Accepted [+] [X] Rabio Lepus Update submitted by XtC
Rabio Lepus (c) 1987 V-System.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 8 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), UPD7759 (@ 640 Khz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1987 in Japan.
This game is known in US as "Rabbit Punch".
The main character appears as a secret character in "Aero Fighters 3".
- UPDATES -
Cut scenes from the original Rabio Lepus were eliminated in "Rabbit Punch". These include a picture appearing when the spaceship flies out of the castle at the start, pictures when the two bunny girls and Rabbit King are rescued and scenes at the ending.
- SERIES -
1. Rabio Lepus (1987)
2. Rabio Lepus Special (1990, NEC PC Engine)
- STAFF -
Main programmer : T. Honda
Sound, music : K. Okuda, E. Murakami, Y. Ishida
Designer : Shin Nakamura
- PORTS -
* CONSOLES:
[JP] Sony PS2 (mar.23, 2006) "Rabio Lepus [Oretachi Geasen Zoku] [Model SLPM-62707]
- SOURCES -
Game's ROM.
Accepted [+] [X] Out Run Update submitted by XtC
Out Run (c) 1986 Sega Enterprises, Limited.
Out Run is a ground-breaking racing game in which the player drives a red Ferrari Testarossa through a number of colourful European locations, trying to reach each end-of-level checkpoint before the tight time limit expires.
Each of the game's stages is packed with civilian traffic that must be carefully avoided, as players try to negotiate the game's twisting, hilly roads.
At the end of every stage players are presented with a fork in the road, allowing them to chose which route they wish to take next. This was not the first time this feature had appeared (Tatsumi's 1983 racer, TX-1, was the first to introduce forked roads).
As well as being able to choose routes, players could also - via the game's "in-car radio" - choose one of three different catchy tunes to listen to while driving. The songs are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TECHNICAL -
[1] Standard Type
[2] Upright Type
- TRIVIA -
Released internationally on September 20, 1986.
Also released as:
"Out Run [Deluxe Type]".
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Soundtracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Feb. ??, 1992 - Outrun/SEGA S.S.T. [PCCB-00081] - Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
[JP] Nov. 19, 1997 - Yu-Suzuki produce Out Run [MJCAX-00004]
- TIPS AND TRICKS -
* Fastest route: the fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message: right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at approx. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you approx. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by: Yu Suzuki (YU.)
Music by: Hiroshi Miyauchi (MIY)
From highscore table: Satoshi Mifune (Bin-Chan) (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* CONSOLES:
Sega Mark III [JP] (june.30, 1987) "Out Run [Model G-1326]"
[JP] NEC PC-Engine (Dec. 21, 1990) "Out Run [Model NAPH-1016]"
[JP] Sega Mega Drive (Aug. 09, 1991) "Out Run [Model G-4052]"
[JP] Sega Game Gear (Aug. 09, 1991) "Out Run [Model G-3213]"
[JP] Sega Saturn (Sep. 20, 1996) "Out Run [Sega Ages] [Model GS-9110]"
Sega Dreamcast [JP] (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (may.27, 2004, "Out Run [Sega Ages 2500 Vol.13] [Model SLPM-62447]")
Microsoft Xbox [2004] (as an unlockable in OutRun 2)
Nintendo Switch (Jan. 09, 2019) Sega Ages
* COMPUTERS:
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
MSX [EU] (1988)
MSX 2 [JP] (Oct. 21 1988) Out Run
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")
* OTHERS:
LCD tabletop (large) game (1989) released by Tiger Electronics : 5 different races.
Mobile phones (2002)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Ikari Warriors Update submitted by XtC
Ikari Warriors (c) 1986 SNK.
Export release. Game developed in Japan. See the original for more information; "Ikari".
- TECHNICAL -
Game ID : A5004 'IW'
- TRIVIA -
Released in March 1986.
Ralf and Clark's commanding officer, General Kawasaki, was renamed Colonel Cook in the international version. General Kawasaki was named after Eikichi Kawasaki (former president and founder of SNK), while Colonel Cook was named after Leland Cook (co-founder of Tradewest, which distributed the game in the US).
Stan Szczepanski holds the official record for this game with 1,799,000 points.
- SERIES -
1. Ikari Warriors (1986)
2. Victory Road (1986)
3. Ikari III - The Rescue (1989)
- PORTS -
* CONSOLES:
Nintendo Famicom (1986)
Atari 7800 (1989)
Atari 2600 (1990)
* COMPUTERS:
Commodore 16 (1987)
PC [Booter] (1987)
PC [MS-DOS, 5.25"] (198?)
Sinclair ZX Spectrum (1988)
Commodore C64 (1988)
Amstrad CPC (1988)
Amstrad CPC (1989, "12 Top Amstrad Hits")
Commodore Amiga (1989)
Atari ST (1989)
MSX2
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Dragon's Lair Update submitted by XtC
Dragon's Lair (c) 1983 Cinematronics.
Dragon's Lair is THE original laser disc video game, the video and sound sequences for the game are stored on a LASER DISC. This unprecedented game lets a player participate in an animated AND INTERACTIVE motion-picture experience.
Dragon's Lair is the first game born to the new generation of video games. This unprecedented game is the first motion-picture type fairy tale you interact with.
As Dirk the Daring, a player's goal is to rescue the princess. The adventures along the way are horrible and terrifying, but, a skilled and brave knight, like honor and truth, can prevail.
A player has a choice of 5 moves at any given time. A complete game of Dragon's Lair requires more than 200 correct moves. Timing is critical! Dirk can be too hesitant or too eager to make a move. Only experience and a good memory enable Dirk to complete his mission.
The game opens with the dark visage of a foreboding castle looming in the distance. The next thing you know, you are Dirk, running across the castle drawbridge. The gate clangs shut behind you, and your quest to kill the dragon and save Princess Daphne has begun!
More than 40 possible episodes will be presented to you. Some require many fast repeated moves; others will require fewer, more calculated moves.
Dragon's Lair can be a 1-or 2-player game. If 2 play, 2 twin knights engage in mortal combat with the same demons until they both die (use up their lives), or until one rescues the fair princess from the dragon's lair.
At the beginning of the game, if the player makes a wrong move and loses a life, a new scene will appear at random. Later in the game, a scene that is not completed properly is repeated until it is mastered. Also, when a player loses a life, the scene stops, the screen turns blue, and PLAYER 1 or PLAYER 2 is displayed on the screen, along with that player's number of remaining lives.
As you play the game you may find that sane scenes are repeated, but the image is reversed on the screen (the scene is reversed on the disc, not by the hardware).
Princess Daphne appears during the game, in distress and crying for help. She is unattainable until the end.
- TECHNICAL -
The images for the game are stored on a laser disc, a type of storage device. Dragon's Lair uses a laser-disc player made by Philips (model 22VP 932/00) and a Z80 microprocessor to generate the images and action required for game play.
Most of the sounds you hear during game play originate from the disc.
The control panel :
SWORD BUTTONS : Causes Dirk to draw and use his sword.
JOYSTICK : Controls Dirk's movements. Dirk moves in the direction that the joystick is pointed. In some instances, moving Dirk to an object causes him to do something with that object.
- TRIVIA -
Dragon's Lair was released on June 19, 1983.
The attract mode of the game displays various short vignettes of gameplay with the accompanying narration : 'Dragon's Lair: The fantasy adventure where you become a valiant knight, on a quest to rescue the fair princess from the clutches of an evil dragon. You control the actions of a daring adventurer, finding his way through the castle of a dark wizard, who has enchanted it with treacherous monsters and obstacles. In the mysterious caverns below the castle, your odyssey continues against the awesome forces that oppose your efforts to reach the Dragon's Lair. Lead on, adventurer. Your quest awaits!'
Dragon's Lair was one of the first games to use the then-new Laserdisc format. It was the first game to have feature-quality animation (exactly 22 minutes of full animation at a cost of 1.3 million dollars). This set it apart from the other arcade games of the day which had very primitive graphics.
The animation was done by Don Bluth Studios, which also did feature-length animated movies such as 'The Secret of NIMH' and 'An American Tail'. Don Bluth was a former Disney employee who left to start his own company. To keep the cost as low as possible, they decided not to hire professional voice actors. Instead they all pitched in and did the voices themselves. Sound Engineer, Dan Molina was the voice of Dirk the Daring. Vera Lanpher, head of assistant animators, was the voice of Daphne. The narrator was Michael Rye and the musical score was created by Christopher Stone.
Dirk only speaks twice. Once, he mutters 'Uh, oh' when the platform begins to recede during the fire-swinging sequence, and exclaims 'Wow!' when first entering the dragon's lair.
Dragon's Lair had a huge impact on the arcade industry in 1983 (grossing more than 32 million dollars in the first eight months in the arcades). It was so big that quite a bit of merchandise was produced. Dragon's Lair books, buttons, trading cards, stickers and toys were just a few of the many different items that could be purchased.
Lance Mazmanian was the one of the first ever in the US (or perhaps actually the first in the US) to successfully complete the commercially released Dragon's Lair game. This happened at Zody's Arcade in North Las Vegas, Nevada, 1983, when Mazmanian, then 17 years-old, narrowly beat Rick Gurlach to the prize (Gurlach completed the game a mere day later). When word of the victory spread, two Japanese executives from a competing game company flew to Las Vegas to meet with Mazmanian, who was privately interviewed for an hour in the arcade (which was closed by the operators to accommodate the interview). Mazmanian was asked extensive questions about the interface, the gaming experience, the control cluster, the story progression, the animation, and so on.
Marvel Studio produced a Saturday-morning TV-show based on the game. The TV show, produced by Ruby Spears, debuted in the fall of 1984 on ABC and lasted only 1 season.
There was also a Dragon's Lair feature film that was planned, storyboarded, and written but never put into production. The film was to be called 'Dragon's Lair - The Legend'.
The 'Hover Joust' scene and 'dirk turns into a skeleton' death scene was parodied in an episode of the animated television show Family Guy in 2009
Dragon's Lair has been parodied in a sketch on the television show Robot Chicken.
KOTO, an Italian synth group released two Discs in 1988, KOTO 'Dragons Legend' and KOTO 'Dragons Megamix'. The remix music themes include takes of the audio from the attract mode of Dragon's Lair as well as some dialogs of Daphne in game. The themes are Dragons Legend, Dragons Legend (Dub version) and Dragons Megamix.
Greg Sakundiak holds the official record for this game with three starting lives with a score 374,954 points on July 20, 1985.
Judd Boone holds the official record for this game with five starting lives with a score of 558,724 points on October 31, 1983.
- UPDATES -
* Rev. A : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. B : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. C : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. D : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. E : use the Pioneer LD-V1000 only, 4 Chip set.
* Rev. F : use either players, 4 Chip set.
* Rev. F2 : use either players, 4 Chip set.
- SCORING -
Because the monsters and traps to be overcome are so numerous and constantly changing, it is not possible to list the range of scores awarded for each one.
- TIPS AND TRICKS -
* Hints :
1. React! Often the player will be given a visual cue as to which direction to move. These cues are often presented as a flashing light, flashing tunnel, flashing rope, or flashing door. In general, the player should move toward a flashing object.
2. Remember, even though the player may know the direction to move, the timing of his move is critical.
3. The player must react to fire -- it is his enemy. He should not linger too long near fire, and in general, he should move away from blazing fires.
* Unlimited Lives : On some versions of Dragon's Lair the programmers left a secret Easter Egg that allows you to have unlimited lives. To access it, wait for the Attract Mode to begin, then hold the joystick UPLEFT and press the Sword button while inserting your quarters. Release the joystick and then select 1 player. You will now have unlimited lives until you complete the game.
- SERIES -
1. Dragon's Lair (1983)
2. Dragon's Lair II - Time Warp (1991)
3. Dragon's Lair 3D - Return To The Lair (2002, PC CD-ROM)
4. Dragon's Lair 3 (2004, PC CD-ROM)
- STAFF -
Designer: Rick Dyer
Animation by: Don Bluth
Gameplay designed by: Victor Penman, Marty Foulger, Darlene Waddington
Programmed by: Mike Knauer, Vince Lee
Auxiliary programming: Earl Stratton
Voice acting: Michael Rye, Vera Lanpher, Dan Molina
- PORTS -
* CONSOLES:
Colecovision (1984)
Nintendo Famicom (1990)
Nintendo Game Boy (1990)
Nintendo SNES (1992)
Panasonic 3DO [JP] (Mar. 26, 1994) "Dragon's Lair [Model FZ-SJ0153]"
Sega Mega-CD (1994) "Dragon's Lair [Model 4436]"
Phillips CD-I (1994) "Dragon's Lair [Model 810 0181]"
Sega Saturn
Atari Jaguar [CD] (1995)
Nintendo Game Boy Color (2000)
Sony PlayStation 2 (2000)
Microsoft XBOX (2001)
Nintendo DSi (2010; as a downloadable DSiWare game)
Nintendo Wii (2010; as part of Dragon's Lair Trilogy)
* COMPUTERS:
Commodore C64 (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Sinclair ZX Spectrum (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Amstrad CPC (1986, "Dragon's Lair" / 1987, "Dragon's Lair II")
Commodore Amiga [3.5"] (1988)
Atari ST [3.5"] (1988)
Apple Macintosh [3.5"] (1988)
PC [MS-DOS, 3.5" / 5.25"] (1990, "Dragon's Lair")
PC [MS-DOS, 3.5" / 5.25"] (1991, "Dragon's Lair - Escape from Singe's Castle")
PC [MS Windows 9x, DVD-ROM] (1997)
PC [MS Windows 9x, CD-ROM] (1997, "Dragon's Lair Deluxe Pack")
PC [MS Windows, CD-ROM] (2001, "Arcade Authentic Version")
* OTHERS:
DVD-Video (1998)
DVD-Video [PS2 & XBOX Compatible] (2002, "Dragon's Lair 20th Anniversary Special Edition")
Google Play (2012 - Digital Leisure)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Double Dragon II - The Revenge [Model TA-0026] Update submitted by XtC
Double Dragon II - The Revenge (c) 1988 Technos Japan Corp.
Following his defeat at the end of the original Double Dragon, Willy, the leader of the Black Warriors, retaliates against Billy and Jimmy Lee by murdering their friend, Marian, leaving the brothers with the task to avenge her death.
The sequel to Double Dragon is essentially an upgraded version of the original game, but with with a two-way attacking system similar to one previously used in Technos Japan's 1986 arcade game "Renegade". Many of the attacks and combos from the original "Double Dragon" are retained, as well as new techniques including the invincible Cyclone Kick.
The stages and weapons are redesigned versions of items previously featured in the original game. There are a few new traps such as a bulldozer in the middle of Mission 3 and all of the transition sequences between stages are now done with the character entering the next level via a lift, making it impossible to carry one weapon to the next area.
Most of the enemy characters return from the original Double Dragon, with some given facelifts, but the stage bosses are all new. The enemies are as followed :
* Williams - Has a wilder face and longer hair. He can now run towards the player and do cartwheels. He throws his knives in mid-air and sometimes carry a shovel which he throws towards the player.
* Rowper - Has a beard and eye-patch, but otherwise is more or less identical to his original self. He carries shovels and can sometime pick up large objects.
* Linda - She now has a mohawk and face paint. She can also jump off platforms and do the elbow strike against the player. In addition to the ball and chain, she also carries grenades and knives.
* Oharra - A strongman with a clean-shaved face. Replaces Abobo from the first game and has the same attacks.
* Bolo - A head-swap of Oharra with long hair and beard. Replaces the mohawked head-swap of Abobo from the first game.
* Jeff - Same as his original self, but now carries grenades.
* Burnov - The boss of Mission 1. An obese wrestler whose face is concealed with a mask. He grabs the player and throws similar punches in the face. After dying, he will stand up and yell, disappearing in front of the player and leaving only his clothes. In later encounters, he will revive himself at least once.
* Abore - The boss of Mission 2. A huge suspender-wearing strongman with Terminator-like sunglasses. His slaps and shoulder tackles do massive damage to the player.
* Chin Taimei - The boss of Mission 3. A Chinese martial artists armed with twin kali sticks. In addition to his energy-draining stick combo, he also has a jump kick and sweep kick.
* Willy - The boss of Mission 4. Looks like he does in the original game, but now dresses in red. He still uses the same machine gun from the first game.
* The clone - After defeating Willy, the player will have to fight their character's evil self. This clone has all the techniques the player has, but can also throw energy beams and possess the player's body to drain his energy.
- TECHNICAL -
Game ID : TA-0026
Main CPU : HD6309 (@ 3.579545 Mhz), Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> Punch, Kick, Jump
- TRIVIA -
Double Dragon II was released in December 1988.
The yelling sound heard when a coin is inserted comes from an enemy in the game called 'Chin Taimei' (the mission 3 boss that fights using 2 sticks).
Billy and Jimmy trade their original blue and red outfits for black and white respectively in the game. They appear in the game's ending wearing their original colors. Marian wears a yellow dress in the game and her character sprite is slightly redrawn from the original game.
Unlike the original "Double Dragon", the controller configuration for part two were changed from standard punch and kick buttons to less conventional left attack and right attack buttons.
In the same way the original "Double Dragon" paid tribute to the laserdisc game "Road Blaster", Double Dragon II features a similar homage to the laserdisc version of "Cobra Command" ("Thunder Storm" in Japan), which was Yoshihisa Kishimoto's debut game. The helicopter inside the garage at the beginning of the game is the same helicopter from Cobra Command.
Double Dragon II originally began development as a chip upgrade of the first game. Originally only the stages were going to be changed, but there was an incentive to add more features to the game, such as new attacks and enemy characters, which required the game to be developed on a new hardware.
Isaiah Johnson holds the official record for this game with 47,880 points on May 31, 2008.
Meldac / Nippon Crown released a limited-edition soundtrack album for this game (Double Dragon II The Revenge - MECG-28001) on March 3, 1990.
- SERIES -
1. Double Dragon [Model TA-0021] (1987)
2. Double Dragon II - The Revenge [Model TA-0026] (1988)
3. Double Dragon 3 - The Rosetta Stone [Model TA-0030] (1991)
4. Super Double Dragon (1992, Super Famicom )
5. Double Dragon V - The Shadow Falls (1994, Super NES / Jaguar )
6. Double Dragon (1995, AES / NEO GEO / NEO GEO CD, 1996, Playstation)
7. Double Dragon Advance (2004, GBA)
8. Double Dragon (2009, Zeebo)
9. Double Dragon (2011 iOS / Android)
10. Double Dragon Neon (2012, PS3 / Xbox 360)
11. Double Dragon II: Wander of the Dragons - (2013, Xbox 360)
12. Double Dragon IV (2017, PS4 / Nintendo Switch / iOS / Android / Windows)
- STAFF -
Sound Programmer : Michiya Hirasawa
Director : Yoshihisa Kishimoto
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (dec.22, 1989) "Double Dragon II - The Revenge [Model TJC-W2]"
[EU] Nintendo NES [AU] (1990) "Double Dragon II - The Revenge [Model NES-W2]"
[JP] Sega Mega Drive (dec.20, 1991) "Double Dragon II - The Revenge [Model T-74023]"
[JP] NEC PC-Engine CD (mar.12, 1993) "Double Dragon II - The Revenge [Model NXCD2010]"
Sony PlayStation 4 [PSN] [EU] [AU] (feb.26, 2016) "Arcade Archives - Double Dragon II - The Revenge [Model CUSA-03938]"
[JP] Sony PS4 [PSN] (feb.26, 2016) "Arcade Archives - Double Dragon II - The Revenge [Model CUSA-03573]"
Sony PlayStation 4 [PSN] [AS] (feb.26, 2016) "Arcade Archives - Double Dragon II - The Revenge"
* COMPUTERS:
[EU] Atari ST (1989)
[EU] Amstrad CPC (1989)
MSX [EU] (1989)
[EU] Sinclair ZX Spectrum (1989)
[EU] Commodore C64 (1989)
PC [MS-DOS, 5.25"] [EU] (1989)
[EU] Commodore Amiga (1992) "Action Masters"
* OTHERS:
LCD handheld game (19??) released by Tiger Electronics.
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Sega Mega Drive manual (enemy names)
Accepted [+] [X] Double Dragon 3 - The Rosetta Stone [Model TA-0030] Update submitted by XtC
Double Dragon 3 - The Rosetta Stone (c) 1990 Technos Japan Corp.
A mysterious fortune teller warns Billy & Jimmy Lee about the rise of a powerful enemy in Egypt. Since the Lee brothers are looking for a true challenge to put their martial arts skills to the ultimate test, they agree to face this mysterious new enemy. They embark on a world quest - joining up with new allies in the process - and try to lay claim to the famous 'Rosetta Stone'.
The 3rd and final arcade entry of the Double Dragon series (not counting the later Neo-Geo fighting game based on the movie) features a completely gameplay system and graphics from the first two instalments. The game can played by up to 2 or 3 players, depending on the cabinet and settings. The 3rd player takes control of a yellow-clad Lee brother named Sonny, who is exclusive to this game. Techniques from the previous games such as the hair grab and the elbow punch are gone, but new ones are added such as the belly-to-back throw and the back-to-back hurricane kick, as well as the ability to dash by tapping the joystick left or right twice.
The game features weapon shops that allows the player to purchase power-ups by inserting additional tokens. The power-ups differ between stages differ between stages and are available as followed.
* Extra Guys - Allows the player to control a new character who replaces the current fighter when he dies. There are three character types in addition to the Lee brothers.
- The Urquidez Brothers (Roney, Sunny, Jonny) - Tall European grapplers. They have the most energy of the four character types. Up to three fighters can be have in reserve.
- The Chin Brothers (Seimei, Taimei, Sinmei) - Chubby Chinese men with powerful attacks.
- The Oyama Brothers (Masao, Kunio, Akira) - Japanese karate masters dressed in gis specializing in speedy attacks.
* Tricks - The hurricane kick and the one-armed stand head butt are added to the player's move set. If the player's current character dies, then the new techniques will be inherited by the next character in reserve, if there is one.
* Weapons - A nunchaku or sword are given player. Only the Lees can have purchase and wield weapons.
* Energy - Restores the current character's life to 150%.
* Power-Up - Increases the character's agility.
There are 5 stages in the game :
Mission 1 - America - The enemies in this stage are typical thugs and bikers. The first area takes place in a downtown area of city. After defeating the first wave of enemies, the player will enter a warehouse, where they encounter bikers that will try to run over them with their bike. The boss in this is Jim, a red-haired biker wearing a leather jacket.
Mission 2 - China - The enemies are martial artists that specialize in flying kicks. The stage takes place in a single level set in a countryside near the Great Wall of China. The boss at the end of level is Li Cheng-Long, a Shaolin Martial Arts expert who resembles Bruce Lee. When he's down in life, he will wield out his club.
Mission 3 - Japan - The enemies are samurai swordsmen. The first area takes place outside a castle, with bamboo traps and enemies coming out of walls. The second area takes place inside a castle, where the player will face a few more swordsmen before taking out on the boss, Ranzou, a ninja. He attacks with throwing stars and smoke bombs and splits into three forms when he's down on his life.
Mission 4 - Italy - Consists of a single level set in the ruins of a coliseum. The enemies are roman archers. After defeating most of the archers, the boss Giuliano, a man decked in gladiator armour, will attempt to run the player over with his horse. After defeating all the archers, Giuliano will dismount at the end of the level and fight the player. He wields a long hand spear and can block attacks with his shield.
Mission 5 - Egypt - The final stage is composed of seven levels, which includes a desert field, an underground forest, a trap room with stone pillars and giant hands emerging from the floor, a hall with a flying disc. Enemies include living tree men and rock creatures.
- TECHNICAL -
Game ID : TA-0030
Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Developed by East Technology. Double Dragon 3 was released in November 1990 by Technos.
The first two Double Dragon games were created by an internal team at Technos, but this game was written by an outside team called East Technology (see Staff section for more information). A graffiti in the first stage reads "Gigandes", which one of the team's previous games.
There are 4 character types, the Lee brothers and 3 new character types (who are available via the weapon shops in the American and World versions, and are selectable in the Japanese version). However the original idea for the game was for the player to select between Billy and Jimmy Lee, or one of the 3 new characters introduced in the game. The original characters which were Roney Urquidez (who originally wore orange), Chin Seimei (who originally wore red) and Masao Oyama (who was originally named Masahiko Oyama). Apparently the designers considered the possibility that 2 or 3 players playing the game at the same time might want to control the same character, so they revised this by creating Sonny (the 3rd Lee brother) and 2 siblings for each of the new characters. A separate character portrait was made for Jimmy, which is unused in the released Japanese version. The game's ending depicts the original 5 characters, as does the artwork on the Japanese sales flyer.
Soundtrack releases (for limited-editon) :
Double Dragon 3 / The Conbatribes - / Pony Canyon / Scitron - PCCB-00065 - June 21, 1991
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
The Japanese version discards the weapon shops completely from the game. Instead, the game asks the player to select from the 4 character types available when they begin (Lee, Chin, Urquidez or Oyama). The one-armed stand head-butt and the hurricane kick are available as part of the default moveset, but the hurricane kick is made hard to execute. While controlling one of the Lee brothers, a nunchaku or a sword can be found on the floor in certain stages. The first stage is slightly re-arranged, with the starting point moved in front of the Power Records store and the conveyor belt inside the warehouse removed.
- SERIES -
1. Double Dragon [Model TA-0021] (1987)
2. Double Dragon II - The Revenge [Model TA-0026] (1988)
3. Double Dragon 3 - The Rosetta Stone [Model TA-0030] (1991)
4. Super Double Dragon (1992, Super Famicom )
5. Double Dragon V - The Shadow Falls (1994, Super NES / Jaguar )
6. Double Dragon (1995, AES / NEO GEO / NEO GEO CD, 1996, Playstation)
7. Double Dragon Advance (2004, GBA)
8. Double Dragon (2009, Zeebo)
9. Double Dragon (2011 iOS / Android)
10. Double Dragon Neon (2012, PS3 / Xbox 360)
11. Double Dragon II: Wander of the Dragons - (2013, Xbox 360)
12. Double Dragon IV (2017, PS4 / Nintendo Switch / iOS / Android / Windows)
- STAFF -
Director: Yoshihisa Kishimoto
Programmers : N. Takioka, E. Ogura, Y. Katsumata
Designers : K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino
Audio : A. Inoue, T. Nozaki
- PORTS -
* CONSOLES:
Nintendo Famicom (1990, JP title : "Double Dragon III: The Rosetta Stone", NA/EU title : "Double Dragon III: The Sacred Stones")
Sega Mega Drive (1992)
Nintendo Game Boy (1992)
* COMPUTERS:
Commodore C64 (1991)
PC-Compatible [MS-DOS, 5.25" / 3.5"] (1991)
Atari ST (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)
Sinclair ZX Spectrum (1992)
* OTHERS:
LCD handheld game (1991) released by Tiger Electronics.
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Official soundtrack (enemy names)
Accepted [+] [X] Double Dragon Update submitted by XtC
Double Dragon (c) 1987 Taito America Corp.
Export release for North America by Taito America, under license from Technos Japan. For more information about the game itself, please visit the original Technos Japan entry; "Double Dragon [Model TA-0021]".
- TECHNICAL -
Behind a clear front glass, the dedicated cabinet has a decorative cardboard frame surrounding the monitor that includes instructions for game play. The cardboard frame is usually 2 sided. There is the TAITO design on one side and the Double Dragon design on the other. The marquee and control panel art features a drawing of a dragon and pictures of Billy and Jimmy Lee. The control panel includes their names. Most cabinets used blue buttons for player 1 and red buttons for player 2, but a middle release cabinet used yellow buttons for both players and used thicker bezel glass with white plastic protectors along its outer edges. The side art features the name TAITO at the top with a Y-shaped pattern of lines in red, white, gray, and black. The first cabinets of Double Dragon had a different color combination for the side art. The black part of the side art was orange and the gray part was yellow. The cabinet features a lockable pullout drawer at the bottom that contains the power supply and game-boards.
- TRIVIA -
Double Dragon was manufactured and released in July 1987 in North America.
This Taito version has a different storyline than the one used in the Japanese version. The Japanese storyline is more developed and does not use the Spike and Hammer aliases.
- PORTS -
NOTE: USA [US] ports only are listed here.
* CONSOLES:
Atari 2600 (jul.23, 1989) "Double Dragon [Model AK-050]"
Atari 7800 (1989) "Double Dragon [Model AM-050]"
Nintendo NES (june.1988) "Double Dragon [Model NES-WD-USA]"
Sega Genesis (1993)
Microsoft XBOX 360 [XBLA] (may.9, 2007)
Sony PlayStation 4 [PSN] (may.12, 2015) "Arcade Archives - Double Dragon [Model CUSA-00984]"
* HANDHELDS:
Nintendo Game Boy (aug.1990) "Double Dragon [Model DMG-DD-USA]"
Atari Lynx (1993) "Double Dragon [Model L070]"
Sega Game Gear (1993)
Nintendo Game Boy Advance (nov.14, 2003) "Double Dragon Advance [Model AGB-BDDE-USA]"
* COMPUTERS:
Commodore Amiga (1988)
Commodore C64 (1988)
PC [MS-DOS, 5.25"] (1988)
Atari ST (1989)
* OTHERS:
Mobile Phones (jul.15, 2004)
Android (mar.5, 2012)
Apple iPhone (dec.5, 2013) "Double Dragon Trilogy [Model 730919094]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Cisco Heat [Simulator model] Update submitted by XtC
Cisco Heat [Simulator model] (c) 1990 Jaleco.
A colourful racing game in which the player takes on the role of a police officer who must race his squad car (from a choice of 2; offering either improved 'Speed' or 'Cornering' respectively) through the undulating, winding streets of San Francisco', in an attempt to win the first ever 'National Championship Police Car Steeplechase'.
Each stage is packed with rival squad cars, as well as civilian traffic such as taxis, trams and fire-engines. Ninety-degree turns must also be negotiated in this tricky driving game. Cisco Heat features five different stages.
- TECHNICAL -
Main CPU : (3x) 68000 (@ 10 Mhz)
Sound CPU : Motorola 68000 (@ 6 Mhz)
Sound Chips : Yamaha YM2151 (@ 3 Mhz), (2x) OKI6295 (@ 12 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 216 pixels
Players : 1
Control : paddle
Buttons : 5
- TRIVIA -
Released in November 1990.
Also released as :
"Cisco Heat [Upright model]"
"Cisco Heat [2-Seater model]"
Cisco Heat's distinctive graphical approach proved to be a little too ambitious for its host hardware, with flickering and occasionally unpredictable sprites making an appearance.
- PORTS -
* COMPUTERS:
Commodore C64 (1991)
Sinclair ZX Spectrum (1991)
Amstrad CPC (1991)
Commodore Amiga (1991)
Atari ST (1991)
PC [MS-DOS, 5.25"] (1991)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Cabal Update submitted by XtC
Cabal (c) 1988 TAD Corporation.
Cabal is a war themed shoot-em-up with one or simultaneous two-player gameplay in which two unnamed commandos must battle through five different stages - each containing four screens of play - to reach and defeat an evil dictator.
The game is an into-the-screen shooter with the action viewed from an over-the-shoulder perspective. The commandos can move left and right to avoid incoming fire while the enemies themselves are targeted by moving an on-screen cross-hair over them and pressing fire. If the fire button is held down, the commando remains static, allowing for more accurate targeting of the cross-hair. While static, the commandos are vulnerable to incoming enemy fire.
Initially, the commandos are armed with only a standard single-shot gun (albeit with unlimited-ammunition) and a limited number of grenades, but additional grenades and weapon power-ups can be earned as play progresses.
As well as enemy troops, vehicles such as tanks, armoured cars and helicopters also appear and take numerous shots to destroy. When destroyed or killed, some on-screen targets release points bonuses and weapon power-ups that drop to the bottom of the screen and can be picked up by the commandos. Weapon power-ups include additional grenades, a rapid-fire machine and an automatic shotgun, which has a slightly lower firing rate but has a larger targeting cross-hair, allowing it to strike a wider area with each shot.
Each of the game's screens is littered with buildings and barricades that can also be destroyed. This removes enemy cover as well as earning players bonus points.
- TECHNICAL -
Main CPU: Motorola 68000 (@ 12 Mhz)
Sound CPU: Zilog Z80 (@ 4 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.57958 Mhz), (2x) Custom (@ 8 Khz)
Screen Orientation: Horizontal
Video Resolution: 256 x 224 Pixels
Screen Refresh: 60.00 Hz
Palette Colors: 1024
Control per player: Trackball
Buttons per player: 2
=> Shoot, Grenade
- TRIVIA -
Cabal was released in September 1988. It was the first video game developed by TAD.
According the a programmer at TAD, the source code of Cabal was not clean and not optimized.
A bootleg of this game was made by 'RED Corporation'.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
In the bootleg version, you may roll up with the third button.
- SCORING -
* Enemies:
SOLDIER: 210 points
'GRAY MAN': 410 points
SWIMMER: 410 points
MOTORCYCLE: 1,000 points
TRUCK: 3,000 points
TANK (2 types): 5,000 points
CHOPPER: 7,000 points
AIRPLANE: 10,000 points
* Bosses :
CHOPPER: 60,000 points
SUB: 70,000 points
LONG-TRUCK: 5,000 points each part
BOXES-CANNON: 40,000 points each part
GROUNG-CANNON: 500,000 points if 1-credit-completion. 10 points each other part.
- TIPS AND TRICKS -
* The game have a 'anti-leeching' tool. If you delay a lot of minutes (between 4 and 5 minutes) on the same stage/screen, you will receive a hard 'rain of bombs', like that bombs the airplanes shoot on you. Try to do it on the stage 1-1, the easiest. And if you delay a lot of time in the same position of the 'enemy' bar, without progress, you will receive this rain of bombs easily. Yeah, if you are expert, you will can survive to these bombs, without die, using your skill on the 'rolling' move. You will receive a lot of items (bombs, weapons) if you destroy bombs or if you shoot at the bush.
* General Tips:
1) Killing people and motorcycles (and rocks) won't get you many points -- don't bother unless they get in your way.
2) A well-placed grenade will destroy two choppers.
3) If you are in a corner and a chopper is firing at you, run farther into the corner. Even if you're already IN the corner, if it sees you trying to move toward the corner, you won't die.
4) If you find yourself trapped by incoming bullets, spin the trackball down and to one side (but mostly down). This will cause your character to 'duck and roll'. If you are rolling, you can't be hit.
5) Kill the snipers (the guys in gray bullet-proof suits). Half the time you'll get a grenade for killing him. If you don't, two medics will come running out to reclaim the body. Shoot these medics as much as possible! Each shot they will drop 1 grenade. But the limit is 4 grenades on the screen at the same time. Pick up these grenades as quickly as possible and shoot the medics again for more grenades. Sometimes they will drop new weapons too.
6) On the level one screen with the sliding doors : shoot out the doors immediately upon starting the level. This will stop the guys from lobbing grenades at you.
7) Airplanes are hard to kill. The best method is by using machine gun or bazooka gun on it. In the absence of a super-gun, you can lead a grenade ABOVE where it is on the screen. If you don't get it, and the three bombs are being dropped right on you, it IS possible to stand BETWEEN where two bombs are coming down. You WON'T die!
8) When there's nothing good to shoot on the screen, fire at a bush. This is the way to get extra gunnery! Sometimes you'll only get more grenades, but you'll eventually get a super-gun!
* Tips For Specific Enemies:
1) The giant chopper that shows up at the end of screen 4 on level one doesn't give you any points until you destroy it. Shooting the orange bullets won't knock off any points toward killing the chopper. Only shoot the orange bullets if they're in your way. Otherwise, spend all your time shooting the chopper. Don't waste any grenades on the chopper--it doesn't do as much damage as your gun (and you have unlimited bullets).
2) The semi-truck that shows up at the end of screen 4 on level three will self-destruct if you destroy the CAB (the blue section in the front of it). On this screen you actually get the point for it as well. It is easiest to kill it with the machine gun and/or bazooka gun, but in the absence of either of these, throw grenades at the cab (leading the throw by about four inches). It is MUCH easier to destroy the cab rather than destroying all the attack sections that it drops off.
3) The three CPUs that show up at the end of screen 4 on level four can actually be destroyed with only 2 grenades (I had to do this once when my grenade supply got low), but the best strategy is to lob five grenades at one of the outside CPUs (note that you can only have four grenades per player in the air at any given time, so space them out a bit), then go for the CENTER one (with another five grenades). The final CPU can simply be shot with the standard rifle, and if you're standing on the opposite side of the screen from it, it won't be able to hit you. Don't waste any more grenades.
4) Once you learn how to defeat the final menace (at the end of screen 4 on level five -- the final level) you can get by it (rather) painlessly. Go all the way to one side. Use your gun to shoot out the two surrounding machines that are shooting at you. As soon as they are both gone, lob three grenades at the center machine. By this time, the two outer machines that you shot out have regenerated and are firing at you. Shoot them out again, followed by another volley of three grenades to the center machine. Repeat until the center machine is gone. This requires 20 to 40 grenades, so stock up on the last level (5-4). That is what that final level was for.
- SERIES -
1. Cabal (1988)
2. Blood Bros. (1990)
- PORTS -
* CONSOLES:
Nintendo Famicom (1989)
Atari Lynx [Unreleased Prototype]
* COMPUTERS:
Commodore Amiga (1989)
Sinclair ZX Spectrum (1989)
Commodore C64 (1989)
Amstrad CPC (1989)
Atari ST (1989)
PC [MS-DOS, 5.25"] (19??)
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Bubble Bobble Update submitted by XtC
Bubble Bobble (c) 1986 Romstar, Incorporated.
For more information about the game itself, please see the original Taito Corp. entry.
- TRIVIA -
Bubble Bobble was released in October 1986 in North America by Romstar, Inc. under license by Taito America Corp.
- UPDATES -
Revision 2 (October 1986 in USA):
* Software version : 1.0
Revision 3 (November 1986 in USA):
* Software version 5.1
* Added mode selection at the beginning of the game (Normal or Super mode).
In Super mode :
The rooms are all in different colors.
All 'Zen-Chan' are replaced by 'Hidegonsu' and vice-versa.
All 'Mighta' are replaced by 'Drunk' and vice-versa.
All 'Monsta' are replaced by 'PulPul' and vice-versa.
The only monster that remains unchanged is 'Banebou'.
'Invader' does not appear at all in Super mode ('Hidegonsu' takes its place).
- PORTS -
NOTE: Only home versions released in North America are listed here. For non-US ports, please see the original Taito Corp. entry.
* CONSOLES:
[US] Nintendo NES (1988) "Bubble Bobble [Model NES-B2]"
[US] Sega Saturn (1996) "Bubble Bobble also featuring Rainbow Islands [Model T-8131H]"
[US] Sony PlayStation (1996) "Bubble Bobble also featuring Rainbow Islands [Model SLUS-00370]"
[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]"
[US] Microsoft XBOX (oct.25, 2005) "Taito Legends"
Sony PlayStation 4 [PSN] [US] (mar.15, 2016) "Arcade Archives - Bubble Bobble [Model CUSA-03722]"
* HANDHELDS:
[US] Nintendo Game Boy (mar.1991) "Bubble Bobble [Model DMG-B2-USA]"
Sega Game Gear [US] (1994)
[US] Nintendo GBA (2003) "Bubble Bobble - Old & New [Model AGB-AONE-USA]"
* COMPUTERS:
[US] Commodore C64 (1987)
[US] Apple II (1987)
PC [MS-DOS, 5.25"] [US] (1989)
PC [MS-DOS, CD-ROM] [US] (sept.30, 1996) "Bubble Bobble featuring Rainbow Islands"
[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends"
* OTHERS:
[US] Nokia N-Gage "Taito Memories" : Release cancelled
- SOURCES -
Game's ROM.
Accepted [+] [X] After Burner II Update submitted by XtC
After Burner II (c) 1987 Sega.
After Burner is another Sega game rendered with their then-ubiquitous 3-D sprite-scaling technology; this time putting the player into the seat of a powerful F14 Tomcat jet fighter.
Players must fight their way through 21 colourful, fast-moving stages, shooting down waves of enemy fighters while avoiding the enemy's incoming missiles. The F14 is equipped with a machine gun and a limited number of homing missiles. The gun has infinite ammunition and targeting is achieved by maneuvering the Tomcat so that the targeting cursor situated just in front of the jet is placed over an enemy fighter.
To deploy missiles, the player must first 'lock-on' to the target, a sound will indicate that the lock has taken place and missiles should then be fired, these will home in on and destroy the locked-on enemy fighter.
Missile stocks are replenished at the end of every 2nd stage, either by the appearance of a large support plane that automatically links up with the player's jet fighter, or by landing on a military airstrip - which again happens automatically.
After Burner's straightforward shoot-em-up gameplay is simple and repetitive, but the game's incredible visuals ensured its success.
- TECHNICAL -
Deluxe cabinet dimensions : 80" (203cm) Deep x 53" (135cm) Wide x 69" (175cm) High. Weight : 800 lbs (362 kg)
Upright cabinet dimensions : 24,8" (63cm) Deep x 33,9" (86cm) Wide x 72,8" (185cm) High. Weight : 273 lbs (124 kg)
Sega X Board hardware
Game ID : 834-6335-02
Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 24576
Players : 1
Control : stick
Buttons : 2
- TRIVIA -
After Burner II was released in October 1987.
After Burner II was originally planned to have a World War II theme and be a realistic flight sim, but the idea was dropped because Yu Suzuki stated that 'it would not have fit the arcade scene.' A pure dogfighter was not his intention.
ABII is essentially the same game as "After Burner", but there are a few differences, mainly the fact that it is possible to control your plane speed.
In the cut-scenes that show your jet fighter landing on a landing strip in order to reload the missile supply, there are some special vehicles that will make a cameo appearance. In the first landing, you'll see a man riding the motorcycle from "Hang-On". and in the second landing, you'll see the famous Ferrari Testarossa-like car from "Out Run".
David Hernly holds the record for this game with 2,215,620 points on June 1, 2008.
Soundtrack album releases :
After Burner II (MJCAX-00007) (Marvelous Entertainment)
SEGA AGES SOUND TRACK THE BEST PLUS [PS2 SEGA AGES 2500 Series] (KDSD-00051~2)
After Burner 20th Anniversary Box (29/11/2007)
An ABII unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- SERIES -
1. After Burner (1987, Arcade)
2. After Burner II (1987, Arcade)
3. G-Loc - Air Battle (1990, Arcade)
4. R360 - G-Loc Air Battle (1990, Arcade)
5. Strike Fighter (1991, Arcade)
6. Sky Target (1995, Arcade)
7. Sega Strike Fighter (2000, Arcade)
8. After Burner Climax (2006, Arcade)
9. After Burner - Black Falcon (2007, PSP)
- STAFF -
Designed by : Yu Suzuki (YU.), Satoshi Mifune
Music by : Hiroshi Miyauchi (HIR)
Staff : (KIM), (BIN), (SAD), (KEY), (Y.N)
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (Mar. 30, 1989) "After Burner [Model SS13-6200]"
[US] Nintendo NES (1989) "After Burner [Model TGN-011-AB]"
[JP] Sega Mega Drive (Mar. 20, 1990) "After Burner II [Model T-17013]"
[JP] NEC PC-Engine (Sep. 28, 1990) "After Burner II [Model NAPH-1011]"
Sega Super 32X [JP] (Jan. 13, 1995) "After Burner Complete [Model GM-4006]"
Sega Super 32X [US] (???. ??, 1995) "After Burner [Model 84507]"
Sega Super 32X [EU] (???. ??, 1995) "After Burner Complete [Model 84507-50]"
[JP] Sega Saturn (Sep. 27, 1996) "After Burner II [Sega Ages] [Model GS-9109]"
Sega Dreamcast [JP] (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (Mar. 18, 2004) "After Burner II [Sega Ages 2500 Vol.10] [Model SLPM-62446]"
* COMPUTERS:
FM Towns PC (1987) After Burner
Commodore C64 (1988)
Atari ST (1988)
[EU] Amstrad CPC (1988)
MSX [EU] (1988)
Commodore Amiga (1989) After Burner
Sinclair ZX Spectrum (1989)
[JP] Sharp X68000 (Apr, 26, 1989) "After Burner [Model DP-3205010]"
PC [MS-DOS, 3.5" Disks] [US] (1989) After Burner
Commodore Amiga (1990, "Amiga Champions")
Commodore C64 (1990, "100% Dynamite")
Sinclair ZX Spectrum (1990, "100% Dynamite")
* OTHERS:
LCD handheld game (1989) by Tiger Electronics.
LCD tabletop game (1989) by Tiger Electronics : 18 different levels of play.
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Paperboy Update submitted by Duc Nguyen
Paperboy (c) 1985 Atari Games.
Paperboy is a one or two-player game in which the objective is to deliver Newspapers to the Paperboy's customers from Monday through to Sunday.
Each game begins with ten customers and ten non-customers. Paperboy's customers live in the brightly coloured houses, while non-customers live in dark coloured houses. To deliver to a customer, the player must throw a paper either into the customer's mailbox, or onto their front porch. Failure to deliver a paper to a customer results in the loss of that customer for the next day. Any damage done to a customer's property also results in the loss of that customer. Losing all ten of Paperboy's customers will get him fired and the game is over. However, on any day in which all customers have their papers successfully delivered, one of the non-customers will re-subscribe.
Non-customers' houses and yards are loaded with targets at which to throw your extra papers (windows, lamps, statues, etc.). Hitting these targets earns points for the "Breakage Bonus", which is displayed at the top center of the screen. The total Breakage Bonus is awarded to the player at the end of each day (or at the end of the game-whichever comes first).
If Paperboy loses a customer, that customer's house will be dark coloured the next day. As a non-subscriber, this house now presents more targets at which to throw newspapers for building up the Breakage Bonus. At the start of each day, a map of Paperboy's route is displayed to indicate subscriber and non-subscriber houses. This helps to remind players of what customers they may have lost on the previous day and the location of remaining customers.
Paperboy can carry a maximum of ten papers at a time, but can restock his supply by riding over paper bundles placed here and there on his route. A paper supply indicator is displayed underneath the player's score.
While making his deliveries, Paperboy must avoid collisions with all stationary objects and other characters moving about the neighborhood. To avoid collisions, Paperboy can ride his bike anywhere - on the sidewalk, in the street, or into front yards. A collision with anything results in the loss of a life.
In addition to the obstacles, non-subscribers are hostile towards Paperboy and will attack him and try to knock him down. If Paperboy damages a subscriber's property, that character may also attack. So the more customers that are lost, the more hostile the neighborhood becomes toward Paperboy.
At the end of each delivery day, players have a chance to sharpen their skills by guiding Paperboy through the Paperboy Training Grounds. This obstacle course is filled with various targets at which to throw newspaper, as well as ramp jumps to be negotiated. This is a bonus round and no lives are lost for failing to reach the finish line.
- TECHNICAL -
Game ID : 136034
Runs on the "Atari System 2" hardware.
Players: 2
Control: Bicycle handlebars
Buttons: 2 (one on each side of the handlebars, for throwing papers)
- TRIVIA -
Even if the title screen says 1984, Paperboy was released in April 1985.
3,442 units were produced. The selling price was $2,495.
On Monday, June 30, 1986; Mr. Mark Caesar and Mr. Robin Hallingstad filed a suit against Atari Games Corp. for $1 million plus profits alleging that the company stole the idea for a video game that was marketed by the name of PAPERBOY. The boys had submitted to Atari a detailed proposal for a similar game in July 1983.
After a score of 10,000,000 or more is achieved, the initial in the top 10 ranking merges with the score to produce a truly impressive score display. For example, if you had top score at 10,000,000, this would appear as '110000000'.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including PAPERBOY.
Phil Britt holds the official record for this game ('Grand Slam' score of all three streets combined) with 1,136,435 points.
The main character appears on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- TIPS AND TRICKS -
1) Be careful not to move too slowly - swarms of bees or nasty whirlwinds may come to push you along.
2) Develop skill in maneuvering in and out of tight situations using the handlebar control.
3) Build up your Breakage Bonus by riding over flowers in non-subscribers' yards.
4) Some players prefer to lose many of their customers so they can do more 'trashing'. Others like to try for Perfect Deliveries. See which strategy scores highest for you.
5) Try hitting characters with papers - you might be pleased with the results!
6) Dirt piles in the streets can be used for making jumps, which will also score points
- SERIES -
1. Paperboy (1984)
2. Paperboy II (1992, Sega Genesis)
3. Paperboy (1999, Nintendo 64)
- STAFF -
Programmer : John Salwitz
Artist : Dave Ralston
Hardware Designer : Doug Snyder
Project Coordinator : Russell Dawe (Rusty Dawe)
Technician : Linda Sinkovic
Sound Designers : Hal Canon, Earl Vickers
Mechanical Engineer : Milt Loper
Animator : Will Noble
- PORTS -
* CONSOLES:
[US] Atari 7800 (unreleased prototype)
[US] Nintendo NES (dec.1988) "Paperboy [Model NES-PY]"
[EU] Sega Master System (1990) "Paperboy [Model 5008]"
Sega Master System [US] (1990) "Paperboy [Model 5121]"
[EU] Nintendo NES (oct.26, 1990)
[US] Sega Genesis (1991)
[EU] Sega Mega Drive (1991)
[JP] Nintendo Famicom (jan.30, 1991) "Paperboy [Model ALT-7B]"
[JP] Sega Mega Drive (june.26, 1992) "Paperboy [Model T-48043]"
Sega Master System [BR] (1992) by Tec Toy
[US] Sony PlayStation "Paperboy [Model SLUS-00848]" : Unreleased
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
Nintendo 64 [US] (oct.31, 1999) "Paperboy [Model NUS-NYPE-USA]"
Nintendo 64 [EU] (mar.2000) "Paperboy [Model NUS-NYPP-EUR]"
[US] Sega Dreamcast (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
Microsoft XBOX 360 [XBLA] [US] [EU] [JP] (feb.14, 2007) [Retired in 2010]
* HANDHELDS:
Atari Lynx [US] (1990) "Paperboy [Model PA2041]"
[EU] Nintendo Game Boy (1990) "Paperboy [Model DMG-MP-EUR]"
Nintendo Game Boy [UK] (1990) "Paperboy [Model DMG-MP-UKV]"
[US] Nintendo Game Boy (jul.1990) "Paperboy [Model DMG-MP-USA]"
Sega Game Gear [US] [EU] (1992)
Nintendo Game Boy Color [EU] (1999) "Paperboy [Model CGB-AYPP-EUR]"
Nintendo Game Boy Color [US] (1999) "Paperboy [Model CGB-AYPE-USA]"
[US] Nintendo GBA (aug.21, 2005) "2 Games in One! Paperboy + Rampage [Model AGB-B6BE-USA]"
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Paperboy + Rampage [Model AGB-B6BP]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
BBC Micro [EU] (1984)
Tandy Color Computer [US] (1985) "Paper Route"
Commodore 16 [US] (1986)
[EU] Sinclair ZX Spectrum (1986)
[US] Commodore C64 [EU] (1986)
[EU] Amstrad CPC (1986) by Elite Systems
PC [MS-DOS, 5.25"] [US] (1988)
Apple IIGS (1988)
Atari ST [US] (1988)
[EU] Amstrad CPC (1989) "12 Top Amstrad Hits"
[EU] Commodore Amiga (1989)
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
Tiger Handheld LCD Game [US] (1988)
Mobile Phones [US] (june.11, 2006)
BlackBerry [US] (nov.30, 2009) "Paperboy [Model 4704]"
Apple iPhone/iPod [US] (dec.18, 2009) "Paperboy [Model 339779244]"
Apple iPhone/iPod [US] (jan.27, 2010) "Paperboy ES [Model 351632756]"
Apple iPhone/iPod [US] (feb.3, 2010) "Paperboy Classic [Model 345105800]"
Apple iPhone/iPod [US] (nov.4, 2010) "Paperboy: Special Delivery [Model 388964792]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Rampage [Model NES-RP-USA] Update submitted by Duc Nguyen
Rampage (c) 1988 Data East Corp.
The game where the nice guys don't get a look in. Grab your way through Chicago, punch up New York, and jump on San Francisco. Three indescribably nasty characters which bear a remarkable likeness to King Kong, Godzilla and Wolf-Man, need you to send them on a RAMPAGE in an enduring 150 days of destruction through 50 different cities!
- TECHNICAL -
Cartridge ID: NES-RP-USA
- TRIVIA -
Rampage for NES was released in December 1988 in North America.
- STAFF -
- SOURCES -
Original Game Plan by: Jeff Nauman (Bally), Brian Colin (Bally)
Game Plan Arrange by: Yoshi Nakamura (Jicho Nakamura)
Assistant Producer: Koichi Ota
Original Game Sounds by: Michael Bartlow (Bally)
Game Sounds Arranged by: Shogo Sakai, Takafumi Miura (Takashi Miura)
Original Programs by: Jeff Nauman (Bally)
Programs Arranged by: Kumihiro Oribe, Takumi Ogino
Original Game Character by: Brian Colin
Game Character Arranged by: Seiichiro Ishiguro, Yasuhiko Kamata, Kumiko Watanabe
Special Thanks: Tokinori Kaneyasu (Bucho Kaneyasu), Hozumi Yoshida (Bucho Yoshida), Ray Musci, Hideo Oishi
Produced by: Data East USA inc.
Game's ROM.
Accepted [+] [X] Rampage [Model NES-RP-USA] Update submitted by Duc Nguyen
Rampage (c) 1988 Data East Corp.
The game where the nice guys don't get a look in. Grab your way through Chicago, punch up New York, and jump on San Francisco. Three indescribably nasty characters which bear a remarkable likeness to King Kong, Godzilla and Wolf-Man, need you to send them on a RAMPAGE in an enduring 150 days of destruction through 50 different cities!
- TECHNICAL -
Cartridge ID: NES-RP-USA
- TRIVIA -
Rampage for NES was released in December 1988 in North America.
- STAFF -
Original Game Plan by: Jeff Nauman (Bally), Brian Colin (Bally)
Game Plan Arrange by: Yoshi Nakamura (Jicho Nakamura)
Assistant Producer: Koichi Ota
Original Game Sounds by: Michael Bartlow (Bally)
Game Sounds Arranged by: Shogo Sakai, Takafumi Miura (Takashi Miura)
Original Programs by: Jeff Nauman (Bally)
Programs Arranged by: Kumihiro Oribe, Takumi Ogino
Original Game Character by: Brian Colin
Game Character Arranged by: Seiichiro Ishiguro, Yasuhiko Kamata, Kumiko Watanabe
Special Thanks Tokinori Kaneyasu (Bucho Kaneyasu), Hozumi Yoshida (Bucho Yoshida), Ray Musci, Hideo Oishi
Produced by: Data East USA inc.
- SOURCES -
Game's ROM.
Accepted [+] [X] Pascon Tower [Model SP-007] Update submitted by ROCKFURY
パスコンタワー (c) 1984 MIA.
(Pascon Tower)
- TECHNICAL -
GAME ID: SP-007
- SOURCES -
See Goodies section.