all of your skill to maneuver around to get hits in on him.
2) In addition, he has a nasty little breath weapon that can do major damage if your character is in its path.
3) Again, the best way to hit this boss is to ''dance'' around him. Get a couple of hits and maneuver away before he has a chance to counterstrike.
4) Continue to move in and out getting in hits if you can. After 16 hits, you can say bye-bye to the boss as he transforms back into the armored warrior.
This game consists of an introductory and final area. In between are four areas and subareas you can choose from. You can choose any area that you haven't been through already.First, though, there are some basic strategies one must be aware of before playing the game.
* Remember, you can move in eight directions on the screen. So if an enemy is in front of you, you can sidestep around that enemy and possibly can get a shot from the side or rear.
* A lot of times, enemies will come at you in a tightly packed group before they spread out. Get in a hit while they are tightly packed and you can hit more then one in your one hit. This proves to be very valuable considering the fact that most enemies in this game require multiple hits to kill them. The difference between life and death could be that one extra hit.
* Break open all barrels and crates along the way. There are many objects that can be of major use to your character. Items such as the Arms of Thunder which hits the enemy with a lightening bolt in addition to your regular hit. Healing potions to restore your vitality and actually to make you immune, for a time period, to enemy attacks. You also may find the crystal orb which allows you to have an indestructible wizard fight at your side. This is especially helpful when the screen is full of enemies.
* When there are too many enemies to handle at once, sometimes jumping into the middle of the group and swinging wildly can do a lot of good. Since you know you will get a hit regardless of where you aim, you may be able to ''thin'' the herd and give yourself better odds in the process.
* Each area has a timer attached to it. You can gain extra time by getting to specific parts of an area or by getting objects. You don't want to sit around too long in one area though. The enemy will not give up and continue to send in more troops to delay your movement even more. Sometimes a good strategy is to run. You run by double-tapping the joystick in the direction you wish to travel. Your run is only broken by an enemy or object in your way. You may not get as many points, but you can make it through levels quicker.
* When you have the wizard with your character, the only way to regenerate magical energy is by picking coins and treasures. This basically means a lot of fighting and breaking up things. It is worth it, though, since the wizard has a very powerful arsenal of spells to assist your character.
Now, we will go through each area and subarea you will have to go through to complete the game. You
ill have 50 on the timer for each level. Again, this number may go up or down dramatically depending on what events or actions take place. Ok, let's go adventuring.
DEPON ROAD : This is your introduction to this world. There aren't a whole lot of threats to deal with in this area.
1) You will first be assaulted by eight plants. Usually an attack is powerful enough to take out two in one hit.
2) Depending on how fast you move through this area, you may also encounter lizards and lizards with clubs.
CASTLE : The castle area consists of two subareas. It is in these areas that you will encounter a big variety of enemies.
HORSEMAN's FOREST : Your character will be on horseback for this area. The major threats are mounted soldiers and archers. In addition, fallen logs will be scattered on the road also for you to jump.
1) The soldiers and archers are pretty easy to deal with. Just make sure you don't get in the line of fire of the archers since their arrows can cause your character some pain. The soldiers just swing their swords and attempt to hit your character.
2) You can use your mount as a weapon in addition to the attack your character makes. If you can bump one of the enemy riders on their mount, it will then only take one hit, instead of two, to knock them down.
3) When you see this character : ''!'', it means that get prepared to jump. If you fail to jump, your mount will stumble and your character will take damage.
4) There will be 20 mounted archers and soldiers for your character to deal with.
THE ENCHANTED CASTLE OF ZANASTAFF :
1) You will first run into natives and priest before you even cross the bridge. They are easy to deal with, plus, if you're playing as Rastan, you will grab some and throw them.
2) Continue down the corridor and you will be attacked by mummies and soldiers.
3) Go up the stairs and attack the door to break it down. More enemy awaits, mostly soldiers and lizard soldiers.
4) Make sure you break open the barrels since you can get either Arms of Fire or Thunder. They help greatly in thinning the enemy ranks. You will soon come upon an area that has three gaps bordered by three thin platforms. Be careful crossing over this area. In addition, birds holding rocks will appear to make your trip even more perilous.
5) Jump on the chain and ride it to the top. Swing your sword before getting off the chain to take care of anybody too close to your landing spot.
6) Continue down this path until you get to the end. The floor will collapse and you will deal with the Area Guard : King Zananstaff.
7) When you defeat King Zananstaff, you will get the ''Crown of Ishulin''. This crown gives your character extra power in attacks.
TOWER : The tower area consists of two subareas.
WIND CANYON : In this subarea, you will be a dragon rider. Major threats are just the
mounted soldiers who try to knock you off your dragon.
1) The soldiers are real easy to deal with in this subarea. You have a lot of room to move about and you should be able to knock them off their mounts with little trouble.
2) Use your mount as a weapon. If a soldier is coming under your character, just bring your mount on top of him.
MAHADIDEKARADI SPIRAL TOWER :
1) This battle basically has you battling your way up a huge tower. The usual enemies abound to prevent your getting any higher.
2) When you reach the top, the tower will catch on fire and Area Guard Pylex=Pylon will emerge to do battle.
3) When you defeat him, the ''Moon Crystal'' is your reward. The crystal gives your character extra magic power.
PALACE : The Palace area consists of two subareas.
KA FA MOUNTAIN : You will start this level by sliding down a huge mountain. To make your slide even more fun, boulders and chasms will be in your way.
1) Use the boulders to your advantage. You will only encounter lizard soldiers in this subarea. They pack themselves together pretty tightly so the boulders usually damage three or four of them. Makes your job a whole lot easier.
2) When you see this character : ''!'', get ready to jump over a chasm. If you don't, then it's goodnight to your character.
3) After getting to the bottom of the mountain, you will have to deal with a few lizards until you get to the Area Guard.
4) When you defeat Finsternis, you will advance to the next subarea.
PALACE OF THE BLACK DEMON RELIGION : This subarea has a lot of floor level traps. These traps are spears or blades coming in and out of the lower part of the wall.
1) All manner of enemies will attack your character. You do, though, have extra help. This help is in the form of the traps that are along the floor. Cause your enemies to stay in those trapped areas and you won't have to do much in the way of killing them.
2) By that same thought, don't get caught in these traps. They will drain your energy very quickly if you are getting hit by two to three at a time.
3) You will go down two sets of chains to make it to the Area Guard Desmostylus.
4) Once you have cleared out the Area Guard, your reward is ''Brave Geran's Necklace''. This necklace gives your character extra speed.
SHIP : This area consists of two subareas.
HARBOR VILLAGE OF PESLO :
1) There are a lot of barrels and crates in this area. Make sure you break into all of them since there are a lot of good things to be had.
2) The usual enemies are around to make your life more interesting. Deal with them accordingly.
3) You will eventually come onto a pier. This is where you will battle the Area Guard Pas=De=Deux.
4) When you have eliminated the Area Guard you will head to the next subarea.
PIRATE SHIP SOUTHERNKID : When you enter the ship, the floor will be covered with water. The big threat here are the sharks. They tend to not only attack in the water, but they also fly out of the water to attack.
1) Once you go up the chains to the next deck, the enemies will be the ones you have gotten used to battling. Be wary of holes in the deck since your character will have to jump over them.
2) Go up another chain and continue to battle toward the end of the ship.
3) When you make it to the end of the ship, part of the deck will collapse and the next Area Guard, Giffkrake will be there to greet your character.
4) Defeat him and your reward is ''The Horenon Daiamond Image''. This gives your character increased protection.
THE TEMPLE OF GULESTOPALIS : After realizing that your character still needs the Treasure of Depon, your character embarks on a journey to the final conflict.
1) You will encounter light resistance as you get to the Area Guard Lord Luderkawn.
2) After defeating him, a volcano erupts destroying the area. Your characters sail off into the sunset.
- SERIES -
1. Rastan Saga (1987)
2. Rastan Saga II (1988)
3. Warrior Blade - Rastan Saga Episode III (1991)
- STAFF -
Game design director : PPR. Kaito
Software programmers : Tany Vfr, Ten Shimezo, Hisao Maeda, Kenzo Nomura, Takayuki Ishiwata, K.Y, Yuji Hiroshige, Arms Marchant Toyoda
Character graphics designers : Makoto Fujita, Masami Kikuchi, Hidetaka Ishii, Masahiro Katou, Kohzoh Igarashi, Y. Kikuchi
All music composed and arrenged by : Masahiko Takaki (Zuntata)
Sound effects and data programmers : Yasuhisa Watanabe (Zuntata), Norihiro Furukawa (Zuntata)
Hardware system engineers : T. Ohhara, Toshiyuki Sanada, Yahachi Don Masao
Electric harness : Shin-Tsuchida, Y. Yoshitomi, O.Z.-Aki
Cabinet designers : Jun Nishiyama, Koji Enomoto, Kazu Tabuchi, I. Yama
Cabinet decoration : Hiroyasu Nagai (Excellent Nagai), Y. Aiura, Kyoko Umezu
P.C.B. inspector : Fumio Takeda
Produced by : PPR.Kaito
Project cooperation : Fujiwaran X, Sakou Menme
- PORTS -
Sony PlayStation 2 (2007, "Taito Memories II Vol. 2")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=wof,wofu,
$Edit this entry at Arcade-History.com
$bio
Warriors of Fate (c) 10/1992 Capcom.
Shang-Lo, a country ruled by murder and violence under the iron fist of the dark lord Akkila-Orkhan. Having driven his own country into ruin and despair, Akkila-Orkhan now casts his covetous eyes on his neighboring countries. As his conquering shadow spread, one man rose up against this black tide. His name was Kuan-Ti, and with the aid of the five greatest warriors and the one wisest mind in his realm, Kuan-Ti would fight to defend his people and lands. The battle begins. A very good side-scrolling beat'em up.
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 12 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 3
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known in Japan as "Tenchi Wo Kurau II - Sekiheki no Tatakai" and in Asia as "Sangokushi II".
The background and all characters were based on an actual history : The Period of Three Kingdoms after the 'Han' Dynasty in China. Character designs were based on a popular Japanese manga called 'Destruction of Heaven and Earth' published by Shueisha in Japan and created by Moto Kikaku.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Tenchi Wo Kurau II : G.S.M. Capcom 7 - PCCB-00133) on 20/08/1993.
- UPDATES -
There are quite a few things that were changed or taken out between the original Japanese version (Tenchi wo Kurau II) and the World version (Warrior of Fates). They are listed as follows :
* After the bonus stage, a scene with the 3rd emperor making comments was cut.
* After the bonus stage, there was an additional conversation with the advisor and Kuan-Ti.
* All names in-game were accompanied by their kanji.
* All names were changed and aren't even properly translated from the originals.
* Before the bonus stage, there is a scene where Kuan-Ti is discussing with the 3rd emperor is cut.
* In stage 1, a short message from the advisor was taken out.
* In stage 1, the boss gave a short dialogue.
* In stage 3, during the opening the boss has a short dialogue.
* In stage 4, the boss had a short dialogue.
* In stage 5, Akkila-Orkhan has a short dialogue.
* In stage 5, the boss had a short dialogue.
* In stage 5, after killing the boss there is a long scene dealing with a woman and a baby that was completely cut.
* In stage 6, there were additional lines between the player and Kuan-Ti.
* In stage 8, a short message from the advisor was taken out.
* In stage 8, the boss has a short dialogue.
* In stage 9, a short message from the advisor was taken out.
* In stage 9, there was a conversation between player and the boss.
* In stage 9, you can select from 2 decisions which could determine which of 3 endings you would get.
* Some weapons were generalized in the World version.
* The demo opening and text is different giving more detail from the events that occurred in Tenchi o Kurau 1.
* The text 'Tekishou (boss name) uchiitotarii' was accompanied with the voice at the end of every stage (The enemy commander (boss name) has been killed!).
note : The US version has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Dynasty Wars (1989)
2. Warriors of Fate (1992)
- STAFF -
Programmers : Domesan, Xor, Tsu-Zy, 34-Sakontz
Character designers : Fukumoyan, Kyo-Chan, Tenman, Tama Chan, Tanuki, Ballboy, Mizumo, Yuusuke, Nonsuchi, Youjiro, Saotome, Kurata-N, Ume
Onnanoko designer : Akiman
Sound : T. Yomage, Toshi Bull, Oyabun, Inu
$end
$info=warzard,
$Edit this entry at Arcade-History.com
$bio
Warzard (c) 1996 Capcom.
Taking place in the year 1999 of an alternate Earth, follow the adventures of four heroes as they take on an army of mythical monsters unleashed by Valdool to bring about the destruction of the world. Take your pick from Leo the Lion King, Tao the Martial artist, Tabasa the Witch, or Mukuro the Ninja as they fight their way across the globe in order to defeat Valdool the iron giant.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
Game ID : CP-S III No. 01
CD Number : CAP-WZD000
CD Label : CAP-WZD-5
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
- TRIVIA -
This game is known outside Japan as "Red Earth". Despite the common appearance of the game in Japan, it saw a very limited release in the United States.
Warzard is the first game to run on the Capcom Play System III hardware (CPS III), the first Capcom system that uses a CD-Rom instead of expensive EPROMs to hold the game data (about 50MB). When starting a cabinet with a new CPS-3 game the first time, the hardware needs 25 minutes to initialize the game. In fact it overwrites some flashroms with data from the new CD. This procedure allows the game later to startup as fast as it would normally run from regular EPROMs.
The character Leo was inspired by Conan the Barbarian.
- TIPS AND TRICKS -
During the game's credits (staff roll), press MP (Middle Punch) and UP to make Mobi-chan (the little Capcom robot) appear. Now you can shoot the credits for fun.
- STAFF -
Planner : Tatsuya -DAI- Nakae, Musasabi Zirou, Murasaki Umagoyashi, Masahiro E-Z! Nakano
Programmer : Tsutomu Urago, Yuzo Tsunazaki, Ariyoshi Kiyoko, Noboru Taniguchi, Toshiyuki Furuko, Masakazu Matsushita
Object Design : Kurisan, Eripyon, Ikusan Z, Shibata, Kimo Kimo, Shisui, M. Nakatani, Kaname, Satoshi, Mizuho, Kitasan, Yorio, Mizupyon, K. Kikutani, -GM Clip-Isi-B, Kozuchi, Rassie, Sakuno, Kidai - Shigeyama, Dekao, Jin, Takep, Tomohiko Ohsumi, Mach Windy, Yoshino Hiroaki, Naoki Fukushima, You-Ten Nakano, K. Tokunaga, Magari, Ken Jiman, Naoki Fukuda, Gen Kadoi, Tetsuo
Scroll Design : Ziggy, Yoko Fukumoto, Taka, Yumiko, Goro Suzuki, Hisashi Sawada, Kisabon, Iwai, Takky, May, Daisuke Nakagawa
Original Art Work : Akiman, Shoei, Monkey-Chop, Daichan, Ikedai, Sakomizu, Edayan
Music Compose : Anarchy Takapon
Sound Design : Ryoji, Hachibee
Sound Engineer : Yoshihiko Ida
Sound Programmer : Yasushi Ikeda, Tomohiro Masuda
CP-System III Programmer : Yoji Mikami, E-Bou, Go! Ozawa
* Voice Actor :
Kenji, Blade : Kosei Kishino
Hydron : Osamu Hosoi
Mai-Ling, Tao, Taru's Mobstar : Megumi Urawa
Leo : Daisuke Gouri
Tessa, Lavia : Tomoko Naka
Producer : Saddy
General Producer : Noritaka Funamizu
Special Thanks : Mucchi, Takuya Shiraiwa, Matt Taylor, Erik Suzuki, Magdalena Viloria F., Harumi Yamashita, Alison Stroll, Rita Rokos, Darryl Williams, Mr Kubozono, Mr Hirao, Team Dirty Belet, S-Yasuki, Wataru Kondo
- PORTS -
This game was never ported to any home consoles available at that time (Sega Saturn and Sony PlayStation). This was most likely due to the lack of RAM these consoles had, which the game needed to store the thousands of sprite animations. Another reason could have been the limited character roster available (only 4 fighters) for 2 player fighting.
$end
$info=suzume,
$Edit this entry at Arcade-History.com
$bio
Watashi wa Suzume-chan (c) 1986 Dyna Electronics.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : AY8910 (@ 1.536 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
- TRIVIA -
The title of this game translates from Japanese as 'I Am Suzume-chan'.
$end
$info=watrball,
$Edit this entry at Arcade-History.com
$bio
Water Balls (c) 1996 ABM Games.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 768
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
The initials input music is John Philip Sousa's 'Liberty Bell March' (also recognized as the Monty Python theme).
At the game over screen, 'Game over, man!' from the 1986 movie Aliens is played.
$end
$info=wmatch,
$Edit this entry at Arcade-History.com
$bio
Water Match (c) 1984 Sega.
A multi event multi-player game in the style of Konami's legendary "Track and field" series, featuring events such as free-style swimming, one-man kayaking, four-man boating etc.
- TECHNICAL -
Sega System 1 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : Double 8-way joysticks
Buttons : 1
- TRIVIA -
Released in November 1984.
- STAFF -
Programmed by : Kawahara, Nakagawa
Security by : R. Nakagawa
$end
$info=waterski,
$Edit this entry at Arcade-History.com
$bio
Water Ski (c) 1983 Taito.
In this timed abstract racing game, a single player controls a water-skier who is being pulled along behind a power-boat. The objective is to complete the course in as fast a time as possible to reach the next course, while avoiding rocks, sharks, motor boats, wind surfers and numerous other obstacles.
The player can move their skier left or right, and can press buttons to either slow the boat's speed or to jump over obstacles. Small rocks are the most common obstacle and can either be avoided or jumped over. As well as the small rocks that litter each course, there are also ocassional large rocks; these cannot be jumped and must be avoided at all costs. Also, players must be watchful of the direction their tow-boat takes them otherwise they risk being dragged into oncoming obstacles or having their tow-rope snapped on one of the large rocks.
As well as obstacles, each stage also contains one or more large jump ramps. To make a successful jump, players must ensure they hit the bottom of the ramp with their ski-board facing directly forwards. At the top of the ramp players must press the JUMP button, which will propel them from the end of the ramp to make a perfect landing in the water below. Making a successful ramp jump awards the player with bonus points, but if a player fails to hit the bottom of the ramp properly, they will crash and lose valuable seconds.
- TECHNICAL -
Prom Stickers : A03
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Water Ski came in the standard 'Taito Classic' cabinet (the same one that was used for titles such as "Qix", "Zoo Keeper", and "Jungle King"). It was usually a brown cabinet with painted sideart (stripes and a 'Taito' logo). This was not a very popular game, and real cabinets are almost impossible to find.
- PORTS -
* Consoles :
Atari 7800 (1988)
* Computers :
Atari ST
$end
$info=wg3dh,
$Edit this entry at Arcade-History.com
$bio
Wayne Gretzky's 3D Hockey (c) 1996 Atari Games.
A cutting-edge 3-D hockey game for up to four players. Features input codes for stats tracking, 2 levels of Cup play, time-released secrets, and player contests with prizes from Atari.
- TECHNICAL -
Atari Phoenix hardware
Main CPU : R4700 (@ 100 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 57.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in October 1996.
This game is an official licensed product of the NHL (National Hockey League) and the NHLPA (National Hockey League Players Association).
During the match, you can see in the background adverts for 'Coca-Cola', 'Upper Deck', 'Campbell's' and 'Chunky'.
Wayne Douglas Gretzky (born January 26, 1961 in Brantford, Ontario, Canada) is generally regarded as the greatest hockey player of all-time and is nickname 'The Great One'. He began playing organized hockey at the age of 6 and by 10 he scored 378 goals and 139 assists in just 85 games with the Nadrofsky Steelers. He entered the WHA (World Hockey Association) on June 12, 1978 and the NHL the following year. During his career, he won 4 Stanley Cups with the Edmonton Oilers, broke many scoring records and was the league's MVP 9 times. He was also the first player to score over 200 points in a season, a feat he accomplished 4 times. Gretzky retired from hockey in 1999. In his last game playing for the New York Rangers against the Pittsburgh Penguins on April 29, 1999, he recorded his 2857th point in his 1487th game and retired with 894 goals and 1963 assists. He is the first and only NHL player to have his jersey number (99) retired league-wide, meaning no player will ever again wear the number 99 again. Currently, Gretzky is part-owner and head coach of the Phoenix Coyotes.
- STAFF -
Programmers : Steve Bennetts, Terry Farnham, Steve Thomas
Artists : Bob Ingold, Jeremy Mattson, Patrice Moriarity
Producer : Robert Daly
Associate producer : Howard Lehr
Marketing manager : Derryl Depriest
Technician : Dennis Nale
Audio : John Paul, Doug Brandon, Jon Hey
Hardware designers : Steve Correll, Andrew Dyer, Ross Shaffer, Ray Macika, John Lowes
Game testers : Rob Reininger, David Ortiz, Trenton Lewis, Todd Papy, Jesse Meza
Hardware support : Steve Norris, Don Thomas, Jeff Peters, Pat Cox, Betty Purcell, Sam DeVaney, Bobby Kay, Scott Parrish, Gregg Piotrowski, Al Lasko, Sheridan Oursler, Leroy Brown, Rick Meyette
DCS2 sound system : Matt Booty, Ed Keenan
Support programmers : Bruce Rogers, David Shepperd, Robert Birmingham, Mike Albaugh, Mike Lynch, Jason Skiles, Chris Krubel, Forrest Miller
Executive producer : Mark Stepen Pierce
Publicist : Tracy Egan
Additional technicians : Mark Hoendervoogt, Minh Nguyen, Todd Modjeski, Pete Mokris
Mechanical engineers : Mark Gruber, Ralph Perez, Ted Valavanis, Tom Sedor, Chris Bobrowski
Development hardware engineers : Alan Gray, John Moore, Sam Lee, Senthil Vinayagam, Mark Hess
Sr. Engineering Tech. : Patrick Hubbell
Cabinet designers : Nik Ehrlich, Rudy Aguire, Joyce Fluty, Mark Gruber, Pete Takaichi
Motion capture models : Wayne Gretzky, Eddie Mio, Charlie Simmons, Howard Lehr, Steve Thomas, Robert Daly
Video production : Joe Noyes, Greg Allen, Brent Englund, Eric Durfey
Statistics : George Zeimek, Robert Daly
- PORTS -
* Consoles :
Nintendo 64 (1996) : features Arcade and Simulation modes.
$end
$info=wecleman,
$Edit this entry at Arcade-History.com
$bio
WEC Le Mans 24 [Big Spin model] (c) 1986 Konami.
A demanding yet superb sprite-scaling racing game from Konami, based on the annual 'WEC Le Mans 24' race; a grueling event that, as its name suggests, takes place over a 24-hour period.
The width of Le Mans' racetrack never varied and remained a constant 3 lanes wide. The track itself was incredibly demanding and contact with either a rival racer or one of the many track-side objects would send the player's vehicle flying dramatically through the air, costing valuable seconds in time.
- TECHNICAL -
WEC Le Mans 24's 'Big Spin' cabinet rotated on a central spindle. The results were highly effective, if a little disorienting.
Game ID : GX602
Main CPU : (2x) 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), K007232 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Control : Steering wheel
Buttons : 3 (ACCELERATE, BRAKE, GEAR)
- TRIVIA -
Released in November 1986.
Also released as :
"WEC Le Mans 24 [Mini Spin model]"
"WEC Le Mans 24 [Upright model]"
WEC Le Mans was released the same year as Sega's seminal "Out Run" and tends to be unfairly overlooked in the annuls of video game history. The sprite-scaling and use of color is superb with the game-play being tight and responsive - if a little on the difficult side. Le Mans asked rather more of the player than Out Run, adopting more of a 'simulation' approach to its game-play - but patient and skillful players found their efforts suitably rewarded.
Reflecting real-life motor-racing sponsorship, Le Man's racetrack is lined with billboards advertising recognized cigarette brands, such as 'Gitanes' and 'Lucky Strike'.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'HHH'.
Apollon Music released a limited-edition soundtrack album for this game (Original Sound of WEC Le Mans 24 Arcade Version - BY12-5027) on 21/08/1987.
- SERIES -
1. WEC Le Mans 24 [Big Spin model] (1986)
1. WEC Le Mans 24 [Mini Spin model] (1986)
1. WEC Le Mans 24 [Upright model] (1986)
2. Racin' Force (1994)
- PORTS -
* Computers :
Amstrad CPC (1988)
Commodore C64 (1989)
Sinclair ZX Spectrum (1989)
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
$end
$info=weddingr,
$Edit this entry at Arcade-History.com
$bio
Wedding Rhapsody (c) 05/1997 Konami.
- TECHNICAL -
Konami GV System hardware
Game ID : GX624
Main CPU : PSX (@ 16.9344 Mhz)
Sound Chips : SPU (@ 16.9344 Mhz), CD/DA (@ 16.9344 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players : 4
Control : 8-way joystick
Buttons : 3
$end
$info=weststry,
$Edit this entry at Arcade-History.com
$bio
West Story (c) 1991 Datsu Alliance.
The setting is the Wild West where the player moves a cross hairs and shoot at objects on a stationary screen. The player character can duck and roll along a one dimensional plane. A boss must be defeated before advancing to the next level.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is a bootleg of "Blood Bros.".
$end
$info=wexpress,wexpresc,wexpresb,
$Edit this entry at Arcade-History.com
$bio
Western Express (c) 1986 Data East.
A beat'em up / platform game with shoot'em up sequence.
- TRIVIA -
This game is known in US as "Express Raider".
$end
$info=wgp,wgpj,wgpjoy,wgpjoya,
$Edit this entry at Arcade-History.com
$bio
WGP - Real Racing Feeling (c) 1989 Taito.
- TECHNICAL -
Board Number : K1100537A
Prom Stickers : C32
Main CPU : (2x) 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : stick
Buttons : 7
- STAFF -
Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori
Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino
Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi
Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda
Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack)
Graphic designer : Rintarou Doi
Cabinet designer : Shinobu Sekiguchi
Direction & Game designer : Hiroyuki Sakou
$end
$info=wgp2,
$Edit this entry at Arcade-History.com
$bio
WGP2 - Real Racing Feeling (c) 1990 Taito.
- TECHNICAL -
Prom Stickers : C73
Main CPU : (2x) 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : stick
Buttons : 7
- STAFF -
Programmers : Yoshinori Kobayashi, Osaru Kinoshita, Yuji Hiroshige, Masahiro Okamoto, Tarabar Hori
Character designers : Seiji Kawakami, Tetsuya Shinoda, Yasuhiko Kikuchi, Tsuyoshi Satou, Atsumi Yoshino
Hardware : Yasuhiro Shibuya, Toshihiro Tanaka, Tsukasa Nakamura, Tadashi Kushiro, Yasushi Yamanouchi
Mechanic : Tohru Yamamoto, Nobuyuki Iwasaki, Shigeio Ueda
Sound by (Zuntata) : (Mar), Yasuhisa Watanabe (Yack)
Graphic designer : Rintarou Doi
Cabinet designer : Shinobu Sekiguchi
Direction & Game designer : Hiroyuki Sakou
$end
$info=wfortune,wfortuna,
$Edit this entry at Arcade-History.com
$bio
Wheel of Fortune (c) 09/1989 GameTek.
Spin the wheel!!! Prepare to select a letter and spell the secret word... toc-toc-toc-BANKRUPT!! oh no :(
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound Chips : OKI6295 (@ 7.812 Khz), YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 3
Control : dial
Buttons : 1
- TRIVIA -
The game is based on a TV show produced by Merv Griffin Enterprises that's followed by more than forty million viewers every week.
$end
$info=wheelfir,
$Edit this entry at Arcade-History.com
$bio
Wheels & Fire (c) 19?? TCH.
- TECHNICAL -
Main CPU : (2x) 68000 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=whizz,
$Edit this entry at Arcade-History.com
$bio
Whizz (c) 1989 Philko.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
This game is also known as "Twin Falcons".
$end
$info=whodunit,
$Edit this entry at Arcade-History.com
$bio
Who Dunit (c) 06/1988 Exidy.
A murder mystery shooter where the player uses the gun to protect Max from a variety of attacks as well as give him directions.
- TECHNICAL -
Exidy 440 hardware
Main CPU : M6809 (@ 1.6224 Mhz)
Sound CPU : M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Control : lightgun
Buttons : 1
- STAFF -
Designed and programmed by : Larry Hutcherson, Vic Tolomei, Ken Nicholson
$end
$info=wsjr,wsjr15,
$Edit this entry at Arcade-History.com
$bio
Who Shot Johnny Rock? (c) 1991 American Laser Games.
You play a private detective trying to solve one of your toughest cases. Singer / performer, Johnny Rock, was murdered and it's up to you to bring the killer to justice. You must travel around the city to gather clues, while taking care of any gangsters that get in your way.
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Palette colors : 4097
Players : 1
Buttons : 3
- TRIVIA -
In one scene, there's a building sign for a place called 'Grebe's'. This is actually a reference to Robert Grebe who's the founder of American Laser Games.
$end
$info=whoopee,
$Edit this entry at Arcade-History.com
$bio
Whoopee!! (c) 1991 Toaplan.
Players control old men that attempt to set time bombs in the building, then they must escape before the building explodes. Every time you complete a level, one fourth of a woman's picture is shown. You can see the whole picture every four levels.
- TECHNICAL -
Game ID : TP-025
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.375 Mhz)
Sound Chips : YM3812 (@ 3.375 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside Japan as "Pipi & Bibis".
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
$end
$info=wiggie,
$Edit this entry at Arcade-History.com
$bio
Wiggie Waggie (c) 1994 Promat.
A rip-off of Seta's "Thunder & Lightning" featuring naked women.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz), Z80 (@ 4 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=wldarrow,
$Edit this entry at Arcade-History.com
$bio
Wild Arrow (c) 1982 Meyco Games.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 1
$end
$info=wildfang,
$Edit this entry at Arcade-History.com
$bio
Wild Fang (c) 1989 Tecmo.
A sideways scrolling beat-em-up for one or two players in a medieval setting, in which players take on a variety of orcs, ogres, demons and other mythical creatures in their bid to destroy Satan.
The players' characters each carry a tiny warrior on their shoulders, the main characters possess the ability to 'morph' into a tiger, with the small, Mace-wielding warrior they were carrying now riding on the tiger's back.
- TECHNICAL -
Main CPU : 68000 (@ 9.216 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) YM2203 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as "Tecmo Knight".
- STAFF -
Programmers : Pochi, HB.M, EXP2148
Graphic designers : Bruter, Noise, Yohkun, D.H.Max
Character designers : Bruter, Noise, S?nager, Yohkun
Sound creators : Mikio Saito (Metal Yuhki), Mayu
Hardware : Yoshidasan
Directed by : Strong Shima
$end
$info=pc_wgnmn,
$Edit this entry at Arcade-History.com
$bio
Wild Gunman (c) 1984 Nintendo.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : WG
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
The original version of this 8-bit game was one of Nintendo's early (A structure composed of a series of arches supported by columns) arcade games released in 1974. It consisted of a light gun connected to a 16mm projection screen. An image of a Wild West gunslinger was projected onto the screen and when his eyes flashed, the player needed to draw and shoot.
A Wild Gunman unit appears in the 1985 movie 'Back to the Future', and in the 1989 movie 'Back to the Future Part II'.
- STAFF -
Music by : Hirokazu Tanaka
$end
$info=wildplt,
$Edit this entry at Arcade-History.com
$bio
Wild Pilot (c) 1992 Jaleco.
- TECHNICAL -
Main CPU : (3x) 68000 (@ 12 Mhz), 68000 (@ 10 Mhz)
Sound CPU : 68000 (@ 6 Mhz)
Sound Chips : YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 30.00 Hz
Palette Colors : 4864
Players : 2
Control : lightgun
Buttons : 3
$end
$info=moo,mooua,moobl,mooaa,
$Edit this entry at Arcade-History.com
$bio
Wild West C.O.W. Boys of Moo Mesa (c) 1992 Konami.
Rustle Up Some Moolah! The four COW-boys draw their pistols "Sunset Riders" style to get those dastardly varmints out of their town!
- TECHNICAL -
Game ID : GX151
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2 (FIRE, JUMP)
- TRIVIA -
Based on the Saturday morning cartoon of the same name.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Management : Mashahiro Inoue, S. Kido
Supervisor : S. Okamoto
Programmers : Taka, Kou1, T. Takeda
Character designers : M. Samejima, T. Nakazawa, E. Aida
Sound programmer : Hideaki Kashima (H. Shikama)
Music and effects : Michiru Yamane
Package designer : T. Nishimura
Hardware designers : K. Hashima, Dendou Konishi
Screenplay by : K. Kinugasa
Suit Man : Arai
Pilot : E. Aida
$end
$info=wwestern,wwester1,
$Edit this entry at Arcade-History.com
$bio
Wild Western (c) 1982 Taito.
A sheriff on horseback must protect a train, located in the center of the screen, from groups of bandits. Players must avoid running into obstacles, getting shot, or allowing three bandits to board the train. A bonus game is played between rounds.
- TECHNICAL -
Taito SJ System hardware
Board Number : WW070001
Prom Stickers : WW8..14
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 3 Mhz)
Sound Chips : (4x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : Double 8-way joysticks
Buttons : 2
- TRIVIA -
Released in May 1982.
A Wild Western machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- PORTS -
* Consoles :
Sony PlayStation 2 (2005, "Taito Memories Vol. 2")
Microsoft XBOX (2006, "Taito Legends 2")
Sony PlayStation 2 (2006, "Taito Legends 2")
* Computers :
PC [CD-ROM] (2006, "Taito Legends 2")
$end
$info=willow,willowj,willowje,
$Edit this entry at Arcade-History.com
$bio
Willow (c) 06/1989 Capcom.
Willow is a sidways scrolling platform shoot-em-up game loosely based upon the movie of the same name. Players take on the role of one of two characters: Willow Ufgood or Madmartigan. The hero's mission is to rescue the baby Elora Danan from the evil Queen Bavmorda and bring her back safely. If the quest fails, the Queen will plunge the world into darkness and chaos.
The game consists of six levels, each representing a scene from the movie. Defeated enemies drop gold coins that can be collected by the player. In addition, each level is littered with locked treasure chests that can be shot open and the treasure within collected. The gold can be used to purchase a number of weapons and character power-ups from a nearby shop (represented on screen by a wise old man). All power-ups will stay with the player until all lives are lost and the game is over.
- TECHNICAL -
Capcom Play System hardware (CPS)
Game ID : CP-S No. 05
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE/SWING, JUMP)
- TRIVIA -
Licensed by Lucasfilm and based on the movie of the same name.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SCORING -
Scoring in this game is relatively hard since there are a lot of things you can get points for. Also, you get money for many of the monsters you kill. This money, though, will only remain around for a couple of seconds so you have to be quick to pick it up. Here is the scoring table :
Archer : 50 Points - 10 Golds
Axe Thrower : 200 Points - 10 Golds
Bat : 200 Points - 10 Golds
Devil Dog : 100 Points - 10 Golds
Eagle : 200 Points - 10 Golds
Fish : 200 Points - 200 Golds
Projectile thrower : 1500 Points - 100 Golds
Snake : 50 Points - 10 Golds
Snowball : 100 Points
Soldier : 50 Points - 100 Golds
Spear Thrower : 500 Points - 100 Golds
Troll : 500 Points - 100
The Bosses :
Sorcerer : 500 Points - 200 Golds
Devil Dog : 7000 Points - 10000 Golds
Sergeant Claw : 2100 Points - 400 Golds
Wizard : 6500 Points - 10000 Golds
Dragon : 10000 Points - 1000 Golds
Sorsha : 15000 Points - 10000 Golds
Two-headed Dragon : 20000 Points - 10000 Golds
Kael : 10000 Points - 10000 Golds
Bavmorda : 0 Points - 0 Golds
In addition to the above, you can get money or items from the treasure chests. Attacking the chests is enough to open them.
You will receive a bonus at the end of each stage. The bonus comes out to be :
1) Time (in seconds) x 100 x Stage Number
2) Life (in bars) x 100 x Stage Number
I.E. : For Stage 2 you had 1:31 in time left and three bars of life, your bonus would be :
91 seconds x 100 x 2 = 18200 points for Time
3 bars x 100 x 2 = 600 points for Life
Grand Total Bonus : 18800 points
- TIPS AND TRICKS -
* The Bosses : There are nine bosses to deal with in this game. Watch the Boss Vitality meter to see how much damage you are doing to them. As you damage them, they will lose a bar off the meter.
SORCERER (Vitality unknown) :
1) First, get off the bridge and onto the cliff. This will make the battle easier to fight.
2) Basically, just keep firing in his direction and jump to attack when needed. When he attacks, just jump over his spells.
3) This will take a while but keep pounding on him and you will send him back to school.
DEVIL DOG (Vitality : 4) : At the end of Stage I, a sorcerer appears telling you to turn back. To prove
his point, he magically makes a regular Devil Dog grow to huge proportions.
1) The main attacks the dog makes are its flame breath and claws. You must keep mobile at all times to avoid the effects of these.
2) When the dog crouches, it is read to release a hot-breath torrent. This is the time to jump up and make your shots count. The pooch will flash every time a hit is scored.
3) The fire rolls along the ground so you may have to jump a couple of times to avoid it. Don't get too close to the paws or the dog will claw you.
4) Continue to watch the dog crouch down and attack. Eventually, you will have housebroken the animal.
SERGEANT CLAW (Vitality unknown) : At the middle of Stage III, you will be on an island. Follow the gnome's advice regarding this boss.
1) When the Sergeant is standing up, none of your attacks will affect him. It is only when he is crouched down and attacked can you hit him.
2) You will have to power jump (diagonal + jump) over him to avoid his claw.
3) Continue to attack between his attacks when he is crouched down. Eventually, you will take him out.
WIZARD (Vitality : 10) : This is the boss you have to deal with at the end of Stage III.
1) He has two major attacks. He will use fire demons and fire attacks on you.
2) The fire demons can be eliminated with regular attacks. You must, however, jump over the fire attacks which tend to cause a splash effect.
3) This boss spends most of his time in the air so you will have do power jumps in order to attack him. Just watch out for the fire demons he launches.
4) Continue this pattern and you will defeat the Wizard.
DRAGON (Vitality unknown) : This is the boss you deal with halfway through Stage IV.
1) This bosses main attack is its fire breath. It will either hover over your character or shoot flames from an angle. The object is to keep moving so you don't get toasted.
2) The Dragon tends to fly in a pattern. It will stay high for a while, then it will swoop down to attempt to claw your character. Use of the power jump is strongly recommended.
3) You can get in three to four hits between fire breaths if you time things right. In addition, if you are under the Dragon, you can get in an additional one or two hits.
4) Keep moving around and striking and this Dragon should be dinner before you know it.
SORSHA (Vitality : 12) : This is the boss at the end of Stage IV.
1) Sorsha's main claim is that she is fast and she is very nimble on the jump. The best attack is to trap her on a side and go to work.
2) When you have Sorsha near a side, attack rapidly to prevent her from getting in an attack. After she loses a couple of bars of vitality, she will jump out of the way.
3) Pursue her and get her trapped again. Watch out for her counterattacks since they can be rather devastating.
4) Continue this pattern to finish her off.
TWO-HEADED DRAGON (Vitality : 16 per head) : This is the boss at the end of Stage V.
1) You will be on a wooden bridge while both heads assail you with their fiery breath.
2) The heads tend to fire at the same time. After they have fired, get up there and get in a few whacks. Because there are two heads, your hits will usually be spread out between them. Don't worry about going for a specific head right now.
3) The heads will bob back and forth. If you want to go after one head, then you must wait for the target head to be in front of the other one.
4) Power jumps will definitely save you on this one. Back up and when the heads fire, power jump over the rolling fire to get your attacks in. Watch out for the heads dropping suddenly since that usually means a bite attack.
5) Continue this pattern to finish the critter off.
KAEL : (Vitality : 16) : This is the boss near the end of Stage VI.
1) Kael is a very tough warrior. What he lacks in maneuverability he makes up in attack power.
2) As with Sorsha, try to corner him along the edges so you can pound on him. He does, though, have more of a tendency to jump straight up to another platform, then try to get behind you. Watch for when he jumps up.
3) Continue to move around and trap him on the edges and this powerful warrior will be sent packing.
BAUVMORDA (Vitality : 23) : This boss is the final boss of the game.
1) This is probably one of the toughest bosses you will ever have to face. Bauvmorda has quite an arsenal of attacks that can devastate your character if you're not ready. Follow the gnome's advice regarding protection.
2) Bauvmorda has a variety of attacks, some of them are :
a) She attacks with little crystal-like objects that rotate around her.
b) She attacks from above with fire.
c) She animates a BBQ grill thing when she is down to about 10 vitality. This thing attacks in conjunction with Bauvmorda's attacks.
3) During her crystal attacks, you will be doing a lot of power jumping. Try to get in shots where you can since there is little room to move between the crystals.
4) When Bauvmorda goes airborne, power jump up to attack her. Watch out for the objects that burst into flames. She will tend to go back and forth across the top.
5) When the BBQ grill gets animated, make sure you keep track of it since it is also attacking along with Bauvmorda. It takes too much time and firepower to destroy the grill. Time better spent tearing into Bauvmorda.
6) Continue with this pattern and the world will be safe again.
You will start the game at Stage I (unless you are continuing). You will only have a basic attack and your wits when you start the game. In addition, each stage is timed so you will not only have to beat your enemies, you will also have to beat the clock. The only good news is that if you die, you don't lose any items or upgrades either on your continues or next man. Listed below are the Stages.
STAGE I. Crossroad (Character : Willow)
* Head right until you get to the bridge. Climb up the cliff and cross the bridge. Go to the end and climb the cliff.
* Open the treasure chest for 200G then head to the left. You will see a couple of stone pedestals and a treasure chest at the end. Go over and collect 100G, then head back to the right.
* At the end of the cliff, drop off and you will be next to a gnome. Time to shop. After you exit the shop, go right across the bridge and you will have to tangle with the Sorcerer.
* After that battle, go right to the treasure chest and collect the Holy Water. Then go down the mountain.
* At the bottom, on a ledge is another gnome. Go chat with him. After you exit the shop, go to the right. Be quick since the rock will sink under your weight.
* Keep going right and at the end you will have to deal with the Devil Dog.
STAGE II. Cherlindrea's Forest (Character : Madmartigan)
* Go right until you get under a balcony. Jump up and head to the left. Go all the way left to open the treasure chest and get the 200G.
* Go back right and get onto the next balcony (3rd level). Go left to get the next treasure chest of 100G then head right again.
* At the end of the walkway, fall off onto a ledge with a treasure chest to get 100G. Drop down to ground level and head right.
* Enter the shop (press up on the joystick) to do your business. Then exit and head right.
* Go up to the next level then power jump across the two sets of stairs. Continue to climb to the top and go right.
* Jump off the balcony and onto the cart. Your job is to now defend against the soldiers, archers, devil dogs, and eagles dropping rocks.
* After an adventuresome ride, the stage will end.
STAGE III. Fin Raziel's Island (Character : Willow)
* Go up the cliff and head to the top left to chat with the gnome. After you are done shopping, go back down the cliff and head right.
* Upon the next two terraces are treasure chests. They each contain 100G. Finish climbing the mountain and to your right will be a series of stone pedestals.
* You will have to cross eight pedestals, each at varying heights. In addition, eagles will be around to make your journey that much harder.
* The second to last pedestal will sink down, make sure you jump off it to the next one. That one will sink also so quickly jump off it to the island. It's time to deal with Sergeant Claw.
* After you take care of the good Sergeant, a stone platform will connect the island you're on to the next island to the right. Go all the way to the end and chat with the gnome.
* Hop into the boat and cross the sea. Be ready for a hard fight with the soldiers, archers, and fish.
* At the end, you will tangle with the Wizard.
STAGE IV. Sorsha's Camp (Character : Madmartigan)
* This stage starts with Madmartigan going up a hill. You will not only have to deal with the soldiers, but also snowballs that are rolling down the hill. At the top of the hill is a gnome. Heed his words about the dragon.
* After chatting with the gnome, you will go downhill again. Open the treasure chest for 100G and proceed right into the cave. At the end is the Dragon.
* After clearing out the dragon, jump up to the next platform and go left. Talk to the gnome. When you exit, continue to head right and jump up on the cave roof. Then power jump left and go to the end.
* You will see a brownie suspended in mid-air. Go over and get him down. From now on, you have an ally who attacks whenever you change the direction you are facing. The brownie's attacks can be quite devastating.
* Go back right and follow along the path. You will pass many tents so be prepared for a big fight with soldiers, spear throwers, and archers. The brownie should greatly help you out.
* Sorsha will be at the end waiting, take her down then jump on the sled with Willow. At the end of this track, make sure you jump to avoid the boulder.
STAGE V. Tir Asleen Castle (Character : Willow or Madmartigan (some players prefer Willow due to distance attacks))
* Head right until you get to the wall. Go up to the next level and get the Holy Water from the treasure chest.
* Head left until you get to the gnome. After doing your shopping, head right again and climb up to the next level.
* Go right to the door and press up to enter the next hallway.
* The main danger here are the walls that drop and the soldiers pushing spiked blocks toward your character. You will need to be quick with the trigger finger to get through this hallway.
* At the end of the path, cross the top platforms to reach the gnome in the upper, right corner.
* Go down and around the spiked pits. You will be heading to your left. Collect the 100G from the treasure chest. At the bottom, head right.
* Go across the wooden bridge to tangle with the Two-Headed Dragon.
STAGE VI. Nockmaar Castle
* Head right. On the 2nd upper platform is a treasure chest containing 100G. Press up at the end of the walkway to enter the door.
* Keep going right and you will encounter another gnome. After chatting with him, you are faced with a pit of spikes. To the right, you will see a small wooden ledge. Timing is the key to this part. You will have five seconds to jump to the next wood ledge to the right. Do this until your reach the other side.
* Again, another bed of spikes awaits you. The ledges exist for about three seconds now. Cross over and you will be in front of two doors. This is the start of the maze. Going through the wrong door puts you at the beginning of the area it connects to. Go through the left door. The right door will put you back through this first area again.
* In this area, you will be cross pits with spiked ceilings that will descend into them. Again, timing is crucial to prevent damage. You will cross over several of these before you reach three doors. Take the left door. The middle door puts you back into the first area and the right door will make you do the second area again.
* The third area consists of two levels. Both are equally dangerous since you have the soldiers pushing the spiked blocks. Due to not have a ranged weapon, you may need to power jump over these guys. Continue to the right and you will encounter four doors. Two on the top and two on the bottom. Take the upper, right door. The upper, left door leads to the second area; the lower, left door leads to the first area; and the lower, right door leads back to the third area.
* You will tangle with Kael to get through this area. Go through the door and you will change over to Willow.
* Climb the platforms in front of you. You may have to power jump on a few since they are too high to just do a regular jump. Watch out for the projectile and axe throwers in this area. At the top platform, chat with the gnome to do your final stocking up. Then go in the door to deal with Bavmorda.
After you take her down, the credits will roll and your game will be over.
- STAFF -
Planners : Kawanorider, Deru Deru Itoh
Programmers : Yukio Arai (Professor Arai), Kyoko Tomita (Queen Tomita), Yokoyan, Ueyan
Character designers : Frunky Kazu, Yokota Yokozo (Bakuhatsu Yokozo), Terukun, Hiramacho, Kuribow, Puttsun Midori, Sadakichi, Oyuu, Rinma, Okachan
Music composer : Ogeretu Kun
Hard designer : Kucchan
Direction : Kihaji Okamoto
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=wilytowr,
$Edit this entry at Arcade-History.com
$bio
Wily Tower (c) 1984 Irem.
A platform game where you must climb around lattice of pipes to deactivate power switches for main computer while avoiding robots. Jump on generators to send out disrupters and kill robots.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : I8039 (@ 533.333 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 260
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Atomic Boy".
- UPDATES -
In difference to "Atomic Boy", Wily Tower has NO storyline.
$end
$info=windheat,
$Edit this entry at Arcade-History.com
$bio
Winding Heat (c) 1996 Konami.
- TECHNICAL -
Main CPU : PPC403 (@ 32 Mhz), 68000 (@ 16 Mhz), ADSP21062 (@ 36 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65536
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=wjammers,
$Edit this entry at Arcade-History.com
$bio
Windjammers - Flying Disk Game (c) 02/1994 Data East.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0065
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Slide and receive/Throw, [B] Lob
- TRIVIA -
This game is known in Japan as "Flying Power Disc".
Each characters in game has his own native language (i.e. Costa says ''Perfecto'').
Windjammers contains 2 mini-games. After the second match, Dog Distance consists in catching the disc as far as possible with your dog. After the fourth match, Flying Disc Bowling allows us to make strikes and spares with the flying disc.
Windjammers is based on the real world flying disc sport called '10-S'. But the inventor of the 10-S has never give permission or signed any agreement to allow Neo Geo or Data East to use 10-S as a model for Windjammers. It have never been compensated for the illegal use of 10-S rules and method of play. 10-S was created in 1977 and copyrighted in 1980.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Fighters History Dynamite & Flying Power Disc - PCCB-00149) on 18/03/1994.
- UPDATES -
Curiously, B. Yoo of Korea is replaced with S. Miller of Britain only on the USA Territory dip switch setting. The sprites remain exactly the same, but the voice is changed to that of an Englishman.
- STAFF -
Project leader : Takaaki Inoue
Planner : Adachi Pentax
Programmers : Takaaki Inoue, Wataru, Iida
Graphic designers : Nozu Makoto, Galactus Mina, Y. Urushibara, El Santo Inopita, Flex Inagaki, Hiroshi Tamawashi, Tomoyuki Arakawa
Bug-Dashi's : Takatoshi Katahata, Kagenobu Murata
Sound creators : Atomic & Tom & Koremasa
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
$end
$info=wschamp,wschampa,
$Edit this entry at Arcade-History.com
$bio
Wing Shooting Championship (c) 2001 American Sammy.
Wing Shooting Championship is a 2 player head-to-head big game competition. The players can select from 5 weapons to hunt with : Pump Action, Semi-Automatic, Over and Under, Side by Side and Single Shot. There are 6 different bird stages: Great Plains Quail, Ring-Necked Pheasant, Canada Goose, American Black Duck, Mallard Duck, and Eastern Bob White Quail. Each bird stage has 12 areas with one bonus stage.
$end
$info=wingwar,wingwara,
$Edit this entry at Arcade-History.com
$bio
Wing War (c) 1994 Sega.
A 3-D airplane shooter.
- TECHNICAL -
Sega Model 1 hardware
Main CPU : V60 (@ 16 Mhz), 68000 (@ 10 Mhz)
Sound Chips : YM3438 (@ 8 Mhz), (2x) MultiPCM (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 1
Control : stick
Buttons : 7
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- STAFF -
Director : Makoto Uchida
$end
$info=wink,winka,
$Edit this entry at Arcade-History.com
$bio
Wink (c) 1985 Midcoin.
An Italian breakout-style game.
- TECHNICAL -
Main CPU : Z80 (@ 3 Mhz), Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 1
Control : dial
Buttons : 3
$end
$info=winrun,
$Edit this entry at Arcade-History.com
$bio
Winning Run (c) 1988 Namco.
- TECHNICAL -
Namco System 21 hardware
Game ID : SG
Main CPU : (3x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 1
Control : stick
Buttons : 4
- SERIES -
1. Winning Run (1988)
2. Winning Run Suzuka Grand Prix (1989)
3. Winning Run 91 (1991)
$end
$info=winrun91,
$Edit this entry at Arcade-History.com
$bio
Winning Run 91 (c) 1991 Namco.
- TECHNICAL -
Namco System 21 hardware
Main CPU : (3x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 512 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 1
Buttons : 4
- SERIES -
1. Winning Run (1988)
2. Winning Run Suzuka Grand Prix (1989)
3. Winning Run 91 (1991)
$end
$info=winspike,winspikj,
$Edit this entry at Arcade-History.com
$bio
Winning Spike (c) 1997 Konami.
- TECHNICAL -
Konami GX hardware
Game ID : GX705
Main CPU : 68EC020 (@ 24 Mhz)
Sound CPU : 68000 (@ 9.2 Mhz)
Sound Chips : (2x) K054539 (@ 48 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 3
- STAFF -
Assistant directors : 'Monkey Business' Takepon, 'Super Lover' Mommy Ad
Main programmer : 'Red Shooter 7.5.5' K. Toga
Programmer : 'Shooting Guard' Cha-Cha-Ki
Motion designers : 'Sonic & Throw' S. Kihara, '3Digitizer' T. Nagamatsu
Stage designer : 'Dzungarian Hamster' Terara Hitomi
Graphic designers : 'Peace Maker' Sho. M, 'Retouching' Y-Sakaue, 'Machine 4.0J' Machuoka, 'King of Unlucky' M. Yabe, 'Ducati-User' Zig the Crusher
Rendering designer : 'Bones' T. Hayashino
Sound editor : 'Precision Man' Sakagon
Music composer : 'Snail Man' Name-Kun
Product designer : 'Tel-Matsu 928' M. Uematsu
Manual planning : Hideaki Minoda
Technical engineer : K. Hashima
Technical support : Yoshikazu Yzz
Team manager : 'Takarazuka Raid' Acky 7
Produced by : KCE R
$end
$info=winterht,
$Edit this entry at Arcade-History.com
$bio
Winter Heat - Sega Sports (c) 1997 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in October 1997.
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=wiping,
$Edit this entry at Arcade-History.com
$bio
Wiping (c) 09/1982 Nichibutsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Custom (@ 3.072 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game was also known one year later as "Rug Rats".
- SCORING -
Clearing a square of floor : 10 points.
Baddon : 400 points.
Bilbola : 500 points.
Bigimba : 600 points.
Frozen Baddon : 800 points.
Frozen Bilbola : 1,000 points.
Frozen Bigimba : 1,200 points.
Killing 1 Monster With Carpet : 1,500 points.
Killing 2 Monsters With Carpet : 3,000 points.
Killing 3 Monsters With Carpet : 6,000 points.
Killing 4 Monsters With Carpet : 10,000 points.
Last Monster : 3,000 points.
Bottle : 1,000 points.
Bag : 1,000 points.
Telephone : 1,000 points.
Clock : 1,000 points.
Teapot : 1,000 points.
Pipe : 1,000 points.
Crown : 5,000 points.
- TIPS AND TRICKS -
* Try to group the monsters together, and lure as many as possible at once behind you on to a carpet for big points (10,000 for 4 monsters).
* Remember the positions of the four bonus items when the level starts, as collecting the crown and killing all the monsters when stunned is worth a lot of points.
* At the early parts of each level, concentrate on killing the monsters singly, clearing a path into their territory and waiting around a corner to stun them.
* When the monsters start homing in on you, move to a large safe area away from them and then make your way to a carpet, waiting for as many monsters as you can.
$end
$info=wiseguy,
$Edit this entry at Arcade-History.com
$bio
Wise Guy (c) 1990 Dooyong.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Yam! Yam!?".
$end
$info=wits,
$Edit this entry at Arcade-History.com
$bio
Wit's (c) 1989 Athena.
A game with play much like "Tron"'s Light Cycles game, but with the ability to jump and speed burst.
- TECHNICAL -
Main CPU : 68000 (@ 8 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Visco for manufacture and distribution.
- STAFF -
Producer : Sakae Nakamura
Game director : Crazy Tom
Game designers : Crazy Tom, Hironobu Tamai
Composer : Shotaro Sasaki
Manupilater : Kouichi Ishibashi
Programmer : Tom_boy
Character designers : Hironobu Tamai, Yuka Kamosaki, Sayaka Hozumi
Sound mixers : Enjoy Sasaki, Tarako Ishibashi
Hardware service : Drunkard Nonaka
Monitor : Sayuri Murakami, Zensack Yamamura
- PORTS -
* Consoles :
Nintendo Famicom (1990)
$end
$info=witch,
$Edit this entry at Arcade-History.com
$bio
Witch (c) 1992 Sega / Vic Tokai.
- TECHNICAL -
Main CPU : (2x) Z80
Sound Chips : ES8712, (2x) YM2203
Screen orientation : Horizontal
Video resolution : 240 x 225 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
Buttons : 6
$end
$info=wiz,wizt,
$Edit this entry at Arcade-History.com
$bio
Wiz (c) 1985 Seibu Kaihatsu.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 1.78975 Mhz)
Sound Chips : (3x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Also licensed to Taito.
- PORTS -
* Computers :
MSX
$end
$info=wizwarz,
$Edit this entry at Arcade-History.com
$bio
Wiz Wars (c) 1984 Mylstar Electronics.
To play Wiz Warz :
Use MOVE KNOB to move the wizard around the wall.
Use FIRE JOYSTICK to hurl wizard's energy bolts.
ELECTRIFY WALLS will destroy all enemies on the wall.
SHOOT TREASURES for points before devils get them.
Hiting STORM CLOUDS will prove to be very unpleasent.
- TECHNICAL -
Main CPU : I8086
Sound CPU : (2x) M6502
Sound Chips : (2x) DAC, (2x) AY8910, SP0250
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 61.00 Hz
Palette colors : 16
Players : 1
Control : Dial
Buttons : 1
Test Mode operations available :
1 Monitor Adjustement
2 Memory Test
3 Sound Test
4 Bookkeeping
5 Dip Switches
6 Switch Test
- TRIVIA -
This game was playable & near completion before getting canned. Only 1 machine was known to exist.
Default highscore (Wiz Warz Hall of Honor) :
1) DAN 10000
2) LEE 9000
3) DUN 8000
4) DIS 7000
5) LUV 6000
6) AL 5000
7) BA 4000
8) DRI 3000
9) NKC 2000
10) OKE 1000
11) TAK 900
12) E A 800
13) WIZ 700
14) TDA 600
15) TSM 500
16) RAD 400
17) ADE 300
18) RFY 200
19) BDE 100
20) NGI 90
21) SED 80
You enemies in the game are officialy called :
* Mauler
* Cumulo Nimbus
* Blu Ogre
* Dwarf Dudes
* Lizzymen
* Schizo Serpents
* Cy Clone
* Bro' Viper
* Evil Wiz
* All Seeing Eye
$end
$info=wizdfire,
$Edit this entry at Arcade-History.com
$bio
Wizard Fire (c) 1992 Data East.
5 legendary heroes must fight through hoards of monsters in order to eradicate their evil presence from their kingdom, in this colourful, isometric scrolling multi-player beat-em-up.
Wizard Fire is another in a long line of derivative but playable fantasy-themed beat-em-ups that came to typify the arcade scene of the early nineties.
- TECHNICAL -
Game ID : MAS
Main CPU : 68000 (@ 14 Mhz)
Sound CPU : HuC6280 (@ 8.055 Mhz)
Sound Chips : YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.627 Khz), OKI6295 (@ 15.255 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
This game is known outside US as "Dark Seal 2".
Only 100 PCBs were manufactured.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Dark Seal II : Data East Gamadelic - PCCB-00129) on 17/09/1993.
- SERIES -
1. Gate of Doom (1990)
2. Wizard Fire (1992)
- STAFF -
Game master : Yoshiyuki Urushibara
Project leader : Naomi Susa
Soft leader : Souichi Akiyama
Object graphic leader : Yohiyuki Ishibiki
Back graphic leader : Masanori Tokoro
Music leader : Mr. K
Soft : Haruyuki Kobayashi, Shinichi Suzuki
Character designer : Tomoki Matoba
Object designers : Kazumi Minagawa, Sonomi Kiyota, Chie Kitahara, Hitomi Fujiwara, Asami Kaneko, Yasuko Kurohiji, Hiroshi Koga
Back designers : Ryohei Harakata, Kazuhi Imoto
Music composers : Tom Sato, Mihoko Ando, Gamadelic
Hard : Shingo Mitsui, Masao
* CAST :
Knight : Greg Sullivan
Wizard : Susan Barger
Bard : Bill O'Neill
Dwarf : William Rooney
Elf : Chiwe Gordon
$end
$info=wow,
$Edit this entry at Arcade-History.com
$bio
Wizard of Wor (c) 1980 Midway.
Welcome to WIZARD OF WOR! In this magical game, you are a worrior descending into deep dungeon mazes, battling invisible monsters, cacodemons, and maybe even the Wizard of Wor himself! Be of good cheer, worrior, for herein lie many of the secrets of the Wizard.
Wizard of Wor is a game for 1 or 2 players. When the 2-player mode is selected, both players control their worriors at the same time. Teamwork in the 2-player mode is very important (but not necessary to play).
The object of Wizard of Wor is to descend as far into the dungeons of Wor as possible, killing monsters, beating the Wizard, and earning as high a score as you can. The game ends when all the players' worriors have been destroyed.
At the start of the game, you are placed in dungeon one. It contains six blue Burwors. Using the joystick and fire button, maneuver your worrior around the maze and shoot them. As you shoot the last Burwor, a yellow Garwor will come out. Garwors and red Thorwors will turn invisible. The radar will show the positions of the invisible monsters. Invisible Garwors and Thorwors will become visible when they enter the same corridor that a worrior is in. As time goes by, the monsters speed up. The longer it takes before you shoot them, the faster they go. When you have destroyed the Thorwor, the first dungeon ends.
In the 2nd dungeon, a different maze is randomly selected. Once again, 6 Burwors are placed here. More Garwors and Thorwors will appear this time, however. When the last Thorwor has been shot, Worluk will come out and try to escape out one of the side doors. If you shoot him before he escapes, all point values will be doubled in the next dungeon. After Worluk has been shot or has escaped, the Wizard of Wor may then appear. He teleports closer and closer, continuously firing lightning bolts. He continues to do so until either one worrior has been destroyed, or the Wizard has been shot.
After dungeon 3 or 4, a bonus player is awarded (option switch selectable). You must then face the Arena. This is the toughest of the lower level dungeons. The Worlord dungeons begin at dungeon eight. They are very difficult to survive. At dungeon thirteen, another bonus player is awarded, and you must try to win your way through The Pit. The ultimate goal of Wizard of Wor is to survive The Pit without losing any worriors.
In a 1-player game, the other worrior (blue) is your friend. He will not shoot you unless you come between him and a monster, then he will try to shoot the monster, and you could be hit by his shot.
In a 2-player game, both players play at the same time. They do not take turns. The two players may elect to shoot each other. But, if you wish to survive for long, you must use teamwork!
And now worrior, go forth and do battle with the Wizard of Wor!
- TECHNICAL -
Wizard of Wor arcade units came in a white dedicated cabinet with sticker sideart of a menacing looking wizard. Cabaret and cocktail versions were also common (The cabaret models had wood grain paneling with no sideart, while the cocktail versions had the monitor mounted sideways for some reason).
Main CPU : Z80 (@ 1.789773 Mhz)
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz), Votrax SC-01
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick (that had 2 positions for each directions)
Buttons : 1 (FIRE)
- TRIVIA -
This game featured some early speech synthesis that was done in a similar manner to that in "Gorf" (Gorf and Wizard of Wor ran on nearly identical hardware). Here is a list of the phrases the Wizard says throughout the game :
Insert coin and game over mode :
1) Hey! Insert Coin!
2) Find me ...The Wizard of Wor.
3) I'm out of spite, ha ha ha ha!
Get ready or coin acceptance mode :
1) Get ready, worrior.
2) You better hope you don't find me, the Wizard of Wor.
3) Another coin for my treasure chest.
4) Ah good! My pets were getting hungry. Ha ha ha ha!
5) My worlings are very very hungry. Ha ha ha ha!
6) Welcome to my world of Wor.
7) So you've come to score in the world of Wor. Ha ha ha ha!
8) You're off to see the Wizard, the magical Wizard of Wor.
Dungeon start-ups :
1) Kill Worluk for double score.
2) You are in the dungeons of Wor.
3) I am the Wizard of Wor.
4) One bite from my pretties, and you'll explode, ha ha ha ha!
5) Worluk will escape through the door.
6) Watch the radar, worrior.
7) Thorwor is red, mean, and hungry for space food.
8) Remember, I'm the wizard, not you.
9) If you can't beat the rest, then you'll never get the best! Ha ha ha ha!
10) You'll never leave Wor alive! Ha ha ha ha!
11) If you destroy my babies, I'll pop you in the oven! Ha ha ha ha!
12) Burwor hasn't eaten anyone in months. Ha ha ha ha!
13) My babies breathe fire worrior.
14) I'll fry you with my lightning bolts.
15) Burwor, Garwor, and Thorwor will do you in.
16) My creatures are radioactive.
Bonus player awarded :
1) You'll get ...The Arena! Ha ha ha ha!
2) Another worrior for my babies to devour.
3) Keep going and you will find me.
4) A few more dungeons and you will be a Worlord.
5) Worrior fear, I draw near, each time I appear. Ha ha ha ha!
6) You won't have a chance for your dance worrior. Ha ha ha ha!
7) Now you're asking for trouble worrior.
8) Now I'm getting mad worrior.
First Garwor appears :
1) Now you get the heavyweights! Ha ha ha ha!
2) Garwor, go after them!
3) If you try any harder, you'll only meet with doom, ha ha ha ha!
4) If you get too powerful, I'll take care of you myself, ha ha ha ha!
5) My magic is stranger than your weapons, worrior.
6) Worrior, while you developed science, we developed magic.
7) Your bones will lie in the dungeons of Wor, ha ha ha ha!
8) Garwor and Thorwor, become, invisible! Ha ha ha ha!
Wizard kills worrior :
1) You've just been fried by the Wizard of Wor! Ha ha ha ha!
2) Bite the bolt worrior. Ha ha ha ha!
3) Wasn't that lightning bolt delicious? Ha ha ha ha!
4) And my teleporting spell can be even faster! Ha ha ha ha!
5) Now you know the taste of my magic, worrior.
6) Maybe you'll see me again worrior.
7) Your explosion was music to my ears! Ha ha ha ha!
8) I'll say it again, worrior fear, I draw near, each time I appear. Ha ha ha ha!
Worlord dungeon startups :
1) Worlord, be forewarned! You approach, The Pit!
2) Your path leads directly to The Pit! Ha ha ha ha!
3) Deeper, ever deeper into the dungeons of Wor.
4) Beware! You are in the Worlord dungeons!
5) Ah! You thought you could hide but I'm the dungeon master.
6) Thor Bur Gar! Dinner’s ready! Ha ha ha ha!
7) Hey! Your space boot's untied! Ha ha ha ha!
8) My beasts run wild in the Worlord dungeons. Ha ha ha ha!
Phrases for The Pit :
1) Now your only chance is your dance! Ha ha ha ha!
2) Are you fit, to survive The Pit? Ha ha ha ha!
3) Oops! I must have forgotten the walls! Ha ha ha ha!
4) Worlord, where are you going to hide now? Ha ha ha ha!
End of game :
1) Come back for more with the Wizard of Wor. Ha ha ha ha!
2) The dungeons of Wor await your return, worrior.
3) Deep in the caverns of Wor, you will meet me, worrior.
4) The Wizard of Wor thanks you.
5) You know you can do better, worrior.
6) Hurry back! I can't wait to do it again.
7) You can start anew, but for now you're through. Ha ha ha ha!
8) He he he ho ho ho ha ha ha! That was fun!
When you have reached the Worlord dungeons, the Wizard calls you Worlord, instead of worrior.
A Wizard of Wor machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- SCORING -
Burwor (Blue Monster) : 100 points
Gurwor (Yellow Monster) : 200 points
Thorwor (Red Monster) : 500 points
Yellow or Blue Worrior : 1000 points
Worluk : 1000 points + Double Score for Next Dungeon
Wizard of Wor : 2500 points
- TIPS AND TRICKS -
The game progresses through a series of dungeon mazes, each one deeper in the caverns of Wor. One other worrior accompanies you into the dungeons, and if you wish to survive for long, you should work with him to conquer the monsters you will encounter. At the start of each dungeon, there are blue Burwors moving around the maze. As you destroy them, yellow Garwors come out, and as you destroy them, red Thorwors take their place. When the last red Thorwor is shot, winged Worluk comes out (not in the first maze). Try to shoot him before he escapes out one of the side doors, as that will double all the point values for the next dungeon. After Worluk has escaped or been shot, the Wizard of Wor might show up. He uses a powerful teleport spell to jump himself from place to place in the dungeon, all the while firing lightning bolts. He keeps reappearing until one worrior has been destroyed, or he himself has been shot. If any worriors are left, the next dungeon is entered. This sequence of events continues until all of the player's worriors have been vanquished.
In the basic dungeons, a worrior can learn the fundamentals of survival. It is very easy to walk blind around a corner, into the mouth of a waiting monster. When the monsters are really moving, they are faster than you are. This makes running away difficult. There is a point where you will have to turn and fight them before they eat you.
Your worrior is easy to operate - a 4-direction joystick for movement in the dungeons, and a fire button for the concentrated unified-field-disturbance rifle. The joystick has two contacts in each direction, a direction contact and a movement contact. A light tap to the joystick will face your worrior in a certain direction, without moving him out of position. To move your worrior, just hold the joystick over in one direction.
The unified-field-disturbance rifle is easy to use. It fires in the direction your worrior is facing. It operates on the principle of a concentrated unified-field-disturbance area coupled with a displacement through 4-space. This means that it can create only one disturbance at a time, and the disturbance must continue moving until it expands its energy on some object, usually a monster or a wall of the dungeon.
Only one shot can be in the air at a time. This means that in a short corridor you will be able to fire rapidly, because your shot will always quickly encounter a wall. In a long corridor, the shot stays in the air for a long time, leaving you in hot water if a monster is approaching from the side.
If your shot occasionally seems to go in the wrong direction, it is because your worrior has not fully rounded a corner before firing. Your shot went in the direction you were just facing, not in your new direction. Learning when not to shoot is an important part of the strategy of this game.
Entering the dungeon is simple to do, but at times, particularly in the Worlord dungeons, choosing the right time to enter can be a little tricky. At the start of each dungeon, you have ten seconds to bring your worrior into the maze. To do so, just push the joystick toward the maze. When your worrior comes out, he is facing the radar screen. If you do not bring the worrior out of the ready box immediately, the ten second count-down begins. The numbers of the count are shown next to the ready box. At the end of the ten seconds, your worrior will automatically be brought into the dungeon. At the beginning of a dungeon, all the monsters are started away from the 2 ready boxes. But since the monsters move randomly at first, they can start to move closer to you. Also, when a worrior has been destroyed, you may immediately bring a new worrior into play. However, monsters might be milling about next to your ready box. To avoid being eaten, wait for the monsters to clear the area before bringing your worrior out. It is important to note that a new worrior can be brought in at any point during play. If you get eaten or shot, just bring in another worrior and have at it! This is particularly useful with Worluk, who may eat you once, but not escape immediately. It is often possible to bring a second worrior in, and kill Worluk for double score on the next dungeon, before he escapes.
In a one player game, the blue worrior is controlled by the computer. He is a first in video gaming, as he is your friend inside the machine. He will never shoot at you, he shoots only at monsters. Sometimes, he will even save your life by shooting a monster sneaking up behind you. Be careful not to get between him and a monster, for he will still try to shoot the monster, and you might catch his shot.
Teamwork is also a major point of strategy in Wizard of Wor. In the basic dungeons, there are places where two worriors can cut off the monsters as they try to enter the corridor where the worriors are standing. This position is strong but not invincible. The monsters, particularly the last few monsters left in a maze, are moving fast enough to occasionally duck in between shots, and eat you. Back to back in a short corridor is good teamwork. Note that the two worriors can pass through each other unhindered. But be careful! When you are close together, it's very easy to accidentally shoot each other.
In the early mazes, it is to your advantage to initially go out and shoot as many monsters as you can. This is because the monsters move slowly at first, but get faster later. The more slow monsters you shoot, the fewer fast monsters will be left to eat you. When the monsters speed up, then find a good teamwork spot. In the upper level mazes, the Worlord dungeons, the critical thing is to not miss a shot, for if a shot misses a monster, it is likely to travel a long way before hitting a wall, and in that time a monster will probably come along and eat you. In some of the Worlord dungeons, there are places that two worriors can defend effectively, but they are very hard to get to, and often one player might loose a worrior trying to move into position. When you reach the Pit, you're on your own...
There are 2 levels of overall difficulty in the dungeons - basic dungeons and Worlord dungeons. In addition, there are 2 special dungeons, the Arena and The Pit, which occur at special times during play.
Each dungeon consists of an 11-by-6 matrix of squares, with a wall or opening on the sides of each square. The maze is symmetrical around the center vertical axis. Every maze has a side escape door located four squares up from the bottom, and on each side of the maze. Going out the door on one side brings you in the door on the other side. This can be confusing at first, but becomes quite handy when you get used to it. After using the side escape door, it remains closed for a short amount of time before reopening.
When Worluk is out, the door always remains open. Proper use of the side escape door will sometimes aid in escaping trouble, and can also help to cut off Worluk before he escapes. The basic dungeons consist of many short passages with many possible different pathways, and some long corridors. At first glance, the long corridors appear to be the most strategic spot, but this is not true. Due to the firing mechanism, it is usually the most dangerous spot, as you are not able to fire very often. Finding good places for team work is relatively easy here. In the area between the radar screen and the dungeon, a description of some current important aspect of the game is displayed. In dungeon one, the word RADAR is shown, indicating to the novice player the function of the radar.
On other dungeons, the level of the current dungeon is indicated. When Worluk comes out, the word WORLUK is displayed there, as is WIZARD OF WOR when he shows up. It tells when either of these has ESCAPED. And it tells when DOUBLE SCORE has been earned for shooting Worluk. It also tells you of THE ARENA and THE PIT.
Below the bottom of the dungeon is the radar. This shows you the location of every monster in the dungeon, visible and invisible. It is important to learn to use the radar to anticipate a monster coming from behind. The only creatures that do not show on the radar are the worriors and the Wizard himself. When you have reached dungeons eight and above, you have become a Worlord. Now you have the honor of testing your skill in the Worlord dungeons. These dungeons are much tougher, there are fewer walls and more open spaces. If even one shot misses, and travels the long distance down to the opposite wall, a monster will very likely come up and gobble you down. Finding and establishing yourself in solid strategic positions is very difficult. It is easy to have several worriors chomped up in a row. Sometimes the monsters will line up along one edge of the maze - a lovely parade. However, if just one monster starts approaching from the top, watch out!
The Arena is the dungeon that comes when the 1st bonus player is awarded. Since the bonus player is switch selectable for the fourth or the fifth maze, the same switch will also control the appearance of the Arena. It is the most difficult maze of the basic dungeons, featuring an arena. This is a large open area in the middle of the dungeon, with openings level with the side escape doors. This is a preview of the Worlord dungeons and The Pit.
Surviving The Pit is the ultimate goal of Wizard of Wor. The Pit occurs at the 13th dungeon, and every 6th dungeon thereafter. In other words, the 19th, 25th, 31st, etc. dungeons are The Pits. One missed shot here is almost certain to be fatal. The Wizard is particularly deadly here, as there is nowhere to hide. A bonus player is awarded at the first Pit. The other Pits do not award a bonus player. Sophisticated maneuvering, intestinal fortitude (guts), and a bit of luck are needed to make it through The Pit unscathed. Surviving The Pit without losing a worrior earns you the title of Worlord Supreme. Best of luck!
The Wizard of Wor loves to hear the patter of little feet running through his dungeons. So he created some lovely beasties, known as Worlings. Burwor is beautiful, bouncing blue. 6 of them exist on each dungeon level. They always remain visible. This is because the Wizards favorite color is blue. As each Burwor is shot, a Garwor may come to take his place. Garwor is kind of overfed, and waddles a bit, but he has yellow scales that are just delicate. As Garwors are shot, Thorwors are teleported in to take their place. Thorwor is sleek and dangerous red.
All of these monsters can shoot an occasional lightning bolt. Only Garwor and Thorwor have the Wizards spell of invisibility. They become visible when they enter the same corridor as a worrior, and when they are initially teleported in.
In the 1st dungeon, when the last Burwor is shot, he is replaced by a Garwor. When a monster is placed in the dungeon, it is at a random location, somewhere away from both worriors. In the 2nd maze, the last 2 Burwors are replaced by Garwors. The progression continues until the sixth dungeon, when all six Burwors are replaced by Garwors. Whenever a Garwor is shot, he is replaced by a Thorwor. So, in the first dungeon, there are a total of 8 monsters : 6 Burwors, 1 Garwor, and 1 Thorwor. In the 2nd maze there are a total of 10 monsters : 6 Burwors, 2 Garwors, and 2 Thorwors. In the 6th dungeon, there are a total of 18 monsters : 6 Burwors, 6 Garwors, and 6 Thorwors. This is the maximum number of monsters in 1 dungeon level. Note that there are really no more than 6 monsters in one dungeon at any 1 time. It just seems like there are more.
All of the monsters work on a speed-up timer. This timer increments the speed of the monsters every time it counts down, which is about every seven seconds. A Garwor that replaces a Burwor will start at the speed the Burwor was going when destroyed. The same is true for Thorwors. So, in the early mazes, Garwors and Thorwors end up going faster than Burwors, although, given enough time, Burwors can get moving as fast as any monster. In dungeon 4 and before, any monster traveling at top speed will always be visible. In later dungeons, Garwors and Thorwors will still become visible at top speed. In dungeon 7, the Burwors start at top speed. Any monster traveling at this speed is not able to shoot lightning bolts.
Worluk... the Wizard's favorite : In the 2nd dungeon and beyond, Worluk will come out after the last Thorwor has been shot. Worluk is a lightning quick Cacodemon. He's the Wizards favorite. He flies erratically through the maze, trying to reach one of the side escape doors. The Wizard tried to train him to fly to the door on the opposite side of the maze that he is initially teleported to. However, Worluk's chaotic nature leads him to frantically fly about, sometimes flying out the side escape door closest to him. If you shoot Worluk, all the scores in the next dungeon are doubled. This means that killing Worluk is essential for high scores. A good strategy is to position your worrior by the door that Worluk should use to escape. If Worluk should eat your worrior, bring the next one immediately into play, and go after him again! Remember, he is worth double score on the next maze. But, at the moment that Worluk has been shot, beware worrior! For it is then that the Wizard of Wor might choose to appear.
The Wizard of Wor : Even at a young age, the Wizard showed promise in the mystic arts. But it took many dangerous encounters and many years of research and study to sharpen his skills to his current high level. Over the centuries, the Wizard has retained his chaotic sense of humor, much to the chagrin of worriors entering his dungeons (see the list of phrases).
The Wizard will sometimes come out after Worluk has been shot. He uses multiple teleport spells to pop around the dungeon, eventually homing in on one worrior or the other. All the while, he wildly fires lightning bolts in every direction. At first he teleports some distance away from one worrior. Then, on successive teleports, gets closer and closer. Note that if the two worriors are very near each other, the Wizard may teleport right next to one of them the very first time. This is because he was teleporting a certain distance away from the other worrior, and happened to come up right next to the first worrior.
The Wizard will continue to teleport and fire lightning bolts until either one worrior has been destroyed or the Wizard has been shot. Shooting the Wizard does not kill him; it only banishes him until the next dungeon. In almost every dungeon there is a possibility that the Wizard could show up. This possibility is based on the level of the dungeon you are currently in, and on the total number of worriors left in the game. However, even at the highest dungeon level, it is not certain that he will appear.
Standing in a long corridor when the Wizard is teleporting in can be quite risky. If he comes up in that corridor, he will have a clear shot at you.
As you get deeper into the dungeons, the Wizard stays for a shorter period of time, and teleports even faster. This means he gets closer a lot faster, so you must try and shoot him soon after he first comes out. Otherwise, he may end up teleporting right next to you! The Wizard loves to fool worriors by teleporting behind them. But watch out, he will also surprise you by popping up right in front of you.
The Wizard says, 'Scores of 150,000 or more are exceptional'. Now, you're off to see the Wizard, the magical Wizard of Wor.
* Hints for game play :
1) Take a quick look at the maze before you go into it. Know the locations of the monsters and also find areas that will be suitable for defending yourself. The Burwors will already be roaming around. In the later levels, a couple of Garwors and Thorwors will also be in the maze.
2) When playing in 1-player mode, the computer player will assist you to a degree. Use this to your advantage. This will be especially true in the later levels when the invisible monsters are roaming the maze. The computer player can help you by making them become visible. Keep in mind that you can kill off the computer Worrior and they can do the same to you.
3) Two-player works like one player. Learn to work together and try not to kill each other (unless you are playing a cut-throat competition).
4) It is easier to turn from side to side then it is to turn from side to up/down. Find the short walls that will only allow monsters to approach you from the side. Also, align your warrior just a little past the corridor walls above and below. This will give you the advantage of seeing invisible monsters in two vice one passageway.
5) Another advantage of the above is the fact that the monsters will push you back vice kill you. Of course, you must get back into position since the monsters seldom will attack you singly in the later dungeons.
6) Learn to tap the joystick so you can rapidly turn without moving your Worrior. This will prove invaluable on the later levels when you have to turn back-and-forth rapidly to shoot the enemies coming at you.
7) Learn to use your radar. Although it doesn't have the maze superimposed upon it, you can get a pretty good idea of where the invisible monsters are and where they are moving to. This will definitely help decrease the chance of being surprised by one of them.
8) When you are shooting, make sure you are making your shots count. You can only have one shot out at a time. This basically means that until your shot hits a wall or a monster, you have no firepower. So don't fire down long corridors or you may find yourself surrounded by monsters without being able to shoot them.
9) Your shots can also be negated by the other Worrior's shots, monster's breath weapons, and the wizards lightening bolts.
10) As the dungeons progress, the monsters become smarter. Not only do they attempt to surround your character, they also move out of the way when you are aiming at them. In addition to becoming smarter, they move much quicker and tend to swarm on your Worrior.
11) You can use the warp tunnel once during a dungeon. It will also clear out when the Worlock appears. When you use the warp tunnel, it will seal off behind you as you get to the other side. Only use it when you really need to. Don't hang around it since the monsters will also use it to get to your location.
12) The Worlock will appear after the last monster has been killed. Worlocks usually appear in the center of the maze and move toward one of the war tunnels. Try to seal off the warp tunnel to prevent the Worlocks escape. Also, hit it at long range since trying to fight toe-to-toe with it would be suicide.
13) After you clear out the Worlock, you may be confronted by the Wizard of Wor himself. The Wizard of Wor teleports randomly about the maze shooting off lightening bolts. This may be the one time when a pre-emptive shot may do you some good since the wizard may teleport into your shot. You can also use the same tactics of creeping out from behind a wall with the wizard since you won't be hit until you are pushed back into the corridor.
14) If you survive through dungeon 7, you will now be classified as a Worlord. This basically means all the monsters are moving at maximum speed and they are all coming for you.
15) If you don't lose a Worrior on the dungeons with the Pit, you will be classified as a Worlord Supreme.
16) For the mazes that are open (such as the Pit) or very near open (such as the Arena), go to a corner to present the smallest possible target and to force the monsters to only come at you in two directions.
17) While you are playing the game, if you turn the power off and back on quickly, you will start where you left off and your total amount of Worriors left will be at their maximum of 16.
18) After the dungeon counter (located above the radar) passes 100, it will reset but the 1st digits will no longer by in synch with the counter.
19) It is rumored that if you fire a shot and the Wizard of Wor first appears in the exact same spot where your shot is, the game will lock up.
- STAFF -
Designed and programmed by : Tom McHugh, Dave Nutting
- PORTS -
* Consoles :
Bally Astrocade (1982, "The Incredible Wizard")
Atari 5200 (1983)
Atari XEGS
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Commodore C64 (1984)
Atari 800
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=wizzquiz,wizzquza,
$Edit this entry at Arcade-History.com
$bio
Wizz Quiz (c) 1985 Zilec-Zenitone.
- TECHNICAL -
Main CPU : M6803 (@ 2.048 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : DAC (@ 3.579545 Mhz), SN76496 (@ 1.789772 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32
Players : 2
Buttons : 5
$end
$info=wolfpack,
$Edit this entry at Arcade-History.com
$bio
Wolf Pack (c) 1978 Atari.
- TECHNICAL -
Main CPU : M6502 (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8
Players : 1
Control : dial
Buttons : 1
- TRIVIA -
Wolf Pack was a prototype that was never released.
- STAFF -
Designed and programmed by : Dennis Koble, Jerry Lichac
$end
$info=wonder3,
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Wonder 3 (c) 05/1991 Capcom.
Wonder 3 contains three games :
1) Roosters - Chariot wo Sagashite
2) Chariot - Tenkuu-he no Ryo
3) Don't Pull (donpuru)
- TECHNICAL -
Capcom Play System hardware (CPS)
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.576 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
'Chariot - Tenkuu-he no Ryo' translates from Japanese as 'Chariot - A Trip Through The Sky'.
This game is known outside Japan as "Three Wonders".
The main character of the action game (Roosters) appears as a striker character (Lou) in "Marvel vs. Capcom - Clash of Super Heroes".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Captain Commando : G.S.M. Capcom 5 - PCCB-00083) on 21/03/1992.
- UPDATES -
Wonder 3 (the Japanese version) has some differences :
* The action game is called 'Roosters' instead of 'Midnight Wanderers'.
* Roosters is slightly harder in a few ways : the stage 1 mid-boss has a faster rate of fire, the stage 1 end-boss is more aggressive by shooting less and punching more and near the end of stage 2 where the water is deep some of the platforms will crumble away when you step on them.
- STAFF -
Game designer : Udatoshi
Programmer : Koma Chan
Character designer : Kurisan
B.G. designer : Kuramoyan
Sound composer : T. Yomage
Director : Kihaji Okamoto
- PORTS -
* Consoles :
Sony PlayStation (1998)
Sega Saturn (1998)
Sony PSP (2006, "Capcom Classics Collection Remixed")
$end
$info=wboy,wboyu,wboyo,wboy2u,wboy2,wboy3,wbdeluxe,wboysys2,wboy4,
$Edit this entry at Arcade-History.com
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Wonder Boy (c) 1986 Sega.
A little boy ventures through Wonderland in this horizontally scrolling game. There are 4 areas, each with 4 levels and end bosses. Walking and jumping depletes your energy so you must eat food found along the way.
- TECHNICAL -
Sega System 1 hardware
Game ID : 834-5984
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Escape.
Chris E McClard holds the official official record for this game, on factory setting, with 1,217,240 points on 06/05/2005.
A deluxe version (bootleg ?) was made by Vision Electronics (see Updates section for more information).
- UPDATES -
Wonder Boy Deluxe has a dip switch to control how fast the energy decreases.
- TIPS AND TRICKS -
* Round 8 : If you manages to finish the game (Round 7 area 4) without forgetting any of the sweet little faces that multiply the vitality at the end of the screen, you can enjoy the Round 8.
- SERIES -
1. Wonder Boy (1986)
2. Wonder Boy in Monster Land (1987)
3. Wonder Boy III - Monster Lair (1988)
4. Wonder Boy IV - Monster World II (Sega Mega Drive)
5. Wonder Boy V - Monster World III (1991, Sega Mega Drive)
6. Monster World IV (1994, Sega Mega Drive)
- PORTS -
* Consoles :
Sega SG-1000 (1986)
Nintendo Famicom (1986, "Adventure island")
Sega Master System (1987)
Sega Game Gear (1990)
Nintendo Game Boy (1991, "Adventure island")
Nintendo Super Famicom (1992, "Super Adventure Island")
Sony PlayStation 2 (2007, "Sega Ages 2500 Vol. 29 - Monster World Complete Collection")
* Computers :
Sinclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1987)
MSX
$end
$info=wb3,wb31,wb33,wb32,wb3bbl,wb34,
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$bio
Wonder Boy III - Monster Lair (c) 1988 Sega / Westone.
The third sequel of the well-known series. During the first round, Wonder Boy is walking through a world collecting food to get energy; at the end, a Boss is waiting. After a few worlds have been completed, Wonder Boy is mostly flying around and shooting different enemies.
- TECHNICAL -
Sega System 16A hardware
Game ID : 317-0084
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- UPDATES -
FD1094 317-0084
* Runs on Sega System 16A hardware.
FD1094 317-0085
* Japanese version
* Runs on Sega System 16B hardware.
FD1094 317-0089
* World version
* Runs on Sega System 16B hardware.
8751 317-0098
* World version
* Runs on Sega System 16B hardware.
- SERIES -
1. Wonder Boy (1986)
2. Wonder Boy in Monster Land (1987)
3. Wonder Boy III - Monster Lair (1988)
4. Wonder Boy IV - Monster World II (Sega Mega Drive)
5. Wonder Boy V - Monster World III (1991, Sega Mega Drive)
6. Monster World IV (1994, Sega Mega Drive)
- STAFF -
Programmer : Naoki Hoshizaki
Character designers : Rie Ishizuka, Hiromi Suzuko
Music composer / Effect designer : Shin-ichi Sakamoto
Director : Ryuichi Nishizawa
Assistant : Takanori Kurihara, Yoshihito Saisho
Supervisor : Michishito Ishizuka
- PORTS -
* Consoles :
Sega Master System (1989)
Sega Mega Drive (1990)
NEC PC-Engine CD
Sony PlayStation 2 (2007, "Sega Ages 2500 Vol. 29 - Monster World Complete Collection")
$end
$info=wbml,wbmlb,wbmljb,wbmljo,wbmlbg,
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$bio
Wonder Boy in Monster Land (c) 1987 Sega / Westone.
Use your sword to fight monsters and defeat the Dragon. Collect gold to upgrade your boots, shield and armor, and defeat bosses to strengthen your sword. Most stages include a boss, that once defeated leaves behind a key to the next stage.
- TECHNICAL -
Sega System 2 hardware
Main CPU : Z80 (@ 4 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2 (STAB, JUMP)
- TRIVIA -
A bootleg of this game was made by Galaxy Electronics in England.
- TIPS AND TRICKS -
* This game has hidden coins that appear when you jump in certain spots. The demo screen shows a couple of these. Some of them will give you 60 gold or more every time.
* How to get 60+ golds from hidden coins : Besides the general strategy of quickly wiggling the joystick right and left while jumping (which raises the chance to get 60+ golds), certain coins, in certain places within the game, will ALWAYS yield 60+ golds if you perform particular actions :
1) Round 2 : On the screen after you kill the Vampire, there's a platform with a Shoe Shop and some stairs which lead downwards to an Infirmary. Wait for the little mushroom to go down the stairs, and stand so that you are almost off the topmost stair. The mushroom will come back up and hit you, making you fall off the stairs. Hold the joystick to the left so that when you land you walk into the bottom step. This will drop a 60+ coin. NOTE: This trick only works if you haven't bought any shoes yet.
2) Round 3 : On the stage after you kill the Red Knight, you'll see some jellyfishes on platforms over the water. At the first jellyfish you come to, wait for it to drop into the water, then lean out of the platform putting yourself on its trajectory. The jellyfish will hit you, and you'll get a 60+ golds bag. NOTE: This trick is shown during the attract mode.
3) Round 3 (Baraboro) : Climb the ladder to the platform where the Shield Shop and Catherine's window are located. Once you're atop the ladder, let the mouse hit you. You'll fall leftwards, triggering a 60+ golds bag.
4) Round 6 (Pyramid) : Beneath the platform where the Infirmary is located, there are some spikes. Approach the spikes as much as possible, then hit jump and fire at the same time, and keep hitting them every time you land. Some coins will start to fall from the platform and head towards you. If you'll keep a pace as much regular as possible, many of those coins will yield 60+ golds.
- SERIES -
1. Wonder Boy (1986)
2. Wonder Boy in Monster Land (1987)
3. Wonder Boy III - Monster Lair (1988)
4. Wonder Boy IV - Monster World II (Sega Mega Drive)
5. Wonder Boy V - Monster World III (1991, Sega Mega Drive)
6. Monster World IV (1994, Sega Mega Drive)
- STAFF -
Program : Ryuichi Nishizawa, Michishito Ishizuka
Character Produce : Naoki Hoshizaki
Music Compose : Shin-ichi Sakamoto
Character Design : Hiromi Suzuko, Rie Ishizuka (aka Rie Yatomi)
Special Thanks : Kohta Kikuchi, K. Kiyokawaanzu, Ohayashi
Produce : Ryuichi Nishizawa
- PORTS -
* Consoles :
Sega Master System (1988)
NEC PC-Engine (1988)
Sony PlayStation 2 (2007, "Sega Ages 2500 Vol. 29 - Monster World Complete Collection")
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Atari ST (1989)
Commodore Amiga (1989)
$end
$info=wndrmomo,
$Edit this entry at Arcade-History.com
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Wonder Momo (c) 1987 Namco.
- TECHNICAL -
Namco System 86 hardware
Game ID : WM
Main CPU : (2x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 512
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Released in February 1987. Wonder Momo is Namco's last 8-bit game.
When the game is first started, players are treated to a parody of the MGM logo featuring Momo.
Here are the English translations for the stage names :
1. Terror! Monster Army!
2. The Riddle of the Blood-Sucking Flower
3. Aiming for a Schoolgirl
4. Transform! The Final Decisive Battle
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987.
- STAFF -
Music by : Kumio Yudate
- PORTS -
* Consoles :
NEC PC-Engine (1989)
Sony PlayStation (1998, "Namco Museum Encore") : Japanese release only
$end
$info=wndrplnt,
$Edit this entry at Arcade-History.com
$bio
Wonder Planet (c) 10/1987 Data East.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), YM3526 (@ 3 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Alfa Records released a limited-edition soundtrack album for this game (Data East Game Music - 28XA-205) on 10/05/1988.
- STAFF -
Game designer : K. Kubota
Graphic designers : Jun Matsuda, R. Takahashi, H. Nomura
Programmers : M. Sano, K. Takahashi, T. Sasagawa, Souichi Akiyama
Music editors : Azusa Hara (AZUSA), Tatsuya Kiuchi, H. Kowastu, H. Yoshida
$end
$info=wondstck,
$Edit this entry at Arcade-History.com
$bio
Wonder Stick (c) ???? Yun Sung.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz), Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 2
- STAFF -
Director : Bok Won Kang, Chang Won Lee
Program : Jang Chang Soo, Lee Jong Min
Graphics : Oh Jeong Suk, Yum Jeong Sik, Kim Dong Suk
Hardware : Lee Sang Jin, An Jong Hwan
Sound : Lee Chang Won
Game Planner : K. Imaeda, M. Takabe
$end
$info=wondl96,
$Edit this entry at Arcade-History.com
$bio
Wonderleague 96 (c) 1996 SemiCom.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz), Z80 (@ 3.75 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 1.024 Mhz)
Players : 2
Buttons : 3
- SERIES -
1. Magicball Fighting (1994)
2. Wonderleague Star - Sok-Magicball Fighting (1995)
3. Wonderleague 96 (1996)
4. MuHanSeungBu (1997)
$end
$info=wlstar,
$Edit this entry at Arcade-History.com
$bio
Wonderleague Star - Sok-Magicball Fighting (c) 1995 Mijin Computer.
A baseball game.
- TECHNICAL -
Main CPU : 68000 (@ 15 Mhz), Z80 (@ 3.75 Mhz)
Sound Chips : YM2151 (@ 3.42719 Mhz), OKI6295 (@ 1.024 Mhz)
Players : 2
Buttons : 3
- TRIVIA -
Semicom used name of Mijin for pass the KMRB arcade game license until 1995.
- SERIES -
1. Magicball Fighting (1994)
2. Wonderleague Star - Sok-Magicball Fighting (1995)
3. Wonderleague 96 (1996)
4. MuHanSeungBu (1997)
$end
$info=woodpek,woodpeka,
$Edit this entry at Arcade-History.com
$bio
Woodpecker (c) 1981 Amenip.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Also licensed to Palcom Queen River.
- UPDATES -
The version that Amenip licensed to Palcom Queen River most likely has different colors & ladders arranged in a different way than the version they sold themselves as is the case with Naughty Mouse.
$end
$info=wbeachvl,wbeachv2,
$Edit this entry at Arcade-History.com
$bio
World Beach Volley (c) 1995 Playmark.
A beach volleyball game.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- STAFF -
Art director : Marchi D.
Software : Benvenuto L., Cappi A., Gusso S., Nassi P., Giacomel G.
Hardware : Gusso G., Cappi A., Cappelli A., De Marco F.
Graphics : Banfi M., Corrieri M., Parenti A., Corica F.
Sound / FX : Riccadonna G., Riccadonna L.
Supervisor : Persona S., Benedini A., Cattane A., Rizzo C.
Photografy : E.P.R. (Milan)
$end
$info=wcbowl,wcbwl165,wcbwl12,wcbwl161,wcbwl15,
$Edit this entry at Arcade-History.com
$bio
World Class Bowling (c) 1995 Incredible Technologies.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 255 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : trackball
Buttons : 2
- UPDATES -
Revision 1 :
* First release
* Software version : 1.2.
Revision 2 :
* Software version : 1.5.
Revision 3 :
* Software version : 1.61.
* Uses a 25MHz 68EC020 CPU instead of the original 68000.
* Added a sound in the operator menu when you move the trackball.
* Added 'Volume Settings' in the operator menu.
* Added 'Voltage Adjust Test' in the System Test Menu of the operator menu.
Revision 4 :
* Software version : 1.65.
* Uses a 25MHz 68EC020 CPU instead of the original 68000.
Revision 5 :
* Software version : 1.66.
* Uses a 25MHz 68EC020 CPU instead of the original 68000.
* Removed 'Player Control Test' in the System Test Menu of the operator menu.
* Added 'Player1 Control Test' and 'Player2 Control Test (Cocktail mode only)' in the System Test Menu of the operator menu.
- SERIES -
1. World Class Bowling (1995)
2. World Class Bowling Tournament (1997)
3. World Class Bowling Deluxe (1999)
$end
$info=wcbowldx,
$Edit this entry at Arcade-History.com
$bio
World Class Bowling Deluxe (c) 1999 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 255 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : trackball
Buttons : 2
- SERIES -
1. World Class Bowling (1995)
2. World Class Bowling Tournament (1997)
3. World Class Bowling Deluxe (1999)
$end
$info=wcbwl140,
$Edit this entry at Arcade-History.com
$bio
World Class Bowling Tournament (c) 1997 Incredible Technologies.
- TECHNICAL -
Main CPU : 68EC020 (@ 25 Mhz), M6809 (@ 2 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 255 pixels
Screen refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : trackball
Buttons : 2
- SERIES -
1. World Class Bowling (1995)
2. World Class Bowling Tournament (1997)
3. World Class Bowling Deluxe (1999)
$end
$info=wcombat,wcombak,wcombaj,
$Edit this entry at Arcade-History.com
$bio
World Combat (c) 2002 Konami.
A 1- to 2-player military combat shooting game. Using optical guns, players must attack, kill and destroy enemies while fighting in each battle in the war to complete each mission. Players can shoot weapon icon to upgrade their own weapons and press the start button to select a weapon. Everytime a mission is completed, players get a rank promotion.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
- TRIVIA -
Developed by Uniana.
This game is also known as "Warzaid".
- SERIES -
1. World Combat (2002)
2. Wartran Troopers (2004)
$end
$info=wldcourt,
$Edit this entry at Arcade-History.com
$bio
World Court - Pro Tennis (c) 10/1988 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : WC
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU : HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 1
- SERIES -
1. World Court - Pro Tennis (1988)
2. Super World Court (1992)
- PORTS -
* Consoles :
NEC PC-Engine (1990)
$end
$info=mt_wcsoc,
$Edit this entry at Arcade-History.com
$bio
World Cup Soccer (c) 07/1989 Sega.
- TECHNICAL -
Sega Mega-Tech hardware
Game ID : Mega-Tech No. 21
Main CPU : 68000 (@ 7.670442 Mhz), (2x) Z80 (@ 3.57954 Mhz)
Sound Chips : YM3438 (@ 7.670442 Mhz), (2x) SN76496 (@ 3.57954 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 416 pixels
Screen refresh : 60.00 Hz
Palette colors : 96
Players : 2
Control : 8-way joystick
Buttons : 3
$end
$info=wcvol95,
$Edit this entry at Arcade-History.com
$bio
World Cup Volley '95 (c) 1995 Data East.
- TECHNICAL -
Main CPU : ARM (@ 14 Mhz)
Sound Chips : YMZ280B (@ 14 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 58.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way Joystick
Buttons : 6
$end
$info=ar_dart,
$Edit this entry at Arcade-History.com
$bio
World Darts! (c) 1987 Arcadia Systems.
Step up to the oche and take on the world's best darts players. You start with 501 points and your aim is to put your score down to zero, finishing on a double. You can also hit trebles to triple you score, hit 3 treble 20's to score a maximum ONE HUNDRED AND EIGHTY! May the darts be with you. GAME ON!
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- STAFF -
Code & Graphics : The Flying, Ravioli, Brothers
Bits & Bobs : Nick Speakman
Music & Effects : Jas C. Brooke
$end
$info=wh1,wh1h,wh1ha,
$Edit this entry at Arcade-History.com
$bio
World Heroes (c) 1992 Alpha Denshi.
8 heroes from different time periods compete to thwart Geegus, the evil alien end boss! Includes an extremely fun and unique death match mode!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0053
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Throw
- TRIVIA -
Released in July 1992.
Hanzou Hattori is based on the real Hanzo Hattori Musashige (just like Hanzo in "Samurai Shodown").
Kotaeo Fuuma is based on the real Kotaro Fuuma Nobuyuki (1581-1603).
Kim Dragon is Alpha Denshi's homage to Bruce Lee (1940-1973).
Janne d'arc is based on the real Jeanne d'Arc who was burned in 1431.
Rasputin is based on the real Gregoriy Yefimovich Rasputin (1869-1917).
Muscle Power is most likely based on the real Hulk Hogan (1953-20XX).
Jengis Carn is based on the real Genghis Khan (1162-1229).
The first World Heroes game is also the only game in the series where Kim Dragon is Chinese. He was then changed into a South Korean character for the rest of the World Heroes series.
Created during the years when Street Fighter II was at its peak in popularity, many dismissed World Heroes as another generic "SF clone." Though it has some unique concepts, the clunky controls and its "ripoff" reputation harmed sales. Due to this, the series was discontinued with World Heroes Perfect, although it has received a cult following, mainly around the Neo Geo fans.
- SERIES -
1. World Heroes (1992)
2. World Heroes 2 (1993)
3. World Heroes 2 Jet (1994)
4. World Heroes Perfect (1995)
- STAFF -
Producer and director : Kenji Sawatari
Planners : Kenji Sawatari, Kimitoshi Yokoo
Main programmers : TAT, Marbo (Toshi), Yuji Noguchi
System programmers : Eiji Fukatu, Makio Chiba, E-Chan
Sound programmer : Makio Chiba
Character designers : K. Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sohara, Atsushi Kobayashi
Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida
Music and sound effects composer : Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe
Special Thanks : Yukio Gotoh, Tsutomu Maruyama, Shinichi Tamura, Mitsunari Ishida, Ryu Hiroyuki, Yuko Nishino, Masato Mitsuya, Hideki Miyakami (SNK), Koji Hamada (SNK), Hideki Fujii (SNK)
- PORTS -
* Consoles :
Nintendo Super Famicom (1993)
Sega Mega Drive (1994)
SNK Neo-Geo CD (1995)
$end
$info=wh2,
$Edit this entry at Arcade-History.com
$bio
World Heroes 2 (c) 04/1993 ADK.
Fourteen characters do battle in normal or death match modes.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0057
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Body slam
- TRIVIA -
Captain Kidd is based on the real Captain William Kidd (1645-1701)
The last boss of this game was 'Baoh' from the manga called 'Baoh'!
The difficulty setting seems to have no effect on the game, the game is just as difficult on Level 1 as it is on Level 8!.
The 'Skinhead' Deathmatch level does not feature any trap or hazzard to look out for, however the loser in this particular ring will get his/her head shaven! :)
Pony Canyon released a limited-edition soundtrack album for this game (World Heroes 2 - PCCB-00122) on 18/06/1993.
- TIPS AND TRICKS -
* Alternate Costume Colors : Press B button when selecting a character.
* Most characters have a preset multi-hit combo that can be used by simply tapping the punch button many times while next to an enemy!
* Some characters that have hold-type throws (Kim Dragon, Ryoko, Muscle Power, Rasputin & J. Maximum) can drain LOTS of energy of a CPU controlled fighter by quickly shaking the joystick left or right while performing a hold! Oddly enough, this trick does not seem to work with some character's holds such as Janne, Captain Kidd & Mudman though!
- SERIES -
1. World Heroes (1992)
2. World Heroes 2 (1993)
3. World Heroes 2 Jet (1994)
4. World Heroes Perfect (1995)
- STAFF -
Producer : Kenji Sawatari
Planner : Kenji Sawatari, Yokoo
Director : Akira Ushizawa
Assistant director : Sho (Y. Ono)
Main programmers : TAT.MST, Marbo (Toshi), Wizard Nogup
System programmers : Eiji Fukatsu, Makio Chiba, E Chan
Sound programmer : Makio Chiba
Character maker : Ryu Hiroyuki
Character designers : K. Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Yoshiaki Ono, Muneki Shiraishi, Yokoo, Hidemi Nagatomo, Hiroyuki Toda, Atsushi Kobayashi, Gigas (R. Nakajima)
Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida, Katsue, Matsuzaki, Rie Mori, Hideyuki Kusano, Yasuyuki Sohara
Demo designers : Rie Mori, K. Fujita, Masato Mitsuya
Music and Sound effects composers : Hideki Yamamoto, Hiroaki Shimizu, Yuka Watanabe
Voice cast : Michio Ootani (Take), Shinji Miura (Take), Hitoshi Sogabe (Take), Akihiko Kawamoto (Take), Sanae Saitoh (Take), Shouzoh Nakano (Take), Kenji Takada (Take), Kimihiko Sakuma (Take), Yoshiyuki Tsukada (Take), Mari Kamimura (Take), Masato Mitsuya (Gekidan ADK), Yuka Watanabe (Gekidan ADK), Gigas (R. Nakajima) (Gekidan ADK), Yoshiki Ono (Gekidan ADK), Takashi Hatono (Gekidan ADK)
Special guest : Koji.T.Shimizu
Graphic adviser : Tsutomu Maruyama
Executive producer : Kazuo Arai
- PORTS -
* Consoles :
Nintendo Super Famicom (1994)
NEC PC-Engine Super CD-ROM (1994)
SNK Neo-Geo CD (1995)
* Computers :
FM Towns PC
$end
$info=wh2j,wh2jh,
$Edit this entry at Arcade-History.com
$bio
World Heroes 2 Jet (c) 04/1994 SNK / ADK.
This update of World Heroes 2 introduces two new characters, Ryofu and Jack and 2 new modes of play - the Tournament and the Forging of Warriors.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0064
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Challenge
- TRIVIA -
Jack the Ripper is based on the real Jack the Ripper, who brutally murdered and mutilated five prostitutes in London in 1888.
Ryofu is based on the real Lu Bu Fengxian, one of the famous warrior of the Three Kingdoms period.
- TIPS AND TRICKS -
* Endings : World Heroes 2 Jet is a very fun game, but only has 4 different endings available. Here is how to get each of these :
Ending 1 - Beat Zeus in 'Tournament Mode' in the second or third round with 25% of remaining energy or less in your character's lifebar.
Ending 2 - Beat Zeus in 'Tournament Mode' in the second or third round with 75% of remaining energy in your character's lifebar.
Ending 3 - Get a 'Perfect' against Zeus in 'Tournament Mode' in the second or third round (This is the true ending, since the developer's credits will appear only in this one!).
Ending 4 - Defeat 4 opponents in 'The Forging of Warriors Mode' to see this ending.
* Alternate costume Colors : Press B or C when selecting a character.
- SERIES -
1. World Heroes (1992)
2. World Heroes 2 (1993)
3. World Heroes 2 Jet (1994)
4. World Heroes Perfect (1995)
- STAFF -
Producer & planner : Kenji Sawatari
Producer & director : Akira Ushizawa
Market research : Yukio Gotoh
System programmers : Eiji Fukatsu, Makio Chiba
Sound programmer : Makio Chiba
Design-Tool programmer : Ryu Hiroyuki
Main programmers : TAT&MST, E-Chan, Puyo (Toshi)
Editor : Sho
Music & Sound effect : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu
Chief scroll designer : Kenichi Sakanishi
Scroll designers : Takashi Egashira, Mitsunari Ishida
Chief sprite designer : Hiroyuki-Toda
Sprite designers : Hideyuki Yamada, Muneki Shiraishi, Yokoo, Giga.S, Y. Sohara, West-Maison, K-Hakamata, Yoshiaki Ono
Graphic designers : Gensan, Rie Mori, M. Mitsuya
Public information : K. Fujita, S. Itoo II'
Game adviser : Tsutomu Maruyama
Executive producer : Kazuo Arai
- PORTS -
* Consoles :
SNK Neo-Geo CD (1994)
Nintendo Game Boy (1995)
$end
$info=whp,
$Edit this entry at Arcade-History.com
$bio
World Heroes Perfect (c) 1995 SNK / ADK.
A new button layout for the final game in the series greets the 16 fighters and 2 end bosses.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0090
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Weak punch, [B] Normal punch, [C] Weak kick, [D] Normal kick
- TRIVIA -
Released in May 1995.
Since World Heroes Perfect, ADK games has gone out of business and all intellectual properties and copyrights to the games and characters have passed to SNK Playmore. Some World Heroes characters returned in the fighting game "NeoGeo Battle Coliseum" as a result.
- UPDATES -
In the Japanese version of the game, there is Japanese text underneath each players life bar during a fight displaying the player's taunts, yells and screams during a fight in text form. Combo information is also shown there when you do a combo. This feature is removed from non-Japanese versions of the game.
- TIPS AND TRICKS -
* Alternate Costume Colors : Press D button when selecting a character.
- SERIES -
1. World Heroes (1992)
2. World Heroes 2 (1993)
3. World Heroes 2 Jet (1994)
4. World Heroes Perfect (1995)
- STAFF -
Producer & planner : Muneki Shiraishi
Chief planner : Takashi Hatono
Planner : Ken Kazama
Market research : Yukio Gotoh
System programmers : Eiji Fukatsu, Makio Chiba
Sound programmers : Makio Chiba
Design-Tool programmer : Ryu Hiroyuki
Main programmers : MKY, TAT&MST, E-Chan, Syd, Maguro
Editor : Kobayan
Music & Sound effects : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu, Hiroaki Kujirai, Takao Ohshima, Keiichiroh Segawa
Chief scroll designer : T. Egashira
Scroll designers : Hideyuki Kusano, Misako Ohno, Ryonosuke
Chief sprite designer : Gen San
Sprite designers : ZZ-R, Giga. S, Takahiro Arahata, Mitsugu
Effect sprite designer : West-Maison
Chief demo designer : M. Yoshikoshi
Demo designer : G. Aoyagi
Public information : Tsukasa, Ito, Detchi1
* Character Voices :
Event produce Take : Mitsutake Taga, Jin Sokabe, Akihiko Kawamoto, Mari Kamimura, Katsuy Miura, Shouzoh Nakano, Yoshimitsu Endoh
Step action Team : Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, Ken Kazama
ADK staff : Yuka Watanabe, Takashi Hatono, Yoshiaki Ono, Masato Mitsuya, West-Maison
Test player : Foo., Nagata Shogatsu, Masao Tachikawa, Uma, Kiyotaka Takagi
Game adviser : Akira Ushizawa
Executive Producer : Kazuo Arai
- PORTS -
* Consoles :
SNK Neo-Geo CD (1995)
Sega Saturn (1996)
$end
$info=wpksoc,
$Edit this entry at Arcade-History.com
$bio
World PK Soccer (c) 1995 Jaleco.
- TECHNICAL -
Irem M-107 system hardware
Main CPU : V33 (@ 14 Mhz)
Sound CPU : V30 (@ 7.159 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- SERIES -
1. World PK Soccer (1995)
2. World PK Soccer V2 (1996)
$end
$info=wrally,wrallya,wrallyb,
$Edit this entry at Arcade-History.com
$bio
World Rally (c) 1993 Gaelco.
A driving game where the player races against the clock on a variety of different courses.
- TECHNICAL -
Game ID : 930705
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 1024 x 512 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Atari for US distribution.
Brad Russel holds the official official record for this game, on factory setting, with 65,996 points on 06/11/2004.
- SERIES -
1. World Rally (1993)
2. World Rally 2 - Twin Racing (1995)
$end
$info=wrally2,
$Edit this entry at Arcade-History.com
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World Rally 2 - Twin Racing (c) 1995 Gaelco.
There are four skill levels in this worldwide race: easy, normal, hard, and expert. There are three races held in each country. The game has good quality graphics with fast scrolling.
- TECHNICAL -
Gaelco GAE1 hardware
Game ID : 950510
Main CPU : 68000 (@ 13 Mhz)
Sound Chips : GAELCO (@ 13 Mhz)
Screen orientation : Horizontal
Video resolution : 768 x 240 pixels
Screen refresh : 59.10 Hz
Palette Colors : 65520
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Designed & developed by Zigurat.
- SERIES -
1. World Rally (1993)
2. World Rally 2 - Twin Racing (1995)
$end
$info=wseries,
$Edit this entry at Arcade-History.com
$bio
World Series - The Season (c) 1985 Cinematronics.
The best baseball game of the era, World Series - The Season allowed one player versus the computer or two players versus each other. The game features excellent sound and graphics, spring-loaded joysticks for batting and pitching and extra base and go back buttons. High score lists the best batting average and ERA.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound Chips : (2x) AY8910 (@ 1.666666 Mhz), Custom (@ 1.666666 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : stick
Buttons : 3
- SERIES -
1. World Series - The Season (1985)
2. Baseball The Season II (1987)
3. Super Baseball Double Play Home Run Derby (1987)
4. Strike Zone Baseball (1988)
- STAFF -
Lead Programmer : Medo Moreno
Art Director : Dan Viescas
Artist : Jerry Huber
$end
$info=wsf,
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$bio
World Soccer Finals (c) 06/1990 Leland Corp.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 6 Mhz)
Sound CPU : I80186 (@ 8 Mhz)
Sound Chips : Custom (@ 8 Mhz), YM2151 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 4
Control : 8-way joystick
Buttons : 2
$end
$info=wtennis,
$Edit this entry at Arcade-History.com
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World Tennis (c) 05/1982 Original Game.
- TECHNICAL -
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Roberto Borio holds the official official record for this game with 307,250 points on 12/20/1984.
$end
$info=ar_socc,
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$bio
World Trophy Soccer (c) 1989 Arcadia Systems.
A soccer game
- TECHNICAL -
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=worldwar,
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World Wars (c) 1987 SNK.
A vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : A6003 'WW'
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 5 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
This game is also known as "Bermuda Triangle".
- UPDATES -
World Wars and an early "Bermuda Triangle" version have different gameplay and graphics from the other versions.
- STAFF -
Director : Eikichi Kawasaki
Software : SNK jr.
Designers : Rampty, Tetsuyaki
Assistants : Miss Yoko, Angel
Hardware : Akitadesi
Sound : Kenny
Producer : Mr. Oba
Printing : Tomotae
$end
$info=wrestwar,wrestwa1,wrestwa2,
$Edit this entry at Arcade-History.com
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Wrestle War - Sega Wrestling Alliance (c) 1989 Sega.
- TECHNICAL -
Sega System 16B hardware
Game ID : 317-0090 / 317-0102 / 317-0103
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 5 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Vertical
Video resolution : 224 x 320 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1989.
Titan Morgan is based on Hulk Hogan.
- UPDATES -
FD1094 317-0090 :
* Japanese release.
* Player has dark hair and black clothing.
FD1094 317-0102 :
* Player has blond hair and blue clothing.
FD1094 317-0103 :
* Player has blond hair and blue clothing.
- PORTS -
* Consoles :
Sega Megadrive (1991)
$end
$info=wwfmania,wwfmanib,
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WWF - Wrestlemania (c) 1995 Midway.
8 selectable wrestlers fights in mayhem with punishing head-to-head and team match-ups and grueling WWF and Intercontinental title bouts. Features in-ring commentary by Vince McMahon and Jerry 'The King' Lawler.
- TECHNICAL -
Midway Wolf Unit hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 400 x 254 pixels
Screen refresh : 53.20 Hz
Palette colors : 32768
Players : 2
Control : 8-way joystick
Buttons : 5 (PUNCH, POWER PUNCH, BLOCK, KICK, POWER KICK)
- TRIVIA -
Released in August 1995.
The Midway coin-op has, within its code, the engine for a graphical reworking of Robotron, to be played like "Pong" in "Mortal Kombat II". However, the graphics were removed due to memory constraints, so the feature remains disabled.
If you look in the crowd, you can see the people who made this game possible. Right smack in the middle, is Mark Turmell.Mark Turmell is the main guy responsible for this game. The others are :
* In the crowd from Turmell to the right...
Sal Divita (head artist)
Sheridan Oursler (hardware tech)
Josh Tsui (artist)
Eugene Greer (artist)
Tony Goskie (artist)
Mark Penacho (programmer, but not on this game)
* In the crowd from Turmell to the left...
Jason Skiles (programmer and avid Internet user)
Jake Simpson (programmer) (wearing the MK t-shirt)
Mancow Muller (radio dj on Rock 103.5 and devout WWF fan)
Sophia (Mancow's significant other)
Dewey Gosnell (network tech)
Jamie Rivett (programmer)
Here are the real names of the wrestlers :
Bret Hart - Bret Hart
Shawn Michaels - Michael Shawn Hickenbottom
Undertaker - Mark Calaway
Razor Ramon - Scott Hall
Bam Bam Bigelow - Scott Bigelow (1961-2007)
Yokozuna - Rodney Anoa'i (1966-2000)
Lex Luger - Lawrence Pfohl
Doink - Matt Borne (1st), Steve Keirn (2nd), Ray Apollo (3rd), Steve Lombardi (4th), Dusty Wolfe (5th).
The filming for characters must have been somewhere between July and September of 1993 judging by the appearances of the wrestlers in this game.
About fatalities : The original plan was for all 8 wrestlers to have finishing moves, but once the WWF got wind of it, they ordered Midway to not put anymore in.
The World Wrestling Federation is now known as World Wrestling Entertainment (WWE), having lost a lawsuit with the World Wildlife Fund over the use of the abbreviation WWF in 2000. The company changed their name to WWE 2 years later.
At the time of the game's release, the WWF Champion was Diesel (Kevin Nash) who is absent from the game. However, at the time of the game's development, the WWF Champion was Yokozuna, who was a WWF Tag Team Champion at the time of release, his tag team partner Owen Hart (1965-1999) is absent from the game.
- TIPS AND TRICKS -
* Moves Names On : Tap Punch 4 times during vs. screen.
* No Blocking : Tap Block 3 times (both players) during vs. screen.
* Buddy Mode : Tap Block 5 times (both players) during vs. screen.
* Random Character : Press Up+Start at the fighter selection screen without moving the selection box from its original position.
* Alternate costume Colors : While holding left (for fighters on left side) or right (for fighters on right side) press P, K, PP or PK when selecting a fighter.
* Mortal Kombat 3 Code : Win 25 fights to get MK3 Unlimited run code.
* Undertaker Fatality : To perform this fatality, you must win the match, then do the proper joystick/button sequence when 'Pin Him' appears : Up, Down(x2), Punch (opponent must be in mid-left of the ring). The Undertaker pushes his opponent into a coffin which appears from under the ring. The coffin goes back down and a tombstone appears in its place.
- STAFF -
Software & Designers : Mark Turmell (MJT), Jason Skiles (JMS), Jamie Rivett, Jake Simpson (JAK), Shawn Liptak (SL)
Art & Designers : Sal Divita (SAL), Josh Tsui, Eugene Geer (OEG), Tony Goskie (TDG)
Music & Sound effects : Chris Granner
Hardware designers : Mark Loffredo (MJL), Cary Mednick, Steve Correll, Joe Kalinowski, John Lowes
Artwork tools : Warren Davis, Shawn Liptak (SL), Todd Allen, Alias Research
Hardware support : Pat Cox, Sheridan Oursler, Al Lasko, Jeff Peters
DCS sound system : Matt Booty, Ed Keenan
Game testers : Eddie Ferrier, Mike Vinikour
- PORTS -
Notes : The ports had minor or major changes depending on the system. For example, the SNES version does not feature the endings of the Arcade version, and also lacks 2 characters: Bam Bam Bigelow and Yokozuna.
* Consoles :
Nintendo Super Famicom (1995)
Sega Mega Drive (1995)
Sega 32x (1995)
Sony PlayStation (1995)
Sega Saturn (1996)
* Computers :
PC [MS Windows] (1997)
$end
$info=wwfsstar,wwfsstaj,wwfsstau,wwfsstaa,
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$bio
WWF Superstars (c) 1989 Technos.
A tag-team wrestling game with 6 WWF superstars to choose from.
- TECHNICAL -
Game ID : TA-0024
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 57.44 Hz
Palette colors : 384
Players : 2
Control : 8-way Joystick
Buttons : 2 (PUNCH, KICK)
- TRIVIA -
Released in July 1989.
You can choose from the following 6 wrestlers : Hulk Hogan, Randy 'Macho Man' Savage, The Ultimate Warrior, Hacksaw Jim Duggan, The Big Boss Man and The Honky Tonk Man. If you manage to win the first three games you finally face Andre the Giant and 'The Million Dollar Man' Ted DiBiase.
Andre and DiBiase have the only submission maneuvers in the game - The Canadian Backbreaker and The Million Dollar Dream Sleeperhold respectively. Both moves do a lot of damage, taking up 5 life squares unless your partner can rescue you from the hold.
You can see Jimmy Lee (the main character in "Double Dragon") in the first row of the public standing up.
The game also features appearences from Virgil (the manager of Andre and DiBiase), 'Mean' Gene Okerlund (the announcer) and Miss Elizabeth (1960-2003) who appears in a cut-scene when you win the tag team titles.
Wrestler's real names :
Hulk Hogan - Terry Bollea
Randy Savage - Randall Poffo
The Ultimate Warrior - Warrior (born Jim Hellwig but legally changed his name to Warrior in 1993)
'Hacksaw' Jim Duggan - James Duggan
The Big Boss Man - Ray Traylor (1962-2004)
Honky Tonk Man - Wayne Farris
Andre The Giant - Andre Roussimoff (1946-1993)
Ted DiBiase - Theodore DiBiase
At the time of the game's release, the actual WWF Tag Team Champions were The Brain Busters (Arn Anderson and Tully Blanchard) who are absent from the game. DiBiase and Andre (known as The Mega Bucks), never won the tag teams titles.
Also at the time of release, 'Ravishing' Rick Rude (1958-1999) was the WWF Intercontinental Champion but he too is absent from the game.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* There's a mildly amusing glitch in WWF Superstars involving Randy Savage. Use him & then pick anyone else and play until you face Andre and DiBiase.
1) With Savage as your active wrestler and Andre as the legal man, climb in and out of the bottom of the ring until Andre decides to climb out after you. When you begin to see those first few animation frames of his lumbering descent, quickly walk backwards to the left side of the screen.
2) Dash at Andre so that the instant his final animation frame has him standing on the ring floor you'll have connected with a flying clothesline. For a second, you will have 'pulled' an additional Andre out of the standing Andre's body with that flying clothesline! The standing Andre vanishes once the clothesline has taken its course and the prostrate Andre then becomes the active sprite.
- SERIES -
1. WWF Superstars (1989)
2. WWF WrestleFest (1991)
3. WWF Superstars 2 (1992, Nintendo Game Boy)
- PORTS -
* Consoles :
Nintendo Game Boy (1991)
$end
$info=wwfwfest,wwfwfsta,wwfwfstj,wwfwfstb,
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WWF WrestleFest (c) 1991 Technos.
10 selectable wrestlers fight in a tag team tournament or take part in the Royal Rumble.
- TECHNICAL -
Game ID : TA-0031
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 7.759 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 4
Control : 8-way joystick
Buttons : 2 (PUNCH, KICK)
- TRIVIA -
Released in July 1991.
Also licensed to Tecmo.
The only WWF Technos game to not feature theme music for any of the individual wrestlers.
The announcer is Michelle 'Mike' McGuirk, who would sometimes substitute for Howard Finkel, the WWF's longtime ring announcer. McGuirk worked as a ring announcer for the WWF between 1988 and 1993 before she left because, occurding to her, she refused sexual advances made upon her by WWF owner Vince McMahon.
The game's announcer incorrectly announces Sergeant Slaugher's finishing move. Slaughter's finishing move (digging a knuckle into the opponent's temple) is announced as a 'Cobra Clutch', whereas that move is called 'The Torture Bar'. A Cobra Clutch looks totally different : DiBiase's Million Dollar Dream is a Cobra Clutch.
You can beat the Legion of Doom and get their titles via a count-out in the Tag Team portion of the game (Saturday Night's Main Event). This is incorrect : in pro wrestling, a championship only changes hands via a pinfall or a submission. If the champs are disqualified, they lose, but they hold on to their titles.
The rules for the Royal Rumble are not quite correct. In WrestleFest, you can be eliminated by being thrown from the ring, or the traditional means (pin, submission, etc). This is not correct. Ever since the WWF Royal Rumble started, the rules for elimination have never changed. The ONLY way to be eliminated is to be thrown over the top rope. No pinfalls, no submissions. In fact, the referee should not be in the ring during a Royal Rumble.
Likewise, the Steel Cage Matches are not done correctly, by pro wrestling rules. Again, there should not be a referee, pinfall or submission. To win a steel cage match, you must be the first to escape the steel cage... either by breaking the door open and crawling out, or by climbing over the top (in both cases you win when your feet touch the ground first outside the ring).
Crush and Smash are not the original members of Demolition. Crush joined the team in 1990 when Ax (Bill Eadie) suffered from ill health caused by an allergic reaction to shellfish and the WWF wanted to 'hide' his illness on television by adding a third member to the team to make them look stronger. This game was made just as Crush replaced him, but at the time of actual release, Demolition had already broken up. Smash was repackaged as The Repo Man while Crush turned face (good guy) and the 2 feuded for a while.
Crush and Smash may not be played seperately in the tag-team (Saturday Night's Main Event) game. You must pick them both for your tag team, to get either. Of course, you may play either of them in The Royal Rumble.
You may not play either member of Legion of Doom under any circumstances: they are unavailable to pick for both games (Saturday Night's Main Event and The Royal Rumble). Much like the game's precursor, "WWF Superstars," the champions are reserved for the AI only.
The real names of the wrestlers :
Hulk Hogan : Terry Bollea
The Ultimate Warrior : James Hellwig
The Big Boss Man : Ray Traylor (1962-2004)
Earthquake : John Tenta (1963-2006)
Sergeant Slaughter : Robert Remus
The Million Dollar Man : Ted DiBiase
Jake The Snake : Aurelian Smith
Mr. Perfect : Curt Hennig (1958-2003)
Smash of Demolition : Barry Darsow
Crush of Demolition : Brian Adams (1964-2007)
Hawk of LOD : Michael Hegstrand (1957-2003)
Animal of LOD : Joe Laurinaitis
Each superstar has a trademark hold that can be done when your opponent's energy is low.
Hulk Hogan : Legdrop Off The Ropes
Ultimate Warrior : Gorilla Press
Big Boss Man : The Boss Man Slam
Earthquake : Earthquake Vertical Splash
Sergeant Slaughter : Cobra Clutch
Ted DiBiase : The Million Dollar Dream
Jake The Snake Roberts : The DDT
Mr. Perfect : Perfect-Plex
Smash of Demolition : Suplex
Crush of Demolition : Back Breaker
Hawk of LOD : Clothesline Off The Rope Turnbuckle
Animal of LOD : Clothesline Off The Rope Turnbuckle
At the time of the game's release, the actual WWF Tag Team Champions were The Nasty Boys (Brian Knobbs and Jerry Sags) who are absent from the game, although the Legion of Doom would defeat the Nasties to claim their first WWF Tag Team Titles one month later at Summerslam 1991.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. WWF Superstars (1989)
2. WWF WrestleFest (1991)
3. WWF Superstars 2 (1992, Nintendo Game Boy)
- STAFF -
Character designers : Hiroshi Shibata, Koji Sakuma, Michiaki Ishida, Makoto Shirai, Toru Tsuboya, Koji Minagawa
Character design assist : Koji Ogata
B.G. designers : Takehisa Izumiyama, Toshiyuki Osumi
Programmers : Tatsumi Saito, Isamu Kanakubo, Genei Fukuhara, Teruhiro Maeda, Naritaka Nishimura
Hardware : Kenji Nishikawa
Editor : Hiroshi Sato, Ai Onoe, Yasuhiro Ohi
Sound programmer : Yoshihiro Kameoka
Director : Shinichi Saito
Producer : Kunio Taki
$end
$info=wyvernwg,
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Wyvern Wings (c) 2001 SemiCom.
A vertical shoot'em up with 4 selectable airplanes. 3 years later after Arizona impact, other enemy appears to the Human species faced to a environmental crisis. Owing to the appearance of the unknown enemy, the Human being in faced to the existent crisis...
- TECHNICAL -
Main CPU : E1-32XT, I8052
Palette colors : 32768
Control : 8-way joystick
Buttons : 3
=> [A] Basic Shot, [B] Defense, [C] Special Bomb
- TRIVIA -
This game was also released as "Wyvern Wings - Space Opera" by Game Vision.
$end
$info=wyvernwg
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Wyvern Wings - Space Opera (c) 2001 Game Vision.
A vertical shoot'em up with 4 selectable airplanes. 3 years later after Arizona impact, other enemy appears to the Human species faced to a environmental crisis. Owing to the appearance of the unknown enemy, the Human being in faced to the existent crisis...
- TRIVIA -
This game is a new release of "Wyvern Wings" by Semicon.
$end
$info=xtheball,
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X The Ball (c) 1991 Rare.
- TECHNICAL -
A.C.E.S. 2 hardware
Main CPU : TMS34010 (@ 5 Mhz)
Sound Chips : DAC (@ 5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 222 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : trackball
Buttons : 1
- TRIVIA -
It was the first arcade game made by Rare.
$end
$info=xday2,
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X-Day 2 (c) 1995 Namco.
- TECHNICAL -
Namco System NA-2 hardware
Game ID : XDS
Main CPU : 68000 (@ 12.52825 Mhz)
Sound Chips : Namco (@ 32 Khz)
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- SERIES -
1. X-Day (1993)
2. X-Day 2 (1995)
$end
$info=xfiles,
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X-Files (c) 1999 dgPIX Entertainment.
- TECHNICAL -
Main CPU : E1-32XT (@ 20 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Control : 8-way Joystick
Buttons : 2
$end
$info=xmcota,xmcotah,xmcotajr,xmcotaj1,xmcotaj,xmcotau,xmcotaa,xmcotaj2,
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X-Men - Children of the Atom (c) 1994 Capcom.
Back when Magneto and Juggernaut were boss characters, ten X-Men characters fought to challenge them!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 08
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in December 1994. It is the first fighting game produced by Capcom using characters under license from Marvel Comics, widely praised for its faithfulness in capturing the spirit of its namesake comics, by using colorful animation and voice actors (see Staff section for more information) from the 'X-Men' animated series.
All characters are coming from Marvel comic books (except Akuma) :
Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan)
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1
Cyclops (aka Scott Summers) - X-Men #1
Juggernaut (aka Cain Marko) - X-Men #12
Iceman (aka Robert 'Bobby' Drake) - Uncanny X-Men #1
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1
Omega Red (aka Arkady Rossovich) - X-Men #4
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2
Sentinel - Uncanny X-Men #14
Silver Samurai (aka Kenichiro Harada) - Daredevil #111
Spiral (aka Rita Ricochet) - Longshot #1
Storm (aka Ororo Munroe) - Giant Size X-Men #1
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Unlike previous incarnations of X-Men video games, X-Men - Children of the Atom also allowed players to helm popular X-Men villains, such as Omega Red; the mutant hunting android Sentinel; Spiral, lackey of Mojo; and Silver Samurai. Also, because this game was released around the same time as "Super Street Fighter II Turbo", programmers also included Akuma (see Tips And Tricks section for more information).
The game, along with SSFII Turbo, is considered as one of the first fighting games to popularize the now often-used ideas of 'Super Jumps', 'Super Combos', and 'Tech. Hit', which meant that an attempted grab or throw had been negated by the opponent. Furthermore, the game was the precursor to the Capcom 'Vs. series', with elements and characters from this game having been combined with "Street Fighter Alpha - Warriors' Dreams" to create "X-Men vs. Street Fighter".
Sony Records released a limited-edition soundtrack album (X-Men Arcade Game Track - SRCL-3120) on 24/03/1995.
- UPDATES -
Revision 1 :
* Software version : 1.00.
* Japanese release only (94/12/08).
Revision 2 :
* Software version : 2.00.
* Japanese and Asia releases (94/12/17).
Revision 3 :
* Software version : 2.10.
* Japanese releases only (94/12/19).
Revision 4 :
* Software version : 3.00.
* European and American releases (95/01/05).
* European and Hispanic releases (95/03/31).
note : US versions are slightly different, they have the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Play as Akuma (Player 1) : Highlight Spiral and wait 3 seconds, then move without stopping through : Silver Samurai, Psylocke, Colossus, Iceman, Colossus, Cyclops, Wolverine, Omega Red and stop on Silver Samurai. Wait 3 seconds there and press and hold : LK+HP+HK.
* Play as Akuma (Player 2) : Highlight Storm and wait 3 seconds, then move without stopping through : Cyclops, Colossus, Iceman, the Sentinel, Omega Red, Wolverine, Psylocke, Silver Samurai and stop on Spiral. Wait 3 seconds there, then press and hold : LK+HP+HK.
* Play as Juggernaut (Player 1 and 2) : Input Akuma code, then after the battle press Up/Left TWICE and you should see Juggernaut's face.
* Play against Akuma : You must use 'manual block' and win every match without continuing. Defeat your opponents two rounds in a row (don't lose a round), having 'first attack' on each round. You must also win the final round of each battle with your Hyper-X.
* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character.
- STAFF -
Game planners : Akira Nishitani (Nin), Noritaka Funamizu (Poo), Hiratou K-Suke (X68K), Kiyo, Fuji, Tomita Otouto
Programmers : Aoi-Tokimeki, Tarabar - Black, K.Nishi-Man, Sailor-Ponkichi, O.G.T.-iron Liver, Mo Suzuki-Memorial, Min-T3, Hard.Yas (-466P+K-), Kaw.Hiroshima
Object designers : Satoru Yamashita, Ino, Kuriotoko, Yue, Minobe, M. Nakatani, Ari, Eripyon.N, Miwazo, M. Sato, Kamonchashi Sato, Kazuko Kawanaka Pyo!, Dway Nishimura, Igami, Youjiro, Sagat, Ta, Jun Matsumura (26), Hitoshi Nishio (Vip.T2), G.Kamina, Ushi, H. Yoshino, Eiji, Naoki Fukuda, H.S, Manish, Shinya Kitamura
Scroll designers : Fukumoyan, Yamapuu, May, Devil Ohnishi, Kazu, Akiko.O, Hiroko.N, Iwai, Kisabon, Rk
Music composers : Takayuki Iwai (Anarchy Takapon), Syun Nishigaki, Hideki Okugawa (Hideki Ok), Isao Abe (Oyaji)
Sound designers : Hiroaki Kondo (X68K), Toshio Kajino
* Voice Actor :
Psylocke, Storm, Spiral : Catherine Disher
Cyclops : Norman Spencer
Wolverine : Cathal J. Dodd
Beast : George Buza
Colossus, Iceman, Sentinel : Dan Hennessey
Silver Samurai : Ike-Bomb
- PORTS -
* Consoles :
Sega Saturn (1995)
Sony PlayStation (1998)
* Computers :
PC [MS-DOS] (1997)
$end
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X-Men [2-Player model] (c) 1992 Konami.
6 X-Men travel to Asteroid M in order to end Magneto's reign of terror.
- TRIVIA -
Released in April 1992.
Also released as "X-Men [4-Player model]" and "X-Men [6-Player model]"
X-Men is based upon the comic book series of the same name (most of the game's plot is loosely based on the 1989 X-Men cartoon called 'Pryde Of The X-Men'). Here are the debut comics for all Marvel characters from this game including non-playable characters :
Cyclops (aka Scott Summers) - X-Men #1
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Storm (aka Ororo Munroe) - Giant Size X-Men #1
Nightcrawler (aka Kurt Wagner) - Giant Size X-Men #1
Dazzler (aka Alison Blaire) - X-Men #130
Professor X (aka Charles Francis Xavier) - X-Men #1
Shadowcat (aka Katherine 'Kitty' Pryde) - X-Men #129
The Sentinels - X-Men #14
Bonebreaker - Uncanny X-Men #229
Pyro (aka St. John Allerdyce - Level 1 boss) - Uncanny X-Men 141
The Blob (aka Fred J. Dukes - Level 2 boss) - X-Men #3
Wendigo (Level 3 boss) - Incredible Hulk #162
Master Mold (Level 4 boss) - X-Men #15
The White Queen (aka Emma Grace Frost - Level 5 Mid-Boss) - Uncanny X-Men #129
Juggernaut (aka Cain Marko - Level 5 boss) - X-Men #12
Mystique (aka Raven Darkholme - Level 7 boss) - Ms. Marvel #16
Magneto (aka Erik 'Magnus' Lehnsherr - Final boss) - X-Men #1
In Nightcrawler's ranking screen, his name is misspelled as 'Nightcrowler'.
Although "Final Fight" set the standard for scrolling fighters. Konami's X-Men created several innovations for the genre, including the ability to hit fallen opponents to prevent them from getting back up, as well as a character-specialized 'mutant power', which could clear the screen of enemies, but also reduced the player's health. The game is fondly remembered by those who played it for its fun, addicting game-play and colorful graphics. However, it is also sometimes criticized for its wooden voice acting and often ungrammatical script ('I am Magneto, Master of Magnet').
Bill Toups holds the official official record for this game with 830 points on 06/11/2004.
King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.
A X-Men unit appears in the 1998 movie 'The Replacement Killers'.
- UPDATES -
Differences between the 2-Player Japanese version and the US version :
* The introduction cut-scene and some of the other animated cut-scenes contain Japanese subtitles.
* During game-play some sentinels appear with a white and pink coloring, if you defeat them, you can pick up either an energy power-up or a mutant power-up ball
* Whenever you use a mutant power attack, you'll use up a power ball before losing energy for using another attack. in the US version however, you lose energy first, then you'll be able to use a power ball.
* Stages 1 and 4 start a little bit ahead of the US versions.
* The robot pterodactyl that is a mid-boss in stage 4 appears a lot earlier in the Japanese version.
* The US versions have the 'Winners Don't Use Drugs' screen.
Due to certain issues, both the 2-player and 4-player cabinets, a rare occurrence, had character selecting, while the 6-player cabinets forced the selections.
- STAFF -
Chief producer and director : Lee
Visual designers : K. Hattori, Captain Oe
Design works : Y. Asano, Mitsuhiro Nomi
Hardware designers : H. Matsuura, S. Yasuda
Cabinet designer : Rasher Y. Tamura
Sound producer and composer : S. Fukami
Music co-producer and composer : Y. Technouchi
Guest composer : J. Nakano
Support composer : A. Hashimoto
$end
$info=xmen,xmenj,
$Edit this entry at Arcade-History.com
$bio
X-Men [4-Player model] (c) 1992 Konami.
6 X-Men travel to Asteroid M in order to end Magneto's reign of terror.
- TECHNICAL -
Game ID : GX065
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2151, K054539
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1992.
Also released as "X-Men [2-Player model]" and "X-Men [6-Player model]".
X-Men is based upon the comic book series of the same name (most of the game's plot is loosely based on the 1989 X-Men cartoon called 'Pryde Of The X-Men'). Here are the debut comics for all Marvel characters from this game including non-playable characters :
Cyclops (aka Scott Summers) - X-Men #1
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Storm (aka Ororo Munroe) - Giant Size X-Men #1
Nightcrawler (aka Kurt Wagner) - Giant Size X-Men #1
Dazzler (aka Alison Blaire) - X-Men #130
Professor X (aka Charles Francis Xavier) - X-Men #1
Shadowcat (aka Katherine 'Kitty' Pryde) - X-Men #129
The Sentinels - X-Men #14
Bonebreaker - Uncanny X-Men #229
Pyro (aka St. John Allerdyce - Level 1 boss) - Uncanny X-Men 141
The Blob (aka Fred J. Dukes - Level 2 boss) - X-Men #3
Wendigo (Level 3 boss) - Incredible Hulk #162
Master Mold (Level 4 boss) - X-Men #15
The White Queen (aka Emma Grace Frost - Level 5 Mid-Boss) - Uncanny X-Men #129
Juggernaut (aka Cain Marko - Level 5 boss) - X-Men #12
Mystique (aka Raven Darkholme - Level 7 boss) - Ms. Marvel #16
Magneto (aka Erik 'Magnus' Lehnsherr - Final boss) - X-Men #1
In Nightcrawler's ranking screen, his name is misspelled as 'Nightcrowler'.
Although "Final Fight" set the standard for scrolling fighters. Konami's X-Men created several innovations for the genre, including the ability to hit fallen opponents to prevent them from getting back up, as well as a character-specialized 'mutant power', which could clear the screen of enemies, but also reduced the player's health. The game is fondly remembered by those who played it for its fun, addicting game-play and colorful graphics. However, it is also sometimes criticized for its wooden voice acting and often ungrammatical script ('I am Magneto, Master of Magnet').
Bill Toups holds the official official record for this game with 830 points on 06/11/2004.
King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.
A X-Men unit appears in the 1998 movie 'The Replacement Killers'.
- UPDATES -
Due to certain issues, both the 2-player and 4-player cabinets, a rare occurrence, had character selecting, while the 6-player cabinets forced the selections.
- STAFF -
Chief producer and director : Lee
Visual designers : K. Hattori, Captain Oe
Design works : Y. Asano, Mitsuhiro Nomi
Hardware designers : H. Matsuura, S. Yasuda
Cabinet designer : Rasher Y. Tamura
Sound producer and composer : S. Fukami
Music co-producer and composer : Y. Technouchi
Guest composer : J. Nakano
Support composer : A. Hashimoto
$end
$info=xmen6p,xmen6pu,
$Edit this entry at Arcade-History.com
$bio
X-Men [6-Player model] (c) 1992 Konami.
6 X-Men travel to Asteroid M in order to end Magneto's reign of terror.
- TRIVIA -
Released in April 1992.
Also released as "X-Men [2-Player model]" and "X-Men [4-Player model]"
X-Men is based upon the comic book series of the same name (most of the game's plot is loosely based on the 1989 X-Men cartoon called 'Pryde Of The X-Men'). Here are the debut comics for all Marvel characters from this game including non-playable characters :
Cyclops (aka Scott Summers) - X-Men #1
Colossus (aka Piotr Nikolaievitch Rasputin) - Giant-Size X-Men #1
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Storm (aka Ororo Munroe) - Giant Size X-Men #1
Nightcrawler (aka Kurt Wagner) - Giant Size X-Men #1
Dazzler (aka Alison Blaire) - X-Men #130
Professor X (aka Charles Francis Xavier) - X-Men #1
Shadowcat (aka Katherine 'Kitty' Pryde) - X-Men #129
The Sentinels - X-Men #14
Bonebreaker - Uncanny X-Men #229
Pyro (aka St. John Allerdyce - Level 1 boss) - Uncanny X-Men 141
The Blob (aka Fred J. Dukes - Level 2 boss) - X-Men #3
Wendigo (Level 3 boss) - Incredible Hulk #162
Master Mold (Level 4 boss) - X-Men #15
The White Queen (aka Emma Grace Frost - Level 5 Mid-Boss) - Uncanny X-Men #129
Juggernaut (aka Cain Marko - Level 5 boss) - X-Men #12
Mystique (aka Raven Darkholme - Level 7 boss) - Ms. Marvel #16
Magneto (aka Erik 'Magnus' Lehnsherr - Final boss) - X-Men #1
In Nightcrawler's ranking screen, his name is misspelled as 'Nightcrowler'.
Although "Final Fight" set the standard for scrolling fighters. Konami's X-Men created several innovations for the genre, including the ability to hit fallen opponents to prevent them from getting back up, as well as a character-specialized 'mutant power', which could clear the screen of enemies, but also reduced the player's health. The game is fondly remembered by those who played it for its fun, addicting game-play and colorful graphics. However, it is also sometimes criticized for its wooden voice acting and often ungrammatical script ('I am Magneto, Master of Magnet').
Bill Toups holds the official official record for this game with 830 points on 06/11/2004.
King Records released a limited-edition soundtrack album for this game (Konami All Stars 1993 - KICA-9016, 9018) on 21/12/1992.
A X-Men unit appears in the 1998 movie 'The Replacement Killers'.
- UPDATES -
A handy thing about the 6-player versions is a longer screen ratio. This is handy for the fact that there is more physical screen space for the play-field, making some fights easier, since you are not trying to see enemies off-screen so often, and allowing Konami to do the correct feel for the cut-scenes, since they didn't have to 'chop' the sides off the animated parts.
Due to certain issues, both the 2-player and 4-player cabinets, a rare occurrence, had character selecting, while the 6-player cabinets forced the selections.
- STAFF -
Chief producer and director : Lee
Visual designers : K. Hattori, Captain Oe
Design works : Y. Asano, Mitsuhiro Nomi
Hardware designers : H. Matsuura, S. Yasuda
Cabinet designer : Rasher Y. Tamura
Sound producer and composer : S. Fukami
Music co-producer and composer : Y. Technouchi
Guest composer : J. Nakano
Support composer : A. Hashimoto
$end
$info=xmvsf,xmvsfa,xmvsfh,xmvsfj,xmvsfu,xmvsfur1,xmvsfjr1,xmvsfjr2,xmvsfb,xmvsfar1,xmvsfr1,
$Edit this entry at Arcade-History.com
$bio
X-Men vs. Street Fighter (c) 1996 Capcom.
The first 'Capcom vs.' fighter, featuring 16 classic characters and fast-paced tag action. The mighty Apocalypse is reduced to but a punching bag!
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 20
Main CPU : 68000 (@ 11.8 Mhz), Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 59.63 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Released in September 1996.
9 characters are coming from Marvel comic books-followed by their first appearance :
Apocalypse (aka En Sabah Nur) - X-Factor #5
Cyclops (aka Scott Summers) - X-Men #1
Gambit (aka Jean-Luc 'Remy' LeBeau) - Uncanny X-Men #266
Juggernaut (aka Cain Marko) - X-Men #12
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1
Rogue - Avengers Annual #10
Sabretooth (aka Victor Creed) - Iron Fist #14
Storm (aka Ororo Munroe) - Giant Size X-Men #1
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
9 other characters come from several Street Fighter games :
Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan)
Cammy - "Super Street Fighter II - The New Challengers"
Charlie (Nash in Japan) - "Street Fighter Alpha - Warriors' Dreams" ("Street Fighter Zero" in Japan)
Chun-Li - "Street Fighter II - The World Warrior"
Dhalsim - "Street Fighter II - The World Warrior"
Ken Masters - "Street Fighter"
M. Bison (Vega in Japan) - "Street Fighter II - The World Warrior"
Ryu - "Street Fighter"
Zangief - "Street Fighter II - The World Warrior"
In the game, teams are preselected and the player never encounter random teams. Here are the different teams the player will fight against :
* Cyclops and Ryu
* Zangief and Juggernaut
* Storm and Charlie
* Dhalsim and Sabretooth
* Rogue and Chun-Li
* Bison and Magneto
* Gambit and Ken
* Wolverine and Cammy
Akuma is outside the teams as he is an hidden character (see 'Tips and Tricks' section). After defeating 6 of these teams, the player's team fights Apocalypse himself! In the end, the character who defeat Apocalypse remains under player control and the other one is the ultimate opponent for the one-on-one final battle.
Blanka (from "Street Fighter II - The World Warrior") can be seen hanging out within the background in the 'Death Valley' stage.
Clarence E. Leung holds the official official record for this game, on level 5-expert settong, with 2,098,100 points on 03/16/1999.
Victor Entertainment released a limited-edition soundtrack album for this game (X-Men Vs. Street Fighter - VICL-2176) on 21/11/1996.
- UPDATES -
Akuma is called Gouki in the Japanese version. Akuma means 'devil'. Gouki means 'powerful oni' (An oni is a Japanese mythological creature, kind of like an ogre or demon).
US versions have the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Play as Akuma : At the character select screen, highlight Magneto or Juggernaut or Dhalsim or Bison and press Up.
* Play as Alpha Chun Li : At the character select screen, highlight Chun Li, hold the Start button and press any action button.
* Play as the Same Character : Enter the random selection code and if you can make it stop on the highlighted character, the highlight will remain there, enabling you to select the same character twice. This does some strange things to the life bars, so be careful. It may also screw up the palette for one of the characters on the selection grid, but this will not effect game play.
* Alternate Costume Colors : Highlight a character at the character selection screen then press a Punch button for a darker costume or Kick for a lighter costume.
* Random Fighter : At the character select screen, press and hold left or right for 3 seconds. Note : You can also fight against the same character by getting the random selection to stop on the originally highlighted fighter.
* Continue Attacking : Press Start immediately after winning the match to continue hitting the defeated character.
* Rogue's Additional Winning Pose : After you beat an opponent with Rogue, hold all three punches or kicks before she does her normal win pose (If done correctly, Rogue will turn around and say 'TA-DA!').
* In-game tip messages (These are all the tip messages that randomly appear when the player loses) :
1) HP+HK simultaneously for the Cross-over Attack! You can switch your character at any time!
2) Push LP+MP+HP while guarding for the Advancing Guard. Push the opponent back!
3) When Air Combo starts to move hits the opponent, put the lever Up to chase him and execute a combo!
4) Create a quick combo when fighting in the air! Switch your character when vitality is low!
5) Back, Back/Down, Down, P before landing for the safe fall! Outsmart your opponent!
6) By charging the gauge past level one, you can do a Hyper Combo! Make a comeback!
7) Enter Down, Up or LK+MK+HK for a Super Jump! You can attack indefinitely while doing a Super Jump!
8) Back, Back/Down, Down, HP+HK while guarding for the Counter! Your partner will assist you.
9) When Level 2 or higher, enter Down, Forward/Down, Forward, HP+HK for the cross-over Combination move!
10) Vitality recovers slowly while you're resting. When grabbed, enter Forward MP(HP) immediately!
11) You'll escape from the throw move! Forward, Forward or LP+MP+HP for the forward dash!
12) Get into the striking distance at once! X-MEN VS STREET FIGHTER COMING SOON
- SERIES -
Note : also called the ''Capcom vs.'' series.
1. X-Men vs. Street Fighter (1996)
2. Marvel Super Heroes vs. Street Fighter (1997)
3. Marvel vs. Capcom - Clash of Super Heroes (1998)
4. Marvel vs. Capcom 2 - New Age of Heroes (2000)
- STAFF -
Planner : Atsushi Tomita
Assistants : Takayoshi Terada, Moriyoshi Teruya
Programmers : Aoi, Motsu, Giu, Eternal Sailor, Tora&Yume&?&Hide
Character designer : Akiman
Title designer : Shoei
Object designers : Minobe Hiroaki!, Rie Satou, Masanori Kondo, Kanako Takami, Miwaringo, Yosinori Yamamoto, Tateishi Masayo, Toshihiro Suzuki, Sagata, Satoru Yamashita, Ino, R.Naoi, Kako, Narancha, Shin, Ikusan, Kurose, G.Kamina, K.Kikutani, T.Ohsumi
Scroll designers : Iwai, Taka, Kisabon, May, Hisashi Sawada, Inoyan, Shinnosuke, Yoichi Tanoue, Hooly (Fukahori), Naobei, Yoko Fukumoto, Ziggy, Konomi, Isukesani (as 'Isukesani20%'), manga-Chop
Music composer & Arranges : Yuki Iwai, Yuko Kadota
Sound & voice designers : Hiroaki Kondo (X68K), Moe.T
Producer : Tetsuya Iijima
General producer : Noritaka Funamizu (poo)
* Voice Actors :
Cyclops : Norman Spencer
Wolverine : Cathal J. Dodd
Storm : Catherine Disher
Rogue : Lenore Zann
Gambit : Tony Daniels
Sabretooth : Don Francks
Juggernaut : Rick Bennett
Magneto, Apocalypse, Announcer : Lorne Kennedy
Ryu : Katashi Ishizuka
Cammy : Susan Hart
Ken Masters : Tetsuya Iwanaga
Chun-Li : Yuko Miyamura
Charlie : Toshiyuki Morikawa
Dhalsim : Yoshiharu Yamada
Zangief : Wataru Takagi
M. Bison : Tomomichi Nishimura
- PORTS -
* Consoles :
Sega Saturn (1997)
Sony PlayStation (1998)
* Computers :
PC (2002)
$end
$info=xmultipl,
$Edit this entry at Arcade-History.com
$bio
X-Multiply (c) 1989 Irem.
A horizontally scrolling shooter from the makers of "R-Type".
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Z80 (@ 3.579545 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), DAC (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 512
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in September 1989.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (R-Type II : G.S.M. Irem 2 - PCCB-00017) on 21 January 1990.
- TIPS AND TRICKS -
1) Turn DIP 2-7 ON.
2) Reset the game with holding Player 1-Button 2.
3) You will be able to start a game with invincibility.
- PORTS -
* Consoles :
Sega Saturn (1998, "Image Fight & X Multiply")
Sony PlayStation (1998, "Image Fight & X Multiply")
$end
$info=xsleena,xsleenab,
$Edit this entry at Arcade-History.com
$bio
Xain'd Sleena (c) 1986 Technos.
- TECHNICAL -
Game ID : TA-0019
Main CPU : (2x) M6809 (@ 1.5 Mhz)
Sound CPU : M6809 (@ 1.5 Mhz)
Sound Chips : (2x) YM2203 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2 (FIRE, JUMP)
- TRIVIA -
This game is known in US as "Solar Warrior".
- PORTS -
* Computers :
Sinclair ZX Spectrum (1988, "Soldier of Light")
Amstrad CPC (1988, "Soldier of Light")
Commodore C64 (1988, "Soldier of Light")
Commodore Amiga (1988, "Soldier of Light")
Atari ST (1988, "Soldier of Light")
$end
$info=ar_xeon,
$Edit this entry at Arcade-History.com
$bio
Xenon (c) 1988 Arcadia Systems.
A vertically scrolling shoot-em-up from well-known Commodore Amiga coders, the 'Bitmap Brothers'. Xenon's distinguishing gameplay feature is that the player's craft could be switched between being a land-based tank and an airborn spaceship at the touch of a button.
- TECHNICAL -
Arcadia System hardware
Main CPU : 68000 (@ 7.15909 Mhz)
Sound Chips : Custom (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 671 x 216 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
Xenon was originally called "KellyX" during the development.
This is the first Bitmap Brothers game, a team of programmers which made some of the greatest amiga titles ever.
- SERIES -
1. Xenon (1988)
2. Xenon II (1989, Commodore Amiga)
3. Xenon 2000 - Project PCF (2002, PC [MS Windows])
- PORTS -
* Computers :
Amstrad CPC (1988)
Atari ST (1988)
Commodore Amiga (1988)
PC (1988)
Sinclair ZX Spectrum (1989)
Commodore 64 (1989)
MSX (1989)
$end
$info=xenophob,
$Edit this entry at Arcade-History.com
$bio
Xenophobe (c) 07/1987 Bally Midway.
A horizontal monitor is split into three sections, one for each of up to three people. Players wander around a space station shooting as many Ridley-Scott-esque aliens as they can before health or time runs out- then it's off to the next space station. There are multiple weapon types, including a duck gun!
- TECHNICAL -
Bally Midway MCR 68k hardware
Main CPU : 68000 (@ 7.7238 Mhz)
Sound CPU : 68000 (@ 8 Mhz)
Sound Chips : DAC (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The word 'Xenophobe' (pronounced 'Zee-no-phobe') is a psychiatric term meaning 'fear of aliens'.
Xenophobe was a highly original game with a highly original concept. It was the first split-screen game. It was also a victim of a production scheduling snafu. Due to its production being pushed ahead, a lot of the game's tuning was axed. There are many objects in the game that the player can pick up, but have no use.
Michael Ward holds the official official record for this game, on Medium setting, with 2,500,000 points on 06/11/2004.
- STAFF -
Programmer : Howard Shere
Art and graphics : Brian Colin
Sound and musics : Souvenir of Omaha
Hardware designers and support : Bob Ploussard, True Truong
Mechanical designer : John Kubik
Technical support : Jim Belt, Sue Lohse
Game concept and designers : Brian Colin, Howard Shere
Development : Jeff Nauman, Bob Libbe, Gary Oglesby, Tom Leon, Larry Stalmah, Peter Perry
- PORTS -
* Consoles :
Nintendo Famicom (1988)
Atari Lynx (1990)
Atari 2600 (1990)
Atari 7800
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Atari ST (1989)
Commodore Amiga (1989)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
$end
$info=3in1semi,
$Edit this entry at Arcade-History.com
$bio
XESS - The New Revolution [SemiCom 3-in-1] (c) 1997 SemiCom.
Three games including "New Hyperman", "Hyperman" and "Cookie & Bibis".
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2151 (@ 4 Mhz), OKI6295 (@ 7.575 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- STAFF -
Cookie & Bibis
Executive Producer : Jeon Jae Yeon
Game Designer : Han Seung Hoon
Programmer : Kim Hyun Ho
Graphic Designer : Kim Sung Hawan, Kim Kyung Hee, Hong Young Joo
Music/Sound : Jeon Seok Gee
New Hyper Man
Executive Producer : Jeon Jae Yeon
Programmer : Kim Hyun Ho
Graphic Designer : Kim Sung Whan, Kim Kyung Hee, Lee Won Young, Lee Suk Nam
Music / Sound : Jeon Seok Gee
Hardware : Jee Deok Kyoo, Park Hoon Yong, Kim In Seok
Hyper Man
Executive Producer : Jeon Jae Yeon
Game Designer : Han Seung Hoon
Programmer : Kim Hyun Ho
Graphic Designer : Hong Young Joo
Music/Sound : Jeon Seok Gee
$end
$info=xevios,
$Edit this entry at Arcade-History.com
$bio
Xevios (c) 1980 Watson.
- TECHNICAL -
Main CPU : Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 129
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster
- TRIVIA -
This game is a bootleg of "Xevious".
- UPDATES -
This bootleg has different explosion sound than the original Xevious.
- TIPS AND TRICKS -
* Secret Message : The bootlegger has included the trick for generating a message right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Dead copy making copy under Namco program.' will appear on the screen.
$end
$info=xevious,xeviousa,xeviousb,xeviousc,
$Edit this entry at Arcade-History.com
$bio
Xevious (c) 1982 Namco.
The player pilots a combat aircraft called a 'Solvalou' which is armed with a forward-firing gun for aerial targets, and bombs for destroying ground-based targets. A red targeting square is situated in front of the Solvalou, which allows the player to aim their bombs accurately. The enemy craft appear in a number of different guises; from the standard variety that arrive in large numbers but shoot slow-moving projectiles, to exploding black spheres that shoot projectiles at high speed. There are also rotating shields that cannot be destroyed and must be carefully avoided. Ground enemies are a combination of both stationary bases and moving vehicles, most of which fire slow-moving projectiles. A gigantic, floating fortress (called 'Andor Genesis') appears in certain areas; this is defeated by knocking out its core.
Xevious is actually divided into 16 different areas, which are separated by an area of forest. If a player dies before less than 70% of an area has been completed, play restarts at the beginning of the same area; should a life be lost AFTER 70% of an area has been completed, however, play restarts at the beginning of the next area. After area 16 has been completed, the game loops back to area 7.
- TECHNICAL -
Game ID : XVI
Main CPU : Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster
- TRIVIA -
Released in December 1982.
Licensed to Atari for US manufacture and distribution (January 1983). Approximately 5,295 units were produced by Atari.
Xevious IS NOT the world's first vertically scrolling shoot-em-up but has a huge and lasting influence on the genre. Xevious was the first games to use pre-rendered graphics and, among its countless innovation, was also the first vertically shoot-em-up that allowed accurate targeting of both air-born AND ground-based enemies. The graphics were hugely revolutionary for their time; the sprites were rendered with remarkable clarity and detail due to the game's clver use of colors and shades as well as palette-shifting. Xevious was also the first game to feature 'hidden characters', which, being hidden, are not mentioned in the game's instructions but can be revealed by performing a secret maneuver. Among these was the 'special flag', which gave the player an extra life. This feature was carried over to a number of subsequent Namco games.
While Xevious enjoyed limited popularity in the U.S., the game was a huge cult hit in Japan, and to this day is considered one of the greatest video-games of all time. Popular Japanese musicians, Haruomi Hosono (Yellow Magic Orchestra) and Kuwata Keisuke (Southern All Stars) were known to be fans of the game, and the former produced an album of music from Namco video-games; with Xevious as its centerpiece. A follow-up 12in. single featured in its liner notes an entire science-fiction short story by Endoh, set in the world of Xevious, with even included a rudimentary fictional language.
At one point in the game, the Solvalou flies over the Nazca lines. The Nazca Lines are geoglyphs (drawings on the ground) located in the Nazca Desert; a high, arid plateau that stretches thirty-seven miles between the towns of Nazca and Palpa, situated in the Pampa region. They were created during the Nazca occupation of the area, between 200 BC and 600 AD.
CAST OF CHARACTERS
AIR UNITS
These are the air units you will encounter during the game. Depending on a players skill will determine what air units they may face.
* Andor Genesis (mother ship) - The large ship in areas 4, 9, and 14.
* Bacula (resistor shield) - The large rotating floating walls which are indestructible.
* Brag Zakato (energy blaster) - Medium black ball, with a red dot, that explode and send several shots at your Solvalou.
* Bragza (crystal) - the crystal core of the Andor Genesis mother ship which escapes upon its destruction.
* Garu Zakato (energy bombarder) - Large black ball that explode sending out a multitude of shots in all directions.
* Giddo Spario (energy blast) - Small, white crystal-like projectiles that come in diagonally at your Solvalou.
* Jara (spinner) - Look like a UFO with a spinning gear in the middle.
* Kapi (deflector) - Flat looking fighter with two front projections that flies in, fires multiple shots, then escapes quickly.
* Sheonite (escort) - small spinning diamond-shaped craft which escort your Solvalou for a bit and fly off.
* Terrazi (destructor) - Flat looking, diamond shaped fighter that flies in, fires multiple shots, then escapes quickly.
* Torkan (scout ship) - Ridged fighter that flies in, fires one shot, then escapes quickly.
* Toroid (fleet) - Ring shaped fighter which is traditionally the first enemy you encounter.
* Zakato (energy launcher) - Small black ball that explodes sending a single shot at your Solvalou.
* Zoshi (death squad) - The round spinning fighter which can sometimes attack from behind.
GROUND UNITS
These are the ground units you will encounter during the game.
* Barra (energy station) - Small pyramid-shaped buildings.
* Boza Logram (dome network) - A structure of four Lograms surrounding a Derota.
* Derota (defense site) - The small octagonal-shaped gun batteries that fire multiple shots at your Solvalou.
* Domogram (rover) - It looks like a mobile Logram that travels along the roads and fires shots at your Solvalou.
* Garu Barra (energy base) - Medium and large pyramid-shaped buildings.
* Garu Derota (mega site) - The large octagonal-shaped gun batteries that fire multiple shots at your Solvalou.
* Grobda (tank) - The tank-like vehicles that travel along the road. They can detect when your bombsight is on them and they will move out of the way.
* Logram (sphere station) - Silver circular domes that fire single shots at your Solvalou.
* Sol (citadel) - Underground structures which rise up when initially bombed.
* Zolbak (detector dome) - Domes with red squares on top and around their base.
The graphics ROMs contain several additional enemies which don't actually appear in game-play including a silver-grey Galaxian flagship. These enemies do appear in the game-play of "Super Xevious" which uses the same graphics data as Xevious.
The highest score possible is 9,999,990, at which point the game terminates abnormally and resets. Some time before this score is reached, the game starts to award extra ships on every blaster shot fired.
Marco Borroni holds the official official record for this game with 7,009,560 points (!) on 08/16/1984.
The background is actually one large 1024x2048 image. Each of the 16 game areas is a 224x2048 strip starting at a different horizontal offset in the image.
Two bootlegs of this game are known as "Xevios" and "Battles".
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battlezone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- UPDATES -
* The high-score name are 3 characters long on the version licensed to Atari. It's 10 characters long on the version manufactured by Namco.
* The zapper and blaster buttons were reversed between the Japanese and US versions.
- SCORING -
Scoring in this game is relatively complicated due to all the different units.
Air Units
Andor Genesis : 1000-4000 points
Brag Zakato : 500 points
Garu Zakato : 1000 points
Giddo Spario : 10 points
Jarra : 70-100 points
Kapi : 300 points
Terrazi : 700 points
Torkan : 50 points
Toroid : 30 points
Zakato : 50 points
Zoshi : 100 points
Ground Units
Barra : 100 points
Boza Logram : 2000 points
Derota : 1000 points
Domogram : 800 points
Garu Barra : 300 points
Garu Derota : 2000 points
Grobda : 400 points
Logram : 300 points
Zolbak : 200 points
Specials (see Tips and Tricks below for how to get them)
Flag : 1000 points for uncovering it, bonus Solvalou for flying over it
Sol Citadel : 2000 points for making it surface - 2000 points for destroying it
- TIPS AND TRICKS -
When you start the game, your Solvalou will be at the bottom of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the top and no slower then the bottom of the screen. You can, however, vary your speed in-between by pushing the joystick up and down. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control.
* One interesting aspect of this game is the fact if you are too successful against a particular kind of enemy, the game will adjust itself to send different enemies until you have difficulty dealing with them.
* Make sure you know what you will be encountering in each area.
* If you hold down the fire and bomb buttons, you will constantly be doing both at a slower rate. This is great when you are in the thick of things with both air and ground targets swarming the area.
* Speaking of bombs, your Solvalou is equipped with smart bombs (so to speak). They are launch and forget weapons. When you 'paint' the target with your bomb-sight and launch your bomb, it will hit that target even when you have already flown over it. There are a couple of strategies to make your bombing runs more effective :
1) When you have targets close together (usually gun batteries are arranged this way), put a bomb between them. You will have a very good chance of taking out both batteries with one hit since you can only have one bomb on the screen at a time.
2) For moving targets (such as tanks), anticipate the targets direction and 'lead' it a little. This basically means putting the bomb at the point where the target will run into it.
3) Your bomb-sight will turn red whenever any target is 'sighted', even if the target is hidden like Sol Citadels and flags.
* Keep away from the corners. These can become death traps real quickly if you are swamped by enemies.
* Since you have free reign of most of the screen to move around, make sure you use all that room for maneuvering. Enemy fighters have a nasty habit of either shooting from behind your fighter or re-entering the screen from random sides. It also is handy when you are dodging a heavy volume of enemy fire.
* Make sure when you are maneuvering around the rolling plates, you always leave yourself a clear 'out'. What I mean by this is there another direction to escape instead of having to move along with the plates. An occasional enemy likes to put up shots at your fighter since it is very difficult to maneuver around the rolling plates.
* The Andor Genesis Motherships are pretty easy to destroy if you work quickly. Most of the time, Zakatos and Brag Zakatos precede the arrival of the Andor Genesis Mothership. Blast these out of the sky and avoid the shrapnel. When the Andor Genesis Mothership appears, lead the target a little and quickly move up and plant your bomb at the point the center of the ship will be. The less time you waste taking on this ship, the better.
* Secret Message : The designer of Xevious has included a trick for generating his name right at the beginning of the game. As soon as Solvalou appears, move to the far right edge of the screen and begin bombing constantly. Continue bombing until the first set of attacking rings is very close to you and then shoot the rings. The message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen.
* THE FLAGS : There are four flags hidden throughout the game. These flags occur in areas 1, 3, 5, and 6. All flags are along a horizontal line across the terrain. The only way to uncover a flag is to bomb it so you will have to lay a string of bombs along the entire horizontal line. This basically means moving up quickly, dealing with enemies quickly, and dropping your bombs quickly. Once a flag is uncovered, you must fly over it to get the benefits from it.
FLAG 1 : The first flag is located in the first river you encounter after you start the game. Look for the three Grobdas in a row. Just above them is a river that cuts horizontally across the terrain. Just bomb the river from left to right and around the bank closest to you. The flag should appear.
FLAG 2 : After you get past the plates, look up and to the right. There is a little lake with a small river feeding into the ocean. Start in the middle of the lake and bomb toward the little river. The flag should appear around where the river dumps into the ocean.
FLAG 3 : When you cross the first ocean, you will eventually see a dock/harbor at the top. The flag is located around the horizontal line that the longest pier projecting out is part of. You will need to quickly bomb that entire length to find and get the flag before the bottom scrolls your Solvalou too far up.
FLAG 4 : You will see a big bird picture on the desert. At the lowest point of its tail-feathers (in the lower right corner), start to bomb horizontally from right to left. The flag will appear.
* Sol Citadels : These structures require you to bomb them once to cause them to surface. They look like large storage tanks or grain silos. You then need to bomb them again to destroy them. You have a potential to collect several hundred thousand points by taking out these structures. They come in groups of 1, 4, or 8. Unlike flags, these structures are always in the same place. There are six sets of Sol Citadels.
FIRST SET : One in area 2. When you see the three Grobdas in a row on the road, start laying bombs in the area around the cul-de-sac below the last tank in a right and diagonal-down point. The citadel will be even with the cul-de-sac.
SECOND SET : One in area 3. When you see the Garu Bara, go to the left of the Garu Bara and start bombing. This is also the area that the second flag can be found.
THIRD SET : Four in area 9. There is a clear area right before you tangle with the second Andor Genesis Mothership. Where the road splits around the woods, start to lay bombs a little below the bottom edge of the road that goes to the right. You should uncover four Sol Citadels.
FOURTH SET : Eight in area 13. At the point the desert ends, there is a little grass, then the air field starts. Use the birds leg as a reference and fly straight up. When the bomb-sight glows, start bombing. This will be the lower left Sol Citadel of the group which is arranged in two rows of four citadels. You will be hard pressed to get all eight citadels.
FIFTH SET : Four in area 14. After the plates roll by, look for where two roads merge into one road. At the top edge of the slanted right hand road, start dropping bombs to uncover some more citadels.
SIXTH SET : Four in area 15. Look for a forest on the left side. There will be a small clearing and then a river. Bomb the small clearing to bring the citadels up. There will be very intense ground fire in this location so be especially watchful.
- SERIES -
1. Xevious (1982)
2. Super Xevious (1984)
3. Solvalou (1991)
4. Xevious 3D/G (1995)
- STAFF -
From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima)
Music by : Yuriko Keino
- PORTS -
* Consoles :
Atari 2600 (1983)
Atari 5200 (1984)
Nintendo Famicom (1988)
Atari 7800 (1989)
Nintendo Famicom Disk (1990)
NEC PC-Engine (1990)
Sony PlayStation (1996, "Namco Museum Vol.2")
Sony PlayStation (1997, "Xevious 3D/G+")
Nintendo Game Boy Advance (2004, Famicom Mini Series)
Sony PlayStation 2 (2005, "Namco Museum 50th Anniversary")
Microsoft XBOX (2005, "Namco Museum 50th Anniversary")
Nintendo GameCube (2005,"Namco Museum 50th Anniversary")
Sony PSP (2005, "Namco Museum Battle Collection")
Nintendo Wii (2007, "Virtual Console" - NES version)
Microsoft XBOX 360 (2007, "Xbox Live Arcade")
* Computers :
Sharp MZ2500 (1982)
Atari 800 (1984)
Apple II (1984)
Tandy Color Computer (1984, "Devious")
Fujitsu FM-7 (1984)
Commodore C64 (1986)
Amstrad CPC (1986)
Atari ST (1987)
Sinclair ZX Spectrum (1987)
MSX2 (1988)
PC [MS Windows, CD-ROM] (1998, "Microsoft Revenge of Arcade")
PC [MS Windows, CD-ROM] (2005, "Namco Museum 50th Anniversary")
Sharp X68000
Sharp X1
* Others :
Arcade (1995, "Namco Classics Collection Vol.1")
Ms. Pac-Man TV Game (2004 - Jakk's Pacific)
Ms. Pac-Man TV Game Wireless Version (2005 - Jakk's Pacific)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=xevi3dg,
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Xevious 3D/G (c) 1995 Namco.
This is the popular sequal to the "Xevious". It became quite popular because of some good 3-D modeling and nice camera work by namco. This game's BGM is nice as well.
- TECHNICAL -
Namco System 11 hardware
Game ID : XV3
Main CPU : PSX (@ 16.9344 Mhz), M37702 (@ 16.384 Mhz)
Sound Chips : C352 (@ 16.384 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 480 pixels
Screen refresh : 60.00 Hz
Palette colors : 65536
Players: 2
Control: 8-way joystick
Buttons: 2
- TRIVIA -
Just as in the original "Xevious", there are hidden Sol Citadels and Special Flags.
- UPDATES -
* Revision 1 :
XV31/VER.A : Japan release, 13:03:46, APR 10 1996
- TIPS AND TRICKS -
Secret message : at the very beginning of the game, you have to cross a river. If you drop bombs at the edge of this you will get the secret message : "NAMCO ORIGINAL CREATED BY K.KENJO" .
- SERIES -
1. Xevious (1982)
2. Super Xevious (1984)
3. Solvalou (1991)
4. Xevious 3D/G (1995)
- STAFF -
Director : Kohji Kenjoh
Visual director : Rascal Fukuda
Proto programmer : Yousuke Kuroda
Coordinator : Yutaka Kounoe, Tadashi Iguchi
Programmers : Hajime Harima, MT-Kio
Visual designers : Kaname Takai, Nabuo Takahashi, Muneyuki Tejima
Test mode programmers : Kazuyuki Nikaido
Graphic designer : Hideaki Ito
Music & Sound effects : Ayako Saso, Shinji Hosoe, Nobuyoshi Sano, Hiroto Sasaki
Debug & Tuning team : Kazuo Takahashi, Tetsuya Akatsuka, Norikatsu Yoshikawa, Jin Okubo, Yasumichi Onishi, Satoshi Masukawa
Supervisor : Shukuo Ishikawa, Hajime Nakatani, Katsuo Nakamura, Junichi Kawamura, Masaya Nakamura
- PORTS -
* Consoles :
Sony PlayStation (1997, "Xevious 3D/G+")
$end
$info=xexex,xexexj,xexexa,
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Xexex (c) 1991 Konami.
Fly the Flintlock TMF01 across several beautifully drawn stages and help save the Planet E-Square! A great horizontal scrolling shooter featuring some very large ships, lots of raster effects and one neat charge-shot.
- TECHNICAL -
Game ID : GX067
Main CPU : 68000
Sound CPU : Z80
Sound Chips : YM2151, K054539, (4x) Volume
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
King Records released a limited-edition soundtrack album for this game (Xexex : Konami Kukeiha Club - KICA-7508) on 21/01/1992.
- UPDATES -
The Japanese version has lives (with re-spawn points) instead of a life-bar and a much larger variety of weapons.
- STAFF -
Directored by : Tom Murchie
Program design by : Tom Murchie, Baumann, Wady Teits
Graphic design by : Mickey, James K kark, Cha Heifetz
Sound designers : Carol Queen, Michael Oldriver, Rosetta Stone, Shanghai Manmos
Hardware design by : Jean Simons
Title design by : Nissy Balvoa
Character design by : Ken.Heine
Art directed by : Maguro Banda
Special design by : Nori Tama
Special effect by : Screaming (Mt.Fuji)
Sub special effect by : Tamaya Jp
Screen play by : Coszo Gi Ken
Planning produced by : Studio Sumomo
- PORTS -
Sony PSP (2007, "Salamander Portable")
$end
$info=xymg,
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Xing Yen Man Guan (c) 199? IGS.
- TECHNICAL -
Main CPU : 68000 (@ 7.333333 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 1
$end
$info=xorworld,
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Xor World (c) 1990 Gaelco.
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound Chips : SAA1099 (@ 10 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=xtrial,
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Xtrial Racing (c) 2002 Konami.
- TECHNICAL -
Konami Viper Hardware
CPU : Motorola Power PC XPC8420 @ 200-250MHz
Graphics System : 3DFX 355-0024-020
Sound : YMZ280B
$end
$info=xxmissio,
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XX Mission (c) 07/1986 UPL.
- TECHNICAL -
Game ID : UPL-86001
Main CPU : (2x) Z80 (@ 3 Mhz)
Sound Chips : (2x) YM2203 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 512 pixels
Screen refresh : 60.00 Hz
Palette Colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
David Prueitt holds the official official record for this game with 1,565,300 points on 07/21/1987.
- TIPS AND TRICKS -
Secret Bonus : in Missile Zone, if you don't break all missiles, you will get a 20,000 points secret bonus.
- STAFF -
Game designer : Tsutomu Fuzisawa
Software designer : Satoru Kinjo
Character designer : Tsutomu Fuzisawa, Akemi Tsunoda
Sound : Tsutomu Fuzisawa, Kiyoshi Yokoyama
Data : Takashi Hayashi
$end
$info=xybots,xybots1,xybots0,xybotsg,xybotsf,
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Xybots (c) 11/1987 Atari Games.
Xybots is a 3-Dimensional, third-person perspective shoot-em-up for 1 or 2 players. Taking on the role of either 'Major Rock Hardy' or 'Captain Ace Gunn' (in the 2-player game), players must shoot their way through a huge, multi-level underground city - made up of a series of mazes - and destroy the evil 'Xybot' robot warriors that have invaded the planet and established their underground fortress. The players' on-screen counterparts walk 'into' the screen and players must manually rotate the maze's viewpoint left and right when changing direction in order to be able to look in the direction they are moving.
Each level has at least one exit that must be reached in order to progress to the next (some levels have extra hidden exits that 'warp' players to later levels). Players can find energy pods to restore energy levels, keys to open doors, and golden coins. Some of the levels also feature transporters that connect different parts of the same level.
At the end of each level, players can enter a shop where supplies and power-ups can be purchased with any coins they have collected. Some supplies, such as 'Shield' or 'Speed' are permanent, whereas others are only temporary and must be replenished.
A map of each level is displayed at the top of the screen. For some levels, all enemies, objects and walls are shown. On later levels, however, the map may only display the enemy robots and/or objects; with the maze walls and layout only becoming visible once a player has 'looked' at a wall section. Xybots' gameplay feels highly reminiscent of a 3-Dimensional "Gauntlet" (with good reason, see TRIVIA for more details). The game also uses a split-screen display to allow for two-player simultaneous play; something of an innovation for 1987.
Like the "Gauntlet" games on which Xybots is based; the game is endless and play will continue until all lives are lost and players no longer wish to use the 'Continue' option.
- TECHNICAL -
Game ID : 136054
Main CPU : 68000 (@ 7.15909 Mhz), M6502 (@ 1.7895 Mhz)
Sound Chips : YM2151 (@ 3.579 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick (that also twists a quarter-turn left or right)
Buttons : 2 (FIRE, ZAP)
- TRIVIA -
Xybots was another in a long line of videogame innovations from Atari. The company had, of course, created the first commercially successful videogame with the legendary "Pong". They went on to develop vector graphics with 1979's "Lunar Lander"; while 1980's "Battle Zone" was on the cutting edge of technology with its hitherto unknown three-dimensional vector rendering.
Xybots was the first arcade game to put the player into a three-dimensional, third-person perspective world (with the action viewed from over the on-screen characters' shoulders). Xybots can rightly be considered to be the father of the modern day first person three-dimensional shoot-em-ups.
By 1987, Atari had split into two different companies; with each sharing the Atari name. The first company produced products for the home entertainment arena; such as personal computers, game consoles, and handhelds. The arcade company, owned by Midway, produced arcade machines exclusively. Perhaps because Xybots was so ahead of its time, it wasn't the commercial success that Atari and Midway were hoping for. Its legacy and influence on future shoot-em-ups, however, is without question.
Xybots was originally going to be "Gauntlet III", before Atari changed its mind and created a new Sci-fi setting.
The monsters and shots were rendered with 'motion objects', a method which had been around since 1977.
Joel Hedge holds the official official record for this game, on tournament setting, with 185, 300 points on 06/02/2001.
- TIPS AND TRICKS -
You start you game with your man (or men in the two-player game) standing at the end of a corridor. Your goal is to make it to the exit while inflicting the most amount of damage without taking too much damage. There is also a quick tutorial during this first level to help you better gain experience for the coming levels.
General Strategies :
* Always look at the level map when you enter a level. There will be a couple of second delay before you enter the level. Look for where the exit is. This also helps to determine whether you are being put in the middle of a group of Xybots.
* Your character can lose energy in a variety of ways :
1) Naturally within the maze itself. You lose 2-3% of your energy in the maze per second. If you purchase the Extra Vitality, your energy will be lost at a slower rate. This rate is usually about 1% per second.
2) Saucers that go Kamikaze will take out 25% of your energy when they hit.
3) All other Xybots take out 10% energy per hit, but they usually fire multiple times.
4) Using the Zapper.
* Saucers like to pick up items and carry them to other parts of the level. This can be especially frustrating if you know where an item is, then return to find it gone because a saucer picked it up. Keep this in mind unless you have taken out all the saucers.
* Money is a very precious commodity in this game. This is what you use to buy the permanent and temporary items in the Supply Store. After level 7, you will be buying everything you need to get through the level. At the bare minimum, you should constantly purchase the following :
1) Wall Mapper x 3 - To give you an idea of how the maze is set up and also where the closest exit is.
2) Monster Mapper x 3 - To give you a general idea of what non-Guardian Xybots are running around.
3) Vitality x 4 - To minimize the amount of energy you lose on the level.
4) These purchases will last you a minimum of three levels before you have to purchase more temporary items.
* Keys are another valuable commodity within the mazes. Keys can open doors that can shorten one's trip to the exit, or they can open doors that have a lot of extra items in them.
* In addition to the above, attempt to get permanent items when you can. The best ones would be extra armor and shot power.
* Use the Warp Exits when you can. With the 75,000 points, you get 3 coins added to the bonus coins for using the warp. In addition, your energy is brought back to 100% again so you don't have to waste money healing up. The warp exits are located on levels 1 and 4.
* Energy orbs can give either a 50% or 100% boost to your energy. If you are only down a little, do not use it. Wait until you are under 50% energy before getting one.
* If you are placed in a wide open area, immediately look for the exit or find a protected corner. This prevents the Xybots from surrounding your character.
* Xybots follow a specific pattern when they move around. Once they spot your character, though, they will immediately go in for the attack. Sometimes multiple Xybots will swarm the area to try to eliminate your character quickly.
* When approaching corridors that turn, doorways, or openings in the wall, turn your character toward that area and sidestep to the turn or opening. That way, if there are any Xybots lurking around, you can get the first shot in and take them out before they know what happened to them.
* Your character's range of vision is four squares around. It is the same for the Xybots. When going down corridors, it's a good idea to put a few shots ''down-range''. The reason is you may catch one of the Xybots ''napping'' and eliminate them before they can react.
* When approaching openings or doorways, stop short of said opening. If a Xybot is patrolling, they won't see your character but you will see their movement pattern and then you can plan accordingly.
* Many of the levels have blue barrels. These can be used for cover when you are busy having shootouts with the Xybots. Just ''peek'' around them to get your shots off.
* Speaking of blue barrels, you can use the Zapper on them to collect items. These items are random.
* Don't use the Zapper unless it is absolutely necessary. Its purpose is to stun the enemies for a couple of seconds. This makes them vulnerable to your attacks. The energy loss to do this, though, is an uneven exchange. You will do better just shooting it out with the Xybots. Of course, if you are surrounded, then that would be a good time to use it.
* When fighting the Flys, keep in mind that they move up-and-down in addition to side-to-side making them very hard targets to hit. It addition, you will need to keep moving around to avoid their fire and the blue barrels provide minimal protection since they can fire above them.
* The teleporters in the maze act in a duel fashion. When you step on one teleporter pad, you will arrive at another one. Get off and step back on the teleporter pad you just arrived on to teleport to another place. Levels with multiple teleporter pads can be very confusing unless you do this.
* Make sure you pick your battles. If you are on a level loaded with Xybots, it may be better to find the exit then to shoot it out with them. Granted, you can get the points, items in the maze, and possible coin bonuses for score. This, though, may be an unfair exchange since you will be taking a large energy drain with little return.
* Watch your energy meter. It will go yellow when you are at 50% and go red when you are at 20% or less.
* Make sure you note the Xybots colors when you are fighting them. This is the key to tell you how many hits it will take to take them down. Don't be surprised if you hit a Xybot once and it is still firing on you.
* Some levels have false walls. These walls can be taken out with your laser fire. They do not show up differently on the main level map. Before you go shooting at the walls, make sure of what is behind those walls. Opening one of these walls could be like kicking a hornet's nest. You find yourself surrounded by Xybots intent on erasing you from existence.
* Some of the levels have a ''wrap-around'' feature. This basically means if you exit the maze on the right side, you will reappear on the left side. It gives the illusion of one continuous maze. On these types of mazes, when you look at the map, make sure you note enemies not only on your side, but on the opposite side as well.
* The big thing is to learn how to turn and move at the same time. This is in addition to being able to fire while performing this maneuver. If you can accomplish this smoothly, your chances of survival are greatly increased.
* On the first level, don't collect any money for totally massive bonus points at the end. And lots of cash.
* You can shoot around a wall to your right by putting your gun around the corner. You can shoot them but they cannot shoot you.
Two-Player Strategies : These strategies are in addition to the general strategies.
* First of all, each player is immune to the other player's shots.
* If all the Xybots are destroyed, the first player that exits the maze gets the bonus.
* The first player that exits the level gets a 5,000 point bonus.
* If one of the players enters the warp, both players will warp regardless of the other player's location.
* If one of the players dies, and the other makes it through that particular level, the other player is brought back with 50% energy. The other player also loses all the items they may have collected on that level. If both players die, the game is over.
* Learn to work with each other. The combined firepower of two people is quite significant if applied the right way.
* Watch each others back. When one person is facing one way, have the other face the other way in case some Xybots want to sneak up on you.
* In addition, watch in directions that you are unprotected. For example, in a corner one person can look straight while the other looks to one of the sides.
* Don't get greedy and have one player take everything. Learn to share items found. Also, share coins at the Supply Area so that both characters can get maximum benefits. This is a game of cooperation so treat it as such.
Boss Strategies : In order to eliminate the Master Xybot, you must take out all six of his lasers.
* You will be placed on a platform to the left of the Master Xybot. In front of you will be his hand with six openings in it.
* These openings flash at random. When they flash, they fire shots at your character. Your goal is to hit one of these openings when it is flashing. When you do, that opening is cannot fire shots anymore.
* You must run back and forth on the platform to not only avoid the laser fire, but to also shoot up the openings.
* You must take out all six openings in order to defeat the Master Xybot.
* On the later levels, the rate of fire from these openings gets faster.
- STAFF -
Game designer : Ed Logg (ED )
Programmers : Ed Logg (ED ), Bob Flanagan (BOB)
Enginner : Doug Snyder (DUG)
Technician : Cris Drobny (CAD)
Animators : Sam Comstock (SWC), Mark West (MLW)
Audio designers : Earl Vickers (EAR), Hal Canon (HLC), Brad Fuller (BAF)
- PORTS -
* Consoles :
Atari Lynx (1991)
Microsoft XBOX (2004, "Midway Arcade Treasures 2")
Nintendo GameCube (2004, "Midway Arcade Treasures 2")
Sony PlayStation 2 (2004, "Midway Arcade Treasures 2")
Sony PSP (2005, "Midway Arcade Treasures - Extended Play")
* Computers :
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Atari ST (1989)
Amstrad CPC (1989)
Commodore Amiga (1989)
PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=xyonix,
$Edit this entry at Arcade-History.com
$bio
Xyonix (c) 1989 Philko.
A "Tetris"-type game.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
$end
$info=yachtmn,
$Edit this entry at Arcade-History.com
$bio
Yachtsman (c) 1982 Sanritsu.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 65
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
This game is also known as "Mermaid".
$end
$info=leaguemn,
$Edit this entry at Arcade-History.com
$bio
Yakyuu Kakutou League-Man (c) 1993 Irem.
A team of 4 baseball ninjas go after an array of extremely wacky enemies to get back their beloved golden sports equipment. Yakyuu power!
- TECHNICAL -
Irem M-92 system hardware
Main CPU : V33 (@ 9 Mhz), V30 (@ 7.15909 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), GA20 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Baseball Hand-to-Hand Fighting League-Man'.
This game is known in US as "Ninja Baseball BatMan".
An ad for "Mahou Keibitai Ganhooki" appears on the first stage, another Irem game.
- STAFF -
Planner : Chinta
Graphic designers : Kon. Kitakichine, Nob, Sefuhaso, Unyanya, Dama
Programmers : Andrew Whiskey, Mc. Hama Amuse_Light, Hiro
Sound effecst : Aiai
Sound programmers : Hayashi Sho, Jitta
$end
$info=yamyam,
$Edit this entry at Arcade-History.com
$bio
Yam! Yam!? (c) 1990 Dooyong.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 512
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
This game is also known as "Wise Guy".
$end
$info=yamato,yamato2,
$Edit this entry at Arcade-History.com
$bio
Yamato (c) 1983 Sega.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 3.072 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 352
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1983.
Yamato is the name of a Japanese battleship that was sunk off Kyuushuu during World War II.
- STAFF -
Security by : Masatoshi Mizunaga
Program by : L'Y
- PORTS -
* Consoles :
Sega SG-1000 (1983)
$end
$info=yankeedo,
$Edit this entry at Arcade-History.com
$bio
Yankee DO! (c) 19??.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz)
Sound Chips : (2x) SN76496 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 61.17 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a hack of "Mr. Do!".
- UPDATES -
It has an American theme :
* You control Uncle Sam with a bomb instead of a clown with a snowball.
* Apples are replaced by oil barrels, that when dropped leak out their oil before disappearing.
* The enemies are people riding camels.
* Only freeze your enemies for a few seconds.
* The Letter monsters are accompanied by cars.
* This is the hardest of the Mr. Do! hacks.
* You run faster digging through the dirt than through open terrain.
$end
$info=yellowcb,
$Edit this entry at Arcade-History.com
$bio
Yellow Cab (c) 1984 Unknown.
- TECHNICAL -
Main CPU : DECO (@ 2 Mhz), M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33
Players : 2
Control : 8-way Joystick
Buttons : 2
- TRIVIA -
This game is a bootleg of "Kamikaze Cabbie.".
Maurizio Miccoli holds the official record for this game with 92,340 points on 03/19/1985.
$end
$info=yesnoj,
$Edit this entry at Arcade-History.com
$bio
Yes/No Sinri Tokimeki Chart (c) 03/1992 Taito.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : D20
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Yes/No Heartthrob Chart Trial'.
$end
$info=yiear,yiear2,
$Edit this entry at Arcade-History.com
$bio
Yie Ar Kung-Fu (c) 1985 Konami.
A classic one-on-one fighting game; "Yie Ar Kung-fu" pits a single player against a procession of distinctive, and often armed opponents. While somewhat limited in gameplay terms, "Yie Ar Kung-Fu" introduced a major innovation to the beat-em-up genre as it was the first one-on-one fighter to offer a progression of truly different opponents for the player to defeat. This is something that would later be adopted by Capcom for its legendary "Street Fighter" series; as well as SNK and countless others. Many of Yie Ar's eleven opponents are armed with a wide variety of weapons, such as a nunchuks, throwing stars, a chain, a sword and a club.
Yie Ar Kung-Fu is a game of reflexes and as such plays incredibly quickly, with the player having to be constantly on the move to avoid getting 'pegged in' by some of the game's tougher opponents. The first five fights take place in front of an animated waterfall, while the remaining six have the player battling in front of a picturesque, oriental pagoda. There is no time limit set in which the opponent must be defeated and the player's character, Ooling, possesses a finite amount of health per stage. Should the player's health bar be fully depleted, the match is lost.
- TECHNICAL -
Game ID : GX407
Main CPU : M6809 (@ 1.152 Mhz)
Sound Chips : SN76496 (@ 1.536 Mhz), VLM5030 (@ 3.58 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 8-way joystick
Buttons : 2 (PUNCH, KICK)
- TRIVIA -
Released in January 1985.
Antonio Colangelo holds the official official record for this game with 534,340 points on 09/09/1985.
- SCORING -
Scoring in this game is fairly complex and is dictated by what kind of punch or kick you inflict on your opponent. The more complicated the move, the more points awarded :
Flying High Punch : 500 points
Jumping High Punch : 2000 points
Mid-Level Punch : 500 points
Low Punch : 700 points
Crouching Mid-Level Punch : 900 points
Flying High Kick : 600 points
Jumping High Kick : 2000 points
Mid-Level Kick : 500 points
Low Kick : 700 points
Lying Down High Kick : 900 points
At the end of each stage, you will receive bonus points by adding your remaining energy x 10 to your score. If you didn't lose any energy on any of the stages one through eight, you get an additional 'Perfect' bonus of that stage number x 10000 points.
- TIPS AND TRICKS -
When you start the game, there will be a screen that lists the opponents for that block of fighting. The animated opponent is the one Oolong will be currently fighting. You will notice that some opponents have a '???' in a box under their name. This means in order to see this opponent, you must have defeated everyone else up to them. When you exit this screen, Oolong will start on the left and Oolong's opponent will start on the right side of the screen. Once you get through all 11 stages, the cycle begins anew.
* Since there is no time limit on the matches, patience is a must. Latter opponents will take advantage of every mistake made and will 'pin' the player to inflict repeated blows on Oolong.
* Every opponent has some kind of weakness to exploit. Once you learn these weaknesses, they will be much easier to defeat.
* Take advantage of Oolong's mobility. In other words; don't just stand in one place, and never allow Oolong to get trapped on the sides of the screen as this can spell instant defeat in many cases.
* Speaking of mobility, jump around the screen if you don't have a clear opening to strike your opponent. Learn to time and aim your jumps to where you believe your opponent's position will be at. Get in a quick strike and jump away before a counterstrike hits Oolong.
* Your goal on all of the fights is to avoid getting hit. In addition to prevention of energy loss, you can earn bonus points which will eventually add up to an extra life.
* When you get a hit on an opponent, you will see a red marker. If your opponents get a hit, the marker will be either black or yellow.
* Keep in mind that all your opponents know kung-fu. Just because they are wielding a weapon doesn't mean they won't take a punch or kick at Oolong if the opportunity presents itself.
* Below are listed the strategies for defeating your 11 opponents :
STAGE 1: BUCHU: This is a good introductory fight. Buchu isn't too tough of an opponent and you should be able to take him down without breaking too much of a sweat.
1) Buchu will start the round by flying over to Oolong. When he lands, give him a couple of low sweeping kicks.
2) After taking a couple of hits, Buchu will fly off again in the opposite direction. Just have Oolong jump next to him to deliver either punches or kicks. Buchu will take off again.
3) Follow the above and you should have Buchu crying "Uncle" in no time.
4) Big thing to watch out for is if you stay around him too long, he will deliver a flurry of kicks that will pin Oolong down and eventually take him out.
STAGE 2: STAR: Your first fight with a weapon wielding opponent. Star likes to throw shurikens either high, mid-level, or low. They are pretty easy to avoid but do make it a challenge trying to close in on Star.
1) Right after Star throws a shuriken, jump toward him. If you did it right, you should be right next to him to deliver a punch or kick.
2) Quickly jump away and prepare for the next shuriken to be thrown. Again, as above, jump over to Star to deliver some more punishment.
3) Star may jump out of the way but this happens rarely.
4) If you happen to land short, just jump back out of the way since Star will take the advantage and deliver a few kicks Oolong's way.
STAGE 4 : NUNCHA : Now it starts to get interesting. The first opponent that can deliver two to three quick blows when opportunity presents itself. Nuncha is quite effective with his nun-chucks and does some serious damage if you're not ready.
1) Watch for when Nuncha starts to spin his nun-chucks. This means he is preparing to take a shot. Back up and let him advance and then jump over him.
2) He will then take his shot. Be careful in watching where he aims at because he can go high, mid-level, or low. Once he takes his shot, quickly jump over to him to get in a punch or kick. Be aware, he may block a couple of your moves with his nun-chucks.
3) Jump away quickly since he will again start spinning his nun-chucks. If you stay to long next to him, he will deliver two or three shots to pin down Oolong before Oolong can escape.
4) Continue moving around and soon Nuncha will be history.
STAGE 4: POLE: Pole is another one of those opponents who can put a major hurting on your character real quick if you're not careful. He also tends to move around a lot making it more difficult to hit him.
1) He will start off by spinning the pole above his head. If Oolong gets too close, Pole will take a couple of shots at him. The best offensive is to jump to a position you believe Pole will be at since he moves around a lot.
2) You won't have time to dally once you are next to Pole. Get in a low shot and jump out of there quickly or Oolong will meet the business end of the pole real quickly. Pole will then again spin the pole above his head and advance on Oolong. Jump over and try to hit Pole from the backside.
3) Continue to jump over Pole and get in low shots. You should have him begging for mercy in no time.
STAGE 5: FEEDLE: This is actually a series of the same opponent instead of one. This is kind of your breather before entering the second part of the tournament.
1) Feedle(s) will enter from both the left and right side of the screen. Your character will be in the middle. They only do basic moves of mid-level kicks and punches.
2) They will continue to enter from either side of the screen so you may need to move back and forth to be able to turn around rapidly to deal with the threat from both sides. Low kicks will suffice to eliminate Feedle.
3) You have to eliminate eight Feedle(s) in order to win the match. Feedle(s) will keep feeding onto the screen until you achieve that objective.
4) Do not jump on this stage or you may get yourself into trouble since there isn't much space in the line of Feedle(s) coming after your character.
STAGE 6: CHAIN: Chain is a difficult opponent unless you can move around quickly.
1) Chain starts this off by slinging his chain at Oolong. It has a limited range and it can be aimed high, mid-level, or low. The bad part about this is that even when the chain is going back to Chain, Oolong can still take a hit.
2) Once Chain fires his chain, you need to make sure that you aim Oolong to jump over Chain and get real close. If you don't, Chain turns very quickly and will launch another attack if you aren't close enough to attack him. Only do low hits to minimize your chances of getting hit by his chain. Once you get in a hit, jump back to get out of range of his chain.
3) You will also have to watch out for his low kicks if you are too far away and he doesn't use his chain.
4) Continue to jump around and get in hits and eventually you will delink him.
STAGE 7: CLUB: Club likes to act aggressive and so will advance on Oolong immediately. This is his downfall.
1) Let Club advance on Oolong. When he gets close to his striking distance, jump over him to land next to him on the other side. Deliver a couple of low kicks or punches. You may have to jump up to avoid his club.
2) Jump to the other side of the screen and let him advance on Oolong again. This time, after you jump, watch his movements. He may back up onto the side. If this happens, just jump back away and let him advance again. To really mess with him, do a small jump away from him then immediately jump to his other side.
3) Do the above a few times and club will be no more.
STAGE 8: FAN: As the opponents name implies, Fan likes to throw razor-sharp fans at Oolong.
1) She will start this stage by launching three fans at Oolong. They start high and have an uncanny ability to track Oolong (to a degree). This is also one of the few weapons that Oolong can actually counter with punches or kicks (it is hard though to get lined up).
2) Once she launches her fans, wait until the last fan gets low enough to jump over. Then jump next to her to deliver some punches and kicks. You should be able to get in two hits before you have to bounce out again. Watch out if you aren't close enough since she likes to deliver a few kicks of her own.
3) Continue to maneuver around her. You may not get in a shot after every jump but she does leave openings that can be easily exploited.
4) You will eventually send her crashing down like her fans.
STAGE 9: SWORD: This actually is one of the easier opponents to deal with. All he does is slide along the ground waiting to put a sword through Oolong.
1) Sword actually is one of the quicker opponents. He has a tendency to hit and run. Basically, if he hits Oolong, he quickly goes the opposite direction. Much quicker then Oolong can jump after him. This means you have to keep him on the defensive.
2) Get into position and jump so you are next to Sword. Do a quick low punch or kick. Sword will rapidly retreat, then advance. When he is within striking distance, hit or punch again. Sword will again retreat. This cycle should continue until Sword is skewered.
3) You may have to jump out of Sword's range if you mess up the cycle. Just repeat the above steps to get back into a rhythm again.
STAGE 10: TONFUN: Your next two opponents will test your skills to the utmost.
1) Tonfun has it all: Speed, quick attack, and aggressiveness. This means you will be moving around a whole lot to avoid his hits.
2) First of all, avoid the sides of the screen. Tonfun likes to crowd the sides and pin Oolong down. This means you will be doing a lot of jumping around. In addition, he has the nasty habit of blocking a lot of your attacks.
3) Hit and run is the name of the game here. This means you will have to jump over him, spin around, get in a low attack, and jump back before he counter-attacks very quickly. If you hesitate on any of these, Tonfun will have fun giving Oolong a couple of shots which knock down the energy bar significantly.
4) You may have to do a lot of jumps before you can even get in a hit on Tonfun. Expect this to be a long fight.
STAGE 11: BLUES: Blues is a worthy opponent for the final match. He is very quick and can put Oolong down in just a few hits. Plus, he likes to jump around the screen. This is the ultimate test of skill.
1) Blues will immediately jump over to Oolong to deliver a few hits. This means you need to be constantly jumping around and looking for an opening. Unfortunately, Blues leaves very few openings to exploit.
2) Do not, under any circumstance, have Oolong hang out at the sides. Blues will trap Oolong and deliver enough punches and kicks to keep Oolong pinned down so you can't even jump. A quick way to end a stage with a defeat.
3) Also, don't even attempt to go "toe-to-toe" with Blues since he is much quicker then Oolong in the delivery of attacks. Use the tried-and-tested method of hit and run. This time, you have to be sure of your shot. If you miss, or if Blues blocks Oolongs attack, be prepared for a major counter-attack if you don't move out of the way in time. This means you need to basically attack and jump back at the same practical moment.
4) Blues also will jump around the screen when Oolong does. This makes it very difficult to pinpoint a position that Blues may be in. In addition, Blues can quickly move out of Oolong's attack range if Oolong isn't quick enough, or get behind Oolong to deliver a few blows of his own.
5) This battle will last a while Oolong and Blues jockey for position to deliver their hits. Unfortunately, skill and luck both are factors in this battle. Just do the above steps to tip the balance in your favor.
After defeating Blues, the game will start again at the first stage.
- SERIES -
1. Yie Ar Kung-Fu (1985)
2. Yie Ar Kung-Fu II - The Emperor Yie-Gah (1985, MSX)
- STAFF -
Staff : S. Tsuda, Y. Sugimoto, A. Inoue, H. Hori, Mitsuo Takemoto, Nishimura, S. Iwamoto, Shikama, Hasegawa, Yoshiaki Hatano
- PORTS -
* Consoles :
Nintendo Famicom (1985)
Sony PlayStation (1999, "Konami Arcade Classics")
Nintendo Game Boy Advance (2002, "Konami Collectors Series - Arcade Advanced")
Nintendo Game Boy
Sony PlayStation 2 (2005, "Oretachi Geasen Zoku Sono 8 - Yi Ar Kung-Fu")
Microsoft XBOX 360 (2007, "Xbox Live Arcade"): with enhanced and remade graphics, hand style painted backgrounds, enhanced sounds, new achievements, and the classic mode)
Nintendo DS (2007, Konami Classics Series - Arcade Hits)
* Computers :
Commodore C64 (1985)
MSX (1985)
Sinclair ZX Spectrum (1985)
Amstrad CPC (1986)
Commodore 16 (1986)
Acorn Electron
Spectravideo
* Others :
Konami Arcade Advanced Plug 'n Play TV Game (2004 - Majesco)
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=pc_ynoid,
$Edit this entry at Arcade-History.com
$bio
Yo! Noid (c) 1986 Capcom.
Yo! Noid is an adventure that takes you skipping, skating and skyscraper scaling through the streets of New York City. Your players will need every gimmick imaginable to out-prank the group of slippery scalawags who are disrupting the Big Apple with assorted monkeyshines and shenanigans. A mysterious Noid look-alike is the brains behind the bad guys. But if Yo! Noid can prevail, the reward is a lifetime supply of pizzas. Players of all ages will enjoy romping through the 14 levels of fun. And the good times don't stop there.
As was the case with many Capcom games based on cartoon characters, Yo! Noid had excellent cartoon graphics and sound effects.
- TECHNICAL -
Nintendo PlayChoice-10 hardware
Game ID : YC
Main CPU : Z80 (@ 4 Mhz), N2A03 (@ 1.789772 Mhz)
Sound Chips : N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 320
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo for manufacture and distribution.
Yo! Noid is the American version of the NES game "Kamen no Ninja - Hanamaru". The sprites were changed to add the Noid, the mascot for Domino's Pizza, and the levels have different backgrounds and enemies. Other than that, it is the same exact game.
The back cover of the NES instruction booklet included a $1 off Domino's Pizza coupon.
- TIPS AND TRICKS -
* Cheat mode : press Up(x2), Down, Left, Right, Left, Right, A, B, A, Up, Start at the title screen to display a new options screen.
* Warp zone : in level 3, right before the fourth enemy, press Up(x2), Down(x2), A. You will be taken to a special warp zone.
* There is a bug in the game during certain scenarios of the pizza eating contest. If your opponent has one card left, and you have a special 'hot sauce' power up and a number card, and you play the hot sauce card while the computer plays its card, the game will lock up after both cards have been played. This can be faithfully replicated throughout the game. Usually it is the case that when the computer or player has no cards left to play, the player with no cards left loses the round by default.
$end
$info=youkaidk,yokaidko,
$Edit this entry at Arcade-History.com
$bio
Yokai Douchuuki (c) 04/1987 Namco.
- TECHNICAL -
Namco System 1 hardware
Game ID : YD
Main CPU : (3x) M6809 (@ 1.536 Mhz), HD63701 (@ 1.536 Mhz)
Sound Chips : YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Supernatural Creature Traveler's Journal'.
This game is known outside Japan as "Shadow Land".
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.2 - 28XA-171) on 25/08/1987.
- TIPS AND TRICKS -
* There are 5 different endings depending on what you do during the play :
1) you go to Hell
2) you go to slave world
3) you go to beast world
4) you return to human world
5) you go to heaven
The endings are listed in crescent order of difficulty.
- STAFF -
Musics composed by : Hiroyuki Kawada
- PORTS -
* Consoles :
NEC PC-Engine (1987)
Nintendo Famicom (1987)
$end
$info=yosakdon,yosakdoa,
$Edit this entry at Arcade-History.com
$bio
Yosaku to Donbei (c) 1979 Wing.
In this title you play a little farmer guy, who is attempting to shoot down the crows out of his tree. Gameplay is identical to that of "Space Invaders". A large bird replaces the UFO that goes over the top of the screen from time to time. While a lumberjack will chop out a section of the tree every time the birds reach the side of the screen (lowering them closer to the bottom). The only real gameplay difference is that the birds come in a pyramid pattern, as opposed to the rectangle pattern of "Space Invaders". This serves to make the game much easier.
- TECHNICAL -
Main CPU : 8080 (@ 2 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
The title of the game translates from Japanese as 'Yosaku and Donbei'.
$end
$info=youjyudn,
$Edit this entry at Arcade-History.com
$bio
Youjyuuden (c) 05/1986 Irem.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : M6803 (@ 894.886 Khz)
Sound Chips : (2x) AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Vertical
Video resolution : 256 x 256 pixels
Screen refresh : 55.00 Hz
Palette Colors : 512
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Legend of Bewitching Beast'.
$end
$info=youma,youmab,youmab2,
$Edit this entry at Arcade-History.com
$bio
Youma Ninpou Chou (c) 1986 Nichibutsu.
Battle your way through a variety of landscapes shooting plenty of enemies as you go. Grab special scrolls that allow you to use a limited-time power-up weapon. Beat the end boss to move on to the next stage.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM3526 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
The title of this game translates from Japanese as 'Ghost Ninja Arts Scroll'.
This game is known outside Japan as "Ninja Emaki".
A bootleg of the game was released the same year by Game Electronics.
$end
$info=yujan,
$Edit this entry at Arcade-History.com
$bio
Yu-Jan (c) 1999 Yubis / T.System.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Play Mahjong'.
$end
$info=yuka,
$Edit this entry at Arcade-History.com
$bio
Yu-Ka (c) 1999 Yubis / T.System.
- TECHNICAL -
Main CPU : Z80 (@ 8 Mhz)
Sound Chips : ST0016 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 1024 x 1024 pixels
Screen refresh : 60.00 Hz
Palette colors : 1025
Players : 1
- TRIVIA -
The title of this game translates from Japanese as 'Play Hanafuda'.
$end
$info=yukon,yukon1,
$Edit this entry at Arcade-History.com
$bio
Yukon (c) 1989 Exidy.
- TRIVIA -
Released in March 1989.
- STAFF -
Written by : Larry Hutcherson
$end
$info=yumefuda,
$Edit this entry at Arcade-History.com
$bio
Yumefuda (c) 19?? Alba.
- TECHNICAL -
Main CPU : Z80 (@ 6 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 1
Buttons : 6
- TRIVIA -
The title of this game translates from Japanese as 'Dream Card'
$end
$info=yuyugogo,
$Edit this entry at Arcade-History.com
$bio
Yuuyu no Quiz de Go!Go! (c) 03/1991 Taito.
- TECHNICAL -
Taito F2 System hardware
Prom Stickers : C83
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Buttons : 5
- TRIVIA -
The title of this game translates from Japanese as 'Leisure Quiz de Go! Go!'.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on 01/04/1999.
$end
$info=zaryavos,
$Edit this entry at Arcade-History.com
$bio
Zarya Vostoka (c) 1984 Nova Games.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound CPU : Z80 (@ 2.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.536 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 40
Players : 2
Control : 8-way joystick
Buttons : 1
- SERIES -
1. Intrepid (1983)
2. Zarya Vostoka (1984)
$end
$info=zarzon,
$Edit this entry at Arcade-History.com
$bio
Zarzon (c) 1981 SNK.
- TECHNICAL -
Board Number : ZD1 / ZD2
Prom Stickers : SS / 122-136
Main CPU : M6502 (@ 705.562 Khz)
Sound Chips : Custom (@ 705.562 Khz), Samples (@ 705.562 Khz), SN76477 (@ 705.562 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 61.25 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick
Buttons : 2
- TRIVIA -
Licensed to Taito.
This game is also known as "Satan of Saturn".
Steve Weirzbecki holds the official official record for this game with 48,720 points on 01/16/1982.
A Zarzon upright unit appears in the 1983 film 'Joysticks'.
$end
$info=zaviga,zavigaj,
$Edit this entry at Arcade-History.com
$bio
Zaviga (c) 1984 Data East.
- TECHNICAL -
Top board Number : DE-0169-0
Middle Board Number : DE-0171-0
Lower Board : DE-0170-0
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : DECO (@ 2 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz), DAC (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Game programmer used a Millennium 95085 Microsystem Emulator to program this game.
- STAFF -
Game programmer : Akira Sakuma
$end
$info=zaxxon,zaxxon2,
$Edit this entry at Arcade-History.com
$bio
Zaxxon (c) 1982 Sega.
ZAXXON is a unique isometric perspective, in which you find yourself piloting an 'attack-shuttle' spacecraft, strafing the enemy's asteroid city in an attempt to destroy fuel tanks, gun emplacements, missiles, fighters and the dreaded enemy robot. With the aid of an altimeter that constantly monitors your height, you control your ship with an aircraft-style joystick, barnstorming your way through wall openings, under electronic barriers, dodging rockets, and in a later round, dueling with the insidious enemy robot. A successful attack-run across ZAXXON leads us to a deep-space dogfight with enemy planes. As you climb, turn and dive, a 'cross-hair' appears on the screen to indicate exact positioning for a laser hit on incoming craft. Notice the buffeting as you fly near 'proximity explosions'. In addition to your altitude, a running count is displayed of your score, number of ships remaining to you, number of enemy ships remaining to be destroyed, and fuel remaining. Fuel bonuses, as well as points, are awarded for destroying fuel tanks, but your ship crashes if you run out of fuel between rounds.
After a specified number of enemy ships are destroyed, the robot appears, launching seeker-missiles. Destruction of the robot requires six direct hits on the robot's missile launcher, after which the round changes with greater difficulty. Number of player ships and bonus point levels are operator selectable. Game play ends with the loss of your last ship.
- TECHNICAL -
There were two different dedicated cabinets available for Zaxxon, an upright and a cocktail :
* The upright version came in a nice woodgrain cabinet with black and blue sticker style sideart. The marquee is a blue 'Zaxxon' logo with a star filled background. The control panel has a nice 8-Way flight stick with fire buttons on either side, and graphics explaining how to play the game. Finally the upright uses two sets of coin mechs that are of an odd 'skinny' style.
* The cocktail version came in the standard Sega/Gremlin cocktail table (this same table was also used for "Frogger", "Carnival", and several other titles). This was a relatively unadorned machine, the only decorations were a set of instruction cards underneath the glass. This machine had a control panel on either side and used Wico balltop joysticks instead of flight sticks.
All versions used a vertical open frame monitor, and ran the same set of game boards. This game is fully compatible with "Congo Bongo", "Super Zaxxon", and "Future Spy" (those boards will plug right in without modification).
Main CPU : Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Released in February 1982. At the time of its release, Zaxxon was unique as it was the first game to employ isometric projection, something of a three-quarters viewing perspective. This effect simulated three dimensions (albeit from the viewpoint of a second person).
In the game, Zaxxon is the name of the enemy robot who you must destroy. Milton Bradley turned this and other Sega titles into board games. 'Can You Complete Your Mission Before Zaxxon Zaps You?'.
Vernon Kalanikaus holds the official official record for this game with 4,680,740 points on 03/15/1982.
A Zaxxon unit appears in the 1983 movie 'WarGames'.
A bootleg of this game is known as "Jackson".
- SCORING -
Gun Implacements (Green and Gray) : 200 or 500 points (random)
Fuel Tank : 300 points
Radar Tower : 1000 points
Missile (Ground-to-Air) : 150 points
Missile (Air-to-Air) : 200 points
Fighters (on runway) : 50 points
Fighters (in air) : 100 points + (50 points/level after level 2)
Zaxxon (destroyed with missile in launcher) : 1000 points
Zaxxon (destroying launched missile) : 200 points
Destroying all planes in space : 1000 points
Satellite : 300 points
- TIPS AND TRICKS -
* To kill the robot at the end of every second level, fly at 2 1/2 units (in other words, with two blocks of your altimeter filled in and one at halfway). Shoot 6 shots at the robot's missile, and you will kill it quickly. If you miss, either dodge the missile, or keep firing and you can still blow up the missile. However, you get less points for hitting the missile while it's in the air.
* Flying at an altitude of 1 1/2 will allow you to hit ground targets while making their shots go harmlessly under you.
* Shoot airplanes on the ground : it will reduce the number you need to kill in the space scene. If you shoot all the airplanes in space you will get a bonus.
* On the levels in outer space, start up the highest point on the upper left and start shooting immediately. You should be able to hit the satellite right away. If you miss, keep moving to the left and keep firing. This works for the second satellite also.
* This is important in later levels because it is possible to run out of fuel in space : if you hit the satellite, you will get some back.
* There are only two levels that repeat. The first air fortress level never gets much harder : use the same pattern for it. On the other levels, only the gaps become narrower.
* Always keep firing! This way you can see if you will make it through the gaps, and you can adjust your height as needed.
* The white canopy only indicates that the enemy plane is at the highest altitude. At any altitude, when an enemy is in your line of fire you will hear a tone and a white X appears in front of your plane. This makes it much easier to grab the 1,000 point bonus for destroying 20 enemy planes, as well as to avoid their shots.
* On later levels you will lose fuel quickly. Make sure you hit as many fuel tanks as possible. If you run out of fuel you will lose a ship.
- SERIES -
1. Zaxxon (1982)
2. Super Zaxxon (1982)
3. Zaxxon 3-D (1987, Sega Master System)
4. Zaxxon Motherbase 2000 (1995, Sega 32X)
- PORTS -
* Consoles :
Colecovision (1982)
Atari 2600 (1982)
Mattel Intellivision (1983)
Atari 5200 (1984)
Atari XEGS
Sega SG-1000 (1985)
Sony PlayStation 2 (2006, "Sega Genesis Collection")
* Computers :
Tandy Color Computer (1983)
Apple II (1983)
Atari 800 (1984)
PC [Booter] (1984)
Commodore C64 (1984)
MSX (1985)
Sinclair ZX Spectrum (1985)
PC [MS-DOS] (1985)
Amstrad CPC (1986, "Zaxx")
* Others :
VFD handheld game (1981) released by Coleco : one of the coolest handheld arcade conversion, Coleco's Zaxxon uses a unique combination of mirrors and 2 different VFD displays to get a 3-D affect. Your ship appears to be flying above the surface of the planet and actually flies over walls and other VFD generated images (not possible with just one VFD display). The planet's surface and ground based enemies are created by one VFD, while you and air-based enemies are created by the VFD reflected off a mirror.
LCD handheld game (1982) released by Bandai : it's a cool double panel LCD game (there are two LCD panels on top of each other). The dual panel creates a kind of 3D effect with lower objects on one panel, and higher ones on the other. Also, all of the background images are created by the LCD and animated. It's quite impressive for an LCD game (and a must have if you love Zaxxon!).
VFD handheld game (19??) released by Bandai : this game has a unique way of creating a 3-D effect - it only uses 1 VFD display (unlike Coleco's Zaxxon which uses two). The VFD is basically split in two, the upper half you see as the lower part of the playing field, while the lower part of the VFD is reflected on a semi-transparent mirror to create the upper half of the 3-D playing space.. Pretty cool idea to help, and it really works in that all of the ships (not just the players ship like on the Coleco version) have a true depth. It's a little awkward to play sometimes as you have to sit just right to get all of the screen centered perfectly, but once you are in position, it's a very nice version of Zaxxon. It features the planes in space mode, and the flying over land mode.. The only thing that seems to be missing is the actual Zaxxon boss at the end...
- SOURCES -
F.A.Q. by Kevin Butler A.K.A. War Doc
$end
$info=zedblade,
$Edit this entry at Arcade-History.com
$bio
Zed Blade (c) 1994 NMK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0076
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot, [B] Bomb
- TRIVIA -
Released in September 1994.
Zed Blade is known in Japan as "Operation Ragnarok".
This game runs on the Neo-Geo MVS and was not released on the Neo-Geo AES home console.
The game forbids the initials 'AAA' on the high score table. If you try, it gets changed to 'YOU'.
- STAFF -
Software : Ore Dayo
Graphic designers : Kate Seki, Ikezu Kenzi, Big Usi, Uisaku, Saiyer Kitamura, Mingmei
Sound : Manabu Namiki (Santaruru)
$end
$info=zektor,
$Edit this entry at Arcade-History.com
$bio
Zektor (c) 08/1982 Sega.
Zektor is a one or two player game that tasks you with the liberation of eight cities that have been seized by the evil cadre of alien robots. In order to liberate a city, you must defeat 3 attack waves of fighters and robo-probes. Fighters and Robo-probes are often shielded (in red), and each consecutive hit reduces the enemies shield strength, until, when the shield drops, a hit will destroy it. In addition, you will encounter three types of Moboids :
* Green Moboids spin the players ship on contact, and bounce enemy ships.
* Blue Moboids bounce all ships.
* Red Moboids destroy all un-shielded ships (including the players ship).
After defeating three attack waves, the Alien Robot holding that city will reappear within rotating protective rings, through which a 'slot shot' neutralizes that Robot, awarding the player a bonus ship and advancement to the next round.
- TECHNICAL -
Sega G80 Vector hardware
Main CPU : Z80 (@ 4 Mhz), I8035 (@ 208 Khz)
Sound Chips : Discrete circuitry, AY8910 (@ 2 Mhz), SP0250 (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 256
Players : 1
Control : dial
Buttons : 2
- TRIVIA -
The last alien is the alien from 1981's "Space Fury".
- SCORING -
Each round consists of the three attack waves (sub-rounds), which are scored as follows for each enemy ship destroyed :
Rounds 1 & 2
Sub-round 1 : 200 points.
Sub-round 2 : 400 points.
Sub-round 3 : 800 points.
Rounds 3 & 4
Sub-round 1 : 400 points.
Sub-round 2 : 800 points.
Sub-round 3 : 1600 points.
Rounds 5 & 6
Sub-round 1 : 600 points.
Sub-round 2 : 1200 points.
Sub-round 3 : 2400 points.
Rounds 7 & 8
Sub-round 1 : 800 points.
Sub-round 2 : 1600 points.
Sub-round 3 : 3200 points.
- TIPS AND TRICKS -
A Tip : when fighting in 'the city', try to stay in the upper left-hand corner. The city boss will not shoot you there.
- PORTS -
*Consoles :
Sony PlayStation 2 (2006, "Sega Genesis Collection")
$end
$info=znpwfv,
$Edit this entry at Arcade-History.com
$bio
Zen Nippon Pro Wrestling Featuring Virtua (c) 1997 Sega.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in November 1997.
The title of this game translates from Japanese as 'All Japan Pro Wrestling'.
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=findlove,
$Edit this entry at Arcade-History.com
$bio
Zenkoku Seifuku Bishoujo Grand Prix - Find Love (c) 1997 Sega.
A Japanese slide puzzle game featuring lots of anime style ladies.
- TECHNICAL -
Sega Titan Video hardware (STV)
Main CPU : (2x) SH-2 (@ 28.6364 Mhz), 68000 (@ 11.45456 Mhz)
Sound Chips : SCSP (@ 11.45456 Mhz)
Screen orientation : Horizontal
Video resolution : 704 x 513 pixels
Screen refresh : 60.00 Hz
Palette colors : 6144
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in December 1997.
The title of this game translates from Japanese as 'Nationwide Uniformed Girl Grand Prix - Find Love'.
Daiiki released a Japan Uniform Girls collection of 'Find Love' trading cards.
- SERIES -
1. Zenkoku Seifuku Bishoujo Grand Prix - Find Love (1997)
2. Find Love 2 - The Prologue (04/06/98, Sega Saturn)
3. Find Love 2 - Rhapsody (26/11/98, Sega Saturn)
- PORTS -
* Consoles :
Sega Saturn (1997)
$end
$info=zero,zero2,
$Edit this entry at Arcade-History.com
$bio
Zero (c) 1980 Jeutel.
- TECHNICAL -
Main CPU : M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC (@ 894.75 Khz)
Screen orientation : Horizontal
Video resolution : 294 x 239 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick (vertical)
Buttons : 5
- TRIVIA -
This game is a French bootleg of Midway's "Defender".
$end
$info=zerogun,zeroguna,zerogunj,
$Edit this entry at Arcade-History.com
$bio
Zero Gunner (c) 1997 Psikyo.
- TECHNICAL -
Sega Model 2A hardware
Main CPU : i960KB (@ 25 Mhz), 68000 (@ 12 Mhz), (2x) ADSP21062 (@ 40 Mhz)
Sound Chips : SCSP (@ 40 Mhz)
Screen orientation : Horizontal
Video resolution : 496 x 384 pixels
Screen refresh : 60.00 Hz
Palette Colors : 8192
Players : 2
Control : 8-way joystick
Buttons : 4
Another version runs on the Sega Model 2B hardware.
- SERIES -
1. Zero Gunner (1997)
2. Zero Gunner 2 (2001)
- STAFF -
Staff : Shin Nakamura, Toshinori Sugita, Masaki Izutani, Wataru Yamazaki, Hiroshi Yamada, Ikuya Yoshida, Katsuya Shikanouchi, Kentaro Maki, Ryoichi Morita, Narumi Tauchi, Daisuke Nobori, Noriko Tomishima
$end
$info=zerohour,
$Edit this entry at Arcade-History.com
$bio
Zero Hour (c) 12/1980 Universal.
Maneuver your spaceship and destroy meteorites and enemy ships falling from the top of the screen. Shooting a red meteorite awards a quadruple score. After all enemy ships have been destroyed, a landing pad will appear where you must carefully land your ship. Bonus points are awarded for a successful landing.
- TECHNICAL -
Game ID : 8011
Main CPU : Z80 (@ 4 Mhz)
Screen orientation : Vertical
Video resolution : 192 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 1
- SCORING -
Meteorite (large) : 5 points.
Meteorite (middle) : 10 points.
Meteorite (small) : 15 points.
Enemy spaceship : 20 points.
Enemy missile : 3 points.
- SERIES -
1. Cosmic Monsters (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Cosmic Avenger (1981)
$end
$info=zeropnt,zeropnta,
$Edit this entry at Arcade-History.com
$bio
Zero Point (c) 1998 Unico Electronics.
A target shooting game.
- TECHNICAL -
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : YM3812 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : lightgun
Buttons : 1 (SHOOT)
- TRIVIA -
Although 'Zero Point' as a title is intended to paraphrase the idiom "Point Blank" it fails to have this effect. In fact 'Zero Point' is a quantum mechanical term, describing the intrinsic value of a particular quantum property in the absence of external influences.
- SERIES -
1. Zero Point (1998)
2. Zero Point 2 (1999)
- STAFF -
Programmers : Cheong yong ik, Koo eun joong
Graphic designers : Na jong yong, Lee gi seon, Moon sung ok, Hong you hyun
Music & sound : Park hyo jin
Hardware : Chun Chung ok
Scenario & director : Chun Chung ok
$end
$info=zeropnt2,
$Edit this entry at Arcade-History.com
$bio
Zero Point 2 (c) 04/1999 Unico Electronics.
A shoot'em up, controlled by a light-gun. Its the 2nd game in the Zero point series.
- TECHNICAL -
PCB Number: UZP21001A
Main CPU : 68EC020 (@ 16 Mhz)
Sound Chips : YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz), OKI6295 (@ 30 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 8192
Players : 2
Control : lightgun
Buttons : 1 (SHOOT)
- SERIES -
1. Zero Point (1998)
2. Zero Point 2 (1999)
- STAFF -
Programmer : Cheong yong ik
Graphic artists : Song Phil Sang, Lee Jun Young, Ro Gi Tae, Moon Sung Ok
Hardware : Chun Chung Ok, Hong Seog Gil
Music & sound : Lee Hyoun Jong
$end
$info=zerotrgt,
$Edit this entry at Arcade-History.com
$bio
Zero Target (c) 1985 Data East.
- TECHNICAL -
Main CPU : (2x) M6809 (@ 2 Mhz)
Sound CPU : M6502 (@ 1.5 Mhz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 8-way joystick
Buttons : 5
- TRIVIA -
This game is known in Japan as "Gekitsui Oh".
$end
$info=zeroteam,zeroteaa,zeroteab,zerotsel,
$Edit this entry at Arcade-History.com
$bio
Zero Team (c) 1993 Seibu Kaihatsu.
A side scrolling beat-em-up that uses Japanese superhero-type characters. Characters are able to throw and break background objects and use them against their enemies. The goal is to progress past the end-of-level bosses and rescue the kidnapped girl.
- TECHNICAL -
Main CPU : V30 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 304 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
=> [1] Attack, [2] Jump
- TRIVIA -
There are 4 characters you can choose to play. They are named Ace, Speed, Spin (female) and Big O. Each character has its own speciality. For example, Ace is good at his flying kicks; Speed is the fastest of all; Spin's intercepting is marvelous since she has long arms, which allows her to slap her opponents easily; Big O is slow, but he has the most powerful punches.
Do not expect to defeat the enemies in a single session everytime. The AI level of this game is quite impressive even though it was created back in 1993. The enemies will use different approaches and unpredictable movement to defeat the player.
- TIPS AND TRICKS -
Never underestimate the enemies; go step by step and do not rush. The enemies are programmed to surround the player on both sides, both front and back. If you get surrounded, find a way out by using flying kicks, then try to group the enemies in one whole bunch and then punch them into ashes.
Super power can be used against the boss or other enemies. To use it, for Ace, press Punch three times continuously, followed by a short pause (half second), then press Punch again. For Speed, press Punch four times then pause and press Punch again. Normally, you can figure how many punches have been made by listening to the punching sound that bursts from the machine.
To get the highest score, one must finish the objects in bonus stage fast. A single player will be given 20 seconds to finish the objects. More time left over means more points.
Spin will score more when destroying enemies. The total points in a single session can be up to 13 million.
Use the stinger or bazooka wisely. Do not waste the bullet if you can use your flying kicks to trash the enemies. Wait until the boss appears and then open fire.
The total time needed to finish the game in one session is around 45 minutes.
- SERIES -
1. Zero Team (1993)
2. New Zero Team (1993)
$end
$info=zerotime,
$Edit this entry at Arcade-History.com
$bio
Zero Time (c) 1979 PETACO (Proyectos Electromecanicos de Tanteo y Color).
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : Tone generator and discrete circuits
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette colors : 98
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
This game is a Spanish bootleg of "Galaxian".
- SCORING -
Light Blue Ship in formation : 30 points
Light Blue Ship attacking : 60 points
Purple Ship in formation : 40 points
Purple Ship attacking : 80 points
Red Ship in formation : 50 points
Red Ship attacking : 100 points
Flagship in formation : 60 points
Flagship attacking with no escorts : 150 points
Flagship attacking with one escort, flagship killed before escort : 150 points
Flagship attacking with one escort, flagship killed after escort : 200 points
Flagship attacking with two escorts, flagship killed before BOTH escorts : 300 points
Flagship attacking with two escorts, flagship killed AFTER both escorts : 800 points
$end
$info=zerowing,
$Edit this entry at Arcade-History.com
$bio
Zero Wing (c) 1989 Toaplan.
- TECHNICAL -
Game ID : TP-015
Main CPU : 68000 (@ 10 Mhz), Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1989.
Licensed to Williams for US distribution.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Zero King - PCCB-00001) on 21/09/1989.
- UPDATES -
The Williams licensed version allows for 2-player simultaneous gameplay.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- STAFF -
Music and sound created by : Tatsuya Uemura
- PORTS -
* Consoles :
Sega Mega Drive (1991) : Contains an extra intro scene - ...'All your base are belong to us'...
NEC PC-Engine CD (1992) : Conversion by Naxat Soft.
$end
$info=zerozone,
$Edit this entry at Arcade-History.com
$bio
Zero Zone (c) 1993 Comad.
A risque version of "Columns".
- TECHNICAL -
Main CPU : 68000 (@ 10 Mhz)
Sound CPU : Z80 (@ 1 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 368 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : 4-way joystick
Buttons : 3
- TRIVIA -
This game shares the music with "Las Vegas Girl - Girl '94", another Comad game.
The samples 'Welcome' and 'You suck!' (originally 'You die!') were ripped from Data East's "Sly Spy".
$end
$info=czeroize,
$Edit this entry at Arcade-History.com
$bio
Zeroize (c) 1983 Data East.
- TECHNICAL -
DECO Cassette System hardware
Main CPU : M6502 (@ 750 Khz), M6502 (@ 500 Khz), I8X41 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 248 pixels
Screen refresh : 57.00 Hz
Palette colors : 32
Players : 2
Control : stick
Buttons : 2
$end
$info=chindrag,chugokur,
$Edit this entry at Arcade-History.com
$bio
Zhong Guo Long (c) 1995 IGS.
- TECHNICAL -
Main CPU : 68000 (@ 7.333333 Mhz)
Sound Chips : OKI6295 (@ 7.936 Khz), YM3812 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way Joystick
Buttons : 3
- TRIVIA -
This game is also known as "Dragon World".
- SERIES -
1. Zhong Guo Long (1995)
2. Zhong Guo Long 2 (1997)
$end
$info=drgw2c,
$Edit this entry at Arcade-History.com
$bio
Zhong Guo Long 2 (c) 1997 IGS.
A solitaire mahjong game where the object is to match 3 of a kind, using a limited amount of tiles.
- TECHNICAL -
IGS PGM hardware
Main CPU : 68000 (@ 20 Mhz)
Sound CPU : Z80 (@ 8.468 Mhz)
Sound Chips : ICS2115 (@ 8.468 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 2304
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
The title of this game translates from Chinese as 'China Dragon 2'.
This game is known outside China as "Dragon World II" and in Japan as "Chuugoku Ryuu II" (translated from Japanese as 'China Dragon II').
- SERIES -
1. Zhong Guo Long (1995)
2. Zhong Guo Long 2 (1997)
- STAFF -
Executive producer : Ming-Der Tsai
Director : Zhohg-Zen Gao
Software : Fred Liao, Ejiro Rii
Hardware : Franklin Wu
Music & Sound effects : Eddie Yao
Art conductor : Shih-Chlang Wu
Art designers : Kun-Sheng Yang, Chang-Shin Chen, Chin-Yuan Lin
Animation : Pon-Pon Peng
Producers : Ko-Chu Lee, Paul Chiang, A.C Chen, Tsung-Hui Cheng, Jack Wang
$end
$info=dzigzag,
$Edit this entry at Arcade-History.com
$bio
Zig Zag (c) 1982.
- TECHNICAL -
Main CPU : (4x) Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette Colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Dig Dug".
$end
$info=zigzag,zigzag2,
$Edit this entry at Arcade-History.com
$bio
Zigzag (c) 1982 LAX.
- TECHNICAL -
Main CPU : Z80 (@ 3.072 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.61 Hz
Palette Colors : 98
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
This game is a bootleg of "Dig Dug".
$end
$info=zingzip,
$Edit this entry at Arcade-History.com
$bio
Zing Zing Zip - The Shooting (c) 1992 Allumer.
A vertically scrolling shooter where you control a plane to shoot larger planes, tanks and trains.
- TECHNICAL -
Game ID : UY
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 384 pixels
Screen refresh : 60.00 Hz
Palette colors : 1536
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Tecmo.
$end
$info=zintrckb,
$Edit this entry at Arcade-History.com
$bio
ZinTricK (c) 1996 SNK / ADK.
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0211
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
=> Mode 1 : [A] Spin, [B] Shot, [C] Special attack
=> Mode 2 : [A] Shot, [B] Spin, [C] Special attack
=> Mode 3 : [A] Spin, [C] Special attack
- TRIVIA -
This game is known in Japan as "Oshidashi Zentrix".
The pre-production title of this game was "Droppers".
- TIPS AND TRICKS -
* Play As Ryu Eagle (Ninja) : Put the machine in 'Free Play' mode (via dip switches), at the character selection screen, highlight Subberg, hold Up+B and press A.
- STAFF -
Producer & Planner/Author : Takashi Hatono
Ace programmer : Satoru Kubota
Main programmer : Hideo Kamoda
Programmer : Vega
Sprite designer : Masayo Kobayashi
Scroll designer : Yohei Sano
System programmer : Eiji Fukatsu
Sound programmer : Makio Chiba
Chief music composer / Sound effect : Hideki Yamamoto
Music composers : Takao Ohshima, Keiichiro Segawa, Tsuyoshi Muramatsu
Market research : Yukio Gotoh
Character voice : Kazumasa Katsura, Ken Kazama, Naoki Ogata, Yasue Ishi, Sayaki Takeshita
Chief public inormation : Hajime Taguchi
Public information : Satsuki Itoh, Kayo Yamagata, Kiyotaka Sugiyama
Executive producer : Kazuo Arai
$end
$info=zipzap,
$Edit this entry at Arcade-History.com
$bio
Zip & Zap (c) 1995 Barko.
- TECHNICAL -
Main CPU : 68000 (@ 12 Mhz)
Sound Chips : OKI6295 (@ 8 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 8-way Joystick
Buttons : 3
$end
$info=zoar,
$Edit this entry at Arcade-History.com
$bio
Zoar (c) 1982 Tago Electronics.
Shoot oncoming planes and ground targets using your gun. Land on the air strip for extra points between stages. The game is an X and Z axis vertical shooter.
- TECHNICAL -
Main CPU : M6502 (@ 1.5 Mhz)
Sound CPU : M6502 (@ 500 Khz)
Sound Chips : (2x) AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 240 x 240 pixels
Screen refresh : 57.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1982.
Licensed to Data East for U.S. manufacture and distribution.
Eric Hanna holds the official official record for this game with 31,167,170 points on 06/11/2004.
- SCORING -
Large Red Airship : 500 points.
Small Airship : 300 points.
PT Boats : 80 points.
Submarine : 100 points.
Destroyer : 100 points.
Aircraft Carrier : 500 points.
Control Tower : 50 points.
Missile Launcher : 80 points.
Fuel Dump : 150 points.
Missile Silo : 300 points.
$end
$info=zodiack,
$Edit this entry at Arcade-History.com
$bio
Zodiack (c) 1983 Orca.
- TECHNICAL -
Main CPU : Z80 (@ 4 Mhz), Z80 (@ 1.78975 Mhz)
Sound Chips : AY8910 (@ 1.78975 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette Colors : 49
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Licensed to Esco Trading for Japanese manufacture and distribution.
$end
$info=zombraid,
$Edit this entry at Arcade-History.com
$bio
Zombie Raid (c) 1995 American Sammy.
Welcome to the extraordinary world of Zombie Raid. Players use specially designed sawed-off shotguns with pump action reload to fight their way through the graveyard, through castles and dungeons and even through the mad scientist's laboratory. Battle all kinds of ghastly creatures, like zombies and other frightful beings. You may feel like you're lost in a horror movie!
A myriad of secrets have been programmed into the game for added dimension. Can you discover how to get extra life? Can you find a way to escape the forces? Can you defeat the evil? The challenges are endless!
- TECHNICAL -
Cabinet dimensions : 76'' High x 41'' Deep x 31'' Wide.
Cabinet weight : 400 lbs.
Monitor : 25''.
Game ID : SZR-001
Main CPU : 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1536
Players : 2
Control : lightgun
Buttons : 2 (SHOOT, RELOAD)
- TIPS AND TRICKS -
* Crystal Codes :
Level 2 : The Crystal Code is posted at the end of the level, on the 2 pillars framing the wrought iron gate (below the head with the horns).
Level 3 : At end of level is elevator with zombies, after kill ALL elevator's zombies Red Crystall appear on screen.
Level 4 : The Blue Crystal is hidden in a statuette on a pillar (the statuette resembles the level 2 famous head with the horns).
Level 5 : The Green Crystal is obtained at the end of the level by killing the 2-heads monster.
To fight the final boss, the Crystal Codes seen on level 2 should be inserted : Red, Green, Blue - if not it is assured death.
In game are secret entrances where you will find special items:
1. At end of first graveyard is grave with your initials, behind this grave is tree and 'man with gun'. Shoot to this tree over 'man with gun' when screen move up. If you shot in right place on tree secret entrance will appear. In this secret entrance are items :
- LIGHTNING : lightning weapon
- CRUCIFIX : restore full energy when you lost all energy. Item can be used once (automatic).
2. In mission 3 when you enter to area after door opened by hidden lever, screen will move first to left, next to right. On left side one pillar is fault. Shot to this place where pillar should be - secret entrance will open. In this secret entrance are:
- SCOPE : crosshair
- BOMB : bomb icon will appear in left-upper corner. Shot it and whole screen explode. Item can be used once.
3. Again in mission 3, immediately after elevator shot to the wall right to the pillar. Secret entrance will open. In this secret entrance are items:
- AMMOx2 : auto-reload. Now you can use fire button only, gun will reload automaticaly.
- BLUE POTION : extra life
In game are more secret entrances but where ?
Some extra shots :
1. Shot to the second well on mission 3 using shotgun weapon - ghostbusters ghost will appear in the well.
2. When you shot to the ground using right weapon (not lightning) flowers will appear. When you shot 3 flowers then butterly will appear on screen, shot to butterfly, he give extra items.
3. On first graveyard are black cats, when you kill cat he give extra energy.
4. In mission 3 when sewers end and screen move up and stop then shot to the center in middle wall - secret lever will appear. When you trigger this lever on screen will appear clown on cycle - no idea for what.
Use FIRE weapon and you will easy finish game.
- STAFF -
Producer : Onijust (ONJ)
Programmers : Tomohiro Takahashi (TOM), Hiroaki Murase (MRS)
Graphic design : Isao Suwa (SUW), Ujita in U.S.A. (UJI), Noriyo Antako
Sound designer : Brian Schmidt
Game designer : George Matono
Executive producer : Yoshi Suzuki
Supervisors : Jim Miskell, Rick Rochetti
Technical supervisor : Kiyo Nishimura
Technical assistance : Gen Ozeki
Production coordinaor : Brad Faris
Cabinet coordinator : Pat O'Brien
Cabient designer : Tom Lenick
Artwork designer : Paul Faris
Electrical supervisor : John Jaron
Supervising engineer : Dave Pallotto
Mechanic coordinator : James Perales
Mechanic engineer : Bob Paneck
Game adviser : Dave Cane
Creature sound effects : Fred Young
$end
$info=zombrvn,
$Edit this entry at Arcade-History.com
$bio
Zombie Revenge (c) 1999 Sega.
A 2-player side-scrolling fighting game where players battle many zombies and machines throughout 7 different levels, including an alley, factory and inside a mansion.
Pick-up weapons such as machine guns, shotguns, and drills to help fight the zombies including a variety of guns, flamethrowers, axes, and a drill.
- TECHNICAL -
Sega Naomi hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ
- TRIVIA -
This game was originally called "Blood Bullet" and was then renamed "Zombies Nightmare" before Sega deceided on the name "Zombie Revenge". This game also serves as a spinoff to Sega's popular "The House Of The Dead" series. If you make it to level six, you will fight inside and outside of the same house from the first stage of "The House Of The Dead".
Tommy Jones holds the official official record for this game with 47,950 points on 06/03/1999.
- PORTS -
* Consoles :
Sega Dreamcast (1999)
$end
$info=zookeep,zookeep2,zookeep3,
$Edit this entry at Arcade-History.com
$bio
Zoo Keeper (c) 1982 Taito.
A superb, fast-paced arcade game in which the player takes control of Zeke the zoo-keeper. Many of the animals at Zeke's zoo are running wild and have captured Zeke's girlfriend, Zelda. Zeke must recapture as many animals as possible and rescue his sweetheart from the animals' clutches.
Zoo Keeper features two different, alternating play fields, with each level having its own task to complete; as well as a final 'bonus screen'. The three levels are as follows :
On the first play field, players must move Zeke around the outside of an animal enclosure, constantly re-building the enclosure wall that the animals are set on destroying. Any wild animals that are lose must be jumped over or the player will lose a life. The level's timer is represented as a fizzing fuse, and along this fuse are a number of bonus items such as beer or a net for catching escaped animals. When the timer's fuse reaches an item, it will appear on screen and can be picked up. Once the timer makes it to the word 'End', the current level is completed and play moves on to the next level. The bonus items that occasionally appear include mugs of beer, ice cream sundaes, clover clubs, watermelons, etc.
If Zeke manages to pick up a net, he will be able to capture the animals and put them back into the Zoo. The net will eventually disappear and the captured animals will try to escape once more by breaking through the enclosure wall. Zeke will have to continue building the wall around the Zoo until the time is up. At the end of the level, bonus points are awarded for every animal inside the wall. Animals found on this level are snakes, moose, camels, rhinos, elephants and a lion.
On the second, more difficult play field, Zelda is tied to a palm tree and Zeke must rescue her by jumping to the top of the screen via a series of moving platforms; dodging the coconuts thrown by a mischievous monkey. On each of the platforms, various foods and drinks can collected to earn extra points. Sometimes, one of the ledges will have a 'Free Game' sign that will grant the player a free credit. While Zelda is tied up, she says 'save me', and whenever Zeke gets knocked out by one of the deadly coconuts, she says 'Oh, no!' If Zeke makes it all the way to the top and rescues her, she says 'My Hero' and a bonus of 5000 points is awarded.
The first and second screens are alternated before the player finally reaches the third and final 'bonus screen'. Here, Zeke must jump over the herds of charging animals that are running from a cage at the foot of an escalator. Zeke must reach the escalator behind the animals' cage and make his way up to the next floor, where a second escalator - replete with more charging animals - awaits. Zeke must reach the top of the second escalator to rescue the trapped Zelda.
After Zeke has rescued Zelda on the final screen, the game begins again with an increased level of difficulty.
- TECHNICAL -
Upright cabinet dimensions : 67'' (170cm) High x 24'' (61cm) Wide x 30'' (76cm) Deep.
Upright cabinet weight : 280 lbs (126kg).
Prom Stickers : ZA03-ZA10 / ZV03-ZV10
Main CPU : (2x) M6809 (@ 1.25 Mhz), M68705 (@ 1 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Originally called "King Crab", Zoo Keeper was one of the few American-designed games that Taito released (with "Space Dungeon" and "Qix" being two others).
Here's a story straight from John Morgan, one of the programmers : "In 1982, Keith Egging was the Director of Creativity (or some weird title like that). He always had a human skull on his desk which opened up on a hinge and was filled with Hershey's kisses. One day a TV news crew came over to do some interview, and Keith showed them around. He took them back into our area and really played it up (feed them some pretty thick bull which they really ate it up). He took them to the farthest office of cubicles and said that this was DEEP THOUGHT - where all the heaviest thinking took place. Of course this was just made up (the office being picked for it's distance only), but hey, they bought it. The main programmers (me, Mark Blazczyk and Rex Battenberg) took off on this and other of Keith's tall tales and frequently made up whoppers about everything under the sun to one up each other with our far fetched stories. Pretty cool for those days.
Anyway, Keith came up with a weird game idea which I was going to program (back in those days there was only one programmer for pretty much all aspects of the entire game). His idea was to have a game where a crab would run around a rectangle on the screen. There were little eggs with faces on them that came out of the inside of the screen and would bounce off the rectangle and take bites out of it. When they went all the way through to the outside of the rectangle they would become tadpoles running around the rectangle edge. If the tadpole touched the crab it would be killed.
The crab would move around the screen and jump over the tadpoles, with it's claws opening and closing. To repair the wall damage where the eggs bit off chunks of the wall, you pressed a button and a thick line would shoot across the screen from underneath the crab and away from it (horizontally or vertically as appropriate). We were going to use the sound of castinets when this line was fired out - he really loved that sound.
This is about the stage where Keith's input finished, and the rest of the changes were almost entirely from my ideas.
Now, as a sidenote, we had no way to get art into the games. So I wrote some software that would allow you to use a modified control panel (with more buttons) so that you could create art (pixel by pixel) on the screen itself, complete with animation control. We hired a part time animator to use it to design the animals, complete with great motion for the time.
Secondly, we had to have sound effect and music. Tom Fosha (another programmer and a bit of a sick puppy in his own right) had been playing around with code to do some sound effects. Note that every sound sample was computer controlled (just like the graphics were). I looked at them and saw that they all either played with the volume of the samples (thus affecting the amplitude), or the duration inbetween the samples as they were output (thus affecting the frequency). I decided to write a single unified piece of code from scratch where you had two 24 byte buffers. One buffer held the volume levels for the looped sample (fairly traditional), and the second held the duration from each sample to the next (cutting a bit of new ground here). I then allowed each of these two waveforms to be independantly controlled. You could smoothly morph a waveform from one to another (again pretty new for that time) or you could slowly add waveforms. You could avoid clipping of the signal (where a value is too positive and becomes negative etc) or you could force it to occur (this had some really weird sounding effects). Since 24 samples is a multiple of 2, 3, 4, 6, 8, or 12, you could have samples which had different frequencies in the samples themselves. They made me a switchbox with 8 switches, so that I could try out code and use the swithes to select amoung 16 voltage waveforms, and 16 frequency waveforms which combined with the particular controlling code I was trying. With trial and error, I came up with a zillion really weird sounds that I had never imagined. The ones I liked I kept, and that is where all of the sound effects came from in the game. They were all experimentally procedural.
For the musical tunes, Tom Fosha wrote a seperate multi-tone player, and composed the tunes himself which were used for all the melodies in the game. He was really into jazz, and that came over beautifully in the game. OK, back to the game. I wanted to somehow allow you to shoot out more walls to hold in the eggs. So I put little locks on the screen randomly. When you shot a line which hit a lock, it would shoot two lines out perpendicular to your line. If any of these lines hit another lock, you would get a cascade effect. When enough locks appeared it could be pretty cool visually. But the problem was that so many walls evenly distributed could trap the eggs near the outside of the rectangle (instead of the middle) and they'd just bounce & eat their way out to the outside anyway.
So then I made the distribution of the locks more towards the four corners. This tended to make solid walls around the outer edge, which helped, but you could still trap the eggs near the outside and they'd still escape. That's about the time when I said that seeing a big crab get killed by eggs which turned to little tadpoles was a bit goofy. I suggested that we change the crab to a person who ran around the rectangle and where he ran he would lay bricks which would fill from the outside in. The brick laying would stop if there was an enemy there so that there would be a clear space for it to return to the center.
I suggested we change the eggs to animals which kept their form when they escaped, and would similarly kill the guy if he didn't jump over them. Since the guy was trying to keep the animals in then it seemed to make sense that he was a Zoo Keeper (I believe this was in a meeting with Ray Heidel, the Engineering Director). So we put a small cage in the center from which the animals escaped. I thought it would be cool to allow the Zoo Keeper to have a net which he used on the escaped animals which would put them back in the cage. And so I made the time line fuse which burned down, and along it were nets which would briefly give the Zoo Keeper this power. The actual art made the net look more like a frying pan (by accident), but that seemed pretty cool so I kept it and gave it an appropriate sound and effect when hitting the animals. I thought it'd be great to flash the entire screen for 1 frame when you did this. It had a pretty amazing subliminal effect on the excitement level.
In the original version, when the animals escaped the rectangle they would randomly decide whether to run clockwise or counter clockwise. This made it hard to survive since you couldn't predict their behavior if they escaped near you, and having roughly half of the animals running each way made it pretty hard to survive for long by jumping over them. So I decided that when the animal escaped, it would run in the direction away from you (where you were at that time). This way they wouldn't escape near you and run into you, so you'd have a lot of warning before they got you.
I made the reward for jumping over animals based on how many animals you jumped over. For each extra animal I roughly doubled the score. This continued for as many animals there were maximum in the game (16ish or so?, it's been a long time :-) So if you jumped a really massive number of animals you would get a gazillion points. But how do you get the animals to clump up for such a massive jump?
That's when I decided to remove the initial bricks around the rectangle at the start of a level. I delayed the initial animals escaping the cage, to give you time to drop down and start laying the wall as you saw fit. The trick was to run in one direction and cover just slightly over 50% of the rectangle with a wall and then just stop. This would allow the animals to immediately escape, but they'd always run away from you which forced them to all go in the same direction. And since they were in the same direction it was easier to survive, and since different animals moved at different speeds, they would tend to clump together periodically so you could wait for that to happen and then jump over a huge number of animals in a single jump - and voila - you could get huge scores!
Now, when the net came out, you would only want to knock in the animals that were running opposite to the direction of the herd. This you'd try to stand near a hole to force the escaping animals to run in the same direction as the herd.
This pretty much completed the game play of the initial level. It was really fun, but I wanted to have something more to break up the monotiny. So I came up with the idea of the ledge screen. You started at the bottom and could jump up on the moving ledges to get to your girl and save her. She was help captive by a gorilla throwing coconuts at you which would kill you (yeah, a bit of inspiration from Donkey Kong was going on here). I think it was Keith who came up with the name of Zeke and Zelda for the Zoo Keeper and his lady. I decided to make the ledges come out in a pre-determined sequence to reward the experienced player in that they would learn their preferred sequence of jumps to get safely to the top. This level was pretty cool, but I wondered what else I could do.
So, I came up with the idea of the escalator screen (similar to the ledge screen but with a different game play layout). This time when Zeke got to the top Zelda would give him a kiss.
Now you could cycle between these 3 levels for as long as a person could survive. If they made it far enough to loop back to levels they'd already done, I'd just speed things up a bit each time. Eventually they wouldn't be able to survive. For added coolness, I made the last escalator level so that when you saved Zelda a curtain would draw down over both of you, and a whole bunch of kisses would be all that appear. I wanted to make the kisses go up and down but we thought that would be a bit too much :-)
Anyway, I got to be pretty good at the game and could survive longer and longer. I decided to add a visually frantic feel to the game at these levels by cycling the color of the outer background. This massive color cycling effect would slightly distort the screen image due to power blooming of the monitor. This really cranked up the adrenaline. I'd survive so long that I'd have the maximum number of animals out in almost the same direction and jumping almost all of them at once occasionally for some phenominal score. This whole time I did this I was wrenching the joystick like I was going to break it off and the whole machine was rocking like the back seat in a drive in. I knew something was happening here.
Then I survived so long that I came to a ledge screen where the ledges had disappeared completely. Seems I found a bug. But the thrown coconuts were bouncing off of them even though they were invisible. So I gave jumping a try. Remember that the ledge sequence was completely predictable and I had gotten quite familiar with it. So I actually had a chance of getting to the top. That's when I decided to not fix the bug, but make it a feature (I guess the old saying "It's not a bug, it's a feature!" really did apply here). We were ready to test the game. I put in the needed diagnostics so the operator could control it. Since speed of the game was key to how long people could play, I made two operator speed adjustments. The first controlled the speed when a person initiall joined. The second controlled the speed when a person played for a long time. We put the machine out on test and I watched the players and timed them with a stopwatch. Then I tweaked these adjustments until they seemed optimal for fun and earnings.
The game went out in 1983 and was about the number three game of the year nationwide, which was quite good. Unfortunately, this was right at the time when the whole arcade market took one huge dive, so the game only sold a fraction of what it would have if completed just a year earlier. As Keith said, "The cash box is a cruel mistress! It is indeed.".
Shawn Cram holds the official official record for this game with 21,849,650 points on 06/15/2003.
A Zoo Keeper machine was shown at the 2003 classic arcade games show 'California Extreme' in San Jose, California.
- UPDATES -
Early machines had a bug in which the player could turn the machine off and on and get one or two free credits.
- SCORING -
As time progresses, you can pick up items that will give you points. Among one of the items is a white mallet. When you get the mallet the background will turn blue for about seven seconds. Any animal you come in contact with will return to the cage. In round one, for example, where you have to tend to five elephants, the first three items are mugs of root beer, worth 120, 250, and 500 points; the white mallet, the last item, scores 1,000 points. When time runs out, the stage is completed, and points are scored for every animal that is still inside the wall. The six animals, in order of ferocity :
Elephant : 250 points.
Snake : 500 points.
Camel : 1,000 points.
Rhinoceros : 2,000 points.
Moose : 4,000 points.
Lion : 30,000-60,000 points.
When not tending to the wall, you can jump over the animals to score points :
One animal : 100 points.
Two animals : 500 points.
Three animals : 2000 points.
Four animals : 6000 points.
Five animals : 15,000 points.
Six animals : 30,000 points.
Seven animals : 60,000 points.
Eight animals : 120,000 points.
Nine animals : 250,000 points.
Ten animals : 500,000 points.
Eleven animals : 1,000,000 points.
- TIPS AND TRICKS -
* Zoo Keeper contains a little-known free game feature. You can go into option and set the 'Free Game Rate' to 99 to make it appear more frequently. If it's set to 0, it won't come out at all. The Zoo Keeper Flyer actually has a note saying that the free game feature maybe prohibited in some states! - The free game icon pops up on one of the platforms on the 3rd screen (coconuts). It comes out like one of the bonuses, but instead it says 'Free Game' in a little box. When it appears, it has it's own little tune too (and it usually pops up opposite of where you are, so if you are at the bottom of the screen, it will come out at the top).
* Use A Benefit Free Try : Start the game, build the first wall of bricks a bit without jumping and immediately crash into an animal. If you have never jumped before, you won't lose a life. The game will simply advise you that you need to jump over animals to avoid them and round 1 will start again from its beginning. Best of all, you get to keep the wall of bricks that you built a bit.
* An Obscure Trick : On the coconut boards, when you jump onto the top ledge, you get some points. Jump off the ledge then onto it again; you'll get twice as many points. And again, for four times as many. The bonus keeps doubling until 300K per land. The best board to try this on is the board where the ledges are invisible. It's kind of hard to jump on then off, but so few coconuts are thrown that you have lots of room for error.
- STAFF -
Designed by : John Morgan, Keith Egging
Programmed by : John Morgan, Rex Battenberg, Mark Blazczyk
Music and sound effects by : Tom Fosha
- PORTS -
* Consoles :
Sony PlayStation2 (2005, "Taito Legends")
Microsoft XBOX (2005, "Taito Legends")
* Computers :
PC [MS Windows] (2005, "Taito Legends")
- SOURCES -
The Giant List of Classic Game Programmers, http://www.dadgum.com/giantlist/
$end
$info=zoom909,
$Edit this entry at Arcade-History.com
$bio
Zoom 909 (c) 1982 Sega.
- TECHNICAL -
Main CPU : (2x) Z80 (@ 4.992 Mhz)
Sound Chips : Samples
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 1
Control : 8-way joystick
Buttons : 3
- TRIVIA -
This game is also known as :
"Buck Rogers - Planet of Zoom [Cockpit model]".
"Buck Rogers - Planet of Zoom [Upright model]".
This games continue feature was unlimited, (which made the high score meaningless). That 'feature' made the game unpopular with the best players, (what's the point if you can just buy the top score ?).
- SERIES -
1. Zoom 909 (1982)
2. Buck Rogers - Countdown To Doomsday (1990 - MS-DOS)
3. Buck Rogers - Matrix Cubed (1992 - MS-DOS)
- STAFF -
Security by : Masatoshi Mizunaga
- PORTS -
* Computers :
MSX (1985)
$end
$info=zortonbr,
$Edit this entry at Arcade-History.com
$bio
Zorton Brothers (c) 1993 Web Picmatic.
- TECHNICAL -
Main CPU : 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 1
Buttons : 3
This game uses a laser disc.
$end
$info=zunkyou,
$Edit this entry at Arcade-History.com
$bio
Zunzunkyou No Yabou (c) 1994 Sega.
- TECHNICAL -
Sega System C2 hardware
Main CPU : 68000 (@ 8.948862 Mhz)
Sound Chips : YM3438 (@ 7.670453 Mhz), SN76496 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The title of this game translates from Japanese as 'Zunzunkyou's Ambition'.
$end
$info=zupapa,
$Edit this entry at Arcade-History.com
$bio
Zupapa! (c) 2001 SNK.
In this whimsical action game, you take control of an uber cute, long-eared, boxing-gloves wearing hero and his 4 little sidekicks (called 'Zooks' by the way!) in order to tackle colorful yet dangerous enemies in fun looking worlds such as Nightmare Land, Circus Land, Toy Land, Jungle Land, Dino Land, Japan Land, Sci-fi Land, Dragon Land & Virtual Land! Features very colorful graphics, nicely animated characters, fun bonus stages to mix things up and a simple yet really catchy soundtrack! Grab a friend for some truly awesome platforming fun!
- TECHNICAL -
SNK Neo-Geo MVS hardware
Game ID : 0070
Main CPU : 68000 (@ 12 Mhz)
Sound CPU : Z80 (@ 4 Mhz)
Sound Chips : YM2610 (@ 8 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 59.19 Hz
Palette colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Punch/Toss Zooks, [B] Jump
- TRIVIA -
This game runs on the SNK Neo-Geo MVS hardware and was not released on the Neo-Geo AES home console.
In February 1994, SNK third party developer Face debuted Zupapa at the AOU Show in Japan, however the game was released by SNK for its MVS system in 2001. That is the reason the game was long thought to be a prototype-only title! So far, this is the only NeoGeo un-released prototype game that finally saw an actual official release.
The game was finally released a few months after the 'success' of "Nightmare in the Dark" (because they are very similar : only graphics and levels change). They are so close that some players consider that Nightmare in the Dark is the adult version of the game (with dark graphics) and Zupapa the children version (with its cute animations).
This is one of the very few Neo Geo games that does not show the names of its developers at the ending, it also deems this title as Episode 1 but chances of a sequel are next to none! Too bad... :(
- TIPS AND TRICKS -
* You can find a few power-ups in the different levels :
S : Increase Zupapa's speed.
P : Increase Zupapa's power.
J : Add points whenever Zupapa jumps.
A : Add points whenever Zupapa punches.
X2 : Double the score of all score items.
* Destroy all enemies in any stage with a single Zook Bomb in order to be rewarded with a golden Zupapa trophy!
* Do not throw the Zooks if you do not need to, otherwise they will run away from you making the current stage more tricky to clear!
* After clearing the first world, when you start playing in the second world, at the end of each round when you've killed all the enemies, you are given a few seconds before being warped to the next stage. During this time you can keep jumping or pushing the punch button. Every time you push any of the buttons, you are awarded 100 points. Quite good for making high-score rewards.
* When you throw those small kids at the enemies and they are out cold for a few seconds, try to kill them by touching them when several other enemies are in the needed radius, this will of course kill that enemy but also kill the others in the certain radius and you'll get extra fruits hence bonus.
* Beat the game without continuing to see an extra congratulatory image in the ending.
$end
$info=zwackery,
$Edit this entry at Arcade-History.com
$bio
Zwackery (c) 1984 Bally Midway.
- TECHNICAL -
Bally Midway MCR 68k hardware
Main CPU : 68000 (@ 7.6524 Mhz)
Sound CPU : 68000 (@ 7.5 Mhz)
Sound Chips : DAC (@ 7.5 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette Colors : 4096
Players : 1
Control : dial
Buttons : 4
- STAFF -
Concept and design : Jeff Nauman, Brian Colin
$end
$info=zzyzzyxx,zzyzzyx2,
$Edit this entry at Arcade-History.com
$bio
ZZYZZYXX (c) 1982 Advanced Microcomputer / Cinematronics.
Perseverance will be overwhelming emotion game players as they move ZZYZZYXX up and down horizontal rows of alternating moving bricks to gather presents which will satisfy his love. Lola -- whose affection is not easily captured. ZZYZZYXX's vulnerability increases (as he collects gifts, as well as points) not only because of Lola's untouchable attitude, but because of obstacles such as rattifers trying to put an end to ZZYZZYXX's quest for Lola's love and affection.
Intelligent as the rattifers may be, there are 2 defenses ZZYZZYXX can use to outsmart the destructive creatures. ZZYZZYXX can brick himself within a brick when he sees an approaching rattifer or ZZYZZYXX can move into the space where there is a gold helmet. The gold helmet intensifies ZZYZZYXX's goal to reach Lola by allowing ZZYZZYXX to use the helmet to enclose a rattifer or break through one brick which is obstructing ZZYZZYXX's course towards Lola.
As irreproachable as Lola appears. Lola is overjoyed by ZZYZZYXX's success to retrieve enough presents and she whistles resoundingly to let ZZYZZYXX know. After ZZYZZYXX's triumphant deed for love. ZZYZZYXX becomes invincible, enabling him to elude the rattifers by imprisoning them within their spaces.
Other dangers testing ZZYZZYXX's skillful maneuvering are falling bombs, rising missiles and cracked bricks, each capable of disintegrating ZZYZZYXX.
As an added attraction, when a game player completes each level, there are animated cartoons depicting ZZYZZYXX's passionate desire to impress his love for Lola. Also delightful music throughout the game leaves the players humming and their foot tapping.
- TECHNICAL -
Cinematronics never designed a dedicated cabinet for this game. It can be found in any of the generic black cabinets of the day (they used several different ones during the production run). No side-art was made, just a control panel overlay, marquee, and two stickers (which were applied to a generic glass monitor bezel). A far cry from the standard floor to ceiling art that decorated most games in the early eighties. This game uses a unique wiring harness that is not compatible with any other titles, although it could be rigged up in any vertical cabinet with a little work.
Main CPU : Z80 (@ 3 Mhz)
Sound CPU : Z80 (@ 1.5 Mhz)
Sound Chips : AY8910 (@ 1.5 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 2
Control : 2-way joystick (vertical)
Buttons : 1
- TRIVIA -
Released in November 1982.
A prototype of this game is known as "Brix", which was renamed to ZZYZZYXX before release. Note : This game is always the last to appear alphabetically in a complete arcade games database. :)
Note : The screen is divided into 12 rows of bricks.
Kris MacLillivray holds the official official record for this game with 1,068,010 points on 06/11/2004.
Advanced Microcomputer was founded by Rick Dyer, who would later go on to create "Dragon's Lair" for Cinematronics.
- SCORING -
The Bonus Points System :
Level 1 : 250 points per gift (2000 pt. maximum)
Level 2 : 500 points per gift (4000 pt. maximum)
Level 3 : 1000 points per gift (8000 pt. maximum)
Level 4 : 2500 points per gift (20,000 pt. maximum)
Level 5 : 4500 points per gift (36,000 pt. maximum)
Level 6 : ???? points per gift (??,??? pt. maximum)
$end