Accepted [+] [X] Champion Pro Wrestling Update submitted by XtC
Champion Pro Wrestling (c) 1985 Sega.
Early colorfully cartoonish wrestling game with only two teams and strange gameplay.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : SN76496 (@ 3.579545 Mhz)
Players : 2
Control : Joystick 2-way
Buttons : 2
- TRIVIA -
Champion Pro Wrestling was released in May 1985 in Japan.
- PORTS -
* CONSOLES:
Sega SG-1000 [JP] (1985) Champion Pro Wrestling
* COMPUTERS:
[JP] MSX (1985)
- SOURCES -
Game's ROM.
Accepted [+] [X] Sexy Parodius Update submitted by XtC
Sexy Parodius (c) 1996 Konami Company, Limited.
Sexy Parodius is a horizontally-scrolling shoot-em-up for one or two players and is the third sequel in a series originally created as a parody of Konami's own successful "Gradius" games. As with the prequels, Sexy Parodius again gives players a choice of increasingly bizarre ships to control; ranging from a sexy girl riding a missile, to a stick man on a paper aeroplane.
The game plays much the same as previous Parodius games, as well as the 'Gradius' series it sets out to parody. One new addition to the game-play is the introduction of branching paths through the game. Each level has a specific task, such as collecting the golden coins on the second level, the completion or failure of which dictates which level players will be faced with next.
In a co-operative two-player game, when certain characters are close enough, a third shot appears between them, these can either be purple shots that swirl all over the screen, hearts that home in on enemies, or rockets that shoot straight ahead. This feature was first seen in Konami's 1990 shoot-em-up, "Lightning Fighters".
The playable characters in sexy Parodius are:
* Vic Viper/Lord British
* Michael/Gabriel
* Hikaru/Akane
* Ivan/Toby
* Mambo/Samba
* Koitsu/Aitsu
* Option/Multiple
* Shooting Star/Black Viper
- TECHNICAL -
Konami GX Hardware
Main CPU : Motorola 68EC020
Sound CPU : Motorola 68000
Sound Chips : (2x) K054539
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Power Up, Fire, Missile
- TRIVIA -
Sexy Parodius was released in March 1996.
World 3-A (get the 300 coins in World 2) will appeal to fans of Konami's classic game "Yie Ar Kung-Fu" (Oolong makes a guest appearance just before reaching the stage boss and you can even knock him out!).
World 3-B (do not get the 300 coins in World 2) is a hilarious parody of Konami's "CastleVania" series (the well-known Medusa makes a guest appearance as the stage's boss!).
The name of the fish character Mambo has a double meaning, he gets his name from the real life fish called Ocean Sunfish (or Mola Mola), but called Mambou in Japan. The other meaning is Mambo from the musical style, which is why the female partner character in this game is called Samba, yet another musical style.
Character selection screen music is a remix of 'Twinkle Twinkle Little Star', by Wolfgang Amadeus Mozart.
The music theme of Shooting Star comes from "Twin Bee Yahhoo! Fushigi no Kuni de Oo-Abare!!" (1995, Konami).
Stage 1 music is a megamix of : 'Hokkaido wa Dokoni Aru?' by Gonchichi, 'American Patrol' by Frank W. Meacham, and 'My Old Kentuchy Home' by Stephen C. Foster.
Stage 1 boss music is a remix of 'Summ, Summ, Summ, Bienchen' by Hoffmann V. Fallersleben
Stage 2 music is a remix of a music from "Yi Ar Kung-Fu" (1985, Konami).
Stage 2 boss music is a megamix of : a music from "Yi Ar Kung-Fu" and "Maim Maim" (an Israeli folksong).
Stage 3 music is a megamix of : a music from "Castlevania" and 'Clarinet Polka" (a Polish folksong).
Stage 3 boss music is a megamix of : a music from "Castlevania" and 'Hungarian Dance No. 5' by Brahms.
Stage 4 music is a remix of 'Csikos Post' by Hermann Necke.
Stage 4 boss music is a megamix of : 'Bienchen Summ Herum!' (a Bohemian folksong) and 'Einzug der Gladiatoren' by Julius Fucik.
Stage 5 music is a megamix of : 'The Battle Hymn of the Republic' by William Steffe and 'J'ai Perdu le Do de Ma Clarinette' (a French folksong).
Stage 5 boss music is a remix of the Aircraft Carrier music from "Gradius".
Stage 6 music is a megamix of : 'Tankoubushi' (A Japanese folksong) and 'Hokkai Bon'uta' (Japanese Bon Festival Song)
Stage 6 boss music is a megamix of : 'Symphony No. 5 in C, Op. 67' by Ludwig Beethoven, and 'Genkotsuyama no Tanukisan' (A Japanese children's song).
Stage 7 music is a remix of 'El Bimbo' by Claude Morgan.
Stage 7 boss music is a remix of 'Habanera - From Carmen' by Georges Bizet.
Stage 8 sub-boss 1 music is a remix of 'Piano Sontata K.331, 3rd : Rondo Alla Turca' by Wolfgang Amadeus Mozart.
Stage 8 sub-boss 2 music is a remix of 'Flight of the Bumblebee' by Nikolai Rimsky-Korsakov.
Stage 8 sub-boss 3 music comes from "Gradius II - GOFER no Yabou" (1988, Konami).
Stage 8 sub-boss 4 music is a remix of 'Orphee Aux Enfers' by Jacques Offenbach.
Stage 8 final boss music is a megamix of : 'Prelude Op.28 #7' by Frederic Chopin, and 'Scene From Swan Lake' by Piotr Tchaikovsky.
Stage 9 music is a megamix of 'Hornpipe from Water Music' and 'Hallelujah Chorus' by George F. Handel.
Stage 9 boss music comes from "Gradius III" (1989, Konami).
Special stage music is a megamix of musics from "Gradius", "Gradius II - GOFER no Yabou", "Gradius III", "MX5000", and "Lightning Fighters".
Special stage boss music is a remix of 'Fur Elise' by Beethoven.
Soundtrack releases :
Sexy Parodius / Original Game Soundtrack [King Records - KICA-7703 - May 22, 1996]
- TIPS AND TRICKS -
* Special team attack : in two-player games, get both ships close to each other in order to use a special team attack!
* Secret stage : successfully complete all stage's additional objectives in order to unlock the secret stage!
- SERIES -
1. Parodius - Tako wa Chikyuu o Sukuu [Model RC759] (1988, MSX)
2. Parodius Da! Shinwa kara Owarai e [Model GX955] (1990, ARC)
3. Gokujyou Parodius! Kako no Eikou o Motomete [Model GX321] (1994, ARC)
4. Jikkyou Oshaberi Parodius [Model SHVC-AJOJ-JPN] (1995, SFC)
5. Sexy Parodius (1996, ARC)
- STAFF -
Programmers: Chichibinta Tsukasa, Ohji, Paiman
Character designers: Shuzilow.Ha, Magrou, Natsumi Bouike, Misugi Inagaki, Kaori Nishimura, Galaxy Namikoshi
Music composers: Mayuko Kageshita, Ary
Music advisers: Izumi, Sita-Ru Senoo
Sound effects: Ary
Hard designer: Yoshikazu Matsui
Product designer: Poper Takashi
Radio actors: Joshua Popenoe, Kumike Watanabe, Nobuyuki Hiyama, Yuko Nagashima
- PORTS -
* CONSOLES:
[JP] Sega Saturn (1996) "Sexy Parodius [Model T-9514G]")
[JP] Sony PlayStation (1996) "Sexy Parodius [Model SLPM-86009]"
[JP] Sony PSP (2007) "Parodius Portable [Model ULJM-05220]"
[JP] Sony PSP (2008) "Parodius Portable [Konami the Best] [Model ULJM-05324]"
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Tokuten Oh - Honoo no Libero [Model NGM-215] Update submitted by XtC
Tokuten Oh - Honoo no Libero (c) 1996 SNK.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-215
Players : 2
Control : 8-way joystick
Buttons : 3
=> Attack > [A] Shoot/Low pass, [B] High pass, [C] Short pass
=> Defense > [A] Sliding, [B] Rough play, [C] Action player shift
- TRIVIA -
Tokuten Oh - Honoo no Libero was released in October 1996 in Japan.
The title translates from Japanese as 'Top Scorer - Flame of Libero'.
This game is known outside Japan as 'The Ultimate 11 - SNK Football Championship'.
- SERIES -
1. Tokuten Oh [Model NGM-052] (1992)
2. Tokuten Oh 2 - Real Fight Football [Model NGM-061] (1994)
3. Tokuten Oh 3 - Eikoue no Michi [Model NGM-081] (1995)
4. The Ultimate 11 - SNK Football Championship [Model NGM-215] (1996)
5. NeoGeo Cup '98 - The Road to the Victory [Model NGM-244] (1998)
- STAFF -
Cast : Mr.Rod, Kuwayan, Bug Stopper, I. Etsuko, Tsubo-Tsubo, Namaan-Hiroto, YNY with Catbrow
Camera : Kentarou
Light-1 : Hiroto
Light-2 : Lemon Angeler
Chief Director : RC-31Kai
Planners : Y. Romario, I. Etsuko, Galmaster Yanya
Programmers : CC8WRX, Toppo George
Sound-Music : Tate Norio, Miki
Art director : Newsea
Designers : M-Chiesa, Neotridagger-ZMC, Shio Shio Shio, Oights, Commando,Keiko, Blendy-Cop!, Isso, Lovely Mimori!!, Z-Tom3, Commando Miyako
Sponsor : Akai
Executive producer : Takashi Nishiyama
Music composer : Chan Chakorin
Hard designer : Kucchan
Programmers : Blbon, Takako
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Dec. 20, 1996; "Tokuten Oh - Honoo no Libero [Model NGH-215]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] SVC Chaos - SNK Vs. Capcom [Model NGM-269] Update submitted by XtC
SVC Chaos - SNK Vs. Capcom (c) 2003 Playmore Corp.
A one-on-one fighting game - the collaboration between Capcom and SNK - pits seventeen well-known SNK combatants against seventeen of Capcom's most famous game characters.
'SVC Chaos' primarily utilizes the command system of the "King of Fighters" series, incorporating light/strong kicks, punches, cancels and charging attacks. Unlike its predecessor, however, "Capcom vs. SNK 2", SvC features no air guards and lacks a 'groove system', instead focusing on quicker game play and online competition.
Each character is equipped with a basic three-bar system for executing 'Exceeds' (special attacks), with basic filling options attributed to strikes and damage. Additionally, the sprites from the various series received new models and some special effects were changed in the command lists (For example, the player can no longer increase the damage of the 'Zujou Sashi' used by Choi Bounge by tapping the buttons).
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-269
Players : 2
Control : 8-way Joystick
Buttons : 4
=> [A] Weak punch [B] Weak kick [C] Strong punch [D] Strong kick
- TRIVIA -
Released in July 2003.
Here are the 17 SNK characters (plus Evil Mr Karate) and their first appearance in video games :
Athena Asamiya - "Athena"
Choi Bounge - "The King of Fighters '94"
Earthquake - "Samurai Shodown" ("Samurai Spirits" in Japan)
Iori Yagami - "The King of Fighters '95"
Kasumi Todoh - "Art of Fighting 3 - The Path of the Warrior" ("Ryuuko no Ken Gaiden" in Japan)
Kim Kaphwan - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Kyo Kusanagi - "The King of Fighters '94"
Geese Howard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
Genjyuro Kibagami - "Samurai Shodown II" ("Samurai Spirits II" in Japan)
Goenitz - "The King of Fighters '96"
Mai Shiranui - "Fatal Fury 2" ("Garou Densetsu 2 - Arata-Naru Tatakai" in Japan)
Mars People - "Metal Slug - Super Vehicle-001"
Mr Karate - "Art of Fighting 2" ("Ryuuko no Ken 2" in Japan) as Takuma Takazaki
Orochi Iori - "The King of Fighters '97"
Ryo Sakazaki - "Art of Fighting" ("Ryuuko no Ken" in Japan)
Shiki - "Samurai Shodown 64" ("Samurai Spirits 64" in Japan)
Terry Bogard - "Fatal Fury - King of Fighters" ("Garou Densetsu - Shukumei no Tatakai" in Japan)
There are also 17 Capcom characters (plus Shin Akuma) and here are their first appearances:
Akuma (Gouki in Japan) - "Super Street Fighter II Turbo" ("Super Street Fighter II X" in Japan)
Balrog (M. Bison in Japan) - "Street Fighter II - The World Warrior"
Chun-Li - "Street Fighter II - The World Warrior"
Dan Hibiki - "Street Fighter Alpha - Warriors' Dreams" ("Street Fighter Zero" in Japan)
Demitri - "Darkstalkers - The Night Warriors" ("Vampire - The Night Warriors" in Japan)
Dhalsim - "Street Fighter II - The World Warrior"
Guile - "Street Fighter II - The World Warrior"
Hugo - "Final Fight"
Ken Masters - "Street Fighter"
M. Bison (Vega in Japan) - "Street Fighter II - The World Warrior"
Red Arremer - "Ghosts'n Goblins"
Ryu - "Street Fighter"
Sagat - "Street Fighter"
Tessa - "Red Earth" ("Warzard" in Japan)
Vega (Balrog in Japan) - "Street Fighter II - The World Warrior"
Violent Ken - "Street Fighter Alpha 3" ("Street Fighter Zero 3" in Japan)
Zero - "Mega Man X" ("Rockman X" in Japan)
The super bar is called the 'Groove Power Gauge'; a reference to "Capcom Vs. SNK 2 - Mark of the Millenium 2001".
Bao (from the King of Fighters series) makes a cameo in a few of Hugo's pre-battle and win poses.
The Athena that features in SVC Chaos is the original Athena character design that featured in the character's debut platform game, "Athena", instead of the usual Asimaya Athena that appears in virtually every other SNK game. Notably, a lot of her moves are now very different, and she wears noticeably less clothes due to the fact Athena loses her dress during Athena's intro. Athena's fighting moves are inspired by the manga/anime 'Saint Seiya'.
The 'Sennou Ken' character is based on the psycho-controlled Ken in the SF animated movie. A lot of Mars People's moves are references to numerous UFO-based staples; Independence is a reference to the movie 'Independence Day', for example.
The 'Dan Hibiki' character is once again used as a vehicle for numerous genre parodies. If you perform his super-taunt he parodies Joe Higashi and Yuri Sakazaki's taunts. Also, two of his new moves are parodies of the Kyokugen moves. In the first of these moves, Dan attempts to do one of the larger fireballs performed in one Ryo's desperation move, but it has the same range as his regular fireball. On the second move, Dan attempts to perform his own powerful punch similar to Ryo's Exceed move, but after the move charges and connects Dan grabs his arm in pain and then pretends it was nothing.
While using Demitri, if you perform Midnight Bliss on Orochi Iori, Iori will turn into Miss X (from SNK Gal Fighters on the Neo Geo Pocket) as he's choking him.
Suleputer released a limited-edition soundtrack album for this game on November 2003.
Some well-known hacks of the game include :
"SVC Chaos - SNK Vs. Capcom Plus".
"SVC Chaos - SNK Vs. Capcom Super Plus".
- TIPS AND TRICKS -
* Random Select : On the character select screen, hold Start to activate a roulette-like feature.
* Play as Geese : Hold Start and press Left(x3), Down, Left, Up, Right, Up, then press a button to select.
* Play as Dan : Hold Start and press Down, Left(x7), then press a button to select.
* Play as Goenitz : Hold Start and press Down(x3), Right, Down, Left(x3), then press a button to select.
* Play as Demitri : Hold Start and press Right(x3), Left, Up, Right, Down, Up, then press a button to select.
* Play as Mars People : Hold Start and press Up, Down, Right(x3), Up, Down, Left(x2), Down, then press a button to select.
* Play as Zero : Hold Start and press Up, Right(x2), Left(x2), Down, Up(x3), Right, then press a button to select.
* Play as Orochi Iori : Hold Start and press Up(x3), Down, Left, Right, Down, Left, then press a button to select.
* Play as Violent Ken : Hold Start and press Up(x2), Down, Left(x2), Right, Left, Up, then press a button to select.
* Fight against Red Arremer :
1) Finish 5 rounds with supers/specials.
2) Do not lose any rounds.
3) Finish off at least one character with block damage.
If done correctly, your character will be transported to Hell after the fight with Shin Akuma/Shin Mr. Karate, where he/she will have to fight Red Arremer. Note : Some people (like Dan and Demitri) have alternate endings for fighting and winning in Hell.
* Fight either Mars People or Zero : Don't lose any rounds, Don't win any rounds by "Time Out", win 3 rounds by using an Exceed Move.
* Fight Geese Howard or Demitri Maximoff : Don't lose any rounds, Don't win any rounds by "Time Out", win 1 round by using an Exceed Move.
*Fight Goenitz or Dan Hibiki : Fail to meet either of the above requirements.
Also your opponent on Stage 6 determines who you will fight in Stages 7 and 8.
* Fight Orochi Iori (Stage 7) and Serious Mr. Karate (Stage 8) : Stage 6 opponent is a Capcom character.
* Fight Violent Ken (Stage 7) and Shin Akuma (Stage 8) : Stage 6 opponent is an SNK character.
* Fight Athena : Don't lose any rounds during Stages 1 through 7, Don't win any rounds by block damage.
* Mid-Bosses : your performance in Stages 1 through 3 affects who you will fight in Stage 4.
* Final Bosses : your performance in Stages 1 through 7 affects if you'll fight either Athena or Red Arremer (in Stage 9) after beating Stage 8 (Shin Akuma or Serious Mr. Karate). Your performance in Stage 8 will not affect any of these conditions.
* See character's true/good ending : Defeat Athena or Red Arremer in Stage 9. If you lose to Athena or Red Arremer then you cannot continue. Many characters (such as Dan and Demitri) have different endings for beating either Athena or Red Arremer.
* CPU Character Patterns : before you start the game the CPU randomly picks one of the predetermined patterns of opponents. This affects stages 1 through 3 and 5 & 6. Stage 4 is the predetermined mid-boss. Here are the predetermined pattern of fighters.
Pattern 1 : Kim, Dhalsim, Mai, Bison, Kyo
Pattern 2 : Vega, Earthquake, Chun-Li, Choi, Ryo
Pattern 3 : Shiki, Balrog, Kasumi, Sagat, Iori
Pattern 4 : Guile, Genjyuro, Tessa, Kim, Ken
Pattern 5 : Tessa, Sagat, Mr. Karate, Chun-Li, Ryo
Pattern 6 : Chun-Li, Kasumi, Hugo, Mr. Karate, Guile
Pattern 7 : Mr. Karate, Hugo, Shiki, Dhalsim, Terry
Pattern 8 : Choi, Mai, Vega, Genjyuro, Akuma
Pattern 9 : Kasumi, Chun-Li, Shiki, Tessa, Mai
Pattern 10 : Earthquake, Vega, Akuma, Ken, Ryu
Pattern 11 : Dhalsim, Hugo, Kyo, Balrog, Iori
Pattern 12 : Iori, Guile, Bison, Kim, Ken
Pattern 13 : Ryu, Balrog, Kim, Sagat, Ryo
Pattern 14 : Terry, Choi, Earthquake, Genjyuro, Guile
Pattern 15 : Kyo, Ken, Ryo, Ryu, Terry
Pattern 16 : Balrog, Vega, Sagat, Bison, Akuma
So let's say the CPU randomly chooses Pattern 16 (which interesting enough follows the boss pattern of Street Fighter II plus Akuma), you would fight Balrog, Vega, and Sagat in stages 1 through 3, fight the mid-boss in stage 4, fight Bison and Akuma in stages 5 through 6, and then fight Orochi Iori and Serious Mr. Karate in stages 7 through 8 (since the stage 6 opponent was a Capcom character).
- SERIES -
1. SNK Vs. Capcom - The Match of the Millennium (1999, Neo Geo Pocket Color)
2. Capcom Vs. SNK - Millennium Fight 2000 (2000)
3. Capcom Vs. SNK - Millennium Fight 2000 Pro (2001)
4. Capcom Vs. SNK 2 - Millionaire Fighting 2001 (2001)
5. SVC Chaos - SNK Vs. Capcom [Model NGM-269] (2003)
- STAFF -
* Consoles :
SNK Neo-Geo [JP] (Nov. 14, 2003; "SVC Chaos - SNK Vs. Capcom [Model NGH-269]")
Sony PlayStation 2 [JP] (Dec. 18, 2003; "SVC Chaos - SNK Vs. Capcom [Model SLPS-25316]")
Microsoft XBOX [JP] (Oct. 07, 2004; "SVC Chaos - SNK Vs. Capcom [Model DI1-00001]")
Sony PlayStation 2 [JP] (Mar. 15, 2005; "SVC Chaos - SNK Vs. Capcom [SNK Best Collection] [Model SLPS-25484]")
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Nov. 14, 2003; "SVC Chaos - SNK Vs. Capcom [Model NGH-269]")
[JP] Sony PS2 (Dec. 18, 2003; "SVC Chaos - SNK Vs. Capcom [Model SLPS-25316]")
[JP] Microsoft XBOX (Oct. 07, 2004; "SVC Chaos - SNK Vs. Capcom [Model DI1-00001]")
[JP] Sony PS2 Mar. 15, 2005; "SVC Chaos - SNK Vs. Capcom [SNK Best Collection] [Model SLPS-25484]")
- SOURCES -
Game's ROM.
Official website: http://game.snkplaymore.co.jp/official/svc/svc_top.html
Accepted [+] [X] Metal Slug 6 Update submitted by XtC
Metal Slug 6 (c) 2006 SNK Playmore.
Negotiations have broken off and hostages have been taken! Your country needs a highly trained mercenary to neutralize the enemy and free the hostages. Metal Slug 6 is a 1 or 2 player game with continuous buy-in. It is the first installment of the series developed on Sega's arcade hardware system. Metal Slug 6 includes 6 characters, with two new being Ralph and Clark from the King of Fighters series. Plus, two new player control buttons have been added to allow for greater control over the action!
- TECHNICAL -
Sammy Atomiswave Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
- TRIVIA -
Metal Slug 6 was firstly shown at the 43rd Amusement Machine Show 2005 in Tokyo, Japan. Then, it was released on February 22, 2006.
Ralf and Clark first appeared in "Ikari Warriors" even before King of Fighters.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- PORTS -
* CONSOLES:
[JP] Sony PS2 (Sep. 12, 2006) "Metal Slug 6 [Model SLPS-25674]"
[JP] Sony PSP (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
* COMPUTERS:
PC DVD-ROM (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://game.snkplaymore.co.jp/official/ms6/
Accepted [+] [X] World Heroes [Model NGM-053] Update submitted by XtC
World Heroes (c) 1992 Alpha Denshi Company, Limited.
8 heroes from different time periods compete to thwart Geegus, the evil alien end boss! Includes an extremely fun and unique death match mode!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-053
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Throw
- TRIVIA -
World Heroes was released on July 28, 1992. It is Alpha Denshi's first game in the fighting game genre. It was even the last game with the Alpha logo labeled within the game before the developer became ADK; however, the Alpha logo was last used on one of the arcade flyers of its sequel.
Due to the game's success in the fighting game market, the game was followed by a sequel, World Heroes 2, less than a year later.
The popular "Death Match" mode (removed from World Heroes 2 Jet and World Heroes Perfect) may have been inspired by the growing popularity of deathmatch style pro-wrestling in Japan at the time which was mostly made famous by Frontier Martial-Arts Wrestling.
Hanzo is based on the real Hanzo Hattori Musashige (just like Hanzo in "Samurai Shodown").
Fuuma is based on the real Kotaro Fuuma Nobuyuki (1581-1603).
Kim Dragon is Alpha Denshi's homage to Bruce Lee (1940-1973).
Janne is based on the real Jeanne d'Arc who was burned in 1431.
Rasputin is based on the real Gregoriy Yefimovich Rasputin (1869-1917).
Brocken is loosely based on Rudolph von Stroheim from JoJo's Bizarre Adventure.
Muscle Power is most likely based on the real Hulk Hogan (1953-20XX).
J. Carn is based on the real Genghis Khan (1162-1229).
The first World Heroes game is also the only game in the series where Kim Dragon is Chinese. He was then changed into a South Korean character for the rest of the World Heroes series.
The name of the Scientist who invents the time machine in the intro is Dr. Brown which might have been inspired by the character Dr. Emmett L. Brown (a.k.a. Doc) from the Back To The Future movies.
Soundtrack releases:
[JP] Jan. 21, 1993 - World Heroes [GSM 1500 Series] [PCCB-00106]
- SERIES -
1. World Heroes [Model NGM-053] (1992)
2. World Heroes 2 [Model NGM-057] (1993)
3. World Heroes 2 Jet [Model NGM-064] (1994)
4. World Heroes Perfect [Model NGM-090] (1995)
- STAFF -
Producer and director : Kenji Sawatari
Planners : Kenji Sawatari, Kimitoshi Yokoo
Main programmers : Tat&MST (Tat), Marbo (Toshi), Yuji Noguchi
System programmers : Eiji Fukatsu, Makio Chiba, E-Chan
Sound programmer : Makio Chiba
Character designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Sho No, Muneki Shiraishi, Kimitoshi Yokoo, Hajime Suzuki, Hiroyuki Toda, Akira Ushizawa, Hatsue Sakanishi, Katsue Matsuzaki, Rie Mori, Giga.S (R. Nakajima), Koji Fujita, Yasuyuki Sohara, Atsushi Kobayashi
Scroll designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida
Music and sound effects composer : Hiroaki Shimizu, Hideki Yamamoto, Yuka Watanabe
Special Thanks : Yukio Gotoh, Tsutomu Maruyama, Shinichi Tamura, Mitsunari Ishida, Ryu Hiroyuki, Yuko Nishino, Masato Mitsuya, Hideki Miyakami (SNK), Koji Hamada (SNK), Hideki Fujii (SNK)
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES Sep. 11, 1992 "World Heroes [Model NGH-053]"
[JP] Nintendo Super Famicom 1993 "World Heroes [Model SHVC-WZ]"
Sega Mega Drive (1994)
[JP] SNK Neo-Geo CD 1995 "World Heroes [Model ADCD-005]"
Nintendo Wii [Virtual Console] (2007)
[JP] Sony PS2 2007 "World Heroes Gorgeous [Model SLPS-25782]"
Sony PlayStation 2 2008 "World Heroes Anthology"
[US] Sony PS2 may.05, 2008 "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP may.05, 2008 "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 may.29, 2008 "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii jul.29, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP Oct. 17, 2008 "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii Oct. 31, 2008 "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 Nov. 21, 2008 "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP May. 21, 2009 "SNK Arcade Classics Vol.1 [Model ULJS-193]"
[JP] Sony PS2 2009 "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Tag Team Wrestling Update submitted by XtC
Tag Team Wrestling (c) 1984 Data East Corp.
Export version. For more information about the game itself, please see the original Japanese version entry; "The Big Pro Wrestling!".
- TRIVIA -
Tag Team Wrestling was released in January 1984 by Data East under license from Technos Japan, it was the first game that Technos licensed to Data East.
- SERIES -
1. Tag Team Wrestling (1983)
2. Mat Mania - The Prowrestling Network (1985)
3. Mania Challenge (1986)
- PORTS -
* CONSOLES:
[US] Nintendo NES (oct.1986)
* COMPUTERS:
[US] PC [Booter] (1985)
[US] Apple II (1987)
[US] Commodore C64 (1987)
[EU] Commodore C64 (1987)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Strikers 1945 Update submitted by XtC
Strikers 1945 (c) 1995 Psikyo.
In 1945, the second world war ended. Soon, there was peace, but an organization of high-ranking military officers from all over the world form a global army known as CANY. Their mission was to conquer the world. CANY activity was found in areas like the Soviet Union, America, Japan, and even Germany. It is revealed that CANY had weapons never seen before from rockets to mechanical walkers. The world quickly formed a group of pilots and planes called the Strikers whose mission is to rid of CANY from the world.
- TECHNICAL -
Main CPU : Motorola 68EC020 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YMF278B (@ 33.8688 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in June 1995.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to a smiley, and 'THAT IS WRONG' appears.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Strikers 1945 II, Strikers 1945 - SGCD-0001) on 20/12/1997.
- TIPS AND TRICKS -
* Unlock Extra Maintenance : if you hold Test Button + PL1 Button 1 during boot, you get extra options in the test menu. A level skip, BG test usually etc...
* Sexy Pilots Images & Names : if you make a perfect score, you can see how the sexy pilots look and what their names are. In practice, this means getting three gold medals at the end of each stage (for time, accuracy and completion). This should be done in the first loop of the game, the pilot of the plane you chose will be seen at the end of this first loop. Two pilots will be seen if it's a two-player game. The pilots can also be seen in the Extra Maintenance menu.
- SERIES -
1. Strikers 1945 (1995)
2. Strikers 1945 II (1997)
3. Strikers 1945 Plus (1999)
4. Strikers 1999 (1999)
- STAFF -
Staff : Jun-ichi Niwa, Shin Nakamura, R.J. Bashmet, Hyoue Ogawa, Wataru Yamazaki, Hideyuki Oda, Youko Tsukagoshi, Hiromi Tanegashima, Masaki Izutani, Ikuya Yoshida, Norikazu Takemori, Toshinori Sugita, Seiki -SSS- Sato, Shiori Saito, Yusataro
- PORTS -
* CONSOLES:
[JP] Sega Saturn (june.28, 1996) "Strikers 1945 [Model T-14407G]"
[JP] Sony PlayStation (jul.19, 1996) "Strikers 1945 [Model SLPS-00407]"
Sony PlayStation 2 (JP] (Aug. 05, 2004) "Strikers 1945 I&II [Psikyo Shooting Collection Vol.1] [Model SLPM-62515]"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Official website; http://www.x-nauts.com/psikyo/product/st/index.html
Accepted [+] [X] Street Fighter II' - Champion Edition [B-Board 91635B-2] Update submitted by XtC
Street Fighter II' - Champion Edition (c) 1992 Capcom Company, Limited.
Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Street Fighter II' - Champion Edition [B-Board 91634B-2]".
- TECHNICAL -
Capcom Play System hardware (CP-S)
B-Board #: 91635B-2
- PORTS -
Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry; "Street Fighter II' - Champion Edition [B-Board 91634B-2]".
* CONSOLES:
[AU] Nintendo SNES (1993) "Street Fighter II Turbo - Hyper Fighting"
Sega Mega Drive [AU] (1993) "Street Fighter II' - Special Champion Edition [Sega Gold Collection]"
Sega Mega Drive [BR] (1993) "Street Fighter II' - Special Champion Edition [Model 047020]" by Tec Toy
[EU] Nintendo SNES (aug.1993) "Street Fighter II Turbo - Hyper Fighting [Model SNSP-TI-EUR]"
[US] Nintendo SNES (aug.1993) "Street Fighter II Turbo - Hyper Fighting [Model SNS-TI-USA]"
[US] Sega Genesis (sept.27, 1993) "Street Fighter II' - Special Champion Edition [Model T-12016]"
[EU] Sega Mega Drive (oct.1993) "Street Fighter II' - Special Champion Edition [Model 670-4179]"
Sega Master System [BR] (1997) "Street Fighter II [Model 030.010]" by Tec Toy
[EU] Sony PlayStation (1998) "Street Fighter Collection 2 [Model SLES-01721]"
[US] Sony PlayStation (oct.31, 1998) "Street Fighter Collection 2 [Model SLUS-00746]"
[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection"
[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection"
[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]"
* HANDHELDS:
[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]"
[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]"
[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (2003) "Capcom Arcade Hits Volume 1"
* OTHERS:
Mobile Phones [US] (2008)
Apple iPhone/iPad [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]"
Apple iPhone/iPod [US] (sept.15, 2011) "Street Fighter II Collection [Model 459660048]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Star Wars [Upright model] Update submitted by XtC
Star Wars (c) 1983 Atari, Incorporated.
Star Wars is a single-player 3-D shoot-em-up based on the legendary movie franchise of the same name. This game is specifically based on the very first Star Wars movie, 'Episode IV: A New Hope'. The player takes on the role of Luke Skywalker (Red Five) whose goal is to blow up the infamous "Death Star" by firing a Proton Torpedo into an exposed exhaust port situated on the Death Star's surface.
Before reaching the exhaust port, players must survive three attack phases.
PHASE 1 : The game begins in outer space above the Death Star. Players must engage in a dog fight with Darth Vader and numerous enemy TIE Fighters. All but Vader's fighter can be shot and destroyed. Incoming enemy fire must be avoided or shot to prevent damage to the player's Deflector shields.
PHASE 2 : The X-Wing flies down to the surface of the Death Star and is confronted with a barrage of laser turrets and towers as the X-Wing flies across the Death Star's surface. Any collisions with either the towers or incoming enemy shots will cause damage to the player's Deflector Shields.
The laser tower tops have a progressive scoring incentive that is displayed at the top center of the screen, along with the number of remaining laser tower tops that need to be destroyed before the X-Wing enters the exhaust port trench. If the player manages to destroy all of the towers, a sizeable point bonus is awarded.
PHASE 3 : The X-Wing begins its approach down the trench of the Death Star, heading for the exhaust port situated at the end of the trench. The trench walls are lined with red laser-gun turrets that fire at the player as he makes his approach. Incoming fire must either be avoided or shot. Trench catwalks of varying shapes and heights also appear in later trench runs. These must be avoided as any collision results in damage to Red 5's deflector shields.
If the player survives the trench run, the voice of 'Han Solo' will advise that 'You're all clear, Kid' and the player must quickly shoot the exhaust port to destroy the Death Star. If a trench run is completed without the player having fired any shots other than the shot into the exhaust port, a sizeable point bonus is awarded for 'using the force'. If the exhaust port is missed, Red 5 will plough through the wall at the end of the trench and lose one deflector shield, after which the trench run will start over.
If the player succeeds in blowing up the Death Star, Red 5 makes its escape before turning to view the colourful explosion. Bonus points for Remaining Shield Energy is now scored.
The player is then returned to the fray and whole process begins again. Each successive Death Star run greatly increases in difficulty; TIE Fighters shoot more often, there are more Laser towers and batteries in successive rounds and there are many more obstacles and laser fire during the trench run.
- TECHNICAL -
[Upright model]
Game ID : 136021
Main CPU : Motorola M6809 (@ 1.512 Mhz)
Sound CPU : Motorola M6809 (@ 1.512 Mhz)
Sound Chips : (4x) POKEY (@ 1.512 Mhz), Texas Instruments TMS5220 (@ 640 Khz)
Screen orientation : Horizontal
Players : 1
Control : Flight Yoke (Custom Specs)
Buttons : 4
The Star Wars Yoke pivots left to right to control the X position. But unlike normal fight yokes which slide (linear) in and out... the handles instead rotate (circular) forwards and backwards to control the Y position.
The Yoke uses 2 Pots for tracking.
X Pot = Left & Right Aim movement
Y Pot = Up & Down Aim movement
Button 1 (Left Forwards) = Fire
Button 2 (Left Rear) = Fire
Button 3 (Right Forward) = Fire
Button 4 (Right Rear) = Fire
- TRIVIA -
Star Wars was released in May 1983. 10,245 Upright units were sold at the price of $2,295.
Also released as "Star Wars [Cockpit model]".
The basic game engine for Star Wars was converted from a 2-year old space game project called 'Warp-Speed', which was designed to develop 3-D image capabilities. The controls were adapted from the controls used for Army "Battle Zone".
Star Wars was the first Atari game to have speech. The game featured several digitized samples of voices from the movie. The most memorable was the voice of Obi-Wan Kenobi, after losing the game, stating 'The force will be with you--always'.
Hidden In-game Message : On odd-numbered levels, when approaching the Death Star and right after hitting the exhaust port, the message 'MAY THE FORCE BE WITH YOU' is visible on the surface of the Death Star. On even-numbered levels, the programmer's names appear on the Death Star :
'HALLY'
'RIVERA'
'MARGOLIN'
'AVELLAR'
'VICKERS'
'DURFEY'
Attract mode has the following screens :
FLIGHT INSTRUCTIONS TO RED FIVE
1. YOUR X-WING IS EQUIPPED WITH AN INVISIBLE DEFLECTOR SHIELD THAT WILL PROTECT YOU FOR 6 COLLISIONS.
2. DEFLECTOR STRENGTH IS LOST WHEN A FIREBALL IMPACTS YOUR SHIELD OR WHEN YOU STRIKE A LASER TOWER OR TRENCH CATWALK.
3. AIM YOUR LASERS WITH CURSOR TO EXPLODE EMPIRE TIE FIGHTERS, LASER TOWER TOPS AND TRENCH TURRETS.
4. SHOOT FIREBALLS BEFORE THEY IMPACT YOUR SHIELD.
5. THE REBEL FORCE IS DEPENDING ON YOU TO STOP THE EMPIRE BY BLOWING UP THE DEATH STAR.
OBI-WAN KENOBI IS GONE BUT HIS PRESENCE IS FELT WITHIN THE FORCE. THE EMPIRE'S DEATH STAR, UNDER THE COMMAND OF DARTH VADER, NEARS THE REBEL PLANET. YOU MUST JOIN THE REBELLION TO STOP THE EMPIRE. THE FORCE WILL BE WITH YOU. ALWAYS
Default high score table (Princess Leia's Rebel Force):
1. OBI 1285353
2. WAN 1110986
3. HAN 1024650
4. GJR 872551
5. MLH 813553
6. JED 704899
7. NLA 518000
8. EJD 492159
9. EAR 384766
10. RLM 380655
A sequel was planned as 'Star Wars II' the same year (idea form only) with a serial communication concept (link between 2 or more cabinets) - this idea never was born.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including STARWARS.
A Star Wars upright unit appears in the 1984 movie 'Gremlins'.
- SCORING -
TIE fighters : 1000 points
Darth Vader's ship : 2000 points per hit
Laser bunkers : 200 points
Laser towers : 200 points, increasing by 200 points per tower
Trench turrets : 100 points
Fireballs : 33 points
Exhaust Port : 25000 points
Destroying all tower tops : 50000 points
End of wave bonus :
5000 points per shield remaining
Starting on medium difficulty (wave 3) : 400000 points bonus
Starting on hard difficulty (wave 5) : 800000 points bonus
'Use the Force' : bonus for not shooting in the trench until the very end :
Wave 1 : 5000 points
Wave 2 : 10000 points
Wave 3 : 25000 points
Wave 4 : 50000 points
Wave 5 and above : 100000 points
- TIPS AND TRICKS -
* In the tower scene, you can shoot fireballs that are hidden behind the towers. In the trench scene, you can shoot fireballs through the catwalks.
* Moving the flight yoke far left and far right during the attract mode will switch between the instructions and the high score list.
* In the trench you can 'use the force' and get bonus points by not shooting ANYTHING until you reach the exhaust port. The text 'USE THE FORCE' is shown at the top of the screen until you shoot. The bonus is actually awarded just before you have to shoot the exhaust port, so it's possible to take out some of the gun turrets at the end, too.
- SERIES -
1. Star Wars [Cockpit model] (1983)
1. Star Wars [Upright model] (1983)
2. Return of The Jedi (1984)
3. The Empire Strikes Back (1985)
- STAFF -
Designed by : Mike Hally (MLH)
Programmed & developed by : Greg Rivera (GJR), Norm Avellar (NLA), Erik Durfey (EJD), Jed Margolin (JED), Earl Vickers (EAR), Rick Moncrief (RLM)
- PORTS -
* CONSOLES:
[US] Atari 2600 (1983) [Model PB5540]
Colecovision [US] (1984) [Model 9940]
[US] Atari 5200 (1984) [Model 9040]
Atari XEGS
Nintendo GameCube [US] (2003, "Star Wars Rogue Squadron III - Rebel Strike Limited Edition Preview Disc [Model DOL-DLSE-USA]")
Nintendo GameCube [US] (oct.15, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRE-USA]")
[EU] Nintendo GameCube (nov.7, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRP-EUR]")
Nintendo GameCube [JP] (nov.21, 2003; "Star Wars Rogue Squadron III - Rebel Strike [Model DOL-GLRJ-JPN]")
NOTE: "Star Wars Rogue Squadron III - Rebel Strike" for the Nintendo GameCube contains the original game accessible via a password.
* COMPUTERS:
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) [Model PB1840]
BBC Micro [EU] (1987)
Tandy Color Computer [US] (1984, "Space Wrek")
Atari ST [US] [EU] (1987)
[EU] Sinclair ZX Spectrum (1987)
[EU] Amstrad CPC (1988)
Commodore Amiga [US] [EU] (1988)
[US] Commodore C64 [EU] (1988)
PC [MS-DOS] [US] (1988)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Spawn In The Demon's Hand Update submitted by XtC
Spawn In The Demon's Hand (c) 1999 Capcom.
- TECHNICAL -
Runs on the Sega "NAOMI" Hardware.
- TRIVIA -
Spawn In The Demon's Hand was released in January 2000 (even if the titlescreen shows 1999).
Spawn is a popular comic published in 120 countries all over the world with a standing of more than 125,000,000 copies sold. It's first publication broke the record of American Comic sales and is still going strong. Spawn's popularity spread through various media like action figures, animation, movies, etc...
- TIPS AND TRICKS -
* Hidden Characters : Depending on how many times the game was beaten, you might have noticed a screen that says that you can go through the extended storyline with multiple players. If that happens, when next time you play, hold down ALL of the buttons, including the START button. Insert the coins, and press START while holding the rest of the buttons down. If done correctly, the screen should turn blue and an expanded character ring will appear with the following new additions.
1) Spawn I
2) Spawn IV
3) DA 'Dark Ages' Spawn
4) Admonisher
- PORTS -
* CONSOLES:
Sega Dreamcast [JP] (aug.10, 2000) [Model T-1216M]
[US] Sega Dreamcast (oct.1, 2000) [Model T-1216N]
Sega Dreamcast [EU] (jan.19, 2001) [Model T-36816D-05]
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Official website: http://www.capcom.co.jp/newproducts/arcade/spawn/index.html
Accepted [+] [X] Section Z Update submitted by XtC
Section Z (c) 1985 Capcom Company, Limited.
As a sole astronaut, you must penetrate the alien Balangool space craft and destroy the evil 'L-Brain'. Make your way through 27 alphabet-labeled levels to find his lair.
The player maneuvers the space ranger throughout the enemy space station, which consists of 26 alphabetically ordered corridors known as "sections", starting from Section A and ending at the titular Section Z. The game is divided into five stages, each consisting of five sections (with the final stage having six sections to accommodate the spare letter). The player will fight an enemy boss at the end of each stage, concluding with the final battle against the "L Brain" at Section Z. The game's stages alternates between horizontal-scrolling stage (left or right) and upwards vertical-scrolling stages. The player will lose a life every time they get hit by enemy fire. Additional lives can be obtained if the player achieves a high enough score. The game will be over if the player loses all of their lives, although a chance to continue will be provided.
The controls consists of an eight-way joystick and two buttons, one for shooting and the other for changing the character's aim to the left or right. This allows the player to shoot at one direction while moving away towards the opposite. The player will shoot their rifle towards the left or the right with the fire button, while dropping bombs at the same time to the ground. By destroying certain dome-shaped containers, the player can obtain one of three power-up items represented by letters: S, P, and B. S increases the player's mobility speed, while P increases their firing power; each can improved for up to three increments. However, these power-ups will be lost whenever the player loses a life. The B item will simply give the player bonus points
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) Yamaha YM2203 (@ 1.5 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Section Z was released in December 1985.
The first of Capcom's 'Jet-Pack Hero' shooters! Your hero is officially called "Captain Commando". :)
Section Z has a couple of bugs, sprites don't clip properly when scrolling on or off the left side of the screen or the top of the screen.
Every few sections (stages), the direction of the game's scrolling changes, from left-to-right, to bottom-to-top, to right-to-left, etc.
One section features a pinball machine in which you must avoid the multiple flying pinballs.
Alfa Records released a limited-edition soundtrack album for this game (Capcom Game Music - 28XA-94) on August 25, 1986.
- SERIES -
1. Section Z (1985)
2. Side Arms - Hyper Dyne (1986)
- STAFF -
Programmed by : Toshio Arima
Music by : Tamayo Kawamoto
- PORTS -
* CONSOLES:
Nintendo Famicom Disk System [JP] (may.25, 1987) "Section Z [Model CAP-SCZ]"
[US] Nintendo NES (jul.1987) "Section Z [Model NES-SZ-USA]"
[EU] Nintendo NES (sept.27, 1989) "Section Z [Model NES-SZ-EEC]"
[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection"
[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection"
[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]"
[JP] Sony PS2 (mar.2, 2006) "Capcom Classics Collection [Model SLPM-66317]"
Sony PlayStation 3 [PSN] [JP] (feb.19, 2013) "Capcom Arcade Cabinet [Model NPJB-00210]"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [JP] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] (mar.4, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]"
Microsoft XBOX 360 [XBLA] [US] (mar.5, 2013) "Capcom Arcade Cabinet: Game Pack 2 [DLC]"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] S.T.U.N. Runner Update submitted by XtC
S.T.U.N. Runner (c) 1989 Atari Games Corp.
Take a seat, grasp the controls, and enter the world of the S.T.U.N. (Spread Tunnel Underground Network) Runner. Players travel ahead in time to the 21st century and experience the thrill of racing in a futuristic form of competitive driving. At the control of state-of-the-art technology, players pilot a billion-dollar vehicle capable of attaining speeds of over 900 miles per hour!
Players control their vehicles with a return-to-center (RTC) flight controller. Control handles adjust shot elevation and include trigger buttons for firing. The start button is also used as a fire button for 'shock waves'.
S.T.U.N. runner is a game of speed. The goal of this game is to travel as fast as possible and complete each race within the allotted time. Numerous enemies prevent the player from achieving this goal. Equipped with powerful lasers, all enemies can be gunned down with the exception of one.
The race through the S.T.U.N. Network is made up of many levels. Each level presents a unique challenge to the player. The player's ultimate goal is to guide the vehicle through the network of levels to reach the 'Ultimate Challenge'. In this never-ending race, players go as far as their driving skills will take them. If the distance they travel qualifies as one of the top five, their name (18 letters) will be displayed along the road for future players to see (only if they reach this distance).
In S.T.U.N. Runner, there is no foot pedal to control speed. Faster speed is achieved by :
* Correctly driving on the fastest portion of the tunnel.
* Staying off side rails (of flat sections).
* Avoiding collisions with enemy vehicles.
* Running over 'boosts' for hyperspeed.
* Avoiding areas under construction.
In turn, the fastest portion of the tunnel is the outer wall. Like a luge or bobsled racer, players use basic laws of physics to attain the fastest speed. Riding on the inner wall results in a slower speed and hinders a player's ability to reach a finish line. On flat sections, running into side rails creates a visual and audio chattering resulting in a loss of speed. The first race, a training race, called 'Cake Walk', is intended to teach players how to drive correctly.
Red flashing markers in tunnels and flats are called 'boosts'. By running over these, the S.T.U.N. Runner gets a boost of hyperspeed. In addition to reaching the finish line faster, a S.T.U.N. Runner in boost in invincible. The vehicle can pass through all enemy vehicles unharmed and cannot be shot. In this mode the player's vehicle will appear transparent as though it is a skeleton.
The underground network has three different tunnel sections. They include wide tunnels, narrow tunnels, and tunnels under construction. Under construction sections contain portions that are unsurfaced. These areas do not provide full power to the vehicle, and slow down the S.T.U.N. Runner.
Open areas are called 'flats' and are both narrow and wide. Being above the ground, the player is treated to many views of the earth's surface in the 21st century. On flats, players must avoid driving along the side rails. The friction caused will slow down the S.T.U.N. Runner vehicle.
A S.T.U.N. Runner vehicle has six shields for added protection. Colliding with an enemy results in the loss of one shield. At the end of each race, players are awarded bonus points for each shield remaining. A large bonus is awarded if all shields are intact.
In the tunnels and flats are ramps. These ramps will catapult S.T.U.N. Runners above the track for a brief distance. Ramp jumping is often a good method of crossing areas under construction and avoiding collisions with enemies.
When players do not reach the finish line of a race within the allotted time, the game would normally end. However, they can be allowed to advance to the next level on a continuation.
Special Weapon : In selected races, a 'shock wave' is located along the way. If the player can pick up the shock wave, the weapon becomes available for use. Also, shock waves can be awarded on some levels if the player hits a predetermined number of stars and completes the level. This information is green in the map at the start of each level.
Players activate the shock wave by pressing the start button. This super weapon will destroy all enemies and hazards within view. It is a one-time weapon, but more than one can be stored. The number of shock waves stored is show as blue and white icons on the screen below the level number display.
Bonus Stars : Additional points can be scored along the way by running over 'stars'. In the first race, the training race called 'Cake Walk', the stars are red. Players should run over as many stars as possible. In the remainder of the game, all bonus stars are green.
Challenge Races : These are bonus races awarded to players for reaching various points in the game. Races 5, 10, and 15 are challenge races. Each presents a unique challenge to the player.
* Boost Challenge
* Star Challenge
* Kill Challenge
In each challenge race, players have one goal. Instructions are displayed prior to the start of each race. The time clock still operates, but a game will not end because the time expires. This is considered a free bonus for players. Each challenge level has its own high score table.
Ultimate Challenge : For those players skilful and patient enough, an 'Ultimate Challenge' awaits them at the end. It is an endless race filled with enemies and unexpected surprises. The object is to travel as far as possible within the allotted time. Markers on the road display the names of the five best S.T.U.N. Runners. It is a unique method of identifying the best players of the game. These names are also presented on a separate high score table.
- TECHNICAL -
Game ID : 136070
Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2100 (@ 8 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
S.T.U.N. Runner was released in September 1989.
S.T.U.N. stands for 'Spread Tunnel Underground Network'.
This game built on technology that Atari games had already used in their "Hard Drivin'" series of games. But this time Atari got it right. S.T.U.N Runner had liquid smooth polygonal graphics, voice samples, and many challenging levels.
Originally based upon an idea that Carol Cameron submitted. In her original concept there were only tunnels and you were racing against computer players as opposed to racing against the clock.
Levels are named :
1. Cake-Walk
2. Boost Boulevard
3. Blood Alley
4. Roller-Coaster
5. The Boost Challenge
6. Outer Drive
7. Ramp-Alot
8. Split Decision
9. Close Call
10. The Bonus Star Challenge
11. The Labyrinth
12. The Coat-Hanger
13. The Clover-Leaf
14. Mcnamara's Revenge
15. The Kill Challenge
16. Knee Jerk
17. 3-Ring-Circus
18. Probot Hell
19. Satan's Slalom
20. The Death Spiral
21. Figure 8
22. The Jigsaw
23. The Ultimate Challenge
Game staff names are in the default high score and challenge level score tables
Gunner Glenn = Glenn Mcnamara
Ranger Rick = Rick Moncrief
Dirty Don = Don Diekneite
Righteous Ralph = Ralph Perez
Happy Hata = Ken Hata
Kyoko = Kyoko Dougherty
Ranger Rick = Rick Moncrief
Who Ray = John Ray
Momo = Jerry Momoda
Uncle Milty = Milt Loper
Special Contest Feature : Every S.T.U.N. Runner game in the U.S. has a special built-in contest feature. A player can win a free S.T.U.N. Runner T-shirt just for playing the game. All players have to do is reach the checkpoint on the last level, the Ultimate Challenge (this contest expired April 1, 1990).
- UPDATES -
REVISION 1:
* Software version: 20.3
* Build date: Sat Sep 9 13 :56 :31 1989
REVISION 2:
* Software version: 21.1
* Build date: Fri Sep 15 10 :53 :18 1989
REVISION 3 :
* Software version : 22.0
* Build date : Fri Sep 15 15 :51 :12 1989
REVISION 4 :
* Software version : 22.1
* Build date : Mon Sep 18 10 :47 :59 1989
REVISION 5 :
* Software version : 23.0
* Build date : Fri Sep 29 13 :55 :10 1989
REVISION 6 :
* Software version : 24.0
* Build date : Wed Oct 18 09 :50 :21 1989
REVISION 7 :
* Software version : 24.1
* Build date : Wed Oct 18 10 :29 :48 1989
REVISION 8 :
* Software version : 25.0
* Build date : Thu Nov 2 12 :21 :06 1989
REVISION 9 :
* Software version : 26.0
* Build date : Thu Nov 9 14 :07 :19 1989
REVISION 10 :
* Software version : 26.26
* Build date : Mon Dec 18 16 :30 :02 1989
REVISION 11 :
* Software version : 26.34
* Build date : Thu May 22 11 :31 :04 1990
- SCORING -
Destroying enemies:
Train : 25 points
Armored Drone : 50 points
Mag Cycle : 75 points
Lorrie : 100 points
Ornobot : 500 points
Chopper Bot : 500 points
Proton Bot : 1000 points
Radar Bot : 750 points
Terrigible : 10,000 points
On Level 1, each red star the player's ship runs over scores 50 points.
On Level 3 and after, each green star the player's ship runs over scores 500 points.
Running over a boost pad scores 200 points. Running over consecutive boost pads will increase this value by 200 each for each pad. Thus, the 2nd consecutive boost pad scores 400 points, the 3rd scores 600 points, etc. For this scoring bonus to occur, the boost pad must be run over before the effect of the previous boost wears off (the exception to this occurs on level 8, where running across the boost pads continue the boost pad scores achieved at the end of level 5).
At the end of each level, the player is awarded a bonus of 100 points per .1 second remaining on the clock.
At the end of each level after level 1, the player is awarded a bonus based on how many shields his ship has left :
6 shields : 8,000 points
5 shields : 4,000 points
4 shields : 2,000 points
3 shields : 1,000 points
2 shields : 500 points
1 shield : 250 points
0 shields : 0 points
Performing a warp scores 20,000 points.
When starting on level 6 (intermediate), 50,000 bonus points are awarded when the level is completed.
When starting on level 11 (advanced), 100,000 bonus points are awarded when the level is completed.
- TIPS AND TRICKS -
* Warp:
Start out at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to the very end of level 18, essentially placing the player on level 19.
Note : This warp is only available on 'Software version 24.0' and lower (see Update section for more information).
There is also a warp on level 9 which takes the player to level 14.
- STAFF -
Commissioner (Design) : Ed Rotberg
Transit Authority (Programmer) : Andrew Burgess
Tunnel Architect (Lead Artist) : Sam Comstock
Vehicle Engineer (Artist) : Will Noble
City Planning (Supporting Artist) : Kris Moser
Communications (Music) : Don Diekneite
Acoustics (Sound Effects) : Brad Fuller
Propulsion Engineer (Hardware Design) : Jed Margolin
Patriarch (Team Leader) : John Ray
Public Relations (Product Manager) : Jerry Momoda
Blue Sky (Technical Support) : Carole Cameron
Damage Control (Technician) : Glenn McNamara
Physicist (Software Design) : Max Behensky
Optics (Lead Software Support) : Stephanie Mott
Auxiliary Systems (Hardware Engineer) : Gary Stempler
Mathematics (Math Software) : Jim Morris
Chief mechanic (Mechanical Design) : Milt Loper
Backhoe Operator (Design Support) : Erik Durfey
Overlord (Assistant Design Support) : Mike Hally
Chainsaw (Cabinet) : Ralph Perez
Bondo Man (Cabinet Design) : Ken Hata
Xacto Bladerunner (Technical Support) : Kyoko Dougherty
Pub Runner (Technical Support) : Andrea Dencker
Widget Artist (Management) : Mary Sumner
The Ancient One (Support) : Rick Moncrief
- PORTS -
* CONSOLES:
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
[US] Microsoft XBOX (sept.27, 2005) "Midway Arcade Treasures 3"
[US] Sony PS2 (sept.27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]"
[EU] Microsoft XBOX (oct.14, 2005) "Midway Arcade Treasures 3"
[EU] Sony PS2 (oct.14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Nintendo GameCube [US] (oct.26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]"
* HANDHELDS:
Atari Lynx [US] (1991) "S.T.U.N. Runner [Model PA2060]"
* COMPUTERS:
[EU] Sinclair ZX Spectrum (1990) by Domark
[EU] Sinclair ZX Spectrum (1991) Budget edition by Erbe Software
[EU] Commodore C64 (1990) by Domark
[EU] Commodore Amiga (1990)
[EU] Atari ST (1990)
[EU] Amstrad CPC (1990)
PC [MS-DOS] [EU] (1990)
[EU] Commodore C64 (1991) Budget edition by Hit Squad
[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Galaxian Update submitted by XtC
Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- CAST OF CHARACTERS -
Galaxip: This is the name of the ship which you control at the bottom of the screen.
Galaxian: These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation.
Flagship: At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.
Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: Tone generator and discrete circuits
Players: 2
Control: 2-way Joystick
Buttons: 1 (FIRE)
Alternate Japanese cabinet versions):
Buttons: 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Galaxian was released on October 31, 1979 in Japan.
Galaxian was the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color.
Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet.
* A place in video game history:
"Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
* The great 25-cent escape:
"Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
* Namco notes:
Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".
The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics:
* "Pac-Man" (1980) and "Pac-Man Plus" (1982): The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it.
* "Galaga" (1981): The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points.
* "Dig Dug" (1982): The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up.
* "Super Pac-Man" (1982): All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead.
* "Pac & Pal" (1983): The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru.
* "Pac-Land" (1984): The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten.
* "Super Xevious" (1984): The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each.
* "Quester" (1987): In Round 5, the bricks form a Galaxian Flagship.
* "Pac-Mania" (1987): The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten.
* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire.
* "Tinkle Pit" (1994): The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected.
* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit.
* "Namco Classic Collection Vol.1" (1995): The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points.
* "Namco Classic Collection Vol.2" (1996): The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up.
* "Pac-Man World" (1999): The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes.
* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005): The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000.
* "Namco Museum Battle Collection" (2005): The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points.
"Dig Dug - Digging Strike" (2005): Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points.
"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian.
Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK.
The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer".
A Namco Galaxian until appears in April Wine's concert video 'Live in London (1981)'.
- UPDATES -
The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line.
In Namco Set 2:
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000.
In Midway Set 2:
* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None.
In the bootleg version:
* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None.
- SCORING -
Blue Galaxian: 30 points in formation, 60 points in flight.
Purple Galaxian: 40 points in formation, 80 points in flight.
Red Galaxian: 50 points in formation, 100 points in flight.
Flagship: 60 points in formation, 150 points in flight.
Flagship: 200 points in flight with one escort.
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts.
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts.
* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom):
Flagships: 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether).
Red Galaxians (Escorts): 6 (in 1 row, directly below the flagships).
Purple Galaxians: 8 (in 1 row, directly below the red Galaxians).
Blue Galaxians: 30 (in 3 rows of 10, directly below the purple Galaxians).
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can't fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion:
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection"
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix"
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"
- PORTS -
NOTE: For ports released in North America, please see the Midway Upright model entry.
* CONSOLES:
[JP] Epoch Cassette Vision (aug.10, 1981)
[JP] Atari 2600 (1983)
[JP] Nintendo Famicom (sept.7, 1984) "Galaxian [Model NGX-4500]"
[JP] Nintendo Famicom Disk (jul.20, 1990) "Galaxian [Model NDS-GXN]"
[JP] Sony PlayStation (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]"
[AU] Sony PlayStation (1997) "Namco Museum Vol.3 [Model SCES-00268]"
[EU] Sony PlayStation (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]"
[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]"
[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] Nintendo Wii [Virtual Console Arcade] (sept.29, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[UK] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]"
[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]"
[JP] Nintendo Game Boy (nov.29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) as 'Old Galaga' in "Namco Museum [Model UCKS-45005]" : Marks the only ever official connection between the Galaxian and Galaga series
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
* COMPUTERS:
[EU] Exidy Sorcerer
[JP] Apple II (1980) Star Craft Tokyo
[JP] Apple II (1981) "Alien Typhoon" by Star Craft
[EU] BBC B (1982) "Arcadians" by Acornsoft
[EU] Acorn Electron (1982) "Arcadians" by Acornsoft
[EU] Sinclair ZX81 (1982) "ZX Galaxians" by Artic
[EU] Sinclair ZX Spectrum (1982) by Artic
[EU] Commodore C64 (1983) "Galaxions" by Solar Software
[EU] Commodore C64 (1983)
[EU] Sinclair ZX Spectrum (1983) by Atarisoft
[UK] Sinclair ZX Spectrum (1983) "Galactians" by DK'Tronics
[JP] MSX (1984)
[EU] MSX (1984) by Bug-Byte
[JP] Fujitsu FM-7 (1985)
[JP] Sharp X1 by Dempa
[JP] NEC PC-88
[EU] Atari ST (1993) "Galaxian" - PD / Shareware by Sinister Developments
[EU] PC [MS-DOS] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker
[EU] Commodore Amiga (1998, "Galaxians v1.3" by PD / Shareware - Kev Gallagher)
[JP] PC [MS Windows, CD-ROM] (dec.24, 1998) "Namco History Volume 4"
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1980) by Bandai
VFD tabletop game (19??) "Moon Alien", alt. name, by Bandai
VFD tabletop game [JP] (19??) "Beam Galaxian" by Bandai
VFD handheld game (1981) "Galaxian 2" by Entex (or Futuretronics) : called Galaxian 2 because it can be a two-player game.
[JP] VFD handheld game (1981) "Astro Galaxy" by Entex.
VFD handheld game (1981) "Astro Invader", Hales release by Entex
LCD Keychains handheld game (1997) by Bandai
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Derby Owners Club Update submitted by XtC
Derby Owners Club (c) 1999 Sega.
This is a thoroughbred horse racing video game that allows players to own, breed, train, and ride their very own race horse. A data-storing card is dispensed with the first play, allowing each player to continuously develop their horse, offspring, and stables through repeat play. The innovative cabinet design allows up to 4 players to race simultaneously.
- TECHNICAL -
Sega Naomi Satellite Terminal
CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.
- TRIVIA -
Released in October 1999 in Japan.
- UPDATES -
"Derby Owners Club EX" : The 'EX' software update provides a variety of added features including a new race call from legendary Tampa Downs and Canterbury Park track announcer Richard Grunder, 30 new sires and 30 new dams, tournament software with 3 competition modes, on-screen display of your 6 prior race results, and a new classic Trumpeter Call to Post with several different versions to catch the players' attention as well as patrons in the area.
- SERIES -
1. Derby Owners Club (1999)
2. Derby Owners Club 2000 (2000)
3. Derby Owners Club II (2001)
4. Derby Owners Club World Edition (2001)
5. Derby Owners Club 2008: Feel the Rush (2008)
6. Derby Owners Club 2009: Ride for the Live (2009)
- PORTS -
* CONSOLES:
Sega Dreamcast ("Derby Tsuku - Let's Make a Derby Stallion!" [Prototype])
* COMPUTERS:
PC (2004)
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Commando Update submitted by XtC
Commando (c) 1985 Data East USA, Inc.
North American release. Game developed in Japan. See the original for more information; "Senjou no Ookami".
- TRIVIA -
Commando was released by Data East USA, under license by Capcom, in July 1985 in the USA. It was the first (and and only) game that Capcom licensed to Data East USA.
Tim Balderramos holds the official record for this game with 10051200 points on July 5, 1986.
- SERIES -
1. Commando (1985)
2. Mercs [CP-S No. 09] (1990)
3. Wolf of the Battlefield - Commando 3 (2007, XBLA, PSN)
- PORTS -
Here is a list of ports released outside Japan. To see Japanese ports, please see the original Japanese version entry, "Senjou no Ookami".
* CONSOLES:
[US] Nintendo NES (nov.1986) "Commando [Model NES-CO-USA]"
Mattel Intellivision [US] (1987) "Commando [Model 9000]"
[US] Atari 2600 (1988) "Commando [Model AK-043]"
[US] Atari 7800 (1990) "Commando [Model CX7838]"
[EU] Sony PlayStation (sept.3, 1999) "Capcom Generations 4 - Blazing Guns [Capcom Generations Disc 4] [Model SLES-31881]"
[US] Microsoft XBOX (sept.27, 2005) "Capcom Classics Collection"
[US] Sony PS2 (sept.27, 2005) "Capcom Classics Collection [Model SLUS-21316]"
[EU] Microsoft XBOX (nov.18, 2005) "Capcom Classics Collection"
[EU] Sony PS2 (nov.18, 2005) "Capcom Classics Collection [Model SLES-53661]"
Nintendo Wii [Virtual Console Arcade] [US] (dec.6, 2010) : as "Wolf of the Battlefield: COMMANDO"
Nintendo Wii [Virtual Console Arcade] [EU] [AU] (dec.17, 2010) : as "Wolf of the Battlefield: COMMANDO"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013, "Capcom Arcade Cabinet")
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013, "Capcom Arcade Cabinet")
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013, "Capcom Arcade Cabinet")
Sony PlayStation 3 [PSN] [US] (apr.2, 2013) "Capcom Arcade Cabinet: Game Pack 4 [DLC]"
Microsoft XBOX 360 [XBLA] [US] (apr.3, 2013) "Capcom Arcade Cabinet: Game Pack 4 [DLC]"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (oct.24, 2006) "Capcom Classics Collection Reloaded [Model ULUS-10134]"
[EU] Sony PSP (nov.10, 2006) "Capcom Classics Collection Reloaded [Model ULES-00377]"
[AU] Sony PSP (nov.16, 2006) "Capcom Classics Collection Reloaded"
* COMPUTERS:
[US] Commodore C64 [EU] (1985)
BBC Micro [EU] (1985)
[EU] Amstrad CPC (1985)
[EU] Amstrad CPC (1986, "Budget Edition")
PC [Booter] [US] (1986)
[EU] Sinclair ZX Spectrum (1986)
Commodore 16 [US] (1986)
Commodore Plus/4 [EU] (1986)
[US] Apple II (1987)
Commodore Amiga [US] (1989)
[EU] Atari ST (1989)
[US] PC [MS Windows, CD-ROM] (2003) "Capcom Arcade Hits 3"
PC [MS-Windows, CD-ROM] [US] (dec.21, 2004) "Capcom Coin-Op Collection Volume 1"
* OTHERS:
Mobile Phones [US] (sept.1, 2004)
Apple iPhone/iPad [US] (nov.4, 2010) "Capcom Arcade [Model 397347348]"
Apple iPhone/iPod [US] (jan.13, 2011) "Commando [Model 414168660]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Avengers Update submitted by XtC
Avengers (c) 1987 Capcom USA, Inc.
Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Hissatsu Buraiken".
- TRIVIA -
Avengers was released in February 1987 in the USA.
- PORTS -
Here is a list of all ports except Japanese ones. To see Japanese ports, please see the original Japanese version entry; "Hissatsu Buraiken"
* CONSOLES:
[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]"
Sony PlayStation 3 [PSN] [US] (feb.19, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [US] (feb.20, 2013) "Capcom Arcade Cabinet: Game Pack 1 [DLC]"
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Yie Ar Kung-Fu [Model GX407] Update submitted by XtC
Yie Ar Kung-Fu (c) 1985 Konami Industry Company, Limited.
Yie Ar Kung-fu is a single-player one-on-one fighting game in which the player takes on the role of 'Oolong' who must fight and defeat eleven martial arts masters. His ulimate goal is to win the title of "Grand Master" and honour the memory of his father, who was killed while fighting the current grand master.
The player faces a variety of opponents, each with a unique appearance and fighting style. Some opponents are also armed, with weapons including nunchaku, throwing stars and a club. The player can perform up to 16 different moves using a combination of buttons and joystick movements while standing, crouching or jumping. Moves are thrown at high, middle, and low levels.
Yie Ar Kung-Fu plays incredibly quickly, with the player having to be constantly on the move to avoid getting 'pegged in' by some of the game's tougher opponents. There is no time limit in which the opponent must be defeated but Oolong possesses a finite amount of health, represented by a health bar at the top of the screen. Once Oolong's health is fully depleted, the match is over.
The first five fights take place in front of an animated waterfall, while the remaining six are set in front of an oriental pagoda.
The eleven opponents Oolong must face are:
* Buchu - A sumo wrestler, strong but slow.
* Star - The first female opponent, throws shuriken for long-range attacks.
* Nuncha - Uses nunchaku for close and mid-range attacks.
* Pole - Uses a wooden staff for close and mid-range attacks.
* Feedle - Attacks with duplicates of himself.
* Chain - Uses a chain for long-range attacks.
* Club - Uses a large club for close and mid-range attacks.
* Fan - The second female opponent, throws fans for long-range attacks.
* Sword - Uses a sword for close and mid-range attacks.
* Tonfun - Uses tonfa (wooden batons) for close and mid-range attacks.
* Blues - Extremely fast and very powerful.
- TECHNICAL -
Yie Ar Kung-Fu machines came in two upright cabinet forms.
Game ID: GX407
Main CPU: Motorola M6809 (@ 1.152 Mhz)
Sound Chips: SN76496 (@ 1.536 Mhz), Sanyo VLM5030 (@ 3.58 Mhz)
Players: 2
Control: 8-Way Joystick
Buttons: 2
=> Punch, Kick
- TRIVIA -
Yie Ar Kung-Fu was released in January 1985.
The words 'Yie Ar' in the title of this game are translated from Chinese as 'One, Two'.
Antonio Colangelo holds the official official record for this game with 534340 points on September 9, 1985.
- SCORING -
Scoring in this game is fairly complex and is dictated by what kind of punch or kick you inflict on your opponent. The more complicated the move, the more points awarded :
Flying High Punch: 500 points.
Jumping High Punch: 2000 points.
Mid-Level Punch: 500 points.
Low Punch: 700 points.
Crouching Mid-Level Punch: 900 points.
Flying High Kick: 600 points.
Jumping High Kick: 2000 points.
Mid-Level Kick: 500 points.
Low Kick: 700 points.
Lying Down High Kick: 900 points.
At the end of each stage, you will receive bonus points by adding your remaining energy x 10 to your score. If you didn't lose any energy on any of the stages one through eight, you get an additional 'Perfect' bonus of that stage number x 10000 points.
- TIPS AND TRICKS -
When you start the game, there will be a screen that lists the opponents for that block of fighting. The animated opponent is the one Oolong will be currently fighting. You will notice that some opponents have a '???' in a box under their name. This means in order to see this opponent, you must have defeated everyone else up to them. When you exit this screen, Oolong will start on the left and Oolong's opponent will start on the right side of the screen. Once you get through all 11 stages, the cycle begins anew.
* Since there is no time limit on the matches, patience is a must. Latter opponents will take advantage of every mistake made and will 'pin' the player to inflict repeated blows on Oolong.
* Every opponent has some kind of weakness to exploit. Once you learn these weaknesses, they will be much easier to defeat.
* Take advantage of Oolong's mobility. In other words; don't just stand in one place, and never allow Oolong to get trapped on the sides of the screen as this can spell instant defeat in many cases.
* Speaking of mobility, jump around the screen if you don't have a clear opening to strike your opponent. Learn to time and aim your jumps to where you believe your opponent's position will be at. Get in a quick strike and jump away before a counterstrike hits Oolong.
* Your goal on all of the fights is to avoid getting hit. In addition to prevention of energy loss, you can earn bonus points which will eventually add up to an extra life.
* When you get a hit on an opponent, you will see a red marker. If your opponents get a hit, the marker will be either black or yellow.
* Keep in mind that all your opponents know kung-fu. Just because they are wielding a weapon doesn't mean they won't take a punch or kick at Oolong if the opportunity presents itself.
* Below are listed the strategies for defeating your 11 opponents :
STAGE 1: BUCHU:
This is a good introductory fight. Buchu isn't too tough of an opponent and you should be able to take him down without breaking too much of a sweat.
1) Buchu will start the round by flying over to Oolong. When he lands, give him a couple of low sweeping kicks.
2) After taking a couple of hits, Buchu will fly off again in the opposite direction. Just have Oolong jump next to him to deliver either punches or kicks. Buchu will take off again.
3) Follow the above and you should have Buchu crying "Uncle" in no time.
4) Big thing to watch out for is if you stay around him too long, he will deliver a flurry of kicks that will pin Oolong down and eventually take him out.
STAGE 2: STAR:
Your first fight with a weapon wielding opponent. Star likes to throw shurikens either high, mid-level, or low. They are pretty easy to avoid but do make it a challenge trying to close in on Star.
1) Right after Star throws a shuriken, jump toward him. If you did it right, you should be right next to him to deliver a punch or kick.
2) Quickly jump away and prepare for the next shuriken to be thrown. Again, as above, jump over to Star to deliver some more punishment.
3) Star may jump out of the way but this happens rarely.
4) If you happen to land short, just jump back out of the way since Star will take the advantage and deliver a few kicks Oolong's way.
STAGE 4 : NUNCHA :
Now it starts to get interesting. The first opponent that can deliver two to three quick blows when opportunity presents itself. Nuncha is quite effective with his nun-chucks and does some serious damage if you're not ready.
1) Watch for when Nuncha starts to spin his nun-chucks. This means he is preparing to take a shot. Back up and let him advance and then jump over him.
2) He will then take his shot. Be careful in watching where he aims at because he can go high, mid-level, or low. Once he takes his shot, quickly jump over to him to get in a punch or kick. Be aware, he may block a couple of your moves with his nun-chucks.
3) Jump away quickly since he will again start spinning his nun-chucks. If you stay to long next to him, he will deliver two or three shots to pin down Oolong before Oolong can escape.
4) Continue moving around and soon Nuncha will be history.
STAGE 4: POLE:
Pole is another one of those opponents who can put a major hurting on your character real quick if you're not careful. He also tends to move around a lot making it more difficult to hit him.
1) He will start off by spinning the pole above his head. If Oolong gets too close, Pole will take a couple of shots at him. The best offensive is to jump to a position you believe Pole will be at since he moves around a lot.
2) You won't have time to dally once you are next to Pole. Get in a low shot and jump out of there quickly or Oolong will meet the business end of the pole real quickly. Pole will then again spin the pole above his head and advance on Oolong. Jump over and try to hit Pole from the backside.
3) Continue to jump over Pole and get in low shots. You should have him begging for mercy in no time.
STAGE 5: FEEDLE:
This is actually a series of the same opponent instead of one. This is kind of your breather before entering the second part of the tournament.
1) Feedle(s) will enter from both the left and right side of the screen. Your character will be in the middle. They only do basic moves of mid-level kicks and punches.
2) They will continue to enter from either side of the screen so you may need to move back and forth to be able to turn around rapidly to deal with the threat from both sides. Low kicks will suffice to eliminate Feedle.
3) You have to eliminate eight Feedle(s) in order to win the match. Feedle(s) will keep feeding onto the screen until you achieve that objective.
4) Do not jump on this stage or you may get yourself into trouble since there isn't much space in the line of Feedle(s) coming after your character.
STAGE 6: CHAIN:
Chain is a difficult opponent unless you can move around quickly.
1) Chain starts this off by slinging his chain at Oolong. It has a limited range and it can be aimed high, mid-level, or low. The bad part about this is that even when the chain is going back to Chain, Oolong can still take a hit.
2) Once Chain fires his chain, you need to make sure that you aim Oolong to jump over Chain and get real close. If you don't, Chain turns very quickly and will launch another attack if you aren't close enough to attack him. Only do low hits to minimize your chances of getting hit by his chain. Once you get in a hit, jump back to get out of range of his chain.
3) You will also have to watch out for his low kicks if you are too far away and he doesn't use his chain.
4) Continue to jump around and get in hits and eventually you will delink him.
STAGE 7: CLUB:
Club likes to act aggressive and so will advance on Oolong immediately. This is his downfall.
1) Let Club advance on Oolong. When he gets close to his striking distance, jump over him to land next to him on the other side. Deliver a couple of low kicks or punches. You may have to jump up to avoid his club.
2) Jump to the other side of the screen and let him advance on Oolong again. This time, after you jump, watch his movements. He may back up onto the side. If this happens, just jump back away and let him advance again. To really mess with him, do a small jump away from him then immediately jump to his other side.
3) Do the above a few times and club will be no more.
STAGE 8: FAN:
As the opponents name implies, Fan likes to throw razor-sharp fans at Oolong.
1) She will start this stage by launching three fans at Oolong. They start high and have an uncanny ability to track Oolong (to a degree). This is also one of the few weapons that Oolong can actually counter with punches or kicks (it is hard though to get lined up).
2) Once she launches her fans, wait until the last fan gets low enough to jump over. Then jump next to her to deliver some punches and kicks. You should be able to get in two hits before you have to bounce out again. Watch out if you aren't close enough since she likes to deliver a few kicks of her own.
3) Continue to maneuver around her. You may not get in a shot after every jump but she does leave openings that can be easily exploited.
4) You will eventually send her crashing down like her fans.
STAGE 9: SWORD:
This actually is one of the easier opponents to deal with. All he does is slide along the ground waiting to put a sword through Oolong.
1) Sword actually is one of the quicker opponents. He has a tendency to hit and run. Basically, if he hits Oolong, he quickly goes the opposite direction. Much quicker then Oolong can jump after him. This means you have to keep him on the defensive.
2) Get into position and jump so you are next to Sword. Do a quick low punch or kick. Sword will rapidly retreat, then advance. When he is within striking distance, hit or punch again. Sword will again retreat. This cycle should continue until Sword is skewered.
3) You may have to jump out of Sword's range if you mess up the cycle. Just repeat the above steps to get back into a rhythm again.
STAGE 10: TONFUN:
Your next two opponents will test your skills to the utmost.
1) Tonfun has it all: Speed, quick attack, and aggressiveness. This means you will be moving around a whole lot to avoid his hits.
2) First of all, avoid the sides of the screen. Tonfun likes to crowd the sides and pin Oolong down. This means you will be doing a lot of jumping around. In addition, he has the nasty habit of blocking a lot of your attacks.
3) Hit and run is the name of the game here. This means you will have to jump over him, spin around, get in a low attack, and jump back before he counter-attacks very quickly. If you hesitate on any of these, Tonfun will have fun giving Oolong a couple of shots which knock down the energy bar significantly.
4) You may have to do a lot of jumps before you can even get in a hit on Tonfun. Expect this to be a long fight.
STAGE 11: BLUES:
Blues is a worthy opponent for the final match. He is very quick and can put Oolong down in just a few hits. Plus, he likes to jump around the screen. This is the ultimate test of skill.
1) Blues will immediately jump over to Oolong to deliver a few hits. This means you need to be constantly jumping around and looking for an opening. Unfortunately, Blues leaves very few openings to exploit.
2) Do not, under any circumstance, have Oolong hang out at the sides. Blues will trap Oolong and deliver enough punches and kicks to keep Oolong pinned down so you can't even jump. A quick way to end a stage with a defeat.
3) Also, don't even attempt to go "toe-to-toe" with Blues since he is much quicker then Oolong in the delivery of attacks. Use the tried-and-tested method of hit and run. This time, you have to be sure of your shot. If you miss, or if Blues blocks Oolongs attack, be prepared for a major counter-attack if you don't move out of the way in time. This means you need to basically attack and jump back at the same practical moment.
4) Blues also will jump around the screen when Oolong does. This makes it very difficult to pinpoint a position that Blues may be in. In addition, Blues can quickly move out of Oolong's attack range if Oolong isn't quick enough, or get behind Oolong to deliver a few blows of his own.
5) This battle will last a while Oolong and Blues jockey for position to deliver their hits. Unfortunately, skill and luck both are factors in this battle. Just do the above steps to tip the balance in your favor.
After defeating Blues, the game will start again at the first stage.
- SERIES -
1. Yie Ar Kung-Fu [Model GX407] (1985)
2. Yie Ar Kung-Fu II - Yie-Gah Koutei no Gyakushuu [Model RC737] (1985, MSX)
- STAFF -
Staff: S. Tsuda, Y. Sugimoto, A. Inoue, H. Hori, Mitsuo Takemoto, Nishimura, S. Iwamoto, Shikama, Hasegawa, Yoshiaki Hatano
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (apr.22, 1985) "Yie Ar Kung-Fu [Model RC802]"
[JP] Sony PlayStation (may.13, 1999) "Konami 80's Arcade Gallery [Model SLPM-86228]"
[US] Sony PlayStation (nov.30, 1999) "Konami Arcade Classics [Model SLUS-00945]"
[JP] Sony PS2 (oct.27, 2005) "Yie Ar Kung-Fu [Oretachi Geasen Zoku] [Model SLPM-62696]"
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (jul.18, 2007)
* HANDHELDS:
[US] Nintendo GBA (mar.21, 2002) "Konami Collector's Series - Arcade Advanced [Model AGB-AKCE-USA]"
[JP] Nintendo GBA (may.2, 2002) "Konami Arcade Game Collection [Model AGB-AKCJ-JPN]"
[EU] Nintendo GBA (june.21, 2002) "Konami Collector's Series - Arcade Classics [Model AGB-AKCP-EUR]"
[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]"
[EU] Nintendo DS (oct.26, 2007) "Konami Arcade Classics [Model NTR-ACXP-EUR]"
[AU] Nintendo DS (oct.29, 2007) "Konami Arcade Classics"
* COMPUTERS:
[US] Commodore C64 [EU] (1985)
[EU] BBC Micro (1985)
[JP] MSX [EU] (jan.1985) [Model RC725]
[EU] Amstrad CPC (1985)
[EU] Sinclair ZX Spectrum (1985)
[EU] Sinclair ZX Spectrum (1986) "Konami Coin-Op Hits"
[EU] Commodore 16 (1986)
[EU] Acorn Electron
[US] Spectravideo
* OTHERS:
Windows Mobile Phones [US] (dec.13, 2007)
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] XII STAG Update submitted by XtC
XII STAG (c) 2002 Triangle Service.
A great vertical shoot'em up.
The aerial war began, you are the pilot on of a futuristic blue aircraft and must destroy and defeat using Main shot, Bomb barrier, Side-attack and Backfire-attack, every enemies and avoid the bullet hell, and eliminate powerfull bosses to clear the whole stage and reach the end and finish victorious this war!
- TECHNICAL -
Runs on the "Taito G-Net" hardware.
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Bomb, [C] Full-Auto Shoot
- TRIVIA -
XII STAG was released on July 15, 2002 exclusively in Japan.
- TIPS AND TRICKS -
The high score multiplier can only be increased by attacking enemies from either the sides (activated by wiggling the joystick rapidly left and right or alternatively by a singly button press) and rear attacks which are initiated automatically should any craft venture to close to your tail pipe.
- STAFF -
Graphic: Gowmer
Sound: Naoto
Program: T. Fujino
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2003)
Microsoft XBOX 360 (2013, "Shooting Love 10th Anniversary XIIZeal & Deltazeal")
* COMPUTERS:
PC (2005, "XII Stag Limited")
* OTHERS:
Window Mobile Phones (2006,"XIIZeal")
- SOURCES -
Game's ROM.
Game's screenshots.
Official website; http://www.triangleservice.co.jp/html/xiistag/index.html