Accepted [+] [X] Decathlete [Model 610-0373-15] Update submitted by XtC
Decathlete (c) 1995 Sega.
A 3-D sports simulator.
- TECHNICAL -
Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0373-15
Screen orientation : Horizontal
Players: 2
Control: 8-way joystick
Buttons: 6
- TRIVIA -
Even if titlescreen says 1995, Decathlete was released in April 1996 in Japan.
- TIPS AND TRICKS -
* Shot-put and Discus Throw : By pushing the START button you can choose the direction of the wind. The wind blows to where the air-balloon is pointing.
* 100-Meters Dash : When the players are introduced press Right, Left and the button you use in other sports for selecting the angle. In this way the player will roll and go faster.
- PORTS -
* CONSOLES:
Sega Saturn [US] (1996) "Decathlete [Model 81115]"
Sega Saturn [JP] (1996) "DecAthlete [Model GS-9096]"
Sega Saturn [JP] (1997) "DecAthlete for SegaNet [Model GS-7110]"
Sega Saturn [JP] (1997) "DecAthlete [Satakore] [Model GS-9150]"
Sony PlayStation 2 (2004, "Sega Ages 2500 Vol. 15 : Decathlete Collection")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Bubble Bobble Update submitted by XtC
Bubble Bobble (c) 1986 Taito Corp.
One or two players take on the role of Bub and Bob, two cute dinosaurs who must battle through 100 platform-packed single screen levels to rescue their girlfriends. Bub and Bob are armed only with the ability to blow bubbles, in which the game's many enemies can be trapped and killed. The bubbles can also be used as temporary platforms, to help the dinosaurs reach previously inaccessible areas of a level.
Any trapped enemies who are not killed quickly enough will turn red and escape their bubble prison. These angry enemies are much faster than before, making them harder to kill. Enemies also become angry if players are taking too long to complete a level. Defeated enemies are turned into bonus fruit items that can be collected for points.
On many levels, bubbles containing fire, water or a lightning bolt appear. These can be burst by players to release their contents and destroy enemies. The fire bubble drops flames down onto the nearest platform, killing any enemies it hits. The lightning bubble sends a lightning bolt horizontally across the screen, its direction dictated by whichever side of the bubble the player hits to burst it. The water bubble releases a torrent of water that will quickly flow down the platforms to the bottom of the screen. Any enemies caught in the flow are killed.
Bubbles containing letters also appear. The aim is to collect the letters needed to spell the word E.X.T.E.N.D. which earns players an extra life.
The game's simple-yet-involving game-play saw Bubble Bobble become an instant classic. Its two-player co-operative mode, coupled with the incredible amount of hidden secrets and potential for strategic play - unheard of in the platform genre - would set the standard by which all other platform games were judged.
- TECHNICAL -
Main CPU : (2x) Zilog Z80 (@ 6 Mhz), Zilog Z80 (@ 3 Mhz), M6801 (@ 1 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), YM3526 (@ 3 Mhz)
Players : 2
Control : 2-Way Joystick
Buttons : 2
=> [1] Bubble, [2] Jump
- TRIVIA -
Bubble Bobble was released in August 1986.
This was one of the first games to feature multiple endings.
The title of this game, Bubble Bobble, is a cross between the words 'bubble' and the name of the heroes : Bub and Bob.
The enemies are named (Round number of initial appearance applies to 'Normal' mode. For information on 'Super' mode, please see the Romstar (US version) entry, Updates section :
'Zen-Chan' [aka 'Bubble Buster', 'Benzo'] - First appears in Round 1
'Mighta' [aka 'Stoner', 'Boris'] - First appears in Round 6
'Monsta' [aka 'Beluga', 'Blubba'] - First appears in Round 10
'PulPul' [aka 'Hullaballoon', 'Boaboa'] - First appears in Round 20
'Banebou' [aka 'Coiley', 'Bonnie-bo'] - First appears in Round 30
'Hidegonsu' [aka 'Incendo'] - First appears in round 40
'Drunk' [aka 'Willy Whistle', 'Bonner'] - First appears in Round 50
'Invader' [aka 'Super Socket'] - First appears in Round 60
'Super Drunk' [aka 'Grumple Gromit'] - the boss character whom Bub and Bob fight in the final round
'Skel-Monsta' [aka 'Baron Von Blubba'] - Appears when you take too much time in a round
'Rascal' [aka 'Rubblen'] - Appears when you linger too long in a secret room
The data code contains unused graphics of a full set of slot machine icons. These aren't used anywhere, there's no palette that fits them, and they wouldn't really fit anywhere either.
In 1996, Taito announced that they lost the original source code program to Bubble Bobble following a reorganization - when it came to the recent ports and sequels, they had to work from program disassembly, playing the game and (mainly) the various home computer ports.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'H.!', but go to the Tips and Tricks section for more information about 'SEX' :-)
Olly Cotton holds the official record for this game with 6,060,730 points on February 23, 2011.
Some bootlegs of this game are known as "Bobble Bobble" and "Super Bobble Bobble".
Alfa Records released a limited-edition soundtrack album for this game (Taito Game Music - 28XA-110) on January 25, 1987.
NES cover band The Advantage cover two songs from Bubble Bobble on their self-titled debut album released on April 6, 2004.
- SCORING -
Bursting a bubble : 10 points.
Killing one monster : 1,000 points.
Killing two monsters at once : 2,000 points.
Killing three monsters at once : 4,000 points.
Points double for each extra monster killed at any one time.
Normal Fruit : 700 points.
Bonus Score Items (popcorn, burger etc) : 500 - 4,000 points.
- TIPS AND TRICKS -
* Bubble Bobble is a game heavily relying on game-play and precise technique rather than graphics, and it features a series of special techniques and tricks a player can perform to maximize his or her score, make some rounds of the game easier or faster to finish or just to be able to survive or even finish a round. Some of these techniques have special nicknames, which may differ from player to player and from country to country.
'Kissing monsters' or just kissing means killing a monster by blowing a bubble at almost contact distance : the monster will be instantly bubbled and the bubble will be instantly popped, giving the visual effect of the player killing a monster with a 'kiss'. Some players flip their joysticks in the opposite direction after pressing the bubble buttons, giving more chances of an 'instant pop' and changing flight direction for the dead monster. This technique is useful in stages where monsters move too fast, bubbles last for too short of a time or it's otherwise hard to bubble them normally. Of course good timing is required for this technique to work.
'Riding bubbles' means keeping the jump button pressed when dropping on a bubble: if done correctly, instead of popping the bubble, your dragon will instead jump on it, possibly continuously, enabling him to 'ride' bubbles in order to reach otherwise unreachable areas. Some stages can't be finished without this technique.
'Climbing' is a step up from riding bubbles. It means standing at half a bubble distance from a wall, jumping and blowing a bubble almost simultaneously, jumping up from that bubble and blowing another bubble and so on. This is necessary if the air current pushes down bubbles but you need to climb up. Having the rapid-bubbling power-up (the yellow candy) makes climbing a lot easier, especially if you got the running shoes already.
'Bubbling oneself through' means 'riding a bubble' through the opening at the top of a stage or even just through the ceiling of a stage in order to appear at the lower part, like some flying monsters can do. This technique is required to finish some stages or to get unstuck from some places, or just to save time.
'Blowing against the wall' means blowing bubbles against wall at contact distance : the bubbles will pop immediately thus giving the player 10 points per bubble pop. This can be used to either increase a player's score, or to set a player's score to a specific amount, in order to do other tricks.
'Two equal digits' means using the 'blowing against the wall' technique or other score-adjusting techniques in order to make the two penultimate (100s and 10s places) digits of at least one player equal, e.g., 456770, before the last enemy bubble is burst. If done correctly and the score is not modified when this occurs, then all remaining non-special bubbles on screen will be turned to 700-point bonuses, whose appearance depends on the digit picked. E.g., 7 gives Chocolate Ice Creams, 3 gives Hamburgers, and so on.
Note : This trick is easier to do with two players (one player adjusts his score and the other bursts the bubbles), but it can also be done with only one player, although calculating exactly how much (and if) one's score will be modified when bursting the last enemy bubbles can be extremely complex, if not unpredictable, especially if there are very large and clustered bubble bunches.
Note : Rounds with numbers ending with 5 and 0 up to and including level 50 generate bonuses from bubbles automatically, though, and some rounds (including round 1) do it by default.
Internal Counters : An interesting (and exploitable) part of bubble bobble is that powerups are not entirely random. As with the two-digit trick, many internal counters in this game decide which special powers are available for collection. For example, rapid bubble shooting (a sweet in yellow wrapping), fast moving bubbles (a blue sweet), or fast moving bubbles (a blue sweet) appear shortly after either Bub or Bob jumps 51 times, pops 51 bubbles, or blows 51 bubbles. Also, running around a lot causes the speed powerup (red shoe) to appear. Keeping this is mind, it is possible to gain all power-ups with relative ease. Although there are many more counters that control various aspects of the game, one of particular interest is the letters forming the word EXTEND. Getting all 7 letters will end the current level and award the player with an extra life 'NICE 1P!' - these letters have a greater chance of appearing when more enemies are defeated simultaneously. Also, gathering three of the same letter causes candy canes to appear which in turn lead to a special big item at the end of the level!
* Unlimited Run And Rapid Fire : At the main title screen, press Left, Jump, Left, 1P, Left, Fire, Left, 1P. If this is done correctly there will be a message in the bottom left corner of the title screen a red POWER UP!.
* Original Bubble Bobble : At the title screen, press Shoot, Jump, Shoot, Jump, Shoot, Jump, Right, 1P. It will say at the bottom of screen ORIGINAL GAME. The game will give the PORTALS in some screens, if you can get in them you will get LOADS of diamonds.
* The 'Super Bubble Bobble' Code : this will change the Bubble Bobble logo in 'Super Bubble Bobble' and the game will change under several points of view : different platform colors, different order for monster appearances... The code that must be entered at the title screen to access Super Bubble Bobble is displayed at the end of the credits after you beat the game in 2 players, normal mode. The message is coded, but it hints you to enter the secret room in level 20 to get the key for decoding. If you do so, you enter the secret room, on the base of which there is an inscription. The first line is the coding of the alphabet, the other lines are coded advices to beat the final boss. The decoded 'secret message' is : SJBLRJSR (Start - Jump - Bubble - Left - Right - Jump - Start - Right)
The decoded advices in the secret rooms are :
Room in level 20 : IF YOU WANT TO BECOME THE OLD FIGURE, USE THE POWER OF YOUR FRIENDSHIP, AND FIGHT WITH ME! (hint to play in two player mode to defeat the final boss and see the real ending)
Room in level 30 : I ENCLOSE THESE MAGICAL MEDICINE HERE, BECAUSE THOSE ARE MY WORST FEARS... (hint to use the lighting bubble to beat the boss)
Room in level 40 : IF YOU WANT TO GET BACK YOUR LOVE OF TRUTH, YOU MUST HELP EACH OTHER UNTIL THE LAST... (hint to end the game in two player mode to see the real endings)
A little more trivia on Super Bubble Bobble : If you beat the game in Super mode, two players, you will discover that the final boss is your mother and father that were controlled by some unknown evil. By defeating the boss you free them and your girlfriends, and are reverted back to your original human form (the one you play "Rainbow Island" with).
* Secret Tombs : Make it to level 20 without dying and a door appears -- it leads to a 'secret tomb', a level full of diamonds. There are secret tombs at levels 20 and 30, also. Make it to level 50 without dying and a strange, bee-hive-shaped door appears; enter it and you warp to level 70. DON'T kill the Drunks on level 50, or the door disappears; bubble them and wait! Btw, with two players, only one of the players must survive unharmed to get the secret door.
* Paffing A Skel : Skel, also known as 'Baron Von Blubba', is that nasty white monster that comes after you when you've taken too long; with two players, two Skels will appear. If one player is killed by HIS Skel, then he can collide with his partner's Skel 'WHILE HE IS STILL FLICKERING'. If the player's icon is still flickering, the other player's Skel will disappear (poof!), with no harm to the once-slain character.
* Full Ending Sequence : Beat the game with two players in Super mode and you'll get the full end sequence.
* High Score Codes : after getting a high score, enter your initials as :
'SEX' - Pitch fork-flying cakes/vegetables/etc across the screen, turn enemies into 6k diamonds.
'TAK' - Octopus-turns bubbles into X's at end of level.
'STR' - Flamingo-turns bubbles into smiling turds at end of level.
'KTT' - Beer-turns bubbles into pizzas at end of level, what a perfect match !!!
'...' - Knife-flying cakes/vegetables/etc across the screen, turn enemies into 6k diamonds.
'I.F', 'MTJ', 'NSO', 'KIM', 'YSH' - Coke can-flying sunflowers across the screen, turn enemies into 6k diamonds.
* A full map is viewable here: www.arcade-history.com/index.php?page=articles&num=14
- SERIES -
1. Bubble Bobble (1986, Arcade)
2. Rainbow Islands - The Story of Bubble Bobble 2 (1987, Arcade)
3. Parasol Stars - The Story of Bubble Bobble III [Model TP03017] (1991, PC-Engine)
4. Bubble Bobble Part 2 (1993, Famicom)
5. Bubble Bobble II (1994, Arcade)
6. Bubble Memories - The Story of Bubble Bobble III (1996, Arcade)
7. Rainbow Islands - Putty's Party (2000, Wonderswan)
8. Bubble Bobble Revolution (2005, DS)
9. New Rainbow Islands (2005, DS)
10. Bubble Bobble Evolution (2006, PSP)
11. Bubble Bobble Double Shot (2007, DS)
12. Rainbow Islands Towering Adventure! (2009, WiiWare)
13. Bubble Bobble Plus! (2009, WiiWare)
14. Bubble Bobble Neo! (2009, XBLA)
- STAFF -
Game design & Character : Fukio Mitsuji (MTJ)
Software programmers : Ichiro Fujisue (ICH), Nishiyori (NSO)
Sound creator : Tadashi Kimijima (KIM)
Instruction : Yoshida (YSH)
Hardware : Fujimoto (KTU), Seigo Sakamoto (SAK)
- PORTS -
NOTE: These are only non-US ports. For a list ports released in the US, please see the Romstar (US version) entry.
* CONSOLES:
Nintendo Famicom Disk System [JP] (oct.30, 1987) "Bubble Bobble [Model TFD-BUB]"
Sega Mark III/Master System [JP] (jul.2, 1988) "Final Bubble Bobble [Model G-1362]"
[EU] Nintendo NES [AU] (1990) "Bubble Bobble [Model NES-B2]"
[EU] Sega Master System (1992) "Bubble Bobble [Model 7077]"
Sega Master System [BR] (1994) "Dragon Maze"
[EU] Sega Saturn (1996) "Bubble Bobble also featuring Rainbow Islands [Model T-8131H-50]"
[EU] Sony PlayStation (1996) "Bubble Bobble also featuring Rainbow Islands [Model SLES-00448]"
[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]"
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"
[JP] Sony PS4 [PSN] (jan.29, 2016) "Arcade Archives - Bubble Bobble [Model CUSA-03711]"
Sony PlayStation 4 [PSN] [EU] [AU] (apr.1, 2016) "Arcade Archives - Bubble Bobble [Model CUSA-03943]"
* HANDHELDS:
[EU] Nintendo Game Boy (1991) "Bubble Bobble [Model DMG-B2-NOE]"
[JP] Nintendo Game Boy (dec.7, 1990) "Bubble Bobble [Model DMG-B2A]"
[JP] Nintendo GBA (jul.25, 2002) "Bubble Bobble - Old & New [Model AGB-A2BJ-JPN]"
[EU] Nintendo GBA (mar.14, 2003) "Bubble Bobble - Old & New [Model AGB-AONP-EUR]"
* COMPUTERS:
[EU] Commodore C64 (1987)
[EU] Sinclair ZX Spectrum (1987)
[EU] Atari ST (1987)
[EU] Commodore Amiga (1987)
[EU] Amstrad CPC (1987) : released by Firebird; re-released by Ocean in 1988.
[EU] Amstrad CPC (1988) "Les Défis de Taito"
Amstrad CPC [EU] (1988) "Taito Coin-Op Hits"
MSX [Tape] [JP] (1988)
MSX2 [Disk] [JP]
[JP] Sharp X68000 (1989)
[EU] Amstrad CPC (199?) "Les Monuments D'Arcade"
[EU] Amstrad CPC (1990) "Le Monde des Merveilles"
Amstrad CPC [JP] (1991) "Addicted To Fun - Rainbow Collection"
FM Towns PC [JP] (1993)
PC [MS-DOS, CD-ROM] [EU] (sept.30, 1996) "Bubble Bobble featuring Rainbow Islands"
[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Big Run - The Supreme 4WD Challenge [Upright model] Update submitted by XtC
Big Run - The Supreme 4WD Challenge [Upright model] (c) 1989 Jaleco.
A Driving game.
- TRIVIA -
Released in December 1989.
Also released as "Big Run - The Supreme 4WD Challenge [Sitdown model]".
- SERIES -
1. Big Run - The Supreme 4WD Challenge [Sitdown model] (1989)
2. Big Run - The Supreme 4WD Challenge [Upright model] (1989)
2. Big Run - The Supreme 4WD Challenge - 13e Rallye (1991, Nintendo Super Famicom)
- PORTS -
* COMPUTERS:
Atari ST (1992)
Commodore Amiga (1992)
- SOURCES -
Machine's picture.
Accepted [+] [X] Asteroids Deluxe Update submitted by XtC
Asteroids Deluxe (c) 1981 Atari, Incorporated.
Asteroids Deluxe is a 1 or 2-player game with an X-Y or vector-generator monitor. The game depicts a third-person view of a player's spaceship battling to destroy asteroids, flying saucers and enemy ships or 'death stars' (shaped like clusters of triangles). When hit, the asteroids and death stars will break into progressively smaller pieces.
Players can put up an octagon-shaped 'shield' to temporarily protect their spaceship. However, this shield wears out with use.
Large asteroids appear and drift in from the outer edges of the display. By pressing the ROTATE LEFT and ROTATE RIGHT pushbuttons on the control panel, the player may aim a spaceship toward any of the asteroids. The player uses the FIRE pushbutton to shoot at the asteroids and other objects.
When shot, each large asteroid divides into two medium-sized asteroids, and the game adds 20 points to the player's score. Medium-sized asteroids, when shot, divide into two small-sized asteroids, and the game awards 50 points to the player. When shot the smallest asteroid disappears and the game adds 100 points to the player's score.
In addition to asteroids, the players can score points for shooting the various enemy ships. When hit, the large ships ('death stars' shaped like hexagons) score 50 points and break into three diamond shapes. The medium-sized enemy or diamond, when hit, grants the player 100 points and breaks into two small triangular pieces. These small pieces disappear when the player hits them, and the score increases by 200 points.
At any time during game play, a flying saucer may appear from either side of the display. The game awards players 200 points for shooting a large saucer and 1,000 points for a small saucer (the latter is a smaller target for players, though not any faster moving than the large one. It also shoots more accurately).
The player's objective in the game is to shoot and destroy as many asteroids, saucers, and enemy ships as possible before all his or her spaceships are destroyed. A ship is destroyed if an asteroid, saucer or enemy ship smashes into it, or if a flying saucer shoots it. To prevent losing a ship, the player may press the THRUST pushbutton to move out of the path of an oncoming object.
As an emergency maneuver, a player can press the Shields button. An octagon will then appear around the player's ship as protection from all enemies. For challenge the shield power lasts only about 10 seconds, but the power is renewed with each ship. The amount of shielding power available is shown by the brightness of the octagon (dim means almost exhausted power).
- CAST OF CHARACTERS -
Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and use the shields if you feel you are in danger.
Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to two Medium Asteroids.
Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving, shooting one of these will result in two Small Asteroids.
Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, it will vaporize.
Hexagon - This addition to Asteroids appears when the stage is nearly free of rocks. It floats in one direction until it is shot.
Diamond - When the Hexagon is shot it breaks up in to three separate diamonds. These begin to track and slowly follow you.
Triangle - When a Diamond is shot it breaks up in to two separate triangles. These will move very quickly and zero in on you if you don't destroy them fast enough.
Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. Approximately one out of every four shots will be aimed directly at your ship. They will also target Hexagons if any are on the screen at the same time.
Small Saucer - The small saucers are deadlier than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.
- TECHNICAL -
This particular machine was released in three different formats; an upright, a cabaret, and a cocktail, with the upright being the most common, and the cabaret being the least common. All three versions were nearly pin compatible with an original "Asteroids" board-set, only a few wires had to be swapped.
* The upright was a rather interesting looking design that actually bulged out toward the player from the control panel on up. Atari went all out with the side-art on this one, it completely covers the sides from the floor to the top of the machine (it is a scene of a ship in an asteroid field, similar to the one on "Asteroids", but more detailed). The control panel layout is a little more subdued than the red, white, and blue monstrosity on the original "Asteroids". Just a dark surface, a few instructions, and some buttons (this title, like the original, did not use a joystick, although it plays well with one).
* The cocktail version was almost identical in appearance to the original "Asteroids" cocktail (and just about every other Atari cocktail). It was black and woodgrain, with only a minimum of ornamentation behind the glass.
* The cabaret version (a cabaret is a mini upright that is less than five feet tall), is an ugly little creature, with woodgrain sides and a black front. The nameplate is down low on the machine near the coin mechs (which makes the game hard to identify at first).
* Upright dimensions : 71in. (180.34cm) high x 26,75in. (67.95cm) wide x 25.25in. (64.14cm) deep. Weight : 313 lbs (140.85 kg). Monitor : 19in. QuadraScan.
* Cabaret dimensions : 54.25in. (137.79cm) high x 20,44in. (51.91cm) wide x 23.75in. (60.32cm) deep. Weight : 193 lbs (86.85 kg). Monitor : 15in. QuadraScan.
* Cocktail dimensions : adjustable from 21.5in. to 27in. high x 32in. (80.5cm) wide x 24in. (60cm) deep. Weight : 164 lbs (73.8 kg). Monitor : 15in. Quadrascan.
Game ID : 0351xx
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : Discrete, POKEY (Pot Keyboard Integrated Circuit)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Buttons : 5
=> LEFT, RIGHT, FIRE, THRUST, SHIELD
- TRIVIA -
Asteroids Deluxe was released in March 1981, selling at an MSRP of $2095 (Upright). Approximately 22,300 units were produced (exactly 18142 uprights).
The original "Asteroids" proved to be wildly popular, but there was one problem. The game was simply too easy for expert players (many people could play for hours on a single quarter). So Atari decided to make a more difficult sequel, Asteroids Deluxe. They succeeded a little too well, and had to scale the difficulty back after their initial version proved to be too difficult for the average player. This game was created out of modified "Asteroids" code. At the same time this game was being produced, "Space Duel" was in the works, but was shelved as Asteroids Deluxe was green-lighted for production. Despite its similarities to the hugely popular original, Asteroids Deluxe was a commercial flop and Atari later released "Space Duel" to moderate success.
Asteroids Deluxe features modified game-play intentionally designed to challenge players who had mastered the original "Asteroids" :
1) The addition of new ships. When hit, the large ships ('death stars' shaped like hexagons) break into three diamond shapes. The medium-sized enemy or diamond, when hit, breaks into two small triangular pieces. These small pieces disappear when the player hits them. The diamond and triangular ships pursue the player's ship until killed.
2) The small and large UFO's have been improved :
a) Their shots now 'wrap-around' the screen. This means that a shot fired off the right or left side will re-enter the screen on the left or right side.
b) The accuracy of the large UFO's shots have been improved. Now every one out of four shots are aimed at the player's spaceship. If there are no other targets, all shots go toward the player's spaceship.
3) The player's ship was redesigned to include two side fins and a narrower body, keeping the overall ship dimensions identical to the original game. The ship has the same maximum velocity as in "Asteroids", but can accelerate twice as fast.
4) The high score now 'rolls over' at 999,999 points instead of 99,999 points.
5) A graphic overlay has been added to give the game more of a feeling of depth. It also makes it slightly harder to see the vector graphics.
6) The hyperspace button has been replaced by a shield. The shield lasts 10-12 seconds per spaceship and cannot be recharged.
7) Firing is now automatic, holding down the fire button will release a maximum of four shots (on screen) at a time.
Although the attract screen claims a 1980 copyright, the game was officially introduced in March of 1981. The front glass on the upright was originally square with the cabinet - this produced an unpleasant 'glare' on the screen. Atari later released a 'glare reduction kit' which provided an angled glass frontage to be fitted onto the cabinet thereby reducing the glare. Once applied, the kit enclosed the speaker which resulted in deeper base tones.
John McAllister hold the official record for this game with 3,333,360 points set February 12, 2009.
An Asteroids Deluxe unit appears in the 1982 movie 'Tron', in the 1982 movie 'The Thing' and in the 1984 movie 'Night of the Comet'.
An Asteroids Deluxe upright cabinet appears in the Judas Priest music video 'Freewheel Burning'.
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".
- UPDATES -
There are two versions of the software; the original release proved to be so difficult that Atari released a revised version that had easier game-play. This new version was originally introduced in Europe and is often referred to as the 'European Version'. Determining the version can be discerned by noting the first appearance of a 'death star' - in the original version this is near the end of the second wave; in the revised version it appears near the end of the first wave and moves much more slowly.
- SCORING -
Large Asteroids : 20 points
Medium Asteroids : 50 points
Small Asteroids : 100 points
'Death Star' (Hexagon Shaped Ship) aka 'Snowflake' : 50 points
Diamond Shaped Ship : 100 points
Triangular Shaped Ship : 200 points
Large Saucer : 200 points
Small Saucer : 1,000 points
- TIPS AND TRICKS -
* When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :
Round 1 : 4
Round 2 : 5
Round 3 : 6
Round 4 : 7
Round 5 : 8
Round 6 and up : 9
Your job is to blast those rocks, however, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 24 asteroids on the screen at any one time. If the screen already contains 24 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
In addition, you have to contend with large and small saucers and the 'death stars'. On the first couple of screens, you can sit in the middle and blast rocks. Be aware that a saucer will enter which will cause you to move lest you be hit by its shots. In addition :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Your shields have a maximum life expectancy of 17 seconds. Each collision with a rock takes away about six seconds of shield time. Once your shield runs down, it can not be recharged. In other words : use your shields as little as possible.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1,000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1,000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
5) Unlike in "Asteroids", the small saucers fire a greater number of shots so hunting is more of a challenge.
6) After 60,000 points, the accuracy of both UFO's goes up dramatically.
* The 'death stars' make their appearance in either the first or second wave :
1) It appears on the screen just lazily floating around. It can only be broken open by laser fire (yours or the saucer's).
2) Once open, the pieces pursue the player. Hitting one of the diamond-shaped pieces breaks it into two triangular pieces.
3) The best way to defeat this enemy is to accelerate forward, then turn quickly while shooting. This causes you to fly backwards while shooting at the pieces.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1988)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)
- STAFF -
Programmed by: Dave Shepperd
- PORTS -
* CONSOLES:
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
[US] [EU] Microsoft XBOX 360 [XBLA] (nov.28, 2007)
[US] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 (nov.1,2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (mar.8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"
[EU] Blaze Evercade (2021) "Atari Arcade 1"
* COMPUTERS:
BBC Micro Model B [EU] (1984) : Atarisoft
[EU] Atari ST (1987)
[US] PC [MS Windows, CD-ROM] (apr.4, 1998) "Atari Arcade Hits 2"
[EU] PC [MS Windows, CD-ROM] (2000) "Atari Arcade Hits 2"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Mobile Phones (sept.7, 2004)
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (feb.2006) "Atari Masterpieces Vol. II"
[EU] Nokia N-Gage (mar.30, 2006) "Atari Masterpieces Vol. II"
[US] Atari Flashback 2+ (2010) : Atari 2600 version
[US] Windows Mobile (feb.23, 2011) "Game Room - Asteroids Deluxe"
[US] Apple Store (2012) "Atari Greatest Hits"
[US] Google Play (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Popeye [Model TPP2-UP] Update submitted by XtC
Popeye (c) 1982 Nintendo.
Popeye is a platform game featuring characters from the famous King Features Syndicate cartoon show of the same name. The aim of the game is to rescue Popeye's girlfriend, Olive Oyl. This is achieved by catching a set number of objects thrown down by Olive from the top of the screen; such as hearts, letters and musical notes. Popeye is constantly pursued in his quest by love rival, Brutus (originally known as Bluto). Popeye must either run away from Brutus or grab some spinach and punch him off the screen (he will, of course, return).
Should any of Olive Oyl's items fail to be caught, they will fall into the water at the bottom of the screen. Popeye will then have only a few seconds to retrieve the object or a life is lost. Several other Popeye characters also make an appearance in the game; namely Wimpy, Swee'Pea, the Sea Hag, and her vulture Bernard. The game's three levels are the dock scene, the street scene and the shipboard scene. These repeat with increasing difficulty.
- TECHNICAL -
Most Popeye machines were upright cabinets, but cocktails were also available. The upright was in the standard Nintendo cabinet, the same one used in "Donkey Kong", "Donkey Kong Jr.", "Radar Scope", "Donkey Kong 3", and "Sky Skipper". Almost all other Nintendo titles used alternate versions of this same cabinet. "Mario Bros." was wider, "Punch-Out!!" was taller, etc., but they were still nearly identical. A dedicated Popeye machine will be blue, although you will sometimes see them in different colors (non-blue Popeyes are conversion cabinets).
Model No. TPP2-UP
Main CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : General Instrument AY8910 (@ 2 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 1 (PUNCH)
- TRIVIA -
Popeye was released in December 1982 in Japan.
Licensed to Atari for distribution in Ireland and Great Britain.
* Popeye From Strip To Screen:
Popeye the Sailor, one of the most enduring characters in animation history, began not in motion pictures but in E.C. 'Elzie' Segar's 'Thimble Theater' comic strip. Born in Illinois, Segar began cartooning in Chicago in 1914. Graduating to his own strip for the Chicago American, Segar was then hired in 1919 by Hearst's New York Evening Journal to create the syndicated 'Thimble Theater' strip. 'Thimble Theater' depicted the adventures of Ham Gravy, his girlfriend Olive Oyl and her brother Castor. The venture was a success, expanding to an additional Sunday color page in 1924. Segar's comic strip used complex, rambling and frequently eerie narratives that attracted a devoted following, but it lacked strong central characters. In the 'Thimble Theater' of January 17, 1929, Ham and Castor decided to hire a crew to sail in search of the legendary Whiffle Hen. Walking up to a grizzled one-eyed mariner on a dock, Castor asked him, "Are you a sailor?" "`Ja think I'm a cowboy?" came the reply, introducing Popeye to readers.
* Move Over, Ham Gravy:
Over a period of months, Popeye developed from a supporting character to the central figure in the hunt for the Whiffle Hen. When Segar finally brought the narrative to a close and tried to retire the sailor, outraged fans contacted the Hearst syndicate demanding more adventures with Popeye. Segar obliged them : the sailor replaced Ham as Olive's love interest, Castor Oyl was reduced to infrequent appearances, and the strip was renamed 'Thimble Theater, Starring Popeye'.
The early 1930s was a period of keen competition among American animation studios for market share. Central to the business strategy of most studios was the development of cartoon 'stars' whose popularity would ensure bookings by major theater chains. Disney followed the success of Mickey Mouse by developing new characters like Donald Duck and Goofy up from supporting roles in Mickey Mouse cartoons. Similar strategies were tried at Warner Bros., where Bugs Bunny and Daffy Duck evolved from secondary roles in films starring other animated characters. One of the earliest examples of this took place at the Fleischer Studios, Inc. in New York, where the unpopular starring canine character Bimbo was matched up with a girlfriend in Dizzy Dishes (1930). The girlfriend eventually developed into Betty Boop, the studio's major character. With the popularity of Betty Boop at a peak in 1932, brothers Max and Dave Fleischer decided to introduce a new film series which would include another character to grow into a star. Fleischer rival Van Beuren Corporation had already signed an agreement to bring Otto Soglow's strip 'The Little King' to the screen. Max Fleischer, who was a great fan of Segar's strip, approached Hearst's King Features Syndicate for the right to use Popeye. The two companies signed an agreement on November 17, 1932.
* Betty introduces Popeye to the Big Screen:
The production of the first Popeye film took place in secrecy. Veteran animator Roland Crandall was given space apart from the rest of the studio. There, he single-handedly animated the entire cartoon, aided only by the inclusion of some Shamus Culhane animation recycled from the earlier Betty Boop's Bamboo Isle (1932). The results were so satisfying that even before the film was released, the Fleischers and King Features amended the agreement granting the studio the right to produce and release animated cartoons featuring Popeye for a five year period.
Crandall's film 'Betty Boop Presents Popeye The Sailor' opened in the summer of 1933 as part of the 'Betty Boop' series. After a prologue in which newspapers herald the sailor's film debut, and Popeye sings 'I'm Popeye the Sailor Man', the film featured what was to be the standard 'Popeye' series plot, re-enacted with variations by the Fleischers for the next decade. Olive waits for Popeye to disembark from his ship at the dock. Bluto follows the couple to a fairground, where the two sailors compete for Olive's attentions through feats of strength. Bluto abducts Olive and ties her to a train track. As the locomotive approaches, Popeye and Bluto fight. Popeye defeats Bluto, and, through the magical powers of spinach, is able to stop the train and save Olive Oyl. Here, we see the essential difference between the Segar and Fleischer sense of narrative. Segar reveled in picaresque plots that coursed in unexpected directions for up to two years, exploring every novel twist and nuance of narrative. In anticipation of post-modernism, the very concept of plot was old-fashioned to the Fleischers. Hackneyed and ritualized story conventions were torn apart, recombined in odd juxtapositions, and satirized in endless variations.
The Fleischer Popeye cartoons were an instant success. "It might have been just a fluke, a lucky break, that the Segar characters fit the Fleischer style so well", recalls former Popeye animator Myron Waldman. "The animation of Olive Oyl in the mid-1930s was perfect. It fit her. The character had no elbows and the most prominent knees. When she spoke, the voice fit too. This was character. That's what made her so good".
* Step Aside, Mickey:
Segar's characters were not the only things consistent with the Fleischer style. Both Segar and the Fleischer staff shared a fondness for a poetically improvisational language. When Popeye's original voice artist, William 'Red Pepper Sam' Costello, left after the first few pictures, he was replaced by a studio in-between named Jack Mercer. Much of the dialogs of the Popeye cartoons was post-synched with little attention to synchronized mouth action. Mercer, Mae Questel (Olive's voice, except for the 1938-41 period, when Margie Hines was the voice artist) and William Penell or Gus Wickie, who voiced Bluto, often ad-libbed dialogs during recording sessions, particularly Popeye's 'asides' and pun-filled conversations. Added to this was a progressive softening and increased complexity of Popeye's character, paralleling changes in the strip. Popeye cartoons became the Fleischers' leading attraction. By 1938, Popeye replaced Mickey Mouse as the most popular cartoon character in America.
The Fleischers rummaged through the Segar strip for supporting characters. Bluto, the animated series' antagonist, was a minor character in the Segar strip, appearing only in 1933's 'The Eighth Sea'. Longer-lived strip characters that joined Popeye on the screen included hamburger maven J. Wellington Wimpy, Swee'Pea, Eugene the Jeep and Poopdeck Pappy. While in the comic strip, Popeye gained his great strength from rubbing the Whiffle Hen, the Fleischers added the gimmick of Popeye's power being largely dependent on the ingestion of spinach. Farmers in America's self-styled 'spinach capital' of Crystal City, Texas set up a statue of Popeye in gratitude for the publicity.
As early as 1935, the Fleischers sought backing for a feature-length animated film from their distributor Paramount. Paramount refused to risk money on a feature. In an attempt to persuade the company that longer animated films could be profitable, Max Fleischer initiated the production of three two-reel color 'specials' starring Popeye, beginning with 'Popeye The Sailor Meets Sinbad The Sailor' (1936). Although these 'specials' were often billed over their accompanying feature, Paramount still refused to back the animated feature.
Conditions changed after the success of Disney's 'Snow White And The Seven Dwarfs' (1937) and the Fleischers received money for the eighty minute Gulliver's Travels. According to some sources, the film was originally to have Popeye in the role of Gulliver, but the idea was scrapped early in the planning stages. Perhaps this was unwise. According to internal Paramount correspondence, the Popeye shorts were far more profitable to Paramount than Disney's films were to his distributor, RKO. The sailor's box-office appeal might have helped the Fleischer features. Gulliver's Travels (1938) and the company's next feature, Mr. Bug Goes To Town (1941), bombed, leading to the failure of Fleischer Studios, Inc.
* Post-Fleischer Popeye:
The successor company, Famous Studios, continued with the production of Popeye cartoons. Many of these were remakes of earlier Fleischer films. Much of the supporting cast of the Fleischer versions were replaced by new characters, such as identical nephews Pip-Eye, Peep-Eye, Poop-Eye and Pup-Eye. A redesign of the major characters included white U.S. Navy uniforms for Bluto and Popeye (in keeping with their war-time service in the armed forces), and more comely fashions for Olive. Upgraded technology, including the introduction of color to the series in 1943 with Her Honor The Mare and 3-D in Popeye The Ace Of Space (1953), tried to rejuvenate the series. None of these strategies were able to breathe much life into the films. Spooky Swabs (1957) brought theatrical release of Popeye films to a close.
The success of the black and white Popeye cartoons on television in the 1950s inspired several revivals of the series by such talents as Gene Deitch, John Halas and Joy Batchelor, Jack Kinney, and Hanna-Barbera. Hampered by limited budgets and rushed production schedules, none of these came close to the Fleischer or Famous theatrical versions. The less said about Robert Altman's live-action feature with Robin Williams and Shelley Duvall as Popeye and Olive Oyl, the better. What has endured are the original qualities of the Segar and Fleischer works. In fact, Segar's strips have been reissued by Nostalgia Press and the Smithsonian Press. The earlier Fleischer films, which shared the shabby urban or surreal exotic locations and working-class orientation of the Segar originals, retain a vitality and charm that still appeal to a large group of devoted fans today.
* Bluto/Brutus issue:
Bluto's name was changed to Brutus after the theatrical Popeye cartoon series went out of production in 1957. It was wrongly believed that Paramount Pictures, distributors of the Fleisher Studios cartoon, owned the rights to the name Bluto. (King Features owned the name all along as Bluto had been originally created for the comic strip.) However, with poor research, they couldn't realize this, and renamed him Brutus to avoid copyright problems. "Brutus" appeared in the 1960-1962 Popeye television cartoons (with his physical appearance changed, making him obese rather than muscular), but he is again "Bluto" (and back to his original muscular physique) in the 1978 Hanna-Barbera Popeye series and the 1980 live-action Popeye movie, as well as the 1987 Popeye and Son series also by Hanna-Barbera. The character was named Bluto in the 2004 movie "Popeye's Voyage: The Quest for Pappy". Nintendo used the name "Brutus" for the character in this arcade game.
- UPDATES -
REVISION D (used on most Popeye machines):
* Dock scene has a black background.
* Default high score is 32,600.
* First nickname on the default high score table is GET.
* Spinach can only be used once per round, and it is not restored after you lose a life.
* The ladder at the center of the dock scene can only be used to go down.
* Extra Life dip-switch can be set at 40,000, 60,000, 80,000, or None. The default is 40,000, meaning you get an extra life at 40,000 points.
REVISION F (designed especially for novice players):
* Dock scene has a colored background.
* Default high score is smaller than on Revision D : 25,600.
* First nickname on the default high score table is KAC.
* Spinach is restored after you lose a life.
* The ladder at the center of the dock scene can be used to go up or down.
* Extra Life dip-switch can be set at 20,000, 30,000, 50,000, or None, with 20,000 as the default.
BOOTLEG:
* No copyright in bootleg set 1 (the copyright is present in bootleg sets 2 and 3).
- SCORING -
Collecting a heart, note, or letter on the...
1st floor: 50 points(1)
2nd floor: 100 points(1)
3rd floor: 300 points(1)
4th floor: 500 points(1)
Punching the punch-bag: 30 points
Punching a bottle: 100 points
Punching a skull: 100 points
Punching Bernard: 1,000 points
Using Spinach power to knock Brutus into the water : 3,000 points
Dropping the bucket on Brutus' head when he's on the...
1st floor: 4,000 points
2nd floor: 2,000 points
3rd floor: 1,000 points
Hitting Swee'Pea's platform from below : 500 points(1)
NOTE: The Punch button is not required to punch Brutus or Bernard when Popeye has Spinach power.
(1) denotes values that are doubled if Popeye has Spinach power.
- TIPS AND TRICKS -
* A Display Glitch : On the street scene, you can stand at the point on the edge where you 'wraparound' and if you punch a bottle in the right spot, it'll erase part of the 'THRU' sign. This can be done on both sides.
* ROUND 1 - Dock Scene:
1) On this scene, Olive Oyl stands at the top of the screen and throw hearts (24 of them, one at a time) down to the bottom, hoping that Popeye will catch them all. If a heart reaches the bottom of the screen, you will have about 10 seconds to pick it up before it breaks, costing you one life. Try to catch the hearts as high as possible, since they decrease in value as they get closer to the bottom.
2) When Brutus harasses you, cross the edge of the screen from left to right and wait for him to stop directly underneath the bucket. Hit the punching bag at this point and the bucket will fall onto his head, rendering him helpless for a while. This will score you points based on which floor Brutus is on when you hit him (see Scoring above) and give you some time to catch a few more hearts.
3) Like in the cartoons, Popeye becomes stronger after eating Spinach. A can of Spinach moves between the second and third floors of the screen and you can have Popeye eat it by punching the can. Afterwards, Popeye will turn red and become stronger than Brutus for about 10 seconds (shorter in later levels). If you can punch Brutus during this time (you do not need to use the Punch button), he falls into the water, temporarily knocking him out, and you will be awarded 3,000 points.
4) Brutus will eventually recover so make good use of this time by catching as many falling hearts as possible. They don't move, and they are worth twice as much when Popeye is under the influence of Spinach, so catching some of the higher hearts can really help your score. And since extra lives are only awarded at a very high score (40,000 points by default on most machines, and 20,000 points by default on Revision F machines; see Updates above), you should be as greedy as possible.
5) Spinach can only be used once per level, and it is never restored after you lose a life (except in Revision F, see Updates above). Do not use it too soon. Collect about two thirds of the total number of hearts, and have as many hearts fill the air as possible before getting the Spinach.
6) If you want to risk getting 4,000 points instead of 2,000, do not use the punching bag immediately. Wait until you have knocked out Brutus using Spinach power, and position Popeye to the punching bag. After Brutus comes out of the sea, he will move underneath the bucket on the bottom floor. With some practice and timing you should be able to drop the bucket onto his head for 4,000 points. NOTE : Touching Brutus while the bucket is on his head is not fatal. But be careful, because after the bucket comes off he can easily knock out Popeye.
7) To make up for his lumbering slowness, Brutus is capable of throwing beer bottles at Popeye. You should try to force him to throw bottles as often as possible (four at a time) instead of avoiding them, so you can score extra points.
8) The Sea Hag also throws bottles, except she only throws one at a time. The Sea Hag materializes on the edge of the screen for a moment, chucks a bottle, and disappears. She can also be on both sides of the screen at once. So if you are caught between two Sea Hags or between Brutus and the Sea Hag, you will have to be quick on the joystick and the Punch button to survive.
* ROUND 2 - Street Scene:
This scene is much like the dock scene, except Olive Oyl is now dropping musical notes (16 of them, one at a time). The major difference is the layout, with Wimpy on the plank in the lower left corner. If Popeye jumps off the second floor, he will be catapulted up to the third floor. With some careful timing, you can even make Popeye leap all the way up to the fourth floor, where Swee'Pea is waiting on a balloon platform. Touching the bottom of Swee'Pea's platform will score 500 points (1,000 points while under the influence of Spinach).
* ROUND 3 - Shipboard Scene:
1) The setting for this scene is a ship, with a sliding platform on the top floor. The scene opens with Bernard, the Sea Hag's pet vulture, carrying Olive Oyl to the mast at the top. This intro is only shown the first time you play the shipboard scene.
2) To start the round, you should be able to slide Popeye across the moving platform on the fourth floor several times, catching the letters H-E-L-P that Olive Oyl is dropping from directly above.
3) Every time Popeye catches a letter, one step is added to a ladder which goes up to Olive Oyl. When the ladder is finished, Olive Oyl is rescued. This is the most difficult scene because a total of 24 letters are needed to complete the ladder and save Olive Oyl. Bernard will constantly appear from the left side of the screen. While sliding back and forth across the platform, you should try to punch Bernard as many times as possible, to score 1,000 points per punch.
4) After Popeye has rescued Olive Oyl on the shipboard scene, there will be an intermission that will have Popeye's face while "I'm Popeye The Sailor Man" plays followed by Popeye blowing his pipe and going "Toot! Toot!". Afterwards, the game begins again from the dock scene with increased difficulty.
On all three scenes, Brutus can reach from underneath or bend down from higher floors to lower ones. Be careful that you are not directly above or below him when he does this.
When the game restarts from the dock scene with increased difficulty, the Sea Hag will start throwing down deadly bouncing skulls from the edges of the screen that must be punched when they are bouncing upward. You must also make sure that there are no skulls directly above Popeye, since they drop down a floor or two and hit him on the head. The Sea Hag only throws skulls on the dock and street scenes, not on the shipboard scene.
Continue to avoid Brutus, Bernard, the beer bottles, and the skulls, and keep catching whatever Olive Oyl throws down.
- PORTS -
* CONSOLES:
[FR] Philips G7000 Videopac (1982)
[US] Atari 2600 (1983)
[US] Atari 5200 (1983)
[BR] Philips Odyssey² (1983)
[US] ColecoVision (1983)
[US] Intellivision (1983)
[JP] Nintendo Famicom (jul.15, 1983) "Popeye [Model HVC-PP]"
[EU] Nintendo NES (sept.1, 1986) "Popeye [Model NES-PP]"
* COMPUTERS:
[US] Atari 8-bit (1983)
[EU] Commodore C64 (1984)
[US] TI-99/4A (1984)
* OTHERS:
[US] Mobile [Java ME] (2008)
- SOURCES -
Game's ROM.
Accepted [+] [X] Radikal Bikers Update submitted by XtC
Radikal Bikers (c) 1998 Gaelco.
Radikal Bikers is an abstract racing game set in the Mediterranean, in which players take on the role of a pizza delivery driver. The goal is to deliver pizza before the rival delivery driver and before the timer expires. Each player-character rides an Italian scooter as they navigate through heavy traffic and tight, twisting roads.
The game has three selectable locations and difficulty levels, appropriately represented as increasingly spicy pizzas: Margherita (easy, set in Milan), Capricciosa (medium, set in Rome) and Diabola (hard, set in Naples). Each location features four races and if players beat four races in a level, they will progress to the next stage for free. The urban setting allows for interaction with many different elements: cars, vans, windows, fences, people, etc.
Each circuit has many shortcuts and alternate routes, and to further aid the players, numerous power-ups can be picked up:
* Power Kick - Indicated by the bomb, allows players to blow up cars by kicking them for bonus points.
* Turbo - Indicated by the letter T, gives a temporary speed boost (incompatible with Power Kick).
* Extra Points - Indicated by the $, awards a bonus of 3000 points.
* Extra Time - Indicated by an hourglass, award 1 extra second of time.
* The Joker - Indicated by the ? gives a random power-up or extra points.
The four selectable player-characters are:
* Carlo - From "Paolo's Maniak Pizza".
* Gino - From "Frenzy Mario Pizza".
* Nina - From "Paolo's Maniak Pizza".
* Sofia - From "Frenzy Mario Pizza".
- TECHNICAL -
Main CPU : Motorola 68EC020 (@ 25 Mhz), TMS32031 (@ 50 Mhz)
Sound CPU : ADSP2115 (@ 16 Mhz)
Sound Chips : (4x) DMA-driven (@ 16 Mhz)
Players : 1
- TRIVIA -
Released in March 1998.
Licensed to SNK for Japanese sales.
The main characters use a scooter from 'Italjet', a very famous Italian manufacturer now defunct (in 2001), which is also very well known in Spain. The model used in the game is similar to the 'Dragster' model.
- STAFF -
Product Manager: Josep Quingles
Game Designer: Xavi Arrebola G.
Scenary: Toni Lopez, Francesc Fradera
Character: Toni Rodríguez
Animation: Manuel Matamoros
Program: Enric Vives, Diego Campos
Music: Joan Sanmarti
Artistic Adviser: Elisa Anechina
- PORTS -
* CONSOLES:
[EU] Sony PlayStation (1999) "Radikal Bikers [Model SLES-01943]"
* HANDHELDS:
[EU] Nintendo Game Boy Color : Release cancelled, only a prototype cartridge exists.
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Official website: http://www.gaelco.es/pages/juegos/radikal.htm
Accepted [+] [X] Baseball [Model HVC-BA] Update submitted by XtC
ベースボール (c) 1983 Nintendo.
(Baseball)
A baseball game. Players pick from a list of teams. The game-play can be very frustrating because infielders may not pick up a ball at their feet since they are waiting for another player to come over and pick it up.
- TECHNICAL -
Game ID: HVC-BA
- TRIVIA -
Base Ball was released on December 07, 1983 in Japan.
Export release:
Released in North America as "Base Ball [Model NES-BA-USA]". It has different speed unit (mile per hour), top and bottom halves of innings are written in English, teams' letters are different (A, C, D, P, R and Y) and was published by Nintendo of America with 1984 copyright year.
- TIPS AND TRICKS -
* The computer (AI) is very tough to defeat, but if you practice it and play for a while, you'll be able to beat them.
* Try not to run around the bases too often. The controls are really bad actually and sometimes respond too late, resulting in an Out for you. When you reach the base, stay there.
* The 4th batter is usually your strongest hitter.
* Hit right/left while the ball is in the air to curve the ball accordingly. You can even curve the ball right AND left in one throw.
* All the teams possess the same abilities, so it doesn't matter which team you choose either in 1- or 2-player games.
- STAFF -
Executive Producer: Hiroshi Yamauchi
Producer: Masayuki Uemura
Director: Kenji Miki
Design: Tadashi Sugiyama
Sound: Yukio Kaneoka
- PORTS -
* CONSOLES:
[JP] Famicom Disk System (1986) "Baseball [Model FMC-BAS]"
[JP] Nintendo GameCube (2001) "Animal Crossing" as an unlockable Bonus game.
Nintendo Game Boy Advance (2002) e-Reader Series
Nintendo Wii [Virtual Console] (2007)
* OTHERS:
[JP] Arcade "Vs. Baseball" (1984)
- SOURCES -
Game's ROM.
Accepted [+] [X] Rockman - The Power Battle [B-Board 91634B-2] Update submitted by XtC
Rockman - The Power Battle (c) 1995 Capcom.
Have you ever pictured a Rockman game that allows to skip all the platform elements and just grapple against the bosses? That's pretty much the main idea in this game! Choose from Rockman, Protoman or Bass and battle against classic bosses in the series. Features great 2-D graphics, solid control, and a nice use of strategy (since the right order of weapons will rid you of specific enemies in no time!).
- TECHNICAL -
Runs on the "CP System" hardware.
B-Board #: 91634B-2
Players: Up to 2
Control per player: 8-way joystick
Buttons per player: 3
- TRIVIA -
Rockman was released in September 1995 in the Japanese arcades. It was known there as the 32th video game made for this system.
The game is known outside Japan as "Mega Man - The Power Battle". Here are some known export releases:
"Mega Man - The Power Battle [B-Board 91634B-2]" (Asia)
"Mega Man - The Power Battle [B-Board 91635B-2]" (USA)
It was re-released on the new Capcom system (CPS-2) the same year as "Rockman - The Power Battle [Green Board]".
Sony Records released a limited-edition soundtrack album for this game (Rockman - The Power Battle : Arcade Gametrack - SRCL-3451) on December 1, 1995.
- TIPS AND TRICKS -
* Easter Egg : sometimes when you fight Shade Man, the background music is a version of the theme song from the Makaimura series. This seems to happen at random.
- SERIES -
1. Rockman - The Power battle [CP-S No. 32] (1995)
2. Rockman 2 - The Power fighters [CP-S II No. 17] (1996)
- STAFF -
Planners : Ohko 25th, Zanzo, (^_^")
Programmers : Teruaki Hirokado, Giu Chan, Marh, Ohi
Object designers : K. Tokunaga, Top Joy, You-Tenkozow, Sensei, Takep, Eizi Murabayashi, Delta, Jun Ikawa, Jon, Tanida, Dja, Koga. M, Zephyr Sakuno
- PORTS -
* CONSOLES:
SNK Neo-Geo Pocket Color [JP] (jul.6, 2000; "Rockman - Battle & Fighters [Model NEOP00940]")
[JP] Sony PS2 (aug.5, 2004; "Rockman Power Battle Fighters Model SLPM-62491]")
* OTHERS:
Arcade (1995) "Rockman - The Power Battle [Green Board]" : CPS-2 version of "Rockman - The Power Battle [CP-S No. 32]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Puckman [Upright model] Update submitted by XtC
Puckman (c) 1980 Namco.
Puckman is the seminal and hugely influential arcade game in which the player guides the legendary Puckman around a single-screen maze eating dots. Puckman is constantly pursued in his task by four colored ghosts. Each ghost has its own unique personality and behavioural patterns and a single touch from any of the ghosts results in Puckman losing a life. When all of Puckman's lives are lost, the game is over.
Power pills are situated in each corner of the rectangular maze and eating one of these makes Puckman temporarily invincible; the four ghosts also change to dark blue in color and can now be eaten by Puckman. But watch out...a flashing blue ghost indicates that the power pill is about to wear off and the ghosts are about to transform back to their former selves again. Once Puckman eats a blue ghost, this 'skinned' ghost then becomes visible as a pair of eyes only, will return to the ghost pen in the middle of the maze, regenerate into its former self, and return to the maze to continue its pursuit of Puckman.
Each maze contains 240 dots and 4 power pills, and all must be eaten to complete the level; whereupon the entire sequence begins again with an increased level of difficulty (the action increases in speed and power pills decrease in effectiveness).
Twice in every level, a bonus fruit or prize item will temporarily appear in the middle of the maze below the ghost pen. Puckman can eat these bonus items to receive extra points. Also, there is an escape tunnel on each side of the maze that Puckman can use to escape any ghosts that are currently closing in on him. The ghosts can also use the tunnel, but take longer to pass through it than Puckman, making escape a little easier.
Between certain rounds, funny intermissions will be played featuring Puckman and the ghosts in funny situations. Three intermissions are present:
1) The red ghost chases Puckman across the screen and off the side. Then he re-appears running in the opposite direction, having turned blue, followed by a giant Puckman! This intermission is played after Round 2.
2) The red ghost is again chasing Puckman, but this time he rips his red sheet on a nail on the ground, and we can see his pink body under the sheet! This intermission is played after Round 5.
3) The red ghost chases Puckman across the screen once more, this time with his sheet sewn. They disappear at the left side and then the ghost reappears coming back the opposite direction. This time he is bare and drags his sheet behind him. This intermission is played after Rounds 9, 13 and 17.
No intermission is present between rounds after the 18th one.
- TECHNICAL -
The original Namco Puckman Upright model came in a white cabinet that may look familiar to most gamers. This cabinet is the same 'swoopy' design used for Pac-Man and Galaxian. The only actual design difference was the coin door. The Japanese version had a tall coin door with a single coin mech, while the U.S. version, Pac-Man, had a fat coin door with two coin mechs installed. However, the graphics on the Japanese machine were completely different from those of the U.S. machine. The marquee had the 'Puckman' logo off to the right-hand side at an angle, and showed a scene with half a dozen cartoon Puckmen eating power pellets, with a few ghosts lingering off to the side. The monitor bezel was largely red and was of a circular design and had many Puckmen lounging around the perimeter of the circle. The control panel continued the reddish graphics and had instructions in Japanese, along with a yellow ball-top 4-Way joystick and Start buttons for each player. The sideart was a large circular sticker that advertised the game's name, and had many cartoon Puckmen in action around the edges of the circle, with the word Namco displayed prominently at the bottom. The cabinet was finished off with yellow t-molding on the edges.
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG
Players : 2
Control : 4-way joystick
- TRIVIA -
The game was first introduced to the Japanese arcade market on May 22, 1980 and caught the hearts and imaginations of the public like no other game before it, and few since. It is still regarded as the hallmark of the 'golden age' of video games and an icon of 1980's popular culture.
The game was originally known in Japan as Puckman, but due to the West's predilection with changing words to vulgarities by scratching part of the word off (in this case, changing the word 'Puck' to something rather less socially acceptable by scratching off part of the letter 'P'), the name was changed to Pac-Man for its release to the American arcade market in October 1980. The name 'Pac-Man' comes from the Japanese slang term 'paku-paku', which describes the motion of the mouth opening and closing during eating and translates to English as 'to eat'.
Export releases:
[US] "Pac-Man [Model 932]"
Toru Iwatani, author and designer of Puckman: "Puckman's character is difficult to explain even to the Japanese -- he is an innocent character. He hasn't been educated to discern between good and evil. He acts more like a small child than a grown-up person. Think of him as a child learning in the course of his daily activities. If someone tells him guns are evil, he would be the type to rush out and eat guns. But he would most probably eat any gun, even the pistols of policemen who need them."
Puckman was, quite literally, conceived at lunchtime. Iwatani, then in his mid 20s, was very hungry and ordered himself a pizza for lunch. He took one slice, and, looking at the rest of the pizza, Puckman was born. However, in later years, Iwatini has suggested the shape was based on the Japanese character 'kuchi', meaning mouth. He rounded off this shape, and created the classic shape. The game took 1 1/2 years to complete and had five people on its team. Puckman is the greatest selling arcade game of all time and is arguably also the world's most recognized video-game character of all time. It had its own cartoon, lunch box, board game, stickers and hundreds of other products. This was largely due to Puckman being the first truly distinctive video-game 'character', and it changed the face of video games forever. Puckman was the first video game to be as equally popular to women as it was with men.
* A place in video game history: "Pac-Man is the most universally known arcade game," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "Everybody knows about Pac-Man. And, I've noticed, almost everybody can play Pac-Man pretty well. Pac-Man makes just about the best use of the joystick one can imagine. It's so intuitive that it puts other games to shame in terms of how easy it is for a person to walk up, stick a quarter in the machine, and start doing something meaningful. At the time, Pac-Man introduced a completely unique style of game play and was also highly identifiable in terms of its music. With Pac-Man, everything was there. The video game industry needs another game that captures the public's heart like Pac-Man, and so far, no one has been able to come up with it."
* The great 25-cent escape: "People expect to see Pac-Man when they come into the museum, and without fail, when they see it, they want to play it," Lindsey said. "People remember spending hours and hours at Pac-Man. They like to see how good they are now when they play it. And I would say that, perhaps more than any other game, the same playing skills still apply. Perhaps it's because of the intuitive game play. You don't have to memorize the behavior of a wide array of enemies as you do with some other games. You just have to remember that when the ghosts turn blue, you only have seconds, until they start seriously blinking, to go and get them. And Pac-Man is a little looser in its style of game play - more open. For instance, you can kill time in the lower left hand corner until you see an opening between the ghosts, and you can strategize a bit more: You can play with the tunnels, you can play with the position of the ghosts in relation to the energizers. Even people who haven't played in years remember those strategies."
After all these years, the challenge of Pac-Man still remains.
"You can also get into some really fun jams, when you've got a ghost on your tail and you have to make a decision about whether you're going to go left, or right, or straight at the next junction, which is in .03 seconds," Lindsey said. "It gets to be pretty tense, especially when those ghosts start moving really fast and the energizers aren't lasting as long. Pac-Man can be a real heart-thumping game."
After the 255th level, Puckman/Pac-Man presents the player with the infamous 'split-screen' level, where the left-half of the screen is normal, but the right-half of the screen is garbled with a mess of letters, numbers, symbols and other graphics. This level cannot be completed because there are not enough dots on screen to be eaten! This is the result of a bug in the routine drawing the fruits at the bottom of the screen, according to the round number. Indeed, the code works as follows:
1) it increases the last round number by one;
2) it checks if the result is smaller than 8 (in this case, you still would not have enough fruits to fill the line and some blank space must be drawn);
3) it checks if the result is larger than 19 (in this case, it has only to draw keys);
4) finally, it fills the bottom bar with the correct fruits.
In particular, if the round number is smaller than 8, the game draws as many fruits as the previous round number. This produces an undesirable effect right after the 255th level.
Indeed, 256 = 255+1 becomes 00 for the CPU (which expects to use the last 2 hexadecimal digits only, and 256 = 100 in hex)!
Therefore, the game thinks to be in one of the first 7 levels (because 0 is smaller than 7), but it tries to draw 255 fruits (because the last round number was 255). Of course, there is no space for that many fruits to be displayed and the game starts to draw garbage on the main screen.
Fixing the original code (either through a cheat in emulation, or hacking the roms on the PCB) would results in a 256th level identical to the first one (cherries will appear) but harder, since ghosts will behave as they do in levels beyond the 19th.
The alien spaceship 'Galaxian' makes an appearance as the prize in the 9th and 10th boards.
Note : Excluding bootlegs, there are 23 different name/nickname combinations for the ghosts in Puckman/Pac-Man (29 including 'Sue' from 'Ms. Pac-Man', 'Tim' from 'Jr. Pac-Man', 'Common' and 'Grey Common' from the Japanese version of 'Pac-Mania', and 'Funky' and 'Spunky' from the American version of 'Pac-Mania').
'Galaxian' boards will run in Pac-Man machines, but the sound pinout is different, so the pinout at the connector would have to be modified. To fire, one would have to press UP on the joystick.
Billy Mitchell, Rick Fothergill, Chris Ayra, Tim Balderramos and Donald Hayes all hold the official record for this game on 'Regular (TGTS)' settings with a perfect score of 3,333,360 points on July 3, 1999, July 31, 1999, February 16, 2000, December 4, 2004 and July 21, 2005, respectively.
Chris Ayra holds the official record for the fastest time to get a perfect game on 'Regular' settings with 3:42:05 on April 2, 2002.
Ron Corcoran holds the official record for this game on 'Speedup' settings with 1,321,020 points on May 13, 2001.
- UPDATES -
The attract mode's title sequence introduces the ghosts with name/nickname combinations displayed on the upper half of the screen.
The default name/nickname combinations for the ghosts in the original Japanese version are :
Oikake - "Akabei" (translation: Chaser - "Red Guy") (red ghost)
Machibuse - "Pinky" (translation: Ambusher - "Pink Guy") (pink ghost)
Kimagure - "Aosuke" (translation: Fickle - "Blue Guy") (cyan ghost)
Otoboke - "Guzuta" (translation: Stupid - "Slow Guy") (orange ghost)
The Japanese version also has a DIP switch for alternate name/nickname combinations for the ghosts. These alternate names are :
Urchin - "Macky" (red ghost)
Romp - "Micky" (pink ghost)
Stylist - "Mucky" (cyan ghost)
Crybaby - "Mocky" (orange ghost)
The name/nickname combinations for the ghosts in the North American version are :
Shadow - "Blinky" (red ghost)
Speedy - "Pinky" (pink ghost)
Bashful - "Inky" (cyan ghost)
Pokey - "Clyde" (orange ghost)
Unlike the Japanese version, the American version has no DIP switch for alternate ghost names.
ADDITIONAL NOTES:
In a later revision ("Japan Set 2" in Mame):
* At the top of the title screen, instead of 'Nickname', it says 'Ghost'.
* The 'Press Start' screen displays 1981 as the year of release, instead of 1980.
- SCORING -
Dot : 10 points.
Power pill (energizer) : 50 points.
Ghosts : 200, 400, 800, 1,600 points.
Cherry : 100 points.
Strawberry : 300 points.
Peach : 500 points.
Apple : 700 points.
Pineapple : 1,000 points.
Galaxian : 2,000 points.
Bell : 3,000 points.
Key : 5,000 points.
- TIPS AND TRICKS -
* The number of lives Puckman starts with depends on the 'Lives' dip switch setting (1, 2, 3, or 5; the default is 3).
* An extra life is awarded based on the 'Extra Lives' dip switch setting (10,000, 15,000, 20,000, or None; the default is 10,000).
* Fruits appear twice on each board. The first fruit appears after Puckman has eaten 70 dots; the second fruit appears once there are only 70 dots remaining in the maze.
* At the beginning of a round, the ghosts won't immediately pursue Puckman. Use this time the best as you can.
* Puckman can turn corners faster than the ghosts can, so turning many corners can help you escape ghosts.
* The tunnel allows Puckman and the ghosts to instantly travel from one side of the maze to the other. While traveling through the tunnel, Puckman moves at normal speed, but the ghosts' speed is reduced in half. This provides Puckman with a good opportunity to put some distance between him and the ghosts, but be careful not to get trapped by another ghost entering the opposite side.
* Stall Puckman from entering the tunnel and then, just before the ghosts reach him, send him through the tunnel. By attracting the ghosts to one side of the screen, you reduce Puckman's chances of meeting them when he emerges on the other side of the screen.
* If you hold the joystick in a direction that is blocked by a wall, Puckman will turn in that direction as soon as he reaches a passage leading in that direction. Remember this to turn corners as fast as you can.
* Remember that eating dots will slow Puckman down a little bit: avoid parts of the maze in which you've not been yet if you are trying to escape ghosts!
* Try not to eat power pills until the ghosts are near. The longer Puckman waits, the closer the ghosts get, and the easier it is for Puckman to eat them once they have turned blue.
* Mind that, as the levels increases, the ghost speed increases as well!
* In later rounds, you're not going to be able to eat ghosts after eating a power pill, because the vulnerability time decreases to zero. This is when you need to learn how to avoid the ghosts understanding their movement and their moving patterns!
* Right above the ghost pen, there are two paths leading upward to the upper part of the maze. The ghosts never travel upward through these holes while they're in their normal forms; they only do while they're blue after Puckman has eaten a power pill. Indeed, they only exit the area around the ghost pen from the sides or the bottom. These are not completely safe corners, since ghosts can travel downward through them, anyway they often represents a safe passage to flee from ghosts pursuing you around the ghost pen.
* Ghosts' Movements : First of all, remember that ghosts are not always following you! Their movements follow two distinct phases: one in which they avoid Puckman and one in which they hunt him down. In the former phase, each ghost patrols his personal corner of the maze. In the latter one, they will try to find Puckman, following their personal 'behavior':
1) The red ghost tends to patrol the top-right corner of the maze and he follows Puckman always trying to minimize their respective distance.
2) The pink ghost tends to patrol the top-left corner of the maze and he follows Puckman trying to reach a position slightly in front of Puckman, in the direction he's moving.
3) The cyan ghost tends to patrol the bottom-right corner of the maze and he has the most complicated AI since he moves towards a point determined by both Puckman's position and the red ghost's position.
4) The orange ghost tends to patrol the bottom-left corner of the maze and he only tries to be close to Puckman, without hunting him directly.
Ghosts alternate these two different behaviors (hiding and hunting) a few times in each round, then they start to pursue Puckman restlessly until all the dots are eaten, or they manage to catch him.
Additionally, as soon as a certain number of dots has been cleared from the maze (this number decreases as the levels pass), the red ghost's speed will increase and he won't stop to search for Puckman anymore.
- SERIES -
1. Puckman (1980, ARC)
2. Super Pac-Man (1982, ARC)
3. Pac & Pal (1983, ARC)
4. Pac-Land (1984, ARC)
5. Pac-Mania (1987, ARC)
6. Hello! Pac-Man [Model SHVC-PN-JPN] (1994, Super Famicom, Mega Drive)
7. Pac-In-Time [Model SHVC-APTJ-JPN] (1994, Super Famicom; 1995, Game Boy)
8. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
9. Pac-Man World [Model SLPS-02345] (1999, PS)
10. Ms. Pac-Man Maze Madness [Model SLPS-03000] (2000, PS)
11. Pac-Man World 2 [Model SLPS-25141] (2002, PS2, PC)
12. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum [Model ULJS-00012]"
13. Pac 'n Roll [Model NTR-APNJ-JPN] (2005, DS)
14. Pac-Pix [Model NTR-APCJ-JPN] (2005, DS)
15. Pac-Man Arrangement Plus (2006, PSP) : part of "Namco Museum Vol.2 [Model ULJS-00047]"
16. Pac-Man Championship Edition (2007, XBLA)
17. Pac-Man Championship Edition DX (2010, XBLA, PSN)
18. Pac-Man Party [Model RVL-SP7J-JPN] (2010, Wii)
19. Pac-Man Battle Royale (2011, ARC)
20. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGJ-JPN]"
21. Pac-Man Championship Edition DX+ (2013, XBLA, PSN)
22. Pac-World (2014, 3DS, Wii U, PS3)
23. Pac-World 2 (2014, 3DS, Wii U, PS3)
- STAFF -
Designed by : Toru Iwatani
Programmed by : Hideyuki Mokajima
Music & Sound by : Toshio Kai
- PORTS -
NOTE: For ports released in North America, please see the Midway Pac-Man (North American version) upright entry.
* CONSOLES:
[JP] Atari 2600 (1983)
[JP] Nintendo Famicom (nov.2, 1984) "Pac-Man [Model NPM-4500]"
[EU] Nintendo NES (1990)
[AU] Nintendo NES (1990)
[JP] Nintendo Famicom Disk (may.18, 1990) "Pac-Man [Model NDS-PAC]"
[JP] Sony PlayStation (nov.22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]"
[AU] Sony PlayStation (1996) "Namco Museum Vol.1 [Model SCES-00243]"
[EU] Sony PlayStation (aug.1996) "Namco Museum Vol.1 [Model SCES-00243]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[EU] [JP] [AU] Microsoft XBOX 360 [XBLA] (aug.9, 2006)
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Microsoft XBOX 360 [XBLA] (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
[JP] Sony PlayStation 3 (jan.29, 2009) "Namco Museum.comm [Model NPJB-00012]"
[EU] Sony PlayStation 3 (apr.1, 2010) "Namco Museum Essentials [Model NPEB-00104]"
[AU] Sony PlayStation 3 (apr.1, 2010) "Namco Museum Essentials"
[KO] [EU] [AU] Microsoft XBOX 360 [XBLA] (feb.26, 2014) "Pac-Man Museum"
[EU] [AU] Sony PlayStation 3 [PSN] (feb.26, 2014) "Pac-Man Museum [Model NPEB-01892]"
[KO] Sony PlayStation 3 [PSN] (feb.26, 2014) "Pac-Man Museum"
[JP] Microsoft XBOX 360 [XBLA] (june.25, 2014) "Pac-Man Museum"
[JP] Sony PlayStation 3 [PSN] (june.25, 2014) "Pac-Man Museum"
[EU] [AU] [JP] Microsoft XBOX One [XBOX Store] (apr.20, 2016) "Arcade Game Series - Pac-Man"
[EU] [AU] Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Pac-Man [Model CUSA-03862]"
[JP] Sony PlayStation 4 [PSN] (apr.20, 2016) "Arcade Game Series - Pac-Man [Model CUSA-03670]"
* HANDHELDS:
[JP] Nintendo Game Boy (nov.16, 1990) "Pac-Man [Model DMG-PCA]"
[JP] Sega Game Gear (jan.29, 1991) "Pac-Man [Model T-14017]"
[EU] Nintendo Game Boy (1991) "Pac-Man [Model DMG-PC-NOE]"
[AU] Nintendo Game Boy (1991) "Pac-Man [Model DMG-PC-AUS]"
[EU] Nintendo Game Boy Color (1999) "Pac-Man - Special Colour Edition [Model DMG-AACP-EUR]"
[JP] SNK Neo-Geo Pocket Color (aug.26, 1999) "Pac-Man [Model NEOP00550]"
[EU] SNK Neo-Geo Pocket Color (oct.1, 1999) "Pac-Man [Model NEOP0055]"
[EU] Nintendo Game Boy Advance (dec.7, 2001) "Pac-Man Collection [Model AGB-APCP]"
[JP] Nintendo Game Boy Advance (jan.11, 2002) "Pac-Man Collection [Model AGB-APCJ-JPN]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) "Namco Museum [Model ULJS-45005]"
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[EU] Nintendo Game Boy Advance (mar.31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
[JP] Nintendo 3DS (june.23, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGJ-JPN]"
[AU] Nintendo 3DS (aug.25, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-AUS]"
[EU] Nintendo 3DS (aug.26, 2011) "Pac-Man & Galaga Dimensions [Model CTR-APGP-EUR]"
* COMPUTERS:
Exidy Sorcerer (1981) "Chomp"
[EU] BBC B (1982) by Acornsoft : Renamed "Snapper" after Acornsoft was sued.
[EU] Commodore C64 (1983)
[JP] Sharp X-1 (1983)
[EU] Sharp MZ-80K Pacman
[JP] Fujitsu FM-7 (1984)
[EU] Acorn Electron (1984) "Snapper"
[JP] MSX (1984)
[EU] MSX (1984)
[EU] Amstrad CPC (1985)
[EU] Thomson TO8 (1986) "Compilation Contacthoms"
Atari ST (1986) "Spook - Mighty Munchers"
[EU] Sinclair ZX Spectrum
[JP] Sharp X68000 (1988)
[JP] PC9801 (nov.13, 1992) by Wiz
[JP] PC [MS Windows, CD-ROM] (june.9, 1998) "Namco History Vol.3"
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
[AU] PC [Online] (feb.25, 2014) "Pac-Man Museum"
[EU] Steam (feb.25, 2014) "Pac-Man Museum"
[JP] PC [Online] (apr.20, 2016) "Arcade Game Series - Pac-Man"
* OTHERS:
[JP] Arcade (1996) "Namco Classics Collection Vol.2"
- SOURCES -
Game's ROM.
Machine's picture.
Pac-Man Help file from Microsoft Return of Arcade.
All In Color For a Quarter - Keith Smith
Mark Longridge, Scott Lawrence and Don Hodges webpages, for the analysis of the 256th level bug.
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 Match of the Day 2000 (1977) : contains 4 games.
[UK] Grandstand Adman (1977) : contains 4 games.
[US] Gulliver Triple Challenge (1977) : contains 3 games.
[FR] Hanimex Jeu-Tele Electronique (1977) : contains 4 games.
[US] Hanimex TV Scoreboard (1977) : contains 8 games.
[FR] Hit-Go (1977) : contains 6 games.
[FR] Hometronics Telecourt (1977) : contains 4 games.
[DE] Honeybell Video Sports color (1977) : contains 4 games.
[DE] Intel Super-Telesport (1977) : contains 4 games.
[DE] Intel TV Sport (1977) : contains 4 or 6 games.
[DE] Interton Club Exclusiv 2000 (1977) : contains 6 games.
[EU] Interton Video 2400 (1977) : contains 5 games.
[EU] Interton Video 2501 (1977) : contains 3 games.
[EU] Interton Video 2800 (1977) : contains 4 games.
[EU] Interton Video 3000 (1977) : contains 6 games.
[EU] Interton Video 3001 (1977) : contains 6 games.
[FR] ITMC 6 Jeux (1977) : contains 6 games.
[UK] ITT / Ideal Color Tele-Match Cassette (1977) : contains 4 games.
[DE] Korting Tele-Multi-Play (1977) : contains 4 games.
[US] K-Mart S Four Thousand (1977) : contains 4 games.
[US] K-Mart S Eight Thousand (1977) : contains 8 games.
[US] Magnavox (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.