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 -
NOTE: The game is featured as unlockable bonus content on the Nintendo DS.
* CONSOLES:
[JP] Nintendo Famicom (feb.2, 1990) [Model KDS-UE]
Microsoft XBOX 360 [XBLA] [JP] (jul.25, 2007) "Xbox Live Arcade"
Nintendo Wii [Virtual Console] [JP] (feb.12, 2008) Famicom version
[JP] Nintendo DS (mar.13, 2008) "Contra: Dual Spirits [Model NTR-P-YCTJ (RY079-J1]"
[JP] Nintendo DS (mar.12, 2009) "Contra: Dual Spirits [Konami the Best] [Model NTR-P-YCTJ (RY079-J2)]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Popeye [Model TPP2-UP-US] Update submitted by XtC
Popeye (c) 1982 Nintendo of America, Incorporated.
North American version. For more information about the game itself, please see the original Japanese version entry; "Popeye [No. TPP2-UP]".
- TECHNICAL -
Model No. TPP2-UP-US
- TRIVIA -
Popeye was released in December 1982 in North America.
Steve Harris holds the official record for this game with 1,232,250 points.
Parker Brothers released a board-game based on this video game (same name) in 1983. The board is laid out like the first level of the video game.
- PORTS -
* CONSOLES:
Atari XEGS (1983)
[US] Magnavox Odyssey 2 (1982)
[US] Colecovision (1983) "Popeye [Model 9810]"
[US] Atari 2600 (1983) "Popeye [Model PB5370]"
[US] Mattel Intellivision (1983) "Popeye [Model PB6370]"
[US] Atari 5200 (1983) "Popeye [Model 9510]"
[US] Nintendo NES (june.1986) "Popeye [Model NES-PP-USA]"
* COMPUTERS:
[US] Atari 800 (1983) "Popeye [Model 1150]"
[US] Commodore C64 (1984) "Popeye [Model PB1560]"
[US] Texas Instruments TI-99/4A (1984) "Popeye [Model PB1650]"
Accepted [+] [X] Pong Update submitted by XtC
Pong (c) 1972 Atari, Incorporated.
Pong is a basic simulation of the racket sport of table tennis. A small square representing a ping pong ball travels across the screen in a linear trajectory. If the square strikes the perimeter of the playing field, or one of the simulated paddles, the square ricochets based on the angle of the impact.
Game play consists of players moving their respective paddles vertically to defend their scoring zones. Players score one point by maneuvering the square past their opponent's paddle.
Atari coin-op version of Pong can only be played with two players with each player controlling a paddle.
- TECHNICAL -
The arcade PONG hardware was developed using 66 TTL logic chip. The home version had an integrated chip replacing most of these logic chips in 1974.
Screen Orientation: Horizontal
Video Resolution: 858 x 525 Pixels
Screen Refresh: 29.97 Hz
Palette Colors: Nothing
Players: 2
- TRIVIA -
On June 27, 1972, Mr. Nolan K. Bushnell and Mr. Ted Dabney start their own game company, named 'Syzygy' (means 'the sun, moon and earth in total eclipse'). But at this time, 'Syzygy' was already used by a roof-tiling company and finally, the name was changed to 'Atari' (a word equivalent to the term 'check' used in the Japanese strategy board game 'Go', Bushnell was an avid Go player) and give it the 'FUJI'-symbol (from the Japan's largest mountain 'Fujijama') as its logo.
Pong is the first Atari game. It was released on November 29, 1972, selling at an MSRP of $700.
In September 1972, a prototype was tested on top of a barrel as the first commercial coin-operated machine in a tavern in Sunnyvale, CA called "Andy Capp's'. Within two weeks, Mr. Bill Gattis, the tavern manager, called Atari's Mr. Al Alcorn and reported that the machine was in need of repair. When examined, Alcorn discovered that the coin mechanism had been literally stuffed with quarters. Pong became an instant success and it created the arcade video game industry. The video game revolution had begun...
According to Curt Vendel and Marty Goldberg's "Atari Inc.: Business Is Fun" regarding the original Pong: Because of the cost concerns, the timing chip that Al (Alcorn) had to use to control what scan lines the paddle was drawn across couldn't handle the full range of the screen. It actually left a small gap at the top of the screen. However as Nolan (Bushnell) and Ted (Dabney) played it during the design process, everyone realized that problem actually enhanced the game play. If two players were that good, the small hole would provide a break in the stalemate if a player could direct the ball through it. Rather than fix it by going a more expensive route, it was decided the bug would stay. The experience led Al to the mantra, "If you can't fix it, call it a feature."
A Pong unit appears in the 1974 movie 'The Parallax View' and in the 1975 movie 'Rancho Deluxe'.
The player versus machine/computer feature was not supported with coin-op versions of Atari Pong. The player versus machine/computer feature did eventually appear in several different versions of coin-op pong clone games after the coin-op version of Atari Pong was released.
The two Paddles and pong ball appear on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Cab operator can adjust the slide switch on an Atari Pong PCB to set winning score to either be 11 points or 15 points.
- TIPS AND TRICKS -
The instructions for this game consist of three lines:
Deposit quarter.
Ball will serve automatically.
Avoid missing ball for high score.
- SERIES -
1. Pong (1972)
2. Pong Doubles (1973)
3. Quadra Pong (1974)
4. Super Pong (1974)
5. Pong - The Next Level (1999, PC CD-ROM, Sony PS and Game Boy Color)
- STAFF -
Designed & Engineered by: Alan Alcorn, Nolan Bushnell
- PORTS -
* CONSOLES:
Atari 2600
[US] (oct.1977) "Video Olympics [Model CX2621]"
Sega Genesis/Mega Drive
[US] (1996) "Arcade Classics [Model MK-1715]"
[EU] (1996) "Arcade Classics [Model 1715-50]"
Sony PlayStation
[US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[EU] (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
Sega Dreamcast
[US] (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
Tapwave Zodiac
[US] (2004) "Atari Retro"
Microsoft XBOX
[US] (nov.16, 2004) "Atari Anthology [Model 26084]"
[EU] (nov.26, 2004) "Atari Anthology"
[JP] (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
Sony PS2
[US] (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
Sony PlayStation 4
[US] (oct.18, 2016) "Atari Flashback Classics Vol.1"
Microsoft XBOX One
[US] [EU] (nov.1, 2016) "Atari Flashback Classics Vol.1"
* HANDHELDS:
Sega Game Gear
[US] (1996) "Arcade Classics"
Nintendo DS
[UK] (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]"
[EU] (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]"
[US] (mar.16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]"
[JP] (june.30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]"
[AU] (nov.2007) "Retro Atari Classics [Model NTR-ATAE-AUS]"
[US] (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"
Nintendo Game Boy Advance
[US] (aug.21, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]"
[EU] (sept.23, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]"
Sony PSP
[US] (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] (mar.7, 2008) "Atari Classics Evolved"
* COMPUTERS:
Tandy Color Computer 3
[US] (1987) "Ponk"
PC [MS Windows, CD-ROM]
[EU] (1999) "Atari Arcade Hits 1"
[US] (jul.13, 1999) "Atari Arcade Hits 1"
[US] (jul.9, 2001) "Atari Anniversary Edition"
[EU] (dec.14, 2001) "Atari Anniversary Edition"
[US] (jan.1, 2003) "Atari Retro"
[US] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[EU] (june.17, 2005) "Atari Arcade Hits 1 [Replay]"
STEAM
[US] (mar.24, 2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Magnavox (1972) "Odyssey [Model ITL 200]"
[US] Universal Research (1973) "Video Action [Model VA-I]"
[UK] Videomaster (1974) "Home T.V. Game [Model VM577]"
[US] Executive Games (1975) "Television Tennis [Model 035]"
[US] First Dimension (1975) "Video Sports [Model FD-3000W]"
[US] Magnavox (1975) "Odyssey 100"
[US] Magnavox (1975) "Odyssey 200"
[US] Sears (1975) "Tele-Games Pong [Model 25796]"
[US] Universal Research (1975) "Video Action [Model VA-II]"
[UK] Videomaster (1975) "Olympic Home T.V. Game [Model VM3-D]"
[EU] Videomaster (1975) "Rally Home T.V. Game [Model VM4]"
[US] Allied's (1976) "Name of the Game [Model A-100]"
[US] Allied's (1976) "Name of the Game II [Model A-300]"
[CA] Canadian Tire (1976) "Video Sports [Model 84-6072]"
[US] Coleco (1976) "Telstar [Model 6040]"
[US] Coleco (1976) "Telstar Classic [Model 6045]"
[US] Atari (1976) "Pong [Model C-100]"
[UK] Binatone (1976) "TV Gaming Unit [Model 01-4990]"
[FR] Pizon Bros. (1976) "Visiomatic 101"
[FR] Pizon Bros. (1976) "Visiomat 11"
[US] Entex (1976) "Gameroom Tele-Pong"
[US] First Dimension (1976) "Video Sports [Model 76]"
[US] First Dimension (1976) "Video Sports [Model 76C]"
[US] GHP (1976) "Wonder Wizard - Television Sports Games [Model 7702]"
[US] Lloyds (1976) "TV-Sports 801"
[US] Magnavox (1976) "Odyssey 300"
[US] Magnavox (1976) "Odyssey 400"
[US] Magnavox (1976) "Odyssey 500"
[US] MECCA (1976) "TV Game [Model EP 460]"
[DE] Mestron (1976) "Fernseh Spiel [Model TVG 2006]"
[US] Montgomery-Ward (1976) "Telstar Video World of Sports"
[US] National Semiconductor (1976) "Adversary"
[FR] Occitane (1976) "OC4"
[FR] Occitane (1976) "Occitel"
[AU] Packel Instrument (1976) "TV Sport"
[UK] Prinztronic Tournament Colour Programmable 2000 (1976)
[US] Radio Shack (1976) "Electronic TV Scoreboard [Model 60-3061]"
[US] MSC (1976) "Ricochet [Model MT1A]"
[US] Ridgewood (1976) "GAMATIC 7600"
[US] Dyn (1976) "Paddle IV"
[US] Sears (1976) "Tele-Games Super Pong [Model 99736]"
[US] Sears (1976) "Tele-Games Super Pong IV [Model 99737]"
[US] Sears (1976) "Tele-Games Hockey-Pong [Model 99721]"
[US] Sears Hockey-Tennis (1976) : contains 4 games.
[EU] Superlectron TV Challenger (1976) : contains 3 games.
[US] Tele-Match Concert Hall IV (1976) : contains 4 games.
[US] Tele-Match 4 (1976) : contains 4 games.
[NL] Television Gaming Unit (1976) : conrains 2 games.
[US] Unisonic Sportsman - Tournament 101 (1976) : contains 4 games.
[US] Unisonic Tournament 100 (1976) : contains 4 games.
[US] Unisonic Tournament 150 (1976) : contains 6 games.
[US] Unisonic Tournament 200 (1976) : contains 4 games.
[US] Universal Research (1976) "Video Action [Model VA-III]"
[US] Universal Research (1976) "Video Action Indy 500 [Model S-100]" : contains 3 games.
[DE] Universum TV Multi-Spiel (1976) : contains 6 or 4 games.
[US] Venture Electronics Video Sports (1976) : contains 4, 5, or 8 games.
[UK] Videomaster Superscore (1976) : contains 6 games.
[US] Windsor TV Game (1976) : contains 4 games.
[UK] Academy Video Game (1977) : contains 4 games.
[US] APF Match (1977) : contains 4 games.
[US] APF TV FUN (1977) : contains 4 games.
[US] APF Sportsarama (1977) : contains 8 games.
[FR] Asaflex Video Sports (1977) : contains 4 or 6 games.
[US] Atari (1977) "Ultra Pong [Model C-402S]" : contains 16 or 32 games.
[US] Atari Video Pinball (1977) : contains 7 games.
[EU] Audiosonic Home's TV Set (1977) : contains 4 games.
[UK] Binatone Colour TV Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 6 (1977) : contains 6 games.
[UK] Binatone TV Master MK IV (1977) : contains 4 games.
[UK] Binatone TV-TRON (1977) : contains 4 games.
[FR] Bingo TVG 203 (1977) : contains 4 games.
[FR] Bingo Video Game (1977) : contains 4 games.
[DE] Blaupunkt TV-Action (1977) : contains 4 games.
[UK] Boots Audio (1977) : conrains 4 games.
[US] Coleco (1977) "Telstar Ranger [Model 6046]" : contains 6 games.
[US] Coleco (1977) "Telstar Alpha [Model 6030]" : contains 4 games.
[US] Coleco (1977) "Telstar Colormatic [Model 6130]" : contains 4 games.
[US] Coleco (1977) "Telstar Regent [Model 6036]" : contains 4 games.
[EU] Commodore T.V. Game (1977) : contains 8 games.
[US] Concept 2000 Spectrum 6 (1977) : contains 4 games.
[US] Concept 2000 TV +4 (1977) : contains 4 games.
[US] Conic Video Game (1977) : contains 4 games.
[FR] Continental Edison (1977) : contains 6 games.
[FR] Creatronic Bi.Bip 4 (1977) : contains 4 games.
[FR] Creatronic Bi.Bip 8 (1977) : contains 8 games.
[US] Dayya Marume 2000 (1977) : contains 8 games.
[DE] DDR TV-Spiele (1977) : contains 6 games.
[UK] Decca Sports TV Game (1977) : contains 6 games.
[UK] Derby Master (1977) : contains 3 games.
[US] Digitek TV Game (1977) : contains 4 games.
[US] E&P 4 Electronic TV Sport Games (1977) : contains 4 games.
[US] Electrophonic Pro-Sports (1977) : contains 4 games.
[US] Enterprex Color Home Video Game (1977) : contains 4 or 8 games.
[UK] Grandstand (1977) "Match of the Day 2000" : contains 4 games.
[US] Gulliver Triple Challenge (1977) : contains 3 games.
[FR] Hanimex Jeu-Tele Electronique (1977) : contains 4 games.
[US] Hanimex TV Scoreboard (1977) : contains 8 games.
[FR] Hit-Go (1977) : contains 6 games.
[FR] Hometronics Telecourt (1977) : contains 4 games.
[DE] Honeybell Video Sports color (1977) : contains 4 games.
[DE] Intel Super-Telesport (1977) : contains 4 games.
[DE] Intel TV Sport (1977) : contains 4 or 6 games.
[DE] Interton Club Exclusiv 2000 (1977) : contains 6 games.
[EU] Interton Video 2400 (1977) : contains 5 games.
[EU] Interton Video 2501 (1977) : contains 3 games.
[EU] Interton Video 2800 (1977) : contains 4 games.
[EU] Interton Video 3000 (1977) : contains 6 games.
[EU] Interton Video 3001 (1977) : contains 6 games.
[FR] ITMC 6 Jeux (1977) : contains 6 games.
[UK] ITT / Ideal Color Tele-Match Cassette (1977) : contains 4 games.
[DE] Korting Tele-Multi-Play (1977) : contains 4 games.
[US] K-Mart S Four Thousand (1977) : contains 4 games.
[US] K-Mart S Eight Thousand (1977) : contains 8 games.
[US] Magnavox (1977) "Odyssey 2000" : contains 3 games.
[US] Magnavox (1977) "Odyssey 3000" : contains 4 games.
[US] Magnavox (1977) "Odyssey 4000" : contains 8 games.
[FR] Markint 4a (1977) : contains 4 games.
[FR] Markint 6 (1977) : contains 6 games.
[FR] Markint Tele-Sports (1977) : contains 4 games.
[FR] Markint TV Sports (1977) : contains 4 games.
[DE] Match Spectrum 6 (1977) : contains 3 games.
[DE] MBO Tele-Ball V (1977) : contains 6 games.
[JP] Nintendo (1977) "Color TV-Game 6 [Model CTG-6S]" : contains 6 games.
[JP] Nintendo (1977) "Color TV-Game 6 [Model CTG-6V]" : contains 6 games.
[JP] Sharp (1977) "Color TV-Game [Model XG-106V]" : contains 6 games.
[EU] Novex Colour Video Sports Game (1977) : contains 3 games.
[FR] Société occitane d'électronique (1977) "Match Robot" : contains 4 games.
[EU] OPL Optim Sport (1977) : contains 4 games.
[DE] Palladium Tele-Match 4000 (1977) : contains 4 games.
[EU] Philips Odyssey 2001 (1977) : contains 3 games.
[EU] Philips Tele-Spiel Las Vegas (1977) : contains 4, 6 or 8 games.
[FR] Pizon-Bross Visiomat 11 (1977) : contains 6 games.
[DE] Poppy Tele-Spiel (1977) : contains 4 games.
[UK] Prinztronic Tournament II Deluxe (1977) : contains 6 games.
Radofin Electronic TV Game (1977) : contains 4 games.
Radofin Tele-Sports (1977) : contains 4 games.
Radofin Tele-Sports Mini (1977) : contains 4 games.
Radofin SC Eight Thousand (1977) : contains 8 games.
[US] Ricochet Electronic Super Pro (1977) : contains 5 games.
[US] Roberts Rally IV (1977) : contains 4 games.
[US] Roberts Rally X (1977) : contains 8 games.
[US] Roberts Sportrama 8 (1977) : contains 8 games.
[FR] Samdo (1977) : contains 4 games.
[US] Santron Home T.V. Game (1977) : contains 6 games.
[DE] Sanwa Tele-Spiel (1977) : contains 4 games.
[US] Sears (1977) "Tele-Games Hockey-Tennis II [Model 99733]" : contains 4 games.
[US] Sears (1977) "Tele-Games Hockey-Tennis III [Model 99734]" : contains 4 games.
[US] Sears (1977) "Tele-Games Super Pong IV [Model 99789]" : contains 10 (5x2) games.
[US] Sears (1977) "Tele-Games Pong Sports II [Model 99707]" : contains 16 games.
[US] Sears (1977) "Tele-Games Pong Sports IV [Model 99708]" : contains 32 games.
[FR] SEB Telescore (1977) : contains 4 or 6 games.
[DE] Sennheiser TV Game (1977) : contains 6 games.
[EU] Sheen Video Sport (1977) : contains 4 games.
[EU] Sheen Colour Video Sport (1977) : contains 6 games.
[DE] Sonesta Hide-Away TV Game (1977) : contains 6 games.
[UK] Sportel (1977) : contains 3 games.
[FR] Sportron (1977) : contains 4 or 6 games
[FR] Starex (1977) : contains 4 games.
[DE] Superlectron Fernsehspiel (1977) : contains 4 games.
[US] Syrelec Videosport 2 (1977) : contains 4 games.
[FR] Thomson Jeu Video (1977) : contains 5 games.
[EU] Tandy TV Scoreboard (1977) : contains 4 or 10 games.
[US] TCR Video Sport (1977) : contains 4 games.
[US] Tele-Match Television Computer Game (1977) : contains 5 games.
[UK] Teleng Colourstars (1977) : contains 6 games.
[AU] Tempest Video Game (1977) : contains 6 games.
[DE] Unimex Mark V-C (1977) : contains 6 games.
[US] Unisonic Olympian 2600 (1977) : contains 10 games.
[US] Unisonic Tournament 1000 (1977) : contains 4 games.
[US] Unisonic Tournament 2000 (1977) : contains 6 games.
[US] Unisonic Tournament 2501 (1977) : contains 6 games.
[DE] Universum Color Multi-Spiel (1977) : contains 4 or 10 games.
[DE] Universum Tele-Sports (1977) : contains 4 games.
[FR] Univox (1977) : contains 4 games.
[EU] Video 4000-EX (1977) : contains 4 games.
[FR] Video Stellar (1977) : contains 5 games.
[EU] Videomaster Colourscore (1977) : contains 3 games.
[UK] Videomaster Colourshot (1977) : contains 3 games.
[UK] Videomaster Visionscore (1977) : contains 3 games.
[UK] Videomaster Strika 2 (1977) : contains 4 games.
[US] Windtronics Video Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 8 (1978) : contains 8 games.
[UK] Binatone TV-Master MK 10 (1978) : contains 10 games.
[UK] Binatone Colour TV Game 4 Plus 2 (1978) : contains 6 games.
[UK] Coleco Telstar Colortron (1978) : contains 4 games.
[UK] Coleco Telstar Marksman (1978) : contains 6 games.
[US] Granada (1978) "Colorsport VIII [Model CS 1818]"
[DE] Grunding Tele-Spiel 1 (1978)
[US] Harvard Mini Color TV Game (1978) : contains 4 games.
[DE] Intercord TV Games (1978) : contains 4 games.
[EU] ITT / Ideal Color Tele-Match Cassette 2 (1978) : contains 8 games.
[FR] Klervox Jeu TV (1978) : contains 6 games.
[DE] Match Color (1978) : contains 10 games.
[DE] MBO Tele-Ball VIII (1978) : contains 8 games.
[US] Olympos Electronic Gamatic 7706 (1978) : contains 6 games.
[FR] Société occitane d'électronique "OC 5000" : by contains 6 games.
[EU] Philips Odyssey 2100 (1978) : contains 23 games.
[IT] Polistil Video Games (1978) : contains 4 games.
[DE] Poppy Tv-Game Fernseh Spiel (1978) : contains 4 games.
[UK] Prinztronic Tournament Mini (1978) : contains 4 games.
[UK] Prinztronic Videosport (1978) : contains 6 games.
[FR] RIL Robot (1978) : contains 6 games.
[FR] Saft-Leclanch TV 8 Sports (1978) : contains 8 games.
[US] Sands Color TV Game (1978) : contains 6 games.
[FR] Scomark 4 Sports Tele (1978) : contains 4 games.
[US] Sinoca T.V. Game (1978) : contains 4 games.
[DE] TV 18 Spannende Videospiele (1978) : contains 18 games.
[UK] Grandstand Sports Centre (1979) : contains 10 games.
[EU] Hanimex Electronic TV Game (1979) : contains 4 games.
[EU] ITT / Ideal Tele-Match Cassette (1979) : contains 10 games.
[UK] Videomaster Colourscore 2 (1979) : contains 6 games.
[JP] TV-Games (197?) [Model KTC-7700]
Radofin Colour TV Game (1981) : contains 10 games.
[FR] Univox Tele-Sports 6 (1981) : contains 6 games.
[EU] Audiosonic Color TV Game (1982) : contains 4 games.
[DE] Poppy Color Video Game (1982) : contains 6 games.
[FR] Rollet Robot (1982) : contains 6 games.
[UK] Bentley Compu-Vision (1983) : contains 4 games.
[US] DMS Tele-Action (1983) : contains 4 games.
[UK] Ingersoll mini TV Game (1983) : contains 4 games.
Arcade (1993) "Mortal Kombat II" : hidden game
[US] Mobile phone (2003) : Motorola T720
[US] Atari 10 in 1 TV Game (2002) by Jakk's Pacific
[US] Atari Paddle TV Game (2004) by Jakk's Pacific
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (2006) "Atari Masterpieces Volume 2"
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
[US] Atari Flashback 2+ (feb.22, 2010)
- SOURCES -
Game's manual.
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Metal Slug X - Super Vehicle-001 [Model NGM-250] Update submitted by XtC
Metal Slug X - Super Vehicle-001 (c) 1999 SNK.
Originally released to improve upon some of the problems the previous Metal Slug game ("Metal Slug 2 - Super Vehicle-001/II") had, most notably its notorious slowdown, this update also implemented several changes to beef up the gameplay, such as new enemies, a different end boss layout and a number of new weapons and secrets. The result is a better game and one of the finest chapters in this series.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: 0250
Players: 2
Control: 8-way joystick
Buttons: 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug X was released in March 1999.
You can see up to 5 different sets of 12 characters, enemies and vehicles artwork images during the credits.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Soundtracks - PCCB-00311) on 17/04/1998.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Kon. Kitakichine, Ozi
Wizard : Andy
System modernize : Nakatsuka, Zen
Enemy's brain : Hirokun, Nishino
Tool engineer : Pierre
Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou)
Producer : Takashi Nishiyama
Exec. producer : Yoshihiko Kodo
Hyper organizer : Eikichi Kawasaki
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (may.27, 1999; "Metal Slug X - Super Vehicle-001 [Model NGH-250]")
[JP] Sony PlayStation (Jan. 25, 2001; "Metal Slug X - Super Vehicle-001 [Model SLPM-86456]")
[JP] Sony PlayStation (jul.25, 2002; "Metal Slug X - Super Vehicle-001 [SNK Best Collection] [Model SLPS-03449]")
[JP] Sony PSP (Feb. 22, 2006; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
[EU] Nintendo Wii [Virtual Console] (sept.13, 2012)
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Metal Slug 6 Update submitted by XtC
Metal Slug 6 (c) 2006 SNK Playmore.
Negotiations have broken off and hostages have been taken! Your country needs a highly trained mercenary to neutralize the enemy and free the hostages. Metal Slug 6 is a 1 or 2 player game with continuous buy-in. It is the first installment of the series developed on Sega's arcade hardware system. Metal Slug 6 includes 6 characters, with two new being Ralph and Clark from the King of Fighters series. Plus, two new player control buttons have been added to allow for greater control over the action!
- TECHNICAL -
Sammy Atomiswave Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
- TRIVIA -
Metal Slug 6 was firstly shown at the 43rd Amusement Machine Show 2005 in Tokyo, Japan. Then, it was released on February 22, 2006.
Ralf and Clark first appeared in "Ikari Warriors" even before King of Fighters.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- PORTS -
* CONSOLES:
[JP] Sony PS2 (Sep. 12, 2006) "Metal Slug 6 [Model SLPS-25674]"
[JP] Sony PSP (Feb. 22, 2007) "Metal Slug Complete [Model ULJS-00090]"
[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]"
[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]"
[JP] Sony PS2 (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]"
[JP] Sony PSP (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]"
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://game.snkplaymore.co.jp/official/ms6/
Accepted [+] [X] Metal Slug 5 [Model NGM-268] Update submitted by XtC
Metal Slug 5 (c) 2003 SNK Playmore.
A research installation developing the next-generation of Metal Slugs is attacked by unknown forces and a disk containing Metal Slug secrets is stolen. Ordered to recover the disk, Marco and Tarma follow in hot pursuit. Meanwhile, Eri and Fio, investigating the Ptolemaic Army, a paramilitary syndicate active in archeological excavation, catch up with them at an ancient ruin, 'The Corridor of Fire'. The two try to storm and seize the site but are repulsed by the natives and giant Metal Slugs. This incident proves it was the Ptolemaic Army that stole the Metal Slug secrets. The military subsequently launches a second raid by the elite PF squad and Sparrows on the 'The Corridor of Fire' to recover the secrets and destroy the syndicate!!!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-268
Players: 2
Control: 8-way Joystick
Buttons: 4
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack
- TRIVIA -
Metal Slug 5 was released in November 2003.
This new episode introduces a new 'slide' move to the legendary series (actioned holding down the B button). Players can also make a sliding shot by pushing the A button while sliding.
Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 5 Original Sound Track) on 12/03/2004.
A hack of this game is known as "Metal Slug 5 Plus".
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Producer : Moon
Directors : Moon, Heehaw
Sub directors : Undo, T. Hagihara
Main programmer : Undo
Sub programmers : Ick, Work Ram, Oidon
Character designers : Rinkn, Eglavr, Shio Shio Shio, Akr+Amk, Genies Kubota, Jyagadansyaku, Toad, Yuka
Background designers : Miyuki. O, Miyavi, Reiko Nagasima (as Reiko. N), Sayuri M, Misao Yoshida, Kenta
Sound produced by : Studio Aqua
Title designer : Naohisa Yamaguti
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Feb. 17, 2004; "Metal Slug 5 [Model NGH-268]")
[JP] Sony PS2 (Apr. 28, 2005; "Metal Slug 5 [Model SLPS-25495]")
[JP] Microsoft XBOX (jul.28, 2005; "Metal Slug 5 [Model B3K-00001]")
[JP] Sony PS2 (Mar. 09, 2006; "Metal Slug 5 [SNK Best Collection] [Model SLPS-25634]")
[JP] Sony PSP (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://game.snkplaymore.co.jp/official/ms5/ms5_top.html
Accepted [+] [X] Metal Slug 4 [Model NGM-263] Update submitted by XtC
Metal Slug 4 (c) 2002 Playmore Corp.
The popular series of side-scrolling action games continues, introducing all-new characters into the plot. The world is now trembling under the fear of cyber terror, as the birth of a deadly new computer virus threatens to snatch the main military system out of every country. The virus has been created by the terrorist group known as Amadeus, and must be stopped by the four main heroes in the story. They are : Marco Rossi, an army platoon leader; Fio Germi, a superior director of an Italian secret service; Nadia Cassel, a French regular army soldier; and Trevor Spacey, a regular army sergeant. In the game introduction, the team discover that Morden is still alive and probably behind Amadeus...
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-263
Players : 2
Control : Joystick 8-way
Buttons : 4
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack
- TRIVIA -
Metal Slug 4 was released in March 2002. Developed by Mega Enterprise, a South Korean company.
Mega Enterprise got Copyright of SNK's games for South Korea in 1999. In 2006, the South Korean police had an claim for arrest warrant against Lee Sang Min, president of Mega Enterprise. Lee Sang Min escaped in China, abandoning its company (only a few people occupying the office). Mega Enterprise went out of business soon after.
A hack of this game is known as "Metal Slug 4 Plus".
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Hyper Organizer : Sang Min Lee
* Mega Entreprise :
Producer : Hong Ick Cho
Character Designer : Joo Hwan Sohn
Background Designer : Yong Hee Lee
* Noise Factory :
Producer : Keiko Ijuu
Sub Planner : Masafumi Fujii, Kazuki Ito
Main Programmer : Hirosi Hisikawa
Sub Programmer : Kazuaki Ezato
Character Designer : Masahiro Maeda, Yosikazu Nisikawa, Nana Maeda, Kentaro Hayasi, Ryo Fujii
Background Designer : Reiko Nagasima, Nami Takasaki
Illustration : Tonko, Naohisa Yamaguti, Masayuki Fukuoka
Sound Producer : Studio Aqua, Toshikazu Tanaka.
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.12, 2002; "Metal Slug 4 [Model NGH-263]")
[JP] Sony PS2 (Sep. 22, 2004; "Metal Slug 4 [Model SLPS-25376]")
[JP] Microsoft XBOX (Feb. 24, 2005; "Metal Slug 4 [Model ZY3-00002]")
[JP] Sony PS2 (Nov. 23, 2005; "Metal Slug 4 [SNK Best Collection] [Model SLPS-25571]")
[JP] Sony PSP (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Official website: http://game.snkplaymore.co.jp/official/ms/ms4_top.html
Accepted [+] [X] Metal Slug 3 [Model NGM-256] Update submitted by XtC
Metal Slug 3 (c) 2000 SNK.
The heroes of the first 2 games return once more to do battle with the ever-present General Morden and his vast army. The third game of the series places a greater emphasis on defeating hulking boss characters than the 2 previous outings. Metal Slug 3 also introduced multiple routes through most levels, vastly increasing the replay value of the game. For example; on the first level the player reaches a point where they can either continue over land, or enter a small submarine and head down into the ocean depths, where they will be faced with a variety of huge, deadly sea-dwelling creatures.
Metal Slug 3 introduced a number of new elements that have a direct effect on the player's character - similar to the 'mummification' of the second game. The first of these is the 'fatty' affect : should the player pick up too much food (fish, for example) their character will morph in an obese version of itself. This doesn't have any detrimental effect on performance and is included purely for reasons of humor. Another effect is the now infamous 'Zombification'; should the player's character be attacked by a Zombie, he or she will become Zombie until they are either killed, or pick up a first-aid, which will restore the player's character back to human form. Movement while in the zombie state is slow and restricted but the player is armed with what can perhaps be best described as the 'Zombie Vomit'; a huge arc of blood that can be used to destroy oncoming enemies. A second Zombie attack while the player's character is in a Zombie state will result in the player losing a life.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-256
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug 3 was released in May 2000. This game was the last game in the Metal Slug series developed by SNK. The underwater stages are a graphical nod to Irem's 1993 classic, "In the Hunt". This is understandable as many of SNK's Metal Slug developers originally worked for Irem.
Metal Slug 3 features a number of sci-fi movie homages : Mission 2 features a guest appearance by the Men in Black. The carnivorous plant aliens in Mission 4 are a parody of the sci-fi musical comedy, 'The Little Shop of Horrors'. The squid-like aliens in the gigantic Mission 5 (known as 'Mars People') are a homage to the movie, 'Independence Day'. Also, the alien clones you face in this stage seem to parody the sci-fi movie clasic, 'Invasion of the body snatchers'. Finally, the last boss battle seems to be slightly inspired by the ending sequence in the sci-fi horror movie, 'Alien Resurrection'. One of the hostages (who also appeared in "Metal Slug 2" & "Metal Slug X", by the way) known as Hyakkutaro will join the fight by shooting fireballs.
Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 3 Original Soundtrack - NF-0002) on 31/01/2003.
A hack of this game was released in 2005 as "Metal Slug 6 [Hack]", one year before the official "Metal Slug 6".
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry
Wizard : Andy
Enemy's brain : Aba
Programmers : Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker
Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou), Hohi_Hohi, Q_Jiroo, Maitaro
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.01, 2000) "Metal Slug 3 [Model NGH-256]"
[JP] Sony PS2 (june.17, 2003) "Metal Slug 3 [Model SLPS-25209]"
[JP] Microsoft XBOX (june.24, 2004) "Metal Slug 3 [Model DP5-00001]"
[JP] Sony PS2 (Nov. 18, 2004) "SNK Best Collection: Metal Slug 3 [Model SLPS-25428]"
[JP] Sony PSP (Feb. 22, 2006) "Metal Slug Complete [Model ULJS-00090]"
[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]"
[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]"
[JP] Sony PS2 (june.18, 2009) "SNK Best Collection: Metal Slug Complete [Model SLPS-25937]"
[JP] Sony PSP (june.18, 2009) "SNK Best Collection: Metal Slug Complete [Model ULJS-00206]"
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
* OTHERS:
Google Play (2012) "Metal Slug 3"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] Update submitted by XtC
Metal Slug 2 - Super Vehicle-001/II (c) 1998 SNK [Shin Nihon Kikaku].
The heroes of Metal Slug, Marco and Tarma, are called into action once again to take on the might of General Morden and his armies in this, the first of several sequels to the superb 1996 original. This time, however, Morden has acquired a number of powerful allies to aid him in his evil schemes, some of which are not even human. The 2 brave soldiers are called upon to deal with this threat once again, aided by members of the newly founded 'Sparrow Squad', Fio and Eri.
Metal Slug 2 improved on much of what made the first game great; featuring more enemies, larger bosses, more weapons, more vehicles, more hostages, more surprises and more humour than its illustrious predecessor. The occasional moments of slowdown that blighted the first game are still present, however.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-241
Players: 2
Control: 8-way joystick
Buttons: 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug 2 was shown at the 1998 AOU Amusement Expo show, in Japan. Then it was released in February 1998.
The game's alien enemies, together with the final battle and ending sequence, are a deliberate pastiche of the risible sci-fi blockbuster movie, 'Independence Day'.
On the parental advisory screen (US version), 'advisory' is misspelled as 'advisoly'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Sound Tracks - PCCB-00311) on 17/04/1998.
- TIPS AND TRICKS -
Rescued hostages are the greatest contributors of points. But you have to stay alive to get credit for your rescues (Once you complete a mission, you receive 10'000 pts for every POW).
MISSION 1, Deserts of Arabia : You are sent to control a loyalist force suspected of building weapons of mass destruction.
* The tallest tree after the 1st building contains lots of fruit and 3 hidden POW's.
* Palace : Shoot towards the right of the red banner to release 2nd lieutenant Hyakutaro Ichimonji. This mystic POW has an energy bolt which is powerful and homes in on anything you can shoot (this means structures as well; collateral damage). He'll help you until you finish the mission or die.
* You'll find the Camel Slug after the conversing Arabs. It comes equipped with a Vulcan but provides no cover against enemy fire. Like the Metal Slug, the Camel can run over enemy soldiers.
* BOSS 1, Harrier VTOL : Waves of swordsmen rush at you. Take them out before they get too close. After about 100 shots, 2 bazooka grunts open fire. Stay in between the jet exhausts. Aim for the engines as much as possible (You'll see and get 10,000 pt. for the 1st wing and 50,000 for the 2nd).
MISSION 2, Valley of the Pharaohs : Intelligence has indicated that the enemy army is using a secret Egyptian site to house military machinery.
* Use your gun to knock out an eye from the Sphinx (30,000 pts).
* Without hitting the explosive barrel, kill the Imperial Guards. Then, fire at the top right corner offscreen, for 3 POW's.
* If you stand next to the 1st and 3rd miners, they'll dig up some bonus items.
* Shoot at the top right of the support tower for a POW.
* Pyramid slope : A gem or 3 POW's are hidden at the top of the screen, right above the spot where the 1st mummy pops up.
* If you get a whiff of undead breath, you'll become a member of the undead, identifiable only by headgear. You'll be carrying only a pistol. Jumping is also quite a task. The flashing healing potions will turn you back into a human instantly.
* Near the door, get the POW's before clearing out the mummies.
* You'll catch up with Rumi Aikawa here. Shoot her for a healing potion or points.
* The eye hieroglyph before the special mummy hides a gem.
* Shoot the deceased explorer to make her give up a gem. Disgruntled, she'll give you the matching stick of dynamite.
* Jogging to the left, you'll see a few platforms to jump on. From the 2nd to the top, you can carefully jump over to the right. The long one holds 2 treasure chests. But don't stop here. Carefully jump on top of the cat statues. Shoot the chest open, which holds a magic lamp. If you are patient enough, a djinni will appear. Wait just a moment longer, and he'll grant a wish for riches. Starting from the moment the lamp is released, count the plumes of smoke and jump after the 5th one. Shoot above the right statue for another magic lamp.
* On the next level path (8th platform), the head of the hieroglyph holds gems. Shoot'em out!!
* If you let the mummy attack the explorer, you can destroy the new mummy for a gem.
* The twin-armed Slugnoid vehicle is located on one of the higher ledges of the tower of doom. The main cannon (C) fires downwards ((A)+(B) Swan Dive)
* BOSS 2, Iron Claw : Use your cannon and bombs. If you stay at the same altitude for a while, Iron Claw rears back and charges towards you. It won't fire while doing so, giving you time to get free hits in. When Iron Claw primes up, jump to the side ledges.
* BOSS 2 Freeze bug - Stop the nasty climbing! This original flaw give players an unfair advantage to eliminate Boss2 without any difficulty. Below is the following of how to activate. When the player standing on the platform which placed on the last chest, jump to the right edge of the next platform and fall to right lower platform immediately. The screen scrolls up and the boss emerges from the bottom of the screen. Instead of being killed as usual, the player is still there safe and sound ,while the boss freezes and do no climbing at all. At this moment, Just stay on the platform where you are and attack then it will be destroyed afterwards. The trick is also possible when riding the slugnoid or two players' game, but both player must do it at the same time.
MISSION 3, Supply Train : You've managed to catch up with an enemy train headed for a night shipment to the Far East.
* At the engine of the train, rescue the POW. Shoot at the smokestack from below to release 3 POW's.
* From the head of the engine, manage to clear more space with your jump to the next train for 50,000 pt.
* Use the Slug flyer which is equipped with a Vulcan that is limited in angular range.
* BOSS 3, Four Legger : While the boss is standing, jump to shoot at it. Everything except the flame-thrower can be avoided by hiding underneath its legs. If you still have the Slug flyer, stay on the left.
MISSION 4, Chinese City, Downtown : A platoon of enemy troops is stationed nearby.
* Collect as much of the food as you can. Once you're fat, your weapons will cause more damage but you'll be slower.
* Most of the buildings can be demolished, revealing hidden POW's or bonuses. Some of the POW's can be reached by knocking down the building they're on or the one next to it.
* Right about where the monkey and fish are, jump into an opening in the walkway and find POW's and a diet shake.
* Sitting on a rooftop of the residential area is your Metal Slug.
* BOSS 4, Big Tank (kind of battleship) : Only the cannons take damage during this battle. If using the Metal Slug, try for the lower cannons first. Use the houses and boulders to aim for the higher guns.
MISSION 5, New York : The townsfolk have been complaining about strange smells and sounds coming from the sewers. Intelligence confirms that a battalion is stationed inside, ready for an invasion.
* Jump on top of any of the cars, firing downwards. The car will burst in flames, sending you into the sky to reach a lot of bonus items.
* At the end of the street, shoot at the fire escape of the last building for 3 POW's and into the tree for fruits.
* At the underground railroad, shoot into the top of the arch for POW's.
* As soon as one of the 4 trains approaches from the right, fire immediately.
After destroying each one, run to the right to regain any lost ground.
* After marker zero (0), the track bends from here. But before you shoot at the EXIT door, fire at the ceiling. There are 3 separate spots with hostages.
* In the sewers, you see a box with an arrow on it. Find the lever and press (A) to wind it. After 3 turns, an item will drop down with a weapon or bonus.
* BOSS 5, Nuclear Submarine : Surfacing from the sewer slime, the sub attacks with a lot of lightning balls and a thunder cannon. When you see double barrels pop up, prepare for some serious thunder. Fire the Vulcan and bomb it at the same time.
MISSION 6, Siberian Shipyard : Far from Moscow, the rebel army has secretly established war factories and rebel headquarters.
* Mountainside : the sign with the arrow hides a POW.
* Midboss, Super Soldier : Fully recovered from his wounds of Metal Slug 1, he challenges you to another showdown. The horizontal shots can be ducked. Sometimes, you can knife him once and jump away. Take whatever shots you can in the meanwhile.
* In the submarine factory, after busting the tank, use the platform to release the hostage on the higher platform.
* Small platforms give you access to some of the prisoners on the top level, but it's easier to fight aliens on the lower platform.
* When the 2nd area is clear, turn the crank to release a Laser Rifle.
* 3 POW's are hanging at the top of the screen after the 3rd area.
* A POW is hidden on the short plank in the 4th area.
* BOSS 6, Battle Drone : Use the platform to the left whenever possible. When the rod is exposed, it will prime up for 2 seconds, then fire a bolt. Keep a constant fire when free from the Battle Pods.
* FINAL BOSS, Mothership : Fear not the various grunts and tanks, they are here to help you. Try using them for cover. Aiming upward from anywhere will hit some section of the ship. The soldiers bring in a Metal Slug later in the battle, just unload it from the truck. After a long and ruthless battle, the Mothership withdraws.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Planners : Meeher
Designers : Akio, Susumu, Cannon, Tomo, Kuichin, Kozo, Kon. Kitakichine, J.Yoshii, Ozi, Fukunishi, Nakamata, Hikaru, Hikaru, Megumi Imanishi
Programmers : Andy, Hamachan, Nakatsuka, Zen, Seeker, Pierre, Kohki (^0^)/, Hirokun
Sound : Hiyamuta (Hiya!)
Producer : Takashi Nishiyama
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 02, 1998; "Metal Slug 2 - Super Vehicle-001/II [Model NGH-241]")
[JP] SNK Neo-Geo CD (june.25, 1998; "Metal Slug 2 - Super Vehicle-001/II [Model NGCD-241]")
[JP] Sony PSP (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
* COMPUTERS:
PC (2001)
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Metal Slug - Super Vehicle-001 [Model NGM-201] Update submitted by XtC
Metal Slug - Super Vehicle-001 (c) 1996 Nazca.
A scrolling 'run-and-gun' platform game for one or two players, Metal Slug is a humorous parody of war and specifically of World War II and the Nazis.
The game features six enemy-packed levels, referred to as 'missions'. Players start the game armed only with a pistol, but extra weapons can be picked up and used for greater firepower. Also, at certain points during a level players will find an unused 'Super Vehicle-001' - or Metal Slug - tank which can be entered and driven. The Metal Slug is slow-moving but has very powerful weapons. If the Slug takes too many hits it will break down and start to flash, the player must then quickly exit the vehicle before it explodes. The enemy troops also have vehicles at their disposal, such as tanks, boats and helicopters.
The levels are littered with bearded hostages who, when rescued, award players with either points bonuses (in the form of medals) or weapon power-ups. Available weapons are Heavy Machine Gun, Flame Shot, Rocket Launcher and Shotgun. Hand grenades are also available.
Each level ends with at least one large enemy 'Boss' vehicle that takes many hits to destroy. Once the boss has been destroyed, bonus points are awarded for each prisoner rescued. Further bonus points are awarded if the player's Metal Slug vehicle has survived the boss battle.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-201
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug was released in April 1996.
Etymology of 'Metal Slug': Meeher, the lead designer of the game for Nazca, wanted to create an armored fighting vehicle that could crawl on the ground like a 'slug'. The word 'metal' in the title indicates that the vehicle is mechanical. Initially, players considered the title to be "not good enough". Meeher later joked about the title, saying "Maybe I don't make much [sic] of a sense?"
Slugs in Metal Slug sequels included animals (usually only the Vulcan cannon mounted on the animal, with a cannon attachment occasionally available), planes and other vehicles that did not fit Meeher's original definition.
While being an obvious parody of World War II and the Nazi regime (the rebel army's flag is a deliberate pastiche of the Nazi "Swastika"), Metal Slug also lampoons 'Full Metal Jacket' and 'MASH'. General Morden, the rebel army's evil general, is a parody of Saddam Hussein.
Just as the two main heroes (Marco & Tarma) appear in every chapter in the Metal Slug series, General Morden & Allen O' Neill (the machine gun wielding, trash mouth-talking, buffed soldier) are the series' classic main villains.
The tank in Metal Slug was inspired by the tank: Dominio Tank Police (1988). The tank in this anime is called Bonaparte and is piloted by Leona Ozaki.
Cliff Reese holds the official record for this game with 2,683,030 points on March 8, 2011.
The same team that created Metal Slug had previously created a handful of games for Irem, most of which featured very similar graphics and gameplay. "Cyber Lip" (1990) had some of the core developers as the original Metal Slug. "Gunforce" (1991) and "In the Hunt" (1993) had noticeably similar gameplay, with graphics that bear a slight resemblance to Metal Slug. "Gunforce 2" (1994) not only had similar gameplay but the sounds of dying soldiers were almost exactly the same as Metal Slug. Because of this, some fans refer to Gunforce 2 as "Metal Slug Zero".
- TIPS AND TRICKS -
* Metal Slug features a 'blood ON' option (soldiers squirt blood when shot, instead of water). This can be activated via the 'Setting The Soft Dip' option in the game's dip switch menu.
* When you parachute into the level at the start of a mission, press B to make the parachute disappear, allowing your character to drop to the ground more quickly.
* Don't waste ammo. Metal Slug requires some thinking and shooting indiscriminately is not the best way to play this game.
* Don't waste special weapons on shields. Shielded soldiers will throw their shields aside when they need to fire, so shoot at them only at this instant. Or use your knife if you manage to get close enough.
* Use your knife against lone enemies. There is no need to waste ten rounds of your Heavy Machine Gun on a single enemy soldier.
* When Metal Slug is dangerously low on health (but not so low that you are forced to leave it), use the frontal attack to inflict major damage.
* Whenever you jump out of the slug, you are invincible for a brief amount of time. This is especially useful against the blue mortars, since they can't be avoided. Note, however, that there is no period of invincibility when you jump back into the slug.
* There is apparently no 'reload time' when you throw grenades or rockets. The rate depends on how many of either are currently on-screen so if you are close to an enemy, the rate will be negligible. You may use this trick against some bosses and in any other situation to pass through unscratched.
* The best way to earn points in to rescue hostages, but this can be tricky. The first problem is finding them, the second is to stay alive to the end of the mission to get credit for your rescues.
As well as the easily-spotted hostages that litter the levels, there are also numerous hidden hostages:
MISSION 1 (hostages: 10):
Two pairs of are hostages hidden in the two waterfalls just before you get to the boss. Just blast the tops of the waterfalls and they will fall.
MISSION 2 (hostages: 12):
Blast down at the green bush underneath the bridge just before you reach the mid level boss (large tank on rails above you) and three secret prisoners will come running in your direction.
MISSION 3 (hostages: 15):
There are secret hostages hidden within the two large trees that you can blast down in the section where you have the Metal Slug tank. These seem to be random, just try blasting those trees down and sometimes they appear.
There are hidden hostages that drop down from the sky when you are fighting the end of level boss; just don't kill the boss until they have all appeared.
MISSION 4 (hostages: 20):
Just after you have got the Metal Slug tank at the beginning of the level, blast the ceiling of the bar just above the light/lampshade high up on the wall at the entrance of the bar.
At the end of level bosses you can either blast in the top right hand corner of the cave to get three hidden hostages OR blast the far bottom left hand corner for three hidden hostages. It is not possible to get both of these groups. You can only get one or the other.
MISSION 5 (hostages: 13):
Blast the first and second houses and two hostages will appear.
Fire at the top of the first and second trees in the stage in between the shops and houses. The first tree yields three POW's and the second only two.
Blast the undercarriage of the end of level boss after it has lifted up on stilts to get three extra prisoners who also provide useful power ups.
MISSION 6 (hostages: 25):
At the beginning, shoot above you to find one prisoner.
Destroy the big pack of rocks to deliver one POW.
Blast the small white cloud above you just after the boat you are on has run ashore to get two hidden hostages.
When you're out of the boat, go left in the water to find some points.
POWs appear on screen during the fight with the final boss, if you shoot in the top right corner.
* Beat the game in two players mode to view a different ending sequence.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Designers : Akio, Susumu, Max.D, Tomohiro, T. Okui, Kozo
Planners : Meeher, Hire-Nag
Sound : Hiyamuta (Hiya!), Jim
Programmers : Hamachan, Andy A. Kurooka, T. Yokota, H. Yamada, Pierre
- PORTS -
* CONSOLES:
SNK Neo-Geo CD (1996)
Sony PlayStation (1997)
Sega Saturn (1997)
Sony PSP (2006) "The Metal Slug Collection"
Nintendo Wii (2006) "The Metal Slug Collection"
Sony PlayStation 2 (2006) "The Metal Slug Collection"
[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]"
Sony PlayStation Store (Dec.2010)
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Marvel Super Heroes [Green Board] Update submitted by XtC
Marvel Super Heroes (c) 1995 Capcom Company, Limited.
Ten characters straight out of Marvel Comics prove their worthiness to meet Dr. Doom and Thanos. Includes special power-up gems that can be used and acquired during a match.
- 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 (Short), [3] HP (Fierce)
=> [4] LK (Strong), [5] MK (Forward), [6] HK(Roundhouse)
- TRIVIA -
Marvel Super Heroes was released in October 1995 in the Japanese arcades. It was known as the 12th video game released for the CPS-II hardware.
Known export releases:
"Marvel Super Heroes [Blue Board]"
"Marvel Super Heroes [Grey Board]"
"Marvel Super Heroes [Orange Board]"
"Marvel Super Heroes [Pink Board]"
The game background is mainly inspired by the famous comic saga called the Infinity Gauntlet, published in 1991. This gauntlet is wielded by Thanos and allows him to use all the Infinity gems simultaneously.
There are 10 characters available plus the 2 bosses which appears in different Marvel comic books :
Black Heart - Daredevil #270
Captain America (aka Steve Rogers) - Captain America Comics #1
Doctor Doom (aka Victor Von Doom) - Fantastic Four #5
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1
Iron Man (aka Anthony 'Tony' Stark) - Tales of Suspense #39
Juggernaut (aka Cain Marko) - X-Men #12
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2
Shuma-Gorath - Marvel Premiere #6
Spider-Man (aka Peter Parker) - Amazing Fantasy #15
Thanos - Iron Man #55
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Marvel Super Heroes was released by Capcom in memory of 'Jack Kirby' (aka 'The King of the Comics') [1917 / 1994] who was the most influential and respected illustrator and creator of comic books, at least of the super-hero/adventure variety. He was so important that, with that field now in recession, some are saying that when Jack Kirby died, he took the industry with him.
Soundtrack releases:
Marvel Super Heroes / Sony Records - SRCL-3448 - December 1, 1995
- UPDATES -
Green Board revisions :
REVISION 1:
Build date: 951024
REVISION 2:
Build date: 951117
- TIPS AND TRICKS -
* Play as the bosses:
This only works on the Japanese version of the game, and you need the assistance of an arcade operator if using a real Arcade machine. First, enter the Service Menu by pressing the Service Switch (F2 in MAME). The menu will be in Japanese, but go to option #7, then #1, and in the first entry, press the Low Punch button until you get to a phrase that has no numbers. That should be the Free Play option. Then select the bottom entry, then option #4, then option #9 to exit the Service Menu. The game will restart and it should be in Free Play mode. Now, on the "Virtual Audio" screen, hold the Credit Switch (the 1-Player Coin Button, usually the #5 key on MAME), and press the Start button to go to the character selection screen. While still holding the Credit Switch, press the following button combinations at a normal/medium speed.
Notes:
-If you do the button combination too fast or too slow, it will not work.
-Also, when you enter the Dr. Doom or Anita code, you'll automatically pick Spiderman, but as long as you finish entering the code, he will turn into the character you want.
Dr. Doom:
Medium Kick, Low Punch, Down, Low Kick, Medium Punch
Thanos:
Up, Down, Left, Right, Up, Down, Left, Right, Medium Punch
Anita:
Medium Punch, Low Punch, Left, Low Kick, Medium Kick
* Double Power : Select a fighter at the character selection screen, then press Player One Start + Player Two Start.
* Continue Fighting : Press Start immediately after winning a round to continue hitting the defeated character.
* Disable Gems : To disable Gems in two player mode both players must press and hold Start after choosing their character until the round starts.
* Change Character Color : At the character select screen move to the desired character then hold Up (if on top row) or Down (if on bottom row). After 3 seconds press any punch or kick button to select character.
* Here are the different gem effects (which acts during a short time) and when you can get them :
Time gem (Red) : You are much more faster than usual.
Space gem (Purple) : Your character get unstoppable with this super armor power.
Soul gem (Green) : Your fighter slowly recovers life.
Power gem (Pink) : Your attacks are more powerful.
Reality gem (Orange, on the fifth opponent) : Your attacks have additional effects which makes them more powerful.
Mind gem (Blue, owned by Thanos) : The character can recover about 2 energy levels in a few seconds.
The gems are owned by different opponents: we have one at the beginning, then the first opponent have the following one then the second, then the third and finally the fifth (the last one is on Thanos). Characters have some special effects using some gems (for instance Magneto got an energy field around him with the Space gem, Spiderman divides himself in two similar being for symmetrical attacks using the Power gem).
Notice that we can only use the first gem in our gem stack. If you press the Start button during the fight, you will change the gem order in your stack, allowing for you to use any desired gem at any time.
When we reach the final fight against Thanos, he steal all the gems and collects them in his gauntlet. He uses them his way (for instance : space gem creates a warp which attracts and throws rocks on his enemy).
* If you can get a win streak of 20, 40, 60, 80, 100 & 108 and finish your opponent with a super in those rounds, you get secret appearances from Anita, Gouki and Lin Lin on the victory screen.
- STAFF -
Planners : Takeshi Tezuka, Tetsuya Iijima, Tomichi, Kiyoshi Nishikawa, Kei Hiratou, Satoru Kimura
Programmers : Tarabar Hori (Tarabar-Black), Aoi-Peach, Kaw-K. Marichan, Silver-Kadontz, Nobu-Sasami, Knishi- (MadDogMc), Pon, Dna, Frk, Yama, Tomohiro Ueno, Youji
Scroll Designers : Konomi (Powerful Konomi), Buppo, Shibata Kayoko, Daisuke Nakagawa, Yumiko, Takapon, Akiko Matsunaga, Satomi Ishii, R.K, Yoichi Tanoue, M
Music Composers : Takayuki Iwai (Anarchy Takapon), Yuki Satomura (Wewe), Tatsuro Zuzuki
Sound Designers : Picard Mij, Satoshi Ise (Ayano), Ryoji Yamamoto (Ryoji)
Sound Producer : Arcade Sound Team
Voice Designers : Hiroaki Kondo (New-X?)
* Object Designers :
Thanos : Shinji Sakashita (Sakashita Thing), D-Kurita, Takayuki Kosaka, Masako. Satoh
Dr. Doom : Satoru Yamashita, Ino, Seigo Kawakami
Wolverine : Akira Yasuda (Akiman)
Spider-man : Arahijuf, Rumi Yamaguchi, Tsunenori Shirahama
Captain America : Masaaki Tanaka, Chimorin Shogun, Misako Yamamoto
Psylocke : Eripyon. N
Hulk : Makoto Ishi, K. Takechan, Miwa, Kanako Takami
Iron Man : Yoshino Hiroaki, Kiai Ryuken, Yukikaze, You-Ten Nakano, Yutaka Maruno, Cepezou, Mimura Kenji, K. Tokunaga, Eizi Murabayashi, Naoki Fukuda, Takep, Henoheno, Yuki
Magneto : A. Iwasaki
Shuma-Gorath : Masayo Tsujimoto, Jun Matsumura (27), Shinya Miyamoto, Kako, Masanori Kondo
Blackheart : Alien. Pole, Fnyaco. F. Fnyao, Dway Nishimura, Oyabin
Juggernaut : Minobe Hiroaki, R. Sato, Kazuko Kawanaka
Effect : Ntengm Nakatani, Sagata, Tanuki, Kimo Kimo
* Voice Actors :
Captain America : Cathal J. Dodd
Wolverine : Cathal J. Dodd
Black Heart : Jaimz Woolvett
Psylocke : Catherine Disher
Shuma-Gorath : Franck Perry
Spider-Man : Patrick Chilvers
Hulk : Andrew Jackson
Thanos : Andrew Jackson
Juggernaut : Rick Bennett
Iron Man : Christopher Britton
Doctor Doom : Lorne Kennedy
Magneto : Lorne Kennedy
Anounncer : Lorne Kennedy
Special Thanks : Takuya Shiraiwa (Mr. Shiraiwa), Alex Jimenez, Eric Luther (Eric Luthr), Phillp Reed (Phil Reed)
- PORTS -
Notes: Anita is now hidden character and only playable in Japanese console version.
* CONSOLES:
[JP] Sega Saturn (aug.8, 1997) "Marvel Super Heroes [Model T-1215G]"
[JP] Sony PlayStation (sept.25, 1997) "Marvel Super Heroes [Model SLPS-00763]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Moon Patrol Update submitted by XtC
Moon Patrol (c) 1982 Williams Electronics, Incorporated.
Export version by Williams Electronics for North America. Game developed in Japan by Irem. For more information about the game itself, please see the original Irem entry.
- TECHNICAL -
The Williams Moon Patrol cabinet is a similar design to the one used on "Joust", but with a slightly thicker control panel. This title features painted sideart (a scene showing a moon buggy being attacked, which is done in several shades of blue), and uses a horizontal monitor. The marquee shows another moon scene (this one done up in Marvel comics style graphics) of a yellow moon buggy attacking a hovercraft, with a purple space castle in the background (All of those things are different colors than the ones actually in the game, they probably neglected to show the graphic artist the actual game). The control panel uses a single 2-Way joystick which is mounted centrally, fire and jump buttons are on either side (meaning you can play this title with either hand).
- TRIVIA -
Moon Patrol was released by Williams Electronics, under license by Irem, in August 1982 in the USA.
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released outside of North America, please see the original Irem entry.
* CONSOLES:
[US] Atari 2600 (1983) "Moon Patrol [Model CX2692]"
[US] Atari 5200 (1983) "Moon Patrol [Model CX5241]"
Atari XEGS
Colecovision : Unreleased prototype
[US] Sony PlayStation (nov.30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]"
Nintendo Game Boy Color [US] (may.1999) "Arcade Hits - Moon Patrol & Spy Hunter [Model DMG-ADUE-USA]"
[US] Sega Dreamcast (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]"
* COMPUTERS:
[US] Atari 800 (1982) "Moon Patrol [Model RX8052]"
[US] Apple II (1983)
PC [Booter] [US] (1983)
Commodore VIC-20 [US] (1983)
[US] Commodore C64 (1983) "Moon Patrol [Model RX8533]"
Tandy Color Computer [US] (1983) "Moon Hopper"
Tandy Color Computer [US] (1983) "Desert Patrol"
Tandy Color Computer [US] (1983) "Lunar Rover Patrol"
TI-99/4A [US] (1984) "Moon Patrol [Model RX8531]"
Atari ST [US] (1987)
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2"
* OTHERS:
Mobile Phones [US] (jul.2, 2003)
- SOURCES -
Game's Rom
Accepted [+] [X] Mario Bros. [Model TMA1-UP] Update submitted by XtC
Mario Bros. (c) 1983 Nintendo.
Mario Bros. is a single-screen platform game in which the legendary "Mario Bros.", Mario and Luigi, must try to rid each level of a number of pests that have infested the waterworks : Shellcreepers (turtles), Sidesteppers (crabs that need to be hit twice) and Fighterflies (flies that can only be attacked when they touch a platform).
Players can jump upwards to hit the platform above them, which will 'flip' any enemies on the above platform onto their backs. The prone enemies can then be kicked into the water to remove them. A 'POW' button also appears on a number of screen; this can be 'butted' by a player, causing all on-screen enemies to flip onto their backs; as well as destroying any enemy fireballs that may be around. Each POW can only be used a maximum of three times.
As well as the game's enemies, players are also hampered by the huge amount of inertia that comes into play when controlling Mario or Luigi. This is due to the low degree of traction that exists between the Mario brothers and the platforms. On later phases, ice appears on the platforms reducing the amount of traction even further. As the game progresses, water droplets hang below the platforms and freeze into deadly icicles, which will eventually break off and fall.
- TECHNICAL -
Game No. TMA1-UP
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : I8039 (@ 730 Khz)
Sound Chips : DAC
Players : 2
Control : 2-way joystick (LEFT, RIGHT)
Buttons : 1 (JUMP)
- TRIVIA -
Mario Bros. was released on July 14, 1983 in Japan.
Shigeru Miyamoto was inspired to make "Mario Bros." a two-player game after seeing Williams' 1982 platform game, "Joust". This would in turn lead to the creation of Mario's brother, Luigi.
Mario Bros. was the first platform game designed entirely around its eponymous hero, Mario, and his brother, Luigi. Although the plumber had, of course, been featured in the first two games in the legendary "Donkey Kong" series, the game's simple-yet-involving gameplay only hinted at the greatness that was to follow for both Mario and Nintendo itself.
The Mario character would soon become Nintendo's mascot; and while the plumber's arcade outings would be few and far between, Mario would prove to be at the cornerstone of the massive critical and commercial success Nintendo would subsequently enjoy. The "Mario Bros." arcade game also saw the introduction of Mario's brother Luigi, named after a pizzeria that was situated near the then-new Washington headquarters of Nintendo of America, called "Mario and Luigi's".
Despite being released at the time of the infamous videogame industry collapse of 1983, when smaller arcade companies, such as Centuri (U.S. manufacturer of titles such as "Gyruss", "Pleiades", "Phoenix" and "Time Pilot"), simply went out of business, and even industry giants such as Atari, Konami and Taito, saw a drastic reduction in arcade revenue, Mario Bros. was a huge success and would provide a firm foundation for Nintendo to make a move into the home console market for which they are now known.
The musical introduction at the beginning of the game is the first movement of Mozart's "Eine Kleine Nachtmusik".
A variation of the game was featured in the NES/Famicom title "Super Mario Bros. 3" as the two-player Battle Mode, accessed when both brothers occupy the same spot on the world map.
An updated version of the game was featured in all four volumes of "Super Mario Advance" for the Game Boy Advance, under the title "Mario Bros. Classic".
The stage layout for Mario Bros. is used as an unlockable stage in "Super Smash Bros. Brawl" for the Nintendo Wii.
Default high score table :
RANK SCORE NAME
1ST 012000 AKI
2ND 009000 CHI
3RD 008000 SEI
4TH 005400 NAO
5TH 003200 IYO
Perry Rodgers holds the official record for this game with 3,481,550 points.
A Mario Bros. units appears in the 1986 movie 'Over the Top'.
On December 9, 2003, the Hollywood Wax Museum announced the first ever video game character to ever be put to wax : Mario.
Known bootleg/hack releases :
"Masao"
"Pest Place"
- UPDATES -
The Japanese version features an extra life at 20,000, 30,000, or 40,000 points (depending on the DIP Switch settings; 20,000 is the default), plus an additional extra life every 30,000 points. There is also an option to receive no free lives at all.
The Japanese version features three all-Shellcreeper phases before the first Bonus Phase, instead of two. In the English version, you have to kick off three Shellcreepers in Phase 1, and six in Phase 2. In the Japanese version, you have to take care of three Shellcreepers in Phase 1, four in Phase 2, and six in Phase 3.
- SCORING -
Scoring in this game is relatively simple. It is based on how many critters you knock off the ledges :
Shellcreeper : 800 points
Sidestepper : 800 points
Fighterfly : 800 points
Knocking over an enemy : 10 points
The above scores are for knocking only one critter off the ledge. If you knock off two in a row, you get 1,600 points. Three nets you 2,400 points while knocking four or more off in a row garners you 3,200 points.
You also get points for things other than the above :
Slipice : 500 points
Coin : 800 points
Red Fireball : 1,000 points
Blue Fireball : 200 points
In addition to getting points for the above, you also can get points during the Bonus Phases :
1) You get 800 points x the number of coins you gather.
2) If you get all ten coins, you get 5,000 points in the first Bonus Phase and 8,000 points for each Bonus Phase thereafter.
- TIPS AND TRICKS -
* When you start a game, you will be in the middle almost under the POW button. Your job is to go after the critters entering from the upper left or right pipe. Learn how to jump not only up, but also sideways. The platforms don't have a lot of room for jumping straight up. You need to learn how to jump sideways so you can quickly make it to the next platform. This is both for running and standing still.
* Know how each of the critters moves and what their behavior is. You can use this knowledge to your advantage. For example, an easy way to take care of Sidesteppers is as follows (assume that critter is moving left. Do the opposite of what is stated below if the critter is moving right) :
1) When they are just to the right of Mario or Luigi, jump up and hit the platform. This will make the Sidestepper mad and it will move left again.
2) Right when it passes over, hit it again. This will launch it up and make it drop to the next platform for easy pickings.
* As often as possible, try to kill critters in groups. Any critter killed is worth 800 points (plus the 800 point bonus coin). If you kill two critters in a short time (approx 1 second), the first is still only worth 800, but the second critter is worth 1,600 points, not just 800. For three critters, the points are 800-1,600-2,400. For four critters, the points are 800-1,600-2,400-3,200. The point value for a killed critter is never more than 3,200. So if you were to kill 5 at once, the fourth and fifth critters would both be worth 3,200.
* Also remember that unlike the fireballs, the critters can wrap around the screen. So if one disappears off the left edge, be prepared for it to reappear on the right edge.
* Use the POW button conservatively. You only get three uses before it disappears, so plan those uses wisely. The best time to use the POW is when a lot of critters are on the screen at one time. In addition, make sure they are close to the bottom when you flip them over or you may not have time to knock them off the upper platforms. The POW button is fully restored at the start of the second and subsequent Bonus Phases.
* After you flip a critter over, you have about five seconds to knock it off the platform. If you fail to do this, it will change color and speed up.
* If the last critter in a phase is a Shellcreeper or a Sidestepper, it will automatically go to its fastest pace; if it is a Fighterfly, it will continue at its current pace.
* Learn how the critters move. If they bump into each other, a coin, or Slipice, they will reverse direction. You can work this to your advantage by trapping some critters between two flipped over critters. Again, be quick or they will recover and be faster.
* Coins can be collected by either grabbing them or by hitting them from under the platform they are traveling on.
* Things such as the Fighterfly, Red Fireball, and Green Fireball must be hit when they are in contact with the platform. This can make these things a challenge especially when there are other things harassing you.
* Speaking of the fireballs, some players hunt them for extra points. There are some things to keep in mind :
1) The more times you knock off the Red Fireball, the faster it gets.
2) You can escape off either edge to escape the fireballs. They cannot wrap around the screen.
3) As you get into the later phases, the Green Fireballs appear much quicker so you must be ready to get out of their way.
4) Only one Green Fireball will be active at a time, however, when one ends the other can immediately begin.
* If you get killed, you will be placed on a platform above the first gap. You have ten seconds of invincibility before the platform disappears and puts you in the thick of things. Plan your re-entry carefully.
* The Bonus Phases appear at Phase 3, Phase 8, and every 7 phases thereafter (for the Japanese version, add 1 to the phase number), and are pretty easy once you get a pattern down. In the first Bonus Phase, you will have 20 seconds to get the ten bonus coins. However, in later Bonus Phases, you will only have 15 seconds.
* The later phases become challenging because not only do you have critters to deal with, but after the second Bonus Phase, Slipice will appear in search of a location to plant itself and freeze a platform. Until it manages to completely freeze the platform, the brothers may interrupt it and punch it from underneath. The platform will only remain frozen if Slipice has been given enough time to do its work. After the third Bonus Phase, Icicles begin to form on the underside of the highest platform and the pipes that sit above it. They will fall down from the upper platform and pipes to add to the hazards you already have to deal with. Using the POW button will knock them down before they do any damage.
* When you are playing a two-player game, both Mario and Luigi are on the screen at the same time. (In a one-player game, Mario is on his own.) It is up to the players as to whether they wish to cooperate or turn it into a death match.
- SERIES -
1. Mario Bros. [No. TMA1-UP] (1983)
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom)
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom)
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy)
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom)
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy)
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy)
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom)
10. Super Mario 64 (1997, Nintendo 64)
11. Super Mario Sunshine (2002, Gamecube)
12. Yoshi's Island DS (2006, DS)
13. New Super Mario Bros. (2006, DS)
14. Super Mario Galaxy (2007, Wii)
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii)
16. Super Mario Galaxy 2 (2010, Wii)
17. Super Mario 3D Land (2011, 3DS)
18. New Super Mario Bros. 2 (2012, DS)
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)
- STAFF -
Designed & programmed by : Shigeru Miyamoto
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi
- PORTS -
NOTE: For ports released in North America, please see the North American version entry; "Mario Bros. [No. TMA1-UP-US]".
* CONSOLES:
[JP] Nintendo Famicom/NES (sept.9, 1983) "Mario Bros. [Model HVC-MA]"
[EU] Nintendo Famicom/NES (sept.1, 1986) "Mario Bros. [Model NES-MA]"
[EU] Nintendo Famicom/NES (1993) "Mario Bros. [Classic Series] [Model NES-MC-NOE]"
* COMPUTERS:
[JP] NEC PC-8801 (1984) "Mario Bros. Special"
[JP] NEC PC-8801 (1984) "Punch Ball Mario Bros"
[EU] Commodore C64 (1984)
[EU] Commodore C64 (1987)
[EU] Amstrad CPC (1987)
[EU] Sinclair ZX Spectrum (1987)
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] JoJo no Kimyou na Bouken Update submitted by XtC
JoJo no Kimyou na Bouken (c) 1998 Capcom Company, Limited.
A one-on-one 2-D fighter with excellent animation and sound.
- TECHNICAL -
Capcom Play System III Hardware (CPS III)
CD Number : CAP-JJK000
CD Label : CAP-JJK-140
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-Way Joystick
- TRIVIA -
JoJo no Kimyou na Bouken was released in December 1998 in Japan. It is known outside Japan as "JoJo's Venture".
The game is based on the 3rd story of the manga from Araki Hirohiko.
- TIPS AND TRICKS -
* Play as Dio : At the character select screen do the following to make Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
* Play as Shadow Dio : At the character select screen do the following to make Shadow Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
highlight Dio and press START (x10)
* Play as Young Joseph : Enter the following at the character select for Young Joseph...
highlight Jotaro and press START
highlight Polnareff and press START
highlight Joseph and press START
highlight Kakyoin and press START
highlight Iggi and press START
highlight Avdol and press START
highlight joseph and press & hold START until Young Joseph appears.
* Unlock time release characters : To unlock the time release characters all at once, you need access to the machine's test menu. From there, go to Configuration, then Game, and enter the following code. A sound will confirm it. P1 Up, Down, Right, Left, Button 1, Button 2, Button 3, Button 4
- SERIES -
1. JoJo no Kimyou na Bouken (1998)
2. JoJo no Kimyou na Bouken - Mirai e no Isan (1999)
- STAFF -
- PORTS -
For ports released outside Japan, please see the Export version entry; "JoJo's Venture".
* CONSOLES:
[JP] Sony PlayStation (oct.14, 1999) "JoJo no Kimyou na Bouken [Model SLPS-02236]"
[JP] Sony PlayStation (jan.25, 2001) "JoJo no Kimyou na Bouken [CapKore] [Model SLPS-86721]"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.capcom.co.jp/newproducts/arcade/jojo/index.html
Accepted [+] [X] Jojo no Kimyou na Bouken - Miraihe no Isan Update submitted by XtC
Jojo no Kimyou na Bouken - Miraihe no Isan (c) 1999 Capcom.
The sequel of "JoJo no Kimyou na Bouken" with just extra characters.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
CD Number : CAP-JJM000
CD Label : CAP-JJM-110
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
A CPS2 kick harness is needed to use the extra attack buttons.
- TRIVIA -
One of the last games released for the CPS3 hardware. It was released in September 1999 in Japan. It is known outside Japan as "JoJo's Bizarre Adventure".
The Game is based on the 3rd story of the manga from Araki Hirohiko.
A cartridge only version of this game was available in Japan. Unlike standard CD-Rom CPS3 kits, the cartridge only version boots up in a matter of seconds.
Suleputer released a limited-edition soundtrack album for this game (Jojo's Bizarre Adventure Original Soundtrack - CPCA-1022) on February 20, 1999.
- TIPS AND TRICKS -
* Play as Dio : At the character select screen do the following to make Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
* Play as Shadow Dio : At the character select screen do the following to make Shadow Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
highlight Dio and press START (x10)
* Play as Young Joseph : Enter the following at the character select for Young Joseph...
highlight Jotaro and press START
highlight Polnareff and press START
highlight Joseph and press START
highlight Kakyoin and press START
highlight Iggi and press START
highlight Avdol and press START
highlight joseph and press & hold START until Young Joseph appears.
* Unlock time release characters : To unlock the time release characters all at once, you need access to the machine's test menu. From there, go to Configuration, then Game, and enter the following code. A sound will confirm it. P1 Up, Down, Right, Left, Button 1, Button 2, Button 3, Button 4. If you hear Dio's 'Wryyyyyy', it was successful. Proceed to 'Save and Exit', and the new playable characters will be available on the opposite sides of the character selection screen. They consist of : Shadow Dio, Kahn, New Kakyoin, Hol Horse with Boingo, Rubber Soul, and Young Joseph.
* Developer Mode: In order to access the hidden developer menu, the second byte of the arcade game's region value needs to be set to "7". Once done, the following options are available:
Pressing button 5 during gameplay will pause the gameplay until it is pressed again.
Pressing button 6 during gameplay will slow the game down. Pressing it while paused from button five will act as a frame advance.
Holding button 1 while activating the service menu will open a developer's test menu.
- SERIES -
1. JoJo no Kimyou na Bouken (1998)
2. JoJo no Kimyou na Bouken - Mirai e no Isan (1999)
- STAFF -
- PORTS -
For ports released outside Japan, please see the Export version entry; "JoJo's Bizarre Adventure".
* CONSOLES:
Sega Dreamcast [JP] (nov.25, 1999) "JoJo no Kimyou na Bouken [Model T-1205M] "
Sega Dreamcast [JP] (oct.26, 2000) "JoJo no Kimyou na Bouken - Mirai e no Isan for Matching Service" [Model T-1231M]
Sony PlayStation 3 [PSN] [JP] (aug.21, 2012) "Jojo no Kimyou na Bouken - Miraihe no Isan HD Ver. [Model NPJB-00207]"
Microsoft XBOX 360 [XBLA] [JP] (aug.22, 2012) "Jojo no Kimyou na Bouken - Miraihe no Isan HD Ver."
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.capcom.co.jp/newproducts/arcade/jojo-m/index.html
Accepted [+] [X] Frogger [Model 834-0068] Update submitted by XtC
Frogger (c) 1981 Sega Enterprises, Limited.
For more information about the game itself, please see the original Konami version entry.
- TECHNICAL -
BOARD # 834-0068
PROM STICKERS: from 606 to 610.
Sega's Frogger came in a rather plain looking Sega cabinet known as the 'Convert-a-Cab'. The cabinets had wood grain sides, and the monitor was laid back at a 45 degree angle (just like the monitor in a "Ms. Pac-Man"). The control panel, monitor bezel, and marquee all have a single tire tread graphic that continues on all of them. Most machines have a large sticker for sideart. This game uses the Konami Classic wiring harness, but it doesn't have any buttons, which limits plug and play conversion quite a bit.
- TRIVIA -
Frogger was released by Sega/Gremlin, under license by Konami, in October 1981 in the USA, and was the first major hit for Sega (In 1982, "Zaxxon" became their number one game.)
- UPDATES -
In Sega set 2, the attract mode has been extended to feature gameplay instructions.
In Sega set 3, scoring is slightly different: Each forward hop is worth 50 points instead of 10, meaning the maximum points per home is 500, and each frog safely put in a home is worth 100 points instead of 50.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982) "Frogger [Model PB5300]"
Atari XEGS
[US] Colecovision (1982) "Frogger [Model 9830]"
[US] Atari 5200 (1983) "Frogger [Model 9530]"
[US] Mattel Intellivision (1983) "Frogger [Model PB6300]"
[US] Sega Genesis (1998) "Frogger [Model 1139]"
[US] Nintendo SNES (1998) "Frogger [Model SNS-AF7E-USA]"
[US] Microsoft XBOX 360 [XBLA] (jul.12, 2006)
[US] Microsoft XBOX 360 (dec.15, 2009) "Konami Classics Vol.1 [Model 30085]" XBLA version
* HANDHELDS:
[US] Nintendo Game Boy (aug.1998) "Frogger [Model DMG-AFGE-USA]"
[US] Nintendo Game Boy Color (dec.31, 1998) "Frogger [Model DMG-AFRE-USA]"
[US] Nintendo GBA (mar.21, 2002) "Konami Collector's Series - Arcade Advanced [Model AGB-AKCE-USA]"
* COMPUTERS:
[US] Atari 800 (1982) "Frogger [Model 1110]"
[US] PC [Booter] (1983)
[US] PC [Booter] (1983) "Hopper", a part of "Friendlyware PC Arcade" suite
[US] Tandy Color Computer (1983)
[US] Apple II (1983)
[US] Commodore C64 (1983) "Frogger [Model PB1570]"
[US] PC [MS-DOS] (1983)
[US] Commodore VIC-20 "Menagerie"
* OTHERS:
[US] VFD handheld game (1981) by Coleco
[US] Radio Shack LCD handheld (1996) "Frog Crossing"
[US] Tiger Game.Com (1999) [Model 75-756]
[US] Mobile Phones (nov.20, 2003)
[US] Frogger Plug 'n Play TV Game (2004) by Majesco
[US] Konami Arcade Advanced Plug 'n Play TV Game (2004) by Majesco
[US] Windows Mobile (oct.30, 2006)
[US] Apple iPhone/iPad (aug.1, 2008) "Frogger [Model 286115722]"
[US] BlackBerry (aug.12, 2009) "Frogger [Model 996]" : Re-released oct.21, 2009
[US] Atari Flashback 7 (oct.1, 2016) by AtGames
[US] Atari Ultimate Portable Game Player (nov.2016) by AtGames
[US] Atari Flashback 8 (sept.22, 2017) by AtGames
[US] Atari Flashback 8 Gold Edition (sept.22, 2017) by AtGames
[US] Atari Flashback Portable Game Player (sept.22, 2017) by AtGames
- SOURCES -
Game's ROM.
Accepted [+] [X] Flicky Update submitted by XtC
Flicky (c) 1984 Sega Enterprises, Limited.
Flicky is a side-scrolling platform game in which the player controls 'Flicky', a flightless bird who must collect her lost chicks - called 'chirps' - and guide them safely to the exit, represented as a door with Flicky's name shown above it.
Flicky must watch out for the house cats that emerge from cat-flaps and start roam the levels, as any contact with a cat results in the loss of a life. Any chicks that are touched by a cat will be separated from Flicky and must again be retrieved.
The game consists of numerous rounds and the player must collect and guide all chirps to the exit to clear each round. The first two rounds have six Chirps with every round thereafter having eight. Bonuses are available for bringing multiple Chirps back at the same time. There are also bonus rounds in which Flicky will need to catch as many falling Chirps as possible in a net. Catching all the Chirps will result in a "Perfect" bonus score.
There are two enemy types in the standard rounds; house cats called 'Tiger' and green iguanas called 'Iggy'. These enemies can be avoided by running and jumping away but can also be killed with throwable items (which are available only on certain levels). These include telephones, flower pots, cups, hammers and bottles. Flicky can pick up an item by walking into it and throws it by jumping. Occasionally diamonds may appear, these cannot be thrown but award bonus points.
- TECHNICAL -
Runs on the Sega "System 1" hardware.
Players: 2
Control: 2-way joystick
Buttons: 1
- TRIVIA -
Flicky was released in September 1984.
The game changed name two times during its development: it was originally called 'Busty', then 'Flipp' and finally 'Flicky'.
The Flicky character also appears in the game, "Bloxeed". A Sega coin-op version of this game is also known to exist for the Sega System 16 hardware. The birds that are rescued by Sonic in his many Sega Magadrive platform outings are 'Flickies', and are identical in appearance to the original Flicky. Also, Flicky tags along with Sonic in the Sega Mega Drive/Saturn game, "Sonic 3D Flicky's Island"; more widely known as "Sonic 3D Blast".
Flicky made cameo appearances in many Sega games in the late 80's, including "TeddyBoy Blues", "SDI", "Flash Point", and "Super Monaco GP".
Jonathan Long holds the official record for this game with 4,548,540 points.
- UPDATES -
Newer sets: Build Date: November 26, 1984
Older sets: Build Date: May 24, 1984
- STAFF -
Programmed by : Hideki Ishikawa (H.I), Shuichi Katagi (KTG)
Designed by : Yoji Ishii (ICI)
Character Design : Yoshiki Kawasaki (Y.K)
Security by : Shuichi Katagi (KTG)
(M.T) ?
- PORTS -
* CONSOLES:
[EU] Sega SG-1000 (1984)
[JP] Sega SG-1000 (1984) "Flicky [Model G-1036]"
[US] Sega Genesis (1991)
[JP] Sega Mega Drive (1991)
[EU] Sega Mega Drive (1991)
[BR] Sega Mega Drive (1991) by Tec Toy
[JP] Sega Saturn (feb.28, 1997) "Sega Memorial Selection Vol. 1 [Model GS-9135]"
[US] Nintendo GameCube (nov.10, 2002) "Sonic Mega Collection [Model DOL-GSOE-USA]" : as an unlockable extra.
[JP] Nintendo GameCube (dec.19, 2002) "Sonic Mega Collection [Model DOL-GSOJ-JPN]" : as an unlockable extra.
[EU] Nintendo GameCube (mar.7, 2003) "Sonic Mega Collection [Model DOL-GSOP-EUR]" : as an unlockable extra.
[US] Microsoft XBOX (nov.2, 2004) "Sonic Mega Collection Plus [Model 64057]"
[US] Sony PS2 (nov.2, 2004) "Sonic Mega Collection Plus [Model SLUS-20917]"
[JP] Microsoft XBOX (dec.9, 2004) "Sonic Mega Collection Plus [Model ZD6-00003]"
[JP] Sony PS2 (dec.9, 2004) "Sonic Mega Collection Plus [Model SLPM-65758]"
[EU] Microsoft XBOX (feb.4, 2005) "Sonic Mega Collection Plus"
[EU] Sony PS2 (feb.4, 2005) "Sonic Mega Collection Plus [Model SLES-52998]" by Sega Europe
[AU] Sony PlayStation 2 (mar.20, 2005) "Sonic Mega Collection Plus [Model SLES-52998]"
* COMPUTERS:
[JP] Sharp X1
[JP] FM7
[JP] PC88
[JP] MSX (1986)
[US] PC [MS Windows 98, CD-ROM] (1998) "Memorial Selection [Model HCJ-0147]"
* OTHERS:
[US] Mobile Phones (aug.21, 2003)
[US] Apple iPhone/iPod (aug.25, 2011) [Model 445597555]
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Dig Dug Update submitted by XtC
Dig Dug (c) 1982 Atari, Incorporated.
Export version by Atari for North America. Game developed by Namco in Japan. For more information about the game itself, please see the original Namco version entry.
- TECHNICAL -
The Atari upright Dig Dug machine came in the same cabinet as several other Atari titles (such as "Kangaroo" and "Centipede"). The machine was decorated mostly with cartoon graphics showing scenes from the game, superimposed over a yellow background.
There was also a cocktail version. It had two control panels (one on each end). Each panel had a 'Pump' button on either side of the joystick, so left handed players can play equally well. This model used a 13-inch monitor (as opposed to the standard 19-inch in the upright), and the game image flipped for each players turn. The top glass is decorated with some cutesy pictures of Fygar, Pooka and Dig Dug.
Players: 2
Control: 4-way joystick
Buttons: 1 (PUMP)
- TRIVIA -
Dig Dug was released by Atari, under license by Namco, on Aril 1982 in the USA, selling at an MSRP of $2095.
20,504 upright units were produced by Atari. There were also 1,219 cocktail units and 505 cabaret units produced.
Dig Dug was NOT the first game that Atari licensed from Namco, as is common belief. That honor goes to "F-1", the 3-D racing game from 1976 that projected a race track on a screen using a rolling film. Hardly anybody in Atari coin-op liked Dig Dug except for Brian McGhie (who later joined Starpath) and Owen Rubin. It was McGhie who added the finishing touches to Dig Dug. Rubin still owns an upright prototype cabinet of Dig Dug with hand-drawn artwork, and still considers it one of his favorite games of all time. The ROMs in his prototype are the actual production ROMs.
The background graphics are slightly different in these Atari versions; the earth is less regular than the Namco versions
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
A Dig Dug unit appears in 1983 movie 'WarGames'.
Michael Jackson used to own this game (Namco Upright model). It was sold at the official Michael Jackson Auction on April 24, 2009.
The main character, as weel as a Fygar and a Pooka, appear in the 2012 animation movie "Wreck-It Ralph" from Pixar.
- PORTS -
NOTE : Only ports released in North America [US] are listed here. For ports released in other regions, please see the original Namco version entry.
* CONSOLES:
Atari XEGS (1983)
Atari 2600 (1983) "Dig Dug [Model CX2677]"
Atari 5200 (1983) "Dig Dug [Model CX5211]"
Mattel Intellivision (1987) "Dig Dug [Model 9005]"
Atari 7800 (1987) "Dig Dug [Model CX7803]"
Sony PlayStation (jan.31, 1997) "Namco Museum Vol.3 [Model SLUS-00398]"
Nintendo 64 (oct.31, 1999) "Namco Museum 64 [Model NUS-NNME-USA]"
Sega Dreamcast (june.25, 2000) "Namco Museum [Model T-1403N]"
Sony PlayStation 2 (dec.4, 2001) "Namco Museum [Model SLUS-20273]"
Microsoft XBOX (oct.9, 2002) "Namco Museum"
Nintendo GameCube (oct.9, 2002) "Namco Museum [Model DOL-GNME-USA]"
Sony PlayStation 2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
Nintendo GameCube (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
Microsoft XBOX 360 [XBLA] (oct.11, 2006)
Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-RN2E-USA]"
Microsoft XBOX 360 [XBLA] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
Sony PlayStation 3 [PSN] (jul.16, 2009) "Namco Museum Essentials [Model NPUB-30086]"
Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
Microsoft XBOX One [XBOX Store] (apr.20, 2016) "Arcade Game Series - Dig Dug"
Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Dig Dug [Model CUSA-03958]"
* HANDHELDS:
Nintendo Game Boy (sept.1992) "Dig Dug [Model DMG-DY-USA]"
Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
Nintendo Game Boy Advance (june.10, 2001) "Namco Museum [Model AGB-ANME-USA]"
Nintendo Game Boy Advance (aug.30, 2005) "Namco Museum - 50th Anniversary [Model AGB-B5NE-USA]"
* COMPUTERS:
Atari 800 (1982) "Dig Dug [Model RX8026]"
Commodore C64 (1982) "Dig Dug [Model RX8511]"
Commodore VIC-20 (1983) "Dig Dug [Model RX8510]"
PC [Booter] (1983)
Texas Instruments TI-99/4A (1983)
Apple II (1983)
PC [MS Windows 95, 3.5"] (mar.31, 1996) "Microsoft Return of Arcade"
PC [MS Windows, CD-ROM] (2000) "Microsoft Return of Arcade Anniversary Edition"
PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
PC [MS Windows, Online] (2009) "Namco All Stars - Pac-Man and Dig Dug"
PC [MS Windows, Online] (dec.8, 2010) "Namco All-Stars - Dig Dug"
* OTHERS:
Arcade (1996) "Namco Classics Collection Volume 2"
Namco Classics TV Game (2003) by Jakk's Pacific
Mobile Phones (feb.8, 2005)
Arcade Gold featuring Pac-Man (2007) by Jakks Pacific
Retro Arcade featuring Pac-Man (2008) by Jakks Pacific
Arcade (2010) "Pac-Man's Arcade Party"
Pac-Man Connect and Play (2012) by Bandai
Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Accepted [+] [X] Circus Update submitted by XtC
Circus (c) 1977 Exidy.
POP! POP! POP! Pop the balloons and score points. A wall of yellow, green and blue balloons will appear at the top of the screen. You must pop balloons by catching a clown on the teeter-totter and bouncing him up to the balloons.
- TECHNICAL -
Circus came in an upright dedicated cabinet, and may have also been available in a cocktail configuration as well. Circus machines had white sides with red painted sideart of several balloons in flight. The front of the machine was decorated with a large ornate monitor bezel that also doubled as a marquee (or nameplate), this bezel showed several clowns in a circus scene and had the game title spelled out with multicolored balloons. The control panel was unadorned, save for an analog spinner and a start button. The whole machine was finished off in black t-molding. Once inside the machine, you can see that it uses a black and white monitor with a colored overlay (to make the balloons have color).
Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Discrete circuitry
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 2
Players : 2
Control : paddle
- TRIVIA -
Released in January 1977, Circus was one of the first games produced by Exidy that used a CPU (6502) to control the game logic instead of hand-crafted hard-coded logic circuits.
At least 13,000 units, possibly as many as 20,000, were produced.
A bootleg was made by Sub-Electro.
- SCORING -
Successful jump : 10 points
Popping Yellow Balloon : 20 points
Popping Green Balloon : 50 points
Popping Blue Balloon : 100 points
Bonus for Clearing Yellow Balloon Row : 200 points
Bonus for Clearing Green Balloon Row : 500 points
Bonus for Clearing Blue Balloon Row : 1,000 points plus free jump
- STAFF -
Designed and programmed by : Edward Valeau, Howell Ivy
- PORTS -
* CONSOLES:
Atari 2600 (1978)
* COMPUTERS:
VTech Laser-VZ (1983)
Tandy Color Computer (1982, "Clowns & Balloons")
Commodore C64
Vic-20
- SOURCES -
Game's ROM.
Machine's picture.
Passport @ everything2
Accepted [+] [X] Bomb Jack Update submitted by XtC
Bomb Jack (c) 1984 Tehkan.
Bomb Jack is a fast-moving platform game in which the aim is to collect all of the bombs on each level before progressing to the next. A variety of constantly spawning mechanical enemies patrol the platforms and airspace so the longer a player takes to collect all of the bombs, the more difficult progress becomes.
Extra point bonuses are awarded for collecting bombs with their fuses lit. Only one bomb at any time has a lit fuse, and collecting twenty or more of these lit bombs on any given level will earn the player points bonus (see TIPS AND TRICKS for details). Jack is pursued around each level by the spawning enemies and when he gets killed, he drops down to the nearest platform, always landing on his head.
A 'Powerball' appears at semi-regular intervals and moves diagonally around the screen. If the player manages to grab this, all of the level's monsters are frozen for several seconds and can then be killed by having Jack fly into them (similar to the 'Powerpill' feature in "Pac-Man"). Collecting the Bonus 'B' symbols will increase the amount of points awarded for collecting bombs with their fuses lit. Picking up an 'Extra' symbol awards the player with an additional life, while catching the 'Special' symbol will give the player an extra credit.
Each of Bomb Jack's levels feature one of five different background pictures, some of which represent famous historical landmarks. They are: the Sphinx in Egypt, the Acropolis in Greece, Castle Neuschwanstein in Bavaria, skyscrapers and a cityscape by night. While the backgrounds themselves are repeated as the game progresses, the platform layouts for each level are completely different. At least until level 18, after which the levels are repeated.
The basic play mechanic of collecting objects to clear a level, as well as the powerball feature, is hugely reminiscent of Namco's seminal "Pac-Man".
- TECHNICAL -
Main CPU : Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : (3x) General Instrument AY8910 (@ 1.5 Mhz)
Control : 8-way joystick
Buttons : 1 (JUMP)
- TRIVIA -
Bomb Jack was released in March 1984 in Japan and in October 1984 in the USA.
The original idea for Bomb Jack was conceived by Michitaka Tsuruta, lead designer for Guzzler and Solomon's Key, under the supervision of Kazutoshi Ueda, the genius behind Mr. Do, Lady Bug and other Universal coin-ops.
Curiously enough, the infamous Sphinx in the opening round was not rendered by the graphic designer of the game, but by Tsukasa Masuko, the sound designer. Tsuruta-san recalls how roles in Japanese development teams were quite interchangeable, in those early years.
Round 1 music is the ending song from the Japanese animated cartoon series 'Spoon Oba-san', sung by the ultra-popular Mari Ijima (Lynn Minmay's voice in Macross). The anime was aired in 1983... at that time, Bomb Jack development was just starting : something more than a coincidence, then.
Round 2 features the music of 'Lady Madonna', by The Beatles. Tsuruta-san, recalls that rights were paid for the licensed music at the time; still, later ports (PS2 and Xbox) come with a replaced soundtrack (mostly the Vs. Mighty Bomb Jack score).
"Bomb Jack II" has nothing really to do with Tekhan or Tecmo : it was developed by British Elite Systems for European home computers only, in an attempt to follow the huge success of the Bomb Jack coin-op conversion. They basically bought the license for the name, and then proceeded to create a mediocre maze game.
Giauco Bondavalli holds the official record for this game with 20,010,960 points on November 3, 1984.
Alfa Records released a limited-edition soundtrack album for this game (Tecmo Game Music - 28XA-95) on 25/09/1986.
- UPDATES -
The older version (set 2) says 'YOU ARE LUCY' instead of 'YOU ARE LUCKY'.
- SCORING -
Jumping, hitting a wall or falling from a platform : 10 points x bonus multiplier value.
Normal bomb : 100 points x bonus multiplier value.
Firebomb : 200 points x bonus multiplier value.
(P) Power : 100 when blue, 200 when red, 300 when purple, 500 when green, 800 when cyan, 1,200 when yellow and 2,000 points when grey x bonus multiplier value.
(B) Bonus Multiplier: 1,000 points x bonus multiplier value.
(E) Extra Life : 1,000 points x bonus multiplier value plus an extra life.
(S) Special : 1,000 points x bonus multiplier value plus a free credit.
Killing monsters while (P) is active : 100, 200, 300, 500, 800, 1,200 and 2,000 points. These are all multiplied by the current bonus multiplier value.
End of level bonus :
23 firebombs defused : 50,000 points.
22 firebombs : 30,000 points.
21 firebombs : 20,000 points.
20 firebombs : 10,000 points.
- TIPS AND TRICKS -
* A little information about the appearance of the powerball : the rule is very simple and you just have to look at the colour at the left and right of the multiplicator number, its size grows as you collect bombs.
1) Take a 'lit bomb' and you get 1 point ahead for the next Powerball. Take a non-lit bomb and you'll get 0.5 point for the next Powerball. When you achieve 10 points, the powerball appears. Your powerball points don't grow if either the powerball is there or if the 'power music' is playing, so avoid collecting bombs when it's not necessary.
2) The powerball can have different score values when taking it. When it appears, jump or hit a wall and its colour will change. The colours and score values are blue (100 points), red (200 points), purple (300 points), green (500 points), turquoize (800 points), yellow (1000 points) and grey (2000 points).
3) The 'B' bonus coin adds 1 to the multiplicator value and appears each 5,000 points, but only if you 'pass' these 5,000 points when not taking a 'B' coin. For example, your multiplicator is 2x, your score is 9,000 and you take a 'B' coin; giving you 1,000x2 = 2,000 points which makes a total of 11,000 points. A 'B' coin should then appear because you have passed the 10,000 points, but doesn't because you took a 'B' coin to achieve this score so you'll have to wait for 15,000 points to get a new 'B' coin. The multiplicator limit is X5.
* An important piece of information to remember is that you can pick up the bombs in a certain order to earn maximum points. If you pick up most of the bombs while their fuses are lit, you get the following bonuses :
20 - 10,000 pts.
21 - 20,000 pts.
22 - 30,000 pts.
23 - 50,000 pts.
So of course, you'll want to try to get 23 each time (This is of course, VERY difficult!). The P (Power) coin appears after every ninth bomb is collected. The points value of the P coin ranges from 100 (Blue) to 2,000 (Silver). Since the color changes each time BJ jumps, you can control the bonus level by making small jumps until the coin turns silver.
* The B (Bonus) coin appears every 5,000 points, and advances the bonus multiplier by 1. There is a maximum of 5 B coins per level.
* Picking up the S (Special) coin awards one free credit. It will also take you to the next level automatically.
* You can control where the mechanical bird appears by holding the joystick in the opposite direction. Example : Hold the joystick to the Right as soon as the round starts and the mechanical bird appears on the left of the screen. If the stick is held diagonally, the bird appears in the opposite corner.
* When you start a level, and directly go to left or right, bird(s) will appear on the other side : it's useful to put them where you want in order to make this level easier, levels 7, 8 & 9 are good examples for that.
- SERIES -
1. Bomb Jack (1984, Arcade)
2. Bomb Jack II (1986, C64)
3. Mighty Bomb Jack [Model TCF-MB] (1986, Famicom)
4. Bomb Jack Twin (1993, Arcade)
- STAFF -
Director : Michitaka Tsuruta
Programmer : Michishito Ishizuka
Music & Sound Design : Tsukasa Masuko
Graphic & Character Design : Rie Ishizuka (aka Rie Yatomi)
Producer : Kazutoshi Ueda
- PORTS -
* CONSOLES:
[JP] Sega SG-1000 (1985) "Bomb Jack [Model C-61]"
Sega SG-1000 [CN] (198?) "Chaoren"
[EU] Nintendo Game Boy (1992)
Nintendo Game Boy Advance (2002) "Bomb Jack World" [Prototype]
[JP] Sony PS2 (nov.25, 2004) "Tecmo Hit Parade [Model SLPS-20401]"
[US] Microsoft XBOX (sept.14, 2005) "Tecmo Classic Arcade"
[EU] Microsoft XBOX (oct.21, 2005) "Tecmo Classic Arcade"
[JP] Microsoft XBOX (oct.27, 2005) "Tecmo Classic Arcade [Model C6E-0001]"
[JP] Sony PS4 [PSN] (june.19, 2014) "Arcade Archives - Bomb Jack [Model CUSA-00651]"
Sony PlayStation 4 [PSN] [US] (aug.18, 2015) "Arcade Archives - Bomb Jack [Model CUSA-00975]"
* COMPUTERS:
[JP] NEC PC8801 (1985)
[US] Commodore 16 (1986)
[EU] Commodore 16 (1986)
[US] Commodore C64 [EU] (1986)
[EU] Sinclair ZX Spectrum (1986)
[EU] Amstrad CPC (1986)
[EU] Atari ST (1986)
[EU] Commodore Amiga (1988)
[EU] Amstrad CPC (1989) "12 Top Amstrad Hits"
[JP] PC Windows 95 (1997)
* OTHERS:
Mobile Phone [US] [Nokia 3410] (2002)
- SOURCES -
Game's ROM.
Tsuruta Michitaka's Web Site; http://www.turu3.net
Accepted [+] [X] Buster Bros. Update submitted by XtC
Buster Bros. (c) 1989 Capcom USA.
North American release. Game developed in Japan by Mitchell Corp. See the original Japanese release for more information; "Pomping World".
- TRIVIA -
Buster Bros was released in December 1989 in North America by Capcom USA.
Jarred Endres holds the official record for this game with 2403280 points on October 20, 2008.
A Buster Bros. unit appears in the 1995 movie 'Welcome to the Dollhouse'.
- SERIES -
1. Buster Bros. (1989)
2. Super Buster Bros. (1990)
3. Buster Buddies (1995)
4. Mighty! Pang (2000)
- PORTS -
* CONSOLES:
NES : Unreleased Prototype
NEC TurboGrafx-CD [US] (1993) "Buster Bros. [Model TXCD1031]"
[US] Sony PlayStation (mar.31, 1997) "Buster Bros. Collection [Model SLUS-00208]"
* HANDHELDS:
[US] Nintendo Game Boy (oct.1993) "Buster Bros. [Model DMG-AG-USA]"
[US] Sony PSP (feb.6, 2007) "Capcom Puzzle World [Model ULUS-10217]"
* COMPUTERS:
[US] Commodore C64 (1991) "Pang"
* OTHERS:
iPhone/iPod [US] (mar.4, 2010) "Pang [Model 359106962]"
Mobile Phones [US] (may.28, 2005) "Pang"
- SOURCES -
Game's ROM.
Machine's picture.