Accepted [+] [X] Soul Calibur II Update submitted by XtC
Soul Calibur II (c) 2002 Namco, Limited.
Transcending history, and the world, a tale of souls and swords, eternally retold.
The game is set in the year 1591, four years after the events of Soulcalibur. The wave of slaughters that terrorized Europe reached a sudden end. The knight in azure armor, Nightmare, and his followers were successful in collecting enough souls and were about to start the restoring ceremony on the ruins of the once-proud Ostreinsburg Castle. But just as the ceremony was to start, three young warriors assaulted the castle. After an intense battle Nightmare fell, but then the evil soul inside Soul Edge sent the young warriors into a vortex of hellfire and stood to confront them. As a result of Soul Edge's evil aura, Krita-Yuga revealed its true form: that of the Holy Sword, Soul Calibur. The intense battle ended with the victory of the holy sword, but at the collapse of the vortex of Inferno, both swords along with the azure Nightmare were sucked in a void and expelled in another place. Siegfried, recognizing his sins, set out on a journey of atonement. Still the blade held a strong bond, and every night it took control of the body and took souls of those nearby. The efforts made by the young knight were fruitless, and four years later the Azure Knight Nightmare returned. Around those times various warriors came into contact of the blade's remaining fragments, revealing Soul Edge's ultimate survival after its defeat. Driven either to possess or destroy it, they join a new journey, while Nightmare begins his rampage, seeking souls to restore Soul Edge once again.
This sequal has improved with great graphics and introduces new characters, stages, and music.
- TECHNICAL -
Namco System 246 hardware
- TRIVIA -
Soul Calibur II was released on July 10, 2002.
Only a few characters actually can unlock Soul Calibur as a weapon, while all the characters can unlock a version of "Soul Edge". The characters who CAN use Soul Calibur, as their tenth weapon, are : Talim, Nightmare and Xianghua, the latter of which can also use, much earlier, a 'evil' version of Soul Calibur. Notably, Talim's version is not a blade, but a pair of bladed tonfa, due to both Soul Edge and Soul Calibur being able to shapeshift into a suitable weapon for the user.
Cassandra Alexandra replaces Sophitia, from "Soul Edge" and the first "Soul Calibur" game, she is also the younger sister of Sophitia and his first debut in this sequal.
A eleventh joke weapon is hidden in the consumer versions, which is a essentially just a very basic weapon with a funny sound effect.
- SERIES -
1. Soul Edge (1996, Arcade)
2. Soul Edge Ver. II (1996, Arcade)
3. Soul Calibur (1998, Arcade)
4. Soul Calibur II (2003, Arcade)
5. Soul Calibur III Arcade Edition (2005, Arcade)
6. Soul Calibur Legends (2007, Wii)
7. Soul Calibur IV (2008, PS3, X360)
8. Soul Calibur V (2012, PS3, X360)
- PORTS -
In each version released, a different character was added, only for that version, as a 'bonus' to loyal followers of the various consoles.
* CONSOLES:
Nintendo GameCube (2003) : has Legend Of Zelda's Link as a exclusive character.
Sony PlayStation 2 (2003) : has Tekken's Heihachi Mishima as a exclusive character.
Microsoft XBOX (2003) : has Spawn as a exclusive character.
Sony PlayStation 3 [PSN] (2013) "Soul Calibur II HD Online"
Microsoft XBOX 360 [XBLA] (2013) "Soul Calibur II HD Online"
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Official website: http://www.bandainamcogames.co.jp/am/vg/soulcalibur2/
Accepted [+] [X] Shock Troopers [Model NGM-238] Update submitted by XtC
Shock Troopers (c) 1997 SNK.
Shock Troopers pits the players against a mighty terrorist group who are holding a girl hostage, in order to force her grandfather to surrender a powerful drug which will enable the terrorists to control the minds of the grandfather's soldiers and create a huge, unstoppable army.
Shock Troopers is a multi-directional scrolling shoot-em-up for one or two players that builds upon the foundations laid by Capcom's 1985 classic, "Commando (Capcom)" and also borrows heavily from Commando's sequel, '"Mercs". As well as enemy troops, players must contend with tanks, choppers and assorted military vehicles, and must also be careful to avoid any of the landmines that litter the levels. Extra weapons and health can be picked up from destroyed enemy vehicles, as well as being found in enemy supply crates. Shock Troopers is effectively three games in one as players can chose one of three different routes; each made up of different levels. The game also offers greater variety of gameplay than other of the genre; with levels having the players travel on the back of fast moving vehicles, climbing a rock face etc.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-238
Players: 2
Control: 8-way joystick
Buttons: 4
=> [A] Shot/Close range attack, [B] Evasive Maneuver, [C] Special attack, [D] Change player (in team battle mode only)
- TRIVIA -
Released in November 1997.
This game was not released on the Neo-Geo AES home console.
The character Marie has the same voice as King from Art of Fighting.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Shock Troopers Second Squad, Shock Troopers - PCCB-00355) on 01/1999.
- SERIES -
1. Shock Troopers [Model NGM-238] (1997)
2. Shock Troopers - 2nd Squad [Model NGM-246] (1998)
- STAFF -
Developed by Saurus.
Executive producer : Nobuyuki Tanaka
Executive director : Yasushi Okahara (Yasushi Okaharo)
Planner : kenji Ishimoto
Object designers : Masato Miyoshi, Yoichi Sato, Kaori Ito, Hideo Akimoto, Michitaka Ishida, Narushiro Kishimoto
B.G. designers : Sachiko Miyoshi, Yuri Tachikawa, Yasuhori Tsuruoka, Naoko Tanaka
Programmers : Takashi Shishido, Yosuke Takasaki, Daiyoshi Sato
Music composers & Sound effects : Masahiko hataya, Masaki kase
* Voices :
Jackal : Taiyo Ofune
Milky : Reina Hayami
Loki : Kinnosuke Todoroki
Southern cross : Sinkichi Kaji
Marie bee : Suzue Isaribi
Rio : Isamu Kida
Maru : Kaeru Tsuchiya
Big mama : Towako Tendo
Cecilia : Yuka Utsumi
Commander : Meijin Takahashi
- PORTS -
* CONSOLES:
[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]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Shanghai Matekibuyuu Update submitted by XtC
Shanghai Matekibuyuu (c) 1998 Sunsoft.
- TECHNICAL -
Main CPU : PSX (@ 16.9344 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 6
- TRIVIA -
Released in August 1998 exclusively in Japan.
The title of this game translates from Japanese as 'Shanghai Story of True Valor'.
- 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 -
Although this arcade version was released exclusively in Japan, the PlayStation port was released internationally with the title 'Shanghai True Valor'.
* CONSOLES:
Sony PlayStation (1998)
- SOURCES -
Game's ROM.
Accepted [+] [X] Street Fighter EX Plus Update submitted by XtC
Street Fighter EX Plus (c) 1997 Capcom Company, Limited.
- 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
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Developed by Arika, Street Fighter EX Plus was released in March 1997 by Capcom.
- UPDATES -
Here is the list of all versions :
970311
* US and JAPAN releases.
970407
* US updated release.
- TIPS AND TRICKS -
* Play as B.Ryu : At the character selection screen, highlight Ryu, press Start once, then press LP+MK+HP or LK+MP+HK.
* Play as B.Hokuto : If B.Hokuto is in the ranking (appears after about 2 weeks after installation)...
1) At the character selection screen, highlight Akuma and press Start(x3).
2) Highlight Kairi and press Start Twice.
3) Highlight Hokuto and press MP or MK.
* Play as Beta : If Beta is in the ranking (appears after 200 hours after installation)...
1) At the character selection screen, highlight Pullum and press Start(x4).
2) Highlight Ryu and press Start(x3).
3) Highlight Blair and press MP or MK.
* Play as Gamma : If Gamma is in the ranking (appears after about 4 weeks after installation)...
1) At the character selection screen, highlight Garuda and press Start(x5).
2) Highlight Guile and press Start(x4).
3) Highlight D.Dark and press MP or MK.
* Play against Akuma : Get 8 wins streak continuously against CPU (that means you can still lose a round in stage 1 or stage 9) or get 32 wins streak against human player.
* Play against Garuda :
1) Get 2 perfects.
2) get 4 super finishes on last round.
3) Use level 3's supercancel once or Zangief's level 3 F.A.B. or Akuma's level 3 Demon Rage (Red flashing light indicate level 3) (exception for Kairi and C.Jack, they only need level 2).
4) And require minimum combo hits for each character...
* 6 hits : Allen, Darun.
* 7 hits : Ryu, Ken, Zangief, Pullum, C.Jack, Blair.
* 8 hits : Guile, Hokuto, Skullomania, Kairi.
* 9 hits : Gouki.
* 11 hits : D.Dark.
* 12 hits : Chun-li.
* ?? hits : Garuda, M.Bison, B.Ryu, B.Hokuto.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
Planners: Akira Nishitani (NIN), Junichi Ohno (OHN), Ichirou Mihara (MIZ.), Yuichiro Konno, Hiroshi Nagata
Game programmers: Hori Takamasa, Hiroyasu Od. Hasssy, Akira K.
System programmers: Mitsu, M. Karasawa
Modeling designer: Jun Matsumura (28)
Motion Designers: Dirty Takaoka, Alien Pole, Tanaka Masaaki, Kazuko Kawanaka
Background designers: Motokazu Sakai, Kaori Matsumoto
Effect designer: Seigo Kawakami
Title design: Motokazu Sakai, Osamu Fujita
Sound creators: Shinji Hosoe (MEGA), Ayako Saso (AYA), Takayuki Aihara (J99)
* Voice Actors & Actress :
Ryu : Ishizuka Katashi
Ken : Tetsuya Iwanaga
Chun Li : Miyamura Yuko (Miyamura Yuuko)
Guile : Genda Tesshou
Zangief : Takagi Wataru
Hokuto : Amano Yuri
Pullum Purna : Sakamoto Chika
Doctrine Dark : Takagi Wataru
Skullomania : Futamata Issei
Cracker Jack : Ginga Banjou
Kairi : Shiozawa Kaneto
Allen Snider : Hosoi Osamu
Darun Mister : Nagasako Takashi
Blair Dame : Tachibana Hikari
Gouki : Tomomichi Nishimura
Vega : Tomomichi Nishimura
Garuda : Hosoi Osamu
Special Thanks: Yoshiki Okamoto, Wakamatsu (BET 50), Tomotaka Suzuki
Producer: Akira Nishitani (NIN)
- PORTS -
Notes: In these versions, Sakura Kasugano and Dhalsim are playable.
* CONSOLES:
[JP] Sony PlayStation (jul.17, 1997) "Street Fighter EX Plus Alpha [Model SLPM-86041]"
[US] Sony PlayStation (sept.30, 1997) "Street Fighter EX Plus Alpha [Model SLUS-00548]"
[EU] Sony PlayStation (nov.1997) "Street Fighter EX Plus Alpha [Model SLES-00939]" : Also released in both Platinum and Value editions (1999 (exact day unknown) for Platinum, dec.29, 2000 for Value)
[JP] Sony PlayStation (sept.23, 1998) "Street Fighter EX Plus Alpha [The Best] [Model SLPS-91088]"
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Street Fighter EX2 Plus Update submitted by XtC
Street Fighter EX2 Plus (c) 1999 Capcom Company, Limited.
- TECHNICAL -
Sony ZN-2 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
= > [1] LP, [2] MP, [3] HP
= > [4] LK, [5] MK, [6] HK
- TRIVIA -
Street Fighter EX2 Plus was released by Capcom in June 1999 in Japan.
Suleputer released a limited-edition soundtrack album for this game (Street Fighter EX 2 Plus - CPCA-1038) on 19/02/2000.
- UPDATES -
Here is the list of all versions :
990611
* US, JAPAN, and ASIA releases
ADDITIONAL NOTES:
The US version has the "Winners Don't Use Drugs" screen.
- TIPS AND TRICKS -
* Fury list (Level 3 only)
Area - FINAL CANCER (1 time by match):
Down, DownLeft, Left, Down, DownLeft, Left + All Punchs.
Bison (Vega) - PSYCHO BREAK SMASHER:
Left (2 seconds), Right, Left, Right + All Punchs.
Blanka - SUPER ELECTRIC SANDER:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
C. Jack - HOMERUN KING:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Chun-Li - KIKOU SHOU GOKU:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Doctrine Dark - DEATH TRAP:
Down, DownLeft, Left, Down, DownLeft, Left + All Punchs
Darun Mister - G.O.D.:
(close) Right, DownRight, Down, DownLeft, Left, UpLeft, Up + All Punchs... then continue with Right, DownRight, Down, DownLeft, Left, UpLeft, Up + Punch or Kick several times.
Dhalsim - YOGA INFERNO:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Garuda - RAISEN SHO:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks... and just after the fifth hit : Down, DownRight, Right, Down, DownRight, Right + Kick... and roughly after the sixth or seventh hit : Down, DownLeft, Left, Down, DownLeft, Left + Punch.
Hokuto - SHIRASE GATANA:
(near) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Kairi - EVIL DANCE:
(near) LP, LP, Right, LK, HP
GODLY PALM FORCE (1 time by match) : Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Ken - ALL OF THE ABOVE:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.
Nanase - MACHIYOI TENSHOU GEKI:
LP, LP, Right, LK, HP.
Pullum Purna - GRADOUSU BALL:
Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Ryu - SHIN SHO RYU KEN:
(close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Sagat - TIGER STORM:
(near) Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Shadowgeist - SHADOW PUNCH:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Punchs
Sharon - ASSAULT RIFLE:
(better to be 'close') Down, DownRight, Right, Down, DownRight, Right + All Punchs.
Skullomania - SUPER ENERGY FIELD:
(near) Down, DownLeft, Left, Down, DownLeft, Left + All Kicks.
Vega (Balrog) - SUPER SKY HIGH CLAW:
(close) DownLeft, DownRight, DownLeft, DownUp + All Kicks, a rebound on the wall then Punch.
Guile - SONIC BOOM TYPHOON:
Left (2 seconds), Right, Left, Right + All Kicks.
Vulcano Rosso - SHIKEI:
(close) Down, DownRight, Right, Down, DownRight, Right + All Kicks.
Zangief - COSMIC FINAL ATOMIC BUSTER:
(close) 720° + All Punchs.
- SERIES -
1. Street Fighter EX (1996)
2. Street Fighter EX Plus (1997)
3. Street Fighter EX2 (1998)
4. Street Fighter EX2 Plus (1999)
5. Street Fighter EX3 (2001, Sony PlayStation 2)
- STAFF -
Developed by Arika.
Director: Akira Nishitani (Nin)
Planner: Shinzi Watanabe, Hiroshi Okuda, Kiminori Tsubouchi
Programmers: Hiroyasu OD.Hassssy, Gara, S.Masuda M.K, Yoshiyuki Nagata, Akira Okubo, Akira K.
Modeling designer: Jun Matsumura
Motion designers: Noritaka Funamizu (Poo), Masaaki Tanaka Japan, Kazuko Kawanaka.Inko, Tadashi Aoki, Hitoshi Yamaguchi (Kani), Yoshikatsu Yamamoto
B.G designers: Motokazu Sakai, Kaori Matsumoto, Yoko Funato, Miroshi Chiba, Younosuke Naito
Sound creators: Shinji Hosoe, Takayuki Aihara, Ayako Saso
Technical support: Noriyuki Takahashi, Kumapu, Masahito Kurihara, Kimiaki Kazamatsuri
- PORTS -
The original Sony PlayStation is the only platform this game was ever ported to. These versions features Hayate as hidden character.
* CONSOLES:
[EU] Sony PlayStation (1999) [Model SLES-02598] : also released in a White Label edtion (apr.27, 2001)
[JP] Sony PlayStation (dec.22, 1999) [Model SLPS-02508]
[US] Sony PlayStation (dec.30, 1999) [Model SLUS-01105]
- SOURCES -
Game's manuals.
Game's ROMs.
Game's screenshot.
Accepted [+] [X] Sengoku Densyo [Model NGM-017] Update submitted by XtC
Sengoku Densyo (c) 1991 SNK [Shin Nihon Kikaku].
Two warriors, endowed with spiritual gifts, fight to stop the resurrection of the Mad Shogun. Lots of very interesting enemies and beautiful scenery. The player also has the ability to morph into different fighters.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-017
Players : 2
Control : 8-Way Joystick
Buttons : 3
=> [A] Attack [B] Jump [C] Change
- TRIVIA -
Sengoku Densyo (translates from Japanese as 'Civil War Tradition') was released on February 12, 1991 in Japan.
This game is known outside Japan as just Sengoku.
The game includes different items which change the special attacks :
* Green : When 10 green items are collected, life gauge gain 1up
* Red : Samurai sword
* Blue : Double sword
* Purple : Holy sword
* Gold : Unknown effect
In level 2, there is a store called 'Boutique Athena' in the background with the original Athena logo from 1986's "Athena" by SNK.
- TIPS AND TRICKS -
Hold the attack button for a couple seconds to launch a burst of energy from the player's fist.
There are some samurais whose swords can be broken if the player bashes the attack button enough times. remember that this trick can be done when the player is in his normal form and bare-handed (no sword power-ups).
- SERIES -
1. Sengoku Densyo [Model NGM-017] (1991)
2. Sengoku Densyo 2 [Model NGM-040] (1993)
3. Sengoku 3 [Model NGM-261] (2001)
- STAFF -
Producer : Yanbaru
Programmers : Shinchan (as 'Shinchan-SSS'), Oh!Butch
Sound : Tate Norio, Toshio Shimizm (as Shimizum)
Pictures : U-Rakuchou, Marohie, Mic-Senbey, Chulip-Nao, Dadamusi, Sick of
Game Assistants : Dirty-H-Miyamaki, Phantom Iwata, HTMS-Sugimori
Directors : Tama, Moonmin
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (jul.1, 1991) "Sengoku Densyo [Model NGH-017]"
[JP] Nintendo Super Famicom (Sept. 22, 1993) "Sengoku Densyo [Model SHVC-G5]"
[JP] Sega Mega CD (Dec. 28, 1993) "Sengoku Densyo [Model T-24034]"
[JP] SNK Neo-Geo CD (Mar. 17, 1995) "Sengoku Densyo [Model NGCD-017]"
[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]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Super Contra [Model GX775] Update submitted by XtC
Super Contra (c) 1988 Konami.
Export version. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Super Contra - Alien no Gyakushuu [Model GX775]".
- TECHNICAL -
Game ID : GX775
- TRIVIA -
Super Contra was released in January 1988.
This western version ends the game after the staff roll, while the Japanese version takes the player to a second and harder cycle of the game.
- 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 -
Cabinet Graphic Design: Don Marshall
- PORTS -
* CONSOLES:
[US] Nintendo NES (apr.1990) "Super C [Model NES-UE]"
[EU] Nintendo NES (1992) "Probotector II: Return of the Evil Forces [Model NES-PD]"
Microsoft XBOX 360 [XBLA] [US] [EU] (jul.25, 2007)
Nintendo Wii [Virtual Console] [US] (aug.27, 2007) NES version
Nintendo Wii [Virtual Console] [EU] (oct.12, 2007) NES version
[US] Nintendo DS (nov.13, 2007) "Contra 4 [Model NTR-TCTE-USA]" : As unlockable bonus content.
Microsoft XBOX 360 [US] (dec.15, 2009) "Konami Classics Vol.1 [Model 30085]" : XBLA version
* COMPUTERS:
Commodore Amiga [US] (1990) "Super C"
PC [MS-DOS] [US] (1990) "Super C"
[US] PC [MS Windows, CD-ROM] (nov.16, 2002) "Konami Collector's Series - Castlevania & Contra") : NES version
* OTHERS:
Mobile Phones [US] (2008)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Samurai Spirits [Model NGM-045] Update submitted by XtC
Samurai Spirits (c) 1993 SNK.
The game that put the Neo-Geo on the map! Superb weapons-based fighter featuring 12 characters, bonus rounds and one end boss.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-045
Players : 2
Control : 8-way joystick
Buttons : 4
=> With weapon : [A] Light attack, [B] Medium attack
=> Without weapon : [A] Light punch, [B] Medium punch, [C] Light kick, [D] Medium kick
- TRIVIA -
Samurai Spirits was released in July 1993 in Japan.
The game is known outside Japan as 'Samurai Shodown'
Samurai Spirits is the first game that introduced weapon fighting into the fighting game genre. The game used an upgraded version of the scaling graphics engine that was originally featured in "Art of Fighting".
Samurai Spirits also started SNK's reputation for their unique style of Engrish, known as SNKgrish in their games.
Unlike "Mortal Kombat", the usage of blood in this game is generally accepted, and the decision to replace blood with 'white blood' remains a sore point among fans of this series.
Samurai Spirits is considered by some to portray Japanese culture and language effectively. Unlike most American versions of Japanese video games, the characters in this game (including the announcer) generally speak fluent Japanese with subtitles, and traditional Japanese music is often heard during gameplay. Samurai Shodown takes most of its characters from either historical sources or characters from the Ninja Scroll anime. In fact, a few designers that worked on Samurai Shodown also worked on the Ninja Scroll anime...
Haohmaru is based on the legendary samurai Miyamoto Musashi (1584-1645), whose fighting philosophy heavily influenced that of the Haohmaru character.
Ukyo Tachibana is Based on Sasaki Kojiro Genryu (1572-1612), Musashi's skilled rival.
Jubei Yagyu is based on the historical Yagyu Jubei Mitsuyoshi (1606-1644), who was a sword instructor to the Tokugawa shogunate. The Yagyu clan was a famous clan of samurai.
Hattori Hanzo Masashige (1541-1596) was the most famous of the Iga Ninja clan. He was a genius at leading night raids on forts and fiefs and became a feared assassin. Under his leadership, Iga Ninja became so notorious that Nobunaga felt it necessary to obliterate the Iga Ninja clan.
Wan-Fu seems to be a combination of two famous Chinese warriors. The first is a famous Chinese swordsman who was a rebel during the Ch'ing Dynasty. His name was Wang Ts-bin Wu, but he became known as Da Dao Wang Wu ('Big Scimitar Wang Wu'). The second lead bases Wan Fu upon the ancient, almost legendary, founder of the Chou Dynasty, King Wu Wang.
Kyoshiro Senryo is based on Nemuri Kyoshiro, a fictional character created by Shibata Tosaburo. 'Kyoshiro' translates to something like 'deranged fellow'. Tosaburo's Kyoshiro had nothing to do with kabuki theater as does Samurai Shodown Kyoshiro. Kyoshiro's weapon is called a naginata.
Charlotte is based on a character in the manga 'The Rose of Versailles' by Riyoko Ikeda (1972).
Gen-an Shiranui looks much like Mushizo, the hunchback demon of Ninja Scroll. Gen-an's weapon is modeled after the weapon wielded by Shijima, the shadow demon, from Ninja Scroll. Although they share a surname, Gen-an is not a relative of Mai Shiranui of the Fatal Fury/King of Fighters series.
Amakusa Shiro Tokisada (1622-1638) led a Christian uprising against the Tokugawa shogunate in the Shimabara region of Japan.
Nakoruru is a homage to Sailor Moon.
A 'Kuroko' is a traditional Kabuki theater stagehand. They are traditionally dressed in black and took care of scenery and other behind-the-scenes needs during a Kabuki performance, just like modern theater stagehands. In the case of Samurai Shodown, Kuroko is the referee for each match in Samurai Shodown I and II. The black strip of fabric hanging over a Kuroko's face is to signify that they are not part of the Kabuki performance, just helping with the props. The red and white flags that Kuroko has are used in traditional martial arts matches, where each successful hit gets the corresponding fighter's flag raised.
Mai Shiranui (of Fatal Fury) appears in Haohmaru's and Gen-An's endings.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Samurai Spirits - PCCB-00135) on 17/09/1993.
- TIPS AND TRICKS -
* Alternate Costume Colors : Highlight a fighter at the character selection screen and press D.
* Sleeping Mamahaha : This is just hilarious! To see this while playing as Nakoruru simply stand still, after a 8 secs or so Mamahaha will land on Nakoruru's shoulder, start yawning and then it will fall asleep!
* Poppy's Puppies : To see a truly cool & funny secret pose with Galford, Get a PERFECT against an opponent while unarmed. You must finish the battle with anything except a throw though!
* Tam Tam's Broken Ending : If you use continues while beating the game with Tam Tam, you will miss a part of the whole ending (You can't see his real face). Beat the game with one credit in order to see his face.
* Wan-fu's Sword Explosion Bug : While playing as Wan-fu trap an enemy against the edge of the screen then perform the Explosive Sword Drop with the B button (HCB + B) to throw the sword and land next to the opponent. Since most players as well as the CPU are likely to block the move, crouch and hit them with the C button (a short kick). This will make the move unblockable and causes tons of damage!
* Cut-proof Characters? : Sometimes a finishing slash will cut most opponents in half, however some characters (these being Kyoshiro & Amakusa) cannot be cut in half!
- SERIES -
1. Samurai Spirits [Model NGM-045] (1993)
2. Shin Samurai Spirits - Haohmaru Jigoku Hen [Model NGM-063] (1994)
3. Samurai Spirits - Zankurou Musouken [Model NGM-087] (1995)
4. Samurai Spirits - Amakusa Kourin [Model NGM-222] (1996)
5. Samurai Spirits 64 (1997)
6. Samurai Spirits 2 - Asura Zanmaden (1998)
7. Kenkaku Ibunroku Yomigaerishi Soukou no Ha - Samurai Spirits Shinshou (1999, PSX)
8. Samurai Spirits Zero [Model NGM-270] (2003)
9. Samurai Spirits Zero Special [Model NGM-272] (2004)
10. Samurai Spirits - Tenkaichi Kenkakuden (2005)
11. Samurai Shodown - Edge of Destiny (2008)
- STAFF -
Executive producer : Eikichi Kawasaki
Main producer : Rocket Queen
Producers : Bonehead Ken, Satoppe-, Tomi Yan, Fukui Tomoaki
Front designers : Violetche Nakamoto, Miki, Masami Tanaka, K.Shintani-F91, Go-Go (Dave Bros), Kazu, The.Fool, Ryu! (Dave Bros), Erina.Makino
Back designers : Fukui Tomoaki, AAA, Keisen (as Oshioki-Keisen), Yasupuu, N. Azumi (as N. Azumichan), Okap-, Mayu K., Erina.Makino
Programmers : Nishidon, K2, Zombi Abe, Cyber Kondo, Z'N
Music : Tate Norio, Masahiko Hataya (Papaya)
Submissions : Ryu! (Dave Bros), AAA, Miki, Okap-, The.Fool, Mayu K., Erina.Makino
* Character designers :
Jubei Yagyu : Masami Tanaka, Miki, Kuma.Bee, Kazu
Earthquake : Go-Go (Dave Bros), K.Shintani-F91, Kazu
Hanzo Hattori : Violetche Nakamoto, Keisen (as Oshioki.Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Ukyo Tachibana : Kazu, The.Fool
Wan-fu : Go-Go (Dave Bros), K.Shintani-F91, The.Fool, Ryu! (Dave Bross)
Gen-an Shiranui : K.Shintani-F91, Keisen (as Oshioki-Keisen), N. Azumi (as N. Azumichan), Ryu! (Dave Bross), The.Fool
Galford : Violetche Nakamoto, Keisen (as Oshioki-Keisen), K.Shintani-F91, N. Azumi (as N. Azumichan), The.Fool, Erina.Makino
Kyoshiro Senryo : Kazu, Erina.Makino
Tam Tam : Miki, Masami Tanaka, Go-Go (Dave Bros)
Haohmaru : K.Shintani-F91, Erina.Makino
Nakoruru : Violetche Nakamoto, Keisen (as Oshioki-Keisen), The.Fool
Shirou Tokisada : Miki
Charlotte, Poppy : Kuwa.Bee
Mamahaha : Erina.Makino
* Voice actors :
Haomaru, Hanzo Hattori, Galford, Earthquake : Masaki Usui
Jubei Yagyu, Wan-Fu : Takayuki Sakai
Ukyo Tachibana, Gen-an Shiranui, Shiro Tokisada Amakusa : Eiji Yano
Kyoshiro Senryo, Tam Tam : Kazuhiro Inage (Key Inage)
Nakoruru, Charlotte : Harumi Ikoma
Special thanks : M.Mioshi, Yama.O, Yama.R, Yama.P, Honda.NR, Sk, Yokosuka. Boy, Morioka, Chika2, J.Mikami, Miyakami, Atsushi, Iwata Kun, Y.Yoshida, Yoshi.Kaneko, Speaker.R, Magi2spapa, Ma2, D.S.K
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Aug. 11, 1993) "Samurai Spirits [Model NGH-045]"
[US] SNK Neo-Geo AES (Aug. 11, 1993) "Samurai Shodown [Model NGH-045]"
[JP] Nintendo Game Boy (june.30, 1994) "Nettou Samurai Spirits [Model DMG-X4J]"
[JP] SNK Neo-Geo CD (Sep. 09, 1994) "Samurai Spirits [Model NGCD-045]"
[JP] Nintendo Super Famicom (Sep. 22, 1994) "Samurai Spirits [Model SHVC-A7SJ-JPN]"
Nintendo Super NES [US] (Nov.1994) "Samurai Shodown [Model SNS-P-A7SE]"
Nintendo Super NES [EU] (1994) "Samurai Shodown [Model SNS-P-A7SP]"
[US] Nintendo Game Boy (Nov.1994) "Samurai Shodown [Model DMG-X4]"
[JP] Sega Mega Drive (Nov. 19, 1994) "Samurai Spirits [Model G-4127]"
[EU] Sega Mega Drive (1994) "Samurai Shodown [Model 670-6282-50]"
[US] Sega Genesis (1994) "Samurai Shodown [Model T-103066]"
[JP] Sega Game Gear (Dec. 16, 1994) "Samurai Spirits [Model T-103027]"
Sega Game Gear [US] (1994) "Samurai Shodown"
Panasonic 3DO [JP] (Feb. 10, 1995) "Samurai Shodown [Model FZ-SJ3155]"
[US] Sega CD (1995) "Samurai Shodown [Model T-60175]"
Sega Mega-CD [EU] (1995) "Samurai Shodown"
[JP] Sony PlayStation (Mar. 26, 1998) "Samurai Spirits - Kenkaku Yubinan Pack [Model SLPS-00647]"
[JP] Sony PS2 (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection Vol.12] [Model SLPS-25839]"
[JP] Nintendo Wii (jul.24, 2008) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSJ-JPN]"
[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]"
[KO] Nintendo Wii (Feb. 24, 2009) "Samurai Spirits - Rokuban Shobu [Model RVL-RSSK-KOR]"
[US] Sony PS2 (Mar. 24, 2009) "Samurai Shodown Anthology [Model SLUS-21629]"
[US] Sony PSP (Mar. 24, 2009) "Samurai Shodown Anthology [Model ULUS-10401]"
[EU] Sony PSP (Mar. 27, 2009) "Samurai Shodown Anthology [Model ULES-01211]"
[EU] Nintendo Wii (Apr. 04, 2009) "Samurai Shodown Anthology [Model RVL-RSSE]"
[JP] Sony PSP (May. 21, 2009) "SNK Arcade Classics Vol.1 [Model ULJS-193]"
[JP] Sony PS2 (june.18, 2009) "Samurai Spirits - Rokuban Shobu [NeoGeo Online Collection The Best] [Model SLPS-25934]"
[JP] Sony PSP (june.24, 2010) "SNK Arcade Classics Vol.1 [SNK Best Collection] [Model ULJS-00297]"
Sony PS3 [PlayStation Store] (Dec.2010)
* COMPUTERS:
FM Towns [JP] (1995) "Samurai Spirits [Model JH-012]"
* OTHERS:
Mobile Phones [US] (jul.15, 2004) "Samurai Shodown"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Rolling Thunder Update submitted by XtC
Rolling Thunder (c) 1986 Namco.
Rolling Thunder is a single-player scrolling platform shoot-em-up in which a James Bond-esque secret agent codenamed 'Albatross' has been ordered by the Rolling Thunder anti-espionage unit to stop the criminal organization known as Geldra. Albatross must also rescue captured field agent, Lelia Blitz and overthrow Geldra's leader, Maboo.
Rolling Thunder's gameplay takes place on two levels of platforms, with the player able to jump or drop to platforms as and when required. Albatross begins the game armed with only a standard-issue pistol and a limited amount of ammunition. If the pistol's ammunition runs out, the player can only fire a single slow "chaser" bullet - with only one allowed on-screen at any one time - until more ammo is acquired.
Each level is littered with doors; most of these contain constantly emerging enemies and must be carefully passed; some, however, also provide ammunition and new weapons. Ammo rooms are clearly marked while weapons rooms have re-enforced metal doors. A weapons room gives the player a fully automatic assault rifle that allows for continuous firing by holding down the shoot button. As with the pistol, the assault rifle has a limited amount of ammunition.
The majority of Rolling Thunder's protagonists are hooded soldiers known as "Maskers". Maskers are dressed in various colors, which determines both their strength and attack pattern. Some Maskers do not shoot, but throw grenades instead, while others will shoot their gun while crouching, making their shots much harder to avoid.
Other enemies includes ninjas, mutated bats known as Gelzos, panthers, shrieking yellow creatures known as Blogas and lava men.
Albatross must travel through two different segments or "stories" - each composed of five stages - making for a total of ten stages. The stages in Story 2 are essentially a harder version of their Story 1 counterparts, featuring more traps and different enemy placement. At the end of the final stage, the player must battle the Geldra leader Maboo to rescue Leila and complete the mission.
- TECHNICAL -
Namco System 86 hardware
Game ID : RT
Main CPU : (2x) M6809 (@ 1.536 Mhz), Hitachi HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco 8-channel WSG, Namco (@ 6 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 2
- TRIVIA -
Rolling Thunder was released in December 1986.
Rolling Thunder was the first Jamma game ever produced.
Licensed to Atari for US distribution (February 1987). 2,406 units were produced in the USA by Atari.
A Rolling Thunder unit appears in the 1996 movie 'High School High'.
Alfa Records released a limited-edition soundtrack album for this game (Namco Game Music Vol.1 - 28XA-170) on July 25, 1987.
- UPDATES -
NEW VERSION :
* New title screen.
* BGM of area 1, 2, 5, 6, 7, and 10 are changed.
* Different enemy arrangement.
* Addition of a Continue feature.
* Addition of the Extra-life feature.
* 150 time units (180 in the old version).
- TIPS AND TRICKS -
* One of rolling thunder's more useful 'hidden features' is that it's actually possible to visit the ammo rooms more than once. Once you have stocked up on bullets from a particular room (for example, a Machine-Gun-Bullets room), go forward past the door approximately the distance of two jumps (ensuring that the door in question is completely off screen), then turn back, visit the room again, and find more ammo. The reason this works is because the game is divided into invisible 'sections' and once you cross a section boundary, the game forgets everything from the previous section.
* A step-by-step guide to one of Rolling Thunder's more impressive glitches :
1) In levels five and ten, once you get to a certain point in the level (around halfway through), you come up against two boxes stacked on top of each other (i.e. you can't jump over it), and a platform above you (on which you jump and continue to the RIGHT).
2) At this point, jump UP onto the platform, then position yourself at the very RIGHT EDGE of the railing on the platform (you can only jump up/down where railing is present) which should correspond to the very LEFT EDGE of the BOXES; then jump DOWN. This will put you at the very LEFT EDGE of the boxes.
3) Next, making sure not to move the joystick to the left, walk towards the RIGHT, hit the JUMP button, and you should find yourself 'caught' between the bottom and top boxes. Then jump RIGHT again, clearing the top box and landing on the ground. Don't fire at anyone, and don't panic, but simply go to the RIGHT watch yourself walk through everybody completely unharmed. You can simply walk past everyone until you reach the final, cloak-wearing enemy. Finally, providing you have properly stocked up on 'MG bullets' earlier in the game, simply hold down the fire button and kill the enemy. One final thing to note is that when using this method on level TEN, in that last area before the final arena, there are the 'stairs-like' hurdles, and on each of these steps, a white enemy will appear.
4) You have to be careful not to be in too much of a hurry, or they will follow you into the arena, where they can and will hurt you, or keep you busy enough that the guy in the cloak will. So make sure you have a little extra time to let those guys disappear off the screen (after you've made all of them appear) before going after the guy in the cloak in the arena.
* This is completely useless, but fun to do : at the end of each level there is this force field, which drags you through the door. Just before you get sucked in, turn your back to the exit and make low jumps (jump button only) while pushing the joystick towards the exit. This results in your agent jumping backwards a little every time. When the force field catches you, your character will appear to 'moonwalk' into the exit.
- SERIES -
1. Rolling Thunder (1986, Arcade)
2. Rolling Thunder 2 (1991, Arcade)
3. Rolling Thunder 3 [Model T-14096] (1993, Genesis)
- STAFF -
Music composed by : Junko Ozawa
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (mar.17, 1989)
[US] Nintendo NES (1989)
[JP] Sony PlayStation (oct.30, 1997) "Namco Museum Encore [Model SLPS-01050]"
[US] Microsoft XBOX (aug.30, 2005) "Namco Museum - 50th Anniversary [Model NMO-2201A-NM]"
[US] Nintendo GameCube [US] (aug.30, 2005) "Namco Museum - 50th Anniversary [Model DOL-G5NE-USA]"
[US] Sony PS2 (aug.30, 2005) "Namco Museum - 50th Anniversary [Model SLUS-21164]"
[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]"
[US] Microsoft XBOX 360 (nov.4, 2008) "Namco Museum - Virtual Arcade [Model 21022]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.4, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (jul.21, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[US] Atari Lynx : Unreleased prototype
[US] Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Sony PSP (feb.23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]"
[KO] Sony PSP (nov.8, 2007) "Namco Museum Vol.2"
* COMPUTERS:
Atari ST (1986)
[EU] Commodore Amiga (1987)
[US] Commodore C64 [EU] (1987)
[EU] Sinclair ZX Spectrum (1988)
[EU] Amstrad CPC (1988)
[EU] Commodore Amiga (1988) "Amiga Gold Hits 1"
[US] PC [MS Windows, CD-ROM] (oct.25, 2005) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[AU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
[US] LCD handheld game (1986) released by MGA (Micro Games of America).
[US] Apple iPhone/iPod (mar.13, 2012) "Namco Arcade [Model 465606050]"
[US] Arcade (2010) "Pac-Man's Arcade Party"
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Radiant Silvergun [Model 610-0374-98] Update submitted by XtC
Radiant Silvergun (c) 1998 Treasure.
Sometime in the future, scientists have discovered a diamond-shaped alien device deep in space. The mysterious alien device detonates while being probed, starting a chain reaction which destroys the entire planet. Fortunately, there's a group of slap-happy space cadets who are up in orbit who aren't affected by the explosion, but witness it, so they decide to do something about it - which means finding a way to travel back in time to avert the catastrophe before it happens!
Radiant Silvergun is a vertically scrolling shoot-em-up rendered with a superb mix of 2 & 3-D graphics, and is widely considered to be the finest ever game of its type in what is a very crowded genre.
Part of the reason for the game's huge success is in the implementation of its weapons system. Unlike other shoot-em-ups, all of the game's weapons are available to the player from the very beginning. Silvergun's control panel consists of 3 different fire buttons, each of which activates a different weapon; either 'Vulcan', 'Homing' or 'Spread'. In addition, players can activate 4 extra weapons using a combination of the t3 fire buttons. These are :
* A + B = Homing Plasma
* A + C = Backwards Wide Shot
* B + C = Homing Spread
* A + B + C = Radiant Sword
At the start of a game, the player's weapons are very weak, but they can be 'powered-up' by shooting same-coloured enemies (chaining), in a fashion similar to gaining experience for a weapon in a role playing game.
- TECHNICAL -
Runs on the "ST-V [Sega Titan Video Game System]" hardware.
Cartridge ID: 610-0374-98
Players: 2
Control: 8-way joystick
Buttons: 3
- TRIVIA -
Radiant Silvergun was released in May 1998 in Japan.
Toshiba EMI released a limited-edition soundtrack album for this game (Radiant Silvergun Soundtrack + - TYCY-5613) on 07/08/1998. The soundtrack was so popular that it was reprinted by Absord Music Japan (Radiant Silvergun Soundtrack + - ABCA-5043) on 24/03/2004.
- TIPS AND TRICKS -
* Radiant Silvergun's weapons in detail :
1. VULCAN (A button) : a devastating forward firing set of plasma bursts (heavy fire forwards the enemy). This is potentially the best weapon against any enemy, when at full power it can take down even the toughest enemies in a few shots. The only disadvantage is that it's fire is very concentrated and as such you need to move a lot to avoid fire.
2. HOMING (B button) : green homing pulses which target anything that is hovering around you. Even though it is initially weak, at full power it becomes very powerful and requires less movement than the Vulcan.
3. SPREAD (C button) : a wide shot which goes further the longer you hold down the fire button. A little tip; rapidly press the fire button to create a explosion shield around the front of your ship.
4. HOMING PLASMA (A+B buttons) : a double trail of homing lasers which target anything within a 120 degree angle in front of your ship. Moderately powerful, and has a habit of targeting the wrong enemy.
5. TAILGUN (A+C buttons) : a Thunderforce-style tailgun shot which is invaluable in many areas; especially the areas where you get attacked repeatedly from behind.
6. LOCK-ON SPREAD (B+C buttons) : slow moving but powerful shots which target anything in close range. (NOTE - THIS IS THE ONLY WEAPON THAT CAN LOCATE THE SECRET DOGS).
7. RADIANT SWORD (A+B+C buttons) : the game's most powerful weapon. Collecting ten pink bullets with the sword powers up the RSG meter, once full you can use the Hyper Sword and destroy almost everything on the screen.
* Chain bonus : break the same color enemies 3 times without a break.
* Secret bonus : break the enemies with Red -> Blue -> Yellow. If you destroy the enemies with the following pattern, will get 2 Chain Bonuses and 1 Secret Bonus [Red ->Red->Red->Blue->Yellow->Yellow->Yellow]
* Weapon bonus
1) Vulcan : Hit over 200 times without a break.
2) Homing : Hit over 300 times without a break.
3) Spread : Hit 16 times before Spread explodes.
4) Homing Plasma : Hit over 10 seconds against 1 enemy.
5) Back Wide : Hit over 300 times within 2 seconds.
6) Lock on Spread : Hit an explosion over 15 seconds.
7) Radiant Sword : Hit over 5 seconds.
* Secret character Merry Dogs : You can find secret character called 'Merry Dogs' by Lock on Spread. For example : at the starting of 1st Stage, Merry Dogs is hidden in lower-right position on screen.
- SERIES -
1. Radiant Silvergun (1998)
2. Ikaruga (2001)
- STAFF -
Directed/Produced by : Hiroshi Iuchi
Assistant Director : Namie and Merry
Based on Story/Screenplay by : Hiroshi Iuchi
Tyrant Programer : Fukuryu
Zako Enemies Program and Set by : 1998/Nami
Boss Enemies Program by : 2015/Nami
BG, Demo, 5 Bosses, Tool Program : Atsutomo Nakagawa, (133MHz)
Inu Program : Choko Monkey
Object Design : Dad Oginon, Naokiman
Object Design Rookie : E-Suzuki
BG Graphic : Hiroshi Iuchi 11
Character Designed by : Han
Music by : Hitoshi Sakimoto
Sound Effects : S. Murata
Opening, Ending Picture by : Gonzo
English Translation : Haruko Hosaka
Special Thanks : Koji Ohto, Akiyoshi Shinpo, Kaoru Uno
Debug Cooperator : Kji, Shirotg, Waka, Kazuhiko Murakami
Debug Dog : Merry
Executive Producer : Masato Maegawa
- PORTS -
* CONSOLES:
A Sony PlayStation port of this game was planned, but eventually scrapped, as the console did not have enough power to generate the huge amount of sprites the game requires.
[JP] Sega Saturn (jul.23, 1998) "Radiant Silvergun [Model T-32902G]"
Xbox Live Arcade (2011)
- SOURCES -
Game's ROM.
Official website: http://www.treasure-inc.co.jp/products/lp/silvergun/sgindex.html
Accepted [+] [X] Road Riot 4WD Update submitted by XtC
Road Riot 4WD (c) 1991 Atari Games Corp.
- TECHNICAL -
Atari G42 hardware
Game ID : 136089
Main CPU : Motorola 68000 (@ 14.31818 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)
Players : 1
Control : stick
Buttons : 3
- TRIVIA -
Road Riot 4WD was released in June 1991. 900 units were produced in the USA and 300 in Ireland. The selling price was $7995 at its time of release.
- SERIES -
1. Road Riot 4WD (1991)
2. Road Riot's Revenge Rally (1994)
- STAFF -
Project leader / Game designer / Graphics : Mark Stephen Pierce (MSP)
Software design & implementation : Dennis Harper (DDH), David S. Akers (DSA)
Hardware engineer : Sam Lee (SL)
Controls : Milt Loper
Expert technician : Farrokh Khodadadi (FRK)
Video imaging : Rob Rowe
Hardware supervisor : Pat McCarthy
Music and video : Don Diekneite
Animation : Sean Murphy
Marketing manager : Linda Benzler (LB)
Nu/Omega / Team director : John Ray
- PORTS -
* CONSOLES:
Nintendo Super Famicom
Atari Lynx : Unreleased prototype
Sega Mega Drive : Unreleased prototype
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Relief Pitcher Update submitted by XtC
Relief Pitcher (c) 1992 Atari Games.
A baseball game with an option of playing a standard baseball game or playing as a relief pitcher through a series of games.
- TECHNICAL -
Game ID : 136093
Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 7.231 Khz), YM2413 (@ 3.579545 Mhz)
Screen orientation : Horizontal
Video resolution : 336 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 2048
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Released in April 1992.
- STAFF -
Design : Mike Hally, Peter Lipson
Additional Design : Mark Stephen Pierce
Programmer : Peter Lipson
Graphics : Mark Stephen Pierce
Additional Graphics : Scott Sava
Music & Sound : Don Diekneite
Technician : Cris Drobny
Voice : Jack Buck
- PORTS -
* CONSOLES:
Atari Lynx : Unreleased prototype
Nintendo Super Famicom (1993)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Race Drivin' [Cockpit model] Update submitted by XtC
Race Drivin' (c) 1990 Atari Games Corp.
Race Drivin' includes all of the innovative game features that made "Hard Drivin'" the industry's first true driving simulation game, plus many more new features :
Improved Handling - Faster microprocessor and more efficient software code provides a now imperceptible lag time between control input and screen graphic response. Race Drivin' feels even more like a real car!
New Tracks - The Super Stunt track will challenge even the best "Hard Drivin'" stunt racers. New tests of skill include a corkscrew loop, a jump loop, and a full pipe.
The autocross track with a built-in pace car provides feedback to hone competitive driving skills. The vector-drawn pace car is actually a recorded view of the player's best lap.
Buddy Race - 2-player sequential race in which the computer records the performance of Player 1, and Player 2 races head-to-head against the first player and the clock.
Linked Race - Install a simple cable between two simulator cabinets, adjust game options, and the buddy race becomes a true head-to-head competition.
Select a Car - Players can select from several different sports cars to suit the race track chosen. The Race Drivin' cars are modeled after the performance features of several well-known sports cars. Each car has its own handling characteristics of off-the-line quickness, top speed, and cornering.
- TECHNICAL -
[Cockpit model]
Game ID : 136077
Main CPU : Motorola 68010 (@ 8 MHz), TMS34010 (@ 48 MHz), ADSP2100 (@ 8 MHz), DSP32C (@ 40 MHz)
Sound CPU : Motorola 68000 (@ 8 MHz), TMS32010 (@ 20 MHz)
Sound Chips : Speaker, DAC
Players : 2
Control : Steering wheel with gearshift
Pedals : Accelerator, Brake
- TRIVIA -
Race Drivin' was originally released in August 1990 in the USA. 800 units were produced in the USA and 396 in Ireland for European distribution. Its selling price was $8,995 at its time of release.
In October 1990, cockpit conversion kits (for "Hard Drivin'") were produced: 729 in the USA and only 37 in Ireland. Selling Price was $1,425.
In April 1991, upright conversion kits were available: 250 in the USA produced and 100 in Ireland. Selling Price was $1,445.
Also released as "Race Drivin' [Compact model]". There also was a "Race Drivin' Panorama" model that utilized 3 to 5 Monitors to give you a 180 Degree View.
There is a warning in the attract mode : 'Be Careful though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!'.
- UPDATES -
Notes: On the British and Japanese versions, you are in a right-hand drive car.
Cockpit versions history:
Revision 1 :
* World and British releases.
Revision 2 :
* World and German releases.
* Software version : 2.1.
Revision 3 :
* World release.
* Software version : 2.2.
Revision 4 :
* World, British and German releases.
* Software version : 2.3.
Revision 5 :
* World, British and German releases.
* Software version : 2.4.
- TIPS AND TRICKS -
1) Whenever possible use the outside-in strategy. Start on the outside of a turn then cut inside, making sure that you keep giving the vehicle gas. If you don't you may spin out and loose control (depending on the car type). This strategy is hard to use in the qualifying laps because of the oncoming traffic, but if timed correctly you can pass the oncoming traffic on their right side. When coming out of the turn take care in how you straighten the wheels (slowly) or you can spin out as well.
2) It helps to take into consideration where a car is in-countered because after running a track several times, and you get closer to the 'maximum' speed for a stretch of road the car scenarios stay the same. For example : the first turn after the start on the original speed track (the one with a house on it and the very long right turn) should not have a car coming in the way of an outside-in tactic but a truck should be on the way. And if the speed of the car stays around 120 all the way around the track there should be a car at the turn.
3) Most turns from the original speed track can be taken (while using the previous hint) at about 120 mph.
4) On the super stunt track on the road up the hill and then a left turn, a driver may drive off the road to the left (cutting the turn) and to an exaggerated outside-in maneuver.
5) The differences in the cars are as follows...
Speedster : Excellent acceleration, and top speed is around 140mph, but handling is very loose and it tends to spin out on turns if pushed too far.
Roadster : Slightly faster acceleration than the Speedster, top speed is only around 120mph, but handling is tight and takes turns much easier.
Original : Same as Speedster.
Original Automatic : Same as Speedster but with slightly slower acceleration.
Note : Handling manifests itself in the sensitivity of the steering wheel to move.
- SERIES -
1. Hard Drivin' [No. 136052] (1988)
2. Race Drivin' (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
- STAFF -
* Main:
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Techician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3-D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott
* Others:
Cabinet designers : Mike Jang, Ken Hata
Graphic designers : Sam Comstock, Kris Moser, Deborah Short, Will Noble, Alan Murphy
Display math software : Jim Morris
ADDN'L programmers : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper
Yellow/Flame concept : Mark Hoendervoogt, Howard Owen
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima
Technical Support, Administrative Support, Management, Manufacturing, Etc. : Chris Ahmadjian, Jim Arita, Sam Arthur, Karen Atkinson, Norm Avellar, Geoff Barker, Jeff Bell, Elsa Betancourt, David Bishop, Karen Bjorkquist, Jim Breshears, Pat Brosnan, Rob Bryant, James Buchanan, Mary Burnias, Carole Cameron, Sang Cho, Gina Close, Dave Cook, Frank Cosentino, Emmette Craver, Gary Cunningham, Bryan Datu, Judy Davis, Andrea Dencker, Mario Diaz, Joseph Dieu, Kyoko Dougherty, Joyce Fluty, Jim Freitas, Leon Fritts, Brad Fuller, Cyndy Grossman, Tim Hale, Karen Harrington, Kevin Hayes, Tim Hubberstey, Arthur Jackson, Berry Kane, Michael Klug, John Knoedler, Stevie Landaverde, Grandy Laxamana, Gerald Lichac, Melanie Martin, Glenn McNamara, Victor Mercieca, Rick Meyette, Dan Mohr, Alan J. Murphy, Ramon Navarro, Mike Nevin, Jim Newlander, Kwang Oh, Connie Osuna, Rick Owens, Evelyn Perez, Ralph Perez, Eric Peterson, Sam Records, Rob Rowe, Jose Sandoval, Brian Schorr, Paul Shepard, Jackie Sherman, Mark Sherman, Elaine Shirley, Tom Smith, Mary Sumner, Peter L. Takaichi, Lois Turner, Ignacio Valdovinos, Al Vernon, Tram Vu, Jim Wallin, Ken Williams, Wade Winblad, Ron Wrightnour, The Atari Workers
* Uncredited:
Team leader : John Ray
- PORTS -
* CONSOLES:
[EU] Nintendo SNES (1992) "Race Drivin' [Model SNSP-RV-EUR]"
[US] Nintendo SNES (oct.1992) "Race Drivin' [Model SNS-RV-USA]"
[US] Sega Genesis (1993) "Race Drivin' [Model T-48246]"
Sega 32X : Unreleased prototype
[JP] Sega Saturn (aug.4, 1995) "Race Drivin' [Model T-4802G]"
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
[US] Microsoft XBOX (sept.27, 2005) "Midway Arcade Treasures 3"
[US] Sony PS2 (sept.27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]"
[EU] Microsoft XBOX (oct.14, 2005) "Midway Arcade Treasures 3"
[EU] Sony PS2 (oct.14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Nintendo GameCube [US] (oct.26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]"
* HANDHELDS:
[US] Nintendo Game Boy (jan.1993) "Race Drivin' [Model DMG-RV-USA]"
[EU] Nintendo Game Boy (1993)
* COMPUTERS:
[EU] Atari ST (1991)
[EU] Commodore Amiga (1992)
[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Qix Update submitted by XtC
Qix (c) 1981 Taito Corp.
The objective of Qix is to claim a certain proportion of the playing field as your own. At the start of each level, the playing field is just a large, empty rectangle, containing the Qix - a stick-like entity that performs peculiar, erratic motions within the confines of the rectangle. The player controls a small marker that can move around the edges of the rectangle. To claim an area of the screen, the player must detach from an edge and draw Stix within the rectangle. Stix are simply lines traced out by moving the marker. When the marker traces out a closed shape, the area enclosed by the shape becomes solid and has been claimed. The player may draw either Fast Stix, which appear blue when solid, or Slow Stix, which appear red. Slow Stix take longer to draw, but are worth twice as many points. Once the player has claimed an area, the marker can safely move along the border of that claimed area. To complete a level, the player must claim 75% or more of the rectangle's area.
- TECHNICAL -
Board Number : LKN00003
Prom Stickers : LK / QQ / QU / QX
Main CPU : (2x) M6809 (@ 1.25 Mhz)
Sound CPU : M6802 (@ 921.6 Khz)
Sound Chips : Discrete
Players : 2
Control : 4-way joystick
Buttons : 2 (SLOW, FAST)
- TRIVIA -
Qix was released in October 1981 in the USA.
Also released as a cocktail model. In Japan, the cocktail version is known as "T.T Qix".
The author named the game 'QIX' (pronounced 'KICKS' and not 'QUIX') because his car registration/number plate at the time was : 'JUS4QIX'.
Qix is the first 'drawing game', a truly original game. Also the first totally Taito American game, Qix initially did big numbers, but quickly died when players discovered the machine was 'unbeatable'. Having a googolplex of possible combinations, there was no singular pattern to the game and players lost interest.
A Qix unit appears in the 1983 movie 'Joysticks' and in the 1984 movie 'The Karate Kid'.
- SCORING -
There are a couple of ways you earn points in Qix. The first involves actually claiming areas.
There are 2 buttons, slow and fast. These buttons determine how fast your Marker goes. In essence, going slow increases the risk of losing your Marker so it is obviously worth more points. Here's how the points work out for making 'boxes':
1) Slow : It is a base 500 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 3% of the total area, then points scored would be 500 X 3 or 1500 points. This area fills in with brown.
2) Fast : It is a base 250 points multiplied by the percentage of area covered by that box. For example, if you create a box that claims 1% of the total area, then points scored would be 250 X 1 or 250 points. This area fills in with blue.
NOTE : The above points may not be exact since the game rounds off the percentages to whole numbers for display but calculates them using decimal percentages.
You also get bonus points for going above the 75% Threshold. Any percentage above the 75% Threshold is multiplied by 1000 to determine your bonus points.
During the split Qix screens, if you successfully split the Qix's into their own compartments, you will get a multiplier bonus that is applied to points scored when you are making boxes. For example, if you had a 250 points and the multiplier was 3X, you now have 750 points. This multiplier increments by one every time you successfully split the Qix's. Of course, when you do this, you don't get the bonus points (if you had any).
- TIPS AND TRICKS -
* When you start the game, your Marker will be at the bottom, middle of the playing screen. It is now up to you to start creating boxes. Keep in mind that you need to be constantly moving or the Sparx will take out your Marker. In addition, when you are moving your Marker around the perimeter, you can only move along the perimeter actually touching the Playing Field.
* First of all, you must be constantly aware of two things. First, you must know where the Qix is located at all times. It moves randomly and can go anywhere on the Playing Field that your boxes haven't blocked. Last, the Sparx are constantly moving around the perimeter of the Playing Field. This can set up a dangerous situation where one Sparx is coming at you from one way and another from the other to make your Marker a 'Sparx Sandwich'.
* Once you have assessed the danger, it is time to start making boxes. There are a few things to note when you are making boxes :
a) When you start to draw the line, the Sparx cannot travel along the new perimeter you are creating until it is filled in.
b) The Qix, though, is your primary concern. If it touches any part of a line before the box is filled in, you will lose your Marker.
c) The box must begin and end either at a filled box or on the side of the Playing Field. You cannot connect the line to itself. If you try to do this, you will go into what is called a 'Spiral Death Trap' and a Fuse will follow your line to your Marker and destroy it.
* After the fourth wave, the Qix will split in two. Now you have 2 Qix's bouncing around to deal with. You major goal is to actually 'split' the Qix's into their own areas. This means creating a series of boxes so that each Qix will be in its own compartment.
* For maximum points, you must do two things :
a) First, use the slow button as much as possible since this is where the points are.
b) Try to claim as much area in each box as possible. That percentage multiplied by the speed value can yield some big point values.
c) Constantly try to split the Qix's (if you can) to get that bonus multiplier even higher.
d) When you are close to the Threshold, find an area in the Playing Field that hasn't really been touched and try to make a big box. That way, you will go over the 75% Threshold and claim a bonus.
* As the waves progress, everything gets faster and the game will become less forgiving if you are less then committed to making a box.
* Also, listen for sounds in this game. The only real sound you need to be concerned with is what sounds like a fuse being lit. If you are making a box and you hear this sound, that means you are taking too long or you have unfortunately gotten yourself into a 'Spiral Death Trap'. In the case of delay, once you move the fuse will go out.
* To maximize points, draw narrow, tall boxes, like fingers, from the bottom. When the Qix goes down between two fingers, go across the top of the fingers at slow speed. This tactic permits percentages of up to 99%.
* It is possible create a 'slide-box' to avoid the sparks. Starting at a corner of a box, draw another box that connects only at that corner. When a spark approaches, the player can slide the diamond through the intersection, while the spark has to go around the perimeter. After the spark passes the intersection, the player can slide back across the intersection and be behind the spark.
- SERIES -
1. Qix (1981, ARC)
2. Qix II - Tournament (1982, ARC)
3. Super Qix (1987, ARC)
4. Ultimate Qix (1991, MD)
5. Twin Qix (1995, ARC)
6. Battle Qix (2002, ARC)
7. Qix ++ (2009, XBLA)
- STAFF -
Designed & programmed by : Randy Pfeiffer, Sandy Pfeiffer
- PORTS -
* CONSOLES:
[US] Atari 2600 : Release cancelled
[US] Atari 5200 (1982) "Qix [Model CX5212]"
Atari XEGS
[US] Nintendo NES (jan.1991) "Qix [Model NES-QX-USA]"
[JP] Sony PS2 (aug.25, 2005) "Taito Memories Gekan [Model SLPM-66092]"
Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]"
[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2"
[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]"
[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]"
* HANDHELDS:
Nintendo Game Boy [AU] (1990) "Qix [Model DMG-QX-AUS]"
[EU] Nintendo Game Boy (1990) "Qix [Model DMG-QX-NOE]"
[JP] Nintendo Game Boy (apr.13, 1990) "Qix [Model DMG-QXA]"
[US] Nintendo Game Boy (may.1990) "Qix [Model DMG-QX-USA]"
Atari Lynx [US] (1991) "Qix [Model LX102]" by Telegames, Inc.
Sony PSP [AS] (jan.3, 2006) "Taito Memories Pocket [Model UCAS-40040]"
[JP] Sony PSP (jan.5, 2006) "Taito Memories Pocket [Model ULJM-05076]"
Sony PSP [KO] (feb.10, 2006) "Taito Memories Pocket"
[EU] Sony PSP (oct.6, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[AU] Sony PSP (nov.9, 2006) "Taito Legends Power-Up [Model ULES-00473]"
[US] Sony PSP (may.17, 2007) "Taito Legends Power-Up [Model ULUS-10208]"
* COMPUTERS:
[EU] Acorn Electron (1983) "Stix" by Supersoft
BBC B [EU] (1983) "Stix" by Supersoft
[US] Commodore C64 [EU] (1983) "Stix" by Supersoft
[US] Atari 800 (1983) "Qix [Model CXL4027]"
Sharp MZ-700 [JP] (1983) by Carry Lab
Tandy Color Computer [US] (1984) "Qiks"
Tandy Color Computer [US] (1984) "Quix"
Commodore Amiga [US] (1989)
[US] Commodore C64 (1989)
[US] Apple II (1989)
PC [MS-DOS] [US] (1989)
Apple IIGS [US] (1990)
Oric [US] (2004) "4kQix" by Stephane Geley
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
* OTHERS:
[US] Nokia N-Gage "Taito Memories" : Release cancelled
Arcade (2003) "Space Invaders 25th Silver Anniversary"
Arcade Legends : Space Invaders TV Game [US] (2004) by Radica Games
- SOURCES -
Game's ROM.
Game's picture.
Game's F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Puyo Puyo Fever Update submitted by XtC
Puyo Puyo Fever (c) 2003 Sega.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Puyo Puyo Fever was released in November 2003 in Japan. It was also known as "Puyo Pop Fever" outside of Japan.
- SERIES -
1. Puyo Puyo [Model IA-9106] (1991, MSX 2)
2. Puyo Puyo (1992, Arcade)
3. Puyo Puyo 2 (1994, Arcade)
6. Puyo Puyo Sun [Model 610-0374-11] (1996, Arcade)
7. Puyo Puyo Da! featuring ELLENA System (1999, Arcade)
8. Puyo Puyo 4 [Model HDR-0014] (1999, Dreamcast)
9. Puyo Puyo Fever (2003, Arcade)
10. Puyo Puyo Fever 2 [SLPM 66104] (2005, PS2)
11. Kidou Gekidan Harouza Haro Ichiza - Haro no Puyo Puyo [Model AGB-BH6J-JPN] (2005, GBA)
12. Puyo Puyo! 15th Anniversary [Model NTR-P-APUJ] (2006, Nintendo DS)
13. Puyo Puyo!! 20th Anniversary [Model NTR-P-TP4J] (2011, Nintendo DS)
- PORTS -
* CONSOLES:
Sega Dreamcast (2004)
Sony PlayStation 2 (2004)
Nintendo GameCube (Mar.2004) [Model DOL-GPYJ-JPN]
Microsoft XBOX (Apr.2004) [Model Z75 00001]
Nintendo DS (2004)
Nintendo Game Boy Advance (2004)
Sony PSP (2004)
* COMPUTERS:
PC [MS Windows] (2004)
Apple Macintosh (2004)
- SOURCES -
Game's ROM.
Accepted [+] [X] Psycho Soldier Update submitted by XtC
Psycho Soldier (c) 1987 SNK.
Psycho Soldier is a side-scrolling shooter featuring two-player simultaneous play. The major character is a girl named Athena. She fires blasts of psychic energy as her main weapon. She can collect orbs which she can control telepathically. These orbs protect her from some projectiles and can also be launched at targets. The orbs will explode on impact. Her companion, a boy named Kensu, can help her with his own powers. Together they clean up a ruined city full of monsters and mutants.
- TECHNICAL -
Game ID : 'PS'
This game is one of a particular line of SNK machines that operates using three Z80's at 4MHz. Most of the sound effects come from a YM3526 (OPL1) FM chip while most music and all digitized effects (including the complete vocal track) are created by a Y8950 (it is a YM3526 with a 4-channel ADPCM decoder added on). Here is the detail :
Main CPU : (2x) Zilog Z80 (@ 4 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM3526 (@ 4 Mhz), Y8950 (@ 4 Mhz)
Because of its extensive vocal soundtrack, the board is huge. It consists of three PCBs full of ICs all sandwiched together.
Screen orientation : Horizontal
Video resolution : 384 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in March 1987.
Psycho Soldier was the first-ever video game featuring a vocal soundtrack. The Japanese lyrics for the Psycho Soldier theme is also used as the Psycho Soldier team's team music in KOF94 and 96, as well as Athena's theme music in KOF 97 and 02.
Psycho Soldier's Soundtrack was released as a bonus with the purchase of Nintendo Famicom's Athena. It also included a vocal version of the ending theme.
The main character, Athena, appears in The King of Fighters series. Kensu, wearing a different outfit, appears in The King of Fighters series as 'Sie Kensou'. Kensu, as he appears here in Psycho Soldier, appears as a striker character in "The King of Fighters 2000" as ''Psycho Soldier Kensou''.
- UPDATES -
The Japanese and US versions have song lyrics in Japanese and English respectively.
Here is the lyrics for the Japanese version :
Psycho Ball ga hikari hanachi -
Athena no sugata terashi dasu no -
Psycho Soldier yami o saite -
Athena wa yume o suki dasu no.
Psycho Power o kokoro ni himete -
Hateshinai michi o hashiru -
Ima wa mo aozora mienai kedo...
Fire! Fire! Psycho Soldier! (x2)
Psycho Soldier ga yami o saite -
Athena wa yume o suki dasu no -
Psycho Beam no kagayaki nokoshi -
Athena wa mirai o motome tabidatsu.
Honoo no yoni moeru hitomi -
Kibo no kakaera o mitsume -
Ima wa moda namida misenai wa!
Fire! Fire! Psycho Soldier! (x2)
Psycho Beam no kagayaki nokoshi -
Athena wa mirai o motome tabidatsu.
Dare hitori shiranai ashita -
Hino tori no sugata karite -
Honoo no yoni moero hitomi -
Kibo no kakarea o mitsume -
Psycho Power o kokoro ni himete -
Hateshinai michi o hashiru -
(repeats)
Here's the english version :
Athena's name is magic -
mystery is what you see -
her crystal is the answer -
fighting fair -
to keep us free -
she's just a little girl with power inside -
burning bright -
you'd better hide if you are bad -
she'll get you -
she'll read your mind and find if -
you believe in right or wrong -
fire, fire psycho soldier.
- SCORING -
Lightning flashing column : Shooting power increases
Blue ball(s) flashing column : provides psycho ball(s) for psycho shooting and defense shield
Red beam flashing column : Increases psycho energy
Skull flashing column : AVOID. drains your psycho energy (doesn't kill you) Flashing rainbow square - Better jumping response and dexterity
Red Sword : break stone with one hit, allows fire through stone and walls
Large blue ball : Turns all enemies in psycho balls and their projectiles into balloons
Orange ball with blue center : Increases fire speed
Infinity sign : Ability increase : ???
Arrow up : AVOID. Upgrades enemies into more advanced enemies
Arrow down : downgrades enemies
Large red skull : AVOID. Takes away all extra powers and leaves you with basic powers
Large red ball with "F" : Instant maximum psycho energy
Pillar formations : shoot these and a floating balloon or saucer comes out. Grab for bonus points. The longer you wait before grabbing, the higher the point value (up to 8000 points).
- TIPS AND TRICKS -
* Movement:
Move Athena or Kensu left or right along platforms. Make them move up or down to jump to other platforms. They will not get hurt by long falls.
* Forming Pillars:
Don't walk on them. You'll trip and be vulnerable to attack!
* Attacking with Psycho Bolts:
Press the primary fire button to standard bolts of energy. These can punch through stone as well as through enemies. If you break a stone and it contains a lightning capsule, you can power up your primary attack.
* Using the Psycho Balls:
Sometimes you'll find balls floating on the screen. If you grab them, then they will circle around Athena. By pressing the secondary fire button, you can launch them at your enemies. They can destroy anything in their path short of a boss or some of the later creatures. Your ammo is listed at the bottom of the screen, above your life count. Using psycho balls does drain some energy from Athena. The more energy you have, the more powerful the ball attack is. Psycho balls also act as a limited form of defense. The more energy you have, the faster they revolve around your character. They can block small projectiles and small flying creatures.
* Using the sword:
A sword is hidden in some blocks. When you get a sword, your shots will now pass through stone. You must walk up to a stone and hit it with the sword to break it (use the fire button). The sword lasts for a while (probably a set number of strikes). The sword may also be used against enemies at very close range.
* Becoming the Psycho Creature:
If your energy bar is full and you have collected lots of psycho balls, you should break stones until a green egg pops out. When you break the egg, a special item will appear that changes Athena into a phoenix (Kensu becomes a green dragon). The phoenix has a powerful breath attack and can ram enemies to kill them. The breath attack has no penalty for use, but you use energy whenever you ram an enemy or you get hit by a projectile. If your energy bar is not full, or you don't have enough psycho balls, the egg will release a large number of maggots. Therefore, try not to be close to an egg when you break it. If you're too close, the maggots will swarm you.
- SERIES -
1. Athena (1986)
2. Psycho Soldier (1987)
3. Athena - Full Throttle (2006, Mobile Phones)
- STAFF -
Staff: Kaori.S, Hamashin, Kooyan, John. Guso, Gon, Dachi, Kikuhen, R. Aran, Hachisuka, G. Iwasaru
- PORTS -
* CONSOLES:
Nintendo NES : Unreleased prototype
* COMPUTERS:
SInclair ZX Spectrum (1987)
Commodore C64 (1987)
Amstrad CPC (1988)
- SOURCES -
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Pipe Dream Update submitted by XtC
Pipe Dream (c) 1990 Video System.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.5795 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Pipe Dream was released in October 1990 in Japan.
This arcade game is a port from an original computer game released by LucasArts in 1989 on the Atari ST (known as "Pipe Mania" in Europe).
- STAFF -
Sound composer : Naoki Itamura
Sound FX : K. Okuda
- PORTS -
* CONSOLES:
[JP] Nintendo Game Boy (jul.3, 1990) "Pipe Dream [Model DMG-PDA]"
[US] Nintendo Game Boy (sept.1990) "Pipe Dream [Model DMG-PD-USA]"
[US] Nintendo NES (sept.1990) "Pipe Dream [Model NES-4P]"
Nintendo NES [AU] (1991)
[JP] Nintendo Super Famicom (aug.7, 1992) "Pipe Dream [Model SHVC-PP]"
[EU] Sony PlayStation (mar.30, 2001) "Pipemania 3D [Model SLES-03400]"
[US] Sony PlayStation (oct.23, 2001) "Pipe Dreams 3D [Model SLUS-01409]"
[JP] Sony PlayStation (june.13, 2002) "Pipe Dreams 3D [World Greatest Hits] [Model SLPM-87045]"
[JP] Sony PlayStation [PSOne Classics] (mar.28, 2012) "Pipe Dreams 3D [World Greatest HIts]"
* COMPUTERS:
Commodore Amiga [US] (1989)
[EU] Commodore Amiga (1989) "Pipe Mania"
[US] Commodore C64 [EU] (1989) "Pipe Mania"
PC [MS-DOS] [US] (1989)
Sam Coupe [EU] (1990) by Enigma
[EU] Amstrad CPC (1990) "Pipe Mania"
[JP] NEC PC 8801 (1991)
NEC PC 9801 [JP]
PC [MS Windows 3.x] [US] (1991) "Microsoft Entertainment Pack 2" : re-released in 1994 as part of "The Best of Microsoft Entertainment Pack")
[JP] Sharp X68000 (nov.13, 1992)
Apple Macintosh [US] (oct.2001)
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Power Drift [Sit-Down model] Update submitted by XtC
Power Drift (c) 1988 Sega.
Power Drift is a fast-moving lap-based racing game in which players choose to race on one of five different circuits, each made up of five stages. The game's tracks have a 'roller-coaster' feel to them, with steep climbs, sudden drops and tight chicanes. It's also possible to fall from many of the higher, raised sections of a track, sending the car crashing to the ground below and losing valuable seconds. Each race takes place over four laps and players must finish in 3rd place or better to progress to the next stage. Finishing lower than third place results in a 'game over' but players can insert more credits to continue from the current stage.
In addition to its twisting, abstract courses, Power Drift also features a tilting axis; as players steer left and right, the screen display mirrors the controller's movements and tilts on its axis (in a fashion similar to another Sega game, "After Burner"). The game's difficulty level is determined by the type of car the player chooses to race with. The RED car (with bigger wheels) sets the difficulty level at 'easy', the BLUE car at 'normal', the ORANGE car at 'hard' and GREY car at 'hardest'.
The game's five circuits are labelled from A to E, with each having its own visual theme (for example, circuit A is city-based, circuit B desert-based, circuit C beach-based etc.)
The circuits and their corresponding stages are:
* Course A - Springfield Ovalshape, Foofy Hilltop, Snowhill Drive, Octopus Oval, Curry De Parl
* Course B - Swingshot City, Phantom Riverbend, Octangular Ovalshape, Charlotte Beach, Highland Spheres
* Course C - Bum Beach, Jason Bendyline, Nighthawk City, Zanussi Island, Wasteman Freefall
* Course D - Mexico Colours, Oxygen Desert, Jamie Road, Monaco Da Farce, Blow Hairpin
* Course E - Aisthorpe Springrose Valley, Patterson Nightcity, Lydia Rightaway, Bungalow Ridgeway, Karen Longway
"Power Drift" features two hidden bonus courses. Finishing in first place on all tracks of courses B and D will allow players will get to race a special track using the bike from Sega's classic 1985 racer, "Hang-On". Finish first on all five tracks of any given group (A to E) and players will get to race a special track using the jet from "After Burner".
Each course has its own theme song, and they are as follows:
Course A - Side Street
Course B - Like the Wind
Course C - Silent Language
Course D - Adjustment Mind
Course E - Artistic Traps
- TECHNICAL -
[Sit-Down model]
Sega Y-Board hardware
Main CPU : (3x) 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Players : 1
Control : paddle
Buttons : 1
- TRIVIA -
Power Drift was released in August 1988.
Also released as "Power Drift [Deluxe Sit-Down model]".
Pony Canyon/Scitron released a limited-edition soundtrack album for this game (Power Drift & Mega Drive: G.S.M. Sega 2 - D28B0010) on 08/12/1988.
- TIPS AND TRICKS -
* The game's difficulty level is determined by the type of car the player chooses to race with. The RED car (with bigger wheels) sets the difficulty level at 'easy', the BLUE car at 'normal', the ORANGE car at 'hard' and GRAY car at 'hardest'.
* Press the START button while playing for a rear view. One thing to note is that Power Drift's gear change (from low to high, such as at the start of a race or after a crash) should be implemented much quicker than in other arcade racers.
* Extra bonus stages :
Finishing in first place on all tracks of courses B and D will allow players will get to race a special track using the bike from Sega's classic 1985 racer, "Hang-On".
Finish first on all five tracks of any given group (A to E) and players will get to race a special track using the jet from "After Burner".
* If you enter SEX on the high-score table, you will see the message DANGER DANGER.
If you enter the following intial on the high-score table with Brake & Start Button pressed, you will see the following messages (select one of two messages with gear):
SEX: LAKE YOU ? ME TOO ! & MACHINE T.K.G.!!
KEY: I LOVE MAKIKO. & I LOVE CYNDI.
TKG: I LOVE RAY CHAN. & I LOVE RIE CHAN.
GAK: SAKICHI !! KITARO !! & I LOVE CHISAKI !
OKA: I AM TALLER THAN T.K.G. ! & KIM SAN ISSHOU TUITE IKIMASU.
REE: HALLO !! LETS FIND ANOTHER MESSAGES. & ARE YOU M2C2 MENBER?
NAK: NIGASITA SAKANA WA DECOI.
AKI: LUCY IS MINE! & EMILY IS MINE!
MAT: DO YOU KNOW ELEPHANT SMELL??
SAD: I LOVE KAYURI CHINA & NS400 IS FARSTEST BIKE IN THE WORLD.
HIR: MUSIC DESIGN BY HIRO. & SOUND DESIGN BY MY DESHI.
- STAFF -
Designed by : Yu Suzuki (YU.)
Musics : Hiroshi Miyauchi
Sounds : (DESHI)
Staff : (SAD), (KOM), (OTA), (REE), (MAT), (LCY)
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (Apr. 13, 1990) "Power Drift [Model AS02002]"
Sega CD : Unreleased prototype
[JP] Sega Saturn (Feb. 26, 1998) "Power Drift [Sega Ages] [Model GS-9181]"
Sega Dreamcast [JP] (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
* COMPUTERS:
Sinclair ZX Spectrum (1989)
Amstrad CPC (1989)
Commodore C64 (1989)
Commodore Amiga (1989)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Puzzle Bobble 4 Update submitted by XtC
Puzzle Bobble 4 (c) 1997 Taito.
Shoot colored bubbles towards clusters of other bubbles. When groups of similarly colored bubbles are formed, the bubbles burst.
- TECHNICAL -
Runs on the "Taito F3 System" Hardware.
Prom Stickers : E49
Players : 4
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Puzzle Bobble 4 was released internationally on December 19, 1997.
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed to 'AAA'.
- UPDATES -
The US version has a "Winners Don't Use Drugs" screen and a "Recycle It, Don't Trash It!" screen.
- SERIES -
1. Puzzle Bobble (1994)
1. Puzzle Bobble [MVS] (1994)
2. Puzzle Bobble 2 (1995)
2. Puzzle Bobble 2 [MVS] (1999)
3. Puzzle Bobble 2X (1995)
4. Puzzle Bobble 3 (1996)
5. Puzzle Bobble 4 (1997)
6. Super Puzzle Bobble (1999)
7. Azumanga Daioh Puzzle Bobble (2002)
8. Super Puzzle Bobble 2 (2002, Sony PlayStation 2)
9. Super Puzzle Bobble All-Stars (2003, Nintendo GameCube)
10. Puzzle Bobble Vs. (2003, Nokia N-Gage)
11. Ultra Bust-a-Move (2004, Microsoft XBOX)
12. Puzzle Bobble Pocket (2005, Sony PSP)
13. Puzzle Bobble DS (2005, Nintendo DS)
14. Space Puzzle Bobble (2008, Nintendo DS)
15. Puzzle Bobble Wii (2009, WiiWare - Nintendo Wii)
- PORTS -
* CONSOLES:
[JP] Sony PlayStation (aug.6, 1998)
[US] Sony PlayStation (oct.31, 1998) "Bust-A-Move 4 [Model SLUS-00754]"
[EU] Sony PlayStation (apr.15, 1999) "Bust-A-Move 4 [Model SLES-01389]" : Also released as a Value Series edition in 2001 and as an 'Acclaimed Range' edition in 2002.
Nintendo Game Boy Color [US] (june.1999) "Bust-A-Move 4 [Model DMG-AA4E]"
Sega Dreamcast [JP] (mar.16, 2000) "Puzzle Bobble 4 [Model T-42301M]"
Nintendo Game Boy Color [JP] (apr.28, 2000) "Puzzle Bobble 4 [Model DMG-AA4J]"
[US] Sega Dreamcast (may.31, 2000) "Bust-A-Move 4 [Model T-8117N]"
Sega Dreamcast [EU] (june.9, 2000) "Bust-A-Move 4 [Model T-8109D-05]"
NUON (2001) "Bust-A-Move 4" : Unreleased
[JP] Sony PlayStation (apr.25, 2002) "Simple 1500 Series Vol.93: The Puzzle Bobble 4 [Model SLPM-87057]"
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (jan.31, 2000)
- SOURCES -
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Out Run Update submitted by XtC
Out Run (c) 1986 Sega Enterprises, Limited.
Out Run is a ground-breaking racing game in which the player drives a red Ferrari Testarossa through a number of colourful European locations, trying to reach each end-of-level checkpoint before the tight time limit expires.
Each of the game's stages is packed with civilian traffic that must be carefully avoided, as players try to negotiate the game's twisting, hilly roads.
At the end of every stage players are presented with a fork in the road, allowing them to chose which route they wish to take next. This was not the first time this feature had appeared (Tatsumi's 1983 racer, TX-1, was the first to introduce forked roads).
As well as being able to choose routes, players could also - via the game's "in-car radio" - choose one of three different catchy tunes to listen to while driving. The songs are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TECHNICAL -
[1] Standard Type
[2] Upright Type
- TRIVIA -
Released internationally on September 20, 1986.
Also released as:
"Out Run [Deluxe Type]".
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Soundtracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Feb. ??, 1992 - Outrun/SEGA S.S.T. [PCCB-00081] - Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
[JP] Nov. 19, 1997 - Yu-Suzuki produce Out Run [MJCAX-00004]
- TIPS AND TRICKS -
* Fastest route:
The fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message:
Right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at approx. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you approx. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by: Yu Suzuki (YU.)
Music by: Hiroshi Miyauchi (MIY)
From highscore table: Satoshi Mifune (Bin-Chan) (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* CONSOLES:
[JP] Sega Mark III (june.30, 1987) "Out Run [Model G-1326]"
[JP] NEC PC-Engine (Dec. 21, 1990) "Out Run [Model NAPH-1016]"
[JP] Sega Mega Drive (Aug. 09, 1991) "Out Run [Model G-4052]"
[JP] Sega Game Gear (Aug. 09, 1991) "Out Run [Model G-3213]"
[JP] Sega Saturn (Sep. 20, 1996) "Sega Ages: Out Run [Model GS-9110]"
[JP] Sega Dreamcast (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (may.27, 2004) "Sega Ages 2500 Vol.13: Out Run [Model SLPM-62447]"
Microsoft Xbox (2004) "OutRun 2" : as an unlockable
Nintendo Switch (Jan. 09, 2019) "SEGA AGES Out Run"
* COMPUTERS:
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
[EU] MSX (1988)
[JP] MSX 2 (Oct. 21, 1988) "Out Run"
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
PC [MS Windows, CD-ROM] (1999) "Sega Smash Pack"
* OTHERS:
[US] LCD large tabletop (1989) "Out Run [Model 7-928]"
Mobile phones (2002)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Out Run 2 Update submitted by XtC
Out Run 2 (c) 2003 Sega.
Spectacular sequel to the original Out Run from 1986 with modern graphics and additional gameplay modes.
- TECHNICAL -
Runs on the Sega "Chihiro" Hardware.
Players: 1
Control: Steering wheel
Pedals: 2 (Accelerator and break)
Gear shift
- TRIVIA -
Released in December 2003.
AM2 Mix released a limited-edition soundtrack album for this game (Out Run 2 Sound Tracks - AMMX-2003) on 21/01/2004.
- TIPS AND TRICKS -
* Change Car Color (Single Player Only) : To change the color of your car, hold down the brake while shifting gears (either direction changes color once) in the car selection screen.
* Force Quit : During the race, stop the car completely and hold down the brake, view change and gear up. The game will bring up a yes and no question. Choose yes and the game end. You can only do this once in each game. If you choose no and resume game, you cannot force quit anymore until the game is over.
Note : The force quit won't work if you have less than 8 seconds on the remaining time. This trick was tested on a single player mode.
* No Handicap Mode (VS mode only) : This code can be entered in the Car Selection or Song Selection screens. All players must step on the Brake pedal and Shift up at the same time. The best way to make this work is just to get all players to hold the brake pedal and shift up and down constantly until a No Handicap box appears at the right.
Note : Shift up is gear up and it means to move the shift knob down. This trick also can be entered after real players mode is activate or vice versa.
* Real Players Only (VS mode only) : This code can be entered in the Car Selection or Song Selection screens. All players must hit the View Change button and Shift Down at the same time. The best way to make this work is just to get all players to tap the view change button and shift up and down constantly until a real players only box appears at the right.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by : Hiroshi Masui
Produced by : Yu Suzuki (YU.)
- PORTS -
* CONSOLES:
[JP] Microsoft XBOX (Jan.2005) "OutRun 2 (First Limited Edition) [Model V3N 00001]" : Also includes "OutRun2 Sound Tracks - SIDE B -"
[JP] Microsoft XBOX (Jan.2005) "OutRun 2 [Model V3N 00002]"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Mutation Nation [Model NGM-014] Update submitted by XtC
Mutation Nation (c) 1992 SNK [Shin Nihon Kikaku].
Two lone warriors with an array of special mutant powers attempt to restore order to this futuristic wasteland.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-014
[SNK MVS Neo-Geo Controls]
2 Players - 4 Buttons Per Player (2 usables)
=> [A] Attack/Special Attack [B] Jump
- TRIVIA -
Mutation Nation was released in March 1992.
- TIPS AND TRICKS -
The game includes different items which change the special attack :
* A : Spirit attack
* B : Explosion attack
* C : Thunder god's attack
* D : Tornado attack
* Golden : Deathblow (can be used only one time, after this the item disappears)
- STAFF -
Producer : Eikichi Kawasaki
Planner : Ishimotti
Programmer : Ooisaurus
Sound : Masahiko Hataya (Papaya)
Designers : Mioshi, Yokosuka!!, A. Miyazaki, 1610,last!!, Sk, Yumo, Tajiyan, J. Mikami
Special Thanks : Takashi Nishiyama (Nishiyama), Tama, Y. O, Yuki, Akira Goto, Jojoha Kitapy (Jojouha Kitapy)
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo CD (apr.17, 1992) "Mutation Nation [Model NGH-014]"
[US] SNK Neo-Geo CD (apr.17, 1992) "Mutation Nation [Model NGH-014]"
[JP] SNK Neo-Geo CD (feb.25, 1995) "Mutation Nation [Model NGCD-014]"
[US] SNK Neo-Geo CD (feb.25, 1995) "Mutation Nation [Model NGCD-014E]"
- SOURCES -
Game's ROM.
Machine's picture.
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 DVD-ROM (2009) "Metal Slug Collection PC"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Mortal Kombat 3 Update submitted by XtC
Mortal Kombat 3 (c) 1995 Midway Mfg. Co.
Succeeding in taking over the Earth realm, Shao Kahn takes all the human souls on Earth as his own. To stop the Outworld realm from totally merging with the Earth realm, a few Earth warriors were chosen to have their souls protected from Shao Kahn in order to defend the Earth realm in a new Mortal Kombat tournament. 14 digitized characters fight to overthrow Shao Kahn and his Centaur lieutenant Motaro.
- TECHNICAL -
Midway Wolf Unit Hardware
Main CPU : TMS34010 (@ 6.25 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven (@ 10 Mhz)
Players : 2
Control : 8-Way Joystick
Buttons : 6
=> [1] High Punch, [2] Block, [3] High Kick
=> [4] Low Punch, [5] Low Kick, [6] Run
- TRIVIA -
Mortal Kombat 3 (MK3) was released in March 1995 in USA.
MK3 was the first Mortal Kombat game to have bi-level battlefields, which lets players uppercut their opponent to the level above them when fighting on certain levels.
MK3 was also the first Mortal Kombat arcade game that did not include Scorpion, and, according to series co-creator Ed Boon, the last.
MK3 also introduced the RUN button, accompanied by a RUN meter, allowing the character to run. This was primarily to address concern from fans who thought that the previous games gave too much of an advantage to the defending player.
MK3 introduced the Kombat Kodes, which were 6 digit codes entered at the VS screen in a 2-Player game to modify gameplay, fight hidden characters or display certain text messages.
MK3 also introduced the Ultimate Kombat Kode, which was a 10 digit code that could be entered after a game was over in single player mode. If the correct code was entered, Smoke would become a permanent playable character on the character select screen. The arcade owner, however, could reset this code by accessing the game's diagnostic menu by hitting a DIP switch within the MK3 cabinet.
MK3 introduced the chain combos, also known as dial-a-combos (many other fighting games at the time had similar combo systems). These supplement the existing juggle combo system, but critics contend that dial-a-combos are redundant and needlessly add to the learning curve of the game.
MK3 introduced the long-rumored Animality, where the character transforms into an animal in order to kill their opponent.
MK3 also introduced 'Mercy', allowing a beaten foe to recover a sliver of life and continue fighting. This was necessary to perform an Animality.
MK3 was the first game of the series to use distinct blood colors depending on the character; the human characters and Shao Kahn had traditional red blood, Sheeva, and Motaro had green blood, while the three robotic ninjas had black blood.
MK3 was the first game of the series to have a playable Shokan character; Sheeva possessed unique corpse spirits (skeletons, etc.) that other player characters shared.
MK3 was also the first Mortal Kombat arcade game to feature player-selectable difficulty; previous games' difficulty settings were set by the machine operator.
It was the first Mortal Kombat game to feature Sub-Zero unmasked.
The early names for the Graveyard and the Bell Tower stages were 'The Boonyard' and 'Tobias Tower', respectively, but criticism regarding the oversaturation of Boon's and Tobias' names in the game soon surfaced, resulting in both levels being quickly renamed with their generic descriptions.
Many of the new characters weren't officially named till late in the production of the game. During production, Sektor and Cyrax's names were Ketchup and Mustard (respectively), due to their coloration, while Sindel bore the odd moniker of Muchacha and The Bride. Kabal, meanwhile, was nicknamed Sandman possibly due to Kabal's inspiration coming from the Tusken Raiders of Star Wars fame. At some point, it has also been rumored that Sektor and Cyrax are, in fact, Scorpion and Reptile, who were forced to transplant their souls from their original physical bodies into mechanical substance and act like a supreme clade of Outworld robot warriors. When "Ultimate Mortal Kombat 3" came out, these proved to be false.
The Graveyard stage contains gravestones with the last names of MK3's entire design team: Ed Boon, John Tobias, Dan Forden, John Vogel, Tony Goskie, and Dave Michicich. For each round, four of these names will appear randomly on each of the four closest gravestones. Each gravestone also has each person's date of birth as well as the "alleged" date they died, which is April 1, 1995, the day the first version of MK3 was released in the arcades. A gravestone in the background can also be seen reading "Cage", making reference to Johnny Cage being deceased (at the time).
Originally, the character Kurtis Stryker was supposed to appear in MK1, but was scrapped early in the development process when beta tests revealed a player interest in a female character in the game, which led to Sonya replacing Stryker. In MK2, Kurtis Stryker almost made it to the final game, but finally had his name changed to... Jax. For MK3, a new Kurtis Stryker is created and is finally made part of a MK game.
The head that occasionally appears after an uppercut or combo and says 'Toasty' is the digitized head of Dan Forden who worked on the sound and music for the game.
Smoke's icon is a version of Sektor's icon.
Midway / Toasty Productions released a limited-edition soundtrack album for this game (Musik: MK3 & MK4 Arcade Video Game Soundtrack) on January 1, 1997.
- UPDATES -
PROTO 4.0 :
* AAMA warning in black.
* Shao Kahn just falls over when defeated.
* No ending credits.
* Computer only does combos for finishing moves.
* Motaro could be frozen by Sub-Zero.
* Motaro and Shao Kahn turn white when frozen.
REV. 1.0 :
* AAMA warning in black and blue.
* Animalities added for Sindel, Kabal, Cyrax and Sektor.
* Kano's fatalities have been changed.
* Galaxian game added.
* Vs. codes have been changed.
* Winning streak added.
* Ultimate Kombat Kode added.
* Subway and Shao Kahn Tower (Bell Tower) stage fatalities added.
* Credits listed.
* Performing Kabal's animality without a mercy resets the game.
* Computer does fatalities.
* Motaro could be frozen by Sub-Zero.
REV. 2.0 :
* Computer intelligence increased.
* Main Story Plot added.
* More blood added.
* Finishing moves have been changed.
* Babalities added.
* Friendships added.
* Combos altered.
* Shao Kahn's death altered.
* Movie Promo added.
* Antony Espindola included in the credits.
* Sub-Zero can no longer freeze Motaro.
* Smoke's finishing moves added.
* Hidden Portal stage added (used only when fighting against Smoke before the Ultimate Kombat Kode is entered).
* Shao Khan looks normal when frozen, instead of white.
REV. 2.1 :
* Computer intelligence increased. Computer used to get caught by players who would jump "behind" the computer's character and preform a combo move.
* Damage on some combos lowered (Sub-Zero, Kabal).
* Smoke stays in memory after Ultimate Kombat Kode is entered (Smoke will be erased in earlier versions should the game reset to factory default settings).
* Cyrax's double fatality glitch removed.
* Fixed bug that would allow players to start a free game if they tapped on the start buttons while Kano and Kabal appeared on screen during the ending credits.
* Fixed bug that would sometimes place machines into Free Play mode after the Ultimate Kombo Kode was entered.
* Fixed bug with Kabal that would reset the game if a player held down high punch for 2 seconds then pressed towards and down and released high punch.
* "Maximum Credits" message is printed in a different position on screen. Previously "Maximum Credits" overlayed existing text on the screen. Now it is on the top of the screen which does not interfere with any other existing text.
* Fixed bug where Kabal would sometimes block in the air and walk in the air.
- TIPS AND TRICKS -
* Secret EJB MENU:
Press P1_BLOCK (x5), P2_BLOCK (x10), P1_BLOCK (x3), P2_BLOCK (x1), P1_BLOCK (x2), P2_BLOCK (x2), P1_BLOCK (x3), P2_BLOCK (x4)
* Ultimate Kombat Kodes : The Ultimate Kombat Kodes appear at the single player game over screen. The following buttons control each box, from left to right : HP LP BL LK HK (1P side) HP LP BL LK HK (2P side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the 1P from the 2P entries :
Play as Smoke - 10902-22234
* Kombat Kodes : Kombat Kodes are entered at the 2 player versus screen that appears after character selection. The following buttons control each box, from left to right : LP BL LK (1P side) LP BL LK (2P side). The numbers indicate how many times each button should be pressed to display the correct symbol in the box. A dash separates the 1P entries from the 2P entries. A message will appear when the match begins to confirm correct code entry...
466-466 - Unlimited run
688-422 - Dark Kombat
985-125 - Psycho Kombat
460-460 - Randper Kombat
020-020 - Blocks disabled
033-000 - Player 1 Half Power
000-033 - Player 2 Half Power
707-000 - Player 1 Quarter Power
000-707 - Player 2 Quarter Power
969-141 - Winner fights Motaro
033-564 - Winner fights Shao Kahn
205-205 - Winner fights Smoke
642-468 - Play Galaga
769-342 - Winner fights Noob Saibot
987-123 - No life bars
100-100 - Throwing disabled
987-666 - Hold Flippers during casino run
* Double Stage (If a character is uppercutted, they will fly up to the other stage) :
Subway => Street
Bank => Rooftop
Soul Chamber => Balcony
* Random Select : To have the computer randomly select your character, press Up+Start on your side (player 1 on Shang Tsung and player 2 on Liu Kang).
* Fatality - SHANG TSUNG :
1a. (close) hold LP, Down, Forward(x2), Down, and release LP - Tsung creates a bed of spikes and throws the opponent onto them.
1b. (REV 1.0) hold LP, Down, Forward, Down, Forward, and release LP.
2. (close) hold LP, Run, Block, Run, Block, and release LP - Tsung levitates the opponent off the ground. He steals their soul and their remains fall to the ground in a green puddle.
* Fatality - SINDEL :
1. (jump distance) Run(x2), Block, Run, Block - Sindel coils her hair around the opponent. She then pulls her hair back, causing the opponent to go into a violent spin, sending blood and body parts everywhere.
2. (close) Run, Block(x2), Run+Block - Sindel screams at the opponent, causing the opponent's skin to fly off.
* Fatality - JAX :
1a. (close) Hold Block, Up, Down, Forward, Up, and release Block - Jax's arms form into long blades. He then cuts the opponent to pieces.
1b. (REV 1.0) hold Block, Forward, Down, Back, Up, Forward, and release Block.
2a. (far) Run, Block, Run(x2), LK - Jax grows to an immense size and steps on his opponent.
2b. (REV 1.0) Run(x3), Block, LK.
* Fatality - KANO :
1. (close) hold LP, Forward, Down(x2), Forward, and release LP - Kano pulls the opponent's skeleton out through their mouth.
2. (jump distance) LP, Block(x2), HK - Kano fires a laser from his eye that heats up the opponent until they explode.
* Fatality - LIU KANG :
1a. (jump distance) Forward(x2), Down(x2), LK - Liu Kang disappears and reforms on the opponent as fire. The opponent is reduced to a burning skeleton.
1b. (REV 1.0) Forward(x3), Back, Forward, LK.
2a. (anywhere) Up, Down, Up(x2), Run+Block - Liu Kang disappears and a Mortal Kombat machine falls on the opponent.
2b. (REV 1.0) hold Block, Up(x3), Run+Block.
* Fatality - SONYA BLADE :
1a. (jump distance) Back, Forward, Down(x2), Run - Sonya blows a kiss at the opponent, turning him into a burning skeleton.
1b. (REV 1.0) Down(x2), Forward, LK.
2. (far) hold Block+Run, Up(x2), Back, Down, and release Block+Run - Sonya blows a pink bubble at the opponent. The opponent is engulfed in the bubble, which eventually collapses, crushing them.
* Fatality - KURTIS STRYKER :
1. (close) Down, Forward, Down, Forward, Block - Stryker plants explosives on his opponent and runs away just before they explode.
2. (far) Forward(x3), LK - Stryker fires a tazer at his opponent, electrocuting them.
* Fatality - SMOKE :
1. (far) Up(x2), Forward, Down - Smoke opens his chest and bombs pour out. The screen fades to a picture of the Earth just seconds before the Earth explodes.
2. (jump distance) hold Run+Block, Down(x2), Forward, Up - Smoke drops an anarchist's bomb down the opponent's throat, causing them to explode.
* Fatality - SUB-ZERO :
1a. (close) Block(x2), Run, Block, Run - Sub-Zero grabs his opponent and lifts them over his head. He freezes them and proceeds to shatter them in a massive explosion and throws the ice and body parts to the ground.
1b. (REV 1.0) Down, Forward, Down, Forward, LP.
2a. (jump distance) Back(x2), Down, Back, Run - Sub-Zero blows a mist that freezes his opponent. They fall over and shatter.
2b. (REV 1.0) Down, Forward, Back, HK.
* Fatality - CYRAX :
1a. (anywhere) Down(x2), Up, Down, HP - Cyrax's head spins like a helicopter. He flies up and comes down head first on his opponent.
1b. (REV 1.0) Up(x3), Down, HP.
2a. (close) Down(x2), Forward, Up, Run - Cyrax self-distructs, taking his opponent with him.
2b. (REV 1.0) Forward, Back, Down, Up, Forward, Down, Run.
* Fatality - SEKTOR :
1a : (jump distance) LP, Run(x2), Block - Sektor crushes his opponent in a huge clamp.
1b. (REV 1.0) Back(x3), HK.
2. (jump distance) Forward(x3), Back, Block - Sektor uses a flame thrower on his opponent.
* Fatality - NIGHTWOLF :
1a. (close) hold Block, Up(x2), Back, Forward, release Block, Block - Nightwolf causes a great light to engulf his opponent, which disintegrates them.
1b. (REV 1.0) Down, Forward(x2), HK.
2a. (jump distance) Back(x3), Down, HP - Nightwolf summons lightning into his tomahawk. He then electrocutes his opponent.
2b. (REV 1.0) Back(x3), HP.
* Fatality - SHEEVA :
1a. (close) Forward, Down(x2), Forward, LP - Sheeva pounds her opponent into the ground like a nail.
1b. (REV 1.0) Forward(x3), LP.
2a. (close) hold HK, Forward, Back, Forward(x2) and release HK - Sheeva rips all her opponent's skin off.
2b (REV 1.0) hold HK, Forward(x3), and release HK.
* Fatality - KUNG LAO :
1. (close) Forward(x2), Back, Down, HP - Kung Lao throws his hat. It makes four passes at his opponent, cutting them into pieces.
2. (anywhere) Run, Block, Run, Block, Down - Kung Lao does his whirl spin. His opponent gets pulled in and is torn apart.
* Fatality - KABAL :
1a. (jump distance) Down(x2), Back, Forward, Block - Kabal plugs his respirator into his opponent. Their head inflates and they float off the screen where they explode.
1b. (REV 1.0) Back(x2), Forward, Down, Block.
2. Run, Block(x3), HK - Kabal removes his mask to reveal a hideous face and screams at his opponent. His opponent is so frightened that their soul jumps out of their body.
* Fatality - STAGE :
1) Shao Kahn Tower (Bell Tower) - the opponent falls seven stories onto a bed of spikes.
2) Subway - the opponent is uppercutted into the far tracks where they are hit by an oncoming train.
3) The Pit 3 - the opponent is knocked off the bridge into rotating blades and cut apart.
SHANG TSUNG : Hold Block, Up(x2), Back, Release Block, LP
SINDEL : Down(x3), LP
JAX : Down, Forward, Down, LP
KANO : Hold Block, Up(x2), Back, Release Block, LK
LIU KANG : Run, Block(x2), LK
SONYA BLADE : Forward(x2), Down, HP
KURTIS STRYKER : hold Block, Forward, Up(x2), Release Block, HK
SMOKE : Forward(x2), Down, LK
SUB-ZERO : Back, Down, Forward(x2), HK
CYRAX : Run, Block, Run
SEKTOR : Run(x3), Down
NIGHTWOLF : Run(x2), Block
SHEEVA : Down, Forward, Down, Forward, LP
KUNG LAO : Down(x2), Forward(x2), LK
KABAL : Block(x2), HK
* Finish Him/Her - Mercy : (Anywhere) Hold Run, Down(x3), and release Run.
* Finish Him/Her - Animality (After Mercy) :
SHANG TSUNG : (jump distance) hold HP, Run(x3), and release HP - Tsung tunrs into a large green cobra and devours his opponent.
SINDEL : Forward, Up, HP - Sindel turns into a purple wasp and carries her opponent off while stinging them.
SINDEL : (REV 1.0) Forward(x2), HP.
JAX : (close) hold LP, Forward(x2), Down, Forward, and release LP - Jax turns into a yellow lion and pounces on his opponent.
KANO : (close) hold HP, Block(x3), and release HP - Kano turns into an orange spider and crushes his opponent.
LIU KANG : (jump distance) Down(x2), Up - Liu Kang turns into a giant green dragon and bites his opponent in half.
SONYA BLADE : (close) hold LP, Back, Forward, Down, Forward, and release LP - Sonya turns in to a large green bird and hovers over her opponent. She carries her opponent off screen where there is a crunching sound and bones fall back to the ground.
KURTIS STRYKER : (demi jump distance) Run(x3), Block - Stryker turns into a red tyrannosaurus rex and bites his opponent in half.
SMOKE : (jump distance) Down, Forward(x2), Block - Smoke turns into a black bull and rams his opponent off the screen.
SUB-ZERO : (close) Forward, Up(x2) - Sub-Zero turns into a blue polar bear and pounces on his opponent.
CYRAX : (close) Up(x2), Down(x2) - Cyrax turns into a light-blue Shark. He swims off the screen then pops up behind his opponent and eats them.
CYRAX : (REV 1.0) Up(x2), Down.
SEKTOR : (close) Forward(x2), Down, Up - Sektor turns into a giant purple bat. He flies to his opponent and decapitates them.
SEKTOR : (REV 1.0) (close) Down(x2), Up.
NIGHTWOLF : (close) Forward(x2), Down(x2) - Nightwolf turns into a red wolf and pounces on his opponent.
NIGHTWOLF : (REV 1.0) Down(x2).
SHEEVA : (close) Run, Block(x3), Block - Sheeva turns into a giant purple scorpion and stings her opponent, causing them to explode.
KUNG LAO : (close) Run(x4), Block - Kung Lao turns into a yellow leopard and pounces on his opponent.
KABAL : (close) hold HP, Forward(x2), Down, Forward, and release HP - Kabal turns into a green skeleton of a rhinoceros and butts his opponent into the air.
KABAL : (REV 1.0) hold HP 3 seconds, and release.
* Finish Him/Her - Babalities (don't use Block during the last round) :
SHANG TSUNG : Run(x3), LK.
SINDEL : Run(x3), Up.
JAX : Down(x3), LK.
KANO : Forward(x2), Down(x2), LK.
LIU KANG : Down(x3), High Kick.
SONYA BLADE : Down(x2), Forward, LK.
KURTIS STRYKER : Down, Forward(x2), Back, HP.
SMOKE : Down(x2), Back(x2), HK.
SUB-ZERO : Down, Back(x2), HK.
CYRAX : Forward(x2), Back, HP.
SEKTOR : Back, Down(x3), HK.
NIGHTWOLF : Forward, Back, Forward, Back, LP.
SHEEVA : Down(x3), Back, HK.
KUNG LAO : Down, Forward(x2) HP.
KABAL : Run(x2), LK.
* Finish Him/Her - Friendship (don't use Block during the last round) :
SHANG TSUNG : (close) LK, Run(x2) Down - Tsung turns into the character from "Joust" and hops off.
SINDEL : Run(x5), Up - Sindel kicks a ball over her opponent and makes a 'Goal' sign. She then says, 'That was fun!'.
JAX : LK, Run(x2), LK - Jax takes out a jump rope and starts skipping.
KANO : LK, Run(x2), HK - Kano munches on some bubble gum and blows a large bubble, which eventually bursts all over his face.
LIU KANG : Down(x3), Run - A film screen pops up and Liu Kang makes a shadow puppet of a dragon.
SONYA BLADE : Back, Forward, Back, Down, Run - Sonya does 'Elbow Sex' with herself??
KURTIS STRYKER : LP, Run(x2), LP - Stryker blows a whistle and takes out a stop sign. The other kombatants run by and Stryker directs them to the other side.
SMOKE : Run(x3), HK - An enormous brass horn comes out of Smoke's chest, and he blares a note.
SUB-ZERO : (anywhere) LK, Run(x2), Up - Sub-Zero engulfs himself in a snowman.
CYRAX : Run(x3), Up - Cyrax does a little dancing.
SEKTOR : Run(x4), Down - A Ring-the-Bell game pops up and Sektor plays it.
NIGHTWOLF : Run(x3), Down - Nightwolf turns into Raiden. A "Mortal Kombat II" machine falls behind him. At the bottom of the screen are the words : "I have never seen a Kano transformation!", OR "No, but I know how to do a Raiden transformation!".
SHEEVA : Forward(x2), Down, Forward, HP (Hold joystick forward when pressing High Punch) - Sheeva holds a stick in each hand and balances a plate on each.
KUNG LAO : Run, LP, Run, LK - Kung Lao tosses his hat off screen. A dog chases after the hat. Kung Lao covers his eyes as there is a cry off screen, then sadly shakes his head.
KABAL : Run, LK, Run(x2), Up - Kabal roasts a marshmallow on his hook sword.
- SERIES -
1. Mortal Kombat (1992, Arcade)
2. Mortal Kombat II (1993, Arcade)
3. Mortal Kombat 3 (1995, Arcade)
4. Ultimate Mortal Kombat 3 (1995, Arcade)
5. Ultimate Mortal Kombat 3 [WaveNet Edition] (1995, Arcade)
6. Mortal Kombat Trilogy [Model SLUS-00330] (1996, PS)
7. SUB-ZERO - Mortal Kombat Mythologies [Model SLUS-00476] (1997, PS)
8. Mortal Kombat 4 (1997, Arcade)
9. Mortal Kombat - Special Forces [Model SLUS-00824] (2000, PS)
10. Mortal Kombat Advance [Model AGB-AM5E-USA] (2001, GBA)
11. Mortal Kombat - Deadly Alliance [Model SLUS-20423] (2002, PS2)
12. Mortal Kombat - Tournament Edition [Model AGB-AW4E-USA] (2003, GBA)
13. Mortal Kombat - Deception / Mystification (2004, PS2)
14. Mortal Kombat - Shaolin Monks (2005, XBOX, PS2)
15. Mortal Kombat - Armageddon (2006, XBOX, PS2)
16. Mortal Kombat vs. DC Universe (2008, PS3, 360)
17. Mortal Kombat (2011, PS3, 360)
18. Mortal Kombat X (2015, PS4, One)
19. Mortal Kombat 11 (2019, PS4, One, Switch)
- STAFF -
Software : Ed Boon
Graphics : John Tobias, Steve Beran, Tony Goskie, Dave Michicich, John Vogel
Sound and music : Dan Forden
Executive producers : Neil Nicastro, Ken Fedesna, Paul Dussault
Hardware designers : Pat Cox, Steve Correll, Ray Gay, Mark Loffredo, John Lowes, Ray Macika, Cary Mednick, Steve Norris
Senior hardware technicians : Sheridan Oursler, Al Lasko, Jeff Peters
Sales and marketing : Joe Dillon, Rachel Davies, Lenore Sayers, Mark Chan, Roger Sharpe
Grunts, Screams, Groans and Gibberish : John Hey, Peg Burr, Dan Forden, Ann Mazza, Vince Pontarelli, Ed Boon
Game testers / Analysis : Mike Vinikour, Eddie Ferrier
* CAST :
Kano, Kabal : Richard Divizio
Sonya : Kerri Hoskins
Jax : John Parrish
Stryker : Michael Obrien
Liu Kang : Eddie Wong
Nightwolf, Sektor, Cyrax, Smoke : Sal Divita
Sub-Zero, Shang Tsung : John Turk
Sindel : Lia Montelongo
Shao Kahn : Brian Glynn
Kung Lao : Tony Marquez
Voice of Shao Kahn : Steve Ritchie
- PORTS -
* CONSOLES:
[US] Sega Genesis (1995) "Mortal Kombat 3 [Model T-97116]"
[EU] Sega Mega Drive (1995) "Mortal Kombat 3 [Model T-81536-50]"
Sega Mega Drive [BR] (1995) "Mortal Kombat 3 [Model 050010]" by Tec Toy
[EU] Nintendo SNES (1995) "Mortal Kombat 3 [Model SNSP-A3MP-EUR]"
[US] Nintendo SNES (oct.1995) "Mortal Kombat 3 [Model SNS-A3ME-USA]"
[US] Sony PlayStation (oct.7, 1995) "Mortal Kombat 3 [Model SCUS-94202]"
[EU] Sony PlayStation (nov.1995) "Mortal Kombat 3 [Model SCES-00060]"
[JP] Sony PlayStation (june.14, 1996) "Mortal Kombat 3 [Model SIPS-60006]"
Sega Master System [BR] (1996) "Mortal Kombat 3 [Model 028730]" by Tec Toy
Sony PlayStation 2 [AU] (2004) "Midway Arcade Treasures 2"
[US] Microsoft XBOX (oct.11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]"
Nintendo GameCube [US] (oct.11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]"
[US] Sony PS2 (oct.11, 2004) "Midway Arcade Treasures 2 [Model SLUS-20997]"
[EU] Microsoft XBOX (oct.29, 2004) "Midway Arcade Treasures 2"
[EU] Sony PS2 (oct.29, 2004) "Midway Arcade Treasures 2 [Model SLES-52844]"
* HANDHELDS:
Atari Jaguar : Unreleased prototype
[EU] Nintendo Game Boy (1995) "Mortal Kombat 3 [Model DMG-A3MP-EUR]"
[US] Nintendo Game Boy (nov.1995) "Mortal Kombat 3 [Model DMG-A3ME-USA]"
[EU] Sega Game Gear (1996)
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
PC [MS-DOS, CD-ROM] [US] [EU] (1996)
[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
* OTHERS:
Tiger R-Zone [US] (1996)
- SOURCES -
Game's manual.
Game's picture.
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] Metal Hawk Update submitted by XtC
Metal Hawk (c) 1988 Namco.
- TECHNICAL -
Namco System 2 hardware
Game ID : MH
Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)
Players : 2
Control : stick
Buttons : 2
- TRIVIA -
Metal Hawk was released in September 1988.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.
- STAFF -
Producers : K. Sawano, K. Tashiro
Game designer : Hajime Nakatani
Game programmer : A. Yuhara
Visual designers : T. Ishikawa, H. Kikuchi, K. Iwaida, W. Yanagawa
Music & Sound effects : Shinji Hosoe, Kazuo Noguchi
Electrical enginnering : M. Yamada, O. Morita
Drive program : T. Inui
PCB designer : T. Okada
Cabinet designer : Y. Nakauma
Mechanical engineering : S. Karino, H. Igarashi, T. Imai, S. Kanebako, H. Tatsumi
- PORTS -
* CONSOLES:
Sega Mega-CD : Unreleased prototype
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Metal Black Update submitted by XtC
Metal Black (c) 1991 Taito Corp.
Earth is under attack from an alien race from the 'Nemesis' region of space, and human civilisation now stands on the brink of collapse. The invaders have utilised energy molecules - known to earth scientists as 'Newalones' - to create powerful beam weapons with which to attack Earth. In response, Earth's scientists have developed the 'Black Fly' project; a powerful space craft that utilises the same Newalone molecule technology of the alien aggressors.
Metal Black is a very playable sideways scrolling shoot-em-up which manages to feel different to other games in the genre, due to the fact that it lacks a a player-definable weapon power-up system. Instead of collecting items that provide extra speed, different weapons etc. players must collect the clusters of 'Newalone' molecules that float around each level. These molecule clusters will gradually increase the player ship's firepower.
As long as the Metal Black ship has sufficient firepower, players can activate the 'Beam Weapon', which generates a powerful energy beam that destroys everything it comes into contact with. The Beam Weapon will only last for a few seconds and its use will reduce the ship's energy levels. Once the Beam weapon de-activates, Metal Black will have vastly reduced firepower for its forward-firing laser cannon. Players must once again collect the Newalone molecule clusters to build up the ship's firepower.
- TECHNICAL -
Runs on the "Taito F2 System" hardware. It used a graphics extension on the board, the so called Taito F2 Expanded System (also known as the Taito F1 System).
Prom Stickers: D12
Players: 2
Control: 8-way joystick
Buttons: 3
- TRIVIA -
Metal Black was released in September 1991. It was a great shoot them up game, but it didn't had the success it merit since it was published at same time of Capcom's "Street Fighter II - The World Warrior".
Metal Black was originally planned to be "Gun Frontier 2", but somewhere in the middle of development, the programmers decided that it had to be a different, unrelated game. Metal black's original storyline was too gloomy. Taito's supervisor rejected the original game project. Also, the original plan was to make a 2-screen game like Darius.
This was Taito's first game to show the title of the tune which plays for each stage at the start of each one.
Moriyama Yoshihiro (See Staff section for more info) is the chief of G.rev (makers of "Border Down" in 2003).
The game forbids the initials 'SEX' on the high score table. If you try, it gets changed it to '***'.
Metal Black was awarded by the Gamest Game music section.
The companion star in the story is based on the Nemesis hypothesis as the source of Earth's most notable extinctions.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Metal Black - PCCB-00079) on January 1, 1992.
Zuntata Records released a limited-edition soundtrack album for this game (Zuntata History L'ab-normal 1st - ZTTL-0038) on April 4, 1999.
- TIPS AND TRICKS -
* INSTRUCTIONS:
- Press the Fire button to shoot a beam.
- Press and hold the MAX Beam button to shoot a converging beam.
- If your beam level is at maximum, release the MAX Beam button to shoot a spreading beam for greater destructive power.
- Collecting Newalone molecules increases the strength of both your normal and your MAX beam.
- Some enemies also collect Newalone and can fire MAX beams at you. Fire your MAX beam against an enemy MAX beam to create an energy interaction which can cause massive amounts of damage to your enemy - if your beam is stronger.
* LEVELS SELECT:
Boot machine with service switch pressed.
Message appears: SERVICE SWITCH ERROR, press 1p Start(x3), service switch, 1p Start.
Message appears: SELECT BY DOWN SW, select level with joy Down/Up and push Start button.
- SERIES -
1. Gun & Frontier (1991)
2. Metal Black (1991)
- STAFF -
Producers : Senba Takatsuna, Hori Takamasa
Game designers : Senba Takatsuna, Hori Takamasa, Kuroki Naoya, Ohno Tomohiro, Seguchi Takashi, Mizobe Kumi, Watanabe Yasuhisa, Jun Sawaki, Katsuhisa Ishikawa
Art directors : Senba Takatsuna, Ohno Wepokichi
Programmers : Tarabar, Kuroki Naoya, Seguchi Takashi
Hardware engineers : Jun Sawaki, Takeda Tomio
Decorator : Kumi Mizobe
Sound (Zuntata) : Yasuhisa Watanabe (Yack.), Ishikawa Babio
Bit pattern : Moriyama Yoshihiro, Tanaka Kuniaki, Nakahara Yoshikatsu, Tsuneoka Masatoshi, Vap-Awave
Cast : Ho Lee Chan, Zuntata, John Neianik 8th, Sakou Menme (director's cat)
- PORTS -
Note : The PS2 version has a bug that breaks the control system - in the original, you could press the super button and hold it down for a directed blast. The XBOX version does not suffer from the aforementioned bug, and plays as you would expect.
* CONSOLES:
Sega Saturn (may.24, 1996) "Metal Black [Model T-19902G]"
[JP] Sony PS2 (jul.28, 2005) "Taito Memories Joukan [Model SLPM-66057]"
Sony PlayStation 2 [AU] (mar.30, 2006) "Taito Legends 2 [Model SLES-53852]"
[EU] Microsoft XBOX (mar.31, 2006) "Taito Legends 2"
[EU] Sony PS2 (mar.31, 2006) "Taito Legends 2 [Model SLES-53852]"
[US] Sony PS2 (may.16, 2007) "Taito Legends 2 [Model SLUS-21349]"
* COMPUTERS:
[EU] PC [MS Windows, CD-ROM] (mar.31, 2006) "Taito Legends 2"
[US] PC [MS Windows, CD-ROM] (jul.10, 2007) "Taito Legends 2"
- SOURCES -
Game's ROM.
Accepted [+] [X] Mega Man 2 - The Power Fighters [Blue Board] Update submitted by XtC
Mega Man 2 - The Power Fighters (c) 1996 Capcom.
North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Rockman 2 - The Power Fighters [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Europe]
- SERIES -
1. Mega Man - The Power Battle [CP-S No. 31] (1995)
2. Mega Man 2 - The Power Fighters [CP-S II No. 17] (1996)
- PORTS -
* CONSOLES:
[US] Nintendo GBA : Release cancelled
Nintendo GameCube [US] (2004; "Mega Man Anniversary Collection [Player's Choice] [Model DOLG60E]")
Nintendo GameCube [US] (june.22, 2004; "Mega Man Anniversary Collection [Model DOLG60E]")
Sony PS2 [US] (june.22, 2004; "Mega Man Anniversary Collection [Model SLUS-20833]")
[US] Microsoft XBOX (mar.15, 2005; "Mega Man Anniversary Collection")
- SOURCES -
Game's ROM.
Accepted [+] [X] Marble Madness Update submitted by XtC
Marble Madness (c) 1984 Atari Games Corporation.
Marble Madness is an abstract maze game for one or two players. The game's goal is to guide a small glass marble over a three-dimensional maze and reach the finish line before the level's timer has expired. Any seconds that remain on the timer when the finish line is crossed are carried over to the next level.
As well as having to negotiate the marble over treacherous walkways and ramps, numerous obstacles and unfriendly creatures will try to slow the marble's progress or knock it over the edge of a platform, wasting yet more precious seconds until a replacement marble appears. The two-player game has players competing to reach the goal first.
Marble Madness features six different mazes. The race names are:
1. Practice
2. Beginner
3. Intermediate
4. Aerial
5. Silly
6. Ultimate
- TECHNICAL -
Game ID : 136033
Runs on the "Atari System 1" hardware.
Players : 2
Control : trackball
- TRIVIA -
Marble Madness was released in December 1984.
Marble Madness was the first game to run on the new Atari System 1 hardware and was the perfect showcase for Atari to demonstrate the technical superiority of its new arcade architecture. It was also the first game to feature such impressive and cleanly rendered pseudo 3-D Graphics. The original design brief called for the trackball to be motorized and synchronize its spin with that of the marble, to simulate inertia.
Mark Cerny was only 17 years old when he joined Atari and designed Marble Madness. The game was designed as part of a contest Atari ran at the time, allowing outsiders to design a game. Mark was very well known for his game-playing skills and easily won the contest. He then taught himself how to program in assembly language before joining Atari, so he found it very easy to settle in at Atari.
3,270 units were produced. The original selling price was $1,795.
Marble Madness was the first game to feature true stereo sound; it was the first game to truly capitalize on what in-game music could offer the player, with each level having its own distinctive, and suspense building soundtrack. Marble Madness was also one of the few games of the time to have a definite goal, in that the game ends when all levels are completed.
Default highscore table (TROUBLEMAKERS) :
#1 C R 14,500
#2 UFO 14,000
#3 GJL 13,500
#4 SKP 13,000
#5 PCT 12,500
#6 PTR 12,000
#7 JDH 11,500
#8 DAT 11,000
#9 JFS 10,500
#10 DAR 10,000
Stan Szczepanski holds the official record for this game with 187,880 points.
A sequel to this classic game, entitled "Marble Madness 2 - Marble Man" was fully developed and a very small number of cabinets were built, but unfortunately the game was never released. Unlike the first game's superb trackball control, 'Marble Man' was controlled via a joystick.
- SCORING -
Moving the marble : 10 points per unit
Taking a jump (Practice race only) : 3,000 to 6,000 points
Killing Black Steelie : 1,000 points
Going through a tunnel or tube : 2,000 or 4,000 points
Rolling over an enemy (Silly race only) : 500 points + 3 seconds of time
Finishing a race : race number x 1,000 points
Finishing a race : seconds remaining x 100 points
Finishing the game : 20,000 points + 1,000 points per second remaining
Finishing the game : -1,000 point penalty for every death during the game.
- TIPS AND TRICKS -
* Hints:
1) Anticipate your next move and start the Trak-Ball rolling in that direction ahead of time.
2) Complete each raceway as fast as possible because extra seconds mean extra points, and the extra time from one raceway is carried over to the next raceway
3) Try to maneuver around the Black Steelie, or try to bump him off a cliff to get rid of him permanently.
4) Move quickly to avoid being swallowed by the green Marble Munchers.
5) Watch for patterns, and time your movements right to pass by difficult obstacles.
6) Some raceways have alternate paths, so explore a bit and you may find an easier way to reach the goal. Bonus points are given for paths which are more difficult.
* Cancel The Timer: Begin a game and then hold down either 1 or 2 player Start and press service switch' twice. The first press will glitch the screen display slightly - the second will remove it and give you 99 seconds to complete the level. This method adds 60 seconds to the clock, after which the normal countdown will begin. The clock will not appear to be counting down during the first 60 seconds, probably because the 99-second display was overflowed by the extra 60 seconds added. This method can be used multiple times per level for virtually infinite play time.
* When playing with 2 players, the winner of each level gets a bonus 5 seconds. If your opponent can make it as far as the silly race, that's an extra 25 seconds for the ultimate race, not to mention a possible extra 10 seconds with a wand. The opponent can also continue once (with the same time as the other player).
* This isn't really a trick, but some people don't realize it: On the practice race, don't move when you start, and after a few seconds, a ramp will appear that will slide away the ball.
- SERIES -
1. Marble Madness (1984)
2. Marble Man - Marble Madness II (1991)
- STAFF -
Designer & Graphics Programmer: Mark Cerny
Game Programmer: Bob Flanagan
Animator: Sam Comstock
Sound Design: Hal Canon, Brad Fuller
Hardware Design: Sam Ly (S Ly), Jed Margolin (J Margolin), Don Paauw (D Paauw), Doug Snyder (D Snyder)
System Support: Chris Downend (C Downend), Morgan Hoff (M Hoff), Jack Ritter (J Ritter)
Software Support: Mike Albaugh (M Albaugh), Mike Mahar (M Mahar), Rich Moore (R Moore)
Hardware Support: Juan Castillo (J Castillo), Erik Durfey (E Durfey), Patrick McCarthy (P McCarthy), Minh Nguyen (N Minh)
- PORTS -
* CONSOLES:
Atari 7800 : Unreleased prototype
[EU] [AU] Nintendo NES (1989)
[US] Nintendo NES (mar.1989) "Marble Madness [Model NES-MV]"
[EU] Sega Master System (1992) "Marble Madness [Model 27024]"
[US] Sega Genesis (1993)
[EU] Sega Mega Drive (1993)
[JP] Sega Mega Drive (aug.13, 1993) "Marble Madness [Model T-48113]"
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
[US] Nintendo GameCube (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
[US] Microsoft XBOX 360 (nov.6, 2012) "Midway Arcade Origins"
[US] Sony PlayStation 3 (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
[EU] Sony PlayStation 3 (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
[US] Nintendo Game Boy (may.1991) "Marble Madness [Model DMG-MB-USA]"
[US] Sega Game Gear (1992) "Marble Madness [Model T-48058]"
[EU] Sega Game Gear (1992) "Marble Madness [Model T-48058-50]"
[EU] Nintendo Game Boy (may.21, 1992) "Marble Madness [Model DMG-MB-NOE]"
[US] Nintendo Game Boy Color (dec.1999) "Marble Madness [Model CGB-ANNE-USA]"
[EU] Nintendo Game Boy Color (mar.13, 2000) "Marble Madness [Model CGB-ANNE-USA]"
[US] Nintendo GBA (aug.16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68E-USA]"
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68P-EUR]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
[US] Tandy Color Computer (1985) "Marble Maze"
[US] Atari ST (1986)
[US] PC [Booter] (1986)
[US] [EU] Commodore C64 (1986)
[US] Apple II (1986)
[EU] Amstrad CPC (1986)
[US] [EU] Commodore Amiga (1986)
[EU] Sinclair ZX Spectrum (1987)
[US] PC [MS-DOS] (1987)
[JP] Sharp X68000 (mar.15, 1991)
[JP] FM Towns PC (1991)
[JP] NEC PC-9801 (1991) "Marble Madness"
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
[US] LCD handheld game (1989) released by Tiger Electronics.
[US] Mobile Phones (sept.2004)
[US] BlackBerry (nov.12, 2009) [Model 4315]
[US] Windows Mobile (feb.1, 2010)
[US] Apple iPhone/iPod (apr.23, 2010) [Model 367932500]
- SOURCES -
Game's manuals.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Manx TT Super Bike Update submitted by XtC
Manx TT Super Bike (c) 1995 Sega.
- TECHNICAL -
Runs on the Sega "Model 2A" hardware.
Players: 2
Control: 8-way joystick
Buttons: 4
- TRIVIA -
Released in November 1995 in Japan and in January 1996 in USA.
Manx TT - Super Bike is based on the famous British Manx TT motorcycling race around the Isle of Man in the United Kingdom. The game uses tracks patterned after the original racetrack. The game was officially authorized by the Isle of Man, Department of Tourism and Leisure.
Michael Jackson used to own this game (serial number 90027746). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- UPDATES -
The US version is different :
* 'Winners Don't Use Drugs' screen added.
* 'About the Isle of Man' screen added
* 'Sega' logo during cocktail mode.
- TIPS AND TRICKS -
* Time Trial Mode:
At the Course Select screen, hold the Brake while choosing.
* Sheep Mode:
At the transmission select screen, press...
Shift Up, Shift Up, Shift Down, Shift Down
Lean the bike full Left, lean it full Right. Squeeze the Brake and Accelerate.
If you did this correctly, you and your opponents should be riding on Sheep instead of a bike.
- STAFF -
Music & Sound Effects: Seiichiro Matsumura (Sei Matsumura), Takenobu Mitsuyoshi
- PORTS -
* CONSOLES:
Sega Saturn (1997)
* COMPUTERS:
PC [Windows 9x, CD-ROM] (Dec.1997) [Model HCJ-0113]
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Magician Lord [Model NGM-005] Update submitted by XtC
Magician Lord (c) 1990 Alpha Denshi Company, Limited.
Magician Lord is a side-scrolling platform shoot-em-up in which players take on the roll of a wizard called Elta - the last Magician Lord - on his quest to save his homeland from the evil Gul-Agieze, who plans to resurrect the God of Destruction using 8 tomes of mystical power.
Elta has to jump, shoot and climb his way to the end of each of the game's 8 levels where he must beat a servant of Gal, along with one of Gal's sinister boss creations. To complete the game Elta must reach the final stage and defeat Az Atorse himself. If the player takes too long to complete a stage, Elta will be harassed by an invincible monster.
Elta's primary form of attack is a weak but fast-moving energy projectile that can fired in one of four directions, but by collecting the special colored orbs that occasionally appear, he can transform into a different form, making him more powerful and giving him new attacks.
These are the six different forms that Elta can assume by picking up the colored orbs:
* Dragon Warrior: In this form Elta attacks by breathing fire; a continuous short-range attack that, unlike the standard attack, can also be aimed diagonally.
* Waterman: The Waterman-form attacks with water grenades – blue bubbles of water that burst upon touching the ground and form into water pillars. The attack can hit several times for additional damage but only covers a small area.
* Poseidon: A more powerful version of the Waterman, Poseidon shoots wide waves of water that travel along the ground for several hits. It does severe damage and causes enemies to freeze and shatter on impact. While very powerful, this form moves very slowly.
* Shinobi: The Shinobi-form gains increased agility and attacks with powerful magical arcs of fire which are wide but slow-moving.
* Samurai: While limited in range, the Samurai-form is the only form that can attack through walls, shields or even multiple enemies, using a boomerang-like energy attack that does heavy damage.
* Raijin: The Raijin-form gives Elta's jumping ability a big boost as well as a unique attack that creates a continuous electrical field around his body.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-005
Cartridge Size: 46 Mega
Players: 2
Control: 8-Way Joystick
Buttons: 2
=> [A] Shot, [B] Jump
- TRIVIA -
The project design (kukakusho) debuted in 1989 and the development started first semester of 1989. A beta version was location tested in January 1990 in Japan, this version had longer stages and this was not adapted for an arcade play (a game was too long). So, developers taked the decision to smaller all stages but cutting them off for the final version.
This is the first Alpha Denshi game for the SNK Neo-Geo MVS hardware and it was the first game which used the capabilities of the hardware (dezooming, rotate).
27 player's transforms were planned but only six were finalized due to gameplay changes.
Magician Lord MVS was released in June 1990 in Japan. At this time, this game was the Killer application for Neo-Geo, all reviews from magazines were very positive, many people wanted it and bought it.
Default highscore table :
1 50000
2 40000 RYU
3 30000
4 20000
5 10000
AES format: "Magician Lord [Model NGH-005]"
- STAFF -
Plan: Takashi Egashira
Produce: Akira Ushizawa
Back Ground Design: Tomoharu Takahashi, Kenichi Sakanishi, Takashi Egashira
Sprite Design: Akira Ushizawa, Shinji Moriyama
System Program: Eiji Fukatsu, Satoshi Okada (S.OKADA)
Main Program: Hiroyuki Ryuu, Osamu Iijima
Sub Program: Yukinori Nishikata, Teruaki Shirasawa
Sound Program: Makio Chiba
Music: Yuka Watanabe, Hiroaki Shimizu, Hideki Yamamoto
Sound: Hiroaki Shimizu, Hideki Yamamoto
Special Thanks: Yuji Noguchi, Takashi Hatono
- PORTS -
* CONSOLES:
SNK Neo-Geo CD (1994) "Magician Lord [Model ADCD-100]"
Nintendo Wii (2007) "Virtual Console"
[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)
- SOURCES -
Game's ROM.
Game's picture.
Retro Game Test's web show; http://www.youtube.com/watch?v=wIWKJhRtdco [FR]
Accepted [+] [X] The Lost World - Jurassic Park Update submitted by XtC
The Lost World - Jurassic Park (c) 1997 Sega Enterprises, Limited.
If you have a good arm at shooting games you're fine. But if you don't have a good arm at shooting games better start practicing, because half of the whole game you'll be shooting a lot of raptors coming at you 30 miles per hour!!!
- TECHNICAL -
Runs on the Sega "Model 3 Step 1.5" hardware.
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
The Lost World was released in July 1997.
This game serves 1,000,000 polygons per second.
Michael Jackson used to own this game (Upright version). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- SERIES -
1. Jurassic Park (1993)
2. The Lost World - Jurassic Park (1997)
3. The Lost World Special - Jurassic Park (1998)
4. Jurassic Park III (2001)
- PORTS -
* CONSOLES:
Sega Saturn (1997)
Sony PlayStation (1997)
Sega Dreamcast : Prototype
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Legend of Hero Tonma Update submitted by XtC
Legend of Hero Tonma (c) 1989 Irem.
- TECHNICAL -
Irem M-72 system hardware
Main CPU : V30 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), DAC
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Legend of Hero Tonma was released in April 1989.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Legend of Hero Tonma - PCCB-00004) on September 21, 1989.
- STAFF -
Music composed by : GEEO
- PORTS -
* CONSOLES:
Nintendo NES/Famicom : Unreleased prototype
[JP] NEC PC-Engine (mar.13, 1991) "Legend of Hero Tonma [Model IC03005]"
NEC TurboGrafx-16 [US] (1993) [Model TGX040083]
* COMPUTERS:
PC [MS Windows, Online] [EU] (dec.9, 2011) "IREM Arcade Hits" by DotEmu
Apple MacIntosh [Online] [US] (aug.21, 2011) "Irem Arcade Hits" by DotEmu
PC [Desura] [US] (nov.2, 2013) "IREM Arcade Hits" by Plug In Digital
- SOURCES -
Game's manual.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Line of Fire [Model 317-0136] Update submitted by XtC
Line of Fire (c) 1989 Sega.
Line of Fire is a lightgun controlled shoot-em-up for one or two players, in which two commandos find a special weapon - a vehicle mounted, automatic machine pistol - hidden deep within an enemy base. Before they can escape to report their findings, however, they find themselves surrounded by enemy forces and must blast their way through enemy lines and escape, using the enemies' own super weapon against them.
As well as enemy troops, players will have to contend with artillery, tanks and helicopters. At the end of each stage they will face a powerful boss vehicle that must be destroyed to progress. Between stages, a map screen is displayed which shows the players' progress through the terrorist facility and towards freedom.
Ammunition is limited to a few clips of bullets for the machine gun, a small supply of hand grenades and a screen clearing missile, although additional supplies can be obtained by shooting the relevant icons as they appear during play.
Settings ranging from enemy bases to thick jungle.
- TECHNICAL -
This game came in two cabinets. The sit down cabinet has two separate seats. The guns are quite similar to "Laser Ghost"'s guns only without the laser device. The upright cabinet features the guns as 9mm Uzi-type light guns that are mounted to the cabinet like in "Operation Thunderbolt". Unlike Operation Thunderbolt however, Line of Fire's upright cabinet is much slimmer.
Sega X Board hardware
Game ID : 317-0134 to 317-0136
Main CPU : (2x) Motorola 68000 (@ 12.5 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : Yamaha YM2151 (@ 4 Mhz), Sega (@ 4 Mhz)
Players : 2
Control : lightgun
Buttons : 2
- TRIVIA -
Line of Fire was released in December 1989.
This game is known in Japan as "Bakudan Yarou" (translates from Japanese as 'Bomb Rascal').
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Hyper Drive : G.S.M. Sega 4 - PCCB-00035) on 21/07/1990.
- PORTS -
* CONSOLES:
Sega Master System (1991) "Line of Fire" : Shares the same storyline as the Arcade game, but is a vertically scrolling shoot-em-up.
* COMPUTERS:
Amstrad CPC (1990)
Atari ST (1990)
Commodore C64 (1990)
Commodore Amiga (1990)
Sinclair ZX Spectrum (1990)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Last Bronx - Tokyo Bangaichi Update submitted by XtC
Last Bronx - Tokyo Bangaichi (c) 1996 Sega.
- TECHNICAL -
Runs on the Sega "Model 2B" hardware.
Players: 2
Control: 8-way joystick
Buttons: 4
- TRIVIA -
Last Bronx was released in May 1996.
The subtitle of this game translates from Japanese as 'Tokyo Extra Earth'.
Sonic The Hedgehog is drawn on the wall of a building in Tommy's stage.
- TIPS AND TRICKS -
* Weird Weapon : Press the START button 13 times at the character select screen.
- STAFF -
Music : Tomoyuki Kawamura
- PORTS -
* CONSOLES:
Sega Saturn (1997)
Sony PlayStation 2 (Jun.2006, "Sega Ages 2500 Series Vol.24") [Model SLPM 62687]
* COMPUTERS:
PC [MS Windows] (Feb.1998) [Model HCJ-0130]
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] King of the Monsters [Model NGM-016] Update submitted by XtC
King of the Monsters (c) 1991 SNK.
If "Rampage" were a beat-'em-up and set in Japan, it would be King of the Monsters. Destroy the city while destroying your opponent!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-016
[SNK MVS Neo-Geo Controls]
2 Players - 4 buttons per player (3 usables).
=> [Joystick] 8-way, [A] Punch [B] Kick [C] Run
- TRIVIA -
Released in February 1991.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (King of the Monsters / Quiz Daisousasen - G.S.M. 1500 / PCCB-00072) on 21/09/1991.
- SERIES -
1. King of the Monsters [Model NGM-016] (1991)
2. King of the Monsters 2 - The Next Thing [Model NGM-039] (1992)
- STAFF -
Producer & Director : Hamachi Papa
Chiff designer : Mitsuzo
Main designer : Tomomi
Background designers : Taka, Sakai
Character designers : Joe Toshiaki, Cagamaru, Yu-Zo, Y-Tick, Fuziki Boke
Main programmer : Makoto
Assistant programmer : Yamatan
Sound creaters : Tarukun, Konny, Ten6 Jaguars
Special thanks : Y. Ebara, H. Tanaka, M. Yokoyama, Yoko Hiro
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (jul.1, 1991) "King of the Monsters [Model NGH-016]"
[JP] Nintendo Super Famicom (jul.31, 1992) "King of the Monsters [Model SHVC-KM]"
[JP] Sega Mega Drive (Nov. 26, 1993) "King of the Monsters [Model G-4104]"
[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]"
* COMPUTERS:
PC (2000)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Karate Champ Update submitted by XtC
Karate Champ (c) 1984 Data East USA.
North American release. Game developed in Japan. See the original for more information; "Karate Dou".
This version has some differences:
* It has a different storyline.
* English voices are used.
* The bonus stages are different.
- TRIVIA -
Karate Champ was released in September 1984 in the USA.
Alexander Stojanovic holds the official record for this game with 250,600 points on January 7, 2011.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.
- PORTS -
* CONSOLES:
[US] Nintendo NES (nov.1986) "Karate Champ [Model NES-KC-USA]"
[EU] [AU] Sony PlayStation 4 [PSN] (jul.28, 2015) "Arcade Archives - Karate Champ [Model CUSA-02970]"
[US] Sony PlayStation 4 [PSN] (sept.29, 2015) "Arcade Archives - Karate Champ [Model CUSA-02942]"
* COMPUTERS:
[US] Tandy Color Computer (1985) "Karate"
[US] Apple II (1985)
[US] Commodore C64 [EU] (1985)
* OTHERS:
[US] Apple iPhone/iPad (may.20, 2010) "Karate Champ [Model 335387077]"
[US] Apple iPhone/iPad (aug.24, 2010) "Karate Champ XL [Model 385462349]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Invinco + Deep Scan Update submitted by XtC
Invinco + Deep Scan (c) 1980 Sega.
Invinco is a game inspired by "Space Invaders", with some innovation on the aliens: One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a 3rd row of aliens each take (at least) 3 hits to kill. A 4th row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.
Deep Scan is a sub hunting game.
- TECHNICAL -
Game ID : 367-382
Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
Released during May 1980.
- SCORING -
For Invinco :
Bottom Blue aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 ponts
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points
- TIPS AND TRICKS -
For Invinco :
* Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.
- PORTS -
* CONSOLES:
Atari 2600 (1982) "Sub Scan" : published by Sega.
Sega Saturn "Die Hard Arcade" : as a bonus game.
* COMPUTERS:
X68000 (1989)
- SOURCES -
Game's ROM.
Accepted [+] [X] Hat Trick [Model 0B94] Update submitted by XtC
Hat Trick (c) 1984 Bally Sente.
An overhead 2-on-2 hockey game.
- TECHNICAL -
[No. 0B94]
Bally / Sente SAC-I hardware
Main CPU : Motorola M6809 (@ 1.25 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (6x) CEM3394 (@ 4 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 1024
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Released in May 1984.
This game was remembered for its good player graphics, the skate trails and the Zamboni that cleaned the ice after games. Hat Trick, despite its simple skate, shoot and save gameplay, was considered one of the better sports games of the early 1980's.
- STAFF -
Software & game designer : Lee Actor
Screen graphic designers : Martin French, Bil Maher
Sounds : Gary Levenberg, Richard Green
With support from : Ed Rotberg
- PORTS -
* CONSOLES:
Atari 7800 (1989)
Nintendo NES : Unreleased prototype by Capcom
* COMPUTERS:
Commodore C64 (1987)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Hard Drivin' [Model 136052] Update submitted by XtC
Hard Drivin' (c) 1989 Atari Games.
Hard Drivin' is a 3-D racing game in which players take control of a sports car and must race over a course that features both a speed and a stunt section, with a fork in the road allowing players to choose on which sub-section they wish to race.
The game is rendered with filled 3D polygons and gameplay leans heavily towards a simulation style, with physics, inertia and active suspension all affecting the vehicle's handling. Players can choose between automatic and manual gears, with the manual option featuring a full, four-speed gearbox and clutch control. At the start of each race or after a crash, the player must start the car's ignition with a 'key'.
Each race is timed and players must reach checkpoints within the time limit. As well as the challenging physics and road surfaces - especially on the stunt section of the course - players must also contend with rival vehicles, including on-coming traffic. Hard Drivin' includes a replay feature that triggers whenever a player crashes.
Unlike other driving games of the time, the game's 3D environment didn't automatically restrict players to driving on the track, but after going off-road, players must return to the track within ten seconds or they will be automatically put back on the track with their car at a complete standstill, costing valuable vital seconds while they restart the ignition and resume driving.
- TECHNICAL -
Cockpit model
Game ID : 136052
Main CPU : Motorola 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), TMS34010 (@ 6.25 Mhz), ADSP2100 (@ 8 Mhz)
Sound CPU : Motorola 68000 (@ 8 Mhz), TMS32010 (@ 5 Mhz)
Sound Chips : DAC
Hard Drivin' is equipped with center-feel steering with continuous force feedback, adjustable swivel seat, gas, brake and clutch pedals, four-speed stick shift, and a medium-resolution monitor.
- TRIVIA -
Even if the title screen says 1988, Hard Drivin' was released in February 1989. This was the world's first driving simulator to use 3-D polygon graphics.
1668 units were produced in the USA and 200 in Ireland for European distribution. The selling price was $7995. There were 15 officially released versions, counting 11 cockpit and 4 compact versions, including various British, German and Japanese versions.
Despite claiming to be a real driving simulator, there were a lot of discrepancies between the game's software physics and the car physics on screen. However, the cockpit physics were considered very accurate at the time.
You may have noticed that the Credit Screen lists Doug Milliken as a Test Driver (See Staff section). He is listed as a Test Driver because Atari didn't want anyone to know what he really did. Hard Drivin' had to be as accurate as possible. That meant doing an accurate car model to mathematically describe the physics of how the parts of the car (engine, transmission, springs, shock absorbers, tires, etc.) react to each other, to the road and to the driver's inputs. The pioneer in the field (in the 1950s) was William Milliken of Milliken Research. His son, Doug, has continued his father's work. Doug is probably the world's leading expert in car modelling. Doug and his father wrote the book on car modelling.
Patents that come out of Hard Drivin' are :
5005148: 'Driving simulator with moving painted dashboard'.
5354202: 'System and method for driver training'.
5577913: 'System and method for driver training with multiple driver competition'.
Prior to the release of Hard Drivin', Namco had acquired a controlling interest in Atari games by 1986. The sharing of R&D information would spawn many games of the same polygon engine years later. It can be credited that the success of the Hard Drivin' engine set the trend for the high quality simulation games in the early 90's.
One of the buildings along the speed course, a small camouflage-painted building, if approached from behind (a non-trivial task, given the off-road time limit) has a sign above its normally-unseen door that says 'THE HUT'.
If the driver slowed down and stopped in front of one of the buildings, a 'keyhole' appeared on the building's door.
There is no apparent Ferrari license shown in any version of the game.
Jeff Garabedian holds the official record for this game with 531400 points at Aladdin's Castle at the Pontiac Mall in Waterford, MI in the summer of 1989.
- UPDATES -
Notes : In all British versions, you are in a right-hand drive car.
COCKPIT Revision 1 :
* World release.
* Software version : 7.8.
COCKPIT Revision 2 :
* World release.
* Software version : 7.9.
COCKPIT Revision 3 :
* World release.
* Software version : 8.1.
COCKPIT Revision 4 :
* German release only.
* Software version : 8.2.
COCKPIT Revision 5 :
* British release only.
* Software version : 8.3.
COCKPIT Revision 6
* British and Japanese releases only.
* Software version : 8.4 for Japanese and 8.5 for British.
COCKPIT Revision 7
* World, British and Japanese release.
* Software version : 8.6 for all.
- TIPS AND TRICKS -
If the driver made a hard left turn at the start of the game, a 'secret' track was available. The track was a long straight road leading to a very short circular track (a skid pad test track) around a tower.
- SERIES -
1. Hard Drivin' [No. 136052] (1988)
2. Race Drivin' (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga)
4. Hard Drivin's Airborne (1993)
5. Street Drivin' (1993)
- STAFF -
* Main:
Project leader, game designer, sound system, mech designer, force shifter, analog HW : Rick Moncrief
Technician, mech, designer, sound recording, dashboard shift, game designer : Erik Durfey
Software designer, game designer, car model, force feedback steering, SW tools : Max Behensky
Hardware designer, self test, instant replay, integer 3D algorithms, game designer : Jed Margolin
Game programming, display software, championship lap, game designer : Stephanie Mott
* Others:
Cabinet designers : Mike Jang, Ken Hata
Graphics : Sam Comstock, Kris Moser, Deborah Short, Alan Murphy
Display math software : Jim Morris
ADDN'L programming : Gary Stark, Mike Albaugh, Ed Rotberg
ADDN'L hardware : Don Paauw
Marketing : Linda Benzler, Mary Fujihara
Sales : Shane Breaks
Mechanical designers : Jacques Acknin, Milt Loper, Geoff Barker
Test drivers : Doug Milliken, Dave Shepperd
Music : Don Diekneite
Management : Dan Van Elderen, Lyle Rains, Hide Nakajima
Technical Support, Administrative Support, Management, Manufacturing, Etc.: Jacob Abba, Jim Arita, Sam Arthur, Erwin Arvidson, Norm Avellar, Jeff Bell, David Bishop, Karen Bjorkquist, Pat Brosnan, Rob Bryant, James Buchanan, Mary Burnias, Carole Cameron, Hal Canon, Bart Carlee, Sang Cho, Dave Cook, Frank Cosentino, Emmette Craver, Gary Cunningham, Judy Davis, Andrea Dencker, Joseph Dieu, Kyoko Dougherty, Bob Dunster, Joyce Fluty, Leon Fritts, Brad Fuller, Cyndy Grossman, Tim Hale, Karen Harrington, Kevin Hayes, Mark Hoendervoogt, Candy Hudson, Rosalind Hutton, Arthur Jackson, Stevie Landaverde, Grandy Laxamana, Gerald Lichac, Maria Lopez, Norman Maeder, Melanie Martin, Glenn McNamara, Rick Meyette, George Millington, Alan J. Murphy, Ramon Navarro, Mike Nevin, Jim Newlander, Connie Osuna, Rick Owens, Evelyn Perez, Ralph Perez, Eric Peterson, Gary Popkin, Yolanda Records, Paul Shepard, Jackie Sherman, Mark Sherman, Elaine Shirley, Tom Smith, Bob Stewart, Mary Sumner, Peter L. Takaichi, Gwen Tantillo, Al Vernon, Marty Viljamaa, Tram Vu, Jim Wallin, Ken Williams, Wade Winblad, Dennis Wood, Don Wrightnour, The Atari Work Force
* Uncredited:
Team leader : John Ray
- PORTS -
* CONSOLES:
Nintendo NES : Unreleased prototype
[JP] Sega Mega Drive (1990) "Hard Drivin' [Model T-48013]"
[US] Atari Lynx (1991) "Hard Drivin' [Model PA2044]"
[US] Sega Genesis (1991)
[BR] Sega Mega Drive (1991) by Tec Toy.
[EU] Sega Mega Drive (1991)
[AU] Sony PlayStation 2 (2004) "Midway Arcade Treasures 2"
[US] Microsoft XBOX (oct.11, 2004) "Midway Arcade Treasures 2 [Model MWO-3201W]"
[US] Nintendo GameCube (oct.11, 2004) "Midway Arcade Treasures 2 [Model DOL-GAYE-USA]"
[US] Sony PS2 (oct.11, 2004) "Midway Arcade Treasure 2 [Model SLUS-20997]"
[EU] Microsoft XBOX (oct.29, 2004) "Midway Arcadee Treasures 2"
[EU] Sony PS2 (oct.29, 2004) "Midway Arcade Treasure 2 [Model SLES-52844]"
* COMPUTERS:
[US] [EU] Commodore C64 (1989)
[US] Atari ST (1989)
[EU] Amstrad CPC (1989)
[EU] Sinclair ZX Spectrum (1989)
[EU] Commodore Amiga (1990)
[US] PC [MS-DOS] (1990)
[US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
[EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing.
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Grobda Update submitted by XtC
Grobda (c) 1984 Namco, Limited.
Grobda is a tank-like game that uses an overhead view. Enemy tanks attack in waves and they must be destroyed before they do the same to you.
- TECHNICAL -
Game ID : GR
Main CPU : Motorola M6809 (@ 1.536 Mhz)
Sound CPU : Motorola M6809 (@ 1.536 Mhz)
Sound Chips : Namco 8-channel WSG, custom DAC (for speech)
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Grobda was released in October 1984 in Japan.
Grobda's tank was one of the enemies in "Xevious".
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Set coin A to 1 Coin / 1 Credit, set coin B to 1 Coin / 4 Credits, set Freeze to On, set Lives to 1, set Difficulty to Rank C, set Demo Sounds to Off, set Level Select to Off, set Bonus Life to 10k.
3) Press the service switch to display the grid and press (all together) Right+Button1+Start2.
4) '(c) NAMCO LTD. 1984' will appear on the screen.
- SERIES -
1. Grobda (1984, Arcade)
2. Grobda Remix (2010, Wii): part of "Namco Museum Megamix".
- STAFF -
Game designed and produced by : Masanobu Endoh (EVE200 End)
Programmed by : Hosei Wait
Music composed by : Yuri Keino
Engineer : Tall Ogawa
Graphic designed by : You. Shino
Debugged by : Tama Chang
- PORTS -
* CONSOLES:
[AU] Sony PlayStation (1996) "Namco Museum Vol.2 [Model SCES-00267]"
[JP] Sony PlayStation (feb.9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]"
[US] Sony PlayStation (sept.30, 1996) "Namco Museum Vol.2 [Model SLUS-00216]"
[EU] Sony PlayStation (nov.1996) "Namco Museum Vol.2 [Model SCES-00267]"
[US] Microsoft XBOX 360 (nov.4, 2008) "Namco Museum: Virtual Arcade [Model 21022]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
[JP] Nintendo Wii [Virtual Console Arcade] (nov.10, 2009)
[US] Nintendo Wii (2010) "Namco Museum Megamix"
* HANDHELDS:
[US] Sony PSP (aug.23, 2005) "Namco Museum Battle Collection [Model ULUS-10035]"
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Sony PSP (feb.23, 2006) "Namco Museum Vol.2 [Model ULJS-00047]"
[KO] Sony PSP (nov.8, 2007) "Namco Museum Vol.2"
* COMPUTERS:
[JP] NEC PC-6001 Mk2 (198?)
[JP] Sharp X68000 : by L. Sound
[JP] NEC PC8801 (1986) by Denpa
[JP] Sharp X1
[JP] Sharp MZ-2000
[JP] PC [MS Windows, CD-ROM] (nov.28, 1997) "Namco History Vol.2"
* OTHERS:
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshot.
See goodies section.