Accepted [+] [X] Shisen-shou - Joshiryou-hen Update submitted by XtC
Shisen-shou - Joshiryou-hen (c) 1989 Tamtex.
Szechuan-style solitaire mahjong.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.579645 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Shisen-shou was released in February 1989 in Japan.
The title translate from Japanese as 'Szechuan Reflections - Women's Dormitory Episode'.
This game is known outside Japan as "Match it" and also known as "Sichuan II".
Default highscore table (BEST 5) :
1ST MARK 550 Stage6
2ND JOHN 450 Stage4
3RD JIM 350 Stage3
4TH TOM 250 Stage2
5TH MARY 150 Stage1
- SERIES -
1. Shisen-shou - Joshiryou-hen (1989)
2. Shisen-shou II (1993)
- PORTS -
* CONSOLES:
Game Boy [JP] (jul.13, 1990) "Shisen-shou - Match-Mania"
* COMPUTERS:
[JP] NEC PC-9801 (mar.1990) "Sichuan - The Ancient Chinese Game of Mahjong"
- SOURCES -
Game's ROM.
Accepted [+] [X] Raiden Fighters Update submitted by XtC
Raiden Fighters (c) 1996 Seibu Kaihatsu.
- TECHNICAL -
Seibu SPI Hardware
Main CPU : I386 (@ 25 Mhz)
Sound CPU : Zilog Z80 (@ 7.15909 Mhz)
Sound Chips : YMF271 (@ 7.15909 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Raiden Fighters was released in November 1996.
During development, the game was tentatively titled 'Gun Dogs' but was later changed to its current title to take advantage of the popular Raiden name.
- TIPS AND TRICKS -
* Slave Ship : Select any ship, if the ship is on top, hold Up and if the ship is on the bottom, hold Down. Then press Start+Fire+Bomb at the same time to unlock the Slave ship. The ship's speed depends on what ship you're using.
- SERIES -
1. Raiden (1990)
2. Raiden II (1993)
3. Raiden DX (1994)
4. Raiden II NEW (1996)
5. Raiden Fighters (1996)
6. Raiden Fighters 2 - Operation Hell Dive (1997)
7. Raiden Fighters Jet (1998)
8. Raiden Fighters 2 - 2000 Operation Hell Dive (2000)
9. Raiden III (2005)
10. Raiden IV (2007)
11. Raiden V (2016, XBOX One)
- STAFF -
Design & Direction : Showichi Yano
Program : Y. Kasai, T. Saitoh
Object art : N. Machino, T. Sasaki, H. Azuma
Scroll art : C. Takahashi, W. J. Seo
Character making : K. Morino, T. Hatsuse, H. Okumura, K. Mutoh, T. Honda, M. Iwata
CG art : Y. Yoshihara, T. Wada
Sound : G. Satoh
Production : Hitoshi Hamada, S. Mori
- PORTS -
* CONSOLES:
Microsoft XBOX 360 "Raiden Fighters Aces"
* OTHERS:
Google Play (dec.2012) "Raiden Legacy"
Apple App Store (dec.2012) "Raiden Legacy"
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Quarth [Model GX063] Update submitted by XtC
Quarth (c) 1989 Konami.
A puzzle game.
- TECHNICAL -
Game ID : GX063
Main CPU : KONAMI (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Quarth was released in October 1989 in Japan.
This game is known outside Japan as "Block Hole".
King Records released a limited-edition soundtrack album for this game (Konami Game Music Collection Vol.2 - KICA-1016) on August 21, 1990.
- STAFF -
Executive producer & programmer: Nada 89 100G
Pop visual futurist: Hiroshi Iuchi (Iuchi 1)
Demo programmer: Ishida Z80
Special visual effect: Happy Samejima
Title graphic: Ogenki Takano
Sound effects editor: Shikama
Music composed by: Kazuo Hanzawa
Processing to hard: Ueno Furukawa
Package design: Maya 2095
- PORTS -
* CONSOLES:
[JP] Nintendo Game Boy (mar.16, 1990) "Quarth [Model DMG-QRJ]"
[JP] Nintendo Famicom (apr.13, 1990) "Quarth [Model KDS-H7]"
Sony Playstation 2 [JP] (jan.26, 2006) "Quarth [Oretachi Geasen Zoku] [Model SLPM-62704]"
* COMPUTERS:
MSX 2 [JP] (mar.09, 1990) "Quarth [Model RC769]"
[JP] Sharp X68000 (1990) "Quarth [Model RA954]"
NEC PC9801 [JP] (199?)
- SOURCES -
Game's ROM.
Accepted [+] [X] P-47 - The Freedom Fighter Update submitted by XtC
P-47 - The Freedom Fighter (c) 1988 Jaleco.
P-47 is a two-dimensional, scrolling shooter type of game. You play as the pilot of a P-47. Your mission is to basically destroy as many of the enemies as you possibly can. This means eliminating as many air and ground units as you can. You will be going through four missions (each being broken up into two parts) and at the end of each of these parts is an enemy boss for you to tangle with. Although you have unlimited ammunition, the enemy will make you pay for the invasion into their homeland. You will be able to accomplish this with various power-ups and also a second player (if they buy in). Your mission won't be easy but it is necessary so you can secure both the skies and ground for our troops.
The game is broken up into four missions. Within these four missions, there are 2 parts. One part involves going over land and the other part has you either going over water or being up in the air. Regardless of which part you are on, you will still have to deal with the same basic things. After part two of mission four, the missions will repeat again with mission one.
- TECHNICAL -
Jaleco Mega System 1-A hardware
Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Motorola 68000 (@ 7 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.5 Mhz), (2x) OKI6295 (@ 30.303 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
P-47 was released in May 1988.
This game is known outside Japan as "P-47 - The Phantom Fighter".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (G.S.M. Jaleco 1 - D28B0003) on 12/08/1988.
- SCORING -
Scoring in this game is complicated. There are a lot of enemy units for you to take out. In addition, some units have multiple parts which also score points. You also get points for collecting items and making it through a mission. The enemy units are broken up into air, ground and boss.
ENEMY AIR UNIT
BOMBER, LARGE (FACES RIGHT) : 3,000
BOMBER, LARGE (TAN) : 3,000
BOMBER, MEDIUM (FACES RIGHT) : 2,000
BOMBER, MEDIUM (FACES LEFT) : 1,500
FIGHTER/BOMBER, SMALL (FACES LEFT) : 1,000
FIGHTER/BOMBER, LARGE (FACES RIGHT) : 5,000
HELICOPTER, MEDIUM : 300
HELICOPTER, POWER-UP : 500
PLANE, JET : 200
PLANE, JET (TAN) : 300
PLANE, PROPELLER : 100
PLANE, PROPELLER (TAN) : 200
PLANE, ROCKET : 500
ROCKET, V1 : 100
ROCKET, TWO-FIN : 100
ENEMY GROUND UNITS
MOTORCYCLE : 2,000
RAIL GUN, LARGE (GUN ONLY) : 1,000
RAIL GUN, LARGE (TURRET) : 3,000
RAIL GUN, SMALL : 1,000
SELF-PROPELLED HOWITZER : 3,000
TANK, LARGE : 600
TANK, MEDIUM : 400
TANK, VERY LARGE : 5,000
TURRET, GROUND : 100
TURRET, TRAIN : 400
TRUCK, ANTI-AIRCRAFT : 200
TRUCK, DEDICATED ANTI-AIRCRAFT : 400
TRUCK, HALFTRACK : 300
TRUCK, QUAD ANTI-AIRCRAFT : 500
TRUCK, RADAR : 2,000
ENEMY BOSSES
BATTLESHIP, MAIN GUN : 5,000
BATTLESHIP, SECONARY BATTERY : 2,000
BATTLESHIP, TERTIARY BATTERY : 1,000
BATTLESHIP, ANTI-AIRCRAFT BATTERY : 500
BOMBER, VERY LARGE : 20,000
BOMBER, HUGE : 40,000
RAIL GUN, LARGE : 10,000
TANK, HUGE (GREEN) : 20,000
TANK, HUGE (SILVER) : 50,000
In addition to the above scoring, you also get points for the number of item power-ups you collect and for finishing each part of a mission. The scores for collection of item power-ups are :
1 ITEM : 1,000 POINTS
2 ITEMS : 2,000 POINTS
3 ITEMS : 3,000 POINTS
4 ITEMS : 4,000 POINTS
5 ITEMS : 5,000 POINTS
6 ITEMS : 10,000 POINTS
7 ITEMS : 20,000 POINTS
8-10 ITEMS : 30,000 POINTS
You will also score 10,000 points for completing a mission part.
- TIPS AND TRICKS -
As soon as you start the game, you will immediately be placed into the thick of the action. Be ready for anything.
* This game is very fast-paced and it only gets harder as you progress through the missions. This means you will have to be constantly aware of what is happening from both in the air and on the ground.
* Your fighter has unlimited firepower in both bullets and also auxiliary weapons such as bombs and missiles. Use this to your advantage by laying down a solid wall of firepower to prevent any enemy units from getting close to your fighter.
* Make sure, though, that you are constantly aware of where an enemy unit is because you will also have to gauge where its fire will be heading. In addition, most enemy units move so they basically will 'shoot and scoot' making it harder for you to pinpoint their location.
* To take care of units that like to roam around, lay down a 'carpet' of bombs or other heavy firepower. Your bombs drop down much faster than an enemy unit can move so you can basically overwhelm them with superior firepower.
* Some enemies require more then one hit to take them out. This means you will have to use a combination of different offensive weapons to destroy them. This will be especially true when you are fighting the bosses.
* Make sure you know the lay of the land at all times. Some topography has some extremes in both hills and valleys. Sometimes your only choice is to go above a mountain peak that has a lot of ground and air units guarding it. This means you will have to unleash some serious firepower to make it safely over.
* Ensure that you know how to regulate your speed depending on the current conditions. You can go no further to the front than the right side of the screen nor any further back than the left. Use this speed-up, slow-down to avoid enemy fire and to eliminate targets before they become unmanageable.
* Make sure you eliminate all helicopters that have items so you can ensure you have the right kind of power-up plus you can also get free men.
* When you encounter large formations of planes, the best weapons are the missiles or exploding bombs. These can clear out large holes in those formations plus they can prove rather deadly to the bigger planes as well.
* Overall, this game involves the application of massive amounts of firepower in order to survive the next mission. This isn't to say, however, that paying attention and constantly moving aren't also important... they are vital to your survival.
- SERIES -
1. P-47 - The Freedom Fighter (1988)
2. P-47 Aces (1995)
- STAFF -
Developed by Nihon Maicom Kaihatsu (NMK).
Sound composer : Shizuyoshi Okamura
- PORTS -
* CONSOLES:
NEC PC-Engine (mar.1989)
Sega Mega Drive (1990) "The Freedom Star" : Unreleased
* COMPUTERS:
Amstrad CPC (1989)
Atari ST (1989)
- SOURCES -
Game's ROM.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Ninja [Model 315-5102] Update submitted by XtC
Ninja (c) 1985 Sega.
Export release. Game developed in Japan. See the original for more information; "Sega Ninja [Model 315-5102]".
- TECHNICAL -
Game ID: 315-5102
- TRIVIA -
Released in March 1985.
- PORTS -
* CONSOLES:
[US] Sega Master System (1986) "The Ninja [Model 5066]"
[EU] Sega Master System (1986) "The Ninja [Model MK-5066-50]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Mega Man - The Power Battle [B-Board 91634B-2] Update submitted by XtC
Mega Man - The Power Battle (c) 1995 Capcom.
Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman - The Power Battle [B-Board 91634B-2]".
- TECHNICAL -
Runs on the "CP System" hardware.
B-Board #: 91634B-2
- TRIVIA -
The Asian version has English text and character names, but doesn't have the voice samples the Japanese version has.
- PORTS -
* CONSOLES:
[US] Nintendo GBA "Mega Man Anniversary Collection" : Planned, but never published.
Nintendo GameCube [US] (june.22, 2004; "Mega Man Anniversary Collection [Model DOL-G60E-USA]")
[US] Sony PS2 (june.22, 2004, "Mega Man Anniversary Collection [Model SLUS-20833]")
[US] Microsoft XBOX (mar.15, 2005, "Mega Man Anniversary Collection")
* OTHERS:
Arcade (1995, "Capcom Play System II")
- SOURCES -
Game's ROM.
Accepted [+] [X] Shiritsu Justice Gakuen - Legion of Heroes Update submitted by XtC
Shiritsu Justice Gakuen - Legion of Heroes (c) 1997 Capcom.
- TECHNICAL -
Sony ZN-1 Hardware
Main CPU : PSX (@ 16.9344 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : SPU (@ 8 Mhz), Q-Sound (@ 4 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Shiritsu Justice Gakuen was released in November 1997 in Japan. It is known outside Japan as "Rival Schools - United by Fate".
The title of this game translates from Japanese as 'Private Justice Academy - Legion of Heroes'.
Justice Gakuen is the name of one of five schools in this game. They are :
1) Taiyou Gakuen (translates from Japanese as 'Solar Academy') : Batsu, Hinata and Kyousuke are students at this school.
2) Gorin Koukou (translates from Japanese as '5-Ring High School') : Shouma, Natsu, Roberto are students at this school. The word 'gorin' is made up of two kanji: 'go' and 'rin' .
3) Pacific High School : This is an American school, where exchange students Roy, Tiffany and Boman attend.
4) Gedou Koukou (translates from Japanese as 'Heretical Doctrine High School') : Edge, Akira, Gan are students at this school for bad kids.
5) Justice Gakuen (translates from Japanese as 'Justice Academy') : Hideo, Kyouko, Raizou and Hyou are faculty at Justice Gakuen.
Suleputer released a limited-edition soundtrack album for this game (Shiritsu Justice Gakuen - Legend of Heroes Orignal Soundtrack - CPCA-1002) on January 29, 1998.
- TIPS AND TRICKS -
* Play Against Hyo : When you get to the seventh chapter (what would normally be the last fight), defeat your opponents with a Team Up Attack and you will go on to fight Hyo, the real boss. After beating him you will also receive a different ending then you normally would.
* Free Select Mode : After 2 weeks of installation, characters can be team up freely (but no story).
* Free Select Mode Code (no need time-release) : Go to test mode's 'Dot Cross Hatch' and press on the player 1 side Up(x2), Down(x2) LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
* Play As Hyo / As Raizo : After 3 weeks of installation, insert your coin(s) and hold Start. Hyo and Raizo will be selectable.
*Play As Hyo / As Raizo (no need time-release) : Go to test mode's 'Sound&Voice' and press on the player 2 side Up(x2), Down(x2), LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
* Play As Sakura / As Akira : After 4 weeks of installation, insert your coin(s) and hold Start. There will be two arrows above Hyo and Raizo.
* Play As Sakura / As Akira (no need time-release) : When Hyo and Raizo can be used, go to test mode's 'Input' and press on the player 2 side Up(x2), Down(x2), and on the player 1 side LK, HP. Exit test mode and start a game holding Start button until character select screen appear.
- SERIES -
1. Shiritsu Justice Gakuen - Legion of Heroes (1997)
2. Moero! Justice Gakuen (2000)
- STAFF -
* CAST :
1) Taiyou Gakuen :
Batsu Ichimonji : Nobuyuki Hiyama
Hinata Wakaba : Tomoe Hanba
Kyosuke Kagami : Isshin Chiba
Hayato Nekketsu : Takumi Yamazaki
2) Gorin Koukou :
Shoma Sawamura : Yuji Ueda
Natsu Ayuhara : Narumi Tsunoda
Roberto Miura : Tomoyuki Morikawa
3) Pacific High School :
Roy Bromwell : Ryutato Okiayu
Tiffany Rose : Miki Narahashi
Boman Delgado : Takashi Nagasako
4) Gedou Koukou :
Eiji Yamada (Edge) : Yoshiharu Yamada
Akira Kazama : Chiharu Tezuka
Gan Isurugi : Takashi Nagasako
Daigo Kazama : Koichi Yamadera
5) Justice Gakuen :
Hideo Shimazu : Tetsuo Mizutori
Kyoko Minazuki : Kotono Mitsuishi
Raizo Imawano : Tomomichi Nishimura
Hyou Imawano : Kaneto Shiozawa
6) Tamagawa Minami Koukou :
Sakura Kasugano : Yuko Sasamoto
7) Sub-characters :
Shizuku Itsumonji (Batsu's mother) : Kotono Mitsuishi
Kohai B / Hisho / Committee Chairman : Miki Narahashi
Kohai A : Tomoe Hanba
Tiffany's Dad : Tetsuo Mizutori
Professor : Tomomichi Nishimura
Narration : Kaneto Shiozawa
- PORTS -
Here is a list of ports released in Japan. For ports released outside Japan, please see the Export version's entry; "Rival Schools - United by Fate".
* CONSOLES:
[JP] Sony PlayStation (jul.30, 1998) [Model SLPS-01240~1]
[JP] Sony PlayStation (feb.22, 2012) : PSOne Classics edition
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.capcom.co.jp/newproducts/arcade/justice/justice.html
Accepted [+] [X] Heavy Barrel [Model 1US33] Update submitted by XtC
Heavy Barrel (c) 1987 Data East USA, Incorporated.
- TECHNICAL -
Dedicated Upright game.
[Model 1US33]
- TRIVIA -
Heavy Barrel was released in December 1987 in the USA. Sold by Data East USA, Inc.
- PORTS -
* CONSOLES:
[US] Nintendo NES (mar.1990) "Heavy Barrel [Model NES-HV]"
[US] Nintendo Wii (feb.19, 2010) "Data East Arcade Classics [Model RVL-P-R26E]"
* COMPUTERS:
[US] PC [MS-DOS, 5.25"] (1989)
[US] Apple II (1989)
* OTHERS:
LCD handheld game [US] (1988) : released by Tiger Electronics and contains 4 missions with a total of 18 levels of difficulty. You can choose between 3 different weapons : guns, missiles and cannons. Each weapon is intended for a specific enemy.
- SOURCES -
Game's ROM.
Game's Manual.
Accepted [+] [X] Gradius III - Densetsu Kara Shinwa-e [Model GX945] Update submitted by XtC
Gradius III - Densetsu Kara Shinwa-e (c) 1989 Konami.
The Vic Viper starfighter returns to battle the onslaughts of the Bacterion Empire.
- TECHNICAL -
Konami TMNT Based Hardware
Game ID : GX945
Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Gradius III was released in December 1989 in Japan.
The subtitle of this game translates from Japanese as 'From Legend to Myth'.
This game is known outside Japan (and Asia) as "Gradius III [Model GX945]".
Konami released a limited-edition soundtrack album for this game (Gradius Arcade Soundtrack - KMCA-155) on 03/04/2002.
- TIPS AND TRICKS -
* Power meters:
1) Type A:
- Missile: Falls to the ground, then slides along it until it hits something.
- Double: Fires a bullet at 45 degrees up as well as forward.
- Laser: Replaces your bullets with a blue beam.
2) Type B:
- Spread Bomb: Large explosion of death.
- Tail Gun: Fires backwards as well as forwards.
- Ripple: Salamander's ripple laser.
3) Type C:
- 2-Way: Bombs fall up and down.
- Vertical: Fires a bullet directly upward as well as forward.
- C. Laser: Toothpaste laser rides again.
4) Type D:
- Photon Torpedo: Similar to standard missile, but goes straight through enemies.
- Free Way: Fires in direction your ship is moving.
- Twin Laser: Twin sets of short beams.
* Edit mode weapons:
1) Missile:
- Normal: Falls to the ground, then slides along it until it hits something.
- Control: Flies vaguely in direction ship is moving.
- Upper: Gravity-defying upward missile.
- S.Spread: Backwards-firing spread bomb.
2) Double:
- Vertical: Fires a bullet directly upward as well as forward.
- Spread Gun: Fires diverging bullets forwards. Select twice for triple shot.
- Tail Gun: Fires backwards as well as forwards.
- Free Way: Fires in direction your ship is moving.
3) Laser:
- Twin Laser: Twin sets of short beams.
- Ripple: Expanding loops of destruction.
- E. Laser: R-Type style charge-up weapon.
- C. Laser: Toothpaste laser once again.
4) Option:
- Option: The multiple we all know and love.
- S. Option: Strangely behaved multiple with a mind of its own.
5) ?:
- Force Field: All-over protection.
- Shield: Nemesis-style twin barriers.
- Free Shield: Barriers which can be stuck anywhere on the ship.
- Reduce: Shrinks the spaceship. Can be selected twice.
6) !:
- Normal: Return to normal bullets.
- Speed Down: Reverses the effects of speed up.
- Option: Another chance to select a multiple.
* Change BGM : In Stage 3 (In The Wind), around the T-shaped cliff, you will find an enemy bay against the wall and under a ceiling, which is nearly impossible to hit except with the use of some types of Missiles and the S.Option. Destroy it and the BGM in the stage will change.
* Play First Level Of "Salamander" Or Gradius : In Stage 10, when you are at the last boss of the game, get hit by the boss' attack that comes out of its mouth. You will then be taken either to Salamander stage 1 or Gradius stage 1.
* Stage Skip :
1. Turn Odd Number Dip Switches except Dip 1-5 AFTER boot up. As follows :
Coin A = 1 Coin/6 Credits
Coin B = 1 Coin/6 Credits
Lives = 3
Cabinet = Upright
Bonus Life = 50000
Difficulty = Hard
Demo Sounds = Off
Flip Screen = On
Upright Controls = Single
Service Mode = On
Unknown = Off
2. In game, hold Service Switch (Coin 3 = Key 7 in Mame) then press 1P Start Button.
- SERIES -
1. Gradius [Model GX400] (1985, ARC)
2. Gradius 2 [Model RC751] (1987, MSX)
3. Gradius II - GOFER no Yabou [Model GX785] (1988, ARC)
4. Gradius III - Densetsu Kara Shinwa-e [Model GX945] (1989, ARC)
5. Nemesis '90 Kai [Model GS-166] (1993, X68K)
6. Solar Assault - Gradius (1997, ARC)
7. Gradius Gaiden (1997, PSX)
8. Gradius IV - Fukkatsu (1998, ARC)
9. Gradius Generation [Model AGB-AGAJ-JPN] (2001, GBA)
10. Gradius V [Model SLPM-62462] (2004, PS2)
11. Gradius Neo (2004, NTT DoCoMo i-mode Phones)
12. Gradius Neo Imperial (2005, NTT DoCoMo i-mode Phones)
13. Gradius Wide (2007, NTT DoCoMo i-mode Phones)
14. Gradius Rebirth [Model RVL-WGDJ-JPN] (2008, WII)
- STAFF -
Director : Hiroyasu Machiguchi
Game programmers : T. Shimomura, Yuko Itoh, M. Ozawa
Graphic designers : T. Miyoshi, M. Igarashi, R. Itoh, K. Hattori, Y. Asano
Sound editors : J. Kaneda, S. Fukami, M. Higashino, Kengo Nakamura, Mutsuhiko Izumi
Engineer : K. Ban, K. Itoh
Title designers : F. Shibuya, M. Yoshihashi
- PORTS -
* CONSOLES:
Nintendo Super Famicom (1991)
Sony PlayStation 2 (2000, "Gradius III & IV")
Sony PSP (2006, "Gradius Collection")
Nintendo Wii [Virtual Console] (2007) : SNES version
* COMPUTERS:
Sharp X68000
- SOURCES -
Game's ROM.
Game's screenshots.
Accepted [+] [X] Get Bass - Sega Bass Fishing Update submitted by XtC
Get Bass - Sega Bass Fishing (c) 1997 Sega.
A fishing game from Sega.
- TECHNICAL -
Runs on the Sega "Model 3" hardware.
Players : 1
Control : paddle
Buttons : 2
- TRIVIA -
Get Bass was released in December 1997 in Japan.
This game is also known as "Get Bass" in Japan, but can be called "Get Bass - Sega Bass Fishing".
The announcer's voice in this game did also the voice of the announcer in the previously released Model 2 games, "Sega Water Ski", and "Manx TT SuperBike".
This was the last game released for the Model 3 Step 1.0 hardware, after "Virtua Fighter 3tb".
- SERIES -
1. Get Bass - Sega Bass Fishing (1997)
2. Sega Marine Fishing (2000)
3. Get Bass 2 (2001)
- STAFF -
Music : Sachio Ogawa
Voice Actor : Hisaki Nimiya
- PORTS -
* CONSOLES:
Sega Dreamcast (1999)
Microsoft Xbox 360 (2011) "Dreamcast Collection"
* COMPUTERS:
PC (2001)
- SOURCES -
Game's manual.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Galaga '88 Update submitted by XtC
Galaga '88 (c) 1987 Namco.
Galaga '88 is an updated version of the old favorite, "Galaga", with more invaders and more player firepower. Galaga '88 gives players a chance to once again repel the invaders from the Galagan Kingdom. One or two players can try their hand at fighting the invaders. This time the Galagans have four more allies, each with unique weapons and defenses that a player must overcome.
By destroying special enemies or obstacles the player can get 'items'. When a player has two items, they can warp to another dimension to confront more Galagan ships with new strategies. In the Challenging Stages (labelled in this game as 'That's Galactic Dancin'), the player shoots down as many invaders as possible as the Galagans dance to a waltz, tango, march or jazz tune.
The player selects single or dual ship power. The objective is to destroy all the Galagan foes in each of the 29 sectors of the galaxy, with each sector more difficult than the last.
Unique Features :
* More opponents. In addition to Boss, Goei and Zako, the original Galagan crew, Don, Nin, Ban, and Gan have been added. Each of the Galagans has a unique way of challenging the players.
* Different types of ships. Players can choose single or dual ships (if the game option is set for dual and single). When the player retrieves a dual ship from the Boss's tractor beam, it turns into a triple ship with ten times the power of a single ship.
* Challenging Stages. In the 'That's Galactic Dancin' stages, the Galagan invaders dance to a waltz, tango, Sousa march or jazz tune, while the player shoots down Galagans to earn bonus points.
* Warping to a new dimension. By destroying particular enemies or obstacles and capturing two of their items, the player can warp to the next dimension.
* Player challenge. Each dimension has different mix of Galagans with different strategies to be overcome.
* Win back captured ships. The player can win back ships captured in the Boss Galaga's tractor beam. When the player destroys the Boss, the ships are released. If the player retrieves them, the ships become dual ships if they were single and triple if they were dual.
* High Score Mode. Upon completing a game, a player can enter his initials if they are among the top eight scorers on the game.
- TECHNICAL -
This title was usually sold as a conversion kit (most games were back in 1988). It used the standard JAMMA harness. The marquee showed a gold 'Galaga '88' logo on a field of red teardrops. The side-art had the same picture as the marquee, but without the background. The control panel featured a single 2-way joystick and a 'FIRE' button on either side (along with Start buttons and game instructions). Many of these machines will have 8-way joysticks instead of the original 2-way ones, they are interchangeable as far as this game is concerned.
Namco System 1 hardware
Game ID : G8
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Players : 2
Control : 2-way joystick
Buttons : 1 (FIRE)
- TRIVIA -
Galaga '88 was released in December 1987 in Japan.
An homage to "Bosconian" is paid in stages 15-17 (Dimension 4) with the green hexagonal space stations in the background, as well as the mines which are used as scenery objects.
Challenging Stage 2 from Dimension 1 is used as a loading game in "Ridge Racer Revolution" for the original Sony PlayStation.
Stephen Krogman holds the official record for this game with 1,575,490 points.
- TIPS AND TRICKS -
* Perfect Bonus : Shoot all 40 enemies in the 'That's Galactic Dancin' bonus stages to receive a 'Perfect' bonus just like in the Challenging Stages in the original "Galaga". Initially this bonus is 10,000 points but it increases on later 'That's Galactic Dancin' stages.
* Secret Bonus : during the 'That's Galactic Dancin' bonus stages, don't touch anything : don't shoot and don't move (simply don't touch the joystick); at the end of the dance and after getting ZERO hits and ZERO points, you'll receive a 10,000 points 'Secret Bonus'.
* Pick up two blue items to get a bonus and go to the next harder dimension after completing a 'That's Galactic Dancin' stage. This bonus is also initially 10,000 points but increases each time you achieve it.
* Pick up a purple item which appears on later stages to immediately get a triple-firepower ship.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection"
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix"
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"
- STAFF -
Sound composed by : Hiroyuki Kawada
- PORTS -
NOTE: For ports released in North America, please see the Atari version entry.
* CONSOLES:
[JP] NEC PC-Engine (jul.15, 1988) "Galaga '88 [Model NC63002]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.4, 2009) "Namco Museum - Virtual Arcade"
Nintendo Wii [Virtual Console Arcade] [JP] (june.23, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
Handhelds :
[EU] Sega Game Gear (1991) "Galaga 2"
[JP] Sega Game Gear (oct.25, 1991) "Galaga '91 [Model T-14057]"
* COMPUTERS:
[JP] Sharp X68000 (june.30, 1990) : by Dempa Shimbunsha
[EU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
PC [MS Windows, CD-ROM] [AU] (may.19, 2006) "Namco Museum - 50th Anniversary"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Dump Matsumoto [Model 317-0011a] Update submitted by XtC
Dump Matsumoto (c) 1986 Sega.
A female wrestling game starring some VERY ugly women!
- TECHNICAL -
Runs on the Sega "System 16A" hardware.
Game ID: 317-0011a
Players: 2
Control: 8-way joystick
Buttons: 3
- TRIVIA -
Dump Matsumoto was released in May 1986 in Japan.
This game is known outside Japan as "Body Slam".
- PORTS -
* CONSOLES:
Sega Master System (1986) "Gokuaku Doumei Dump Matsumoto"
Nintendo Famicom : Unreleased
- SOURCES -
Game's ROM.
Accepted [+] [X] Dead or Alive 2 Update submitted by XtC
Dead or Alive 2 (c) 1999 Tecmo.
A brilliant 3-D fighting game from Tecmo. The gameplay is similar to its predecessor, but now has new additions such as multi-tiered arenas and tag-team matches.
- TECHNICAL -
CARTRIDGE ID: 841-0003C
Runs on the Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Released in October 1999.
Wake Up released a limited-edition soundtrack album for this game (Dead or Alive 2 Original Sound Trax - KWCD-1001) on 12/01/2000.
An other soundtrack album was released by Wake Up for the Playstation 2 version of the game (Dead or Alive 2 Original Sound Trax PlayStation 2 Version - KWCD-1004) on 21/05/2000.
- TIPS AND TRICKS -
* Replay Rewind: Pressing Free+Kick during the 'KO' sequence will allow you to rewind the replay sequence with the Punch button.
* High School Uniforms: Insert a coin. Hold down the Punch & Kick buttons. Press Start while holding down Punch & Kick. You can now select the Japanese High School Uniforms for Kasumi and Ayane!
* Select Win Pose : Holding Punch+Kick, Free+Punch, or Free+Kick during the replay will allow you to select your win pose.
* Controlling camera during win pose: After winning a bout in either Single or Time Attack mode, hold down Punch after the replay finishes. You will then be able to move the camera around using the stick. Keep holding down Punch while moving the stick. Free will zoom into your fighter, while Kick will zoom out. The only limitations to camera movement are that you cannot look directly above or below your fighter.
* Operator's Password - Tag Mode:
1) Choose "Password" by 1P then press 1P F button in the test menu
2) Select "Tag Battle Mode"
3) Input "LOVE?" then press 1P F button
* Operator's Password - Survival Mode:
1) Choose "Password" by 1P then press 1P F button in the test menu
2) Select "Survival Mode"
3) Input "MIRAI" then press 1P F button
- SERIES -
1. Dead or Alive (1996, Arcade)
2. Dead or Alive ++ (1998, Arcade)
3. Dead or Alive 2 (1999, Arcade)
4. Dead or Alive 2 Millennium (2000, Arcade)
5. Dead or Alive 3 (2001, XBOX)
6. Dead or Alive 4 (2005, XBOX 360)
7. Dead or Alive - Dimensions (2011, 3DS)
8. Dead or Alive 5 (2012, PS3, XBOX 360)
9. Dead or Alive 5 Ultimate Arcade (2013)
- PORTS -
* CONSOLES:
Sega Dreamcast (2000)
Sega Dreamcast (2000) "Dead Or Alive 2 Limited Edition"
Sony PlayStation 2 (2000) "Dead Or Alive 2 Hardcore"
Microsoft XBOX (2004) "Dead or Alive Ultimate"
- SOURCES -
Game's ROM.
Game's screenshots.
Accepted [+] [X] Dungeons & Dragons - Shadow Over Mystara [Grey Board] Update submitted by XtC
Dungeons & Dragons - Shadow Over Mystara (c) 1996 Capcom Company, Limited.
Asian release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Dungeons & Dragons - Shadow Over Mystara [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Grey Board [Asia]
- PORTS -
* COMPUTERS:
PC [MS Windows, CD-ROM] [KO] (2003) : by MCB Interactive
- SOURCES -
Game's ROM.
Accepted [+] [X] Arkanoid Update submitted by XtC
Arkanoid (c) 1986 Romstar.
North American version. For more information about the game, please see the original Taito Japan entry.
- TRIVIA -
Arkanoid was released by Romstar, under license by Taito, in August 1986 in the USA.
- PORTS -
* CONSOLES:
[US] Nintendo NES (aug.1987) "Arkanoid [Model NES-AR-USA]"
* COMPUTERS:
[US] Apple II (1985)
[US] Atari 7800 : Homebrew
[US] Commodore Amiga (1987)
[US] Commodore C64 (1987)
[US] Tandy Color Computer (1989)
[US] PC [MS-DOS] (1988)
[US] Apple II GS (1988)
[US] Apple Macintosh (1988) : by Discovery Software
[US] Tandy Color Computer 1 or 2 (1989)
[US] Tandy Color Computer 3 (1989) : The same Tandy cartridge runs on Color Computer 1 or 2, or in enhanced mode on Color Computer 3.
* OTHERS:
[US] Mobile Phones (nov.11, 2003) : Online version
[US] Apple iPhone/iPod (aug.31, 2009) "Arkanoid [Model 328321410]"
[US] Blackberry (nov.17, 2009) "Arkanoid [Model 4411]"
- SOURCES -
Game's ROM.
Accepted [+] [X] 99 Bottles of Beer Update submitted by XtC
99 Bottles of Beer (c) 1999 Bally.
This fun video slot sports a barroom theme, complete with frosty mugs of beer, a colorful cast of bar patrons and Lou, everyone's favorite bartender.
- TIPS AND TRICKS -
* Payback Percentages: 88%-97%
* 2 or more adjacent 'beer' labels anywhere in the window will cause a bottle to drop from one of three beer chutes beside the reels and reveal a mystery bonus. Each bottle will award the player from 1 to 10 times the total bet. If 2 beer label symbols occur on reels 1 and 2 the top chute will drop a bottle. If the beer label symbols occur on reels 2 and 3, the center chute will drop a bottle and if beer label symbols occur on reels 3 and 4 the bottom chute will drop a bottle. Matching 3 adjacent beer label symbols will drop 2 bottles, and a 4 symbol adjacent scatter will drop three beer bottles.
* Dart Mystery pay feature: Darts animate, dart boards spin to reveal a mystery pay amount. When 3 dart symbols appear in a winning combination a mystery pay between 15 to 35 times amount bet on the payline occurs. When 4 dart symbols appear in a winning combination a mystery pay between 40 to 60 times amount bet on the payline occurs.
* 'Chug-a-Mug' feature: 2 or more adjacent patron symbols scattered anywhere in the window start the 'Chug-a-Mug' feature. A second screen will appear showing 4 patrons siting at a bar. The player must select 1 of the patrons to participate in the 'Chug-a-Mug' feature. The bartender will serve the patron from 3 to 6 steins of beer. Each beer that the patron drinks will award for each beer until the patron misses a served stein. The total of all the beer steins that the patron was able to drink is paid to the player. The total amounts paid for the 'Chug-a-Mug' feature are as follows:
2 Patrons: 5-25 times bet.
3 Patrons: 10-50 times bet.
4 Patrons: 20-100 times bet.
- PORTS -
* COMPUTERS:
PC [MS-Windows] (2006) "101 Bally Slots" : by Masque Publishing
Macintosh (2006) "101 Bally Slots" : by Masque Publishing
PC [MS Windows] (2007) "Slots Triple Play" : by Masque Publishing
Macintosh (2007) "Slots Triple Play" : by Masque Publishing
- SOURCES -
Slot's picture.
Game's ROM.
Accepted [+] [X] XII STAG Update submitted by XtC
XII STAG (c) 2002 Triangle Service.
A great vertical shoot'em up.
The aerial war began, you are the pilot on of a futuristic blue aircraft and must destroy and defeat using Main shot, Bomb barrier, Side-attack and Backfire-attack, every enemies and avoid the bullet hell, and eliminate powerfull bosses to clear the whole stage and reach the end and finish victorious this war!
- TECHNICAL -
Runs on the "Taito G-Net" hardware.
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Shoot, [B] Bomb, [C] Full-Auto Shoot
- TRIVIA -
XII STAG was released on July 15, 2002 exclusively in Japan.
- TIPS AND TRICKS -
The high score multiplier can only be increased by attacking enemies from either the sides (activated by wiggling the joystick rapidly left and right or alternatively by a singly button press) and rear attacks which are initiated automatically should any craft venture to close to your tail pipe.
- STAFF -
Graphic: Gowmer
Sound: Naoto
Program: T. Fujino
- PORTS -
* CONSOLES:
[KO] Sony PlayStation 2 (2003) "XII Stag [Model SLKA-15011]"
[JP] Sony PlayStation 2 (2003) "XII Stag [Model SLPM-62318]"
[UK] Sony PlayStation 2 (2004) "XII Stag [Model SLES-51704]"
Microsoft XBOX 360 (2013) "Shooting Love 10th Anniversary XIIZeal & Deltazeal"
* COMPUTERS:
PC (2005) "XII Stag Limited"
* OTHERS:
Windows Mobile Phones (2006) "XIIZeal"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website; http://www.triangleservice.co.jp/html/xiistag/index.html
Accepted [+] [X] Virtual On - Cyber Troopers Update submitted by XtC
Virtual On - Cyber Troopers (c) 1995 Sega.
- TECHNICAL -
Runs on the Sega "Model 2B" hardware.
Players: 2
Control: 8-way joystick
Buttons: 4
- TRIVIA -
Released in November 1995 in Japan and in January 1996 in the US.
Toshiba EMI / Yumex released a limited-edition soundtrack album for this game (Cyber Troopers Virtual-On Official Sound Data - TYCY-5486) on 29/05/1996.
- SERIES -
1. Virtual On - Cyber Troopers (1995, Arcade)
2. Cyber Troopers Virtual On - Oratorio Tangram (1998, Arcade)
3. Virtual On - Oratorio Tangram -M.S.B.S.Ver.5.66- (2000, Arcade)
4. Cyber Troopers Virtual-On 4 'Force' (2001, Arcade)
5. Dennou Senki Virtual-On Marz (2003, PS2)
- PORTS -
* CONSOLES:
Sega Saturn (1996)
* COMPUTERS:
PC [MS Windows 9x, CD-ROM] [Model HCJ-0123] (Jun.1997)
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Tutankham Update submitted by XtC
Tutankham (c) 1982 Stern Electronics.
North American version. Game developed in Japan. For more information about the game, please refer the original Konami entry; "Tutankham [Model GX350]".
- TRIVIA -
Tutankham was released by Stern Electronics, under license by Konami, in July 1982 in the USA.
A Tutankham unit appears in the 1983 movie 'WarGames'.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1983) "Tutankham [Model PB5340]"
[US] Atari 5200 : Release cancelled
[US] Mattel Intellivision (1983) "Tutankham [Model PB6340]"
[US] Colecovision (1984) "Tutankham [Model 9840]"
* HANDHELDS:
[US] Nintendo DS (mar.27, 2007) "Konami Classic Series - Arcade Hits [Model NTR-ACXE-USA]" : as 'Horror Maze'
* COMPUTERS:
[US] Atari 800 : Release cancelled
[US] Commodore VIC-20 (1983)
[US] Tandy Color Computer (1984) "The Touchstone"
[US] Texas Instruments TI-99/4A : Release cancelled
* OTHERS:
[US] LCD handheld game : Released by Konami
[US] VFD handheld game (1983) : Released by Bandai
- SOURCES -
Game's ROM.
Game's Picture.
Accepted [+] [X] TANK Update submitted by XtC
TANK (c) 1985 SNK.
During the final days of World War II, the allied forces sends special forces member Colonel Ralf to penetrate an enemy base and destroy a secret weapon by driving a new prototype tank.
- TECHNICAL -
Game ID : A3006
Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz)
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Released in September 1985 in Japan.
The staff info appears on the 'TANK' letter on the title screen.
This was the first appearance of Ralf Jones, protagonist of "Ikari Warriors", and a fighter in "The King of Fighters '94" and its sequels. Unlike Ikari and KOF games, which were set in modern times, T.N.K. III is set during World War II.
Export releases:
"TNK III"
- STAFF -
Programmers: Hasegawa, Noriko
Sound: Tsuji
Hardware: Akitadesi
Art: Tama, Nakai, Funahasi
Producers: Mr. Oba, Bon
- PORTS -
* CONSOLES:
Nintendo NES "Iron Tank/Great Tank"
Sony PlayStation 3 [PSN]
Sony PlayStation Portable [PSN]
[JP] Sony PlayStation Portable (apr.21, 2011) "SNK Arcade Classics 0"
[JP] Sony PlayStation 4 "Arcade Archives"
Nintendo Switch (07/11/2019) "Arcade Archives"
- SOURCES -
Game's ROM.
Japanese pamphlet for TANK.
Accepted [+] [X] Super Shanghai - Dragon's Eye Update submitted by XtC
Super Shanghai - Dragon's Eye (c) 1992 Hot-B.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 14 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 4 Mhz), OKI6295 (@ 7.757 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 240 pixels
Screen refresh : 60.00 Hz
Palette Colors : 4096
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in July 1992 in Japan.
- SERIES -
1. Shanghai (1988)
2. Shanghai II (1989)
3. Super Shanghai Dragon's Eye (1992)
4. Shanghai III (1993)
5. Sanrio Shanghai (1994, Nintendo Super Famicom)
6. Shanghai - Banri no Choujou [Model 610-0374-02] (1995)
7. Shanghai - Great Moments (1995, PC [MS Windows])
8. Game no Tatsujin - The Shanghai (1995, Sony Playstation)
9. Shanghai Dynasty (1997, PC [MS Windows])
10. Shangai Matekibuyuu (1998)
11. Shanghai Pocket (1998, Nintendo Game Boy & Game Boy Color)
11. Shanghai Pocket (1999, Wonder Swan)
12. Shanghai - Second Dynasty (1999, PC [MS Windows])
13. Shanghai Mahjong (2000, PC [MS Windows])
14. Shanghai - Four Elements (2000, Sony Playstation 2)
15. Shanghai Shoryu Sairin (2000)
16. Shanghai Mini (2000, NeoGeo Pocket Color)
17. Shanghai - Sangoku Pai Tatagi (2002, Sony Playstation 2)
18. Shanghai Advance (2002, Nintendo Game Boy Advance)
19. Super Shanghai 2005 (2004, Sony PlayStation 2)
20. Tsuushin Shanghai (2005, Sony PlayStation 2)
- PORTS -
* CONSOLES:
Nintendo Super Famicom (1992) "Super Shanghai - Dragon's Eye [Model SHVC-DE]" : by Hot-B
* COMPUTERS:
PC9801 (1991) "Super Shanghai - Dragon's Eye" : by Hot-B
X68000 (1991) "Super Shanghai - Dragon's Eye" : by Brother Kougyou
MSX 2 (1991) "Super Shanghai - Dragon's Eye" : by Hot-B
Fujitsu FM Towns CD (1991) "Super Shanghai - Dragon's Eye" : by Hot-B
- SOURCES -
Game's ROM.
Accepted [+] [X] Sega Rally 2 - Sega Rally Championship Update submitted by XtC
Sega Rally 2 - Sega Rally Championship (c) 1998 Sega.
- TECHNICAL -
Runs on the Sega "Model 3 Step 2.0" hardware.
Players : 1
Control : Paddle
Buttons : 8
- TRIVIA -
Released in February 1998 in Japan.
The game serves 1,000,000 polygons per second, three time faster than "Sega Rally Championship".
Soundtrack releases :
Sega Rally Championship 2 Original Soundtrack [Marvelous Entertainment (MMV) - MJCA-00017 - Apr 1, 1998]
- TIPS AND TRICKS -
* Extra Cars from "Sega Rally Championship" After the machine is installed and run for more than 30 days & 100 games played, press the Select button and pull the Handbrake at the same time on car selection screen, then you'll see the Lancia Delta & Toyota Celica slide into the screen from left.
* Time Difference Mode Press the Select button and pull the Handbrake at the same time after name entry, hold it until the game start, then you will be playing the game in 'Time Difference Mode'.
* Score Attack Mode : After the machine is installed and run for more than 30 days & 100 games played, choose Championship mode, in stage 4 'Riviera' there's 2 hairpin corners, knock down 2 pylons from left to right after the second hairpin in the first lap, then in the second lap you should see an entrance opened on your left hand side after the second hairpin corner. Go inside and have fun! (an extra 30 seconds is added to your game).
* No Handicap for linked game : All players need to step on the brake to choose course when playing linked games. Release brake when the game starts.
* Name Change : The following is a list of initials and what they change to :
SEX - SEC
XXX - AMB
XX - SEC
X - M.A
YU - AM2 (Yu Suzuki of AM2)
* Name Change Extra : Name change extra works in a similar way, only having typed the relevant initials an actual name is displayed on the car instead of the entered initials. Examples are :
SAS - Sasaki
MAS - Masaki
POO - Some Japanese characters
* No Music : After you have entered your initials, press Start and hold until game starts. Note : some machines may have the music turned off by default.
- SERIES -
1. Sega Rally Championship (1995)
2. Sega Rally 2 - Sega Rally Championship (1998)
3. Sega Rally 2006 (2006, PS2) : Japanese release.
4. Sega Rally Revo (2007, PS3, XBOX360, PC, PS2, PSP)
5. SR3 - Sega Rally 3 (2008)
- STAFF -
Sound composer : Tatsuhiko Fuyuno, Jun Senoue, Low Dogs, Tetsuya Yamamoto, Kenji Iino, Takenobu Mitsuyoshi
- PORTS -
* CONSOLES:
Sega Dreamcast (1999) "Sega Rally 2 - Sega Rally Championship [Model HDR-0010]"
* COMPUTERS:
PC [MS Windows 9x, CD-ROM] [Model HCJ-0145] (Jun.1999)
- SOURCES -
Game's manuals.
Game's picture.
Game's ROMs.
Accepted [+] [X] Super Puzzle Fighter II X [Green Board] Update submitted by XtC
Super Puzzle Fighter II X (c) 1996 Capcom Co, Limited.
Super Puzzle Fighter II X is a puzzle game for one or two players based upon Capcom's legendary "Street Fighter" and "Vampire" series of fighting games.
Super Puzzle Fighter II X's gameplay is reminiscent of Sega's superb 1992 puzzle game, "Puyo Puyo" with players taking on the role of one of the famous Street Fighter characters, represented visually between the two play areas in the middle of the screen. The aim is to manipulate falling coloured gem blocks, matching the colours to gems already in the play area; before finally destroying them with orbs of a like colour.
Gems can only be eliminated by coming into contact with a 'Crash Gem' of the same colour. This eliminates all adjacent gems of that colour, setting up the potential for huge chain reactions.
As gems are eliminated, garbage blocks called 'Counter Gems' will drop into the opponent's playfield; these will eventually become normal gems, but only after they count down to zero (most Counter Gem countdowns start at '5' and are reduced by one each time a new pair of gems is dropped on that board), until that time they cannot be eliminated by normal means. The only way to eliminate Counter Gems before they become normal gems is to place a Crash Gem of that colour nearby so it eliminates at least one normal gem. If this is done, all Counter Gems immediately adjacent to the Crash Gem will be taken out as well.
Additionally, gems of the same colour that form squares or rectangles (of at least two blocks tall and wide) in the pit become a giant Power Gem of that size and color; eliminating these as part of a combo increases the number of Counter Gems that would otherwise normally appear on the opponent's board.
The only other type of piece to appear is a diamond, which eliminates all the normal, Power, Counter and Crash gems of whichever colour gem it lands on. This, too, will cause Counter Gems to appear on the opponent's board.
Whenever a player destroys a number of blocks, their on-screen Street Fighter counter-part will be shown attacking the opponent character. The fighting move used is dependent on both the colour and number of blocks the player has destroyed.
The available in-game characters, and games from which they are taken (based on first appearance) are :
* Ryu ("Street Fighter")
* Ken ("Street Fighter")
* Chun-Li ("Street Fighter II - The World Warrior")
* Sakura ("Street Fighter Zero 2 [CP-S II No. 15]")
* Morrigan ("Vampire - The Night Warriors [CP-S II No. 05]")
* Donovan ("Vampire Hunter - Darkstalkers' Revenge [CP-S II No. 09]")
* Lei Lei ("Vampire Hunter - Darkstalkers' Revenge [CP-S II No. 09]")
* Felicia ("Vampire - The Night Warriors [CP-S II No. 05]")
Hidden characters:
* Gouki ("Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis]")
* Dan ("Street Fighter Zero [CP-S II No. 11]")
* Devilotte ("Cyberbots - Fullmetal Madness [CP-S II No. 10]")
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 2 per player.
=> ROTATE LEFT, ROTATE RIGHT
- TRIVIA -
Super Puzzle Fighter II X was released in May 1996 in the Japanese Arcades. It was known there as the 16th video game released for the CPS2 hardware.
The title is derived from "Super Street Fighter II X - Grand Master Challenge", but most of the graphics, sounds, and presentation is inspired by "Street Fighter Zero".
The game is known outside Japan as "Super Puzzle Fighter II Turbo". Here are some known Export releases :
"Super Puzzle Fighter II Turbo [Blue Board]"
"Super Puzzle Fighter II Turbo [Orange Board]"
"Super Puzzle Fighter II Turbo [Grey Board]"
Devilot (secret character) is from "Cyberbots - Fullmetal Madness" (on the S-008 Super-8).
In the background of Chun-Li's stage, there is "Son Son" flying around on a cloud.
Sakura's stage is based on Ryu and Guy's stages from "Street Fighter Zero".
Ryu's stage is a variation of this, with a bunch of strange stuff in the background.
Ken's stage is based on Ken and Nash's stages from "Street Fighter Zero".
Dan's stage is a variation of this stage, set at a different time of day.
Gouki's stage is based on his "Street Fighter Zero 2" stage.
Victor Entertainment released a limited-edition soundtrack album for this game (Quiz Nanairo Dreams Nijiirochou no Kiseki, Super Puzzle Fighter II X - VICL-40210) on January 22, 1997.
- TIPS AND TRICKS -
* Play as Gouki : Move to Morrigan if you're player one or to Felicia if you're player two, then press and hold Start. Move the joystick Left, Down, Left, Down, Left, Down and then hold Left and press any button. Player two should move the joystick Right, Down, Right, Down, Right, Down then hold Right and press any button.
* Play as Dan : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold Start, move the joystick Down 13 times and then hit any other button.
* Play as Devilot : Move to Morrigan if you're player one or to Felicia if you're player two. Press and hold the Start button and move the joystick Down 13 times. Wait for the clock to reach 10 seconds and then hit any other button.
- STAFF -
Game designers : Murasaki Umagoyasi, SPP Iorya
Programmers : Knight Rider Giu, Cham Cho Choy, Shinchan, Eternal Sailor, Team Dirtyberet
Scroll designers : Nissui, Iwai, Meiko. K, Saru, Hisoya Akemi, Ojiji, S. Kuwatch, Takky, Konsutantinkun, Hiro
Character designers : Edayan, Goidanokei
Object designers : Masarusan N, Ino, Aska
Sound designer : Hiroaki Kondo (X68K)
Sound assists : Satoshi Ise
Music & Arrangement composers : Tatsuro Zuzuki (Tatsuro-), Isao Abe, Yuko Kadota, Syun Nishigaki, Setsuo Yamamoto, Takayuki Iwai (Anarchy Takapon)
Producers : Noritaka Funamizu, Saddy
Sound staff : Hideki Okugawa, Ryoji Yamamoto
Design staff : Daigo Ikeno, Masae Okano, Satoshi Ukai, Shinchiro Komizu
Producer : Yoshimi Ohnishi
General producer : Noritaka Funamizu
Supervisor : Yoshiki Okamoto
* Cast :
Felicia, Lei Lei, narration : Araki Kae
Devilot, Morrigan : Jinguuji Yayoi
Chun Li : Miyamura Yuko
Sakura : Sakamoto Yuko
Ryu : Hoshi Souichirou
Dan : Hosoi Osamu
Ken, Donovan : Iwanaga Tetsuya
Gouki : Tomomichi Nishimura
- PORTS -
Here is a list of ports released in Japan. For ports released outside Japan, please see the Export version entry; "Super Puzzle Fighter II Turbo [Blue Board]".
* CONSOLES:
[JP] Sega Saturn (dec.6, 1996) "Super Puzzle Fighter II X [Model T-1213G]"
[JP] Sony PlayStation (dec.6, 1996) "Super Puzzle Fighter II X [Model SLPS-00611]"
Sega Dreamcast [JP] (jul.5, 2001) "Super Puzzle Fighter II X for Matching Service [Model T-1250M]"
* HANDHELDS:
[JP] Nintendo GBA : Unreleased
- SOURCES -
Game's ROM.
Accepted [+] [X] Hyper Dyne SIDE ARMS Update submitted by XtC
Hyper Dyne SIDE ARMS (c) 1986 Capcom Company, Limited.
North American release. Game developed in Japan. For more information about the game itself, please see the original Capcom version entry.
- TRIVIA -
Hyper Dyne Side Arms was released in November 1986 in North America. Disributed by Romstar under license from Capcom.
- PORTS -
* CONSOLES:
Nintendo NES : Unreleased prototype
NEC TurboGrafx-16 [US] (1989) "Side Arms [Model RTGX10001]"
[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2"
[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]"
Sony PlayStation 2 [AU] (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] (mar.19, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]"
Microsoft XBOX 360 [XBLA] [US] (mar.20, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
* COMPUTERS:
PC [MS-DOS, 5.25"] [US] (1988) : Re-released in 1991
[EU] Commodore C64 (1988)
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1988)
[EU] Atari ST (1988)
[EU] Commodore Amiga (1989)
Amstrad CPC [FR] (1990) "10 Jeux Spectaculaires"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Street Fighter Zero 3 [Green Board] Update submitted by XtC
Street Fighter Zero 3 (c) 1998 Capcom Company, Limited.
25 fighters mix it up to have a shot at Shin Vega in the height of his power! Featuring 3 fighting styles for each character.
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Street Fighter Zero 3 was released in June 1998 in the Japananese arcades. It was known as the 29th video game released on the CPS2 hardware.
Known export releases:
"Street Fighter Alpha 3 [Blue Board]"
"Street Fighter Zero 3 [Grey Board]"
"Street Fighter Alpha 3 [Orange Board]"
"Street Fighter Alpha 3 [Pink Board]"
Guy, Cody, Sodom and Rolento are from Capcom's "Final Fight" - Guy and Cody as selectable characters, Sodom as the second boss and Rolento as the fourth boss in "Final Fight". "Final Fight" boss 'Edi E' makes appearances in some of Cody's finishing poses.
The reason for Mike Haggar's (the third selectable character in "Final Fight") non-appearance in Street Fighter was that he was too similar to Zangief. Furthermore, it could be because during the "Street Fighter Zero" storyline, Mike Haggar was assumed to be the mayor of Metro City (a part of New York) at the time.
In Guy's stage there is a group from "Final Fight" cheering Guy on. They consist of: Mike Haggar, Andorre Jr., Axl and poison. Also in the background against one of the buildings there is a advert for a Rockman Drink just under the Capcom Logo.
Karin Kanzuki is the first Street Fighter to have originated from a comic book (actually, a manga). She first appeared in a girls' manga that had Sakura Kasugano as the main character.
The three ISMs have some symbolic meaning :
* X-ISM represents "Super Street Fighter II X - Grand Master Challenge". That is, this ISM matches closely to the gameplay style found therein. There are, however, a few differences between X-ISM in Zero 3 and Super Street Fighter II X, mainly because of the Zero 3 game engine.
* Z-ISM represents Zero. That is, it is closest to the style of the previous Zero games.
* V-ISM represents Variable, as in 'Variable Combination', meaning 'Custom Combo'. This merely represents how you can use your super bar.
Even though "Super Street Fighter II X - Grand Master Challenge" is known as "Super Street Fighter II Turbo" outside Japan, X-ISM is still known as X-ISM in all export releases of Zero 3.
Attack of the Vega Dolls: Each Vega doll is named after a month of the year in the language of their supposed origin. It is said that they wield different tools, but generally share the same style. It is said that they generally worked as a team.
1) Enero (January) from Spain uses a microphone.
2) Fevrier (February) from France uses a gun.
3) Marz (March) from Germany uses a laptop and dyes her hair. Enero and Marz are the information and recon members of the team.
4) Aprile (April) from Italy is the medical member of the team. At the beginning of SFA3, Aprile's brother had asked Rose to find her whereabouts.
5) Satsuki (May) is Japanese and wields a sword. Some say Sakura was supposed to be kidnapped instead of Satsuki, but Sakura evaded capture. This belief is consistent with the fact that all 12 dolls (and Cammy) were 16 at the time of SFA3.
6) Juni (June) is German and fights unarmed.
7) Juli (July) is also German and also fights unarmed. Despite the claims of some sources, Juni and Juli are not related (none of the Bison dolls are).
8) Santamu (August) is Vietnamese, but of African heritage. SANTAMU is the equivalent of Vietnamese's 8th month. However, the Vietnamese's spelling should be 'Thang Tam'. It's a compound word of 'month' & 'eight', obviously. She wields a spear and can also unleash a small monkey to attack for her.
9) Xiayu (September) is Chinese and wields the nunchaku.
10) Jianyu (October) is also Chinese and wields a staff.
11) Noembelu (November) is Mexican and is a member of T. Hawk's tribe (thus T. Hawk was looking for her and not Juli as the story implied). She wields a pair of hatchets on ropes.
12) Decapre (December) is Russian and her appearance is similar to that of Cammy.
Cammy had tried to save the Vega dolls in her SFZ3 ending because, due to the extent of their brainwashing, they would have died with Vega otherwise. It is said that the inspiration of the Vega dolls was Yuka Minakawa's novels named collectively as 'Cammy History'. Before the fight, Cammy throws a red coat, this comes from Street Fighter 2 the Animated Movie.
Various characters of the game make a cameo in a marvel comic-book of Deadpool, the Merc with a mouth, vol.1 number 8. They appear in the shadows like mercenaries of the infernal house, the place where Deadpool obtains his merc jobs. We can recognize Adon, Dhalsim and Akuma as shadows, Sagat appears drawn and coloured. There are two more fighters, one appears to be Cammy. The artist of this Deadpool issue is Ed McGuiness.
In number 27 of Deadpool's comic, the author Joe Kelly, makes a homage to the Street Fighter series. In this comic Deadpool does a "Shoryuken" to Kitty Pride to make Wolverine attack him.
The background music from Dan Hibiki's stage (Performance) samples "Welcome To My Mind", a song by techno group Psykosonik released in 1993.
Suleputer released a limited-edition soundtrack album for this game (Street Fighter Zero 3 Original Soundtrack - CPCA-1012, 1013) on September 21, 1998.
An upgraded version of SFZ3 appeared as "Street Fighter Zero 3 Upper" in 2001. Previously hidden characters M. Bison, Juni and Juli are playable from the start. In addition, past Street Fighter legends Guile, Dee Jay, Fei Long and T. Hawk are now playable as well. This brings the total count to 34 playable characters!
An even further upgraded version of SFZ3, called "Street Fighter Zero 3 Double Upper" appeared for the Sony PSP in 2006, and adds Eagle (from the original Street Fighter), Yun (from SFIII), Maki (from the Super Famicom Final Fight 2) and newcomer Ingrid. This now brings the total count of playable characters to 38!
- UPDATES -
Green Board revisions :
REVISION 1:
* Build date: 980629
REVISION 2:
* Build date: 980727
REVISION 3:
* Build date: 980904
Revision 1 had two bugs involving Karin : First, she could do her Kanzuki-ryuu Kou'ou Ken super in X-ISM (which she shouldn't be able to do, as it was her second super). Second, Karin's normal throw in Mazi Mode could do 99% damage.
- TIPS AND TRICKS -
* Title Color Chart : The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFZ3 machine has been installed, it should reach the final color (light blue). The explanation of the colors is shown below :
Cream - (default color)
Green - Classical Mode
Red - M. Bison, Juni and Juli become playable
Dark Blue - Mazi Mode
Purple - Saikyou Mode
Light Blue - Can select one of the three Battle Modes
* Random Select : The Random Select squares are normally invisible. But, there are two for the first player and two for the second. The 1P squares are located in the upper-right corner of the diamond and the lower-right. The 2P squares are in the upper-left corner and the lower-left corners.
* Hidden Characters : The three hidden charactes are M. Bison, the boxer and Juni and Juli, two prototype 'dolls' created by Vega's Shadowloo organization. Once the game's title screen has become the proper color (see 'Title Color Chart', above), their score listing will show up in the High Score listing and they become playable...
1) To choose M. Bison, pause on Karin for five seconds, then move to any Random Select square, hold the Start button and press any button.
2) To use Juli, pause on Karin for five seconds, then move to any Random Select square. If the square is on the left side of the screen, choose her by holding Left and pressing any button. If the square is on the right side, then hold Right and press any button instead.
3) To use Juni, pause on Karin for five seconds, then move to any Random Select square. If the square is on the top of the screen, choose her by holding Up and pressing any button. If the square is on the bottom, then hold Down and press any button instead.
* Hidden Modes Of Play : There are three secret modes that affect basic gameplay. Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden mode to use...
1) To use Classical Mode, insert your coin, hold down HP+HK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character. When you start the round your super power bar will be gone and you will have Street Fighter 2 moves.
2) To use Mazi Mode, insert your coin, hold down MP+MK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.
3) To use Saikyou Mode, insert your coin, hold down LP+LK and press Start. You can release HP+HK once you're at the Player Select Screen. Then, pick your character.
* Hidden Battle Mode : Once the game's title screen has become the proper color (see 'Title Color Chart', above), you can select a hidden battle mode...
1) Final battle mode : After picking your ISM, hold Start+LP+MK+HP. You'll fight Shin Vega for one battle only. It's just like the last battle; win and you get your ending, lose and you get the bad ending.
2) Dramatic battle mode : Hold LK+MK+HK, then press Start. Keep holding those buttons at Player Select Screen for a moment. You'll fight a 2 on 1 battle for 6 rounds, in which you face two CPU-controlled opponents.
3) Survival mode : Insert your coin(s), hold LP+MP+HP and press Start. Keep holding those buttons at Player Select Screen. You'll get to fight all 27 characters in continuous one-round battles.
* Secret Messages (this trick only works on Japanese SFZ3 machines) : After winning a battle, press and hold Start as well as any other button. Between battles, a message will appear on the screen, depending on the button you're holding.
* Sally In Every Stage : In Dhalsim's stage you may have noticed a girl who cheers for him. That is his wife Sally, known as Sari in the Street Fighter comic book series by Udon. When you play as Dhalsim, its possible to make her appear on every fight by holding down LP+HK before the fight starts (you must do this at the beginning of every round).
* Alternate Sodom BGM : When fighting against Sodom (VS or CPU), you'll get to hear a different tune if it is on X-ISM mode. Apparently the tune is inspired on his boss tune in "Final Fight".
- SERIES -
1. Street Fighter (1987)
2. Street Fighter II - The World Warrior [CP-S No. 14] (1991)
3. Street Fighter II' - Champion Edition [CP-S No. 21] (1992)
4. Street Fighter II' Turbo - Hyper Fighting [CP-S No. 24] (1992)
5. Super Street Fighter II - The New Challengers [CP-S II No. 01] (1993)
6. Super Street Fighter II X - Grand Master Challenge [CP-S II No. 03 Bis] (1994)
7. Street Fighter Zero [CP-S II No. 11] (1995)
8. Street Fighter Zero 2 [CP-S II No. 15] (1996)
9. Street Fighter Zero 2 Alpha (1996)
10. Street Fighter III - New Generation (1997)
11. Street Fighter III - 2nd Impact : Giant Attack (1997)
12. Street Fighter Zero 3 [CP-S II No. 29] (1998)
13. Street Fighter III - 3rd Strike : Fight For The Future (1999)
14. Hyper Street Fighter II - The Anniversary Edition [CP-S II No. 38] (2003)
15. Street Fighter IV (2008)
16. Super Street Fighter IV (2010)
17. Ultra Street Fighter IV (2014)
18. Street Fighter V (2016)
19. Ultra Street Fighter II - The Final Challengers (2017, Switch)
- STAFF -
Producer : Noritaka Funamizu (poo)
Director : Naoto Ohta, Mamoru Ohhashi, Buruma, Ohko Zero5
Visual Planner : Haruo Murata
Programmers : CHam, Hard.Yas ~?-ism~, Pon, Hyper SHinchan, 24 ~Nishi~, Minomi ~Rocan-ism~, Reiko Toh, Senor, Knight Rider Giu, Ittetsu
Character Design : Akiman, Osusi
Title Design : Shoei
Object Design : Eri-N, Fujihara, Mizuho, Takemoto, Hitoshi Igarashi, Mizupyon, Kimo Kimo Jinzin, Ball Boy, Yuesuke, D-Durita, A.Iwasaki, Kaname, Fuzil & Peliko, Chimorin Shogun, Sagata, Ikusan Z, Katasan, Yu-Ten Nakano, Tomohiko Ohsumi, Hiro, Rimichan, Reiko Komatsu, Kozuchi Tamura, Touichi Matsuo, Makoto Ishii
Scroll Design : Asae Nisituji-Ba, S.Mukai (Jijii), H.Yonezuka, Kohama Akeguro, Y.Tanoue (Tanopu), Ryo Uno, Yoko.Fukumoto, Takako Nakamura, Kazu.T, A.Ohnishi, N.Niiyama, C.Iwai, Sawatch, K.Yamahashi, H.Ohnishi
Main Music Compose : Anarchy Takapon
Sub Music Compose : Yuki Iwai, Isao Abe, Hideki Okugawa, Tetsuya Shibata
Sound Direction : Hiroaki Kondo (X68k)
Sound Design : Moe.t, Satoshi Ise
Test Play : Nuki, M.P Oni_Suzuki, SKill Smith-Bug, Skill SMith-TTK, M Kunishige, Miura.F.Katsusuke, Yoshihiro Tomita, Akimon Murata
Special Thanks
Market Producer : Kouji Nakajima
General Producer : Noritaka Funamizu (poo), YOshiki Okamoto
* Voice Actors :
Narrator : Greg Irwin
Ryu, Nash : Tohiyuki Morikawa
Ken, Guy : Tetsuya Iwanaga
Chun-Li : Yuko Miyamura
Dhalsim : Yohiharu Yamada
Blanka, Balrog : Yuji Ueda
E. Honda : Masashi Sugawara
Cammy, Juli, Juni : Akiko Komoto
M. Bison, Cody : Koichi Yamadera
Sagat : Miki Shinichiro
Gouki, Vega : Tomomichi Mishimura
Birdie, Gen, Adon, Zangief, Sodom : Wataru Takagi
Rolento : Jin Yamanoi
Rose : Michiko Neya
Dan : Osamu Hosoi
Sakura : Yuko Sasamoto
Karin : Miho Yamada
R. Mika : Junko Takeuchi
- PORTS -
NOTE: These are ports released in Japan only. For further details on most of these ports, please see the "Street Fighter Zero 3 Upper" entry.
* CONSOLES:
[JP] Sony PlayStation (Dec.23, 1998) "Street Fighter Zero 3 [Model SLPS-01777]"
[JP] Sega Dreamcast (jul.8, 1999) "Street Fighter Zero 3 - Saikyooryuu Doujou [Model T-1203M]"
[JP] Sega Saturn (Aug.6, 1999) "Street Fighter Zero 3 [Model T-1247G]"
[JP] Sony PS2 (may.25, 2006) "Street Fighter Zero - Fighters Generation [Model SLPM-66409]"
* HANDHELDS:
[JP] Nintendo Game Boy Advance (Sep.27, 2002) "Street Fighter Zero 3 Upper [Model AGB-AZUJ-JPN]"
[JP] Sony PSP (Jan.19, 2006) "Street Fighter Zero 3 Double Upper [Model ULJM-05082]"
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Official website: http://www.capcom.co.jp/newproducts/arcade/zero3/zero3.html
Accepted [+] [X] Super Contra - Alien no Gyakushuu [Model GX775] Update submitted by XtC
Super Contra - Alien no Gyakushuu (c) 1988 Konami.
The sequel to "Contra" - released a year earlier - is set in the year 2634 and begins with the disturbing news that the alien invaders from the first game - a race known as the Red Falcon - have renewed their attack on Earth and have infiltrated military bases and possessed most of the federation forces troops.
The heroes of the first games - Bill Rizer and Lance Bean - are once again called upon to defend the Earth and defeat the alien invaders.
Super Contra plays identically to its predecessor, with the usual mix of run-and-gun gameplay. The main difference is that the into-the-screen stages of the original Contra have been replaced with overhead stages. In addition, power-up icons are now represented as the actual weapons wielded by the characters, instead of the traditional letter-based falcon icons and players can now upgrade their weapon by picking it up twice in a row.
Another new gameplay addition is that players can now control the height of their jump; holding the joystick up and pressing the jump button allows for a higher jump; likewise the player can perform low jumps by holding down-right or down-left while pressing the jump button.
The available weapons are as follows:
* Machine Gun - Fires bullets at auto-fire. The upgraded version increases the firing rate to a near-ridiculous speed.
* Bomb Launcher - Fires bombs that spread fire when they hit their target. The upgraded version causes bigger explosions.
* Laser Rifle - Fires a powerful laser beam once per shot. The upgraded version fires a larger beam.
* Spread Shot - Fires a three-way shot. Increases to a five-way spread after the upgrade.
* Mega Shell - Available only in the top-view stages. After picking it up, players can launch it by pressing the jump button and kill all on-screen enemies.
Super Contra's five stages are:
* Area 1 - Outer Base (side-view) - A military base overrun by possessed soldiers. Bosses include a manned tank and a possessed helicopter. At the end of the level, players must destroy a core protected by a pair of snipers and a grenade thrower to gain entrance to the next area.
* Area 2 - Inner Base (top-view) - A tank hanger filled with manned tanks and cannons, in addition to enemy soldiers. The end-of-level boss is the Hyper Electric Magnetic Tank Magnus, which is manned by three gunners.
* Area 3 - Jungle (side-view) - Enemies come from trees as players progress through the level. The heroes will sometimes have to cross a lake, and players can duck into it to avoid enemy fire. Towards the end of the level, the heroes are faced with alien eggs that produce facehugger-like creatures (the same ones featured in the original game). The end-of-level boss is an alien shrine with a skull.
* Area 4 - 1st Alien Lair (side-view) - This takes place inside an alien nest. The enemies are now xenomorph-like creatures and mutant mouths that shoot alien spawns. The sub-boss is an alien hovercraft composed of skulls, while the end-of-level boss is a flying alien.
* Area 5 - 2nd Alien Lair (top-view) - The final stage, filled with mouths emerging from the ground, flying heads and spider-like creatures. The final boss is Gaver, a giant alien head with snake-like arms.
- TECHNICAL -
Game ID : GX775
Main CPU : Konami (@ 3 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), Konami K007232 (@ 3.579545 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
=> Fire, Jump
- TRIVIA -
Super Contra was released in January 1988 in Japan
The subtitle of this game, Alien no Gyakushuu, translates from Japanese as 'Alien's Counterattack'.
Export releases:
"Super Contra [Model GX775]".
Note: The kanji on the title screen actually reads 'Kon To Ra', meaning 'Soul Big Dipper Gauze'. This is an example of 'gikun', where Japanese artists use the phonetic value of a character to determine the game's name and not the meaning of the character itself.
King Records released a limited-edition soundtrack album for this game (Music From Super Contra & Ajax - K30X-7702) on March 21, 1988.
- SERIES -
1. Contra [Model GX633] (1987, Arcade)
2. Super Contra - Alien no Gyakushuu [Model GX775] (1988, Arcade)
3. Contra Spirits [Model DMG-ACSJ-JPN] (1991, Game Boy)
4. Contra Spirits [Model SHVC-CS] (1992, Super Famicom)
5. Contra - The Hard Corps [Model T-95093] (1994, Mega Drive)
6. Contra - Legacy of War [Model SLES-00608] (1996, PlayStation)
7. C - The Contra Adventure [Model SLUS-00499] (1998, PlayStation)
8. Shin Contra (2002, PlayStation 2)
9. Neo Contra (2004, PlayStation 2)
10. Contra 4 [Model NTR-YCTE-USA] (2007, DS)
11. Contra ReBirth (2009, WiiWare)
- STAFF -
Written & Directed By : Hideyuki Tsujimoto (H. Tsujimoto)
Assistant Director : K. Wada
Associate To Directors : S. Fujiwara, T. Koudo
Production Sound Mixer : Yousuke Uno
Music Editors : Kazuki Muraoka, Motoaki Furukawa
Art Director : Kengo Nakamura
Set Director : N. Sugita
Titles : H. Takatani, N. Ishii
Makeup Supervisor : M. Moriyama
Conceptual Artist : T. Jinbo
Electronics Designer : K. Hashima
Publicity Supervisor : F. Shibuya
Still Photographer : J. Tanaka
Translator : K. Hayashi
Produced By : Koji Hiroshita
- PORTS -
NOTE: The game is featured as unlockable bonus content on the Nintendo DS.
* CONSOLES:
[JP] Nintendo Famicom (feb.2, 1990) [Model KDS-UE]
Microsoft XBOX 360 [XBLA] [JP] (jul.25, 2007) "Xbox Live Arcade"
Nintendo Wii [Virtual Console] [JP] (feb.12, 2008) Famicom version
[JP] Nintendo DS (mar.13, 2008) "Contra: Dual Spirits [Model NTR-P-YCTJ (RY079-J1]"
[JP] Nintendo DS (mar.12, 2009) "Contra: Dual Spirits [Konami the Best] [Model NTR-P-YCTJ (RY079-J2)]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Popeye [Model TPP2-UP-US] Update submitted by XtC
Popeye (c) 1982 Nintendo of America, Incorporated.
North American version. For more information about the game itself, please see the original Japanese version entry; "Popeye [No. TPP2-UP]".
- TECHNICAL -
Model No. TPP2-UP-US
- TRIVIA -
Popeye was released in December 1982 in North America.
Steve Harris holds the official record for this game with 1,232,250 points.
Parker Brothers released a board-game based on this video game (same name) in 1983. The board is laid out like the first level of the video game.
- PORTS -
* CONSOLES:
Atari XEGS (1983)
[US] Magnavox Odyssey 2 (1982)
[US] Colecovision (1983) "Popeye [Model 9810]"
[US] Atari 2600 (1983) "Popeye [Model PB5370]"
[US] Mattel Intellivision (1983) "Popeye [Model PB6370]"
[US] Atari 5200 (1983) "Popeye [Model 9510]"
[US] Nintendo NES (june.1986) "Popeye [Model NES-PP-USA]"
* COMPUTERS:
[US] Atari 800 (1983) "Popeye [Model 1150]"
[US] Commodore C64 (1984) "Popeye [Model PB1560]"
[US] Texas Instruments TI-99/4A (1984) "Popeye [Model PB1650]"
Accepted [+] [X] Pong Update submitted by XtC
Pong (c) 1972 Atari, Incorporated.
Pong is a basic simulation of the racket sport of table tennis. A small square representing a ping pong ball travels across the screen in a linear trajectory. If the square strikes the perimeter of the playing field, or one of the simulated paddles, the square ricochets based on the angle of the impact.
Game play consists of players moving their respective paddles vertically to defend their scoring zones. Players score one point by maneuvering the square past their opponent's paddle.
Atari coin-op version of Pong can only be played with two players with each player controlling a paddle.
- TECHNICAL -
The arcade PONG hardware was developed using 66 TTL logic chip. The home version had an integrated chip replacing most of these logic chips in 1974.
Screen Orientation: Horizontal
Video Resolution: 858 x 525 Pixels
Screen Refresh: 29.97 Hz
Palette Colors: Nothing
Players: 2
- TRIVIA -
On June 27, 1972, Mr. Nolan K. Bushnell and Mr. Ted Dabney start their own game company, named 'Syzygy' (means 'the sun, moon and earth in total eclipse'). But at this time, 'Syzygy' was already used by a roof-tiling company and finally, the name was changed to 'Atari' (a word equivalent to the term 'check' used in the Japanese strategy board game 'Go', Bushnell was an avid Go player) and give it the 'FUJI'-symbol (from the Japan's largest mountain 'Fujijama') as its logo.
Pong is the first Atari game. It was released on November 29, 1972, selling at an MSRP of $700.
In September 1972, a prototype was tested on top of a barrel as the first commercial coin-operated machine in a tavern in Sunnyvale, CA called "Andy Capp's'. Within two weeks, Mr. Bill Gattis, the tavern manager, called Atari's Mr. Al Alcorn and reported that the machine was in need of repair. When examined, Alcorn discovered that the coin mechanism had been literally stuffed with quarters. Pong became an instant success and it created the arcade video game industry. The video game revolution had begun...
According to Curt Vendel and Marty Goldberg's "Atari Inc.: Business Is Fun" regarding the original Pong: Because of the cost concerns, the timing chip that Al (Alcorn) had to use to control what scan lines the paddle was drawn across couldn't handle the full range of the screen. It actually left a small gap at the top of the screen. However as Nolan (Bushnell) and Ted (Dabney) played it during the design process, everyone realized that problem actually enhanced the game play. If two players were that good, the small hole would provide a break in the stalemate if a player could direct the ball through it. Rather than fix it by going a more expensive route, it was decided the bug would stay. The experience led Al to the mantra, "If you can't fix it, call it a feature."
A Pong unit appears in the 1974 movie 'The Parallax View' and in the 1975 movie 'Rancho Deluxe'.
The player versus machine/computer feature was not supported with coin-op versions of Atari Pong. The player versus machine/computer feature did eventually appear in several different versions of coin-op pong clone games after the coin-op version of Atari Pong was released.
The two Paddles and pong ball appear on the 2012 animation movie "Wreck-It Ralph" from Walt Disney Animation Studios.
- SCORING -
Cab operator can adjust the slide switch on an Atari Pong PCB to set winning score to either be 11 points or 15 points.
- TIPS AND TRICKS -
The instructions for this game consist of three lines:
Deposit quarter.
Ball will serve automatically.
Avoid missing ball for high score.
- SERIES -
1. Pong (1972)
2. Pong Doubles (1973)
3. Quadra Pong (1974)
4. Super Pong (1974)
5. Pong - The Next Level (1999, PC CD-ROM, Sony PS and Game Boy Color)
- STAFF -
Designed & Engineered by: Alan Alcorn, Nolan Bushnell
- PORTS -
* CONSOLES:
Atari 2600
[US] (oct.1977) "Video Olympics [Model CX2621]"
Sega Genesis/Mega Drive
[US] (1996) "Arcade Classics [Model MK-1715]"
[EU] (1996) "Arcade Classics [Model 1715-50]"
Sony PlayStation
[US] (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[EU] (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
Sega Dreamcast
[US] (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
Tapwave Zodiac
[US] (2004) "Atari Retro"
Microsoft XBOX
[US] (nov.16, 2004) "Atari Anthology [Model 26084]"
[EU] (nov.26, 2004) "Atari Anthology"
[JP] (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
Sony PS2
[US] (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
Sony PlayStation 4
[US] (oct.18, 2016) "Atari Flashback Classics Vol.1"
Microsoft XBOX One
[US] [EU] (nov.1, 2016) "Atari Flashback Classics Vol.1"
* HANDHELDS:
Sega Game Gear
[US] (1996) "Arcade Classics"
Nintendo DS
[UK] (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]"
[EU] (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]"
[US] (mar.16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]"
[JP] (june.30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]"
[AU] (nov.2007) "Retro Atari Classics [Model NTR-ATAE-AUS]"
[US] (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"
Nintendo Game Boy Advance
[US] (aug.21, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]"
[EU] (sept.23, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]"
Sony PSP
[US] (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] (mar.7, 2008) "Atari Classics Evolved"
* COMPUTERS:
Tandy Color Computer 3
[US] (1987) "Ponk"
PC [MS Windows, CD-ROM]
[EU] (1999) "Atari Arcade Hits 1"
[US] (jul.13, 1999) "Atari Arcade Hits 1"
[US] (jul.9, 2001) "Atari Anniversary Edition"
[EU] (dec.14, 2001) "Atari Anniversary Edition"
[US] (jan.1, 2003) "Atari Retro"
[US] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[EU] (june.17, 2005) "Atari Arcade Hits 1 [Replay]"
STEAM
[US] (mar.24, 2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Magnavox (1972) "Odyssey [Model ITL 200]"
[US] Universal Research (1973) "Video Action [Model VA-I]"
[UK] Videomaster (1974) "Home T.V. Game [Model VM577]"
[US] Executive Games (1975) "Television Tennis [Model 035]"
[US] First Dimension (1975) "Video Sports [Model FD-3000W]"
[US] Magnavox (1975) "Odyssey 100"
[US] Magnavox (1975) "Odyssey 200"
[US] Sears (1975) "Tele-Games Pong [Model 25796]"
[US] Universal Research (1975) "Video Action [Model VA-II]"
[UK] Videomaster (1975) "Olympic Home T.V. Game [Model VM3-D]"
[EU] Videomaster (1975) "Rally Home T.V. Game [Model VM4]"
[US] Allied's (1976) "Name of the Game [Model A-100]"
[US] Allied's (1976) "Name of the Game II [Model A-300]"
[CA] Canadian Tire (1976) "Video Sports [Model 84-6072]"
[US] Coleco (1976) "Telstar [Model 6040]"
[US] Coleco (1976) "Telstar Classic [Model 6045]"
[US] Atari (1976) "Pong [Model C-100]"
[UK] Binatone (1976) "TV Gaming Unit [Model 01-4990]"
[FR] Pizon Bros. (1976) "Visiomatic 101"
[FR] Pizon Bros. (1976) "Visiomat 11"
[US] Entex (1976) "Gameroom Tele-Pong"
[US] First Dimension (1976) "Video Sports [Model 76]"
[US] First Dimension (1976) "Video Sports [Model 76C]"
[US] GHP (1976) "Wonder Wizard - Television Sports Games [Model 7702]"
[US] Lloyds (1976) "TV-Sports 801"
[US] Magnavox (1976) "Odyssey 300"
[US] Magnavox (1976) "Odyssey 400"
[US] Magnavox (1976) "Odyssey 500"
[US] MECCA (1976) "TV Game [Model EP 460]"
[DE] Mestron (1976) "Fernseh Spiel [Model TVG 2006]"
[US] Montgomery-Ward (1976) "Telstar Video World of Sports"
[US] National Semiconductor (1976) "Adversary"
[FR] Occitane (1976) "OC4"
[FR] Occitane (1976) "Occitel"
[AU] Packel Instrument (1976) "TV Sport"
[UK] Prinztronic Tournament Colour Programmable 2000 (1976)
[US] Radio Shack (1976) "Electronic TV Scoreboard [Model 60-3061]"
[US] MSC (1976) "Ricochet [Model MT1A]"
[US] Ridgewood (1976) "GAMATIC 7600"
[US] Dyn (1976) "Paddle IV"
[US] Sears (1976) "Tele-Games Super Pong [Model 99736]"
[US] Sears (1976) "Tele-Games Super Pong IV [Model 99737]"
[US] Sears (1976) "Tele-Games Hockey-Pong [Model 99721]"
[US] Sears Hockey-Tennis (1976) : contains 4 games.
[EU] Superlectron TV Challenger (1976) : contains 3 games.
[US] Tele-Match Concert Hall IV (1976) : contains 4 games.
[US] Tele-Match 4 (1976) : contains 4 games.
[NL] Television Gaming Unit (1976) : conrains 2 games.
[US] Unisonic Sportsman - Tournament 101 (1976) : contains 4 games.
[US] Unisonic Tournament 100 (1976) : contains 4 games.
[US] Unisonic Tournament 150 (1976) : contains 6 games.
[US] Unisonic Tournament 200 (1976) : contains 4 games.
[US] Universal Research (1976) "Video Action [Model VA-III]"
[US] Universal Research (1976) "Video Action Indy 500 [Model S-100]" : contains 3 games.
[DE] Universum TV Multi-Spiel (1976) : contains 6 or 4 games.
[US] Venture Electronics Video Sports (1976) : contains 4, 5, or 8 games.
[UK] Videomaster Superscore (1976) : contains 6 games.
[US] Windsor TV Game (1976) : contains 4 games.
[UK] Academy Video Game (1977) : contains 4 games.
[US] APF Match (1977) : contains 4 games.
[US] APF TV FUN (1977) : contains 4 games.
[US] APF Sportsarama (1977) : contains 8 games.
[FR] Asaflex Video Sports (1977) : contains 4 or 6 games.
[US] Atari (1977) "Ultra Pong [Model C-402S]" : contains 16 or 32 games.
[US] Atari Video Pinball (1977) : contains 7 games.
[EU] Audiosonic Home's TV Set (1977) : contains 4 games.
[UK] Binatone Colour TV Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 6 (1977) : contains 6 games.
[UK] Binatone TV Master MK IV (1977) : contains 4 games.
[UK] Binatone TV-TRON (1977) : contains 4 games.
[FR] Bingo TVG 203 (1977) : contains 4 games.
[FR] Bingo Video Game (1977) : contains 4 games.
[DE] Blaupunkt TV-Action (1977) : contains 4 games.
[UK] Boots Audio (1977) : conrains 4 games.
[US] Coleco (1977) "Telstar Ranger [Model 6046]" : contains 6 games.
[US] Coleco (1977) "Telstar Alpha [Model 6030]" : contains 4 games.
[US] Coleco (1977) "Telstar Colormatic [Model 6130]" : contains 4 games.
[US] Coleco (1977) "Telstar Regent [Model 6036]" : contains 4 games.
[EU] Commodore T.V. Game (1977) : contains 8 games.
[US] Concept 2000 Spectrum 6 (1977) : contains 4 games.
[US] Concept 2000 TV +4 (1977) : contains 4 games.
[US] Conic Video Game (1977) : contains 4 games.
[FR] Continental Edison (1977) : contains 6 games.
[FR] Creatronic Bi.Bip 4 (1977) : contains 4 games.
[FR] Creatronic Bi.Bip 8 (1977) : contains 8 games.
[US] Dayya Marume 2000 (1977) : contains 8 games.
[DE] DDR TV-Spiele (1977) : contains 6 games.
[UK] Decca Sports TV Game (1977) : contains 6 games.
[UK] Derby Master (1977) : contains 3 games.
[US] Digitek TV Game (1977) : contains 4 games.
[US] E&P 4 Electronic TV Sport Games (1977) : contains 4 games.
[US] Electrophonic Pro-Sports (1977) : contains 4 games.
[US] Enterprex Color Home Video Game (1977) : contains 4 or 8 games.
[UK] Grandstand (1977) "Match of the Day 2000" : contains 4 games.
[US] Gulliver Triple Challenge (1977) : contains 3 games.
[FR] Hanimex Jeu-Tele Electronique (1977) : contains 4 games.
[US] Hanimex TV Scoreboard (1977) : contains 8 games.
[FR] Hit-Go (1977) : contains 6 games.
[FR] Hometronics Telecourt (1977) : contains 4 games.
[DE] Honeybell Video Sports color (1977) : contains 4 games.
[DE] Intel Super-Telesport (1977) : contains 4 games.
[DE] Intel TV Sport (1977) : contains 4 or 6 games.
[DE] Interton Club Exclusiv 2000 (1977) : contains 6 games.
[EU] Interton Video 2400 (1977) : contains 5 games.
[EU] Interton Video 2501 (1977) : contains 3 games.
[EU] Interton Video 2800 (1977) : contains 4 games.
[EU] Interton Video 3000 (1977) : contains 6 games.
[EU] Interton Video 3001 (1977) : contains 6 games.
[FR] ITMC 6 Jeux (1977) : contains 6 games.
[UK] ITT / Ideal Color Tele-Match Cassette (1977) : contains 4 games.
[DE] Korting Tele-Multi-Play (1977) : contains 4 games.
[US] K-Mart S Four Thousand (1977) : contains 4 games.
[US] K-Mart S Eight Thousand (1977) : contains 8 games.
[US] Magnavox (1977) "Odyssey 2000" : contains 3 games.
[US] Magnavox (1977) "Odyssey 3000" : contains 4 games.
[US] Magnavox (1977) "Odyssey 4000" : contains 8 games.
[FR] Markint 4a (1977) : contains 4 games.
[FR] Markint 6 (1977) : contains 6 games.
[FR] Markint Tele-Sports (1977) : contains 4 games.
[FR] Markint TV Sports (1977) : contains 4 games.
[DE] Match Spectrum 6 (1977) : contains 3 games.
[DE] MBO Tele-Ball V (1977) : contains 6 games.
[JP] Nintendo (1977) "Color TV-Game 6 [Model CTG-6S]" : contains 6 games.
[JP] Nintendo (1977) "Color TV-Game 6 [Model CTG-6V]" : contains 6 games.
[JP] Sharp (1977) "Color TV-Game [Model XG-106V]" : contains 6 games.
[EU] Novex Colour Video Sports Game (1977) : contains 3 games.
[FR] Société occitane d'électronique (1977) "Match Robot" : contains 4 games.
[EU] OPL Optim Sport (1977) : contains 4 games.
[DE] Palladium Tele-Match 4000 (1977) : contains 4 games.
[EU] Philips Odyssey 2001 (1977) : contains 3 games.
[EU] Philips Tele-Spiel Las Vegas (1977) : contains 4, 6 or 8 games.
[FR] Pizon-Bross Visiomat 11 (1977) : contains 6 games.
[DE] Poppy Tele-Spiel (1977) : contains 4 games.
[UK] Prinztronic Tournament II Deluxe (1977) : contains 6 games.
Radofin Electronic TV Game (1977) : contains 4 games.
Radofin Tele-Sports (1977) : contains 4 games.
Radofin Tele-Sports Mini (1977) : contains 4 games.
Radofin SC Eight Thousand (1977) : contains 8 games.
[US] Ricochet Electronic Super Pro (1977) : contains 5 games.
[US] Roberts Rally IV (1977) : contains 4 games.
[US] Roberts Rally X (1977) : contains 8 games.
[US] Roberts Sportrama 8 (1977) : contains 8 games.
[FR] Samdo (1977) : contains 4 games.
[US] Santron Home T.V. Game (1977) : contains 6 games.
[DE] Sanwa Tele-Spiel (1977) : contains 4 games.
[US] Sears (1977) "Tele-Games Hockey-Tennis II [Model 99733]" : contains 4 games.
[US] Sears (1977) "Tele-Games Hockey-Tennis III [Model 99734]" : contains 4 games.
[US] Sears (1977) "Tele-Games Super Pong IV [Model 99789]" : contains 10 (5x2) games.
[US] Sears (1977) "Tele-Games Pong Sports II [Model 99707]" : contains 16 games.
[US] Sears (1977) "Tele-Games Pong Sports IV [Model 99708]" : contains 32 games.
[FR] SEB Telescore (1977) : contains 4 or 6 games.
[DE] Sennheiser TV Game (1977) : contains 6 games.
[EU] Sheen Video Sport (1977) : contains 4 games.
[EU] Sheen Colour Video Sport (1977) : contains 6 games.
[DE] Sonesta Hide-Away TV Game (1977) : contains 6 games.
[UK] Sportel (1977) : contains 3 games.
[FR] Sportron (1977) : contains 4 or 6 games
[FR] Starex (1977) : contains 4 games.
[DE] Superlectron Fernsehspiel (1977) : contains 4 games.
[US] Syrelec Videosport 2 (1977) : contains 4 games.
[FR] Thomson Jeu Video (1977) : contains 5 games.
[EU] Tandy TV Scoreboard (1977) : contains 4 or 10 games.
[US] TCR Video Sport (1977) : contains 4 games.
[US] Tele-Match Television Computer Game (1977) : contains 5 games.
[UK] Teleng Colourstars (1977) : contains 6 games.
[AU] Tempest Video Game (1977) : contains 6 games.
[DE] Unimex Mark V-C (1977) : contains 6 games.
[US] Unisonic Olympian 2600 (1977) : contains 10 games.
[US] Unisonic Tournament 1000 (1977) : contains 4 games.
[US] Unisonic Tournament 2000 (1977) : contains 6 games.
[US] Unisonic Tournament 2501 (1977) : contains 6 games.
[DE] Universum Color Multi-Spiel (1977) : contains 4 or 10 games.
[DE] Universum Tele-Sports (1977) : contains 4 games.
[FR] Univox (1977) : contains 4 games.
[EU] Video 4000-EX (1977) : contains 4 games.
[FR] Video Stellar (1977) : contains 5 games.
[EU] Videomaster Colourscore (1977) : contains 3 games.
[UK] Videomaster Colourshot (1977) : contains 3 games.
[UK] Videomaster Visionscore (1977) : contains 3 games.
[UK] Videomaster Strika 2 (1977) : contains 4 games.
[US] Windtronics Video Game (1977) : contains 4 games.
[UK] Binatone TV-Master MK 8 (1978) : contains 8 games.
[UK] Binatone TV-Master MK 10 (1978) : contains 10 games.
[UK] Binatone Colour TV Game 4 Plus 2 (1978) : contains 6 games.
[UK] Coleco Telstar Colortron (1978) : contains 4 games.
[UK] Coleco Telstar Marksman (1978) : contains 6 games.
[US] Granada (1978) "Colorsport VIII [Model CS 1818]"
[DE] Grunding Tele-Spiel 1 (1978)
[US] Harvard Mini Color TV Game (1978) : contains 4 games.
[DE] Intercord TV Games (1978) : contains 4 games.
[EU] ITT / Ideal Color Tele-Match Cassette 2 (1978) : contains 8 games.
[FR] Klervox Jeu TV (1978) : contains 6 games.
[DE] Match Color (1978) : contains 10 games.
[DE] MBO Tele-Ball VIII (1978) : contains 8 games.
[US] Olympos Electronic Gamatic 7706 (1978) : contains 6 games.
[FR] Société occitane d'électronique "OC 5000" : by contains 6 games.
[EU] Philips Odyssey 2100 (1978) : contains 23 games.
[IT] Polistil Video Games (1978) : contains 4 games.
[DE] Poppy Tv-Game Fernseh Spiel (1978) : contains 4 games.
[UK] Prinztronic Tournament Mini (1978) : contains 4 games.
[UK] Prinztronic Videosport (1978) : contains 6 games.
[FR] RIL Robot (1978) : contains 6 games.
[FR] Saft-Leclanch TV 8 Sports (1978) : contains 8 games.
[US] Sands Color TV Game (1978) : contains 6 games.
[FR] Scomark 4 Sports Tele (1978) : contains 4 games.
[US] Sinoca T.V. Game (1978) : contains 4 games.
[DE] TV 18 Spannende Videospiele (1978) : contains 18 games.
[UK] Grandstand Sports Centre (1979) : contains 10 games.
[EU] Hanimex Electronic TV Game (1979) : contains 4 games.
[EU] ITT / Ideal Tele-Match Cassette (1979) : contains 10 games.
[UK] Videomaster Colourscore 2 (1979) : contains 6 games.
[JP] TV-Games (197?) [Model KTC-7700]
Radofin Colour TV Game (1981) : contains 10 games.
[FR] Univox Tele-Sports 6 (1981) : contains 6 games.
[EU] Audiosonic Color TV Game (1982) : contains 4 games.
[DE] Poppy Color Video Game (1982) : contains 6 games.
[FR] Rollet Robot (1982) : contains 6 games.
[UK] Bentley Compu-Vision (1983) : contains 4 games.
[US] DMS Tele-Action (1983) : contains 4 games.
[UK] Ingersoll mini TV Game (1983) : contains 4 games.
Arcade (1993) "Mortal Kombat II" : hidden game
[US] Mobile phone (2003) : Motorola T720
[US] Atari 10 in 1 TV Game (2002) by Jakk's Pacific
[US] Atari Paddle TV Game (2004) by Jakk's Pacific
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (2006) "Atari Masterpieces Volume 2"
Apple Store (2011) "Atari Greatest Hits"
Android Market (2011) "Atari Greatest Hits"
[US] Atari Flashback 2+ (feb.22, 2010)
- SOURCES -
Game's manual.
Game's pictures.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Metal Slug X - Super Vehicle-001 [Model NGM-250] Update submitted by XtC
Metal Slug X - Super Vehicle-001 (c) 1999 SNK.
Originally released to improve upon some of the problems the previous Metal Slug game ("Metal Slug 2 - Super Vehicle-001/II") had, most notably its notorious slowdown, this update also implemented several changes to beef up the gameplay, such as new enemies, a different end boss layout and a number of new weapons and secrets. The result is a better game and one of the finest chapters in this series.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: 0250
Players: 2
Control: 8-way joystick
Buttons: 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug X was released in March 1999.
You can see up to 5 different sets of 12 characters, enemies and vehicles artwork images during the credits.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Soundtracks - PCCB-00311) on 17/04/1998.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Kon. Kitakichine, Ozi
Wizard : Andy
System modernize : Nakatsuka, Zen
Enemy's brain : Hirokun, Nishino
Tool engineer : Pierre
Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou)
Producer : Takashi Nishiyama
Exec. producer : Yoshihiko Kodo
Hyper organizer : Eikichi Kawasaki
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (may.27, 1999; "Metal Slug X - Super Vehicle-001 [Model NGH-250]")
[JP] Sony PlayStation (Jan. 25, 2001; "Metal Slug X - Super Vehicle-001 [Model SLPM-86456]")
[JP] Sony PlayStation (jul.25, 2002; "Metal Slug X - Super Vehicle-001 [SNK Best Collection] [Model SLPS-03449]")
[JP] Sony PSP (Feb. 22, 2006; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
[EU] Nintendo Wii [Virtual Console] (sept.13, 2012)
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Metal Slug 6 Update submitted by XtC
Metal Slug 6 (c) 2006 SNK Playmore.
Negotiations have broken off and hostages have been taken! Your country needs a highly trained mercenary to neutralize the enemy and free the hostages. Metal Slug 6 is a 1 or 2 player game with continuous buy-in. It is the first installment of the series developed on Sega's arcade hardware system. Metal Slug 6 includes 6 characters, with two new being Ralph and Clark from the King of Fighters series. Plus, two new player control buttons have been added to allow for greater control over the action!
- TECHNICAL -
Sammy Atomiswave Hardware
CPU : Hitachi SH-4 32-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR 2 (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHZ (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Ram : 32 megs
Main Memory : 16 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
- TRIVIA -
Metal Slug 6 was firstly shown at the 43rd Amusement Machine Show 2005 in Tokyo, Japan. Then, it was released on February 22, 2006.
Ralf and Clark first appeared in "Ikari Warriors" even before King of Fighters.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- PORTS -
* CONSOLES:
[JP] Sony PS2 (Sep. 12, 2006) "Metal Slug 6 [Model SLPS-25674]"
[JP] Sony PSP (Feb. 22, 2007) "Metal Slug Complete [Model ULJS-00090]"
[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]"
[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]"
[JP] Sony PS2 (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]"
[JP] Sony PSP (june.18, 2009) "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]"
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://game.snkplaymore.co.jp/official/ms6/
Accepted [+] [X] Metal Slug 5 [Model NGM-268] Update submitted by XtC
Metal Slug 5 (c) 2003 SNK Playmore.
A research installation developing the next-generation of Metal Slugs is attacked by unknown forces and a disk containing Metal Slug secrets is stolen. Ordered to recover the disk, Marco and Tarma follow in hot pursuit. Meanwhile, Eri and Fio, investigating the Ptolemaic Army, a paramilitary syndicate active in archeological excavation, catch up with them at an ancient ruin, 'The Corridor of Fire'. The two try to storm and seize the site but are repulsed by the natives and giant Metal Slugs. This incident proves it was the Ptolemaic Army that stole the Metal Slug secrets. The military subsequently launches a second raid by the elite PF squad and Sparrows on the 'The Corridor of Fire' to recover the secrets and destroy the syndicate!!!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-268
Players: 2
Control: 8-way Joystick
Buttons: 4
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack
- TRIVIA -
Metal Slug 5 was released in November 2003.
This new episode introduces a new 'slide' move to the legendary series (actioned holding down the B button). Players can also make a sliding shot by pushing the A button while sliding.
Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 5 Original Sound Track) on 12/03/2004.
A hack of this game is known as "Metal Slug 5 Plus".
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Producer : Moon
Directors : Moon, Heehaw
Sub directors : Undo, T. Hagihara
Main programmer : Undo
Sub programmers : Ick, Work Ram, Oidon
Character designers : Rinkn, Eglavr, Shio Shio Shio, Akr+Amk, Genies Kubota, Jyagadansyaku, Toad, Yuka
Background designers : Miyuki. O, Miyavi, Reiko Nagasima (as Reiko. N), Sayuri M, Misao Yoshida, Kenta
Sound produced by : Studio Aqua
Title designer : Naohisa Yamaguti
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Feb. 17, 2004; "Metal Slug 5 [Model NGH-268]")
[JP] Sony PS2 (Apr. 28, 2005; "Metal Slug 5 [Model SLPS-25495]")
[JP] Microsoft XBOX (jul.28, 2005; "Metal Slug 5 [Model B3K-00001]")
[JP] Sony PS2 (Mar. 09, 2006; "Metal Slug 5 [SNK Best Collection] [Model SLPS-25634]")
[JP] Sony PSP (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://game.snkplaymore.co.jp/official/ms5/ms5_top.html
Accepted [+] [X] Metal Slug 4 [Model NGM-263] Update submitted by XtC
Metal Slug 4 (c) 2002 Playmore Corp.
The popular series of side-scrolling action games continues, introducing all-new characters into the plot. The world is now trembling under the fear of cyber terror, as the birth of a deadly new computer virus threatens to snatch the main military system out of every country. The virus has been created by the terrorist group known as Amadeus, and must be stopped by the four main heroes in the story. They are : Marco Rossi, an army platoon leader; Fio Germi, a superior director of an Italian secret service; Nadia Cassel, a French regular army soldier; and Trevor Spacey, a regular army sergeant. In the game introduction, the team discover that Morden is still alive and probably behind Amadeus...
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-263
Players : 2
Control : Joystick 8-way
Buttons : 4
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug > [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack, [D] Metal Slug Attack
- TRIVIA -
Metal Slug 4 was released in March 2002. Developed by Mega Enterprise, a South Korean company.
Mega Enterprise got Copyright of SNK's games for South Korea in 1999. In 2006, the South Korean police had an claim for arrest warrant against Lee Sang Min, president of Mega Enterprise. Lee Sang Min escaped in China, abandoning its company (only a few people occupying the office). Mega Enterprise went out of business soon after.
A hack of this game is known as "Metal Slug 4 Plus".
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Hyper Organizer : Sang Min Lee
* Mega Entreprise :
Producer : Hong Ick Cho
Character Designer : Joo Hwan Sohn
Background Designer : Yong Hee Lee
* Noise Factory :
Producer : Keiko Ijuu
Sub Planner : Masafumi Fujii, Kazuki Ito
Main Programmer : Hirosi Hisikawa
Sub Programmer : Kazuaki Ezato
Character Designer : Masahiro Maeda, Yosikazu Nisikawa, Nana Maeda, Kentaro Hayasi, Ryo Fujii
Background Designer : Reiko Nagasima, Nami Takasaki
Illustration : Tonko, Naohisa Yamaguti, Masayuki Fukuoka
Sound Producer : Studio Aqua, Toshikazu Tanaka.
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.12, 2002; "Metal Slug 4 [Model NGH-263]")
[JP] Sony PS2 (Sep. 22, 2004; "Metal Slug 4 [Model SLPS-25376]")
[JP] Microsoft XBOX (Feb. 24, 2005; "Metal Slug 4 [Model ZY3-00002]")
[JP] Sony PS2 (Nov. 23, 2005; "Metal Slug 4 [SNK Best Collection] [Model SLPS-25571]")
[JP] Sony PSP (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Official website: http://game.snkplaymore.co.jp/official/ms/ms4_top.html
Accepted [+] [X] Metal Slug 3 [Model NGM-256] Update submitted by XtC
Metal Slug 3 (c) 2000 SNK.
The heroes of the first 2 games return once more to do battle with the ever-present General Morden and his vast army. The third game of the series places a greater emphasis on defeating hulking boss characters than the 2 previous outings. Metal Slug 3 also introduced multiple routes through most levels, vastly increasing the replay value of the game. For example; on the first level the player reaches a point where they can either continue over land, or enter a small submarine and head down into the ocean depths, where they will be faced with a variety of huge, deadly sea-dwelling creatures.
Metal Slug 3 introduced a number of new elements that have a direct effect on the player's character - similar to the 'mummification' of the second game. The first of these is the 'fatty' affect : should the player pick up too much food (fish, for example) their character will morph in an obese version of itself. This doesn't have any detrimental effect on performance and is included purely for reasons of humor. Another effect is the now infamous 'Zombification'; should the player's character be attacked by a Zombie, he or she will become Zombie until they are either killed, or pick up a first-aid, which will restore the player's character back to human form. Movement while in the zombie state is slow and restricted but the player is armed with what can perhaps be best described as the 'Zombie Vomit'; a huge arc of blood that can be used to destroy oncoming enemies. A second Zombie attack while the player's character is in a Zombie state will result in the player losing a life.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-256
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug 3 was released in May 2000. This game was the last game in the Metal Slug series developed by SNK. The underwater stages are a graphical nod to Irem's 1993 classic, "In the Hunt". This is understandable as many of SNK's Metal Slug developers originally worked for Irem.
Metal Slug 3 features a number of sci-fi movie homages : Mission 2 features a guest appearance by the Men in Black. The carnivorous plant aliens in Mission 4 are a parody of the sci-fi musical comedy, 'The Little Shop of Horrors'. The squid-like aliens in the gigantic Mission 5 (known as 'Mars People') are a homage to the movie, 'Independence Day'. Also, the alien clones you face in this stage seem to parody the sci-fi movie clasic, 'Invasion of the body snatchers'. Finally, the last boss battle seems to be slightly inspired by the ending sequence in the sci-fi horror movie, 'Alien Resurrection'. One of the hostages (who also appeared in "Metal Slug 2" & "Metal Slug X", by the way) known as Hyakkutaro will join the fight by shooting fireballs.
Noise Factory released a limited-edition soundtrack album for this game (Metal Slug 3 Original Soundtrack - NF-0002) on 31/01/2003.
A hack of this game was released in 2005 as "Metal Slug 6 [Hack]", one year before the official "Metal Slug 6".
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Planners : Meeher, Akio
Enemy sequence : Narusawa, Arita
Character chief : Akio
Background chief : Susumu
Designers : Cannon, Tomo, Kozo, Kuichin, Flying Fox, Curry
Wizard : Andy
Enemy's brain : Aba
Programmers : Tecchan-Take, Dramania Hide, Fujisawa, Nakatsuka, Seeker
Sound : Hiyamuta (Hiya!), Captain Beroou (as Bero-ou), Hohi_Hohi, Q_Jiroo, Maitaro
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.01, 2000) "Metal Slug 3 [Model NGH-256]"
[JP] Sony PS2 (june.17, 2003) "Metal Slug 3 [Model SLPS-25209]"
[JP] Microsoft XBOX (june.24, 2004) "Metal Slug 3 [Model DP5-00001]"
[JP] Sony PS2 (Nov. 18, 2004) "SNK Best Collection: Metal Slug 3 [Model SLPS-25428]"
[JP] Sony PSP (Feb. 22, 2006) "Metal Slug Complete [Model ULJS-00090]"
[JP] Sony PS2 (may.31, 2007) "Metal Slug Complete [Model SLPS-25762]"
[JP] Nintendo Wii (Dec. 27, 2007) "Metal Slug Complete [Model RVL-RMLJ-JPN]"
[JP] Sony PS2 (june.18, 2009) "SNK Best Collection: Metal Slug Complete [Model SLPS-25937]"
[JP] Sony PSP (june.18, 2009) "SNK Best Collection: Metal Slug Complete [Model ULJS-00206]"
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
* OTHERS:
Google Play (2012) "Metal Slug 3"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] Update submitted by XtC
Metal Slug 2 - Super Vehicle-001/II (c) 1998 SNK [Shin Nihon Kikaku].
The heroes of Metal Slug, Marco and Tarma, are called into action once again to take on the might of General Morden and his armies in this, the first of several sequels to the superb 1996 original. This time, however, Morden has acquired a number of powerful allies to aid him in his evil schemes, some of which are not even human. The 2 brave soldiers are called upon to deal with this threat once again, aided by members of the newly founded 'Sparrow Squad', Fio and Eri.
Metal Slug 2 improved on much of what made the first game great; featuring more enemies, larger bosses, more weapons, more vehicles, more hostages, more surprises and more humour than its illustrious predecessor. The occasional moments of slowdown that blighted the first game are still present, however.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-241
Players: 2
Control: 8-way joystick
Buttons: 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug 2 was shown at the 1998 AOU Amusement Expo show, in Japan. Then it was released in February 1998.
The game's alien enemies, together with the final battle and ending sequence, are a deliberate pastiche of the risible sci-fi blockbuster movie, 'Independence Day'.
On the parental advisory screen (US version), 'advisory' is misspelled as 'advisoly'.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Slug 2 Original Sound Tracks - PCCB-00311) on 17/04/1998.
- TIPS AND TRICKS -
Rescued hostages are the greatest contributors of points. But you have to stay alive to get credit for your rescues (Once you complete a mission, you receive 10'000 pts for every POW).
MISSION 1, Deserts of Arabia : You are sent to control a loyalist force suspected of building weapons of mass destruction.
* The tallest tree after the 1st building contains lots of fruit and 3 hidden POW's.
* Palace : Shoot towards the right of the red banner to release 2nd lieutenant Hyakutaro Ichimonji. This mystic POW has an energy bolt which is powerful and homes in on anything you can shoot (this means structures as well; collateral damage). He'll help you until you finish the mission or die.
* You'll find the Camel Slug after the conversing Arabs. It comes equipped with a Vulcan but provides no cover against enemy fire. Like the Metal Slug, the Camel can run over enemy soldiers.
* BOSS 1, Harrier VTOL : Waves of swordsmen rush at you. Take them out before they get too close. After about 100 shots, 2 bazooka grunts open fire. Stay in between the jet exhausts. Aim for the engines as much as possible (You'll see and get 10,000 pt. for the 1st wing and 50,000 for the 2nd).
MISSION 2, Valley of the Pharaohs : Intelligence has indicated that the enemy army is using a secret Egyptian site to house military machinery.
* Use your gun to knock out an eye from the Sphinx (30,000 pts).
* Without hitting the explosive barrel, kill the Imperial Guards. Then, fire at the top right corner offscreen, for 3 POW's.
* If you stand next to the 1st and 3rd miners, they'll dig up some bonus items.
* Shoot at the top right of the support tower for a POW.
* Pyramid slope : A gem or 3 POW's are hidden at the top of the screen, right above the spot where the 1st mummy pops up.
* If you get a whiff of undead breath, you'll become a member of the undead, identifiable only by headgear. You'll be carrying only a pistol. Jumping is also quite a task. The flashing healing potions will turn you back into a human instantly.
* Near the door, get the POW's before clearing out the mummies.
* You'll catch up with Rumi Aikawa here. Shoot her for a healing potion or points.
* The eye hieroglyph before the special mummy hides a gem.
* Shoot the deceased explorer to make her give up a gem. Disgruntled, she'll give you the matching stick of dynamite.
* Jogging to the left, you'll see a few platforms to jump on. From the 2nd to the top, you can carefully jump over to the right. The long one holds 2 treasure chests. But don't stop here. Carefully jump on top of the cat statues. Shoot the chest open, which holds a magic lamp. If you are patient enough, a djinni will appear. Wait just a moment longer, and he'll grant a wish for riches. Starting from the moment the lamp is released, count the plumes of smoke and jump after the 5th one. Shoot above the right statue for another magic lamp.
* On the next level path (8th platform), the head of the hieroglyph holds gems. Shoot'em out!!
* If you let the mummy attack the explorer, you can destroy the new mummy for a gem.
* The twin-armed Slugnoid vehicle is located on one of the higher ledges of the tower of doom. The main cannon (C) fires downwards ((A)+(B) Swan Dive)
* BOSS 2, Iron Claw : Use your cannon and bombs. If you stay at the same altitude for a while, Iron Claw rears back and charges towards you. It won't fire while doing so, giving you time to get free hits in. When Iron Claw primes up, jump to the side ledges.
* BOSS 2 Freeze bug - Stop the nasty climbing! This original flaw give players an unfair advantage to eliminate Boss2 without any difficulty. Below is the following of how to activate. When the player standing on the platform which placed on the last chest, jump to the right edge of the next platform and fall to right lower platform immediately. The screen scrolls up and the boss emerges from the bottom of the screen. Instead of being killed as usual, the player is still there safe and sound ,while the boss freezes and do no climbing at all. At this moment, Just stay on the platform where you are and attack then it will be destroyed afterwards. The trick is also possible when riding the slugnoid or two players' game, but both player must do it at the same time.
MISSION 3, Supply Train : You've managed to catch up with an enemy train headed for a night shipment to the Far East.
* At the engine of the train, rescue the POW. Shoot at the smokestack from below to release 3 POW's.
* From the head of the engine, manage to clear more space with your jump to the next train for 50,000 pt.
* Use the Slug flyer which is equipped with a Vulcan that is limited in angular range.
* BOSS 3, Four Legger : While the boss is standing, jump to shoot at it. Everything except the flame-thrower can be avoided by hiding underneath its legs. If you still have the Slug flyer, stay on the left.
MISSION 4, Chinese City, Downtown : A platoon of enemy troops is stationed nearby.
* Collect as much of the food as you can. Once you're fat, your weapons will cause more damage but you'll be slower.
* Most of the buildings can be demolished, revealing hidden POW's or bonuses. Some of the POW's can be reached by knocking down the building they're on or the one next to it.
* Right about where the monkey and fish are, jump into an opening in the walkway and find POW's and a diet shake.
* Sitting on a rooftop of the residential area is your Metal Slug.
* BOSS 4, Big Tank (kind of battleship) : Only the cannons take damage during this battle. If using the Metal Slug, try for the lower cannons first. Use the houses and boulders to aim for the higher guns.
MISSION 5, New York : The townsfolk have been complaining about strange smells and sounds coming from the sewers. Intelligence confirms that a battalion is stationed inside, ready for an invasion.
* Jump on top of any of the cars, firing downwards. The car will burst in flames, sending you into the sky to reach a lot of bonus items.
* At the end of the street, shoot at the fire escape of the last building for 3 POW's and into the tree for fruits.
* At the underground railroad, shoot into the top of the arch for POW's.
* As soon as one of the 4 trains approaches from the right, fire immediately.
After destroying each one, run to the right to regain any lost ground.
* After marker zero (0), the track bends from here. But before you shoot at the EXIT door, fire at the ceiling. There are 3 separate spots with hostages.
* In the sewers, you see a box with an arrow on it. Find the lever and press (A) to wind it. After 3 turns, an item will drop down with a weapon or bonus.
* BOSS 5, Nuclear Submarine : Surfacing from the sewer slime, the sub attacks with a lot of lightning balls and a thunder cannon. When you see double barrels pop up, prepare for some serious thunder. Fire the Vulcan and bomb it at the same time.
MISSION 6, Siberian Shipyard : Far from Moscow, the rebel army has secretly established war factories and rebel headquarters.
* Mountainside : the sign with the arrow hides a POW.
* Midboss, Super Soldier : Fully recovered from his wounds of Metal Slug 1, he challenges you to another showdown. The horizontal shots can be ducked. Sometimes, you can knife him once and jump away. Take whatever shots you can in the meanwhile.
* In the submarine factory, after busting the tank, use the platform to release the hostage on the higher platform.
* Small platforms give you access to some of the prisoners on the top level, but it's easier to fight aliens on the lower platform.
* When the 2nd area is clear, turn the crank to release a Laser Rifle.
* 3 POW's are hanging at the top of the screen after the 3rd area.
* A POW is hidden on the short plank in the 4th area.
* BOSS 6, Battle Drone : Use the platform to the left whenever possible. When the rod is exposed, it will prime up for 2 seconds, then fire a bolt. Keep a constant fire when free from the Battle Pods.
* FINAL BOSS, Mothership : Fear not the various grunts and tanks, they are here to help you. Try using them for cover. Aiming upward from anywhere will hit some section of the ship. The soldiers bring in a Metal Slug later in the battle, just unload it from the truck. After a long and ruthless battle, the Mothership withdraws.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Planners : Meeher
Designers : Akio, Susumu, Cannon, Tomo, Kuichin, Kozo, Kon. Kitakichine, J.Yoshii, Ozi, Fukunishi, Nakamata, Hikaru, Hikaru, Megumi Imanishi
Programmers : Andy, Hamachan, Nakatsuka, Zen, Seeker, Pierre, Kohki (^0^)/, Hirokun
Sound : Hiyamuta (Hiya!)
Producer : Takashi Nishiyama
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 02, 1998; "Metal Slug 2 - Super Vehicle-001/II [Model NGH-241]")
[JP] SNK Neo-Geo CD (june.25, 1998; "Metal Slug 2 - Super Vehicle-001/II [Model NGCD-241]")
[JP] Sony PSP (Feb. 22, 2007; "Metal Slug Complete [Model ULJS-00090]")
[JP] Sony PS2 (may.31, 2007; "Metal Slug Complete [Model SLPS-25762]")
[JP] Nintendo Wii (Dec. 27, 2007; "Metal Slug Complete [Model RVL-RMLJ-JPN]")
[JP] Sony PS2 (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model SLPS-25937]")
[JP] Sony PSP (june.18, 2009; "Metal Slug Complete [SNK Best Collection] [Model ULJS-00206]")
* COMPUTERS:
PC (2001)
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Metal Slug - Super Vehicle-001 [Model NGM-201] Update submitted by XtC
Metal Slug - Super Vehicle-001 (c) 1996 Nazca.
A scrolling 'run-and-gun' platform game for one or two players, Metal Slug is a humorous parody of war and specifically of World War II and the Nazis.
The game features six enemy-packed levels, referred to as 'missions'. Players start the game armed only with a pistol, but extra weapons can be picked up and used for greater firepower. Also, at certain points during a level players will find an unused 'Super Vehicle-001' - or Metal Slug - tank which can be entered and driven. The Metal Slug is slow-moving but has very powerful weapons. If the Slug takes too many hits it will break down and start to flash, the player must then quickly exit the vehicle before it explodes. The enemy troops also have vehicles at their disposal, such as tanks, boats and helicopters.
The levels are littered with bearded hostages who, when rescued, award players with either points bonuses (in the form of medals) or weapon power-ups. Available weapons are Heavy Machine Gun, Flame Shot, Rocket Launcher and Shotgun. Hand grenades are also available.
Each level ends with at least one large enemy 'Boss' vehicle that takes many hits to destroy. Once the boss has been destroyed, bonus points are awarded for each prisoner rescued. Further bonus points are awarded if the player's Metal Slug vehicle has survived the boss battle.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-201
Players : 2
Control : 8-way joystick
Buttons : 3
=> Character > [A] Shoot, [B] Jump, [C] Grenade
=> Metal Slug> [A] Gun Attack, [B] Jump Board Vehicle, [C] Artillery Attack
- TRIVIA -
Metal Slug was released in April 1996.
Etymology of 'Metal Slug': Meeher, the lead designer of the game for Nazca, wanted to create an armored fighting vehicle that could crawl on the ground like a 'slug'. The word 'metal' in the title indicates that the vehicle is mechanical. Initially, players considered the title to be "not good enough". Meeher later joked about the title, saying "Maybe I don't make much [sic] of a sense?"
Slugs in Metal Slug sequels included animals (usually only the Vulcan cannon mounted on the animal, with a cannon attachment occasionally available), planes and other vehicles that did not fit Meeher's original definition.
While being an obvious parody of World War II and the Nazi regime (the rebel army's flag is a deliberate pastiche of the Nazi "Swastika"), Metal Slug also lampoons 'Full Metal Jacket' and 'MASH'. General Morden, the rebel army's evil general, is a parody of Saddam Hussein.
Just as the two main heroes (Marco & Tarma) appear in every chapter in the Metal Slug series, General Morden & Allen O' Neill (the machine gun wielding, trash mouth-talking, buffed soldier) are the series' classic main villains.
The tank in Metal Slug was inspired by the tank: Dominio Tank Police (1988). The tank in this anime is called Bonaparte and is piloted by Leona Ozaki.
Cliff Reese holds the official record for this game with 2,683,030 points on March 8, 2011.
The same team that created Metal Slug had previously created a handful of games for Irem, most of which featured very similar graphics and gameplay. "Cyber Lip" (1990) had some of the core developers as the original Metal Slug. "Gunforce" (1991) and "In the Hunt" (1993) had noticeably similar gameplay, with graphics that bear a slight resemblance to Metal Slug. "Gunforce 2" (1994) not only had similar gameplay but the sounds of dying soldiers were almost exactly the same as Metal Slug. Because of this, some fans refer to Gunforce 2 as "Metal Slug Zero".
- TIPS AND TRICKS -
* Metal Slug features a 'blood ON' option (soldiers squirt blood when shot, instead of water). This can be activated via the 'Setting The Soft Dip' option in the game's dip switch menu.
* When you parachute into the level at the start of a mission, press B to make the parachute disappear, allowing your character to drop to the ground more quickly.
* Don't waste ammo. Metal Slug requires some thinking and shooting indiscriminately is not the best way to play this game.
* Don't waste special weapons on shields. Shielded soldiers will throw their shields aside when they need to fire, so shoot at them only at this instant. Or use your knife if you manage to get close enough.
* Use your knife against lone enemies. There is no need to waste ten rounds of your Heavy Machine Gun on a single enemy soldier.
* When Metal Slug is dangerously low on health (but not so low that you are forced to leave it), use the frontal attack to inflict major damage.
* Whenever you jump out of the slug, you are invincible for a brief amount of time. This is especially useful against the blue mortars, since they can't be avoided. Note, however, that there is no period of invincibility when you jump back into the slug.
* There is apparently no 'reload time' when you throw grenades or rockets. The rate depends on how many of either are currently on-screen so if you are close to an enemy, the rate will be negligible. You may use this trick against some bosses and in any other situation to pass through unscratched.
* The best way to earn points in to rescue hostages, but this can be tricky. The first problem is finding them, the second is to stay alive to the end of the mission to get credit for your rescues.
As well as the easily-spotted hostages that litter the levels, there are also numerous hidden hostages:
MISSION 1 (hostages: 10):
Two pairs of are hostages hidden in the two waterfalls just before you get to the boss. Just blast the tops of the waterfalls and they will fall.
MISSION 2 (hostages: 12):
Blast down at the green bush underneath the bridge just before you reach the mid level boss (large tank on rails above you) and three secret prisoners will come running in your direction.
MISSION 3 (hostages: 15):
There are secret hostages hidden within the two large trees that you can blast down in the section where you have the Metal Slug tank. These seem to be random, just try blasting those trees down and sometimes they appear.
There are hidden hostages that drop down from the sky when you are fighting the end of level boss; just don't kill the boss until they have all appeared.
MISSION 4 (hostages: 20):
Just after you have got the Metal Slug tank at the beginning of the level, blast the ceiling of the bar just above the light/lampshade high up on the wall at the entrance of the bar.
At the end of level bosses you can either blast in the top right hand corner of the cave to get three hidden hostages OR blast the far bottom left hand corner for three hidden hostages. It is not possible to get both of these groups. You can only get one or the other.
MISSION 5 (hostages: 13):
Blast the first and second houses and two hostages will appear.
Fire at the top of the first and second trees in the stage in between the shops and houses. The first tree yields three POW's and the second only two.
Blast the undercarriage of the end of level boss after it has lifted up on stilts to get three extra prisoners who also provide useful power ups.
MISSION 6 (hostages: 25):
At the beginning, shoot above you to find one prisoner.
Destroy the big pack of rocks to deliver one POW.
Blast the small white cloud above you just after the boat you are on has run ashore to get two hidden hostages.
When you're out of the boat, go left in the water to find some points.
POWs appear on screen during the fight with the final boss, if you shoot in the top right corner.
* Beat the game in two players mode to view a different ending sequence.
- SERIES -
1. Metal Slug - Super Vehicle-001 [Model NGM-201] (1996, MVS)
2. Metal Slug 2 - Super Vehicle-001/II [Model NGM-241] (1998, MVS)
3. Metal Slug X - Super Vehicle-001 [Model NGM-250] (1999, MVS)
4. Metal Slug - 1st Mission [Model NEOP00210] (1999, NGPC)
5. Metal Slug - 2nd Mission [Model NEOP00610] (2000, NGPC)
6. Metal Slug 3 [Model NGM-256] (2000, MVS)
7. Metal Slug 4 [Model NGM-263] (2002, MVS)
8. Metal Slug 5 [Model NGM-268] (2003, MVS)
9. Metal Slug 6 (2006, MVS)
10. Metal Slug 3D (2006, PS2)
11. Metal Slug 7 (2008, NDS)
- STAFF -
Designers : Akio, Susumu, Max.D, Tomohiro, T. Okui, Kozo
Planners : Meeher, Hire-Nag
Sound : Hiyamuta (Hiya!), Jim
Programmers : Hamachan, Andy A. Kurooka, T. Yokota, H. Yamada, Pierre
- PORTS -
* CONSOLES:
SNK Neo-Geo CD (1996)
Sony PlayStation (1997)
Sega Saturn (1997)
Sony PSP (2006) "The Metal Slug Collection"
Nintendo Wii (2006) "The Metal Slug Collection"
Sony PlayStation 2 (2006) "The Metal Slug Collection"
[US] Sony PS2 (may.05, 2008) "SNK Arcade Classics Vol.1 [Model SLUS-21724]"
[US] Sony PSP (may.05, 2008) "SNK Arcade Classics Vol.1 [Model ULUS-10338]"
[KO] Sony PS2 (may.29, 2008) "SNK Arcade Classics Vol.1 [Model SLKA-25424]"
[US] Nintendo Wii (jul.29, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RNCE]"
[EU] Sony PSP (Oct. 17, 2008) "SNK Arcade Classics Vol.1 [Model ULES-01105]"
[EU] Nintendo Wii (Oct. 31, 2008) "SNK Arcade Classics Vol.1 [Model RVL-P-RJZP]"
[EU] Sony PS2 (Nov. 21, 2008) "SNK Arcade Classics Vol.1 [Model SLES-55232]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
Sony PlayStation Store (Dec.2010)
* COMPUTERS:
PC [MS Windows, DVD-ROM] (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Marvel Super Heroes [Green Board] Update submitted by XtC
Marvel Super Heroes (c) 1995 Capcom Company, Limited.
Ten characters straight out of Marvel Comics prove their worthiness to meet Dr. Doom and Thanos. Includes special power-up gems that can be used and acquired during a match.
- TECHNICAL -
Runs on the "CP System II" hardware.
Green Board [Japan]
Players: Up to 2.
Control: 8-way joystick per player.
Buttons: 6 per player.
=> [1] LP (Jab), [2] MP (Short), [3] HP (Fierce)
=> [4] LK (Strong), [5] MK (Forward), [6] HK(Roundhouse)
- TRIVIA -
Marvel Super Heroes was released in October 1995 in the Japanese arcades. It was known as the 12th video game released for the CPS-II hardware.
Known export releases:
"Marvel Super Heroes [Blue Board]"
"Marvel Super Heroes [Grey Board]"
"Marvel Super Heroes [Orange Board]"
"Marvel Super Heroes [Pink Board]"
The game background is mainly inspired by the famous comic saga called the Infinity Gauntlet, published in 1991. This gauntlet is wielded by Thanos and allows him to use all the Infinity gems simultaneously.
There are 10 characters available plus the 2 bosses which appears in different Marvel comic books :
Black Heart - Daredevil #270
Captain America (aka Steve Rogers) - Captain America Comics #1
Doctor Doom (aka Victor Von Doom) - Fantastic Four #5
Hulk (aka Robert Bruce Banner) - Incredible Hulk #1
Iron Man (aka Anthony 'Tony' Stark) - Tales of Suspense #39
Juggernaut (aka Cain Marko) - X-Men #12
Magneto (aka Erik 'Magnus' Lehnsherr) - X-Men #1
Psylocke (aka Elizabeth 'Betsy' Braddock) - New Mutants Annual #2
Shuma-Gorath - Marvel Premiere #6
Spider-Man (aka Peter Parker) - Amazing Fantasy #15
Thanos - Iron Man #55
Wolverine (aka James 'Logan' Howlett) - Incredible Hulk #180
Marvel Super Heroes was released by Capcom in memory of 'Jack Kirby' (aka 'The King of the Comics') [1917 / 1994] who was the most influential and respected illustrator and creator of comic books, at least of the super-hero/adventure variety. He was so important that, with that field now in recession, some are saying that when Jack Kirby died, he took the industry with him.
Soundtrack releases:
Marvel Super Heroes / Sony Records - SRCL-3448 - December 1, 1995
- UPDATES -
Green Board revisions :
REVISION 1:
Build date: 951024
REVISION 2:
Build date: 951117
- TIPS AND TRICKS -
* Play as the bosses:
This only works on the Japanese version of the game, and you need the assistance of an arcade operator if using a real Arcade machine. First, enter the Service Menu by pressing the Service Switch (F2 in MAME). The menu will be in Japanese, but go to option #7, then #1, and in the first entry, press the Low Punch button until you get to a phrase that has no numbers. That should be the Free Play option. Then select the bottom entry, then option #4, then option #9 to exit the Service Menu. The game will restart and it should be in Free Play mode. Now, on the "Virtual Audio" screen, hold the Credit Switch (the 1-Player Coin Button, usually the #5 key on MAME), and press the Start button to go to the character selection screen. While still holding the Credit Switch, press the following button combinations at a normal/medium speed.
Notes:
-If you do the button combination too fast or too slow, it will not work.
-Also, when you enter the Dr. Doom or Anita code, you'll automatically pick Spiderman, but as long as you finish entering the code, he will turn into the character you want.
Dr. Doom:
Medium Kick, Low Punch, Down, Low Kick, Medium Punch
Thanos:
Up, Down, Left, Right, Up, Down, Left, Right, Medium Punch
Anita:
Medium Punch, Low Punch, Left, Low Kick, Medium Kick
* Double Power : Select a fighter at the character selection screen, then press Player One Start + Player Two Start.
* Continue Fighting : Press Start immediately after winning a round to continue hitting the defeated character.
* Disable Gems : To disable Gems in two player mode both players must press and hold Start after choosing their character until the round starts.
* Change Character Color : At the character select screen move to the desired character then hold Up (if on top row) or Down (if on bottom row). After 3 seconds press any punch or kick button to select character.
* Here are the different gem effects (which acts during a short time) and when you can get them :
Time gem (Red) : You are much more faster than usual.
Space gem (Purple) : Your character get unstoppable with this super armor power.
Soul gem (Green) : Your fighter slowly recovers life.
Power gem (Pink) : Your attacks are more powerful.
Reality gem (Orange, on the fifth opponent) : Your attacks have additional effects which makes them more powerful.
Mind gem (Blue, owned by Thanos) : The character can recover about 2 energy levels in a few seconds.
The gems are owned by different opponents: we have one at the beginning, then the first opponent have the following one then the second, then the third and finally the fifth (the last one is on Thanos). Characters have some special effects using some gems (for instance Magneto got an energy field around him with the Space gem, Spiderman divides himself in two similar being for symmetrical attacks using the Power gem).
Notice that we can only use the first gem in our gem stack. If you press the Start button during the fight, you will change the gem order in your stack, allowing for you to use any desired gem at any time.
When we reach the final fight against Thanos, he steal all the gems and collects them in his gauntlet. He uses them his way (for instance : space gem creates a warp which attracts and throws rocks on his enemy).
* If you can get a win streak of 20, 40, 60, 80, 100 & 108 and finish your opponent with a super in those rounds, you get secret appearances from Anita, Gouki and Lin Lin on the victory screen.
- STAFF -
Planners : Takeshi Tezuka, Tetsuya Iijima, Tomichi, Kiyoshi Nishikawa, Kei Hiratou, Satoru Kimura
Programmers : Tarabar Hori (Tarabar-Black), Aoi-Peach, Kaw-K. Marichan, Silver-Kadontz, Nobu-Sasami, Knishi- (MadDogMc), Pon, Dna, Frk, Yama, Tomohiro Ueno, Youji
Scroll Designers : Konomi (Powerful Konomi), Buppo, Shibata Kayoko, Daisuke Nakagawa, Yumiko, Takapon, Akiko Matsunaga, Satomi Ishii, R.K, Yoichi Tanoue, M
Music Composers : Takayuki Iwai (Anarchy Takapon), Yuki Satomura (Wewe), Tatsuro Zuzuki
Sound Designers : Picard Mij, Satoshi Ise (Ayano), Ryoji Yamamoto (Ryoji)
Sound Producer : Arcade Sound Team
Voice Designers : Hiroaki Kondo (New-X?)
* Object Designers :
Thanos : Shinji Sakashita (Sakashita Thing), D-Kurita, Takayuki Kosaka, Masako. Satoh
Dr. Doom : Satoru Yamashita, Ino, Seigo Kawakami
Wolverine : Akira Yasuda (Akiman)
Spider-man : Arahijuf, Rumi Yamaguchi, Tsunenori Shirahama
Captain America : Masaaki Tanaka, Chimorin Shogun, Misako Yamamoto
Psylocke : Eripyon. N
Hulk : Makoto Ishi, K. Takechan, Miwa, Kanako Takami
Iron Man : Yoshino Hiroaki, Kiai Ryuken, Yukikaze, You-Ten Nakano, Yutaka Maruno, Cepezou, Mimura Kenji, K. Tokunaga, Eizi Murabayashi, Naoki Fukuda, Takep, Henoheno, Yuki
Magneto : A. Iwasaki
Shuma-Gorath : Masayo Tsujimoto, Jun Matsumura (27), Shinya Miyamoto, Kako, Masanori Kondo
Blackheart : Alien. Pole, Fnyaco. F. Fnyao, Dway Nishimura, Oyabin
Juggernaut : Minobe Hiroaki, R. Sato, Kazuko Kawanaka
Effect : Ntengm Nakatani, Sagata, Tanuki, Kimo Kimo
* Voice Actors :
Captain America : Cathal J. Dodd
Wolverine : Cathal J. Dodd
Black Heart : Jaimz Woolvett
Psylocke : Catherine Disher
Shuma-Gorath : Franck Perry
Spider-Man : Patrick Chilvers
Hulk : Andrew Jackson
Thanos : Andrew Jackson
Juggernaut : Rick Bennett
Iron Man : Christopher Britton
Doctor Doom : Lorne Kennedy
Magneto : Lorne Kennedy
Anounncer : Lorne Kennedy
Special Thanks : Takuya Shiraiwa (Mr. Shiraiwa), Alex Jimenez, Eric Luther (Eric Luthr), Phillp Reed (Phil Reed)
- PORTS -
Notes: Anita is now hidden character and only playable in Japanese console version.
* CONSOLES:
[JP] Sega Saturn (aug.8, 1997) "Marvel Super Heroes [Model T-1215G]"
[JP] Sony PlayStation (sept.25, 1997) "Marvel Super Heroes [Model SLPS-00763]"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Moon Patrol Update submitted by XtC
Moon Patrol (c) 1982 Williams Electronics, Incorporated.
Export version by Williams Electronics for North America. Game developed in Japan by Irem. For more information about the game itself, please see the original Irem entry.
- TECHNICAL -
The Williams Moon Patrol cabinet is a similar design to the one used on "Joust", but with a slightly thicker control panel. This title features painted sideart (a scene showing a moon buggy being attacked, which is done in several shades of blue), and uses a horizontal monitor. The marquee shows another moon scene (this one done up in Marvel comics style graphics) of a yellow moon buggy attacking a hovercraft, with a purple space castle in the background (All of those things are different colors than the ones actually in the game, they probably neglected to show the graphic artist the actual game). The control panel uses a single 2-Way joystick which is mounted centrally, fire and jump buttons are on either side (meaning you can play this title with either hand).
- TRIVIA -
Moon Patrol was released by Williams Electronics, under license by Irem, in August 1982 in the USA.
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released outside of North America, please see the original Irem entry.
* CONSOLES:
[US] Atari 2600 (1983) "Moon Patrol [Model CX2692]"
[US] Atari 5200 (1983) "Moon Patrol [Model CX5241]"
Atari XEGS
Colecovision : Unreleased prototype
[US] Sony PlayStation (nov.30, 1997) "Arcade's Greatest Hits - The Midway Collection 2 [Model SLUS-00450]"
Nintendo Game Boy Color [US] (may.1999) "Arcade Hits - Moon Patrol & Spy Hunter [Model DMG-ADUE-USA]"
[US] Sega Dreamcast (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]"
* COMPUTERS:
[US] Atari 800 (1982) "Moon Patrol [Model RX8052]"
[US] Apple II (1983)
PC [Booter] [US] (1983)
Commodore VIC-20 [US] (1983)
[US] Commodore C64 (1983) "Moon Patrol [Model RX8533]"
Tandy Color Computer [US] (1983) "Moon Hopper"
Tandy Color Computer [US] (1983) "Desert Patrol"
Tandy Color Computer [US] (1983) "Lunar Rover Patrol"
TI-99/4A [US] (1984) "Moon Patrol [Model RX8531]"
Atari ST [US] (1987)
PC [MS Windows 95, CD-ROM] [US] (1997) "Arcade's Greatest Hits - The Midway Collection 2"
* OTHERS:
Mobile Phones [US] (jul.2, 2003)
- SOURCES -
Game's Rom
Accepted [+] [X] Mario Bros. [Model TMA1-UP] Update submitted by XtC
Mario Bros. (c) 1983 Nintendo.
Mario Bros. is a single-screen platform game in which the legendary "Mario Bros.", Mario and Luigi, must try to rid each level of a number of pests that have infested the waterworks : Shellcreepers (turtles), Sidesteppers (crabs that need to be hit twice) and Fighterflies (flies that can only be attacked when they touch a platform).
Players can jump upwards to hit the platform above them, which will 'flip' any enemies on the above platform onto their backs. The prone enemies can then be kicked into the water to remove them. A 'POW' button also appears on a number of screen; this can be 'butted' by a player, causing all on-screen enemies to flip onto their backs; as well as destroying any enemy fireballs that may be around. Each POW can only be used a maximum of three times.
As well as the game's enemies, players are also hampered by the huge amount of inertia that comes into play when controlling Mario or Luigi. This is due to the low degree of traction that exists between the Mario brothers and the platforms. On later phases, ice appears on the platforms reducing the amount of traction even further. As the game progresses, water droplets hang below the platforms and freeze into deadly icicles, which will eventually break off and fall.
- TECHNICAL -
Game No. TMA1-UP
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : I8039 (@ 730 Khz)
Sound Chips : DAC
Players : 2
Control : 2-way joystick (LEFT, RIGHT)
Buttons : 1 (JUMP)
- TRIVIA -
Mario Bros. was released on July 14, 1983 in Japan.
Shigeru Miyamoto was inspired to make "Mario Bros." a two-player game after seeing Williams' 1982 platform game, "Joust". This would in turn lead to the creation of Mario's brother, Luigi.
Mario Bros. was the first platform game designed entirely around its eponymous hero, Mario, and his brother, Luigi. Although the plumber had, of course, been featured in the first two games in the legendary "Donkey Kong" series, the game's simple-yet-involving gameplay only hinted at the greatness that was to follow for both Mario and Nintendo itself.
The Mario character would soon become Nintendo's mascot; and while the plumber's arcade outings would be few and far between, Mario would prove to be at the cornerstone of the massive critical and commercial success Nintendo would subsequently enjoy. The "Mario Bros." arcade game also saw the introduction of Mario's brother Luigi, named after a pizzeria that was situated near the then-new Washington headquarters of Nintendo of America, called "Mario and Luigi's".
Despite being released at the time of the infamous videogame industry collapse of 1983, when smaller arcade companies, such as Centuri (U.S. manufacturer of titles such as "Gyruss", "Pleiades", "Phoenix" and "Time Pilot"), simply went out of business, and even industry giants such as Atari, Konami and Taito, saw a drastic reduction in arcade revenue, Mario Bros. was a huge success and would provide a firm foundation for Nintendo to make a move into the home console market for which they are now known.
The musical introduction at the beginning of the game is the first movement of Mozart's "Eine Kleine Nachtmusik".
A variation of the game was featured in the NES/Famicom title "Super Mario Bros. 3" as the two-player Battle Mode, accessed when both brothers occupy the same spot on the world map.
An updated version of the game was featured in all four volumes of "Super Mario Advance" for the Game Boy Advance, under the title "Mario Bros. Classic".
The stage layout for Mario Bros. is used as an unlockable stage in "Super Smash Bros. Brawl" for the Nintendo Wii.
Default high score table :
RANK SCORE NAME
1ST 012000 AKI
2ND 009000 CHI
3RD 008000 SEI
4TH 005400 NAO
5TH 003200 IYO
Perry Rodgers holds the official record for this game with 3,481,550 points.
A Mario Bros. units appears in the 1986 movie 'Over the Top'.
On December 9, 2003, the Hollywood Wax Museum announced the first ever video game character to ever be put to wax : Mario.
Known bootleg/hack releases :
"Masao"
"Pest Place"
- UPDATES -
The Japanese version features an extra life at 20,000, 30,000, or 40,000 points (depending on the DIP Switch settings; 20,000 is the default), plus an additional extra life every 30,000 points. There is also an option to receive no free lives at all.
The Japanese version features three all-Shellcreeper phases before the first Bonus Phase, instead of two. In the English version, you have to kick off three Shellcreepers in Phase 1, and six in Phase 2. In the Japanese version, you have to take care of three Shellcreepers in Phase 1, four in Phase 2, and six in Phase 3.
- SCORING -
Scoring in this game is relatively simple. It is based on how many critters you knock off the ledges :
Shellcreeper : 800 points
Sidestepper : 800 points
Fighterfly : 800 points
Knocking over an enemy : 10 points
The above scores are for knocking only one critter off the ledge. If you knock off two in a row, you get 1,600 points. Three nets you 2,400 points while knocking four or more off in a row garners you 3,200 points.
You also get points for things other than the above :
Slipice : 500 points
Coin : 800 points
Red Fireball : 1,000 points
Blue Fireball : 200 points
In addition to getting points for the above, you also can get points during the Bonus Phases :
1) You get 800 points x the number of coins you gather.
2) If you get all ten coins, you get 5,000 points in the first Bonus Phase and 8,000 points for each Bonus Phase thereafter.
- TIPS AND TRICKS -
* When you start a game, you will be in the middle almost under the POW button. Your job is to go after the critters entering from the upper left or right pipe. Learn how to jump not only up, but also sideways. The platforms don't have a lot of room for jumping straight up. You need to learn how to jump sideways so you can quickly make it to the next platform. This is both for running and standing still.
* Know how each of the critters moves and what their behavior is. You can use this knowledge to your advantage. For example, an easy way to take care of Sidesteppers is as follows (assume that critter is moving left. Do the opposite of what is stated below if the critter is moving right) :
1) When they are just to the right of Mario or Luigi, jump up and hit the platform. This will make the Sidestepper mad and it will move left again.
2) Right when it passes over, hit it again. This will launch it up and make it drop to the next platform for easy pickings.
* As often as possible, try to kill critters in groups. Any critter killed is worth 800 points (plus the 800 point bonus coin). If you kill two critters in a short time (approx 1 second), the first is still only worth 800, but the second critter is worth 1,600 points, not just 800. For three critters, the points are 800-1,600-2,400. For four critters, the points are 800-1,600-2,400-3,200. The point value for a killed critter is never more than 3,200. So if you were to kill 5 at once, the fourth and fifth critters would both be worth 3,200.
* Also remember that unlike the fireballs, the critters can wrap around the screen. So if one disappears off the left edge, be prepared for it to reappear on the right edge.
* Use the POW button conservatively. You only get three uses before it disappears, so plan those uses wisely. The best time to use the POW is when a lot of critters are on the screen at one time. In addition, make sure they are close to the bottom when you flip them over or you may not have time to knock them off the upper platforms. The POW button is fully restored at the start of the second and subsequent Bonus Phases.
* After you flip a critter over, you have about five seconds to knock it off the platform. If you fail to do this, it will change color and speed up.
* If the last critter in a phase is a Shellcreeper or a Sidestepper, it will automatically go to its fastest pace; if it is a Fighterfly, it will continue at its current pace.
* Learn how the critters move. If they bump into each other, a coin, or Slipice, they will reverse direction. You can work this to your advantage by trapping some critters between two flipped over critters. Again, be quick or they will recover and be faster.
* Coins can be collected by either grabbing them or by hitting them from under the platform they are traveling on.
* Things such as the Fighterfly, Red Fireball, and Green Fireball must be hit when they are in contact with the platform. This can make these things a challenge especially when there are other things harassing you.
* Speaking of the fireballs, some players hunt them for extra points. There are some things to keep in mind :
1) The more times you knock off the Red Fireball, the faster it gets.
2) You can escape off either edge to escape the fireballs. They cannot wrap around the screen.
3) As you get into the later phases, the Green Fireballs appear much quicker so you must be ready to get out of their way.
4) Only one Green Fireball will be active at a time, however, when one ends the other can immediately begin.
* If you get killed, you will be placed on a platform above the first gap. You have ten seconds of invincibility before the platform disappears and puts you in the thick of things. Plan your re-entry carefully.
* The Bonus Phases appear at Phase 3, Phase 8, and every 7 phases thereafter (for the Japanese version, add 1 to the phase number), and are pretty easy once you get a pattern down. In the first Bonus Phase, you will have 20 seconds to get the ten bonus coins. However, in later Bonus Phases, you will only have 15 seconds.
* The later phases become challenging because not only do you have critters to deal with, but after the second Bonus Phase, Slipice will appear in search of a location to plant itself and freeze a platform. Until it manages to completely freeze the platform, the brothers may interrupt it and punch it from underneath. The platform will only remain frozen if Slipice has been given enough time to do its work. After the third Bonus Phase, Icicles begin to form on the underside of the highest platform and the pipes that sit above it. They will fall down from the upper platform and pipes to add to the hazards you already have to deal with. Using the POW button will knock them down before they do any damage.
* When you are playing a two-player game, both Mario and Luigi are on the screen at the same time. (In a one-player game, Mario is on his own.) It is up to the players as to whether they wish to cooperate or turn it into a death match.
- SERIES -
1. Mario Bros. [No. TMA1-UP] (1983)
2. Super Mario Bros. [Model HVC-SM] (1985, Famicom)
3. Super Mario Bros. 2 [Model FMC-SMB] (1986, Famicom)
4. Super Mario Bros. 3 [Model HVC-UM] (1988, Famicom)
5. Super Mario Land [Model DMG-MLA] (1989, Game Boy)
6. Super Mario World - Super Mario Bros. 4 [Model SHVC-MW] (1991, Super Famicom)
7. Super Mario Land 2 - 6-tsu no Kinka [Model DMG-L6J] (1992,Game Boy)
8. Wario Land - Super Mario Land 3 [Model DMG-WJA] (1993, Game Boy)
9. Super Mario - Yossy Island [Model SHVC-YI] (1995, Super Famicom)
10. Super Mario 64 (1997, Nintendo 64)
11. Super Mario Sunshine (2002, Gamecube)
12. Yoshi's Island DS (2006, DS)
13. New Super Mario Bros. (2006, DS)
14. Super Mario Galaxy (2007, Wii)
15. New Super Mario Bros. Wii [Model RVL-SMNJ-JPN] (2009, Wii)
16. Super Mario Galaxy 2 (2010, Wii)
17. Super Mario 3D Land (2011, 3DS)
18. New Super Mario Bros. 2 (2012, DS)
19. New Super Mario Bros. U (2012, Wii U)
20. New Super Luigi U (2013, Wii U)
21. Super Mario 3D World (2013, Wii U)
- STAFF -
Designed & programmed by : Shigeru Miyamoto
Music by : Hirokazu Tanaka
Produced by : Gunpei Yokoi
- PORTS -
NOTE: For ports released in North America, please see the North American version entry; "Mario Bros. [No. TMA1-UP-US]".
* CONSOLES:
[JP] Nintendo Famicom/NES (sept.9, 1983) "Mario Bros. [Model HVC-MA]"
[EU] Nintendo Famicom/NES (sept.1, 1986) "Mario Bros. [Model NES-MA]"
[EU] Nintendo Famicom/NES (1993) "Mario Bros. [Classic Series] [Model NES-MC-NOE]"
* COMPUTERS:
[JP] NEC PC-8801 (1984) "Mario Bros. Special"
[JP] NEC PC-8801 (1984) "Punch Ball Mario Bros"
[EU] Commodore C64 (1984)
[EU] Commodore C64 (1987)
[EU] Amstrad CPC (1987)
[EU] Sinclair ZX Spectrum (1987)
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] JoJo no Kimyou na Bouken Update submitted by XtC
JoJo no Kimyou na Bouken (c) 1998 Capcom Company, Limited.
A one-on-one 2-D fighter with excellent animation and sound.
- TECHNICAL -
Capcom Play System III Hardware (CPS III)
CD Number : CAP-JJK000
CD Label : CAP-JJK-140
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-Way Joystick
- TRIVIA -
JoJo no Kimyou na Bouken was released in December 1998 in Japan. It is known outside Japan as "JoJo's Venture".
The game is based on the 3rd story of the manga from Araki Hirohiko.
- TIPS AND TRICKS -
* Play as Dio : At the character select screen do the following to make Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
* Play as Shadow Dio : At the character select screen do the following to make Shadow Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
highlight Dio and press START (x10)
* Play as Young Joseph : Enter the following at the character select for Young Joseph...
highlight Jotaro and press START
highlight Polnareff and press START
highlight Joseph and press START
highlight Kakyoin and press START
highlight Iggi and press START
highlight Avdol and press START
highlight joseph and press & hold START until Young Joseph appears.
* Unlock time release characters : To unlock the time release characters all at once, you need access to the machine's test menu. From there, go to Configuration, then Game, and enter the following code. A sound will confirm it. P1 Up, Down, Right, Left, Button 1, Button 2, Button 3, Button 4
- SERIES -
1. JoJo no Kimyou na Bouken (1998)
2. JoJo no Kimyou na Bouken - Mirai e no Isan (1999)
- STAFF -
- PORTS -
For ports released outside Japan, please see the Export version entry; "JoJo's Venture".
* CONSOLES:
[JP] Sony PlayStation (oct.14, 1999) "JoJo no Kimyou na Bouken [Model SLPS-02236]"
[JP] Sony PlayStation (jan.25, 2001) "JoJo no Kimyou na Bouken [CapKore] [Model SLPS-86721]"
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.capcom.co.jp/newproducts/arcade/jojo/index.html
Accepted [+] [X] Jojo no Kimyou na Bouken - Miraihe no Isan Update submitted by XtC
Jojo no Kimyou na Bouken - Miraihe no Isan (c) 1999 Capcom.
The sequel of "JoJo no Kimyou na Bouken" with just extra characters.
- TECHNICAL -
Capcom Play System III hardware (CPS III)
CD Number : CAP-JJM000
CD Label : CAP-JJM-110
Main CPU : Hitachi SH2 (possibly 2)
Storage : SCSI CD Rom, RAM and Flash ROM.
RAM : SIMMs on the left w/ 16M of data each (each has 8x 16M Flash ROMs, there's 4 SIMMs plugged in on this board). SIMMs on the right w/ 8M each (there's 4 Flash ROMs on each board and there are 2 SIMMs plugged in)
OSC : 60MHz. 42.9545MHz, XTAL 3.6864MHz.
Players : 2
Control : 8-way joystick
A CPS2 kick harness is needed to use the extra attack buttons.
- TRIVIA -
One of the last games released for the CPS3 hardware. It was released in September 1999 in Japan. It is known outside Japan as "JoJo's Bizarre Adventure".
The Game is based on the 3rd story of the manga from Araki Hirohiko.
A cartridge only version of this game was available in Japan. Unlike standard CD-Rom CPS3 kits, the cartridge only version boots up in a matter of seconds.
Suleputer released a limited-edition soundtrack album for this game (Jojo's Bizarre Adventure Original Soundtrack - CPCA-1022) on February 20, 1999.
- TIPS AND TRICKS -
* Play as Dio : At the character select screen do the following to make Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
* Play as Shadow Dio : At the character select screen do the following to make Shadow Dio appear...
highlight Alessy and press START
highlight D'Bo and press START
highlight Chaca and press START
highlight Milder and press START (x3)
highlight Dio and press START (x10)
* Play as Young Joseph : Enter the following at the character select for Young Joseph...
highlight Jotaro and press START
highlight Polnareff and press START
highlight Joseph and press START
highlight Kakyoin and press START
highlight Iggi and press START
highlight Avdol and press START
highlight joseph and press & hold START until Young Joseph appears.
* Unlock time release characters : To unlock the time release characters all at once, you need access to the machine's test menu. From there, go to Configuration, then Game, and enter the following code. A sound will confirm it. P1 Up, Down, Right, Left, Button 1, Button 2, Button 3, Button 4. If you hear Dio's 'Wryyyyyy', it was successful. Proceed to 'Save and Exit', and the new playable characters will be available on the opposite sides of the character selection screen. They consist of : Shadow Dio, Kahn, New Kakyoin, Hol Horse with Boingo, Rubber Soul, and Young Joseph.
* Developer Mode: In order to access the hidden developer menu, the second byte of the arcade game's region value needs to be set to "7". Once done, the following options are available:
Pressing button 5 during gameplay will pause the gameplay until it is pressed again.
Pressing button 6 during gameplay will slow the game down. Pressing it while paused from button five will act as a frame advance.
Holding button 1 while activating the service menu will open a developer's test menu.
- SERIES -
1. JoJo no Kimyou na Bouken (1998)
2. JoJo no Kimyou na Bouken - Mirai e no Isan (1999)
- STAFF -
- PORTS -
For ports released outside Japan, please see the Export version entry; "JoJo's Bizarre Adventure".
* CONSOLES:
Sega Dreamcast [JP] (nov.25, 1999) "JoJo no Kimyou na Bouken [Model T-1205M] "
Sega Dreamcast [JP] (oct.26, 2000) "JoJo no Kimyou na Bouken - Mirai e no Isan for Matching Service" [Model T-1231M]
Sony PlayStation 3 [PSN] [JP] (aug.21, 2012) "Jojo no Kimyou na Bouken - Miraihe no Isan HD Ver. [Model NPJB-00207]"
Microsoft XBOX 360 [XBLA] [JP] (aug.22, 2012) "Jojo no Kimyou na Bouken - Miraihe no Isan HD Ver."
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.capcom.co.jp/newproducts/arcade/jojo-m/index.html