Accepted [+] [X] Twin Cobra [TP-011] Update submitted by XtC
Twin Cobra (c) 1987 Taito Corp.
Export version. For more information about the game itself, please see the original Japanese version release; "Kyuukyoku Tiger [TP-011]".
- TECHNICAL -
Game ID : TP-011
Prom Sticker : B30
- TRIVIA -
Twin Cobra was released in October 1987. Licensed to Romstar for US distribution (November 1987).
Differences between Twin Cobra (TC) and Kyukyoku Tiger (KT) :
* TC supports two simultaneous players.
* KT supports two players, but only one at a time. For this reason, it also supports Table Top cabinets.
* TC stores 3 characters for high scores.
* KT stores 6 characters for high scores.
* TC heroes are Red and Blue for player 1 and 2 respectively.
* KT heroes are grey for both players.
* TC defeated remains of ground tanks are circular.
* KT defeated remains of ground tanks always vary in shape.
* TC respawns a killed player at their current position.
* KT respawns a killed player at predefined positions. After dying and your new hero appears, if you do not travel past the respawn point, you are penalized and moved back further when your next hero appears. Due to this difference in continuing, KT is MUCH harder and nearly impossible to complete!
- SERIES -
1. Twin Cobra [TP-011] (1987)
2. Twin Cobra II (1995)
- STAFF -
Developed by Toaplan.
- PORTS -
* CONSOLES:
[US] Nintendo NES (jan.1990) [Model NES-QT]
[US] Sega Genesis (1991)
Sega Mega Drive [BR] (1991, "Desert Attack Helicopter") : by Tec Toy
* COMPUTERS:
Commodore C64 (1988)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Truco Clemente Update submitted by XtC
Truco Clemente (c) 1991 Miky S.R.L.
Truco, Argentinian card game featuring the Clemente Character.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound Chips : DAC (@ 3.072 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 32
Players : 1
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Only a few boards were made in Argentina so Truco Clemente is a very rare game.
Clemente is a famous Argentinian character from artist Carlos Loiseau (Caloi) the character was created in 1973 as a comic strip for the newspaper 'Clarín'.
- STAFF -
Designed by : Miguel Ojeda (Miky)
Arts : Caloi
Graphics : Leonardo
Montage : Tito
Programs : Miguel Ojeda
- PORTS -
* CONSOLES:
Sega Megadrive "Truco 96"
- SOURCES -
Game's ROM.
Accepted [+] [X] Tron [Model 628] Update submitted by XtC
Tron (c) 1982 Bally Midway.
Tron is a 1- or 2-player game set inside the 'Tron' computer, and is based on the ground-breaking Disney movie of the same name.
Tron consists of twenty-two stages - or 'phases' - of play. Each phase consists of four separate games called "domains", all of which must be completed before moving on to the next phase. Players can determine the order in which each of the four domains is attempted, but the domain position is random and is only revealed once that domain has been chosen.
The four domains that make up a phase never change throughout the game, although both the difficulty level and number of enemies increases with each subsequent phase. The domains are as follows:
* LIGHT CYCLES : The player controls a Light Cycle that leaves a blue light trail in its wake. The aim is to 'box in' the yellow enemy Light Cycles, making them crash into either a cycle trail (theirs or the player's) or a wall. The player must also avoid any collision with either walls or light trails. The joystick controls the direction of the bike and the trigger controls its speed.
* I/O TOWER : Destroy the Grid Bugs that emerge from the grid surrounding the tower. The bugs will multiply and fill the entire screen if not stopped. Players must attempt to clear a path to - and enter - the I/O Tower before the timer runs out. The stick controls the movement of the player's character and the spinner controls the direction of fire.
* TANK MAZE : Destroy all enemy tanks that are patrolling the maze. The player's tank can fire in all directions and can bounce shots off walls, but can be destroyed by a single shot; while enemy tanks can only fire in the direction of travel but need three shots before they are destroyed. "Recognizer" tanks also feature in later phases; these Do NOT shoot but move quickly and will try to ram the player's tank. The joystick controls the movement of the player's tank and the spinner controls the direction of fire.
* MCP CONE : Destroy the blocks in the descending, rotating coloured column to clear a path and move the character up into the light cone above the blocks. A bonus is awarded if all of the blocks are destroyed. The stick controls the movement of the character and the spinner controls the direction of fire.
Bonus lives are awarded periodically throughout the game as specific point scores are reached. Each enemy and item has an assigned point value (see the "SCORING" section for details).
- TECHNICAL -
[Game No. 628]
[Upright model]
Bally Midway MCR 2 hardware
Main CPU : Zilog Z80 (@ 2.496 Mhz)
Sound CPU : Zilog Z80 (@ 2 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 2 Mhz)
Players : 2
Control : 8-way 'flight yolk' controller with a trigger, spinner knob
- TRIVIA -
Tron was released in May 1982.
When Bally/Midway signed a deal to create a Tron video game, they were very pressed for time and needed a game quickly. They decided to let all 3 of their design teams (their in-house team, Dave Nutting Associates, and Arcade Engineering) take a crack at a prototype. The Dave Nutting Associates team (led by Dave Armstrong) proposed a 3-D color vector game that was deemed too complex and expensive, thought it was later developed into a prototype called "Earth, Friend, Mission". The internal team eventually won the right to produce the game. The initial design document called for 6 different mini-games :
1) Rings (a light-disk duel between Tron and Sark).
2) Paranoia (in which the player builds a bridge of spiders to reach an island).
3) Tank Pursuit
4) Space Spores
5) I/O Tower (the player tries to reach an energy socket while avoiding electrifying blue warriors)
6) Light Cycles.
Fearing that they would never get the game out in time, the Rings game was made into a separate game and the Paranoia and I/O Tower game was dropped (though the MCP Cone sequence was later added). At one point the film included deadly spores that were included in the game's Grid Bug sequence, but when they were removed from the movie, they had to be removed from the game as well.
To promote the game, Bally/Midway and Alladin's Castle sponsored a seven-week-long tournament at over 400 locations throughout the country, as well as a celebrity tournament.
Most of the levels correspond to a computer language. Of course, some literary license was used for the level names and a couple of them don't really make sense. Anyway, here are the 11 level names and what they are :
ALGOL : Algorithmic Language. Influenced the development of more modern language (along with FORTRAN and LISP). Used for number crunching.
ASSEMBLY : Machine language. Used to write code directly to the computer without having to compile or interpret it.
BASIC : Beginners All-purpose Symbolic Instruction Code. Used primarily for teaching rudimentary programming.
COBOL : Common Business Oriented Language. Used primarily for accounting. Very old language.
FORTRAN : Formula Translator. Used for processing numbers and/or formulas.
JCL : Job Control Language. Used on IBM mainframes to execute specific jobs and scripts on the Job Entry Subsystem.
OS : Precursor language to OS2.
PASCAL : Teaching language for compiled languages. Not very powerful.
PL1 : A play on the actual language called PLI. Language used for solving mathematical problems.
RPG : Report Program Generator. Use for generating reports. Usually used with COBOL.
SNOBOL : Used for character string manipulation.
Walt Disney Productions sued Williams Electronics for copyright and patent infringement over Williams' use of the name 'tron' in their arcade legend, "Robotron - 2084". Common sense prevailed, however, and Williams won the suit.
The game's sequel, "Discs of Tron" was originally intended to be a part of the original game but tight time constraints meant that the mini-game was not completed in time.
A Tron unit appears in the 1983 movie, 'War Games', in the 1986 movie 'The Color of Money' and in the 1987 movie, 'Death Wish 4 - The Crackdown'.
- UPDATES -
OLDER VERSION (clone 6/15 in Mame) :
* Level 1 (RPG) gives you 1000 on the timer instead of 500 in the I/O Tower game, making it easier to get the 1000 point bonus for killing all grid bugs in Level 1.
* The series of sounds that play when blocks are destroyed in the MCP Cone game are higher in pitch than in the other versions of Tron.
* Each phase features different pattern schemes from the other versions - Play Level 2 (COBOL) in the other version, and then play Level 2 in the (6/15) version, keeping the Game Difficulty setting at the default (5) each time, and you'll see what we mean.
- SCORING -
Scoring in this game is relatively easy since there aren't a lot of enemies to keep track of.
Grid Bugs : 50 points
Bit : 5000 points
Blocks : 25 points
Light Cycles : 500 points
Tanks...
1st Hit : 100 points
2nd Hit : 300 points
3rd Hit : 500 points
You get a 1000 point bonus for destroying all the Grid Bugs.
You get the remaining time added to your score when you enter the I/O Tower.
NOTE : On Level 1 (RPG), you only get 500 on the timer. On all other levels, you get 1000 on the timer. EXCEPTION : As stated in the "Updates" section above, if you're playing the (6/15) version, you always get 1000 on the timer, even on Level 1.
You get a 1000 point bonus for destroying all the Blocks.
- TIPS AND TRICKS -
When you start the game, you will have a cursor in the middle of a computer-looking grid. You have 8 seconds to go one of 4 directions on that grid. If you don't, you will be randomly sent in a direction. Once you have completed an area, you can no longer go to that area until you get to the next level. The areas are randomized on this computer grid so you won't know what you will get next. Below are the four areas and strategies to get through them.
* I/O TOWER : This is one of the easier areas to get through. It just involves a lot of shooting.
- Quickly establish where the Grid Bugs are. That way you can quickly aim to clear out a path if necessary.
- The game simulation sailor comes out at random times and drops the Bit off. Do everything you can to get to it for a free 5,000 points.
- Work your way to one of the exits and 'camp out'. Just use the spinner to aim high and low to take care of the Grid Bugs. Once the timer hits 100, go ahead and exit the screen.
- It is possible to get over 10,000 points in this area alone (5,000 for the Bit and over 5,000 for Grid Bugs killed).
- On the earlier levels, try to take out all of the Grid Bugs for the 1,000 point bonus.
* LIGHT CYCLES : This is one of the harder areas until you learn the patterns. Then it will become a breeze.
- The arena for this game is a 9 x 9 grid. Use the grid lines to gauge distances and to also know where the turns are.
- Hitting the wall, your light trail, or an enemy light trail will end your cycling career very quickly.
- Depending on the machine set up, you will need to identify different patterns and make the appropriate adjustments to your strategy. Make sure you are staying at full speed until the enemy light cycles are trapped.
- Usually you can adjust when you see enemy cycles coming after you. A lot of times they will follow another cycle into the wall or a light trail. The enemy cycles become much quicker after level 10.
- If the three light cycles are coming straight down, go right and up around them. Then do a rectangle pattern leaving an opening to the right side to allow the enemy cycles to crash against the wall.
- Use the above pattern if the middle or right cycles go straight (the other ones will veer around before they head down).
- For any other occasion, it's best to go left and make a box that way. Again, the enemy cycles will destroy themselves before you get into trouble.
* MCP CONE : Another easier area. Even if you mess up a little, you can still recover from your mistake.
- First, determine the cone's speed and direction of travel. You can accomplish the second thing by shooting at it to determine which way the hole travels.
- Next, determine your speed. This will determine how much time you have to blow through the cone to get to the exit.
- Once you have determined the above, go over to the side that the cone is entering from. For example, if the cone is moving from left to right, the go over to the left side and start shooting.
- The 4 block cones are pretty easy. Just rapidly blast a path and go up.
- The 6 block cones are a little trickier. You will need to open up the bottom part of the cone. Enter this new opening and start to chew at the top. You will end up having blocks rotate below you as you head up. Be careful and watch around you since you will end up surrounded by blocks before you enter the exit.
- The hardest cone to get through is when Tron is travelling fast and the cone is moving slow. You have to quickly blast a path any way you can or you will collide with the cone.
- For extra points, you can position yourself half-way out of the exit and blast at the top blocks. On the earlier levels, try to get the 1,000 point bonus.
* TANKS : Probably the hardest area of the game. You have to learn how to move and shoot (in different directions) at the same time.
- It takes 3 hits to destroy an enemy tank. You have the advantage, though, by being able to use rapid fire and bouncing your shots off the walls. Enemy tanks can only have one shot out a time.
- This rebounding of shots can be a very effective offensive measure. You may be able to hit tanks from afar or hit them around corners just by rebounding your shots just right. Prevent them from getting close.
- The pink teleporter area is the key to surviving many of the tank patterns. Just don't go too far in or you may end up teleporting to a hostile environment very quickly.
- If you stay off the tank trails, enemy tanks will not fire on you. They can, however, ram your tank (this is especially true if you are hanging out in the teleportation area).
- Like other parts of Tron, there are patterns you can use on the specific tank patterns to ensure your survival.
* This is an interesting bug. On the MCP Cone levels, if you go all the way to the right or the left and keep moving, you can move the whole playfield to the side. This doesn't seem to have any other affect.
* Here's an odd Tron bug : On the Recognizer Tank levels, make your way to one of the little alcoves in either the top right, or bottom left corners. The tanks cannot shoot, and will not go down an alcove, so therefore cannot kill you. Then, wait approximately 9 to 10 minutes without moving your tank. You can fire, but do not kill all the recognizers. After the time (9-10 mins), the sound system will go berzerk, starting with a very high pitch tone, which falls to a low tone that vibrates the cabinet. The sound also goes berzerk if you enter the tower at 0099 units on the bug screen.
- SERIES -
1. Tron (1982)
2. Discs of Tron (1983)
3. Tron 2.0 (2003, PC/MAC)
4. TRON (2010, iPhone/iPod)
- STAFF -
VP Engineering : John Pasierb (JP)
Software : Bill Adams (BA)
Hardware : Atish Ghosh (AG)
Art / Cabinet designer : George Gomez (CG)
With support from : Tom Leon (TL)
- PORTS -
* CONSOLES:
DynaVision [BR] (198?, "Tron")
Microsoft XBOX 360 [XBLA] [US] [EU] [AU] (jan.9, 2008)
* COMPUTERS:
Tandy Color Computer [US] (1983, "Kron")
Oric I [EU] (1984, "Light Cycle")
[EU] Sinclair ZX Spectrum (1984, "Light Cycle")
* OTHERS:
LCD handheld game (1982) : Released by Tomy - cool game, the entire case is made of a smoked clear plastic so you can see the inside of the game (and it has some large, simulated circuitry in the back, to make it look even cooler...)
- SOURCES -
Game's ROM.
Machine's picture.
All In color For a Quarter - Keith Smith.
F.A.Q. by Kevin Butler AKA War Doc.
Accepted [+] [X] Trivial Pursuit [Model 0B95] Update submitted by XtC
Trivial Pursuit (c) 1984 Bally Sente.
- TECHNICAL -
[No. 0B95]
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 : 1
Control : 8-way joystick
Buttons : 2
- TRIVIA -
There are 5 editions of this game : 'All Star Sports', 'Baby Boomer', 'Think Tank - Genus', 'Genus II' and 'Young Players'. Those games run on the Bally / Sente SAC-I hardware.
- STAFF -
Game adaptation and software designer : Richard Adam
Screen graphics designers : Gary Johnson, Bil Maher Esq., Mark McPhee
Audio : Richard Green, Gary Levenberg
Video hardware designers : Howard Delman, Tian Harter
- PORTS -
* COMPUTERS:
Sinclair ZX Spectrum (1986, "Trivial Pursuit: Baby Boomer Edition")
Sinclair ZX Spectrum (1987, "Trivial Pursuit: Young Players Edition")
Sinclair ZX Spectrum (1988, "Trivial Pursuit: Genus Edition")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Tournament Table Update submitted by XtC
Tournament Table (c) 1978 Atari.
This multi-game contains : "Breakout", Soccer I / II, Foozpong, Hockey I / II / III, "Quadra Pong", Handball, Basketball I / II.
- TECHNICAL -
Game ID : 030170
Main CPU : MOS Technology M6502 (@ 1.193191 Mhz)
Sound Chips : TIA (@ 31.4 Khz)
Screen orientation : Horizontal
Video resolution : 160 x 200 pixels
Screen refresh : 60.00 Hz
Palette Colors : 128
Players : 4
Control : paddle
Buttons : 1
- TRIVIA -
Released in March 1978, selling at an MSRP of $795.
- PORTS -
* CONSOLES:
Atari 2600 "Video Olympics"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Tales of the Arabian Nights Update submitted by XtC
Tales of the Arabian Nights (c) 1996 Williams Electronics Games, Incorporated.
This John Popadiuk-designed masterpiece brings to life some of the most memorable tales of 1001 Nights as told by the Persian Queen Scheherazade. The setting is ancient Baghdad where wishes can be granted in the ultimate battle to rescue the Princess from the clutches of an evil Genie who taunts all foes. There are jewels to be collected and a playfield that will have players spinning Aladdins Lamp, flying on Magic Carpet ramps or visiting the Bazaar for countless awards. With a deep set of rules, beautiful artwork, engaging voice over, and excellent sound effects, this is one of the most popular and highest rated table of all times.
- TECHNICAL -
Williams WPC-95
Model Number: 50047
Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC
- TRIVIA -
Tales of the Arabian Nights was released in May 1996. 3,128 units of this table were produced.
Stuff on the Backglass:
* Fullers II: at the bow of the sailing ship. Fullers II is a bar on the northwest side of Chicago.
* Karen LK Jack: at both sides of the bow of the sloop. Karen & Jack are the names on the dingy, they both bartend at Fullers II.
* Ketch u at Scotty's: on the beaker in the Sultans hand. Refers to Scott Ketchum. He used to run Scotty's bar on Long Lake near Hayward in northwest Wisconsin.
* Freddy Jones: on the water pipe. Backglass artist Pat McMahon is a fan of theFreddy Jones Band, a local Chicago band
that has had some moderate success in the US.
* Bennet s: on one of the pots of gold just below the hero. Refers to Bennet Snyder, a plant worker who had more than just a passing interest in belly dancers. He provided artist Pat McMahon with photos to aid in the costuming of the female figures.
* Maxi: on the other pot of gold. Actually just 'Max', artist Pat McMahon's nickname since grammer school.
* DZ: on the stirrup on the horse. Dave Zabriski, responsible for the music.
* JP: on the horses' harness. John Papadiuk, game designer.
* J: on the thiefs' jacket. J was the initial of the guy that artist Pat McMahon patterned the face after.
Stuff on the Playfield:
* taaSuts (?): on the dagger on the ramp diverter plastic. Pat McMahon: "Think I misspelled this one. My spelling checker suggest tarsus, but Iconsider a reference to a birds bone unlikely".
* Imax/Wade: on the Playfield at the base of the sword blade. Imax is actually just Max (Pat's nickname again). Pat McMahon: "I'm driving myself nuts trying to remember what, or who the hell Wade is".
* H.W. - the ball is wild: at the exit of the Jet return lane. A quote from Harry Williams.
* wade: near the head of the tiger in the loop. Wade is Wade Domet, a friend/mentor of John's from Toronto. Wade was on the WCS94 backglass, he's shooting the ball in the net.
* DOHO: to the left of the right slingshot.
* zab: to the right of the left slingshot. Refers to Dave Zabriski.
* Pop 2nd: under the right slingshot. This one together with...
* Duke lnk: under the left slingshot could make Popadiuk.
- UPDATES -
REVISION 1.0 (changes from prototype 0.4) :
Date : May 20, 1996
- Initial release to production.
- Added many new display,lamp, and sound effects.
- Added switch compensation for major playfield features.
- Added German, French, and Spanish translations.
- Added Harem Bonus award to the center eject.
- Added Super Skill Shot to the ramp.
- Added Secret Ball Lock
- Added Final Battle.
- Added Match effect.
- Added player-selectable tournament mode.
- Fireball now counts down correctly below 100,000.
- Enhanced logic for broken Shooting star optos.
- Lock 2 switch was sometimes incorrectly being reported as bad.
- Skill shot changed to hit the snake instead of avoid him.
- Lamp Bonus values above 1,000,000 are displayed correctly.
- Dimira's Magic Amulet added to game rules.
- Special becomes lit when all tales are completed.
- Improved logic on ramp magnet.
- Ball search properly works the vanishing ball mechanism.
- Skill shot fixed for >100 Million scores.
- Tales are suspended during Harem Multiball.
REVISION 1.1
Date : May 23, 1996
- Fixed replay levels can now be turned OFF.
- Additional support for Add-a-ball and Novelty presets.
- Some extra Spanish translations added.
- Adjustment A2.26 restored to Feature Adjustments.
REVISION 1.2
Date : June 11, 1996
- Enhanced ball search at Game Over and after Genie Battle.
- Ball Lock logic improved for missed balls.
- Fireball grace period award fixed.
- More speech added to game start.
- Multiball lamp effects improved when awarded from the Bazaar.
- Bazaar 'Lite Special' actually lights special now.
- Corrected GENIE spellout lamps after Genie Battle.
- Skill Shot display glitch in multiplayer games corrected.
- Announcer speech fixed when locking a ball after Extra Ball.
- Improved stuck/broken switch compensation for ramp magnet and lock magnet.
REVISION 1.3
Date : July 19, 1996
- Default High Scores can now be set up to 25 million.
- Raised German factory-setting high scores.
- Enhanced Secret Ball Lock logic for multiple-player games.
- Improvements to Genie Test and broken vanish mech diagnostics.
- Minor adjustments to some display effects.
- Corrected announcer speech when the last jewel is collected.
REVISION 1.4
Date : October 15, 1996
- Added adjustment A2.27 (MAGNET THROW). This adjustment can be used to strengthen the magnet power when the game tries to throw the ball off of the magnet at a Tale start.
- Fixed a bug in Final Battle when a tilt occurs.
- Balls are returned to the shooter faster in Final Battle.
- Improved diverter rules between Harem Multiball and Rocs mode.
- Slight improvements to speech.
- Timing to the jet bumper post improved to help jet bumper action.
- TIPS AND TRICKS -
When you get Bazaar awards, quickly hit both flippers. Do this for 3 awards and the 4th award will be a cow worth 1M.
Start the Great Camel Race with Bazaar lit and when you make the first Symbol shot a moo is heard. Now shoot the Bazaar immediately and hit both flippers. There's that cow again!
- STAFF -
Playfield Concept/Design : John Popadiuk Jr. (POP)
Software/Design : Louis Koziarz (KOZ)
Mechanical Engineering : Jack Skalon (SKA), Ernie Pizarro, Joe Loveday, Butch Ortega
Artwork/Design: Pat McMahon (MAX)
Music/Design: Dr. Dave Zabriskie (ZAB)
Dot Matrix Animation : Adam Rhine, Brian Morris
Special F/X: Dwight Sullivan
Narrated by: Peter Van De Graaff
Voice of The Genie: Tom Uban
Voice of Dimira: Lia Mortensen
Voice of The Princess: Lynn Deasy
Voice of Marvin the Haggler: Louis Koziarz
Extra Special Thanks To: Michelle Popadiuk
Special Thanks To: Karen Chism, Leon Chism
- PORTS -
* CONSOLES:
Xbox 360 [Xbox Live] (apr.04, 2012, "The Pinball Arcade")
Sony PS3 [Sony PSN] (apr.10, 2012; "The Pinball Arcade")
* COMPUTERS:
MAC OS [Mac App Store] (2012)
* OTHERS:
Apple Store (feb.09, 2012, "The Pinball Arcade")
Android (feb.10, 2012, "The Pinball Arcade")
- SOURCES -
Game's ROM.
Accepted [+] [X] Toobin' Update submitted by XtC
Toobin' (c) 1988 Atari Games Corp.
Toobin' is a unique fantasy-adventure game. 1 or 2 players can race Bif and Jet, the Toobin' dudes, in their inner tubes, down 45 different rivers. The players try to keep Jet and Bif afloat, avoiding sharp objects, gaining points, and throwing cans at obstacles. Toobin' appeals to both males and females of all ages who both find it just 'fun to play'.
Toobin' has a continuous buy-in feature so players can join in at any time. Toobin' has a color-coded control panel and players can identify Jet in the yellow inner tube and Bif in the black inner tube and red shorts.
Each player has a set of four buttons to steer Bif or Jet forwards, backwards, and sideways. Pressing the two Paddle Forward buttons moves the inner tube forward. Pressing the two Back Paddle buttons moves the inner tube backwards. Pressing only one Paddle button makes the inner tube turn. The player uses the Throw Can button to destroy obstacles in the river and stun riverside pests.
Toobin' players can enjoy amusing game play and an incredible variety of rivers and environments for their long-term enjoyment.
The player races Bif or Jet against other players, or against the game, down Toobin's 45 different rivers, paddling through six classes of play, and cruising the 15 unique river environments. The player can choose almost 200 courses through the rivers, finding his own way through rapids, obstacles, riverside pests and waterfalls.
The player has to guide Bif or Jet around obstacles, go through gates and pick up treasure to accumulate points to get more inner tube patches, collect cans to throw at obstacles and to stun riverside pests, and paddle fast enough to avoid the big 'gator lurking in all the rivers.
At the finish line, players are treated to a party. Each party grows in size until the player reaches the final super party at the end of the game.
Inner-Tube Patches : At the beginning of each game, the player has a certain number of inner-tube patches, which represent game lives. A player receives extra patches by scoring the number of points required for another patch. The number of points required changes from level to level, and is displayed in the lower left and right corners of the playfield. A player can also receive more patches by picking up patches floating in the rivers.
Cans : The player must accumulate cans to throw at obstacles and pests. All cans are the same value. The player can pick up individual cans floating in all the rivers or six-packs hidden under obstacles or in back waters (Six packs give unlimited cans). The player throws the cans by pointing Bif or Jet at the obstacle and pressing the Throw Can button.
Most of the obstacles in the river can be eliminated by hitting them with a can.
Dangers : The player must avoid or eliminate dangers in the river and stun pests on the river banks. The dangers in the river include falling rocks, floating logs, deadly falling coconuts, icebergs, mines, stampeding cattle, snakes, crocodiles, barbed wire, and thorny bushes.
Dangerous riverside pests throw and shoot objects at Bif and Jet. The player can stun most of these objectionable characters with a can thrown in their direction. These pests include Casting fishermen, Hillbillies, Terrorists, Devils, Martians, Street punks, Pistolaros, Natives, Penguins, Bears, Dinosaurs, and Cavemen.
Big 'Gator : If a player is slow, the big 'gator comes up from behind to discourage slow play and hurry the player through the gates. A loud thumping sound warns the player of its presence. One escape from the big 'gator is to quickly paddle downstream or pass through a gate. If the gator catches Bif or Jet, one inner-tube patch is lost.
- TECHNICAL -
Game ID : 136061
Main CPU : Motorola 68010 (@ 8 Mhz), MOS Technology 6502 (@ 1.7895 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.7895 Mhz)
Players : 2
Buttons : 5
- TRIVIA -
Toobin' was released in June 1988.
1500 units were produced in the USA. The selling price was $2395. This was an unique cabinet (as did many Atari games of the time) that featured a large marquee behind which were two rotating drums, designed to give the impression of a flowing waterfall.
Toobin' was a classic example of Atari's genius approach to abstract game design, that would typify their heyday of the mid-to-late 80s.
Per the game designer, Dennis Harper: "Toobin' was my favorite game to make. It was totally my idea and creation. I hijacked mechanical designer Milt Loper into being a playfield designer. I wrote this complex tile-based playfield editor that made making playfields super quick. That's how just Milt and I cracked out dozens and dozens of the levels. Also, I am a fairly experienced musician, and I got to direct the music team to create super-unique tunes for each world. Generally, a ton of fun.
It took 4-5 months just to get the concept right. It was originally a kayaking simulator (hence the gates in the rapids). We even developed a custom "rowing" controller, based on the Star Wars gimbal. But we soon learned that people didn't understand how to row a kayak and were having no fun at all. Then, after playing a lot of Track and Field I came up with a way to re-use the "river technology" in a new, fun way. The Atari management showed patience and was always encouraging. Thank you Dan Van!"
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including TOOBIN.
Special Contest Feature : Every Toobin' game in the U.S. has a special contest. A player can win a free Toobin' t-shirt just for playing the game and finding and picking up all seven characters to spell the word Toobin' (including the apostrophe). These characters are hidden in the river below obstacles and hazards. The letters collected by the player are shown at the beach party at the end of the run. For more contest details, see the game (The offer expired December 1, 1988).
- UPDATES -
REVISION 1 :
* Build date : OS 09JUN1988 15 :25 :18 / PG 09JUN1988 18 :29 :59
REVISION 2 :
* Build date : OS 09JUN1988 15 :25 :18 / PG 14JUN1988 13 :49 :21
REVISION 2 (European release) :
* Build date : OS 16JUN1988 12 :45 :40 / PG 16JUN1988 11 :58 :15
REVISION 3 :
* Build date : OS 23JUN1988 10 :31 :30 / PG 23JUN1988 10 :29 :31
REVISION 3 (European release) :
* Build date : OS 23JUN1988 10 :42 :33 / PG 23JUN1988 10 :43 :06
REVISION 3 (German release) :
* Build date : OS 28JUN1988 12 :39 :41 / PG 28JUN1988 15 :38 :41
- SCORING -
The player can score points by :
* Time of Travel : The player receives points simply for traveling down the river.
* Passing through Gates. The player receives points for passing through the gates in the river. Different colored gates are worth different amounts of points. The green gates give the lowest points, then the red, gold, and finally crystal gates give the highest points.
If a players swishes a gate, that is, paddles through it without hitting the poles, he adds to his Score Multiplier (This is described in Score Multiplier below). For maximum points, the player should be the first through the gate and swish the gate. Each time the gate poles are hit, the point value of the gate falls.
* Score Multiplier. If a player swishes the gate, the score is multiplied. Each gate that is swished adds to the multiplier. For example, if the player has a 2X multiplier, each point scored is multiplied by 2.
Every point the player scores is multiplied by the score multiplier. The score multiplier is shown in the upper left and right of the playfield, underneath the game scores. The minimum multiplier is 1 and the maximum is 5. The player must pass through every gate (whether he swishes it or not) to maintain the score multiplier. If the player misses a gate, the score multiplier is reduced by one. As long as the player passes through the gate, even if he bumps it, the score multiplier is maintained. However, if a player's tube is punctured, his score multiplier falls to one.
* Treasures. The player can pick up treasures floating on the river or hidden under obstacles to gain extra points. The lowest-value treasure is green, next is red, and gold is the highest.
* Warp. The warp feature moves the player to the intermediate or advanced play classes. When the player warps, he is rewarded with warp bonus points. Warping is a good way to quickly score points.
- TIPS AND TRICKS -
* When you pick up a six-pack of cans, it's possible to park yourself close to a non-player character and rack up points by hitting them with the cans. The faster you are the better, so the beachball speed-up can be a big help here.
* When the alligator comes to eat you (because you're taking too long to progress down the river) just hit him with one of the cans. This also works for certain other obstacles such as the floating mines (seeking or non-seeking). If you are quick enough, you can re-destroy the same mine several times and release multiple bonuses such as letters, treasures, sixpacks, etc. You can only throw one can at a time so any can already thrown will disappear once you press throw again.
* Collect as many points as possible and try to push your opponent into obstacles. Swish up to five gates in a row and you will correspondingly advance your score multiplier (very important). Basic gates start at 2000, 1000, 500, 250. Once passed through the gates will decrease in points until they reach 100. Swishing a gate and then bumping it numerous times before your opponent can pass is an effective move. Pick-up cans (you can carry up to 9 at a time) or a sixpack (which gives you unlimited cans). The cans are used as "ammo" to hinder your opponent, stun other game characters, or to destroy certain obstacles (some obstacles are only temporarily destroyed). When you have a blowout you lose your sixpack and your score multiplier resets to 1. Your multiplier will go down each time you miss a gate.
* Obstacles in the water (icebergs, bushes, mines, etc.) can reveal hidden points, sixpacks, patches (extra life), beachballs (speedup), including the fabled colorful letters. These letters are worth 10,000 points a piece. Try to have your score multiplier as high as possible to maximize the letter bonus at the end of each class. Be on the lookout for the 25,000 point gate since swishing it can give you up to 125,000 points if your score multiplier is 5! Unlike the other gates however, you only get one chance at the 25,000. Also be on the lookout for falling rocks, jumping penguins, submarines with nasty torpedoes, etc. On the first and second start gate you can utilize the warp whirlpool that will send you to a higher class. Many non-player characters chase you along the way. Watch out for the alligator, he likes to come out when you stall and he always comes from the top of the screen. You must go through a gate to repel that alligator before he appears or before he gets you.
* A simple way to get a very high score : In only a minute or so, there's a way you can rack up over a million points. On Class 1, after going towards the first gate, direct your innertube to the right-hand side of the screen. You should see a sign that says 'This Way to Class 2' and a whirlpool should appear next to it. Shoot the twigs in front of the entrance and paddle back up. You will now be at the start of Class 2. Immediately move to the right of the screen, the same sign will appear, only this one warps you to Class 3. Shoot the iceberg in front, paddle back up and end up on class 3. The best part about the warps is that after each one, you get 600,000 points each. That's 1,200,000+ for doing very little work. An added bonus is that you will have four patches left in reserve thanks to the excess points you will have accumulated.
- STAFF -
Game designer : Milt Loper
Game programmer : Dennis Harper
Support programmers : Gary Stark, Russel Dawe (Rusty)
Animators : Will Noble, Mark West, Deborah Short
Audio : Brad Fuller, Hal Canon
Engineers : Gary Stempler, Doug Snyder
Technician : Dave Wiebenson
- PORTS -
* CONSOLES:
[US] Atari 7800 : Unreleased prototype
[US] Nintendo NES (1989)
[US] Sony PlayStation (sept.30, 1999) "Arcade Party Pak [Model SLUS-00952]"
[EU] Sony PlayStation (feb.23, 2001) "Arcade Party Pak [Model SLES-02339]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (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]"
Microsoft XBOX 360 [US] (nov.6, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [US] (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
Sony PlayStation 3 [EU] (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
Nintendo Game Boy Color [US] (may.18, 2000) "Toobin' [Model CGB-AOIE-USA]"
[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:
MSX [EU] (1988)
[EU] Amstrad CPC (1989)
[US] Commodore C64 [EU] (1989)
[EU] Commodore Amiga (1989)
[EU] Atari ST (1989)
[EU] Sinclair ZX Spectrum (1989)
PC [MS-DOS] [US] (1992)
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Theatre of Magic [Model 50039] Update submitted by XtC
Theatre of Magic (c) 1995 Midway.
- TECHNICAL -
Midway WPC-Security
Model Number : 50039
Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC
- TRIVIA -
Released in March 1995. 6,600 units were produced.
In the Hidden Staircase animation, you can spot DOHO in the lower left corner.
A cow can be seen during the Metamorphosis mode.
The machine was once a prize offered in the UK version of The Price is Right in 2006, however the contestant was unsuccessful in winning it.
- UPDATES -
REVISION 1.0 (changes from prototype 0.8) :
Date : March 21, 1995
- Enhanced status report.
- Enhanced Skill Shot bad switch logic.
- Added French and Spanish translations.
- Enhanced ball search logic.
REVISION 1.1
Date : April 3, 1995
- Trunk is now searched first during ball search.
- Corrected the buy-in audit.
REVISION 1.2
Date : April 7, 1995
- Fixed Trunk Test. It was incorrectly detecting and marking errors.
REVISION 1.3
Date : August 9, 1995
- Correct a bug in the Multiball Lock logic where balls could not be locked after video pinball was played.
- The lockup device now behaves better when one of its switches is broken.
- Slingshots now disabled at game over.
- Fixed the logic on the outlane proximity switches. If a switch is stuck on, and Hocus Pocus is enabled, the magnet is no longer fired.
- TIPS AND TRICKS -
When you start a game, hold the left flipper button. The first Basement Award will now be Digital Pinball where player 1 plays for 40M, all other players play for Extra Ball.
Holding the right flipper button at the start of a game will activate MK3 Symbols. Spell THEATRE to reveal the symbols.
Shoot the Trunk 3 times in Hat Magic mode to make a telephone appear on the screen. 'Move your car' is heard from it.
- STAFF -
Concept & Design : John Popadiuk (POP)
Artwork : Linda Deal (LTD)
Software : Jeff Johnson (JBJ)
DMD Animation : Adam Rhine (ASR), Brian Morris
Mechanics : Jack Skalon (JWS), Ernie Pizarro
Music & Sounds : Dave Zabriskie (ZAB)
- PORTS -
* CONSOLES:
Xbox 360 [Xbox Live] (Apr. 04, 2012, "The Pinball Arcade")
Sony PS3 [Sony PSN] (Apr. 10, 2012; "The Pinball Arcade")
* COMPUTERS:
MAC OS [Mac App Store] (2012)
* OTHERS:
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")
- SOURCES -
Game's ROM.
Accepted [+] [X] Toki Update submitted by XtC
Toki (c) 1989 TAD Corp.
Export release. For more information about the game itself, please visit the original Japanese release entry; "JuJu Densetsu".
- TRIVIA -
The game for Export was named after the name of the son of the owner of TAD; Toki. It was released on February 22, 1990 in the USA. 1452 PCBs were available. 150 additional PCBS were available in March.
This American version has an additional 'Winners Don't Use Drugs' screen during the attract mode.
- PORTS -
* CONSOLES:
Atari 7800 : Unreleased prototype
Atari Lynx (1990)
Nintendo NES
Sega Mega Drive (1991)
* COMPUTERS:
Commodore C64 (1991)
Atari ST (1991)
Commodore Amiga (1991)
- SOURCES -
Game's ROMs.
Accepted [+] [X] Tokimeki Mahjong Paradise - Dear My Love Update submitted by XtC
Tokimeki Mahjong Paradise - Dear My Love (c) 1997 Media / Sonnet.
- TECHNICAL -
Main CPU : Motorola 68EC020 (@ 24 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 4
- TRIVIA -
Released in January 1998 in Japan.
- PORTS -
* CONSOLES:
Panasonic 3DO [JP] (Mar. 01, 1996; "Tokimeki Mahjong Paradise Special [Model FZ-SJ7951]")
[JP] Sega Saturn (1995, "Tokimeki Mahjong Paradise")
- SOURCES -
Game's ROM.
Accepted [+] [X] Time Traveler Update submitted by XtC
Time Traveler (c) 1991 Sega.
Beautiful Kyi-La, Princess of the Galactic Federation, is kidnapped by the evil renegade scientist Vulcor. You control the daring Marshall Gram and travel through the ages of time to rescue the Princess. Adventure through time as you confront space knights, ninja warriors, cavemen, futuristic robots, cowboys and countless other adversaries. Travel from prehistoric caves to 26th century space ships as you battle to save Kyi-La and prevent Vulcor from tearing the fabric of time!
At the beginning of the game you receive one Time Reversal Cube and are given the choice of either learning the moves you need for the game or immediately starting. If Marshall Gram perishes in the midst of the game he can use a Time Reversal Cube to back up to the moment before his death. Otherwise the player will lose a life and have to start the level over. Additional Time Reversal Cubes can be bought from The Trader for additional credits, but there is a limit of how many Cubes that can be purchased per game. Once the player loses all of his lives the game is over.
- TECHNICAL -
Time Traveler was the first of two games (the other being "Holosseum") to use the hi-tech hologram theater cabinet created by Sega. The theater works because of a concave mirror inside the cabinet, which reflects a specially framed image produced on a standard monitor. Because of the nature of a concave mirror, the focused image appears as if it is floating in mid-air, provided that the interior of the cabinet is painted black to absorb any excess reflection.
Motherboard: One very small board (only about 4"x7"), with a large eprom on it (Intel 27C0202 / 256k x 8).
CPU : Unknown, but under a LARGE heatsink
Laserdisc Player : Sony LDP-1450
Players : 1
Control : 8-way joystick
Buttons : 2 => [A] Shoot; [B] Time Reversal Cube
- TRIVIA -
Released in September 1991 in Japan.
Created by Rick Dyer, the co-creator of "Dragon's Lair" and "Space Ace", Time Traveler features a cast of Hollywood actors and digitally mastered special effects. Selling over $18,000,000.00 in its arcade debut, Time Traveler remains the first and only coin-operated arcade game to deliver a real 3-D hologram experience.
The game's action sequences were filmed in San Diego, California, with 40 actors and a small production crew of about 5 people headed by Producer/Director Mark E. Watson of Fallbrook California. The game takes place across many iconic settings from different time periods. All the game's footage was shot as if it were a live action movie. Few props were used during filming as the actors had to imagine fantastical locations while being filmed in front of a green screen stage. Some actors performed multiple roles, for example, the same actor played an obese woman (called "amazon queen") and a chainsaw wielding character. The game's special effects, music and character voices were later added at a special effects studio in Carlsbad, California.
According to archived news video footage from TV stations in California the game was considered a financial success for Dyer's company (Virtual Image Productions) and SEGA, pulling an average of one million dollars per week during its peak at the arcades. The game's lifespan didn't prove so lasting though. With fighting games like Street Fighter and Mortal Kombat becoming extremely popular, SEGA released the game "Holosseum" as a conversion kit for the arcade cabinet about a year or so after Time Traveler's release. Though it didn't revolutionize the arcade industry as Dyer may have thought, it's mentioned he considered making a sequel and also adapting the technology into something usable in casino machines.
- TIPS AND TRICKS -
Easter eggs: Pressing both game buttons while pressing down on the joystick (with a credit on the machine) shows Rick Dyer dancing around with his son on his back. Doing the same procedure while pressing up on the joystick shows the game's development team.
- STAFF -
Created by : Rick Dyer
Engine: David Salizzoni
Produced/Directed by : Mark E. Watson
- PORTS -
To maintain the hologram feel, Digital Leisure has included 3-D glasses with it's CD-ROM and DVD movie player versions. A 2-D version is available on the same disc that may be played without the 3-D glasses.
* CONSOLES:
Sony PlayStation 2 : by Digital Leisure
Microsoft XBOX : by Digital Leisure
* COMPUTERS:
PC [MS Windows] : by Digital Leisure
Apple Macintosh : by Digital Leisure
* OTHERS:
DVD Video (2000)
- SOURCES -
Machine's picture.
Accepted [+] [X] The Pit Update submitted by XtC
The Pit (c) 1982 Zilec Electronics.
The player's avatar (described as "The Astronaut-Explorer" by the game manual) lands in a spaceship and must dig their way into a series of underground tunnels. While there, they must avoid being crushed by rocks, eaten by monsters, impaled by arrows, or melted in a vat of acid. Instead of a traditional timer, is a tank shooting away a mountain near the player's spaceship. After collecting the treasure, the only route back to the spaceship is by crossing "The Pit", which is a room with a sliding retractable floor underneath containing a monster that will devour the player and acid which will also kill.
The player receives 100 points for shooting each enemy, 1000 points for each crystal collected, 2,000 points for collecting large gems, and 1,000 points for crossing "The Pit" safely and reboarding the ship. There is a 10,000 point bonus for collecting all 3 large gems or all 4 small gems, and a 15,000 point bonus for collecting all 7 gems.
- TECHNICAL -
CPU on main board:
2x MK3880N-Z80CPU
1x AY-3-8910
1x oscillator 18.000Hz
on lower board:
1x oscillator 18432Hz
ROMs on main board:
1x AM2732 (1)
4x HN462732G (2,3,4,5)
1x MK2716J (6)
1x MMI6331
on lower board:
2x MK2716J (7,8)
Note 1x 22x2 edge connector
1x trimmer (volume)
2x 4 switches dip
- TRIVIA -
The Pit was released in April 1982.
The tank is labeled "Zilec" in the U.K. and U.S. versions, and "Taito" in the Japanese version. Other noticeable differences in the Japanese version include: a different color palette, boulders disappear when dislodged, spikes do not always fall from the roof of the large gem room, and the monster is absent from the acid pit.
- PORTS -
* COMPUTERS:
Commodore C64 (1983)
* OTHERS:
LSI Portable game (1982, "Zackman") by Bandai Elec. licensed by AW Zilec Electronics, Ltd.
- SOURCES -
Game's ROM.
Accepted [+] [X] Tetris Kiwamemichi [Model GDL-0020] Update submitted by XtC
Tetris Kiwamemichi (c) 2004 Success.
A Tetris games made by Success, heavily influenced by Arika's "Tetris - The Grand Master" series.
- TECHNICAL -
Model No : GDL-0020
Runs on the Sega "NAOMI GD-ROM System" hardware.
- TRIVIA -
Released in June 2004.
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2003)
Nintendo GameBoy Advance (2003, "Tetris Advance") : by Success
- SOURCES -
Game's ROM.
Game's screenshots.
Official website: http://www.success-corp.co.jp/software/ac/tetris/index.html
Accepted [+] [X] Tekken 5 Dark Resurrection Update submitted by XtC
Tekken 5 Dark Resurrection (c) 2005 Namco.
A second update to the Tekken 5 series, many changes were made from the first update that it warranted a new game altogether.
T5: DR features two new characters : Dragonuv, a cold-hearted Russian, whom uses Russian Sambo as his fighting style, and LiLi, a rich schoolgirl from Monaco, whom uses street fighting as her fighting style. Dark Resurrection also sees the return of the characters : Eddy Gordo (you can now select Eddy without having to unlock him as Christie's hidden outfit) and Armor King.
The game also features somewhat new stages. The stages take place in the original Tekken 5 stage settings, but they take place during a different time of day and with different setpieces. The original stages are also included, but must be unlocked. The forest stage from Tekken 3 has also been remade for this edition.
- TECHNICAL -
Namco System 256 hardware
- SERIES -
1. Tekken (1994, ARC)
2. Tekken 2 (1995, ARC)
3. Tekken 3 (1997, ARC)
4. Tekken Tag Tournament (1999, ARC)
5. Tekken Tag Tournament Turbo (1999, ARC)
6. Tekken 4 (2001, ARC)
7. Tekken Advance [Model AGB-ATKJ-JPN] (2001, GBA)
8. Tekken 5 (2004, ARC)
9. Tekken 5 Dark Resurrection (2005, ARC)
10. Tekken 6 (2007, ARC)
11. Tekken 6 - Bloodline Rebellion (2008, ARC)
12. Tekken Tag Tournament 2 (2011, ARC)
13. Tekken Tag Tournament 2 Unlimited (2012, ARC)
14. Tekken 7 (2015, ARC)
- PORTS -
* CONSOLES:
Sony PSP (2006)
Sony PlayStation 3 [PSN] : features HD support and a playable Jinpachi
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Official website: http://www.tekken-official.jp/tk5dr/index.html
Accepted [+] [X] Tehkan World Cup Update submitted by XtC
Tehkan World Cup (c) 1986 Tehkan, Limited.
- TECHNICAL -
Main CPU : (2x) NEC D780C (Z80) (@ 4.608 Mhz)
Sound CPU : NEC D780C (Z80) (@ 4.608 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz), OKI MSM5205 (@ 384 Khz)
RAM : (4x) Toshiba TMM2016P
Players : 2
Control : Trackball
Buttons : 1
- TRIVIA -
Even if titlescreen says 1985 (development year), Tehkan World Cup was released in January 1986 in Japan.
- TIPS AND TRICKS -
* Secret music : After finishing a game, and provided you reach the top scores, you are given the chance to enter your name. Instead of writing your name, try one of the following :
1) Type the planner name : 'TOMI' (in this case 'TOM' will be displayed and the last letter 'I' acts like the END button) and you will be able to listen to the ending theme which only comes up after winning the final. This means, that if you win the final, you can listen to the winning theme TWICE! :)
2) Type the programmer name : 'MICH' (here 'MIC' will be displayed and the last letter 'H' acts like the END button) you will be able to listen to some other music which does not exist anywhere else in the game!
- STAFF -
Programmer : Michishito Ishizuka (MIC)
Planner : Shinichiroh Tomie (TOM)
Music : Tsukasa masuko (TSU)
Character designer : Rie Ishizuka (aka Rie Yatomi) (RIE)
Cabinet designer : Kohji Okada
Illustration : Hideyuki Yokoyama (YOK)
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2004) "Tecmo Hit Parade"
Microsoft XBOX (2005) "Tecmo Classic Arcade"
- SOURCES -
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Tecmo Bowl Update submitted by XtC
Tecmo Bowl (c) 1987 Tecmo.
- TECHNICAL -
Game ID : 6206
Main CPU : (2x) Zilog Z80 (@ 8 Mhz)
Sound CPU : Zilog Z80 (@ 4 Mhz)
Sound Chips : (2x) YM3812 (@ 4 Mhz), (2x) MSM5205 (@ 384 Khz)
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in December 1987 in Japan.
- SERIES -
1. Tecmo Bowl (1987)
2. Tecmo Super Bowl (1993, Nintendo Famicom)
3. Tecmo Super Bowl II - Special Edition (1994, Nintendo Super Famicom)
4. Tecmo Super Bowl III - Final Edition (1995, Nintendo Super Famicom)
- STAFF -
Produce: Moritaka Nakamine, Shinichiro Tomie
Program: Tsukasa Chibana, Yoshihiro Kinjo, Hideki Kinjo, Satoru Yamauchi
Design: Moritaka Nakamine, Chizuo Kinjo, Ichiro Tomie, Kazunori Takafuji
Music: Mikio Saito
- PORTS -
* CONSOLES:
Nintendo NES (feb.1989)
Nintendo Famicom (nov.1990)
Nintendo Game Boy (1991)
Microsoft XBOX (2005, "Tecmo Classic Arcade")
Nintendo Wii [Virtual Console] (2007) : NES version
- SOURCES -
Game's ROM.
Accepted [+] [X] Taxi Update submitted by XtC
Taxi (c) 1988 Williams Electronics Games, Incorporated.
As a cabbie, you have to pick up Gorbie (based on Mikhail Gorbachev), Marilyn (based on Marilyn Monroe), "Pin*Bot" (from the hit pinball game of the same name), Drac, and Santa, and take them to their destination. After you deliver all five, the jackpot is lit, and you only have a few seconds to pick up the jackpot!
- TECHNICAL -
Williams System 11B
Main CPU : M6808 (@ 1 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz), OKI M6808 (@ 1 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), (2x) DAC, (2x) HC55516
- TRIVIA -
Drawn on the playfield near the right flipper there's a cow sitting in the side of a motorcycle combination.
- UPDATES -
Later versions replace Marilyn with Lola due to legal reasons.
- STAFF -
Designer : Mark Ritchie
Artwork : Python Anghelo
Software : Ed Boon
Mechanics : Craig Fitpold, Tony Kraemer, Mark Kim
Music and Sounds : Chris Granner
* VOICES
Gorbie : Steve Ritchie
Marilyn/Lola : Kathy Kline
Pin*Bot : Barry Oursler
Drac : Mark Ritchie
Santa : Chris Granner
- PORTS -
* CONSOLES:
Nintendo Wii (2008, "Pinball Hall of Fame: The Williams Collection")
Sony PlayStation 2 (2008, "Pinball Hall of Fame: The Williams Collection")
Sony PlayStation Portable (2008, "Pinball Hall of Fame: The Williams Collection")
* OTHERS:
Apple Store (Sep. 01, 2012, "The Pinball Arcade")
Android (Sep. 01, 2012, "The Pinball Arcade")
- SOURCES -
Game's ROM.
Machine's picture (bossyman15)
Accepted [+] [X] Tank Battalion Update submitted by XtC
Tank Battalion (c) 1980 Namco, Limited.
Tank Battalion is a multi-directional shooter arcade video game.
The player, controlling a tank, must destroy 20 enemy tanks in each level, which enter the playfield from the top of the screen. The enemy tanks attempt to destroy the player's base (represented on the map as an eagle), as well as the player's tank. A level is completed when the player destroys all 20 enemy tanks, but the game ends if the player's base is destroyed (independent on the number of lives) or the player loses all his lives.
- TECHNICAL -
Game ID : TB
Main CPU : MOS Technology M6502 (@ 1 Mhz)
Sound Chips : Discrete circuitry
Screen Orientation : Vertical
Video Resolution : 224 x 256 Pixels
Screen Refresh : 60.00 Hz
Palette Colors : 512
Players : up to 2 (alternate)
Control : 4-Way Joystick
Buttons : 1 (Fire)
- TRIVIA -
Tank Battalion was released in October 1980.
Tank Battalion was licensed for manufacture in the United States by Game Plan, Inc.
High score is anonymous.
A Tank Battalion unit appears in the 1982 movie 'Jekyll & Hyde... Together Again'.
- SERIES -
1. Tank Battalion (1980, AC)
2. Battle City [Model NAM-NBC-4500] (1985, FC)
3. Tank Force (1991, AC)
- PORTS -
* CONSOLES:
Emerson Arcadia 2001 [US] (1982) "Tanks A Lot [Model 1007]"
* COMPUTERS:
[JP] MSX (1984)
[JP] Sharp X68000 (1989) : by Pineapple
[JP] Sharp X68000 : L. Sound
Sord-M5 [JP]
PC [MS Windows, CD-ROM] [JP] (nov.28, 1997) "Namco History Vol.2"
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
Accepted [+] [X] Tank [Upright model] Update submitted by XtC
Tank (c) 1974 Kee Games.
This is a rather basic game. Each player uses a set of 2 levers to control a simple tank inside a maze. Blast mines and your opponent to win (This is a 2-Player only title, so you will need a friend to play).
- TECHNICAL -
Upright cabinet with woodgrain sides, and no sideart at all. The main monitor bezel and marquee have all the art (they are done in orange with primitive pictures of tanks). The control panel has 4 joysticks mounted on it (2 for each player). These are of the lever type, and only move up and down.
Note: The first 50 produced or so cabinets had a protruding wooden coin box area, between the two speaker grills and above the footpad.
Tank had no CPU, as its computer was made up entirely of TTL logic. This is a rather historical title, as it was the first game ever to use solid, contiguous characters, and is the earliest known use of ROM chips for video game graphics.
- TRIVIA -
Tank was released on November 05, 1974 in North America, selling at an MSRP of $1195.
This title was so popular that it allowed Atari to drop the Kee name entirely, and put most future games under the Atari label alone (distributors used to require exclusivity, which was why Atari had about 8 names back in the early 70s).
Also released as "Tank [Cocktail Table model]".
- SERIES -
1. Tank [Upright model] (1974)
1. Tank [Cocktail Table model] (1974)
2. Tank II (1975)
3. Tank 8 (1976)
4. Ultra Tank (1978)
- STAFF -
Started by: Steve Bristow
Finished by: Lyle Rains
Cabinet by: Pete Takaichi
- PORTS -
* CONSOLES:
Atari 2600 "Combat"
- SOURCES -
Game's picture.
Game's ROM.
Accepted [+] [X] Noukone Puzzle Takoron [Model GDL-0042] Update submitted by XtC
のーコネパズル たころん (c) 2006 Compile.
(Noukone Puzzle Takoron)
- TECHNICAL -
GAME ID: GDL-0042
Runs on the Sega "NAOMI GD-ROM System" hardware.
- TRIVIA -
Even if its titlescreen says 2006, Noukone Puzzle Takoron was released in February 2007 in Japan.
- PORTS -
* CONSOLES:
Wii (Japan, 2007) "Sharuui Takoron"
Wii (Korea, 2008) "Sharuui Takoron"
Wii (USA, 2008) "Octomania"
Wii (Europe, 2009) "Octomania"
- SOURCES -
Game's ROM.
Refused [+] [X] Tac/Scan Update submitted by XtC
Tac/Scan (c) 1982 Sega.
TAC/SCAN is a one or two-player vector-based shoot-em-up in which players control a formation squadron of seven fighter ships. All seven ships fire at once when the FIRE button is pressed, producing a spectacular missile salvo.
The player begins the game with a seven ship formation and a supply of reserve ships (shown above the player score). The object of the game is to accumulate points by destroying enemy ships while avoiding incoming fire. As well as the main squadron, there are a number of reserve ships and an ADD SHIP button. This transfers one of the reserve ships into the squadron formation. The 'add ship' position continuously cycles between the empty squadron positions, allowing players to time the ADD SHIP function to place fighters at their desired location.
There is an additional way to add ships to the squadron. During the course of the action, player ships enter the playfield and intermix with the enemy ships. The player can capture these fighters directly into the seven ship formation by steering them into empty fighter positions. The player's missile fire DOES NOT blow up friendly fighters, only enemy ships.
When the player attempts to dock a friendly fighter into their squadron, they have the choice of any of the vacant positions. A special feature occurs if the player ship docks into the front-most ship position (marked with a red cursor). This causes the squadron formation to regroup into a different pattern. If the load position is occupied, a fighter is added to the reserve count above the player's score.
TAC/SCAN has two different battle sequences, with each presented from different perspectives. At the end of the first battle the squadron regroups and a transition sequence takes the player into phase two. This sequence consists of enemy ships appearing in the distance but quickly growing in size as they approach the player's squadron. As win the first battle, players have the opportunity to rendezvous with friendly fighters.
At the end of the second phase a space tunnel appears and the player must steer the squadron through the tunnel. Any fighter that hits a tunnel wall explodes on contact. A triangular guide is displayed during this sequence to indicate where the ship formation should be. If the player keeps the formation centered within the guide, no ships will be lost.
The game is over once all seven ship positions become empty, even if the player still has ships in reserve.
- TECHNICAL -
Sega G80 vector hardware
Main CPU : Zilog Z80 (@ 4 Mhz), I8035 (@ 400 Khz)
Sound Chips : Custom (@ 400 Khz)
Screen orientation : Vertical
Players : 2
Control : dial
Buttons : 2
- TRIVIA -
Tac/Scan was released during November 1982. It was the only Sega vector game to use a vertically mounted (portrait) monitor.
- SCORING -
Rounds 1 through 7 :
Enemy ships : 100 points X round number.
Stingers : 1,000 points X round number.
Rounds 8 and above :
Enemy ships : 800 points.
Stingers : 8,000 points.
Destroying 2 enemy ships with a single missile salvo doubles the point values.
Destroying 3 enemy ships with a single missile salvo triples the point values.
- TIPS AND TRICKS -
* The most effective strategy for extending your playing time in Tac/Scan is to add as many extra ships as possible to your reserve (listed in upper-left corner of screen). Ships must be caught by the leading ship position which is further signified by a red colored underline in order to be added to your reserve. To begin capturing ships you must have at least one open position in your fleet; otherwise the game will not award ships (kill off 2 of your ships on the edges of your fleet at the very beginning of the game to achieve the highest amount of reserve ships during the first wave).
* Wave one in Tac/Scan should always be played with a minimum of two ships in your fleet, with additional ships added as the levels get faster and harder. The second and third wave can almost always be effectively played with only two ships, and it is very important not to waste reserve ships in these two waves (saving those ships for the more dangerous first wave).
* Always keep changing directions on both wave 1 and 2. It is very effective to destroy ships while turning on wave 1, and on wave 2 ships will have a hard time hitting you if you don't stay in the same position for very long.
* The faster you fire, the shorter your shots will travel. Allowing a short pause between shots will allow them to travel the distance of the screen.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982)
[US] Colecovision : Unreleased prototype.
[US] Sony PS2 (nov.7, 2006) "Sega Genesis Collection [Model SLUS-21542]" : as an unlockable extra.
[EU] Sony PS2 (feb.2, 2007) "Sega Mega Drive Collection [Model SLES-54333]" : as an unlockable extra.
[AU] Sony PlayStation 2 (feb.8, 2007) "Sega Mega Drive Collection" : as an unlockable extra.
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Super Mouse Update submitted by XtC
Super Mouse (c) 1982 Taito.
In this platform game, you are a mouse collecting a stash of food that happens to be scattered around the house. Opposing you are cats and cobras, which pop up out of nowhere. You're not exactly helpless, though. You have balloon bombs which you can lay and detonate, rocks on top of the house to drop, floors that move across when you step on them and pools of water under bridges which you open by walking over them. All these can kill cats and cobras, if you use them right.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 3.072 Mhz)
Sound CPU : Zilog Z80 (@ 2.5 Mhz)
Sound Chips : (2x) General Instrument AY8910 (@ 1.536 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Later re-released n as "Funny Mouse".
- SCORING -
Picking up food : 100 points
Dropping off food in hiding place : 200 points
Killing a Cat : 100 points
Killing a Cobra : 200 points (also see tips and tricks below)
Bonus for collecting all food : Killing all surviving Cats and Cobras
Bonus Round : 200-1500 points (if you hit it)
- TIPS AND TRICKS -
If you drown a Cobra in one of the pools, you also kill off the cats on the maze.
- PORTS -
* COMPUTERS:
Sord M-5 [JP] "Funny Mouse"
- SOURCES -
Game's ROM.
Accepted [+] [X] Idol Janshi Suchie-Pai 3 Update submitted by XtC
Idol Janshi Suchie-Pai 3 (c) 1999 Jaleco.
A mahjong game from Jaleco.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Released in September 1999.
- SERIES -
1. Bishoujo Janshi Suchie-Pai [Model SHVC-JS] (1993, SFC)
2. Idol Janshi Suchie-Pai Special (1993, ARC)
3. Idol Janshi Suchie-Pai II (1994, ARC)
4. Idol Janshi Suchie-Pai Special [Model IMP-SF0301] (1995, 3DO)
5. Idol Janshi Suchie-Pai Special [Model T-5701G] (1995, SAT)
6. Idol Janshi Suchie-Pai Limited [Model SLPS-00029] (1995, PSX)
7. Idol Janshi Suchie-Pai Remix [Model T-5704G] (1995, SAT)
8. Idol Janshi Suchie-Pai Special (1996, WIN3.1)
9. Idol Janshi Suchie-Pai II [Model T-5705G] (1996, SAT)
10. Idol Janshi Suchie-Pai II Limited (1996, PSX)
11. Idol Janshi Suchie-Pai II Limited Special Pack (1996, PSX)
12. Idol Janshi Suchie-Pai Special (1997, WIN95)
13. Suchie-Pai Adventure - Doki Doki Nightmare [Model T-5713G] (1998, SAT)
14. Suchie-Pai Adventure Doki Doki Nightmare (1998, PSX)
15. Suchie-Pai Adventure Doki Doki Nightmare Special Package (1998, SAT)
16. Idol Janshi Suchie-Pai Mecha Genteiban - Hatsubai 5 Shuunen Toku Package [Model T-5716G] (1998, SAT)
17. Idol Janshi Suchie-Pai Secret Album [Model T-5717G] (1999, SAT)
18. Idol Janshi Wo Tsukuttyaou (1999, DREAM)
19. Idol Janshi Suchie-Pai III (1999, ARC)
20. Idol Janshi Suchie-Pai Collection Koushiki Digital Gengashuu (1999, WIN95)
21. Idol Janshi Suchie-Pai Desktop De Asonjyaou (2001, WIN95)
22. Idol Janshi Suchie-Pai III Shokai Gentei ban (2002, WIN95)
23. Idol Janshi Suchie-Pai III Tsujou ban(2002, WIN95)
24. Idol Janshi Suchie-Pai Fandisk Shokai Gentei ban (2002, WIN98)
25. Idol Janshi Suchie-Pai Double Pack (2002, WIN98)
26. JALECO The Best Idol Janshi Suchie-Pai Limited (2002, PSX)
27. JALECO The Best Idol Janshi Suchie-Pai II Limited (2002, PSX)
28. Idol Janshi Suchie-Pai DVDPG Shokai Gentei ban (2003, DVD)
29. Ultra Series Idol Janshi Suchie-Pai Special (2003, WIN98)
30. YuYu Idol Janshi Suchie-Pai Special (2004, WIN98)
31. Idol Janshi Suchie-Pai PC Memorial BOX (2005, WIN98)
32. Idol Janshi Suchie-Pai III Remix (2007, DS/PSP)
33. Idol Janshi Suchie-Pai IV (2007, PS2)
34. Idol Janshi Suchie-Pai IV Portable (2010, PSP)
- PORTS -
* CONSOLES:
Sega Dreamcast (1999, "Idol Janshi o Tsukucchaou")
Sony PSP
Nintendo DS
* COMPUTERS:
Windows : by Harvest
- SOURCES -
Game's ROM.
Accepted [+] [X] Vs. Star Luster Update submitted by XtC
Vs. Star Luster (c) 1985 Namco.
- TECHNICAL -
Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 256 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Licensed to Nintendo.
- TIPS AND TRICKS -
Starnoid Call : at a pinch, press 1P+2P+3P+4P START at the same time.
- STAFF -
Sound : Hiroyuki Kawada
- PORTS -
* COMPUTERS:
Sharp X68000 (1994) : by Dempa
- SOURCES -
Game's ROM.
Accepted [+] [X] Starblade Update submitted by XtC
Starblade (c) 1991 Namco.
A 3-D space shoot'em up featuring 2 separate missions; the first is to destroy the planet 'Red Eye' while the second is to wipe out the enemy fleet and their leader. The game's sit-down cabinet featured a seat that vibrated whenever the player was hit, either by incoming fire or by enemy objects such as ships, asteroids etc. The yoke joystick - which had a fire button situated at the top of the stick, underneath where the player's thumb sits - was very similar in appearance and feel to that used in Atari's 1983 wireframe classic, "Star Wars (Atari)".
- TECHNICAL -
Namco System 21 hardware
Game ID : ST
Main CPU : (2x) Motorola 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz), (2x) TMS32025 (@ 24 Mhz)
Sound Chips : C140 (@ 32 Khz), YM2151 (@ 3.57958 Mhz)
Players : 1
Control : stick
Buttons : 4
- TRIVIA -
Starblade was released in September 1991 in Japan.
Victor Entertainment released a limited-edition soundtrack album for this game (Starblade & Galaxian3 - Project Dragon : Namco Game Sound Express Vol.06 - VICL-15009) on 21/03/1992.
- SERIES -
1. Starblade (1991)
2. Star Blade - Operation Blue Planet (2001)
- STAFF -
Chief director : H. Nakatani
Assistant director : K. Kobayashi
Programmers : Norimasa Matsuura, Y. Saitoh, Y. Ohmori
Music and sound effects : Shinji Hosoe
Visual director : W. Yanagawa
Visual designers : N. Kumagai, M. Tejima, M. Kimura
Industrial designer : N. Yoshimatsu
Mechanical designers : S. Kanebako, H. Igarashi, T. Wakayama, J. Uchida
Electrical designers : M. Yamada, O. Morita, M. Ito
Producers : K. Sawano, M. Yamada
- PORTS -
* CONSOLES:
Sega Mega-CD (1994)
Panasonic 3DO [JP] (Dec. 16, 1994; "Starblade [Model FZ-SJ5351]")
Sony PlayStation (1995, "Starblade Alpha")
Sony PlayStation 2 (2005, "Tekken 5") : As a bonus game
- SOURCES -
Game's pictures.
Game's ROMs.
Game's screenshot.
Accepted [+] [X] Scared Stiff [Model 50048] Update submitted by XtC
Scared Stiff (c) 1996 Midway.
- TECHNICAL -
Midway WPC-95
Model Number: 50048
Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : ADSP2105 (@ 10 MHz)
Sound Chip : DMA-driven DAC
- TRIVIA -
Scared Stiff was released in September 1996. 4,028 units were produced.
The animation for Meat Head shows a cow moo'ing.
There are 3 video tapes on the backglass :
'Corn Man from Mars' was Pat McMahan's name for the Martians that Doug Watson designed for Attack from Mars.
'Black Thursday' refers to the day everyone was laid off at WMS.
'Curse of the Zombie Cows'. Them cows again!
One of the deadheads, Bad Head, is playfield designer Steve Ritchie.
The cat in the backglass was drawn from a photo of designer Dennis Nordman's wife's cat, Chelsea.
In Attract mode, watch the list of Elvira's Favorite Stiffs. Sometimes DOHO is displayed as the oldest stiff at the bottom of the list.
- UPDATES -
REVISION 1.0
Date : September 4, 1996
- Initial release to production.
REVISION 1.1
Date : September 16, 1996
- Added French and Spanish translations.
- Saved by the Spell is now active during Multiball.
REVISION 1.2
Date : September 30, 1996
- Fixed a display glitch in The Spell is Cast.
REVISION 1.3
Date : November 13, 1996
- This revision updates the coffin to handle ball jams.
REVISION 1.4
Date : November 21, 1996
- Replay level maximums have been fixed.
- The JACKPOT lamp on the left ramp during hurry-ups has been fixed.
- Fixed 'Favorite Stiffs' score display.
REVISION 1.5
Date : February 7, 1997
- Improved Coffin Multiball display effect.
- Eliminated problem at ball start that could cause resets.
- Deadheads now award the correct value.
- Fixed skill shot bug that denied points to players 2,3, and 4.
- Coffin jam compensation improved.
- Attract Mode Spider adjustment improved to allow operator-settable delays.
- Fixed bad switch logic on Leaper targets.
- Fixed broken spider logic.
- Fixed lamps for a broken spider.
- TIPS AND TRICKS -
During Attract mode, press one of the following sequences :
B, 3L, 15R, 23L, 1R (that spells cow!)
B, 13L, 15R, 15L, 1R.
B, 13L, 1R, 2L, 1R.
B, 3L, 10R, 19R, 1L.
Please note that the L & R are reversable on all the codes to this game.
When Drac says 'Hurry, stop the spider!' the display usually shows a spider crawling up the web. But if instead the display shows the number 3 crawling up the web, then press the startbutton 3 times. This awards an extra Spider Spin.
Achieve a high score and enter the initials MOO.
With your machine set to the correct date, power up on any of these days for a birthday fanfare :
Mike 3/16/65 (Mike Boon, software)
Cameron 9/18/73 (Cameron Silver, software)
Alan 2/22
Eydie 1/5 (Mike Boon's wife)
Heather 5/14/96
Tania 12/5
Paul 11/11/57 (Paul Heitsch, sound/music)
Lindsey 9/24/86 (artist Greg Freres' daughter)
Lauren 8/30/89 (also Greg Freres' daughter)
Also listed in the ROM but not functional - Damien 5/22.
- SERIES -
1. Elvira and the Party Monsters (1989)
2. Scared Stiff (1996)
- STAFF -
Designers : Dennis Nordman (DEN), Mark Weyna
Artwork : Greg Freres
Software : Mike Boon (MAB), Cameron Silver (CJS)
Dots/Animation : Adam Rhine (ASR), Brian Morris (BCM)
Mechanics : Win Schilling (WIN), Bob Brown, Joe Loveday
Music & Sounds : Paul Heitsch (PH), Dave Zabriskie
- PORTS -
* OTHERS:
Apple Store (Oct. 29, 2012, "The Pinball Arcade")
Android (Oct. 29, 2012, "The Pinball Arcade")
- SOURCES -
Game's ROM.
Accepted [+] [X] The Speed Rumbler Update submitted by XtC
The Speed Rumbler (c) 1986 Capcom.
Export release. Game developed in Japan. For more information about the game itself, please see the original Japanese version entry; "Rush & Crash".
- TRIVIA -
The Speed Rumbler was released in September 1986 outside Japan. It is known in Japan as "Rush & Crash".
- PORTS -
* CONSOLES:
Nintendo NES : Unreleased prototype
[US] Microsoft XBOX (nov.24, 2006) "Capcom Classics Collection Vol. 2"
[US] Sony PS2 (nov.24, 2006) "Capcom Classics Collection Vol. 2 [Model SLUS-21473]"
[AU] Sony PlayStation 2 (apr.11, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
[EU] Sony PS2 (apr.13, 2007) "Capcom Classics Collection Vol. 2 [Model SLES-54561]"
Sony PlayStation 3 [PSN] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [EU] (feb.20, 2013) "Capcom Arcade Cabinet"
Microsoft XBOX 360 [XBLA] [AU] (feb.21, 2013) "Capcom Arcade Cabinet"
Sony PlayStation 3 [PSN] [US] (mar.19, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]"
Microsoft XBOX 360 [XBLA] [US] (mar.20, 2013) "Capcom Arcade Cabinet: Game Pack 3 [DLC]"
Sony PlayStation 3 [PSN] [US] (may.21, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
Microsoft XBOX 360 [XBLA] [US] (may.22, 2013) "Capcom Arcade Cabinet: All-In-One Pack [DLC]"
* COMPUTERS:
[US] Commodore 64 (jun.1987)
* HANDHELDS:
[US] Sony PSP (mar.22, 2006) "Capcom Classics Collection Remixed [Model ULUS-10097]"
[EU] Sony PSP (jul.21, 2006) "Capcom Classics Collection Remixed [Model ULES-00347]"
- SOURCES -
Game's ROM.
Accepted [+] [X] Splatterhouse Update submitted by XtC
Splatterhouse (c) 1988 Namco.
In a dark and stormy night, Rick and his girlfriend Jeniffer take refuge in the creepy West mansion, only to find himself dead and Jeniffer missing! Now, a mysterious sacrificial mask with amazing powers brings him back from the dead and in order to free himself from its curse, he must destroy the evil lurking deep within the mansion and save Jennifer in the process! Features some of the goriest graphics ever seen at its release date, awesome music & sound effects, lots of the typical toys seen in horror flicks (knives, etc.) as well as lots of challenge!
- TECHNICAL -
Namco System 1 hardware
Game ID : SH
Main CPU : 6809 (@ 1.536 Mhz)
Sub CPU : 6809 (@ 1.536 Mhz)
Sound CPU : 6809 (@ 1.536 Mhz)
MCU: HD63701 (@ 1.536 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Namco advanced 8-channel stereo WSG, stereo DAC
Screen orientation : Horizontal
Video resolution : 288 x 224 pixels
Screen refresh : 60.61 Hz
Palette colors : 24-bit RGB palette
Players : 2
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Splatterhouse was released in November 1988.
Licensed to Atari Games for distribution in the USA (February 1989). Only 100 PCBs were produced by Atari because the game was banned in most arcades in the USA due to its violent nature as well as some questionable bosses such as the chapel boss (The inverted cross). Splatterhouse was the first game to get a parental advisory disclaimer.
Rick makes a cameo appearance in "Point Blank 3".
Splatterhouse's developers seem to have been inspired by many known and a few lesser known horror flicks such as...
* Friday the 13th movies : The third boss wears a bag for a mask just like Jason Voorhees did on the first three movies and Rick's mask resembles the well-know hockey mask that Jason wears in the later movies of the series until the Jason X movie in which he gets a totally different new look.
* Evil Dead movies : Many concepts were borrowed from these particular movies such as : House deep within the woods where a famed scientist unleashes some very evil demonic power; The fight between Rick and his evil twins; The evil severed hands that even taunt him; The possessed room with flying furniture; The necromancer's zombies that just won't die, Rick's quest to rescue Jennifer, only to find her possessed and turned into a cackling demon hungry for his blood!
* The Exorcist : When fighting against demon Jennifer, she recovers her sanity for a few brief moments and begs for your help just before turning into a demon once again, something quite similar is seen in this horror classic.
* H-man : The sludge monsters seen in the sewer levels seem somewhat similar to the liquid people seen in this old japanese horror flick.
* Poltergeist : The possessed room may also have been inspired by this movie.
* Parasite : The leeches seen at the end of the first stage as well as in many other later levels are cleary based on the creatures seen in this pseudo 3-D movie.
* Rejuvenator : The big headed monsters whose heads fly off and attack before dying are very reminiscent of the gruesome brain-eating monster seen in this film.
* Re-Animator : Dr. West is largely believed to be Herbert West who was featured prominently in H.P. Lovecraft's story Herbert West : Reanimator, who was subsequently featured in the "Re-Animator" film series.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Winning Run : G.S.M. Namco 2 - D24B1003) on 21/07/1989.
- TIPS AND TRICKS -
* Slide Kick : Rick's most powerful attack is also the trickiest move to do in the game! Do a big jump (hold the jump button) while walking either left or right, then as Rick comes down from the jump hold diagonally down-left or down-right and press the attack button JUST BEFORE Rick's feet touch the ground. Use this move to take out many enemies at once and to quickly reach a level's exit but be sure not to slide right into a trap such as a pit, an acid puddle, etc.!
* Reaching The Exit Is More Important Than Fighting! : When you are close enough to the end of a level, Rick will automatically walk towards the exit and he becomes completely invulnerable to any incoming enemy attack!
* Save Your Ammo! : You can only use your weapons while standing or jumping. This means you are free to low kick or slide kick your enemies in order to save your weapons for tougher enemies in a particular level. Also each time you pick another weapon, Rick will drop the previous weapon slightly ahead of him allowing you to pick it up again. This is particularly useful against the third stage's boss since you'll be able to easily blow him away with two shotguns!
- SERIES -
1. Splatterhouse (1988, Arcade)
2. Splatterhouse - Wanpaku Graffiti (1989, Famicom)
3. Splatterhouse Part 2 [Model T-14143] (1992, Mega Drive)
4. Splatterhouse Part 3 [Model T-14153] (1993, Mega Drive)
- STAFF -
Director : Mr. Yokoyama
Producer : Kazuu
Associate producer : Haya Paya
Programmer : PSQGL
Art director : M. Ishida
Special visual effects : T. Oda
Special makeup designed and created by Daihadan13.
Original music : Katsurou Tajima, Yoshinori Kawamoto
Title designer : Mr. Usukura
Special artist : Y. Komoriya
Data processing : Mr. Natsui, Miss. Chiiko
Debug chief : Sisyo Seto Kyososama
- PORTS -
* CONSOLES:
[JP] NEC PC-Engine (1990) "Splatterhouse [Model NC90002]"
* COMPUTERS:
[JP] FM Towns CD (1992) "Splatterhouse [Model HMD-146]"
[JP] PC [MS-Windows, CD-ROM] (2003) : "ULTRA series" from Media Kite under Namco license
* OTHERS:
LCD handheld game (1988) "Splatterhouse [Model LCD-113]"
[US] Arcade (2018) "Pac-Man's Pixel Bash"
- SOURCES -
Game's ROM.
Accepted [+] [X] Spectar Update submitted by XtC
Spectar (c) 1980 Exidy.
Spectar, released by Exidy in 1980, is the follow-up of "Targ". Gameplay is apparently unchanged, you control a vehicle called Whummel into a 9x9 grid maze, chasing down, and being chased by, the alien invaders. Targs have evolved into the more dangerous Rammers, and Spectars appears more often, shooting at player's ship.
You use a 4-Way joystick to guide your vehicle in the maze, and a pushbutton to shoot at enemies. Up to 2 players can alternate in gameplay.
The most noticeable difference from his predecessors is that to complete a level you can now collect all the gems in the maze, in a "Pacman"-like game or destroy all of the Rammers (like in "Targ"). Rammers and Spectars continue to appear from flashing pods, so you cannot rest and plan your course easily, or you will be overwhelmed by the alien force.
Graphic is highly improved compared to his predecessor : The maze now has barricades that must be avoided or can be used as a shielding against the enemies, and has ten environment settings, changing from the 'square-block town' of Targ to a city, a forest, a lunar landscape and many more. The enemies too are smarter and faster, and the fact that they go on spawning from the pods makes the game a even more frenzy challenge.
- TECHNICAL -
Main CPU : MOS Technology M6502 (@ 705.562 Khz)
Sound Chips : Samples, DAC
Screen orientation : Horizontal
Video resolution : 248 x 256 pixels
Screen refresh : 57.00 Hz
Palette colors : 8
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in November 1980.
'Spectar' stands for 'Special Target'.
A French version of this game is known as "Phantomas" (by Jeutel).
A bootleg is known as "Rallys".
- SCORING -
Run over a dot : 20 points.
Hit a targ (red ships) : 10 X rack number.
Hit a spectar (green ships) : 100-500 points.
Finish off rack : 1000 X rack number.
- SERIES -
1. Targ (1980)
2. Spectar (1980)
- STAFF -
Designed & programmed by : Manuel Campos
- PORTS -
* CONSOLES:
Colecovision : Unreleased prototype
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Space Zap [Model 902] Update submitted by XtC
Space Zap (c) 1980 Midway.
A multi-directional space shoot'em up game.
The space colony is in danger his defense base is being attacked by a alien threat it comes in four differents quadrants and their attacks are devastating, quickly use the cannon to destroy them and release the base of the hostile threat must be quick because time passes, the enemy increases the intensity and speed of attack and can exploit its base you must avoid this, you must using your control skills at win the mission and defend your base.
- TECHNICAL -
Game No. 902
Upright model
Dimensions: 73 x 26-1/2 x 34 inches
Main CPU : Zilog Z80 (@ 1.789773 Mhz)
Sound Chips : Astrocade (@ 1.789773 Mhz)
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players: 2 (Alternatively)
Buttons: 5 (four directional buttons and a fire button).
- TRIVIA -
Space Zap was released in October 1980.
This game was licensed from Game-A-Tron, who had released it earlier also as Space Zap.
In addition to "Berzerk", Space Zap also inspired the multi-directional shooting in "Robotron". At the time, this fact was not well known.
- SCORING -
Space mine : 250 points
Alien ship : 500 points
Attack sattelite : 2,000 points
- TIPS AND TRICKS -
Extra laser bases are awarded every 75,000 points.
- STAFF -
Developer: David Nutting Associates
- PORTS -
* CONSOLES:
Bally Astrocade "Space Fortress"
* COMPUTERS:
Tandy Color Computer (198?, "Space Zapper")
TI99/4a (1983, "Starship Pegasus")
- SOURCES -
Game's ROM.
Game's Manual.
Accepted [+] [X] Space Ace Update submitted by XtC
Space Ace (c) 1983 Leland.
One gallant earthling stands between the inter-planetary invasion forces of the blue-skinned alien Commander Borf and their intended target, Earth : an earthling named Dexter. On Dexter's narrow shoulders ride the fate of Earth and the well-being of his lovely sidekick, Kimberly, who Borf has carried off into the cosmos.
Dexter sets off in hot pursuit of Lord Borf, battling monsters, machines and mechanisms as he fights his way across the galaxy. During his daring quest, Dexter relies on his wits, agility and quick reflexes to overcome the deadly predicaments and bizarre opponents Borf throws in his path; but when the peril grows too great for even cunning and courage to prevail, Dexter has a secret strength in reserve.
Exposure to mysterious cosmic rays has given Dexter a remarkable ability. Just when our hero seems doomed and all appears lost, he undergoes a startling transformation into his super-mighty, super-bold, super-self : SPACE ACE! a broad-shouldered, good-natured alter ego who evens out the odds as Dexter struggles to rescue Kimberly.
Pursued to his home planet by this resourceful and relentless adversary, Borf turns and faces Dexter in a final and climactic confrontation. Determined to prevail at all costs, Borf resorts to the ultimate weapon, a weapon capable of reducing even the mighty Space Ace into a helpless infant : the dreaded INFANTO-RAY! Only Space Ace can survive such a crisis, and Space Ace alone can save the Earth, save the girl, and save the day!
- TECHNICAL -
Space Ace was made available to distributors in two different formats; a dedicated cabinet, and a conversion kit that could be used to turn an existing copy of "Dragon's Lair" into a Space Ace game. The conversion kit included the Space Ace laserdisc, new EPROMs containing the game program, an additional circuit board to add the skill level buttons, and replacement artwork for the cabinet. The game originally used the Pioneer LD-V1000 or PR-7820 laserdisc players, but an adaptor kit now exists to allow Sony LDP series players to be used as replacements if the original player is no longer functional.
Main CPU : Zilog Z80
Sound Chips : General Instrument AY8910, Custom
ACTION BUTTON : The action button functions in a variety of ways in a variety of situations. Most frequently the Action button fires weapons and energizes Dexter into Space Ace.
JOYSTICK : The joystick controls the direction of movement of the Dexter and Space Ace characters.
- TRIVIA -
Released in October 1983.
The animation staff provided their own voices for their own characters, in order to keep the costs down. Animator, Jeff Etter was the voice of Ace. Storyman / animator Will Finn was the voice of Dexter. Animator, Lorna Pomeroy (wife of Co-Producer, John Pomeroy) was the voice of Kimmy. Don Bluth was the voice of Commander Borf. The narrator was Michael Rye and the musical score was created by Christopher Stone.
The scantily-clad heroine Kimberly was named after one of the people of the animation staff whose name was Kimberly Coy.
Space Ace were released 1984 by Cinematronics/magicom and licensed to Atari and Sidam (only Italy) for the European market. The European version of Space ace don't have the skill select that the Cinematronics version have. The Atari's and Sidam's version were made for the PAL system and Cinematronics version were made for the NTSC system.
The Cinematronics hardware and software were also totally different from Atari's/Sidam's.
Space Ace was re-released in 1991, this time without the different skill levels, were released as a conversion kit for "Dragon's Lair II - Time Warp". But this time it was Leland that produced the game.
Cinematronics went out of business late in 1984, the same year Space Ace were first released. None of the hardware or software from Cinematronics 1984 version were used in Lelands 1993 version.
Space Ace were again licensed to Atari and Sidam (only Italy) for the European market. But this time Leland, Atari and Sidam used some of the same hardware for the 1991 version of Space Ace. Leland used a Sony 1450 LD-player. Atari and Sidam Again used a Philips player, allowing them to skip the NTSC pcb.
A Space Ace machine was showed up at the 2003 classic arcade games show 'California Extreme', San Jose, California.
Space Ace was also featured as an animated series : Ruby-Spears Productions. Produced By Joe Ruby, Ken Spears. Aired as part the second season of 'Saturday Supercade' on CBS.
- UPDATES -
Some scenes are left out in Cinematronics version, depending on the skill level the player plays. In skill level 'Space Ace' all scenes are included.
In 1991, Leland released a slightly updated version of Space Ace in the form of a conversion kit for the then recently-released "Dragon's Lair II - Time Warp". The updated version added more complicated moves (including diagonal moves), and dropped the easier skill levels, meaning only the 'Ace' (difficult) level could be played.
- STAFF -
Designer: Rick Dyer
- PORTS -
* CONSOLES:
Philips CD-I (1993)
Nintendo Super Famicom (1994)
Sega Mega-CD (1994)
Panasonic 3DO (1995)
Atari Jaguar CD (1996)
Nintendo Wii (2010, "Dragon's Lair Trilogy")
* COMPUTERS:
Commodore Amiga (1990)
Commodore Amiga (1993, "The Animation Classics Pack")
PC [MS-DOS, CD-ROM] (1994)
PC [MS Windows 9x, CD-ROM] (2003)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Sorcerer [Model 532] Update submitted by XtC
Sorcerer (c) 1985 Williams Electronics, Incorporated.
- TECHNICAL -
Williams System 9
Model Number : 532
- TRIVIA -
3,700 units were produced.
- STAFF -
Design by : Mark Ritchie
Art by : Pam Erickson
- PORTS -
* CONSOLES:
Nintendo Wii (2008) "Pinball Hall of Fame: The Williams Collection"
Sony PlayStation Portable (2008) "Pinball Hall of Fame: The Williams Collection"
- SOURCES -
Game's ROM.
Accepted [+] [X] Soccer Brawl [Model NGM-031] Update submitted by XtC
Soccer Brawl (c) 1992 SNK.
A futuristic soccer game.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-031
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (2 used)
=> Attack : [A] Kick/Power shoot, [B] Pass
=> Defense : [A] Sliding cut/Arm punch, [B] Heading
- TRIVIA -
Released in February 1992.
- STAFF -
Produced by : Eikichi Kawasaki
Front designers : Strong-Ko-Kongoh, Bomber Kanae, T. Yokoyama, Sambo Asako
Back designers : M.K, S. Chinatsu
Programmers : Mantaru Hantaru, From A to Z
Music : Domitory Room102, Wolf.Gang Amadeus Yamada
Directed by : Fire Narisuke
- PORTS -
* CONSOLES:
SNK Neo-Geo (Mar.12, 1992; "Soccer Brawl [Model NGH-031]")
SNK Neo-Geo CD (Mar.31, 1995; "Soccer Brawl [Model NGCD-031]")
- SOURCES -
Game's ROM.
Machine's picture.