Accepted [+] [X] Terra Cresta Update submitted by XtC
Terra Cresta (c) 1985 Nichibutsu.
Terra Cresta is a vertically-scrolling shoot-em-up set over a scrolling landscape of islands and enemy installations. The player pilots the 'Wing Galibur' and is under constant attack from enemy spaceship waves, ground-based guns and turrets, dinosaurs and three up to different mothercraft ships.
Ground-based silos bearing numbers appear at regular intervals, these can be shot to release a ship upgrade component, which then attaches to the player's current ship, increasing both its size and firepower. Every numbered component the following abilities:
1 (Alpha): This is the Wing Galibur, the default craft and the fleet's lead ship. It fires twin projectiles from the front.
2 (Beta): This doubles both the Galibur's firepower and its size.
3 (Gamma): Ship number three gives the Galibur tail guns, enabling it to shoot behind as well as in front.
4 (Delta): The fourth ship provides a concussive beam that tears through smaller enemies and inflicts greater damage on larger enemies.
5 (Epsilon): The fifth ship generates a force field behind the Galibur, protecting it from attacks from the rear.
Using the 'Formation' button splits the ship components into a wide formation for limited time, giving increased fire power. The number of parts acquired determines the formation. For example, if the player has picked up two ship parts then a triangle is formed, with the player's main ship at the rear of the formation. During this, the components are invulnerable to all enemy fire, while Wing Galibur itself is not and if the Galibur itself is hit, the player will lose a life
When all four numbered parts have been collected, the player's ship transforms into a firey Phoenix and is indestructible for a limited time.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), (2x) DAC
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 1
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Formation
- TRIVIA -
Terra Cresta was released in November 1985.
You can become a phoenix like in the title screen if you collect all the ship parts :).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Nichibutsu 1 - D28B0004) on September 21, 1988.
- UPDATES -
New version uses a YM3526 (@ 4 Mhz) sound chip instead of a YM2203
- SERIES -
1. Moon Cresta (1980)
2. Terra Cresta (1985)
3. Dangar - Ufo Robo (1986)
4. Terra Force (1987)
5. Terra Cresta II - Mandoraa no Gyakushuu (1992, NEC PC Engine)
- STAFF -
Staff : Shigeki Fujiwara, Isao Shiki, Hisaya Tsutsui, R. Yamada
Music composed by : Kenji Yoshida
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (September 27, 1986) "Terra Cresta [Model NBF-TC]"
[US] Nintendo NES (March 1990) "Terra Cresta [Model NES-TQ-USA]"
[JP] Sony PS2 (October 27, 2005) "Terra Cresta [Oretachi Geasen Zoku] [Model SLPM-62661]"
[JP] Sony PlayStation 4 [PSN] (November 20, 2014) "Arcade Archives - Terra Cresta [Model CUSA-01254]"
[AS] Sony PlayStation 4 [PSN] (May 14, 2015) "Arcade Archives - Terra Cresta"
[US] Sony PlayStation 4 [PSN] (May 19, 2015) "Arcade Archives - Terra Cresta [Model CUSA-00983]"
[EU] [AU] Sony PlayStation 4 [PSN] (September 15, 2015) "Arcade Archives - Terra Cresta [Model CUSA-02658]"
* COMPUTERS:
[EU] Amstrad CPC (1986)
[EU] Sinclair ZX Spectrum (1986)
[US] [EU] Commodore C64 (1987)
[JP] Sharp X68000 (November 20, 1992) "Moon Cresta + Terra Cresta [Model DP-3205023]"
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
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 Geasen Zoku [Model SLPM-62707]" : Collection of 19 arcade games.
- SOURCES -
Game's ROM.
Accepted [+] [X] Pac & Pal Update submitted by XtC
Pac & Pal (c) 1983 Namco.
Pac-Man has a new friend named Miru, but she tries to steal stuff and take it to the ghost pen. Pac-Man now not only has to collect the stuff lying around the board, but he must also watch Miru to make sure she doesn't take the stuff for her own use.
- TECHNICAL -
Game ID: PAP
Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Pac & Pal was released in July 1983 in Japan.
In the game's title, the 'Pal' refers to Pac-Man's new friend, Miru.
An alternate version of this game features Chomp Chomp, Pac-Man's dog from the 1982-84 animated cartoon series by Hanna-Barbera, in place of Miru, and the game's name is changed accordingly : "Pac-Man & Chomp Chomp".
Pac & Pal was the first "Pac-Man" game to have music during gameplay.
- SCORING -
Cards : 10-100 points, dying resets cards to ten points.
Regular Items: 50-500 points.
Power Items : 1,000 points.
Stunning Ghosts : 200, 400, 800, 1,600 points.
Key : 700 - 5,000 points.
End of round bonus : 100 X items eaten.
Bonus Rounds :
Cards : 100-1000 points.
Uncovering Miru : doubles points of cards uncovered afterwards
Uncovering Blinky : ends round
- TIPS AND TRICKS -
* Easter Egg : enter service mode and enter the following sequence : Left, Right(x9), Down(x5), Up(x6). '(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.
* Don't let Miru take the stuff to the ghost pen. Bonus points are awarded for 'perfect boards' when Pac-Man eats all the fruit himself, and the bonus increases with each 'perfect board'.
- SERIES -
1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC)
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC)
8. Pac-Mania (1987, ARC)
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC)
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS)
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS)
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX)
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS)
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]"
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS)
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA)
29. Pac-Man Championship Edition DX (2010, XBLA, PSN)
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC)
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)
- PORTS -
* CONSOLES:
[US] Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival" [Model RVL-P-RNWJ]" : Translated as "Everybody plays! Namco Carnival".
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-2N2P]"
[US] Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
[US] Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
[US] Sony PlayStation 3 [PSN] (feb.25, 2014) "Pac-Man Museum [Model NPUB-31383]"
[US] [KO] [EU] [AU] Microsoft XBOX 360 [XBLA] (feb.26, 2014) "Pac-Man Museum"
[EU] [AU] Sony PlayStation 3 [PSN] (feb.26, 2014) "Pac-Man Museum [Model NPEB-01892]"
[KO] Sony PlayStation 3 [PSN] (feb.26, 2014) "Pac-Man Museum"
[JP] Microsoft XBOX 360 [XBLA] (june.25, 2014) "Pac-Man Museum"
[JP] Sony PlayStation 3 [PSN] (june.25, 2014) "Pac-Man Museum"
* COMPUTERS:
[JP] PC [MS Windows, CD-ROM] (june.9, 1998) "Namco History Vol.3"
[US] [EU] Steam (feb.25, 2014) "Pac-Man Museum [Model 236470]"
[AU] PC [Online] (feb.25, 2014) "Pac-Man Museum"
* OTHERS:
[US] Super Pac-Man TV game (2006) by Jakks Pacific
[US] Arcade Gold featuring Pac-Man (2007) by Jakks Pacific
[US] Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
[US] Pac-Man Connect and Play (2012) by Bandai
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Accepted [+] [X] Kick and Run Update submitted by XtC
Kick and Run (c) 1986 Taito Corp.
A soccer game from Taito.
- TECHNICAL -
Prom Stickers : A87
Main CPU : (3x) Z80, Motorola M68705
Sound Chips : YM2203
Players: 4
Control: 8-way joystick
Buttons: 2
- TRIVIA -
Kick and Run was released in November 1986.
The spelling of 'Argentina' is wrong, it is spelt 'Argentine' (this is the French word for Argentina).
- STAFF -
Programmer : Takeshi Ishizashi
- PORTS -
* CONSOLES:
Nintendo Famicom Disk [JP] (sept.13, 1988) "Kick and Run [Model TFD-KIC]"
[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Hellfire [Model TP-014] Update submitted by XtC
Hellfire (c) 1989 Taito Corp
Nice horizontal shoot'em up feature a selectable shooting direction.
- TECHNICAL -
Game ID: TP-014
Prom Stickers: B90
Main CPU : Motorola 68000 (@ 10 Mhz), Zilog Z80 (@ 3.5 Mhz)
Sound Chips : YM3812 (@ 3.5 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Hellfire was released in April 1989 in Japan, USA and Europe.
Early version title is 'Captain Lancer'.
Polystar released a limited-edition soundtrack album for this game (Tatsujin : Toaplan Game Music Scene One - H24X-10005) on 25/06/1989.
- TIPS AND TRICKS -
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- STAFF -
Developed by Toaplan.
Music and Sound created by: Tatsuya Uemura
- PORTS -
* CONSOLES:
Sega Mega Drive (1990) "Hellfire [Model T-25073]"
Nec PC-Engine CD-ROM² (1991) "Hellfire [Model NAPR-1017]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Growl Update submitted by XtC
Growl (c) 1991 Taito America Corp.
Export version. For more information about the game itself, please see the original Japanese version entry; "Runark".
- TECHNICAL -
Runs on the "Taito F2 System" hardware.
- TRIVIA -
Even if the title screen says 1990, Growl was released in February 1991 in US.
- PORTS -
* CONSOLES:
[US] Sega Genesis (1991) "Growl [Model 11076]"
Sony PlayStation 2 [AU] (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]"
* COMPUTERS:
[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] Galaxy Force II [Deluxe model] Update submitted by XtC
Galaxy Force II (c) 1988 Sega Enterprises, Limited.
A superb sprite-scaling shoot-em-up from Sega, in which a single player must battle their way through a number of superbly rendered, space-themed levels. Action switches between open space battles and planet-based levels; with tight, enemy packed tunnel sections (enemy bases) seperating each level.
Galaxy Force II took the space-based shooting action of 1985's "Space Harrier" and, to a lesser degree, "After Burner" and improved upon both in every conceivable way. The game's pace is much slower paced than either "Space Harrier" or "After Burner", making game progression more a result of actual skill than the blind luck often associated with those earlier titles.
Elements of Galaxy Force II were also influenced by several NON-shooting Sega games; in particular the branching roads of 1986's "Out Run". At the end of each of Galaxy Force II's stages, after the player has fought through the end-of-level 'enemy fortress'; are tunnel sections offering a choice of left or right. Again, the choice made dictates which level the player tackles next.
Galaxy Force II also demonstrated just how far Sega could push its then legendary sprite scaling technonolgy, with the visual rendition of some levels - such as when the player is flying above the surface of a volcanic planet, complete with solar flares and volcanic eruptions - being nothing short of spectacular.
- TECHNICAL -
[Deluxe model]
Sega Y Board hardware
- TRIVIA -
Released in July 1988 in Japan.
Also released a Galaxy Force II [Super Deluxe model]
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. SEGA 1 - D28B0002) on 07/07/1988.
A Galaxy Force II unit appears in the music video for "Kid Candy" by the grunge rock group Seaweed.
- SERIES -
1. Galaxy Force (1988)
2. Galaxy Force II [Deluxe model] (1988)
2. Galaxy Force II [Super Deluxe model] (1988)
- STAFF -
Designer : Kondo Masaki
Main programmer : Katsumi Sachiko
Support programmers : Eishi Kawatake, Maki Yokata
Music composers : Koichi Namiki (Micky/Pritty K.N.), Katsuhiro Hayashi (Funky K.H.)
- PORTS -
* CONSOLES:
Sega Master System (1989)
[JP] Sega Mega Drive (Sep. 13, 1991) "Galaxy Force II [Model T-68013]"
[JP] Sega Saturn (jul.02, 1998) "Galaxy Force II [Sega Ages] [Model GS-9197]"
[JP] Sony PS2 (Jul. 26, 2007) "Galaxy Force II Special Extended Edition [Sega Ages 2500 Vol.30] [Model SLPM 62766]"
Nintendo 3DS [eShop] (2013) "3D Galaxy Force II"
* HANDHELDS:
Nintendo 3DS [eShop] [JP] (jul.24, 2013) "3D Galaxy Force [Model CTR-JGFJ-JPN]"
Nintendo 3DS [eShop] [US] (dec.12, 2013) "3D Galaxy Force [Model CTR-JGFE-USA]"
Nintendo 3DS [eShop] [EU] (dec.12, 2013) "3D Galaxy Force [Model CTR-JGFP-EUR]"
Nintendo 3DS [eShop] [AU] (dec.12, 2013) "3D Galaxy Force [Model CTR-JGFP-AUS]"
* COMPUTERS:
[US] Commodore C64 (1989)
[EU] Commodore Amiga (1990)
[EU] Atari ST (jan.1990)
[EU] Amstrad CPC (jan.1990)
[EU] Commodore C64 (jan.1990)
[EU] Sinclair ZX Spectrum (jan.1990)
FM Towns PC (mar.1991) "Galaxy Force II [Model HMB-168]" by CSK
- SOURCES -
Machine's picture.
Accepted [+] [X] Elevator Action Update submitted by XtC
Elevator Action (c) 1983 Taito.
Agent 17 (code name 'Otto') is to secure the top secret documents from the security building. The enemy spies are in pursuit and their orders are to stop him at any cost. Having made it to the top of a 30 story building, Agent 17 has to make his way down to the basement to get to the getaway car and save the documents. Enemy spies are everywhere and the documents are hidden behind the red doors (bonus points awarded). He has to open the door and keep moving. If either of them shoots the lights out there will be a temporary blackout. If Otto finds himself on top of the elevator the player will not be able to control the elevator. If he gets caught in the elevator he is a sitting duck and cannot duck the bullets. By using the escalator he can reach the basement quicker. Otto can defeat his enemy by jump kicking or firing at them. Help Otto to grab all the documents and escape the spies.
- TECHNICAL -
Elevator Action was available in 2 different arcade formats, a cocktail table and an upright dedicated cabinet. Both versions used the same internal hardware though.
* The upright version came in the standard 'Taito Classic' cabinet, which was the same one used for Jungle Hunt, Zoo Keeper, Alpine Ski, and many others. These cabinets normally did not have side art that advertised the name of the game, instead they had a painted design of lines and shapes, along with a Taito logo. Different titles had different designs and color schemes, although they have been known to ship games in the wrong cabinets. But lets get back on track here. Elevator Action should come in a brown cabinet with a Taito logo up near the top. The marquee shows a scene of Agent 17 waiting for an elevator while an enemy agent shoots at him. While the monitor bezel shows agents on either side, has game instructions at the bottom, and shows an elevator floor display at the top. This bezel artwork is silk screened on glass, and is prone to peeling, be very careful if you have to handle one of these. The control panel has a single 4-Way ball-top joystick mounted centrally, with jump and fire buttons located to either side.
Internally the machine uses a 19 inches open frame monitor mounted horizontally, and a set of game boards that conform to the 'Taito Classic' wiring standard. Many other early Taito games (such as "Jungle Hunt" and "Bubble Bobble") will plug directly into this cabinet without modification.
* The cocktail version came in a table similar in design to the one used for Space Invaders and Carnival. It was not decorated except for a pair of instruction cards underneath the glass. Most Japanese game makers purchased their tables from the same few manufacturers, and were quite likely to change the exact model of cocktail that they shipped in mid production. So assume any Elevator Action cocktail is original unless it is obviously converted from another title.
Runs on the "Taito SJ System" hardware.
Prom Stickers : BA3 / EA
Players: 2
Control: 4-way joystick
Buttons: 2 (FIRE, JUMP)
- TRIVIA -
Elevator Action was released in July 1983 in Japan and in October 1983 in North America.
G. Ben Carter, Jr. holds official the record for this game with 143,450 points.
- SCORING -
Shooting an enemy agent : 100 points
Jumping on an enemy agent : 150 points
Dropping a light on an enemy agent : 300 points
Getting a secret document : 500 points
The bonus is 1,000 points x the level you are on. After 10th level, you will get 10,000 points per level completed.
- TIPS AND TRICKS -
* When you start the game, a quick animation will show a hook with a line connecting to the top of the elevator. Then your character will slide down the line to the roof. Then he will enter the building, in the elevator, at the 30th floor. It is now up to you to get all the secrets and make it to your car. The first thing you must know, obviously, is how to eliminate the enemy agents that are after you. There are a few ways you can do this :
1) Just shoot them. Of course, especially in the later levels, enemy agents make themselves an impossible target by lying down. You can only take them out by riding an elevator down.
2) Jumping on them will take care of them. In addition, you may avoid some of their fire.
3) On the non-dark floors, shoot the light down on top of an enemy agent. You must do this from the elevator. This also has the added effect of causing temporary darkness in the building, making enemy agents harder to see.
4) Crush an enemy agent using the elevator. This is hard to do since they move around. You may get lucky, however, and get one under or on top of the elevator you are on.
5) This way is pretty hard. You might be able to get an enemy agent to follow you and fall down the hole created by the missing elevator.
* You must know how to use the escalators and open the red doors :
1) To use the escalators, just stand on the little rectangle. Then push the joystick UP or DOWN depending on which direction you need the escalator to take you.
2) To open the red doors, stand on the little rectangle. Face the doorknob and press RIGHT on the joystick.
* You have full control over any elevator you enter. This means you can move UP and DOWN on a dime to keep your character safe. This works until the alarm goes off.
* Speaking of elevators, your character cannot duck while in an elevator. Also, while riding the escalators, your character cannot duck, jump, or fire his weapon.
* Also on elevators, you do not have control when you are riding on top of them. This means you are at the mercy of the elevator or the enemy agent controlling it. Be very careful if you ride on top of the elevator. You also cannot go past the bar on the top of the elevator.
* Enemy agents usually come out of the doors on the current floor or the floor above and below. A lot of times it is good to lay a wall of fire down a hallway. This way, you can pick off any enemy agents that happen to come out of one of the doors.
* When you enter through one of the red doors, the enemy agents will lose track of your character but will have a general idea of where your character is. When you exit the room, crouch and lay down fire both left and right to clear off the floor.
* As the levels progress, the enemy agents get better at their tactics. They start to crouch more to mess up your fire. They also may lay down which makes it impossible to hit them unless you are on an elevator and can shoot along the floor.
* As you move up in levels, there will be red doors in odd areas. Areas such as on the lower five floors where only elevators can take you across. Of course, if you get good with the jump button, you can jump those gaps to get to either side quicker. The downside is that enemy agents will usually flood the area and lay down a lot of fire.
* If you happen to get to the B1 floor and you have forgotten to get a red door, the game will automatically put your agent at the door you missed. If it is multiple doors, then you will be placed at the highest floor first.
* There is an internal time limit on how long you can take to get everything out of the building. If you take too much time, an alarm sounds and the following things occur :
a) Although you still have control over the elevators, it is much harder to get them to respond to your commands. If you are in a tight situation that requires a little bit of time, don't wait till the last minute or you may be an ex-agent.
b) The enemy agents move much quicker and their shots move faster. Plus, additional enemy agents will start appearing to really make your life miserable.
c) If your character happens to die, the next man will still be facing the same alarm situation. The only way to resolve the situation is to get all of the secrets and make it out of the building.
* Watch out for the double elevator. If you are in the top car, it will stop two floors short of the bottom since there is a one floor gap, and the bottom car. Try to always get into the bottom car of a double elevator so that you can make a hasty exit and not be trapped with enemy agents firing on you.
- SERIES -
1. Elevator Action (1983)
2. Elevator Action Returns (1995)
3. Elevator Action EX (2000, Nintendo Game Boy Color)
4. Elevator Action - Death Parade (2009)
5. Elevator Action Deluxe (2011, PSN)
- STAFF -
Music by : Yoshino Imamura
- PORTS -
* CONSOLES:
[US] Atari 2600 : planned, but never released
[US] Atari 7800 : unreleased prototype
[JP] Nintendo Famicom (june.28, 1985) "Elevator Action [Model 04 TF-4900]"
[JP] Sega SG-1000 (1985) "Elevator Action [Model C-55]"
Sega SG-1000 [TW] (198?) "Die Dui Die"
[US] Nintendo NES (aug.1987) "Elevator Action [Model NES-EA-USA]"
Sega Saturn (Feb 14, 1997) "Elevator Action Returns" : As hidden/unlockable game
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[US] Microsoft XBOX (oct.25, 2005) "Taito Legends"
[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"
* HANDHELDS:
[EU] Nintendo Game Boy (1991) "Elevator Action [Model DMG-EA-NOE]"
[JP] Nintendo Game Boy (aug.9, 1991) "Elevator Action [Model DMG-EAA]"
[US] Nintendo Game Boy (dec.1991) "Elevator Action [Model DMG-EA-USA]"
[JP] Nintendo GBA (dec.20, 2002) "Elevator Action - Old & New [Model AGB-ANWJ-JPN]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
Sony PSP [KO] (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:
[EU] Sinclair ZX Spectrum (1987) "Elevator Action [Model QSS 142]"
[US] Commodore C64 [EU] (1987)
[EU] Amstrad CPC (1987)
[JP] MSX (1985) "Elevator Action [Model MSX-7]"
[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends"
[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends"
* OTHERS:
Mobile Phones [US] (nov.20, 2003)
- SOURCES -
Game's manuals.
Game's picture.
Game's ROMs.
Game's screenshots.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Darius Update submitted by XtC
Darius (c) 1987 Taito Corp.
A horizontally scrolling shoot-em-up that was unique at the time for featuring a game screen that was three times wider than the conventional size, with the arcade cabinet utilizing three CRT screens to accommodate it.
In the game, the player flies an ornate fighter craft called a Silver Hawk. The craft is equipped with two attack weapons : Missile (forward-firing standard gun) and Bomb (drops from the bottom of the ship). The Silver Hawk is also equipped with the 'Arm' (armor); a green energy shield that can absorb enemy attacks without harm to the ship.
During the course of the levels the player must navigate the terrain and battle a variety of fighter craft, ground vehicles, turrets, and other obstacles. At the end of every level, players are greeted with the obligatory end-of-level boss. The bosses in Darius are often in the form of mechanical aquatic animals, such as fish or squid. If the player defeats the boss, the tunnel splits into two and the player must decide whether to take the upper or lower tunnel, both of which lead to a different stage. This allows many different paths to be taken through the game.
Power-ups can be obtained by shooting enemies of a certain color, with the power-ups appearing in the form of colored bubbles. Each color corresponds to one of the ship's three weapons :
* Red - Missile
* Green - Bomb
* Blue - Arm
If the player powers up a weapon more than seven times, the weapon changes to a new, more powerful version. This then becomes the player's default weapon, and can be powered up further. There are also two other colors of power-up bubble, white and orange; which can be obtained by shooting at certain sections of the terrain; unfortunately, there are no visual clues as to where these may be on any given level. These hidden power-ups offer the following :
* White - Gives a score bonus.
* Orange - Smart bomb that kills all on-screen enemies.
- TECHNICAL -
Prom Stickers : A96
Main CPU : (2x) Motorola 68000 (@ 8 Mhz)
Sound CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 4 Mhz), OKI MSM5205 (@ 384 Khz), (18x) Volume (@ 384 Khz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Even if the title screen says 1986 (it was announced in 1986 in Japan), Darius was released in February 1987 in Japan. It was then released in March 1987 in North America.
Darius was unique in the shoot 'em up genre for having a game screen three times longer than the usual size, and thus required a huge mirror to align the three screens in order to play.
The player flies a small spacecraft called a Silver Hawk, which is also distinctive in being highly detailed in design - indeed, Taito devised mock blueprints for it. The Silver Hawks are a trademark of the series.
Another trademark of the series is the unique branching level structure. The levels are arranged in a large binary tree, and at the end of each level, the player must choose one of two paths to follow. This means that there are many different paths that can be taken through the game.
The heroes' names in Darius series, 'PROCO' and 'TIAT', spell 'TAITO CORP' backwards.
The first stage music is a remix of the "Metal Soldier Isaac II" intro music (1985).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius - PCCB-00093) on August 21, 1992.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.
- UPDATES -
In the oldest version of the game, when Silver Hawk's missiles are upgraded to either the laser or wave weapons, each boos life increases. However, in the new version (Revision 1), the game has been rebalanced such that boss fights are easier even when the Silver Hawk has been powered up.
- TIPS AND TRICKS -
* Progression of the bubbles:
Weapons (red) : Bullets --> Lasers --> Wave
Shields (blue) : Green --> Silver --> Gold
Bombs (green) : Single --> Dual --> Quad
* Miscellaneous bubbles:
Points (grey): Points
Extra-ship : Bomb certain key spots on the terrain.
* Power levels: There are eight power levels (0-7) within each armament category. Your weapons, shields, and bombs improve as you go from 0-7 :
Weapons : The shots move faster and therefore recharge more quickly.
Bullets increase in number and waves increase in height, thus destroying more enemies at once. Waves, once fired, will go through anything until leaving the screen to the right.
Shields : They just recharge, but the better classes of shields absorb more hits. Gold shields will also protect your ship from collisions with objects as well as shots, but on certain screens that have lots of little squeezeways, gold shields can actually kill you by ricocheting your ship back and forth until you die.
Bombs : They get 'smarter' in seeking out targets.
* How to complete the game : Completing the game is easiest with triple bullets.
Explore the different paths this way, and when you're ready for a challenge, try to get wave.
Lasers are not weapons so much as a handicap you have to endure while building to wave.
* Recommended version: the newest (revision 1).
* Recommended paths (easiest): A-C-E-H-M-R-X
- SERIES -
1. Darius (1987, Arcade)
2. Darius II (1989, Arcade)
3. Darius Twin [Model SHVC-DT] (1991, Super Famicom)
4. Darius Force [Model SHVC-DH] (1993, Super Famicom)
5. Darius Gaiden - Silver Hawk (1994, Arcade)
6. G-Darius (1997, Arcade)
7. G-Darius ver.2 (1997, Arcade)
8. Darius Burst (2009, Sony PSP)
9. Darius Burst - Another Chronicle (2010, Arcade)
10. Darius Burst - Another Chronicle EX (2011, Arcade)
- STAFF -
Directed and produced by : Toshio Kohno
Game designers : Toshio Konho, Akira Fujita, Kazuya Mikata
Programmers : Ken Hasegama, Takashi Kuriyama, Hideaki Tomioka, Tohru Sugawara, Hidenori Sasatani, Hideki Hashimoto
Art designers : Tetsuroh Kitagawa, Yoshihiro Wakita, Junji Yarita, Yukio Ishikawa, Kohzoh Igarashi, Genya Kuriki, Taira Sanuki, Masami Kikuchi, Mitsuru Ogama
Mechanical engineers : Takeki Nakamura, Eiji Kubota
Cabinet designers : Takeo Shiraishi, Hisayoshi Nakane, Natsuki Hirosawa
Hardware designers : Takashi Ohhada, Syuji Kubota, Seigo Sakamoto
Music composers : Yasuhiko Tanaka, Hisayoshi Ogura, Naoto Yagishita, Tsukasa Nakamura, Eikichi Takahashi, Masahiko Takaki
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (1990) "Darius Alpha"
[JP] NEC PC-Engine (sept.21, 1990) "Darius Plus [Model NAPH-1009]"
[JP] NEC PC-Engine CD (mar.16, 1990) "Super Darius [Model HACD 0003]"
[JP] Sony PS4 [PSN] (aug.26, 2016) "Arcade Archives - Darius [Model CUSA-03707]"
* HANDHELDS:
Nintendo Game Boy [AS] (1991) "Sagaia [Model DMG-116 CHN]"
[JP] Nintendo Game Boy (dec.13, 1991) "Sagaia [Model DMG-S8A]"
[JP] Nintendo GBA (dec.13, 2002) "Darius R [Model AGB-A2DJ-JPN]"
* COMPUTERS:
[EU] Atari ST (1989) "Darius Plus"
[EU] Commodore Amiga (1989) "Darius Plus"
[EU] Sinclair ZX Spectrum (1990) "Darius Plus"
- SOURCES -
Game's pictures.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Super Tank Attack Update submitted by NPI_WOL
Prototype
Super Tank Attack (c) 1992 MicroProse Games, Inc.
- TRIVIA -
Released in November 1992.
Accepted [+] [X] Xevious Update submitted by XtC
Xevious (c) 1982 Namco.
Xevious (pronounced 'zeevious') is a vertically-scrolling shoot-em-up in which the player pilots the heavily-armed 'Solvalou' combat ship and must destroy the evil Xevious forces trying to take over the planet. The Solvalou is equipped with two weapon systems; the forwards-firing "air zapper" for shooting air-based enemies and 'blaster bombs', for destroying ground-based enemies. To enable accurate targetting of the air-to-ground blaster bombs, a white and blue targeting indicator is situated in front of the Solvalou. This flashes when an enemy is in its sights.
Enemy craft appear in a number of different guises; from the standard variety that arrive in large numbers but shoot slow-moving projectiles, to exploding black spheres that shoot projectiles at high speed. There are also rotating shields that cannot be destroyed and must be carefully avoided. Ground enemies are a combination of both stationary bases and moving vehicles, most of which fire slow-moving projectiles. A gigantic, floating fortress called 'Andor Genesis' appears in certain areas; this is defeated by knocking out its core.
Xevious is divided into 16 different areas, each separated by an area of forest. If the player dies before less than 70% of an area has been completed, play restarts at the beginning of the same area; should a life be lost AFTER 70% of an area has been completed, however, play restarts at the beginning of the next area. After Area 16 has been completed, the game loops back to Area 7.
The game becomes progressively more difficult as the player becomes more skilled - once the player does well at destroying a certain enemy type, a more advanced enemy type will replace it. This can be reverted by destroying flashing-red 'Zolback' radars found on the ground, which will cause the more advanced enemies to be replaced with weaker ones.
- CAST OF CHARACTERS -
AIR UNITS :
These are the air units you will encounter during the game. A players skill will determine what air units they may face.
* Andor Genesis (mother ship) - the large ship in Areas 4, 9, and 14.
* Bacura (resistor shield) - the large rotating floating walls which are indestructible.
* Brag Zakato (energy blaster) - medium black ball, with a red dot, that explode and send several shots at your Solvalou.
* Bragza (crystal) - the crystal core of the Andor Genesis mother ship which escapes upon its destruction.
* Garu Zakato (energy bombarder) - large black ball that explode sending out a multitude of shots in all directions.
* Giddo Spario (energy blast) - small, white crystal-like projectiles that come in diagonally at your Solvalou.
* Jara (spinner) - looks like a UFO with a spinning gear in the middle.
* Kapi (deflector) - flat-looking fighter with two front projections that flies in, fires multiple shots, then escapes quickly.
* Sheonite (escort) - small spinning diamond-shaped craft which escort your Solvalou for a bit and fly off.
* Terrazi (destructor) - flat looking, diamond shaped fighter that flies in, fires multiple shots, then escapes quickly.
* Torkan (scout ship) - ridged fighter that flies in, fires one shot, then escapes quickly.
* Toroid (fleet) - ring-shaped fighter which is traditionally the first enemy you encounter.
* Zakato (energy launcher) - small black ball that explodes sending a single shot at your Solvalou.
* Zoshi (death squad) - the round spinning fighter which can sometimes attack from behind.
GROUND UNITS :
These are the ground units you will encounter during the game.
* Barra (energy station) - small pyramid-shaped buildings.
* Boza Logram (dome network) - a structure of four Lograms surrounding a Derota.
* Derota (defense site) - the small octagonal-shaped gun batteries that fire multiple shots at your Solvalou.
* Domogram (rover) - looks like a mobile Logram that travels along the roads and fires shots at your Solvalou.
* Garu Barra (energy base) - medium and large pyramid-shaped buildings.
* Garu Derota (mega site) - the large octagonal-shaped gun batteries that fire multiple shots at your Solvalou.
* Grobda (tank) - the tank-like vehicles that travel along the road. They can detect when your bombsight is on them and they will move out of the way.
* Logram (sphere station) - silver circular domes that fire single shots at your Solvalou.
* Sol (citadel) - underground structures which rise up when initially bombed.
* Zolbak (detector dome) - domes with red squares on top and around their base.
- TECHNICAL -
Game ID : XVI
Main CPU : Zilog Z80 (x3), MB88xx
Sound Chips : Namco 3-channel WSG, discrete circuitry (for the explosion sounds)
Players : 2
Control : 8-way joystick
Buttons : 2
= > [1] Zapper, [2] Blaster
- TRIVIA -
Xevious was released in December 1982 in Japan.
Xevious is not the world's first vertically-scrolling shoot-em-up but has a huge and lasting influence on the genre.
Xevious was the first game to use pre-rendered graphics and, among its countless innovations, was also the first vertical shoot-em-up that allowed accurate targeting of both airborne and ground-based enemies. The graphics were hugely revolutionary for their time; the sprites were rendered with remarkable clarity and detail due to the game's clever use of colors and shades as well as palette-shifting. Xevious was also the first game to feature 'hidden characters', which, being hidden, are not mentioned in the game's instructions but can be revealed by performing a secret maneuver. Among these was the 'special flag', which gave the player an extra life. This feature was carried over to a number of subsequent Namco games.
While Xevious enjoyed limited popularity in North America, the game was a huge cult hit in Japan, and to this day is considered one of the greatest video games of all time. Popular Japanese musicians, Haruomi Hosono (Yellow Magic Orchestra) and Kuwata Keisuke (Southern All Stars) were known to be fans of the game, and the former produced an album of music from Namco video games, with Xevious as its centerpiece. A follow-up 12-inch single featured in its liner notes an entire science-fiction short story by Endoh, set in the world of Xevious, with even included a rudimentary fictional language.
At one point in the game, the Solvalou flies over the Nazca lines. The Nazca Lines are geoglyphs (drawings on the ground) located in the Nazca Desert; a high, arid plateau that stretches 37 miles between the towns of Nazca and Palpa, situated in the Pampa region. They were created during the Nazca occupation of the area, between 200 BC and 600 AD.
The graphic ROMs contain several additional enemies which don't actually appear in gameplay including a silver-grey Galaxian flagship. These enemies do appear in the game-play of "Super Xevious" which uses the same graphics data as Xevious.
The highest score possible is 9,999,990, at which point the game terminates abnormally and resets. Some time before this score is reached, the game starts to award extra ships on every blaster shot fired.
Marco Borroni holds the official official record for this game with 7,009,560 points (!) on August 16, 1984.
The background is actually one large 1024x2048 image. Each of the 16 game areas is a 224x2048 strip starting at a different horizontal offset in the image.
- UPDATES -
* The high-score names are ten characters long on the Namco versions, but only three characters long on the Atari versions.
* The Zapper and Blaster buttons were reversed between the Japanese and American versions.
- SCORING -
Scoring in this game is relatively complicated due to all the different units.
AIR UNITS
Andor Genesis : 1,000-4,000 points
Brag Zakato : 500 points
Garu Zakato : 1,000 points
Giddo Spario : 10 points
Jarra : 70-100 points
Kapi : 300 points
Terrazi : 700 points
Torkan : 50 points
Toroid : 30 points
Zakato : 50 points
Zoshi : 100 points
GROUND UNITS
Barra : 100 points
Boza Logram : 2,000 points
Derota : 1,000 points
Domogram : 800 points
Garu Barra : 300 points
Garu Derota : 2,000 points
Grobda : 400 points
Logram : 300 points
Zolbak : 200 points
Specials (see Tips and Tricks below for how to get them)
Flag : 1,000 points for uncovering it, bonus Solvalou for flying over it
Sol Citadel : 2,000 points for making it surface; 2,000 points for destroying it
- TIPS AND TRICKS -
When you start the game, your Solvalou will be at the bottom of the screen. Keep in mind, this is a scrolling game. This means you can go no faster then the top and no slower then the bottom of the screen. You can, however, vary your speed in-between by pushing the joystick up and down. The biggest key in getting through this game is learning how to use the joystick to speed up and slow down because you will sometimes be put into some very tight areas that will require precision joystick control.
* One interesting aspect of this game is the fact if you are too successful against a particular kind of enemy, the game will adjust itself to send different enemies until you have difficulty dealing with them.
* Make sure you know what you will be encountering in each area.
* If you hold down the fire and bomb buttons, you will constantly be doing both at a slower rate. This is great when you are in the thick of things with both air and ground targets swarming the area.
* Speaking of bombs, your Solvalou is equipped with smart bombs (so to speak). They are launch and forget weapons. When you 'paint' the target with your bomb-sight and launch your bomb, it will hit that target even when you have already flown over it. There are a couple of strategies to make your bombing runs more effective :
1) When you have targets close together (usually bomb batteries are arranged this way), put a bomb between them. You will have a very good chance of taking out both batteries with one hit since you can only have one bomb on the screen at a time.
2) For moving targets (such as Grobdas), anticipate the targets direction and 'lead' it a little. This basically means putting the bomb at the point where the target will run into it.
3) Your bomb-sight will turn red whenever any target is 'sighted', even if the target is hidden like Sol Citadels and flags.
* Keep away from the corners. These can become death traps real quickly if you are swamped by enemies.
* Since you have free reign of most of the screen to move around, make sure you use all that room for maneuvering. Enemy fighters have a nasty habit of either shooting from behind your fighter or re-entering the screen from random sides. It also is handy when you are dodging a heavy volume of enemy fire.
* Make sure when you are maneuvering around the Bacuras, you always leave yourself a clear 'out'. What I mean by this is there another direction to escape instead of having to move along with the Bacuras. An occasional enemy likes to put up shots at your fighter since it is very difficult to maneuver around the rolling plates.
* The Andor Genesis Motherships are pretty easy to destroy if you work quickly. Most of the time, Zakatos and Brag Zakatos precede the arrival of the Andor Genesis Mothership. Blast these out of the sky and avoid the shrapnel. When the Andor Genesis Mothership appears, lead the target a little and quickly move up and plant your bomb at the point the center of the ship will be. The less time you waste taking on this ship, the better.
* Secret Message : The designer of Xevious has included a trick for generating his name right at the beginning of the game. When Solvalou appears, move to the right edge of the screen, wait a few seconds and drop a single bomb as soon as the music changes (after the long note). The message 'Namco ORIGINAL Program by EVEZOO' will appear on the screen.
* THE FLAGS : There are four flags hidden throughout the game. These flags occur in areas 1, 3, 5, and 6. All flags are along a horizontal line across the terrain. The only way to uncover a flag is to bomb it so you will have to lay a string of bombs along the entire horizontal line. This basically means moving up quickly, dealing with enemies quickly, and dropping your bombs quickly. Once a flag is uncovered, you must fly over it to get the benefits from it.
FLAG 1 : The first flag is located in the first river you encounter after you start the game. Look for the three Grobdas in a row. Just above them is a river that cuts horizontally across the terrain. Just bomb the river from left to right and around the bank closest to you. The flag should appear.
FLAG 2 : After you get past the plates, look up and to the right. There is a little lake with a small river feeding into the ocean. Start in the middle of the lake and bomb toward the little river. The flag should appear around where the river dumps into the ocean.
FLAG 3 : When you cross the first ocean, you will eventually see a dock/harbor at the top. The flag is located around the horizontal line that the longest pier projecting out is part of. You will need to quickly bomb that entire length to find and get the flag before the bottom scrolls your Solvalou too far up.
FLAG 4 : You will see a big bird picture on the desert. At the lowest point of its tail-feathers (in the lower right corner), start to bomb horizontally from right to left. The flag will appear.
* Sol Citadels : These structures require you to bomb them once to cause them to surface. They look like large storage tanks or grain silos. You then need to bomb them again to destroy them. You have a potential to collect several hundred thousand points by taking out these structures. They come in groups of 1, 4, or 8. Unlike flags, these structures are always in the same place. There are six sets of Sol Citadels.
FIRST SET : One in area 2. When you see the three Grobdas in a row on the road, start laying bombs in the area around the cul-de-sac below the last tank in a right and diagonal-down point. The citadel will be even with the cul-de-sac.
SECOND SET : One in area 3. When you see the Garu Bara, go to the left of the Garu Bara and start bombing. This is also the area that the second flag can be found.
THIRD SET : Four in area 9. There is a clear area right before you tangle with the second Andor Genesis Mothership. Where the road splits around the woods, start to lay bombs a little below the bottom edge of the road that goes to the right. You should uncover four Sol Citadels.
FOURTH SET : Eight in area 13. At the point the desert ends, there is a little grass, then the air field starts. Use the birds leg as a reference and fly straight up. When the bomb-sight glows, start bombing. This will be the lower left Sol Citadel of the group which is arranged in two rows of four citadels. You will be hard pressed to get all eight citadels.
FIFTH SET : Four in area 14. After the plates roll by, look for where two roads merge into one road. At the top edge of the slanted right hand road, start dropping bombs to uncover some more citadels.
SIXTH SET : Four in area 15. Look for a forest on the left side. There will be a small clearing and then a river. Bomb the small clearing to bring the citadels up. There will be very intense ground fire in this location so be especially watchful.
- SERIES -
1. Xevious (1982, Arcade)
2. Super Xevious (1984, Arcade)
3. Super Xevious - Gump no Nazo [Model SX-4900] (1986, Arcade)
4. Xevious - Fardraut Saga (1988, MSX2)
4. Solvalou (1991, Arcade)
5. Xevious 3D/G (1995, Arcade)
6. Xevious Arrangement (1995, Arcade): part of "Namco Classics Collection Vol.1"
7. Xevious Resurrection (2010, PS3/PSN): part of "Namco Museum.com"
- STAFF -
From highscore table : Masanobu Endoh (Evezoo End), Masaya Nakamura (M.Nakamura), Eirry Mou, Shin-ichiro Okamoto (S.Okamoto), Shin-ichi Kojima (S.Kojima)
Music by : Yuriko Keino
- PORTS -
NOTE: For ports released in North America, please see the Atari version entry.
* CONSOLES:
[JP] Nintendo Famicom (nov.8, 1984) "Xevious [Model NXV-4900]"
[EU] Nintendo NES (oct.25, 1989) "Xevious [Model NES-XV-EEC]"
Nintendo Famicom Disk [JP] (may.18, 1990) "Xevious [Model NDS-XEV]"
[JP] NEC PC-Engine (june.29, 1990) "Xevious Fardraut Densetsu [Model NC90004]"
[AU] Sony PlayStation (1996) "Namco Museum Vol.2 [Model SCES-00267]"
[JP] Sony PlayStation (feb.9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]"
[EU] Sony PlayStation (nov.1996) "Namco Museum Vol.2 [Model SCES-00267]"
[JP] Sony PlayStation (mar.28, 1997) "Xevious 3D/G+ [Model SLPS-00750]"
[EU] Sony PlayStation (aug.1997) "Xevious 3D/G+ [Model SCES-00736]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
Microsoft XBOX 360 [XBLA] [EU] [AU] [JP] [KO] (may.23, 2007)
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
Sony PlayStation 3 [PSN] [JP] (jan.29, 2009) "Namco Museum.comm [Model NPJB-00012]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.4, 2009) "Namco Museum - Virtual Arcade"
Nintendo Wii [Virtual Console Arcade] [JP] (sept.1, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
Sony PlayStation 3 [PSN] [EU] (apr.1, 2010) "Namco Museum Essentials [Model NPEB-00104]"
Sony PlayStation 3 [PSN] [AU] (apr.1, 2010) "Namco Museum Essentials"
* HANDHELDS:
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Sony PSP (feb.23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
Sony PSP [KO] (nov.8, 2007) "Namco Museum Vol.2"
Nintendo 3DS [3DSWare] [JP] (june.7, 2011) "3D Classics: Xevious [Model CTR-SABJ-JPN]" : Re-mastered version, featuring 3D effects.
Nintendo 3DS [3DSWare] [EU] (jul.21, 2011) "3D Classics: Xevious [Model CTR-SABP-EUR]" : Re-mastered version, featuring 3D effects.
Nintendo 3DS [3DSWare] [AU] (jul.21, 2011) "3D Classics: Xevious [Model CTR-SABP-AUS]" : Re-mastered version, featuring 3D effects.
* COMPUTERS:
Sharp MZ2500 [JP] (1982)
Atari 800 (1984)
Apple II (1984)
Tandy Color Computer (1984) "Devious"
Fujitsu FM-7 [JP] (1984)
NEC PC9801 [JP] (1985) by Enix Corporation
[EU] Commodore C64 (1986)
[EU] Amstrad CPC (1986)
[EU] Atari ST (1987)
[EU] Sinclair ZX Spectrum (1987)
MSX 2 [JP] (dec.23, 1988) "Xevious Fardraut Densetsu"
PC [MS Windows, CD-ROM] [JP] (apr.25, 1997) "Namco History Vol.1"
PC [MS Windows, CD-ROM] [AU] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
[JP] Sharp X1
* OTHERS:
Let's! TV play classic series - Namco Nostalgia 1 [JP]
- SOURCES -
Game's ROM.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Wing War Update submitted by XtC
Wing War (c) 1994 Sega.
Wing War is a flight/combat simulation. The object of the game is by where the players fight head-to-head in airplanes trying to shoot the other players out of the sky.
- TECHNICAL -
Runs on the Sega "Model 1" hardware.
Control: stick
Buttons: 7
- TRIVIA -
Released in June 1994 in Japan and in August 1994 in USA. This is the last game produced for the Sega Model 1 hardware.
Soundtrack releases :
Dynamite Deka vs Wing War Original Soundtrack - Wavemaster Inc. - WM-0528 - Apr 27th, 2006
- UPDATES -
The US version is slightly different, it has the "Recycle It, Don't Trash It!" screen.
- STAFF -
Director : Makoto Uchida
Sound Composers : Tomoyuki Kawamura (Muu)
- PORTS -
* CONSOLES:
Sega 32X : Unreleased prototype
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshot.
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 [JP] (Feb.1984)
Nintendo NES [US] (Oct.1985)
Nintendo NES [EU] (Sep.1986)
Nintendo Famicom Disk [JP] (May.1989)
Nintendo GameCube (2001) "Animal Crossing" : Unlockable bonus game
Nintendo Game Boy Advance [e-READER Series] (2002)
Nintendo Wii [Virtual Console] [US] (Nov.2006)
Nintendo Wii [Virtual Console] [JP] [EU] (Dec.2006)
* OTHERS:
LCD Handheld game "Game & Watch - Multi Screen: Pinball" (1983) released by Nintendo.
- SOURCES -
Game's ROM.
Accepted [+] [X] Virtua Striker 2002 Update submitted by XtC
Virtua Striker 2002 (c) 2002 Sega.
- TECHNICAL -
Runs on the Sega's "Triforce" hardware.
- TRIVIA -
Virtua Striker 2002 was released on October 29, 2002.
- SERIES -
1. Virtua Striker (1995)
2. Virtua Striker 2 (1997)
3. Virtua Striker 2 version '98 (1998)
4. Virtua Striker 2 version '99 (1998)
5. Virtua Striker 2 ver. 2000 (1999)
6. Virtua Striker 3 (2001)
7. Virtua Striker 2002 (2002)
8. Virtua Striker 4 (2004)
9. Virtua Striker 4 ver. 2006 (2006)
- PORTS -
* CONSOLES:
Nintendo GameCube (Feb.2002) [Model DOL-GVSJ-JPN]
- SOURCES -
Game's manual.
Game's ROMs.
Accepted [+] [X] Vindicators Update submitted by XtC
Vindicators (c) 1988 Atari Games Corp.
As team commander of the SR-88 Strategic Battle tanks, you must face the evil invading forces of the Tangent Empire. They're invading the galaxy with 14 space stations designed to defeat your team. Turrets and highly mobile armoured tanks are constantly on patrol to protect the fortifications that Tangents have built.
With limited supplies and weapons, you must make a last stand and attempt to defeat the invaders. The most powerful weapon in your arsenal is the SR-88 Battle Tank, but their fuel supply is very volatile. You must constantly replenish its fuel by picking up fuel canisters throughout the stations' many levels.
Battle stars can be found along the way. These are vital to enhancing your tank and adding weapons. Process generators can convert the battle stars into powers and weapons while in transit between levels and stations. Only with these customized tanks can the evil Tangent Empire be conquered.
As you defeat each station, demolish its control room and take the supplies the fleeing Tangents have left behind. Proceed in their mothership to the next station for another battle.
- TECHNICAL -
Game ID : 136059
Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.7895 Mhz)
Players : 2
Control : Double 2-way joystick (vertical)
Buttons : 4
- TRIVIA -
Vindicators was released in April 1988. This was quite a year for Atari and tank games, since they also released "Assault" in 1988.
1,605 dedicated units were produced in the USA only. The selling price was $2,395. The dedicated cabinet is a real favorite among some arcade game collectors. This is probably due to its unique shape, it is shaped a lot like a tank, with tank treads holding up the bottom section of the cabinet. The top half is decorated with sticker sideart that shows scenes from the game, and these same graphics generally carry over to the control panel and the front of the machine. The control panel features four tank handle controllers.
A Vindicators dedicated cabinet can be seen in the Nickelodeon show All That (from 1997 to 2000). However, it used a fictional marquee which was made for the show.
Also, 114 conversion kits were produced in the USA only (released in February 1989). The selling price was $795.
- UPDATES -
REVISION 1 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 11APR1988 16 :34 :40
REVISION 2 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 12APR1988 14 :53 :35
REVISION 3 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 20APR1988 11 :21 :49
REVISION 4 :
* Build date : OS : 08APR1988 11 :50 :08 / PG : 26APR1988 10 :49 :46
- STAFF -
Designed & programmed by : Kelly Turner (KFT), Norm Avellar (NLA), Russel Dawe (Rusty) (RBD)
Art & animation by : Kris Moser (KEM), Susan G. McBride (SGM)
Audio by : Brad Fuller (BAF), Hal Canon (HAL)
From hiscore table: (TNK), Dave Webienson (DEW), Pat McCarthy (PMC), (REM), (MEA)
- PORTS -
* CONSOLES:
[US] Nintendo NES (1988)
[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] : Unreleased prototype
* COMPUTERS:
[EU] Amstrad CPC (1988)
[US] Commodore C64 [EU] (1988)
[EU] Sinclair ZX Spectrum (1989)
[EU] Atari ST (1989)
Commodore Amiga [US] (1989)
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* Others:
Tiger LCD Handheld Game [US] (1989)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Virtua Cop Update submitted by XtC
Virtua Cop (c) 1994 Sega.
- TECHNICAL -
Runs on the Sega "Model 2" hardware.
Players: 2
Control: Lightgun
Buttons: 1
- TRIVIA -
Virtua Cop was released in September 1994 in Japan.
Virtua Cop serves 300,000 polygons per second.
Sarah Bryant from "Virtua Fighter" appears in stage three... outside the gangster bosses' room is a rotating all-white Sarah Bryant statue. The statue is unbreakable, but the vase it's holding isn't.
Toshiba EMI released a 2 CD limited-edition soundtrack album for this game (Virtua Cop Soundtracks - TYCY-5478~9) on 24/01/1996.
- SERIES -
1. Virtua Cop (1994)
2. Virtua Cop 2 (1995)
3. Virtua Cop 3 (2003)
- PORTS -
* CONSOLES:
[JP] Sega Saturn (nov.24, 1995) "Virtua Cop [Model GS-9060]"
[EU] Sega Saturn (dec.8, 1995) "Virtua Cop [Model MK81026-50]"
[US] Sega Saturn (1995) "Virtua Cop [Model 81015]"
Sega Saturn [KO] (1995) "Virtua Cop [Model GS-9505J]" by Samsung
[JP] Sony PS2 (aug.15, 2002) "Virtua Cop Re-Birth [Model SLPM-62205]"
[EU] Sony PS2 (nov.29, 2002) "Virtua Cop - Elite Edition [Model SLES-51229]"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (oct.31, 1996) "Virtua Squad"
[EU] PC [MS Windows, CD-ROM] (1997)
* OTHERS:
[US] Nokia N-Gage : Release cancelled
Tiger R-Zone [US] (1996)
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Up'n Down Update submitted by XtC
Up'n Down (c) 1983 Sega.
Up'n Down is an abstract racing game viewed in a forced third-person perspective.
The goal of the game is to collect coloured flags, while avoiding the enemy vehicles and obstacles that litter each course. The flags needed are displayed at the top of the screen and are coloured as follows: Light green, blue, red, olive, dark green, magenta, yellow and black. If the flags are collected quickly enough, bonus points are awarded. Collected flags remain visible on the track but are changed to white in colour.
In addition to the enemy vehicles, other hazards to be negotiated include potholes, broken bridges, steep hills and sharp corners. The player's vehicle can jump over both obstacles and vehicles, and if players land their vehicle on an enemy vehicle, the enemy is destroyed. Jumping at the wrong time, however, can send the player's vehicle into the path of an enemy, or off the track completely, resulting in the loss of a life. Players can also control the speed of their vehicle and even move in reverse.
Each round is progressively more difficult than the last, with more obstacles and enemy vehicles littering the courses.
- TECHNICAL -
Runs on the Sega "System 1" hardware.
Players: 2
Control: 4-way joystick
Buttons: 1 (JUMP)
- TRIVIA -
Released during September 1983. By this time, Sega was starting to make a name for itself in the arcade industry. With solid hits such as "Star Trek", "Zaxxon", and "Pengo" under its belt, Sega started to venture into other areas. Sega had partnered up with Gremlin to create "Head-On" and "Head-On 2" arcade games. Later on, Sega released "Turbo". Using the same three-quarter perspective that was used in "Zaxxon", Sega created another racing game with a twist. Up'n Down came out during a time when the arcade market was basically saturated with space shooters.
Export releases:
[US] "Up'n Down [No. 0A64]"
[US] "Up'n Down [No. 0A74]"
- SCORING -
Jumping on a truck : 1000 points
Jumping on a race care : 2000 points
You also get bonus points depending on how quickly you finished the course. The times and points are :
0 - 19 seconds : 20000 points
20 - 29 seconds : 10000 points
30 - 39 seconds : 5000 points
40 - 49 seconds : 3000 points
50 - 59 seconds : 1000 points
60 seconds and above : 0 points
- TIPS AND TRICKS -
* You will start the game with your car on the track. There may be other vehicles also on the track. You goal is to collect all the colored flags in the least amount of time. You must first learn how the joystick works. Putting more pressure on it in one direction causes your vehicle to accelerate. Letting off the pressure causes your vehicle to eventually stop. This will become critical to know as you move into the later rounds.
* When you jump, make sure you have somewhere to jump to. The jump itself takes up about the distance of the length of your car. If there isn't enough room to land, your car will crash. This also happens if you jump off the road anywhere. If you want to jump on another car, then start preparing for it early :
1) Make sure the road ahead is somewhat straight. Sometimes you can jump off a right diagonal road onto a left diagonal road and hit the car that way.
2) Another way is when you are one car length behind your intended victim, and the road is straight, then go ahead and jump on them.
* Sometimes you may have to jump over a car to avoid being hit. Again, make sure you have enough road to land on. It is very easy to try to quickly jump a car only to find yourself wrapped up in the pine trees alongside the road.
* Of course, the object of the game is to collect flags. If, for some reason, you cannot get a flag, there are a couple of ways to remedy this situation.
1) If it is safe (only works on the lower rounds), you can backtrack to where the flag is. You cannot, though, go past the bottom edge of the screen.
2) If you go through three screens, the course will ''wrap'' around and you can get the flag on the return. The only disadvantage to this is that it is time consuming.
* Do not make blind jumps. If you can't see where you are jumping to, go up a little further to see your destination. If you don't, you may end up jumping into something such as a destroyed bridge, abrupt road ending, or the road curves and you jump off the road.
* Make sure you know where the hills are. If your car doesn't have enough speed, it will only go halfway up the hill before it rolls back down again. While it is rolling, you lose control over it. This can be dangerous when other cars are coming up behind you.
* In the later rounds, other cars will be coming at you both from the front and rear. Some of them travel faster then others sometimes creating a situation where you will be in between two cars traveling opposite directions and heading straight for your car. Again, make sure you know how to accelerate and decelerate.
* Whenever you jump from one road to another, your car will automatically face toward the top of the screen in the direction of the road. You don't have to wait to move again. This can be especially handy when trying to avoid other cars or trying to get flags.
* I'll state the obvious of not getting a flag if there is too much congestion around it. Since the timer is not displayed, you probably don't know how much time you have taken to get the flags. Just go around the course and try again. Better to save a car then sacrifice it for points then realize you took too long and don't get any bonus.
* Keep on the lookout for what cars do what. Such as trucks usually follow along the road at a leisurely pace while race cars can go fast or slow and with or against the flow of traffic.
* As you progress in each round, the course becomes harder because more hazards are added to it.
* "Pengo" : Pengo makes a guest appearance in this game if you manage to pass the first four rounds in under a minute each. The penguin will appear in the water of round five riding a surf-board.
- STAFF -
Staff : Yoji Ishii (ICI), T.N, SHO, R.T, H.N, TAK, H.K, STO, KIP
Security by : Masatoshi Mizunaga (MI.)
- PORTS -
* CONSOLES:
Atari 2600 (1983) "Up'n Down [Model 009-01]"
Colecovision (1984) "Up'n Down [Model 009-21]"
Atari XEGS
[JP] Sega Saturn (Feb. 28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]"
* COMPUTERS:
Atari 800 (1984) "Up'n Down [Model 009-18]"
Apple II (1984)
Commodore C64 (1985) "Up'n Down [Model 009-05]"
ZX Spectrum : Planned and advertised but never released.
- SOURCES -
Game's ROM.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Ultimate Mortal Kombat 3 Update submitted by XtC
Ultimate Mortal Kombat 3 (c) 1995 Midway Mfg. Co.
An update of "Mortal Kombat 3", with new characters added to the original MK3 cast. There are lots of other additions and goodies in the game (see Updates section (REV. 1.0)).
- TECHNICAL -
Midway Wolf Unit Hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Players : 2
Control : 8-Way Joystick
Buttons : 6
= > [1] High Punch, [2] Block, [3] High Kick
= > [4] Low Punch, [5] Low Kick, [6] Run
- TRIVIA -
Ultimate Mortal Kombat 3 was released in October 1995 in USA.
If you look closely at Rain's name during demonstration you'll see it uses different font than all other fighters.
- UPDATES -
This game is the same as "Mortal Kombat 3" except for the inclusion of :
REV. 1.0 :
* Jade, Kitana, Mileena, Scorpion, Reptile, Ermac, Classic Sub, Rain, and Human Smoke are all added, and Robot Smoke is now a normal character.
* Scorpion's Lair (Hell), Jade's Desert, Kahn's Kave, River Kombat (Waterfront), and Scislac Busorez (Blue Portal) stages added.
* Computer intelligence increased.
* 4 Player 2 on 2 Mode and 8 Player Tournament Mode Added.
* Jump in Combo starters added.
* Can uppercut through Scorpion's Lair to Kahn's Kave.
* Bank and Smoke's Portal (Hidden Portal) stages removed.
* 2nd Master ladder added.
* Endurance rounds added to all ladders, 2nd Master ladder has a second Endurance round where you must defeat 3 opponents with one lifebar.
* Stage fatalily in Scorpion's Lair added (and all of its accompanying secrets).
* Classic Sub-Zero's Fats added.
* Bug : Game will crash if Noob Saibot touches Sub-Zero's ice clone.
* 'Winner fights Smoke' Kombat Kode effect altered : winner now fights Human Smoke rather than Robot Smoke.
* Shang Tsung's morph now announces the character he morphs into.
REV. 1.1 :
* Supreme Demonstration icon selectable only through the 8-man tournament.
REV. 1.2 :
* CPU Pattern Fixed.
* Bugs fixed.
* More Kombat Kodes.
- TIPS AND TRICKS -
* Secret EJB MENU:
Press P1_BLOCK (x5), P2_BLOCK (x10), P1_BLOCK (x3), P2_BLOCK (x1), P1_BLOCK (x2), P2_BLOCK (x2), P1_BLOCK (x3), P2_BLOCK (x4)
* Ultimate Kombat Kodes : The Ultimate Kombat Kodes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (1P side) HP LP BL LK HK (2P side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the 1P entries from the 2P entries :
Play as Mileena - 22264-22264
Play as Ermac - 12344-44321
Play as Classic Subzero - 81835-81835
* Kombat Kodes : Kombat Kodes are entered at the two player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (player one side) LP BL LK (player two side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the player one entries from the player two entries. A message will appear when the match begins to confirm correct code entry...
Kombat Zones :
002-003 - River Kombat (Waterfront)
004-700 - Kahn's Kave
050-050 - Noob Saibot Dorfen
077-022 - The Bridge
079-035 - Street
091-190 - Bell Tower
123-901 - Soul Chamber
330-033 - Jade's Desert
343-343 - Rooftop
600-040 - Kombat Temple (aka The Temple)
666-333 - The Graveyard
666-444 - Scorpion's Lair (Hell)
820-028 - The Pit 3
880-088 - Subway
880-220 - Kahn's Tower (aka The Balcony)
933-933 - Scislac Busorez (Blue Portal)
Messages :
004-400 - Whacha Gun Do ? - E.B.
010-010 - Throwing Encouraged
122-221 - Skunky!! - E.F.
123-926 - There Is No Knowledge That Is Not Power
282-282 - No Fear = EB Button, Skydive, Max Countdown
448-844 - Don't Jump At Me - MXV
550-550 - See The Mortal Kombat Live Tour
717-313 - Rain Can Be Found In The Graveyard
987-666 - Hold Flippers During Casino Run
999-999 - Revision x.x
Handicaps :
033-000 - Player 1 Half Power
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
020-020 - Blocking Disabled
044-440 - Unikoriv Referri: Sans Power
100-100 - Throwing Disabled
Different Kombats :
300-300 - Silent Kombat
444-444 - Randper Kombat
460-460 - Randper Kombat
688-422 - Dark Kombat
985-125 - Psycho Kombat
Winner of this round battles :
033-564 - Shao Khan
205-205 - Human Smoke
769-342 - Noob Saibot
969-141 - Motaro
4 Player 2 on 2 Kombat :
227-227 - Explosive Kombat
022-220 - Explosive Kombat/ Throwing Disabled
Other Codes :
466-466 - Unlimited Run
642-468 - You Are Entering The Land Of Rellim (Play "Galaga")
788-322 - Fast Uppercut Recovery Enabled
987-123 - No Powerbars
* Double stage (If a character is uppercutted, they will fly up to the other stage) :
Scorpions Lair = > Kahn's Kave (Ultimate MK3 only)
Subway = > Street
Bank = > Rooftop (Original MK3 only)
Soul Chamber = > Kahn's Tower (Balcony)
* Random Select : To have the computer randomly select your character, press Up+Start on your side (player 1 on Kitana and player 2 on Scorpion).
* Play as Human Smoke : select Smoke, then hold HP+HK+BL+RUN+Left until the match starts (Note : If playing as player two, press Right instead of Left).
* Play forever : this code will allow you to continue playing Ultimate Mortal Kombat 3. The only catch is, you cannot die. When you beat the game, choose the goodie that lets you fight Ermac. Win the first round, and lose the second round on purpose. Win the third round and perform a mercy (hold RUN, DOWN(x3), release RUN), and then perform your characters animality. You will be taken to the 'choose your destiny' screen. Keep repeating the process, and you can rack up hundreds of wins.
* Fatality - KITANA :
1. (close) Run(x2), Block(x2), LK - Kitana reaches out and kisses her opponent, who then starts stretching up. Her opponent does this a few times, then explodes.
2. (close) Back, Down, Forward(x2), HK - Kitana draws her fan and decapitates the opponent with one swipe. It's like the MKII head chop, but now it's more of an angle in the chop.
* Fatality - REPTILE :
1. (jump distance) Back, Forward, Down, Block - Reptile takes his mask off exposing his face. He lashes his tongue out and eats the head of his opponent. Then he continues and eats the torso and limbs, leaving the feet alone.
2. (sweep) Hold Block, Forward(x2), Up(x2), release Block, HK - Reptile takes his mask off exposing his face. He opens his mouth and spits a big glob of acid onto his opponent. The acid burns down his opponent leaving a body without some skin, the acid left all over the ground. Then the body falls into a pile of slop.
* Fatality - SONYA BLADE :
1. (anywhere) Back, Forward, Down(x2), Run - Sonya blows a kiss at her opponent, turning him into a burning skeleton.
2. (far) hold Run+Block, Up(x2), Back, Down, release Block+Run - Sonya blows a pink bubble at her opponent. Her opponent is engulfed in the bubble, which eventually collapses, crushing them.
* Fatality - JAX :
1. (close) Hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades. He then cuts the opponent to pieces.
2. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on his opponent.
* Fatality - NIGHTWOLF :
1. (one step back) Up(x2), Back, Forward, Block - Nightwolf causes a great light to engulf the opponent, which disintegrates them.
2. (jump distance) Back(x2), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes the opponent.
* Fatality - JADE :
1. (close) Run(x3), Block, Run - Jade uppercuts her opponent up high, and holds her staff to her side, it glows, then her opponent falls right on the staff.
2. (close) Hold Block, Up(x2), release Block, Down, Forward, HP - Jade sticks her staff into her opponent and starts to shake the staff and her opponent up and down. She does it so fast that her opponent blows up.
* Fatality - SCORPION :
1. (jump distance) Hold Block, Down(x2), Up, release Block, HK - Scorpion removes his mask exposing a skull head. His opponent screams, and then Scorpion set his opponent on fire.
2. (close) Hold Block, Forward(x2), Down, Up, release Block, Run - Scorpion strikes his victory pose and then he teleports himself and his opponent to the Scorpion's Lair stage. Then multiple Scorpion clones come up and look at his opponent, then run at him/her and the screen goes dark, then you hear lots of punches, rips, and screams.
* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, release LP - Kano pulls his opponent's skeleton out through their mouth.
2. (sweep) LP, Block(x2), HK - Kano fires a laser from his eye that heats up his opponent until they explode.
* Fatality - MILEENA :
1. (close) Down, Forward, Down, Forward, LP - Mileena removes her mask revealing her face and inhales her opponent, spitting out the bones. It's like the MKII Inhale, but now many more body parts come out. Most are rib cages and a few heads.
2. (far) Back(x3), Forward, LK - Mileena opens her mouth, then swallows a jar of tacks. She then starts to spit them out at her victim.
* Fatality - ERMAC :
1. (close) Run, Block, Run(x2), HK - Ermac crouches and punches off the head of his opponent with a powerful uppercut.
2. (sweep) Hold Block, Down, Up, release Block, Down(x3), Block - Ermac raises his hand, his opponent is then slammed multiple times and eventually explodes to pieces.
* Fatality - CLASSIC SUB-ZERO :
1. (close) Down(x3), Forward, HP - Classic Sub-Zero reaches for his opponent's head, the screen goes black and a big rip is heard as his opponent's head comes off.
2. ???
* Fatality - SUB-ZERO :
1. (close) Block(x2), Run, Block, Run - Sub-Zero grabs his opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.
2. (sweep) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes his opponent. They fall over and shatter.
* Fatality - SEKTOR :
1. (sweep) LP, Run(x2), Block - Sektor crushes his opponent in a huge clamp.
2. (less jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on his opponent.
* Fatality - SINDEL :
1. (sweep) Run(x2), Block, Run, Block - Sindel coils her hair around her opponent. She then pulls her hair back, causing her opponent to go into a violent spin, sending blood and body parts everywhere.
2. (close) Run, Block(x2), Run+Block - Sindel screams at her opponent, causing her opponent's skin to fly off.
* Fatality - KURTIS STRYKER :
1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on his opponent and runs away just before they explode.
2. (far) Forward(x3), LK - Stryker fires a tazer at his opponent, electrocuting them.
* Fatality - CYRAX :
1. (anywhere) Hold Block, Down(x2), Up, Down, release Block, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on his opponent.
2. (close) Hold Block, Down(x2), Forward, Up, release Block, Run - Cyrax self-destructs, taking his opponent with him.
* Fatality - KUNG LAO :
1. (sweep) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at his opponent, cutting them into pieces.
2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. His opponent gets pulled in and is torn apart.
* Fatality - KABAL :
1. (sweep) Down(x2), Back, Forward, Block - Kabal plugs his respirator into his opponent. Their head inflates and they float off the screen where they explode.
2. (close) Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at his opponent. His opponent is so frightened that his/her soul jumps out of their body.
* Fatality - SHEEVA :
1. (close) Forward, Down(x2), Forward, LP - Sheeva pounds her opponent into the ground like a nail.
2. (close) hold HK, Back, Forward(x2), release HK - Sheeva rips all her opponent's skin off.
* Fatality - SHANG TSUNG :
1. (close) hold LP, Down, Forward(x2), Down, release LP - Tsung creates a bed of spikes and throws his opponent onto them.
2. (close) hold LP, Run, Block, Run, Block, release LP - Tsung levitates his opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.
* Fatality - LIU KANG :
1. (anywhere) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on his opponent as fire. His opponent is reduced to a burning skeleton.
2. (anywhere) Hold Block, Up, Down, Up(x2), release Block, Block+Run - Liu Kang disappears and a "Mortal Kombat" machine falls on his opponent.
* Fatality - SMOKE :
1. (far) Hold Block, Up(x2), Forward, Down, Release Block - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.
2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down his opponent's throat, causing them to explode.
* Fatality - HUMAN SMOKE :
1. (close) Run, Block, Run(x2), HK - Human Smoke crouches and punches off the head of his opponent with a powerful uppercut (identical to Fatality 1 of Ermac).
2. ???
* Fatality - STAGE :
1) Bell Tower - the opponent falls seven stories onto a bed of spikes.
2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.
3) The Pit 3 - the opponent is knocked off the bridge into rotating blades and cut apart.
4) Scorpion's Lair (Hell) - the opponent is knocked into a pool of lava.
KITANA : Forward, Down(x2), LK
REPTILE : Run, Block, Run, Block(x2)
SONYA BLADE : Forward(x2), Down, HP
JAX : Down, Forward, Down, LP
NIGHTWOLF : Run(x2), Block
JADE : Back, Forward, Down, Run
SCORPION : Forward, Hold Block, Up(x2), Release Block, LP
KANO : Hold Block, Up(x2), Back, Release Block, LK
MILEENA : Down(x3), LP
ERMAC : Run(x4), LK
CLASSIC SUB-ZERO : Forward, Down, Forward(x2), HP
SUB-ZERO : Back, Down, Forward(x2), HK
SEKTOR : Run(x3), Down
SINDEL : Down(x3), LP
KURTIS STRYKER : hold Block, Forward, Up(x2), Release Block, HK
CYRAX : Run, Block, Run
KUNG LAO : Down(x2), Forward(x2), LK
KABAL : Block(x2), HK
SHEEVA : Down, Forward, Down, Forward, LP
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
LIU KANG : Run, Block(x2), LK
SMOKE : Forward(x2), Down, LK
HUMAN SMOKE : Forward, Hold Block, Up(x2), Release Block, LP
* CRISPY : After performing the stage fatality in Scorpions's Lair :
Hold both HP buttons (Dan Forden voice)
Hold both Run buttons (Shao Kahn voice)
Hold both HP+Run buttons (Dan Forden + Shao Kahn voice)
* Finish Him/Her - Mercy : (Anywhere) Hold Run, Down (x3), release Run.
* Finish Him/Her - Animality (After Mercy) :
KITANA : (one step back) Down(x4), Run - Kitana turns into a little rabbit, lets out a big growl, and then attacks her opponent in a spray of blood, moving her opponent off the screen.
REPTILE : (close) Hold Block, Down(x3), Up, Release Block, HK - Reptile turns into a monkey and chases his opponent off the screen.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, release LP - Sonya turns in to a large green bird and hovers over her opponent. She carries her opponent off screen where there is a crunching sound and bones fall back to the ground.
JAX : (close) hold LP, Forward(x2), Down, Forward, release LP - Jax turns into a yellow lion and pounces on his opponent.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on his opponent.
JADE : (close) Forward, Down, Forward(x2), LK - Jade turns into a cat and lets out a big growl. She jumps up and runs around on her opponent, making her opponent spin so fast that they're is spun into pieces.
SCORPION : (close) Hold Block, Forward, Up(x2), Release Block, HK - Scorpion turns into a penguin, waddles under the opponent, and lays an egg. He then waddles away, and the egg starts to shake, and then explodes, blowing his opponent to pieces.
KANO : (close) hold HP, Block(x3) release HP - Kano turns into an orange spider and crushes his opponent.
MILEENA : (close) Forward, Down(x2), Forward, HK - Mileena turns into a skunk, and sprays her opponent with her smelly liquid, which is just green smoke. The opponent falls over to his/her death.
ERMAC : ???
CLASSIC SUB-ZERO : ???
SUB-ZERO : (close) Hold Block, Forward, Up(x2), Release Block - Sub-Zero turns into a blue polar bear and pounces on his opponent.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to his opponent and decapitates them.
SINDEL : (anywhere) Forward(x2), Hold Block, Up, Release Block, HP - Sindel turns into a purple wasp and carries her opponent off while stinging them.
KURTIS STRYKER : (one step back) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites his opponent in half.
CYRAX : (close) Hold Block, Up(x2), Release Block, Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind his opponent and eats them.
KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on his opponent.
KABAL : (close) hold HP, Forward(x2), Down, Forward, release HP - Kabal turns into a green skeleton of a rhinoceros and butts his opponent into the air.
SHEEVA : (close) Run, Block(x3) - Sheeva turns into a giant purple scorpion and stings her opponent, causing them to explode.
SHANG TSUNG : (sweep) hold HP, Run(x3), release HP - Tsung turns into a large green cobra and devours his opponent.
LIU KANG : (one step back) Down(x2), Up - Liu Kang turns into a giant green dragon and bites his opponent in half.
SMOKE : (far) Down, Forward(x2), Block - Smoke turns into a black bull and rams his opponent off the screen.
HUMAN SMOKE : ???
* Finish Him/Her - Babality (don't use Block during the last round) :
CLASSIC SUB-ZERO : ???
CYRAX : Forward(x2), Back, HP
ERMAC : ???
HUMAN SMOKE : Down, Back(x2), Forward, HP
JADE : Down(x2), Forward, Down, HK
JAX : Down(x3), LK
KABAL : Run(x2), LK
KANO : Forward(x2), Down(x2), LK
KITANA : Forward(x2), Down, Forward, HK
KUNG LAO : Down, Forward(x2), HP
LIU KANG : Down(x3), HK
MILEENA : Down(x2), Forward(x2), HP
NIGHTWOLF : Forward, Back, Forward, Back, LP
REPTILE : Forward(x2), Back, Down, LK
SCORPION : Down, Back(x2), Forward, HP
SEKTOR : Back, Down(x3), HK
SHANG TSUNG : Run(x3), LK
SHEEVA : Down(x3), Back, HK
SINDEL : Run(x3), Up
SMOKE : Down(x2), Back(x2), HK
SONYA BLADE : Down(x2), Forward, LK
STRYKER : Down, Forward(x2), Back, HP
SUB-ZERO : Down, Back(x2), HK
* Finish Him/Her - Friendship (don't use Block during the last round) :
KITANA : Down, Back, Forward(x2), LP - Kitana blows bubbles out of a bubble pipe and bottle.
REPTILE : (close) Down, Forward(x2), Back, HK - Reptile takes out a box and turns the knob many times. Then the top opens revealing a big lizard head. The head scares his opponent who then runs off.
SONYA BLADE : (sweep) Back, Forward, Back, Down, Run - Sonya does her normal win pose and flowers suddenly bloom across the screen.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
NIGHTWOLF : (past sweep) Run(x3), Down - Nightwolf turns into Raiden. A "Mortal Kombat II" machine falls beside him. At the bottom of the screen are the words : "I've never seen a Kano transformation" OR "No, but I know how to do a Raiden transformation".
JADE : Back, Down, Back(x2), HK - Jade uses her staff as a pogo stick.
SCORPION : (close) Back, Forward(x2), Back, LK - Scorpion takes out a box and turns the knob many times. Then the top opens revealing a big skull head. The head scares his opponent who then runs off.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
MILEENA : Down(x2), Back, Forward, HP - Mileena takes out a mirror, and takes off her mask. She then looks into the mirror with her ugly face and the mirror shatters.
ERMAC : ???
CLASSIC SUB-ZERO : ???
SUB-ZERO : LK, Run(x2), Up - Sub-Zero engulfs himself into a snowman.
SEKTOR : (half screen) Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
SINDEL : Run(x5), Up - Sindel kicks a ball over the opponent and makes a 'Goal' sign. She then says, 'That was fun!'.
KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants (only the cast of Original MK3) run by and Stryker directs them to the other side.
CYRAX : Run(x3), Up - Cyrax does a little dancing.
KUNG LAO : (past sweep) Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.
KABAL : (past sweep) Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.
SHEEVA : Forward(x2), Down, Forward, HP - Sheeva holds a stick in each hand and balances a plate on each.
SHANG TSUNG : LK, Run(x2), Down - Tsung turns into the character from "Joust" and hops off.
LIU KANG : Run(x3), Down+Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
SMOKE : (far) Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
HUMAN SMOKE : ???
* SHAO KAHN'S LOST TREASURES : After you beat Shao Kahn, you can choose a icons...
Novice (01-04), Warrior (01-07), Master 1 (01-10), Master 2 (01-11), 8 player tournament (01-12)
01) MK Dragon : Tournament Outcome
02) MK Logo : Rellim Ohcanep (Play Galaga)
03) Yin-Yang : Battle with ERMAC
04) Number three : Battle with NOOB SAIBOT
05) Question Mark : Random select
06) Lightning Bolt : Fatality Demonstration One
07) Goro : Fatality Demonstration Two
08) Raiden : Fatality Demonstration Three
09) Shao Kahn : NOOB SAIBOT / ERMAC endurance
10) Skull : MK2 Classic Endurance Kombat (Classic Sub-Zero and Human Smoke)
11) Question Mark : Mega Endurance Kombat (Noob Saibot, Classic Sub-Zero, Human Smoke, Ermac and Mileena)
12) Question Mark : Supreme Demonstration
Hidden treasures : Fatality Demonstration Four and Five, another ?
- SERIES -
1. Mortal Kombat (1992, Arcade)
2. Mortal Kombat II (1993, Arcade)
3. Mortal Kombat 3 (1995, Arcade)
4. Ultimate Mortal Kombat 3 (1995, Arcade)
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade)
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS)
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS)
8. Mortal Kombat 4 (1997, Arcade)
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS)
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA)
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2)
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA)
13. Mortal Kombat - Deception / Mystification (2004, PS2)
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2)
15. Mortal Kombat - Armageddon (2006, XBOX, PS2)
16. Mortal Kombat vs. DC Universe (2008, PS3, 360)
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)
19. Mortal Kombat 11 (2019, PS4, One, Switch)
- STAFF -
* Cast :
Kitana, Mileena, Jade : Becky Gable
Reptile, Scorpion, Ermac, Classic Sub-Zero, Sub-Zero, Shang Tsung, Human Smoke, Noob Saibot : John Turk
Sonya Blade : Kerri Hoskins
Jax : John Parrish
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita
Kano, Kabal : Richard Divizio
Sindel : Lia Montelongo
Kurtis Stryker : Michael O'Brien
Kung Lao : Tony Marquez
Sheeva : A Clay Model
Liu Kang : Eddie Wong
Shao Kahn : Brian Glynn, Steve Ritchie (voice)
- PORTS -
* CONSOLES:
[US] Sega Saturn (1996) "Ultimate Mortal Kombat 3 [Model T-9701H]"
[EU] Sega Saturn (1996) "Ultimate Mortal Kombat 3 [Model T-25403H-50]"
[US] Nintendo SNES (oct.1996) "Ultimate Mortal Kombat 3 [Model SNS-A3ZE-USA]"
[EU] Nintendo SNES (nov.28, 1996) "Ultimate Mortal Kombat 3 [Model SNSP-A3MP-EUR]"
[US] Sega Genesis (1996) "Ultimate Mortal Kombat 3 [Model T-97146]"
[EU] Sega Mega Drive (1996) "Ultimate Mortal Kombat 3 [Model T-81616-50]"
Sega Mega Drive [BR] (1996) "Ultimate Mortal Kombat 3 [Model 047270]"
Microsoft XBOX 360 [XBLA] [EU] (oct.20, 2006) : Retired from XBLA in 2010.
Microsoft XBOX 360 [XBLA] [US] (oct.22, 2006) : Retired from XBLA in 2010.
Sony PS3 [PSN] [US] [EU] [AU] (aug.31, 2011) "Mortal Kombat Arcade Kollection"
* HANDHELDS:
[US] Nintendo GBA (dec.12, 2001) "Mortal Kombat Advance [Model AGB-AM5E-USA]"
[EU] Nintendo GBA (mar.1, 2002) "Mortal Kombat Advance [Model AGB-AM5P-EUR]"
[US] Nintendo DS (nov.12, 2007) "Ultimate Mortal Kombat [Model NTR-YUTE-USA]"
[EU] Nintendo DS (dec.7, 2007) "Ultimate Mortal Kombat [Model NTR-YUTP-EUR]"
[AU] Nintendo DS (dec.13, 2007) "Ultimate Mortal Kombat [Model NTR-YUTP-AUS]"
* COMPUTERS:
PC [MS Windows, Online] [US] (aug.31, 2011) "Mortal Kombat Arcade Kollection"
PC [MS Windows, Steam] [US] (feb.2, 2012) "Mortal Kombat Arcade Kollection"
* OTHERS:
Apple iPhone/iPod [US] (dec.16, 2010) "Ultimate Mortal Kombat 3 [Model 408070814]"
Apple iPhone/iPod [US] (feb.10, 2011) "Ultimate Mortal Kombat 3 for iPad [Model 417787179]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Big Tournament Golf [Model NGM-200] Update submitted by XtC
Big Tournament Golf (c) 1996 Nazca Corporation.
Big Tournament Golf is an arcade golf game in which one or two players choose from a selection of six different golfers, each of which has different strengths and weaknesses to their game. This allows players to select a golfer that suits their preferred style of gameplay.
The six golfers and their attributes are:
* Young Hero (USA) Driving 3 - Accuracy 3 - Skill 3 - Recovery 3 - Putting 3
* Technician (United Kingdom) Driving 2 - Accuracy 4 - Skill 5 - Recovery 4 - Putting 3
* Veteran (Australia) Driving 1 - Accuracy 2 - Skill 4 - Recovery 5 - Putting 2
* Shot Maker (Germany) Driving 4 - Accuracy 5 - Skill 2 - Recovery 2 - Putting 4
* Power Golfer (Brazil) Driving 5 - Accuracy 1 - Skill 1 - Recovery 1 - Putting 1
* Putt Master (Japan) Driving 3 - Accuracy 2 - Skill 4 - Recovery 2 - Putting 5
Players can choose to play on one of four eighteen-hole courses: Germany, Japan, Australia and U.S.A. Two game modes are available: one-player stroke play against the CPU, or stroke or match-play against a second player.
Unlike many golf games of the era that used a two-click swing system to determine the hook or slice of the ball, "Neo Turf Masters" uses a single click for the power of the shot and a second for the height of the shot. Hook and slice are determined before making the shot.
Big Tournament Golf follows the standard golf scoring system. The order from the best to the worst performance is:
Albatros (3 hits under Par)
Eagle (2 hits under Par)
Birdie (1 hit under Par)
Par (reach the par for the hole)
Bogey (1 hit over Par)
Double Bogey (2 hits over Par)
Triple Bogey (3 hits over Par)
If players miss the attempt to make a Triple Bogey, they will have to give up the hole and will suffer an additional penalty. If the ball lands out of bounds or in the water, the player will be penalized one stroke.
* Contests are sometimes announced at the start of a hole:
1) The closest to the pin contest: players must hit the ball as close as possible to the pin when driving off. If their ball gets closer to the pin than the previous record, they will earn a bonus hole.
2) The longest driving contest: players must drive the ball as far as possible. If they exceed the previous record, they will earn a bonus hole.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-200
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Power then Height and shot, [B] Hook, [C] Slice
- TRIVIA -
Big Tournament Golf was released in January 1996 in Japan.
This game is known outside Japan as Neo Turf Masters.
This is the first Nazca game written for the Neo-Geo MVS. Nazca was formed over Irem's death by Irem ex-members with the financal help of SNK. Nasca was originally financed by SNK to adapt their arcade games for home consoles like Playstation and Saturn.
- TIPS AND TRICKS -
* Random Selection: Press A+B+C+D at the player selection and/or the course selection screen.
* Sometimes contests appear during a hole:
1) The closest to the pin contest: you have to hit the ball as close as possible to the hole in one hit. If the ball gets closer to the pin than the previous record, you will earn a bonus hole.
2) The longest driving contest: you have to drive the ball as far as possible. If you exceed the previous record, you will earn a bonus hole.
- SERIES -
1. Neo Turf Masters (1996)
2. Neo Turf Masters (1999, SNK Neo-Geo Pocket Color)
- STAFF -
Big boss : Y. Kohdoh
Boss : Takashi Nishiyama
System engineer : Middle
Chief designer : Kinte
Designer : Kon. Kitakichine, Kozo, Ken Kui, Jyun Y., Ozi
Music director : Hiya
S.E. coordinator : Jin jin
Voice : Yoshimi & Steve
Chief programmer : Mr N.
Programmer : H. Yamada, Zen, Hirokun, Kohkishi
- PORTS -
* CONSOLES:
SNK Neo-Geo CD (1996)
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Toy Fighter [Model 840-0011C] Update submitted by XtC
Toy Fighter (c) 1999 Sega.
- TECHNICAL -
Cartridge ID: 840-0011C
Runs on the Sega "NAOMI" Hardware.
- TRIVIA -
Released in September 1999.
This game is also known as "Waffupu".
- PORTS -
* CONSOLES:
Sega Dreamcast : Prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] The Typing of the Dead [Model 840-0026C] Update submitted by XtC
The Typing of the Dead (c) 2000 Sega Enterprises, Limited.
This game is similar to House of the Dead series, but here there is no gun to kill the zombies, there is just a keyboard and you must type the words that appears on the screen as fast as possible to kill the bad guys.
- TECHNICAL -
Cartridge ID: 840-0026C
Runs on the Sega "NAOMI" Hardware.
Screen Orientation: Horizontal
- TRIVIA -
The Typing of the Dead was released in January 2000.
- PORTS -
* CONSOLES:
Sega Dreamcast (mar.2000)
Sony PlayStation 2 (2004, "The Typing of the Dead: Zombie Panic")
* COMPUTERS:
PC [MS Windows] (Dec.2000) [Model HCJ-0300-1]
PC [MS Windows] (Sep.2001) [Model HCJ-0313]
PC [MS Windows] (Sep.2005) [Model HCJ-0381]
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Top Hunter - Roddy & Cathy [Model NGM-046] Update submitted by XtC
Top Hunter - Roddy & Cathy (c) 1994 SNK.
Top Hunter: Roddy & Cathy is a horizontally-scrolling beat-em-up for one or two players who take on the role of the galaxy's top bounty hunters, Roddy and Cathy, who are sent to put a stop to a colony of galactic pirates called the Klaptons, who threaten and plunder the cosmos. Four high-ranking Klaptons have taken control of four elemental planets and big rewards are offered for the capture of Sly, Misty, Mr. Bigman and Dr. Burn.
The game's action takes place on two plains, with players able to jump between the foreground and background at will. This switching mechanic is integral to getting through some parts of the game. In addition to standard jump and attack mechanics, both players have the ability to extend their arms outwards. This ability can be used to grab items and enemies, some of which can then be thrown. The arm can also be extended vertically upwards, allowing players to pull themselves up onto ledges, pull items down to them, or pull handles to trigger events, such as dropping rocks onto enemies.
Each stage has several collectables to be found, including health, weapon power-ups and extra time. At certain points during a stage, players may come across a Mecha; this is a bi-pedal mechanical walker that gives players more power. The mecha also has limited health, however and the player will be forced out of it when it starts flashing.
Top Hunter: Roddy & Cathy is split into four planets: Forest, Ice, Wind, and Fire and players can choose which planet to tackle first. Depending on what stage is picked first, the layout of that stage will change. For example, if the player picks the Ice world before the Forest world, the Forest world's starting layout will be different.
After completing all four worlds, the player is taken to the final stage, where they must fight a rematch with the four bosses before the final battle with the game's antagonist, Captain Klapton.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-046
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch/Arm stretch/Throw objects, [B] Jump, [C] Change planes
- TRIVIA -
Released in May 1994.
The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize.
Mashing the attack button will make Roddy and Cathy go into a combo, with Roddy eventually letting out a flurry of punches, while Cathy does a Hyakuretsukyaku/Lightning Kick move. Doing a quarter-circle forward motion and hitting the attack button precisely will make the player do a Ko'ouken (or a hadouken with one hand) attack, while doing a shoryuken motion will make the player do a shoryuken/koho attack. The player can also do Terry Bogard's power wave as well.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Top Hunter - Shisekai Gakkyoku Zatsugidan - PCCB-00157) on July 21, 1994.
- STAFF -
Producer : Eikichi Kawasaki
Planners : Yasumi Tozono (Tozono), M. Matsuda, Y. Hashimoto
Front Designers : Tatsuya Shinkai, Khozoh Nagashima, C.A.C. Yamasaki, Mikarin Nishida
Back Designers : Hirolin Hajima, Munk Etoh, Kaori Kusunoki, Eri Kohjitani, Oda Nobunaga
Programmers : Carib, Shochan, Imasa. F, Data Tada
Sound : Yoko, Jojoha Kitapy, Shiba Pooh, Akky, Masahiko Hataya (Papaya), Toshio Shimizm (Shimizm)
Designers : Nao Q., Lolie Nishioka, K. Kinoko, Mohko Hung
Special Thanks : James Hove, H. Tanaka, Miyagami, STG Oyaji
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.24, 1994) "Top Hunter - Roddy & Cathy [Model NGH-048]"
[JP] SNK Neo-Geo CD (Sep. 29, 1994) "Top Hunter - Roddy & Cathy [Model NGCD-048]"
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] The Next Space Update submitted by XtC
The Next Space (c) 1989 SNK.
A vertical scrolling shooter.
Pilot your spaceship through the deep space, collect various speed and weapon items to take down a multitude of enemies, and restore peace to the galaxy!
The game concept is all about the power-ups. The game offers ten items to pick up, including speed boosts, laser weapons, a spread gun, a flamethrower, a tiny spaceship helpers and missiles.
- TECHNICAL -
PCB Number : A8004
Prom Stickers : NS
Main CPU : Motorola 68000 (@ 9 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM3812 (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
The Next Space was released in October 1989 in Japan.
- STAFF -
Boss : Eikichi Kawasaki
Producer : Shochan
Main programmer : Shochan
Sub programmer : Data Tada
Advisers : Bucho, Tama, Koyan, Konny
Graphic designers : Fujita, Ken, Mituzo, Ishimochi, Tsukamichi, Buri, Fujiwara, Yokochan
Sound : Kidon
Hardware : Ebara
Character designers : Shochan, Tsukamichi
- PORTS -
* CONSOLES:
Sony PSP (2012)
Sony PS Vita (2012)
Sony PlayStation 3 (2012)
- SOURCES -
Game's ROM.
Accepted [+] [X] Thayer's Quest Update submitted by XtC
Thayer's Quest (c) 1984 RDI Video Systems.
This is a fantasy title, and has unbelievable graphics (hand drawn animations pulled from a laserdisc). You guide young Thayer on a quest through the three kingdoms. You are supposed to defeat Sorsabal The Twisted at the end of the game. This game is far different from most laserdisc games. It is not a 'tweak' game, it works more like a 'Choose Your Own Adventure Story'. It doesn't always tell you all your available options, but you do not have to memorize complex, precisely timed movements like you do in "Dragon's Lair". Once you know what to do in a given Thayer's Quest scene then you will be able to do it every time. To make up for this ease of memorization the programmers decided to make the game automatically deduct a life every so often, to keep the player from being able to play forever on a single quarter (which was a big problem with "Dragon's Lair").
- TRIVIA -
This game was not finished! Thayer's Quest includes only 3 kingdoms ('Weigard', 'Illes' and 'Iscar') of the 5 Kingdoms ('Far Reaches' and 'Shadoan' are missing). The game was simultaneously produced for the RDI Halcyon home system in 1984. The Halcyon's Thayer's Quest laser disc is double sided and it contains a great deal of material not found on the coin-op version disc.
Thayer's Quest was released only as a conversion kit for "Dragon's Lair" and "Space Ace". The kit replaced a lot of the original hardware, and included new side graphics (which consisted of a huge RDI logo, they didn't mention the game on the side, because they planned to release a whole line of games on the Thayer's Quest hardware, but those other games were never made). This game does not have a joystick at all. Instead it uses a keyboard for control (This was the first arcade game ever to have a qwerty keyboard). In an effort to save several dollars per unit, RDI decided to use a membrane style keyboard instead of a more sturdy switch based one. That was a really bad decision, the keyboards on these games do not last, they are easily damaged, and are not of high enough quality to use in an industrial coin-op product. Thayer's Quest also used a laser disc player, it could use either the Pioneer PR-7820, or the Pioneer LD-V1000.
- TIPS AND TRICKS -
* Humor : When prompted to type in your name, do nothing. After intervals of one minute or so, the game speaks out saying things like 'Do not be shy, enter your name', 'Have you gone to the toilet?', 'Do not be a stranger now, enter your name', 'Look lively now' and a whole host of other funny comments.
- SERIES -
1. Thayer's Quest (1984)
2. Kingdom - The Far Reaches (Sega 32X CD [Unreleased Prototype])
- PORTS -
* CONSOLES:
RDI Halcyon System (1984)
Sega CD : Unreleased prototype
Philips CD-I (1995, "Kingdom")
Panasonic 3DO
* COMPUTERS:
PC (1995)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Survival Arts Update submitted by XtC
Survival Arts (c) 1993 American Sammy.
Another digitized fighter attempting to cash in on the "Mortal Kombat" craze featuring eight selectable characters and bonus rounds. The producers of this game must have raided the discount Halloween costume boutique. I cannot help but giggle each time I fight Dantel, the incredibly cheap and hilarious white trash ripoff of Shang Tsung.
- TECHNICAL -
Main CPU : V60 (@ 16 Mhz)
Sound Chips : ES5506 (@ 16 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Survival Arts was released in October 1993.
Developed by Sekarab, this video game is their first game.
Sekarab was established by Former UPL game designer. They developed arcade games until 1995. But they weren't interested in arcade games. In 2002, as soon as they changed to develop console games, they became a subsidiary of Cavia. After 3 years, they changed their company name to Feelplus. In 2011, they decided to merge with AQ Interative (former Cavia).
After Dantel is defeated, two Hitler heads in blue are seen in the ending.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- STAFF -
Director : Mutsuo Haneho
Digitalize graphic designers : Nobuhiko Ikeuchi, Airi Tateishi
Custume designers : Airi Tateishi, Tatehuni Wada, Hae Hahimoto
Sound & music composer : Shigeyuki Shinbo
Director of photography : Nobuhiho Ikeuchi
Programmer : Yoshio Asai
* CAST :
Viper : Jon Walter
Gunner : Brian Creech
Mongo : Handa David
Tasha : Saskia
Hiryu : Takeaki Katoh
Hanna : Monica Brown
Kane : Hideaki Takahashi
Santana : Hose Brand
Dantel : Sam Rodetsky
- PORTS -
* CONSOLES:
Sega Mega Drive : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Sega Touring Car Championship Update submitted by XtC
Sega Touring Car Championship (c) 1996 Sega.
- TECHNICAL -
Runs on the Sega "Model 2C" hardware.
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Sega Touring Car Championship was released in September 1996.
OSTs :
Sega Touring Car Championship : Marvelous Entertainment (MMV) MJCA-00002 / MJCA-10002 Oct 17, 1997
Sega Racing Best : Marvelous Entertainment (MMV) MJCA-00043 Mar. 3, 1999
- TIPS AND TRICKS -
* Music Select : After qualifying, press the blue and red buttons to the left of the steering wheel.
Cycle through 'Avec Trax', 'Sega sound', 'Trance', and 'No BGM'.
- PORTS -
* CONSOLES:
Sega Saturn (1997)
* COMPUTERS:
PC [Windows 9x, CD-ROM] (Feb.1998) [Model HCJ-0139]
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] Update submitted by XtC
Tokuten Oh 3 - Eikoue no Michi (c) 1995 SNK.
Super Sidekicks is the 3rd game in the famous Super Sidekicks series of soccer games. Featuring 6 competition modes for 64 world wide teams. Utilizes Digitized Trace Animation and 3-D camera angled shots for realistic on-the-fly action graphics.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-081
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Tackle/Rough play, [C] Action player shift
- TRIVIA -
Tokuten Oh 3 was released in March 1995 in Japan.
The title translates from Japanese as 'Top Scorer - Way of Glory'.
This game is known outside Japan as 'Super Sidekicks 3 - The Next Glory'.
- TIPS AND TRICKS -
Each team has 0, 1, 2, or 3 strengths. It stands to reason that the best team will probably have 3 strengths, unless you like an unusual combination like Attack & Defense. Here are the 9 teams that have 3 strengths : Holland, Brazil, Germany, Sweden, Argentina, Italy, France, Belgium, Denmark
- SERIES -
1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)
- STAFF -
President : Eikichi Kawasaki
Director : H. Kawano
Planner : Snk R&D Center, Fighting Shooter
Chief programmer : Uzumasa Seven
Main programmers : Ej20Wrx, Yuritaro
Programmer : Toppo George
Sound : Ackey, Pearl Shibakichi
Designers : Kanitaro, Performaru, Shio Shio Shio, Gow Travolta, Daisy "Tateko", Toooooooooohru, Nelson Pigu, Tenuking, Blendy Cop, Lisa-Nari, Silicone Grown, Kaoline
Models : Tom Powell, Bug Stopper (Bug Stoper), H. Kawano, Mic-Senbey, Love&Soul, Gow Travolta, Daisy "Tateko", Tenuking, Performaru-2, George.Y, Tom.Karji, Bruce Tee, J. Miki, Gc8-Wrx, Jighoh Ninomiya
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 07, 1995) "Tokuten Oh 3 - Eikoue no Michi [Model NGH-081]"
[JP] SNK Neo-Geo CD (june.23, 1995) "Tokuten Oh 3 - Eikoue no Michi [Model NGCD-081]"
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
- SOURCES -
Game's ROM.
Machine's picture.