Accepted [+] [X] Vs. Pinball Update submitted by XtC
Vs. Pinball (c) 1984 Nintendo.
A great pinball simulator game from Nintendo.
Enjoy a familiar pinball game where the player controls the paddles of a virtual pinball machine. The game has two screens to represent the traditional pinball table and one for a bonus mode. Play begins when the player launches a ball with the plunger from the first screen the bottom of the pinball table through the top of the screen to the second screen. Play will move to the first screen if the ball falls through the bottom of the top screen and will return to the top screen if the ball is hit back through the space at the top of the first screen. The player controls the flippers on either screen to deflect the ball to keep it from falling off the bottom of the lower screen.
Pinball has some many bonnus and also had a secondary Breakout like mode, which the player reaches by hitting the ball into a bonus hole that takes the player to a bonus stage where they control Mario carrying a platform. The object of this mode is to rescue Pauline. The player achieves this by bouncing the ball on the Mario's platform and hitting various targets, the destruction of which also earns them points. When the blocks under her are all gone, she will drop. you must catching her on Mario's platform to earns bonus points, but you must release pauline it in one of the side platforms and not let it fall, while holding the ball bounce to continue to earn points until the ball falls and go to start.
- TECHNICAL -
Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Vs. Pinball was released in the arcade as part of Nintendo's Vs. series, allowing to players to sit or stand opposite one another in order to play head to head. Vs. Pinball was released in the arcades in November 1984. Due to extra memory allocation, Vs. Pinball contains a few features that Famicom Pinball does not have, many of which increase the difficulty of the game.
Cameo in WarioWare - Twisted! (2005, Nintendo GBA) : One of 9-volt's games is based on the Arcade Pinball's bonus game.
- PORTS -
* CONSOLES:
Nintendo Famicom [JP] (Feb.1984)
Nintendo NES [US] (Oct.1985)
Nintendo NES [EU] (Sep.1986)
Nintendo Famicom Disk [JP] (May.1989)
Nintendo GameCube (2001) "Animal Crossing" : Unlockable bonus game
Nintendo Game Boy Advance [e-READER Series] (2002)
Nintendo Wii [Virtual Console] [US] (Nov.2006)
Nintendo Wii [Virtual Console] [JP] [EU] (Dec.2006)
* OTHERS:
LCD Handheld game "Game & Watch - Multi Screen: Pinball" (1983) released by Nintendo.
- SOURCES -
Game's ROM.
Accepted [+] [X] Virtua Striker 2002 Update submitted by XtC
Virtua Striker 2002 (c) 2002 Sega.
- TECHNICAL -
Runs on the Sega's "Triforce" hardware.
- TRIVIA -
Virtua Striker 2002 was released on October 29, 2002.
- SERIES -
1. Virtua Striker (1995)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)
- PORTS -
* CONSOLES:
Nintendo GameCube (Feb.2002) [Model DOL-GVSJ-JPN]
- SOURCES -
Game's manual.
Game's ROMs.
Accepted [+] [X] Vindicators Update submitted by XtC
Vindicators (c) 1988 Atari Games Corp.
As team commander of the SR-88 Strategic Battle tanks, you must face the evil invading forces of the Tangent Empire. They're invading the galaxy with 14 space stations designed to defeat your team. Turrets and highly mobile armoured tanks are constantly on patrol to protect the fortifications that Tangents have built.
With limited supplies and weapons, you must make a last stand and attempt to defeat the invaders. The most powerful weapon in your arsenal is the SR-88 Battle Tank, but their fuel supply is very volatile. You must constantly replenish its fuel by picking up fuel canisters throughout the stations' many levels.
Battle stars can be found along the way. These are vital to enhancing your tank and adding weapons. Process generators can convert the battle stars into powers and weapons while in transit between levels and stations. Only with these customized tanks can the evil Tangent Empire be conquered.
As you defeat each station, demolish its control room and take the supplies the fleeing Tangents have left behind. Proceed in their mothership to the next station for another battle.
- TECHNICAL -
Game ID : 136059
Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.7895 Mhz)
Players : 2
Control : Double 2-way joystick (vertical)
Buttons : 4
- TRIVIA -
Vindicators was released in April 1988. This was quite a year for Atari and tank games, since they also released "Assault" in 1988.
1,605 dedicated units were produced in the USA only. The selling price was $2,395. The dedicated cabinet is a real favorite among some arcade game collectors. This is probably due to its unique shape, it is shaped a lot like a tank, with tank treads holding up the bottom section of the cabinet. The top half is decorated with sticker sideart that shows scenes from the game, and these same graphics generally carry over to the control panel and the front of the machine. The control panel features four tank handle controllers.
A Vindicators dedicated cabinet can be seen in the Nickelodeon show All That (from 1997 to 2000). However, it used a fictional marquee which was made for the show.
Also, 114 conversion kits were produced in the USA only (released in February 1989). The selling price was $795.
- UPDATES -
REVISION 1 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 11APR1988 16 :34 :40
REVISION 2 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 12APR1988 14 :53 :35
REVISION 3 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 20APR1988 11 :21 :49
REVISION 4 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 26APR1988 10 :49 :46
- STAFF -
Designed & programmed by : Kelly Turner (KFT), Norm Avellar (NLA), Russel Dawe (Rusty) (RBD)
Art & animation by : Kris Moser (KEM), Susan G. McBride (SGM)
Audio by : Brad Fuller (BAF), Hal Canon (HAL)
From hiscore table: (TNK), Dave Webienson (DEW), Pat McCarthy (PMC), (REM), (MEA)
- PORTS -
* CONSOLES:
[US] Nintendo NES (1988)
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
* HANDHELDS:
Atari Lynx [US] : Unreleased prototype
* COMPUTERS:
[EU] Amstrad CPC (1988)
[US] Commodore C64 [EU] (1988)
[EU] Sinclair ZX Spectrum (1989)
[EU] Atari ST (1989)
Commodore Amiga [US] (1989)
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* Others:
Tiger LCD Handheld Game [US] (1989)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Virtua Cop Update submitted by XtC
Virtua Cop (c) 1994 Sega.
- TECHNICAL -
Runs on the Sega "Model 2" hardware.
Players: 2
Control: Lightgun
Buttons: 1
- TRIVIA -
Virtua Cop was released in September 1994 in Japan.
Virtua Cop serves 300,000 polygons per second.
Sarah Bryant from "Virtua Fighter" appears in stage three... outside the gangster bosses' room is a rotating all-white Sarah Bryant statue. The statue is unbreakable, but the vase it's holding isn't.
Toshiba EMI released a 2 CD limited-edition soundtrack album for this game (Virtua Cop Soundtracks - TYCY-5478~9) on 24/01/1996.
- SERIES -
1. Virtua Cop (1994)
2. Virtua Cop 2 (1995)
3. Virtua Cop 3 (2003)
- PORTS -
* CONSOLES:
[JP] Sega Saturn (nov.24, 1995) "Virtua Cop [Model GS-9060]"
[EU] Sega Saturn (dec.8, 1995) "Virtua Cop [Model MK81026-50]"
[US] Sega Saturn (1995) "Virtua Cop [Model 81015]"
Sega Saturn [KO] (1995) "Virtua Cop [Model GS-9505J]" by Samsung
[JP] Sony PS2 (aug.15, 2002) "Virtua Cop Re-Birth [Model SLPM-62205]"
[EU] Sony PS2 (nov.29, 2002) "Virtua Cop - Elite Edition [Model SLES-51229]"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (oct.31, 1996) "Virtua Squad"
[EU] PC [MS Windows, CD-ROM] (1997)
* OTHERS:
[US] Nokia N-Gage : Release cancelled
Tiger R-Zone [US] (1996)
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Up'n Down Update submitted by XtC
Up'n Down (c) 1983 Sega.
Up'n Down is an abstract racing game viewed in a forced third-person perspective.
The goal of the game is to collect coloured flags, while avoiding the enemy vehicles and obstacles that litter each course. The flags needed are displayed at the top of the screen and are coloured as follows: Light green, blue, red, olive, dark green, magenta, yellow and black. If the flags are collected quickly enough, bonus points are awarded. Collected flags remain visible on the track but are changed to white in colour.
In addition to the enemy vehicles, other hazards to be negotiated include potholes, broken bridges, steep hills and sharp corners. The player's vehicle can jump over both obstacles and vehicles, and if players land their vehicle on an enemy vehicle, the enemy is destroyed. Jumping at the wrong time, however, can send the player's vehicle into the path of an enemy, or off the track completely, resulting in the loss of a life. Players can also control the speed of their vehicle and even move in reverse.
Each round is progressively more difficult than the last, with more obstacles and enemy vehicles littering the courses.
- TECHNICAL -
Runs on the Sega "System 1" hardware.
Players: 2
Control: 4-way joystick
Buttons: 1 (JUMP)
- TRIVIA -
Released during September 1983. By this time, Sega was starting to make a name for itself in the arcade industry. With solid hits such as "Star Trek", "Zaxxon", and "Pengo" under its belt, Sega started to venture into other areas. Sega had partnered up with Gremlin to create "Head-On" and "Head-On 2" arcade games. Later on, Sega released "Turbo". Using the same three-quarter perspective that was used in "Zaxxon", Sega created another racing game with a twist. Up'n Down came out during a time when the arcade market was basically saturated with space shooters.
Export releases:
[US] "Up'n Down [No. 0A64]"
[US] "Up'n Down [No. 0A74]"
- SCORING -
Jumping on a truck : 1000 points
Jumping on a race care : 2000 points
You also get bonus points depending on how quickly you finished the course. The times and points are :
0 - 19 seconds : 20000 points
20 - 29 seconds : 10000 points
30 - 39 seconds : 5000 points
40 - 49 seconds : 3000 points
50 - 59 seconds : 1000 points
60 seconds and above : 0 points
- TIPS AND TRICKS -
* You will start the game with your car on the track. There may be other vehicles also on the track. You goal is to collect all the colored flags in the least amount of time. You must first learn how the joystick works. Putting more pressure on it in one direction causes your vehicle to accelerate. Letting off the pressure causes your vehicle to eventually stop. This will become critical to know as you move into the later rounds.
* When you jump, make sure you have somewhere to jump to. The jump itself takes up about the distance of the length of your car. If there isn't enough room to land, your car will crash. This also happens if you jump off the road anywhere. If you want to jump on another car, then start preparing for it early :
1) Make sure the road ahead is somewhat straight. Sometimes you can jump off a right diagonal road onto a left diagonal road and hit the car that way.
2) Another way is when you are one car length behind your intended victim, and the road is straight, then go ahead and jump on them.
* Sometimes you may have to jump over a car to avoid being hit. Again, make sure you have enough road to land on. It is very easy to try to quickly jump a car only to find yourself wrapped up in the pine trees alongside the road.
* Of course, the object of the game is to collect flags. If, for some reason, you cannot get a flag, there are a couple of ways to remedy this situation.
1) If it is safe (only works on the lower rounds), you can backtrack to where the flag is. You cannot, though, go past the bottom edge of the screen.
2) If you go through three screens, the course will ''wrap'' around and you can get the flag on the return. The only disadvantage to this is that it is time consuming.
* Do not make blind jumps. If you can't see where you are jumping to, go up a little further to see your destination. If you don't, you may end up jumping into something such as a destroyed bridge, abrupt road ending, or the road curves and you jump off the road.
* Make sure you know where the hills are. If your car doesn't have enough speed, it will only go halfway up the hill before it rolls back down again. While it is rolling, you lose control over it. This can be dangerous when other cars are coming up behind you.
* In the later rounds, other cars will be coming at you both from the front and rear. Some of them travel faster then others sometimes creating a situation where you will be in between two cars traveling opposite directions and heading straight for your car. Again, make sure you know how to accelerate and decelerate.
* Whenever you jump from one road to another, your car will automatically face toward the top of the screen in the direction of the road. You don't have to wait to move again. This can be especially handy when trying to avoid other cars or trying to get flags.
* I'll state the obvious of not getting a flag if there is too much congestion around it. Since the timer is not displayed, you probably don't know how much time you have taken to get the flags. Just go around the course and try again. Better to save a car then sacrifice it for points then realize you took too long and don't get any bonus.
* Keep on the lookout for what cars do what. Such as trucks usually follow along the road at a leisurely pace while race cars can go fast or slow and with or against the flow of traffic.
* As you progress in each round, the course becomes harder because more hazards are added to it.
* "Pengo" : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board.
- STAFF -
Staff : Yoji Ishii (ICI), T.N, SHO, R.T, H.N, TAK, H.K, STO, KIP
Security by : Masatoshi Mizunaga (MI.)
- PORTS -
* CONSOLES:
Atari 2600 (1983) "Up'n Down [Model 009-01]"
Colecovision (1984) "Up'n Down [Model 009-21]"
Atari XEGS
[JP] Sega Saturn (Feb. 28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]"
* COMPUTERS:
Atari 800 (1984) "Up'n Down [Model 009-18]"
Apple II (1984)
Commodore C64 (1985) "Up'n Down [Model 009-05]"
ZX Spectrum : Planned and advertised but never released.
- SOURCES -
Game's ROM.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Ultimate Mortal Kombat 3 Update submitted by XtC
Ultimate Mortal Kombat 3 (c) 1995 Midway Mfg. Co.
An update of "Mortal Kombat 3", with new characters added to the original MK3 cast. There are lots of other additions and goodies in the game (see Updates section (REV. 1.0)).
- TECHNICAL -
Midway Wolf Unit Hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Players : 2
Control : 8-Way Joystick
Buttons : 6
= > [1] High Punch, [2] Block, [3] High Kick
= > [4] Low Punch, [5] Low Kick, [6] Run
- TRIVIA -
Ultimate Mortal Kombat 3 was released in October 1995 in USA.
If you look closely at Rain's name during demonstration you'll see it uses different font than all other fighters.
- UPDATES -
This game is the same as "Mortal Kombat 3" except for the inclusion of :
REV. 1.0 :
* Jade, Kitana, Mileena, Scorpion, Reptile, Ermac, Classic Sub, Rain, and Human Smoke are all added, and Robot Smoke is now a normal character.
* Scorpion's Lair (Hell), Jade's Desert, Kahn's Kave, River Kombat (Waterfront), and Scislac Busorez (Blue Portal) stages added.
* Computer intelligence increased.
* 4 Player 2 on 2 Mode and 8 Player Tournament Mode Added.
* Jump in Combo starters added.
* Can uppercut through Scorpion's Lair to Kahn's Kave.
* Bank and Smoke's Portal (Hidden Portal) stages removed.
* 2nd Master ladder added.
* Endurance rounds added to all ladders, 2nd Master ladder has a second Endurance round where you must defeat 3 opponents with one lifebar.
* Stage fatalily in Scorpion's Lair added (and all of its accompanying secrets).
* Classic Sub-Zero's Fats added.
* Bug : Game will crash if Noob Saibot touches Sub-Zero's ice clone.
* 'Winner fights Smoke' Kombat Kode effect altered : winner now fights Human Smoke rather than Robot Smoke.
* Shang Tsung's morph now announces the character he morphs into.
REV. 1.1 :
* Supreme Demonstration icon selectable only through the 8-man tournament.
REV. 1.2 :
* CPU Pattern Fixed.
* Bugs fixed.
* More Kombat Kodes.
- TIPS AND TRICKS -
* Secret EJB MENU:
Press P1_BLOCK (x5), P2_BLOCK (x10), P1_BLOCK (x3), P2_BLOCK (x1), P1_BLOCK (x2), P2_BLOCK (x2), P1_BLOCK (x3), P2_BLOCK (x4)
* Ultimate Kombat Kodes : The Ultimate Kombat Kodes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (1P side) HP LP BL LK HK (2P side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the 1P entries from the 2P entries :
Play as Mileena - 22264-22264
Play as Ermac - 12344-44321
Play as Classic Subzero - 81835-81835
* Kombat Kodes : Kombat Kodes are entered at the two player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (player one side) LP BL LK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries. A message will appear when the match begins to confirm correct code entry...
Kombat Zones :
002-003 - River Kombat (Waterfront)
004-700 - Kahn's Kave
050-050 - Noob Saibot Dorfen
077-022 - The Bridge
079-035 - Street
091-190 - Bell Tower
123-901 - Soul Chamber
330-033 - Jade's Desert
343-343 - Rooftop
600-040 - Kombat Temple (aka The Temple)
666-333 - The Graveyard
666-444 - Scorpion's Lair (Hell)
820-028 - The Pit 3
880-088 - Subway
880-220 - Kahn's Tower (aka The Balcony)
933-933 - Scislac Busorez (Blue Portal)
Messages :
004-400 - Whacha Gun Do ? - E.B.
010-010 - Throwing Encouraged
122-221 - Skunky!! - E.F.
123-926 - There Is No Knowledge That Is Not Power
282-282 - No Fear = EB Button, Skydive, Max Countdown
448-844 - Don't Jump At Me - MXV
550-550 - See The Mortal Kombat Live Tour
717-313 - Rain Can Be Found In The Graveyard
987-666 - Hold Flippers During Casino Run
999-999 - Revision x.x
Handicaps :
033-000 - Player 1 Half Power
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
020-020 - Blocking Disabled
044-440 - Unikoriv Referri: Sans Power
100-100 - Throwing Disabled
Different Kombats :
300-300 - Silent Kombat
444-444 - Randper Kombat
460-460 - Randper Kombat
688-422 - Dark Kombat
985-125 - Psycho Kombat
Winner of this round battles :
033-564 - Shao Khan
205-205 - Human Smoke
769-342 - Noob Saibot
969-141 - Motaro
4 Player 2 on 2 Kombat :
227-227 - Explosive Kombat
022-220 - Explosive Kombat/ Throwing Disabled
Other Codes :
466-466 - Unlimited Run
642-468 - You Are Entering The Land Of Rellim (Play "Galaga")
788-322 - Fast Uppercut Recovery Enabled
987-123 - No Powerbars
* Double stage (If a character is uppercutted, they will fly up to the other stage) :
Scorpions Lair = > Kahn's Kave (Ultimate MK3 only)
Subway = > Street
Bank = > Rooftop (Original MK3 only)
Soul Chamber = > Kahn's Tower (Balcony)
* Random Select : To have the computer randomly select your character, press Up+Start on your side (player 1 on Kitana and player 2 on Scorpion).
* Play as Human Smoke : select Smoke, then hold HP+HK+BL+RUN+Left until the match starts (Note : If playing as player two, press Right instead of Left).
* Play forever : this code will allow you to continue playing Ultimate Mortal Kombat 3. The only catch is, you cannot die. When you beat the game, choose the goodie that lets you fight Ermac. Win the first round, and lose the second round on purpose. Win the third round and perform a mercy (hold RUN, DOWN(x3), release RUN), and then perform your characters animality. You will be taken to the 'choose your destiny' screen. Keep repeating the process, and you can rack up hundreds of wins.
* Fatality - KITANA :
1. (close) Run(x2), Block(x2), LK - Kitana reaches out and kisses her opponent, who then starts stretching up. Her opponent does this a few times, then explodes.
2. (close) Back, Down, Forward(x2), HK - Kitana draws her fan and decapitates the opponent with one swipe. It's like the MKII head chop, but now it's more of an angle in the chop.
* Fatality - REPTILE :
1. (jump distance) Back, Forward, Down, Block - Reptile takes his mask off exposing his face. He lashes his tongue out and eats the head of his opponent. Then he continues and eats the torso and limbs, leaving the feet alone.
2. (sweep) Hold Block, Forward(x2), Up(x2), release Block, HK - Reptile takes his mask off exposing his face. He opens his mouth and spits a big glob of acid onto his opponent. The acid burns down his opponent leaving a body without some skin, the acid left all over the ground. Then the body falls into a pile of slop.
* Fatality - SONYA BLADE :
1. (anywhere) Back, Forward, Down(x2), Run - Sonya blows a kiss at her opponent, turning him into a burning skeleton.
2. (far) hold Run+Block, Up(x2), Back, Down, release Block+Run - Sonya blows a pink bubble at her opponent. Her opponent is engulfed in the bubble, which eventually collapses, crushing them.
* Fatality - JAX :
1. (close) Hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades. He then cuts the opponent to pieces.
2. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on his opponent.
* Fatality - NIGHTWOLF :
1. (one step back) Up(x2), Back, Forward, Block - Nightwolf causes a great light to engulf the opponent, which disintegrates them.
2. (jump distance) Back(x2), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes the opponent.
* Fatality - JADE :
1. (close) Run(x3), Block, Run - Jade uppercuts her opponent up high, and holds her staff to her side, it glows, then her opponent falls right on the staff.
2. (close) Hold Block, Up(x2), release Block, Down, Forward, HP - Jade sticks her staff into her opponent and starts to shake the staff and her opponent up and down. She does it so fast that her opponent blows up.
* Fatality - SCORPION :
1. (jump distance) Hold Block, Down(x2), Up, release Block, HK - Scorpion removes his mask exposing a skull head. His opponent screams, and then Scorpion set his opponent on fire.
2. (close) Hold Block, Forward(x2), Down, Up, release Block, Run - Scorpion strikes his victory pose and then he teleports himself and his opponent to the Scorpion's Lair stage. Then multiple Scorpion clones come up and look at his opponent, then run at him/her and the screen goes dark, then you hear lots of punches, rips, and screams.
* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, release LP - Kano pulls his opponent's skeleton out through their mouth.
2. (sweep) LP, Block(x2), HK - Kano fires a laser from his eye that heats up his opponent until they explode.
* Fatality - MILEENA :
1. (close) Down, Forward, Down, Forward, LP - Mileena removes her mask revealing her face and inhales her opponent, spitting out the bones. It's like the MKII Inhale, but now many more body parts come out. Most are rib cages and a few heads.
2. (far) Back(x3), Forward, LK - Mileena opens her mouth, then swallows a jar of tacks. She then starts to spit them out at her victim.
* Fatality - ERMAC :
1. (close) Run, Block, Run(x2), HK - Ermac crouches and punches off the head of his opponent with a powerful uppercut.
2. (sweep) Hold Block, Down, Up, release Block, Down(x3), Block - Ermac raises his hand, his opponent is then slammed multiple times and eventually explodes to pieces.
* Fatality - CLASSIC SUB-ZERO :
1. (close) Down(x3), Forward, HP - Classic Sub-Zero reaches for his opponent's head, the screen goes black and a big rip is heard as his opponent's head comes off.
2. ???
* Fatality - SUB-ZERO :
1. (close) Block(x2), Run, Block, Run - Sub-Zero grabs his opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.
2. (sweep) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes his opponent. They fall over and shatter.
* Fatality - SEKTOR :
1. (sweep) LP, Run(x2), Block - Sektor crushes his opponent in a huge clamp.
2. (less jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on his opponent.
* Fatality - SINDEL :
1. (sweep) Run(x2), Block, Run, Block - Sindel coils her hair around her opponent. She then pulls her hair back, causing her opponent to go into a violent spin, sending blood and body parts everywhere.
2. (close) Run, Block(x2), Run+Block - Sindel screams at her opponent, causing her opponent's skin to fly off.
* Fatality - KURTIS STRYKER :
1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on his opponent and runs away just before they explode.
2. (far) Forward(x3), LK - Stryker fires a tazer at his opponent, electrocuting them.
* Fatality - CYRAX :
1. (anywhere) Hold Block, Down(x2), Up, Down, release Block, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on his opponent.
2. (close) Hold Block, Down(x2), Forward, Up, release Block, Run - Cyrax self-destructs, taking his opponent with him.
* Fatality - KUNG LAO :
1. (sweep) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at his opponent, cutting them into pieces.
2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. His opponent gets pulled in and is torn apart.
* Fatality - KABAL :
1. (sweep) Down(x2), Back, Forward, Block - Kabal plugs his respirator into his opponent. Their head inflates and they float off the screen where they explode.
2. (close) Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at his opponent. His opponent is so frightened that his/her soul jumps out of their body.
* Fatality - SHEEVA :
1. (close) Forward, Down(x2), Forward, LP - Sheeva pounds her opponent into the ground like a nail.
2. (close) hold HK, Back, Forward(x2), release HK - Sheeva rips all her opponent's skin off.
* Fatality - SHANG TSUNG :
1. (close) hold LP, Down, Forward(x2), Down, release LP - Tsung creates a bed of spikes and throws his opponent onto them.
2. (close) hold LP, Run, Block, Run, Block, release LP - Tsung levitates his opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.
* Fatality - LIU KANG :
1. (anywhere) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on his opponent as fire. His opponent is reduced to a burning skeleton.
2. (anywhere) Hold Block, Up, Down, Up(x2), release Block, Block+Run - Liu Kang disappears and a "Mortal Kombat" machine falls on his opponent.
* Fatality - SMOKE :
1. (far) Hold Block, Up(x2), Forward, Down, Release Block - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.
2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down his opponent's throat, causing them to explode.
* Fatality - HUMAN SMOKE :
1. (close) Run, Block, Run(x2), HK - Human Smoke crouches and punches off the head of his opponent with a powerful uppercut (identical to Fatality 1 of Ermac).
2. ???
* Fatality - STAGE :
1) Bell Tower - the opponent falls seven stories onto a bed of spikes.
2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.
3) The Pit 3 - the opponent is knocked off the bridge into rotating blades and cut apart.
4) Scorpion's Lair (Hell) - the opponent is knocked into a pool of lava.
KITANA : Forward, Down(x2), LK
REPTILE : Run, Block, Run, Block(x2)
SONYA BLADE : Forward(x2), Down, HP
JAX : Down, Forward, Down, LP
NIGHTWOLF : Run(x2), Block
JADE : Back, Forward, Down, Run
SCORPION : Forward, Hold Block, Up(x2), Release Block, LP
KANO : Hold Block, Up(x2), Back, Release Block, LK
MILEENA : Down(x3), LP
ERMAC : Run(x4), LK
CLASSIC SUB-ZERO : Forward, Down, Forward(x2), HP
SUB-ZERO : Back, Down, Forward(x2), HK
SEKTOR : Run(x3), Down
SINDEL : Down(x3), LP
KURTIS STRYKER : hold Block, Forward, Up(x2), Release Block, HK
CYRAX : Run, Block, Run
KUNG LAO : Down(x2), Forward(x2), LK
KABAL : Block(x2), HK
SHEEVA : Down, Forward, Down, Forward, LP
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
LIU KANG : Run, Block(x2), LK
SMOKE : Forward(x2), Down, LK
HUMAN SMOKE : Forward, Hold Block, Up(x2), Release Block, LP
* CRISPY : After performing the stage fatality in Scorpions's Lair :
Hold both HP buttons (Dan Forden voice)
Hold both Run buttons (Shao Kahn voice)
Hold both HP+Run buttons (Dan Forden + Shao Kahn voice)
* Finish Him/Her - Mercy : (Anywhere) Hold Run, Down (x3), release Run.
* Finish Him/Her - Animality (After Mercy) :
KITANA : (one step back) Down(x4), Run - Kitana turns into a little rabbit, lets out a big growl, and then attacks her opponent in a spray of blood, moving her opponent off the screen.
REPTILE : (close) Hold Block, Down(x3), Up, Release Block, HK - Reptile turns into a monkey and chases his opponent off the screen.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, release LP - Sonya turns in to a large green bird and hovers over her opponent. She carries her opponent off screen where there is a crunching sound and bones fall back to the ground.
JAX : (close) hold LP, Forward(x2), Down, Forward, release LP - Jax turns into a yellow lion and pounces on his opponent.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on his opponent.
JADE : (close) Forward, Down, Forward(x2), LK - Jade turns into a cat and lets out a big growl. She jumps up and runs around on her opponent, making her opponent spin so fast that they're is spun into pieces.
SCORPION : (close) Hold Block, Forward, Up(x2), Release Block, HK - Scorpion turns into a penguin, waddles under the opponent, and lays an egg. He then waddles away, and the egg starts to shake, and then explodes, blowing his opponent to pieces.
KANO : (close) hold HP, Block(x3) release HP - Kano turns into an orange spider and crushes his opponent.
MILEENA : (close) Forward, Down(x2), Forward, HK - Mileena turns into a skunk, and sprays her opponent with her smelly liquid, which is just green smoke. The opponent falls over to his/her death.
ERMAC : ???
CLASSIC SUB-ZERO : ???
SUB-ZERO : (close) Hold Block, Forward, Up(x2), Release Block - Sub-Zero turns into a blue polar bear and pounces on his opponent.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to his opponent and decapitates them.
SINDEL : (anywhere) Forward(x2), Hold Block, Up, Release Block, HP - Sindel turns into a purple wasp and carries her opponent off while stinging them.
KURTIS STRYKER : (one step back) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites his opponent in half.
CYRAX : (close) Hold Block, Up(x2), Release Block, Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind his opponent and eats them.
KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on his opponent.
KABAL : (close) hold HP, Forward(x2), Down, Forward, release HP - Kabal turns into a green skeleton of a rhinoceros and butts his opponent into the air.
SHEEVA : (close) Run, Block(x3) - Sheeva turns into a giant purple scorpion and stings her opponent, causing them to explode.
SHANG TSUNG : (sweep) hold HP, Run(x3), release HP - Tsung turns into a large green cobra and devours his opponent.
LIU KANG : (one step back) Down(x2), Up - Liu Kang turns into a giant green dragon and bites his opponent in half.
SMOKE : (far) Down, Forward(x2), Block - Smoke turns into a black bull and rams his opponent off the screen.
HUMAN SMOKE : ???
* Finish Him/Her - Babality (don't use Block during the last round) :
CLASSIC SUB-ZERO : ???
CYRAX : Forward(x2), Back, HP
ERMAC : ???
HUMAN SMOKE : Down, Back(x2), Forward, HP
JADE : Down(x2), Forward, Down, HK
JAX : Down(x3), LK
KABAL : Run(x2), LK
KANO : Forward(x2), Down(x2), LK
KITANA : Forward(x2), Down, Forward, HK
KUNG LAO : Down, Forward(x2), HP
LIU KANG : Down(x3), HK
MILEENA : Down(x2), Forward(x2), HP
NIGHTWOLF : Forward, Back, Forward, Back, LP
REPTILE : Forward(x2), Back, Down, LK
SCORPION : Down, Back(x2), Forward, HP
SEKTOR : Back, Down(x3), HK
SHANG TSUNG : Run(x3), LK
SHEEVA : Down(x3), Back, HK
SINDEL : Run(x3), Up
SMOKE : Down(x2), Back(x2), HK
SONYA BLADE : Down(x2), Forward, LK
STRYKER : Down, Forward(x2), Back, HP
SUB-ZERO : Down, Back(x2), HK
* Finish Him/Her - Friendship (don't use Block during the last round) :
KITANA : Down, Back, Forward(x2), LP - Kitana blows bubbles out of a bubble pipe and bottle.
REPTILE : (close) Down, Forward(x2), Back, HK - Reptile takes out a box and turns the knob many times. Then the top opens revealing a big lizard head. The head scares his opponent who then runs off.
SONYA BLADE : (sweep) Back, Forward, Back, Down, Run - Sonya does her normal win pose and flowers suddenly bloom across the screen.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
NIGHTWOLF : (past sweep) Run(x3), Down - Nightwolf turns into Raiden. A "Mortal Kombat II" machine falls beside him. At the bottom of the screen are the words : "I've never seen a Kano transformation" OR "No, but I know how to do a Raiden transformation".
JADE : Back, Down, Back(x2), HK - Jade uses her staff as a pogo stick.
SCORPION : (close) Back, Forward(x2), Back, LK - Scorpion takes out a box and turns the knob many times. Then the top opens revealing a big skull head. The head scares his opponent who then runs off.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
MILEENA : Down(x2), Back, Forward, HP - Mileena takes out a mirror, and takes off her mask. She then looks into the mirror with her ugly face and the mirror shatters.
ERMAC : ???
CLASSIC SUB-ZERO : ???
SUB-ZERO : LK, Run(x2), Up - Sub-Zero engulfs himself into a snowman.
SEKTOR : (half screen) Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
SINDEL : Run(x5), Up - Sindel kicks a ball over the opponent and makes a 'Goal' sign. She then says, 'That was fun!'.
KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants (only the cast of Original MK3) run by and Stryker directs them to the other side.
CYRAX : Run(x3), Up - Cyrax does a little dancing.
KUNG LAO : (past sweep) Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.
KABAL : (past sweep) Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.
SHEEVA : Forward(x2), Down, Forward, HP - Sheeva holds a stick in each hand and balances a plate on each.
SHANG TSUNG : LK, Run(x2), Down - Tsung turns into the character from "Joust" and hops off.
LIU KANG : Run(x3), Down+Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
SMOKE : (far) Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
HUMAN SMOKE : ???
* SHAO KAHN'S LOST TREASURES : After you beat Shao Kahn, you can choose a icons...
Novice (01-04), Warrior (01-07), Master 1 (01-10), Master 2 (01-11), 8 player tournament (01-12)
01) MK Dragon : Tournament Outcome
02) MK Logo : Rellim Ohcanep (Play Galaga)
03) Yin-Yang : Battle with ERMAC
04) Number three : Battle with NOOB SAIBOT
05) Question Mark : Random select
06) Lightning Bolt : Fatality Demonstration One
07) Goro : Fatality Demonstration Two
08) Raiden : Fatality Demonstration Three
09) Shao Kahn : NOOB SAIBOT / ERMAC endurance
10) Skull : MK2 Classic Endurance Kombat (Classic Sub-Zero and Human Smoke)
11) Question Mark : Mega Endurance Kombat (Noob Saibot, Classic Sub-Zero, Human Smoke, Ermac and Mileena)
12) Question Mark : Supreme Demonstration
Hidden treasures : Fatality Demonstration Four and Five, another ?
- 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 -
* Cast :
Kitana, Mileena, Jade : Becky Gable
Reptile, Scorpion, Ermac, Classic Sub-Zero, Sub-Zero, Shang Tsung, Human Smoke, Noob Saibot : John Turk
Sonya Blade : Kerri Hoskins
Jax : John Parrish
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita
Kano, Kabal : Richard Divizio
Sindel : Lia Montelongo
Kurtis Stryker : Michael O'Brien
Kung Lao : Tony Marquez
Sheeva : A Clay Model
Liu Kang : Eddie Wong
Shao Kahn : Brian Glynn, Steve Ritchie (voice)
- PORTS -
* CONSOLES:
[US] Sega Saturn (1996) "Ultimate Mortal Kombat 3 [Model T-9701H]"
[EU] Sega Saturn (1996) "Ultimate Mortal Kombat 3 [Model T-25403H-50]"
[US] Nintendo SNES (oct.1996) "Ultimate Mortal Kombat 3 [Model SNS-A3ZE-USA]"
[EU] Nintendo SNES (nov.28, 1996) "Ultimate Mortal Kombat 3 [Model SNSP-A3MP-EUR]"
[US] Sega Genesis (1996) "Ultimate Mortal Kombat 3 [Model T-97146]"
[EU] Sega Mega Drive (1996) "Ultimate Mortal Kombat 3 [Model T-81616-50]"
Sega Mega Drive [BR] (1996) "Ultimate Mortal Kombat 3 [Model 047270]"
Microsoft XBOX 360 [XBLA] [EU] (oct.20, 2006) : Retired from XBLA in 2010.
Microsoft XBOX 360 [XBLA] [US] (oct.22, 2006) : Retired from XBLA in 2010.
Sony PS3 [PSN] [US] [EU] [AU] (aug.31, 2011) "Mortal Kombat Arcade Kollection"
* HANDHELDS:
[US] Nintendo GBA (dec.12, 2001) "Mortal Kombat Advance [Model AGB-AM5E-USA]"
[EU] Nintendo GBA (mar.1, 2002) "Mortal Kombat Advance [Model AGB-AM5P-EUR]"
[US] Nintendo DS (nov.12, 2007) "Ultimate Mortal Kombat [Model NTR-YUTE-USA]"
[EU] Nintendo DS (dec.7, 2007) "Ultimate Mortal Kombat [Model NTR-YUTP-EUR]"
[AU] Nintendo DS (dec.13, 2007) "Ultimate Mortal Kombat [Model NTR-YUTP-AUS]"
* COMPUTERS:
PC [MS Windows, Online] [US] (aug.31, 2011) "Mortal Kombat Arcade Kollection"
PC [MS Windows, Steam] [US] (feb.2, 2012) "Mortal Kombat Arcade Kollection"
* OTHERS:
Apple iPhone/iPod [US] (dec.16, 2010) "Ultimate Mortal Kombat 3 [Model 408070814]"
Apple iPhone/iPod [US] (feb.10, 2011) "Ultimate Mortal Kombat 3 for iPad [Model 417787179]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Big Tournament Golf [Model NGM-200] Update submitted by XtC
Big Tournament Golf (c) 1996 Nazca Corporation.
Big Tournament Golf is an arcade golf game in which one or two players choose from a selection of six different golfers, each of which has different strengths and weaknesses to their game. This allows players to select a golfer that suits their preferred style of gameplay.
The six golfers and their attributes are:
* Young Hero (USA) Driving 3 - Accuracy 3 - Skill 3 - Recovery 3 - Putting 3
* Technician (United Kingdom) Driving 2 - Accuracy 4 - Skill 5 - Recovery 4 - Putting 3
* Veteran (Australia) Driving 1 - Accuracy 2 - Skill 4 - Recovery 5 - Putting 2
* Shot Maker (Germany) Driving 4 - Accuracy 5 - Skill 2 - Recovery 2 - Putting 4
* Power Golfer (Brazil) Driving 5 - Accuracy 1 - Skill 1 - Recovery 1 - Putting 1
* Putt Master (Japan) Driving 3 - Accuracy 2 - Skill 4 - Recovery 2 - Putting 5
Players can choose to play on one of four eighteen-hole courses: Germany, Japan, Australia and U.S.A. Two game modes are available: one-player stroke play against the CPU, or stroke or match-play against a second player.
Unlike many golf games of the era that used a two-click swing system to determine the hook or slice of the ball, "Neo Turf Masters" uses a single click for the power of the shot and a second for the height of the shot. Hook and slice are determined before making the shot.
Big Tournament Golf follows the standard golf scoring system. The order from the best to the worst performance is:
Albatros (3 hits under Par)
Eagle (2 hits under Par)
Birdie (1 hit under Par)
Par (reach the par for the hole)
Bogey (1 hit over Par)
Double Bogey (2 hits over Par)
Triple Bogey (3 hits over Par)
If players miss the attempt to make a Triple Bogey, they will have to give up the hole and will suffer an additional penalty. If the ball lands out of bounds or in the water, the player will be penalized one stroke.
* Contests are sometimes announced at the start of a hole:
1) The closest to the pin contest: players must hit the ball as close as possible to the pin when driving off. If their ball gets closer to the pin than the previous record, they will earn a bonus hole.
2) The longest driving contest: players must drive the ball as far as possible. If they exceed the previous record, they will earn a bonus hole.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-200
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Power then Height and shot, [B] Hook, [C] Slice
- TRIVIA -
Big Tournament Golf was released in January 1996 in Japan.
This game is known outside Japan as Neo Turf Masters.
This is the first Nazca game written for the Neo-Geo MVS. Nazca was formed over Irem's death by Irem ex-members with the financal help of SNK. Nasca was originally financed by SNK to adapt their arcade games for home consoles like Playstation and Saturn.
- TIPS AND TRICKS -
* Random Selection: Press A+B+C+D at the player selection and/or the course selection screen.
* Sometimes contests appear during a hole:
1) The closest to the pin contest: you have to hit the ball as close as possible to the hole in one hit. If the ball gets closer to the pin than the previous record, you will earn a bonus hole.
2) The longest driving contest: you have to drive the ball as far as possible. If you exceed the previous record, you will earn a bonus hole.
- SERIES -
1. Neo Turf Masters (1996)
2. Neo Turf Masters (1999, SNK Neo-Geo Pocket Color)
- STAFF -
Big boss : Y. Kohdoh
Boss : Takashi Nishiyama
System engineer : Middle
Chief designer : Kinte
Designer : Kon. Kitakichine, Kozo, Ken Kui, Jyun Y., Ozi
Music director : Hiya
S.E. coordinator : Jin jin
Voice : Yoshimi & Steve
Chief programmer : Mr N.
Programmer : H. Yamada, Zen, Hirokun, Kohkishi
- PORTS -
* CONSOLES:
SNK Neo-Geo CD (1996)
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Toy Fighter [Model 840-0011C] Update submitted by XtC
Toy Fighter (c) 1999 Sega.
- TECHNICAL -
Cartridge ID: 840-0011C
Runs on the Sega "NAOMI" Hardware.
- TRIVIA -
Released in September 1999.
This game is also known as "Waffupu".
- PORTS -
* CONSOLES:
Sega Dreamcast : Prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] The Typing of the Dead [Model 840-0026C] Update submitted by XtC
The Typing of the Dead (c) 2000 Sega Enterprises, Limited.
This game is similar to House of the Dead series, but here there is no gun to kill the zombies, there is just a keyboard and you must type the words that appears on the screen as fast as possible to kill the bad guys.
- TECHNICAL -
Cartridge ID: 840-0026C
Runs on the Sega "NAOMI" Hardware.
Screen Orientation: Horizontal
- TRIVIA -
The Typing of the Dead was released in January 2000.
- PORTS -
* CONSOLES:
Sega Dreamcast (mar.2000)
Sony PlayStation 2 (2004, "The Typing of the Dead: Zombie Panic")
* COMPUTERS:
PC [MS Windows] (Dec.2000) [Model HCJ-0300-1]
PC [MS Windows] (Sep.2001) [Model HCJ-0313]
PC [MS Windows] (Sep.2005) [Model HCJ-0381]
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Top Hunter - Roddy & Cathy [Model NGM-046] Update submitted by XtC
Top Hunter - Roddy & Cathy (c) 1994 SNK.
Top Hunter: Roddy & Cathy is a horizontally-scrolling beat-em-up for one or two players who take on the role of the galaxy's top bounty hunters, Roddy and Cathy, who are sent to put a stop to a colony of galactic pirates called the Klaptons, who threaten and plunder the cosmos. Four high-ranking Klaptons have taken control of four elemental planets and big rewards are offered for the capture of Sly, Misty, Mr. Bigman and Dr. Burn.
The game's action takes place on two plains, with players able to jump between the foreground and background at will. This switching mechanic is integral to getting through some parts of the game. In addition to standard jump and attack mechanics, both players have the ability to extend their arms outwards. This ability can be used to grab items and enemies, some of which can then be thrown. The arm can also be extended vertically upwards, allowing players to pull themselves up onto ledges, pull items down to them, or pull handles to trigger events, such as dropping rocks onto enemies.
Each stage has several collectables to be found, including health, weapon power-ups and extra time. At certain points during a stage, players may come across a Mecha; this is a bi-pedal mechanical walker that gives players more power. The mecha also has limited health, however and the player will be forced out of it when it starts flashing.
Top Hunter: Roddy & Cathy is split into four planets: Forest, Ice, Wind, and Fire and players can choose which planet to tackle first. Depending on what stage is picked first, the layout of that stage will change. For example, if the player picks the Ice world before the Forest world, the Forest world's starting layout will be different.
After completing all four worlds, the player is taken to the final stage, where they must fight a rematch with the four bosses before the final battle with the game's antagonist, Captain Klapton.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-046
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch/Arm stretch/Throw objects, [B] Jump, [C] Change planes
- TRIVIA -
Released in May 1994.
The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize.
Mashing the attack button will make Roddy and Cathy go into a combo, with Roddy eventually letting out a flurry of punches, while Cathy does a Hyakuretsukyaku/Lightning Kick move. Doing a quarter-circle forward motion and hitting the attack button precisely will make the player do a Ko'ouken (or a hadouken with one hand) attack, while doing a shoryuken motion will make the player do a shoryuken/koho attack. The player can also do Terry Bogard's power wave as well.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Top Hunter - Shisekai Gakkyoku Zatsugidan - PCCB-00157) on July 21, 1994.
- STAFF -
Producer : Eikichi Kawasaki
Planners : Yasumi Tozono (Tozono), M. Matsuda, Y. Hashimoto
Front Designers : Tatsuya Shinkai, Khozoh Nagashima, C.A.C. Yamasaki, Mikarin Nishida
Back Designers : Hirolin Hajima, Munk Etoh, Kaori Kusunoki, Eri Kohjitani, Oda Nobunaga
Programmers : Carib, Shochan, Imasa. F, Data Tada
Sound : Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Masahiko Hataya (Papaya), Toshio Shimizm (Shimizm)
Designers : Nao Q., Lolie Nishioka, K. Kinoko, Mohko Hung
Special Thanks : James Hove, H. Tanaka, Miyagami, STG Oyaji
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.24, 1994) "Top Hunter - Roddy & Cathy [Model NGH-048]"
[JP] SNK Neo-Geo CD (Sep. 29, 1994) "Top Hunter - Roddy & Cathy [Model NGCD-048]"
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] The Next Space Update submitted by XtC
The Next Space (c) 1989 SNK.
A vertical scrolling shooter.
Pilot your spaceship through the deep space, collect various speed and weapon items to take down a multitude of enemies, and restore peace to the galaxy!
The game concept is all about the power-ups. The game offers ten items to pick up, including speed boosts, laser weapons, a spread gun, a flamethrower, a tiny spaceship helpers and missiles.
- TECHNICAL -
PCB Number : A8004
Prom Stickers : NS
Main CPU : Motorola 68000 (@ 9 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The Next Space was released in October 1989 in Japan.
- STAFF -
Boss : Eikichi Kawasaki
Producer : Shochan
Main programmer : Shochan
Sub programmer : Data Tada
Advisers : Bucho, Tama, Koyan, Konny
Graphic designers : Fujita, Ken, Mituzo, Ishimochi, Tsukamichi, Buri, Fujiwara, Yokochan
Sound : Kidon
Hardware : Ebara
Character designers : Shochan, Tsukamichi
- PORTS -
* CONSOLES:
Sony PSP (2012)
Sony PS Vita (2012)
Sony PlayStation 3 (2012)
- SOURCES -
Game's ROM.
Accepted [+] [X] Thayer's Quest Update submitted by XtC
Thayer's Quest (c) 1984 RDI Video Systems.
This is a fantasy title, and has unbelievable graphics (hand drawn animations pulled from a laserdisc). You guide young Thayer on a quest through the three kingdoms. You are supposed to defeat Sorsabal The Twisted at the end of the game. This game is far different from most laserdisc games. It is not a 'tweak' game, it works more like a 'Choose Your Own Adventure Story'. It doesn't always tell you all your available options, but you do not have to memorize complex, precisely timed movements like you do in "Dragon's Lair". Once you know what to do in a given Thayer's Quest scene then you will be able to do it every time. To make up for this ease of memorization the programmers decided to make the game automatically deduct a life every so often, to keep the player from being able to play forever on a single quarter (which was a big problem with "Dragon's Lair").
- TRIVIA -
This game was not finished! Thayer's Quest includes only 3 kingdoms ('Weigard', 'Illes' and 'Iscar') of the 5 Kingdoms ('Far Reaches' and 'Shadoan' are missing). The game was simultaneously produced for the RDI Halcyon home system in 1984. The Halcyon's Thayer's Quest laser disc is double sided and it contains a great deal of material not found on the coin-op version disc.
Thayer's Quest was released only as a conversion kit for "Dragon's Lair" and "Space Ace". The kit replaced a lot of the original hardware, and included new side graphics (which consisted of a huge RDI logo, they didn't mention the game on the side, because they planned to release a whole line of games on the Thayer's Quest hardware, but those other games were never made). This game does not have a joystick at all. Instead it uses a keyboard for control (This was the first arcade game ever to have a qwerty keyboard). In an effort to save several dollars per unit, RDI decided to use a membrane style keyboard instead of a more sturdy switch based one. That was a really bad decision, the keyboards on these games do not last, they are easily damaged, and are not of high enough quality to use in an industrial coin-op product. Thayer's Quest also used a laser disc player, it could use either the Pioneer PR-7820, or the Pioneer LD-V1000.
- TIPS AND TRICKS -
* Humor : When prompted to type in your name, do nothing. After intervals of one minute or so, the game speaks out saying things like 'Do not be shy, enter your name', 'Have you gone to the toilet?', 'Do not be a stranger now, enter your name', 'Look lively now' and a whole host of other funny comments.
- SERIES -
1. Thayer's Quest (1984)
2. Kingdom - The Far Reaches (Sega 32X CD [Unreleased Prototype])
- PORTS -
* CONSOLES:
RDI Halcyon System (1984)
Sega CD : Unreleased prototype
Philips CD-I (1995, "Kingdom")
Panasonic 3DO
* COMPUTERS:
PC (1995)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Survival Arts Update submitted by XtC
Survival Arts (c) 1993 American Sammy.
Another digitized fighter attempting to cash in on the "Mortal Kombat" craze featuring eight selectable characters and bonus rounds. The producers of this game must have raided the discount Halloween costume boutique. I cannot help but giggle each time I fight Dantel, the incredibly cheap and hilarious white trash ripoff of Shang Tsung.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Survival Arts was released in October 1993.
Developed by Sekarab, this video game is their first game.
Sekarab was established by Former UPL game designer. They developed arcade games until 1995. But they weren't interested in arcade games. In 2002, as soon as they changed to develop console games, they became a subsidiary of Cavia. After 3 years, they changed their company name to Feelplus. In 2011, they decided to merge with AQ Interative (former Cavia).
After Dantel is defeated, two Hitler heads in blue are seen in the ending.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Director : Mutsuo Haneho
Digitalize graphic designers : Nobuhiko Ikeuchi, Airi Tateishi
Custume designers : Airi Tateishi, Tatehuni Wada, Hae Hahimoto
Sound & music composer : Shigeyuki Shinbo
Director of photography : Nobuhiho Ikeuchi
Programmer : Yoshio Asai
* CAST :
Viper : Jon Walter
Gunner : Brian Creech
Mongo : Handa David
Tasha : Saskia
Hiryu : Takeaki Katoh
Hanna : Monica Brown
Kane : Hideaki Takahashi
Santana : Hose Brand
Dantel : Sam Rodetsky
- PORTS -
* CONSOLES:
Sega Mega Drive : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Sega Touring Car Championship Update submitted by XtC
Sega Touring Car Championship (c) 1996 Sega.
- TECHNICAL -
Runs on the Sega "Model 2C" hardware.
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Sega Touring Car Championship was released in September 1996.
OSTs :
Sega Touring Car Championship : Marvelous Entertainment (MMV) MJCA-00002 / MJCA-10002 Oct 17, 1997
Sega Racing Best : Marvelous Entertainment (MMV) MJCA-00043 Mar. 3, 1999
- TIPS AND TRICKS -
* Music Select : After qualifying, press the blue and red buttons to the left of the steering wheel.
Cycle through 'Avec Trax', 'Sega sound', 'Trance', and 'No BGM'.
- PORTS -
* CONSOLES:
Sega Saturn (1997)
* COMPUTERS:
PC [Windows 9x, CD-ROM] (Feb.1998) [Model HCJ-0139]
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] Update submitted by XtC
Tokuten Oh 3 - Eikoue no Michi (c) 1995 SNK.
Super Sidekicks is the 3rd game in the famous Super Sidekicks series of soccer games. Featuring 6 competition modes for 64 world wide teams. Utilizes Digitized Trace Animation and 3-D camera angled shots for realistic on-the-fly action graphics.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-081
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift
- TRIVIA -
Tokuten Oh 3 was released in March 1995 in Japan.
The title translates from Japanese as 'Top Scorer - Way of Glory'.
This game is known outside Japan as 'Super Sidekicks 3 - The Next Glory'.
- TIPS AND TRICKS -
Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an unusual combination like Attack & Defense. Here are the 9 teams that have 3 strengths : Holland, Brazil, Germany, Sweden, Argentina, Italy, France, Belgium, Denmark
- SERIES -
1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)
- STAFF -
President : Eikichi Kawasaki
Director : H. Kawano
Planner : Snk R&D Center, Fighting Shooter
Chief programmer : Uzumasa Seven
Main programmers : Ej20Wrx, Yuritaro
Programmer : Toppo George
Sound : Ackey, Pearl Shibakichi
Designers : Kanitaro, Performaru, Shio Shio Shio, Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline
Models : Tom Powell, Bug Stopper (Bug Stoper), H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George.Y, Tom.Karji, Bruce Tee, J. Miki, Gc8-Wrx, Jighoh Ninomiya
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 07, 1995) "Tokuten Oh 3 - Eikoue no Michi [Model NGH-081]"
[JP] SNK Neo-Geo CD (june.23, 1995) "Tokuten Oh 3 - Eikoue no Michi [Model NGCD-081]"
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Sega Rally Championship Update submitted by XtC
Sega Rally Championship (c) 1995 Sega.
- TECHNICAL -
Runs on the Sega "Model 2A" hardware.
Players: 2
Control: 8-way joystick
Buttons: 4
- TRIVIA -
Sega Rally Championship was released in January 1995 in Japan.
Originally a Model 1 game, this was near completion when Sega stopped making Model 1 boards, so production was shifted to Model 2 and the artwork was redone.
Thanks to the Model 2 hardware, Sega Rally Championship serves 300,000 polygons per second.
- TIPS AND TRICKS -
* New Informational View : Hold down Start and View when selecting a car to get an alternate view. There is no rear view mirror, a seconds clock appears in the bottom right-hand corner of the screen and a split time will be displayed based on the best time the machine has in memory. The digits are red if you are currently faster the best time.
* No Waiting To Get Into The Game : To skip waiting for the ten second timer, thus avoiding another player joining the game, simply insert your coins and hold down both the Start and View buttons. Instantly the select screen will appear. No waiting!
* Different Car Characteristics : To get different car capabilities (e.g. slides more easily), while selecting your car, shift 1st/2nd/3rd/4th and you will hear a WHOOOSH! sound, which means this code is enabled. The car will now handle differently, as you will soon see.
* Lakeside Course In Practice Mode : Completing the Championship course is not the only way to reach Lakeside. When choosing a course, select Mountain and enter the gearshifts 1>2>3>N>3 and then wait until the timer runs out. You will hear a WHOOOSH! sound which means the code was performed correctly.
- SERIES -
1. Sega Rally Championship (1995)
2. Sega Rally 2 - Sega Rally Championship (1998)
3. Sega Rally 2006 (2006, PS2) : Japanese release.
4. Sega Rally Revo (2007, PS3, XBOX360, PC, PS2, PSP)
5. SR3 - Sega Rally 3 (2008)
- STAFF -
Music composed by : Takenobu Mitsuyoshi, Tomoyuki Kawamura
- PORTS -
* CONSOLES:
Sega Saturn (1995)
Nintendo Game Boy Advance (2002)
* COMPUTERS:
PC [Windows 9x, CD-ROM] (Jan.1997) [Model HCJ-0111]
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] Spelunker II - 23 no Kagi Update submitted by XtC
Spelunker II - 23 no Kagi (c) 1986 Irem.
- TECHNICAL -
Irem M-62 system hardware
Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Motorola M6803 (@ 894.886 Khz)
Sound Chips : (2x) General Instrument AY8910 (@ 894.886 Khz), (2x) MSM5205 (@ 384 Khz)
Screen orientation : Horizontal
Video resolution : 384 x 256 pixels
Screen refresh : 55.00 Hz
Palette colors : 768
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in October 1986 by Irem, under license from Broderbund.
The subtitle of this game translates from Japanese as '23 Keys'.
- SERIES -
1. Spelunker (1986)
2. Spelunker II - 23 no Kagi (1986)
- STAFF -
Designed & programmed by : Tim Martin
- PORTS -
* CONSOLES:
Nintendo NES : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Soul Calibur II Update submitted by XtC
Soul Calibur II (c) 2002 Namco, Limited.
Transcending history, and the world, a tale of souls and swords, eternally retold.
The game is set in the year 1591, four years after the events of Soulcalibur. The wave of slaughters that terrorized Europe reached a sudden end. The knight in azure armor, Nightmare, and his followers were successful in collecting enough souls and were about to start the restoring ceremony on the ruins of the once-proud Ostreinsburg Castle. But just as the ceremony was to start, three young warriors assaulted the castle. After an intense battle Nightmare fell, but then the evil soul inside Soul Edge sent the young warriors into a vortex of hellfire and stood to confront them. As a result of Soul Edge's evil aura, Krita-Yuga revealed its true form: that of the Holy Sword, Soul Calibur. The intense battle ended with the victory of the holy sword, but at the collapse of the vortex of Inferno, both swords along with the azure Nightmare were sucked in a void and expelled in another place. Siegfried, recognizing his sins, set out on a journey of atonement. Still the blade held a strong bond, and every night it took control of the body and took souls of those nearby. The efforts made by the young knight were fruitless, and four years later the Azure Knight Nightmare returned. Around those times various warriors came into contact of the blade's remaining fragments, revealing Soul Edge's ultimate survival after its defeat. Driven either to possess or destroy it, they join a new journey, while Nightmare begins his rampage, seeking souls to restore Soul Edge once again.
This sequal has improved with great graphics and introduces new characters, stages, and music.
- TECHNICAL -
Namco System 246 hardware
- TRIVIA -
Soul Calibur II was released on July 10, 2002.
Only a few characters actually can unlock Soul Calibur as a weapon, while all the characters can unlock a version of "Soul Edge". The characters who CAN use Soul Calibur, as their tenth weapon, are : Talim, Nightmare and Xianghua, the latter of which can also use, much earlier, a 'evil' version of Soul Calibur. Notably, Talim's version is not a blade, but a pair of bladed tonfa, due to both Soul Edge and Soul Calibur being able to shapeshift into a suitable weapon for the user.
Cassandra Alexandra replaces Sophitia, from "Soul Edge" and the first "Soul Calibur" game, she is also the younger sister of Sophitia and his first debut in this sequal.
A eleventh joke weapon is hidden in the consumer versions, which is a essentially just a very basic weapon with a funny sound effect.
- SERIES -
1. Soul Edge (1996, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (1998, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)
- PORTS -
In each version released, a different character was added, only for that version, as a 'bonus' to loyal followers of the various consoles.
* CONSOLES:
Nintendo GameCube (2003) : has Legend Of Zelda's Link as a exclusive character.
Sony PlayStation 2 (2003) : has Tekken's Heihachi Mishima as a exclusive character.
Microsoft XBOX (2003) : has Spawn as a exclusive character.
Sony PlayStation 3 [PSN] (2013) "Soul Calibur II HD Online"
Microsoft XBOX 360 [XBLA] (2013) "Soul Calibur II HD Online"
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Official website: http://www.bandainamcogames.co.jp/am/vg/soulcalibur2/
Accepted [+] [X] Shock Troopers [Model NGM-238] Update submitted by XtC
Shock Troopers (c) 1997 SNK.
Shock Troopers pits the players against a mighty terrorist group who are holding a girl hostage, in order to force her grandfather to surrender a powerful drug which will enable the terrorists to control the minds of the grandfather's soldiers and create a huge, unstoppable army.
Shock Troopers is a multi-directional scrolling shoot-em-up for one or two players that builds upon the foundations laid by Capcom's 1985 classic, "Commando (Capcom)" and also borrows heavily from Commando's sequel, '"Mercs". As well as enemy troops, players must contend with tanks, choppers and assorted military vehicles, and must also be careful to avoid any of the landmines that litter the levels. Extra weapons and health can be picked up from destroyed enemy vehicles, as well as being found in enemy supply crates. Shock Troopers is effectively three games in one as players can chose one of three different routes; each made up of different levels. The game also offers greater variety of gameplay than other of the genre; with levels having the players travel on the back of fast moving vehicles, climbing a rock face etc.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-238
Players: 2
Control: 8-way joystick
Buttons: 4
=> [A] Shot/Close range attack, [B] Evasive Maneuver, [C] Special attack, [D] Change player (in team battle mode only)
- TRIVIA -
Released in November 1997.
This game was not released on the Neo-Geo AES home console.
The character Marie has the same voice as King from Art of Fighting.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.
- SERIES -
1. Shock Troopers [Model NGM-238] (1997)
2. Shock Troopers - 2nd Squad [Model NGM-246] (1998)
- STAFF -
Developed by Saurus.
Executive producer : Nobuyuki Tanaka
Executive director : Yasushi Okahara (Yasushi Okaharo)
Planner : kenji Ishimoto
Object designers : Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto
B.G. designers : Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka
Programmers : Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato
Music composers & Sound effects : Masahiko hataya, Masaki kase
* Voices :
Jackal : Taiyo Ofune
Milky : Reina Hayami
Loki : Kinnosuke Todoroki
Southern cross : Sinkichi Kaji
Marie bee : Suzue Isaribi
Rio : Isamu Kida
Maru : Kaeru Tsuchiya
Big mama : Towako Tendo
Cecilia : Yuka Utsumi
Commander : Meijin Takahashi
- PORTS -
* CONSOLES:
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Shanghai Matekibuyuu Update submitted by XtC
Shanghai Matekibuyuu (c) 1998 Sunsoft.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in August 1998 exclusively in Japan.
The title of this game translates from Japanese as 'Shanghai Story of True Valor'.
- SERIES -
1. Shanghai (1988)
2. Shanghai II (1989)
3. Super Shanghai Dragon's Eye (1992)
4. Shanghai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)
- PORTS -
Although this arcade version was released exclusively in Japan, the PlayStation port was released internationally with the title 'Shanghai True Valor'.
* CONSOLES:
Sony PlayStation (1998)
- SOURCES -
Game's ROM.
Accepted [+] [X] Street Fighter EX Plus Update submitted by XtC
Street Fighter EX Plus (c) 1997 Capcom Company, Limited.
- TECHNICAL -
Sony ZN-1 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Developed by Arika, Street Fighter EX Plus was released in March 1997 by Capcom.
- UPDATES -
Here is the list of all versions :
970311
* US and JAPAN releases.
970407
* US updated release.
- TIPS AND TRICKS -
* Play as B.Ryu : At the character selection screen, highlight Ryu, press Start once, then press LP+MK+HP or LK+MP+HK.
* Play as B.Hokuto : If B.Hokuto is in the ranking (appears after about 2 weeks after installation)...
1) At the character selection screen, highlight Akuma and press Start(x3).
2) Highlight Kairi and press Start Twice.
3) Highlight Hokuto and press MP or MK.
* Play as Beta : If Beta is in the ranking (appears after 200 hours after installation)...
1) At the character selection screen, highlight Pullum and press Start(x4).
2) Highlight Ryu and press Start(x3).
3) Highlight Blair and press MP or MK.
* Play as Gamma : If Gamma is in the ranking (appears after about 4 weeks after installation)...
1) At the character selection screen, highlight Garuda and press Start(x5).
2) Highlight Guile and press Start(x4).
3) Highlight D.Dark and press MP or MK.
* Play against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.
* Play against Garuda :
1) Get 2 perfects.
2) get 4 super finishes on last round.
3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).
4) And require minimum combo hits for each character...
* 6 hits : Allen, Darun.
* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.
* 8 hits : Guile, Hokuto, Skullomania, Kairi.
* 9 hits : Gouki.
* 11 hits : D.Dark.
* 12 hits : Chun-li.
* ?? hits : Garuda, M.Bison, B.Ryu, B.Hokuto.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
Planners: Akira Nishitani (NIN), Junichi Ohno (OHN), Ichirou Mihara (MIZ.), Yuichiro Konno, Hiroshi Nagata
Game programmers: Hori Takamasa, Hiroyasu Od. Hasssy, Akira K.
System programmers: Mitsu, M. Karasawa
Modeling designer: Jun Matsumura (28)
Motion Designers: Dirty Takaoka, Alien Pole, Tanaka Masaaki, Kazuko Kawanaka
Background designers: Motokazu Sakai, Kaori Matsumoto
Effect designer: Seigo Kawakami
Title design: Motokazu Sakai, Osamu Fujita
Sound creators: Shinji Hosoe (MEGA), Ayako Saso (AYA), Takayuki Aihara (J99)
* Voice Actors & Actress :
Ryu : Ishizuka Katashi
Ken : Tetsuya Iwanaga
Chun Li : Miyamura Yuko (Miyamura Yuuko)
Guile : Genda Tesshou
Zangief : Takagi Wataru
Hokuto : Amano Yuri
Pullum Purna : Sakamoto Chika
Doctrine Dark : Takagi Wataru
Skullomania : Futamata Issei
Cracker Jack : Ginga Banjou
Kairi : Shiozawa Kaneto
Allen Snider : Hosoi Osamu
Darun Mister : Nagasako Takashi
Blair Dame : Tachibana Hikari
Gouki : Tomomichi Nishimura
Vega : Tomomichi Nishimura
Garuda : Hosoi Osamu
Special Thanks: Yoshiki Okamoto, Wakamatsu (BET 50), Tomotaka Suzuki
Producer: Akira Nishitani (NIN)
- PORTS -
Notes: In these versions, Sakura Kasugano and Dhalsim are playable.
* CONSOLES:
[JP] Sony PlayStation (jul.17, 1997) "Street Fighter EX Plus Alpha [Model SLPM-86041]"
[US] Sony PlayStation (sept.30, 1997) "Street Fighter EX Plus Alpha [Model SLUS-00548]"
[EU] Sony PlayStation (nov.1997) "Street Fighter EX Plus Alpha [Model SLES-00939]" : Also released in both Platinum and Value editions (1999 (exact day unknown) for Platinum, dec.29, 2000 for Value)
[JP] Sony PlayStation (sept.23, 1998) "Street Fighter EX Plus Alpha [The Best] [Model SLPS-91088]"
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Street Fighter EX2 Plus Update submitted by XtC
Street Fighter EX2 Plus (c) 1999 Capcom Company, Limited.
- TECHNICAL -
Sony ZN-2 hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Street Fighter EX2 Plus was released by Capcom in June 1999 in Japan.
Suleputer released a limited-edition soundtrack album for this game (Street Fighter EX 2 Plus - CPCA-1038) on 19/02/2000.
- UPDATES -
Here is the list of all versions :
990611
* US, JAPAN, and ASIA releases
ADDITIONAL NOTES:
The US version has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Fury list (Level 3 only)
Area - FINAL CANCER (1 time by match):
Down, DownLeft, Left, Down, DownLeft, Left + All Punchs.
Bison (Vega) - PSYCHO BREAK SMASHER:
Left (2 seconds), Right, Left, Right + All Punchs.
Blanka - SUPER ELECTRIC SANDER:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
C. Jack - HOMERUN KING:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Chun-Li - KIKOU SHOU GOKU:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Doctrine Dark - DEATH TRAP:
Down, DownLeft, Left, Down, DownLeft, Left + All Punchs
Darun Mister - G.O.D.:
(close) Right, DownRight, Down, DownLeft, Left, UpLeft, Up + All Punchs... then continue with Right, DownRight, Down, DownLeft, Left, UpLeft, Up + Punch or Kick several times.
Dhalsim - YOGA INFERNO:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Garuda - RAISEN SHO:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks... and just after the fifth hit : Down, DownRight, Right, Down, DownRight, Right + Kick... and roughly after the sixth or seventh hit : Down, DownLeft, Left, Down, DownLeft, Left + Punch.
Hokuto - SHIRASE GATANA:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Kairi - EVIL DANCE:
(near) LP, LP, Right, LK, HP
GODLY PALM FORCE (1 time by match) : Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Ken - ALL OF THE ABOVE:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.
Nanase - MACHIYOI TENSHOU GEKI:
LP, LP, Right, LK, HP.
Pullum Purna - GRADOUSU BALL:
Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Ryu - SHIN SHO RYU KEN:
(close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Sagat - TIGER STORM:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Shadowgeist - SHADOW PUNCH:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Punchs
Sharon - ASSAULT RIFLE:
(better to be 'close') Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Skullomania - SUPER ENERGY FIELD:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.
Vega (Balrog) - SUPER SKY HIGH CLAW:
(close) DownLeft, DownRight, DownLeft, DownUp + All Kicks, a rebound on the wall then Punch.
Guile - SONIC BOOM TYPHOON:
Left (2 seconds), Right, Left, Right + All Kicks.
Vulcano Rosso - SHIKEI:
(close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Zangief - COSMIC FINAL ATOMIC BUSTER:
(close) 720° + All Punchs.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
Developed by Arika.
Director: Akira Nishitani (Nin)
Planner: Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi
Programmers: Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.
Modeling designer: Jun Matsumura
Motion designers: Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto
B.G designers: Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito
Sound creators: Shinji Hosoe, Takayuki Aihara, Ayako Saso
Technical support: Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri
- PORTS -
The original Sony PlayStation is the only platform this game was ever ported to. These versions features Hayate as hidden character.
* CONSOLES:
[EU] Sony PlayStation (1999) [Model SLES-02598] : also released in a White Label edtion (apr.27, 2001)
[JP] Sony PlayStation (dec.22, 1999) [Model SLPS-02508]
[US] Sony PlayStation (dec.30, 1999) [Model SLUS-01105]
- SOURCES -
Game's manuals.
Game's ROMs.
Game's screenshot.
Accepted [+] [X] Sengoku Densyo [Model NGM-017] Update submitted by XtC
Sengoku Densyo (c) 1991 SNK [Shin Nihon Kikaku].
Two warriors, endowed with spiritual gifts, fight to stop the resurrection of the Mad Shogun. Lots of very interesting enemies and beautiful scenery. The player also has the ability to morph into different fighters.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-017
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Attack [B] Jump [C] Change
- TRIVIA -
Sengoku Densyo (translates from Japanese as 'Civil War Tradition') was released on February 12, 1991 in Japan.
This game is known outside Japan as just Sengoku.
The game includes different items which change the special attacks :
* Green : When 10 green items are collected, life gauge gain 1up
* Red : Samurai sword
* Blue : Double sword
* Purple : Holy sword
* Gold : Unknown effect
In level 2, there is a store called 'Boutique Athena' in the background with the original Athena logo from 1986's "Athena" by SNK.
- TIPS AND TRICKS -
Hold the attack button for a couple seconds to launch a burst of energy from the player's fist.
There are some samurais whose swords can be broken if the player bashes the attack button enough times. remember that this trick can be done when the player is in his normal form and bare-handed (no sword power-ups).
- SERIES -
1. Sengoku Densyo [Model NGM-017] (1991)
2. Sengoku Densyo 2 [Model NGM-040] (1993)
3. Sengoku 3 [Model NGM-261] (2001)
- STAFF -
Producer : Yanbaru
Programmers : Shinchan (as 'Shinchan-SSS'), Oh!Butch
Sound : Tate Norio, Toshio Shimizm (as Shimizum)
Pictures : U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of
Game Assistants : Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori
Directors : Tama, Moonmin
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (jul.1, 1991) "Sengoku Densyo [Model NGH-017]"
[JP] Nintendo Super Famicom (Sept. 22, 1993) "Sengoku Densyo [Model SHVC-G5]"
[JP] Sega Mega CD (Dec. 28, 1993) "Sengoku Densyo [Model T-24034]"
[JP] SNK Neo-Geo CD (Mar. 17, 1995) "Sengoku Densyo [Model NGCD-017]"
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Super Contra [Model GX775] Update submitted by XtC
Super Contra (c) 1988 Konami.
Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Contra - Alien no Gyakushuu [Model GX775]".
- TECHNICAL -
Game ID : GX775
- TRIVIA -
Super Contra was released in January 1988.
This western version ends the game after the staff roll, while the Japanese version takes the player to a second and harder cycle of the game.
- SERIES -
1. Contra [Model GX633] (1987, Arcade)
2. Super Contra - Alien no Gyakushuu [Model GX775] (1988, Arcade)
3. Contra Spirits [Model DMG-ACSJ-JPN] (1991, Game Boy)
4. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
5. Contra - The Hard Corps [Model T-95093] (1994, Mega Drive)
6. Contra - Legacy of War [Model SLES-00608] (1996, PlayStation)
7. C - The Contra Adventure [Model SLUS-00499] (1998, PlayStation)
8. Shin Contra (2002, PlayStation 2)
9. Neo Contra (2004, PlayStation 2)
10. Contra 4 [Model NTR-YCTE-USA] (2007, DS)
11. Contra ReBirth (2009, WiiWare)
- STAFF -
Cabinet Graphic Design: Don Marshall
- PORTS -
* CONSOLES:
[US] Nintendo NES (apr.1990) "Super C [Model NES-UE]"
[EU] Nintendo NES (1992) "Probotector II: Return of the Evil Forces [Model NES-PD]"
Microsoft XBOX 360 [XBLA] [US] [EU] (jul.25, 2007)
Nintendo Wii [Virtual Console] [US] (aug.27, 2007) NES version
Nintendo Wii [Virtual Console] [EU] (oct.12, 2007) NES version
[US] Nintendo DS (nov.13, 2007) "Contra 4 [Model NTR-TCTE-USA]" : As unlockable bonus content.
Microsoft XBOX 360 [US] (dec.15, 2009) "Konami Classics Vol.1 [Model 30085]" : XBLA version
* COMPUTERS:
Commodore Amiga [US] (1990) "Super C"
PC [MS-DOS] [US] (1990) "Super C"
[US] PC [MS Windows, CD-ROM] (nov.16, 2002) "Konami Collector's Series - Castlevania & Contra") : NES version
* OTHERS:
Mobile Phones [US] (2008)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Samurai Spirits [Model NGM-045] Update submitted by XtC
Samurai Spirits (c) 1993 SNK.
The game that put the Neo-Geo on the map! Superb weapons-based fighter featuring 12 characters, bonus rounds and one end boss.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-045
Players : 2
Control : 8-way joystick
Buttons : 4
=> With weapon : [A] Light attack, [B] Medium attack
=> Without weapon : [A] Light punch, [B] Medium punch, [C] Light kick, [D] Medium kick
- TRIVIA -
Samurai Spirits was released in July 1993 in Japan.
The game is known outside Japan as 'Samurai Shodown'
Samurai Spirits is the first game that introduced weapon fighting into the fighting game genre. The game used an upgraded version of the scaling graphics engine that was originally featured in "Art of Fighting".
Samurai Spirits also started SNK's reputation for their unique style of Engrish, known as SNKgrish in their games.
Unlike "Mortal Kombat", the usage of blood in this game is generally accepted, and the decision to replace blood with 'white blood' remains a sore point among fans of this series.
Samurai Spirits is considered by some to portray Japanese culture and language effectively. Unlike most American versions of Japanese video games, the characters in this game (including the announcer) generally speak fluent Japanese with subtitles, and traditional Japanese music is often heard during gameplay. Samurai Shodown takes most of its characters from either historical sources or characters from the Ninja Scroll anime. In fact, a few designers that worked on Samurai Shodown also worked on the Ninja Scroll anime...
Haohmaru is based on the legendary samurai Miyamoto Musashi (1584-1645), whose fighting philosophy heavily influenced that of the Haohmaru character.
Ukyo Tachibana is Based on Sasaki Kojiro Genryu (1572-1612), Musashi's skilled rival.
Jubei Yagyu is based on the historical Yagyu Jubei Mitsuyoshi (1606-1644), who was a sword instructor to the Tokugawa shogunate. The Yagyu clan was a famous clan of samurai.
Hattori Hanzo Masashige (1541-1596) was the most famous of the Iga Ninja clan. He was a genius at leading night raids on forts and fiefs and became a feared assassin. Under his leadership, Iga Ninja became so notorious that Nobunaga felt it necessary to obliterate the Iga Ninja clan.
Wan-Fu seems to be a combination of two famous Chinese warriors. The first is a famous Chinese swordsman who was a rebel during the Ch'ing Dynasty. His name was Wang Ts-bin Wu, but he became known as Da Dao Wang Wu ('Big Scimitar Wang Wu'). The second lead bases Wan Fu upon the ancient, almost legendary, founder of the Chou Dynasty, King Wu Wang.
Kyoshiro Senryo is based on Nemuri Kyoshiro, a fictional character created by Shibata Tosaburo. 'Kyoshiro' translates to something like 'deranged fellow'. Tosaburo's Kyoshiro had nothing to do with kabuki theater as does Samurai Shodown Kyoshiro. Kyoshiro's weapon is called a naginata.
Charlotte is based on a character in the manga 'The Rose of Versailles' by Riyoko Ikeda (1972).
Gen-an Shiranui looks much like Mushizo, the hunchback demon of Ninja Scroll. Gen-an's weapon is modeled after the weapon wielded by Shijima, the shadow demon, from Ninja Scroll. Although they share a surname, Gen-an is not a relative of Mai Shiranui of the Fatal Fury/King of Fighters series.
Amakusa Shiro Tokisada (1622-1638) led a Christian uprising against the Tokugawa shogunate in the Shimabara region of Japan.
Nakoruru is a homage to Sailor Moon.
A 'Kuroko' is a traditional Kabuki theater stagehand. They are traditionally dressed in black and took care of scenery and other behind-the-scenes needs during a Kabuki performance, just like modern theater stagehands. In the case of Samurai Shodown, Kuroko is the referee for each match in Samurai Shodown I and II. The black strip of fabric hanging over a Kuroko's face is to signify that they are not part of the Kabuki performance, just helping with the props. The red and white flags that Kuroko has are used in traditional martial arts matches, where each successful hit gets the corresponding fighter's flag raised.
Mai Shiranui (of Fatal Fury) appears in Haohmaru's and Gen-An's endings.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Samurai Spirits - PCCB-00135) on 17/09/1993.
- TIPS AND TRICKS -
* Alternate Costume Colors : Highlight a fighter at the character selection screen and press D.
* Sleeping Mamahaha : This is just hilarious! To see this while playing as Nakoruru simply stand still, after a 8 secs or so Mamahaha will land on Nakoruru's shoulder, start yawning and then it will fall asleep!
* Poppy's Puppies : To see a truly cool & funny secret pose with Galford, Get a PERFECT against an opponent while unarmed. You must finish the battle with anything except a throw though!
* Tam Tam's Broken Ending : If you use continues while beating the game with Tam Tam, you will miss a part of the whole ending (You can't see his real face). Beat the game with one credit in order to see his face.
* Wan-fu's Sword Explosion Bug : While playing as Wan-fu trap an enemy against the edge of the screen then perform the Explosive Sword Drop with the B button (HCB + B) to throw the sword and land next to the opponent. Since most players as well as the CPU are likely to block the move, crouch and hit them with the C button (a short kick). This will make the move unblockable and causes tons of damage!
* Cut-proof Characters? : Sometimes a finishing slash will cut most opponents in half, however some characters (these being Kyoshiro & Amakusa) cannot be cut in half!
- SERIES -
1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Spirits 64 (1997)
6. Samurai Spirits 2 - Asura Zanmaden (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)
- STAFF -
Executive producer : Eikichi Kawasaki
Main producer : Rocket Queen
Producers : Bonehead Ken, Satoppe-, Tomi Yan, Fukui Tomoaki
Front designers : Violetche Nakamoto, Miki, Masami Tanaka, K.Shintani-F91, Go-Go (Dave Bros), Kazu, The.Fool, Ryu! (Dave Bros), Erina.Makino
Back designers : Fukui Tomoaki, AAA, Keisen (as Oshioki-Keisen), Yasupuu, N. Azumi (as N. Azumichan), Okap-, Mayu K., Erina.Makino
Programmers : Nishidon, K2, Zombi Abe, Cyber Kondo, Z'N
Music : Tate Norio, Masahiko Hataya (Papaya)
Submissions : Ryu! (Dave Bros), AAA, Miki, Okap-, The.Fool, Mayu K., Erina.Makino
* Character designers :
Jubei Yagyu : Masami Tanaka, Miki, Kuma.Bee, Kazu
Earthquake : Go-Go (Dave Bros), K.Shintani-F91, Kazu
Hanzo Hattori : Violetche Nakamoto, Keisen (as Oshioki.Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Ukyo Tachibana : Kazu, The.Fool
Wan-fu : Go-Go (Dave Bros), K.Shintani-F91, The.Fool, Ryu! (Dave Bross)
Gen-an Shiranui : K.Shintani-F91, Keisen (as Oshioki-Keisen), N. Azumi (as N. Azumichan), Ryu! (Dave Bross), The.Fool
Galford : Violetche Nakamoto, Keisen (as Oshioki-Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Kyoshiro Senryo : Kazu, Erina.Makino
Tam Tam : Miki, Masami Tanaka, Go-Go (Dave Bros)
Haohmaru : K.Shintani-F91, Erina.Makino
Nakoruru : Violetche Nakamoto, Keisen (as Oshioki-Keisen), The.Fool
Shirou Tokisada : Miki
Charlotte, Poppy : Kuwa.Bee
Mamahaha : Erina.Makino
* Voice actors :
Haomaru, Hanzo Hattori, Galford, Earthquake : Masaki Usui
Jubei Yagyu, Wan-Fu : Takayuki Sakai
Ukyo Tachibana, Gen-an Shiranui, Shiro Tokisada Amakusa : Eiji Yano
Kyoshiro Senryo, Tam Tam : Kazuhiro Inage (Key Inage)
Nakoruru, Charlotte : Harumi Ikoma
Special thanks : M.Mioshi, Yama.O, Yama.R, Yama.P, Honda.NR, Sk, Yokosuka. Boy, Morioka, Chika2, J.Mikami, Miyakami, Atsushi, Iwata Kun, Y.Yoshida, Yoshi.Kaneko, Speaker.R, Magi2spapa, Ma2, D.S.K
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Aug. 11, 1993) "Samurai Spirits [Model NGH-045]"
[US] SNK Neo-Geo AES (Aug. 11, 1993) "Samurai Shodown [Model NGH-045]"
[JP] Nintendo Game Boy (june.30, 1994) "Nettou Samurai Spirits [Model DMG-X4J]"
[JP] SNK Neo-Geo CD (Sep. 09, 1994) "Samurai Spirits [Model NGCD-045]"
[JP] Nintendo Super Famicom (Sep. 22, 1994) "Samurai Spirits [Model SHVC-A7SJ-JPN]"
Nintendo Super NES [US] (Nov.1994) "Samurai Shodown [Model SNS-P-A7SE]"
Nintendo Super NES [EU] (1994) "Samurai Shodown [Model SNS-P-A7SP]"
[US] Nintendo Game Boy (Nov.1994) "Samurai Shodown [Model DMG-X4]"
[JP] Sega Mega Drive (Nov. 19, 1994) "Samurai Spirits [Model G-4127]"
[EU] Sega Mega Drive (1994) "Samurai Shodown [Model 670-6282-50]"
[US] Sega Genesis (1994) "Samurai Shodown [Model T-103066]"
[JP] Sega Game Gear (Dec. 16, 1994) "Samurai Spirits [Model T-103027]"
Sega Game Gear [US] (1994) "Samurai Shodown"
Panasonic 3DO [JP] (Feb. 10, 1995) "Samurai Shodown [Model FZ-SJ3155]"
[US] Sega CD (1995) "Samurai Shodown [Model T-60175]"
Sega Mega-CD [EU] (1995) "Samurai Shodown"
[JP] Sony PlayStation (Mar. 26, 1998) "Samurai Spirits - Kenkaku Yubinan Pack [Model SLPS-00647]"
[JP] Sony PS2 (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]"
[JP] Nintendo Wii (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]"
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[KO] Nintendo Wii (Feb. 24, 2009) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSK-KOR]"
[US] Sony PS2 (Mar. 24, 2009) "Samurai Shodown Anthology [Model SLUS-21629]"
[US] Sony PSP (Mar. 24, 2009) "Samurai Shodown Anthology [Model ULUS-10401]"
[EU] Sony PSP (Mar. 27, 2009) "Samurai Shodown Anthology [Model ULES-01211]"
[EU] Nintendo Wii (Apr. 04, 2009) "Samurai Shodown Anthology [Model RVL-RSSE]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
[JP] Sony PS2 (june.18, 2009) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]"
[JP] Sony PSP (june.24, 2010) "SNK Arcade Classics Vol.1 [SNK Best Collection] [Model ULJS-00297]"
Sony PS3 [PlayStation Store] (Dec.2010)
* COMPUTERS:
FM Towns [JP] (1995) "Samurai Spirits [Model JH-012]"
* OTHERS:
Mobile Phones [US] (jul.15, 2004) "Samurai Shodown"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Rolling Thunder Update submitted by XtC
Rolling Thunder (c) 1986 Namco.
Rolling Thunder is a single-player scrolling platform shoot-em-up in which a James Bond-esque secret agent codenamed 'Albatross' has been ordered by the Rolling Thunder anti-espionage unit to stop the criminal organization known as Geldra. Albatross must also rescue captured field agent, Lelia Blitz and overthrow Geldra's leader, Maboo.
Rolling Thunder's gameplay takes place on two levels of platforms, with the player able to jump or drop to platforms as and when required. Albatross begins the game armed with only a standard-issue pistol and a limited amount of ammunition. If the pistol's ammunition runs out, the player can only fire a single slow "chaser" bullet - with only one allowed on-screen at any one time - until more ammo is acquired.
Each level is littered with doors; most of these contain constantly emerging enemies and must be carefully passed; some, however, also provide ammunition and new weapons. Ammo rooms are clearly marked while weapons rooms have re-enforced metal doors. A weapons room gives the player a fully automatic assault rifle that allows for continuous firing by holding down the shoot button. As with the pistol, the assault rifle has a limited amount of ammunition.
The majority of Rolling Thunder's protagonists are hooded soldiers known as "Maskers". Maskers are dressed in various colors, which determines both their strength and attack pattern. Some Maskers do not shoot, but throw grenades instead, while others will shoot their gun while crouching, making their shots much harder to avoid.
Other enemies includes ninjas, mutated bats known as Gelzos, panthers, shrieking yellow creatures known as Blogas and lava men.
Albatross must travel through two different segments or "stories" - each composed of five stages - making for a total of ten stages. The stages in Story 2 are essentially a harder version of their Story 1 counterparts, featuring more traps and different enemy placement. At the end of the final stage, the player must battle the Geldra leader Maboo to rescue Leila and complete the mission.
- TECHNICAL -
Namco System 86 hardware
Game ID : RT
Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Rolling Thunder was released in December 1986.
Rolling Thunder was the first Jamma game ever produced.
Licensed to Atari for US distribution (February 1987). 2,406 units were produced in the USA by Atari.
A Rolling Thunder unit appears in the 1996 movie 'High School High'.
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on July 25, 1987.
- UPDATES -
NEW VERSION :
* New title screen.
* BGM of area 1, 2, 5, 6, 7, and 10 are changed.
* Different enemy arrangement.
* Addition of a Continue feature.
* Addition of the Extra-life feature.
* 150 time units (180 in the old version).
- TIPS AND TRICKS -
* One of rolling thunder's more useful 'hidden features' is that it's actually possible to visit the ammo rooms more than once. Once you have stocked up on bullets from a particular room (for example, a Machine-Gun-Bullets room), go forward past the door approximately the distance of two jumps (ensuring that the door in question is completely off screen), then turn back, visit the room again, and find more ammo. The reason this works is because the game is divided into invisible 'sections' and once you cross a section boundary, the game forgets everything from the previous section.
* A step-by-step guide to one of Rolling Thunder's more impressive glitches :
1) In levels five and ten, once you get to a certain point in the level (around halfway through), you come up against two boxes stacked on top of each other (i.e. you can't jump over it), and a platform above you (on which you jump and continue to the RIGHT).
2) At this point, jump UP onto the platform, then position yourself at the very RIGHT EDGE of the railing on the platform (you can only jump up/down where railing is present) which should correspond to the very LEFT EDGE of the BOXES; then jump DOWN. This will put you at the very LEFT EDGE of the boxes.
3) Next, making sure not to move the joystick to the left, walk towards the RIGHT, hit the JUMP button, and you should find yourself 'caught' between the bottom and top boxes. Then jump RIGHT again, clearing the top box and landing on the ground. Don't fire at anyone, and don't panic, but simply go to the RIGHT watch yourself walk through everybody completely unharmed. You can simply walk past everyone until you reach the final, cloak-wearing enemy. Finally, providing you have properly stocked up on 'MG bullets' earlier in the game, simply hold down the fire button and kill the enemy. One final thing to note is that when using this method on level TEN, in that last area before the final arena, there are the 'stairs-like' hurdles, and on each of these steps, a white enemy will appear.
4) You have to be careful not to be in too much of a hurry, or they will follow you into the arena, where they can and will hurt you, or keep you busy enough that the guy in the cloak will. So make sure you have a little extra time to let those guys disappear off the screen (after you've made all of them appear) before going after the guy in the cloak in the arena.
* This is completely useless, but fun to do : at the end of each level there is this force field, which drags you through the door. Just before you get sucked in, turn your back to the exit and make low jumps (jump button only) while pushing the joystick towards the exit. This results in your agent jumping backwards a little every time. When the force field catches you, your character will appear to 'moonwalk' into the exit.
- SERIES -
1. Rolling Thunder (1986, Arcade)
2. Rolling Thunder 2 (1991, Arcade)
3. Rolling Thunder 3 [Model T-14096] (1993, Genesis)
- STAFF -
Music composed by : Junko Ozawa
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (mar.17, 1989)
[US] Nintendo NES (1989)
[JP] Sony PlayStation (oct.30, 1997) "Namco Museum Encore [Model SLPS-01050]"
[US] Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
[US] Nintendo GameCube [US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
[US] Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[US] Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.4, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (jul.21, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[US] Atari Lynx : Unreleased prototype
[US] Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Sony PSP (feb.23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]"
[KO] Sony PSP (nov.8, 2007) "Namco Museum Vol.2"
* COMPUTERS:
Atari ST (1986)
[EU] Commodore Amiga (1987)
[US] Commodore C64 [EU] (1987)
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1988)
[EU] Commodore Amiga (1988) "Amiga Gold Hits 1"
[US] PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[AU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
[US] LCD handheld game (1986) released by MGA (Micro Games of America).
[US] Apple iPhone/iPod (mar.13, 2012) "Namco Arcade [Model 465606050]"
[US] Arcade (2010) "Pac-Man's Arcade Party"
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Radiant Silvergun [Model 610-0374-98] Update submitted by XtC
Radiant Silvergun (c) 1998 Treasure.
Sometime in the future, scientists have discovered a diamond-shaped alien device deep in space. The mysterious alien device detonates while being probed, starting a chain reaction which destroys the entire planet. Fortunately, there's a group of slap-happy space cadets who are up in orbit who aren't affected by the explosion, but witness it, so they decide to do something about it - which means finding a way to travel back in time to avert the catastrophe before it happens!
Radiant Silvergun is a vertically scrolling shoot-em-up rendered with a superb mix of 2 & 3-D graphics, and is widely considered to be the finest ever game of its type in what is a very crowded genre.
Part of the reason for the game's huge success is in the implementation of its weapons system. Unlike other shoot-em-ups, all of the game's weapons are available to the player from the very beginning. Silvergun's control panel consists of 3 different fire buttons, each of which activates a different weapon; either 'Vulcan', 'Homing' or 'Spread'. In addition, players can activate 4 extra weapons using a combination of the t3 fire buttons. These are :
* A + B = Homing Plasma
* A + C = Backwards Wide Shot
* B + C = Homing Spread
* A + B + C = Radiant Sword
At the start of a game, the player's weapons are very weak, but they can be 'powered-up' by shooting same-coloured enemies (chaining), in a fashion similar to gaining experience for a weapon in a role playing game.
- TECHNICAL -
Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-98
Players: 2
Control: 8-way joystick
Buttons: 3
- TRIVIA -
Radiant Silvergun was released in May 1998 in Japan.
Toshiba EMI released a limited-edition soundtrack album for this game (Radiant Silvergun Soundtrack + - TYCY-5613) on 07/08/1998. The soundtrack was so popular that it was reprinted by Absord Music Japan (Radiant Silvergun Soundtrack + - ABCA-5043) on 24/03/2004.
- TIPS AND TRICKS -
* Radiant Silvergun's weapons in detail :
1. VULCAN (A button) : a devastating forward firing set of plasma bursts (heavy fire forwards the enemy). This is potentially the best weapon against any enemy, when at full power it can take down even the toughest enemies in a few shots. The only disadvantage is that it's fire is very concentrated and as such you need to move a lot to avoid fire.
2. HOMING (B button) : green homing pulses which target anything that is hovering around you. Even though it is initially weak, at full power it becomes very powerful and requires less movement than the Vulcan.
3. SPREAD (C button) : a wide shot which goes further the longer you hold down the fire button. A little tip; rapidly press the fire button to create a explosion shield around the front of your ship.
4. HOMING PLASMA (A+B buttons) : a double trail of homing lasers which target anything within a 120 degree angle in front of your ship. Moderately powerful, and has a habit of targeting the wrong enemy.
5. TAILGUN (A+C buttons) : a Thunderforce-style tailgun shot which is invaluable in many areas; especially the areas where you get attacked repeatedly from behind.
6. LOCK-ON SPREAD (B+C buttons) : slow moving but powerful shots which target anything in close range. (NOTE - THIS IS THE ONLY WEAPON THAT CAN LOCATE THE SECRET DOGS).
7. RADIANT SWORD (A+B+C buttons) : the game's most powerful weapon. Collecting ten pink bullets with the sword powers up the RSG meter, once full you can use the Hyper Sword and destroy almost everything on the screen.
* Chain bonus : break the same color enemies 3 times without a break.
* Secret bonus : break the enemies with Red -> Blue -> Yellow. If you destroy the enemies with the following pattern, will get 2 Chain Bonuses and 1 Secret Bonus [Red ->Red->Red->Blue->Yellow->Yellow->Yellow]
* Weapon bonus
1) Vulcan : Hit over 200 times without a break.
2) Homing : Hit over 300 times without a break.
3) Spread : Hit 16 times before Spread explodes.
4) Homing Plasma : Hit over 10 seconds against 1 enemy.
5) Back Wide : Hit over 300 times within 2 seconds.
6) Lock on Spread : Hit an explosion over 15 seconds.
7) Radiant Sword : Hit over 5 seconds.
* Secret character Merry Dogs : You can find secret character called 'Merry Dogs' by Lock on Spread. For example : at the starting of 1st Stage, Merry Dogs is hidden in lower-right position on screen.
- SERIES -
1. Radiant Silvergun (1998)
2. Ikaruga (2001)
- STAFF -
Directed/Produced by : Hiroshi Iuchi
Assistant Director : Namie and Merry
Based on Story/Screenplay by : Hiroshi Iuchi
Tyrant Programer : Fukuryu
Zako Enemies Program and Set by : 1998/Nami
Boss Enemies Program by : 2015/Nami
BG, Demo, 5 Bosses, Tool Program : Atsutomo Nakagawa, (133MHz)
Inu Program : Choko Monkey
Object Design : Dad Oginon, Naokiman
Object Design Rookie : E-Suzuki
BG Graphic : Hiroshi Iuchi 11
Character Designed by : Han
Music by : Hitoshi Sakimoto
Sound Effects : S. Murata
Opening, Ending Picture by : Gonzo
English Translation : Haruko Hosaka
Special Thanks : Koji Ohto, Akiyoshi Shinpo, Kaoru Uno
Debug Cooperator : Kji, Shirotg, Waka, Kazuhiko Murakami
Debug Dog : Merry
Executive Producer : Masato Maegawa
- PORTS -
* CONSOLES:
A Sony PlayStation port of this game was planned, but eventually scrapped, as the console did not have enough power to generate the huge amount of sprites the game requires.
[JP] Sega Saturn (jul.23, 1998) "Radiant Silvergun [Model T-32902G]"
Xbox Live Arcade (2011)
- SOURCES -
Game's ROM.
Official website: http://www.treasure-inc.co.jp/products/lp/silvergun/sgindex.html
Accepted [+] [X] Road Riot 4WD Update submitted by XtC
Road Riot 4WD (c) 1991 Atari Games Corp.
- TECHNICAL -
Atari G42 hardware
Game ID : 136089
Main CPU : Motorola 68000 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
Road Riot 4WD was released in June 1991. 900 units were produced in the USA and 300 in Ireland. The selling price was $7995 at its time of release.
- SERIES -
1. Road Riot 4WD (1991)
2. Road Riot's Revenge Rally (1994)
- STAFF -
Project leader / Game designer / Graphics : Mark Stephen Pierce (MSP)
Software design & implementation : Dennis Harper (DDH), David S. Akers (DSA)
Hardware engineer : Sam Lee (SL)
Controls : Milt Loper
Expert technician : Farrokh Khodadadi (FRK)
Video imaging : Rob Rowe
Hardware supervisor : Pat McCarthy
Music and video : Don Diekneite
Animation : Sean Murphy
Marketing manager : Linda Benzler (LB)
Nu/Omega / Team director : John Ray
- PORTS -
* CONSOLES:
Nintendo Super Famicom
Atari Lynx : Unreleased prototype
Sega Mega Drive : Unreleased prototype
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Relief Pitcher Update submitted by XtC
Relief Pitcher (c) 1992 Atari Games.
A baseball game with an option of playing a standard baseball game or playing as a relief pitcher through a series of games.
- TECHNICAL -
Game ID : 136093
Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1992.
- STAFF -
Design : Mike Hally, Peter Lipson
Additional Design : Mark Stephen Pierce
Programmer : Peter Lipson
Graphics : Mark Stephen Pierce
Additional Graphics : Scott Sava
Music & Sound : Don Diekneite
Technician : Cris Drobny
Voice : Jack Buck
- PORTS -
* CONSOLES:
Atari Lynx : Unreleased prototype
Nintendo Super Famicom (1993)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Race Drivin' [Cockpit model] Update submitted by XtC
Race Drivin' (c) 1990 Atari Games Corp.
Race Drivin' includes all of the innovative game features that made "Hard Drivin'" the industry's first true driving simulation game, plus many more new features :
Improved Handling - Faster microprocessor and more efficient software code provides a now imperceptible lag time between control input and screen graphic response. Race Drivin' feels even more like a real car!
New Tracks - The Super Stunt track will challenge even the best "Hard Drivin'" stunt racers. New tests of skill include a corkscrew loop, a jump loop, and a full pipe.
The autocross track with a built-in pace car provides feedback to hone competitive driving skills. The vector-drawn pace car is actually a recorded view of the player's best lap.
Buddy Race - 2-player sequential race in which the computer records the performance of Player 1, and Player 2 races head-to-head against the first player and the clock.
Linked Race - Install a simple cable between two simulator cabinets, adjust game options, and the buddy race becomes a true head-to-head competition.
Select a Car - Players can select from several different sports cars to suit the race track chosen. The Race Drivin' cars are modeled after the performance features of several well-known sports cars. Each car has its own handling characteristics of off-the-line quickness, top speed, and cornering.
- TECHNICAL -
[Cockpit model]
Game ID : 136077
Main CPU : Motorola 68010 (@ 8 MHz), TMS34010 (@ 48 MHz), ADSP2100 (@ 8 MHz), DSP32C (@ 40 MHz)
Sound CPU : Motorola 68000 (@ 8 MHz), TMS32010 (@ 20 MHz)
Sound Chips : Speaker, DAC
Players : 2
Control : Steering wheel with gearshift
Pedals : Accelerator, Brake
- TRIVIA -
Race Drivin' was originally released in August 1990 in the USA. 800 units were produced in the USA and 396 in Ireland for European distribution. Its selling price was $8,995 at its time of release.
In October 1990, cockpit conversion kits (for "Hard Drivin'") were produced: 729 in the USA and only 37 in Ireland. Selling Price was $1,425.
In April 1991, upright conversion kits were available: 250 in the USA produced and 100 in Ireland. Selling Price was $1,445.
Also released as "Race Drivin' [Compact model]". There also was a "Race Drivin' Panorama" model that utilized 3 to 5 Monitors to give you a 180 Degree View.
There is a warning in the attract mode : 'Be Careful though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!'.
- UPDATES -
Notes: On the British and Japanese versions, you are in a right-hand drive car.
Cockpit versions history:
Revision 1 :
* World and British releases.
Revision 2 :
* World and German releases.
* Software version : 2.1.
Revision 3 :
* World release.
* Software version : 2.2.
Revision 4 :
* World, British and German releases.
* Software version : 2.3.
Revision 5 :
* World, British and German releases.
* Software version : 2.4.
- TIPS AND TRICKS -
1) Whenever possible use the outside-in strategy. Start on the outside of a turn then cut inside, making sure that you keep giving the vehicle gas. If you don't you may spin out and loose control (depending on the car type). This strategy is hard to use in the qualifying laps because of the oncoming traffic, but if timed correctly you can pass the oncoming traffic on their right side. When coming out of the turn take care in how you straighten the wheels (slowly) or you can spin out as well.
2) It helps to take into consideration where a car is in-countered because after running a track several times, and you get closer to the 'maximum' speed for a stretch of road the car scenarios stay the same. For example : the first turn after the start on the original speed track (the one with a house on it and the very long right turn) should not have a car coming in the way of an outside-in tactic but a truck should be on the way. And if the speed of the car stays around 120 all the way around the track there should be a car at the turn.
3) Most turns from the original speed track can be taken (while using the previous hint) at about 120 mph.
4) On the super stunt track on the road up the hill and then a left turn, a driver may drive off the road to the left (cutting the turn) and to an exaggerated outside-in maneuver.
5) The differences in the cars are as follows...
Speedster : Excellent acceleration, and top speed is around 140mph, but handling is very loose and it tends to spin out on turns if pushed too far.
Roadster : Slightly faster acceleration than the Speedster, top speed is only around 120mph, but handling is tight and takes turns much easier.
Original : Same as Speedster.
Original Automatic : Same as Speedster but with slightly slower acceleration.
Note : Handling manifests itself in the sensitivity of the steering wheel to move.
- SERIES -
1. Hard Drivin' [No. 136052] (1988)
2. Race Drivin' (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
- STAFF -
* Main:
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3-D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott
* Others:
Cabinet designers : Mike Jang, Ken Hata
Graphic designers : Sam Comstock, Kris Moser, Deborah Short, Will Noble, Alan Murphy
Display math software : Jim Morris
ADDN'L programmers : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper
Yellow/Flame concept : Mark Hoendervoogt, Howard Owen
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima
Technical Support, Administrative Support, Management, Manufacturing, Etc. : Chris Ahmadjian, Jim Arita, Sam Arthur, Karen Atkinson, Norm Avellar, Geoff Barker, Jeff Bell, Elsa Betancourt, David Bishop, Karen Bjorkquist, Jim Breshears, Pat Brosnan, Rob Bryant, James Buchanan, Mary Burnias, Carole Cameron, Sang Cho, Gina Close, Dave Cook, Frank Cosentino, Emmette Craver, Gary Cunningham, Bryan Datu, Judy Davis, Andrea Dencker, Mario Diaz, Joseph Dieu, Kyoko Dougherty, Joyce Fluty, Jim Freitas, Leon Fritts, Brad Fuller, Cyndy Grossman, Tim Hale, Karen Harrington, Kevin Hayes, Tim Hubberstey, Arthur Jackson, Berry Kane, Michael Klug, John Knoedler, Stevie Landaverde, Grandy Laxamana, Gerald Lichac, Melanie Martin, Glenn McNamara, Victor Mercieca, Rick Meyette, Dan Mohr, Alan J. Murphy, Ramon Navarro, Mike Nevin, Jim Newlander, Kwang Oh, Connie Osuna, Rick Owens, Evelyn Perez, Ralph Perez, Eric Peterson, Sam Records, Rob Rowe, Jose Sandoval, Brian Schorr, Paul Shepard, Jackie Sherman, Mark Sherman, Elaine Shirley, Tom Smith, Mary Sumner, Peter L. Takaichi, Lois Turner, Ignacio Valdovinos, Al Vernon, Tram Vu, Jim Wallin, Ken Williams, Wade Winblad, Ron Wrightnour, The Atari Workers
* Uncredited:
Team leader : John Ray
- PORTS -
* CONSOLES:
[EU] Nintendo SNES (1992) "Race Drivin' [Model SNSP-RV-EUR]"
[US] Nintendo SNES (oct.1992) "Race Drivin' [Model SNS-RV-USA]"
[US] Sega Genesis (1993) "Race Drivin' [Model T-48246]"
Sega 32X : Unreleased prototype
[JP] Sega Saturn (aug.4, 1995) "Race Drivin' [Model T-4802G]"
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
[US] Microsoft XBOX (sept.27, 2005) "Midway Arcade Treasures 3"
[US] Sony PS2 (sept.27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]"
[EU] Microsoft XBOX (oct.14, 2005) "Midway Arcade Treasures 3"
[EU] Sony PS2 (oct.14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Nintendo GameCube [US] (oct.26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]"
* HANDHELDS:
[US] Nintendo Game Boy (jan.1993) "Race Drivin' [Model DMG-RV-USA]"
[EU] Nintendo Game Boy (1993)
* COMPUTERS:
[EU] Atari ST (1991)
[EU] Commodore Amiga (1992)
[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Qix Update submitted by XtC
Qix (c) 1981 Taito Corp.
The objective of Qix is to claim a certain proportion of the playing field as your own. At the start of each level, the playing field is just a large, empty rectangle, containing the Qix - a stick-like entity that performs peculiar, erratic motions within the confines of the rectangle. The player controls a small marker that can move around the edges of the rectangle. To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker traces out a closed shape, the area enclosed by the shape becomes solid and has been claimed. The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. Once the player has claimed an area, the marker can safely move along the border of that claimed area. To complete a level, the player must claim 75% or more of the rectangle's area.
- TECHNICAL -
Board Number : LKN00003
Prom Stickers : LK / QQ / QU / QX
Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Players : 2
Control : 4-way joystick
Buttons : 2 (SLOW, FAST)
- TRIVIA -
Qix was released in October 1981 in the USA.
Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Qix".
The author named the game 'QIX' (pronounced 'KICKS' and not 'QUIX') because his car registration/number plate at the time was : 'JUS4QIX'.
Qix is the first 'drawing game', a truly original game. Also the first totally Taito American game, Qix initially did big numbers, but quickly died when players discovered the machine was 'unbeatable'. Having a googolplex of possible combinations, there was no singular pattern to the game and players lost interest.
A Qix unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.
- SCORING -
There are a couple of ways you earn points in Qix. The first involves actually claiming areas.
There are 2 buttons, slow and fast. These buttons determine how fast your Marker goes. In essence, going slow increases the risk of losing your Marker so it is obviously worth more points. Here's how the points work out for making 'boxes':
1) Slow : It is a base 500 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 3% of the total area, then points scored would be 500 X 3 or 1500 points. This area fills in with brown.
2) Fast : It is a base 250 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 1% of the total area, then points scored would be 250 X 1 or 250 points. This area fills in with blue.
NOTE : The above points may not be exact since the game rounds off the percentages to whole numbers for display but calculates them using decimal percentages.
You also get bonus points for going above the 75% Threshold. Any percentage above the 75% Threshold is multiplied by 1000 to determine your bonus points.
During the split Qix screens, if you successfully split the Qix's into their own compartments, you will get a multiplier bonus that is applied to points scored when you are making boxes. For example, if you had a 250 points and the multiplier was 3X, you now have 750 points. This multiplier increments by one every time you successfully split the Qix's. Of course, when you do this, you don't get the bonus points (if you had any).
- TIPS AND TRICKS -
* When you start the game, your Marker will be at the bottom, middle of the playing screen. It is now up to you to start creating boxes. Keep in mind that you need to be constantly moving or the Sparx will take out your Marker. In addition, when you are moving your Marker around the perimeter, you can only move along the perimeter actually touching the Playing Field.
* First of all, you must be constantly aware of two things. First, you must know where the Qix is located at all times. It moves randomly and can go anywhere on the Playing Field that your boxes haven't blocked. Last, the Sparx are constantly moving around the perimeter of the Playing Field. This can set up a dangerous situation where one Sparx is coming at you from one way and another from the other to make your Marker a 'Sparx Sandwich'.
* Once you have assessed the danger, it is time to start making boxes. There are a few things to note when you are making boxes :
a) When you start to draw the line, the Sparx cannot travel along the new perimeter you are creating until it is filled in.
b) The Qix, though, is your primary concern. If it touches any part of a line before the box is filled in, you will lose your Marker.
c) The box must begin and end either at a filled box or on the side of the Playing Field. You cannot connect the line to itself. If you try to do this, you will go into what is called a 'Spiral Death Trap' and a Fuse will follow your line to your Marker and destroy it.
* After the fourth wave, the Qix will split in two. Now you have 2 Qix's bouncing around to deal with. You major goal is to actually 'split' the Qix's into their own areas. This means creating a series of boxes so that each Qix will be in its own compartment.
* For maximum points, you must do two things :
a) First, use the slow button as much as possible since this is where the points are.
b) Try to claim as much area in each box as possible. That percentage multiplied by the speed value can yield some big point values.
c) Constantly try to split the Qix's (if you can) to get that bonus multiplier even higher.
d) When you are close to the Threshold, find an area in the Playing Field that hasn't really been touched and try to make a big box. That way, you will go over the 75% Threshold and claim a bonus.
* As the waves progress, everything gets faster and the game will become less forgiving if you are less then committed to making a box.
* Also, listen for sounds in this game. The only real sound you need to be concerned with is what sounds like a fuse being lit. If you are making a box and you hear this sound, that means you are taking too long or you have unfortunately gotten yourself into a 'Spiral Death Trap'. In the case of delay, once you move the fuse will go out.
* To maximize points, draw narrow, tall boxes, like fingers, from the bottom. When the Qix goes down between two fingers, go across the top of the fingers at slow speed. This tactic permits percentages of up to 99%.
* It is possible create a 'slide-box' to avoid the sparks. Starting at a corner of a box, draw another box that connects only at that corner. When a spark approaches, the player can slide the diamond through the intersection, while the spark has to go around the perimeter. After the spark passes the intersection, the player can slide back across the intersection and be behind the spark.
- SERIES -
1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)
- STAFF -
Designed & programmed by : Randy Pfeiffer, Sandy Pfeiffer
- PORTS -
* CONSOLES:
[US] Atari 2600 : Release cancelled
[US] Atari 5200 (1982) "Qix [Model CX5212]"
Atari XEGS
[US] Nintendo NES (jan.1991) "Qix [Model NES-QX-USA]"
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]"
[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2"
[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]"
[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]"
* HANDHELDS:
Nintendo Game Boy [AU] (1990) "Qix [Model DMG-QX-AUS]"
[EU] Nintendo Game Boy (1990) "Qix [Model DMG-QX-NOE]"
[JP] Nintendo Game Boy (apr.13, 1990) "Qix [Model DMG-QXA]"
[US] Nintendo Game Boy (may.1990) "Qix [Model DMG-QX-USA]"
Atari Lynx [US] (1991) "Qix [Model LX102]" by Telegames, Inc.
Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket"
[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"
* COMPUTERS:
[EU] Acorn Electron (1983) "Stix" by Supersoft
BBC B [EU] (1983) "Stix" by Supersoft
[US] Commodore C64 [EU] (1983) "Stix" by Supersoft
[US] Atari 800 (1983) "Qix [Model CXL4027]"
Sharp MZ-700 [JP] (1983) by Carry Lab
Tandy Color Computer [US] (1984) "Qiks"
Tandy Color Computer [US] (1984) "Quix"
Commodore Amiga [US] (1989)
[US] Commodore C64 (1989)
[US] Apple II (1989)
PC [MS-DOS] [US] (1989)
Apple IIGS [US] (1990)
Oric [US] (2004) "4kQix" by Stephane Geley
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
* OTHERS:
[US] Nokia N-Gage "Taito Memories" : Release cancelled
Arcade (2003) "Space Invaders 25th Silver Anniversary"
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games
- SOURCES -
Game's ROM.
Game's picture.
Game's F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Puyo Puyo Fever Update submitted by XtC
Puyo Puyo Fever (c) 2003 Sega.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Puyo Puyo Fever was released in November 2003 in Japan. It was also known as "Puyo Pop Fever" outside of Japan.
- SERIES -
1. Puyo Puyo [Model IA-9106] (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! featuring ELLENA System (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)
- PORTS -
* CONSOLES:
Sega Dreamcast (2004)
Sony PlayStation 2 (2004)
Nintendo GameCube (Mar.2004) [Model DOL-GPYJ-JPN]
Microsoft XBOX (Apr.2004) [Model Z75 00001]
Nintendo DS (2004)
Nintendo Game Boy Advance (2004)
Sony PSP (2004)
* COMPUTERS:
PC [MS Windows] (2004)
Apple Macintosh (2004)
- SOURCES -
Game's ROM.
Accepted [+] [X] Psycho Soldier Update submitted by XtC
Psycho Soldier (c) 1987 SNK.
Psycho Soldier is a side-scrolling shooter featuring two-player simultaneous play. The major character is a girl named Athena. She fires blasts of psychic energy as her main weapon. She can collect orbs which she can control telepathically. These orbs protect her from some projectiles and can also be launched at targets. The orbs will explode on impact. Her companion, a boy named Kensu, can help her with his own powers. Together they clean up a ruined city full of monsters and mutants.
- TECHNICAL -
Game ID : 'PS'
This game is one of a particular line of SNK machines that operates using three Z80's at 4MHz. Most of the sound effects come from a YM3526 (OPL1) FM chip while most music and all digitized effects (including the complete vocal track) are created by a Y8950 (it is a YM3526 with a 4-channel ADPCM decoder added on). Here is the detail :
Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Because of its extensive vocal soundtrack, the board is huge. It consists of three PCBs full of ICs all sandwiched together.
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1987.
Psycho Soldier was the first-ever video game featuring a vocal soundtrack. The Japanese lyrics for the Psycho Soldier theme is also used as the Psycho Soldier team's team music in KOF94 and 96, as well as Athena's theme music in KOF 97 and 02.
Psycho Soldier's Soundtrack was released as a bonus with the purchase of Nintendo Famicom's Athena. It also included a vocal version of the ending theme.
The main character, Athena, appears in The King of Fighters series. Kensu, wearing a different outfit, appears in The King of Fighters series as 'Sie Kensou'. Kensu, as he appears here in Psycho Soldier, appears as a striker character in "The King of Fighters 2000" as ''Psycho Soldier Kensou''.
- UPDATES -
The Japanese and US versions have song lyrics in Japanese and English respectively.
Here is the lyrics for the Japanese version :
Psycho Ball ga hikari hanachi -
Athena no sugata terashi dasu no -
Psycho Soldier yami o saite -
Athena wa yume o suki dasu no.
Psycho Power o kokoro ni himete -
Hateshinai michi o hashiru -
Ima wa mo aozora mienai kedo...
Fire! Fire! Psycho Soldier! (x2)
Psycho Soldier ga yami o saite -
Athena wa yume o suki dasu no -
Psycho Beam no kagayaki nokoshi -
Athena wa mirai o motome tabidatsu.
Honoo no yoni moeru hitomi -
Kibo no kakaera o mitsume -
Ima wa moda namida misenai wa!
Fire! Fire! Psycho Soldier! (x2)
Psycho Beam no kagayaki nokoshi -
Athena wa mirai o motome tabidatsu.
Dare hitori shiranai ashita -
Hino tori no sugata karite -
Honoo no yoni moero hitomi -
Kibo no kakarea o mitsume -
Psycho Power o kokoro ni himete -
Hateshinai michi o hashiru -
(repeats)
Here's the english version :
Athena's name is magic -
mystery is what you see -
her crystal is the answer -
fighting fair -
to keep us free -
she's just a little girl with power inside -
burning bright -
you'd better hide if you are bad -
she'll get you -
she'll read your mind and find if -
you believe in right or wrong -
fire, fire psycho soldier.
- SCORING -
Lightning flashing column : Shooting power increases
Blue ball(s) flashing column : provides psycho ball(s) for psycho shooting and defense shield
Red beam flashing column : Increases psycho energy
Skull flashing column : AVOID. drains your psycho energy (doesn't kill you) Flashing rainbow square - Better jumping response and dexterity
Red Sword : break stone with one hit, allows fire through stone and walls
Large blue ball : Turns all enemies in psycho balls and their projectiles into balloons
Orange ball with blue center : Increases fire speed
Infinity sign : Ability increase : ???
Arrow up : AVOID. Upgrades enemies into more advanced enemies
Arrow down : downgrades enemies
Large red skull : AVOID. Takes away all extra powers and leaves you with basic powers
Large red ball with "F" : Instant maximum psycho energy
Pillar formations : shoot these and a floating balloon or saucer comes out. Grab for bonus points. The longer you wait before grabbing, the higher the point value (up to 8000 points).
- TIPS AND TRICKS -
* Movement:
Move Athena or Kensu left or right along platforms. Make them move up or down to jump to other platforms. They will not get hurt by long falls.
* Forming Pillars:
Don't walk on them. You'll trip and be vulnerable to attack!
* Attacking with Psycho Bolts:
Press the primary fire button to standard bolts of energy. These can punch through stone as well as through enemies. If you break a stone and it contains a lightning capsule, you can power up your primary attack.
* Using the Psycho Balls:
Sometimes you'll find balls floating on the screen. If you grab them, then they will circle around Athena. By pressing the secondary fire button, you can launch them at your enemies. They can destroy anything in their path short of a boss or some of the later creatures. Your ammo is listed at the bottom of the screen, above your life count. Using psycho balls does drain some energy from Athena. The more energy you have, the more powerful the ball attack is. Psycho balls also act as a limited form of defense. The more energy you have, the faster they revolve around your character. They can block small projectiles and small flying creatures.
* Using the sword:
A sword is hidden in some blocks. When you get a sword, your shots will now pass through stone. You must walk up to a stone and hit it with the sword to break it (use the fire button). The sword lasts for a while (probably a set number of strikes). The sword may also be used against enemies at very close range.
* Becoming the Psycho Creature:
If your energy bar is full and you have collected lots of psycho balls, you should break stones until a green egg pops out. When you break the egg, a special item will appear that changes Athena into a phoenix (Kensu becomes a green dragon). The phoenix has a powerful breath attack and can ram enemies to kill them. The breath attack has no penalty for use, but you use energy whenever you ram an enemy or you get hit by a projectile. If your energy bar is not full, or you don't have enough psycho balls, the egg will release a large number of maggots. Therefore, try not to be close to an egg when you break it. If you're too close, the maggots will swarm you.
- SERIES -
1. Athena (1986)
2. Psycho Soldier (1987)
3. Athena - Full Throttle (2006, Mobile Phones)
- STAFF -
Staff: Kaori.S, Hamashin, Kooyan, John. Guso, Gon, Dachi, Kikuhen, R. Aran, Hachisuka, G. Iwasaru
- PORTS -
* CONSOLES:
Nintendo NES : Unreleased prototype
* COMPUTERS:
SInclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1988)
- SOURCES -
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Pipe Dream Update submitted by XtC
Pipe Dream (c) 1990 Video System.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.5795 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pipe Dream was released in October 1990 in Japan.
This arcade game is a port from an original computer game released by LucasArts in 1989 on the Atari ST (known as "Pipe Mania" in Europe).
- STAFF -
Sound composer : Naoki Itamura
Sound FX : K. Okuda
- PORTS -
* CONSOLES:
[JP] Nintendo Game Boy (jul.3, 1990) "Pipe Dream [Model DMG-PDA]"
[US] Nintendo Game Boy (sept.1990) "Pipe Dream [Model DMG-PD-USA]"
[US] Nintendo NES (sept.1990) "Pipe Dream [Model NES-4P]"
Nintendo NES [AU] (1991)
[JP] Nintendo Super Famicom (aug.7, 1992) "Pipe Dream [Model SHVC-PP]"
[EU] Sony PlayStation (mar.30, 2001) "Pipemania 3D [Model SLES-03400]"
[US] Sony PlayStation (oct.23, 2001) "Pipe Dreams 3D [Model SLUS-01409]"
[JP] Sony PlayStation (june.13, 2002) "Pipe Dreams 3D [World Greatest Hits] [Model SLPM-87045]"
[JP] Sony PlayStation [PSOne Classics] (mar.28, 2012) "Pipe Dreams 3D [World Greatest HIts]"
* COMPUTERS:
Commodore Amiga [US] (1989)
[EU] Commodore Amiga (1989) "Pipe Mania"
[US] Commodore C64 [EU] (1989) "Pipe Mania"
PC [MS-DOS] [US] (1989)
Sam Coupe [EU] (1990) by Enigma
[EU] Amstrad CPC (1990) "Pipe Mania"
[JP] NEC PC 8801 (1991)
NEC PC 9801 [JP]
PC [MS Windows 3.x] [US] (1991) "Microsoft Entertainment Pack 2" : re-released in 1994 as part of "The Best of Microsoft Entertainment Pack")
[JP] Sharp X68000 (nov.13, 1992)
Apple Macintosh [US] (oct.2001)
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Power Drift [Sit-Down model] Update submitted by XtC
Power Drift (c) 1988 Sega.
Power Drift is a fast-moving lap-based racing game in which players choose to race on one of five different circuits, each made up of five stages. The game's tracks have a 'roller-coaster' feel to them, with steep climbs, sudden drops and tight chicanes. It's also possible to fall from many of the higher, raised sections of a track, sending the car crashing to the ground below and losing valuable seconds. Each race takes place over four laps and players must finish in 3rd place or better to progress to the next stage. Finishing lower than third place results in a 'game over' but players can insert more credits to continue from the current stage.
In addition to its twisting, abstract courses, Power Drift also features a tilting axis; as players steer left and right, the screen display mirrors the controller's movements and tilts on its axis (in a fashion similar to another Sega game, "After Burner"). The game's difficulty level is determined by the type of car the player chooses to race with. The RED car (with bigger wheels) sets the difficulty level at 'easy', the BLUE car at 'normal', the ORANGE car at 'hard' and GREY car at 'hardest'.
The game's five circuits are labelled from A to E, with each having its own visual theme (for example, circuit A is city-based, circuit B desert-based, circuit C beach-based etc.)
The circuits and their corresponding stages are:
* Course A - Springfield Ovalshape, Foofy Hilltop, Snowhill Drive, Octopus Oval, Curry De Parl
* Course B - Swingshot City, Phantom Riverbend, Octangular Ovalshape, Charlotte Beach, Highland Spheres
* Course C - Bum Beach, Jason Bendyline, Nighthawk City, Zanussi Island, Wasteman Freefall
* Course D - Mexico Colours, Oxygen Desert, Jamie Road, Monaco Da Farce, Blow Hairpin
* Course E - Aisthorpe Springrose Valley, Patterson Nightcity, Lydia Rightaway, Bungalow Ridgeway, Karen Longway
"Power Drift" features two hidden bonus courses. Finishing in first place on all tracks of courses B and D will allow players will get to race a special track using the bike from Sega's classic 1985 racer, "Hang-On". Finish first on all five tracks of any given group (A to E) and players will get to race a special track using the jet from "After Burner".
Each course has its own theme song, and they are as follows:
Course A - Side Street
Course B - Like the Wind
Course C - Silent Language
Course D - Adjustment Mind
Course E - Artistic Traps
- TECHNICAL -
[Sit-Down model]
Sega Y-Board hardware
Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
Power Drift was released in August 1988.
Also released as "Power Drift [Deluxe Sit-Down model]".
Pony Canyon/Scitron released a limited-edition soundtrack album for this game (Power Drift & Mega Drive: G.S.M. Sega 2 - D28B0010) on 08/12/1988.
- TIPS AND TRICKS -
* The game's difficulty level is determined by the type of car the player chooses to race with. The RED car (with bigger wheels) sets the difficulty level at 'easy', the BLUE car at 'normal', the ORANGE car at 'hard' and GRAY car at 'hardest'.
* Press the START button while playing for a rear view. One thing to note is that Power Drift's gear change (from low to high, such as at the start of a race or after a crash) should be implemented much quicker than in other arcade racers.
* Extra bonus stages :
Finishing in first place on all tracks of courses B and D will allow players will get to race a special track using the bike from Sega's classic 1985 racer, "Hang-On".
Finish first on all five tracks of any given group (A to E) and players will get to race a special track using the jet from "After Burner".
* If you enter SEX on the high-score table, you will see the message DANGER DANGER.
If you enter the following intial on the high-score table with Brake & Start Button pressed, you will see the following messages (select one of two messages with gear):
SEX: LAKE YOU ? ME TOO ! & MACHINE T.K.G.!!
KEY: I LOVE MAKIKO. & I LOVE CYNDI.
TKG: I LOVE RAY CHAN. & I LOVE RIE CHAN.
GAK: SAKICHI !! KITARO !! & I LOVE CHISAKI !
OKA: I AM TALLER THAN T.K.G. ! & KIM SAN ISSHOU TUITE IKIMASU.
REE: HALLO !! LETS FIND ANOTHER MESSAGES. & ARE YOU M2C2 MENBER?
NAK: NIGASITA SAKANA WA DECOI.
AKI: LUCY IS MINE! & EMILY IS MINE!
MAT: DO YOU KNOW ELEPHANT SMELL??
SAD: I LOVE KAYURI CHINA & NS400 IS FARSTEST BIKE IN THE WORLD.
HIR: MUSIC DESIGN BY HIRO. & SOUND DESIGN BY MY DESHI.
- STAFF -
Designed by : Yu Suzuki (YU.)
Musics : Hiroshi Miyauchi
Sounds : (DESHI)
Staff : (SAD), (KOM), (OTA), (REE), (MAT), (LCY)
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (Apr. 13, 1990) "Power Drift [Model AS02002]"
Sega CD : Unreleased prototype
[JP] Sega Saturn (Feb. 26, 1998) "Power Drift [Sega Ages] [Model GS-9181]"
Sega Dreamcast [JP] (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
* COMPUTERS:
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Puzzle Bobble 4 Update submitted by XtC
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 on December 19, 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 (2001) "Bust-A-Move 4" : Unreleased
[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] Out Run Update submitted by XtC
Out Run (c) 1986 Sega Enterprises, Limited.
Out Run is a ground-breaking racing game in which the player drives a red Ferrari Testarossa through a number of colourful European locations, trying to reach each end-of-level checkpoint before the tight time limit expires.
Each of the game's stages is packed with civilian traffic that must be carefully avoided, as players try to negotiate the game's twisting, hilly roads.
At the end of every stage players are presented with a fork in the road, allowing them to chose which route they wish to take next. This was not the first time this feature had appeared (Tatsumi's 1983 racer, TX-1, was the first to introduce forked roads).
As well as being able to choose routes, players could also - via the game's "in-car radio" - choose one of three different catchy tunes to listen to while driving. The songs are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TECHNICAL -
[1] Standard Type
[2] Upright Type
- TRIVIA -
Released internationally on September 20, 1986.
Also released as:
"Out Run [Deluxe Type]".
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Soundtracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Feb. ??, 1992 - Outrun/SEGA S.S.T. [PCCB-00081] - Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
[JP] Nov. 19, 1997 - Yu-Suzuki produce Out Run [MJCAX-00004]
- TIPS AND TRICKS -
* Fastest route:
The fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message:
Right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at approx. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you approx. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by: Yu Suzuki (YU.)
Music by: Hiroshi Miyauchi (MIY)
From highscore table: Satoshi Mifune (Bin-Chan) (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* CONSOLES:
[JP] Sega Mark III (june.30, 1987) "Out Run [Model G-1326]"
[JP] NEC PC-Engine (Dec. 21, 1990) "Out Run [Model NAPH-1016]"
[JP] Sega Mega Drive (Aug. 09, 1991) "Out Run [Model G-4052]"
[JP] Sega Game Gear (Aug. 09, 1991) "Out Run [Model G-3213]"
[JP] Sega Saturn (Sep. 20, 1996) "Sega Ages: Out Run [Model GS-9110]"
[JP] Sega Dreamcast (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (may.27, 2004) "Sega Ages 2500 Vol.13: Out Run [Model SLPM-62447]"
Microsoft Xbox (2004) "OutRun 2" : as an unlockable
Nintendo Switch (Jan. 09, 2019) "SEGA AGES Out Run"
* COMPUTERS:
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
[EU] MSX (1988)
[JP] MSX 2 (Oct. 21, 1988) "Out Run"
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
PC [MS Windows, CD-ROM] (1999) "Sega Smash Pack"
* OTHERS:
[US] LCD large tabletop (1989) "Out Run [Model 7-928]"
Mobile phones (2002)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Out Run 2 Update submitted by XtC
Out Run 2 (c) 2003 Sega.
Spectacular sequel to the original Out Run from 1986 with modern graphics and additional gameplay modes.
- TECHNICAL -
Runs on the Sega "Chihiro" Hardware.
Players: 1
Control: Steering wheel
Pedals: 2 (Accelerator and break)
Gear shift
- TRIVIA -
Released in December 2003.
AM2 Mix released a limited-edition soundtrack album for this game (Out Run 2 Sound Tracks - AMMX-2003) on 21/01/2004.
- TIPS AND TRICKS -
* Change Car Color (Single Player Only) : To change the color of your car, hold down the brake while shifting gears (either direction changes color once) in the car selection screen.
* Force Quit : During the race, stop the car completely and hold down the brake, view change and gear up. The game will bring up a yes and no question. Choose yes and the game end. You can only do this once in each game. If you choose no and resume game, you cannot force quit anymore until the game is over.
Note : The force quit won't work if you have less than 8 seconds on the remaining time. This trick was tested on a single player mode.
* No Handicap Mode (VS mode only) : This code can be entered in the Car Selection or Song Selection screens. All players must step on the Brake pedal and Shift up at the same time. The best way to make this work is just to get all players to hold the brake pedal and shift up and down constantly until a No Handicap box appears at the right.
Note : Shift up is gear up and it means to move the shift knob down. This trick also can be entered after real players mode is activate or vice versa.
* Real Players Only (VS mode only) : This code can be entered in the Car Selection or Song Selection screens. All players must hit the View Change button and Shift Down at the same time. The best way to make this work is just to get all players to tap the view change button and shift up and down constantly until a real players only box appears at the right.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by : Hiroshi Masui
Produced by : Yu Suzuki (YU.)
- PORTS -
* CONSOLES:
[JP] Microsoft XBOX (Jan.2005) "OutRun 2 (First Limited Edition) [Model V3N 00001]" : Also includes "OutRun2 Sound Tracks - SIDE B -"
[JP] Microsoft XBOX (Jan.2005) "OutRun 2 [Model V3N 00002]"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Mutation Nation [Model NGM-014] Update submitted by XtC
Mutation Nation (c) 1992 SNK [Shin Nihon Kikaku].
Two lone warriors with an array of special mutant powers attempt to restore order to this futuristic wasteland.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-014
[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player (2 usables)
=> [A] Attack/Special Attack [B] Jump
- TRIVIA -
Mutation Nation was released in March 1992.
- TIPS AND TRICKS -
The game includes different items which change the special attack :
* A : Spirit attack
* B : Explosion attack
* C : Thunder god's attack
* D : Tornado attack
* Golden : Deathblow (can be used only one time, after this the item disappears)
- STAFF -
Producer : Eikichi Kawasaki
Planner : Ishimotti
Programmer : Ooisaurus
Sound : Masahiko Hataya (Papaya)
Designers : Mioshi, Yokosuka!!, A. Miyazaki, 1610,last!!, Sk, Yumo, Tajiyan, J. Mikami
Special Thanks : Takashi Nishiyama (Nishiyama), Tama, Y. O, Yuki, Akira Goto, Jojoha Kitapy (Jojouha Kitapy)
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo CD (apr.17, 1992) "Mutation Nation [Model NGH-014]"
[US] SNK Neo-Geo CD (apr.17, 1992) "Mutation Nation [Model NGH-014]"
[JP] SNK Neo-Geo CD (feb.25, 1995) "Mutation Nation [Model NGCD-014]"
[US] SNK Neo-Geo CD (feb.25, 1995) "Mutation Nation [Model NGCD-014E]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Metal Slug - Super Vehicle-001 [Model NGM-201] Update submitted by XtC
Metal Slug - Super Vehicle-001 (c) 1996 Nazca.
A scrolling 'run-and-gun' platform game for one or two players, Metal Slug is a humorous parody of war and specifically of World War II and the Nazis.
The game features six enemy-packed levels, referred to as 'missions'. Players start the game armed only with a pistol, but extra weapons can be picked up and used for greater firepower. Also, at certain points during a level players will find an unused 'Super Vehicle-001' - or Metal Slug - tank which can be entered and driven. The Metal Slug is slow-moving but has very powerful weapons. If the Slug takes too many hits it will break down and start to flash, the player must then quickly exit the vehicle before it explodes. The enemy troops also have vehicles at their disposal, such as tanks, boats and helicopters.
The levels are littered with bearded hostages who, when rescued, award players with either points bonuses (in the form of medals) or weapon power-ups. Available weapons are Heavy Machine Gun, Flame Shot, Rocket Launcher and Shotgun. Hand grenades are also available.
Each level ends with at least one large enemy 'Boss' vehicle that takes many hits to destroy. Once the boss has been destroyed, bonus points are awarded for each prisoner rescued. Further bonus points are awarded if the player's Metal Slug vehicle has survived the boss battle.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-201
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug was released in April 1996.
Etymology of 'Metal Slug': Meeher, the lead designer of the game for Nazca, wanted to create an armored fighting vehicle that could crawl on the ground like a 'slug'. The word 'metal' in the title indicates that the vehicle is mechanical. Initially, players considered the title to be "not good enough". Meeher later joked about the title, saying "Maybe I don't make much [sic] of a sense?"
Slugs in Metal Slug sequels included animals (usually only the Vulcan cannon mounted on the animal, with a cannon attachment occasionally available), planes and other vehicles that did not fit Meeher's original definition.
While being an obvious parody of World War II and the Nazi regime (the rebel army's flag is a deliberate pastiche of the Nazi "Swastika"), Metal Slug also lampoons 'Full Metal Jacket' and 'MASH'. General Morden, the rebel army's evil general, is a parody of Saddam Hussein.
Just as the two main heroes (Marco & Tarma) appear in every chapter in the Metal Slug series, General Morden & Allen O' Neill (the machine gun wielding, trash mouth-talking, buffed soldier) are the series' classic main villains.
The tank in Metal Slug was inspired by the tank: Dominio Tank Police (1988). The tank in this anime is called Bonaparte and is piloted by Leona Ozaki.
Cliff Reese holds the official record for this game with 2,683,030 points on March 8, 2011.
The same team that created Metal Slug had previously created a handful of games for Irem, most of which featured very similar graphics and gameplay. "Cyber Lip" (1990) had some of the core developers as the original Metal Slug. "Gunforce" (1991) and "In the Hunt" (1993) had noticeably similar gameplay, with graphics that bear a slight resemblance to Metal Slug. "Gunforce 2" (1994) not only had similar gameplay but the sounds of dying soldiers were almost exactly the same as Metal Slug. Because of this, some fans refer to Gunforce 2 as "Metal Slug Zero".
- TIPS AND TRICKS -
* Metal Slug features a 'blood ON' option (soldiers squirt blood when shot, instead of water). This can be activated via the 'Setting The Soft Dip' option in the game's dip switch menu.
* When you parachute into the level at the start of a mission, press B to make the parachute disappear, allowing your character to drop to the ground more quickly.
* Don't waste ammo. Metal Slug requires some thinking and shooting indiscriminately is not the best way to play this game.
* Don't waste special weapons on shields. Shielded soldiers will throw their shields aside when they need to fire, so shoot at them only at this instant. Or use your knife if you manage to get close enough.
* Use your knife against lone enemies. There is no need to waste ten rounds of your Heavy Machine Gun on a single enemy soldier.
* When Metal Slug is dangerously low on health (but not so low that you are forced to leave it), use the frontal attack to inflict major damage.
* Whenever you jump out of the slug, you are invincible for a brief amount of time. This is especially useful against the blue mortars, since they can't be avoided. Note, however, that there is no period of invincibility when you jump back into the slug.
* There is apparently no 'reload time' when you throw grenades or rockets. The rate depends on how many of either are currently on-screen so if you are close to an enemy, the rate will be negligible. You may use this trick against some bosses and in any other situation to pass through unscratched.
* The best way to earn points in to rescue hostages, but this can be tricky. The first problem is finding them, the second is to stay alive to the end of the mission to get credit for your rescues.
As well as the easily-spotted hostages that litter the levels, there are also numerous hidden hostages:
MISSION 1 (hostages: 10):
Two pairs of are hostages hidden in the two waterfalls just before you get to the boss. Just blast the tops of the waterfalls and they will fall.
MISSION 2 (hostages: 12):
Blast down at the green bush underneath the bridge just before you reach the mid level boss (large tank on rails above you) and three secret prisoners will come running in your direction.
MISSION 3 (hostages: 15):
There are secret hostages hidden within the two large trees that you can blast down in the section where you have the Metal Slug tank. These seem to be random, just try blasting those trees down and sometimes they appear.
There are hidden hostages that drop down from the sky when you are fighting the end of level boss; just don't kill the boss until they have all appeared.
MISSION 4 (hostages: 20):
Just after you have got the Metal Slug tank at the beginning of the level, blast the ceiling of the bar just above the light/lampshade high up on the wall at the entrance of the bar.
At the end of level bosses you can either blast in the top right hand corner of the cave to get three hidden hostages OR blast the far bottom left hand corner for three hidden hostages. It is not possible to get both of these groups. You can only get one or the other.
MISSION 5 (hostages: 13):
Blast the first and second houses and two hostages will appear.
Fire at the top of the first and second trees in the stage in between the shops and houses. The first tree yields three POW's and the second only two.
Blast the undercarriage of the end of level boss after it has lifted up on stilts to get three extra prisoners who also provide useful power ups.
MISSION 6 (hostages: 25):
At the beginning, shoot above you to find one prisoner.
Destroy the big pack of rocks to deliver one POW.
Blast the small white cloud above you just after the boat you are on has run ashore to get two hidden hostages.
When you're out of the boat, go left in the water to find some points.
POWs appear on screen during the fight with the final boss, if you shoot in the top right corner.
* Beat the game in two players mode to view a different ending sequence.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Designers : Akio, Susumu, Max.D, Tomohiro, T. Okui, Kozo
Planners : Meeher, Hire-Nag
Sound : Hiyamuta (Hiya!), Jim
Programmers : Hamachan, Andy A. Kurooka, T. Yokota, H. Yamada, Pierre
- PORTS -
* CONSOLES:
SNK Neo-Geo CD (1996)
Sony PlayStation (1997)
Sega Saturn (1997)
Sony PSP (2006) "The Metal Slug Collection"
Nintendo Wii (2006) "The Metal Slug Collection"
Sony PlayStation 2 (2006) "The Metal Slug Collection"
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)
* COMPUTERS:
PC DVD-ROM (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.