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)
Accepted [+] [X] DoDonPachi Update submitted by XtC
DoDonPachi (c) 1997 Atlus.
An excellent vertically scrolling shoot'em up.
- TECHNICAL -
Game ID : ATC03D2
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 : 2
=> [A] Shoot, [B] Bomb
- TRIVIA -
Developed by Cave.
Released in February 1997.
Angry Chief Hornet (literally), 'DonPachi' is also Japanese onomatopoeia for the firing of guns...
A 'Campaign Version' was released. Reportedly only 100 units ever made and given out as prizes to high score contest winners.
Scitron / Gamest released a limited-edition soundtrack album for this game (DoDonPachi, ESP Ra.de. Soundtrack - SGCD-00002) on 06/11/1998.
Scitron Digital Content released a limited-edition soundtrack album for this game (Dodonpachi II / Dodonpachi Sound Trax - SCDC-00126) on 19/09/2001.
- TIPS AND TRICKS -
* Bee Medals : There are bee medals hidden in the whole game. If you shoot where a bee medal is hidden, it starts to blink. Then you will need to use your laser to free it, before you can collect the medal.
* Hits : There is a combo score system for hits within a specific time range. If it takes too long for your next hit, the chain breaks and counting restarts.
* Hidden 1up player : In stage 3 is your one and only chance to pick up a 1up item. It is hidden in the giant red spaceship you will pass later in the stage. To get it, open all 6 side-boxes with your laser, before you destroy the main tower in the center of the ship. You are not allowed to use your smartbomb for these actions. Otherwise the 1up item would not appear in the ruins of the tower afterwards.
* Bomb Stock : If you don't use the smartbombs and keep the stock display at 'maximum' bonus multiplier will be 2x.
* Flower bloom : There are a few places in the game you will meet flowers growing in ruins. If you fly near them they will bloom. This is more than just a joke of the graphic artist. It can reward you with a nice bonus score :
(each) flower blooming : 10 points per 1/60 sec.
+ your shots hit it : 510 points per bullet
+ your laser crosses it : 1'100 points per 1/30 sec.
* Second loop : To access the second (harder) loop thus being able to fight against Hibachi, the 'true' final boss after level 6 boss, you have to complete the first 6 levels with only one credit and meet at least one of these conditions :
- Don't lose more than 2 fighters (lives).
- Depending on the fighter, have a maximum hit count of at least :
Type A : 270 hits
Type B : 300 hits
Type C : 330 hits
- At least 50 million points by the end of level 6.
- Collect all 13 bees in four of the 6 areas using the tactic explained above for 'bee medals'.
- 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 -
Designers : Naoki Ogiwara, Akira Wakabayashi, Hiroyuki Tanaka, Junya Inoue, Riichirou Nitta
Programmers : Tsuneki Ikeda, Satoshi Kohyama, Makoto Watanabe, Takashi Ichimura
Special Thanks : Toshiaki Tomizawa, Atsunori Aburatani, Ryuichi Yabuki
Producer : Kenichi Takano
- PORTS -
* CONSOLES:
[JP] Sega Saturn (sept.18, 1997; "DoDonPachi [Model T-14419G]")
[JP] Sony PlayStation (sept.10, 1998; "DoDonPachi [Model SLPS-01364]")
[JP] Sega Saturn (sept.17, 1998; "DoDonPachi [Model T-14424G]")
[JP] Sony PlayStation (may.26, 2010; "PSOne Classics")
- SOURCES -
Game's ROM.
Accepted [+] [X] Daytona USA Update submitted by XtC
Daytona USA (c) 1993 Sega.
An excellent checkpoint-style racing game.
- TECHNICAL -
Runs on the Sega "Model 2" hardware.
Players: 2
Control: paddle
Buttons: 7
- TRIVIA -
Even if titlescreen says 1993, Daytona USA was released in March 1994.
The first game to come out on Sega Model 2 hardware, worth mentioning above and beyond anything else due to the fact that it is the number one grossing game of all time.
Daytona also caused and still causes a problem in the arcade industry, Sega had come up with such a 'killer app' that no other game from them or any other company since has matched it in terms of profitability, leading to the phrase heard from most site operators, 'It's no Daytona'.
This game contains statues of Sonic the Hedgehog and Jeffrey from "Virtua Fighter".
Toshiba EMI released a limited-edition soundtrack album for this game (Daytona USA / B-Univ - TYCY-5392) on September 7, 1994.
- UPDATES -
The US version has the "Recycle It, Don't Trash It!" screen.
- TIPS AND TRICKS -
* Time Attack Mode : At the Transmission Selection screen, hold the Start button and press the Accelerator. In Time Attack Mode, only the cars controlled by players are shown in action. If you score high enough to rank in this mode, the letters 'T.A.' (For Time Attack) are shown next to your record in the ranking table.
* Hidden Musics : If you play well enough to make the high score table. You can enter special initials at the Name Entry Screen to hear music of some of SEGA's classic games. Here is the list (Game name - Initials to enter) :
"Hang-On" - H.O
"After Burner" - A.B
"Virtua Fighter" - V.F
"Galaxy Force" - G.F
"F1 Exhaust Note" - EXN
"Turbo Out Run" - TOR
"Fantasy Zone" - F.Z
"Quartet" - QTT
"Space Harrier" - S.H
"Power Drift" - P.D
"Super Hang-On" - SHO
"Rad Mobile" - R.M
"Strike Fighter" - S.F
"Out Runners" - ORS
"Enduro Racer" - E.R
"Sword of Vermillion" - VMO
"Out Run" - O.R
"V.R. - Virtua Racing" - V.R
"Super Monaco GP" - SMG
"Stadium Cross" - S.C
"G-Loc - Air Battle" - GLC
"GP Rider" - GPR
"SDI - Strategic Defense Initiative" - SDI
"Thunder Blade" - T.B
* Special Ending : You must finish in third place or better in every course.
* Secret View : To get an overall view of the race condition during gameplay, hold the Start button and simultaneously press view change buttons 2+3+4.
* Extra Time : On the beginner track there is a slot machine on the top of the stone arch. To play the slot machine, press Start to stop the movement of the wheels. If you get a 777 you'll get 7 seconds of extra time. If you get three Bars you'll get 5 seconds of time.
* Fast Start : In the transmission selection screen hold the 'Start' button down, you will notice that it says 'Real Players Only'. Keep holding the 'Start' button down, until the transmission selection time runs out (You have to choose manual). From my knowledge this only works on the beginner track. Continue holding the start button down through the whole first lap. If you notice you reach 210 mph just before the Jackpot machine. This will give you at least 2 car lengths lead over other racers that don't do the cheat (if you do it right and don't bump any other cars). This will give you time to get away from the rest of the field and keep on truckin'.
* Intermediate Course Easter Egg : If you drive onto the elevated path just before the Pit Road, a billboard will appear stating that you just lost your sponsor.
* Expert Course Easter Eggs : If you stop on the last corner the seagulls will get closer to your car. If you drive the second lap in reverse the Statue will be standing on it's hands. If you stop completely near the statue you can make it spin by pressing the Start button repeatedly. When the game starts press the start button repeatedly to make the seagulls get larger.
- SERIES -
1. Daytona USA (1993)
2. Daytona USA 2 - Battle On The Edge (1998)
3. Daytona USA 2 - Power Edition (1998)
4. SR - Sega Racing Classic (2009)
- STAFF -
Sound composer : Takenobu Mitsuyoshi
Planner : Yokinobu Arikawa, Makaoto Osaki
Programmers : Kouki Koiwa, Daichi Katagiri, Hideomi Miyauchi, Masahiko Kobayashi
Designers : Yasuo Kawagoshi, Yasuko Suzuki, Takafumi Kagaya, Hiroyuki Nakagomi
Chief Programmer : Takuji Masuda
Chief Designer : Toshihiro Nagoshi
Special thanks to : Yu Suzuki
Special thanks to all staffs of Sega R&D Dept. #4 and #2
- PORTS -
* CONSOLES:
Sega Mega Drive : Unreleased prototype
Sega Saturn (1995)
Sega Saturn (1996) "Daytona USA - Championship Circuit Edition [Model 81213]"
Sega Saturn (1996) "Daytona USA - Championship Circuit Edition - Netlink Edition [Model 81218]"
Sega Dreamcast (2001) "Daytona USA 2001"
Microsoft Xbox 360 [XBLA] (2011)
Sony PlayStation 3 [PSN] (2011)
* COMPUTERS:
PC [Microsoft Windows 95] (dec.1996) [Model HCJ-0121]
PC [Microsoft Windows 95] (nov.1997) "Daytona USA Evolution [Model HCJ-0129]"
PC [Microsoft Windows 95] (nov.1997) "Daytona USA Deluxe"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
Accepted [+] [X] Cyberbots - Fullmetal Madness [Blue Board] Update submitted by XtC
Cyberbots - Fullmetal Madness (c) 1995 Capcom Company, Limited.
North American & European release. Game developed in Japan. For more information about the game itself, please see the original Japanese release entry; "Cyberbots - Fullmetal Madness [Green Board]".
- TECHNICAL -
Runs on the "CP System II" hardware.
Blue Board [USA & Europe]
- TRIVIA -
In the original Japanese version's Vs. screen, a chapter title is displayed as well as the model number of each players' VA. The titles and model numbers are missing from these Export versions.
After a 1P vs 2P match in the original Japanese version, the winning character speaks his (or her) victory quote and it is written on screen as well. In the export versions, the victory quote is just written on screen (without the voice sample).
There is a POWEREDGEAR HIGHSCORE CAMPAIGN sequence after the staff credits missing on the export versions.
Devilotte's servants, Dr. Shutain and Jigoku Daishi, are renamed Xavier and Gary.
Gawaine's sword is called 'Magnablade' in the Japanese version. It is not referred to by name in the Export versions.
- UPDATES -
The USA version has the Winners Don't Use Drugs screen.
- PORTS -
Non-Japanese ports only.
* CONSOLES:
[US] Sony PlayStation (sept.13, 2011) "PSOne Classics"
- SOURCES -
Game's ROM.
Accepted [+] [X] Cirqus Voltaire [Model 50062] Update submitted by XtC
Cirqus Voltaire (c) 1997 Midway Mfg. Co.
- TECHNICAL -
Midway WPC-95
Model Number : 50062
Main CPU : Motorola M6809 (@ 2 Mhz)
Sound CPU : ADSP2105 (@ 10 Mhz)
Sound Chips : DMA-driven DAC
- TRIVIA -
Released in November 1997. 2,704 units were produced.
This is the first Solid-State pinball to have a disappearing pop bumper.
Watch the Video mode, as Ronnie jumps over a bunch of cows.
One of the judges in the bonus sequence is a cow.
Sometimes when you hit the Ringmaster, a moo is heard.
There's a cow on the backglass, above the acrobat to the right.
Sometimes the 1's digit on the display flips to a skull, a cow or a Tommy Ticket (from Ticket Tac Toe).
In the Attract mode's history of the circus, a cow is mentioned in 2 places.
John Popadiuk can be seen as the Fabio-looking acrobat on the backglass.
Sample (Pre-productio)n version differences:
1. Misprint on Instruction Card (3rd line).
2. Changed CRANK marvel to SPIN, also 'Defeat all RINGMASTERS' in sample version is a decal, as opposed to printed on playfield.
3. Changed 'Acrobat' and 'Juggler' playfield lamp inserts to 'Acrobat Ready' and 'Juggler Ready'. These inserts where also changed from yellow to white.
4. Added into the production version the words 'Bally Hoo' in front of the yellow targets as well as changed 'Tickle The' to 'Defeat The' in front of the Ringmaster.
5. Small Ringmaster heads were changed from decals in the sample version to being printed on the playfield. The word Multiball is printed in black underneath each of the RingMaster Marvels.
6. The most obvious of them all. The Ringmaster was changed before production from a normal shaped head to a more cylinderical fat head to help prevent the ball from getting stuck behind him.
7. Added the letters S-P-I-N to the 4 blue lamp inserts in front of the spinner.
- UPDATES -
Version 1.1
Date : November 19, 1997
- When the game is set for Tournament mode, the same judges will always be selected.
- Lamp effect when Join the Cirqus is ready does not dim the GI as much.
- Added a TOTAL screen at the end of Cannon Ball Run.
- Cannon Ball Run no longer gives Jackpots from the Cirqus Luck switch during Tournament mode.
- Software for raising the Jet Bumper has been modified to put less stress on the Solenoid fuse (F103).
- Added User Test for the ramp lockup. It is possible to release 1 or all balls, and watch the switches.
- Improved choreography when the Ringmaster Magnet does not catch the ball.
- Fixed a bug where tilting during Side-Show would not kick the ball out of the popper.
- Fixed a bug that could rarely cause players scores in a multiplayer.
Version 1.3
Date : April 17, 1998
- Tilt now ends the side-show.
- If the Ringmaster Magnet fails to catch the ball, the short ball-saver is started as soon as the miss is detected (Only if the adjustment is set).
- Added adjustment (A.2 33) to lower the scoring during the Ringmaster Battle mode. Setting the game in Tournament mode causes reduced scoring as well.
- Added adjustment (A.2 34) to set how locked balls are kicked out after a game.
NEVER - Balls never kick out.
INSTANT - Balls kickout after MATCH (German/French default).
DELAYED - Balls kickout 1 minute after MATCH (Default).
- Ringmaster Battle now correctly handles tilt.
- BOOM marvel is NOT spotted if BOOM is already running.
- If Juggler and Neon multiballs start together, the Juggler marvel is now correctly awarded.
- Added Improved ball search and missing ball compensation. game to disappear.
Version 1.4
Date : October 14, 1998
- Fixed a bug that could cause the machine to reset after the 200th Menagerie award.
- Updated system to fix a bug that could cause extra balls to be served if the plunger lane switch is broken.
- The Ringmaster award lights would sometimes be left blinking after playing Ringmaster Battle.
- TIPS AND TRICKS -
In Attract mode, press one of these codes :
B, 3L, 10R, 19R, 1L (CJS)
B, 16L, 1R, 2L, 1R (PAB)
- STAFF -
Concept : John Popadiuk (POP)
Designers : John Popadiuk, Cameron Silver (CJS)
Artwork : Linda Deal (LTD)
Software : Cameron Silver
Dots/Animation : Adam Rhine, Brian Morris
Mechanical Engineer: Jack Skalon
Mechanical Designer: Louis Toy
Music : Rob Berry (ROB), Dave Zabriskie (ZAB)
Sounds : Rob Berry
Dot Concept : John Trudeau (Dr. Flash)
B/W Neon : Jim Meehan
Effects : Buzz Neon
Voices : Cathy Schenkelberg, Mark Maclean, Rob Berry, Jon Hey, Cameron Silver
Special Thanks : Terry Pratchett, Mark Weyna, Mike Patla
P.C.B Design : Butch Ortega
Publications : Karen Trybula, Nina Clemente, Norma Rodriguez
Regulatory : Herb Foss
WMS Service : Tom Cahill, Jim Kline, Greg McKay
Model Shop : Al Cardenas, Mark Johnson, Ted Chmiola, Mike Laporte, Larry Peters, Dwen Larcen, Dennis Saunders, One Arm Joe
Manufacturing : Jerry Bartol, Laura Polonco, Bob Rapata, Dave Ryon, Emmanuel Kurian
Sculptures : John Balogh
Electrical Wizards : Chuck Bleich, Brian Magruder
Prototype Lab : Jim Shird, Jose Delgado
Cables : Bill Thompson
C.N.C Models : Wally Roeder
Software Support : Larry DeMar, Ted Estes, Bill Grupp, Lyman F. Sheats, Dwight Sullivan, Louis Koziarz, Tom Uban, Matt Coriale
Sound Support : Andy Eloff
Engineering Support : John McCaffer, Elaine Johnson
Purchasing Support : Ron Summers, Dale Prasse, Thomas Murphy, Randy Melind
Prototype Testing : Mike Mendes, Cameron 'Dawn' Silver
Cirqus Kings : Ken Fedesna, Neil Nicastro, Larry DeMar, Jim Patla, Joe Dillon, Rachel Davies
Testing Support : Darren Walker
Cirqus Legends : Joe Joos Jr., John Popadiuk Sr., Jerry Pinsler
Translations : Global Languages and Cultures, Inc.
Translators : Karin Bauchrowitz, Maryl Eubanks, Alan Murillo
- PORTS -
* CONSOLES:
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] Cutie Q Update submitted by XtC
Cutie Q (c) 1979 Namco.
An old ball and paddle / pinball game with a ghost theme.
- TECHNICAL -
Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Cutie Q was released in November 1979 in Japan.
Upon joining Namco, Mr. Iwatani wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his early video game/pinball hybrids. Toru Iwatani would achieve later, greater fame by designing "Pac-Man".
- SCORING -
EXTRA rollovers : 100 points.
Drop Targets : 10 points.
Faces : 50 points.
Spinner : 10 points.
Side Traps : X amount of points, in 100 point increments.
Ghosts in middle roll-through : number of points listed above targets.
Adjustments to scoring :
Finishing all drop targets in an area brings up a ghost. Hit it, and you get a certain number of points (shown near the ghost) multiplied by a number which changes quickly. If the ghost is hit (or if it makes it to the edge of the area), the drop targets return with an extra row of two drops to work on each time.
Make all faces into smiley faces increases bonus multiplier up to 3X
Light up 'EXTRA' on either side will give you a shot in one of the side drains for an extra ball. Once gotten, the 'Extra' rollovers will disappear.
- SERIES -
1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)
- STAFF -
Designed by : Toru Iwatani
- PORTS -
* CONSOLES:
[JP] Sony PlayStation (feb.9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]"
[US] Nintendo Wii (oct.23, 2007) "Namco Museum Remix [Model RVL-R2NE-USA]"
[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-EUR]"
[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]"
* COMPUTERS:
PC-9801 [JP] "Bomb Bee / Cutie Q" : Unreleased prototype, by Mindware.
- SOURCES -
Game's ROM.
Accepted [+] [X] Cue Brick [Model GX903] Update submitted by XtC
Cue Brick (c) 1989 Konami Industry Company, Limited.
A puzzle game where you shift blocks so that a ball rolling along a path can roll across every block that has a path drawn on it.
- TECHNICAL -
Game ID : GX903
Main CPU : (2x) Motorola 68000 (@ 10 Mhz)
Sound CPU : Zilog Z80 (@ 3.579545 Mhz)
Sound Chips : Yamaha YM2151 (@ 3.57958 Mhz), Konami K007232 (@ 3.579545 Mhz), UPD7759 (@ 640 Khz)
Players : 2
Control : 8-way joystick
Buttons : 3
- TRIVIA -
Cue Brick was released in August 1989.
The game contains some Moai and other Easter Island references.
- UPDATES -
* In the Japanese version, Stop is a counter you can trigger anytime, starting at 200, so basically 20 seconds.
* In the World version, you start with 3 stop bonus, and each of them can stop the game 4 seconds. The World version has a practice mode too.
- STAFF -
Game planners : N. Toshiaki, K. Kunihiko
Game programmers : T. Tokusan, T. Koji
Sound programmer : K. Satoru
Graphic designers : M. Saruchan, Maruyakikun, Y. Oyajin, K. Caro
Sound designers : N. Kazuo, O. Masanori
- PORTS -
* COMPUTERS:
Sharp X68000 (feb.24, 1990, "Cube Runner") : by SPS
- SOURCES -
Game's ROM.
Accepted [+] [X] Crazy Taxi [Model 840-0002C] Update submitted by XtC
Crazy Taxi (c) 1999 Sega Enterprises, Limited.
An open world racing video game.
The main objective of the game is to pick up customers and take them to their chosen destination as quickly as possible. Along the way, money can be earned by performing stunts such as near misses with other vehicles. The player is directed to a destination by a large green arrow at the top of the screen. The arrow does not adjust based on obstacles, but rather points in the general direction of the destination. Once the player arrives near the destination, they must stop within a specified zone. When the destination is reached, that customer's fare is added to the player's total money earned. Ratings are then awarded depending on how long the player took to complete the journey. If the customer's timer runs out before the player reaches the destination the customer jumps from the taxi.
- TECHNICAL -
Cartridge ID: 840-0002C
Runs on the Sega "NAOMI" Hardware.
Screen Orientation: Horizontal
- TRIVIA -
Crazy Taxi was released in February 1999.
The soundtrack was done by 'The Offspring' and 'Bad Religion', here is the list:
* All I Want (Offspring)
* Ten in 2010 (Bad Religion)
* Them and Us (Bad Religion)
* Way Down the Line (Offspring)
* Change the World (Offspring)
* Inner Logic (Bad Religion)
Crazy Taxi is a part of Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "Brave Firefighters", "Jambo! Safari", "18 Wheeler - American Pro Trucker" and "Airline Pilots".
JC Padilla of Orlando, Florida holds the official record for this game with a score of $106,184.94 on June 11, 2004.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on Apr. 24th, 2009.
- TIPS AND TRICKS -
* Reverse The Game Play : Normally when you begin playing the game, your taxi is already headed forward, and your first available fairs generally want to go to the Street Car stop. If you hold the gear selector in REVERSE while holding the BRAKE and ACCELERATOR before you press Start to begin the game, when you start, your taxi will be facing the opposite direction, and a whole new route of fairs begins.
* The Bicycle : Insert your tokens and then step on both pedals. Press Start and then select your driver (Note : You MUST hold on both pedals as you press Start and while you are selecting your driver). Press Up on the shifter and release both pedals. Press Down on the shifter and then press Start. The bicycle accelerates faster and brakes quicker but gets bumped around more often.
* See the End Credits : Finish playing Crazy Taxi with a score of $5,000.00 or more.
* More Difficult Track : Insert the amount of tokens required to play the game and then pull back the lever in Reverse. Press the start button. While still holding the handle, choose your driver with the Start Button.
* Pickup Swimmer at Beach : Snorkeling near the reefs outlying the west beach is a customer... But to pick her up, you'll have to drive into the ocean!
Here are the cabby's directions to the beach : At the beginning of the game, grab the person who's nearest to you. (She will want to be taken to the cable car stop). After arriving at her destination, let her out and make a sharp left. Snatch the customer with the outrageously large hat. (She will ask to be taken to the West Side Beach.) When you have arrived at the beach, drop her off and head straight into the water!
* $700 First Fare : At the beginning of the game, instead of driving forward, drive in reverse. Pick up the customer. She will pay $700 for a ride to the bottom of the hill!
* $975 fare : Make your way up to the roof of the parking garage by driving up the ramp at one of its corners. To the left, standing on a giant umbrella is an old lady. Let her hop aboard. She will ask you to take her to the police station and pay you a whopping $975!
* Crazy Dash : While moving forward, release both pedals. Put the car in 'Reverse'. Then put it in 'Drive' and press the accelerator (If done correctly, the taxi will instantly reach its top speed). Crazy Dashes are best used after accidents or after collecting fares.
* Power Slides : Like reckless driving (i.e., 'Crazy Throughs'), power-slides can increase your fare. To power-slide, suddenly throw the car into reverse then back into drive again while sharply turning the steering wheel.
* Start Game from Lookout Tower : To begin at the lookout tower, hold the gearshift in reverse while selecting a driver. Push Start. Then release the lever.
- SERIES -
1. Crazy Taxi (1999)
2. Crazy Taxi 2 (2001)
3. Crazy Taxi 3 - High Roller (2003)
- STAFF -
Developed by Hitmaker (Sega AM3).
- PORTS -
* CONSOLES:
Sega Dreamcast (2000)
Sony PlayStation 2 [Model SLPM 62102] (nov.2001)
Nintendo GameCube [Model DOL-GCTJ-JPN] (may.2002)
Nintendo Game Boy Advance (2003, "Crazy Taxi - Catch a Ride")
Microsoft Xbox 360 (2011, "Dreamcast Collection")
* COMPUTERS:
PC [Windows 9x] [Model HCJ-0327] (Sep.2002)
* OTHERS:
AppStore (oct.2012)
Android [Google Play] (mar.2013)
- SOURCES -
Game's manual.
Game's picture.
Game's ROM.
Game's screenshots.
Official website; http://crazy-taxi.sega.jp/index.html
Accepted [+] [X] Crossed Swords [Model NGM-037] Update submitted by XtC
Crossed Swords (c) 1991 Alpha Denshi.
A rather unique 3rd-person fantasy action game, as a traveling knight you must help those in need of a hero by slashing the evil monsters & demons that disrupt peace. It will be a tough battle but your skill with your sword, some spells and some special weapons that you can purchase along the way will see you through this nightmare. Godspeed brave knight!
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
Game ID: NGM-037
[SNK MVS Neo-Geo Control Picture]
2 players - 4 buttons per player (2 usables)
[JOYSTICK] 8-way, [A] Slash enemy, [B] Thrust enemy/Use sword magical power
- TRIVIA -
Released in July 1991.
Crossed Swords was the Neo-Geo's second attempt at the action-RPG ("Riding Hero" was the first).
- SERIES -
1. Crossed Swords (1991)
2. Crossed Swords 2 (1995 - SNK Neo-Geo CD)
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo AES (Oct. 01, 1991) "Crossed Swords [Model NGH-037]"
SNK Neo-Geo CD [JP] (Oct. 31, 1994) "Crossed Swords [Model ADCD-002]"
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Crossbow Update submitted by XtC
Crossbow (c) 1983 Exidy.
Early first-person shoot'em up game with a dungeons and dragons feel about it. Features good speech and screams.
Gameplay requires the player to protect a band of adventurers (referred to as "friends" by the game) from afar by shooting objects that threaten them. The adventurers enter from the left-hand side of the screen and attempt to cross the screen unharmed. If the player helps them reach the opposite side of the screen safely, the adventurers survive to the next scenario, and new adventurers are occasionally granted between scenarios. In addition to the obstacles, the adventurers are vulnerable to the player's shots. The first time the player shoots an adventurer, an on-screen message is shown: "DON'T SHOOT YOUR FRIENDS!" Thereafter, shooting an adventurer will cause him/her to emit a cry of pain, and to walk at a slower pace the rest of the way. A second shot will kill the adventurer. Scenarios are chosen by shooting a destination on a map screen, which include: town, desert, volcano, cave, bridge, jungle, and castle.
The short path to reach the castle is by using the following Color paths -> Green -> Blue -> Blue -> Red.
The goal is to reach the final scenario, past the castle, in which the player confronts the Master—who presumably created the dangers in the game. Defeating the Master of Darkness requires shooting him in the eyes when they turn red (and deadly). The player is treated to a brief congratulation and a challenge to defeat the Master again, but if you dare. Following this screen the player starts over with however many adventurers survived the confrontation.
- TECHNICAL -
Exidy 440 hardware
Main CPU : Motorola M6809 (@ 1.6224 Mhz)
Sound CPU : Motorola M6809 (@ 811.2 Khz)
Sound Chips : Custom (@ 50.7 Khz)
Players : 1
Control : lightgun
Buttons : 1
- TRIVIA -
Released in October 1983, Crossbow is the first of Exidy's classic shoot'em up. It was also the first video game in history to completely use digitized sound and music.
Fadi Baroody holds the official record for this game with 21654300 points on August 1994 in Myrtle Beach, SC Wild-Rapids Water Park.
This message is in the sound CPU at E3B0:
DMA.A69
COPYRIGHT (C) 1983
EXIDY INC.
MARK VON STRIVER
LA PLUME DE MA TANTE EST SUR LE BUREAU
The last sentence is derived from a useless but ubiquitous phrase used to demonstrate grammatically correct French. The full sentence would be "La plume de ma tante est sur le bureau de mon oncle".
- STAFF -
Software: Nick Ilyin, Larry Hutcherson, Vic Tolomei
Hardware: Howell Ivy, Mark Von Striver
Graphics: Mike Craven, Leland Mar, Hector Galindo
Audio: Ken Nicholson
Art: Rey Maninang
Support: Joe Stieber, Pam Banegas, Lynn Leigh, Al Petretto
- PORTS -
* CONSOLES:
[US] Atari 2600 (1987) [Model CX26139]
[US] Atari 7800 (1988) [Model CX7844]
[US] Atari XEGS (1988) [Model RX8088]
[JP] Nintendo Famicom : prototype
* COMPUTERS:
[US] Commodore C64 (1988) : Absolute Entertainment
PC [MS-DOS] [US] (1989) : Absolute Entertainment)
- SOURCES -
Game's ROM.
Game's picture.
Accepted [+] [X] Crime Patrol 2 - Drug Wars Update submitted by XtC
Crime Patrol 2 - Drug Wars (c) 1993 American Laser Games, Incorporated.
Your mission is to apprehend Lopez the drug lord, take down his drug cartel, and destroy the lab where his drugs are processed. Your mission will take you through Sierra County, Chicago, down to the Border, and then into South America. Throughout your journey, you will come in contact with some of the most violent criminals in America.
- TECHNICAL -
Main CPU : Motorola 68000
Sound Chips : (2x) Custom
Colors palette : 4097
Players : 2
Buttons : 2
- TRIVIA -
Crime Patrol 2 was released in December 1993.
- SERIES -
1. Crime Patrol (1993)
2. Crime Patrol 2 - Drug Wars (1993)
- PORTS -
* CONSOLES:
Panasonic 3DO (1994)
Sega Mega-CD : Unreleased prototype
Phillips CD-I
Sony PlayStation 2
Microsoft X-BOX
* COMPUTERS:
PC
* OTHERS:
DVD-Video (2002) : For use in a home DVD Player
- SOURCES -
Game's picture.
Game's ROM.
Game's screenshots.
Accepted [+] [X] Bubblen Roulette New entry submitted by sjy96525
- DESCRIPTION -
Bubblen Roulette © 1997 Taito.
- TRIVIA -
Released in December 1997 in Japan.
Accepted [+] [X] Cosmic Guerilla Update submitted by XtC
Cosmic Guerilla (c) 1979 Universal.
For some reason you have 2 of your ships placed in the middle of the playing field and aliens all around them. Luckily, they're protected by 5 rows of barriers and you're on the bottom, doing your job to protect them.
- TECHNICAL -
This game had great cabinet artwork, a white base, with purple, yellow and black overlaid artwork. It shows a horned demon and lots of swirls. Most interestingly, this has to be the only game to have a politically incorrect slogan plastered on the side -- SUPER VIOLENCE!. The artwork on the sides (and front) was varnished or lacquered, which gives it a shiny and incredibly strong coat, protecting it from scratches and any kind of fading! The control panel had backlit 1- and 2-player info panels. Insert one coin, '1 player' lit up; insert two and '2 player' lit up. This looks real nice on the brushed chrome control panel.
Game ID : 7907
Main CPU : TMS9980A/TMS9981 (@ 1.2285 Mhz)
Sound Chips : Samples, DAC
Screen orientation : Vertical
Video resolution : 192 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 16
Players : 2
Control : 2-way joystick
Buttons : 1
- TRIVIA -
Released in November 1979.
According to Replay Magazine, Cosmic Guerilla brings that unique world of Japanese cartoonists onto a TV game via a deal with the famous cartoonist Shotaro Ishimori. Ishimori was a pioneering manga/anime artist. It is not know if his art was used in the game itself, on the cabinet, or both.
- SCORING -
Enemy on sides : 20 points
Bonus ships : 50-200 points
- SERIES -
Cosmic Series
1. Cosmic Monsters [Upright model] (1979)
2. Cosmic Monsters 2 (1979)
3. Cosmic Guerilla (1979)
4. Cosmic Alien (1980)
5. Devil Zone (1980)
6. Zero Hour (1980)
7. Space Panic (1980)
8. Cosmic Avenger (1981)
- PORTS -
* COMPUTERS:
Sinclair ZX Spectrum (1983) "Cosmic Guerilla" : Crystal Computing
BBC B (1983) "Cosmic Kidnap" : Superior Software
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Cosmo Gangs Update submitted by XtC
Cosmo Gangs (c) 1990 Data East USA, Inc.
- TRIVIA -
Released in July 1990 in Japan.
Licensed to Data East USA, Inc. for U.S. distrbution.
- PORTS -
* CONSOLES:
Point Blank DS (2006) : as a mini-game
- SOURCES -
Machine's picture.
Accepted [+] [X] Chaos Field [Model GDL-0025] Update submitted by XtC
Chaos Field (c) 2004 Able Corporation, Limited.
Do you love battling the boss ships that appear at the end of each level of your favorite shmup? How about a game where you battle nothing BUT bosses? Your wish is granted with Chaos Field!!
The game draws on elements from other shooters to create its own unique hybrid style of play. You'll have a lock-on feature to take enemies and certain bullets out, as well as a "Radiant Silvergun"-style short-range energy field that will absorb certain bullets.
The action plays out in top-down fashion in the time-honored traditions of the shooting genre. Enemies and bullets will swarm like bees to honey, and it will be up to you to destroy everything, while avoiding getting blown up.
- TECHNICAL -
GD ID: GDL-0025
Runs on the Sega "NAOMI GD-ROM System" hardware.
Players: 1
Control: 8-way joystick
Buttons: 3
=> [A] Shoot, [B] Sword, [C] Change field
- TRIVIA -
Chaos Field was released in June 2004 in Japan only.
Milestone released a limited-edition soundtrack album for this game (Chaos Field Sound Track - STVR-001) on 28/10/2004.
- TIPS AND TRICKS -
* Chaos field weapons :
1. Main attack : straightforward shot.
2. Sword : it can cancel bullets and deal damage to enemies. It can't cancel all bullets, though : homing laser s and purple, arrow-shaped bullets can't be canceled. If you tap three times, the ship will use the left sword, then the right, then both swords: then, it will need half a second to recover. Be careful,then, as this means that you must dodge what you can't cancel..
3. Change field : you basically can switch between order and chaos field, this meaning that you can choose between a more sedate variant of a stage (less attacks), where you get more meta-cubes and thus also more golden cubes by destroying stuff. Your attacks are however weaker... if you switch to chaos field, your attacks will be stronger, you will get less meta-cubes by blowing up enemies, which also are more aggressive (extra attacks and parts). You will be immune to all bullets during the change, and they will also disappear...but you need at least 5 seconds to do a change.
4. Special attacks : are used by pressing together A+B or B+C: the former combination releases a shield, the latter a salvo of homing lasers (your ship will scan an arc in front of it to lock-on enemies and bullets). Both special attacks will start a combo, based on the amount of canceled bullets (you have up to 5 seconds to continue the combo, as shown as the time on the right: it's important to lock-on bullets, and not actually hit them, if you use the homing lasers attack, regarding the combo).
* Meta cubes : you have a special attack stock on your left, made of 10 bars : every special attack uses one bar. If you don't shoot and move, they will automatically be siphoned to your ship. If you max out the bars, every extra meta-cube (golden in appearance) will be worth 10k.
- STAFF -
Developed by Milestone.
- PORTS -
* CONSOLES:
Sony PlayStation 2 (Dec.2004)
Sega Dreamcast (Dec.2004)
Nintendo GameCube (Feb.2005, "Chaos Field Expanded")
Nintendo Wii (2008) "Ultimate Shooting Collection"
- SOURCES -
Game's ROM.
Game's screenshots.
See goodies section.
Official website; http://www.mile-stone.co.jp/product/chaosfield/chaosfield_top.html
Accepted [+] [X] Crystal Castles Update submitted by XtC
Crystal Castles (c) 1983 Atari.
Crystal Castles is an inventive variation on the maze-driven collect-the-dots gameplay first seen in Namco's legendary "Pac-Man". The player takes on the role of 'Bentley Bear', who must run around a number of "castles" - each presented in the form of an isometric forced 3D maze - picking up the gemstones that litter its walkways and platforms, before moving onto the next castle.
Each level is populated by a variety of enemies, including sentient trees, gem eaters, a swarm of bees and Berthilda the Witch. Some enemy types move around the levels randomly, while others will actively chase Bentley. Gem Eaters will devour any gems they reach before the player.
In addition to four-directional walking, Bentley can also jump to avoid pursuing enemies and obstacles. Many levels have platforms that can only be reached via an elevator and some screens also contain hidden secret passages and ramps, as well as 'warps' that move players forward several levels.
Jumping over the trees will shrink and temporarily disable them, while wearing Berthilda's red hat grants the player temporary invincibility, allowing them to kill the witch should they manage to catch her. If Bentley Bear touches a Gem Eater while it's in the process of eating a gem, the Gem Eater dies and 500 points are awarded to the player. However, if the Gem Eater is not eating a gem when touched, Bentley Bear dies.
Some levels contain a large pot of honey. A swarm of bees appears near the honey approximately every five seconds but collecting the honey pot earns the player 1,000 bonus points and causes the bees to appear less frequently. Other enemies, such as the balls, skeletons and ghosts must be avoided.
If Bentley collects all of the gems on a castle, the player receives bonus points. A bonus is also awarded in the event of the player picking up the last gem on the level.
Crystal Castles consists of ten different stages broken down into 37 castle mazes (with four castles making up each stage, apart from 10th, which has only one castle).
- TECHNICAL -
There were two different Crystal Castles cabinets, an upright and a cocktail. Both of these were highly detailed and covered with decorations. The upright cabinet had a production run of 4,880, and the cocktail cabinet had a production run of 500, for a total production run of 5,380 units.
* The Crystal Castles upright was one of the best looking cabinets ever made. It is sort of colored white, and has huge painted sideart of Bentley Bear gathering gems in the castle. The marquee has a futuristic looking logo flanked with two in game scenes on a black background. There is a second mini-marquee over the speaker are that has a large Atari logo. For some reason that logo ends up going missing on many machines, and don't believe sellers when they say it is a cheap or easy part to find, because it isn't. The control panel continues the same graphical scheme as the rest of the machine. It has a standard trackball mounted centrally with fire/start buttons on either side. These trackballs eventually become worn out or damaged, and are mildly expensive to replace.
* The cocktail version has no sideart, very few cocktail machines do. But the top glass is nicely decorated and the control panel art matches the upright version. The players sit across from each other on this version, and the on screen image flips over to face whichever player is currently controlling Bentley Bear.
Game ID : 136022
Main CPU : MOS Technology M6502 (@ 1.5 Mhz)
Sound Chips : (2x) POKEY (@ 1.25 Mhz)
Players : 2
Control : trackball
Buttons : 1 (JUMP)
- TRIVIA -
Crystal Castles was released in July 1983 in the USA.
When Crystal Castles first appeared in the arcades, it amazed players with its sharp graphics and pseudo 3-D mazes. The game was originally supposed to be a variation on the mega-hit "Asteroids" and the working title was 'Toporoids' (from TOPOgraphics and asteROIDS). It featured a one-legged robot and/or a spaceship placed in 3-D mazes lined with asteroids and the goal was (of course) to shoot them. The mazes were similar to those in Crystal Castles.
The character 'Bentley Bear' was originally named 'Braveheart Bear' in the released prototypes. But, Atari ran into trouble over that name from the American Indians and so had to change it. Whenever Bentley is killed, he shrinks, and says something in a cartoon-type balloon above his head. The four possible sayings are: OUCH; OH NO; BYE; and #?!.
Originally, FXL designed the game so that Bentley could jump while in a tunnel. But he decided to take that ability away when he saw Bentley's head popping through the roof!
The game was programmed in 6502, and Fortran was used as tool for programming.
All of the musical themes in the game are from works of classical music. The tune when you first start the game and the bonus life music, are both from The Mephisto Waltz by Liszt. The last gem bonus music is from one of the scenes in Tchaikovsky's Nutcracker Suite. And, the triumphant theme played when you complete Level 10 is of course from The 1812 Overture, again from Tchaikovsky.
If you hadn't noticed, the color schemes of the castles change during the game, and from one game to the next. The colors in the first level are always the same. From level 2 thru 6, they appear in a set order, but every 100 paid games, this set order changes. Finally, in levels 7 and up, the color scheme is picked randomly. A most odd arrangement! There are 17 possible maze color schemes, and four different color possibilities on every board: gem, floor, front wall, and side wall colors. But, each one is not randomly picked and mixed with the other; they are pre-determined as a group, and then the whole group is chosen randomly. The possible gem colors are red, blue, white, and yellow. The floor can be white, black, or pea-green. And, there are 12 possibilities for wall colors, including pink, maroon, and peach!
On two of the mazes in the game, FXL has built into the structure initials of friends of his. On Hidden Spiral, the DES stands for Desiree McCrorey, who holds a contest record on "Mr. Do!". SSM is Sam Mehta, who came in 2nd in a "Centipede" contest held by Atari. And BBM stands for Brian McGhee, a former Atari game designer. On Berthilda's Palace, the initials are harder to make out, as they are cutouts in the floor. EDG is the initials of Eric Ginner, while MAR stands for Mark Robichek. Both of these were famous video game players at the time Crystal was made and are still known by many. Other initials appear in the game, on the above-mentioned scoreboard. While many are made up, some stand for real people. FXL appears in the top 3 spots on a new, or newly reset, game scoreboard and he also appears at other places in the top 250 initials. MEC appears more than once also. This stands for Mark Cerny, a fellow designer at Atari. He is responsible for "Marble Madness".
Note : The formula for calculating the points given for the last gem bonus on a particular level and board number is 1,000 + ((((level x 4) - 1) - (4 - board)) x 100).
Frank Seay holds the official record for this game with 910,722 points.
A Crystal Castles units appears in the 1984 movie 'Gremlins'.
Michael Jackson used to own this game. It was sold at the official Michael Jackson Auction on April 24, 2009.
- SCORING -
Points awarded for collecting gems.
Killing Gem Eaters : 500 or 1,000 points.
Collecting the honeypot : 1,000 points.
Collecting the witch's hat : 2,000 points.
Killing Berthilda : bonus points.
- TIPS AND TRICKS -
* Warps: There's a 'continue option' warp on the first board. It won't take you any higher than Level 8, though.
1) The first warp is behind the palace on the upper-right hand corner of the first board. Go there then jump. It'll take you to Level 3.
2) The second warp : get the hat, run to an elevator, and at the back corner of the hidden ramp, jump before the hat expires. The warp always gives you four lives (not including the one you're on) and takes you to Level 5.
3) The third warp is on the third screen of Level 5, titled 'Crossroads'. It is extremely easy to trigger; just move to the very upper left corner and jump. You will be transported to the first screen of Level 7, again with four lives to spare. There are no other warps.
* A Trick: If you jump at least 128 times in the front right corner of any maze, the next maze that is fully drawn from the beginning will have a string of the words ATARI stretched across the middle of the screen. It disappears on the next maze, unless you are playing a two-player game, in which case it can appear on two screens.
* Another Trick: On Level 5, Berthilda's Palace grab the hat and enter the large door where Berthilda is. Run over her for 3,000 points, then head to the corner of the room (where Berthilda was) and jump. The initials FXL will appear in the lower-right hand corner of the screen, which stands for Franz Lanziger, one of the designers of Crystal Castles!
* This Trick Is Free: When the machine is in its demo mode, wait until the first stage appears. When Bentley gets killed, hold down BOTH jump buttons and the accounting screen, which shows customer play information, will appear.
* Secret Message: When you complete level 10, a special screen appears that says, I GIVE UP : YOU WIN YOU MUST BE _______________.
What goes in the blank depends on the number of lives you have left.
For 1 life, fill in AMAZINGLY GOOD;
For 2, RIDICULOUSLY GOOD;
For 3, FANTASTICALLY GOOD;
For 4, VERY GOOD;
For 5, AN EXPERT;
and for 6, A VIDEO WIZ.
* Time Bonus: For every four seconds of game play, you lose 1,000 points. The amount of time bonus starts at 200,000, so you can figure that a 5 minute game will have a time bonus of 125,000. Also, for every life you lose, you lose at least 1,000 time bonus points, so even though you can make up for your life as far as the life bonus, you still lose in time bonus.
- STAFF -
Program : Franz Lanzinger (FXL)
Hardware : Sam Ly
Project leader : Scott Fuller
Team leader : John Ray (RAY)
Graphics : Barbara Singh (BAS), Dave Ralston, Susan G. McBride (SGM)
Techs : Paul Mancuso, Gardner Crosby
Audio design : Franz Lanzinger, Larry Bryan
- PORTS -
* CONSOLES:
[US] Atari 2600 (1984) "Crystal Castles [Model CX26110]"
[EU] Atari 2600 (1984) "Crystal Castles [Model CX26110P]"
[EU] Atari 2600 (1987)
[US] Atari 7800 : unreleased prototype
Atari XEGS
[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 (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
[US] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 [EU] (nov.1,2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[US] Nintendo DS (mar.8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"
* COMPUTERS:
[EU] BBC Micro (1983)
[US] Apple II (1983)
[US] Tandy Color Computer (1984)
[US] [EU] Commodore C64 (1984)
[EU] Atari ST (1986)
[EU] Amstrad CPC (1986)
[EU] Sinclair ZX Spectrum (1986)
Sinclair QL (1986) "3D Slime": unofficial port
[US] Atari 800 (1988) [Model RX8102]
[US] PC [MS Windows, CD-ROM] (apr.4, 1998) "Atari Arcade Hits Vol. 2"
[EU] PC [MS Windows, CD-ROM] (2000) "Atari Arcade Hits 2"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Nokia N-Gage (feb.2006) "Atari Masterpieces Vol. II"
[EU] Nokia N-Gage (mar.30, 2006) "Atari Masterpieces Vol. II"
[US] Apple Store (2012) "Atari Greatest Hits"
[US] Google Play (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Game's picture.
Mark Alpiger (MDA); http://www.classicarcadegaming.com/games/cc/index.htm
Accepted [+] [X] Cannonball Update submitted by XtC
Cannonball (c) 1976 Atari.
- TECHNICAL -
Main CPU : M6800 (@ 756 Khz)
Screen orientation : Horizontal
Video resolution : 256 x 224 pixels
Screen refresh : 60.00 Hz
Palette Colors : 6
Players : 1
Buttons : 2
- TRIVIA -
Cannonball was Owen Rubin's first game at Atari. It is not known for sure if this game was ever produced, as there is no documentation or flyers of the game that have surfaced. Owen Rubin seems to think that maybe it WAS produced; however, he is unsure.
Owen wrote Cannonball while sitting in his small office at a Model 33 teletype connected to a Motorola MicBug 6800 processor, both of which were connected to simple videogame hardware. He hand-assembled the entire program--it was only 2K, but still took several months--including self-test, saving the code on punched paper tape. When his boss reviewed the game and asked for code listings, Owen said, 'What listings?' It turns out that Owen didn't know about the two computer operators, who took the listings that the designers/programmers wrote up, typed them into the PDP-1 computers, ran them to make sure they were error-free, then return a paper tape to the designer.
- STAFF -
Designed & Programmed by : Owen Rubin
- PORTS -
* CONSOLES:
Atari 2600 "Human Cannonball"
- SOURCES -
Owen R. Rubin
Game's ROM.
Accepted [+] [X] Carnival [Upright model] Update submitted by XtC
Carnival (c) 1980 Gremlin/Sega Ind., Incorporated.
CARNIVAL is a 1 or 2 player alternate action game that simulates a carnival shooting gallery. The playfield consists of three target rows, a rotating pipe wheel, a bonus message panel, and a 'special' target block.
The player uses a left right control to position a rifle at the bottom of the screen, and a shoot control to fire the rifle. Two rows of bullets at the bottom of the screen indicate the number of shots remaining to the player. Every time the player shoots, one of the bullets disappears from the screen. More bullets are given during the first round than the others, so, the inexperienced player will have a chance to enjoy the play.
The game ends when the player runs out of bullets. This can occur on any round. A round ends when the player clears the playfield of all targets. At this point, a special 'shoot the bear' sequence appears, and when this is finished the player proceeds to the next more difficult (and higher scoring) round. This is Gremlin's Multi-Phase design concept that keeps games challenging to players of all levels.
When a player completes a round (ending with 'shoot the bear' sequence), the screen flips to the other player. When the original player resumes play, he advances to the next level of difficulty, exactly as he would have if the screen had not flipped to the other player. This method allows the players to more directly compare their scores, since they are always within one round of each other. Note that the player who ends the game first does not necessarily lose--he might still have the higher score when the game ends.
The three target rows move in a horizontal line from left to right (top row), right to left (middle row) and left to right (bottom row). There are five types of targets. The rows move as a continuous band--the targets exiting the playfield from the right side of the bottom row reappear at the left of the top row. The point value for hitting a row target is indicated along the right side of the game--maximum points for a top row target, medium points for a middle row target, and minimum points for a bottom row target. These values increase from round to round.
Rabbits and owls are simple targets, which disappear when hit.
Numbered sign targets award additional bullets to the player when hit, as well as awarding the points indicated for the row. These targets appear only on the top two rows to make them relatively difficult targets.
Five small letters, B, 0, N, U and S are randomly interspersed through the target rows. At the upper right of the playfield is the word ''bonus" spelled out is small letters. If the player manages to hit the moving bonus letters in order (b-o-n-u-s) a special bonus is awarded. The fact that the bonus is still active is shown by the bonus word in the upper right of the playfield. Every time a bonus letter in the correct order is hit, the small corresponding letter in the bonus panel enlarges to show that it has been hit. Whenever a bonus letter is hit out of order, the bonus panel disappears until the next round. The bonus panel reappears at the beginning of every round. The bonus value is determined by adding row target points into the bonus value. When the "B" letter is hit, the bonus value freezes for that round. This encourages waiting as long as possible before attempting to score the bonus.
Ducks are special targets. Whenever a duck reaches the bottom row, it is capable of leaving the row and flying down toward the player. If the duck manages to get past the player's rifle without being shot, it flies down to the bullet row and quickly eats 10 bullets. A maximum of three ducks can escape simultaneously.
The target rows move as a continuous band of targets, and no new owls, rabbits, or bonus letter targets are added once the round starts. 'More shots' targets and ducks are added during a round. The frequency of adding duck targets is tied to the round number. As the rounds get more difficult, more ducks are added as the round progresses.
A flying duck hit scores no points.
Bullets left over at the end of a round earn 50 points each.
The between rounds 'shoot the bear' sequence operates as a shooting gallery bear. Whenever the bear is hit, it rears up, roars, and continues motion in the opposite direction. Each hit speeds up the bear, and increases the point value, which is shown above the bear for each hit. When the bear leaves the screen (which it will always do eventually, since it speeds up with each hit) the between rounds sequence ends and a new round begins. As the rounds progress, more bears (a maximum of 4) appear on the screen simultaneously.
A special yellow-rimmed score panel appears in the upper left of the playfield, and stays on for random lengths of time. Four types of panels appear here, which either add or subtract points or bullets. Hitting any part of the panel border awards the score shown inside.
The bullet bonus panel is shown with a large plus sign, and a row of bullets. Immediately after appearing, the bullets begin disappearing fairly rapidly. When the bullets are depleted, the panel disappears. If hit, the player is awarded the number of bullets left in the panel when it was hit.
The score bonus is shown with the same large plus sign, and a score value. As with the bullets, the score value quickly decreases, until it hits zero and disappears.
The minus panels are similar to those above except a large minus sign indicates the number of bullets or points subtracted when hit. This discourages the practice of parking on the left margin and shooting--a miss will hit the negative target. These panels show a fixed number of bullets or points, and after a random time interval, disappear.
The pipe wheel contains 8 pipes of 4 different colors. A panel beneath the wheel restricts pipe hits to horizontally oriented pipes, and also indicates the point value for hitting a pipe. Every shot the player takes decrements the pipe value, except a shot which hits a pipe. This makes it advisable to hit pipes early in the round, when it is most difficult (since the player must shoot through heavily populated target rows). Hitting two pipes of the same color with two consecutive shots awards a bonus of four times the pipe value shown in the panel.
CARNIVAL is accompanied by background music. At the beginning of every round, the music begins at a slow rate and relatively low key. As the round progresses, the music speeds up and the melody shifts up in key. This gives the player a growing sense of urgency. As the round progresses, the playfield motion also gradually speeds up.
A small panel on the right of the playfield contains a musical note symbol. If the player wishes to turn off the music, he simply shoots the note panel. This makes the note disappear, and turns off the music. Hitting the panel again makes the note reappear and resumes the music. The note thus acts as a 'flip-flop' switch to turn the music on and off.
Every round begins with the music on.
There is a special case to consider near the end of a round: the player has cleared all of the targets except the ducks, and has plenty of bullets left so that he can simply sit and wait for the ducks. He would, in effect, prolong the game by refusing to end the round.
Theoretically, by hitting the ducks and 'more shots' signs, the round could be prolonged indefinitely. However, an internal "doomsday" timer in the game keeps track of how long a round has lasted. After a certain time limit (the same for each round), the frequency of new duck appearances increases dramatically.
The top 3 scores are shown during advertising, along with the player's initials. A player who scores in the top 3 is allowed to enter 3 initials by a special routine explained at the time of their writing. The rank is updated during the round. The player is both audibly and visually rewarded. There is a pronounced audible sound as the player's score passes that of another ranking player's score. And, they may watch their rank progress during the game.
CARNIVAL's basic play action is outlined below, as it appears in the game instructions.
Shoot all targets and pipes to advance to the next round.
Game is over when you run out of bullets.
Escaped ducks eat 10 bullets.
Hit B-O-N-U-S letters in sequence for special bonus. Bonus value stops increasing when 'B' is hit.
Hit same color pipes with 2 consecutive shots to score 4 times pipe value. Shoot number signs for more bullets.
Shoot the bear between rounds for extra points.
- TECHNICAL -
[Upright model]
There were 2 different upright cabinets available for this game. The first upright was the standard Sega/Gremlin woodgrain cabinet. The second was a white cabinet.
The upright machines were decorated in mostly orange, with a circus theme. The woodgrain ones often did not have sideart, but the white ones usually did. Both versions used buttons on the control panel for movement.
Game ID : 651-666
Main CPU : Zilog Z80 (@ 1.93356 Mhz)
Sound CPU : I8039 (@ 238.636 Khz)
Sound Chips : General Instrument AY8910 (@ 1.193181 Mhz)
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 1
Buttons : 5
Player-1 start, Player-2 start, Move Left, Move Right, Fire
- TRIVIA -
Released during June 1980.
Also released as "Carnival [Cocktail model]".
CARNIVAL contains the following sounds :
A clang sound every time a row target or bear is hit;
A pipe hit sound whenever a pipe is hit;
A bear roar whenever the bear is hit and rears up;
Three different duck quack sounds, to accompany up to three simultaneously escaped ducks;
A bonus sound for lighting the BONUS letters in the correct order;
A secondary bonus sound for pipe bonus and special panel bonus;
A rank sound as the player's score moves up in rank;
Background music;
Rifle shot.
Fred Pastore holds the official record for this game with 386,750 points on June 3, 2001.
A Carnival unit appears in the 1983 movie 'Joysticks'.
- SCORING -
Shooting the bonus box at the top left: the score inside the box (+ or -).
Shooting an object in the top row scores the points at the right of the screen level with the top row (50, 60, etc).
A hit in the 2nd row scores the points at the right of the screen level with the 2nd row (30, 40, etc).
A hit in the bottom row scores the points at the right of the screen level with the bottom row (10, 20, etc).
A hit on a polar bear in the intermission screen scores 50 points.
- TIPS AND TRICKS -
* Make any ducks on the lowest level your priority at the start of a screen, as they will soon swoop down to steal some of your ammunition.
* Keep an eye out for the passing boxed '5' and '10' symbols, as these award 5 or 10 extra bullets respectively when shot. You won't have enough ammo to complete a screen without at least hitting a few of these.
* You can stay to the left of the screen, which will enable you to pick off any good bonuses in the bonus box at an early stage. Don't get too trigger happy though, or you might be dropping your score or losing a lot of ammo too quickly if you hit a negative 'bonus'.
* The key to getting a lot of hits on the polar bear(s) in the bonus stage is to concentrate on only one bear and hit it as close to dead centre as possible. If you do this keep firing rapidly and you'll rack up a few points as it won't be able to escape from a constant barrage of bullets.
* Extra bullet '5' and '10's only appear on the top two rows and don't reappear at the top after going offscreen from the middle row so make sure you pick them off whenever possible.
- STAFF -
Lead Programmer : Medo Moreno
Programmer : Helene Schlein
Programmer : Murphy Bivens
- PORTS -
* CONSOLES:
Colecovision (1982)
Mattel Intellivision (1982)
Atari 2600 (1982)
* COMPUTERS:
Sinclair ZX-Spectrum (1984) "Carnival" : Eclipse Software
- SOURCES -
Game's ROM.
Machine's picture.
Arcade Retro Lounge; http://tips.retrogames.com/
Accepted [+] [X] Battlezone [Upright model] Update submitted by XtC
Battlezone (c) 1980 Atari, Incorporated.
Battlezone is a classic one-player first person 3-D wire frame shoot-em-up in which the player controls a tank patrolling a dangerous war zone. Set in a valley surrounded by mountains, the aim is to destroy as many enemy tanks as possible, while avoiding return fire and destroying or avoiding the homing missiles that occasionally appear.
Enemy tanks come in two varieties; standard slow-moving tanks and fast-moving 'Super Tanks'. A single hit taken from either an enemy tank or homing missile will result in the loss of a player tank. A flying saucer also occasionally appears but does not attack the player and can be either ignored or destroyed for bonus points.
A radar screen at the top of the play area shows the current position of any enemy tanks or missiles within range, and the war zone is littered with indestructible pyramids and boxes that can provide temporary cover. Only a single shot is allowed on screen at any one time so accuracy of shots is vital to survival.
- TECHNICAL -
Upright cabinet dimensions :
74.82 in. (190 cm) high.
25.25 in. (64.13 cm) wide.
25.26 in. (64.16 cm) deep.
Weight : 290 lbs (131.5 kg).
Monitor : 19-in. QuadraScan.
Game ID : 0364xx
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Co-processor : Math Box
Sound Chips : POKEY (@ 1.512 Mhz), Custom (@ 1.512 Mhz)
Palette colors : Black and White with green and red screen overlays.
Control : Double 2-way joysticks (both vertical, side by side) with a button for firing shots atop the right hand joystick.
- TRIVIA -
Battlezone went into the arcades in November 1980 and created such a sensation that the U.S. army ordered modified versions of the games to use in training.
Battlezone selling in 1980 at an MSRP of $2095. Exactly 13022 units were produced.
Battlezone was the first environmental 3-D landscape game. The game used a system of bit-slice processors called a 'mathbox' to do 3-D calculations for the display. This kind of 'squeezing the most out of minimal hardware' mindset was what led Atari to create the innovative games it did in the 1980's.
As Battlezone was so innovative for its time, the US Army commissioned Atari to create a version of the game for infantry vehicle training (called "Bradley Trainer"). Ed Rotberg was assigned the project, but was very opposed to it. Major Dave Robinson and General Donn Starry of the U.S. Army were responsible for bringing Atari the idea of making a military version to be used in training.
* The Creation of Battlezone : The idea of a tank simulator was championed by Morgan Hoff, who became the project leader for Battlezone, while Ed Rotberg was the principal programmer.
Ed Rotberg: 'Morgan Hoff more or less championed it and decided to put together a team to implement the game. Given the technology that we had, the real challenge was how to make the game appear as if we had more technology than we did. And the question was always : How do we involve the player? Meeting those needs was where the artistry was involved in designing a game in those days.'
The developers used brilliant software code and innovative circuitry to create a high tech look. But some low-technology tricks were used as well. For example, a simple band of red cellophane was applied to the inside of the Battlezone screen. Placed across the top of the screen, the result was red colors for the radar and warning messages, even though Battlezone didn't have a two-color display.
A game takes on a life of its own, Rotberg said : "Most games rarely turn out exactly the way that you plan them. Every time that you play the game, you try to amplify those things that are fun, and you try to pare away those things that are annoying and really not enjoyable. It is kind of like a story that grows in the telling.".
* Remembrances from the Video Game Masters : On the erupting volcano in the background of Battlezone, Ed Rotberg said : "One of the other programmers who was working on another project in the same lab kept saying, "Why don't you make the volcano active?" I had enough to do just to make the game play. And everyday he would say "You know, you really need to make that volcano active". He is really currently one of my very best friends, and he is a wonderful guy. But he kept pestering me about this. One day I said, "You're a programmer. If you want the volcano active, you write the code and I'll put it in". So I came in the next day and there was this chunk of code on my desk describing the motion of the rocks and such. I took an afternoon off and put the code into the program. That's how the volcano became active. It was never in the design.".
Atari engineers were always amazed by the abilities of the players out in the arcades.
Morgan Hoff : "I remember a game that contained a succession of increasingly difficult mazes ranging from easy to difficult, to those requiring super human skill in timing. I was completely surprised to find players who could complete the most difficult levels. They were in a world of their own. They played the game with incredibly accurate hand and eye coordination and memory. One day I was in an arcade and... the best player was seven. He was extraordinary and he was standing on a chair to reach the controls.".
Although Atari engineers uniformly praised the best players out in the arcades, many of the engineers were awesome players themselves. Once two Atari engineers went on a skiing vacation in Utah and Dan Pliskin came back with the following story : "We were at Snowbird, and we had only been there a few days when we started to miss video games. So, we found a little arcade and my friend got onto a Missile Command (which was a pretty old game by then) and I got onto some pinball machine. We broke the high-score tables, and he had, like, 200 free cities and I had, like, 60 free games. When we got tired of playing, we just left them to these kids that were just wide-eyed, staring at us. The kids were standing there with their mouths open. They had never seen pinball wizards and video game masters.".
* Popular from the Start : As Battlezone took shape, engineers in the lab wanted to play it, a lot.
Ed Rotberg : 'Usually when you have a winner you leave your lab for awhile and when you return there are people standing around playing your game, and that happens over and over again. You end up having to kick them off your machine to get any work done. That is your first indication that you have a winner. And I have never seen a really strong game that did not have that appeal. The guys in the labs are pretty good barometers".
Another barometer, though after the fact, was to go into the arcades to watch others playing it. Rotberg continued : "The best feeling for a game designer is to go out into an arcade and see people having fun playing the game that they created. There is nothing better than that. To walk around and see all the other games, and know that people can choose from anything in there, but they are playing your game. That is pretty heavy stuff.'
* The Great 25-Cent Escape : Battlezone provided great escape for a quarter.
Rich Adam : 'Battlezone was a great one. I did love that game. Why was that business so phenomenal then? For a quarter you could be in a tank simulator, a pretty darn good one. That was pretty good value. That's what made Battlezone a phenomenon.'
Dan Pliskin : 'There's a certain class of games where you just get into a trance when you're playing them. As long as you're in this trance, you're doing fine.'
The attraction of Battlezone's world was so strong that many players wanted to turn their back on the fighting and drive their tank up into the mountains to go exploring. The designers of the game had to put in a routine to send a missile after would-be explorers so that arcade owners wouldn't lose money on the peaceful tourists who didn't want to fight. Many great legends emerged from the arcades that centered on finding a way to leave the fighting behind.
Lyle Rains : 'One letter came in from a Battlezone fan who said that a friend of his had told him that if you drove far enough you finally got to the volcano, and if you drove over the top of the volcano, you could go down into the crater. And he said that inside the crater there was a castle, and that you could go inside and explore the castle. Of course, none of this was true. It was a great little story to get from a fan. Who knows, we may yet do a volcano with a castle in it.'
David Palmer holds the official record for this game with 23,000,000 points on August 30, 1985.
A Battlezone unit appears in the 1982 movie 'Tron', in the 1983 movie 'Joysticks', in the 1984 movie 'The Philadelphia Experiment' and in the 1986 movie 'Running Scared' (the cab appears in Billy Crystal's apartment).
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battlezone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
An upright Battlezone unit appears in the 38 Special music video 'Caught Up In You'.
- SCORING -
Tank (Slow) : 1,000 points.
Super Tank (Fast) : 3,000 points.
Missile : 2,000 points.
Saucer : 5,000 points.
- TIPS AND TRICKS -
* When you start the game, you will be put into a surrealistic landscape. Almost immediately, an enemy will appear on the screen. You will know this by a warning sound the machine makes plus the enemy will show up on your radar. First of all, this game will be very different because you must look through a periscope apparatus. This is to give the feeling of being confined in a tank. Get used to limited movement of your head and use your eyes to quickly take in the entire battlefield in a glance.
* You must be able to identify different sounds in this game. Sounds you need to know are :
1) The warning that an enemy is on the battlefield.
2) The sound of an incoming missile.
3) The sound of a shot being fired (by you or at you).
4) The sound of the saucer.
5) The joyous sound of actually destroying something.
6) The sound when your tank bumps into an object (enemy unit or battlefield obstacle).
* Your field of vision is approximately 45 degrees. This means you will have to learn to use your radar effectively for anything out of your field of vision. The 45 degree wedge always faces forward (your line of site). Enemies (except the saucer) will show up on your radar as a dot. Plus you will hear the beep as the radar sweep continues to cross over it.
* Be not only aware of where the enemies are, but also where the obstacles are also. There's nothing more frustrating then having the perfect shot lined up, or the perfect escape planned when you run into something. This is especially true when you are moving backwards.
* In order to line up with an enemy tank, you must turn your entire tank toward the enemy. The turret and tank are one piece versus being able to turn the turret independently of the tank.
* You can only have one shot out at a time. This can prove to be the difference between life and death since if you fire a stray shot, you must wait for that shot to hit an object or disappear into the horizon before your tank is loaded again. This can take a couple of seconds. On the same note, the enemy tanks also work under this restriction. In other words, make sure you have your target lined up before taking a shot.
* The game starts out giving you the standard tanks. These tanks move slower then your tanks so they are pretty easy to kill. After scoring 20,000 points (not including the points earned for killing the flying saucers), however, the Supertanks make their appearance. These tanks are much quicker then your tank so you have to take them out quickly.
* Tank killing isn't actually too hard once you get the rhythm of how to do it down. There are a few methods for killing tanks :
1) When the tank first appears on your radar, turn around so that you are facing it, but keep moving. The enemy tank will of course take a shot at your tank. It aims at where you are, not at where you are going. When you hear the sound of an enemy tank shooting at you, move away from the line of fire and launch an attack before the enemy tank can fire again. Never drive straight toward an enemy tank. You'll put yourself in the line of fire. Use wide arching turns or a zigzagging path.
2) Now, move backwards and turn slightly in the same direction of where the enemy tank is. In other words, if the enemy tank is slightly to your left, then go backwards while turning your own tank to the left. You may even see the enemy's tank shot appear in your field of vision. That means you have the right angle on the turn. Be cautious when backing up. You don't want to back into enemy fire.
3) At the same time you are moving backwards, the enemy tank will be moving up to engage your tank. Continue the above until the enemy tank is practically on top of your tank. Then rapidly turn left or right and hit him with a point-blank shot. Sometimes the enemy tank hits yours. Just like an obstacle, the enemy tank will back up and speed away. Turn rapidly to hit him before he can set up for a shot. Again, the Supertanks recover much quicker then the standard tanks.
4) This will work on both regular tanks and Supertanks. The difference is the fact that Supertanks close the distance much quicker than regular tanks.
5) Another way is to put an obstacle between yourself and the enemy tank. When an enemy tank hits an obstacle, they back up and move quickly away for a brief moment before they turn again to fire on your tank. If you are good, you can 'lead' the target when they are backing up or going forward and score a kill that way. Of course, this method is much more difficult. Beware : Rectangular blocks are too low to offer protection.
* Don't attempt to outrun a Supertank. They can easily catch up to you. Plus, they like to get behind your tank to blast you from the rear. Nothing like not hearing the shot that destroys your tank.
* Another battlefield hazard is the missile. The first missile is dependent on the score setting. It is an easy one that comes straight for your tank. Just sit there and blow it apart. After that, though, things aren't as easy. As with the tanks, there is a method and certain rhythm to taking out missiles.
1) The missile will come down and take a hard turn to the right (as you are facing it). Then it will take a hard turn to the left. Then another hard turn to the right to hit your tank.
2) You can stay still and just turn your tank slightly. When the missile is turning to the left, fire ahead of it and you can destroy it.
3) Move backwards and turn toward your left. That way the missile will go across your field of vision before it makes its right turn again.
4) When the missile comes, move backward and take a 'blind' shot. You may get lucky. Even if you don't, moving backwards will enable you to get another shot. However, use patience when firing at missiles. If the first 'blind' shot misses, don't fire the next shot until after the missile has travelled at least part way up the screen because it can alter its course randomly and hitting it takes time.
5) If you are really good, you can wait until it takes the last turn to the right toward your tank. Spin around and hit it like that. This is a very rough shot to execute.
6) If you mess up, sometimes you can move forward and to the right to cause the missile to miss. You also can usually cause a miss by putting tall (not the short ones you can shoot over) obstacles in your way.
7) Regardless of method, make sure there are not obstacles between you and the missile. The missile is capable of jumping all obstacles and it will also eliminate the missile's pattern. Nothing like a missile jumping over an obstacle and landing on top of your tank.
8) For multiple missiles, you will have to adjust your direction so that when the next missile lands, it will be centered in your gunsight. You can also confirm this by using your radar.
* You will usually get a missile after about five tanks. Missiles usually come in twos or threes to make your life more exciting. They appear more frequently after you've earned 10,000 points. The first missile will also appear if you don't fire a shot within the first 45 seconds of play.
* Beware of Flying Saucers! They can't attack your tank, but they can create quite a distraction. Don't forget while you're going after the high scores, the enemy tank is still aiming and firing at you.
* Saucers are a great way to earn points. They are, unfortunately, on the battlefield when other enemies are present. If you have a safe, clear shot, then go for them. If not, you can still take a pot shot at them.
This is usually when you are spinning your tank around to deal with another enemy. If a saucer happens to be in the way, take a shot at it. You don't get points, however, if an enemy tank takes out a saucer.
* If you do want to try for the big points that flying saucers bring, listen for the warning sound and try to fire while the enemy tank is waiting for its last shot to land...but make sure it doesn't land on you.
* Another great thing about this game is that you will only have to deal with one enemy at a time. For example, if the missile appears, then the tank will disappear so you can concentrate on the missile.
* After destroying an enemy tank, prepare for the worst. Although there aren't formal levels to the game, Battlezone responds to your successes by increasing the speed and ferocity of enemy attacks.
- STAFF -
Project Leader : Morgan Hoff
Programmer : Ed Rotberg (Game Play, also the tank treads)
Hardware Engineer : Jed Margolin (3-D algorithms, Object Digitization, Hardware Sounds, Moon)
Technician : Doug Snyder (also hardware design)
Bit Slice Math Box : Mike Albaugh, Dan Pliskin
Analog Vector Generator Design : Howard Delman
Design of 3D Objects : Harry Jenkins, Roger Hector
Volcano : Owen Rubin
- PORTS -
* CONSOLES:
[US] Atari 2600 (1983) "Battlezone [Model CX2681]"
[JP] Atari 2600 (1983)
Atari 2600 [EU] (1988) "Battlezone [Model CX2681P]"
[US] Atari 5200 "Battlezone [Model CX5239]" : prototype only
Atari XEGS
[US] Sony PlayStation (dec.31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
[EU] Sega Saturn (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
[US] Sega Saturn (june.30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
[US] Nintendo SNES (aug.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]"
[EU] Sony PlayStation (dec.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]"
[EU] Nintendo SNES (feb.26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
Microsoft XBOX 360 [XBLA] [US] [EU] (apr.16, 2008)
* HANDHELDS:
Atari Lynx [US] (1994) "Battlezone 2000 [Model PA2088]"
[EU] Nintendo Game Boy (1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-EUR]"
[US] Nintendo Game Boy (oct.1996) "Arcade Classics - Battlezone & Super Breakout [Model DMG-ABSE-USA]"
[US] Nintendo GBA (mar.25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
[EU] Nintendo GBA (feb.14, 2003) "Atari Anniversary Advance [Model AGB-AAVP]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6P-EUR]"
* COMPUTERS:
[US] Apple II (1983)
Commodore VIC-20 [US] (1983)
[EU] Commodore C64 (1983)
[US] Commodore C64 (1983) "Battlezone [Model RX8548]"
PC [Booter] [US] (1983)
[EU] Sinclair ZX Spectrum (1984)
Tandy Color Computer [US] [US] (1985) "Rommel 3D"
[EU] Atari ST (1986)
Tandy Color Computer [US] (1988) "Turret" : written completely in Extended BASIC.
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade"
[US] [EU] PC [MS Windows, CD-ROM] (2000) "Atari Arcade Hits 2"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (2003) "Centipede & Battlezone" : by Selectsoft
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
* OTHERS:
[US] Nokia N-Gage (2005) "Atari Masterpieces Vol. I"
[EU] Nokia N-Gage (oct.13, 2005) "Atari Masterpieces Vol. I"
Apple Store (2012) "Atari Greatest Hits"
Google Play (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Game's picture.
Battlezone Help file from Microsoft Arcade.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] 005 Update submitted by XtC
005 (c) 1981 Sega.
Agent 005 brings new cash collections to you. His mission is to deliver secret attache cases to an awaiting helicopter. Through wily street chases and the shadows of warehouse darkness to slippery skating rink maneuvers and the blazing aerial getaway fight. Agent 005 steels the scene and delivers customers to you. Fun-filled music attracts them. Four thrilling escape scenes challenge them and the continuous fun keeps them playing and playing. The unique audio and video excitement matches every players skill level.
And 005 is a RasterScan Convert, a Game which can later be converted to a brand new top earning game at a substantial savings.
Put Agent 005 on your side and win the chase for higher profits. For more information on the latest in video-game action, call your nearest Sega/Gremlin distributor.
The chase is on. Agent 005 makes away with an attache case. A hovering helicopter awaits his arrival, but first... Enemy guards pound the street in pursuit. 005 must duck into a new scene.
Inside a warehouse. Avoid being caught in the guard's flashlight beams... once 005 is detected, the chase quickens to super fast. Blast the guards with stun-gas and score valuable points.
Slip into a skate rink. And slip you will. There is no stopping on ice and the same goes for the thrills. Sliding and firing... firing and sliding. 005 can call his helicopter to escape.
The final flight fight. High flying aerial excitement. 005 has reached his helicopter in all other scenes and now finds his high scoring, high soaring getaway copter in a new test balloon and parachute bombs close in from all sides. 005 blast away to score points and to escape. Then the final challenge is thrown at his skill - a blazing battle with the enemy copter. Win now and you win big.
It's free-wheeling fun with fun-filled music and sound. Its stealth and pursuit is like no other video game. Everybody's after Agent 005. You should be, too. Call your nearest Sega/Gremlin distributor today and make sure 005 is on your side.
- TECHNICAL -
Runs on the Sega G80 raster hardware
Screen orientation : Vertical
Video resolution : 224 x 256 pixels
Screen refresh : 60.00 Hz
Palette colors : 64
Players : 2
Control : 4-way joystick
Buttons : 1
Cabinet dimensions :
Upright : 71,25in. high x 26in. deep x 25in. wide. Weight : 330 lb
Cocktail : 25,25in. high x 35,5in. deep x 27,5in. wide. Weight : 170 lb
This game came in a generic Sega wood grain panel cabinet (sticker sideart was optional). These were technically all dedicated cabinets, although the lack of any painted art makes the machines easy to switch and still retain originality (a lot of early Sega titles came in this same cabinet). The game boards themselves were Sega G80 System compatible (as were several other Sega titles before "Zaxxon"), and will work in any G80 cabinet. The monitor is mounted vertically, as were most early Sega titles. The monitor bezel sported the standard game instructions and the marquee showed a '005' logo and a shining flashlight.
- TRIVIA -
005 was released in October 1981 in Japan by Sega. It was then exported in USA by Gremlin Industries and released there in December 1981.
005 (pronounced 'double O five'), is based around a pseudo 'James Bond' theme. Instead of secret 'agent 007' you get to play secret 'agent 005' (which allowed Sega to save money by not licensing the 'James Bond' character for this game).
Original 005 PCBs are very rare today, as most of them were converted to "Monster Bash" when it came out.
Dwayne Richard holds the record for this game with 1,500,000 points on July 25, 1982.
- SCORING -
Attache delivered to helicopter = 5,000 points.
Guard knocked out = 200 points.
Entering a building with:
No stun gas cannister = 500 points.
One stun gas cannister = 500 points.
Two stun gas cannisters = 500 points.
Shooting down:
Shrubbery = 50 points.
Balloon Bomb = 200 points.
Enemy helicopter = 5,000+ points.
(1,000 X no. of brief cases delivered)
- TIPS AND TRICKS -
Agent 005's mission: evade enemy guards, negotiate warehouses and skating rinks to deliver attache cases to a waiting helicopter, which in turn must engage in an aerial battle with parachute bombs, balloon bombs and an enemy helicopter. Game play begins as 005 parachutes into the scene and picks up an attache case. To make a run for the helicopter straightaway is difficult and accumulates fewer points. His alternative is to duck into either a warehouse or skating rink.
Armed with a stun gun to ward off pursuing guards, 005 can select a building with either 1, 2 or no stun gun cannisters at the entrance. Gas cannisters extend the stun gun's range and add more points. Fallen guards can be passed by other guards, but not by 005. Once inside the building, the scene changes to the interior of that building. In the skating rink, 005 must travel the rink's perimeter, luring the guards onto the ice to stun or evade them. Caution must be exercised here, as 005 can change direction, but cannot stop until he hits the edge of the rink. A successful rendez-vous with the helicopter completes that delivery and shifts the scene back to 005 parachuting in to pick up another brief case. Once having been in the skating rink, only warehouses are there to-enter, and conversely, if a warehouse was first entered, only skating rinks are available. In later rounds however, both skating rinks and warehouses are displayed. In the warehouse, 005 moves cautiously in the dark, but is pursued once caught in the beam of a guard's flashlight. Again, a helicopter waits to pick up our hero as he makes his way out the far end.
Now in possession of two attache cases, 005 is pursued by an enemy helicopter. Avoiding hedges, shrubbery, descending helicopter bombs, and ascending balloon bombs, points are scored as 005 shoots balloon bombs, shrubbery or the enemy helicopter. The game ends if 005 is caught, or his helicopter is shot down a total of three times (operator selectable).
- PORTS -
* CONSOLES:
ColecoVision : A port was planned but never released.
- SOURCES -
Game's manuals.
Game's picture.
Game's ROM.
Game's screenshots.
See goodies section.
Accepted [+] [X] Brave Fire Fighters Update submitted by XtC
Brave Fire Fighters (c) 1999 Sega Enterprises, Limited.
Brave Firefighters is a forward moving 3-D simulator that delivers a game of unbelievable realism. Players are confronted with a number of exciting obstacles including realistic smoke, unexpected explosions, failling objects and of course, unpredictable conflagrations!
- TECHNICAL -
Runs on the Sega "Hikaru" hardware.
- TRIVIA -
Brave Fire Fighters was released in June 1999, it was the first video game produced for the Sega Hikaru hardware.
Players use a fire hose that replicates the weight, grip and controls of a real fire hose The nozzle vibrates when the spray switch is depressed adding greatly to the illusion of reality. The tip of the nozzle twists allowing players to the control the shape of the spray from a light mist to a strong stream.
Brave Fire Fighters is a part of the Sega's 'Real Life Career Series', others are "Emergency Call Ambulance", "18 Wheeler - American Pro Trucker", "Jambo!
Safari", "Airline Pilots" and "Crazy Taxi".
Soundtrack releases :
Airline Pilots & Brave Fire Fighters [Marvelous Entertainment (MMV) - MJCA-00061 - Sep 17, 1999]
- STAFF -
Music : Makito Nomiya
- PORTS -
* CONSOLES:
Sega Dreamcast : A collection including "Brave Firefighters", "Jambo! Safari", and "Emergency Call Ambulance" was planned but not released.
- SOURCES -
Game's manual.
Game's picture.
Game's ROM.
Accepted [+] [X] The Machine - Bride of Pin*Bot Update submitted by XtC
The Machine - Bride of Pin*Bot (c) 1991 Williams Electronics Games, Incorporated.
- TECHNICAL -
Williams WPC (Alphanumeric)
Model Number : 50002
Main CPU : Motorola M6809 (@ 2 MHz)
Sound CPU : Motorola M6809 (@ 2 MHz)
Sound chips : Yamaha YM2151 (@ 3.579545 MHz), DAC, HC55516
- TRIVIA -
Approximately 8,100 units were produced.
- TIPS AND TRICKS -
* HIDDEN BIRTHDAY/HOLIDAY MESSAGES : The birthdays of people and family members associated with the making of the game show up on the display when the game is slam tilted or power cycled. These birth dates show up only on the actual birthday.
These are the messages as they appear on the segment displays. The only way to make these appear is to slam tilt the game OR enter and then exit test mode. This isn't the way it was intended to work. When games are hooked up to a debugger the power up message does not appear so the happy birthday message would come up on power up. When a game is on a ROM the power up message comes up and prevents the happy birthday message from happening. This was never noticed until after production, so it ended up more hidden than intended.
1-1 - HAPPY NEW YEAR - HAPPY NEW YEAR
1-1 - HAPPY BIRTHDAY - Co-game designer John Trudeau
1-1 - HAPPY BIRTHDAY - Co-game designer Python Anghelo
1-13 - HAPPY BIRTHDAY - Mark Penacho (Ex-WMS pinball & video programmer)
1-16 - HAPPY BIRTHDAY - Steve Seip (Friend of Brian Eddy)
2-1 - HAPPY BIRTHDAY - Jim Nickel (Did the manual)
2-1 - HAPPY BIRTHDAY - Manu Jayswal (Electrical engineer on project)
2-18 - HAPPY BIRTHDAY - Larry DeMar (head of pinball engineering)
3-11 - HAPPY BIRTHDAY - Michelle Eddy (Brian Eddy's sister)
4-17 - HAPPY BIRTHDAY - Bruno (French Distributor's Son)
4-20 - HAPPY BIRTHDAY - Brian Eddy (Programmer of this game)
5-5 - HAPPY BIRTHDAY - Zofia Bil (Mechanical engineer on project)
5-23 - HAPPY BIRTHDAY - MOMMY (Brian Eddy's Mom)
6-14 - HAPPY BIRTHDAY - DAD (Brian Eddy's Dad)
6-20 - HAPPY BIRTHDAY - Sylvie (French distributor's daughter)
7-17 - HAPPY BIRTHDAY - "*- PFUTZ -*" (Bill Pfutzenreuter; WMS pinball programmer) Note : This date is wrong. It's a couple of months off (day is right)
8-22 - HAPPY BIRTHDAY - Scott Smith (Friend of Brian Eddy)
9-20 - HAPPY BIRTHDAY - Zofia Bil (Mechanical engineer on project [evil twin])
9-28 - HAPPY BIRTHDAY - Dan Forden (Sound and Music designer)
10-3 - HAPPY BIRTHDAY - Lou Isbitz (Playfield cable designer)
10-5 - HAPPY BIRTHDAY - Stacie Lison (Friend of Brian Eddy)
10-6 - HAPPY BIRTHDAY - Didier (Distributor of WMS pinballs)
11-25 - HAPPY BIRTHDAY - Paul Johnson (Playfield cable designer not at WMS anymore)
11-28 - HAPPY BIRTHDAY - Rich Karstens (Sound and music engineer)
11-30 - HAPPY BIRTHDAY - Dimitri (French distributor)
12-19 - HAPPY BIRTHDAY - Gary Penacho (Brother of Mark Penacho)
12-25 - MERRY CHRISTMAS - MERRY CHRISTMAS
* SUPER SECRET HELLO MESSAGE : If you page through all of status report 10 times you will see the following message : '-> HI SCOTT HI STEVE <-'
* OLD MCDONALD HAD A FARM : Ball in plunger lane from a ball start (won't work if you land in the lane while playing)...
Hold the right flipper for at least 45 seconds.
Hold the left flipper for at least 45 seconds.
Hold BOTH flippers for at least 45 seconds and you will hear a small BEEP sound to show that you did it correctly.
Now, Tap out the song starting with the right flipper.
Note : You must sing along or it will not work!
R - OLD.....L - MAC.....R - DON....L - ALD....R - HAD ...L - A...R - FARM.....Display will show :
EEEEEEEEEEEEEEEEIIIIIIIIIIIIIIII
EEEEEEEEEEEEEEEEIIIIIIIIIIIIIIII
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
L - AND...R - ON ....L - THIS .....R - FARM ....L - HE....R - HAD ...L - A Display will show (and the cow will moo) :
COW. With a MOO MOO here and a MOO MOO there. HERE A MOO THERE A MOO EVERYWHERE A MOO MOO
Note : The timing between the RLRLRL is sensitive so tap consistently as you sing or it will not all come up. You must also start the second verse while the EEEIIIIEEEIIIOOO is going on or you will not see the second part. Remember, time your taps as you would if you were singing it. You can do it as many times as you like by starting from the beginning of the song once it finishes. Once you shoot the ball into play you can't do it again until the next ball (must go through full sequence again)
- SERIES -
1. Pin*Bot (1986)
2. The Machine - Bride of Pin*Bot (1991)
3. Jack*Bot (1995)
- STAFF -
Design Team : Python Anghelo (Concept & Design), John Trudeau (JT - Doctor Flash) (Designer), Brian Eddy (BRE) (Software), Zofia Bil (ZB) (Mechanics), Jack Skalon (Mechanics), Joe Joos (Mechanics), John Youssi (Artwork), Kevin O'Connor (Art Support), Dan Forden (DWF) (Musics & Sounds), Jon Hey (JWH) (Sounds), Rich Karstens (RK) (Sounds)
Voice of The Machine : Stephanie Rogers
Support Team : Art Clafford, Mark Johnson, Elaine Johnson, Mark Ritchie, Al Cardenas, Paul Johnson (P.J.), Wally Roeder, Manu Jayswal, John Krutsch, Butch Ortega, Greg Freres, Nick Miku, Joe Pratt, Bill Pfutzenreuter (Pfutz)
- PORTS -
* CONSOLES:
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] Bomb Bee Update submitted by XtC
Bomb Bee (c) 1979 Namco.
In this old ball and paddle game, you control a paddle that must rebound a ball into the colorized bricks and pop-bumpers.
- TECHNICAL -
Main CPU : Intel 8080 (@ 2.048 Mhz)
Sound Chips : Custom (@ 2.048 Mhz)
Players : 2
Control : paddle
Buttons : 1
- TRIVIA -
Bomb Bee was released in June 1979 in Japan.
Upon joining Namco, Mr. Iwatani wanted to design pinball games. Gee Bee, Cutie Q and Bomb Bee were his early video game/pinball hybrids. Toru Iwatani would achieve later, greater fame by designing "Pac-Man".
- SCORING -
Pop Bumpers : 10 or 100 points
Spinner : 10 or 100 points
Green Drops : 10 points
Blue drops : 20, 40, 60 or 80 points
1st row of drops : 10 points
NAMCO lights : 50 points
Big Pop : 1,000 points
Adjustments to scoring :
Finishing red-yellow side drop targets bank puts in barrier to the side drain and increases the pop bumper points on the side cleared.
Finishing blue top drop targets gives you a big 1,000 pop bumper which you have a limited number of hits you can give it before it explodes and gets replaced by another bank of blue drop targets.
Lighting all NAMCO lights increases bonus multiplier to 2X.
- TIPS AND TRICKS -
* Occasionally the ball will get stuck in a very long loop (this usually happens with the pop bumpers). Just sit back and relax while the points rack up, but eventually the game will figure out the ball is stuck and shoot it out in some other direction.
- SERIES -
1. Gee Bee (1978)
2. Bomb Bee (1979)
3. Cutie Q (1979)
- STAFF -
Designed by: Toru Iwatani
- PORTS -
* CONSOLES:
[JP] Sony PlayStation (feb.9, 1996) "Namco Museum Vol.2 [Model SLPS-00210]" : as a hidden game.
[JP] Sony PlayStation (feb.9, 1996) "Namco Museum Vol.2 [Model SLPS-00209]" : Limited Deluxe Box edition with additional Volume Controller.
* COMPUTERS:
PC-9801 [JP] "Bomb Bee / Cutie Q" : unreleased prototype by Mindware.
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Black Hole [Model 668] Update submitted by XtC
Black Hole (c) 1981 Gottlieb.
- TECHNICAL -
Gottlieb System 80
Model Number : 668
Main CPU : MOS Technology M6502 (@ 850 KHz)
Sound CPU : MOS Technology M6502 (@ 1 MHz)
Sound Chips : DAC
Speech generated by a Votrax SC-01.
- TRIVIA -
Released in October 1981. 8,774 units were produced.
This was the first table to feature the revolutionary lower-reversed playing surface. However, its biggest claim to fame is that it was the first accepted table to cost 50 cents to play, which quickly made it the highest earning pin game in the history of the industry. With its fast paced gameplay and unique feature set, this table is considered a classic that was ahead of its time.
The original concept for Black Hole did NOT originate at Gottlieb! Black Hole was designed and built by two pinball novices from Harrisburg, PA and presented in a working concept prototype to Gottlieb.
- SCORING -
Lower playfield scoring :
* Rollunder :
100 points.
Advances multiplier.
* Pop bumpers :
100 points.
* Left return rollover :
100 points.
* Ten-point switches :
10 points.
* Left drop target bank :
3,000 points (3-ball) when lit.
1,000 points (5-ball) when lit.
300 points (3-ball) when unlit.
100 points (5-ball) when unlit.
Completing sequence reset bank and opens gate.
Completing sequence with all targets lit lights hole (upper playfield) for extra ball.
* Right drop target :
500 points.
Completing sequence resets bank, opens gate, advances rollunder (upper playfield) value and awards special when lit.
* Capture hole :
3,000 points.
Captures ball when flashing.
Upper playfield scoring :
* Drop targets :
5,000 points (3-ball) when lit or flashing.
3,000 points (5-ball) when lit or flashing.
500 points when unlit.
Hitting drop target with flashing lamp will advance lamp sequence.
Completing drop target lamp sequence resets bank and lights spinner (5-bank) or light right side rollover (4-bank)
Completing either lamp sequence (B-L-A-C-K or H-O-L-E) gives 2X scoring on lower playfield.
Completing both lamp sequences (B-L-A-C-K or H-O-L-E) light 3-bank (lower playfield) for special and gives 3X scoring on lower playfield.
* Right side rollover :
10,000 points when lit.
500 points when unlit.
* Rollunder :
10,000 points when lit (white)
5,000 points when unlit
Awards extra ball when purple lamp is lit
Awards special when red lamp is lit.
* Capture hole :
5,000 points
Awards extra ball when purple lamp is lit.
Captures ball when blue lamp is flashing.
* Right return rollover :
5,000 points and opens gate when flashing.
500 points when unlit.
* Top rollovers :
3,000 points when lit.
500 points when unlit.
Completing sequence advances multiplier and resets sequence.
* Ten-point switches :
10 points.
Closes gate except during multi-ball.
* Spin target :
1,000 points when lit.
100 points when unlit.
* Right side spot targets :
3,000 points when lit.
500 points when unlit.
Corresponding lamp for drop target bank (lower playfield, 4-bank) will illuminate.
Completing sequence lights right return rollover and blue hole, wich enables capture hole.
* Pop bumpers :
1,000 points (3-ball).
100 points (5-ball).
Closes gate except during multi-ball.
- TIPS AND TRICKS -
To succeed at Black Hole, you'll need to learn how to maximize your points on the lower surface, which you get to through the gravity tunnel. By clearing all the letters 'B-L-A-C-K' in sequence, you activate a g-force accelerator. The flashing arrow shows which letter you need to get next. One g-force accelerator doubles the points you earn. Clearing the letters 'H-O-L-E' in sequence also earns a g-force accelerator. When both g-force accelerators are lit you earn triple points as well as lighting a special. Clearing the bank of three drop-targets below advance the roll-under lit specials. Complete all three rollovers up top to advance the bonus multiplier from 2x up to 5x.
- STAFF -
Design by : John Buras, Adolf Seitz Jr.
Art by : Terry Doerzaph
- PORTS -
* CONSOLES:
Sony PS2 (2006, "Gottlieb Pinball Classics")
Sony PSP (2006, "Gottlieb Pinball Classics")
Xbox 360 [Xbox Live] (Apr. 04, 2012, "The Pinball Arcade")
Sony PS3 [Sony PSN] (Apr. 10, 2012; "The Pinball Arcade")
* COMPUTERS:
MAC OS [Mac App Store] (2012)
* OTHERS:
Apple Store (Feb. 09, 2012, "The Pinball Arcade")
Android (Feb. 10, 2012, "The Pinball Arcade")
- SOURCES -
Machine's picture.
Game's ROM.
Accepted [+] [X] Black Knight Update submitted by XtC
Black Knight (c) 1980 Williams.
- TECHNICAL -
Williams System 7
Model Number : 500
Main CPU : M6808 (@ 895 KHz)
Sound CPU : M6808 (@ 894.750 KHz)
Sound chips : DAC, HC55516
- TRIVIA -
Released in November 1980.
Black Knight introduced 'Magna-Save' and the Bonus Ball concept where the player with the highest score won additional seconds of free play. BK was also the first game ever that had a split level or 'two level' playfield. Magna-Save was a feature where a user could press a button on either side and magnets would prevent the ball from draining via that outlane. It would stop and hold the ball and drop it into the inlane. The user had to perform some task to re-enable Magna-Save.
Comments from the designer : Black Knight was the first game ever to employ faceted inserts (the transparent inlaid plastic windows) in the playfield. My design was a simple eight-sided 'Jewel Look', but insert texturing progressed from there to many different designs, finally settling on refracting radial lines originating at the center of round and rectangular inserts and from points of arrows and lightning bolts, etc.
13,075 units were produced.
A Black Knight unit appears in the 1987 movie, 'Superman IV - The Quest for Peace'.
- TIPS AND TRICKS -
* Multiball : Multiball play on Black Knight involves 2 or 3 balls. Balls are locked on the upper playfield, behind the left drop target bank. Balls are released for Multiball play by locking three balls on upper playfield, or by locking one or two balls on upper playfield, and another ball in the kickout hole on the lower playfield (behind the right drop target bank).
There is no time limit for locking balls for Multiball play. The game can be adjusted to allow lit 'LOCK' lights to remain lit from ball to ball, or will reset with each new ball played (default). The latter is the more difficult setting, and requires the player to lock 2 or 3 balls on the upper playfield during the course of one ball-in-play, in order to achieve Multiball play. See the game's adjustments in the Instruction Booklet for more details.
During Multiball, all scoring is multiplied by the number of balls on the playfield (2X, or 3X).
* Drop Targets : There are 2 banks of drop targets on each playfield level. Targets on the left side of the playfield are denoted by blue lights in front of them, and targets on the right side are denoted by orange lights.
The drop target banks are timed, so after hitting one or more targets in a bank, you have only a limited amount of time to hit the rest of the targets in that bank, before the bank is reset.
Completing a bank of drop targets activates a Magna-Save on the lower playfield, if one or both are not lit (See Magna-Save below).
Completing a bank of drop targets also lights one of the three arrow lights in front of the bank. Completing each bank of drop targets on either playfield level three times each, lights the Extra Ball on the upper playfield (see Extra Ball below).
The amount of time allowed to the player to complete a bank of drop targets before they reset, is adjustable. See the Instruction Manual for more information.
* Extra Ball : There are 2 possible ways to achieve an Extra Ball : one on the upper playfield, and one on the lower.
To light the first Extra Ball light (upper playfield), the player must complete the upper or lower playfield drop target banks three time each. Then shoot the ball through the left ramp u-turn on the upper playfield to score the Extra Ball.
The second Extra Ball is lit by completing all four drop target banks (upper and lower playfields) three times each. This lights the Extra Ball in the turn-around on the lower playfield.
One arrow in front of a drop target bank is lit each time the bank is completed.
* Mystery Score : When the ball goes through the left flipper return lane (which may be assisted by Magna-Save), the center ramp is lit for a short time for Mystery Score. The Mystery Score is awarded upon completion of the center ramp when lit, and awards a random value of 20,000 to 99,000 points (Contrary to today's hyper-inflated-score games, this is a significant award).
* Spinner : When the ball goes through the right flipper return lane (which may also be assisted by Magna-Save), the spinner is lit for a short time for 5,000 points per spin. A well-placed shot through the spinner can award as much as 100,000 points!
* Bonus Multipliers : The turn-around on the lower playfield awards bonus multipliers. When all bonus multipliers have been attained (2X, 3X, 4X, 5X), and bonus value is at maximum, the bonus lights in the 'sword' on the lower playfield will animate and 'scroll'. The bell will ring each time additional bonus-awarding targets are made after this point (flipper return lanes, outlanes, and drop target bank completion).
* Magna-Save : Magna-Save features are activated by completing a bank of three drop targets. The right Magna-Save will always become activated before the left. Pressing the red button above the white flipper button will activate the Magna-Save feature for the corresponding side of the playfield. The Magna-Save feature is used to attempt to 'grab' the ball, and drop it down the flipper return lane, to allow it to continue in play. Magna-Save features must be re-activated after being used by completing a drop target bank again.
The amount of time that the Magna-Save feature is on, when activated by the player, is adjustable. See game adjustments in the Instruction Manual.
* Bonus Ball : If 2 or more players are in the game, the player with the higher score at the end of the game gets a 30 second Bonus Ball (this feature, and it's time limit are adjustable- see Instruction Manual). 'Bonus Ball' is actually an unlimited number of balls available to the player, but only for the 30-second period. So you can lose the ball as often as you wish during Bonus Ball, and it will be replenished, until the 30 seconds has expired.
The goal during Bonus Ball is to complete all 4 drop target banks in the 30-second Bonus Ball time, in order to light the turn-around for Special. The turn-around must be completed to obtain the Special.
* Strategies :
1. Go for the Extra Ball. It is easiest to complete the drop target banks on the upper playfield to light the first Extra Ball (upper playfield). And drop targets can be completed much faster during Multiball.
2. If center ramp is lit for Mystery Score, and you miss the shot from the lower left flipper, but manage to get the ball up to the upper playfield anyway, allow it to drain back down the center ramp, if possible. This will award the Mystery Score if you can do it before the Mystery Score light goes out.
3. During Multiball, focus your concentration on the playfield level that has the most balls on it. That is, if more balls (2 or more) are in play on the upper playfield, focus your attention on the flippers there. Or if more balls are on the lower playfield, focus your attention there. The playfield with more balls on it will be the source of more scored points during Multiball.
4. During Multiball, concentrate on making the Mystery Score and Spinner shots when lit, as described above. This is where the big points come in, especially with the Multiball playfield score multipliers lit.
5. Biggest points are awarded during Multiball. To get bigger scores, focus on locking balls for Multiball play, and on personal strategies and skills for keeping balls in play longer during Multiball.
- SERIES -
1. Black Knight (1980)
2. Black Knight 2000 (1989)
- STAFF -
Design by : Steve Ritchie
Art by : Tony Ramunni
Software by : Larry DeMar
- PORTS -
* CONSOLES:
Nintendo Wii (2008) "Pinball Hall of Fame: The Williams Collection"
Sony PlayStation 2 (2008) "Pinball Hall of Fame: The Williams Collection"
Sony PlayStation Portable (2008) "Pinball Hall of Fame: The Williams Collection"
- SOURCES -
Game's ROM.
Accepted [+] [X] Barroom Baseball Update submitted by XtC
Barroom Baseball (c) 1983 Atari, Incorporated.
- TECHNICAL -
Bar Top 5200 System, a countertop system using modified Atari 5200.
- TRIVIA -
This prototype was never officially released.
- PORTS -
* CONSOLES:
[US] Atari 2600 (1982) "RealSports Baseball [Model CX2640]"
[JP] Atari 2600 (1983) "RealSports Baseball"
[US] Atari 5200 (1983) "RealSports Baseball [Model CX5209]"
[US] Atari 7800 (1988) "RealSports Baseball [Model CX7834]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]" - Atari 2600 version
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]" - 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
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]" - Atari 2600 version
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [XBOX World Collection] [Model B7X-00001]" - 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 -
Game's ROM.
Accepted [+] [X] Asteroids Deluxe Update submitted by XtC
Asteroids Deluxe (c) 1981 Atari, Incorporated.
Asteroids Deluxe is a 1 or 2-player game with an X-Y or vector-generator monitor. The game depicts a third-person view of a player's spaceship battling to destroy asteroids, flying saucers and enemy ships or 'death stars' (shaped like clusters of triangles). When hit, the asteroids and death stars will break into progressively smaller pieces.
Players can put up an octagon-shaped 'shield' to temporarily protect their spaceship. However, this shield wears out with use.
Large asteroids appear and drift in from the outer edges of the display. By pressing the ROTATE LEFT and ROTATE RIGHT pushbuttons on the control panel, the player may aim a spaceship toward any of the asteroids. The player uses the FIRE pushbutton to shoot at the asteroids and other objects.
When shot, each large asteroid divides into two medium-sized asteroids, and the game adds 20 points to the player's score. Medium-sized asteroids, when shot, divide into two small-sized asteroids, and the game awards 50 points to the player. When shot the smallest asteroid disappears and the game adds 100 points to the player's score.
In addition to asteroids, the players can score points for shooting the various enemy ships. When hit, the large ships ('death stars' shaped like hexagons) score 50 points and break into three diamond shapes. The medium-sized enemy or diamond, when hit, grants the player 100 points and breaks into two small triangular pieces. These small pieces disappear when the player hits them, and the score increases by 200 points.
At any time during game play, a flying saucer may appear from either side of the display. The game awards players 200 points for shooting a large saucer and 1,000 points for a small saucer (the latter is a smaller target for players, though not any faster moving than the large one. It also shoots more accurately).
The player's objective in the game is to shoot and destroy as many asteroids, saucers, and enemy ships as possible before all his or her spaceships are destroyed. A ship is destroyed if an asteroid, saucer or enemy ship smashes into it, or if a flying saucer shoots it. To prevent losing a ship, the player may press the THRUST pushbutton to move out of the path of an oncoming object.
As an emergency maneuver, a player can press the Shields button. An octagon will then appear around the player's ship as protection from all enemies. For challenge the shield power lasts only about 10 seconds, but the power is renewed with each ship. The amount of shielding power available is shown by the brightness of the octagon (dim means almost exhausted power).
- CAST OF CHARACTERS -
Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and use the shields if you feel you are in danger.
Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart in to two Medium Asteroids.
Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving, shooting one of these will result in two Small Asteroids.
Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, it will vaporize.
Hexagon - This addition to Asteroids appears when the stage is nearly free of rocks. It floats in one direction until it is shot.
Diamond - When the Hexagon is shot it breaks up in to three separate diamonds. These begin to track and slowly follow you.
Triangle - When a Diamond is shot it breaks up in to two separate triangles. These will move very quickly and zero in on you if you don't destroy them fast enough.
Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. Approximately one out of every four shots will be aimed directly at your ship. They will also target Hexagons if any are on the screen at the same time.
Small Saucer - The small saucers are deadlier than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.
- TECHNICAL -
This particular machine was released in three different formats; an upright, a cabaret, and a cocktail, with the upright being the most common, and the cabaret being the least common. All three versions were nearly pin compatible with an original "Asteroids" board-set, only a few wires had to be swapped.
* The upright was a rather interesting looking design that actually bulged out toward the player from the control panel on up. Atari went all out with the side-art on this one, it completely covers the sides from the floor to the top of the machine (it is a scene of a ship in an asteroid field, similar to the one on "Asteroids", but more detailed). The control panel layout is a little more subdued than the red, white, and blue monstrosity on the original "Asteroids". Just a dark surface, a few instructions, and some buttons (this title, like the original, did not use a joystick, although it plays well with one).
* The cocktail version was almost identical in appearance to the original "Asteroids" cocktail (and just about every other Atari cocktail). It was black and woodgrain, with only a minimum of ornamentation behind the glass.
* The cabaret version (a cabaret is a mini upright that is less than five feet tall), is an ugly little creature, with woodgrain sides and a black front. The nameplate is down low on the machine near the coin mechs (which makes the game hard to identify at first).
* Upright dimensions : 71in. (180.34cm) high x 26,75in. (67.95cm) wide x 25.25in. (64.14cm) deep. Weight : 313 lbs (140.85 kg). Monitor : 19in. QuadraScan.
* Cabaret dimensions : 54.25in. (137.79cm) high x 20,44in. (51.91cm) wide x 23.75in. (60.32cm) deep. Weight : 193 lbs (86.85 kg). Monitor : 15in. QuadraScan.
* Cocktail dimensions : adjustable from 21.5in. to 27in. high x 32in. (80.5cm) wide x 24in. (60cm) deep. Weight : 164 lbs (73.8 kg). Monitor : 15in. Quadrascan.
Game ID : 0351xx
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : Discrete, POKEY (Pot Keyboard Integrated Circuit)
Screen orientation : Horizontal
Video resolution : 256 x 231 pixels
Screen refresh : 60.00 Hz
Palette colors : 32768
Players : 2
Buttons : 5
=> LEFT, RIGHT, FIRE, THRUST, SHIELD
- TRIVIA -
Asteroids Deluxe was released in March 1981, selling at an MSRP of $2095 (Upright). Approximately 22,300 units were produced (exactly 18142 uprights).
The original "Asteroids" proved to be wildly popular, but there was one problem. The game was simply too easy for expert players (many people could play for hours on a single quarter). So Atari decided to make a more difficult sequel, Asteroids Deluxe. They succeeded a little too well, and had to scale the difficulty back after their initial version proved to be too difficult for the average player. This game was created out of modified "Asteroids" code. At the same time this game was being produced, "Space Duel" was in the works, but was shelved as Asteroids Deluxe was green-lighted for production. Despite its similarities to the hugely popular original, Asteroids Deluxe was a commercial flop and Atari later released "Space Duel" to moderate success.
Asteroids Deluxe features modified game-play intentionally designed to challenge players who had mastered the original "Asteroids" :
1) The addition of new ships. When hit, the large ships ('death stars' shaped like hexagons) break into three diamond shapes. The medium-sized enemy or diamond, when hit, breaks into two small triangular pieces. These small pieces disappear when the player hits them. The diamond and triangular ships pursue the player's ship until killed.
2) The small and large UFO's have been improved :
a) Their shots now 'wrap-around' the screen. This means that a shot fired off the right or left side will re-enter the screen on the left or right side.
b) The accuracy of the large UFO's shots have been improved. Now every one out of four shots are aimed at the player's spaceship. If there are no other targets, all shots go toward the player's spaceship.
3) The player's ship was redesigned to include two side fins and a narrower body, keeping the overall ship dimensions identical to the original game. The ship has the same maximum velocity as in "Asteroids", but can accelerate twice as fast.
4) The high score now 'rolls over' at 999,999 points instead of 99,999 points.
5) A graphic overlay has been added to give the game more of a feeling of depth. It also makes it slightly harder to see the vector graphics.
6) The hyperspace button has been replaced by a shield. The shield lasts 10-12 seconds per spaceship and cannot be recharged.
7) Firing is now automatic, holding down the fire button will release a maximum of four shots (on screen) at a time.
Although the attract screen claims a 1980 copyright, the game was officially introduced in March of 1981. The front glass on the upright was originally square with the cabinet - this produced an unpleasant 'glare' on the screen. Atari later released a 'glare reduction kit' which provided an angled glass frontage to be fitted onto the cabinet thereby reducing the glare. Once applied, the kit enclosed the speaker which resulted in deeper base tones.
John McAllister hold the official record for this game with 3,333,360 points set February 12, 2009.
An Asteroids Deluxe unit appears in the 1982 movie 'Tron', in the 1982 movie 'The Thing' and in the 1984 movie 'Night of the Comet'.
An Asteroids Deluxe upright cabinet appears in the Judas Priest music video 'Freewheel Burning'.
In 1982, Atari released a set of 12 collector pins including : "Missile Command", "Battle Zone", "Tempest", "Asteroids Deluxe", "Space Duel", "Centipede", "Gravitar", "Dig Dug", "Kangaroo", "Xevious", "Millipede" and "Food Fight".
- UPDATES -
There are two versions of the software; the original release proved to be so difficult that Atari released a revised version that had easier game-play. This new version was originally introduced in Europe and is often referred to as the 'European Version'. Determining the version can be discerned by noting the first appearance of a 'death star' - in the original version this is near the end of the second wave; in the revised version it appears near the end of the first wave and moves much more slowly.
- SCORING -
Large Asteroids : 20 points
Medium Asteroids : 50 points
Small Asteroids : 100 points
'Death Star' (Hexagon Shaped Ship) aka 'Snowflake' : 50 points
Diamond Shaped Ship : 100 points
Triangular Shaped Ship : 200 points
Large Saucer : 200 points
Small Saucer : 1,000 points
- TIPS AND TRICKS -
* When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number :
Round 1 : 4
Round 2 : 5
Round 3 : 6
Round 4 : 7
Round 5 : 8
Round 6 and up : 9
Your job is to blast those rocks, however, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 24 asteroids on the screen at any one time. If the screen already contains 24 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
In addition, you have to contend with large and small saucers and the 'death stars'. On the first couple of screens, you can sit in the middle and blast rocks. Be aware that a saucer will enter which will cause you to move lest you be hit by its shots. In addition :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Your shields have a maximum life expectancy of 17 seconds. Each collision with a rock takes away about six seconds of shield time. Once your shield runs down, it can not be recharged. In other words : use your shields as little as possible.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1,000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, then you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1,000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
5) Unlike in "Asteroids", the small saucers fire a greater number of shots so hunting is more of a challenge.
6) After 60,000 points, the accuracy of both UFO's goes up dramatically.
* The 'death stars' make their appearance in either the first or second wave :
1) It appears on the screen just lazily floating around. It can only be broken open by laser fire (yours or the saucer's).
2) Once open, the pieces pursue the player. Hitting one of the diamond-shaped pieces breaks it into two triangular pieces.
3) The best way to defeat this enemy is to accelerate forward, then turn quickly while shooting. This causes you to fly backwards while shooting at the pieces.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1988)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)
- STAFF -
Programmed by: Dave Shepperd
- PORTS -
* CONSOLES:
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
[US] [EU] Microsoft XBOX 360 [XBLA] (nov.28, 2007)
[US] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 (nov.1,2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (mar.8, 2011) "Atari Greatest Hits Vol.2 [Model NTR-BR7E-USA]"
[EU] Blaze Evercade (2021) "Atari Arcade 1"
* COMPUTERS:
BBC Micro Model B [EU] (1984) : Atarisoft
[EU] Atari ST (1987)
[US] PC [MS Windows, CD-ROM] (apr.4, 1998) "Atari Arcade Hits 2"
[EU] PC [MS Windows, CD-ROM] (2000) "Atari Arcade Hits 2"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
[US] Mobile Phones (sept.7, 2004)
[US] Atari Flashback 2 (2005)
[US] Nokia N-Gage (feb.2006) "Atari Masterpieces Vol. II"
[EU] Nokia N-Gage (mar.30, 2006) "Atari Masterpieces Vol. II"
[US] "Atari Flashback 2+" (2010) : Atari 2600 version
[US] Windows Mobile (feb.23, 2011) "Game Room - Asteroids Deluxe"
[US] Apple Store (2012) "Atari Greatest Hits"
[US] Google Play (2012) "Atari Greatest Hits"
- SOURCES -
Game's ROM.
Machine's picture.
F.A.Q. by Kevin Butler A.K.A. War Doc
Accepted [+] [X] Tsuukai Gangan Koushinkyoku [Model NGM-074] Update submitted by XtC
痛快GANGAN行進曲 (c) 1994 SNK Corp.
(Tsuukai Gangan Koushinkyoku)
1-on-1 fighter featuring 8 selectable characters.
The game's major innovation is the ability to walk into the background, in a similar manner to side-scrolling beat 'em ups such as "Streets of Rage" or "Final Fight" because of this, unlike many other 2-D fighting games, the game uses one action button to jump, it also does not use the 'D' button, (Which many of SNK's other fighters did), only 2 action buttons are used for attacking (punch and kick), instead grappling and grabbing opponents (Pressing the A & B buttons simultaneously) is the focus of the gameplay, opponents can counter being grabbed, as well as break free. Also featured is weapon play, again similar to beat 'em ups, weapons can be picked up and thrown, or used in special & standard attacks. Weapons are thrown in by background crowd members who will step forward to toss them into the ring. Another (strange) innovation of the game is that characters start to sweat -graphically- after a while.
Characters have unusually high health for the genre, with multiple, different coloured, health bars in one bar similar to a method of health bars used for boss characters in games of the time, in addition to this, each character has a 'Crazy Meter' at the bottom of the screen, which is built up as characters attack, this gives the character a special, often very bizarre, attack that will kill the opponent outright, known as the GanGan Attack in Japan, and the Crazy Attack in the US.
Battles are joined by irreverent, sometimes humorous pre-fight banter from characters, the dialog differs depending on whom each opponent is, and a clashing of 2 small images of the characters eyes, which clash in the center of the screen.
- TECHNICAL -
Runs on the SNK "Neo-Geo MVS" hardware.
MVS ID: NGM-074
ADK ID: ADM-008
[SNK MVS Neo-Geo Controls]
2 players - 4 buttons per player (3 usables).
=> [Joystick] 8-Way, [A] Punch [B] Kick [C] Jump
- TRIVIA -
Tsuukai Gangan Koushinkyoku was released in July 1994 in Japan.
This game is known outside Japan as Aggressors of Dark Kombat. (A)ggressors of (D)ark (K)ombat = ADK. The title is also a kind of pun on "Mortal Kombat".
The title of this game translates from Japanese as 'Thrilling Intense March'. GANGAN is also Japanese onomatopoeia for the sound of a large bell or a scolding voice.
Criticism: Aggressors of Dark Kombat is a somewhat unknown title compared to SNK's other fighting franchises such as "Fatal Fury", "Art of Fighting" and their signature fighting title "The King of Fighters" and was not found in great numbers in arcades, nor did it's home console version sell well, and it is generally considered by reviewers and fans of the genre of the time, to be a mediocre title. Now, Aggressors of Dark Kombat is considered a cult game, recommended for all those gamers who wants a different game of those mentioned before.
The game features 8 selectable characters, these characters are not named anywhere in-game, unusual for the genre, which usually gives the character's name in the menu, and almost always places it at some point around the character's health bar. 7 of the characters are new and also appears Kotaro Fuuma from "World Heroes".
* Joe Kusanagi - His nickname is 'Red Panther of Honmoku' and is the protagonist of this story. Joe is the most powerful and famous brawler of the Eastern zone of Japan (know as Kanto). Bored of doesn't find good opponents in his zone, he heard rumors about strong guys in the Western zone, so he travels there to confirm the rumor. Joe is the balanced character in the game, with many combo moves and various techniques. Apart of this game, he appears as a cameo in one of Kisarah's attacks in Neo Geo Battle Coliseum.
* Kisarah Westfield - Her nickname is 'Naive Tomboy'. An English school girl who is known as a femme fatale in Japanese schools. But Kisarah falls in love with Joe Kusanagi and now chases him to obligate Joe to be her boyfriend. She is the only female in this game, the most famous character, and one of the most versatile characters from this game. Kisarah appears as a selectable character in "Neo Geo Battle Coliseum" and as a SNK character card in "SNK vs. Capcom - Card Fighters DS".
* Goh Kidokoro - His nickname is 'Strong Spirit from Naniwa'. Goh is the most famous brawler in Western zone of Japan (known as Kansai) and he has his own gang. Goh got the news about the arrival of 'Red Panther from Honmoku' and now is waiting to fight against this new menace for his goal of nationwide conquest. Goh is the grappler from this game, with many powerful grabs and various powers.
* Kotaro Fuuma - His nickname is 'Angry Hurricane'. His story in the game is simply that he got lost during one of his travels through time and landed in 1994 Japan, where the game takes place, becoming involved in the ensuing fights. Like the rest of characters in AODK, Fuuma doesn't have powers (only his EnRyuuHa signature move from WH series makes the transition with him), but in return, he gains many combo moves and a teleport.
* Leonhalt Domador - His nickname is 'Black Bull'. A German brawler who escapes from his native country as a refugee. He comes to Japan to convert in the most strong fighter of all, no matter what for. Leonhalt is the tallest, slowest and the most powerful fighter from this game. Also he's the rival for Sheen Genus.
* Sheen Genus - His nickname is 'Rising Tiger'. A Canadian amateur wrestler who wants with his group to make his own professional Wrestling Federation, and now is searching strong people to join to him. Sheen is the wrestler of the game and is the rival of Leonhalt Domador. Recently appears in "SNK vs. Capcom - Card Fighters DS" as an Action card.
* Lee Hae Gwan - His nickname is 'White Fang'. A Chinese martial artist who lives in Japan and works for a school. Now he searches for revenge against the brawler who makes disasters in his school: Leonhalt Domador. Lee is one of the fastest characters in the game, who has a good arsenal of kicks and various martial tricks.
* Bobby Nelson - His nickname is 'Brown Bullet'. An African-American boy who is a basketball player and wanted to be known and famous. To achieve his objective, Bobby is traveling the world, waiting to be discovered. Bobby is the fastest and smallest character in this game, and the only one who always have a weapon within (in this case, his basket ball). Recently appears in "SNK vs. Capcom - Card Fighters DS" as an Action card, along with Sean Matsuda from "Street Fighter III".
The game features written lyrics at the credits roll for each character, either it was not feasible to get vocal works for these songs, or it could be an attempt to invite gamers to have fun with these by attempting some sort of karaoke. The latter option seems highly probable due to the popularity of karaoke in Japan.
Soundtrack releases :
[JP] October 21, 1994, "Tsuukai Gangan Koushinkyoku [GSM 1500 Series] [PCCB-00163] - Pony Canyon / Scitron
- UPDATES -
There are almost no differences between the Japanese release of this game & the International versions aside from the rather drastic name change, but it is worth taking notice that there is blood to be found when you use a critical hit on an opponent on the Japanese release only.
- TIPS AND TRICKS -
* Some throws that either break bones or hit the opponent's crotch will stun opponents for quite a long time, allowing you to get an easy chance for a big combo.
* Beat the game 2 times in a row to see all the characters in a super deformed style at the end of the credits.
* Beat the game 2 times in a row and without using a continue to get a longer Karaoke sequence and a group shot of chubby versions of the characters.
- STAFF -
Developed by ADK.
Executive Producer : Kazuo Arai
Producer, Action Plan, Game Director : Tsutomu Maruyama
Director, Game Plan : Takashi Hatono
Second director, Algolism Plan : Kenji Sawatari
Marketing Researcher : Yukio Gotoh
System Planner : Tsutomu Maruyama
System Programmers : Eiji Fukatsu, Makio Chiba
Programmers : Hideo Kamoda, Teruaki Shirasawa, M. Ando, Satoru Kubota
Editor : Mitsunari Ishida
Sound Direction : Tsutomu Maruyama
Sound & Music : Hideki Yamamoto, Hiroaki Shimizu, Hiroaki Kujirai, K. Kasuga, Takeshi Muramatsu, Yuka Kurosawa
Art Director : Tsutomu Maruyama
Graphic Designers : Kazushige Hakamata, Hideyuki Toda, Kimitoshi Yokoo, Muneki Shiraishi, Hideyuki Yamada, Hajime Suzuki, H. Ozono, Tohru Okamura, Atsushi Kobayashi, M. Yoshikoshi, Masato Mitsuya, Y. Nishidate, R. Nakajima, Yasuyuki Sohara, Kenichi Sakanishi, Hideyuki Kusano, Masano Ohno, Takashi Egashira, Shinji Moriyama, Satsuki Ito, Masako Sato, K. Ohashi, K. Ohnishi, Takahiro Arahata, S. Endo, T. Yamazaki, M. Honda, M. Himeno, T. Aoyagi, J. Seki, F. Kurihara
Demo Character Design : Koji Fujita
Public Information : Koji Fujita, Hajime Taguchi
Character Voices : Naoki Ogata, Yoshikatsu Fujio, Kazumasa Katsura, Yasue Ishii, H. Ando, Michael Naishtut, Dario Louis Pohissi, Julie Oppenheimer, Yang Ju Il
Schedule Manager : Kenichi Sakanishi
Special Thanks : H. Ando, Yuji Noguchi, K. Ono
- PORTS -
* CONSOLES:
[JP] SNK Neo-Geo (aug.26, 1994) "Tsuukai Gangan Koushinkyoku [Model NGH-074]"
[US] SNK Neo-Geo (aug.24, 1994) "Aggressors of Dark Kombat [Model NGH-074]"
[JP] SNK Neo-Geo CD (jan.13, 1995) "Tsuukai Gangan Koushinkyoku [Model ADCD-008]"
[US] SNK Neo-Geo CD (1994) "Aggressors of Dark Kombat [Model ADCD-008E]"
[JP] Sony PS2 (dec.18, 2008) "ADK Tamashii [Model SLPS-25906]"
[JP] Nintendo Wii [Virtual Console] (may.10, 2011)
- SOURCES -
Game's ROM.
Game's picture.