Accepted [+] [X] The King of Fighters 2003 [Model NGM-271] Update submitted by XtC
The King of Fighters 2003 (c) 2003 SNK Playmore.
A new edition of the KOF series with 32 selectable fighters plus Evil Kusanagi, Chizuru and Maki Kagura, Adelheid Bernstein and the final boss Mukai.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-271
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
=>[Joystick] 8-way, [A] Light punch [B] Light kick [C] Strong punch [D] Strong kick
- TRIVIA -
Released in November 2003, KOF2k3 represents the latest opus in the series to run on the SNK Neo-Geo MVS hardware.
Two new systems have been adopted : 'Tactical Leader System' which sets up a leader favorably treated in capability in a team and 'Multi-Shift' in which player characters can be changed freely during 3 on 3 battle.
About Ash Crimson : Unlike the usual KOF hero characters, Ash was designed with the intent to create an 'attractive evil character'. Because the supervising designer created a rough design that fit the desired appearance to a 'T', little was changed for this character's design. Incidentally, the team story quotes casually from Robert Browning's 'Spring Song', but no one on the staff took interest in this (Boo hoo). And the bit about Shanghai Crabs was the original material for the character 'Rojin'.
About Duo Long : When speaking of the Flying Brigands, you have quite a collection of especially unique-looking characters, but Duo Long is, unlike those of his ilk so far, an orthodox, handsome character. The model for this character is a certain Romanian vampire and hunter with the same first letter for his name. A subtly embroidered dragon is depicted on the back of Duo Lon's costume, but according to the illustration's supervising designer Falcoon, this character sports a detailed character that follows the steady work of traditional craftsmen with the scales drawn one at a time...
About Shen Woo : The first concept for this character was a wild and sexy guy. The development codename for him was ''The Third Man'', and along those lines he became Woo Shen, his name 'flip-flopping' to the current name, and the latter moniker seemed to stick. Because Ash has his particular appearance (LAUGH), Shen, no matter how you look at it, appears more like the main character. His character closely resembles certain aspects of Ralf and Yashiro in many ways, so designers toiled to create distinctive moves for this character. According to the supervising designer, 'What knotted my stomach most was the shortness of time we had for development'.
About Tizoc : To tell the truth, Raiden was to appear in KOF 2003, but before the characters were finally decided on, Tizoc took his place. Along with the change to KOF 2003's game system, designers were able to create movements heretofore impossible with KOF until now, allowing us to add the style of Tizoc for that very reason. It's unclear whether there were plans or not to introduce Grant from "Garou - Mark of the Wolves" along with Tizoc for a friendly tag team battle. It may not be very well known, but the Japanese name for Tizoc is 'Griffon Mask'. But we felt Tizoc for the English version had a nice ring to it.
About Gato : Keeping the demands of the Chinese market in mind, designers included a user of orthodox Chinese boxing in the game to follow our marketing plans and enter the battle with Tizoc from "Garou - Mark of the Wolves". Halfway through the development process, he became the character that was busy getting burned, frozen, and slapped around with a giant metal ball by other characters to experiment with the overhauled program. When Gato appeared, many groundless rumors circulated that 'Hotaru had made a comeback' and other such rumors to the same. Whatever command you enter, be aware that Hotaru Futaba is nowhere to be found in KOF 2003, and Gato is here to stay!
About Malin : KOF 2003 saw the absence of Choi Bounge, so why not make a nimble and cute girl character?! And with that sentiment, Malin was born. It took quite an effort to arrive at the initial design for this character, but when we entered the actual work for KOF 2003, the creation of this character was a piece of cake. In the appearance sequence, the supervising designer poured his sincerity into the transformation scene. But the Arcadia magazine realized that she wasn't included in their feature articles and regretted their mistake. If you consider our preferences, designers insisted on the spelling for this character to be 'Malin' and not 'Marin'. This is the humble preference of the supervising designer and a mystery to us all.
About Maki Kagura : If the younger sister Chizuru Kagura is the stork, the elder sister Maki Kagura's name comes from the tortoise (storks live a thousand years, but tortoises live 10,000). The background story for these two twins comes from KOF '96, but with their appearance in KOF 2003, some designers suggested Maki's hair be shortened to distinguish her from her kid sister. She appears in KOF 2003 as she always does (Her bangs are slightly different, however, so people who have confidence in their powers of observation, beware!). For the location test of KOF 2003, many players who defeated Chizuru were vanquished by the awesome elder sister Maki. So the fate of players was often decided with the appearance of Maki-you just don't mess around with this character!
About Adelheid : To widen the worldview of KOF with the desire to add a separate story to the main tale, designers added this character devised as a set with her kid sister Rose. Designers think many picked up on this, but Adelheid is a common female name among Swiss and Germans, and is the name from which the diminutive of Heidi's derives. In the Adelheid stage of KOF 2003, the soundtrack begins with Chopin's 'Revolutionary Etude', but including something like this on the NEO-GEO system required a huge amount of memory which overwhelmed the voice data of other characters. Designers believe it was worth it, but producers may have dissed the supervising designers of other characters in the process.
About Rose : If Hinako was the modern, unconventional 'na?f', Rose is the classic 'sophisticate' character. She has an overpowering sense of pride and high-handedness. She's also selfish and moody. If things don't go her way, watch out! But she's a real babe and not only that, she's rich! (Laugh). The voice actor for Rose also worked on Malin and Maki Kagura. Because she had a tough schedule providing the voice for three characters in one day, she was really put through a tough trial. The staff regrets this and gives their thanks from the bottom of the ocean.
About Mukai : With the belief that a fighting game boss 'must be easy to understand', designers adopted the 'ability to fossilize' to give impact to Mukai's presence. Designers then matched the design of this character to this ability. So as far as the procedure of development is concerned, Mukai was quite an unorthodox creation. The concept and design came off without a hitch, but arriving at his name was a difficult process. He's among the first of the KOF series boss characters who would be graced with the Japanese honorific of '-san'.
Leona, Ralph and Clark are playable characters in the Foma 90x Series Mobile Phones game 'Metal Slug Survivors'.
Scitron Digital Content released a limited-edition soundtrack album for this game (The King of Fighters 2003 Original Sound Trax - SCDC-00337) on 24/04/2004.
Hacks of this game are known as :
"The King of Fighters 2004 Plus".
"The King of Fighters 2004 Ultra Plus".
- TIPS AND TRICKS -
* Play as Evil Kusanagi : Hold Down, then rotate control stick clockwise to Upleft then rotate counter-clockwise to Upright, then press any button.
* Play as Chizuru and Maki : Hold Up, then rotate control stick counter-clockwise to Upright then rotate clockwise to Downleft, then press any button.
* Final Bosses : To fight Adelheid, defeat Kusanagi (the mid-boss) without using a Desperation Move as your final hit that KOs him. To fight Chizuru/Maki followed by Mukai, defeat Kusanagi (the mid-boss) using a Desperation Move as your final hit that KOs him.
* Endings : There are different endings for beating either Adelheid or Mukai. You can also see an extended ending for a non-Team-Edit team when you beat Mukai. Here are the teams with extended endings (the order the characters are selected does not matter) :
Ash, Duo Lon, Shen
Terry, Joe, Tizoc
Ryo, Robert, Yuri
Kim, Chang, Jhun
Leona, Ralf, Clark
Gato, Yamazaki, Billy
King, Mary, Mai
Shingo, Benimaru, Daimon
Athena, Hinkao, Malin
K', Maxima, Whip
Kyo, Iori, Chizuru
Kyo, Benimaru, Daimon (picture only after staff roll)
Mai, King, Yuri (picture only after staff roll)
- SERIES -
1. The King of Fighters '94 [Model NGM-055] (1994, Arcade)
2. The King of Fighters '95 [Model NGM-084] (1995, Arcade)
3. The King of Fighters '96 [Model NGM-214] (1996, Arcade)
4. The King of Fighters '97 [Model NGM-232] (1997, Arcade)
5. The King of Fighters '98 - The Slugfest [Model NGM-242] (1998, Arcade)
6. The King of Fighters '99 - Millennium Battle [Model NGM-251] (1999, Arcade)
7. The King of Fighters 2000 [Model NGM-257] (2000, Arcade)
8. The King of Fighters 2001 [Model NGM-262] (2001, Arcade)
9. The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265] (2002, Arcade)
10. The King of Fighters 2003 [Model NGM-271] (2003, Arcade)
11. The King of Fighters NeoWave (2004, Arcade)
12. The King of Fighters Maximum Impact (2004, PS2)
13. The King of Fighters XI (2005, Arcade)
14. The King of Fighters Maximum Impact 2 [Model SLPS-25638] (2006, PS2)
15. The King of Fighters Maximum Impact - Regulation A (2007, Arcade)
16. The King of Fighters Maximum Impact - Regulation A2 (2008, Arcade)
17. The King of Fighters '98 - Ultimate Match (2008, Arcade)
18. The King of Fighters XII (2009, Arcade)
19. The King of Fighters XIII (2010, Arcade)
20. The King of Fighters XIII Climax (2012, Arcade)
- STAFF -
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Mar. 18, 2004; "The King of Fighters 2003 [Model NGH-271]")
[US] SNK Neo-Geo AES (Mar. 18, 2004; "The King of Fighters 2003 [Model NGH-271]")
[JP] Sony PS2 (Oct. 28, 2004; "The King of Fighters 2003 [Model SLPS-25407]")
[JP] Microsoft XBOX (Aug. 25, 2005; "The King of Fighters 2003 [Model A2N-00002]")
[JP] Sony PS2 (Mar. 9, 2006, "The King of Fighters 2003 [SNK Best Collection] [Model SLPS-25635]")
[EU] Sony PS2 (Apr. ??, 2006) [Model SLES-53382]
Sony PlayStation 2 [AU] (Jan. 16, 2007)
[EU] Microsoft XBOX (Mar. 3, 2006)
[US] Sony PS2 (Feb. 8, 2005; "The King of Fighters 2003" [Model SLUS-20996])
[EU] Sony PS2 (Feb. 8, 2005; "The King of Fighters 2003")
[US] Microsoft XBOX (Aug. 31, 2005; "The King of Fighters 2003")
- SOURCES -
Game's ROM.
Official website: http://game.snkplaymore.co.jp/official/kof2003/
The King of Fighters 10th Anniversary, http://www.kof10th.com
Accepted [+] [X] Tetris [Upright model] Update submitted by XtC
Tetris (c) 1989 Atari Games.
Tetris is a legendary tile-matching puzzle game for one or two players in which a random sequence of Tetriminos (geometric shapes composed of four square blocks) fall down the playing field and must be destroyed by positioning them to form complete horizontal lines.
The Tetriminos can be moved left and right and can be rotated 90 degrees. When a complete horizontal line is created, it gets destroyed and any block above the deleted line will fall. Once a certain number of lines have been cleared, the player progresses to the next stage, in which the Tetriminos begin to fall faster, giving players less time to plan and react.
The game's seven tetrominos are:
* I (also a "straight polyomino"): four blocks in a straight line.
* O (also a "square polyomino"): four blocks in a 2×2 square.
* T (also a "T-polyomino"): a row of three blocks with one added below the center.
* J: a row of three blocks with one added below the right side.
* L: a row of three blocks with one added below the left side.
* S: two stacked horizontal dominoes with the top one offset to the right.
* Z: two stacked horizontal dominoes with the top one offset to the left.
All seven Tetriminos are capable of single and double line clears. The I, J, and L pieces are able to clear triples. Only the I Tetrimino has the capacity to clear four lines simultaneously and this is referred to as a "Tetris".
The game ends when the stack of Tetriminos reaches the top of the playing field and no new Tetriminos are able to enter the play-field.
- TECHNICAL -
Upright model
Game ID : 136066
Main CPU : MOS Technology M6502 (@ 1.789772 Mhz)
Sound Chips : (2x) POKEY (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Even if the title screen says 1988, Atari's Tetris was released in February 1989.
Tetris is a classic and easily the most famous puzzle-themed video game of all time and is still one of the most popular games today.
Inspired by a pentominoes game he played as a child, Alexey Pajitnov created "Tetris" on an Electronica 60 and released it on June 6, 1984 while he was working for the Dorodnitsyn Computing Centre of the Academy of Science of the Soviet Union in Moscow. He derived its name from the Greek numerical prefix tetra- (all of the game's pieces contain four segments) and tennis, Pajitnov's favorite sport. The game was ported to the IBM PC by Vadim Gerasimov and started to spread around Moscow.
Due to the Soviets' political structure at the time, the inventor, Alexey Pajitnov was not able to patent his game and earned no royalties from the game. This also gave rise to many unofficial "Tetris" clones for all manner of machines.
"Tetris" created a rights war when it was released. Several different companies attempted to secure publishing rights to various consoles and due to some miscommunication, Atari (owners of Tengen) thought they had the rights to publish Tetris on the NES. After selling a great number of copies, they found out that they didn't own the rights and had to pull the remaining copies off the shelf. A licensed version was planned but never released. This is a shame as the Tengen version is considered superior to the later Nintendo version. Tengen's version has split-screen multi-player, 2 player versus mode, computer versus mode and co-op mode.
A pirate version was released by 'Video Games' in 1989 (See 'Updates' for more information).
- UPDATES -
The bootleg version (made by 'Video Games') shares a different 'Staff screen' (See Staff section for the original), here is the bootleg one :
Project leader : James Bond
Video Graphics : Tom Catson
Engineer : Ted Tedious
Technician : Log Dreaming
Audio : Bill Cody
- SCORING -
Placing a piece : 0 to 500 points
Filling lines across :
Single : 50 points
Double : 150 points
Triple : 400 points
Quadruple 'tetris' : 900 points
Starting on round 4 : 20,000 points
Starting on round 7 : 40,000 points
The end of round bonus depends on how many incomplete lines the player has at the bottom of the well when the round ends :
0 lines : 2,100 points
2 lines : 1,710 points
3 lines : 1,530 points
4 lines : 1,360 points
5 lines : 1,200 points
6 lines : 1,050 points
7 lines : 910 points
8 lines : 780 points
9 lines : 660 points
10 lines : 550 points
11 lines : 450 points
12 lines : 360 points
13 lines : 280 points
14 lines : 210 points
15 lines : 150 points
16 lines : 100 points
17 lines : 60 points
18 lines : 30 points
19 lines : 10 points
- TIPS AND TRICKS -
While on attract mode, if you pull player 1 joystick to the left and player 2 joystick to the right simultaneously the demo steps into its next phase. If you repeat it a few times the music will start playing...
If you tap the 'rotate' buttons when the guy in the doorway is doing his 'victory dance' a hook will reach out from the side and drag him away by the neck. If you do it when he is just dropping down to do the 'Cossack Kicks', he'll dodge the hook the first time, but get caught by it on the return.
- STAFF -
Project leader : Kelly Turner
Programmed by : Norm Avellar, Kelly Turner, Ed Logg
Video graphics by : Kris Moser
Engineer : Doug Snyder
Technician : Glenn Mcnamara
Audio by : Brad Fuller
- PORTS -
* CONSOLES:
[US] Nintendo NES "Tengen Tetris" : This port was not licensed by Nintendo and was only released in North America.
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Teenage Mutant Ninja Turtles [Model GX963] Update submitted by XtC
Teenage Mutant Ninja Turtles (c) 1989 Konami.
Export release. Game developed in Japan. For more information about the game itself please see the original Japanese release entry; "Teenage Mutant Ninja Turtles - Super Kame Ninja [Model GX963]".
- TECHNICAL -
Game ID : GX963
Players: 4
Control: 8-way joystick
Buttons: 2 (JUMP, ATTACK)
- TRIVIA -
Teenage Mutant Ninja Turtles was released in October 1989.
- SERIES -
1. Teenage Mutant Ninja Turtles (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)
- STAFF -
Cabinet Graphic Design: Don Marshall
- PORTS -
* CONSOLES:
[US] Nintendo NES (dec.1990) "Teenage Mutant Ninja Turtles II - The Arcade Game [Model NES-2N-USA]"
[JP] Nintendo Famicom (dec.7, 1990) "Teenage Mutant Ninja Turtles [Model RC853]"
Nintendo GameCube (oct.19, 2004) "Teenage Mutant Ninja Turtles II - Battle Nexus [Model DOL-GNIE-USA]" : as a bonus game
Microsoft XBOX 360 [XBLA] [US] [JP] (mar.14, 2007)
* COMPUTERS:
Atari ST (1991) "Teenage Mutant Ninja Turtles 2"
PC [MS-DOS] [US] (1992) "Teenage Mutant Ninja Turtles - The Arcade Game"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Teenage Mutant Ninja Turtles - Turtles in Time [Model GX063] Update submitted by XtC
Teenage Mutant Ninja Turtles - Turtles in Time (c) 1991 Konami Industry Company, Limited.
The sequel to 1989's hugely successful original, 'Turtles in Time' once more sees the four heroes taking on Shredder and his army. Gameplay remains similar to the original game, but the experience is enhanced further with the obligatory improved graphics and sound effects. 'Turtles in Time' also features a larger variety of levels, as now the battle between good and evil rages across time as the Turtles travel to prehistoric, pirate and Wild West times in their pursuit of the elusive Splinter.
Yet again, Konami's mastery of the genre was in evidence as the manic energy and humour of the cartoon and comic-book series upon which the game is based was captured perfectly.
- TECHNICAL -
Game ID : GX063
Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), K053260 (@ 3.579545 Mhz)
Players : 4
Control : 8-way joystick
Buttons : 2 [Attack, Jump]
- TRIVIA -
Turtles in Time was released in March 1991.
This is the only franchise of the so-called 'Ameri-comi Connection' series that had an arcade sequel.
Just like the previous game, it has references which don't come from the TV show in which is mainly based upon. The enemies at 'Skull & Crossbones', Rhazar and Tokka, are the two mutants that Shredder creates to destroy the TMNT in the second movie and the Super Shredder form at 'Technodrome: The Final Shell Shock' also comes from the movie when he tries the mutagen on himself.
This game is not based on the 3rd TMNT movie. In that movie the turtles travel in time only to the 1700's Japan. In this game, they don't even go to Japan.
Soundtrack Releases :
Konami All-Stars 1993 ~ Music Station of Dreams (KICA-9016~8) (December 24, 1992)
The song that plays in the attract mode is known as 'Pizza Power' which is from the 'The Teenage Mutant Ninja Turtles : Coming Out of Our Shells Tour'. Here are the lyrics to Pizza Power :
Growing up in a glass bowl,
with chameleons, lizards, and tadpoles.
It hardly enters your mind,
that there's something better than this.
A lettuce leaf or a carrot,
maybe a seed from a parrot.
Believe me when it gets you,
the word gourmet just don't exist.
(chorus)
For pizza power,
a flying saucer food delight.
Pizza power,
that power makes us feel all right.
- UPDATES -
The US versions have the "Winners Don't Use Drugs" screen.
- SERIES -
1. Teenage Mutant Ninja Turtles (1989)
2. Teenage Mutant Ninja Turtles - Turtles in Time (1991)
- STAFF -
Director : G. Suzuki
Game programmer : K. Takabayashi
Character designer : Moriyanma 27
Graphic designer : M. Inafuku
Visual designer : S. Kitai
Sound designer : T. Ogura
Music composer : Mutsuhiko Izumi
Hardware design : Yasushi Furukawa
Cabinet Graphic Design: Don Marshall
- PORTS -
* CONSOLES:
[JP] Nintendo Super Famicom (jul.24, 1992) [Model SHVC-TM]
[US] Nintendo SNES (aug.1992) "Teenage Mutant Ninja Turtles IV - Turtles In Time [Model SHVC-TM]"
[EU] Nintendo SNES (nov.19, 1992) "Teenage Mutant Ninja Turtles IV - Turtles In Time [Model SNSP-MH]"
Nintendo Game Cube [US] (nov.1, 2005) "Teenage Mutant Ninja Turtles III - Mutant Nightmare [Model DOL-G3QE-USA]" : bonus game
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Teddy Boy Blues - Yohko Ishino [Model 834-5712] Update submitted by XtC
Teddy Boy Blues - Yohko Ishino (c) 1985 Sega.
A strange and unique platform game by Sega. Guide Teddy Boy through an ever scrolling maze to defeat ninjas, snails, big mouthed hippos and other bizarre creatures.
You shoot your enemies with a gun that shrinks them - then you must collect your shrunken foes for bonus points. If you don't collect them quick enough, they will fly down to the bottom of the screen and eat a portion of your time meter.
Occasionally you will get a chance to play a bonus game as Teddy Boy or Yohko Ishino. A target shooting game can be played as Teddy, and as Yohko, you can enjoy a short treasure hunting game.
- TECHNICAL -
Game ID : 834-5712
Runs on the Sega "System 1" hardware.
Players: 2
Control: 8-way joystick
Buttons: 2
- TRIVIA -
Teddy Boy Blues was released in May 1985.
Yohko Ishino is actually a famous Japanese singer. The tune that is played throughout the game is Yohko Ishino's debut single 'Teddy Boy Blues'.
- PORTS -
* CONSOLES:
Sega Master System (1985) : US version was released as 'Teddy Boy' and has different music, possibly due to copyright issues.
Sega Mega-CD (1992) "SING!! SEGA Game Music presented by B.B. Queens" : Audio CD in which track 1 has a special playable version of Teddy Boy Blues
Sega Mega-CD (1994) "Game no Kanzume Vol. 2"
- SOURCES -
Game's ROM.
Accepted [+] [X] Tac/Scan Update submitted by XtC
Tac/Scan (c) 1982 Sega.
TAC/SCAN is a one or two-player vector-based shoot-em-up in which players control a formation squadron of seven fighter ships. All seven ships fire at once when the FIRE button is pressed, producing a spectacular missile salvo.
The player begins the game with a seven ship formation and a supply of reserve ships (shown above the player score). The object of the game is to accumulate points by destroying enemy ships while avoiding incoming fire. As well as the main squadron, there are a number of reserve ships and an ADD SHIP button. This transfers one of the reserve ships into the squadron formation. The 'add ship' position continuously cycles between the empty squadron positions, allowing players to time the ADD SHIP function to place fighters at their desired location.
There is an additional way to add ships to the squadron. During the course of the action, player ships enter the playfield and intermix with the enemy ships. The player can capture these fighters directly into the seven ship formation by steering them into empty fighter positions. The player's missile fire DOES NOT blow up friendly fighters, only enemy ships.
When the player attempts to dock a friendly fighter into their squadron, they have the choice of any of the vacant positions. A special feature occurs if the player ship docks into the front-most ship position (marked with a red cursor). This causes the squadron formation to regroup into a different pattern. If the load position is occupied, a fighter is added to the reserve count above the player's score.
TAC/SCAN has two different battle sequences, with each presented from different perspectives. At the end of the first battle the squadron regroups and a transition sequence takes the player into phase two. This sequence consists of enemy ships appearing in the distance but quickly growing in size as they approach the player's squadron. As win the first battle, players have the opportunity to rendezvous with friendly fighters.
At the end of the second phase a space tunnel appears and the player must steer the squadron through the tunnel. Any fighter that hits a tunnel wall explodes on contact. A triangular guide is displayed during this sequence to indicate where the ship formation should be. If the player keeps the formation centered within the guide, no ships will be lost.
The game is over once all seven ship positions become empty, even if the player still has ships in reserve.
- TECHNICAL -
Sega G80 vector hardware
Main CPU : Zilog Z80 (@ 4 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)
Screen orientation : Vertical
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Tac/Scan was released during November 1982. It was the only Sega vector game to use a vertically mounted (portrait) monitor.
- SCORING -
Rounds 1 through 7 :
Enemy ships : 100 points X round number.
Stingers : 1,000 points X round number.
Rounds 8 and above :
Enemy ships : 800 points.
Stingers : 8,000 points.
Destroying 2 enemy ships with a single missile salvo doubles the point values.
Destroying 3 enemy ships with a single missile salvo triples the point values.
- TIPS AND TRICKS -
* The most effective strategy for extending your playing time in Tac/Scan is to add as many extra ships as possible to your reserve (listed in upper-left corner of screen). Ships must be caught by the leading ship position which is further signified by a red colored underline in order to be added to your reserve. To begin capturing ships you must have at least one open position in your fleet; otherwise the game will not award ships (kill off 2 of your ships on the edges of your fleet at the very beginning of the game to achieve the highest amount of reserve ships during the first wave).
* Wave one in Tac/Scan should always be played with a minimum of two ships in your fleet, with additional ships added as the levels get faster and harder. The second and third wave can almost always be effectively played with only two ships, and it is very important not to waste reserve ships in these two waves (saving those ships for the more dangerous first wave).
* Always keep changing directions on both wave 1 and 2. It is very effective to destroy ships while turning on wave 1, and on wave 2 ships will have a hard time hitting you if you don't stay in the same position for very long.
* The faster you fire, the shorter your shots will travel. Allowing a short pause between shots will allow them to travel the distance of the screen.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982)
Colecovision [US] : Unreleased prototype
[US] Sony PS2 (nov.7, 2006) "Sega Genesis Collection [Model SLUS-21542]" : as an unlockable extra
[EU] Sony PS2 (feb.2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" : as an unlockable extra
Sony PlayStation 2 [AU] (feb.8, 2007) "Sega Mega Drive Collection" : as an unlockable extra
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Super Zaxxon Update submitted by XtC
Super Zaxxon (c) 1982 Sega.
Super Zaxxon is a 1- or 2-player video game that presents the player with tremendous challenge and excitement never before experienced. The 3-dimensional-like, isometric graphics are produced by projecting the picture at a slant on the screen, putting the player in remote controlled realism with his player ship.
The player ship climbs, dives and strafes to maneuver through the many obstacles it encounters in its flight. In unique game play action, the player ship appears larger or smaller depending on its altitude, casts trailing shadow that follows it just as a real shadow would. This shadow, an altimeter on the video screen, and the points of impact of the player's gunfire, help judge the altitude of the player's space craft, lending new skill and challenge to Super Zaxxon.
Flying at supersonic speeds, the player confronts an ominous floating munitions fortress. Here the player ship must battle hidden ground-to-air missiles, rotating gun turrets, tracking parabolic antennas and electrifying maser barriers as he banks, climbs and dives to strafe enemy installations and fuel tanks, gaining valuable points towards ships and extra fuel.
Once through the fortress, Super Zaxxon lures the player ship into a foreboding tunnel where the player must use cautious skill and a responsive extra-heavy duty fighter pilot control stick to overcome the limited ceiling in the tunnel and dodge or destroy a terrific onslaught of flying minelayers, enemy ships and self-destructing robot spaceships, yet also avoid the indestructible mines that crowd the dim corridor.
Accompanied by the roar of space wind, the player soars out of the tunnel to face another battle within the enemy headquarters. This is a more heavily defended floating fortress of tighter passageways armed with maser barriers and increasingly heavier firepower from enemy defenses. Overcoming all this, the player is ready to face the ultimate challenge within the enemy headquarters - a bigger-than-life, fire breathing Dragon who can destroy the player ship with a single breath of fire. With an unnerving wail, the fierce Dragon flies forward and unleashes a breath of flame from its huge mouth. But by firing six direct hits on the Dragon's mouth, the player can defeat the Dragon. The game ends with the loss of the last player ship.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.04125 Mhz)
Sound Chips : Discrete circuitry
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 59.999408 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Super Zaxxon was released in November 1982.
After the release of "Zaxxon", Sega realized it had a hit on its hands. The unique nature of the game featuring its three-quarter perspective was one of the first (if not the first) games to add depth and some feeling of perspective to a space game. Sega was quick to follow up on this success with Super Zaxxon.
Super Zaxxon built on the Zaxxon model by creating a more challenging game. Although Super Zaxxon didn't do as well as its predecessor, it still created a respectable niche as far as arcade games went. Sega went on to produce other games such as "Star Trek", "Buck Rogers", "Pengo", and "Tac/Scan" to name a few.
Differences Between Super Zaxxon and "Zaxxon" : Although both games look the roughly the same in design, this is where the similarities end. Super Zaxxon was made to be a more challenging game. It achieves this by the following differences :
* Your fighter moves much faster. This makes going after ground targets a big challenge.
* The graphics are different. Although this is more of a viewing difference, it can still change ones perspective after they have gotten used to the Zaxxon graphics.
* There is no more outer space battle. Instead, you must go through a narrow tunnel to get to area 3.
* Instead of 20 fighters, you now have to tangle with 25 fighters in area 2.
* A new enemy, the Mine Layer, is introduced. As the name implies, this ship lays mines in your path. You can destroy the mines but it takes a few hits.
* Instead of encountering one Zaxxon robot, you now have to deal with three Super Zaxxon, dragon looking robots.
* The placement of things (fuel tanks, gun implacements, etc.) in areas 1 and 3 is different then in Zaxxon.
* There are now indestructible, elevated guns in area 1. These guns sit on the right side and they are 2.5 units in altitude.
- SCORING -
Scoring is pretty straight forward in this game. Some variable scoring does exist for a couple of things.
Gun Implacements (Green and Gray) : 200 or 500 points (random)
Fuel Tank : 500 points
Radar Tower : 1,000 points
Missile (Ground-to-Air) : 300 points
Missile (Air-to-Air) : 200 points
Fighters (on runway) : 100 points
Fighters (in air) : 200 points + (50 points/level after level 1)
Mine Layer : 200 points + (50 points/level after level 1)
Mines : 200 points + (50 points/level after level 1)
Super Zaxxon (destroyed with missile in mouth (all colors)) : 2,000 points
Super Zaxxon (destroying launched missile (all colors)) : 500 points
Destroying all planes in the tunnel : 2,000 points
- TIPS AND TRICKS -
When you start the game, your fighter will be in the middle at the bottom of the screen. You will see an asteroid with a wall rising from it. You will then see an opening in the wall. This is how you will enter areas 1 and 3.
AREA 1 : This area is basically ground targets. You may have to increase altitude to get over the short barriers but this is basically a ground attack area.
a) The action starts immediately as soon as you go through the opening in the wall. Drop your altitude immediately to not only to avoid the Air-to-Air Missile, but to take out ground targets.
b) Fuel is a precious commodity. You must destroy the Fuel Tanks in order to increase the amount of fuel in your fighter. This won't be an easy matter, many of the Fuel Tanks are covered either by Gun Implacements, Ground-to-Air Missiles, or both.
c) When you are flying along the ground to destroy targets, watch out for the Gun Implacements and Missile Silos. Both will fire upon your fighter at every opportunity. The Missile Silos will usually launch Ground-to-Air missiles as soon as your fighter is over them. Gun Implacements only fire when you are at ground level.
d) As soon as you 'hop' over the short barriers, get down to ground level again to do more destruction. Try to hit the Radar Towers since they yield the biggest points at this point.
e) When you get to the airfields, try to destroy as many fighters as you can (you can destroy a maximum of five). The more fighters on the ground you destroy equates to that many less you have to encounter in area 2. This also means you have a better chance at the 2,000 point bonus.
f) Speaking of the airfields, watch out since there are many hidden Missile Silos within them. Keep moving around or you may be surprised by a Ground-to-Air Missile.
g) Do not fly at maximum altitude if you can help it. If you fly too long at maximum altitude, your fighter will be met head-on by an Air-to-Air missile which is very difficult to destroy (takes six shots).
AREA 2 : This is one of harder areas of the game. You will be entering a narrow tunnel where your maximum altitude is only one unit. In addition, there is very little maneuvering room.
a) You will be attacked by both enemy fighters and enemy mine layers.
b) Since there isn't much altitude within the tunnel itself, it should be easy to pick off enemy air units. The problem that arises, though, is the concentration of said air units.
c) Be very wary of the mine layers. They swing from side-to-side within the tunnel and have a bad habit of dropping a mine right in your flight path. Six shots destroy a mine but it is usually placed so quickly, you don't have a chance to shoot it.
d) Enemy air units only come at you from the front. They don't return from the back for more action.
e) The enemy fighters will usually make three to four passes at you before you are out of this area.
AREA 3 : This is the area that gives players the most trouble. Due to the small openings in the walls plus those openings being at different heights can really test a player's skill. In addition, you must still take out Fuel Tanks in order to keep flying.
a) In order to make sure that you will be able to pass through an opening, continue to fire your gun. If your laser fire doesn't go through, that means you have to quickly adjust either your altitude or left/right orientation.
b) The barriers are relatively close together which means you have to get through one and quickly adjust to where the next one is. Over a period of time, you will memorize where the openings in the barriers are and make your trip that much easier.
c) Many of the targets such as Fuel Tanks and Radar Towers are just on the other side of the walls. This means you have to drop and go left or right very quickly to have a chance of hitting them.
d) An added bonus of firing through the barriers (especially the ones at ground level) is that you can knock off the targets on the other side of said barrier making your life that much easier.
e) After the last barrier, you get to tangle with the Super Zaxxons. To defeat them every time :
1) Set your altitude to one and one-half units.
2) Go to the middle side of the screen.
3) When he starts to enter, start firing. Adjust your fire so that you are hitting the area where the mouth of the Super Zaxxon is.
4) You need to get six shots into his mouth before he throws a fireball at your fighter.
5) Once you have either destroyed, or forced the blue Super Zaxxon to retreat, you have to deal with the green Super Zaxxon.
6) Once you have either destroyed, or forced the green Super Zaxxon to retreat, you have to deal with the red Super Zaxxon.
7) After you have either destroyed, or forced the red Super Zaxxon to retreat, you go back to area 1 again.
8) As a reward for killing off the Super Zaxxons, you get 2,000 points apiece for them.
Once you complete Area 3, the cycle begins anew.
- SERIES -
1. Zaxxon (1982, Arcade)
2. Super Zaxxon (1982, Arcade)
3. Zaxxon 3-D (1987, Master System)
4. Zaxxon Motherbase 2000 (1995, Sega 32X)
5. Zaxxon Escape (2012, Google Play)
- PORTS -
* CONSOLES:
Atari XEGS (1984)
* HANDHELDS:
[US] Sony PSP (nov.16, 2006) "Sega Genesis Collection [Model ULUS-10192]" : as an unlockable extra
[EU] Sony PSP (feb.2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" : as an unlockable extra
[AU] Sony PSP (feb.8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" : as an unlockable extra
* COMPUTERS:
[EU] Commodore C64 (1984)
[US] Commodore C64 (1984) "Super Zaxxon [Model 012-05]"
Apple II (1984)
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Super Street Fighter II Turbo [Blue Board] Update submitted by XtC
Super Street Fighter II Turbo (c) 1994 Capcom Company, Limited.
Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Super Street Fighter II X - Grand Master Challenge [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & World]
- TRIVIA -
Super Street Fighter II Turbo was released in February 1994 outside Japan. It is known in Japan as "Super Street Fighter II X - Grand Master Challege".
In these Export versions, Gouki is named Akuma and all of Akuma's dialogue was removed instead of being translated. If Akuma wins a battle in SSF2 Turbo, he has no victory quotes.
Akuma's ending was all completely removed from the Export versions, with only a credit roll if you beat the game with him, along with pictures of his defeated opponents.
Some characters' endings are translated inaccurately.
- UPDATES -
Blue Board revisions :
REVISION 1:
* Build date: 940223
* WORLD and USA releases
REVISION 2:
* Build date: 940323
* USA release
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [B-Board 90629B] (1991)
3. Street Fighter II' - Champion Edition [B-Board 91634B-2] (1992)
4. Street Fighter II' - Hyper Fighting [B-Board 91635B-2] (1992)
5. Super Street Fighter II - The New Challengers [Green Board] (1993)
6. Super Street Fighter II Turbo [Blue Board] (1994)
7. Street Fighter Alpha - Warriors' Dreams [Blue Board] (1995)
8. Street Fighter Alpha 2 [Blue Board] (1996)
9. Street Fighter III - New Generation (1997)
10. Street Fighter III - 2nd Impact : Giant Attack (1997)
11. Street Fighter Alpha 3 [Blue Board] (1998)
12. Street Fighter III - 3rd Strike : Fight For The Future (1999)
13. Hyper Street Fighter II - The Anniversary Edition [Green Board] (2003)
14. Street Fighter IV (2008)
15. Super Street Fighter IV - Arcade Edition (2010)
16. Ultra Street Fighter IV (2014)
17. Street Fighter V (2016)
18. Ultra Street Fighter II - The Final Challengers (2017, Switch)
- PORTS -
Here is a list of ports released in regions where the arcade version was released as a Blue Board.
* CONSOLES:
Panasonic 3DO [US] (1994) "Super Street Fighter II Turbo [Model FZ-SM3851]"
Panasonic 3DO [EU] (1994) "Super Street Fighter II Turbo [Model FZ-SE3851]"
Commodore Amiga CD32 [EU] (1996)
[EU] Sega Saturn (1997) "Street Fighter Collection [Model T-7033H-50]" : Disc 1
[US] Sega Saturn (nov.30, 1997) "Street Fighter Collection [Model T-1222H]" : Disc 1
[US] Sony PlayStation (nov.30, 1997) "Street Fighter Collection [Model SLUS-00423]"
[EU] Sony PlayStation (jul.1998) "Street Fighter Collection [Model SLES-00998]"
[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2"
[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]"
Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
Microsoft XBOX 360 [XBLA] [US] [EU] (nov.26, 2008) "Super Street Fighter II Turbo HD Remix"
Sony PlayStation 3 [PSN] [US] (nov.25, 2008) "Super Street Fighter II Turbo HD Remix"
Sony PlayStation 3 [PSN] [EU] (feb.19, 2009) "Super Street Fighter II Turbo HD Remix"
* HANDHELDS:
[US] Nintendo GBA (oct.30, 2001) "Super Street Fighter II Turbo Revival [Model AGB-AG5E-USA]"
[EU] Nintendo GBA (nov.2, 2001) "Super Street Fighter II Turbo Revival [Model NTR-AXRP]"
* COMPUTERS:
Commodore Amiga [US] (1995)
[EU] Commodore Amiga (1996)
PC [MS-DOS, CD-ROM] [US] (may.1995) by GameTek
- SOURCES -
Game's ROM.
Game's picture.
Street Fighter Eternal Challenge book
Accepted [+] [X] Super Street Fighter II - The New Challengers [Blue Board] Update submitted by XtC
Super Street Fighter II - The New Challengers (c) 1993 Capcom Company, Limited.
Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Street Fighter II - The New Challengers [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Etc.]
- TRIVIA -
In M. Bison's ending in the Export versions, Bison says 'Not even the 'Ancient One' dared to challenge me!'. In the original Japanese version, where he's known as Vega, he doesn't say anything like this.
Localizations liberties were taken with Cammy's and Fei-Long's endings in the Export versions of SSFII, changing their whole context.
Some of the voice samples of Cammy and Dee Jay were changed from the original version:
(Japanese version quote - Export version quote.)
* Cammy : 'Spiral Arrow' - 'Cannon Drill'
* Cammy : 'Cannon Spike' - 'Thrust Kick'
* Dee Jay : 'Slash' - 'Max Out'
- UPDATES -
Blue Board revisions :
REVISION 1:
* Build date: 930911
* WORLD and USA releases
REVISION 2:
* Build date: 931005
* WORLD release
- PORTS -
Here is a list of ports released in regions where the arcade version was released as a Blue Board:
* CONSOLES:
[EU] Nintendo SNES (sept.1994) "Super Street Fighter II - The New Challengers [Model SNSP-XW-EUR]"
[US] Nintendo SNES (june.1994) "Super Street Fighter II - The New Challengers [Model SNS-XW-USA]"
[US] Sega Genesis (1994) "Super Street Fighter II - The New Challengers [Model T-12056]"
[EU] Sega Mega Drive (june.1994) "Super Street Fighter II - The New Challengers [Model 670-5448-50]"
[EU] Sega Saturn (1997) "Street Fighter Collection [Model T-7033H-50]" : Disc 1
[US] Sega Saturn (nov.30, 1997) "Street Fighter Collection [Model T-1222H]" : Disc 1
[US] Sony PlayStation (nov.30, 1997) "Street Fighter Collection [Model SLUS-00423]"
[EU] Sony PlayStation (jul.1998) "Street Fighter Collection [Model SLES-00998]"
* COMPUTERS:
[EU] Commodore Amiga (1995)
[US] [EU] PC [MS-DOS, CD-ROM] (1996)
- SOURCES -
Game's ROM.
Accepted [+] [X] Super Pac-Man Update submitted by XtC
Super Pac-Man (c) 1982 Namco.
Super Pac-Man is a 1- or 2-player game where you are in control of the legendary Pac-Man. As in the original "Pac-Man" game, the goal is to clear each maze, but this time, instead of dots, the maze consists of prizes which are locked away behind gates. There are two ways to access the prizes. You can eat the keys which open a particular gate, and not always the gate which is closest to that key. Or you can crash through the gate after you eat a Super Pill and become Super Pac-Man. You are not required to eat all of the keys in order to complete the stage.
Four Power Pills are in maze and allow Pac-Man to turn the tables on the ghosts and eat them for a short time. When the ghosts begin to flash, time is running out and they will switch back, so beware.
New in this game is the Super Pill. There are two Super Pills in the maze which allow Pac-Man to become Super Pac-Man for a limited period of time. While in Super form, Pac-Man can crash through the maze gates, fly over the ghosts and avoid being killed (or eat them when they're blue), and travel at super speed whenever the player presses and holds the Super Speed button. When the super power is about to run out, Pac-Man flashes white and then returns to his normal form. You can extend the duration of Super time by eating a regular Power Pill. The Super time will then be extended by the duration of the ghosts' blue time.
Pac-Man loses one life whenever a ghost catches him when the ghost is not blue and Pac-Man is not in Super form. You start with a set number of lives ('Lives' dip switch), and bonus lives can be awarded to you as you reach or pass certain preselected point values ('Extra Lives' dip switch).
The tunnel is a great way to put some space between you and any ghosts that are on your tail since they can only move half as fast as you when they are in it. In Super Pac-Man, the ghosts are also slowed down by travelling through the passage directly beneath the ghost pen.
Occasionally, a star will appear in the middle of the screen with a picture on the left, and a rotating picture on the right. You may eat the star at any time for bonus points, but if you manage to eat the star when the right picture matches the left one, you will receive a larger bonus.
As the stages increases, the ghosts speed up their pursuit of Pac-Man and they stay blue for shorter and shorter periods of time after he eats a Power Pill until, in the high stages, they do not turn blue at all.
Super Pac-Man also features bonus stages in Stage 3, Stage 7, and every fourth stage thereafter, where there are no ghosts, a time limit, and Pac-Man is in Super form throughout the stage. Your goal is to eat all of the prizes in the given time limit. As with gameplay on the regular levels, you don't need to eat all (or any) of the keys. You are awarded the remaining time in the counter as points for successfully eating everything. With each Bonus stage, the walls and gates change color.
Super Pac-Man remains true to the intermission formula established in "Pac-Man". These intermissions are more like the simple humorous anecdotes found in the original game, than the episodic stories told by the intermissions in "Ms. Pac-Man" and "Jr. Pac-Man". Super Pac-Man features four intermissions :
1) Pac-Man enters from the left side of the screen, followed closely by the ghosts. When Pac-Man exits the screen to the right, the ghosts stop. Super Pac-Man appears high up from the right and the ghosts helplessly watch as Super Pac-Man flies over their heads and exits to the left. This intermission is played after Stage 2.
2) As a tribute to the first intermission from the original game, Pac-Man enters from the right, and is followed by what appears to be a super version of Blinky. After they exit to the left, a super Blinky reappears from the left in his blue form, and is now followed by an even larger version of Super Pac-Man. This intermission is played after Stage 6.
3) Pac-Man enters from the left side of the screen, followed closely by the ghosts. Before Pac-Man makes it all the way to the right, he simply disappears, leaving the ghosts stunned and puzzled. As the ghosts look around for Pac-Man's whereabouts, Clyde looks up and notices the extremely large version of Super Pac-Man falling from the sky, instantly scaring all of the ghosts blue before this super-duper Pac-Man squashes them. This intermission is played after Stage 11, which is the third Bonus Stage.
4) The extra-large Super Pac-Man enters from the left side of the screen, followed by a pack of 32 ghosts, 8 of each color. After exiting to the right, four scared (blue) super ghosts reappear from the right. Much to their misfortune, they are being chased by 32 normal-sized Pac-Men. This intermission is played after Stage 16 and every 4th stage thereafter.
- CAST OF CHARACTERS -
* Pac-Man - Once again, you control the little yellow hero as you guide him through the maze and onto victory. Pac-Man's goal is to gobble up every target item. He must avoid contact with the ghosts unless they are blue as a result of Pac-Man eating a Power Pill, or when Pac-Man is in Super form as a result of eating a Super Pill. Unlike the other classic Pac-games, Pac-Man does not move any slower when he's eating targets than when he isn't. True to the other Pac-games, however, he is still capable of turning around corners faster than the ghosts, so make as many turns as possible when the ghosts are on his tail.
* Super Pac-Man - After eating a Super Pill, Pac-Man becomes large and in charge. In Super form, he can eat through gates without the use of a key, fly over ghosts without colliding with them (the ghosts actually change in appearance, becoming squat or thin depending on the direction they are moving; this ability does not prevent Super Pac-Man from eating blue ghosts), moving faster when the Super Speed button is held down, and extending the duration of his super power by eating a normal Power Pill. When Pac-Man's Super power is about to expire, he flashes white just like the ghosts do when they are about to change back to normal.
* Ghosts - Blinky, Pinky, Inky, and Clyde are back. Basically, they behave the same. Blinky follows you more closely than any of the other ghosts, shadowing your trail, Pinky tries to stay one step ahead of you by second-guessing which way you will go and trapping you, Inky usually turns away if you take him head on, and Clyde does his own thing for the most part. In this game, their behavior is a tad more random than in the first game, so patterns cannot be relied upon. Also new in Super Pac-Man, they will exhibit a "stutter" behavior from time to time where they seem to shake in one spot briefly before continuing on. This can sometimes save you if you are being chased, or it can mess you up if you are following behind a ghost too closely.
* Scared Ghosts - As in the original game, if Pac-Man eats a Power Pill, the ghosts will turn blue for a short period of time. The higher the stage, the shorter that time becomes, until the ghosts don't turn blue at all (but they do change direction). Eating ghosts scores big points (see Scoring below), but watch out when they start flashing because they're about to change back to their normal state.
* Power Pills - A carry-over from the original "Pac-Man" game. These four large white blinking dots in the corners of the maze allow Pac-Man to temporarily chase and eat the ghosts until they begin to flash and turn back to normal. In this game, eating a Power Pill while in Super form extends Super time into the ghosts' blue time.
* Super Pills - These two green pills grow and shrink in size close to the middle of the maze. When Pac-Man eats one of these, he grows to Super size and gains the power to crash through barriers, fly over ghosts, and use Super Speed.
* Keys - The ultimate prize in the original game becomes an integral tool in this game. Eat the keys to open the gates that block your access to the prizes. You don't have to eat all of the keys to complete the stage. The maze contains 15 keys in all.
* Gates - The doors that block Pac-Man from eating the prizes he needs to eat in order to complete the stage. There are 37 gates in all.
* Prizes - Unlike in the original game, where you had to eat dots and collect the prizes for bonus points, you must eat all of prizes to complete the stage. The maze contains 31 prizes in all.
* Bonus Star - Once Pac-Man has eaten a total of 15 items in the maze (including power pills and super pills, but not including keys), a bonus star will appear with one picture to the left, and a rapidly changing picture to the right. Eat the star for bonus points, or try to eat the star when the pictures match for an even higher bonus. Try to eat the star when the pictures on either side match and are the same as the current stage's main prize (for example, apples in Stage 1) to score the maximum possible bonus points.
* Tunnel - By going through one end of the tunnel, Pac-Man and the ghosts can cross over to the other side of the screen. Any ghost who goes through the tunnel will move at half speed. This speed decrease also occurs under the ghost pen now.
- TECHNICAL -
Game ID : SP
Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG
Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 32
Players : 2
Control : 4-way joystick
Buttons : 1 (SUPER SPEED) - only works while Pac-Man is Super-sized.
- TRIVIA -
Super Pac-Man was released in October 1982 in Japan.
In this new Pac-Man game, the gameplay mechanics have altered radically - instead of eating dots, the player is required to eat a key, which unlocks a section of the maze containing some kind of food. Once all the food is eaten, the player advances to the next level. The new game-play mechanics were considered by many to be confusing, and too much of a change from the first two games ("Pac-Man" and "Ms. Pac-Man"). Ultimately, Super Pac-Man proved to be the least successful game in the original series, being outsold that year by "Pac-Man Plus", a slightly updated version of the original game. In spite of this, the game's A.I. was celebrated as being one of the best of that era, and in the eyes of many fans, was the best out of any Pac-Man game.
The alien spaceship "Galaxian" makes an appearance in this game as the main prize of Stage 15 (the fourth Bonus Stage).
A Super Pac-Man unit appears in the 1983 movie 'Joysticks'.
- SCORING -
Key : 50 points
Power Pill : 100 points
Super Pill : 100 points
Eating a gate (when Super-sized) : 200 points
Food items : 10 x stage (max. 160) points
1st blue ghost : 200 points
2nd blue ghost : 400 points
3rd blue ghost : 800 points
4th blue ghost : 1,600 points
Star, when slot machine items do not match : 200 to 1,600 points (value doubles every four stages until it reaches 1,600)
Star, when slot machine items match but different from level : 2,000 points
Star, when slot machine items match and same as level : 5,000 points
Bonus points awarded after bonus round is complete. Bonus counts down from 20,000 by 100's.
- TIPS AND TRICKS -
* Try to group the ghosts together, and lure as many as possible at once behind you before collecting a Power Pill.
* Note that in this game, you can kill the ghosts in their home, so on the early stages you can kill all four, then collect another power pill and kill them in their base as soon as they regenerate. This gives you another few seconds breathing space as well. This is generally not recommended unless Pac-Man is in Super form at the time.
* At the early parts of each level, concentrate on picking up as many keys as possible before collecting any prizes. This way you open up a lot of the maze, saving grief later on.
* When you are in Super form, collecting a normal Power Pill extends your Super time. The Super Pill does last longer than a normal Power Pill.
* When you are in Super form, try and break through any remaining doors to save you from having to collect all the keys.
* Don't worry about the bonus star in the center - it's not worth wasting time waiting to try and match the items as you score far more points in general play on later levels.
* Although the maze layout is always the same, the keys on later levels open different doors, so you can't rely on the same patterns on each screen.
* All stages whose numbers are one less than a multiple of 4 (Stage 3, Stage 7, Stage 11, etc.) serve as Bonus Stages. In these stages, Pac-Man is Super-sized throughout the entire stage, and there are no ghosts. These are the stages to take full advantage of the Super Speed button. Complete each Bonus Stage before time runs out; the remaining time is awarded to you as points.
* Easter Egg :
1) Enter service mode.
2) Keep Button 1 pressed and enter the following sequence : Right, Down(x2), Left(x4), Up.
'(c) (p) 1982 NAMCO LTD.' will be added at the bottom of the screen.
- SERIES -
1. Pac-Man (1980, ARC)
2. Ms. Pac-Man (1981, ARC)
3. Super Pac-Man (1982, ARC)
4. Pac-Man Plus (1982, ARC)
5. Jr. Pac-Man (1983, ARC)
6. Professor Pac-Man (1983, ARC)
7. Pac-Land (1984, ARC)
8. Pac-Mania (1987, ARC)
9. Pac-Attack (1993, SNES, Genesis; 1994, Game Boy, Game Gear)
10. Pac-Man 2 - The New Adventures [Model SNS-25-USA] (1994, SNES, Genesis)
11. Pac-In-Time [Model SNS-APTE-USA] (1994, SNES, PC)
12. Pac-Man Arrangement (1996, ARC) : part of "Namco Classics Collection Vol.2"
13. Pac-Man VR (1996, ARC)
14. Pac-Man World [Model SLUS-00439] (1999, PS)
15. Pac-Man - Adventures in Time (2000, PC)
16. Ms. Pac-Man - Maze Madness [Model SLUS-01018] (2000, PS)
17. Ms. Pac-Man - Quest for the Golden Maze (2001, PC)
18. Pac-Man All-Stars (2002, PC)
19. Pac-Man Fever [Model SLUS-20197] (2002, PS)
20. Pac-Man World 2 [Model SLUS-20224] (2002, PS2, GC, XBOX)
21. Pac-Man Vs. [Model DOL-PRJE-USA] (2003, GC)
22. Pac-Pix [Model NTR-APCE-USA] (2005, DS)
23. Pac-Man Pinball Advance [Model AGB-BP8E-USA] (2005, GBA)
24. Pac-Man Arrangement (2005, PSP) : part of "Namco Museum Battle Collection [Model ULUS-10035]"
25. Pac'n Roll [Model NTR-APNE-USA] (2005, DS)
26. Pac-Man World 3 [Model SLUS-21219] (2005, PSP, PS2, GC, XBOX, PC, DS)
27. Pac-Man World Rally [Model SLUS-21328] (2006, GameCube, PS2, PSP, PC)
28. Pac-Man Championship Edition (2007, XBLA)
29. Pac-Man Championship Edition DX (2010, XBLA, PSN)
30. Pac-Man Party [Model RVL-SP7E-USA] (2010, Wii)
31. Pac-Man Battle Royale (2011, ARC)
32. Pac-Man Tilt (2011, 3DS) : part of "Pac-Man & Galaga Dimensions [Model CTR-APGE-USA]"
33. Pac-Man Championship Edition DX+ (2013, XBLA, PSN, Steam)
34. Pac-Man Dash! (2013, Android/iOS)
35. Pac-Man and the Ghostly Adventures (2013, 3DS, XBOX 360, PS3, Wii U, PC)
36. Pac-Man and the Ghostly Adventures 2 (2014, 3DS, XBOX 360, PS3, Wii U, PC)
- STAFF -
Designed by : Toru Iwatani
- PORTS -
NOTE: For ports released in North America, please see the Midway upright entry.
* CONSOLES:
[AU] Sony PlayStation (1996) "Namco Museum Vol.2"
[EU] Sony PlayStation (nov.1996) "Namco Museum Vol.2 [Model SCES-00267]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
[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"
* HANDHELDS:
[EU] Nintendo Game Boy Color (1999) "Ms. Pac-Man - Special Colour Edition [Model DMG-AQCP-EUR]" : Bonus game
* COMPUTERS:
[EU] Commodore C64 (1988)
[JP] PC [MS Windows, CD-ROM] (june.9, 1998) "Namco History Vol.3"
[EU] Steam (feb.25, 2014) "Pac-Man Museum"
[AU] PC [Online] (feb.25, 2014) "Pac-Man Museum"
- SOURCES -
Game's ROM.
Accepted [+] [X] Super Hang-On Update submitted by XtC
Super Hang-On (c) 1987 Sega.
Super Hang-On is a checkpoint-based racing game and is the sequel to the acclaimed "Hang-On", released two years earlier. As with the prequel, players take control of a superbike and must race over twisting road-based circuits, avoiding rival bikers and trying to reach the end-of-stage checkpoint before the time limit expires.
For the sequel, Sega introduced the hilly, undulating roads that had been executed so superbly in 1986's "Out Run". The gameplay was further enhanced with the introduction of the 'turbo' button. Upon reaching the bike's maximum speed of 280kph, players could press and hold the turbo and push the bike up to 324kph - something that was necessary to beat the game's extremely tight time limits. This had to be used carefully, however, as the increase in speed made the bike harder to control and accelerating at the wrong time would invariably see a head-on collision with either rival bikers or the road-side objects that litter the stages.
Players could chose to race on any one of four courses: Africa, Asia, America and Europe. Africa is the easiest and shortest of the four, with each subsequent course becoming both more demanding - with tighter bends and more aggressive rival racers - and having a greater number of stages to have to beat. Africa, for example, is made up of only six stages, while the hardest course, Europe, has eighteen stages.
- TECHNICAL -
[1] Mini Ride-On Type
[2] Sit-Down Type
[3] Upright Type: It has an actual motorcycle handlebar, throttle and break lever. It also has a simulated tachometer and speedometer.
Game ID : 317-0034
Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
- TRIVIA -
Super Hang-On was released in April 1987.
A bootleg was released in Arcades around 1992.
In Sonic Riders, a 2006 home video game, there is an unlockable Gear called the 'Super Hang-On', which plays the song 'Outride a Crisis', the first of the four songs featured in Super Hang-On.
Soundtrack releases:
[JP] Oct. 10, 1987 - After Burner [Sega Game Music Vol.3] [28XA-109]
[JP] Dec. 20, 2000 - After Burner [Sega Game Music Vol.3] [SCDC-00056]
- SERIES -
1. Hang-On (1985, Arcade)
2. Hang-On II [Model C-60] (1985, Sega SG-1000)
3. Hang-On Jr. (1985, Arcade)
4. Super Hang-On (1987, Arcade)
5. Limited Edition Hang-On (1991, Arcade)
6. Hang On GP '95 [Model GS-9032] (1995, Sega Saturn)
- STAFF -
Music composed by : Katsuhiro Hayashi, Koichi Namiki
- PORTS -
* CONSOLES:
[JP] Sega Mega Drive (oct.6, 1989) "Super Hang-On [Model G-4011]"
[US] Sega Genesis (oct.6, 1989)
[EU] Sega Mega Drive (1990)
Sony PlayStation 3 [PSN] [US] (may.22, 2012)
Microsoft XBOX 360 [XBLA] [JP] (may.23, 2012) "Sega Classics Collection"
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (may.23, 2012) "Sega Vintage Collection - Alex Kidd & Co."
Sony PlayStation 3 [PSN] [JP] (may.23, 2012) : Sega Ages Online
Sony PlayStation 3 [PSN] [EU] (may.23, 2012)
Sony PlayStation 3 [PSN] [KO] (may.30, 2012)
Nintendo Wii [Virtual Console Arcade] [JP] (2010)
Nintendo Wii [Virtual Console Arcade] [EU] [US] (2012)
Microsoft Xbox One [JP] (2015) "Yakuza 0" : Playable at the in-game arcades.
Sony PlayStation 4 [JP] (2015) "Yakuza 0" : Playable at the in-game arcades.
Microsoft Xbox One [JP] (2016) "Yakuza 6" : Playable at the in-game arcades.
Sony PlayStation 4 [JP] (2016) "Yakuza 6" : Playable at the in-game arcades.
* HANDHELDS:
[US] Nintendo GBA (may.21, 2003) "Sega Arcade Gallery [Model AGB-AYPE-USA]"
[EU] Nintendo GBA (aug.1, 2003) "Sega Arcade Gallery [Model AGB-AYPP]"
Nintendo 3DS [eShop] [JP] (mar.27, 2013) "3D Super Hang-On [Model CTR-JHAJ-JPN]"
Nintendo 3DS [eShop] [US] (nov.28, 2013) "3D Super Hang-On [Model CTR-JHAE-USA]"
Nintendo 3DS [eShop] [EU] (nov.28, 2013) "3D Super Hang-On [Model CTR-JHAP-EUR]"
Nintendo 3DS [eShop] [AU] (nov.28, 2013) "3D Super Hang-On [Model CTR-JHAP-AUS]"
* COMPUTERS:
[UK] Amstrad CPC (1987) [Model UQD 624]
[UK] Amstrad CPC (1987) [Model UQK 624]
[SP] Amstrad CPC (1988) [Model 22329]
[US] Commodore C64 (1988)
[EU] Atari ST (1988)
[EU] Commodore Amiga (1988)
[EU] Sinclair ZX Spectrum (1988)
PC [MS-DOS] [US] (1988)
[JP] Sharp X68000 (dec.25, 1989) "Super Hang-On [Model CZ-238AS]"
- SOURCES -
Game's manual.
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Super Gem Fighter - Mini Mix [Blue Board] Update submitted by XtC
Super Gem Fighter - Mini Mix (c) 1997 Capcom.
North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Pocket Fighter [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Europe]
- PORTS -
* CONSOLES:
[EU] Sony PlayStation (1998) [Model SLES-01378]
[US] Sony PlayStation (1998) [Model SLUS-00653]
Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology"
[US] Sony PS2 (june.13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]"
[EU] Sony PS2 (jul.7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]"
Sony PlayStation [US] (feb.8, 2011) : PSOne Classics
* OTHERS:
Apple iPhone/iPod [US] (jul.7, 2012) "Pocket Fighter [Model 472112905]" : released under the Japanese title.
- SOURCES -
Game's ROM.
Accepted [+] [X] Super Basketball [Model GX405] Update submitted by XtC
Super Basketball (c) 1984 Konami Industry Company, Limited.
A basketball game.
- TECHNICAL -
This game appears to have only been available as a conversion kit. The game runs on a single large motherboard with one daughterboard attached. This board is compatible with the Konami Standard and will plug into any machine wired for that standard.
Game ID : GX405
Main CPU : Motorola M6809 (@ 1.4 Mhz)
Sound CPU : Zilog Z80 (@ 3.5795 Mhz)
Sound Chips : DAC, SN76496 (@ 1.789772 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3 (DRIBBLE, PASS, SHOOT)
- TRIVIA -
Super Basketball was released in September 1984. This is the first basketball game presented by Konami.
- UPDATES -
It appears that there was both an encrypted and an unencrypted version of the game, there is no game+play difference between them, but they do use slightly different hardware.
- TIPS AND TRICKS -
* Angle And Timing Rules...
Free Throws : 41-44 and 46-49% = 1 pt and 3 seconds, 45% = 2 pts and 5 seconds.
Jump Shots : Varies by location, 45% sinks from anywhere ('nice shot'), 5 seconds.
Dunk Shots : Same as above, grants one extra second.
Lose 5 seconds for each turnover, unless game clock is already at :09 or below.
* Speed and time are essential. The big points are scored on the after-game bonuses, and you need to score tons of points to beat the World Champs. Here's how :
1) The primary sweet spot on the floor is the baseline (right edge) on the right (bottom) side of the basket, anywhere inside 3 point range. You can win most games shooting only from here. Dribble there every chance you get and shoot while running out of bounds -- the computer can't block the shot and any reasonably angled shot will go in.
2) The secondary sweet spot is the bottom left corner of the free throw line. Periodically one of your players will post up in this spot -- a quick pass to him results in an easy shot if it's taken immediately. The computer can sometimes stop the play, but it's such a fast striking shot that it can pay off big when time is running low.
3) Basic strategy is score fast, score often, you need the time. Pass north-south, not east-west and you can get around the defenders to the baseline. Take most of your shots from there as outlined above, and you should score fast enough to beat most teams.
* Hint 1 : On bonus shot screens, just shoot like crazy. You can have multiple balls on+screen at once, so don't bother aiming.
* Hint 2 : After about the 4th team, you're better off just avoiding passing altogether as they pick off the balls too often.
* Hint 3 : Move diagonally as much as possible rather than straight forward, and when under the hoop, you don't need to make a full jump to get it in easy - that just makes it easier to be blocked.
* Hint 4 : If you're moving without the ball (say after a shot, to go rebound) it seems that you can run faster if you 'dribble' even though you don't have a ball to do that with.
* 5,000 Point Bonus : When you're shooting free throws, hold down the shoot button until the angle indicator is between 85 and 90 degrees. The ball will go straight up, bounce off the shooter's head, and bounce off the screen, awarding you a 5,000 point bonus.
- PORTS -
* CONSOLES:
[JP] Nintendo DS (mar.15, 2007) "Konami Arcade Collection [Model NTR-A5KJ-JPN]"
[US] Nintendo DS (mar.27, 2007) "Konami Classic Series - Arcade Hits [Model NTR-ACXE-USA]" : as 'Basketball'
[EU] Nintendo DS (oct.26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]"
[AU] Nintendo DS (oct.29, 2007) "Konami Arcade Classics"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Street Fighter Zero 2 Alpha Update submitted by XtC
Street Fighter Zero 2 Alpha (c) 1996 Capcom Company, Limited.
An enhanced version of "Street Fighter Zero 2" released in arcades in Japan, southeast Asia, Brazil, and Hispanic regions. In North America and Europe, where its predecessor is known as "Street Fighter Alpha 2", this enhanced version appears on home consoles only.
- TECHNICAL -
Capcom Play System II hardware (CPS II)
Game ID : CP-S II No. 18
Main CPU : Motorola 68000 (@ 11.8 Mhz), Zilog Z80 (@ 8 Mhz)
Sound Chips : Q-Sound (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Street Fighter Zero 2 Alpha was released in August 1996.
This game is very similar to it's predecessor, "Street Fighter Zero 2". It is slightly enhanced, giving some of the characters a new move or two. There are also additional game modes added, such as 'Dramatic Battle' (2 vs. 1), 'Shin Akuma Mode' and 'Survival'.
- UPDATES -
Here is the list of all versions :
960805
* Green Board [Japan] release.
960813
* Orange Board [South America] and Pink Board [Brazil] releases.
960826
* Grey Board [Asia] release.
Unlike most other CPS2 titles, this one never had a Blue Board release in the arcades.
ADDITIONAL NOTES :
In the Green Board [Japan] release :
* Charlie is called 'Nash'
* M. Bison is called 'Vega'
* Akuma is called 'Gouki'
* Evil Ryu is called 'Satsui No Hadou Ni Mezameta Ryu' (translated as "Ryu in which the surge of the intent to kill has awakened")
- TIPS AND TRICKS -
* Two vs. One Battle : Hold LK+MK+HK and press Start at the start screen.
* Fight Your Mid Boss : Win five rounds with a Super finish or Custom Combo finish, and don't lose a round before the sixth match.
* Fight Shin Akuma : Hold MK+MP and press Start at the start screen.
* Survival Battle : Hold LP+MP+HP and press Start at the start screen.
* SFII' Versions Of Ryu, Ken, Sagat, M. Bison, Dhalsim, Zangief : Highlight the character and press Start.
* Evil Ryu : Highlight Ryu and press Start twice.
* SFII Costume Chun Li, SFII' Chun Li : Highlight Chun Li and press Start once for SFII costume Chun Li, twice for SFII' Chun Li.
* Choose A Win Pose : Hold Start + any attack button after winning a round to determine your win pose.
* Alternate Colors For Sakura : Highlight Sakura and press Start(x5).
* Stage Select : Can only be done when a second player enters the game, therefore the message "Here Comes A New Challenger!!" must appear before returning to the select screen. On the select screen, highlight a character icon and hold Start for 2 seconds. Then choose your fighter. If you want the grassy Australia stage (the tall grass), hold Start on Sagat's icon for 2 seconds then select your character (do not let go of Start). To select the Venezuela stage (the waterfall), do the same steps you would do to select Australia, except hold Start on Charlie's icon instead of Sagat's.
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)
18. Street Fighter V (2016)
19. Ultra Street Fighter II - The Final Challengers (2017, Switch)
- STAFF -
Planner : Noritaka Funamizu (Poo), Neo_G, Kanetaka
Programmers : Cham Cho Choy, Pon, Arikichi Kiyoko, Hard.Yas (-Becret Player-), Shinchan (as 'Hyper Shinchan'), Super Sailor (Birdie)
Scroll designers : Konomi, Shibata Kayoko, Daisuke Nakagawa, Y. Kyo, Kisabon, Ohnishi, Tama, M. Chiezou, Kazu.T, Takapon, Yoichi Tanoue (Tanopu), Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
Object designers : Eripyon.N (Eri_Eri), Ball Boy, Yu_Suke, Makoto Ishi, A. Iwasaki, Arahi Juf, Seigo Kawakami (Ushi), K.Takechan, Alien Pole, Kuri Geruge, Nasaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I = rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
Visual planner : Haruo Murata (as "Mucchi")
Original artwork : Holyhomerun
Sound & voices : Hiroaki Kondo (X68K)
Music compose & Arrange : Syun Nishigaki, Setsuo Yamamoto, Tatsuro Zuzuki (Tatsuro-)
All sound produced by Arcade Sound Team.
Producer : Noritaka Funamizu (Poo)
* Voice Actors :
Ryu : Katashi Ishizuka
Adon, Gen, Zangief, Birdie, Sodom : Wataru Takagi
Chun Li : Yuko Miyamura
Ken Masters, Guy : Tetsuya Iwanaga
Dhalsim : Yoshiharu Yamada
Sakura Kasugano : Yuko Sasamoto
Rolento Schugerg : Jin Yamanoi
Charlie : Toshiyuki Morikawa
Rose : Yuko Miyamura
Sagat : Miki Shinichiro
Akuma, Major Bison : Tomomichi Nishimura
Dan Hibiki : Osamu Hosoi
- PORTS -
Home versions have three different titles :
[JP] "Street Fighter Zero 2 Dash"
[EU] "Street Fighter Alpha 2 Dash"
[US] "Street Fighter Alpha 2 Gold"
* CONSOLES:
[EU] Sega Saturn (1997) "Street Fighter Collection [Model T-7033H-50]" : Disc 2
[JP] Sega Saturn (sept.18, 1997) "Street Fighter Collection [Model T-1223G]" : Disc 2
[JP] Sony PlayStation (oct.23, 1997) "Street Fighter Collection [Model SLPS-00801]"
[US] Sega Saturn (nov.30, 1997) "Street Fighter Collection [Model T-1222H]" : Disc 2
[US] Sony PlayStation (nov.30, 1997) "Street Fighter Collection [Model SLUS-00584]"
[EU] Sony PlayStation (jul.1998) "Street Fighter Collection [Model SLES-10998]"
Sony PlayStation 2 [AU] (2006) "Street Fighter Alpha Anthology" : by THQ
[JP] Sony PS2 (may.25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPS-66409]"
[US] Sony PS2 (june.13, 2006) "Street Fighter Alpha Anthology [Model SLUS-21317]"
[EU] Sony PS2 (jul.7, 2006) "Street Fighter Alpha Anthology [Model SLES-54085]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Steeplechase Update submitted by XtC
Steeplechase (c) 1975 Atari.
Steeplechase is a horse racing game. Up to six players can play against each other. You have to make your horse jump over obstacles on a horizontal course. The monitor has six rows for each horse, each with an individual color overlay. You always play against a computer player with horse number 7. The fastest horse wins.
- TRIVIA -
Released in October 1975, selling at an MSRP of $1095.
The project name for Steeplechase was 'Astroturf'. The name 'Astroturf' is even still on the board. It is an early Atari board without any dedicated CPU (the computer was a TTL state machine), but had two graphics PROMs for the horses.
- STAFF -
Designed by : Lyle Rains
- PORTS -
* CONSOLES:
[US] Atari 2600 (1981) [Model 49-75126]
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]" : Atari 2600 version
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]" : Atari 2600 version
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology" : Atari 2600 version
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]" : Atari 2600 version
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari: 80 Classic Games in One! [Model 25069J]" : Atari 2600 version
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari: 80 Classic Games in One! (Replay)" : Atari 2600 version
* OTHERS:
[US] Atari Paddle TV Game (2004) : by Jakk's Pacific - Atari 2600 version
[US] "Atari Flashback 3" (sept.16, 2011) : by AtGames - Atari 2600 version
[US] "Atari Flashback 4" (nov.13, 2012) : by AtGames - Atari 2600 version
- SOURCES -
Game's Flyer.
Game's ROM.
Accepted [+] [X] Space Harrier Update submitted by XtC
Space Harrier (c) 1985 Sega.
Space Harrier is a sprite-scaling 3D shoot-em-up set in the 'Fantasy Zone'; a surreal world composed of abstract structures and a checkerboard landscape. The game's enemies are as abstract as its setting; with creatures including prehistoric Mammoths, alien pods, giant mushrooms and, at the end of most stages, a huge, fireball-spitting Chinese Dragon.
The player's on-screen counterpart carries a portable jetpack under his arm which allows him to fly. The player can also run along the ground to avoid overhead structures and enemies.
In addition to its flight capability, the jetpack is also equipped with a laser, used to destroy both the game's many enemies as well as some (but not all) obstructions, such as the trees and floating rocks on the first stage.
Space Harrier has a total of 18 stages, each with a boss fight at the end. Three exceptions are the bonus stages (5th and 12th) and the 18th stage, which is a 'boss rush' featuring some of the bosses encountered up to that point.
- TECHNICAL -
[1] [Sit-Down model]
[2] [Rolling model]
[3] [Upright model]
Players : 1
Control : stick
Buttons : 3 (FIRE, FIRE, FIRE)
- TRIVIA -
Space Harrier was released in October 1985 in Japan.
The pioneer 3-D shooting game realized by a high speed 3-D processing. The first full-color CG graphics in Japan and a beautiful BGM supported by a FM sound system that gave a great impact to the arcade scene in 1985.
In an early version of the game before it was released, the player controlled a spaceship instead of a flying man with a gun.
Sountracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Oct. 17, 1997 - Yu-Suzuki produce Hang-On / Space Harrier [MJCAX-00001]
Library:
[JP] Jan. 10, 1989 - Space Harrier - White Dragon no Yuusha [Bouken Game Book]
- TIPS AND TRICKS -
There's an Easter egg which causes a credit from Yu Suzuki, as well as a build date, to appear on the screen. To trigger this text, at the start of a stage (before the stage name disappears), press Shot-3 six times, Start eight times, then Shot-3 again. Note that any misstep in this sequence will reset the whole process.
- SERIES -
1. Space Harrier (1985)
2. Space Harrier 3D [Model G-1349] (1988, Sega Mark III)
3. Space Harrier II [Model G-4002] (1988, Sega Mega Drive)
4. Space Harrier - Return to the Fantasy Zone (1989, Commodore Amiga)
5. Planet Harriers (2001)
- STAFF -
Designed by: Yu Suzuki (YU.)
From highscore table: (KAN), (KAW), Satoshi Mifune (BIN), (TUD), (NAG), (ASO)
Music by: Hiroshi Miyauchi
- PORTS -
* CONSOLES:
[JP] Sega Mark III (dec.21, 1986) "Space Harrier [Model G-1310]"
[US] Sega Master System (1987) "Space Harrier [Model 7001]"
[EU] Sega Master System (aug.1987) "Space Harrier [Model 7080]"
[JP] NEC PC-Engine (dec.9, 1988) "Space Harrier [Model H67G-1002]"
[JP] Nintendo Famicom (jan.6, 1989) "Space Harrier [Model TFC-SO]"
[US] NEC TurboGrafx-16 (1990) "Space Harrier [Model TGX040025]"
[US] Sega Genesis 32X (1994) "Space Harrier [Model 84505]"
[EU] Sega Mega Drive 32X (1994) "Space Harrier [Model 84505-50]"
[JP] Sega Super 32X (dec.3, 1994) "Space Harrier [Model GM-4005]"
[JP] Sega Saturn (jul.19, 1996) "Space Harrier [Sega Ages] [Model GS-9108]"
[JP] Sega Saturn (jul.19, 1996) "Space Harrier [Limited Special Set] [Model GS-9111]"
[JP] Sega Dreamcast (dec.20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (sept.25, 2003) "Space Harrier [Sega Ages 2500 Vol.4] [Model SLPM-62384]"
[JP] Sony PS2 (oct.27, 2005) "Space Harrier II - Space Harrier Complete Collection [Sega Ages 2500 Vol.20] [Model SLPM-62691]"
[JP] Nintendo Wii [Virtual Console Arcade] (mar.26, 2009)
[EU] Nintendo Wii [Virtual Console Arcade] (may.29, 2009)
[US] Nintendo Wii [Virtual Console Arcade] (june.15, 2009)
[US] Microsoft XBOX 360 (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model 60834]" : as an unlockable extra
[KO] Sony PlayStation 3 (feb.10, 2009) "Sonic's Ultimate Genesis Collection" : as an unlockable extra - by SCEI
[US] Sony PlayStation 3 (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" : as an unlockable extra
[EU] Microsoft XBOX 360 (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" : as an unlockable extra
[EU] [AU] Sony PlayStation 3 (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" : as an unlockable extra
[AU] Microsoft XBOX 360 (feb.26, 2009) "Sega Mega Drive Ultimate Collection" : as an unlockable extra
* HANDHELDS:
[JP] Sega Game Gear (dec.28, 1991) "Space Harrier [Model G-3212]"
[US] [EU] Sega Game Gear (1991) "Space Harrier [Model 2314]"
[JP] Nintendo 3DS [eShop] (dec.26, 2012) "3D Space Harrier [Model CTR-JSHJ-JPN]"
[US] Nintendo 3DS [eShop] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHE-USA]"
[EU] Nintendo 3DS [eShop] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHP-EUR]"
[AU] Nintendo 3DS [eShop] (nov.28, 2013) "3D Space Harrier [Model CTR-JSHP-AUS]"
* COMPUTERS:
[EU] Amstrad CPC (1986) "Space Harrier [Disk]"
[EU] Amstrad CPC (1986) "Space Harrier [Cassette]"
[JP] Sharp X68000 (sept.1987) "Space Harrier [Model DP-3205003]"
[US] Commodore C64 [EU] (1987)
[JP] Fujitsu FM-7 (1987)
[JP] Fujitsu FM-77AV (1987)
[EU] Sinclair ZX Spectrum (1987)
[US] [EU] Atari ST (1988)
[US] [EU] Commodore Amiga (1989)
[US] PC [MS-DOS, 5.25in.] (1989)
[JP] NEC PC 8801
[JP] Sharp X1
* OTHERS:
[US] Tiger Handheld LCD Game (19??)
[US] Mobile phones (2002)
- SOURCES -
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Space Fury Update submitted by XtC
Space Fury (c) 1981 Sega.
This game is a rather simple alien blasting shoot-em-up. It uses almost industry standard vector controls, which are four buttons, Left Rotate, Right Rotate, Thrust, and Fire. You begin the game in the center of four strange looking shapes. These shapes are both level selects and upgrades. Run into one of them and it will add itself to your ship, and then you get to do the level associated with it. Each level is different mainly because you have wildly different shot patterns on each one. But all of them are the same when it comes to your objective. What you have to do is blast all the spaceship parts before they can form into dangerous enemy spaceships. Blast them all, and you get to select a new level and watch a little interlude where the alien taunts you with his evil computer voice.
PLAY INSTRUCTIONS :
1. Enemy ships will be formed by four craft coming together.
2. Only complete enemy ships can launch fireballs.
3. Partial enemy ships will try to ram the player ship.
4. Between rounds the player ship can dock for more firepower.
5. To dock destroy enemy fleet before reinforcements arrive.
- TECHNICAL -
Sega G80 vector system
Main CPU : Zilog Z80 (@ 4 Mhz), I8035 (@ 208 Khz)
Sound Chips : Discrete circuitry, SP0250 (@ 3.12 Mhz)
Screen orientation : Horizontal
Video resolution : 224 x 256 pixels
Screen refresh : 40.00 Hz
Palette colors : 256
Players : 2
Buttons : 4 (LEFT, RIGHT, THRUST, FIRE)
- TRIVIA -
Space Fury was released in July 1981 and was the first color vector graphic games. The most notable thing about that hardware platform is that the monitors would often catch on fire. You could lower the chance of this game catching fire by installing a monitor cooling fan and removing the back door.
Space Fury shipped in the Sega 'convert-a-cab', which was an attractive, but hopelessly generic arcade cabinet with woodgrain sides, and no sideart. Lots of different games came in this cabinet, it wasn't just for Space Fury. The rest of the decorations on this game looked rather amateur. The alien head and logo displayed on the marquee could have easily come out of any 8th grade art class.
Quotes :
* Attract mode :
"Is there no warrior mightier than I?"
"Does anyone dare challenge my imperial fleet?"
* Gameplay :
"So, a creature for my amusement. Prepare for battle!"
"So, you defeated my scouts. Well, my cruisers will destroy you."
"You are starting to annoy me, creature. My destroyers will annihilate you."
"You survived! Warships! Dispose of this annoyance at once."
"Well done. Prepare to battle my entire fleet!"
A sample of the synthesized taunt, 'Prepare for battle!', was used by musical group The Crüxshadows in their song 'Winterborn'.
- SCORING -
Scoring in this game is kind of hard since the way points are calculated is based on how many segments an alien fighter has. It is also based on what level you are on in the game. After level four, the scores remain at the level four amounts.
LEVEL 1
Alien Segment : 10 points
Incomplete Alien : 40 points
Complete Alien : 20 points
Fireball : 30 points
LEVEL 2
Alien Segment : 20 points
Incomplete Alien : 80 points
Complete Alien : 40 points
Fireball : 60 points
LEVEL 3
Alien Segment : 30 points
Incomplete Alien : 150 points
Complete Alien : 80 points
Fireball : 100 points
LEVEL 4
Alien Segment : 40 points
Incomplete Alien : 300 points
Complete Alien : 150 points
Fireball : 200 points
In addition, you get a docking bonus when you connect to your shell. This bonus is whatever you had left out of 5,000 points when you started the level.
- TIPS AND TRICKS -
* When you start the game, your fighter will be in the middle of the screen. Alien segments will start from the sides and head toward each other to form up. If you have ever played "Asteroids", this game works in a similar manner with the way the thrust works. If you haven't, learn how to tap versus hold down your thrust. This will give you better control over your fighter.
* You will have a maximum of 50 seconds to complete a level. Your goal, though, is to complete it in less time. The faster you take out the aliens, the higher your bonus will be when you get to the docking bonus area.
* Learn the characteristics of the alien spaceships :
a) Only complete alien spaceships can shoot fireballs. These fireballs do not track your fighter so you can either destroy them or move out of their way.
b) Incomplete alien spaceships will attempt to ram your fighter. They do track so you must destroy them before they destroy you.
* All things can 'wrap-around' the screen. This means anything exiting the screen from one of the edges will reappear at the opposite edge. Keep this in mind when you are being pursued and/or fired upon. This also holds true when you are firing.
* After level four, the aliens will be a mix of the four levels you already went through. The action will be faster paced and you won't be able to sit still or you make yourself an easy target.
* After you complete a level (until level four), you will be given the chance to dock your fighter with a shell. This shell is an upgrade to your weapons system. You will have anywhere from 3 to 11 seconds to successfully dock :
1) Docking is real easy, just turn and thrust at the right and left shells or thrust into the top shell.
2) The shells capabilities are (from left to right) :
a) The left shell is dark blue. It fires two shots in addition to the one shot the regular fighter fires.
b) The top shell is green. It fires one shot from each side of your fighter.
c) The right shell is light blue. It fires two shots behind your fighter (in addition to your one shot in front).
3) After you successfully dock, you collect the remaining bonus.
* To avoid the headache of too many things trying to get you, try to shoot the alien segments before they form up. This will prevent them from becoming complete and launching fireballs at you.
* The incomplete alien spaceships are the most dangerous since they track your fighter.
* The best shell to have is the dark blue one since it will be easier to take out targets in front of you then behind you. To make sure you end up with the dark blue shell, pick out the other two on the first two levels.
* In the early levels, try to go for the bonus since the alien spaceships aren't worth many points. When the pace picks up in the later levels, you will accumulate more points for the aliens. Plus, you probably will never see the bonus because all of your time will be spent defending against the alien attacks.
- PORTS -
* CONSOLES:
Colecovision [AU] (1983)
Colecovision [US] (1983) "Space Fury [Model 2415]"
* HANDHELDS:
[US] Sony PSP (nov.16, 2006) "Sega Genesis Collection [Model ULUS-10192]" : as an unlockable extra
[EU] Sony PSP (feb.2, 2007) "Sega Mega Drive Collection [Model ULES-00556]" : as an unlockable extra
[AU] Sony PSP (feb.8, 2007) "Sega Mega Drive Collection [Model ULES-00556]" : as an unlockable extra
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Snow Bros. - Nick & Tom Update submitted by XtC
Snow Bros. - Nick & Tom (c) 1990 Toaplan.
One or two players take on the roles of snowmen Nick and Tom as they battle a variety of monsters over fifty platform-based, single screen levels.
The snowmen can throw snowballs at the enemies with the aim of encasing them completely in snow. The encased enemies can then be kicked in order to destroy them and this is achieved by standing next to the snowball and pressing the "kick out" button. This sends the giant snowball flying around the screen, killing any enemies that lay in its path.
If players take too much time to complete a stage, an evil pumpkin head will appear and try to kill them. The pumpkin is invincible but can be stunned with snowballs. After a short time the evil pumpkin will spawn ghosts that can travel freely around the stage as they seek out Nick and Tom. These ghosts can't be killed or stunned, so the player's only hope is to avoid them while eliminating the remaining standard enemies, to move on to the next screen as soon as possible.
When players defeat an enemy, it may drop a coloured potion bottle. These can be picked up and act as power-ups:
* Yellow = Long shot
* Red = Speed up
* Blue = Bigger snowballs (encases monsters quicker)
* Green = Inflates the players like a balloon and lets them fly around the screen, killing any monsters they touch.
Every 10th level features a battle with a large end-of-level boss.
- TECHNICAL -
Game ID : MIN16-02
Main CPU : Motorola 68000 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 6 Mhz)
Sound Chips : YM3812 (@ 3 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 57.50 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Snow Bros. was released in April 1990.
Like Taito's "Liquid Kids", Snow Bros. was licensed to Manchester's Ocean Software for conversion to both the Atari ST and the Commodore Amiga home computers but, again like "Liquid Kids", Ocean decided that the game wouldn't perform well at retail and the game was cancelled. It has since been released, in its entirety, to the emulation community and is a fine conversion.
This game was released as a conversion kit only (often factory installed in a generic cabinet), so any such machine could be converted into a proper Snow Bros. machine. This title is JAMMA compatible (the circuit board for it is one of the smallest ever made, it is barely larger than a Nintendo Famicom cartridge). The marquee for this title shows a 'Snow Bros.' logo, with two snowmen, and a couple of cartoon enemies in the background - in keeping with the game's 'cute' theme.
Licensed to Romstar for USA distribution.
A bootleg of this game is known as "The Winter Bobble".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Out Zone, Snow Bros. - PCCB-00044) on 21/10/1990.
- TIPS AND TRICKS -
* Killing all the monsters on a level with a single snowball causes money bonuses, worth 10,000 points, to fall down, but sometimes a glowing cake bonus will appear instead. When the cake is collected, the game stops and four blue snowball creatures appear for a short time. If these enemies are killed, they each provide a letter : S,N,O or W. Collect all four of these letters for an extra life. The glowing cake can also appear at other times during the game.
* Hidden Functions : If the 'Invulnerability dip switch' is enabled, you are invulnerable but you may also 'Pause' the game with P2 Start and restart with P1 Start.
- SERIES -
1. Snow Bros. - Nick & Tom (1990)
2. Snow Bros. 2 - With New Elves (1994)
3. Snow Brothers 3 - Magical Adventure (2002)
- STAFF -
Music composed by : Osamu Ohta
- PORTS -
* CONSOLES:
Nintendo Famicom (1991)
Sega Mega Drive (1993)
Nintendo Game Boy "Snow Bros. Jr." : includes 10 additional (new) levels after you complete all 50 from the arcade.
* COMPUTERS:
Commodore Amiga : Unreleased.
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshot.
Accepted [+] [X] Sky Destroyer Update submitted by XtC
Sky Destroyer (c) 1985 Taito Corporation.
An excellent and challenging shoot'em up game.
The player controls a World War II Japanese monoplane of color green, furrowing the sky over enemy waters.
The pilot has to avoid missiles and destroy a variety of enemies like Submarines, Aircraft, a Navy Destroyer and a Mid-Boss Heavy bombers and the final Bosses to clear next stages and go to bonus zone.
At each new phase the colour of the sky changes according to day cycle, starts (night, Morning and afternoon) later a hostile island, could view on the horizon and the attack of the enemy becomes more intense.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Sky Destroyer was released in May 1985 in Japan only. Due to its theme, this game was not distributed in USA.
- PORTS -
* CONSOLES:
Nintendo Famicom (1985) "Sky Destroyer [Model TFC-SD-4500]"
Nintendo Famicom (1987) "Sky Destroyer" : by FMG
* COMPUTERS:
Apple II (198?)
- SOURCES -
Game's ROM.
Game's screenshots.
Accepted [+] [X] Shinobi [Model 317-0049] Update submitted by XtC
Shinobi (c) 1987 Sega Enterprises, Limited.
Shinobi is a scrolling platform beat-em-up in which the player takes on the role of Joe Musashi, a Shinobi Ninja, who must fight his way through 5 tough missions - each made up of between 3 to 5 stages - in his quest to rescue the kidnapped Ninja children of the Iga clan; now hostages of an evil Ninja syndicate called "Zeed". To complete a mission, the player must rescue all of the kidnapped children on each level, with the number of hostages remaining displayed on a meter in the bottom left corner of the screen.
The Shinobi Ninja begins each level armed with either 'shuriken' throwing stars or a gun for long-range attacks; and a Samurai sword for close-range combat. In addition, the Ninja also has one 'Magic Attack' per level; a smart bomb which kills or damages all on-screen enemies. A points bonus is awarded whenever a level is completed without the Magic Attack being used. An end-of-level guardian awaits the player at the end of each mission, and each takes several hits before it is killed. Once a boss is defeated, the player is taken to a bonus stage in which a large number of Ninjas will try to 'jump' from the back of the screen to the front to attack the player. A bonus life is awarded if the player manages to kill all of the Ninjas without being attacked.
Shinobi was a huge success for Sega, and deservedly so. Its perfectly realized blend of platform and fighting action and is as fine an exponent of the 'easy to get into, difficult to master' gameplay ethic as video games have seen.
- TECHNICAL -
Runs on the Sega "System 16B" hardware.
Game ID : 317-0049
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Attack, Jump, Magic
- TRIVIA -
Shinobi was released in November 1987 in Japan.
Re-Editions:
"Shinobi [Model 317-0050]" (16A)
"Shinobi [Model 317-0054]"
Shinobi was one of the many names given to the ninja in feudal Japan. Its literal translation is 'stealer-in'; a reference to what Ninjas specialized in above all else. By employing any number of tricks such as stealth walking and staying upwind of any guard animals, the Shinobi went undetected about his mission. On a more devious level, the Shinobi was also a master of disguise, and would often 'steal in' to village communities disguised as a local, or into enemy palaces disguised as a wandering priest.
Marilyn Monroe's face appears on several posters in the Mission 1 second stage.
A Shinobi cabinet can be seen in the Nickelodeon show All That (from 1997 to 2000). however it used a fictional marquee which was made for the show.
- SCORING -
Scoring in this game is very easy. Each enemy is worth 100 points with the exception of the Purple Guard and the Sword Throwing Guard which are worth 500 points. The bosses are 5,000 points apiece. NOTE : The Purple Guards and Sword Throwing Guards are the ones that guard the hostages.
In addition to getting points from killing enemies, you can also score points for time left on the clock after you complete a level. You get 30 points per second of remaining time.
You can also receive special bonuses at the end of each level for certain actions :
1) If you don't use your ninja magic, you get a 5,000 point bonus.
2) If you only use your Ninja-to sword (no Shurikens or gunfire), you get a 20,000 point bonus.
- TIPS AND TRICKS -
* Unless you are continuing, each game begins at 'Mission 1' and will have everything you need to complete each mission. Each level must be completed within 3 minutes, and all hostages must be rescued before you can exit the level. If you are killed, all hostages rescued prior to your death will still be recorded as rescued. In addition to melee attacks, you will also be able to use a specific Ninja Magic attack once per level. These magical attacks kill everything that is on the screen but you will be awarded a point bonus if you manage to complete a level WITHOUT using your Ninja Magic. The three Ninja Magic attacks are :
1) Multiple-Attack Magic : Allows you to gain lightning-fast speed to attack up to 12 times at once.
2) Tornado Magic : Brings about a magical tornado to blow your enemies away.
3) Lightning Magic : Causes the air to crackle with electricity and destroys your enemies.
* Some general gameplay guidelines :
1) Joe is strictly a one-hit, one-kill character, so you must avoid all enemy attacks or risk losing a life.
2) As you become more practiced at moving around, you won't have to rely on your distance weapons (throwing stars etc.) and can use your ninja sword for close-up kills; the advantage of this is that you can gain the 20,000 point bonus. This also applies to the use of Ninja Magic.
3) Many of the enemies in the later missions will swarm Joe and attack in numbers, it's vitally important to learn to attack-and-jump as quickly as possible otherwise you will be quickly overrun.
4) Your main goal is, of course, to rescue all the hostages to exit the level; and although three minute time limit initially seems quite generous, should you delay too long with the enemies, the time will quickly run out.
5) It's important to become good at the Challenge Levels, since this is the only way to gain extra lives. The Challenge levels will require you to take out around thirty ninjas who are trying to get to your position. There is no real hard and fast strategy other then take them down before they reach the second platform. Challenge Levels occur at the end of every mission.
6) Ninja Magic is a great thing. You must remember, though, that you can only use it once per level. This means you should only use it when you are totally surrounded by enemies and have no other means of escape.
7) All bosses take eight hits to defeat. Of course, you will have to hit them in the right place for that hit to register.
* Stop Gunners : In levels with Bazooka-toting enemies (Rounds 3-2), push one of them against a wall about ten times (always pushing on his direction, never stopping), you'll see then that all Bazooka men and Gun men are no longer able to use their weapons against you.
* Extra lives from hostages : In game are special hostage, you can get 1UP instead points from them. These hostages are : 2nd hostage on stage 2-2, 1st hostage on 2-3, 2nd hostage on 3-1, 5th hostage on 3-2. What you must do to get 1UP instead points? When you get hostage you must have 3 identical digits at end of your score (don't count last digit which is always 0). Example : 70,000, 100,000, 109,990, 68,880, 141110. 1UP icon will appear instead points icon over hostage.
- SERIES -
1. Shinobi [Model 317-0049] (1987, Arcade)
2. Shadow Dancer - Kage no Mai (1989, Arcade)
3. The Revenge of Shinobi (1989, Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Master System)
5. The GG Shinobi [Model G-3302] (1991, Game Gear)
6. The GG Shinobi II [Model G-3315] (1992, Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Mega Drive)
8. Shinobi X (1995, Saturn)
9. The Revenge of Shinobi (2002, Game Boy Advance)
10. Shinobi (2002, PS2)
11. Nightshade (2004, PS2)
12. Shinobi 3D (2011, 3DS)
- STAFF -
Designed by : Noriyoshi Ohba
Staff : Sugachan 26, Wagamama Kenchi, Topi, Gyofunori, Hanachan, Super Haggar, Fanta Jijii, Yamiagari, Shinjuku Otoko
- PORTS -
* CONSOLES:
[EU] Sega Master System (1988) "Shinobi [Model MK-7009-50]"
Sega Master System [US] (1988) "Shinobi [Model 7009]"
Sega Master System [JP] (june.19, 1988) "Shinobi [Model G-1353]"
[JP] NEC PC-Engine (dec.8, 1989) "Shinobi [Model AS01001]"
[US] Nintendo NES (1989)
Sega Master System [BR] (1995) "Sapo Xule - O Mestre do Kung Fu [Model 023.500]"
Microsoft XBOX 360 [US] (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model 68034]" : as an unlockable extra
Sony PlayStation 3 [KO] (feb.10, 2009) "Sonic's Ultimate Genesis Collection" : as an unlockable extra - by SCEI
Sony PlayStation 3 [US] (feb.10, 2009) "Sonic's Ultimate Genesis Collection [Model BLUS-30259]" : as an unlockable extra
[EU] Microsoft XBOX 360 (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model 384-40210]" : as an unlockable extra
Sony PlayStation 3 [EU] [AU] (feb.20, 2009) "SEGA Mega Drive Ultimate Collection [Model BLES-00475]" : as an unlockable extra
[AU] Microsoft XBOX 360 (feb.26, 2009) "Sega Mega Drive Ultimate Collection" : as an unlockable extra
Microsoft XBOX 360 [XBLA] [US] [JP] (june.19, 2009)
Nintendo Wii [Virtual Console Arcade] [JP] (jul.14, 2009)
Nintendo Wii [Virtual Console Arcade] [JP] (oct.23, 2009)
Nintendo Wii [Virtual Console Arcade] [JP] (dec.7, 2009)
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1989)
[US] Commodore C64 [EU] (1989)
[EU] Atari ST (1989)
[EU] Commodore Amiga (1989)
[EU] Amstrad CPC (1989) : [64 ko Cassette version]
[EU] Amstrad CPC (1989) : [128 Ko Disk version]
MSX [EU] (1989)
[EU] Amstrad CPC (1990, Mastertronic)
[EU] Sinclair ZX Spectrum (1990)
PC [MS-DOS, 5.25"] [US] (1989)
* OTHERS:
Tiger Handheld LCD Game [US] (1988)
- SOURCES -
Game's manual.
Game's ROM.
Game's picture.
Game's F.A.Q. Kevin Butler A.K.A. War Doc
Accepted [+] [X] Shadow Dancer - Kage no Mai Update submitted by XtC
Shadow Dancer - Kage no Mai (c) 1989 Sega.
A loose sequel to 1988's "Shinobi", Shadow Dancer stars a young Ninja who, together with his faithful canine companion, must battle against a terrorist group. The terrorist group have planted a number of time bombs throughout the metropolis. The Ninja and his dog must set out to gather up all the explosives placed by the evil gang and to annihilate the criminal mastermind.
Game-play is very similar to that of the original Shinobi, and features the jumping and projectile weapon-based game-play of its illustrious older brother. However, a new and crucial attacking move has since been added to the Ninja's arsenal. Pulling DOWN on the joystick and pressing the ATTACK button sends the hero's dog to attack the nearest enemy. This will stop the enemy from attacking the player as he wrestles with the dog. The enemy must be killed quickly, however, or the dog itself will be killed. If the dog is attacked, he will turn into a small puppy, and once the player has killed a set number of enemies, the puppy will grow to be a full-sized dog who can once again be used to attack enemies.
- TECHNICAL -
Runs on the Sega "System 18" hardware.
Players: 2
Control: 8-way joystick
Buttons: 3 (ATTACK, JUMP, MAGIC)
- TRIVIA -
Released in December 1989.
The subtitle of this game translates from Japanese as 'Dance of Shadows'.
The identity of the main character differs between the supplemental materials of the game's various home versions.
* In the Japanese Mega Drive version, the main character is named Hayate and is characterized as the son of Joe Musashi (the game being set 20 years after original Shinobi). His canine companion is named Yamato.
* In the English Sega Genesis/Mega Drive version, the character is Joe Musashi himself. His canine companion is still named Yamato in this version.
* In the Master System version, the ninja is named Takashi in the manual and Fuma during the attract sequence.
- UPDATES -
The United States cocktail version is different.
* 'Winners Don't Use Drugs' screen added.
* 'Sega' logo during cocktail mode.
- TIPS AND TRICKS -
Finish a stage without throwing ANY star (only 'close attacks'). You can use your 'Dog Attack'. You will receive a 100,000 points bonus.
- SERIES -
1. Shinobi [Model 317-0049] (1987, Arcade)
2. Shadow Dancer - Kage no Mai (1989, Arcade)
3. The Revenge of Shinobi (1989, Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Master System)
5. The GG Shinobi [Model G-3302] (1991, Game Gear)
6. The GG Shinobi II [Model G-3315] (1992, Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Mega Drive)
8. Shinobi X (1995, Saturn)
9. The Revenge of Shinobi (2002, Game Boy Advance)
10. Shinobi (2002, PS2)
11. Nightshade (2004, PS2)
12. Shinobi 3D (2011, 3DS)
- PORTS -
Note : The Sega Genesis / Mega Drive port of this game has a completely different level layout, a completely different plot, some mechanics changes (such as being able to collide with enemies), and the bombs were turned into hostages.
* CONSOLES:
[EU] Sega Master System (1991) "Shadow Dancer - The Secret of Shinobi [Model 9009]"
Sega Master System [BR] (1991) "The Secret of Shinobi" : by Tec Toy
[US] Sega Genesis (1990)
[JP] Sega Mega Drive (dec.1, 1990) "Shadow Dancer - The Secret of Shinobi [Model G-4043]"
[EU] Sega Mega Drive (1991)
Sega Mega Drive [BR] (1992) "The Secret of Shinobi" : by Tec Toy
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1991)
Commodore 64 [US] [EU] (1991)
[EU] Amstrad CPC (1991)
[EU] Commodore Amiga (1991)
[EU] Atari ST (1991)
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Shadow Dancer - Kage no Mai Update submitted by XtC
Shadow Dancer - Kage no Mai (c) 1989 Sega.
A loose sequel to 1988's "Shinobi", Shadow Dancer stars a young Ninja who, together with his faithful canine companion, must battle against a terrorist group. The terrorist group have planted a number of time bombs throughout the metropolis. The Ninja and his dog must set out to gather up all the explosives placed by the evil gang and to annihilate the criminal mastermind.
Game-play is very similar to that of the original Shinobi, and features the jumping and projectile weapon-based game-play of its illustrious older brother. However, a new and crucial attacking move has since been added to the Ninja's arsenal. Pulling DOWN on the joystick and pressing the ATTACK button sends the hero's dog to attack the nearest enemy. This will stop the enemy from attacking the player as he wrestles with the dog. The enemy must be killed quickly, however, or the dog itself will be killed. If the dog is attacked, he will turn into a small puppy, and once the player has killed a set number of enemies, the puppy will grow to be a full-sized dog who can once again be used to attack enemies.
- TECHNICAL -
Runs on the Sega "System 18" hardware.
Players: 2
Control: 8-way joystick
Buttons: 3 (ATTACK, JUMP, MAGIC)
- TRIVIA -
Released in December 1989.
The subtitle of this game translates from Japanese as 'Dance of Shadows'.
The identity of the main character differs between the supplemental materials of the game's various home versions.
* In the Japanese Mega Drive version, the main character is named Hayate and is characterized as the son of Joe Musashi (the game being set 20 years after original Shinobi). His canine companion is named Yamato.
* In the English Sega Genesis/Mega Drive version, the character is Joe Musashi himself. His canine companion is still named Yamato in this version.
* In the Master System version, the ninja is named Takashi in the manual and Fuma during the attract sequence.
- UPDATES -
The United States cocktail version is different.
* 'Winners Don't Use Drugs' screen added.
* 'Sega' logo during cocktail mode.
- TIPS AND TRICKS -
Finish a stage without throwing ANY star (only 'close attacks'). You can use your 'Dog Attack'. You will receive a 100,000 points bonus.
- SERIES -
1. Shinobi [Model 317-0049] (1987, Arcade)
2. Shadow Dancer - Kage no Mai (1989, Arcade)
3. The Revenge of Shinobi (1989, Mega Drive)
4. The Cyber Shinobi - Shinobi Part 2 (1990, Master System)
5. The GG Shinobi [Model G-3302] (1991, Game Gear)
6. The GG Shinobi II [Model G-3315] (1992, Game Gear)
7. Shinobi III - Return of the Ninja Master (1993, Mega Drive)
8. Shinobi X (1995, Saturn)
9. The Revenge of Shinobi (2002, Game Boy Advance)
10. Shinobi (2002, PS2)
11. Nightshade (2004, PS2)
12. Shinobi 3D (2011, 3DS)
- PORTS -
* CONSOLES:
Note : The Sega Genesis / Mega Drive port of this game has a completely different level layout, a completely different plot, some mechanics changes (such as being able to collide with enemies), and the bombs were turned into hostages.
[EU] Sega Master System (1991) "Shadow Dancer - The Secret of Shinobi [Model 9009]"
Sega Master System [BR] (1991) "The Secret of Shinobi" : by Tec Toy
[US] Sega Genesis (1990)
[JP] Sega Mega Drive (dec.1, 1990) "Shadow Dancer - The Secret of Shinobi [Model G-4043]"
[EU] Sega Mega Drive (1991)
Sega Mega Drive [BR] (1992) "The Secret of Shinobi" : by Tec Toy
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1991)
Commodore 64 [US] [EU] (1991)
[EU] Amstrad CPC (1991)
[EU] Commodore Amiga (1991)
[EU] Atari ST (1991)
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Rally-X Update submitted by XtC
Rally-X (c) 1980 Namco, Limited.
In Rally-X, the player drives a car around a maze picking up all of the yellow flags, of which there are ten, before the car's fuel runs out. The game-play has a similar feel to another Namco legend, "Pac-Man"; although in Rally-X, the mazes are much larger and, with each maze having only ten flags to collect, is more sparsely populated than Namco's pill-eating legend.
In-game opponents consist of red enemy cars that try to ram into and destroy the player's car, a problem compounded by the fact that enemy cars are faster than the player's. A smoke screen can be activated which trails behind the player's car and causes any pursuing enemies to crash. Each maze also has rock formations which, if crashed into, will result in the loss of a player car. A radar display to the right hand side of the playing area shows the positions of both the flags, and the enemy vehicles.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG and discrete circuitry for the crash sound.
Players : 2
Control : 4-way joystick
Buttons : 1 (SMOKE SCREEN)
- TRIVIA -
Rally-X was released in Japan on November 22, 1980.
- UPDATES -
In the introduction to the bonus stages, the Namco version misspells 'Challenging' as 'Charanging'. This was corrected in the Midway version.
- SCORING -
Collecting a flag : 100 points x the flag collected up to a maximum of 1,000 points. If you lose a life, the points awarded will reset to 100 when you restart.
Collecting the Special Flag : Doubles points for the Special Flag and all flags collected thereafter until you clear the round or lose a life. If you clear the entire round without losing a single life, the tenth flag is always worth 2,000 points because it is guaranteed that at some point, you will have collected the Special Flag. However, losing a life will cancel out the Special Flag's scoring effect when you restart.
End of stage bonus : Points for remaining fuel
- TIPS AND TRICKS -
* Your only goal is to collect all ten flags as quickly as possible. You need to pay constant attention to two things: the zoomed in view of the world that occupies most of the screen, and the radar view of the world to the right.
* The radar view provides you with two key pieces of information: the relative position of the flags in the world, and the proximity of the enemy cars to yours. Yellow dots in the radar view denote the flags' locations, red dots represent the enemy cars, and the dot flashing black and gray represents you.
* The method you use for collecting the flags is of utmost importance. It is usually best to try to hop from one flag to whichever flag is closest, but the enemies will make that quite difficult to do. As a general rule, do not reverse your direction unless it is absolutely necessary and completely safe to do. If you have to choose between getting close to an enemy to pick up a nearby flag, and abandoning that flag for a farther flag, go for the farther flag. The more distance you put between you and the other cars, the safer you will remain.
* In general, you will be safe off if you choose a direction to collect flags, clockwise or counter-clockwise, and stick to it throughout the duration of the stage. The smokescreen is an invaluable and incredibly tempting tool to use. But if you use it excessively, you will deplete your fuel supply very rapidly, making it more likely that you will run out of fuel before you collect all ten flags, which will almost ensure your demise.
* Challenging stages occur before each maze change, which occurs each time the round number is one less than a multiple of four (the challenging stages occur on the third, seventh, and every fourth round thereafter. In these stages, you are free to collect all of the flags without being harassed by enemy cars until your fuel runs out. However, you can still crash into parked cars and rocks, so be careful.
* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : UP(x2), DOWN(x7), RIGHT, LEFT(x6)
3) '(c) Namco LTD. 1980' will be added at the bottom of the screen.
- SERIES -
1. Rally-X (1980, Arcade)
2. New Rally-X (1981, Arcade)
3. Rally-X Arrangement (1996, Arcade): part of "Namco Classics Collection Vol.2"
4. New Rally-X Arrangement (2005, PSP): part of "Namco Museum Battle Collection"
5. Rally-X Remix (2007, Wii): part of "Namco Museum Remix"
6. Rally-X Rumble (2011, App Store)
- STAFF -
Planning: Hirohito Ito
Hardware: Kouichi Tashiro
Programming: Kazuo Kurosu
Sound: Toshio Kai
- PORTS -
NOTE: For ports released in the USA, please see the Midway version entry.
* CONSOLES:
Nintendo Famicom [AS] (1989) "Jovial Race" : by Sachen
[JP] Nintendo Famicom (199?) "Mi Hun Che"
[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] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.4, 2009) "Namco Museum - Virtual Arcade"
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
Sony PSP [KO] (may.2, 2005) "Namco Museum [Model UCKS-45005]" : as 'Banggor'
[EU] Nintendo GBA (mar.31, 2006) "Namco Museum - 50th Anniversary [Model AGB-B5NP-EUR]"
* COMPUTERS:
[JP] MSX (mar.30, 1984)
Fujitsu FM-7 [JP] (1984)
[EU] Amstrad CPC (1984) "Hold-Up" : Different sprites but same game.
[JP] Sharp X68000 (1988) : by IT
PC [MS Windows, CD-ROM] [JP] (nov.28, 1997) "Namco History Vol.2"
PC [MS Windows, CD-ROM] [AU] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] R*Type Update submitted by XtC
R*Type (c) 1987 Irem Corp.
R*Type is a sideways-scrolling shoot-em-up in which the evil Bydo Empire rules the galaxy through fear and intimidation and it's up to the player - piloting their heavily-armed R-9 space ship - to battle through eight tough levels to the heart of the Bydo stronghold and defeat them.
The game's revolutionary weapons system is its real stroke of genius. The first of numerous innovations that R*Type bought to the genre is the beam weapon: when the fire button is held down, a 'power meter' starts to charge up; once the meter is full, releasing the fire button unleashes a very powerful plasma burst capable of inflicting much greater damage to enemy ships or even destroying numerous enemies simultaneously. The trade-off is that charging the weapon takes up valuable seconds, giving the Bydo ships time to attack.
The most significant addition to R-type's arsenal is the now-legendary 'Force Pod'. This takes the form of an invincible, detachable laser-firing pod that can be attached to either the front or rear of the player's ship, or can be detached completely, after which the pod sits some distance either ahead or behind the player's ship, tracking its movements and providing additional fire power. When attached to the R9 ship, the pod acts as a shield. This forms a crucial part of R*Type's gameplay and has to be fully utilised to navigate certain sections of the game, such as the huge mothership that comprises the game's 3rd stage.
R*Type's levels are designed to make full use of its unique weapons system, making for very linear and demanding gameplay in which losing or picking up the wrong weapon at the wrong time often leads to an instant death. Its intelligent, precise and demanding level design, gave the world its first truly 'strategic' shoot-em-up.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
R*Type was released in July 1987 in Japan.
R*Type is one of the most famous of all scrolling shooters. Its impressive graphics, detailed animation, inventive features and simple yet surprisingly involved gameplay made it a huge success for Irem.
The first boss, as well as some of the stages, seem inspired by the artistic works of H. R. Giger (of 'Aliens' fame). He makes a brief cameo in the TV sets in "Undercover Cops".
Alfa Records released a limited-edition soundtrack cassette for this game (R*Type : Irem Game Music - 28XA-199) on January 25, 1988.
- UPDATES -
At the title screen, the prototype version says 'Play and enjoy the game' instead of 'Blast off and strike the evil Bydo empire!', as it does in the final version.
- TIPS AND TRICKS -
* Force Pod levels:
1) Level 1: Fires single bullet when separated.
2) Level 2: Fires twin shots when separated.
3) Level 3: Fires four shots up, down and forwards when separated.
* Weapons:
1) Speed Up: Alters your ship's speed.
2) Missile: Fires two rather nice homing missiles.
3) Bouncy: Blue lasers bounce around the screen. Very nice.
4) Curly-Wurly: Wide red laser beam, similar to the chocolate snack of that name.
5) Squirly: Yellow things that track along the floor and ceiling. Limited use.
6) Bit: Blob that acts as a shield. You can have two of these.
- SERIES -
1. R*Type (1987, Arcade)
2. R*Type II (1989, Arcade)
3. R*Type Leo (1992, Arcade)
4. R*Type III - The 3rd Lightning [Model SHVC-ER] (1994, Super Famicom)
5. R*Type Delta [Model SLPS-01688] (1999, PlayStation)
6. R*Type Final (2003, PS2)
7. R*Type Tactics (2007, PSP)
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (mar.25, 1988) "R*Type I [Model HC63007]" : contains stages 1 to 4
[JP] NEC PC-Engine (june.3, 1988) "R*Type II [Model HC63009]" : contains stages 5 to 8
[JP] Sega Mark III (oct.1988) "R*Type [Model G-1364]"
[EU] Nintendo Game Boy (1991) "R*Type [Model DMG-RE]"
[JP] Nintendo Game Boy (mar.19, 1991) "R*Type [Model DMG-REA]"
[JP] NEC PC-Engine Super CD-ROM² (dec.20, 1991) "R*Type Complete CD [Model ICCD1001]"
[JP] Sony PlayStation (feb.5, 1998) "R*Types [Model SLPS-01236]"
[EU] Sony PlayStation (sept.1998) "R*Types [Model SLES-01355]"
Nintendo Game Boy Color [EU] (jul.20, 1999) "R*Type DX [Model DMG-AWHP-EUR]"
Nintendo Game Boy Color [JP] (nov.1999) "R*Type DX [Model DMG-ARUJ-JPN]"
[JP] Sony PlayStation (oct.25, 2001) "R*Types I-II [R's Best] [Model SLPS-03310]"
Nintendo Wii [Virtual Console] [JP] (dec.13, 2006) [Model PADJ] : R*Type I for PC-Engine
Nintendo Wii [Virtual Console] [EU] (dec.29, 2006) [Model PADP] : TurboGrafx version
Nintendo Wii [Virtual Console] [JP] (jan.23, 2007) : R*Type II for PC-Engine
Nintendo Wii [Virtual Console] [AU] (jul.6, 2007) : TurboGrafx version
Nintendo Wii [Virtual Console] [JP] (may.19, 2009) : Mark III version
Nintendo Wii [Virtual Console] [EU] [AU] (sept.25, 2009) : Master System version
* COMPUTERS:
[EU] Amstrad CPC (1988)
[EU] Commodore Amiga (1988)
[JP] MSX (dec.1988) "R*Type [Model IM-04]"
[JP] Sharp X68000 (june.9, 1989) "R*Type [Model IX68-01]"
[EU] Sinclair ZX Spectrum (1988) : a mastering error on this port meant that level 8 didn't appear on the tape - level 7 was recorded twice, followed by level 9, meaning that players who completed the first 7 levels could get no further.
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Official website: http://www.irem.co.jp/game/r_page/rtype1_page/index.html
Accepted [+] [X] Puzzle Bobble Update submitted by XtC
Puzzle Bobble (c) 1994 Taito Corp.
Puzzle Bobble is an arcade puzzle game offering either one or two-player competitive play, in which the aim is to clear each play area of the coloured bubbles clustered in the upper half of the screen.
This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of bubbles. The aim is to forms chains of like-coloured bubbles, making them disappear. At regular intervals the 'ceiling' of the play area - together with any bubbles stuck to it - will drop one row down the screen, decreasing the size of the play area making life more difficult for players. The game is over when the bubbles reach the very bottom of the play area.
In the single-player game there are thirty-two rounds to complete. In the two-player 'versus' mode, the winner is the player who clears their arena first. Both players have an identical arrangement of coloured bubbles in each arena and when a player removes a large group of bubbles (four or more), some of them are transferred to the opponent's arena.
Bubbles will fire automatically if the player remains idle. After clearing the arena, the next round begins with a new pattern of bubbles to clear.
- TECHNICAL -
Taito B System hardware
Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2610B (@ 8 Mhz)
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Puzzle Bobble was released in June 1994. it was the first in the hugely successful puzzle series from Taito.
The game was originally called Bubble Buster. The Bubble Buster title screen is buried in the game itself.
This game is known in US as "Bust-A-Move".
This game was re-released 6 months later (December 1994) on the SNK Neo-Geo MVS hardware as "Puzzle Bobble [MVS]".
As well as typically cute Japanese animation (Bub and Bob from "Bubble Bobble" operate the cannon) and music, the game's mechanics and level design were beautifully balanced, and the game was terrifically successful at the arcades, spawning several sequels (see Series section for more information). It is unusual in being popular with women and girls.
If you look closely at the bubbles, you'll notice that the enemies from Bubble Bobble are trapped inside; a different enemy for each different colored bubble. The following chart shows which enemies are trapped in which color bubble :
Legend : Color of Bubble => Bubble Bobble Enemy Inside
Blue => Zen-Chan
Yellow => Pulpul
Red => Invader
Green => Drunk
Purple => Monsta
Orange => Banebou
Black => Hidegonsu
White => Mighta
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
During the credits you can see one of the constellations form the image of a fish, that fish is a boss from the "Darius" series; also made by Taito.
According to Twin Galaxies, the official electronic scoreboard, Kim Korpilahti holds the official records for this game with 16013660 points (difficulty 6) on November 6, 2004.
Zuntata Records released a limited-edition soundtrack album for this game (Puzzle Bobble Variety - ZTTL-0009) on July 6, 2008.
- SCORING -
Pop bubbles of the same color : each bubble is worth 10 points.
Drop bubbles : the first bubble is 20, and each additional bubble scores double.
Thus : bubbles dropped score
1 20
2 40
3 80
4 160
5 320
6 640
7 1280
8 2560
9 5120
10 10240
11 20480
12 40960
13 81920
14 163840
15 327680
16 655360
17 or more 1310720
Bonus points : are awarded based on how fast you completed the stage.
Time you completed points awarded
0-5 sec. 50,000
6 sec. 49,160
7 sec. 48,320
8 sec. 47,480
9 sec. 46,640
10 sec. 45,800
.
.
64 sec. 440
65+ seconds or greater NO BONUS
- TIPS AND TRICKS -
There is a special bonus of a million points on rounds 9 and 13. This is achieved by linking up a number of ORANGE bubbles on round 9 and BLUE bubbles on round 13.
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)
- STAFF -
Game designer : Seiichi Nakakuki
Programmer & Game designer : Tkhc.02
Programmer & System designer : Tmr
Programmer & Play designer : Nob
Character & Game designer : Kazuhiro Kinoshita
Character designers : Komai Ryota, Miwa Kamiya
Music composed by : Kazuko Umino, Yasuko Yamada
Sound effects : Hideki Takahagi
Sound soft : Naoto Yagishita
Sound producer : Hiroshige Tonomura
Designers : Hiroyasu Nagai (Super Star Nagai), Takao Yoshiba (T. Yoshiba), Makoto Osaka (M. Osaka), Nobuaki Kuroki, Yuichi Onogi (Y. Onogi)
Supervisers : Masaki Yagi, Takuro Saito (T. Saito), G Rox, H. Kato, K. Tajima
Special Thanks: Hisao Shimizu (H. Shimizu), Hidehiro Fujiwara (H. Fujiwara), M. Hashimoto (M. Hashimoto), Youichirou Kugimiya (Y. Kugimiya), Koji Terada (K. Terada), Takahiro Fujito (T. Fujito), Ryuichi Matsuse (R. Matsuse), Masami Kikuchi (M. Kikuchi), Chiho Maeda (C. Maeda), Masatoshi Tsuneoka (M. Tsuneoka), Yutaka Nagayama (Y. Nagayama), E. Matsunaga (E. Matsunaga), Yoshihiro Mori (Y. Mori), Takumi Toyoda (T. Toyoda), Takahiko Koike (T. Koike), VG Tokyo Staff, & Ebina Factory Staff, Ichiro Fujisue
- PORTS -
* CONSOLES:
[JP] Nintendo Super Famicom (jan.13, 1995) "Puzzle Bobble [Model SHVC-AYKJ]" : Re-released as Nintendo Power edition (dec.1, 1997)
Nintendo Super Famicom [US] (mar.1995) "Bust-A-Move [Model SNS-AYKE]"
Nintendo Super Famicom [EU] (june.29, 1995) "Puzzle Bobble: Bust-A-Move [Model SNSP-AYKP]"
[US] SNK Neo-Geo CD (1995) "Bust-A-Move [Model NGCD-083E]"
[JP] SNK Neo-Geo CD (apr.27, 1995) "Puzzle Bobble [Model NGCD-083]"
Panasonic 3DO [US] (1995) "Bust-A-Move [Model FZ-SM0252]"
Panasonic 3DO [JP] (nov.22, 1995) "Puzzle Bobble [Model FZ-SJ0252]"
Sega Game Gear [US] (1995) "Bust-A-Move"
[JP] Sega Game Gear (aug.2, 1996) "Puzzle Bobble [Model T-11047]"
SNK Neo-Geo Pocket [EU] (1999) "Puzzle Bobble Mini [Model NEOP0020]"
SNK Neo-Geo Pocket [JP] (mar.26, 1999) "Puzzle Bobble Mini [Model NEOP00200]"
SNK Neo-Geo Pocket [US] (apr.30, 1999) "Bust a Move Pocket [Model NEOP00201]"
[JP] Bandai WonderSwan (jul.1, 1999) "Puzzle Bobble [Model SWJ-SUN003]"
[JP] Sony PSP (dec.22, 2004) "Puzzle Bobble Pocket [Model ULJM-05011 (TCPS-10102)]"
Sony PSP [KO] (may.2, 2005) "Puzzle Bobble Pocket [Model UCKS-45016]"
* COMPUTERS:
PC [MS Windows 95, CD-ROM] [US] (1999)
* OTHERS:
Mobile Phones [US] (aug.4, 2003)
Apple iPhone/iPad [US] (sept.4, 2009)
- SOURCES -
Game's ROM.
Accepted [+] [X] Pong Update submitted by XtC
Pong (c) 1972 Atari, Incorporated.
Pong is a basic simulation of the racket sport of table tennis. A small square representing a ping pong ball travels across the screen in a linear trajectory. If the square strikes the perimeter of the playing field, or one of the simulated paddles, the square ricochets based on the angle of the impact.
Game play consists of players moving their respective paddles vertically to defend their scoring zones. Players score one point by maneuvering the square past their opponent's paddle.
Atari coin-op version of Pong can only be played with two players with each player controlling a paddle.
- TECHNICAL -
The arcade PONG hardware was developed using 66 TTL logic chip. The home version had an integrated chip replacing most of these logic chips in 1974.
Screen Orientation: Horizontal
Video Resolution: 858 x 525 Pixels
Screen Refresh: 29.97 Hz
Palette Colors: Nothing
Players: 2
- TRIVIA -
On June 27, 1972, Mr. Nolan K. Bushnell and Mr. Ted Dabney start their own game company, named 'Syzygy' (means 'the sun, moon and earth in total eclipse'). But at this time, 'Syzygy' was already used by a roof-tiling company and finally, the name was changed to 'Atari' (a word equivalent to the term 'check' used in the Japanese strategy board game 'Go', Bushnell was an avid Go player) and give it the 'FUJI'-symbol (from the Japan's largest mountain 'Fujijama') as its logo.
Pong is the first Atari game. It was released on November 29, 1972, selling at an MSRP of $700.
In September 1972, a prototype was tested on top of a barrel as the first commercial coin-operated machine in a tavern in Sunnyvale, CA called "Andy Capp's'. Within two weeks, Mr. Bill Gattis, the tavern manager, called Atari's Mr. Al Alcorn and reported that the machine was in need of repair. When examined, Alcorn discovered that the coin mechanism had been literally stuffed with quarters. Pong became an instant success and it created the arcade video game industry. The video game revolution had begun...
According to Curt Vendel and Marty Goldberg's "Atari Inc.: Business Is Fun" regarding the original Pong: Because of the cost concerns, the timing chip that Al (Alcorn) had to use to control what scan lines the paddle was drawn across couldn't handle the full range of the screen. It actually left a small gap at the top of the screen. However as Nolan (Bushnell) and Ted (Dabney) played it during the design process, everyone realized that problem actually enhanced the game play. If two players were that good, the small hole would provide a break in the stalemate if a player could direct the ball through it. Rather than fix it by going a more expensive route, it was decided the bug would stay. The experience led Al to the mantra, "If you can't fix it, call it a feature."
A Pong unit appears in the 1974 movie 'The Parallax View' and in the 1975 movie 'Rancho Deluxe'.
The player versus machine/computer feature was not supported with coin-op versions of Atari Pong. The player versus machine/computer feature did eventually appear in several different versions of coin-op pong clone games after the coin-op version of Atari Pong was released.
The two Paddles and pong ball appear on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Cab operator can adjust the slide switch on an Atari Pong PCB to set winning score to either be 11 points or 15 points.
- TIPS AND TRICKS -
The instructions for this game consist of three lines:
Deposit quarter.
Ball will serve automatically.
Avoid missing ball for high score.
- SERIES -
1. Pong (1972)
2. Pong Doubles (1973)
3. Quadra Pong (1974)
4. Super Pong (1974)
5. Pong - The Next Level (1999, PC CD-ROM, Sony PS and Game Boy Color)
- STAFF -
Designed & Engineered by: Alan Alcorn, Nolan Bushnell
- PORTS -
* CONSOLES:
Atari 2600
[US] "Video Olympics [Model CX2621]" (oct.1977)
Sega Genesis/Mega Drive
[US] "Arcade Classics [Model MK-1715]" (1996)
[EU] "Arcade Classics [Model 1715-50]" (1996)
Sony PlayStation
[US] "Atari Anniversary Edition Redux [Model SLUS-01427]" (2001)
[EU] "Atari Anniversary Edition Redux [Model SLES-03808]" (mar.1, 2002)
Sega Dreamcast
[US] "Atari Anniversary Edition [Model T-15130N]" (jul.2, 2001)
Tapwave Zodiac
[US] "Atari Retro" (2004)
Microsoft XBOX
[US] "Atari Anthology [Model 26084]" (nov.16, 2004)
[EU] "Atari Anthology" (nov.26, 2004)
[JP] "Atari Anthology [Model B7X-00001]" (aug.4, 2005)
Sony PS2
[US] "Atari Anthology [Model SLUS-21076]" (nov.22, 2004)
[EU] "Atari Anthology [Model SLES-53061]" (feb.18, 2005)
Sony PlayStation 4
[US] "Atari Flashback Classics Vol.1" (oct.18, 2016)
Microsoft XBOX One
[US] [EU] "Atari Flashback Classics Vol.1" (nov.1, 2016)
* HANDHELDS:
Sega Game Gear
[US] "Arcade Classics" (1996)
Nintendo DS
[UK] "Retro Atari Classics [Model NTR-ATAE-UKV]" (mar.11, 2005)
[EU] "Retro Atari Classics [Model NTR-ATAE-EUR]" (mar.11, 2005)
[US] "Retro Atari Classics [Model NTR-ATAE-USA]" (mar.16, 2005)
[JP] "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]" (june.30, 2005)
[AU] "Retro Atari Classics [Model NTR-ATAE-AUS]" (nov.2007)
[US] "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" (nov.2, 2010)
[EU] "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" (feb.24, 2011)
Nintendo Game Boy Advance
[US] "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]" (aug.21, 2005)
[EU] "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]" (sept.23, 2005)
Sony PSP
[US] "Atari Classics Evolved [Model ULUS-10325]" (dec.19, 2007)
[AU] "Atari Classics Evolved" (mar.7, 2008)
* COMPUTERS:
Tandy Color Computer 3
[US] "Ponk" (1987)
PC [MS Windows, CD-ROM]
[EU] "Atari Arcade Hits 1" (1999)
[US] "Atari Arcade Hits 1" (jul.13, 1999)
[US] "Atari Anniversary Edition" (jul.9, 2001)
[EU] "Atari Anniversary Edition" (dec.14, 2001)
[US] "Atari Retro" (jan.1, 2003)
[US] "Atari - 80 Classic Games in One! [Model 25069J]" (nov.11, 2003)
[EU] "Atari - 80 Classic Games in One! [Replay]" (june.10, 2005)
[EU] "Atari Arcade Hits 1 [Replay]" (june.17, 2005)
STEAM
[US] "Atari Vault [Model 400020]" (mar.24, 2016)
* OTHERS:
[US] Magnavox "Odyssey [Model ITL 200]" (1972)
[US] Universal Research "Video Action [Model VA-I]" (1973)
[UK] The Sales Team "Videomaster Home T.V. Game [Model VM577]" (1974)
[US] Executive Games "Television Tennis [Model 035]" (1975)
[US] First Dimension "Video Sports [Model FD-3000W]" (1975)
[US] Magnavox "Odyssey 100" (1975)
[US] Magnavox "Odyssey 200" (1975)
[US] Sears "Tele-Games Pong [Model 25796]" (1975)
[US] Universal Research "Video Action [Model VA-II]" (1975)
[UK] "Videomaster Olympic [Model VM3-D]" (1975)
[EU] "Videomaster Rally [Model VM4]" (1975)
[US] Allied's "Name of the Game [Model A-100]" (1976)
[US] Allied's "Name of the Game II [Model A-300]" (1976)
[CA] Canadian Tire "Video Sports [Model 84-6072]" (1976)
[US] Coleco "Telstar [Model 6040]" (1976)
[US] Coleco "Telstar Classic [Model 6045]" (1976)
[US] Atari "Pong [Model C-100]" (1976)
[UK] Binatone "TV Gaming Unit [Model 01-4990]" (1976)
[FR] Pizon Bros. "Visiomatic 101" (1976)
[FR] Pizon Bros. "Visiomat 11" (1976)
[US] Entex "Gameroom Tele-Pong" (1976)
[US] First Dimension "Video Sports [Model 76]" (1976)
[US] First Dimension "Video Sports [Model 76C]" (1976)
[US] GHP "Wonder Wizard - Television Sports Games [Model 7702]" (1976)
[US] Lloyds "TV-Sports 801" (1976)
[US] Magnavox "Odyssey 300" (1976)
[US] Magnavox "Odyssey 400" (1976)
[US] Magnavox "Odyssey 500" (1976)
[US] MECCA "TV Game [Model EP 460]" (1976)
[DE] Mestron "Fernseh Spiel [Model TVG 2006]" (1976)
[US] Montgomery-Ward "Telstar Video World of Sports" (1976)
[US] National Semiconductor "Adversary" (1976)
[FR] Occitane "OC4" (1976)
[FR] Occitane "Occitel" (1976)
[AU] Packel Instrument "TV Sport" (1976)
[UK] "Prinztronic Tournament - Colour Programmable 2000" (1976)
[US] Radio Shack "Electronic TV Scoreboard [Model 60-3061]" (1976)
[US] MSC "Ricochet [Model MT1A]" (1976)
[US] Ridgewood "GAMATIC 7600" (1976)
[US] Dyn "Paddle IV" (1976)
[US] Sears "Tele-Games Super Pong [Model 99736]" (1976)
[US] Sears "Tele-Games Super Pong IV [Model 99737]" (1976)
[US] Sears "Tele-Games Hockey-Pong [Model 99721]" (1976)
[US] Sears Hockey-Tennis (1976) : contains 4 games.
[EU] Superlectron TV Challenger (1976) : contains 3 games.
[US] Tele-Match Concert Hall IV (1976) : contains 4 games.
[US] Tele-Match 4 (1976) : contains 4 games.
[NL] Television Gaming Unit (1976) : conrains 2 games.
[US] Unisonic Sportsman - Tournament 101 (1976) : contains 4 games.
[US] Unisonic Tournament 100 (1976) : contains 4 games.
[US] Unisonic Tournament 150 (1976) : contains 6 games.
[US] Unisonic Tournament 200 (1976) : contains 4 games.
[US] Universal Research "Video Action [Model VA-III]" (1976)
[US] Universal Research "Video Action Indy 500 [Model S-100]" (1976) : contains 3 games.
[DE] Universum TV Multi-Spiel (1976) : contains 6 or 4 games.
[US] Venture Electronics Video Sports (1976) : contains 4, 5, or 8 games.
[UK] Videomaster Superscore (1976) : contains 6 games.
[US] Windsor TV Game (1976) : contains 4 games.
[UK] Academy Video Game (1977) : contains 4 games.
[US] APF Match (1977) : contains 4 games.
[US] APF TV FUN (1977) : contains 4 games.
[US] APF Sportsarama (1977) : contains 8 games.
[FR] Asaflex Video Sports (1977) : contains 4 or 6 games.
[US] Atari "Ultra Pong [Model C-402S]" (1977) : contains 16 or 32 games.
[US] Atari Video Pinball (1977) : contains 7 games.
[EU] Audiosonic Home's TV Set (1977) : contains 4 games.
[UK] Binatone Colour TV Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 6 (1977) : contains 6 games.
[UK] Binatone TV Master MK IV (1977) : contains 4 games.
[UK] Binatone TV-TRON (1977) : contains 4 games.
[FR] Bingo TVG 203 (1977) : contains 4 games.
[FR] Bingo Video Game (1977) : contains 4 games.
[DE] Blaupunkt TV-Action (1977) : contains 4 games.
[UK] Boots Audio (1977) : conrains 4 games.
[US] Coleco "Telstar Ranger [Model 6046]" (1977) : contains 6 games.
[US] Coleco "Telstar Alpha [Model 6030]" (1977) : contains 4 games.
[US] Coleco "Telstar Colormatic [Model 6130]" (1977) : contains 4 games.
[US] Coleco "Telstar Regent [Model 6036]" (1977) : contains 4 games.
[EU] Commodore T.V. Game (1977) : contains 8 games.
[US] Concept 2000 Spectrum 6 (1977) : contains 4 games.
[US] Concept 2000 TV +4 (1977) : contains 4 games.
[US] Conic Video Game (1977) : contains 4 games.
[FR] Continental Edison (1977) : contains 6 games.
[FR] Creatronic Bi.Bip 4 (1977) : contains 4 games.
[FR] Creatronic Bi.Bip 8 (1977) : contains 8 games.
[US] Dayya Marume 2000 (1977) : contains 8 games.
[DE] DDR TV-Spiele (1977) : contains 6 games.
[UK] Decca Sports TV Game (1977) : contains 6 games.
[UK] Derby Master (1977) : contains 3 games.
[US] Digitek TV Game (1977) : contains 4 games.
[US] E&P 4 Electronic TV Sport Games (1977) : contains 4 games.
[US] Electrophonic Pro-Sports (1977) : contains 4 games.
[US] Enterprex Color Home Video Game (1977) : contains 4 or 8 games.
[UK] Grandstand Match of the Day 2000 (1977) : contains 4 games.
[UK] Grandstand Adman (1977) : contains 4 games.
[US] Gulliver Triple Challenge (1977) : contains 3 games.
[FR] Hanimex Jeu-Tele Electronique (1977) : contains 4 games.
[US] Hanimex TV Scoreboard (1977) : contains 8 games.
[FR] Hit-Go (1977) : contains 6 games.
[FR] Hometronics Telecourt (1977) : contains 4 games.
[DE] Honeybell Video Sports color (1977) : contains 4 games.
[DE] Intel Super-Telesport (1977) : contains 4 games.
[DE] Intel TV Sport (1977) : contains 4 or 6 games.
[DE] Interton Club Exclusiv 2000 (1977) : contains 6 games.
[EU] Interton Video 2400 (1977) : contains 5 games.
[EU] Interton Video 2501 (1977) : contains 3 games.
[EU] Interton Video 2800 (1977) : contains 4 games.
[EU] Interton Video 3000 (1977) : contains 6 games.
[EU] Interton Video 3001 (1977) : contains 6 games.
[FR] ITMC 6 Jeux (1977) : contains 6 games.
[UK] ITT / Ideal Color Tele-Match Cassette (1977) : contains 4 games.
[DE] Korting Tele-Multi-Play (1977) : contains 4 games.
[US] K-Mart S Four Thousand (1977) : contains 4 games.
[US] K-Mart S Eight Thousand (1977) : contains 8 games.
[US] Magnavox "Odyssey 2000" (1977) : contains 3 games.
[US] Magnavox "Odyssey 3000" (1977) : contains 4 games.
[US] Magnavox "Odyssey 4000" (1977) : contains 8 games.
[FR] Markint 4a (1977) : contains 4 games.
[FR] Markint 6 (1977) : contains 6 games.
[FR] Markint Tele-Sports (1977) : contains 4 games.
[FR] Markint TV Sports (1977) : contains 4 games.
[DE] Match Spectrum 6 (1977) : contains 3 games.
[DE] MBO Tele-Ball V (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6S]" (1977) : contains 6 games.
[JP] Nintendo "Color TV-Game 6 [Model CTG-6V]" (1977) : contains 6 games.
[JP] Sharp "Color TV-Game [Model XG-106V]" (1977) : contains 6 games.
[EU] Novex Colour Video Sports Game (1977) : contains 3 games.
[FR] Occitane (SOE) "Match Robot" (1977) : contains 4 games.
[EU] OPL Optim Sport (1977) : contains 4 games.
[DE] Palladium Tele-Match 4000 (1977) : contains 4 games.
[EU] Philips Odyssey 2001 (1977) : contains 3 games.
[EU] Philips Tele-Spiel Las Vegas (1977) : contains 4, 6 or 8 games.
[FR] Pizon-Bross Visiomat 11 (1977) : contains 6 games.
[DE] Poppy Tele-Spiel (1977) : contains 4 games.
[UK] Prinztronic Tournament II Deluxe (1977) : contains 6 games.
Radofin Electronic TV Game (1977) : contains 4 games.
Radofin Tele-Sports (1977) : contains 4 games.
Radofin Tele-Sports Mini (1977) : contains 4 games.
Radofin SC Eight Thousand (1977) : contains 8 games.
[US] Ricochet Electronic Super Pro (1977) : contains 5 games.
[US] Roberts Rally IV (1977) : contains 4 games.
[US] Roberts Rally X (1977) : contains 8 games.
[US] Roberts Sportrama 8 (1977) : contains 8 games.
[FR] Samdo (1977) : contains 4 games.
[US] Santron Home T.V. Game (1977) : contains 6 games.
[DE] Sanwa Tele-Spiel (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis II [Model 99733]" (1977) : contains 4 games.
[US] Sears "Tele-Games Hockey-Tennis III [Model 99734]" (1977) : contains 4 games.
[US] Sears "Tele-Games Super Pong IV [Model 99789]" (1977) : contains 10 (5x2) games.
[US] Sears "Tele-Games Pong Sports II [Model 99707]" (1977) : contains 16 games.
[US] Sears "Tele-Games Pong Sports IV [Model 99708]" (1977) : contains 32 games.
[FR] SEB Telescore (1977) : contains 4 or 6 games.
[DE] Sennheiser TV Game (1977) : contains 6 games.
[EU] Sheen Video Sport (1977) : contains 4 games.
[EU] Sheen Colour Video Sport (1977) : contains 6 games.
[DE] Sonesta Hide-Away TV Game (1977) : contains 6 games.
[UK] Sportel (1977) : contains 3 games.
[FR] Sportron (1977) : contains 4 or 6 games
[FR] Starex (1977) : contains 4 games.
[DE] Superlectron Fernsehspiel (1977) : contains 4 games.
[US] Syrelec Videosport 2 (1977) : contains 4 games.
[FR] Thomson Jeu Video (1977) : contains 5 games.
[EU] Tandy TV Scoreboard (1977) : contains 4 or 10 games.
[US] TCR Video Sport (1977) : contains 4 games.
[US] Tele-Match Television Computer Game (1977) : contains 5 games.
[UK] Teleng Colourstars (1977) : contains 6 games.
[AU] Tempest Video Game (1977) : contains 6 games.
[DE] Unimex Mark V-C (1977) : contains 6 games.
[US] Unisonic Olympian 2600 (1977) : contains 10 games.
[US] Unisonic Tournament 1000 (1977) : contains 4 games.
[US] Unisonic Tournament 2000 (1977) : contains 6 games.
[US] Unisonic Tournament 2501 (1977) : contains 6 games.
[DE] Universum Color Multi-Spiel (1977) : contains 4 or 10 games.
[DE] Universum Tele-Sports (1977) : contains 4 games.
[FR] Univox (1977) : contains 4 games.
[EU] Video 4000-EX (1977) : contains 4 games.
[FR] Video Stellar (1977) : contains 5 games.
[EU] Videomaster Colourscore (1977) : contains 3 games.
[UK] Videomaster Colourshot (1977) : contains 3 games.
[UK] Videomaster Visionscore (1977) : contains 3 games.
[UK] Videomaster Strika 2 (1977) : contains 4 games.
[US] Windtronics Video Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 8 (1978) : contains 8 games.
[UK] Binatone TV-Master MK 10 (1978) : contains 10 games.
[UK] Binatone Colour TV Game 4 Plus 2 (1978) : contains 6 games.
[UK] Coleco Telstar Colortron (1978) : contains 4 games.
[UK] Coleco Telstar Marksman (1978) : contains 6 games.
[US] Granada "Colorsport VIII [Model CS 1818]" (1978)
[DE] Grunding Tele-Spiel 1 (1978)
[US] Harvard Mini Color TV Game (1978) : contains 4 games.
[DE] Intercord TV Games (1978) : contains 4 games.
[EU] ITT / Ideal Color Tele-Match Cassette 2 (1978) : contains 8 games.
[FR] Klervox Jeu TV (1978) : contains 6 games.
[DE] Match Color (1978) : contains 10 games.
[DE] MBO Tele-Ball VIII (1978) : contains 8 games.
[US] Olympos Electronic Gamatic 7706 (1978) : contains 6 games.
[FR] Occitane (SOE) "OC 5000" : contains 6 games.
[EU] Philips Odyssey 2100 (1978) : contains 23 games.
[IT] Polistil Video Games (1978) : contains 4 games.
[DE] Poppy Tv-Game Fernseh Spiel (1978) : contains 4 games.
[UK] Prinztronic Tournament Mini (1978) : contains 4 games.
[UK] Prinztronic Videosport (1978) : contains 6 games.
[FR] RIL Robot (1978) : contains 6 games.
[FR] Saft-Leclanch TV 8 Sports (1978) : contains 8 games.
[US] Sands Color TV Game (1978) : contains 6 games.
[FR] Scomark 4 Sports Tele (1978) : contains 4 games.
[US] Sinoca T.V. Game (1978) : contains 4 games.
[DE] TV 18 Spannende Videospiele (1978) : contains 18 games.
[UK] Grandstand Sports Centre (1979) : contains 10 games.
[EU] Hanimex Electronic TV Game (1979) : contains 4 games.
[EU] ITT / Ideal Tele-Match Cassette (1979) : contains 10 games.
[UK] Videomaster Colourscore 2 (1979) : contains 6 games.
[JP] TV-Games [Model KTC-7700] (17?)
Radofin Colour TV Game (1981) : contains 10 games.
[FR] Univox Tele-Sports 6 (1981) : contains 6 games.
[EU] Audiosonic Color TV Game (1982) : contains 4 games.
[DE] Poppy Color Video Game (1982) : contains 6 games.
[FR] Rollet Robot (1982) : contains 6 games.
[UK] Bentley Compu-Vision (1983) : contains 4 games.
[US] DMS Tele-Action (1983) : contains 4 games.
[UK] Ingersoll mini TV Game (1983) : contains 4 games.
Arcade (1993) "Mortal Kombat II" : hidden game
[US] Mobile phone [Motorola T720] (2003)
[US] Atari 10 in 1 TV Game (2002) by Jakk's Pacific
[US] Atari Paddle TV Game (2004) by Jakk's Pacific
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (2006) "Atari Masterpieces Volume 2"
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
[US] "Atari Flashback 2+" (feb.22, 2010)
- SOURCES -
Game's manual.
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Pengo [Model 834-0386] Update submitted by XtC
Pengo (c) 1982 Sega.
Pengo is an action game set in an overhead maze constructed of ice blocks. The player controls Pengo, a red penguin that lives in the Antarctic and fights the blob-like Sno-Bees. The objective of the game is for Pengo to survive a series of rounds by eliminating all Sno-Bees, while amassing bonuses by bringing together the three diamonds dispersed in the maze.
The Maze itself is an interactive environment. Each section of wall is a block of ice that can be pushed onto the Sno-bees to destroy them. Pressing the button while pushing the joystick will cause Pengo to push the ice block in the direction he is facing. The block will slide until it hits either a wall or another ice block, crushing any Sno-Bees in its path. Crushing more than one Sno-Bee at once will increase the number of points awarded.
As the player crushes the Sno-Bees, new ones hatch from eggs located within ice blocks. Each time a new one hatches, blocks containing eggs that have still not hatched yet are briefly identified by flashing the color of that round's Sno-Bees. A certain number of eggs will hatch immediately at the start of each round - this is also the maximum number of active Sno-Bees at any one time in the round. Eggs can be eliminated by crushing the ice blocks that contain them. If Pengo pushes a side wall at the edge of the screen, the water vibrates, any adjacent Sno-Bees will be briefly stunned and are eliminated if Pengo walks over them in this state.
The Sno-bees themselves will destroy the ice blocks as they move around each level, so speed is of the essence. Some of the blocks are 'Diamond blocks' which cannot be destroyed but can be re-used by Pengo.
After 60 seconds elapse in a round without a player or enemy death, the game enters into sudden death mode; the music tempo and movement of the Sno-Bees accelerates. If a single Sno-Bee remains in the round, a jingle plays and the Sno-Bee accelerates in an attempt to reach a corner, where it safely fades away.
There are a total of 16 rounds in the game. After round 16 is cleared, the game loops back to round 1.
- TECHNICAL -
Game ID: 834-0386
Main CPU: Zilog Z80 (@ 3.02 Mhz)
Sound Chips: Namco 3-channel WSG (@ 96 Khz)
Players: 2
Control: 4-way joystick
Buttons: 1 (PUSH)
Pengo is known to have two different marquees. One marquee depicts Pengo standing next to the game's logo, with one leg up on an ice block, and one hand pushing against the O in the logo; the Sega logo appears in small print directly underneath the O. The other marquee depicts Pengo pushing an ice block, with the Sega logo appearing on the lower right corner of the marquee in a larger print.
- TRIVIA -
Pengo was released in September 1982 in Japan, in October 1982 in North America, and in December 1982 in Europe.
Pengo makes a cameo appearance in "Up'n Down". If a player manages to pass the first 4 rounds in under a minute each, he will appear in the water of round 5 riding a surfboard.
The color for the Sno-Bees is different in each round and follows an eight-round pattern: green, red, yellow, pink, orange, yellow, light blue, yellow.
Demonstration gameplay in the attract mode always plays Round 5, with the orange Sno-Bees.
The song that is played during the brief intermissions that appear after every even-numbered round is cleared is "Ode to Joy" from the fourth movement of Beethoven's Ninth Symphony.
Rodney Day holds the official record for this game with 1110370 points.
A bootleg of this game is known as "Penta".
- UPDATES -
In Japanese versions:
- The maze is visibly drawn at the start of each round.
- The default top 5 high scores are all 20,000, and the default names are AAA, KKK, III, RRR, and AAA.
- The in-game theme music is an 8-bit interpretation of the 1969 Gershon Kingsly composition known as "Popcorn", made most famous in 1972 by the instrumental band Hot Butter.
- The total number of enemies in each round is as follows: 6 in rounds 1 and 2, 8 in rounds 3-7, 10 in rounds 8-11, and 12 in rounds 12-16.
In export versions:
- The maze is loaded instantly at the start of each round
- The default top 5 high scores are all 0, and the default names are MMM, MMM, III, ZZZ, and UUU.
- Snappy original music is used as the in-game theme instead of the "Popcorn" song.
- The total number of enemies in each round is as follows: 6 in round 1, 8 in rounds 2-5, 9 in rounds 6 and 7, 10 in rounds 8 and 9, 11 in rounds 10 and 11, and 12 in rounds 12-16.
In all Japanese versions except the non-encrypted one, rounds are referred to in-game as "Acts".
Later versions correct a Test Menu Bug that is present in version Japan, 315-5010 type, Rev C.
In Export versions except version World, 315-5007 type, rev A (formerly set 4 in mame):
- The curtain speed is fastest.
- The demo mode is different.
- Delay before player can move at the start of a stage changed from 64 frames to 16 frames.
- Delay before the next level loads after an intermission changed from 64 frames to 16 frames.
- Delay before the sky rapidly changes colors in the intro changed from 64 frames to 48 frames.
Version World, 315-5007 type rev A introduced a number of changes to make the game flow faster than in other sets:
- Number of frames before the level completion time is shown changed from 32 to 8.
- Number of frames after a time bonus is calculated changed from 128 to 64.
- Number of frames before the screen wipes after the player has died changed from 128 to a single frame.
- SCORING -
Smashing an ice block : 30 points.
Smashing an ice block with a Sno-Bee inside : 500 points.
Walking over a stunned Snow-Bee : 100 points.
Killing a Snow-Bee with an ice block : 400 points.
Killing two Snow-Bees at once with one ice block : 1600 points.
Killing three Snow-Bees at once with one ice block : 3200 points.
Killing four Snow-Bees at once with one ice block : 6400 points.
Lining up the three diamond blocks with one or zero of them touching a wall : 10000 points.
Lining up the three diamond blocks with two or more touching a wall : 5000 points.
Completing screen in under 20 seconds : 5000 bonus points.
Completing screen in 20-29 seconds : 2000 bonus points.
Completing screen in 30-39 seconds : 1000 bonus points.
Completing screen in 40-49 seconds : 500 bonus points.
Completing screen in 50-59 seconds : 10 bonus points.
Completing screen in 60 seconds and over : no bonus points.
- TIPS AND TRICKS -
* The last remaining Sno-Bee on the screen will try to escape. If you do not kill it before it reaches one of the corners it will disappear.
* The indicator at the top of the screen tells you how many Sno-Bee eggs are still unhatched and hidden in ice blocks.
* A certain number of Sno-Bee eggs will hatch immediately at the start of each round. This is also the maximum number of active Sno-Bees you can have at any one time during the round. In rounds 1-4, this number is three; in rounds 5-16, it is four.
* Every time a Sno-Bee egg hatches, some ice blocks will flash, revealing the locations of Sno-Bee eggs that have not hatched yet. You can destroy the ice block to eliminate that Sno-Bee egg before it even hatches.
* When you kill the last Sno-Bee you have a couple of seconds to crush up to four ice blocks for an extra 30 points each.
* Concentrate your efforts on lining up the diamond blocks. The 10000 points are the biggest single score in the game, and stunning all the Sno-Bees is also a valuable side effect. You can then kill them easily by pushing ice blocks onto them rather than running over them (400 points as opposed to 100).
* Lining up the three diamond have another side effect: the remaining ice blocks with a Sno-Bee inside will be flash to the end of screen.
* Try to kill more than one Sno-Bee at a time, as two or more together are worth more points than killing them individually.
* Easter Egg:
In the attract mode, push the two joys to up, press the two action buttons and one button of start game, and it will show the credits of the game. After a few seconds, the game will reset. The wait can be stopped pushing the 1P Start button.
- SERIES -
1. Pengo (1982)
2. Ge-sen Love Plus Pengo! (2012)
3. Finger Pengo (2011, iPhone/iPod)
- STAFF -
Developed by Coreland Technology.
Directed by: Nobuo Kodera
Programed by: Akira Nakakuma
Designed by: Shinji Egi
Involved in the project: Tsutomu Iwane
- PORTS -
* CONSOLES:
[US] Atari 5200 (1983) "Pengo [Model CX5236]"
[US] Atari 2600 (1984) "Pengo [Model CX2690]"
Atari XEGS
[JP] Sega Game Gear (oct.6, 1990) [Model G-3202]
[EU] Sega Game Gear (1991)
[JP] Sega Mega Drive (dec.22, 1995) "Pepenga Pengo [Model G-4133]"
[JP] Sega Saturn (feb.28, 1997) "Sega Memorial Selection Vol.1 [Model GS-9135]"
Nintendo Wii [Virtual Console] [JP] (aug.4, 2009) : Mega Drive version.
* COMPUTERS:
[US] Atari 800 (1983)
BBC Micro [EU] (1983)
[US] Commodore C64 [EU] (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Petch"
[EU] Commodore C64 (1983) "Petch"
Tandy Color Computer [US] (1983) "Pengon"
[EU] Amstrad CPC (1986) "Troglo"
Atari 800 "Pengon"
Commodore 64 "Pengon"
Dragon 32 "Pengon"
Vic-20 "Pengon" : Unreleased, the only mention online is that the developer says he made it.
Sinclair QL (1985) "Pengi" : This game is very close to the original arcade game.
BBC Micro "Pengi" : This game is very close to the original arcade game.
Acorn Electron "Pengi" : This game is very close to the original arcade game.
PC [MS Windows 98] [JP] (1998) "Memorial Selection [Model HCJ-0147]"
* OTHERS:
LCD handheld game [US] (1982) : by Bandai.
VFD portable game [US] (1983) : by Bandai.
Blackberry [US] (aug.28, 2009) "Pengo Mobile [Model 3107]"
Mobile phones [US] (2003)
Apple iPhone/iPod [US] (feb.2, 2011) [Model 416880921]
- SOURCES -
Game's ROM.
Game's picture.
Arcade Retro Lounge; http://tips.retrogames.com/
Accepted [+] [X] New Rally-X Update submitted by XtC
New Rally-X (c) 1981 Namco.
New Rally-X is a scrolling, overhead maze-based racing game in which the player drives a racing car around a maze and must collect ten yellow flags before the car's fuel runs out. In-game opponents consist of red enemy cars that pursue and try to ram into and destroy the player's car. The enemy cars are faster moving than the player's vehicle.
The player's car automatically moves in whichever direction the joystick is pushed and if it runs into a wall, it will turn automatically and continue moving. To disrupt the chasing enemy cars a smoke-screen can be activated that trails behind the player's car, causing any pursuing vehicles to crash. Activating the smoke screen uses a small amount of fuel, however, so players must be careful to not overuse it.
Each maze also has rock formations and crashing into these will result in the loss of a player car. A radar display to the right-hand side of the playing area shows the relative positions of the flags, rocks and enemy vehicles.
In addition to the standard ten flags, each maze also contains a special flag (indicated by the letter "S"). If collected, the value earned for the round's remaining flags doubles from 100 to 200 points. If the player dies before the end of that round, the flag value is set back to 100 points and the double bonus is lost.
The mazes also contain a 'lucky flag'. This is marked with the letter 'L' and - providing there are still standard flags remaining - awards the player extra points for remaining fuel, after which the round will continue as normal. Upon completion of a round, bonus points are awarded based on how much fuel the player has remaining.
As players progress through the rounds, the number or pursuing enemy cars increases.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : Namco 3-channel WSG and discrete circuitry for the crash sound.
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 16
Players : 2
Control : 4-way joystick
Buttons : 1 (SMOKE SCREEN)
- TRIVIA -
New Rally-X was released in February 1981 in Japan and in March 1981 in the USA, but only as an upgrade kit distributed by Midway Manufacturing for "Rally-X" cabinets.
While the original "Rally-X", released under a Bally/Midway license, was a moderate hit in North America, Bally/Midway only distributed this updated version as an upgrade kit for "Rally-X" cabinets. The game appeared quite frequently in mainland Europe and the United Kingdom, mainly in the form of uncredited bootlegs. It was at least as popular as "Rally-X" in these regions, if not more so, primarily due to the game's greater playability and abundance of bootleg board stock.
Differences from Rally-X:
* The graphics for the cars have been slightly improved.
* The game has new background music, which many players have found quite enjoyable.
* The stage layouts have been simplified in order to reduce dead ends that a player could become trapped in.
* The number of enemy cars that appear in each stage has been reduced.
* The addition of the Lucky flag.
* The position of the special flag is indicated on the radar by the blinking dot.
* By default, you now get an extra life at 80,000 points in addition to 20,000 points.
* The number of rocks and enemy cars is indicated before each Challenging Stage.
New Rally-X is used as a loading game in "Ridge Racers" for the Sony PSP; it can also be selected as a mini-game.
- SCORING -
Collecting a flag: 100 points x the flag collected up to a maximum of 1,000 points (If you lose a life, the points awarded will reset when you start the stage over).
Special flag : Doubles points for the Special Flag and all flags collected thereafter until you clear the stage or lose a life. If you clear the round without losing a life, the last flag is always worth 2,000 points because it is guaranteed that at some point, you will have collected the Special Flag. However, losing a life will cancel out the Special Flag's scoring effect when you have to start the stage over.
Lucky flag : Normal flag points plus points for remaining fuel
End of round bonus : Points for remaining fuel
- TIPS AND TRICKS -
* Your only goal is to collect all ten flags as quickly as possible. You need to pay constant attention to two things: the zoomed in view of the world that occupies most of the screen, and the radar view of the world to the right.
* The radar view provides you with two key pieces of information: the relative position of the flags in the world, and the proximity of the enemy cars to yours. Yellow dots in the radar view denote the flags' locations, the blinking yellow dot represents the Special Flag, red dots represent the enemy cars, and the dot flashing black and gray represents you.
* The method you use for collecting the flags is of utmost importance. It is usually best to try to hop from one flag to whichever flag is closest, but the enemies will make that quite difficult to do. As a general rule, do not reverse your direction unless it is absolutely necessary and completely safe to do. If you have to choose between getting close to an enemy to pick up a nearby flag, and abandoning that flag for a farther flag, go for the farther flag. The more distance you put between you and the other cars, the safer you will remain.
* If you collect the Lucky flag last, points for remaining fuel will only be counted once. Try not to get the Lucky flag last if you're trying for the high scores.
* In general, you will be safe off if you choose a direction to collect flags, clockwise or counter-clockwise, and stick to it throughout the duration of the stage. The smokescreen is an invaluable and incredibly tempting tool to use. But if you use it excessively, you will deplete your fuel supply very rapidly, making it more likely that you will run out of fuel before you collect all ten flags, which will almost ensure your demise.
* Challenging stages occur before each maze change, which occurs on the third round and every fourth round thereafter. In these stages, you are free to collect all of the flags without being harassed by enemy cars until your fuel runs out. However, you can still crash into parked cars and rocks, so be careful.
* Easter Egg :
1) Enter service mode.
2) Keep B1 pressed and enter the following sequence : UP(x2), DOWN(x7), RIGHT, LEFT(x6)
3) '(c) Namco LTD. 1980' will be added at the bottom of the screen.
- SERIES -
1. Rally-X (1980, Arcade)
2. New Rally-X (1981, Arcade)
3. Rally-X Arrangement (1996, Arcade): part of "Namco Classics Collection Vol.2"
4. New Rally-X Arrangement (2005, PSP): part of "Namco Museum Battle Collection"
5. Rally-X Remix (2007, Wii): part of "Namco Museum Remix"
6. Rally-X Rumble (2011, App Store)
- STAFF -
Music by: Nobuyuki Ohnogi
- PORTS -
* CONSOLES:
[JP] Sony PlayStation (nov.22, 1995) "Namco Museum Vol.1 [Model SLPS-00107]"
[AU] Sony PlayStation (1996) "Namco Museum Vol.1"
[US] Sony PlayStation (jul.31, 1996) "Namco Museum Vol.1 [Model SLUS-00215]"
[EU] Sony PlayStation (aug.1996) "Namco Museum Vol.1 [Model SCES-00243]"
[US] [EU] [JP] [AU] Microsoft XBOX 360 [XBLA] (dec.27, 2006)
[US] Microsoft XBOX 360 [XBLA] (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[EU] Microsoft XBOX 360 [XBLA] (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 [XBLA] (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (oct.6, 2009)
[JP] Microsoft XBOX 360 [XBLA] (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
[US] Nintendo Wii (nov.16, 2010) "Namco Museum Megamix"
* HANDHELDS:
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) "Namco Museum [Model UCKS-45005]" : as 'New Banggor'
[US] Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
* COMPUTERS:
[JP] Sharp X68000 (1988)
[JP] PC [MS Windows, CD-ROM] (nov.28, 1997) "Namco History Vol.2"
* OTHERS:
[US] Arcade (1996) "Namco Classics Collection Vol.2"
[US] Ms. Pac-Man TV Game Wireless Version (2005) : by Jakk's Pacific
[US] Arcade Gold featuring Pac-Man (2007) : by Jakk's Pacific
[US] Retro Arcade featuring Pac-Man (2008) : by Jakk's Pacific
[US] Apple iPhone/iPod (aug.18, 2011) "Rally-X Rumble [Model 451084589]"
[US] Pac-Man Connect and Play (2012) : by Bandai
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Accepted [+] [X] Nemesis Update submitted by XtC
Nemesis (c) 1985 Konami.
European version. For more information about the game, please see the original Japanese "Gradius [Model GX400]" entry.
- TECHNICAL -
Konami Nemesis Hardware
Game ID : GX400
Main CPU : MC 68000 @ 10Mhz / G400 Bios
Sound CPU : Zilog Z80
Sound chip : 2x AY-3-8910 psg
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Nemesis was released in November 1985.
- SERIES -
1. Nemesis (1985, ARC)
2. Gradius 2 (1987, MSX)
3. Vulcan Venture (1988, ARC)
4. Nemesis 3 - The Eve of Destruction (1988, MSX)
5. Gradius III - Densetsu Kara Shinwa-e (1989, ARC)
6. Nemesis '90 Kai (1993, X68K)
7. Solar Assault - Gradius (1997, ARC)
8. Solar Assault - Revised (1997, ARC)
9. Gradius Gaiden (1997, PSX)
10. Gradius IV (1999, ARC)
11. Gradius Galaxies [Model AGB-AGAE-USA] (2001, GBA)
12. Gradius V (2004, PS2)
13. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
14. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
15. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
16. Gradius Rebirth (2008, WII)
- PORTS -
* CONSOLES:
[EU] Nintendo NES (nov.30, 1988) "Gradius [Model NES-GR-EEC]"
[EU] Sony PlayStation 4 [PSN] (june.23, 2015) "Arcade Archives - Gradius [Model CUSA-02484]"
* HANDHELDS:
[EU] Nintendo Game Boy (1990) "Nemesis [Model DMG-NM-NOE]"
[EU] Nintendo DS (oct.26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]"
[AU] Nintendo DS (oct.29, 2007) "Konami Arcade Classics"
* COMPUTERS:
[EU] Commodore C64 (1987)
[EU] Sinclair ZX Spectrum (1987)
[EU] Amstrad CPC (1987)
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.