Accepted [+] [X] Space Cruiser Update submitted by Andrzej Warszawski
Space Cruiser (c) 1981 Taito corporation.
An excellent and varied space shoot'm up game. Locate the coordinates of attack on the interstellar map, the UFO attack is coming!
Forwards! The Earth's future is on your shoulders! Blast off the Space Cruiser for a new survival adventure!
Stages:
1. UFO's found! Attack and destroy!
2. Danger! Asteroids!
3. Space station!
4. Alien's found! Attack and destroy!
5. Enemy bases in range!
- TECHNICAL -
Runs on the "Taito SJ System" hardware.
Prom Stickers: CG
Screen resolution: 224x256 (vertical)
Players: up to 2 (alternate)
Control: 2-way joystick (left and right)
Buttons: 2
=> A = fire, B = continue
- TRIVIA -
Released in September 1981.
A few seconds of 'Night on Bald mountain' from 'Fantasia' are played during
most stages.
The game features digitized speech during countdown before blastoff, but the quality isn't high.
High score allows to put up to 10 letters.
'Forward!' is misspelled as 'Foward!'.
The game has punctuation mistakes - an unnecessary space is placed before
almost all exclamation marks (except 'Danger! Asteroids!', 'Asteroids point! and 'Alien's found!' - there's no space before exclamation marks).
Also available as a cocktail model. In Japan, the cocktail version is known as "T.T. Space Cruiser".
- TIPS AND TRICKS -
* You can randomly get a protective ufo on either half of the 'UFOs found' stage. This ufo protects you from rockets fired from enemy's ships.
* Avoid the red maneuvering laser from mothership on 'UFOs found' stage.
* Shoot all possible asteroids on 'Danger! Asteroids' stage.
* Watch out on 'Danger! Asteroids' stage: it has a slip zone; you'll be warned before you enter it.
* Dock successfully on 'Space station' stage to increase firepower. This is required to get 3000 point bonus for destruction of the red base.
* Shoot the green alien in the first half of the stage to kill the remaining yellow ones. Do the same on the second half, but this time cyan aliens will be dead.
* You have 21 ufos to shoot out on 'Enemy bases in range' stage before you proceed to destruction of 3 craters and the base itself.
* Watch out for red ufos: they release a yellow beam freezing you for 2 seconds.
* Don't let red ufos land on the bottom of the screen: you'll lose a life when you let them.
* You don't have much time to destroy 3 craters on 'Enemy bases in range' stage. When the base moves away, you'll need to start the game from the beginning.
- SCORING -
Enemy's ufo on 'UFOs found' stage = 50 points
Mothership on 'UFOs found' stage = 1000 points
Miniature asteroid on 'Danger! Asteroids' stage = 10 points
Huge asteroid on 'Danger! Asteroids' stage = 20 points
Bonus for full distance traveled with no crash on 'Danger! Asteroids' stage = 2480 points
Docking on 'Space station' stage = 2000 points (without any shots into it) and extra life
Ufo on 'Space station' stage = 100 points
Shot into docking spot = (-50) points per shot
Alien on 'Aliens found' stage = 30 points
Ufo on 'Enemy bases in range' stage = 100 points
Crater damage on 'Enemy bases in range' stage = 200 points
Crater destroyed on 'Enemy bases in range' stage = 200 points
Rocket on 'Enemy bases in range' stage = 1 point
Base destroyed = 3000 points
- PORTS -
* COMPUTERS:
FM-7 [JP] (1983)
NEC PC-8801 [JP] (1983)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] S.C.I. - Special Criminal Investigation Update submitted by Andrzej Warszawski
S.C.I. - Special Criminal Investigation (c) 1989 Taito corporation.
A direct sequel to 1988's "Chase H.Q.", S.C.I. once again puts the player in charge of an unmarked police car - this time a red Nissan 300ZX [Z32] T-Top turbo - in which the player must chase and capture a criminal mastermind before the time limit expires. Graphically, S.C.I. is very similar to its predecessor, although there are slight improvements with both a better use of color and the introduction of some weather effects; such as the rainy thunderstorm on the stages #1 and #4. Unlike the first game, the player is armed with a gun; this is used to take out criminals and roadblocks as the player races against the time limit, and also to capture the criminal mastermind and make an arrest before the time limit expires.
- TECHNICAL -
This game was available in at least 3 different dedicated cabinets, plus it was also sold as a conversion kit for "Chase H.Q".
* The sitdown version is a strange plastic monstrosity with a huge monitor. This may have been a Japan only release, as the cabinet looks very similar to the popular Japanese cabinet style.
* The standup versions are all very solid wooden affairs, covered with full painted sideart (very few games still used painted sideart in the late eighties).
All versions use Happ Controls force feedback steering wheels (the ones that can spin all the way around), a high low shifter (different versions had this on different sides), and a single pedal (gas, but some versions featured also a brake pedal).
Runs on Taito Z System hardware
Board Number: M4300140A
Prom Stickers: C09
Main CPU: (2x) Motorola 68000 (K1100492A, K1100491A)
Sound CPU: Zilog Z80
Sound Chips: Yamaha YM2610
Screen resolution: 320x240 (horizontal).
Players: 1
Control: Steering wheel (270 or 360 degree range; set in dip switches), 2-speed gear shifter (high and low) + 1 or 2 pedals (gas and brake; most cabinets have only one pedal - gas)
Buttons: 2
=> A = shoot the gun, B = use turbo.
- TRIVIA -
S.C.I. - Special Criminal Investigation was released in October 1989.
The player is given to control a red Nissan 300ZX [Z32] T-Top turbo, known in Japan as Nissan Fairlady Z Z32.
Soundtrack releases:
S.C.I / Taito - Pony Canyon / Scitron - PCCB-00024 - April 21, 1990
- UPDATES -
The Japanese version shows speed in a kilometer per hour, world and US version use a mile per hour.
Nancy is called Karen in world and US versions.
The Japanese version has a different voice and has less English text than in releases for the US and the rest of the world. Additionally, it has a territorial notice not allowing to play outside Japan, the cop siren is repainted to red and the message after stage #6 is spoken by a voice-over actor not mentioned in the staff roll.
The US version has the "Winners Don't Use Drugs" screen. Moreover, it has a territorial notice not allowing to play outside Mexico, Canada and the US.
- TIPS AND TRICKS -
* A little known, serious bug is in this game: Start a new game, and accelerate VERY slowly until your score reaches 90. Now STOP and just let the time run out. Once your game ends, don't continue, just let the timer run down. Once that happens, you'll notice that your score will SKYROCKET to the ridiculous amount of 76,543,210 (cheater!).
* The arrow on stages #3 and #4 always points right unlike its predecessor.
* Don't turn left on the aforementioned stages: you'll not be able to catch the criminal.
* You have only 1 turbo and 1 chance to complete stage #6. You'll have no option to continue the game after 30 seconds run out.
* After you insert the coin and are on 'Push start button' screen, hold the start button to simulate car's ignition. Remember to release the button.
* Don't error the coin: the game will lock up.
- SERIES -
1. Chase H.Q. (1988)
2. S.C.I. - Special Criminal Investigation (1989)
3. Super Chase - Criminal Termination (1993)
4. Ray Tracers (1997, Sony PlayStation)
5. Chase H.Q. 2 (2007)
- STAFF -
Project leader: George Jyuttute
Game design: Hiroyuki Sakou, Fumio Horiuchi, Eiji Nishikawa
Software: George K-5, Yuichi Kikuchi, David Uematsu, Kazunori Sako
Character design: Oolong Yamada, Gyoza Ohmae, Kawamoyan, Gishikun, Kazumasa Fuseya, Gomachan, Neko Minako, Kouzou Igarashi, Takatsuna Senba, Tetsuya Shinoda, Takayuki Ogawa
Sound creator: Zuntata
Hardware: Masahiro Yamaguchi, Yuzuru Yoshimura
Mechanical design: Itsuji Yamada, Kazuaki Sasaki, Takaaki Deguchi
Design: Atsushi Iwaoka
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (Jan. 25, 1991) "S.C.I. - Special Criminal Investigation [Model TP03016]"
Amstrad GX4000 [JP] (1991)
[EU] Sega Master System (1992) "Special Criminal Investigation [Model 7079]"
[US] Sega Genesis (Oct. 22, 1992) "Chase H.Q. II [Model T-11106]"
[JP] Sega Mega Drive (Oct. 23, 1992) "Super H.Q. [Model T-11163]"
[JP] Sega Saturn (Jun. 9, 1996) "Chase H.Q. + S.C.I. [Model T-1105G]"
[JP] Sony PS2 (Jan. 25, 2007) "Taito Memories II Joukan [Model SLPM-66649]"
* COMPUTERS:
[EU] Atari ST (1990) "Chase H.Q. II - Special Criminal Investigation"
Commodore Amiga [US] (1990) "Chase H.Q. II - Special Criminal Investigation"
[EU] Sinclair ZX Spectrum (1990) "Chase H.Q. II"
Amstrad CPC+ [EU] (1991)
[US] Commodore C64 [EU] (1990) "Chase H.Q. II - Special Criminal Investigation"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Lunar Ball [Model PNF-LB] Update submitted by Andrzej Warszawski
ルナーボール (c) 1985 Pony Canyon, Incorporated.
(Lunar Ball)
Portage of the PC-88 game; "Lunar Ball [Model M58C-5079]".
- TECHNICAL -
GAME ID: R49V5902 (PNF-LB)
Players: 2 (either vs NPC or human player) or 1.
Controls: d-pad left and right = aim, d-pad up = zoom the crosshair in, d-pad down = zoom down, A = shoot the ball.
- TRIVIA -
Released by PonyCa in Japan on December 05, 1985.
Exported into the USA as "Lunar Pool".
Stages #05 and #18 resemble a 'Z' letter, #32 and #60 - 'LB' letters (game's initials), #13 and #45 - tailless arrow facing right, #26 and #50 - tailed arrow facing left.
The game initially awards 1990 points for Perfect stage clear, but reminds itself to add the remaining 10 just after the screen 'Stage X start'.
- TIPS AND TRICKS -
* Don't touch the friction: when you set the friction to 000, the balls will stop after a long time, just as if they were on an ice rink. BUT if you set the friction to 255, you'll not be able to complete the game - the balls will barely move, as if they were super-glued to the table. The best option is to keep the default 032 friction.
* Try to pocket 2 balls on one shot. This will increase the rate (multiplier) by 4 (by 1 after the 1st pocket and +3 after the 2nd landing).
* Pocket all the balls without letting the shot lamps go off (see scoring).
* Don't let all 3 shot lamps go off - you'll lose a life when you let them.
- SCORING -
Scoring is calculated by the following formulae: (10 x ball number) x rate.
Perfect! = +2000 points, +3 to multiplier and another extra ball.
Stage complete without perfect = 1 extra ball.
- STAFF -
Produced by AII. Designed by Compile.
Program: Jemini
Art design: Teramoto
Music: Miyamoto
Game design: Yunoki
Director: Niitani
- SOURCES -
Game's ROM.
Accepted [+] [X] Tiger-Heli [Model GX-551] Update submitted by Andrzej Warszawski
Tiger-Heli (c) 1985 Taito corporation.
The game is a vertical scrolling shooter where the player controls a helicopter taking on hordes of enemies which include tanks, battleships, and artillery. It is interesting to note that, besides some airplanes taking off, there are no flying enemies in the entire game. The player's main weapon is an unlimited supply of missiles which travel a max distance of half the screen's height. The player also has two bombs which destroy all objects within a large circular radius. These bombs can be blown off by enemy bullets.
The player is killed after only one hit, and is re-spawned to a point approximately one whole vertical screen-length later, thus progressing the player past the obstacle that had killed him, albeit at a high cost. The player is given three lives initially and bonus lives are awarded at 20000 points and every 80000 points thereafter. Flashing crosses scattered throughout each level award players power-ups depending on which color the cross is. A red cross will gives the player one side-firing mini-heli which shoots perpendicular to the player's helicopter. A white cross yields a forward firing mini-heli. It is possible to have a mix and match of side-helis, totaling no more than two. The green cross will award the player with an additional bomb, if the player currently has less than two. Grabbing power-ups when not necessary yields 5000 points.
There are a total of four stages, all of which start and end with a helipad. After completion of the last stage, the game will restart in a more difficult mode starting on stage 2. Most of the game's areas contain unnecessary objects to destroy for bonus points, such as oil drums and houses. This was uncharacteristic for shoot 'em ups at the time.
- TECHNICAL -
Board Number: GX-551 (not a Konami board!)
Prom Stickers: A47
Main CPU: (2x) Zilog Z80, Motorola M68705
Sound Chips: (2x) General Instrument AY8910
Players: up to 2 (alternate)
Control: 8-way joystick
Buttons: 2
=> A = fire a gun, B = drop a bomb
- TRIVIA -
Developed by Toaplan co, ltd. Tiger-Heli was released in October 1985 by Taito corporation.
The working title for this game was 'Cobra'.
This is the first shooter to use a 'Megabomb'.
Despite using the GX letters on a PCB, no Konami members had been involved in production of this game.
Pony Canyon released a limited-edition soundtrack album for this game (Kyukyoku Tiger: G.S.M. Taito 2 - D28B0008) on November 21, 1988.
- UPDATES -
The bootleg machine does not use the M68705 @ 2 MHz.
- TIPS AND TRICKS -
* 10000 Points Bonus: At the start of the game, count your shots until arriving at the first railroad. If you've counted every 16 shots (16, 32, 48, 64 ...), a little car should enter the screen on the right side. Destroy it with next shot to get a 10,000 points bonus. There are similar cars throughout the game, but making them appear is a mystery.
* A Second 10000 Points Bonus: Near the beginning there is a 'school house' with a red drum on the top. If you hit the red drum enough times, you'll get a 10,000 points bonus.
* Second Chance: If you get shot soon after starting a new game, the game will often let you off and just fire a super bomb instead.
* Warp: Lose your first player without scoring any points (make sure the second chance super bomb doesn't hit anything). The game puts you forward to a railway where a car will appear that can be shot for 10,000 points.
* Hint: Blast everything. Civilian cars and houses, etc. all give 50 points each.
- STAFF -
Music and sound: Tatsuya Uemura
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (Dec. 5, 1986) "Tiger-Heli [Model PNF-TH]"
Nintendo Famicom [KO] (1987)
[US] Nintendo NES (Sep. 1987) [Model NES-TI-USA]
[EU] Nintendo NES (Jan. 7, 1990)
[JP] Sony PlayStation (Aug. 30, 1996; "Toaplan Shooting Battle 1 [Model SLPS-00436]")
* COMPUTERS:
FM Towns Marty [JP] (199?) Tiger-Heli
[JP] Sharp X68000 (1993)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Corvette ZR-1 Challenge [Model NES-ZJ-FRA] Update submitted by Andrzej Warszawski
Corvette ZR-1 Challenge (c) 1990 Milton Bradley Co.
European release licensed by Chevrolet and General Motors. See the original entry: "Alex DeMeo's Race America" for more details.
- TECHNICAL -
GAME ID: NES-ZJ-FRA
- TRIVIA -
Reviews:
[FR] June 1992 - Consoles + N.10 (Pages 131): 65/100
[FR] June 1992 - Joypad N.9: 76/100
- SOURCES -
Game's ROM.
Accepted [+] [X] Alex DeMeo's Race America [Model NES-RB-USA] Update submitted by Andrzej Warszawski
Alex DeMeo's Race America (c) 1992 Absolute Entertainment, Incorporated.
A 'versus' racer involving racing from the east side of the USA to the west. From Boston to Los Angeles. In a Dodge Viper RT10.
Races and length:
Leg #1 = Boston -> New York, 210 miles.
Leg #2 = New York -> Washington DC, 240 miles.
Leg #3 = Washington DC -> Cincinnati, 510 miles.
Leg #4 = Cincinnati -> Detroit, 270 miles.
Leg #5 = Detroit -> Chicago, 290 miles.
Leg #6 = Chicago -> Kansas City, 530 miles.
Leg #7 = Kansas City -> Dallas, 520 miles.
Leg #8 = Dallas -> Denver, 780 miles.
Leg #9 (final race) = Denver -> Los Angeles, 990 miles.
- TECHNICAL -
Game ID: NES-RB-USA
Players: 1 or 2 (versus)
Controls: d-pad left and right = steer, d-pad up = shift gear up, d-pad down = shift gear down, A = accelerate, B = brake.
- TRIVIA -
Released in May 1992 by Milton Bradley company in USA. Licensed to Absolute Entertainment inc.
Title screen features a Dodge Viper RT10 and Chevrolet Corvette, but with no license.
Even if the unlicensed Vipers have 165 mph top speed written just before leg #1, they can reach 192 mph on gear 6.
Published for European market as Corvette ZR-1 Challenge with a slight change (see updates section below).
- TIPS AND TRICKS -
* Get best ending: Choose AJ Turbo as the first opponent and keep up with him up to round 9.
* Release 'A' button before shifting gears either up or down.
* When a round is shorter than 300 miles, you don't need to refuel.
* Don't stop to 0 mph on a gas station; just slow down to 70 mph on one stop and go to another at the same speed until your gas tank is full.
* When you spot a gas station during a round lasting more than 300 miles, refuel!
* Steering is too hard during drag races which means you will always run into an oil slick.
* Start better: shift to gear 1 and hold 'A' during countdown to get a faster start.
- UPDATES -
Corvette ZR-1 Challenge has license from GM and different title screen featuring 2 Chevrolet Corvettes. Milton Bradley's copyright is also included there.
Absolute Entertainment's triangles are replaced with 'ZR-1' emblems.
- STAFF -
Produced by Imageering inc.
Design: Alex DeMeo
Program: Frank Covitz and Alex DeMeo
Graphics: Mike Sullivan
Musical arrangements: Mark Van Hecke
Additional design: Frank Covitz
Audio engineering: Alex DeMeo
- SOURCES -
Game's ROM.
Accepted [+] [X] Star Rider Update submitted by Jorgiee
Star Rider (c) 1983 Williams.
A motorcycle race game that takes place on different planets in outer space. The different worlds consisted of 'Cubitania', 'Hexagonia', 'Crystallia', 'Stalacta', and a few others. Each race starts and finishes in the 'Cosmodrome', which is a space stadium where the 'Robofficial' announces the player's status and race results. As you leave the 'Cosmodrome', your opponents, 'Thunderbolt', 'Sidewinder', 'Red Hawk', and 'Gold Rider' are out on the road getting in your way. You must avoid hitting any obstacles in your path while trying to win the race.
- TECHNICAL -
This game was released in November 1983.
This game was also the first commercially released game to use pre-rendered 3D computer graphics and was very advanced for its time.
This game uses a laser disc.
The game was produced in both an upright and a sit-down version (where the player would sit on a replica of the cycle).
- TRIVIA -
Sinistar, from the Williams game of the same name, makes a cameo appearance in one of the levels.
A Star Rider machine showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
- STAFF -
Directing software development: Ken Lantz
Leader programmer: Richard Witt
Creative director: John Newcomer
- SOURCES -
Game's picture.
Game's ROMs.