


| 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. | ||||
![]() RATMNL | 60 in 1 | Update | ![]() | |
KEYWORDS = 60 in 1 (c) 2004 Unknown. Bootleg release. The games found in this release were made by several different companies, mostly from Japan. - TECHNICAL - Main CPU : PXA255 (@ 200 Mhz) Audio: 2x DMA-driven DAC. Screen orientation : Vertical Video resolution : 296 x 480 pixels Screen refresh : 60Hz - TRIVIA - This release includes the following games : 1. "Ms. Pac-Man" 2. "Galaga" 3. "Frogger" 4. "Donkey Kong" 5. "Donkey Kong Jr." 6. "Donkey Kong 3" 7. "Galaxian" 8. "Dig Dug" 9. "Crush Roller" 10. "Mr. Do!" 11. "Space Invaders" 12. "Pac-Man" 13. "Galaga 3" 14. "Gyruss" 15. "Tank Battalion" 16. "1942" 17. "Lady Bug" 18. "Burger Time" 19. "Mappy" 20. "Centipede" 21. "Millipede" 22. "Jr. Pac-Man" 23. "Pengo" 24. "Phoenix" 25. "Time Pilot" 26. "Super Cobra" 27. "Hustler" 28. "Space Panic" 29. "Super Breakout" 30. "New Rally-X" 31. "Arkanoid" 32. "Qix" 33. "Juno First" 34. "Xevious" 35. "Mr. Do's Castle" 36. "Moon Cresta" 37. "Pinball Action" 38. "Scramble" 39. "Super Pac-Man" 40. "Bomb Jack" 41. "Shao Lin's Road" 42. "King & Balloon" 43. "1943" 44. "Van-Van Car" 45. "Pac-Man Plus" 46. "Dig Dug 2" 47. "Amidar" 48. "Zaxxon" 49. "Pooyan" 50. "Pleiads" 51. "Gun. Smoke" 52. "The End" 53. "1943 Kai" 54. "Congo Bongo" 55. "Jumping Jack" 56. "Ms. Pac-Man" (fast version) 57. "Galaga" (rapid-fire version) 58. "Pac-Man" (fast version) 59. "Jr. Pac-Man" (fast version) 60. "Pac-Man Plus" (fast version) - UPDATES - VER 3.00 - SOURCES - Game's ROM. | ||||
![]() RATMNL | 4 in 1 | Update | ![]() | |
KEYWORDS = 4 in 1 (c) 2004 Unknown. Bootleg release. The games found in this release were made by several different companies, mostly from Japan. - TECHNICAL - Main CPU : PXA255 (@ 200 Mhz) Audio: 2x DMA-driven DAC. Screen orientation : Vertical Video resolution : 296 x 480 pixels Screen refresh : 60Hz | ||||
![]() RATMNL | 48 in 1 | Update | ![]() | |
KEYWORDS = 48 in 1 (c) 2004 Unknown. Bootleg release. The games found in this release were made by several different companies, mostly from Japan. - TECHNICAL - Main CPU : PXA255 (@ 200 Mhz) Audio: 2x DMA-driven DAC. Screen orientation : Vertical Video resolution : 296 x 480 pixels Screen refresh : 60Hz - TRIVIA - This release includes the following games : 1. "Ms. Pac-Man" 2. "Galaga" 3. "Frogger" 4. "Donkey Kong" 5. "Donkey Kong Jr." 6. "Donkey Kong 3" 7. "Galaxian" 8. "Dig Dug" 9. "Crush Roller" 10. "Mr. Do!" 11. "Space Invaders" 12. "Pac-Man" 13. "Galaga 3" 14. "Gyruss" 15. "Tank Battalion" 16. "1942" 17. "Lady Bug" 18. "Burger Time" 19. "Mappy" 20. "Centipede" 21. "Millipede" 22. "Jr. Pac-Man" 23. "Pengo" 24. "Phoenix" 25. "Time Pilot" 26. "Super Cobra" 27. "Hustler" 28. "Space Panic" 29. "Super Breakout" 30. "New Rally-X" 31. "Arkanoid" 32. "Qix" 33. "Juno First" 34. "Xevious" 35. "Mr. Do's Castle" 36. "Moon Cresta" 37. "Pinball Action" 38. "Scramble" 39. "Super Pac-Man" 40. "Bomb Jack" 41. "Shao Lin's Road" 42. "King & Balloon" 43. "1943" 44. "Van-Van Car" 45. "Pac-Man Plus" 46. "Dig Dug 2" 47. "Amidar" 48. "Zaxxon" - UPDATES - VER 3.02 VER 3.09 - SOURCES - Game's ROM. | ||||
![]() RATMNL | 19 in 1 | Update | ![]() | |
KEYWORDS = 19 in 1 (c) 2004 Unknown. Bootleg release. The games found in this release were made by several different companies, mostly from Japan. - TECHNICAL - Main CPU : PXA255 (@ 200 Mhz) Audio: 2x DMA-driven DAC. Screen orientation : Vertical Video resolution : 296 x 480 pixels Screen refresh : 60Hz - TRIVIA - This release includes the following games : 1. "Defender" 2. "Stargate" 3. "Bubbles" 4. "Joust" 5. "Robotron: 2084" 6. "Blaster" 7. "Splat" 8. "Rally-X" 9. "Battle City" 10. "Mario Bros." 11. "New Rally-X" 12. "Ghosts'n Goblins" 13. "Solomon's Key" 14. "Gradius" 15. "Sky Kid" 16. "Ice Climber" 17. "Super Mario Bros." 18. "Do! Run Run" 19. "Kick Rider" - SOURCES - Game's ROM. | ||||
![]() RATMNL | Classical Game Collection [39 in 1] | Update | ![]() | |
KEYWORDS = Classical Game Collection [39 in 1] (c) 2004 Unknown. Bootleg release. The games found in this release were made by several different companies, mostly from Japan. - TECHNICAL - Main CPU : PXA255 (@ 200 Mhz) Audio: 2x DMA-driven DAC. Screen orientation : Vertical Video resolution : 296 x 480 pixels Screen refresh : 60Hz - TRIVIA - The title Classical Game Collection comes from the manual. Includes the following games : 1. "Ms. Pac-Man" 2. "Galaga" 3. "Frogger" 4. "Donkey Kong" 5. "Donkey Kong Jr." 6. "Donkey Kong 3" 7. "Galaxian" 8. "Dig Dug" 9. "Crush Roller" 10. "Mr. Do!" 11. "Space Invaders" 12. "Pac-Man" 13. "Galaga 3" 14. "Gyruss" 15. "Tank Battalion" 16. "1942" 17. "Lady Bug" 18. "Burger Time" 19. "Mappy" 20. "Centipede" 21. "Millipede" 22. "Jr. Pac-Man" 23. "Pengo" 24. "Phoenix" 25. "Time Pilot" 26. "Super Cobra" 27. "Hustler" 28. "Space Panic" 29. "Super Breakout" 30. "New Rally-X" 31. "Arkanoid" 32. "Qix" 33. "Juno First" 34. "Xevious" 35. "Mr. Do's Castle" 36. "Moon Cresta" 37. "Pinball Action" 38. "Scramble" 39. "Super Pac-Man" - SOURCES - Game's ROM. | ||||
![]() RATMNL | Datsun 280 Zzzap | Update | ![]() | |
KEYWORDS = - TECHNICAL - Midway Game ID : 610 Main CPU : 8080 (@ 1.9968 Mhz) Screen Orientation: Horizontal Screen Resolution: 260 x 224 pixels. Refresh rate: 59.541985Hz. Cabinet Dimensions 26.5" Wide, 31.5" Deep & 64.7/8" High 23" Solid State TV Monitor This game came in an upright format. The cabinet was painted blue with simple striped sideart. The marquee was integrated into the monitor bezel and may bear one of three different titles (with four distinct marquees/bezels). The most common one showed a picture of a yellow Datsun 280Z and said '280 Zzzap', the other three versions had stripes that matched the side of the machine, and were labeled either 'Midnight Racer', '280 Zzzap', or 'Datsun 280 Zzzap'. This game uses a 23'' black and white television as a monitor. Controls: Steering wheel, Gear shift (low & high), Gas pedal | ||||
![]() RATMNL | 2020 Super Baseball [Model NGM-030] | Update | ![]() | |
KEYWORDS = - TECHNICAL - SNK Neo-Geo MVS hardware Game ID : NGM-030 Main CPU : 68000 (@ 12 Mhz) Sound CPU : Z80 (@ 4 Mhz) Sound Chips : YM2610 (@ 8 Mhz) Screen orientation: Horizontal Screen resolution: 320 x 224 pixels. Refresh rate: 59.185006Hz Controls: Players: 2 2 x 8-Way Joystick 2 x 4 Buttons - TIPS AND TRICKS - How to Play: Hitting : [A] Swing/Return to base, [B] Stolen Base/Lead off, [C] Bunt, [D] Time Out Fielding : [A] Pitch/Throw ball/Jump, [B] Base touch/Feint ball, [C] x, [D] Time out * There is no infield fly rule in this game, which can be used to the advantage of a defender if there are base runners. Double plays and even triple plays are common because of this. * A base runner cannot begin to steal bases until the pitcher has released the ball. In most baseball video games and in real life, a runner can begin to steal the next base at any time. However, stealing a base beforehand can only be done if you continuously press the steal button right after the screen cuts-back after the batter hit a foul ball, and the pitcher will not even notice you running. * The 3rd baseman, 2nd baseman, and 1st baseman will not leave the base to retrieve a ball. They will instead stand on the base and wait for another fielder to get the ball, which can sometimes mean they will stand there while the ball rolls inches away from them. The only exception would be if the shortstop covers third or second base for the fielder; then they remain in the stationary position. * Since the game has semi-automatic fielding, you cannot change which defensive player you want to run after the ball, which means sometimes the pitcher will end up chasing a ball well into the outfield. * If a ball is hit far enough into the stands, it can sometimes become stuck, allowing the batter to garnish an in the park home run. Because of the reduced home run zone, faster players can often round the bases by hitting the ball up into the fair-zone stands. * The computer players will always attempt to hit the ball straight, as if trying to hit a home run, no matter what the strength of the batter. This can sometimes give an unfair advantage to you, since they do not try to pull the ball just barely fair in order to get a hit. This has its downfall, in that some powerful players will hit home runs easily. * You cannot play against a team from the other league. * If you manage to score more than 100 runs, your score will turn back to zero, as there are only two spaces for your runs. Consequently, if you score 101 runs, and your opponent scores two runs, you will lose the game 01-02. * You cannot change players positions in the field or line up without replacing them. * If another player is in your line of path to throw the ball, they will catch the ball after you throw it. This means that if the shortstop retrieves a ground ball just behind 3rd base, then the throw will get cut-off by the 3rd baseman and then the pitcher before the ball gets to 1st base. The pitcher will almost always get in the way, and this can present a problem when trying to pull a double play between third and first or second and home. - SOURCES - Game's ROM. Game's picture. | ||||
![]() RATMNL | Ms. Pac-Man / Galaga - Class of 1981 | Update | ![]() | |
KEYWORDS = - TECHNICAL - Main CPU : Z180 (@ 32 Mhz) Sound Chips : Namco (@ 96 Khz), DAC Specifications: Installed Dimensions" 68" H x 33" W x 24" D Power Consumption: 250 Watts Players : 2 Control : 4-way joystick (UP and DOWN not used in Galaga) Buttons : 1 (FIRE) - used in Galaga only | ||||
![]() RATMNL | 1 on 1 - One on One Government | Update | ![]() | |
KEYWORDS = - TRIVIA - Developed by Jorudan & I.T. Planning Released in December 1999 in Japan. Takehiko Inoue, the character designer of this game, is a famous manga artist. Many of his works are basketball related (Slam Dunk, Buzzer Beater, Real). Slam Dunk has been brought to the arcades by Banpresto / Toei Animation under the name of Super Slams. | ||||
![]() RATMNL | 2020 Super Baseball [Model NGM-030] | Update | ![]() | |
KEYWORDS = - TRIVIA - Developed by Pallas. 2020 Super Baseball was released on September 20, 1991 in Japan. - TIPS AND TRICKS - * There is no infield fly rule in this game, which can be used to the advantage of a defender if there are base runners. Double plays and even triple plays are common because of this. * A base runner cannot begin to steal bases until the pitcher has released the ball. In most baseball video games and in real life, a runner can begin to steal the next base at any time. However, stealing a base beforehand can only be done if you continuously press the steal button right after the screen cuts-back after the batter hit a foul ball, and the pitcher will not even notice you running. * The 3rd baseman, 2nd baseman, and 1st baseman will not leave the base to retrieve a ball. They will instead stand on the base and wait for another fielder to get the ball, which can sometimes mean they will stand there while the ball rolls inches away from them. The only exception would be if the shortstop covers third or second base for the fielder; then they remain in the stationary position. * Since the game has semi-automatic fielding, you cannot change which defensive player you want to run after the ball, which means sometimes the pitcher will end up chasing a ball well into the outfield. * If a ball is hit far enough into the stands, it can sometimes become stuck, allowing the batter to garnish an in the park home run. Because of the reduced home run zone, faster players can often round the bases by hitting the ball up into the fair-zone stands. * The computer players will always attempt to hit the ball straight, as if trying to hit a home run, no matter what the strength of the batter. This can sometimes give an unfair advantage to you, since they do not try to pull the ball just barely fair in order to get a hit. This has its downfall, in that some powerful players will hit home runs easily. * You cannot play against a team from the other league. * If you manage to score more than 100 runs, your score will turn back to zero, as there are only two spaces for your runs. Consequently, if you score 101 runs, and your opponent scores two runs, you will lose the game 01-02. * You cannot change players positions in the field or line up without replacing them. * If another player is in your line of path to throw the ball, they will catch the ball after you throw it. This means that if the shortstop retrieves a ground ball just behind 3rd base, then the throw will get cut-off by the 3rd baseman and then the pitcher before the ball gets to 1st base. The pitcher will almost always get in the way, and this can present a problem when trying to pull a double play between third and first or second and home. | ||||
![]() RATMNL | 1 on 1 - One on One Government | Update | ![]() | |
KEYWORDS = - TECHNICAL - Runs on the Tecmo TPS System (Sony ZN-1). Main CPU: CXD8530CQ (@63.737MHz). Sound Chips: SPU (@ 33.8688MHz). Screen orientation: Horizontal Screen resolution: 640 x 480 pixels. Refresh rate: 60 Hz Players: 2 Control: 8-way joystick Buttons: 3 - SOURCES - Game's ROM. | ||||
![]() RATMNL | 19XX - The War Against Destiny [Green Board] | Update | ![]() | |
KEYWORDS = - TECHNICAL - Runs on the "CP System II" hardware. Green Board [Japan] Main CPU: 68000 (@ 11.8MHz). Sound CPU: Z80 (@ 8MHz). Sound Chips: Q-Sound (@ 4MHz). Screen Orientation: Vertical. Screen Resolution: 224x384 Refresh Rate: 59.629403Hz Players : 2 Control : 8-way joystick Buttons : 2 - TIPS AND TRICKS - How to Play: Joystick: Move. [A] Fire, [B] Bomb. * Change First Stage Music To "1942" BGM : at the title screen after the coin is inserted move Up, Right(x9), Down(x4), left(x2). A sound will be heard once the code is entered. * Change First Stage Music To An Arranged Version of "1942" BGM : at the title screen after the coin is inserted move Up, Down(x9), Upleft, Downright, Upright, Downleft, Upleft, Downright, Upright, Downleft. A voice will be heard once the code is entered. * Stronger Bombs : holding the BOMB button will charge your bomb to a stronger level. | ||||
![]() RATMNL | 1944 - The Loop Master [Green Board] | Update | ![]() | |
KEYWORDS = - TECHNICAL - Runs on the "CP System II" hardware. Green Board [Japan] Main CPU: 68000 (@ 11.8MHz). Sound CPU: Z80 (@ 8MHz). Sound Chips: Q-Sound (@ 4MHz). Screen Orientation: Horizontal. Screen Resolution: 384x224 Refresh Rate: 59.629403Hz Controls: 8-way joystick (per player) Buttons: 2 (per player) - TIPS AND TRICKS - How to Play: 8-Way Joystick: Move. [A] Shot/Charging, [B] Bomb. * The game features 15 stages & bosses: Stage 01: The Deep Blue - Boss: High Speed Destroyer 'Nagi' Stage 02: Iron Beast Warcry - Boss: New type heavy tank 'Shouto' Stage 03: Jungle Fight - Boss: Prototype Attacker 'Akane' Stage 04: The Rock Fortress - Boss: Cruising Tank 'Noroshi' Stage 05: Eagle Territory - Boss: Intercontinental Bomber 'Kyuoh' Stage 06: Devil Mountain - Boss: Special Attacker 'Haruka' Stage 07: Nightmare Valley - Boss: Anti-Submarine Battle Cruiser 'Kai' Stage 08: Fields Of War - Boss: Multi-Cannon Tank 'Ishizue' Stage 09: Muddy Interceptor - Boss: Middle Class Bomber 'Akatsuki' Stage 10: Storm Fortress - Boss: Super Gigantic Battleship 'Kaijin' Stage 11: Oil Legion - Boss: Anti-Aircraft Battleship 'Yu' Stage 12: Leviathan's Mouth - Boss: Twin-Bodied Transporter 'Take' Stage 13: Battle Of Green Field - Boss: Gigantic Fighter 'Arashi' Stage 14: The Last Duel - Boss: Railed Tank 'Goku' Stage 15: Bell Of Triumph - Boss: Moving Fortress 'Appare Toride' After destroying Stage 15 boss, the game ends if stage layout is set to 1 loop, or the game continues with stage 1 with enemy firing faster bullets, if the stage layout is set to endless. * Hold FIRE to charge guns. When it is fully charged release FIRE. The plane will be INVINCIBLE for a short period of time and fire powerful low range projectiles. Then the guns will overheat preventing you from charging them for a short time. * The mini fighters that appear beside your plane are destroyed after taking two hits. Destroyed side fighters are replaced if you have more in stock. During charge attacking or when there is no bomb, pushing BOMB makes side fighters charge forward for a powerful suicide attack. | ||||
![]() RATMNL | 1943 - The Battle of Midway | Update | ![]() | |
KEYWORDS = 1943 - The Battle of Midway (c) 1987 Capcom. North American release. Game developed in Japan by Capcom. For more information, please see the original Japanese version entry: "1943 - Midway Kaisen". | ||||
![]() RATMNL | 1941 - Counter Attack [B-Board 89624B-3] | Update | ![]() | |
KEYWORDS = $1941u North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "1941 - Counter Attack [B-Board 89625B-1]". | ||||
![]() RATMNL | 1941 - Counter Attack [B-Board 89625B-1] | Update | ![]() | |
KEYWORDS = - TECHNICAL - Runs on the Capcom "CP System" hardware. B-Board ID: 89625B-1 Main CPU: 68000 (@10 MHz). Sound CPU: Z80 (@3.57954 MHz). Sound chips: YM2151 (@3.57954 MHz.), OKI6295 (@1MHz). Screen orientation: Horizontal Screen resolution: 384 x 224 pixels. Refresh rate: 59.61 Hz Players: 2 Control: 8-way joystick Buttons: 2 | ||||

| contributor | game | submit | status | |
|---|---|---|---|---|
![]() sjy96525 | Bounty Hunter | Update | ![]() | |
KEYWORDS = - TRIVIA - Released in June 2002. | ||||
![]() sjy96525 | Kono e Tako | Update | ![]() | |
KEYWORDS = - TRIVIA - Released on November 19, 2003 in Japan. This game was distributed by Capcom. The name of this game can be translated as "This Good Octopus". | ||||

| contributor | game | submit | status | |
|---|---|---|---|---|
![]() jeff p | The Tin Star | Update | ![]() | |
KEYWORDS = The Tin Star (c) 1983 Taito. - TRIVIA - The Tin Star was released in December 1983. | ||||
![]() jeff p | Time Tunnel [Cocktail Model] | Update | ![]() | |
KEYWORDS = Time Tunnel (c) 1982 Taito. - TRIVIA - Time Tunnel was released in October 1982 in Japan. - PORTS - * Consoles : Sony PlayStation 2 [JP] (January 27, 2007; "Taito Memories II Joukan [Model SLPM-66649]") | ||||
![]() jeff p | Thief | Update | ![]() | |
KEYWORDS = - TRIVIA - Thief was released in December 1981. Thief was not a new idea, it was a simple automotive maze game, but is memorable for having some truly horrible graphics. The kind of graphics that are so bad that you can tell a lot of effort was put into them. This was actually a common problem with a lot of lesser known early 80s arcade titles. The programmers would try and push the limits of their hardware, and end up with a true monstrosity. The game is still fun, despite the "crashed Nintendo" look of the background scenes and explosions. Thief machines are of an interesting design. They are bright red, and have a very 'top heavy' look to them, this is due to the laid back monitor, and oversized marquee. These machines have a simple 'Thief' logo as sideart (it is a sticker), and use chrome t-molding. The oversized marquee is yellow, and has an image of a 1920s paddy wagon, and a prisoner wearing a classic black and white striped prison suit. The control panel overlay and monitor bezel are yellow as well, and are covered in similar images to the one on the marquee. The control panel itself has only a 4-Way joystick with a red ball on top, and Start buttons for each player located on the right side of the panel. The machine also has a cassette player mounted inside that plays an eight minute loop tape of actual police radio announcements from many years ago. If you last long enough, you will hear a voice break through the announcements to tell you 'Hey, good play!'. Last even longer, and the voice breaks through with a couple more comments about your play, each one less and less nice. | ||||
![]() jeff p | Super Zaxxon | Update | ![]() | |
KEYWORDS = Super Zaxxon (c) 1982 Sega. - TRIVIA - Super Zaxxon was released in November 1982. After the release of "Zaxxon", Sega realized it had a hit on its hands. The unique nature of the game featuring its three-quarter perspective was one of the first (if not the first) games to add depth and some feeling of perspective to a space game. Sega was quick to follow up on this success with Super Zaxxon. Super Zaxxon built on the Zaxxon model by creating a more challenging game. Although Super Zaxxon didn't do as well as its predecessor, it still created a respectable niche as far as arcade games went. Sega went on to produce other games such as "Star Trek", "Buck Rogers", "Pengo", and "Tac/Scan" to name a few. Differences Between Super Zaxxon and "Zaxxon" : Although both games look the roughly the same in design, this is where the similarities end. Super Zaxxon was made to be a more challenging game. It achieves this by the following differences : * Your fighter moves much faster. This makes going after ground targets a big challenge. * The graphics are different. Although this is more of a viewing difference, it can still change ones perspective after they have gotten used to the Zaxxon graphics. * There is no more outer space battle. Instead, you must go through a narrow tunnel to get to area 3. * Instead of 20 fighters, you now have to tangle with 25 fighters in area 2. * A new enemy, the Mine Layer, is introduced. As the name implies, this ship lays mines in your path. You can destroy the mines but it takes a few hits. * Instead of encountering one Zaxxon robot, you now have to deal with three Super Zaxxon, dragon looking robots. * The placement of things (fuel tanks, gun implacements, etc.) in areas 1 and 3 is different then in Zaxxon. * There are now indestructible, elevated guns in area 1. These guns sit on the right side and they are 2.5 units in altitude. - PORTS - * Consoles : Atari XEGS (1984) Sony PSP [US] (November 16, 2006; "Sega Genesis Collection [Model ULUS-10192]") : Unlockable, see note below. Sony PSP [EU] (February 2, 2007; "Sega Mega Drive Collection [Model ULES-00556]") Sony PSP [AU] (February 8, 2007; "Sega Mega Drive Collection [Model ULES-00556]") Sony PSP [AU] (October 15, 2008; "Sega Mega Drive Collection [Platinum]") Sony PSP [EU] (January 16, 2009; "Sega Mega Drive Collection [Platinum]") Sony PSP [PSN] [US] (September 30, 2009; "Sega Genesis Collection") Sony PSP [PSN] [EU] (October 8, 2009; "Sega Mega Drive Collection") Sony PSP [EU] (July 7, 2010; "Sega Mega Drive Collection [PSP Essentials]") NOTE: To unlock the game on the Sony PSP, try every game in the collection, including other bonus arcade games. * Computers : Commodore C64 [EU] (1984) Commodore C64 [US] (1984) [Model 012-05] Apple II (1984) | ||||
![]() jeff p | Congo Bongo | Update | ![]() | |
KEYWORDS = Congo Bongo (c) 1983 Sega. - PORTS - * Consoles : Mattel Intellivision [US] (1983) Atari 2600 [US] (1983) [Model 006-01] Atari 5200 [US] (1983) [Model 006-02] Sega SG-1000 [JP] (1983) "Congo Bongo [Model G-1007]" Sega SG-1000 [EU] [AU] (1983) Colecovision [US] (1984) [Model 2669] Atari XEGS Sony PSP [US] (November 16, 2006; "Sega Genesis Collection [Model ULUS-10192]") Sony PSP [EU] (February 2, 2007; "Sega Mega Drive Collection [Model ULES-00556]") Sony PSP [AU] (February 8, 2007; "Sega Mega Drive Collection [Model ULES-00556]") Sony PlayStation 2 [JP] (December 22, 2005) "Sega Memorial Selection [Sega Ages 2500 Vol.23] [Model SLPM-62709]" Sony PSP [AU] (October 15, 2008; "Sega Mega Drive Collection [Platinum]") Sony PSP [EU] (January 16, 2009; "Sega Mega Drive Collection [Platinum]") Sony PlayStation 3 [US] (February 10, 2009; "Sonic's Ultimate Genesis Collection") [Model BLUS-30259] : Unlockable, see note below. Sony PlayStation 3 [KO] (February 10, 2009; "Sonic's Ultimate Genesis Collection") : Unlockable. Microsoft XBOX 360 [US] (February 10, 2009; "Sonic's Ultimate Genesis Collection") [Model 68034] : Unlockable. Sony PlayStation 3 [EU] (February 20, 2009; "Sega Mega Drive Ultimate Collection [Model BLES-00475]") : Unlockable. Sony PlayStation 3 [AU] (February 20, 2009; "Sega Mega Drive Ultimate Collection") : Unlockable. Microsoft XBOX 360 [EU] (February 20, 2009; "Sega Mega Drive Ultimate Collection") [Model 384-40210] : Unlockable. Microsoft XBOX 360 [AU] (February 25, 2009; "Sega Mega Drive Ultimate Collection") : Unlockable. Sony PSP [PSN] [US] (September 30, 2009; "Sega Genesis Collection") Sony PSP [PSN] [EU] (October 8, 2009; "Sega Mega Drive Collection") Sony PSP [EU] (July 7, 2010; "Sega Mega Drive Collection [PSP Essentials]") NOTES : To unlock the game on the PlayStation 3 and XBOX 360, clear the first stage of "Streets of Rage" using all three playable characters. To unlock the game on the Sony PSP, get a Chaos Emerald in "Sonic the Hedgehog". * Computers : Atari 800 [US] (1983) [Model 006-03] Commodore VIC-20 [US] (1983) Commodore C64 [EU] (1983) Commodore C64 [US] (1983) [Model 006-05] Apple II (1983) Texas Instruments TI-99/4A [US] (1983) [Model PHM-3227] PC [Booter] [US] (1984) | ||||
![]() jeff p | Space Fury | Update | ![]() | |
KEYWORDS = Space Fury (c) 1981 Sega. - TRIVIA - Space Fury was released in July 1981 and was the first color vector graphic games. The most notable thing about that hardware platform is that the monitors would often catch on fire. You could lower the chance of this game catching fire by installing a monitor cooling fan and removing the back door. Space Fury shipped in the Sega 'convert-a-cab', which was an attractive, but hopelessly generic arcade cabinet with woodgrain sides, and no sideart. Lots of different games came in this cabinet, it wasn't just for Space Fury. The rest of the decorations on this game looked rather amateur. The alien head and logo displayed on the marquee could have easily come out of any 8th grade art class. Quotes : * Attract mode : "Is there no warrior mightier than I?" "Does anyone dare challenge my imperial fleet?" * Gameplay : "So, a creature for my amusement. Prepare for battle!" "So, you defeated my scouts. Well, my cruisers will destroy you." "You are starting to annoy me, creature. My destroyers will annihilate you." "You survived! Warships! Dispose of this annoyance at once." "Well done. Prepare to battle my entire fleet!" A sample of the synthesized taunt, 'Prepare for battle!', was used by musical group The Crüxshadows in their song 'Winterborn'. - PORTS - * Consoles : Colecovision [AU] (1983) Colecovision [US] (1983) [Model 2415] 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]") Sony PSP [AU] (February 8, 2007; "Sega Mega Drive Collection [Model ULES-00556]") Sony PSP [AU] (October 15, 2008; "Sega Mega Drive Collection [Platinum]") Sony PSP [EU] (January 16, 2009; "Sega Mega Drive Collection [Platinum]") Sony PSP [PSN] [US] (September 30, 2009; "Sega Genesis Collection") Sony PSP [PSN] [EU] (October 8, 2009; "Sega Mega Drive Collection") Sony PSP [EU] (July 7, 2010; "Sega Mega Drive Collection [PSP Essentials]") NOTE: To unlock the game on the Sony PSP, find the first bonus area in "Ristar" | ||||
![]() jeff p | Eliminator [Upright 2-Player model] | Update | ![]() | |
KEYWORDS = Eliminator [Upright 2-Player model] (c) 1981 Gremlin. A large spheroid known as the Eliminator floats randomly about the screen destroying everything it touches. Pilot a space ship around and avoid being hit by it, other players, or drones while fighting. - TECHNICAL - Sega G80 Vector hardware Main CPU : Z80 (@ 4 Mhz) Sound Chips : Discrete circuitry Screen orientation : Horizontal Video resolution : 224 x 256 pixels Screen refresh : 40.00 Hz Palette colors : 256 Players : 2 Control : 2-way joystick Buttons : 2 - TRIVIA - Released in December 1981. Also released as : "Eliminator [Cocktail 2-Player model]" "Eliminator [4-Player model]". - UPDATES - There are two '2-player' revision of this game : * Set 2 : The oldest version of eliminator had small, fast and accurate firing drones. There was a 'counter' for each player that counted down from 30. Texts on screen are purple. * Set 1 : The latest versions is the most commonly found version. In this version, the drones are more colorful, larger and dumb. There are no counters, just a score for each player. Texts on screen are green. - STAFF - Designed and programmed by : Larry Clague, Mike Hendricks - 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]") Sony PSP [AU] (February 8, 2007; "Sega Mega Drive Collection [Model ULES-00556]") Sony PSP [AU] (October 15, 2008; "Sega Mega Drive Collection [Platinum]") Sony PSP [EU] (January 16, 2009; "Sega Mega Drive Collection [Platinum]") Sony PSP [PSN] [US] (September 30, 2009; "Sega Genesis Collection") Sony PSP [PSN] [EU] (October 8, 2009; "Sega Mega Drive Collection") Sony PSP [EU] (July 7, 2010; "Sega Mega Drive Collection [PSP Essentials]") NOTE: To unlock the game on the Sony PSP, - SOURCES - Game's rom. Machine's picture. | ||||
![]() jeff p | Astro Blaster | Update | ![]() | |
KEYWORDS = Astro Blaster (c) 1981 Sega. - TRIVIA - Astro Blaster was released in March 1981. Astro Blaster was one of the big contributions from Sega/Gremlin. Utilizing speech synthesis, the game attracted players by stating 'Fighter pilots needed in sector wars, play Astro Blaster'. During game play, the game gave you different advice such as 'Alert, alert, invaders in sector 1, player 1 to battle stations', 'Fuel status marginal', or 'Warp activated, 10, 9, 8,...' to name a few. Astro Blaster wasn't the first game to introduce speech synthesis in a game, that honor goes to Taito's "Stratovox". Astro Blaster, though, challenged the player to go through seven sectors with a varying amount of waves within each sector. Astro Blaster was an extremely challenging game, it developed a solid following. It wasn't as popular as "Frogger", which was released later on, but it still had a solid showing and redefined how space shooters could be made more challenging. Other notable games released in this year were "Donkey Kong", "Galaga", "Vanguard", and "Wizard of Wor". The bonuses in this game were actually bugs that would appear if certain events took place. Rather than 'fix' the bugs, Gary Shannon changed them to bonus 'features'. Gus Pappas holds the official record for this game with 299,100 points on November 20, 1982. In Sega's Dreamcast 1999 video game 'Shenmue', an Astro Blaster cabinet can be seen in the YOU Arcade in Dobuita, but it has an 'out of order' label on it and is not playable. Its possible it was originally playable and had to be removed for some reason, but it is perhaps there simply for the sake of realism; Shenmue is set in 1986/87, so even then it would be considered an old game. - UPDATES - Three versions of Astro Blaster were released. The first version was deemed too difficult to play. Version 2 was released to remedy this situation and to be a little more descriptive in the games instructions. Version 3 was basically the EASY version of Astro Blaster. All 3 versions had some things in common : 1) All the different alien spacecraft were in all of the versions, it was just their order of appearance that made a difference. 2) The secret bonuses were common to all three versions. Just because a sector had different waves didn't mean the bonuses for specific events were changed. 3) Each had a high score table that held the 99 top scores. It was easy to spot a version one machine. The instructions were displayed on the screen. When you inserted your money, you just had to press the 1- or 2-player button to start the game. On versions 2 and 3, after you inserted your money, a blue screen came up and basically told you to press the 1- or 2-player button.. It also explained some of the rules while in attract mode. The order of the alien attackers is what determined version two and three. - 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]") Sony PSP [AU] (February 8, 2007; "Sega Mega Drive Collection [Model ULES-00556]") Sony PSP [AU] (October 15, 2008; "Sega Mega Drive Collection [Platinum]") Sony PSP [EU] (January 16, 2009; "Sega Mega Drive Collection [Platinum]") Sony PSP [PSN] [US] (September 30, 2009; "Sega Genesis Collection") Sony PSP [PSN] [EU] (October 8, 2009; "Sega Mega Drive Collection") Sony PSP [EU] (July 7, 2010; "Sega Mega Drive Collection [PSP Essentials]") NOTE: To unlock the game on the Sony PSP, complete "Comix Zone Episode 1". | ||||

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![]() Prince_Pixel | Muscle Bomber - The Body Explosion [Model SHVC-ZW] | Update | ![]() | |
KEYWORDS = Muscle Bomber - The Body Explosion (c) 1994 Capcom Co., Ltd. Get Ready To Bust Some Heads!!! Ten of the biggest and beefiest wrestlers ever to step into the ring have gathered for one bone-crushing, back-breaking Crash Carnival tournament where there are NO RULES! Step into the ring and get ready for no-holds barred wrestling as you bounce your opponents off the ropes and clothesline the fools! Or dare them to take the fight outside the ring where brawls with tables, chairs and bottles are all part of the action. And just when you think you've got enough muscle, grab a multi-player adaptor and try out the four player Battle Royal where only the ultimate Muscle Bomber will survive. Features 10 unique wrestlers each with their own special attacks like Haggar's Screw Piledriver and Gomes' Hurricane Stomp, 1 or 2 Player simultaneous action. 4 Player action with a multi-player adaptor and 24 Megs of hard-hitting action. - TECHNICAL - Cartridge ID: SHVC-ZW - TRIVIA - Reviews: [FR] May 1995 - Consoles + N.32: 80% - SOURCES - Game's rom. | ||||

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![]() jeff p | Marvel vs. Capcom - Clash of Super Heroes [Pink Board] | New | ![]() | |
Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Co., Ltd. Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]". - TECHNICAL - Runs on the "CP System II" hardware. Pink Board [Brazil] - SOURCES - Game's ROM. | ||||
![]() jeff p | Marvel Super Heroes vs. Street Fighter [Pink Board] | New | ![]() | |
Marvel Super Heroes vs. Street Fighter (c) 1997 Capcom Co., Ltd. Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel Super Heroes vs. Street Fighter [Green Board]". - TECHNICAL - Runs on the "CP System II" hardware. Pink Board [Brazil] - UPDATES - Pink Board revisions : REVISION 1: * Build date: 970625 REVISION 2: * Build date: 970827 - SOURCES - Game's ROM. | ||||
![]() jeff p | X-Men vs. Street Fighter [Pink Board] | New | ![]() | |
X-Men vs. Street Fighter (c) 1996 Capcom Co., Ltd. Brazilian release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "X-Men vs. Street Fighter [Green Board]". - TECHNICAL - Runs on the "CP System II" hardware. Pink Board [Brazil] - UPDATES - Pink Board revision: REVISION 1: * Build date: 961023 * Version 3 - SOURCES - Game's ROM. | ||||
![]() jeff p | Marvel vs. Capcom - Clash of Super Heroes [Orange Board] | Update | ![]() | |
KEYWORDS = Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Co., Ltd. South American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Marvel vs. Capcom - Clash of Super Heroes [Green Board]". - TECHNICAL - Runs on the "CP System II" hardware. Orange Board [South America] - SOURCES - Game's ROM. | ||||
![]() jeff p | Marvel vs. Capcom - Clash of Super Heroes [Grey Board] | Update | ![]() | |
KEYWORDS = Marvel vs. Capcom - Clash of Super Heroes (c) 1998 Capcom Co., Ltd. - TECHNICAL - Runs on the "CP System II" hardware. Grey Board [Asia] - UPDATES - Grey Board revisions : REVISION 1: * Build date: 980112 REVISION 2: * Build date: 980123 | ||||
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