|Marlon||The King of Fighters '98 - The Slugfest [Model NGM-242]||Update|
The King of Fighters '98 - The Slugfest (c) 1998 SNK.
"The King of Fighters '98 - The Slugfest" is a one-on-one fighting game for one or two players, featuring 38 selectable characters. As with previous games in the series, players can choose between two different playing styles: Advance and Extra.
* Extra is similar to "King of Fighters '94" and is more suited to defensive play, as the fighters only have one power gauge and cannot run. They can instead sidestep to avoid incoming attacks and can also perform unlimited super moves when their energy is low.
* Advanced mode gives the fighters the evasive roll introduced in "King of Fighters '96" and lets them store up to three full power gauges at once. This means they can choose to expend a gauge to get a damage boost, rather than letting it happen automatically. It also allows fighters to use more than one gauge to inflict more powerful versions of their super moves (instead of having to wait until their health is low). Fighters can also expend a gauge to quick roll out of an attack after successfully blocking it.
Both the 'Extra' and 'Advanced' modes have been tweaked since the previous game. Unlike KOF '97, fighters will return to normal if they perform a Super Special Move in MAX state. Also, when a fighter loses a round, they are given a handicap in their favour. In Extra mode, the time it takes to charge their power gauge to its maximum level is shortened. In Advance mode, the fighter's stock capacity of Power Gauges is increased by one.
|Marlon||The King of Dragons [B-Board 89625B-1]||Update|
The King of Dragons (c) 1991 Capcom Company, Limited.
"The King of Dragons" is a horizontally-scrolling hack 'n' slash beat-em-up for up to three players who must travel through the kingdom of Malus, defeating the army of monsters who have invaded their world, before finally defeating their leader, the red dragon Gildiss.
The game's controls consist of a single attack button and a jump button. By pressing both buttons simultaneously, the character will unleash a magical attack that strikes all on-screen enemies at once, with the trade-off that each time a special attack is executed, some of the player's health is lost.
"King of Dragons" features a level advancement system. Points scored for killing monsters and picking up gold count towards experience and the character gains levels at regular intervals. With each level, the character's health bar increases and other attributes, such as attack range, are also improved. At the point of levelling up, the character is also invulnerable for a few seconds. Along the way, different weapon and armour upgrades can be picked up.
Player can choose from five playable characters, each with their own strengths and weaknesses:
* The Fighter is very good with melee attacks and defense but lacks magical ability.
* The Dwarf can dodge and block attacks, has decent melee attacks but little magic ability.
* The Elf is agile and uses his bow for ranged attacks but is not physically strong.
* The Cleric has good defense, melee attacks and magic (and can heal his comrades) but poor agility.
* The Wizard has poor defense but very good magical attacks and fast melee attacks.
The fighter, cleric and dwarf can also use their shield to block certain attacks by tilting the joystick back right before the impact. "The King of Dragons" features sixteen stages of play.
|Marlon||The Game Paradise Master of Shooting!||Update|
The Game Paradise! Master of Shooting! (c) 1995 Jaleco.
"The Game Paradise! - Master of Shooting!" is a vertically-scrolling shoot-em-up set in a video arcade. Players take on the role of one of five different characters/ships, with each offering different weapons.
The game is an affectionate parody of video games and features many characters from various Jaleco titles (both arcade and home formats) blasting their way through themed stages, All of the game's enemies are also from previous Jaleco games. The five characters players can use are:
* Plus Alpha
* Formation Z
* Momoko 120%
"The Game Paradise! - Master of Shooting!" offers both 'Standard' and 'Time Attack' modes and features the usual array of weapon power-ups, smart bombs and bonus items.
- PORTS -
Sega Saturn (1997) Features four extra stages exclusive to the Saturn version.
|sjy96525||Super Derby II||New|
- DESCRIPTION -
Super Derby II (c) 1985 Sega.
- TRIVIA -
Released in February 1985 in Japan.
- SOURCES -
|arcade historian||GSN Presents Family Gameshow||New|
Good evening and welcome to Family Gameshow! This will be the most fun you can have in front of your TV as you and your friends become contestants on the best Gameshow out there! Come and join me as you play three fantastic Gameshow formats, you can choose to play Control Freak, hosted by Larry Lightfoot, Brain Strain, hosted by Professor Plank or Puzzle Addict, Hosted by Tom Wordsworth. Let the show begin!
|André desjardins||Egyptian Prince||Update|
Tac/Scan (c) 1982 Sega.
"TAC/SCAN" is a one or two-player vector-based shoot-em-up in which players control a formation squadron of seven fighter ships. All seven ships fire at once when the FIRE button is pressed, producing a spectacular missile salvo.
The player begins the game with a seven ship formation and a supply of reserve ships (shown above the player score). The object of the game is to accumulate points by destroying enemy ships while avoiding incoming fire. As well as the main squadron, there are a number of reserve ships and an ADD SHIP button. This transfers one of the reserve ships into the squadron formation. The 'add ship' position continuously cycles between the empty squadron positions, allowing players to time the ADD SHIP function to place fighters at their desired location.
There is an additional way to add ships to the squadron. During the course of the action, player ships enter the playfield and intermix with the enemy ships. The player can capture these fighters directly into the seven ship formation by steering them into empty fighter positions. The player's missile fire DOES NOT blow up friendly fighters, only enemy ships.
When the player attempts to dock a friendly fighter into their squadron, they have the choice of any of the vacant positions. A special feature occurs if the player ship docks into the front-most ship position (marked with a red cursor). This causes the squadron formation to regroup into a different pattern. If the load position is occupied, a fighter is added to the reserve count above the player's score.
"TAC/SCAN" has two different battle sequences, with each presented from different perspectives. At the end of the first battle the squadron regroups and a transition sequence takes the player into phase two. This sequence consists of enemy ships appearing in the distance but quickly growing in size as they approach the player's squadron. As win the first battle, players have the opportunity to rendezvous with friendly fighters.
At the end of the second phase a space tunnel appears and the player must steer the squadron through the tunnel. Any fighter that hits a tunnel wall explodes on contact. A triangular guide is displayed during this sequence to indicate where the ship formation should be. If the player keeps the formation centered within the guide, no ships will be lost.
The game is over once all seven ship positions become empty, even if the player still has ships in reserve.
|Marlon||Surprise Attack [Model GX911]||Update|
Surprise Attack (c) 1990 Konami.
"Surprise Attack" is a horizontally-scrolling platform shoot-em-up set in the year 2031 in which a terrorist group called 'Black Dawn' has taken over a moon base and space station called 2CV6 and planted numerous time-bombs, in readiness for an attack on the Earth. The player takes on the role of a Special Forces agent, code-named Red Thunderbolt, who must infiltrate the base to kill the terrorists and defuse the bombs.
For the first couple of levels, the game plays similarly to others of the genre (especially Namco's "Rolling Thunder" and Sega's "Shinobi"), once deep inside the space station, however, gravity comes into play. The enemies can walk on both the ceiling and vertical surfaces and the player can switch between the ground and ceiling by jumping while pressing UP or DOWN respectively. This adds a degree of strategy as players must work out how best to position themselves to kill enemies and reach the bombs.
Two different types of power-up items can be picked up. The first is called the 'Grenade Disk' and increases player fire-power. The second is called 'Mover Fuel'; this resembles oxygen tanks and picking it up surrounds the player's character with electrical energy. This grants temporary invincibility and enables the player to move wherever they want - without any gravitational constraints - for a short period of time.
"Surprise Attack" has seven stages, each broken down into a number of different areas. A boss fight awaits at the end of every stage, after which the player must then take part in a multiple choice quiz to earn bonus points. There are up to ten questions based on science and science-fiction. Players are only allowed to get two questions wrong before the quiz ends.
|Marlon||Super Monaco GP [Deluxe model]||Update|
Super Monaco GP [Deluxe model] (c) 1989 Sega.
"Super Monaco GP" is a F1-based racing game set at the famous Monaco Grand Prix circuit. Before entering the Grand Prix itself, a qualification lap has to be completed. In the event of qualifying, the qualifying time determines the player's position on the starting grid. Players must qualify in under 45 seconds in a shortened version of the Monaco track and failure to qualify results in a game over.
During the race itself there is also a position limit, which starts off as 20th and decreases as the player passes checkpoints along the track, ultimately stopping at 3rd. If the player falls behind the indicated position and does not manage to recover quickly enough, the game ends.
Players can chose to race with one of three different skill/gear settings:
Beginner: Automatic Gears
Intermediate: 4-Speed Manual gears
Professional: 7-Speed Manual Gears
"Super Monaco GP" was one of the first games to include a rear-view mirror. The game's track differs significantly from its real-life counterpart but includes many of the same features of the genuine 'Circuit de Monaco'.
Super Pang (c) 1990 Mitchell Corp.
"Super Bang" is a sequel to the 1989 original in which one or two players control characters armed with harpoon guns who must destroy the numerous different-sized balloons that bounce around each single-screen stage. When hit by a harpoon, the balloons break down into smaller fragments, in a similar fashion to Atari's 1979 classic, "Asteroids".
Players can only fire the harpoon guns virtually upwards but can move left and right and climb the ladders that appear on many of the stages. The game has two different modes of play:
* PANIC MODE
In this mode, players face an endless rain of bubbles and must simply last as long as possible. The default weapon is the bubble shot and cannot be changed at any time. Each time a bubble is popped, a rainbow bar at the bottom is slowly filled. Filling the bar all the way raises the level number and the bar depletes back to zero. As more bubbles are popped, both remaining and incoming bubbles move faster. A 'Panic' music plays when there's a very large amount of bubbles on the screen, but the normal music returns once enough bubbles are popped.
There is also one special type of bubble that appears rarely. The bubble has a clock image engraved. Whenever the bubble bounces, the engraving changes to a star, and when the bubble bounces again, the engraving changes back to a clock. Popping the bubble when the clock engraving is present causes all bubbles to stop movement completely for 9 seconds, while popping the bubble when the star engraving is present causes all bubbles to be popped and the game screen gets cleared.
* TOUR MODE
In this mode players move from stage to stage, travelling around the world. The introductory stage is set in Japan and is the only stage set in this location. After Japan, players travel to parts of Asia, Europe and the Americas. Each location has three stages, with each set at a different time of day: daytime, evening and night. The few exceptions to the three-stage rule are Venice (evening and night stages only), The Mayan Ruins and the Caribbean Sea (both having only day and evening stages).
Each stage has a set layout, consisting of walls, destructible glass walls, invisible walls, ladders and ice. There are forty different stages in the Tour mode.
|FRITCH ALLEGO||5 Koi [Legends]||Update|
I want game please help me for the slot machine to biggeat win today.
|Marlon||Super Lup Lup Puzzle||Update|
Super Lup Lup Puzzle (c) 1999 Omega System.
"Super Lup Lup" in an action/puzzle game in which different coloured marbles continually roll down a spiral path towards a central goal line.
Players control a rotating cannon situated at the center of the spiral and must stop the line of marbles from reaching the goal by shooting matching coloured marbles into the line. If three or more marbles of the same colour are matched, they will disappear.
In addition to standard marbles, bonus items occasionally appear that will, for example, temporarily slow down the rate the marbles' advance. Also, providing there is a clear line of sight, unwanted marbles can be fired straight out of the play area to prevent them from adding to the advancing line.
All marbles must be destroyed to complete a level. The game is over once the marbles are pushed over the goal threshold.
The game is an unofficial clone of the Mitchell game "Puzz Loop", with the main difference being that the dip settings of "Super Lup Lup" can be set to display photos of naked men or women.
|Marlon||Sunset Riders [Model GX064]||Update|
Sunset Riders (c) 1991 Konami.
"Sunset Riders" is a horizontally-scrolling platform shoot-em-up for up to four players set in America's Wild West. Four sharpshooter bounty hunters (Steve, Billy, Bob and Cormano) set out to claim the bounties for killing the most wanted outlaws in the West, before a final showdown against the infamous Sir Richard de la Rose.
The action takes place both on foot and on horseback, with play sometimes broken up with a wild west pursuit; such as having to run along the backs of a herd of fleeing Buffalo. Each level ends with players entering a one-on-one battle against one of the wanted men they have been pursuing.
Power-ups and bonus items can be obtained by entering saloons or defeating certain sack-carrying bandits. The power-ups comes in the form of either a golden sheriff badge (that gives the player's weapon auto-fire) or a silver badge that gives the player a second gun (making it possible to shoot in two directions simultaneously). Both power-ups can be equipped at the same time.
Other weapons that can be used by players include sticks of dynamite carried by female bandits that can be thrown back at the enemy before they explode and a mounted Gatling gun available only in the last stage.
A bonus mini-game appears at the end of Stages 2 and 5 in which players must shoot at enemies from a first-person perspective before the timer runs out.
"Sunset Riders" features eight stages of play.
- SOURCES -
|wong510w||Snow Bros. - Nick & Tom||Update|
- SOURCES -
Star Force (c) 1984 Tehkan.
"Star Force" is a single-player, vertically-scrolling shoot-em-up in which the player pilots a spaceship called the 'Final Star' over series series of islands floating in outer-space space and must destroy waves of enemy spacecraft and ground-based targets.
Special symbols appear at regular intervals that can be shot or collected for bonuses and power-ups. The Final Star is only equipped with forward-firing guns but these can be upgraded occasionally by collecting the relevant power-up. This resembles a small space ship and doubles the length of the Final Star, while also increasing its fire-power.
The stages in "Star Force" are designated by letters of the Greek alphabet and each has an end-of-level guardian in the form of a Greek letter that must be defeated to progress to the next level. The guardian moves down the screen and if the player fails to destroy it before it disappears from view, they will have a play a little more of the level in order to reach the guardian again.
|Lucky Lucre||Criss Cross [Model 1045]||Update|
5 reel 5 line criss cross
|Marlon||Space Firebird [Model 834-0031]||Update|
Space Firebird (c) 1980 Gremlin.
"Space Firebird" is a one or two player single-screen shoot-em-up in which players are attacked from all sides by waves of Firebirds. Players can move their ship left or right and shoot a rapid-fire laser at attacking birds.
There are three different enemy birds; the Emperor, the Eagle and the Gull. They fly together in looping formations, firing and attacking from all directions. Each bird has a different resistance level to hits; the Emperor is destroyed by four hits, the Eagle with two hits and the Gull with one hit. The Eagle also has a bomb which it launches at the player's ship. Extra points are earned by hitting the bomb before it explodes but when hit, the bomb scatters into deadly shrapnel. To avoid the flying shrapnel, the bomb must be hit from directly underneath.
The game features a warp mode that can be deployed to escape impeding danger or to strike out at approaching birds. When activated, the player's ship is launched into space with a force field surrounding it that deflects enemy fire. In this mode, Firebirds can be killed by ramming into them. There is only warp mode per space ship.
Each battle consists of 50 Firebirds and once all birds are destroyed, the player moves into a new battle sequence that increases in difficulty. One new ship is awarded for a score of 5,000 points (this is adjustable in the dip settings). The game ends when all space ships are destroyed.
|Marlon||Snow Bros. - Nick & Tom||Update|
Snow Bros. - Nick & Tom (c) 1990 Toaplan.
One or two players take on the roles of snowmen Nick and Tom as they battle a variety of monsters over fifty platform-based, single screen levels.
The snowmen can throw snowballs at the enemies with the aim of encasing them completely in snow. The encased enemies can then be kicked in order to destroy them and this is achieved by standing next to the snowball and pressing the "kick out" button. This sends the giant snowball flying around the screen, killing any enemies that lay in its path.
If players take too much time to complete a stage, an evil pumpkin head will appear and try to kill them. The pumpkin is invincible but can be stunned with snowballs. After a short time the evil pumpkin will spawn ghosts that can travel freely around the stage as they seek out Nick and Tom. These ghosts can't be killed or stunned, so the player's only hope is to avoid them while eliminating the remaining standard enemies, to move on to the next screen as soon as possible.
When players defeat an enemy, it may drop a coloured potion bottle. These can be picked up and act as power-ups:
* Yellow = Long shot
* Red = Speed up
* Blue = Bigger snowballs (encases monsters quicker)
* Green = Inflates the players like a balloon and lets them fly around the screen, killing any monsters they touch.
Every 10th level features a battle with a large end-of-level boss.
|Gaming gurl||Luxury of lfe||New|
Ready and willing
|Marlon||Smash T.V. [Model 3044-U1]||Update|
Smash T.V. (c) 1990 Williams Electronics Games, Incorporated.
"Smash TV" is a single-screen shoot-em-up for one or two players and is set in a futuristic game show in the year 1999. Contestants must enter enclosed arenas and compete to collect prizes, money and keys, while fighting to stay alive as they are attacked on all sides by waves of enemies.
The game is a sequel to the legendary "Robotron" and like its prequel, utilises a dual joystick control system, with the left stick controlling player movement and the right controlling the direction of fire.
Enemy waves enter each arena from four directions via open doorways and all must be killed before players can progress to the next stage. Some arenas feature static gun emplacements set into a wall that must also be destroyed. Power-ups that improve weapons, speed and armour appear at regular intervals, although each only lasts for a limited time.
"Smash TV" is broken down into stages, each with a set number of arenas. Tough end-of-level bosses await at the end of each stage. As well as the prizes and power-ups, keys can be collected and if enough have been picked up by the end of the game, players can access a bonus level called the Pleasure Dome.
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
* Shooting Star/Black Viper
Sengoku 3 (c) 2001 SNK.
"Sengoku 3" is a horizontally-scrolling beat-em-up for one or two players that differs from other games in the genre due to the complexity of its chain-combo based combat system. Rather than being limited to that standard one attack button, one jump button and a life-draining special move, Sengoku's button set-up is more akin to a one-on-one fighting game, with a light attack, heavy attack and long-ranged attack button, all of which can be utilised to create combos.
Rather than simply mashing the attack buttons to create combo attacks, each of the game's four playable characters has an arsenal of special moves using directional inputs. Each character also has a super bar and several super moves that use varying levels of energy from this bar.
"Sengoku 3" also introduces throwing weapons to the series but rather than just picking up dropped items and using them immediately, the game allows players to stash ranged weapons (but only one type at a time) including shuriken, bombs and kunai. As well as hitting enemies from distance, these weapons can also be integrated into players' attack combos.
Each stage end with a boss fight and two of the game's end-of-level bosses, once defeated, can later be selected as playable characters for the final two stages. The game's four playable characters (and two bosses who can become playable) are:
A Ninja and the main character of "Sengoku 3". He's slower and stronger than average. His first super move is a diagonal downward beam of energy from his sword. For his second super move, he energizes himself with electricity and dashes forwards, slicing anything in his path as he streaks across the screen. He can also use the classic ninja staple; the Izuna Drop. His ultimate move is a lightning spell.
A Spanish Ninja adept at very long combos. His first super move is a flame projectile shaped like a phoenix. His second is a dashing move. If he connects with an enemy during the dash, he performs a quick combo ending with a powerful flaming sword uppercut. His ultimate is a fire spell.
A female Ninja, Kurenai is the fastest character but also the weakest. She has excellent combo potential and is good for keeping multiple enemies at bay. Her first special is a spinning tornado slash. Her second special involves her creating three duplicates and dashing in various directions, hitting anything in her vicinity. Her ultimate attack summons a bunch of kaede leaves that damage everything on screen.
Kongoh is the strongest and slowest character. His first super move involves him stunning his enemy and then throwing them. His second is merely him tossing his rod forward. His ultimate attack creates a rain of falling iron rods.
Byakki is one of the bosses that joins the fight after the third mission. He summons a demon from the underworld during most of his attacks and his first super move makes the demon's claw rise from the ground, hitting any enemy near it multiple times. His second summons a demon who then slashes any enemies directly in front of it. In his ultimate attack, he summons the demon who then causes meteors to strike all the enemies on screen.
Okuni is the second boss who, when defeated, becomes playable, also after the third mission. She mainly focuses on long range attacks and her combos are somewhat lacking. Her first move is a simple projectile wind burst. Her second is an electric attack using her fan. Her ultimate attack is a tornado of flower petals.
- TIPS AND TRICKS -
* Play as Okuni and Byakki: Finish China (Easy), Italy (Hard), and Japan (Hard) - This tip was given on the original game flyer.
Sengoku 3's greatest asset is the sheer number attacking options available to players. There are numerous ways to start a combo, the most obvious of which is to simply walk up to an enemy and start hitting the light attack button, but at any time during a light attack combo you can interrupt with a heavy attack - a slower, more powerful attack that usually brings a weapon into the picture - and depending on how many light attacks you've already executed, the heavy attack will be different.
You can usually use two or three heavy attacks in succession, with the last one typically ending the combo, but in the same chain you can also go back to light attacks after a heavy attack. If your timing is good, it's possible to 'juggle' an enemy as they fly away from you using various techniques, like dashing by double-tapping the forward button.
Dashing into an enemy damages them slightly, knocks them away from your character and sets up a juggle opportunity, even if the enemy you dash into is already airborne. By using these methods in combination with good timing, you can keep combos going for 20-30 hits.
|Marlon||Samurai Spirits - Amakusa Kourin [Model NGM-222]||Update|
Samurai Shodown IV - Amakusa's Revenge (c) 1996 SNK.
The 4th installment of the weapons-based one-on-one fighting series features seventeen selectable characters and two end bosses. Changes to the established formula include the removal of both aerial blocking and the switch-around move (the latter of which which allowed a player to move quickly behind their opponent's back). Dodges, which allowed players to evade/side-step attacks are also gone.
Players can no longer charge up their own POW gauge but a new move called the 'CD combo' was added; players can press the C and D buttons together, triggering a strike that can be followed up by a sequence of button taps.
SNK also added a "suicide" move, allowing a player to forfeit a round. The advantage to this is that the one committing suicide will start the next round with a full "POW" gauge. Certain finishes also enable a "fatality" move in the vein of "Mortal Kombat".
Some of the series' older characters were restored for the 4th game, including Charlotte, Tam Tam and Jubei Yagyu. The entire cast of the previous game also returns, although some have been redrawn to further enhance the cartoonish look.
Joining the cast are the two ninja brothers:
* Kazuki Kazama - member of the Kazama ninja clan specializing in fire jutsu, he deserts to rescue his younger sister, Hazuki, from Amakusa's clutches.
* Sogetsu Kazama - older brother to Kazuki and Hazuki who uses water jutsu; unlike Kazuki, he stays with the clan and is ordered to assassinate his brother for leaving.
|Marlon||Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063]||Update|
真 SAMURAI SPIRITS 覇王丸地獄変 (c) 1994 SNK Corporation.
(Shin Samurai Spirits - Haohmaru Jigoku Hen)
"Shin Samurai Spirits - Haohmaru Jigoku Hen" is a one-on-one fighting game featuring 15 weapon-wielding combatants, fighting to earn the right to face the game's powerful and difficult end boss.
Building upon the success of the first game, SNK added several new characters and more moves. This is particularly evident in the addition of the POW meter, which acts as a super special-move meter. These moves not only cause severe damage to opponents but also break their weapons, forcing them to fight unarmed for a short time before a replacement weapon is issued.
Gameplay was further expanded to include several new movement options, including the ability to roll forwards and backwards, to duck to avoid high attacks, or to do small hops to avoid low strikes. This was also the first game to incorporate an offensive blocking technique, or 'parry'. Via a command issued at the last second, players can deflect an incoming attack and leave their adversary open to counter-attack.
"Shin Samurai Spirits - Haohmaru Jigoku Hen" featured cameo appearances from other SNK characters, as well as a hidden boss who would occasionally come out to challenge players.
Saint Dragon (c) 1989 Jaleco.
"Saint Dragon" is a horizontally-scrolling shoot-em-up in which the galaxy is under threat from a malevolent race of cyborgs. Half animal, half machine, the cyborgs have already conquered most of the galaxy and now have their sights set on the galaxy's last hope, 'The Planet of the Golden Dragon'. A lone mechanoid dragon, unhappy with the actions of his comrades, rebels and sets out to thwart their invasion.
The Dragon is initially armed with a plasma bolts and fiery breath but tokens - resembling bronze-coloured eggs - can be shot to release power-ups to upgrade the dragon's firepower, offering either pulse torpedoes, a laser, bouncing bombs, ring lasers or a turret.
Other tokens can upgrade the dragon's speed or initiate a "hyper" mode which temporarily gives the dragon maximum firepower and invulnerability. As well as the weapons, the dragon also has an armoured tail which follows the player's movement, allowing it to be used as a defensive shield.
The game consists of six stages, each culminating in a battle with a large end-of-level guardian.
|Marlon||Salamander [Model GX587]||Update|
[JP] MSX (dec.26, 1987) "Salamander [Model RC758]"
[JP] Sharp X68000 (oct.1988) "Salamander [Model CZ-218AS]"
[EU] Commodore C64 (1988)
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1988)
[JP] NEC PC-9801 (1992)
|Marlon||Robo Army [Model NGM-032]||Update|
Robo Army (c) 1991 SNK [Shin Nihon Kikaku].
"Robo Army" is a horizontally-scrolling beat-em-up for one or two players who take on the roles of two cybernetically-enhanced soldiers called Rocky and Maxima and must attempt to stop am invading cyber army called 'Hell Jeed' from enslaving the human race.
The game uses three buttons:
A - Attack
B - Jump
C - Energy blast
Hitting the jump and attack button simultaneously lets Rocky and Maxima attack behind them. Collecting energy balls makes the energy blast more powerful, similar to the magic potions in Sega's "Golden Axe". One major difference, however, is that the special attack here can be used several times to diminishing effect before it finally runs out.
Players can often pick up a fallen robot's limb to club other robots to death with. Also, if players approach a weakened enemy and press forward and the A button at the right time, Maxima or Rocky will rip the enemy in half.
Finally, a defeated enemy will occasionally drop a glowing icon of a human fist. Picking this up causes Rocky or Maxima to bend over and transform into a futuristic buggy-like vehicle. Any enemies Maxima and Rocky touch while in buggy form instantly explode while hitting the attack button allows them to speed across the screen to quickly run enemies down. The buggy only lasts for a limited time, however.
|Marlon||Puzzle Bobble 2||Update|
Puzzle Bobble 2 (c) 1995 Taito.
"Puzzle Bobble 2" is an arcade puzzle game offering one or two-player competitive play and is the first sequel to the hugely successful original.
As with the first game, the aim is to clear each play area of the coloured bubbles clustered in the upper half of the screen. This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of bubbles. The aim is to forms chains of three or more like-coloured bubbles, making them disappear.
At regular intervals the 'ceiling' of the play area - together with any bubbles stuck to it - will drop one row down the screen, decreasing the size of the play area making life more difficult for players. The game is over when the bubbles reach the very bottom of the play area.
Puzzle Bobble (c) 1994 Taito Corp.
"Puzzle Bobble" is an arcade puzzle game offering either one or two-player competitive play, in which the aim is to clear each play area of the coloured bubbles clustered in the upper half of the screen.
This is achieved by firing bubbles up the screen - with the angle of trajectory dictated by the player - at the clusters of bubbles. The aim is to forms chains of like-coloured bubbles, making them disappear. At regular intervals the 'ceiling' of the play area - together with any bubbles stuck to it - will drop one row down the screen, decreasing the size of the play area making life more difficult for players. The game is over when the bubbles reach the very bottom of the play area.
In the single-player game there are thirty-two rounds to complete. In the two-player 'versus' mode, the winner is the player who clears their arena first. Both players have an identical arrangement of coloured bubbles in each arena and when a player removes a large group of bubbles (four or more), some of them are transferred to the opponent's arena.
Bubbles will fire automatically if the player remains idle. After clearing the arena, the next round begins with a new pattern of bubbles to clear.
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|Marlon||Pengo [Model 834-0386]||Update|
Pengo (c) 1982 Sega.
"Pengo" is an action game set in an overhead maze constructed of ice blocks. The player controls Pengo, a red penguin that lives in the Antarctic and fights the blob-like Sno-Bees. The objective of the game is for Pengo to survive a series of rounds by eliminating all Sno-Bees, while amassing bonuses by bringing together the three diamonds dispersed in the maze.
The Maze itself is an interactive environment. Each section of wall is a block of ice that can be pushed onto the Sno-bees to destroy them. Pressing the button while pushing the joystick will cause Pengo to push the ice block in the direction he is facing. The block will slide until it hits either a wall or another ice block, crushing any Sno-Bees in its path. Crushing more than one Sno-Bee at once will increase the number of points awarded.
As the player crushes the Sno-Bees, new ones hatch from eggs located within ice blocks. At the start of each level, blocks that contain these eggs are briefly identified by flashing the colour of that level's Sno-Bees. Eggs can be eliminated by crushing the ice blocks that contain them. If Pengo pushes a side wall at the edge of the screen, the water "vibrates", any adjacent Sno-Bees will be briefly stunned and are eliminated if Pengo walks over them in this state.
The Sno-bees themselves will destroy the ice blocks as they move around each level, so speed is of the essence. Some of the blocks are 'Diamond blocks' which cannot be destroyed but can be re-used by Pengo.
After 60 seconds elapse in a round without a player or enemy death, the game enters into sudden death mode; the music tempo and movement of the Sno-Bees accelerates. If a single Sno-Bee remains in the round, a jingle plays and the Sno-Bee accelerates in an attempt to reach a corner, where it safely fades away.
|Marlon||Parodius Da! Shinwa kara Owarai e [Model GX955]||Update|
Parodius Da! Shinwa kara Owarai e (c) 1990 Konami.
"Parodius Da!" is a horizontally-scrolling shoot-em-up in which the Great Octopus has threatened Earth. To help Parodius save the planet, the player and his friends must begin their search across the world to find the enemy and destroy him.
"Parodius Da!" was created as a parody of Konami's own "Gradius" series of shoot-em-ups but adopted a graphical style that was entirely its own; something that becomes evident at the very start of the game when players can chose to pilot either a penguin or an octopus rather that the traditional Gradius ship.
Parodius retains the selectable weapons system of "Gradius"; a 'power meter' at the bottom of the screen enables players to 'buy' weapons and upgrades using capsules left behind by certain destroyed enemies. Each collected capsule advances the power meter by one step. Players can activate the highlighted item at any point, after which the power meter resets. For this game, players can also choose to have weapons update automatically, with the game upgrading weapons simply by collecting the capsules.
"Parodius Da!" also allows players to pilot any one of four different characters: Vic Viper (from Gradius/Nemesis), Octopus, TwinBee and Pentarou. Another new addition is that of bell power-ups. These originally appeared in Konami's "TwinBee" series and act as one-time power-ups, allowing the player to destroy every enemy on screen, for example, or fire huge energy beams.
Enemies and environments from the Gradius games and TwinBee are mixed in along with a host of anime-style opponents, including scantily-clad women. Parodius' eccentricity and unique humour is further demonstrated soon after the game begins; as players face such enemies as a giant belly-dancing woman and a half-cat/half-boat creature.
The game's title translates as "Parodius! From Myth to Laughter"
Pac-Mania (c) 1987 Namco, Limited.
"Pac-Mania" is a maze-based game in which players maneuver Pac-Man through a world of isometric 3-D mazes. As with previous games in the series, the objective is to eat all of the pellets and power pills in the mazes while avoiding the pursuing ghosts. Pac-Man can now bounce, allowing him to jump over ghosts to avoid being caught.
At the start of a game players are given the opportunity to choose which of three worlds they wish to tackle first: Block Town, Pac-Man's Park or Sandbox Land. Block Town is the easiest of the three and Sandbox Land is the hardest, with more points earned for completing a harder world.
Each maze contains four power-pills that make Pac-Man temporarily invincible, during this time the ghosts turn blue and can be eaten. These 'Skinned' ghosts, now visible as a pair of eyes only, will then return to their den in the middle of the maze, regenerate into their former selves, and return to the maze to continue their pursuit.
During play, bonus food items or a red or green power-pill regularly appears in the middle of the maze (accompanied by a sound alerting players to its presence), these items only appear for a few seconds. The green pill gives Pac-Man extra speed while the red pill awards double points. The green pill lasts until either a life is lost, another power-pill is eaten, or until the end of the round. The red pill lasts until either a life is lost or until the end of the round
The ghosts include the returning Blinky, Pinky, Inky and Clyde from the original Pac-Man, as well as Sue (from "Ms. Pac-Man" and "Pac-Land") who has changed colour from orange to purple. She now homes in on Pac-Man's location and will follow him around. There is also a new ghost called Funky who, like Pac-Man, can also bounce.
An optional continue feature is offered to allow players to continue their progress without having to start back at the beginning. Bonus points are awarded once certain points thresholds have been reached and are adjustable in the game's dip settings.
Super Ball (c) F.A.B. Electronics Co., Inc.
Early version solid-state skee ball alley arcade redemption game. A skill game. Player must use their skills to score lots of tickets.
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This is a variant of the Fab-U-Ball series.
Possibly the world's first solid-state skee ball machine. In early release, the double-stacked beacon may had a rotating light at the top and a strobe light at the bottom (unconfirmed). A complaint was filed that forced to send an update kit to use only a large light bulb.
The game was based on a game featured in a popular TV game show "The Price is Right" (1980-1989).
Cannon Dancer (c) 1996 Atlus.
"Cannon Dancer" is a platform shoot-em-up set late 21st century in which the world is under the control of a single federal government. Without warning, a new threat known as 'Abdullah the Slaver' - an evil female sorceress who wants to take control of the world - appears, causing widespread terror and panic. This fear incites the abandonment of all economic activity and the government, once the foundation of civilization, has become corrupt and now undermines the foundations of society itself. Judicial Affairs Director, Jack Layzon, fears the worst and summons a lone assassin.
The player controls a 'Cannon Dancer' called Kirrin; an acrobatic and highly skilled martial arts fighter. Kirrin must fight his way through numerous eight-way-scrolling stages in his bid to defeat the enemy forces.
Kirrin can climb walls and ceilings and his prime attack is a powerful kick. Pressing down and jump will make Kirrin slide, while sliding he can do a slide-kick with the attack button or grab certain enemies and flip them over with the jump button. Kirrin doesn't carry a weapon and can take a maximum of four hits before losing a life. He does, however, have three special attacks per life and numerous power-ups can be collected to help him in his fight.
The power-ups are locked inside grey capsule-like containers emblazoned wih the letter 'P' and are collected by destroying the containers. The power-ups and their effects are:
* Red power-ups
These increase Kirrin's attack power by enabling him to create invincible duplicates of himself that mimic his movements, and can be collected more than once to increase his attack level. Kirrin's attack power is determined by the colour of his legs. They start out as blue, changing to purple with the first power-up (one duplicate), followed by red (two duplicates) and white (four duplicates). The strongest attack level is black, which increases Kirrin's attack range. If the player takes damage from an enemy, Kirrin's attack power is reduced by one level.
* Green power-ups
Restores one health point
* Yellow power-ups
Increases maximum health by one point
* Blue power-ups
Fully restores the player's health
In addition to the power-ups, Kirrin is also armed with three special attacks per life which will destroy all on-screen enemies and work in a similar fashion to those of Sega's "Shinobi".