Accepted [+] [X] The Simpsons [Model GX072] Update submitted by vecchiom
The Simpsons (c) 1991 Konami.
A jewel heist gone wrong sees Mr Burns's sidekick, Smithers, kidnapping Maggie and making his escape. Between one and four players take on the role of either Homer, Marge, Lisa, or Bart in this colorful, horizontally-scrolling beat-em-up from Konami. Each Simpsons character possesses an attacking move specific to them; Marge is armed with a vacuum cleaner, Lisa has a skipping rope, Bart has his skateboard, and Homer fights with his fists. The players must battle their way through a variety of Simpsons-themed levels - such as Springfield and Krustyland - fighting goons, thugs, zombies, drunks, firemen, and several Simpsons regulars. Many Simpsons characters that don't appear as enemies have 'cameo' scenes in the game (Otto working at a burgerstand in Krustyland, for example). The archetypal 'boss' character awaits the players at the end of every stage. The game ends with a final showdown with the evil Mr. Burns in his luxurious mansion.
The Simpsons was designed to Konami's typically-high production standards and was, like the 'Ninja Turtles' games that appeared a couple of years' earlier, very faithful to its source material. The colorful, smoothly-animated sprites captured the spirit of the legendary cartoon superbly, and the game's many humorous touches were timed to perfection.
- TECHNICAL -
There were several distinct versions of this game available in the arcade, the 4-player dedicated cabinet, the 4-player conversion kit (designed to retrofit "Teenage Mutant Ninja Turtles", but a lot of them ended up on "Gauntlet" machines too), and the 2-player conversion kit (designed to retrofit almost anything). The only real difference in game-play between versions was the maximum amount of players. The Simpsons dedicated cabinet was fairly large and had an over-sized control panel (to accommodate 4 players). The sides were decorated with painted side-art showing all five members of the Simpsons family scampering around (Homer seems to be stepping on the tail of the family cat). Some cabinets may have this same scene as a large sticker, instead of it being painted on. American machines are usually blue in color, while the European ones were usually white. The marquee shows a family photo and has a 'The Simpsons' logo done in yellow. The control panel repeats the graphics from the marquee and has 4 joysticks (one for each player), each of which is a different color. Different Simpsons machines will have different sized monitors, although 25" and 32" were the most popular sizes available.
Game ID : GX072
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 4 Mhz)
Players : 4
Control : 8-Way Joystick
Buttons : 2
= > Attack, Jump
- TRIVIA -
The Simpsons was released in March 1991.
This video game is based on the prime-time animated series of the same name created by Matt Groening.
The Simpsons and "Aliens" arcade machines can be seen in the background of the 'Moe's Tavern Stage'. Ever wonder why the Aliens arcade game makes a cameo appearance in The Simpsons? It turns out that both The Simpsons tv show and Aliens (the movie) are made by 20th Century Fox (and of course, Konami got the rights to make the arcade games for both franchises).
Some stuff related to the TV series :
* In the character profiles, Lisa is said to be age 7. In the TV series, she is 8 years old.
* In the Character profile, Homer's age is 35. His real age is 36. Konami goofed that one.
* Bart wears a blue shirt in this game. In the series, he normally wears an orange shirt. The blue-shirted Bart appeared on various T-shirts and other Simpsons merchandise. This was even referenced in one episode of the series. Homer was waving Lisa (who wears a red dress) around to attract a bull's attention. Then Homer says 'Now for some calming blue', and reaches for Bart. Seeing that Bart is wearing an orange shirt, he says 'Where's your blue shirt?'. Bart replies, 'I don't have a blue shirt'.
* In some parts of the game, the bow in Maggie's hair is pink. Other times, it is the correct blue color.
* The rabbit characters that appear in various places in the game are from Matt Groening's comic strip, 'Life in Hell'.
* Smithers is much more evil in this game than he has ever been in the show. In the series, Smithers is (as Burns himself put it) 'the sober Yin to [Burns'] raging Yang'. In this game he is depicted as a cape-wearing, bomb-throwing psycho. Smithers' voice is wrong - Smithers is colored wrong. The color scheme used in this game appears to be based on the episode 'Homer's Odyssey', in which Smithers was colored incorrectly. In this episode, his skin color was also incorrect : instead being yellow, it was a dark pink color. Also, Smithers has never worn a cape, as he does in this game (Perhaps he has an evil twin who is a cape-wearing mad bomber!).
* Mr. Burns' voice also sounds wrong, except when he says 'Excellent'. The 'Excellent' voice sample was taken directly from the show and the rest of the lines were recorded by a different actor.
* SPOILER ALERT! : After Mr. Burns has been defeated, his eyes turn into Xs as he is lying on the ground. In the series Bart's eyes were drawn as Xs in a dream sequence, when Bart was imagining that school bully Nelson Muntz had beaten him to death and the school nurse had reconstructed his face for his funeral.
* In this game Sideshow Bob helps you by giving you food that restores your health. Since a first season episode where he framed Krusty the Klown for armed robbery and his plans were foiled by the Simpson kids, he is normally a villain. It seems that this game was made before the first season was finished (Or at least the people who worked on the game hadn't seen all of the episodes yet).
* The 'Moe's Tavern' stage in this game does not look much like it's TV counterpart. In this game it seems to be underground and only accessible by hidden elevators (One of the elevators is in a fake 'Krusty' grave in the cemetery stage, the other in a wall of rock in the 'Springfield Butte' stage). Of course, in the series it is just a regular building with a regular door that people walk through off the street.
* In this game, Barney's hair color is the same color as his skin (yellow). He appeared this way in a few early episodes of the first season, but later his hair was colored brown and only the Simpson kids have hair that is the same color as their skin.
* Channel 6 (Stage 7) : The anchorman in this stage is the same one that appears in the episode 'Call of the Simpsons'. In that episode, this anchorman sounds just like Kent Brockman, but looks completely different. The anchorman's hair was colored gray in the episode, but in this game the anchorman is colored like Scott Christian (Early on in the series, an anchor named Scott Christian would frequently be 'filling in for Kent Brockman', the regular anchorman. Eventually Christian was dropped from the series and they just used Kent Brockman). This anchorman is neither Kent Brockman or Scott Christian. If you stand in front of the anchorman, he will get mad. If you jump up on the anchor's desk, he will shrug his shoulders.
In Stage 7, in the scene where you fight ninjas, the sign reads 'kabuki'.
Michael Jackson used to own this game (4-Player model, serial number: 072251). It was sold at the official Michael Jackson Auction on April 24, 2009.
- UPDATES -
* In the Japanese version, there are nuclear bombs laying around that can be thrown at enemies (for example, in front of the Noiseland Arcade in the first level). These bombs are not present in the other versions. These bombs look the same as the ones Mr. Burns shoots at you on the last level.
* In the Japanese version, you can fill you life meter past full. For example, if your life meter is already full and you get an item that restores your health, you get no benefit in the non-Japanese versions. But in the Japanese version, you will get additional health points, indicated in the meter by a different color (When the life meter is full, it is purple. When it goes past full, the additional health is shown in yellow).
- STAFF -
Main programmer : A. Suzuki
Software designers : Hirotaka_2, Nwk
Graphic designer : Kengo Nakamura
Main character designer : Y. Takano
Character designers : K. Nakajima, Noriyuki Yokoki
Sound & effect programmer : Hideaki Shikama
Music by: N. Hanzawa
Hardware designer : H. Matsuura
Package designers : N. Satoh, K. Kamiya
Special guest : Hiroshi Iuchi (H. Iuchi_4), M. Samejima
Management : S. Kido
Supervisor : Kengo Nakamura
- PORTS -
* CONSOLES:
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] [JP] (feb.3, 2012)
Sony PlayStation 3 [PSN] [US] (feb.7, 2012)
Sony PlayStation 3 [PSN] [EU] (feb.8, 2012)
* COMPUTERS:
[US] Commodore C64 (1991)
PC [MS-DOS] [US] (1991)
* OTHERS:
BlackBerry [US] (dec.9, 2009) [Model 5046]
Apple iPhone/iPod [US] (dec.21, 2009) [Model 344217468]
Windows Mobile [US] (feb.1, 2010)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Revolution X Update submitted by vecchiom
Revolution X (c) 1994 Midway Mfg. Co.
A first-person shooter featuring the multi-platinum selling rock band Aerosmith.
It's 1996 and the US have been taken over by the New Order Nation. The group, led by their commander Mistress Helga, have declared war on youth culture, banning music, TV and video games in the process. Meanwhile at a gig in Los Angeles, members of Aerosmith are captured by the NON. With a machine gun in your hand and the strongest weapon of them all, music, it is your task to end the regime of the New Order Nation and free the Aerosmith members.
Remember... MUSIC IS THE WEAPON!
- TECHNICAL -
There are three versions of this game. One is a 3-Player dedicated cabinet, second is a 2-Player dedicated cabinet. Which is identified by the speaker grill just below the marquee same as the 3-Player version along with the folding back marquee assembly like the 3-Player version. The third version is the kit for which to change out a Terminator 2 arcade game. The 2-Player was factory with a 25 standard resolution monitor. And the 3-Player version come factory with a 33 standard resolution monitor.
Midway X Unit hardware
Main CPU : TMS34020 (@ 10 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Players : 3
Control : lightgun
Buttons : 2
- TRIVIA -
Revolution X was released in June 1994.
The game was originally called 'Generation X', until it was realised Marvel owned the copyright to that name (listen to the opening sequence to hear the game being referred to by it's original title).
Several subtle in-jokes appear in the game that lead many to believe that the programmers were massive fans of Monty Python and the Holy Grail, although had difficulty recalling it in detail.
1. When the final boss loses limbs, he sometimes says 'Just a flesh wound' a quote from the Black Knight scene.
2. The subtitles in the credits, including 'Why not try a holiday in Norway this yer?' are often slight misquotes of those in the film credits.
3. 'Llamas trained by Nicholas Petro.' Llama jokes a plenty in the TV series and film credits, but moose trainers were included by name in the film. Nicholas is of course the brother of George N. Petro.
4. The dramatic music change and palette swap of the final credit screen is a nod to the Holy Grail joke where the credit writers were sacked and replaced with another team 'at great expense and at the last minute' who did things in a different way.
This game features four Aerosmith songs : 'Eat the Rich', 'Sweet Emotion', 'Toys in the Attic' and the ending song 'Walk This Way'.
Michael Jackson (1958~2009) used to own this game (Serial number: 400191127). It was sold at the official Michael Jackson Auction on April 24th, 2009.
On May 8th, 2014 at the Regency 8 Cinema and Arcade, located at I-75 and Hwy 192 London, KY 40741, player John Bullard, under the initials JLB reached a high score of 4,099,990 on the original arcade cabinet, without cheating.
- UPDATES -
Rev. 1.0 has an extra area added located in the Pacific Rim Stage.
- TIPS AND TRICKS -
* "Trog"!: To see one of the Trogs, you MUST destroy the black cat on the brick wall. After having doing so, you'll notice a palm tree behind the brick wall. Quickly blast the palm tree with a CD. If you are successful, Trog will pop out of the tree and waddle his way across the brick wall. He will gain speed back and forth like the cat. If you shoot him a certain amount of times, you will have access to yet another hidden area in the game.
The reason behind Trog's inclusion? After having such a harrowing time with the Trog project, Petro and Haeger wanted to have an opportunity to blow him away repeatedly in their offices!
* Game Lock-Up: If you manage to blow up the NON bus while it is going off screen at the end of the level the game wil freeze up. The coins can still be put in the machine and you can add more players but the game just stand there until the operator resets the machine.
- STAFF -
Directed and produced by : George N. Petro, Jack E. Haeger (JEH)
Design and software : George N. Petro, Bill Dabelstein, Warren Davis (WBD), Jake Simpson (JMS), Mike Lynch
Design and graphics : Jack E. Haeger (JEH), Steve Beran, Martin Martinez (MAM), John Vogel (JCV), John Newcomer, Eric Kinkead
Music and sound : Chris Granner
DCS sound system : Matt Booty, Ed Keenan, Rk140
Guitar solos : Vince Pontarelli
Executive producers : Neil Nicastro, Ken Fedesna
Sales : Joe Dillon
* CAST :
Aerosmith : Steven Tyler (Vocals), Joe Perry (Guitar), Brad Whitford (Guitar), Tom Hamilton (Bass), Joey Kramer (Drums)
Headmistress Helga / Cage Dancer : Kerri Hoskins
Nonboys : Steve Beran
Skate Troopers / Everdrones : Jack E. Haeger (JEH)
Berzerkers : John Larrieu
Yellow Jackets / Nomatives : Sal Divita
Non Ninjas : Tony Marquez
Kemmitechs : John Vogel
Vocalizations : Sam Bennett, Chris Granner, Steve Ritchie, Vince Pontarelli, Paul Heitsch, George N. Petro, Jack E. Haeger (JEH), Steve Beran, Kevin Greenwood
Cabinet graphics : Nick Erlich, Jack E. Haeger (JEH), Steve Beran, Paul Barker
Cabinet design : Matt Davis, Bob Bedsole, Ted Valavanis
Gun design : Dennis Gibbons, Jack E. Haeger (JEH), Dave Pallotto, Ted Valavanis
Hardware : Steve Correll, John Lowes, Ray Macika
Hardware support : Cary Mednick, Pat Cox, Dr. Sheridan Oursler.PhD.Msc, Al Lasko
Costumes : Cindy Maniates
Hair and makeup : Sher Williams, Tina Gazaldo
Custom Props : Mark Runyan
Model Builders : Rodney Carter, Dean Milano
Guitars and drums : The Musicians Network, Curt Eisenberg, David Katzma
Catering : Rich Christian
Video documentation : Jim Greene, Art Tianis, Jim Tianis, Joan Faux, Tal Lekberg
Photographer : Bryan Friedman
Midway sales : Rachel Davies, Bob Lentz, Lenore Sayers
Marketing : Rebecca Ellis, Joe Hartmann, Roger Sharpe, Christa Woss
Game testers : Mike Vinikour (MXV), Jason Defillippo (Thor), Eddie Ferrier (CPU)
Aerosmith international fan club president : Juan Sirrakah
Llamas trained by : Nicholas Petro
- PORTS -
* CONSOLES:
Nintendo Super NES(1994)" Revolution X [Model SNS-AXRE-USA]"
Sega Mega Drive (1994)
Sega 32X [Unreleased Prototype]
Sega Saturn (1996)
Sony PlayStation (1996) "Revolution X [Model SLUS-00012]"
* COMPUTERS:
PC [MS Windows, CD-ROM] (1995)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Mortal Kombat 4 Update submitted by vecchiom
Mortal Kombat 4 (c) 1997 Midway Games
The 4th installment of the classic 'Mortal Kombat' series. New graphics, new fighters and a whole new challenge awaits you. Prepare to do battle and take on a whole new dimension.
- TECHNICAL -
Midway Zeus hardware
Main CPU : TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2104 (@ 16 Mhz)
Sound Chips : (2x) DMA-driven (@ 16 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Mortal Kombat 4 was released in October 1997 in the USA. It was the first Mortal Kombat game to be rendered in 3-D. Many fans consider this game to be the weakest in the series.
In the pre-release trailers both Reptile and Fujin had God-O-Mite as a name in their lifebars.
Kitana was originally planned to be in Mortal Kombat 4. However, her color palette was changed to brown to make Tanya.
Noob Saibot was originally going to be in the arcade version of Mortal Kombat 4. He made an appearance in a few of the earlier versions of the game.
Unfortunately the game needed more new characters and so in beta version 5 (Release : September 2nd, 1997) Noob Saibot's place on the character select screen was taken by the Kano-like character Jarek. And so Noob Saibot skipped the first official release (known as Revision 1) of the game.
Noob Saibot also made an appearance in the first beta version (Released : September 26th, 1997) of the second official release of the game. In the second beta version, his place was taken by the newcomer, Reiko. This is unfortunately the last appearance of Noob Saibot in the arcade version of Mortal Kombat 4.
Like Kitana and Noob Saibot, Kano was also planned for MK4, however, due to there not being enough new characters in the game, they left Kano out of the roster and put Jarek instead of him.
Jarek directly had Kano's signature moves and fatalities, which caused a lot of complaints from fans simply born by the fact that there was nothing original in Jarek.
Midway / Toasty Productions released a limited-edition soundtrack album for this game (Music: MK3 & MK4 Arcade Video Game Soundtrack) on January 1, 1997.
- UPDATES -
Beta 1 - July 25th, 1997
* The Special 'Road Tour' version of MK4.
* 9 Playable Characters : Sub-Zero, Scorpion, Sonya, Liu Kang, Shinnok, Fujin, Raiden, Noob Saibot, and Quan Chi.
* 6 empty spaces
* Auto-Combo's are in the game. Usually some easy combination like 4 High Punches.
* Timer Frozen at '99' the entire match.
* No 1-player mode. 1-on-1 playing only.
* No moves or weapons in this version for Noob Saibot, Shinnok, and Quan Chi.
* Sub-Zero's Freeze and Clone effects not yet implemented.
* Many glitches in gameplay and sounds/graphics.
* The game crashed or reset itself every 10 minutes on average.
* For some reason, the machine didn't like it when you play as the same character as your opponent.
* Moves are extremely glitchy in the corner.
Beta 2 - August 9th, 1997
* Kai and Reptile are now selectable.
* 'Hidden' and 'Random' buttons on Select Screen now work.
* You can now fight against each other with the same character without the game locking up, however the corner glitches and camera problems continue.
* The Game Counter now works.
* The 'Wins' Counter still doesn't work, however there is a 'Top 20 Wins List'.
* Sub-Zero's freeze and clone effects now work correctly.
* Kai's name isn't on his powerbar, and his name isn't announced.
* Shinnok and Fujin get new select screen pictures.
* Noob Saibot, Quan Chi, Reptile, and Shinnok still have no moves or weapons.
* Kai has one move where he stands on his hands.
* Still no 1-player mode. 1-on-1 fighting only.
Beta 2.1 - August 10th, 1997
* A very small upgrade that simply fixed a few bugs in Beta Version 2.
Beta 3 - August 18th, 1997
* Tanya is now selectable.
* Auto-Combos removed.
* Shinnok's Impersonation moves added.
* Shinnok get a bladed staff, Quan Chi gets a straight edged sword, Tanya gets Sonya's spinning bladed wheel. Reptile and Noob Saibot still don't have any weapons.
* Quan Chi gets a new Green Skull move.
* 1-Player mode now available. The 'Choose Your Destiny' screen moves in full 3-D.
* Reptile and Shinnok still don't have moves.
* Tanya has one move, an air fireball.
* Kai now has a leg spin along with the leg grab when he gets in his handstand stance.
* A number of small revisions were made to this upgrade, fixing small bugs and glitches.
* Select screen switched around. Kai and Reptile are on top, and bottom row is moved around.
Beta 4 - August 22nd, 1997
* Tanya gets her fireballs, Kai gets his fireballs, Quan Chi gets new moves, Shinnok's Impersonations added, Reptile gets new moves, Noob Saibot gets a teleport and slam, and a few other new moves for various characters.
* 'The Living Forest' and 'The Prison' background stages added.
* Many of the glitches from previous upgrades have been cleared up, however the camera glitches and lockups continue to be a problem.
* Noob Saibot gets a spiked club.
Beta 5 (Ver 0.99) - September 2nd, 1997
* Jarek replaces Noob Saibot on the Select Screen.
* Jarek has 2 moves, a Cannonball and a Telekinetic Slam.
* Lots and lots of weapon changes. Kai and Reptile both have Shinnok's staff, Jerek has Raiden's hammer, and Sub-Zero no longer has his axe. Instead, he has some type of sword.
* No Boss, No Character Profiles, No Ending.
* Prison Stage Fatality added.
* Introduction Storyline with Raiden added, without speech.
Ver 1.0 - September 11th, 1997
* First OFFICIAL Release of MK4.
* Raiden's Introductory speech added.
* Only 2 Fatalities in this Version : Sub-Zero's Spine Rip and Shinnok's Leg Rip, where he first must impersonate Sub-Zero, then do the same movement as Sub-Zero's Spine Rip. This may have been an error on the part of the Design Team.
* An Error in the DIP switch settings, where switch one, labeled 'Fatalities ON/OFF' needed to be OFF in order for Fatalities to be shown.
* Prison Stage Fatality movements for most characters added.
* Camera lock-ups and glitches continue to be a problem, this late into development.
Ver 1.44 - September 26th, 1997
* 1st Beta Test of the next Official Release, Version 2.0
* Tested in Chicago only.
* The 3 Question Marks in the middle of the screen are now taken by Johnny Cage, Jax, and Noob Saibot.
* Interactive Background feature added : Scattered rocks in Goro's Lair and Decapitated Heads in the Furnace stages that the players can pick up and throw at each other.
* 3-D Sidestep added, which gives the player the ability to 'sidestep' projectiles by pressing D+RUN
* Computer AI increased
* Sub-Zero has a 'Freeze Wand' for a weapon, with which he can freeze you with. If your opponent picks it up, he can freeze you back.
* 'Danger' added (when you only have a sliver of life left)
* Character Introduction Biographies added, however still no endings.
* Shinnok is at the top of every tower, which denotes him as the
final boss.
* VS. Screen Added, Complete with VS. Screen Codes
* Characters can now throw and drop their weapons.
* Sub-Zero's Spine Rip from Version 1.0 doesn't seem to work in this version.
Ver 1.72 - October 13th, 1997
* 2nd Beta Test of the Official Release, Version 2.0
* Tested in Chicago only.
* 'Reiko' takes the place of Noob Saibot on the select screen.
* Endings have been added for everyone but Reiko.
* Raiden now has electricity flowing effects around him. It happens more often than it did in MK1.
* Sub-Zero's Spine Rip has been enabled again. A red stripe has been added to his face, which denotes that he's the Sub-Zero from MK3/UMK3.
* Sub-Zero can no longer freeze you with his freeze wand after a
breaker move.
* Scorpion has his 'Fire Breath' move, where he takes off his mask, and breathes a stream of fire straight out.
* Tanya has a boomerang for a weapon.
* Jax and Johnny Cage both have fireballs now.
* Jax has his Quad-Throw added.
* Shinnok has a Reiko Impersonation.
* Quan Chi gets a new select screen picture.
* Jarek has a new fireball, different from his previous one.
* A lot of things added to the Attract Mode, like an ad for MK : Mythologies and a 'Powered By : Zeus' ad.
* The game uses a new font for everything but the power bars, just like it was in MK3/UMK3.
* The MAXIMUM DAMAGE system added, which prevents you from doing any combo over 40% in damage.
* The computer draws, uses, throws, and picks up weapons quite effectively now.
* Alternate Color/Clothing system added, where you can do a certain button combination to change the color scheme of your character.
* Instead of the characters being direct palette (color) swaps as it was in MK3/UMK3, the characters now have small differences in their clothing. For example, Sub-Zero can either have his mask on or off, Liu Kang can either have his shirt on or off, etc.
Ver 2.0 - October 15th, 1997
* Second OFFICIAL release of MK4.
* Reiko's Ending Finished, although all he seems to do is walk through a portal in Scorpion's fire stage, and that's it.
* Many more Fatalities Added
* Basically the same as Version 1.72. Just a few bug fixes
here and there.
Ver 2.1 - October 17th, 1997
* Exactly the same as Version 2.0
* The only thing fixed was a nasty CPU bug which was making the computer extremely easy to beat, and even allowing someone to control the computer with the second controller. This was causing arcades to lose revenue, because the game was so easy that you could beat it within minutes to see the endings, then never play it again.
Ver 3.0 - January 20th, 1998
* 3rd and supposedly final OFFICIAL release of MK4.
* Had been testing for about a month in Chicago before going national.
* A 2nd Fatality for every character.
* Stage Fatality added to Goro's Lair where you uppercut them into spikes on the ceiling. Requires a different movement than the Prison Stage Fatality.
* Spiked balls added to the floors of the Purple Stage for throwing.
* Most bugs have been fixed, however camera flaws still exist,
especially in the Purple Stage.
* More Kombat Kodes added.
* New weapon for Johnny Cage.
* Fatality 'Demo' added at the beginning of the game. It shows fatalities being performed, and just before any killing is done, it fades to black and the 'Fatality' sign appears.
* More breakers have been added and switched around.
* Close Captions have been added to the endings for noisy arcades.
* The Combo System has been modified, and Air Combos and linkers are now possible.
* There was a glitch in Version 2.92 (A beta of Version 3.0) where
if you chose the 2-on-2 Kombat, then each player chose either Sub-Zero or Scorpion as 1 of their 2 characters, when the match began, one of each player's characters would be a bloody corpse! The skeletons would fight each other and everything. With the recent remark 'Meat Lives' made on Ed Boon's MK4 Page, the rumors have been flowing on if this corpse is secretly playable in MK4. Meat IS in fact playable in this version.
- TIPS AND TRICKS -
* Alternate Costumes : enter one of the following codes at the character selection screen while highlighting that particular Character.
FUJIN : hold Start, then press LP + HP + HK
JAREK : hold Start, then press HK + HP + RN
JAX : Hold Start, then press RN + LP + BL
JOHNNY CAGE : hold Start, then press RN + LP + LK
KAI : hold Start, then press HP + BL + LK
LIU KANG : hold Start, then press HK + BL + LK
QUAN CHI : hold Start, then press HP + RN + HK
RAIDEN : hold Start, then press LP + BL + HK
REIKO : hold Start, then press RN + HP + LK
REPTILE : hold Start, then press LP + BL + LK
SCORPION : hold Start, then press HP + HK + BL
SHINNOK : hold Start, then press HP + BL + LP
SONYA : hold Start, then press LK + HP + RN
SUB-ZERO : hold Start, then press RN + BL + HP
TANYA : hold Start, then press HK + LK + HP
* SHINNOK : the Morphing list...
CAGE : Down(x2), HP
FUJIN : Forward(x2), Back, HK
JAREK : Back(x3), LK
JAX : Forward, Down, Forward, HK
KAI : Forward(x3), LK
LIU KANG : Back(x2), Forward, HK
QUAN CHI : Back, Forward, Back, Forward, LK
RAIDEN : Down, Forward(x2), HP
REIKO : Back(x3), Block
REPTILE : Back(x2), Forward, Block
SCORPION : Forward, Back, LP
SONYA : Forward, Down, Forward, HP
SUB ZERO : Down, Back, LP
TANYA : Back, Forward, Down, Block
* Fatality - CAGE :
1. Forward, Back, Down(x2), HK
2. Down(x2), Forward, Down, Block
* Fatality - FUJIN :
1. Run+Block(x5)
2. Down, Forward(x2), Up, Block
* Fatality - JAREK :
1. Forward, Back, Forward(x2), LK
2. Up(x2), Forward(x2), Block
* Fatality - JAX :
1. Hold (LK 3s), Forward(x2), Down, Forward, Release LK
2. Back, Forward(x2), Down, Block
* Fatality - KAI :
1. Hold Block, Up, Forward, Up, Back, HK
2. Up(x3), Down, Block
* Fatality - LIU KANG :
1. Forward(x3), Down, HK+LK+Block
2. Forward, Down(x2), Up,HP
* Fatality - QUAN CHI :
1. Hold (LK 5s), Forward, Down, Forward, Release LK
2. Up(x2), Down(x2), LP
* Fatality - RAIDEN :
1. Hold Block, Forward, Back, Up(x2), HK
2. Down, Up(x3), HP
* Fatality - REIKO :
1. Forward, Down, Forward, LP+Block+HK+LK
2. Back(x2), Down(x2), HK
* Fatality - REPTILE :
1. Hold (HP+HK+LP+LK), Up
2. Up, Down(x3), HP
* Fatality - SCORPION :
1. Back, Forward(x2), Back, Block
2. Back, Forward, Down, Up, HP
* Fatality - SONYA :
1. Hold Block, Down(x3), Up, Run
2. Up, Down(x2), HK
* Fatality - SUB ZERO :
1. Forward, Back Forward, Down, (HP+Block+Run)
2. Back(x2), Down, Back, HP
* Fatality - SHINNOK :
1. Down, Back, Forward, Down, Run
2. Down, Up(x2), Down, Block
* Fatality - TANYA :
1. Down(x2), Up, Down, HP+Block
2. Down, Forward, Down, Forward, HK
* Fatality - level ''Spike''
CAGE : Back, Forward(x2), LK
FUJIN : Back, Forward, Back, HP
JAREK : Back, Forward(x2), LP
JAX : Forward(x2), Back, HP
KAI : Back, Forward, Down, HK
LIU KANG : Forward(x2), Back, HK
QUAN CHI : Forward(x2), Back, LK
RAIDEN : Forward(x2), Down, LP
REIKO : Forward(x2), Down, LK
REPTILE : Down(x2), Forward, HK
SCORPION : Back, Forward(x2), LK
SHINNOK : Down, Forward, Back, HP
SONYA : Forward, Down, Forward, HP
SUB ZERO : Down(x3), LK
TANYA : Forward(x3), LP
* Fatality - level 'Fan'
CAGE : Down, Forward(x2), HK
FUJIN : Down(x3), HK
JAREK : Forward, Down, Forward, HK
JAX : Forward(x2), Back, LK
KAI : Forward(x2), Down, Block
LIU KANG : Forward(x2), Back, LP
QUAN CHI : Forward(x2), Down, HP
RAIDEN : Down, Forward, Back, Block
REIKO : Down(x2), Back, LP
REPTILE : Down, Forward(x2), LP
SCORPION : Forward, Down(x2), LK
SHINNOK : Down(x2), Forward, HK
SONYA : Down, Back(x2), HK
SUB ZERO : Hold Block, Down, Up(x3), Release Block, HK
TANYA : Back, Forward, Down, HP
* Hidden Character Meat : Enter 'Group Mode' and successfully complete the game with all 15 characters. After this has been accomplished, select any character and begin a match. Your character will play as Meat with all the moves of the character that was selected.
* Choose Your Destiny : Use Start button to rotate the tower before choosing it.
* Toasty 3- D: Hold Start during Scorpion's 'Breath of Death' fatality, and Dan Forden (MK4's Sound Programmer) will say 'Toasty! 3-D!'
* Goro's Lair Fatality Extras :
1. Hold Down on both joysticks after doing the Goro's Lair Fatality with any character, and the victim will slide off the spikes and fall back to the ground, a bloody mess.
2. Hold Start after doing the Goro's Lair Fatality with any character, and Dan Forden (MK4's Sound Programmer) will say his classic 'Toasty!'
* What Are You Waiting For : If you wait for an extended amount of time at the "Select Method of Kombat" screen, the announcer will say "What are you waiting for!?"
* Offensive Words : If you enter an offensive word at the 'Greatest Warrior is...' screen, such as 'DIK' or 'FUK', those initials will be replaced with MK co-creator Ed Boon's initials, 'TRA' or 'MAB'.
* Kombat Kodes : Enter one of the following kodes to activate the corresponding effect.
Kode 1: 111-111 "Free Weapon"
Kode 2: 100-100 "Throwing Disabled"
Kode 3: 444-444 "Armed and Dangerous"
Kode 4: 666-666 "Silent Kombat"
Kode 5: 050-050 "Explosive Kombat"
Kode 6: 222-222 "Random Weapons"
Kode 7: 123-123 "No Power ??"
Kode 8: 555-555 "Many Weapons"
Kode 9: 333-333 "Randper Kombat"
Kode 10: 060-060 "No Rain"
Kode 11: 002-002 "Weapon Kombat"
Kode 12: ???-??? "4 Player Randper Illegal"
Kode 13: 012-012 "Noob Saibot Mode"
Kode 14: 020-020 "Red Rain"
Kode 15: 010-010 "Maximum Damage Disabled"
Kode 16: 110-110 "Throwing and Max Damage Disabled"
Kode 17: 011-011 "Kombat Zone: Goro's Lair"
Kode 18: 022-022 "Kombat Zone: The Well"
Kode 19: 033-033 "Kombat Zone: Elder Gods"
Kode 20: 044-044 "Kombat Zone: The Tomb"
Kode 21: 055-055 "Kombat Zone: Wind World"
Kode 22: 066-066 "Kombat Zone: Reptile's Lair"
Kode 23: 101-101 "Kombat Zone: Shaolin Temple"
Kode 24: 202-202 "Kombat Zone: Living Forest"
Kode 25: 303-303 "Kombat Zone: The Prison"
Kode 26: 001-001 "Unlimited Run"
- SERIES -
1. Mortal Kombat (1992, Arcade)
2. Mortal Kombat II (1993, Arcade)
3. Mortal Kombat 3 (1995, Arcade)
4. Ultimate Mortal Kombat 3 (1995, Arcade)
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade)
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS)
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS)
8. Mortal Kombat 4 (1997, Arcade)
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS)
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA)
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2)
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA)
13. Mortal Kombat - Deception / Mystification (2004, PS2)
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2)
15. Mortal Kombat - Armageddon (2006, XBOX, PS2)
16. Mortal Kombat vs. DC Universe (2008, PS3, 360)
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)
19. Mortal Kombat 11 (2019, PS4, One, Switch)
- STAFF -
Design Team: Ed Boon, Dave Michicich, Todd Allen, Mike Boon, Steve Beran, John Vogel, Dan Forden, Mark Loffredo, Tony Goskie, John Tobias, Josh Tsui, Mark Penacho
Game Analysts/Testers: Alex Giliam, Paulo Garcia, Mike Vinikour, Eddie Ferrier
Executive Producers: Neil Nicastro, Ken Fedesna, Paul Dussault, Cary Mednick
Zeus Hardware: Mark Loffredo, Glen Shipp, Ken Williams, Pat Cox
Senior Hardware Technicians: Sheridan Oursler, Al Lasko, Leroy Brown, Rosalind Dugas
Additional Testing: Brian Lebaron
Motion Capture Talent: Rich Divizio, Carlos Pesina, Tony Marquez, Benny Ghofrani, Ed Boon, John Vogel, Sal Divita
Cabinet Design: Herman Sanchez, Nick Ehrlich, Dan Bigelow
* VOICE :
Sonya Blade : Kerri Hoskins
Sub-Zero : John Turk
Quan Chi : Richard Divizio
Jackson Briggs : John Parrish
Additional Voices : Brian Glynn, Robert Gaston, Mark Meyers
- PORTS -
* CONSOLES:
Nintendo 64 [US] (june.23, 1998) "Mortal Kombat 4 [Model NUS-NM4E-USA]"
[US] Sony PlayStation (june.24, 1998) "Mortal Kombat 4 [Model SLUS-00605]"
Nintendo 64 [EU] (sept.15, 1998) "Mortal Kombat 4 [Model NUS-NM4P-EUR]"
[EU] Sony PlayStation (oct.1998) "Mortal Kombat 4 [Model SLES-01349]"
Sega Dreamcast [EU] (1999) "Mortal Kombat Gold [Model T-9701D-61]"
[US] Sega Dreamcast (aug.31, 1999) "Mortal Kombat Gold [Model T-9701N]"
* HANDHELDS:
Nintendo Game Boy Color [US] (dec.1998) "Mortal Kombat 4 [Model DMG-A4KE-USA]"
Nintendo Game Boy Color [EU] (apr.1999) "Mortal Kombat 4 [Model DMG-A4KP-EUR]"
* COMPUTERS:
PC [MS Windows 9x, CD-ROM] [US] (jul.31, 1998)
PC [MS Windows 9x, CD-ROM] [EU] (apr.6, 2001)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Time Crisis Update submitted by vecchiom
Time Crisis (c) 1995 Namco.
Time Crisis is an on-the-rails lightgun game in which the player takes on the role of a lone mercenary who must rescue the President's daughter, Rachel, from the clutches of the evil 'Sherudo' and his terrorist gang. The game takes the player into and around Sherudo's clifftop, castle hideout.
The game utilises a cover system in which players can duck behind cover to avoid enemy fire and reload their weapons. In the arcade version, a foot pedal is used to toggle between ducking and attacking positions; in console conversions, a button command replicates the foot pedal's functions. The player loses a life if hit by a direct bullet or obstacle whilst not taking cover.
As the game's title suggests, time is one of the player's biggest enemies, as each area must be cleared within a strict time limit. A time extension is rewarded when an area is completed with additional time awarded for shooting certain enemies quickly. There are three stages, each consisting of three areas with a boss battle at the end of each stage.
The game offers two different modes of play:
STORY MODE: Players must defeat all of the enemies on each stage to proceed to the next, in their quest to rescue the president's daughter.
TIME ATTACK: Players select one of three stages - each representing a different level of difficulty - and must defeat all enemies within the allocated time. This mode has unlimited lives but the player is constantly fighting against a very tight time limit.
- TECHNICAL -
Namco Super System 22 hardware
Game ID : TS
Main CPU : Motorola 68EC020, (2x) TMS32025, M37710
Sound Chips : C352
Players : 1
Control : lightgun
Buttons : 2
- TRIVIA -
Time Crisis was released internationally in December 1995.
Time Crisis introduced a new and innovative feature to the lightgun game in the form of a foot pedal, situated at the bottom of the cabinet. The player's on-screen counterpart will automatically hide behind whatever cover is available and the player must step on and hold down the foot pedal to break cover and shoot the enemies. Also, ducking behind cover (releasing the pedal) is the only way for the player to reload. This superb feature brought a new level of interaction to a genre that is, by necessity, very linear.
- TIPS AND TRICKS -
* Free Lives : hit the enemy 10 times in a row. When targets begin to get hit, a 'Life Icon' starts to become visible to the right of the time display. Continue to hit enemies, the Icon becomes clearer and clearer. You will receive one life for every 40 direct hits.
- SERIES -
1. Time Crisis (1995, ARC)
2. Time Crisis II (1998, ARC)
3. Crisis Zone (1999, ARC)
4. Time Crisis - Project Titan (2001, PSX)
5. Time Crisis 3 (2003, ARC)
6. Time Crisis 4 (2006, ARC)
7. Razing Storm (2009, ARC)
8. Time Crisis 5 (2015, ARC)
- STAFF -
Supervisor : Takashi Sano
- PORTS -
* CONSOLES:
Sony PlayStation (1997)
Sony PlayStation 2 (2002) "Gunvari Collection + Time Crisis"
* OTHERS:
Mobile Phones (2006) "Time Crisis Mobile"
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Official website; http://www.bandainamcogames.co.jp/am/vg/timecrisis/
Accepted [+] [X] Hang-On [Ride-On model] Update submitted by vecchiom
Hang-On (c) 1985 Sega Enterprises, Limited.
Ride-On model. For information on the game itself, please see the Sit-Down model entry; "Hang-On [Sit-Down Model]".
- TECHNICAL -
Ride-On model
Dimensions (cm) : W161 x D199 x H133
Weight : 240 Kg.
- TRIVIA -
Hang-On was released in July 1985 in Japan and in August 1985 in North America.
Hang-On was also released as :
This Ride-On model was a large, mock-up motorcycle that the player sat on. It lets you steer your bike by moving your weight left and right, but didn't feature any of the hydraulics or force feedback that would become the staple of future Sega arcade games.
- SOURCES -
Machine's picture.
Accepted [+] [X] Hang-On [Sit-Down model] Update submitted by vecchiom
Hang-On (c) 1985 Sega.
Hang-On is a point-to-point 3D racing game in which players take control of a superbike and must race over five twisting, road-based circuits, avoiding rival bikers and trying to reach each end-of-stage checkpoint before the time limit expires.
Collisions with roadside objects will see the rider thrown from his bike as the bike flips and explodes, costing the player valuable seconds waiting for a replacement to appear. Contact with rival racers will seriously affect control of the player's bike and should also be avoided.
Any time remaining when a checkpoint is reached is carried over to the next stage. The five stages of 'Hang-On' are:
* Alps
* Grand Canyon
* City Night
* Seaside
* Circuit
- TECHNICAL -
[Sit-Down model]
Main CPU : (2x) Motorola 68000 (@ 6 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), Sega (@ 8 Mhz)
Players : 1
- TRIVIA -
Hang-On was released in July 1985 in Japan and in August 1985 in North America.
Hang-On was also released as :
"Hang-On [Ride-On Model]"
Hang-On was the first in a series of classic racing games designed by the legendary Yu Suzuki and his team (who would go on to create, among others, the "Out Run" series, as well as this game's sequel, "Super Hang-On"). This was the first simulation game in the world. After this game was released, the standard for motorcycle games is the riding type kind. This game was the first Sega game to use digitized drums in the music.
This Sit-Down model featured a motorcycle handlebar, throttle and break lever. The cabinet also has a simulated tachometer and speedometer.
In the 1988 arcade game "Power Drift", the motorcycle from Super Hang-On appears as a hidden vehicle that can only be accessed by winning first place on all five tracks for courses A, C, and E. It is only playable in the Extra Stage.
Don Novak holds the official record for this game on a 'Simulator' cabinet with 40,715,030 points.
Richard Powell holds the official record for this game on an 'Upright' cabinet with 33,923,450 points.
Alfa Records released a limited-edition soundtrack album for this game (Sega Taikan Game Special - 28XA-198) on December 21, 1987.
- SERIES -
1. Hang-On (1985, Arcade)
2. Hang-On II [Model C-60] (1985, Sega SG-1000)
3. Hang-On Jr. (1985, Arcade)
4. Super Hang-On (1987, Arcade)
5. Limited Edition Hang-On (1991, Arcade)
6. Hang On GP '95 [Model GS-9032] (1995, Sega Saturn)
- STAFF -
Designed by : Yu Suzuki (YU.)
From highscore table : (KAN), (OHE), (ISH), (NAG), (KAJ), (INO)
Music by : Hiroshi Miyauchi
- PORTS -
* CONSOLES:
[EU] Sega Master System (1985) "Hang On [Model 4580]"
Sega Master System [JP] (oct.20, 1985) "Hang On [Model C-502]"
Sega Master System [US] (1986) "Hang On & Astro Warrior [Model 6001]"
Sega Master System [US] (1986) "Hang On & Safari Hunt [Model 6002]"
Sega Master System [KO] (1986) "Hang On / Safari Hunt" by Samsung
[JP] Sega Saturn (oct.27, 1995) "Hang-On GP '95 [Model GS-9032]"
[US] Sega Saturn (1996) "Hang-On GP [Model 81202]"
[EU] Sega Saturn (1996) "Hang-On GP '96 [Model MK81202-50]"
Sega Dreamcast [JP] (dec.29, 1999) "Shenmue: Isshou Yokosuka [Model HDR-0016]"
Sega Dreamcast [JP] (dec.29, 1999) "Shenmue: Isshou Yokosuka [Limited Edition] [Model HDR-0031]"
Sega Dreamcast [EU] (nov.6, 2000) "Shenmue [Model MK-51059-50]"
[US] Sega Dreamcast (nov.7, 2000) "Shenmue [Limited Edition] [Model 51059]"
[US] Sega Dreamcast (nov.8, 2000) "Shenmue [Model 51059]"
Sega Dreamcast [JP] (jul.5, 2001) "US Shenmue [Model HDR-0156]"
Sega Dreamcast [JP] (sept.6, 2001) "Shenmue II [Model HDR-0164]"
Sega Dreamcast [JP] (sept.6, 2001) "Shenmue II [Limited Edition] [Model HDR-0179]"
Sega Dreamcast [EU] (nov.23, 2001) "Shenmue II [Model MK-51184-50]"
Sega Dreamcast [JP] (dec.20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
Sega Dreamcast [JP] (mar.6, 2003) "Shenmue II [DriKore] [Model HDR-0211]"
NOTE: "Shenmue" and "Shenmue II" for the Sega Dreamcast feature Hang-On as a minigame.
* COMPUTERS:
[JP] MSX (1986) by Pony Canyon
NEC PC8801 [JP] (1986)
* OTHERS:
LCD handheld game [US] (1989) released by Tiger Electronics.
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Virtua Racing Update submitted by vecchiom
Virtua Racing (c) 1992 Sega.
Virtua Racing is a Formula One-themed racing game in which players can race on one of three different tracks. Each track features timed checkpoints that must be reached within the time limit or the race is over. Each race consists of up to five laps with a field of 16 drivers. Players start a race in last place and must fight their way up the field.
Contact with barriers, trackside objects or rival drivers will result in a crash or, more usually, a spin-out, costing the player valuable seconds. Players can also spin-out if they stray off the track onto a low-traction surface (such as grass). Rival drivers will also try to ram the player's car.
Virtua Racing offers both manual and automatic transmission and enables players to switch between four different viewpoints on the fly. The game's three tracks are named 'Big Forest', 'Bay Bridge' and 'Acropolis' and each offers a different level of difficulty: beginner, intermediate and expert.
- TECHNICAL -
Runs on the Sega "Model 1" hardware.
Players: 2
Control: paddle
Buttons: 6
- TRIVIA -
Virtua Racing was released in August 1992 in Japan and in October 1992 in North America. This was the first racing game to be fully rendered with shaded, filled polygon graphics.
Sega went to General Electric Aerospace (who made the first 3-D simulators for NASA in the 1960s) in 1991-92 for assistance to develop a CG platform architecture for their new experimental 3-D system, which later became known as the Sega Model 1 hardware. Virtua Racer was the game being written to find out how viable hardware 3-D games were, it was never designed to be released, but it was such a success internally they decided to actually release it.
The first AM-2 polygon race game. The game features many epoch-making ideas: changing the point of view freely, feeling the hardness of the steering, the seat interacting with the gravity.
In true Sega fashion, their 'Virtua' prefix was used on a variety of other products such as "Virtua Fighter", "Virtua Cop", "Virtua Striker" and "Virtua Tennis".
Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365, 5366) on 15/12/1993.
Michael Jackson used to own this game (Wide Vision model, serial number: 00461579). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- STAFF -
Director, Chief Programmer : Yu Suzuki
Programmers : Takuji Masuda, Masahiko Kobayashi, Masahiro Kawamura, Kazuhiko Yamada, Shin Kimura
Chief Designer : Toshihiro Nagoshi
Designers : Seiichi Ishii, Kunihiko Nakata, Toshiya Inoue
Music Composer : Takenobu Mitsuyoshi
Sound Effect : Yasuhiro Takagi
Hardware Designers : Shoji Nishikawa, Keisuke Yasui
Mechanical Effect Technician : Masaki Matsuno
Electrical Technician : Futoshi Ito
Program Supports : Ikuo Taniguchi, Yasuhito Shoji, Satoshi Hosoda
'Fresh' Staffs : Kohki Koiwa, Takeshi Suzuki, Toru Ikebuchi, Yasuo Kawagoshi, Yasuko Suzuki, Nobukatsu Hiranoya, Naomi Ota
- PORTS -
* CONSOLES:
Sega Mega Drive (1994)
Sega 32x (1994, "Virtua Racing Deluxe")
Sega Saturn (1995, "Time Warner Interactive's Virtua Racing")
Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 8: Virtua Racing Flat Out")
Sony PlayStation 2 (2005, "Sega Classics Collection")
Nintendo Switch (2019, digital release)
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
Accepted [+] [X] Johnny Nero: Action Hero Update submitted by vecchiom
Johnny Nero: Action Hero (c) 2004 ICE [Innovative Concepts in Entertainment].
In "Johnny Nero - Action Hero", the player takes on the persona of Johnny Nero. Johnny is a comic book hero that plays in three very different 3-dimensional worlds:
- Space Wars – An evil alien empire is at war with the human race. Johnny Nero is all that stands between them and our total annihilation.
- Curse of The Mummy King – Johnny battles hordes of Egyptian evil enemies and an ancient Pharaoh to recover the priceless Jewel of Amon-Ra.
- Ghost Town – Johnny is a gun-for-hire paid to clean out the evil sheriff and his gun slinging hordes of undead.
Players shoot on-screen enemies and power-ups and shoot off screen to reload. There are 2 modes : Standard and Guns of Fury. The Guns of Fury mode allows one player to play with both guns.
- TRIVIA -
Released in September 2004.
- SOURCES -
Game's picture.
Game's screenshots.
Game's manual.
Official website: http://www.icegame.com/GameDetail.aspx?ProductID=99
Accepted [+] [X] Puzzle Bobble 4 Update submitted by vecchiom
Puzzle Bobble 4 (c) 1997 Taito.
Shoot colored bubbles towards clusters of other bubbles. When groups of similarly colored bubbles are formed, the bubbles burst.
- TECHNICAL -
Runs on the "Taito F3 System" Hardware.
Prom Stickers : E49
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Puzzle Bobble 4 was released internationally in December 1997.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
The US version has a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)
- PORTS -
* CONSOLES:
[JP] Sony PlayStation (aug.6, 1998)
[US] Sony PlayStation (oct.31, 1998) "Bust-A-Move 4 [Model SLUS-00754]"
[EU] Sony PlayStation (apr.15, 1999) "Bust-A-Move 4 [Model SLES-01389]" : Also released as a Value Series edition in 2001 and as an 'Acclaimed Range' edition in 2002.
Nintendo Game Boy Color [US] (june.1999) "Bust-A-Move 4 [Model DMG-AA4E]"
Sega Dreamcast [JP] (mar.16, 2000) "Puzzle Bobble 4 [Model T-42301M]"
Nintendo Game Boy Color [JP] (apr.28, 2000) "Puzzle Bobble 4 [Model DMG-AA4J]"
[US] Sega Dreamcast (may.31, 2000) "Bust-A-Move 4 [Model T-8117N]"
Sega Dreamcast [EU] (june.9, 2000) "Bust-A-Move 4 [Model T-8109D-05]"
NUON [Unreleased] (2001) "Bust-A-Move 4"
[JP] Sony PlayStation (apr.25, 2002) "Simple 1500 Series Vol.93: The Puzzle Bobble 4 [Model SLPM-87057]"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (jan.31, 2000)
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Hat Trick [Model 0B94] Update submitted by vecchiom
Hat Trick (c) 1984 Bally Sente.
An overhead 2-on-2 hockey game.
- TECHNICAL -
[No. 0B94]
Bally / Sente SAC-I hardware
Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in May 1984.
This game was remembered for its good player graphics, the skate trails and the Zamboni that cleaned the ice after games. Hat Trick, despite its simple skate, shoot and save gameplay, was considered one of the better sports games of the early 1980's.
- STAFF -
Software & game designer : Lee Actor
Screen graphic designers : Martin French, Bil Maher
Sounds : Gary Levenberg, Richard Green
With support from : Ed Rotberg
- PORTS -
* CONSOLES:
Atari 7800 (1989)
NES [Capcom] [Unreleased Prototype]
* COMPUTERS:
Commodore C64 (1987)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Big Buck Safari Update submitted by vecchiom
Big Buck Safari (c) 2008 Raw Thrills.
Big Buck Safari is big game hunting simulator with an African safari theme. Big Buck Safari features an extra 38 different animals to hunt, and improved High Definition graphics.
Big Buck Safari has motion picture graphics in attract mode, and also features eye-catching side decals.
- TECHNICAL -
[Upright model]
Dimensions:
Width: 74cm.
Depth: 71cm.
Height: 251cm.
Weight: 243 Kg.
PC System: Optiplex 740 Desktop
Motherboard: HX340
- TRIVIA -
Big Buck Safari was released on March 11, 2008.
- UPDATES -
v1.02.26 - April 11, 2011
- Tournament site versions fixed to match for all players on all treks (also matches with Big Buck World site versions)
v1.02.19 - April 9, 2010
- Support for game mode with a single gun
- Gun calibration can be completed with a single gun
- Revenue sharing option
- Projector Menu in diagnostics (Super Deluxe version)
- Coin drop in attract mode will always play at Game Volume level
- SOURCES -
Game's picture.
Game's screenshots.
See goodies section.
Accepted [+] [X] Chase H.Q. Update submitted by vecchiom
Chase H.Q. (c) 1988 Taito America Corp.
North American release. Game developed in Japan. For more information about the game itself, please see the Taito Corporation entry.
- TRIVIA -
Released in November 1988 in North America.
- PORTS -
* CONSOLES:
NEC TurboGrafx-16 [US] (1992) "Chase H.Q. [Model TGX030096]"
* HANDHELDS:
[US] Nintendo Game Boy (dec.1990) "Chase H.Q. [Model DMG-HQ-USA]"
Sega Game Gear [US] (1991)
Nintendo Game Boy Color [US] (may.30, 2000) "Chase H.Q. - Secret Police [Model DMG-AH9E-USA]"
* COMPUTERS:
[US] Commodore C64 (1990)
* OTHERS:
Mobile Phones [US] (2004)
- SOURCES -
Game's ROM.
Game's Manual.
Accepted [+] [X] Chase H.Q. Update submitted by vecchiom
Chase H.Q. (c) 1988 Taito Corp.
"Chase H.Q." is a checkpoint-based racing game in which the player takes on the role on an undercover cop called Tony Gibson in this 'Miami Vice' inspired game from Taito. Gibson drives a powerful unmarked police car (resembling a Porsche 928) along with his partner, 'Raymond Broady' and must chase down and apprehend various criminals.
The player has between fifty-five and seventy seconds (depending on the game's 'Dip' settings) to catch up with the fleeing criminal, then the same time period again to repeatedly ram into the criminal's car until it is too damaged to drive. The criminal's car is constantly moving away, so if the player repeatedly crashes or drives too slowly, the criminal will escape and the game ends.
As with Sega's seminal "Out Run", "Chase H.Q." features forked junctions offering players a choice of routes. In this game, however, the route selected is only a temporary diversion and dictates how quickly the criminal is caught up with. The player's Porsche is equipped with a limited number of turbo boosts, when used a turbo boost pushes the car to incredible speeds, at the expense of control. The turbos must be used wisely if the player is to have a chance of capturing the criminal before the time limit expires.
The game consists of five levels, each with its own villain to capture.
The game's villains and the cars they drive are:
1. Ralph, the Idaho Slasher (White Lotus Esprit)
2. Carlos, the New York armed robber (Yellow Lamborghini Countach)
3. Chicago pushers (Grey Porsche 959)
4. L.A kidnapper (Blue Ferrari 288 GTO)
5. Eastern Bloc Spy (Red Porsche 928)
- TECHNICAL -
Taito Z System hardware
Prom Stickers : B52
Main CPU : (2x) Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2610
Players : 1
Control : Steering wheel + 2 Pedal
Buttons : 2
- TRIVIA -
Chase H.Q. was released in October 1988 in Japan. It was arguably the first sprite-scaled racer since Sega's legendary "Out Run" - released 2 years' earlier - to truly capture the gaming public's imagination.
The names main characters of chase H.Q. are as follows...
The Caucasian cop : Tony Gibson
The African-American cop (A.K.A. Mr. Driver) : Raymond Broady
Chase H.Q.'s Dispatcher : Nancy (she doesn't have a last name)
The main player's car (the black Porsche) makes an appearance in the spin-off to the Chase H.Q. series : "Crime City".
Brian Kuh holds the official record for this game with 3,596,680 points on June 1, 2006.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Syvalion : G.S.M. Taito 3 - D28B0014) on March 21, 1989.
- UPDATES -
The Japanese version has different voices.
- SERIES -
1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1993)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)
- STAFF -
Game Designer : Hiroguki Sakou
Game Programmers : Takeshi Ishizashi, Takeshi Murata, Kyoji Shimamoto
P.C.B Designer : Masahiro Yamaguchi
Sound Designers : Yoshio Imamura, Naoto Yagishita, Eikichi Takahashi, Fumiaki Imaoka
Music Composer : Takami Asano
Cabinet Designer : Nobuyuki Iwasaki
Proposer : Yoshiharu Suzuki
Special Thanks : Junji Yarita, Kazuya Mikata, Atsushi Iwata
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (dec.8, 1989) "Taito Chase H.Q. [Model DTF-H9]"
[JP] NEC PC-Engine (jan.26, 1990) "Taito Chase H.Q. [Model TP02006]"
[EU] Sega Master System (1990) "Chase H.Q. [Model 7038]"
[JP] Sega Saturn (aug.9, 1996) "Chase H.Q. + S.C.I. [Model T-1105G]"
[JP] Sony PS2 (mar.29, 2007) "Taito Memories II Gekan [Model SLPM-66713]"
* HANDHELDS:
[EU] Nintendo Game Boy (1991) "Chase H.Q. [Model DMG-HQ-NOE]"
[JP] Nintendo Game Boy (jan.11, 1991) "Taito Chase H.Q. [Model DMG-HQJ]"
[JP] Sega Game Gear (mar.8, 1991) "Taito Chase H.Q. [Model T-11017]"
Nintendo Game Boy Color [EU] (aug.1999) "Chase H.Q. - Secret Police [Model DMG-AH9P-EUR]"
Nintendo Game Boy Color [JP] (may.26, 2000) "Taito Memorial - Chase HQ - Secret Police [Model DMG-AH9J-JPN]"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1989)
[EU] Commodore Amiga (1989)
[EU] Atari ST (1989)
[EU] Commodore C64 (1990)
[JP] Sharp X68000 (oct.1992)
FM Towns PC [JP] (1993)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Mary Shelley's Frankenstein Update submitted by vecchiom
Mary Shelley's Frankenstein (c) 1995 Sega Pinball, Incorporated.
- TECHNICAL -
Sega Version 3 (BSMT2000 & 192x64 Display)
Model Number : 36
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Display CPU : Motorola 68000 (@ 6 MHz)
Sound chips : BSMT2000 (@ 24 MHz)
- TRIVIA -
Mary Shelley's Frankenstein pinball game was released in January 1995 and is based on the 1994 movie.
This game features Edgar Winter's classic song, 'Frankenstein', as one of its theme songs.
Approximately 3,000 units were produced.
Watch the video sequences repeat to see "Sonic The Hedgehog" as a Frankenstein creature with scars.
Mary Shelley (born Mary Wollstonecraft Godwin; 30 August 1797 – 1 February 1851) was a British novelist, short story writer, dramatist, essayist, biographer, and travel writer, best known for her Gothic novel Frankenstein or, The Modern Prometheus (1818). She also edited and promoted the works of her husband, the Romantic poet and philosopher Percy Bysshe Shelley. Her father was the political philosopher William Godwin, and her mother was the philosopher and feminist Mary Wollstonecraft.
- STAFF -
Design : John Borg
Artwork : Paul Faris
Software : Neil Falconer, Orin Day, John Carpenter
Dots/Animation : Jack Liddon, Kurt Andersen, Scott Melchionda
Music and Sounds : Brian Schmidt
- SOURCES -
Game's ROM.