


| contributor | game | submit | status | |
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![]() GUNPEY | Space Cruiser | Update | ![]() | |
KEYWORDS = an Excellent and varied space shooter game. Locate the coordinates of attack on the interstellar map, the UFO attack is coming! Forwards! The Earth's future is on your shoulders! blast off the Space Cruiser for a new survival adventure! | ||||
![]() GUNPEY | Star Cruiser | Update | ![]() | |
KEYWORDS = -Description- A 2 players space shooter game. Guide your Spaceship through deep space destroys the opponent to win in this Star Cruiser! | ||||

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![]() Prince_Pixel | Super Street Fighter II - The New Challengers | Update | ![]() | |
KEYWORDS = Super Street Fighter II - The New Challengers (c) 1994 Capcom Co., Ltd. [Japan] A New Challenger Awaits Cammy, Dee Jay, T. Hawk, and Fei Long. They have earned the right to enter the second "World Fighting Tournament" each of them possessing a lethal combination of martial arts skills that they believe can destroy M. Bison. Can they survive the original Street Fighters and their new abilities? Features 4 all new characters, new animations and moves for the originals, hot new modes including the Point Match, Tournament Battle, and the Challenge Mode. The largest Street Fighter game ever at 40 Megs. - TRIVIA - Released simultaneously with the SNES counterpart on all three regions. The North American release, like the SNES version, supported the XBAND network for online play. This version was released on a 40 Megabit cartridge, this allowed the inclusion of the announcer's voice for each round, but the sound quality is not as clear as the SNES version. Re-released on the Wii Virtual Console with online play on November 8, 2011 in Japan, April 12, 2012 in the PAL region, and April 26, 2012 in North America. The following are some key differences between the SNES and Genesis version of this game: Both versions feature the arcade's introduction sequence, but the Genesis version features full animation. The character profiles scroll from the right and the name and portrait fade in. The SNES version does it the same as in the previous games. The Genesis version has an additional speed setting (four stars maximum) over the SNES version (three stars maximum) but the logo doesn't change color in the Genesis version. The Group Battle mode was introduced to SNES players with the Match Play and Elimination options. Group Battle returned for the Genesis version with Point Match and Elimination battles. The Genesis version has a Challenge mode with both a Score Challenge and a Time Challenge. The SNES version lists it as only the Time Challenge on the main menu. The default and Capcom Staff record on each mode are different between versions. The Option menu of the Genesis version has an additional setting called "Super Mode" that can be changed from Normal to Expert. In "Normal", players fight only 12 of the 16 characters and challenge the bonus stages like in the arcade game. In "Expert", they fight all 16 Super Street Fighters with no bonus stages and the presentation changes to resemble Super Street Fighter II Turbo, released the same year (1994) with a purple background and blue flames for the "VS" icon. - TIPS AND TRICKS - Hold Start before the "VS" screen appears to open the Key Configuration screen. In Versus mode, you can also change the players from "Human" control to "Computer" control. To select the same fighter up to eight times instead of two in the Group Battle, grab controller two and enter A, B, A, B, A, B, B, A. Vega will laugh to confirm the code. Clear the game on difficulty level 8 without continuing to display a picture of Cammy behind a blue background with the Super Street Fighter II logo. If Super Mode is set to "Expert", it will display Dee Jay behind a purple background instead. - SOURCES - Game's rom. | ||||

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![]() Prince_Pixel | Street Fighter II' - Champion Edition | Update | ![]() | |
KEYWORDS = Street Fighter II' - Champion Edition (c) 1993 NEC Home Electronics, Ltd. In the name of destiny, they continue their fight. That glimmer in their eyes - is it the glow of victory or the brutal ember of defeat? Following the success of the world famous Street Fighter II on the Super Famicom platform, Street Fighter II' for the PC Engine pushes the enthusiasm of the series towards another peak. Street Fighter II'. Step into the ring as one of the eight original challengers, or as one of the four Grand Masters, Balrog and his powerful punches, Sagat and his awesome Tiger Shots, Vega with his trailblazing speed and claw, and M. Bison, the greatest Grand Master of them all! - TRIVIA - Developed by Capcom and published by NEC Home Electronics This version features the barrel buster bonus stage missing from the Super Nintendo version of the original Street Fighter II, but still only contains two bonus stages, the first one after three fights, and the second one after six fights. The majority of the games released at the time of this game's release were on CD-ROM, but Capcom chose to release this as a 20-Megabit Hu-Card, the biggest for the console. A six-button was designed specifically for this game. When played with a two-button controller, the Pause function is disabled, and the Run, I, and II buttons are used for attacks, with the Select button used to toggle between Punches and Kicks. - TIPS AND TRICKS - Hold down the Select button before the "VS" screen appears to open the Key Configuration screen and make last minute changes. - PORTS - * Consoles : Released to the Wii Virtual Console on November 16, 2009. - SOURCES - Game's rom. | ||||
![]() Prince_Pixel | Street Fighter II' - Champion Edition | Update | ![]() | |
KEYWORDS = Street Fighter II' - Champion Edition (c) 1993 NEC Home Electronics, Ltd. In the name of destiny, they continue their fight. That glimmer in their eyes - is it the glow of victory or the brutal ember of defeat? Following the success of the world famous Street Fighter II on the Super Famicom platform, Street Fighter II' for the PC Ending pushes the enthusiasm of the series towards another peak. Street Fighter II'. Step into the ring as one of the eight original challengers, or as one of the four Grand Masters, Balrog and his powerful punches, Sagat and his awesome Tiger Shots, Vega with his trailblazing speed and claw, and M. Bison, the greatest Grand Master of them all! - TRIVIA - Published by NEC Home Electronics, Ltd. and developed by Capcom. This version features the barrel buster bonus stage missing from the Super Nintendo version of the original Street Fighter II, but still only contains two bonus stages, the first one after three fights, and the second one after six fights. The majority of the games released at the time of this game's release were on CD-ROM, but Capcom chose to release this as a 20-Megabit Hu-Card, the biggest for the console. A six-button was designed specifically for this game. When played with a two-button controller, the Pause function is disabled, and the Run, I, and II buttons are used for attacks, with the Select button used to toggle between Punches and Kicks. Released to the Wii Virtual Console on November 16, 2009. - SOURCES - Game's rom. | ||||

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![]() Cpt. Pugwash | Success Joe | Update | ![]() | |
KEYWORDS = - STAFF - Original Story: A. Takamori Original Character: T. Chiba Programmer: H. Sakaue, T. Iehaka Designer: K. Tomoto, K. Mathumoto, F. Mathuda Total Produced by: T. Ohira | ||||
![]() Tim Holland | Conveyor | Update | ![]() | |
KEYWORDS = Play an online version of this machine here: http://www.pennymachines.co.uk/....htm?Arcade/index.shtml | ||||
![]() Tim Holland | Tooty Fruity | Update | ![]() | |
KEYWORDS = You can play an online version of this machine here: http://www.nostalgiapelit.fi/tooty-fruity.html | ||||
![]() Stiletto | Yellow Cab [Model DT-143] | Update | ![]() | |
KEYWORDS = Game also released as PCB only. | ||||
![]() Stiletto | Genesis [Model DT-136] | Update | ![]() | |
KEYWORDS = Game also released as PCB only. | ||||
![]() Stiletto | Sengoku Ninja Tai [Model DT-102] | Update | ![]() | |
KEYWORDS = - TRIVIA - This game is also known as "Ninja [Cassette No. 02]" in the U.S.. | ||||

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![]() sjy96525 | Fruit Fresh | New | ![]() | |
- DESCRIPTION - Fruit Fresh © 1996 Chain Leisure. - TRIVIA - Released in January 1997. | ||||
![]() Drake Williams | Knuckles in Sonic 2 | Update | ![]() | |
KEYWORDS = Sega, Sonic, Tails, Knuckles, Genesis, MegaDrive, 1994 1994 Sega Not actually a separate game, but a special combination of Sonic and Knuckles and Sonic 2. On the original hardware, this is played by plugging Sonic 2 into the Sonic and Knuckles cartridge. Despite the appearances, this is not actually a combination of the two games the way that Sonic 3 is with Sonic and Knuckles. Instead, there is a dedicated copy of Sonic 2 edited to include Knuckles embedded in S&K, and this is only accessed if Sonic 2 if plugged into the game at power on. Sonic Retro | ||||

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![]() jeff p | Defender II | Update | ![]() | |
KEYWORDS = Defender II (c) 1988 Atari, Inc. | ||||
![]() jeff p | Stargate | Update | ![]() | |
KEYWORDS = Stargate (c) 1984 Atari, Inc. | ||||
![]() jeff p | Stargate | Update | ![]() | |
KEYWORDS = Stargate (c) 1984 Atari, Inc. | ||||
![]() jeff p | Motos | Update | ![]() | |
KEYWORDS = Motos (c) 1985 Namco. - TRIVIA - Motos was released in September 1985. The arcade version of Motos was released after the video game crash of 1983-84 and didn't get much attention, most likely appearing only in Japan. The only known U.S. appearances of the game are for home platforms (see Ports below). The music that plays during game action in the attract mode also doubles up as the game's ending music (after clearing Round 62). - PORTS - * Consoles : Sony PlayStation [JP] (October 30, 1997; "Namco Museum Encore [Model SLPS-00765]") Sony PSP [US] (August 23, 2005; "Namco Museum Battle Collection [Model ULUS-10035]") Sony PSP [EU] (December 9, 2005; "Namco Museum Battle Collection [Model UCES-00116]") Sony PSP [JP] (February 23, 2006; "Namco Museum Vol.2 [Model ULJS-00047]") Sony PSP [KO] (November 8, 2007 "Namco Museum Vol.2") Microsoft XBOX 360 [US] (November 4, 2008; "Namco Museum Virtual Arcade [Model 21022]") Microsoft XBOX 360 [EU] (May 15, 2009, "Namco Museum Virtual Arcade") Microsoft XBOX 360 [AU] (June 3, 2009, "Namco Museum Virtual Arcade") Microsoft XBOX 360 [JP] (November 5, 2009; "Namco Museum: Virtual Arcade [Model 2RD-00001]") Nintendo Wii [US] (November 16, 2010, "Namco Museum Megamix") * Computers : Amstrad CPC [EU] (1987) Sinclair ZX Spectrum [EU] (1987) Commodore C64 [EU] [US] (1987) Sharp X68000 [JP] (1989) PC [MS Windows, CD-ROM] [JP] (April 25, 1997, "Namco History Vol.1") PC [MS Windows, CD-ROM] [US] (July 31, 1998, "Microsoft Revenge of Arcade") * Other : Apple iPhone/iPod [US] (January 26, 2012, "Namco Arcade [Model 465606050]") | ||||
![]() jeff p | FriendlyWare P.C. Arcade | Update | ![]() | |
KEYWORDS = FriendlyWare P.C. Arcade (c) 1983 FriendlySoft Inc. A set of ten ASCII arcade games. Most games are replicas of popular arcade games from the early 80s. They are: A) Brick Breaker (replica of "Breakout") B) Eagle Lander (replica of "Lunar Lander") C) Bug Blaster (replica of "Centipede") D) Gorilla Gorilla (replica of "Donkey Kong") E) Starfighter F) Shooter G) ASCII Man (replica of "Pac-Man") H) Hopper (replica of "Frogger") I) Robot War (replica of "Berzerk") J) PC Derby | ||||
![]() jeff p | Gorf | Update | ![]() | |
KEYWORDS = Gorf (c) 1983 Coleco Industries, Inc. | ||||
![]() jeff p | Night Driver | Update | ![]() | |
KEYWORDS = Night Driver (c) 1980 Atari, Inc. - SOURCES - Game's rom. | ||||
![]() jeff p | Night Driver [Highway sitdown model] | Update | ![]() | |
KEYWORDS = Night Driver (c) 1976 Atari. - TRIVIA - Night Driver was released in October 1976. Also released as "Night Driver [Upright model]". | ||||
![]() Prince_Pixel | World Heroes Perfect | Update | ![]() | |
KEYWORDS = World Heroes Perfect (c) 1995 SNK. A new button layout for the final game in the series greets the 16 fighters, 1 hidden fighter and 2 end bosses. - TECHNICAL - SNK Neo-Geo MVS hardware Game ID : [Model NGM-090] Main CPU : 68000 (@ 12 Mhz) Sound CPU : Z80 (@ 4 Mhz) Sound Chips : YM2610 (@ 8 Mhz) Players : 2 Control : 8-way joystick Buttons : 4 => [A] Weak Punch, [B] Normal Punch, [C] Weak Kick, [D] Normal Kick - TRIVIA - Developed by ADK. ADK's name is 'Alpha Denshi Kikaku'. Released in May 1995. Son Gokuu is based on the famous mythological character known as Sun Wukong from "Journey to the West". Since World Heroes Perfect, ADK games has gone out of business and all intellectual properties and copyrights to the games and characters have passed to SNK Playmore. Hanzo, Fuuma, Mudman and Neo-Dio would then appear in the fighting game "NeoGeo Battle Coliseum" (along with Kisarah from Aggressors of Dark Kombat, also by ADK) as a result. Soundtrack Releases : [JP] July 21, 1995 - World Heroes Perfect [PCCB-00185] - Pony Canyon / Scitron. [JP] August 19, 1995 - World Heroes Perfect Arrange Sound Trax [PCCB-00188] - Pony Canyon / Scitron. - UPDATES - In the Japanese version of the game, there is Japanese text underneath each players life bar during a fight displaying the player's taunts, yells and screams during a fight in text form. Combo information is also shown there when you do a combo. This feature is removed from non-Japanese versions of the game. This also occurred in World Heroes 2 Jet. - TIPS AND TRICKS - * Alternate Costume Colors : Press D button when selecting a character. * Play Against Son Gokuu : Get 3 special stage finishes on the each round. If you're done correctly, you will fight Son Gokuu. * Play as Son Gokuu : At the character selection screen, Hold C and press Up (x2), Down (x2), Left (x2), Right (x2), then press BC at the same time. If you're done correctly, Son Gokuu will appear left side of Jack the Ripper. * Play as Neo-Dio : At the character selection screen, Hold B and press Up (x2), Down (x2), Left (x2), Right (x2), then press BC at the same time. If you're done correctly, Neo-Dio will appear right side of Ryofu. - SERIES - 1. World Heroes [Model NGM-053] (1992) 2. World Heroes 2 [Model NGM-057] (1993) 3. World Heroes 2 Jet [Model NGM-064] (1994) 4. World Heroes Perfect [Model NGM-090] (1995) - STAFF - Producer & Planner : Muneki Shiraishi Chief Planner : Takashi Hatono Planner : Ken Kazama Market Researcher : Yukio Gotoh System Programmers : Eiji Fukatsu, Makio Chiba Sound Programmers : Makio Chiba Design-Tool Programmer : Ryu Hiroyuki Main Programmers : MKY, Tat&MST, E-Chan, Syd, Maguro Editor : Kobayan Music & Sound Effects : Hideki Yamamoto, Yuka Watanabe, Hiroaki Shimizu, Takeshi Muramatsu, Hiroaki Kujirai, Takao Ohshima, Keiichiroh Segawa Chief Scroll Designers : Takashi Egashira Scroll Designers : Hideyuki Kusano, Misako Ohno, Ryonosuke Chief Sprite Designer : Gensan Sprite Designers : ZZ-R, Giga. S, Takahiro Arahata, Mitsugu Effect Sprite Designer : West-Maison Chief Demo Designer : M. Yoshikoshi Demo Designer : G. Aoyagi Public Information : Tsukasa, Ito, Detchi1 * Character Voices : Event Produce Take : Mitsutake Taga, Jin Sokabe, Akihiko Kawamoto, Mari Kamimura, Katsuy Miura, Shouzoh Nakano, Yoshimitsu Endoh Step Action Team : Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, Ken Kazama ADK Staff : Yuka Watanabe, Takashi Hatono, Yoshiaki Ono, Masato Mitsuya, West-Maison Test Players : Foo., Nagata Shogatsu, Masao Tachikawa, Uma, Kiyotaka Takagi Game Adviser : Akira Ushizawa Special Thanks : Rulia 046 Executive Producer : Kazuo Arai - PORTS - * Consoles : SNK Neo-Geo [JP] (June 30, 1995, "World Heroes Perfect [Model NGH-090]") SNK Neo-Geo [US] (June 30, 1995, "World Heroes Perfect [Model NGH-090]") SNK Neo-Geo CD [JP] (July 21, 1995, "World Heroes Perfect [Model ADCD-009]") SNK Neo-Geo CD [US] (July 21, 1995, "World Heroes Perfect [Model ADCD-009E]") Sega Saturn [JP] (August 9, 1996, "World Heroes Perfect [Model T-3103G]") Sony PlayStation 2 [JP] (October 18, 2007, "World Heroes Gorgeous [Model SLPS-25782]") Sony PlayStation 2 [US] (March 11, 2008, "World Heroes Anthology [Model SLUS-21725]") Sony PlayStation 2 [AU] (September 25, 2008, "World Heroes Anthology") Sony PlayStation 2 [EU] (November 7, 2008, "World Heroes Anthology [Model SLES-55233]") Sony PlayStation 2 [JP] (June 18, 2009, "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]") Nintendo Wii [JP] [Virtual Console] (January 11, 2011) Nintendo Wii [EU] [Virtual Console] (October 18, 2012) - SOURCES - Game's rom. Machine's picture. | ||||
![]() Prince_Pixel | World Heroes 2 [Model NGM-057] | Update | ![]() | |
KEYWORDS = World Heroes 2 (c) 1993 ADK. 14 characters and 2 end bosses do battle in normal or death match modes. - TECHNICAL - SNK Neo-Geo MVS hardware Game ID : [Model NGM-057] Main CPU : 68000 (@ 12 Mhz) Sound CPU : Z80 (@ 4 Mhz) Sound Chips : YM2610 (@ 8 Mhz) Players : 2 Control : 8-way joystick Buttons : 3 => [A] Punch, [B] Kick, [C] Body Slam - TRIVIA - Released in April 1993. Captain Kidd is based on the real Captain William Kidd (1645-1701). Erick is loosely based on Erik the Red. Mudman is similar to protagonist of Daijiro Morohoshi's "Mud Men" series in Monthly Sh?nen Champion Z?kan. Ryoko is based on famous real-life judoka Ryoko Tani (formerly Ryoko Tamura). Fighter's History, released in the same year as this game, featured a character with the same basis and name (on a related note). Shura is based on the legendary Muay Thai hero Nai Khanom Tom. The last boss of this game was inspired by the character 'Baoh' from the manga of the same name. The difficulty setting seems to have no effect on the game, the game is just as difficult on Level 1 as it is on Level 8! The 'Skinhead' Deathmatch level, like in the first game, does not feature any trap or hazard to look out for, however the loser in this particular ring will get his/her head shaven! :) Soundtrack releases: [JP] June 18, 1993 - World Heroes 2 [GSM 1500 Series] [PCCB-00122] [JP] Oct. 21, 1993 - World Heroes 2 Image Album [PCCB-00137] Literature: [JP] Sep. 30, 1993 - World Heroes 2 [Gamest Extra No.99] - TIPS AND TRICKS - * Alternate Costume Colors : Press B button when selecting a character. * Most characters have a preset multi-hit combo that can be used by simply tapping the punch button many times while next to an enemy! * Some characters that have hold-type throws (Kim Dragon, Ryoko, Muscle Power, Rasputin & J. Maximum) can drain LOTS of energy of a CPU controlled fighter by quickly shaking the joystick left or right while performing a hold! Oddly enough, this trick does not seem to work with some character's holds such as Janne, Captain Kidd & Mudman though! - SERIES - 1. World Heroes [Model NGM-053] (1992) 2. World Heroes 2 [Model NGM-057] (1993) 3. World Heroes 2 Jet [Model NGM-064] (1994) 4. World Heroes Perfect [Model NGM-090] (1995) - STAFF - Producer : Kenji Sawatari Planner : Kenji Sawatari, Yokoo Director : Akira Ushizawa Assistant Director : Sho (Y. Ono) Main Programmers : Tat&MST (Tat.MST), Marbo (Toshi), Wizard Nogup System Programmers : Eiji Fukatsu, Makio Chiba, E-Chan Sound Programmer : Makio Chiba Character Maker : Ryu Hiroyuki Character Designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Yoshiaki Ono, Muneki Shiraishi, Yokoo, Hidemi Nagatomo, Hiroyuki Toda, Atsushi Kobayashi, Giga. S (R. Nakajima) Scroll Designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida, Katsue Matsuzaki, Rie Mori, Hideyuki Kusano, Yasuyuki Sohara Demo Designers : Rie Mori, Koji Fujita, Masato Mitsuya Music And Sound Effects Composers : Hideki Yamamoto, Hiroaki Shimizu, Yuka Watanabe Voice Cast : Michio Ootani (Take), Shinji Miura (Take), Hitoshi Sogabe (Take), Akihiko Kawamoto (Take), Sanae Saitoh (Take), Shouzoh Nakano (Take), Kenji Takada (Take), Kimihiko Sakuma (Take), Yoshiyuki Tsukada (Take), Mari Kamimura (Take), Masato Mitsuya (Gekidan ADK), Yuka Watanabe (Gekidan ADK), Giga. S (R. Nakajima) (Gekidan ADK), Yoshiki Ono (Gekidan ADK), Takashi Hatono (Gekidan ADK) Graphic Adviser : Tsutomu Maruyama Executive Producer : Kazuo Arai Special Guest : Koji T. Shimizu Special Thanks : Yukio Gotoh, Shinichi Tamura, Hideo Kamoda, Teruaki Shirasawa, Akira IIdaka, Tomoko Oohira - PORTS - * Consoles : SNK Neo-Geo [JP] (June 4, 1993) "World Heroes 2 [Model ALH-006]" SNK Neo-Geo [US] (June 4, 1993) "World Heroes 2 [Model NGH-057]" NEC PC-Engine Super CD-ROM [JP] (June 4, 1994) "World Heroes 2 [Model HCD4063]" Nintendo Super Famicom [JP] (July 1, 1994) "World Heroes 2 [Model SHVC-JI]" Nintendo Super Famicom [US] (September 1994) [Model SHVC-JI] SNK Neo-Geo CD [JP] (April 14, 1995) "World Heroes 2 [Model ADCD-006]" SNK Neo-Geo CD [US] (1995) Sony PlayStation 2 [JP] (October 18, 2007, "World Heroes Gorgeous [Model SLPS-25782]") Sony PlayStation 2 [US] (March 11, 2008, "World Heroes Anthology [Model SLUS-21725]") Sony PlayStation 2 [AU] (September 25, 2008, "World Heroes Anthology") Sony PlayStation 2 [EU] (November 7, 2008, "World Heroes Anthology [Model SLES-55233]") Sony PlayStation 2 [JP] (June 18, 2009, "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]") Nintendo Wii [JP] (November 15, 2011, "Virtual Console") * Computers : FM Towns PC - SOURCES - Game's rom. Machine's picture. | ||||
![]() Prince_Pixel | World Heroes [Model NGM-053] | Update | ![]() | |
KEYWORDS = World Heroes (c) 1992 Alpha Denshi Co., Ltd. 8 heroes from different time periods compete to thwart Geegus, the evil alien end boss! Includes an extremely fun and unique death match mode! - TECHNICAL - SNK Neo-Geo MVS hardware Game ID : 0053 Main CPU : 68000 (@ 12 Mhz) Sound CPU : Z80 (@ 4 Mhz) Sound Chips : YM2610 (@ 8 Mhz) Players : 2 Control : 8-way joystick Buttons : 3 => [A] Punch, [B] Kick, [C] Throw - TRIVIA - World Heroes was released on July 28, 1992. It is Alpha Denshi's first game in the fighting game genre. It was even the last game with the Alpha logo labeled within the game before the developer became ADK; however, the Alpha logo was last used on one of the arcade flyers of its sequel. Due to the game's success in the fighting game market, the game was followed by a sequel, World Heroes 2, less than a year later. The popular "Death Match" mode (removed from World Heroes 2 Jet and World Heroes Perfect) may have been inspired by the growing popularity of deathmatch style pro-wrestling in Japan at the time which was mostly made famous by Frontier Martial-Arts Wrestling. Hanzo is based on the real Hanzo Hattori Musashige (just like Hanzo in "Samurai Shodown"). Fuuma is based on the real Kotaro Fuuma Nobuyuki (1581-1603). Kim Dragon is Alpha Denshi's homage to Bruce Lee (1940-1973). Janne is based on the real Jeanne d'Arc who was burned in 1431. Rasputin is based on the real Gregoriy Yefimovich Rasputin (1869-1917). Brocken is loosely based on Rudolph von Stroheim from JoJo's Bizarre Adventure. Muscle Power is most likely based on the real Hulk Hogan (1953-20XX). J. Carn is based on the real Genghis Khan (1162-1229). The first World Heroes game is also the only game in the series where Kim Dragon is Chinese. He was then changed into a South Korean character for the rest of the World Heroes series. The name of the Scientist who invents the time machine in the intro is Dr. Brown which might have been inspired by the character Dr. Emmett L. Brown (a.k.a. Doc) from the Back To The Future movies. Soundtrack releases: [JP] Jan. 21, 1993 - World Heroes [GSM 1500 Series] [PCCB-00106] - SERIES - 1. World Heroes [Model NGM-053] (1992) 2. World Heroes 2 [Model NGM-057] (1993) 3. World Heroes 2 Jet [Model NGM-064] (1994) 4. World Heroes Perfect [Model NGM-090] (1995) - STAFF - Producer and director : Kenji Sawatari Planners : Kenji Sawatari, Kimitoshi Yokoo Main programmers : Tat&MST (Tat), Marbo (Toshi), Yuji Noguchi System programmers : Eiji Fukatsu, Makio Chiba, E-Chan Sound programmer : Makio Chiba Character designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sohara, Atsushi Kobayashi Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida Music and sound effects composer : Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe Special Thanks : Yukio Gotoh, Tsutomu Maruyama, Shinichi Tamura, Mitsunari Ishida, Ryu Hiroyuki, Yuko Nishino, Masato Mitsuya, Hideki Miyakami (SNK), Koji Hamada (SNK), Hideki Fujii (SNK) - PORTS - * Consoles : SNK Neo-Geo [JP] Sep. 11, 1992 "World Heroes [Model NGH-053]" Nintendo Super Famicom [JP] 1993 "World Heroes [Model SHVC-WZ]" Sega Mega Drive (1994) SNK Neo-Geo CD [JP] 1995 "World Heroes [Model ADCD-005]" Nintendo Wii [Virtual Console] (2007 Sony PlayStation 2 [JP] 2007 "World Heroes Gorgeous [Model SLPS-25782]" Sony PlayStation 2 2008 "World Heroes Anthology" Sony PlayStation 2 [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]" Sony PSP [US] May 05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]" Sony PlayStation 2 [KO] May 29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]" Nintendo Wii [US] July 29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]" Sony PSP [EU] Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]" Nintendo Wii [EU] Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]" Sony PlayStation 2 [EU] Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]" Sony PSP [JP] May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]" Sony PlayStation 2 [JP] 2009 "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]" - SOURCES - Game's rom. Machine's picture. | ||||

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![]() Marlon | Magician Lord [Model NGM-005] | Update | ![]() | |
KEYWORDS = Magician Lord (c) 1990 Alpha Denshi. Magician Lord is a side-scrolling platform shoot-em-up in which players take on the roll of a wizard called Elta - the last Magician Lord - on his quest to save his homeland from the evil Gul-Agieze, who plans to resurrect the God of Destruction using 8 tomes of mystical power. Elta has to jump, shoot and climb his way to the end of each of the game's 8 levels where he must beat a servant of Gal, along with one of Gal's sinister boss creations. To complete the game Elta must reach the final stage and defeat Az Atorse himself. If the player takes too long to complete a stage, Elta will be harassed by an invincible monster. Elta's primary form of attack is a weak but fast-moving energy projectile that can fired in one of four directions, but by collecting the special coloured orbs that ocassionally appear, he can transform into a different form, making him more powerful and giving him new attacks. These are the six different forms that Elta can assume by picking up the colored orbs: * Dragon Warrior: In this form Elta attacks by breathing fire; a continuous short-range attack that, unlike the standad attack, can also be aimed diagonally. * Waterman: The Waterman-form attacks with water grenades – blue bubbles of water that burst upon touching the ground and form into water pillars. The attack can hit several times for additional damage but only covers a small area. * Poseidon: A more powerful version of the Waterman, Poseidon shoots wide waves of water that travel along the ground for several hits. It does severe damage and causes enemies to freeze and shatter on impact. While very powerful, this form moves very slowly. * Shinobi: The Shinobi-form gains increased agility and attacks with powerful magical arcs of fire which are wide but slow-moving. * Samurai: While limited in range, the Samurai-form is the only form that can attack through walls, shields or even multiple enemies, using a boomerang-like energy attack that does heavy damage. * Raijin: The Raijin-form gives Elta's jumping ability a big boost as well as a unique attack that creates a continuous electrical field around his body. | ||||
![]() Prince_Pixel | Suiko Enbu [Model SLPS-00137] | Update | ![]() | |
KEYWORDS = Suiko Enbu (c) 1996 Data East Corp. Sony PlayStation port of Suiko Enbu. It includes the 'Arcade Mode' and a new 'Special Mode' that adds or simplifies moves, in addition to adding Desperation Moves when a character's lifebar is flashing. Special Mode also enables the use of the final boss, Chougai, as well as Mizoguchi from the Fighter's History series, who makes a guest appearance. - TECHNICAL - [Model SLPS-00137] [Sony Playstation Controls] 2 Players - 8 Buttons Per Player. =>[Joystick] 8-Way, [Square] Quick Punch [Triangle] Medium Punch [L1] Fierce Punch [X] Quick Kick [Circle] Medium Kick [R1] Fierce Kick [L2] Not used [R2] Not used - TRIVIA - Released on January 26, 1996 in Japan. The game was re-released by Hamster as part of their Major Wave Arcade Hits series on October 31, 2002 and then on the Playstation 3 as a PSOne Classic by MonkeyPaw Games on October 5, 2010. Two of Mizoguchi's moves reference other games by Data East. One special move where he swings a green energy bat has him cosplay as a baseball player from the Stadium Hero series for a split second. His Desperation Move, where he launches and even transforms the opponent into pink sheeps, is a reference to Trio the Punch: Never Forget Me. Mizoguchi, along with fellow Fighter's History Dynamite fighter Liu Yungmie, later appeared in the sequel to this game: Suiko Enbu Act II: Fuunsaiki - TIPS AND TRICKS - Start a game in 'Special Mode' and press Start to access the title screen. Press Up, Down, Left, Right, Down, Up, Right, Left, L2, R2. You will hear a voice by Mizoguchi, and you can now play as him in 2P Battle. Hold L2 and R2 during the character select screen to display Beginner mode. On the character select screen, highlight the character you wish to select and choose their outfit color with any button. Hold down the button and then hold any of the 8 directions to change the skin tone of your character. To choose a bonus eighth color for your character, have your opponent select the character you wish to choose with LK, then press LK to select the character they selected (LP for Kousonshu, Start for Mizoguchi and Chougai). Your character will fight with a golden color scheme. A character known as Huyan Zhuo in the novel will challenge the player before the final boss fight if they remain undefeated throughout the game at that point. He can only be defeated through special attacks, and if the timer reaches 20, he will unleash an attack that kills the player in a single hit. In "Special Mode", characters have at least two Desperation Moves that can be performed when a character's lifebar is flashing depending on whether you have your weapon or not. Before listing them all, here's a quick legend: F = Forward, B = Back, D = Down, U = Up, P = Punch, K = Kick, LP/LK = Light Punch/Kick, MP/MK = Medium Punch/Kick, HP/HK = Heavy Punch/Kick, DF = Down/Foward and so on. Shishin Rising Dragon: F, B, DB, D, DF, F + P (with weapon) Berserker Rage: D, DB, B, D, DB, B + HP (without weapon) Rinchuu Spaz Attack: F, DF, D, DB, B + K (with weapon) Berserker Rage: D, DB, B, F + HP (without weapon) Kosanjyou Vacuum Jasmine Wave: [jump] D, DF, F + P (with weapon) Berserker Rage: [jump] D, DB, B, F + HP (without weapon) Taisou Shadow Charge: D, DF, F + K (without weapon) Super Ki Beam: F, DF, D, DB, B, F + HP (with weapon) Riki Mandarin Death Chop: B, D, DB, F + P (with weapon) Atomic Earth Splitter: D, DB, B, DB, D + HP (without weapon) Rochishin Super Earth Scorcher: [close] B, D, DB + P (with or without weapon) Manchurian Meteor Fang: F, B, DB, D, DF, F, D, DF + HP (without weapon) Kousonshou Super Meteor Strike: [jump] D, DF, F + P (without guardian) Pinball Bounce: D, DB, B, D, DB, B + HP (with guardian) Bushou Tiger Drill: F, D, DF + P (without weapon) Tiger-fighting Hero: When you lose a round with your weapon, hold down all three Punch buttons as the next rounds begin. Genshouji Tsunami Strike: D, DB, B + P (with guardian) Phoenix Rush: D, DF, F, D, DF, F + HP (without guardian) Genshougo Brilliant Storm Drop: D, DB, B + K (with weapon) Rising Phoenix: B, F, D, DF, F, D, DF + HP (without weapon) Genshoushichi Thunderstorm Arc: F, D, DF + P (with or without weapon) Yama Phoenix: B, F, DF, D, DB, B, F + HP (without weapon) Chougai Transform: Hold down all three Punch buttons as soon as you are defeated (K.O.’ed) in the round. Dark Ki Beam: F, DF, D, DB, B, F + P (transformed) Mizoguchi Sheep Curse: F, DF, D, DB, B, F, D, DF + HP and HK simultaneously - SOURCES - See Goodies section. | ||||
![]() Marlon | I, Robot | Update | ![]() | |
KEYWORDS = I, Robot (c) 1983 Atari. I, Robot is a 3-D shoot-em-up in which the player controls the "Unhappy Interface Robot #1984"; a servant robot who has become self-aware and decided to rebel against the all-controlling Big Brother and his ever-watchful 'Evil Eyes'. The game is set over a series of platform-based stages constructed from solid coloured blocks and to complete a stage, players must "eliminate the red zones". This is achieved by moving the robot over all of a stage's red surfaces, changing their colour to blue. The colour scheme - including target colour - changes every 26 levels, however. So while the target colour is red for the first 26 screens, it becomes yellow from Level 27, blue from Level 53 and magenta from Level 79. In order to reach all of the platforms and surfaces, the Interface robot will need to jump. This must be carefully timed, however, as jumping is not allowed under Big Brother's strict regime and his Evil eye - sitting atop a pyramid at the back of the playfield - will open at regular intervals to watch over the interface robot. Should the eye be fully open - indicated by it turning red - when the robot is mid-jump, he will be spotted and destroyed, costing the player a life. Once all of the coloured squares on a stage have been eliminated, the enemy's shield is destroyed and the Interface Robot will need to be guided to a final, previously inaccessible coloured square at the back of the playfield. The Evil Eye is then zapped and destroyed. Some levels feature different background elements that affect gameplay, such as walls that must be shot and destroyed to reach coloured tiles, or indestructible moving columns that intermittently block access to coloured tiles, making timing difficult. There are also enemies to be shot or avoided, including birds, bombs and flying sharks. Once the eye has been beaten, Interface Robot automatically jumps to the top of the pyramid and launches itself into space. A short inter-level "Space Wave" to the next stage follows. These stages feature polygonal objects hurling through space that must be either avoided or destroyed. Every third level contains a red pyramid that must entered once all coloured squares are eliminated. Once inside, the Robot has one chance to collect as many bonus jewels as possible before destroying the Evil Eye. If the Robot is destroyed while inside the pyramid, he is immediately thrust back into space. The player must then battle through three more levels and destroy a further three Evil Eyes before getting another chance to collect any high scoring pyramid jewels. After every fourth level, the Space Wave stage features a battle with Big Brother himself, shown as a huge, disembodied polygonal head. Big Brother constantly spits cone-shaped projectiles from his mouth and every single one of these must be shot or they will collide with and kill the player. The head can be forced to rotate by repeatedly shooting the side of its face. If the head isn't facing the robot, danger is minimized since he won't fire his cone-shaped projectiles when facing away. Players must simply survive this encounter for about 20 seconds, after which Big Brother flies away and the next level begins. I, Robot features 126 stages, with 26 unique level designs. After level 26, the designs repeat at a higher difficulty level and with an altered colour palette. The on-screen level counter is only two digits, so levels 100–126 are displayed as 0–26 respectively. On passing level 126, the player gets thrown back to a random earlier level. Once the game is underway, pressing the one-player "Start" button will incrementally zooms the game's camera closer in to the action, while the two-player "Start" button pulls it further back, offering new viewing angles of the playfield. Closer camera angles result in higher score multipliers, due to the increased difficulty of visibility. In later levels, enemies known as "Viewer Killers" directly attack the player rather than the robot, forcing players to either switch camera angles, or move the robot to scroll the camera away from the Viewer Killers 'I, Robot' was - in both technical and design terms - ahead of its time and the game featured many new and ground-breaking innovations that the games industry would later adopt. The most striking and obvious of these was the game's graphics. While 'I, Robot' wasn't the world's first three-dimensional game, it was the first to feature solid, filled-polygon graphics, as opposed to the wire-frame graphics adopted by earlier titles. The concept of players being able to switch viewpoints also appeared here first. The final innovation was 'Doodle City'. Instead of playing the game, players could instead choose to use the game's colourful three-dimensional objects to draw pictures on the monitor screen. Doodle City lasts for three minutes per credit, although players can switch back to playing 'I, Robot' at any time. When switching back to the game, the number of lives the player has is dictated by how much time was spent on Doodle City, with one life taken away for every minute in the "Ungame" mode. | ||||
![]() Prince_Pixel | Suiko Enbu [Model SLPS-00137] | Update | ![]() | |
KEYWORDS = Suiko Enbu (c) 1996 Data East Corp. Sony PlayStation port of Suiko Enbu. It includes the 'Arcade Mode' and a new 'Special Mode' that adds or simplifies moves, in addition to adding Desperation Moves when a character's lifebar is flashing. Special Mode also enables the use of the final boss, Chougai, as well as Mizoguchi from the Fighter's History series, who makes a guest appearance. - TECHNICAL - [Model SLPS-00137] - TRIVIA - Released on January 26, 1996 in Japan. The game was re-released by Hamster as part of their Major Wave Arcade Hits series on October 31, 2002 and then on the Playstation 3 as a PSOne Classic by MonkeyPaw Games on October 5, 2010. Two of Mizoguchi's moves reference other games by Data East. One special move where he swings a green energy bat has him cosplay as a baseball player from the Stadium Hero series for a split second. His Desperation Move, where he launches and even transforms the opponent into pink sheeps, is a reference to Trio the Punch: Never Forget Me. - TIPS AND TRICKS - Start a game in 'Special Mode' and press Start to access the title screen. Press Up, Down, Left, Right, Down, Up, Right, Left, L2, R2. You will hear a voice by Mizoguchi, and you can now play as him in 2P Battle. Hold L2 and R2 during the character select screen to display Beginner mode. On the character select screen, highlight the character you wish to select and choose their outfit color with any button. Hold down the button and then hold any of the 8 directions to change the skin tone of your character. To choose a bonus eighth color for your character, have your opponent select the character you wish to choose with LK, then press LK to select the character they selected (LP for Kousonshu, Start for Mizoguchi and Chougai). Your character will fight with a golden color scheme. A character known as Huyan Zhuo in the novel will challenge the player before the final boss fight if they remain undefeated throughout the game at that point. He can only be defeated through special attacks, and if the timer reaches 20, he will unleash an attack that kills the player in a single hit. In "Special Mode", characters have at least two Desperation Moves that can be performed when a character's lifebar is flashing depending on whether you have your weapon or not. Before listing them all, here's a quick legend: F = Forward, B = Back, D = Down, U = Up, p = Punch, K = Kick, LP/LK = Light Punch/Kick, MP/MK = Medium Punch/Kick, HP/HK = Heavy Punch/Kick, DF = Down/Foward and so on. Shishin Rising Dragon: F, B, DB, D, DF, F + P (with weapon) Berserker Rage: D, DB, B, D, DB, B + HP (without weapon) Rinchuu Spaz Attack: F, DF, D, DB, B + K (with weapon) Berserker Rage: D, DB, B, F + HP (without weapon) Kosanjyou Vacuum Jasmine Wave: [jump] D, DF, F + P (with weapon) Berserker Rage: [jump] D, DB, B, F + HP (without weapon) Taisou Shadow Charge: D, DF, F + K (without weapon) Super Ki Beam: F, DF, D, DB, B, F + HP (with weapon) Riki Mandarin Death Chop: B, D, DB, F + P (with weapon) Atomic Earth Splitter: D, DB, B, DB, D + HP (without weapon) Rochishin Super Earth Scorcher: [close] B, D, DB + P (with or without weapon) Manchurian Meteor Fang: F, B, DB, D, DF, F, D, DF + HP (without weapon) Kousonshou Super Meteor Strike: [jump] D, DF, F + P (without guardian) Pinball Bounce: D, DB, B, D, DB, B + HP (with guardian) Bushou Tiger Drill: F, D, DF + P (without weapon) Tiger-fighting Hero: When you lose a round with your weapon, hold down all three Punch buttons as the next rounds begin. Genshouji Tsunami Strike: D, DB, B + P (with guardian) Phoenix Rush: D, DF, F, D, DF, F + HP (without guardian) Genshougo Brilliant Storm Drop: D, DB, B + K (with weapon) Rising Phoenix: B, F, D, DF, F, D, DF + HP (without weapon) Genshoushichi Thunderstorm Arc: F, D, DF + P (with or without weapon) Yama Phoenix: B, F, DF, D, DB, B, F + HP (without weapon) Chougai Transform: Hold down all three Punch buttons as soon as you are defeated (K.O.’ed) in the round. Dark Ki Beam: F, DF, D, DB, B, F + P (transformed) Mizoguchi Sheep Curse: F, DF, D, DB, B, F, D, DF + HP and HK simultaneously - SOURCES - See Goodies section. | ||||
![]() Prince_Pixel | Capcom Fighting All Stars | Update | ![]() | |
KEYWORDS = Capcom Fighting All Stars (c) 2003 Capcom. Another Capcom 3-D fighting game which was cancelled and is now considered a prototype for Capcom Fighting Evolution. Three new characters and several other Capcom stars for a total of 12 duke it out in Metro City, searching for a bomb called Laughter Sun that will blow up in 12 hours. Who will be the strongest fighter to prevent the rash act? - TECHNICAL - Capcom System 246 Hardware CPU : 128 Bit "Emotion Engine" System Clock: 300 MHz System Memory: 32 MB Direct Rambus Memory Bus Bandwidth: 3.2 GB per second Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1) Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1) Floating Point Performance: 6.2 GFLOPS 3D CG Geometric Transformation: 66 million Polygons Per Second Compressed Image Decoder: MPEG2 Graphics : "Graphics Synthesizer" Clock Frequency: 150MHz DRAM Bus bandwidth: 48 GB Per Second DRAM Bus width: 2560 bits Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32) Maximum Polygon Rate: 75 Million Polygons Per Second Sound : "SPU2+CPU" Number of voices: ADPCM: 48 channel on SPU2 plus definable by software Sampling Frequency: 44.1 KHz or 48 KHz (selectable) I/O Processor CPU Core: Current PlayStation CPU Clock Frequency: 33.8 MHz or 37.5 MHz (selectable) Sub Bus: 32 Bit - TRIVIA - Other than the three new characters (D.D., Rook and Ingrid) there were other characters from several Capcom games as follows : Alex ("Street Fighter III") Akira ("Justice Gakuen"/"Rival Schools") Batsu ("Justice Gakuen"/"Rival Schools") Nash/Charlie ("Street Fighter Zero"/Alpha) Chun-Li ("Street Fighter II") Haggar ("Final Fight") Poison ("Final Fight") Ryu ("Street Fighter") Strider Hiryu ("Strider") Some characters had alternate colors as opposed to costume color changes. Ingrid, Ryu, Chun-Li, and Charlie all had color changes. The following are the alternate costumes for the characters: Akira : Orange gloves and knee pads and light blue shoulder pads with desert camo tank top Alex : Doesn't wear his vest, navy blue overalls Batsu : dark blue with orange sneakers Chun-Li : yellow outfit D.D. : White shirt and red gloves with his vest down Haggar : office outfit from the Final Fight introduction Ingrid: Black dress and white leggings (same as Capcom Fighting Evolution) Nash/Charlie : Red vest and mud green pants Poison : an all new design including leather outfit and long boots with white gloves and no cap Rook : Wore a cowboy vest and jeans Ryu : white headband with grey gi and brown gloves Strider Hiryu : His costume from the CPS version of Strider The three new characters seemed to have nicknames : D.D. was called 'Crimson Thunder.' Rook was called 'Rebellion Feather.' Ingrid was called 'Eternal Ray.' The story was that Death was running around Metro City with a bomb called Laughter Sun. The bomb had codes that needed to be input into the bomb to disarm it. D.D., Rook, and Ingrid where the Code Holders, they had the codes that would deactivate the bomb. Their codes were Ogre, Fallen Angel and Isis. The game was cancelled because of the negative feedback it got from players. Capcom was losing money at the time, and they even had to cancel two other games as well (Red Dead Revolver, which was picked up by Rockstar Games, and Dead Phoenix) Ingrid later appeared in "Capcom Fighting Evolution" as a playable character. - SOURCES - Game's screenshot. | ||||
![]() GUNPEY | Road Blasters [Upright model] | Update | ![]() | |
KEYWORDS = Trivia This game appears, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios. | ||||
![]() Marlon | Line of Fire [Model FD1094 317-0136] | Update | ![]() | |
KEYWORDS = Line of Fire (c) 1989 Sega. Line of Fire is a lightgun controlled shoot-em-up for one or two players, in which two commandos find a special weapon - a vehicle mounted, automatic machine pistol - hidden deep within an enemy base. Before they can escape to report their findings, however, they find themselves surrounded by enemy forces and must blast their way through enemy lines and escape, using the enemies' own super weapon against them. As well as enemy troops, players will have to contend with artillery, tanks and helicopters. At the end of each stage they will face a powerful boss vehicle that must be destroyed to progress. Between stages, a map screen is displayed which shows the players' progress through the terrorist facility and towards freedom. Ammunition is limited to a few clips of bullets for the machine gun, a small supply of hand grenades and a screen clearing missile, although additional supplies can be obtained by shooting the relevant icons as they appear during play. Settings ranging from enemy bases to thick jungle. | ||||
![]() Marlon | Limited Edition Hang-On | Update | ![]() | |
KEYWORDS = Limited Edition Hang-On (c) 1991 Sega. 'Limited Edition Hang-On' is a motorcycle-based racing game from Sega and is a remix of their superb 1987 game, 'Super Hang-On'. Running on identical hardware, the graphics and gameplay remain the same, with players riding a turbo-powered bike trying to reach checkpoints within a tight time limit. As with 'Super Hang-On', players could press and hold a turbo button and push the bike to a breathtaking speed - necessary to beat the game's tight time limits. As with the original game, players can chose to race on any one of four courses: Africa, Asia, America and Europe. Africa is the easiest and shortest of the four, with each subsequent course becoming both more demanding - with tighter bends and more aggressive rival racers - and having a greater number of stages to have to beat. Limited Edition's only difference from 'Super Hang-On' is in its courses, which have been redesigned and are more forgiving than those of the original game. | ||||

| contributor | game | submit | status | |
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![]() jeff p | 1942 | Update | ![]() | |
KEYWORDS = 1942 (c) 1984 Capcom. - TECHNICAL - Main CPU : Z80 (@ 4 Mhz) Sound CPU : Z80 (@ 3 Mhz) Sound Chips : (2x) AY8910 (@ 1.5 Mhz) Players : 2 Control : 8-way joystick Buttons : 2 - TRIVIA - Released in December 1984, 1942 was the first game that Okamoto designed at Capcom. 1942 was also the first Capcom title to spawn a successful series of sequels, with 6 titles in the 19XX line released from 1984 to 2000. Stage names : Stages 32–29 : Midway Stages 28–25 : Marshall Stages 24–21 : Attu Stages 20–17 : Rabaul Stages 16–13 : Leyte Stages 12–09 : Saipan Stages 08–05 : Iwojima Stages 04–01 : Okinawa After the last boss plane on stage 02 is destroyed the screen displays: CONGRATULATION YOU ARE THE BEST OF PLAYER ! FIGHT LAST ONE STAGE Stage 01 is displayed as LAST STAGE. After the last stage is complete the screen displays : WE GIVE UP! SPECIAL BONUS 10000000 PTS GAME OVER PRESENTED BY CAPCOM PS. HOPE OUR NEXT GAME. (c) CAPCOM Default High-score table ('Top 5 ranking score!!') : TOP 40000 (c) CAPCOM 0 2ND 35000 ALL 0 3RD 30000 RIGHT 0 4TH 25000 RESERVED 0 5TH 20000 EXEDEXES 0 In the default high-score table, some previous Capcom Games appear. Since the Demo Mode only shows the top five, you need to play the game and to make a score of approximately 10000 points (To enter in the top ten). The number 5 (20000 points) appears as 'EXEDEXES'. Number 6 is 'VULGUS' (9999 points). Number 7 is 'SONSON' (8888 points). Number 8 is 'HIGEMARU' (7777 points). Number 9 is again 'EXEDEXES' (6666 points). Martin Bedard of Saint-Lazare, Quebec, Canada holds the record for this game with 13360960 points on November 19, 2006. Soundtrack album releases : Capcom Game Music (28XA-94) (August 25, 1986) [Alfa Record] Capcom Game Music [Reprint] (SCDC-00193) (June 19, 2002) [Scitron Discs] Legend of Game Music~Premium Box (SCDC-00410~7) (March 24, 2005) [Scitron Discs] - SCORING - Small planes are 30, 50, 70, 100, 150, or 200 points each. The small red planes that fly formations of five or ten are 100 points each. Shooting all the planes in the five-plane formation awards 500 bonus points. Shooting all the planes in the ten-plane formation awards 1000 bonus points. In both cases, when the last plane of a formation is destroyed, a powerup marker appears and is worth 1000 points when picked up. Occasionally a small airplane comes slowly out of the lower left or lower right hand side of the screen and flies towards the top. When hit, it turns into a special figure which awards 5000 points when picked up. Medium size planes are 1000 or 1500 points each. Large bomber planes start at 2000 points each. The score for each consecutive bomber destroyed without the player dying is 500 points more than the previous one, up to a maximum of 9000 points. When the player’s ship is destroyed, the score for the bombers is reset back to 2000 points. There are four boss planes. They appear at the end of stages 26, 18, 10, and 02 : The stage 26 boss plane is worth 20000 points. The stage 18 boss plane is worth 30000 points. The stage 10 boss plane is worth 40000 points. The stage 02 boss plane is worth 50000 points. For all enemy planes that require more than one hit to kill, each hit on them gives 100 points. At the end of each stage a bonus is awarded for shooting down percentage and for unused loops : 100% = Special bonus 50000 points (in older revisions, the game displays 10000 points bonus but 50000 points are actually awarded). 95-99% = 20000 points 90-94% = 10000 points 85-89% = 5000 points 80-84% = 4000 points 70-79% = 3000 points 60-69% = 2000 points 50-59% = 1000 points Under 50% = 0 points Unused loops are 1000 points each. Finishing the final stage awards 10000000 points. - TIPS AND TRICKS - * On Stages 27, 20, 15, 08, and 04, a V-formation of red planes will come straight down from the top. If all five of the planes are destroyed, a Black/Red POW appears, giving the player an extra airplane when picked up. * On stages with the wingman powerups, use them to kill off the large bombers easily by crashing a wingman into them. You will get a second chance to get them back later on. * On the stages with the boss planes, save all your loops; shoot at it quickly, loop down to avoid the shots, shoot at it again and THEN loop. You should be able to kill it this way. * Most of the time it is easier to keep only one wingman rather than both; that way it's easier to maneuver around enemies. If you miss the red airplanes that give you the wingman powerup, kill off your plane (assuming you have some remaining) and the game will place you back before them. * An interesting bug : If you win an extra plane from points when killing a boss plane, no extra planes will be awarded on the basis of points. Extra planes can still be obtained by getting the Black/Red POW, but no point-based bonuses will be awarded for the rest of the game. * The end of stage bonus for 100% shooting down is actually 50000 points, even though the game displays a 'special' bonus of only 10000 points. When the player loses all of his ships, the game offers to continue for another credit. If this option is chosen, the game continues where it left off but the score is reset to zero. * There are six kinds of powerups : Quad fire, destroy all enemies on screen, two wingmen, make enemies stop shooting temporarily, extra loop, and extra life. Note that the destroy all enemies powerup does not destroy the small slow plane that has the 5000 bonus item pickup. Quad fire powerups are found on Stages 32, 28, 24, 20, 16, 12, 08, and 04. Destroy all enemies powerups are found on Stages 31, 21, 19, 18, 11, 07, 03, and 01. Wingman powerups are found on Stages 30, 26, 22, 18, 14, 10, 06, and 02. Extra life powerups are found on Stages 27, 20, 15, 08, and 04. Stop shooting powerups are found on Stages 27 and 15. Extra loop powerups are found on Stages 23, 18, 17, 13, 09, and 05. * % and point up Stages are 29, 25, 21, 17, 13, 09, 05, 01. During these stages none of the enemies fire on the player except the large bomber planes. * If the player earns enough bonus planes so that ten ships or more are in the reserve, the ten remaining ships indicators are replaced by the Greek letter Sigma (?). - PORTS - * Consoles : Nintendo Famicom [JP] (December 11, 1985) "1942 [Model CAP-19]" Nintendo NES [US] (November 1986) "1942 [Model NES-NF-USA]" Sega Saturn [JP] (August 27, 1998, "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G]") : Translated as "Capcom Generation 1: Wings of Destiny") Sony PlayStation [JP] (August 27, 1998, "Capcom Generation Dai 1 Shou Gekkitsui Oh No Jidai [Model SLPS-01535]") Nintendo Game Boy Color [US] (May 2000) [Model CGB-AQ4E] Nintendo Game Boy Color [EU] (August 24, 2001) [Model CGB-AQ4E] Sony PlayStation [JP] (February 22, 2001) "Capcom Generation Dai 1 Shou Gekkitsui Oh No Jidai [Capcore] [Model SLPM-86748]" Sony PlayStation [JP] (March 30, 2005) "Capcom Retro Game Collection Vol.1 [Model SLPM-87359]" Microsoft XBOX [US] (September 27, 2005, "Capcom Classics Collection") Sony PlayStation 2 [US] (September 27, 2005; "Capcom Classics Collection [Model SLUS-21316]") Microsoft XBOX [EU] (November 18, 2005, "Capcom Classics Collection") Sony PlayStation 2 [EU] (November 18, 2005; "Capcom Classics Collection [Model SLUS-21316]") Sony PlayStation 2 [JP] (March 2, 2006; "Capcom Classics Collection [Model SLPM-66317]") Sony PSP [JP] (September 7, 2006; "Capcom Classics Collection [Model ULJM-05104]") Sony PSP [US] (October 24, 2006; "Capcom Classics Collection Reloaded [Model ULUS-10134]") Sony PSP [EU] (November 10, 2006; "Capcom Classics Collection Reloaded [Model ULES-00377]") Sony PSP [AU] (November 16, 2006, "Capcom Classics Collection Reloaded") Sony PSP [JP] (September 13, 2007; "Capcom Classics Collection [Best Price] [Model ULJM-05280]") Sony PlayStation 2 [JP] (October 11, 2007, "Capcom Classics Collection [Best Price] [Model SLPM-66852]") Sony PlayStation 3 [PSN] [US] (July 24, 2008, "1942: Joint Strike") Microsoft XBOX 360 [XBLA] [US] [EU] (July 23, 2008, "1942: Joint Strike") Sony PlayStation 3 [PSN] [EU] (September 11, 2008, "1942: Joint Strike") Sony PSP [EU] (July 9, 2010; "Capcom Classics Collection Reloaded [PSP Essentials]") Nintendo Wii [JP] (December 21, 2010, "Virtual Console Arcade") Nintendo Wii [AU] [EU] (January 21, 2011, "Virtual Console Arcade") Nintendo Wii [US] (January 24, 2011, "Virtual Console" - NES version) Nintendo Wii [US] (January 24, 2011, "Virtual Console Arcade") Microsoft XBOX 360 [US] (March 27, 2012, "Capcom Digital Collection" - XBLA version) Microsoft XBOX 360 [AU] (March 29, 2012, "Capcom Digital Collection" - XBLA version) Microsoft XBOX 360 [EU] (March 30, 2012, "Capcom Digital Collection" - XBLA version) * Computers : Sinclair ZX Spectrum [EU] (1986) Commodore C64 [US] [EU] (1986) MSX [JP] (1986) MSX2 [JP] (1986) Amstrad CPC [EU] [Disk] (1986, Elite) Amstrad CPC [EU] [Tape] (1986, Encore Edition - MCM) Amstrad CPC [EU] [Tape] (1986, Elite) Sinclair ZX Spectrum [EU] (1987, Budget Edition) Sinclair ZX Spectrum [EU] (1987, Encore Edition - Elite) Sinclair ZX Spectrum [EU] (1987, Encore Edition - MCM) FM-7 [JP] (May 1987) Amstrad CPC [EU] (1987, "6-Pak") Amstrad CPC [EU] (1988, "Frank Bruno's Big Box") Amstrad CPC [EU] (1989, "12 Top Amstrad Hits") Amstrad CPC [EU] (1990, "Top 17") PC [CD-ROM] [US] (2003, "Capcom Arcade Hits Volume 2") PC [CD-ROM] [US] (December 21, 2004, "Capcom Coin-Op Collection Volume 1") * Others : Arcade [PlayChoice-10] (1987) "1942 [Model PCH1-R-NF]" | ||||
![]() jeff p | 1942 [Model NES-NF-USA] | New | ![]() | |
1942 (c) 1986 Capcom USA, Inc. Export version. For more information about the game itself, please see the original Famicom version entry; "1942 [Model CAP-19]". - TECHNICAL - [Model NES-NF-USA] - TRIVIA - 1942 for NES was released in November 1986 in North America. | ||||
![]() jeff p | 1943 - Midway Kaisen | Update | ![]() | |
KEYWORDS = 1943 - Midway Kaisen (c) 1987 Capcom. - TRIVIA - The subtitle of this game translates from Japanese as 'Midway Naval Battle'. For more information about the game itself, please see the non-Japanese version entry known as "1943 - The Battle of Midway". Soundtrack album releases : Capcom Game Music Vol. 3 (28XA-204) (April 20, 1988) [Alfa Record] Capcom Game Music Vol. 3 [Reprint] (SCDC-00198) (August 21, 2002) [Scitron Discs] - PORTS - * Consoles : Nintendo Famicom [JP] (June 20, 1989; "1943 - The Battle of Valhalla [Model CAP-43]") Sega Saturn [JP] (August 27, 1998, "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G]") Sony PlayStation [JP] (August 27, 1998, "Capcom Generation Dai 1 Shou Gekkitsui Oh No Jidai [Model SLPS-01535]") Sony PlayStation [JP] (February 22, 2001; "Capcom Generation Dai 1 Shou Gekkitsui Oh No Jidai [CapKore] [Model SLPM-86748]") Sony PlayStation [JP] (March 30, 2005; "Capcom Retro Game Collection Vol.1 [Model SLPM-87359]") Sony PlayStation 2 [JP] (March 2, 2006; "Capcom Classics Collection [Model SLPM-66317]") Sony PlayStation 2 [JP] (October 11, 2007; "Capcom Classics Collection [Best Price] [Model SLPM-66852]") Sony PSP [JP] (September 7, 2006, "Capcom Classics Collection [Model ULJM-05104]") Sony PSP [JP] (September 13, 2007, "Capcom Classics Collection [Best Price] [Model ULJM-05280]") | ||||
![]() jeff p | 1943 - The Battle of Midway | Update | ![]() | |
KEYWORDS = 1943 - The Battle of Midway (c) 1987 Capcom. - TIPS AND TRICKS - * Choose Your Weapon : Hold these buttons at the beginning of each stage to activate the weapon... Stage 1 for a Small Shot Gun, press 1P side Down and 2P side A. Stage 2 for a Big Shot Gun, press 1P side A and 2P side B. Stage 3 for a Laser, press 1P side Upright+A+B and 2P side Down+B. Stage 4 for a Big Shot Gun, press 1P side Downleft+B and 2P side Leftup. Stage 5 for a 3-way, press 1P side A and 2P side Up. Stage 6 for an Auto, press 1P side Left and 2P side Right+B. Stage 7 for a Shell, press 1P side Upleft and 2P side Down. Stage 8 for a 3-way, press 1P side Left+A+B and 2P side A+B. Stage 9 for a Laser, press 1P side Downright+A+B and 2P side Downright+A+B. Stage 10 for a Shell, press 1P side Upright+B and 2P side Downright. Stage 11 for an Auto, press 1P side Upleft and 2P Right+A. Stage 12 for a 3-way, press 1P side Right+A+B and 2P side Upright+A+B. Stage 13 for an Auto, press 1P side Up and 2P side Down. Stage 14 for a Laser, press 1P side Upleft+A+B and 2P side Right+A+B. Stage 15 for a Shell, press 1P side Downright+A and 2P side Downleft+A. Stage 16 for an Auto, press 1P side Right+A and 2P side Upright+A. * Full Ammunition Load : A little known trick in the game is to hold down the fire button at the very end of a board immediately after beating the boss. By holding down the button until the plane takes off in the subsequent board, the game gives you a full ammunition load (65 Seconds)! This trick only works every third board or so and it may even change your selected weapon. * The '100% accuracy' bonus refers NOT to how many planes you down during the round, but rather how many of the guns on the enemy aircraft carriers you get. For this reason, it's best to ignore the planes and concentrate on the ships - that's where the big points are. * It's possible to shoot one of the ships just before your plane dives in to battle the fleet, and that you can capture the flames that erupt from it. This gives a 10000 point bonus. * At some points in the background there are 'shootable' patches which will yield a bonus when shot enough. They can be recognized by the sparks which will occur when your bullets hit them. One such bonus is on level one : it is on the lowest part of the second cloud bank to the left after the last large plane of the level appears. It appears as a cow. There is also another shootable area which appears after the first ship in the first level, in the water above it. 1) The cow bonus is worth 20, 000 points, and on the first level, it's followed by a strange object that looks like a dragonfly moving right to left across the screen. Shooting the dragonfly yields an additional 10000 point bonus. 2) The cow and dragonfly bonuses also appear on other rounds; the cow can sometimes be seen on the deck of a carrier! 3) There's a bonus shaped like a spinning cat (!). When collected, it upgrades your weapon to a laser. * The 'star' bonus gives you 5000 points when caught. It may also increase the capacity of your fuel gauge by eight units (mine went from 64 to 72 units). The white star also gives you the max seconds of weapon (if you get it with no weapon, the next time you get one you'll get 64 seconds instead of 20). * (This has been reported on level 2, but may exist on other levels as well) : Sometimes an astronaut will emerge from the side of the final (boss) ship and walk off the screen. Shoot it for 100000 points! This happens most often when the command tower is shot repeatedly before the ship is destroyed. * If you get the 'propeller' power-up (it looks like a propeller over a circle), your energy level will be fully replenished. * Still another bonus is shaped like an pine cone or acorn. When you fly over a certain spot, the pine cone shows up and is worth 2000 points. * When the boss ship explodes, the control center breaks into 4 pieces. The pieces are worth 10000 points each if shot. * If you shoot a POW enough to cycle it through about 4 or 5 times, it will turn into a fuel-tank :) that helps a GREAT deal on the last few stages, especially a stage or 2 where they DON'T give you a full tank at the end of the cloud stage before you go to the water! - PORTS - * Consoles : Nintendo NES [US] (October 1988) [Model NES-43-USA] Microsoft XBOX [US] (September 27, 2005, "Capcom Classics Collection") Sony PlayStation 2 [US] (September 27, 2005; "Capcom Classics Collection [Model SLUS-21316]") Sony PlayStation 2 [EU] (November 18, 2005; "Capcom Classics Collection [Model SLUS-21316]") Sony PSP [US] (October 24, 2006; "Capcom Classics Collection Reloaded [Model ULUS-10134]") Sony PSP [EU] (November 10, 2006; "Capcom Classics Collection Reloaded [Model ULES-00377]") Sony PSP [AU] (November 16, 2006, "Capcom Classics Collection Reloaded") * Computers : Atari ST [EU] (1988) Amstrad CPC [Tape] [EU] (1988) Amstrad CPC [Disc] [EU] (1988) Commodore C64 [US] [EU] (1988) Sinclair ZX Spectrum [EU] (1988) Sinclair ZX Spectrum [EU] (1989) : Budget edtion by Erbe Software Sinclair ZX Spectrum [EU] (1989) : Budget edition by Kixx Commodore Amiga [EU] (1989) PC [MS Windows, CD-ROM] [US] (2003, "Capcom Arcade Hits Volume 2") * Others : LCD Handheld game [US] (1989 - Acclaim) | ||||
![]() jeff p | 1943 Kai - Midway Kaisen | Update | ![]() | |
KEYWORDS = 1943 Kai - Midway Kaisen (c) 1988 Capcom. - TRIVIA - 1943 Kai was released in June 1988. The title of this game translates from Japanese as "1943 Modified - Midway Naval Battle". This update of "1943 - The Battle of Midway" was only released to arcades in Japan; it was only released in the US to home systems (see Ports below). Default High-score table ('Ranking best 5') : 1ST 200000 TAE 2ND 150000 YAM 3RD 100000 POO 4TH 70000 MR. 5TH 50000 BLB Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Daimakaimura : G.S.M. Capcom 1 - D28B-0011) on January 11, 1989. - PORTS - * Consoles : NEC PC-Engine [JP] (March 22, 1991; "1943 Kai [Model NX91002])" Sega Saturn [JP] (August 27, 1998, "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G]") Sony PlayStation [JP] (August 27, 1998, "Capcom Generation Dai 1 Shou Gekkitsui Oh No Jidai [Model SLPS-01535]") Sony PlayStation [JP] (February 22, 2001; "Capcom Generation Dai 1 Shou Gekkitsui Oh No Jidai [Capcore] [Model SLPM-86748]") Sony PlayStation [JP] (March 30, 2005; "Capcom Retro Game Collection Vol.1 [Model SLPM-87359]") Microsoft XBOX [US] [JP] (September 27, 2005, "Capcom Classics Collection") Sony PlayStation 2 [US] (September 27, 2005; "Capcom Classics Collection [Model SLUS-21316]") Microsoft XBOX [EU] (November 18, 2005, "Capcom Classics Collection") Sony PlayStation 2 [EU] (November 18, 2005; "Capcom Classics Collection [Model SLUS-21316]") Sony PlayStation 2 [JP] (March 2, 2006; "Capcom Classics Collection [Model SLPM-66317])" Sony PSP [JP] (September 7, 2006; "Capcom Classics Collection [Model ULJM-05104]") Sony PSP [US] (October 24, 2006; "Capcom Classics Collection Reloaded [Model ULUS-10134]") Sony PSP [EU] (November 10, 2006; "Capcom Classics Collection Reloaded [Model ULES-00377]") Sony PSP [AU] (November 16, 2006, "Capcom Classics Collection Reloaded") Sony PSP [JP] (September 13, 2007; "Capcom Classics Collection [Best Price] [Model ULJM-05280]") Sony PlayStation 2 [JP] (October 11, 2007; "Capcom Classics Collection [Best Price] [Model SLPM-66852]") | ||||
![]() Prince_Pixel | Knuckle Heads | Update | ![]() | |
KEYWORDS = Knuckle Heads (c) 1992 Namco. Weapon based arcade fighting game released in 1993 by Namco during the fighting game boom started by Capcom's Street Fighter II. Notable for having a jump button and multi-player matches allowing up to four players to play simultaneously. - TECHNICAL - Namco System NA-2 hardware Game ID : KH Main CPU : 68000 (@ 12.52825 Mhz) Sound Chips : Namco (@ 32 Khz) Control per player: 8-way joystick Buttons per player: 3 - TRIVIA - Even if the title screen says '1992', Knuckle Heads was released in March 1993 in Japan. The names of the female fighters (Claudia Silva and Christine Myao) appear on a 'Soul Edge Tour' shirt worn by a female character in the 1996 game "Dancing Eyes". Soundtrack releases : Namco Game Sound Express Vol.9 / Knuckle Heads - Victor Entertainment - VICL-15019 - May 21, 1993 - STAFF - Planners : O. Sugi, Captain Gan Programmers : SAM. Uruyama, Furin-Yanagi-Kazan-CD Chief of visual designers : H. Kikuchi, KIM Visual designers : M. FukuChan, Tsuchidarya-, N. Kumagari, G-NAS.Y, H-DAIO Logo and graphic designer : Cho-Itoh Illustration : Mr. Shigeri Sound composer : Takayuki Aihara (John Aihara) * CAST : Vincent, Darell : N. Tobita Fujioka : T. Morikawa Chris : M. Hayashibara Silva : K. Misuishi Vaike : T. Yanagihara - SOURCES - Game's rom. Machine's picture. | ||||
![]() sjy96525 | DB - Downhill Bikers | Update | ![]() | |
KEYWORDS = - TRIVIA - Released in March 1998 in Japan (even if abstract mode says NAMCO 1997). | ||||
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