Accepted [+] [X] Top Gunner Update submitted by XtC
Top Gunner (c) 1986 Konami.
Export release. game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Tokushu Butai Jackal [Model GX631]".
- TRIVIA -
Top Gunner was released in October 1986 in the USA.
In this version, the jeep has an American flag flying next to the cannon and the sound effects are slightly different.
- PORTS -
* CONSOLES:
[US] Nintendo NES (sept.1988) "Jackal [Model NES-JK-USA]"
* COMPUTERS:
PC [MS-DOS] [US] (1988) "Jackal"
[US] Commodore C64 (1989) "Jackal"
- SOURCES -
Game's ROM.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Strider [B-Board 89624B-2] Update submitted by XtC
Strider (c) 1989 Capcom Company, Limited.
Export release. Game developed in Japan. For more information about the game itself, see the original Japanese version entry; "Strider Hiryu [B-Board 89625B-2]".
- TECHNICAL -
Runs on the "CP System" hardware.
B-Board ID: 89624B-2
- TRIVIA -
On the title screen of these Export versions, Strider is written in English on top of the 'Hiryu' Kanji. The 'Hiryu' kanji are colored with a purple gradient. Instead of in the Japanese version's where Strider is written in katakana to the left of the 'Hiryu' kanji. The 'Hiryu' kanji starts out red, then catches on fire.
Also, in the US version, Strider Hiryu is missing his yell when swinging his sword.
The game was soon re-edited as "Strider [B-Board 89624B-3]".
- SERIES -
1. Strider [CP-S No. 03] (1989)
2. Strider 2 (1999)
- PORTS -
All released outside Japan are listed here. To see Japanese ports, please see the original Japanese entry of the game; "Strider Hiryu [B-Board 89625B-2]".
* CONSOLES:
[US] Nintendo NES (jul.1989) "Strider [Model NES-HX-USA]"
[US] Sega Genesis (1990) "Strider"
Sega Mega Drive [BR] (1991) "Strider" by Tec Toy
[EU] Sega Mega Drive (1991) "Strider"
Sega Master System [US] [EU] (1991) "Strider [Model 9005]"
Sega Master System [KO] (1993) "Strider" by Samsung
Sega Master System [BR] (1993) "Strider" by Tec Toy
[US] Sony PlayStation (jul.28, 2000) "Strider 2 [Model SLUS-01163]" : Found on disc 2
[EU] Sony PlayStation (dec.15, 2000) "Strider 2 [Model SLES-12867]" : Found on disc 2
[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2"
[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]"
Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
* COMPUTERS:
[EU] Amstrad CPC (1989)
[EU] Atari ST (1989) : Re-released as a Budget edition (1990)
[EU] [US] Commodore C64 (1989)
[EU] Commodore Amiga (1989)
PC [MS-DOS, 5.25"] [EU] (1989)
[EU] Sinclair ZX Spectrum (1989)
[EU] Amstrad CPC (1990) by Kixx
[EU] Amstrad CPC (1990) "Les Aventuriers"
[EU] Amstrad CPC (1991) "Capcom Collection"
[EU] Atari ST (1991) "Capcom Collection"
[EU] Commodore C64 (1991) "Capcom Collection"
[EU] Commodore Amiga (1991) "Capcom Collection"
[EU] Sinclair ZX Spectrum (1991) "Capcom Collection"
* OTHERS:
Tiger Handheld LCD Game [US] (19??)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Strider Hiryu [B-Board 89625B-2] Update submitted by XtC
ストライダー飛竜 (c) 1989 Capcom Company, Limited.
(Strider Hiryu)
Strider Hiryu is a multi-directional scrolling platform beat-em-up in which the player takes control of 'Strider Hiryu', a ninja-style warrior who must defeat a legendary being known as 'Grandmaster Meio'.
Set in a dystopian future in the year 2048, Meio has been watching Earth from his own distant galaxy and has created a space station (known as 'The Third Moon') between Earth and its moon in order to rule over the Human race.
Armed with a curved sword known as a 'Falchion', Strider must travel the globe to find and destroy Meio. Numerous power-ups can be obtained from metallic item boxes carried by certain enemies. These include an extension to Hiryu's attack range that lasts for one hundred slashes, two types of health aids (represented by the kanji used to write Hiryu's name), a max health extension, an extra life and a power-up that not only makes Hiryu invulnerable to attack, but also increases his own attack abilities via shadow images of himself for 30 seconds.
Hiryu can also summon robotic companions known collectively as "options" that help him fight enemies. These consist of up to two mushroom-like droids, a saber-toothed tiger and a hawk. These are referred to as Options A, B and C respectively.
Strider Hiryu is highly agile and has the ability to latch onto walls and ceilings using a metallic hook; a concept which set the game apart from other platformers and allowed for highly inventive level design.
The game consists of five stages:
* Kazakh Soviet Sot Republic (called "St. Petersburgh" during the arcade game's attract sequence),
* Siberian Wilderness
* Aerial Battleship Ballog
* Amazonian Jungle
* The Third Moon.
Each stage is divided into a number of smaller sections, with each section imposing its own time limit. Strider initially has a three-point health gauge (which can be increased to five points with health extension power-ups) and will lose a life when the health gauge is fully depleted. Lives are also lost by either falling into a bottomless pit, or failing to complete a section within the time limit.
The game ends once all lives are lost, but continues are available.
- TECHNICAL -
Runs on the "CP System" hardware.
B-Board ID: 89625B-2
Players: 2 (alternatively).
Control: 8-way joystick.
Buttons: 2.
=> [1] Slash, [2] Jump
- TRIVIA -
Strider Hiryu was originally released in March 1989 in Japan. It was known there as the third video game made for this system. It is known outside Japan as just "Strider".
The title of this game translates from Japanese as 'Flying Dragon Strider'.
Known re-releases:
"Strider Hiryu [B-Board 91634B-2]" (1991)
Known export releases:
"Strider [B-Board 89624B-2]"
"Strider [B-Board 89624B-3]"
Strider became one of Capcom's early hits before "Street Fighter II - The World Warrior", revered for its innovative gameplay, multilingual voice clips during cutscenes.
Hiryu did not have his beginnings at the Arcades, but rather at the black and white pages of a manga anthology. The original Strider Hiryu manga was serialized between May and October 1988 issues of the Monthly Comp Comics and was illustrated by Tatsumi Wada (an alias of Strider's creator, Moto Kikaku or perhaps the other way around). Capcom was heavily involved in the production of the manga, which led to the creation to the later CPS game. The manga told the story of former Strider, Hiryu, who retired after killing his older sister, Mariya, who went insane for some mysterious reasons. A few years since the incident, Hiryuu is forced out of retirement by Strider director Matic when he tells the news of Kain's capture by enemy forces. The Strider Hiryu arcade game was released shortly after the manga finished it's run, although the game barely has anything to do with the plot of the manga.
As Strider was made before the fall of Communism, one could take this as a 'cold war'-era game. The main plot of the story revolves around the fact that nuclear war had broken out and a Russian secret weapon went on a rampage, the only people being able to stop it are 'Earth's Final Guardians', the Striders. Hiryu is the youngest of the Striders. Kafazu (the setting of Strider) is yet another obfuscated name (think Gotham City and New York, for you Batman fans). It's actually Kazhakstan. If you don't know what that is, it's a country in central Asia. The number of mosques in Kafazu also reflects the fact that Kazhakstan is a mainly muslim population.
Strider Hiryu was resurrected in 1998 as a character in "Marvel vs. Capcom - Clash of Super Heroes".
One of the three girls at the end of level 2 appears as a striker character (Ton-Pooh) in "Marvel vs. Capcom - Clash of Super Heroes".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strider Hiryu : G.S.M. Capcom 2 - D25B1001) on May 21, 1989.
- SCORING -
When you complete a level, you get the following bonus points...
1: 5,000 points
2: 8,000 points
3: 10,000 points
4: 10,000 points
5: 30,000 points
- TIPS AND TRICKS -
1 - During the game you can have the maximum of 2 'helpers'. Every time you get a helper, it will use the 'last' slot available of your life meter, or be, if you receive a damage, you will lose this life-slot and will lose your helper.
2 - Try to 'link' your helper(s) in the 'left-side' slots, because you will lose the helpers only if you get a lot of damage. On the 1st stage, be with only 2 life-slots when catching the helpers, it will maintain they more safe.
3 - If you have only 2 life-slots, and both 2 helpers, try to find the 'tiger' icon, but don't catch it. Get damage until you have only 1 life-slot. Now catch the tiger icon. The tiger will help you a few seconds, and it is over you will own the 2 helpers, but it will use only one slot, the left-slot. You will lose it only if you die (time-over not included).
4 - If you lose a life by 'time-over', your stock of 'helpers' will maintain, and it will keep on the same "slot" of the helpers.
- SERIES -
1. Strider Hiryu [B-Board 89625B-2] (1989, Arcade)
2. Strider Hiryu 2 (1999, Arcade)
3. Strider (2014, PS4, Xbox One)
- STAFF -
Object Designers : Shinji Sakashita (Sakashita Thing), Take Pong, Tissue (Tisshu), Makizoe, Tery, Terabo, Hisabo, Kuribo, Komsan, Gin
Scroll Designers : Teiki, Rie. Poo, Ziggy, Rinma, Marilyn Higuchi, Morilyn, Kintaro
Soft Programmers : T. Maruchi, Tae 250r, Mikkun, Tadaken, Kiyomi Kaneko (Kanekon), Dorompa. E, Ka~kuny, Check. Masa
Music by : Junko Tamiya
Planning Advisers : Tokuro Fujiwara (Arthur), Yossan
Game Planner : Hiroichi Yotsui (Isuke)
- PORTS -
All Japanese ports are listed here. To see non-Japanese ports, please see the 'outside Japan' version's entry; "Strider [B-Board 89624B-2]"
* CONSOLES:
NEC PC Engine Arcade CD-ROM² [JP] (sept.22, 1994) "Strider Hiryu [Model NAPR-1041]"
[JP] Sega Mega Drive (sept.29, 1990) "Strider Hiryu [Model G-4037]"
[JP] Sony PlayStation (feb.24, 2000) "Strider Hiryu 1&2 [Model SLPS-02621]" : Found on disc 2
[JP] Sony PlayStation (oct.24, 2006) "Strider Hiryu [Capcom Game Books Series] [Model SLPM-87401]"
* COMPUTERS:
[JP] Sharp X68000 (1992)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Super Street Fighter II X - Grand Master Challenge [Green Board] Update submitted by XtC
Super Street Fighter II X - Grand Master Challenge (c) 1994 Capcom Company, Limited.
Here is a list of changes from "Super Street Fighter II - The New Challengers" :
* Modified title screen with new music.
* The 'Character Select' screen's background music is changed. The new song is based on the title screen theme of the CPS1 SFII games.
* After each character's ending, a new piece of artwork is displayed for that character. In Ryu's new art, the kanji 'Fuurinkazan' are written on his belt. These are the same kanji that are displayed on the breakable signs in Ryu's stage in "Street Fighter II - The World Warrior" and "Hyper Street Fighter II - The Anniversary Edition".
* New artwork in Dhalsim's ending. The picture of Dhalsim and his son is replaced with a new picture of Dhalsim with his wife and son. The photograph on the wall now shows Dhalsim with Sagat and Vega (It used to show two generic guys).
* All bonus games have been removed.
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce)
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)
- TRIVIA -
Super Street Fighter II X - Grand Master Challenge was released in February 1994 in the Japanese arcade. It was known as the 'third bis' video game released for the CPS2 hardware.
The game is known outside Japan as "Super Street Fighter II Turbo". Here are some known Export releases:
"Super Street Fighter II Turbo [Blue Board]"
"Super Street Fighter II Turbo [Grey Board]"
"Super Street Fighter II Turbo [Orange Board]"
Also a special 'Rent' version known as "Super Street Fighter II X - Grand Master Challenge [Yellow Board]" has been found.
Originally all of the additional features that were added in this game (Gouki, Supers, etc.) were planned for the original SSFII, but were left out due to time restraints.
Origins of Gouki ('Akuma' outside Japan) : The name 'Sheng Long' comes from the Japanese 'shouryuu', meaning 'rising dragon'. The kanji used in 'shouryuu' was pronounced as if it was Cantonese. One of Ryu's win quotes in the English version of "Street Fighter II" said, 'You must defeat Sheng Long to stand a chance'. At the time, fans of Street Fighter II thought that Sheng Long had referred to a person - the supposed master of Ryu and Ken, and not one of Ryu's moves (the Shouryuu Ken).
The creation of Gouki comes from an April Fool's joke in Electronic Gaming Monthly magazine where the editors claimed that you could fight Sheng Long in the game by not touching Vega ('M. Bison' outside Japan), the final boss of "Street Fighter II". Sheng Long would then come out of nowhere and kill Vega, and you would fight him. Sheng Long was supposed to have the moves of Ryu and Ken, but did much more damage and was also faster. To make this joke more believable, fake screenshots were made. Soon after, many fans, believing that the joke was true, flocked to "Street Fighter II" machines, hoping that they could fight a non-existent character. When asked about whether the joke was true, Capcom did not confirm nor deny it as the sudden infusion of money into their machines was driving up business; Capcom USA was taken in by the gag, and actually contact Capcom Japan and asked if the Sheng Long thing was legit. Only much later was this joke was revealed as such, by Electronic Gaming Monthly themselves. Ironically, in "Super Street Fighter II Turbo", parts of this story became true. Like the joke, Akuma would appear from out of nowhere and kill Bison, and you would fight him, and similarly, Akuma had the moves of Ryu and Ken, and was much faster and dealt much more damage. As many people were accustomed to Sheng Long, many people called Akuma erroneously by the name Akuma Long. The move that was used to kill Bison (the Shun Goku Satsu) was also erroneously called the Bison Killer.
Shin-Gouki, Shin-Gouki and Shin-Gouki : Depending on the kanji that's used for 'Shin', Gouki is of one of several personalities. As regular Gouki (considered to be an evil character by Capcom of America, but just an antihero by Capcom of Japan), he does not condone unnecessary roughness (he helps out those in need and only fights when either under self-defense or when challenged to a match - and any match is a deathmatch in his book). Shin-Gouki found in "Street Fighter Zero 2" is just regular Gouki not pulling his punches (it's the unnecessary roughness thing). Another note: Gouki lives and trains on the island of Gokuentou, reported to have been destroyed in "Street Fighter Zero 2" (but Ryu was the only witness). Or, if you believe the non-canonical Pocket Fighter, turned into a tourist trap :-p
All of Gouki's voice samples are actually recycled voice samples from the other male characters.
In this Japanese version only, Gouki had two text endings, which translate as follows...
1) -If the last fight was against Vega-
Gouki : Evil Emperor, you say... nothing more than words. Real victory can only come from a fist. That is all.
There was no one to stop Gouki from that moment onwards.
2) -If the last fight was against Gouki-
Gouki : Something within... what's this ?
?? : I am the shadow of the condemned. You have killed the demon of this curse, and so you shall be condemned no more!
Gouki : I now reside in darkness. Even death is beneath me... excellent!
....That man returned to the darkness and disappeared.
The character select music is a remixed version of the music found in the attract mode intro of the CPS1 SFII games. This is the first SFII game not to use some variation of the character select music from the CPS1 games.
Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on January 21, 1994.
- UPDATES -
Green Board revisions :
REVISION 1:
* Build date: 940223
REVISION 2:
* Build date: 940311
- TIPS AND TRICKS -
* Play as Old-version Characters : Select your character with LP, then enter the code below while the plane flies to the top of the screen then press LP again. If done correctly you should hear a sound and your character's costume colors in their portrait should change. Old-version characters have no super combos and cannot reduce throw damage...
Old Chun Li : Down(x3), Up
Old Dee Jay : Down(x2), Up(x2)
Old Bison : Down, Up(x2), Down
Old Dhalsim : Down, Up(x3)
Old Ken : Left(x3), Right
Old Fei Long : Left(x2), Right(x2)
Old Vega : Left, Right(x2), Left
Old T. Hawk : Right(x2), Left(x2)
Old Ryu : Right(x3), Left
Old Guile : Up, Down(x3)
Old Sagat : Up, Down(x2), Up
Old Cammy : Up(x2), Down(x2)
Old Honda : Up(x3), Down
* Play as Gouki : At the character select screen, highlight Ryu and hold for 3 sec., highlight T. Hawk and hold for 3 sec., highlight Guile and hold for 3 sec., highlight Cammy and hold for 3 sec., highlight Ryu and hold for 3 sec., press all 3 punches and Start at the same time at the end of you counting.
* Gouki as Final Boss : If you reach the final stage on a single credit (no continues), you will fight Gouki instead of Vega.
* Each character has 8 outfit colors. Press LP to choose the new Super Turbo color, MP for the Champion Edition color, HP for the Hyper Fighting color, any Kick button or the Start button for one of four Super colors, or hold any attack button (except the Start button) for 3 seconds for the secret color. If you use the old version of a character, you will see that character's original "Street Fighter II" color.
* End Credits : If you beat the entire game without continuing, you will get to see the ending credits. If you don't lose a single round, the new ending artwork for each character is shown during the credits. Otherwise, you will see demos of the different characters fighting each other on various stages during the credits.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)
18. Street Fighter V (2016)
19. Ultra Street Fighter II - The Final Challengers (2017, Switch)
- STAFF -
Planners : Noritaka Funamizu (Poo), Haruo Murata (Mucchi), Hassy, Kimo Kimo
Character designers : Akira Yasuda (Akiman), Kurisan, Hayashi, Tanuki, Erichan, Ikusan Z, Q, Yu-Suke, Youjiro, Inukichi, Fukumoyan, Buppo, Angus, SM, S. Kuwajima, Kisabon, Hiroki Ohnishi, Takky, Matsuchan, May, Kazu, Iwai, N-Gawa, RK., Shochan
Programmers : Shin., Min, Kid, Mitsu, Garamon, Domesan, Ouchi, Chabin, Kimoto, Inaba
Music : Syun Nishigaki (Syun), Isao Abe (Oyaji)
Sound : Nobuhiro Oouchi (Nobu. Oouchi), Toshio Kajino
Special Thanks : CBX, EGW, Sado, Tetsuya Iijima (Iijima), M. Michi, E-Bou
- PORTS -
Here is a list of ports released in Japan (where the arcade version was released as a Green Board).
* CONSOLES:
[JP] Panasonic 3DO (nov.13, 1994) "Super Street Fighter II X - Grand Master Challenge [Model FZ-SJ3851]"
[JP] Sega Saturn (sept.18, 1997) "Street Fighter Collection [Model T-1223G]" : Found on disc 1
[JP] Sony PlayStation (oct.23, 1997) "Street Fighter Collection [Model SLPS-00800]"
[JP] Sega Dreamcast (dec.22, 2000) "Super Street Fighter II X for Matching Service [Model T-1236M]"
* HANDHELDS:
[JP] Nintendo GBA (jul.13, 2001) "Super Street Fighter II X - Revival [Model AGB-AXRJ-JPN]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Super Street Fighter II - The New Challengers [Green Board] Update submitted by XtC
Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited.
The fourth game in the SFII series featured all new graphics, redone sounds, and above all, four characters new to the series. Here is a full list of changes from previous SFII games:
* New title screen with new music.
* Completely new portraits for all characters. M. Bison ('Vega' in Japan) now has a winged-skull on his hat instead of a star.
* New endings for the bosses. The last part of Chun Li's ending is also modified, letting the player choose whether she should now live a normal girl's life or continue being a detective.
* Vega ('Balrog' in Japan) no longer climbs the fence on his stage prior to doing his 'Flying Barcelona Attack' or 'Izuna Drop' moves. He now just jumps to the edge of the screen and jumps off, as he does in the other stages.
* Voice samples for all characters and announcer re-recorded with different actors. Each character now have their own unique voice so there is no more shared voice samples (e.g. the male 'KO' scream).
* Background music playback is handled differently. The background music will play continuously from Round 1 to Round 2 until a character causes the KO sign to flash on Round 2, which will trigger the 'Heavy Damage' version of the music. From Round 3 onward, the music is played in the same format as in previous SFII games.
* Four completely new stage backgrounds with new background music to accompany the New Challengers.
* Color schemes for the twelve original stage backgrounds have changed once again :
1) Ryu stage: The sky is now near evening, and the moon is now white with a touch of light blue.
2) E. Honda stage: The walls are now light blue, and the big picture (excluding the sun) is now red-orange.
3) Blanka stage: The vine where the snake is coiled is now light green, and people to the right have changed a bit. The river behind the village is now a clear blue.
4) Guile stage: The sky is back to daytime, the canopy on the jet is now clear, and the people in the background are now dressed in blue. The symbol on the ground is back to blue, but the missile linings are still red.
5) Ken stage: The tugboat has been replaced with a yacht, the two guys on the top now wear orange clothes and white clothes. On the bottom, the first person now wears a green shirt and has gray hair, the second person now wears white t-shirt and yellow pants, the third person now has long hair and wears white top and pink skirt, the fourth person now wears light blue shirt and orange pants, and the guy in the trenchcoat and hat is now replaced by a new person in blue shirt and navy blue pants.
6) Chun Li stage: The sky is now sunset, the two customers now wear orange, the meat store's roof is now green with its sign back to red, the guy holding the chicken now wears blue, the "Shanghai Friend Corridor" sign is now red-orange with yellow letters, the guy to the right now wears green pants, and the water sign is now blue.
7) Zangief stage: The stage floor is now green, and the area to the left is back to red. In addition, the fence on the left foreground is now lowered a bit.
8) Dhalsim stage: The curtains and stone floor are now green, and the carpet is back to red.
9) Balrog ([JP] M. Bison) stage: While the stage floor is still purple, the 'Las Vegas' on the floor is now yellow. The car to the left is now blue, and the car to the right is now green. The guy throwing the confetti at win/lose now wears yellow, the guy next to the car to the left now wears purple and the guy next to the guy throwing the confetti has been redesigned.
10) Vega ([JP] Balrog) stage: The stage floor now shows off a green hue, and the fence now comes crashing down at the start of the fight.
11) Sagat stage: Buddhist statue is still gold, and now it's sunset. In addition, a big city is now visible in the distance.
12) M. Bison ([JP] Vega) stage: The sky is now back to daytime, and the guys sitting Indian style praying (and stands up angrily after breaking a big statue) are now dark-skinned. The roof of the palace is now red with green trim, and the linings on the giant bell that were previously red are now black.
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP (Jab), [2] MP (Strong), [3] HP (Fierce)
= > [4] LK (Short), [5] MK (Forward), [6] HK (Roundhouse)
- TRIVIA -
September 1993 was the first revision of the game, but most arcades didn't get the game until October 1993. It was known as the first CPS2 video game released.
Known Export releases:
"Super Street Fighter II - The New Challengers [Blue Board]"
"Super Street Fighter II - The New Challengers [Grey Board]"
"Super Street Fighter II - The New Challengers [Orange Board]"
While New Challengers Cammy, Fei Long and T. Hawk were created by Japanese employees at Capcom, the Jamaican kickboxer Dee Jay is the first and only Street Fighter to have been created by an American Capcom employee (James Goddard). Dee Jay's pant leg was originally going to have 'MANTIS' written on it instead of 'MAXIMUM'. It was changed so that when the sprite was flipped over (when Dee Jay faces the opposite direction), the letters would not appear to be backwards. That is, all of the letters in 'MAXIMUM' look the same when flipped over, but the 'N' and 'S' in 'MANTIS' will be backwards when flipped.
Fei Long is Capcom's homage to Bruce Lee.
Sony Records released a limited-edition soundtrack album for this game (Super Street Fighter II Arcade Game Track - SRCL-2822) on January 21, 1994.
Michael Jackson used to own this game (serial number: 21900255228). It was sold at the official Michael Jackson Auction on April 24, 2009.
A special version of this game is known as "Super Street Fighter II - The Tournament Battle".
- UPDATES -
Green Board revisions :
REVISION 1:
* Build date: 930910
REVISION 2:
* Build date: 930911
REVISION 3:
* Build date: 931005
- TIPS AND TRICKS -
* Each character has eight outfit colors. Press LP to choose the original Street Fighter II color, MP for the Champion Edition color, HP for the Turbo (i.e. 'Hyper Fighting') color, any Kick button or the Start button for one of 4 new colors, or hold any button (except the Start button) for 3 seconds for the secret color.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)
17. Street Fighter V (2016)
18. Ultra Street Fighter II - The Final Challengers (2017, Switch)
- STAFF -
Planners : Noritaka Funamizu (Poo), Haruo Murata (Mucchi)
Character Designers : Kurisan, Ikusan Z, Q, Yorio, Tanuki, Katuragi, Matsunaga, Rikagon, Simpsons, Pei, Mikiman, Buppo, M. Okazaki, Taka, Akiko. O, K. Crown, Hiroshi Shibata (Shibataro)
Programmers : Shin., Kid, Min, EGW, Aoi Mix, Tarabar Hori (Tarabar)
Music : Syun Nishigaki (Syun), Isao Abe (Oyaji)
Sound : Nobuhiro Oouchi (Nobu. Oouchi), Toshio Kajino (Toshio)
Special Thanks : Akira Nishitani (Nin), Akira Yasuda (Akiman), CBX, David Winstead (Dr. Dave), Alex Jimenez (Raven Jimenez)
- PORTS -
Here is a list of ports released in Japan (where the arcade version was released as a Green Board) :
* CONSOLES:
[JP] Nintendo Super Famicom (june.25, 1994) "Super Street Fighter II - The New Challengers [Model SHVC-XW]"
[JP] Sega Mega Drive (june.25, 1994) "Super Street Fighter II - The New Challengers [Model T-12043]"
FM Towns Marty [JP] (oct.28, 1994) "Super Street Fighter II - The New Challengers [Model HMF-162]"
[JP] Sega Saturn (sept.18, 1997) "Street Fighter Collection [Model T-1223G]" : Found on disc 1
[JP] Sony PlayStation (oct.23, 1997) "Street Fighter Collection [Model SLPS-00800]"
* COMPUTERS:
[JP] Sharp X68000 (sept.30, 1994)
* OTHERS:
LCD handheld game (19??) released by Tiger Electronics.
LCD Barcodzz handheld game (19??) released by Tiger Electronics.
- SOURCES -
Game's manual.
Game's ROM.
Game's picture.
See goodies section.
Accepted [+] [X] Soul Calibur Update submitted by XtC
Soul Calibur (c) 1998 Namco, Limited.
The mystical sword of the legends, the "Soul Edge", ended up in the hands of the dreaded pirate Cervantes de Leon of Spain. For the next 25 years he stayed dormant on the remnants of a Spanish port town, taking the souls of those who reached him during their search of the sword. His reign of terror was soon to start, but through the joined efforts of Greek divine warrior Sophitia Alexandra and Japanese kunoichi Taki, he was stopped and killed, with one of the twin Soul Edge blades being shattered in the process. As it was about to tear itself apart, young Prussian knight Siegfried Schtauffen approached the port town and battled Cervantes, whose corpse had been momentarily reanimated through Soul Edge's will. After emerging victorious, Siegfried's attention turned unto the sword. The moment he took the hilt of the cursed blade, Soul Edge released a bright column of light into the sky. This was known as the "Evil Seed", bound to bring calamity and death in its wake.
Three years after those events, Soul Edge uses Siegfried as its host, and now Siegfried is Nightmare, a knight wearing azure armor and sporting a hideously deformed right arm. Europe plunges into a vortex of slaughters as he and his followers claim souls to strengthen the blade in its weakened state. Unknown to them, a group of warriors met on their journey to stop Soul Edge, and with them three sacred weapons join once again.
- TECHNICAL -
Namco System 12 Hardware
Game ID : SOC
Main CPU : PSX (@ 16.9344 Mhz), H8/3002 (@ 14.7456 Mhz)
Sound Chips : C352 (@ 14.7456 Mhz)
Players : 2
Control : 8-Way Joystick
Buttons : 4
=> Horizontal Slash, Vertical Slash, Kick, Guard
- TRIVIA -
Soul Calibur was released on July 30, 1998.
Soul Calibur adopted the 'Tekken-style' of character unlock, with a huge hidden roster that was unlocked by leaving the game on for months... It is common knowledge that you can tell the age of a modern Namco fighting game by counting characters, and this is one of only two arcade ones that you could measure still after a year (The other is "Tekken Tag Tournament").
The Soul Calibur of the title is used by Xianghua during her final battle. It replaces her sword right before the fight against Inferno.
Bandai Music Entertainment released Soul Calibur Original Soundtrack (APCG-9006) on October 21, 1999.
Michael Jackson (1958~2009) used to own this game. It was sold at the official Michael Jackson Auction on April 24th, 2009.
- UPDATES -
Unlike most games, the build date doesn't seem to be updated although the game was.
SOC11/VER.A1 :
* Japan release
* Build date : 18:59:50, July 30, 1998
SOC11/VER.A2
* Japan release
* Build date : 18:59:50, July 30, 1998
SOC11/VER.B
* Japan release
* Build date : 18:59:50, July 30 ,1998
SOC11/VER.C :
* Japan release
* Build date : 18:59:50, July 30, 1998
SOC13/VER.B
* US release
* Build date : 18:59:50, July 30, 1998
SOC13/VER.C :
* US release
* Build date : 18:59:50, July 30, 1998
SOC14/VER.B :
* World release
* Build date : 18:59:50, July 30, 1998
SOC14/VER.C :
* World release
* Build date : 18:59:50, July 30, 1998
* Mitsurugi was renamed and redesigned, becoming a character named Arthur.
- TIPS AND TRICKS -
* Play as Unknown Soul : With Edge Master unlocked, pick any character and press Start.
- SERIES -
1. Soul Edge (1996, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (1998, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)
- STAFF -
Composers : Junichi Nakatsuru, Yoshihito Yano, Akitaka Tohyama, Takanori Otsuka, Hideki Tobeta
Cabinet Graphic Design: Don Marshall
- PORTS -
* CONSOLES:
Sega Dreamcast (1999)
Microsoft XBOX 360 [XBLA] (2008)
* OTHERS:
Google Play (2013)
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Official website; http://www.bandainamcogames.co.jp/am/vg/soulcalibur/
Accepted [+] [X] Space Harrier Update submitted by XtC
Space Harrier (c) 1985 Sega.
Space Harrier is a sprite-scaling 3D shoot-em-up set in the 'Fantasy Zone'; a surreal world composed of abstract structures and a checkerboard landscape. The game's enemies are as abstract as its setting; with creatures including prehistoric Mammoths, alien pods, giant mushrooms and, at the end of most stages, a huge, fireball-spitting Chinese Dragon.
The player's on-screen counterpart carries a portable jetpack under his arm which allows him to fly. The player can also run along the ground to avoid overhead structures and enemies.
In addition to its flight capability, the jetpack is also equipped with a laser, used to destroy both the game's many enemies as well as some (but not all) obstructions, such as the trees and floating rocks on the first stage.
Space Harrier has a total of 18 stages, each with a boss fight at the end. Three exceptions are the bonus stages (5th and 12th) and the 18th stage, which is a 'boss rush' featuring some of the bosses encountered up to that point.
- TECHNICAL -
[1] [Sit-Down model]
[2] [Rolling model]
[3] [Upright model]
Players : 1
Control : stick
Buttons : 3 (FIRE, FIRE, FIRE)
- TRIVIA -
Space Harrier was released in October 1985 in Japan.
The pioneer 3-D shooting game realized by a high speed 3-D processing. The first full-color CG graphics in Japan and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985.
In an early version of the game before it was released, the player controlled a spaceship instead of a flying man with a gun.
Sountracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Oct. 17, 1997 - Yu-Suzuki produce Hang-On / Space Harrier [MJCAX-00001]
Library:
[JP] Jan. 10, 1989 - Space Harrier - White Dragon no Yuusha [Bouken Game Book]
- TIPS AND TRICKS -
There's an Easter egg which causes a credit from Yu Suzuki, as well as a build date, to appear on the screen. To trigger this text, at the start of a stage (before the stage name disappears), press Shot-3 six times, Start eight times, then Shot-3 again. Note that any misstep in this sequence will reset the whole process.
- SERIES -
1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)
- STAFF -
Designed by: Yu Suzuki (YU.)
From highscore table: (KAN), (KAW), Satoshi Mifune (BIN), (TUD), (NAG), (ASO)
Music by: Hiroshi Miyauchi
- PORTS -
* CONSOLES:
[JP] Sega Mark III (dec.21, 1986) "Space Harrier [Model G-1310]"
[US] Sega Master System (1987) "Space Harrier [Model 7001]"
[EU] Sega Master System (aug.1987) "Space Harrier [Model 7080]"
[JP] NEC PC-Engine (dec.9, 1988) "Space Harrier [Model H67G-1002]"
[JP] Nintendo Famicom (jan.6, 1989) "Space Harrier [Model TFC-SO]"
[US] NEC TurboGrafx-16 (1990) "Space Harrier [Model TGX040025]"
[US] Sega Genesis 32X (1994) "Space Harrier [Model 84505]"
[EU] Sega Mega Drive 32X (1994) "Space Harrier [Model 84505-50]"
[JP] Sega Super 32X (dec.3, 1994) "Space Harrier [Model GM-4005]"
[JP] Sega Saturn (jul.19, 1996) "Space Harrier [Sega Ages] [Model GS-9108]"
[JP] Sega Saturn (jul.19, 1996) "Space Harrier [Limited Special Set] [Model GS-9111]"
[JP] Sega Dreamcast (dec.20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (sept.25, 2003) "Space Harrier [Sega Ages 2500 Vol.4] [Model SLPM-62384]"
[JP] Sony PS2 (oct.27, 2005) "Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"
[JP] Nintendo Wii [Virtual Console Arcade] (mar.26, 2009)
[EU] Nintendo Wii [Virtual Console Arcade] (may.29, 2009)
[US] Nintendo Wii [Virtual Console Arcade] (june.15, 2009)
[US] Microsoft XBOX 360 (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model 60834]" : as an unlockable extra
[KO] Sony PlayStation 3 (feb.10, 2009) "Sonic's Ultimate Genesis Collection" : as an unlockable extra - by SCEI
[US] Sony PlayStation 3 (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" : as an unlockable extra
[EU] Microsoft XBOX 360 (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" : as an unlockable extra
[EU] [AU] Sony PlayStation 3 (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" : as an unlockable extra
[AU] Microsoft XBOX 360 (feb.26, 2009) "Sega Mega Drive Ultimate Collection" : as an unlockable extra
* HANDHELDS:
[JP] Sega Game Gear (dec.28, 1991) "Space Harrier [Model G-3212]"
[US] [EU] Sega Game Gear (1991) "Space Harrier [Model 2314]"
[JP] Nintendo 3DS [eShop] (dec.26, 2012) "3D Space Harrier [Model CTR-JSHJ-JPN]"
[US] Nintendo 3DS [eShop] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHE-USA]"
[EU] Nintendo 3DS [eShop] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHP-EUR]"
[AU] Nintendo 3DS [eShop] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHP-AUS]"
* COMPUTERS:
[EU] Amstrad CPC [Disk] (1986) "Space Harrier"
[EU] Amstrad CPC [Cassette] (1986) "Space Harrier"
[JP] Sharp X68000 (sept.1987) "Space Harrier [Model DP-3205003]"
[US] Commodore C64 [EU] (1987)
[JP] Fujitsu FM-7 (1987)
[JP] Fujitsu FM-77AV (1987)
[EU] Sinclair ZX Spectrum (1987)
[US] [EU] Atari ST (1988)
[US] [EU] Commodore Amiga (1989)
[US] PC [MS-DOS, 5.25"] (1989)
[JP] NEC PC 8801
[JP] Sharp X1
* OTHERS:
[US] Tiger Handheld LCD Game (19??)
[US] Mobile phones (2002)
- SOURCES -
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Super Contra - Alien no Gyakushuu [Model GX775] Update submitted by XtC
Super Contra - Alien no Gyakushuu (c) 1988 Konami.
The sequel to "Contra" - released a year earlier - is set in the year 2634 and begins with the disturbing news that the alien invaders from the first game - a race known as the Red Falcon - have renewed their attack on Earth and have infiltrated military bases and possessed most of the federation forces troops.
The heroes of the first games - Bill Rizer and Lance Bean - are once again called upon to defend the Earth and defeat the alien invaders.
Super Contra plays identically to its predecessor, with the usual mix of run-and-gun gameplay. The main difference is that the into-the-screen stages of the original Contra have been replaced with overhead stages. In addition, power-up icons are now represented as the actual weapons wielded by the characters, instead of the traditional letter-based falcon icons and players can now upgrade their weapon by picking it up twice in a row.
Another new gameplay addition is that players can now control the height of their jump; holding the joystick up and pressing the jump button allows for a higher jump; likewise the player can perform low jumps by holding down-right or down-left while pressing the jump button.
The available weapons are as follows:
* Machine Gun - Fires bullets at auto-fire. The upgraded version increases the firing rate to a near-ridiculous speed.
* Bomb Launcher - Fires bombs that spread fire when they hit their target. The upgraded version causes bigger explosions.
* Laser Rifle - Fires a powerful laser beam once per shot. The upgraded version fires a larger beam.
* Spread Shot - Fires a three-way shot. Increases to a five-way spread after the upgrade.
* Mega Shell - Available only in the top-view stages. After picking it up, players can launch it by pressing the jump button and kill all on-screen enemies.
Super Contra's five stages are:
* Area 1 - Outer Base (side-view) - A military base overrun by possessed soldiers. Bosses include a manned tank and a possessed helicopter. At the end of the level, players must destroy a core protected by a pair of snipers and a grenade thrower to gain entrance to the next area.
* Area 2 - Inner Base (top-view) - A tank hanger filled with manned tanks and cannons, in addition to enemy soldiers. The end-of-level boss is the Hyper Electric Magnetic Tank Magnus, which is manned by three gunners.
* Area 3 - Jungle (side-view) - Enemies come from trees as players progress through the level. The heroes will sometimes have to cross a lake, and players can duck into it to avoid enemy fire. Towards the end of the level, the heroes are faced with alien eggs that produce facehugger-like creatures (the same ones featured in the original game). The end-of-level boss is an alien shrine with a skull.
* Area 4 - 1st Alien Lair (side-view) - This takes place inside an alien nest. The enemies are now xenomorph-like creatures and mutant mouths that shoot alien spawns. The sub-boss is an alien hovercraft composed of skulls, while the end-of-level boss is a flying alien.
* Area 5 - 2nd Alien Lair (top-view) - The final stage, filled with mouths emerging from the ground, flying heads and spider-like creatures. The final boss is Gaver, a giant alien head with snake-like arms.
- TECHNICAL -
Game ID : GX775
Main CPU : Konami (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
=> Fire, Jump
- TRIVIA -
Super Contra was released in January 1988 in Japan
The subtitle of this game, Alien no Gyakushuu, translates from Japanese as 'Alien's Counterattack'.
Export releases:
"Super Contra [Model GX775]".
Note: The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.
King Records released a limited-edition soundtrack album for this game (Music From Super Contra & Ajax - K30X-7702) on March 21, 1988.
- SERIES -
1. Contra [Model GX633] (1987, Arcade)
2. Super Contra - Alien no Gyakushuu [Model GX775] (1988, Arcade)
3. Contra Spirits [Model DMG-ACSJ-JPN] (1991, Game Boy)
4. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
5. Contra - The Hard Corps [Model T-95093] (1994, Mega Drive)
6. Contra - Legacy of War [Model SLES-00608] (1996, PlayStation)
7. C - The Contra Adventure [Model SLUS-00499] (1998, PlayStation)
8. Shin Contra (2002, PlayStation 2)
9. Neo Contra (2004, PlayStation 2)
10. Contra 4 [Model NTR-YCTE-USA] (2007, DS)
11. Contra ReBirth (2009, WiiWare)
- STAFF -
Written & Directed By : Hideyuki Tsujimoto (H. Tsujimoto)
Assistant Director : K. Wada
Associate To Directors : S. Fujiwara, T. Koudo
Production Sound Mixer : Yousuke Uno
Music Editors : Kazuki Muraoka, Motoaki Furukawa
Art Director : Kengo Nakamura
Set Director : N. Sugita
Titles : H. Takatani, N. Ishii
Makeup Supervisor : M. Moriyama
Conceptual Artist : T. Jinbo
Electronics Designer : K. Hashima
Publicity Supervisor : F. Shibuya
Still Photographer : J. Tanaka
Translator : K. Hayashi
Produced By : Koji Hiroshita
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (feb.2, 1990) [Model KDS-UE]
[JP] Microsoft XBOX 360 [XBLA] (jul.25, 2007)
[JP] Nintendo Wii [Virtual Console] (feb.12, 2008) : Famicom version
[JP] Nintendo DS (mar.13, 2008) "Contra - Dual Spirits [Model NTR-P-YCTJ (RY079-J1]" : as unlockable bonus content
[JP] Nintendo DS (mar.12, 2009) "Konami the Best: Contra - Dual Spirits [Model NTR-P-YCTJ (RY079-J2)]" : as unlockable bonus content
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Super Breakout Update submitted by XtC
Super Breakout (c) 1978 Atari.
Super Breakout allows the player(s) to select any one of three different action-packed Super Breakout games by turning the game select knob on the control panel to the desired game. The three available Super Breakout modes are the following:
* Double Breakout: before serving the ball, the Double Breakout playfield contains 52 orange bricks (4x13) at the top of the screen and 52 green bricks (4x13) immediately below the orange brick wall.
Two paddles are displayed at the bottom end of the screen. When the Serve pushbutton is pressed, two balls are served. If the first ball served is missed, it counts as a missed serve and goes against the player's allotted serves per game. Otherwise the second ball is served. If the second ball served is missed after striking the first served ball, the player may continue with the first ball.
* Cavity Breakout: before serving the ball, the Cavity Breakout playfield contains 44 orange bricks and 52 (4x13) green bricks located immediately below the orange brick wall. At approximately 3 columns in and 2 rows down into the orange brick wall, from both the left and the right side of the wall, two cavities appear. These two cavities occupy the space of 4 bricks (a 2x2 brick area).
One paddle is provided in this game, and only one ball is served, unlike in Double Breakout. When enough bricks are removed to release a captive ball from its cavity, the score doubles for each brick removed by any of the two balls in the playfield (as long as the served ball and the freed ball both remain active in the playfield). If the third ball is freed and all three balls are played in the playfield, the score triples. If any one of the balls is missed and lost, the score returns to double points. If the second ball is missed and only one ball remains in the playfield, points are then scored as normal.
* Progressive Breakout: before serving the ball, the Progressive Breakout playfield contains 4x13 brick walls (one blue and the other green). The blue brick wall, which consists of 52 bricks, is at the top. Then occurs a space equivalent to this wall. In the middle of the screen is a green brick wall consisting of 52 bricks.
The brick walls move or 'scroll' toward the paddle at a rate determined by the number of hits on the ball. As the bricks are knocked out and the walls progressively creep up on the player's paddle, new bricks enter the playfield at a progressively faster rate. Four rows of bricks are always separated by four rows of blanks.
As the brick walls scroll down, their colors change, indicating a new point score for that brick at that instant of time.
- TECHNICAL -
This title was most commonly available in an upright dedicated cabinet, although cocktail versions were also available. The machine featured a cartoon rendering of gameplay on both the side art and the marquee (done up mostly in yellow and brick red). The control panel was decorated with a few stripes and featured a single spinner control along with one button. The game was displayed on a black and white open frame monitor that had a color overlay installed to simulate color. This overlay made the different rows of bricks appear to be different colors.
Game ID : 033442-033455
Main CPU : MOS Technology M6502 (@ 375 Khz)
Sound Chips : DAC (@ 375 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 2
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Super Breakout was released in the USA on September 21, 1978, selling at an MSRP of $1195. 4,805 units were produced.
This game is also known as "Super Knockout" (licensed to Subelectro).
- SCORING -
* Double Breakout Mode (the maximum score for this mode is 2,694) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield).
* Cavity Breakout Mode (the maximum score for this mode is 3,384) :
Orange brick row 1 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 2 : 7 points (1 ball in playfield), 14 points (2 balls in playfield), 21 points (3 balls in playfield).
Orange brick row 3 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Orange brick row 4 : 5 points (1 ball in playfield), 10 points (2 balls in playfield), 15 points (3 balls in playfield).
Green brick row 1 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 2 : 3 points (1 ball in playfield), 6 points (2 balls in playfield), 9 points (3 balls in playfield).
Green brick row 3 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
Green brick row 4 : 1 points (1 ball in playfield), 2 points (2 balls in playfield), 3 points (3 balls in playfield).
* Progressive Breakout Mode (the maximum score for this mode is infinite, however the score flips at 9,999 going back to 0) :
Blue brick : 7 points.
Orange brick : 5 points.
Green brick : 3 points.
Yellow brick : 1 point.
- TIPS AND TRICKS -
* Ball Speed : Besides the slowest ball speed, right after the serve, there are three possible speed-ups. The first speed-up after the serve occurs on the 4th hit, and a second faster speed-up occurs on the 8th hit. The third occurs after the 12th hit and the fourth occurs when a highpoint (either a 5- or 7-point) brick is hit, regardless of previous speed. Ball speed is restored to slowest value at the beginning of each serve.
* Ball Direction : When the ball intercepts the paddle it will rebound in any of four directions, depending on which portion of the paddle was hit (divide the paddle in four equal portions). This is still the case after the paddle has been reduced to half its normal size. Note that the ball is not allowed to move in a direction perpendicular to the front surface of the paddle or perpendicular to the edge of the paddle. These directions change with the number of hits of the balls. Just like the ball speed changes occur at the 4th, 8th and 12th ball hits.
- SERIES -
1. Breakout (1976)
2. Breakout Deluxe (1976)
3. Super Breakout (1978)
4. Breakout 2000 [Model J9093E] (1997, Atari Jaguar)
5. Breakout (2000, Sony PlayStation, PC CD-ROM; 2001, Macintosh)
6. Breakout Boost (2011, App Store)
- STAFF -
Designed and programmed by: Ed Logg
- PORTS -
* CONSOLES:
[US] Atari 2600 (1978) "Super Breakout [Model CX2608]"
Mattel Intellivision [US] "Brickout!" : release cancelled
[US] Atari 5200 (1982) "Super Breakout [Model CX5203]"
Atari XEGS
DynaVision [BR] (198?)
[EU] Sega Master System (1992) "Arcade Smash Hits [Model MK-27032-50]"
[US] Sony PlayStation (dec.31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
[EU] Sony PlayStation (dec.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]"
[US] Nintendo SNES (aug.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]"
[EU] Nintendo SNES (feb.26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]"
[EU] Sega Saturn (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
[US] Sega Saturn (june.30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
[US] [EU] Microsoft XBOX One (nov.1, 2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 (nov.1, 2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[EU] Nintendo Game Boy (1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-EUR]"
[US] Nintendo Game Boy (oct.1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-USA]"
Nintendo Game Boy Color [US] (dec.1998)
[US] Nintendo GBA (mar.25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
[EU] Nintendo GBA (feb.14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]"
[US] Nintendo GBA (aug.15, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62E-USA]"
[EU] Nintendo GBA (sept.2, 2005) "3 Games in One! Super Breakout - Millipede - Lunar Lander [Model AGB-B62P-EUR]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (mar.8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"
* COMPUTERS:
Atari 400 [US] (1979) "Super Breakout [Model CXL-4006]"
BBC B [US] (1982) "Breakout" : by Acornsoft
[EU] Atari ST (1987)
[EU] PC [MS Windows, CD-ROM] (1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.13, 1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (2003) "Asteroids & Super Breakout" by SelectSoft
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24, 2016) "Atari Vault [Model 400020]"
* OTHERS:
Mobile Phones [US] (oct.30, 2004)
[US] Nokia N-Gage (2005) "Atari Masterpieces Vol. I"
[EU] Nokia N-Gage (oct.13, 2005) "Atari Masterpieces Vol. I"
Apple iPhone/iPod [US] (oct.11, 2008) [Model 291296852]
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
Apple iPhone/iPod [US] (feb.18, 2011) "Super Breakout Ultra [Model 416010994]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Route 16 Update submitted by XtC
Route 16 (c) 1981 Sun Electronics Corp.
Route 16 is a challenging race car game, integrating special features to excite the beginner as well as the seasoned player. The vivid video screen is fascinating, and is complimented by exceptional audio during game play.
The red car is controlled by the joystick feature, and is pursued through 16 different routes (mazes) by three chase cars. The search mode reveals an overview of all 16 routes, and the search mode appears whenever the car exits a route. In the search mode, the player car becomes a red cube, and the chase cars become yellow cubes.
Whenever the player car exits one route, there is a one second delay for a total overview of the game.
Each route has dead-ends, zig-zags, and multiple entrances and exits.
Some routes have the dollar symbol ($), and the player scores 200 points each time this symbol is cleared. The dollar symbols randomly chance to oil slicks, and when encountered, the oil slicks slow down the player car.
The question mark symbol (?) is surrounded by check points and will either reveal a bomb symbol or a bell mark after the player car clears the check point. The bell will add 800 points to the player's score when cleared. Player skill is tested here to avoid the bomb if it appears.
Some routes have a flag symbol, and when the player car clears the symbol, the pursuing cars become dollar symbols, and every effort should be made by the player to chase them down, and add extra points to his score.
One route has a flickering bonus car symbol. When the symbol appears, clear it and earn an additional player car.
One route has an additional game feature. When the player car enters the maze, it is pursued by an attacking monster. The player car cannot clear or collide with the monster, but must avoid it, or be destroyed.
The high-speed button is another feature of Route 16. When pushed, the player car is accelerated to escape the chase cars. Usage of the high-speed button reduces the player car's fuel. At the end of each round, bonus points are added to the player's score for remaining fuel.
After all the symbols are cleared, the round ends. In successive rounds, additional dollar symbols ($), and additional enemy chase cars are added.
- TECHNICAL -
Main CPU : (2x) Zilog Z80 (@ 2.5 Mhz)
Sound Chips : General Instrument AY8910 (@ 1.25 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Route 16 was released in May 1981.
A bootleg of this game is known as "Route X". Another bootleg was released by Leisure and Allied as "Route 16".
- SCORING -
Round moneybag : 200 points.
Larger moneybag : 800 points.
Enemy cars : 200, 400, 800 points etc.
End of level bonus : 10 points x remaining fuel.
- TIPS AND TRICKS -
* Remember that the biggest score available in the game by far is for the remaining fuel at the end of a level, so use your turbo boost sparingly and not at all if possible.
* When in a room with a chequered flag, try to lure as many of the enemy cars in as possible before getting the flag. The enemy cars automatically flee when they turn into money, so you need them grouped.
* When aiming to collect the money surrounded by the four squares, note that the first square turns the money into a bomb, so collect a second square before grabbing the money.
* Since the 12 outer rooms only have one entrance/exit, try and sneak in there when the opposition is furthest away, so that you can get in and out before they close in on you.
- PORTS -
* CONSOLES:
Emerson Arcadia (1983) "Route 16 [Model Cartridge No. 35]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Rockman - The Power Battle [B-Board 91634B-2] Update submitted by XtC
Rockman - The Power Battle (c) 1995 Capcom.
Have you ever pictured a Rockman game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Rockman, Protoman or Bass and battle against classic bosses in the series. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!).
- TECHNICAL -
Runs on the "CP System" hardware.
B-Board #: 91634B-2
Players: Up to 2
Control per player: 8-way joystick
Buttons per player: 3
- TRIVIA -
Rockman was released in September 1995 in the Japanese arcades. It was known there as the 32th video game made for this system.
The game is known outside Japan as "Mega Man - The Power Battle". Here are some known export releases:
"Mega Man - The Power Battle [B-Board 91634B-2]" (Asia)
"Mega Man - The Power Battle [B-Board 91635B-2]" (USA)
It was re-released on the new Capcom system (CPS-2) the same year as "Rockman - The Power Battle [Green Board]".
Sony Records released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on December 1, 1995.
- TIPS AND TRICKS -
* Easter Egg : sometimes when you fight Shade Man, the background music is a version of the theme song from the Makaimura series. This seems to happen at random.
- SERIES -
1. Rockman - The Power battle [CP-S No. 32] (1995)
2. Rockman 2 - The Power fighters [CP-S II No. 17] (1996)
- STAFF -
Planners : Ohko 25th, Zanzo, (^_^")
Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi
Object designers : K. Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga. M, Zephyr Sakuno
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo Pocket Color (jul.6, 2000; "Rockman - Battle & Fighters [Model NEOP00940]")
[JP] Sony PS2 (aug.5, 2004; "Rockman Power Battle Fighters [Model SLPM-62491]")
* OTHERS:
Arcade (1995) "Rockman - The Power Battle [Green Board]" : CPS-2 version of "Rockman - The Power Battle [CP-S No. 32]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Money Idol Exchanger [Model NGM-0231] Update submitted by XtC
Money Idol Exchanger (c) 1997 Face.
Handling money has never been so much fun! This incredibly original puzzle game lets you take control of hilariously designed characters in a cute Japanese superhero theme and boggle your mind with a puzzle system reminiscent of the Magical Drop games but with a tricky-to-master coin handling twist. Good graphics with lots of funny animations (the intro is indeed a joy to behold!), cool pop music & lots of challenge make this game a true gem to behold!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-0231
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Catch coins, [B] Throw coins
- TRIVIA -
Money Idol Exchanger was released in January 1997 in Japan. It's Face's last video game.
This game is known outside Japan as Money Puzzle Exchanger.
This game runs on the Neo-Geo MVS and was never released on the Neo-Geo AES home console.
The coins in the USA & European versions are generic looking coins featuring values of 1, 5, 10, 50, 100 & 500. In the Japanese version, the cents are localized just like those seen on 'Moujya'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Money Idol Exchanger - PCCB-00260) on 16/05/1997.
- STAFF -
Producer: Kengo Asai
Planner: Starman
Programmer: Piggy
Graphic Designers: Sabby, Toshikazu Uechi, Mariko Sumiyoshi, Mutsuo Kaneko
Sound Director: Shigeaki Irie (Anithin')
Composers & Sound Programmers: Kennosuke Suemura, Norihiko Togashi
Character Designer & Animation Part: Atsuko Ishida
Animation studio: JC Staff
Voice Cast: Sakura Tange, Yukana Nogami, Yuko Nagashima, Rumi Kasahara, Machiko Toyoshima, Houko Kuwashima, Hideo Ishikawa, Daisuke Sakaguchi
Special Thanks: Satoshi Nakamura, ZK, Yamada Rokugatsu, Wakkey, Shinichi Kawaguchi, Naoko Ito
- PORTS -
* CONSOLES:
[JP] Nintendo Game Boy (aug.29, 1997) [Model DMG-AMEJ]
[JP] Sony PlayStation (nov.5, 1998) [Model SLPS-00963]
[JP] Sony PlayStation (mar.23, 2000) [Model SLPS-02644]
[JP] Sony PlayStation 3 (feb.13, 2008) "Money Idol Exchanger [PSOne Classics] [Model NPJJ00137]"
[US] Sony PlayStation 3 (nov.16, 2010) "Money Idol Exchanger [PSOne Classics] [Model NPUF30017]"
* COMPUTERS:
[JP] PC-CD Windows 95/98/2000 (2001)
[US] PC Windows 10 Apps (Apr.5, 2019)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Ikaruga [Model GDL-0010] Update submitted by XtC
斑鳩 (c) 2001 Treasure.
(Ikaruga)
A shoot-em-up arcade game which brings a perfect blend of classic arcade shooting and original gameplay. The player's ship can switch between two different 'polarities' : White and Dark. The Dark polarity can absorb dark colored enemy bullets while the White polarity can absorb white-colored enemy bullets. If the player kills 3 enemies of the same color in a row, a combo is built up that adds to the score.
- TECHNICAL -
GAME ID: GDL-0010
Runs on the Sega "NAOMI GD-ROM System" hardware.
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Polarity, [C] Laser
- TRIVIA -
Ikaruga was released in December 2001.
Ikaruga's prototype title was "Project RS-2", referring to Treasure's previous shooter, "Radiant Silvergun". This game is NOT a true sequel, but a spiritual sequel, to Radiant Silvergun.
- UPDATES -
Prototype version has :
* No changes to the fighter's specifications concerning polarity.
* Number of shots your fighter can fire is limited.
* To replenish your supply of bullets have to absorb enemy bullets.
* Can unleash successive Energy Releases.
* When reserves run out, can only fire short-range blank shots, only effective at close quarter.
- SERIES -
1. Radiant Silvergun (1998)
2. Ikaruga (2001)
- STAFF -
Director : HIROSHI IUCHI
Co-Director : ATSUTOMO NAKAGAWA
Character/Object design : E. SUZUKI
BG graphic design : HIROSHI IUCHI
Music by : HIROSHI IUCHI
Sound effect/GM data edit : SATOSHI MURATA
--G-Rev Staff--
Management : HIROYUKI MARUYAMA
Sub program : KATYUYUKI FUJITA
BG graphic design : HIDEYUKI KATOH
Art works : YASUSHI SUZUKI
PC edition prototype/Tutorial game program : SHIROTG
Receptionist : HARUKO HOSAKA
Executive Producer : MASATO MAEGAWA
- PORTS -
* CONSOLES:
Sega Dreamcast (2002)
Nintendo GameCube (2003)
Microsoft XBOX 360 [XBLA] (2008)
- SOURCES -
Game's ROM.
Gsme's screenshots.
See goodies section.
Official website; http://www.treasure-inc.co.jp/products/lp/ikaruga/ikaruga.html
Accepted [+] [X] Guwange Update submitted by XtC
Guwange (c) 1999 Atlus Company, Limited.
Destroy the evil army with 3 Japanese characters and the spirits that possess them in this beautiful vertical shoot-'em-up.
- TECHNICAL -
Game ID : ATC05
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot / Spirit, [B] Bomb, [C] Auto Fire
- TRIVIA -
Developed by Cave, Guwange was released by Atlus on June 24, 1999.
The story of Guwange is set during the Muromachi period of Japan. Sorcerers in eastern Japan would predict the day's fishing catch by the appearance of a fox-like voice from the mountains. If the voice sounded 'koon koon' then there was to be a great catch. If the voice sounded 'gwange gwange' then it was to be a horrible catch. The people soon named the place of the voice 'Prison-Gate Mountain', as all who saw the origin of this voice were never seen again. The people soon began to worship this being as the god of Prison-Gate Mountain. It is said that the men later came to call it 'Lord Guwange'. The game title of 'Guwange' appears to reflect the name of this mysterious mountain voice and also the 'bad' sound that it made to predict a horrible catch.
This game was supposed to be exported to South Korea. But Korean deliberation Organization rejected this game, because it has strong Japanese things (Korean people are really anti-Japanese).
Soundtrack releases :
Guwange / ESPrade Original Soundtrack [Cave - CVST-1000 - Dec 30, 2007]
GUWANGE Arrange Album + Original Soundtrack [Cave - CVAS-004] (2010-02-20)
- SCORING -
* Game Clear Bonus : upon clearance, the game rewards you for the following : full life segments remaining, maximum chain count, bombs remaining, and never receiving damage ('no miss').
1) Life bonus : if you have any full life segments remaining (denoted as L), this bonus is calculated by the following formula :
9,216 / (4 - L) / 32 * 10,000. If you have all three life segments remaining, but you were hit at least once, then this value is multiplied by 2. If you were never hit, then this value is multiplied by 4. Examples :
1 Full Life Segment : 9,216 / 3 / 32 x 10,000 = 96,000
2 Full Life Segments : 9,216 /2 / 32 x 10,000 = 144,000
3 Full Life Segments : 9,216 / 1 / 32 x 10,000 x 2 = 576,000
No miss : 9,216 / 1 / 32 x 10,000 x 4 = 1,152,000
It seems that no credit is given for partial life segments.
2) Chain bonus : multiply your maximum chain count by 100. Examples :
1,210 Chain : 1,210 x 100 = 121,000
15,889 Chain : 15,889 x 100 = 1,588,900
3) Bomb bonus : multiply the number of bombs remaining by 1,000,000. If you were never hit, this value is multiplied by 2. Examples :
2 bombs remaining : 2 x 1,000,000 = 2,000,000
3 bombs remaining, no miss : 3 x 1,000,000 x 2 = 6,000,000
- STAFF -
Producer : Kenichi Takano
Chief Programmer : Tsuneki Ikeda
Programmers : Satoshi Kohyama, Takashi Ichimura
Chief Designer : Junya Inoue
Designers : Akira Nakabayashi, Hiroyuki Tanaka, Atsushi Aburano, Toru Shimazu
Character Designers : Akira Nakabayashi, Junya Inoue
Calligraphy : Akira Nakabayashi
Character Voices : Yuko Nakamura, Junya Inoue, Kazushi Takamura, Takako Taniguchi, Takn Nagasawa, Takano Yoshida
Sound Producer : Junya Inoue
Music Composer : Masahiro Kusunoki
Sound Effects : Masahiro Kusunoki
Supervisor : Hiroyuki Tanaka (Atlus)
Special assist : Toshiaki Tomizawa
- PORTS -
* CONSOLES:
Microsoft Xbox 360 [XBLA] (nov.10, 2010)
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.cave.co.jp/gameonline/guwange/
Accepted [+] [X] Choujin Gakuen Gowcaizer [Model NGM-094] Update submitted by XtC
超人学園ゴウカイザー (c) 1995 Technos.
(Choujin Gakuen Gowcaizer)
An anime style fighting game that takes place in the Year 2010 in Tron City. In this city, there is a school for special students called the Belnar Institute. Isato Kaiza, the hero of the story, is a student at this school. He also possesses a stone called a Caizer stone which transforms him into a super human fighter named Gowcaizer. The story begins as a new student named Kyosuke Shigure arrives at the school seeking revenge against its principal, a mysterious man named Ohga, who seems to be bent on destroying the world. So it's up to Gowcaizer, Kyosuke, and their allies to stop him.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-094
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
=> [Joystick] 8-way, [A] Quick punch, [B] Quick kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Literally : Superman School Gowcaizer.
Choujin Gakuen Gowcaizer was released in September 1995 in Japan. It was known outside Japan as Voltage Fighter Gowcaizer.
A sequel called "High Voltage 12+1" was planned. An alpha version was produced but Technos closed their doors soon after.
A two part OAV anime based on the game was released in 1996. It was released on DVD in 1999 as a movie.
- STAFF -
Starring The Voice Talents Of : Hikaru Midorikawa, Nobuyuki Hiyama, Hiderou Isikawa, Tomo Sakurai, Ryoutarou Okiayu, Yara Yuusaku, Yuuko Nagasima, Masami Oobari, Yumi Touma, Yoshiyuki Kouno, Syou Hayami
Project Leader : Teruo Ichimura
Director And Writer : Kengo Asai
Character Designer : Masami Oobari (Studio G-1)
Character Art Director : Hideki Nakazawa
Title Designer : Seiji Tanda
Assistant Director : Junichi Arai, Norihiro Sawada
Character Action Designers and Arranges : Hiroyuki Katou, Masanori Mori, Sadayoshi Kurokawa, Syuji Wada
Enemy Algorithm Staff : Hiroyuki Katou, Masanori Mori, Nobuyuki Nakane, Tatumi Saitou, Hiroshi Satou, Sadayoshi Kurokawa
Programming Director : Nobuyuki Nakane
Programming Crew : Toshiaki Tugane, Hiroshi Satou, Masahiro Izumi, Masanori Mori
Music Composers : Chiaki Iizuka, Reiko Uehara, Kiyomi Kataoka, Kennosuke Suemura
Music Data Entry And Sound Effects : Kennosuke Suemura
Graphic Artwork Crew : Koji Ogata, Masamichi Katagiri, Tutomu Nakazawa, Hiroyuki Katou, Kunihiro Hirabayashi, Takuto Mori, Syouji Miyagi, Miyuki Yakushiji, Eiitirou Nakatu, Tuyoshi Namiki, Yaki Imagawa, Kensuke Nishi, Hideki Hoshiya, Koji Yamada, Satoshi Kazato, Kazumi Minagawa, Fujimi Oonishi, Karaage Kenzen, Chihiro Kushibe, Akiko Maruyama, Seiichirou Ishiguro, Big Bridge, Katuhiro Nakamura, Takahide Koizumi, Atushi Ikeda, JC Staff, Winz, Y.Y,B
Special Thanks To : Studio G-1, Kengo Asai, Yukinori Umetu, Tukasa Kotobuki, Ikegami Tatuya, Kazuyuki Kurata
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (oct.20, 1995) [Model NGH-094]
[US] SNK Neo-Geo AES (oct.20, 1995) [Model NGH-094]
[JP] SNK Neo-Geo CD (nov.24, 1995) [Model NGCD-094]
[JP] Sony PlayStation (jul.17, 1997) [Model SLPS-00527]
[JP] Sony PlayStation 3 (sept.14, 2011) "Choujin Gakuen Gowcaizer [PSOne Classics] [Model NPJJ00600]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Dynamite Deka [Model 610-0373-16] Update submitted by XtC
Dynamite Deka (c) 1996 Sega.
A 3-D, side-scrolling beat them up for 1 or 2 players in which the president's daughter has been kidnapped by a terrorist organization. Die Hard Arcade is based on the Bruce Willis movie of the same name, although the game's storyline is very different from that of the film's.
Players take on the role of two SWAT team members who must fight their way through a terrorist-filled sky scraper to eventually reach and defeat the head of the terrorist organization and rescue the President's daughter. Players must clear each area of all terrorists before they can progress to the next. The terrorists can be defeated by punching and kicking them until their health bars are depleted. In addition to hand-to-hand combat, players can also utilize various weapons and objects, including handguns, machine guns, missile launchers, anti-tank cannons, knives, sticks, fireaxes, spray cans, pepper shakers, steel pipes, brooms, bottles and, at one point, a grandfather clock.
Ammunition magazines can be picked up to replace depleted ammo in hand guns and machine guns, and health units can also be found to heal any damage players have suffered. At various points in the game, a pre-set sequence will start in which players must either press the PUNCH, KICK or JUMP button, or move the joystick in a specific direction in order to successfully negotiate certain enemies or obstacles. If either of the SWAT members fail on any sequences where they are supposed to punch or kick down enemies, they will have to fight them in hand-to-hand combat. Enemies can also be grabbed, allowing players to either punch or arrest them. The latter can only be achieved if the SWAT member is holding a gun, and is achieved by pressing either the PUNCH or KICK button twice.
When the SWAT members finally confront the crime boss, they will have to face him twice; first in the office and then on the rooftop. On the rooftop, he will be armed with swords and more difficult to hurt. After the boss is defeated for the second time, The President's daughter is rescued.
From here-on the game takes a nod from Technos' legendary 1987 beat-em-up, "Double Dragon". If only one player completes the game, the girl simply says 'Thank You!' and the game ends. But if 2 players complete the game, the girl will announce that she wants one of the SWAT members to become her new bodyguard. The two players will then have to fight each other until one of them is defeated, with the winner becoming the girl's new bodyguard. If the timer expires before either player wins, the fight will be declared a draw and the girl will be undecided about which SWAT member she wants for her new bodyguard.
- TECHNICAL -
Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-16
Players: 2
Control: 8-way joystick
Buttons: 6
- TRIVIA -
Dynamite Deka was released in May 1996.
The title of this game translates from Japanese as 'Dynamite Detective'.
This game is known outside Japan as "Die Hard Arcade".
- SERIES -
1. Dynamite Deka [Model 610-0373-16] (1996)
2. Dynamite Deka II - Karibu no Kaizoku Hen (1998)
3. Dynamite Deka EX (2006)
- STAFF -
Chief Programmer : Ando Hiroshi
Enemy Programmer : Yamamoto Masanobu
Sub Programmer : Abe Teruji
Chief Artist : Aoki Kunitake, Kumada Tatsuto
Model Artist : Joe Stephenson, Stieg Hedlund, Andrew Mundy, Betty Cunningham
Player Model Artist : Makino Taku, Aoki Yoshiaki, Katoh Hideyuki
Animation Artist : Dean Ruggles, Tom Tobey, Makoto Uchida, Greg Hancock
Background SCR : Alan Ackerman
Art Manager : Bob Steele
Sound Director : Howard Drossin
Producer : Roger Hector, Nakagawa Rikiya, Makoto Uchida
Executive Producer : Suzuki Hisashi
Game Design & Directed by : Makoto Uchida
- PORTS -
* CONSOLES:
[JP] Sega Saturn (jan.24, 1997) "Dynamite Deka [Model GS-9122]"
[JP] Sony PlayStation 2 (apr.25, 2006) "Sega Ages 2500 Series Vol.26 - Dynamite Deka [Model SLPM-62717]"
- SOURCES -
Game's ROM.
Accepted [+] [X] DoDonPachi Update submitted by XtC
DoDonPachi (c) 1997 Atlus.
An excellent vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : ATC03D2
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shoot, [B] Bomb
- TRIVIA -
Developed by Cave.
Released in February 1997.
Angry Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoeia for the firing of guns...
A 'Campaign Version' was released. Reportedly only 100 units ever made and given out as prizes to high score contest winners.
Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.
Scitron Digital Content released a limited-edition soundtrack album for this game (Dodonpachi II / Dodonpachi Sound Trax - SCDC-00126) on 19/09/2001.
- TIPS AND TRICKS -
* Bee Medals : There are bee medals hidden in the whole game. If you shoot where a bee medal is hidden, it starts to blink. Then you will need to use your laser to free it, before you can collect the medal.
* Hits : There is a combo score system for hits within a specific time range. If it takes too long for your next hit, the chain breaks and counting restarts.
* Hidden 1up player : In stage 3 is your one and only chance to pick up a 1up item. It is hidden in the giant red spaceship you will pass later in the stage. To get it, open all 6 side-boxes with your laser, before you destroy the main tower in the center of the ship. You are not allowed to use your smartbomb for these actions. Otherwise the 1up item would not appear in the ruins of the tower afterwards.
* Bomb Stock : If you don't use the smartbombs and keep the stock display at 'maximum' bonus multiplier will be 2x.
* Flower bloom : There are a few places in the game you will meet flowers growing in ruins. If you fly near them they will bloom. This is more than just a joke of the graphic artist. It can reward you with a nice bonus score :
(each) flower blooming : 10 points per 1/60 sec.
+ your shots hit it : 510 points per bullet
+ your laser crosses it : 1'100 points per 1/30 sec.
* Second loop : To access the second (harder) loop thus being able to fight against Hibachi, the 'true' final boss after level 6 boss, you have to complete the first 6 levels with only one credit and meet at least one of these conditions :
- Don't lose more than 2 fighters (lives).
- Depending on the fighter, have a maximum hit count of at least :
Type A : 270 hits
Type B : 300 hits
Type C : 330 hits
- At least 50 million points by the end of level 6.
- Collect all 13 bees in four of the 6 areas using the tactic explained above for 'bee medals'.
- SERIES -
1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]
- STAFF -
Designers : Naoki Ogiwara, Akira Wakabayashi, Hiroyuki Tanaka, Junya Inoue, Riichirou Nitta
Programmers : Tsuneki Ikeda, Satoshi Kohyama, Makoto Watanabe, Takashi Ichimura
Special Thanks : Toshiaki Tomizawa, Atsunori Aburatani, Ryuichi Yabuki
Producer : Kenichi Takano
- PORTS -
* CONSOLES:
[JP] Sega Saturn (sept.18, 1997) "DoDonPachi [Model T-14419G]"
[JP] Sony PlayStation (sept.10, 1998) "DoDonPachi [Model SLPS-01364]"
[JP] Sega Saturn (sept.17, 1998) "DoDonPachi [Model T-14424G]"
[JP] Sony PlayStation (may.26, 2010) "DoDonPachi [PSOne Classics] [Model NPJJ00377]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Darius II [2-Screen ver.] Update submitted by XtC
Darius II (c) 1989 Taito.
The direct sequel to the 1987 original. The power-up system of Darius II was changed from that of its parent game, with players having to destroy complete waves of a particular enemy to earn a power-up. 2 new power-ups were also added; the 1st was a new weapon that gave the player green, vertical lasers, and the 2nd power-up was a rainbow-colored item that upgraded all of the players weapons.
Another new feature of Darius II is the appearance of mini-bosses - large enemies that appear at the mid point of a level, possessing similar strength and abilities to those of the game's normal bosses (such as extravagant weapons, or the inability to be damaged without first exposing a vulnerable area). The mini-bosses in Darius II are in fact smaller versions of the bosses from Darius.
The game is set in the inner regions of the Solar system, and has the same branching level structure as Darius, allowing players to select their own route through the game.
- TECHNICAL -
Prom Stickers : C07
Main CPU : (2x) Motorola 68000
Sound CPU : Zilog Z80
Sound Chips : Yamaha YM2610, (4x) Volume
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Darius II was released in September 1989 in Japan.
This game is known in US as "Sagaia" (licensed to Romstar for distribution).
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Darius II : G.S.M. Taito 4 - PCCB-00010-12) on November 21, 1989.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 1, 1999.
- 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 : Hidehiro Fujiwara
Game designed by : Hidehiro Fujiwara, Senba Takatsuna
Programmed by : Akira Ohtsuki, Tatsuo Nakamura, Masashi Tsuzura, Shinji Soyano
Art designed by : Masami Kikuchi, Senba Takatsuna, Hisakazu Kato
Cabinet designer : Yoshinori Aiura
Hardware designed by : Toshiyuki Sanada
All music composed and arranged by : Hisayoshi Ogura (Team Zuntata)
Sound editors : Yasuhisa Watanabe, Norihiro Furukawa
Sound software : Naoto Yagishita
- PORTS -
* CONSOLES:
[JP] Sega Mega Drive (dec.20, 1990) "Darius II [Model T-11083]"
[JP] NEC PC-Engine CD (dec.24, 1993) "Super Darius II [Model NAPR-1031]"
[JP] Sega Saturn (june.7, 1996) "Darius II [Model T-1104G]"
[JP] Sony PS2 (jan.25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"
* HANDHELDS:
Nintendo Game Boy [AS] (1991) "Sagaia [Model DMG-116 CHN]"
[JP] Nintendo Game Boy (dec.13, 1991) "Sagaia [Model DMG-S8A]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] The Fancy Pants Adventures New entry submitted by Thisismyusername123
- DESCRIPTION -
Sony Playstation 3 game.
- SOURCES -
https://www.ea.com/en-au/news/fancy-pants-now-available-on-psn-au
Accepted [+] [X] The Fancy Pants Adventures New entry submitted by Thisismyusername123
The Fancy Pants Adventures (c) Brad Borne
- SOURCES -
https://marketplace.xbox.com/en-US/Product/The-Fancy-Pants-Adventures/66acd000-77fe-1000-9115-d80258410a9f
Accepted [+] [X] Toxic 2 New entry submitted by Thisismyusername123
Adobe Flash game. http://www.nitrome.com/games/toxic2/
Accepted [+] [X] Diver 2 New entry submitted by Thisismyusername123
Microsoft Silverlight game. https://flashpointproject.github.io/flashpoint-database/search/#686a6da8-1dff-4078-85b5-23db26803444
Accepted [+] [X] National Geographic Kids New entry submitted by Thisismyusername123
Unreleased V.Smile Pro game. https://en.m.wikipedia.org/wiki/V.Flash#Games
Accepted [+] [X] Door Door [Model E-G076] Update submitted by ROCKFURY
Door Door (c) 1983 Enix, Ltd.
- TECHNICAL -
GAME ID: E-G076
- STAFF -
By: Koichi Nakamura
Accepted [+] [X] Uchuu Senkan Gomora [Model UPL-90062] Update submitted by Jayden Silvers
Uchuu Senkan Gomora (c) 1990 UPL.
While the game is essentially a standard horizontally scrolling shoot'em up, it has an innovation that makes it unique in the genre. The player flies a spaceship (specifically, a bioship) which has the standard forward guns to be found in all horizontal scrollers, but it also possesses a weapon that can be manually targeted with a crosshair, in the same manner as in the game "Missile Command". This allows the player to fire in any direction with pinpoint accuracy, and adds an extra level of strategy to the game. The player's bioship can also collect power-ups to grow bigger (becoming more powerful), and can acquire spherical pods which attach to the ship and increase its firepower.
- TECHNICAL -
Game ID: UPL-90062
Main CPU : Motorola 68000 (@ 10 Mhz)
Sound Chips : YM2203 (@ 1.5 Mhz), (2x) OKI6295 (@ 4.0 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in November 1990 in Japan.
The title of this game translates from Japanese as 'Space Battleship Gomora'.
This game is known outside Japan as "Bio-Ship Paladin".
UPL tested a new video game called 'Jewels',
but the location test failed.
'TSG-1' became 'Uchuu Senkan Gomora'.
'TSG-2' became "Koutetsu Yousai Strahl".
'TSG-3' became "Many Block", which was released by Bee-Oh
- STAFF -
Game designed by: Tsutomu Fuzisawa
Program designed by: Itsam Matarca
Character designers: Tsutomu Fuzisawa, Kinya Aoyama
Background designers: Mutsuo Kaneko, Miho Urushibara, Shiho Sasaki
Sound effects by: Yoshio Nagashima
- PORTS -
* Consoles:
Sega Mega Drive
- SOURCES -
Game's ROM.