Accepted [+] [X] Galaxian Update submitted by XtC
Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- CAST OF CHARACTERS -
Galaxip: This is the name of the ship which you control at the bottom of the screen.
Galaxian: These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation.
Flagship: At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.
Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: Tone generator and discrete circuits
Players: 2
Control: 2-way Joystick
Buttons: 1 (FIRE)
Alternate Japanese cabinet versions):
Buttons: 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Galaxian was released on October 31, 1979 in Japan.
While it is often cited as "the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color," this is inaccurate. It did have multi-color objects, that combined with animation was significant, but Taito had done this earlier with Super Speed Race - which Midway licensed and launched a month before they produced Galaxian. Home consoles already supported full color graphics prior to Galaxian's release (See the 1978 release of Superman on the Atari 2600 as an example of a multi-color object; Or the 1979 release of Basketball on the Atari 400/800) as did various other arcade games that used full color. These may have not been as detailed as Galaxian but were still important: Gotcha Color by Atari (1973) had an RGB color circuit; There was Wimbeldon by Nutting Associates (1973); Car Polo, Star Fire and Fire One! by Exidy (1977~79; Fire One came out a month before Galaxian did in the States), Sea Wolf II by Midway (1978), and a few others.
Something can also be said for the iconic sounds that came from Galaxian, which players could use to identify the game before they even saw it.
Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet, giving patterns to the attacking aliens that made for a more dynamic and memorable challenge than Space Invaders.
* A place in video game history:
"Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
* The great 25-cent escape:
"Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
* Namco notes:
Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".
The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics:
* "Pac-Man" (1980) and "Pac-Man Plus" (1982): The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it.
* "Galaga" (1981): The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points.
* "Dig Dug" (1982): The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up.
* "Super Pac-Man" (1982): All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead.
* "Pac & Pal" (1983): The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru.
* "Pac-Land" (1984): The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten.
* "Super Xevious" (1984): The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each.
* "Quester" (1987): In Round 5, the bricks form a Galaxian Flagship.
* "Pac-Mania" (1987): The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten.
* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire.
* "Tinkle Pit" (1994): The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected.
* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit.
* "Namco Classic Collection Vol.1" (1995): The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points.
* "Namco Classic Collection Vol.2" (1996): The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up.
* "Pac-Man World" (1999): The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes.
* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005): The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000.
* "Namco Museum Battle Collection" (2005): The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points.
"Dig Dug - Digging Strike" (2005): Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points.
"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian.
Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK.
The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer".
A Namco Galaxian until appears in April Wine's concert video 'Live in London (1981)'.
- UPDATES -
The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line.
In Namco Set 2:
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000.
In Midway Set 2:
* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None.
In the bootleg version:
* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None.
- SCORING -
Blue Galaxian: 30 points in formation, 60 points in flight.
Purple Galaxian: 40 points in formation, 80 points in flight.
Red Galaxian: 50 points in formation, 100 points in flight.
Flagship: 60 points in formation, 150 points in flight.
Flagship: 200 points in flight with one escort.
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts.
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts.
* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom):
Flagships: 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether).
Red Galaxians (Escorts): 6 (in 1 row, directly below the flagships).
Purple Galaxians: 8 (in 1 row, directly below the red Galaxians).
Blue Galaxians: 30 (in 3 rows of 10, directly below the purple Galaxians).
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can't fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion:
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection"
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix"
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"
- PORTS -
NOTE: For ports released in North America, please see the Midway Upright model entry.
* CONSOLES:
[JP] Epoch Cassette Vision (aug.10, 1981)
[JP] Atari 2600 (1983)
[JP] Nintendo Famicom (sept.7, 1984) "Galaxian [Model NGX-4500]"
[JP] Nintendo Famicom Disk (jul.20, 1990) "Galaxian [Model NDS-GXN]"
[JP] Sony PlayStation (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]"
[AU] Sony PlayStation (1997) "Namco Museum Vol.3 [Model SCES-00268]"
[EU] Sony PlayStation (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (sept.29, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[UK] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]"
[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]"
[JP] Nintendo Game Boy (nov.29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) "Namco Museum [Model UCKS-45005]" : as 'Old Galaga' and marks the only ever official connection between the Galaxian and Galaga series
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
* COMPUTERS:
[EU] Exidy Sorcerer
[JP] Apple II (1980) Star Craft Tokyo.
[JP] Apple II (1981) "Alien Typhoon" by Star Craft.
[EU] BBC B (1982) "Arcadians" by Acornsoft
[EU] Acorn Electron (1982) "Arcadians" by Acornsoft.
[EU] Sinclair ZX81 (1982) "ZX Galaxians" by Artic
[EU] Sinclair ZX Spectrum (1982) by Artic.
[EU] Commodore C64 (1983) "Galaxions" by Solar Software.
[EU] Commodore C64 (1983)
[EU] Sinclair ZX Spectrum (1983) by Atarisoft.
[UK] Sinclair ZX Spectrum (1983) "Galactians" by DK'Tronics.
[JP] MSX (1984)
[EU] MSX (1984) by Bug-Byte.
[JP] Fujitsu FM-7 (1985)
[JP] Sharp X1 : by Dempa.
[JP] NEC PC-88
[EU] Atari ST (1993) "Galaxian" - PD / Shareware by Sinister Developments
[EU] PC [MS-DOS] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker
[EU] Commodore Amiga (1998) "Galaxians v1.3" : by PD / Shareware - Kev Gallagher
[JP] PC [MS Windows, CD-ROM] (dec.24, 1998) "Namco History Volume 4"
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1980) by Bandai
VFD tabletop game (19??) "Moon Alien" : alternate name by Bandai.
[JP] VFD tabletop game (19??) "Beam Galaxian" by Bandai
VFD handheld game (1981) "Galaxian 2" : by Entex (or Futuretronics) and called Galaxian 2 because it can be a two-player game.
[JP] VFD handheld game (1981) "Astro Galaxy" by Entex.
VFD handheld game (1981) "Astro Invader" : Hales release by Entex.
LCD Keychains handheld game (1997) by Bandai
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Taisen Mahjong Final Romance 4 Update submitted by XtC
Taisen Mahjong Final Romance 4 (c) 1998 Video System.
An evening with cute mahjong girls.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)
Player : 2
Control : mahjong keyboard
- TRIVIA -
Released in April 1998.
This title translates from Japanese as 'Final Romance Mahjong Competition 4'.
- SERIES -
1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)
- STAFF -
Executive producer : Furukawa Kouji
Character design & Screen play by Akatsuki Gomoku.
Animation character design & chief animator : Watabe Keisuke (Hercules)
Music & Sound effects : Itamura Maoki
Animation editor : Jitensha (Ookubo Tadao)
Main programmer : Hamanaka Tsukasa
Programmers : Soyama Hiroe, Yokota Kenichi, Touno Mika, Yagiyama
Game graphic designers : Ikeda Masako, Higuchi Norie, Sawada Ayano
Mahjong design : Yamato Masashi
Screen play & directed by : Yasunobu Hayashi
* CAST :
Yuri : Nagasawa Miki
Shino : Yajima Akiko
Momo : Kanamaru Hinako
Saki : Naoko Matsui
Syun-ran : Iwatsubo Rie
Rin-ran : Shibata Yumiko
Eimi : Maeda Mitsuko
Chin-ta : Akatsuki Gomoku
- PORTS -
* CONSOLES:
Sega Saturn (1998)
* COMPUTERS:
Windows : by Harvest
- SOURCES -
Game's ROM.
Accepted [+] [X] FunHouse Update submitted by XtC
FunHouse (c) 1990 Williams Electronics Games, Incorporated.
- TECHNICAL -
Williams WPC (Alphanumeric)
Model Number: 50003
Main CPU: Motorola M6809 (@ 2 Mhz)
Sound CPU: Motorola M6809 (@ 2 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516
Note: Prototype versions use Williams' System 11 audio board (D-11581).
- TRIVIA -
Released in November 1990.
Approximately 10,750 units were produced.
The High Score initials are sometimes replaced with 'RUDY'.
The red button is held by Rudy on the backglass.
On the backglass, the man with the boy on his shoulders is artist John Youssi. The boy is his son, who also modeled for the inspiration of Rudy.
A FunHouse unit appears in the sitcom "Married... With Children"; Season 9, Episode 24 (Radio Free Trumaine).
- STAFF -
Concept, Playfield, & Design : Pat Lawlor (PML)
Software & Design : Larry DeMar (LED)
Mechanix by : John Krutsch (J K)
Music : Chris Granner
Sounds : Jon Hey (HEY)
FX : Brian Eddy
Art : John Youssi
Speech Processing : Chris Granner, Rich Karstens
Art Support : Kevin O'Connor, Margaret Hudson
Voice of Rudy : Ed Boon
- PORTS -
* CONSOLES:
Nintendo Wii (2008, "Pinball Hall of Fame: The Williams Collection")
Sony PS2 (2008, "Pinball Hall of Fame: The Williams Collection")
Sony PSP (2008, "Pinball Hall of Fame: The Williams Collection")
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] Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] Update submitted by XtC
餓狼伝説3 遥かなる闘い (c) 1995 SNK [Shin Nihon Kikaku].
(Garou Densetsu 3 - Harukanaru Tatakai)
During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, 2 different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it?
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-069
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons Per Player.
[Joystick] 8-way [A] Quick Punch [B] Quick Kick [C] Power Punch [D] Power Kick
- TRIVIA -
Garou Densetsu 3 was released in March 1995 in Japan.
The title of this game translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle'.
Garou Densetsu 3 overtly refers to itself by its overseas name of 'Fatal Fury 3' throughout the game.
This game is known outside Japan as 'Fatal Fury 3 - Road to the Final Victory'.
Things that changed in this particular game:
* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes.
* Chain combos are introduced to add even more depth to each character's fighting style.
* Throws are harder to use since these are slow and throw-miss animations were added.
* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei.
Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hilarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :)
Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe!
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 3 - PCCB-00179) on April 21, 1995.
- TIPS AND TRICKS -
Reach and beat Jin Chonshu with a fighting grade above "A" and you'll fight a hidden last boss, her brother, Jin Chonrei.
One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises!
Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine!
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Geese Howard : Kong Kuwata
Sokaku Mochizuki, Ryuji Yamazaki : Koji Ishii
Bob Wilson, Hon-Fu : Toshiyuki Morikawa
Blue Mary : Harumi Ikoma
Franco Bash : B. J. Love
Jin Chonshu, Jin Chonrei : Kappei Yamaguchi
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 21, 1995) "Garou Densetsu 3 - Harukanaru Tatakai [Model NGH-069]"
[JP] SNK Neo-Geo CD (Apr. 28, 1995) "Garou Densetsu 3 - Harukanaru Tatakai [Model NGCD-069]"
[JP] Sega Saturn (june.28, 1996) "Garou Densetsu 3 - Harukanaru Tatakai [Model T-3102G]"
[JP] Sony PS2 (jul.20, 2006) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]"
[US] Sony PS2 [EU] (2006) "Fatal Fury Collection"
[JP] Sony PS2 (may.29, 2008) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]"
* COMPUTERS:
[JP] PC [MS Windows 9x] (Sep. 19, 1996) "Garou Densetsu 3 - Harukanaru Tatakai"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] Update submitted by XtC
餓狼伝説2 新たなる闘い (c) 1992 SNK Corp.
(Garou Densetsu 2 - Arata-Naru Tatakai)
The lone wolves are back once again and they will battle the world's strongest fighters. However a mysterious & powerful new enemy is looking for them, the ones who defeated Geese Howard.
Can the lone wolves face this new threat and come out victorious?
Features backgrounds with 2 different background planes, improved control & some very nice music! :)
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-047
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[Joystick] 8-way, => [A] Quick Punch [B] Quick Kick [C] Strong Punch [D] Strong Kick
- TRIVIA -
Garou Densetsu 2 was released in December 1992 in Japan.
The title of the translates from Japanese as 'Legend of Hungry Wolf 2 - The New Battle'.
This game is known outside Japan as 'Fatal Fury 2'. According to the USA flyer, the name of the game is 'Fatal Fury 2 - The Sultan of Slugs Battle Royale'.
Things that changed in this sequel :
* This game allows you to switch between the background & foreground planes at will (in the first game, you could only switch planes if the CPU was on a different battle plane!).
* The game ditches the previous game's 3 button setup (punch, kick & throw) in favor of a new 4 button setup (light & heavy punches & kicks). This is apparently one of the very first Neo-Geo fighters to use this now common button setup.
* This game introduces the use of Desperation Moves (highly damaging techniques that can only be used when the life-bar is flashing red). This game as well as "Art of Fighting" were the first fighting games to introduce these moves.
* Newcomers in the game are : Mai Shiranui, Cheng Sinzan, Kim Kaphwan, Jubei Yamada, Big Bear (aka Raiden), Axel Hawk, Lawrence Blood & Wolfgang Krauser. Richard Meyer, Michael Max, Tung Fu Rue, Duck King, Hwa Jai & Geese Howard were left out! (although some of them make some cameos during some of the game's cut-scenes!).
Just as the first game introduced the famed Terry Bogard, this game features SNK's most popular fighter lady : Mai Shiranui! :). Mai appears in "Quiz King of Fighters" as selectable character.
The Hungry Wolf is a reference to Terry Bogard, the main character in Fatal Fury. Terry, Andy and Joe (and to a lesser extent, Mai and Mary) are referred to as the Lone Wolves.
Keeping the tradition of the first game, an animated movie based on this game was released in Japan featuring character designs by Masami Ohbari. The movie was also released in the USA by Viz Video, a division of Viz Comics. After the second Fatal Fury movie was released, a third movie followed (which predated "Fatal Fury 3 - Road to the Final Victory"). It follows the adventures of the Lonely Wolves (Terry, Andy, Joe and Mai) as they attempt to prevent a power-hungry man from claiming all the parts of the legendary Armor of Mars.
When a player wins a match in a single player game, the post match screen shows people watching the tournament inside the Pao Pao Cafe from the first game, "Fatal Fury - King of Fighters".
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 2 - PCCB-00111) on 19/02/1993.
Reviews:
[FR] March 1993 - Consoles + No. 18: 97/100 (AES version)
- TIPS AND TRICKS -
* You can only see any character's ending if you beat the game with a single credit used (no continues or 2-Player matches are allowed)
* Just like the first game, it's possible to use the strategy of dashing at your opponents just as they're getting up in order to damage them repeatedly.
* Billy Kane, Axel Hawk and Lawrence Blood all have stages that use a single plane, with the 'second' plane having objects on it that can injure players if they're knocked against them (all three of these bosses have ways of throwing their opponents into the background). You can knock the bosses into the background too by standing close to them while they're dazed and then hitting them with a good hard kick or punch.
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
Producer : Eikichi Kawasaki
Planners : Deru-Deru, Tsukamichi-2, Chinta
Object Designers : Higashi Pon (Higashipon Mark3), Tony Oki, Tsuzakingyo (Tsuzakingyo 2), Lionheart, U.G, Ryouji-Sei, Soe Soe (Super Soe Soe), Heitarou, Terarin, Horipu (Horigen. Pu-Ta)
Back Scroll Designers : Moriyan, Somatreeno, Oba Obata, Shibatarian, Uri Midopon, A-Chang
Character Back Up : Manuke, Teizo Muta 92, Kama Kama, Takeshi Kimura, Man, Take. P, Albinome, Pinkey. TBC440
Programmers : Yamatan (Yamatan-2' Turbo), Speaker. R
Sound : Toshio Shimizm (Shimizm), Yoko, Jojoha Kitapy, YLF. Communicate, Paciorek, Masahiko Hataya (Papaya)
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Mai Shiranui : Akoya Sogi
Big Bear : Dango Takeda
Cheng Sinzan : Jun Hashimoto
Laurence Blood : Katsuhisa Namase
Axel Hawk : Michael Beard
Billy Kane : Katsuhisa Namase
Wolfgang Krauser : Michael Beard
Special Thanks : Kazuya Hirata, Prince Deguchi, Kura, Shinchan, Data Tada, Oh!Butch (Oh! Buchii), Carry, Kenchan, Miyagami, Satochan, Sanpo, Iwata Kun, Hiroshi Matsumoto (Finish Hiroshi), Akiko Tsuruta, Mie Kurita, Megumi Moriyama, 1st Operation Staff
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Mar.5, 1993; "Garou Densetsu 2 - Arata-Naru Tatakai [Model NGH-047]")
[JP] Nintendo Super Famicom (Nov.26, 1993; "Garou Densetsu 2 - Arata-Naru Tatakai [Model SHVC-DJ]")
[JP] NEC PC-Engine CD (Mar.12, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model HCD4060]")
Nintendo Super NES [US] (Apr.1994; "Fatal Fury 2 [Model SNS-DJ]")
Nintendo Super NES [EU] (1994; "Fatal Fury 2 [Model SNSP-DJ]")
[JP] Sega Mega Drive (june.24, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model T-146023]")
[US] Sega Genesis (1994; "Fatal Fury 2")
[JP] Nintendo Game Boy (jul.29, 1994; "Nettou Garou Densetsu 2 - Arata-Naru Tatakai [Model DMG-X3J]")
[JP] SNK Neo-Geo CD (Sep.9, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model NGCD-047]")
[JP] Sony PS2 (jul.20, 2006; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
[US] Sony PS2 (Aug.2007; "Fatal Fury Battle Archives Volume 1")
[EU] Sony PS2 (jul.2008; "Fatal Fury Battle Archives Volume 1")
[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
* COMPUTERS:
[JP] Sharp X68000 (Dec.23, 1993; "Garou Densetsu 2 [Model MGX-5002]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Garou Densetsu Special [Model NGM-058] Update submitted by XtC
餓狼伝説スペシャル (c) 1993 SNK.
(Garou Densetsu Special)
Just as the name implies, this is a special edition of "Fatal Fury 2" filled with plenty of fun stuff. Features a few old familiar faces from the first game as newcomers; background with 2 battle planes; improved control and lots of secrets. Without a doubt, one of the better chapters in the series!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-058
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way [A] Quick punch [B] Quick kick [C] Strong punch [D] Strong kick
- TRIVIA -
Garou Densetsu Special was released in September 1993 in Japan.
The title of this game translates from Japanese as 'Legend of Hungry Wolf Special'.
This game is known outside Japan as 'Fatal Fury Special'.
Things that changed in this particular game :
* The combo system has been improved, hit damage has been lessened & the game speed has been increased.
* Newcomers in the game are Duck King, Tung Fu Rue, Geese Howard & Ryo Sakazaki.
Is Kim Kaphwan trying to replace Superman? You'll see for yourself when you spot him flying in Big Bear's & Terry Bogard's stages!
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu Special - PCCB-00138) on 21/10/1993.
- UPDATES -
MVS (arcade) vs. Home (neo-geo) differences :
- Home : After the credits you will see all the characters grouped together and it will say to try a harder difficulty. If you beat it in the hardest difficulty it will say 'Perfect! It's a knockout, Superman!'.
- Home : If playing on the hardest difficulty and you fought Ryo Sakazaki, you will see all the characters moving around him in a circle while he, for some reason, is crying.
- TIPS AND TRICKS -
* Fight against Ryo Sakazaki : Beat the game without losing a single round (you can lose continues, but not rounds). You'll face against "Art of Fighting"'s main character Ryo Sakazaki as a powerful extra end boss!
* Beat the game without using a single continue and after the credits you will see every character performing a special move, their portraits and giving a quote.
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
Producer : Eikichi Kawasaki
Main Planner : Tsukamichi-2
Planners : Chinta, Deru-Deru
Main Object designer : Tsuzakingyo
Object designers : Higashi Pon (as Higashipon Mega), Tony J Oki, Lionhert 31, Heitarou
Demo sketch : Tsuka
Main Scroll & Demo : Somatoreeno
Scroll & Demo : Moriyan No. 16th
Main programmer : Yamatan (as Yamatan GT-X)
Programmers : Narutaki, EP82Boy., Speaker.R
Sound creators : Toshio Shimizm (as Shimizm), Yamapy-1, Jojoha Kitapy
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Mai Shiranui : Akoya Sogi
Big Bear : Dango Takeda
Cheng Sinzan : Jun Hashimoto
Laurence Blood : Katsuhisa Namase
Axel Hawk : Michael Beard
Billy Kane : Katsuhisa Namase
Wolfgang Krauser : Michael Beard
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Dec. 22, 1993; "Garou Densetsu Special [Model NGH-058]")
[US] SNK Neo-Geo AES (Dec. 22, 1993; "Fatal Fury Special [Model NGH-058]")
[JP] Nintendo Super Famicom (jul.29, 1994; "Garou Densetsu Special [Model SHVC-3R]")
[JP] SNK Neo-Geo CD (Sep. 09, 1994; "Garou Densetsu Special [Model NGCD-058]")
[US] SNK Neo-Geo CD (Sep. 09, 1994; "Fatal Fury Special [Model NGCD-058E]")
[JP] Sega Game Gear (Nov. 25, 1994; "Garou Densetsu Special [Model T-103017]")
Sega Game Gear [US] & [EU] (1994; Fatal Fury Special)
NEC PC-Engine Super CD [JP] (Dec. 02, 1994; "Garou Densetsu Special [Model HCD4067]")
[JP] Sega Mega CD (Mar. 31, 1995; "Garou Densetsu Special [Model T-60214]")
[US] Sega CD (1995; "Fatal Fury Special [Model T-60165]")
Super NES [US] (Apr.1995, "Fatal Fury Special [Model SNS-3R]")
Super NES [EU] (1995, "Fatal Fury Special [Model SNS-P-3R]")
[JP] Sony PS2 (jul.20, 2006, "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
[US] Sony PS2 & [EU] "Fatal Fury Collection"
Microsoft XBOX 360 [Xbox Live Arcade] [JP] (Sep. 05, 2007; "Garou Densetsu Special")
Microsoft XBOX 360 [Xbox Live Arcade] [US] [EU] (Sep. 05, 2007; "Fatal Fury Special")
[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
Nintendo Wii [Virtual Console] [JP] (Nov. 04, 2009; "Garou Densetsu Special")
Nintendo Wii [Virtual Console] [US] (Mar. 01, 2010; "Fatal Fury Special")
Nintendo Wii [Virtual Console] [EU] (Mar. 26, 2010; "Fatal Fury Special")
* COMPUTERS:
[JP] Sharp X68000 (jul.28, 1994; "Garou Densetsu Special [Model MGX-5004]")
FM Towns [JP] (Sep. 13, 1996)
PC (1997)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Fast Draw Showdown Update submitted by XtC
Fast Draw Showdown (c) 1994 American Laser Games, Incorporated.
You would come face to face with some of the quickest gun slinger in the area. You work your way through town till you meet up with Wes Flowers... One of the fastest 'quick-drawers' in the world.
- TECHNICAL -
Main CPU : Motorola 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
This games uses a laser disc.
- TRIVIA -
While Wes Flowers is featured in Fast Draw Showdown, he is actually a real person who has worked on several films such as Beverly Hills Cop III as a gun handler.
- PORTS -
* CONSOLES:
Nintendo Wii [WiiWare] (2010)
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] F-15 Strike Eagle Update submitted by XtC
F-15 Strike Eagle (c) 1990 Microprose.
A 3-D flight combat simulator game.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC
Players : 1
Buttons : 4
- TRIVIA -
Released in February 1991.
This was the first coin-op game from Microprose.
F-15 SE is the world's first real 3-D flight combat simulator game.
- PORTS -
* CONSOLES:
Atari 7800 : unreleased prototype
* COMPUTERS:
Sharp X68000 (1991)
Nintendo Game Boy (1992)
Nintendo NES (1992)
Sega Game Gear (1993)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Express Raider Update submitted by XtC
Express Raider (c) 1986 Data East Corp.
North American release. Game developed in Japan. See the original for more information; "Western Express".
- TRIVIA -
Gary Hatt holds the official record for this game with 197200 points.
- PORTS -
* CONSOLES:
[US] Nintendo Wii (feb.19, 2010; "Data East Arcade Classics [Model RVL-P-R26E]")
[US] Sony PSP (june.15, 2010) : PlayStation minis series
* COMPUTERS:
[EU] Amstrad CPC (1986)
[US] Commodore C64 [EU] (1987)
[EU] Sinclair ZX Spectrum (1987)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Emergency Call Ambulance Update submitted by XtC
Emergency Call Ambulance (c) 1999 Sega.
Become an emergency medical technician in Emergency Call Ambulance. Day or night, you're on the call! Race to the scene of a serious traffic accident, spectacular fire or senseless act of big city violence. You're mission : get the injured to the hospital emergency room as quickly and safely as possible! Players are kept aware of their patient's condition by monitoring their 'health point' indicator. Reckless driving or hitting other vehicles will dramatically reduce your patient's 'health point' indicator. Follow the on-screen directions or choose your own route. The game ends if the 'health point' indicator reaches zero before you deliver the patient to the hospital. Make it in time, and you're off to the next emergency call!
- TECHNICAL -
Runs on the Sega "Model 3 Step 2.1" hardware.
Players : 1
Control : paddle
Buttons : 3
- TRIVIA -
Emergency Call Ambulance was released in July 1999.
This game is known in Japan as 'Kyuukyuusha' (translates from Japanese as 'Ambulance').
Emergency Call Ambulance is a part of Sega's 'Real Life Career Series', others are "Airline Pilots", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Crazy Taxi".
This was the last game made on the Sega Model 3 hardware.
- PORTS -
* CONSOLES:
Sega Dreamcast : A collection including "Brave Firefighters", "Jambo! Safari", and "Emergency Call Ambulance" was planned but not released.
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Elvira and the Party Monsters [Model 2011] Update submitted by XtC
Elvira and the Party Monsters (c) 1989 Midway.
- TECHNICAL -
Midway System 11B
Model Number : 2011
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516
- TRIVIA -
First known celebrity voice (Cassandra Peterson - Elvira) especially recorded for the machine.
Approximately 4,000 units were produced.
Elvira is known to be a little risque. As a precautionary measure, Elivra games were shipped with a small, black lingerie 'decal', to be placed over ELVIRA's plunging cleavage on the backglass. The software included a similar option to tone down the quotes. This was the 'Rated-G' option, intended to 'Protect the eyes and ears of the little Party Monsters'.
The slingshot/outlane plastics are bordered by long bones. The 'broken' bones on these plastics are an 'inside joke' about Dennis Nordman's motorcycle accident, which occurred during the development of Elvira. In fact, Dennis Nordman broke many, many bones in the accident and basically designed Elvira from a hospital bed!
The graphic on the right side of the game near the pizza passage with the monster carrying a shitload of pizza boxes. One of the pizza boxes is named 'Pinball Pete's', and this is the name of the Arcade that Tim Arnold used to own (and subsequently sold to his brother) in Michigan. Guess someone working on the game wanted to point out Tim and his efforts in pinball.
- SERIES -
1. Elvira and the Party Monsters (1989)
2. Scared Stiff (1996)
- STAFF -
Designers : Dennis Nordman, Jim Patla, Steve Ritchie
Artwork : Greg Freres
Software: Mark Penacho
Mechanics : Tony Pugh
Music & Sounds : Chris Granner
- PORTS -
* CONSOLES:
Atari Lynx (1992, "Pinball Jam")
* OTHERS:
Android (may.31, 2012; "The Pinball Arcade")
- SOURCES -
Game's ROM.
Accepted [+] [X] Double Dragon [Model NGM-082] Update submitted by XtC
Double Dragon (c) 1995 Technos.
A head-to-head fighting game based on the 1994 Double Dragon movie, the game features a roster selectable which consists of "Double Dragon" alumni Billy, Jimmy, Marian, Abobo and Burnov, as well as 5 original characters as they enter a martial arts tournament to take out evil crime lord of Bloody Town, Koga Shuko. Unique features in the game includes destructible environments and a super move meter which fills out based on how much energy the player has left, giving weaker fighters a handicap. After defeating the default 10 fighters, the player faces Shuko's bodyguard, Duke, before fighting Shuko himself.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-082
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light Attack [B] Medium Attack [C] Hard Attack [D] Extra Attack
- TRIVIA -
Released in February 1995. Double Dragon was Technos' first game for the Neo-Geo hardware. This game was based on the movie 'Double Dragon', which was, in turn, based on the 'Double Dragon series' of games.
The game features a combo counter like many fighting games, however this one is not always very accurate since it registers Cheng Fu's Super Dragon Kick technique (Forward Dragon Punch motion + 2 buttons with the charge meter filled) as a single hit! The original Double Dragon logo can be seen in the large white boat on Cheng Fu's stage!
Billy, Jimmy, Marian and Abobo are the only characters from the original 1987 "Double Dragon" game who were featured in both : the movie and this game. Billy and Jimmy have the ability to transform into more powerful counterparts like they did in the end of the movie, while Abobo turns into his mutated form for a brief moment when he does his 'Grow 'n Throw' super move. Marian is depicted as a female gang leader, much like her movie counterpart. Burnov was the first stage boss in "Double Dragon II - The Revenge", while Duke was the final boss in the Super NES game "Super Double Dragon", although neither character were in the movie. Koga Shuko, the game's final boss, was an original character from the film.
April Simmonds holds the official record for this game with 96,700 points on April 21, 2007.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon - G.S.M 1500 - PCCB-00175) on March 17, 1995.
- UPDATES -
MVS (arcade) vs. Home (neo-geo) differences :
- Arcade : If you beat the game without losing a round you'll see a drawing of each character posing while the credits roll. If you beat using a continue you just see the credits rolling on the screen in one of the monitors that fell on the last boss.
- Home : Regardless if you use continues or not you will only get the credits that roll on the big monitor screen.
- TIPS AND TRICKS -
* Play As Duke / As Koga Shuko : Go to the character selection screen and put the cursor on Billy, then Marian, then Chung Fu, then Jimmy for 3 seconds each. If done correctly you will hear the word 'Bingo!'.
* Alternate Costume Colors : Press B, C or D when selecting a fighter.
- STAFF -
Voice: Hikaru Midorikawa (as Billy), Kaneto Shiozawa (as Jimmy / Amon), Yuka Koyama (as Marian), Daisuke Gōri (as Abobo / Burnov), Yukimasa Kishino (as Eddie), Keiko Han (as Rebecca), Yusaku Yara (as Dulton), Hisao Egawa (as Cheng Fu / Duke), Osamu Saka (Shuko), Miyako Endo (Narration)
Aoni Production: Yasuaki Sumi
Program: Tadamichi Obinata, Naoki Kashiwabara, Shinji Hirao, Yasuhiro Matsumoto
Graphic: Takumi Ishikawa, Seiichiro Ishiguro, Fujimi Ōnishi, Kazutaka Ōhashi, Satoshi Kazato, Takahide Koizumi, Chihiro Kushibe, Takeyoshi Suzuki, Katsuhiro Nakamura, Akiko Maruyama, Kazumi Minagawa, Koji Ogata, Kōji Yamada, Hideki Hoshiya
Planner: Muneki Ebinuma, Minoru Yamaguchi
Sound Program & Tools: Robert C. Ashworth
Sound Effects: Taku Urabe (credited as Taku)
Composer: Kiyomi Kataoka, Chiaki Iizuka, Reiko Uehara, Fumio Suzuki
Guitar: Osamu Sakai
Special Thanks: Toshiaki Tsugane, Kensuke Nishi, S. Yasuraoka (credited as Yasuraoka Special), Makoto Shigenobu, Teruo Ichimura, Kouji Matsuyama, Yukiko Yamashita
Genic: Akira Kitsuno, Keinosuke Akichi, Norihiko Yonesaka
Espo Corp.: Seiji Kawakatsu, Daisuke Hatakeyama, Kei Tamura
Madhouse: Yuji Takae
J.C. Staff: Tomoko Kawasaki, Eiichi Endō, Nobuko Ogino
Illustration: Tsuguyuki Kubo
Leader: Kazuyuki Kurata
Boss: Kunio Taki
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo (mar.31, 1995; "Double Dragon [Model NGH-082]")
[US] SNK Neo-Geo (mar.31, 1995; "Double Dragon [Model NGH-082]")
[JP] SNK Neo-Geo CD (june.2, 1995; "Double Dragon [Model NGCD-082]")
[US] SNK Neo-Geo CD (1995, "Double Dragon [Model NGCD-082E]")
[JP] Sony PlayStation (apr.26, 1996; "Double Dragon [Model SLPS-00191]")
[JP] Sony PlayStation (aug.10, 2011; "Double Dragon [PS1 Classics]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] DonPachi Update submitted by XtC
DonPachi (c) 1995 Atlus.
An excellent vertically scrolling shoot'em up. The player assumes the role of a pilot who is sent by their squadron to fight their former allies until one side destroys the other, all of which is a part of a mission to strengthen the military power that controls each side. The player flies their selected fighter over 5 areas of various terrain, encountering a number of land, sea and air enemies. The player's ship has two modes of fire : by tapping the fire button, shots are fired; holding it down produces a concentrated vertical beam, but also reduces the ship's speed.
The player can choose one of 3 aircraft at the start of the game, or upon continuing :
Type A : A red (or yellow/orange, for player two) fighter, which fires a narrow stream of shots
Type B : A green (or purple, for player two) helicopter, which fires its main guns forward, but has side guns that rotate in the direction of movement
Type C : A blue (or black, for player two) fighter, which fires a wide, three-way spread of shots
- TECHNICAL -
Game ID : ATC01DP
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Bomb, [C] Full-Auto
- TRIVIA -
Developed by Cave, this is their first game (released in May 1995).
DonPachi is one of only two Cave shooters to get released in the USA, the other being Progear no Arashi. Both US versions of these games are extremely rare and sought after since only a small handful were made for the American market.
The name of the game is a pun; the kanji for DonPachi literally means 'leader bee', but the word 'don' is also a Japanese onomatopoeia for the sound of a gun firing. There are a number of references to bees in the game : the most obvious is the bee icon that can be picked up for high scores. The transition effect between levels is tiled, made up of red hexagons, which resembles a bee hive.
The plot of this game is quite 'cheesy' : you fight your own comrades in order to become the ultimate fighter, the 'DonPachi elite team!'.
Kenichi Takano and Tsuneki Ikeda (see Staff section) were ex-Toaplan employers. It seems that Tsuneki Ikeda was one of the programmers behind "Truxton", hence the red/blue/green ships colour (for player1 of course). He should also be the 'Ikeda in Maeba' guy appearing in "Batsugun"'s credits.
The default high score table contains a hidden message : read vertically, the initials will read, TOAPLAN.FOREVER.
The 'English' text that appears against the 'WARNING' message upon approaching a boss reads : THIS IS NOT SIMILATION. GET READY TO DESTOROY THE ENEMY. TARGET FOR THE WEAK POINTS OF F**KIN' MACHINE. DO YOUR BEST YOU HAVE EVER DONE.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Donpachi - G.S.M. 1500 / PCCB-00184) on 21/06/1995.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SCORING -
DonPachi features a scoring system known as Get Point System (GPS). By destroying large groups or chains of enemies in a short period of time, you can build up a number called a combo, similar to the kind found in fighting games. You receive an increasing number of points with every enemy you shoot down; the more enemies you hit in one chain, the more points you receive. You can break the chain by waiting to shoot an enemy; the combo number will turn blue when your chain is broken. This system brings a new challenge after the player has cleared the game; plot out the stages to achieve a high score.
After completing an area, player gains following scores based on performance in the completed area :
Star : 10000 points per item collected in the area using current live.
Bombitem : Player gets additional points for having less than 7 maximum slots. Player initially gets 100,000, 60,000, 30,000, 10,000 points for 3, 4, 5, 6 bomb slots respectively. If player manages to complete successive areas with only current life, the bombitem bonus increases, up to 5,000,000 points.
If 2nd loop is completed with 1 credit, player gets 1 million points for each reserved fighter.
- TIPS AND TRICKS -
* Bee Medals : there are 13 bee medals hidden in each stage. If you cross the location of a hidden bee medal with your bullets or your laser, it starts to blink. Only the head of the laser weapon frees it, so you can capture it after.
1st medal is worth 100 points, 2nd medal 200, 3rd 400, then 800, 1,000, 2,000...
If you miss a medal, the chain breaks and counting restarts. In case you manage to collect all bee medals of a stage, the 13th medal increases it's value stage by stage up to 1,000,000 points.
* Hits : if you destroy multiple targets within an very short time range (indicated by a green colored bar), a hit counter starts and after 10 hits it will be visible in large letters. Once your hits are too slow, the counter stops and disappears.
* At the 2nd loop, all targets destroyed releases bullets towards your ship.
- SERIES -
1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]
- STAFF -
Producer : Kenichi Takano
Programmers : Tsuneki Ikeda, Toshiaki Tomizawa, H. Uchida, Ryuichi Yabuki
Graphic Designers : Atsunori Aburatani, K. Asaba, J. Fujisaku, Riichirou Nitta, Naoki Ogihara
Sound : Ryuichi Yabuki
Special Thanks: N. Kaneko, Satoshi Kohyama
- PORTS -
* CONSOLES:
[JP] Sega Saturn (apr.26, 1996; "DonPachi [Model T-14405G]")
[JP] Sony PlayStation (oct.18, 1996; "DonPachi [Model SLPS-00548]")
[JP] Sony PlayStation (aug.30, 2001; "DonPachi [Model SLPS-86855]")
[JP] Sony PlayStation (may.12, 2010) : PSOne Classics
- SOURCES -
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Doki Doki Penguin Land Update submitted by XtC
Doki Doki Penguin Land (c) 1985 Sega.
Doki Doki Penguin Land is a platform puzzle game in which the player controls a penguin called Adelie and must safely guide an egg - by digging downwards - from the roof at the top of each stage down to the penguin's living room and waiting wife.
The penguin can push the egg left or right and can jump on it to make sure it doesn't get stuck against a wall. Digging affects the tile one block away from the penguin's position, making it impossible to dig directly downwards. If the egg gets into a position where it cannot be moved left or right, jumping and landing on it will cause it to smash.
The game focuses on the egg rather than the main character and the screen only scrolls as far as the egg falls. Should the penguin get too far ahead, he reappears at the top of the screen. If the egg falls too far (indicated by a line three stories below it), it breaks.
Enemy polar bears patrol the stages with the aim of stopping Adelie and if the penguin leaves his egg too far behind, moles come digging out of the brickwork and try to snatch it. The moles will run away at the penguin's approach but the polar bears will attack and must be taken out by dropping rocks onto them or digging holes for them to fall into.
Each time an egg is broken, either by contact with an enemy or by falling too far, a player life is lost. The game ends once all lives have been lost.
- TECHNICAL -
Main CPU : Zilog Z80
Sound Chips : SN76496
Palette colors : 16
Players : 2
Buttons : 2
- TRIVIA -
Even if titlescreen says 1985, Doki Doki Penguin Land was released in January 1986 in Japan.
- SERIES -
1. Doki Doki Penguin Land (1985)
2. Doki Doki Penguin Land Uchuu Daibouken (1987, Sega Master System)
3. Ikasuze! Koi no Doki Doki Doki Penguin Land MD (1990, Sega MegaDrive)
4. Doki Doki Penguin Land Arrange (as part of "Sega Ages Vol 23: Sega Memorial Collection")
- PORTS -
* CONSOLES:
Sega SG-1000 (1985)
Nintendo GameBoy (1990)
[JP] Sega Saturn (Nov. 27, 1997) "Sega Memorial Selection Vol.2 [Model GS-9163]"
Sony PlayStation 2 (Dec. 22, 2005) "Sega Memorial Selection [Sega Ages 2500 Vol.23] [Model SLPM-62709]"
* COMPUTERS:
MSX (1985)
* OTHERS:
Mobile Phones (2004, "Penguin Love")
- SOURCES -
Game's ROM.
Accepted [+] [X] Dodgem Update submitted by XtC
Dodgem (c) 1979 Zaccaria.
Copy of Sega/Gremlin "Head On".
Dodgem is a 2-D maze racing game. You control your boat through the maze to pick up the dots while at the same time avoiding the boat, or boats, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for sailing through Hong Kong Harbor.
- TECHNICAL -
Main CPU : S2650 (@ 950 Khz)
Screen orientation : Horizontal
Video resolution : 720 x 768 pixels
Screen refresh : 55.00 Hz
Palette colors : 2
Players : 2
Control : 4-way joystick
Buttons : 1
- SCORING -
Dots : 2 points
Flag : 50-200 points
- TIPS AND TRICKS -
* Always be aware of where the Jam Boat(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Boat levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Boat(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Boat or Boats will still be in the maze.
* Don't let the speed of the Jam Boat(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
* Since the game isn't timed, take your time planning on how you will take care of the dots. Don't take chances since you will have to restart the level if your boat gets destroyed.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1980) "Dodge 'Em [Model CX2637]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]" - Atari 2600 version
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]" - Atari 2600 version
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]" - 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
[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!" - Atari 2600 version, as part of "Atari Kids 2006"
- SOURCES -
Machine's picture.
Game's ROM.
Accepted [+] [X] Dragon's Lair II - Time Warp Update submitted by XtC
Dragon's Lair II - Time Warp (c) 1991 Leland.
Daphne has been kidnapped by the evil wizard Mordroc and Dirk the Daring must rescue her! Travel through time and space in seven levels of twitch-action response to flashing on the screen. The laserdisc provides beautifully animated scenery.
- TRIVIA -
The animation for this game was completed in 1984 but its release was put on hold due to the rapidly declining coin-op market of that era.
Grag Sakundiak holds the official record for this game with 1,006 points on February 25, 2007.
- UPDATES -
* Version 2.11
* Version 3.00
* Version 3.14
* Version 3.15
* Version 3.16 (European)
* Version 3.17
* Version 3.18
* Version 3.19
* Version 3.19 (European)
* Version 3.19 (Spanish)
Note : The European versions differs again (like Dragon's Lair and Space Ace) from the US versions. It has a Philips VP380 arcade LD player which has RGB output, 220V and NTSC. There is no composite-to-RGB splitter board and the driver ROM is different.
- TIPS AND TRICKS -
In this game you direct Dirk towards the yellow flashes with the joystick and you press the button to have him use his sword whenever it flashes yellow. If you see a flashing treasure on parts of the game, have Dirk get that treasure. You must have him get all the treasures in order to advance to the final level. The game has seven levels that you must guide Dirk The Daring safely through to help him rescue his wife Daphne from Mordroc who will force Daphne to marry him unless her husband Dirk saves her.
Descriptions of the levels are as follows :
* On the first level, you must help Dirk escape from his outraged mother-in-law, Hilda (who believes him to be responsible for Daphne's abduction), and get to The Dragon's Lair beneath the castle. There he must find The Time Machine while fighting off a giant serpent. Once Dirk has found and activated The Time Machine, he will proceed to the next level.
* On the second level, Dirk will be in a prehistoric era where he will make his first attempt to rescue Daphne.
* On the third level, Dirk will be in Wonderland through The Looking-Glass, meeting with familiar characters like The Queen of Hearts, The March Hare, The Mad Hatter, The Jabberwocky, The Cheshire Cat, as well as even Tweedledee and Tweedledum (who will dress Dirk like Alice).
* On the fourth level, Dirk will be in The Garden of Eden, where Eve will mistake him to be Adam and a couple of serpents will encourage him to have Eve eat the Forbidden Apple.
* On the fifth level, Dirk will be in Beethoven's studio where he will be shrunk to the size of a mouse and avoiding a hungry cat.
* On the sixth level, Dirk will be in ancient Egypt where he will fight mummies and other ancient evil.
* On the seventh and final level, Dirk will finally have his chance to rescue Daphne and defeat Mordroc. If you make it past this level, Dirk and Daphne will return to their own time, reunite with their children and then fly off again in The Time Machine. Afterwards, the game ends.
- SERIES -
1. Dragon's Lair (1983)
2. Dragon's Lair II - Time Warp (1991)
3. Dragon's Lair 3D - Return To The Lair (2002, PC CD-ROM)
4. Dragon's Lair 3 (2004, PC CD-ROM)
- PORTS -
* CONSOLES:
Sega 32X : Unreleased prototype
Sega CD : Unreleased prototype
CD-I (1994)
Sega Saturn : Unreleased prototype
Sony PlayStation 2 (2000)
Nintendo Wii (2010) "Dragon's Lair Trilogy"
* COMPUTERS:
Atari ST (1990)
Commodore Amiga (1991)
Commodore Amiga (1993, "The Animation Classics Pack")
PC (1996)
* OTHERS:
DVD Player (2002)
- SOURCES -
Game's picture.
Game's ROM.
Accepted [+] [X] Dragon's Lair Update submitted by XtC
Dragon's Lair (c) 1983 Cinematronics.
Dragon's Lair is THE original laser disc video game, the video and sound sequences for the game are stored on a LASER DISC. This unprecedented game lets a player participate in an animated AND INTERACTIVE motion-picture experience.
Dragon's Lair is the first game born to the new generation of video games. This unprecedented game is the first motion-picture type fairy tale you interact with.
As Dirk the Daring, a player's goal is to rescue the princess. The adventures along the way are horrible and terrifying, but, a skilled and brave knight, like honor and truth, can prevail.
A player has a choice of 5 moves at any given time. A complete game of Dragon's Lair requires more than 200 correct moves. Timing is critical! Dirk can be too hesitant or too eager to make a move. Only experience and a good memory enable Dirk to complete his mission.
The game opens with the dark visage of a foreboding castle looming in the distance. The next thing you know, you are Dirk, running across the castle drawbridge. The gate clangs shut behind you, and your quest to kill the dragon and save Princess Daphne has begun!
More than 40 possible episodes will be presented to you. Some require many fast repeated moves; others will require fewer, more calculated moves.
Dragon's Lair can be a 1-or 2-player game. If 2 play, 2 twin knights engage in mortal combat with the same demons until they both die (use up their lives), or until one rescues the fair princess from the dragon's lair.
At the beginning of the game, if the player makes a wrong move and loses a life, a new scene will appear at random. Later in the game, a scene that is not completed properly is repeated until it is mastered. Also, when a player loses a life, the scene stops, the screen turns blue, and PLAYER 1 or PLAYER 2 is displayed on the screen, along with that player's number of remaining lives.
As you play the game you may find that sane scenes are repeated, but the image is reversed on the screen (the scene is reversed on the disc, not by the hardware).
Princess Daphne appears during the game, in distress and crying for help. She is unattainable until the end.
- TECHNICAL -
The images for the game are stored on a laser disc, a type of storage device. Dragon's Lair uses a laser-disc player made by Philips (model 22VP 932/00) and a Z80 microprocessor to generate the images and action required for game play.
Most of the sounds you hear during game play originate from the disc.
The control panel :
SWORD BUTTONS : Causes Dirk to draw and use his sword.
JOYSTICK : Controls Dirk's movements. Dirk moves in the direction that the joystick is pointed. In some instances, moving Dirk to an object causes him to do something with that object.
- TRIVIA -
Dragon's Lair was released on June 19, 1983.
The attract mode of the game displays various short vignettes of gameplay with the accompanying narration : 'Dragon's Lair: The fantasy adventure where you become a valiant knight, on a quest to rescue the fair princess from the clutches of an evil dragon. You control the actions of a daring adventurer, finding his way through the castle of a dark wizard, who has enchanted it with treacherous monsters and obstacles. In the mysterious caverns below the castle, your odyssey continues against the awesome forces that oppose your efforts to reach the Dragon's Lair. Lead on, adventurer. Your quest awaits!'
Dragon's Lair was one of the first games to use the then-new Laserdisc format. It was the first game to have feature-quality animation (exactly 22 minutes of full animation at a cost of 1.3 million dollars). This set it apart from the other arcade games of the day which had very primitive graphics.
The animation was done by Don Bluth Studios, which also did feature-length animated movies such as 'The Secret of NIMH' and 'An American Tail'. Don Bluth was a former Disney employee who left to start his own company. To keep the cost as low as possible, they decided not to hire professional voice actors. Instead they all pitched in and did the voices themselves. Sound Engineer, Dan Molina was the voice of Dirk the Daring. Vera Lanpher, head of assistant animators, was the voice of Daphne. The narrator was Michael Rye and the musical score was created by Christopher Stone.
Dirk only speaks twice. Once, he mutters 'Uh, oh' when the platform begins to recede during the fire-swinging sequence, and exclaims 'Wow!' when first entering the dragon's lair.
Dragon's Lair had a huge impact on the arcade industry in 1983 (grossing more than 32 million dollars in the first eight months in the arcades). It was so big that quite a bit of merchandise was produced. Dragon's Lair books, buttons, trading cards, stickers and toys were just a few of the many different items that could be purchased.
Lance Mazmanian was the one of the first ever in the US (or perhaps actually the first in the US) to successfully complete the commercially released Dragon's Lair game. This happened at Zody's Arcade in North Las Vegas, Nevada, 1983, when Mazmanian, then 17 years-old, narrowly beat Rick Gurlach to the prize (Gurlach completed the game a mere day later). When word of the victory spread, two Japanese executives from a competing game company flew to Las Vegas to meet with Mazmanian, who was privately interviewed for an hour in the arcade (which was closed by the operators to accommodate the interview). Mazmanian was asked extensive questions about the interface, the gaming experience, the control cluster, the story progression, the animation, and so on.
Marvel Studio produced a Saturday-morning TV-show based on the game. The TV show, produced by Ruby Spears, debuted in the fall of 1984 on ABC and lasted only 1 season.
There was also a Dragon's Lair feature film that was planned, storyboarded, and written but never put into production. The film was to be called 'Dragon's Lair - The Legend'.
The 'Hover Joust' scene and 'dirk turns into a skeleton' death scene was parodied in an episode of the animated television show Family Guy in 2009
Dragon's Lair has been parodied in a sketch on the television show Robot Chicken.
KOTO, an Italian synth group released two Discs in 1988, KOTO 'Dragons Legend' and KOTO 'Dragons Megamix'. The remix music themes include takes of the audio from the attract mode of Dragon's Lairas well as some dialogs of Daphne in game. The themes are Dragons Legend, Dragons Legend (Dub version) and Dragons Megamix.
Greg Sakundiak holds the official record for this game with three starting lives with a score 374,954 points on July 20, 1985.
Judd Boone holds the official record for this game with five starting lives with a score of 558,724 points on October 31, 1983.
- UPDATES -
* Rev. A : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. B : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. C : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. D : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. E : use the Pioneer LD-V1000 only, 4 Chip set.
* Rev. F : use either players, 4 Chip set.
* Rev. F2 : use either players, 4 Chip set.
- SCORING -
Because the monsters and traps to be overcome are so numerous and constantly changing, it is not possible to list the range of scores awarded for each one.
- TIPS AND TRICKS -
* Hints :
1. React! Often the player will be given a visual cue as to which direction to move. These cues are often presented as a flashing light, flashing tunnel, flashing rope, or flashing door. In general, the player should move toward a flashing object.
2. Remember, even though the player may know the direction to move, the timing of his move is critical.
3. The player must react to fire -- it is his enemy. He should not linger too long near fire, and in general, he should move away from blazing fires.
* Unlimited Lives : On some versions of Dragon's Lair the programmers left a secret Easter Egg that allows you to have unlimited lives. To access it, wait for the Attract Mode to begin, then hold the joystick UPLEFT and press the Sword button while inserting your quarters. Release the joystick and then select 1 player. You will now have unlimited lives until you complete the game.
- SERIES -
1. Dragon's Lair (1983)
2. Dragon's Lair II - Time Warp (1991)
3. Dragon's Lair 3D - Return To The Lair (2002, PC CD-ROM)
4. Dragon's Lair 3 (2004, PC CD-ROM)
- STAFF -
Designer: Rick Dyer
Animation by: Don Bluth
Gameplay designed by: Victor Penman, Marty Foulger, Darlene Waddington
Programmed by: Mike Knauer, Vince Lee
Auxiliary programming: Earl Stratton
Voice acting: Michael Rye, Vera Lanpher, Dan Molina
- PORTS -
* CONSOLES:
Colecovision (1984)
Nintendo Famicom (1990)
Nintendo Game Boy (1990)
Nintendo SNES (1992)
Panasonic 3DO [JP] (Mar. 26, 1994) "Dragon's Lair [Model FZ-SJ0153]"
Sega Mega-CD (1994) "Dragon's Lair [Model 4436]"
Phillips CD-I (1994) "Dragon's Lair [Model 810 0181]"
Sega Saturn
Atari Jaguar (1995) : CD version
Nintendo Game Boy Color (2000)
Sony PlayStation 2 (2000)
Microsoft XBOX (2001)
Nintendo DSi [DSiWare] (2010)
Nintendo Wii (2010) "Dragon's Lair Trilogy"
* COMPUTERS:
Commodore C64 (1986, "Dragon's Lair")
Commodore C64 (1987, "Dragon's Lair II")
Sinclair ZX Spectrum (1986, "Dragon's Lair")
Sinclair ZX Spectrum (1987, "Dragon's Lair II")
Amstrad CPC (1986, "Dragon's Lair")
Amstrad CPC (1987, "Dragon's Lair II")
Commodore Amiga (1988)
Atari ST (1988)
Apple Macintosh [3.5"] (1988)
PC [MS-DOS, 3.5" / 5.25"] (1990, "Dragon's Lair")
PC [MS-DOS, 3.5" / 5.25"] (1991, "Dragon's Lair - Escape from Singe's Castle")
PC [MS Windows 9x, DVD-ROM] (1997)
PC [MS Windows 9x, CD-ROM] (1997, "Dragon's Lair Deluxe Pack")
PC [MS Windows, CD-ROM] (2001, "Arcade Authentic Version")
* OTHERS:
DVD-Video (1998)
DVD-Video (2002, "Dragon's Lair 20th Anniversary Special Edition") : PS2 & XBOX Compatible
Google Play (2012) : Digital Leisure
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Donkey Kong Update submitted by XtC
Donkey Kong (c) 1981 Nintendo of America, Incorporated.
Export version for North America. For more information about the game itself, please see the original Japanese upright version entry.
- TECHNICAL -
[Blue Upright model]
The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style side-art (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game).
[Red Upright model]
The red upright versions are actually "Radar Scope" cabinets that have been factory-converted to Donkey Kong. These are fairly rare and feature slightly different gameplay.
- TRIVIA -
Donkey Kong was released on July 31, 1981 in the USA.
Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly.
Mario was named after Mario Segale, the landlord of Nintendo of America's first warehouse location in Seattle (though it was debated whether this occurred before or well after the game was released). Mario was originally called 'Jumpman'; only the arcade version of Donkey Kong has ever called the hero Jumpman; most home coversions, particularly the NES version, game him the Mario name.
Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic.
Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'separate' to his torso was to have them as a different color - hence he wears 'dungarees'. The mustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds.
About 60,000 units were sold in the US. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever.
Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album.
A Donkey Kong unit appears in the 1983 movie 'WarGames', the 1984 movie 'Gremlins', the 1985 movie 'The Heavenly Kid', and the sitcom 'Two and a Half Men' (Season 5, Episode 2 - People Who Love Peepholes).
MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The gameboard is laid out like the video game's Ramp Stage. 'Can You Battle Donkey Kong and Save the Fair Maiden?'.
Donkey Kong also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby and Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. Mario was voiced by veteran voice actor Peter Cullen, while Donkey Kong's voice was provided by the late actor/comedian Soupy Sales (1926-2009).
Michael Jackson used to own this game (Blue Upright model). It was sold at the official Michael Jackson Auction on April 24, 2009.
- UPDATES -
The original Japanese version had all four stages displayed in their original, logical order 1-2-3-4.
For this US version, they changed it to match the 'How High Can You Try/Get?' theme, with the stage order as follows :
L-01: 1-4
L-02: 1-3-4
L-03: 1-2-3-4 (as in all levels of the Japanese version)
L-04: 1-2-1-3-4
L-05: 1-2-1-3-1-4
L-06 through L-21 all remain the same as L-05
L-22: 1 (Kill screen).
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Japanese upright version entry.
* CONSOLES:
[US] Atari 2600 (1982) "Donkey Kong [Model 2451]"
[US] Colecovision (1982) "Donkey Kong [Model 2411]"
[US] Mattel Intellivision (1982) "Donkey Kong [Model 2471]"
[US] Nintendo NES (june.1986) "Donkey Kong [Model NES-DK-USA]"
[US] Atari XEGS
[US] Atari 2600 (1988) "Donkey Kong [Model CX26143]"
[US] Atari 7800 (1988) "Donkey Kong [Model CX7848]"
* HANDHELDS:
[US] Nintendo Game Boy (june.1994) "Donkey Kong [Model DMG-QD-USA]"
* COMPUTERS:
[US] Tandy Color Computer (1982) "Dunkey Munkey"
[US] Tandy Color Computer (1982) "Donkey King"
[US] Tandy Color Computer (1983) "The King"
[US] Tandy Color Computer (1983) "Monkey Kong"
[US] PC [Booter] (1983) "Donkey Kong"
[US] PC [Booter] (1983) "Gorilla Gorilla" : part of the "FriendlyWare P.C. Arcade" suite
[US] Atari 800 (1983) "Donkey Kong [Model RX8031]"
[US] TI99/4A (1983) "Donkey Kong [Model RX8512]"
[US] Commodore VIC-20 (1983) "Donkey Kong [Model RX8513]"
[US] Apple II (1983)
[US] Commodore C64 (1983) "Donkey Kong [Model RX8514]"
[US] PC [MS-DOS] (1997) "Champ Kong" by CHAMProgramming
* OTHERS:
[US] VFD handheld game (1982) released by Coleco.
[US] LCD handheld game "Game & Watch: Donkey Kong" : Released by Nintendo and uses a double screen.
- SOURCES -
Game's ROM.
Accepted [+] [X] Destruction Derby Update submitted by XtC
Destruction Derby (c) 1975 Exidy.
A game in which a number cars in an arena crash into each other until they are wrecked. The last remaining car is the winner. Cars are controlled with steering wheels and a foot pedal. The game can be played by one or two players.
- TRIVIA -
Released in November 1975. This game was licensed to Chicago Coin who released it as "Demolition Derby".
- PORTS -
* CONSOLES:
Colecovision "Destructor"
- SOURCES -
Machine's picture.
Accepted [+] [X] Derby Owners Club Update submitted by XtC
Derby Owners Club (c) 1999 Sega.
This is a thoroughbred horse racing video game that allows players to own, breed, train, and ride their very own race horse. A data-storing card is dispensed with the first play, allowing each player to continuously develop their horse, offspring, and stables through repeat play. The innovative cabinet design allows up to 4 players to race simultaneously.
- TECHNICAL -
Sega Naomi Satellite Terminal
CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.
- TRIVIA -
Released in October 1999 in Japan.
- UPDATES -
"Derby Owners Club EX":
The 'EX' software update provides a variety of added features including a new race call from legendary Tampa Downs and Canterbury Park track announcer Richard Grunder, 30 new sires and 30 new dams, tournament software with 3 competition modes, on-screen display of your 6 prior race results, and a new classic Trumpeter Call to Post with several different versions to catch the players' attention as well as patrons in the area.
- SERIES -
1. Derby Owners Club (1999)
2. Derby Owners Club 2000 (2000)
3. Derby Owners Club II (2001)
4. Derby Owners Club World Edition (2001)
5. Derby Owners Club 2008: Feel the Rush (2008)
6. Derby Owners Club 2009: Ride for the Live (2009)
- PORTS -
* CONSOLES:
Sega Dreamcast "Derby Tsuku - Let's Make a Derby Stallion!" : Prototype
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Densha De Go! 3 Tsukin-hen Update submitted by XtC
Densha De Go! 3 Tsukin-hen (c) 2000 Taito.
A train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit.
- TECHNICAL -
Runs on the "Taito Type Zero" hardware.
- TRIVIA -
Coverage Sasaguri Line, Kagoshima Main Line, Sanyo Main Line (JR Kobe Line), San'in Main Line, Chuo Main Line, and Chuo-Sobu Line.
Densha De Go! 3 was Released in March 2000 in Japan (even if the title screen says 1999).
The title translates from Japanese as 'Let's go by Train! 3'.
- SERIES -
1. Densha De Go! (1997)
2. Densha De Go! EX (1997)
3. Densha De Go! 2 Kosoku-hen (1998)
4. Densha De Go! 2 Kosoku-hen 3000-bandai (1998)
5. Densha De Go! 3 Tsukin-hen (2000)
6. Densha de Go! 3 Tsukin-hen Daiya Kaisei (2000)
7. Densha de Go! Ryojo-hen (2000)
8. Card de Renketsu! Densha de Go! (2012)
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2001)
Sega Dreamcast "Densha De Go 3 - Commuting" : Prototype
* COMPUTERS:
IBM PC/AT
- SOURCES -
Game's picture.
Game's screenshots.
Official website: http://www.taito.co.jp/gm/go3/
Accepted [+] [X] DDRMAX Dance Dance Revolution 6thMix [Model GCB19] Update submitted by XtC
DDRMAX Dance Dance Revolution 6thMix (c) 2001 Konami Corp.
- TECHNICAL -
GAME ID: GCB19
CART ID: GCB19 JA
CD ID: B19 JA A02
Runs on the Konami Bemani System 573 Digital Hardware
- TRIVIA -
Released in October 2001.
This is the first of the series to feature the 'extra' and 'encore extra' stages.
- TIPS AND TRICKS -
To unlock the extra stage, you must achieve a rank of 'AA' or higher on the final stage on heavy difficuly. You will have to play with 'reverse' and '1.5x speed' and a full life gauge that will not refill. The song is 'MAX 300'. In it's time, it was the fastest song of all, timing in at 300bpms. If by some magic you get an AA rank on MAX 300, you will unlock 'candy(insert star here)'. To pass this stage you need a full combo, but dont worry, the song is only an 8 foot difficulty. On top of that, there are no modifiers! Good luck.
- SERIES -
1. Dance Dance Revolution [Model GC845] (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix [Model GC895] (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version [Model GN896] (1999)
6. Dance Dance Revolution 2ndMix Link Version [Model GE885] (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 [Model GE984] (1999)
8. Dance Dance Revolution 3rdMix [Model GE887] (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus [Model GCA22] (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix [Model GCA33] (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus [Model GCA34] (2000)
16. Dance Dance Revolution 5thMix [Model GCA27] (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)
26. Dance Dance Revolution A (2016)
27. Dance Dance Revolution A20 (2019)
28. Dance Dance Revolution A20 PLUS (2020)
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2002) "DDR MAX - Dance Dance Revolution"
- SOURCES -
Game's picture.
Game's screenshots.
Game's ROM.
Accepted [+] [X] Double Dragon 3 - The Rosetta Stone [Model TA-0030] Update submitted by XtC
Double Dragon 3 - The Rosetta Stone (c) 1990 Technos Japan Corp.
A mysterious fortune teller warns Billy & Jimmy Lee about the rise of a powerful enemy in Egypt. Since the Lee brothers are looking for a true challenge to put their martial arts skills to the ultimate test, they agree to face this mysterious new enemy. They embark on a world quest - joining up with new allies in the process - and try to lay claim to the famous 'Rosetta Stone'.
The 3rd and final arcade entry of the Double Dragon series (not counting the later Neo-Geo fighting game based on the movie) features a completely gameplay system and graphics from the first two instalments. The game can played by up to 2 or 3 players, depending on the cabinet and settings. The 3rd player takes control of a yellow-clad Lee brother named Sonny, who is exclusive to this game. Techniques from the previous games such as the hair grab and the elbow punch are gone, but new ones are added such as the belly-to-back throw and the back-to-back hurricane kick, as well as the ability to dash by tapping the joystick left or right twice.
The game features weapon shops that allows the player to purchase power-ups by inserting additional tokens. The power-ups differ between stages differ between stages and are available as followed.
* Extra Guys - Allows the player to control a new character who replaces the current fighter when he dies. There are three character types in addition to the Lee brothers.
- The Urquidez Brothers (Roney, Sunny, Jonny) - Tall European grapplers. They have the most energy of the four character types. Up to three fighters can be have in reserve.
- The Chin Brothers (Seimei, Taimei, Sinmei) - Chubby Chinese men with powerful attacks.
- The Oyama Brothers (Masao, Kunio, Akira) - Japanese karate masters dressed in gis specializing in speedy attacks.
* Tricks - The hurricane kick and the one-armed stand head butt are added to the player's move set. If the player's current character dies, then the new techniques will be inherited by the next character in reserve, if there is one.
* Weapons - A nunchaku or sword are given player. Only the Lees can have purchase and wield weapons.
* Energy - Restores the current character's life to 150%.
* Power-Up - Increases the character's agility.
There are 5 stages in the game :
Mission 1 - America - The enemies in this stage are typical thugs and bikers. The first area takes place in a downtown area of city. After defeating the first wave of enemies, the player will enter a warehouse, where they encounter bikers that will try to run over them with their bike. The boss in this is Jim, a red-haired biker wearing a leather jacket.
Mission 2 - China - The enemies are martial artists that specialize in flying kicks. The stage takes place in a single level set in a countryside near the Great Wall of China. The boss at the end of level is Li Cheng-Long, a Shaolin Martial Arts expert who resembles Bruce Lee. When he's down in life, he will wield out his club.
Mission 3 - Japan - The enemies are samurai swordsmen. The first area takes place outside a castle, with bamboo traps and enemies coming out of walls. The second area takes place inside a castle, where the player will face a few more swordsmen before taking out on the boss, Ranzou, a ninja. He attacks with throwing stars and smoke bombs and splits into three forms when he's down on his life.
Mission 4 - Italy - Consists of a single level set in the ruins of a coliseum. The enemies are roman archers. After defeating most of the archers, the boss Giuliano, a man decked in gladiator armour, will attempt to run the player over with his horse. After defeating all the archers, Giuliano will dismount at the end of the level and fight the player. He wields a long hand spear and can block attacks with his shield.
Mission 5 - Egypt - The final stage is composed of seven levels, which includes a desert field, an underground forest, a trap room with stone pillars and giant hands emerging from the floor, a hall with a flying disc. Enemies include living tree men and rock creatures.
- TECHNICAL -
Game ID : TA-0030
Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Developed by East Technology. Double Dragon 3 was released in November 1990 by Technos.
The first two Double Dragon games were created by an internal team at Technos, but this game was written by an outside team called East Technology (see Staff section for more information). A graffiti in the first stage reads "Gigandes", which one of the team's previous games.
There are 4 character types, the Lee brothers and 3 new character types (who are available via the weapon shops in the American and World versions, and are selectable in the Japanese version). However the original idea for the game was for the player to select between Billy and Jimmy Lee, or one of the 3 new characters introduced in the game. The original characters which were Roney Urquidez (who originally wore orange), Chin Seimei (who originally wore red) and Masao Oyama (who was originally named Masahiko Oyama). Apparently the designers considered the possibility that 2 or 3 players playing the game at the same time might want to control the same character, so they revised this by creating Sonny (the 3rd Lee brother) and 2 siblings for each of the new characters. A separate character portrait was made for Jimmy, which is unused in the released Japanese version. The game's ending depicts the original 5 characters, as does the artwork on the Japanese sales flyer.
Soundtrack releases (for limited-editon) :
Double Dragon 3 / The Conbatribes - / Pony Canyon / Scitron - PCCB-00065 - June 21, 1991
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
The Japanese version discards the weapon shops completely from the game. Instead, the game asks the player to select from the 4 character types available when they begin (Lee, Chin, Urquidez or Oyama). The one-armed stand head-butt and the hurricane kick are available as part of the default moveset, but the hurricane kick is made hard to execute. While controlling one of the Lee brothers, a nunchaku or a sword can be found on the floor in certain stages. The first stage is slightly re-arranged, with the starting point moved in front of the Power Records store and the conveyor belt inside the warehouse removed.
- SERIES -
1. Double Dragon [Model TA-0021] (1987)
2. Double Dragon II - The Revenge [Model TA-0026] (1988)
3. Double Dragon 3 - The Rosetta Stone [Model TA-0030] (1991)
4. Super Double Dragon (1992, Super Famicom )
5. Double Dragon V - The Shadow Falls (1994, Super NES / Jaguar )
6. Double Dragon (1995, AES / NEO GEO / NEO GEO CD, 1996, Playstation)
7. Double Dragon Advance (2004, GBA)
8. Double Dragon (2009, Zeebo)
9. Double Dragon (2011 iOS / Android)
10. Double Dragon Neon (2012, PS3 / Xbox 360)
11. Double Dragon II: Wander of the Dragons - (2013, Xbox 360)
12. Double Dragon IV (2017, PS4 / Nintendo Switch / iOS / Android / Windows)
- STAFF -
Director: Yoshihisa Kishimoto
Programmers : N. Takioka, E. Ogura, Y. Katsumata
Designers : K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino
Audio : A. Inoue, T. Nozaki
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (1990) "Double Dragon III: The Rosetta Stone"
[US] [EU] "Double Dragon III: The Sacred Stones"
Sega Mega Drive (1992)
Nintendo Game Boy (1992)
* COMPUTERS:
Commodore C64 (1991)
PC-Compatible [MS-DOS, 5.25" / 3.5"] (1991)
Atari ST (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)
Sinclair ZX Spectrum (1992)
* OTHERS:
LCD handheld game (1991) : released by Tiger Electronics.
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Official soundtrack (enemy names)
Accepted [+] [X] DoDonPachi Update submitted by XtC
DoDonPachi (c) 1997 Atlus.
An excellent vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : ATC03D2
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb
- TRIVIA -
Developed by Cave.
Released in February 1997.
Angry Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoeia for the firing of guns...
A 'Campaign Version' was released. Reportedly only 100 units ever made and given out as prizes to high score contest winners.
Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.
Scitron Digital Content released a limited-edition soundtrack album for this game (Dodonpachi II / Dodonpachi Sound Trax - SCDC-00126) on 19/09/2001.
- TIPS AND TRICKS -
* Bee Medals : There are bee medals hidden in the whole game. If you shoot where a bee medal is hidden, it starts to blink. Then you will need to use your laser to free it, before you can collect the medal.
* Hits : There is a combo score system for hits within a specific time range. If it takes too long for your next hit, the chain breaks and counting restarts.
* Hidden 1up player : In stage 3 is your one and only chance to pick up a 1up item. It is hidden in the giant red spaceship you will pass later in the stage. To get it, open all 6 side-boxes with your laser, before you destroy the main tower in the center of the ship. You are not allowed to use your smartbomb for these actions. Otherwise the 1up item would not appear in the ruins of the tower afterwards.
* Bomb Stock : If you don't use the smartbombs and keep the stock display at 'maximum' bonus multiplier will be 2x.
* Flower bloom : There are a few places in the game you will meet flowers growing in ruins. If you fly near them they will bloom. This is more than just a joke of the graphic artist. It can reward you with a nice bonus score :
(each) flower blooming : 10 points per 1/60 sec.
+ your shots hit it : 510 points per bullet
+ your laser crosses it : 1'100 points per 1/30 sec.
* Second loop : To access the second (harder) loop thus being able to fight against Hibachi, the 'true' final boss after level 6 boss, you have to complete the first 6 levels with only one credit and meet at least one of these conditions :
- Don't lose more than 2 fighters (lives).
- Depending on the fighter, have a maximum hit count of at least :
Type A : 270 hits
Type B : 300 hits
Type C : 330 hits
- At least 50 million points by the end of level 6.
- Collect all 13 bees in four of the 6 areas using the tactic explained above for 'bee medals'.
- SERIES -
1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]
- STAFF -
Designers : Naoki Ogiwara, Akira Wakabayashi, Hiroyuki Tanaka, Junya Inoue, Riichirou Nitta
Programmers : Tsuneki Ikeda, Satoshi Kohyama, Makoto Watanabe, Takashi Ichimura
Special Thanks : Toshiaki Tomizawa, Atsunori Aburatani, Ryuichi Yabuki
Producer : Kenichi Takano
- PORTS -
* CONSOLES:
[JP] Sega Saturn (sept.18, 1997; "DoDonPachi [Model T-14419G]")
[JP] Sony PlayStation (sept.10, 1998; "DoDonPachi [Model SLPS-01364]")
[JP] Sega Saturn (sept.17, 1998; "DoDonPachi [Model T-14424G]")
[JP] Sony PlayStation (may.26, 2010; "PSOne Classics")
- SOURCES -
Game's ROM.
Accepted [+] [X] Daytona USA Update submitted by XtC
Daytona USA (c) 1993 Sega.
An excellent checkpoint-style racing game.
- TECHNICAL -
Runs on the Sega "Model 2" hardware.
Players: 2
Control: paddle
Buttons: 7
- TRIVIA -
Even if titlescreen says 1993, Daytona USA was released in March 1994.
The first game to come out on Sega Model 2 hardware, worth mentioning above and beyond anything else due to the fact that it is the number one grossing game of all time.
Daytona also caused and still causes a problem in the arcade industry, Sega had come up with such a 'killer app' that no other game from them or any other company since has matched it in terms of profitability, leading to the phrase heard from most site operators, 'It's no Daytona'.
This game contains statues of Sonic the Hedgehog and Jeffrey from "Virtua Fighter".
Toshiba EMI released a limited-edition soundtrack album for this game (Daytona USA / B-Univ - TYCY-5392) on September 7, 1994.
- UPDATES -
The US version has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Time Attack Mode : At the Transmission Selection screen, hold the Start button and press the Accelerator. In Time Attack Mode, only the cars controlled by players are shown in action. If you score high enough to rank in this mode, the letters 'T.A.' (For Time Attack) are shown next to your record in the ranking table.
* Hidden Musics : If you play well enough to make the high score table. You can enter special initials at the Name Entry Screen to hear music of some of SEGA's classic games. Here is the list (Game name - Initials to enter) :
"Hang-On" - H.O
"After Burner" - A.B
"Virtua Fighter" - V.F
"Galaxy Force" - G.F
"F1 Exhaust Note" - EXN
"Turbo Out Run" - TOR
"Fantasy Zone" - F.Z
"Quartet" - QTT
"Space Harrier" - S.H
"Power Drift" - P.D
"Super Hang-On" - SHO
"Rad Mobile" - R.M
"Strike Fighter" - S.F
"Out Runners" - ORS
"Enduro Racer" - E.R
"Sword of Vermillion" - VMO
"Out Run" - O.R
"V.R. - Virtua Racing" - V.R
"Super Monaco GP" - SMG
"Stadium Cross" - S.C
"G-Loc - Air Battle" - GLC
"GP Rider" - GPR
"SDI - Strategic Defense Initiative" - SDI
"Thunder Blade" - T.B
* Special Ending : You must finish in third place or better in every course.
* Secret View : To get an overall view of the race condition during gameplay, hold the Start button and simultaneously press view change buttons 2+3+4.
* Extra Time : On the beginner track there is a slot machine on the top of the stone arch. To play the slot machine, press Start to stop the movement of the wheels. If you get a 777 you'll get 7 seconds of extra time. If you get three Bars you'll get 5 seconds of time.
* Fast Start : In the transmission selection screen hold the 'Start' button down, you will notice that it says 'Real Players Only'. Keep holding the 'Start' button down, until the transmission selection time runs out (You have to choose manual). From my knowledge this only works on the beginner track. Continue holding the start button down through the whole first lap. If you notice you reach 210 mph just before the Jackpot machine. This will give you at least 2 car lengths lead over other racers that don't do the cheat (if you do it right and don't bump any other cars). This will give you time to get away from the rest of the field and keep on truckin'.
* Intermediate Course Easter Egg : If you drive onto the elevated path just before the Pit Road, a billboard will appear stating that you just lost your sponsor.
* Expert Course Easter Eggs : If you stop on the last corner the seagulls will get closer to your car. If you drive the second lap in reverse the Statue will be standing on it's hands. If you stop completely near the statue you can make it spin by pressing the Start button repeatedly. When the game starts press the start button repeatedly to make the seagulls get larger.
- SERIES -
1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
4. SR - Sega Racing Classic (2009)
- STAFF -
Sound composer : Takenobu Mitsuyoshi
Planner : Yokinobu Arikawa, Makaoto Osaki
Programmers : Kouki Koiwa, Daichi Katagiri, Hideomi Miyauchi, Masahiko Kobayashi
Designers : Yasuo Kawagoshi, Yasuko Suzuki, Takafumi Kagaya, Hiroyuki Nakagomi
Chief Programmer : Takuji Masuda
Chief Designer : Toshihiro Nagoshi
Special thanks to : Yu Suzuki
Special thanks to all staffs of Sega R&D Dept. #4 and #2
- PORTS -
* CONSOLES:
Sega Mega Drive : Unreleased prototype
Sega Saturn (1995)
Sega Saturn (1996) "Daytona USA - Championship Circuit Edition [Model 81213]"
Sega Saturn (1996) "Daytona USA - Championship Circuit Edition - Netlink Edition [Model 81218]"
Sega Dreamcast (2001) "Daytona USA 2001"
Microsoft Xbox 360 [XBLA] (2011)
Sony PlayStation 3 [PSN] (2011)
* COMPUTERS:
PC [Microsoft Windows 95] (dec.1996) [Model HCJ-0121]
PC [Microsoft Windows 95] (nov.1997) "Daytona USA Evolution [Model HCJ-0129]"
PC [Microsoft Windows 95] (nov.1997) "Daytona USA Deluxe"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Cyberbots - Fullmetal Madness [Blue Board] Update submitted by XtC
Cyberbots - Fullmetal Madness (c) 1995 Capcom Company, Limited.
North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Cyberbots - Fullmetal Madness [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Europe]
- TRIVIA -
In the original Japanese version's Vs. screen, a chapter title is displayed as well as the model number of each players' VA. The titles and model numbers are missing from these Export versions.
After a 1P vs 2P match in the original Japanese version, the winning character speaks his (or her) victory quote and it is written on screen as well. In the export versions, the victory quote is just written on screen (without the voice sample).
There is a POWEREDGEAR HIGHSCORE CAMPAIGN sequence after the staff credits missing on the export versions.
Devilotte's servants, Dr. Shutain and Jigoku Daishi, are renamed Xavier and Gary.
Gawaine's sword is called 'Magnablade' in the Japanese version. It is not referred to by name in the Export versions.
- UPDATES -
The USA version has the Winners Don't Use Drugs screen.
- PORTS -
Non-Japanese ports only.
* CONSOLES:
[US] Sony PlayStation (sept.13, 2011) "PSOne Classics"
- SOURCES -
Game's ROM.
Accepted [+] [X] Cirqus Voltaire [Model 50062] Update submitted by XtC
Cirqus Voltaire (c) 1997 Midway Mfg. Co.
- TECHNICAL -
Midway WPC-95
Model Number : 50062
Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC
- TRIVIA -
Released in November 1997. 2,704 units were produced.
This is the first Solid-State pinball to have a disappearing pop bumper.
Watch the Video mode, as Ronnie jumps over a bunch of cows.
One of the judges in the bonus sequence is a cow.
Sometimes when you hit the Ringmaster, a moo is heard.
There's a cow on the backglass, above the acrobat to the right.
Sometimes the 1's digit on the display flips to a skull, a cow or a Tommy Ticket (from Ticket Tac Toe).
In the Attract mode's history of the circus, a cow is mentioned in 2 places.
John Popadiuk can be seen as the Fabio-looking acrobat on the backglass.
Sample (Pre-productio)n version differences:
1. Misprint on Instruction Card (3rd line).
2. Changed CRANK marvel to SPIN, also 'Defeat all RINGMASTERS' in sample version is a decal, as opposed to printed on playfield.
3. Changed 'Acrobat' and 'Juggler' playfield lamp inserts to 'Acrobat Ready' and 'Juggler Ready'. These inserts where also changed from yellow to white.
4. Added into the production version the words 'Bally Hoo' in front of the yellow targets as well as changed 'Tickle The' to 'Defeat The' in front of the Ringmaster.
5. Small Ringmaster heads were changed from decals in the sample version to being printed on the playfield. The word Multiball is printed in black underneath each of the RingMaster Marvels.
6. The most obvious of them all. The Ringmaster was changed before production from a normal shaped head to a more cylinderical fat head to help prevent the ball from getting stuck behind him.
7. Added the letters S-P-I-N to the 4 blue lamp inserts in front of the spinner.
- UPDATES -
Version 1.1
Date : November 19, 1997
- When the game is set for Tournament mode, the same judges will always be selected.
- Lamp effect when Join the Cirqus is ready does not dim the GI as much.
- Added a TOTAL screen at the end of Cannon Ball Run.
- Cannon Ball Run no longer gives Jackpots from the Cirqus Luck switch during Tournament mode.
- Software for raising the Jet Bumper has been modified to put less stress on the Solenoid fuse (F103).
- Added User Test for the ramp lockup. It is possible to release 1 or all balls, and watch the switches.
- Improved choreography when the Ringmaster Magnet does not catch the ball.
- Fixed a bug where tilting during Side-Show would not kick the ball out of the popper.
- Fixed a bug that could rarely cause players scores in a multiplayer.
Version 1.3
Date : April 17, 1998
- Tilt now ends the side-show.
- If the Ringmaster Magnet fails to catch the ball, the short ball-saver is started as soon as the miss is detected (Only if the adjustment is set).
- Added adjustment (A.2 33) to lower the scoring during the Ringmaster Battle mode. Setting the game in Tournament mode causes reduced scoring as well.
- Added adjustment (A.2 34) to set how locked balls are kicked out after a game.
NEVER - Balls never kick out.
INSTANT - Balls kickout after MATCH (German/French default).
DELAYED - Balls kickout 1 minute after MATCH (Default).
- Ringmaster Battle now correctly handles tilt.
- BOOM marvel is NOT spotted if BOOM is already running.
- If Juggler and Neon multiballs start together, the Juggler marvel is now correctly awarded.
- Added Improved ball search and missing ball compensation. game to disappear.
Version 1.4
Date : October 14, 1998
- Fixed a bug that could cause the machine to reset after the 200th Menagerie award.
- Updated system to fix a bug that could cause extra balls to be served if the plunger lane switch is broken.
- The Ringmaster award lights would sometimes be left blinking after playing Ringmaster Battle.
- TIPS AND TRICKS -
In Attract mode, press one of these codes :
B, 3L, 10R, 19R, 1L (CJS)
B, 16L, 1R, 2L, 1R (PAB)
- STAFF -
Concept : John Popadiuk (POP)
Designers : John Popadiuk, Cameron Silver (CJS)
Artwork : Linda Deal (LTD)
Software : Cameron Silver
Dots/Animation : Adam Rhine, Brian Morris
Mechanical Engineer: Jack Skalon
Mechanical Designer: Louis Toy
Music : Rob Berry (ROB), Dave Zabriskie (ZAB)
Sounds : Rob Berry
Dot Concept : John Trudeau (Dr. Flash)
B/W Neon : Jim Meehan
Effects : Buzz Neon
Voices : Cathy Schenkelberg, Mark Maclean, Rob Berry, Jon Hey, Cameron Silver
Special Thanks : Terry Pratchett, Mark Weyna, Mike Patla
P.C.B Design : Butch Ortega
Publications : Karen Trybula, Nina Clemente, Norma Rodriguez
Regulatory : Herb Foss
WMS Service : Tom Cahill, Jim Kline, Greg McKay
Model Shop : Al Cardenas, Mark Johnson, Ted Chmiola, Mike Laporte, Larry Peters, Dwen Larcen, Dennis Saunders, One Arm Joe
Manufacturing : Jerry Bartol, Laura Polonco, Bob Rapata, Dave Ryon, Emmanuel Kurian
Sculptures : John Balogh
Electrical Wizards : Chuck Bleich, Brian Magruder
Prototype Lab : Jim Shird, Jose Delgado
Cables : Bill Thompson
C.N.C Models : Wally Roeder
Software Support : Larry DeMar, Ted Estes, Bill Grupp, Lyman F. Sheats, Dwight Sullivan, Louis Koziarz, Tom Uban, Matt Coriale
Sound Support : Andy Eloff
Engineering Support : John McCaffer, Elaine Johnson
Purchasing Support : Ron Summers, Dale Prasse, Thomas Murphy, Randy Melind
Prototype Testing : Mike Mendes, Cameron 'Dawn' Silver
Cirqus Kings : Ken Fedesna, Neil Nicastro, Larry DeMar, Jim Patla, Joe Dillon, Rachel Davies
Testing Support : Darren Walker
Cirqus Legends : Joe Joos Jr., John Popadiuk Sr., Jerry Pinsler
Translations : Global Languages and Cultures, Inc.
Translators : Karin Bauchrowitz, Maryl Eubanks, Alan Murillo
- 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] Cutie Q Update submitted by XtC
Cutie Q (c) 1979 Namco.
An old ball and paddle / pinball game with a ghost theme.
- TECHNICAL -
Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Cutie Q was released in November 1979 in Japan.
Upon joining Namco, Mr. Iwatani wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his early video game/pinball hybrids. Toru Iwatani would achieve later, greater fame by designing "Pac-Man".
- SCORING -
EXTRA rollovers : 100 points.
Drop Targets : 10 points.
Faces : 50 points.
Spinner : 10 points.
Side Traps : X amount of points, in 100 point increments.
Ghosts in middle roll-through : number of points listed above targets.
Adjustments to scoring :
Finishing all drop targets in an area brings up a ghost. Hit it, and you get a certain number of points (shown near the ghost) multiplied by a number which changes quickly. If the ghost is hit (or if it makes it to the edge of the area), the drop targets return with an extra row of two drops to work on each time.
Make all faces into smiley faces increases bonus multiplier up to 3X
Light up 'EXTRA' on either side will give you a shot in one of the side drains for an extra ball. Once gotten, the 'Extra' rollovers will disappear.
- SERIES -
1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)
- STAFF -
Designed by : Toru Iwatani
- PORTS -
* CONSOLES:
[JP] Sony PlayStation (feb.9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]"
[US] Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P-EUR]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
* COMPUTERS:
PC-9801 [JP] "Bomb Bee / Cutie Q" : Unreleased prototype, by Mindware.
- SOURCES -
Game's ROM.
Accepted [+] [X] Cue Brick [Model GX903] Update submitted by XtC
Cue Brick (c) 1989 Konami Industry Company, Limited.
A puzzle game where you shift blocks so that a ball rolling along a path can roll across every block that has a path drawn on it.
- TECHNICAL -
Game ID : GX903
Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Konami K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Cue Brick was released in August 1989.
The game contains some Moai and other Easter Island references.
- UPDATES -
* In the Japanese version, Stop is a counter you can trigger anytime, starting at 200, so basically 20 seconds.
* In the World version, you start with 3 stop bonus, and each of them can stop the game 4 seconds. The World version has a practice mode too.
- STAFF -
Game planners : N. Toshiaki, K. Kunihiko
Game programmers : T. Tokusan, T. Koji
Sound programmer : K. Satoru
Graphic designers : M. Saruchan, Maruyakikun, Y. Oyajin, K. Caro
Sound designers : N. Kazuo, O. Masanori
- PORTS -
* COMPUTERS:
Sharp X68000 (feb.24, 1990, "Cube Runner") : by SPS
- SOURCES -
Game's ROM.
Accepted [+] [X] Crazy Taxi [Model 840-0002C] Update submitted by XtC
Crazy Taxi (c) 1999 Sega Enterprises, Limited.
An open world racing video game.
The main objective of the game is to pick up customers and take them to their chosen destination as quickly as possible. Along the way, money can be earned by performing stunts such as near misses with other vehicles. The player is directed to a destination by a large green arrow at the top of the screen. The arrow does not adjust based on obstacles, but rather points in the general direction of the destination. Once the player arrives near the destination, they must stop within a specified zone. When the destination is reached, that customer's fare is added to the player's total money earned. Ratings are then awarded depending on how long the player took to complete the journey. If the customer's timer runs out before the player reaches the destination the customer jumps from the taxi.
- TECHNICAL -
Cartridge ID: 840-0002C
Runs on the Sega "NAOMI" Hardware.
Screen Orientation: Horizontal
- TRIVIA -
Crazy Taxi was released in February 1999.
The soundtrack was done by 'The Offspring' and 'Bad Religion', here is the list:
* All I Want (Offspring)
* Ten in 2010 (Bad Religion)
* Them and Us (Bad Religion)
* Way Down the Line (Offspring)
* Change the World (Offspring)
* Inner Logic (Bad Religion)
Crazy Taxi is a part of Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Airline Pilots".
JC Padilla of Orlando, Florida holds the official record for this game with a score of $106,184.94 on June 11, 2004.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- TIPS AND TRICKS -
* Reverse The Game Play : Normally when you begin playing the game, your taxi is already headed forward, and your first available fairs generally want to go to the Street Car stop. If you hold the gear selector in REVERSE while holding the BRAKE and ACCELERATOR before you press Start to begin the game, when you start, your taxi will be facing the opposite direction, and a whole new route of fairs begins.
* The Bicycle : Insert your tokens and then step on both pedals. Press Start and then select your driver (Note : You MUST hold on both pedals as you press Start and while you are selecting your driver). Press Up on the shifter and release both pedals. Press Down on the shifter and then press Start. The bicycle accelerates faster and brakes quicker but gets bumped around more often.
* See the End Credits : Finish playing Crazy Taxi with a score of $5,000.00 or more.
* More Difficult Track : Insert the amount of tokens required to play the game and then pull back the lever in Reverse. Press the start button. While still holding the handle, choose your driver with the Start Button.
* Pickup Swimmer at Beach : Snorkeling near the reefs outlying the west beach is a customer... But to pick her up, you'll have to drive into the ocean!
Here are the cabby's directions to the beach : At the beginning of the game, grab the person who's nearest to you. (She will want to be taken to the cable car stop). After arriving at her destination, let her out and make a sharp left. Snatch the customer with the outrageously large hat. (She will ask to be taken to the West Side Beach.) When you have arrived at the beach, drop her off and head straight into the water!
* $700 First Fare : At the beginning of the game, instead of driving forward, drive in reverse. Pick up the customer. She will pay $700 for a ride to the bottom of the hill!
* $975 fare : Make your way up to the roof of the parking garage by driving up the ramp at one of its corners. To the left, standing on a giant umbrella is an old lady. Let her hop aboard. She will ask you to take her to the police station and pay you a whopping $975!
* Crazy Dash : While moving forward, release both pedals. Put the car in 'Reverse'. Then put it in 'Drive' and press the accelerator (If done correctly, the taxi will instantly reach its top speed). Crazy Dashes are best used after accidents or after collecting fares.
* Power Slides : Like reckless driving (i.e., 'Crazy Throughs'), power-slides can increase your fare. To power-slide, suddenly throw the car into reverse then back into drive again while sharply turning the steering wheel.
* Start Game from Lookout Tower : To begin at the lookout tower, hold the gearshift in reverse while selecting a driver. Push Start. Then release the lever.
- SERIES -
1. Crazy Taxi (1999)
2. Crazy Taxi 2 (2001)
3. Crazy Taxi 3 - High Roller (2003)
- STAFF -
Developed by Hitmaker (Sega AM3).
- PORTS -
* CONSOLES:
Sega Dreamcast (2000)
Sony PlayStation 2 [Model SLPM 62102] (nov.2001)
Nintendo GameCube [Model DOL-GCTJ-JPN] (may.2002)
Nintendo Game Boy Advance (2003, "Crazy Taxi - Catch a Ride")
Microsoft Xbox 360 (2011, "Dreamcast Collection")
* COMPUTERS:
PC [Windows 9x] [Model HCJ-0327] (Sep.2002)
* OTHERS:
AppStore (oct.2012)
Android [Google Play] (mar.2013)
- SOURCES -
Game's manual.
Game's picture.
Game's ROM.
Game's screenshots.
Official website; http://crazy-taxi.sega.jp/index.html
Accepted [+] [X] Crossed Swords [Model NGM-037] Update submitted by XtC
Crossed Swords (c) 1991 Alpha Denshi.
A rather unique 3rd-person fantasy action game, as a traveling knight you must help those in need of a hero by slashing the evil monsters & demons that disrupt peace. It will be a tough battle but your skill with your sword, some spells and some special weapons that you can purchase along the way will see you through this nightmare. Godspeed brave knight!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-037
[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player (2 usables)
[JOYSTICK] 8-way, [A] Slash enemy, [B] Thrust enemy/Use sword magical power
- TRIVIA -
Released in July 1991.
Crossed Swords was the Neo-Geo's second attempt at the action-RPG ("Riding Hero" was the first).
- SERIES -
1. Crossed Swords (1991)
2. Crossed Swords 2 (1995 - SNK Neo-Geo CD)
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Oct. 01, 1991) "Crossed Swords [Model NGH-037]"
SNK Neo-Geo CD [JP] (Oct. 31, 1994) "Crossed Swords [Model ADCD-002]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Crossbow Update submitted by XtC
Crossbow (c) 1983 Exidy.
Early first-person shoot'em up game with a dungeons and dragons feel about it. Features good speech and screams.
Gameplay requires the player to protect a band of adventurers (referred to as "friends" by the game) from afar by shooting objects that threaten them. The adventurers enter from the left-hand side of the screen and attempt to cross the screen unharmed. If the player helps them reach the opposite side of the screen safely, the adventurers survive to the next scenario, and new adventurers are occasionally granted between scenarios. In addition to the obstacles, the adventurers are vulnerable to the player's shots. The first time the player shoots an adventurer, an on-screen message is shown: "DON'T SHOOT YOUR FRIENDS!" Thereafter, shooting an adventurer will cause him/her to emit a cry of pain, and to walk at a slower pace the rest of the way. A second shot will kill the adventurer. Scenarios are chosen by shooting a destination on a map screen, which include: town, desert, volcano, cave, bridge, jungle, and castle.
The short path to reach the castle is by using the following Color paths -> Green -> Blue -> Blue -> Red.
The goal is to reach the final scenario, past the castle, in which the player confronts the Master—who presumably created the dangers in the game. Defeating the Master of Darkness requires shooting him in the eyes when they turn red (and deadly). The player is treated to a brief congratulation and a challenge to defeat the Master again, but if you dare. Following this screen the player starts over with however many adventurers survived the confrontation.
- TECHNICAL -
Exidy 440 hardware
Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
Released in October 1983, Crossbow is the first of Exidy's classic shoot'em up. It was also the first video game in history to completely use digitized sound and music.
Fadi Baroody holds the official record for this game with 21654300 points on August 1994 in Myrtle Beach, SC Wild-Rapids Water Park.
This message is in the sound CPU at E3B0:
DMA.A69
COPYRIGHT (C) 1983
EXIDY INC.
MARK VON STRIVER
LA PLUME DE MA TANTE EST SUR LE BUREAU
The last sentence is derived from a useless but ubiquitous phrase used to demonstrate grammatically correct French. The full sentence would be "La plume de ma tante est sur le bureau de mon oncle".
- STAFF -
Software: Nick Ilyin, Larry Hutcherson, Vic Tolomei
Hardware: Howell Ivy, Mark Von Striver
Graphics: Mike Craven, Leland Mar, Hector Galindo
Audio: Ken Nicholson
Art: Rey Maninang
Support: Joe Stieber, Pam Banegas, Lynn Leigh, Al Petretto
- PORTS -
* CONSOLES:
[US] Atari 2600 (1987) [Model CX26139]
[US] Atari 7800 (1988) [Model CX7844]
[US] Atari XEGS (1988) [Model RX8088]
[JP] Nintendo Famicom : prototype
* COMPUTERS:
[US] Commodore C64 (1988) : Absolute Entertainment
PC [MS-DOS] [US] (1989) : Absolute Entertainment)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Crime Patrol 2 - Drug Wars Update submitted by XtC
Crime Patrol 2 - Drug Wars (c) 1993 American Laser Games, Incorporated.
Your mission is to apprehend Lopez the drug lord, take down his drug cartel, and destroy the lab where his drugs are processed. Your mission will take you through Sierra County, Chicago, down to the Border, and then into South America. Throughout your journey, you will come in contact with some of the most violent criminals in America.
- TECHNICAL -
Main CPU : Motorola 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
- TRIVIA -
Crime Patrol 2 was released in December 1993.
- SERIES -
1. Crime Patrol (1993)
2. Crime Patrol 2 - Drug Wars (1993)
- PORTS -
* CONSOLES:
Panasonic 3DO (1994)
Sega Mega-CD : Unreleased prototype
Phillips CD-I
Sony PlayStation 2
Microsoft X-BOX
* COMPUTERS:
PC
* OTHERS:
DVD-Video (2002) : For use in a home DVD Player
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
Accepted [+] [X] Bubblen Roulette New entry submitted by sjy96525
- DESCRIPTION -
Bubblen Roulette © 1997 Taito.
- TRIVIA -
Released in December 1997 in Japan.
Accepted [+] [X] Cosmic Guerilla Update submitted by XtC
Cosmic Guerilla (c) 1979 Universal.
For some reason you have 2 of your ships placed in the middle of the playing field and aliens all around them. Luckily, they're protected by 5 rows of barriers and you're on the bottom, doing your job to protect them.
- TECHNICAL -
This game had great cabinet artwork, a white base, with purple, yellow and black overlaid artwork. It shows a horned demon and lots of swirls. Most interestingly, this has to be the only game to have a politically incorrect slogan plastered on the side -- SUPER VIOLENCE!. The artwork on the sides (and front) was varnished or lacquered, which gives it a shiny and incredibly strong coat, protecting it from scratches and any kind of fading! The control panel had backlit 1- and 2-player info panels. Insert one coin, '1 player' lit up; insert two and '2 player' lit up. This looks real nice on the brushed chrome control panel.
Game ID : 7907
Main CPU : TMS9980A/TMS9981 (@ 1.2285 Mhz)
Sound Chips : Samples, DAC
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in November 1979.
According to Replay Magazine, Cosmic Guerilla brings that unique world of Japanese cartoonists onto a TV game via a deal with the famous cartoonist Shotaro Ishimori. Ishimori was a pioneering manga/anime artist. It is not know if his art was used in the game itself, on the cabinet, or both.
- SCORING -
Enemy on sides : 20 points
Bonus ships : 50-200 points
- 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 -
* COMPUTERS:
Sinclair ZX Spectrum (1983) "Cosmic Guerilla" : Crystal Computing
BBC B (1983) "Cosmic Kidnap" : Superior Software
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Cosmo Gangs Update submitted by XtC
Cosmo Gangs (c) 1990 Data East USA, Inc.
- TRIVIA -
Released in July 1990 in Japan.
Licensed to Data East USA, Inc. for U.S. distrbution.
- PORTS -
* CONSOLES:
Point Blank DS (2006) : as a mini-game
- SOURCES -
Machine's picture.
Accepted [+] [X] Chaos Field [Model GDL-0025] Update submitted by XtC
Chaos Field (c) 2004 Able Corporation, Limited.
Do you love battling the boss ships that appear at the end of each level of your favorite shmup? How about a game where you battle nothing BUT bosses? Your wish is granted with Chaos Field!!
The game draws on elements from other shooters to create its own unique hybrid style of play. You'll have a lock-on feature to take enemies and certain bullets out, as well as a "Radiant Silvergun"-style short-range energy field that will absorb certain bullets.
The action plays out in top-down fashion in the time-honored traditions of the shooting genre. Enemies and bullets will swarm like bees to honey, and it will be up to you to destroy everything, while avoiding getting blown up.
- TECHNICAL -
GD ID: GDL-0025
Runs on the Sega "NAOMI GD-ROM System" hardware.
Players: 1
Control: 8-way joystick
Buttons: 3
=> [A] Shoot, [B] Sword, [C] Change field
- TRIVIA -
Chaos Field was released in June 2004 in Japan only.
Milestone released a limited-edition soundtrack album for this game (Chaos Field Sound Track - STVR-001) on 28/10/2004.
- TIPS AND TRICKS -
* Chaos field weapons :
1. Main attack : straightforward shot.
2. Sword : it can cancel bullets and deal damage to enemies. It can't cancel all bullets, though : homing laser s and purple, arrow-shaped bullets can't be canceled. If you tap three times, the ship will use the left sword, then the right, then both swords: then, it will need half a second to recover. Be careful,then, as this means that you must dodge what you can't cancel..
3. Change field : you basically can switch between order and chaos field, this meaning that you can choose between a more sedate variant of a stage (less attacks), where you get more meta-cubes and thus also more golden cubes by destroying stuff. Your attacks are however weaker... if you switch to chaos field, your attacks will be stronger, you will get less meta-cubes by blowing up enemies, which also are more aggressive (extra attacks and parts). You will be immune to all bullets during the change, and they will also disappear...but you need at least 5 seconds to do a change.
4. Special attacks : are used by pressing together A+B or B+C: the former combination releases a shield, the latter a salvo of homing lasers (your ship will scan an arc in front of it to lock-on enemies and bullets). Both special attacks will start a combo, based on the amount of canceled bullets (you have up to 5 seconds to continue the combo, as shown as the time on the right: it's important to lock-on bullets, and not actually hit them, if you use the homing lasers attack, regarding the combo).
* Meta cubes : you have a special attack stock on your left, made of 10 bars : every special attack uses one bar. If you don't shoot and move, they will automatically be siphoned to your ship. If you max out the bars, every extra meta-cube (golden in appearance) will be worth 10k.
- STAFF -
Developed by Milestone.
- PORTS -
* CONSOLES:
Sony PlayStation 2 (Dec.2004)
Sega Dreamcast (Dec.2004)
Nintendo GameCube (Feb.2005, "Chaos Field Expanded")
Nintendo Wii (2008) "Ultimate Shooting Collection"
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Official website; http://www.mile-stone.co.jp/product/chaosfield/chaosfield_top.html
Accepted [+] [X] Crystal Castles Update submitted by XtC
Crystal Castles (c) 1983 Atari.
Crystal Castles is an inventive variation on the maze-driven collect-the-dots gameplay first seen in Namco's legendary "Pac-Man". The player takes on the role of 'Bentley Bear', who must run around a number of "castles" - each presented in the form of an isometric forced 3D maze - picking up the gemstones that litter its walkways and platforms, before moving onto the next castle.
Each level is populated by a variety of enemies, including sentient trees, gem eaters, a swarm of bees and Berthilda the Witch. Some enemy types move around the levels randomly, while others will actively chase Bentley. Gem Eaters will devour any gems they reach before the player.
In addition to four-directional walking, Bentley can also jump to avoid pursuing enemies and obstacles. Many levels have platforms that can only be reached via an elevator and some screens also contain hidden secret passages and ramps, as well as 'warps' that move players forward several levels.
Jumping over the trees will shrink and temporarily disable them, while wearing Berthilda's red hat grants the player temporary invincibility, allowing them to kill the witch should they manage to catch her. If Bentley Bear touches a Gem Eater while it's in the process of eating a gem, the Gem Eater dies and 500 points are awarded to the player. However, if the Gem Eater is not eating a gem when touched, Bentley Bear dies.
Some levels contain a large pot of honey. A swarm of bees appears near the honey approximately every five seconds but collecting the honey pot earns the player 1,000 bonus points and causes the bees to appear less frequently. Other enemies, such as the balls, skeletons and ghosts must be avoided.
If Bentley collects all of the gems on a castle, the player receives bonus points. A bonus is also awarded in the event of the player picking up the last gem on the level.
Crystal Castles consists of ten different stages broken down into 37 castle mazes (with four castles making up each stage, apart from 10th, which has only one castle).
- TECHNICAL -
There were two different Crystal Castles cabinets, an upright and a cocktail. Both of these were highly detailed and covered with decorations. The upright cabinet had a production run of 4,880, and the cocktail cabinet had a production run of 500, for a total production run of 5,380 units.
* The Crystal Castles upright was one of the best looking cabinets ever made. It is sort of colored white, and has huge painted sideart of Bentley Bear gathering gems in the castle. The marquee has a futuristic looking logo flanked with two in game scenes on a black background. There is a second mini-marquee over the speaker are that has a large Atari logo. For some reason that logo ends up going missing on many machines, and don't believe sellers when they say it is a cheap or easy part to find, because it isn't. The control panel continues the same graphical scheme as the rest of the machine. It has a standard trackball mounted centrally with fire/start buttons on either side. These trackballs eventually become worn out or damaged, and are mildly expensive to replace.
* The cocktail version has no sideart, very few cocktail machines do. But the top glass is nicely decorated and the control panel art matches the upright version. The players sit across from each other on this version, and the on screen image flips over to face whichever player is currently controlling Bentley Bear.
Game ID : 136022
Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) POKEY (@ 1.25 Mhz)
Players : 2
Control : trackball
Buttons : 1 (JUMP)
- TRIVIA -
Crystal Castles was released in July 1983 in the USA.
When Crystal Castles first appeared in the arcades, it amazed players with its sharp graphics and pseudo 3-D mazes. The game was originally supposed to be a variation on the mega-hit "Asteroids" and the working title was 'Toporoids' (from TOPOgraphics and asteROIDS). It featured a one-legged robot and/or a spaceship placed in 3-D mazes lined with asteroids and the goal was (of course) to shoot them. The mazes were similar to those in Crystal Castles.
The character 'Bentley Bear' was originally named 'Braveheart Bear' in the released prototypes. But, Atari ran into trouble over that name from the American Indians and so had to change it. Whenever Bentley is killed, he shrinks, and says something in a cartoon-type balloon above his head. The four possible sayings are: OUCH; OH NO; BYE; and #?!.
Originally, FXL designed the game so that Bentley could jump while in a tunnel. But he decided to take that ability away when he saw Bentley's head popping through the roof!
The game was programmed in 6502, and Fortran was used as tool for programming.
All of the musical themes in the game are from works of classical music. The tune when you first start the game and the bonus life music, are both from The Mephisto Waltz by Liszt. The last gem bonus music is from one of the scenes in Tchaikovsky's Nutcracker Suite. And, the triumphant theme played when you complete Level 10 is of course from The 1812 Overture, again from Tchaikovsky.
If you hadn't noticed, the color schemes of the castles change during the game, and from one game to the next. The colors in the first level are always the same. From level 2 thru 6, they appear in a set order, but every 100 paid games, this set order changes. Finally, in levels 7 and up, the color scheme is picked randomly. A most odd arrangement! There are 17 possible maze color schemes, and four different color possibilities on every board: gem, floor, front wall, and side wall colors. But, each one is not randomly picked and mixed with the other; they are pre-determined as a group, and then the whole group is chosen randomly. The possible gem colors are red, blue, white, and yellow. The floor can be white, black, or pea-green. And, there are 12 possibilities for wall colors, including pink, maroon, and peach!
On two of the mazes in the game, FXL has built into the structure initials of friends of his. On Hidden Spiral, the DES stands for Desiree McCrorey, who holds a contest record on "Mr. Do!". SSM is Sam Mehta, who came in 2nd in a "Centipede" contest held by Atari. And BBM stands for Brian McGhee, a former Atari game designer. On Berthilda's Palace, the initials are harder to make out, as they are cutouts in the floor. EDG is the initials of Eric Ginner, while MAR stands for Mark Robichek. Both of these were famous video game players at the time Crystal was made and are still known by many. Other initials appear in the game, on the above-mentioned scoreboard. While many are made up, some stand for real people. FXL appears in the top 3 spots on a new, or newly reset, game scoreboard and he also appears at other places in the top 250 initials. MEC appears more than once also. This stands for Mark Cerny, a fellow designer at Atari. He is responsible for "Marble Madness".
Note : The formula for calculating the points given for the last gem bonus on a particular level and board number is 1,000 + ((((level x 4) - 1) - (4 - board)) x 100).
Frank Seay holds the official record for this game with 910,722 points.
A Crystal Castles units appears in the 1984 movie 'Gremlins'.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.
- SCORING -
Points awarded for collecting gems.
Killing Gem Eaters : 500 or 1,000 points.
Collecting the honeypot : 1,000 points.
Collecting the witch's hat : 2,000 points.
Killing Berthilda : bonus points.
- TIPS AND TRICKS -
* Warps: There's a 'continue option' warp on the first board. It won't take you any higher than Level 8, though.
1) The first warp is behind the palace on the upper-right hand corner of the first board. Go there then jump. It'll take you to Level 3.
2) The second warp : get the hat, run to an elevator, and at the back corner of the hidden ramp, jump before the hat expires. The warp always gives you four lives (not including the one you're on) and takes you to Level 5.
3) The third warp is on the third screen of Level 5, titled 'Crossroads'. It is extremely easy to trigger; just move to the very upper left corner and jump. You will be transported to the first screen of Level 7, again with four lives to spare. There are no other warps.
* A Trick: If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen. It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens.
* Another Trick: On Level 5, Berthilda's Palace grab the hat and enter the large door where Berthilda is. Run over her for 3,000 points, then head to the corner of the room (where Berthilda was) and jump. The initials FXL will appear in the lower-right hand corner of the screen, which stands for Franz Lanziger, one of the designers of Crystal Castles!
* This Trick Is Free: When the machine is in its demo mode, wait until the first stage appears. When Bentley gets killed, hold down BOTH jump buttons and the accounting screen, which shows customer play information, will appear.
* Secret Message: When you complete level 10, a special screen appears that says, I GIVE UP : YOU WIN YOU MUST BE _______________.
What goes in the blank depends on the number of lives you have left.
For 1 life, fill in AMAZINGLY GOOD;
For 2, RIDICULOUSLY GOOD;
For 3, FANTASTICALLY GOOD;
For 4, VERY GOOD;
For 5, AN EXPERT;
and for 6, A VIDEO WIZ.
* Time Bonus: For every four seconds of game play, you lose 1,000 points. The amount of time bonus starts at 200,000, so you can figure that a 5 minute game will have a time bonus of 125,000. Also, for every life you lose, you lose at least 1,000 time bonus points, so even though you can make up for your life as far as the life bonus, you still lose in time bonus.
- STAFF -
Program : Franz Lanzinger (FXL)
Hardware : Sam Ly
Project leader : Scott Fuller
Team leader : John Ray (RAY)
Graphics : Barbara Singh (BAS), Dave Ralston, Susan G. McBride (SGM)
Techs : Paul Mancuso, Gardner Crosby
Audio design : Franz Lanzinger, Larry Bryan
- PORTS -
* CONSOLES:
[US] Atari 2600 (1984) "Crystal Castles [Model CX26110]"
[EU] Atari 2600 (1984) "Crystal Castles [Model CX26110P]"
[EU] Atari 2600 (1987)
[US] Atari 7800 : unreleased prototype
Atari XEGS
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
[US] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 [EU] (nov.1,2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[US] Nintendo DS (mar.8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"
* COMPUTERS:
[EU] BBC Micro (1983)
[US] Apple II (1983)
[US] Tandy Color Computer (1984)
[US] [EU] Commodore C64 (1984)
[EU] Atari ST (1986)
[EU] Amstrad CPC (1986)
[EU] Sinclair ZX Spectrum (1986)
Sinclair QL (1986) "3D Slime": unofficial port
[US] Atari 800 (1988) [Model RX8102]
[US] PC [MS Windows, CD-ROM] (apr.4, 1998) "Atari Arcade Hits Vol. 2"
[EU] PC [MS Windows, CD-ROM] (2000) "Atari Arcade Hits 2"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Nokia N-Gage (feb.2006) "Atari Masterpieces Vol. II"
[EU] Nokia N-Gage (mar.30, 2006) "Atari Masterpieces Vol. II"
[US] Apple Store (2012) "Atari Greatest Hits"
[US] Google Play (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Game's picture.
Mark Alpiger (MDA); http://www.classicarcadegaming.com/games/cc/index.htm
Accepted [+] [X] Cannonball Update submitted by XtC
Cannonball (c) 1976 Atari.
- TECHNICAL -
Main CPU : M6800 (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6
Players : 1
Buttons : 2
- TRIVIA -
Cannonball was Owen Rubin's first game at Atari. It is not known for sure if this game was ever produced, as there is no documentation or flyers of the game that have surfaced. Owen Rubin seems to think that maybe it WAS produced; however, he is unsure.
Owen wrote Cannonball while sitting in his small office at a Model 33 teletype connected to a Motorola MicBug 6800 processor, both of which were connected to simple videogame hardware. He hand-assembled the entire program--it was only 2K, but still took several months--including self-test, saving the code on punched paper tape. When his boss reviewed the game and asked for code listings, Owen said, 'What listings?' It turns out that Owen didn't know about the two computer operators, who took the listings that the designers/programmers wrote up, typed them into the PDP-1 computers, ran them to make sure they were error-free, then return a paper tape to the designer.
- STAFF -
Designed & Programmed by : Owen Rubin
- PORTS -
* CONSOLES:
Atari 2600 "Human Cannonball"
- SOURCES -
Owen R. Rubin
Game's ROM.
Accepted [+] [X] Carnival [Upright model] Update submitted by XtC
Carnival (c) 1980 Gremlin/Sega Ind., Incorporated.
CARNIVAL is a 1 or 2 player alternate action game that simulates a carnival shooting gallery. The playfield consists of three target rows, a rotating pipe wheel, a bonus message panel, and a 'special' target block.
The player uses a left right control to position a rifle at the bottom of the screen, and a shoot control to fire the rifle. Two rows of bullets at the bottom of the screen indicate the number of shots remaining to the player. Every time the player shoots, one of the bullets disappears from the screen. More bullets are given during the first round than the others, so, the inexperienced player will have a chance to enjoy the play.
The game ends when the player runs out of bullets. This can occur on any round. A round ends when the player clears the playfield of all targets. At this point, a special 'shoot the bear' sequence appears, and when this is finished the player proceeds to the next more difficult (and higher scoring) round. This is Gremlin's Multi-Phase design concept that keeps games challenging to players of all levels.
When a player completes a round (ending with 'shoot the bear' sequence), the screen flips to the other player. When the original player resumes play, he advances to the next level of difficulty, exactly as he would have if the screen had not flipped to the other player. This method allows the players to more directly compare their scores, since they are always within one round of each other. Note that the player who ends the game first does not necessarily lose--he might still have the higher score when the game ends.
The three target rows move in a horizontal line from left to right (top row), right to left (middle row) and left to right (bottom row). There are five types of targets. The rows move as a continuous band--the targets exiting the playfield from the right side of the bottom row reappear at the left of the top row. The point value for hitting a row target is indicated along the right side of the game--maximum points for a top row target, medium points for a middle row target, and minimum points for a bottom row target. These values increase from round to round.
Rabbits and owls are simple targets, which disappear when hit.
Numbered sign targets award additional bullets to the player when hit, as well as awarding the points indicated for the row. These targets appear only on the top two rows to make them relatively difficult targets.
Five small letters, B, 0, N, U and S are randomly interspersed through the target rows. At the upper right of the playfield is the word ''bonus" spelled out is small letters. If the player manages to hit the moving bonus letters in order (b-o-n-u-s) a special bonus is awarded. The fact that the bonus is still active is shown by the bonus word in the upper right of the playfield. Every time a bonus letter in the correct order is hit, the small corresponding letter in the bonus panel enlarges to show that it has been hit. Whenever a bonus letter is hit out of order, the bonus panel disappears until the next round. The bonus panel reappears at the beginning of every round. The bonus value is determined by adding row target points into the bonus value. When the "B" letter is hit, the bonus value freezes for that round. This encourages waiting as long as possible before attempting to score the bonus.
Ducks are special targets. Whenever a duck reaches the bottom row, it is capable of leaving the row and flying down toward the player. If the duck manages to get past the player's rifle without being shot, it flies down to the bullet row and quickly eats 10 bullets. A maximum of three ducks can escape simultaneously.
The target rows move as a continuous band of targets, and no new owls, rabbits, or bonus letter targets are added once the round starts. 'More shots' targets and ducks are added during a round. The frequency of adding duck targets is tied to the round number. As the rounds get more difficult, more ducks are added as the round progresses.
A flying duck hit scores no points.
Bullets left over at the end of a round earn 50 points each.
The between rounds 'shoot the bear' sequence operates as a shooting gallery bear. Whenever the bear is hit, it rears up, roars, and continues motion in the opposite direction. Each hit speeds up the bear, and increases the point value, which is shown above the bear for each hit. When the bear leaves the screen (which it will always do eventually, since it speeds up with each hit) the between rounds sequence ends and a new round begins. As the rounds progress, more bears (a maximum of 4) appear on the screen simultaneously.
A special yellow-rimmed score panel appears in the upper left of the playfield, and stays on for random lengths of time. Four types of panels appear here, which either add or subtract points or bullets. Hitting any part of the panel border awards the score shown inside.
The bullet bonus panel is shown with a large plus sign, and a row of bullets. Immediately after appearing, the bullets begin disappearing fairly rapidly. When the bullets are depleted, the panel disappears. If hit, the player is awarded the number of bullets left in the panel when it was hit.
The score bonus is shown with the same large plus sign, and a score value. As with the bullets, the score value quickly decreases, until it hits zero and disappears.
The minus panels are similar to those above except a large minus sign indicates the number of bullets or points subtracted when hit. This discourages the practice of parking on the left margin and shooting--a miss will hit the negative target. These panels show a fixed number of bullets or points, and after a random time interval, disappear.
The pipe wheel contains 8 pipes of 4 different colors. A panel beneath the wheel restricts pipe hits to horizontally oriented pipes, and also indicates the point value for hitting a pipe. Every shot the player takes decrements the pipe value, except a shot which hits a pipe. This makes it advisable to hit pipes early in the round, when it is most difficult (since the player must shoot through heavily populated target rows). Hitting two pipes of the same color with two consecutive shots awards a bonus of four times the pipe value shown in the panel.
CARNIVAL is accompanied by background music. At the beginning of every round, the music begins at a slow rate and relatively low key. As the round progresses, the music speeds up and the melody shifts up in key. This gives the player a growing sense of urgency. As the round progresses, the playfield motion also gradually speeds up.
A small panel on the right of the playfield contains a musical note symbol. If the player wishes to turn off the music, he simply shoots the note panel. This makes the note disappear, and turns off the music. Hitting the panel again makes the note reappear and resumes the music. The note thus acts as a 'flip-flop' switch to turn the music on and off.
Every round begins with the music on.
There is a special case to consider near the end of a round: the player has cleared all of the targets except the ducks, and has plenty of bullets left so that he can simply sit and wait for the ducks. He would, in effect, prolong the game by refusing to end the round.
Theoretically, by hitting the ducks and 'more shots' signs, the round could be prolonged indefinitely. However, an internal "doomsday" timer in the game keeps track of how long a round has lasted. After a certain time limit (the same for each round), the frequency of new duck appearances increases dramatically.
The top 3 scores are shown during advertising, along with the player's initials. A player who scores in the top 3 is allowed to enter 3 initials by a special routine explained at the time of their writing. The rank is updated during the round. The player is both audibly and visually rewarded. There is a pronounced audible sound as the player's score passes that of another ranking player's score. And, they may watch their rank progress during the game.
CARNIVAL's basic play action is outlined below, as it appears in the game instructions.
Shoot all targets and pipes to advance to the next round.
Game is over when you run out of bullets.
Escaped ducks eat 10 bullets.
Hit B-O-N-U-S letters in sequence for special bonus. Bonus value stops increasing when 'B' is hit.
Hit same color pipes with 2 consecutive shots to score 4 times pipe value. Shoot number signs for more bullets.
Shoot the bear between rounds for extra points.
- TECHNICAL -
[Upright model]
There were 2 different upright cabinets available for this game. The first upright was the standard Sega/Gremlin woodgrain cabinet. The second was a white cabinet.
The upright machines were decorated in mostly orange, with a circus theme. The woodgrain ones often did not have sideart, but the white ones usually did. Both versions used buttons on the control panel for movement.
Game ID : 651-666
Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Sound CPU : I8039 (@ 238.636 Khz)
Sound Chips : General Instrument AY8910 (@ 1.193181 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Buttons : 5
Player-1 start, Player-2 start, Move Left, Move Right, Fire
- TRIVIA -
Released during June 1980.
Also released as "Carnival [Cocktail model]".
CARNIVAL contains the following sounds :
A clang sound every time a row target or bear is hit;
A pipe hit sound whenever a pipe is hit;
A bear roar whenever the bear is hit and rears up;
Three different duck quack sounds, to accompany up to three simultaneously escaped ducks;
A bonus sound for lighting the BONUS letters in the correct order;
A secondary bonus sound for pipe bonus and special panel bonus;
A rank sound as the player's score moves up in rank;
Background music;
Rifle shot.
Fred Pastore holds the official record for this game with 386,750 points on June 3, 2001.
A Carnival unit appears in the 1983 movie 'Joysticks'.
- SCORING -
Shooting the bonus box at the top left: the score inside the box (+ or -).
Shooting an object in the top row scores the points at the right of the screen level with the top row (50, 60, etc).
A hit in the 2nd row scores the points at the right of the screen level with the 2nd row (30, 40, etc).
A hit in the bottom row scores the points at the right of the screen level with the bottom row (10, 20, etc).
A hit on a polar bear in the intermission screen scores 50 points.
- TIPS AND TRICKS -
* Make any ducks on the lowest level your priority at the start of a screen, as they will soon swoop down to steal some of your ammunition.
* Keep an eye out for the passing boxed '5' and '10' symbols, as these award 5 or 10 extra bullets respectively when shot. You won't have enough ammo to complete a screen without at least hitting a few of these.
* You can stay to the left of the screen, which will enable you to pick off any good bonuses in the bonus box at an early stage. Don't get too trigger happy though, or you might be dropping your score or losing a lot of ammo too quickly if you hit a negative 'bonus'.
* The key to getting a lot of hits on the polar bear(s) in the bonus stage is to concentrate on only one bear and hit it as close to dead centre as possible. If you do this keep firing rapidly and you'll rack up a few points as it won't be able to escape from a constant barrage of bullets.
* Extra bullet '5' and '10's only appear on the top two rows and don't reappear at the top after going offscreen from the middle row so make sure you pick them off whenever possible.
- STAFF -
Lead Programmer : Medo Moreno
Programmer : Helene Schlein
Programmer : Murphy Bivens
- PORTS -
* CONSOLES:
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1982)
* COMPUTERS:
Sinclair ZX-Spectrum (1984) "Carnival" : Eclipse Software
- SOURCES -
Game's ROM.
Machine's picture.
Arcade Retro Lounge; http://tips.retrogames.com/