Accepted [+] [X] WaveRunner GP Update submitted by XtC
WaveRunner GP (c) 2001 Sega Enterprises, Limited.
- TECHNICAL -
Runs on the Sega "NAOMI" Hardware.
Screen Orientation: Horizontal
- TRIVIA -
WaveRunner GP was released in August 2001.
- SERIES -
1. WaveRunner (1996)
2. WaveRunner GP (2001)
- PORTS -
* CONSOLES:
Sega Dreamcast "WaveRunner" : Prototype
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Accepted [+] [X] Vs. Wrecking Crew Update submitted by XtC
Vs. Wrecking Crew (c) 1984 Nintendo.
- TECHNICAL -
Main CPU : (2x) N2A03 (@ 1.789772 Mhz)
Sound Chips : (2x) N2A03 (@ 1.789772 Mhz), (2x) DAC (@ 1.789772 Mhz)
Screen orientation : Horizontal
Video resolution : 512 x 240 pixels
Screen refresh : 60.00 Hz
Palette colors : 128
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
Released in September 1984.
- SERIES -
1. Vs. Wrecking Crew (1984)
2. Wrecking Crew (1985)
3. Wrecking Crew '98 (1998, Nintendo Super Famicom)
- STAFF -
Sound : Hirokazu Tanaka
- PORTS -
* CONSOLES:
Nintendo Famicom (1985)
Nintendo Famicom (1989,"Famicom Disk System")
Nintendo Super Famicom (1998, "Wrecking Crew '98") : As a bonus game
Nintendo Game Boy Advance (2004, "Famicom Mini Series")
Nintendo Wii [Virtual Console] (2007)
- SOURCES -
Game's ROM.
Accepted [+] [X] Wizard of Wor [Model 961] Update submitted by XtC
Wizard of Wor (c) 1980 Midway.
Wizard of Wor is a maze-based shoot-em-up featuring one or co-operative two-player gameplay. In a two-player game, player one controls yellow Worriors while player two controls blue Worriors. Players are also able to shoot each other's Worriors, earning bonus points and causing the other player to lose a life. Team-oriented players can successfully advance through the game by standing back-to-back and firing at anything that comes at them.
Each single-screen dungeon consists of a grid forming walls and corridors. There are doors situated at the left and right edges of the screen that are inter-connected, making the dungeon wrap around. Whenever a door is used by a player or monster, it deactivates for a short period, making it impassable. A small radar display indicates the positions of all active monsters.
As long as a player has at least one life in reserve, a backup Worrior is displayed in a small sealed box at the corresponding bottom corner of the dungeon. When the current Worrior is killed, the box opens and the player has 10 seconds to move the back-up into play before automatically being forced in.
The various monsters include the following:
* Burwor: A blue wolf-type creature.
* Garwor: A yellow Tyrannosaurus rex-type creature.
* Thorwor: A red scorpion-like creature.
* Worluk: An Insectoid-type creature.
* Wizard of Wor: A blue wizard.
Both Garwors and Thorwors have the ability to turn invisible but will always appear on the radar. All enemies except the Worluk can shoot at the Worriors.
Each dungeon starts filled with six Burwors. In the first dungeon, killing the last Burwor will make a Garwor appear. In the second, the last two Burwors are replaced by Garwors when killed; and so on. From the sixth dungeon on, a Garwor will replace every Burwor when killed.
There will never be more than six enemies on the screen at once. On all screens, killing a Garwor causes a Thorwor to appear. From the second dungeon on, after the last Thorwor is killed, a Worluk will appear and try to escape through one of the side doors. The level ends when the Worluk either escapes or is killed; in the latter case, all point values for the next dungeon are doubled.
- TECHNICAL -
Wizard of Wor arcade units came in a white dedicated cabinet with sticker sideart of a menacing looking wizard. Cabaret and cocktail versions were also common (The cabaret models had wood grain paneling with no sideart, while the cocktail versions had the monitor mounted sideways for some reason).
Main CPU : Zilog Z80 (@ 1.789773 Mhz)
Sound Chips : (2x) Astrocade (@ 1.789773 Mhz), Votrax SC-01
Screen orientation : Horizontal
Video resolution : 320 x 204 pixels
Screen refresh : 60.00 Hz
Palette colors : 256
Players : 2
Control : 4-way joystick (that had 2 positions for each directions)
Buttons : 1 (FIRE)
- TRIVIA -
This game featured some early speech synthesis that was done in a similar manner to that in "Gorf" (Gorf and Wizard of Wor ran on nearly identical hardware). Here is a list of the phrases the Wizard says throughout the game :
Insert coin and game over mode :
1) Hey! Insert Coin!
2) Find me ...The Wizard of Wor.
3) I'm out of spite, ha ha ha ha!
Get ready or coin acceptance mode :
1) Get ready, worrior.
2) You better hope you don't find me, the Wizard of Wor.
3) Another coin for my treasure chest.
4) Ah good! My pets were getting hungry. Ha ha ha ha!
5) My worlings are very very hungry. Ha ha ha ha!
6) Welcome to my world of Wor.
7) So you've come to score in the world of Wor. Ha ha ha ha!
8) You're off to see the Wizard, the magical Wizard of Wor.
Dungeon start-ups :
1) Kill Worluk for double score.
2) You are in the dungeons of Wor.
3) I am the Wizard of Wor.
4) One bite from my pretties, and you'll explode, ha ha ha ha!
5) Worluk will escape through the door.
6) Watch the radar, worrior.
7) Thorwor is red, mean, and hungry for space food.
8) Remember, I'm the wizard, not you.
9) If you can't beat the rest, then you'll never get the best! Ha ha ha ha!
10) You'll never leave Wor alive! Ha ha ha ha!
11) If you destroy my babies, I'll pop you in the oven! Ha ha ha ha!
12) Burwor hasn't eaten anyone in months. Ha ha ha ha!
13) My babies breathe fire worrior.
14) I'll fry you with my lightning bolts.
15) Burwor, Garwor, and Thorwor will do you in.
16) My creatures are radioactive.
Bonus player awarded :
1) You'll get ...The Arena! Ha ha ha ha!
2) Another worrior for my babies to devour.
3) Keep going and you will find me.
4) A few more dungeons and you will be a Worlord.
5) Worrior fear, I draw near, each time I appear. Ha ha ha ha!
6) You won't have a chance for your dance worrior. Ha ha ha ha!
7) Now you're asking for trouble worrior.
8) Now I'm getting mad worrior.
First Garwor appears :
1) Now you get the heavyweights! Ha ha ha ha!
2) Garwor, go after them!
3) If you try any harder, you'll only meet with doom, ha ha ha ha!
4) If you get too powerful, I'll take care of you myself, ha ha ha ha!
5) My magic is stranger than your weapons, worrior.
6) Worrior, while you developed science, we developed magic.
7) Your bones will lie in the dungeons of Wor, ha ha ha ha!
8) Garwor and Thorwor, become, invisible! Ha ha ha ha!
Wizard kills worrior :
1) You've just been fried by the Wizard of Wor! Ha ha ha ha!
2) Bite the bolt worrior. Ha ha ha ha!
3) Wasn't that lightning bolt delicious? Ha ha ha ha!
4) And my teleporting spell can be even faster! Ha ha ha ha!
5) Now you know the taste of my magic, worrior.
6) Maybe you'll see me again worrior.
7) Your explosion was music to my ears! Ha ha ha ha!
8) I'll say it again, worrior fear, I draw near, each time I appear. Ha ha ha ha!
Worlord dungeon startups :
1) Worlord, be forewarned! You approach, The Pit!
2) Your path leads directly to The Pit! Ha ha ha ha!
3) Deeper, ever deeper into the dungeons of Wor.
4) Beware! You are in the Worlord dungeons!
5) Ah! You thought you could hide but I'm the dungeon master.
6) Thor Bur Gar! Dinner's ready! Ha ha ha ha!
7) Hey! Your space boot's untied! Ha ha ha ha!
8) My beasts run wild in the Worlord dungeons. Ha ha ha ha!
Phrases for The Pit :
1) Now your only chance is your dance! Ha ha ha ha!
2) Are you fit, to survive The Pit? Ha ha ha ha!
3) Oops! I must have forgotten the walls! Ha ha ha ha!
4) Worlord, where are you going to hide now? Ha ha ha ha!
End of game :
1) Come back for more with the Wizard of Wor. Ha ha ha ha!
2) The dungeons of Wor await your return, worrior.
3) Deep in the caverns of Wor, you will meet me, worrior.
4) The Wizard of Wor thanks you.
5) You know you can do better, worrior.
6) Hurry back! I can't wait to do it again.
7) You can start anew, but for now you're through. Ha ha ha ha!
8) He he he ho ho ho ha ha ha! That was fun!
When you have reached the Worlord dungeons, the Wizard calls you Worlord, instead of worrior.
- SCORING -
Burwor (Blue Monster) : 100 points
Gurwor (Yellow Monster) : 200 points
Thorwor (Red Monster) : 500 points
Yellow or Blue Worrior : 1,000 points
Worluk : 1,000 points + Double Score for Next Dungeon
Wizard of Wor : 2,500 points
- TIPS AND TRICKS -
The game progresses through a series of dungeon mazes, each one deeper in the caverns of Wor. One other worrior accompanies you into the dungeons, and if you wish to survive for long, you should work with him to conquer the monsters you will encounter. At the start of each dungeon, there are blue Burwors moving around the maze. As you destroy them, yellow Garwors come out, and as you destroy them, red Thorwors take their place. When the last red Thorwor is shot, winged Worluk comes out (not in the first maze). Try to shoot him before he escapes out one of the side doors, as that will double all the point values for the next dungeon. After Worluk has escaped or been shot, the Wizard of Wor might show up. He uses a powerful teleport spell to jump himself from place to place in the dungeon, all the while firing lightning bolts. He keeps reappearing until one worrior has been destroyed, or he himself has been shot. If any worriors are left, the next dungeon is entered. This sequence of events continues until all of the player's worriors have been vanquished.
In the basic dungeons, a worrior can learn the fundamentals of survival. It is very easy to walk blind around a corner, into the mouth of a waiting monster. When the monsters are really moving, they are faster than you are. This makes running away difficult. There is a point where you will have to turn and fight them before they eat you.
Your worrior is easy to operate - a 4-direction joystick for movement in the dungeons, and a fire button for the concentrated unified-field-disturbance rifle. The joystick has two contacts in each direction, a direction contact and a movement contact. A light tap to the joystick will face your worrior in a certain direction, without moving him out of position. To move your worrior, just hold the joystick over in one direction.
The unified-field-disturbance rifle is easy to use. It fires in the direction your worrior is facing. It operates on the principle of a concentrated unified-field-disturbance area coupled with a displacement through 4-space. This means that it can create only one disturbance at a time, and the disturbance must continue moving until it expands its energy on some object, usually a monster or a wall of the dungeon.
Only one shot can be in the air at a time. This means that in a short corridor you will be able to fire rapidly, because your shot will always quickly encounter a wall. In a long corridor, the shot stays in the air for a long time, leaving you in hot water if a monster is approaching from the side.
If your shot occasionally seems to go in the wrong direction, it is because your worrior has not fully rounded a corner before firing. Your shot went in the direction you were just facing, not in your new direction. Learning when not to shoot is an important part of the strategy of this game.
Entering the dungeon is simple to do, but at times, particularly in the Worlord dungeons, choosing the right time to enter can be a little tricky. At the start of each dungeon, you have ten seconds to bring your worrior into the maze. To do so, just push the joystick toward the maze. When your worrior comes out, he is facing the radar screen. If you do not bring the worrior out of the ready box immediately, the ten second count-down begins. The numbers of the count are shown next to the ready box. At the end of the ten seconds, your worrior will automatically be brought into the dungeon. At the beginning of a dungeon, all the monsters are started away from the 2 ready boxes. But since the monsters move randomly at first, they can start to move closer to you. Also, when a worrior has been destroyed, you may immediately bring a new worrior into play. However, monsters might be milling about next to your ready box. To avoid being eaten, wait for the monsters to clear the area before bringing your worrior out. It is important to note that a new worrior can be brought in at any point during play. If you get eaten or shot, just bring in another worrior and have at it! This is particularly useful with Worluk, who may eat you once, but not escape immediately. It is often possible to bring a second worrior in, and kill Worluk for double score on the next dungeon, before he escapes.
In a one player game, the blue worrior is controlled by the computer. He is a first in video gaming, as he is your friend inside the machine. He will never shoot at you, he shoots only at monsters. Sometimes, he will even save your life by shooting a monster sneaking up behind you. Be careful not to get between him and a monster, for he will still try to shoot the monster, and you might catch his shot.
Teamwork is also a major point of strategy in Wizard of Wor. In the basic dungeons, there are places where two worriors can cut off the monsters as they try to enter the corridor where the worriors are standing. This position is strong but not invincible. The monsters, particularly the last few monsters left in a maze, are moving fast enough to occasionally duck in between shots, and eat you. Back to back in a short corridor is good teamwork. Note that the two worriors can pass through each other unhindered. But be careful! When you are close together, it's very easy to accidentally shoot each other.
In the early mazes, it is to your advantage to initially go out and shoot as many monsters as you can. This is because the monsters move slowly at first, but get faster later. The more slow monsters you shoot, the fewer fast monsters will be left to eat you. When the monsters speed up, then find a good teamwork spot. In the upper level mazes, the Worlord dungeons, the critical thing is to not miss a shot, for if a shot misses a monster, it is likely to travel a long way before hitting a wall, and in that time a monster will probably come along and eat you. In some of the Worlord dungeons, there are places that two worriors can defend effectively, but they are very hard to get to, and often one player might loose a worrior trying to move into position. When you reach the Pit, you're on your own...
There are 2 levels of overall difficulty in the dungeons - basic dungeons and Worlord dungeons. In addition, there are 2 special dungeons, the Arena and The Pit, which occur at special times during play.
Each dungeon consists of an 11-by-6 matrix of squares, with a wall or opening on the sides of each square. The maze is symmetrical around the center vertical axis. Every maze has a side escape door located four squares up from the bottom, and on each side of the maze. Going out the door on one side brings you in the door on the other side. This can be confusing at first, but becomes quite handy when you get used to it. After using the side escape door, it remains closed for a short amount of time before reopening.
When Worluk is out, the door always remains open. Proper use of the side escape door will sometimes aid in escaping trouble, and can also help to cut off Worluk before he escapes. The basic dungeons consist of many short passages with many possible different pathways, and some long corridors. At first glance, the long corridors appear to be the most strategic spot, but this is not true. Due to the firing mechanism, it is usually the most dangerous spot, as you are not able to fire very often. Finding good places for team work is relatively easy here. In the area between the radar screen and the dungeon, a description of some current important aspect of the game is displayed. In dungeon one, the word RADAR is shown, indicating to the novice player the function of the radar.
On other dungeons, the level of the current dungeon is indicated. When Worluk comes out, the word WORLUK is displayed there, as is WIZARD OF WOR when he shows up. It tells when either of these has ESCAPED. And it tells when DOUBLE SCORE has been earned for shooting Worluk. It also tells you of THE ARENA and THE PIT.
Below the bottom of the dungeon is the radar. This shows you the location of every monster in the dungeon, visible and invisible. It is important to learn to use the radar to anticipate a monster coming from behind. The only creatures that do not show on the radar are the worriors and the Wizard himself. When you have reached dungeons eight and above, you have become a Worlord. Now you have the honor of testing your skill in the Worlord dungeons. These dungeons are much tougher, there are fewer walls and more open spaces. If even one shot misses, and travels the long distance down to the opposite wall, a monster will very likely come up and gobble you down. Finding and establishing yourself in solid strategic positions is very difficult. It is easy to have several worriors chomped up in a row. Sometimes the monsters will line up along one edge of the maze - a lovely parade. However, if just one monster starts approaching from the top, watch out!
The Arena is the dungeon that comes when the 1st bonus player is awarded. Since the bonus player is switch selectable for the fourth or the fifth maze, the same switch will also control the appearance of the Arena. It is the most difficult maze of the basic dungeons, featuring an arena. This is a large open area in the middle of the dungeon, with openings level with the side escape doors. This is a preview of the Worlord dungeons and The Pit.
Surviving The Pit is the ultimate goal of Wizard of Wor. The Pit occurs at the 13th dungeon, and every 6th dungeon thereafter. In other words, the 19th, 25th, 31st, etc. dungeons are The Pits. One missed shot here is almost certain to be fatal. The Wizard is particularly deadly here, as there is nowhere to hide. A bonus player is awarded at the first Pit. The other Pits do not award a bonus player. Sophisticated maneuvering, intestinal fortitude (guts), and a bit of luck are needed to make it through The Pit unscathed. Surviving The Pit without losing a worrior earns you the title of Worlord Supreme. Best of luck!
The Wizard of Wor loves to hear the patter of little feet running through his dungeons. So he created some lovely beasties, known as Worlings. Burwor is beautiful, bouncing blue. 6 of them exist on each dungeon level. They always remain visible. This is because the Wizards favorite color is blue. As each Burwor is shot, a Garwor may come to take his place. Garwor is kind of overfed, and waddles a bit, but he has yellow scales that are just delicate. As Garwors are shot, Thorwors are teleported in to take their place. Thorwor is sleek and dangerous red.
All of these monsters can shoot an occasional lightning bolt. Only Garwor and Thorwor have the Wizards spell of invisibility. They become visible when they enter the same corridor as a worrior, and when they are initially teleported in.
In the 1st dungeon, when the last Burwor is shot, he is replaced by a Garwor. When a monster is placed in the dungeon, it is at a random location, somewhere away from both worriors. In the 2nd maze, the last 2 Burwors are replaced by Garwors. The progression continues until the sixth dungeon, when all six Burwors are replaced by Garwors. Whenever a Garwor is shot, he is replaced by a Thorwor. So, in the first dungeon, there are a total of 8 monsters : 6 Burwors, 1 Garwor, and 1 Thorwor. In the 2nd maze there are a total of 10 monsters : 6 Burwors, 2 Garwors, and 2 Thorwors. In the 6th dungeon, there are a total of 18 monsters : 6 Burwors, 6 Garwors, and 6 Thorwors. This is the maximum number of monsters in 1 dungeon level. Note that there are really no more than 6 monsters in one dungeon at any 1 time. It just seems like there are more.
All of the monsters work on a speed-up timer. This timer increments the speed of the monsters every time it counts down, which is about every seven seconds. A Garwor that replaces a Burwor will start at the speed the Burwor was going when destroyed. The same is true for Thorwors. So, in the early mazes, Garwors and Thorwors end up going faster than Burwors, although, given enough time, Burwors can get moving as fast as any monster. In dungeon 4 and before, any monster traveling at top speed will always be visible. In later dungeons, Garwors and Thorwors will still become visible at top speed. In dungeon 7, the Burwors start at top speed. Any monster traveling at this speed is not able to shoot lightning bolts.
Worluk... the Wizard's favorite : In the 2nd dungeon and beyond, Worluk will come out after the last Thorwor has been shot. Worluk is a lightning quick Cacodemon. He's the Wizards favorite. He flies erratically through the maze, trying to reach one of the side escape doors. The Wizard tried to train him to fly to the door on the opposite side of the maze that he is initially teleported to. However, Worluk's chaotic nature leads him to frantically fly about, sometimes flying out the side escape door closest to him. If you shoot Worluk, all the scores in the next dungeon are doubled. This means that killing Worluk is essential for high scores. A good strategy is to position your worrior by the door that Worluk should use to escape. If Worluk should eat your worrior, bring the next one immediately into play, and go after him again! Remember, he is worth double score on the next maze. But, at the moment that Worluk has been shot, beware worrior! For it is then that the Wizard of Wor might choose to appear.
The Wizard of Wor : Even at a young age, the Wizard showed promise in the mystic arts. But it took many dangerous encounters and many years of research and study to sharpen his skills to his current high level. Over the centuries, the Wizard has retained his chaotic sense of humor, much to the chagrin of worriors entering his dungeons (see the list of phrases).
The Wizard will sometimes come out after Worluk has been shot. He uses multiple teleport spells to pop around the dungeon, eventually homing in on one worrior or the other. All the while, he wildly fires lightning bolts in every direction. At first he teleports some distance away from one worrior. Then, on successive teleports, gets closer and closer. Note that if the two worriors are very near each other, the Wizard may teleport right next to one of them the very first time. This is because he was teleporting a certain distance away from the other worrior, and happened to come up right next to the first worrior.
The Wizard will continue to teleport and fire lightning bolts until either one worrior has been destroyed or the Wizard has been shot. Shooting the Wizard does not kill him; it only banishes him until the next dungeon. In almost every dungeon there is a possibility that the Wizard could show up. This possibility is based on the level of the dungeon you are currently in, and on the total number of worriors left in the game. However, even at the highest dungeon level, it is not certain that he will appear.
Standing in a long corridor when the Wizard is teleporting in can be quite risky. If he comes up in that corridor, he will have a clear shot at you.
As you get deeper into the dungeons, the Wizard stays for a shorter period of time, and teleports even faster. This means he gets closer a lot faster, so you must try and shoot him soon after he first comes out. Otherwise, he may end up teleporting right next to you! The Wizard loves to fool worriors by teleporting behind them. But watch out, he will also surprise you by popping up right in front of you.
The Wizard says, 'Scores of 150,000 or more are exceptional'. Now, you're off to see the Wizard, the magical Wizard of Wor.
* Hints for game play :
1) Take a quick look at the maze before you go into it. Know the locations of the monsters and also find areas that will be suitable for defending yourself. The Burwors will already be roaming around. In the later levels, a couple of Garwors and Thorwors will also be in the maze.
2) When playing in 1-player mode, the computer player will assist you to a degree. Use this to your advantage. This will be especially true in the later levels when the invisible monsters are roaming the maze. The computer player can help you by making them become visible. Keep in mind that you can kill off the computer Worrior and they can do the same to you.
3) Two-player works like one player. Learn to work together and try not to kill each other (unless you are playing a cut-throat competition).
4) It is easier to turn from side to side then it is to turn from side to up/down. Find the short walls that will only allow monsters to approach you from the side. Also, align your warrior just a little past the corridor walls above and below. This will give you the advantage of seeing invisible monsters in two vice one passageway.
5) Another advantage of the above is the fact that the monsters will push you back vice kill you. Of course, you must get back into position since the monsters seldom will attack you singly in the later dungeons.
6) Learn to tap the joystick so you can rapidly turn without moving your Worrior. This will prove invaluable on the later levels when you have to turn back-and-forth rapidly to shoot the enemies coming at you.
7) Learn to use your radar. Although it doesn't have the maze superimposed upon it, you can get a pretty good idea of where the invisible monsters are and where they are moving to. This will definitely help decrease the chance of being surprised by one of them.
8) When you are shooting, make sure you are making your shots count. You can only have one shot out at a time. This basically means that until your shot hits a wall or a monster, you have no firepower. So don't fire down long corridors or you may find yourself surrounded by monsters without being able to shoot them.
9) Your shots can also be negated by the other Worrior's shots, monster's breath weapons, and the wizards lightening bolts.
10) As the dungeons progress, the monsters become smarter. Not only do they attempt to surround your character, they also move out of the way when you are aiming at them. In addition to becoming smarter, they move much quicker and tend to swarm on your Worrior.
11) You can use the warp tunnel once during a dungeon. It will also clear out when the Worlock appears. When you use the warp tunnel, it will seal off behind you as you get to the other side. Only use it when you really need to. Don't hang around it since the monsters will also use it to get to your location.
12) The Worlock will appear after the last monster has been killed. Worlocks usually appear in the center of the maze and move toward one of the war tunnels. Try to seal off the warp tunnel to prevent the Worlocks escape. Also, hit it at long range since trying to fight toe-to-toe with it would be suicide.
13) After you clear out the Worlock, you may be confronted by the Wizard of Wor himself. The Wizard of Wor teleports randomly about the maze shooting off lightening bolts. This may be the one time when a pre-emptive shot may do you some good since the wizard may teleport into your shot. You can also use the same tactics of creeping out from behind a wall with the wizard since you won't be hit until you are pushed back into the corridor.
14) If you survive through dungeon 7, you will now be classified as a Worlord. This basically means all the monsters are moving at maximum speed and they are all coming for you.
15) If you don't lose a Worrior on the dungeons with the Pit, you will be classified as a Worlord Supreme.
16) For the mazes that are open (such as the Pit) or very near open (such as the Arena), go to a corner to present the smallest possible target and to force the monsters to only come at you in two directions.
17) While you are playing the game, if you turn the power off and back on quickly, you will start where you left off and your total amount of Worriors left will be at their maximum of 16.
18) After the dungeon counter (located above the radar) passes 100, it will reset but the 1st digits will no longer by in synch with the counter.
19) It is rumored that if you fire a shot and the Wizard of Wor first appears in the exact same spot where your shot is, the game will lock up.
- STAFF -
Developer: David Nutting Associates
Designed and programmed by: Tom McHugh, Dave Nutting
- PORTS -
* CONSOLES:
[US] Atari 5200 (1981) "Wizard of Wor [Model 4L 2713]"
[US] Atari 2600 (1982) "Wizard of Wor [Model 80000]"
Bally Astrocade [US] (1982) "The Incredible Wizard [Model 2017]"
Colecovision [US] : Unreleased prototype
Atari XEGS
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]"
[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]"
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]"
* COMPUTERS:
[US] Atari 800 (1981)
[US] Commodore C64 (1983) "Wizard of Wor [Model C-64615]"
[EU] Commodore C64 (1983)
[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] Whirlwind Update submitted by XtC
Whirlwind (c) 1990 Williams Electronics Games, Incorporated.
- 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 -
The interesting aspect of Whirlwind which features a fan which would activate whenever a lock was lit and during multi-ball to simulate a storm.
The red button is held by Pat Lawlor himself, driving the Storm Blasters van on the backglass.
- STAFF -
Concept & Design : Pat Lawlor
Software : Bill Pfutzenreuter (Pfutz) (PFZ)
Art: John Youssi (JCY)
Mechanix by : John Krutsch (JRK)
Mechanical Finger in Dike : Jack Skalon
Music & Sounds : Chris Granner (CPG)
Production : The Williams Engineering Staff
Directed by : Pat Lawlor
- 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")
- SOURCES -
Game's ROM.
Accepted [+] [X] World Heroes 2 [Model NGM-057] Update submitted by XtC
World Heroes 2 (c) 1993 ADK.
14 characters and 2 end bosses do battle in normal or death match modes.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-057
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Punch, [B] Kick, [C] Body Slam
- TRIVIA -
World Heroes 2 was released in April 1993.
Captain Kidd is based on the real Captain William Kidd (1645-1701).
Erick is loosely based on Erik the Red.
Mudman is similar to protagonist of Daijiro Morohoshi's "Mud Men" series in Monthly Sh?nen Champion Z?kan.
Ryoko is based on famous real-life judoka Ryoko Tani (formerly Ryoko Tamura). Fighter's History, released in the same year as this game, featured a character with the same basis and name (on a related note).
Shura is based on the legendary Muay Thai hero Nai Khanom Tom.
The last boss of this game was inspired by the character 'Baoh' from the manga of the same name.
The difficulty setting seems to have no effect on the game, the game is just as difficult on Level 1 as it is on Level 8!
The 'Skinhead' Deathmatch level, like in the first game, does not feature any trap or hazard to look out for, however the loser in this particular ring will get his/her head shaven! :)
Soundtrack releases:
[JP] June 18, 1993 - World Heroes 2 [GSM 1500 Series] [PCCB-00122]
[JP] Oct. 21, 1993 - World Heroes 2 Image Album [PCCB-00137]
Literature:
[JP] Sep. 30, 1993 - World Heroes 2 [Gamest Extra No.99]
- TIPS AND TRICKS -
* Alternate Costume Colors : Press B button when selecting a character.
* Most characters have a preset multi-hit combo that can be used by simply tapping the punch button many times while next to an enemy!
* Some characters that have hold-type throws (Kim Dragon, Ryoko, Muscle Power, Rasputin & J. Maximum) can drain LOTS of energy of a CPU controlled fighter by quickly shaking the joystick left or right while performing a hold! Oddly enough, this trick does not seem to work with some character's holds such as Janne, Captain Kidd & Mudman though!
- SERIES -
1. World Heroes [Model NGM-053] (1992)
2. World Heroes 2 [Model NGM-057] (1993)
3. World Heroes 2 Jet [Model NGM-064] (1994)
4. World Heroes Perfect [Model NGM-090] (1995)
- STAFF -
Producer : Kenji Sawatari
Planner : Kenji Sawatari, Yokoo
Director : Akira Ushizawa
Assistant Director : Sho (Y. Ono)
Main Programmers : Tat&MST (Tat.MST), Marbo (Toshi), Wizard Nogup
System Programmers : Eiji Fukatsu, Makio Chiba, E-Chan
Sound Programmer : Makio Chiba
Character Maker : Ryu Hiroyuki
Character Designers : Kazushige Hakamata, Takashi Hatono, Shinji Moriyama, Hideyuki Yamada, Yoshiaki Ono, Muneki Shiraishi, Yokoo, Hidemi Nagatomo, Hiroyuki Toda, Atsushi Kobayashi, Giga. S (R. Nakajima)
Scroll Designers : Kenichi Sakanishi, Takashi Egashira, Mitsunari Ishida, Katsue Matsuzaki, Rie Mori, Hideyuki Kusano, Yasuyuki Sohara
Demo Designers : Rie Mori, Koji Fujita, Masato Mitsuya
Music And Sound Effects Composers : Hideki Yamamoto, Hiroaki Shimizu, Yuka Watanabe
Voice Cast : Michio Ootani (Take), Shinji Miura (Take), Hitoshi Sogabe (Take), Akihiko Kawamoto (Take), Sanae Saitoh (Take), Shouzoh Nakano (Take), Kenji Takada (Take), Kimihiko Sakuma (Take), Yoshiyuki Tsukada (Take), Mari Kamimura (Take), Masato Mitsuya (Gekidan ADK), Yuka Watanabe (Gekidan ADK), Giga. S (R. Nakajima) (Gekidan ADK), Yoshiki Ono (Gekidan ADK), Takashi Hatono (Gekidan ADK)
Graphic Adviser : Tsutomu Maruyama
Executive Producer : Kazuo Arai
Special Guest : Koji T. Shimizu
Special Thanks : Yukio Gotoh, Shinichi Tamura, Hideo Kamoda, Teruaki Shirasawa, Akira IIdaka, Tomoko Oohira
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (june.4, 1993) "World Heroes 2 [Model ALH-006]"
[US] SNK Neo-Geo AES (june.4, 1993) "World Heroes 2 [Model NGH-057]"
NEC PC-Engine Super CD-ROM [JP] (june.4, 1994) "World Heroes 2 [Model HCD4063]"
[JP] Nintendo Super Famicom (jul.1, 1994) "World Heroes 2 [Model SHVC-JI]"
Nintendo Super Famicom [US] (sept.1994) [Model SHVC-JI]
[JP] SNK Neo-Geo CD (apr.14, 1995) "World Heroes 2 [Model ADCD-006]"
[US] SNK Neo-Geo CD (1995)
[JP] Sony PS2 (oct.18, 2007, "World Heroes Gorgeous [Model SLPS-25782]")
[US] Sony PS2 (mar.11, 2008, "World Heroes Anthology [Model SLUS-21725]")
Sony PlayStation 2 [AU] (sept.25, 2008, "World Heroes Anthology")
[EU] Sony PS2 (nov.7, 2008, "World Heroes Anthology [Model SLES-55233]")
[JP] Sony PS2 (june.18, 2009, "World Heroes Gorgeous [NeoGeo Online Collection The Best] [Model SLPS-25933]")
[JP] Nintendo Wii [Virtual Console] (nov.15, 2011)
* COMPUTERS:
FM Towns PC
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Warp & Warp Update submitted by XtC
Warp & Warp (c) 1981 Namco.
The objective of the game is to pursue the mystery aliens by warping across 2 different worlds : the Space World and Maze World. The player may choose when to warp to a different world, so it is possible to continue playing in the same world throughout the game. In Space World, the character uses a gun to shoot up enemy aliens, and in Maze World, aliens are killed using a time-delay bomb. The delay is controlled by the length of time the button is held down, and the player loses if the character is caught in the resulting explosion.
Power-ups may appear on some levels, and allow the player to shoot exploding bullets or attach bombs directly onto enemy aliens. However, the exploding bullets usable in Space World can only obtained in Maze World, and the power-up to attach bombs onto enemies in Maze World only appears in Space World. Players must alternate turns on the screen in the multiplayer mode.
- TECHNICAL -
Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in July 1981.
This game is known in US as "Warp Warp" (licensed to Rock-ola in August 1981).
- SCORING -
Yellow Tongue Sticker : 60 points
Orange Tongue Sticker : 90 points
Red Tongue Sticker : 150 points
Two Tongue Stickers at once in maze : 500 points
Frog in field : 500 points
- TIPS AND TRICKS -
* Easter Egg :
1) Enter service mode.
2) Keep Button1 pressed and enter the following sequence : Right(x2), Down(x6), Left, Up(x4).
'(c) 1981 NAMCO LTD.' will be added at the bottom of the screen.
- SERIES -
1. Warp & Warp (1981, Arcade)
2. Warpman [Model NWM-4500] (1985, Famicom)
- PORTS -
* CONSOLES:
Casio PV-1000
* COMPUTERS:
MSX [US] (1984)
Sord M-5 "Warp Warp"
PC [MS Windows, CD-ROM] [JP] (dec.24, 1998, "Namco History Vol.4")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Wardner [TP-009] Update submitted by XtC
Wardner (c) 1987 Taito Corp.
Export release. Game developed in Japan. See the original Japanese entry for more information;
"Wardner no Mori [TP-009]".
- PORTS -
* CONSOLES:
NES "Pyross" : Unreleased prototype
- SOURCES -
Game's ROM.
Accepted [+] [X] Waku Waku 7 Update submitted by XtC
Waku Waku 7 (c) 1996 Sunsoft.
A hilarious parody of different styles of anime and video games featuring seven selectable characters and a nasty end boss! It's worth playing for the dialogue alone.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0225
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Quick punch, [B] Quick kick, [C] Strong punch, [D] Strong kick
- TRIVIA -
Released in November 1996.
'Waku Waku' is Japanese onomatopoiea for sounds of excitement.
The bonus stage battle against Bonus Kun, the Shotokan punching bag, is a parody of Ryu and Ken of "Street Fighter" fame. Watch him imitate all of their best moves! It also appears that Bonus Kun's music stage is a parody of 'The Theme of Ryu', which is, as the name implies, the theme music for Ryu in "Street Fighter II - The World Warrior".
Pony Canyon released a limited-edition soundtrack album for this game (Waku Waku 7 - PCCB-00215) on 21/08/1996.
- TIPS AND TRICKS -
* Reverse Title : accumulate 7 credits and the title will be reversed (77 too).
* Alternate Costume Colors : press B, C, or D when selecting a fighter on the character selection screen.
* Choose Black Color : on character selection screen, press Down+A+B+C+D simultaneously.
* Change Winning Mark : on character selection screen, press Left+Start simultaneously. If done right, a voice will be heard. Doing the code again changes the marks back to normal.
* Change CPU Character Color : on character selection screen, press Upperright+Start+A simultaneously.
* Widescreen Mode : on character selection screen, press Right+Start+C simultaneously.
* Arina Stage Song Lyrics : when fighting Arina, before 'Round 1' appears, press Start, then A+D.
- STAFF -
Programmers : Yuichi Ueda, Shige. YTM. Inaba
Graphic Designers : Murakichi, Chupon, Kouki Kita, Toshihiko Narita, Yasuhide Maeda, Atsuki Matsui, Masasashi Kajikawa, Takuro Nagai, Kazuhito Terada, Naoto Kunimori, Tatsuya Doe
Sound Composers : Kazuo Nii, Noriaki Urata
Music Composer : Masato Araikawa
Musicians : Masayoshi Kondo, Hiroshi Koizumi, Andre Black, Yayoi Sakiyama, Eri Kusaka
Voice Actors & Actress : Yoko Okouchi, Yoshinori Kudo, Mariko Masuda, Osamu Nakamoto, Tokoshige Tsujimura, Ben Izawa, Toshiyuki Fujita, Kazunori Hotta, Chitose Omi, Naho Hattori, Yukitoshi Hirano
Music Coordinators : Atsushi Mihiro, Hideo Zaitsu
Waku Waku Director : Yuichi Ueda
Special Thanks : Kazuyuki Watanabe, Naoki Kodaka, Kazuyo Umemura, Tatsuo Mori, Kazuko Harman, Naomi Sakaguchi, Megumi Masuko, Noriaki Kitamutra
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (dec.27, 1996) [Model NGH-225]
[JP] Sega Saturn (june.20, 1997) [Model T-1515G]
[JP] Sega Saturn (june.20, 1997) [Model T-1516G]
[JP] Sony PS2 (june.26, 2008, "Sunsoft Collection [Model SLPS-25849]")
[JP] Sony PS2 (june.18, 2009, "Sunsoft Collection [The Best] [Model SLPS-25936]")
[JP] Nintendo Wii [Virtual Console] (apr.27, 2010)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Virtua Tennis 2 - Sega Professional Tennis [Model GDS-0015] Update submitted by XtC
Virtua Tennis 2 - Sega Professional Tennis (c) 2001 Sega.
Export release. Game developed in Japan. See the original for more information; "Power Smash 2 - Sega Professional Tennis".
- TECHNICAL -
Game ID: GDS-0015
Runs on the Sega "NAOMI GD-ROM System" hardware.
- TRIVIA -
Virtua Tennis 2 was released in October 2001.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- SERIES -
1. Virtua Tennis - Sega Professional Tennis (1999)
2. Virtua Tennis 2 - Sega Professional Tennis [GDS-0015] (2001)
3. Virtua Tennis 3 - Sega Professional Tennis (2006)
4. Virtua Tennis 4 - Sega Professional Tennis (2011)
5. Virtua Tennis Challenge (2012, Google Play)
- PORTS -
* CONSOLES:
Sega Dreamcast (2001)
Sony PlayStation 2 (2002) : Also as "Sega Sports Tennis" in the US
Sony PSP (2005, "Virtua Tennis World Tour")
- SOURCES -
Game's ROM.
Accepted [+] [X] Vs. Soccer Update submitted by XtC
Vs. Soccer (c) 1985 Nintendo.
- TECHNICAL -
Main CPU : Zetex N2A03 (@ 1.789772 Mhz)
Sound Chips : Zetex N2A03 (@ 1.789772 Mhz), DAC
Players : 2
Control : 8-way joystick
Buttons : 2
- STAFF -
Sound : Koji Kondo
- PORTS -
* CONSOLES:
Nintendo Famicom (1985)
Nintendo GameCube (2001, "Animal Crossing") : As an unlockable Bonus game
Nintendo Wii [Virtual Console] (2006)
- SOURCES -
Game's ROM.
Accepted [+] [X] Virtua Racing Update submitted by XtC
Virtua Racing (c) 1992 Sega.
Virtua Racing is a Formula One-themed racing game in which players can race on one of three different tracks. Each track features timed checkpoints that must be reached within the time limit or the race is over. Each race consists of up to five laps with a field of 16 drivers. Players start a race in last place and must fight their way up the field.
Contact with barriers, trackside objects or rival drivers will result in a crash or, more usually, a spin-out, costing the player valuable seconds. Players can also spin-out if they stray off the track onto a low-traction surface (such as grass). Rival drivers will also try to ram the player's car.
Virtua Racing offers both manual and automatic transmission and enables players to switch between four different viewpoints on the fly. The game's three tracks are named 'Big Forest', 'Bay Bridge' and 'Acropolis' and each offers a different level of difficulty: beginner, intermediate and expert.
- TECHNICAL -
Runs on the Sega "Model 1" hardware.
Players: 2
Control: paddle
Buttons: 6
- TRIVIA -
Virtua Racing was released in August 1992 in Japan and in October 1992 in North America. This was the first racing game to be fully rendered with shaded, filled polygon graphics.
Sega went to General Electric Aerospace (who made the first 3-D simulators for NASA in the 1960s) in 1991-92 for assistance to develop a CG platform architecture for their new experimental 3-D system, which later became known as the Sega Model 1 hardware. Virtua Racer was the game being written to find out how viable hardware 3-D games were, it was never designed to be released, but it was such a success internally they decided to actually release it.
The first AM-2 polygon race game. The game features many epoch-making ideas: changing the point of view freely, feeling the hardness of the steering, the seat interacting with the gravity.
In true Sega fashion, their 'Virtua' prefix was used on a variety of other products such as "Virtua Fighter", "Virtua Cop", "Virtua Striker" and "Virtua Tennis".
Toshiba EMI released a limited-edition soundtrack album for this game (Virtua Racing & Out Runners - TYCY-5365, 5366) on 15/12/1993.
Michael Jackson used to own this game (Wide Vision model, serial number: 00461579). It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- STAFF -
Director, Chief Programmer : Yu Suzuki
Programmers : Takuji Masuda, Masahiko Kobayashi, Masahiro Kawamura, Kazuhiko Yamada, Shin Kimura
Chief Designer : Toshihiro Nagoshi
Designers : Seiichi Ishii, Kunihiko Nakata, Toshiya Inoue
Music Composer : Takenobu Mitsuyoshi
Sound Effect : Yasuhiro Takagi
Hardware Designers : Shoji Nishikawa, Keisuke Yasui
Mechanical Effect Technician : Masaki Matsuno
Electrical Technician : Futoshi Ito
Program Supports : Ikuo Taniguchi, Yasuhito Shoji, Satoshi Hosoda
'Fresh' Staffs : Kohki Koiwa, Takeshi Suzuki, Toru Ikebuchi, Yasuo Kawagoshi, Yasuko Suzuki, Nobukatsu Hiranoya, Naomi Ota
- PORTS -
* CONSOLES:
Sega Mega Drive (1994)
Sega 32x (1994, "Virtua Racing Deluxe")
Sega Saturn (1995, "Time Warner Interactive's Virtua Racing")
Sony PlayStation 2 (2004, "Sega Ages 2500 Series Vol. 8: Virtua Racing Flat Out")
Sony PlayStation 2 (2005, "Sega Classics Collection")
Nintendo Switch (2019) : Digital release
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
Accepted [+] [X] Viewpoint [Model NGM-051] Update submitted by XtC
Viewpoint (c) 1992 Sammy.
A excellent isometric shooter game.
The player controlling a spaceship through futuristic and claustrophobics space corridors, while fighting on endless battles against swarms of assorted enemies and powerful giant mechanical bosses. You will have at your disposal a main weapon consisting a pulse laser which can be charged up for increased damage and three bombs: one that can make a wave of fire that starts from behind the player's ship and scrolls "up" the screen, another that makes a powerful circular nova-like blast, and one that shoots several mini-missiles capable of homing in on multiple targets. The game has 6 great stages in total.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 051
Players : 2
Control : 8-way joystick
Buttons : 2
=> [A] Shot/Charge shot, [B] Bomb
- TRIVIA -
Released in October 1992. This is Sammy's only game developed and released for the SNK Neo-Geo MVS hardware.
Viewpoint was awarded both Best Graphics and Best Music in a Cartridge Game in Electronic Gaming Monthly's 1992 video game awards.
The "One, Two, Three, Four, Hit It!" opening sound cue was sampled from the Kurtis Blow song "AJ Scratch" which appears on the 1984 Kurtis Blow album "Ego Trip".
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Viewpoint - PCCB-00112) on 19/02/1993.
- STAFF -
Game designers : Nenko, Morii, Terasaka, Mokichi, Akahoushi, Run
Programmers : S. Kinjo, M. Tani
Sound : Sizla, Masaki Kase, Megumi M.
Polygonizer : N. Yamaguchi
Graphic designers : Ashin, H. Takeuchi, Yuri Tomura, Maxma, Miyaki, Ken Katoku, Chirico
BG designers : Hiroppi T., K. Nishithuka
- PORTS -
* CONSOLES:
FM Towns Marty (1993)
Sega Mega Drive (1994)
SNK Neo-Geo CD (1995)
Sony PlayStation (1995)
Sega Saturn (1996)
* COMPUTERS:
[JP] Sharp X68000 (1995, "Viewpoint")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] U.S.Championship Beach Volley - V'Ball [Model TA-0025] Update submitted by XtC
U.S.Championship Beach Volley - V'Ball (c) 1988 Technos Japan Corp.
The player takes control of a pair of beach bums named George and Michael who make their living playing beach volleyball against locals. One day, they find a flyer for a nationwide beach volleyball tournament offering the winning team a $2,500,000 cash prize.
In single-player mode, one person controls both characters on a team. In two-player mode, the players either cooperate by playing on the same team or compete against each other by controlling opposing teams. The American version allows the game to be played by up to four players (if the cabinet allows it). The single-player mode consists of two cycles with four stages: the Minor Circuit and the Major Circuit. The stages in the game are Daytona Beach, New York, Los Angeles and Hawaii. After completing the Major Circuit, the player faces against the U.S. Navy team, set in a naval base.
The controls consist of an eight directional joystick and two buttons for jumping and receiving. The characters perform several moves including power spiking, back spiking, jump-serving, blocking and diving.
There are a few minor differences between the Japanese and American releases. The Japanese release features an opening cut-scene explaining the plot. Between matches, intermission sequences depict the main characters visiting a car dealership to purchase a vehicle. As the player progresses, the cars increase in quality, shifting from used cars to new cars during the Major Circuit. The American release removes these cut-scenes, but extends the multiplayer support to up to four players with multiple game modes: 1 or 2 players against the computer, 1-on-1, 2-on-1, or 2-on-2.
- TECHNICAL -
Game ID : TA-0025
Main CPU : MOS Technology M6502 (@ 2 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8 Khz)
Players : 4
Control : 8-way joystick
Buttons : 2
- TRIVIA -
U.S.Championship Beach Volley was released in December 1988.
V'Ball stands for 'VolleyBall'.
- PORTS -
* CONSOLES:
Nintendo Famicom [US] (1989, "Super Spike V'Ball")
Nintendo Famicom [JP] (1989, "US Championship V'Ball")
- SOURCES -
Game's ROM.
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.