Accepted [+] [X] Mortal Kombat 3 Update submitted by XtC
Mortal Kombat 3 (c) 1995 Midway Mfg. Co.
Succeeding in taking over the Earth realm, Shao Kahn takes all the human souls on Earth as his own. To stop the Outworld realm from totally merging with the Earth realm, a few Earth warriors were chosen to have their souls protected from Shao Kahn in order to defend the Earth realm in a new Mortal Kombat tournament. 14 digitized characters fight to overthrow Shao Kahn and his Centaur lieutenant Motaro.
- 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 -
Mortal Kombat 3 (MK3) was released in March 1995 in USA.
MK3 was the first Mortal Kombat game to have bi-level battlefields, which lets players uppercut their opponent to the level above them when fighting on certain levels.
MK3 was also the first Mortal Kombat arcade game that did not include Scorpion, and, according to series co-creator Ed Boon, the last.
MK3 also introduced the RUN button, accompanied by a RUN meter, allowing the character to run. This was primarily to address concern from fans who thought that the previous games gave too much of an advantage to the defending player.
MK3 introduced the Kombat Kodes, which were 6 digit codes entered at the VS screen in a 2-Player game to modify gameplay, fight hidden characters or display certain text messages.
MK3 also introduced the Ultimate Kombat Kode, which was a 10 digit code that could be entered after a game was over in single player mode. If the correct code was entered, Smoke would become a permanent playable character on the character select screen. The arcade owner, however, could reset this code by accessing the game's diagnostic menu by hitting a DIP switch within the MK3 cabinet.
MK3 introduced the chain combos, also known as dial-a-combos (many other fighting games at the time had similar combo systems). These supplement the existing juggle combo system, but critics contend that dial-a-combos are redundant and needlessly add to the learning curve of the game.
MK3 introduced the long-rumored Animality, where the character transforms into an animal in order to kill their opponent.
MK3 also introduced 'Mercy', allowing a beaten foe to recover a sliver of life and continue fighting. This was necessary to perform an Animality.
MK3 was the first game of the series to use distinct blood colors depending on the character; the human characters and Shao Kahn had traditional red blood, Sheeva, and Motaro had green blood, while the three robotic ninjas had black blood.
MK3 was the first game of the series to have a playable Shokan character; Sheeva possessed unique corpse spirits (skeletons, etc.) that other player characters shared.
MK3 was also the first Mortal Kombat arcade game to feature player-selectable difficulty; previous games' difficulty settings were set by the machine operator.
It was the first Mortal Kombat game to feature Sub-Zero unmasked.
The early names for the Graveyard and the Bell Tower stages were 'The Boonyard' and 'Tobias Tower', respectively, but criticism regarding the oversaturation of Boon's and Tobias' names in the game soon surfaced, resulting in both levels being quickly renamed with their generic descriptions.
Many of the new characters weren't officially named till late in the production of the game. During production, Sektor and Cyrax's names were Ketchup and Mustard (respectively), due to their coloration, while Sindel bore the odd moniker of Muchacha and The Bride. Kabal, meanwhile, was nicknamed Sandman possibly due to Kabal's inspiration coming from the Tusken Raiders of Star Wars fame. At some point, it has also been rumored that Sektor and Cyrax are, in fact, Scorpion and Reptile, who were forced to transplant their souls from their original physical bodies into mechanical substance and act like a supreme clade of Outworld robot warriors. When "Ultimate Mortal Kombat 3" came out, these proved to be false.
The Graveyard stage contains gravestones with the last names of MK3's entire design team: Ed Boon, John Tobias, Dan Forden, John Vogel, Tony Goskie, and Dave Michicich. For each round, four of these names will appear randomly on each of the four closest gravestones. Each gravestone also has each person's date of birth as well as the "alleged" date they died, which is April 1, 1995, the day the first version of MK3 was released in the arcades. A gravestone in the background can also be seen reading "Cage", making reference to Johnny Cage being deceased (at the time).
Originally, the character Kurtis Stryker was supposed to appear in MK1, but was scrapped early in the development process when beta tests revealed a player interest in a female character in the game, which led to Sonya replacing Stryker. In MK2, Kurtis Stryker almost made it to the final game, but finally had his name changed to... Jax. For MK3, a new Kurtis Stryker is created and is finally made part of a MK game.
The head that occasionally appears after an uppercut or combo and says 'Toasty' is the digitized head of Dan Forden who worked on the sound and music for the game.
Smoke's icon is a version of Sektor's icon.
Midway / Toasty Productions released a limited-edition soundtrack album for this game (Musik: MK3 & MK4 Arcade Video Game Soundtrack) on January 1, 1997.
- UPDATES -
PROTO 4.0 :
* AAMA warning in black.
* Shao Kahn just falls over when defeated.
* No ending credits.
* Computer only does combos for finishing moves.
* Motaro could be frozen by Sub-Zero.
* Motaro and Shao Kahn turn white when frozen.
REV. 1.0 :
* AAMA warning in black and blue.
* Animalities added for Sindel, Kabal, Cyrax and Sektor.
* Kano's fatalities have been changed.
* Galaxian game added.
* Vs. codes have been changed.
* Winning streak added.
* Ultimate Kombat Kode added.
* Subway and Shao Kahn Tower (Bell Tower) stage fatalities added.
* Credits listed.
* Performing Kabal's animality without a mercy resets the game.
* Computer does fatalities.
* Motaro could be frozen by Sub-Zero.
REV. 2.0 :
* Computer intelligence increased.
* Main Story Plot added.
* More blood added.
* Finishing moves have been changed.
* Babalities added.
* Friendships added.
* Combos altered.
* Shao Kahn's death altered.
* Movie Promo added.
* Antony Espindola included in the credits.
* Sub-Zero can no longer freeze Motaro.
* Smoke's finishing moves added.
* Hidden Portal stage added (used only when fighting against Smoke before the Ultimate Kombat Kode is entered).
* Shao Khan looks normal when frozen, instead of white.
REV. 2.1 :
* Computer intelligence increased. Computer used to get caught by players who would jump "behind" the computer's character and preform a combo move.
* Damage on some combos lowered (Sub-Zero, Kabal).
* Smoke stays in memory after Ultimate Kombat Kode is entered (Smoke will be erased in earlier versions should the game reset to factory default settings).
* Cyrax's double fatality glitch removed.
* Fixed bug that would allow players to start a free game if they tapped on the start buttons while Kano and Kabal appeared on screen during the ending credits.
* Fixed bug that would sometimes place machines into Free Play mode after the Ultimate Kombo Kode was entered.
* Fixed bug with Kabal that would reset the game if a player held down high punch for 2 seconds then pressed towards and down and released high punch.
* "Maximum Credits" message is printed in a different position on screen. Previously "Maximum Credits" overlayed existing text on the screen. Now it is on the top of the screen which does not interfere with any other existing text.
* Fixed bug where Kabal would sometimes block in the air and walk in the air.
- 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 from the 2P entries :
Play as Smoke - 10902-22234
* Kombat Kodes : Kombat Kodes are entered at the 2 player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (1P side) LP BL LK (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. A message will appear when the match begins to confirm correct code entry...
466-466 - Unlimited run
688-422 - Dark Kombat
985-125 - Psycho Kombat
460-460 - Randper Kombat
020-020 - Blocks disabled
033-000 - Player 1 Half Power
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
969-141 - Winner fights Motaro
033-564 - Winner fights Shao Kahn
205-205 - Winner fights Smoke
642-468 - Play Galaga
769-342 - Winner fights Noob Saibot
987-123 - No life bars
100-100 - Throwing disabled
987-666 - Hold Flippers during casino run
* Double Stage (If a character is uppercutted, they will fly up to the other stage) :
Subway => Street
Bank => Rooftop
Soul Chamber => Balcony
* Random Select : To have the computer randomly select your character, press Up+Start on your side (player 1 on Shang Tsung and player 2 on Liu Kang).
* Fatality - SHANG TSUNG :
1a. (close) hold LP, Down, Forward(x2), Down, and release LP - Tsung creates a bed of spikes and throws the opponent onto them.
1b. (REV 1.0) hold LP, Down, Forward, Down, Forward, and release LP.
2. (close) hold LP, Run, Block, Run, Block, and release LP - Tsung levitates the opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.
* Fatality - SINDEL :
1. (jump distance) Run(x2), Block, Run, Block - Sindel coils her hair around the opponent. She then pulls her hair back, causing the opponent to go into a violent spin, sending blood and body parts everywhere.
2. (close) Run, Block(x2), Run+Block - Sindel screams at the opponent, causing the opponent's skin to fly off.
* Fatality - JAX :
1a. (close) Hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades. He then cuts the opponent to pieces.
1b. (REV 1.0) hold Block, Forward, Down, Back, Up, Forward, and release Block.
2a. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on his opponent.
2b. (REV 1.0) Run(x3), Block, LK.
* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, and release LP - Kano pulls the opponent's skeleton out through their mouth.
2. (jump distance) LP, Block(x2), HK - Kano fires a laser from his eye that heats up the opponent until they explode.
* Fatality - LIU KANG :
1a. (jump distance) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on the opponent as fire. The opponent is reduced to a burning skeleton.
1b. (REV 1.0) Forward(x3), Back, Forward, LK.
2a. (anywhere) Up, Down, Up(x2), Run+Block - Liu Kang disappears and a Mortal Kombat machine falls on the opponent.
2b. (REV 1.0) hold Block, Up(x3), Run+Block.
* Fatality - SONYA BLADE :
1a. (jump distance) Back, Forward, Down(x2), Run - Sonya blows a kiss at the opponent, turning him into a burning skeleton.
1b. (REV 1.0) Down(x2), Forward, LK.
2. (far) hold Block+Run, Up(x2), Back, Down, and release Block+Run - Sonya blows a pink bubble at the opponent. The opponent is engulfed in the bubble, which eventually collapses, crushing them.
* 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 - SMOKE :
1. (far) Up(x2), Forward, Down - 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 the opponent's throat, causing them to explode.
* Fatality - SUB-ZERO :
1a. (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.
1b. (REV 1.0) Down, Forward, Down, Forward, LP.
2a. (jump distance) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes his opponent. They fall over and shatter.
2b. (REV 1.0) Down, Forward, Back, HK.
* Fatality - CYRAX :
1a. (anywhere) Down(x2), Up, Down, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on his opponent.
1b. (REV 1.0) Up(x3), Down, HP.
2a. (close) Down(x2), Forward, Up, Run - Cyrax self-distructs, taking his opponent with him.
2b. (REV 1.0) Forward, Back, Down, Up, Forward, Down, Run.
* Fatality - SEKTOR :
1a : (jump distance) LP, Run(x2), Block - Sektor crushes his opponent in a huge clamp.
1b. (REV 1.0) Back(x3), HK.
2. (jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on his opponent.
* Fatality - NIGHTWOLF :
1a. (close) hold Block, Up(x2), Back, Forward, release Block, Block - Nightwolf causes a great light to engulf his opponent, which disintegrates them.
1b. (REV 1.0) Down, Forward(x2), HK.
2a. (jump distance) Back(x3), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes his opponent.
2b. (REV 1.0) Back(x3), HP.
* Fatality - SHEEVA :
1a. (close) Forward, Down(x2), Forward, LP - Sheeva pounds her opponent into the ground like a nail.
1b. (REV 1.0) Forward(x3), LP.
2a. (close) hold HK, Forward, Back, Forward(x2) and release HK - Sheeva rips all her opponent's skin off.
2b (REV 1.0) hold HK, Forward(x3), and release HK.
* Fatality - KUNG LAO :
1. (close) 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 :
1a. (jump distance) Down(x2), Back, Forward, Block - Kabal plugs his respirator into his opponent. Their head inflates and they float off the screen where they explode.
1b. (REV 1.0) Back(x2), Forward, Down, Block.
2. Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at his opponent. His opponent is so frightened that their soul jumps out of their body.
* Fatality - STAGE :
1) Shao Kahn Tower (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.
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
SINDEL : Down(x3), LP
JAX : Down, Forward, Down, LP
KANO : Hold Block, Up(x2), Back, Release Block, LK
LIU KANG : Run, Block(x2), LK
SONYA BLADE : Forward(x2), Down, HP
KURTIS STRYKER : hold Block, Forward, Up(x2), Release Block, HK
SMOKE : Forward(x2), Down, LK
SUB-ZERO : Back, Down, Forward(x2), HK
CYRAX : Run, Block, Run
SEKTOR : Run(x3), Down
NIGHTWOLF : Run(x2), Block
SHEEVA : Down, Forward, Down, Forward, LP
KUNG LAO : Down(x2), Forward(x2), LK
KABAL : Block(x2), HK
* Finish Him/Her - Mercy : (Anywhere) Hold Run, Down(x3), and release Run.
* Finish Him/Her - Animality (After Mercy) :
SHANG TSUNG : (jump distance) hold HP, Run(x3), and release HP - Tsung tunrs into a large green cobra and devours his opponent.
SINDEL : Forward, Up, HP - Sindel turns into a purple wasp and carries her opponent off while stinging them.
SINDEL : (REV 1.0) Forward(x2), HP.
JAX : (close) hold LP, Forward(x2), Down, Forward, and release LP - Jax turns into a yellow lion and pounces on his opponent.
KANO : (close) hold HP, Block(x3), and release HP - Kano turns into an orange spider and crushes his opponent.
LIU KANG : (jump distance) Down(x2), Up - Liu Kang turns into a giant green dragon and bites his opponent in half.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, and 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.
KURTIS STRYKER : (demi jump distance) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites his opponent in half.
SMOKE : (jump distance) Down, Forward(x2), Block - Smoke turns into a black bull and rams his opponent off the screen.
SUB-ZERO : (close) Forward, Up(x2) - Sub-Zero turns into a blue polar bear and pounces on his opponent.
CYRAX : (close) Up(x2), Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind his opponent and eats them.
CYRAX : (REV 1.0) Up(x2), Down.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to his opponent and decapitates them.
SEKTOR : (REV 1.0) (close) Down(x2), Up.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on his opponent.
NIGHTWOLF : (REV 1.0) Down(x2).
SHEEVA : (close) Run, Block(x3), Block - Sheeva turns into a giant purple scorpion and stings her opponent, causing them to explode.
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, and release HP - Kabal turns into a green skeleton of a rhinoceros and butts his opponent into the air.
KABAL : (REV 1.0) hold HP 3 seconds, and release.
* Finish Him/Her - Babalities (don't use Block during the last round) :
SHANG TSUNG : Run(x3), LK.
SINDEL : Run(x3), Up.
JAX : Down(x3), LK.
KANO : Forward(x2), Down(x2), LK.
LIU KANG : Down(x3), High Kick.
SONYA BLADE : Down(x2), Forward, LK.
KURTIS STRYKER : Down, Forward(x2), Back, HP.
SMOKE : Down(x2), Back(x2), HK.
SUB-ZERO : Down, Back(x2), HK.
CYRAX : Forward(x2), Back, HP.
SEKTOR : Back, Down(x3), HK.
NIGHTWOLF : Forward, Back, Forward, Back, LP.
SHEEVA : Down(x3), Back, HK.
KUNG LAO : Down, Forward(x2) HP.
KABAL : Run(x2), LK.
* Finish Him/Her - Friendship (don't use Block during the last round) :
SHANG TSUNG : (close) LK, Run(x2) Down - Tsung turns into the character from "Joust" and hops off.
SINDEL : Run(x5), Up - Sindel kicks a ball over her opponent and makes a 'Goal' sign. She then says, 'That was fun!'.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
LIU KANG : Down(x3), Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
SONYA BLADE : Back, Forward, Back, Down, Run - Sonya does 'Elbow Sex' with herself??
KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants run by and Stryker directs them to the other side.
SMOKE : Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
SUB-ZERO : (anywhere) LK, Run(x2), Up - Sub-Zero engulfs himself in a snowman.
CYRAX : Run(x3), Up - Cyrax does a little dancing.
SEKTOR : Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
NIGHTWOLF : Run(x3), Down - Nightwolf turns into Raiden. A "Mortal Kombat II" machine falls behind him. At the bottom of the screen are the words : "I have never seen a Kano transformation!", OR "No, but I know how to do a Raiden transformation!".
SHEEVA : Forward(x2), Down, Forward, HP (Hold joystick forward when pressing High Punch) - Sheeva holds a stick in each hand and balances a plate on each.
KUNG LAO : 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 : Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.
- 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 -
Software : Ed Boon
Graphics : John Tobias, Steve Beran, Tony Goskie, Dave Michicich, John Vogel
Sound and music : Dan Forden
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault
Hardware designers : Pat Cox, Steve Correll, Ray Gay, Mark Loffredo, John Lowes, Ray Macika, Cary Mednick, Steve Norris
Senior hardware technicians : Sheridan Oursler, Al Lasko, Jeff Peters
Sales and marketing : Joe Dillon, Rachel Davies, Lenore Sayers, Mark Chan, Roger Sharpe
Grunts, Screams, Groans and Gibberish : John Hey, Peg Burr, Dan Forden, Ann Mazza, Vince Pontarelli, Ed Boon
Game testers / Analysis : Mike Vinikour, Eddie Ferrier
* CAST :
Kano, Kabal : Richard Divizio
Sonya : Kerri Hoskins
Jax : John Parrish
Stryker : Michael Obrien
Liu Kang : Eddie Wong
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita
Sub-Zero, Shang Tsung : John Turk
Sindel : Lia Montelongo
Shao Kahn : Brian Glynn
Kung Lao : Tony Marquez
Voice of Shao Kahn : Steve Ritchie
- PORTS -
* CONSOLES:
[US] Sega Genesis (1995) "Mortal Kombat 3 [Model T-97116]"
[EU] Sega Mega Drive (1995) "Mortal Kombat 3 [Model T-81536-50]"
Sega Mega Drive [BR] (1995) "Mortal Kombat 3 [Model 050010]" by Tec Toy
[EU] Nintendo SNES (1995) "Mortal Kombat 3 [Model SNSP-A3MP-EUR]"
[US] Nintendo SNES (oct.1995) "Mortal Kombat 3 [Model SNS-A3ME-USA]"
[US] Sony PlayStation (oct.7, 1995) "Mortal Kombat 3 [Model SCUS-94202]"
[EU] Sony PlayStation (nov.1995) "Mortal Kombat 3 [Model SCES-00060]"
[JP] Sony PlayStation (june.14, 1996) "Mortal Kombat 3 [Model SIPS-60006]"
Sega Master System [BR] (1996) "Mortal Kombat 3 [Model 028730]" by Tec Toy
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2"
[US] Microsoft XBOX (oct.11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]"
Nintendo GameCube [US] (oct.11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]"
[US] Sony PS2 (oct.11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]"
[EU] Microsoft XBOX (oct.29, 2004) "Midway Arcade Treasures 2"
[EU] Sony PS2 (oct.29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
* HANDHELDS:
Atari Jaguar : Unreleased prototype
[EU] Nintendo Game Boy (1995) "Mortal Kombat 3 [Model DMG-A3MP-EUR]"
[US] Nintendo Game Boy (nov.1995) "Mortal Kombat 3 [Model DMG-A3ME-USA]"
[EU] Sega Game Gear (1996)
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
PC [MS-DOS, CD-ROM] [US] [EU] (1996)
[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
* OTHERS:
Tiger R-Zone [US] (1996)
- SOURCES -
Game's manual.
Game's picture.
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] Metal Hawk Update submitted by XtC
Metal Hawk (c) 1988 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : MH
Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Metal Hawk was released in September 1988.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.
- STAFF -
Producers : K. Sawano, K. Tashiro
Game designer : Hajime Nakatani
Game programmer : A. Yuhara
Visual designers : T. Ishikawa, H. Kikuchi, K. Iwaida, W. Yanagawa
Music & Sound effects : Shinji Hosoe, Kazuo Noguchi
Electrical enginnering : M. Yamada, O. Morita
Drive program : T. Inui
PCB designer : T. Okada
Cabinet designer : Y. Nakauma
Mechanical engineering : S. Karino, H. Igarashi, T. Imai, S. Kanebako, H. Tatsumi
- PORTS -
* CONSOLES:
Sega Mega-CD : Unreleased prototype
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Metal Black Update submitted by XtC
Metal Black (c) 1991 Taito Corp.
Earth is under attack from an alien race from the 'Nemesis' region of space, and human civilisation now stands on the brink of collapse. The invaders have utilised energy molecules - known to earth scientists as 'Newalones' - to create powerful beam weapons with which to attack Earth. In response, Earth's scientists have developed the 'Black Fly' project; a powerful space craft that utilises the same Newalone molecule technology of the alien aggressors.
Metal Black is a very playable sideways scrolling shoot-em-up which manages to feel different to other games in the genre, due to the fact that it lacks a a player-definable weapon power-up system. Instead of collecting items that provide extra speed, different weapons etc. players must collect the clusters of 'Newalone' molecules that float around each level. These molecule clusters will gradually increase the player ship's firepower.
As long as the Metal Black ship has sufficient firepower, players can activate the 'Beam Weapon', which generates a powerful energy beam that destroys everything it comes into contact with. The Beam Weapon will only last for a few seconds and its use will reduce the ship's energy levels. Once the Beam weapon de-activates, Metal Black will have vastly reduced firepower for its forward-firing laser cannon. Players must once again collect the Newalone molecule clusters to build up the ship's firepower.
- TECHNICAL -
Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System (also known as the Taito F1 System).
Prom Stickers: D12
Players: 2
Control: 8-way joystick
Buttons: 3
- TRIVIA -
Metal Black was released in September 1991. It was a great shoot them up game, but it didn't had the success it merit since it was published at same time of Capcom's "Street Fighter II - The World Warrior".
Metal Black was originally planned to be "Gun Frontier 2", but somewhere in the middle of development, the programmers decided that it had to be a different, unrelated game. Metal black's original storyline was too gloomy. Taito's supervisor rejected the original game project. Also, the original plan was to make a 2-screen game like Darius.
This was Taito's first game to show the title of the tune which plays for each stage at the start of each one.
Moriyama Yoshihiro (See Staff section for more info) is the chief of G.rev (makers of "Border Down" in 2003).
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '***'.
Metal Black was awarded by the Gamest Game music section.
The companion star in the story is based on the Nemesis hypothesis as the source of Earth's most notable extinctions.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Black - PCCB-00079) on January 1, 1992.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 4, 1999.
- TIPS AND TRICKS -
* INSTRUCTIONS:
- Press the Fire button to shoot a beam.
- Press and hold the MAX Beam button to shoot a converging beam.
- If your beam level is at maximum, release the MAX Beam button to shoot a spreading beam for greater destructive power.
- Collecting Newalone molecules increases the strength of both your normal and your MAX beam.
- Some enemies also collect Newalone and can fire MAX beams at you. Fire your MAX beam against an enemy MAX beam to create an energy interaction which can cause massive amounts of damage to your enemy - if your beam is stronger.
* LEVELS SELECT:
Boot machine with service switch pressed.
Message appears: SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears: SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- SERIES -
1. Gun & Frontier (1991)
2. Metal Black (1991)
- STAFF -
Producers : Senba Takatsuna, Hori Takamasa
Game designers : Senba Takatsuna, Hori Takamasa, Kuroki Naoya, Ohno Tomohiro, Seguchi Takashi, Mizobe Kumi, Watanabe Yasuhisa, Jun Sawaki, Katsuhisa Ishikawa
Art directors : Senba Takatsuna, Ohno Wepokichi
Programmers : Tarabar, Kuroki Naoya, Seguchi Takashi
Hardware engineers : Jun Sawaki, Takeda Tomio
Decorator : Kumi Mizobe
Sound (Zuntata) : Yasuhisa Watanabe (Yack.), Ishikawa Babio
Bit pattern : Moriyama Yoshihiro, Tanaka Kuniaki, Nakahara Yoshikatsu, Tsuneoka Masatoshi, Vap-Awave
Cast : Ho Lee Chan, Zuntata, John Neianik 8th, Sakou Menme (director's cat)
- PORTS -
Note : The PS2 version has a bug that breaks the control system - in the original, you could press the super button and hold it down for a directed blast. The XBOX version does not suffer from the aforementioned bug, and plays as you would expect.
* CONSOLES:
Sega Saturn (may.24, 1996) "Metal Black [Model T-19902G]"
[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]"
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]"
* COMPUTERS:
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
- SOURCES -
Game's ROM.
Accepted [+] [X] Mega Man 2 - The Power Fighters [Blue Board] Update submitted by XtC
Mega Man 2 - The Power Fighters (c) 1996 Capcom.
North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman 2 - The Power Fighters [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Europe]
- SERIES -
1. Mega Man - The Power Battle [CP-S No. 31] (1995)
2. Mega Man 2 - The Power Fighters [CP-S II No. 17] (1996)
- PORTS -
* CONSOLES:
[US] Nintendo GBA : Release cancelled
Nintendo GameCube [US] (2004; "Mega Man Anniversary Collection [Player's Choice] [Model DOLG60E]")
Nintendo GameCube [US] (june.22, 2004; "Mega Man Anniversary Collection [Model DOLG60E]")
Sony PS2 [US] (june.22, 2004; "Mega Man Anniversary Collection [Model SLUS-20833]")
[US] Microsoft XBOX (mar.15, 2005; "Mega Man Anniversary Collection")
- SOURCES -
Game's ROM.
Accepted [+] [X] Marble Madness Update submitted by XtC
Marble Madness (c) 1984 Atari Games Corporation.
Marble Madness is an abstract maze game for one or two players. The game's goal is to guide a small glass marble over a three-dimensional maze and reach the finish line before the level's timer has expired. Any seconds that remain on the timer when the finish line is crossed are carried over to the next level.
As well as having to negotiate the marble over treacherous walkways and ramps, numerous obstacles and unfriendly creatures will try to slow the marble's progress or knock it over the edge of a platform, wasting yet more precious seconds until a replacement marble appears. The two-player game has players competing to reach the goal first.
Marble Madness features six different mazes. The race names are:
1. Practice
2. Beginner
3. Intermediate
4. Aerial
5. Silly
6. Ultimate
- TECHNICAL -
Game ID : 136033
Runs on the "Atari System 1" hardware.
Players : 2
Control : trackball
- TRIVIA -
Marble Madness was released in December 1984.
Marble Madness was the first game to run on the new Atari System 1 hardware and was the perfect showcase for Atari to demonstrate the technical superiority of its new arcade architecture. It was also the first game to feature such impressive and cleanly rendered pseudo 3-D Graphics. The original design brief called for the trackball to be motorized and synchronize its spin with that of the marble, to simulate inertia.
Mark Cerny was only 17 years old when he joined Atari and designed Marble Madness. The game was designed as part of a contest Atari ran at the time, allowing outsiders to design a game. Mark was very well known for his game-playing skills and easily won the contest. He then taught himself how to program in assembly language before joining Atari, so he found it very easy to settle in at Atari.
3,270 units were produced. The original selling price was $1,795.
Marble Madness was the first game to feature true stereo sound; it was the first game to truly capitalize on what in-game music could offer the player, with each level having its own distinctive, and suspense building soundtrack. Marble Madness was also one of the few games of the time to have a definite goal, in that the game ends when all levels are completed.
Default highscore table (TROUBLEMAKERS) :
#1 C R 14,500
#2 UFO 14,000
#3 GJL 13,500
#4 SKP 13,000
#5 PCT 12,500
#6 PTR 12,000
#7 JDH 11,500
#8 DAT 11,000
#9 JFS 10,500
#10 DAR 10,000
Stan Szczepanski holds the official record for this game with 187,880 points.
A sequel to this classic game, entitled "Marble Madness 2 - Marble Man" was fully developed and a very small number of cabinets were built, but unfortunately the game was never released. Unlike the first game's superb trackball control, 'Marble Man' was controlled via a joystick.
- SCORING -
Moving the marble : 10 points per unit
Taking a jump (Practice race only) : 3,000 to 6,000 points
Killing Black Steelie : 1,000 points
Going through a tunnel or tube : 2,000 or 4,000 points
Rolling over an enemy (Silly race only) : 500 points + 3 seconds of time
Finishing a race : race number x 1,000 points
Finishing a race : seconds remaining x 100 points
Finishing the game : 20,000 points + 1,000 points per second remaining
Finishing the game : -1,000 point penalty for every death during the game.
- TIPS AND TRICKS -
* Hints:
1) Anticipate your next move and start the Trak-Ball rolling in that direction ahead of time.
2) Complete each raceway as fast as possible because extra seconds mean extra points, and the extra time from one raceway is carried over to the next raceway
3) Try to maneuver around the Black Steelie, or try to bump him off a cliff to get rid of him permanently.
4) Move quickly to avoid being swallowed by the green Marble Munchers.
5) Watch for patterns, and time your movements right to pass by difficult obstacles.
6) Some raceways have alternate paths, so explore a bit and you may find an easier way to reach the goal. Bonus points are given for paths which are more difficult.
* Cancel The Timer: Begin a game and then hold down either 1 or 2 player Start and press service switch' twice. The first press will glitch the screen display slightly - the second will remove it and give you 99 seconds to complete the level. This method adds 60 seconds to the clock, after which the normal countdown will begin. The clock will not appear to be counting down during the first 60 seconds, probably because the 99-second display was overflowed by the extra 60 seconds added. This method can be used multiple times per level for virtually infinite play time.
* When playing with 2 players, the winner of each level gets a bonus 5 seconds. If your opponent can make it as far as the silly race, that's an extra 25 seconds for the ultimate race, not to mention a possible extra 10 seconds with a wand. The opponent can also continue once (with the same time as the other player).
* This isn't really a trick, but some people don't realize it: On the practice race, don't move when you start, and after a few seconds, a ramp will appear that will slide away the ball.
- SERIES -
1. Marble Madness (1984)
2. Marble Man - Marble Madness II (1991)
- STAFF -
Designer & Graphics Programmer: Mark Cerny
Game Programmer: Bob Flanagan
Animator: Sam Comstock
Sound Design: Hal Canon, Brad Fuller
Hardware Design: Sam Ly (S Ly), Jed Margolin (J Margolin), Don Paauw (D Paauw), Doug Snyder (D Snyder)
System Support: Chris Downend (C Downend), Morgan Hoff (M Hoff), Jack Ritter (J Ritter)
Software Support: Mike Albaugh (M Albaugh), Mike Mahar (M Mahar), Rich Moore (R Moore)
Hardware Support: Juan Castillo (J Castillo), Erik Durfey (E Durfey), Patrick McCarthy (P McCarthy), Minh Nguyen (N Minh)
- PORTS -
* CONSOLES:
Atari 7800 : Unreleased prototype
[EU] [AU] Nintendo NES (1989)
[US] Nintendo NES (mar.1989) "Marble Madness [Model NES-MV]"
[EU] Sega Master System (1992) "Marble Madness [Model 27024]"
[US] Sega Genesis (1993)
[EU] Sega Mega Drive (1993)
[JP] Sega Mega Drive (aug.13, 1993) "Marble Madness [Model T-48113]"
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
[US] Nintendo GameCube (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]"
[US] Microsoft XBOX 360 (nov.6, 2012) "Midway Arcade Origins"
[US] Sony PlayStation 3 (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
[EU] Sony PlayStation 3 (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
[US] Nintendo Game Boy (may.1991) "Marble Madness [Model DMG-MB-USA]"
[US] Sega Game Gear (1992) "Marble Madness [Model T-48058]"
[EU] Sega Game Gear (1992) "Marble Madness [Model T-48058-50]"
[EU] Nintendo Game Boy (may.21, 1992) "Marble Madness [Model DMG-MB-NOE]"
[US] Nintendo Game Boy Color (dec.1999) "Marble Madness [Model CGB-ANNE-USA]"
[EU] Nintendo Game Boy Color (mar.13, 2000) "Marble Madness [Model CGB-ANNE-USA]"
[US] Nintendo GBA (aug.16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68E-USA]"
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68P-EUR]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
[US] Tandy Color Computer (1985) "Marble Maze"
[US] Atari ST (1986)
[US] PC [Booter] (1986)
[US] [EU] Commodore C64 (1986)
[US] Apple II (1986)
[EU] Amstrad CPC (1986)
[US] [EU] Commodore Amiga (1986)
[EU] Sinclair ZX Spectrum (1987)
[US] PC [MS-DOS] (1987)
[JP] Sharp X68000 (mar.15, 1991)
[JP] FM Towns PC (1991)
[JP] NEC PC-9801 (1991) "Marble Madness"
[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:
[US] LCD handheld game (1989) released by Tiger Electronics.
[US] Mobile Phones (sept.2004)
[US] BlackBerry (nov.12, 2009) [Model 4315]
[US] Windows Mobile (feb.1, 2010)
[US] Apple iPhone/iPod (apr.23, 2010) [Model 367932500]
- SOURCES -
Game's manuals.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Manx TT Super Bike Update submitted by XtC
Manx TT Super Bike (c) 1995 Sega.
- TECHNICAL -
Runs on the Sega "Model 2A" hardware.
Players: 2
Control: 8-way joystick
Buttons: 4
- TRIVIA -
Released in November 1995 in Japan and in January 1996 in USA.
Manx TT - Super Bike is based on the famous British Manx TT motorcycling race around the Isle of Man in the United Kingdom. The game uses tracks patterned after the original racetrack. The game was officially authorized by the Isle of Man, Department of Tourism and Leisure.
Michael Jackson used to own this game (serial number 90027746). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- UPDATES -
The US version is different :
* 'Winners Don't Use Drugs' screen added.
* 'About the Isle of Man' screen added
* 'Sega' logo during cocktail mode.
- TIPS AND TRICKS -
* Time Trial Mode:
At the Course Select screen, hold the Brake while choosing.
* Sheep Mode:
At the transmission select screen, press...
Shift Up, Shift Up, Shift Down, Shift Down
Lean the bike full Left, lean it full Right. Squeeze the Brake and Accelerate.
If you did this correctly, you and your opponents should be riding on Sheep instead of a bike.
- STAFF -
Music & Sound Effects: Seiichiro Matsumura (Sei Matsumura), Takenobu Mitsuyoshi
- PORTS -
* CONSOLES:
Sega Saturn (1997)
* COMPUTERS:
PC [Windows 9x, CD-ROM] (Dec.1997) [Model HCJ-0113]
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Magician Lord [Model NGM-005] Update submitted by XtC
Magician Lord (c) 1990 Alpha Denshi Company, Limited.
Magician Lord is a side-scrolling platform shoot-em-up in which players take on the roll of a wizard called Elta - the last Magician Lord - on his quest to save his homeland from the evil Gul-Agieze, who plans to resurrect the God of Destruction using 8 tomes of mystical power.
Elta has to jump, shoot and climb his way to the end of each of the game's 8 levels where he must beat a servant of Gal, along with one of Gal's sinister boss creations. To complete the game Elta must reach the final stage and defeat Az Atorse himself. If the player takes too long to complete a stage, Elta will be harassed by an invincible monster.
Elta's primary form of attack is a weak but fast-moving energy projectile that can fired in one of four directions, but by collecting the special colored orbs that occasionally appear, he can transform into a different form, making him more powerful and giving him new attacks.
These are the six different forms that Elta can assume by picking up the colored orbs:
* Dragon Warrior: In this form Elta attacks by breathing fire; a continuous short-range attack that, unlike the standard attack, can also be aimed diagonally.
* Waterman: The Waterman-form attacks with water grenades – blue bubbles of water that burst upon touching the ground and form into water pillars. The attack can hit several times for additional damage but only covers a small area.
* Poseidon: A more powerful version of the Waterman, Poseidon shoots wide waves of water that travel along the ground for several hits. It does severe damage and causes enemies to freeze and shatter on impact. While very powerful, this form moves very slowly.
* Shinobi: The Shinobi-form gains increased agility and attacks with powerful magical arcs of fire which are wide but slow-moving.
* Samurai: While limited in range, the Samurai-form is the only form that can attack through walls, shields or even multiple enemies, using a boomerang-like energy attack that does heavy damage.
* Raijin: The Raijin-form gives Elta's jumping ability a big boost as well as a unique attack that creates a continuous electrical field around his body.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-005
Cartridge Size: 46 Mega
Players: 2
Control: 8-Way Joystick
Buttons: 2
=> [A] Shot, [B] Jump
- TRIVIA -
The project design (kukakusho) debuted in 1989 and the development started first semester of 1989. A beta version was location tested in January 1990 in Japan, this version had longer stages and this was not adapted for an arcade play (a game was too long). So, developers taked the decision to smaller all stages but cutting them off for the final version.
This is the first Alpha Denshi game for the SNK Neo-Geo MVS hardware and it was the first game which used the capabilities of the hardware (dezooming, rotate).
27 player's transforms were planned but only six were finalized due to gameplay changes.
Magician Lord MVS was released in June 1990 in Japan. At this time, this game was the Killer application for Neo-Geo, all reviews from magazines were very positive, many people wanted it and bought it.
Default highscore table :
1 50000
2 40000 RYU
3 30000
4 20000
5 10000
AES format: "Magician Lord [Model NGH-005]"
- STAFF -
Plan: Takashi Egashira
Produce: Akira Ushizawa
Back Ground Design: Tomoharu Takahashi, Kenichi Sakanishi, Takashi Egashira
Sprite Design: Akira Ushizawa, Shinji Moriyama
System Program: Eiji Fukatsu, Satoshi Okada (S.OKADA)
Main Program: Hiroyuki Ryuu, Osamu Iijima
Sub Program: Yukinori Nishikata, Teruaki Shirasawa
Sound Program: Makio Chiba
Music: Yuka Watanabe, Hiroaki Shimizu, Hideki Yamamoto
Sound: Hiroaki Shimizu, Hideki Yamamoto
Special Thanks: Yuji Noguchi, Takashi Hatono
- PORTS -
* CONSOLES:
SNK Neo-Geo CD (1994) "Magician Lord [Model ADCD-100]"
Nintendo Wii (2007) "Virtual Console"
[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)
- SOURCES -
Game's ROM.
Game's picture.
Retro Game Test's web show; http://www.youtube.com/watch?v=wIWKJhRtdco [FR]
Accepted [+] [X] The Lost World - Jurassic Park Update submitted by XtC
The Lost World - Jurassic Park (c) 1997 Sega Enterprises, Limited.
If you have a good arm at shooting games you're fine. But if you don't have a good arm at shooting games better start practicing, because half of the whole game you'll be shooting a lot of raptors coming at you 30 miles per hour!!!
- TECHNICAL -
Runs on the Sega "Model 3 Step 1.5" hardware.
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
The Lost World was released in July 1997.
This game serves 1,000,000 polygons per second.
Michael Jackson used to own this game (Upright version). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- SERIES -
1. Jurassic Park (1993)
2. The Lost World - Jurassic Park (1997)
3. The Lost World Special - Jurassic Park (1998)
4. Jurassic Park III (2001)
- PORTS -
* CONSOLES:
Sega Saturn (1997)
Sony PlayStation (1997)
Sega Dreamcast : Prototype
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Legend of Hero Tonma Update submitted by XtC
Legend of Hero Tonma (c) 1989 Irem.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Legend of Hero Tonma was released in April 1989.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Legend of Hero Tonma - PCCB-00004) on September 21, 1989.
- STAFF -
Music composed by : GEEO
- PORTS -
* CONSOLES:
Nintendo NES/Famicom : Unreleased prototype
[JP] NEC PC-Engine (mar.13, 1991) "Legend of Hero Tonma [Model IC03005]"
NEC TurboGrafx-16 [US] (1993) [Model TGX040083]
* COMPUTERS:
PC [MS Windows, Online] [EU] (dec.9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (aug.21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (nov.2, 2013) "IREM Arcade Hits" by Plug In Digital
- SOURCES -
Game's manual.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Line of Fire [Model 317-0136] Update submitted by XtC
Line of Fire (c) 1989 Sega.
Line of Fire is a lightgun controlled shoot-em-up for one or two players, in which two commandos find a special weapon - a vehicle mounted, automatic machine pistol - hidden deep within an enemy base. Before they can escape to report their findings, however, they find themselves surrounded by enemy forces and must blast their way through enemy lines and escape, using the enemies' own super weapon against them.
As well as enemy troops, players will have to contend with artillery, tanks and helicopters. At the end of each stage they will face a powerful boss vehicle that must be destroyed to progress. Between stages, a map screen is displayed which shows the players' progress through the terrorist facility and towards freedom.
Ammunition is limited to a few clips of bullets for the machine gun, a small supply of hand grenades and a screen clearing missile, although additional supplies can be obtained by shooting the relevant icons as they appear during play.
Settings ranging from enemy bases to thick jungle.
- TECHNICAL -
This game came in two cabinets. The sit down cabinet has two separate seats. The guns are quite similar to "Laser Ghost"'s guns only without the laser device. The upright cabinet features the guns as 9mm Uzi-type light guns that are mounted to the cabinet like in "Operation Thunderbolt". Unlike Operation Thunderbolt however, Line of Fire's upright cabinet is much slimmer.
Sega X Board hardware
Game ID : 317-0134 to 317-0136
Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Line of Fire was released in December 1989.
This game is known in Japan as "Bakudan Yarou" (translates from Japanese as 'Bomb Rascal').
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Hyper Drive : G.S.M. Sega 4 - PCCB-00035) on 21/07/1990.
- PORTS -
* CONSOLES:
Sega Master System (1991) "Line of Fire" : Shares the same storyline as the Arcade game, but is a vertically scrolling shoot-em-up.
* COMPUTERS:
Amstrad CPC (1990)
Atari ST (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
Sinclair ZX Spectrum (1990)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Last Bronx - Tokyo Bangaichi Update submitted by XtC
Last Bronx - Tokyo Bangaichi (c) 1996 Sega.
- TECHNICAL -
Runs on the Sega "Model 2B" hardware.
Players: 2
Control: 8-way joystick
Buttons: 4
- TRIVIA -
Last Bronx was released in May 1996.
The subtitle of this game translates from Japanese as 'Tokyo Extra Earth'.
Sonic The Hedgehog is drawn on the wall of a building in Tommy's stage.
- TIPS AND TRICKS -
* Weird Weapon : Press the START button 13 times at the character select screen.
- STAFF -
Music : Tomoyuki Kawamura
- PORTS -
* CONSOLES:
Sega Saturn (1997)
Sony PlayStation 2 (Jun.2006, "Sega Ages 2500 Series Vol.24") [Model SLPM 62687]
* COMPUTERS:
PC [MS Windows] (Feb.1998) [Model HCJ-0130]
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] King of the Monsters [Model NGM-016] Update submitted by XtC
King of the Monsters (c) 1991 SNK.
If "Rampage" were a beat-'em-up and set in Japan, it would be King of the Monsters. Destroy the city while destroying your opponent!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-016
[SNK MVS Neo-Geo Controls]
2 Players - 4 buttons per player (3 usables).
=> [Joystick] 8-way, [A] Punch [B] Kick [C] Run
- TRIVIA -
Released in February 1991.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (King of the Monsters / Quiz Daisousasen - G.S.M. 1500 / PCCB-00072) on 21/09/1991.
- SERIES -
1. King of the Monsters [Model NGM-016] (1991)
2. King of the Monsters 2 - The Next Thing [Model NGM-039] (1992)
- STAFF -
Producer & Director : Hamachi Papa
Chiff designer : Mitsuzo
Main designer : Tomomi
Background designers : Taka, Sakai
Character designers : Joe Toshiaki, Cagamaru, Yu-Zo, Y-Tick, Fuziki Boke
Main programmer : Makoto
Assistant programmer : Yamatan
Sound creaters : Tarukun, Konny, Ten6 Jaguars
Special thanks : Y. Ebara, H. Tanaka, M. Yokoyama, Yoko Hiro
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (jul.1, 1991) "King of the Monsters [Model NGH-016]"
[JP] Nintendo Super Famicom (jul.31, 1992) "King of the Monsters [Model SHVC-KM]"
[JP] Sega Mega Drive (Nov. 26, 1993) "King of the Monsters [Model G-4104]"
[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]"
* COMPUTERS:
PC (2000)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Karate Champ Update submitted by XtC
Karate Champ (c) 1984 Data East USA.
North American release. Game developed in Japan. See the original for more information; "Karate Dou".
This version has some differences:
* It has a different storyline.
* English voices are used.
* The bonus stages are different.
- TRIVIA -
Karate Champ was released in September 1984 in the USA.
Alexander Stojanovic holds the official record for this game with 250,600 points on January 7, 2011.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.
- PORTS -
* CONSOLES:
[US] Nintendo NES (nov.1986) "Karate Champ [Model NES-KC-USA]"
[EU] [AU] Sony PlayStation 4 [PSN] (jul.28, 2015) "Arcade Archives - Karate Champ [Model CUSA-02970]"
[US] Sony PlayStation 4 [PSN] (sept.29, 2015) "Arcade Archives - Karate Champ [Model CUSA-02942]"
* COMPUTERS:
[US] Tandy Color Computer (1985) "Karate"
[US] Apple II (1985)
[US] Commodore C64 [EU] (1985)
* OTHERS:
[US] Apple iPhone/iPad (may.20, 2010) "Karate Champ [Model 335387077]"
[US] Apple iPhone/iPad (aug.24, 2010) "Karate Champ XL [Model 385462349]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Invinco + Deep Scan Update submitted by XtC
Invinco + Deep Scan (c) 1980 Sega.
Invinco is a game inspired by "Space Invaders", with some innovation on the aliens: One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a 3rd row of aliens each take (at least) 3 hits to kill. A 4th row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.
Deep Scan is a sub hunting game.
- TECHNICAL -
Game ID : 367-382
Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
Released during May 1980.
- SCORING -
For Invinco :
Bottom Blue aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 ponts
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points
- TIPS AND TRICKS -
For Invinco :
* Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.
- PORTS -
* CONSOLES:
Atari 2600 (1982) "Sub Scan" : published by Sega.
Sega Saturn "Die Hard Arcade" : as a bonus game.
* COMPUTERS:
X68000 (1989)
- SOURCES -
Game's ROM.
Accepted [+] [X] Hat Trick [Model 0B94] Update submitted by XtC
Hat Trick (c) 1984 Bally Sente.
An overhead 2-on-2 hockey game.
- TECHNICAL -
[No. 0B94]
Bally / Sente SAC-I hardware
Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in May 1984.
This game was remembered for its good player graphics, the skate trails and the Zamboni that cleaned the ice after games. Hat Trick, despite its simple skate, shoot and save gameplay, was considered one of the better sports games of the early 1980's.
- STAFF -
Software & game designer : Lee Actor
Screen graphic designers : Martin French, Bil Maher
Sounds : Gary Levenberg, Richard Green
With support from : Ed Rotberg
- PORTS -
* CONSOLES:
Atari 7800 (1989)
Nintendo NES : Unreleased prototype by Capcom
* COMPUTERS:
Commodore C64 (1987)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Hard Drivin' [Model 136052] Update submitted by XtC
Hard Drivin' (c) 1989 Atari Games.
Hard Drivin' is a 3-D racing game in which players take control of a sports car and must race over a course that features both a speed and a stunt section, with a fork in the road allowing players to choose on which sub-section they wish to race.
The game is rendered with filled 3D polygons and gameplay leans heavily towards a simulation style, with physics, inertia and active suspension all affecting the vehicle's handling. Players can choose between automatic and manual gears, with the manual option featuring a full, four-speed gearbox and clutch control. At the start of each race or after a crash, the player must start the car's ignition with a 'key'.
Each race is timed and players must reach checkpoints within the time limit. As well as the challenging physics and road surfaces - especially on the stunt section of the course - players must also contend with rival vehicles, including on-coming traffic. Hard Drivin' includes a replay feature that triggers whenever a player crashes.
Unlike other driving games of the time, the game's 3D environment didn't automatically restrict players to driving on the track, but after going off-road, players must return to the track within ten seconds or they will be automatically put back on the track with their car at a complete standstill, costing valuable vital seconds while they restart the ignition and resume driving.
- TECHNICAL -
Cockpit model
Game ID : 136052
Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2100 (@ 8 Mhz)
Sound CPU : Motorola 68000 (@ 8 Mhz), TMS32010 (@ 5 Mhz)
Sound Chips : DAC
Hard Drivin' is equipped with center-feel steering with continuous force feedback, adjustable swivel seat, gas, brake and clutch pedals, four-speed stick shift, and a medium-resolution monitor.
- TRIVIA -
Even if the title screen says 1988, Hard Drivin' was released in February 1989. This was the world's first driving simulator to use 3-D polygon graphics.
1668 units were produced in the USA and 200 in Ireland for European distribution. The selling price was $7995. There were 15 officially released versions, counting 11 cockpit and 4 compact versions, including various British, German and Japanese versions.
Despite claiming to be a real driving simulator, there were a lot of discrepancies between the game's software physics and the car physics on screen. However, the cockpit physics were considered very accurate at the time.
You may have noticed that the Credit Screen lists Doug Milliken as a Test Driver (See Staff section). He is listed as a Test Driver because Atari didn't want anyone to know what he really did. Hard Drivin' had to be as accurate as possible. That meant doing an accurate car model to mathematically describe the physics of how the parts of the car (engine, transmission, springs, shock absorbers, tires, etc.) react to each other, to the road and to the driver's inputs. The pioneer in the field (in the 1950s) was William Milliken of Milliken Research. His son, Doug, has continued his father's work. Doug is probably the world's leading expert in car modelling. Doug and his father wrote the book on car modelling.
Patents that come out of Hard Drivin' are :
5005148: 'Driving simulator with moving painted dashboard'.
5354202: 'System and method for driver training'.
5577913: 'System and method for driver training with multiple driver competition'.
Prior to the release of Hard Drivin', Namco had acquired a controlling interest in Atari games by 1986. The sharing of R&D information would spawn many games of the same polygon engine years later. It can be credited that the success of the Hard Drivin' engine set the trend for the high quality simulation games in the early 90's.
One of the buildings along the speed course, a small camouflage-painted building, if approached from behind (a non-trivial task, given the off-road time limit) has a sign above its normally-unseen door that says 'THE HUT'.
If the driver slowed down and stopped in front of one of the buildings, a 'keyhole' appeared on the building's door.
There is no apparent Ferrari license shown in any version of the game.
Jeff Garabedian holds the official record for this game with 531400 points at Aladdin's Castle at the Pontiac Mall in Waterford, MI in the summer of 1989.
- UPDATES -
Notes : In all British versions, you are in a right-hand drive car.
COCKPIT Revision 1 :
* World release.
* Software version : 7.8.
COCKPIT Revision 2 :
* World release.
* Software version : 7.9.
COCKPIT Revision 3 :
* World release.
* Software version : 8.1.
COCKPIT Revision 4 :
* German release only.
* Software version : 8.2.
COCKPIT Revision 5 :
* British release only.
* Software version : 8.3.
COCKPIT Revision 6
* British and Japanese releases only.
* Software version : 8.4 for Japanese and 8.5 for British.
COCKPIT Revision 7
* World, British and Japanese release.
* Software version : 8.6 for all.
- TIPS AND TRICKS -
If the driver made a hard left turn at the start of the game, a 'secret' track was available. The track was a long straight road leading to a very short circular track (a skid pad test track) around a tower.
- 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
Technician, 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 3D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott
* Others:
Cabinet designers : Mike Jang, Ken Hata
Graphics : Sam Comstock, Kris Moser, Deborah Short, Alan Murphy
Display math software : Jim Morris
ADDN'L programming : 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, Geoff Barker
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Dan Van Elderen, Lyle Rains, Hide Nakajima
Technical Support, Administrative Support, Management, Manufacturing, Etc.: Jacob Abba, Jim Arita, Sam Arthur, Erwin Arvidson, Norm Avellar, Jeff Bell, David Bishop, Karen Bjorkquist, Pat Brosnan, Rob Bryant, James Buchanan, Mary Burnias, Carole Cameron, Hal Canon, Bart Carlee, Sang Cho, Dave Cook, Frank Cosentino, Emmette Craver, Gary Cunningham, Judy Davis, Andrea Dencker, Joseph Dieu, Kyoko Dougherty, Bob Dunster, Joyce Fluty, Leon Fritts, Brad Fuller, Cyndy Grossman, Tim Hale, Karen Harrington, Kevin Hayes, Mark Hoendervoogt, Candy Hudson, Rosalind Hutton, Arthur Jackson, Stevie Landaverde, Grandy Laxamana, Gerald Lichac, Maria Lopez, Norman Maeder, Melanie Martin, Glenn McNamara, Rick Meyette, George Millington, Alan J. Murphy, Ramon Navarro, Mike Nevin, Jim Newlander, Connie Osuna, Rick Owens, Evelyn Perez, Ralph Perez, Eric Peterson, Gary Popkin, Yolanda Records, Paul Shepard, Jackie Sherman, Mark Sherman, Elaine Shirley, Tom Smith, Bob Stewart, Mary Sumner, Peter L. Takaichi, Gwen Tantillo, Al Vernon, Marty Viljamaa, Tram Vu, Jim Wallin, Ken Williams, Wade Winblad, Dennis Wood, Don Wrightnour, The Atari Work Force
* Uncredited:
Team leader : John Ray
- PORTS -
* CONSOLES:
Nintendo NES : Unreleased prototype
[JP] Sega Mega Drive (1990) "Hard Drivin' [Model T-48013]"
[US] Atari Lynx (1991) "Hard Drivin' [Model PA2044]"
[US] Sega Genesis (1991)
[BR] Sega Mega Drive (1991) by Tec Toy.
[EU] Sega Mega Drive (1991)
[AU] Sony PlayStation 2 (2004) "Midway Arcade Treasures 2"
[US] Microsoft XBOX (oct.11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]"
[US] Nintendo GameCube (oct.11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]"
[US] Sony PS2 (oct.11, 2004) "Midway Arcade Treasure 2 [Model SLUS-20997]"
[EU] Microsoft XBOX (oct.29, 2004) "Midway Arcadee Treasures 2"
[EU] Sony PS2 (oct.29, 2004) "Midway Arcade Treasure 2 [Model SLES-52844]"
* COMPUTERS:
[US] [EU] Commodore C64 (1989)
[US] Atari ST (1989)
[EU] Amstrad CPC (1989)
[EU] Sinclair ZX Spectrum (1989)
[EU] Commodore Amiga (1990)
[US] PC [MS-DOS] (1990)
[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] Grobda Update submitted by XtC
Grobda (c) 1984 Namco, Limited.
Grobda is a tank-like game that uses an overhead view. Enemy tanks attack in waves and they must be destroyed before they do the same to you.
- TECHNICAL -
Game ID : GR
Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG, custom DAC (for speech)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Grobda was released in October 1984 in Japan.
Grobda's tank was one of the enemies in "Xevious".
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k.
3) Press the service switch to display the grid and press (all together) Right+Button1+Start2.
4) '(c) NAMCO LTD. 1984' will appear on the screen.
- SERIES -
1. Grobda (1984, Arcade)
2. Grobda Remix (2010, Wii): part of "Namco Museum Megamix".
- STAFF -
Game designed and produced by : Masanobu Endoh (EVE200 End)
Programmed by : Hosei Wait
Music composed by : Yuri Keino
Engineer : Tall Ogawa
Graphic designed by : You. Shino
Debugged by : Tama Chang
- PORTS -
* CONSOLES:
[AU] Sony PlayStation (1996) "Namco Museum Vol.2 [Model SCES-00267]"
[JP] Sony PlayStation (feb.9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]"
[US] Sony PlayStation (sept.30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]"
[EU] Sony PlayStation (nov.1996) "Namco Museum Vol.2 [Model SCES-00267]"
[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.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
[JP] Nintendo Wii [Virtual Console Arcade] (nov.10, 2009)
[US] Nintendo Wii (2010) "Namco Museum Megamix"
* HANDHELDS:
[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:
[JP] NEC PC-6001 Mk2 (198?)
[JP] Sharp X68000 : by L. Sound
[JP] NEC PC8801 (1986) by Denpa
[JP] Sharp X1
[JP] Sharp MZ-2000
[JP] PC [MS Windows, CD-ROM] (nov.28, 1997) "Namco History Vol.2"
* OTHERS:
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshot.
See goodies section.
Accepted [+] [X] iCarly New entry submitted by Thisismyusername123
NDS game. https://en.m.wikipedia.org/wiki/ICarly_(video_game)
Accepted [+] [X] iCarly New entry submitted by Thisismyusername123
Wii game. https://en.m.wikipedia.org/wiki/ICarly_(video_game)
Accepted [+] [X] Disney Animator New entry submitted by Thisismyusername123
- DESCRIPTION -
Cancelled Wii game.
Accepted [+] [X] uDraw Studio - Instant Artist New entry submitted by Thisismyusername123
- DESCRIPTION -
Wii game.
Accepted [+] [X] Pictionary - Ultimate Edition New entry submitted by Thisismyusername123
- DESCRIPTION -
Wii game.