Accepted [+] [X] Vermin [Model MT-03] Update submitted by XtC
Vermin (c) 1980 Nintendo Co., Ltd.
In Vermin, moles pop out of the ground and try to get into the player's garden. The player has to hit the moles with a hammer to keep them out of the garden.
- TECHNICAL -
Model MT-03
- TRIVIA -
Vermin was released on July 10, 1980 in Japan.
Mr. Game & Watch has a move called Vermin in Super Smash Bros. Melee and Super Smash Bros. Brawl in which he uses two hammers to strike his opponent.
- PORTS -
In the updated version of Vermin in the Game & Watch series, the regular Mr. Game & Watch is replace by Yoshi whom has to stop various Mario enemies from destroying Yoshi Eggs.
* CONSOLES:
Game Boy "Game Boy Gallery"
Game Boy Color "Game & Watch Gallery 2"
Nintendo DSi (2009)
- SOURCES -
Game's picture.
Accepted [+] [X] Guilty Gear XX #Reload [Model GDL-0019] Update submitted by XtC
Guilty Gear XX #Reload (c) 2003 Sammy.
- TECHNICAL -
GAME ID: GDL-0019
Runs on the Sega "NAOMI GD-ROM System" hardware.
- TRIVIA -
Released in March 2003.
Developed in cooperation with Arc System Works.
Team Entertainment released a 2 CD limited-edition soundtrack album for this game (Guilty Gear XX #Reload Korean Version Original Sound Track - KDSD-00017~8) on 06/11/2003.
- TIPS AND TRICKS -
* Give your opponent a handicap on Round 2 - If you feel that you have beaten your opponent easily in Round 1, press 'Respect' after delivering the Knock out blow to taunt your opponent. 'Rakusyo' (Japanese for 'easy victory') will appear, and your opponent's tension gauge will increase by half at the beginning of the next round.
* Unlock M.O.M Mode : After inserting coin, press all buttons and press start.
- SERIES -
1. Guilty Gear X [Model 841-0013C] (2000)
2. Guilty Gear X Version 1.5 (2003)
3. Guilty Gear XX [Model GDL-0011] (2002)
4. Guilty Gear XX #Reload [Model GDL-0019] (2003)
5. Guilty Gear Isuka (2004)
6. Guilty Gear XX Slash (2005)
7. Guilty Gear XX Accent Core [GDL-0041] (2006)
8. Guilty Gear XX Accent Core Plus R (2012)
9. Guilty Gear Xrd -SIGN- (2014)
10. Guilty Gear Xrd -REVELATOR- (2015)
- PORTS -
* CONSOLES:
Microsoft XBOX (2004)
Sony PlayStation 2 (2004)
Sony PSP (2005, "Guilty Gear Judgement")
* COMPUTERS:
[JP] PC [MS Windows] (jul.23, 2004) by Media Kite : Release problems included the fact it was a exact port of the Sony PS2 version, the nearly a GB of hard disc space it needed to run, and using 64MB Direct3D graphics to manage to pull off the hugely detailed and lightning quick gameplay that the console version it was based off enjoyed. The audio quality has been downsampled in Ogg Vorbis format in order for it to fit onto a CD-ROM. It plays virtually the same as the Sony PlayStation 2 and Arcade versions.
- SOURCES -
Game's ROM.
Accepted [+] [X] Gals Panic II Update submitted by XtC
Gals Panic II (c) 1993 Kaneko.
Gals Panic II is a "Qix"-style adult puzzle game. The objective is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies.
There is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a monster. If a round is completed while the monster's image is shown then the round must be repeated. But unlike in the original, the bar is unaffected by revealing the silhouetted and un-silhouetted parts of the image.
After completing three rounds, there is a break-out styled mini-game where the player may gain an extra life if he clears the blocks before the time limit.
- TECHNICAL -
Main CPU : (2x) Motorola 68000 (@ 16 Mhz)
Sound Chips : (2x) OKI6295 (@ 12 Khz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in December 1993.
Unlike the first game in the series, 'Gals Panic!' the player can no longer connect to the outside border of the image. This is a feature that will continue throughout the rest of the series.
Do You Know ? : Kaneko's scouts are travelling to every corner of the globe in search of the world's sexiest, most beautiful girls. They will surely live up to your wildest fantasies and satisfy your desires. ;-)
This game was refused classification in Australia on August 9th 1996, after being submitted by the Victorian Police.
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)
- STAFF -
Program : M. Kanaoka, Yukihiro Yamazaki
Program support : Y. Shintani, Masahiro Honma, Y. Sakakura, A. Takahashi, S. Igaeashi
Graphics design : Y. Ishii, K. Matsuoka, Y. Nakamura, T. Kuwahara, K. Fukai, M. Narukawa, Y. Ozaki, T. Yoshikawa, Y. Kubo
Sound design : Tatsuya Watanabe, Y. Wada
Hardware design : H. Morinaga
Develop management : K. Murakami
Develop support : F. Mitsuti, N. Tada, K. Nobori
Planning & direction : Hiroshi Kaneko
- PORTS -
* CONSOLES:
Nintendo Super NES : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Galivan - Cosmo Police Update submitted by XtC
Galivan - Cosmo Police (c) 1985 Nichibutsu.
Galivan is a single player platform shoot-em-up in which the player takes on the roll of a 'Cosmo Police' officer who runs and jumps around a multi-directional scrolling cave system, destroying or avoiding waves of constantly attacking robots, aliens and alien ships.
The player starts the game as an unarmed human, whose only attacking options are kicking and punching, but picking up a POW item encases the human in a robotic suit and arms the player with a laser gun.
Collecting the blue POW items while in the suit awards the player with a powerful beam weapon for a limited time, while the red POW item gives the player a three-shot cannon. POW items are dotted throughout the levels and can also be gained by shooting the blue robot aliens.
The player's character has an energy bar that decreases whenever the player is hit. Should this fall below the halfway point, the robot suit will be lost and the player will once again be an unarmed human.
Collecting a POW item while in human form will restore the player's energy. If a POW is collected while wearing the suit, however, the player's energy will NOT be increased but their weapon will receive a power-up.
The game's platforms are littered with springboards that fire the player high into the air when stepped on. Some platforms - often containing POW items - can only be reached via a springboard.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), (2x) DAC
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Galivan Cosmo Police was released in December 1985.
The game is inspired by the Japanese telefilm 'SPACE SHERIFF GAVAN'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on 21/09/1988.
- UPDATES -
REVISION 1 :
* Build date : DEC 11 1986
REVISION 2 :
* Build date : DEC 16 1986
- SERIES -
1. Galivan - Cosmo Police (1985, Arcade)
2. Cosmo Police Galivan II - Arrow of Justice [Model SHVC-GI] (1993, Super Famicom)
- STAFF -
Directed by : Shigeki Fujiwara
Software by : T. Tsuchie
Hardware by : Isao Shiki
Designer by : K. Nakagawa
Music & Sound by : Kenji Yoshida
- PORTS -
Note: For the home computer releases, this game was persistently incorrectly named 'Galvan' on the inlay spine, instructions and magazine reviews.
* CONSOLES:
[US] [EU] Nintendo NES (1986)
[JP] Sony PS4 [PSN] (apr.9, 2015) "Arcade Archives - Cosmo Police Galivan [Model CUSA-01876]"
Sony PlayStation 4 [PSN] [AS] (aug.6, 2015) "Arcade Archives - Cosmo Police Galivan"
Sony PlayStation 4 [PSN] [US] (oct.20, 2015) "Arcade Archives - Cosmo Police Galivan [Model CUSA-03373]"
Sony PlayStation 4 [PSN] [EU] [AU] (feb.9, 2016) "Arcade Archives - Cosmo Police Galivan [Model CUSA-03383]"
* COMPUTERS:
[EU] Amstrad CPC (1986)
[US] Commodore C64 [EU] (1986)
ZX Spectrum [EU] (1986)
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Frogger [Model GX392] Update submitted by XtC
Frogger (c) 1981 Konami Industry Company, Limited.
Frogger is a one or two-player game in which players must overcome a number of hazards to safely guide the green amphibian from the bottom of the screen to one of five home bases situated at the top of the screen.
The lower half of the screen consists of a bi-directional flow of traffic moving across five lanes. To navigate across the road safely, Frogger's hops must be timed to avoid the vehicles, which include buses, civilian traffic and racing cars, with different vehicle types moving at different speeds. As well as being able to hop vertically, Frogger can also move left and right, allowing him to move with the flow of traffic.
The upper half of the screen consists of a fast-flowing river populated with logs, crocodiles and turtles. Frogger will drown if he has any contact with the water and these act as platforms onto which Frogger can hop. He must be careful to avoid contact with crocodiles' snapping jaws, however and some of the turtles will periodically dive below the water's surface, drowning Frogger. Frogger will also die if he is on a log, turtle or crocodile when it reaches the edge of the screen.
On the logs of the river section a female frog will occasionally appear and bonus points are awarded if Frogger successfully escorts her safely home. A fly also appears randomly in a home base and bonus points are awarded if Frogger enters the base when the fly is present. Conversely, a crocodile may also appear in a home base and a life is lost if Frogger enters the base while the crocodile is present.
A round is completed once five frogs have been guided safely home, after which the next round begins with an increased level of difficulty. This includes faster-moving vehicles on the road section and new, deadly hazards on the river section, including crocodiles, otters and snakes.
- TECHNICAL -
Game ID : GX392
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 1.78975 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.78975 Mhz)
Players : 2
Control : 4-Way Joystick
- TRIVIA -
Frogger was released by Konami in June 1981 in Japan; it became a runaway hit.
1981 was a big year in video games. A lot of companies were putting some pretty popular games on the market and it created a very competitive atmosphere as to what company was putting out the most popular ones. In addition, 1981 continued on the trend of the 'cute' type games such as "Ms. Pac-Man", "Qix", and a host of Pac-Man clones. Konami was already becoming a force to be reckoned with in the video gaming world. With such hits as "Space War", "Scramble", and "Super Cobra", Konami was making its mark.
The sound that can be heard when a coin is inserted into the machine was sampled by producer Richard X for the Sugababes' song, 'Freak Like Me' (and is the very first sound on the track).
Frogger has numerous bugs, although many of these are not immediately apparent to the average player :
1. Sections of the music will occasionally cut out, although the main melody will continue to play.
2. On occasion, Frogger displays a somewhat haphazard approach to collision detection. One side effect of this is that the player can sometimes make a perfectly legal and safe jump and still lose a life. Another side effect of this is that the player can jump up onto the first row of turtles, and then immediately jump back. This will place the player 'off the grid', and it is now possible to jump right off the side of the screen, leading to a loss of life.
3. There are several other odd jumps that can be made as well. Firstly, the player can 'hang off' the left side of a turtle, but attempting to do the same on the right side results in death. If the player jumps onto a home base with an alligator (and the 'gator vanishes after you jump, but before the player lands), Frogger will be killed, but he will ALSO make it home. Finally, left and right jumps on the top row of logs are sometimes much slower than usual - this is more likely to occur after previously eating a fly.
4. Another in-game bug is that the lady frog will sometimes be invisible, but will flash red when the player jumps onto the spot where she is.
Mark Robichek holds the official record for this game with 442,330 points.
A Frogger unit appears in the 1999 movie 'Magnolia' and the sitcom 'Two and a Half Men'; Season 5, Episode 2 (People Who Love Peepholes).
Frogger inspired a catchy hit song by Buckner and Garcia called 'Froggy's Lament' released on the 'Pac-Man Fever' album.
The TV show, Seinfeld, has an episode named 'The Frogger'. George and Jerry are in Mario's Pizza which is closing down, and they find a Frogger game still there. They realize that the high score of 860,630 points has George's initials GLC [George Louis Costanza]. They reminisce about the night it happened : "I was unstoppable!... Just the right amount of grease on the joystick". George decides to buy the Frogger machine to immortalize his high score, but Jerry informs him that unplugging the game will erase all of the scores. Later, George tries in vain to call an electrician to help : "I need a guy that can rig a Frogger machine so that I can move it without losing power, 'cause I have the high score. H-hello?". Kramer suggests an electrician who can help. George says, "Kramer, listen to me. I'm never gonna have a child. If I lose this Frogger high score, that's it for me". George assembles a team and hatches a plan to salvage the game. But when he arrives, he finds the team playing the game, which has only three minutes of battery life left. They can't get it back in the closed pizzeria, but there is an open pharmacy across the street where it could be plugged in. George decides to push the machine across the highway, and an overhead shot of this feat looks much like the Frogger game itself, and the music from the game is played. At the end, George is unable to push the game onto the sidewalk and it gets destroyed by an oncoming truck.
MB (Milton Bradley) released a board game based on this video game (same name) the same year, 'One Wrong Leap Will Get You Squished And Splattered' : in this version of the game, 2 players face off, each with their own army of frogs, logs, and automobiles. Each turn, a player spends his movement points either moving his frogs toward their goal (the other side of the board), or moving logs and cars in an attempt to block or squash the other player's frogs. Complete with 'bonus points' for landing on flies, this is actually a pretty faithful interpretation of the video-game, but far too simple to have any long-lasting interest. More of a curiosity for video game enthusiasts than anything.
Frogger also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.
The main character appears on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Forward Hop : 10 points (max points per home is 100)
Frog Safely Put in Home : 50 points
Completing a Level : 1,000 points
Bringing a Lady Frog to Your Home : 200 points
Eating a Fly : 200 points
You also get a time bonus of 10 x the remaining seconds added to your score.
- TIPS AND TRICKS -
* When you start the game, your frog will start at the bottom of the screen. You will have 60 seconds to move your frog up 10 spaces and successfully put it in one of the homes. If you are successful, then you will try to put another frog in another home and so on until you fill up all five homes with frogs. When you do this, you progress to the next level.
* Note the traffic flow of the two parts. The cars travel on the roadway while the logs, turtles, crocodiles, etc. travel on the water lanes in the following direction :
a) Lanes #1, #3, and #5 go from right to left.
b) Lanes #2 and #4 go from left to right.
* First, you must cross the highway. You will become roadkill if a vehicle hits you or you hit a vehicle. Try to find 'lanes' in between the vehicles. You must plan for gaps to form in the first three lanes so you don't become trapped. The vehicles in the first three lanes move slowly enough that you can jump side to side with reasonable safety.
* Lane #4 is the dangerous lane. Depending on how much time you are taking, the cars may pick up speed even though it shows slow on the chart. Keep this in mind when you are moving your frog.
* At level 3, a snake will either be in the median or on the log in water lane #3. The snake is deadly to your frog and you cannot hop over it.
* The turtles are pretty easy to navigate over in water lanes #1 and #4. Be wary of the diving turtles and only use them as a quick bypass to a more solid footing. If your frog is on a diving turtle when it dives, your frog will drown.
* Again, time your jumps to coincide with the logs and turtles to ensure you will always have a solid footing to jump to. As the levels progress, you will have less things you can jump to.
* You can jump on the backs of the crocodiles and otters. Just don't get near their mouths or they are apt to turn your frog into a meal.
* You may see a purple lady frog hopping around on a log in water lane #2. Just cross over her to give her a piggyback ride to your home and get an extra 200 points.
* Watch out for the snakes, they sometimes like to ride on the logs. If you see a snake on a log, jump back to solid footing.
* Your frog cannot 'wrap-around' the screen so make sure you bail off before that footing disappears off the edge of the screen or your frog will come out the other side in a squished condition.
* By that same token, if you have the time and necessary footing, you can hold out until the fly appears in your home before you settle your frog in. That's another 200 points.
* Try to fill in the two end homes before going for the middle. The hardest home to get into is the left-hand one (home #1) since everything in water lane #5 goes from right to left. This means you may have to bounce back to water lane #4 so you can get a good shot at your home.
* Speaking of getting your frogs into their homes, you must hit exact center or your frog will die. Also, keep in mind that crocodiles like to randomly appear in your home. Make sure that your home is clear before trying to settle your frog down into it.
* Again, if you waste too much time, the things on the river will move quicker so you will have to adjust your strategy accordingly.
* When the game is playing in attract mode, you can control the frog. When the frog reaches water lane #4, you can control the frog's movements until you move either up or down.
* If you jump into your home at the same time the crocodile is leaving your home, you will be credited with making to your home but you will still lose a frog in the process.
* You can dangle your frog from the left side of the turtles but not the right side.
* Your side-to-side movements in water lane #5 may be slow and sluggish.
* The lady frog will sometimes be invisible. In this case, the only time you know she's there is when you jump on her. She will then ride on your back to your home.
- SERIES -
1. Frogger (1981)
2. Frogger II - Three Deep (1984, Colecovision)
3. Frogger [Unreleased Prototype] (1991, Sega Game Gear)
4. Frogger [3D remake] (1997, Sony PlayStation, PC CD-ROM)
5. Frogger 2 - Swampy's Revenge (2000, PC CD-ROM, Sony PlayStation, Sega Dreamcast)
6. Frogger's Adventures Temple of the Frog (2001, Nintendo Game Boy Advance)
7. Frogger's Adventures 2 - The Lost Wand (2002, Nintendo Game Boy Advance)
8. Frogger - The Great Quest (2002, PC CD-ROM, Sony PS2)
9. Frogger Beyond (2003, PC CD-ROM, Microsoft XBOX, Nintendo GameCube)
10. Frogger's Adventures: The Rescue (2003, PC CD-ROM, Nintendo GameCube, Sony PS2)
11. Frogger - Ancient Shadow (2005, Microsoft XBOX, Sony PlayStation 2, Nintendo GameCube)
12. Frogger Helmet Chaos (2005, Nintendo DS, Nintendo GameCube, Sony PS2)
13. My Frogger Toy Trials (2007, Nintendo DS)
14. Frogger - Hyper Arcade Edition (2012, PSN)
- PORTS -
* CONSOLES:
[EU] Magnavox Odyssey 2 (1982)
[BR] Magnavox Odyssey 2 (1984)
[AU] Atari 2600 (1990) "2 Pak Special: Star Warrior & Frogger"
[EU] [JP] Microsoft XBOX 360 [XBLA] (jul.12, 2006)
* HANDHELDS:
[EU] Nintendo Game Boy Color (1997) "Frogger [Model DMG-AFRP-EUR]"
[JP] Nintendo GBA (may.2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]"
[EU] Nintendo GBA (june.21, 2002) "Konami Collector's Series - Arcade Classics [Model AGB-AKCP-EUR]"
* COMPUTERS:
[EU] Sinclair ZX 81 (1981) by Sega
[EU] BBC Micro (1982) by A&F Software
[EU] BBC Micro (1983) "Froggy" by Superior Software
[EU] Commodore C64 (1983)
[EU] Sinclair ZX Spectrum (1983) by Rabbit Software
[EU] Sinclair ZX Spectrum (1983) "Froggy" by DJL Software
[JP] Tomy Tutor (1983)
[JP] MSX (dec.1983) "Frogger [Model RC704]"
[EU] Acorn Electron (1984) "Hopper"
[EU] Amstrad CPC (1985) "Froggy" by R&B Software
[EU] Oric I (1983) "Hopper" by PSS (Personal Software Services)
[JP] Sharp X68000 (1991)
* OTHERS:
VFD handheld game (19??) by Computer Games Limited
[JP] VFD handheld game : by Gakken
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Final Fight Revenge Update submitted by XtC
Final Fight Revenge (c) 1999 Capcom Company, Limited.
A 1-on-1 fighting game based on the "Final Fight" series.
- TECHNICAL -
Sega Titan Video hardware (STV)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Final Fight Revenge was released on July 14, 1999.
This game was created by Capcom USA, not the main Japanese branch.
This game was a disappointment to many fans of the original "Final Fight", the original was a 2-D side-scrolling beat-em' up, 'Revenge' is a 3-D versus fighting game, like "Street Fighter EX", only not as good.
If you are using Cody and defeat your opponent with the 'Punch-out' super move, you get a special 'You're already dead' victory pose that is a direct rip-off of 'Hokuto no Ken' (aka 'Fist of the North Star').
- SERIES -
1. Final Fight [B-Board 88622B-3] (1989, Arcade)
2. Final Fight 2 [Model SHVC-F2] (1993, Super Famicom)
3. Mighty Final Fight (1993, Famicom)
4. Final Fight Tough [Model SHVC-AFZJ-JPN] (1995, Super Famicom)
5. Final Fight Revenge (1999, Arcade)
6. Final Fight - Streetwise (2006, PS2/XBOX)
- PORTS -
* CONSOLES:
[JP] Sega Saturn (mar.30, 2000; "Final Fight Revenge [4MRAM Doukori Ban] [Model T-1248G]")
[JP] Sega Saturn (mar.30, 2000) [Model T-1249G]
Sega Dreamcast : In development but was never released.
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Official website: http://www.capcom.co.jp/newproducts/arcade/ffr/index.html
Accepted [+] [X] Garou Densetsu - Shukumei no Tatakai [Model NGM-033] Update submitted by XtC
餓狼伝説 宿命の闘い (c) 1991 SNK Corporation.
(Garou Densetsu - Shukumei no Tatakai)
Terry Bogard & Andy Bogard enter in a tournament called the King of Fighters where they must face dangerous fighters in order to find their father's murderer, none other than the tournament's sponsor & supreme champion : Geese Howard. Joe Higashi also enters the tournament in search of the championship title. Who will come out victorious? The main features in this story-driven fighter are backgrounds that feature two battle planes for pseudo 3-D action, & excellent music!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-033
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (3 usables)
[JOYSTICK] 8-way [A] Punch [B] Kick [C] Skill
- TRIVIA -
Garou Densetsu was released in November 1991 in Japan.
The title of this game translates from Japanese as 'Legend of Hungry Wolf - Battle of Destiny'.
This game is known outside Japan as 'Fatal Fury - King of Fighters'.
Originally called 'Real Bout', SNK opted to change the title to 'Fatal Fury'. You can see the game's original title on the banner of a store in the background of Hwa Jai's stage ('Real Bout Shop').
According to the USA flyer, the name of the game is 'Fatal Fury - The Battle of Fury'. On the ingame titlescreen, however, it's called 'Fatal Fury - King of Fighters'.
The official name of the tournament is 'The King of Fighters'. This can be verified if you look closely the promo poster seen in the name rankings. Later SNK would use this name for a popular game series of its own.
The music in a 2-player battle is taken from the first stage of "Street Smart".
This is the very first game that featured one of SNK's most famous fighters : Terry Bogard! Over the years, Terry Bogard has appeared in many games, usually in his familiar jacket with a star on his back and a cap on his head. However, what is on his cap is different (probably because he tosses so many of them, but that's a different story). Some games have him wear a blank cap, some have his cap say 'Running Wild', some have the Neo-Geo logo on them, but the commonly accepted cap is the one that says 'Fatal Fury' on it.
Terry Bogard appears in "Quiz King of Fighters" as selectable character.
This game was such a hit in Japan that an animated movie was released featuring character designs by Masami Ohbari. This movie's plot is fairly true to the game's main plot and all the characters in the game are featured. The movie was released on the USA by courtesy of Viz Video, a division of Viz Comics.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Garou Densetsu, Last Resort - PCCB-00087) on 21/05/1992.
- UPDATES -
The Japanese version features quite different move list sets for the three main characters (In the Fatal Fury sequels as well as the King of Fighters, Terry, Andy & Joe's move list sets are clearly based on the Japanese release of this particular game). All other versions feature very simplified joystick commands for each move.
- TIPS AND TRICKS -
As the game sometimes says on the continuation screen, you can tell some opponents' weak points by watching their moves carefully, which can help you figure out how to beat them. Here are a few examples :
-- If you've knocked down an opponent, you can damage them some more by charging at them with a 'dash attack' just as they're getting up, until they've been fully beaten. This may work best when playing with Andy Bogard.
-- When Tung Fu Rue changes into a hefty beast Incredible Hulk-style, he'll be briefly intangible as he beats his chest. Wait until the right moment and then dash at him (or, if you're playing with Joe Higashi, you can use his rapid punch). He won't actually fall on the ground in this form, but he'll be easier to beat until he turns back to normal as long as you can keep dash-attacking him.
-- When you're facing Hwa Jai, he'll be thrown a bottle of some kind of drink by an agent of Geese standing within the crowd of spectators, and after drinking it (during which time he'll be briefly intangible too), that's when he really lets loose with damaging attacks. If you feel Hwa Jai's too hard to deal with this way, you can try to cause him damage by a small amount, and if your lifebar is still higher than his, you can then step back on defense. He'll try hitting you with standard punches and kicks, but will not throw you, and this way, you can keep on the defensive until the timer runs out, winning simply by having more life energy left than he does.
-- When facing Billy Kane, if his pole falls away (he can either throw it at you or it can fall when he's thrown to the ground), he'll go on the defensive until another agent of Geese's tosses him another pole from within the crowd on the bridge. When he jumps up to grab hold of it, that's when you can move in and try to grab and throw him to the ground, or ram him with a dash attack.
Finally, when facing Geese Howard in the showdown match, you can move towards him as the round begins and then grab and throw him to the ground, then, by timing your attacks correctly, you can grab him in a body slam again when he gets up, eventually beating him by body-slamming him repeatedly. It's a tricky strategy, but it can work!
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
Producer : Eikichi Kawasaki
Planners : Tsukamichi, Deru-Deru
Character designers : Ponsuke, Tsuzakingyo, Deru Deru, Moriyan, Somatoreeno, Lucky Okkiy, Boko Pyon, Soe Soe
Chr. back up! : Sakita Kakaree, Kama Kama, Kimuryaer, Madarian, Batayan, Tabui Chang, Ochiai Shunin, Takepy, Simachang
Programmers : Yamatan, Kura
Prg. back up! : Konchang, Nakamuura
Sound : Konny, Yokochang, Muraisan, Tarkun, Tate&Bunnyboys, Finish Hiroshi, Michael Beard, Goodam kararee
Game assistants : Miyagami T.Ioo, S.Akutagama, Tome, Popyu Natchu 3, Tarou, Mukai
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Michael Max : ???
Hwa Jai : ???
Tung Fu Rue : Shigehumi Nakai
Cheng Sinzan : Nakai Shigehumi
Duck King : Kong Kuwata
Richard Myer : Kong Kuwata
Raiden : ???
Billy Kane : Atsushi Yamanishi
Geese Howard : Kong Kuwata
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Dec. 20, 1991) "Garou Densetsu - Shukumei no Tatakai [Model NGH-033]"
[JP] Nintendo Super Famicom (Nov. 27, 1992) "Garou Densetsu - Shukumei no Tatakai [Model SHVC-GN]"
[JP] Sega Mega Drive (Apr. 23, 1993) "Garou Densetsu - Shukumei no Tatakai [Model G-4100]"
[JP] SNK Neo-Geo CD (Sep. 9, 1994) "Garou Densetsu - Shukumei no Tatakai [Model NGCD-033]"
[JP] Sony PS2 (jul.20, 2006) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]"
[US] [EU] Sony PlayStation 2 (2006) "Fatal Fury Collection"
Nintendo Wii (2007) "Virtual Console"
[JP] Sony PS2 (may.29, 2008) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)
* COMPUTERS:
[JP] Sharp X68000 (may.21, 1993) "Garou Densetsu - Shukumei no Tatakai [Model HDX-5001]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] F355 Challenge Update submitted by XtC
F355 Challenge (c) 1999 Sega.
- TECHNICAL -
Sega Naomi hardware
- TRIVIA -
Released in July 1999.
Due to the game focuses only on one car, the F355, Ferrari Inc. granted a license for the very first time.
The single player cabinet uses 3 screens for the display and 4 Naomi boards (1 board for each screen, 1 to tie it all up).
- SERIES -
1. F355 Challenge (1999)
2. F355 Challenge 2 - International Course Edition (2001)
- PORTS -
* CONSOLES:
Sega Dreamcast (2000)
Sony PlayStation 2 (Sep 2002) [Model SLPM 65178]
- SOURCES -
Machine's picture.
Game's ROM.
Accepted [+] [X] Dynamic Golf Update submitted by XtC
Dynamic Golf (c) 2001 Sega Enterprises, Limited.
A challenging golf video game for up to four players. Compete in several different sessions including stroke play, match play and skins. The game features precise ball control including backspin, topspin and shot shaping. Players can start at any hole. There are Nearest to the Pin and Longest Drive contests within the multiplayer games.
- TECHNICAL -
Runs on the Sega "NAOMI GD-ROM System" hardware.
- TRIVIA -
Dynamic Golf was released by Sega in June 2001.
- STAFF -
Developed by WOW Entertainment, Inc.
- PORTS -
* CONSOLES:
Sega Dreamcast : Prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Dynamite Baseball NAOMI Update submitted by XtC
Dynamite Baseball NAOMI (c) 1998 Sega Enterprises, Limited.
A baseball game from Sega.
- TECHNICAL -
Runs on the Sega "NAOMI" Hardware.
Screen Orientation: Horizontal
- TRIVIA -
Dynamite Baseball NAOMI was released in December 1998.
- SERIES -
1. Dynamite Baseball (1996)
2. Dynamite Baseball '97 (1997)
3. Dynamite Baseball NAOMI (1998)
4. Dynamite Baseball '99 (1999)
- PORTS -
* CONSOLES:
Sega Dreamcast : Prototype
- SOURCES -
Game's ROM.
See goodies section.
Accepted [+] [X] Darkstalkers - The Night Warriors [Blue Board] Update submitted by XtC
Darkstalkers - The Night Warriors (c) 1994 Capcom.
North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Vampire - The Night Warriors [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Europe]
- TRIVIA -
Darkstalkers - The Night Warriors was released in July 1994 outside Japan. It is known in Japan as "Vampire - The Night Warriors".
In these export versions:
- Gallon is named Jon Talbain.
- Zabel Zarock is named Lord Raptor.
- Aulbath is named Rikuo.
- Phobos is named Huitzil.
Huitzil is the diminutive of 'Huitzilopochtli' (which means 'Blue Hummingbird on the Left'). He was the chief god of the great Aztec city Tenochtitlan and after his death became the Aztec god of the Sun and War.
Justin Wong holds the official record for this game with 687800 points on May 30, 2008.
A Darkstalkers unit appears in the 1995 movie 'The Net'.
Michael Jackson used to own this game (Serial number: 305260). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- UPDATES -
Blue Board releases :
REVISION 1
* Build date: 940705
* US and EUROPE releases.
REVISION 2
* Build date: 940818
* US release.
- SERIES -
1. Darkstalkers - The Night Warriors [Blue Board] (1994)
2. Night Warriors - Darkstalkers' Revenge [Blue Board] (1995)
3. Vampire Savior - The Lord of Vampire [CP-S II No. 22] (1997)
4. Vampire Savior 2 - The Lord of Vampire [CP-S II No. 26] (1997)
5. Vampire Hunter 2 - Darkstalkers' Revenge [CP-S II No. 27] (1997)
6. Darkstalkers 3 - Vampire Savior (1999, Sony PlayStation)
7. Darkstalkers Chronicles - The Chaos Tower (2005, Sony PSP)
- PORTS -
Here is a list of ports released in North America and Europe.
* CONSOLES:
Sega 32X : Unreleased prototype
[US] Sony PlayStation (mar.28, 1996) "Darkstalkers - The Night Warriors [Model SLUS-00036]"
[EU] Sony PlayStation (nov.1996) "Darkstalkers - The Night Warriors [Model SLES-00251]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Cycle Shooting Update submitted by XtC
Cycle Shooting (c) 1986 Taito.
North American release. Game developed in Japan. See the original for more information; "Violent Shooting".
- TRIVIA -
Cycle Shooting was released in July 1986.
- PORTS -
* CONSOLES:
NES : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Cyber Sled Update submitted by XtC
Cyber Sled (c) 1993 Namco.
Piloting a colorful tank that slides over the surface like a 'Sled' in an arena of the future, the pilots fight for prestige and glory. Ending the game (either by winning or being eliminated) gives the player a rank and a letter grade to show how good you really are.
- TECHNICAL -
Cyber Sled was only available as a dedicated 2-player sit-down cabinet. The plastic mouldings around the screens and the twin joysticks give the illusion of piloting a futuristic tank. The player-one position is all blue, and the player-two position is all red. Unlike later sit-down style 'driving' cabinets, the seats are not adjustable.
Runs on the Namco System 21 hardware.
Main CPU: (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips: C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Control: 2 Sticks per Player
Buttons: 5 Buttons per Player. 2 Fire, 2 Rocket, 1 View.
- TRIVIA -
Cyber Sled was released in September 1993.
Victor Entertainment released a limited-edition soundtrack album for this game (Cyber Sled : Namco Game Sound Express Vol.10 - VICL-15024) on 21/01/1994.
- SERIES -
1. Cyber Sled (1993)
2. Cyber Commando (1994)
- STAFF -
Music composed by: Shinji Hosoe
- PORTS -
* CONSOLES:
Sony PlayStation (1995)
Sega Saturn : Unreleased prototype
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshot.
Accepted [+] [X] Cube Quest Update submitted by XtC
Cube Quest (c) 1983 Simutrek.
In Cube Quest, you must maneuver your space ship through a series of corridors in the Cube. You start off with a radar display of the cube, deciding which of the 54 corridors you want to start in. Each corridor has several enemy fighters that are determined to defeat you. Once you defeat the enemies you zoom back to the radar display of the Cubic World to chose another corridor to travel in. Once you complete all the corridors, you are rewarded with the Treasure of Mytha, Master of the Cube Quest.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 8MHz), I8748 (@ 6MHz), I8049 (@ 4.41MHz).
Rotate CPU : 68000 (@ 5MHz)
Line CPU : Motorola 68000 (@ 5MHz)
Sound CPU : Motorola 68000 (@ 5MHz)
Sound Chips : Laserdisc Analog, DAC.
Screen Orientation : Horizontal
Video Resoltion : 256 x 240
Screen Refresh : 59.940052Hz
Players : 1
Control : Trackball
Buttons : 3
- TRIVIA -
Released in December 1983.
This is actually the first arcade game to use 3-D Polygon Graphics. It was released several months BEFORE Atari's "I, Robot" arcade game.
The concept of finding a mysterious cube at the end of the galaxy was borrowed by the new incarnation of the 2008 Transformers Movie.
The laserdisc backgrounds were produced by Robert Abel and Associates. Robert Abel and Associates (RA&A) was a pioneering production company specializing in TV commercials made with computer graphics. Robert Abel's company, RA&A was especially known for their art direction and won many Clio Awards. Abel and his team created some of the most advanced and impressive computer-animated works of their time, including full ray-traced renders and fluid character animation at a time when such things were largely unknown.
Default high-score (Cubic History) :
LKS 9123
DFL 8254
CMS 6773
LDK 4583
PMM 3674
TKM 3434
RMB 2585
REW 1229
JCC 498
DLG 64
- STAFF -
Game Design / Programmer : Paul Allen Newell
Assistant Ladder Holder : Duncan Muirhead
Hardware Engineer : Joe Corkery
Real-Time Audio System : David Kipping
Real Time Audio : New Age Sound Labs
Cabinet Design : Ainsworth-Bardsley Design
Mechanical Design : Stan Hludzinski, Michael Crew
Laser Disc Graphics : Robert Abel & Associates, Bill Kovacs
Laser Disc Audio : Jerry Kaywell
Additional Engineers : Jay Duncanson, Mike Gomez, Rich Kindon, Chris King, Kevin Mobley, Dave Needle, Stan Shepard, Steve Turner
- PORTS -
* CONSOLES:
Vectrex (2002) : Prototype by CGE
- SOURCES -
Machine's picture.
Game's ROM.
Accepted [+] [X] Crazy Taxi 3 - High Roller Update submitted by XtC
Crazy Taxi 3 - High Roller (c) 2003 Sega.
- TECHNICAL -
Runs on the Sega "Chihiro" hardware.
- TRIVIA -
Crazy Taxi 3 was released in March 2003.
Michael Jackson used to own two units of this game (Serial numbers: U0120022 & U0120304). They were sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- SERIES -
1. Crazy Taxi (1999)
2. Crazy Taxi 2 (2001)
3. Crazy Taxi 3 - High Roller (2003)
- PORTS -
* CONSOLES:
Microsoft XBOX (jul.2002) [Model L48 00001]
* COMPUTERS:
PC [MS Windows] (feb.2004) [Model HCJ-0353]
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
Official website; http://crazy-taxi.sega.jp/site/index.html
Official website; http://www.hitmaker.co.jp/game/TAXI3/site/main.html
Accepted [+] [X] Crime Patrol Update submitted by XtC
Crime Patrol (c) 1993 American Laser Games, Incorporated.
In Crime Patrol, you team up with different departments in law enforcement. You start off as a 'Rookie' walking the beat. After successfully getting through that area, you then move on to 'Undercover'. After Undercover, you move up to 'SWAT'. Then once SWAT is completed, you move to 'Delta Force' and take on the toughest criminals in the country.
- TECHNICAL -
Main CPU : Motorola 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
- TRIVIA -
Crime Patrol was released in May 1993.
- SERIES -
1. Crime Patrol (1993)
2. Crime Patrol 2 - Drug Wars (1993)
- PORTS -
* CONSOLES:
Panasonic 3DO (1993)
Sega Saturn : Unreleased prototype
Sega CD (1994)
Phillips CD-I
- SOURCES -
Game's manual.
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] City Connection Update submitted by XtC
City Connection (c) 1985 Jaleco Company, Limited. [Japan Leisure].
The player controls a small red car and must jump between platforms to colour them in as it drives over them. Oil cans can be collected and shot at the police, taxis, ambulances etc. that roam the levels. Flag waving cats must also be avoided.
- TECHNICAL -
Main CPU: Motorola M6809 (@ 2.048 Mhz)
Sound CPU: Motorola M6809 (@ 640 Khz)
Sound Chips: General Instrument AY8910 (@ 1.25 Mhz), Yamaha YM2203 (@ 1.25 Mhz)
Players: 2
Control: 8-way joystick
Buttons: 2
- TRIVIA -
City Connection was released in July 1985.
The main sprite resembles a Honda City hatchback, which may explain the game's title.
The main character is a 15 year old girl named Clarice (Kurarisu) drives around the world in her love car (Clarice's car - Kurarisuka) looking for the ideal man. This explains the hearts after losing a life and the girl that appears every time you beat a level. Clarice's name appears at the bottom of the High score rankings.
Approximately 1,000 units were produced (based on serial number). Kitcorp licensed this title and sold it as "Cruisin'".
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (sept.27, 1985) "City Connection [Model JF-05]"
[EU] Nintendo NES (1988) "City Connection [Model NES-CI-EUR]"
[US] Nintendo NES (may.1988) "City Connection [Model NES-CI-USA]"
[JP] Sony PS4 [PSN] (oct.2, 2014) "Arcade Archives - City Connection [Model CUSA-00389]"
[US] Sony PlayStation 4 [PSN] (may.5, 2015) "Arcade Archives - City Connection [Model CUSA-00980]"
[EU] [AU] Sony PlayStation 4 [PSN] (sept.8, 2015) "Arcade Archives - City Connection [Model CUSA-02666]"
* COMPUTERS:
[JP] MSX (1986)
[EU] Atari ST (1990) "CarVup" : Unofficial clone by UK-based software house Core Design.
[EU] Commodore Amiga (1990) "CarVup" : Unofficial clone by UK-based software house Core Design.
- SOURCES -
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Cosmo Gangs Update submitted by XtC
Cosmo Gangs (c) 1990 Data East USA, Inc.
- TRIVIA -
Released in July 1990 in the USA.
- PORTS -
* CONSOLES:
Nintendo DS "Point Blank DS" (2006) : As a mini-game
- SOURCES -
Machine's picture.
Accepted [+] [X] Centipede [Upright model] Update submitted by XtC
Centipede (c) 1981 Atari.
Centipede is a vertically oriented single screen shoot-em-up in which the aim is to use the 'Bug Blaster' to shoot the centipedes that snake down towards the bottom of the screen to amass as high a score as possible.
The play-field is littered with randomly placed mushrooms and the rapidly descending Centipede changes direction when it runs into a mushroom. When a segment of the Centipede is shot, the segment is destroyed and a mushroom appears in its place, the Centipede then breaks into two smaller centipedes, each with its own head, and continues its descent.
Players can move the Bug Blaster vertically as well as horizontally, although only for the lower fifth of the play-field. Mushrooms can also be shot for points and to clear blocked areas. Once a Centipede reaches the bottom of the screen, it starts snaking back up, but remains within the lower section of the play-field near the player's Bug Blaster.
Additionally, any Centipede that reaches the very bottom of the screen without being shot releases its tail section which then becomes a new head. Other new heads also enter the screen from the bottom corners of the play-field as time progresses.
Randomly moving Spiders also appear in the first wave. Spiders can destroy any mushrooms they move over, eliminating many mushroom targets for a player. If the Bug Blaster and a Spider collide, both are destroyed. the Spider either moves at a 45-degree angle or vertically up and down, never simply left or right like the centipede does.
A bombardment of Fleas appears from the second wave onward. As a Flea descends, it leaves a trail of new mushrooms behind it. Fleas appear when a certain number of mushrooms remains at the bottom of the screen. This number increases as the game progresses, meaning Fleas appear more often later on in the game. The Bug Blaster must hit a Flea twice to destroy it; the first shot simply speeds up its descent.
When a Centipede with fewer than eleven segments appears, a Scorpion enters from either side, moving at a relatively slow speed. As the player earns more points, the Scorpion's speed increases. As the Scorpion travels across the screen, it 'poisons' the mushrooms that it moves over and changes their colours. These mushrooms cause any Centipedes that would collide with them to head straight towards the bottom of the screen, rather than continue snaking left and right. The Bug Blaster can stop a poisoned Centipede by shooting its head.
If a player earns at least 60,000 points, two things happen to increase the challenge: the Fleas descend at a faster speed and the Spiders restrict their movement to a smaller area at the bottom of the screen.
- TECHNICAL -
Game ID : 136001
Height: 71 in. (180.34 cm)
Width: 26.75 in. (67.95 cm)
Depth: 25.25 in. (64.14 cm)
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz)
Players : 2
Control : trackball
Buttons : 1 (FIRE)
- TRIVIA -
The original Upright model of Centipede was released in June 1981 (even though the copyright at the bottom of the screen in the game's attract mode says 1980), selling at an MSRP of $1995. Exactly 46,062 units were produced. It's Atari's second bestselling coin-op game.
It was an Atari coin-operated game that swiftly won a wide following in the arcades. Apart from its smooth game play, Centipede was praised for its refreshing approach to screen colors and for its whimsical mushroom world.
Centipede was the first coin-op game to be designed by a woman - Dona Bailey. But Ed Logg did the majority of the work on Centipede; Dona only came up with the prototype idea, where the mushrooms were indestructible and it was more like "Space Invaders". Like "Pac-Man", this game has special appeal to women.
* The Creation of Centipede : Centipede was written by veteran Atari designer Ed Logg, who has become something of a legend in the world of video games, and a young game programmer who was credited with bringing a gentler touch to the world of video games with the enchanted mushroom patch.
Steve Calfee : 'Ed Logg is the world's greatest games designer. He's done the most, the best games. His line up starts with "Asteroids", which probably still is the biggest run we ever did. He's in [a long line of games]. He's kind of like Pete Rose; he has the most hits and he's also probably got the most strike outs. He just goes up to bat.'
* Remembrances from the Video Game Masters : The mushroom patch with its tenacious, never-say-die centipedes, bouncing spiders, mushroom-laying fleas and transforming scorpions provided an imaginative leap for players, just as did the hoards of aliens in "Tempest", the outer space adventures of "Asteroids", the eerie battlefields of "Battlezone" and even the frightful scenarios of "Missile Command". Of these times, and the games that emerged from Atari, Rich Adam said : 'We were a young group of fun people who were sort of treading on untrodden territory. We were out exploring what technology could do to entertain adolescent minds, and we were adolescent minds.'
In the early days of personal computers, before they became commonplace, and before sophisticated gaming programs were available for them, the arcades (and wherever else the coin-operated games were located) were the portals into these new fantasy worlds. And a river of quarters carried players into the electronic realms. Dan Pliskin described the coin-operated video game business as follows : "It was a wacky, extremely competitive business. I was there when coin-operated games were earning $8 billion in quarters a year. These games were out-grossing the record industry and the movie industry combined, in quarters! And when you looked at who was manufacturing these games, it was just a couple of Japanese companies and a few American companies.... There was incredible competition, all for kids' lunch and church money!"
The quarters are still rolling in. Dan Pliskin continued : "People say that video games have already seen their heyday and business has definitely gone downhill. Maybe it has gone downhill. Maybe it's only $4 billion worth of quarters now. It's still one heck of an industry."
* Popular from the Start : The prototype games were hand-built, wire-wrapped, one-of-a kinds that were created by the development team prior to ordering the circuit boards for the mass-produced versions. With just a single machine, people would come in at all hours of the night to play a new game.
Dan Pliskin : 'One of the things that kind of allowed everybody at Atari to have kind of a loose and enjoyable relationship was that management was kind of loose, too. An example of that happened with one of Howard Delman's games. I can't remember which one it was, but we sent the one and only prototype wire-wrapped version of Howie's game off to the AMOA (Amusement and Music Operators Association) show with strict orders not to sell it.'
Of course the game was sold anyway, and a new prototype had to be assembled back at the labs. Dan Pliskin continued : 'Several months later Howie gets a call from the person who bought this game. It had stopped collecting money and he wanted to know how to change the settings to make it play longer, or something, to see if it would earn more money. Howie had to tell the guy that if it ever collected any money at all, it was a miracle because it didn't have any coin routines at all. It had none, because we had wired it for free-play when we sent it to the AMOA show!'
* The Great 25-Cent Escape : Especially in the early 1980s a great many newspaper and magazine articles were written about the meaning of and possible consequences of the wave of video games that seemed to allure so many kids, and adults, to the arcades. But at the heart of it might have been the promise of a quick escape into another world.
Rich Adam : "I kind of figured out, maybe years after the fact, what I think the lure of video games is. It's because people have so little control over their lives. This is especially true with kids, but even adults often have little control over the day-to-day part of their lives. You have to go to work. You don't get to control that much of your life. But for a quarter you can control this very complex machine. You can command it. For a quarter that's quite a bargain, to be able to do that for five minutes... When you're good at a game it gives you an incredible sense of power over the whole environment.".
Centipede was the 1st UL (Underwriter's Laboratories) approved game.
Jim Schneider holds the official record for this game on 'Marathon' settings with 16,389,547 points on August 1, 1984.
Donald Hayes holds the official record for this game on 'Tournament' settings with 7,111,111 points on November 5, 2000.
Note 1 : The upright side artwork features a grasshopper, while it is not present during game-play. In test mode you can cycle through the different graphical objects used in the game (the player, a mushroom, a spider, a scorpion, a flea and a grasshopper). Grasshopper?! Yes, the game was to originally have had grasshoppers but they were taken out. You can still see them in the test however.
Note 2 : 'Centipede' is also the name of a terrifying, man-eating monster of the size of a mountain. This Japanese legend say that the dragon king of that particular lake asked the famous hero Hidesato to kill it for him. The hero slew it by shooting an arrow, dipped in his own saliva, into the brain of the monster. The dragon king rewarded Hidesato by giving him a rice-bag; a bag of rice which could not be emptied and it fed his family for centuries.
Centipede inspired a catchy hit song by Buckner and Garcia called 'Ode To A Centipede' released on the 'Pac-Man Fever' album.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including CENTIPED.
A Centipede unit appears in the 1982 movie "Fast Times at Ridgemont High", in the 1983 movie "WarGames", in the 1983 movie "James Bond 007 - Never Say Never Again", in the 1983 movie "Joysticks", in the 1984 movie "Body Double", in the 1985 movie "Teen Wolf", in the 1986 movie "Running Scared", in the 1987 movie "Death Wish 4 - The Crackdown", in the 1995 movie "Species" and in the 1996 movie 'House Arrest'.
In 1982, Atari released a set of twelve collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
MB (Milton Bradley) released a boardgame based on Atari's Centipede.
A Reimagined version of the Centipede franchise, was launched for the Nintendo 3DS and Nintendo Wii under name of "Centipede Infestation".
- SCORING -
Mushrooms & Poisoned Mushrooms : 1 point (Takes four hits to destroy)
Centipede (Body) : 10 points
Centipede (Head) : 100 points
Flea : 200 points (Takes two hits. First hit speeds it up, second hit destroys it)
Spider : 300, 600, 900 points (Points increase the closer the Spider is to the Bug Blaster when hit)
Scorpion : 1,000 points
When the mushroom patch is reset after a player loses a life, each partially destroyed/poisoned mushroom that is restored awards the player 5 bonus points.
- TIPS AND TRICKS -
* When you start the game, you will be put in the middle at the bottom of the screen. You have an area five mushrooms high (about 20% of the playing area) to maneuver your Bug Blaster in. The game will start when the enemies enter the screen. Know your enemies! This is the single most important aspect of this game. If you don't know how each of the enemies behave, you won't last long. The enemies are :
1) Centipede (Body and Head) : Goes back and forth across the screen. Will drop to the next level when it encounters a mushroom or the side of the game field. It will go all the way to the bottom when it hits a poisoned mushroom.
2) Spider : These appear from the top left or right of the player area. They will either bounce across the player's area at 45-degree angles or bounce in at a 45-degree angle, bounce up and down a couple of times, go to the middle at a 45-degree angle, bounce up and down a couple of times, then finally go to the right side (at a 45-degree angle), bounce up and down, then exit the area. They destroy mushrooms they cross over.
3) Flea : These appear in Wave 2. They will appear when you have cleared out most of the mushrooms in the player area.
4) Scorpion : These appear in Wave 3. They go across the screen and poison all the mushrooms in their path.
* The Centipede will start out as a head and eleven body segments on Wave 1. Wave 2 will be a head with ten body segments and a head that enters from the opposite side. Wave 3 will be a head with nine body segments and two heads that enter from opposite sides. This progression keeps going until Wave 12 when all that enter the screen are heads. The progression then starts back up again in a never ending cycle.
* You must eliminate the Wave 1 Centipede only once. Then, until you score reaches 40,000 points, you must destroy each subsequent Centipede wave twice--first as the Centipede moves slowly towards you, then as it moves fast. After your score reaches 40,000 points, each Centipede will only need to be destroyed once.
* Shooting the Centipede can have two effects :
1) If you shoot the head, that part turns into a mushroom and the next segment becomes the new head and the Centipede will travel in the opposite direction (since it hit the newly-created mushroom).
2) If you shoot the middle of the body, then the segment hit will become a mushroom. The old Centipede will continue in the same direction. The new Centipede will develop a head at the next segment after the break and head off in the opposite direction.
* A good strategy to ensure you destroy the Centipedes in one stroke and to keep the Fleas at bay is to create 'mushroom corridors'. Mushroom corridors are basically corridors between two rows of mushrooms where you can funnel the Centipede down and destroy it when it is moving head-first at your Bug Blaster.
* A good defense against the Flea is to keep a certain amount of mushrooms on the screen. There is no hard set value but when the Fleas don't come down, you have enough. This number gets higher as your score increases.
* Speaking of score, Fleas start traveling faster after 60,000 points.
* Watch out for the Spiders. They enter at either the top or bottom corners. Your Bug Blaster may be in the way if this happens. In addition to collisions, the Spiders wipe out all mushrooms that are in its path. This can create problems when you are creating mushroom corridors. It can also cause the Fleas to appear since you won't have many mushrooms in the player area.
* Spiders are unpredictable, so be careful. Sometimes they pounce using long, high leaps and sometimes it bounces in a series of short jumps. Aim your shots and plan your moves based on where the Spider is, and not where you think it is going.
* Remember that Spiders never turn back. Once one passes your Bug Blaster on its journey from one side of the mushroom patch to the next, you can ignore it. If the Spider emerges from the right side of the screen, it will work its way toward the left side of the screen, and vice versa. It may pause along its way to bounce straight up and down, but it will never reverse direction.
* Blast the Fleas! They are relatively easy to pick off, especially once you get good at moving your Bug Blaster smoothly across the bottom of the screen. Be careful, though! It takes two shots to kill a Flea and after the first hit the falling speed increases.
* Blast the Fleas as soon as you can. Stop them from laying mushrooms because you'll just have to blast them out of the way later. The more mushroom on the screen (especially in the player area), the more quickly the Centipedes work their way to the bottom.
* If you don't like Fleas, always leave five mushrooms in your area (out of your line of fire). Fleas stop falling when there are five or more mushrooms in the player area. But be on the lookout for Spiders. They destroy mushrooms and if the count drops below five, the Fleas start falling again.
* Keep track of where the Scorpions move across the screen. As soon as the Centipede hits a poisoned mushroom, it will immediately head for the bottom of the screen. The only way to stop this headlong plunge is to shoot it in the head. In the later waves, it is not uncommon to have multiple Scorpions going across the screen. They also provide the most points in the game, but they are hard to get. Often rows of mushrooms protect them.
* Play the cycles. As the waves progress and more Centipede segments are entering the mushroom patch as independent heads, put more effort into blasting the heads than into chasing Fleas and Spiders. If your area gets too crowded with Centipede heads, you'll have to move your Bug Blaster with exceptional speed and smoothness to stay alive.
* If you get unlucky and let the Centipede into your area, you need to destroy it before it gets to the bottom of the player area. Once it reaches the bottom, it will ascend (it will never leave the player area, though). If it does reach the bottom of the player area, another head will come out from the opposite side to start its back and forth march across the screen. This will continue until you destroy all the Centipede parts in the player area or until your Bug Blaster is destroyed.
* If your Bug Blaster gets destroyed, all partially shot up mushrooms are regenerated, all poisoned mushrooms are restored to normal, and you start at the beginning of the wave you got killed on.
* Depending on machine set up, all enemies (except the Centipede and Flea) speed up at the 1,000 or 5,000 point mark.
* Bottom Side Tunnels : To perform this trick, you must do the following...
1) When the Centipede is one row over the player's area (fifth mushroom up), go to the opposite side that the Centipede is on.
2) When the Centipede turns around, it will be in the player's area. It then will make it to the side you are on. Right when it hits the side of the screen and turns around, shoot it. This creates a mushroom and forces the Centipede to turn around and go down one level.
3) Again, after the Centipede hits the wall, shoot it, create a mushroom, and force it down another level.
4) Continue to do this until you have only the bottom part left. There are two ways to do this :
a) If you get killed by the Centipede, this will also create a mushroom and you will have a vertical line of mushrooms along one of the side.
b) If you are quick, you can pick off the Centipede and create this last mushroom.
5) Repeat this for the other side.
6) Regardless of how you create this 'Side Tunnel', you will now have a trapped Centipede since the only thing it can do is go up and down within the player's area. New heads that come out will also be trapped.
7) Now you can pick off enemies at your leisure. The only enemy you need to make sure you take out is the Spider since it can wipe out part of your 'Side Tunnel'.
8) Good players consider this 'cheating' since it basically lets the player have free reign over the game.
* Central Tunnel : This trick works along the same line as the 'Bottom Side Tunnel' trick. The difference is that you create a tunnel down the center of the screen...
1) When the Centipede starts its descent, hit it. This will cause it to reverse direction after hitting the new mushroom.
2) After going one or two mushroom lengths, hit it. Again, this will cause it to reverse direction.
3) Continue to do this until you have built a 'tunnel' that touches the player's area.
4) Also make sure you build up mushrooms to the left and right of the tunnel to prevent the Fleas from coming down and depositing their random mushrooms.
5) From this point on, when the Centipede approaches your tunnel, all it will take is one hit to force it to descend. In a sense, you are causing the same effect that a Scorpion causes, but on your terms.
6) Since you are keeping the top left and right areas clear, it should take a longer time for the individual heads to make it to the player's area.
7) It will take a few waves to build up your areas. Once built up, you should be the master of the game.
8) As for the other tunnel, make sure you take care of the Spiders when they first enter so they don't do any damage to your 'Central Tunnel'.
9) Also make sure that you keep your tunnel cleared out by destroying any stray mushrooms within it.
* Fortress : If you are patient, you could build a mushroom fortress around your Bug Blaster. Then all you would do is shoot Spiders for the rest of the game.
- SERIES -
1. Centipede (1981)
2. Millipede (1982)
3. Centipede (1998, PC CD-ROM; 1999, PlayStation/Dreamcast; 2001, Apple Macintosh)
4. Centipede Infestation (2011, Wii/3DS)
5. Centipede Origins (2012, App Store/Android)
- STAFF -
Designed & Programmed By : Dona Bailey (DCB), Ed Logg (ED )
Project leader: Chris Downend (CAD)
Technician : Dave Wiebenson (DEW)
Management : Erik Durfey (EJD), Don Wrightnour (DFW)
Support programmer : Dave Theurer (DFT), Greg Rivera (GJR)
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982) "Centipede [Model CX2676]"
[EU] Atari 2600 (1982) "Centipede [Model CX2676P]"
[JP] Atari 2600 (oct.1983)
[US] Atari 5200 (1982) "Centipede [Model CX5215]"
Atari XEGS
[US] Colecovision (1983) "Centipede [Model 70004]"
[US] Mattel Intellivision (1983) "Centipede [Model 70254]"
[US] Atari 7800 (1987) "Centipede [Model CX7801]"
[EU] Sega Master System (1992) "Arcade Smash Hits [Model MK-27032-50]"
[US] Sega Genesis (1996) "Arcade Classics [Model MK-1715]"
[EU] Sega Mega Drive (1996) "Arcade Classics [Model MK-1715-50]"
[US] Sony PlayStation (dec.31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
[EU] Sega Saturn (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
[US] Sega Saturn (june.30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
[EU] Sony PlayStation (dec.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]"
[US] Nintendo SNES (aug.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]"
[EU] Nintendo SNES (feb.26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
[US] [EU] Microsoft XBOX 360 [XBLA] (may.2, 2007) "Centipede / Millipede"
[US] Sony PlayStation 4 (oct.18,2016) "Atari Flashback Classics Vol.1"
[US] [EU] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.1"
* HANDHELDS:
[US] Atari Lynx : Prototype only
[EU] Nintendo Game Boy (1992) "Centipede [Model DMG-CZ-FRG]"
[US] Nintendo Game Boy (dec.1992) "Centipede [Model DMG-CZ-USA]"
[US] Nintendo Game Boy (aug.1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPE-USA]"
[UK] Nintendo Game Boy (aug.1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPP-UKV]"
[US] Sega Game Gear (1996) "Arcade Classics"
[US] Nintendo Game Boy (1998) "Centipede [Model DMG-AC4E-USA]"
[US] Nintendo Game Boy Color (1998) "Centipede [Model DMG-AC5E-USA]"
[EU] Nintendo Game Boy Color (nov.30, 1998) "Centipede [Model DMG-AC5P-EUR]"
[US] Nintendo GBA (mar.25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
[EU] Nintendo GBA (feb.14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]"
[UK] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]"
[EU] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]"
[US] Nintendo DS (mar.16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]"
[JP] Nintendo DS (june.30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]"
[US] Nintendo GBA (aug.21, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZE-USA]"
[EU] Nintendo GBA (sept.9, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZP]"
[AU] Nintendo DS (nov.2007) "Retro Atari Classics [Model NTR-ATAE-AUS]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"
* COMPUTERS:
[US] Atari 800 (1982) "Centipede [Model CXL4020]"
[EU] BBC Micro (1982)
[US] Tandy Color Computer (1982) "Katerpillar Attack"
[US] Tandy Color Computer (1982) "Caterpillar"
[US] Tandy Color Computer (1982) "Colorpede"
[US] Tandy Color Computer (1983) "Megapede"
[US] Tandy Color Computer (1983) "Color Caterpillar"
[US] Apple II (1983)
[US] PC [Booter] (1983) "Bug Blaster", a part of the "Friendlyware PC Arcade" suite
[US] PC [MS-DOS, 5.25"] (1983) "Centipede"
[US] PC [MS-DOS] (1983) "Centipede" by R. J. Grafe
[US] Commodore VIC-20 (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Centipede [Model RX8505]"
Memotech MTX 512 [EU] (1983) "Kilopede"
BBC B [EU] (1983) "Bug Blaster" by Alligata
TI99/4A [US] (1983) "Centipede [Model RX8503]"
Sinclair ZX-Spectrum [EU] (1983) Vectis Software
Sinclair ZX-Spectrum [EU] (1983) "Spectipede" by R&R Software Ltd
[EU] Sinclair ZX Spectrum (1983) "Centi-Bug" by Dk'tronics
[EU] Amstrad CPC (1986) "Killapede" by Players
[EU] Atari ST (1992)
[US] PC [MS Windows 3.1x, 3.5"] (1993) "Microsoft Arcade"
PC [MS-DOS] (1997) "ChampCentiped-em" by CHAMProgramming
[EU] PC [MS Windows, CD-ROM] (1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.13, 1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (2003) "Centipede & Battlezone"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Tiger Game.Com (1999) [Model 71-755]
Mobile phone [Motorola T720] (2002)
[US] Mobile phone (june.13, 2003) by iFone Limited
[US] Mobile Phones (jan.1, 2005) "Atari Legends Vol 1"
[US] Nokia N-Gage (feb.2006) "Atari Masterpieces Vol. II"
[EU] Nokia N-Gage (mar.30, 2006) "Atari Masterpieces Vol. II"
[US] Mobile phones (2006)
[US] Apple iPhone/iPod (dec.5, 2008) "Centipede [Model 298862196]"
[US] Apple iPhone/iPod (jul.27, 2010) "Centipede 3GS [Model 382292863]"
[US] Apple iPhone/iPod (feb.9, 2011) "Centipede Ultra [Model 416011864]"
[US] Apple Store (2012) "Atari Greatest Hits"
[US] Google Play (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Game's picture.
Centipede 3-D Instruction Manual
Centipede Help file from Microsoft Arcade
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Cadash Update submitted by XtC
Cadash (c) 1990 Taito Corp.
Four great heroes: a fighter, a wizard, a cleric and a ninja go on a quest to rescue the captured princess. This Taito adventure game feature all the ingredients of a traditional role-playing game (stats, exp, buy upgrade in store...).
- TECHNICAL -
Prom Stickers : C21
Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Even if the title screen says 1989, Cadash was released in March 1990.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Cameltry, Cadash - PCCB-00043) on October 21, 1990.
- UPDATES -
The Japanese and US versions are harder. Here are the main differences from the other revisions:
* Medical herbs cost 200 gold each instead of 20.
* Each character can carry only 4 herbs instead of 8. This also applies to antidotes.
* Some of the priestess' magic are toned down. The shield spell can take less hits before disappearing, and the time spell gives 30 seconds instead of 60.
* Inns get more expensive after a few uses. Their progressive price is 50, 200, 1,000, 6,000, 30,000 and 60,000 instead of 50, 200, 1,000, 2,000 and 5,000.
* The Amulet of Dragon gives 10,000 gold instead of 60,000.
There are many spelling and syntax errors in the French version texts.
- TIPS AND TRICKS -
* Characters list:
- Fighter: Best offensive and defensive power. Cannot use magic.
- Mage: Weak physical strength but strong attack magic.
- Priest: Uses defensive magic and has great endurance, but has weak offensive powers.
- Ninja: Uses thrown weapons and has excellent agility. Cannot use magic.
* Debug Mode (in Debug Mode, you will be able to select starting scene, gold, EXP and several items) :
1) Hold Service Switch and reset the game.
2) Wait until 'Service Switch Error Message' is displayed, then push 'Start(x3), Service, Start'.
3) The game boots up then insert a credit and select a character.
4) Enter Debug Mode instead of starting the game.
* Your character jumps backwards when hit by an enemy. When you're trying to quickly cross some areas where you're likely to take damage, this can be a bad thing; it can cause you to stay in the dangerous area much longer. So, to reduce the damage, turn back just before you get hit. This will cause the impact to push you -forward-, getting you out of danger more quickly.
* The maximum amount of money you can have is 60,000 Golds.
- STAFF -
Produced by : Keisuke Hasegawa
Directed by : Onijust
Director of Software : Toru Sugawara (SGW)
Main Programmer : Tarabar Hori (TAK)
Monster Programmer: Yuichi Kohyama
Trap Programer : Masaki Yagi (YMOT) (MYG)
Scenario Programmer : Seiichi Taikoishi
Production Designer : Onijust (ONJ)
Graphic Designers : Onijust (ONJ), Takatsuna Senba, Hisakazu Katoh, Kozo Igarashi, Yoshihiro Iwata, Tetsuya Shinoda, Takayuki Ogawa, Kenichi Imaeda
Assistant Graphic Design : Visual Arts Production
Supervising Editor : Masaki Yagi (YMOT)
Map Editor : Onijust
Hardware Engineer : Tadashi Kushiro
Electrician : Tomio Takeda
Sound Producer : Pochi (Zuntata)
Music Composer : Pinch Punch
Sound Effects : Pinch Punch
Mechanician : Yasunori Hatsuta
Publicity Supervisor : Kazuo Nakagawa
Software Analyzers : Hidehiro Fujiwara, Yuji Hiroshige
Data Entry : Mari Iwano
Game Designer : Onijust
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (jan.18, 1991) "Cadash [Model TP02015]"
NEC TurboGrafx-16 [US] (1991) "Cadash [Model WTG040501]"
[US] Sega Genesis (1992) "Cadash [Model T-11086]"
Sega Mega Drive [KO] (1992) "Cadash" by Samsung
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2"
* COMPUTERS:
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
* OTHERS:
[US] Nokia N-Gage "Taito Memories" : release cancelled
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Cabal Update submitted by XtC
Cabal (c) 1988 TAD Corporation.
Cabal is a war themed shoot-em-up with one or simultaneous two-player gameplay in which two unnamed commandos must battle through five different stages - each containing four screens of play - to reach and defeat an evil dictator.
The game is an into-the-screen shooter with the action viewed from an over-the-shoulder perspective. The commandos can move left and right to avoid incoming fire while the enemies themselves are targeted by moving an on-screen cross-hair over them and pressing fire. If the fire button is held down, the commando remains static, allowing for more accurate targeting of the cross-hair. While static, the commandos are vulnerable to incoming enemy fire.
Initially, the commandos are armed with only a standard single-shot gun (albeit with unlimited-ammunition) and a limited number of grenades, but additional grenades and weapon power-ups can be earned as play progresses.
As well as enemy troops, vehicles such as tanks, armoured cars and helicopters also appear and take numerous shots to destroy. When destroyed or killed, some on-screen targets release points bonuses and weapon power-ups that drop to the bottom of the screen and can be picked up by the commandos. Weapon power-ups include additional grenades, a rapid-fire machine and an automatic shotgun, which has a slightly lower firing rate but has a larger targeting cross-hair, allowing it to strike a wider area with each shot.
Each of the game's screens is littered with buildings and barricades that can also be destroyed. This removes enemy cover as well as earning players bonus points.
- TECHNICAL -
Main CPU: Motorola 68000 (@ 12 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.57958 Mhz), (2x) Custom (@ 8 Khz)
Screen Orientation: Horizontal
Video Resolution: 256 x 224 Pixels
Screen Refresh: 60.00 Hz
Palette Colors: 1024
Control per player: Trackball
Buttons per player: 2
=> Shoot, Grenade
- TRIVIA -
Cabal was released in September 1988. It was the first video game developed by TAD.
According the a programmer at TAD, the source code of Cabal was not clean and not optimized.
A bootleg of this game was made by 'RED Corporation'.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
In the bootleg version, you may roll up with the third button.
- SCORING -
* Enemies:
SOLDIER: 210 points
'GRAY MAN': 410 points
SWIMMER: 410 points
MOTORCYCLE: 1,000 points
TRUCK: 3,000 points
TANK (2 types): 5,000 points
CHOPPER: 7,000 points
AIRPLANE: 10,000 points
* Bosses :
CHOPPER: 60,000 points
SUB: 70,000 points
LONG-TRUCK: 5,000 points each part
BOXES-CANNON: 40,000 points each part
GROUNG-CANNON: 500,000 points if 1-credit-completion. 10 points each other part.
- TIPS AND TRICKS -
* The game have a 'anti-leeching' tool. If you delay a lot of minutes (between 4 and 5 minutes) on the same stage/screen, you will receive a hard 'rain of bombs', like that bombs the airplanes shoot on you. Try to do it on the stage 1-1, the easiest. And if you delay a lot of time in the same position of the 'enemy' bar, without progress, you will receive this rain of bombs easily. Yeah, if you are expert, you will can survive to these bombs, without die, using your skill on the 'rolling' move. You will receive a lot of items (bombs, weapons) if you destroy bombs or if you shoot at the bush.
* General Tips:
1) Killing people and motorcycles (and rocks) won't get you many points -- don't bother unless they get in your way.
2) A well-placed grenade will destroy two choppers.
3) If you are in a corner and a chopper is firing at you, run farther into the corner. Even if you're already IN the corner, if it sees you trying to move toward the corner, you won't die.
4) If you find yourself trapped by incoming bullets, spin the trackball down and to one side (but mostly down). This will cause your character to 'duck and roll'. If you are rolling, you can't be hit.
5) Kill the snipers (the guys in gray bullet-proof suits). Half the time you'll get a grenade for killing him. If you don't, two medics will come running out to reclaim the body. Shoot these medics as much as possible! Each shot they will drop 1 grenade. But the limit is 4 grenades on the screen at the same time. Pick up these grenades as quickly as possible and shoot the medics again for more grenades. Sometimes they will drop new weapons too.
6) On the level one screen with the sliding doors : shoot out the doors immediately upon starting the level. This will stop the guys from lobbing grenades at you.
7) Airplanes are hard to kill. The best method is by using machine gun or bazooka gun on it. In the absence of a super-gun, you can lead a grenade ABOVE where it is on the screen. If you don't get it, and the three bombs are being dropped right on you, it IS possible to stand BETWEEN where two bombs are coming down. You WON'T die!
8) When there's nothing good to shoot on the screen, fire at a bush. This is the way to get extra gunnery! Sometimes you'll only get more grenades, but you'll eventually get a super-gun!
* Tips For Specific Enemies:
1) The giant chopper that shows up at the end of screen 4 on level one doesn't give you any points until you destroy it. Shooting the orange bullets won't knock off any points toward killing the chopper. Only shoot the orange bullets if they're in your way. Otherwise, spend all your time shooting the chopper. Don't waste any grenades on the chopper--it doesn't do as much damage as your gun (and you have unlimited bullets).
2) The semi-truck that shows up at the end of screen 4 on level three will self-destruct if you destroy the CAB (the blue section in the front of it). On this screen you actually get the point for it as well. It is easiest to kill it with the machine gun and/or bazooka gun, but in the absence of either of these, throw grenades at the cab (leading the throw by about four inches). It is MUCH easier to destroy the cab rather than destroying all the attack sections that it drops off.
3) The three CPUs that show up at the end of screen 4 on level four can actually be destroyed with only 2 grenades (I had to do this once when my grenade supply got low), but the best strategy is to lob five grenades at one of the outside CPUs (note that you can only have four grenades per player in the air at any given time, so space them out a bit), then go for the CENTER one (with another five grenades). The final CPU can simply be shot with the standard rifle, and if you're standing on the opposite side of the screen from it, it won't be able to hit you. Don't waste any more grenades.
4) Once you learn how to defeat the final menace (at the end of screen 4 on level five -- the final level) you can get by it (rather) painlessly. Go all the way to one side. Use your gun to shoot out the two surrounding machines that are shooting at you. As soon as they are both gone, lob three grenades at the center machine. By this time, the two outer machines that you shot out have regenerated and are firing at you. Shoot them out again, followed by another volley of three grenades to the center machine. Repeat until the center machine is gone. This requires 20 to 40 grenades, so stock up on the last level (5-4). That is what that final level was for.
- SERIES -
1. Cabal (1988)
2. Blood Bros. (1990)
- PORTS -
* CONSOLES:
Nintendo Famicom (1989)
Atari Lynx : Unreleased prototype
* COMPUTERS:
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.