


| contributor | game | submit | status | |
|---|---|---|---|---|
![]() jeff p | Mario Bros. [No. TMA1-UP-US] | Update | ![]() | |
KEYWORDS = Mario Bros. (c) 1983 Nintendo of America, Inc. - PORTS - * Consoles : Atari 2600 [US] (1983) [Model CX2697] Atari 5200 [US] (1983) [Model CX5247] Nintendo NES [US] (June 1986) [Model NES-MA] Atari 7800 [US] (1987) [Model CX7850] Atari XEGS Nintendo NES [US] (February 12, 1990) : appears as the 2-Player Battle Mode in "Super Mario Bros. 3 [Model NES-UM-USA]" Nintendo Game Boy Advance [US] (June 10, 2001; "Super Mario Advance [Model AGB-AMAE-USA]") Nintendo Game Boy Advance [US] (February 9, 2002; "Super Mario World: Super Mario Advance 2 [Model AGB-AA2E-USA]") Nintendo Game Boy Advance [US] (September 24, 2002; "Yoshi's Island: Super Mario Advance 3") [Model AGB-A3AE-USA] Nintendo Game Boy Advance [US] (November 11, 2002; e-Reader series - NES version [Model PES-MAA1]) Nintendo Game Boy Advance [US] (October 21, 2003; "Super Mario Advance 4: Super Mario Bros. 3 [Model AGB-AX4E-USA]") : appears as the 2-Player Battle Mode. Nintendo Wii [Virtual Console] [US] (November 19, 2006 - NES version [Model FAFE]) * Computers : Atari 800 [US] (1983) [Model RX8103] Apple II [US] (1984) Commodore C64 [US] (1984) | ||||
![]() jeff p | Mario Bros. [No. TMA1-UP] | Update | ![]() | |
KEYWORDS = Mario Bros. (c) 1983 Nintendo. Mario Bros. is a superb, single-screen platform game in which the legendary "Mario Bros.", Mario and Luigi, must try to rid each level of a number of pests that have infested the waterworks : Shellcreepers (turtles), Sidesteppers (crabs that need to be hit twice) and Fighterflies (flies, that can only be attacked when they touch a platform). Players can jump upwards to hit the platform above them, which will 'flip' any enemies on the above platform onto their backs. The prone enemies can then be kicked into the water to remove them. A 'POW' button also appears on a number of screen; this can be 'butted' by a player, causing all on-screen enemies to flip onto their backs; as well as destroying any enemy fireballs that may be around. Each POW can only be used a maximum of three times. As well as the game's enemies, players are also hampered by the huge amount of inertia that comes into play when controlling Mario or Luigi. This is due to the low degree of traction that exists between the Mario brothers and the platforms. On later phases, ice appears on the platforms reducing the amount of traction even further. As the game progresses, water droplets hang below the platforms and freeze into deadly icicles, which will eventually break off and fall. - TRIVIA - Mario Bros. was released in March 1983 in Japan. Shigeru Miyamoto was inspired to make "Mario Bros." a two-player game after seeing Williams' 1982 platform game, "Joust". This would in turn lead to the creation of Mario's brother, Luigi. Mario Bros. was the first platform game designed entirely around its eponymous hero, Mario, and his brother, Luigi. Although the plumber had, of course, been featured in the first two games in the legendary "Donkey Kong" series, the game's simple-yet-involving gameplay only hinted at the greatness that was to follow for both Mario and Nintendo itself. The Mario character would soon become Nintendo's mascot; and while the plumber's arcade outings would be few and far between, Mario would prove to be at the cornerstone of the massive critical and commercial success Nintendo would subsequently enjoy. The "Mario Bros." arcade game also saw the introduction of Mario's brother Luigi, named after a pizzeria that was situated near the then-new Washington headquarters of Nintendo of America, called "Mario and Luigi's". Despite being released at the time of the infamous videogame industry collapse of 1983; when smaller arcade companies, such as Centuri, (producers of "Pleiades", "Phoenix" and "Time Pilot") simply went out of business; and even industry giants such as Atari, Konami and Taito saw a drastic reduction in arcade revenue; "Mario Bros." was a huge success and would provide a firm foundation for Nintendo to make a move into the home console market for which they are now known. The musical introduction at the beginning of the game is the first movement of Mozart's "Eine Kleine Nachtmusik". The stage layout for Mario Bros. is used as an unlockable stage in "Super Smash Bros. Brawl" for the Nintendo Wii. Default highscore table : RANK SCORE NAME 1ST 012000 AKI 2ND 009000 CHI 3RD 008000 SEI 4TH 005400 NAO 5TH 003200 IYO Perry Rodgers holds the official record for this game with 3481550 points. A Mario Bros. units appears in the 1986 movie 'Over the Top'. On December 9, 2003, the Hollywood Wax Museum announced the first ever video game character to ever be put to wax : Mario. - TIPS AND TRICKS - * When you start a game, you will be in the middle almost under the POW button. Your job is to go after the critters entering from the upper left or right pipe. Learn how to jump not only up, but also sideways. The platforms don't have a lot of room for jumping straight up. You need to learn how to jump sideways so you can quickly make it to the next platform. This is both for running and standing still. * Know how each of the critters moves and what their behavior is. You can use this knowledge to your advantage. For example, an easy way to take care of Sidesteppers is as follows (assume that critter is moving left. Do the opposite of what is stated below if the critter is moving right) : 1) When they are just to the right of Mario or Luigi, jump up and hit the platform. This will make the Sidestepper mad and it will move left again. 2) Right when it passes over, hit it again. This will launch it up and make it drop to the next platform for easy pickings. * As often as possible, try to kill critters in groups. Any critter killed is worth 800 points (plus the 800 point bonus coin). If you kill two critters in a short time (approx 1 second), the first is still only worth 800, but the second critter is worth 1600 points, not just 800. For three critters, the points are 800-1600-2400. For four critters, the points are 800-1600-2400-3200. The point value for a killed critter is never more than 3200. So if you were to kill 5 at once, the fourth and fifth critters would both be worth 3200. * Also remember that unlike the fireballs, the critters can wrap around the screen. So if one disappears off the left edge, be prepared for it to reappear on the right edge. * Use the POW button conservatively. You only get three uses in the game, so plan those uses wisely. The best time to use the POW is when a lot of critters are on the screen at one time. In addition, make sure they are close to the bottom when you flip them over or you may not have time to knock them off the upper platforms. * After you flip a critter over, you have about five seconds to knock it off the platform. If you fail to do this, it will change color and speed up. * If the last critter in a round is a Shellcreeper or a Sidestepper, it will automatically go to its fastest pace; if it is a Fighterfly, it will continue at its current pace. * Learn how the critters move. If they bump into each other, a coin, or Slipice, they will reverse direction. You can work this to your advantage by trapping some critters between two flipped over critters. Again, be quick or they will recover and be faster. * Coins can be collected by either grabbing them or by hitting them from under the platform they are traveling on. * Things such as the Fighterfly, Red Fireball, and Green Fireball must be hit when they are in contact with the platform. This can make these things a challenge especially when there are other things harassing you. * Speaking of the fireballs, some players hunt them for extra points. There are some things to keep in mind : 1) The more times you knock off the Red Fireball, the faster it gets. 2) You can escape off either edge to escape the fireballs. They cannot wrap around the screen. 3) As you get into the later phases, the Green Fireballs appear much quicker so you must be ready to get out of their way. 4) Only one Green Fireball will be active at a time, however, when one ends the other can immediately begin. * If you get killed, you will be placed on a platform above the first gap. You have ten seconds of invincibility before the platform disappears and puts you in the thick of things. Plan your re-entry carefully. * The Bonus Phases appear at Phase 3, Phase 8, and every 7 phases thereafter (for the Japanese version, add 1 to the phase number), and are pretty easy once you get a pattern down. In the first Bonus Phase, you will have 20 seconds to get the ten bonus coins. However, in later Bonus Phases, you will only have 15 seconds. * The later phases become challenging because not only do you have critters to deal with, after the second Bonus Phase, Slipice will appear in search of a location to plant itself and freeze a platform. Until it manages to completely freeze the platform, the brothers may interrupt it and punch it from underneath. The platform will only remain frozen if Slipice has been given enough time to do its work. After the third Bonus Phase, Icicles begin to form on the underside of the highest platform, and the pipes that sit above it. They will fall down from the upper platform and pipes to add to the hazards you already have to deal with. Using the POW will knock them down before they do any damage. * When you are playing a two-player game, both Mario and Luigi are on the screen at the same time. (In a one-player game, Mario is on his own.) It is up to the players as to whether they wish to cooperate or turn it into a death match. - PORTS - * Consoles : Nintendo Famicom [JP] (September 9, 1983) [Model HVC-MA] Nintendo NES [EU] (September 1, 1986) [Model NES-MA] Nintendo Famicom [JP] (October 23, 1988) : appears as the 2-Player Battle Mode in "Super Mario Bros. 3 [Model HVC-UM]" Nintendo NES [EU] (August 29, 1991) : appears as the 2-Player Battle Mode in "Super Mario Bros. 3 [Nodel NES-UM]" Nintendo NES [EU] (1993) "Mario Bros. [Classic Series] [Model NES-MC-NOE]" Nintendo Game Boy Advance [JP] (March 21, 2001; "Super Mario Advance [Model AGB-AMAJ]") Nintendo Game Boy Advance [EU] (June 22, 2001; "Super Mario Advance [Model AGB-P-AMAP]") Nintendo Game Boy Advance [JP] (December 14, 2001; "Super Mario Advance 2 [Model AGB-P-AA2J]") Nintendo Game Boy Advance [EU] (April 12, 2002; "Super Mario Advance 2 [Model AGB-P-AA2P]") Nintendo Game Boy Advance [JP] (September 20, 2002; "Super Mario Advance 3: Yoshi's Island + Mario Brothers") [Model AGB-P-A3AJ] Nintendo Game Boy Advance [AU] (October 4, 2002; "Yoshi's Island: Super Mario Advance 3") [Model AGB-A3AU-AUS] Nintendo Game Boy Advance [EU] (October 11, 2002; "Yoshi's Island: Super Mario Advance 3") [Model AGB-P-A3AP] Nintendo Game Boy Advance [JP] (July 11, 2003; "Super Mario Advance 4: Super Mario Bros. 3" [Model AGB-P-AX4J]) : appears as the 2-Player Battle Mode. Nintendo Game Boy Advance [AU] (October 2003; "Super Mario Advance 4: Super Mario Bros. 3" [Model AGB-AX4U]) : appears as the 2-Player Battle Mode. Nintendo Game Boy Advance [EU] (October 17, 2003; "Super Mario Advance 4: Super Mario Bros. 3" [Model AGB-AX4P]) : appears as the 2-Player Battle Mode. Nintendo Game Boy Advance [AS] (2004; "Super Mario Advance") Nintendo Game Boy Advance [JP] (May 21, 2004, Famicom Mini series - Famicom version) [Model AGB-FMBJ-JPN] Nintendo Game Boy Advance [AS] (March 2, 2006, "Yoshi's Island: Super Mario Advance 3") Nintendo Game Boy Advance [AS] (March 15, 2006, "Super Mario World: Super Mario Advance 2") Nintendo Wii [Virtual Console] [EU] [AU] (December 8, 2006 - NES version [Model FAFP]) Nintendo Wii [Virtual Console] [JP] (December 12, 2006 - Famicom version [Model FAFJ]) Nintendo Wii [Virtual Console] [KO] (December 30, 2006 - Famicom version [Model FAFK]) Nintendo 3DS [Virtual Console] [JP] (May 8, 2013 - Famicom version [Model TB7J]) * Computers : NEC PC-8801 [JP] (1984, "Mario Bros. Special") NEC PC-8801 [JP] (1984, "Punch Ball Mario Bros") : featuring a small balls of colors red or green that Mario and Luigi can kick into the enemies to stun them instead of hitting them from below. Commodore C64 [EU] (1984) Commodore C64 [EU] (1987) Amstrad CPC [EU] (1987) Sinclair ZX Spectrum [EU] (1987) | ||||
![]() jeff p | Donkey Kong 3 | Update | ![]() | |
KEYWORDS = Donkey Kong 3 (c) 1983 Nintendo. The third and final arcade outing for Donkey Kong sees the giant ape once again cast as the enemy. Unlike the first two Donkey Kong games, the legendary character Mario is not featured in this game. Instead, the player taking on the role of Stanley the Bugman, a gardener who is armed with a bug spray with which he must destroy the swarms of insects that attack him and try to steal his plants. Each level has five plants that must be protected. Stanley must also spray Kong to force the ape to the top of the screen and complete the level. - CAST OF CHARACTERS - Stanley - Stanley's job is to defend the greenhouse that Donkey Kong has invaded. He does this with his trusty bug spray. When Stanley pumps his spray can, the spray travels a certain distance before dissipating so it's not useful against targets that are far away. Stanley primarily uses his bug spray to zap bugs or to make Donkey Kong scoot up the vines that he holds onto. In order to complete each stage, Stanley's goal is to either push Donkey Kong all the way up the vine using bug spray, or defeat every insect present in that stage. There are many ways for Stanley to lose a life, including touching an insect, getting shot by any of the bee stingers, running out of time, or allowing Donkey Kong to slip off the bottom of the vine. Donkey Kong - Nintendo's favorite simian seems to have been working out a little bit compared to his previous appearances. Donkey Kong attempts to keep himself above harm's way by hanging onto two vines that descend from the greenhouse ceiling. If left alone, Donkey Kong slips down the vines little by little, hoping to land on Stanley by surprise. Occasionally, he will reach over to one of the two beehives along side him and tap them in order to send more bees after Stanley. In the yellow stages, he even grabs coconuts from time to time and lobs them at Stanley's head. Starting in round 15, he will throw coconuts at you regardless of the stage. Super Spray - One time for every one of Stanley's lives, a more powerful bug spray will be perched on Donkey Kong's right vine. When Stanley pushes Donkey Kong high enough so that his hand is touching the spray, the spray falls to the ground, at which time Stanley can pick it up. The Super Spray lasts for a number of seconds, and continues with Stanley to the next stage until the full time runs out. When this spray is activated, Donkey Kong is forced up the vines much faster, Creepies die when hit, and Queen Bees die in one hit. It will not be replenished after it runs out until Stanley loses a life, so it's not a good idea to plan your strategy around it's use. Beespy & Buzzbee - These bugs are the primary attack force of the hive. Stanley starts the game squaring off against the Beespies as they swoop down and try to steal Stanley's vegetables. Starting in round 12, the hive switches to their faster and more aggressive soldiers, the Buzzbees. Buzzbees strike at Stanley more directly than Beespies. Either bee may or may not be accompanying a Queen Bee, but they are dangerous either way. Queen Bees - Starting in round 3, the Queen Bees of the hive will from time to time enter the fray surrounded by their royal escorts. One shot isn't enough to do them in, it simply changes them from red to blue. Even after you shoot them a second time, the threat isn't over. When killed, they split up in to 4 tiny projectiles that can kill you if they connect. You are only safe directly beneath them when they die. Buttifly & Beetle - Starting in round 6, the Buttiflies escape from the hive. They fly down along the side of the screen until they are even with Stanley, pause for a brief moment, and then charge across the screen in an attempt to collide with him. They disappear after round 16, only to be replaced with Beetles in round 18, who are bigger and a bit harder to dodge. Beetles do not pause as Buttiflies do, and attack immediately. Moth - The Moth is the mercenary of the bee hive, employed from round 24 and on. They move erratically, so it's slightly difficult to predict where they are going to end up. They will occasionally attack Stanley, or they will swoop down for his vegetables. Don't let them distract you from your efforts to force Donkey Kong up the vine, but don't get in their way either, or let them fly away with your plants. Creepy - This worm likes to play interference. In the blue and gray stages, he crawls down to the platforms from the plants along the side of the screen. Once he reaches the platform, he will wiggle back and forth and make a nuisance of himself. He cannot be killed by the normal bug spray, but he is quite allergic to it, and spraying him causes him to stop in his tracks until he finishes coughing. He can be persuaded to climb back up the plant for a while if you blast him with spray before he reaches the platforms. In yellow stages, three or more Creepies will slide along the vines below Donkey Kong and try to get in the way of your bug spray. If you hit one, not only with it absorb the spray, but you'll have to wait for it to finish coughing before he will move on and allow you to shoot Kong. They can be killed by super spray. Beebomb - After an insect successfully steals one of your plants, it turns into a Beebomb. Beebombs circle around a few times near the hive that they came from, and then immediately dive bomb towards Stanley. They are incredibly fast when diving towards you, but due to their direct attack nature, they are easy to defeat as long as you keep your eyes on them and time a blast of bug spray just as they are about to hit you. Vine Eater - These creatures appear when the bonus timer runs out. When the timer reaches zero, two of these appear on either side of the screen. They are oblivious to bug spray. When they reach the vines, they eat the vine from the bottom up to the ceiling. If they eat the section of vine that Donkey Kong is holding on to, Donkey Kong falls down and Stanley loses a life just as if he had allowed Donkey Kong to drop off the vine himself. - TRIVIA - Released in October 1983 in Japan, Donkey Kong 3 was Nintendo's 3rd arcade game to feature the hapless ape. This game came out at the time of the big arcade game collapse. Companies such as Atari, Konami, and Taito saw a drastic reduction in sales for their arcade machines. Smaller arcade companies such as Centuri (producer of "Pleiades" and "Phoenix") simply went out of business. Although some notable games such as "Cloak and Dagger", "Track and Field", and "Elevator Action" were released, none of them had strong sales. Donkey Kong 3 was no exception to what was going on. First of all, Donkey Kong 3 changed the look of their game. Second, instead of Mario, they now used Stanley the Exterminator (This is the only Nintendo game to feature the character of Stanley). Unfortunately, Donkey Kong 3 was not well received at the arcades and did pretty poorly in sales. It did develop a cult of games who remained loyal to the Donkey Kong series, but it never offered any serious competition. Dwayne Richard holds the official record for this game with 2583000 points on September 21, 2008. A bootleg was made by Kazutome in 1984 on the "Donkey Kong Junior" hardware! - PORTS - * Consoles : Nintendo Famicom [JP] (July 4, 1984) [Model HVC-DT] Nintendo NES [EU] (September 15, 1987) [Model NES-DT] Nintendo Wii [Virtual Console] [JP] (July 23, 2008 - Famicom version [Model FEUJ]) Nintendo Wii [Virtual Console] [EU] [AU] (January 9, 2009 - NES version [Model FEUP]) Nintendo 3DS [Virtual Console] [JP] (March 27, 2013 - Famicom version [Model TB4J]) * Computers : NEC PC-8801 [JP] (October 1984) | ||||
![]() jeff p | Donkey Kong 3 [Nintendo-Pak] | Update | ![]() | |
KEYWORDS = Donkey Kong 3 (c) 1983 Nintendo of America, Inc. - PORTS - * Consoles : Nintendo NES [US] (June 1986) [Model NES-DT] Nintendo Game Boy Advance [US] (April 21, 2003; e-READER Series - NES version [Model PES-DTA1]) Nintendo Wii [Virtual Console] [US] (July 14, 2008 - NES version [Model FEUE]) | ||||

| contributor | game | submit | status | |
|---|---|---|---|---|
![]() GUNPEY | Turbo [Sit-Down model] | Update | ![]() | |
KEYWORDS = - TRIVIA - A gameplay video appears in the great music video "Hard to Explain" of the music rock band The Strokes. | ||||
![]() FLAMINGO | splatterhouse | New | ![]() | |
VREAU SA JOC SPLATTERHOUSE 1 OBLIGAT | ||||
![]() jeff p | Donkey Kong | Update | ![]() | |
KEYWORDS = Donkey Kong (c) 1981 Nintendo. Donkey Kong is a legendary arcade platform game in which the player takes on the role of "Jumpman", who would later be renamed "Mario" and would go on to become Nintendo's mascot and a gaming legend. In this game, he must battle his way to the top of each level to rescue his beloved Pauline; who has been kidnapped by the evil giant ape, Donkey Kong. Jumpman is controlled with a joystick and single JUMP button and must avoid the rolling barrels thrown by Donkey Kong, as well as other enemies, including fireballs, cement tubs and bouncing springs. Screens are negotiated with the use of ladders, ramps, conveyor belts and elevators. For additional points, players can collect umbrellas, hats, purses and other bonus items that Pauline has dropped on her way to the top of the building. Jumpman can also grab a hammer to smash barrels, beams, fireballs, cement tubs and firefoxes which earn additional bonus points. The hammer can only be used for a limited time, however, and jumping and climbing ladders is not possible while in possession of the hammer. On the Ramp, Elevator and Conveyor Belt stages, whenever Jumpman reaches Pauline, Donkey Kong will grab her and carry her off to the next level. On the final Rivet stage, however, Jumpman must remove all the rivets on each and every floor by running or jumping over them. After all rivets are removed, Donkey Kong will fall head first onto a stack of girders and be knocked out and Jumpman and Pauline are finally reunited. The game then starts over again with an increased level of difficulty. - CAST OF CHARACTERS - Jumpman (aka Mario) - This is the one and only Mario who will go on to become one of the biggest video game stars of all time. This is the game that started it all for him. His given profession in Donkey Kong is that of a carpenter, instead of a plumber. Pauline - Jumpman's girlfriend and damsel in distress. She is stuck at the top of each screen awaiting rescue from the clutches of Donkey Kong. (When the arcade version of the game was first released, she did not have an official name and was just referred to as "Lady"; she was renamed "Pauline" about the same time Jumpman was renamed "Mario".) Donkey Kong - The most well-known video game ape and only character to retain his original name in future games. Donkey Kong has kidnapped Pauline and carried her up to the top of the construction site that Jumpman is working at. Hammer - Except for the Elevator stage, two hammers can be found on each stage. Jump to grab the hammer and use it to smash nearby dangers for points. It only lasts for a short time and Mario cannot climb ladders while he is holding the hammer. Barrel - Donkey Kong throws these at Jumpman on the Ramp stage. Many of them roll down the ramps and randomly drop down ladders that they pass. Sometimes Kong throws them directly down the building. Beam - These are the blue Barrels that Kong throws. The only difference between them and the Barrels is the Beams will turn in to Fireballs when they reach the burning can of oil at the bottom. Fireball - These appear on every stage except the Rivet stage. They move about randomly and can be jumped, but it's dangerous to try because they change directions frequently. Firefox - The fire enemies that roam around the Rivet stage. They are even harder to jump over and they seem to track Mario a little more closely. Spring - These bounce along the roof of the Elevator stage before falling down to the bottom of the screen creating a dangerous but predictable obstacle to avoid. Cement Tub - The tubs passively travel along the conveyor belt and are harmful to touch. The only danger they pose is when the conveyor belt suddenly changes directions. Prizes - Some of Pauline's dropped items (namely her purse, hat and umbrella) litter the construction site and can be retrieved by Jumpman for bonus points. - TIPS AND TRICKS - * When you start the game, Jumpman will start at the oil can on the bottom floor of the Ramp Stage. Your job is to navigate him to the top so that he can progress to the next stages. Here are some strategies for each stage... * RAMP STAGE : This is the first (25m) stage of each level. 1) On L-01, the Ramp Stage pretty easy. Donkey Kong will start the show by dropping a Beam into the oil can, igniting it. After a couple of seconds, a Fireball will jump out and dance about. Afterwards, every eighth Barrel released by Donkey Kong will be a Beam. In the later levels, Donkey Kong will throw the first Beam diagonally toward the lower right corner. If you are running toward that ladder, you and the Beam may have an unexpected encounter. On the later levels, it's better to hesitate briefly, then start running so you can jump the Beam. 2) Donkey Kong releases a Barrel about every 2 seconds. This does not mean, however, that the Barrels will all come at you at a uniform rate. Some Barrels will fall down the ladders, whether they are broken or not, before reaching the end of a platform. This can cause the Barrels to bunch up in twos, threes, and even fours. Be wary when attempting to jump too many Barrels since you don't have the horizontal range to jump too many. 3) Also remember to have enough overhead clearance when jumping Barrels. If Jumpman's head goes above the platform above, he may hit a Barrel rolling down that platform. This problem is especially true at the ends of the platforms. 4) In the later levels, the Barrels seem to go for Jumpman. To offset this a bit, go just a little past a ladder. The Barrel may drop giving you an opening at a ladder farther down the platform. 5) The Hammer can be either your greatest friend or your worst hindrance. It lasts anywhere from 5-7 seconds. Here are some hammering tips : a) Remember, you cannot jump or climb ladders when you have the Hammer. b) Be wary of trying to hammer Barrels that are close together. You will take out the first Barrel, but the second Barrel will get you when Jumpman is swinging the Hammer up. It's better to do a quick back and forth jog so that you can get the second Barrel. c) If Jumpman stands at the end of a platform so the one above is right above his head, he can destroy Barrels before they drop to his level. Again, watch out for how much hammering time you have or a Barrel may drop on you right when your hammer goes away. 6) If there is a Barrel coming down the platform above and you are about ready to climb a ladder, wait for a moment. If you are on the ladder, the Barrel may decide to take a short cut and land on your head. This becomes more prevalent in the higher levels. NOTE: On the Japanese version, a Barrel cannot drop down a ladder while Jumpman is on it. 7) As you proceed into the higher levels, Donkey Kong does not always play fair. He has a tendency to throw Barrels diagonally or even to drop them to the next platform. Be ready to expect the unexpected at the later levels. 8) Although the Fireballs on this stage are rather sedate, they still can pose a danger. If you take too long on the level, the Fireballs will eventually climb the ladders to higher platforms so it is important to move up quickly and safely. 7) On this and all stages, Jumpman can only survive falls at a distance no greater than his height. * CONVEYOR BELT STAGE : A relatively easy stage. You just have to watch out for Fireballs and conveyor belts... 1) The conveyor belts have a tendency to change direction very quickly. So if you are just under a ladder, you may find yourself being moved in the wrong direction. You may want to jump toward the ladder to reduce this chance. 2) Watch out for the Cement Pies. They come up randomly and Mario will lose the battle if a Cement Pie hits him. The same goes for the Fireballs that are born from the oil can. 3) If Jumpman goes off the edge of the screen on a conveyor belt he will lose that battle. 4) Any platforms that have circles on one or both of the ends are conveyor belts. That means the very bottom and third platforms are not conveyor belts. Plan your strategy accordingly. 5) Once you get up to the fourth platform, depending on what side you are on, you must make it to the telescoping ladders. You can hang on the ladder when it is retracted to avoid the Cement Pies. Just make sure there aren't any Fireballs around to harass you. Once the ladder extends to the next platform, climb it. 6) On this stage, you don't have to climb the ladder to the platform Pauline is on. All you have to do is make it to the platform that Donkey Kong is on. * ELEVATOR STAGE : Probably the hardest stage in the game. It's the one that players have the most trouble with. 1) Jumpman will start out on the bottom of the leftmost girder. This level has a few hazards you must negotiate : a) The gaps between the girders. A sure hand and jump at the right place will prevent tragedy. b) If you take the lower route, you will have to cross the path of the Springs twice. Once while travelling on the first set of girders and again when you cross over on the second set of girders. c) The Springs themselves are a hazard. If your timing is off, be prepared to have Jumpman squashed by a wayward Spring. 2) There are two routes you can travel to get to the top : The upper and lower routes. All veteran Donkey Kong players know that the upper route is the best route but it takes a little skill. The reasons for the upper route are : a) You don't have as many jumps to make. b) If you take the lower route, you will have to cross the path of the Springs twice. Once while traveling on the first set of girders and again when you cross over on the second set of girders. c) These factors create a higher risk for Jumpman to not make it. 3) To navigate the top route, do the following : a) Get on the first elevator (it is going up). When you almost get even with the top of the next girder to the right, jump onto it. If a Fireball is in the way, jump back to the top of the girder on the left (and pick up the Umbrella if you haven't done so yet). b) From the top of that girder, get ready to jump on the next elevator (it is going down). When the elevator is slightly higher then the girder Jumpman is standing on, jump onto it. Without breaking stride (in other words, keep running), jump again to the third set of girders. Jumpman will have a pretty good arc since you ran him constantly. You should land on the top or second level of that girder. 4) Climb the ladder onto the girder that Donkey Kong is standing on and don't move. Jumpman will be right on the edge of that girder. The Springs will get very close to Jumpman (basically shaving his nose) but they won't hit him. 5) When a Spring basically scrapes Jumpman's nose, take off running toward the ladder to the platform with Pauline. This trick will require some timing. Run a little past that ladder then immediately turn around and go up the ladder. If this trick is done correctly, Jumpman will follow the Spring that just bounced over him and beat the Spring right behind it. This trick works on the later levels even when the Springs are 'double-jumping'. 6) This stage requires practice to perfect your techniques. Fortunately, in the US version, there is only one Elevator Stage per level after L-03 (100m from L-04 onward). Remember, Jumpman cannot survive long falls. * RIVET STAGE : This is final stage of each level. However, it is probably one of the easiest stages to go through. 1) There is no real pattern to taking out the rivets holding the girders. What you must really be wary of are the Firefoxes. At the later levels, the Firefoxes move quite a bit faster and they become more aggressive. 2) One tactic is to get on one side of the rivet. Just as a Firefox gets right next to Jumpman, jump backward over the rivet. You will gain 100 points and remove the rivet. Firefoxes cannot cross the gap created by the missing rivet. 3) Make sure you don't accidentally jump into Donkey Kong when you are on the upper platform. This will lead to a premature end for Jumpman really quickly. 4) You can jump into the side walls away from the girders and they will bounce you back onto the girder you were on. This move is usually for if you are surrounded by Firefoxes and there is nowhere left to go. - PORTS - * Consoles : Mattel Intellivision [EU] (1983) [Model 7625-7A] Nintendo Famicom [JP] (July 15, 1983) [Model HVC-DK] Atari 2600 [EU] (1982) [Model 4L2274] DynaVision [BR] Donkey Kong Nintendo NES [EU] (October 15, 1986) [Model NES-DK] Nintendo NES [EU] (August 10, 1989; "Donkey Kong Classics [Model NES-DJ]") : NES versions of both Donkey Kong and "Donkey Kong Jr." in one cartridge. Nintendo Game Boy [JP] (June 14, 1994) "Donkey Kong [Model DMG-QDA]" Nintendo Game Boy [EU] (September 24, 1994) "Donkey Kong [Model DMG-QD-SCN]" Nintendo 64 (1999, "Donkey Kong 64") : unlockable extra. Nintendo Game Boy [JP] (March 1, 2000, Nintendo Power Edition) Nintendo Game Boy Advance [JP] (February 14, 2004) "Donkey Kong [Famicom Mini] [Model AGB-FDKJ-JPN]" Nintendo Famicom Disk [JP] (April 8, 1988) Nintendo Wii [Virtual Console] [JP] (December 2, 2006 - Famicom version [Model FAAJ]) Nintendo Wii [Virtual Console] [EU] (December 8, 2006 - NES version [Model FAAP]) Nintendo Wii [Virtual Console] [KO] (April 26, 2008 - Famicom version) Nintendo 3DS [Virtual Console] [JP] (June 15, 2011 - Game Boy version) Nintendo 3DS [Virtual Console] [AU] [EU] (June 16, 2011 - Game Boy version) Nintendo 3DS [Virtual Console] [JP] (October 17, 2012 - Famicom version [Model TBJJ]) Nintendo Wii U [Virtual Console] [AU] [EU] [JP] (July 2013 - NES/Famicom version) * Computers : Commodore C64 [EU] (1983) Sinclair ZX Spectrum [EU] (1983, Kong - Ocean) BBC B [EU] (1984, "Killer Gorilla" - Micropower) Acorn Electron [EU] (1984, "Killer Gorilla" - Micropower) Amstrad PCW [EU] (198?, "Climb It") Amstrad CPC [Disk] [FR] [DE] (1986) Amstrad CPC [Tape] [FR] [DE] (1986) Amstrad CPC [Disk] [SP] (1986) Amstrad CPC [Tape] [SP] (1987) Sinclair ZX-Spectrum [EU] (1986, Ocean) : is slightly closer to the original arcade game than Ocean's earlier offering from 1983, "Kong". Making their 1986 version probably the second worst conversion of Donkey Kong ever sold! MSX [JP] | ||||
![]() jeff p | Donkey Kong | Update | ![]() | |
KEYWORDS = Donkey Kong (c) 1981 Nintendo of America, Inc. - PORTS - * Consoles : Colecovision [US] (1982) [Model 2411] Mattel Intellivision [US] (1982) [Model 2471] Atari 2600 [US] (1982) [Model 2451] Nintendo NES [US] (June 1986) [Model NES-DK] Atari XEGS Atari 2600 [US] (1988) [Model CX26143] : re-release version Atari 7800 [US] (1988) [Model CX7848] Nintendo NES [US] (October 1988, "Donkey Kong Classics [Model NES-DJ]"): NES versions of both Donkey Kong and "Donkey Kong Jr." in one cartridge. Nintendo Game Boy [US] (June 1994) [Model DMG-QD-USA] Nintendo Game Boy [US] (1995, Player's Choice edition) [Model DMG-QDE] Nintendo 64 [US] (October 31, 1999; "Donkey Kong 64 [Model NUS-NDOE]") : unlockable extra. Nintendo Game Boy Advance [US] (November 12, 2002; "Donkey Kong [e-Reader] [Model PES-DKA1]" - NES version) Nintendo Wii [Virtual Console] [US] (November 19, 2006 - NES version) [Model FAAE] Nintendo 3DS [Virtual Console] [US] (June 23, 2011 - Game Boy version [Model CTR-RAHE-USZ]) Nintendo Wii U [Virtual Console] [US] (July 2013 - NES version) * Computers : Tandy Color Computer [US] (1982, "Dunkey Munkey") Tandy Color Computer [US] (1982, "Donkey King") Tandy Color Computer [US] (1983, "The King") Tandy Color Computer [US] (1983, "Monkey Kong") PC Booter [US] (1983) Atari 800 [US] (1983) [Model RX8031] TI99/4A [US] (1983) [Model RX8512] Commodore VIC-20 [US] (1983) [Model RX8513] Apple II [US] (1983) Commodore C64 [US] (1983) [Model RX8514] PC [MS-DOS] [US] (1997, "Champ Kong" - CHAMProgramming) * Others : VFD handheld game [US] (1982) released by Coleco. LCD handheld game [US] (Game & Watch) released by Nintendo : double screen. | ||||
![]() cristian | Crazy Circus | Update | ![]() | |
KEYWORDS = #Slots/25-line#;#Slots/15-reel#; Crazy Circus (c) 200? Astro Corp. - SOURCES - Game's screenshot. | ||||
![]() jeff p | Donkey Kong Jr. | Update | ![]() | |
KEYWORDS = Donkey Kong Jr. (c) 1982 Nintendo. - PORTS - * Consoles : Atari 2600 [EU] (1982) Nintendo Famicom [JP] (July 15, 1983) [Model HVC-JR] Nintendo NES [EU] (June 15, 1987) [Model NES-JR] Nintendo Famicom Disk [JP] (July 19, 1988) [Model FMC-JRD] Nintendo NES [EU] (August 10, 1989; "Donkey Kong Classics [Model NES-DJ]") : NES versions of both Donkey Kong and "Donkey Kong Jr." in one cartridge. Nintendo Wii [Virtual Console] [JP] (December 2, 2006 - Famicom version) [Model FABJ] Nintendo Wii [Virtual Console] [EU] (December 22, 2006 - NES version) [Model FABP] Nintendo Wii [Virtual Console] [AU] (December 22, 2006 - NES version) [Model FABP] Nintendo 3DS [Virtual Console] [EU] [AU] [JP] (September 1, 2011, 3DS Ambassador Program - NES version) Nintendo 3DS [Virtual Console] [JP] (April 18, 2012 - NES version) [Model TAKJ] Nintendo 3DS [Virtual Console] [EU] [AU] (August 23, 2012 - NES version) [Model TAKP] Nintendo Wii U [Virtual Console] [EU] [AU] (April 27, 2013 - NES version) * Computers : BBC Micro [EU] (1984) | ||||
![]() jeff p | Donkey Kong Junior [Model DJR1-UP] | Update | ![]() | |
KEYWORDS = Donkey Kong Junior (c) 1982 Nintendo of America. - PORTS - * Consoles : Colecovision [US] (1982) [Model 2601] Mattel Intellivision [US] (1983) [Model 2671] Atari 2600 [US] (1983) [Model 2653] Atari XEGS Nintendo NES [US] (June 1986, "Donkey Kong, Jr. [Model NES-JR]") Atari 7800 [US] (1988) [Model CX7849] Nintendo NES [US] (October 1988) "Donkey Kong Classics [Model NES-DJ]": NES versions of both "Donkey Kong" and "Donkey Kong Jr." in one cartridge. Nintendo Game Boy Advance [US] (September 16, 2002, e-Reader Series - NES version) [Model PES-JRA1] Nintendo Wii [Virtual Console] [US] (December 4, 2006 - NES version [Model FABE]) Nintendo 3DS [Virtual Console] [US] (September 1, 2011, 3DS Ambassador Program - NES version) Nintendo 3DS [Virtual Console] [US] (June 14, 2012 - NES version [Model TAKE]) Nintendo Wii U [Virtual Console] [US] (April 26, 2013 - NES version) * Computers : Atari 800 [US] (June 1, 1984) [Model RX8040] Tandy Color Computer [US] (1983, "Junior's Revenge") Tandy Color Computer 3 [US] (1986, "Return of Junior's Revenge") * Others : LCD tabletop game [US] (1983) released by Coleco : This is a color LCD game (color accomplished with a color plastic overlay on the LCD), and is back-lit by an external light source (room light, sun, etc.). It can't be played in the dark like the VFD games LCD tabletop game released by Nintendo (Game&Watch) [US] | ||||

| contributor | game | submit | status | |
|---|---|---|---|---|
![]() sjy96525 | Super World Stadium '98 | Update | ![]() | |
KEYWORDS = - TRIVIA - Super World Stadium '98 was Released in June 1998 in Japan. | ||||
![]() sjy96525 | Demon's World [TP-016] | Update | ![]() | |
KEYWORDS = - TRIVIA - Released in January 1990. Licensed to Taito for Japanese distribution. Demon's World was originally known as "Hora Story" rather than horror story as listed. For US distribution, it was licensed to World Games who later became Catalina Games for the release of their only inhouse designed game "Cool Pool". | ||||
![]() sjy96525 | Turret Tower | Update | ![]() | |
KEYWORDS = - TRIVIA - Released in July 2001 in Japan. Licensed by Namco. | ||||
![]() jeff p | Tron [Upright model] [No. 628] | Update | ![]() | |
KEYWORDS = Tron (c) 1982 Bally Midway. Tron is a 1- or 2-player game set inside the 'Tron' computer, and is based on the ground-breaking Disney movie of the same name. Tron consists of twenty-two stages - or 'phases' - of play. Each phase consists of four separate games called "domains", all of which must be completed before moving on to the next phase. Players can determine the order in which each of the four domains is attempted, but the domain position is random and is only revealed once that domain has been chosen. The four domains that make up a phase never change throughout the game, although both the difficulty level and number of enemies increases with each subsequent phase. The domains are as follows: * LIGHT CYCLES : The player controls a Light Cycle that leaves a blue light trail in its wake. The aim is to 'box in' the yellow enemy Light Cycles, making them crash into either a cycle trail (theirs or the player's) or a wall. The player must also avoid any collision with either walls or light trails. The joystick controls the direction of the bike and the trigger controls its speed. * I/O TOWER : Destroy the Grid Bugs that emerge from the grid surrounding the tower. The bugs will multiply and fill the entire screen if not stopped. Players must attempt to clear a path to - and enter - the I/O Tower before the timer runs out. The stick controls the movement of the player's character and the spinner controls the direction of fire. * TANK MAZE : Destroy all enemy tanks that are patrolling the maze. The player's tank can fire in all directions and can bounce shots off walls, but can be destroyed by a single shot; while enemy tanks can only fire in the direction of travel but need three shots before they are destroyed. "Recognizer" tanks also feature in later phases; these Do NOT shoot but move quickly and will try to ram the player's tank. The joystick controls the movement of the player's tank and the spinner controls the direction of fire. * MCP CONE : Destroy the blocks in the descending, rotating coloured column to clear a path and move the character up into the light cone above the blocks. A bonus is awarded if all of the blocks are destroyed. The stick controls the movement of the character and the spinner controls the direction of fire. Bonus lives are awarded periodically throughout the game as specific point scores are reached. Each enemy and item has an assigned point value (see the "SCORING" section for details). - TRIVIA - Tron was released in May 1982. When Bally/Midway signed a deal to create a Tron video game, they were very pressed for time and needed a game quickly. They decided to let all 3 of their design teams (their in-house team, Dave Nutting Associates, and Arcade Engineering) take a crack at a prototype. The Dave Nutting Associates team (led by Dave Armstrong) proposed a 3-D color vector game that was deemed too complex and expensive, thought it was later developed into a prototype called "Earth, Friend, Mission". The internal team eventually won the right to produce the game. The initial design document called for 6 different mini-games : 1) Rings (a light-disk duel between Tron and Sark). 2) Paranoia (in which the player builds a bridge of spiders to reach an island). 3) Tank Pursuit 4) Space Spores 5) I/O Tower (the player tries to reach an energy socket while avoiding electrifying blue warriors) 6) Light Cycles. Fearing that they would never get the game out in time, the Rings game was made into a separate game and the Paranoia and I/O Tower game was dropped (though the MCP Cone sequence was later added). At one point the film included deadly spores that were included in the game's Grid Bug sequence, but when they were removed from the movie, they had to be removed from the game as well. To promote the game, Bally/Midway and Alladin's Castle sponsored a seven-week-long tournament at over 400 locations throughout the country, as well as a celebrity tournament. Most of the levels correspond to a computer language. Of course, some literary license was used for the level names and a couple of them don't really make sense. Anyway, here are the 11 level names and what they are : ALGOL : Algorithmic Language. Influenced the development of more modern language (along with FORTRAN and LISP). Used for number crunching. ASSEMBLY : Machine language. Used to write code directly to the computer without having to compile or interpret it. BASIC : Beginners All-purpose Symbolic Instruction Code. Used primarily for teaching rudimentary programming. COBOL : Common Business Oriented Language. Used primarily for accounting. Very old language. FORTRAN : Formula Translator. Used for processing numbers and/or formulas. JCL : Job Control Language. Used on IBM mainframes to execute specific jobs and scripts on the Job Entry Subsystem. OS : Precursor language to OS2. PASCAL : Teaching language for compiled languages. Not very powerful. PL1 : A play on the actual language called PLI. Language used for solving mathematical problems. RPG : Report Program Generator. Use for generating reports. Usually used with COBOL. SNOBOL : Used for character string manipulation. Walt Disney Productions sued Williams Electronics for copyright and patent infringement over Williams' use of the name 'tron' in their arcade legend, "Robotron - 2084". Common sense prevailed, however, and Williams won the suit. The game's sequel, "Discs of Tron" was originally intended to be a part of the original game but tight time constraints meant that the mini-game was not completed in time. A Tron unit appears in the 1983 movie, 'War Games', in the 1986 movie 'The Color of Money' and in the 1987 movie, 'Death Wish 4 - The Crackdown'. - SERIES - 1. Tron (1982) 2. Discs of Tron (1983) 3. Tron 2.0 (2003, PC CD-ROM and Macintosh; 2004, XBOX and Game Boy Advance) 4. TRON (2010, iPhone/iPod) - PORTS - * Consoles : DynaVision [BR] (198?, Tron) Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (January 9, 2008) * Computers : Tandy Color Computer [US] (1983, "Kron") Oric I [EU] (1984, "Light Cycle") Sinclair ZX Spectrum [EU] (1984, "Light Cycle") * Others : LCD handheld game (1982) released by Tomy : cool game, the entire case is made of a smoked clear plastic so you can see the inside of the game (and it has some large, simulated circuitry in the back, to make it look even cooler...) | ||||
![]() jeff p | Triple Hunt | Update | ![]() | |
KEYWORDS = Triple Hunt (c) 1977 Atari. - TRIVIA - Triple Hunt was released in April 1977 and was first introduced at the Third Annual Distributor Meeting banquet on March 22, 1977. | ||||
![]() jeff p | Track & Field [Model GX361] | Update | ![]() | |
KEYWORDS = Track & Field (c) 1983 Konami. - TRIVIA - Track & Field was released in October 1983 by Konami. It was licensed to Centuri for US manufacture and distribution during the same month. Track & Field proved to be incredibly successful for Konami, and would spawn countless imitations - particularly on the 8-bit home systems of the time - as well as three sequels of its own. One of the undoubted reasons for its success was the superb multi-player game, which, for perhaps the first time in the video arcade, introduced a genuine sense of rivalry among players and showed the gaming world what was truly possible with multi-player gaming. The song that is heard playing on the high score and awards screen is 'Chariots of Fire', written by Vangelis for the movie of the same name. This game is known in Japan as "Hyper Olympic". A Bootleg of this game called "Atlant Olimpic" was released in Italy in 1996, thirteen years after the game first appeared. A Track & Field unit appears in the 1985 movie, 'The Goonies'. | ||||
![]() jeff p | Hyper Olympic [Model GX361] | Update | ![]() | |
KEYWORDS = Hyper Olympic (c) 1983 Konami. - TRIVIA - Hyper Olympic was released in October 1983 in Japan. It is known outside Japan as "Track & Field". For more information about the game, please see the "Track & Field" (non-Japanese version) entry. Hyper Olympic is a resounding success, especially amongst real-life athletes who live to take out their aggression on animate or inanimate objects. The game inspires an all-new level of two-player competition in arcades. | ||||
![]() jeff p | Time Pilot | Update | ![]() | |
KEYWORDS = Time Pilot (c) 1982 Atari, Inc. - TRIVIA - Time Pilot was manufactured in Ireland and Great Britain by Atari under license from Konami; it was also manufactured in France by Karateco. In this version : * Stage 4 is A.D. 1983 rather than A.D. 1982. * Stage 5 (A.D. 2001) IS played in the attract mode. For more information about the game, please see the Konami entry. | ||||
![]() jeff p | Tournament Arkanoid | Update | ![]() | |
KEYWORDS = Tournament Arkanoid (c) 1987 Taito America Corp. Tournament Arkanoid is an update of the original "Arkanoid" that was released exclusively in the United States. It has an entirely new set of levels, some more difficult than any levels of the original game. Otherwise, gameplay in general is entirely identical to the original. - TRIVIA - Tournament Arkanoid was released in January 1987 in the USA. It was licensed to Romstar. This game is basically "Arkanoid" with an entirely new set of levels. For more information on the game, please see the original Taito Japan entry. The layout of level 2 is a drawing of the US flag, with the stars represented by silver blocks. The layout of level 4 is a drawing of Chack'n from "Chack'n Pop". Chack'n's eyes are made out of indestructible gold blocks. - SOURCES - Game's ROM. | ||||

| contributor | game | submit | status | |
|---|---|---|---|---|
![]() sjy96525 | Motocross Go! | Update | ![]() | |
KEYWORDS = - TIPS AND TRICKS - Race Alone Hold brake, gas, and view while you insert your coins. Keep thm pressed until you start the race. Secret Bikes When selecting bikes, while turning the handle to full throttle and holding the brake, select your bike with the view button. The YZ400 gives you a transparent player with a visible heart. The YZ250 gives you a player in a black jumpsuit (very fast!!) | ||||
![]() RATMNL | Five Clown | Update | ![]() | |
KEYWORDS = - TECHNICAL - Main CPU: 2x M6502 (@1.25MHz). Sound Chips: AY-3-8910A (@1.25MHz), OKI6295 (@833.333KHz). Screen Orientation: Horizontal Screen Resolution: 256 x 256 pixels. Refresh Rate: 60Hz. | ||||
![]() RATMNL | 5-Aces Poker | Update | ![]() | |
KEYWORDS = - TECHNICAL - Main CPU: M6809 (@4MHz). Screen Orientation: Horizontal. Screen Resolution: 480 x 240 pixels. Refresh Rate: 60Hz. | ||||
![]() RATMNL | 50 Lions | Update | ![]() | |
KEYWORDS = 50 Lions (c) 2002 Aristocrat. A 5 reel video slot machine with an African theme. - TECHNICAL - Main CPU: SH-4 (@200MHz). Screen Orientation: Horizontal Screen Resolution: 640 x 480 pixels. Refresh Rate: 60Hz. Xcite cabinet (16 button) layout, 1 credit buys 1 line version: Top buttons: Collect Information Top row buttons: Gamble Bet 1 Credit / Heart Bet 2 Credits / Diamond Bet 3 Credits Bet 4 Credits / Club Spade Bottom row buttons: Take Win Play 1 Line / Red Play 12 Lines Play 25 Lines Play 38 Lines Play 50 Lines / Black Start Feature Spin 1 credit buys 2 lines version: Top buttons: Collect Information Top row buttons: Gamble Bet 1 Credit / Heart Bet 2 Credits / Diamond Bet 3 Credits Bet 5 Credits / Club Bet 8 Credits / Spade Bottom row buttons: Take Win Play 2 Lines (1 credit) / Red Play 10 Lines (5 credits) Play 20 Lines (10 credits) Play 30 Lines (15 credits) Play 50 Lines (25 credits) / Black Start Feature Spin MVP cabinet (14 button) layout: Top row buttons: Collect Bet 1 Credit / Heart Bet 2 Credits / Diamond Bet 3 Credits Bet 4 Credits / Club Spade Bottom row buttons: Information Play 1 Line / Red Play 12 Lines Play 25 Lines Play 38 Lines Play 50 Lines / Black Gamble Take Win / Start Feature 1 credit buys 2 lines version: Top row buttons: Collect / Take Win Bet 1 Credit / Heart Bet 2 Credits / Diamond Bet 3 Credits Bet 5 Credits / Club Bet 8 Credits / Spade Bottom row buttons: Information Play 2 Lines (1 credit) / Red Play 10 Lines (5 credits) Play 20 Lines (10 credits) Play 30 Lines (15 credits) Play 50 Lines (25 credits) / Black Gamble Spin / Start Feature | ||||
![]() RATMNL | 500 GP | Update | ![]() | |
KEYWORDS = 500 GP (c) 1998 Namco. 500 GP - FIM WORLD CHAMPIONSHIPS Grand Prix Racing Realism. Make room for the ultimate, hi-tech linkable motorcycle racing video game available. 500GP is the real thing. Race against real Grand Prix riders. Race on real Grand Prix courses. So real you have to fight the wind. 500GP is the first motorcycle racing game that sense the rider's position and calculates the wind resistance. When the players lean over the gas tank their potential speed increases. This technique gives the racer the edge that just might put them in first place! 500GP is available in two models: The deluxe version boasts a 50" monitor, the most authentic bike ever created and attention-grabbing cabinet and graphics. The standard cabinet packs all of the excitement of the deluxe in a compact, more affordable package. Both version simulate the intense sport of Grand Prix racing, you supply the leathers. * Multiple Viewpoints * Three Racecourses: Susuka in Japan, Paul Richard in France, Jerez in Spain * The top performance motorcycles: YZR500 from Yamaha, NSR500 from Honda, RGV500 from Suzuki * Linkable up to four Cabinets - TECHNICAL - Namco Super System 23 hardware Game ID : 5GP Main CPU : IDT (@ 166 Mhz) Audio CPU: H8/3002 (@ 14.7456 Mhz) Sound Chips : C352 (@ 14.7456 Mhz) Screen Orientation: Horizontal. Screen Resolution: 640 x 480 pixels. Refresh Rate: 598.882400Hz. Standard cabinet dimensions : 78'' High x 32'' Wide x 85'' Deep Deluxe cabinet dimensions : 92'' High x 46'' Wide x 107'' Deep - TRIVIA - The FIA licensed successor to the Suzuka 24 games where the player chooses from three licensed courses : Jerez, Paul Ricard or Suzuka. The game features authentic motorcycles from Honda, Suzuki and Yamaha. It also has likenesses of the real 500cc GP riders in the game. Released in February 1999 (even if the titlescreen says 1998). - SOURCES - Game's ROM. Game's Picture. Game's Flyer. Official Website: http://www.bandainamcogames.co.jp/am/vg/500gp/ | ||||
![]() RATMNL | Four Roses | Update | ![]() | |
KEYWORDS = - TECHNICAL - Main CPU: M65C02 (@2MHz). Audio Chips: AY-3-8910A (@2MHz). Screen Orientation: Horizontal. Screen Resolution: 384 x 232 pixels. Refresh Rate: 60Hz. | ||||
![]() RATMNL | 4-D Warriors | Update | ![]() | |
KEYWORDS = - TECHNICAL - Sega System 1 hardware Game ID : 834-5918 Main CPU : Z80 (@ 4 Mhz) Sound CPU : Z80 (@ 4 Mhz) Sound Chips : SN76496 (@ 4 Mhz), SN76496 (@ 2 Mhz) Screen Orientation: Horizontal. Screen Resolution: 512 x 224 pixels. Refresh Rate: 60.096154Hz. Players : 2 Control : 4-way joystick Buttons : 2 - SOURCES - Game's ROM. | ||||
![]() RATMNL | 40-0 - Forty-Love | Update | ![]() | |
KEYWORDS = - TECHNICAL - This is a four board system - Main, Video, ROM, and Sound boards. Main Board Number : J1100004A / K1100010A Sound Board Number : J1100005A / K1100011A Video Board Number : J1100008A / K1100025A ROM Board Number : J9100005A / K9100008A Prom Stickers : A30 Main Board : NEC D780C-1 (Z80) (@ 4 Mhz) Motorola M68705P5S (@ 3.072 Mhz) Mitsubishi M5517P SRAM chip Fujitsu MB14241 ??? chip Fujitsu MB81416-10 DRAM chips TD62003P (lamps/LEDs driver) xtal (@ 8MHz) (3x) 8-way DSW Sound Board : NEC D780C-1 (Z80) (@ 4 Mhz) Mitsubishi M5517P SRAM chip Yamaha YM2149 OKI M5232 Fujitsu MB3731 Audio amp xtal (@ 8MHz) Video Board : (4x) AMD AM93422 RAM chips (2x) Mitsubishi M5517P SRAM chips (6 x) Mitsubishi M53357P (=LS157) xtal (@ 18.432MHz) Screen Orientation: Horizontal Screen Resolution: 256 x 224 pixels. Refresh rate: 60Hz Players : 2 Control : 4-way joystick Buttons : 4 - SOURCES - Game's ROM. | ||||
![]() jeff p | Super Street Fighter II - The New Challengers [Green Board] | Update | ![]() | |
KEYWORDS = Super Street Fighter II - The New Challengers (c) 1993 Capcom Co., Ltd. The fourth game in the SFII series featured all new graphics, redone sounds, and above all, four characters new to the series. Here is a full list of changes from previous SFII games: * New title screen with new music. * Completely new portraits for all characters. M. Bison ('Vega' in Japan) now has a winged-skull on his hat instead of a star. * New endings for the bosses. The last part of Chun Li's ending is also modified, letting the player choose whether she should now live a normal girl's life or continue being a detective. * Vega ('Balrog' in Japan) no longer climbs the fence on his stage prior to doing his 'Flying Barcelona Attack' or 'Izuna Drop' moves. He now just jumps to the edge of the screen and jumps off, as he does in the other stages. * Voice samples for all characters and announcer re-recorded with different actors. Each character now have their own unique voice so there is no more shared voice samples (e.g. the male 'KO' scream). * Background music playback is handled differently. The background music will play continuously from Round 1 to Round 2 until a character causes the KO sign to flash on Round 2, which will trigger the 'Heavy Damage' version of the music. From Round 3 onward, the music is played in the same format as in previous SFII games. * Four completely new stage backgrounds with new background music to accompany the New Challengers. * Color schemes for the twelve original stage backgrounds have changed once again : 1) Ryu stage: The sky is now near evening, and the moon is now white with a touch of light blue. 2) E. Honda stage: The walls are now light blue, and the big picture (excluding the sun) is now red-orange. 3) Blanka stage: The vine where the snake is coiled is now light green, and people to the right have changed a bit. The river behind the village is now a clear blue. 4) Guile stage: The sky is back to daytime, the canopy on the jet is now clear, and the people in the background are now dressed in blue. The symbol on the ground is back to blue, but the missile linings are still red. 5) Ken stage: The tugboat has been replaced with a yacht, the two guys on the top now wear orange clothes and white clothes. On the bottom, the first person now wears a green shirt and has gray hair, the second person now wears white t-shirt and yellow pants, the third person now has long hair and wears white top and pink skirt, the fourth person now wears light blue shirt and orange pants, and the guy in the trenchcoat and hat is now replaced by a new person in blue shirt and navy blue pants. 6) Chun Li stage: The sky is now sunset, the two customers now wear orange, the meat store's roof is now green with its sign back to red, the guy holding the chicken now wears blue, the "Shanghai Friend Corridor" sign is now red-orange with yellow letters, the guy to the right now wears green pants, and the water sign is now blue. 7) Zangief stage: The stage floor is now green, and the area to the left is back to red. In addition, the fence on the left foreground is now lowered a bit. 8) Dhalsim stage: The curtains and stone floor are now green, and the carpet is back to red. 9) Balrog ([JP] M. Bison) stage: While the stage floor is still purple, the 'Las Vegas' on the floor is now yellow. The car to the left is now blue, and the car to the right is now green. The guy throwing the confetti at win/lose now wears yellow, the guy next to the car to the left now wears purple and the guy next to the guy throwing the confetti has been redesigned. 10) Vega ([JP] Balrog) stage: The stage floor now shows off a green hue, and the fence now comes crashing down at the start of the fight. 11) Sagat stage: Buddhist statue is still gold, and now it's sunset. In addition, a big city is now visible in the distance. 12) M. Bison ([JP] Vega) stage: The sky is now back to daytime, and the guys sitting Indian style praying (and stands up angrily after breaking a big statue) are now dark-skinned. The roof of the palace is now red with green trim, and the linings on the giant bell that were previously red are now black. | ||||
![]() jeff p | Street Fighter II' - Champion Edition [B-Board 91634B-2] | Update | ![]() | |
KEYWORDS = Street Fighter II' - Champion Edition (c) 1992 Capcom. - TRIVIA - Street Fighter II': Champion Edition was released in March 1992 in the Japanese arcades. It was known there as the 21th video game made for this system. Known export release: "Street Fighter II' - Champion Edition [B-Board 91635B-2]". In Japan, the apostrophe-like character on the game's official logo is actually a prime symbol and thus the official title is pronounced Street Fighter II Dash - Champion Edition. This game is an enhanced version of "Street Fighter II - The World Warrior" : * Added an alternate color scheme for each character and the ability to select boss characters (Balrog, Vega, Sagat, M. Bison). * Each stage had different background colors from the original (mainly time of day changes), here are the background changes : 1) Ryu stage : now has midnight blue sky instead of red-orange, and has yellow moon. 2) E. Honda stage : the walls are now yellow, the big picture (excluding the sun) is now blue-purple. The 'Victory' sign is now red-orange. The Hiragana Yu on the left is now red. 3) Blanka stage : the snake is now red, and the houses are now wood color. 4) Guile stage : The sky is now sunset. The tinted canopy on the jet is now purple. The symbol on the ground is now red, and the missile linings are now red. 5) Ken stage : The boat is now blue. The 2 guys on top are now wearing brown clothes and orange clothes. The guy in the trenchcoat and hat is now yellow. 6) Chun Li stage : the 2 customers now wear pink, the meat store's roof is now orange and its sign is now green, the meats on the ceiling are now brown, the "Shanghai Friend Corridor" sign is now pale green with red letters, and the ground is now a darker color. 7) Zangief stage : The floor is now gold and to the left is now copper. The "Attention" flyers are now red with yellow letters. 8) Dhalsim stage : The stage now has blue curtains, silver stone floor, and blue carpet. 9) Balrog ([JP] M. Bison) stage : The floor is now purple. 10) Vega ([JP] Balrog) stage : The stage now sports a dark blue hue, and the Flamenco dancers are now dressed in pink. 11) Sagat stage : Buddhist statue is now gold, and the grass is now a darker green. 12) M. Bison ([JP] Vega) stage : The sky is evening this time. * New moves were added for some characters. * The portraits of Chun Li and M. Bison have been recolored. * Overall hit damage was reduced (favoring combos attacks instead of special moves). * Special moves were tweaked a bit (i.e. : the fighting styles of Ryu and Ken were distinguishable from one another) * The main title screen was changed from black to blue. * Various cosmetic enhancements were made to each character's physical appearance. * Ryu's original SFII stage featured breakable 'Fuurinkazan' signs. These signs have been removed in this game and are not seen again until "Hyper Street Fighter II - The Anniversary Edition". * In Ken's original SFII stage, there were 2 barrels and a stack of boxes which were a single breakable item. From "Street Fighter II' - Champion Edition" to "Super Street Fighter II Turbo" ("Super Street Fighter II X - Grand Master Challenge" in Japan), there is just a single barrel in Ken's stage. The two barrels and stack of boxes from the original SFII would later return in "Hyper Street Fighter II - The Anniversary Edition". * Sagat's stage in the original SFII had a palm tree in the foreground. The palm tree is gone in this game and does not return. - TIPS AND TRICKS - * Characters stats: If you enter the classic Konami code Up(x2), Down(x2), Left, Right, Left, Right, MP, LP on the 2nd player side during the demo fight in attract mode, it makes a bunch of zeros appear. First line contains 0001 0002 0003 0004 Second line contains 0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016 0001 = No idea, probably some sort of 'experience points' for 1P side. 0002 = The no. of coins put in in the left-hand slot. 0003 = Same as 0001, but for 2nd player. 0004 = Same as 0002, but for right-hand slot. 0005 = No. of times Ryu has been used. 0006 = No. of times Honda has been used. 0007 = No. of times Blanka has been used. 0008 = No. of times Guile has been used. 0009 = No. of times Ken has been used. 0010 = No. of times Chun Li has been used. 0011 = No. of times Zangief has been used. 0012 = No. of times Dhalsim has been used. 0013 = No. of times Balrog (M. Bison in Japan) has been used. 0014 = No. of times Sagat has been used. 0015 = No. of times Vega (Balrog in Japan) has been used. 0016 = No. of times M. Bison (Vega in Japan) has been used. * Special Ending: finish the game on one credit to see an additional credit sequence. | ||||
![]() jeff p | Street Fighter II - The World Warrior [B-Board 90629B] | Update | ![]() | |
KEYWORDS = Street Fighter II - The World Warrior (c) 1991 Capcom. - TRIVIA - Street Fighter II was released in February 1991 in the Japanese arcades. It was known as the 14th video game made for the CP System. Known re-releases: "Street Fighter II - The World Warrior [B-Board 90629B-2]" "Street Fighter II - The World Warrior [B-Board 90629B-3]" SFII was the fighting game that changed the face of video-games forever. So innovative was the game, that many of the game-play elements that fighting fans now take for granted, appeared HERE first. Within just weeks of release, its place in gaming history was assured. Any fighting game that has appeared after SFII is influenced - to a greater or lesser degree - by the Capcom legend. During the development of SFII (and before the release of Final Fight), the very first free-hand drawing was done in the fall of 1988. At this time, eight prototype characters and an Island design was drawn. Just like the world map of the final version, the island would scroll on-screen to show the next destination, culminating at the top of the island. * With the rapid success of SFII, it was rumored that Mattel, the makers of Barbie, sued Capcom for using the name Ken - insisting that people would confuse the Street Fighter character with that of Barbie's boyfriend. To avoid further litigation Capcom gave Ken a surname. * Fans of Street Fighter are well accustomed to the story of 'Sheng Long'. SFII was already very popular in the arcades when the April issue of Electronic Gaming Monthly (EGM) came out. The story relates to a supposed secret character in SFII; his name was Sheng Long, the 'master' of Ryu and Ken. To reach him, according to EGM, the player had to survive a number of matches against M. Bison WITHOUT actually touching him. Should you achieve this, Sheng Long would apparently appear and kill Bison, and the player would then fight him instead. His style was essentially a mix of Ryu's and Ken's styles, but was much faster and inflicted far greater damage. When the EGM issue came out, thousands of gamers spent hours pouring money into SFII machines, trying to get to this non-existent character. Capcom had neither confirmed nor denied the Sheng Long story - obviously spotting the increase in revenue the mythical character could generate - and it was only much later that EGM themselves admitted that it was just an April Fools' joke. * There were only ever THREE official Capcom versions of SFII, at least until the switch to the CPS2 system was made. The first was "Street Fighter II - The World Warrior"; more commonly referred to as 'Street Fighter II'. The second was "Street Fighter II' - Champion Edition" (also known in Japan as "Street Fighter II Dash" because the Japanese refer to the apostrophe after the 'II' as a "dash") and many operators from that era will probably relate to the problems that its release caused. Capcom originally made 'Champion Edition' available only in dedicated form - insisting that only a limited number of these dedicated units would be manufactured - and the game would never be produced in kit form. After everyone who could afford the machines had invested in the expensive dedicated units, Capcom, somewhat inevitably, began producing the game in kit form, claiming that they never knew how much demand there would be for the game. After the earnings from 'Champion Edition' began to subside, the infamous 'grey market' enhancements began to appear. Many of these went by names like 'Turbo', 'Hyper', and 'Super', including the 'Rainbow Edition' and 'Accelerator T1'. In early 1993, Capcom sued these manufacturers for copyright infringement and thus put an end to the development and distribution of these unauthorized enhancement kits. Capcom then released "Street Fighter II' - Hyper Fighting" (known as "Street Fighter II' Turbo - Hyper Fighting" in Japan), as the 'official' "Champion Edition" upgrade. This, just like the grey market kits, was a simple ROM upgrade to the "Champion Edition" board. Later on, Capcom developed the CPS2 (A/B) system that featured "Super Street Fighter II - The New Challengers" and its sequel "Super Street Fighter II Turbo" (known as "Super Street Fighter II X - Grand Master Challenge" in Japan), the final 'Street Fighter II' game until the 2003 release of "Hyper Street Fighter II - The Anniversary Edition". * Each stage has background colors that would change in later versions of the game (mainly time of day changes), here are the original color schemes for each stage background : 1) Ryu stage : The stage has red-orange sky and a yellow moon. 2) E. Honda stage : The walls are dark blue; the floor is royal blue. The big picture (excluding the sun) is black. The 'Victory' sign is blue. The Hiragana Yu on the left is purple. 3) Blanka stage : The snake is green, and the wooden houses are in brighter colors than in "Street Fighter II' - Champion Edition". 4) Guile stage : The sky is daylight. There is teal tinted canopy on the jet. The symbol on the ground is blue. The missile linings are yellow. The people in the background wear green, but that doesn't change until "Super Street Fighter II - The New Challengers". 5) Ken stage : The boat is red; the 2 guys on top are wearing brown clothes and purple clothes. On the bottom are the bald man in grey shirt, a man in white bowler and white coat, a woman in pink dress, and a guy in the cyan shirt and brown pants. The guy in the trenchcoat and hat is blue. 6) Chun Li stage : The 2 customers wear blue, the meat store's roof is light blue and its sign is red, the meats hanging on the ceiling are pink, the man holding the chicken wears green, the "Shanghai Friend Corridor" is light blue with red letters, the water sign is green, and the ground is a bright beige. 7) Zangief stage : The floor is silver, and the area to the left is red. The "Attention" flyers are tan with brown letters. 8) Dhalsim stage : The stage has red curtains, a teal stone floor, and a red carpet. 9) Balrog ([JP] M. Bison) stage : The stage floor is blue. The guy throwing confetti at win/lose wears orange, the car to the left is navy blue, and the car to the right is black. 10) Vega ([JP] Balrog) stage : The stage and floor are orange, and the Flamenco dancers are dressed in yellow. 11) Sagat stage : The Buddhist statue is silver, and the grass is a lighter shade of green than in later versions of the game. 12) M. Bison ([JP] Vega) stage : the sky is daylight. The palace roof is pale red, and the bell is olive-green with red trim. * Mike the Bison : many have conjectured whether Mike from the original "Street Fighter" is the same as Balrog ('Mike Bison' in Japan) from SFII. While Capcom of Japan confirms this, Capcom of America strenuously denied it (mainly due to the possibility of Mike Tyson filing a lawsuit). In Japan, as long as the name is changed, it's far easier to basically rip off someone else's character and have it treated as an original creation (in America it would be some form of copyright/identity theft). Ironically, as a result of the name change, Vega is a better fitting name for the Spanish warrior. (Vega is known as 'Balrog' in Japan. The name "Balrog" has its roots in Nordic mythology, while "Vega" is a Hispanic name.) The E in E. Honda's name stands for his first name, Edmund; the M in M. Bison's name stands for 'Major'. * About Chun Li : Chun Li is notable for being one of the first successful and popular female video game protagonists. When SFII was released, most female characters in games existed as objectives to be rescued or cast in the roles of other supporting characters, such as townspeople, girlfriends, the occasional opponent, or simply background decoration. Beyond RPGs, there were very few female heroes in action-based video games. After the success of SFII and Chun Li's popularity, female protagonists became more and more common. Since then, in games with selectable characters, at least, there will generally always be one or two selectable female characters. * About M. Bison ('Vega' in Japan) : His design shares more than one detail with Kato, a character of the anime 'Doomed Megalopolis'. Like Kato, M. Bison is tall and thin, wears a red military uniform, keep wind his body with a black mantle when he's not fighting and possesses some obscure evil powers: even the star impressed on his hat (until Super Street Fighter II) is similar to the design of Kato. | ||||
![]() jeff p | Eliminator [Upright 2-Player model] | Update | ![]() | |
KEYWORDS = Eliminator (c) 1981 Gremlin. - TRIVIA - Eliminator was released in December 1981. Also released as : "Eliminator [Cocktail 2-Player model]" "Eliminator [4-Player model]". - PORTS - * Consoles : Sony PSP [US] (November 11, 2006; "Sega Genesis Collection [Model ULUS-10192]") : Unlockable, see note below Sony PSP [EU] (February 2, 2007; "Sega Mega Drive Collection [Model ULES-00556]") : Unlockable Sony PSP [AU] (February 8, 2007; "Sega Mega Drive Collection [Model ULES-00556]") : Unlockable Sony PSP [AU] (October 15, 2008; "Sega Mega Drive Collection [Platinum]") : Unlockable Sony PSP [EU] (January 16, 2009; "Sega Mega Drive Collection [Platinum]") : Unlockable Sony PSP [PSN] [US] (September 30, 2009; "Sega Genesis Collection") : Unlockable Sony PSP [PSN] [EU] (October 8, 2009; "Sega Mega Drive Collection") : Unlockable Sony PSP [EU] (July 7, 2010; "Sega Mega Drive Collection [PSP Essentials]") : Unlockable NOTE: To unlock the game on the PSP, just complete Level 2 in "Altered Beast". | ||||

| contributor | game | submit | status | |
|---|---|---|---|---|
![]() RATMNL | 3X3 Puzzle | Update | ![]() | |
KEYWORDS = -TECHNICAL - Main CPU: 68000 (@10 MHz). Sound Chips: OKI6295 (@1MHz). Screen orientation: Horizontal Screen resolution: 320 x 240 pixels. Refresh rate: 60Hz | ||||
![]() RATMNL | Wonder 3 [B-Board 89625B-1] | Update | ![]() | |
KEYWORDS = - TECHNICAL - Runs on the "CP System" hardware. B-Board #: 89625B-1 Main CPU: 68000 (@10 MHz). Sound CPU: Z80 (@3.579545 MHz). Sound chips: YM2151 (@3.579545 MHz.), OKI6295 (@1MHz). Screen orientation: Horizontal Screen resolution: 384 x 224 pixels. Refresh rate: 59.629403 Hz Players: 2. Control: 8-way joystick Buttons: 3 | ||||
![]() RATMNL | 3 on 3 Dunk Madness | Update | ![]() | |
KEYWORDS = 3 on 3 Dunk Madness (c) 1996 Video System Co., Ltd. Prototype. Actual game never released. - TECHNICAL - Main CPU: 68000 (@16MHz). Sound CPU: Z80 (@8MHz). Sound Chips: YM2610 (@8MHz). Screen Orientation: Horizontal Screen Resolution: 320 x 224 pixels Refresh Rate: 60Hz - SOURCES - Game's ROM. | ||||
![]() RATMNL | Gals Ds - Three Dealers Casino House | Update | ![]() | |
KEYWORDS = Gals Ds - Three Dealers Casino House (c) 1985 Nihon System. Bootleg release by Nihon System. Game developed in Japan as "Three Ds - Three Dealer Casino House" by Nichibutsu. For more information, please see the original Japanese entry. | ||||
![]() RATMNL | Three Ds - Three Dealers Casino House | Update | ![]() | |
KEYWORDS = - TECHNICAL - Main CPU: Z80 (@4.992 MHz). Sound: AY-3-8910A (@1.25 MHz). Screen Orientation: Horizontal Screen Resolution: 256 x 224 pixels Refresh Rate: 60Hz. | ||||
![]() RATMNL | 3 Count Bout [Model NGM-043] | Update | ![]() | |
KEYWORDS = - TECHNICAL - SNK MVS Neo-Geo Hardware Game ID : [Model NGM-043] Main CPU : 68000 (@ 12 Mhz) Sound CPU : Z80 (@ 4 Mhz) Sound Chips : YM2610 (@ 8 Mhz) Players: 2 Controls: 8-way Joystick, 4 buttons. | ||||
![]() RATMNL | 3 Bags Full | Update | ![]() | |
KEYWORDS = - TECHNICAL - Main CPU: M6809 (@ 1.5MHz). Sound: 2x AY-3-8910A (@ 1.5MHz). Screen Orientation: Horizontal Screen Resolution: 320 x 224 pixels. Refresh Rate: 60Hz. - TRIVIA - Released on Aristocrat MKIV and MKV hardware with different CPU'S. MKIV and Jubilee MKIV versions: CPU: M6809 MKV version: CPU: ARM250 The Jubilee MKIV version has a slightly different display with larger numbers, a coloured background replacing the rectangular border, and the reel graphics have been remade to look like the artwork. Unlike most games, this game pays for two of a kind wins, with the exception of Money Bags and scattered Slot Machines. | ||||
Copyright and Information
All game's names, images & videos are used for informational purposes and are trademarked by their respective trademark holders.
Team: Alexis Bousiges (Maintainer), Kukulcan (PHP/Mysqli/Javascript coder), Osso, Stiletto, Etabeta, and SonOfPhoenix (games list updates)

jeff p

