Accepted [+] [X] Contra [Model GX633] Update submitted by XtC
魂斗羅 (c) 1987 Konami.
(Contra)
In 2631, a meteorite strikes the Galuga archipelago near New Zealand, carrying with it a dormant alien being. Two years later, a terrorist organization calling themselves Red Falcon takes over the island as part of their plot to invade the Earth. Bill Rizer and Lance Bean, of the Contra unit, are sent to the Oceania island to stop the evil threat.
'Contra' is a hectic one or two player platform shoot-em-up featuring 10 stages. In addition to the standard side-view levels, there are also "3D maze" stages in which the player must proceed through a series of corridors inside an enemy base, destroying various sensors, in order to reach the core of the base.
Each player's character is equipped with a semi-automatic machine gun with an unlimited amount of ammunition and can jump, move and fire in all eight cardinal directions. Players can also move and jump simultaneously while firing. Co-ordination of the character's movement is essential as a single hit from any enemy, bullet, or other hazard will instantly kill the player's character and also eliminate the current weapon from the player's inventory.
As players fight their way through the enemy-packed levels, additional weapons can be collected. If the player loses a life, they will also lose any weapon power-up they were carrying. Available weapons are:
Machine Gun: Auto-fire.
Spread gun [S]: Allows the player to fire 5 shots in an arc.
Laser: Will shoot a long laser that can take out many enemies in a row.
Fire Ball [F]: A gun which fires small fireballs in a corkscrew pattern.
Rapid Bullets [R]: Increases the firing rate of the player's currently equipped weapon. Works with the Machine Gun and Fire Ball.
Barrier [B]: Will make the player invincible for a few seconds.
The game consists of ten stages:
Stage 01: Jungle (horizontal scroll)
Stage 02: Inside Base 1 (3D maze)
Stage 03: Core of Base 1 (3D fixed)
Stage 04: Waterfall (vertical scroll)
Stage 05: Inside Base 2 (3D maze)
Stage 06: Core of Base 2 (3D fixed)
Stage 07: Snow Field (horizontal scroll)
Stage 08: Energy Zone (horizontal scroll)
Stage 09: Hangar (horizontal scroll)
Stage 10: Alien Lair (horizontal scroll)
- TECHNICAL -
Game ID : GX633
Main CPU: Motorola M6809 (@ 1.5 Mhz)
Sound CPU: Motorola M6809 (@ 2 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.582071 Mhz)
Players: 2
Control: 8-way joystick
Buttons: 2 [SHOOT, JUMP]
- TRIVIA -
Contra was released in February 1987.
This game is known in Europe as "Gryzor".
Note: The Japanese version uses kanji (Chinese characters) to phonetically spell out 'Kon-to-ra', the Japanese transliteration of the name "Contra". This is an example of ateji, in which an artist uses kanji for their phonetic value rather than any meaning they may have.
Here are the official names of the characters: Bill Rizer (player 1) and Lance Bean (player 2). They were named after the following actors, all of which appeared in the 1986 movie, Aliens; Bill Rizer is named after the actors Bill Paxton and Paul Reiser, while Lance Bean is named after Lance Henriksen and Michael Biehn.
Bill Rizer makes an appearance as a supporting character in the 1992 Family Computer game "Wai Wai World 2 SOS!! - Paseri Jou".
The music from the final stage is also used for the final boss confrontation in "Wai Wai World" for the Family Computer.
Chad Johnson holds the official record for this game with 1, 546, 600 points on July 15, 2002.
Alpha Records released a limited-edition soundtrack album for this game (Konami Game Music Vol.4 - 28XA-201) on March 10, 1988.
Literatures:
[JP] June 05, 1998; Contra [Konami Game Books Series 4]
- UPDATES -
The game's backstory differs between sources. The storyline written above is the one used by Japanese sources and later mentioned in canon in Contra: Shattered Soldier for the PlayStation 2. In the North American manual for the NES version, the time was changed from the 27th century to the present day, with the location moved from Galuga to an unnamed South American island. Bill and Lance were given the codenames 'Mad Dog' and 'Scorpion', names which were later used for 2 unrelated characters in the American-produced Contra 4 for the Nintendo DS.
- TIPS AND TRICKS -
* Weapons
1) Shotgun: Your default weapon, can fire suprisingly fast.
2) Spread Gun: Shoots waves of expanding blobs. Outstanding.
3) Laser: Hold down fire for a longer beam. Powerful.
4) Fireball: Fires spinning red blobs.
5) Machine Gun: Rapid fire bullets. Sounds like a drum machine.
6) Rapid: Speeds up shotgun, fireball & machine gun bullets. Handy.
7) Barrier: Complete invulnerability for a limited time. Nice.
* Use shots wisely: Jump shots and crouch shots allow you to attack while avoiding enemy attacks. Do not hesitate. Keep those shots going!
* Kill before being killed: if you see an enemy, shoot right away. Defeat them before they fire at you. Be the first one to attack!
* Tip for taking down the fortress: At the end of Stage 1 (the Jungle) and Stage 4 (the Waterfall), you will find yourself at the heavily fortified entrance of the next base. To gain access to the base, you will need to destroy the large sensor. The sensor in Stage 1 is guarded by a sniper and two mortar cannons, while the sensor in Stage 4 is guarded by a large five-way cannon at middle, with two rotating guns around it (one on each side).
* Tips for 3-D mazes: Destroy the orb-shaped sensors in each wall to stop the high voltage electric currents. Taking out the weak points quickly is key to conquering the 3-D levels before time runs out.
If you press the joystick upward and touch the electricity, you will be stunned and won't be able to move for a while. Don't move forward until you take out the sensor and stop the electricity.
After you take out the weak point, look at the map while proceeding. You'll know whether to go left or right.
You can dodge enemy bullets by lying down! Destroy rolling mines by using crouch shots.
As you proceed, there are weak points that are positioned so that you can't reach them. Utilize jump shots and crouch shots.
* Beware of falling off at Stage 4: In the waterfall, missing a platform and falling down will count as a miss.
* Barrier: The Barrier power-up can only be found at the beginning of Stage 4 (the Waterfall) or halfway through Stage 9 (the Hangar) if the player has only their normal gun equipped
* Rapid Bullets: The Rapid Bullets power-up will only appear in the beginning of the Waterfall stage and halfway through Snow Field stage (before fighting the first tank) if the player has only the normal gun equipped. Because of this, the only weapons the Rapid Bullets upgrade can be used with are the normal gun, the Fire Ball gun, and the Machine Gun.
- SERIES -
1. Contra [Model GX633] (1987, Arcade)
2. Super Contra - Alien no Gyakushuu [Model GX775] (1988, Arcade)
3. Contra Spirits [Model DMG-ACSJ-JPN] (1991, Game Boy)
4. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
5. Contra - The Hard Corps [Model T-95093] (1994, Mega Drive)
6. Contra - Legacy of War [Model SLES-00608] (1996, PlayStation)
7. C - The Contra Adventure [Model SLUS-00499] (1998, PlayStation)
8. Shin Contra (2002, PlayStation 2)
9. Neo Contra (2004, PlayStation 2)
10. Contra 4 [Model NTR-YCTE-USA] (2007, DS)
11. Contra ReBirth (2009, WiiWare)
- STAFF -
Game programmers: Satoru Okamoto (Satoru), Hideyuki Tsujimoto (Hideyuki Falco), Koichi Cobra
Video graphics: Kengo Nakamura (Kengo)
Special designers: Takashi Jinbo (Ishiwari Jinbo), Passionate Norio
Sound editor: Kazuki Muraoka (Kazuki Jah)
Engineer: Rom Yamamoto
Directed by: Koji Hiroshita (as Koji)
Cabinet Graphic Design: Don Marshall
- PORTS -
* CONSOLES:
[US] Nintendo NES (feb.1988) "Contra [Model NES-CT-USA]"
[JP] Nintendo Famicom (feb.9, 1988) "Contra [Model RC826]"
Sony Playstation 2 [JP] (may.25, 2006) "Contra [Oretachi Gasen Zoku] [Model SLPM-62730]"
Microsoft XBOX 360 [XBLA] [US] [JP] (nov.8, 2006)
Microsoft XBOX 360 [US] (dec.15, 2009) "Konami Classics Vol.2 [Model 30086]" : XBLA version
[JP] Sony PS4 [PSN] (aug.10, 2016) "Arcade Archives - Contra [Model CUSA-04522]"
* HANDHELDS:
[JP] Nintendo DS (mar.15, 2007) "Konami Arcade Collection [Model NTR-A5KJ-JPN]"
[US] Nintendo DS (mar.27, 2007) "Konami Classic Series - Arcade Hits [Model NTR-ACXE-USA]"
* COMPUTERS:
[US] Commodore C64 (1987)
PC [MS-DOS] [US] (1988)
MSX 2 [JP] (may.26, 1989) "Contra [Model RC762]"
[US] PC [MS Windows, CD-ROM] (nov.16, 2002) "Konami Collector's Series - Castlevania & Contra" : NES version
* OTHERS:
LCD handheld game (1989) "C"
Mobile Phones [CN] [US] (2006) "Contra"
Windows Mobile [US] (nov.8, 2007)
Mobile Phones [CN] (2010) "Contra - Evolution Revolution"
Arcade [CN] (2011) "Contra - Evolution Revolution"
- SOURCES -
Game's ROM.
Game's picture.
Game's flyer (Japanese and American).
Accepted [+] [X] Champion Pro Wrestling Update submitted by XtC
Champion Pro Wrestling (c) 1985 Sega.
Early colorfully cartoonish wrestling game with only two teams and strange gameplay.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 3.579545 Mhz)
Players : 2
Control : Joystick 2-way
Buttons : 2
- TRIVIA -
Champion Pro Wrestling was released in May 1985 in Japan.
- PORTS -
* CONSOLES:
[JP] Sega SG-1000 (1985) "Champion Pro Wrestling"
* COMPUTERS:
[JP] MSX (1985)
- SOURCES -
Game's ROM.
Accepted [+] [X] Champion Boxing Update submitted by XtC
Champion Boxing (c) 1984 Sega.
An early boxing game for champion.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 3.579545 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Champion Boxing was released in November 1984. It is the first game created by Yu Suzuki.
- STAFF -
Designed by : Yu Suzuki
- PORTS -
* CONSOLES:
[JP] Sega SG-1000 (1984) "Champion Boxing"
* COMPUTERS:
[JP] MSX (1984)
- SOURCES -
Game's ROM.
Accepted [+] [X] Cactus Canyon [Model 50066] Update submitted by XtC
Cactus Canyon (c) 1998 Midway Mfg. Co.
- TECHNICAL -
Height : 76in. (193cm)
Width : 29in. (74cm)
Depth : 55in. (140cm)
Weight : 300lb (136kg)
Midway WPC-95
Model Number : 50066
Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chip : DMA-driven DAC
- TRIVIA -
Released in October 1998. 903 units were produced. Production stopped short to begin "Pinball 2000" production.
- UPDATES -
Version 1.2 (changes from Version 1.1)
Date : February 6, 1999
- Fixed a problem in Drop Target Test.
- Fixed game logic on Right Loop Rollover switch.
- Tweaked default replay value and fixed replay level reflexing.
Version 1.3
Date : April 24, 1999
- Fixed problem were right loop shots were falsely credited to the player.
- Fixed a condition on the Mine where the motor would run if the player was playing Gold Mine Multiball, with Motherlode Lit, and tilted on his last ball.
- Fixed a condition on the Train where the motor would run if the player was playing Polly Peril, with the train running, and tilted on his last ball.
- STAFF -
Design by : Tom Kopera (TOM), Matt Coriale (MAT)
Art by : John Youssi (JY)
Software by : Matt Coriale
Dots/Animation by : Adam Rhine, Jim Raff
Mechanics by : Louis Toy (TOY)
Music & Sound by : Rob Berry (ROB)
- PORTS -
* OTHERS:
Google Play (2013) "The Pinball Arcade"
- SOURCES -
Game's ROM.
Accepted [+] [X] Blazing Star [Model NGM-239] Update submitted by XtC
Blazing Star (c) 1998 Yumekobo.
Blazing Star is a horizontally-scrolling shoot-em-up in which the planets of Remuria and Mutras are engaged in endless interplanetary war. This fuels the development of ever-more dangerous weapons, eventually leading to the production of fully organic weapons that combine both human and alien technology. Soon, a fully sentient weapon called 'Brawshella' is born. Brawshella gathers all animal life on Remuria and Mutras and bends them to its will, forcing them to attack and assimilate the human race.
Within days of Brawshella's appearance all humans are assimilated and now have no other purpose than to continue fighting each other. Over time, six of the assimilated fighter pilots regain their consciousness and remember their pasts. Upon rediscovering their humanity, they turn against the machines, in a battle to save humanity.
Blazing Star is controlled via joystick and two buttons. Button 'A' fires the normal shot, if this is tapped rapidly, however, a variation on the normal shot is used. If the A button is held down, the ship stores energy for a charged shot, which is fired when the button is released. The charged-shot attacks have a duration based on how long the button is held for. Pressing the B button during the attack will split the projectile, greatly increasing its range.
Players can choose to pilot one of six different ships, each with its own strengths and weaknesses. The 'Hellhound' is the perfect ship for performing high-scoring combos, for example. The 'Windina' has a wide and powerful shot; both 'Dinos' - the Pulstar hunters - are excellent in defense and pack efficient weapons. Finally, Aryutalism and Peplos require a little more skill and are best suited to experienced players.
Power-ups can increase the strength of the player's guns, while also increasing the maximum power of the charged shot. The types of shots, charge-up attacks, and split shots used are dependent on which ship the player selects.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-239
Players: 2
Control: 8-way joystick
Buttons: 2
=> Ship name (pilot) > [A] Normal/Rapid/Charge attack, [B] Break attack
=> Hell Hound (Caster) > [A] 4 way shot/6 way shot/Deathflame, [B] Hell burst
=> Windina (Leefa) > [A] Wave/Tidal wave/3 way spread, [B] Homing
=> Aryustailm (JB) > [A] Laser/Lightning bolt/Sword, [B] Sword field
=> Peplos (Asayuki) > [A] 3 way shot/3 way fire/Holy flare, [B] Devil breath
=> Dino 135 (Naomi Y.) > [A] Shot/Rapidshot/Spreadshot, [B] Special scatter
=> Dino 246 (Kaoru Y.) > [A] Shot/Rapidshot/Chargeshot, [B] Bomber
- TRIVIA -
Blazing Star was released in January 1998. It is Yumekobo's first game developed and released for the Neo-Geo MVS.
KAORU.Y (The last ship at the character selection screen) is the lead character from "Pulstar".
Part of the "Pulstar" / "R*Type" team also worked on Blazing Star (see Staff section for more information).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Blazing Star - PCCB-00306) on March 18, 1998.
- TIPS AND TRICKS -
* Stage Select : At the ship select screen, hold RIGHT and D on both 1 and 2-player sides, then select your ship. The next screen will be a stage select menu.
* While choosing a ship in the select screen, press C+D for an extra color ship.
* Asayuki and its Peplos ship can't power-up with any items.
- STAFF -
Executive producers : Akio Inove, Nobuyuki Okude
Producer : Takaya ida
Sub. producer : Isamu yutani
Director : Michio Sato
Main programmer : Minoru Yoshida
Sub. programmer : Taka / M. Sakae
Chief designer : Tomonori Nagakubo
Designers : Kyou Yamanaka, Izumi Senou, Saki, Shotabira, Yumetard, Tatsuo Shioda
Character designer : Daikichi
Design helpers : Mayumi Takeuchi, Itsuo Iton, Mitsuo Takano, Masakazu Ishizaki
Sound designer : Yasuaki Fujita
Music composer : Harumi Fujita
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (1998) "Blazing Star [Model NGH-239]"
* OTHERS:
Google Play (jul.2012) "Blazing Star"
Apple App Store (jul.2012) "Blazing Star" : Published by SNK Playmore
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Berzerk Update submitted by XtC
Berzerk (c) 1980 Stern Electronics.
The player controls the 'Humanoid' and must navigate a number of robot-filled rooms; each with up to as many as eleven, laser-firing enemy robots. The Humanoid can be killed either by a single shot from a robot, by running into a robot, by running into a wall of the maze, or by being touched by the player's nemesis, 'Evil Otto'.
To advance through the game, players must fight their way through each room to an opening at one of the far walls. Each robot destroyed is worth 50 points and while it's possible to progress without killing every robot in each room, destroying all of them will earn the player a per-maze bonus (worth ten points per robot). The game has an impressive 64,000 mazes, with each level designed to be more difficult than the last.
- TECHNICAL -
The Berzerk cabinet was the first in a series of cabinets from Stern that had a patented pull out drawer that allowed access to the games circuit boards from the front of the cabinet. This title features rather primitive painted side-art that only uses two colors, but it makes up for it with the awesome comic book style art on the control panel and monitor bezel. The marquee is only a 'Berzerk' logo, and it kind of looks like something that someone might have done in their high school airbrush class.
Berzerk is technically a monochrome game. It uses a special 'color overlay' circuit board to add color to the games graphics before they go to the monitor. A side effect of this is that walking very close to a wall will cause that section of the wall to change to your color.
Berzerk, in common with other machines commonly thought to have used samples (such as Atari's "Star Wars", "Paperboy" and "Gauntlet") used LPC encoded speech and a dedicated speech synthesizer. So the speech is technically encoded data for this speech synth, rather than the now far simpler, digitized audio 'samples' for play back via a DAC.
Here is all of the robots' speech in the game:
During certain in-game events:
"Coin detected in pocket!" - heard randomly during attract mode, especially while showing the high score list.
"Intruder alert! Intruder alert!" - when Evil Otto appears.
"The Humanoid must not escape!" OR "The intruder must not escape!" - when the Humanoid escapes the room after destroying every robot.
"Chicken! Fight like a robot!" - when the Humanoid escapes the room without destroying every robot first.
"Got the Humanoid! Got the intruder!" - when the Humanoid is killed. ("Got the intruder!" is a minor third higher in pitch than "Got the Humanoid!")
Random chatter during gameplay:
"Charge...", "Attack...", "Shoot...", "Kill...", "Destroy...", OR "Get...", followed by "the Humanoid", "the intruder", "it", or "the chicken".
NOTE: In this case, you'll only hear "the chicken" if you escaped the previous maze without first destroying every robot, resulting in the "Chicken! Fight like a robot!" message.
The speed and pitch of some of the phrases vary from deep and slow to high and fast.
Main CPU : Zilog Z80
Sound Chips : Custom tone generator, custom LPC speech synthesis chip
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Berzerk was released on November 12, 1980 in the USA.
Alan McNeil, an employee of Universal Research Laboratories (a division of Stern Electronics), had a dream one night involving a black-and-white video game in which he had to fight robots. This dream, with heavy borrowing from the BASIC game 'Robots' ('Daleks' in the UK), was the basis for Berzerk. The idea for a black-and-white game was abandoned when the color game "Defender" was released earlier the same year to significant success. At that point Stern decided to use a color overlay board for Berzerk. A quick conversion was made, and all but the earliest versions of the game shipped with a color CRT display. The game was test-marketed successfully at a Chicago singles bar before general release.
The title of the game comes from the series of books called 'The Berzerker Stories' by Fred Saberhagen. It's a novel about robots which go Berzerk and kill everybody.
Berzerk is the first robot killing game but the big selling point of Berzerk was speech.
From Tony Miller : "The speech was done using LPC coding that I believe was invented by T.I., although I remember we used a National Speech chip in it. This was when speech and memory was expensive, so we didn't just digitize sounds and dump them out through a DAC. I remember it cost something like $1,000 per word to have the compression done, so we tried to come up with a limited vocabulary which could be rearranged and reused as much as possible. There was some guy up in Silicon Gulch who did this stuff for a living - so it is possible to make money while talking in a monotone.".
The Artist Richard D. James, using his alter ego Caustic Window, has the sample : 'Humanoid must not escape' from this game in his song with the same name as the sample. It's from the album 'Caustic Window Compilation'.
Berzerk was also the first game to attempt a bit of on-screen comedy. Your robot opponents often fell foul of slapstick misfortune, shooting each other in the head or walking into walls and exploding in their attempts to kill you. And if you legged it out of a room without killing them all, the survivors would taunt you in their Speak & Spell voices : "Chicken! Fight like a robot!". Okay, it's not hilarious, but even Bob Monkhouse had to start somewhere. Sometimes when you escape as above, it will just utter "Chicken".
'Evil Otto' was named for 'Dave Otto', who worked for Dave Nutting's Arcade Engineering group as R & D director at the time Alan McNeil did. 'Evil Otto' can be considered one of the most intimidating video game villains of all time. He is, and even travels through walls, preventing a player from loafing in the room. He resembles a bouncing smiley face, and has been called a 'Malicious basketball' by some.
Berzerk was Stern's first major video game success. It was made in both upright (approx. 37,500 units) and cocktail (approx. 1,200 units) models. Berzerk suffered a bit in sales due to frequent breakdowns of it's original giant sized optical 8-way joystick. Approximately 4,200 orders were canceled by distributors and operators whose machines were frequently down from the opto-stick. Stern issued free WICO leaf switch sticks to operators after they had so much trouble with the optical stick, but this still hurt sales.
Berzerk shares a rather chilling distinction of being the first known game to be blamed for an actual player's death. In January 1981, Jeff Dailey was the first person to die playing a video game, a 19-year old Berzerk player, died of a massive heart attack right after playing his favorite game. His score was 16,660 (a very respectable score but disturbing for obvious reasons). On an equally distressing note, in October 1982 at the 'Friar Tuck Game Room' in Calumet City, Illinois : 18-year old Peter Burkowski, a physically healthy person who was alcohol-free and drug-free, inscribed his initials in Berzerk's top ten list twice in a matter of only 15 minutes. A few seconds after that, he collapsed and died of a heart attack.
In Retrogamer Issue #47, Alan McNeil addressed these legends, and has a different perspective: "...one player did die while playing the game (Alan refutes reports that claim two died). The unfortunate fellow was obese and had run upstairs to play the game", Alan explains: "The legend is he set a high score and died, but the owner of the arcade said he didn't finish the game – he was out of breath from the moment he arrived until he dropped. The legend is way better than reality: the excitement of playing a game killing a player after setting a high score..."
Steve Wagner holds the official record for this game on the 'Fast Bullets' setting with 350,340 points on March 12, 2009.
Phil Younger holds the official record for this game on the 'Slow Bullets' setting with 304,570 points on August 12, 2007.
A Berzerk unit appears in the 1982 movie 'Tron' and in the 1983 movie 'Joysticks'.
A Berzerk unit appears in the ZZ Top music video 'Legs'.
A Berzerk unit appears in April Wine's concert video 'Live in London (1981)'
Milton Bradley (MB) released a board game based on this video game (same name) in 1983. 'Can You Survive the Frenzied Attack of the Robot Army?' In this board game version, two players face off. One player controls the Humanoid and the other player controls Evil Otto and the robots. Players alternate sides for a maximum of three rounds or until both have been zapped three times and destroyed as the Humanoid. Humanoid lives are represented by chips placed in front of the player. Each time a player's Humanoid is zapped, the player surrenders one chip. Once a player loses all three chips, that player's Humanoid is destroyed, and therefore he/she cannot control the Humanoid for the rest of the game. The object of the game is to zap more robots while controlling the Humanoid than your opponent.
Berzerk inspired a catchy hit song by Buckner and Garcia called 'Goin' Berzerk' released on the 'Pac-Man Fever' album, here are the full lyrics! :
Verse 1: (Humanoid - This is me.)
I can move in eight directions.
Once I start I'm never done.
I can go from room to room,
I can crawl or I can run.
I can wander through the maze.
It's a wonderland at night,
I can stop and aim my gun when,
there's a robot in my sight.
I can wander through the maze.
It's a wonderland at night,
I can stop and aim my gun when,
there's a robot in my sight.
Chorus: (Robots - The various colored robots.)
I think I'm going berzerk.
I think I'm losing my mind.
I'm getting lost in the shuffle.
It happens every time.
I think I'm going berzerk.
Would you like to come to?
I can't stop now - I'm addicted!
I'm berzerk over you.
Verse 2: (Evil Otto - The bouncing smiley face.)
If we fight this thing together,
there's a chance that we might win.
Now here comes Evil Otto,
push the fire buttons in.
I'm sure he's crazy too because,
he's bouncing off the floor.
There's no way to destroy him,
let him bounce right out the door.
Now here comes Evil Otto,
push the fire buttons in.
If we fight this thing together,
there's a chance that we might win.
(Repeat chorus)
Berzerk, berzerk, berzerk over you (3x),
Berzerk, berzerk over you.
(Repeat and fade)
The speech, 'Humanoid' and 'Intruder Alert!' featured heavily in 1988's seminal UK Acid track, 'Stakker Humanoid' by later Future Sound of London member Brian Dougans. His use of distortion and slightly lower pitch, leaves the game sounding quite tame by comparison...
- UPDATES -
Two different versions of the game were released. As a player's score increases, the colors of the enemy robots change, and the robots can have more bullets on the screen at the same time (once they reach the limit, they cannot fire again until one or more of their bullets detonates; the limit applies to the robots as a group, not as individuals). In the original version, the sequence goes :
* Yellow robots that don't fire
* Red robots that can fire one bullet
* Light blue robots that can fire two bullets
After 5,000 points Evil Otto doubles his speed, moving as fast as the player while robots remain in the maze, and twice as fast as the player after all the robots are destroyed.
The revised version, which had the much larger production run of the two, features a longer color sequence that also included green, purple, gray, and white robots. In this version, the robot sequence went up to five normal speed bullets, then they began firing fast bullets, starting with one fast bullet, and eventually going as high as five bullets, both normal speed and fast speed, at once. After 19,000 points the robots stay light blue and may have up to five bullets on screen for the remainder of play. To balance the greatly increased threat from the robots in this version, Evil Otto's pursuit speed remains at its normal (half or equal the player's speed) level throughout.
- SCORING -
You get 50 points per robot destroyed. It doesn't matter whether you destroy them or they get destroyed some other way.
You get a bonus of 10 times the number of robots in a maze if you clear it For example, if you destroyed all 7 robots in a maze, then your bonus would be 10 X 7 or 70 points.
- TIPS AND TRICKS -
* Here is how the rounds progress in the revised version :
Points - Robot Color - Shots fired
0-260 - Yellow - 0
260-1,200 - Red - 1
1,200-3,000 - Light Blue - 2
3,000-4,500 - Green - 3
4,500-6,000 - Purple - 4
6,000-8,000 - Yellow - 5
8,000-10,000 - White - One fast shot (2x speed)
10,000-11,000 - Light Blue - Two fast shots
11,000-13,000 - Purple - Three shots, both normal and fast
13,000-15,000 - Gray - Four shots, both normal and fast
15,000-17,000 - Yellow - Five shots, both normal and fast
17,000-19,000 - Red - Five shots, both normal and fast
19,000+ - Light Blue - Five shots, both normal and fast
Starting at about 10,000 points, Berzerk becomes largely a game of luck. If you get an open maze with a lot of robots, there is not much you can do.
* In a 1-player game, the Humanoid is always colored green.
* In a 2-player game, the players alternate turns. The Humanoid's color indicates whose turn it is - green for player 1, purple for player 2.
* When you start the game, the Humanoid will be put at the left entrance. (In a 2-player game, player 2's Humanoid will be put at the right entrance.) You will face anywhere from 1 to 11 robots. Quickly assess where the Humanoid is at and destroy the closest robots. The first 3 sets of robots are pretty easy. It's when they start firing those 3+ shots at you or the supershots things can get bad.
* Remember, the Humanoid is longer then he is wide; use this to your advantage. Always try to exit the maze from the left or right exit so that the Humanoid presents a small profile for the next maze. If the Humanoid enters from the top or bottom, you presents a bigger target. Of course, there is no defense against being put right next to a robot.
* There is a 1-2 second delay after you enter a maze before the robots come after you; use that to your advantage.
* You cannot run and shoot at the same time in this game. You have to stop and shoot. Use the joystick to aim and press the FIRE button. The Humanoid may move a little in that direction so don't try to shoot robots point-blank or you will destroy the robot while the robot vaporizes you.
* When you get into the later rounds, luck will be as much a factor as skill. This is especially true when the robots are firing supershots at you (these shots travel twice the speed of normal shots).
* Evil Otto (the bouncing happy face) will appear from where the Humanoid entered the maze. Evil Otto's appearance is directly related to how many robots you start with. The lower the number, the sooner Evil Otto appears. Evil Otto cannot be destroyed.
* Because the robots are attracted to you 'as the crow flies', they will tend to clump together and smash into each other. The best way to kill robots is to stand safely behind a wall and let them shoot and smash each other. The ball (Evil Otto) will also kill them. You can ignore some robots in the maze and let Otto kill them for you. Otto follows your position like the robots, so as he comes across the screen, lead him up and down into any remaining robots before you exit.
* If the robot cannot hit you with laser fire, they will still try to kill the Humanoid by attempting to run him over.
* The walls in the maze are deadly. If the Humanoid or a robot runs into a wall, he is vaporized. (You score the points if a robot is destroyed by running into a wall). The wall will light up if the Humanoid is too close to it.
* If you and a robot are in line and firing at each other, your shots will negate themselves out. In the later levels, this could prove deadly since they can keep up with your firepower.
* An Interesting Quirk : There is a one pixel space between the Humanoid's head and shoulders. The game doesn't register it as existing so if a robot's shot goes through that space, the Humanoid doesn't die.
* The robots always walk toward you unless you're in their line of fire; then they will pause to shoot. There are eight directions you and they can shoot. The only way to survive the higher levels (10,000 points +) is to learn the blind spots of the robots. If you are in a robot's blind spot he poses no threat, and you can concentrate on blasting the others. The angle shots are almost never necessary. It is very difficult to hit a robot with an angle shot. When you shoot, the Humanoid stops moving, when you can't move, you are vulnerable. Make your shots count and don't bother wasting your time with angles unless you are on an early level and need the practice.
* Because the robots are shorter than you, try to avoid robots at the bottom edge of the screen. By the time you move low enough to get a shot they will have already fired. In contrast, if you come 'up' on robots from the bottom, you can shoot their feet and duck back down before their shot reaches you.
* Because the Humanoid is a lot taller than he is wide, it is very easy to avoid shots from above and below. Take out the robots to the sides of you first.
* If you poke your head above a wall just far enough to shoot above it, the robots on the other side of it can't shoot you. They will only hit the wall. ALWAYS use this tactic to kill most of the robots in a maze. When you are in the right position, just hold down the fire button. This will make the Humanoid stand still. You can inch your way very close to the deadly walls without fear of running into them. When shooting up or down, that trick doesn't work. If there is a wall between you and a robot above you, run to the right and start shooting up just past the wall. If you are lucky, the robot will walk into your fire before he gets a shot off. By design, if a robot is above you, he will lock into position directly in-line with your shots, and you will shoot each other's bullets. In early rounds you can overpower a robot and outgun him, but later the robots can keep up with you and you will be in a deadlock. To defeat him, shoot up and immediately walk to the right and he will walk into your bullet.
* The robots are programmed to avoid colliding into the sides of the deadly walls, but they can't detect the start or end of a wall. If a robot is below the end of a wall, you can move up and direct him into the wall end.
* In later rounds, all of the real action takes place in the first two or three seconds of a round. If you survive the initial shots from the robots, you are as good as done with the maze. When a new maze comes on screen, you are very vulnerable. Often you are in the line of fire of five robots. As the new maze slides on-screen, you can see it before the robots appear. Use this time to decide which way to run. Assume that there will be a robot in each 'room' or 'nook'. Shoot the robot right in front of you first, and then run toward his position. By running ahead, you will exit the line of fire of any robots above/below you and also the dreaded angle shots. Once you are out of their line of fire, you can re-enter their line of fire selectively and shoot them. Get to a safe barrier as soon as possible and wait for the robots to move into easy positions.
- SERIES -
1. Berzerk (1980)
2. Frenzy (1982)
- STAFF -
Designed & programmed by : Alan McNeil
- PORTS -
* CONSOLES:
[US] GCE Vectrex (1982) "Berzerk [Model HS-4020]"
[US] Atari 2600 (1982) "Berzerk [Model CX2650]"
[JP] Atari 2600 (1983)
[US] Atari 5200 (1983) "Berzerk [Model CX5221]"
[BR] DynaVision (198?) "Berzerk"
[US] Emerson Arcadia (1982) "Escape [Model 1015]"
* COMPUTERS:
Tandy Color Computer [US] (1981) "Berserk"
Tandy Color Computer [US] (1981) "Robot Battle"
Tandy Color Computer [US] (1982) "Android Attack"
Tandy Color Computer [US] (1982) "Haywire"
Tandy Color Computer [US] (198?) "Monster Maze"
PC [Booter] [US] (1983) "Robot War", a part of the "Friendlyware PC Arcade" suite
Tangerine Microtan 65 [EU] (1984)
* OTHERS:
VFD handheld game [US] (1982) by Coleco : unfortunately, this game was never released.
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Passport @ everything2
Accepted [+] [X] Atomic Robo-Kid Update submitted by XtC
Atomic Robo-Kid (c) 1988 UPL.
In the 21st century, a blast of cosmic radiation bombarded Terra-12, a deep-space outpost of Earth, hideously mutating all transplanted life. A fleet of savage beings followed the radiation wave and invaded the planet, and began the systematic destruction of all remaining sentient life. Years of battling the alien 'governors' have gone by, and now only one hope survives to avenge the desperate Terran colonists.
The player controls the Atomic Robo-Kid through six stages of increasing difficulty, facing an alien "governor" boss, which are so large as to be considered levels themselves, followed by a "duel" level against other Robo-Kid sized robots. Many levels branch into others, giving the player the choice over which zone to enter next, increasing replayability.
Robo-Kid can collect four different weapons. Whichever weapon is selected is lost when Robo-kid loses a life. In addition to his default gun, Robo-Kid is able collect powerups for a shield that activates on enemy contact, rapid fire, and speed powerups. The player can also encounter a friendly dinosaur-looking robot that sells weapons and shields to Robo-kid using extra lives as currency.
- TECHNICAL -
Game ID : UPL-88013
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 5 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Atomic Robo-Kid was released in November 1988.
Act-3 main melody was taken from Gary Moore's Thunder Rising.
Omega Fighter, Atomic Robo-Kid / UPL [Pony Canyon / Scitron - PCCB-00038 - Aug 21, 1990]
Reviews:
[FR] November 1992 - Consoles+ No. 14: 91/100
- UPDATES -
In the export (non-Japanese) versions, the highscore table contains only 3 letters. The original Japanese version can contains an entire name.
- TIPS AND TRICKS -
* Choose Start Level :
1) After inserting a coin, press p1 attack button while pressing 1p start.
2) Enter the code (codes appear after Act5 at the beginning of the level).
- STAFF -
Game designer : Tsutomu Fuzisawa
Chief programmer : Toshio Arai
Character designers : Tsutomu Fuzisawa, Tokuhisa Tazima
Background designers : Noriko Nihei, Akemi Tsunoda
Effects : Kohji Abe
Compose & Music : Mecano Associates
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (1989) "Atomic Robo-Kid Special [Model UP01001]"
[JP] Sega Mega Drive (dec.1990) "Atomic Robo-Kid [Model T-24013]"
[US] Sega Genesis (dec.1990) "Atomic Robo-Kid [Model T-24016]"
[JP] Sony PlayStation 4 [PSN] (sept.29, 2016) "Arcade Archives - Atomic Robo-Kid [Model CUSA-05977]"
* COMPUTERS:
[US] Commodore C64 (1989) "Atomic Robo-Kid"
Atari ST (1990)
Commodore Amiga (1990)
[JP] Sharp X68000 (dec.20, 1990) "Atomic Robo-Kid"
- SOURCES -
Game's manual.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] After Burner II Update submitted by XtC
After Burner II (c) 1987 Sega.
After Burner is another Sega game rendered with their then-ubiquitous 3-D sprite-scaling technology; this time putting the player into the seat of a powerful F14 Tomcat jet fighter.
Players must fight their way through 21 colourful, fast-moving stages, shooting down waves of enemy fighters while avoiding the enemy's incoming missiles. The F14 is equipped with a machine gun and a limited number of homing missiles. The gun has infinite ammunition and targeting is achieved by maneuvering the Tomcat so that the targeting cursor situated just in front of the jet is placed over an enemy fighter.
To deploy missiles, the player must first 'lock-on' to the target, a sound will indicate that the lock has taken place and missiles should then be fired, these will home in on and destroy the locked-on enemy fighter.
Missile stocks are replenished at the end of every 2nd stage, either by the appearance of a large support plane that automatically links up with the player's jet fighter, or by landing on a military airstrip - which again happens automatically.
After Burner's straightforward shoot-em-up gameplay is simple and repetitive, but the game's incredible visuals ensured its success.
- TECHNICAL -
Deluxe cabinet dimensions : 80" (203cm) Deep x 53" (135cm) Wide x 69" (175cm) High. Weight : 800 lbs (362 kg)
Upright cabinet dimensions : 24,8" (63cm) Deep x 33,9" (86cm) Wide x 72,8" (185cm) High. Weight : 273 lbs (124 kg)
Sega X Board hardware
Game ID : 834-6335-02
Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
After Burner II was released in October 1987.
After Burner II was originally planned to have a World War II theme and be a realistic flight sim, but the idea was dropped because Yu Suzuki stated that 'it would not have fit the arcade scene.' A pure dogfighter was not his intention.
ABII is essentially the same game as "After Burner", but there are a few differences, mainly the fact that it is possible to control your plane speed.
In the cut-scenes that show your jet fighter landing on a landing strip in order to reload the missile supply, there are some special vehicles that will make a cameo appearance. In the first landing, you'll see a man riding the motorcycle from "Hang-On". and in the second landing, you'll see the famous Ferrari Testarossa-like car from "Out Run".
David Hernly holds the record for this game with 2,215,620 points on June 1, 2008.
Soundtrack album releases :
After Burner II (MJCAX-00007) (Marvelous Entertainment)
SEGA AGES SOUND TRACK THE BEST PLUS [PS2 SEGA AGES 2500 Series] (KDSD-00051~2)
After Burner 20th Anniversary Box (29/11/2007)
An ABII unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- SERIES -
1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)
- STAFF -
Designed by : Yu Suzuki (YU.), Satoshi Mifune
Music by : Hiroshi Miyauchi (HIR)
Staff : (KIM), (BIN), (SAD), (KEY), (Y.N)
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (Mar. 30, 1989) "After Burner [Model SS13-6200]"
[US] Nintendo NES (1989) "After Burner [Model TGN-011-AB]"
[JP] Sega Mega Drive (Mar. 20, 1990) "After Burner II [Model T-17013]"
[JP] NEC PC-Engine (Sep. 28, 1990) "After Burner II [Model NAPH-1011]"
Sega Super 32X [JP] (Jan. 13, 1995) "After Burner Complete [Model GM-4006]"
Sega Super 32X [US] (???. ??, 1995) "After Burner [Model 84507]"
Sega Super 32X [EU] (???. ??, 1995) "After Burner Complete [Model 84507-50]"
[JP] Sega Saturn (Sep. 27, 1996) "After Burner II [Sega Ages] [Model GS-9109]"
Sega Dreamcast [JP] (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (Mar. 18, 2004) "After Burner II [Sega Ages 2500 Vol.10] [Model SLPM-62446]"
* COMPUTERS:
FM Towns PC (1987) "After Burner"
Commodore C64 (1988)
Atari ST (1988)
[EU] Amstrad CPC (1988)
MSX [EU] (1988)
Commodore Amiga (1989) "After Burner"
Sinclair ZX Spectrum (1989)
[JP] Sharp X68000 (Apr, 26, 1989) "After Burner [Model DP-3205010]"
PC [MS-DOS, 3.5" Disks] [US] (1989) "After Burner"
Commodore Amiga (1990, "Amiga Champions")
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
* OTHERS:
LCD handheld game (1989) by Tiger Electronics.
LCD tabletop game (1989) by Tiger Electronics : 18 different levels of play.
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] 50 Lions Update submitted by XtC
50 Lions (c) 2002 Aristocrat.
A 5-reel video slot machine with an African theme.
- TECHNICAL -
Runs on Artistocrat MKVI hardware.
Main CPU: SH-4 (@200MHz).
Screen Orientation: Horizontal
Screen Resolution: 640 x 480 pixels.
Refresh Rate: 60Hz.
Xcite cabinet (16 button) layout, 1 credit buys 1 line version:
Top buttons:
Collect
Information
Top row buttons:
Gamble
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 4 Credits / Club
Spade
Bottom row buttons:
Take Win
Play 1 Line / Red
Play 12 Lines
Play 25 Lines
Play 38 Lines
Play 50 Lines / Black
Start Feature
Spin
1 credit buys 2 lines version:
Top buttons:
Collect
Information
Top row buttons:
Gamble
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 5 Credits / Club
Bet 8 Credits / Spade
Bottom row buttons:
Take Win
Play 2 Lines (1 credit) / Red
Play 10 Lines (5 credits)
Play 20 Lines (10 credits)
Play 30 Lines (15 credits)
Play 50 Lines (25 credits) / Black
Start Feature
Spin
MVP cabinet (14 button) layout:
Top row buttons:
Collect
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 4 Credits / Club
Spade
Bottom row buttons:
Information
Play 1 Line / Red
Play 12 Lines
Play 25 Lines
Play 38 Lines
Play 50 Lines / Black
Gamble
Take Win / Start Feature
1 credit buys 2 lines version:
Top row buttons:
Collect / Take Win
Bet 1 Credit / Heart
Bet 2 Credits / Diamond
Bet 3 Credits
Bet 5 Credits / Club
Bet 8 Credits / Spade
Bottom row buttons:
Information
Play 2 Lines (1 credit) / Red
Play 10 Lines (5 credits)
Play 20 Lines (10 credits)
Play 30 Lines (15 credits)
Play 50 Lines (25 credits) / Black
Gamble
Spin / Start Feature
- TRIVIA -
50 Lions was released in October 2002. It was the first of the 50 line games.
- TIPS AND TRICKS -
All pays are left to right including scatters.
Diamond appears on reels 2, 3, 4 and 5 and substitutes for all symbols except scatters.
Feature : Spin up 3 scattered Proteas to trigger the feature. An additional 5 free games can be won once during the feature, giving the player a maximum of 15 free games. If the Proteas are spun up more than once in the free games, only the scatter win is paid.
During the free games, one wild Diamond is progressively added to reels 2, 3, 4 and 5 for the remaining games. Additional Diamonds are placed underneath one another, forming a row of wild Diamonds in each reel. The player can have as many as sixteen Diamonds on the screen from as early as the third free game.
- PORTS -
* OTHERS:
Online slot (2012) "50 Lions"
- SOURCES -
Slot's ROM.
Accepted [+] [X] Gauntlet Update submitted by XtC
Gauntlet (c) 1985 Atari Games.
Gauntlet is a maze-based shoot-em-up for up to four players. Heavily influenced by classic fantasy conventions, players take on the role of either Thor the Warrior, Thyra the Valkyrie, Merlin the Wizard, or Questor the Elf and must play cooperatively as they explore and fight their way through the enemy-packed mazes. Competitive play is encouraged as players must fight for the limited amount of food, treasure, magic potions and power-up items that litter the dungeons.
Each of Gauntlet's four characters have different strengths and weaknesses: Thyra has the strongest armour, Thor is best at hand-to-hand combat, Questor has the fastest speed and Merlin has the most powerful magic attacks. The object of the game is simply to survive as long as possible while exploring Gauntlet's mazes in search of treasure, food, magic potions and, ultimately, the exit that leads to the next dungeon.
The potions - shown as blue bottles - that litter the levels offer either improved character abilities (such as 'speed' or 'extra shot power') or can be used as a 'smart bomb', destroying some or all of the on-screen monsters. Potions are also the only way to kill the game's 'Death' character that appears in many of the stages. Magic potions can be kept and used at the player's discretion by pressing 'Magic' button, although each potion can only be used once.
The first seven mazes are always the same, but from level 8 onwards, players will find themselves on any one of over a hundred different mazes. If players survive for long enough, the mazes will be repeated in a different order. How long a player lasts depends upon the player's 'health' level. Health continually depletes as time progresses and further health is lost by contact with various monsters or their projectiles. Health can be replenished by consuming the food found in the mazes or by inserting more credits. The many treasure chests that litter the levels can be plundered for points, and collecting treasure increases a player's score multiplier when two or more players are playing the game.
- TECHNICAL -
Game ID : 136037
Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.789772 Mhz), Texas Instruments TMS5220 (@ 650.826 Khz)
Control per player (4): 8-way joystick
Buttons per player (4): 2
- TRIVIA -
Gauntlet was released in October 1985.
Gauntlet was originally going to be called 'Dungeons' and was inspired not only by TSR's tabletop RPG, 'Dungeons & Dragons', but also by another Atari game called 'Dandy'. Dandy's creator, Jack Palevich, tried fruitlessly to get his name added to the list of credits in Gauntlet. In lieu of public recognition, Atari Games Corp gave Pelvich a Gauntlet cabinet, and he in turn agreed not to sue Atari.
Two character names were changed before release. The Valkyrie was originally named 'Amazon' and the Warrior was 'Hulk'" The first character art was produced on January 1, 1984.
Gauntlet's revolutionary, non-linear game-play gave players multiple choices, as they were no longer forced into taking a linear route through the game. Like 'Dungeons & Dragons', Gauntlet players could choose their own path, searching for keys, treasures, food and transporters to take them to other levels. Unlike most other games at the time, the player didn't always have to fight; a simpler route through the dungeon could sometimes be found, or players could simply try to make a run for it.
In the early '80s, arcades were struggling. Manufacturers created more elaborate games that operators could charge more money for ($.50!), but players were resistant to the increase. The question at Atari was: How do we get extra earnings? The idea with Gauntlet was that with four players you earn four times as much with every play. It was a drop-in/drop-out design so if someone died they could immediately rejoin or someone new could step in -- there was no down time, so the quarters just kept coming. Another choice made specifically to increase the coin drop: there was no end to the game. Gauntlet would recycle levels by flipping them horizontally and vertically once the players had run through all of them. Gauntlet was a big success in 1985. But the marketing team at Atari was actually worried about the four-player cabinet. They weren't sure four strangers would want to play a game together and they also had concerns about the four separate coin shoots (which were known to break easily). Confident in his game, Ed Logg convinced the marketing team to just go with it.
Another Gauntlet milestone was in the game's use of sound effects. Synthesized human voices had been used sporadically in games in the early eighties and while it had proved, on most occasions, to be moderately successful, was still considered something of a novelty. Gauntlet, however, revolutionized the concept of in-game speech and added immeasurably to the game's superb atmosphere. The deep timbre of Gauntlet's very own 'Dungeon Master' would guide players through the levels, informing them that 'Elf needs food, badly', or that 'Wizard is about to die' and the always-good advice that is 'Remember, don't shoot food.'
Note: The game contains exactly 212 sounds (including digitized voices, effects and musics).
It was common practice to test a new arcade game at select locations before wide release. The operator was given the cabinet for free, but in exchange they couldn't promote it (as a precaution against competition) and they would share the coin drop numbers of it and all the other machines at the location so that Atari could evaluate the new game's success against current games. But when Ed Logg came by to check on Gauntlet during its field test, he found developers from SEGA snapping photos of the cabinet. Atari pulled it from that location and didn't work with the operator henceforth. A year after Gauntlet's release in 1985, SEGA released a four-player arcade game called "Quartet" (although it was side-scrolling).
7,848 units were sold in the U.S. A few thousand more were sold in Japan and Europe. Even though Atari considered Gauntlet a success, earlier games like "Space Invaders" and "Ms. Pac-Man" sold hundreds of thousands of cabinets. One of Gauntlet's contemporaries from Atari, the excellent Temple of Doom game, sold just 2,800 copies.
Note : There were 20 officially released versions (see Updates section for detailed info), including 6 '2-player' versions and various Spanish, German and Japanese versions. Counting 4-player English variants alone, there were 7 releases with various bug-fixes.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GAUNTLET.
Charles Nagle holds the official record for this game with 4,401,169 points on March 28, 2003.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on September 21, 1991.
- UPDATES -
Revision 1 (4-players)
* First world release.
Revision 2 (4-players)
* Added an option called 'Disable Speech?' in the operator menu.
* Fixed some texts in attract mode.
Revision 3 (4-players)
* German release only.
Revision 4 (4-players)
* World release.
Revision 5 (4-players)
* World release.
Revision 6 (4-players)
* German release only.
* Added 'All walls turn into exits' trick (see 'Tips And Tricks' section).
* Added ability to stop the attract mode with the fire button.
Revision 7 (4-players)
* World release.
Revision 8 (4-players)
* German release only.
* Added an option called 'Reduce Text?' in the operator menu.
Revision 9 (4-players)
* World release.
Revision 10 (4-players)
* German release only.
Revision 12 (4-players)
* Japanese release only.
Revision 13 (4-players)
* Japanese release only.
Revision 14 (4-players)
* World release.
* Sequence of boards may be different : After Level 8, either every other level may be skipped (Level 9 = Level 10, Level 10 = Level 12, etc.), or every two levels may be skipped (Level 9 = Level 11, Level 10 = Level 14, etc.), or boards may be played in their normal order. (It may depend on the route taken to Level 8.)
Revision 15 (4-players)
* Spanish release only.
Revision 1 (2-players)
* German release only.
* Based on the latest 4-players revision.
Revision 2 (2-players)
* Japanese release only.
Revision 3 (2-players)
* World release.
Revision 4 (2-players)
* German release only.
Revision 5 (2-players)
* Japanese release only.
Revision 6 (2-players)
* World release.
- TIPS AND TRICKS -
* Hints for Game Play : The following hints will help you use your health more effectively and score more points per coin :
1) Play cooperatively.
2) Allow the player with the best ability to use magic (usually Merlin the Wizard, unless one of the other players has acquired the magic potion for extra magic) to pick up the magic potions.
3) Save keys and potions and use them conservatively.
4) Pay attention to your marching order. Allow the players with the best fighting ability and armor (usually Thyra the Valkyrie and Thor the Warrior) to lead the way and fend off attacks.
5) Avoid contact with the ghosts : they take away your health very quickly and you cannot fight them hand-to-hand.
* If you remain motionless (or basically aimless) and stall off about 30 health, all of the doors will open. Everybody knows this, and the game even tells you about it. The game doesn't tell you that if you stall off about 200 health, all the walls will turn into exits! (work on Revision 6 and +) The game designers had to include this because there are some levels which require you to pick up a key before you exit. If you are already filled up with keys, and the doors are all gone, then it would be IMPOSSIBLE for you to exit, and you would starve to death. What they didn't anticipate, is that certain levels of the game which are really difficult, which would require you to take massive health losses to finish, become very simple if all the walls are exits. Or they can be effectively skipped altogether. Because the game has Monty-Hall levels with lots of food on them, you can use this cheat to only play levels which are a wash or increase your health dramatically, and cut your losses to 200 on all the really hard levels.
* The best character to play, in the LONG run, is Questor. His magic is just as good as Merlin's and his fight ability as good as Thor's. His ability to shoot through cracks in addition to all this (when he has the power potions) makes him the best. Thyra is the worst, although some people regard this as a challenge...
* To manipulate the point value of Death, shoot him. Death's point value takes the following progression : 1000-2000-1000-4000-1000-6000-1000-8000, and then back to start. His value keeps from the previous game.
* You can kill Death painlessly by teleporting on top of him.
* If a previous game ended beyond Level 8, Level 8 in the next game becomes the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score.
- SERIES -
1. Gauntlet (1985, Arcade)
2. Gauntlet II (1986, Arcade)
3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers)
4. Gauntlet [Model NES-GL-USA] (1988, NES)
5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx)
6. Gauntlet III - The Final Quest (1991, Atari ST)
7. Gauntlet 4 (1993, Mega Drive)
8. Gauntlet Legends (1998, Arcade)
9. Gauntlet Dark Legacy (2000, Arcade)
10. Gauntlet Seven Sorrows (2006, PS2/XBOX)
- STAFF -
Designer / Programmer : Ed Logg (ED )
Game programmer : Bob Flanagan (BF )
Video graphics : Video graphics : Sam Comstock (SWC), Susan G. McBride (SGM), Alan Murphy, Will Noble, Dave Pettigrew (D F)
Engineer : Pat McCarthy (PMC)
Technician : Sae Oh (SMO), Cris Drobny (CAD)
Sound designers : Hal Canon (HAL), Earl Vickers (EAR)
Cabinet designer : Ken Hata (KEN)
- PORTS -
* CONSOLES:
[EU] Sega Master System (1990) "Gauntlet [Model 25006]"
[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 (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
Microsoft XBOX 360 [XBLA] [US] (nov.22, 2005) [Retired in 2010]
Microsoft XBOX 360 [XBLA] [EU] (dec.2, 2005) [Retired in 2010]
Microsoft XBOX 360 [US] (nov.6, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [US] (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [EU] (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69P-EUR]"
[US] Nintendo GBA (nov.3, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69E-USA]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
[US] [EU] [AU] Nintendo DS (Unreleased)
* COMPUTERS:
BBC Micro [EU] (1984)
Atari XL/XE [Cassette] [EU] (1985)
Atari XL/XE [Disk] [US] (1985)
Commodore C64 [Disc] [US] (1986)
Commodore C64 [Tape] [EU] (1986)
Tandy Color Computer [US] (1986) "Gantelet"
[JP] MSX (1986)
Atari ST [US] [EU] (1985)
[EU] Amstrad CPC (1987)
Apple IIGS [US] (1987)
Amstrad CPC [Tape] [EU] (1987) "Les Tresors d'U.S.GOLD"
Amstrad CPC [Disc] [EU] (1987) "Les Tresors d'U.S.GOLD"
Commodore C64 [Tape] [EU] (1987) "Les Tresors d'U.S.GOLD"
Commodore C64 [Disc] [EU] (1987) "Les Tresors d'U.S.GOLD"
Sinclair ZX Spectrum [Tape] [EU] (1987) "Les Tresors d'U.S.GOLD"
Sinclair ZX Spectrum +3 [Disc] [EU] (1987) "Les Tresors d'U.S.GOLD"
Amstrad CPC [Tape] [EU] (1988) "Arcade Force Four"
Amstrad CPC [Disc] [EU] (1988) "Arcade Force Four"
Commodore C64 [Tape] [EU] (1988) "Arcade Force Four"
Commodore C64 [Disc] [EU] (1988) "Arcade Force Four"
Sinclair ZX Spectrum [Tape] [EU] (1988) "Arcade Force Four"
[EU] Atari ST (1988) "Arcade Force Four"
[EU] Amstrad CPC (198?) "El Lingote"
[EU] Amstrad CPC (198?) "Gauntlet And Gauntlet II [Limited Edition]"
[EU] Amstrad CPC (1988) "History In The Making"
[EU] Sinclair ZX Spectrum (1988) "History In The Making"
[EU] Commodore C64 (1988) "History In The Making"
[EU] Amstrad CPC (1988) "Les Geants De L'Arcade"
PC [MS-DOS] [US] (1988)
[EU] Amstrad CPC (1990) "Micro Club No.02"
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
LCD handheld game [US] (1988) by Tiger Electronics : contains 9 stages in your quest to find the long-lost Sacred Orb. There are 5 different worlds for your search through and battle evil demons : The Castle, The Dark Forest, The Lost Caverns, The Unseen, and Volcana.
Mobile Phones [US] (sept.8, 2004)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Centipede [Upright model] Update submitted by XtC
Centipede (c) 1981 Atari.
Centipede is a vertically oriented single screen shoot-em-up in which the aim is to use the 'Bug Blaster' to shoot the centipedes that snake down towards the bottom of the screen to amass as high a score as possible.
The play-field is littered with randomly placed mushrooms and the rapidly descending Centipede changes direction when it runs into a mushroom. When a segment of the Centipede is shot, the segment is destroyed and a mushroom appears in its place, the Centipede then breaks into two smaller centipedes, each with its own head, and continues its descent.
Players can move the Bug Blaster vertically as well as horizontally, although only for the lower fifth of the play-field. Mushrooms can also be shot for points and to clear blocked areas. Once a Centipede reaches the bottom of the screen, it starts snaking back up, but remains within the lower section of the play-field near the player's Bug Blaster.
Additionally, any Centipede that reaches the very bottom of the screen without being shot releases its tail section which then becomes a new head. Other new heads also enter the screen from the bottom corners of the play-field as time progresses.
Randomly moving Spiders also appear in the first wave. Spiders can destroy any mushrooms they move over, eliminating many mushroom targets for a player. If the Bug Blaster and a Spider collide, both are destroyed. the Spider either moves at a 45-degree angle or vertically up and down, never simply left or right like the centipede does.
A bombardment of Fleas appears from the second wave onward. As a Flea descends, it leaves a trail of new mushrooms behind it. Fleas appear when a certain number of mushrooms remains at the bottom of the screen. This number increases as the game progresses, meaning Fleas appear more often later on in the game. The Bug Blaster must hit a Flea twice to destroy it; the first shot simply speeds up its descent.
When a Centipede with fewer than eleven segments appears, a Scorpion enters from either side, moving at a relatively slow speed. As the player earns more points, the Scorpion's speed increases. As the Scorpion travels across the screen, it 'poisons' the mushrooms that it moves over and changes their colours. These mushrooms cause any Centipedes that would collide with them to head straight towards the bottom of the screen, rather than continue snaking left and right. The Bug Blaster can stop a poisoned Centipede by shooting its head.
If a player earns at least 60,000 points, two things happen to increase the challenge: the Fleas descend at a faster speed and the Spiders restrict their movement to a smaller area at the bottom of the screen.
- TECHNICAL -
Game ID : 136001
Height: 71 in. (180.34 cm)
Width: 26.75 in. (67.95 cm)
Depth: 25.25 in. (64.14 cm)
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : POKEY (@ 1.512 Mhz)
Players : 2
Control : trackball
Buttons : 1 (FIRE)
- TRIVIA -
The original Upright model of Centipede was released in June 1981 (even though the copyright at the bottom of the screen in the game's attract mode says 1980), selling at an MSRP of $1995. Exactly 46,062 units were produced. It's Atari's second bestselling coin-op game.
It was an Atari coin-operated game that swiftly won a wide following in the arcades. Apart from its smooth game play, Centipede was praised for its refreshing approach to screen colors and for its whimsical mushroom world.
Centipede was the first coin-op game to be designed by a woman - Dona Bailey. But Ed Logg did the majority of the work on Centipede; Dona only came up with the prototype idea, where the mushrooms were indestructible and it was more like "Space Invaders". Like "Pac-Man", this game has special appeal to women.
* The Creation of Centipede : Centipede was written by veteran Atari designer Ed Logg, who has become something of a legend in the world of video games, and a young game programmer who was credited with bringing a gentler touch to the world of video games with the enchanted mushroom patch.
Steve Calfee : 'Ed Logg is the world's greatest games designer. He's done the most, the best games. His line up starts with "Asteroids", which probably still is the biggest run we ever did. He's in [a long line of games]. He's kind of like Pete Rose; he has the most hits and he's also probably got the most strike outs. He just goes up to bat.'
* Remembrances from the Video Game Masters : The mushroom patch with its tenacious, never-say-die centipedes, bouncing spiders, mushroom-laying fleas and transforming scorpions provided an imaginative leap for players, just as did the hoards of aliens in "Tempest", the outer space adventures of "Asteroids", the eerie battlefields of "Battlezone" and even the frightful scenarios of "Missile Command". Of these times, and the games that emerged from Atari, Rich Adam said : 'We were a young group of fun people who were sort of treading on untrodden territory. We were out exploring what technology could do to entertain adolescent minds, and we were adolescent minds.'
In the early days of personal computers, before they became commonplace, and before sophisticated gaming programs were available for them, the arcades (and wherever else the coin-operated games were located) were the portals into these new fantasy worlds. And a river of quarters carried players into the electronic realms. Dan Pliskin described the coin-operated video game business as follows : "It was a wacky, extremely competitive business. I was there when coin-operated games were earning $8 billion in quarters a year. These games were out-grossing the record industry and the movie industry combined, in quarters! And when you looked at who was manufacturing these games, it was just a couple of Japanese companies and a few American companies.... There was incredible competition, all for kids' lunch and church money!"
The quarters are still rolling in. Dan Pliskin continued : "People say that video games have already seen their heyday and business has definitely gone downhill. Maybe it has gone downhill. Maybe it's only $4 billion worth of quarters now. It's still one heck of an industry."
* Popular from the Start : The prototype games were hand-built, wire-wrapped, one-of-a kinds that were created by the development team prior to ordering the circuit boards for the mass-produced versions. With just a single machine, people would come in at all hours of the night to play a new game.
Dan Pliskin : 'One of the things that kind of allowed everybody at Atari to have kind of a loose and enjoyable relationship was that management was kind of loose, too. An example of that happened with one of Howard Delman's games. I can't remember which one it was, but we sent the one and only prototype wire-wrapped version of Howie's game off to the AMOA (Amusement and Music Operators Association) show with strict orders not to sell it.'
Of course the game was sold anyway, and a new prototype had to be assembled back at the labs. Dan Pliskin continued : 'Several months later Howie gets a call from the person who bought this game. It had stopped collecting money and he wanted to know how to change the settings to make it play longer, or something, to see if it would earn more money. Howie had to tell the guy that if it ever collected any money at all, it was a miracle because it didn't have any coin routines at all. It had none, because we had wired it for free-play when we sent it to the AMOA show!'
* The Great 25-Cent Escape : Especially in the early 1980s a great many newspaper and magazine articles were written about the meaning of and possible consequences of the wave of video games that seemed to allure so many kids, and adults, to the arcades. But at the heart of it might have been the promise of a quick escape into another world.
Rich Adam : "I kind of figured out, maybe years after the fact, what I think the lure of video games is. It's because people have so little control over their lives. This is especially true with kids, but even adults often have little control over the day-to-day part of their lives. You have to go to work. You don't get to control that much of your life. But for a quarter you can control this very complex machine. You can command it. For a quarter that's quite a bargain, to be able to do that for five minutes... When you're good at a game it gives you an incredible sense of power over the whole environment.".
Centipede was the 1st UL (Underwriter's Laboratories) approved game.
Jim Schneider holds the official record for this game on 'Marathon' settings with 16,389,547 points on August 1, 1984.
Donald Hayes holds the official record for this game on 'Tournament' settings with 7,111,111 points on November 5, 2000.
Note 1 : The upright side artwork features a grasshopper, while it is not present during game-play. In test mode you can cycle through the different graphical objects used in the game (the player, a mushroom, a spider, a scorpion, a flea and a grasshopper). Grasshopper?! Yes, the game was to originally have had grasshoppers but they were taken out. You can still see them in the test however.
Note 2 : 'Centipede' is also the name of a terrifying, man-eating monster of the size of a mountain. This Japanese legend say that the dragon king of that particular lake asked the famous hero Hidesato to kill it for him. The hero slew it by shooting an arrow, dipped in his own saliva, into the brain of the monster. The dragon king rewarded Hidesato by giving him a rice-bag; a bag of rice which could not be emptied and it fed his family for centuries.
Centipede inspired a catchy hit song by Buckner and Garcia called 'Ode To A Centipede' released on the 'Pac-Man Fever' album.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including CENTIPED.
A Centipede unit appears in the 1982 movie "Fast Times at Ridgemont High", in the 1983 movie "WarGames", in the 1983 movie "James Bond 007 - Never Say Never Again", in the 1983 movie "Joysticks", in the 1984 movie "Body Double", in the 1985 movie "Teen Wolf", in the 1986 movie "Running Scared", in the 1987 movie "Death Wish 4 - The Crackdown", in the 1995 movie "Species" and in the 1996 movie 'House Arrest'.
In 1982, Atari released a set of twelve collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
MB (Milton Bradley) released a boardgame based on Atari's Centipede.
A Reimagined version of the Centipede franchise, was launched for the Nintendo 3DS and Nintendo Wii under name of "Centipede Infestation".
- SCORING -
Mushrooms & Poisoned Mushrooms : 1 point (Takes four hits to destroy)
Centipede (Body) : 10 points
Centipede (Head) : 100 points
Flea : 200 points (Takes two hits. First hit speeds it up, second hit destroys it)
Spider : 300, 600, 900 points (Points increase the closer the Spider is to the Bug Blaster when hit)
Scorpion : 1,000 points
When the mushroom patch is reset after a player loses a life, each partially destroyed/poisoned mushroom that is restored awards the player 5 bonus points.
- TIPS AND TRICKS -
* When you start the game, you will be put in the middle at the bottom of the screen. You have an area five mushrooms high (about 20% of the playing area) to maneuver your Bug Blaster in. The game will start when the enemies enter the screen. Know your enemies! This is the single most important aspect of this game. If you don't know how each of the enemies behave, you won't last long. The enemies are :
1) Centipede (Body and Head) : Goes back and forth across the screen. Will drop to the next level when it encounters a mushroom or the side of the game field. It will go all the way to the bottom when it hits a poisoned mushroom.
2) Spider : These appear from the top left or right of the player area. They will either bounce across the player's area at 45-degree angles or bounce in at a 45-degree angle, bounce up and down a couple of times, go to the middle at a 45-degree angle, bounce up and down a couple of times, then finally go to the right side (at a 45-degree angle), bounce up and down, then exit the area. They destroy mushrooms they cross over.
3) Flea : These appear in Wave 2. They will appear when you have cleared out most of the mushrooms in the player area.
4) Scorpion : These appear in Wave 3. They go across the screen and poison all the mushrooms in their path.
* The Centipede will start out as a head and eleven body segments on Wave 1. Wave 2 will be a head with ten body segments and a head that enters from the opposite side. Wave 3 will be a head with nine body segments and two heads that enter from opposite sides. This progression keeps going until Wave 12 when all that enter the screen are heads. The progression then starts back up again in a never ending cycle.
* You must eliminate the Wave 1 Centipede only once. Then, until you score reaches 40,000 points, you must destroy each subsequent Centipede wave twice--first as the Centipede moves slowly towards you, then as it moves fast. After your score reaches 40,000 points, each Centipede will only need to be destroyed once.
* Shooting the Centipede can have two effects :
1) If you shoot the head, that part turns into a mushroom and the next segment becomes the new head and the Centipede will travel in the opposite direction (since it hit the newly-created mushroom).
2) If you shoot the middle of the body, then the segment hit will become a mushroom. The old Centipede will continue in the same direction. The new Centipede will develop a head at the next segment after the break and head off in the opposite direction.
* A good strategy to ensure you destroy the Centipedes in one stroke and to keep the Fleas at bay is to create 'mushroom corridors'. Mushroom corridors are basically corridors between two rows of mushrooms where you can funnel the Centipede down and destroy it when it is moving head-first at your Bug Blaster.
* A good defense against the Flea is to keep a certain amount of mushrooms on the screen. There is no hard set value but when the Fleas don't come down, you have enough. This number gets higher as your score increases.
* Speaking of score, Fleas start traveling faster after 60,000 points.
* Watch out for the Spiders. They enter at either the top or bottom corners. Your Bug Blaster may be in the way if this happens. In addition to collisions, the Spiders wipe out all mushrooms that are in its path. This can create problems when you are creating mushroom corridors. It can also cause the Fleas to appear since you won't have many mushrooms in the player area.
* Spiders are unpredictable, so be careful. Sometimes they pounce using long, high leaps and sometimes it bounces in a series of short jumps. Aim your shots and plan your moves based on where the Spider is, and not where you think it is going.
* Remember that Spiders never turn back. Once one passes your Bug Blaster on its journey from one side of the mushroom patch to the next, you can ignore it. If the Spider emerges from the right side of the screen, it will work its way toward the left side of the screen, and vice versa. It may pause along its way to bounce straight up and down, but it will never reverse direction.
* Blast the Fleas! They are relatively easy to pick off, especially once you get good at moving your Bug Blaster smoothly across the bottom of the screen. Be careful, though! It takes two shots to kill a Flea and after the first hit the falling speed increases.
* Blast the Fleas as soon as you can. Stop them from laying mushrooms because you'll just have to blast them out of the way later. The more mushroom on the screen (especially in the player area), the more quickly the Centipedes work their way to the bottom.
* If you don't like Fleas, always leave five mushrooms in your area (out of your line of fire). Fleas stop falling when there are five or more mushrooms in the player area. But be on the lookout for Spiders. They destroy mushrooms and if the count drops below five, the Fleas start falling again.
* Keep track of where the Scorpions move across the screen. As soon as the Centipede hits a poisoned mushroom, it will immediately head for the bottom of the screen. The only way to stop this headlong plunge is to shoot it in the head. In the later waves, it is not uncommon to have multiple Scorpions going across the screen. They also provide the most points in the game, but they are hard to get. Often rows of mushrooms protect them.
* Play the cycles. As the waves progress and more Centipede segments are entering the mushroom patch as independent heads, put more effort into blasting the heads than into chasing Fleas and Spiders. If your area gets too crowded with Centipede heads, you'll have to move your Bug Blaster with exceptional speed and smoothness to stay alive.
* If you get unlucky and let the Centipede into your area, you need to destroy it before it gets to the bottom of the player area. Once it reaches the bottom, it will ascend (it will never leave the player area, though). If it does reach the bottom of the player area, another head will come out from the opposite side to start its back and forth march across the screen. This will continue until you destroy all the Centipede parts in the player area or until your Bug Blaster is destroyed.
* If your Bug Blaster gets destroyed, all partially shot up mushrooms are regenerated, all poisoned mushrooms are restored to normal, and you start at the beginning of the wave you got killed on.
* Depending on machine set up, all enemies (except the Centipede and Flea) speed up at the 1,000 or 5,000 point mark.
* Bottom Side Tunnels : To perform this trick, you must do the following...
1) When the Centipede is one row over the player's area (fifth mushroom up), go to the opposite side that the Centipede is on.
2) When the Centipede turns around, it will be in the player's area. It then will make it to the side you are on. Right when it hits the side of the screen and turns around, shoot it. This creates a mushroom and forces the Centipede to turn around and go down one level.
3) Again, after the Centipede hits the wall, shoot it, create a mushroom, and force it down another level.
4) Continue to do this until you have only the bottom part left. There are two ways to do this :
a) If you get killed by the Centipede, this will also create a mushroom and you will have a vertical line of mushrooms along one of the side.
b) If you are quick, you can pick off the Centipede and create this last mushroom.
5) Repeat this for the other side.
6) Regardless of how you create this 'Side Tunnel', you will now have a trapped Centipede since the only thing it can do is go up and down within the player's area. New heads that come out will also be trapped.
7) Now you can pick off enemies at your leisure. The only enemy you need to make sure you take out is the Spider since it can wipe out part of your 'Side Tunnel'.
8) Good players consider this 'cheating' since it basically lets the player have free reign over the game.
* Central Tunnel : This trick works along the same line as the 'Bottom Side Tunnel' trick. The difference is that you create a tunnel down the center of the screen...
1) When the Centipede starts its descent, hit it. This will cause it to reverse direction after hitting the new mushroom.
2) After going one or two mushroom lengths, hit it. Again, this will cause it to reverse direction.
3) Continue to do this until you have built a 'tunnel' that touches the player's area.
4) Also make sure you build up mushrooms to the left and right of the tunnel to prevent the Fleas from coming down and depositing their random mushrooms.
5) From this point on, when the Centipede approaches your tunnel, all it will take is one hit to force it to descend. In a sense, you are causing the same effect that a Scorpion causes, but on your terms.
6) Since you are keeping the top left and right areas clear, it should take a longer time for the individual heads to make it to the player's area.
7) It will take a few waves to build up your areas. Once built up, you should be the master of the game.
8) As for the other tunnel, make sure you take care of the Spiders when they first enter so they don't do any damage to your 'Central Tunnel'.
9) Also make sure that you keep your tunnel cleared out by destroying any stray mushrooms within it.
* Fortress : If you are patient, you could build a mushroom fortress around your Bug Blaster. Then all you would do is shoot Spiders for the rest of the game.
- SERIES -
1. Centipede (1981)
2. Millipede (1982)
3. Centipede (1998, PC CD-ROM; 1999, PlayStation/Dreamcast; 2001, Apple Macintosh)
4. Centipede Infestation (2011, Wii/3DS)
5. Centipede Origins (2012, App Store/Android)
- STAFF -
Designed & Programmed By : Dona Bailey (DCB), Ed Logg (ED )
Project leader: Chris Downend (CAD)
Technician : Dave Wiebenson (DEW)
Management : Erik Durfey (EJD), Don Wrightnour (DFW)
Support programmer : Dave Theurer (DFT), Greg Rivera (GJR)
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982) "Centipede [Model CX2676]"
Atari 2600 [EU] (1982) "Centipede [Model CX2676P]"
[JP] Atari 2600 (oct.1983)
[US] Atari 5200 (1982) "Centipede [Model CX5215]"
Atari XEGS
Colecovision [US] (1983) "Centipede [Model 70004]"
Mattel Intellivision [US] (1983) "Centipede [Model 70254]"
[US] Atari 7800 (1987) "Centipede [Model CX7801]"
[EU] Sega Master System (1992) "Arcade Smash Hits [Model MK-27032-50]"
[US] Sega Genesis (1996) "Arcade Classics [Model MK-1715]"
[EU] Sega Mega Drive (1996) "Arcade Classics [Model MK-1715-50]"
[US] Sony PlayStation (dec.31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
[EU] Sega Saturn (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
[US] Sega Saturn (june.30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
[EU] Sony PlayStation (dec.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]"
[US] Nintendo SNES (aug.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]"
[EU] Nintendo SNES (feb.26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[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]"
Microsoft XBOX 360 [XBLA] [US] [EU] (may.2, 2007) "Centipede / Millipede"
[US] Sony PlayStation 4 (oct.18,2016) "Atari Flashback Classics Vol.1"
[US] [EU] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.1"
* HANDHELDS:
Atari Lynx [US] [prototype only]
[EU] Nintendo Game Boy (1992) "Centipede [Model DMG-CZ-FRG]"
[US] Nintendo Game Boy (dec.1992) "Centipede [Model DMG-CZ-USA]"
[US] Nintendo Game Boy (aug.1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPE-USA]"
Nintendo Game Boy [UK] (aug.1995) "Arcade Classic No. 2 - Centipede & Millipede [Model DMG-ACPP-UKV]"
Sega Game Gear [US] (1996) "Arcade Classics"
[US] Nintendo Game Boy (1998) "Centipede [Model DMG-AC4E-USA]"
Nintendo Game Boy Color [US] (1998) "Centipede [Model DMG-AC5E-USA]"
Nintendo Game Boy Color [EU] (nov.30, 1998) "Centipede [Model DMG-AC5P-EUR]"
[US] Nintendo GBA (mar.25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
[EU] Nintendo GBA (feb.14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]"
[UK] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]"
[EU] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]"
[US] Nintendo DS (mar.16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]"
[JP] Nintendo DS (june.30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]"
[US] Nintendo GBA (aug.21, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZE-USA]"
[EU] Nintendo GBA (sept.9, 2005) "3 Games in One! Breakout - Centipede - Warlords [Model AGB-B6ZP]"
[AU] Nintendo DS (nov.2007) "Retro Atari Classics [Model NTR-ATAE-AUS]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"
* COMPUTERS:
[US] Atari 800 (1982) "Centipede [Model CXL4020]"
BBC Micro [EU] (1982)
Tandy Color Computer [US] (1982) "Katerpillar Attack"
Tandy Color Computer [US] (1982) "Caterpillar"
Tandy Color Computer [US] (1982) "Colorpede"
Tandy Color Computer [US] (1983) "Megapede"
Tandy Color Computer [US] (1983) "Color Caterpillar"
[US] Apple II (1983)
PC [Booter] [US] (1983) "Bug Blaster", a part of the "Friendlyware PC Arcade" suite
PC [MS-DOS, 5.25"] [US] (1983) "Centipede"
PC [MS-DOS] [US] (1983) "Centipede" by R. J. Grafe
Commodore VIC-20 [US] (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Centipede [Model RX8505]"
Memotech MTX 512 [EU] (1983) "Kilopede"
BBC B [EU] (1983) "Bug Blaster" by Alligata
TI99/4A [US] (1983) "Centipede [Model RX8503]"
Sinclair ZX-Spectrum [EU] (1983) Vectis Software
Sinclair ZX-Spectrum [EU] (1983) "Spectipede" by R&R Software Ltd
[EU] Sinclair ZX Spectrum (1983) "Centi-Bug" by Dk'tronics
[EU] Amstrad CPC (1986) "Killapede" by Players
[EU] Atari ST (1992)
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade"
PC [MS-DOS] (1997) "ChampCentiped-em" by CHAMProgramming
[EU] PC [MS Windows, CD-ROM] (1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.13, 1999) "Atari Arcade Hits 1"
[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] (2003) "Centipede & Battlezone"
[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:
Tiger Game.Com [US] (1999) [Model 71-755]
Mobile phone [Motorola T720] (2002)
Mobile phone [US] (june.13, 2003) by iFone Limited
Mobile Phones [US] (jan.1, 2005) "Atari Legends Vol 1"
[US] Nokia N-Gage (feb.2006) "Atari Masterpieces Vol. II"
[EU] Nokia N-Gage (mar.30, 2006) "Atari Masterpieces Vol. II"
Mobile phones [US] (2006)
Apple iPhone/iPod [US] (dec.5, 2008) "Centipede [Model 298862196]"
Apple iPhone/iPod [US] (jul.27, 2010) "Centipede 3GS [Model 382292863]"
Apple iPhone/iPod [US] (feb.9, 2011) "Centipede Ultra [Model 416011864]"
Apple Store [US] (2012) "Atari Greatest Hits"
Google Play [US] (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Game's picture.
Centipede 3-D Instruction Manual
Centipede Help file from Microsoft Arcade
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Ball [Model AC-01] Update submitted by XtC
Ball (c) 1980 Nintendo Co., Ltd.
The player tosses three balls in the air. As the balls fall, the player must catch and toss them up again. One point is earned for each successful catch. A dropped ball will display a broken ball and end the game. The object is to continuously catch the balls that fall and throw them back up, as in juggling.
- TECHNICAL -
Model AC-01
- TRIVIA -
Ball was released on April 28, 1980 in Japan. It was the first Game & Watch game by Nintendo.
Though Ball was not the most successful game in the franchise, it is perhaps the most important. Ball has been a failure, the future of the franchise and conceivably the company's video game business would have possibly been less likely to survive.
- PORTS -
* CONSOLES:
Game Boy Color (1997) "Game Boy Gallery"
Game Boy Color (1998) "Game & Watch Gallery 2 [Model DMG-AGLE-USA]"
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGM-243] Update submitted by XtC
幕末浪漫第二幕 月華の剣士 ~月に咲く華、散りゆく花~ (c) 1998 SNK Corporation.
(Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana)
Much-acclaimed swordplay fighter with sixteen selectable characters and one end boss. Another SNK triumph!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-243
[SNK MVS Neo-Geo Controls]
2 Players - 4 buttons Per Player.
=> [Joystick] 8-Way, [A] Weak Slash, [B] Strong Slash, [C] Kick, [D] Repel
- TRIVIA -
Released on November 25, 1998 in Japan.
The title translates from Japanese as 'Bakumatsu Romance Episode II - Swordsman of the Moonlight: On the Moon a Flower Blooming, a Petal Falling'.
This game is known outside Japan as The Last Blade 2.
Kojiroh Sanada is a homage to an ancient Chinese legend about a girl disguising herself as her father (the same story was also used in the Disney movie Mulan).
Lee Rekka is a homage to the Cantonese hero, Wong Fei Hung.
Akari and Juzoh are the comedic relief characters in the Gekka series : If Akari is fighting someone other than Juzoh, Juzoh can be seen next to the elephant. If Akari is fighting Juzoh, Akari's three friends (Hijiri Nanase, Aoi Yahata and Shizuka Kujou) can be seen next to the elephant. If Juzoh is fighting someone other than Akari, Akari can be seen with her friends.
Soundtrack releases:
[JP] December 18, 1998; Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana [PCCB-00350] - Pony Canyon
[JP] January 07, 2000; Bakumatsu Roman Dai Ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiri Yuku Hana [Arrange Sound Trax] [PCCB-00353] - Pony Canyon
- UPDATES -
In the original (Japanese) version of Last Blade 2, each of the 3 modes is described by one kanji : Chikara (red), Waza (blue) and Kiwame (green). Chikara means 'strength', Waza 'skill' and Kiwame 'extreme'.
These 3 modes were made into 'Power', 'Speed' and 'EX', respectively, for their English release.
However, one case where the modes were literally translated remain.
If you look at the English 'How To Play' intro in Last Blade 2, you will see 'Strength and Skill' where they should have said 'Power and Speed'.
A slight mistake in the English renaming, or a tribute to the Japanese and therefore correct, names.
- TIPS AND TRICKS -
* Play As Kaede From Last Blade:
Highlight Kaede at the character selection screen, then press C(x9), B, C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.
* Play As Kouryu:
Highlight Kaede and press C(x10), B(x5) and C(x5). You must input the correct button sequence in LESS THAN FOUR SECONDS!
* Hagure Hitogata Appearance:
Highlight Akari at the character selection screen, then press C(x8), B(x9), C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.
* Naoe Kotetsu Appearance:
Highlight Shigen at the character selection screen, then press C(x5), B(x10), C(x2). You must input the correct button sequence in LESS THAN FOUR SECONDS! - A sound will confirm correct code entry.
* Time Attack Mode:
Insert a coin, hold A+B+C+D and press Start.
* Unlock EX Mode:
At the mode selection screen, highlight Speed and press C(x6), highlight Power and press B(x3), highlight Speed and press C(x4). You must input the correct button sequence in LESS THAN FOUR SECONDS!
* Ending variations:
-Hibiki: If you get 6 fatalities/decapitation kills before the last boss, you'll unlock an alternative ending.
-Setsuna: Get the same decapitation kills with Setsuna and his ending will be in full color instead of the usual brown tinted color.
-Lee: Finish the game without using a continue to see an alternative ending.
* Alternative Credits:
Finish the game without using a continue and you'll see artworks of every character during the credits.
* Contest?:
If you finish the game in one credit, a password is given to you (The Password is ELEPHANT). This password can be entered in the official LB2 Internet page. This contest was available between November 1998 and April 1999.
- SERIES -
1. Bakumatsu Rouman - Gekka no Kenshi [Model NGM-234] (1997)
2. Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGM-243] (1998)
- PORTS -
Notes: Home versions (except AES version) features Musashi Akatsuki as a hidden character.
* CONSOLES:
[JP] SNK Neo-Geo AES (jan.28, 1999) "Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGH-243]"
[US] SNK Neo-Geo AES (jan.28, 1999) "The Last Blade 2 [Model NGH-243]"
[JP] SNK Neo-Geo CD (feb.27, 1999) "Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi: Tsuki ni Saku Hana, Chiriyuku Hana [Model NGCD-243]"
[JP] Sega Dreamcast (dec.21, 2000) "Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi [Final Edition] [Model T-3107M]"
[US] Sega Dreamcast (aug.6, 2001) "The Last Blade 2: Heart of the Samurai [Model T-44305M]"
[JP] Sega Dreamcast (may.23, 2002) "Bakumatsu Rouman Dai-ni Maku - Gekka no Kenshi [Final Edition] [Model T-47301M]"
[JP] Sony PS2 (jan.12, 2006) "Gekka no Kenshi 1-2 [NeoGeo Online Collection Vol.2] [Model SLPS-25503]"
[JP] Sony PS2 (june.21, 2007) "Gekka no Kenshi 1-2 [NeoGeo Online Collection The Best] [Model SLPS-25792]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Arkanoid Update submitted by XtC
Arkanoid (c) 1986 Taito Corp.
After a sudden alien assault, the Arkanoid spaceship has been destroyed and the only survivor, the small 'Vaus' space vessel, has been mysteriously trapped in another dimension by an unknown enemy. The player is charged with helping the 'Vaus' overcome the security systems, as well as the many enemies that guard them, before finally finding and destroying 'DOH', the alien responsible for the attack.
Arkanoid is an update of the early ball and paddle video games - and specifically of Atari's 1978 classic, "Super Breakout" - in which the player takes control of a paddle at the bottom of the screen and must use it to deflect a ball into rows of bricks at the top of the screen, thus destroying them and, eventually, clearing the screen to progress to the next level.
As well as impressive and colourful graphics, Arkanoid introduced a number of new elements to the classic bat 'n' ball gameplay. Certain bricks, when destroyed, would release a power-up - in the form of a falling capsule. the player had to catch the capsule to retrieve the power-up. Among the many enhancements the power-ups provided were an increased 'bat' size, multiple balls, 'sticky' ball (which would stick to the bat and could be released when the player chose) and even a laser, which allowed the player to shoot the bricks.
- TECHNICAL -
Prom Stickers : A75
Main CPU : Zilog Z80 (@ 6 Mhz), Motorola M68705 (@ 500 Khz)
Sound Chips : General Instrument AY8910 (@ 1.5 Mhz)
Players: 2 (alternative)
Control: Spinner
Buttons: 1
=> Fire - Used to launch the energy ball at the start of each new round and each new life, to relaunch the energy ball after it is caught by the vaus when the C (Catch) pill is in effect, and to fire lasers when the L (Laser) pill is in effect.
- TRIVIA -
Arkanoid was released in July 1986 in Japan.
Arkanoid has remained a popular game and is commonly cloned by aspiring game developers in freeware and shareware titles. Many companies have also regularly cloned the game in arcades.
Arkanoid's popularity led to it being featured in "Rainbow Islands - The Story of Bubble Bobble 2", which has a whole level (four stages in all) dedicated to the game, including DOH as the level boss.
Nick Mollison holds the official record for this game on extremely hard settings with 1,156,930 points on September 7, 2008.
Zack Hample holds the official record for this game on normal settings with 1,658,110 points on March 13, 2000.
An Arkanoid unit appears on the sitcom 'Married... With Children'; Season 6, Episode 4 (Cheese, Cues and Blood).
Official releases:
Taito's Arkanoid
Taito America's Arkanoid
Taito's Tournament Arkanoid
Bootleg/Hack releases:
Tayto's Arkanoid
Game Corporation's Arkanoid
Game Corporation's Block
Beta's Arkanoid
Two-Bits Score's Arkanoid Plus
SPA Co.'s Block II
Paddle 2
- UPDATES -
The Japanese version supports cocktail mode whereas the others don't.
- SCORING -
Points are scored for destroying bricks and killings aliens.
Bricks:
White brick: 50 points.
Orange brick: 60 points.
Cyan brick: 70 points.
Green brick: 90 points.
Red brick: 100 points.
Blue brick: 110 points.
Violet brick: 120 points.
Yellow brick: 50 points.
Silver brick: Worth 50X the stage number you are on.
- TIPS AND TRICKS -
* Pill descriptions:
S - Slow: slows down the energy ball.
L - Laser: enables the Vaus to fire laser beams.
C - Catch: catches the energy ball and shoots it when you want it.
B - Break: allow player to move to next playfield.
E - Expand: expands the Vaus.
P - Player: gains an additional Vaus.
D - Disrupt: splits the energy ball into three particles.
* Bricks:
White brick: One shot to destroy.
Orange brick: One shot to destroy.
Cyan brick: One shot to destroy.
Green brick: One shot to destroy.
Red brick: One shot to destroy.
Blue brick: One shot to destroy.
Violet brick: One shot to destroy.
Yellow brick: One shot to destroy.
Silver brick: The number of hits it takes to destroy them increases by one every eight stages.
Gold brick: Cannot be destroyed.
* Power-up Rarity:
The power pills are completely random except that the extra life and warp pills are twice as unlikely to occur. Only one extra life pill is possible per Vaus. If the pill randomizer selects a duplicate pill based on the last pill dropped, a multi-ball pill is substituted. Thus, the multi-ball pill is the only one you can get twice in a row. The randomizer uses player score as the seed, so it is possible to control which pill is dispensed by purposely breaking pill dispensing blocks with specific scores displayed.
* Ball Speed:
On each level, the ball will not speed up completely until it hits the back wall, so:
1) Try to remove bricks from the bottom up, or punch a hole through thicker areas of bricks rather than go straight through (e.g. take out the left side of level 2 rather than the single block at the right as you will catch far more pills).
2) If you have collected a lot of S pills and the ball has been in play for a bit of time, be prepared for a sudden speedup.
3) Also, the D token speeds up the balls and is pretty useless on most levels (the one with the enclosed diamond is the only good example).
* Multiple Balls:
As only one pill can fall at a time, multiple balls can reduce your potential score quite drastically. Every pill is worth 1,000 points. For the first few levels, get every pill you can, but do not use the special powers. You will get a lot of extra ships and should get a gray P or two - thereby starting early with six or seven ships.
* DOH:
In the final level, where you face DOH himself, you should get 15 hits (1,000 points per hit) on DOH/per man until you defeat DOH with the 16th hit on your last man to end the game.
- SERIES -
1. Arkanoid (1986, Arcade)
2. Arkanoid - Revenge of DOH (1987, Arcade)
3. Arkanoid - Doh It Again [Model SHVC-A6] (1997, Super Famicom)
4. Arkanoid Returns (1997, Arcade)
5. Arkanoid DS (2007, Nintendo DS)
- STAFF -
Game designed by: Akira Fujita (AKR)
Programmed by: Yasumasa Sasabe (SSB)
Director of hardware & co-programme : Toshiyuki Sanada (SND)
Assistant programmer: Toru T. (TOR)
Graphic designer: Onijust H. (ONJ)
Sound composer: Hisayoshi Ogura
Sound effects: Tadashi Kimijima
Pattern designer: Akira Iwai (A. Iwai)
Software analyzer: Hidegons
Mechanical Engineer: H. Yamaguchi
Publicity Supervisor: Varis. I
- PORTS -
* CONSOLES:
Nintendo BS [JP] "BS Arkanoid" [might be a prototype]
[JP] Nintendo Famicom (dec.26, 1986) "Arkanoid [Model TFC-AN-5400]"
* COMPUTERS:
NEC PC-8801 [JP] by Cary Lab
[JP] NEC PC-9801 (1986) "Arkanoid"
[EU] Atari ST (1986)
PC [MS-DOS] [EU] (1986)
[JP] MSX (1987)
MSX [EU] (1988) by Hit Squad
BBC B [EU] (1987) by Imagine
Thomson TO7 [EU] (1987)
[EU] Commodore C64 (1987)
[EU] Sinclair ZX Spectrum (1987)
Atari 800 [EU] (1987)
[EU] Amstrad CPC (1987) by Imagine
[EU] Amstrad CPC (1988) by Ocean
[EU] Amstrad CPC (1988) "Les Défis de Taito"
[EU] Amstrad CPC (1988) "Taito Coin-Op Hits"
Thomson M05 [EU]
Thomson TO8 [EU]
BK11M [EU]
[EU] Acorn Archimedes
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
See goodies section.
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"
Sega Saturn (1998) "Daytona USA Championship Circuit Netlink Edition"
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 [HCJ-0129]"
PC [Microsoft Windows 95] (Nov 1997) "Daytona USA Deluxe"
* OTHERS:
Tiger R-Zone (1995)
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Battle Rangers Update submitted by XtC
Battle Rangers (c) 1988 Data East.
Export release. Game developed in Japan. See the original for more information; "Narazumo Sentou Butai - Bloody Wolf".
- TRIVIA -
Even if the titlescreen of the game show a 1988 copyright, Battle Rangers was released to the public in February 1989.
- PORTS -
* CONSOLES:
Nintendo Wii [Virtual Console] [EU] (june.29, 2007) [Model PA6P] TurboGrafx version
Nintendo Wii [Virtual Console] [AU] (aug.10, 2007) TurboGrafx version
- SOURCES -
Game's ROM.
Accepted [+] [X] Virtua Fighter 2 Update submitted by XtC
Virtua Fighter 2 (c) 1994 Sega.
- TECHNICAL -
Runs on the Sega "Model 2A" Hardware.
Screen Orientation: Horizontal
Players: 2
Control: 8-Way Joystick
Buttons: 3
=> Punch, Kick, Guard
- TRIVIA -
Virtua Fighter 2 (or VF2 for short) was released in November 1994. It was a technical knockout for its time with 300,000 polygons per second. Two times faster than the original "Virtua Fighter".
A super deformed version of this game, "Virtua Fighter Kids", was released in 1996.
Soundtrack releases:
[JP] [Audio CD] February 22, 1995; Virtua Fighter 2 Sound Track [TYCY-5410]
[JP] [Audio CD] July 26, 1995; Dancing Shadows. - Virtua Fighter 2 [TYCY-5449]
Video releases:
[JP] [VHS] February 22, 1995; Virtua Fighter 2 [CGMV] [TYVY-5004]
[JP] [VHS] April 20, 1995; Virtua Fighter 2 [Gamest Video Vol.15]
[JP] [VHS] April 26, 1995; Virtua Fighter 2 - Eternal Battle [TYVY-5006]
[JP] [Video CD] June 23, 1995; Virtua Fighter 2 [CGMV] [TYIY-5001]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Akira] [TYVH-5004]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Jacky] [TYVH-5005]
[JP] [VHS] November 08, 1995; Wheel of Fortune - Virtua Fighter 2 [Sarah] [TYVH-5006]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Lau] [TYVH-5007]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Pai] [TYVH-5008]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Wolf] [TYVH-5009]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Jeffry] [TYVH-5010]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Kage] [TYVH-5011]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Shun] [TYVH-5012]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [Lion] [TYVH-5013]
[JP] [VHS] November 8, 1995; Wheel of Fortune - Virtua Fighter 2 [The Unknown] [TYVH-5014]
[JP] [Video CD] March 29, 1996; Virtua Fighter 2 - Wheel of Fortune The Best Bout [TYIY-5002]
Related literatures:
[JP] March 9, 1995; Virtua Fighter 2 Act.1 [Gamest Mook Vol.5]
[JP] June 20, 1995; Virtua Fighter 2 Act.2 [Gamest Mook Vol.10]
[JP] December 10, 1995; Virtua Fighter 2 Act.3 [Gamest Mook Vol.19]
Sega Saturn CG Portait Series:
[JP] October 13, 1995; Virtua Fighter CG Portrait Series Vol.1 Sarah Bryant [Model GS-9062]
[JP] October 13, 1995; Virtua Fighter CG Portrait Series Vol.2 Jacky Bryant [Model GS-9064]
[JP] November 17, 1995; Virtua Fighter CG Portrait Series Vol.3 Akira Yuki [Model GS-9065]
[JP] November 17, 1995; Virtua Fighter CG Portrait Series Vol.4 Pai Chan [Model GS-9066]
[JP] December 8, 1995; Virtua Fighter CG Portrait Series Vol.5 Wolf Hawkfield [Model GS-9068]
[JP] December 8, 1995; Virtua Fighter CG Portrait Series Vol.6 Lau Chan [Model GS-9069]
[JP] January 26, 1996; Virtua Fighter CG Portrait Series Vol.7 Shun Di [Model GS-9070]
[JP] January 26, 1996; Virtua Fighter CG Portrait Series Vol.8 Lion Rafale [Model GS-9071]
[JP] March 1, 1996; Virtua Fighter CG Portrait Series Vol.9 Kage Maru [Model GS-9067]
[JP] March 1, 1996; Virtua Fighter CG Portrait Series Vol.10 Jeffry McWild [Model GS-9072]
[JP] 1996; Virtua Fighter CG Portrait Series Vol.11 The Final Dural [Model GS-9073]
- TIPS AND TRICKS -
* Slow motion replay : Hold Punch + Kick + Dodge immediately after winning a round. This may only be done once per game.
* Replay taunt : Hold Punch, Kick, or Dodge during a replay. Another taunt is available if a round is won in less than ten seconds.
* View credits : Hold Start during demo mode.
* Alternate music : Hold Start in the brief pause before the first match of each round. Player one and two's Start butting brings up different music.
* Alternate costumes : Hold Up while choosing a fighter at the character selection screen.
* Hint : View Kage unmasked : Fight as Kage and win twenty consecutive matches. From now on, Kage's mask will fall off when he is knocked down.
* Hint : Bird in Jacky's stage : Hold all buttons and both joysticks down during Jacky's mountain stage to bring a bird that will appear in the background. It will fly over the fighter that loses the match.
* Hint : Shake high score screen : Play as Akira and get to the high score screen. Enter you initials, but do not select "End". Move Akira back as far as possible, then execute any special move.
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1994)
3. Virtua Fighter Remix [Model 610-0373-02] (1995)
4. Virtua Fighter Kids [Model 610-0373-14] (1996)
5. Virtua Fighter 3 (1996)
6. Virtua Fighter 3 Team Battle (1997)
7. Virtua Fighter 4 [GDS-0012] (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 4 Final Tuned (2004)
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)
- STAFF -
Main programmer : Toru Ikebuchi
Main designer : Kazuhiro Izaki
Motion choreographer : Shin Kimura
Variety : Tetsuya Kaku
Enemy : Daichi Katagiri
Object : Kazuhiko Yamada
Character Effects : Takeshi Suzuki
Co-processor : Eisuke Miura
AI&Rank mode : Kota Matsumoto
Motion set : Shinji Ohshima
Stage Effects : Takashi Fujimura
Scroll : Goho Ogura
Motion designers : Toshiya Inoue, Takayuki Ota, Naotake Nishimura, Yasuo Kawagoshi, Kaoru Nagahama
Character designers : Tomohiro Ishii, Kaori Yamamoto
Stage designers : Toshihiro Nagoshi, Yasuko Suzuki, Takafumi Kagaya, Makoto Osaki
Texture designers : Kenji Okada, Takashi Isono, Kaznori O, Jeffry Buchanan, Yukinobu Arikawa
Scroll designer : Hideaki Kato
Motion capture : Susumu Takatsuka
Planning support : Manabu Tsukamoto, Hiroshi Masui
Publicist : Fumio Kurokawa
Sound designers : Takayuki Nakamura, Takenobu Mitsuyoshi, Youichi Ueda, Akiko Hashimoto
Special Thanks : ATTRACTIVE ACTION CLUB, ACTION DATA STUNT TEAM, 81 PRODUCE, Kazunari Uchida
Producer & Director : Yu Suzuki
- PORTS -
* CONSOLES:
[JP] Sega Saturn (dec.1, 1995) "Virtua Fighter 2 [Model GS-9079]"
[KO] Sega Saturn (1995) "Virtua Fighter 2 [Model GS-9507J]"
[US] Sega Saturn (dec.1995) "Virtua Fighter 2 [Model 81014]"
[EU] Sega Saturn (jan.26, 1996) "Virtua Fighter 2 [Model MK81014-50]"
[EU] Sega Mega Drive (1996) "Virtua Fighter [Model 1845-50]"
[BR] Sega Mega Drive (1997) "Virtua Fighter [Model 052010]" by Tec Toy
[US] Sega Genesis (mar.4, 1997) "Virtua Fighter 2 [Model 1845]"
[JP] Sega Saturn (apr.5, 1997) "Virtua Fighter 2 [Sega Saturn Collection] [Model GS-9146]"
[JP] Sony PS2 (oct.14, 2004) "Virtua Fighter 2 [Sega Ages 2500 Series Vol.16] [Model SLPM-62547]"
[US] Sony PlayStation 3 [PSN] (nov.27, 2012)
[US] [EU] [AU] [JP] Microsoft XBOX 360 [XBLA] (nov.28, 2012)
[JP] Sony PlayStation 3 [PSN] (nov.28, 2012) "Virtua Fighter 2 [Model NPJB-00251]"
[EU] Sony PlayStation 3 [PSN] (dec.5, 2012)
* COMPUTERS:
[EU] PC [MS Windows 95, CD-ROM] (1997)
[JP] PC [MS Windows 95, CD-ROM] (sept.5, 1997) "Virtua Fighter 2 [Model HCJ-0127]"
[US] PC [MS Windows 95, CD-ROM] (sept.17, 1997)
* OTHERS:
Tiger R-Zone (1996)
[US] Apple iPhone/iPad (jan.20, 2011) "Virtua Fighter 2 [Model 413313931]"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Puzzle Kurutto Stone Update submitted by NPI_WOL
Unreleased
Puzzle Kurutto Stone (c) 1999 Sega Enterprises, Limited.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
Accepted [+] [X] Virtua Fighter Update submitted by XtC
Virtua Fighter (c) 1993 Sega.
In this 3-D fighting game, the game's battle system is simple, yet complex. There are 3 buttons: Punch, Kick and Guard. Movement is strictly confined to a horizontal plane.
Battles are won by draining the energy bar of your opponent or by pushing your opponent off the edges of the ring (known as a 'Ring-out').
When a 'Draw' is declared (timer reaches zero with both fighters having an equal amount of energy), a Sudden Death match is held on a very small platform, making a win by Ring-out that much more probable.
The game favors tactical play over mindless button bashing, and the gameplay is balanced accordingly to reflect this.
- TECHNICAL -
Runs on the Sega "Model 1" Hardware.
Screen Orientation: Horizontal
Players: 2
Control: 8-Way Joystick
Buttons: 3
=> Punch, Kick Guard
- TRIVIA -
Virtua Fighter was released in December 1993. An instant success in Japanese arcades, Virtua Fighter (or VF for short) brought the versus beat 'em up kicking and screaming into the next generation. Like "Street Fighter II - The World Warrior", a substantial number of clones ("Toshinden", "Tekken", "Dead or Alive") would follow in its wake, each with their own tweaks to the formula.
Among the game's many innovations, the most profound were the true-to-life animation (all the more impressive considering no motion capture technology was used) and the realistic move sets of the game's eight characters.
Virtua Fighter serves 180,000 polygons per second. This is the first 3-D polygonal one-on-one fighting game.
During Virtua Fighter's development, the game featured an Arabian fighter named 'Siba'. He was replaced later on in the final prototypes by Akira, as the developers felt that the game needed a karate fighter similar to Street Fighter's Ryu. Siba was brought back an unlockable character in the Saturn game 'Fighter's Megamix', in all his VF1 style glory.
Soundtrack releases:
[JP] March 23, 1994; Virtua Fighter - Saikyou no Senshi [TYCY-5386]
Literatures:
[JP] June 10, 1994; Gamest No.117: Virtua Fighter
[JP] August 24, 1994; Virtua Fighter Maniax [ISBN4-89366-264-3]
[JP] December 6, 1994; Virtua Fighter Maniax Replays [ISBN4-89366-300-3]
[JP] January 10, 1995; Virtua Fighter - Ougi no Sho [No. 147]
[JP] January 30, 1995; Virtua Fighter Maniax for Windows [ISBN4-89366-315-1]
- TIPS AND TRICKS -
* Play as Dural : First, you must beat the computer Dural and have 2 games worth of credits in the machine ready to go. After beating the game, have one player press Start and pick a character. As soon as that character finishes smiling, but before the game actually starts, player 2 should press Start to interrupt the process. If your timing is perfect, and the stars are perfectly aligned, and you've been a good boy or girl, player 2 may come in as Dural.
* See Credits : You can get the credits of the programmers to come up on the screen by holding down a Start button during the demo. When it comes to the standard demo w/ Sarah kicking Kage, the credits will come up. Keep holding the Start button to keep the credits coming or else they will freeze.
* Kage's Face Mask : It seems that after about 3,000 plays, the mask on Kage falls off instead of just his headband. You can see his teeth and a scar on his cheek.
- SERIES -
1. Virtua Fighter (1993)
2. Virtua Fighter 2 (1994)
3. Virtua Fighter Remix [Model 610-0373-02] (1995)
4. Virtua Fighter Kids [Model 610-0373-14] (1996)
5. Virtua Fighter 3 (1996)
6. Virtua Fighter 3 Team Battle (1997)
7. Virtua Fighter 4 [GDS-0012] (2001)
8. Virtua Fighter 4 Evolution (2002)
9. Virtua Fighter 4 Final Tuned (2004)
10. Virtua Fighter 5 (2006)
11. Virtua Fighter 5 Version B (2006)
12. Virtua Fighter 5 Version C (2006)
13. Virtua Fighter 5 Version D (2006)
14. Virtua Fighter 5 R (2008)
15. Virtua Fighter 5 Final Showdown (2010)
- STAFF -
Coordinator & Main designer : Seiichi Ishii
Main programmer : Toru Ikebuchi
Programmers : Shin Kimura, Takeshi Suzuki, Eisuke Miura, Kazuhiko Yamada, Masahiko Kobayashi, Naomi Ota, F.Y. Bertrand, Tetsuya Kaku
Designers : Kunihiko Nakata, Youji Kato, Toshiya Inoue, Yoshinao Asako, Masataka Aochi, Tomohiro Ishii, Jeffery Buchanan, Mika Kojima
Program supports : Keiji Okayasu, Hiroaki Shoji
Music composer : Takayuki Nakamura
Planning support : Manabu Tsukamoto
Producer & Director : Yu Suzuki
- PORTS -
* CONSOLES:
[JP] Sega Saturn (nov.22, 1994) "Virtua Fighter [Model GS-9001]"
Sega Mega 32X [BR] (1995) by Tec Toy
[US] Sega Saturn (may.11, 1995) "Virtua Fighter [Model 81005]"
[EU] Sega Saturn (jul.8, 1995) "Virtua Fighter [Model MK81005-50]"
Sega Genesis 32X [US] (oct.1995) "Virtua Fighter [Model 84701]"
Sega Super 32X [JP] (oct.20, 1995) "Virtua Fighter [Model GM-4013]"
Sega Mega Drive 32X [EU] (nov.30, 1995) "Virtua Fighter [Model MK84701-50]"
[JP] Sony PS2 (nov.28, 2003) "Virtua Fighter - 10th Anniversary [Model SLPM-68018]"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (aug.31, 1996)
* OTHERS:
Tiger R-Zone [US] (1995)
- SOURCES -
Game's manual.
Game's picture.
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] Super Street Fighter II - The New Challengers [Blue Board] Update submitted by XtC
Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited.
Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Etc.]
- TRIVIA -
In M. Bison's ending in the Export versions, Bison says 'Not even the 'Ancient One' dared to challenge me!'. In the original Japanese version, where he's known as Vega, he doesn't say anything like this.
Localizations liberties were taken with Cammy's and Fei-Long's endings in the Export versions of SSFII, changing their whole context.
Some of the voice samples of Cammy and Dee Jay were changed from the original version:
(Japanese version quote - Export version quote.)
* Cammy : 'Spiral Arrow' - 'Cannon Drill'
* Cammy : 'Cannon Spike' - 'Thrust Kick'
* Dee Jay : 'Slash' - 'Max Out'
- UPDATES -
Blue Board revisions :
REVISION 1:
* Build date: 930911
* WORLD and USA releases
REVISION 2:
* Build date: 931005
* WORLD release
- PORTS -
Here is a list of ports released in regions where the arcade version was released as a Blue Board :
* CONSOLES:
[EU] Nintendo SNES (sept.1994) "Super Street Fighter II - The New Challengers [Model SNSP-XW-EUR]"
[US] Nintendo SNES (june.1994) "Super Street Fighter II - The New Challengers [Model SNS-XW-USA]"
[US] Sega Genesis (1994) "Super Street Fighter II - The New Challengers [Model T-12056]"
[EU] Sega Mega Drive (june.1994) "Super Street Fighter II - The New Challengers [Model 670-5448-50]"
[EU] Sega Saturn (1997) "Street Fighter Collection [Model T-7033H-50] [Disc 1]"
[US] Sega Saturn (nov.30, 1997) "Street Fighter Collection [Model T-1222H] [Disc 1]"
[US] Sony PlayStation (nov.30, 1997) "Street Fighter Collection [Model SLUS-00423]"
[EU] Sony PlayStation (jul.1998) "Street Fighter Collection [Model SLES-00998]"
* COMPUTERS:
[EU] Commodore Amiga (1995)
PC [MS-DOS, CD-ROM] [US] [EU] (1996)
- SOURCES -
Game's ROM.
Accepted [+] [X] Road Blasters [Upright model] Update submitted by XtC
Road Blasters (c) 1987 Atari Games.
Road Blasters is a futuristic driving game in which the player must navigate a sports car through 50 different races without running out of fuel. Extra fuel is collected by driving over the red or green spherical fuel pods that litter the tracks (or is sometimes dropped by destroyed enemy vehicles).
Each race features a midway point, denoted by a road-crossing type pattern. At this point, the amount of fuel in the main tank is restored to what it was at the beginning of the race (the amount of fuel in the main tank given at the start of a race varies throughout the game). The amount of fuel in the reserve tank, however, is not restored.
When a player gets low on fuel in their main tank, a fuel light will blink and an alarm will sound. Once the main tank is empty the reserve fuel is used. The player's car is armed with a machine gun which can be used to shoot and destroy rival racers, although not all enemy vehicles can be destroyed (the purple car, for example, is indestructible must simply be avoided).
Power-up weapons are occasionally air-lifted in and dropped from above, these must be 'caught' by the player to increase firepower. Collision with enemy vehicles result in the immediate destruction of the player's vehicle, resulting in a loss of fuel as the vehicle is replaced. The roadside is also populated with enemy gun emplacements that shoot at the player, a direct hit from these also results in the loss of a player vehicle, although the turrets themselves can also be destroyed.
The player also encounters numerous indestructible obstacles, including mines, boulders, floating spiker balls and oil slicks, the last of which will cause the player to lose control for a moment if hit. There is no limit to how many times a player can receive a new car to complete a race, as long as they have fuel.
- TECHNICAL -
[Upright model]
Game ID : 136048
Runs on the "Atari System 1" hardware.
Players: 1
Control: dial
Buttons: 3
- TRIVIA -
Road Blasters was released in March 1987.
2,906 Upright units were produced in the USA.
Also released as "Road Blasters [Sit-Down model]".
For a limited period after the game's release, players could win a free Atari T-shirt by completing all 50 levels.
Road Blasters was the last of the Atari System 1 games made. The original name of Road Blasters during its design was 'Future Vette'.
This game appears, on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- TIPS AND TRICKS -
* Shoot cars using a single shot instead of holding down the fire button to increase the bonus multiplier.
* Crash into roadside cannons instead of shooting them for 8,000+ points. This will greatly increase reserve fuel, which is awarded at the end of a rally based on score.
* If you crash your car into one of the turrets at the side of the road, you'll get 8-10x the current value of a turret. When your score multiplier is up to 10, this is 16,000 - 20,000 points! Early on, keep your score multiplier high and always crash into at least two of these babies every board and finishing the game (or doing very well at it) is not tough. After a while it gets hard to crash into two turrets every board and still finish the board on time.
* Tip For Strategies On Level 49 and 50 : Since level 50 is the last level, and the game gives you a complete recharge at the end of 49, accuracy doesn't count any more. Just keep firing as fast as possible.
- STAFF -
Tactical Command (Programmers): Bonnie Smithson, David Wiebenson, Robert Weatherby
Camouflage (Graphics): Mark Stephen Pierce, Kris Moser (Kristine Moser)
Communications (Sound Design): Brad Fuller, Earl Vickers
Air Support (Hardware Engineers): Sam Lee (Sam Ly), Don Paauw, Mike Albaugh, Jim Morris
Ground Support (Mechanical Design): Milt Loper, Gerald Lichac, Mike Jang, Dave Cook
Reconnaissance (Marketing Manager): Linda Benzler
Strategic Command (Software Support): Rich Moore, Lyle V. Rains
Team leader : John Ray
- PORTS -
* CONSOLES:
[EU] Nintendo NES (1990) "RoadBlasters [Model NES-VE]"
[US] Nintendo NES (jan.1990) "RoadBlasters [Model NES-VE]"
[US] Sega Genesis (1991)
[JP] Sega Mega Drive (feb.28, 1992) "RoadBlasters [Model T-48023]"
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
* HANDHELDS:
Atari Lynx [US] (1990) "RoadBlasters [Model PA2036]"
* COMPUTERS:
[US] Commodore C64 [EU] (1988)
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1988)
[EU] Atari ST (1988)
[EU] Commodore Amiga (1988)
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Rabio Lepus Update submitted by XtC
Rabio Lepus (c) 1987 V-System.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1987 in Japan.
This game is known in US as "Rabbit Punch".
The main character appears as a secret character in "Aero Fighters 3".
- UPDATES -
Cut scenes from the original Rabio Lepus were eliminated in "Rabbit Punch". These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending.
- SERIES -
1. Rabio Lepus (1987)
2. Rabio Lepus Special (1990, NEC PC Engine)
- STAFF -
Main programmer : T. Honda
Sound, music : K. Okuda, E. Murakami, Y. Ishida
Designer : Shin Nakamura
- PORTS -
* CONSOLES:
[JP] Sony PS2 (mar.23, 2006) "Oretachi Gēsen Zoku [Model SLPM-62707]" : Collection of 19 arcade games.
- SOURCES -
Game's ROM.
Accepted [+] [X] Lemmings Update submitted by XtC
Lemmings (c) 1991 Data East Corp.
A platform game where the player has to designate certain lemmings for certain tasks & try to figure a way to save as many of them from falling off cliffs and prevent them from dying in other ways. The lemmings can be set for walking (which they do by default), digging, climbing, building, blocking (preventing other lemmings from walking a certain direction), bashing, floating, and mining. There are several levels in 3 or 4 categories of difficulty.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Motorola M6809 (@ 4.0275 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.58 Mhz), OKI6295 (@ 7.757 Khz)
Players : 2
Control : trackball
Buttons : 2
- TRIVIA -
Developed by Psygnosis.
When the Arcade machine was being written, the CEO of Data East apparently wouldn't start a meeting without challenging the person to a 2-player version of lemmings! This is also where the fast forward of Lemmings 2 came from, we saw it in the Arcade version, and borrowed it. Its now very hard to play the original Amiga one without the fast forward. The arcade version was joystick or trackball.
- UPDATES -
The US cocktail version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SERIES -
1. Lemmings (1990, Commodore Amiga)
2. Oh No! More Lemmings (1991, Commodore Amiga)
3. Lemmings Jr. (1991, Apple Macintosh)
4. Save The Lemmings! (1991, PC [MS-DOS]) : a short game featuring 8 unique Lemmings levels.
5. Christmas / Holiday Lemmings 1991 (1991, Commodore Amiga)
6. New Year Lemmings 1991/92 (1991, Commodore Amiga)
7. Cristmas / Holiday Lemmings 1992 (1992, Commodore Amiga)
8. Lemmings - The Official Companion (1993, PC [MS-DOS]) : A book with a bonus disk, featuring 16 new levels.
9. Lemmings 2 - The Tribes (1993, Commodore Amiga)
10. Christmas Lemmings 1993 (1993, Commodore Amiga)
11. The Lemmings Chronicles / All New World of Lemmings (1994, PC [MS-DOS])
12. Christmas Lemmings 1994 (1994, Commodore Amiga)
13. Lemmings Paintball (1996, PC [MS-DOS])
14. The Adventures of Lomax (1996, Sony Playstation)
15. 3D Lemmings (1995, PC [MS Windows])
16. VS Lemmings (2000, Nintendo Game Boy Color)
17. Lemmings Revolution (2000, PC [MS Windows])
- PORTS -
This prototype arcade version is already a port from an orginal computer game released in 1990 on the Commodore Amiga, and was later ported to severals system, here is the full list :
* CONSOLES:
[JP] Nintendo Super Famicom (1991) "Lemmings [Model SHVC-LE]"
Sega Game Gear [US] (1992)
[EU] Sega Game Gear (1992)
Sega Game Gear [BR] (1992) by Tec Toy
[US] Sega Genesis (1992)
Sega Master System [BR] (1992) by Tec Toy
[EU] Sega Master System (1992) "Lemmings [Model 7108]"
Sega Mega Drive [AU] (1992)
[EU] Sega Mega Drive (1992) "Lemmings [Model 670-2701]"
Sega Mega Drive [KO] (1992) "Lemmings [Model GM 8037 JT]"
[US] Nintendo SNES (mar.1992) "Lemmings [Model SNS-LE]"
[US] Nintendo NES (nov.1992) "Lemmings [Model NES-LG]"
[EU] Nintendo SNES (oct.22, 1992) "Lemmings [Model SNSP-LE]"
[JP] Sega Mega Drive (nov.20, 1992) "Lemmings [Model T-15063]"
NEC PC-Engine Super CD [JP] (nov.28, 1992) "Lemmings [Model SSCD2003]"
Atari Lynx [US] (1993)
[EU] Nintendo Game Boy (1993) "Lemmings [Model DMG-L8-UKV]"
Panasonic 3DO [US] (1993)
Philips CD-I [EU] (1993)
[JP] Sega Game Gear (feb.5, 1993) "Lemmings [Model G-3317]"
[EU] Nintendo NES (may.19, 1993) "Lemmings [Model NES-LG]"
[JP] Nintendo Game Boy (sept.23, 1993) "Lemmings [Model DMG-L8A]"
Amiga CD32 [EU] (1994)
[US] Nintendo Game Boy (aug.1994) "Lemmings [Model DMG-L8]"
Panasonic 3DO [JP] (aug.6, 1994) "Lemmings [Model FZ-SJ1656]"
Philips CD-I [US] (1995)
[EU] Sony PlayStation (1998) "Lemmings and Oh No! More Lemmings [Model SLES-01461]"
[US] Sony PlayStation (1998) "Lemmings and Oh No! More Lemmings [Model SLUS-00760]"
Nintendo Game Boy Color [JP] (apr.7, 2000) "Lemmings and Oh No! More Lemmings [Model CGB-ALEJ-JPN]"
Nintendo Game Boy Color [US] (dec.2000) "Lemmings and Oh No! More Lemmings [Model CGB-ALEE-USA]"
[JP] Sony PSP (mar.9, 2006) "Lemmings [Model UCJS-10028]"
[EU] Sony PSP (mar.10, 2006) "Lemmings [Model UCES-00109]" : also released as a "PSP Essentials" edition (oct.6, 2010)
[US] Sony PSP (may.23, 2006) "Lemmings [Model UCUS-98647]" : also released as a "Favorites" edition (oct.17, 2012)
Sony PlayStation 2 [AU] (oct.2006)
[EU] Sony PS2 (oct.13, 2006) "Lemmings [Model SCES-54145]"
[AU] Sony PSP (oct.19, 2006) : also released as a "PSP Essentials" edition (2010)
Sony PlayStation 3 [PSN] [US] (dec.7, 2006)
Sony PlayStation 3 [PSN] [JP] (dec.14, 2006)
Sony PlayStation 3 [PSN] [EU] (mar.23, 2007) "Lemmings [Model NPEA-00004]"
Sony PlayStation 3 [PSN] [KO] (june.16, 2007)
[EU] Sony PSP (jul.6, 2007) "Lemmings [Platinum] [Model UCES-00109/P]"
Sony PSP [PSN] [EU] (apr.9, 2009)
Sony PSP [PSN] [US] [JP] (oct.22, 2009)
Sony PlayStation Vita [US] [EU] (dec.5, 2012)
* COMPUTERS:
Apple Macintosh [US] (1991)
PC [MS-DOS] [US] (1991)
Acorn Archimedes (1991)
[EU] Atari ST (1991)
NEC PC 98 [JP] (1991)
[EU] Sinclair ZX Spectrum (1991)
[EU] Commodore Amiga (feb.14, 1991)
[EU] Amstrad CPC (1992)
[EU] Sinclair ZX Spectrum (1992) "Lemmings [Budget]"
Commodore Amiga CDTV [EU] (1992) "CDTV Lemmings"
[EU] Commodore C64 (1992)
[JP] Sharp X68000 (apr.17, 1992)
[EU] Commodore Amiga (1993) "Lemmings & Oh No! More Lemmings"
Commodore Amiga [US] (1993)
[US] Commodore C64 (1993)
Sinclair Sam Coupe (1994)
PC [MS-DOS] [EU] (1995) "Lemmings & Oh No! More Lemmings"
IBM/Microsoft - OS/2 (never finished)
Amstrad PCW [EU]
FM Towns PC [JP]
Apple Macintosh [US] (1998) "Lemmings & Oh No! More Lemmings"
* OTHERS:
Mobile Phone [US] (apr.2, 2005)
- SOURCES -
Game's ROM.