Accepted [+] [X] Smash T.V. [Model 3044-U1] Update submitted by XtC
Smash T.V. (c) 1990 Williams Electronics Games, Incorporated.
Smash TV is a single-screen shoot-em-up for one or two players and is set in a futuristic game show in the year 1999. Contestants must enter enclosed arenas and compete to collect prizes, money and keys, while fighting to stay alive as they are attacked on all sides by waves of enemies.
The game is a sequel to the legendary "Robotron: 2084" and like its prequel, utilizes a dual joystick control system, with the left stick controlling player movement and the right controlling the direction of fire.
Enemy waves enter each arena from four directions via open doorways and all must be killed before players can progress to the next stage. Some arenas feature static gun emplacements set into a wall that must also be destroyed. Power-ups that improve weapons, speed and armor appear at regular intervals, although each only lasts for a limited time.
Smash TV is broken down into stages, each with a set number of arenas. Tough end-of-level bosses await at the end of each stage. As well as the prizes and power-ups, keys can be collected and if enough have been picked up by the end of the game, players can access a bonus level called the Pleasure Dome.
- TECHNICAL -
The first series of cabinet was released with 19-inch monitors while the more common second series was fitted with 25-inch monitors.
Williams Y Unit hardware
Game No. 3044-U1
Main CPU : TMS34010
Sound CPU : Motorola M6809
Sound Chips : Yamaha YM2151, DAC, HC55516
Players : 2
Control : Double 8-way joysticks
- TRIVIA -
Smash T.V. was released in April 1990.
A superb spiritual sequel to 1982's legendary single screen shoot-em-up, "Robotron: 2084". The Classic Robotron game-play is enhanced further with the addition of power-ups and imaginative and challenging end-of-level bosses. The two-player game introduced a very high level of competitiveness as both players try to beat each other to the power-ups, prizes and keys.
The game seems to be based, at least in part, on the sci-fi action movie, 'The Running Man', starring Arnold Schwarzenegger. This movie itself was based on a book of the same name by Stephen King (under the pseudonym 'Richard Bachman').
One of Smash TV's more memorable elements was the game show host; at random intervals, a garishly suited, grinning host would pop up and enthusiastically announce such memorable sound-bites as, 'Total carnage! I love it!', 'I'll buy that for a dollar!' (taken from the 1987 movie Robocop), 'I love it!', 'Big money! Big prizes! I love it!'.
A Smash T.V. sequel was planned, but the project never got past the planning stage and nothing more was heard of it. While Smash TV has yet to see a fully-fledged sequel, it WAS followed by a semi-sequel in the form of 'Total Carnage'; a military-themed scrolling shoot-em-up which was housed in a cabinet very similar to that of Smash T.V.s and shared the same dual joystick controls. Upon completion of Total Carnage's incredibly difficult first level, a message screen appeared stating that "all Smash T.V. players should quit and flee from this machine" before Total Carnage's already high difficulty level increased further. A solid follow-up to an already challenging game.
On the 2005 video game "Grand Theft Auto - Liberty City Stories", there is a side-mission called 'Slash TV', which parodies this game, where the player's character is surrounded by enemies, and is awarded cash for eliminating waves of them. The camera angle changes from the game's traditional third-person to a slightly angled overhead view so it looks like the original.
- UPDATES -
Revision 1 :
* Software version 3.01.
Revision 2 :
* Software version 4.00.
Revision 3 :
* Software version 5.00.
* Added the 'Reset secret warp' (see 'Tips And Tricks' section for more info).
* Reduced difficulty (Factory setting : 3 (easy) instead of 5 (medium)).
Revision 4 :
* Software version 6.00.
Revision 5 :
* Software version 8.00.
* Added the famous 'Pleasure Dome'.
* Changed some 'in-game texts'.
- TIPS AND TRICKS -
* Smash TV Game Rules:
1. Move with LEFT joystick to avoid enemies and gather prizes (cash and game show gifts).
2. Fire weapons with RIGHT joystick and collect power-up icons for increased firepower.
3. Advance to next game arena when enemies are gone.
* Secret Warp (Works on 5.00 and Up) : when you start a game of Smash T.V. on the first level, reset the machine, it'll take you to the 'Secret Warp 3' and take you to the third boss stages.
* Difficulty : the game is known to adjust its difficulty by the daily high score list. If the high scores are too high, making the game too hard, just reset the machine :).
* Don't try to conserve ammo. Your shots should be efficient and kill as much as possible, and you won't have time to think about conserving shots (especially in the latter stages). The pattern of moves you should follow at the end of each board to reach the easiest boards is :
Level 1 : right, up; and then you have no choices.
Level 2 : up, right; and then again, no choices.
Level 3 : right, right, down; and then you have no choices.
* When playing with 2 people, if one player finishes the level near an exit, the other will 'walk through the wall' to the next room. Can be useful on some levels.
- STAFF -
Smash TV Design Team: Mark Turmell (MJT), John Tobias (JON), Tim Coman (TIM), Eugene Jarvis (DRJ), Todd Allen, George N. Petro, Larry DeMar, Jack E. Haeger, Cary Mednick, Glenn Shipp (GWS), Al Lasko, Sheridan Oursler, Ray Gay, Mark Loffredo, Ray Czajka, Greg Freres, Jim Nichols, Tim Elliot (TJE), Rob Ashworth
Music and Sounds: Jon Hey (JON) (HEY)
Voice of the MC: Paul Heitsch
Others from High Score Table: (LIP), (MLZ), (ALT), Brian Schmidt (BLS), (DJT), (NLN), (MTN), (TLC), (FAW), (FOO), (BAT), (MAN)
- PORTS -
* CONSOLES:
Nintendo NES
[US] (sept.1991) "Smash T.V. [Model NES-5V-USA]"
[EU] (1991)
Sega Master System
[EU] (1992) "Super Smash T.V. [Model MK-27044-50]"
Sega Genesis / Mega Drive
[US] (1992) "Super Smash T.V. [Model T-81066]"
[EU] (1992) "Super Smash T.V. [Model T-81066-50]"
Nintendo SNES / Super Famicom
[US] (feb.1992) "Super Smash T.V. [Model SNS-TV-USA]"
[JP] (mar.27, 1992) "Smash T.V. [Model SHVC-TV]"
[EU] (feb.18, 1993) "Super Smash T.V. [Model SNSP-TV-UKV]"
Sony PlayStation
[US] (sept.30, 1999) "Arcade Party Pak [Model SLUS-00952]"
[EU] (feb.23, 2001) "Arcade Party Pak [Model SLES-02339]"
Sony PlayStation 2
[US] (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[EU] (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
Microsoft XBOX
[US] (nov.24, 2003) "Midway Arcade Treasures"
[EU] (feb.6, 2004) "Midway Arcade Treasures"
Nintendo GameCube
[US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
Microsoft XBOX 360 [XBLA]
[US] (nov.24, 2005) : Retired in 2010
[EU] (dec.2, 2005) : Retired in 2010
[JP] (dec.19, 2005) : Retired in 2010
[KO] (feb.24, 2006) : Retired in 2010
[AU] (mar.23, 2006) : Retired in 2010
Microsoft XBOX 360
[US] (nov.6, 2012) "Midway Arcade Origins"
[EU] (nov.15, 2012) "Midway Arcade Origins"
Sony PlayStation 3
[US] (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
Sega Game Gear
[EU] (1992) "Super Smash T.V. [Model T-81058-50]"
[US] (1994) "Super Smash T.V. [Model T-81058]"
[JP] (jul.29, 1994) "Super Smash T.V. [Model T-81057]"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1991)
[US] Commodore C64 (1991)
[EU] Commodore C64 (1991)
[EU] Amstrad CPC (1991)
[US] Commodore Amiga (1991)
[EU] Commodore Amiga (1991)
[EU] Atari ST (1991)
[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 (1991) by Acclaim
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Silkworm Update submitted by XtC
Silkworm (c) 1988 Tecmo.
A shooter game where you control either a jeep or a helicopter and travel through the enemy terrain, shooting various enemies.
- TECHNICAL -
CPU PCB Number : A-41909, 6217A
GFX - Graphics PCB Number : B-41909, 6217B
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in March 1988 in Japan.
- UPDATES -
In the non-Japanese version (set 1 in MAME), the dipswitch for coin A corresponds to what is typically the left coin input, and dipswitch B corresponds to the right.
In the Japanese version (set 2 in MAME), the dipswitches are swapped, so that dipswitch B corresponds to the left coin, and A to the right. The 1st set also does not display the Japanese warning screen.
- TIPS AND TRICKS -
* Double Bonus : When the big flying ship comes (the one in 4 pieces) that gives you one bonus for each player, fire repeatedly on the second piece before it is in place. If it is destroyed before it is in place, you will be given two bonuses per player instead of one.
* At the end of level 5 : When you arrive to the final enemy, around the hand pointing up of the statue there are two hidden icons. You can fire up with the jeep (or diagonal with the chopper), and you will see that your shots gets stopped by something invisible. If you keep firing, finally two new icons will appear (of course you don't have to kill the final enemy). Take this icon, and you will have a bonus. The bonus depends on your rank. If you have the Eagle rank you will earn 500,000 bonus points. If you don't have it, then you will earn 100,000 bonus points and the Eagle rank.
- PORTS -
* CONSOLES:
Nintendo Famicom (1990)
Nintendo Super NES "Super Silkworm" : Unreleased prototype
* COMPUTERS:
Amstrad CPC (1988)
Atari ST (1988)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Side Trak Update submitted by XtC
Side Trak (c) 1979 Exidy.
Side Trak is a black & white man-versus-machine game where the goal is to pick up all of the waiting passengers with your train while avoiding the computer-driver 'killer engine' which aims to take you out in a head-on collision. You can control your train via the 'fast' button which allows you to temporarily increase your speed on the tracks. You can also use the joystick to switch between several tracks at various junction points.
Each time you make a complete circuit around the track and pass the start marker on the outside track, another car is added to your train.
- TECHNICAL -
Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Discrete circuitry, DAC
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 1
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Side Trak was released in April 1979. It is the first of several games that were developed on a common Exidy platform which would eventually become host to their most popular games. Early revisions of the platform — Side Trak included — had custom sound generators tailored for each game, along with a primitive tone generator that could play one of two very short preprogrammed sequences of notes (Later games eventually included a common sound system).
- SCORING -
Passengers picked up from the outermost track are worth 10 points.
Passengers picked up from each successive inner track are worth an additional 10 points.
On top of that, passengers picked up when you have additional cars in tow add another 10 points to car.
- PORTS -
* CONSOLES:
Colecovision : Unreleased prototype
Colecovision (2012) : Homebrew port
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Space Invaders Anniversary Update submitted by XtC
Space Invaders Anniversary (c) 2003 Taito Corp.
This nice compilation contains :
T.T Space Invaders [Cellophane version]
T.T Space Invaders [Color version]
T.T Space Invaders [Monochrome version]
Space Invaders [Upright version]
Space Invaders Part II [Upright version]
Space Invaders 3D [Basic Version]
Space Invaders 3D [Extra Version]
- TECHNICAL -
Runs on the "Taito G-Net" hardware.
- TRIVIA -
Space Invaders Anniversary was released on October 01, 2003 exclusively in Japan..
- SERIES -
1. Space Invaders (1978, ARC)
2. Space Invaders Part II (1979, ARC)
3. Return of the Invaders (1985, ARC)
4. Majestic Twelve - The Space Invaders Part IV (1990, ARC)
5. Space Invaders DX (1994, ARC)
6. Akkanvader (1995, ARC)
7. Space Invaders Virtual Collection (1995, Virtual Boy)
8. Space Invaders X (2000, PS)
9. Space Invaders Anniversary (2003, ARC)
10. Space Invaders DS (2005, DS)
11. Space Invaders - Galaxy Beat (2005, PSP)
12. Space Invaders Extreme (2008, DS/PSP)
13. Space Invaders Extreme 2 (2009, DS)
14. Space Invaders Frenzy (2017, ARC)
- PORTS -
* CONSOLES:
Virtual Boy (1995) "Space Invaders Virtual Collection" : This is the original game that "Space Invaders Anniversary" is an enhanced version of. Both contain "Space Invaders", "Space Invaders Part II", and "3D Space Invaders"
[JP] Sony PS2 (jul.31, 2003) [Model SLPM-62354 (TCPS-10069)] : Also released as a 25th Anniversary Bundle edition (sept.25, 2003)
[EU] Sony PS2 (apr.30, 2004) [Model SLES-52313]
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (nov.26, 2006) "Weekend Play Pack"
- SOURCES -
Game's ROM.
Game's screenshots.
Accepted [+] [X] Shoot Away II Update submitted by XtC
Shoot Away II (c) 1993 Namco.
- SERIES -
1. Shoot Away (1984)
2. Shoot Away II (1993)
3. Shoot Away Pro (2018)
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2001, "Time Crisis II")
Nintendo DS (2006, "Point Blank DS")
- SOURCES -
Machine's picture.
Game's ROMs.
Accepted [+] [X] Shinobi [Model 317-0049] Update submitted by XtC
Shinobi (c) 1987 Sega Enterprises, Limited.
Shinobi is a scrolling platform beat-em-up in which the player takes on the role of Joe Musashi, a Shinobi Ninja, who must fight his way through 5 tough missions - each made up of between 3 to 5 stages - in his quest to rescue the kidnapped Ninja children of the Iga clan; now hostages of an evil Ninja syndicate called "Zeed". To complete a mission, the player must rescue all of the kidnapped children on each level, with the number of hostages remaining displayed on a meter in the bottom left corner of the screen.
The Shinobi Ninja begins each level armed with either 'shuriken' throwing stars or a gun for long-range attacks; and a Samurai sword for close-range combat. In addition, the Ninja also has one 'Magic Attack' per level; a smart bomb which kills or damages all on-screen enemies. A points bonus is awarded whenever a level is completed without the Magic Attack being used. An end-of-level guardian awaits the player at the end of each mission, and each takes several hits before it is killed. Once a boss is defeated, the player is taken to a bonus stage in which a large number of Ninjas will try to 'jump' from the back of the screen to the front to attack the player. A bonus life is awarded if the player manages to kill all of the Ninjas without being attacked.
Shinobi was a huge success for Sega, and deservedly so. Its perfectly realized blend of platform and fighting action and is as fine an exponent of the 'easy to get into, difficult to master' gameplay ethic as video games have seen.
- TECHNICAL -
Runs on the Sega "System 16B" hardware.
Game ID : 317-0049
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Attack, Jump, Magic
- TRIVIA -
Shinobi was released in November 1987 in Japan.
Re-Editions:
"Shinobi [Model 317-0050]" (16A)
"Shinobi [Model 317-0054]"
Shinobi was one of the many names given to the ninja in feudal Japan. Its literal translation is 'stealer-in'; a reference to what Ninjas specialized in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the Shinobi went undetected about his mission. On a more devious level, the Shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or into enemy palaces disguised as a wandering priest.
Marilyn Monroe's face appears on several posters in the Mission 1 second stage.
A Shinobi 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.
- SCORING -
Scoring in this game is very easy. Each enemy is worth 100 points with the exception of the Purple Guard and the Sword Throwing Guard which are worth 500 points. The bosses are 5,000 points apiece. NOTE : The Purple Guards and Sword Throwing Guards are the ones that guard the hostages.
In addition to getting points from killing enemies, you can also score points for time left on the clock after you complete a level. You get 30 points per second of remaining time.
You can also receive special bonuses at the end of each level for certain actions :
1) If you don't use your ninja magic, you get a 5,000 point bonus.
2) If you only use your Ninja-to sword (no Shurikens or gunfire), you get a 20,000 point bonus.
- TIPS AND TRICKS -
* Unless you are continuing, each game begins at 'Mission 1' and will have everything you need to complete each mission. Each level must be completed within 3 minutes, and all hostages must be rescued before you can exit the level. If you are killed, all hostages rescued prior to your death will still be recorded as rescued. In addition to melee attacks, you will also be able to use a specific Ninja Magic attack once per level. These magical attacks kill everything that is on the screen but you will be awarded a point bonus if you manage to complete a level WITHOUT using your Ninja Magic. The three Ninja Magic attacks are :
1) Multiple-Attack Magic : Allows you to gain lightning-fast speed to attack up to 12 times at once.
2) Tornado Magic : Brings about a magical tornado to blow your enemies away.
3) Lightning Magic : Causes the air to crackle with electricity and destroys your enemies.
* Some general gameplay guidelines :
1) Joe is strictly a one-hit, one-kill character, so you must avoid all enemy attacks or risk losing a life.
2) As you become more practiced at moving around, you won't have to rely on your distance weapons (throwing stars etc.) and can use your ninja sword for close-up kills; the advantage of this is that you can gain the 20,000 point bonus. This also applies to the use of Ninja Magic.
3) Many of the enemies in the later missions will swarm Joe and attack in numbers, it's vitally important to learn to attack-and-jump as quickly as possible otherwise you will be quickly overrun.
4) Your main goal is, of course, to rescue all the hostages to exit the level; and although three minute time limit initially seems quite generous, should you delay too long with the enemies, the time will quickly run out.
5) It's important to become good at the Challenge Levels, since this is the only way to gain extra lives. The Challenge levels will require you to take out around thirty ninjas who are trying to get to your position. There is no real hard and fast strategy other then take them down before they reach the second platform. Challenge Levels occur at the end of every mission.
6) Ninja Magic is a great thing. You must remember, though, that you can only use it once per level. This means you should only use it when you are totally surrounded by enemies and have no other means of escape.
7) All bosses take eight hits to defeat. Of course, you will have to hit them in the right place for that hit to register.
* Stop Gunners : In levels with Bazooka-toting enemies (Rounds 3-2), push one of them against a wall about ten times (always pushing on his direction, never stopping), you'll see then that all Bazooka men and Gun men are no longer able to use their weapons against you.
* Extra lives from hostages : In game are special hostage, you can get 1UP instead points from them. These hostages are : 2nd hostage on stage 2-2, 1st hostage on 2-3, 2nd hostage on 3-1, 5th hostage on 3-2. What you must do to get 1UP instead points? When you get hostage you must have 3 identical digits at end of your score (don't count last digit which is always 0). Example : 70,000, 100,000, 109,990, 68,880, 141110. 1UP icon will appear instead points icon over hostage.
- SERIES -
1. Shinobi [Model 317-0049] (1987, Arcade)
2. Shadow Dancer - Kage no Mai (1989, Arcade)
3. The Revenge of Shinobi (1989, Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Master System)
5. The GG Shinobi [Model G-3302] (1991, Game Gear)
6. The GG Shinobi II [Model G-3315] (1992, Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Mega Drive)
8. Shinobi X (1995, Saturn)
9. The Revenge of Shinobi (2002, Game Boy Advance)
10. Shinobi (2002, PS2)
11. Nightshade (2004, PS2)
12. Shinobi 3D (2011, 3DS)
- STAFF -
Designed by : Noriyoshi Ohba
Staff : Sugachan 26, Wagamama Kenchi, Topi, Gyofunori, Hanachan, Super Haggar, Fanta Jijii, Yamiagari, Shinjuku Otoko
- PORTS -
* CONSOLES:
[EU] Sega Master System (1988) "Shinobi [Model MK-7009-50]"
[US] Sega Master System (1988) "Shinobi [Model 7009]"
[JP] Sega Master System (june.19, 1988) "Shinobi [Model G-1353]"
[JP] NEC PC-Engine (dec.8, 1989) "Shinobi [Model AS01001]"
[US] Nintendo NES (1989)
[BR] Sega Master System (1995) "Sapo Xule - O Mestre do Kung Fu [Model 023.500]"
[US] Microsoft XBOX 360 (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" : as an unlockable extra
[KO] Sony PlayStation 3 (feb.10, 2009) "Sonic's Ultimate Genesis Collection" : as an unlockable extra - by SCEI
[US] Sony PlayStation 3 (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" : as an unlockable extra
[EU] Microsoft XBOX 360 (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" : as an unlockable extra
[EU] [AU] Sony PlayStation 3 (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" : as an unlockable extra
[AU] Microsoft XBOX 360 (feb.26, 2009) "Sega Mega Drive Ultimate Collection" : as an unlockable extra
[US] [JP] Microsoft XBOX 360 [XBLA] (june.19, 2009)
[JP] Nintendo Wii [Virtual Console Arcade] (jul.14, 2009)
[JP] Nintendo Wii [Virtual Console Arcade] (oct.23, 2009)
[JP] Nintendo Wii [Virtual Console Arcade] (dec.7, 2009)
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1989)
[US] [EU] Commodore C64 (1989)
[EU] Atari ST (1989)
[EU] Commodore Amiga (1989)
[EU] Amstrad CPC (1989) : [64 ko Cassette version]
[EU] Amstrad CPC (1989) : [128 Ko Disk version]
[EU] MSX (1989)
[EU] Amstrad CPC (1990) : Mastertronic
[EU] Sinclair ZX Spectrum (1990)
[US] PC [MS-DOS, 5.25"] (1989)
* OTHERS:
[US] Tiger Handheld LCD Game (1988)
- SOURCES -
Game's manual.
Game's ROM.
Game's picture.
Game's F.A.Q. Kevin Butler A.K.A. War Doc
Accepted [+] [X] Shikigami no Shiro II [Model GDL-0021] Update submitted by XtC
式神の城II (c) 2003 Alfa System.
(Shikigami no Shiro II)
A shoot'em up featuring 7 selectable characters. There are five levels of two stages each.
- TECHNICAL -
GAME ID: GDL-0021
Runs on the Sega "NAOMI GD-ROM System" hardware.
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb
- TRIVIA -
Shikigami no Shiro II was released in April 2003.
- TIPS AND TRICKS -
* Secret Modes : After inserted a credit, input the following code...
- SII Mix Mode : AB + Start
- Extreme Mode : Up, A, Down, Down, Left, A, Right, Down, B, B, A, AB + Start
* Secret Character : In game Test Mode, input the following code WITHIN 10 seconds : Up, Down, Right, Right, 2P Start, 1P Start, Right, Right, 2P Start.
* Shikigami no Shiro weapons :
1) Shot : normal shot, depends on the character you selected.
2) Shikigami Attack : activated by holding down the A button. Also depends on the character you selected.
3) Bomb : depends on the character you selected
* Coins : it is released when an enemy is destroyed. It?s value starts with 10pts and reach the maximum of 10.000pts, this values does not decrease if you miss any coin or get hit. If you use the Shikigami Attack the coins will move towards you, also the enemies release more coins if you have a higher power up level. Unlike "Shikigami no Shiro", there's no power up system in "Shikigami no Shiro II".
* Tension system : it is activated when you move close to the enemies, bullets ans scenery. When the tension system is active an aura appears around the player. Also it activates a bonus multiplier - from 2x to 8x - that affects the points of the enemies destroyed and coins collected. When you get the 8x multiplier a rapid and more powerful fire is activated and the aura turns red.
* Timing : unlike "Shikigami no Shiro", at "Shikigami no Shiro II" only the bosses battles are timed.
- SERIES -
1. Shikigami no Shiro (2001)
2. Shikigami no Shiro Evolution (2002, Microsoft XBOX)
3. Shikigami no Shiro II (2003)
4. Shikigami no Shiro III (2005)
- PORTS -
* CONSOLES:
Sega Dreamcast (2004)
Sony Playstation 2 (2004)
Microsoft XBOX (2004)
Nintendo GameCube (2004)
* COMPUTERS:
PC [MS Windows] (2004)
* OTHERS:
PSN (2012) : Sony Playstation 2 version.
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.alfasystem.net/game/shiki2/
Accepted [+] [X] Shanghai - Banri no Choujou [Model 610-0374-02] Update submitted by XtC
Shanghai - Banri no Choujou (c) 1995 Sunsoft.
- TECHNICAL -
Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-02
Players: 2
Control: 8-way joystick
Buttons: 6
- TRIVIA -
Released in June 1995.
The title of this game translates from Japanese as 'Shangai - The Great Wall'.
- 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 -
* CONSOLES:
Nintendo Super Famicom (1995, "Shanghai - Banri no Choujou")
Sega Saturn (1995)
Sony PlayStation (1995)
NEC PCFX (1996)
Panasonic 3DO "Shanghai - Triple Thread"
- SOURCES -
Game's ROM.
Accepted [+] [X] Shanghai Update submitted by XtC
Shanghai (c) 1988 Sunsoft.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 384 x 280 pixels
Screen refresh : 30.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Shanghai was released in March 1988.
Shanghai and its sequels are 'Szechuan'-style solitaire mahjong games where the object is to match identical pairs of tiles until the board is clear or you are unable to make another move. This type of solitaire mahjong can also be referred to as 'Shanghai', hence the game title. The stacked-tile arrangement presented here is one of many traditional Chinese 'Szechuan'-style solitaire mahjong arrangements.
- 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)
- STAFF -
Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh
- PORTS -
* CONSOLES:
Nintendo Famicom (1987)
Sega Master System (1988)
Nintendo Game Boy (1989)
Atari Lynx (1990)
Sony PlayStation (2000, "Shanghai [Value 1500 Series]")
* COMPUTERS:
Commodore C64 (1986)
Commodore Amiga (1986)
Atari ST (1986)
Apple II (1987)
PC9801 : by System Soft
FM Towns PC (1990)
- SOURCES -
Game's ROM.
Accepted [+] [X] Shanghai II Update submitted by XtC
Shanghai II (c) 1989 Sunsoft.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : V30 (@ 8 Mhz)
Sound Chips : YM2203 (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Shanghai II was released in March 1989.
- 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)
- STAFF -
Staff : M. Maeda, K. Yoshida, A. Takeuchi, M. Nomura, K. Kitazumi, K. Okumura, Sakakibara, Yoshinari, T. Shiono, S. Saitoh
- PORTS -
* CONSOLES:
Sharp X68000
Sega Game Gear (1990)
* COMPUTERS:
PC [MS-DOS]
NEC PC 8801
NEC PC 9801 : by System Soft
- SOURCES -
Game's ROM.
Accepted [+] [X] Senkyu Update submitted by XtC
Senkyu (c) 1995 Seibu Kaihatsu.
In this puzzle game, 3 rotatable balls consisting of 4 basic colors, yellow, pink, green, blue, fall from the top to the lowest part of the screen.
When groups of like-colored spheres collect together, they disappear and the space is filled in with surrounding spheres.
Bonuses are awarded for completing combos and the game ends when the entire screen has been filled up.
The game has many modes of play : Single, Puzzle, Vs. Computer and Vs. Player. In Puzzle mode there is continuous, changing backgrounds and additional colors. In the Vs. play modes, the spheres only appear in the 4 basic colors.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Senkyu was released in October 1995 in Japan.
Export releases:
This game is known outside Japan as "Battle Balls".
- PORTS -
* CONSOLES:
Sony PlayStation (1997, "Raiden DX") : As a bonus game
- SOURCES -
Game's ROM.
Accepted [+] [X] SDI - Strategic Defense Initiative [Model 317-0027] Update submitted by XtC
SDI - Strategic Defense Initiative (c) 1987 Sega.
A strategic challenge in the science of offensive & defensive warfare.
- TECHNICAL -
Runs on the Sega "System 16A" hardware.
Game ID : 317-0027
Players : 2
Control : 8-way joystick with button, trackball
- TRIVIA -
Released in April 1987 in Japan.
Re-Editions:
"SDI - Strategic Defense Initiative [Model 317-0028]"
Export releases:
"Defense [Model 317-0028]".
Soundtrack releases:
[JP] Oct. 10, 1987 - After Burner [Sega Game Music Vol.3] [28XA-109]
- TIPS AND TRICKS -
* Flicky Mode :
1) Insert a credit (ONLY 1 credit)
2) Input code Up(x2), Down, Right, Down, Left, Down(x2) with Player 1
3) Input code Player 2 Shot button x3 then press Player 2 START button
4) Satellite (player character) will change to Flicky at the starting of Stage 2.
- STAFF -
Planed by : Black Holl Tomo
Project leader : Joe Kacchan
Programmers : Sweet Tohchan, Anatano Pideshi, Ippo Ogapi, Defended Your State
Character designers : Saitama Kenji, 8940 KON
Scene designer : Henchan
Music by : Katsuhiro Hayashi (Funky Gerogero)
Mechanical engineer : MI.U.I.Hachi
Enemy creation : Demon Taka
Data adjust : Nanno Icchan
- PORTS -
* CONSOLES:
Sega Master System (1987)
Sony PlayStation 2 (2005, "Sega AGES 2500 Series Vol. 21 SDI & Quartett ~SEGA System 16 Collection Vol.1~")
* COMPUTERS:
Commodore Amiga (1987)
Amstrad CPC (1988)
Sinclair ZX Spectrum (1989)
* OTHERS:
Mobile phones (2002, "Mobile SDI")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Sarge [Model 0B88] Update submitted by XtC
Sarge (c) 1985 Bally Midway.
- TECHNICAL -
Bally Midway MCR 3 hardware
[No. 0B88]
Main CPU : Zilog Z80 (@ 5 Mhz)
Sound CPU : Motorola M6809 (@ 2 Mhz)
Sound Chips : DAC
Screen orientation : Horizontal
Video resolution : 512 x 480 pixels
Screen refresh : 30.00 Hz
Palette colors : 64
Players : 2
Control : Double 2-way joystick (Vertical)
Buttons : 2
- TRIVIA -
Released in October 1985.
Considered by some to be the grandfather of all real-time video battle-games, Sarge was the first coin-op game to give players the ability to deploy multiple vehicles against common adversaries and, of course, each other.
Sarge is also probably the first real 'start-to-finish' design collaboration between artist/animator Brian Colin and programmer Jeff Nauman.
From Brian Colin, Lead Artist on Sarge : "The realistically depicted female soldier featured in the game generated so much interest when it was first introduced that, part-way through it's production run, we slipped a hidden player incentive. With the machine's internal DIP switches set a certain way, players who achieved a rank of Colonel were greeted with a winking, sexy GI Jane wearing little more than a smile.
The DIP switches should be set as follows : 0011000100.
To see if the switches are set correctly, look at the girl at the start of the game. If she is wearing a low-cut T-shirt, then the 'hidden player incentive' is on.".
- STAFF -
Software : Jeff Nauman
Artists : Brian Colin, Sharon Perry
Sounds : Bob Libbe, Neil Falconer
Hardware : Cary Mednick, Steve Ackerman
Mechanical : John Kubik
Added support : Jim Belt
- PORTS -
* CONSOLES:
Atari 7800 : Unreleased prototype
* COMPUTERS:
PC [DOS] (1989)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Samurai Spirits - Tenkaichi Kenkakuden Update submitted by XtC
Samurai Spirits - Tenkaichi Kenkakuden (c) 2005 SNK Playmore.
- TECHNICAL -
SAMMY Atomiswave Hardware
CPU : Hitachi SH-4 64-bit RISC CPU
Sound Engine : ARM7 Yamaha AICA (45 MHZ)
Players : 2
Control : 8-way joystick
Buttons : 5
=> [A] - Light slash, [B] - Medium slash, [C] - Heavy slash, [D] - Kick, [E] - Special move
- TRIVIA -
Released in September 2005. The beta testing of the game had already started from 28 to 29 April, 2005 at Shinjuku, Tokyo as well (same place as NBC tests).
- 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 -
Haohmaru : Hiroyuki Koga
Nakoruru : Mikako Takahashi
Yoshitora Tokugawa : Naoki Yanagi
Mina Majikina : Tsumugi Osawa
Ukyo Tachibana : Kazutaka Ishii
Rimururu : Rie Kugimiya
Yunfei : Toru Okawa
Kusaregedo the demon : Taro Masuoka
Genjuro Kibagami : Toru Okawa
Rera : Mikako Takahashi
Kyoshiro Senryo : Taro Masuoka
Rasetsumaru : Shinsuke Fukui
Kazuki Kazama : Masahiro Okazaki
Sogetsu Kazama : Junji Majima
Enja : Shintarou Ohata
Suija : Ikuji Nose
Hanzo Hattori : Hiroyuki Koga
Galford : Junji Majima
Shizumaru Hisame : Motoki Takagi
Jubei Yagyu : Toru Okawa
Basara : Motoki Takagi
Gaira Caffeine : Takumi Sato
Charlotte : Mayumi Shindo
Tam Tam : Kazutaka Ishii
Sankuro Yorozu : Shinsuke Fukui
Yumeji Kurokouchi : Mitsuki Saiga
Gaoh Kyougoku Hinowanokami : Akio Ohtsuka
Andrew : Kazutaka Ishii
Nicotine Caffeine : Naoki Yanagi
Cham Cham : Tsumugi Osawa
Earthquake : Takumi Sato
Iroha : Mayumi Shindo
Ocha-Maro Karakuri : Mayumi Shindo
Sugoroku Matsuribayashi : Taro Masuoka
Neinhalt Sieger : Hiroyuki Koga
Genan Shiranui : Masahiro Okazaki
Wan-fu : Masahiro Okazaki
Shiro Tokisada Amakusa : Junji Majima
- PORTS -
* CONSOLES:
[JP] Sony PS2 (Jan. 26, 2006) "Samurai Spirits - Tenkaichi Kenkakuden [Model SLPS-25559]"
[JP] Sony PS2 (Jan. 25, 2007) "Samurai Spirits - Tenkaichi Kenkakuden [SNK Best Collection] [Model SLPS-25559]"
[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]"
[JP] Sony PS2 (june.18, 2009) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Samurai Spirits Zero [Model NGM-270] Update submitted by XtC
Samurai Spirits Zero (c) 2003 SNK Playmore.
A 5th episode of the Samurai Shodown saga on Neo-Geo with 24 selectable characters plus Poppy (secret character) plus 3 bosses (Sankuro the mid-boss, Yumeji the sub-boss and the general Gaoh as final boss).
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-270
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Light attack, [B] Medium attack, [C] Kick/Break defence, [D] Lie down/Forward roll/Back roll/Small jump/Dodge
- TRIVIA -
Samurai Spirits Zero was released in October 2003 in Japan. Called ZERO because its story takes place before the first Samurai Spirits episode.
This game is known outside Japan as Samurai Shodown V.
Parts of Shiki's personality are homages to Rei Ayanami (a character from Evangelion) and Mugen no Jyuunin. As a matter of fact, one of her winquotes was taken word-for-word from a quote in Evangelion.
Rera first appeared in a Nakoruru OVA titled 'Nakoruru - Ano hito kara no okurimono'.
Sankuro's name and moves (which call out his henchmen), collectively, contain all the digits from one to nine.
Yumeji's attacks are all borrowed from other characters (for most of them, she morphs into the character she is borrowing the move from). Her Shin Musou Ittou-ryuu Kagerou and Shin Musou Ittou-ryuu Sasame Yuki - Sen are all borrowed from Ukyo's Bust moves in SS4 (Ukyo only has his Slash moves from SS4 in SS5). She also borrows : Charlotte's Bayonette Lunge, Genjuro's Sanren Satsu, Hanzo's Ninpou Mozu Otoshi, Haohmaru's Ougi - Kogetsu Zan, Jubei's Yagyu Shingan Tou - Souha, Kyoshiro's Choubi Jishi, Nakoruru's Annu Mutsube, Rimururu's Rupush Kamui Weison Pekoru, Ukyo's Hiken Tsubame Gaeshi, Yoshitora's Yon no Tachi - Tsubaki.
The creator of the manga 'Rurouni Kenshin', Nobuhiro Watsuki, helped to make 'Yoshitora Tokugawa'. Nobuhiro Watsuki has declared many times his love for the Samurai Spirits video-games. You can find some characters in his work strictly copied from these series.
Card game : In December 2006, Sabertooth Games released a Samurai Shodown V collectable card game set for it's Universal Fighting System (UFS) game.
- UPDATES -
If you put the game in 'Japan territory' via the MVS bios setting, the story mode will be completed by little scenes of dialogs between the different characters.
- TIPS AND TRICKS -
* Costume Color Select : everyone has four outfit colors chosen by A, B, C or D. The (D) button ones seem to be the oddest ones.
* Play as Poppy : on the character select screen highlight 'Kazuki' and then move Left, Right, Left(x2), Right(x2), Left(x2), Right and then button A to select (use buttons B to D instead for different colors).
* I'm Not Afraid Of You! : think you are really good? Tap Start 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with!
* Secret Win Pose : if you get a Perfect win in the second round with Galford, one of Poppy's puppies will show up and run forward, only to stumble and land on it's stomach.
* Pursuit Reset : pick Jubei and perform a Big Pursuit when unarmed (press Up+B+C when your opponent is down). The game will reset.
- 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 -
Illustrators : Dorio Takaya, Takkun, Sakuraitohru, Murasaki, Yukikage, Takahashi
Character designers : Nobuhiro Watsuki, Takuro Fuse, Ponkichi, Kentaro Maruta, Gunpom, C. Takahashi, Qon, Yuichi Nakatani, Shinosuke, Kusarehada, Takayanagi K', Takaomi, Shuhei Hayashi, Kano Toyo, Tomisu, Toshirou Hara, Taisuke Satoh, Yasuhiro Nightow
[Marehen Breaker] : Kazuhiro Mikuma, Kengo Tanaka
[Tachyon] : Miyazaki-Atu
[Mechanic Arms] : Manabu Sakai, Yoshiki Oyabu, Toshiharu Tagami
??? : Daisuke Shimada
??? : Morita Kazuro, Ken, Hide. H, M. Kawamura, Nakamura Yoshihiro
Music Compose : Suemura Kennosuke, Kuroiwa Haruhiko
Arrange & Sound Design : Suemura Kennosuke
Sound Effect : Miyazaki Seiji
Sound Director : Matsuo Atsuya, Hide. H
Producer : Yasuo Tanaka
* Voice actors :
Announcer/Narrator : Satoshi Taki
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Yoshitora Tokugawa : Hiro Yuki
Mina Majikina : Satsuki Yukino
Ukyo Tachibana : Eiji Yano
Rimururu : Hitomi Nabatame
Yunfei : Satoshi Taki
Kusaregedo the demon : Go Shinomiya
Genjuro Kibagami : Kong Kuwata
Rera : Kyoko Hikami
Kyoshiro Senryo : Monster Maetsuka
Rasetsumaru : Tsuguo Nakajima (formerly Mogami)
Kazuki Kazama : Atsushi Yamanishi
Sogetsu Kazama : Naoki Oikawa
Enja : Shintarou Ohata
Suija : Ikouji Nose
Hanzo Hattori : Toshimitsu Arai
Galford : Mantaro Koichi
Shizumaru Hisame : Miho Kaneda
Jubei Yagyu : Kiyoshi Kobayashi
Basara : Masahiro Nonaka
Gaira Caffeine : Takeshi Watanabe
Charlotte : Harumi Ikoma
Tam Tam : Toshikazu Nishimura
Sankuro Yorozu : Tomoyuki Shimura
Yumeji Kurokouchi : Mitsuki Saiga
Gaoh Kyougoku Hinowanokami : Kenji Utsumi
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Dec. 11, 2003; "Samurai Spirits Zero [Model NGH-270]")
[JP] Sony PS2 (jul.29, 2004; "Samurai Spirits Zero [Model SLPS-25346]")
[JP] Sony PS2 (2005; "Samurai Spirits Zero [SNK Best Collection]")
[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]")
[JP] Sony PS2 (june.18, 2009; "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")
- SOURCES -
Game's ROM.
Official Web Site; http://www.samuraispirits-official.com/
Accepted [+] [X] Samurai Spirits - Amakusa Kourin [Model NGM-222] Update submitted by XtC
Samurai Shodown IV - Amakusa's Revenge (c) 1996 SNK.
The 4th installment of the weapons-based one-on-one fighting series features seventeen selectable characters and two end bosses. Changes to the established formula include the removal of both aerial blocking and the switch-around move (the latter of which which allowed a player to move quickly behind their opponent's back). Dodges, which allowed players to evade/side-step attacks are also gone.
Players can no longer charge up their own POW gauge but a new move called the 'CD combo' was added; players can press the C and D buttons together, triggering a strike that can be followed up by a sequence of button taps.
SNK also added a "suicide" move, allowing a player to forfeit a round. The advantage to this is that the one committing suicide will start the next round with a full "POW" gauge. Certain finishes also enable a "fatality" move in the vein of "Mortal Kombat".
Some of the series' older characters were restored for the 4th game, including Charlotte, Tam Tam and Jubei Yagyu. The entire cast of the previous game also returns, although some have been redrawn to further enhance the cartoonish look.
Joining the cast are the two ninja brothers:
* Kazuki Kazama - member of the Kazama ninja clan specializing in fire jutsu, he deserts to rescue his younger sister, Hazuki, from Amakusa's clutches.
* Sogetsu Kazama - older brother to Kazuki and Hazuki who uses water jutsu; unlike Kazuki, he stays with the clan and is ordered to assassinate his brother for leaving.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-0222
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Strong attack with weapon, [D] Kick
- TRIVIA -
Samurai Spirits - Amakusa Kourin (translates from Japanese as 'Samurai Spirits - Amakusa's Descent') was released in October 1996 in Japan.
This game is known outside Japan as 'Samurai Shodown IV - Amakusa's Revenge'.
- TIPS AND TRICKS -
* Beat the entire game in the time limit to see a picture of Wan-Fu or Sieger after the end credits. Who appears is entirely at random though.
* In order to see a special win pose with the puppies, win with a double
perfect using Slash Galford. Galford will say, 'Arigato!' as the puppies
scamper across the screen.
* I'm Not Afraid Of You! : think you are really good? Tap START 3 times quickly to make your character drop his/her sword. Now show your opponents that the most fearsome weapons are the ones you were born with! Note : a few characters are really hampered by the loss of weapon (e.g. Haohmaru, Kazuki, Sogetsu) and a few are not really affected (Nakoruru, Rimururu, Hanzo).
* Sepukku (Suicide) : press Back, then move your joystick a quarter circle from forwards to down and press START to make your character kill himself/herself and lose the current round (Useless trick? Not quite since you will start the next round with a full rage gauge!).
* Silly Name Trick : now this is weird! At the naming screen input 'AAA' as your name to make your character faint!
- 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
Producers : Y. Koudou, H. Kawano, Bad Apples
Planners : Head-Ken, Tomi Yan, Kouji Takaya, Guro
Support from : Masami Nakaoka, Eiji Shiroi, Y. Kawase, Araiichi, Nao.Q.
Back team : Yasupuu (as Yasu-Puu), Anta-Baka, Y. Yoshimitsu, Yoshiko, Pu-Suke, Has, Y, N. Azumi, Chu
Programmers : Kura, Llaoyllakcuf, Dan-ABE
Sound : Yamapy-1, Jojoha Kitapy, Mitsuo, Sha-V
* Voice Actors :
Tam Tam : Toshikazu Nishimura
Galford : Mantaro Koichi
Hanzo Hattori : Toshimitsu Arai
Jubei Yagyu : Kiyoshi Kobayashi
Sogetsu Kazama : Naoki Oikawa
Kazuki Kazama : Atsushi Yamanishi
Genjuro Kibagami : Kong Kuwata
Haohmaru : Masaki Usui
Charlotte : Harumi Ikoma
Tokisada Shirou Amakusa : Eiji Yano
Kyoshiro Senryou : Monster Maetsuka
Ukyo Tachibana : Eiji Yano
Basara Kubikiri : Masahiro Nonaka
Gaira Kafuin : Takeshi Watanabe
Shizumaru Hisame : Miho Kaneda
Nakoruru : Harumi Ikoma
Rimururu : Megumi Matsumoto
Zankuro Minazuki : Enma Ito
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Nov. 29, 1996; "Samurai Spirits - Amakusa Kourin [Model NGH-222]")
[JP] SNK Neo-Geo CD (Dec. 27, 1996; "Samurai Spirits - Amakusa Kourin [Model NGCD-222]")
[JP] Sega Saturn (Oct. 02, 1997; "Samurai Spirits - Amakusa Kourin [Model T-3116G]")
[JP] Sega Saturn (Oct. 02, 1997; "Samurai Spirits - Amakusa Kourin [Model T-3118G]")
[JP] Sony PlayStation (Dec. 25, 1997; "Samurai Spirits - Amakusa Kourin Special [Model SLPS-01171]")
[JP] Sega Saturn (Aug. 06, 1998; "Samurai Spirits Best Collection [Model T-3123G]")
SNK Neo-Geo Pocket [JP] (Dec. 25, 1998; "Samurai Spirits! [Model NEOP00080]")
SNK Neo-Geo Pocket [JP] (Dec. 25, 1998; "Samurai Spirits! [Special Box] [Model NEOP90010]")
[JP] Sony PlayStation (Apr. 24, 2003; "Samurai Spirits - Amakusa Kourin Special [PSone Books] [Model SLPS-91513]")
[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]")
[JP] Sony PS2 (june.18, 2009; "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Samurai Spirits - Zankurou Musouken [Model NGM-087] Update submitted by XtC
Samurai Spirits - Zankurou Musouken (c) 1995 SNK.
To have no fear, to slice and die! To survive! Continuing the aesthetic tradition and high quality of the very successful series featuring 12 selectable characters to fight Zankuro, a very powerful demon samurai.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0087
Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light attack with weapon, [B] Medium attack with weapon, [C] Strong attack with weapon, [D] Kick
- TRIVIA -
Samurai Spirits - Zankurou Musouken was released in October 1995 in Japan. Literally 'Samurai Spirits - Zankuro's Matchless Sword'.
This game is known outside Japan as 'Samurai Shodown III' and in Korea as "Fighters Swords". The full US name for the game is "Samurai Shodown III - Blades of Blood".
Kafuin Gaira is a Buddhist monk whose weapons are giant 'mala', or Buddhist prayer beads. When Gaira wins the first round of a match, he throws a few punches and says 'Tenchu!', which means 'retribution!'. Gaira says a traditional Buddhist prayer for his fallen opponent when he wins the final round of the match. 'Namu amida butsu', Gaira's prayer, is basically 'go to heaven' or 'rest in peace'.
Shizumaru Hisame is a homage to Himura Kenshin (a character from the manga 'Rurouni Kenshin').
Zankuro Minazuki is a homage to Raijyuta Isurugi (another character from 'Rurouni Kenshin').
- TIPS AND TRICKS -
* Play as Zankuro : This tip only works in 2-Player mode. Select Haohmaru, hold START and then go to the following characters : Genjuro, Basara, Kyoshiro, Ukyo, Rimururu, Haohmaru, Shizumaru, Nakoruru, Hanzo, Amakusa, Gaira, Galford and Shizumaru. Wait until the timer reach 03 and then press A and B.
- 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
Programmers : Abe Jaron, Oh!Butch, Magic2papa
Back team : N. Azumi, Mayu K., Yoshimitsu, Yoshi-Ko, Chu, Guchi, Etsuko, Satoni, Has
Special effects by 'POW team'.
* Voice Actors :
Haohmaru : Masaki Usui
Nakoruru : Harumi Ikoma
Rimururu : Tomo Sakurai
Hanzo Hattori : Toshimitsu Arai
Galford : Kazuhiro Inage (Key Inage)
Kyoshiro Senryou : Monster Maetsuka
Ukyo Tachibana, Tokisada Shirou Amakusa : Eiji Yano
Genjuro Kibagami : Kong Kuwata
Basara Kubikiri : Masahiro Nonaka
Shizumaru Hisame : Miho Kaneda
Gaira Kafuin : Kouji Suizu
Zankuro Minazuki : Hiroyuki Arita
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Dec. 01, 1995; "Samurai Spirits - Zankurou Musouken [Model NGH-087]")
[US] SNK Neo-Geo AES (Dec. 01, 1995; "Samurai Shodown III [Model NGH-087]")
[JP] SNK Neo-Geo CD (Dec. 29, 1995; "Samurai Spirits - Zankurou Musouken [Model NGCD-087]")
[US] SNK Neo-Geo CD (Dec. 29, 1995; "Samurai Shodown III [Model NGCD-087E]")
[JP] Nintendo Game Boy (Aug. 23, 1996; "Nettou Samurai Spirits - Zankuro Musouken [Model DMG-ASZJ-JPN]")
Sony PlayStation [JP] (Aug. 30, 1996; "Samurai Spirits - Zankurou Musouken [Model SLPS-00350]")
[JP] Sega Saturn (Nov. 08, 1996; "Samurai Spirits - Zankuro Musouken [Model T-3104G]")
[JP] Sega Saturn (Nov. 08, 1996; "Samurai Spirits - Zankuro Musouken [Model T-3106G]")
Sony PlayStation [JP] (Mar. 20, 1997; "Samurai Spirits - Zankurou Musouken [The Best] [Model SLPS-91024]")
[JP] Sega Saturn (Aug. 06, 1998, "Samurai Spirits Best Collection [Model T-3123G]")
Sony PlayStation [JP] (Apr. 24, 2003; "Samurai Spirits - Zankurou Musouken [PSone Book] [Model SLPS-91514]")
[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]")
[JP] Sony PS2 (june.18, 2009; "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Mahjong Triple Wars Bangai-hen - Sailor Wars Update submitted by XtC
Mahjong Triple Wars Bangai-hen - Sailor Wars (c) 1993 Nichibutsu.
The Sailor Senshi battle each other until they're completely nude!
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : YM3812 (@ 4 Mhz), (2x) DAC (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 640 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 256
Players : 2
Control : mahjong keyboard
- TRIVIA -
Released in April 1993.
The title of this game translates from Japanese as 'Mahjong Triple Wars Extra Chapter - Sailor Wars'.
The [BET] version of this game is known as "Mahjong Triple Wars Bangai-hen - Sailor Wars R : Medal Ninatte Return!!".
- SERIES -
1. Mahjong Triple Wars (1989)
2. Mahjong Triple Wars 2 (1990)
3. Mahjong Triple Wars Bangai-hen - Sailor Wars (1993)
- STAFF -
Staff : H. Wada, Tak, Satoshi Urushihar
- PORTS -
* COMPUTERS:
PC "Mahjong Triple Wars Bangaihen - Sailor Wars with 4 Ninuchi"
- SOURCES -
Game's ROM.
Accepted [+] [X] Rod-Land Update submitted by XtC
Rod-Land (c) 1990 Jaleco.
Rod-Land is a cute and colourful platform game for one or two players in which two fairy sisters - 'Tam' and 'Rit' - must rescue their kidnapped mother from the 'Maboots Tower' fortress.
The fairies are armed with the 'Rods of Sheesanomo' - two magical rods that enable the fairies to catch enemies in a force-field and slam them into the platforms to kill them - and must clear each level of enemies to move onto the next and eventually reach and infiltrate the Tower.
As well as the magical rods used for attacking enemies, the fairies can also create a magical ladder - in a fashion very similar to that used in Taito's "Rainbow islands" - which can be utilised anywhere on a level and allows players to reach other platforms or escape from pursuing enemies. Each player can utilise only one magically-created ladder at any one time and the creation of a new ladder removes the previously-created one.
A level is only completed when all enemies have been killed. Some defeated enemies drop bonus items, such as fruit, missiles and bombs.
Each of the game's levels features brightly coloured flowers. If players manage to collect all of these, the 'Extra Game' mode begins. During this time-limited mode all of the level's enemies turn red and move much faster. If the enemies are killed in time, they drop an alphabetic letter that can be collected to spell the word 'EXTRA' and earn players an extra life.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Players : 2
Control : 8-way joystick
Buttons : 2 (Catch, Create magical ladder)
- TRIVIA -
Released in April 1990.
This game is known in Japan as "Rod Land - Haha wo Motomete 30 Kai".
Rod-Land contains a second episode (see 'Tips And Tricks' section) known in Japan as "Rod Land - Tozasareta Sekai". This time, the storyline has an alien pyramid landing in Fairland and in this episode, it is the girls' father that must be rescued. The gameplay is identical to that of the first episode, with only graphical differences separating the two.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Rod-Land - PCCB-00028) on 21/05/1990.
- TIPS AND TRICKS -
* One feature unique to Rod-Land is that the game's sequel is already included and becomes available upon completion of the first game. While the graphics, enemies and level layouts have been changed, gameplay is identical to the first game.
- How to access 'Part 2 : The Unknown Pyramid', the Second Episode (note : this can also be unlocked via the dip switches settings)...
English version : after inserting a coin, press DOWN three times, then START.
Japanese version : after inserting a coin, press UP three times, then START.
- How to access 'Part 1 : Rescue My Mom', the first episode, when the second is enabled (via dip switches settings)...
English version : after inserting a coin, press UP three times, then START.
Japanese version : after inserting a coin, press DOWN three times, then START.
* The game has 3 endings, depending on the following:
- Enable the default 1st Story (Rescue My Mom) through the Arcade's DIP Switches and beat the 31 levels.
- Enable the 2nd Story (The Unknown Pyramid) through the Arcade's DIP Switches and beat the extra 31 levels.
- Enable the 1st or 2nd Story (depending on which is enabled as the default one) through the secret code and beat the extra level 32.
- STAFF -
Music composed by: Tsukasa Tawada
- PORTS -
* CONSOLES:
Nintendo Famicom (1992)
Nintendo Game Boy (1993)
Sony PlayStation (2003, "Jaleco Collection Vol. 1") : Port of the Famicom version of "Yousei Monogatari Rod-Land"
* COMPUTERS:
Amstrad CPC (1990)
Commodore C64 (1991)
Commodore Amiga (1991)
Atari ST (1991)
Sinclair ZX Spectrum (1992)
- SOURCES -
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Robotron: 2084 Update submitted by XtC
Robotron: 2084 (c) 1982 Williams.
Robotron: 2084 is a single-screen shoot-em-up set in a near future in which mankind has developed super-intelligent, self-aware robots called Robotrons, in order to aid mankind and to build a better world. The robots quickly realised that they don't need the Human Race and have revolted against their creators, vowing to either genetically reprogram the remaining humans to side with the Robotrons, or to wipe them out entirely.
The player takes on the role of the single human who due to a malfunction in his genetic engineering, cannot be re-programmed by the Robotrons. The free-minded human must destroy the enemy Robotrons and rescue as many of the Earth's remaining human families as possible.
Robotron: 2084 utilizes a dual joystick control system, with the left stick controlling player movement and the right controlling the direction of fire. The player's only weapon is an Anti-Robot Laser Gun. Each single-screen wave is populated with enemy robots and obstacles, as well as human family members who can be rescued to earn additional points.
There are three types of trapped humans; Man, Woman and Child and they will wander aimlessly until the player makes contact with them. If a Robotron touches them first, they are either killed or, if touched by the brain-like Robotron, converted into enemy 'progs.
In addition to the Robotrons, each wave also features static obstacles called Electrodes. These pulsating objects can block the player's path and a collision with one results in instant death. Electrodes come in a number of different shapes and must be avoided or destroyed with the Laser Gun.
ENEMY ROBOTRON UNITS:
* GRUNT: The least sophisticated species of Robot is the Grunt. It has no weapon and possesses only minimal intelligence. Grunts appear in large numbers and will relentlessly pursue players to overrun and destroy them. Each Grunt killed is worth 100 points.
* TANK: Its goal is to kill the player using rebounding Shells. Annihilate the Tank for 300 points; the Shell for 50 points.
* SPHEROID: This pulsating sphere may initially look harmless, but it is the mother-ship that spawns deadly 'Enforcer Embryos'. Players must try to destroy the Spheroid before it ejects the Embryos to earn 1,000 points.
* ENFORCER: The Embryos grow into evil Enforcers. Kill them for 200 points. Let them live and they will lessen the player's chance for survival by launching Enforcer Sparks. Destroy the Sparks for 25 points.
* HULK: In all attack waves except every 5th, the Hulk will stalk his prey. Hulk units are invincible but the player's Gun can only slow it down or divert it from its objective.
* BRAIN: The Brain is the most clever and dangerous of the Robotrons. Its two-pronged attack will be launched every 5th wave. If it touches the player, it will electrocute them where they stand. It can also fire Cruise Missiles that will relentlessly follow the player until either contact is made or they are shot and destroyed. Kill the Brain for 500 points; destroy the Cruise Missile for 75 points.
The victims of the 2nd prong of the Brain's attack are the defenseless humans. If captured, a human will be irreversibly transformed - literally re-programmed by the Brain's incredible mind powers - into a Prog: a Robot that will viciously turn against its own protector, the player. Annihilate the Progs for 100 points or meet a violent death at their hands.
- TECHNICAL -
Robotron was available in both upright and cocktail format, with the cocktail cabinet being fairly rare. The alternate cabinets also had different graphics (at least the color scheme was different), and are much more difficult to find replacement graphics for. The standard Robotron upright was 6'2" tall and featured white sides and a black front. It had painted side-art in the form of a '2084' logo and a few stripes (this is a very simple design, and is easy to repaint if your cabinet happens to be scratched up). The control panel is covered with a geometric shape design, and has two 8-Way joysticks and two start buttons. These joysticks are of a peculiar design, but can easily be replaced with a pair of modern joysticks (purchase red ball tops ones, because that is what the originals had). The games marquee has the 'Robotron' logo in a font reminiscent of an early 80s computer. This is superimposed over a triangular design made from shapes and lines. The Robotron cocktail cabinet was finished completely with woodgrain laminate. The only graphics were on the control panels, and the small instruction cards that were placed under the top glass. The players would sit across from each other, and the screen image would flip for each player.
Main CPU : Motorola M6809 (@ 1 Mhz)
Sound CPU : M6808 (@ 894.75 Khz)
Sound Chips : DAC
Players : 2
Control : Double 8-way joysticks (see 'Trivia' section for more information)
- TRIVIA -
Robotron: 2084 was released in March 1982 in the USA.
Total production is estimated at 18,000 units. The upright cabinet style is common. Both the cabaret (or mini) and cocktail styles were produced in much lower numbers, one estimate citing only 500 cocktails produced.
The basic play of Robotron was programmed in three days. The design of Robotron was influenced by "Berzerk" and the Commodore PET game 'Chase'. The concept name was 'Robot Wars - 1984'.
The original name for the production was '2084 - Robotron', but the name Robotron was more commonly used by virtually everyone involved, and the game was renamed shortly before production. This is why the cabinet side artwork simply has the number 2084 vertically.
Robotron was unique at the time in that the controls were two 8-way joysticks (one for running, one for shooting) rather than the more typical single joystick and fire button. This unique dual-joystick control was created because of two occurrences : Jarvis liked the game Berzerk, but hated the joystick-and-button run-and-shoot configuration; and the fact that Jarvis's right hand had been broken in a car accident shortly after he finished creating Stargate.
This game shares some sounds from "Defender" and "Stargate".
The human characters in this game are named Mommy, Daddy and Mikey. The idea and the inspiration for the character Mikey was from the 1970's commercial for 'Life' cereal.
Williams were sued by Walt Disney Productions for copyright and patent infringement regarding Williams use of 'Tron' in Robotron. Williams won the suit and Walt Disney releases Tron on time.
A Robotron machine appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance' and on the 1986 movie 'Better Off Dead'.
- UPDATES -
Yellow/Orange label:
* The default difficulty is 5.
* The demo calls the Quarks 'Cubeoids'.
* The default high score is 131682.
Blue label:
* The default difficulty is 3.
* The default high score is 151782.
* The 'shot-in-corner' bug is fixed.
- SCORING -
G.R.U.N.T. (GROUND ROVING UNIT NETWORK TERMINATOR) - The red robots: 100 points
SPHEROID - The red circles that travel around the game screen: 1,000 points
QUARK - The white boxes with an 'X' in the middle that travel around the game screen: 1,000 points
ENFORCER - The blue, 'Robby the Robot' looking robots: 150 points
SPARKS (Shot by ENFORCERS): 25 points
TANK - The red robots that have tracked wheels underneath them hence making them look like tanks : 200 points
TANK SHELLS: 50 points
BRAIN - The robots that are blue and have really large heads: 500 points
CRUISE MISSILES (shot by BRAINS): 25 points
PROG (reprogrammed humans): 100 points
FAMILY MEMBERS: 1,000 points for the first human rescued, progressing to 2,000, 3,000, 4,000, then 5,000 for every human rescued after that. The scoring starts over when the player is killed or finishes a wave.
- TIPS AND TRICKS -
* When you start the game, your man will be in the middle of the playing field surrounded by various robots. Depending on the wave that you are on will determine exactly what robots are ready to terminate your existence. The game is straight-forward, take out all the robots (except HULKS) to advance to the next wave. It is vital for your survival that you learn how to 'scoot and shoot'. If you don't learn how operate the controls independently and run in one direction while shooting in other directions, you won't survive very long in this game.
* Equally important to 'scoot and shoot' is your ability to be able to fire on the diagonal. It's easy firing up, down, left, and right, but it takes a little more mastery to fire in the diagonal directions.
* Learn the different things the enemy robots do. For example, the SPEROIDS have a tendency to congregate in the corners. This works to your advantage since you can blast about three or four before they discharge their supply of ENFORCER robots.
* Your main objective is to blast a path through the robots and get to the edge of the screen. It doesn't matter what edge, just get to one. The reason is painfully simple : it give the robots one less direction to assault you from. Plus, you can lead them around in circles blasting them and also cleaning out the corners from the above-mentioned ENFORCERS.
* Enforcer Bug : The enforcer bug is when an enforcer is in the lower right corner and you shoot it diagonal there is a 1 in 3,000 chance the game will reset. The reason for the game resetting is there is a bug in the diagonal explosion code for enforcers. The memory below the screen holds the stack and an unclipped pixel can get 'drawn' into the stack causing the game to lock and the watchdog to kick in and reset the system.
* The only times where you won't want to seek the sides is during the BRAIN and TANK robot waves. The BRAINS fire a homing shot at your man so you need as much room to maneuver as possible so going against the wall would restrict that movement. The same goes for the TANK robots which fire bounce shots. They may miss you initially but you might get hit by the shot as it bounces up. You are safer in the middle area where you have room to maneuver. Just watch out for other enemies (which will be very low in number).
* Try to rescue the humans as long as it doesn't put your man in danger of dying. You can rack up some major points on the BRAIN waves since they are loaded with humans for the BRAIN robots to 're-program'. Again, make sure you have an avenue of escape. Doesn't make sense to save a human, get the extra man, then die. You, in essence, gained nothing from that level. You can also shoot the HULK robots to push them away from humans also. On the BRAIN waves, make sure you pick off the BRAIN robots as soon as possible. This prevents them from reprogramming the humans and leaves you more people to get major points with.
* The 'Mikey' bug - on the first Brain wave. There are a lot of Mommies and only one Mikey. The Brains all go for Mikey - if you can protect him (don't pick him up, though!), the Brains will ignore all other humans, making for a point-fest if you can grab them all. As soon as you die, however, the Brains will grab any human they find. This actually works on all Brain waves, but in the other waves the 'golden human' is a random Daddy or Mommy or Mikey, so you don't know who to protect. It's a bug, but a cool one. For this bug to work, the player must make sure that no humans are left alive in the level previous.
* Since you don't have a limit on your shots, you can put up a 'wall' of energy in whatever direction you move. This can have a very devastating effect if applied right.
* Make sure you take a quick look at the wave to assess where the main threats are. You will have from one to two seconds to get ready for action. If you can survive the initial few seconds as you blast your way toward the edge, your chances of survival will be that much greater. Also be sure to remember what each wave has in store for you, this also will give you a greater chance of getting through the wave.
* If you get tired, you can take a break. That's right, wait for a TANK wave. Eliminate all of the robots except for one. After firing a few shots, the TANK robot will run out. After that, it's just a matter of avoiding the TANK and any other pesky robots.
* During the tank wave, try to avoid shooting the tanks shots for as long as you can. If the tanks fire 20 shots that do not hit anything, the tanks will cease firing.
* ENFORCERS, like their SPHEROID transports, tend to congregate in corners. Use this to your advantage. Every now and then one or two will zip very fast across the field. Their main threat, though, is volume of fire. When you are on the edges, watch out since their shots tend to roll toward your man.
* See all those pretty shapes on the playing field? They are there as a nuisance. They will kill your man if he hits them. They can, however, be shot out of the way but yield no points.
* Robotron Name Trick : The formula consists of three sequences of buttons, that all must be completed within a quarter of a second of each other, without the player dying on-screen. The moves are as follows...
1) Fire Up while moving Right and press Player 1 button.
2) Fire Down while moving Up and press Player 2 button.
3) Move Down while firing Up.
The designer's names will appear and stay on the screen until the joystick is released from the Up position. Your game is over(!) once you've done this trick.
- SERIES -
1. Robotron: 2084 (1982, ARC)
2. Blaster (1983, ARC)
3. Robotron X [Model SLUS-00252] (1996, PSX)
4. Robotron 64 [Model NUS-NRXE-USA] (1998, N64)
- STAFF -
Staff: Larry DeMar (LED), Eugene Jarvis (DRJ) (EPJ), (JER), (KID), (MLG), Steve Ritchie (SSR), (UNA), (JRS), (CJM)
- PORTS -
* CONSOLES:
[US] Atari 2600 : Unreleased prototype
[US] Atari 5200 (1983) "Robotron: 2084 [Model CX5225]"
[US] Atari 7800 (1986) "Robotron: 2084 [Model CX7809]"
Atari XEGS
[US] Sega Genesis (1996) "Williams Arcade's Greatest Hits"
[EU] Sega Mega Drive (1996) "Arcade's Greatest Hits [Model T-97126-50]"
[US] Sega Saturn (1996) "Arcade's Greatest Hits [Model T-9703H]"
[US] Sony PlayStation (apr.10, 1996) "Williams Arcade's Greatest Hits [Model SLUS-00201]"
[EU] Sony PlayStation (sept.1, 1996) "Williams Arcade's Greatest Hits [Model SLES-00323]"
[US] Nintendo SNES (oct.1996) "Williams Arcade's Greatest Hits [Model SNS-AW8E-USA]"
[EU] Nintendo SNES (jan.8, 1997) "Williams Arcade's Greatest Hits [Model SNSP-AW8P-EUR]"
[US] Sega Dreamcast (june.27, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9713N]"
[US] Sega Dreamcast (jul.28, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model T-9710D-50]"
[US] Nintendo 64 (nov.14, 2000) "Midway's Greatest Arcade Hits Vol. 1 [Model NUS-NAIE-USA]"
[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]"
[EU] Microsoft XBOX 360 [XBLA] (dec.2, 2005) : Rretired in 2010
[US] Microsoft XBOX 360 [XBLA] (dec.16, 2005) : Retired in 2010
[JP] Microsoft XBOX 360 [XBLA] (dec.17, 2005) : Retired in 2010
[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] Atari Lynx (1991) "Robotron: 2084 [Model PT5003]"
[US] Nintendo GBA (nov.22, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3E-USA]"
[EU] Nintendo GBA (nov.30, 2001) "Midway's Greatest Arcade Hits [Model AGB-AM3P-EUR]"
* COMPUTERS:
[EU] BBC Micro (1982)
[US] Atari 800 (1983) "Robotron: 2084 [Model RX8033]"
[US] Tandy Color Computer (1983) "Robotack"
[US] Commodore VIC-20 (1983) "Robotron: 2084 [Model RX-8520]"
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Robotron: 2084 [Model RX8521]"
[US] PC [Booter] (1983)
[US] Apple II (1983)
[EU] BBC B (1984) : by Atarisoft
[EU] Sinclair ZX Spectrum : Unreleased
[EU] Atari ST (1987)
[US] PC [MS Windows 3.1/DOS, CD-ROM] (1995) "Williams Arcade Classics"
[US] PC [MS Windows 95/DOS, CD-ROM] (1996) "Williams Arcade Classics"
[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] Tiger Game.com (1997) "Williams Arcade Classics [Model 71-722]"
[US] Mobile Phones (apr.5, 2005)
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Passport @ everything2
Accepted [+] [X] Ripley's Believe it or Not! Update submitted by XtC
Ripley's Believe it or Not! (c) 2004 Stern Pinball.
- TECHNICAL -
Stern Whitestar II
Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Atmel AT91 (@ 40 MHz)
Display CPU : Motorola M6809 (@ 4 MHz)
Sound chip : DMA-driven DAC
- TRIVIA -
Released in March 2004. Produced by Pat Lawlor Design for Stern Pinball.
Michael Jackson used to own this game (Serial number 181018). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- UPDATES -
CPU Release : 1.00
- Initial Release.
CPU Release : 1.01
Date : March 24, 2004
- Fixed diagnostics, especially sound and knocker test
- Improved game speech in many places.
- Fixed 'go backwards' in Australia and South America
- Left orbit now lights the temple gate
- Fixed lockup to handle balls that arrive during quick multiballs.
- Adjusted mode goals slightly.
- Fixed 'spinners at max' award from Bozo.
- Added DOUBLE JACKPOTS to some Believe It Or Not! awards
- Fixed status report
- Some improvments to display choreography and sequencing.
CPU Release : 2.00
Date : March 25, 2004
- Improved lamp displays, especially around temple awards.
- Added time-delayed clear kick from lock at game over.
- Major improvements to the final mode, Atlantis.
- Added some overload protection to the idol magnet.
- Made ramp rollunder switches more sensitive.
- Fixed some Believe It Or Not! award choreography.
CPU Release : 2.01
Date : April 02, 2004
- Changed points for EB/Special given in tournament.
- Fixed ticket dispenser operation.
- Fixed jackpot scoring in ripoff.
- Fixed locks to handle missing balls properly in tilt situations.
- Fixed ? award to correctly reset itself after award.
- Fixed million plus to avoid abuse in mulitball.
- Fixed choreography at multiball start to sync video/sound.
- Fixed eb/special calls for tournament play points.
- Fixed some main Multiball jackpot choreography.
CPU Release : 2.03
Date : April 07, 2004
- Improved compensation for broken Shrunken Head and Idol devices.
- Fixed glitch in score auditing table.
- Added broken device reporting for the scoop and VUK.
- Slight choreography improvements.
- Fixed outlane sounds in multiball.
CPU Release : 2.04
Date : April 08, 2004
- Fixed ticket dispensing for Chuck E. Cheese games.
- More improvement to broken magnet compensation.
- Made idol extra ball slightly easier to get.
- Lowered range of possible Bump 'n' Win scores.
CPU Release : 3.00
Date : April 16, 2004
- Modified Bump 'n' Win score computation to be in the correct range given current tournament scores. Also improved selection logic to make the game more appealing to casual players.
- Fixed pulse handling for $5 bill acceptors.
- Added more extended features for expert players.
- Fixed TEAM SCORES display for 4 players.
- Fixed extra ball scoring display for tournament play.
- Some improvements to display and sound choreography.
- More improvements to broken magnet and idol compensation.
CPU Release : 3.01
Date : May 03, 2004
- More improvements to Bump 'n' Win score selection.
- Fixed some Bozo choreography that was confusing.
- Fixed some screens in Instant Info to show proper information.
- Made some improvements to playfield lamp effects.
- Fixed Temple LEDs to show attract mode properly at game over.
- Made specials stack on outlanes when more than 2 are lit.
CPU Release : 3.02
Date : September 15, 2004
- New flipper drivers to increase flipper coil longevity. This was not a problem with Ripley but was done to be consistent with other Stern software releases.
- Fixed false broken switch reports on some switches.
- Improved compensation for a broken left ramp or left ramp make switch.
- Improved rules for Idol to keep the idol lit longer after pops.
- Added code to pop bumpers to prevent the looping ball situation on early production games.
- Fixed 'Idol worth 1 million' bug in South America mode.
- Fixed bug when Feature Adjustment #13 was set too high.
- Improved speech and lamp effects in some places.
- Fixed some speech conflicts at the end of continent modes.
CPU Release : 3.20
Date : February 22, 2005
- Fixed lock and eject devices to work properly with the Coil Power setting.
- STAFF -
Concept : Pat Lawlor (PML)
Designers : Pat Lawlor, Louis Koziarz (LNK)
Artwork : John Youssi (J Y)
Software: Louis Koziarz, Greg Dunlap
DMD Animation : Adam Rhine
Mechanics : John Krutsch (JRK)
Music and Sounds : Chris Granner (C G)
- PORTS -
* CONSOLES:
Xbox Live (Apr. 04, 2012, "The Pinball Arcade")
Sony PSN (Apr. 10, 2012; "The Pinball Arcade")
* COMPUTERS:
MAC OS [Mac App Store] (2012)
* OTHERS:
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")
- SOURCES -
Game's ROM.
Accepted [+] [X] Rip Cord Update submitted by XtC
Rip Cord (c) 1979 Exidy.
The goal of the game is to jump out of the plane and land safely on one of the many targets down below. The challenge is to avoid the numerous enemy helicopters that occupy the sky in between your plane and the ground.
You control the timing of your jump with the Jump button, at which point your parachutist begins hurtling toward the ground out of control. Pressing the D-Ring button shortly afterwards releases the chute and slows your descent. More importantly, it allows you at this point to control your left/right position via the paddle control to help you avoid the enemies.
- TECHNICAL -
Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Discrete
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2
The most distinctive feature was the game's controls, which included a triangular ring the player pulled to deploy their parachute.
- TRIVIA -
Rip Cord was presented at the 1978 AMOA show in November. It was then released in February 1979. The game is a a takeoff on Atari's "Sky Diver".
- STAFF -
Designed and programmed by : Arlan Granger
- PORTS -
* CONSOLES:
Colecovision : Unreleased prototype
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Vs. Atari RBI Baseball Update submitted by XtC
Vs. Atari RBI Baseball (c) 1987 Atari Games Corp.
- TECHNICAL -
Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Vs. Atari RBI Baseball was released in September 1987.
3945 kits were produced in the USA. The selling price was $395.
- PORTS -
* COMPUTERS:
Amiga (1991, "R.B.I. 2 Baseball")
Amstrad CPC (1991, "R.B.I. 2 Baseball")
Atari ST (1991, "R.B.I. 2 Baseball")
Commodore 64 (1991, "R.B.I. 2 Baseball")
Sinclair ZX Spectrum (1991, "R.B.I. 2 Baseball")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Rampart Update submitted by XtC
Rampart (c) 1991 Atari Games.
Rampart is a superb arcade puzzle game in which up to three players must build up a castle using Tetris shaped pieces to form a castle wall and enclose their keep. Each player must then place a limited number of cannons inside their castle wall before the timer expires. Once the cannons have been placed the battle itself begins. Players must target their cannons onto the enemy's castle (or, in the one-player game, enemy ships and peons) and destroy as much of the enemy army as possible before the time limit expires.
Once the battle is over, the player(s) must repair their castle(s), again using tetris shapes. The player(s) Keep must be completely encircled with walls, or the game is over. In the single-player campaign, any dark brown ships that manage to reach the coast will unload peons that will attack the player's castle by land.
- TECHNICAL -
Game ID : 136082
Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz)
Players : 3
Control : trackball
Buttons : 2
- TRIVIA -
Rampart was originally released in February 1991 (even if the copywrite year is 1990) as a dedicated three-player trackball model. It was followed in April 1991 by a two-player joystick conversion kit.
790 dedicated units and 1515 conversion kits were produced in the USA.
254 dedicated units and 278 conversion kits were produced in Ireland (for European distribution).
The original selling price was $2,295 at its time of release.
The conversion kit selling price was $945.
The island in Rampart is very similar to a map of Jersey in the Channel Islands, but it's purely a coincidence.
- TIPS AND TRICKS -
* The peons that attack you after unloading from the dark brown ships cannot fire diagonally.
- STAFF -
Programmer, designer : John Salwitz
Artist, designer : David Ralston
Hardware engineer : Tim Hubberstey
Technician : Chris Drobny
Audio : Brad Fuller, Don Diekneite
Artistict support : Sam Comstock, Sean Murphy, Will Noble, Nick Stern
Software support : Peter Lipson, Mike Albaugh, Russel Dawe (Rusty), Ed Rotberg
Commander : Chris Downed
Product manager : Linda Benzler
Cabinet designer : Dave Cook
Asic : Pat Mc Carthy
- PORTS -
* CONSOLES:
[US] Atari 7800 : Unreleased prototype
[US] Nintendo NES (jan.1992) "Rampart [Model NES-73]"
[US] Sega Genesis (1991)
[EU] Sega Master System (1991) "Rampart [Model 301026]"
[US] Nintendo SNES (aug.1992) "Rampart [Model SNS-RM]"
[JP] Sega Mega Drive (dec.11, 1992) "Rampart [Model T-48053]"
[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]"
Sony PlayStation 3 [PSN] [US] (may.10, 2007)
Sony PlayStation 3 [PSN] [EU] (june.15, 2007)
Microsoft XBOX 360 [US] (nov.6, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [US] (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [EU] (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
Atari Lynx [US] (1991) "Rampart [Model PA2102]"
[JP] Nintendo Game Boy (oct.30, 1992) "Rampart [Model DMG-R8J]"
[US] Nintendo Game Boy (1993) "Rampart [Model DMG-R8]"
[EU] Nintendo Game Boy (1993) "Rampart [Model DMG-R8-NOE]"
Nintendo Game Boy Color [US] (nov.17, 1999) "Rampart [Model CGB-A5RE]"
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69P-EUR]"
[US] Nintendo GBA (nov.3, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69E-USA]"
[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:
[EU] Atari ST (1992)
[EU] Commodore C64 (1992)
[EU] Commodore Amiga (1992)
PC [MS-DOS] [US] [EU] (1992)
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Raiden Update submitted by XtC
雷電 (c) 1990 Seibu Kaihatsu.
(Raiden)
In the year 2090, Earth has suddenly become the target of deranged aliens. Following the invasion, a new cutting-edge weapon, the Raiden Supersonic Attack Fighter, based on the destroyed alien craft, is created for humanity's hope for survival.
- TECHNICAL -
Main CPU : (2x) V30 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : YM3812 OPL2 (@ 3.579545 Mhz), OKI MSM6295 ADPCM (@ 1MHz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Raiden was released in April 1990.
The title of this game translates from Japanese as 'Thunder and Lightning'.
Raiden is the name of a Japanese WWI Fighter, the Mitsubishi J2M Raiden.
Licensed to Fabtek for US distribution, to Liang HWA Electronics for Taiwan distribution, to I.B.L. Corporation for Korea distribution and to Wah Yan Electronics for Hong Kong distribution.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Raiden Densetsu - PCCB-00047) on 05/12/1990.
- TIPS AND TRICKS -
* Items list:
- Red beacon: Gives the Vulcan firepower to the player who obtains it.
- Blue beacon: Gives the Laser firepower to the player who obtains it.
- M: Gives the Nuclear missile sub-weapon to the player who obtains it.
- H: Gives the Homing missile sub-weapon to the player who obtains it.
- 1-UP: Gives the player who obtains it an extra life stock.
- P: Maximizes the players current weapon sets to full power.
- B: Increases bomb stock by one.
- Medal: Gives a score of 300 points.
- Miclus: Seibu Kaihatsu's dragon mascot appears in Raiden and it's series, giving a score of 3,000.
- Fairy: A small humanoid creature that gives whoever obtains it 10,000 points and restores your powers once if you loose one life.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2007)
11. Raiden V (2016, XBOX One)
- STAFF -
Producer : Hitoshi Hamada (H. Hamada)
Game design : Tetsuya Kawaguchi (T. Kawaguchi)
Programmers : K. Kondo, Tetsuya Kawaguchi (T. Kawaguchi), S. Mori
Graphic design : T. Wada, M. Komazawa, T. Matsuzawa, H. Matsuo
Music & SFX : Akira Satoh (A. Sato)
Hardware design : Y. Segawa
- PORTS -
* CONSOLES:
NEC PC-Engine (1991)
Sega Mega Drive (1991) "Raiden Trad"
Nintendo Super Famicom (1991) "Raiden Densetsu"
Nintendo Super Famicom (1992) "Raiden Trad"
PC Engine Super CD-ROM (apr.1992) "Super Raiden"
Atari Jaguar (1994)
Sony PlayStation (1995) "The Raiden Project"
Atari Lynx (1997)
Sony PlayStation (2002) "MajorWave Series"
* COMPUTERS:
FM Towns PC (1991) "Raiden Densetsu"
PC [MS-DOS, CD-ROM]
* OTHERS:
Google Play (dec.2012) "Raiden Legacy"
Apple App Store (dec.2012) "Raiden Legacy"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Q*bert [Model GV-103] Update submitted by XtC
Q*bert (c) 1982 Gottlieb.
The object of the Q*bert game is to change the color of the top of the cubes to the Destination Color indicated at the upper-left corner of the screen (below Player 1's score) by hopping onto them. When all the cubes in the pyramid have been changed to the Destination Color, the screen will advance to the next round, with the player-controlled Q*bert character starting back on the top cube. At the beginning of each level, there will be a short demonstration cycle with Q*bert hopping around four cubes to explain to the player the play action of each level. Each level consists of four rounds. The current level number and round number is displayed at the upper-right corner of the screen (below Player 2's score in a 2-player game).
Gameplay starts with Q*bert appearing at the top of the pyramid. The joystick will move Q*bert from cube to cube by hopping in any of four diagonal directions. Q*bert can move anywhere on the pyramid, but jumping off will kill him. Hopping onto a rotating disk will take Q*bert back to the top of the pyramid. In the first two rounds of play, Q*bert will have to avoid touching the red and purple balls. These deadly objects drop randomly onto the second-from-the-top row of the pyramid and bounce downwards. The red balls will fall off the bottom, but the purple ball will stop at the bottom and hatch into Coily, the snake which chases Q*bert. To get rid of Coily, lure him to the edge, then jump unto a disk. The disk will take Q*bert back to the top and Coily will fall off, awarding 500 points and clearing the board of all other 'nasty' characters.
Starting at the third round of play, other 'nasty' characters come into play. The green characters or objects are safe to hop onto and will award points. All other 'nasty' characters are deadly to touch. In the third round the red balls will stop falling, but two purple characters named Ugg and Wrong Way will appear at the lower portion of the pyramid and travel sideways and upwards (Ugg is the one with the snout moving from right to left on the right face of the cubes, and Wrong Way is the one with the big eyes moving from left to right on the left face of the cubes). They will not chase Q*bert, but will move randomly to get in Q*bert's way. In the third round and every round after, based on an internal timer, a green ball will appear and bounce down from the top of the pyramid. Hopping Q*bert onto the green ball will award 100 points, and freeze all the 'nasty' characters on the screen for a few seconds, but 'Q*bert' will still be able to move to complete the color changes.
During the fourth round of play, two green characters named Slick and Sam will appear, based on the internal timer (Slick is the one wearing shades; Sam does not wear shades, otherwise their function is identical). They will drop onto the second-from-the-top row of the pyramid and hop randomly downwards. If they hop onto a cube that Q*bert has already changed the color of, the cube will change to a different color to thwart Q*bert. Hopping Q*bert onto Slick or Sam will stop them and award 300 points.
Throughout the remaining rounds, all the characters and objects will appear in random combinations with increasing speed.
To add variety to the game, the disks will change positions every round, and in the higher levels the number of disks will change.
During Level 2, the play action will increase in difficulty from changing the cubes to one color, to changing the color of the cubes twice. This means that each cube would have to be hopped on twice to change the pyramid to the Destination Color, completing the Round.
Starting at Level 3 and for all remaining rounds, and levels, the play action will become more difficult. The object remains to change the cubes to the Destination Color, but if Q*bert hops on any cube, that cube will change color. So even if the cube has already been changed to the Destination Color, it will change again.
Here is a rundown of how all the colors change :
Legend :
S - Starting Color
I - Intermediate Color
D - Destination Color
LEVEL 1 : When Q*bert jumps on S or I, it changes to D. When he jumps on D, it stays at D (NOTE : During the fourth round, when Slick/Sam jumps on D, it changes to I).
LEVEL 2 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it stays at D.
LEVEL 3 : When Q*bert jumps on S, it changes to D. When he jumps on D, it changes back to S. Q*bert must start again.
LEVEL 4 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it changes back to I. Q*bert must start again.
LEVEL 5 : When Q*bert jumps on S, it changes to I. When he jumps on I, it changes to D. When he jumps on D, it changes back to S. Q*bert must start again.
LEVELS 6-9 : Same color pattern as Level 5. The difference is the increased speed of Q*bert and the 'nasty' characters.
There are also bonus points awarded at the end of each round for successfully completing the round. The bonus for the completion of the 1st round is 1,000 points. This Bonus will progressively increase each Round by 250 points to a maximum of 5,000 points at Level 5.
- TECHNICAL -
Game ID : GV-103
Main CPU : I8086 (@ 5 Mhz)
Sound CPU : MOS Technology M6502 (@ 894.886 Khz)
Sound Chips : DAC, Votrax SC-01
Players: 2
Control : 4-way joystick (diagonal)
- TRIVIA -
Q*bert was released in October 1982 in the USA.
Licensed to Konami for Japanese distribution (February 1983).
Inspired by artwork by M.C. Escher who was an artist that Jeff admired. Ron Waxman came up with the idea of Q*bert changing the color of the cubes. Q*bert's name originated by the combination of 'Cube' and 'Hubert', but the 'Cube-Bert' was changed to 'Q-bert' to make it more unique. The concept game was called 'Snots and Boogers' and then '@!#?@!' (which many of the programmers and Gottlieb VPs said would be impossible to get anyone to say) before the final version was called just 'Q*bert'. Slick and Sam were a play on the phrase 'spick and span' with Sam being named after co-worker Sam Russo. Rick Tighe came up with the idea of adding the pinball hardware which generated the very mechanical KA-CHUNK when Q*bert falls off the pyramid.
A Votrax SC-01 speech synthesis chip is used to generate the incoherent speech of Q*bert swearing, Slick and Sam (high pitch), and Ugg and Wrong Way (low pitch). The only true speech ever generated is Q*bert saying 'Hello, I'm turned on' when the game is first powered up and 'Bye Bye' after the player enters his or her initials at the end of a game.
Approximately 30,000 units were produced by Gottlieb.
Several early cabinets were produced with '@!#?@!' on the marquee.
Bob Gerhardt holds the official records for this game in 'Marathon' setting with 33,273,520 points on November 28, 1983.
Tom Gault holds the official records for this game in 'Tournament' setting with 1,895,565 points.
A slightly different version known as 'Mello Yello' was programmed for promotion of the Mellow-Yellow soft drink, but it was never released to the market.
As well as being a huge commercial success as a game, Q*bert also provided revenue from its many tie-in products. Toys, games, and other products bearing the hero's likeness all sold well. There was even a Q*bert cartoon; Saturday Supercade was a CBS cartoon series which featured a number of different segments starring various video game characters. In addition to the characters from the game, the Q*Bert segment featured Q*tee (Q*bert's girlfriend), Q*bit (his little brother), and others.
Such was the character's popularity at this time that Gottlieb assigned pinball designer, John Trudeau ("Creature From the Black Lagoon", "Congo"), to devise a Q*bert pinball. It was called "Q*bert's Quest" and Trudeau created an innovative design pattern that should have sparked arcade goers to try it. Remarkably, the table was a commercial flop. Released in March 1983, a paltry 884 machines dribbled out of the plant and further convinced management that pinball was indeed experiencing desperate times.
A Q*bert unit appears in the 1983 movie 'Koyaanisqatsi - Life out of Balance'.
Parker Brothers released a board game based on this videogame (same name) in 1983. The object of the game is to be one of the 'noser elite' by removing more pegs from the pyramid than your opponent. A peg plugged into a cube simulates the Starting Color; a peg removed from a cube simulates the Destination Color. One player takes on the role of the hero, Q*bert, who must make his way around the pyramid trying to remove as many pegs as he can. A second player controls the 'nasty' characters out to thwart Q*bert. This board game has Ugg and Wrong Way reversing their positions; Ugg moves from left to right on the left face of the cubes, and Wrong Way moves from right to left on the right face of the cubes. Also, Slick is featured in the board game, but not Sam.
The main characters make an appearance on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Q*bert changes a cube from the Starting Color to the Intermediate Color : 15 points (NOTE : In Level 4, you get no points when Q*bert changes a cube from the Destination Color back to the Intermediate Color.)
Q*bert changes a cube to the Destination color : 25 points.
Q*bert catches the Green Ball : 100 points
Q*bert catches Slick/Sam : 300 points.
Q*bert lures Coily off the pyramid : 500 points bonus.
Bonus points for every round you complete : 750 points + 250 points x round number + 50 points per remaining disk.
- TIPS AND TRICKS -
* Control Panel Instructions :
Goal : Change the tops of all cubes to a new color by hopping onto them.
Joystick moves 'Q*bert' from cube to cube. Hopping onto a disk will take you back to the top.
All green objects are safe to hit. All other objects are deadly.
Destroy the snake by leading him to the edge, then jumping on a disk.
Stay on pyramid! Only jump off to use a disk.
* A big part of the game is waiting to see where 'nasty' characters are going to jump. You need to make sure you always time a jump at the same time the 'nasty' characters jump, so you can always have a clear path to a new square.
* Since the game only has nine levels, if you can master Level 9 then you should be able to play indefinitely since Level 9 repeats once you reach it and the game doesn't get any harder.
- SERIES -
1. Q*bert (1982, Arcade)
2. Q*bert's Qubes (1983, Arcade)
3. Q*bert 3 (1993, Nintendo Super NES)
4. Q*bert (1999, PC CD-ROM, Sony PlayStation)
5. Q*bert Rebooted (2014, Steam)
- STAFF -
Designed and programmed by : Warren Davis
Video graphics by : Jeff Lee
Cabinet graphics by : Terry Doerzaph
Audio by : David D. Thiel
- PORTS -
* CONSOLES:
Magnavox Odyssey 2 [US] (1983)
Philips Videopac G7000 [EU] (1982)
Colecovision [US] (1983) "Q*bert [Model 9800]"
[JP] Sega SG-1000 (1983) "Q*bert [Model OM-G001]"
Mattel Intellivision [US] (1983) "Q*bert [Model PB6360]"
[US] Atari 2600 (1983) "Q*bert [Model PB5360]"
[US] Atari 5200 (1983) "Q*bert [Model 9500]"
[US] Atari 7800 "Bentley Bear In Q*bert" : Unreleased prototype
Atari XEGS
[JP] MSX (1986) "Q*bert [Model RC746]"
MSX [EU] (1987) "Q*bert [Model RC746]"
[US] Nintendo NES (feb.1989) "Q*bert [Model NES-QB-USA]"
Sony PlayStation 3 [PSN] [US] (feb.22, 2007)
Sony PlayStation 3 [PSN] [EU] (may.18, 2007)
* HANDHELDS:
[EU] Nintendo Game Boy (1992) "Q*bert for Game Boy [Model DMG-P-QT]"
[JP] Nintendo Game Boy (jan.14, 1992) "Q*bert for Game Boy [Model DMG-QTJ]"
[US] Nintendo Game Boy (feb.1992) "Q*bert for Game Boy [Model DMG-QT-USA]"
* COMPUTERS:
[US] Atari 800 (1983) "Q*bert [Model 1120]"
BBC Micro [EU] (1983)
Commodore VIC-20 [US] (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Q*bert [Model PB1550]"
[US] Commodore C64 [EU] (1983) "Hexpert"
Tandy Color Computer [US] (1983) "Cuber"
Tandy Color Computer [US] (1983) "Cubix"
Sinclair ZX-Spectrum [EU] (1983) "Pogo" by Ocean
[EU] Amstrad CPC (1984) "Er*Bert" by Microbyte
Texas Instruments TI-99/4A [US] (1984) "Q*bert [Model PB1620]"
BBC B [EU] (1984) "R*THER" by Acornsoft
Memotech MTX512 [EU] (1985) "Qogo"
Tandy Color Computer 3 [EU] (1987) "Pyramix"
[EU] Amstrad CPC (1987) "Crazy Er*Bert" by Alternative Software
[EU] Commodore Amiga (1992) "Q.Bic" by CodeMasters
[US] PC [MS Windows, CD-ROM] (2005) "Q*bert 2005"
* OTHERS:
VFD handheld game [US] (1983) released by Parker Brothers.
Mobile Phones [US] (june.13, 2003)
Apple iPhone/iPod [US] (jul.28, 2009) "Q*bert Deluxe [Model 325065512]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Puzzle de Bowling Update submitted by XtC
Puzzle de Bowling (c) 1999 Nihon System.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 16.2652 Mhz)
Sound Chips : X1-010 (@ 16.66 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in January 1999.
Developed by Moss.
- PORTS -
* CONSOLES:
Sony PlayStation : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Puzznic Update submitted by XtC
Puzznic (c) 1989 Taito Corp.
This is a puzzle game in which the aim is to move symbol-bearing blocks onto identically-symboled blocks in order to eliminate them. Blocks can only be moved left or right, or dropped downwards.
The order in which the blocks are eliminated needs careful planning, as it's sometimes necessary to destroy three blocks at a time, or use blocks as bridges for other blocks. Some puzzle screens have moving background blocks that act as elevators, making careful timing essential.
Should the player make a mistake and destroy or move the wrong blocks, each puzzle screen allows for a set number of 'retries' (depending on the dipswitch settings). A retry resets all tiles to their original positions.
The game consists of eight levels, with each level consisting of four separate puzzle screens. Once a level has been completed, players can chose which level to tackle next. This translates into 36 separate puzzle screens to be completed in any one game, chosen from a total of 144 puzzle screens, giving the game much replay value.
- TECHNICAL -
Taito L System hardware
Prom Stickers : C20
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM2203 (@ 3 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Puzznic was released in October 1989.
- UPDATES -
On the Japanese version, we can play for Eurasian naked pictures. This feature was removed for Export versions.
- PORTS -
* CONSOLES:
NEC PC-Engine (1990)
Nintendo Famicom (1990)
Nintendo Game Boy
Sony PlayStation (2001)
* COMPUTERS:
Sinclair ZX Spectrum (1990)
Commodore C64 (1990)
Amstrad CPC (1990)
Commodore Amiga (1990)
Atari ST (1990)
NEC PC-9801 (1990)
FM Towns PC (1990)
X68000 (1990, "Puzznick")
* OTHERS:
Nokia N-Gage "Taito Memories" : Unreleased
- SOURCES -
Game's ROM.
Accepted [+] [X] Puyo Puyo Sun [Model 610-0374-11] Update submitted by XtC
Puyo Puyo Sun (c) 1996 Compile.
The third game in the 'Puyo Puyo' series.
- TECHNICAL -
Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: Model 610-0374-11
Players: 2
Control: 8-way joystick
Buttons: 6
- TRIVIA -
Puyo Puyo Sun was released in November 1996.
'Sun' is a pun for 'San'. It's the third puyo puyo at the arcade and 'San' stands for 'Three' in Japanese.
- 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:
[JP] Sega Saturn (Feb. 14, 1997; "Puyo Puyo Sun [Model T-6603G]")
[JP] Sega Saturn (1997; "Puyo Puyo Sun for SegaNet [Model G-3324]")
Nintendo 64 [JP] (Oct. 31, 1997; "Puyo Puyo Sun 64 [Model NUS-NPYJ-JPN]")
[JP] Sony PlayStation (Nov. 27, 1997; "Puyo Puyo Sun Ketteiban [Model SLPS-01080]")
[JP] Sega Saturn (jul.30, 1998; "Puyo Puyo Sun [Sega Saturn Collection] [Model T-6609G]")
Nintendo Game Boy Color [JP] (Nov. 27, 1998; "Pocket Puyo Puyo Sun [Model CGB-AYSJ-JPN]")
[JP] Sony PlayStation (Apr. 12, 2001; "Puyo Puyo Sun Ketteiban [The Best] [Model SLPS-91224]")
[JP] Sony PlayStation (Jan. 30, 2003; "Puyo Puyo Sun Ketteiban [Model SLPM-87213]")
* COMPUTERS:
PC [MS Windows] [JP] (1997)
- SOURCES -
Game's ROM.
Accepted [+] [X] Power Stone 2 Update submitted by XtC
Power Stone 2 (c) 2000 Capcom Company, Limited.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Power Stone 2 was released in April 2000.
- SERIES -
1. Power Stone (1999)
2. Power Stone 2 (2000)
- PORTS -
* CONSOLES:
Sega Dreamcast [JP] (apr.27, 2000) [Model T-1218M]
[US] Sega Dreamcast (aug.23, 2000) [Model T-1211N]
Sega Dreamcast [EU] (aug.24, 2000) [Model T-36812D-61]
Sega Dreamcast [JP] (sept.25, 2003) : DreKore edition
[EU] Sony PSP (oct.20, 2006; "Power Stone Collection" [Model ULES-00496])
[AU] Sony PSP (oct.25, 2006; "Power Stone Collection")
[US] Sony PSP (oct.31, 2006; "Power Stone Collection" [Model ULUS-10171])
[JP] Sony PSP (nov.30, 2006; "Power Stone Portable" [Model ULJM-05178])
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Official website: http://www.capcom.co.jp/newproducts/consumer/powerstone/index.html
Accepted [+] [X] Super Donkey Kong + Super Tetris 2 + Bombliss [PSS-63] Update submitted by XtC
Super Donkey Kong + Super Tetris 2 + Bombliss (c) 1994 Nintendo.
- TECHNICAL -
[PSS-63]
- PORTS -
This game is a SNES game modified to accept coins, so there is only one true port of "Super Tetris 2 + Bombliss".
* COMPUTERS:
PC9801 "Super Tetris 2 + Bombliss" : Port of the original SNES version
- SOURCES -
Game's ROM
Accepted [+] [X] Pong Update submitted by XtC
Pong (c) 1972 Atari, Incorporated.
Pong is a basic simulation of the racket sport of table tennis. A small square representing a ping pong ball travels across the screen in a linear trajectory. If the square strikes the perimeter of the playing field, or one of the simulated paddles, the square ricochets based on the angle of the impact.
Game play consists of players moving their respective paddles vertically to defend their scoring zones. Players score one point by maneuvering the square past their opponent's paddle.
Atari coin-op version of Pong can only be played with two players with each player controlling a paddle.
- TECHNICAL -
The arcade PONG hardware was developed using 66 TTL logic chip. The home version had an integrated chip replacing most of these logic chips in 1974.
Screen Orientation: Horizontal
Video Resolution: 858 x 525 Pixels
Screen Refresh: 29.97 Hz
Palette Colors: Nothing
Players: 2
- TRIVIA -
On June 27, 1972, Mr. Nolan K. Bushnell and Mr. Ted Dabney start their own game company, named 'Syzygy' (means 'the sun, moon and earth in total eclipse'). But at this time, 'Syzygy' was already used by a roof-tiling company and finally, the name was changed to 'Atari' (a word equivalent to the term 'check' used in the Japanese strategy board game 'Go', Bushnell was an avid Go player) and give it the 'FUJI'-symbol (from the Japan's largest mountain 'Fujijama') as its logo.
Pong is the first Atari game. It was released on November 29, 1972, selling at an MSRP of $700.
In September 1972, a prototype was tested on top of a barrel as the first commercial coin-operated machine in a tavern in Sunnyvale, CA called "Andy Capp's'. Within two weeks, Mr. Bill Gattis, the tavern manager, called Atari's Mr. Al Alcorn and reported that the machine was in need of repair. When examined, Alcorn discovered that the coin mechanism had been literally stuffed with quarters. Pong became an instant success and it created the arcade video game industry. The video game revolution had begun...
According to Curt Vendel and Marty Goldberg's "Atari Inc.: Business Is Fun" regarding the original Pong: Because of the cost concerns, the timing chip that Al (Alcorn) had to use to control what scan lines the paddle was drawn across couldn't handle the full range of the screen. It actually left a small gap at the top of the screen. However as Nolan (Bushnell) and Ted (Dabney) played it during the design process, everyone realized that problem actually enhanced the game play. If two players were that good, the small hole would provide a break in the stalemate if a player could direct the ball through it. Rather than fix it by going a more expensive route, it was decided the bug would stay. The experience led Al to the mantra, "If you can't fix it, call it a feature."
A Pong unit appears in the 1974 movie 'The Parallax View' and in the 1975 movie 'Rancho Deluxe'.
The player versus machine/computer feature was not supported with coin-op versions of Atari Pong. The player versus machine/computer feature did eventually appear in several different versions of coin-op pong clone games after the coin-op version of Atari Pong was released.
The two Paddles and pong ball appear on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Cab operator can adjust the slide switch on an Atari Pong PCB to set winning score to either be 11 points or 15 points.
- TIPS AND TRICKS -
The instructions for this game consist of three lines:
Deposit quarter.
Ball will serve automatically.
Avoid missing ball for high score.
- SERIES -
1. Pong (1972)
2. Pong Doubles (1973)
3. Quadra Pong (1974)
4. Super Pong (1974)
5. Pong - The Next Level (1999, PC CD-ROM, Sony PS and Game Boy Color)
- STAFF -
Designed & Engineered by: Alan Alcorn, Nolan Bushnell
- PORTS -
* CONSOLES:
Atari 2600
[US] "Video Olympics [Model CX2621]" (oct.1977)
Sega Genesis/Mega Drive
[US] "Arcade Classics [Model MK-1715]" (1996)
[EU] "Arcade Classics [Model 1715-50]" (1996)
Sony PlayStation
[US] "Atari Anniversary Edition Redux [Model SLUS-01427]" (2001)
[EU] "Atari Anniversary Edition Redux [Model SLES-03808]" (mar.1, 2002)
Sega Dreamcast
[US] "Atari Anniversary Edition [Model T-15130N]" (jul.2, 2001)
Tapwave Zodiac
[US] "Atari Retro" (2004)
Microsoft XBOX
[US] "Atari Anthology [Model 26084]" (nov.16, 2004)
[EU] "Atari Anthology" (nov.26, 2004)
[JP] "Atari Anthology [Model B7X-00001]" (aug.4, 2005)
Sony PS2
[US] "Atari Anthology [Model SLUS-21076]" (nov.22, 2004)
[EU] "Atari Anthology [Model SLES-53061]" (feb.18, 2005)
Sony PlayStation 4
[US] "Atari Flashback Classics Vol.1" (oct.18, 2016)
Microsoft XBOX One
[US] [EU] "Atari Flashback Classics Vol.1" (nov.1, 2016)
* HANDHELDS:
Sega Game Gear
[US] "Arcade Classics" (1996)
Nintendo DS
[UK] "Retro Atari Classics [Model NTR-ATAE-UKV]" (mar.11, 2005)
[EU] "Retro Atari Classics [Model NTR-ATAE-EUR]" (mar.11, 2005)
[US] "Retro Atari Classics [Model NTR-ATAE-USA]" (mar.16, 2005)
[JP] "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" (june.30, 2005)
[AU] "Retro Atari Classics [Model NTR-ATAE-AUS]" (nov.2007)
[US] "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" (nov.2, 2010)
[EU] "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" (feb.24, 2011)
Nintendo Game Boy Advance
[US] "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]" (aug.21, 2005)
[EU] "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]" (sept.23, 2005)
Sony PSP
[US] "Atari Classics Evolved [Model ULUS-10325]" (dec.19, 2007)
[AU] "Atari Classics Evolved" (mar.7, 2008)
* COMPUTERS:
Tandy Color Computer 3
[US] "Ponk" (1987)
PC [MS Windows, CD-ROM]
[EU] "Atari Arcade Hits 1" (1999)
[US] "Atari Arcade Hits 1" (jul.13, 1999)
[US] "Atari Anniversary Edition" (jul.9, 2001)
[EU] "Atari Anniversary Edition" (dec.14, 2001)
[US] "Atari Retro" (jan.1, 2003)
[US] "Atari - 80 Classic Games in One! [Model 25069J]" (nov.11, 2003)
[EU] "Atari - 80 Classic Games in One! [Replay]" (june.10, 2005)
[EU] "Atari Arcade Hits 1 [Replay]" (june.17, 2005)
STEAM
[US] "Atari Vault [Model 400020]" (mar.24, 2016)
* OTHERS:
[US] Magnavox "Odyssey [Model ITL 200]" (1972)
[US] Universal Research "Video Action [Model VA-I]" (1973)
[UK] The Sales Team "Videomaster Home T.V. Game [Model VM577]" (1974)
[US] Executive Games "Television Tennis [Model 035]" (1975)
[US] First Dimension "Video Sports [Model FD-3000W]" (1975)
[US] Magnavox "Odyssey 100" (1975)
[US] Magnavox "Odyssey 200" (1975)
[US] Sears "Tele-Games Pong [Model 25796]" (1975)
[US] Universal Research "Video Action [Model VA-II]" (1975)
[UK] "Videomaster Olympic [Model VM3-D]" (1975)
[EU] "Videomaster Rally [Model VM4]" (1975)
[US] Allied's "Name of the Game [Model A-100]" (1976)
[US] Allied's "Name of the Game II [Model A-300]" (1976)
[CA] Canadian Tire "Video Sports [Model 84-6072]" (1976)
[US] Coleco "Telstar [Model 6040]" (1976)
[US] Coleco "Telstar Classic [Model 6045]" (1976)
[US] Atari "Pong [Model C-100]" (1976)
[UK] Binatone "TV Gaming Unit [Model 01-4990]" (1976)
[FR] Pizon Bros. "Visiomatic 101" (1976)
[FR] Pizon Bros. "Visiomat 11" (1976)
[US] Entex "Gameroom Tele-Pong" (1976)
[US] First Dimension "Video Sports [Model 76]" (1976)
[US] First Dimension "Video Sports [Model 76C]" (1976)
[US] GHP "Wonder Wizard - Television Sports Games [Model 7702]" (1976)
[US] Lloyds "TV-Sports 801" (1976)
[US] Magnavox "Odyssey 300" (1976)
[US] Magnavox "Odyssey 400" (1976)
[US] Magnavox "Odyssey 500" (1976)
[US] MECCA "TV Game [Model EP 460]" (1976)
[DE] Mestron "Fernseh Spiel [Model TVG 2006]" (1976)
[US] Montgomery-Ward "Telstar Video World of Sports" (1976)
[US] National Semiconductor "Adversary" (1976)
[FR] Occitane "OC4" (1976)
[FR] Occitane "Occitel" (1976)
[AU] Packel Instrument "TV Sport" (1976)
[UK] "Prinztronic Tournament - Colour Programmable 2000" (1976)
[US] Radio Shack "Electronic TV Scoreboard [Model 60-3061]" (1976)
[US] MSC "Ricochet [Model MT1A]" (1976)
[US] Ridgewood "GAMATIC 7600" (1976)
[US] Dyn "Paddle IV" (1976)
[US] Sears "Tele-Games Super Pong [Model 99736]" (1976)
[US] Sears "Tele-Games Super Pong IV [Model 99737]" (1976)
[US] Sears "Tele-Games Hockey-Pong [Model 99721]" (1976)
[US] Sears Hockey-Tennis (1976) : contains 4 games.
[EU] Superlectron TV Challenger (1976) : contains 3 games.
[US] Tele-Match Concert Hall IV (1976) : contains 4 games.
[US] Tele-Match 4 (1976) : contains 4 games.
[NL] Television Gaming Unit (1976) : conrains 2 games.
[US] Unisonic Sportsman - Tournament 101 (1976) : contains 4 games.
[US] Unisonic Tournament 100 (1976) : contains 4 games.
[US] Unisonic Tournament 150 (1976) : contains 6 games.
[US] Unisonic Tournament 200 (1976) : contains 4 games.
[US] Universal Research "Video Action [Model VA-III]" (1976)
[US] Universal Research "Video Action Indy 500 [Model S-100]" (1976) : contains 3 games.
[DE] Universum TV Multi-Spiel (1976) : contains 6 or 4 games.
[US] Venture Electronics Video Sports (1976) : contains 4, 5, or 8 games.
[UK] Videomaster Superscore (1976) : contains 6 games.
[US] Windsor TV Game (1976) : contains 4 games.
[UK] Academy Video Game (1977) : contains 4 games.
[US] APF Match (1977) : contains 4 games.
[US] APF TV FUN (1977) : contains 4 games.
[US] APF Sportsarama (1977) : contains 8 games.
[FR] Asaflex Video Sports (1977) : contains 4 or 6 games.
[US] Atari "Ultra Pong [Model C-402S]" (1977) : contains 16 or 32 games.
[US] Atari Video Pinball (1977) : contains 7 games.
[EU] Audiosonic Home's TV Set (1977) : contains 4 games.
[UK] Binatone Colour TV Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 6 (1977) : contains 6 games.
[UK] Binatone TV Master MK IV (1977) : contains 4 games.
[UK] Binatone TV-TRON (1977) : contains 4 games.
[FR] Bingo TVG 203 (1977) : contains 4 games.
[FR] Bingo Video Game (1977) : contains 4 games.
[DE] Blaupunkt TV-Action (1977) : contains 4 games.
[UK] Boots Audio (1977) : conrains 4 games.
[US] Coleco "Telstar Ranger [Model 6046]" (1977) : contains 6 games.
[US] Coleco "Telstar Alpha [Model 6030]" (1977) : contains 4 games.
[US] Coleco "Telstar Colormatic [Model 6130]" (1977) : contains 4 games.
[US] Coleco "Telstar Regent [Model 6036]" (1977) : contains 4 games.
[EU] Commodore T.V. Game (1977) : contains 8 games.
[US] Concept 2000 Spectrum 6 (1977) : contains 4 games.
[US] Concept 2000 TV +4 (1977) : contains 4 games.
[US] Conic Video Game (1977) : contains 4 games.
[FR] Continental Edison (1977) : contains 6 games.
[FR] Creatronic Bi.Bip 4 (1977) : contains 4 games.
[FR] Creatronic Bi.Bip 8 (1977) : contains 8 games.
[US] Dayya Marume 2000 (1977) : contains 8 games.
[DE] DDR TV-Spiele (1977) : contains 6 games.
[UK] Decca Sports TV Game (1977) : contains 6 games.
[UK] Derby Master (1977) : contains 3 games.
[US] Digitek TV Game (1977) : contains 4 games.
[US] E&P 4 Electronic TV Sport Games (1977) : contains 4 games.
[US] Electrophonic Pro-Sports (1977) : contains 4 games.
[US] Enterprex Color Home Video Game (1977) : contains 4 or 8 games.
[UK] Grandstand Match of the Day 2000 (1977) : contains 4 games.
[UK] Grandstand Adman (1977) : contains 4 games.
[US] Gulliver Triple Challenge (1977) : contains 3 games.
[FR] Hanimex Jeu-Tele Electronique (1977) : contains 4 games.
[US] Hanimex TV Scoreboard (1977) : contains 8 games.
[FR] Hit-Go (1977) : contains 6 games.
[FR] Hometronics Telecourt (1977) : contains 4 games.
[DE] Honeybell Video Sports color (1977) : contains 4 games.
[DE] Intel Super-Telesport (1977) : contains 4 games.
[DE] Intel TV Sport (1977) : contains 4 or 6 games.
[DE] Interton Club Exclusiv 2000 (1977) : contains 6 games.
[EU] Interton Video 2400 (1977) : contains 5 games.
[EU] Interton Video 2501 (1977) : contains 3 games.
[EU] Interton Video 2800 (1977) : contains 4 games.
[EU] Interton Video 3000 (1977) : contains 6 games.
[EU] Interton Video 3001 (1977) : contains 6 games.
[FR] ITMC 6 Jeux (1977) : contains 6 games.
[UK] ITT / Ideal Color Tele-Match Cassette (1977) : contains 4 games.
[DE] Korting Tele-Multi-Play (1977) : contains 4 games.
[US] K-Mart S Four Thousand (1977) : contains 4 games.
[US] K-Mart S Eight Thousand (1977) : contains 8 games.
[US] Magnavox "Odyssey 2000" (1977) : contains 3 games.
[US] Magnavox "Odyssey 3000" (1977) : contains 4 games.
[US] Magnavox "Odyssey 4000" (1977) : contains 8 games.
[FR] Markint 4a (1977) : contains 4 games.
[FR] Markint 6 (1977) : contains 6 games.
[FR] Markint Tele-Sports (1977) : contains 4 games.
[FR] Markint TV Sports (1977) : contains 4 games.
[DE] Match Spectrum 6 (1977) : contains 3 games.
[DE] MBO Tele-Ball V (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6S]" (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6V]" (1977) : contains 6 games.
[JP] Sharp "Color TV-Game [Model XG-106V]" (1977) : contains 6 games.
[EU] Novex Colour Video Sports Game (1977) : contains 3 games.
[FR] Occitane (SOE) "Match Robot" (1977) : contains 4 games.
[EU] OPL Optim Sport (1977) : contains 4 games.
[DE] Palladium Tele-Match 4000 (1977) : contains 4 games.
[EU] Philips Odyssey 2001 (1977) : contains 3 games.
[EU] Philips Tele-Spiel Las Vegas (1977) : contains 4, 6 or 8 games.
[FR] Pizon-Bross Visiomat 11 (1977) : contains 6 games.
[DE] Poppy Tele-Spiel (1977) : contains 4 games.
[UK] Prinztronic Tournament II Deluxe (1977) : contains 6 games.
Radofin Electronic TV Game (1977) : contains 4 games.
Radofin Tele-Sports (1977) : contains 4 games.
Radofin Tele-Sports Mini (1977) : contains 4 games.
Radofin SC Eight Thousand (1977) : contains 8 games.
[US] Ricochet Electronic Super Pro (1977) : contains 5 games.
[US] Roberts Rally IV (1977) : contains 4 games.
[US] Roberts Rally X (1977) : contains 8 games.
[US] Roberts Sportrama 8 (1977) : contains 8 games.
[FR] Samdo (1977) : contains 4 games.
[US] Santron Home T.V. Game (1977) : contains 6 games.
[DE] Sanwa Tele-Spiel (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis II [Model 99733]" (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis III [Model 99734]" (1977) : contains 4 games.
[US] Sears "Tele-Games Super Pong IV [Model 99789]" (1977) : contains 10 (5x2) games.
[US] Sears "Tele-Games Pong Sports II [Model 99707]" (1977) : contains 16 games.
[US] Sears "Tele-Games Pong Sports IV [Model 99708]" (1977) : contains 32 games.
[FR] SEB Telescore (1977) : contains 4 or 6 games.
[DE] Sennheiser TV Game (1977) : contains 6 games.
[EU] Sheen Video Sport (1977) : contains 4 games.
[EU] Sheen Colour Video Sport (1977) : contains 6 games.
[DE] Sonesta Hide-Away TV Game (1977) : contains 6 games.
[UK] Sportel (1977) : contains 3 games.
[FR] Sportron (1977) : contains 4 or 6 games
[FR] Starex (1977) : contains 4 games.
[DE] Superlectron Fernsehspiel (1977) : contains 4 games.
[US] Syrelec Videosport 2 (1977) : contains 4 games.
[FR] Thomson Jeu Video (1977) : contains 5 games.
[EU] Tandy TV Scoreboard (1977) : contains 4 or 10 games.
[US] TCR Video Sport (1977) : contains 4 games.
[US] Tele-Match Television Computer Game (1977) : contains 5 games.
[UK] Teleng Colourstars (1977) : contains 6 games.
[AU] Tempest Video Game (1977) : contains 6 games.
[DE] Unimex Mark V-C (1977) : contains 6 games.
[US] Unisonic Olympian 2600 (1977) : contains 10 games.
[US] Unisonic Tournament 1000 (1977) : contains 4 games.
[US] Unisonic Tournament 2000 (1977) : contains 6 games.
[US] Unisonic Tournament 2501 (1977) : contains 6 games.
[DE] Universum Color Multi-Spiel (1977) : contains 4 or 10 games.
[DE] Universum Tele-Sports (1977) : contains 4 games.
[FR] Univox (1977) : contains 4 games.
[EU] Video 4000-EX (1977) : contains 4 games.
[FR] Video Stellar (1977) : contains 5 games.
[EU] Videomaster Colourscore (1977) : contains 3 games.
[UK] Videomaster Colourshot (1977) : contains 3 games.
[UK] Videomaster Visionscore (1977) : contains 3 games.
[UK] Videomaster Strika 2 (1977) : contains 4 games.
[US] Windtronics Video Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 8 (1978) : contains 8 games.
[UK] Binatone TV-Master MK 10 (1978) : contains 10 games.
[UK] Binatone Colour TV Game 4 Plus 2 (1978) : contains 6 games.
[UK] Coleco Telstar Colortron (1978) : contains 4 games.
[UK] Coleco Telstar Marksman (1978) : contains 6 games.
[US] Granada "Colorsport VIII [Model CS 1818]" (1978)
[DE] Grunding Tele-Spiel 1 (1978)
[US] Harvard Mini Color TV Game (1978) : contains 4 games.
[DE] Intercord TV Games (1978) : contains 4 games.
[EU] ITT / Ideal Color Tele-Match Cassette 2 (1978) : contains 8 games.
[FR] Klervox Jeu TV (1978) : contains 6 games.
[DE] Match Color (1978) : contains 10 games.
[DE] MBO Tele-Ball VIII (1978) : contains 8 games.
[US] Olympos Electronic Gamatic 7706 (1978) : contains 6 games.
[FR] Occitane (SOE) "OC 5000" : contains 6 games.
[EU] Philips Odyssey 2100 (1978) : contains 23 games.
[IT] Polistil Video Games (1978) : contains 4 games.
[DE] Poppy Tv-Game Fernseh Spiel (1978) : contains 4 games.
[UK] Prinztronic Tournament Mini (1978) : contains 4 games.
[UK] Prinztronic Videosport (1978) : contains 6 games.
[FR] RIL Robot (1978) : contains 6 games.
[FR] Saft-Leclanch TV 8 Sports (1978) : contains 8 games.
[US] Sands Color TV Game (1978) : contains 6 games.
[FR] Scomark 4 Sports Tele (1978) : contains 4 games.
[US] Sinoca T.V. Game (1978) : contains 4 games.
[DE] TV 18 Spannende Videospiele (1978) : contains 18 games.
[UK] Grandstand Sports Centre (1979) : contains 10 games.
[EU] Hanimex Electronic TV Game (1979) : contains 4 games.
[EU] ITT / Ideal Tele-Match Cassette (1979) : contains 10 games.
[UK] Videomaster Colourscore 2 (1979) : contains 6 games.
[JP] TV-Games [Model KTC-7700] (197?)
Radofin Colour TV Game (1981) : contains 10 games.
[FR] Univox Tele-Sports 6 (1981) : contains 6 games.
[EU] Audiosonic Color TV Game (1982) : contains 4 games.
[DE] Poppy Color Video Game (1982) : contains 6 games.
[FR] Rollet Robot (1982) : contains 6 games.
[UK] Bentley Compu-Vision (1983) : contains 4 games.
[US] DMS Tele-Action (1983) : contains 4 games.
[UK] Ingersoll mini TV Game (1983) : contains 4 games.
Arcade (1993) "Mortal Kombat II" : hidden game
[US] Mobile phone [Motorola T720] (2003)
[US] Atari 10 in 1 TV Game (2002) by Jakk's Pacific
[US] Atari Paddle TV Game (2004) by Jakk's Pacific
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (2006) "Atari Masterpieces Volume 2"
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
[US] "Atari Flashback 2+" (feb.22, 2010)
- SOURCES -
Game's manual.
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Police Force Update submitted by XtC
Police Force (c) 1989 Williams Electronics Games, Incorporated.
Police Force, 4 player Pinball. Animal Police theme, with the moto "We Enforce The Law Of The Jungle". Top of back box has police style light bar in blue.
Playful consist a spinner in ball shooter lane, that leads to top roll over lanes, which scoring and bonus can be changed with right flipper button, 3 upper jet bumpers, 1 center ramp with progressive score that returns ball to inner right lane, right upper side ramp that locks ball for multiball, then returns ball to left inner lane, also has movable block on ramp that can return ball back to play through left inner ramp, and bonus scoring kicker upper right side that kicks ball to top through lanes. Multiball is released when 2 balls are captured. Balls are relies ed via a small motorized police car on the right side which moves to allow the balls to enter play through the left inner lane ramp.
- TECHNICAL -
Williams System 11B
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516
- TRIVIA -
Approximately 4,700 units were produced.
This game was originally supposed to be based on the 'Batman' movie, but Williams was unable to secure the licensing rights.
The backglass for Police Force is a parody of High Speed's backglass.
- STAFF -
Concept: Python Anghelo (PVA)
Designers : Python Anghelo, Mark Ritchie (MDR), Barry Oursler (BSO)
Illustration: Python Anghelo, John Youssi
Software : Bill Pfutzenreuter (Pfutz)
Mechanics : Jack Skalon, Joe Joos Jr., Irv Grabel
Music & Sounds : Chris Granner (CPG)
Tech. Support : Butch Ortega
- PORTS -
* CONSOLES:
Atari Lynx (1992) "Pinball Jam"
- SOURCES -
Game's ROM.
Accepted [+] [X] Moero! Justice Gakuen Update submitted by XtC
Moero! Justice Gakuen (c) 2000 Capcom Company, Limited.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Moero! Justice Gakuen was released in December 2000 in Japan.
The title of this game translates from Japanese as 'Burning! Justice School'.
This game is known outside Japan as "Project Justice - Rival Schools 2".
- SERIES -
1. Shiritsu Justice Gakuen - Legion of Heroes (1997)
2. Moero! Justice Gakuen (2000)
- PORTS -
* CONSOLES:
Sega Dreamcast [JP] (dec.7, 2000) [Model T-1221M]
Sega Dreamcast [JP] (sept.11, 2003) : DreKore edition
- SOURCES -
Game's ROM.
Accepted [+] [X] Pitfall II - The Lost Caverns [Model 834-5627] Update submitted by XtC
Pitfall II - The Lost Caverns (c) 1984 SEGA.
You're the adventurer, the world famous jungle explorer and fortune hunter extraordinaire, Pitfall Harry. Make your way through a lost forest / cavern system. Collect treasure as you go for more points.
- TECHNICAL -
Game ID : 834-5627
Runs on the Sega "System 1" hardware.
Players: 2
Control: 8-way joystick
Buttons: 1 (JUMP)
- TRIVIA -
Released in February 1985 in Japan.
Reprogrammed and released by Sega in 1985, this arcade game is based on two games (Pitfall! and Pitfall! 2) originally created and designed by David Crane for Activision on the Atari 2600. David Crane was one of the most highly awarded video game designers in the world. David Crane was also one of the founders of Activision in 1979 (the first ever software house which developed games for third party hardware).
An official Pitfall! game-board based on the video game was released in 1983 by MB (Milton Bradley), licensed from Activision.
The 'Pitfall' series also spawned a cartoon series : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS.
- TIPS AND TRICKS -
Each level has a hidden gold treasure. Here's how to get them.
Level 1: in each of the 4 screens where stuff falls from the trees, wait a few seconds and a bag of $ will fall too. If you collect those 4 bags, a gold statue of Harry (worth one extra life) appears at the level end, under the rock statue that spits fireballs.
Level 2: if you get an ice crystal when the timer is exactly at 3:00, all the bats become golden for 15 seconds and can be collected safely for 1,000 points each. This can be done multiple times.
Level 3: if you get all the gold bars of the stage (10 stacks), a gold cup worth 100,000 points appears at the level end. Jump over the key to reach it.
Level 4: if you got every gold treasure in the previous levels, a gold clock appears in a set point halfway the stage. It's the most precious treasure, as it gives 1,000,000 points, one extra life and 5 additional minutes.
- SERIES -
1. Pitfall! [Model AX-018] (1982, Atari 2600)
2. Pitfall II - Lost Caverns [Model AB-035] (1984, Atari 2600)
3. Pitfall II - The Lost Caverns (1985, Arcade)
4. Super Pitfall! (1987, Famicom)
5. Pitfall - The Mayan Adventure (1991, Super Famicom)
6. Pitfall 3D - Beyond The Jungle (1998, PlayStation)
7. Pitfall - The Lost Expedition (2004, PlayStation 2)
- PORTS -
* CONSOLES:
Sega SG-1000 (1985)
Sega SG-1000 [TW] (198?) "Fai Gui Qibing"
* COMPUTERS:
Atari 800 (1984)
- SOURCES -
Game's ROM.