|Marlon||Yie Ar Kung-Fu [Model GX407]||Update|
Yie Ar Kung-Fu (c) 1985 Konami Industry Company, Limited.
"Yie Ar Kung-fu" is a single-player one-on-one fighting game in which the player takes on the role of 'Oolong' who must fight and defeat eleven martial arts masters. His ulimate goal is to win the title of "Grand Master" and honour the memory of his father, who was killed while fighting the current grand master.
The player faces a variety of opponents, each with a unique appearance and fighting style. Some opponents are also armed, with weapons including nunchaku, throwing stars and a club. The player can perform up to 16 different moves using a combination of buttons and joystick movements while standing, crouching or jumping. Moves are thrown at high, middle, and low levels.
"Yie Ar Kung-Fu" plays incredibly quickly, with the player having to be constantly on the move to avoid getting 'pegged in' by some of the game's tougher opponents. There is no time limit in which the opponent must be defeated but Oolong possesses a finite amount of health, represented by a health bar at the top of the screen. Once Oolong's health is fully depleted, the match is over.
The first five fights take place in front of an animated waterfall, while the remaining six are set in front of an oriental pagoda.
The eleven opponents Oolong must face are:
* Buchu - A sumo wrestler, strong but slow.
* Star - The first female opponent, throws shuriken for long-range attacks.
* Nuncha - Uses nunchaku for close and mid-range attacks.
* Pole - Uses a wooden staff for close and mid-range attacks.
* Feedle - Attacks with duplicates of himself.
* Chain - Uses a chain for long-range attacks.
* Club - Uses a large club for close and mid-range attacks.
* Fan - The second female opponent, throws fans for long-range attacks.
* Sword - Uses a sword for close and mid-range attacks.
* Tonfun - Uses tonfa (wooden batons) for close and mid-range attacks.
* Blues - Extremely fast and very powerful.
|Marlon||Xexex [Model GX067]||Update|
Xexex (c) 1991 Konami.
"Xexex" is a horizontally-scrolling shoot-em-up in which players pilot a ship called the 'Flintlock' and must save the blue-haired Princess Irene of the planet E-Square from an evil lord named Klaus.
The player's ship has a detachable orb attachment called the Flint, which behaves in a similar fashion to the 'Force Device' from Irem's "R-Type" series. Power-ups can be obtained to increase the Flint's power, movement speed, change the main weapon, or even give the player an extra life.
The player starts the game armed with the Proton Laser, which emits thin stream of weak bullets. Defeating certain enemies will drop other weapons:
* Homing Laser: A 3-way laser with weak "bending" homing for top and bottom lasers.
* Shadow Laser: A laser beam that creates a damage-inflicting shadow as the ship moves up and down.
* Round Laser: An unusual spread shot (different from the overseas version's main weapon)
* Spiral Laser: A spiral laser of considerable width.
* Search Laser: A laser with strong homing that travels in square trajectories.
* Ground Laser: Fires an upgraded Proton Laser along with a laser beam that travels along the ground.
The name of the current weapon is displayed at the bottom of the screen. In the non-Japanese overseas versions, the only available weapon is the Proton Laser and picking up power-ups simply increases the spread of the weapon. Missiles are a secondary weapon.
|Marlon||X-Men - Children of the Atom [Green Board]||Update|
X-Men - Children of the Atom (c) 1994 Capcom Company, Limited.
"X-Men: Children of the Atom" is a one-on-one fighting game based around the Marvel comics characters. Released around the time of the mid-1990s X-Men animated series of the same name, the game's plot is based on the "Fatal Attractions" story arc from the comics as players control one of the X-Men or their enemies in their fight against the villain Magneto.
Players can choose between one of six X-Men members or four of their enemies (for a total of ten selectable characters) and proceed to compete in a series of best-two-out-of-three bouts, before battling Juggernaut and then Magneto himself.
The player has an "X-Power" gauge (similar to the Super Combo gauge in "Super Street Fighter II Turbo" and the Special gauge in "Darkstalkers") that builds as the player performs regular or special moves. X-Power gauge starts at Level 1 and reaches Level 2 when it becomes half-full, at which point an Aura will begin to surround the player's character until it becomes full and reaches MAX level. Players can then perform an "X-Ability", which consumes a small portion of the X-Power gauge, or a "Hyper X", which consumes a greater portion of the same gauge. Breaking one's fall from a throw or performing a counter-throw will also consume a portion of the X-Power gauge when performed.
Other features introduced in this game include Super Jumps, the ability to roll away or towards an opponent after falling, the ability to determine the aim of a projectile move (such as Cyclops' optic blasts) and the ability to pursue an opponent after performing a throwing attack for additional attacks.
After selecting a character, the player can choose between "manual" or "automatic" blocking. By selecting to automatically block attacks, some features will not be available during gameplay.
|Marlon||X-Men vs. Street Fighter [Green Board]||Update|
X-Men vs. Street Fighter (c) 1996 Capcom Company, Limited.
"X-Men vs. Street Fighter" is a one-on-one beat-em-up for one or two players and is Capcom's third fighting game to feature Marvel Comics characters, with characters from Marvel's X-Men franchise being pitted against the cast from Capcom's own Street Fighter series.
The game uses a system similar to the style developed in "Marvel Super Heroes" and adds the tag team gameplay feature. Instead of the usual best-two-out-of-three round format, the game's matches consist of two-on-two battles between tag teams. The player controls one character at a time, while the other waits off-screen. The starting character can tag the waiting one in at any time by hitting the Hard Punch and Hard Kick buttons, which activates the 'Variable Attack'; the tag partner will jump in with an attack and taunt briefly.
During their taunt, they are vulnerable to counter-attack. The dormant character will be able to recover a portion of their vitality, while the current character is fighting. If one character loses all of their vitality, then the tag partner will automatically come to play. A match is over when both members of a team are defeated or if the timer on the match clock reaches zero.
There are other ways to bring the character's partner in; the "Variable Counter", which replaces the Infinity Counter of Marvel Super Heroes, breaks the player's guard to bring the teammate in with a counterattack at the cost of a level of super meter. Also, the "Variable Combination" is a two-character Hyper Combo (the super moves featured in the game) which costs two levels, and will switch the player's current character as long as neither character gets hit during their Hyper Combos.
The X-Men characters come largely unchanged from "X-Men: Children of the Atom" and "Marvel Super Heroes", while three characters new to the series are introduced in the form of Rogue, Gambit and Sabretooth. The Street Fighter characters use their "Street Fighter Alpha 2" forms, although their special moves were given upgrades to match the larger-than-life atmosphere of the Marvel games (for example, Ryu's Hadouken is much larger than it is in other games).
This game marks the first appearance of 'Shadaloo' depiction of Cammy, who would reappear in the console versions of "Street Fighter Alpha 2 Gold", as well as in "Street Fighter Alpha 3".
|Marlon||Wonder Boy in Monster Land [Model 317-0043]||Update|
Wonder Boy in Monster Land (c) 1987 Sega.
"Wonder Boy in Monster Land" is a multi-directional scrolling platform hack 'n' slash game with RPG elements, in which the game's hero, Wonder Boy, has seen his home of Wonderland invaded by the evil 'MEKA Dragon' and its army of minions.
At the start of the game Wonder Boy is unarmed, but the mayor of Wonder Land (as it was known before the invasion) gives him a short sword to help him in his quest. Wonder Boy has a life meter represented as a series of red hearts and whenever he sustains damage, the hearts deplete. When all the hearts are depleted, Wonder Boy dies and the game ends. As well as the life meter, there is also an Hourglass Timer at the top of the screen; whenever this runs out, Wonder Boy loses some life. The Timer can be refilled by collecting hourglasses or by visiting hospitals or taverns.
Enemies can be killed by being stabbed with the sword, with many requiring multiple hits. Bags of gold and gold coins can be found (either dropped by some defeated enemies, or appearing when players jump in certain spots) for use in the shops that appear in each stage. Players can buy upgrades to Wonder Boy's boots (for better jumping and faster running speed), shield and armour.
As well as gold and coins, there are many other items located throughout the game. These include necklaces, harps, mirrors and crowns that increase the player's score; hearts that refill the life meter; gauntlets that temporarily double Wonder Boy's attack power; helmets that temporarily provide additional protection from enemy attacks; Winged Boots that allow Wonder Boy to fly over obstacles; Revival Potions and magic mantles that make Wonder Boy temporarily invisible. Other special items hidden in the game which the player must find include letters, the flute, various charms, the bell and the ruby.
"Wonder Boy in Monster Land" is divided into twelve levels for players to battle through to reach the Meka Dragon, and each has its own unique features, items, monsters and secrets. These levels include towns, valleys, deserts, islands, and castles. Most stages include a boss that once defeated, leaves behind a key to the next stage. Defeating a boss also strengthens Tom-Tom's sword.
|Marlon||Wonder Boy [Model 315-5135]||Update|
Wonder Boy (c) 1986 Sega.
"Wonder Boy" is a horizontally-scrolling run 'n' jump game featuring a tribal-like boy whose girlfriend, Tina, has been kidnapped by the dark King. The player must guide Wonder Boy through seven areas, each consisting of four rounds, to reach the dark king and rescue his girlfriend.
The game scrolls from left to right and each round is full of platforms and obstacles to negotiate, as well as numerous enemies that must either be avoided or killed. Wonder Boy's vitality (health) constantly depletes and he must collect the fruit that regularly appears to keep his vitality topped up.
Enemies can only be killed after Wonder Boy has armed himself with a stone hammer. The hammer and other items can be found in large eggs that occasionally appear. Running into the eggs breaks them and releases their contents. Other items include a skateboard with which Wonder Boy can rush through the levels and survive one attack by an enemy and an angel that offers temporary protection and allows him to destroy foes by simply running into them.
There are also eggs that contain unpleasant surprises, including curses that deplete vitality at a faster rate or poisonous mushrooms that remove all of Wonder Boy's vitality in one go. These Bad eggs can be easily spotted, as they are covered in red spots.
There is also one doll to collect in each round that doubles the bonus points awarded at the end of the stage. If all 28 dolls are collected, an eighth area will be unlocked. The game's stages are made up of forests, hills, oceans, caves, ice palaces and occasionally mountains lands.
At the end of every area (after every forth round), Wonder Boy will encounter an incarnation of the chief antagonist as a boss character. Once defeated, the mighty lord's mask flies off and transforms into a bonus item, such as a tea cup or a piece of fruit, for the boy to collect. The evil witch doctor then makes his escape.
|Marlon||Wizard of Wor [Model 961]||Update|
Wizard of Wor (c) 1980 Midway.
"Wizard of Wor" is a maze-based shoot-em-up featuring one or co-operative two-player gameplay. In a two-player game, player one controls yellow Worriors while player two controls blue Worriors. Players are also able to shoot each other's Worriors, earning bonus points and causing the other player to lose a life. Team-oriented players can successfully advance through the game by standing back-to-back and firing at anything that comes at them.
Each single-screen dungeon consists of a grid forming walls and corridors. There are doors situated at the left and right edges of the screen that are inter-connected, making the dungeon wrap around. Whenever a door is used by a player or monster, it deactivates for a short period, making it impassable. A small radar display indicates the positions of all active monsters.
As long as a player has at least one life in reserve, a backup Worrior is displayed in a small sealed box at the corresponding bottom corner of the dungeon. When the current Worrior is killed, the box opens and the player has 10 seconds to move the back-up into play before automatically being forced in.
The various monsters include the following:
* Burwor: A blue wolf-type creature.
* Garwor: A yellow Tyrannosaurus rex-type creature.
* Thorwor: A red scorpion-like creature.
* Worluk: An Insectoid-type creature.
* Wizard of Wor: A blue wizard.
Both Garwors and Thorwors have the ability to turn invisible but will always appear on the radar. All enemies except the Worluk can shoot at the Worriors.
Each dungeon starts filled with six Burwors. In the first dungeon, killing the last Burwor will make a Garwor appear. In the second, the last two Burwors are replaced by Garwors when killed; and so on. From the sixth dungeon on, a Garwor will replace every Burwor when killed.
There will never be more than six enemies on the screen at once. On all screens, killing a Garwor causes a Thorwor to appear. From the second dungeon on, after the last Thorwor is killed, a Worluk will appear and try to escape through one of the side doors. The level ends when the Worluk either escapes or is killed; in the latter case, all point values for the next dungeon are doubled.
|Marlon||Wild West C.O.W. Boys of Moo Mesa [Model GX151]||Update|
Wild West C.O.W. Boys of Moo Mesa (c) 1992 Konami.
"Wild West C.O.W. Boys of Moo Mesa" is a horizontally-scrolling platform run 'n' gun game for up to four players. The game is set in America's Wild West and is based on the cartoon series of the same name.
Players take on the roles of four recently mutated cows - now turned lawmen; the Cowlorado Kid, the Dakota Dude, Marshall Moo Montana and the shotgun-toting Buffalo Bull. The lawmen must shoot their way through enemy-packed stages to take down wanted criminals.
Controls consist of a jump and an attack button and pressing both buttons simultaneously will cause the player character to perform a stampede attack, do a spinning jump, or use any equipped item like dynamite sticks and tomahawk blades.
Numerous variety of power-up items can be found by shooting flying chickens, these include a rapid-fire Machine Gun and a Power-Up for wider bullets. Players have a three-unit life gauge that allows them to take three hits before losing a life.
The game consists of eight stages, each with a boss fight at the end, and after the first stage, players can choose in which order they want to tackle the following stages.
|Marlon||Mighty Bomb Jack [Model TCF-MB]||Update|
Mighty Bomb Jack (c) 1986 Tecmo, Limited.
"Vs. Mighty Bomb Jack" is a sequel to the original 1984 single-screen platform game. The royal family has been kidnapped by the evil Belzebut and it's up to Bomb Jack to rescue them.
Unlike the original single-screen game, the sequel features both horizontal and vertically scrolling stages. Each level is split into two parts; an action zone and a Royal Palace room. The mechanics and level designs of the Royal Palace rooms are directly lifted from "Bomb Jack". Action zones can be split up into several portions and contain power-ups that are usually hidden in treasure chests. These include money bags, Mighty Coins and Mighty Drinks.
Mighty Coins allow Jack to change colours; blue allows Jack to open orange treasure chests, orange allows him to open any treasure chest by simply touching it from the side and green transforms all enemies on the screen into coins for five seconds. Mighty Drinks add ten seconds to the game's timer. Secret passages can also be found in the action zones, activated by finding a Sphinx in a visible or hidden treasure chest.
To prevent players from becoming too greedy, the game automatically sends them to a Torture Room if they obtain more than nine Mighty Coins or 99 seconds on the game's timer. The only way to escape a Torture Room without losing a life is to complete a number of jumps, which are counted down on the screen. Once the player exits the torture room, Jack automatically loses all Mighty Coins, the timer is reset to 60 seconds and the game recommences from the beginning of the current level.
In order to rescue the royal family, the player will need to find two hidden crystal balls and collect 'S' coins. With one crystal ball, the player will be able to rescue the queen; With two crystal balls, both the Queen and the Princess can be rescued. Should the player have both crystal balls plus five or more 'S' coins, they will also capture Belzebut, which gives the player a different game ending.
"Vs. Mighty Bomb Jack" also features 'bomb rooms', these allow the player to earn bonus points or to warp further into the game.
Undercover Cops (c) 1992 Irem.
"Undercover Cops" is a horizontally-scrolling beat-em-up for up to three players in which Dr. Clayborn and his henchmen have taken control of the city. Police Commissioner Gordon has called on three of New York's Finest undercover cops: Bubba, an ex-professional football player; Flame, a former Miss America; and Claude, a retired philosophy teacher. They must fight every lackey and vanquish Dr. Clayborn in order to restore law and order to the city.
Besides the usual human thugs, players fight strange mole creatures and mutants with jet packs and blades for hands. Players can never use enemy weapons, but the stages contain objects that can be picked up and used instead, These include burning oil drums, steel girders, concrete columns that shatter on impact, boxes of hand grenades and giant fish.
As well as the standard punch and kick moves, each character also has a special attack. This move is more powerful than standard attacks but each time a special attack is executed, some of the player's health is lost.
Player characters can eat mice, frogs, birds and snails to restore their health. The game consists of five stages with a powerful enemy boss character waiting at the end of each one.
|Marlon||Area 88 [B-Board 88622B-3]||Update|
Area 88 (c) 1989 Capcom.
"Area 88" is a horizontally-scrolling shoot-em-up and is based on the Manga series of the same name. The game features characters from the original Manga and their mission is to battle their way through enemy-packed levels to stop a terrorist group known as 'Project 4'.
Players chose to fly one of three jet fighters: an A-10 Thunderbolt, a F-14 tomcat and an F-20 tiger Shark. The player's jet fighter has an energy bar that decreases every time it takes damage. The fighter is destroyed once the energy bar is depleted.
Before entering a stage, players enter a shop and are given the opportunity to purchase special weapons or improved defences. Money for use in the shop is earned by destroying enemy planes and vehicles during play and when the stage is completed, any unused weapons are converted back into money.
The game consists of ten stages plus a bonus stage.
Sky Destroyer (c) 1985 Taito Corporation.
An excellent and challenging shoot'em up game.
The player controls a World War II Japanese monoplane of color green, furrowing the sky over enemy waters.
The pilot has to avoid missiles and destroy a variety of enemies like Submarines, Aircraft, a Navy Destroyer and a Mid-Boss Heavy bombers and the final Bosses to clear next stages and go to bonus zone.
At each new phase the colour of the sky changes according to day cycle, starts (night, Morning and afternoon) later a hostile island, could view on the horizon and the attack of the enemy becomes more intense.
|wong510w||Tehkan World Cup||Update|
Please change the game of true released year is 1986, not the false released year is 1985 (development year). Thanks to submit! ^_^
Tehkan World Cup (c) 1986 Tehkan, Limited.
- TRIVIA -
Even if titlescreen says 1985 (development year), Tehkan World Cup was released in January 1986.
|wong510w||2 on 2 Open Ice Challenge||Update|
- SOURCES -
Arabian Magic (c) 1992 Taito Corporation.
A scrolling beat-em-up game for one to four players, set in the mythical world of The Arabian Nights. A long time ago, an evil wizard has taken over the peaceful kingdom of Shahariyard and used sorcery to transform its king into a Monkey. The player must defeat each of the game's seven Guardians to reclaim the 'Jewel of Seven Colours' and release the king from the evil hex.
Each player can select from four distinctive characters: Prince Lassid, Princess Lisa, Sinbad or Afshael. Each character carries a primary weapon - Prince Lassid and Sinbad carry swords, Princess Lisa a magical veil and Afshael a mace. In addition to the weapons, players can also summon a magical attack in the form of a huge genie. The genie will only appear for a few seconds but during that time, players have control over the genie and can steer him towards enemies.
Arabian Magic has seven different stages with one of the powerful guardians awaiting the player at the end of each level. Each guardian, once defeated, will drop a jewel which forms a part of the Jewel of Seven Colours. Guardians, once defeated, will join the player and become a Genie. Each level is littered with vases and wooden chests which, when broken, reveal treasure items and power-ups.
The game ends when the player has recovered the Jewel of Seven Colours, saved the King (making him human in the process) and restored peace to Shahariyard.
|Marlon||Track & Field [Model GX361]||Update|
"Track & Field" is an athletics-themed action game for up to four players, who compete against each other in six track and field-based disciplines.
The game controls consist of two run buttons (one for each 'leg' of the athlete) and one 'Action' button. Players must hit the two run buttons alternately to build up speed and use action button to jump or throw.
In each event, there is a qualifying time or minimum score threshold that the player must achieve to advance to the next event. \failing to qualify (in one heat for track events or in three attempts in the other events) will reduce the players' number of lives by one, the game is over once all lives are lost.
"Track & Field" can accommodate up to four players, who compete in pairs in the running events and individually in the others. If there are fewer than four players, the remaining slots are played by the computer (or player "CPU"). In all multiplayer heats, however, the relative performance of the players has no effect on the game and advancing is based solely on reaching qualifying times and targets.
The six events are:
* 100M DASH - Run as fast as possible.
* LONG JUMP - Run to the take-off board then choose angle of jump (42 is the optimum angle).
* JAVELIN - Run to the line then choose angle of throw (43 is the optimum angle).
* 110M HURDLES - Run and time jumps over the hurdles.
* HAMMER THROW - As the athlete spins faster and faster, time release of hammer and angle of throw (45 is the optimum angle).
* HIGH JUMP - The athlete will run to the bar; just as he reaches it, use Action button to start the jump and hold down the action button to reduce the angle of climb, i.e. you start going straight up at 90 degrees if you tap the button just once. Use run buttons while in the air to gain extra height.
Full Throttle (c) 1987 Taito.
"Full Throttle" is a point-to-point racing game in which the player drives a Mazda RX-7 and must reach each stage's end-of-level checkpoint before the time limit expires to progress to the next stage.
The car is equipped with a limited number of nitro boosts that gives the car a temporary burst of speed when engaged. Forked junctions appear mid-way through each stage, allowing players to choose which route they wish to take.
|Marlon||Top Hunter - Roddy & Cathy [Model NGM-046]||Update|
Top Hunter - Roddy & Cathy (c) 1994 SNK.
"Top Hunter: Roddy & Cathy" is a horizontally-scrolling beat-em-up for one or two players who take on the role of the galaxy's top bounty hunters, Roddy and Cathy, who are sent to put a stop to a colony of galactic pirates called the Klaptons, who threaten and plunder the cosmos. Four high-ranking Klaptons have taken control of four elemental planets and big rewards are offered for the capture of Sly, Misty, Mr. Bigman and Dr. Burn.
The game's action takes place on two plains, with players able to jump between the foreground and background at will. This switching mechanic is integral to getting through some parts of the game. In addition to standard jump and attack mechanics, both players have the ability to extend their arms outwards. This ability can be used to grab items and enemies, some of which can then be thrown. The arm can also be extended vertically upwards, allowing players to pull themselves up onto ledges, pull items down to them, or pull handles to trigger events, such as dropping rocks onto enemies.
Each stage has several collectables to be found, including health, weapon power-ups and extra time. At certain points during a stage, players may come across a Mecha; this is a bi-pedal mechanical walker that gives players more power. The mecha also has limited health, however and the player will be forced out of it when it starts flashing.
"Top Hunter: Roddy & Cathy" is split into four planets: Forest, Ice, Wind, and Fire and players can choose which planet to tackle first. Depending on what stage is picked first, the layout of that stage will change. For example, if the player picks the Ice world before the Forest world, the Forest world's starting layout will be different.
After completing all four worlds, the player is taken to the final stage, where they must fight a rematch with the four bosses before the final battle with the game's antagonist, Captain Klapton.
- TRIVIA -
The game borrows plenty of ideas from many of SNK's most popular fighting games at the time of its release. The two-plane stages were first used in "Fatal Fury - King of Fighters", also Roddy & Cathy feature special moves that fans of "Fatal Fury - King of Fighters" and "Art of Fighting" are sure to recognize.
Mashing the attack button will make Roddy and Cathy go into a combo, with Roddy eventually letting out a flurry of punches, while Cathy does a Hyakuretsukyaku/Lightning Kick move. Doing a quarter-circle forward motion and hitting the attack button precisely will make the player do a Ko'ouken (or a hadouken with one hand) attack, while doing a shoryuken motion will make the player do a shoryuken/koho attack. The player can also do Terry Bogard's power wave as well.
[EU] Amstrad GX4000 (1990)
[EU] Microsoft XBOX (oct.14, 2005) "Taito Legends"
[EU] Sony PS2 (oct.14, 2005) "Taito Legends [Model SLES-53438]"
[US] Microsoft XBOX (oct.25, 2005) "Taito Legends"
[US] Sony PS2 (oct.25, 2005) "Taito Legends [Model SLUS-21122]"
[KO] Sony PS2 (jul.18, 2006) "Taito Legends [Model SLKA-15056]"
[EU] Sinclair ZX Spectrum (1990)
[EU] Commodore C64 (1990)
[EU] Commodore Amiga (1990)
[EU] Atari ST (1990)
[EU] Amstrad CPC+ (1990)
[EU] PC [MS Windows, CD-ROM] (oct.14, 2005) "Taito Legends"
[US] PC [MS Windows, CD-ROM] (nov.10, 2005) "Taito Legends"
|Marlon||Time Pilot [Model GX393]||Update|
Time Pilot (c) 1982 Konami Industry Company, Limited.
"Time Pilot" is a multi-directionally scrolling shoot-em-up in which the player controls a futuristic jet fighter and takes on the role of pilot trying to rescue fellow pilots who are trapped in different time eras. The game consists of five different stages of play, each of which is set in a different time period.
As well as waves of attacking aircraft, each stage also features a large 'mother-ship' boss that must be destroyed to progress to the next stage. The game's five eras, common enemies and the mother-ships are as follows:
* 1910 The age of Biplane: Common enemies are biplanes, the mother-ship is a blimp
* 1940 The age of Monoplane: Common enemies are WWII monoplanes, the mother-ship is a B-25 Bomber.
* 1970 The age of Helicopter: Common enemies are helicopters, the mother-ship is a large, blue CH-46 Sea Knight
* 1982 The age of Jet plane: Common enemies are fighter jets, the mother-ship is a B-52 Bomber
* 2001 The age of U.F.O.: Common enemies are UFOs, the mother-ship is a large alien space craft
In the 1910 stage, the biplanes can fire bombs as well as slow-moving yellow bullets. The bombs are initially fired vertically but are affected by gravity, meaning that they will move faster as they fall to the bottom of the screen.
In the 1940 stage, red-and-yellow supply planes sometimes fly horizontally across the screen. These require multiple hits to take down (much like the mother-ship) and reward the player 1500 points upon their destruction. They cannot fire at the player and pose no real threat as long as the player does not crash into them.
In the 1970 stage, the helicopters fire homing missiles as well as yellow bullets. The missiles travel slightly faster than the player but cannot make sharp turns. The player can destroy missiles by shooting them or can avoid them by turning sharply.
In the 1982 stage, the jets can fire homing missiles as well as yellow bullets and are aggressive.
In the 2001 stage, the UFOs fire fast-moving circular bullets that blend in with the background. The asteroids on screen will not hurt the player but will serve to camouflage the enemies and their missiles.
All stages have parachutes that can be collected (these are the aforementioned trapped pilots). The mother-ships are destroyed with seven direct hits and once all five eras have been completed, the stages start over again with an increased level of difficulty.
|Marlon||Wonder 3 [B-Board 89625B-1]||Update|
Wonder 3 (c) 1991 Capcom Company, Limited.
"Wonder 3" is a multi-choice arcade game in which players can choose to play any one of three different, fully self-contained games. The three games are:
* "Midnight Wanderers - Quest for the Chariot"
A horizontally-scrolling platform shoot-em-up in which one or two players control two Elves called 'Lou' and 'Siva'. The Elves are tasked with entering the Demon's castle to liberate the legendary Chariot of Light from the evil demon, Gaia. The Elves are initially armed with a relatively low-powered gun, but new more powerful weapons can be found in some of the numerous wooden chests that litter the levels. In addition, many of the game's enemies – and all mid and end-level bosses – drop heart-emblazoned playing cards when killed. Once enough of these cards have been collected, players are awarded an extra life. Some of the wooden chests also contain heart cards.
* "Chariot - Adventure Through the Sky"
A horizontally-scrolling shoot-em-up. Chariot is set in the same world as the first game and despite being of a completely different genre, is a direct sequel to it. The two Elves must now fly the rescued 'Chariot of Light' through scrolling enemy-packed levels to defeat the demon Lar and rescue their kidnapped princess. Chariot borrows several gameplay elements from other shoot-em-ups.
* "Don't Pull"
An action/puzzle game similar to "Pengo" and Capcom's own "Pirate Ship Higemaru", that involves pushing blocks to crush monsters.
A puzzle game similar to "Pengo" and Capcom's own puzzle game, "Pirate Ship Higemaru", that involves pushing blocks to crush monsters.
|Marlon||The Ninja Kids||Update|
The Ninja Kids (c) 1991 Taito Corporation.
"The Ninja Kids" is a horizontally-scrolling hack 'n' slash beat-em-up for up to four players who must defeat a demented cult plotting to summon Satan. A karate sensei sends out his four ninja puppets to combat this looming threat.
All four ninjas carry different weapons and have different fighting styles. As well as their weapons, each ninja also has a screen-filling magical attack based on one of four elements (earth, fire, wind and water).
* Hanzo (blue) uses a fast katana that generates waves for extra range. He uses water magic.
* Sasuke (yellow) wields a kusarigama (chain and sickle) for close and long-range attacks. He uses wind magic.
* Akame (red) prefers to keep his distance while pelting enemies with shuriken and fire magic.
* Genta (green) is quite powerful with his sansetsukon (three-part staff) and earth magic.
As well as the standard jump and attack-based combat, double-tapping the joystick any direction makes the ninja puppets perform an evasive tumble that damages any enemies they come into contact with.
Each of the game's stages is littered with background objects (such as litter bins, tables, etc.) and destroying these reveals hidden power-ups and bonus items. These range from health-restoring sushi to items that make the ninjas temporarily invincible, surrounding them with an elemental shield that allows them to mow down enemies.
"The Ninja Kids" consists of five stages, with a tough boss battle at the end of each.
|Marlon||The New Zealand Story||Update|
The New Zealand Story (c) 1988 Taito Corp.
Set in Antipodean country of the game's title, "The New Zealand Story" is an eight-way scrolling platform game featuring Tiki the Kiwi bird. Tiki and his friends have been kidnapped by the evil 'Wally', a large blue leopard seal who wants the birds for his next meal. Tiki quickly escapes and sets about rescuing his trapped friends.
The game's stages are made up of platforms with a caged kiwi bird awaiting rescue at the end of each. Touching the cage releases the trapped Kiwi and an open window appears, indicating the completion of the stage.
Tiki starts the game armed with a bow and arrows, but weapon pick-ups can be found including bombs, a laser gun and bouncing fireballs. Tiki must jump between platforms, with the length of the button press dictating the strength of the jump. Some platforms have spikes and barbed plants are also scattered throughout the stages. Any contact with these results in the loss of a player life.
During his quest Tiki can commandeer a variety of different vehicles, including balloons, blimps and UFOs. Vehicles can be found ready for use or can be stolen from an enemy. When using a vehicle, the jump button must either by tapped repeatedly or held down to keep it afloat (the method being dictated by the vehicle used).
Some stages feature underwater sections; as soon as Tiki drops into water, he is suddenly wearing a snorkel. As he swims his oxygen level - indicated by a meter - gradually decreases. Before the air runs out Tiki must either jump out of the water, or find an air pocket to replenish his oxygen.
The game features four main zones, each consisting of four rounds. A boss fight occurs at the end of each zone. The complex level design rewards exploration, with bonus items and alternate routes to be found, as well as secret level warps that transport the player to a later level. The warps are invisible until shot several times by the player (see 'TIPS AND TRICKS' for more details).
|Marlon||The King of Fighters 2002 - Challenge to Ultimate Battle [Model NGM-265]||Update|
The King of Fighters 2002 - Challenge to Ultimate Battle (c) 2002 Playmore Corp.
"The King of Fighters 2002 - Challenge to Ultimate Battle" is a one-on-one fighting game for one or two players and is the ninth game in the series.
The game discarded the 4-on-4 "Striker Match" format used in the previous three games in the series and returned to the 3-on-3 Battle format used prior to "King of Fighters '98".
"The King of Fighters 2002" also revamped the Power Gauge system into a format similar to the one used in "KOF '97". As with previous games in the series, the Power Gauge is filled as the player attacks their opponent or performs Special Moves. The number of Power Gauges the player can stock up is increased by one with each member of the team. For example, the first member of the team can stock up to three Power Gauges, while the third member can stock up to five.
A single Power Gauge stock can be used to either perform a Counter-attack and evasion technique while guarding against an opponent's attack, to use a Super Special Move, or to initiate the MAX Activation state. The same case also applies to the 1-on-1 format, in which the Power Gauge the player can stock up is also increased by one with each round loss (for example, on the first round, the player can stock up to three Power Gauges, while losing two rounds allows the player to stock up to five).
During MAX Activation, the player's offensive and defensive strength is increased for a short period. In this state, a Super Special Move can be used without consuming Power Gauge stock. There are also MAX Super Special Moves, which are Super moves that can only be performed during MAX Activation with one Power Gauge stock, and MAX2 moves, that require two stocks while low on health.
|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 -