Accepted [+] [X] Invinco + Deep Scan Update submitted by XtC
Invinco + Deep Scan (c) 1980 Sega.
Invinco is a game inspired by "Space Invaders", with some innovation on the aliens: One row blinks in and out of view, another row's aliens roll so as to make themselves harder or easier to hit, and a 3rd row of aliens each take (at least) 3 hits to kill. A 4th row has aliens that turn into bombs, blowing up everything around them to make your job somewhat easier.
Deep Scan is a sub hunting game.
- TECHNICAL -
Game ID : 367-382
Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Players : 2
Control : 2-way joystick
Buttons : 3
- TRIVIA -
Released during May 1980.
- SCORING -
For Invinco :
Bottom Blue aliens : 100 points
White aliens : 200 points
Yellow aliens : 300 points
Light Blue Aliens : 400 ponts
Top Blue Aliens : 800 points
UFOs : 1,000 - 2,000 points
- TIPS AND TRICKS -
For Invinco :
* Time your shots when aiming at certain targets. The white aliens turn invisible on you, so try to hit them when they're visible on the screen. Also, there's a period of time that the top aliens are invulnerable to your shots while they change to another form; wait a second or so before shooting them again so you don't waste shots and time.
- PORTS -
* CONSOLES:
Atari 2600 "Sub Scan" (1982) : published by Sega
Sega Saturn "Die Hard Arcade" : as a bonus game
* COMPUTERS:
X68000 (1989)
- SOURCES -
Game's ROM.
Accepted [+] [X] The House of the Dead III Update submitted by XtC
The House of the Dead III (c) 2002 Sega.
The long awaited 3rd chapter in the series is finally here. Re-live the Gory truth that is House of the Dead 3.
House of the Dead 3 takes you on a thrilling action adventure of cinematic proportions full of spectacular surprises and emotional encounters.
In each stage the player will fight against different types of vile creatures and a boss character. The boss character will appear at different timings in each stage. Some time it will appear at the beginning, some times during the middle of the stage and sometimes at the end.
A new feature of this game is that the player can choose which stage they want to challenge next. This allows the players to use their own strategy in the game. However even in the same stage, the events will change depending on the sequence of stages that the player took to get there. This will ensure that the player will experience something new each time.
- TECHNICAL -
Runs on the Sega "Chihiro" Hardware.
- TRIVIA -
Released in December 2002 in Japan.
Early in-development screenshots of The House of The Dead III released to the press looked very different to the finished version, sporting a cell-shaded look not that dissimilar to Jet Set Radio. It is rumoured that the game reverted to a more realistic/traditional look because of negative feedback.
- UPDATES -
The deluxe cabinet includes a larger screen.
- TIPS AND TRICKS -
* Show Score : Insert 1 credit, then when the 'Press Start' screen appears quickly enter the code using the shotgun triggers (left = 1p gun, right = 2p gun) : Left(x2), Right(x2), Left, Right, Left.
* Bonuses : To get the bonuses, you and/or your partner cannot use a continue. The bonuses are located just before you reach the final Boss.
- SERIES -
1. The House of the Dead (1996)
2. The House of the Dead 2 (1998)
3. The House of the Dead III (2003)
4. The House of the Dead 4 (2005)
5. Loving Deads - The House of the Dead EX (2008)
6. The House of the Dead - Overkill (2009, Nintendo Wii)
- PORTS -
* CONSOLES:
Microsoft XBOX [Model Q74 00001] (jan.2003)
Nintendo Wii (2008) "House of the Dead 2 & 3 Return"
* COMPUTERS:
PC [MS Windows] [Model HCJ-0360] (mar.2005)
- SOURCES -
Machine's picture.
Game's ROM.
Official website: http://sega.jp/arcade/hod3/home.html
Accepted [+] [X] Hit the Ice - The Video Hockey League Update submitted by XtC
Hit the Ice - The Video Hockey League (c) 1990 Williams Electronics Games, Incorporated.
Welcome to no holds barred hockey brought to you by the Video Hockey League. It's the Reds versus the Blues, the VHL's biggest rivalry.
The same hockey rules apply, pass the puck around around the ice rink and shoot it past the opposite goalie to score. You can also check your opponent just like real hockey, only each character has their own bone-crushing way of checking, each with maximum impact and zero tolerance for your well-being. Players can also start fights with one another to really spice things up.
For an additional credit, players can purchase a 'power drink' that will make them 'Skate Faster and Shoot Harder' at the start of the period for one minute.
Now get to the action and DROP THAT PUCK!
- TECHNICAL -
Taito B System hardware
Prom Stickers : C59
Main CPU : Motorola 68000 (@ 12 Mhz), Zilog Z80 (@ 4 Mhz)
Sound Chips : YM2203 (@ 3 Mhz), (2x) OKI6295 (@ 8 Khz)
Screen orientation : Horizontal
Video resolution : 320 x 224 pixels
Screen refresh : 60.00 Hz
Palette colors : 4096
Players : 4
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Hit the Ice was released in December 1990.
Developed and programmed by Taito Corp. In Japan, the Ice Hockey isn't a popular sport, so only a few board was released in Japan.
A Hit the Ice unit appears in the 1991 movie 'Terminator 2 - Judgment Day'.
- UPDATES -
The US version has the 'Winners Don't Use Drugs' screen.
Japanese version don't have 'locker room' screen, and has only a two-player mode.
- PORTS -
* CONSOLES:
NES : Unreleased prototype by Taito that also has added RPG elements
Sega Mega Drive (1990)
NEC PC-Engine (1991)
NEC TurboGrafx 16 (1991)
Nintendo Super Famicom (1993)
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Hatris Update submitted by XtC
Hatris (c) 1990 Video System Company, Limited.
Hatris is a Tetris-type game where instead of blocks descending, there are hats; top hats, wizard hats, beanines and the like. The game is played by making vertical stacks of hats. When a stack of five hats of the same type and color is created, it disappears. The challenge of the game is that different styles of hats will stack differently. The game ends when one of your stacks of hats reaches the top of the screen. Occasionally, a red or a blue flame will appear. One burns just the top type of hat on a stack. The other will burn a stack to the ground.
- TECHNICAL -
Main CPU : Zilog Z80 (@ 6 Mhz)
Sound CPU : Zilog Z80 (@ 3.5795 Mhz)
Sound Chips : YM2608 (@ 8 Mhz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Hatris was released in April 1990.
- STAFF -
Design by : Alexey Pajitnov, Vladimir Pokhilko
- PORTS -
* CONSOLES:
NEC PC-Engine (1990)
Nintendo Famicom (1990)
Nintendo Game Boy (1991)
* COMPUTERS:
NEC PC 9801 (1991) : Bullet Proof Software
Acorn Archimedes
- SOURCES -
Game's manual.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Gun Survivor 2 BIOHAZARD -Code:Veronica- Update submitted by XtC
Gun Survivor 2 BIOHAZARD -Code:Veronica- (c) 2001 Namco, Limited.
A first-person shooter, based on the famous Capcom series 'Biohazard / Resident Evil'.
- TECHNICAL -
Runs on the Sega "NAOMI" hardware.
- TRIVIA -
Gun Survivor 2 was released in July 2001.
The series of Biohazard games began in 1996 with the first release 'Biohazard' on the Sony PlayStation. Later, 'Biohazard 2', 'Biohazard 3' and 'Biohazard Survivor' were released. 'Biohazard Survivor' was the first first-person view of the series to be made. The game was a total flop and it could not compare to the rest of the series since it did not include any of the original characters or story line. 'Biohazard Code Veronica' was released later for the Sega Dreamcast and then re-released on the Sony PlayStation 2 as 'Biohazard Code Veronica Complete Edition' which included many cut scenes.
This is the first arcade version of the series to be released. Capcom is known for creating great fighting and survival/horror games, but they are not known for their shooting games ('Biohazard Survivor' was to be a shooting game, but they stuck with the normal controller and made it a first person shooter) so they sought out Namco who has a reputation for creating great shooting games (e.g. Time Crisis 2). The name is cool because the game is based on 'Biohazard Code Veronica Complete Edition', but is in the first person view like 'Biohazard Survivor' so they mixed up the names to create 'Gun Survivor 2 - Biohazard Code Veronica'.
The name 'Biohazard' is only used in the Japanese versions of the series. In the US, the series is known as 'Resident Evil' so one can assume that the US release of this game might be called 'Gun Survivor 2 - Resident Evil Code Veronica'.
- SERIES -
1. BioHazard - Gun Survivor (2000, PS)
2. Gun Survivor 2 BIOHAZARD -Code:Veronica- (2001, Arcade)
3. Gun Survivor 3 - Dino Crisis (2002, Arcade)
4. Gun Survivor 4 - BioHazard - Heroes Never Die (2003, PS2)
- PORTS -
* CONSOLES:
[JP] Sony PS2 (nov.8, 2001) [Model SLPM-65059] : with GunCon2 support
[JP] Sony PS2 (nov.8, 2001) [Model SLPM-65060]
[US] Sony PS2 (feb.8, 2002)
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Game's manual.
Official website: http://www.bandainamcogames.co.jp/am/vg/gunsurvivor2/
Official website: http://www.capcom.co.jp/newproducts/arcade/biogun2/index.html
Accepted [+] [X] Gorgar Update submitted by XtC
Gorgar (c) 1979 Williams.
- TECHNICAL -
Williams System 6
Model Number : 496
Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516
- TRIVIA -
Released in December 1979. 14,000 units were produced.
This was the first pinball game to feature speech. It has a total vocabulary of seven words.
- STAFF -
Designer : Barry Oursler
Artwork : Constantino Mitchell
- 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:
Android (may.31, 2012) "The Pinball Arcade"
- SOURCES -
Game's ROM.
Accepted [+] [X] Turtle Bridge [Model TL-28] Update submitted by XtC
Turtle Bridge (c) 1982 Nintendo Co., Ltd.
The player uses a line of five turtles as stepping stones to transfer baggage from one side of a river to the other. Once a package is tossed to a colleague on the other side, the player can return to the home bank to fetch the next package. The turtles are not motionless but will dive to feed on any fish within reach, and they dive more frequently as the game progresses. The player may need to wait for the colleague on the far bank and cannot return to the home bank while carrying a package. Two to ten points are awarded, depending on how quickly the package is delivered. It takes approximately 1 hour of game play to accrue 1000 points. The score board only has 3 digits, so once 999 is exceeded it rolls over to 000. Lives are lost if the explorer lands on a turtle that dives. A life can be recovered at the score levels 200 and 500. The game ends when all lives are lost.
In Game A, the middle turtle of the five has no fish swimming in reach and never dives unless the explorer waits too long on its back, at which point fish appear and the turtle dives. In Game B, all turtles will dive from the outset, while the colleague appears less frequently.
- TECHNICAL -
Model TL-28
- TRIVIA -
Released on February 1, 1982 in Japan.
Game & Watch developer Masao Yamamoto takes pride in the fact that Turtle Bridge, unlike most Game & Watch titles, was wholly his concept instead of having heavy influence from Gunpei Yokoi.
- STAFF -
By: Masao Yamamoto
- PORTS -
* CONSOLES:
Game Boy Color "Game & Watch Gallery 3" : original & updated versions
- SOURCES -
Game's picture.
Game's ROMs.
Accepted [+] [X] Gauntlet Update submitted by XtC
Gauntlet (c) 1985 Atari Games.
Gauntlet is a maze-based shoot-em-up for up to four players. Heavily influenced by classic fantasy conventions, players take on the role of either Thor the Warrior, Thyra the Valkyrie, Merlin the Wizard, or Questor the Elf and must play cooperatively as they explore and fight their way through the enemy-packed mazes. Competitive play is encouraged as players must fight for the limited amount of food, treasure, magic potions and power-up items that litter the dungeons.
Each of Gauntlet's four characters have different strengths and weaknesses: Thyra has the strongest armour, Thor is best at hand-to-hand combat, Questor has the fastest speed and Merlin has the most powerful magic attacks. The object of the game is simply to survive as long as possible while exploring Gauntlet's mazes in search of treasure, food, magic potions and, ultimately, the exit that leads to the next dungeon.
The potions - shown as blue bottles - that litter the levels offer either improved character abilities (such as 'speed' or 'extra shot power') or can be used as a 'smart bomb', destroying some or all of the on-screen monsters. Potions are also the only way to kill the game's 'Death' character that appears in many of the stages. Magic potions can be kept and used at the player's discretion by pressing 'Magic' button, although each potion can only be used once.
The first seven mazes are always the same, but from level 8 onwards, players will find themselves on any one of over a hundred different mazes. If players survive for long enough, the mazes will be repeated in a different order. How long a player lasts depends upon the player's 'health' level. Health continually depletes as time progresses and further health is lost by contact with various monsters or their projectiles. Health can be replenished by consuming the food found in the mazes or by inserting more credits. The many treasure chests that litter the levels can be plundered for points, and collecting treasure increases a player's score multiplier when two or more players are playing the game.
- TECHNICAL -
Game ID : 136037
Main CPU : Motorola 68010 (@ 7.15909 Mhz), MOS Technology 6502 (@ 1.789772 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), POKEY (Pot Keyboard Integrated Circuit) (@ 1.789772 Mhz), Texas Instruments TMS5220 (@ 650.826 Khz)
Control per player (4): 8-way joystick
Buttons per player (4): 2
- TRIVIA -
Gauntlet was released in October 1985.
Gauntlet was originally going to be called 'Dungeons' and was inspired not only by TSR's tabletop RPG, 'Dungeons & Dragons', but also by another Atari game called 'Dandy'. Dandy's creator, Jack Palevich, tried fruitlessly to get his name added to the list of credits in Gauntlet. In lieu of public recognition, Atari Games Corp gave Pelvich a Gauntlet cabinet, and he in turn agreed not to sue Atari.
Two character names were changed before release. The Valkyrie was originally named 'Amazon' and the Warrior was 'Hulk'" The first character art was produced on January 1, 1984.
Gauntlet's revolutionary, non-linear game-play gave players multiple choices, as they were no longer forced into taking a linear route through the game. Like 'Dungeons & Dragons', Gauntlet players could choose their own path, searching for keys, treasures, food and transporters to take them to other levels. Unlike most other games at the time, the player didn't always have to fight; a simpler route through the dungeon could sometimes be found, or players could simply try to make a run for it.
In the early '80s, arcades were struggling. Manufacturers created more elaborate games that operators could charge more money for ($.50!), but players were resistant to the increase. The question at Atari was: How do we get extra earnings? The idea with Gauntlet was that with four players you earn four times as much with every play. It was a drop-in/drop-out design so if someone died they could immediately rejoin or someone new could step in -- there was no down time, so the quarters just kept coming. Another choice made specifically to increase the coin drop: there was no end to the game. Gauntlet would recycle levels by flipping them horizontally and vertically once the players had run through all of them. Gauntlet was a big success in 1985. But the marketing team at Atari was actually worried about the four-player cabinet. They weren't sure four strangers would want to play a game together and they also had concerns about the four separate coin shoots (which were known to break easily). Confident in his game, Ed Logg convinced the marketing team to just go with it.
Another Gauntlet milestone was in the game's use of sound effects. Synthesized human voices had been used sporadically in games in the early eighties and while it had proved, on most occasions, to be moderately successful, was still considered something of a novelty. Gauntlet, however, revolutionized the concept of in-game speech and added immeasurably to the game's superb atmosphere. The deep timbre of Gauntlet's very own 'Dungeon Master' would guide players through the levels, informing them that 'Elf needs food, badly', or that 'Wizard is about to die' and the always-good advice that is 'Remember, don't shoot food.'
Note: The game contains exactly 212 sounds (including digitized voices, effects and musics).
It was common practice to test a new arcade game at select locations before wide release. The operator was given the cabinet for free, but in exchange they couldn't promote it (as a precaution against competition) and they would share the coin drop numbers of it and all the other machines at the location so that Atari could evaluate the new game's success against current games. But when Ed Logg came by to check on Gauntlet during its field test, he found developers from SEGA snapping photos of the cabinet. Atari pulled it from that location and didn't work with the operator henceforth. A year after Gauntlet's release in 1985, SEGA released a four-player arcade game called "Quartet" (although it was side-scrolling).
7,848 units were sold in the U.S. A few thousand more were sold in Japan and Europe. Even though Atari considered Gauntlet a success, earlier games like "Space Invaders" and "Ms. Pac-Man" sold hundreds of thousands of cabinets. One of Gauntlet's contemporaries from Atari, the excellent Temple of Doom game, sold just 2,800 copies.
Note : There were 20 officially released versions (see Updates section for detailed info), including 6 '2-player' versions and various Spanish, German and Japanese versions. Counting 4-player English variants alone, there were 7 releases with various bug-fixes.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including GAUNTLET.
Charles Nagle holds the official record for this game with 4,401,169 points on March 28, 2003.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (That's Atari Music Vol.II : G.S.M. Atari Games 2 - PCCB-00070) on September 21, 1991.
- UPDATES -
Revision 1 (4-players)
* First world release.
Revision 2 (4-players)
* Added an option called 'Disable Speech?' in the operator menu.
* Fixed some texts in attract mode.
Revision 3 (4-players)
* German release only.
Revision 4 (4-players)
* World release.
Revision 5 (4-players)
* World release.
Revision 6 (4-players)
* German release only.
* Added 'All walls turn into exits' trick (see 'Tips And Tricks' section).
* Added ability to stop the attract mode with the fire button.
Revision 7 (4-players)
* World release.
Revision 8 (4-players)
* German release only.
* Added an option called 'Reduce Text?' in the operator menu.
Revision 9 (4-players)
* World release.
Revision 10 (4-players)
* German release only.
Revision 12 (4-players)
* Japanese release only.
Revision 13 (4-players)
* Japanese release only.
Revision 14 (4-players)
* World release.
* Sequence of boards may be different : After Level 8, either every other level may be skipped (Level 9 = Level 10, Level 10 = Level 12, etc.), or every two levels may be skipped (Level 9 = Level 11, Level 10 = Level 14, etc.), or boards may be played in their normal order. (It may depend on the route taken to Level 8.)
Revision 15 (4-players)
* Spanish release only.
Revision 1 (2-players)
* German release only.
* Based on the latest 4-players revision.
Revision 2 (2-players)
* Japanese release only.
Revision 3 (2-players)
* World release.
Revision 4 (2-players)
* German release only.
Revision 5 (2-players)
* Japanese release only.
Revision 6 (2-players)
* World release.
- TIPS AND TRICKS -
* Hints for Game Play : The following hints will help you use your health more effectively and score more points per coin :
1) Play cooperatively.
2) Allow the player with the best ability to use magic (usually Merlin the Wizard, unless one of the other players has acquired the magic potion for extra magic) to pick up the magic potions.
3) Save keys and potions and use them conservatively.
4) Pay attention to your marching order. Allow the players with the best fighting ability and armor (usually Thyra the Valkyrie and Thor the Warrior) to lead the way and fend off attacks.
5) Avoid contact with the ghosts : they take away your health very quickly and you cannot fight them hand-to-hand.
* If you remain motionless (or basically aimless) and stall off about 30 health, all of the doors will open. Everybody knows this, and the game even tells you about it. The game doesn't tell you that if you stall off about 200 health, all the walls will turn into exits! (work on Revision 6 and +) The game designers had to include this because there are some levels which require you to pick up a key before you exit. If you are already filled up with keys, and the doors are all gone, then it would be IMPOSSIBLE for you to exit, and you would starve to death. What they didn't anticipate, is that certain levels of the game which are really difficult, which would require you to take massive health losses to finish, become very simple if all the walls are exits. Or they can be effectively skipped altogether. Because the game has Monty-Hall levels with lots of food on them, you can use this cheat to only play levels which are a wash or increase your health dramatically, and cut your losses to 200 on all the really hard levels.
* The best character to play, in the LONG run, is Questor. His magic is just as good as Merlin's and his fight ability as good as Thor's. His ability to shoot through cracks in addition to all this (when he has the power potions) makes him the best. Thyra is the worst, although some people regard this as a challenge...
* To manipulate the point value of Death, shoot him. Death's point value takes the following progression : 1000-2000-1000-4000-1000-6000-1000-8000, and then back to start. His value keeps from the previous game.
* You can kill Death painlessly by teleporting on top of him.
* If a previous game ended beyond Level 8, Level 8 in the next game becomes the level that the previous game ended on. If you got a really good sequence of boards in a game and you want to repeat them, turn the machine off and on again after you've entered your high score.
- SERIES -
1. Gauntlet (1985, Arcade)
2. Gauntlet II (1986, Arcade)
3. Gauntlet - The Deeper Dungeons (1987, Level pack for 8-bit computers)
4. Gauntlet [Model NES-GL-USA] (1988, NES)
5. Gauntlet - The Third Encounter [Model PA2024] (1990, Lynx)
6. Gauntlet III - The Final Quest (1991, Atari ST)
7. Gauntlet 4 (1993, Mega Drive)
8. Gauntlet Legends (1998, Arcade)
9. Gauntlet Dark Legacy (2000, Arcade)
10. Gauntlet Seven Sorrows (2006, PS2/XBOX)
- STAFF -
Designer / Programmer : Ed Logg (ED )
Game programmer : Bob Flanagan (BF )
Video graphics : Sam Comstock (SWC), Susan G. McBride (SGM), Alan Murphy, Will Noble, Dave Pettigrew (D F)
Engineer : Pat McCarthy (PMC)
Technician : Sae Oh (SMO), Cris Drobny (CAD)
Sound designers : Hal Canon (HAL), Earl Vickers (EAR)
Cabinet designer : Ken Hata (KEN)
- PORTS -
* CONSOLES:
[EU] Sega Master System (1990) "Gauntlet [Model 25006]"
[US] Sony PlayStation (dec.31, 1997) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLUS-00449]"
[EU] Sony PlayStation (june.1998) "Arcade's Greatest Hits - The Atari Collection 2 [Model SLES-00712]"
[US] Sega Dreamcast (nov.15, 2001) "Midway's Greatest Arcade Hits Vol. 2 [Model T-9714N]"
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
[US] Nintendo GameCube (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
[US] Microsoft XBOX 360 [XBLA] (nov.22, 2005) : Retired in 2010
[EU] Microsoft XBOX 360 [XBLA] (dec.2, 2005) : Retired in 2010
[US] Microsoft XBOX 360 (nov.6, 2012) "Midway Arcade Origins"
[US] Sony PlayStation 3 (nov.6, 2012) "Midway Arcade Origins [Model BLUS-31083]"
[EU] Microsoft XBOX 360 (nov.15, 2012) "Midway Arcade Origins"
[EU] Sony PlayStation 3 (nov.15, 2012) "Midway Arcade Origins [Model BLES-01768]"
* HANDHELDS:
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69P-EUR]"
[US] Nintendo GBA (nov.3, 2005) "2 Games in One! Gauntlet + Rampart [Model AGB-B69E-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]"
[US] [EU] [AU] Nintendo DS : Unreleased
* COMPUTERS:
[EU] BBC Micro (1984)
[EU] Atari XL/XE [Cassette] (1985)
[US] Atari XL/XE [Disk] (1985)
[US] Commodore C64 [Disc] (1986)
[EU] Commodore C64 [Tape] (1986)
[US] Tandy Color Computer (1986) "Gantelet"
[JP] MSX (1986)
[US] [EU] Atari ST (1985)
[EU] Amstrad CPC (1987)
[US] Apple IIGS (1987)
[EU] Amstrad CPC [Tape] (1987) "Les Tresors d'U.S.GOLD"
[EU] Amstrad CPC [Disc] (1987) "Les Tresors d'U.S.GOLD"
[EU] Commodore C64 [Tape] (1987) "Les Tresors d'U.S.GOLD"
[EU] Commodore C64 [Disc] (1987) "Les Tresors d'U.S.GOLD"
[EU] Sinclair ZX Spectrum [Tape](1987) "Les Tresors d'U.S.GOLD"
[EU] Sinclair ZX Spectrum +3 [Disc] (1987) "Les Tresors d'U.S.GOLD"
[EU] Amstrad CPC [Tape] (1988) "Arcade Force Four"
[EU] Amstrad CPC [Disc] (1988) "Arcade Force Four"
[EU] Commodore C64 [Tape] (1988) "Arcade Force Four"
[EU] Commodore C64 [Disc] (1988) "Arcade Force Four"
[EU] Sinclair ZX Spectrum [Tape] (1988) "Arcade Force Four"
[EU] Atari ST (1988) "Arcade Force Four"
[EU] Amstrad CPC (198?) "El Lingote"
[EU] Amstrad CPC (198?) "Gauntlet And Gauntlet II [Limited Edition]"
[EU] Amstrad CPC (1988) "History In The Making"
[EU] Sinclair ZX Spectrum (1988) "History In The Making"
[EU] Commodore C64 (1988) "History In The Making"
[EU] Amstrad CPC (1988) "Les Geants De L'Arcade"
[US] PC [MS-DOS] (1988)
[EU] Amstrad CPC (1990) "Micro Club No.02"
[US] PC [MS Windows, CD-ROM] (jan.1, 1999) "Arcade's Greatest Hits - The Atari Collection 2"
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
* OTHERS:
[US] LCD handheld game (1988) by Tiger Electronics.
[US] Mobile Phones (sept.8, 2004)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Gals Panic! Update submitted by XtC
Gals Panic! (c) 1990 Kaneko.
Gals Panic! is a "Qix"-style adult puzzle game. The objective is to reveal 80% of the silhouetted girl's image within the time limit while avoiding the enemies.
To complicate things, there is a bar with a pointer at the top of the screen. If the pointer dips below a certain level (indicated by the change in color) the image will change to that of a monster. The pointer slowly creeps towards the monster side of the bar over time and whenever the player reveals a significant piece of the silhouette. Revealing the un-silhouetted part of the image moves the pointer back towards the girl side of the bar. If a round is completed while the monster's image is shown then the round must be repeated.
After every round there is a roulette game where the player can earn rewards or penalties that will take effect in the following round.
After winning three rounds against a girl, the graphic becomes a photographic image of that girl.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 8 Mhz)
Sound Chips : OKI6295 (@ 12 Khz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 33792
Players : 2
Control : 4-way joystick
Buttons : 1
- TRIVIA -
Released in November 1990.
An EXPRO-02 version was distributed by Taito Corp. in Japan and Inter Trading in Korea.
- UPDATES -
The EXPRO-02 Version supports Zoom IN/OUT scroll effects, has a new Push Start & 100% Clear screens.
In the Korean EXPRO-02 version, naked girls are replaced by objects or animals.
- SERIES -
1. Gals Panic! (1990)
2. Gals Panic II (1993)
3. Gals Panic II' - Special Edition (1994)
4. Gals Panic 3 (1995)
5. Gals Panic 4 Yuu (1996)
6. Gals Panic SS (1996, Sega Saturn)
7. Gals Panic S - Extra Edition (1997)
8. Gals Panic S2 (1999)
8. Gals Panic SU (1999)
9. Gals Panic S3 (2002)
- STAFF -
Cast : Marina Matsumoto, Ayami Kida, Nami Ozawa, Yuki Miho, Emi Nagahara, Shiori Asano
- PORTS -
* CONSOLES:
Sega Mega-CD "Super Gal's Panic" : Unreleased prototype
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Galaxy Fight - Universal Warriors Update submitted by XtC
Galaxy Fight - Universal Warriors (c) 1995 Sunsoft.
Fighting game with 8 selectable characters. Each stage is infinite in length and therefore allows lots of running attacks.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : 0078
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
=> [Joystick] 8-way, [A] Subdued attack [B] Medium attack [C] Strong attack [D] Taunt opponent
- TRIVIA -
Released in January 1995.
Galaxy Fight is Sunsoft's first game for the Neo-Geo MVS.
The bonus round character 'Bonus-Kun' is a homage to "Street Fighter"'s Ryu character. He also appears as the bonus character in Sunsoft's other Neo Geo fighting game, "Waku Waku 7".
Reviews:
[FR] April 1995, Consoles + N.42: 81/100 (Neo-Geo version)
- TIPS AND TRICKS -
Beat the game without losing a round (you can lose continues, but not rounds) to fight a hidden boss and get the staff roll after your character's ending. If you beat this hidden boss, you'll get a group shot of all your characters.
- STAFF -
Galaxy Programmers : Yuichi Ueda, Shigetaka Inaba
Graphic Designers : Toshihiko Narita, Murakiti, Atsuki Matsui, Kouki Kita, Masashi Kazikawa, Yasuhide Maeda, Nobuhide Suzuki, Kazuhiro Watabe, Eiji Koyama, Ryuichi Kunisue, Takeshi Goya, Daisuke Fukuda
Tool Programmer : Hirokatsu Fujii
Sound Programmers : Kazuo Nii, Noriaki Urata
Music Composers : Masato Araikawa, Takayuki Sasaki
Musicians : Jun Kojime, Masato Araikawa
Music Coordinators : Atsushi Mihiro, Shoji Yogo
Voice Actors : Kazunori Hotta, Takakazu Tukamoto, Shinsuke Aoki, Naoto Sugisaka, Chiaki Kato, Tajuro, John Gibson
Director : Yuichi Ueda
Special Thanks : Akihiro Asada, Kazuyuki Watanabe, Kazuyo Uemura, Naomi Sakaguchi, Hiroshi Ito, Megumi Masuko
- PORTS -
* CONSOLES:
[JP] Sega Saturn (nov.22, 1995) [Model T-1510G]
[US] Sega Saturn (jul.3, 1996) [Model T-1504H]
[EU] Sega Saturn (1995) [Model T-1504H-50]
SNK Neo Geo [JP] (feb.25, 1995) [Model SUH-078]
SNK Neo Geo [US] (feb.25, 1995) [Model SUH-078]
[JP] SNK Neo-Geo CD (apr.21, 1995) [Model NGCD-078]
[US] SNK Neo-Geo CD (apr.21, 1995) [Model NGCD-078E]
[JP] Sony PlayStation (may.3, 1996) [Model SLPS-00138]
[EU] Sony PlayStation (apr.1996) [Model SLES-00197]
[JP] Sony PlayStation (mar.29, 2007; "PS1 Classics")
[US] Sony PlayStation (dec.14, 2010; "PS1 Classics")
[EU] Sony PlayStation (jan.11, 2012; "PS1 Classics")
[JP] Sony PS2 (june.26, 2008; "Sunsoft Collection [Model SLPS-25849]")
[JP] Sony PS2 (june.18, 2009; "Sunsoft Collection [NeoGeo Online Collection The Best] [Model SLPS-25936]")
[JP] Nintendo Wii [Virtual Console] (mar.23, 2010)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Galaxian Update submitted by XtC
Galaxian (c) 1979 Namco.
Galaxian is a legendary single-screen shoot-em-up that took everything that made Taito's ground-breaking "Space Invaders" so good, and improved upon it on every level. Each screen starts with a wave of multi-colored aliens moving left and right at the top of the screen; the aliens quickly break ranks and start dive-bombing the Galaxip (player's ship) - either in single units or in groups of 3 - dropping multiple missiles as they descend. All of the aliens need to be destroyed before the player can progress to the next wave.
- CAST OF CHARACTERS -
Galaxip: This is the name of the ship which you control at the bottom of the screen.
Galaxian: These attacking aliens come in three varieties: blue, purple, and red. They begin in formation at the top of the screen and will occasionally swoop down to attack you before returning to their position in the formation.
Flagship: At least two of these appear at the top of the formation at the start of each stage. They will swoop down to attack with one or two red Galaxians if any are nearby. If a flagship is one of the last enemies left of the screen, it will run away and appear as a third Flagship at the start of the next stage.
- TECHNICAL -
This was the first title to use the now familiar 'Namco Cabinet', which was used for Galaxian, "Galaga", "Pac-Man", "Ms. Pac-Man". Several other titles used nearly identical cabinets as well. These machines are white, with painted sideart of a green dragonfly alien (done up in blue, green. and black). The marquee is rather large and displays a blue and green 'Galaxian' logo (which is painted on a sheet of glass, they don't make them like that anymore). The control panel and monitor bezel are not highly decorated, but do feature some game instructions. Finally this machine uses neon green t-molding (edge trim), it is difficult to find replacement trim in that same exact shade.
The earliest Galaxian machines used a 25-inch G02 monitor, but later machines shipped with the standard 19-inch Electrohome G07 monitor. Any normal standard resolution arcade monitor should work as a replacement. "Pac-Man" PCBs will work in Galaxian machines, but require a 4-way joystick, instead of the 2-way model that Galaxian normally has. The sound pinout is also different, so one would need to rewire the connector to hear any Pac-Man sounds. You can also plug a Galaxian PCB into a Pac-Man. Again, the sound would need to be wired up at the connector and you'd have to push UP on the joystick to fire.
Main CPU: Zilog Z80 (@ 3.072 Mhz)
Sound Chips: Tone generator and discrete circuits
Players: 2
Control: 2-way Joystick
Buttons: 1 (FIRE)
Alternate Japanese cabinet versions):
Buttons: 3 (LEFT, RIGHT, FIRE)
- TRIVIA -
Galaxian was released on October 31, 1979 in Japan.
While it is often cited as "the first video game to be released with 100 percent of its graphics displayed in true R.G.B. color," this is inaccurate. It did have multi-color objects, that combined with animation was significant, but Taito had done this earlier with Super Speed Race - which Midway licensed and launched a month before they produced Galaxian. Home consoles already supported full color graphics prior to Galaxian's release (See the 1978 release of Superman on the Atari 2600 as an example of a multi-color object; Or the 1979 release of Basketball on the Atari 400/800) as did various other arcade games that used full color. These may have not been as detailed as Galaxian but were still important: Gotcha Color by Atari (1973) had an RGB color circuit; There was Wimbeldon by Nutting Associates (1973); Car Polo, Star Fire and Fire One! by Exidy (1977~79; Fire One came out a month before Galaxian did in the States), Sea Wolf II by Midway (1978), and a few others.
Something can also be said for the iconic sounds that came from Galaxian, which players could use to identify the game before they even saw it.
Space battles of all kinds played a major role during the golden age of video games. With the introduction of Galaxian, players were transported to the most colorful and challenging space battle yet, giving patterns to the attacking aliens that made for a more dynamic and memorable challenge than Space Invaders.
* A place in video game history:
"Galaxian captivated the minds of quite a few arcade enthusiasts," said Chris Lindsey, director of the National Video Game and Coin-Op Museum in St. Louis. "It was a relatively early entry in the golden age of video games, and it capitalized on the enthusiasm created by the earlier video game classic, "Space Invaders", while providing a more colorful, enjoyable, and demanding gaming experience.
Galaxian had smarter bad guys than "Space Invaders", and it demanded that the player really pay attention to what was going on. And there were no shields, like many games have today. You really had to stay on the ball. Galaxian also had great sound and used elements that have since become standard -- such as flags and other symbols to mark the player's progression through different levels of game play.".
* The great 25-cent escape:
"Galaxian definitely gets an enthusiastic response," Lindsey said. "In fact, I deliberately position the game near the entrance of the museum. Often it's the first game people go to." Lindsey often sees parents trying to convey to their child the excitement of these great games. "It is funny for me when I see a father trying to explain a game to his kid. Junior really just wants to get on the game and figure it out, and Dad wants to do a demo. Dad starts instructing Junior while Junior is sort of looking around, wondering how he can get away. But Dad continues, busily explaining the nuances of the game, which he knows Junior can't get on the first play. This all shows the enthusiasm that a certain generation still has for these terrific games."
With or without a parent's help, Lindsey sees a younger generation embracing the classic arcade games. "Kids by themselves will actually do quite well on these games," Lindsey said. "I'm somewhat surprised when I see how good kids are at picking up games. I sort of think that because I'm older, I should be able to play better, and that's not always the case with video games. That's a lesson an entire generation has had to learn.".
* Namco notes:
Galaxian was one of Namco's first video games, and engineers throughout the company were gathered into a special team. As the game neared completion, the engineers suspected they had created a good game because other Namco employees were extremely "excited and crazy about the game." Once Galaxian was released, they knew they had a winner because, as one Namco engineer reported, "People [at the arcades] piled their coins onto the game cabinets to keep playing, and those who were waiting were very irritated because their turn never came. There were huge lines of people around each machine.".
The Galaxian Flagship became a trademark of Namco as it makes cameo appearances in other Namco classics:
* "Pac-Man" (1980) and "Pac-Man Plus" (1982): The flagship makes an appearance as the bonus fruit in rounds 9 and 10, and is worth 2,000 points if Pac-Man eats it.
* "Galaga" (1981): The flagship makes an appearance as one of the "transform" ships. It splits into 2, then 3 clones of itself. They are worth 160 points each, and killing all 3 scores a bonus of 3,000 points.
* "Dig Dug" (1982): The flagship makes an appearance as the bonus vegetable in rounds 16 and 17, and is worth 7,000 points if Dig Dug picks it up.
* "Super Pac-Man" (1982): All regular edible items on rounds 15, 31, 47, and 63 are flagships, and they are worth 150 points each. Starting from their second appearance, Round 31, they are 160 points instead.
* "Pac & Pal" (1983): The flagship makes an appearance as one of the "special items" that make Pac-Man turn blue when eaten, and allows him to stun the ghosts for a short while by shooting a Galaga-style tractor beam. It is worth 1,000 points if Pac-Man eats it or intercepts it from Miru.
* "Pac-Land" (1984): The ghosts in airplanes sometimes drop flagships and they are worth 7,650 points (765 being Namco's goroawase number in Japanese) if eaten.
* "Super Xevious" (1984): The flagship makes an appearance in a silver form and as an enemy, and sometimes several of them attack at once. They are worth 300 points each.
* "Quester" (1987): In Round 5, the bricks form a Galaxian Flagship.
* "Pac-Mania" (1987): The flagship makes a 3-D appearance as a special item and in two forms as well, the other one being the silver form from "Super Xevious". The regular one and the silver one are worth 7,650 points if eaten.
* "Pistol Daimyo no Bouken" (1990) : The flagship makes an appearance as an enemy along with the other Galaxian characters, and they attempt to hit Pistol Daimyo with their fire.
* "Tinkle Pit" (1994): The flagship also makes an appearance with the other Galaxian characters, but this time they appear as bonus items. It is worth 800 points if collected.
* "Tekken" (1994 - Arcade, 1995 - PlayStation) and "Tekken 2" (1995 - Arcade, 1996 - PlayStation) : Winning at least seven rounds in Arcade Vs. mode will reveal the Galaxian flagship on the lower left (or right) hand corner of the screen. In order for this to work, "Number of Wins Shown By" must be set to Fruit.
* "Namco Classic Collection Vol.1" (1995): The flagship makes an appearance in "Galaga Arrangement" as a Challenging Stage enemy in Space-Plant Zone (Stage 20) and normally in Space-Flower Zone (Stage 26). If killed normally, they are worth 150 points. If killed in Challenging Stage, they are worth 300 points.
* "Namco Classic Collection Vol.2" (1996): The flagship appears in both "Pac-Man Arrangement" and "Dig Dug Arrangement". In "Pac-Man Arrangement", it makes its appearance in World 4-1 and 4-2 and is worth 5,000 points if Pac-Man eats it. In "Dig Dug Arrangement", it appears in Stages 17 and 18 and is worth 7,000 points if Dig Dug picks it up.
* "Pac-Man World" (1999): The flagship appears again in a Pac-Man game. This time, the item must be collected in order to access the mazes.
* "Pac-Man World 2" (2002) and "Pac-Man World 3 (2005): The flagship teleports Pac-Man to mazes. The point value will be the same as the points earned in the maze (if completed), plus 2000.
* "Namco Museum Battle Collection" (2005): The arrangement versions of "Pac-Man" and "Dig Dug", later called "Pac-Man Remix" and "Dig Dug Remix" in the iOS version, feature the flagship. "Pac-Man Remix" features both the flagship, worth 3,200 points, and the red drone, worth 2,800 points, as fruit items, while on "Dig Dug Remix", the flagship is a vegetable item and is worth 7,000 points.
"Dig Dug - Digging Strike" (2005): Just like the first "Dig Dug", the flagship appears as a vegetable on stage 13, except it's worth 6,000 points.
"Pac-Man Championship Edition" (2007) and "Pac-Man Championship Edition DX" (2010) : The flagship reappears, but is this time joined by the Galaga Boss, Queen Gaplus, and two drones, one each from "Galaga" and Galaxian.
Gary Whelan holds the official record for this game with 1,114,550 points, achieved August 24, 2006 at Dukinfield in the UK.
The game can be played while the main game loads in the Sony PlayStation's port of "Ridge Racer".
A Namco Galaxian until appears in April Wine's concert video 'Live in London (1981)'.
- UPDATES -
The only code difference between the original Namco version and the licensed Midway version is that the 'Bonus Galaxip' text is printed on a different line.
In Namco Set 2:
* Lives dip switch can be set to 3 or 5 lives. The default is 3 lives.
* Extra life dip switch can be set to 4,000 (meaning a bonus Galaxip at 4,000 points), 5,000 points, 7,000 points, or None (meaning no bonus Galaxip at any time). The default is 4,000.
In Midway Set 2:
* Extra life dip switch can be set to None, 3,000, 4,000, or 5,000. The default is None.
In the bootleg version:
* Extra life dip switch can be set to None, 20,000, 40,000, or 80,000. The default is None.
- SCORING -
Blue Galaxian: 30 points in formation, 60 points in flight.
Purple Galaxian: 40 points in formation, 80 points in flight.
Red Galaxian: 50 points in formation, 100 points in flight.
Flagship: 60 points in formation, 150 points in flight.
Flagship: 200 points in flight with one escort.
Flagship: 300 points in flight with two escorts, Flagship killed before both escorts.
Flagship: 800 points in flight with two escorts, Flagship killed after both escorts.
* The maximum possible score shown is 999,990. Scores higher than this roll back to zero, but the high score will show the last score achieved before the rollover, which can vary from 999,990 to 999,200.
- TIPS AND TRICKS -
* The action starts immediately as soon as you start your game. The Galaxians will be set up in formation and your Galaxip will be placed in the middle of the bottom of the screen. The action starts immediately. You can only have one shot in the air at any time so plan your shots accordingly. The game starts off slowly with only 2 or 3 Galaxians attacking your Galaxip at one time. They will drop 3 to 4 laser shots. As the waves progress, more Galaxians will come after your Galaxip until you will usually have 10-15 at any one time swooping down on it.
Each wave starts out with the Galaxians in formation, in the following quantities (in order from top to bottom):
Flagships: 2 (plus any that have escaped from battle in the previous wave, up to a maximum of 4 altogether).
Red Galaxians (Escorts): 6 (in 1 row, directly below the flagships).
Purple Galaxians: 8 (in 1 row, directly below the red Galaxians).
Blue Galaxians: 30 (in 3 rows of 10, directly below the purple Galaxians).
Flagships and red Galaxians are special enemies : they create convoys. Flagships have other special properties (see below). Purple and blue Galaxians are regular enemies.
* The Galaxip can fire only shot on the screen at a time. It is possible to kill 2 enemies with one shot if they are flying extremely close to each other.
* Missiles shot at the formation which miss by going between columns or near an outer edge of a column, will cause the formation to pause its left-right movement for a very short moment. This will usually, but not always, prevent missed shots near the columns from hitting the enemies in the upper rows of the formation which might otherwise be hit by moving into the shot as it flies by.
* Enemies peel away from the formation and attack the Galaxip. Enemies fire at the Galaxip during their attack, but they can't fire after they pass an invisible horizontal line just above the Galaxip.
* Enemies always begin attack runs from the edges of the formation, never from the middle. This also applies to Flagships but it is not readily observable unless there are 3 or 4 Flagships present.
* A 'swarm' is triggered by either of 2 criterion:
1. The total number of enemies in formation is 3 or less.
2. The total number of blue and purple Galaxians in formation is zero. This can occur when there are many Flagships and red Galaxians still present in formation.
* When the 'swarm' starts, enemies that begin an attack do not return to formation : they keep attacking. Once started, a 'swarm' can only be ended by killing all of the enemies and/or letting them escape, or by the Galaxip getting hit.
* Before the 'swarm' starts, enemies that attack, which are not killed, return to the formation. Since these enemies were on the edge of the formation and able to attack once, they are very likely to attack again soon.
* When not in 'swarm', a maximum of 4 regular enemies can attack at any one time.
* Flagships and convoys can attack at any time as long as another convoy attack is not already commencing; only one convoy attack can happen at a time.
* A Flagship will always create a convoy with the maximum number of red escorts available to it, unless the 'swarm' has started.
* The Flagships 'capture' up to 3 red escorts while they are in formation : Whenever there is a Flagship in formation directly above an escort or above it to one side, that escort is captured and cannot attack on its own. This capture effect ends when a 'swarm' begins.
* The Flagships can escape from the battle only if all three red escorts under their place in the formation have been killed. Flagships that escape will appear on the next attack wave, up to a maximum of 4 Flagships at the start of any wave.
* When an attacking Flagship is killed, all enemies stop firing for a short period of time. If this kill occurs before the 'swarm', there will also be no new attacks from the formation during this period. These benefits never occur for killing a Flagship that is in formation.
* The flags which count the rounds show a maximum of round 48; rounds 48 and up are shown as round 48. However if round 256 is achieved, the flags start to roll over, but with some graphical glitches; the flags that were showing round 48 begin to get overwritten, one at a time. This results in the big 10-flags being cut in half by the regular flags which start to appear, until all 4 of the 10-flags are replaced by small ones. 16 single flags show during rounds 256+8 and 256+9 (rounds 264 and 265). The glitch ends at round 256+10 (266), which shows a single 10 flag.
* After wave 1, it is possible to kill any one enemy, even a Flagship, in a brand new formation by shooting at just the right time and place before the formation teleports in at the start of a new round.
* The Galaxians that come down in a smooth pattern are the easiest to kill plus their shots are easy to avoid. The hard ones to kill (usually the purple Galaxians) are the ones where the Galaxian 'bounces' from side-to-side dropping shots since those shots cover a very large area.
* The corners can be a death trap. When the Galaxians come down firing, their shots do not come straight down but they angle toward the direction that the Galaxian is traveling. In addition, the Galaxians have a tendency to 'charge' into the corners. You get the points if a Galaxian rams your Galaxip but you also lose your Galaxip in the process.
* The Flagships are the big points in the game. Try to avoid shooting the red Galaxians since they act as escorts for the Flagship. Wait until a Flagship comes down with two escorts. If you can't get aligned to take all three out quickly, let them pass. If you do get a good angle on them, you will have to fire quickly to pick off the two escorts first, then the Flagship. If you hit the Flagship first, you get significantly less points.
* Do not stop moving. If you do, you will be caught in a crossfire. The Galaxians tend to leave small areas of safety open between their shots. Also, make sure you are constantly hitting their formation to reduce their numbers (again, don't kill off the red ones).
* As you progress into the higher waves, the Galaxians tend to move quicker, fly more erratic patterns, and 'gang up' on your Galaxip. Plan accordingly for this.
- SERIES -
1. Galaxian (1979)
2. Galaga (1981)
3. Gaplus (1984) : also known in the USA as "Galaga 3"
4. Galaga '88 (1987)
5. Galaxian 3 Theatre 6 - Project Dragoon (1990)
6. Galaxian 3 Theatre 6 J2 - Attack Of The Zolgear (1994)
7. Galaga Arrangement (1995) : part of "Namco Classics Collection Vol.1"
8. Galaga - Destination Earth (2000, GBA, PC CD-ROM and PlayStation)
9. Galaga Arrangement (2005, PSP) : part of "Namco Museum Battle Collection"
10. Galaga Remix (2007, Wii) : part of "Namco Museum Remix"
11. Galaga Legions (2008, XBLA)
12. Galaga Legions DX (2010, PSN, XBLA)
13. Galaga 3D Impact (2011, Nintendo 3DS) : part of "Pac-Man & Galaga Dimensions"
- PORTS -
NOTE: For ports released in North America, please see the Midway Upright model entry.
* CONSOLES:
[JP] Epoch Cassette Vision (aug.10, 1981)
[JP] Atari 2600 (1983)
[JP] Nintendo Famicom (sept.7, 1984) "Galaxian [Model NGX-4500]"
[JP] Nintendo Famicom Disk (jul.20, 1990) "Galaxian [Model NDS-GXN]"
[JP] Sony PlayStation (june.21, 1996) "Namco Museum Vol.3 [Model SLPS-00390]"
[AU] Sony PlayStation (1997) "Namco Museum Vol.3 [Model SCES-00268]"
[EU] Sony PlayStation (feb.1997) "Namco Museum Vol.3 [Model SCES-00268]"
[JP] Sony PS2 (jan.26, 2006) "Namco Museum Arcade Hits! [Model SLPS-25590]"
[EU] Microsoft XBOX (mar.24, 2006) "Namco Museum - 50th Anniversary"
[EU] Sony PS2 (mar.31, 2006) "Namco Museum - 50th Anniversary [Model SLES-53957]"
[EU] Nintendo GameCube (may.5, 2006) "Namco Museum - 50th Anniversary [Model DOL-G5NP-EUR]"
[JP] Nintendo Wii (dec.6, 2007) "Minna de Asobou! Namco Carnival [Model RVL-RNWJ-JPN]"
[EU] Nintendo Wii (apr.18, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[KO] Nintendo Wii (apr.26, 2008) "Namco Museum Remix [Model RVL-RNWK-KOR]"
[AU] Nintendo Wii (may.1, 2008) "Namco Museum Remix [Model RVL-RN2P]"
[EU] Microsoft XBOX 360 (may.15, 2009) "Namco Museum - Virtual Arcade"
[AU] Microsoft XBOX 360 (june.3, 2009) "Namco Museum - Virtual Arcade"
[JP] Nintendo Wii [Virtual Console Arcade] (sept.29, 2009)
[JP] Microsoft XBOX 360 (nov.5, 2009) "Namco Museum - Virtual Arcade [Model 2RD-00001]"
* HANDHELDS:
[UK] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-UKV]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 3 - Galaga & Galaxian [Model DMG-AGCP-NOE]"
[JP] Nintendo Game Boy (1995) "Galaga & Galaxian [Model DMG-AGCJ-JPN]"
[JP] Nintendo Game Boy (nov.29, 1996) "Namco Gallery Vol.2 [Model DMG-AN2J-JPN]"
[JP] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMJ-JPN]"
[EU] Nintendo GBA (dec.7, 2001) "Namco Museum [Model AGB-ANMP-EUR]"
[JP] Sony PSP (feb.24, 2005) "Namco Museum [Model ULJS-00012]"
[KO] Sony PSP (may.2, 2005) "Namco Museum [Model UCKS-45005]" : as 'Old Galaga' and marks the only ever official connection between the Galaxian and Galaga series
[EU] Sony PSP (dec.9, 2005) "Namco Museum Battle Collection [Model UCES-00116]"
[JP] Nintendo DS (oct.11, 2007) "Namco Museum DS [Model NTR-YNMJ-JPN]"
[EU] Nintendo DS (feb.29, 2008) "Namco Museum DS [Model NTR-YNMP-EUR]"
* COMPUTERS:
[EU] Exidy Sorcerer
[JP] Apple II (1980) Star Craft Tokyo.
[JP] Apple II (1981) "Alien Typhoon" by Star Craft.
[EU] BBC B (1982) "Arcadians" by Acornsoft
[EU] Acorn Electron (1982) "Arcadians" by Acornsoft.
[EU] Sinclair ZX81 (1982) "ZX Galaxians" by Artic
[EU] Sinclair ZX Spectrum (1982) by Artic.
[EU] Commodore C64 (1983) "Galaxions" by Solar Software.
[EU] Commodore C64 (1983)
[EU] Sinclair ZX Spectrum (1983) by Atarisoft.
[UK] Sinclair ZX Spectrum (1983) "Galactians" by DK'Tronics.
[JP] MSX (1984)
[EU] MSX (1984) by Bug-Byte.
[JP] Fujitsu FM-7 (1985)
[JP] Sharp X1 : by Dempa.
[JP] NEC PC-88
[EU] Atari ST (1993) "Galaxian" - PD / Shareware by Sinister Developments
[EU] PC [MS-DOS] (1996) "Galaxi" - PD / Shareware by Kurt W. Dekker
[EU] Commodore Amiga (1998) "Galaxians v1.3" : by PD / Shareware - Kev Gallagher
[JP] PC [MS Windows, CD-ROM] (dec.24, 1998) "Namco History Volume 4"
[AU] PC [MS Windows, CD-ROM] (mar.27, 2006) "Namco Museum - 50th Anniversary"
[EU] PC [MS Windows, CD-ROM] (may.19, 2006) "Namco Museum - 50th Anniversary"
* OTHERS:
VFD tabletop game (1980) by Bandai
VFD tabletop game (19??) "Moon Alien" : alternate name by Bandai.
[JP] VFD tabletop game (19??) "Beam Galaxian" by Bandai
VFD handheld game (1981) "Galaxian 2" : by Entex (or Futuretronics) and called Galaxian 2 because it can be a two-player game.
[JP] VFD handheld game (1981) "Astro Galaxy" by Entex.
VFD handheld game (1981) "Astro Invader" : Hales release by Entex.
LCD Keychains handheld game (1997) by Bandai
- SOURCES -
Game's ROM.
Game's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Taisen Mahjong Final Romance 4 Update submitted by XtC
Taisen Mahjong Final Romance 4 (c) 1998 Video System.
An evening with cute mahjong girls.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 (@ 8 Mhz)
Sound Chips : Yamaha YM2610 (@ 8 Mhz)
Player : 2
Control : mahjong keyboard
- TRIVIA -
Released in April 1998.
This title translates from Japanese as 'Final Romance Mahjong Competition 4'.
- SERIES -
1. Idol-Mahjong Final Romance (1991)
2. Taisen Idol-Mahjong Final Romance 2 (1995)
3. Taisen Mahjong Final Romance R (1995)
4. Taisen Mahjong Final Romance 4 (1998)
- STAFF -
Executive producer : Furukawa Kouji
Character design & Screen play by Akatsuki Gomoku.
Animation character design & chief animator : Watabe Keisuke (Hercules)
Music & Sound effects : Itamura Maoki
Animation editor : Jitensha (Ookubo Tadao)
Main programmer : Hamanaka Tsukasa
Programmers : Soyama Hiroe, Yokota Kenichi, Touno Mika, Yagiyama
Game graphic designers : Ikeda Masako, Higuchi Norie, Sawada Ayano
Mahjong design : Yamato Masashi
Screen play & directed by : Yasunobu Hayashi
* CAST :
Yuri : Nagasawa Miki
Shino : Yajima Akiko
Momo : Kanamaru Hinako
Saki : Naoko Matsui
Syun-ran : Iwatsubo Rie
Rin-ran : Shibata Yumiko
Eimi : Maeda Mitsuko
Chin-ta : Akatsuki Gomoku
- PORTS -
* CONSOLES:
Sega Saturn (1998)
* COMPUTERS:
Windows : by Harvest
- SOURCES -
Game's ROM.
Accepted [+] [X] FunHouse Update submitted by XtC
FunHouse (c) 1990 Williams Electronics Games, Incorporated.
- TECHNICAL -
Williams WPC (Alphanumeric)
Model Number: 50003
Main CPU: Motorola M6809 (@ 2 Mhz)
Sound CPU: Motorola M6809 (@ 2 Mhz)
Sound Chips: Yamaha YM2151 (@ 3.579545 Mhz), DAC, HC55516
Note: Prototype versions use Williams' System 11 audio board (D-11581).
- TRIVIA -
Released in November 1990.
Approximately 10,750 units were produced.
The High Score initials are sometimes replaced with 'RUDY'.
The red button is held by Rudy on the backglass.
On the backglass, the man with the boy on his shoulders is artist John Youssi. The boy is his son, who also modeled for the inspiration of Rudy.
A FunHouse unit appears in the sitcom "Married... With Children"; Season 9, Episode 24 (Radio Free Trumaine).
- STAFF -
Concept, Playfield, & Design : Pat Lawlor (PML)
Software & Design : Larry DeMar (LED)
Mechanix by : John Krutsch (J K)
Music : Chris Granner
Sounds : Jon Hey (HEY)
FX : Brian Eddy
Art : John Youssi
Speech Processing : Chris Granner, Rich Karstens
Art Support : Kevin O'Connor, Margaret Hudson
Voice of Rudy : Ed Boon
- PORTS -
* CONSOLES:
Nintendo Wii (2008, "Pinball Hall of Fame: The Williams Collection")
Sony PS2 (2008, "Pinball Hall of Fame: The Williams Collection")
Sony PSP (2008, "Pinball Hall of Fame: The Williams Collection")
Xbox Live (Apr. 04, 2012; "The Pinball Arcade")
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] Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] Update submitted by XtC
餓狼伝説3 遥かなる闘い (c) 1995 SNK [Shin Nihon Kikaku].
(Garou Densetsu 3 - Harukanaru Tatakai)
During a trip to Southtown to attend the inauguration of a new branch of Pao Pao Cafe by former street fighter Richard Meyer, the lone wolves (Terry Bogard, Andy Bogard, Joe Higashi & Mai Shiranui) are unwillingly caught in the middle of a desperate search for the Shiranui Scrolls and the mysterious fighters that are after them! The game features a new graphic style, 2 different background planes to fight, a grade system that shows how well you perform in battle, lots of hidden moves & combos, as well as multiple endings based on your performance. The answers shall only be uncovered by a long & fierce battle, are you up to it?
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-069
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons Per Player.
[Joystick] 8-way [A] Quick Punch [B] Quick Kick [C] Power Punch [D] Power Kick
- TRIVIA -
Garou Densetsu 3 was released in March 1995 in Japan.
The title of this game translates from Japanese as 'Legend of Hungry Wolf 3 - The Distant Battle'.
Garou Densetsu 3 overtly refers to itself by its overseas name of 'Fatal Fury 3' throughout the game.
This game is known outside Japan as 'Fatal Fury 3 - Road to the Final Victory'.
Things that changed in this particular game:
* The game introduces a deeper plane change system which proved to be somewhat clunky & difficult to use due to the tricky commands used to move between planes.
* Chain combos are introduced to add even more depth to each character's fighting style.
* Throws are harder to use since these are slow and throw-miss animations were added.
* Newcomers in the game are Bob Wilson, Blue Mary, Franco Bash, Hon Fu, Sokaku Mochizuki, Ryuji Yamazaki, Jin Chonshu & Jin Chonrei.
Hon Fu's goofy martial artist routine & easygoing personality make him SNK's hilarious homage to Jackie Chan. Definitely not a Bruce Lee clone! :)
Kyo Kusanagi & Sie Kensou make a cameo in Pao Pao Cafe!
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 3 - PCCB-00179) on April 21, 1995.
- TIPS AND TRICKS -
Reach and beat Jin Chonshu with a fighting grade above "A" and you'll fight a hidden last boss, her brother, Jin Chonrei.
One of the coolest things of this game is the fact that you can alter some backgrounds objects by slamming opponents against them. For example, you can knock away the training dummy in Joe's stage if you send an opponent flying towards it. Experiment on various stages to find more surprises!
Note : If the game is set on the USA, ASIA or EUROPE bios, the game will reset after defeating Jin Chonrei and you won't get to see the ending, however if the game is set on the JAPAN bios it will work just fine!
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Keiichi Nanba
Joe Higashi : Nobuyuki Hiyama
Mai Shiranui : Akoya Sogi
Geese Howard : Kong Kuwata
Sokaku Mochizuki, Ryuji Yamazaki : Koji Ishii
Bob Wilson, Hon-Fu : Toshiyuki Morikawa
Blue Mary : Harumi Ikoma
Franco Bash : B. J. Love
Jin Chonshu, Jin Chonrei : Kappei Yamaguchi
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Apr. 21, 1995) "Garou Densetsu 3 - Harukanaru Tatakai [Model NGH-069]"
[JP] SNK Neo-Geo CD (Apr. 28, 1995) "Garou Densetsu 3 - Harukanaru Tatakai [Model NGCD-069]"
[JP] Sega Saturn (june.28, 1996) "Garou Densetsu 3 - Harukanaru Tatakai [Model T-3102G]"
[JP] Sony PS2 (jul.20, 2006) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]"
[US] Sony PS2 [EU] (2006) "Fatal Fury Collection"
[JP] Sony PS2 (may.29, 2008) "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]"
* COMPUTERS:
[JP] PC [MS Windows 9x] (Sep. 19, 1996) "Garou Densetsu 3 - Harukanaru Tatakai"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] Update submitted by XtC
餓狼伝説2 新たなる闘い (c) 1992 SNK Corp.
(Garou Densetsu 2 - Arata-Naru Tatakai)
The lone wolves are back once again and they will battle the world's strongest fighters. However a mysterious & powerful new enemy is looking for them, the ones who defeated Geese Howard.
Can the lone wolves face this new threat and come out victorious?
Features backgrounds with 2 different background planes, improved control & some very nice music! :)
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-047
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[Joystick] 8-way, => [A] Quick Punch [B] Quick Kick [C] Strong Punch [D] Strong Kick
- TRIVIA -
Garou Densetsu 2 was released in December 1992 in Japan.
The title of the translates from Japanese as 'Legend of Hungry Wolf 2 - The New Battle'.
This game is known outside Japan as 'Fatal Fury 2'. According to the USA flyer, the name of the game is 'Fatal Fury 2 - The Sultan of Slugs Battle Royale'.
Things that changed in this sequel :
* This game allows you to switch between the background & foreground planes at will (in the first game, you could only switch planes if the CPU was on a different battle plane!).
* The game ditches the previous game's 3 button setup (punch, kick & throw) in favor of a new 4 button setup (light & heavy punches & kicks). This is apparently one of the very first Neo-Geo fighters to use this now common button setup.
* This game introduces the use of Desperation Moves (highly damaging techniques that can only be used when the life-bar is flashing red). This game as well as "Art of Fighting" were the first fighting games to introduce these moves.
* Newcomers in the game are : Mai Shiranui, Cheng Sinzan, Kim Kaphwan, Jubei Yamada, Big Bear (aka Raiden), Axel Hawk, Lawrence Blood & Wolfgang Krauser. Richard Meyer, Michael Max, Tung Fu Rue, Duck King, Hwa Jai & Geese Howard were left out! (although some of them make some cameos during some of the game's cut-scenes!).
Just as the first game introduced the famed Terry Bogard, this game features SNK's most popular fighter lady : Mai Shiranui! :). Mai appears in "Quiz King of Fighters" as selectable character.
The Hungry Wolf is a reference to Terry Bogard, the main character in Fatal Fury. Terry, Andy and Joe (and to a lesser extent, Mai and Mary) are referred to as the Lone Wolves.
Keeping the tradition of the first game, an animated movie based on this game was released in Japan featuring character designs by Masami Ohbari. The movie was also released in the USA by Viz Video, a division of Viz Comics. After the second Fatal Fury movie was released, a third movie followed (which predated "Fatal Fury 3 - Road to the Final Victory"). It follows the adventures of the Lonely Wolves (Terry, Andy, Joe and Mai) as they attempt to prevent a power-hungry man from claiming all the parts of the legendary Armor of Mars.
When a player wins a match in a single player game, the post match screen shows people watching the tournament inside the Pao Pao Cafe from the first game, "Fatal Fury - King of Fighters".
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu 2 - PCCB-00111) on 19/02/1993.
Reviews:
[FR] March 1993 - Consoles + No. 18: 97/100 (AES version)
- TIPS AND TRICKS -
* You can only see any character's ending if you beat the game with a single credit used (no continues or 2-Player matches are allowed)
* Just like the first game, it's possible to use the strategy of dashing at your opponents just as they're getting up in order to damage them repeatedly.
* Billy Kane, Axel Hawk and Lawrence Blood all have stages that use a single plane, with the 'second' plane having objects on it that can injure players if they're knocked against them (all three of these bosses have ways of throwing their opponents into the background). You can knock the bosses into the background too by standing close to them while they're dazed and then hitting them with a good hard kick or punch.
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
Producer : Eikichi Kawasaki
Planners : Deru-Deru, Tsukamichi-2, Chinta
Object Designers : Higashi Pon (Higashipon Mark3), Tony Oki, Tsuzakingyo (Tsuzakingyo 2), Lionheart, U.G, Ryouji-Sei, Soe Soe (Super Soe Soe), Heitarou, Terarin, Horipu (Horigen. Pu-Ta)
Back Scroll Designers : Moriyan, Somatreeno, Oba Obata, Shibatarian, Uri Midopon, A-Chang
Character Back Up : Manuke, Teizo Muta 92, Kama Kama, Takeshi Kimura, Man, Take. P, Albinome, Pinkey. TBC440
Programmers : Yamatan (Yamatan-2' Turbo), Speaker. R
Sound : Toshio Shimizm (Shimizm), Yoko, Jojoha Kitapy, YLF. Communicate, Paciorek, Masahiko Hataya (Papaya)
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Mai Shiranui : Akoya Sogi
Big Bear : Dango Takeda
Cheng Sinzan : Jun Hashimoto
Laurence Blood : Katsuhisa Namase
Axel Hawk : Michael Beard
Billy Kane : Katsuhisa Namase
Wolfgang Krauser : Michael Beard
Special Thanks : Kazuya Hirata, Prince Deguchi, Kura, Shinchan, Data Tada, Oh!Butch (Oh! Buchii), Carry, Kenchan, Miyagami, Satochan, Sanpo, Iwata Kun, Hiroshi Matsumoto (Finish Hiroshi), Akiko Tsuruta, Mie Kurita, Megumi Moriyama, 1st Operation Staff
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Mar.5, 1993; "Garou Densetsu 2 - Arata-Naru Tatakai [Model NGH-047]")
[JP] Nintendo Super Famicom (Nov.26, 1993; "Garou Densetsu 2 - Arata-Naru Tatakai [Model SHVC-DJ]")
[JP] NEC PC-Engine CD (Mar.12, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model HCD4060]")
Nintendo Super NES [US] (Apr.1994; "Fatal Fury 2 [Model SNS-DJ]")
Nintendo Super NES [EU] (1994; "Fatal Fury 2 [Model SNSP-DJ]")
[JP] Sega Mega Drive (june.24, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model T-146023]")
[US] Sega Genesis (1994; "Fatal Fury 2")
[JP] Nintendo Game Boy (jul.29, 1994; "Nettou Garou Densetsu 2 - Arata-Naru Tatakai [Model DMG-X3J]")
[JP] SNK Neo-Geo CD (Sep.9, 1994; "Garou Densetsu 2 - Arata-Naru Tatakai [Model NGCD-047]")
[JP] Sony PS2 (jul.20, 2006; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
[US] Sony PS2 (Aug.2007; "Fatal Fury Battle Archives Volume 1")
[EU] Sony PS2 (jul.2008; "Fatal Fury Battle Archives Volume 1")
[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
* COMPUTERS:
[JP] Sharp X68000 (Dec.23, 1993; "Garou Densetsu 2 [Model MGX-5002]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Garou Densetsu Special [Model NGM-058] Update submitted by XtC
餓狼伝説スペシャル (c) 1993 SNK.
(Garou Densetsu Special)
Just as the name implies, this is a special edition of "Fatal Fury 2" filled with plenty of fun stuff. Features a few old familiar faces from the first game as newcomers; background with 2 battle planes; improved control and lots of secrets. Without a doubt, one of the better chapters in the series!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-058
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player.
[JOYSTICK] 8-way [A] Quick punch [B] Quick kick [C] Strong punch [D] Strong kick
- TRIVIA -
Garou Densetsu Special was released in September 1993 in Japan.
The title of this game translates from Japanese as 'Legend of Hungry Wolf Special'.
This game is known outside Japan as 'Fatal Fury Special'.
Things that changed in this particular game :
* The combo system has been improved, hit damage has been lessened & the game speed has been increased.
* Newcomers in the game are Duck King, Tung Fu Rue, Geese Howard & Ryo Sakazaki.
Is Kim Kaphwan trying to replace Superman? You'll see for yourself when you spot him flying in Big Bear's & Terry Bogard's stages!
Pony Canyon released a limited-edition soundtrack album for this game (Garou Densetsu Special - PCCB-00138) on 21/10/1993.
- UPDATES -
MVS (arcade) vs. Home (neo-geo) differences :
- Home : After the credits you will see all the characters grouped together and it will say to try a harder difficulty. If you beat it in the hardest difficulty it will say 'Perfect! It's a knockout, Superman!'.
- Home : If playing on the hardest difficulty and you fought Ryo Sakazaki, you will see all the characters moving around him in a circle while he, for some reason, is crying.
- TIPS AND TRICKS -
* Fight against Ryo Sakazaki : Beat the game without losing a single round (you can lose continues, but not rounds). You'll face against "Art of Fighting"'s main character Ryo Sakazaki as a powerful extra end boss!
* Beat the game without using a single continue and after the credits you will see every character performing a special move, their portraits and giving a quote.
- SERIES -
1. Garou Densetsu - Shukumei no Tatakai [Model NGM-033] (1991, MVS)
2. Garou Densetsu 2 - Arata-Naru Tatakai [Model NGM-047] (1992, MVS)
3. Garou Densetsu Special [Model NGM-058] (1993, MVS)
4. Garou Densetsu 3 - Harukanaru Tatakai [Model NGM-069] (1995, MVS)
5. Real Bout Garou Densetsu [Model NGM-095] (1995, MVS)
6. Real Bout Garou Densetsu Special [Model NGM-223] (1997, MVS)
7. Real Bout Garou Densetsu 2 - The Newcomers [Model NGM-240] (1998, MVS)
8. Fatal Fury - Wild Ambition (1999, ARC)
9. Garou - Mark of the Wolves [Model NGM-253] (1999, MVS)
10. Fatal Fury First Contact [Model NEOP00111] (1999, NGPC)
- STAFF -
Producer : Eikichi Kawasaki
Main Planner : Tsukamichi-2
Planners : Chinta, Deru-Deru
Main Object designer : Tsuzakingyo
Object designers : Higashi Pon (as Higashipon Mega), Tony J Oki, Lionhert 31, Heitarou
Demo sketch : Tsuka
Main Scroll & Demo : Somatoreeno
Scroll & Demo : Moriyan No. 16th
Main programmer : Yamatan (as Yamatan GT-X)
Programmers : Narutaki, EP82Boy., Speaker.R
Sound creators : Toshio Shimizm (as Shimizm), Yamapy-1, Jojoha Kitapy
* Voice Actors :
Terry Bogard : Satoshi Hashimoto
Andy Bogard : Jun Hashimoto
Joe Higashi : Katsuhisa Namase
Mai Shiranui : Akoya Sogi
Big Bear : Dango Takeda
Cheng Sinzan : Jun Hashimoto
Laurence Blood : Katsuhisa Namase
Axel Hawk : Michael Beard
Billy Kane : Katsuhisa Namase
Wolfgang Krauser : Michael Beard
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Dec. 22, 1993; "Garou Densetsu Special [Model NGH-058]")
[US] SNK Neo-Geo AES (Dec. 22, 1993; "Fatal Fury Special [Model NGH-058]")
[JP] Nintendo Super Famicom (jul.29, 1994; "Garou Densetsu Special [Model SHVC-3R]")
[JP] SNK Neo-Geo CD (Sep. 09, 1994; "Garou Densetsu Special [Model NGCD-058]")
[US] SNK Neo-Geo CD (Sep. 09, 1994; "Fatal Fury Special [Model NGCD-058E]")
[JP] Sega Game Gear (Nov. 25, 1994; "Garou Densetsu Special [Model T-103017]")
Sega Game Gear [US] & [EU] (1994; Fatal Fury Special)
NEC PC-Engine Super CD [JP] (Dec. 02, 1994; "Garou Densetsu Special [Model HCD4067]")
[JP] Sega Mega CD (Mar. 31, 1995; "Garou Densetsu Special [Model T-60214]")
[US] Sega CD (1995; "Fatal Fury Special [Model T-60165]")
Super NES [US] (Apr.1995, "Fatal Fury Special [Model SNS-3R]")
Super NES [EU] (1995, "Fatal Fury Special [Model SNS-P-3R]")
[JP] Sony PS2 (jul.20, 2006, "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection Vol.5] [Model SLPS-25664]")
[US] Sony PS2 & [EU] "Fatal Fury Collection"
Microsoft XBOX 360 [Xbox Live Arcade] [JP] (Sep. 05, 2007; "Garou Densetsu Special")
Microsoft XBOX 360 [Xbox Live Arcade] [US] [EU] (Sep. 05, 2007; "Fatal Fury Special")
[JP] Sony PS2 (may.29, 2008; "Garou Densetsu Battle Archives 1 [NeoGeo Online Collection The Best] [Model SLPS-25863]")
Nintendo Wii [Virtual Console] [JP] (Nov. 04, 2009; "Garou Densetsu Special")
Nintendo Wii [Virtual Console] [US] (Mar. 01, 2010; "Fatal Fury Special")
Nintendo Wii [Virtual Console] [EU] (Mar. 26, 2010; "Fatal Fury Special")
* COMPUTERS:
[JP] Sharp X68000 (jul.28, 1994; "Garou Densetsu Special [Model MGX-5004]")
FM Towns [JP] (Sep. 13, 1996)
PC (1997)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Fast Draw Showdown Update submitted by XtC
Fast Draw Showdown (c) 1994 American Laser Games, Incorporated.
You would come face to face with some of the quickest gun slinger in the area. You work your way through town till you meet up with Wes Flowers... One of the fastest 'quick-drawers' in the world.
- TECHNICAL -
Main CPU : Motorola 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
This games uses a laser disc.
- TRIVIA -
While Wes Flowers is featured in Fast Draw Showdown, he is actually a real person who has worked on several films such as Beverly Hills Cop III as a gun handler.
- PORTS -
* CONSOLES:
Nintendo Wii [WiiWare] (2010)
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] F-15 Strike Eagle Update submitted by XtC
F-15 Strike Eagle (c) 1990 Microprose.
A 3-D flight combat simulator game.
- TECHNICAL -
Main CPU : Motorola 68000 (@ 12 Mhz), TMS34010 (@ 5 Mhz), I8051 (@ 11.059 Mhz)
Sound Chips : UPD7759 (@ 640 Khz), YM2151 (@ 3.579545 Mhz), (2x) DAC
Players : 1
Buttons : 4
- TRIVIA -
Released in February 1991.
This was the first coin-op game from Microprose.
F-15 SE is the world's first real 3-D flight combat simulator game.
- PORTS -
* CONSOLES:
Atari 7800 : unreleased prototype
* COMPUTERS:
Sharp X68000 (1991)
Nintendo Game Boy (1992)
Nintendo NES (1992)
Sega Game Gear (1993)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Express Raider Update submitted by XtC
Express Raider (c) 1986 Data East Corp.
North American release. Game developed in Japan. See the original for more information; "Western Express".
- TRIVIA -
Gary Hatt holds the official record for this game with 197200 points.
- PORTS -
* CONSOLES:
[US] Nintendo Wii (feb.19, 2010; "Data East Arcade Classics [Model RVL-P-R26E]")
[US] Sony PSP (june.15, 2010) : PlayStation minis series
* COMPUTERS:
[EU] Amstrad CPC (1986)
[US] Commodore C64 [EU] (1987)
[EU] Sinclair ZX Spectrum (1987)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Emergency Call Ambulance Update submitted by XtC
Emergency Call Ambulance (c) 1999 Sega.
Become an emergency medical technician in Emergency Call Ambulance. Day or night, you're on the call! Race to the scene of a serious traffic accident, spectacular fire or senseless act of big city violence. You're mission : get the injured to the hospital emergency room as quickly and safely as possible! Players are kept aware of their patient's condition by monitoring their 'health point' indicator. Reckless driving or hitting other vehicles will dramatically reduce your patient's 'health point' indicator. Follow the on-screen directions or choose your own route. The game ends if the 'health point' indicator reaches zero before you deliver the patient to the hospital. Make it in time, and you're off to the next emergency call!
- TECHNICAL -
Runs on the Sega "Model 3 Step 2.1" hardware.
Players : 1
Control : paddle
Buttons : 3
- TRIVIA -
Emergency Call Ambulance was released in July 1999.
This game is known in Japan as 'Kyuukyuusha' (translates from Japanese as 'Ambulance').
Emergency Call Ambulance is a part of Sega's 'Real Life Career Series', others are "Airline Pilots", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Crazy Taxi".
This was the last game made on the Sega Model 3 hardware.
- PORTS -
* CONSOLES:
Sega Dreamcast : A collection including "Brave Firefighters", "Jambo! Safari", and "Emergency Call Ambulance" was planned but not released.
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Elvira and the Party Monsters [Model 2011] Update submitted by XtC
Elvira and the Party Monsters (c) 1989 Midway.
- TECHNICAL -
Midway System 11B
Model Number : 2011
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 -
First known celebrity voice (Cassandra Peterson - Elvira) especially recorded for the machine.
Approximately 4,000 units were produced.
Elvira is known to be a little risque. As a precautionary measure, Elivra games were shipped with a small, black lingerie 'decal', to be placed over ELVIRA's plunging cleavage on the backglass. The software included a similar option to tone down the quotes. This was the 'Rated-G' option, intended to 'Protect the eyes and ears of the little Party Monsters'.
The slingshot/outlane plastics are bordered by long bones. The 'broken' bones on these plastics are an 'inside joke' about Dennis Nordman's motorcycle accident, which occurred during the development of Elvira. In fact, Dennis Nordman broke many, many bones in the accident and basically designed Elvira from a hospital bed!
The graphic on the right side of the game near the pizza passage with the monster carrying a shitload of pizza boxes. One of the pizza boxes is named 'Pinball Pete's', and this is the name of the Arcade that Tim Arnold used to own (and subsequently sold to his brother) in Michigan. Guess someone working on the game wanted to point out Tim and his efforts in pinball.
- SERIES -
1. Elvira and the Party Monsters (1989)
2. Scared Stiff (1996)
- STAFF -
Designers : Dennis Nordman, Jim Patla, Steve Ritchie
Artwork : Greg Freres
Software: Mark Penacho
Mechanics : Tony Pugh
Music & Sounds : Chris Granner
- PORTS -
* CONSOLES:
Atari Lynx (1992, "Pinball Jam")
* OTHERS:
Android (may.31, 2012; "The Pinball Arcade")
- SOURCES -
Game's ROM.
Accepted [+] [X] Double Dragon [Model NGM-082] Update submitted by XtC
Double Dragon (c) 1995 Technos.
A head-to-head fighting game based on the 1994 Double Dragon movie, the game features a roster selectable which consists of "Double Dragon" alumni Billy, Jimmy, Marian, Abobo and Burnov, as well as 5 original characters as they enter a martial arts tournament to take out evil crime lord of Bloody Town, Koga Shuko. Unique features in the game includes destructible environments and a super move meter which fills out based on how much energy the player has left, giving weaker fighters a handicap. After defeating the default 10 fighters, the player faces Shuko's bodyguard, Duke, before fighting Shuko himself.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID : NGM-082
Players : 2
Control : 8-way joystick
Buttons : 4
=> [A] Light Attack [B] Medium Attack [C] Hard Attack [D] Extra Attack
- TRIVIA -
Released in February 1995. Double Dragon was Technos' first game for the Neo-Geo hardware. This game was based on the movie 'Double Dragon', which was, in turn, based on the 'Double Dragon series' of games.
The game features a combo counter like many fighting games, however this one is not always very accurate since it registers Cheng Fu's Super Dragon Kick technique (Forward Dragon Punch motion + 2 buttons with the charge meter filled) as a single hit! The original Double Dragon logo can be seen in the large white boat on Cheng Fu's stage!
Billy, Jimmy, Marian and Abobo are the only characters from the original 1987 "Double Dragon" game who were featured in both : the movie and this game. Billy and Jimmy have the ability to transform into more powerful counterparts like they did in the end of the movie, while Abobo turns into his mutated form for a brief moment when he does his 'Grow 'n Throw' super move. Marian is depicted as a female gang leader, much like her movie counterpart. Burnov was the first stage boss in "Double Dragon II - The Revenge", while Duke was the final boss in the Super NES game "Super Double Dragon", although neither character were in the movie. Koga Shuko, the game's final boss, was an original character from the film.
April Simmonds holds the official record for this game with 96,700 points on April 21, 2007.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Double Dragon - G.S.M 1500 - PCCB-00175) on March 17, 1995.
- UPDATES -
MVS (arcade) vs. Home (neo-geo) differences :
- Arcade : If you beat the game without losing a round you'll see a drawing of each character posing while the credits roll. If you beat using a continue you just see the credits rolling on the screen in one of the monitors that fell on the last boss.
- Home : Regardless if you use continues or not you will only get the credits that roll on the big monitor screen.
- TIPS AND TRICKS -
* Play As Duke / As Koga Shuko : Go to the character selection screen and put the cursor on Billy, then Marian, then Chung Fu, then Jimmy for 3 seconds each. If done correctly you will hear the word 'Bingo!'.
* Alternate Costume Colors : Press B, C or D when selecting a fighter.
- STAFF -
Voice: Hikaru Midorikawa (as Billy), Kaneto Shiozawa (as Jimmy / Amon), Yuka Koyama (as Marian), Daisuke Gōri (as Abobo / Burnov), Yukimasa Kishino (as Eddie), Keiko Han (as Rebecca), Yusaku Yara (as Dulton), Hisao Egawa (as Cheng Fu / Duke), Osamu Saka (Shuko), Miyako Endo (Narration)
Aoni Production: Yasuaki Sumi
Program: Tadamichi Obinata, Naoki Kashiwabara, Shinji Hirao, Yasuhiro Matsumoto
Graphic: Takumi Ishikawa, Seiichiro Ishiguro, Fujimi Ōnishi, Kazutaka Ōhashi, Satoshi Kazato, Takahide Koizumi, Chihiro Kushibe, Takeyoshi Suzuki, Katsuhiro Nakamura, Akiko Maruyama, Kazumi Minagawa, Koji Ogata, Kōji Yamada, Hideki Hoshiya
Planner: Muneki Ebinuma, Minoru Yamaguchi
Sound Program & Tools: Robert C. Ashworth
Sound Effects: Taku Urabe (credited as Taku)
Composer: Kiyomi Kataoka, Chiaki Iizuka, Reiko Uehara, Fumio Suzuki
Guitar: Osamu Sakai
Special Thanks: Toshiaki Tsugane, Kensuke Nishi, S. Yasuraoka (credited as Yasuraoka Special), Makoto Shigenobu, Teruo Ichimura, Kouji Matsuyama, Yukiko Yamashita
Genic: Akira Kitsuno, Keinosuke Akichi, Norihiko Yonesaka
Espo Corp.: Seiji Kawakatsu, Daisuke Hatakeyama, Kei Tamura
Madhouse: Yuji Takae
J.C. Staff: Tomoko Kawasaki, Eiichi Endō, Nobuko Ogino
Illustration: Tsuguyuki Kubo
Leader: Kazuyuki Kurata
Boss: Kunio Taki
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo (mar.31, 1995; "Double Dragon [Model NGH-082]")
[US] SNK Neo-Geo (mar.31, 1995; "Double Dragon [Model NGH-082]")
[JP] SNK Neo-Geo CD (june.2, 1995; "Double Dragon [Model NGCD-082]")
[US] SNK Neo-Geo CD (1995, "Double Dragon [Model NGCD-082E]")
[JP] Sony PlayStation (apr.26, 1996; "Double Dragon [Model SLPS-00191]")
[JP] Sony PlayStation (aug.10, 2011; "Double Dragon [PS1 Classics]")
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] DonPachi Update submitted by XtC
DonPachi (c) 1995 Atlus.
An excellent vertically scrolling shoot'em up. The player assumes the role of a pilot who is sent by their squadron to fight their former allies until one side destroys the other, all of which is a part of a mission to strengthen the military power that controls each side. The player flies their selected fighter over 5 areas of various terrain, encountering a number of land, sea and air enemies. The player's ship has two modes of fire : by tapping the fire button, shots are fired; holding it down produces a concentrated vertical beam, but also reduces the ship's speed.
The player can choose one of 3 aircraft at the start of the game, or upon continuing :
Type A : A red (or yellow/orange, for player two) fighter, which fires a narrow stream of shots
Type B : A green (or purple, for player two) helicopter, which fires its main guns forward, but has side guns that rotate in the direction of movement
Type C : A blue (or black, for player two) fighter, which fires a wide, three-way spread of shots
- TECHNICAL -
Game ID : ATC01DP
Cave 1st Generation Hardware
Main CPU : MC68000 (@ 16 Mhz)
Sound CPU : Zilog Z80 [Optional]
Sound Chips : Yamaha YMZ280B (@ 16.9344 Mhz) or OKIM6295 x (1 or 2) + YM2203 / YM2151 [Optional]
Other : 93C46 EEPROM
Players : 2
Control : 8-way joystick
Buttons : 3
=> [A] Shoot, [B] Bomb, [C] Full-Auto
- TRIVIA -
Developed by Cave, this is their first game (released in May 1995).
DonPachi is one of only two Cave shooters to get released in the USA, the other being Progear no Arashi. Both US versions of these games are extremely rare and sought after since only a small handful were made for the American market.
The name of the game is a pun; the kanji for DonPachi literally means 'leader bee', but the word 'don' is also a Japanese onomatopoeia for the sound of a gun firing. There are a number of references to bees in the game : the most obvious is the bee icon that can be picked up for high scores. The transition effect between levels is tiled, made up of red hexagons, which resembles a bee hive.
The plot of this game is quite 'cheesy' : you fight your own comrades in order to become the ultimate fighter, the 'DonPachi elite team!'.
Kenichi Takano and Tsuneki Ikeda (see Staff section) were ex-Toaplan employers. It seems that Tsuneki Ikeda was one of the programmers behind "Truxton", hence the red/blue/green ships colour (for player1 of course). He should also be the 'Ikeda in Maeba' guy appearing in "Batsugun"'s credits.
The default high score table contains a hidden message : read vertically, the initials will read, TOAPLAN.FOREVER.
The 'English' text that appears against the 'WARNING' message upon approaching a boss reads : THIS IS NOT SIMILATION. GET READY TO DESTOROY THE ENEMY. TARGET FOR THE WEAK POINTS OF F**KIN' MACHINE. DO YOUR BEST YOU HAVE EVER DONE.
Pony Canyon / Scitron released a limited-edition soundtrack album for this game (Donpachi - G.S.M. 1500 / PCCB-00184) on 21/06/1995.
- UPDATES -
The US version is slightly different, it has the "Winners Don't Use Drugs" screen.
- SCORING -
DonPachi features a scoring system known as Get Point System (GPS). By destroying large groups or chains of enemies in a short period of time, you can build up a number called a combo, similar to the kind found in fighting games. You receive an increasing number of points with every enemy you shoot down; the more enemies you hit in one chain, the more points you receive. You can break the chain by waiting to shoot an enemy; the combo number will turn blue when your chain is broken. This system brings a new challenge after the player has cleared the game; plot out the stages to achieve a high score.
After completing an area, player gains following scores based on performance in the completed area :
Star : 10000 points per item collected in the area using current live.
Bombitem : Player gets additional points for having less than 7 maximum slots. Player initially gets 100,000, 60,000, 30,000, 10,000 points for 3, 4, 5, 6 bomb slots respectively. If player manages to complete successive areas with only current life, the bombitem bonus increases, up to 5,000,000 points.
If 2nd loop is completed with 1 credit, player gets 1 million points for each reserved fighter.
- TIPS AND TRICKS -
* Bee Medals : there are 13 bee medals hidden in each stage. If you cross the location of a hidden bee medal with your bullets or your laser, it starts to blink. Only the head of the laser weapon frees it, so you can capture it after.
1st medal is worth 100 points, 2nd medal 200, 3rd 400, then 800, 1,000, 2,000...
If you miss a medal, the chain breaks and counting restarts. In case you manage to collect all bee medals of a stage, the 13th medal increases it's value stage by stage up to 1,000,000 points.
* Hits : if you destroy multiple targets within an very short time range (indicated by a green colored bar), a hit counter starts and after 10 hits it will be visible in large letters. Once your hits are too slow, the counter stops and disappears.
* At the 2nd loop, all targets destroyed releases bullets towards your ship.
- SERIES -
1. DonPachi (1995)
2. DoDonPachi (1997)
3. Bee Storm - DoDonPachi II (2001)
4. DoDonPachi Dai-Ou-Jou (2002)
5. DoDonPachi Dai-Fukkatsu (2008)
6. DoDonPachi Saidaioujou (2012)
7. DoDonPachi Maximum (2012) [Apple App Store]
- STAFF -
Producer : Kenichi Takano
Programmers : Tsuneki Ikeda, Toshiaki Tomizawa, H. Uchida, Ryuichi Yabuki
Graphic Designers : Atsunori Aburatani, K. Asaba, J. Fujisaku, Riichirou Nitta, Naoki Ogihara
Sound : Ryuichi Yabuki
Special Thanks: N. Kaneko, Satoshi Kohyama
- PORTS -
* CONSOLES:
[JP] Sega Saturn (apr.26, 1996; "DonPachi [Model T-14405G]")
[JP] Sony PlayStation (oct.18, 1996; "DonPachi [Model SLPS-00548]")
[JP] Sony PlayStation (aug.30, 2001; "DonPachi [Model SLPS-86855]")
[JP] Sony PlayStation (may.12, 2010) : PSOne Classics
- SOURCES -
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Doki Doki Penguin Land Update submitted by XtC
Doki Doki Penguin Land (c) 1985 Sega.
Doki Doki Penguin Land is a platform puzzle game in which the player controls a penguin called Adelie and must safely guide an egg - by digging downwards - from the roof at the top of each stage down to the penguin's living room and waiting wife.
The penguin can push the egg left or right and can jump on it to make sure it doesn't get stuck against a wall. Digging affects the tile one block away from the penguin's position, making it impossible to dig directly downwards. If the egg gets into a position where it cannot be moved left or right, jumping and landing on it will cause it to smash.
The game focuses on the egg rather than the main character and the screen only scrolls as far as the egg falls. Should the penguin get too far ahead, he reappears at the top of the screen. If the egg falls too far (indicated by a line three stories below it), it breaks.
Enemy polar bears patrol the stages with the aim of stopping Adelie and if the penguin leaves his egg too far behind, moles come digging out of the brickwork and try to snatch it. The moles will run away at the penguin's approach but the polar bears will attack and must be taken out by dropping rocks onto them or digging holes for them to fall into.
Each time an egg is broken, either by contact with an enemy or by falling too far, a player life is lost. The game ends once all lives have been lost.
- TECHNICAL -
Main CPU : Zilog Z80
Sound Chips : SN76496
Palette colors : 16
Players : 2
Buttons : 2
- TRIVIA -
Even if titlescreen says 1985, Doki Doki Penguin Land was released in January 1986 in Japan.
- SERIES -
1. Doki Doki Penguin Land (1985)
2. Doki Doki Penguin Land Uchuu Daibouken (1987, Sega Master System)
3. Ikasuze! Koi no Doki Doki Doki Penguin Land MD (1990, Sega MegaDrive)
4. Doki Doki Penguin Land Arrange (as part of "Sega Ages Vol 23: Sega Memorial Collection")
- PORTS -
* CONSOLES:
Sega SG-1000 (1985)
Nintendo GameBoy (1990)
[JP] Sega Saturn (Nov. 27, 1997) "Sega Memorial Selection Vol.2 [Model GS-9163]"
Sony PlayStation 2 (Dec. 22, 2005) "Sega Memorial Selection [Sega Ages 2500 Vol.23] [Model SLPM-62709]"
* COMPUTERS:
MSX (1985)
* OTHERS:
Mobile Phones (2004, "Penguin Love")
- SOURCES -
Game's ROM.
Accepted [+] [X] Dodgem Update submitted by XtC
Dodgem (c) 1979 Zaccaria.
Copy of Sega/Gremlin "Head On".
Dodgem is a 2-D maze racing game. You control your boat through the maze to pick up the dots while at the same time avoiding the boat, or boats, that are constantly trying to ram you. Successfully get through one maze and many more await you. This is good practice for sailing through Hong Kong Harbor.
- TECHNICAL -
Main CPU : S2650 (@ 950 Khz)
Screen orientation : Horizontal
Video resolution : 720 x 768 pixels
Screen refresh : 55.00 Hz
Palette colors : 2
Players : 2
Control : 4-way joystick
Buttons : 1
- SCORING -
Dots : 2 points
Flag : 50-200 points
- TIPS AND TRICKS -
* Always be aware of where the Jam Boat(s) is/are located. They can only make one lane change at a time but that lane change may be into your lane.
* The faster you go, the fewer lanes you can cross. At full acceleration, you will only be able to change one lane at a time. In the earlier levels, this will be fine since you will only be dealing with one car. In the multiple Jam Boat levels, this can be a very bad thing. Decelerate (take your finger off the accelerate button) to go across multiple lanes.
* The Jam Boat(s) always travel in a clockwise motion while you travel in a counterclockwise motion. Remember that so that you don't get confused when there are multiple cars in the maze.
* Don't try to get all the dots on one of the lanes. You need to anticipate where your next move is well before you enter the lane change area since you cannot change lanes at any other time. Sometimes, on the earlier levels, it is best to do a staggered type dot pickup where you do lane one, change to lane two, to lane three, lane four, lane five, then back to lane one. If you time it right, the Jam Boat or Boats will still be in the maze.
* Don't let the speed of the Jam Boat(s) throw you. Just plan to be out of your lane and in the lane change area before them. If both cars enter at the same time, you run a big risk of a collision.
* Since the game isn't timed, take your time planning on how you will take care of the dots. Don't take chances since you will have to restart the level if your boat gets destroyed.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1980) "Dodge 'Em [Model CX2637]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]" - Atari 2600 version
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]" - Atari 2600 version
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]" - Atari 2600 version
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology" - Atari 2600 version
[US] Microsoft XBOX (2005) "Atari Anthology [Platinum Hits]" - Atari 2600 version
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [XBOX World Collection] [Model B7X-00001]" - Atari 2600 version
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]" - Atari 2600 version
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]" - Atari 2600 version
* COMPUTERS:
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]" - Atari 2600 version
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]" - Atari 2600 version
[EU] PC [MS Windows, CD-ROM] (dec.1, 2006) "Atari - 80 Classic Games in One!" - Atari 2600 version, as part of "Atari Kids 2006"
- SOURCES -
Machine's picture.
Game's ROM.
Accepted [+] [X] Dragon's Lair II - Time Warp Update submitted by XtC
Dragon's Lair II - Time Warp (c) 1991 Leland.
Daphne has been kidnapped by the evil wizard Mordroc and Dirk the Daring must rescue her! Travel through time and space in seven levels of twitch-action response to flashing on the screen. The laserdisc provides beautifully animated scenery.
- TRIVIA -
The animation for this game was completed in 1984 but its release was put on hold due to the rapidly declining coin-op market of that era.
Grag Sakundiak holds the official record for this game with 1,006 points on February 25, 2007.
- UPDATES -
* Version 2.11
* Version 3.00
* Version 3.14
* Version 3.15
* Version 3.16 (European)
* Version 3.17
* Version 3.18
* Version 3.19
* Version 3.19 (European)
* Version 3.19 (Spanish)
Note : The European versions differs again (like Dragon's Lair and Space Ace) from the US versions. It has a Philips VP380 arcade LD player which has RGB output, 220V and NTSC. There is no composite-to-RGB splitter board and the driver ROM is different.
- TIPS AND TRICKS -
In this game you direct Dirk towards the yellow flashes with the joystick and you press the button to have him use his sword whenever it flashes yellow. If you see a flashing treasure on parts of the game, have Dirk get that treasure. You must have him get all the treasures in order to advance to the final level. The game has seven levels that you must guide Dirk The Daring safely through to help him rescue his wife Daphne from Mordroc who will force Daphne to marry him unless her husband Dirk saves her.
Descriptions of the levels are as follows :
* On the first level, you must help Dirk escape from his outraged mother-in-law, Hilda (who believes him to be responsible for Daphne's abduction), and get to The Dragon's Lair beneath the castle. There he must find The Time Machine while fighting off a giant serpent. Once Dirk has found and activated The Time Machine, he will proceed to the next level.
* On the second level, Dirk will be in a prehistoric era where he will make his first attempt to rescue Daphne.
* On the third level, Dirk will be in Wonderland through The Looking-Glass, meeting with familiar characters like The Queen of Hearts, The March Hare, The Mad Hatter, The Jabberwocky, The Cheshire Cat, as well as even Tweedledee and Tweedledum (who will dress Dirk like Alice).
* On the fourth level, Dirk will be in The Garden of Eden, where Eve will mistake him to be Adam and a couple of serpents will encourage him to have Eve eat the Forbidden Apple.
* On the fifth level, Dirk will be in Beethoven's studio where he will be shrunk to the size of a mouse and avoiding a hungry cat.
* On the sixth level, Dirk will be in ancient Egypt where he will fight mummies and other ancient evil.
* On the seventh and final level, Dirk will finally have his chance to rescue Daphne and defeat Mordroc. If you make it past this level, Dirk and Daphne will return to their own time, reunite with their children and then fly off again in The Time Machine. Afterwards, the game ends.
- SERIES -
1. Dragon's Lair (1983)
2. Dragon's Lair II - Time Warp (1991)
3. Dragon's Lair 3D - Return To The Lair (2002, PC CD-ROM)
4. Dragon's Lair 3 (2004, PC CD-ROM)
- PORTS -
* CONSOLES:
Sega 32X : Unreleased prototype
Sega CD : Unreleased prototype
CD-I (1994)
Sega Saturn : Unreleased prototype
Sony PlayStation 2 (2000)
Nintendo Wii (2010) "Dragon's Lair Trilogy"
* COMPUTERS:
Atari ST (1990)
Commodore Amiga (1991)
Commodore Amiga (1993, "The Animation Classics Pack")
PC (1996)
* OTHERS:
DVD Player (2002)
- SOURCES -
Game's picture.
Game's ROM.
Accepted [+] [X] Dragon's Lair Update submitted by XtC
Dragon's Lair (c) 1983 Cinematronics.
Dragon's Lair is THE original laser disc video game, the video and sound sequences for the game are stored on a LASER DISC. This unprecedented game lets a player participate in an animated AND INTERACTIVE motion-picture experience.
Dragon's Lair is the first game born to the new generation of video games. This unprecedented game is the first motion-picture type fairy tale you interact with.
As Dirk the Daring, a player's goal is to rescue the princess. The adventures along the way are horrible and terrifying, but, a skilled and brave knight, like honor and truth, can prevail.
A player has a choice of 5 moves at any given time. A complete game of Dragon's Lair requires more than 200 correct moves. Timing is critical! Dirk can be too hesitant or too eager to make a move. Only experience and a good memory enable Dirk to complete his mission.
The game opens with the dark visage of a foreboding castle looming in the distance. The next thing you know, you are Dirk, running across the castle drawbridge. The gate clangs shut behind you, and your quest to kill the dragon and save Princess Daphne has begun!
More than 40 possible episodes will be presented to you. Some require many fast repeated moves; others will require fewer, more calculated moves.
Dragon's Lair can be a 1-or 2-player game. If 2 play, 2 twin knights engage in mortal combat with the same demons until they both die (use up their lives), or until one rescues the fair princess from the dragon's lair.
At the beginning of the game, if the player makes a wrong move and loses a life, a new scene will appear at random. Later in the game, a scene that is not completed properly is repeated until it is mastered. Also, when a player loses a life, the scene stops, the screen turns blue, and PLAYER 1 or PLAYER 2 is displayed on the screen, along with that player's number of remaining lives.
As you play the game you may find that sane scenes are repeated, but the image is reversed on the screen (the scene is reversed on the disc, not by the hardware).
Princess Daphne appears during the game, in distress and crying for help. She is unattainable until the end.
- TECHNICAL -
The images for the game are stored on a laser disc, a type of storage device. Dragon's Lair uses a laser-disc player made by Philips (model 22VP 932/00) and a Z80 microprocessor to generate the images and action required for game play.
Most of the sounds you hear during game play originate from the disc.
The control panel :
SWORD BUTTONS : Causes Dirk to draw and use his sword.
JOYSTICK : Controls Dirk's movements. Dirk moves in the direction that the joystick is pointed. In some instances, moving Dirk to an object causes him to do something with that object.
- TRIVIA -
Dragon's Lair was released on June 19, 1983.
The attract mode of the game displays various short vignettes of gameplay with the accompanying narration : 'Dragon's Lair: The fantasy adventure where you become a valiant knight, on a quest to rescue the fair princess from the clutches of an evil dragon. You control the actions of a daring adventurer, finding his way through the castle of a dark wizard, who has enchanted it with treacherous monsters and obstacles. In the mysterious caverns below the castle, your odyssey continues against the awesome forces that oppose your efforts to reach the Dragon's Lair. Lead on, adventurer. Your quest awaits!'
Dragon's Lair was one of the first games to use the then-new Laserdisc format. It was the first game to have feature-quality animation (exactly 22 minutes of full animation at a cost of 1.3 million dollars). This set it apart from the other arcade games of the day which had very primitive graphics.
The animation was done by Don Bluth Studios, which also did feature-length animated movies such as 'The Secret of NIMH' and 'An American Tail'. Don Bluth was a former Disney employee who left to start his own company. To keep the cost as low as possible, they decided not to hire professional voice actors. Instead they all pitched in and did the voices themselves. Sound Engineer, Dan Molina was the voice of Dirk the Daring. Vera Lanpher, head of assistant animators, was the voice of Daphne. The narrator was Michael Rye and the musical score was created by Christopher Stone.
Dirk only speaks twice. Once, he mutters 'Uh, oh' when the platform begins to recede during the fire-swinging sequence, and exclaims 'Wow!' when first entering the dragon's lair.
Dragon's Lair had a huge impact on the arcade industry in 1983 (grossing more than 32 million dollars in the first eight months in the arcades). It was so big that quite a bit of merchandise was produced. Dragon's Lair books, buttons, trading cards, stickers and toys were just a few of the many different items that could be purchased.
Lance Mazmanian was the one of the first ever in the US (or perhaps actually the first in the US) to successfully complete the commercially released Dragon's Lair game. This happened at Zody's Arcade in North Las Vegas, Nevada, 1983, when Mazmanian, then 17 years-old, narrowly beat Rick Gurlach to the prize (Gurlach completed the game a mere day later). When word of the victory spread, two Japanese executives from a competing game company flew to Las Vegas to meet with Mazmanian, who was privately interviewed for an hour in the arcade (which was closed by the operators to accommodate the interview). Mazmanian was asked extensive questions about the interface, the gaming experience, the control cluster, the story progression, the animation, and so on.
Marvel Studio produced a Saturday-morning TV-show based on the game. The TV show, produced by Ruby Spears, debuted in the fall of 1984 on ABC and lasted only 1 season.
There was also a Dragon's Lair feature film that was planned, storyboarded, and written but never put into production. The film was to be called 'Dragon's Lair - The Legend'.
The 'Hover Joust' scene and 'dirk turns into a skeleton' death scene was parodied in an episode of the animated television show Family Guy in 2009
Dragon's Lair has been parodied in a sketch on the television show Robot Chicken.
KOTO, an Italian synth group released two Discs in 1988, KOTO 'Dragons Legend' and KOTO 'Dragons Megamix'. The remix music themes include takes of the audio from the attract mode of Dragon's Lairas well as some dialogs of Daphne in game. The themes are Dragons Legend, Dragons Legend (Dub version) and Dragons Megamix.
Greg Sakundiak holds the official record for this game with three starting lives with a score 374,954 points on July 20, 1985.
Judd Boone holds the official record for this game with five starting lives with a score of 558,724 points on October 31, 1983.
- UPDATES -
* Rev. A : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. B : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. C : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. D : use the Pioneer PR-7820 only, 5 Chip set.
* Rev. E : use the Pioneer LD-V1000 only, 4 Chip set.
* Rev. F : use either players, 4 Chip set.
* Rev. F2 : use either players, 4 Chip set.
- SCORING -
Because the monsters and traps to be overcome are so numerous and constantly changing, it is not possible to list the range of scores awarded for each one.
- TIPS AND TRICKS -
* Hints :
1. React! Often the player will be given a visual cue as to which direction to move. These cues are often presented as a flashing light, flashing tunnel, flashing rope, or flashing door. In general, the player should move toward a flashing object.
2. Remember, even though the player may know the direction to move, the timing of his move is critical.
3. The player must react to fire -- it is his enemy. He should not linger too long near fire, and in general, he should move away from blazing fires.
* Unlimited Lives : On some versions of Dragon's Lair the programmers left a secret Easter Egg that allows you to have unlimited lives. To access it, wait for the Attract Mode to begin, then hold the joystick UPLEFT and press the Sword button while inserting your quarters. Release the joystick and then select 1 player. You will now have unlimited lives until you complete the game.
- SERIES -
1. Dragon's Lair (1983)
2. Dragon's Lair II - Time Warp (1991)
3. Dragon's Lair 3D - Return To The Lair (2002, PC CD-ROM)
4. Dragon's Lair 3 (2004, PC CD-ROM)
- STAFF -
Designer: Rick Dyer
Animation by: Don Bluth
Gameplay designed by: Victor Penman, Marty Foulger, Darlene Waddington
Programmed by: Mike Knauer, Vince Lee
Auxiliary programming: Earl Stratton
Voice acting: Michael Rye, Vera Lanpher, Dan Molina
- PORTS -
* CONSOLES:
Colecovision (1984)
Nintendo Famicom (1990)
Nintendo Game Boy (1990)
Nintendo SNES (1992)
Panasonic 3DO [JP] (Mar. 26, 1994) "Dragon's Lair [Model FZ-SJ0153]"
Sega Mega-CD (1994) "Dragon's Lair [Model 4436]"
Phillips CD-I (1994) "Dragon's Lair [Model 810 0181]"
Sega Saturn
Atari Jaguar (1995) : CD version
Nintendo Game Boy Color (2000)
Sony PlayStation 2 (2000)
Microsoft XBOX (2001)
Nintendo DSi [DSiWare] (2010)
Nintendo Wii (2010) "Dragon's Lair Trilogy"
* COMPUTERS:
Commodore C64 (1986, "Dragon's Lair")
Commodore C64 (1987, "Dragon's Lair II")
Sinclair ZX Spectrum (1986, "Dragon's Lair")
Sinclair ZX Spectrum (1987, "Dragon's Lair II")
Amstrad CPC (1986, "Dragon's Lair")
Amstrad CPC (1987, "Dragon's Lair II")
Commodore Amiga (1988)
Atari ST (1988)
Apple Macintosh [3.5"] (1988)
PC [MS-DOS, 3.5" / 5.25"] (1990, "Dragon's Lair")
PC [MS-DOS, 3.5" / 5.25"] (1991, "Dragon's Lair - Escape from Singe's Castle")
PC [MS Windows 9x, DVD-ROM] (1997)
PC [MS Windows 9x, CD-ROM] (1997, "Dragon's Lair Deluxe Pack")
PC [MS Windows, CD-ROM] (2001, "Arcade Authentic Version")
* OTHERS:
DVD-Video (1998)
DVD-Video (2002, "Dragon's Lair 20th Anniversary Special Edition") : PS2 & XBOX Compatible
Google Play (2012) : Digital Leisure
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Donkey Kong Update submitted by XtC
Donkey Kong (c) 1981 Nintendo of America, Incorporated.
Export version for North America. For more information about the game itself, please see the original Japanese upright version entry.
- TECHNICAL -
[Blue Upright model]
The blue uprights (which are the most common), are a very rectangular affair, with quite a lot of artwork. They have orange-ish sticker style side-art (with Mario and Kong on them), with control panel, marquee, and monitor bezel graphics to match. This game does not use a standard arcade monitor. It requires a 'Nintendo Compatible' monitor (a normal monitor will display the picture like that of a photographic negative). This simple little monitor change basically launched the entire Nintendo Vs. Unisystem later on. Because only Donkey Kong series games and Vs. titles would work on these monitors (forcing operators to buy conversion kits for those games instead of a competitors game).
[Red Upright model]
The red upright versions are actually "Radar Scope" cabinets that have been factory-converted to Donkey Kong. These are fairly rare and feature slightly different gameplay.
- TRIVIA -
Donkey Kong was released on July 31, 1981 in the USA.
Donkey Kong was to be Nintendo's first big breakthrough into the western - and particularly American - arcade scene. Before Donkey Kong, Nintendo was having difficulty establishing itself in these markets. After the game's massive success Nintendo quickly established their headquarters of Nintendo of America to ensure that the game was being distributed properly.
Mario was named after Mario Segale, the landlord of Nintendo of America's first warehouse location in Seattle (though it was debated whether this occurred before or well after the game was released). Mario was originally called 'Jumpman'; only the arcade version of Donkey Kong has ever called the hero Jumpman; most home coversions, particularly the NES version, game him the Mario name.
Accounts differ as to how Nintendo of America felt about the game before its release. Many sources claim that they all felt sure it would be an absolute disaster while others say they were more optimistic.
Although Mario is a plumber in later games, his career in Donkey Kong is that of a carpenter. Mario's appearance (and consequently his career) was dictated by the primitive graphics hardware of the time - the only way to have his arms appear 'separate' to his torso was to have them as a different color - hence he wears 'dungarees'. The mustache is present merely to indicate where Mario's mouth is, again due to the low graphics resolution imposed by hardware limitations. Mario wears a hat so his head is distinguishable from the game's black backgrounds.
About 60,000 units were sold in the US. Oddly, despite it being one of the ten best selling games of the golden age of video games, it never reached #1 on Replay's popularity charts. Instead, it was stuck at #2 behind mega hits "Pac-Man" and "Ms. Pac-Man" - the two best selling games ever.
Donkey Kong inspired a catchy hit song by Buckner and Garcia called 'Do The Donkey Kong' released on the 'Pac-Man Fever' album.
A Donkey Kong unit appears in the 1983 movie 'WarGames', the 1984 movie 'Gremlins', the 1985 movie 'The Heavenly Kid', and the sitcom 'Two and a Half Men' (Season 5, Episode 2 - People Who Love Peepholes).
MB (Milton Bradley) released a board game based on this video game (same name) in 1982. Save the girl and avoid the barrels and fireballs as in the video game. The gameboard is laid out like the video game's Ramp Stage. 'Can You Battle Donkey Kong and Save the Fair Maiden?'.
Donkey Kong also spawned a cartoon series of the same name : Ruby-Spears Productions. Produced by Joe Ruby and Ken Spears. Originally aired September 17, 1983 as part of 'Saturday Supercade' on CBS. Mario was voiced by veteran voice actor Peter Cullen, while Donkey Kong's voice was provided by the late actor/comedian Soupy Sales (1926-2009).
Michael Jackson used to own this game (Blue Upright model). It was sold at the official Michael Jackson Auction on April 24, 2009.
- UPDATES -
The original Japanese version had all four stages displayed in their original, logical order 1-2-3-4.
For this US version, they changed it to match the 'How High Can You Try/Get?' theme, with the stage order as follows :
L-01: 1-4
L-02: 1-3-4
L-03: 1-2-3-4 (as in all levels of the Japanese version)
L-04: 1-2-1-3-4
L-05: 1-2-1-3-1-4
L-06 through L-21 all remain the same as L-05
L-22: 1 (Kill screen).
- SERIES -
1. Donkey Kong (1981)
2. Donkey Kong Junior (1982)
3. Donkey Kong 3 (1983)
- PORTS -
NOTE: Only ports released in North America are listed here. For ports released in other regions, please see the original Japanese upright version entry.
* CONSOLES:
[US] Atari 2600 (1982) "Donkey Kong [Model 2451]"
[US] Colecovision (1982) "Donkey Kong [Model 2411]"
[US] Mattel Intellivision (1982) "Donkey Kong [Model 2471]"
[US] Nintendo NES (june.1986) "Donkey Kong [Model NES-DK-USA]"
[US] Atari XEGS
[US] Atari 2600 (1988) "Donkey Kong [Model CX26143]"
[US] Atari 7800 (1988) "Donkey Kong [Model CX7848]"
* HANDHELDS:
[US] Nintendo Game Boy (june.1994) "Donkey Kong [Model DMG-QD-USA]"
* COMPUTERS:
[US] Tandy Color Computer (1982) "Dunkey Munkey"
[US] Tandy Color Computer (1982) "Donkey King"
[US] Tandy Color Computer (1983) "The King"
[US] Tandy Color Computer (1983) "Monkey Kong"
[US] PC [Booter] (1983) "Donkey Kong"
[US] PC [Booter] (1983) "Gorilla Gorilla" : part of the "FriendlyWare P.C. Arcade" suite
[US] Atari 800 (1983) "Donkey Kong [Model RX8031]"
[US] TI99/4A (1983) "Donkey Kong [Model RX8512]"
[US] Commodore VIC-20 (1983) "Donkey Kong [Model RX8513]"
[US] Apple II (1983)
[US] Commodore C64 (1983) "Donkey Kong [Model RX8514]"
[US] PC [MS-DOS] (1997) "Champ Kong" by CHAMProgramming
* OTHERS:
[US] VFD handheld game (1982) released by Coleco.
[US] LCD handheld game "Game & Watch: Donkey Kong" : Released by Nintendo and uses a double screen.
- SOURCES -
Game's ROM.
Accepted [+] [X] Destruction Derby Update submitted by XtC
Destruction Derby (c) 1975 Exidy.
A game in which a number cars in an arena crash into each other until they are wrecked. The last remaining car is the winner. Cars are controlled with steering wheels and a foot pedal. The game can be played by one or two players.
- TRIVIA -
Released in November 1975. This game was licensed to Chicago Coin who released it as "Demolition Derby".
- PORTS -
* CONSOLES:
Colecovision "Destructor"
- SOURCES -
Machine's picture.
Accepted [+] [X] Derby Owners Club Update submitted by XtC
Derby Owners Club (c) 1999 Sega.
This is a thoroughbred horse racing video game that allows players to own, breed, train, and ride their very own race horse. A data-storing card is dispensed with the first play, allowing each player to continuously develop their horse, offspring, and stables through repeat play. The innovative cabinet design allows up to 4 players to race simultaneously.
- TECHNICAL -
Sega Naomi Satellite Terminal
CPU : SH-4 64-bit RISC CPU (200 MHz 360 MIPS / 1.4 GFLOPS)
Graphic Engine : PowerVR (PVR2DC)
Sound Engine : ARM7 Yamaha AICA 45 MHz (with internal 32-bit RISC CPU, 64 channel ADPCM)
Main Memory : 32 MByte
Graphic Memory : 16 MByte
Sound Memory : 8 MByte
Media : ROM Board (maximum size of 168 MBytes) / GD-Rom
Simultaneous Number of Colors : Approx. 16,770,000 (24bits)
Polygons : 2.5 Million polys/sec
Rendering Speed : 500 M pixel/sec
Additional Features : Bump Mapping, Fog, Alpha-Bending (transparency), Mip Mapping (polygon-texture auto switch), Tri-Linear Filtering, Anti-Aliasing, Environment Mapping, and Specular Effect.
Notes : Each 'Game' uses 9 Naomi units, 1 for each of the 8 'Satellite's' and 1 for the main screen. These are all linked together in a network. Player's data saved on HitMaker removable card system. Cards are playable on any other HitMaker system in the same or other locations.
- TRIVIA -
Released in October 1999 in Japan.
- UPDATES -
"Derby Owners Club EX":
The 'EX' software update provides a variety of added features including a new race call from legendary Tampa Downs and Canterbury Park track announcer Richard Grunder, 30 new sires and 30 new dams, tournament software with 3 competition modes, on-screen display of your 6 prior race results, and a new classic Trumpeter Call to Post with several different versions to catch the players' attention as well as patrons in the area.
- SERIES -
1. Derby Owners Club (1999)
2. Derby Owners Club 2000 (2000)
3. Derby Owners Club II (2001)
4. Derby Owners Club World Edition (2001)
5. Derby Owners Club 2008: Feel the Rush (2008)
6. Derby Owners Club 2009: Ride for the Live (2009)
- PORTS -
* CONSOLES:
Sega Dreamcast "Derby Tsuku - Let's Make a Derby Stallion!" : Prototype
- SOURCES -
Game's ROM.
Game's picture.
Game's screenshots.
Accepted [+] [X] Densha De Go! 3 Tsukin-hen Update submitted by XtC
Densha De Go! 3 Tsukin-hen (c) 2000 Taito.
A train simulator where the player assumes the role of an engineer who must take passengers to the station within a certain time limit.
- TECHNICAL -
Runs on the "Taito Type Zero" hardware.
- TRIVIA -
Coverage Sasaguri Line, Kagoshima Main Line, Sanyo Main Line (JR Kobe Line), San'in Main Line, Chuo Main Line, and Chuo-Sobu Line.
Densha De Go! 3 was Released in March 2000 in Japan (even if the title screen says 1999).
The title translates from Japanese as 'Let's go by Train! 3'.
- SERIES -
1. Densha De Go! (1997)
2. Densha De Go! EX (1997)
3. Densha De Go! 2 Kosoku-hen (1998)
4. Densha De Go! 2 Kosoku-hen 3000-bandai (1998)
5. Densha De Go! 3 Tsukin-hen (2000)
6. Densha de Go! 3 Tsukin-hen Daiya Kaisei (2000)
7. Densha de Go! Ryojo-hen (2000)
8. Card de Renketsu! Densha de Go! (2012)
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2001)
Sega Dreamcast "Densha De Go 3 - Commuting" : Prototype
* COMPUTERS:
IBM PC/AT
- SOURCES -
Game's picture.
Game's screenshots.
Official website: http://www.taito.co.jp/gm/go3/
Accepted [+] [X] DDRMAX Dance Dance Revolution 6thMix [Model GCB19] Update submitted by XtC
DDRMAX Dance Dance Revolution 6thMix (c) 2001 Konami Corp.
- TECHNICAL -
GAME ID: GCB19
CART ID: GCB19 JA
CD ID: B19 JA A02
Runs on the Konami Bemani System 573 Digital Hardware
- TRIVIA -
Released in October 2001.
This is the first of the series to feature the 'extra' and 'encore extra' stages.
- TIPS AND TRICKS -
To unlock the extra stage, you must achieve a rank of 'AA' or higher on the final stage on heavy difficuly. You will have to play with 'reverse' and '1.5x speed' and a full life gauge that will not refill. The song is 'MAX 300'. In it's time, it was the fastest song of all, timing in at 300bpms. If by some magic you get an AA rank on MAX 300, you will unlock 'candy(insert star here)'. To pass this stage you need a full combo, but dont worry, the song is only an 8 foot difficulty. On top of that, there are no modifiers! Good luck.
- SERIES -
1. Dance Dance Revolution [Model GC845] (1998)
2. Dance Dance Revolution 1.5 (1999)
3. Dance Dance Revolution 2ndMix [Model GC895] (1999)
4. Dance Dance Revolution Best of Cool Dancers (1999)
5. Dance Dance Revolution 2ndMix with beatmania IIDX club version [Model GN896] (1999)
6. Dance Dance Revolution 2ndMix Link Version [Model GE885] (1999)
7. Dance Dance Revolution 2ndMix with beatmania IIDX substream club version 2 [Model GE984] (1999)
8. Dance Dance Revolution 3rdMix [Model GE887] (1999)
9. Dance Dance Revolution Karaoke Mix (1999)
10. Dance Dance Revolution 3rdMix Plus [Model GCA22] (2000)
11. Dance Dance Revolution Karaoke Mix 2nd (2000)
12. Dance Dance Revolution 4thMix [Model GCA33] (2000)
13. Dance Dance Revolution USA (2000)
14. Dance Dance Revolution Kids (2000)
15. Dance Dance Revolution 4thMix Plus [Model GCA34] (2000)
16. Dance Dance Revolution 5thMix [Model GCA27] (2001)
17. DDRMAX Dance Dance Revolution 6thMix (2001)
18. DDRMAX2 Dance Dance Revolution 7thMix (2002)
19. Dance Dance Revolution Extreme (2002)
20. Dance Dance Revolution SuperNOVA (2006)
21. Dance Dance Revolution SuperNOVA 2 (2007)
22. Dance Dance Revolution X (2008)
23. Dance Dance Revolution X2 (2010)
24. Dance Dance Revolution X3 VS 2ndMIX (2011)
25. Dance Dance Revolution (2013)
26. Dance Dance Revolution A (2016)
27. Dance Dance Revolution A20 (2019)
28. Dance Dance Revolution A20 PLUS (2020)
- PORTS -
* CONSOLES:
Sony PlayStation 2 (2002) "DDR MAX - Dance Dance Revolution"
- SOURCES -
Game's picture.
Game's screenshots.
Game's ROM.
Accepted [+] [X] Double Dragon 3 - The Rosetta Stone [Model TA-0030] Update submitted by XtC
Double Dragon 3 - The Rosetta Stone (c) 1990 Technos Japan Corp.
A mysterious fortune teller warns Billy & Jimmy Lee about the rise of a powerful enemy in Egypt. Since the Lee brothers are looking for a true challenge to put their martial arts skills to the ultimate test, they agree to face this mysterious new enemy. They embark on a world quest - joining up with new allies in the process - and try to lay claim to the famous 'Rosetta Stone'.
The 3rd and final arcade entry of the Double Dragon series (not counting the later Neo-Geo fighting game based on the movie) features a completely gameplay system and graphics from the first two instalments. The game can played by up to 2 or 3 players, depending on the cabinet and settings. The 3rd player takes control of a yellow-clad Lee brother named Sonny, who is exclusive to this game. Techniques from the previous games such as the hair grab and the elbow punch are gone, but new ones are added such as the belly-to-back throw and the back-to-back hurricane kick, as well as the ability to dash by tapping the joystick left or right twice.
The game features weapon shops that allows the player to purchase power-ups by inserting additional tokens. The power-ups differ between stages differ between stages and are available as followed.
* Extra Guys - Allows the player to control a new character who replaces the current fighter when he dies. There are three character types in addition to the Lee brothers.
- The Urquidez Brothers (Roney, Sunny, Jonny) - Tall European grapplers. They have the most energy of the four character types. Up to three fighters can be have in reserve.
- The Chin Brothers (Seimei, Taimei, Sinmei) - Chubby Chinese men with powerful attacks.
- The Oyama Brothers (Masao, Kunio, Akira) - Japanese karate masters dressed in gis specializing in speedy attacks.
* Tricks - The hurricane kick and the one-armed stand head butt are added to the player's move set. If the player's current character dies, then the new techniques will be inherited by the next character in reserve, if there is one.
* Weapons - A nunchaku or sword are given player. Only the Lees can have purchase and wield weapons.
* Energy - Restores the current character's life to 150%.
* Power-Up - Increases the character's agility.
There are 5 stages in the game :
Mission 1 - America - The enemies in this stage are typical thugs and bikers. The first area takes place in a downtown area of city. After defeating the first wave of enemies, the player will enter a warehouse, where they encounter bikers that will try to run over them with their bike. The boss in this is Jim, a red-haired biker wearing a leather jacket.
Mission 2 - China - The enemies are martial artists that specialize in flying kicks. The stage takes place in a single level set in a countryside near the Great Wall of China. The boss at the end of level is Li Cheng-Long, a Shaolin Martial Arts expert who resembles Bruce Lee. When he's down in life, he will wield out his club.
Mission 3 - Japan - The enemies are samurai swordsmen. The first area takes place outside a castle, with bamboo traps and enemies coming out of walls. The second area takes place inside a castle, where the player will face a few more swordsmen before taking out on the boss, Ranzou, a ninja. He attacks with throwing stars and smoke bombs and splits into three forms when he's down on his life.
Mission 4 - Italy - Consists of a single level set in the ruins of a coliseum. The enemies are roman archers. After defeating most of the archers, the boss Giuliano, a man decked in gladiator armour, will attempt to run the player over with his horse. After defeating all the archers, Giuliano will dismount at the end of the level and fight the player. He wields a long hand spear and can block attacks with his shield.
Mission 5 - Egypt - The final stage is composed of seven levels, which includes a desert field, an underground forest, a trap room with stone pillars and giant hands emerging from the floor, a hall with a flying disc. Enemies include living tree men and rock creatures.
- TECHNICAL -
Game ID : TA-0030
Main CPU : Motorola 68000 (@ 12 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.579545 Mhz), OKI6295 (@ 8.5 Khz)
Players : 3
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Developed by East Technology. Double Dragon 3 was released in November 1990 by Technos.
The first two Double Dragon games were created by an internal team at Technos, but this game was written by an outside team called East Technology (see Staff section for more information). A graffiti in the first stage reads "Gigandes", which one of the team's previous games.
There are 4 character types, the Lee brothers and 3 new character types (who are available via the weapon shops in the American and World versions, and are selectable in the Japanese version). However the original idea for the game was for the player to select between Billy and Jimmy Lee, or one of the 3 new characters introduced in the game. The original characters which were Roney Urquidez (who originally wore orange), Chin Seimei (who originally wore red) and Masao Oyama (who was originally named Masahiko Oyama). Apparently the designers considered the possibility that 2 or 3 players playing the game at the same time might want to control the same character, so they revised this by creating Sonny (the 3rd Lee brother) and 2 siblings for each of the new characters. A separate character portrait was made for Jimmy, which is unused in the released Japanese version. The game's ending depicts the original 5 characters, as does the artwork on the Japanese sales flyer.
Soundtrack releases (for limited-editon) :
Double Dragon 3 / The Conbatribes - / Pony Canyon / Scitron - PCCB-00065 - June 21, 1991
- UPDATES -
The US version is slightly different, it has the 'Winners Don't Use Drugs' screen.
The Japanese version discards the weapon shops completely from the game. Instead, the game asks the player to select from the 4 character types available when they begin (Lee, Chin, Urquidez or Oyama). The one-armed stand head-butt and the hurricane kick are available as part of the default moveset, but the hurricane kick is made hard to execute. While controlling one of the Lee brothers, a nunchaku or a sword can be found on the floor in certain stages. The first stage is slightly re-arranged, with the starting point moved in front of the Power Records store and the conveyor belt inside the warehouse removed.
- SERIES -
1. Double Dragon [Model TA-0021] (1987)
2. Double Dragon II - The Revenge [Model TA-0026] (1988)
3. Double Dragon 3 - The Rosetta Stone [Model TA-0030] (1991)
4. Super Double Dragon (1992, Super Famicom )
5. Double Dragon V - The Shadow Falls (1994, Super NES / Jaguar )
6. Double Dragon (1995, AES / NEO GEO / NEO GEO CD, 1996, Playstation)
7. Double Dragon Advance (2004, GBA)
8. Double Dragon (2009, Zeebo)
9. Double Dragon (2011 iOS / Android)
10. Double Dragon Neon (2012, PS3 / Xbox 360)
11. Double Dragon II: Wander of the Dragons - (2013, Xbox 360)
12. Double Dragon IV (2017, PS4 / Nintendo Switch / iOS / Android / Windows)
- STAFF -
Director: Yoshihisa Kishimoto
Programmers : N. Takioka, E. Ogura, Y. Katsumata
Designers : K. Ichikawa, T. Irisawa, T. Chida, J. Hasepin, H. Nagoshi, U. Hoshino
Audio : A. Inoue, T. Nozaki
- PORTS -
* CONSOLES:
[JP] Nintendo Famicom (1990) "Double Dragon III: The Rosetta Stone"
[US] [EU] "Double Dragon III: The Sacred Stones"
Sega Mega Drive (1992)
Nintendo Game Boy (1992)
* COMPUTERS:
Commodore C64 (1991)
PC-Compatible [MS-DOS, 5.25" / 3.5"] (1991)
Atari ST (1991)
Commodore Amiga (1991)
Amstrad CPC (1991)
Sinclair ZX Spectrum (1992)
* OTHERS:
LCD handheld game (1991) : released by Tiger Electronics.
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Official soundtrack (enemy names)