Accepted [+] [X] Pin*Bot Update submitted by XtC
Pin*Bot (c) 1986 Williams Electronics Games, Incorporated.
- TECHNICAL -
Williams System 11B
Model Number : 552
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516
- TRIVIA -
12,001 units were produced.
- SERIES -
1. Pin*Bot (1986)
2. The Machine - Bride of Pin*Bot (1991)
3. Jack*Bot (1995)
- STAFF -
Concept and Artwork : Python Anghelo (PVA)
Designers : Barry Oursler (BSO), Python Anghelo
Programmer : Bill Pfutzenreuter (PFZ)
Mechanics : Joe Joos Jr. (JJJ)
Music : Chris Granner
Sounds : Chris Granner, Bill Parod
- PORTS -
* CONSOLES:
Nintendo NES (1988) : Ported by Rare.
Nintendo Wii (2008, "Pinball Hall of Fame: The Williams Collection")
Sony PlayStation 2 (2008, "Pinball Hall of Fame: The Williams Collection")
Sony PlayStation Portable (2008, "Pinball Hall of Fame: The Williams Collection")
- SOURCES -
Game's ROM.
Accepted [+] [X] Paperboy Update submitted by XtC
Paperboy (c) 1985 Atari Games.
Paperboy is a one or two-player game in which the objective is to deliver Newspapers to the Paperboy's customers from Monday through to Sunday.
Each game begins with ten customers and ten non-customers. Paperboy's customers live in the brightly coloured houses, while non-customers live in dark coloured houses. To deliver to a customer, the player must throw a paper either into the customer's mailbox, or onto their front porch. Failure to deliver a paper to a customer results in the loss of that customer for the next day. Any damage done to a customer's property also results in the loss of that customer. Losing all ten of Paperboy's customers will get him fired and the game is over. However, on any day in which all customers have their papers successfully delivered, one of the non-customers will re-subscribe.
Non-customers' houses and yards are loaded with targets at which to throw your extra papers (windows, lamps, statues, etc.). Hitting these targets earns points for the "Breakage Bonus", which is displayed at the top center of the screen. The total Breakage Bonus is awarded to the player at the end of each day (or at the end of the game-whichever comes first).
If Paperboy loses a customer, that customer's house will be dark coloured the next day. As a non-subscriber, this house now presents more targets at which to throw newspapers for building up the Breakage Bonus. At the start of each day, a map of Paperboy's route is displayed to indicate subscriber and non-subscriber houses. This helps to remind players of what customers they may have lost on the previous day and the location of remaining customers.
Paperboy can carry a maximum of ten papers at a time, but can restock his supply by riding over paper bundles placed here and there on his route. A paper supply indicator is displayed underneath the player's score.
While making his deliveries, Paperboy must avoid collisions with all stationary objects and other characters moving about the neighborhood. To avoid collisions, Paperboy can ride his bike anywhere - on the sidewalk, in the street, or into front yards. A collision with anything results in the loss of a life.
In addition to the obstacles, non-subscribers are hostile towards Paperboy and will attack him and try to knock him down. If Paperboy damages a subscriber's property, that character may also attack. So the more customers that are lost, the more hostile the neighborhood becomes toward Paperboy.
At the end of each delivery day, players have a chance to sharpen their skills by guiding Paperboy through the Paperboy Training Grounds. This obstacle course is filled with various targets at which to throw newspaper, as well as ramp jumps to be negotiated. This is a bonus round and no lives are lost for failing to reach the finish line.
- TECHNICAL -
Game ID : 136034
Runs on the "Atari System 2" hardware.
Players: 2
Control: Bicycle handlebars
Buttons: 2 (one on each side of the handlebars, for throwing papers)
- TRIVIA -
Even if the title screen says 1984, Paperboy was released in April 1985.
3,442 units were produced. The selling price was $2,495.
On Monday, June 30, 1986; Mr. Mark Caesar and Mr. Robin Hallingstad filed a suit against Atari Games Corp. for $1 million plus profits alleging that the company stole the idea for a video game that was marketed by the name of PAPERBOY. The boys had submitted to Atari a detailed proposal for a similar game in July 1983.
After a score of 10,000,000 or more is achieved, the initial in the top 10 ranking merges with the score to produce a truly impressive score display. For example, if you had top score at 10,000,000, this would appear as '110000000'.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including PAPERBOY.
Phil Britt holds the official record for this game ('Grand Slam' score of all three streets combined) with 1,136,435 points.
The main character appears on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- TIPS AND TRICKS -
1) Be careful not to move too slowly - swarms of bees or nasty whirlwinds may come to push you along.
2) Develop skill in maneuvering in and out of tight situations using the handlebar control.
3) Build up your Breakage Bonus by riding over flowers in non-subscribers' yards.
4) Some players prefer to lose many of their customers so they can do more 'trashing'. Others like to try for Perfect Deliveries. See which strategy scores highest for you.
5) Try hitting characters with papers - you might be pleased with the results!
6) Dirt piles in the streets can be used for making jumps, which will also score points
- SERIES -
1. Paperboy (1984)
2. Paperboy II (1992, Sega Genesis)
3. Paperboy (1999, Nintendo 64)
- STAFF -
Programmer : John Salwitz
Artist : Dave Ralston
Hardware Designer : Doug Snyder
Project Coordinator : Russell Dawe (Rusty Dawe)
Technician : Linda Sinkovic
Sound Designers : Hal Canon, Earl Vickers
Mechanical Engineer : Milt Loper
Animator : Will Noble
- PORTS -
* CONSOLES:
[US] Atari 7800 : Unreleased prototype
[US] Nintendo NES (dec.1988) "Paperboy [Model NES-PY]"
[EU] Sega Master System (1990) "Paperboy [Model 5008]"
Sega Master System [US] (1990) "Paperboy [Model 5121]"
[EU] Nintendo NES (oct.26, 1990)
[US] Sega Genesis (1991)
[EU] Sega Mega Drive (1991)
[JP] Nintendo Famicom (jan.30, 1991) "Paperboy [Model ALT-7B]"
[JP] Sega Mega Drive (june.26, 1992) "Paperboy [Model T-48043]"
Sega Master System [BR] (1992) : by Tec Toy
[US] Sony PlayStation "Paperboy [Model SLUS-00848]" : Unreleased
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
Nintendo 64 [US] (oct.31, 1999) "Paperboy [Model NUS-NYPE-USA]"
Nintendo 64 [EU] (mar.2000) "Paperboy [Model NUS-NYPP-EUR]"
[US] Sega Dreamcast (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]"
[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]"
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (feb.14, 2007) : Retired in 2010
* HANDHELDS:
Atari Lynx [US] (1990) "Paperboy [Model PA2041]"
[EU] Nintendo Game Boy (1990) "Paperboy [Model DMG-MP-EUR]"
Nintendo Game Boy [UK] (1990) "Paperboy [Model DMG-MP-UKV]"
[US] Nintendo Game Boy (jul.1990) "Paperboy [Model DMG-MP-USA]"
Sega Game Gear [US] [EU] (1992)
Nintendo Game Boy Color [EU] (1999) "Paperboy [Model CGB-AYPP-EUR]"
Nintendo Game Boy Color [US] (1999) "Paperboy [Model CGB-AYPE-USA]"
[US] Nintendo GBA (aug.21, 2005) "2 Games in One! Paperboy + Rampage [Model AGB-B6BE-USA]"
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Paperboy + Rampage [Model AGB-B6BP]"
[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:
BBC Micro [EU] (1984)
Tandy Color Computer [US] (1985) "Paper Route"
Commodore 16 [US] (1986)
[EU] Sinclair ZX Spectrum (1986)
[US] Commodore C64 [EU] (1986)
[EU] Amstrad CPC (1986) : by Elite Systems
PC [MS-DOS, 5.25"] [US] (1988)
Apple IIGS (1988)
Atari ST [US] (1988)
[EU] Amstrad CPC (1989) "12 Top Amstrad Hits"
[EU] Commodore Amiga (1989)
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
Tiger Handheld LCD Game [US] (1988)
Mobile Phones [US] (june.11, 2006)
BlackBerry [US] (nov.30, 2009) "Paperboy [Model 4704]"
Apple iPhone/iPod [US] (dec.18, 2009) "Paperboy [Model 339779244]"
Apple iPhone/iPod [US] (jan.27, 2010) "Paperboy ES [Model 351632756]"
Apple iPhone/iPod [US] (feb.3, 2010) "Paperboy Classic [Model 345105800]"
Apple iPhone/iPod [US] (nov.4, 2010) "Paperboy: Special Delivery [Model 388964792]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Space Panic Update submitted by XtC
Space Panic (c) 1980 Universal Company, Limited.
Influential computer game designer and writer Chris Crawford calls Space Panic "the granddaddy of all platform games", as it predates Nintendo's Donkey Kong (from 1981) which is often cited as the original platform game. Space Panic lacks Donkey Kong's jump mechanic - the main character instead digs holes in the platforms into which he must lure the aliens. He must then hit them to knock them out of the hole and off the screen. In later levels, two or more holes must be lined up vertically in order to dispose of the aliens. There is also a limited supply of oxygen.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 1.802666 Mhz)
Sound Chips : DAC
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Space Panic was released in November 1980 in Japan and in the USA. It was the first platform game.
Licensed to ADP Automaten for the German market.
Licensed to Inder for the Spanish market.
- SERIES -
Cosmic Series
1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)
- PORTS -
* CONSOLES:
Colecovision [US] (1983) "Space Panic [Model 2447]"
Casio PV-1000 [JP]
* COMPUTERS:
[US] Apple II (1981) "Apple Panic"
Microbee (198?) "Apple Panic"
PC-DOS (1982) "Apple Panic"
Vic-20 (1982) "Apple Panic"
TRS-80 (1982) "Apple Panic"
Atari XE (1982) "Apple Panic"
[US] Apple II (1983) "Apple Panic"
VTech Laser-VZ [US] "Vz Panik"
- SOURCES -
Game's manual.
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Outlaw Update submitted by XtC
Outlaw (c) 1976 Atari.
Outlaw invites the player to physically match his skill against a video gunfighter in one of America's most traditional contests: The fast-draw shootout. Players fast-draw a full scale replica of a Colt.45. A video gunfighter swaggers out from behind buildings in an authentically illustrated western town, turns and waits... and fires! Players have to shoot first and straight to avoid being 'hit'.
- TRIVIA -
Outlaw was released in March 1976, selling at an MSRP of $1125.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1978) "Outlaw [Model CX2605]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]" - Atari 2600 version
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]" - Atari 2600 version
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology" - Atari 2600 version
[US] Microsoft XBOX (2005) "Atari Anthology [Platinum Hits]" - Atari 2600 version
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]" - Atari 2600 version
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [XBOX World Collection] [Model B7X-00001]" - Atari 2600 version
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" - Atari 2600 version
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" - Atari 2600 version
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" - Atari 2600 version
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]" - Atari 2600 version
[EU] PC [MS Windows, CD-ROM] (dec.1, 2006) "Atari - 80 Classic Games in One!" : As part of "Atari Kids 2006" - Atari 2600 version
- SOURCES -
Machine's picture.
Game's ROM.
Accepted [+] [X] Off The Wall Update submitted by XtC
Off The Wall (c) 1991 Atari Games Corp.
Off the Wall is an arcade game produced by Atari and released in North America in 1991. A modern remake of Breakout, this game introduces many new gameplay features to the bat-and-ball genre, and it incorporates some elements from Pong as well. It supports up to three players simultaneously (though most cabinets only support two), and the game's graphics include many backgrounds modeled after modern abstract art.
The objective of Off the Wall is to score as many points as possible by destroying square blocks in a never-ending series of levels. The player controls a paddle using an analog knob or a joystick (depending on the machine configuration). The paddle moves along one edge of the playfield, and a ball flies around the playfield and bounces off the walls and the paddle. When a ball hits a block, the block disappears (unless it is indestructible). A square exit is placed on the screen, and directing the ball into this exit causes all remaining blocks on the screen to self-destruct, awarding bonus points and advancing the player(s) to the next level.
The ball occasionally splits in two (in multiplayer games, three balls may be on the screen at once), and the player can put spin on the ball, causing it to move in a curved trajectory. The player loses a life when the last ball on the screen moves past the player's paddle, though in some circumstances, the game gives the player a second chance. The game is over when the player has lost all of his or her lives.
As levels progress, the game introduces new features that make the game more complex and challenging. These features include blocks that move randomly or in circles, various powerups, indestructible blocks and bombs, blocks that parachute or fly in to replace destroyed blocks, objects that change the ball's speed and trajectory, and guns that can shrink the players' paddles. Depending on the number of players in the game, some levels may be skipped due to the exit being along one player's edge of the playfield. In multiplayer games, a bonus round occurs periodically where players compete directly against one another in an exact clone of Pong. The winning player earns an extra life.
- TECHNICAL -
Game ID : 136090
Main CPU : Motorola 68000 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz)
Players : 3
Control : dial
Buttons : 4
- TRIVIA -
Off The Wall was released in October 1991 as a conversion kit. 500 kits where produced in the USA and 250 in Ireland.
The selling price was $895 at its time of release.
If a ball is kept in play long enough, the speed meter will go up to 'Hyper Speed', 'Ludicrous Speed', and 'They've Gone Plaid!' - all references to Mel Brooks' Star Wars parody, 'Spaceballs'.
- STAFF -
Project Leader: Kelly Turner (KFT)
Programmers: Norm Avellar (NLA), Kelly Turner (KFT)
Engineers: Pat McCarthy (PAT), John Moore (JMM)
Animators: Kris Moser (KEM), Chuck Eyler
Technician: Glenn McNamara (GFM)
Sound FX: Brad Fuller (BAF)
Music: John Paul (JFP)
Controls: Jerry Lichac
Team Leader: John Ray (JMR)
Product Manager: Jerry Momoda (JMM)
And special thanks to: Farrokh Khodadadi, Cris Drobny, Tim Hubberstey (TJH), Dave Cook, Sharon, Mark, Riz, Bridget, Leon, Minh Nguyen, Karen, Emmette, Steve, Dave, Mike, Jim
Others from high score table: Sam Comstock (SMC)
Company from high score table - Atari Games (ATA) (RI ) (GAM) (ES )
- PORTS -
* CONSOLES:
NEC PC-Engine : Unreleased prototype
Sega Game Gear : Unreleased prototype
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Ninja Assault Update submitted by XtC
Ninja Assault (c) 2000 Namco, Limited.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Ninja Assault was released on November 06, 2000.
- STAFF -
Developed by WOW Entertainment.
Published by NAMCO.
- PORTS -
* CONSOLES:
[JP] Sony PS2 (sept.12, 2002) [Model SLPS-20218]
[EU] Sony PS2 (oct.4, 2002) : GunCon2 version
[EU] Sony PS2 (oct.4, 2002) [Model SCES-50889]
[US] Sony PS2 (nov.18, 2002) [Model SLUS-20492]
[US] Sony PS2 (nov.20, 2002) : GunCon2 version
- SOURCES -
Game's ROMs.
Game's screenshots.
See goodies section.
Official website; http://www.bandainamcogames.co.jp/am/vg/ninjaassault/
Accepted [+] [X] Ninja Commando [Model NGM-050] Update submitted by XtC
Ninja Commando (c) 1992 Alpha Denshi Company, Limited.
3 ninjas are sent on a mission to stop a madman named Spider from trying to use a time machine to mess with history. The game is almost like a tongue-in-cheek reworking of "Time Soldiers", which Alpha Denshi made 5 years earlier, with ninjas as the protagonists this time.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-050
Players: 2
Control: 8-Way Joystick
Buttons: 3
=> [A] Shoot, [B] Somersault, [C] Ninja Tricks
- TRIVIA -
Ninja Commando was released on April 30, 1992.
- TIPS AND TRICKS -
The more you press the A button repeatedly, the more firepower you'll produce.
Press the A and B button together to fire shuri-ken (star-shaped blades). Unlike the main firepower, which is only straight ahead, the shuri-ken can be fired in all directions by moving the joystick in the opposite direction of which you wish to aim (example : to fire to the left, move the joystick to right and vice versa). This is also the best way to deal with a few of the bosses here : for example, on the stage set in feudal Japan, there are two giant sumo wrestlers who appear as sub-bosses. The main firepower seems to only have minor effect on them, but the shuri-ken are much more effective.
The C button is for firing magical bursts of energy. One drawback is that, similar to "Final Fight" this can cause a little of your life energy to be drained, so it should be used very carefully.
- STAFF -
Producer: Tsutomu Maruyama
Director: Tsutomu Maruyama
Executive Producer : Kazuo Arai
Director Of Software : Eiji Fukatsu
System programmers : Makio Chiba, Satoshi Okada (SNK)
Programmers : Ryu Hiroyuki, Yuji Noguchi
Character Designers : Tsutomu Maruyama, Shinji Moriyama (as Sinji Moriyama), Takashi Hatono, Hidemi Nagatomo, Hideyuki Kusano
Music Composer : Yuka Watanabe
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (may.29, 1992; "Ninja Commando [Model NGH-050]")
[US] SNK Neo-Geo AES (may.29, 1992; "Ninja Commando [Model NGH-050]")
[JP] SNK Neo-Geo CD (oct.31, 1994; "Ninja Commando [Model ADCD-004]")
[JP] Sony PS2 (dec.18, 2008; "ADK Tamashii [Model SLPS-25906]")
Nintendo Wii [Virtual Console] [JP] (june.24, 2008; "Ninja Commando [Model EAPJ]")
Nintendo Wii [Virtual Console] [US] (jul.11, 2008; "Ninja Commando [Model EAPE]")
Nintendo Wii [Virtual Console] [AU] (jul.11, 2008; "Ninja Commando")
Nintendo Wii [Virtual Console] [EU] (jul.14, 2008; "Ninja Commando [Model EAPP]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Ninja Combat [Model NGM-009] Update submitted by XtC
Ninja Combat (c) 1990 Alpha Denshi Company, Limited.
The ninja castle must be invaded! After you defeat certain boss enemies, they become playable characters as well!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-009
Players: 2
Control: 8-Way Joystick
Buttons: 3
=> [A] Attack/Super Attack, [B] Jump, [C] Special
- TRIVIA -
Ninja Combat was released in July 1990.
- TIPS AND TRICKS -
By holding the A button until the attack gauge reaches full and then releasing it, you can unleash a burst of magical energy that can affect many of the enemies on screen. However, this has an effect similar to what happens in Final Fight: when you use this power, it decreases some of your life gauge.
By pressing the C button and then the A button, you can perform a special somersault attack that can be used to knock down a couple enemies in a row.
Only the main 2 players, Joe and Hayabusa, can pick up special weapons like swords, hachets and maces. The other 3 players (Musashi, Kagerow, and Gembu), who become selectable after appearing as sub-bosses, do not. To let go of a special weapon that you've picked up, press the B button.
- STAFF -
Producer & Director : Tsutomu Maruyama
Programmers : Eiji Fukatsu, Hideo Kamoda, Yukinori Nishikata, Teruaki Shirasawa
Character Designers : Hatsue Honbe, Kazushige Hakamata, Shinji Moriyama
Scroll Designers : Tsutomu Maruyama, Mitsunari Ishida, Kenichi Sakanishi
Music Composers & Sound Effects : Hideki Yamamoto, Hiroaki Shimizu
Special Thanks : Yukio Gotoh, Yuka Watanabe, Akira Ushizawa
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (jul.1, 1991, "Ninja Combat [Model NGH-009]")
[US] SNK Neo-Geo AES (jul.1, 1991, "Ninja Combat [Model NGH-009]")
[JP] SNK Neo-Geo CD (oct.31, 1994, "Ninja Combat [Model ADCD-101]")
Sony Playstation 2 [JP] (dec.18, 2008, "ADK Tamashii [Model SLPS-25906]")
[JP] Nintendo Wii [Virtual Console] (may.27, 2008) [Model EAMJ]
[US] Nintendo Wii [Virtual Console] (june.2, 2008) [Model EAME]
[EU] Nintendo Wii [Virtual Console] (june.13, 2008) [Model EAMP]
[AU] Nintendo Wii [Virtual Console] (june.13, 2008)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Sonic The Hedgehog [Model 52] Update submitted by XtC
Sonic The Hedgehog (c) 1991 Sega.
Join Sonic the Hedgehog as he saves and frees his animal friends from Dr. Ivo Robotnik's evil scheme for world conquest.
- TECHNICAL -
Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-52
- TRIVIA -
Sonic The Hedgehog : Genesis of the Genesis'! Greatest hero 'Sonic the Hedgehog' was the premier character on the home system 'Sega Mega Drive'. It is said that because the Genesis was faster than other console systems at the time (and more importantly, faster than its chief competitor, the Nintendo Super Famicom), Sonic, a hedgehog whose lone weapon is his speed, was born.
Originally, sonic's main attack was the ability to pick up things and throw them at his enemies (similar to Chip 'n Dale Rescue Rangers for the Nintendo Entertainment System), but it was scrapped because it was too complex.
The Sonic The Hedgehog character actually made his debut in 1990 as part of a promotional tour with the Japanese pop group 'Dreams Come True'. Ironically, the music for Sonic The Hedgehog (and its sequel, Sonic The Hedgehog 2) was composed by Dreams Come True's bassist Masato Nakamura.
Sonic replaced 'Alex Kidd', who was Sega's mascot prior to 1990.
The bonus stage scene was greatly inspired by Taito's "Cameltry".
Sonic The Hedgehog is a playable character in Nintendo's Super Smash Bros. Brawl for the Nintendo Wii.
MB (Milton Bradley) released a board games based on this video game (same name) : Just like the video game, the object is to collect the most rings and defeat Dr. Robotnik.
- TIPS AND TRICKS -
* Level Select : At the title screen, press Up, Down, Left, Right. You should hear a noise like a ring being collected. Then, hold A and press Start for a level select.
* Crazy Sonic : Hold A+B+C during demonstration mode for force Sonic to run into objects and act strangely (Note : This may also be done during the ending sequence after completing the Final Zone).
* Debug Mode : Press Up, C, Down, C, Left, C, Right, C, Start, then hold A at the title screen. Continue to hold A until game play begins. Screen coordinates will appear instead of a score and the number of objects displayed will appear instead of the time remaining. Use one of the following buttons sequences to enable the corresponding debug code...
Object transformation : Press B during game play to change Sonic into a game object.
1) Press A to change into a new object.
2) Press C to place an object on the screen.
3) Press B again to revert back to Sonic (Note : The type of object that may be selectable will vary from level to level).
Invincibility : Sonic is, by default, invincible in debug mode (Note : Sonic can still drown, be crushed, fall and die, etc. He is only invincible to enemy attacks).
Slow motion : Pause game-play and hold B.
Restart : Pause game-play and press A.
Frame advance : Pause game-play and press C.
* Control Ending Sequence : Enable the 'Debug mode' code. Press B when Sonic is running with the animals at the end, then turn back into Sonic. You can now control yourself.
- STAFF -
Programmer : Yuji Naka
Music : Masato Nakamura
Staff : Naoto Oshima
- PORTS -
* CONSOLES:
Sega Game Gear (1991)
Sega Master System (1991)
Sega Mega Drive (1991)
Sega Mega Drive (1995, "6-PAK")
SNK Neo-Geo Pocket Color (1999, "Sonic the Hedgehog - Pocket Adventure")
Sony PlayStation 2 (2006, "Genesis Collection")
Sony PSP (2006, "Genesis Collection")
Nintendo Game Boy Advance (2006, "Sonic the Hedgehog Genesis")
Nintendo Wii [Virtual Console] (2006)
Microsoft XBOX 360 [XBOX Live Arcade] (2007)
Nintendo 3DS [eShop] (2013) "3D Sonic The Hedgehog"
* OTHERS:
Mobile Phones (2005, "Sonic Mobile")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] The Revenge of Shinobi [Model 28] Update submitted by XtC
The Revenge of Shinobi (c) 1988 Sega.
A few years ago, Joe Musashi defeated the terrorist ninja group known as Zeed, and peace returned to the world for a while. those years have passed and Zeed has returned, this time they have become much stronger and powerful (not to mention having their name changed to Neo Zeed). aside from their world domination plans, Neo Zeed have a new goal, the demise of the man who defeated them. and to begin, Musashi's sensei (the ninja teacher) was killed, and as if that wasn't enough, Joe's fiancee, Naoko was kidnapped and taken hostage by Neo Zeed. And now for Joe Musashi, this time it's personal.
- TECHNICAL -
Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-28
- TRIVIA -
Released in December 1988.
In some early versions of 'The Revenge of Shinobi', Spider-Man and Batman made appearances as enemies. Unfortunately, DC Comics and Marvel Comics didn't appreciate the fact that Sega used the comic book heroes without permission. So in order to avoid a lawsuit, Sega removed Batman from the new versions, but kept Spidey under one condition... that condition was that Marvel Entertainment Group would get credit for their 'friendly neighborhood' Spider-Man in the beginning of 'The Revenge of Shinobi'.
Godzilla also makes an appearance in this game
- TIPS AND TRICKS -
* Infinite Shuriken : Go to the options Screen, move the pointer up to Shuriken and set them to 00, wait about 30 seconds (without moving the pointer). You will here a sound and the '00' should change to an infinite symbol. Start the game and you will have unlimited Shuriken.
- STAFF -
Producer / Program coordinator : Yamaichi
Programmers : Mizoran, Kottsu
Assistant programmers : Ore, Sat Man
Sound coordinator / Sound programmer : Tokuhiko Uwabo (Bo)
Music composer : Yuzo Koshiro
Chief designer : Taro Shizuoka
Designers : Thomas Yuuda, Seishi Atsumiya
Assistant coordinator / Coffee maker : Pal-Ko
Total planner / Total cordinator : The Alive
- PORTS -
* CONSOLES:
Sega Mega CD (1992) "Sega Arcade Classics 4 in 1"
[US] Sega Genesis (1995) "6-Pak"
Nintendo Wii [Virtual Console] (2009) : This version alters the Spider-Man boss's color scheme due to the expiration of Sega's licensed use of Spider-Man
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Bonanza Bros. [Model 49] Update submitted by XtC
Bonanza Bros. (c) 1991 Sega.
Taking the roll of one of the 2 brothers, Robo and Mobo (or both, in 2-player mode), players must make their way through a variety of scrolling platform levels and steal any loot they find, before making their way to the roof and escape in a waiting airship.
- TECHNICAL -
Runs on the "Mega-Tech System" hardware.
Cartridge ID: 610-0239-49
- TRIVIA -
Released in May 1991.
- PORTS -
* CONSOLES:
Nintendo Wii [Virtual Console] (2006)
Sony PlayStation 2 (2006) : As part of the Sega Genesis/Mega Drive Collection
Sony PlayStation Portable (2006) As part of the Sega Genesis/Mega Drive Collection
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Mars Matrix - Hyper Solid Shooting [Blue Board] Update submitted by XtC
Mars Matrix - Hyper Solid Shooting (c) 2000 Capcom Ent., Inc.
North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Mars Matrix - Hyper Solid Shooting [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA]
- PORTS -
* CONSOLES:
[JP] Sega Dreamcast (nov.09, 2000) [Model T-1238N]
[US] Sega Dreamcast (apr.25, 2001) [Model T-1221N]
- SOURCES -
Game's ROM.
Accepted [+] [X] Medieval Madness Update submitted by XtC
Medieval Madness (c) 1997 Williams Electronics Games, Incorporated.
- TECHNICAL -
Williams WPC-95
Model Number : 50059
Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC
- TRIVIA -
Tina Fey (of 'Saturday Night Live' fame) did the voices of the 'Opera Singer' princess and the Cockney-talking princess, and Andrea Farrell did the voices of the Jewish princess and the sexy princess. Greg Freres was the voice of the jousting announcer and one of the trolls while Francois Du Grim was voiced by Vince Pontarelli who also did the other troll.
4,016 units were produced.
One of the items you can shoot with the catapult is a cow.
A cow is seen on the backglass.
The peasants says that the King has taken their cows.
Default initials for Grand Champion and Multiball Madness Champ is MOO.
Shooting ramps consecutively will make Skull from No Fear appear. No fear is also one of the catapult attacks.
Sir Psycho declares 'Again!' (from "No Fear") randomly during castle demolition.
- TIPS AND TRICKS -
* Enter the initials MOO in the High Score list to hear cows mooing.
* Shooting ramps consecutively will make Skull from "No Fear - Dangerous Sports" appear. No Fear is also one of the catapult attacks.
* "Mortal Kombat" lines : shoot the right ramp two times in a row for 'Toasty!', three times for 'Fatality'. Sometimes 'I challenge you!' is heard.
* Push Fire button during video mode to clear the screen of birds.
* Catapult 3 cows. The next time you get the video mode (and this will probably be the second video mode, activated after say 40 or 50 FIRE's) it will be save the calves, where the children are replaced by calves.
- STAFF -
Duke of Design : Brian Eddy (Sir Brian Eddy)(BRE)
Earls of Artwork : Greg Freres (Sir Greg Freres) (ZAP), John Youssi (Sir John Youssi) (JCY)
Lord of Software : Lyman F. Sheats Jr. (Sir Lyman F. Sheats Jr.) (LFS)
Baron von Dots : Adam Rhine (Sir Adam Rhine) (ASR), Brian Morris (Sir Brian Morris) (BCM)
Mechanical Wizard : Robert C. Friesl (Sir Robert Friesl) (RCF)
Royal Minstrel : Dan Forden (Sir Dan Forden) (DWF)
- 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] Mega Man - The Power Battle [B-Board 91635B-2] Update submitted by XtC
Mega Man - The Power Battle (c) 1995 Capcom USA, Incorporated.
North American release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman - The Power Battle [B-Board 91634B-2]".
- TECHNICAL -
Runs on the "CP System" hardware.
B-Board #: 91635B-2
- PORTS -
* CONSOLES:
[US] Nintendo GBA "Mega Man Anniversary Collection" : Planned, but never published.
Nintendo GameCube [US] (june.22, 2004; "Mega Man Anniversary Collection [Model DOL-G60E-USA]")
[US] Sony PS2 (june.22, 2004, "Mega Man Anniversary Collection [Model SLUS-20833]")
[US] Microsoft XBOX (mar.15, 2005, "Mega Man Anniversary Collection")
* OTHERS:
Arcade (1995, "Capcom Play System II")
- SOURCES -
Game's ROM.
Accepted [+] [X] Magical Zunou Power Update submitted by XtC
Magical Zunou Power (c) 1996 Sega Enterprises, Limited.
- TECHNICAL -
Sega Titan Video Hardware (ST-V)
- TRIVIA -
Released in October 1996.
The title translates from Japanese as "Magical Brain Power".
- PORTS -
* CONSOLES:
Sony PlayStation "Magical Zunou Power!! Party Selection"
- SOURCES -
Game's ROM.
Accepted [+] [X] Magic the Gathering - Armageddon Update submitted by XtC
Magic the Gathering - Armageddon (c) 1997 Acclaim Coin-Operated Entertainment, Incorporated.
Two wizards square off in a magical battle based on the popular trading card game. Each wizard can summon creatures or deal direct damage to their opponent. The last wizard standing wins.
Players choose one of five colors/magical disciplines: Red (fire magic, mountain creatures) White (healing/curative magic, knights/soldiers), Blue (water elements/creatures, counter magic) Green (elves, forest creatures) and Black (death magic, undead creatures) and fight another wizard on a magical playfield. Each player can summon magical creatures to do their bidding, but they can also directly attack another wizard, or they can use their magical energy for defense. Players can move around the playfield, occupying one of five spots.
Targeting is achieved through a trackball; move the cursor to the opponent you wish to attack or to an area on the playfield where you would like to make a creature appear. The longer you hold the summon button, the more powerful the resulting creature will be, so there's a trade-off in speed for power.
The gameplay can be particulary difficult. In addition to becoming skilled with a trackball, there are lots of buttons to press as you try to create creatures to fight for you. Shifting your strategy on the fly is often necessary. You may want to create big creatures, but if your opponent is swarming you with tons of little enemies, you will have to go on the defensive.
This is an unusual game in many respects -- a mix between a strategy game and a fighting game.
- TECHNICAL -
CPU: R4600 (big) @ 10MHz
Acclaim's arcade chipset is called Epidemic. The 3-D polygonal graphics are powered by a dual-processor Obsidian 3Dfx board.
- TRIVIA -
Magic the Gathering Armageddon was released in June 1997.
Acclaim's Mountain View, California-based coin-op division went out of business shortly after creating this game. It never went into full production, which is a shame, since the title had both an innovative, complex gameplay and a hot license going for it. Only a handful of units shipped (one was spotted in the Tomorrowland arcade at Walt Disney World in 1998; another showed up at Namco's WonderPark in San Jose, CA the same year), but few people even know this game exists. Multiple previews of the game appeared in GamePro magazine, as well as other enthustiast publications.
This was Acclaim's third coin-op, joining its previous titles of "NBA Jam Extreme" and "Batman Forever". The game was not released for any home systems, and has no relation to Acclaim's 'Magic The Gathering' titles for the Sony PlayStation.
- PORTS -
* CONSOLES:
Nintendo 64 : Unreleased prototype
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Mad Dog McCree Update submitted by XtC
Mad Dog McCree (c) 1990 American Laser Games.
Mad Dog has taken over the town, locked up the sheriff in jail, and kidnapped the Mayor and his daughter. You must make your way across town to get clues, while taking out anyone that gets in your way. Get to Mad Dog's hide-out to save the Mayor and his daughter!
- TECHNICAL -
Main CPU : Motorola 68000
Sound Chips : (2x) Custom
Palette colors : 4097
Players : 1
Buttons : 3
- TRIVIA -
Mad Dog McCree was released in December 1990.
Mad Dog McCree is the first live-action laserdisc video game released by American Laser Games.
- TIPS AND TRICKS -
You can hold the light gun upside down and your ammunition will automatically refill itself every time you fire a round (rather than the "correct" way of tilting the gun down to the ground to reload, which leaves you vulnerable for a brief period of time).
- SERIES -
1. Mad Dog McCree (1990)
2. Mad Dog II - The Lost Gold (1992)
3. Last Bounty Hunter (1994)
- PORTS -
* CONSOLES:
Sega CD (1993) "Mad Dog McCree"
Panasonic 3DO (1994)
Sony PlayStation 2 : DVD-Video
Microsoft XBOX : DVD-Video
Nintendo Wii (2009)
Nintendo 3DS [eShop] (oct.18, 2012)
* COMPUTERS:
PC [MS-DOS, CD-ROM] (1993)
PC [MS Windows, CD-ROM]
MAC OS 10.1 (1994) : DVD-Video
* OTHERS:
Philips CD-I
Home DVD Player : DVD-Video
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Looping Update submitted by XtC
Looping (c) 1982 Video Games GmbH.
As the player begins his flight into Adventure-Land, his airplane is quickly surrounded by hot air balloons. WATCH OUT! These seemingly innocent colorful objects mean destruction.
Immediately the Player's flying skills are tested. The hot air balloons challenge and engage the Player in a fierce dogfight. The Player must loop his plane to avoid and destroy the swirling balloons.
As the Player continues his journey into Adventure-Land he encounters the Maze Tunnel. Now the Player must guide and loop his airplane through the labyrinth with precision movements.
- TECHNICAL -
The Looping arcade machine contains a series of relatively rare Texas Instruments CPUs and a dedicated DAC (Digital To Analog Converter) sound chip, capable of speaking audible commands to the player throughout his/her mission. The Texas Instruments CPUs are reportedly difficult to find if they need to be replaced, and original hardware is becoming scarce as the years go on.
Players : 2
Control : 2-way joystick (vertical)
Buttons : 2
=> [A] FIRE, [B] FLIGHT ACCELERATOR
- TRIVIA -
Released in April 1982. Looping was developed in Parma, Italy ans was completed in 8 months.
It was licensed to Venture Line for US manufacture and distribution.
David Teehee holds the official record for this game with 1,469,970 points.
- TIPS AND TRICKS -
Do not let too many hot-air balloons appear. Otherwise, the dreaded Red one will show up, making all of the other balloons move very quickly. Holding the SPEED button when diving or climbing will give you tighter turns. The longer you fly around in the pipes, the higher your score will get.
When you destroy the rockets, open the gate, finish flying through the plumbing and you will end up in the 'blob' room. Here a green blob repeatedly drops from a pipe in the ceiling. If you adjust your airplane's attitude just so, you will be able to hold down the joystick, the Fast button and the FIRE button, allowing your gun to destroy the blob each time you complete a loop 500 points each. This trick can be performed indefinitely, or at least as long as you are able!
- SERIES -
1. Looping (1982)
2. Sky Bumper (1982)
- STAFF -
Developed by: Giorgio Ugozzoli
- PORTS -
* CONSOLES:
Colecovision (1983)
Atari 2600 (1983) : Unreleased prototype
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] The Last Bounty Hunter Update submitted by XtC
The Last Bounty Hunter (c) 1994 American Laser Games, Incorporated.
Four outlaws have been terrorizing the county. You must search the area for Handsome Harry, Nasty Dan, El Loco, and Cactus Kid. You don't shoot to kill though... you have to take them alive and bring them to justice!
- TECHNICAL -
Main CPU : Motorola 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
This game uses a laser disc.
- TRIVIA -
The Last Bounty Hunter was released in March 1994.
- SERIES -
1. Mad Dog McCree (1990)
2. Mad Dog II - The Lost Gold (1992)
3. Last Bounty Hunter (1994)
- PORTS -
* CONSOLES:
Panasonic 3DO (1995)
Phillips CD-I (1996)
Nintendo Wii (2009) "Mad Dog McCree Gunslinger Pack" : Also features "Mad Dog McCree" and "Mad Dog II: The Lost Gold"
* COMPUTERS:
PC (1994)
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] King of the Monsters 2 - The Next Thing [Model NGM-039] Update submitted by XtC
King of the Monsters 2 - The Next Thing (c) 1992 SNK.
This sequel adds a few new elements such as small, annoying enemies on the battlefield in addition to the main foe in each stage.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-039
[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player (3 Usables).
=> [Joystick] 8-Way, [A] Punch [B] Kick [C] Jump
- TRIVIA -
King of the Monsters 2 was released on May 25, 1992.
- SERIES -
1. King of the Monsters [Model NGM-016] (1991)
2. King of the Monsters 2 - The Next Thing [Model NGM-039] (1992)
- STAFF -
Planner & Director : Hamachi Papa
Chief Designer : Mitsuzo (Mitsuzou)
Main Character Designers : Abe, Taka, Pan, Ponda, Ahokamen
Main Scroll Designers : Sakai Goma, Manoru
Sub Designers : Kilitao, Bob Fukumizu
Main Programmer : Magi2
Sub Programmers : Hiroshi & Tadashi, Nishiura, Cyber Kondo, Atomic Abe
Music Designers : Tarkun, Toshio Shimizm (Shimizum), Jojoha Kitapy, Team C2H5OH
Producer : Kawano
Executive Producer : Eikichi Kawasaki
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.19, 1992; "King of the Monsters 2 - The Next Thing [Model NGH-039]")
[US] SNK Neo-Geo AES (june.19, 1992; "King of the Monsters 2 - The Next Thing [Model NGH-039]")
[JP] Nintendo Super Famicom (dec.22, 1993; "King of the Monsters 2 - The Next Thing [Model SHVC-KT]")
Nintendo Super NES [US] (june.1994; "King of the Monsters 2 [Model SNS-A7SE]")
[JP] SNK Neo-Geo CD (sept.9, 1994; "King of the Monsters 2 - The Next Thing [Model NGCD-039]")
[US] Sega Genesis (1994; "King of the Monsters 2 [Model T-103056]")
Nintendo Wii [Virtual Console] [JP] (apr.12, 2011)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] The King of Fighters '99 - Millennium Battle [Model NGM-251] Update submitted by XtC
The King of Fighters '99 - Millennium Battle (c) 1999 SNK.
Introducing the new 'striker' system! Each team is expanded to four characters, with a total of 30 selectable characters set on defeating Krizalid and his evil feather coat.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-251
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Weak punch, [B] Weak kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Released on July 22, 1999 in Japan.
The Fatal Fury Team music theme is a remixed version of Terry's theme in "Fatal Fury Wild Ambition".
About K' (K Dash) : K' initially sported a slicked back hairstyle, but this was nixed by the powers that be and that's how the 'hairdo' for the hero of the NESTS Chronicles got changed. The reason for his hair being bushier than need be may be a reflection of the conditions around him. "Garou - Mark of the Wolves" was being developed concomitantly with KOF '99, so the staff learned that MOW's main character (Rock) looked like K' (causing the supervising designer to lose a few pounds from panic).
About Maxima : With the growing influence of teenagers, it seems the concept for Maxima evolved from a desire to introduce a sober and reliable middle-age character (sad state of affairs though when a twenty-something male is referred to as 'middle-aged'). The designers were initially supposed to design a character that used body slams, but the finished character became a fist-fighter. Strange how things happen, isn't it? Maxima was originally modified by the male scientist Dr. Makishima, but in a serialized KOF comic that came out in Hong Kong, he, for some reason, became a 'beautiful woman doctor'. This comic is hard to get your hands on in other parts of the world, but check it out if you have the opportunity.
About Whip : The plan was to introduce this character in KOF '96, but since Leona was already a part of the Ikari Team she began her series of appearances in KOF '99. Since Leona exposes comparatively more skin, Whip sports less revealing but body-hugging fashions that leave a little more to the imagination. The number of dots used on Whip's whip were reduced to express a feeling of speed and power - a daring method of expression. The supervising designer was sweating bullets over this when the design was checked (he feared he'd be accused of slacking off), but in the end the concept was approved without incident. The designers hoped that she would be accepted as an independent, whip-brandishing character rather than just another member of the Ikari Team.
About Pao : Due to circumstances regarding the game structure, a new character had to be added to the Psycho Soldier Team, and various ideas for this additional character were formulated. Some of these included: 'a younger idol from Athena's agency'; 'a love rival pitted against Kensou', 'a mighty male character with a scary appearance but a heart of gold and a love of nature', 'an old woman who looks after Chin Gentsai', and many others. With the appearance of Pao, the average age of the Psycho Soldier Team dropped dramatically...or was supposed to, but things didn't actually change that much (it dropped from 42 to 34 years old).
About Li Xiangfei : When development began for KOF '99, the designers grappled over which character from Real Bout 2 to choose, Rick Stroud or Li Xiang Fei. Giving the reasons that a cute female character and a Chinese boxer was desired, they unanimously selected Li Xiang Fei. Needless to say, the designers who came to this decision were all men. Typical! With the actual execution of this, however, the designers struggled to bring the character into the KOF world without ruining her image created in the Fatal Fury series. As you all know Li's move names in the Japanese version are all derived from place names in Osaka, so the designers enjoyed the work of coming up with names following this rule when new moves were added. Moves like Eiki Shuho (Vanguard Blast, in English) and Daikoku-cho (Big and Ugly Ultimatum) give her twice the appeal for local fans...
About Jhun Hoon : The savior of Chang Koehan and Choi Bounge, an evil fighter who's Kim's alter-ego, a fellow disciple who looks like Kim - these were some of the concepts for Jhun, but as you can gather from the current character he's way different from what was planned. And since he's not an evil character, this naturally meant Chang and Choi would not be saved from their predicament; so, sadly, they continue to walk the slow and steady path to redemption that they've been walking these long 10 years. Jhun is also the first character in KOF history to adopt the concept of the 'pose'. Coming up and creating this kind of move really put the designers to the test.
About Kyo Kusanagi-1 : Actually Kyo Kusanagi-1 and Kyo Kusanagi-2 were not scheduled to appear in KOF '99 at the time. Nor were Kyo or Iori Yagami supposed to either. Designers initially decided to leave them out because of the new storyline and wanted to focus more attention on the new character of K'. But for various reasons, designers came to the conclusion that designer couldn't leave these popular characters in limbo, so they got a reprieve (and a new wardrobe, too). Designers also felt the old Kyo dressed in his school uniform was necessary and hurried to include him in the game (See Kyo Kusanagi-2 for more details).
About Kyo Kusanagi-2 : Production was reaching its climax when the idea for including various Kyos was hit upon... While the staff kvetched - "Should the design for Kyo in a student's uniform come from KOF '94 or KOF '95?"; "We don't have time to think this over!" - the project head said : "Make two designs". The staff objected timidly : "Are you nuts? We don't have time for that!". So the project planner remarked, "OK, then. I'll design them". Having hung up his character-designing clothes years ago, the head planner whipped up designs Kyo Kusanagi-1 and Kyo Kusanagi-2 in no time. Naturally, designers were blown away by his mastery and speed rivaling that of a street-performing sketch artist.
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Soundtracks:
[JP] Aug. 18, 1999; The King of Fighters '99 [PCCB-00387] - Pony Canyon
[JP] Sep. 17, 1999; The King of Fighters '99 [Arrange Sound Trax] [PCCB-00393] - Pony Canyon
[JP] Oct. 06, 1999; The King of Fighters '99 [Drama CD] [PCCB-00394] - Pony Canyon
- TIPS AND TRICKS -
* Play as 'Real' Kyo Kusanagi or Iori Yagami (you need to get 'K.I' on the logo screen to be able to use Kyo or Iori).
1) To get 'K', you must use a team of 4 random characters consisting at least of three of these characters : K, Maxima, Benimaru, Shingo, Whip, Kyo-1 or Kyo-2.
2) To get 'I', you must use a team of 4 random characters consisting at least of three of these characters : Leona, Athena, Bao, Xiangfei, Kasumi, Kim or Jhun.
3) Then you must defeat Kryzalid and a screen will show you how to do the code.
4) For 'Real' Kyo Kusanagi, highlight the roulette selection box. Then, hold Start and press Left, Right, Up, Left, Down, Right. Kyo's picture will replace the sun symbol to confirm correct code entry.
5) For Iori Yagami, highlight the roulette selection box. Then, hold Start and press Right, Left, Up, Right, Down, Left. Iori's picture will appear replace the cresent moon symbol to confirm correct code entry.
* Fight Kyo Kusanagi or Iori Yagami : To fight Kyo Kusanagi or Iori Yagami you must : Choose one of the 7 full teams to battle with the computer. After clearing the 5th stage take note of your Battle Ability. Defeat Kryzalid. After finishing the Boss Stage, if the Battle Ability after the 5th stage is between 200 and 280 points Iori will appear. Otherwise if the Battle Ability is above 280 points Kyo will appear.
* Display character order : hold Start when selecting your character's fighting order.
* Select victory pose : press a Punch or Kick button immediately after winning a match.
* (BUG) The Power of The 'Ko'ou Ken' : when using Takuma, activate the Counter Mode, then go to the opposite edge of the screen. Now, send a Weak (slow) Ko'ou Ken at the opponent and complete the movement for the special. The special will hit first and then the Ko'ou Ken hits the opponent in the middle of the attack. The opponent gets frozen even when it should be dizzy for the finish of the special.
* Finish the game using one of these combinations to see the special endings :
1) Kyo Kusanagi with anyone except Iori Yagami.
2) Iori Yagami with anyone except Kyo Kusanagi.
There is a different ending for some predefined Teams if Krizalid will be defeated while using a specific fighter :
1) Fatal Fury Team (Mai)
2) Psycho Soldiers Team (Kensou)
- SERIES -
1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)
- STAFF -
Producer : Takashi Nishiyama
Chief director : Hiroto Namada (as 'Namadachan'), T. Hosokawa
Sub director : Haruo Tomita, Sexy-Dynamite-Kaju, K. Hikida (Yanya), Tomonori Kamio, Strass(Woo), Toshiomi, Yukixyuki, Lonely Aoki
Design chief : Regeon.Toyanaka, (^_^)
Front designers : T. I-NO-U-E (K'/Kim), Shinsuke Yamamoto (Maxima/Terry), Miki Asakura (Benimaru/Chin), Mina Kawai (as Kawai.Sama) (Yuri/Takuma/Choi), Shio Shio Shio (Ryo/Robert), Winnie the Whipooh (Leona/Whip/Mary), Youki.T.Ohyama (Ralf), M.Endo (Clark), Akiko Yukawa (Shingo/Athena/Kasumi), Miho Uematsu (Xiangfei/King), Mitsuru Kawasaki (Kensou/Bao), Styleos (Kyo/Chang), Roppongi Marito (Jhun/Joe), C.A.C. Yamasaki (Krizalid/Andy/Mai/Iori)
Back designers : Manoru (Sewege.Sys), K. W (Park), Muneki Raishi (Alley), Tohru Nakanishi (Airport), Tsugumi A. (Museum), Nobuyuki Kobayashi (Boss)
Demo designers : Kalkin Mizuno, M. Yokoyama, Khozoh Nagashima (as K. -G3- Nagashima)
Special effects : Aooon
Programmers : Cyber Kondo, Souta Ichino, Abetak
Sound : Sha-V, Zoe, Marimo, Usako-X, Tate Norio, Toshio Shimizm (as 'Shimizm'), Hori-Hori
Adjusters : Kiyoshi Asai, Toshiyuki Hata, Haruo.K, Tomoaki Kawamoto
Bug checkers : T. Seko, M. Sawa
* Voice Actors :
K' : Yuuki Matsuda
Maxima : Katsuyuki Konishi
Benimaru Nikaido : Monster Maetsuka
Shingo Yabuki : Takehito Koyasu
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Ryo Sakazaki : Masaki Usui
Robert Garcia : Mantaro Koichi
Yuri Sakazaki : Kaori Horie
Takuma Sakazaki : Eiji Tsuda
Leona : Masae Yumi
Ralf Jones : Monster Maetsuka
Clark Steel : Yoshinori Shima
Whip : Shiho Kikuchi
Athena Asamiya : Haruna Ikezawa
Sie Kensou : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Bao : Kanako Nakano
King : Harumi Ikoma
Blue Mary : Harumi Ikoma
Kasumi Todoh : Masae Yumi
Li Xiangfei : Mami Kingetsu
Kim Kaphwan : Satoshi Hashimoto
Choi Bounce : Monster Maetsuka
Chang Koehan : Hiroyuki Arita
Jhun Hoon : Kazuya Ichijo
Kyo-1 : Masahiro Nonaka
Kyo-2 : Masahiro Nonaka
Krizalid : Yoshiyuki Iwamoto
Kyo Kusanagi : Masahiro Nonaka
Iori Yagami : Kunihiko Yasui
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Sep. 23, 1999; "The King of Fighters '99 - Millennium Battle [Model NGH-251]")
[JP] SNK Neo-Geo CD (Dec. 02, 1999; "The King of Fighters '99 - Millennium Battle [Model NGCD-251]")
[JP] Sony PlayStation (Mar. 23, 2000; "The King of Fighters '99 - Millennium Battle [Model SLPM-86462]")
Sega Dreamcast [JP] (Mar. 30, 2000; "The King of Fighters '99 Evolution [Model T-3102M]")
[JP] Sony PlayStation (Mar. 29, 2001; "The King of Fighters '99 - Millennium Battle [SNK Best Collection] [Model SLPM-86784]")
Sega Dreamcast [JP] (Oct. 25, 2001; "The King of Fighters '99 Evolution [SNK Best Buy] [Model T-3109M]")
Nintendo GBA [JP] (Jan. 01, 2002; "The King of Fighters EX - NeoBlood [Model AGB-AKOJ-JPN]")
Nintendo GBA [JP] (Jan. 01, 2002; "The King of Fighters EX - NeoBlood [Model AGB-S-FSKCKOJ]")
[JP] Sony PlayStation (jul.25, 2002; "The King of Fighters '99 - Millennium Battle [SNK Best Collection] [Model SLPS-03450]")
* COMPUTERS:
PC [MS Windows] (2000, "The King of Fighters '99 Evolution")
- SOURCES -
Game's ROM.
Machine's picture.
KOF 10th official website, http://www.kof10th.com
Accepted [+] [X] The King of Fighters '94 [Model NGM-055] Update submitted by XtC
The King of Fighters '94 (c) 1994 SNK.
24 selectable characters in fixed teams of three clash to defeat Rugal Bernstein.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-055
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Released in August 1994.
The King of Fighters (or KOF for short) revolutionized the fighter genre with the introduction of 3 member team fighting called the 'team battle system', and by combining elements of two of SNK's existing fighting game in "Fatal Fury - King of Fighters" and "Art of Fighting", as well as bringing back characters from games predating the MVS in "Ikari Warriors" and "Psycho Soldier". A new game in the series is produced every year.
At the demo previous to the first Rugal encounter, Rugal shows your team the statues he has gathered by turning his opponents into them. One of the statues is of a guy that looks a lot like Capcom's Guile making a Sonic Boom. Capcom later confirmed that it was indeed Guile's statue in "Capcom Vs. SNK - Millenium Fight 2000". When Guile fights Rugal that statue is shown and later destroyed by Guile.
Kyo Kusanagi : Since Kyo was created as a snazzy character capable of holding his own against the main characters of "Fatal Fury - King of Fighters" and "Art of Fighting", coming up with the right design was quite a lengthy undertaking. Kyo's personality remained a mystery until the final stages of development. Originally, he was to be called 'Sho Kirishima', but during the latter stages of development, his designers decided on the name of Kyo Kusanagi, and Sho got a rapid name change. The setting for the Orochi Saga, in which we learn that Kyo's ancestors defeated the Orochi of the Yamata, began with this game.
Benimaru Nikaido : This character was loosely based on a comic book character (Jean-Pierre Polnaref from "Jojo's Bizarre Adventure"), and even after the name of Benimaru was decided on, game developers gave the poor guy an identity crisis by continuing to call him by the comic book character's name. The voice for this character, too, had a peculiar bent to it, and when Benimaru's designer heard his creation's victory line of 'Thank you' recited for the first time, rumor has it that he couldn't work for days after : the reading had nothing to do with the character's original image. His speech patterns have led some to question Benimaru's preferences as far as certain lifestyles are concerned.
Goro Daimon : This character comes from the designers' desire to create a judo athlete who uses dynamic body tosses. His initial designs incurred the criticism of some fellow designers who were of the opinion that it was just plain loopy for Daimon to fight wearing Japanese geta (wooden clogs), but Goro's creators were adamant and he kept his footwear. The suggestions for his laconic victory lines and the sound of an explosion when Goro is victorious also stuck.
Terry Bogard : When the concept for KOF was first formulated, Terry was tacked on to the roster as an afterthought, but his popularity skyrocketed! He became the character who got the designers' utmost attention, and they fretted over various aspects of his character. In the first KOF, Terry became the powerhouse, getting a super punch cancel move added to his arsenal and becoming the fearsome character he is today.
Andy Bogard : Compared to Andy's original form ("Fatal Fury - King of Fighters"), Andy changed little in his move to KOF, but what he got in return was the addition of his Ultra Disruptor move to his arsenal of moves. When first added, it boasted overwhelming power : it was easy to use, never missed, trumped other moves, and annihilated all opponents.
Joe Higashi : Joe is a character who underwent a major image makeover from his transition from "Fatal Fury - King of Fighters". The victory pose of KOF '94 initially lacked the toothy smile we're familiar with now. It was quite a thorn in the side that we felt inappropriate for Joe's legion of fans. So, in rethinking the original design, we added the pearly whites that makes Joe to loveable character he is today.
Ryo Sakazaki : Ryo (as can be said of all characters from "Art of Fighting") has so many Special Moves that it seems almost unfair to the other characters, and in the designing stage, the Art of Fighting team tended to be the strongest. The designers focused on adjusting this imbalance without taking out any moves, but in the end Ryo and his team remain the toughest competitors.
Robert Garcia : Overall, KOF's characters are fit and trim, but compared to their original concepts, Robert is the slimmest of them all. Matched up against Kensou, he chide his adversary in Japanese with an Osaka accent, allowing players to enjoy the amusing word play that Osaka comedians are known for.
Takuma Sakazaki : Since the Takuma of "Art of Fighting 2" closely resembled Daimon, he received a karate tunic in his ensemble to set him apart and that's why he looks the way he does today. He originally had a combo attack after the 'Super Shrike Gale' move that appeared to be a glitch. Hence, during game development, this move was taken out, but the game designers thought that he just wasn't Takuma without this move and it was put back in. The designers slightly regret their decision because Takuma's become quite a mean little bugger as a result.
Yuri Sakazaki : Yuri is a disciple of Kyokugen Karate but her appearances in the KOF series are frequently as a member of the women fighters' team. Originally in KOF '94 there was no such team and production began on King Billy Big Bear as the English team. But "Art of Fighting 2" was completed at that time and the designers pressed to put Yuri into KOF, replacing her with Big Bear, who was presenting various problems, for various reasons (hah, hah) concerning capacity. Enter Yuri, goodbye Billy! (A tragedy, we know) And so the originally planned team started life anew as the mighty women fighters' team.
Heidern : Heidern was devised as a cold-blooded killing machine when he first saw digital life, but as the KOF story unfolded, Heidern's designer identified with the character and provided him with a tragic past. When his super special moves were completed, the moves were so wild that game designers worried that he would have to be depicted as a sorcerer or an alien in order to explain his dazzling moves.
Ralf Jones : In the first stages of Ralf's development, he appeared shirtless to truly express the feeling of ikari or rage, but during the designing phase, someone felt his look was a bit dated and Ralf got the apparel he's now known and loved for. He originally had special moves that allowed him to use grenades, setting him apart from other team members, and a distinctive design, but his use of grenades in a fighting competition was deemed a bit unfair, so he lost that particular talent.
Clark Steel : At the beginning of development, the only differences in designs for Ralf and Clark was one had a hat and the other had a bandanna, but Clark later got a pair of sunglasses to become the character he is today. Clark basically looks a lot like Ralf, but since the designer in charge of adjusting this character worked on his hit accuracy, action speed and attack strength, their combat style is where the true differences between the two can be found.
Athena Asamiya : Given that Athena is always the most highly anticipated character of the series, the pressure to keep her on the roster at any cost is pretty overwhelming. And because SNK staff focuses so much on her, SNK have been accused of favoritism. Japanese fans asked SNK to dress her in a sailor blouse and skirt, but we scrubbed that idea because SNK felt it wouldn't translate overseas and be a bit too risque. But SNK made up for that omission with her wild entrance actions (Hubba! Hubba!).
Sie Kensou : Compared with Athena, Kensou's design has been a bit slapdash. In the previous title, Athena stole the show and since we felt Kensou was a bit too overshadowed by her, SNK gave him a radically new look to appeal to our female fans. We're often asked about Kensou's use of Japanese with an Osaka accent in the game, but he's always done that since his Psycho Soldier days. In other words, he's been doing it far longer than Robert has.
Chin Gentsai : When SNK first decided to try our hands at a fighting game, SNK felt we just had to have a geezer who used the Drunken Fist form of martial arts. Getting the OK, SNK introduced this character as Athena's teacher. As we aimed to create a genuine Drunken Fist master, SNK thought it would be hard to get the right touch, but since designer was good at drawing old guys, the finished product far exceeded original expectations. Unfortunately for the designer, he was unable to shake this habit and all of his subsequent characters tended to look like spry old men.
Mai Shiranui : Regarding Mai's familiar pause action... One day, the designer for Mai asked if it was all right to increase Mai's pause actions, and because the powers that be thought there was enough remaining memory for the game (actually there wasn't) they said, 'Go for it'. When the completed pose was presented, it knocked people flat. Due to this pose's potency, however, Mai's eye-popping motions were stilled in the KOF '94 international home version.
King : As far as King's super special moves go, there were various reasons why the 'Surprise Rose' was initially scheduled to be scrapped. Just when the development staff was worrying about coming up with a move that was something different, though, King's designer whipped this move up, it was well received, and it became her super special move, with no alterations needed.
Heavy D! : Since there has been a number of boxers in fighting games, Heavy D! was designed with the intent to create a different type of pugilist. When he first appeared on the drawing board, D! was not intended to be that big a character, but as he evolved and stood among the other characters it became apparent that he was one huge dude. ...Due to certain production circumstances, however, D! kept his imposing stature and came to be the character he is today.
Lucky Glauber : Known as the basketball fighter, Lucky's original image was based on the character appearing in the Bruce Lee movie, 'Game of Death'. Though originally created with that image in mind, his first design was deemed too plain and he then received his current look. His ability to use karate, though, is a remnant of his original conception.
Brian Battler : Brian came into being well before the KOF project came down the pike, and he's one of the oldest characters. He originally wore a helmet and chest pad, but he shed that equipment to arrive at his current design.
Kim Kaphwan : At first, the duo of Chang and Choi were set to team with another vicious criminal to form the Fugitive Team, but due to certain circumstances the third criminal was replaced with Kim and the familiar team came into being. The addition of Kim was considered somewhat forced, however, so Kim received the mission of rehabilitating the two.
Chang Koehan : Chang was originally far more violent than he is today, but once he teamed up with Kim, he became mellowed a bit. Chang's super special move, the Wild Ball, was originally designed as a test move, but it got such a good response that it was put into the game without alteration. This move is a pastiche of Kim's Phoenix Kick.
Choi Bounce : Choi is KOF's mighty novelty character. His original design looked way too much like a certain someone, so he was hastily given a new look a month before the final character designs had to be completed, giving Choi's designers one major headache. The first time Choi displayed his attacking and retreating moves and rolled around the screen, he revealed not only his fighting abilities but his talent for physical comedy.
An interesting thing about Chang and Choi : Chang was the tallest and heaviest KOF character, while Choi was the lightest and shortest. The duo is very popular in Japan, but hated by American fans. Because of their size differences, they have made a (quite) comedic couple, making the Korean team (or the Kim team) the comedy-relief team of KOF.
Rugal Bernstein : The concept for this character at the time was to make the mightiest (most violent) and most evil boss character ever. As everyone knows, Rugal is the King of Bosses who boasts the most appearances in the KOF series as a boss character, but even considering the whole genre known as 'competitive fighting games', his story and moves have changed ever so gradually while appearing in so many titles, he's one of the few bosses to have been loved (heh, heh) over such a long period.
Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Brazil Stage's background music (Jungle Bouncer) samples "Surprise! You're Dead!", a song from Faith No More (1989).
The background music from USA Stage (Slum No. 5), Japan Stage (Esaka) and the 2nd Rugal Stage (Showdown R & D) all contain voice samples from "Gutfest '89", a song from Digital Underground.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (The King of Fighters '94 - PCCB-00162) on 21/10/1994.
- TIPS AND TRICKS -
* Select Victory Pose : Press a Punch or Kick button immediately after winning a match.
* Critical Hit Oddity : A critical hit is an attack done at the opponent while he/she is attacking. In this game there is a bug that enables either the CPU or the player to take out insane amounts of damage if this is done right. An easy-to-do example is to counter Kim's Hisho-Kyaku with Heidern's Moon Cutter (you must hit Kim's legs with Heidern's hand), if done right you'll take 80-90% off Kim's life-bar in one hit! Try it with other characters and be amazed (This does not work in any other game in the KOF series, though!). :)
* Beat the game without continuing to see all the characters grouped together on the The End screen.
- SERIES -
1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)
- STAFF -
Executive producer : Eikichi Kawasaki
Producer : Takashi Nishiyama
Chief director : M. Kuwasashi
Sub director : Haruo Tomita, Yosisi Hashimoto
System director : Toyochan
System editor : Khozoh Nagashima (as K. -Mac- Nagashima)
Graphic director : Mitsuo Kodama
Front designers : Yoshiko Kubo, Tatsuya Shinkai, Koji Hamada, Tatsuru Murakemi, Peach Hagihara, Mai-Yamasaki, Nobunaga Mikan, Morioka Shinichi, Akihiko Nasu, Miki Asakura, Jetta, Yuichirow Hiraki, Yoshiko Ogata, Masa Sato, Kazuhiro Toba, Yujirou Hayami, Miho Uematsu, Akiko Yukawa
Back designers : Kenta-Ro, Tsugumi Maeda, Hirolin hajime, Sahori Etoh, Eri Kohjitani, Kaori Kusunoki
Programmers : Shinchan (as 'Shinchan-Gts'), S. Fujinuki
Sound : Masahiko Hataya (Papaya), Brother Hige, Pearl Sibakiti, Ackey
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Athena Asamiya : Reiko Fukui
Sie Kensou : Eiji Yano
Brian Battler : Eiji Yano
Chin Gentsai : Toshikazu Nishimura
Kyo Kusanagi : Masahiro Nonaka
Benimaru Nikaido : Monster Maetsuka
Choi Bounce : Monster Maetsuka
Ralf Jones : Monster Maetsuka
Goro Daimon : Masaki Usui
Ryo Sakazaki : Masaki Usui
Heavy D! : Toshikazu Nishimura
Lucky Glauber : Kazuhiro Inage (Key Inage)
Robert Garcia : Kazuhiro Inage (Key Inage)
Kim Kaphwan : Satoshi Hashimoto
Chang Koehan : Hiroyuki Arita
Heidern : Toshimitsu Arai
Clark Steel : Yoshinori Shima
Mai Shiranui : Akoya Sogi
King : Harumi Ikoma
Yuri Sakazaki : Kaori Horie
Takuma Sakazaki : Eiji Tsuda
Rugal Bernstein : Toshimitsu Arai
Special thanks : Y. Tozono, Hiroto Ikuta, Mitsuru, Shinsuke, Takayuki Mizono, Souji Takamori, Kentarou Isomura, Hiroto Kittaka, Masa Naganuma, Hideki G. Smith, Y.Gushiken,
Secret A., Ossan Kick S.O, M. Yamamoto, Hangyojin-F, Omega 1, Omega 2, Omega 3, Kiritao, Mermaid Blue, Kanitaro, Omega Z
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Oct. 01, 1994; "The King of Fighters '94 [Model NGH-055]")
[US] SNK Neo-Geo AES (Oct. 01, 1994; "The King of Fighters '94 [Model NGH-055]")
[JP] SNK Neo-Geo CD (Nov. 2, 1994; "The King of Fighters '94 [Model NGCD-055]")
[US] SNK Neo-Geo CD (1994; "The King of Fighters '94 [Model NGCD-055E]")
[JP] Sony PS2 (Dec. 28, 2004; "The King of Fighters '94 Re-Bout [Model SLPS-25448]")
[JP] Sony PS2 (Dec. 28, 2004; "The King of Fighters '94 Re-Bout [Model SLPS-25449]")
Nintendo Wii [Virtual Console] [JP] (Nov. 06, 2007; "The King of Fighters '94 [Model EAGJ]")
Nintendo Wii [Virtual Console] [EU] (Nov. 23, 2007; "The King of Fighters '94 [Model EAGP]")
Nintendo Wii [Virtual Console] [US] (Jan. 07, 2008; "The King of Fighters '94 [Model EAGE]")
[US] Sony PS2 (may.05, 2008; "SNK Arcade Classics Vol.1 [Model SLUS-21724]")
[US] Sony PSP (may.05, 2008; "SNK Arcade Classics Vol.1 [Model ULUS-10338]")
[KO] Sony PS2 (may.29, 2008; "SNK Arcade Classics Vol.1 [Model SLKA-25424]")
[US] Nintendo Wii (jul.29, 2008; "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]")
Nintendo Wii (Oct.2008; "The King of Fighters Collection: The Orochi Saga")
Sony PlayStation 2 (Oct.2008; "The King of Fighters Collection: The Orochi Saga")
Sony PSP (Oct.2008; "The King of Fighters Collection: The Orochi Saga")
[EU] Sony PSP (Oct. 17, 2008; "SNK Arcade Classics Vol.1 [Model ULES-01105]")
[EU] Nintendo Wii (Oct. 31, 2008; "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]")
[EU] Sony PS2 (Nov. 21, 2008; "SNK Arcade Classics Vol.1 [Model SLES-55232]")
[JP] Sony PSP (May. 21, 2009; "SNK Arcade Classics Vol.1 [Model ULJS-193]")
Sony PlayStation Store (Dec.2010)
- SOURCES -
Game's ROM.
Machine's picture.
The King of Fighters 10th Anniversary, http://www.kof10th.com
Accepted [+] [X] The King of Fighters 2001 [Model NGM-262] Update submitted by XtC
The King of Fighters 2001 (c) 2001 Eolith.
With the largest KOF lineup totaling at 40 characters, newcomers Eolith do a great job at delivering high quality fighting action along with one of the most difficult pairs of bosses in fighting game history!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-262
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way, [A] Light punch, [B] Light kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Released in October 2001.
A hack of this game is known as "Crouching Tiger Hidden Dragon 2003".
About Ron : the planners at the time enthusiastically came up with the idea of the Flying Brigands, the idea being to add a thrilling side story to KOF. Ron became the chief of this bunch. His first appearance came in the ending sequence for Benimaru's Team in KOF 2000. This ending sequence got first-rate reviews for its content and presentation, becoming one of the most popular episodes in the history of KOF. From KOF 2000 on, the background story became more complex on various levels, but subsequently SNK had a few problems (sniff, sniff) causing Ron's creators (the planners at the time) to go their different ways... Whenever the current staff who continue to work on KOF run into the original staff on the train to work, they are sure to grill them about Ron's background (thanks for your cooperation, by the way!). As a result of all this, he made a grand entrance as the boss characters' Striker in KOF 2001. The numerous characters who were involved with him, too, continue their exploits in the world of KOF even now. Ron is a character who uses the tricky actions from Chinese boxing and he continues work on reaching his ghoulish objective to be able to manipulate the dead. Just when he'll be able to appear as a player character is a mystery even to us...
About May Lee : one reason of existence for May came from a consideration of the needs of our Korean fans. In addition to that, Eolith, a sponsor at the time, expressed their desire for a character like a 'Korean Athena'. This request asked for an 'idol-like visual fighter', or something along that line, and designers recall that it really threw us for a loop. Through trial and error, designers arrived at a character that was a long way from the original concept, but with this process May Lee, the perky tae kwon do fighter for justice, was born. Designers got her name from the person who was in charge of Eolith (Eolith Co., Ltd.) at the time.
About Foxy : Rumor has it that a lot of fans think Foxy died in KOF 2001, but she's alive and well (LAUGH). Initially there were no plans for her to become a player character, but her presence was needed as the story developed and she got the go-ahead. Originally Foxy was to be a character spun off from Diana, but it seems the plan just didn't work. In the end there just wasn't enough time; the graphics were worked out with great effort, but she got the boot as a result of time constraints.
About K9999 : K9999 is Eolith's homage to Tetsuo from Akira. His voice actor also did Tetsuo. For various reasons K9999 is a scary character to deal with. Of course he's based on 'you know who' and has, well, similarities that we're happy a certain 'you know who' didn't object to. If you count the similarities between 'you know who' and the other 'you know who', you'd be counting from now to St. Swithun's Day. K9999 boasts a big following of fans in Korea and Japan, but no other character has such obstacles against him appearing in KOF again.
About Angel : Angel was realized through the overwhelming passion of her designer (LAUGH). You could say that there was just no stopping him. You can see his preferences in almost every aspect of her. She's a real rascal who has a lot of special moves like the 'Unchained Circle' and is one tough customer to deal with. Designers splurged on the voice for Angel in KOF 2001 and hired Mina Tominaga, a famous Japanese voice actress. Angel's designer was quite pleased with that...
About Zero (The Original) : the supervising designer was dissatisfied with KOF 2000's Zero so he struggled with his disappointment and completed this character. Must have been that little mustache (LAUGH). And the character of Glaugan (King Lion) at his side also got nixed and wasn't used in KOF 2000 either. Talk about not getting your way! Along with polishing Zero, he was tortured with mission to realize his first boss character after leaving SNK that surpassed Krizalid's presence and strength.
About Igniz : since all designer's sponsor had to say to us-about 100 times-about Igniz was "make him hot", "make him hot", and "make him hot", Designers made him, well, a real stud. The standards for handsome characters in fighting games for Asian fans are exacting; and there is a tendency for people here to shy away from ugly and comic characters. Designer think he serves so well as a foil, the lead character comes off all the better.
Yuri's battle start pose is a knock-off of Felicia's battle start pose in "Vampire Savior - The Lord Of Vampire". Besides this, Yuri has the special attack of Gouki, the one that grabs your opponent and then the screen turns black as he gives you 30 hits in 3 seconds. This move is called the 'Yuri Chou Enbu' (means 'Yuri Super Flame Dance'). The move can only be made with the special gauge at max (with at least 1 striker - The sequence is : A, A Forward, B, C). Yuri will get Gouki's 'Messatsu' pose if you finish your opponent with it. It's a parody of Gouki's super finish splash screen (the one with the kanji 'ten' on it when he finishes his opponent with the Shun Goku Satsu).
Athena, in one of her win poses, dances about and says 'Yattai!' in a very familiar way... She's parodying Chun-Li!
The little kid that appears in Terry Bogard's win poses is none other than a young Rock Howard from "Garou - Mark of The Wolves". Since Garou takes place in 2008, Rock is still a young kid in training during this game.
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Soundtracks:
[JP] Dec. 19, 2001; The King of Fighters 2001 - Original Sound Trax [SCDC-00143]
- UPDATES -
If you set the region to Korea in the MVS test menu, the voices of all of the Korea Team change and May Lee is renamed Lee Jinju
- TIPS AND TRICKS -
* Choose Your Winning Pose : Press a button immediately after beating the opponent and before the 'You Win' mark appears. Each button gives a specific winning pose.
* Secret ending: beat the game with an edit team, but K', Maxima, Whip, Kula, Angel and Foxy must be absent from it.
- SERIES -
1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)
- STAFF -
Executive producers : Jeon Ju Young, Yosh Jinno
Producer : Chil Suk Choi
Director : Lee Seon Ho
Main engineer : S. Fujinuki
Engineers : Nakamura, Koji Shinza, T. Hayashi
Demo designers : Narisato, Asuka, Eimotsu
Script writer : Teampow
Chief planners : H. Iga, Hatarow
Sequence chief : M. Ruyun
Sub planners : Kaba, Ued_Aiko
Adjusters : T-2000, Yuta Lix Sawad (as Lix), Nakasan, Jun, U_Ske, Minaru, Fujiiri
Music & Sound designers : Masahiko Hataya (as WBM M. Hataya), Kidon (as WBM Kidon)
Title designers : Naohisa Yamaguti (Naohisa's Factory)
* Front Designers :
K', Kyo, Shingo, Iori, Takuma, Angel : Styleos
Maxima, Lin, Benimaru, Seth, Mai, Hinako, Kensou, Kim, Choi, Zero, Igniz : C.A.C. Yamasaki
Whip, Leona, Ralf, Clark, Heidern, Mary, Kula, Foxy : Kii & Kuu
Drimon, Terry, Yuri : Dice
Vanessa : Kamada
Ramon, Joe, Athena, Chin : Taku & Takukko
Andy : C.A.C. Yamasaki, Taku & Takukko
Ryo, Robert, King : Kamada
Xangfei, Bad : Unotti
K9999 : Styleos, Dice, Unotti
Chang : Bandee, Taku & Takukko
May : C.A.C. Yamasaki, Kamada
* Back Designers :
Japan stage : Guttyon
Italy stage : Mae
Mexico stage : Jaepe, Nobuyuki Kobayashi
America, brazil and Igniz stage : ????
China stage : Masae M.
Korea and Zero stage : Nobuyuki Kobayashi
* Voice Actors :
K' : Yuuki Matsuda
Iori Yagami : Kunihiko Yasui
Maxima : Katsuyuki Konishi
Vanessa : Kaori Minami
Whip : Shiho Kikuchi
Seth : Hidetoshi Nakamura
Lin : Takaya Kuroda
Ramon : Eiji Takemoto
Kyo Kusanagi : Masahiro Nonaka
Leona : Masae yumi
Benimaru Nikaido : Monster Maetsuka
Ralf Jones : Monster Maetsuka
Goro Daimon : Masaki Usui
Clark Steel : Yoshinori Shima
Shingo Yabuki : Takehito Koyasu
Heidern : Toshimitsu Arai
Terry Bogard : Satoshi Hashimoto
King : Harumi Ikoma
Andy Bogard : Keiichi nanba
Mai Shiranui : Akoya Sogi
Joe Higashi : Nobuyuki Hiyama
Hinako : Ayako Kawasumi
Blue Mary : Harumi Ikoma
Li Xiangfei : Mami Kingetsu
Ryo Sakazaki : Masaki Usui
Kula : Yumi Kakazu
Robert Garcia : Mantaro Koichi
Foxy : Haruna Ikezawa
Yuri Sakazaki : Kaori Horie
K9999 : Nozomu Sasaki
Takuma Sakazaki : Eiji Tsuda
Angel : Miina Tominaga
Athena Asamiya : Haruna Ikezawa
Zero : Toshimitsu Arai
Kensou : Eiji Yano
Igniz : Norio Wakamoto
Chin : Toshikazu Nishimura
Bao : Kanako Nakano
Kim Kaphwan : Satoshi Hashimoto
Chang : Hiroyuki Arita
Choi : Monster Maetsuka
May : Tomoko Kawakami
Ron : Takaya Kuroda
Krizalid : Eiji Yand
Diana : Haruna Ikezawa
Kogorou : Eiji Yand
Hizoku Bigmen (SAI) : Takaya Kuroda
Hizoku Women (LAN) : Yumi Kakazu
Hizoku Child (CHATO) : Yumi Kakazu
Announce : Mighty Inagaki
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Mar. 14, 2002; "The King of Fighters 2001 [Model NGH-262]")
Sega Dreamcast [JP] (Dec. 26, 2002; "The King of Fighters 2001 [Model T-47304M]")
[JP] Sony PS2 (Oct. 23, 2003; "The King of Fighters 2001 [Model SLPS-25266]")
[JP] Sony PS2 (Feb. 15, 2005; "The King of Fighters 2001 [SNK Best Collection] [Model SLPS-25458]")
[JP] Sony PS2 (Apr. 17, 2007; "The King of Fighters - Nests [NeoGeo Online Collection Vol.7] [Model SLPS-25661]")
[JP] Sony PS2 (may.29, 2008; "The King of Fighters - Nests [NeoGeo Online Collection The Best] [Model SLPS-25865]")
* COMPUTERS:
PC [MS Windows] (2003)
- SOURCES -
Game's ROM.
Official website: http://game.snkplaymore.co.jp/official/kof2001/kof2001_top.html
Official website: http://www.eolith.co.kr/product/product_new.htm
Accepted [+] [X] Pro Mahjong Kiwame Update submitted by XtC
Pro Mahjong Kiwame (c) 1994 Athena.
A mahjong game played against three computer opponents.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 16 Mhz)
Sound Chips : X1-010 (@ 16 Mhz)
Screen orientation : Horizontal
Video resolution : 448 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 512
Players : 1
Control : mahjong keyboard
- TRIVIA -
Released in August 1994.
The title of this game translates from Japanese as ''Pro Mahjong Highest Rank''.
- SERIES -
1. Pro Mahjong Kiwame (1994)
2. Pro Mahjong Kiwame II (1994, Nintendo Super Famicom)
3. Pro Mahjong Kiwame III (1995, Nintendo Super Famicom)
4. Pro Mahjong Kiwame S (1995)
5. Pro Mahjong Kiwame Plus (1996, Sony Playstation)
6. Pro Mahjong Kiwame 64 (1997, Nintendo 64)
7. Pro Mahjong Kiwame Plus II (1998, Sony Playstation)
8. Pro Mahjong Kiwame GB II (1999, Nintendo Game Boy Color)
9. Pro Mahjong Kiwame Tengensenhen (1999, Sony Playstation)
10. Pro Mahjong Kiwame for WonderSwan (1999, Bandai WonderSwan)
11. Pro Mahjong Kiwame D (2000, Sega Dreamcast)
12. Pro Mahjong Kiwame Next (2000, Sony Playstation 2)
13. Kiwame Mahjong DX2 (2002, Nintendo Game Cube)
- PORTS -
* CONSOLES:
Nintendo Super Famicom (1993)
Nintendo Game Boy (1994, "Pro Mahjong Kiwame GB")
Bandai WonderSwan (1999, "Pro Mahjong -KIWAME- for WonderSwan")
- SOURCES -
Game's ROM.
Accepted [+] [X] Killer Instinct 2 Update submitted by XtC
Killer Instinct 2 (c) 1996 Midway Mfg. Co.
A great sequel of the previous game include new features and new characters.
The plot follows on where the first installment left off. Eyedol's death at the hands of Orchid accidentally sets off a time warp, transporting some of the combatants back in time and allowing the Demon Lord Gargos to escape from Limbo.
Now, trapped 2000 years in the past, the warriors that survived Killer Instinct, along with several new faces, fight for the right to face Gargos in combat. Each character that survived the journey from the first game has a corresponding background story, while new characters on this installment are native inhabitants of this past time period. Some fighters, like T.J. Combo who survives from the original, just want to get home. Others, like new character Tusk, want to bring an end to Gargos and his reign of evil. This time there is no tournament or prize money, just a fight to the finish with the fate of the future hanging in the balance.
- TECHNICAL -
Main CPU : R4600 (@ 100 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Screen Orientation : Horizontal
Video Resolution : 320 x 240 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 32768
Players : 2
Control : 8-Way Joystick
Buttons : 6
=> [1] QP, [2] MP, [3] FP
=> [4] QK, [5] MK, [6] FK
- TRIVIA -
Killer Instinct 2 was released in January 1996. Manufactured & sold by Midway under license from Nintendo. Developed by Rare.
In addition to the already impressive amount of endings the game has, there are still a bunch of others that were never "tied into the game", according to programmer Chris Tilston. However, thanks to a text dump, they have been found. It is unknown what the conditions to unlock them were going to be. These are the unused endings:
Fulgore:
1) WITH ALL TASKS SUCCESSFULLY COMPLETE, FULGORE WANDERS FOREVER IN THE PAST, LOST AND DEVOID OF PURPOSE.
2) FULGORES FAILURE TO ELIMINATE ORCHID IS A FATAL MISTAKE, WHICH HE DOES NOT LIVE TO REGRET.
3) WITH FULGORES DEATH, ALL REMAINING TRACES OF ULTRATECH ARE ERASED. THE FORCES OF EVIL HAVE LOST THIS FIGHT.
Jago:
1) JAGO WILL FEEL FOREVER EMPTY, BUT ULTRATECH IS DESTROYED. HIS QUEST TO SMASH THE EVIL THERE IS OVER - BUT AT WHAT COST...?
2) TOGETHER THEY UTTERLY DESTROY THE REMNANTS OF THE ULTRATECH CORPORATION. THE FORCES OF GOOD HAVE WON AN IMPORTANT BATTLE.
3) JAGO IS DEAD, BUT AT LEAST HE STOPPED ULTRATECH - OR DID HE... FULGORE HAS A NEW TARGET - JAGO'S ANCESTORS. IF JAGO WASN'T BORN, HE COULDN'T DESTROY ULTRATECH. FULGORE WILL WAIT...
4) FULGORE SURVIVES AND REBUILDS ULTRATECH FROM ITS BURNING ASHES. JAGO AND ORCHID WILL RISE AND FACE THIS FOE AGAIN AS A TEAM.
5) JAGO AND ORCHID UTTERLY DESTROY THE REMNANTS OF THE ULTRATECH CORPORATION. THE FORCES OF GOOD ARE VICTORIOUS ONCE MORE.
TJ Combo:
1) USING THE GOLD FOUND IN THE PAST HE LIVES HIS LONG LIFE LIKE A KING, FINALLY DYING AN OLD AND HAPPY MAN.
2) NOBODY BELIEVES HIS STORY ON HIS RETURN, BUT HE CARES NOT. HE'S RICH, HE'S MEAN AND HE'S BACK.
Spinal:
1) NOT ONLY HAS SPINAL DEFEATED HIS HATED MASTER, HE HAS ALSO RECOVERED THE ARTIFACT USED TO SUMMON HIM. HIS DESTINY LIES IN HIS OWN HANDS.
2) BUT WHILE HIS DESTINY CAN BE ALTERED SPINAL'S FATE REMAINS FIXED AS A VENGEFUL ENEMY ARRIVES TO SETTLE A SCORE.
3) USING THE ARTIFACT, SPINAL BOLDLY RAISES AN ARMY OF UNDEAD WARRIORS. WITH FEW LEFT TO STAND IN HIS WAY, THE WORLD WILL SURELY FALL.
Sabrewulf:
1) BUT STUMBLING INTO THE ALIENS SHIP IS A FATAL MISTAKE. SEIZING THE CHANCE FOR REVENGE, THE ALIENS SHOW POOR SABREWULF NO MERCY.
2) WITH TECHNOLOGY RETRIEVED FROM GLACIUS'S SHIP, HE FINALLY DISCOVERS A CURE AND RETURNS TO HUMAN FORM FREE AT LAST OF THE BEAST.
Maya:
1) WITH THE LOSS OF THE EARTH GODDESS'S PROTECTION, THE NATION OF AMAZONIA IS LUCKY ENOUGH TO FIND A NEW GUARDIAN.
2) BUT WITH THE EARTH GODDESS NO LONGER WATCHING OVER THEM, ONLY MAYA REMAINS TO STAND ALONE AGAINST THE ENEMIES OF AMAZONIA.
- UPDATES -
REVISION 1 :
* Software version : 1.0
REVISION 2 :
* Software version : 1.1
REVISION 3 :
* Software version : 1.3
REVISION 4 :
* Software version : 1.4
- TIPS AND TRICKS -
* Play As Gargos : At the character selection screen, hold Up on the joystick, then press FP, MP, MK, FK, MP, QP, QK, MK.
* Random Select : At the character selection screen, hold Up on the joystick and press the Start button.
* Speed Codes : The following combinations should be held at the 'VS' screen to change the speed setting of the match.
Turbo speed - Down+MP or MK.
Ultra speed - Down+FP or FK.
Cancel speed code - Down+QP or QK.
* Stage Select / Music Select : After choosing the character you want with the Start button, immediately press and hold Up or Down along with one of the Punch or Kick buttons. Different combinations allow different boards. The first player to choose their character gets to choose the stage. The second player gets to choose the music with the same method.
Up+LP - Sabrewulf stage.
Up+MP - Maya stage.
Up+HP - Glacius stage.
Up+LK - Tusk stage.
Up+MK - Fulgore stage.
Up+HK - Orchid stage.
Down+LP - Jago stage.
Down+MP - Gargos stage.
Down+HP - T.J. Combo stage.
Down+LK - Kim Wu stage.
Down+MK - Spinal stage.
Down+HK - Spinal stage.
Down+MK (both controllers) - Sky Platform.
* Alternate Costumes : At the character select screen, press Up or Down on the joystick.
* Finishers : 'Ultra combo' and 'Ultimates' are within-combo, 'No Mercy' can be done anywhere.
COMBO :
Assault : B, F, [FK]
Ultra Combo : F, B, [FP]
Ultimate - 'Screen Punch' : Hold [QK], release [QK]. TJ punches opponent, he flies the friendly skies.
No Mercy - 'Gun'em Down' : (F), DF, D, DB, B, F [FK]. TJ takes out a gun, and shots the crap out of the opponent.
FULGORE :
Assault : F, D, DF, [QP]
Ultra Combo : F, D, DF, [QK]
Ultimate - 'Heavy Artillery' : F, B, DB, D, DF, F, [MK]. Fulgore turns into a battletech and shoots heavy artillery at opponent.
No Mercy - 'Lazer': B, DB, D, DF, F, B, [MP]. laser falls from the sky, your opponents veins and a whole bloody mess is left behind.
GLACIUS :
Assault : D, DB, B, [QK]
Ultra Combo : D, DF, F, [QK]
Ultimate - 'Ice Spear' : F, DF, D, DB, B, F, [MK]. Glacius stabs the opponent with an ice pick.
No Mercy - 'Ice Crusher' : B, D, DB, B, [QK]. Glacius grabs his opponent, freezes him and blam!
JAGO :
Assault : DB, D, DF, [QK]
Ultra Combo : DF, D, DB, [QK]
Ultimate - 'Laser Sword Stab' : F, D, DF, [FK]. Uhm hah yiha! Nice swords play by Jago.
No Mercy - 'Fireball Scorcher' : F, DF, D, DB, B, F ,[MP]. The tiger spirit within Jago causes a dragon to appear. He burns the crap out of the character.
KIM-WU :
Assault : D, DB, B, [QK]
Ultra Combo : D, DF, F, [QK]
Ultimate - 'Star' : B, DB, D, DF, F, B, [QK]. A star explodes in your face!!!
No Mercy - 'Chest Stomp' : (B), F, B, DB, D, DF, F, [MK]. Kim-Wu goes wild and steps on your chest! Yippie!
MAYA :
Assault : (F), B, [FP]
Ultra Combo : (F), B, [FK]
Ultimate - 'Elephant' : F, DF, D, DB, B, F, [QK]. An elephant magically fall on your opponent.
No Mercy - 'Shrinker' : B, DB, D, DF, F, B, [QP]. A red ray its emitted from Maya's forehead. The opponent is shrunk down to size.
ORCHID :
Assault : D, DF, F, [FP]
Ultra Combo : D, DB, B, [QK]
No Mercy - 'Scorcher' : B, F, DF, D, DB, B, [MK]. Orchid throws a fireball that fries the opponent.
SABERWULF :
Assault : F, B, [QK]
Ultra Combo : B, F, [QK]
Ultimate - 'Electrocution' : Hold [FK], Release [FK]. Electrifying!
No Mercy - 'Bat Attack' : Hold [QP] Release [QP]. A flock of bats carry the character off screen. Then you hear a loud scream and blood drips.
SPINAL :
Assault : B, DB, D, DF, F, [FP]
Ultra Combo : F, DF, D, DB, B, [FP]
Ultimate - 'Sword Play' : D, D, [QK]. Spinals starts cutting the opponent then he fries him with lighting!
No Mercy - 'Skull Drop' : D, DF, F, D, DF, F, [QP]. A BIG ass skull falls on the opponent.
TUSK :
Assault : B, DB, D, DF, F, [MP]
Ultra Combo : F, DF, D, DB, B, [MP]
Ultimate - 'Dinosaur Attack' : F, D, DF, [MK]. A dinosaur appears in the middle of nowhere and has a snack.
No Mercy - 'Meteor Shower' : B, DB, D, DF, F, B, DB, D, DF, F, [MP]. Lots of meteors come down at the opponent.
* Unlock the endings:
"Kill" a character means to perform an Ultimate/No Mercy/Stage Fatality on the character and then proceed to defeat Gargos.
Jago Ending: 1- Don't kill Orchid or Fulgore, 2- Kill Orchid and Fulgore, 3- Kill Orchid, but bot Fulgore, 4- Kill Fulgore, but not Orchid.
Orchid Ending: 1- Don't kill Sabrewulf or Jago, 2- Kill Sabrewulf and Jago, 3- Kill Sabrewulf, but bot Jago, 4- Kill Jago, but not Sabrewulf.
Fulgore Ending: 1- Don't kill Orchid or Jago, 2- Kill Orchid and Jago, 3- Kill Orchid, but bot Jago, 4- Kill Jago, but not Orchid.
Glacius Ending 1 & 2: Destroy the wall in Sabrewulf's stage and then kill Sabrewulf or let him live.
Glacius Ending 3 & 4: Do not destroy the wall in Sabrewulf's stage, but kill Sabrewulf or let him live.
Tusk Ending 1 & 2: Destroy the hanging piece of wing in Glacius' stage and then kill TJ Combo or let him live.
Tusk Ending 3 & 4: Do not destroy the hanging piece of wing in Glacius' stage, but kill TJ Combo or let him live.
Kim Wu Ending 1 & 2: Without using a continue, kill Spinal or let him live.
Kim Wu Ending 3 & 4: Use at least 1 continue and kill Spinal or let him live.
Maya Ending 1 & 2: Kill Tusk or let him live.
Spinal Ending 1 & 2: Kill Kim Wu or let her live.
Sabrewulf Ending 1 & 2: Kill Glacius or let him live.
TJ Combo Ending 1 & 2: Kill Tusk or let him live.
- SERIES -
1. Killer Instinct (1994)
2. Killer Instinct 2 (1996)
3. Killer Instinct (2013, Xbox One)
- STAFF -
* Game Development :
Head programmer : Mark Betteridge
Gameplay programmer : Chris Tilston
Character design and models : Kevin Bayliss
Background design and models : Chris Seavor
Music and sound : Robin Beanland
3-D background, frontend programmer : Robert Harrison
Artificial intelligence programmer : Tony Wong
Additional programming : Martin Mollis
Rendered sequences : Lee Musgrave
Additional graphics : Don Murphy, Philip Dunnie, Keri Gunn
Character voices : S. Yamashiro, M. Yamada, Luise Stamper, Chris Seavor, Isaac Marshall, Armond Williams, Adrian Smith, Keiko Tamura, Keri Gunn, Ken Lobb, Chris Sutherland
Vocals : Faye Newborough
Live guitar and trumpet : Grant Kirkhope
Chants and sound FX : The Lads
Motion capture Actors : Kevin Bayliss : Simon Farmer, Louise Stamper, Dean Smith, Jon Paul Jenkins
Quality assurance : Huw Ward, James Charlesworth, Gavin Hood, Ken Lobb, ISaac Marshall, Henry Sterchi, Armond Williams, Melvin 'Medium kick' Forest, Shane Lewis, Kyle Carlson, Joe Stamper, Darren Walker, Eddie Ferrier
Game design and game producers : Chris Tilston, Mark Betteridge, Kevin Bayliss
Additional design : Ken Lobb, James Charlesworth, Gavin Hood
Hardware design : Chris Stamper, Pete Cox
* Game Manufacture :
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault
Hardware : Cary Mednick, Steve Correll, Pat Cox, Al Lasko, John Lowes, Mike Lynch
Mechanical : Ted Valavanis, Chris Bobrowski, Donna Conrad, Gail Jonkovski, Keith Novak, Tom Sedor
Cabinet graphics : Nik Ehrlich
- PORTS -
* CONSOLES:
Nintendo SNES : Unreleased prototype
Nintendo 64 "Killer Instinct Gold"
- SOURCES -
Game's manuals.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Karous [Model GDL-0040] Update submitted by XtC
Karous (c) 2006 MileStone, Incorporated.
Karous is about a girl born of a union between an angel and a human. She gets firepower by gaining equipment like a swords, shields and guns.
- TECHNICAL -
Model No GDL-0040
Runs on the Sega "NAOMI GD-ROM System" hardware.
- TRIVIA -
Released on November 15, 2006
'Karous' meaning 'Crow' in English.
- PORTS -
* CONSOLES:
Sega Dreamcast (2007) : by Milestone
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Official website; http://www.mile-stone.co.jp/product/krs/krs_top.html
Accepted [+] [X] Jr. Pac-Man [Model 0A29] Update submitted by XtC
Jr. Pac-Man (c) 1983 Bally Midway.
One of many sequels to the legendary "Pac-Man", Jr. Pac-Man features the character of Pac-Man's son. For the first time in the series' history, side-scrolling mazes were introduced, with each maze being two screens wide.
This time, the mazes have no exit tunnels through which players can make an escape. The bonus items that appear move around the maze and are now something of a mixed blessing, as not only will they destroy any Power Pills they come across, but they will also turn any normal dots they pass over into large dots that slow the player's movements considerably, but are worth more points than normal dots if eaten by the player. Any mutated dots in the maze will disappear if the player loses a life.
The Pac character is once again pursued by four ghosts (Blinky, Pinky, Inky and Tim) in his quest to eat all of the dots in each maze. And, as before, numerous Power Pills litter the mazes that, when eaten, allow Jr. to eat the pursuing ghosts.
As with previous "Pac-Man" games, intermissions are featured between certain levels. Jr. Pac-Man's intermissions are episodic in nature, like those found in "Ms. Pac-Man". Jr. Pac-Man's story tells of the blossoming love between Jr. Pac-Man and a small ghost named Yum-Yum.
Act I - Jr. Meets Yum-Yum : Jr. Pac-Man steps outside his home to play. He spots Yum-Yum beyond the fence in his yard and goes outside to meet her. Blinky, hiding in the shadows, comes out from hiding to catch Jr. However Ms. Pac-Man, keeping a watchful eye over her child, sees the commotion from her window and runs out to the yard to eat a Power Pill and chase both ghosts away while Jr. returns to the safety of home. This intermission is played after Round 1.
Act II - The Gift : It seems that Jr. can't get the enchanting young ghost out of his mind, so he proceeds to bring a balloon to her as a gift the next day. Excited to see her, he meets her on a bridge and hands her the balloon, when we catch a glimpse of Blinky lurking behind a bush. This intermission is played after Round 3.
Act III - They Escape : Blinky moves from one bush to the another, startling Yum-Yum into releasing the balloon. Blinky attempts to capture Jr. once and for all, but once again, Ms. Pac-Man comes to the rescue. Blinky chases her off to the left, while Jr. Pac-Man and Yum-Yum escape to the right. Once alone, they gaze in to each other's eyes and fall in love, with hearts appearing all around them. This intermission is played after Rounds 5, 7, and 9.
- TECHNICAL -
Game No. 0A29
Game was available either as one of 2 kits to update a "Pac-Man" upright cabinet or cocktail table cabinet. It was also available as a dedicated game using a "Mappy"-style cabinet.
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG (@ 96 Khz)
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
- TRIVIA -
Jr. Pac-Man was released on October 18, 1983 in the USA.
Jr. Pac-Man was developed by 'General Computer Corporation' (GCC) for Bally/Midway and is essentially an enhancement to "Ms. Pac-Man" (which is, in itself, an enhanced version of the original "Pac-Man"). Much of the original "Pac-Man" code is still present and even the 'GENERAL COMPUTER CORPORATION Hello, Nakamura.' message that featured in "Ms. Pac-Man" is present.
Jr. Pac-Man runs on a modified "Pac-Man" hardware, with additional horizontal scrolling support. This was the first "Pac-Man" game in which the maze is larger than the visible area; requiring the screen to scroll.
There are a number of hidden bonus objects that were never used by the developers. To see them, set 'CHEATS' to 'Always have blue ghosts'; play a game, repeatedly eat the ghosts until you get past 1,600 points. The game was coded to deal with such high bonus values and assigns a hexadecimal value to the score value after 1,600. The hexadecimal scores equate to a graphic in the game. After eating somewhere in the neighborhood of 20-30 ghosts consecutively, the hidden objects will appear. There is a rattle, a baby's dummy, a cowboy hat and a skateboard.
Abner Ashman holds the official record for this game with 1,500,000 points on February 2, 2002. In the game where he "officially" got this record, there was a power outage that shut down his game at approximately that score...and he still had not lost a man up to that point!
A bootleg of this game runs on the "Pengo" hardware.
A Jr. Pac-Man unit appears in the 1983 movie 'Joysticks'.
- SCORING -
Dot : 10 points.
Mutated Dot : 50 points.
Powerpill : 50 points.
Ghosts : 200, 400, 800 and 1,600 points.
Cycle : 100 points.
Kite : 200 points.
Drum : 500 points.
Balloon : 700 points.
Train : 1,000 points.
Cat : 2,000 points.
Beer! : 5,000 points.
- TIPS AND TRICKS -
MAZE STRATEGY
The first maze, which has 548 dots and six Power Pills, offers a good mix of straight-a-ways and islands. The two power pills on either side of the ghosts' den cannot be destroyed by bonuses, so try to save them for later in the stage. The ghosts move slow enough that you can plan out your strategy and wait by power pills for ghosts to gather nearby before eating them.
The second maze has 560 dots, six Power Pills, and features more long stretches than the first maze, but there are many escape routes, so you shouldn't worry about getting trapped. Use the 'staircase' section of the maze on the far ends to put distance between you and any trailing ghosts. It's possible to 'trap' the ghosts so that you can complete a lot of the maze without them chasing you. Position Jr. to either the far left or far right hand side of the maze; thus causing the center of the maze to scroll off-screen. You should see the ghosts in the corridors above the ghosts' den; they will stay in those corridors as long as you are on either the left or right hand side of the maze. This works because the game has logic to reverse the ghosts' direction when they go off screen.
The third maze has 526 dots, six Power Pills, and features small circular sections that you should approach with caution. It can be hard to read which directions the ghosts will move in around them and lead to unavoidable collisions. By this maze, the ghosts are speeding up, so take the time to cross from one section of the maze to the other to prevent the ghosts from surrounding you.
The fourth maze has 526 dots, six Power Pills, and features islands on the bottom that can be both helpful and harmful. They allow you multiple paths to take in order to escape from one ghost, but they also provide multiple pathways for a number of ghosts to surround you. Clear as much of the bottom sections as you can before you eat the Power Pill. Then use the Pill and eat any ghost in the area before time runs out. Then finish the section if possible before moving on.
The fifth maze has 528 dots, six Power Pills, and features islands that are scattered throughout. Cross back and forth across the entire maze to prevent the ghosts from ganging up on you in any one section of the maze. Power pills are becoming less effective at this point. Don't sacrifice yourself trying to stop a bonus item from destroying a power pill.
The sixth maze has many S-turns that offer the ghosts multiple opportunities to trap you from either end. Keep the ghosts behind you by crossing back and forth. To make matters worse, you only get four Power Pills instead of six. Aside from the Power Pills, there are a total of 512 dots in this maze. Don't let the bonus item transform too many of the dots into mutated dots in this maze, or you will have a harder time avoiding ghosts while being slowed down by the large dots.
The seventh and final maze is by far the most dangerous maze to Jr.'s survival. The center is relatively safe, but the sides of the maze are deadly. There are 540 dots and only four Power Pills in this maze. The Power Pills are situated in odd corners. The far path around the outside of the maze is considerably dangerous as it is easy to get trapped trying to clear it. And the Power Pills simply aren't effective long enough to keep you safe. The smaller sections between the side Power Pills is also easy to become trapped in. Only enter if the coast looks clear, and make sure that you have an exit strategy if a ghost decides to enter this small section with you. For all of your planning, success in this maze depends on a considerable amount of luck.
After you finish the seventh maze, the mazes cycle from the fourth through the seventh in a repeating loop.
- SERIES -
1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC)
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC)
8. Pac-Mania (1987, ARC)
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC)
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS)
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS)
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX)
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS)
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]"
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS)
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA)
29. Pac-Man Championship Edition DX (2010, XBLA, PSN)
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC)
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)
- PORTS -
* CONSOLES:
[US] Atari 2600 (1984) "Jr. Pac-Man [Model CX26123]"
[US] Atari 5200 "Jr. Pac-Man [Model CX5251]" : Unreleased prototype
* COMPUTERS:
[US] [EU] Commodore C64 (1988)
[US] PC [MS-DOS, 5.25"] (1988)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Mahjong Block Jongbou Update submitted by XtC
Mahjong Block Jongbou (c) 1987 SNK.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)
Players : 2
Control : dial
Buttons : 1
- TRIVIA -
Released in February 1987.
- PORTS -
* CONSOLES:
Nintendo Famicom (1987) "Jongbou" : SNK
- SOURCES -
Game's ROM.
Accepted [+] [X] Vs. Ninja Jajamaru-Kun Update submitted by XtC
Vs. Ninja Jajamaru-Kun (c) 1985 Jaleco.
A fun platform action game. You control the little red ninja, named Jajamaru-Kun on his quest to rescue the Princess Sakura kidnapped by the Machiavellian Damazu-Dayuu. You must stop and fight against enemies to save the princess.
- TECHNICAL -
Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The princess is called 'Sakura'.
- SERIES -
1. Ninja-kun - Majou no Bouken (1984)
2. Vs. Ninja Jajamaru-kun (1985)
3. Ninja-Kid II (1987)
- PORTS -
* CONSOLES:
Nintendo Famicom (1985)
MSX (1986)
Bandai WonderSwan (1999)
Nintendo Wii [Virtual Console] (2006)
Nintendo DS (2007) "Ninja Jajamaru-Kun - Pen wa Ken Yorimo Kyoushidegozaru" : A 3D remake, this game was cancelled.
- SOURCES -
Game's ROM.
Accepted [+] [X] Interstellar Laser Fantasy Update submitted by XtC
Interstellar Laser Fantasy (c) 1983 Funai.
Your mission is to fly to distant worlds battling alien spaceships and destroying alien bases. Armed with lasers and bombs, you travel across alien deserts, through space caverns, and into bizarre wire framed cities to find and destroy the Delta UFO.
- TECHNICAL -
This game uses a laser disc.
- TRIVIA -
Released in December 1983.
The laser disc background images were created by Japan-based company, Gakken.
- SERIES -
1. Interstellar Laser Fantasy (1983)
2. Interstellar Zangus (1985)
- PORTS -
* COMPUTERS:
Pioneer Palcom PX-7 "Inter Stellar"
- SOURCES -
Game's ROM.
Machine's picture.