Accepted [+] [X] Avengers Update submitted by XtC
Avengers (c) 1987 Capcom USA, Inc.
Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Hissatsu Buraiken".
- TRIVIA -
Avengers was released in February 1987 in the USA.
- PORTS -
Here is a list of all ports except Japanese ones. To see Japanese ports, please see the original Japanese version entry; "Hissatsu Buraiken"
* CONSOLES:
[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2"
[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]"
Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
Sony PlayStation 3 [PSN] [US] (feb.19, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [US] (feb.20, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]"
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Yie Ar Kung-Fu [Model GX407] Update submitted by XtC
Yie Ar Kung-Fu (c) 1985 Konami Industry Company, Limited.
Yie Ar Kung-fu is a single-player one-on-one fighting game in which the player takes on the role of 'Oolong' who must fight and defeat eleven martial arts masters. His ulimate goal is to win the title of "Grand Master" and honour the memory of his father, who was killed while fighting the current grand master.
The player faces a variety of opponents, each with a unique appearance and fighting style. Some opponents are also armed, with weapons including nunchaku, throwing stars and a club. The player can perform up to 16 different moves using a combination of buttons and joystick movements while standing, crouching or jumping. Moves are thrown at high, middle, and low levels.
Yie Ar Kung-Fu plays incredibly quickly, with the player having to be constantly on the move to avoid getting 'pegged in' by some of the game's tougher opponents. There is no time limit in which the opponent must be defeated but Oolong possesses a finite amount of health, represented by a health bar at the top of the screen. Once Oolong's health is fully depleted, the match is over.
The first five fights take place in front of an animated waterfall, while the remaining six are set in front of an oriental pagoda.
The eleven opponents Oolong must face are:
* Buchu - A sumo wrestler, strong but slow.
* Star - The first female opponent, throws shuriken for long-range attacks.
* Nuncha - Uses nunchaku for close and mid-range attacks.
* Pole - Uses a wooden staff for close and mid-range attacks.
* Feedle - Attacks with duplicates of himself.
* Chain - Uses a chain for long-range attacks.
* Club - Uses a large club for close and mid-range attacks.
* Fan - The second female opponent, throws fans for long-range attacks.
* Sword - Uses a sword for close and mid-range attacks.
* Tonfun - Uses tonfa (wooden batons) for close and mid-range attacks.
* Blues - Extremely fast and very powerful.
- TECHNICAL -
Yie Ar Kung-Fu machines came in two upright cabinet forms.
Game ID: GX407
Main CPU: Motorola M6809 (@ 1.152 Mhz)
Sound Chips: SN76496 (@ 1.536 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)
Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Punch, Kick
- TRIVIA -
Yie Ar Kung-Fu was released in January 1985.
The words 'Yie Ar' in the title of this game are translated from Chinese as 'One, Two'.
Antonio Colangelo holds the official official record for this game with 534340 points on September 9, 1985.
- SCORING -
Scoring in this game is fairly complex and is dictated by what kind of punch or kick you inflict on your opponent. The more complicated the move, the more points awarded :
Flying High Punch: 500 points.
Jumping High Punch: 2000 points.
Mid-Level Punch: 500 points.
Low Punch: 700 points.
Crouching Mid-Level Punch: 900 points.
Flying High Kick: 600 points.
Jumping High Kick: 2000 points.
Mid-Level Kick: 500 points.
Low Kick: 700 points.
Lying Down High Kick: 900 points.
At the end of each stage, you will receive bonus points by adding your remaining energy x 10 to your score. If you didn't lose any energy on any of the stages one through eight, you get an additional 'Perfect' bonus of that stage number x 10000 points.
- TIPS AND TRICKS -
When you start the game, there will be a screen that lists the opponents for that block of fighting. The animated opponent is the one Oolong will be currently fighting. You will notice that some opponents have a '???' in a box under their name. This means in order to see this opponent, you must have defeated everyone else up to them. When you exit this screen, Oolong will start on the left and Oolong's opponent will start on the right side of the screen. Once you get through all 11 stages, the cycle begins anew.
* Since there is no time limit on the matches, patience is a must. Latter opponents will take advantage of every mistake made and will 'pin' the player to inflict repeated blows on Oolong.
* Every opponent has some kind of weakness to exploit. Once you learn these weaknesses, they will be much easier to defeat.
* Take advantage of Oolong's mobility. In other words; don't just stand in one place, and never allow Oolong to get trapped on the sides of the screen as this can spell instant defeat in many cases.
* Speaking of mobility, jump around the screen if you don't have a clear opening to strike your opponent. Learn to time and aim your jumps to where you believe your opponent's position will be at. Get in a quick strike and jump away before a counterstrike hits Oolong.
* Your goal on all of the fights is to avoid getting hit. In addition to prevention of energy loss, you can earn bonus points which will eventually add up to an extra life.
* When you get a hit on an opponent, you will see a red marker. If your opponents get a hit, the marker will be either black or yellow.
* Keep in mind that all your opponents know kung-fu. Just because they are wielding a weapon doesn't mean they won't take a punch or kick at Oolong if the opportunity presents itself.
* Below are listed the strategies for defeating your 11 opponents :
STAGE 1: BUCHU:
This is a good introductory fight. Buchu isn't too tough of an opponent and you should be able to take him down without breaking too much of a sweat.
1) Buchu will start the round by flying over to Oolong. When he lands, give him a couple of low sweeping kicks.
2) After taking a couple of hits, Buchu will fly off again in the opposite direction. Just have Oolong jump next to him to deliver either punches or kicks. Buchu will take off again.
3) Follow the above and you should have Buchu crying "Uncle" in no time.
4) Big thing to watch out for is if you stay around him too long, he will deliver a flurry of kicks that will pin Oolong down and eventually take him out.
STAGE 2: STAR:
Your first fight with a weapon wielding opponent. Star likes to throw shurikens either high, mid-level, or low. They are pretty easy to avoid but do make it a challenge trying to close in on Star.
1) Right after Star throws a shuriken, jump toward him. If you did it right, you should be right next to him to deliver a punch or kick.
2) Quickly jump away and prepare for the next shuriken to be thrown. Again, as above, jump over to Star to deliver some more punishment.
3) Star may jump out of the way but this happens rarely.
4) If you happen to land short, just jump back out of the way since Star will take the advantage and deliver a few kicks Oolong's way.
STAGE 4 : NUNCHA :
Now it starts to get interesting. The first opponent that can deliver two to three quick blows when opportunity presents itself. Nuncha is quite effective with his nun-chucks and does some serious damage if you're not ready.
1) Watch for when Nuncha starts to spin his nun-chucks. This means he is preparing to take a shot. Back up and let him advance and then jump over him.
2) He will then take his shot. Be careful in watching where he aims at because he can go high, mid-level, or low. Once he takes his shot, quickly jump over to him to get in a punch or kick. Be aware, he may block a couple of your moves with his nun-chucks.
3) Jump away quickly since he will again start spinning his nun-chucks. If you stay to long next to him, he will deliver two or three shots to pin down Oolong before Oolong can escape.
4) Continue moving around and soon Nuncha will be history.
STAGE 4: POLE:
Pole is another one of those opponents who can put a major hurting on your character real quick if you're not careful. He also tends to move around a lot making it more difficult to hit him.
1) He will start off by spinning the pole above his head. If Oolong gets too close, Pole will take a couple of shots at him. The best offensive is to jump to a position you believe Pole will be at since he moves around a lot.
2) You won't have time to dally once you are next to Pole. Get in a low shot and jump out of there quickly or Oolong will meet the business end of the pole real quickly. Pole will then again spin the pole above his head and advance on Oolong. Jump over and try to hit Pole from the backside.
3) Continue to jump over Pole and get in low shots. You should have him begging for mercy in no time.
STAGE 5: FEEDLE:
This is actually a series of the same opponent instead of one. This is kind of your breather before entering the second part of the tournament.
1) Feedle(s) will enter from both the left and right side of the screen. Your character will be in the middle. They only do basic moves of mid-level kicks and punches.
2) They will continue to enter from either side of the screen so you may need to move back and forth to be able to turn around rapidly to deal with the threat from both sides. Low kicks will suffice to eliminate Feedle.
3) You have to eliminate eight Feedle(s) in order to win the match. Feedle(s) will keep feeding onto the screen until you achieve that objective.
4) Do not jump on this stage or you may get yourself into trouble since there isn't much space in the line of Feedle(s) coming after your character.
STAGE 6: CHAIN:
Chain is a difficult opponent unless you can move around quickly.
1) Chain starts this off by slinging his chain at Oolong. It has a limited range and it can be aimed high, mid-level, or low. The bad part about this is that even when the chain is going back to Chain, Oolong can still take a hit.
2) Once Chain fires his chain, you need to make sure that you aim Oolong to jump over Chain and get real close. If you don't, Chain turns very quickly and will launch another attack if you aren't close enough to attack him. Only do low hits to minimize your chances of getting hit by his chain. Once you get in a hit, jump back to get out of range of his chain.
3) You will also have to watch out for his low kicks if you are too far away and he doesn't use his chain.
4) Continue to jump around and get in hits and eventually you will delink him.
STAGE 7: CLUB:
Club likes to act aggressive and so will advance on Oolong immediately. This is his downfall.
1) Let Club advance on Oolong. When he gets close to his striking distance, jump over him to land next to him on the other side. Deliver a couple of low kicks or punches. You may have to jump up to avoid his club.
2) Jump to the other side of the screen and let him advance on Oolong again. This time, after you jump, watch his movements. He may back up onto the side. If this happens, just jump back away and let him advance again. To really mess with him, do a small jump away from him then immediately jump to his other side.
3) Do the above a few times and club will be no more.
STAGE 8: FAN:
As the opponents name implies, Fan likes to throw razor-sharp fans at Oolong.
1) She will start this stage by launching three fans at Oolong. They start high and have an uncanny ability to track Oolong (to a degree). This is also one of the few weapons that Oolong can actually counter with punches or kicks (it is hard though to get lined up).
2) Once she launches her fans, wait until the last fan gets low enough to jump over. Then jump next to her to deliver some punches and kicks. You should be able to get in two hits before you have to bounce out again. Watch out if you aren't close enough since she likes to deliver a few kicks of her own.
3) Continue to maneuver around her. You may not get in a shot after every jump but she does leave openings that can be easily exploited.
4) You will eventually send her crashing down like her fans.
STAGE 9: SWORD:
This actually is one of the easier opponents to deal with. All he does is slide along the ground waiting to put a sword through Oolong.
1) Sword actually is one of the quicker opponents. He has a tendency to hit and run. Basically, if he hits Oolong, he quickly goes the opposite direction. Much quicker then Oolong can jump after him. This means you have to keep him on the defensive.
2) Get into position and jump so you are next to Sword. Do a quick low punch or kick. Sword will rapidly retreat, then advance. When he is within striking distance, hit or punch again. Sword will again retreat. This cycle should continue until Sword is skewered.
3) You may have to jump out of Sword's range if you mess up the cycle. Just repeat the above steps to get back into a rhythm again.
STAGE 10: TONFUN:
Your next two opponents will test your skills to the utmost.
1) Tonfun has it all: Speed, quick attack, and aggressiveness. This means you will be moving around a whole lot to avoid his hits.
2) First of all, avoid the sides of the screen. Tonfun likes to crowd the sides and pin Oolong down. This means you will be doing a lot of jumping around. In addition, he has the nasty habit of blocking a lot of your attacks.
3) Hit and run is the name of the game here. This means you will have to jump over him, spin around, get in a low attack, and jump back before he counter-attacks very quickly. If you hesitate on any of these, Tonfun will have fun giving Oolong a couple of shots which knock down the energy bar significantly.
4) You may have to do a lot of jumps before you can even get in a hit on Tonfun. Expect this to be a long fight.
STAGE 11: BLUES:
Blues is a worthy opponent for the final match. He is very quick and can put Oolong down in just a few hits. Plus, he likes to jump around the screen. This is the ultimate test of skill.
1) Blues will immediately jump over to Oolong to deliver a few hits. This means you need to be constantly jumping around and looking for an opening. Unfortunately, Blues leaves very few openings to exploit.
2) Do not, under any circumstance, have Oolong hang out at the sides. Blues will trap Oolong and deliver enough punches and kicks to keep Oolong pinned down so you can't even jump. A quick way to end a stage with a defeat.
3) Also, don't even attempt to go "toe-to-toe" with Blues since he is much quicker then Oolong in the delivery of attacks. Use the tried-and-tested method of hit and run. This time, you have to be sure of your shot. If you miss, or if Blues blocks Oolongs attack, be prepared for a major counter-attack if you don't move out of the way in time. This means you need to basically attack and jump back at the same practical moment.
4) Blues also will jump around the screen when Oolong does. This makes it very difficult to pinpoint a position that Blues may be in. In addition, Blues can quickly move out of Oolong's attack range if Oolong isn't quick enough, or get behind Oolong to deliver a few blows of his own.
5) This battle will last a while Oolong and Blues jockey for position to deliver their hits. Unfortunately, skill and luck both are factors in this battle. Just do the above steps to tip the balance in your favor.
After defeating Blues, the game will start again at the first stage.
- SERIES -
1. Yie Ar Kung-Fu [Model GX407] (1985)
2. Yie Ar Kung-Fu II - Yie-Gah Koutei no Gyakushuu [Model RC737] (1985, MSX)
- STAFF -
Staff: S. Tsuda, Y. Sugimoto, A. Inoue, H. Hori, Mitsuo Takemoto, Nishimura, S. Iwamoto, Shikama, Hasegawa, Yoshiaki Hatano
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (apr.22, 1985) "Yie Ar Kung-Fu [Model RC802]"
[JP] Sony PlayStation (may.13, 1999) "Konami 80's Arcade Gallery [Model SLPM-86228]"
[US] Sony PlayStation (nov.30, 1999) "Konami Arcade Classics [Model SLUS-00945]"
[JP] Sony PS2 (oct.27, 2005) "Yie Ar Kung-Fu [Oretachi Geasen Zoku] [Model SLPM-62696]"
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (jul.18, 2007)
* HANDHELDS:
[US] Nintendo GBA (mar.21, 2002) "Konami Collector's Series - Arcade Advanced [Model AGB-AKCE-USA]"
[JP] Nintendo GBA (may.2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]"
[EU] Nintendo GBA (june.21, 2002) "Konami Collector's Series - Arcade Classics [Model AGB-AKCP-EUR]"
[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]"
[EU] Nintendo DS (oct.26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]"
[AU] Nintendo DS (oct.29, 2007) "Konami Arcade Classics"
* COMPUTERS:
[US] Commodore C64 [EU] (1985)
[EU] BBC Micro (1985)
[JP] MSX [EU] (jan.1985) [Model RC725]
[EU] Amstrad CPC (1985)
[EU] Sinclair ZX Spectrum (1985)
[EU] Sinclair ZX Spectrum (1986) "Konami Coin-Op Hits"
[EU] Commodore 16 (1986)
[EU] Acorn Electron
[US] Spectravideo
* OTHERS:
Windows Mobile Phones [US] (dec.13, 2007)
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] XII STAG Update submitted by XtC
XII STAG (c) 2002 Triangle Service.
A great vertical shoot'em up.
The aerial war began, you are the pilot on of a futuristic blue aircraft and must destroy and defeat using Main shot, Bomb barrier, Side-attack and Backfire-attack, every enemies and avoid the bullet hell, and eliminate powerfull bosses to clear the whole stage and reach the end and finish victorious this war!
- TECHNICAL -
Runs on the "Taito G-Net" hardware.
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Bomb, [C] Full-Auto Shoot
- TRIVIA -
XII STAG was released on July 15, 2002 exclusively in Japan.
- TIPS AND TRICKS -
The high score multiplier can only be increased by attacking enemies from either the sides (activated by wiggling the joystick rapidly left and right or alternatively by a singly button press) and rear attacks which are initiated automatically should any craft venture to close to your tail pipe.
- STAFF -
Graphic: Gowmer
Sound: Naoto
Program: T. Fujino
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2003)
Microsoft XBOX 360 (2013, "Shooting Love 10th Anniversary XIIZeal & Deltazeal")
* COMPUTERS:
PC (2005, "XII Stag Limited")
* OTHERS:
Window Mobile Phones (2006,"XIIZeal")
- SOURCES -
Game's ROM.
Game's screenshots.
Official website; http://www.triangleservice.co.jp/html/xiistag/index.html
Accepted [+] [X] Vs. Pinball Update submitted by XtC
Vs. Pinball (c) 1984 Nintendo.
A great pinball simulator game from Nintendo.
Enjoy a familiar pinball game where the player controls the paddles of a virtual pinball machine. The game has two screens to represent the traditional pinball table and one for a bonus mode. Play begins when the player launches a ball with the plunger from the first screen the bottom of the pinball table through the top of the screen to the second screen. Play will move to the first screen if the ball falls through the bottom of the top screen and will return to the top screen if the ball is hit back through the space at the top of the first screen. The player controls the flippers on either screen to deflect the ball to keep it from falling off the bottom of the lower screen.
Pinball has some many bonnus and also had a secondary Breakout like mode, which the player reaches by hitting the ball into a bonus hole that takes the player to a bonus stage where they control Mario carrying a platform. The object of this mode is to rescue Pauline. The player achieves this by bouncing the ball on the Mario's platform and hitting various targets, the destruction of which also earns them points. When the blocks under her are all gone, she will drop. you must catching her on Mario's platform to earns bonus points, but you must release pauline it in one of the side platforms and not let it fall, while holding the ball bounce to continue to earn points until the ball falls and go to start.
- TECHNICAL -
Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Vs. Pinball was released in the arcade as part of Nintendo's Vs. series, allowing to players to sit or stand opposite one another in order to play head to head. Vs. Pinball was released in the arcades in November 1984. Due to extra memory allocation, Vs. Pinball contains a few features that Famicom Pinball does not have, many of which increase the difficulty of the game.
Cameo in WarioWare - Twisted! (2005, Nintendo GBA) : One of 9-volt's games is based on the Arcade Pinball's bonus game.
- PORTS -
* CONSOLES:
Nintendo Famicom [Japan] (Feb.1984)
Nintendo NES [USA] (Oct.1985)
Nintendo NES [Europe] (Sep.1986)
Nintendo Famicom Disk [Japan] (May.1989)
Nintendo GameCube [Animal Crossing - Unlockable bonus game] (2001)
Nintendo Game Boy Advance [e-READER Series] (2002)
Nintendo Wii [Virtual Console] [USA] (Nov.2006)
Nintendo Wii [Virtual Console] [Japan / EUR] (Dec.2006)
* OTHERS:
LCD Handheld game [Game&Watch - Multi Screen] (1983) released by Nintendo.
- 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] Revolution X Update submitted by XtC
Revolution X (c) 1994 Midway Mfg. Co.
A first-person shooter featuring the multi-platinum selling rock band Aerosmith.
It's 1996 and the US have been taken over by the New Order Nation. The group, led by their commander Mistress Helga, have declared war on youth culture, banning music, TV and video games in the process. Meanwhile at a gig in Los Angeles, members of Aerosmith are captured by the NON. With a machine gun in your hand and the strongest weapon of them all, music, it is your task to end the regime of the New Order Nation and free the Aerosmith members.
Remember... MUSIC IS THE WEAPON!
- TECHNICAL -
There are three versions of this game. One is a 3-Player dedicated cabinet, second is a 2-Player dedicated cabinet. Which is identified by the speaker grill just below the marquee same as the 3-Player version along with the folding back marquee assembly like the 3-Player version. The third version is the kit for which to change out a Terminator 2 arcade game. The 2-Player was factory with a 25 standard resolution monitor. And the 3-Player version come factory with a 33 standard resolution monitor.
Midway X Unit hardware
Main CPU : TMS34020 (@ 10 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Players : 3
Control : lightgun
Buttons : 2
- TRIVIA -
Revolution X was released in June 1994.
The game was originally called 'Generation X', until it was realised Marvel owned the copyright to that name (listen to the opening sequence to hear the game being referred to by it's original title).
Several subtle in-jokes appear in the game that lead many to believe that the programmers were massive fans of Monty Python and the Holy Grail, although had difficulty recalling it in detail.
1. When the final boss loses limbs, he sometimes says 'Just a flesh wound' a quote from the Black Knight scene.
2. The subtitles in the credits, including 'Why not try a holiday in Norway this yer?' are often slight misquotes of those in the film credits.
3. 'Llamas trained by Nicholas Petro.' Llama jokes a plenty in the TV series and film credits, but moose trainers were included by name in the film. Nicholas is of course the brother of George N. Petro.
4. The dramatic music change and palette swap of the final credit screen is a nod to the Holy Grail joke where the credit writers were sacked and replaced with another team 'at great expense and at the last minute' who did things in a different way.
This game features four Aerosmith songs : 'Eat the Rich', 'Sweet Emotion', 'Toys in the Attic' and the ending song 'Walk This Way'.
Michael Jackson (1958~2009) used to own this game (Serial number: 400191127). It was sold at the official Michael Jackson Auction on April 24th, 2009.
On May 8th, 2014 at the Regency 8 Cinema and Arcade, located at I-75 and Hwy 192 London, KY 40741, player John Bullard, under the initials JLB reached a high score of 4,099,990 on the original arcade cabinet, without cheating.
- UPDATES -
Rev. 1.0 has an extra area added located in the Pacific Rim Stage.
- TIPS AND TRICKS -
* "Trog"!: To see one of the Trogs, you MUST destroy the black cat on the brick wall. After having doing so, you'll notice a palm tree behind the brick wall. Quickly blast the palm tree with a CD. If you are successful, Trog will pop out of the tree and waddle his way across the brick wall. He will gain speed back and forth like the cat. If you shoot him a certain amount of times, you will have access to yet another hidden area in the game.
The reason behind Trog's inclusion? After having such a harrowing time with the Trog project, Petro and Haeger wanted to have an opportunity to blow him away repeatedly in their offices!
* Game Lock-Up: If you manage to blow up the NON bus while it is going off screen at the end of the level the game wil freeze up. The coins can still be put in the machine and you can add more players but the game just stand there until the operator resets the machine.
- STAFF -
Directed and produced by : George N. Petro, Jack E. Haeger (JEH)
Design and software : George N. Petro, Bill Dabelstein, Warren Davis (WBD), Jake Simpson (JMS), Mike Lynch
Design and graphics : Jack E. Haeger (JEH), Steve Beran, Martin Martinez (MAM), John Vogel (JCV), John Newcomer, Eric Kinkead
Music and sound : Chris Granner
DCS sound system : Matt Booty, Ed Keenan, Rk140
Guitar solos : Vince Pontarelli
Executive producers : Neil Nicastro, Ken Fedesna
Sales : Joe Dillon
* CAST :
Aerosmith : Steven Tyler (Vocals), Joe Perry (Guitar), Brad Whitford (Guitar), Tom Hamilton (Bass), Joey Kramer (Drums)
Headmistress Helga / Cage Dancer : Kerri Hoskins
Nonboys : Steve Beran
Skate Troopers / Everdrones : Jack E. Haeger (JEH)
Berzerkers : John Larrieu
Yellow Jackets / Nomatives : Sal Divita
Non Ninjas : Tony Marquez
Kemmitechs : John Vogel
Vocalizations : Sam Bennett, Chris Granner, Steve Ritchie, Vince Pontarelli, Paul Heitsch, George N. Petro, Jack E. Haeger (JEH), Steve Beran, Kevin Greenwood
Cabinet graphics : Nick Erlich, Jack E. Haeger (JEH), Steve Beran, Paul Barker
Cabinet design : Matt Davis, Bob Bedsole, Ted Valavanis
Gun design : Dennis Gibbons, Jack E. Haeger (JEH), Dave Pallotto, Ted Valavanis
Hardware : Steve Correll, John Lowes, Ray Macika
Hardware support : Cary Mednick, Pat Cox, Dr. Sheridan Oursler.PhD.Msc, Al Lasko
Costumes : Cindy Maniates
Hair and makeup : Sher Williams, Tina Gazaldo
Custom Props : Mark Runyan
Model Builders : Rodney Carter, Dean Milano
Guitars and drums : The Musicians Network, Curt Eisenberg, David Katzma
Catering : Rich Christian
Video documentation : Jim Greene, Art Tianis, Jim Tianis, Joan Faux, Tal Lekberg
Photographer : Bryan Friedman
Midway sales : Rachel Davies, Bob Lentz, Lenore Sayers
Marketing : Rebecca Ellis, Joe Hartmann, Roger Sharpe, Christa Woss
Game testers : Mike Vinikour (MXV), Jason Defillippo (Thor), Eddie Ferrier (CPU)
Aerosmith international fan club president : Juan Sirrakah
Llamas trained by : Nicholas Petro
- PORTS -
* CONSOLES:
Nintendo Super NES (1994)" Revolution X [Model SNS-AXRE-USA]"
Sega Mega Drive (1994)
Sega 32X [Unreleased Prototype]
Sega Saturn (1996)
Sony PlayStation (1996) "Revolution X [Model SLUS-00012]"
* COMPUTERS:
PC [MS Windows, CD-ROM] (1995)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Pong Update submitted by XtC
Pong (c) 1972 Atari, Incorporated.
Pong is a basic simulation of the racket sport of table tennis. A small square representing a ping pong ball travels across the screen in a linear trajectory. If the square strikes the perimeter of the playing field, or one of the simulated paddles, the square ricochets based on the angle of the impact.
Game play consists of players moving their respective paddles vertically to defend their scoring zones. Players score one point by maneuvering the square past their opponent's paddle.
Atari coin-op version of Pong can only be played with two players with each player controlling a paddle.
- TECHNICAL -
The arcade PONG hardware was developed using 66 TTL logic chip. The home version had an integrated chip replacing most of these logic chips in 1974.
Screen Orientation: Horizontal
Video Resolution: 858 x 525 Pixels
Screen Refresh: 29.97 Hz
Palette Colors: Nothing
Players: 2
- TRIVIA -
On June 27, 1972, Mr. Nolan K. Bushnell and Mr. Ted Dabney start their own game company, named 'Syzygy' (means 'the sun, moon and earth in total eclipse'). But at this time, 'Syzygy' was already used by a roof-tiling company and finally, the name was changed to 'Atari' (a word equivalent to the term 'check' used in the Japanese strategy board game 'Go', Bushnell was an avid Go player) and give it the 'FUJI'-symbol (from the Japan's largest mountain 'Fujijama') as its logo.
Pong is the first Atari game. It was released on November 29, 1972, selling at an MSRP of $700.
In September 1972, a prototype was tested on top of a barrel as the first commercial coin-operated machine in a tavern in Sunnyvale, CA called "Andy Capp's'. Within two weeks, Mr. Bill Gattis, the tavern manager, called Atari's Mr. Al Alcorn and reported that the machine was in need of repair. When examined, Alcorn discovered that the coin mechanism had been literally stuffed with quarters. Pong became an instant success and it created the arcade video game industry. The video game revolution had begun...
According to Curt Vendel and Marty Goldberg's "Atari Inc.: Business Is Fun" regarding the original Pong: Because of the cost concerns, the timing chip that Al (Alcorn) had to use to control what scan lines the paddle was drawn across couldn't handle the full range of the screen. It actually left a small gap at the top of the screen. However as Nolan (Bushnell) and Ted (Dabney) played it during the design process, everyone realized that problem actually enhanced the game play. If two players were that good, the small hole would provide a break in the stalemate if a player could direct the ball through it. Rather than fix it by going a more expensive route, it was decided the bug would stay. The experience led Al to the mantra, "If you can't fix it, call it a feature."
A Pong unit appears in the 1974 movie 'The Parallax View' and in the 1975 movie 'Rancho Deluxe'.
The player versus machine/computer feature was not supported with coin-op versions of Atari Pong. The player versus machine/computer feature did eventually appear in several different versions of coin-op pong clone games after the coin-op version of Atari Pong was released.
The two Paddles and pong ball appear on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Cab operator can adjust the slide switch on an Atari Pong PCB to set winning score to either be 11 points or 15 points.
- TIPS AND TRICKS -
The instructions for this game consist of three lines:
Deposit quarter.
Ball will serve automatically.
Avoid missing ball for high score.
- SERIES -
1. Pong (1972)
2. Pong Doubles (1973)
3. Quadra Pong (1974)
4. Super Pong (1974)
5. Pong - The Next Level (1999, PC CD-ROM, Sony PS and Game Boy Color)
- STAFF -
Designed & Engineered by: Alan Alcorn, Nolan Bushnell
- PORTS -
* CONSOLES:
Atari 2600
[US] "Video Olympics [Model CX2621]" (oct.1977)
Sega Genesis/Mega Drive
[US] "Arcade Classics [Model MK-1715]" (1996)
[EU] "Arcade Classics [Model 1715-50]" (1996)
Sony PlayStation
[US] "Atari Anniversary Edition Redux [Model SLUS-01427]" (2001)
[EU] "Atari Anniversary Edition Redux [Model SLES-03808]" (mar.1, 2002)
Sega Dreamcast
[US] "Atari Anniversary Edition [Model T-15130N]" (jul.2, 2001)
Tapwave Zodiac
[US] "Atari Retro" (2004)
Microsoft XBOX
[US] "Atari Anthology [Model 26084]" (nov.16, 2004)
[EU] "Atari Anthology" (nov.26, 2004)
[JP] "Atari Anthology [Model B7X-00001]" (aug.4, 2005)
Sony PS2
[US] "Atari Anthology [Model SLUS-21076]" (nov.22, 2004)
[EU] "Atari Anthology [Model SLES-53061]" (feb.18, 2005)
Sony PlayStation 4
[US] "Atari Flashback Classics Vol.1" (oct.18, 2016)
Microsoft XBOX One
[US] [EU] "Atari Flashback Classics Vol.1" (nov.1, 2016)
* HANDHELDS:
Sega Game Gear
[US] "Arcade Classics" (1996)
Nintendo DS
[UK] "Retro Atari Classics [Model NTR-ATAE-UKV]" (mar.11, 2005)
[EU] "Retro Atari Classics [Model NTR-ATAE-EUR]" (mar.11, 2005)
[US] "Retro Atari Classics [Model NTR-ATAE-USA]" (mar.16, 2005)
[JP] "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" (june.30, 2005)
[AU] "Retro Atari Classics [Model NTR-ATAE-AUS]" (nov.2007)
[US] "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" (nov.2, 2010)
[EU] "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" (feb.24, 2011)
Nintendo Game Boy Advance
[US] "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]" (aug.21, 2005)
[EU] "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]" (sept.23, 2005)
Sony PSP
[US] "Atari Classics Evolved [Model ULUS-10325]" (dec.19, 2007)
[AU] "Atari Classics Evolved" (mar.7, 2008)
* COMPUTERS:
Tandy Color Computer 3
[US] "Ponk" (1987)
PC [MS Windows, CD-ROM]
[EU] "Atari Arcade Hits 1" (1999)
[US] "Atari Arcade Hits 1" (jul.13, 1999)
[US] "Atari Anniversary Edition" (jul.9, 2001)
[EU] "Atari Anniversary Edition" (dec.14, 2001)
[US] "Atari Retro" (jan.1, 2003)
[US] "Atari - 80 Classic Games in One! [Model 25069J]" (nov.11, 2003)
[EU] "Atari - 80 Classic Games in One! [Replay]" (june.10, 2005)
[EU] "Atari Arcade Hits 1 [Replay]" (june.17, 2005)
STEAM
[US] "Atari Vault [Model 400020]" (mar.24, 2016)
* OTHERS:
[US] Magnavox "Odyssey [Model ITL 200]" (1972)
[US] Universal Research "Video Action [Model VA-I]" (1973)
[UK] The Sales Team "Videomaster Home T.V. Game [Model VM577]" (1974)
[US] Executive Games "Television Tennis [Model 035]" (1975)
[US] First Dimension "Video Sports [Model FD-3000W]" (1975)
[US] Magnavox "Odyssey 100" (1975)
[US] Magnavox "Odyssey 200" (1975)
[US] Sears "Tele-Games Pong [Model 25796]" (1975)
[US] Universal Research "Video Action [Model VA-II]" (1975)
[UK] "Videomaster Olympic [Model VM3-D]" (1975)
[EU] "Videomaster Rally [Model VM4]" (1975)
[US] Allied's "Name of the Game [Model A-100]" (1976)
[US] Allied's "Name of the Game II [Model A-300]" (1976)
[CA] Canadian Tire "Video Sports [Model 84-6072]" (1976)
[US] Coleco "Telstar [Model 6040]" (1976)
[US] Coleco "Telstar Classic [Model 6045]" (1976)
[US] Atari "Pong [Model C-100]" (1976)
[UK] Binatone "TV Gaming Unit [Model 01-4990]" (1976)
[FR] Pizon Bros. "Visiomatic 101" (1976)
[FR] Pizon Bros. "Visiomat 11" (1976)
[US] Entex "Gameroom Tele-Pong" (1976)
[US] First Dimension "Video Sports [Model 76]" (1976)
[US] First Dimension "Video Sports [Model 76C]" (1976)
[US] GHP "Wonder Wizard - Television Sports Games [Model 7702]" (1976)
[US] Lloyds "TV-Sports 801" (1976)
[US] Magnavox "Odyssey 300" (1976)
[US] Magnavox "Odyssey 400" (1976)
[US] Magnavox "Odyssey 500" (1976)
[US] MECCA "TV Game [Model EP 460]" (1976)
[DE] Mestron "Fernseh Spiel [Model TVG 2006]" (1976)
[US] Montgomery-Ward "Telstar Video World of Sports" (1976)
[US] National Semiconductor "Adversary" (1976)
[FR] Occitane "OC4" (1976)
[FR] Occitane "Occitel" (1976)
[AU] Packel Instrument "TV Sport" (1976)
[UK] "Prinztronic Tournament - Colour Programmable 2000" (1976)
[US] Radio Shack "Electronic TV Scoreboard [Model 60-3061]" (1976)
[US] MSC "Ricochet [Model MT1A]" (1976)
[US] Ridgewood "GAMATIC 7600" (1976)
[US] Dyn "Paddle IV" (1976)
[US] Sears "Tele-Games Super Pong [Model 99736]" (1976)
[US] Sears "Tele-Games Super Pong IV [Model 99737]" (1976)
[US] Sears "Tele-Games Hockey-Pong [Model 99721]" (1976)
[US] Sears Hockey-Tennis (1976) : contains 4 games.
[EU] Superlectron TV Challenger (1976) : contains 3 games.
[US] Tele-Match Concert Hall IV (1976) : contains 4 games.
[US] Tele-Match 4 (1976) : contains 4 games.
[NL] Television Gaming Unit (1976) : conrains 2 games.
[US] Unisonic Sportsman - Tournament 101 (1976) : contains 4 games.
[US] Unisonic Tournament 100 (1976) : contains 4 games.
[US] Unisonic Tournament 150 (1976) : contains 6 games.
[US] Unisonic Tournament 200 (1976) : contains 4 games.
[US] Universal Research "Video Action [Model VA-III]" (1976)
[US] Universal Research "Video Action Indy 500 [Model S-100]" (1976) : contains 3 games.
[DE] Universum TV Multi-Spiel (1976) : contains 6 or 4 games.
[US] Venture Electronics Video Sports (1976) : contains 4, 5, or 8 games.
[UK] Videomaster Superscore (1976) : contains 6 games.
[US] Windsor TV Game (1976) : contains 4 games.
[UK] Academy Video Game (1977) : contains 4 games.
[US] APF Match (1977) : contains 4 games.
[US] APF TV FUN (1977) : contains 4 games.
[US] APF Sportsarama (1977) : contains 8 games.
[FR] Asaflex Video Sports (1977) : contains 4 or 6 games.
[US] Atari "Ultra Pong [Model C-402S]" (1977) : contains 16 or 32 games.
[US] Atari Video Pinball (1977) : contains 7 games.
[EU] Audiosonic Home's TV Set (1977) : contains 4 games.
[UK] Binatone Colour TV Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 6 (1977) : contains 6 games.
[UK] Binatone TV Master MK IV (1977) : contains 4 games.
[UK] Binatone TV-TRON (1977) : contains 4 games.
[FR] Bingo TVG 203 (1977) : contains 4 games.
[FR] Bingo Video Game (1977) : contains 4 games.
[DE] Blaupunkt TV-Action (1977) : contains 4 games.
[UK] Boots Audio (1977) : conrains 4 games.
[US] Coleco "Telstar Ranger [Model 6046]" (1977) : contains 6 games.
[US] Coleco "Telstar Alpha [Model 6030]" (1977) : contains 4 games.
[US] Coleco "Telstar Colormatic [Model 6130]" (1977) : contains 4 games.
[US] Coleco "Telstar Regent [Model 6036]" (1977) : contains 4 games.
[EU] Commodore T.V. Game (1977) : contains 8 games.
[US] Concept 2000 Spectrum 6 (1977) : contains 4 games.
[US] Concept 2000 TV +4 (1977) : contains 4 games.
[US] Conic Video Game (1977) : contains 4 games.
[FR] Continental Edison (1977) : contains 6 games.
[FR] Creatronic Bi.Bip 4 (1977) : contains 4 games.
[FR] Creatronic Bi.Bip 8 (1977) : contains 8 games.
[US] Dayya Marume 2000 (1977) : contains 8 games.
[DE] DDR TV-Spiele (1977) : contains 6 games.
[UK] Decca Sports TV Game (1977) : contains 6 games.
[UK] Derby Master (1977) : contains 3 games.
[US] Digitek TV Game (1977) : contains 4 games.
[US] E&P 4 Electronic TV Sport Games (1977) : contains 4 games.
[US] Electrophonic Pro-Sports (1977) : contains 4 games.
[US] Enterprex Color Home Video Game (1977) : contains 4 or 8 games.
[UK] Grandstand Match of the Day 2000 (1977) : contains 4 games.
[UK] Grandstand Adman (1977) : contains 4 games.
[US] Gulliver Triple Challenge (1977) : contains 3 games.
[FR] Hanimex Jeu-Tele Electronique (1977) : contains 4 games.
[US] Hanimex TV Scoreboard (1977) : contains 8 games.
[FR] Hit-Go (1977) : contains 6 games.
[FR] Hometronics Telecourt (1977) : contains 4 games.
[DE] Honeybell Video Sports color (1977) : contains 4 games.
[DE] Intel Super-Telesport (1977) : contains 4 games.
[DE] Intel TV Sport (1977) : contains 4 or 6 games.
[DE] Interton Club Exclusiv 2000 (1977) : contains 6 games.
[EU] Interton Video 2400 (1977) : contains 5 games.
[EU] Interton Video 2501 (1977) : contains 3 games.
[EU] Interton Video 2800 (1977) : contains 4 games.
[EU] Interton Video 3000 (1977) : contains 6 games.
[EU] Interton Video 3001 (1977) : contains 6 games.
[FR] ITMC 6 Jeux (1977) : contains 6 games.
[UK] ITT / Ideal Color Tele-Match Cassette (1977) : contains 4 games.
[DE] Korting Tele-Multi-Play (1977) : contains 4 games.
[US] K-Mart S Four Thousand (1977) : contains 4 games.
[US] K-Mart S Eight Thousand (1977) : contains 8 games.
[US] Magnavox "Odyssey 2000" (1977) : contains 3 games.
[US] Magnavox "Odyssey 3000" (1977) : contains 4 games.
[US] Magnavox "Odyssey 4000" (1977) : contains 8 games.
[FR] Markint 4a (1977) : contains 4 games.
[FR] Markint 6 (1977) : contains 6 games.
[FR] Markint Tele-Sports (1977) : contains 4 games.
[FR] Markint TV Sports (1977) : contains 4 games.
[DE] Match Spectrum 6 (1977) : contains 3 games.
[DE] MBO Tele-Ball V (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6S]" (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6V]" (1977) : contains 6 games.
[JP] Sharp "Color TV-Game [Model XG-106V]" (1977) : contains 6 games.
[EU] Novex Colour Video Sports Game (1977) : contains 3 games.
[FR] Occitane (SOE) Match Robot (1977) : contains 4 games.
[EU] OPL Optim Sport (1977) : contains 4 games.
[DE] Palladium Tele-Match 4000 (1977) : contains 4 games.
[EU] Philips Odyssey 2001 (1977) : contains 3 games.
[EU] Philips Tele-Spiel Las Vegas (1977) : contains 4, 6 or 8 games.
[FR] Pizon-Bross Visiomat 11 (1977) : contains 6 games.
[DE] Poppy Tele-Spiel (1977) : contains 4 games.
[UK] Prinztronic Tournament II Deluxe (1977) : contains 6 games.
Radofin Electronic TV Game (1977) : contains 4 games.
Radofin Tele-Sports (1977) : contains 4 games.
Radofin Tele-Sports Mini (1977) : contains 4 games.
Radofin SC Eight Thousand (1977) : contains 8 games.
[US] Ricochet Electronic Super Pro (1977) : contains 5 games.
[US] Roberts Rally IV (1977) : contains 4 games.
[US] Roberts Rally X (1977) : contains 8 games.
[US] Roberts Sportrama 8 (1977) : contains 8 games.
[FR] Samdo (1977) : contains 4 games.
[US] Santron Home T.V. Game (1977) : contains 6 games.
[DE] Sanwa Tele-Spiel (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis II [Model 99733]" (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis III [Model 99734]" (1977) : contains 4 games.
[US] Sears "Tele-Games Super Pong IV [Model 99789]" (1977) : contains 10 (5x2) games.
[US] Sears "Tele-Games Pong Sports II [Model 99707]" (1977) : contains 16 games.
[US] Sears "Tele-Games Pong Sports IV [Model 99708]" (1977) : contains 32 games.
[FR] SEB Telescore (1977) : contains 4 or 6 games.
[DE] Sennheiser TV Game (1977) : contains 6 games.
[EU] Sheen Video Sport (1977) : contains 4 games.
[EU] Sheen Colour Video Sport (1977) : contains 6 games.
[DE] Sonesta Hide-Away TV Game (1977) : contains 6 games.
[UK] Sportel (1977) : contains 3 games.
[FR] Sportron (1977) : contains 4 or 6 games
[FR] Starex (1977) : contains 4 games.
[DE] Superlectron Fernsehspiel (1977) : contains 4 games.
[US] Syrelec Videosport 2 (1977) : contains 4 games.
[FR] Thomson Jeu Video (1977) : contains 5 games.
[EU] Tandy TV Scoreboard (1977) : contains 4 or 10 games.
[US] TCR Video Sport (1977) : contains 4 games.
[US] Tele-Match Television Computer Game (1977) : contains 5 games.
[UK] Teleng Colourstars (1977) : contains 6 games.
[AU] Tempest Video Game (1977) : contains 6 games.
[DE] Unimex Mark V-C (1977) : contains 6 games.
[US] Unisonic Olympian 2600 (1977) : contains 10 games.
[US] Unisonic Tournament 1000 (1977) : contains 4 games.
[US] Unisonic Tournament 2000 (1977) : contains 6 games.
[US] Unisonic Tournament 2501 (1977) : contains 6 games.
[DE] Universum Color Multi-Spiel (1977) : contains 4 or 10 games.
[DE] Universum Tele-Sports (1977) : contains 4 games.
[FR] Univox (1977) : contains 4 games.
[EU] Video 4000-EX (1977) : contains 4 games.
[FR] Video Stellar (1977) : contains 5 games.
[EU] Videomaster Colourscore (1977) : contains 3 games.
[UK] Videomaster Colourshot (1977) : contains 3 games.
[UK] Videomaster Visionscore (1977) : contains 3 games.
[UK] Videomaster Strika 2 (1977) : contains 4 games.
[US] Windtronics Video Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 8 (1978) : contains 8 games.
[UK] Binatone TV-Master MK 10 (1978) : contains 10 games.
[UK] Binatone Colour TV Game 4 Plus 2 (1978) : contains 6 games.
[UK] Coleco Telstar Colortron (1978) : contains 4 games.
[UK] Coleco Telstar Marksman (1978) : contains 6 games.
[US] Granada "Colorsport VIII [Model CS 1818]" (1978)
[DE] Grunding Tele-Spiel 1 (1978)
[US] Harvard Mini Color TV Game (1978) : contains 4 games.
[DE] Intercord TV Games (1978) : contains 4 games.
[EU] ITT / Ideal Color Tele-Match Cassette 2 (1978) : contains 8 games.
[FR] Klervox Jeu TV (1978) : contains 6 games.
[DE] Match Color (1978) : contains 10 games.
[DE] MBO Tele-Ball VIII (1978) : contains 8 games.
[US] Olympos Electronic Gamatic 7706 (1978) : contains 6 games.
[FR] Occitane (SOE) OC 5000 : contains 6 games.
[EU] Philips Odyssey 2100 (1978) : contains 23 games.
[IT] Polistil Video Games (1978) : contains 4 games.
[DE] Poppy Tv-Game Fernseh Spiel (1978) : contains 4 games.
[UK] Prinztronic Tournament Mini (1978) : contains 4 games.
[UK] Prinztronic Videosport (1978) : contains 6 games.
[FR] RIL Robot (1978) : contains 6 games.
[FR] Saft-Leclanch TV 8 Sports (1978) : contains 8 games.
[US] Sands Color TV Game (1978) : contains 6 games.
[FR] Scomark 4 Sports Tele (1978) : contains 4 games.
[US] Sinoca T.V. Game (1978) : contains 4 games.
[DE] TV 18 Spannende Videospiele (1978) : contains 18 games.
[UK] Grandstand Sports Centre (1979) : contains 10 games.
[EU] Hanimex Electronic TV Game (1979) : contains 4 games.
[EU] ITT / Ideal Tele-Match Cassette (1979) : contains 10 games.
[UK] Videomaster Colourscore 2 (1979) : contains 6 games.
[JP] TV-Games [Model KTC-7700] (17?)
Radofin Colour TV Game (1981) : contains 10 games.
[FR] Univox Tele-Sports 6 (1981) : contains 6 games.
[EU] Audiosonic Color TV Game (1982) : contains 4 games.
[DE] Poppy Color Video Game (1982) : contains 6 games.
[FR] Rollet Robot (1982) : contains 6 games.
[UK] Bentley Compu-Vision (1983) : contains 4 games.
[US] DMS Tele-Action (1983) : contains 4 games.
[UK] Ingersoll mini TV Game (1983) : contains 4 games.
Arcade (1993) : hidden game in "Mortal Kombat II"
[US] Mobile phone [Motorola T720] (2003)
[US] Atari 10 in 1 TV Game (2002) by Jakk's Pacific
[US] Atari Paddle TV Game (2004) by Jakk's Pacific
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (2006) "Atari Masterpieces Volume 2"
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
[US] "Atari Flashback 2+" (feb.22, 2010)
- SOURCES -
Game's manual.
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Kid no Hore Hore Daisakusen Update submitted by XtC
キッドのホレホレ大作戦 (c) 1987 Nichibutsu.
(Kid no Hore Hore Daisakusen)
An action arcade game
- TECHNICAL -
The board consists of two PCB's connected with two ribbon cables.
* PCB 1:
Main CPU: Motorola 68000 (@ 8 Mhz)
ROMS: 1 - 8
* PCB 2:
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM3526 (@ 4 Mhz), (2x) DAC
ROMS: 9 - 16
Players: Up to 2
Control: 8-way joystick
Buttons: 3
- TRIVIA -
Kid no Hore Hore Daisakusen was released in April 1987 in the Japanese arcades.
The title of this game translates from Japanese as 'Dig Dig Kid's Great Operation'.
It was originally to be entitled Booby Kids in an early prototype, but the name was ultimately changed. An Italian bootleg / hack of this game is known as "Booby Kids".
- STAFF -
Sound composers: Kenji Yoshida, Hiroshi Funaba
- PORTS -
While this game was ported to a few home systems, it's legacy is a little strange. It was first ported to the Famicom under its original title, Booby Kids, with entirely different levels, and was given a sequel on the Game Boy known as Booby Boys. The game's concept was converted for play on the PC Engine, but was changed to make use of a license to use the Doraemon character and released as Doraemon: Meikyuu Daisakusen. When the game was localized for play in the United States on the Turbo Grafx-16, the Doraemon character was removed, and the original player sprite was restored, but the game was entitled Cratermaze.
* CONSOLES:
[JP] Nintendo Famicom (1987) "Booby Kids [Model NBF-BB]"
[JP] Nintendo Game Boy (june.25, 1993) "Booby Boys [Model DMG-B8J]"
[JP] NEC PC-Engine (1990) "Cratermaze"
[JP] NEC PC-Engine "Doraemon Meikyuu Daisakusen" - featuring Doraemon characters.
[JP] Sony PS4 [PSN] (feb.12, 2016) "Arcade Archives - Kid no Hore Hore Daisakusen [Model CUSA-04419]"
[US] Sony PlayStation 4 [PSN] (apr.26, 2016) "Arcade Archives - Kid's HoreHore Daisakusen [Model CUSA-05203]"
[EU] [AU] Sony PlayStation 4 [PSN] (aug.30, 2016) "Arcade Archives - Kid's HoreHore Daisakusen [Model CUSA-05577]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] Update submitted by XtC
餓狼伝説3 遥かなる闘い (c) 1995 SNK [Shin Nihon Kikaku].
(Garou Densetsu 3 - Harukanaru Tatakai)
During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, 2 different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it?
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-069
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons Per Player.
[Joystick] 8-way [A] Quick Punch [B] Quick Kick [C] Power Punch [D] Power Kick
- TRIVIA -
Garou Densetsu 3 was released in March 1995 in Japan.
The title of this game translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle'.
Garou Densetsu 3 overtly refers to itself by its overseas name of 'Fatal Fury 3' throughout the game.
This game is known outside Japan as 'Fatal Fury 3 - Road to the Final Victory'.
Things that changed in this particular game:
* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes.
* Chain combos are introduced to add even more depth to each character's fighting style.
* Throws are harder to use since these are slow and throw-miss animations were added.
* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei.
Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hilarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :)
Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe!
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 3 - PCCB-00179) on April 21, 1995.
- TIPS AND TRICKS -
Reach and beat Jin Chonshu with a fighting grade above "A" and you'll fight a hidden last boss, her brother, Jin Chonrei.
One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises!
Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine!
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Geese Howard : Kong Kuwata
Sokaku Mochizuki, Ryuji Yamazaki : Koji Ishii
Bob Wilson, Hon-Fu : Toshiyuki Morikawa
Blue Mary : Harumi Ikoma
Franco Bash : B. J. Love
Jin Chonshu, Jin Chonrei : Kappei Yamaguchi
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 21, 1995; "Garou Densetsu 3 - Harukanaru Tatakai [Model NGH-069]")
[JP] SNK Neo-Geo CD (Apr. 28, 1995; "Garou Densetsu 3 - Harukanaru Tatakai [Model NGCD-069]")
[JP] Sega Saturn (june.28, 1996; "Garou Densetsu 3 - Harukanaru Tatakai [Model T-3102G]")
[JP] Sony PS2 (jul.20, 2006; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
[US] Sony PS2 & [EU] (2006; "Fatal Fury Collection")
[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
* COMPUTERS:
PC [MS Windows 9x] [JP] (Sep. 19, 1996; Garou Densetsu 3 - Harukanaru Tatakai)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Chack'n Pop Update submitted by XtC
Chack'n Pop (c) 1984 Taito.
Chack'n Pop is considered by many to be the precursor to the venerable game Bubble Bobble. The cast consists of two enemies that would later be seen in Bubble Bobble. Many fans of the Bubble Bobble series may find Chack'n Pop less fun to play due to its high degree of difficulty.
The game puts the player in the role of Mr. Chack'n, who must rescue all of the hearts that were stolen during a romantic interlude between him and Miss Chack'n. Chack'n is an interesting character with equally interesting abilities. He can toss two bombs, only one in each direction at a time. He can also effortlessly go from walking on the floor to walking on the ceiling. If the ceiling is low enough, Chack'n can extend his legs until his head touches the ceiling to immediately begin walking on it.
Chack'n must use his bombs to release the captured hearts from their cages. Once all of the hearts are freed, he can escape through the top right corner of the maze. Along the way, purple Monstas will be trying to stop Chack'n simply by colliding with him. Chack'n can use his bombs to defeat the Monstas, but the limited use he has over them makes the bombs an unreliable attack method. Once Chack'n spends enough time in a maze, it is not uncommon for him to become completely overwhelmed by the presence of the Monstas.
- TECHNICAL -
Prom Stickers : A04
Main CPU : Zilog Z80 (@ 2.35 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Even if titlescreen says MCMLXXXIII (1983), Chack'n Pop was released in April 1984 in Japan.
The graphics roms contain unused sprites for a character that looks identical to the mechanical wind-up 'Zen-Chan' that later appeared in "Bubble Bobble".
Even though Chack'n battles Monstas and Mightas in this game, he would fight on their side 13 years later in "Bubble Memories - The Story of Bubble Bobble III".
A copyright string is hidden in the ROM a04-05 at 0x1EC6:
83 TAITO CORPORATION
PROGRAMMED BY JUN.
- TIPS AND TRICKS -
Maze 1
The first maze is a purely introductory maze. It teaches you the basics of the game. If you're new to the game, get to know the way that Chack can move through the maze. The first two Monstas make and easy multiple kill target, as do the two Monstas on the bottom if you're will to wait for both of them to hatch. If you happen to die on this level, you will not lose a life, but you will automatically be sent to Maze 2.
Maze 2
This is the first real stage. There are multiple paths that you can take to reach the single heart in the lower right corner. If you are concerned with the number of Monstas that may appear, be preemptive and bomb some of the eggs. Once you free the heart, you must come back to the center of the lowest level in order to progress to the top of the stage where the exit is.
Maze 3
There are two hearts in this stage. It makes the most sense to free the heart on the left first, and the heart on the second last. Eliminate as many eggs as you can unless you want to earn a completion bonus. Since you have many choices as to how you can get from the left heart to the first heart, proceed cautiously, and take the paths that are least occupied. Send bombs ahead of you in case any Monstas decide to hunt you down.
Maze 4
This maze contains easily identifiable walls that can be broken by your bombs. Use your bombs to open up pathways that give Chack access to the hearts. Free the higher heart first, then drop down to free the lower left heart. Try to clear out Monstas and their eggs in advance of your arrival. Once you free the left heart, you can take the lower path that crosses the boundaries of the screen, allowing you to move from the left side of the screen to the right side. Traveling back up the right side can be risky since you can't bomb up, only down. Travel back to the opposite side of the screen if you need to return to safety, but remember, the Monstas can follow you.
Maze 5
Maze 5 is the first maze that features water vials. They are essential to your escape from this maze. Free the heart closest to your starting point. In the process, you should break the water vial nearby, and water will begin to fill the bottom of the screen. Free the vial below it, and cross the screen boundary at the bottom of the screen. Carefully climb back up the right side, and free the right heart as well as one more water vial by throwing a bomb as last as possible while you are hanging from the ceiling to the left of the heart. By the time you do this, there should be enough water in the maze to allow you to swim to the L shaped platform in the center of the lower level. From here, you can climb up through the middle of the screen and reach the exit. Breaking more vials doesn't help you, but it won't really hurt you either. Just remember that bombs don't work underwater.
Maze 6
This maze introduces a moving platform that can (infrequently) kill Monstas for you. The platform in this stage isn't vital to your escape, but it can come in handy. Work your way towards the bottom of the maze. Free the right heart as soon as you like, but approach the left heart carefully, as you're an easy target in the narrow tunnel. Once you reach the gap beneath the left heart, push up so that Chack extends his legs into the gap. He will never be able to rise above it, but when he is at his highest, drop a bomb on both sides so that the bomb comes to rest above the gap. When they explode, they will each break a corner of the cage, freeing the heart and opening the way out.
Maze 7
This maze looks deceptively simple, but the position of the hearts puts Chack in danger of getting attacked by Monstas, as a lot of backtracking is necessary. Either proceed cautiously by bombing as many eggs as possible, or move quickly through the maze before the eggs have a chance to hatch and overwhelm you. This maze can be particularly tricky to escape from once you're on the bottom.
Maze 8
Just after you start this maze, some of the decision making is taken off your hands as you are forced down the left alley. Move quickly to reach the lower heart and use the same technique that you used in Maze 6 to free the hearts by rising up and throwing bombs just as Chack's head clears the gap. Make your way back up to the top and free the higher heart. Once you do that, you are forced to fall to the bottom of the right side of the screen where you must cautiously advance to the exit at the top.
Maze 9
Maze 9 features another moving platform. Unlike the one before, this one is vital to your escape from the maze. In order to free the left heart, you must toss a bomb to the left as late as possible as you hang from the ceiling to the right of the cage and move to the left. If you release the bomb too early, it will fall to the floor below. The lower heart is easier, but you must travel towards the center of the lower level to begin your escape. Once you reach the moving platform, let it drop you off on the ledge to the left. Get back on top of it, hop over the obstacle along the platform's path, and ride the platform to the right side of the maze.
Maze 10
This is the last water vial maze and it can be particularly challenging. Start by dropping to the bottom and crossing the screen boundary to reach the right side. Climb up to the top and break the three water vials. Return to the middle of the screen and cross to the left. Free the right heart and break the vial in the center. There should now be enough water for you to swim to the gap on the left side of the screen that would allow you to climb up to the heart on the left. Once the heart is freed, the exit is clear, but the path to it can be quite deadly, especially if the water is full of Monstas. Only careful removal of the Monstas can ensure you with a safe path to the exit.
Maze 11
Maze 11 features a moving platformt that is both a friend and a foe. It moves slightly more erratically (although predictably) and is necessary to go from the left heart to the right heart. Both hearts must be freed by tossing a bomb from far away while hanging upside down. Once the left heart is freed, hang from the moving platform and exit to the left. Climb up over the to the first block above the platform. Cross over to the second block when the platform passes beneath both blocks. Then ride the platform over to the right where you can free the second heart and make your escape.
Maze 12
This maze features breakable blocks that must be destroyed to create the path to each heart and the exit. From the start, you will be forced to break blocks that cross the screen boundary not once, but twice. Once you're back on the left side, you can free the lower heart, and work your way to the higher heart. As a general rule, try not to destroy more walls than you need to, as they provide Chack with a defense against too many Monstas, as well as making it easier for him to navigate the maze.
Maze 13
The platform that moves back and forth in this maze blocks one pathway to one heart or the other. It doesn't matter which one you go after first, although it's a little faster to take the right path first. To get the right heart, you must pass above the heart first and fall down to the right of it in order to pitch a bomb over by the cage. Once you collect it, you must climb up the alley to the right of the platform. The left heart is a little more straightforward. Once you free both hearts, you must cross the screen boundary to reach the small tunnel that leads to the exit. Beware of any Monstas that might be remaining on that side.
Maze 14
As the last level, this maze can be particularly challenging to navigate. Certain regions of the maze can only be reach by cross the screen boundary. There are a lot of breakable walls in this stage, but the color difference is slight enough to be deceptive. Keep an eye out of all of them, and pay attention the avenues that are made available by destroying them. The exit can only be reached by crossing the screen boundary at the highest point on the left, and that can only be reached by falling through the breakable wall to the right of the higher heart. Finish this maze to view an ending before you start back over on maze 2.
- STAFF -
Programmed by: JUN.
Music by: Yoshino Imamura
- PORTS -
* CONSOLES:
[JP] Sega SG-1000 (1985) "Chack'n Pop [Model C-52]"
[JP] Nintendo Famicom (may.24, 1985) "Chack'n Pop [Model 02 TF-4500]"
[TW] Sega SG-1000 (198?) "Da Yu"
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
[AU] Sony PlayStation 2 (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]"
[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2"
[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]"
[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]"
* HANDHELDS:
[AS] Sony PSP (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
[KO] Sony PSP (feb.10, 2006) "Taito Memories Pocket"
[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"
* COMPUTERS:
[JP] Sharp X1 (1984)
[JP] MSX (1985)
[JP] NEC PC-6001 Mk2 (1984)
[JP] NEC PC-88 (1985)
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
- SOURCES -
Game's ROM.
Accepted [+] [X] 1942 Update submitted by XtC
1942 (c) 1984 Capcom.
1942 is a vertically-scrolling shoot-em-up set in the Pacific theatre during World War II, in which the goal is to reach Tokyo and destroy the entire Japanese air fleet.
The player pilots a plane dubbed the 'Super Ace' and has to shoot down waves of enemy planes while avoiding incoming enemy fire. The 'Super Ace' can perform a limited number of rolls or 'loop-the-loops' to evade enemy planes and shots. Just two lives are given to the player.
During the game, waves of red enemy planes periodically appear. If the player manages to destroy a red wave, a power-up, in the form of a 'POW' symbol, will be dropped and can be picked up. The power-up will award either increased fire-power (doubling the player's guns from two to four), a smart bomb that destroys all on-screen enemy planes the instant it's collected, two wingmen planes that flank the Super Ace and increase fire power, or simply extra points.
At the end of each stage the 'Super Ace' lands on an aircraft carrier and bonus points are awarded based on player performance. 1942 differs from other games in that its levels are numbered in reverse order, so the game begins at stage 32 and ends at stage 1.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.5 Mhz)
Screen Orientation: Vertical.
Screen Resolution: 256x224
Refresh Rate: 60Hz
Palette colours: 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
1942 was released in December 1984 in Japan. 1942 wasn't a Yoshiki Okamoto title, but designed by his former-classmate who joined Capcom a few years afterwards.
The plane is a lockheed P-38 Lightning, the same type which was flown by Richard Bong in the Second World War. He was America's top ace, credited with shooting down 40 Japanese planes.
It was the first Capcom title to spawn a successful series of sequels, with six titles in the 19XX line released from 1984 to 2000.
Stage names:
Stages 32–29: Midway
Stages 28–25: Marshall
Stages 24–21: Attu
Stages 20–17: Rabaul
Stages 16–13: Leyte
Stages 12–09: Saipan
Stages 08–05: Iwojima
Stages 04–01: Okinawa
After the last boss plane on stage 02 is destroyed the screen displays:
CONGRATULATION
YOU ARE THE BEST OF PLAYER !
FIGHT LAST ONE STAGE
Stage 01 is displayed as LAST STAGE.
After the last stage is complete the screen displays :
WE GIVE UP!
SPECIAL BONUS
10000000 PTS
GAME OVER
PRESENTED BY CAPCOM
PS. HOPE OUR NEXT GAME.
(c) CAPCOM
Default High-score table ('Top 5 ranking score!!') :
TOP 40000 (c) CAPCOM 0
2ND 35000 ALL 0
3RD 30000 RIGHT 0
4TH 25000 RESERVED 0
5TH 20000 EXEDEXES 0
In the default high-score table, some previous Capcom Games appear. Since the Demo Mode only shows the top five, you need to play the game and to make a score of approximately 10,000 points (To enter in the top ten).
The number 5 (20,000 points) appears as 'EXEDEXES'.
Number 6 is 'VULGUS' (9,999 points).
Number 7 is 'SONSON' (8,888 points).
Number 8 is 'HIGEMARU' (7,777 points).
Number 9 is again 'EXEDEXES' (6,666 points).
The game ROM contains an unused Bomb sprite and an unused Star bonus items sprite.
Martin Bedard of Saint-Lazare, Quebec, Canada holds the record for this game with 13,360,960 points on November 19, 2006.
Soundtrack album releases :
Capcom Game Music (28XA-94) (August 25, 1986) [Alfa Record]
Capcom Game Music [Reprint] (SCDC-00193) (June 19, 2002) [Scitron Discs]
Legend of Game Music~Premium Box (SCDC-00410~7) (March 24, 2005) [Scitron Discs]
- UPDATES -
In the two oldest versions of the game, there's a bug in the scoring system for earning bonus lives. This bug was fixed in Revision B.
- SCORING -
Small planes are 30, 50, 70, 100, 150, or 200 points each.
The small red planes that fly formations of five or ten are 100 points each. Shooting all the planes in the five-plane formation awards 500 bonus points. Shooting all the planes in the ten-plane formation awards 1,000 bonus points. In both cases, when the last plane of a formation is destroyed, a power-up marker appears and is worth 1,000 points when picked up.
Occasionally a small airplane comes slowly out of the lower left or lower right hand side of the screen and flies towards the top. When hit, it turns into a special figure which awards 5,000 points when picked up.
Medium size planes are 1,000 or 1,500 points each.
Large bomber planes start at 2,000 points each. The score for each consecutive bomber destroyed without the player dying is 500 points more than the previous one, up to a maximum of 9,000 points. When the player's ship is destroyed, the score for the bombers is reset back to 2,000 points.
There are four boss planes. They appear at the end of stages 26, 18, 10, and 02:
The stage 26 boss plane is worth 20,000 points.
The stage 18 boss plane is worth 30,000 points.
The stage 10 boss plane is worth 40,000 points.
The stage 02 boss plane is worth 50,000 points.
For all enemy planes that require more than one hit to kill, each hit on them gives 100 points.
At the end of each stage a bonus is awarded for shooting down percentage and for unused loops :
100% = Special bonus 50,000 points (in older revisions, the game displays 10,000 points bonus but 50,000 points are actually awarded).
95-99% = 20,000 points
90-94% = 10,000 points
85-89% = 5,000 points
80-84% = 4,000 points
70-79% = 3,000 points
60-69% = 2,000 points
50-59% = 1,000 points
Under 50% = 0 points
Unused loops are 1,000 points each.
Finishing the final stage awards 10,000,000 points.
- TIPS AND TRICKS -
* On Stages 27, 20, 15, 08, and 04, a V-formation of red planes will come straight down from the top. If all five of the planes are destroyed, a Black/Red POW appears, giving the player an extra airplane when picked up.
* On stages with the wingman power-ups, use them to kill off the large bombers easily by crashing a wingman into them. You will get a second chance to get them back later on.
* On the stages with the boss planes, save all your loops; shoot at it quickly, loop down to avoid the shots, shoot at it again and THEN loop. You should be able to kill it this way.
* Most of the time it is easier to keep only one wingman rather than both; that way it's easier to maneuver around enemies. If you miss the red airplanes that give you the wingman powerup, kill off your plane (assuming you have some remaining) and the game will place you back before them.
* An interesting bug : If you win an extra plane from points when killing a boss plane, no extra planes will be awarded on the basis of points. Extra planes can still be obtained by getting the Black/Red POW, but no point-based bonuses will be awarded for the rest of the game.
* The end of stage bonus for 100% shooting down is actually 50,000 points, even though the game displays a 'special' bonus of only 10,000 points.
When the player loses all of his ships, the game offers to continue for another credit. If this option is chosen, the game continues where it left off but the score is reset to zero.
* There are six kinds of powerups : Quad fire, destroy all enemies on screen, two wingmen, make enemies stop shooting temporarily, extra loop, and extra life. Note that the destroy all enemies powerup does not destroy the small slow plane that has the 5,000 bonus item pickup.
Quad fire power-ups are found on Stages 32, 28, 24, 20, 16, 12, 08, and 04.
Destroy all enemies power-ups are found on Stages 31, 21, 19, 18, 11, 07, 03, and 01.
Wingman power-ups are found on Stages 30, 26, 22, 18, 14, 10, 06, and 02.
Extra life power-ups are found on Stages 27, 20, 15, 08, and 04.
Stop shooting power-ups are found on Stages 27 and 15.
Extra loop power-ups are found on Stages 23, 18, 17, 13, 09, and 05.
* % and point up Stages are 29, 25, 21, 17, 13, 09, 05, 01. During these stages none of the enemies fire on the player except the large bomber planes.
* If the player earns enough bonus planes so that ten ships or more are in the reserve, the ten remaining ships indicators are replaced by the Greek letter Sigma (?).
- SERIES -
1. 1942 (1984)
2. 1943 - Midway Kaisen (1987)
3. 1943 Kai - Midway Kaisen (1988)
4. 1941 - Counter Attack [B-Board 89625B-1] (1990)
5. 19XX - The War Against Destiny [Green Board] (1995)
6. 1944 - The Loop Master [Green Board] (2000)
7. 1942 - Joint Strike (2008, PSN/XBLA)
- STAFF -
Designed by: Yasushi Okawara
Programmed by: Tamio Nakazato
Backgrounds by: Kuramo-san
Music by: Ayako Mori
Hardware designed by: Hiroshi Maki
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (dec.11, 1985) "1942 [Model CAP-19]"
[US] Nintendo NES (nov.1986) "1942 [Model NES-NF-USA]"
[JP] Sega Saturn (aug.27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model T-1232G]"
[JP] Sony PlayStation (aug.27, 1998) "Capcom Generation Dai 1 Shou Gekkitsui Oh no Jidai [Model SLPS-01535]"
[EU] Sony PlayStation (sept.3, 1999) "Capcom Generations 1 - Wings of Destiny [Capcom Generations Disc 1] [Model SLES-01881]"
[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection"
[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection"
[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]"
[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]"
[JP] Nintendo Wii [Virtual Console Arcade] (dec.21, 2010)
[AU] [EU] Nintendo Wii [Virtual Console Arcade] (jan.21, 2011)
[US] Nintendo Wii [Virtual Console Arcade] (jan.24, 2011)
[JP] Sony PlayStation 3 [PSN] (feb.19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"
[EU] Sony PlayStation 3 [PSN] (feb.20, 2013) "Capcom Arcade Cabinet"
[JP] Microsoft XBOX 360 [XBLA] (feb.20, 2013) "Capcom Arcade Cabinet"
[EU] Microsoft XBOX 360 [XBLA] (feb.20, 2013) "Capcom Arcade Cabinet"
[AU] Microsoft XBOX 360 [XBLA] (feb.21, 2013) "Capcom Arcade Cabinet"
[US] Sony PlayStation 3 [PSN] (apr.16, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]"
[US] Microsoft XBOX 360 [XBLA] (apr.17, 2013) "Capcom Arcade Cabinet: Game Pack 5 [DLC]"
[US] Sony PlayStation 3 [PSN] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
[US] Microsoft XBOX 360 [XBLA] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Nintendo Game Boy Color (may.2000) "1942 [Model CGB-AQ4E-USA]"
[EU] Nintendo Game Boy Color (aug.24, 2001) "1942 [Model CGB-AQ4E-EUR]"
[JP] Sony PSP (sept.7, 2006) "Capcom Classics Collection [Model ULJM-05104]"
[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]"
[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]"
[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1986)
[US] [EU] Commodore C64 (1986)
[JP] MSX (1986)
[JP] MSX2 (1986)
[EU] Amstrad CPC [Disk] (1986) by Elite
[EU] Amstrad CPC [Tape] (1986) Encore Edition by MCM
[EU] Amstrad CPC [Tape] (1986) Elite
[EU] Sinclair ZX Spectrum (1987) Budget Edition
[EU] Sinclair ZX Spectrum (1987) Encore Edition by Elite
[EU] Sinclair ZX Spectrum (1987) Encore Edition by MCM
[JP] FM-7 (may.1987)
[EU] Amstrad CPC (1987) "6-Pak"
[EU] Amstrad CPC (1988) "Frank Bruno's Big Box"
[EU] Amstrad CPC (1989) "12 Top Amstrad Hits"
[EU] Amstrad CPC (1990) "Top 17"
[US] PC [CD-ROM] (2003) "Capcom Arcade Hits Volume 2"
[US] PC [CD-ROM] (dec.21, 2004) "Capcom Coin-Op Collection Volume 1"
* OTHERS:
[US] Apple iPhone/iPad (nov.4, 2010) "Capcom Arcade [Model 397347348]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Space Harrier Update submitted by XtC
Space Harrier (c) 1985 Sega.
Space Harrier is a sprite-scaling 3D shoot-em-up set in the 'Fantasy Zone'; a surreal world composed of abstract structures and a checkerboard landscape. The game's enemies are as abstract as its setting; with creatures including prehistoric Mammoths, alien pods, giant mushrooms and, at the end of most stages, a huge, fireball-spitting Chinese Dragon.
The player's on-screen counterpart carries a portable jetpack under his arm which allows him to fly. The player can also run along the ground to avoid overhead structures and enemies.
In addition to its flight capability, the jetpack is also equipped with a laser, used to destroy both the game's many enemies as well as some (but not all) obstructions, such as the trees and floating rocks on the first stage.
Space Harrier has a total of 18 stages, each with a boss fight at the end. Three exceptions are the bonus stages (5th and 12th) and the 18th stage, which is a 'boss rush' featuring some of the bosses encountered up to that point.
- TECHNICAL -
[1] [Sit-Down model]
[2] [Rolling model]
[3] [Upright model]
Players : 1
Control : stick
Buttons : 3 (FIRE, FIRE, FIRE)
- TRIVIA -
Space Harrier was released in October 1985 in Japan.
The pioneer 3-D shooting game realized by a high speed 3-D processing. The first full-color CG graphics in Japan and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985.
In an early version of the game before it was released, the player controlled a spaceship instead of a flying man with a gun.
Sountracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Oct. 17, 1997 - Yu-Suzuki produce Hang-On / Space Harrier [MJCAX-00001]
Library:
[JP] Jan. 10, 1989 - Space Harrier - White Dragon no Yuusha [Bouken Game Book]
- TIPS AND TRICKS -
There's an Easter egg which causes a credit from Yu Suzuki, as well as a build date, to appear on the screen. To trigger this text, at the start of a stage (before the stage name disappears), press Shot-3 six times, Start eight times, then Shot-3 again. Note that any misstep in this sequence will reset the whole process.
- SERIES -
1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)
- STAFF -
Designed by: Yu Suzuki (YU.)
From highscore table: (KAN), (KAW), Satoshi Mifune (BIN), (TUD), (NAG), (ASO)
Music by: Hiroshi Miyauchi
- PORTS -
* CONSOLES:
Sega Mark III [JP] (dec.21, 1986) "Space Harrier [Model G-1310]"
Sega Master System [US] (1987) "Space Harrier [Model 7001]"
[EU] Sega Master System (aug.1987) "Space Harrier [Model 7080]"
[JP] NEC PC-Engine (dec.9, 1988) "Space Harrier [Model H67G-1002]"
[JP] Nintendo Famicom (jan.6, 1989) "Space Harrier [Model TFC-SO]"
NEC TurboGrafx-16 [US] (1990) "Space Harrier [Model TGX040025]"
Sega Genesis 32X [US] (1994) "Space Harrier [Model 84505]"
Sega Mega Drive 32X (1994) "Space Harrier [Model 84505-50]"
Sega Super 32X [JP] (dec.3, 1994) "Space Harrier [Model GM-4005]"
[JP] Sega Saturn (jul.19, 1996) "Space Harrier [Sega Ages] [Model GS-9108]"
[JP] Sega Saturn (jul.19, 1996) "Space Harrier [Limited Special Set] [Model GS-9111]"
Sega Dreamcast [JP] (dec.20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (sept.25, 2003) "Space Harrier [Sega Ages 2500 Vol.4] [Model SLPM-62384]"
[JP] Sony PS2 (oct.27, 2005) "Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"
Nintendo Wii [Virtual Console Arcade] [JP] (mar.26, 2009)
Nintendo Wii [Virtual Console Arcade] [EU] (may.29, 2009)
Nintendo Wii [Virtual Console Arcade] [US] (june.15, 2009)
Microsoft XBOX 360 [US] (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model 60834]"
Sony PlayStation 3 [KO] (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection" by SCEI
Sony PlayStation 3 [US] (feb.10, 2009) as an unlockable extra in "Sonic's Ultimate Genesis Collection [Model BLUS-30259]"
[EU] Microsoft XBOX 360 (feb.20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model 384-40210]"
Sony PlayStation 3 [EU] [AU] (feb.20, 2009) as an unlockable extra in "SEGA Mega Drive Ultimate Collection [Model BLES-00475]"
[AU] Microsoft XBOX 360 (feb.26, 2009) as an unlockable extra in "Sega Mega Drive Ultimate Collection"
* HANDHELDS:
[JP] Sega Game Gear (dec.28, 1991) "Space Harrier [Model G-3212]"
Sega Game Gear [US] [EU] (1991) "Space Harrier [Model 2314]"
Nintendo 3DS [eShop] [JP] (dec.26, 2012) "3D Space Harrier [Model CTR-JSHJ-JPN]"
Nintendo 3DS [eShop] [US] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHE-USA]"
Nintendo 3DS [eShop] [EU] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHP-EUR]"
Nintendo 3DS [eShop] [AU] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHP-AUS]"
* COMPUTERS:
[EU] Amstrad CPC (1986) "Space Harrier [Disc]"
[EU] Amstrad CPC (1986) "Space Harrier [Cassette]"
[JP] Sharp X68000 (sept.1987) "Space Harrier [Model DP-3205003]"
[US] Commodore C64 [EU] (1987)
Fujitsu FM-7 [JP] (1987)
Fujitsu FM-77AV [JP] (1987)
[EU] Sinclair ZX Spectrum (1987)
Atari ST [US] [EU] (1988)
Commodore Amiga [US] [EU] (1989)
PC [MS-DOS, 5.25"] [US] (1989)
[JP] NEC PC 8801
[JP] Sharp X1
* OTHERS:
Tiger Handheld LCD Game [US] (19??)
Mobile phones [US] (2002)
- SOURCES -
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.