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Gouketsuji Ichizoku [Model SHVC-AGKJ-JPN]
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豪血寺一族 (c) 1994 Atlus Company, Limited. (Gouketsuji Ichizoku) Gouketsuji Ichizoku is a home port of their 1993 arcade fighting game. The game is celebrated for its quirky humor, unique character designs—most notably the elderly matriarchs—and a control scheme that balanced traditional fighting game mechanics with the series' signature eccentric special attacks, such as transforming into younger versions of themselves. - TECHNICAL - GAME ID: SHVC-AGKJ-JPN BARCODE: 4 984995 300092 - TRIVIA - Released on October 14, 1994 in Japan at a retail price of 10,500 JPY. The Gouketsuji Tournament: The lore is centered on a brutal tournament held every 165 years to decide the next head of the powerful Gouketsuji Clan. The roster is a mix of archetypal fighters (like the martial artist Reiji) and outlandish personalities, with the twin sisters Otane and Oume serving as the focal point of the series' bizarre narrative. Gameplay Mechanics: The game plays similarly to standard 2D fighters of the era, utilizing weak/strong punch and kick buttons. However, it introduced highly unconventional moves, including the infamous "Flying Denture" attacks and specific transformation mechanics that alter a character's stats and move set mid-match. The Conversion: The Super Famicom port was lauded for its high fidelity to the arcade source code. While the developers made necessary concessions—such as the removal of blood effects and the simplification of the arcade's high-resolution, multi-layered background parallax—the core gameplay speed and frame data remained remarkably intact for 16-bit hardware. Added Value: To compensate for the loss of arcade-perfect visuals, the home version was packed with extra content, including a robust Karaoke mode, Time Attack, Life Attack, and a comprehensive Practice mode, setting a high standard for console fighting game features in 1994. Export releases: [US] "Power Instinct [Model SNS-AGKE-USA]" - STAFF - Executive Producer: Hideyuki Yokoyama Producer: Fuuuu, Chuuko, H. Arai Planner: Super K!, *Bugta*, Ethiopian Taro (Ethiopian. T) Programmer: Hiroyuki Arai (Dandy. Arai), Tetsuma Yoshida (T. Yoshida) Designer: H. M. In, Umoon (Umoon), Katsuhiko Urabe (K. Urabe), Sachiko Watanabe (Sachiko. W), Candyman Sound: Hidehito Aoki, Misaki Okibe Assist Staff: Toshikazu Tanaka (Dencyu), Mako MK2 Design Sub: Tage, Ohayashi, Shoichi Yoshikawa (Angela) Ending Design: Range Murata (Range) Marketing: Seigo Aihara, Noburo Kawai, Tatsuo Komatsu, Etsuko Shiota, M. Iden, K. Hisada, Fumihito Ishii, K. Yamamoto, Y. Ebihara, F. Miyamoto, T. Akiyama, Hirakawa, Takabayashi, Wada Debugger: S. Nonaka, I. Kitahara, T. Nemoto, N. Takenaka, T. Furukawa, T. Endo, K. Sato, Hellen-Yano, Mijikon-Mandai, Masada-M - SOURCES - ROM dump (MAME).
Your Changes (editable)
豪血寺一族 (c) 1994 Atlus Company, Limited. (Gouketsuji Ichizoku) Gouketsuji Ichizoku is a home port of their 1993 arcade fighting game. The game is celebrated for its quirky humor, unique character designs—most notably the elderly matriarchs—and a control scheme that balanced traditional fighting game mechanics with the series' signature eccentric special attacks, such as transforming into younger versions of themselves. - TECHNICAL - GAME ID: SHVC-AGKJ-JPN BARCODE: 4 984995 300092 - TRIVIA - Released on October 14, 1994 in Japan at a retail price of 10,500 JPY. The Gouketsuji Tournament: The lore is centered on a brutal tournament held every 165 years to decide the next head of the powerful Gouketsuji Clan. The roster is a mix of archetypal fighters (like the martial artist Reiji) and outlandish personalities, with the twin sisters Otane and Oume serving as the focal point of the series' bizarre narrative. Gameplay Mechanics: The game plays similarly to standard 2D fighters of the era, utilizing weak/strong punch and kick buttons. However, it introduced highly unconventional moves, including the infamous "Flying Denture" attacks and specific transformation mechanics that alter a character's stats and move set mid-match. The Conversion: The Super Famicom port was lauded for its high fidelity to the arcade source code. While the developers made necessary concessions—such as the removal of blood effects and the simplification of the arcade's high-resolution, multi-layered background parallax—the core gameplay speed and frame data remained remarkably intact for 16-bit hardware. Added Value: To compensate for the loss of arcade-perfect visuals, the home version was packed with extra content, including a robust Karaoke mode, Time Attack, Life Attack, and a comprehensive Practice mode, setting a high standard for console fighting game features in 1994. Export releases: [US] "Power Instinct [Model SNS-AGKE-USA]" - STAFF - Executive Producer: Hideyuki Yokoyama Producer: Fuuuu, Chuuko, H. Arai Planner: Super K!, *Bugta*, Ethiopian Taro (Ethiopian. T) Programmer: Hiroyuki Arai (Dandy. Arai), Tetsuma Yoshida (T. Yoshida) Designer: H. M. In, Umoon (Umoon), Katsuhiko Urabe (K. Urabe), Sachiko Watanabe (Sachiko. W), Candyman Sound: Hidehito Aoki, Misaki Okibe Assist Staff: Toshikazu Tanaka (Dencyu), Mako MK2 Design Sub: Tage, Ohayashi, Shoichi Yoshikawa (Angela) Ending Design: Range Murata (Range) Marketing: Seigo Aihara, Noburo Kawai, Tatsuo Komatsu, Etsuko Shiota, M. Iden, K. Hisada, Fumihito Ishii, K. Yamamoto, Y. Ebihara, F. Miyamoto, T. Akiyama, Hirakawa, Takabayashi, Wada Debugger: S. Nonaka, I. Kitahara, T. Nemoto, N. Takenaka, T. Furukawa, T. Endo, K. Sato, Hellen-Yano, Mijikon-Mandai, Masada-M - SOURCES - ROM dump (MAME).
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